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		<id>http://2d4chan.org/mediawiki/index.php?title=Eye_of_Terror&amp;diff=206637</id>
		<title>Eye of Terror</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eye_of_Terror&amp;diff=206637"/>
		<updated>2023-01-03T09:30:42Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Known worlds in the Eye of Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Warhammer40k_galaxy_map.jpg|right|thumb|250px|The Eye of Terror is the swirling purple vortex of doom...?]]&lt;br /&gt;
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{{Topquote|All hope abandon, ye who enter here.|Dante Alighieri, The Divine Comedy}}&lt;br /&gt;
{{Topquote|So named as those inside are all terrified to turn their eyes towards the Imperium and Cadia|[https://regimental-standard.com/2016/12/21/cadi-a-ok/ The Regimental Standard]}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Eye of Terror&#039;&#039;&#039; or &#039;&#039;&#039;Occularis Malifica&#039;&#039;&#039; is the light years-wide black hole of chaotic psychic energy that is also the largest dimensional vortex between the [[Warp]] to the Materium and the birthplace of [[Slaanesh]], created from the entire [[Eldar]] race&#039;s collective unconscious [[Fall of the Eldar|when they participated in a]] [[Not as Planned|mass psychic resonance of galactic proportions]]. In layman&#039;s terms: [[Anal Circumference|they fuck-orgied-murdered each other so much all their orgasms merged into a living God Of Rape that ripped open a massive asshole into the very fabric of spacetime itself.]] The Eldar race had become decadent, depraved, horrifying, hedonistic, and indulgent in every possible sin and sexual vice imaginable. Yes, it is as &amp;lt;s&amp;gt;hot&amp;lt;/s&amp;gt; sick as it sounds.&lt;br /&gt;
&lt;br /&gt;
The creation of this galactic laceration killed off the vast majority of the species in its boundaries, with any planets that remain being utterly [[Rape|fucked beyond comprehension]] after the Birth of Slaanesh. As a result the rest of the Eldar are living on [[Craftworld|Craftworlds]] or faraway planets, save for the [[Dark Eldar|BDSM addicts]] who are living inside the [[Webway]]. Currently, the Eye of Terror is home to the [[Chaos Space Marines|legions of traitor astartes]], most of the surviving [[Primarchs]], the greatest concentration of [[heresy]] in the materium and some unlucky Eldar who still live despite the fall (but more often than not in eternal rape.) According to the [[Warhammer Fantasy]] 8th Edition Daemons of Chaos army book, the Eye of Terror connects to the same Warp as Fantasy. &lt;br /&gt;
&lt;br /&gt;
It seems in certain fluff, the Eye of Terror was named Cygnus x-1 which is an IRL black hole candidate (in fact, the first such identified) in the Cygnus Constellation. This makes absolutely no sense even by GW&#039;s standards, as the Eye was only created after the Fall, which occurred thousands of years after the real life modern date.&lt;br /&gt;
&lt;br /&gt;
==[[What it&#039;s like]] in there==&lt;br /&gt;
Inside the Eye of Terror, nearly all is subject to the nutty whims of the [[Chaos Gods]] and their daemons. What this means is ANYTHING is possible inside this weird vortex. (And not possible, hey it&#039;s chaos after all!) So you have worlds in constant fluxes of change; worlds of decay where everything is kept horribly alive somehow; worlds of crystal lit from within by [[witchfire|witchfires]]; and worlds made entirely from the bodies of slaves all merged and molded together... and again, somehow kept alive! It is literally a living physical hell, and any normal person going in without [[Call of Cthulhu|sanity checks]] will have their brains imploded. There are no maps or regions in this place - just the constant shifting battle-lines as the gods, daemons and their mortal followers battle to claim the worlds for their own.&lt;br /&gt;
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As mentioned above, a lot of the worlds in the Eye of Terror were the old Eldar homeworlds, now referred to as the Crone worlds. There are lots of goodies still stashed away on these worlds and up for grabs, if you don&#039;t mind risking your eternal soul. Despite this, the Eldar (and other individuals cough [[inquisitor|inquisitors]] cough) make the risky journey into the eye to acquire some loot, but most end up being corrupted or [[Chaos Spawn|usually much worse]].&lt;br /&gt;
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The scariest part? The closer you get to the centre of the Eye (referred to as the [[Byysos]]), the weirder things get - even by the standards of Chaos. Daemons and Traitor Marines will avoid getting close to it as things going near it don&#039;t tend to come back. Just as bad, if not indeed worse however are the areas hit by the so-called Firetide, which daemons themselves are actively terrified of; something that generally only the [[Necrons]]/[[C&#039;tan]], [[Sisters of Silence]], or [[Emperor|Big-E]] himself (and his own [[Primarch|totally]] [[Living Saint|not]] [[Legion of the Damned|daemons]]) are capable of making the neverborn feel, and within the Eye of Terror, which of those 3 do you think it is? The Byysos and Firetide probably need their own respective articles at some point in future, but fluff on them is currently somewhat scarce, so this will have to suffice in the interim. In short, places in the Eye (and maybe the [[Maelstrom]]) particularly hard hit by the light of the [[Astronomican]] cause an effect known as Firetide, which engulfs any planets it touches and scours any beings it comes into contact with in holy fire, [[Grimdark|nearly instantly turning them to ash]] (think that scene in Game of Thrones where the Lannister soldiers are hit by dragonfire near the lake), and which tellingly cannot be counteracted by the Four. This has a whole host of interesting possible implications, not the least of which being that this may suggest that though comparably small, the God Emperor has gained his own presence within the Eye; effectively [[Awesome|muscling the Ruinous Powers out of parts of their own preferred playground]] and simultaneously pissing in the sandbox, thus ensuring that [[Troll|no one else will ever be able to play there again]]. Part of why this is such a scary prospect for daemons is because that A, barring some very rare exceptions, a daemon being killed in the Eye of Terror is tantamount to being killed in the Warp, and B, it&#039;s the power of Big-E himself causing it; either of which on their own would mean a &#039;&#039;true death&#039;&#039; for the unlucky daemon. Also, the Eye of Terror, for all its shittiness, is a refuge for the servants of chaos that reside there, so to be pursued even there by the vengeful, burning light of the leader many of them personally betrayed, a leader who at the time probably wasn&#039;t a god, but now very much is... Well, that&#039;s probably disconcerting to the nogoodniks residing there. &lt;br /&gt;
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Despite it being an endless tempest of raw Eldritch power in the very fabric of physical creation, home to some of the most powerful and brutal warriors in the [[41st millennium|setting]], it still does not deter or even frighten the [[Ollanius Pius|Balls-of-Steel]] [[Imperial Guard|Imperial Guardsmen]]. This is because of the [[Cadian Pylons|Cadian Gate]].&lt;br /&gt;
&lt;br /&gt;
==The Cadian Gate?==&lt;br /&gt;
Yes, the Cadian Gate.&lt;br /&gt;
&lt;br /&gt;
Y&#039;know how in those war movies, there&#039;s that one part where the soldiers are all hanging out partying before the shit hits the fan and they&#039;re pressed into service? That&#039;s kinda what the Cadian Gate is like to the Eye of Terror. Named after the [[Cadia|planet]] nearest to it, the Cadian Gate is the most stable region around the Eye of Terror owing to the fact that [[Necron|large, strange artifacts of ancient alien design]] are found all over Cadia and its neighbouring planets. Because of its location in the Eye and because it&#039;s the only place not constantly fucked with Warp storms, Cadia (and indeed the entire Cadian Gate) is an enormous flash wherein the Chaos Legions raid the [[Imperium of Man|Imperium]] from their Daemon worlds - [[Creed|only to be completely and utterly WTFPWN3D in an ambush by 100 Baneblades and 75 Imperator Titans hiding behind a lamppost]], the biggest of which happened during the Black Crusades.&lt;br /&gt;
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===The Black Crusades===&lt;br /&gt;
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As one might imagine, the Eye of Terror is both prison &#039;&#039;and&#039;&#039; safe harbor for [[Abaddon the Despoiler]] and his [[Black Legion]].  It is from here that the Warmaster musters his forces for the infamous [[Black Crusade]]s, of which there have been thirteen over the last ten millennia. Barring a few (and we mean countable on 1 hand) suicidely difficult-to-navigate gaps, most of the Eye is kept bottled up by both the raging warpstorms permanently edging it, and the crashing waves of psychic force from the [[Astronomicon]], creating an effect called the Firetide. Ships can&#039;t even get near the edge of the Eye without getting destroyed.  &lt;br /&gt;
&lt;br /&gt;
Ask any long-term fan of the franchise, and eventually you&#039;d get jokes about how much an utter joke Abaddon was given how he&#039;s tried &#039;&#039;thirteen times&#039;&#039; and yet failed to even get close to destroying [[Terra]], but as the end of 7th Edition showed, it seems that old Zeke has gotten the last laugh. As they say, thirteenth time is a charm...&lt;br /&gt;
&lt;br /&gt;
==The [[Gathering Storm]]==&lt;br /&gt;
&lt;br /&gt;
During the events of the Gathering Storm, the Eye of Terror changed dramatically. Here, Abaddon is attempting to besiege and control Cadia to force the Eye to expand, hoping to turn it into a giant eldritch laser cannon that would cut a swath through the galaxy and consume Terra itself in the process.&lt;br /&gt;
&lt;br /&gt;
The launch of the 13th Black Crusade coincided with [[Belisarius Cawl]] realizing what the [[Cadian Pylons]] actually did, rushing to Cadia to help. [[Trazyn the Infinite]] then rocked up, and helped Cawl try and close it, because he was bored and wanted to participate in some galactic historical event. Their efforts did work and managed to slowly close the Eye of Terror to weaken the traitors (and [[Saint Celestine]] and the [[Legion of the Damned]], consequently), but Abby finally had enough of being a [[Meme]] and decided to flip the table by crashing a [[Blackstone Fortress]] onto Cadia, which destroyed the planet plus the pylons, [[Just as Planned|and caused the intended effect of having the Eye of Terror expand]]......[[Not as Planned|but we can only imagine Abaddon wide-eyed and mouth agape when he saw that the Eye expanded in the wrong direction, before promptly losing his collective shit at this point]]. &lt;br /&gt;
&lt;br /&gt;
Rather than cutting a swath straight through Terra, the Eye instead cut the galaxy in half by creating an almost-impassable wall of warp storms that stretched from Cadia to the [[Maelstrom]], which is now called the [[Great Rift]]. There&#039;s only two corridors on this rift that can be safely traversed by mortals and they&#039;re all heavily contested by the Imperium and Chaos.&lt;br /&gt;
&lt;br /&gt;
The other side of this region that isn&#039;t on Terra&#039;s side is called the Dark Imperium, named so because they&#039;re cut off from the Astronomican, and by extension the Emperor&#039;s Light. As you can imagine, life in what can only be described as being trapped alone in a room full of serial killers is bad, but the Imperium perseveres, while Chaos is having a blast right now.&lt;br /&gt;
&lt;br /&gt;
==Known worlds in the Eye of Terror==&lt;br /&gt;
&lt;br /&gt;
* Belial IV: An Eldar crone world, it was one of the capital worlds of the old Eldar empire. Now it is a ghostly shell but rumoured to still house countless Eldar treasures... which of course is the perfect line to have a constant string of the elf-y bastards trying to loot the place without getting their [[Anal Circumference|assholes ripped apart in 11 dimensions by Slaanesh]].&lt;br /&gt;
&lt;br /&gt;
* Medrengard: The [[Iron Warriors]] homeworld in the Eye of Terror. It is basically one big city in constant industrial motion. It is here [[Perturabo]] sulks eternally, annoyed his playmate [[Rogal Dorn|Rogal]] was silly enough to get himself MIA.&lt;br /&gt;
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* Bubonicus: A daemon world owned by a [[Daemon Prince|daemon prince]] of the same name in service to [[Nurgle]]. Visions of this place give psykers across the Imperium terrible &amp;lt;strike&amp;gt;taco-shits&amp;lt;/strike&amp;gt; nightmares that probably have some sort of plague mixed in as a bonus. This plague-ridden planet is notable for its equator-spanning line-dance in the name of Nurgle, the dancers eventually mutating into [[Plaguebearer]]s and breaking off so new mortals can endlessly take their place. &lt;br /&gt;
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* Sortiarius, the Planet of the Sorcerers: The world given by [[Tzeentch]] to [[Magnus the Red]] and the [[Thousand Sons]] as their new homeworld after the end of the [[Horus Heresy]]. It is a world wrecked by warp storms and with towers thrusting out of the crust of the planet. Magnus mostly stays on the planet in his tower with a big eye on it, which is totally not ripping off Sauron, and plans his legion&#039;s campaigns &amp;lt;s&amp;gt;against the Imperium&amp;lt;/s&amp;gt; for getting more books to nerd out. UPDATE: No longer in the Eye, because Magnus pulled it into real space. [[Just As Planned | JUST AS PLANNED!]]&lt;br /&gt;
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* Plague Planet: The generically named world of [[Mortarion]]. He modeled it after a dark reflection of his homeworld, [[Barbarus]], much to [[Typhus]]&#039;s displeasure.&lt;br /&gt;
&lt;br /&gt;
* Oliensis: Devoted to Slaanesh, the entire planet is actually a [[neckbeard|colossal, morbidly obese man curled into a fetal position]] ([[what|yes seriously]]), [[/d/|who will eat you like a Dorito (and corrupt and regurgitate you)]] if you try to start shit there, as an [[Judged|unfortunate Space Marine chapter]] found out during a [[Abyssal Crusade|totally fun company-sponsored vacation trip]]. Home of the [[Noise Marines]]. There isn&#039;t much info on who Oliensis is or how he came to be so huge.&lt;br /&gt;
&lt;br /&gt;
* Xana: the first and the biggest of the [[Dark Mechanicus]] Hellforges, and the primary place where traitors go to get new ships, tanks, daemon engines, armor, [[Dakka | and guns and ammo to shoot]] at loyalist scum and each other. Unlike most other Hellforges that were normal daemon-worlds until DarkMechs colonized them, Xana used to be a Forgeworld before the Heresy, and got teleported into the Eye after the Heresy failed in what was pretty much a reverse version of the ritual that Magnus used later to teleport Sortiarius out.&lt;br /&gt;
&lt;br /&gt;
* [[Fulgrim]]&#039;s [[PROMOTIONS|Pleasure Planet]]: No one knows where it is and [[Emperor&#039;s Children|many]] have tried to find it, but since no one&#039;s succeeded yet it&#039;s safe to assume it&#039;s either located [[Anal Circumference|inaccessibly deep ]] in the Eye or no one who actually located it bothered to leave and tell the others (Lorgar used the Webways to travel to the planet just before the [[Siege of Terra]] to pull Fulgrim back into command of his legion). Knowing the Emperor&#039;s Children, it&#039;s probably the latter.&lt;br /&gt;
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* Sicarus: ([[Cato Sicarius|no relation]]) Homeworld of the [[Word Bearers]], and where [[Lorgar]] sits on his sorry ass meditating when he&#039;s not running from Corax. [[Kor Phaeron]] established his colony on this planet after the [[Battle of Calth]], and the Word Bearers moved in later during the [[Great Scouring]]. The planet is basically a [[Chaos|Chaotic]] version of [[Terra]], right down to its [[Extra Heresy|&amp;quot;planet sized temple&amp;quot;]] status, and it&#039;s ruled over by a [[Dark Apostle|Dark]] [[High Lords of Terra|Council]] rather than Lorgar himself. The largest cathedral, the Templum Inficio, is reserved for Lorgar and his heresy-fueled meditations.&lt;br /&gt;
&lt;br /&gt;
* Drakaasi: One of the few [[Khorne|Khornate]] daemon worlds (that we know about), this paradise features everything you&#039;d expect from the Blood God: vast oceans of blood turning it into a red version of Venice, arenas and fighting pits around every block, a massive graveyard filled with [[Awesome|huge-ass weapons converted into residencies]], and of course a battlefield to add skulls to the skull throne. A rather interesting feature is a massive crystalline structure, which plays [[Sonic Weaponry|music]] dedicated to Khorne himself. Huh, guess he is a man (god?) of culture after all.&lt;br /&gt;
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* Harmony: A major base for the [[Emperor&#039;s Children]], this is the planet where [[Fabius Bile]] created his homemade, collector&#039;s edition [[Horus]] clone. It was later attacked by [[Abaddon]] during his [[RAGE|big temper tantrum]] against the III Legion, and he had the planet&#039;s fortress, Canticle City, [[Awesome|blown up by a falling Cruiser]]. &lt;br /&gt;
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* Maeleum: The [[Extra Heresy|other &amp;quot;Chaotic Terra&amp;quot;]] in the Eye, this is where the [[Sons of Horus]] stored and worshiped their [[Primarch]]&#039;s corpse after he got his ass kicked by Emperor, until it was stolen by the [[Emperor&#039;s Children]]. Some time after the planet&#039;s abandonment, Abaddon discovered a destroyed [[Black Templars]] strike cruiser on the planet&#039;s surface, [[FAIL|which provided him with information on the current status of the Imperium]]. Still later a [[Death Guard]] Sorceror Lord named Thagus Daravek used pieces of the planet&#039;s crust as ammunition against the Black Legion, [[FAIL|though he basically missed every shot]].&lt;br /&gt;
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* Logans World: A barren place where humans and [[Ork]]s fight for survival in the planet&#039;s hostile environment. [[Derp|We still don&#039;t know who the eponymous Logan is though.]] It&#039;s worth mentioning that this planet seems to be one of the few &amp;quot;mundane&amp;quot; worlds in the Eye that we know about, as well as one of the few that is firmly under Imperial control. &lt;br /&gt;
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* Temporia: A [[Tzeentch]]-aligned Hellforge overflowing with [[GW|factories]], [[Daemon Engines]], and other horrible contraptions. The [[Dark Mechanicus]] stationed here managed to [[Awesome|yank the planet out of orbit from the Eye of Terror]], using said depraved machinery to assault the Cadian Gate during the 13th [[Black Crusade]]. The Dark Mechanicus&#039;s rule is currently being contested by the [[Adeptus Mechanicus]] from the [[Forge World]] of Agripinaa. So far they seem to be in a stalemate.&lt;br /&gt;
&lt;br /&gt;
* Urum: A Crone World that serves as the main base of Fabius Bile and his Consortium. [[/d/|Don&#039;t even ask]] [[FATAL|what goes on in here]] (Hint* it is good, wholesome, pure fun).&lt;br /&gt;
&lt;br /&gt;
* [[/tg/|World of Immortal Sorrows]]: A Crone World ruled over by Elyssar&#039;sirath, a [[Daemon Prince]] of [[Slaanesh]]. Basically the absolute worst place to be in realspace if you&#039;re an Eldar, though it might be best to avoid it if you&#039;re a [[Imperium|human]] as well.&lt;br /&gt;
&lt;br /&gt;
*Eidolon: At one point the location of the Blood Angels relic Encarmine, before it was recovered by Captain Leonatos on his Blood Quest. It was a semi-medieval world controlled by four Daemon Princes, as well as a [[Fallen|MEMBER OF A TRAITOR LEGION THAT SOMEHOW STOLE DARK ANGEL ARMOR TO DISGUISE HIMSELF]].&lt;br /&gt;
&lt;br /&gt;
==Important Personages in the Eye of Terror==&lt;br /&gt;
&lt;br /&gt;
* [[Chaos Gods]] - You can&#039;t get higher than the arch-dukes of evil themselves. They each claim the worlds of the Eye as their own and spend every second warring to gain control of them, like supervillains trying to outdo each other in world-conquering plots. Khorne&#039;s plots focus on [[Exterminatus|slaughtering everyone off each planet]]. Slaanesh tries to recreate his/her/its super dick move orgasm attack to take over worlds by [[Anal Circumference|overloading the inhabitants&#039; very own metaphysical assholes into impossible geometries that would make Euclid&#039;s brain asplode]]. Tzeentch tries to use his [[Just As Planned|clever plots]] and [[Tomb of Horrors|elaborate deathtraps]] to take over, even if [[Abaddon|Failbaddon the Armless]] is the most frequent victim of such elaborate superdickery. Nurgle just prefers to wait patiently for everything to wear out and rot everything away - good for him, not for anyone else.&lt;br /&gt;
* Daemon Primarchs - Each a legendary or at least major player in the Eye, some of the traitor Primarchs have their own worlds while others head the efforts of the different Chaos Gods to claim more for themselves. Because each traitor Primarch is nuttier than a fruitcake by now, they each have different, diverse reasons for warring in the Eye for control.&lt;br /&gt;
** [[Angron]] - He just wants to kill and rage, as the nails in his daemon-brain make him ever crazier with each passing aeon and his only relief from the rage is MOAR RAGE. Giving worlds to Khorne is just a bonus.&lt;br /&gt;
** [[Fulgrim]] - No one knows where the fuck he OR his ultimate pleasure world/palace is, but it gives relentless [[Promotions|incentive]] for other traitors to find it. Abaddon met with him on a different planet, so he does get out sometimes, but it&#039;s probably pretty rare. After all, with a planet that&#039;s supposedly the ultimate pleasure planet, why would anyone want to leave it?  Confirmed to have responded to Roboute getting back up by &#039;&#039;pouting&#039;&#039;. Fucking &#039;&#039;&#039;weak&#039;&#039;&#039; man.  &lt;br /&gt;
** [[Magnus]] the Red - He rarely leaves his private tower, but he theoretically constantly aids in Tzeentch&#039;s vast plans to conquer everything and sometimes comes out to beat up [[Space Wolves]]. /tg/ likes to joke that he spends most of the time screaming [[Just As Planned]] every time he manages to accomplish common household tasks like dusting the blinds or pouring hellmilk over his daemon-cereal, just to massage his fragile ego after the monumental fuckups his plans seem to keep running into. He&#039;s still very much active, though. Apart from [[Furry|fursecuting the Wolves]], he fought and chased [[Roboute Guilliman]] when he escaped from Kairos&#039; clutches, but was stopped after he was banished by a contingent of [[Adeptus Custodes|Custodes]] and [[Sisters of Silence]], when he managed to corner Big G at Luna.&lt;br /&gt;
** [[Mortarion]] - Has his own sweet planet, which he made into a home from home. Like most of the others, he rarely leaves his private quarters, in case his presence makes the plot edge forward. Oh, and the last time he left his planet, a [[Kaldor Draigo|certain someone]] graffiti&#039;d his heart. Change, after all, is anathema to a Nurglite. Plus, well... would &#039;&#039;you&#039;&#039; invite someone whose B.O. could devastate an entire world without him lifting a finger to your [[Black Crusade|little party]]? [[Typhus]] canonically despises Mortarion for just sitting in his planet and never doing anything and also for his insufferable sentimentality. He&#039;s now up-and-about though, he invaded [[Ultramar]], but was stopped by Guilliman, and the Chaos Gods who decided to get into the action and annex some of Nurgle&#039;s territory, forcing him to abandon the Ultramar campaign and go back.&lt;br /&gt;
** [[Lorgar]] - Has been meditating since the end of the Horus Heresy, and has literally done diddly squat since then. Infact his most noteworthy action for gods know how long is teaching Abby how to summon daemons for his Black Crusades. He doesn&#039;t even lead his legion anymore, and he assigned that role to his Dark Apostles instead. He&#039;s basically the biggest [[Neckbeards|NEET]] amongst the primarchs. He did fight against a Warp-mutated [[Corvus Corax|Corax]] in the 41st Millennium, and absolutely had his ass handed to him. Lorgar responded by bravely running the fuck away, evidently having taken some inspiration from his wayward son [[Erebus]], when the latter was getting roflstomped by [[Kharn]] and so decided to make like France and get the fuck out. &lt;br /&gt;
** [[Perturabo]] - The guy who named the place. Mostly splits his time sulking or [[neckbeard|building models]] on his private planet because his sore mood prevents him from getting down to the hard and heavy of fighting. Occasionally he gets off his couch to devastate a Forge World or two. Launched a massive offensive to take many Imperial Worlds after the Great Rift.&lt;br /&gt;
&lt;br /&gt;
* [[Abaddon the Despoiler]] - Jokes about his incompetence and lack of arms aside, Abaddon didn&#039;t get to be the Warmaster of the Black Legion for nothing. If your force runs into his in the Eye, it&#039;s probably in your best interest to either submit to the Legion and be subsumed, or run for the hills and pray to your evil gods he&#039;s got [[Cadia|something better to do]].&lt;br /&gt;
&lt;br /&gt;
* [[Fabius Bile]] - A key player in the Eye, as he produces clone warriors for the traitor legions to boost their ranks and seeks ways to further improve on their genes. Such biological evil pleases Slaanesh immensely, even if Bile himself has no love for Chaos in general, seeing that they no longer have anything to offer him. The definition of Vetinari Job Security, the guy is hated and despised by even other heretics, but he is needed by them all so they can&#039;t afford to kill him.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Chaos]]&lt;br /&gt;
*[[Chaos Space Marines]]&lt;br /&gt;
*[[Pit of Raukos]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]] [[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425765</id>
		<title>Siege of Terra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425765"/>
		<updated>2023-01-03T08:12:10Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* The Siege Begins */&lt;/p&gt;
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&lt;div&gt;{{awesome}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox 40k Campaign&lt;br /&gt;
|title=Siege of Terra&lt;br /&gt;
|image=[[File:The-Siege-Of-Terra Angron.jpg|400px]]&lt;br /&gt;
|attacker= Traitor Legions&lt;br /&gt;
|defender= [[Imperium of Man]]&lt;br /&gt;
|commander1= [[Horus]], [[Angron]], [[Mortarion]], [[Fulgrim]], [[Perturabo]], [[Magnus the Red]], Zardu Layak, Kelbor Hal&lt;br /&gt;
|commander2= The [[Emperor]], [[Sanguinius]], [[Rogal Dorn]], [[Jaghatai Khan]], [[Vulkan]], [[Malcador the Sigillite]], [[Constantin Valdor]]&lt;br /&gt;
|date=0014.M31&lt;br /&gt;
|scale=Planetary&lt;br /&gt;
|theatre=[[Horus Heresy]]&lt;br /&gt;
|strength1= [[Sons of Horus]], [[Death Guard]], [[World Eaters]], [[Emperor&#039;s Children]], [[Thousand Sons]], [[Iron Warriors]], [[Word Bearers]], [[Night Lords]], Traitor Army forces, [[Dark Mechanicum]], dozens of Traitor Knight houses, Traitor Titan legions, daemons&lt;br /&gt;
|strength2= [[Imperial Fists]], [[Blood Angels]], [[White Scars]], [[Adeptus Custodes]], [[Sisters of Silence]], [[Knights-Errant]], Imperial Army, Adeptus Arbites, dozens of Knight Houses, loyalist Titan Legions (Gryphonicus, Ignatum, Solaria, Atarus, Amaranth, Ordo Sinister)&lt;br /&gt;
|casualties1= Massive Heretic Astartes casualties, massive Traitor Army losses, massive Traitor Titan losses, massive Dark Mechanicum losses. Horus slain. Angron, Mortarion and Magnus banished.&lt;br /&gt;
|casualties2= Massive military and civilian losses. Malcador the Sigillite slain. Sanguinius slain. Emperor mortally wounded and interred into Golden Throne.&lt;br /&gt;
|status= Pyrrhic Loyalist Victory&lt;br /&gt;
|outcome= Traitors driven from Terra and into the Eye of Terror. Death of Horus and crippling of the Emperor. Great Scouring Begins.&lt;br /&gt;
}}&lt;br /&gt;
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{{topquote|[[Horus|He]] waits no longer. It begins now.|[[Sanguinius]] on the 13th of Secundus, 014.M31}}&lt;br /&gt;
The &#039;&#039;&#039;Siege of Terra&#039;&#039;&#039; was the end of the [[Horus Heresy]] in [[Warhammer 40,000]]. If the Horus Heresy can be considered the most important series of events in the 40k universe (*cough* [[War in Heaven]]), then the Siege of Terra itself could be considered the single most important event. It is also possibly the most fucking awesome event: brothers fighting brothers, Primarchs (read Sanguinius) soloing Titans and Greater Daemons, continent-spanning trench battles, the mighty guns of Titans blowing mountain-sized fortifications to shreds, Imperial Army soldiers leading charges against the traitorous forces even though they know it&#039;s suicide and [[Ollanius Pius]] making a desperate stand against impossible odds.&lt;br /&gt;
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It was [[Horus]]&#039;s big attempt to off his daddy and to be the true Emperor of the galaxy (for [[Chaos]] of course!). He brought a load of his traitor legions, millions of corrupt Imperial Army personnel and mutants, the part of the Mechanicus that had gone over to his side, and a whole load of daemons to boot. On his side, the [[Emperor]] had three legions, his [[Adeptus Custodes|Custodians]], and the loyal Imperial Army regiments of Terra and you know what? The Emperor went and won anyway (granted it was because the Emperor offed Horus before his legions could crack the Imperial palace but still, victory for the home team! (Though unless incoming fluff contradicts it, Horus only invited The Showdown as he knew his forces wouldn&#039;t win before hordes of fresh and angry Smurfs and Dark Angels arrived at his rear.))&lt;br /&gt;
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==The Solar War==&lt;br /&gt;
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Dorn began fortifying [[Terra]] immediately after getting word of the Heresy, knowing that it would always be Horus&#039;s eventual goal. Despite being removed from the larger battles of the Heresy, the Solar System was touched by the conflict, with Mars erupting into open rebellion and numerous sleeper agents and cults trying to destabilise the Throneworld. Despite this Dorn managed to do the best he could, turning Terra into the most heavily fortified system in the Imperium. He even managed to blunt part of the traitor advance at the Beta-Garmon cluster before getting ready for the final rumble they had known was coming. &lt;br /&gt;
[[File:Dorn-hh.jpg|300px|right]]&lt;br /&gt;
Terra was unique in that it had two artificial Mandeville points inside the Solar system itself, created during the Dark Age of Technology. Dorn fortified the likely approaches from the outer edge of the system and built up huge defenses around the two internal jump points. The traitors, however, were busy too: infiltrators and covert operatives sabotaged loyalist assets across the system. The Iron Warriors were the first Astartes into the breach, breaking the Warp on the First of Primus, 014.M31, using huge up-armoured Space Hulks as fireships to wear down the defenses before sending their main fleet through to engage the combined Fists and Scars fleets. The inner system conflict went on for a bit, with the loyalists managing to hold out enough to slow down the advance at least for a little while. &lt;br /&gt;
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However, under Magnus&#039;s direction, the traitors turned the Shrine of Unity comet into a vast Warp gate that allowed Horus, Angron, and Fulgrim&#039;s fleets to jump right past most of the rings of defense Dorn had come up with. On the &#039;&#039;Phalanx&#039;&#039;, Dorn was preoccupied with a daemon incursion and could do little to stop the huge fleets that were now mobbing for Terra. The Martian traitors, free from the blockade that had hemmed them in for years, joined up with Horus. The Solar War had barely lasted a month, far far less than the loyalists had hoped for. The rest of the loyalist fleets, knowing they could never hope to fight even a fraction of the vast traitor armada, regrouped on the edge of the system, along with the &#039;&#039;Phalanx&#039;&#039;, waiting for the moment they could make an effective strike against Horus. There were early plans for the Emperor to be evacuated to the &#039;&#039;Phalanx&#039;&#039; and escape Terra, but these were made by people unaware of what Big-E was doing in the basement of the palace.&lt;br /&gt;
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==The Siege Begins==&lt;br /&gt;
[[File:Map-2800x1983.jpg|500px|right|thumb|Map of the Siege.]]&lt;br /&gt;
{{topquote|&#039;&#039;&#039;Father! I have come for you!&#039;&#039;&#039;|[[Angron]] upon making planetfall, met by snickering from Fulgrim, 15th of Quartus, 014.M31}}&lt;br /&gt;
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Uncontested, most of the traitor armada held in orbit above the Palace, and on the Thirteenth of Secundus, began bombarding the Aegis, the vast shield network protecting the entire palace complex. Unlike regular void shields, the Aegis consisted of multiple overlapping layers of shields that individually regenerated as fast as they could be depleted by bombardment. On the ground, the Palace was protected by colossal networks of walls and bastions, static defenses, and vast numbers of Imperial Army units bolstered by hordes of press-ganged conscripts. Unknown to almost everyone, the Inner Palace was also protected by a psychic ward generated by the Emperor that would royally fuck up any daemon that set foot near it, daemon Primarchs included.&lt;br /&gt;
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The rest of Terra wasn&#039;t so lucky. Barring a few isolated holdouts, the rest of the planet was virtually defenseless. It should be noted that if the goal was to destroy Terra wholesale, it could have been easily accomplished by Exterminatus-level weaponry. Perturabo, as the only non-Chaos-ified Primarch, insisted on doing exactly that and grew increasingly angry at what he saw as an irrational and wasteful goal. But Horus was insistent that the Emperor had to be slain in person, and so the Palace had to be reduced the old-fashioned way. In all fairness, one must also ask if Exterminatus was even possible when a being like the Emperor was on Terra, to say nothing of the void shields and defenses on Terra itself (with the answer depending on how much Ext-grade weaponry and warheads the Chaos forces could bring along). And to be fair, Perty did suggest striking directly at the sun. Destroying the Sun would indirectly but also undoubtedly, fuck up Terra beyond saving. The daemon primarchs were kept in orbit, safe from the Emperor&#039;s wards, although this meant that Angron had to be imprisoned in the maze Perturabo had built to contain Vulkan to stop him from [[Leeroy Jenkins]]ing the whole thing as he had done at Istvaan III. &lt;br /&gt;
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Hordes of mutants, beastmen, cultists, and traitor Army units were thrown at the conventional defenses. Entire wings of aircraft dueled above the Palace. Precision bombardments gradually weakened minute sections of the Aegis long enough for bombers to get through and destroy the projectors. The Dark Mechanicum landed siege camps at 8 points around the Palace, partly to surround it but also to act as the focus for a ritual that would enable the Warp to take a foothold on the surface of the Throneworld. The Dark Mechanicum also began building massive siege towers to get Traitor Legionaries on the Wall. The Astartes were held in reserve on both sides whilst their more conventional forces softened each other up. The Death Guard were the first traitor Astartes to land on Terra, with the Khan and the White Scars riding forth on jetbikes and aircraft to meet them and wreck the Dark Mechanicum&#039;s siege camps. The Night Lords were the first Astartes to breach the walls of the Palace, albeit in small numbers; this attack also cost them their &#039;&#039;de facto&#039;&#039; commander, Gendor Skraivok. Sanguinius himself descended to help the mortal forces, acting as force multiplier, decoy, and morale booster. &lt;br /&gt;
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Unfortunately, by that point, enough bloodshed had occurred that the Emperor&#039;s wards were now reduced to just a few meters from the walls of the Palace, meaning daemons could now manifest on Terra. Horus responded by sending the World Eaters as the second wave, and this time Angron was leading the charge. Recognizing the outworks were about to be overrun, Sanguinius used an impending sally by the Legio Solaria to evacuate the surviving conscripts through the Helios Gate, while Legio Solaria destroyed the remaining siege tower. The loyalists had managed to repulse the first serious attempts on the Eternity Wall, but were now completely cut off from the rest of Terra, surrounded on all sides.&lt;br /&gt;
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==The Lion&#039;s Gate Space Port Falls==&lt;br /&gt;
[[File:LatD-Map-3309x2420.jpg|500px|right|thumb|Map of the Lion&#039;s Gate Space Port.]]&lt;br /&gt;
While the Death Guard, Emperor&#039;s Children, and World Eaters each hammered away at a different section of the Palace walls, the traitors&#039; first major effort at cracking the Palace itself was aimed at the Lion&#039;s Gate spaceport, the largest and tallest spaceport on Terra. It reached so high into the atmosphere that void craft could dock at its upper levels, meaning that the traitor forces could more easily shuttle in reinforcements and materiel if they captured it. Horus tasked the Iron Warriors with taking the space port. In turn, Perturabo assigned Warsmith Kroeger to lead the assault under the logic that Dorn would be expecting Pert to command such an important offensive personally and wouldn&#039;t be expecting whatever plans Kroeger came up with. Dorn assigned Seneschal Fafnir Rann to lead the defense of the spaceport rather than First Captain Sigismund since he was still angry with Sigismund for listening to Euphrati Keeler instead of obeying his orders. Kroeger went straight for the throat, launching a massive combined-arms assault directly on the port with backup from the World Eaters and Emperor&#039;s Children, though the latter quickly got bored and left after taking a bunch of prisoners for [[Rape|unspecified purposes]]. Though the Imperial Fists held off the initial attack, Warsmith Forrix and a thousand Iron Warriors managed to infiltrate the port by using renegade Imperial Army units as literal meatshields. To aid the attack, the Dark Mechanicum inserted a technophagic virus into the spaceport&#039;s systems, and Zardu Layak, Abaddon, and Typhus performed a Nurglite ritual to infiltrate the [[Daemon Prince]] Cor&#039;bax Utterblight behind the Emperor&#039;s psychic wards.&lt;br /&gt;
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The Fists drove back several consecutive assaults from the Iron Warriors and World Eaters, but the technophage was screwing their sensors and comms all to hell and gone, seriously complicating efforts to coordinate the defense, and Forrix and his infiltrators were tying up troops that were desperately needed elsewhere. Rann finally called Dorn for backup and Dorn scraped up an additional three thousand Fists under Sigismund, which were literally all the troops he could spare at that point. Despite Rann&#039;s best efforts, the balance inevitably tipped in the traitors&#039; favor. Dorn arrived on the scene just in time to order a general withdrawal from the spaceport to the inner defenses, though not before he killed Zardu Layak after a brief duel. With the spaceport firmly in the traitor hands, Perturabo started unloading Titans and consolidating his position.&lt;br /&gt;
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Meanwhile, Euphrati Keeler and the Custodian Amon Tauromachian had been tapped by Malcador to investigate strange apparitions occurring behind the Palace walls. They eventually deduced that this was a daemon exploiting the faith of Imperial cultists to manifest itself inside the Emperor&#039;s psychic defenses. One cult, in particular, called the Lightbearers, had been deceived into worshipping Nurgle instead of the Emperor. After Cor&#039;bax used the Lightbearers to physically manifest himself inside the Palace, Amon, Euphrati, and Malcador teamed up to slay the daemon. When Amon suggested that they should purge the rest of the Emperor&#039;s worshippers to prevent another such incident, Malcador answered that he would continue to let them exist until the Emperor himself said otherwise, in the hopes that he could weaponize their faith against the Chaos gods.&lt;br /&gt;
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==Battle at the Saturnine Wall==&lt;br /&gt;
[[File:Siege_of_Terra1.jpg|thumb|middle|500px|Just 0.000001% of 0.000001% of the Siege of Terra.]]&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
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With the Lion&#039;s Gate space port lost, Dorn was now under tremendous pressure as he continued to coordinate the defense in the face of the unrelenting traitor assaults. Nearly all the Traitor Legions were committed to the battle at this point, with the Death Guard, Iron Warriors, Thousand Sons, Emperor&#039;s Children, and the Sons of Horus engaged in heavy fighting at the Anterior Barbican, a series of six fortresses protecting the Lion&#039;s Gate, while the World Eaters and the more Chaos corrupted Army regiments went on a rampage throughout the Palace&#039;s outer districts, tying down loyalist reinforcements in the Sprawl Magnifican. Additionally, the Lion&#039;s Gate spaceport allowed the Dark Mechanicum to begin landing Traitor Titans Legions inside the Palace walls, as well as Armour for the Traitor Legions and Army. Dorn could only muster his own legion, plus the Blood Angels and White Scars and their primarchs, along with what Army and Mechanicus units were stationed in the Inner Palace. &lt;br /&gt;
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While taking a brief break in an abandoned garden, Dorn encountered Kyril Sindermann, who made an offhand comment about the Saturnine Wall trembling under the weight of the bombardment. From this, Dorn deduced that something was wrong with the defenses in that section and investigated. What he found was a potential catastrophe. The ceaseless bombardments from the traitor forces had caused the entire Imperial Palace and the tectonic plates on which it rested to shift by eight centimeters, opening a small but detectable fault line which had been previously sealed beneath the Saturnine Wall. &lt;br /&gt;
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Certain that Perturabo would notice this fault and attempt to exploit it, Dorn began concocting a counterattack. Before laying out his plans, he called a council of war with Constantin Valdor and Malcador to explain to them his next move: he would have to start allowing parts of the Palace defenses to fall, as he simply no longer had the numbers or the materiel to hold everything. He identified four key parts of the defense that could not be allowed to fall to the enemy - the Colossi Gate, the Gorgon Bar, the Saturnine Wall, and the Eternity Wall spaceport - then chose the one he could most afford to lose based on his calculations, which was the spaceport. Though he would put on a show of defending it, Dorn knew that the port ultimately had to be sacrificed, even though it meant letting the traitor forces control both of the Palace&#039;s main spaceports. He assigned Sanguinius to hold the Gorgon Bar and Jaghatai Khan to hold the Colossi; he would personally oversee the defense of the Saturnine Wall and lay a trap in the hopes of bagging a significant enemy target, perhaps even Horus himself. &lt;br /&gt;
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Perturabo had indeed spotted the weakness at the Saturnine Wall, though he had initially planned to use it only as a last-ditch ace in the hole, content to break the Anterior Barbican at either Colossi Gate or Gorgon Bar with what they had already landed, or wait for the World Eaters to inevitably overrun the Eternity Wall port and allow them to land reinforcements to fully overwhelm the two fortresses. Abaddon convinced him to instead make it a focal point of the attack through a combination of flattery and unsubtle goading, suggesting that Perturabo&#039;s victory over Dorn would be tainted if it was won with the help of the Neverborn. Though the Lord of Iron nearly caved his face in for it, Abaddon won the argument and immediately set out to assemble a spear-tip strike. Secretly, he was also hoping to win a &amp;quot;clean&amp;quot; victory without resorting to the use of daemons and sorcery, as he believed that using the Warp to win a war was beneath his dignity as an Astartes.&lt;br /&gt;
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The battles for the Colossi and the Gorgon Bar escalated in scale and intensity. The defenders at the Colossi Gate were plagued by legions of flies that seemed to manifest from nowhere, forcing them to wear bulky protective equipment that lessened their effectiveness. Sanguinius was suffering under the weight of his psychic visions, which were coming with increasing frequency and intensity; nevertheless, he continued to fight on the front lines, knowing that his mere appearance was heartening the defenders and raising their morale. At one point he [[Awesome|singlehandedly killed a Warlord Titan]], then stared down its three accompanying Warhounds until they turned tail and fled. At the Colossi, Jaghatai and the White Scars led a few massed jetbike charges into the ranks of the Death Guard, destroying their siege engines, killing their Neverborn reinforcements, inflicting casualties, and generally delaying the XIV Legion&#039;s inexorable advance. The Adeptus Custodes also engaged the Death Guard, with Constantin Valdor himself taking the field. Their Emperor-forged nature proved especially potent against the Warp-corrupted Marines of the XIV and their daemonic allies. Ahriman and the Thousand Sons attempted to literally melt the Colossi bastion with sorcery, only to be driven back by three White Scars Stormseers who channeled the captured weather underneath the Palace&#039;s void shielding into an immense lightning storm.&lt;br /&gt;
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At the Saturnine Wall, Dorn had devised a simple but cunning trap. Its cellars and tunnels had been fortified and transformed into a series of Zones Mortalis, and he had assembled a five-hundred-man strong force of veteran Astartes, broken into seven kill teams led by [[Sigismund]], [[Nathaniel Garro]], Endryd Haar of the World Eaters, [[Garviel Loken]], Bel Sepatus of the Blood Angels, Helig Gallor of the Death Guard, and [[Maximus Thane]] of the Imperial Fists. He had also enlisted the technoarchaeologist Arkhan Land to help him mend the fault line; Land devised a quick-setting form of rockcrete which could be pumped into the fault to seal it permanently. Dorn didn&#039;t know who would be leading the assault, but he was hoping for Horus himself. Once cut off and isolated inside the Palace walls, even the Warmaster would be relatively easy prey. On the other side, Abaddon was able to convince Fulgrim to lend him the entire Emperor&#039;s Children Legion for the assault on the Saturnine and wrangled three companies of the Sons of Horus to form the spear-tip. The III Legion would [[DISTRACTION CARNIFEX|attack from the front as a diversion]], using three Donjon-class siege engines borrowed from the Dark Mechanicum, while Abaddon and his Astartes burrowed up from beneath with Termite assault drills.&lt;br /&gt;
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[[Just as planned|They had walked straight into Dorn&#039;s trap]]. When the first Sons of Horus emerged from their assault drills, they were ambushed by Dorn&#039;s kill teams, who achieved total surprise. The assault force was &#039;&#039;DESTROYED IN DETAIL&#039;&#039;, which is to say that of the hundreds of elite combatants committed to the attack (which included the famed Justaerin Terminators and Catulan Reavers of the 1st Company, all four members of the Mournival leading their respective companies, as well as two more veteran companies led by Tybalt Marr and Lev Goshen respectively) the number of survivors could literally be counted on one hand with fingers to spare. Garro decapitated Falkus Kibre of the Justaerin, while Loken killed Tybalt Marr, Horus Aximand, and Tormageddon. Just as the loyalists were starting to relax, Abaddon and a hundred Justaerin Terminators teleported into their midst, triggering a giant brawl. Abaddon went on a killing spree, but eventually absorbed a series of crippling blows from Bel Sepatus and Endryd Haar. Though he managed to kill them both, he wound up pinned under Haar&#039;s corpse, with Garro poised to deliver the killing stroke. Luckily for Abaddon, [[Plot Armor|he was teleported to safety at the last moment]], as the Chaos Gods had already chosen him to be the new Warmaster after the death of Horus. Arkhan Land began pumping hundreds of thousands of liters of his rockcrete formula into the fault. Though he was briefly interrupted by Horus Aximand, the plan went off without a hitch, and the fault was permanently sealed. Some of the remaining Sons of Horus had yet to emerge from their assault drills and became trapped in the rockcrete as it set, ensuring that they would be entombed beneath the Palace forever. Barring any future statements to the contrary, it appears that literally the only survivor of this deflated, wilted bit of tactical flailing, once laughably referred to as a spear-thrust, was the very [[Abaddon|armless failure]] that advocated so strongly for it. [[Fail|Oops]]. &lt;br /&gt;
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Aboveground, Fulgrim had unleashed a full-scale assault against the Saturnine Wall, leading off with the Donjon siege engines, which had been modified with immense sonic weapons similar to those of the Kakophoni. The engines seriously disrupted the defense at first, but the Imperial Fists and Army garrison were able to rally and funnel the III Legion into a chokepoint. Fulgrim got into a duel with Sigismund atop the Wall. Though the Templar was able to land a few hits, Fulgrim&#039;s daemonically enhanced strength and speed gave him the upper hand. Before he could kill Sigismund, Dorn intervened and proceeded to pummel Fulgrim badly enough that the Phoenician threw a tantrum and took his legion and went home, abandoning the Siege entirely and costing Team Horus one of its most significant force multipliers. Fulgrim left fifty-six of his best warriors behind in an attempt to kill Dorn, but he and Sigismund were able to defeat them all, including Eidolon and Von Kalda. The assault wound up costing the Emperor&#039;s Children no less than eighteen thousand Astartes, along with all three of the irreplaceable siege engines.&lt;br /&gt;
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This great victory had been purchased with an equally great loss: the fall of the Eternity Wall spaceport. Despite the garrison&#039;s best efforts to hold the port, they were faced with the Chaos-fueled rage of Angron and the World Eaters. Angron issued a demand for the port&#039;s defenders to surrender and was met with a concentrated artillery barrage that literally atomized him, though being a daemon prince, he didn&#039;t stay down for long. He and his legion immediately assaulted and seized the spaceport, killing everyone present. Many heroes of the Imperium died unheralded deaths at the Eternity Wall, including Knight-Commander Jenetia Krole of the Silent Sisterhood, Prefect Warden Tsutomu of the Adeptus Custodes, High Primary Solar General Saul Niborran, and Captain Camba Diaz of the Imperial Fists (who died holding the line in one of the greatest displays of manliness in the universe). A lone Guardsman named Olly Piers died there also, defending a banner of the Emperor Ascendant against Angron&#039;s relentless charge, thus [[Ollanius Pius|establishing the foundation for one of the Imperium&#039;s most enduring myths]] after a considerable amount of embellishment at his dying request. Ironically, Piers was a distant descendant of Ollanius Persson.&lt;br /&gt;
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In the aftermath of these battles, Dorn and Sanguinius took stock of where they stood. The Gorgon Bar had held and would continue to hold for two precious weeks more by Sanguinius&#039; estimate. The repulse at the Saturnine Wall had cost the Traitor Legions dearly. Three hundred of the XVI Legion&#039;s elite troops and eighteen thousand Emperor&#039;s Children were dead, with Fulgrim and the rest of the III Legion having quit the field. Jaghatai Khan, having held the Colossi, was now preparing to retake the Lion&#039;s Gate. Better yet, Sanguinius&#039; prescience had granted him a vision from within the depths of Angron&#039;s tortured mind: Nuceria had been destroyed - not merely razed as Angron and Lorgar had done during the Shadow Crusade, but obliterated by orbital bombardment. Dorn and Sanguinius both knew this could mean only one thing: Roboute Guilliman and Lion el&#039;Jonson were on the way along with their legions.&lt;br /&gt;
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Admiral Niora Su-Kassen, now in command of what remained of the loyalist naval assets in the Solar system, received indications of another fleet approaching from the outer edges of the system. She ordered the new arrivals to announce themselves, and was answered with a hail from Corswain of the Dark Angels: &amp;quot;We come to stand with Terra.&amp;quot;&lt;br /&gt;
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==Assault on the Mercury Wall and Recapture of the Astronomican==&lt;br /&gt;
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With the repulse at Saturnine and the fall of the Eternity Wall spaceport, the Siege was entering a new phase. With both of the Imperial Palace&#039;s primary spaceports in their hands, the traitor forces began bringing in all their reserves and materiel stores, preparing to overwhelm the loyalists through sheer numbers. Perturabo was still directing the battle more or less singlehandedly at this time until he received a summons from Horus to attend him on the &#039;&#039;Vengeful Spirit&#039;&#039;. When the Lord of Iron arrived in Horus&#039; throne room, the Warmaster instructed him to abandon his current battle plan. Instead, he wanted to throw everything they had, including the Titan Legio Mortis, straight at the Mercury Wall, which represented the true beginning of the Imperial Palace. Perturabo demanded to know why Horus wanted to employ such a wasteful and apparently futile strategy, and Horus stated that it would work because he willed it so. Shortly thereafter, Horus sent his equerry to Perturabo with orders to disperse the Iron Warriors among the traitor forces. He followed up this humiliating order by informing Perturabo that Mortarion and the Death Guard would be taking over the IV Legion&#039;s positions. Infuriated, Perturabo denounced Horus&#039; alliance with the Ruinous Powers and declared that this was no longer a war of Legions, but a war of foul and unnatural powers in which no true victory could be won. He then bitterly declared that Horus was exactly like the Emperor: both of them had manipulated Perturabo from the very beginning and forced him into a role he despised, that of the ruthless, calculating siege master. With that, he ordered the IV Legion to withdraw from the battlespace. A few diehards chose to remain behind, but nearly the entire legion obeyed their primarch&#039;s order. Some of the traitor forces attempted to stop the Iron Warriors as they headed for the exits, but were unsuccessful. &lt;br /&gt;
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Unbothered, Horus ordered the attack on the Mercury Wall to proceed, spearheaded by Legio Mortis. To counter the Death&#039;s Head, the loyalists deployed the Legio Ignatum and a few Titans from Legio Solaria, along with Knight banners from Houses Vyronii, Tyranus, Cadmus, and Konor. A representative of the Mechanicus attempted to convince Ignatum&#039;s Titan drivers to flee the battle, as his calculations had shown that defeat was inevitable, but the principes rejected his proposal and walked to war anyway. Also present were a number of other Titans from legions that had been decimated at Beta-Garmon, but many of them refused to join the battle, citing the Titandeath as their reason for remaining out of the fight. This lasted until the engagement between Mortis and Ignatum began, in a vast open space known as the Mercury-Exultant killzone. The traitors were revealed to be using Titans that had been destroyed at Beta-Garmon and elsewhere as cannon fodder; the wrecked Titans had been reanimated via sorcery and now teemed with blight and corruption. Ignatum smashed through these revenants, only to be confronted with the main strength of Legio Mortis. A desperate battle ensued, with dozens of god-engines being destroyed on both sides. Proscribed weapons such as warp and vortex missiles were employed freely, for this was now a battle of annihilation. Recognizing the import of the engagement, the Emperor communicated with a representative of the Ordo Sinister, the commanders of the dreaded Psi-Titans, and ordered him to join the battle. One of their prefects made himself known to Dorn, who agreed to deploy the four available Psi-Titans into the battle. He then took command personally at the Mercury Wall, bringing reinforcements with him. Ambassador Vethorel of the Adeptus Mechanicus approached the Titan crews who had refused to join the battle and showed them images of the reanimated Titans being used by the traitors. Galvanized by the desecration of their fellow god-engines, the Titan crews agreed to rejoin the fight. Vethorel proclaimed them to be a new Legio, the Legio Invigilata. Led by the former Grand Master of Legio Solaria, Invigilata joined Ignatum and the Psi-Titans on the front line. In spite of the loyalists&#039; bravery, the main strength of Ignatum was destroyed by the superior numbers and firepower of Legio Mortis, combined with an orbital bombardment from the traitor fleet. The survivors attempted to rally and continue the fight, but Mortis had reached the Mercury Wall and began to tear it down. &lt;br /&gt;
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During this battle, Corswain of the Dark Angels was conferring with Admiral Su-Kassen and other leaders of the Imperial fleet. Corswain had been expecting to find the rest of the I Legion already present at Terra and was dismayed to learn that he and the forces under his command were the only Dark Angels in the system. He had brought only ten thousand Astartes and two dozen ships with him, barely enough to make any kind of impact against the enemy forces in orbit. Unwilling to sit by and do nothing, Corswain announced that he intended to recapture the Astronomican, which had fallen into traitor hands and gone dark. Without it, the I and XIII Legions would be unable to reach the system and relieve Terra. Some of the Dark Angels in his fleet, having been subverted by Luther&#039;s separatist faction, wanted to assassinate Corswain to avoid being wasted on what they considered a pointless suicide mission. They were talked down by Librarian Vassago, who was a member of their faction but admired Corswain&#039;s bravery and nobility. Admiral Su-Kassen agreed to lend them the &#039;&#039;Imperator Somnium&#039;&#039;, an immense battle carrier that had served as one of the Emperor&#039;s personal flagships, for their attack. The Dark Angels proceeded to use the &#039;&#039;Somnium&#039;&#039; as a sort of fireship. Concealing their own vessels under its tremendous bulk, they rode in with the huge flagship as it drew the fire of the entire traitor fleet, then split away and charged through to the Astronomican before the traitors realized what was happening. The &#039;&#039;Somnium&#039;&#039; died hard, taking many enemy ships with it and inflicting critical damage on the &#039;&#039;Conqueror&#039;&#039; and &#039;&#039;Terminus Est&#039;&#039;. The Dark Angels successfully landed at the Astronomican and breached its defenses. They found that the mountain had been overrun by elements of the Emperor&#039;s Children and Vassukella, a Daemon Prince of Slaanesh. Despite sustaining heavy casualties, they were able to kill Vassukella and the corrupted Children, reclaiming the Astronomican for the Imperium. Corswain was nearly killed by the psychic backlash of the daemon&#039;s death, only to be saved by Vassago. The news that the Astronomican was once again in friendly hands provided a much-needed morale boost to the Imperial forces, though this was offset by the grim news from the Mercury Wall. &lt;br /&gt;
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Subsidiary combat continued all along the Palace&#039;s defensive perimeter, though it was comparatively small in scale when measured against the annihilating fight taking place at the Mercury Wall. The loyalists were beginning to reach the limits of their mental, physical, and spiritual endurance, though some of them took confidence in a new credo: &amp;quot;He protects us as we protect Him.&amp;quot; Even so, the loyalists&#039; morale was being further eroded by the malign influence of the Warp. Those who were sensitive to its currents and eddies noted that its strength was waxing as the Siege ground on, working its way through the cracks in the Emperor&#039;s wards and battering down the mental defenses of the loyalist troops. Suicides, murders, and desertions spiked as exhausted and despairing soldiers and civilians sought to escape into a paradisaical dreamland. Unfortunately for them, this dreamland was a trap laid by the Emperor&#039;s Children to prey on the desperate and fearful. Thousands of unfortunate souls were lured to the Hatay-Antakya Hive, where the III Legion entrapped them in their dreams and &amp;quot;milked&amp;quot; them for their emotions. These activities were disrupted by the arrival of [[Ollanius Pius|Ollanius Persson]] and his band of refugees from Calth, who were seeking to rendezvous with John Grammaticus and his prototype Space Marine bodyguard Leetu. They in turn were aided in their escape by a mysterious woman calling herself &amp;quot;Actaea&amp;quot; and a legionary in scaled armor who identified himself as Alpharius. Together, this unlikely group of allies embarked on an unspecified mission involving the Emperor.&lt;br /&gt;
&lt;br /&gt;
==Second Battle for the Lion&#039;s Gate and the Rise of the Emperor&#039;s Champion==&lt;br /&gt;
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With the Mercury Wall breached, the Siege was reaching its endgame. The loyalist forces were being slowly shoved back into the innermost circles of the Palace defenses. Comms were unreliable at best, supplies were running low, and sheer exhaustion and hopelessness were grinding the defenders down. Angron and the World Eaters were loose inside the Palatine, with the Sons of Horus following behind. The Death Guard occupied the Lion&#039;s Gate spaceport, taking over after the IV Legion&#039;s abrupt departure from the battlespace. As their tainted presence began to warp the port into a twisted mirror of Barbarus, Mortarion established himself in one of its command centers, using his new daemonic powers to amplify the currents of the warp and blanket the Palace in a psychic miasma of despair. The effect was so potent that even Rogal Dorn&#039;s legendary resolve was cracking under the weight of Mortarion&#039;s malignant influence. He had bent all his prodigious intellect and unmatched engineering skill toward transforming Terra into the mightiest fortress the galaxy had ever seen, and it had not been enough. Without Guilliman and the Lion and their legions, they were doomed to inevitable defeat. &lt;br /&gt;
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Jaghatai Khan, frustrated by the passivity of static defense, decided to launch a counterattack on the Lion&#039;s Gate. His reasoning was sound: should the Dark Angels and Ultramarines arrive to relieve Terra, they would need a place to dock their voidcraft. Moreover, the powerful anti-orbital batteries of the Gate could be turned against the traitor fleet. With his decision made, he quietly assembled the V Legion while his friend and Army liaison Ilya Ravallion scrounged up every functioning tank she could find to support the assault. The Khagan also recruited the [[Orbital Plate|Skye orbital plate]] to serve as a shield against the guns of the traitor fleet, knowing that they would bombard his forces as soon as they were visible. The gathered tanks were formed into a new unit, the First Terran Armoured, and sortied alongside the V Legion, deployed into three massive attack groups. They shouldered their way through the outer defenses easily enough, using the tanks to smash the Death Guard&#039;s armored spearheads and deploying Stormseers to wipe out any daemons that manifested themselves. The V Legion&#039;s usual tactics of speed and shock power served them well in this stage of the assault, but things became much harder when they reached the spaceport. The battle turned into an attritional slugging match, with two of the three attack groups bogging down almost immediately. Only the group led by the Khagan himself made any headway, tearing through the massed ranks of the XIV Legion and breaching the Gate itself. The fighting grew steadily more desperate; the mortal tank crews were being pushed to their limits and beyond by the nature of the fighting, which required them to remain sealed inside their tanks at all times lest they fall prey to chemical weapons or warp-borne plagues, and the White Scars were stymied by the unnatural resilience of their foes. &lt;br /&gt;
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As the battle continued to rage throughout the port&#039;s lower levels, the Khan infiltrated Mortarion&#039;s command center and challenged his brother to a duel. They fought like madmen, with nothing held back, but Mortarion&#039;s unnatural strength gave him the edge. He wrecked Jaghatai&#039;s armor, broke his arms and ankles, and smashed his face into a pulp. The Khagan stood up, laughing off wounds that should have killed him, and attacked again. He taunted Mortarion relentlessly until the Death Lord became enraged enough to make a mistake. The Khan skewered him, only for Mortarion to recover and bury his scythe in the Warhawk&#039;s chest. [[Just as planned|Which was exactly what the Khan had wanted him to do.]] Jaghatai had allowed Mortarion to deliver a killing stroke so that he could deliver one in return. He beheaded his corrupted brother, banishing Mortarion to the Warp and unleashing a psychic shockwave that staggered and disoriented the Death Guard. In the aftermath, Jaghatai succumbed to his wounds, triggering a berserker frenzy in his sons that drove the bewildered Death Guard out of the spaceport. The Khagan was carried out of the spaceport on a Leman Russ, where he was met by Ilya Ravallion. She sensed a spark of life within his broken and ravaged body and immediately had him taken to Malcador, who set his adepts to the task of healing the primarch. &lt;br /&gt;
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Within the walls of the Palace, chaos reigned. As walls fell and city blocks were blasted into ruin, hordes of civilian refugees and Imperial Army units fled toward the illusory safety of the innermost districts, with the World Eaters and Sons of Horus at their heels. Some garrisons made lonely last stands, hoping to tie down the traitors as long as possible, while others collapsed and were overrun. As Dorn faced the inevitable, he summoned First Captain Sigismund and gave him a simple order: &amp;quot;Hurt them.&amp;quot; As Sigismund made for the battlefield, he was greeted by Khalid Hassan, who brought him the Black Sword, an ancient and potent relic weapon forged in Earth&#039;s pre-Unification era. Sigismund took up the blade and went out to fulfill his father&#039;s orders, sworn now to fight for the Imperium as it would become, not as it had been. He cut down hundreds of traitor champions in single combat. Rumors of the warrior known as the &amp;quot;Black Sword&amp;quot; or &amp;quot;the Emperor&#039;s Champion&amp;quot; began spreading across the Palace, heartening loyalists and demoralizing the traitors. Many on both sides sought him out, either to join him or to kill him. Sigismund finally encountered Kharn, who challenged him to a rematch. Sigismund&#039;s cold, impassive fighting style disturbed the World Eater, who furiously tried to provoke a reaction in the First Captain. Unshaken, Sigismund fought Kharn to a standstill and cut him down, but not before the World Eater saw the truth of things in a rare moment of lucidity: Sigismund was the herald of a new kind of Imperial warrior, of [[Black Templars|a new Legion of fanatical, stoic, single-minded zealots]] whose relentless fury and inability to countenance defeat would wreak untold misery on a galaxy already groaning under the weight of aeons of anguish. &lt;br /&gt;
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Meanwhile, Euphrati Keeler, who was now loose and alone in the ruins, used Sigismund as the inspiration for a new kind of army. Rallying the masses of civilian refugees and Army stragglers, she forged them into a militia armed with tools, a few lasguns, and their faith in the Emperor and sent them forth to fight the Traitor Legions. Though a hundred of them might fall in exchange for one traitor, Keeler regarded it as a fair exchange, for there were hundreds of thousands more to take their place. Garviel Loken, upon finding Keeler, was dismayed by her harsher, more brutal mindset. She justified it to him by arguing that this was the kind of army the Imperium would need in the future: [[Imperial Guard|an army of millions, even billions of humans, united by their unwavering faith in the Emperor and their hatred for the alien, the mutant, and the traitor]].&lt;br /&gt;
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==Final Stand of the Eternity Gate==&lt;br /&gt;
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Although the Lion&#039;s Gate Spaceport has been retaken, the situation continues to deteriorate for the loyalists. With the palace defenses all but collapsing due to the breach at the Ultimate Wall by Legio Mortis, the loyalists have been forced back to the Sanctum Imperialis. Jaghatai Khan is incapacitated, leaving Shiban Khan in command of most of the White Scars at the Spaceport. Help is nowhere to be seen and won&#039;t be coming anytime soon- Sanguinius has ordered Corswain&#039;s men to stay put and defend the Astronomican to guide the way for Guilliman and Johnson, who&#039;re still a week out. The traitors meanwhile have victory in their grasp. The Emperor&#039;s psychic shield is at risk of failing due to Magnus The Red&#039;s psychic assaults in the Webway. The only thing truly going in the loyalists&#039; favor is the degradation of Horus&#039; armies into an uncoordinated mass known as The Horde. With Rogal Dorn and his retinue now besieged at the Bhab Bastion, only 70,000 loyalists stand between the traitors and the Imperial Palace itself. This force is largely composed of Blood Angels led by Sanguinius and Imperial Army, but some Imperial Fists, White Scars, loyalist Mechanicum units, and Legio Ignatum were present as well to muster on the Delphic Battlement. Under orders by Horus for the first time in weeks, the traitors are given a single order: capture the Eternity Gate at dawn. &lt;br /&gt;
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[[Grimdark|Before attacking, they hoisted the living bodies of loyalist prisoners on whatever could hold their tortured forms. The Reaver Titan Daughter of Torment from Legio Mordaxis then marched forward and opened its power claw to reveal Blood Angels Captain Idamas. Idamas was fatally wounded after being pinned to the claw by 7 spears]]. Following these acts of barbarity they issued Horus&#039; offer: flee the coming battle and be granted a pardon by the (soon to be) new Emperor of Mankind, or die. To punctuate the offer and insult, the Titan began closing its claw to slowly crush Idamas to death. However, Skitarii Transacta-7Y1 was ordered to snipe the captain by Sanguinius to put him out of his misery and deny his captors the satisfaction of such a murder. [[Awesome|Sanguinius then turned to the defenders and gave a rousing speech so awesome it inspired and/or shamed all of them into standing their ground. After that, he flew to the Daughter of Torment and cut off the fucker&#039;s head]]. With that, the battle was joined.&lt;br /&gt;
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As the guns of the Delphic Battlement unloaded, the Chaotic horde zerg rushed the loyalists. Many were mowed down, but sheer weight of numbers allowed them to reach the wall. A Khornate Warlord Titan docked with the Delphic wall to vomit its World Eater cargo from its mouth. The battle quickly descended into a frenetic melee, which the Bloodthirster Ka&#039;Bandha charged into. Ka&#039;Bandha vowed to kill 500 Blood Angels in front of Sangy, and got pretty close before Hawk Boi swooped in to save his sons. [[Awesome|In a lopsided airborne fight, the Bloodthirster got his back broken with the hilt of Sanguinius&#039; sword and cast down]]. [[FAIL|He was then consumed by lesser demons who preyed on his weakness]].  Despite the loss of this greater demon, it wouldn&#039;t stop the uncountable horde that was fast approaching. Demons were even manifesting into the Sanctum Imperialis itself. Tribune Diocletan Coros ordered the closure of the Eternity Gate as a response, but Legio Audax Titans kept it open with their Ursus Claws to force the doors open. As Sanguinius moved to cut the chains, Angron made a [[Marvel Comics|superhero (villain?) entrance]] under orders from Horus to kill Sanguinius. &lt;br /&gt;
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The two Primarchs engage in a vicious duel that sees Sangy delivering a variety of normally fatal blows to Angron with skill and grace. Unfortunately, a tired and weakened Sanguinius is unable to deliver any punishment that Angron can&#039;t tank by virtue of being a fuckhuge Demon Primarch, and Angron proved to be no slouch in the fight either. After numerous abortive attempts to fight while airborne, Angron decided to change tactics and fight on the ground while getting Sanguinius to fight him. Angron slaughtered many Blood Angels to force his brother&#039;s attention. The two duelled again, and the exhausted Sanguinius began losing ground. Both Primarchs knew the fight would not (and in the case of the Great Angel, COULD NOT) go on much longer. Angron let Sanguinius stab him to get close and begin crushing his throat, while in the same motion stabbing Sanguinius&#039; gut with the Black Blade. [[Derp|Of course, the ole &#039;tank a stab to get in close and deliver a fatal blow&#039; trick is not unique to Angron and Jaghatai Khan]]. [[Just as Planned|Sangy had the same idea and used the opportunity to pull out the Butcher&#039;s Nails from Angron]]. [[Bullshit|This somehow caused enough pain for him to beg Sanguinius to stop]], to no avail. [[Rip and Tear|Both nails and brains were ripped out and thrown away]], before Angron&#039;s physical incarnation was finally killed and he was banished to the Warp. [[Troll|Khorne laughed at the sight]], while [[RAGE|Angron&#039;s less amused sons completely lost it]] and began teamkilling en-masse. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, below the Palace, Vulkan was dispatched into what was left of the human Webway project to stop Magnus the Red&#039;s assault on the Emperor&#039;s psychic defenses. Despite Magnus employing a variety of horrifically lethal magic tricks on Vulkan, it&#039;s all futile against a perpetual Primarch. Magnus is slowly worn down between the constant strain of using magic and weathering endless assaults by Vulkan. In a final gamble to buy time or convert his brother, Magnus brings the both of them into his mind to play out his experience and give his motivations. Vulkan has none of it, spitting nothing but facts (including some that even Magnus is wondering how Vulkan could&#039;ve known) at his brother&#039;s persecution complex and hubris. Of particular note is that Magnus only imagined being offered a costly path towards redemption by the Big-E, when in reality he was told to kick sand and GTFO. Regardless of [[Skub|why]], the result is the same: Magnus retreats to that familiar feeling of self-righteousness and dances to the tune of Chaos. With nothing left to argue about, Vulkan smashes Magnus into paste while Magnus creates one last uber spell to unmake Vulkan molecularly. One is sent back to the warp, and the other walks away.&lt;br /&gt;
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With these two events, the Chaos forces were stopped just outside the now-sealed Eternity Gate. The loyalists fled inside and licked their wounds. While the Great Angel regarded his wounds, he and Dorn gave their final goodbyes. The White Scars reactivated the anti-orbital defenses at the Lion&#039;s Gate Spaceport and laughed at the bastards in orbit before tearing into them with all the firepower their defenses had. Roboute Guilliman sent word that he and his allies were 1 week away, but Lotarra Sarrin intercepted the message. The situation for both sides became truly desperate. Traitorous mortal crews (and many of the Thousand Sons remaining on Terra) can no longer [[Chaos Spawn|maintain physical forms that obey the laws of physics]], unit cohesion and the traitors are no longer on speaking terms, and [[Anal Circumference|their flanks are eagerly awaiting a well-deserved pounding from the inbound loyalist relief fleet]]. With nobody left to rely on and only one last chance at victory, Horus would have to lower the shields and force the Emperor to come to him. The loyalists unfortunately don&#039;t know any of this, only being aware of the fact that the Grim Reaper will be taking them out to lunch very soon. [[Just as Planned|And thus the die is cast]].&lt;br /&gt;
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==Duel of the Emperor and Horus==&lt;br /&gt;
[[file:Horus and his Daddy.jpeg|thumb|middle|400px|If you haven&#039;t seen this image yet, you must be new. Like, really fucking new.]]&lt;br /&gt;
Like with any truly epic event, the siege only ended with the most motherfuckingest duel in the entire 40k fluff: the Emperor of Mankind against Horus, the most favoured of the Primarchs and the living avatar of the Chaos Gods. If the Horus Heresy was the most important of a series of events, if the siege was the single most epic of those events, then the duel is the defining moment of the fluff and affected everything else that came after it. &lt;br /&gt;
&lt;br /&gt;
Dorn, Sanguinius, and the Emperor, along with what forces they could bring, teleported aboard Horus&#039;s battlebarge to force an end to the conflict.  It was Sanguinius who found Horus first.  [https://youtu.be/L63In39n86c?t=72 Horus hits 3 times, wounds 2.667 times, 1.33 after saves and IWND takes that down to 1 wounds at start of next turn.  Sanguinius doesn&#039;t get the charge, so he hits 4 times, wounds 3.556 times, 1.185 after saves and IWND takes that down to 0.852 wounds at start of next turn.]   The angelic Lord of Baal, beloved of the Primarchs, died just as the Emperor arrived.  &lt;br /&gt;
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During their ensuing epic and titanic duel, the Emperor could not bear to kill his most beloved son. So, Horus had managed to mortally wound him (despite the Big E being a nigh-unkillable Perpetual) and would have finished him off, if not for the intervention of one Perpetual Guardsman (Oll Perrson/Ollanius Pius)/Imperial Fist/Custodian. He jumped in front of Horus as he was about to strike the final blow, and was flayed with a glance. The Emperor, witnessing how far his most favored son had fallen, decided &amp;quot;Fuck this&amp;quot; and focused all of His remaining psychic power into one massive and final Kamehameha that LITERALLY DELETED HORUS&#039;S SOUL FROM EXISTENCE!&lt;br /&gt;
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Although the Emperor managed to win and kill Horus, he was so badly wounded in the end he needed to be on 24/7 life support just to survive. So really when you come down to it, it was a draw; Chaos had been stopped then but only at an unthinkable cost to the Imperium.&lt;br /&gt;
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==/tg/ Connection==&lt;br /&gt;
What, besides the fact that &#039;&#039;&#039;&#039;&#039; it&#039;s the most important event in the 40k universe?&#039;&#039;&#039;&#039;&#039; Fine.&lt;br /&gt;
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The Siege of Terra is also the theme for the [[Horus Heresy#The Board Game|Horus Heresy board game]], in which you reenact the Siege itself. There. Happy? (Not really.) &lt;br /&gt;
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===The fa/tg/uy&#039;s explanation of the Siege Of Terra (for Dummies and BL Editors)===&lt;br /&gt;
[[File:Loyalists vs. Traitors.jpg|thumb|middle|700px|Some serious Daddy problems.]]&lt;br /&gt;
The main rule of warfare: As the number of combatants increases, the resemblance to complete uncontrolled insanity approaches infinity. And then you have to take into account the terrain...&lt;br /&gt;
&lt;br /&gt;
Basically, you start with a planet that&#039;s been nuked, polluted, and generally lived in for a few hundred thousand years too long. Everyone on it is fighting everyone else, constantly. Your basic unit of land is the Bunker, Vault 101 style. There isn&#039;t any natural plant life left so all the oxygen is made in vats with the food. &#039;&#039;Luckily&#039;&#039; this means you can build anywhere that isn&#039;t intensely radioactive and hence fight over those areas. Get Mega-City-One, nuke it, and rebuild it a few times, and then you start to understand.&lt;br /&gt;
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Then the Emperor comes along and manages against all odds to conquer the place. Suddenly everyone isn&#039;t killing and dying all the time, and a population boom happens. So Emps organized the largest set of public works since the first colony ships. He rebuilds huge areas of the planet and creates the Imperial Palace, the Astronomican, and a buttload more of cool shit besides. And what he gets is effectively one giant city, the second largest (after Commorragh) in the universe. &amp;quot;Huge&amp;quot; just doesn&#039;t do it justice as a description. Neither does &amp;quot;labyrinthine&amp;quot;, &amp;quot;overpopulated&amp;quot;, or &amp;quot;Gothic nightmare&amp;quot;. And this New Terra was mostly just thrown over the original foundations of whatever was there like a pile of gold bricks onto a rat maze. There are bunkers and emplacements still around that date back to the War Against The Men of Iron and even before.&lt;br /&gt;
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Then the Heresy came, and the Emperor says to Dorn &amp;quot;Fortify this fucking madhouse&amp;quot;. So now everything that didn&#039;t have a gun emplacement before does now, everywhere. Dorn walled in half the doors and windows, put hundreds of AA batteries on every roof, filled entire rooms with concrete just for a bit of reinforcement, built hundreds of miles of trenches, redoubts, bastions, emplacements, and backup walls, conscripted half the population into the army (and half of &#039;&#039;that&#039;&#039; into the engineer corps), and generally panicked because all of this would only ever be necessary if the solar system&#039;s defenses (the best in the galaxy bar none) have failed. &lt;br /&gt;
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Then Horus arrives in orbit. He&#039;s punched through the space defenses at massive cost, but the war in space is far from won, and the Palace is just a flat no-fly zone, so he can&#039;t just pick and choose landing areas. So he bombards everything his ships can reach, fills the sky with Drop Pods, and tries to march on it.&lt;br /&gt;
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This is when Rule #1 kicks in and everything immediately gets megafucked for both sides. Ruined streets, trenches, and bunkers make navigating a nightmare, communications are somewhere between impossible and actively detrimental, drop pods and gunships are shot down immediately or land off-target, plans and backup plans fall apart in seconds, daemons run amok, and the Primarchs are either constantly trying to out-Tactical-Genius each other or are too in the thick of it to relay any commands, so no one has a fucking clue what&#039;s actually going on in the big picture. It&#039;s Stalingrad on a continental scale, but without even the merest hint of sanity and a thousand Space Marines charging into every breach. The inclusion of cackling daemons, rampaging renegade Guardsmen and abhumans, and bellowing daemon engines doesn&#039;t help the situation, nor does the fact that the guy ostensibly in charge of the Siege (Horus) is growing increasingly detached from reality.&lt;br /&gt;
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So it takes roughly 10 minutes of this menial bullshit for a load of the Chaos forces to get bored and just decide &amp;quot;Fuck It, Let&#039;s Just Wreck The Place&amp;quot;. So now everything makes even less sense: entire Legions are ignoring sensible objectives to go on the Chaos Marine equivalent of a bender. The Emperor&#039;s Children and the Night Lords rape, murder, and pillage the civilians of Terra so hard that even 10,000 years later they still live in fear at the memory, while the World Eaters are tearing around and hacking and slashing at anything they think might bleed. Only the Iron Warriors, the Death Guard, and the Sons of Horus are wholeheartedly tearing at the Palace, dedicated to rubbing it in Dorn&#039;s face like a bitch no matter what (and even then, the Iron Warriors would ultimately decide &amp;quot;fuck this&amp;quot; and leave). And to the horror of the loyalists, they&#039;re still succeeding. Brick by brick, the greatest military stronghold in the galaxy is falling.&lt;br /&gt;
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Which sounds great for Chaos were it not for the simple fact it wasn&#039;t falling quickly enough. It was taking days to advance inches at massive cost, and Guilliman was en route with reinforcements, with Russ and the Lion and the remains of their Legions right behind him. If the siege wasn&#039;t ended before they got there, the traitors would likely lose. So Horus put all his cards on the table and lowered his battle barge&#039;s shields, goading the Emperor (who didn&#039;t know about the reinforcements - or maybe he did and was enacting a much greater scheme, see below) on board to hopefully kill him and force the defenders into a rout. Everything else is history.&lt;br /&gt;
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The short story &amp;quot;The Board is Set&amp;quot; seemed to indicate that the Emperor and Malcador knew about the reinforcing loyalists from at least the beginning of the siege and were fully aware of the siege&#039;s outcome up to and including the Emperor&#039;s ascension to the Golden Throne, possibly even seeing the future all the way to the events of the Era Indomitus. It also seemed to imply that Horus lowering his shield may have been so he could teleport down and attack the Emperor, not realizing it was Malcador on the throne.  Possibly the most epic level of Just As Planned.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Timeline}}&lt;br /&gt;
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[[Category: Warhammer 40,000 Battles]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425764</id>
		<title>Siege of Terra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Siege_of_Terra&amp;diff=425764"/>
		<updated>2023-01-03T07:59:25Z</updated>

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{{Infobox 40k Campaign&lt;br /&gt;
|title=Siege of Terra&lt;br /&gt;
|image=[[File:The-Siege-Of-Terra Angron.jpg|400px]]&lt;br /&gt;
|attacker= Traitor Legions&lt;br /&gt;
|defender= [[Imperium of Man]]&lt;br /&gt;
|commander1= [[Horus]], [[Angron]], [[Mortarion]], [[Fulgrim]], [[Perturabo]], [[Magnus the Red]], Zardu Layak, Kelbor Hal&lt;br /&gt;
|commander2= The [[Emperor]], [[Sanguinius]], [[Rogal Dorn]], [[Jaghatai Khan]], [[Vulkan]], [[Malcador the Sigillite]], [[Constantin Valdor]]&lt;br /&gt;
|date=0014.M31&lt;br /&gt;
|scale=Planetary&lt;br /&gt;
|theatre=[[Horus Heresy]]&lt;br /&gt;
|strength1= [[Sons of Horus]], [[Death Guard]], [[World Eaters]], [[Emperor&#039;s Children]], [[Thousand Sons]], [[Iron Warriors]], [[Word Bearers]], [[Night Lords]], Traitor Army forces, [[Dark Mechanicum]], dozens of Traitor Knight houses, Traitor Titan legions, daemons&lt;br /&gt;
|strength2= [[Imperial Fists]], [[Blood Angels]], [[White Scars]], [[Adeptus Custodes]], [[Sisters of Silence]], [[Knights-Errant]], Imperial Army, Adeptus Arbites, dozens of Knight Houses, loyalist Titan Legions (Gryphonicus, Ignatum, Solaria, Atarus, Amaranth, Ordo Sinister)&lt;br /&gt;
|casualties1= Massive Heretic Astartes casualties, massive Traitor Army losses, massive Traitor Titan losses, massive Dark Mechanicum losses. Horus slain. Angron, Mortarion and Magnus banished.&lt;br /&gt;
|casualties2= Massive military and civilian losses. Malcador the Sigillite slain. Sanguinius slain. Emperor mortally wounded and interred into Golden Throne.&lt;br /&gt;
|status= Pyrrhic Loyalist Victory&lt;br /&gt;
|outcome= Traitors driven from Terra and into the Eye of Terror. Death of Horus and crippling of the Emperor. Great Scouring Begins.&lt;br /&gt;
}}&lt;br /&gt;
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{{topquote|[[Horus|He]] waits no longer. It begins now.|[[Sanguinius]] on the 13th of Secundus, 014.M31}}&lt;br /&gt;
The &#039;&#039;&#039;Siege of Terra&#039;&#039;&#039; was the end of the [[Horus Heresy]] in [[Warhammer 40,000]]. If the Horus Heresy can be considered the most important series of events in the 40k universe (*cough* [[War in Heaven]]), then the Siege of Terra itself could be considered the single most important event. It is also possibly the most fucking awesome event: brothers fighting brothers, Primarchs (read Sanguinius) soloing Titans and Greater Daemons, continent-spanning trench battles, the mighty guns of Titans blowing mountain-sized fortifications to shreds, Imperial Army soldiers leading charges against the traitorous forces even though they know it&#039;s suicide and [[Ollanius Pius]] making a desperate stand against impossible odds.&lt;br /&gt;
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It was [[Horus]]&#039;s big attempt to off his daddy and to be the true Emperor of the galaxy (for [[Chaos]] of course!). He brought a load of his traitor legions, millions of corrupt Imperial Army personnel and mutants, the part of the Mechanicus that had gone over to his side, and a whole load of daemons to boot. On his side, the [[Emperor]] had three legions, his [[Adeptus Custodes|Custodians]], and the loyal Imperial Army regiments of Terra and you know what? The Emperor went and won anyway (granted it was because the Emperor offed Horus before his legions could crack the Imperial palace but still, victory for the home team! (Though unless incoming fluff contradicts it, Horus only invited The Showdown as he knew his forces wouldn&#039;t win before hordes of fresh and angry Smurfs and Dark Angels arrived at his rear.))&lt;br /&gt;
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==The Solar War==&lt;br /&gt;
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Dorn began fortifying [[Terra]] immediately after getting word of the Heresy, knowing that it would always be Horus&#039;s eventual goal. Despite being removed from the larger battles of the Heresy, the Solar System was touched by the conflict, with Mars erupting into open rebellion and numerous sleeper agents and cults trying to destabilise the Throneworld. Despite this Dorn managed to do the best he could, turning Terra into the most heavily fortified system in the Imperium. He even managed to blunt part of the traitor advance at the Beta-Garmon cluster before getting ready for the final rumble they had known was coming. &lt;br /&gt;
[[File:Dorn-hh.jpg|300px|right]]&lt;br /&gt;
Terra was unique in that it had two artificial Mandeville points inside the Solar system itself, created during the Dark Age of Technology. Dorn fortified the likely approaches from the outer edge of the system and built up huge defenses around the two internal jump points. The traitors, however, were busy too: infiltrators and covert operatives sabotaged loyalist assets across the system. The Iron Warriors were the first Astartes into the breach, breaking the Warp on the First of Primus, 014.M31, using huge up-armoured Space Hulks as fireships to wear down the defenses before sending their main fleet through to engage the combined Fists and Scars fleets. The inner system conflict went on for a bit, with the loyalists managing to hold out enough to slow down the advance at least for a little while. &lt;br /&gt;
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However, under Magnus&#039;s direction, the traitors turned the Shrine of Unity comet into a vast Warp gate that allowed Horus, Angron, and Fulgrim&#039;s fleets to jump right past most of the rings of defense Dorn had come up with. On the &#039;&#039;Phalanx&#039;&#039;, Dorn was preoccupied with a daemon incursion and could do little to stop the huge fleets that were now mobbing for Terra. The Martian traitors, free from the blockade that had hemmed them in for years, joined up with Horus. The Solar War had barely lasted a month, far far less than the loyalists had hoped for. The rest of the loyalist fleets, knowing they could never hope to fight even a fraction of the vast traitor armada, regrouped on the edge of the system, along with the &#039;&#039;Phalanx&#039;&#039;, waiting for the moment they could make an effective strike against Horus. There were early plans for the Emperor to be evacuated to the &#039;&#039;Phalanx&#039;&#039; and escape Terra, but these were made by people unaware of what Big-E was doing in the basement of the palace.&lt;br /&gt;
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==The Siege Begins==&lt;br /&gt;
[[File:Map-2800x1983.jpg|500px|right|thumb|Map of the Siege.]]&lt;br /&gt;
{{topquote|&#039;&#039;&#039;Father! I have come for you!&#039;&#039;&#039;|[[Angron]] upon making planetfall, 15th of Quartus, 014.M31}}&lt;br /&gt;
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Uncontested, most of the traitor armada held in orbit above the Palace, and on the Thirteenth of Secundus, began bombarding the Aegis, the vast shield network protecting the entire palace complex. Unlike regular void shields, the Aegis consisted of multiple overlapping layers of shields that individually regenerated as fast as they could be depleted by bombardment. On the ground, the Palace was protected by colossal networks of walls and bastions, static defenses, and vast numbers of Imperial Army units bolstered by hordes of press-ganged conscripts. Unknown to almost everyone, the Inner Palace was also protected by a psychic ward generated by the Emperor that would royally fuck up any daemon that set foot near it, daemon Primarchs included.&lt;br /&gt;
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The rest of Terra wasn&#039;t so lucky. Barring a few isolated holdouts, the rest of the planet was virtually defenseless. It should be noted that if the goal was to destroy Terra wholesale, it could have been easily accomplished by Exterminatus-level weaponry. Perturabo, as the only non-Chaos-ified Primarch, insisted on doing exactly that and grew increasingly angry at what he saw as an irrational and wasteful goal. But Horus was insistent that the Emperor had to be slain in person, and so the Palace had to be reduced the old-fashioned way. In all fairness, one must also ask if Exterminatus was even possible when a being like the Emperor was on Terra, to say nothing of the void shields and defenses on Terra itself (with the answer depending on how much Ext-grade weaponry and warheads the Chaos forces could bring along). And to be fair, Perty did suggest striking directly at the sun. Destroying the Sun would indirectly but also undoubtedly, fuck up Terra beyond saving. The daemon primarchs were kept in orbit, safe from the Emperor&#039;s wards, although this meant that Angron had to be imprisoned in the maze Perturabo had built to contain Vulkan to stop him from [[Leeroy Jenkins]]ing the whole thing as he had done at Istvaan III. &lt;br /&gt;
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Hordes of mutants, beastmen, cultists, and traitor Army units were thrown at the conventional defenses. Entire wings of aircraft dueled above the Palace. Precision bombardments gradually weakened minute sections of the Aegis long enough for bombers to get through and destroy the projectors. The Dark Mechanicum landed siege camps at 8 points around the Palace, partly to surround it but also to act as the focus for a ritual that would enable the Warp to take a foothold on the surface of the Throneworld. The Dark Mechanicum also began building massive siege towers to get Traitor Legionaries on the Wall. The Astartes were held in reserve on both sides whilst their more conventional forces softened each other up. The Death Guard were the first traitor Astartes to land on Terra, with the Khan and the White Scars riding forth on jetbikes and aircraft to meet them and wreck the Dark Mechanicum&#039;s siege camps. The Night Lords were the first Astartes to breach the walls of the Palace, albeit in small numbers; this attack also cost them their &#039;&#039;de facto&#039;&#039; commander, Gendor Skraivok. Sanguinius himself descended to help the mortal forces, acting as force multiplier, decoy, and morale booster. &lt;br /&gt;
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Unfortunately, by that point, enough bloodshed had occurred that the Emperor&#039;s wards were now reduced to just a few meters from the walls of the Palace, meaning daemons could now manifest on Terra. Horus responded by sending the World Eaters as the second wave, and this time Angron was leading the charge. Recognizing the outworks were about to be overrun, Sanguinius used an impending sally by the Legio Solaria to evacuate the surviving conscripts through the Helios Gate, while Legio Solaria destroyed the remaining siege tower. The loyalists had managed to repulse the first serious attempts on the Eternity Wall, but were now completely cut off from the rest of Terra, surrounded on all sides.&lt;br /&gt;
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==The Lion&#039;s Gate Space Port Falls==&lt;br /&gt;
[[File:LatD-Map-3309x2420.jpg|500px|right|thumb|Map of the Lion&#039;s Gate Space Port.]]&lt;br /&gt;
While the Death Guard, Emperor&#039;s Children, and World Eaters each hammered away at a different section of the Palace walls, the traitors&#039; first major effort at cracking the Palace itself was aimed at the Lion&#039;s Gate spaceport, the largest and tallest spaceport on Terra. It reached so high into the atmosphere that void craft could dock at its upper levels, meaning that the traitor forces could more easily shuttle in reinforcements and materiel if they captured it. Horus tasked the Iron Warriors with taking the space port. In turn, Perturabo assigned Warsmith Kroeger to lead the assault under the logic that Dorn would be expecting Pert to command such an important offensive personally and wouldn&#039;t be expecting whatever plans Kroeger came up with. Dorn assigned Seneschal Fafnir Rann to lead the defense of the spaceport rather than First Captain Sigismund since he was still angry with Sigismund for listening to Euphrati Keeler instead of obeying his orders. Kroeger went straight for the throat, launching a massive combined-arms assault directly on the port with backup from the World Eaters and Emperor&#039;s Children, though the latter quickly got bored and left after taking a bunch of prisoners for [[Rape|unspecified purposes]]. Though the Imperial Fists held off the initial attack, Warsmith Forrix and a thousand Iron Warriors managed to infiltrate the port by using renegade Imperial Army units as literal meatshields. To aid the attack, the Dark Mechanicum inserted a technophagic virus into the spaceport&#039;s systems, and Zardu Layak, Abaddon, and Typhus performed a Nurglite ritual to infiltrate the [[Daemon Prince]] Cor&#039;bax Utterblight behind the Emperor&#039;s psychic wards.&lt;br /&gt;
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The Fists drove back several consecutive assaults from the Iron Warriors and World Eaters, but the technophage was screwing their sensors and comms all to hell and gone, seriously complicating efforts to coordinate the defense, and Forrix and his infiltrators were tying up troops that were desperately needed elsewhere. Rann finally called Dorn for backup and Dorn scraped up an additional three thousand Fists under Sigismund, which were literally all the troops he could spare at that point. Despite Rann&#039;s best efforts, the balance inevitably tipped in the traitors&#039; favor. Dorn arrived on the scene just in time to order a general withdrawal from the spaceport to the inner defenses, though not before he killed Zardu Layak after a brief duel. With the spaceport firmly in the traitor hands, Perturabo started unloading Titans and consolidating his position.&lt;br /&gt;
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Meanwhile, Euphrati Keeler and the Custodian Amon Tauromachian had been tapped by Malcador to investigate strange apparitions occurring behind the Palace walls. They eventually deduced that this was a daemon exploiting the faith of Imperial cultists to manifest itself inside the Emperor&#039;s psychic defenses. One cult, in particular, called the Lightbearers, had been deceived into worshipping Nurgle instead of the Emperor. After Cor&#039;bax used the Lightbearers to physically manifest himself inside the Palace, Amon, Euphrati, and Malcador teamed up to slay the daemon. When Amon suggested that they should purge the rest of the Emperor&#039;s worshippers to prevent another such incident, Malcador answered that he would continue to let them exist until the Emperor himself said otherwise, in the hopes that he could weaponize their faith against the Chaos gods.&lt;br /&gt;
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==Battle at the Saturnine Wall==&lt;br /&gt;
[[File:Siege_of_Terra1.jpg|thumb|middle|500px|Just 0.000001% of 0.000001% of the Siege of Terra.]]&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
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With the Lion&#039;s Gate space port lost, Dorn was now under tremendous pressure as he continued to coordinate the defense in the face of the unrelenting traitor assaults. Nearly all the Traitor Legions were committed to the battle at this point, with the Death Guard, Iron Warriors, Thousand Sons, Emperor&#039;s Children, and the Sons of Horus engaged in heavy fighting at the Anterior Barbican, a series of six fortresses protecting the Lion&#039;s Gate, while the World Eaters and the more Chaos corrupted Army regiments went on a rampage throughout the Palace&#039;s outer districts, tying down loyalist reinforcements in the Sprawl Magnifican. Additionally, the Lion&#039;s Gate spaceport allowed the Dark Mechanicum to begin landing Traitor Titans Legions inside the Palace walls, as well as Armour for the Traitor Legions and Army. Dorn could only muster his own legion, plus the Blood Angels and White Scars and their primarchs, along with what Army and Mechanicus units were stationed in the Inner Palace. &lt;br /&gt;
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While taking a brief break in an abandoned garden, Dorn encountered Kyril Sindermann, who made an offhand comment about the Saturnine Wall trembling under the weight of the bombardment. From this, Dorn deduced that something was wrong with the defenses in that section and investigated. What he found was a potential catastrophe. The ceaseless bombardments from the traitor forces had caused the entire Imperial Palace and the tectonic plates on which it rested to shift by eight centimeters, opening a small but detectable fault line which had been previously sealed beneath the Saturnine Wall. &lt;br /&gt;
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Certain that Perturabo would notice this fault and attempt to exploit it, Dorn began concocting a counterattack. Before laying out his plans, he called a council of war with Constantin Valdor and Malcador to explain to them his next move: he would have to start allowing parts of the Palace defenses to fall, as he simply no longer had the numbers or the materiel to hold everything. He identified four key parts of the defense that could not be allowed to fall to the enemy - the Colossi Gate, the Gorgon Bar, the Saturnine Wall, and the Eternity Wall spaceport - then chose the one he could most afford to lose based on his calculations, which was the spaceport. Though he would put on a show of defending it, Dorn knew that the port ultimately had to be sacrificed, even though it meant letting the traitor forces control both of the Palace&#039;s main spaceports. He assigned Sanguinius to hold the Gorgon Bar and Jaghatai Khan to hold the Colossi; he would personally oversee the defense of the Saturnine Wall and lay a trap in the hopes of bagging a significant enemy target, perhaps even Horus himself. &lt;br /&gt;
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Perturabo had indeed spotted the weakness at the Saturnine Wall, though he had initially planned to use it only as a last-ditch ace in the hole, content to break the Anterior Barbican at either Colossi Gate or Gorgon Bar with what they had already landed, or wait for the World Eaters to inevitably overrun the Eternity Wall port and allow them to land reinforcements to fully overwhelm the two fortresses. Abaddon convinced him to instead make it a focal point of the attack through a combination of flattery and unsubtle goading, suggesting that Perturabo&#039;s victory over Dorn would be tainted if it was won with the help of the Neverborn. Though the Lord of Iron nearly caved his face in for it, Abaddon won the argument and immediately set out to assemble a spear-tip strike. Secretly, he was also hoping to win a &amp;quot;clean&amp;quot; victory without resorting to the use of daemons and sorcery, as he believed that using the Warp to win a war was beneath his dignity as an Astartes.&lt;br /&gt;
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The battles for the Colossi and the Gorgon Bar escalated in scale and intensity. The defenders at the Colossi Gate were plagued by legions of flies that seemed to manifest from nowhere, forcing them to wear bulky protective equipment that lessened their effectiveness. Sanguinius was suffering under the weight of his psychic visions, which were coming with increasing frequency and intensity; nevertheless, he continued to fight on the front lines, knowing that his mere appearance was heartening the defenders and raising their morale. At one point he [[Awesome|singlehandedly killed a Warlord Titan]], then stared down its three accompanying Warhounds until they turned tail and fled. At the Colossi, Jaghatai and the White Scars led a few massed jetbike charges into the ranks of the Death Guard, destroying their siege engines, killing their Neverborn reinforcements, inflicting casualties, and generally delaying the XIV Legion&#039;s inexorable advance. The Adeptus Custodes also engaged the Death Guard, with Constantin Valdor himself taking the field. Their Emperor-forged nature proved especially potent against the Warp-corrupted Marines of the XIV and their daemonic allies. Ahriman and the Thousand Sons attempted to literally melt the Colossi bastion with sorcery, only to be driven back by three White Scars Stormseers who channeled the captured weather underneath the Palace&#039;s void shielding into an immense lightning storm.&lt;br /&gt;
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At the Saturnine Wall, Dorn had devised a simple but cunning trap. Its cellars and tunnels had been fortified and transformed into a series of Zones Mortalis, and he had assembled a five-hundred-man strong force of veteran Astartes, broken into seven kill teams led by [[Sigismund]], [[Nathaniel Garro]], Endryd Haar of the World Eaters, [[Garviel Loken]], Bel Sepatus of the Blood Angels, Helig Gallor of the Death Guard, and [[Maximus Thane]] of the Imperial Fists. He had also enlisted the technoarchaeologist Arkhan Land to help him mend the fault line; Land devised a quick-setting form of rockcrete which could be pumped into the fault to seal it permanently. Dorn didn&#039;t know who would be leading the assault, but he was hoping for Horus himself. Once cut off and isolated inside the Palace walls, even the Warmaster would be relatively easy prey. On the other side, Abaddon was able to convince Fulgrim to lend him the entire Emperor&#039;s Children Legion for the assault on the Saturnine and wrangled three companies of the Sons of Horus to form the spear-tip. The III Legion would [[DISTRACTION CARNIFEX|attack from the front as a diversion]], using three Donjon-class siege engines borrowed from the Dark Mechanicum, while Abaddon and his Astartes burrowed up from beneath with Termite assault drills.&lt;br /&gt;
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[[Just as planned|They had walked straight into Dorn&#039;s trap]]. When the first Sons of Horus emerged from their assault drills, they were ambushed by Dorn&#039;s kill teams, who achieved total surprise. The assault force was &#039;&#039;DESTROYED IN DETAIL&#039;&#039;, which is to say that of the hundreds of elite combatants committed to the attack (which included the famed Justaerin Terminators and Catulan Reavers of the 1st Company, all four members of the Mournival leading their respective companies, as well as two more veteran companies led by Tybalt Marr and Lev Goshen respectively) the number of survivors could literally be counted on one hand with fingers to spare. Garro decapitated Falkus Kibre of the Justaerin, while Loken killed Tybalt Marr, Horus Aximand, and Tormageddon. Just as the loyalists were starting to relax, Abaddon and a hundred Justaerin Terminators teleported into their midst, triggering a giant brawl. Abaddon went on a killing spree, but eventually absorbed a series of crippling blows from Bel Sepatus and Endryd Haar. Though he managed to kill them both, he wound up pinned under Haar&#039;s corpse, with Garro poised to deliver the killing stroke. Luckily for Abaddon, [[Plot Armor|he was teleported to safety at the last moment]], as the Chaos Gods had already chosen him to be the new Warmaster after the death of Horus. Arkhan Land began pumping hundreds of thousands of liters of his rockcrete formula into the fault. Though he was briefly interrupted by Horus Aximand, the plan went off without a hitch, and the fault was permanently sealed. Some of the remaining Sons of Horus had yet to emerge from their assault drills and became trapped in the rockcrete as it set, ensuring that they would be entombed beneath the Palace forever. Barring any future statements to the contrary, it appears that literally the only survivor of this deflated, wilted bit of tactical flailing, once laughably referred to as a spear-thrust, was the very [[Abaddon|armless failure]] that advocated so strongly for it. [[Fail|Oops]]. &lt;br /&gt;
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Aboveground, Fulgrim had unleashed a full-scale assault against the Saturnine Wall, leading off with the Donjon siege engines, which had been modified with immense sonic weapons similar to those of the Kakophoni. The engines seriously disrupted the defense at first, but the Imperial Fists and Army garrison were able to rally and funnel the III Legion into a chokepoint. Fulgrim got into a duel with Sigismund atop the Wall. Though the Templar was able to land a few hits, Fulgrim&#039;s daemonically enhanced strength and speed gave him the upper hand. Before he could kill Sigismund, Dorn intervened and proceeded to pummel Fulgrim badly enough that the Phoenician threw a tantrum and took his legion and went home, abandoning the Siege entirely and costing Team Horus one of its most significant force multipliers. Fulgrim left fifty-six of his best warriors behind in an attempt to kill Dorn, but he and Sigismund were able to defeat them all, including Eidolon and Von Kalda. The assault wound up costing the Emperor&#039;s Children no less than eighteen thousand Astartes, along with all three of the irreplaceable siege engines.&lt;br /&gt;
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This great victory had been purchased with an equally great loss: the fall of the Eternity Wall spaceport. Despite the garrison&#039;s best efforts to hold the port, they were faced with the Chaos-fueled rage of Angron and the World Eaters. Angron issued a demand for the port&#039;s defenders to surrender and was met with a concentrated artillery barrage that literally atomized him, though being a daemon prince, he didn&#039;t stay down for long. He and his legion immediately assaulted and seized the spaceport, killing everyone present. Many heroes of the Imperium died unheralded deaths at the Eternity Wall, including Knight-Commander Jenetia Krole of the Silent Sisterhood, Prefect Warden Tsutomu of the Adeptus Custodes, High Primary Solar General Saul Niborran, and Captain Camba Diaz of the Imperial Fists (who died holding the line in one of the greatest displays of manliness in the universe). A lone Guardsman named Olly Piers died there also, defending a banner of the Emperor Ascendant against Angron&#039;s relentless charge, thus [[Ollanius Pius|establishing the foundation for one of the Imperium&#039;s most enduring myths]] after a considerable amount of embellishment at his dying request. Ironically, Piers was a distant descendant of Ollanius Persson.&lt;br /&gt;
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In the aftermath of these battles, Dorn and Sanguinius took stock of where they stood. The Gorgon Bar had held and would continue to hold for two precious weeks more by Sanguinius&#039; estimate. The repulse at the Saturnine Wall had cost the Traitor Legions dearly. Three hundred of the XVI Legion&#039;s elite troops and eighteen thousand Emperor&#039;s Children were dead, with Fulgrim and the rest of the III Legion having quit the field. Jaghatai Khan, having held the Colossi, was now preparing to retake the Lion&#039;s Gate. Better yet, Sanguinius&#039; prescience had granted him a vision from within the depths of Angron&#039;s tortured mind: Nuceria had been destroyed - not merely razed as Angron and Lorgar had done during the Shadow Crusade, but obliterated by orbital bombardment. Dorn and Sanguinius both knew this could mean only one thing: Roboute Guilliman and Lion el&#039;Jonson were on the way along with their legions.&lt;br /&gt;
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Admiral Niora Su-Kassen, now in command of what remained of the loyalist naval assets in the Solar system, received indications of another fleet approaching from the outer edges of the system. She ordered the new arrivals to announce themselves, and was answered with a hail from Corswain of the Dark Angels: &amp;quot;We come to stand with Terra.&amp;quot;&lt;br /&gt;
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==Assault on the Mercury Wall and Recapture of the Astronomican==&lt;br /&gt;
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With the repulse at Saturnine and the fall of the Eternity Wall spaceport, the Siege was entering a new phase. With both of the Imperial Palace&#039;s primary spaceports in their hands, the traitor forces began bringing in all their reserves and materiel stores, preparing to overwhelm the loyalists through sheer numbers. Perturabo was still directing the battle more or less singlehandedly at this time until he received a summons from Horus to attend him on the &#039;&#039;Vengeful Spirit&#039;&#039;. When the Lord of Iron arrived in Horus&#039; throne room, the Warmaster instructed him to abandon his current battle plan. Instead, he wanted to throw everything they had, including the Titan Legio Mortis, straight at the Mercury Wall, which represented the true beginning of the Imperial Palace. Perturabo demanded to know why Horus wanted to employ such a wasteful and apparently futile strategy, and Horus stated that it would work because he willed it so. Shortly thereafter, Horus sent his equerry to Perturabo with orders to disperse the Iron Warriors among the traitor forces. He followed up this humiliating order by informing Perturabo that Mortarion and the Death Guard would be taking over the IV Legion&#039;s positions. Infuriated, Perturabo denounced Horus&#039; alliance with the Ruinous Powers and declared that this was no longer a war of Legions, but a war of foul and unnatural powers in which no true victory could be won. He then bitterly declared that Horus was exactly like the Emperor: both of them had manipulated Perturabo from the very beginning and forced him into a role he despised, that of the ruthless, calculating siege master. With that, he ordered the IV Legion to withdraw from the battlespace. A few diehards chose to remain behind, but nearly the entire legion obeyed their primarch&#039;s order. Some of the traitor forces attempted to stop the Iron Warriors as they headed for the exits, but were unsuccessful. &lt;br /&gt;
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Unbothered, Horus ordered the attack on the Mercury Wall to proceed, spearheaded by Legio Mortis. To counter the Death&#039;s Head, the loyalists deployed the Legio Ignatum and a few Titans from Legio Solaria, along with Knight banners from Houses Vyronii, Tyranus, Cadmus, and Konor. A representative of the Mechanicus attempted to convince Ignatum&#039;s Titan drivers to flee the battle, as his calculations had shown that defeat was inevitable, but the principes rejected his proposal and walked to war anyway. Also present were a number of other Titans from legions that had been decimated at Beta-Garmon, but many of them refused to join the battle, citing the Titandeath as their reason for remaining out of the fight. This lasted until the engagement between Mortis and Ignatum began, in a vast open space known as the Mercury-Exultant killzone. The traitors were revealed to be using Titans that had been destroyed at Beta-Garmon and elsewhere as cannon fodder; the wrecked Titans had been reanimated via sorcery and now teemed with blight and corruption. Ignatum smashed through these revenants, only to be confronted with the main strength of Legio Mortis. A desperate battle ensued, with dozens of god-engines being destroyed on both sides. Proscribed weapons such as warp and vortex missiles were employed freely, for this was now a battle of annihilation. Recognizing the import of the engagement, the Emperor communicated with a representative of the Ordo Sinister, the commanders of the dreaded Psi-Titans, and ordered him to join the battle. One of their prefects made himself known to Dorn, who agreed to deploy the four available Psi-Titans into the battle. He then took command personally at the Mercury Wall, bringing reinforcements with him. Ambassador Vethorel of the Adeptus Mechanicus approached the Titan crews who had refused to join the battle and showed them images of the reanimated Titans being used by the traitors. Galvanized by the desecration of their fellow god-engines, the Titan crews agreed to rejoin the fight. Vethorel proclaimed them to be a new Legio, the Legio Invigilata. Led by the former Grand Master of Legio Solaria, Invigilata joined Ignatum and the Psi-Titans on the front line. In spite of the loyalists&#039; bravery, the main strength of Ignatum was destroyed by the superior numbers and firepower of Legio Mortis, combined with an orbital bombardment from the traitor fleet. The survivors attempted to rally and continue the fight, but Mortis had reached the Mercury Wall and began to tear it down. &lt;br /&gt;
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During this battle, Corswain of the Dark Angels was conferring with Admiral Su-Kassen and other leaders of the Imperial fleet. Corswain had been expecting to find the rest of the I Legion already present at Terra and was dismayed to learn that he and the forces under his command were the only Dark Angels in the system. He had brought only ten thousand Astartes and two dozen ships with him, barely enough to make any kind of impact against the enemy forces in orbit. Unwilling to sit by and do nothing, Corswain announced that he intended to recapture the Astronomican, which had fallen into traitor hands and gone dark. Without it, the I and XIII Legions would be unable to reach the system and relieve Terra. Some of the Dark Angels in his fleet, having been subverted by Luther&#039;s separatist faction, wanted to assassinate Corswain to avoid being wasted on what they considered a pointless suicide mission. They were talked down by Librarian Vassago, who was a member of their faction but admired Corswain&#039;s bravery and nobility. Admiral Su-Kassen agreed to lend them the &#039;&#039;Imperator Somnium&#039;&#039;, an immense battle carrier that had served as one of the Emperor&#039;s personal flagships, for their attack. The Dark Angels proceeded to use the &#039;&#039;Somnium&#039;&#039; as a sort of fireship. Concealing their own vessels under its tremendous bulk, they rode in with the huge flagship as it drew the fire of the entire traitor fleet, then split away and charged through to the Astronomican before the traitors realized what was happening. The &#039;&#039;Somnium&#039;&#039; died hard, taking many enemy ships with it and inflicting critical damage on the &#039;&#039;Conqueror&#039;&#039; and &#039;&#039;Terminus Est&#039;&#039;. The Dark Angels successfully landed at the Astronomican and breached its defenses. They found that the mountain had been overrun by elements of the Emperor&#039;s Children and Vassukella, a Daemon Prince of Slaanesh. Despite sustaining heavy casualties, they were able to kill Vassukella and the corrupted Children, reclaiming the Astronomican for the Imperium. Corswain was nearly killed by the psychic backlash of the daemon&#039;s death, only to be saved by Vassago. The news that the Astronomican was once again in friendly hands provided a much-needed morale boost to the Imperial forces, though this was offset by the grim news from the Mercury Wall. &lt;br /&gt;
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Subsidiary combat continued all along the Palace&#039;s defensive perimeter, though it was comparatively small in scale when measured against the annihilating fight taking place at the Mercury Wall. The loyalists were beginning to reach the limits of their mental, physical, and spiritual endurance, though some of them took confidence in a new credo: &amp;quot;He protects us as we protect Him.&amp;quot; Even so, the loyalists&#039; morale was being further eroded by the malign influence of the Warp. Those who were sensitive to its currents and eddies noted that its strength was waxing as the Siege ground on, working its way through the cracks in the Emperor&#039;s wards and battering down the mental defenses of the loyalist troops. Suicides, murders, and desertions spiked as exhausted and despairing soldiers and civilians sought to escape into a paradisaical dreamland. Unfortunately for them, this dreamland was a trap laid by the Emperor&#039;s Children to prey on the desperate and fearful. Thousands of unfortunate souls were lured to the Hatay-Antakya Hive, where the III Legion entrapped them in their dreams and &amp;quot;milked&amp;quot; them for their emotions. These activities were disrupted by the arrival of [[Ollanius Pius|Ollanius Persson]] and his band of refugees from Calth, who were seeking to rendezvous with John Grammaticus and his prototype Space Marine bodyguard Leetu. They in turn were aided in their escape by a mysterious woman calling herself &amp;quot;Actaea&amp;quot; and a legionary in scaled armor who identified himself as Alpharius. Together, this unlikely group of allies embarked on an unspecified mission involving the Emperor.&lt;br /&gt;
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==Second Battle for the Lion&#039;s Gate and the Rise of the Emperor&#039;s Champion==&lt;br /&gt;
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With the Mercury Wall breached, the Siege was reaching its endgame. The loyalist forces were being slowly shoved back into the innermost circles of the Palace defenses. Comms were unreliable at best, supplies were running low, and sheer exhaustion and hopelessness were grinding the defenders down. Angron and the World Eaters were loose inside the Palatine, with the Sons of Horus following behind. The Death Guard occupied the Lion&#039;s Gate spaceport, taking over after the IV Legion&#039;s abrupt departure from the battlespace. As their tainted presence began to warp the port into a twisted mirror of Barbarus, Mortarion established himself in one of its command centers, using his new daemonic powers to amplify the currents of the warp and blanket the Palace in a psychic miasma of despair. The effect was so potent that even Rogal Dorn&#039;s legendary resolve was cracking under the weight of Mortarion&#039;s malignant influence. He had bent all his prodigious intellect and unmatched engineering skill toward transforming Terra into the mightiest fortress the galaxy had ever seen, and it had not been enough. Without Guilliman and the Lion and their legions, they were doomed to inevitable defeat. &lt;br /&gt;
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Jaghatai Khan, frustrated by the passivity of static defense, decided to launch a counterattack on the Lion&#039;s Gate. His reasoning was sound: should the Dark Angels and Ultramarines arrive to relieve Terra, they would need a place to dock their voidcraft. Moreover, the powerful anti-orbital batteries of the Gate could be turned against the traitor fleet. With his decision made, he quietly assembled the V Legion while his friend and Army liaison Ilya Ravallion scrounged up every functioning tank she could find to support the assault. The Khagan also recruited the [[Orbital Plate|Skye orbital plate]] to serve as a shield against the guns of the traitor fleet, knowing that they would bombard his forces as soon as they were visible. The gathered tanks were formed into a new unit, the First Terran Armoured, and sortied alongside the V Legion, deployed into three massive attack groups. They shouldered their way through the outer defenses easily enough, using the tanks to smash the Death Guard&#039;s armored spearheads and deploying Stormseers to wipe out any daemons that manifested themselves. The V Legion&#039;s usual tactics of speed and shock power served them well in this stage of the assault, but things became much harder when they reached the spaceport. The battle turned into an attritional slugging match, with two of the three attack groups bogging down almost immediately. Only the group led by the Khagan himself made any headway, tearing through the massed ranks of the XIV Legion and breaching the Gate itself. The fighting grew steadily more desperate; the mortal tank crews were being pushed to their limits and beyond by the nature of the fighting, which required them to remain sealed inside their tanks at all times lest they fall prey to chemical weapons or warp-borne plagues, and the White Scars were stymied by the unnatural resilience of their foes. &lt;br /&gt;
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As the battle continued to rage throughout the port&#039;s lower levels, the Khan infiltrated Mortarion&#039;s command center and challenged his brother to a duel. They fought like madmen, with nothing held back, but Mortarion&#039;s unnatural strength gave him the edge. He wrecked Jaghatai&#039;s armor, broke his arms and ankles, and smashed his face into a pulp. The Khagan stood up, laughing off wounds that should have killed him, and attacked again. He taunted Mortarion relentlessly until the Death Lord became enraged enough to make a mistake. The Khan skewered him, only for Mortarion to recover and bury his scythe in the Warhawk&#039;s chest. [[Just as planned|Which was exactly what the Khan had wanted him to do.]] Jaghatai had allowed Mortarion to deliver a killing stroke so that he could deliver one in return. He beheaded his corrupted brother, banishing Mortarion to the Warp and unleashing a psychic shockwave that staggered and disoriented the Death Guard. In the aftermath, Jaghatai succumbed to his wounds, triggering a berserker frenzy in his sons that drove the bewildered Death Guard out of the spaceport. The Khagan was carried out of the spaceport on a Leman Russ, where he was met by Ilya Ravallion. She sensed a spark of life within his broken and ravaged body and immediately had him taken to Malcador, who set his adepts to the task of healing the primarch. &lt;br /&gt;
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Within the walls of the Palace, chaos reigned. As walls fell and city blocks were blasted into ruin, hordes of civilian refugees and Imperial Army units fled toward the illusory safety of the innermost districts, with the World Eaters and Sons of Horus at their heels. Some garrisons made lonely last stands, hoping to tie down the traitors as long as possible, while others collapsed and were overrun. As Dorn faced the inevitable, he summoned First Captain Sigismund and gave him a simple order: &amp;quot;Hurt them.&amp;quot; As Sigismund made for the battlefield, he was greeted by Khalid Hassan, who brought him the Black Sword, an ancient and potent relic weapon forged in Earth&#039;s pre-Unification era. Sigismund took up the blade and went out to fulfill his father&#039;s orders, sworn now to fight for the Imperium as it would become, not as it had been. He cut down hundreds of traitor champions in single combat. Rumors of the warrior known as the &amp;quot;Black Sword&amp;quot; or &amp;quot;the Emperor&#039;s Champion&amp;quot; began spreading across the Palace, heartening loyalists and demoralizing the traitors. Many on both sides sought him out, either to join him or to kill him. Sigismund finally encountered Kharn, who challenged him to a rematch. Sigismund&#039;s cold, impassive fighting style disturbed the World Eater, who furiously tried to provoke a reaction in the First Captain. Unshaken, Sigismund fought Kharn to a standstill and cut him down, but not before the World Eater saw the truth of things in a rare moment of lucidity: Sigismund was the herald of a new kind of Imperial warrior, of [[Black Templars|a new Legion of fanatical, stoic, single-minded zealots]] whose relentless fury and inability to countenance defeat would wreak untold misery on a galaxy already groaning under the weight of aeons of anguish. &lt;br /&gt;
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Meanwhile, Euphrati Keeler, who was now loose and alone in the ruins, used Sigismund as the inspiration for a new kind of army. Rallying the masses of civilian refugees and Army stragglers, she forged them into a militia armed with tools, a few lasguns, and their faith in the Emperor and sent them forth to fight the Traitor Legions. Though a hundred of them might fall in exchange for one traitor, Keeler regarded it as a fair exchange, for there were hundreds of thousands more to take their place. Garviel Loken, upon finding Keeler, was dismayed by her harsher, more brutal mindset. She justified it to him by arguing that this was the kind of army the Imperium would need in the future: [[Imperial Guard|an army of millions, even billions of humans, united by their unwavering faith in the Emperor and their hatred for the alien, the mutant, and the traitor]].&lt;br /&gt;
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==Final Stand of the Eternity Gate==&lt;br /&gt;
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Although the Lion&#039;s Gate Spaceport has been retaken, the situation continues to deteriorate for the loyalists. With the palace defenses all but collapsing due to the breach at the Ultimate Wall by Legio Mortis, the loyalists have been forced back to the Sanctum Imperialis. Jaghatai Khan is incapacitated, leaving Shiban Khan in command of most of the White Scars at the Spaceport. Help is nowhere to be seen and won&#039;t be coming anytime soon- Sanguinius has ordered Corswain&#039;s men to stay put and defend the Astronomican to guide the way for Guilliman and Johnson, who&#039;re still a week out. The traitors meanwhile have victory in their grasp. The Emperor&#039;s psychic shield is at risk of failing due to Magnus The Red&#039;s psychic assaults in the Webway. The only thing truly going in the loyalists&#039; favor is the degradation of Horus&#039; armies into an uncoordinated mass known as The Horde. With Rogal Dorn and his retinue now besieged at the Bhab Bastion, only 70,000 loyalists stand between the traitors and the Imperial Palace itself. This force is largely composed of Blood Angels led by Sanguinius and Imperial Army, but some Imperial Fists, White Scars, loyalist Mechanicum units, and Legio Ignatum were present as well to muster on the Delphic Battlement. Under orders by Horus for the first time in weeks, the traitors are given a single order: capture the Eternity Gate at dawn. &lt;br /&gt;
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[[Grimdark|Before attacking, they hoisted the living bodies of loyalist prisoners on whatever could hold their tortured forms. The Reaver Titan Daughter of Torment from Legio Mordaxis then marched forward and opened its power claw to reveal Blood Angels Captain Idamas. Idamas was fatally wounded after being pinned to the claw by 7 spears]]. Following these acts of barbarity they issued Horus&#039; offer: flee the coming battle and be granted a pardon by the (soon to be) new Emperor of Mankind, or die. To punctuate the offer and insult, the Titan began closing its claw to slowly crush Idamas to death. However, Skitarii Transacta-7Y1 was ordered to snipe the captain by Sanguinius to put him out of his misery and deny his captors the satisfaction of such a murder. [[Awesome|Sanguinius then turned to the defenders and gave a rousing speech so awesome it inspired and/or shamed all of them into standing their ground. After that, he flew to the Daughter of Torment and cut off the fucker&#039;s head]]. With that, the battle was joined.&lt;br /&gt;
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As the guns of the Delphic Battlement unloaded, the Chaotic horde zerg rushed the loyalists. Many were mowed down, but sheer weight of numbers allowed them to reach the wall. A Khornate Warlord Titan docked with the Delphic wall to vomit its World Eater cargo from its mouth. The battle quickly descended into a frenetic melee, which the Bloodthirster Ka&#039;Bandha charged into. Ka&#039;Bandha vowed to kill 500 Blood Angels in front of Sangy, and got pretty close before Hawk Boi swooped in to save his sons. [[Awesome|In a lopsided airborne fight, the Bloodthirster got his back broken with the hilt of Sanguinius&#039; sword and cast down]]. [[FAIL|He was then consumed by lesser demons who preyed on his weakness]].  Despite the loss of this greater demon, it wouldn&#039;t stop the uncountable horde that was fast approaching. Demons were even manifesting into the Sanctum Imperialis itself. Tribune Diocletan Coros ordered the closure of the Eternity Gate as a response, but Legio Audax Titans kept it open with their Ursus Claws to force the doors open. As Sanguinius moved to cut the chains, Angron made a [[Marvel Comics|superhero (villain?) entrance]] under orders from Horus to kill Sanguinius. &lt;br /&gt;
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The two Primarchs engage in a vicious duel that sees Sangy delivering a variety of normally fatal blows to Angron with skill and grace. Unfortunately, a tired and weakened Sanguinius is unable to deliver any punishment that Angron can&#039;t tank by virtue of being a fuckhuge Demon Primarch, and Angron proved to be no slouch in the fight either. After numerous abortive attempts to fight while airborne, Angron decided to change tactics and fight on the ground while getting Sanguinius to fight him. Angron slaughtered many Blood Angels to force his brother&#039;s attention. The two duelled again, and the exhausted Sanguinius began losing ground. Both Primarchs knew the fight would not (and in the case of the Great Angel, COULD NOT) go on much longer. Angron let Sanguinius stab him to get close and begin crushing his throat, while in the same motion stabbing Sanguinius&#039; gut with the Black Blade. [[Derp|Of course, the ole &#039;tank a stab to get in close and deliver a fatal blow&#039; trick is not unique to Angron and Jaghatai Khan]]. [[Just as Planned|Sangy had the same idea and used the opportunity to pull out the Butcher&#039;s Nails from Angron]]. [[Bullshit|This somehow caused enough pain for him to beg Sanguinius to stop]], to no avail. [[Rip and Tear|Both nails and brains were ripped out and thrown away]], before Angron&#039;s physical incarnation was finally killed and he was banished to the Warp. [[Troll|Khorne laughed at the sight]], while [[RAGE|Angron&#039;s less amused sons completely lost it]] and began teamkilling en-masse. &lt;br /&gt;
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Meanwhile, below the Palace, Vulkan was dispatched into what was left of the human Webway project to stop Magnus the Red&#039;s assault on the Emperor&#039;s psychic defenses. Despite Magnus employing a variety of horrifically lethal magic tricks on Vulkan, it&#039;s all futile against a perpetual Primarch. Magnus is slowly worn down between the constant strain of using magic and weathering endless assaults by Vulkan. In a final gamble to buy time or convert his brother, Magnus brings the both of them into his mind to play out his experience and give his motivations. Vulkan has none of it, spitting nothing but facts (including some that even Magnus is wondering how Vulkan could&#039;ve known) at his brother&#039;s persecution complex and hubris. Of particular note is that Magnus only imagined being offered a costly path towards redemption by the Big-E, when in reality he was told to kick sand and GTFO. Regardless of [[Skub|why]], the result is the same: Magnus retreats to that familiar feeling of self-righteousness and dances to the tune of Chaos. With nothing left to argue about, Vulkan smashes Magnus into paste while Magnus creates one last uber spell to unmake Vulkan molecularly. One is sent back to the warp, and the other walks away.&lt;br /&gt;
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With these two events, the Chaos forces were stopped just outside the now-sealed Eternity Gate. The loyalists fled inside and licked their wounds. While the Great Angel regarded his wounds, he and Dorn gave their final goodbyes. The White Scars reactivated the anti-orbital defenses at the Lion&#039;s Gate Spaceport and laughed at the bastards in orbit before tearing into them with all the firepower their defenses had. Roboute Guilliman sent word that he and his allies were 1 week away, but Lotarra Sarrin intercepted the message. The situation for both sides became truly desperate. Traitorous mortal crews (and many of the Thousand Sons remaining on Terra) can no longer [[Chaos Spawn|maintain physical forms that obey the laws of physics]], unit cohesion and the traitors are no longer on speaking terms, and [[Anal Circumference|their flanks are eagerly awaiting a well-deserved pounding from the inbound loyalist relief fleet]]. With nobody left to rely on and only one last chance at victory, Horus would have to lower the shields and force the Emperor to come to him. The loyalists unfortunately don&#039;t know any of this, only being aware of the fact that the Grim Reaper will be taking them out to lunch very soon. [[Just as Planned|And thus the die is cast]].&lt;br /&gt;
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==Duel of the Emperor and Horus==&lt;br /&gt;
[[file:Horus and his Daddy.jpeg|thumb|middle|400px|If you haven&#039;t seen this image yet, you must be new. Like, really fucking new.]]&lt;br /&gt;
Like with any truly epic event, the siege only ended with the most motherfuckingest duel in the entire 40k fluff: the Emperor of Mankind against Horus, the most favoured of the Primarchs and the living avatar of the Chaos Gods. If the Horus Heresy was the most important of a series of events, if the siege was the single most epic of those events, then the duel is the defining moment of the fluff and affected everything else that came after it. &lt;br /&gt;
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Dorn, Sanguinius, and the Emperor, along with what forces they could bring, teleported aboard Horus&#039;s battlebarge to force an end to the conflict.  It was Sanguinius who found Horus first.  [https://youtu.be/L63In39n86c?t=72 Horus hits 3 times, wounds 2.667 times, 1.33 after saves and IWND takes that down to 1 wounds at start of next turn.  Sanguinius doesn&#039;t get the charge, so he hits 4 times, wounds 3.556 times, 1.185 after saves and IWND takes that down to 0.852 wounds at start of next turn.]   The angelic Lord of Baal, beloved of the Primarchs, died just as the Emperor arrived.  &lt;br /&gt;
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During their ensuing epic and titanic duel, the Emperor could not bear to kill his most beloved son. So, Horus had managed to mortally wound him (despite the Big E being a nigh-unkillable Perpetual) and would have finished him off, if not for the intervention of one Perpetual Guardsman (Oll Perrson/Ollanius Pius)/Imperial Fist/Custodian. He jumped in front of Horus as he was about to strike the final blow, and was flayed with a glance. The Emperor, witnessing how far his most favored son had fallen, decided &amp;quot;Fuck this&amp;quot; and focused all of His remaining psychic power into one massive and final Kamehameha that LITERALLY DELETED HORUS&#039;S SOUL FROM EXISTENCE!&lt;br /&gt;
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Although the Emperor managed to win and kill Horus, he was so badly wounded in the end he needed to be on 24/7 life support just to survive. So really when you come down to it, it was a draw; Chaos had been stopped then but only at an unthinkable cost to the Imperium.&lt;br /&gt;
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==/tg/ Connection==&lt;br /&gt;
What, besides the fact that &#039;&#039;&#039;&#039;&#039; it&#039;s the most important event in the 40k universe?&#039;&#039;&#039;&#039;&#039; Fine.&lt;br /&gt;
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The Siege of Terra is also the theme for the [[Horus Heresy#The Board Game|Horus Heresy board game]], in which you reenact the Siege itself. There. Happy? (Not really.) &lt;br /&gt;
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===The fa/tg/uy&#039;s explanation of the Siege Of Terra (for Dummies and BL Editors)===&lt;br /&gt;
[[File:Loyalists vs. Traitors.jpg|thumb|middle|700px|Some serious Daddy problems.]]&lt;br /&gt;
The main rule of warfare: As the number of combatants increases, the resemblance to complete uncontrolled insanity approaches infinity. And then you have to take into account the terrain...&lt;br /&gt;
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Basically, you start with a planet that&#039;s been nuked, polluted, and generally lived in for a few hundred thousand years too long. Everyone on it is fighting everyone else, constantly. Your basic unit of land is the Bunker, Vault 101 style. There isn&#039;t any natural plant life left so all the oxygen is made in vats with the food. &#039;&#039;Luckily&#039;&#039; this means you can build anywhere that isn&#039;t intensely radioactive and hence fight over those areas. Get Mega-City-One, nuke it, and rebuild it a few times, and then you start to understand.&lt;br /&gt;
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Then the Emperor comes along and manages against all odds to conquer the place. Suddenly everyone isn&#039;t killing and dying all the time, and a population boom happens. So Emps organized the largest set of public works since the first colony ships. He rebuilds huge areas of the planet and creates the Imperial Palace, the Astronomican, and a buttload more of cool shit besides. And what he gets is effectively one giant city, the second largest (after Commorragh) in the universe. &amp;quot;Huge&amp;quot; just doesn&#039;t do it justice as a description. Neither does &amp;quot;labyrinthine&amp;quot;, &amp;quot;overpopulated&amp;quot;, or &amp;quot;Gothic nightmare&amp;quot;. And this New Terra was mostly just thrown over the original foundations of whatever was there like a pile of gold bricks onto a rat maze. There are bunkers and emplacements still around that date back to the War Against The Men of Iron and even before.&lt;br /&gt;
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Then the Heresy came, and the Emperor says to Dorn &amp;quot;Fortify this fucking madhouse&amp;quot;. So now everything that didn&#039;t have a gun emplacement before does now, everywhere. Dorn walled in half the doors and windows, put hundreds of AA batteries on every roof, filled entire rooms with concrete just for a bit of reinforcement, built hundreds of miles of trenches, redoubts, bastions, emplacements, and backup walls, conscripted half the population into the army (and half of &#039;&#039;that&#039;&#039; into the engineer corps), and generally panicked because all of this would only ever be necessary if the solar system&#039;s defenses (the best in the galaxy bar none) have failed. &lt;br /&gt;
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Then Horus arrives in orbit. He&#039;s punched through the space defenses at massive cost, but the war in space is far from won, and the Palace is just a flat no-fly zone, so he can&#039;t just pick and choose landing areas. So he bombards everything his ships can reach, fills the sky with Drop Pods, and tries to march on it.&lt;br /&gt;
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This is when Rule #1 kicks in and everything immediately gets megafucked for both sides. Ruined streets, trenches, and bunkers make navigating a nightmare, communications are somewhere between impossible and actively detrimental, drop pods and gunships are shot down immediately or land off-target, plans and backup plans fall apart in seconds, daemons run amok, and the Primarchs are either constantly trying to out-Tactical-Genius each other or are too in the thick of it to relay any commands, so no one has a fucking clue what&#039;s actually going on in the big picture. It&#039;s Stalingrad on a continental scale, but without even the merest hint of sanity and a thousand Space Marines charging into every breach. The inclusion of cackling daemons, rampaging renegade Guardsmen and abhumans, and bellowing daemon engines doesn&#039;t help the situation, nor does the fact that the guy ostensibly in charge of the Siege (Horus) is growing increasingly detached from reality.&lt;br /&gt;
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So it takes roughly 10 minutes of this menial bullshit for a load of the Chaos forces to get bored and just decide &amp;quot;Fuck It, Let&#039;s Just Wreck The Place&amp;quot;. So now everything makes even less sense: entire Legions are ignoring sensible objectives to go on the Chaos Marine equivalent of a bender. The Emperor&#039;s Children and the Night Lords rape, murder, and pillage the civilians of Terra so hard that even 10,000 years later they still live in fear at the memory, while the World Eaters are tearing around and hacking and slashing at anything they think might bleed. Only the Iron Warriors, the Death Guard, and the Sons of Horus are wholeheartedly tearing at the Palace, dedicated to rubbing it in Dorn&#039;s face like a bitch no matter what (and even then, the Iron Warriors would ultimately decide &amp;quot;fuck this&amp;quot; and leave). And to the horror of the loyalists, they&#039;re still succeeding. Brick by brick, the greatest military stronghold in the galaxy is falling.&lt;br /&gt;
&lt;br /&gt;
Which sounds great for Chaos were it not for the simple fact it wasn&#039;t falling quickly enough. It was taking days to advance inches at massive cost, and Guilliman was en route with reinforcements, with Russ and the Lion and the remains of their Legions right behind him. If the siege wasn&#039;t ended before they got there, the traitors would likely lose. So Horus put all his cards on the table and lowered his battle barge&#039;s shields, goading the Emperor (who didn&#039;t know about the reinforcements - or maybe he did and was enacting a much greater scheme, see below) on board to hopefully kill him and force the defenders into a rout. Everything else is history.&lt;br /&gt;
&lt;br /&gt;
The short story &amp;quot;The Board is Set&amp;quot; seemed to indicate that the Emperor and Malcador knew about the reinforcing loyalists from at least the beginning of the siege and were fully aware of the siege&#039;s outcome up to and including the Emperor&#039;s ascension to the Golden Throne, possibly even seeing the future all the way to the events of the Era Indomitus. It also seemed to imply that Horus lowering his shield may have been so he could teleport down and attack the Emperor, not realizing it was Malcador on the throne.  Possibly the most epic level of Just As Planned.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Timeline}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 Battles]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Faash&amp;diff=207784</id>
		<title>Faash</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Faash&amp;diff=207784"/>
		<updated>2023-01-03T07:29:25Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Faash&#039;&#039;&#039; were a human civilization that emerged from the [[Dark Age of Technology]] that came into conflict with the [[Imperium]] of Man during the [[Great Crusade]]. Their homeworld was &#039;&#039;&#039;Dulan&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Like the contemporary [[Interex]] they were technologically advanced on a par with, if not already exceeding, the capabilities of the [[Adeptus Mechanicus]]. Also like the Interex, they offer an interesting insight on human life separate from the Imperium after the Age of Strife: where the Interex were [[Noblebright]] and sought to include various races of Xenos in their empire, the Faash actually abhorred the [[Xenos|Alien]], [[Mutant]] and the [[Heretic]] long before the development of the [[Imperial Creed]] and without any knowledge of god-like beings such as the [[Emperor]] or the [[Primarch]]s. You could say they were... Faash-ist?&lt;br /&gt;
&lt;br /&gt;
The Faash were ruled by their own Emperor, &#039;&#039;&#039;Durath&#039;&#039;&#039;, but unlike the Imperium, this leader was simply a regular, un-enhanced man with a strong personality cult and a belief that he was the only person fit to rule humanity. This &amp;quot;creed&amp;quot;, along with the fact that they had cathedrals was an indication that they were at least a quasi-religious empire and their level of belief in their cause meant that they were unimpressed by [[Adeptus Astartes]], not demonstrating any of the awe that human forces typically suffer when faced down by power armoured superhuman giants (quite possibly because their own warriors were even larger than Astartes; more on that below). Durath himself showed no fear of [[Lion El&#039;Jonson]] and even went so far as to broadcast images of deranged [[Wulfen]] as abominations and mutants and holding them as examples of what the Imperium could tolerate that the Faash would not. &lt;br /&gt;
&lt;br /&gt;
==The Dulan Campaign==&lt;br /&gt;
The campaign against the Faash started due to their refusal to join the Imperium plain and simple; the war initially started against the Imperial Army but the [[Space Wolves]] were called in after the technological superiority of the Faash became apparent and so [[Leman Russ]] was assigned command over the campaign. However, after months of slow progress, the Imperial forces still had not even determined the location of the Faash homeworld and intelligence on their capabilities and disposition was hard to come by, in part due to the sheer resistance of the Faash vessels making them virtually impossible to capture. Not helping was the fact that the Faash Tyrant Durath continually goaded the Space Wolves, calling them the lapdogs of the Emperor and making the whole thing personal, with Russ swearing that he would see their leader dead by his own hand. At this point, the courts on [[Terra]] were beginning to consider Russ to be ill-suited to the campaign and decided to send in his brother [[Lion El&#039;Jonson]] to complete the job. Incensed, Leman Russ redoubled his efforts to end the campaign himself and managed to actually a capture a Faash vessel intact, thus gleaning the location of Dulan and sending his fleet there en masse.&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the Dulan system, Russ discovered that the [[Dark Angels|First]] were already there engaging the fleet in orbit, having determined the location of the homeworld by checking through the old records that survived the Dark Age of Technology.  [[Rage|Russ had spent months tearing his foes apart searching for their heart, while the Lion simply read it in a book and went there directly]]. Upon transiting into orbit, ignoring hails from the Dark Angels fleet, the Space Wolves decided to choose their own targets and started shooting down enemy battleships, with one ship managing to destroy one cleanly, only to come under fire from a Dark Angels ship, because an entire company from that ship had already boarded the battleship and were close to capturing it and turning against the enemy, and had been constantly trying to communicate that fact to the wolves; if the Wolves had actually answered their hails they would have known about this. Realising his error, Russ would later reluctantly agree to apologise to his brother, though as the brothers embraced Russ snarled to the Lion that he would end him if he pulled a stunt like that ever again, which surprised the Lion, as he hadn’t actually been apart of the incident at all. This was the first time that the Primarchs had met and they took an instant dislike to one another; they would also disagree on the exact nature of their mission and by extension the function of the Primarchs themselves: Russ argued that their function was to destroy the Emperor&#039;s enemies and leave no trace of them behind, while the Lion argued that their function was to win wars and to conquer worlds and that everything in between was irrelevant, drawing the point back to the fact that the campaign had taken the Space Wolves long enough to complete that the courts on Terra felt that Russ was delaying unnecessarily.&lt;br /&gt;
&lt;br /&gt;
In any case, the two Primarchs joined their forces for the final assault: The Dark Angels would assault the outer palace and create the opening for the Space Wolves to insert and eliminate Durath and end the campaign, allowing Russ the satisfaction of slaying the man who had insulted him. Upon planetfall however, the Space Wolves of the 13th company became aware of some of their MIA battle-brothers who had been taken prisoner had since devolved into their [[Wulfen]] state and were having their images being broadcast to the population as abominations and examples of the evils of the Imperium and what they were fighting against. The 13th Company diverted their forces to rescue them, forcing Russ to delay his planned assault on the palace to have the 13th company account for themselves. Meanwhile the Lion had completed his task and was waiting for the Space Wolves to begin their phase of the assault, his forces still fighting to hold maintain the opening created earlier. When the Space Wolves refused to answer hails, the Lion decided that enough was enough and assaulted the palace directly, managing to behead Durath and end the war there and then. When the Primarch of the Space Wolves found that he had been denied his promised kill he was furious and knocked the Lion a square blow; blades were drawn and the two started to fight. It did not take long before the Lion disarmed Russ of his weapon, stopping his blade moments away from delivering a killing blow, satisfied that the issue was finished the Lion went to leave but Russ was having non of that and he struck the Lion again; the two descended into a savage brawl that lasted the rest of the day. After the two had beaten each other bloody the fight finally reached its conclusion with Russ struggling to get back onto his feet and the Lion approaching him upon unsteady legs. Russ, upon failing to rise from his kneeling position, started laughing at the absurdity of the situation; they had started the fight as lords of war and now they looked little better then a pair of bar brawlers. Seeing Russ&#039; sudden laughing fit the Lion asked him if he yielded, which only made Russ laugh even harder; even now after the two had beaten each other to an inch of death the Lion still considered this an honour duel. Lost in his fit of laughter, Russ never saw the scowling Lion land the punch that knocked the Wolf King unconscious.&lt;br /&gt;
&lt;br /&gt;
The whole point of the matter was the culmination of neither brother fully understanding the other&#039;s thought processes: the Lion did not realize the importance that Russ placed on killing Durath to maintain his honour, and when Russ went off-plan he continued prosecuting his war in the quickest manner possible in order to prevent any further losses to his legion. From Russ&#039;s perspective, by sending the Lion an unprovoked punch he did not realize that the Lion would actually take such an action seriously and that the initial blow required an appropriate answer. Russ only later figured out that the Lion had disposed of the broadcast evidence of the Wulfen without telling him when that evidence could have been used to break the Space Wolves legion if it had been made public on Terra. He eventually came to respect the Lion as one of his closest brothers and mourned him when he found out that he was [[Luther|apparently dead]] prior to the [[Second Founding]].&lt;br /&gt;
&lt;br /&gt;
The Space Wolves and Dark Angels still emulate the brawl whenever they both meet, each sending a champion to fight the other. The original meaning of the duel may have been lost over the course of time, as historically both Codexes give slightly different accounts of the story even across different editions of the same codex. Even Russ had to explain the story to one of his Blood Claws who had not been made aware of the account by his priests or commanders, with Russ considering the Blood Claw&#039;s presence a humorous irony when he had just received word of the Lion&#039;s disappearance.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
As mentioned previously, the technological capabilities of the Faash were extremely potent when compared to the Imperium. Their voidships were powered by unique fusion drives which outran Imperial ships at straight line speeds, meaning they were very difficult to outmaneuver unless they were caught off-guard. Additionally, their ships were extremely resilient, protected by &#039;&#039;&#039;Aegis Shields&#039;&#039;&#039; which were apparently superior to [[Void shields]] and could only be overwhelmed by extremely high energy attacks. Aegis Shields were also capable of some measure of self-repair so that when they became damaged they would spring back to function within a very short space of time, making it virtually impossible to defeat a Faash vessel by any means short of destroying it outright. Not only that, but the Aegis Shields could be miniaturized and worn by its Mech-Guard infantry, making them proportionally resilient and difficult for the Imperium to deal with.&lt;br /&gt;
&lt;br /&gt;
The Infantry soldiers were equipped in their own version of [[Power Armour]], built on a scale slightly bulkier than that of the Astartes; these mech-guard were armed with &#039;&#039;&#039;Interference&#039;&#039;&#039; weapons that rearranged matter at the molecular level, causing horrific injuries no matter what protections its targets were using, though these interference weapons took a long time to recharge between volleys. As a backup they were also armed with standard [[Lasgun|las weaponry]] that they could switch to in the interim. With all of their protections and the potency of their armament, the warriors of the Astartes soon determined that engaging the Mech-Guard in ranged combat was not effective as it would take a ridiculous amount to firepower to bring down just one opponent; they learned to wait until their interference volleys had completed before closing to engage them in melee where both sides were more evenly matched in terms of brute strength thanks to the power armour, but the Astartes had the advantage due to faster reactions and more savage instincts.&lt;br /&gt;
&lt;br /&gt;
The Faash also had their own version of a [[Dreadnought]] called a &#039;&#039;&#039;Leviathan&#039;&#039;&#039; which incorporated the same Aegis Shield and interference weapon as the infantry, albeit on a larger scale. These Faash Leviathans were actually even larger than Imperial Leviathan Dreadnoughts and were a horrifying prospect to take down.&lt;br /&gt;
&lt;br /&gt;
As usual, despite conquering several worlds that were superior in some fields of technology, the Imperium is never depicted either before or after the Great Crusade ever using said technology.  Likely because Imperial las weaponry is used for its ease of extreme mass production and Imperial top end tech (volkite, conversion, graviton, etc) is far superior. &lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226058</id>
		<title>Gardinaal</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226058"/>
		<updated>2023-01-03T07:03:08Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* The Fall of the Lords of Gardinaal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;Gardinaal&#039;&#039;&#039; (don&#039;t confuse with [[Guardinal]]s) were a human civilization that survived the [[Dark Age of Technology]] and later came into conflict with the [[Imperium]] during the [[Great Crusade]].&lt;br /&gt;
&lt;br /&gt;
Like their contemporaries the [[Interex]] and the [[Faash]], the Gardinaal were technologically equivalent to the Imperium, exceeding them in some ways and falling behind them in others.&lt;br /&gt;
&lt;br /&gt;
Like the Faash, they are an interesting case study as to how the Imperium could have turned out if circumstances had been differently. Where the Faash were like the Imperium in that they had an Emperor with a vision of human purity/supremacy (but who was mortal and completely eschewed [[Space Marines|transhuman]] [[Adeptus Custodes|sciences]]), the Gardinaal had raised their own bloodlines of soldiers (as well as utilizing psykers), but were led by a group of &amp;quot;immortal&amp;quot; High Lords rather than an immortal Emperor.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
{{Topquote|[[Tau|A really efficient totalitarian state would be one in which the all-powerful executive of political bosses and their army of managers control a population of slaves who do not have to be coerced, because they love their servitude.]]| Aldous Huxley, [[Imperium of Man|Brave New World]]}}&lt;br /&gt;
&lt;br /&gt;
Though the Gardinaal were technologically advanced, they had chosen to abandon warp travel at some point during the Dark Age of Technology, preferring to remain in their own solar system. Even though they knew other races and colonies of humanity existed, they had effectively been isolated for many thousands of years. &lt;br /&gt;
&lt;br /&gt;
The Gardinaal home system had eleven planets that were heavily industrialised and extremely heavily populated; one world alone was said to have 100,000,000,000 people, which was supposedly greater than Terra at the time. They clearly held some [[STC]] designs as they were capable of building their own [[Thunderbolt Fighter]] craft for use in their air defense forces, were capable of building large walker constructs, and also had beam technology more sophisticated than that of the Imperium. However, what was most interesting about their technology and society was how they had adapted the genetics of their citizens. &lt;br /&gt;
&lt;br /&gt;
Due to the extremely high population and no trade from outside sources, resources were at a premium; therefore the entire population had been subjected to eugenic manipulation and psychological conditioning. Every person was designed for their role over thousands of generations of selective breeding and separated according to a caste system like something out of Aldous Huxley&#039;s Brave New World, with the smarter castes occupying higher positions while the dumber castes were happy in their ignorance. The Gardinaal leaders &#039;&#039;were&#039;&#039; aware of genetic engineering (one was suitably impressed upon encountering an Astartes for the first time, and was able to relate to the notion of a Primarch) but they had either implemented it into the castes so far back in their history it no longer mattered, or had chosen not to waste resources on it and stuck with the long route via pure eugenics. The castes were different enough from each other to be almost unrelatable: the &amp;quot;ogreish&amp;quot; Warrior-Caste were raging testosterone junkies, while the Enforcer-Caste were emotionally disconnected. There was even the Void-Caste who had hands instead of feet &#039;&#039;(much more useful for zero-G)&#039;&#039; and a Consular-Caste who were bred for their psychic ability, but they all remained effectively human. &lt;br /&gt;
&lt;br /&gt;
This was on top of the conditioning and propaganda that each person was exposed to. Even though the lower castes were a bit dim and ignorant, obedience to the state was absolute; all it took was a command from a senior and the lower castes would throw themselves at Astartes warriors without hesitation. Every person had his worth, and once their worth to the state was exceeded by their burden they readily accepted euthanasia so that their resources could be recycled and reused elsewhere. It is not exactly described what happens to these &amp;quot;Expired&amp;quot;, but one of the Consular-Caste admits it would be an honour to be interred &#039;&#039;inside&#039;&#039; one of the High Lords; whether this means being eaten or having their organs and cells harvested and distributed is left to the reader to decide.&lt;br /&gt;
&lt;br /&gt;
On the topic of those &amp;quot;Immortal&amp;quot; High Lords: they were nothing like the [[Emperor]], nor were they [[Perpetual]]s. They were effectively Uber [[Dreadnoughts]], being kept alive by machinery even after their bodies had failed them. Though they had remained in this state for many thousands of years, they had not gone completely mad or unresponsive the way that space marine dreadnoughts are often expected to become with advancing age. One high lord was described as being one and a half times the size of a Deredeo Dreadnought with three times the firepower, though they were capable of changing chassis and occupying smaller, more discreet forms where necessary.&lt;br /&gt;
&lt;br /&gt;
The Gardinaal had only one encounter with outside races; they were invaded by [[Orks]] 2500 years before the Great Crusade rolled along. The Gardinaal had the military might to see off the Ork invasion successfully, and the victory was used in ongoing propaganda to perpetuate the notion that they were undefeatable. The soldiers would maintain this even as they were losing to the Imperium, which clearly caused them some mental dissonance.&lt;br /&gt;
&lt;br /&gt;
==The Fall of the Lords of Gardinaal==&lt;br /&gt;
When the [[Great Crusade]] rocketed in with a fleet of [[Ultramarines]] supported by the [[Thousand Sons]]. they noticed the heavy industries of the eleven worlds and wanted it for the Imperium.&lt;br /&gt;
&lt;br /&gt;
First they tried to negotiate; however the High Lords of Gardinaal considered the notion of a galaxy spanning Imperium to be a gross exaggeration and believed that the Expedition Fleet that encountered them numbered the entirety of the invading forces, stalling for time while they readied their military. When the Thousand Sons realised that they were also attempting to use psychic methods to drag out and influence the talks, they immediately withdrew and the Ultramarines invaded by encircling the capital city.&lt;br /&gt;
&lt;br /&gt;
What the Imperial forces did not expect was for the Guardinaal to respond with a massive saturation campaign of nuclear warheads. A demi-legio of Titans was wiped out, 500,000 Imperial army men were killed, and 856 Astartes rendered incapacitated (not to mention the loss of gene-seed) in addition to causing massive collateral damage to their own population (which they inevitably wrote off as inconsequential) and rendering the area irradiated for decades.&lt;br /&gt;
&lt;br /&gt;
Into this arena comes [[Ferrus Manus]], trying to prove himself capable of being named &#039;&#039;&#039;Warmaster&#039;&#039;&#039; by taking command of the remaining forces as well as bringing a contingent of [[Emperor&#039;s Children]] along with him and aiming to complete the compliance before [[Roboute Guilliman]] arrives with an even bigger force.&lt;br /&gt;
&lt;br /&gt;
A more conventional war was fought. Although the Gardinaal had the advantage of numbers and their own technological equivalency, they were mostly untested troops against the mind of a Primarch and the physical superiority of the Astartes.  The High Lords of Gardinaal came to the realisation that maybe the Imperium &#039;&#039;was&#039;&#039; as big and as powerful as the envoys had described and once again attempted to sue for peace and offer a surrender.&lt;br /&gt;
&lt;br /&gt;
This is where the various sources differ on the completion of the campaign. The account from Forgeworld in the Horus Heresy rulebooks is perhaps the more sanitised account, where Ferrus Manus refuses the surrender and continues the campaign with the Ultramarines practically begging to reclaim their honour by taking the enemy citadel, which the Primarch grants them.&lt;br /&gt;
&lt;br /&gt;
However, in the more detailed &#039;&#039;Ferrus Manus&#039;&#039; novella, the surrender is just another ruse for a High Lord to get close to the Primarch with an assortment of hidden weapons the Imperium are unable to detect, a psyker consular for influencing the Primarch&#039;s mind, &#039;&#039;and&#039;&#039; a willing suicide bomber to clear out any Astartes that attempt to interfere.  The assassination attempt on Ferrus Manus was enough for him to get pissed off and take his anger out on &#039;&#039;&#039;Akurduana&#039;&#039;&#039;, the commander of the Emperor&#039;s Children contingent who had been consistently one-upping the Iron Hands since his arrival in the expedition. The Primarch challenges him to a duel and breaks his rib plate before announcing that he doesn&#039;t &#039;&#039;claim&#039;&#039; worlds, he &#039;&#039;conquers&#039;&#039; them, and readies his forces to give the Emperor ten worlds instead of eleven. When the commander of the Ultramarines contingent protests that this is against orders and the intent of Roboute Guilliman, Ferrus Manus overrules him and [[Troll|commands the Ultramarines to make the first assault]] after he has spent some time blasting the city from orbit.&lt;br /&gt;
&lt;br /&gt;
When the High Lords realise that they are about to lose &#039;&#039;again&#039;&#039; they attempt to revert to their first tactic of nuking the enemy and everything else in the vicinity, aiming directly for Ferrus Manus after he makes landfall. But this time the nukes are stopped as Akurduana performs a suicide run of his own on the Gardinaal command centre, effectively neutering any remaining resistance the Gardinaal have to offer, and the war ends.&lt;br /&gt;
&lt;br /&gt;
The sanitised account indicates that the planet&#039;s infrastructure was left intact and that within a few years they were a model of Imperial compliance. However the more detailed account explains that the [[Rage]] of Guilliman was practically volcanic when he finally did arrive the day after compliance was completed, not only for the state of the world that was now going to need rebuilding, but also because of the poor treatment of the Ultramarine contingent that had practically been reduced to nothing. The two brothers barely even spoke to each other at the victory parade, having to go through [[Fulgrim]] to do it. Ferrus Manus then stated that he had no longer any desire to become Warmaster, (totally not because he realised he&#039;d just shown everyone he was the worst possible candidate) but would support [[Horus|whoever]] got the job.&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226057</id>
		<title>Gardinaal</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226057"/>
		<updated>2023-01-03T06:45:33Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;Gardinaal&#039;&#039;&#039; (don&#039;t confuse with [[Guardinal]]s) were a human civilization that survived the [[Dark Age of Technology]] and later came into conflict with the [[Imperium]] during the [[Great Crusade]].&lt;br /&gt;
&lt;br /&gt;
Like their contemporaries the [[Interex]] and the [[Faash]], the Gardinaal were technologically equivalent to the Imperium, exceeding them in some ways and falling behind them in others.&lt;br /&gt;
&lt;br /&gt;
Like the Faash, they are an interesting case study as to how the Imperium could have turned out if circumstances had been differently. Where the Faash were like the Imperium in that they had an Emperor with a vision of human purity/supremacy (but who was mortal and completely eschewed [[Space Marines|transhuman]] [[Adeptus Custodes|sciences]]), the Gardinaal had raised their own bloodlines of soldiers (as well as utilizing psykers), but were led by a group of &amp;quot;immortal&amp;quot; High Lords rather than an immortal Emperor.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
{{Topquote|[[Tau|A really efficient totalitarian state would be one in which the all-powerful executive of political bosses and their army of managers control a population of slaves who do not have to be coerced, because they love their servitude.]]| Aldous Huxley, [[Imperium of Man|Brave New World]]}}&lt;br /&gt;
&lt;br /&gt;
Though the Gardinaal were technologically advanced, they had chosen to abandon warp travel at some point during the Dark Age of Technology, preferring to remain in their own solar system. Even though they knew other races and colonies of humanity existed, they had effectively been isolated for many thousands of years. &lt;br /&gt;
&lt;br /&gt;
The Gardinaal home system had eleven planets that were heavily industrialised and extremely heavily populated; one world alone was said to have 100,000,000,000 people, which was supposedly greater than Terra at the time. They clearly held some [[STC]] designs as they were capable of building their own [[Thunderbolt Fighter]] craft for use in their air defense forces, were capable of building large walker constructs, and also had beam technology more sophisticated than that of the Imperium. However, what was most interesting about their technology and society was how they had adapted the genetics of their citizens. &lt;br /&gt;
&lt;br /&gt;
Due to the extremely high population and no trade from outside sources, resources were at a premium; therefore the entire population had been subjected to eugenic manipulation and psychological conditioning. Every person was designed for their role over thousands of generations of selective breeding and separated according to a caste system like something out of Aldous Huxley&#039;s Brave New World, with the smarter castes occupying higher positions while the dumber castes were happy in their ignorance. The Gardinaal leaders &#039;&#039;were&#039;&#039; aware of genetic engineering (one was suitably impressed upon encountering an Astartes for the first time, and was able to relate to the notion of a Primarch) but they had either implemented it into the castes so far back in their history it no longer mattered, or had chosen not to waste resources on it and stuck with the long route via pure eugenics. The castes were different enough from each other to be almost unrelatable: the &amp;quot;ogreish&amp;quot; Warrior-Caste were raging testosterone junkies, while the Enforcer-Caste were emotionally disconnected. There was even the Void-Caste who had hands instead of feet &#039;&#039;(much more useful for zero-G)&#039;&#039; and a Consular-Caste who were bred for their psychic ability, but they all remained effectively human. &lt;br /&gt;
&lt;br /&gt;
This was on top of the conditioning and propaganda that each person was exposed to. Even though the lower castes were a bit dim and ignorant, obedience to the state was absolute; all it took was a command from a senior and the lower castes would throw themselves at Astartes warriors without hesitation. Every person had his worth, and once their worth to the state was exceeded by their burden they readily accepted euthanasia so that their resources could be recycled and reused elsewhere. It is not exactly described what happens to these &amp;quot;Expired&amp;quot;, but one of the Consular-Caste admits it would be an honour to be interred &#039;&#039;inside&#039;&#039; one of the High Lords; whether this means being eaten or having their organs and cells harvested and distributed is left to the reader to decide.&lt;br /&gt;
&lt;br /&gt;
On the topic of those &amp;quot;Immortal&amp;quot; High Lords: they were nothing like the [[Emperor]], nor were they [[Perpetual]]s. They were effectively Uber [[Dreadnoughts]], being kept alive by machinery even after their bodies had failed them. Though they had remained in this state for many thousands of years, they had not gone completely mad or unresponsive the way that space marine dreadnoughts are often expected to become with advancing age. One high lord was described as being one and a half times the size of a Deredeo Dreadnought with three times the firepower, though they were capable of changing chassis and occupying smaller, more discreet forms where necessary.&lt;br /&gt;
&lt;br /&gt;
The Gardinaal had only one encounter with outside races; they were invaded by [[Orks]] 2500 years before the Great Crusade rolled along. The Gardinaal had the military might to see off the Ork invasion successfully, and the victory was used in ongoing propaganda to perpetuate the notion that they were undefeatable. The soldiers would maintain this even as they were losing to the Imperium, which clearly caused them some mental dissonance.&lt;br /&gt;
&lt;br /&gt;
==The Fall of the Lords of Gardinaal==&lt;br /&gt;
When the [[Great Crusade]] rocketed in with a fleet of [[Ultramarines]] supported by the [[Thousand Sons]]. they noticed the heavy industries of the eleven worlds and wanted it for the Imperium.&lt;br /&gt;
&lt;br /&gt;
First they tried to negotiate; however the High Lords of Gardinaal considered the notion of a galaxy spanning Imperium to be a gross exaggeration and believed that the Expedition Fleet that encountered them numbered the entirety of the invading forces, stalling for time while they readied their military. When the Thousand Sons realised that they were also attempting to use psychic methods to drag out and influence the talks, they immediately withdrew and the Ultramarines invaded by encircling the capital city.&lt;br /&gt;
&lt;br /&gt;
What the Imperial forces did not expect was for the Guardinaal to respond with a massive saturation campaign of nuclear warheads. A demi-legio of Titans was wiped out, 500,000 Imperial army men were killed, and 856 Astartes rendered incapacitated (not to mention the loss of gene-seed) in addition to causing massive collateral damage to their own population (which they inevitably wrote off as inconsequential) and rendering the area irradiated for decades.&lt;br /&gt;
&lt;br /&gt;
Into this arena comes [[Ferrus Manus]], trying to prove himself capable of being named &#039;&#039;&#039;Warmaster&#039;&#039;&#039; by taking command of the remaining forces as well as bringing a contingent of [[Emperor&#039;s Children]] along with him and aiming to complete the compliance before [[Roboute Guilliman]] arrives with an even bigger force.&lt;br /&gt;
&lt;br /&gt;
A more conventional war was fought. Although the Gardinaal had the advantage of numbers and their own technological equivalency, they were mostly untested troops against the mind of a Primarch and the physical superiority of the Astartes.  The High Lords of Gardinaal came to the realisation that maybe the Imperium &#039;&#039;was&#039;&#039; as big and as powerful as the envoys had described and once again attempted to sue for peace and offer a surrender.&lt;br /&gt;
&lt;br /&gt;
This is where the various sources differ on the completion of the campaign. The account from Forgeworld in the Horus Heresy rulebooks is perhaps the more sanitised account, where Ferrus Manus refuses the surrender and continues the campaign with the Ultramarines practically begging to reclaim their honour by taking the enemy citadel, which the Primarch grants them.&lt;br /&gt;
&lt;br /&gt;
However, in the more detailed &#039;&#039;Ferrus Manus&#039;&#039; novella, the surrender is just another ruse for a High Lord to get close to the Primarch with an assortment of hidden weapons the Imperium are unable to detect, a psyker consular for influencing the Primarch&#039;s mind, &#039;&#039;and&#039;&#039; a willing suicide bomber to clear out any Astartes that attempt to interfere.  The assassination attempt on Ferrus Manus was enough for him to get pissed off and take his anger out on &#039;&#039;&#039;Akurduana&#039;&#039;&#039;, the commander of the Emperor&#039;s Children contingent who had been consistently one-upping the Iron Hands since his arrival in the expedition. The Primarch challenges him to a duel and breaks his rib plate before announcing that he doesn&#039;t &#039;&#039;claim&#039;&#039; worlds, he &#039;&#039;conquers&#039;&#039; them, and readies his forces to give the Emperor ten worlds instead of eleven. When the commander of the Ultramarines contingent protests that this is against orders and the intent of Roboute Guilliman, Ferrus Manus overrules him and [[Troll|commands the Ultramarines to make the first assault]] after he has spent some time blasting the city from orbit.&lt;br /&gt;
&lt;br /&gt;
When the High Lords realise that they are about to lose &#039;&#039;again&#039;&#039; they attempt to revert to their first tactic of nuking the enemy and everything else in the vicinity, aiming directly for Ferrus Manus after he makes landfall. But this time the nukes are stopped as Akurduana performs a suicide run of his own on the Gardinaal command centre, effectively neutering any remaining resistance the Gardinaal have to offer, and the war ends.&lt;br /&gt;
&lt;br /&gt;
The sanitised account indicates that the planet&#039;s infrastructure was left intact and that within a few years they were a model of Imperial compliance. However the more detailed account explains that the [[Rage]] of Guilliman was practically volcanic when he finally did arrive the day after compliance was completed, not only for the state of the world that was now going to need rebuilding, but also because of the poor treatment of the Ultramarine contingent that had practically been reduced to nothing. The two brothers barely even spoke to each other at the victory parade, having to go through [[Fulgrim]] to do it. Ferrus Manus then stated that he had no longer any desire to become Warmaster, but would support [[Horus|whoever]] got the job.&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226056</id>
		<title>Gardinaal</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gardinaal&amp;diff=226056"/>
		<updated>2023-01-03T06:44:37Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;Gardinaal&#039;&#039;&#039; (don&#039;t confuse with [[Guardinal]]s) were a human civilization that survived the [[Dark Age of Technology]] and later came into conflict with the [[Imperium]] during the [[Great Crusade]].&lt;br /&gt;
&lt;br /&gt;
Like their contemporaries the [[Interex]] and the [[Faash]], the Gardinaal were technologically equivalent to the Imperium, exceeding them in some ways and falling behind them in others.&lt;br /&gt;
&lt;br /&gt;
Like the Faash, they are an interesting case study as to how the Imperium could have turned out if circumstances had been differently. Where the Faash were like the Imperium in that they had an Emperor with a vision of human purity/supremacy (but who was mortal and completely eschewed [[Space Marines|transhuman]] [[Adeptus Custodes|sciences]]), the Gardinaal had raised their own bloodlines of soldiers (as well as utilizing psykers), but were led by a group of &amp;quot;immortal&amp;quot; High Lords rather than an immortal Emperor.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
{{Topquote|[[Tau]]|A really efficient totalitarian state would be one in which the all-powerful executive of political bosses and their army of managers control a population of slaves who do not have to be coerced, because they love their servitude.| Aldous Huxley, [[Imperium of Man|Brave New World]]}}&lt;br /&gt;
&lt;br /&gt;
Though the Gardinaal were technologically advanced, they had chosen to abandon warp travel at some point during the Dark Age of Technology, preferring to remain in their own solar system. Even though they knew other races and colonies of humanity existed, they had effectively been isolated for many thousands of years. &lt;br /&gt;
&lt;br /&gt;
The Gardinaal home system had eleven planets that were heavily industrialised and extremely heavily populated; one world alone was said to have 100,000,000,000 people, which was supposedly greater than Terra at the time. They clearly held some [[STC]] designs as they were capable of building their own [[Thunderbolt Fighter]] craft for use in their air defense forces, were capable of building large walker constructs, and also had beam technology more sophisticated than that of the Imperium. However, what was most interesting about their technology and society was how they had adapted the genetics of their citizens. &lt;br /&gt;
&lt;br /&gt;
Due to the extremely high population and no trade from outside sources, resources were at a premium; therefore the entire population had been subjected to eugenic manipulation and psychological conditioning. Every person was designed for their role over thousands of generations of selective breeding and separated according to a caste system like something out of Aldous Huxley&#039;s Brave New World, with the smarter castes occupying higher positions while the dumber castes were happy in their ignorance. The Gardinaal leaders &#039;&#039;were&#039;&#039; aware of genetic engineering (one was suitably impressed upon encountering an Astartes for the first time, and was able to relate to the notion of a Primarch) but they had either implemented it into the castes so far back in their history it no longer mattered, or had chosen not to waste resources on it and stuck with the long route via pure eugenics. The castes were different enough from each other to be almost unrelatable: the &amp;quot;ogreish&amp;quot; Warrior-Caste were raging testosterone junkies, while the Enforcer-Caste were emotionally disconnected. There was even the Void-Caste who had hands instead of feet &#039;&#039;(much more useful for zero-G)&#039;&#039; and a Consular-Caste who were bred for their psychic ability, but they all remained effectively human. &lt;br /&gt;
&lt;br /&gt;
This was on top of the conditioning and propaganda that each person was exposed to. Even though the lower castes were a bit dim and ignorant, obedience to the state was absolute; all it took was a command from a senior and the lower castes would throw themselves at Astartes warriors without hesitation. Every person had his worth, and once their worth to the state was exceeded by their burden they readily accepted euthanasia so that their resources could be recycled and reused elsewhere. It is not exactly described what happens to these &amp;quot;Expired&amp;quot;, but one of the Consular-Caste admits it would be an honour to be interred &#039;&#039;inside&#039;&#039; one of the High Lords; whether this means being eaten or having their organs and cells harvested and distributed is left to the reader to decide.&lt;br /&gt;
&lt;br /&gt;
On the topic of those &amp;quot;Immortal&amp;quot; High Lords: they were nothing like the [[Emperor]], nor were they [[Perpetual]]s. They were effectively Uber [[Dreadnoughts]], being kept alive by machinery even after their bodies had failed them. Though they had remained in this state for many thousands of years, they had not gone completely mad or unresponsive the way that space marine dreadnoughts are often expected to become with advancing age. One high lord was described as being one and a half times the size of a Deredeo Dreadnought with three times the firepower, though they were capable of changing chassis and occupying smaller, more discreet forms where necessary.&lt;br /&gt;
&lt;br /&gt;
The Gardinaal had only one encounter with outside races; they were invaded by [[Orks]] 2500 years before the Great Crusade rolled along. The Gardinaal had the military might to see off the Ork invasion successfully, and the victory was used in ongoing propaganda to perpetuate the notion that they were undefeatable. The soldiers would maintain this even as they were losing to the Imperium, which clearly caused them some mental dissonance.&lt;br /&gt;
&lt;br /&gt;
==The Fall of the Lords of Gardinaal==&lt;br /&gt;
When the [[Great Crusade]] rocketed in with a fleet of [[Ultramarines]] supported by the [[Thousand Sons]]. they noticed the heavy industries of the eleven worlds and wanted it for the Imperium.&lt;br /&gt;
&lt;br /&gt;
First they tried to negotiate; however the High Lords of Gardinaal considered the notion of a galaxy spanning Imperium to be a gross exaggeration and believed that the Expedition Fleet that encountered them numbered the entirety of the invading forces, stalling for time while they readied their military. When the Thousand Sons realised that they were also attempting to use psychic methods to drag out and influence the talks, they immediately withdrew and the Ultramarines invaded by encircling the capital city.&lt;br /&gt;
&lt;br /&gt;
What the Imperial forces did not expect was for the Guardinaal to respond with a massive saturation campaign of nuclear warheads. A demi-legio of Titans was wiped out, 500,000 Imperial army men were killed, and 856 Astartes rendered incapacitated (not to mention the loss of gene-seed) in addition to causing massive collateral damage to their own population (which they inevitably wrote off as inconsequential) and rendering the area irradiated for decades.&lt;br /&gt;
&lt;br /&gt;
Into this arena comes [[Ferrus Manus]], trying to prove himself capable of being named &#039;&#039;&#039;Warmaster&#039;&#039;&#039; by taking command of the remaining forces as well as bringing a contingent of [[Emperor&#039;s Children]] along with him and aiming to complete the compliance before [[Roboute Guilliman]] arrives with an even bigger force.&lt;br /&gt;
&lt;br /&gt;
A more conventional war was fought. Although the Gardinaal had the advantage of numbers and their own technological equivalency, they were mostly untested troops against the mind of a Primarch and the physical superiority of the Astartes.  The High Lords of Gardinaal came to the realisation that maybe the Imperium &#039;&#039;was&#039;&#039; as big and as powerful as the envoys had described and once again attempted to sue for peace and offer a surrender.&lt;br /&gt;
&lt;br /&gt;
This is where the various sources differ on the completion of the campaign. The account from Forgeworld in the Horus Heresy rulebooks is perhaps the more sanitised account, where Ferrus Manus refuses the surrender and continues the campaign with the Ultramarines practically begging to reclaim their honour by taking the enemy citadel, which the Primarch grants them.&lt;br /&gt;
&lt;br /&gt;
However, in the more detailed &#039;&#039;Ferrus Manus&#039;&#039; novella, the surrender is just another ruse for a High Lord to get close to the Primarch with an assortment of hidden weapons the Imperium are unable to detect, a psyker consular for influencing the Primarch&#039;s mind, &#039;&#039;and&#039;&#039; a willing suicide bomber to clear out any Astartes that attempt to interfere.  The assassination attempt on Ferrus Manus was enough for him to get pissed off and take his anger out on &#039;&#039;&#039;Akurduana&#039;&#039;&#039;, the commander of the Emperor&#039;s Children contingent who had been consistently one-upping the Iron Hands since his arrival in the expedition. The Primarch challenges him to a duel and breaks his rib plate before announcing that he doesn&#039;t &#039;&#039;claim&#039;&#039; worlds, he &#039;&#039;conquers&#039;&#039; them, and readies his forces to give the Emperor ten worlds instead of eleven. When the commander of the Ultramarines contingent protests that this is against orders and the intent of Roboute Guilliman, Ferrus Manus overrules him and [[Troll|commands the Ultramarines to make the first assault]] after he has spent some time blasting the city from orbit.&lt;br /&gt;
&lt;br /&gt;
When the High Lords realise that they are about to lose &#039;&#039;again&#039;&#039; they attempt to revert to their first tactic of nuking the enemy and everything else in the vicinity, aiming directly for Ferrus Manus after he makes landfall. But this time the nukes are stopped as Akurduana performs a suicide run of his own on the Gardinaal command centre, effectively neutering any remaining resistance the Gardinaal have to offer, and the war ends.&lt;br /&gt;
&lt;br /&gt;
The sanitised account indicates that the planet&#039;s infrastructure was left intact and that within a few years they were a model of Imperial compliance. However the more detailed account explains that the [[Rage]] of Guilliman was practically volcanic when he finally did arrive the day after compliance was completed, not only for the state of the world that was now going to need rebuilding, but also because of the poor treatment of the Ultramarine contingent that had practically been reduced to nothing. The two brothers barely even spoke to each other at the victory parade, having to go through [[Fulgrim]] to do it. Ferrus Manus then stated that he had no longer any desire to become Warmaster, but would support [[Horus|whoever]] got the job.&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rangdan_Xenocides&amp;diff=396243</id>
		<title>Rangdan Xenocides</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rangdan_Xenocides&amp;diff=396243"/>
		<updated>2023-01-03T05:38:21Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* The Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Campaign&lt;br /&gt;
|title=The Rangdan Xenocides&lt;br /&gt;
|image=&lt;br /&gt;
|attacker=Rangdan Cerabvores&lt;br /&gt;
|defender=[[Imperium of Man]]&lt;br /&gt;
|commander1= Unknown&lt;br /&gt;
|commander2= [[Emperor of Mankind]], [[Leman Russ]], [[Lion El&#039;Jonson]]&lt;br /&gt;
|date= ca. 839.M30 - ca. 930s.M30&lt;br /&gt;
|scale= Sector-wide&lt;br /&gt;
|theatre=The Halo Stars&lt;br /&gt;
|strength1= Rangdan Cerabvores, Rangdan Osseovores, [[Slaugth]] Murder-Minds, Rangdan War-moons&lt;br /&gt;
|strength2= [[Dark Angels]] Legion, II Legion, [[White Scars]] Legion, [[Space Wolves]] Legion, XI Legion, [[World Eaters|War Hounds]] Legion, [[Death Guard]] Legion, [[Raven Guard|XIX Legion]], [[Alpha Legion|Ghost Legion]], Legio Gryphonicus, Legio Vulturum, Legio Kydianos, dozens of other Legio Titanicus Legions, Knight House Malinax, Knight House Orhlacc, Xanite Mechanicum Taghmata Forces, Centurio Ordinatus, Ordo Reductor&lt;br /&gt;
|casualties1= Unknown, probably total &lt;br /&gt;
|casualties2= Massive losses among Imperial expeditionary forces, entire Titan Legions and fleets destroyed, possibly two Legiones Astartes destroyed. At least 80,000 Astartes casualties, including 10,000 Dark Angels at Ardex, 3,000 White Scars and [[Raven Guard|Pale Nomads]] and 5,000 Space Wolves at the relief of Xana. uncounted millions of Imperial Army casualties.  &lt;br /&gt;
|status= Imperial victory&lt;br /&gt;
|outcome= Elimination of the Rangdan threat to the northern Imperium; continuation of the Great Crusade; depletion of the Dark Angels and Space Wolves Legions; Ultramarines become the largest Space Marine Legion&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Rangdan Xenocides were collectively the largest and nastiest fight the Imperium of Mankind faced during the [[Great Crusade]]. This was a conflict so horrendous that it swallowed entire expeditionary fleets and Titan legions, nearly crippled the Death Guard, the Dark Angels, &#039;&#039;and&#039;&#039; the Space Wolves, and saw dozens of worlds laid waste. Most interestingly, it may or may not also be the reason that the II and XI Legiones Astartes were wiped from all Imperial records.&lt;br /&gt;
&lt;br /&gt;
==The Campaign==&lt;br /&gt;
&lt;br /&gt;
The Xenocides began sometime in the late 860s.M31, around the time that the Imperium was entering the Eastern Fringe of the galaxy. As they were expanding toward the Halo Stars, they drew the attention of the Rangdan Cerabvores, a mysterious and hostile xenos species who decided to tell these upstart humans to get the fuck off their lawn. Unfortunately for the Imperium, they had the will and the technology to &amp;lt;s&amp;gt;make it happen&amp;lt;/s&amp;gt; make a decent attempt at it, and would in fact prove to be the single greatest threat to its existence up until [[Horus]]&#039; [[Horus Heresy|little temper tantrum]].&lt;br /&gt;
&lt;br /&gt;
Information on the Xenocides is scarce, coming from multiple sources and usually only in vague references. This appears to have been intentional, as the Dark Angels deliberately purged all knowledge of the Rangda and the wars fought for the good of the Imperium. No actual images of the Rangda themselves remain, though enough secondary details survived to paint a grim picture:  they were lithe yet towering and monstrous in appearance, dangerously intelligent, highly cunning, cruel, ambitious, and technologically advanced. They shared the Imperium&#039;s ambition of galactic conquest and were just as determined to seize control of the galaxy. They were also said to be vulpine (fox-like) xenos according to Horus Heresy book 9: Crusade...so basically giant scary space [[Furries]].&lt;br /&gt;
&lt;br /&gt;
The Rangdan Wars, as they are also known, consisted of three separate campaigns: The Conquest of Advex-Mors, the Second Rangdan War, and the Third Rangdan War (also known confusingly as the Rangdan Xenocide).&lt;br /&gt;
&lt;br /&gt;
The first campaign occurred in 839.M30 and focused on the assault and conquest of Advex-Mors by the Dark Angels. This marked the first encounter between the Imperium and the Rangda Empire, and it more or less incited the extreme response that followed. The system was heavily defended, including protection from an armada of Rangdan ships and an orbital war-moon. The latter was able to hold off the combined firepower of three &#039;&#039;Gloriana&#039;&#039;-class capital ships (aka the biggest and most powerful warships the Imperium ever produced). In fact, it was so well protected that some mistook it for the Rangdan homeworld. In reality, it was only a minor garrison at the edge of their domain. The fighting was fierce, with the Dark Angels taking more than 10,000 casualties, but this was nothing compared to slaughter that was to come.&lt;br /&gt;
&lt;br /&gt;
The second campaign kicked off in 862.M30 when the Rangdan struck back, plowing into Imperial space with thousands of vessels and more than a dozen war-moons. They attacked from the galactic east and north, overrunning entire worlds and putting the Imperium onto the back foot with shocking speed. Fleet after fleet was lost with all hands, entire Titan Legions were obliterated, and dozens of planets were destroyed as the Cerabvores continued their relentless assault.&lt;br /&gt;
Eventually, forces from the [[White Scars]] and [[Raven Guard|XIXth]] legions managed to delay the attack long enough for the Imperials to rally and make a stand at the Forge World of [[Xana II]]. The siege would be broken after eight months and three thousand dead Astartes when the [[Dark Angels]] and [[Death Guard]] arrived to counter-attack. But this was only the next step in a war that would last two decades.&lt;br /&gt;
&lt;br /&gt;
The Imperium wound up throwing no less than nine Legiones Astartes at the Cerabvores: the Dark Angels, Space Wolves, [[World Eaters|War Hounds]], Death Guard, White Scars, [[Raven Guard|XIX Legion]], [[First Founding#Two Unknown Legions|the lost XI and II Legions]], and eventually the [[Alpha Legion|Ghost Legion]]. Even this wasn&#039;t enough, and the destruction continued unabated. The Space Marines committed to the conflict sustained heavy casualties. The Dark Angels especially got their shit kicked in, with one source claiming they were reduced to a tenth of their original strength. Considering the same source lists their overall strength at 100,000 legionaries at the time of the Lion&#039;s rediscovery...well you can do the math. By the end of the Xenocides, they had lost their status as the largest Legion to [[Roboute Guilliman|Papa Smurf&#039;s]] [[Ultramarines|blueberries]]. The Death Guard had to conduct emergency intakes of non-Barbaran recruits just to keep their numbers up, and the II and XI Legions apparently ceased to exist during or shortly after the conflict, hinting that they may have been corrupted or otherwise compromised by the Rangdan and needed to be purged. The Lion received his baptism of fire in the Xenocides, as he had been rediscovered in the midst of the campaign and was almost immediately put in charge of the entire war effort. Despite his sheer Tactical Genius, the bloodshed continued until the climactic battle at Taxal, when more than 300,000 Space Marines were deployed.&lt;br /&gt;
&lt;br /&gt;
Eventually, things got so bad that the Emperor concluded he was going to have to do something incredibly dangerous: open up the Labyrinth of Night and unleash the motherfucking [[Mag&#039;ladroth|Void Dragon]] in an effort to break the Rangdan once and for all. Whatever happened, it totally worked and didn&#039;t cause a galactic calamity that we know of. &lt;br /&gt;
&lt;br /&gt;
The third and final Rangdan War occurred between 887-890.M30. The numbers are unclear because at this point, the Imperium was more concerned with covering up the truth of how close they had come to a complete loss. Nevertheless, we do know that the Rangdan apparently mounted one last effort to destroy the Imperium. The Dark Angels and Space Wolves were able to turn them back at the staggering cost of 50,000 Astartes. Most of the forces that had fought were sworn to silence, executed, or dispatched to new fronts. A lot of misinformation emerged during this time, with later historians putting their own spin on the conflict. While authorities were busy quarantining planets and downplaying the immense cost of the war, the Rangdan slunk back to their homeworld to rebuild their strength. &lt;br /&gt;
&lt;br /&gt;
When a group of White Scars had managed to locate the Rangda home system after long searching, it became clear that, while broken, the Cerabvores were still a threat too grave to be allowed to endure. With a target now identified, the only thing that was left to be done was for the surviving Rangdan to be slowly, bitterly, painstakingly purged from the galaxy. What followed was a series of &amp;quot;bio-pogroms&amp;quot;, a task which fell to the [[Space Wolves]] and the [[Dark Angels]], as they were the two Legions the Emperor could most rely on to perform such an ugly and brutal job. This last phase of the conflict took a decade, as the two legions scoured the sector clean of the xenos menace. This earned the Space Wolves their nickname of the &amp;quot;Emperor&#039;s Executioners&amp;quot; and the Dark Angel&#039;s less well-known, yet equally appropriate nickname of the &amp;quot;Emperor&#039;s Exterminators&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
&lt;br /&gt;
After the end of the Xenocides, the Dark Angels and the Space Wolves had both been greatly reduced in number, meaning that the progress of the Crusade now rested on the Luna Wolves, Ultramarines, and the other Legions that hadn&#039;t been sucked into the meat grinder. The I and VI Legions also became objects of suspicion and fear among ordinary Imperial folk, thanks to the sheer ugliness of the bio-pogroms they&#039;d undertaken (given many of the Rangdan forces were human populations bound with neural shackles). The [[Ultramarines]] officially became the largest legion, a status they would maintain throughout the remainder of the Great Crusade and into the [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
The conflict with the Rangdan also spurred the creation of newer and more terrifying weapons of war for the Imperium, most notably the dreaded Psi-Titans of the Ordo Sinister, which were directly inspired by the Rangdan&#039;s own superheavy and Titan analogues, the Macrobeests and Osseiovores. The Dark Angels would similarly take lessons from this dreadful war, forming the Order of the Broken Claw (one of many orders within their enigmatic Hekatonystka) to remember the tactics they learned from the xenocides as well as guarding their many treasures.&lt;br /&gt;
&lt;br /&gt;
==Wargear and Military Assets==&lt;br /&gt;
&lt;br /&gt;
The Rangda made extensive use of slave-soldiers, human as well as xenos. They were controlled through neural collars, which enforced absolute loyalty and reduced the slaves to savage drones. In combat, the Rangda would unleash them in massive hordes in an effort to drown their enemies. During the invasion of Advex-Mors Extremis, a single Randgan Overseer controlled a remote garrison of 10,000 slaves.&lt;br /&gt;
&lt;br /&gt;
In addition to human drones, the Rangda made use of a number of exotic military units about which little is known. These included stalker drones capable of infesting ships in orbit, titanic Macrobeests, super-heavy Osseiovores, and the dreaded Slaugth Murder-Minds (though whether these were allies, drones, slaves, or some kind of bio-construct remains unknown). Based on the Rangdan&#039;s reputation for dark science and cunning, it is likely that these were only the most common of the Empire&#039;s tools.&lt;br /&gt;
&lt;br /&gt;
While loath to meet foes in direct battle, the Rangda were no slouches and could be deployed in large numbers if needed. Each true Rangda was able to hold their own against a Space Marine in close combat. They employed a number of personal weapons, including lethal personal energy shielding that ignited the air and poisoned blades capable of overwhelming the biology of an Astartes.&lt;br /&gt;
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The Rangdan fleet was composed of thousands of agile void craft known as war-barques. They employed a form of electromagnetic weapons nicknamed shadow blasters that were capable of both atomising their victims and crippling crews with radiation sickness. However, the true heart of their naval strength were the massive war-moons. These engine of war were crewed by entire detachments of Rangdan warriors and carried enough firepower to match, or overwhelm, an entire Imperial fleet. During the invasion of Advex-Mors, a single war-moon was able to hold its own against three [[Gloriana-class Battleship]]s, with the Imperium only achieving victory after sacrificing one of these now irreplaceable capital ships.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Interestingly, the Xenocides were also the first time [[Alpharius]] was heard of, &amp;lt;s&amp;gt;even though the primarch of the XX Legion had yet to be recovered at that point&amp;lt;/s&amp;gt; Head of the Hydra reveals this was actually the true Alpharius, just deep undercover and unknown to his brothers. An &#039;Alpha Legionnaire&#039; gained an audience with the Lion at some point during the campaign, and offered to secretly take over the war so that the Dark Angels could withdraw to Caliban and rebuild their numbers. The end goal, he explained, was to keep the Dark Angels from losing their status as the biggest legion and therefore improve the Lion&#039;s chances of someday becoming Warmaster of the Imperial armed forces, the creation of which position both the Lion and Alpharius believed would be inevitable. The Lion turned him down because he was determined to finish what he&#039;d started, which went well for his Legion. And of course he lived to regret this decision as, had he been Warmaster, the Horus Heresy would never have occurred. At very least he could have brought the idea to the Emperor and leaned on Big-E not wanting to lose his gets-shit-done Legion full of Dark Age technology (the only legion with such access and abundance, incidentally).&lt;br /&gt;
&lt;br /&gt;
The mention of [[Slaugth]] Murder-Minds as part of the Rangdan forces ties the Xenocides into the 41st Millennium via the xenos species of the same name mentioned in the [[Dark Heresy]] RPG. Not surprising, though, since the fluff for the Dark Heresy system and the first several Horus Heresy campaign books were written by [[Alan Bligh]], Emperor rest him.&lt;br /&gt;
&lt;br /&gt;
The names of the some of the Rangdan forces also implies some unpleasant things about their dietary habits, specifically the Cerabvores and Osseiovores. &amp;quot;Cerab&amp;quot; would seem to derive from &amp;quot;cerebrum&amp;quot;, the Latin/formal English word for the brain, and Osseio looks an awful lot like &amp;quot;osseous&amp;quot;, the Latin word for &amp;quot;bony&amp;quot;, which in turn derives from the word &amp;quot;os&amp;quot;, meaning &amp;quot;bone&amp;quot;. Vore is a suffix meaning &amp;quot;one who eats&amp;quot;, deriving from the root word &amp;quot;vorare&amp;quot;, &amp;quot;to devour&amp;quot;. So, Cerabvore would translate approximately to &amp;quot;one who eats brains&amp;quot;, and Osseiovore to &amp;quot;one who eats bones&amp;quot;. Given that the Slaugth are also known to eat brains, this suggests they may have gotten it from the Rangdan, or vice versa. &lt;br /&gt;
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After the end of the Xenocides, the First Legion left a garrison in the Rangdan home system, tasked with guarding the acquired knowledge and relics of the Rangda, just in case some of them had somehow managed to survive the bio-pogroms. The garrison was nearly wiped out at the start of the Horus Heresy by a sneak attack from a [[Black Legion|Sons of Horus]] chapter that had come in hopes of [[Ork|looting the place]] for Rangdan technology to aid them in the war against the Emperor. Though the traitors were initially able to inflict heavy casualties on the defending Dark Angels, that didn&#039;t last long, as the Lion&#039;s sons then turned around to kill almost 50 [[Justaerin]] Terminators and at least three squads of regular Astartes, recapture or destroy most or all of the stolen relics, and generally give the Sons of Horus a well-deserved spanking. &lt;br /&gt;
&lt;br /&gt;
This setup bears similarity to the [[Guardians of the Covenant]], an Unforgiven Chapter known for keeping a great archive in their [[Fortress-Monastery]] located on the edge of the Segmentum Pacificus. Coincidentally, one of the Chapter traditions consists of giving a compendium of stories about xenos races annihilated by mankind across the long millennia to their brothers serving in the [[Deathwatch]] ([[Humanity Fuck Yeah|for the purpose of uplifting their morale]]). In the grim darkness of the 41st millennium, memory of these ancient horrors perhaps survives...&lt;br /&gt;
&lt;br /&gt;
If one looks at the Imperium as being basically a copy of Rome (which, honestly, it really is) than the Rangdan Wars can be seen as the Imperium&#039;s Punic Wars, right down to there being three of them. Although, it looks that instead of being a republic fighting a series of mercenary-backed trade monarchies with a powerful navy, it was instead a military dictatorship fighting a bunch of aliens who may or may not have used Slaugth mercenaries and had an insanely powerful navy.&lt;br /&gt;
&lt;br /&gt;
tl;dr, it was basically a carbon copy of the Punic Wars.&lt;br /&gt;
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{{40k-Timeline}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category: Imperial]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Spawn&amp;diff=120672</id>
		<title>Chaos Spawn</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Spawn&amp;diff=120672"/>
		<updated>2023-01-03T04:37:20Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;{{Awesome}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
{{Topquote|The Gods blessed you too much, and now I shall end your misery! Such a fate does not await me!|Thorgar the Blooded One, on the you-know-whats.}}&lt;br /&gt;
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{{Topquote|Quantity has a quality all its own|Attributed to many but it does explain what both players and the Chaos factions really use them for.}}&lt;br /&gt;
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{{Topquote|Embrace your death! You are fortunate that you will only be cognizant enough to suffer the first one!|A Malignant Plaguecaster transforming an unfortunate Chaos Space Marine for disappointing the Plaguefather.}}&lt;br /&gt;
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{{Topquote|AGSJHGJGFHKJBJHGFTYGUHJ|Your typical Chaos SpawNOFUCKINGDAMMIADSGZHFDAGSAQADGSSADSG- {{BLAM}}}}&lt;br /&gt;
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{{BLAM|+Under request from multiple high-ranking members of the Ordos Malleus and Hereticus, we have situated an Inquisitor to watch over the writers in case they say... that-which-shall-not-be-named.+}}&lt;br /&gt;
[[Image:Chaos Spawn Original.JPG|thumb|right|300px|The very first artwork of Chaos Spawn by [[Tony Hough]], from [[Realm of Chaos]] which makes his concept of it as old as the rest of Chaos. Wait, did I say it? Noo I DIDN&#039;T &#039;&#039;&#039;NNOOOOSADNAFAISBFSDFSDGFGGGBB&#039;&#039;&#039; {{BLAM}}]]&lt;br /&gt;
This is what happens when you have [[Extra Heresy|stepped over a line that even Chaos doesn&#039;t cross]]. On top of all that, they&#039;re basically multiple Candlejacks. If you even say &#039;&#039;&#039;Chaos Spawn&#039;&#039;&#039;, you will be consumed by Chaos and become Chaos Spawn yoursel&lt;br /&gt;
JIGHDGGGUGEUGIGHOWHOQHOHWWP{{BLAM}}&lt;br /&gt;
&lt;br /&gt;
Ahem, as my predecessor was about to say, they&#039;re so awful in 40k that even saying their full name here causes the speaker to mutate into one.  They&#039;re mutants whose appearances are always extremely varied and grotesquely horrible, as if someone got [[Lovecraft]], H.R. Giger, and John Carpenter to team up and make monsters.&lt;br /&gt;
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==[[Warhammer Fantasy]]==&lt;br /&gt;
[[File:Adrian Smith Chaos Spawn.jpg|thumb|right|300px|[https://www.youtube.com/watch?v=JjIXwkX1e48|NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE] ]]&lt;br /&gt;
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In Warhammer Fantasy, Chaos Spawn WAIT NO SFHASKFJHSFAHLASLKHFSL--{{BLAM}} ...these &#039;&#039;things&#039;&#039; are mutations that only afflict those who worship Chaos (allowing anyone who isn&#039;t a rapeviking or insane wizard to say their name without fear!...Unless you meet Count [[Mordrek]] the Damned who can turn anyone into them with his Sword of Change. Then you are screwed hard.). Exposure to Chaos for the faithful (or unaligned) instead causes mutations that corrupt the afflicted into more [[Beastmen|feral forms]].&lt;br /&gt;
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Usually these mutations occur amongst common citizenry when the Winds of Magic blow too strongly from the miniature [[Eye of Terror|Eyes of Terror]] at the poles of the world, and patrols are required to cull them before they join the ranks of the [[Hordes of Chaos|forces of Chaos]], although who it is that leads the purges differs from race to race.&lt;br /&gt;
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The [[Empire]] relies on the familiar Inquisition and Witch Hunters. [[Kislev|Kislevites]] instead rely on their Dvoryanin and Boyars (nobles) to account for the status of the outlying populations. [[Bretonnia]]n nobles consider all the peasants to be little better than this usually, and said peasants usually self-police due to their extreme devotion to the nobility (however, simply taking all babies born with mutations to leave in the forest is what caused the Beastmen to grow so prolific in the first place). Elves ([[High Elves|High]], [[Wood Elves (Warhammer)|Wood]], and [[Dark Elves|Dark]]) are near immune to mutation, as are Ogres unless they serve willingly. [[Lizardmen]] and the Undead ([[Vampire Counts|Vampire]] and [[Tomb Kings|Egyptian]]) are both immune to mutation, with the latter actually able to reverse-corrupt things. And there have been no reported cases of [[Orcs]] with mutations, so no one knows what happens to them. Though goblins, when exposed to warpstone, do experience mutation, as is seen in the Skarsnik novel.&lt;br /&gt;
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Degeneration into Chaos you-know-whats occurs far more often amongst [[Warriors of Chaos]] than Chaos Space Marines for two reasons. First is due to their EXTREME fucking devotion to the Chaos Gods, to the point that every last Norseman seeks to become a [[Daemon Prince]] and the Chaos Gods spread their blessings liberally. The blessed-too-much amongst the Norsemen tribes are usually used somewhere between biological weapons and war dogs depending on the degree of the mutations. The other reason is that Chaos Space Marines are still Space Marines with redundant hearts, lungs, thicker bones, and more muscles. A Marine can withstand more mutations than a human can without descending into becoming a Chaos SpNOOOOOOOOOOOOOOBLBLBLE!{{BLAM}}. Anyway, it gives them a slightly higher chance of becoming Daemon Princes than mortals since they can withstand the gifts of their gods better. On top of that, Chaos Space Marines have more varied levels of devotion to the Chaos Gods, with the [[Iron Warriors]] outright replacing mutations with cybernetics, and most traitor marines would see turning into a Spawn as an ignoble end to their career, much like getting interred into a dreadnought.&lt;br /&gt;
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Spawn fear symbols of [[Sigmar]] and similar gods, and the power of nature as channeled by the Wood and High Elves can cleanse mutations from a subject. In particular, a [[Defenders of Ulthuan/Sons of Ellyrion|book series]] depicting High Elves fighting Dark Elves and Warriors of Chaos describe how the Champion of Slaanesh prior to Sigvald the Magnificent is cleansed of all Slaanesh&#039;s blessings by simply touching the [[Everqueen]]. Slaanesh, very VERY pissed, began pouring his Daemonic energy directly into the Champion. When the Everqueen let go of his hand, that energy immediately turned him into a... a thingamy ((NICE save Acolyte, you&#039;re learning))... on par with a Greater Daemon. &lt;br /&gt;
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Tabletop-wise: much like 40k&#039;s old versions, Fantasy Sp- they&#039;re terrible. They have low stats, slow movement speed with the inability to march or charge things (that last part is basically the stamp of death in Fantasy anyway). Their Marks of Chaos are random and cannot be counted on even working. Sadly, you&#039;ll probably need a few to run a few of these things in Warriors since there&#039;s a chance upon failure to become one for some of your options. In addition, some choices of Lords or Heroes come with some as pets ([[Cultist-chan]] should really be the poster child of Warriors rather than 40k cultists).&lt;br /&gt;
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Alternate take: Warhammer Fantasy is all about having a good, fun time with your opponent rather than today&#039;s super-competitive scene. It&#039;s inherently fun to have the possibility of your unit champion turning into a Daemon Prince, and having the chance of becoming a Chaos Spawn as an unfortunate, but humorous downside. Especially given you hhHHHHHNNNN&#039;&#039;&#039;NNGGGGGGGRRFWBWRBLFBWFRBRLFFFBRNR&#039;&#039;&#039; {{BLAM}}&lt;br /&gt;
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The most significant of these creatures in Warhammer is [[Scyla Anfingrimm]]. The only one of them who still has the favour of a god.&lt;br /&gt;
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In the video game devoted to Warhammer Fantasy, Total War: Warhammer, Chaos Spawn--&#039;&#039;&#039;OHFUCKNOAAAHHHDGRBLEAAGHGHGHGAASFGGHGHAFLFLFLFLFEEEAAAAAAAAAAAH!&#039;&#039;&#039;  {{BLAM}}&lt;br /&gt;
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...er... They&#039;re actually fantastic. Small but workable unit size, reasonably to low cost, good HP pool, very high damage and most importantly, they will never break. Two units of them in any Chaos army means the AI isn&#039;t winning today. Still, having no armor-piercing damage and no armor meaning they aren&#039;t good against late game units, nor would they do any better when facing ranged units, especially when fighting a Wood Elves opponent who likes to spam [[cheese|10 units of Glade Guard with Starfire Arrow]]. Beastmen have their own variation that can do poison damage, especially when Morghur&#039;s staff can summon them anytime within his range, like Deep Strike into range units&#039; firing line.&lt;br /&gt;
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Total War Warhammer 3 gave each chaos faction a fluffy variant of them. Khorne ones are killy, Slaaneshi Spawn are fast and have AP, Tzeentch ones have the annoying barrier but also keep the Wyrdspawn RORs armor sundering; nurlge ones are tanky and deal poison.&lt;br /&gt;
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==[[Warhammer 40,000|Warhammer 40k]]==&lt;br /&gt;
[[File:Tony Ackland Chaos Spawn.jpg|thumb|300px|[https://www.youtube.com/watch?v=NtgFKdWcKXY|NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE NOPE] ]] &lt;br /&gt;
The &#039;&#039;&#039;Chaos Spawn &#039;&#039;dammit don&#039;t you ever learn&#039;&#039; AIEEEEBLAAAAAAAAAAAHGGHGH-&#039;&#039;&#039;{{BLAM}}&lt;br /&gt;
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The UNITS in question were, in 4th and 5th Editions, considered by many to be the worst unit in any [[Chaos]] army book and, quite possibly, the entire game of Warhammer 40k (the Pre-[[Jeremy Vetock|Vetock]] Space Pope coming in a close second, [[Pyrovore|until the Tyranid &amp;quot;champion&amp;quot; of Cruddace arrived]]). They were so bad, absolutely nobody took them. Not even for flavor or joke games. Even today they&#039;re still rare; the stigma is that deep. It became a meme that to even utter their name causes a horrid mutation turning you into a Chaos Spawn yourself. Wait! No! I didn&#039;t mean it-&#039;&#039;&#039;OHSWEETEMPERORMOTHEROFGLARBLBLBLBLBL&#039;&#039;&#039;{{BLAM}} {{BLAM|We&#039;re going to run out of writers at this rate.}}&lt;br /&gt;
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Ahem... Continuing where my predecessor left off, you-know-whats should only be referred to as you-know-whats. That or [[Harry Potter|they-who-shall-not-be-named]]. Even though you-know-whats have received a nice crunch buff since then, the meme still remains since [[Tzeentch|it fits the fluff pretty well]].&lt;br /&gt;
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In fluff, aspiring champions of Chaos normally devolve into said units for any of the following reasons: if they use Chaos solely for their own gain, their patron god thinks they&#039;re not worthy of their favor or have fallen out of their favor, they can&#039;t handle the sheer amounts of mutations they go through during their ascension into a full-fledged [[Daemon Prince]], or, you know, it&#039;s [[Tuesday]] and [[Tzeentch]] is feeling bored since there&#039;s not a lot of &amp;quot;Just as Planned&amp;quot; going around. When this does happen, Chaos Spawns ((Wait for it.)) devolve into no more than mindless heaps of mutated flesh who attack anyone near them and ((Wait, did he actually get away with it? Inform the Inquisition!)) eventually die after a short period due to their unstable form, and... did I just-- &#039;&#039;&#039;No... NOOOOOOO! GLARBLRAWRGLARBL&#039;&#039;&#039;{{BLAM}}((Never mind.))&lt;br /&gt;
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The only known canon exception to this rule is the beast called [[Foulspawn]], who somehow managed to become a Daemon Prince of Nurgle after being transformed into one of the abominations (and only because Nurgle found the result funny!) Only [[Abaddon|Failbaddon]] can comprehend how truly goddamn useless these things are. Generally by looking in a mirror. Khorne only knows why he hasn&#039;t been turned into one yet. Though it turns out ADB knows - it&#039;s because he&#039;s refused to commit to any one Chaos God, [[Derp|so it&#039;s not possible for one of them to inflict this on him because the others won&#039;t allow it]]. &lt;br /&gt;
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Though not likely as canon, there&#039;s also Angra Mainyu, a [[Word Bearers|Word Bearer]] who turned into a Daemon Prince just in time to join the latest Black Crusade. Then he just had to go batshit insane and utterly fuck it all up so hard that the Gods had no choice but to demote him to gribblyhood. His forces, meanwhile, were immediately usurped by the former prince&#039;s number 2. The reason we say it&#039;s not canon? Because it was fluff to a showcase of some bloke&#039;s Chaos army on an ancient version of the GW&#039;s Australia website, not some strange bit of lore from a Codex.&lt;br /&gt;
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According to [[Black Crusade (RPG)|Black Crusade]] and &#039;&#039;The Tome of Fate&#039;&#039;, the [[Heretek]]s of The Hollows (specifically Magos Onuris of Forge Polix) have taken an interest in improving them to be useful. These &amp;quot;Death-Masques&amp;quot; have cybernetic implants forcibly installed into what&#039;s left of their brains and nervous systems. This combination of auger arrays, arcanocogitators, and drug-delivery systems not only allow Hereteks to control Death-Masques like giant, fleshy [[Servitor]]s, but actually selectively mutate their bodies, enabling the Heretek to reshape a Death-Masque into a more useful form or give it whatever bio-weapons would be best for the present situation. This is [[awesome]] but alas, GW would never let us actually use something like this in-game when we could be having the &amp;quot;fun&amp;quot; with a pathetically random failure of a gribbly beast.&lt;br /&gt;
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In very rare cases, the will of Tzeentch and the influence of the Warp can cause a group of Unnameable Beasts to fuse together into a [[Mutalith Vortex Beast]], an even more vile abomination that is difficult to even look at without hurting oneself.&lt;br /&gt;
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==On The Tabletop==&lt;br /&gt;
===Warhammer Fantasy===&lt;br /&gt;
Although a terrible option due to their randomness and point cost (akin to the [[Daemons]] army fittingly, which is interesting because it shows just how better the Vikings are than their masters), they aren&#039;t unusable; like most things in the more balanced Warhammer they simply aren&#039;t as good as other options although taking them won&#039;t lose you the game. Thanks to a more recent update to the game making it possible for your models to suddenly turn into one of the fucking things, players should now own some (thanks Games Workshop, my wallet was getting too heavy to carry!) in case the Dice Gods turn on them. Luckily, each Chaos Spawn sprue comes with two spawns built in and extra appendagaaaaAAAAWWWAW&#039;&#039;&#039;AWWAAWAWAWWBLWBLWBLDYEHTERYEETFDF&#039;&#039;&#039; {{BLAM}}&lt;br /&gt;
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===40k Part 1: Why These Units Used to Suck===&lt;br /&gt;
You-know-whats were just absolutely horrible before 6th Edition. Costing the same as three actual Chaos Marines, they would wander around the board aimlessly with a throw of the Scatter Dice, moved D6, had the Rage special rule and died to [[Bolter]] fire, earning your opponent a free kill point. They fucking sucked, essentially. There is considerable evidence that they were originally supposed to have the Feel No Pain rule, ergo making them marginally useful as a meat shield, but sadly the 4th Edition Codex, through a series of misprints, lacked this. &lt;br /&gt;
To drive home just how bad these things were if they actually got into combat, there is no way statistically they could win combat against equal points worth of GUARDSMEN, the resulting extra wounds they would take from No Retreat would wipe them out immediately since they had no save. The ONLY thing they could tar pit was [[Fire Warrior]]s and even then the odds were in the FIRE WARRIORS&#039; favor.&lt;br /&gt;
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===40k Part 2: The Redemption===&lt;br /&gt;
[[File:ChaosSpawn2.jpg|450px|thumb|left|[[Fail|Failure]] no more.  Yet the brave Guardsmen keep coming, despite witnessing stuff like that. Where&#039;s Creed when you need him!?]]&lt;br /&gt;
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[[Phil Kelly]] remembered that under that mass of writhing limbs and stupidity, there&#039;s [[Vraks|generally]] a Chaos Space Marine (and/or more likely had just finished watching John Carpenter&#039;s &amp;quot;The Thing&amp;quot;). So brace yourselves for a shocker: &#039;&#039;&#039;they&#039;re actually pretty damn good&#039;&#039;&#039;.&lt;br /&gt;
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New features include...&lt;br /&gt;
*A lower point cost (30, as opposed to the previous 40). &lt;br /&gt;
*Causing fear while being fearless themselves.&lt;br /&gt;
*No longer moving randomly &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; at a goddamn crawl. In fact, they move as fast as Metal Bawkzes and &amp;lt;i&amp;gt;do not give a shit about terrain&amp;lt;/i&amp;gt;.&lt;br /&gt;
*Rage now meaning that they get +2 attacks on the charge, making it actually useful.&lt;br /&gt;
*A D3 roll every turn that determines what mutation they get for that turn. They can get a 4+ armor save, a roll of 2D6 for their number of attacks (you pick the higher one), or poisoned attacks (at 4+ to wound). &lt;br /&gt;
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With the removal of No Retreat, they also won&#039;t automatically shit themselves with a lost combat. Indeed, being Fearless, they barely care at all.&lt;br /&gt;
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Their stats are otherwise unchanged, so &#039;&#039;holy shit&#039;&#039;, it&#039;s almost worth taking two or three of them and throwing them headlong at the enemy as a [[DISTRACTION CARNIFEX|multi-wound distraction to soak up fire for you]]. Almost. Okay, that is not true. 30 points for a model with 3 T5 wounds that can move 12&amp;quot;, has useful special powers, can be taken in squadrons and can become T6 with Nurgle is frankly excellent. Mark of Tzeentch could conceivably boost their staying power slightly too. Stay away from Khorne and Slaanesh, though. Unless you run into [[Grey Knights]] or [[Dark Eldar]], for whom the Spawn is just a mild annoyance.&lt;br /&gt;
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Alternatively, run several Khorne-marked spawn towards any vehicle with rear AV 10 and watch them wreck all in their path, until your friends realize just what they are capable of and gun them down in a panic, [[DISTRACTION CARNIFEX|which hey, can also be according to plan.]]&lt;br /&gt;
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Actual serious use is fielding them as escort for a Jugger Lord. More wounds for less then a bike squad, and no encouragement to shoot... which your choppy lord should never do. Plus, they make your majority armor save nothing, meaning those grav weapons the loyalist scum keep using wound on 6s only.&lt;br /&gt;
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Fun fact: renegades can get an unmarked three Chaos Spaaa... gribblies deal for only 55 points. Three Chaos Spawn for under the price of two. Let the good times roll!&lt;br /&gt;
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...Oh son of a bLARGLABLARGL{{BLAM}}&lt;br /&gt;
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===40k Part 3: The One Where You Actually NEED Them===&lt;br /&gt;
In the new Chaos Space Marines Codex there&#039;s a table, like the one in the Warriors of Chaos Army book, on which your HQ rolls when killing an enemy character (keep in mind: not IC, just C). It&#039;s a 2D6 table with some of classics: +1S, +1T, +1W...&lt;br /&gt;
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But one of the results... forces you to swap your awesome super killy Chaos Champion with... err, the-one-which-shall-not-be-named! So now you &#039;&#039;&#039;have to buy&#039;&#039;&#039; a box of these sick horrors in order to play. At least for Chaos Warriors, the time when your Marauder Chieftain turns into a Spawn and &#039;&#039;still does more damage than it would normally&#039;&#039; is truly priceless. The same thing probably works for Cultist Champions, and still proves to be useful, since the you-know-what detaches from the unit and could be used to tie up something shooty with poor melee capabilities, like Devastator squad or Crisis team, for a turn or two. All Traitor Legions can also take them as auxiliary choices, and they are the cheapest of the bunch. So give your Warband a mascot for full decurion benefits.&lt;br /&gt;
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Rage and threats to eviscerate every GW employee that isn&#039;t Phil Kelly, are expected, but really, [[Warriors of Chaos|it&#039;s &#039;bout time you fucking newbies had to deal with this Chaos Spawn shit anyway]]... &lt;br /&gt;
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Ohh my God-Emperor no WAIIIII... &#039;&#039;&#039;RAWRAWRASDAFGSFDS&#039;&#039;&#039; {{BLAM}} (Automated Message From Cadia: We are out of Usable speakers and will be employing new ones at the Recruitment Center nearest you.)&lt;br /&gt;
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{{BLAM|(...why do we do this in the first place?)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Tee hee hee, they may be horrible in combat but my little Spawns succeeded in destroying Cadia&#039;s entire propaganda machine!! Just As Planned!! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let us hold a memorial for all those turned into Chaos Spa- Oh boy, that was close... I nearly said it. NOT TODAY. This writer&#039;s too smart to say Chaos Spawn... &#039;&#039;&#039;OH DEAR EMPEROR NO, PLEA-GRARRGAGFD&#039;&#039;&#039; {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Kekekekekekekeke! &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey wait a minute Tzeentch. How come you can you say chaos spawn without mutating? Wait....&#039;&#039;&#039;SHIGRHQHQGDAAAARGLEFLADCHALLOIII&#039;&#039;&#039; {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; Kekekekekekekeke! I&#039;m a god! I can say Chaos Spawn all I want! Chaos Spawn! Chaos Spawn! Chaos Spawn! Kekekekekekeke--- &#039;&#039;&#039;WAIT NO SCREWADHWAAAAHGHTSKAFHTAGN&#039;&#039;&#039;&amp;lt;/span&amp;gt; {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}} {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
I&#039;m guessing that was [[not as planned]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:blue;font-size:100%&#039;&amp;gt; [https://1d4chan.org/wiki/Creed CREEEEEEEED!!!!]&lt;br /&gt;
&lt;br /&gt;
...I really have no idea how he pulled that one off... &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===40k Part 4: Just as Planned===&lt;br /&gt;
Certain psychic powers of Tzeentch can turn enemy models into you-know-whats, AKA you get them for free. Originally the &amp;quot;Boon of Mutation&amp;quot; spell used to be an extremely short range save-or-die assassination power for removing multi-wounded HQs, and while it only had 1/3 or even 1/6 chance of working against most of its intended targets, it was one of the few ways of circumventing Eternal Warrior at the time and could be used even when the sorcerer is locked in melee - the you-know-what summoned used to be just cherry on the top after you popped an enemy Chapter Master or Farseer with it. The modern &amp;quot;Baleful Devolution&amp;quot; is a much more comfortable 18&amp;quot; focused witchfire with a more reliable S6 AP and even multiple (if random) number of hits, but it only summons gribbly things on sixes to-wound (which also add Instant Death), and as a focused witchfire while it can snipe specific models, it can be LoS-ed. Thus it&#039;s more about sniping special weapons or sergeants and occasionally creating witchfire-sponges within charge range of a target unit you want to charge.&lt;br /&gt;
&lt;br /&gt;
Aetaos&#039;Rau&#039;Keres can even transform entire units with his template &amp;quot;Boon of Mutation&amp;quot;. Because what else could force you to buy dozens of Chaos Spawn models? Then again he&#039;s 999 poi... Oh fuck, I swear I didnmlgrabomUMFROP&#039;&#039;&#039;ARGHMRMROMGH&#039;&#039;&#039; {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
===40k Part 5: 8th edition===&lt;br /&gt;
Well, 8th edition did arrive. The gribblies here got buffed, but they&#039;re still quite mediocre. For the same point cost as a Terminator they move faster and can hit harder with their random amount of randomly buffed attacks, but they&#039;re squishy and cannot deep-strike; meaning they&#039;ll just end up suffering from a sudden case of ballistic projectile to the face. You might want a model in case of double &amp;quot;1&amp;quot; when rolling on the Chaos Boon table or to fill a FA slot for cheap, but for the rest they&#039;re outclassed by other choices. That said, the Thousand Sons have a couple of useful Stratagems that are made specifically for them, including one that lets them select a buff manually instead of rolling for it and another that transforms any of their own characters into a you-know-what (named [[Fluff|The Flesh-Change, no less]]) for free.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Alternate opinion: while nothing to build an army around, taken in units of one, they&#039;re a very cheap way to fill Fast Attack slots, and a single... you know what roving the battlefield has its uses if it can stay out of sight until the late game or otherwise avoid getting shot (they also tend to be fairly low priority targets in the early game as your opponent usually has better things to shoot at), they can do work in the late game. They&#039;re punchy enough to threaten depleted units of troops or tackle a wounded character and have a reasonable chance of eating their face, and they&#039;re cheap enough that you can just fling them at said wounded captain or whatever and just shrug if they whiff and die. Not bad for a chaos spawn AH GODDAMMIT I ALMOST WAHSAFHWSFAFSGAGDV {{BLAM}}&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
&lt;br /&gt;
With 5 wounds and 10 bravery, Chao...these fellas have some good stats for heavy infantry/meat shield status. The 2D6 movement and attacks characteristics can lead to some pretty unpredictable results, so don&#039;t expect everything to go as planned. All and all, not a bad addition to a Slaves to Darkness, Beasts of Chaos, or mixed Chaos army. Probably the most meh Spawn at the moment - wait, I only said half, it doesn&#039;t counNOOOOOSGADGSAGDFDGASFDWGASFAEWSDDAGSGGDWGSD {{BLAM}} {{BLAM|Apparently the latter half triggers it as well with sufficient context? Useful information for the Inquisitorial archives.}}&lt;br /&gt;
&lt;br /&gt;
==Total War: Warhammer==&lt;br /&gt;
Them (ahem) you-know-whats are a common unit that you&#039;d find in the armies of the Chaos Factions.&lt;br /&gt;
With the advent of Warhammer 3, they are now available in monogod flavours as well as their Undivided form&lt;br /&gt;
&lt;br /&gt;
Tzeentchian Spawn get barriers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nurglish Spawn are difficult to kill. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Khornate Spawn are good at killing things. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slaaneshi Spawn get Devastating Flanker.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unaligned Spawn are just Spawn&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Image:Chaosthingies.png|On the bright side, their kit is really fun to mess with and has so many spare parts, you won&#039;t need to worry about not having enough horns and tentacles for your conversions anymore. also the chaos spawn have some bootiful hea- NO! PLEASE! WRYYYYYYYYYYYYYLFGERSU GWLRIGUSEUILGEHRIDDSFSFWGLARASHHHHBLBLBLBLB {{BLAM}}&lt;br /&gt;
Image:Chaos_Spawn_2.gif|Kiss it!&lt;br /&gt;
&amp;lt;/Gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{BLAM|+&#039;&#039;&#039;&#039;&#039;This article is dedicated in loving memory to those souls who gave their coherence and sanity in the cause of explaining Chao... these fucking things.&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
+&#039;&#039;&#039;&#039;&#039;Addendum: If you want to refer to Chaos S- the things without calling them by their true name, just call them John Carpenters and you won&#039;t have to say Chaos Spawn...wait, did I just say Chaos Spawn without anything happening? Heh...that&#039;s a relief. I thought saying chaos spawn turned you inTOAAAAGGHEBRYRHFKFGL&#039;&#039;&#039;&#039;&#039;+{{BLAM}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;br /&gt;
{{World Eaters}}&lt;br /&gt;
{{Lost-and-Damned}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Warriors of Chaos]]&lt;br /&gt;
[[Category:Age of Sigmar]]&lt;br /&gt;
[[Category:Slaves to Darkness]]&lt;br /&gt;
[[Category:Meme]]&lt;br /&gt;
[[Category:Slaves to Darkness]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383836</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383836"/>
		<updated>2023-01-02T23:10:34Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Mark VI: Corvus Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. Compared to the Ignatus Pattern Armour which can last for 5 days with a power backpack DLC or the more advanced Sisters of Battle and Astartes Power Armour which can run indefinitely due to its fusion process, the Ironclad&#039;s battery lifespan is comparably short-lived and inferior. But hey, this is probably the cheapest and most cost-effective power armour a regular Joe can get with enough money that &#039;&#039;still&#039;&#039; provides enough protection on par with a Mark VII Aquila Power Armour; so you get what you pay for. 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. As such, it is &#039;&#039;very&#039;&#039; popular amongst [[Rogue Traders]] who are expected to only interact with dangerous environments pretty briefly.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life like space 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. Said helmets is officially called the &#039;Sabbat&#039; Pattern Sororitas Helm which comes with a comm-link and rebreather unit for limited operation in a total vacuum; the helmet includes full-spectrum filtering and psycho-oculal buffering to assist the (less physically durable) human mind from being rendered insensible by battlefield conditions.&lt;br /&gt;
&lt;br /&gt;
Despite the strained relations, this type of power armour is often crafted by the AdMech forges of [[Mars]], Sororitas Power Armour is relatively lighter than most suits, providing excellent protection and increased strength at a negligible loss to the user&#039;s mobility and agility thanks to plug ports that link the Sister&#039;s musculature directly to the enhanced fibre bundle network within their power armour.&lt;br /&gt;
&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Rig==&lt;br /&gt;
&lt;br /&gt;
Ah yes, the infamous Hunting Rig from [[Necromunda]]. A bundle of such ridiculous [[bullshit]], it is a miracle that the [[Adeptus Mechanicus]] did not lose their collective metallic heads the moment they lay sight on this [[Dark Age of Technology|DAoT-levels of ass fuckery]]. Used exclusively by the [[Spyrer]] rich kids, because of course they have Jeff Bezos-levels of money. Think of them as the [[/co/|Iron Man Mark 50 War Suit]], motherfucker can do almost &#039;&#039;[[Powergamer|anything]]&#039;&#039; and makes the Auramite Armour of a Custodes look fucking useless in comparison. Again, exactly &#039;&#039;how&#039;&#039; Necromunda avoided an entire AdMech crusade on their ass, we have no idea. &lt;br /&gt;
&lt;br /&gt;
Anyways, about that armour....it is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food. It is also self-repairing, so that they do not require regular maintenance (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys). However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.&lt;br /&gt;
&lt;br /&gt;
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer&#039;s WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.&lt;br /&gt;
&lt;br /&gt;
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit&#039;s functions:&lt;br /&gt;
* Orrus = Or&#039;es (powerful)&lt;br /&gt;
* Jakara = J&#039;karra (mirror)&lt;br /&gt;
* Malcadon = Mal&#039;caor (spider)&lt;br /&gt;
* Yeld = Y&#039;eldi (winged one)&lt;br /&gt;
&lt;br /&gt;
Of course, considering the rigs are clearly much more advanced (such as freaking [[Tyranids|&#039;&#039;evolving&#039;&#039;]]), it is likely the nobles once upon a time illegally purchased Tau suits and hired [[heretek]]s to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight. Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.&lt;br /&gt;
&lt;br /&gt;
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified. But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.&lt;br /&gt;
&lt;br /&gt;
===Orrus Hunting Rig===&lt;br /&gt;
[[File:Orrus.PNG|200px|right|thumb|The first foray into 40k&#039;s answer to Iron Man.]]&lt;br /&gt;
The Orrus is the most brutal but generic of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s built into the fists.  &lt;br /&gt;
&lt;br /&gt;
They are also protected from shooting attacks by a force field generator incorporated into the warsuit. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field. How this is done, we are not too sure, although it might be due to the rig redirecting power towards both the weapon systems and force field systems. &lt;br /&gt;
&lt;br /&gt;
Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]]. Of course, that’s true for all the rigs. Another edition for the Orrus is the fact that it comes with a helmet that has a sophisticated targeting cogitator that allows the wearer to literally look, point and shoot. Although, given how awfully inaccurate the Bolt Launchers are, the targeting system might as well be as good as useless.&lt;br /&gt;
&lt;br /&gt;
Whilst not the toughest of the rigs, the Orrus definitely provides the wearer with sufficient protection. Overall, the most &#039;balance&#039; and down-to-earth of the lot given the level of [[bullshit]] these rigs are capable of.&lt;br /&gt;
&lt;br /&gt;
At its most basic, this suit increases the wearers WS, S &amp;amp; A by +1, provides a 4+ armour save and a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launchers are functionally identical to &#039;&#039;Twin Linked&#039;&#039; boltguns, albeit with an 18&amp;quot; range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orrus art.jpg&lt;br /&gt;
Orrus blue.jpg&lt;br /&gt;
Orrus blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jakara Hunting Rig===&lt;br /&gt;
[[File:Jakara.PNG|200px|right|thumb|[[Original character, do not steal|&#039;&#039;Totally not Aspect Armour from a Howling Banshee. No sir!&#039;&#039;]]]]&lt;br /&gt;
Jakara are the lightest but most agile of the Spyre hunters, specialising in speed and mobility at the expanse of overall protection.  &lt;br /&gt;
&lt;br /&gt;
It is note for being extremely feminine looking, which may be due to the fact that it is skintight bodysuit with some additional armoured padding for some glancing protection. Usually we only see female Spyrers wear these things because of...[[PROMOTIONS|&#039;&#039;reasons&#039;&#039;.]] The armoured padding itself might be made of some sort of ballistic absorbent meta-materials to ensure both strength and flexibility in the process.&lt;br /&gt;
&lt;br /&gt;
They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|Sword with a Monomolecular edge]] and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer by increasing their leg performance, as well as the durability of their sword. It is most likely done through the redirection of power, applying and modifying the leg structure to provide better tensile acceleration upon the calf muscles with each step. This is to obviously compensate for the lack of overall protection of the rig, forcing the wearer to rely on speed and agility to evade attacks. &lt;br /&gt;
&lt;br /&gt;
If speed isn&#039;t enough, obviously, the aforementioned Mirror Shield should help somewhat. However, as previously stated, the Mirror Shield is only effective against DEW, on projectile weaponry, it should provide as much protection as...well...an [[Fail|&#039;&#039;actual mirror&#039;&#039;]], so even a [[musket]] would be enough to shatter it. &lt;br /&gt;
&lt;br /&gt;
They also adapt by expanding the types of energy absorbed by their shield. And yes, they do look suspiciously similar to the [[Aspect Armour]] worn by the [[Howling Banshees]]. [[Heresy|&#039;&#039;Way too similar&#039;&#039;.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jakara blue.jpg&lt;br /&gt;
Jakara blue back.jpg&lt;br /&gt;
Jakara 2 blue.jpg&lt;br /&gt;
Jakara 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malcadon Hunting Rig===&lt;br /&gt;
[[File:Malcadon.PNG|200px|right|thumb|My spidey senses are tingling!]]&lt;br /&gt;
The most subtle and cunning of the Spyre groups. Basically 40k&#039;s spiderman for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
They are armed like spiders, with [[Web Spinner|Web Spinnerets]] designed to immobilise the enemy so they can be torn apart by their vicious claws. They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points. Their hands and feet are most likely embedded with millions of micro-hooks, allowing them to literally climb up walls if needed.&lt;br /&gt;
&lt;br /&gt;
The Spinneret weapons can also be used to generate strands of web to further aid in climbing. These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons. Their suit is further ribbed, probably to ensure that sound movement is minimised when [[LARP|LARPing]] as spiderman. Whilst nowhere near the capabilities of the Matriarch, the Malcadon still offers a good level of stealth operations.&lt;br /&gt;
&lt;br /&gt;
What is most notable of this rig other than its weapons, is its helmet. The Malcadon possess the most complex and sophisticated helmet of the hunting rigs, sporting several different type of lenses that most likely have thermal, ultraviolet and night vision capabilities, alongside a potential zoom function. Given the fact that the Malcadon Spyrers are spies, such high levels of surveillance equipment incorporated into the helmet makes sense.&lt;br /&gt;
&lt;br /&gt;
Like the Jakara, the Malcadon sacrifices defense for its peculiar abilities. And no, its name has nothing to do with [[Malcador]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malcadon art.jpg&lt;br /&gt;
Malcadon blue.jpg&lt;br /&gt;
Malcadon blue back.jpg&lt;br /&gt;
Malcadon 2 blue.jpg&lt;br /&gt;
Malcadon 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeld Hunting Rig===&lt;br /&gt;
[[File:YeldSingle.PNG|250px|right|thumb|Imperial [[Scourges]], time to shit your pants grandma.]]&lt;br /&gt;
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].  &lt;br /&gt;
&lt;br /&gt;
They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s. Though their wings do allow them to fly, they make for better gliders. Their wings also incorporate the chameleonic technology which makes them difficult to track. Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.&lt;br /&gt;
&lt;br /&gt;
In addition, in order to make flight even possible, the rig of the Yeld has adapted to become hollow, to ensure minimum additional weight for full flight. This of course, comes at the expanse of defense and protection, but, like the Jakara, the Yeld focuses on its speed and agility to avoid getting hit in the first place.&lt;br /&gt;
&lt;br /&gt;
A starting Yeld gains +1 to BS &#039;&#039;(and movement, but this has no bearing in &amp;quot;modern&amp;quot; rulesets)&#039;&#039; as well as a 5+ armour save.&lt;br /&gt;
&lt;br /&gt;
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20&amp;quot; range. &#039;&#039;(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their wings give them the &amp;quot;Jet Infantry&amp;quot; type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yeld.jpg&lt;br /&gt;
Yeld blue.jpg&lt;br /&gt;
Yeld blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patriarch Hunting Rig===&lt;br /&gt;
[[File:Patriarch2.PNG|200px|right|thumb|It&#039;s Doc Oc in Terminator Armour.]]&lt;br /&gt;
This armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further. For all intents and purposes, the closes we are gonna get to Human Terminator Armour. Fuckers even look like baby [[Failbaddon]]s.&lt;br /&gt;
&lt;br /&gt;
It is equipped with four [[Miscellaneous Weapons#Mechadendrite|Mechadendrite arms]]; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig. The extra arms is controlled via the multiple cerebral connection cables attached to the wearer&#039;s head, like a mini-[[Perturabo]].&lt;br /&gt;
&lt;br /&gt;
How much protection it gives to the wearer, we are not too sure. Although some speculate that it is on par with that of modern Space Marine Power Armour or at the very least, the Delphis Mk.II Ironclad. The addition of its various mechanical tentacles makes the Patriarch Hunting Rig very lethal in close combat, although its lack of sufficient ranged weapons makes it poor in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Despite its high protection capabilities, for some [[derp|fucktarded reason]], there never seem to be a helmet attached to it, making the entire point of the Patriarch, [[EPIC FAIL|absolutely useless.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only men can wear these things. Whether it is due to tradition or model limitation is up in the air.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patriarch 2.jpg&lt;br /&gt;
Patriarch.jpg&lt;br /&gt;
Patriarch back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Matriarch Hunting Rig===&lt;br /&gt;
[[File:Matriarch_Armour.PNG|200px|right|thumb|Have a girlfriend who looks at you the same way a Matriarch looks at her prey.]]&lt;br /&gt;
The [[Callidus]] of Hunting Rigs that behaves a lot like the Crysis Suit from Crysis.&lt;br /&gt;
&lt;br /&gt;
Designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee. How it is meant to work, &#039;&#039;in theory&#039;&#039; is that the wearer would cover herself in the cloak fully which then turns her nearly invisible, like the invisibility cloak from Harry Potter.&lt;br /&gt;
&lt;br /&gt;
Moreover, the skull-like helmet offers both good head protection and gives the wearer high-quality vision that may incorporate thermal and night vision, alongside an advanced cogitator that assists the wearer to identify which target to destroy.&lt;br /&gt;
&lt;br /&gt;
They expertly dual-wield a large [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility short of the Jakara at the expanse of it being unable to evolve any further. Despite this sounding pretty [[awesome]], their actual model looks like a [[Derp|crazy lady wearing a corset]]....[[PROMOTIONS|with her cleavage for all to see.]] Also, its long ass dress and cape makes running in this thing, [[herp|colossal pain in the ass]]. Moreover, the whole aspect of stealth is kind of rendered moot when you have a &#039;&#039;[[EPIC FAIL|fucking Chainscythe at full rev]]&#039;&#039;. Yeah, it is not the most sensibly designed so [[Fail|don&#039;t expect much protection for this one.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only women can wear these things like the Jakara. Whether it is due to tradition or model limitation is up in the air. But whatever is the case, the Matriarch still looks the dumbest of the hunting rigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Matriarch blood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, thanks in part to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
&lt;br /&gt;
On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience. This advanced engineering equipment also helps out, with Omni-visors able to pick out the telltale signs of enemy units through the dense terrain.&lt;br /&gt;
&lt;br /&gt;
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]] &lt;br /&gt;
&lt;br /&gt;
Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|230px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too. &lt;br /&gt;
&lt;br /&gt;
Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a [[Volkanite Disintegrator]], [[EtaCarn Plasma Gun]], and a shoulder-mounted [[Exo-Armour Grenade Launcher]] as well as [[Concussion Weapons#Concussion Gauntlet|Concussion Gauntlets]] for melee combat, with many more choosing to add a [[Plasma#Plasma Blade Gauntlet|Plasma Blade Gauntlet]] or [[Concussion Weapons#Concussion Hammer|Concussion Hammers]] for better enhanced close quarters combat. The armour is made from ultra-dense materials attached to a complex servo-assisted frame, allowing the wearer to shrug off anti-tank weaponry while retaining full freedom of movement and even auto-stabilising their aim while they return fire. Their armor also has built-in microgravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move, as well as being equipped with Teleportation Crests to zap around the battlefield with ease in contrast to their Terminator brethren.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vartijan Exo-Driller===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a piston-powered pulverising fist and a seismic crusher. Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
&lt;br /&gt;
Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&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 led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
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In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armour, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the power pack. For example, the chest coils, which were kept on the outside of the armour plating on Mark 1 armour for cooling purposes, have now been placed on the inside of the chest plates, so that they are better protected, thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
&lt;br /&gt;
The helmet also came with a bunch of enhanced sensory equipment, with the wearer is also able to see in the infra-red and ultra-violet spectrums, images can be zoomed in and magnified while noises can be enhanced. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates being difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
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Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III Armour was first conceived for the [[Squat]] campaigns and boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the same role that [[Terminator]] Armour would later fulfil. It should be noted that the Mark III was never intended to replace the previous Mark but to act as an optional suit specialized for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, the Armour was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
&lt;br /&gt;
By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator Armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power Armour in their day, so there was talk of keeping it for honor guards or spear tip operations. &lt;br /&gt;
&lt;br /&gt;
Of course, since it was good enough that it did Terminator Armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC Armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armour plates and whatnot. &lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
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Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
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&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;
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===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;
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For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized 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). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&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; &amp;lt;s&amp;gt;sons&amp;lt;/s&amp;gt; canson fodder. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To the Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and Beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several forge worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
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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. It also manages to be lighter and fit together more smoothly than the current Mark VII Aquila due to its slightly lesser protection, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again, it&#039;s the Alpha Legion so who knows. &lt;br /&gt;
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RETCON TIME! As of Horus Heresy Edition 2, every Legion has them and it&#039;s the most common armour mark for cannon fodder created during the Heresy. All of this lore-rape to sell their subpar plastic Mk6 kit instead of doing plastic Mk 2. (You still bought them though, didn&#039;t you?)&lt;br /&gt;
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&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;
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===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;
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You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the Mark that has been in production the longest. Whilst other older Marks (With the exception of the Beakie Armour) was eventually phased out in the two centuries of the [[Great Crusade]] and [[Horus Heresy]], the Mark VII chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make a new Mark until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see enough significant reasons to replace the Mark 7, who was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forgeworlds to meet new demand, and retrofitting existing suits with new parts aren&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
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Moreover, this Mark abandons the studded shoulder armour plate and replaces the helmet. As Mark 7 is a development of Mark 6, both have a great deal in common, and parts from one Mark are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjord]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a problem found on the gun mantlet of Nazi Germany&#039;s Panzer VI TigerII’s Turrets in WW2, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this). &lt;br /&gt;
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This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
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It should be noted that, while Artificer armour (at least in the art) looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over three years after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
Or maybe somebody forgot it only went up to Mk 8 when they were designing the Primaris Marines.&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 help a single set of armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour. Just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have its guard raised, protecting the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the MkX backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like all MkX armour the Tacticus class is highly customizable, for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Judiciar.JPG|&amp;lt;center&amp;gt;Judiciar&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]] (and other Vanguard HQs), [[Incursor]], [[Infiltrators]] and [[Eliminator]]s 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, so they probably are Grav-Chutes). 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 basically 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 (knock off) skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[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:Sanguinary_Artificer.JPG|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
&lt;br /&gt;
So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelArtificerArmorZoomed.png|&amp;lt;center&amp;gt;Sanguinary Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
Astorath.jpg|&amp;lt;center&amp;gt;Astorath&#039;s Spoopy Muscle Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
Azrael_Model.JPG|&amp;lt;center&amp;gt;Azrael&#039;s Bathrobe Armour&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:GreyKnightArmor1.jpg|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
&lt;br /&gt;
Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
&lt;br /&gt;
Could also be the aforementioned Mark 9, since the Inquisition scrubbing it from records if that were the case would explain why we know “nothing” about it.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightAegis.png|&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:Auramite_Armour_2.PNG|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
&lt;br /&gt;
Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
&lt;br /&gt;
The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CustodianAuramite.png|&amp;lt;center&amp;gt;Custodian Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a Krak missile will penetrate the suit&#039;s breastplate (Which one wonders why Imperial tanks aren&#039;t coated with this stuff (cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
&lt;br /&gt;
Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near impossible to replace. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a heavy transport such as a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Better plan on not moving them too far once they hit the ground.&lt;br /&gt;
&lt;br /&gt;
There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
&lt;br /&gt;
The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
&lt;br /&gt;
The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
&lt;br /&gt;
Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
&lt;br /&gt;
There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
&lt;br /&gt;
Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. As well as a few more lesser known but still prominent designs. More of which can be read below. &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The oldest design bar a few prototypes and the first pattern to enter mass-production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting those required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions but not only. &lt;br /&gt;
&lt;br /&gt;
After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost in the fighting and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became a relic that was the chapter&#039;s equivalent of fine china: makes a nice display piece, but practically useless due to enforced disuse. These relics wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
&lt;br /&gt;
In crunch terms, this translates to a higher invulnerable save than the Indominus/Tartaros armor at the expense of losing the abilities make run moves or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular terminators, so if you are looking for a more ranged variant of terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
&lt;br /&gt;
The Hulk Suit.&lt;br /&gt;
&lt;br /&gt;
The most advanced pattern, using systems developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern [[powered armor]]. Tartaros Armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator Squads in Tartaros Armor can Sweeping Advance, unlike the others encased lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millenium, any remaining Tartaros-pattern suit is a hallowed relic for whoever is lucky to still have one in functioning order.&lt;br /&gt;
&lt;br /&gt;
In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
&lt;br /&gt;
[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitus Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
&lt;br /&gt;
As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
&lt;br /&gt;
Though inferior to the Cataphractii pattern in protection, and inferior to Tartaros pattern in mobility, the Indomitus pattern has quite advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
The aforementioned armour set. The [[Iron Hands]] also developed their own variant on the Indomitus armour, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like a loyalist Fleshmetal Armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck. &lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (Other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern is nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the much famous egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
&lt;br /&gt;
This was one of the most incredibly elusive pattern of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
&lt;br /&gt;
As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
&lt;br /&gt;
Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armours, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
&lt;br /&gt;
In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
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In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
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Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
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Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gifts the Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|250px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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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;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power armour and a walker. Its design has already garnered some levels of infamy that rivalled those of that [[Dreadknight|embarrassingly awful rip-off of dexter (the boy genius) mech suit]], due to how....off the proportions are.&lt;br /&gt;
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So anyways, the Paragon Warsuit follows a similar mechanic as the [[Dreadknight]], in that it actually has working mechanical legs and limb joints that the user physically controls with their own movements.&lt;br /&gt;
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It differs from the Centurion, however, in that the Paragon Warsuit is more than just a mainframe overlay. It actually has the aforementioned workable mechanical legs and limb joints, and the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battlesuit]]&#039;s like the [[XV-8 Crisis Battlesuit]] hilariously enough.&lt;br /&gt;
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Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&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 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, Mark III shoulder pads 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 a faction named &#039;&#039;[[Chaos|chaos]]&#039;&#039; [[Fail|may not be so good at logistics afterall]]) . Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
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Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
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As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
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And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
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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;
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In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===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;
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One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
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This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
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They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
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&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;
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==Chaos Terminator Armour==&lt;br /&gt;
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Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
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[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
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===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Cataphractii_Librarian.JPG|250px|right|thumb|What&#039;s scarier than a Chaos Sorcerer? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
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Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
S-l400.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
&lt;br /&gt;
Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
[[File:CSM_BL_Termie.PNG|220px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
&lt;br /&gt;
Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these armour gives Chaos Terminators 2 wounds (3 wounds now!) per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
CSM_Indomitus.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
&lt;br /&gt;
Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
&lt;br /&gt;
Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blightlord Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
&lt;br /&gt;
Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
&lt;br /&gt;
A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
[[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;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=[[BattleTech]] Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for industrial uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] special forces in the 28th century and during the [[Amaris Civil War]]. However, it only really took off and came into it&#039;s own league in 2842 when [[Clan Wolf]] took Clan Goliath Scorpion’s armored diving suit design called the Water Elemental and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable armored transport vehicles. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. &lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Systems ===&lt;br /&gt;
Based off their Powered Exoskeleton relatives used in civilian work, Power Armor shares many of the same systems such as environmentally sealed life support, myomer-enhanced strength, an armored chassis, and an electrical military power pack with enough charge to continuously last 24 hours before a recharge or replacement is required. What makes them different is typically the inclusion of weapon mounts, an automatic medical aid dispenser, and either a power claw or a magnetic clamp to hitch a ride onto any allied OmniMech or Combat Vehicle for transportation. Smaller humanoid versions may come with either armored gloves, a basic manipulator, or a battle claw for picking up or working with items while more heavily armed models or quadrupedal ones will forgo them entirely. Some specialized variants come with advanced equipment like stealth armor, jump jets, Harjel dispensers, an ECM suite, a BC3 network system, or Modular Weapon Mounts. Many are also easily field stripped instead of requiring a dedicated fitting bay though quadrupedal Battle Armor is even more awkward to pilot with a cramped cockpit compared to humanoid models that fit like a second skin.&lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Models ===&lt;br /&gt;
Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg). Below is a brief sample of the various Battle Armor models found in the game:&lt;br /&gt;
&lt;br /&gt;
==== Clan ====&lt;br /&gt;
* [[Clan Elemental|Elemental]] (Clan Wolf, though soon every clan was churning them out once they won the production rights or stole the designs): The Original Battle Armor and the measure that every other is compared to. It&#039;s a versatile jack-of-all trades and a Medium weight design.&lt;br /&gt;
* Sylph (Clan Cloud Cobra): One of the four prototypes from the Elemental Battle Armor&#039;s early days, the Inner Sphere&#039;s experimentation with other weight and specialties prompted the Clans to perfect them. The Sylph is a Light flying design that fills a niche between Jump infantry and Battle Armor at the cost of having lighter armor and a more difficult training regime.&lt;br /&gt;
* Undine (Clan Goliath Scorpion): Basically an up-armored and armed version of the original Water Elemental submersible exoskeleton used to create the original Clan Elemental Armor, it&#039;s an amphibious combatant derived from the four prototypes.&lt;br /&gt;
* Salamander (Clan Fire Mandrill): a Medium class suit based off one of the four prototypes, it&#039;s specialized as a fire-starter and anti-insurgency specialist against infantry. While its reincarnation&#039;s flamers can cause heat overloads on BattleMechs, many Clans weren&#039;t fond of the original prototype at first for being a second-line design instead of a front-line one.&lt;br /&gt;
* Gnome (Clan Hell&#039;s Horses): A Heavy design based on a one of the four prototypes (in this case, a failed one called the Rhino), the Draconis Combine&#039;s development of an Assault Battle Armor capable of withstanding a Heavy Laser prompted the combined-arms themed Hell&#039;s Horses to one-up their own answer. While weighing less than the Kanazuchi that prompt its development, it offers near-equal protection while being heavily armed and twice as fast.&lt;br /&gt;
* Golem (Clan Ghost Bear): Seeing how their rival Hell&#039;s Horses and Kuritan adversaries were developing Assault Battle Armor, the Ghost Bears created own answer with a pure Assault Battle Armor. While it can&#039;t jump, it&#039;s much faster than other Assault suits and is armed to the teeth as a weapons platform.&lt;br /&gt;
* Corona (Clan Star Adder): Created by Clan Star Adder, this one is an Assault Battle Armor designed explicitly around a Medium Pulse Laser as a stand-off weapon to threaten Mechs from a distance. While it can&#039;t jump, it&#039;s transportable via OmniMech and is twice as fast as the Elemental Battle Armor.&lt;br /&gt;
&lt;br /&gt;
==== Inner Sphere ====&lt;br /&gt;
* Night Hawk (Star League): a Personal Armor - Light design, it was originally designed in top secret for the SLDF&#039;s special forces. Unfortunately it was never mass produced for general use and any survivors remained mothballed under ComStar&#039;s armories until after the Clan Invasion. While revolutionary for being the Clan Elemental Armor&#039;s grandfather alongside the Water Elemental armored diving suit, it&#039;s essentially just a sneak suit mounting body armor alongside armored gloves, jump jets, and an ECM suite.&lt;br /&gt;
* Tornado (ComStar/Word of Blake): another Personal Armor - Light model reversed engineered off the Night Hawk, it&#039;s custom tailored to the user and so isn&#039;t easily mass produced. It does come with a low resolution mimetic Camo System and is popular for special forces or militia if heavier Battle Armor is prioritized for front line combat units.&lt;br /&gt;
* Purifier Adaptive (ComStar/Word of Blake): A Medium Battle Armor designed by Comstar but produced by the Word of Blake and later the Republic of the Sphere. While not extraordinary in combat performance, it literally can be rendered invisible to sensors and eyes with its Memetic Armor system (which later evolved into the BattleMech Void Signature System).&lt;br /&gt;
* Inner Sphere Standard (Federated Commonwealth): The first Inner Sphere produced Battle Armor. Based off of captured Elemental Battle Armor, this Medium was quickly pressed into service against the Clan Invasion and served as a default suit sold across the Inner Sphere with multiple other suits based off it with mere anesthetic national cosmetics as a differentiator.&lt;br /&gt;
* Hauberk (Federated Suns): Based off Undine units bought from Clan Sea Fox, it was redesigned as an Assault unit that, while slow and requiring APC&#039;s instead of OmniMechs to transport, is heavily armored and given respectable armament.&lt;br /&gt;
* Infiltrator Mk I &amp;amp; II (Federated Suns): A generalist Medium design, the more primitive Mk I and the streamlined MK II are both among the first units designed to use Stealth Armor to aid in hiding it from detection. Former is more focused in recon than combat while the latter used data off reverse-engineered Night Hawk suits helped redesign it to have a mini Gauss Rifle.&lt;br /&gt;
* Sloth (Lyran Commonwealth): One of the first Quadripedal Battle Armor designs, this Heavy suit is designed for as a low-laying heavy weapons platform. However, it can&#039;t use its limbs for manual manipulation of items like a power glove or combat claw while being unable to ride OmniMechs.&lt;br /&gt;
* Grey Death series (Lyran Commonwealth): Coming in Infiltrator, Scout, Standard, Heavy, and Strike variations, this series of Battle Armor is unique in that it was developed and mass produced by technicians and facilities owned by the House Carlyle, Lyran owners of the Grey Death Legion mercenary unit. It has a diverse set of suits for multiple roles.&lt;br /&gt;
* Kanazuchi (Draconis Combine): An Assault Battle Armor created as a private project by the Combine&#039;s MIC, the first few prototypes had disastrous performance records to the point that it was almost shelved permanently. Only later with the second prototype was it given funding before being live-tested. While the Mad Cat ER PPC destroyed the unit, the pilot survived and proved that the suit was useful for infantry seeking to survive fire from an Assault Mech.&lt;br /&gt;
* Raiden (Draconis Combine): Essentially a Combine improvement to the Inner Sphere Standard. Unfortunately, the first prototypes suffered delays as the Coordinator wanted it to survive a hit from a Large Laser instead of a Medium Laser. He also ordered the chief designer to be the live performer for the test. Despite being 70 years old, the man put on the suit and proved that it can withstand a weapons barrage despite the suit being left barely functional.&lt;br /&gt;
* Kishi (Draconis Combine): The little guy of DCMS&#039;s Battle Armor fleet; weighing in at only 750kg and designed for urban combat. It&#039;s cheap and easy to maintain while being based off of data the DCMS obtained from partnerships with the Nova Cats.&lt;br /&gt;
* Leonidas (Free Worlds League): A Medium weight battle armor, it is highly configurable and is capable of acting as a commander, a guerilla, and other roles due to its modular weapon mounts and wide pool of weapons configurations.&lt;br /&gt;
* Longinus (Free Worlds League): A Medium weight Battle Armor, this model is the closest an Inner Sphere military ever got to reverse engineering the Clan Elemental Armor&#039;s simultaneous possession of Jump Jets and shoulder-mounted missile launchers. However, the Jump Jets are only usable once the disposable missile launchers are expended and discarded.&lt;br /&gt;
* Trinity (Capellan Confederation): Developed by the Capellans alongside the Taurians and Canopians, these Medium weight suits are known as Ying Long, Asterion, and Theseus respectively in their home countries. While a respectable suit, all three nations had various tensions form various political divisions such as reverse-engineering, tech monopoly, and lack of manufacturing coordination.&lt;br /&gt;
* Shen Long (Capellan Confederation): A Heavy quadrupedal armored suit, it possesses a stealth armor chassis and a modular weapons turret to enable it to act as a nifty skirmisher.&lt;br /&gt;
* Centaur (Republic of the Sphere): Designed secretly after the Jihad, this Heavy humanoid battle armor can convert from a standard configuration to a stationary quad configuration with extendable support stabilizers as a portable mini artillery piece.&lt;br /&gt;
* Simian (Republic of the Sphere): Another design the Republic secretly developed after the Jihad, this gorilla-themed Battle Armor is a Medium weight class with lots of speed and a lot of conventional weapon loadouts to lesson costs.&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;
File:Ghost Bear Elementals.jpg|A Clan Ghost Bear Elemental armor alongside an Elemental out of armor as well as a Kuritan Kishi and DCMS infantry soldier.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Armour]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Sisters of Battle]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Adeptus Custodes]]&lt;br /&gt;
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[[Category: Squats]]&lt;br /&gt;
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[[Category: Official Space Marine Chapters]]&lt;br /&gt;
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[[Category: Blood Angels]]&lt;br /&gt;
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[[Category: Dark Angels]]&lt;br /&gt;
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[[Category: Space Wolves]]&lt;br /&gt;
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[[Category: Deathwatch]]&lt;br /&gt;
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[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383835</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383835"/>
		<updated>2023-01-02T22:49:06Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: /* Mark VI: Corvus Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. Compared to the Ignatus Pattern Armour which can last for 5 days with a power backpack DLC or the more advanced Sisters of Battle and Astartes Power Armour which can run indefinitely due to its fusion process, the Ironclad&#039;s battery lifespan is comparably short-lived and inferior. But hey, this is probably the cheapest and most cost-effective power armour a regular Joe can get with enough money that &#039;&#039;still&#039;&#039; provides enough protection on par with a Mark VII Aquila Power Armour; so you get what you pay for. 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. As such, it is &#039;&#039;very&#039;&#039; popular amongst [[Rogue Traders]] who are expected to only interact with dangerous environments pretty briefly.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life like space 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. Said helmets is officially called the &#039;Sabbat&#039; Pattern Sororitas Helm which comes with a comm-link and rebreather unit for limited operation in a total vacuum; the helmet includes full-spectrum filtering and psycho-oculal buffering to assist the (less physically durable) human mind from being rendered insensible by battlefield conditions.&lt;br /&gt;
&lt;br /&gt;
Despite the strained relations, this type of power armour is often crafted by the AdMech forges of [[Mars]], Sororitas Power Armour is relatively lighter than most suits, providing excellent protection and increased strength at a negligible loss to the user&#039;s mobility and agility thanks to plug ports that link the Sister&#039;s musculature directly to the enhanced fibre bundle network within their power armour.&lt;br /&gt;
&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Rig==&lt;br /&gt;
&lt;br /&gt;
Ah yes, the infamous Hunting Rig from [[Necromunda]]. A bundle of such ridiculous [[bullshit]], it is a miracle that the [[Adeptus Mechanicus]] did not lose their collective metallic heads the moment they lay sight on this [[Dark Age of Technology|DAoT-levels of ass fuckery]]. Used exclusively by the [[Spyrer]] rich kids, because of course they have Jeff Bezos-levels of money. Think of them as the [[/co/|Iron Man Mark 50 War Suit]], motherfucker can do almost &#039;&#039;[[Powergamer|anything]]&#039;&#039; and makes the Auramite Armour of a Custodes look fucking useless in comparison. Again, exactly &#039;&#039;how&#039;&#039; Necromunda avoided an entire AdMech crusade on their ass, we have no idea. &lt;br /&gt;
&lt;br /&gt;
Anyways, about that armour....it is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food. It is also self-repairing, so that they do not require regular maintenance (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys). However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.&lt;br /&gt;
&lt;br /&gt;
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer&#039;s WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.&lt;br /&gt;
&lt;br /&gt;
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit&#039;s functions:&lt;br /&gt;
* Orrus = Or&#039;es (powerful)&lt;br /&gt;
* Jakara = J&#039;karra (mirror)&lt;br /&gt;
* Malcadon = Mal&#039;caor (spider)&lt;br /&gt;
* Yeld = Y&#039;eldi (winged one)&lt;br /&gt;
&lt;br /&gt;
Of course, considering the rigs are clearly much more advanced (such as freaking [[Tyranids|&#039;&#039;evolving&#039;&#039;]]), it is likely the nobles once upon a time illegally purchased Tau suits and hired [[heretek]]s to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight. Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.&lt;br /&gt;
&lt;br /&gt;
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified. But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.&lt;br /&gt;
&lt;br /&gt;
===Orrus Hunting Rig===&lt;br /&gt;
[[File:Orrus.PNG|200px|right|thumb|The first foray into 40k&#039;s answer to Iron Man.]]&lt;br /&gt;
The Orrus is the most brutal but generic of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s built into the fists.  &lt;br /&gt;
&lt;br /&gt;
They are also protected from shooting attacks by a force field generator incorporated into the warsuit. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field. How this is done, we are not too sure, although it might be due to the rig redirecting power towards both the weapon systems and force field systems. &lt;br /&gt;
&lt;br /&gt;
Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]]. Of course, that’s true for all the rigs. Another edition for the Orrus is the fact that it comes with a helmet that has a sophisticated targeting cogitator that allows the wearer to literally look, point and shoot. Although, given how awfully inaccurate the Bolt Launchers are, the targeting system might as well be as good as useless.&lt;br /&gt;
&lt;br /&gt;
Whilst not the toughest of the rigs, the Orrus definitely provides the wearer with sufficient protection. Overall, the most &#039;balance&#039; and down-to-earth of the lot given the level of [[bullshit]] these rigs are capable of.&lt;br /&gt;
&lt;br /&gt;
At its most basic, this suit increases the wearers WS, S &amp;amp; A by +1, provides a 4+ armour save and a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launchers are functionally identical to &#039;&#039;Twin Linked&#039;&#039; boltguns, albeit with an 18&amp;quot; range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orrus art.jpg&lt;br /&gt;
Orrus blue.jpg&lt;br /&gt;
Orrus blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jakara Hunting Rig===&lt;br /&gt;
[[File:Jakara.PNG|200px|right|thumb|[[Original character, do not steal|&#039;&#039;Totally not Aspect Armour from a Howling Banshee. No sir!&#039;&#039;]]]]&lt;br /&gt;
Jakara are the lightest but most agile of the Spyre hunters, specialising in speed and mobility at the expanse of overall protection.  &lt;br /&gt;
&lt;br /&gt;
It is note for being extremely feminine looking, which may be due to the fact that it is skintight bodysuit with some additional armoured padding for some glancing protection. Usually we only see female Spyrers wear these things because of...[[PROMOTIONS|&#039;&#039;reasons&#039;&#039;.]] The armoured padding itself might be made of some sort of ballistic absorbent meta-materials to ensure both strength and flexibility in the process.&lt;br /&gt;
&lt;br /&gt;
They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|Sword with a Monomolecular edge]] and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer by increasing their leg performance, as well as the durability of their sword. It is most likely done through the redirection of power, applying and modifying the leg structure to provide better tensile acceleration upon the calf muscles with each step. This is to obviously compensate for the lack of overall protection of the rig, forcing the wearer to rely on speed and agility to evade attacks. &lt;br /&gt;
&lt;br /&gt;
If speed isn&#039;t enough, obviously, the aforementioned Mirror Shield should help somewhat. However, as previously stated, the Mirror Shield is only effective against DEW, on projectile weaponry, it should provide as much protection as...well...an [[Fail|&#039;&#039;actual mirror&#039;&#039;]], so even a [[musket]] would be enough to shatter it. &lt;br /&gt;
&lt;br /&gt;
They also adapt by expanding the types of energy absorbed by their shield. And yes, they do look suspiciously similar to the [[Aspect Armour]] worn by the [[Howling Banshees]]. [[Heresy|&#039;&#039;Way too similar&#039;&#039;.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jakara blue.jpg&lt;br /&gt;
Jakara blue back.jpg&lt;br /&gt;
Jakara 2 blue.jpg&lt;br /&gt;
Jakara 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malcadon Hunting Rig===&lt;br /&gt;
[[File:Malcadon.PNG|200px|right|thumb|My spidey senses are tingling!]]&lt;br /&gt;
The most subtle and cunning of the Spyre groups. Basically 40k&#039;s spiderman for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
They are armed like spiders, with [[Web Spinner|Web Spinnerets]] designed to immobilise the enemy so they can be torn apart by their vicious claws. They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points. Their hands and feet are most likely embedded with millions of micro-hooks, allowing them to literally climb up walls if needed.&lt;br /&gt;
&lt;br /&gt;
The Spinneret weapons can also be used to generate strands of web to further aid in climbing. These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons. Their suit is further ribbed, probably to ensure that sound movement is minimised when [[LARP|LARPing]] as spiderman. Whilst nowhere near the capabilities of the Matriarch, the Malcadon still offers a good level of stealth operations.&lt;br /&gt;
&lt;br /&gt;
What is most notable of this rig other than its weapons, is its helmet. The Malcadon possess the most complex and sophisticated helmet of the hunting rigs, sporting several different type of lenses that most likely have thermal, ultraviolet and night vision capabilities, alongside a potential zoom function. Given the fact that the Malcadon Spyrers are spies, such high levels of surveillance equipment incorporated into the helmet makes sense.&lt;br /&gt;
&lt;br /&gt;
Like the Jakara, the Malcadon sacrifices defense for its peculiar abilities. And no, its name has nothing to do with [[Malcador]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malcadon art.jpg&lt;br /&gt;
Malcadon blue.jpg&lt;br /&gt;
Malcadon blue back.jpg&lt;br /&gt;
Malcadon 2 blue.jpg&lt;br /&gt;
Malcadon 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeld Hunting Rig===&lt;br /&gt;
[[File:YeldSingle.PNG|250px|right|thumb|Imperial [[Scourges]], time to shit your pants grandma.]]&lt;br /&gt;
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].  &lt;br /&gt;
&lt;br /&gt;
They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s. Though their wings do allow them to fly, they make for better gliders. Their wings also incorporate the chameleonic technology which makes them difficult to track. Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.&lt;br /&gt;
&lt;br /&gt;
In addition, in order to make flight even possible, the rig of the Yeld has adapted to become hollow, to ensure minimum additional weight for full flight. This of course, comes at the expanse of defense and protection, but, like the Jakara, the Yeld focuses on its speed and agility to avoid getting hit in the first place.&lt;br /&gt;
&lt;br /&gt;
A starting Yeld gains +1 to BS &#039;&#039;(and movement, but this has no bearing in &amp;quot;modern&amp;quot; rulesets)&#039;&#039; as well as a 5+ armour save.&lt;br /&gt;
&lt;br /&gt;
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20&amp;quot; range. &#039;&#039;(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their wings give them the &amp;quot;Jet Infantry&amp;quot; type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yeld.jpg&lt;br /&gt;
Yeld blue.jpg&lt;br /&gt;
Yeld blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patriarch Hunting Rig===&lt;br /&gt;
[[File:Patriarch2.PNG|200px|right|thumb|It&#039;s Doc Oc in Terminator Armour.]]&lt;br /&gt;
This armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further. For all intents and purposes, the closes we are gonna get to Human Terminator Armour. Fuckers even look like baby [[Failbaddon]]s.&lt;br /&gt;
&lt;br /&gt;
It is equipped with four [[Miscellaneous Weapons#Mechadendrite|Mechadendrite arms]]; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig. The extra arms is controlled via the multiple cerebral connection cables attached to the wearer&#039;s head, like a mini-[[Perturabo]].&lt;br /&gt;
&lt;br /&gt;
How much protection it gives to the wearer, we are not too sure. Although some speculate that it is on par with that of modern Space Marine Power Armour or at the very least, the Delphis Mk.II Ironclad. The addition of its various mechanical tentacles makes the Patriarch Hunting Rig very lethal in close combat, although its lack of sufficient ranged weapons makes it poor in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Despite its high protection capabilities, for some [[derp|fucktarded reason]], there never seem to be a helmet attached to it, making the entire point of the Patriarch, [[EPIC FAIL|absolutely useless.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only men can wear these things. Whether it is due to tradition or model limitation is up in the air.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patriarch 2.jpg&lt;br /&gt;
Patriarch.jpg&lt;br /&gt;
Patriarch back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Matriarch Hunting Rig===&lt;br /&gt;
[[File:Matriarch_Armour.PNG|200px|right|thumb|Have a girlfriend who looks at you the same way a Matriarch looks at her prey.]]&lt;br /&gt;
The [[Callidus]] of Hunting Rigs that behaves a lot like the Crysis Suit from Crysis.&lt;br /&gt;
&lt;br /&gt;
Designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee. How it is meant to work, &#039;&#039;in theory&#039;&#039; is that the wearer would cover herself in the cloak fully which then turns her nearly invisible, like the invisibility cloak from Harry Potter.&lt;br /&gt;
&lt;br /&gt;
Moreover, the skull-like helmet offers both good head protection and gives the wearer high-quality vision that may incorporate thermal and night vision, alongside an advanced cogitator that assists the wearer to identify which target to destroy.&lt;br /&gt;
&lt;br /&gt;
They expertly dual-wield a large [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility short of the Jakara at the expanse of it being unable to evolve any further. Despite this sounding pretty [[awesome]], their actual model looks like a [[Derp|crazy lady wearing a corset]]....[[PROMOTIONS|with her cleavage for all to see.]] Also, its long ass dress and cape makes running in this thing, [[herp|colossal pain in the ass]]. Moreover, the whole aspect of stealth is kind of rendered moot when you have a &#039;&#039;[[EPIC FAIL|fucking Chainscythe at full rev]]&#039;&#039;. Yeah, it is not the most sensibly designed so [[Fail|don&#039;t expect much protection for this one.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only women can wear these things like the Jakara. Whether it is due to tradition or model limitation is up in the air. But whatever is the case, the Matriarch still looks the dumbest of the hunting rigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Matriarch blood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, thanks in part to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
&lt;br /&gt;
On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience. This advanced engineering equipment also helps out, with Omni-visors able to pick out the telltale signs of enemy units through the dense terrain.&lt;br /&gt;
&lt;br /&gt;
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]] &lt;br /&gt;
&lt;br /&gt;
Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|230px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too. &lt;br /&gt;
&lt;br /&gt;
Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a [[Volkanite Disintegrator]], [[EtaCarn Plasma Gun]], and a shoulder-mounted [[Exo-Armour Grenade Launcher]] as well as [[Concussion Weapons#Concussion Gauntlet|Concussion Gauntlets]] for melee combat, with many more choosing to add a [[Plasma#Plasma Blade Gauntlet|Plasma Blade Gauntlet]] or [[Concussion Weapons#Concussion Hammer|Concussion Hammers]] for better enhanced close quarters combat. The armour is made from ultra-dense materials attached to a complex servo-assisted frame, allowing the wearer to shrug off anti-tank weaponry while retaining full freedom of movement and even auto-stabilising their aim while they return fire. Their armor also has built-in microgravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move, as well as being equipped with Teleportation Crests to zap around the battlefield with ease in contrast to their Terminator brethren.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vartijan Exo-Driller===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a piston-powered pulverising fist and a seismic crusher. Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
&lt;br /&gt;
Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&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 led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armour, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the power pack. For example, the chest coils, which were kept on the outside of the armour plating on Mark 1 armour for cooling purposes, have now been placed on the inside of the chest plates, so that they are better protected, thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
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The helmet also came with a bunch of enhanced sensory equipment, with the wearer is also able to see in the infra-red and ultra-violet spectrums, images can be zoomed in and magnified while noises can be enhanced. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates being difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
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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;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III Armour was first conceived for the [[Squat]] campaigns and boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the same role that [[Terminator]] Armour would later fulfil. It should be noted that the Mark III was never intended to replace the previous Mark but to act as an optional suit specialized for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, the Armour was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
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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 honor guards or spear tip operations. &lt;br /&gt;
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Of course, since it was good enough that it did Terminator Armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC Armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armour plates and whatnot. &lt;br /&gt;
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Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
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Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
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For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized 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). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&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; &amp;lt;s&amp;gt;sons&amp;lt;/s&amp;gt; canson fodder. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and Beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several forge worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
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Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again, it&#039;s the Alpha Legion so who knows. &lt;br /&gt;
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RETCON TIME! As of Horus Heresy Edition 2, every Legion has them and it&#039;s the most common armour mark for cannon fodder created during the Heresy. All of this lore-rape to sell their subpar plastic Mk6 kit instead of doing plastic Mk 2. (You still bought them though, didn&#039;t you?)&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;
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You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the Mark that has been in production the longest. Whilst other older Marks (With the exception of the Beakie Armour) was eventually phased out in the two centuries of the [[Great Crusade]] and [[Horus Heresy]], the Mark VII chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make a new Mark until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see enough significant reasons to replace the Mark 7, who was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forgeworlds to meet new demand, and retrofitting existing suits with new parts aren&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
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Moreover, this Mark abandons the studded shoulder armour plate and replaces the helmet. As Mark 7 is a development of Mark 6, both have a great deal in common, and parts from one Mark are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjord]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a problem found on the gun mantlet of Nazi Germany&#039;s Panzer VI TigerII’s Turrets in WW2, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this). &lt;br /&gt;
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This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
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It should be noted that, while Artificer armour (at least in the art) looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over three years after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
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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;
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Or maybe somebody forgot it only went up to Mk 8 when they were designing the Primaris Marines.&lt;br /&gt;
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===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 help a single set of armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour. Just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have its guard raised, protecting the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
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On the other hand, the MkX backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like all MkX armour the Tacticus class is highly customizable, for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
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Due to the modular system of ceramite plating, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Judiciar.JPG|&amp;lt;center&amp;gt;Judiciar&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
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Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
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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 other Vanguard HQs), [[Incursor]], [[Infiltrators]] and [[Eliminator]]s 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;
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Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. 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, so they probably are Grav-Chutes). 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 basically any obstructions to their sight. &lt;br /&gt;
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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 (knock off) 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;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of 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;
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On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
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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 [[Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
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&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:Sanguinary_Artificer.JPG|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
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So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
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During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelArtificerArmorZoomed.png|&amp;lt;center&amp;gt;Sanguinary Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
Astorath.jpg|&amp;lt;center&amp;gt;Astorath&#039;s Spoopy Muscle Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
Azrael_Model.JPG|&amp;lt;center&amp;gt;Azrael&#039;s Bathrobe Armour&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:GreyKnightArmor1.jpg|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
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Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
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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:GreyKnightAegis.png|&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;
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===Auramite Armour===&lt;br /&gt;
[[File:Auramite_Armour_2.PNG|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
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Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
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The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CustodianAuramite.png|&amp;lt;center&amp;gt;Custodian Guard&amp;lt;/center&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;
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[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a Krak missile will penetrate the suit&#039;s breastplate (Which one wonders why Imperial tanks aren&#039;t coated with this stuff (cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
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Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near 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;
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There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
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The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
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The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
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Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
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There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
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Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. As well as a few more lesser known but still prominent designs. More of which can be read below. &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
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The oldest design bar a few prototypes and the first pattern to enter mass-production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting those required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions but not only. &lt;br /&gt;
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After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost 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;
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In crunch terms, this translates to a higher invulnerable save than the Indominus/Tartaros armor at the expense of losing the abilities make run moves or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
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9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular terminators, so if you are looking for a more ranged variant of terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
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The Hulk Suit.&lt;br /&gt;
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The most advanced pattern, using systems developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern [[powered armor]]. Tartaros Armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator Squads in Tartaros Armor can Sweeping Advance, unlike the others encased lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millenium, any remaining Tartaros-pattern suit is a hallowed relic for whoever is lucky to still have one in functioning order.&lt;br /&gt;
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In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
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[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
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The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
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As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
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Though inferior to the Cataphractii pattern in protection, and inferior to Tartaros pattern in mobility, the Indomitus pattern has quite advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
The aforementioned armour set. The [[Iron Hands]] also developed their own variant on the Indomitus armour, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like a loyalist Fleshmetal Armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck. &lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (Other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern is nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the much famous egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
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This was one of the most incredibly elusive pattern of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
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As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
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Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armours, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
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In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
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In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
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Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
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Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
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As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gifts the Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|250px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
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Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power armour and a walker. Its design has already garnered some levels of infamy that rivalled those of that [[Dreadknight|embarrassingly awful rip-off of dexter (the boy genius) mech suit]], due to how....off the proportions are.&lt;br /&gt;
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So anyways, the Paragon Warsuit follows a similar mechanic as the [[Dreadknight]], in that it actually has working mechanical legs and limb joints that the user physically controls with their own movements.&lt;br /&gt;
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It differs from the Centurion, however, in that the Paragon Warsuit is more than just a mainframe overlay. It actually has the aforementioned workable mechanical legs and limb joints, and the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battlesuit]]&#039;s like the [[XV-8 Crisis Battlesuit]] hilariously enough.&lt;br /&gt;
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Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers 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, Mark III shoulder pads 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 a faction named &#039;&#039;[[Chaos|chaos]]&#039;&#039; [[Fail|may not be so good at logistics afterall]]) . Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
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Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
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As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
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And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
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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;
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In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===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;
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One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
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This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
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They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
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&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;
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==Chaos Terminator Armour==&lt;br /&gt;
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Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
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[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
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===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Cataphractii_Librarian.JPG|250px|right|thumb|What&#039;s scarier than a Chaos Sorcerer? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
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Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
S-l400.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
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Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_BL_Termie.PNG|220px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
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Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
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On the tabletop, these armour gives Chaos Terminators 2 wounds (3 wounds now!) per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
CSM_Indomitus.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
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Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
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Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blightlord Pattern Terminator Armour===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
&lt;br /&gt;
Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
&lt;br /&gt;
Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
&lt;br /&gt;
A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
&lt;br /&gt;
Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
&lt;br /&gt;
Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
&lt;br /&gt;
Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Obliterators-2019.jpg|&amp;lt;center&amp;gt;Obliterators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
File:ChaosMutilatorsModels.jpg|&amp;lt;center&amp;gt;Mutilators in Fleshmetal&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Tau Battlesuits ==&lt;br /&gt;
&#039;&#039;Main Article: [[Battlesuit]]&lt;br /&gt;
&lt;br /&gt;
[[image:XV22 CommanderShadowSun.jpg|The blueberry&#039;s battlequeen with her XV22|200px|right|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Tau take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
[[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;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=[[BattleTech]] Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for industrial uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] special forces in the 28th century and during the [[Amaris Civil War]]. However, it only really took off and came into it&#039;s own league in 2842 when [[Clan Wolf]] took Clan Goliath Scorpion’s armored diving suit design called the Water Elemental and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable armored transport vehicles. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. &lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Systems ===&lt;br /&gt;
Based off their Powered Exoskeleton relatives used in civilian work, Power Armor shares many of the same systems such as environmentally sealed life support, myomer-enhanced strength, an armored chassis, and an electrical military power pack with enough charge to continuously last 24 hours before a recharge or replacement is required. What makes them different is typically the inclusion of weapon mounts, an automatic medical aid dispenser, and either a power claw or a magnetic clamp to hitch a ride onto any allied OmniMech or Combat Vehicle for transportation. Smaller humanoid versions may come with either armored gloves, a basic manipulator, or a battle claw for picking up or working with items while more heavily armed models or quadrupedal ones will forgo them entirely. Some specialized variants come with advanced equipment like stealth armor, jump jets, Harjel dispensers, an ECM suite, a BC3 network system, or Modular Weapon Mounts. Many are also easily field stripped instead of requiring a dedicated fitting bay though quadrupedal Battle Armor is even more awkward to pilot with a cramped cockpit compared to humanoid models that fit like a second skin.&lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Models ===&lt;br /&gt;
Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg). Below is a brief sample of the various Battle Armor models found in the game:&lt;br /&gt;
&lt;br /&gt;
==== Clan ====&lt;br /&gt;
* [[Clan Elemental|Elemental]] (Clan Wolf, though soon every clan was churning them out once they won the production rights or stole the designs): The Original Battle Armor and the measure that every other is compared to. It&#039;s a versatile jack-of-all trades and a Medium weight design.&lt;br /&gt;
* Sylph (Clan Cloud Cobra): One of the four prototypes from the Elemental Battle Armor&#039;s early days, the Inner Sphere&#039;s experimentation with other weight and specialties prompted the Clans to perfect them. The Sylph is a Light flying design that fills a niche between Jump infantry and Battle Armor at the cost of having lighter armor and a more difficult training regime.&lt;br /&gt;
* Undine (Clan Goliath Scorpion): Basically an up-armored and armed version of the original Water Elemental submersible exoskeleton used to create the original Clan Elemental Armor, it&#039;s an amphibious combatant derived from the four prototypes.&lt;br /&gt;
* Salamander (Clan Fire Mandrill): a Medium class suit based off one of the four prototypes, it&#039;s specialized as a fire-starter and anti-insurgency specialist against infantry. While its reincarnation&#039;s flamers can cause heat overloads on BattleMechs, many Clans weren&#039;t fond of the original prototype at first for being a second-line design instead of a front-line one.&lt;br /&gt;
* Gnome (Clan Hell&#039;s Horses): A Heavy design based on a one of the four prototypes (in this case, a failed one called the Rhino), the Draconis Combine&#039;s development of an Assault Battle Armor capable of withstanding a Heavy Laser prompted the combined-arms themed Hell&#039;s Horses to one-up their own answer. While weighing less than the Kanazuchi that prompt its development, it offers near-equal protection while being heavily armed and twice as fast.&lt;br /&gt;
* Golem (Clan Ghost Bear): Seeing how their rival Hell&#039;s Horses and Kuritan adversaries were developing Assault Battle Armor, the Ghost Bears created own answer with a pure Assault Battle Armor. While it can&#039;t jump, it&#039;s much faster than other Assault suits and is armed to the teeth as a weapons platform.&lt;br /&gt;
* Corona (Clan Star Adder): Created by Clan Star Adder, this one is an Assault Battle Armor designed explicitly around a Medium Pulse Laser as a stand-off weapon to threaten Mechs from a distance. While it can&#039;t jump, it&#039;s transportable via OmniMech and is twice as fast as the Elemental Battle Armor.&lt;br /&gt;
&lt;br /&gt;
==== Inner Sphere ====&lt;br /&gt;
* Night Hawk (Star League): a Personal Armor - Light design, it was originally designed in top secret for the SLDF&#039;s special forces. Unfortunately it was never mass produced for general use and any survivors remained mothballed under ComStar&#039;s armories until after the Clan Invasion. While revolutionary for being the Clan Elemental Armor&#039;s grandfather alongside the Water Elemental armored diving suit, it&#039;s essentially just a sneak suit mounting body armor alongside armored gloves, jump jets, and an ECM suite.&lt;br /&gt;
* Tornado (ComStar/Word of Blake): another Personal Armor - Light model reversed engineered off the Night Hawk, it&#039;s custom tailored to the user and so isn&#039;t easily mass produced. It does come with a low resolution mimetic Camo System and is popular for special forces or militia if heavier Battle Armor is prioritized for front line combat units.&lt;br /&gt;
* Purifier Adaptive (ComStar/Word of Blake): A Medium Battle Armor designed by Comstar but produced by the Word of Blake and later the Republic of the Sphere. While not extraordinary in combat performance, it literally can be rendered invisible to sensors and eyes with its Memetic Armor system (which later evolved into the BattleMech Void Signature System).&lt;br /&gt;
* Inner Sphere Standard (Federated Commonwealth): The first Inner Sphere produced Battle Armor. Based off of captured Elemental Battle Armor, this Medium was quickly pressed into service against the Clan Invasion and served as a default suit sold across the Inner Sphere with multiple other suits based off it with mere anesthetic national cosmetics as a differentiator.&lt;br /&gt;
* Hauberk (Federated Suns): Based off Undine units bought from Clan Sea Fox, it was redesigned as an Assault unit that, while slow and requiring APC&#039;s instead of OmniMechs to transport, is heavily armored and given respectable armament.&lt;br /&gt;
* Infiltrator Mk I &amp;amp; II (Federated Suns): A generalist Medium design, the more primitive Mk I and the streamlined MK II are both among the first units designed to use Stealth Armor to aid in hiding it from detection. Former is more focused in recon than combat while the latter used data off reverse-engineered Night Hawk suits helped redesign it to have a mini Gauss Rifle.&lt;br /&gt;
* Sloth (Lyran Commonwealth): One of the first Quadripedal Battle Armor designs, this Heavy suit is designed for as a low-laying heavy weapons platform. However, it can&#039;t use its limbs for manual manipulation of items like a power glove or combat claw while being unable to ride OmniMechs.&lt;br /&gt;
* Grey Death series (Lyran Commonwealth): Coming in Infiltrator, Scout, Standard, Heavy, and Strike variations, this series of Battle Armor is unique in that it was developed and mass produced by technicians and facilities owned by the House Carlyle, Lyran owners of the Grey Death Legion mercenary unit. It has a diverse set of suits for multiple roles.&lt;br /&gt;
* Kanazuchi (Draconis Combine): An Assault Battle Armor created as a private project by the Combine&#039;s MIC, the first few prototypes had disastrous performance records to the point that it was almost shelved permanently. Only later with the second prototype was it given funding before being live-tested. While the Mad Cat ER PPC destroyed the unit, the pilot survived and proved that the suit was useful for infantry seeking to survive fire from an Assault Mech.&lt;br /&gt;
* Raiden (Draconis Combine): Essentially a Combine improvement to the Inner Sphere Standard. Unfortunately, the first prototypes suffered delays as the Coordinator wanted it to survive a hit from a Large Laser instead of a Medium Laser. He also ordered the chief designer to be the live performer for the test. Despite being 70 years old, the man put on the suit and proved that it can withstand a weapons barrage despite the suit being left barely functional.&lt;br /&gt;
* Kishi (Draconis Combine): The little guy of DCMS&#039;s Battle Armor fleet; weighing in at only 750kg and designed for urban combat. It&#039;s cheap and easy to maintain while being based off of data the DCMS obtained from partnerships with the Nova Cats.&lt;br /&gt;
* Leonidas (Free Worlds League): A Medium weight battle armor, it is highly configurable and is capable of acting as a commander, a guerilla, and other roles due to its modular weapon mounts and wide pool of weapons configurations.&lt;br /&gt;
* Longinus (Free Worlds League): A Medium weight Battle Armor, this model is the closest an Inner Sphere military ever got to reverse engineering the Clan Elemental Armor&#039;s simultaneous possession of Jump Jets and shoulder-mounted missile launchers. However, the Jump Jets are only usable once the disposable missile launchers are expended and discarded.&lt;br /&gt;
* Trinity (Capellan Confederation): Developed by the Capellans alongside the Taurians and Canopians, these Medium weight suits are known as Ying Long, Asterion, and Theseus respectively in their home countries. While a respectable suit, all three nations had various tensions form various political divisions such as reverse-engineering, tech monopoly, and lack of manufacturing coordination.&lt;br /&gt;
* Shen Long (Capellan Confederation): A Heavy quadrupedal armored suit, it possesses a stealth armor chassis and a modular weapons turret to enable it to act as a nifty skirmisher.&lt;br /&gt;
* Centaur (Republic of the Sphere): Designed secretly after the Jihad, this Heavy humanoid battle armor can convert from a standard configuration to a stationary quad configuration with extendable support stabilizers as a portable mini artillery piece.&lt;br /&gt;
* Simian (Republic of the Sphere): Another design the Republic secretly developed after the Jihad, this gorilla-themed Battle Armor is a Medium weight class with lots of speed and a lot of conventional weapon loadouts to lesson costs.&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;
File:Ghost Bear Elementals.jpg|A Clan Ghost Bear Elemental armor alongside an Elemental out of armor as well as a Kuritan Kishi and DCMS infantry soldier.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Armour]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Sisters of Battle]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Adeptus Custodes]]&lt;br /&gt;
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[[Category: Squats]]&lt;br /&gt;
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[[Category: Official Space Marine Chapters]]&lt;br /&gt;
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[[Category: Blood Angels]]&lt;br /&gt;
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[[Category: Dark Angels]]&lt;br /&gt;
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[[Category: Space Wolves]]&lt;br /&gt;
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[[Category: Deathwatch]]&lt;br /&gt;
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[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383834</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383834"/>
		<updated>2023-01-02T22:47:47Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039;, also known as Power Armor to Americans, is a science fiction concept of mechanized armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as Iron Man or [[Warhammer 40,000]]. The idea of Powered Armor was invented by E.E. Smith and [[Starship Troopers|ripped off]]  or borrowed and refined by other writers.&lt;br /&gt;
&lt;br /&gt;
= Before you add anything...&#039;&#039;&#039;READ THIS&#039;&#039;&#039; =&lt;br /&gt;
&#039;&#039;Like [[Approved anime]], /tg/ sure like their power armour. However, power armour is so ubiquitous with Sci-Fi that listing all of them would turn this page into a nightmare to navigate. So before you add your own section, ask yourselves this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Is it actually power armour? I mean, there are certain pieces of wargear that may look like power armour but actually isn&#039;t, at least not by definition. This gets trickier to identify and classify if your armour originates from a science-fantasy universe. &lt;br /&gt;
&lt;br /&gt;
*Is it relevant to /tg/? And we don&#039;t mean is that power armour from Sci-Fi, no shit it is, what we meant is that does that power armour come from a well developed tabletop presence?&lt;br /&gt;
&lt;br /&gt;
*Is it licensed from a traditional game? This ties back to the first point, it must also come from an official licensed IP, not some third-party source.&lt;br /&gt;
&lt;br /&gt;
*Does it have any historical relevance? Does this power armour you listed offer any historical significance on its influence on the sci-fi genre and other forms of media?&lt;br /&gt;
&lt;br /&gt;
If you do not think it fits in the article itself, add it to the relevant section of the article discussion page.&lt;br /&gt;
&lt;br /&gt;
=Starship Troopers=&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marauder:&#039;&#039;&#039; The basic infantry suit.  Can carry more weapons than vintage [[Doom|Doomguy]].  Basic equipment includes radar and multi-spectrum vision aids.&lt;br /&gt;
* &#039;&#039;&#039;Scout:&#039;&#039;&#039; Lean on weapons, heavy on jump fuel.  Much more mobile than the standard model.&lt;br /&gt;
* &#039;&#039;&#039;Command:&#039;&#039;&#039; Scout suit with more comm gear and gyros for inertial dead reckoning navigation. In practical terms each command suit is an instant, automatic, battlefield mapping system that can share its nav data with other command suits.  This is the sort of battlefield data fusion tech DARPA wishes they could buy and have it actually work as advertised.  &lt;br /&gt;
&lt;br /&gt;
So how many weapons we looking at here?  Well, in the first chapter of the book, Rico is participating in a quick raid on an alien city.  Their objective was to smash and run, inflicting as much material damage as possible without the indiscriminate civilian casualties of strategic bombing.  For this missions he dropped into battle with: a rifle, a heavy flamer, a handheld flamer, an automatic grenade launcher (called a Y-rack) and multiple reloads, conventional thrown grenades, incendiary micro grenades (called firepills), and one psy-ops grenade (a talking timebomb).  And topping it off since Rico was a non-com working on the flank, he was issued a rocket launcher with four low-yield nuclear rockets.&lt;br /&gt;
&lt;br /&gt;
=Warhammer 40,000=&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
==Human Power Armour==&lt;br /&gt;
&lt;br /&gt;
Virtually identical to Space Marine power armor (More can be read below), these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
&lt;br /&gt;
Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Tau|guy in cardboard]]. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
&lt;br /&gt;
===Ignatus Pattern Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
The most &#039;common&#039; type of non-Astartes and non-Sororitas Power Armour.&lt;br /&gt;
&lt;br /&gt;
The Ignatus pattern power armours are all fine examples of Mechanicus artisans. Each of them are individuality crafted only for representatives of the [[Inquisition]]. Of course not as durable as Adeptus Astartes power armours, the Ignatus-pattern is far better designed than those sold to nobles, rogue traders and other agents of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Like every other power armour variant, Ignatus armour is made of thick ceramite armour plates and incorporated electro-muscles so the user can even use the power armour in the first place. The optional helmet protects the wearer from toxic gasses, allows the wearer to breathe underwater, and even survive in a vacuum as long as the suit has power. The helmet has photo-visors so the user can see in the dark and an automatically closing visor renders blind-grenades useless against the wearer. They also have micro-beads and an integral auspex which can be controlled by speaking to the armour’s machine spirit, or the wearer could commune with his armour directly if they have a cerebral plug, MIU, or similar device. It is also possible to use a backpack for the suit which acts as an external power source. With this power-backpack, the wearer can use his armour for five continuous days in battle conditions.&lt;br /&gt;
&lt;br /&gt;
Because the Inquisition often has to deal with Ruinous Powers and other heretical forces, Ignatus suits are commonly inlaid with hexagrammic wards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Inquisitor_PA.JPG|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
Ordo_Xenos_PA.JPG|&amp;lt;center&amp;gt;Ordo Xenos&amp;lt;/center&amp;gt;&lt;br /&gt;
Ignatus-pattern_power_armour.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Delphis Mk.II: Ironclad===&lt;br /&gt;
[[File:IroncladArmor.jpg|200px|right|thumb|You thought it was a Space Marine Power Armor didn&#039;t you?]]&lt;br /&gt;
A power armour that looks like something an Astartes would wear. &lt;br /&gt;
&lt;br /&gt;
The Delphis Mk.II &amp;quot;Ironclad&amp;quot; Heavy Power Armour is a variant of standard non-Astartes power armour. It features increased personal protection at the cost of agility, with huge plates of Plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms and elaborate bracing runs across the spine. &lt;br /&gt;
&lt;br /&gt;
The helmet is small by comparison and the gauntlets are unwieldy to the point where basic actions beyond wielding a weapon is impossible. The power cell system in the rear has several thermal ﬁns protruding to shed away excess heat. Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use. Compared to the Ignatus Pattern Armour which can last for 5 days with a power backpack DLC or the more advanced Sisters of Battle and Astartes Power Armour which can run indefinitely due to its fusion process, the Ironclad&#039;s battery lifespan is comparably short-lived and inferior. But hey, this is probably the cheapest and most cost-effective power armour a regular Joe can get with enough money that &#039;&#039;still&#039;&#039; provides enough protection on par with a Mark VII Aquila Power Armour; so you get what you pay for. 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. As such, it is &#039;&#039;very&#039;&#039; popular amongst [[Rogue Traders]] who are expected to only interact with dangerous environments pretty briefly.&lt;br /&gt;
&lt;br /&gt;
Because of all the layered protection, the Delphis Mk.II is the toughest and most &#039;powerful&#039; of the non-Astartes power armours.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sisters of Battle Armour===&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
&lt;br /&gt;
This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
&lt;br /&gt;
Helmets (Thereby known as [[NSFW|Panty Helms]], seriously, look at the damned thing) are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life like space 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. Said helmets is officially called the &#039;Sabbat&#039; Pattern Sororitas Helm which comes with a comm-link and rebreather unit for limited operation in a total vacuum; the helmet includes full-spectrum filtering and psycho-oculal buffering to assist the (less physically durable) human mind from being rendered insensible by battlefield conditions.&lt;br /&gt;
&lt;br /&gt;
Despite the strained relations, this type of power armour is often crafted by the AdMech forges of [[Mars]], Sororitas Power Armour is relatively lighter than most suits, providing excellent protection and increased strength at a negligible loss to the user&#039;s mobility and agility thanks to plug ports that link the Sister&#039;s musculature directly to the enhanced fibre bundle network within their power armour.&lt;br /&gt;
&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Battle_Sister_w_Melta.jpg|Dominion Battle Sister with half-mask.&lt;br /&gt;
SeraphimSq.JPG|Seraphim with power armour and jetpack.&lt;br /&gt;
SoB_Panty_Helm.JPG|What is seen cannot be unseen...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vratine Armour===&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in &amp;lt;strike&amp;gt;Greek&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;ROMAN&amp;lt;/strike&amp;gt; [https://en.wikipedia.org/wiki/Selene GREEK] mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
&lt;br /&gt;
As a side note, it doesn&#039;t have a noticeable reactor (much like Custodes armour) and is not called &amp;quot;power armour&amp;quot; anywhere in the FW books, but it is later identified as a form of power armour in the 8th Edition Sisters of Silence Codex.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
99120108007_WitchseekerSquad01.jpg|Witchseekers in Vratine Armour without the helmet.&lt;br /&gt;
Vigilator.jpg|Vigilator with half-mask.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Consider this a catch-all term for any variety of proprietary protection in a given Forge World’s standing army, e.g., Crimson or Praetor armor. Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from your not-so-standard-issue Mechanicus potentia coil (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]).  As such, it is more accurate to call it an augmentation than true &#039;armour&#039;.&lt;br /&gt;
&lt;br /&gt;
Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins. It is in some ways, similar to Iron Man&#039;s armor, but more steampunk. Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
&lt;br /&gt;
Each set of dragon scale is individually hand-forged from adamantine and ceramite plating depending on how much the Adept likes his style, and are woven with prayers of permanence and micro-etched with fractal incantations of defence. In a sense, Dragon Scale Armour provides a higher form of customizability and versatility due to the wearer&#039;s vast and extensive augmentations.&lt;br /&gt;
&lt;br /&gt;
So if the wearer wants to be more agile, thinner pieces are used to offer lighter weight whilst implementing stronger servo-muscles for quick bursts of speed; if he/she wants to be a walking tank then the opposite happens as they are bulked up in thicker plates whilst the muscles are reinforced to provide durability and strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hunting Rig==&lt;br /&gt;
&lt;br /&gt;
Ah yes, the infamous Hunting Rig from [[Necromunda]]. A bundle of such ridiculous [[bullshit]], it is a miracle that the [[Adeptus Mechanicus]] did not lose their collective metallic heads the moment they lay sight on this [[Dark Age of Technology|DAoT-levels of ass fuckery]]. Used exclusively by the [[Spyrer]] rich kids, because of course they have Jeff Bezos-levels of money. Think of them as the [[/co/|Iron Man Mark 50 War Suit]], motherfucker can do almost &#039;&#039;[[Powergamer|anything]]&#039;&#039; and makes the Auramite Armour of a Custodes look fucking useless in comparison. Again, exactly &#039;&#039;how&#039;&#039; Necromunda avoided an entire AdMech crusade on their ass, we have no idea. &lt;br /&gt;
&lt;br /&gt;
Anyways, about that armour....it is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food. It is also self-repairing, so that they do not require regular maintenance (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys). However the most important feature of the hunting rig is their power boosting system. As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.&lt;br /&gt;
&lt;br /&gt;
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.&lt;br /&gt;
&lt;br /&gt;
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer&#039;s WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.&lt;br /&gt;
&lt;br /&gt;
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit&#039;s functions:&lt;br /&gt;
* Orrus = Or&#039;es (powerful)&lt;br /&gt;
* Jakara = J&#039;karra (mirror)&lt;br /&gt;
* Malcadon = Mal&#039;caor (spider)&lt;br /&gt;
* Yeld = Y&#039;eldi (winged one)&lt;br /&gt;
&lt;br /&gt;
Of course, considering the rigs are clearly much more advanced (such as freaking [[Tyranids|&#039;&#039;evolving&#039;&#039;]]), it is likely the nobles once upon a time illegally purchased Tau suits and hired [[heretek]]s to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight. Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.&lt;br /&gt;
&lt;br /&gt;
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified. But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.&lt;br /&gt;
&lt;br /&gt;
===Orrus Hunting Rig===&lt;br /&gt;
[[File:Orrus.PNG|200px|right|thumb|The first foray into 40k&#039;s answer to Iron Man.]]&lt;br /&gt;
The Orrus is the most brutal but generic of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s built into the fists.  &lt;br /&gt;
&lt;br /&gt;
They are also protected from shooting attacks by a force field generator incorporated into the warsuit. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field. How this is done, we are not too sure, although it might be due to the rig redirecting power towards both the weapon systems and force field systems. &lt;br /&gt;
&lt;br /&gt;
Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]]. Of course, that’s true for all the rigs. Another edition for the Orrus is the fact that it comes with a helmet that has a sophisticated targeting cogitator that allows the wearer to literally look, point and shoot. Although, given how awfully inaccurate the Bolt Launchers are, the targeting system might as well be as good as useless.&lt;br /&gt;
&lt;br /&gt;
Whilst not the toughest of the rigs, the Orrus definitely provides the wearer with sufficient protection. Overall, the most &#039;balance&#039; and down-to-earth of the lot given the level of [[bullshit]] these rigs are capable of.&lt;br /&gt;
&lt;br /&gt;
At its most basic, this suit increases the wearers WS, S &amp;amp; A by +1, provides a 4+ armour save and a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launchers are functionally identical to &#039;&#039;Twin Linked&#039;&#039; boltguns, albeit with an 18&amp;quot; range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Orrus art.jpg&lt;br /&gt;
Orrus blue.jpg&lt;br /&gt;
Orrus blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jakara Hunting Rig===&lt;br /&gt;
[[File:Jakara.PNG|200px|right|thumb|[[Original character, do not steal|&#039;&#039;Totally not Aspect Armour from a Howling Banshee. No sir!&#039;&#039;]]]]&lt;br /&gt;
Jakara are the lightest but most agile of the Spyre hunters, specialising in speed and mobility at the expanse of overall protection.  &lt;br /&gt;
&lt;br /&gt;
It is note for being extremely feminine looking, which may be due to the fact that it is skintight bodysuit with some additional armoured padding for some glancing protection. Usually we only see female Spyrers wear these things because of...[[PROMOTIONS|&#039;&#039;reasons&#039;&#039;.]] The armoured padding itself might be made of some sort of ballistic absorbent meta-materials to ensure both strength and flexibility in the process.&lt;br /&gt;
&lt;br /&gt;
They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|Sword with a Monomolecular edge]] and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer by increasing their leg performance, as well as the durability of their sword. It is most likely done through the redirection of power, applying and modifying the leg structure to provide better tensile acceleration upon the calf muscles with each step. This is to obviously compensate for the lack of overall protection of the rig, forcing the wearer to rely on speed and agility to evade attacks. &lt;br /&gt;
&lt;br /&gt;
If speed isn&#039;t enough, obviously, the aforementioned Mirror Shield should help somewhat. However, as previously stated, the Mirror Shield is only effective against DEW, on projectile weaponry, it should provide as much protection as...well...an [[Fail|&#039;&#039;actual mirror&#039;&#039;]], so even a [[musket]] would be enough to shatter it. &lt;br /&gt;
&lt;br /&gt;
They also adapt by expanding the types of energy absorbed by their shield. And yes, they do look suspiciously similar to the [[Aspect Armour]] worn by the [[Howling Banshees]]. [[Heresy|&#039;&#039;Way too similar&#039;&#039;.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jakara blue.jpg&lt;br /&gt;
Jakara blue back.jpg&lt;br /&gt;
Jakara 2 blue.jpg&lt;br /&gt;
Jakara 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Malcadon Hunting Rig===&lt;br /&gt;
[[File:Malcadon.PNG|200px|right|thumb|My spidey senses are tingling!]]&lt;br /&gt;
The most subtle and cunning of the Spyre groups. Basically 40k&#039;s spiderman for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
They are armed like spiders, with [[Web Spinner|Web Spinnerets]] designed to immobilise the enemy so they can be torn apart by their vicious claws. They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points. Their hands and feet are most likely embedded with millions of micro-hooks, allowing them to literally climb up walls if needed.&lt;br /&gt;
&lt;br /&gt;
The Spinneret weapons can also be used to generate strands of web to further aid in climbing. These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons. Their suit is further ribbed, probably to ensure that sound movement is minimised when [[LARP|LARPing]] as spiderman. Whilst nowhere near the capabilities of the Matriarch, the Malcadon still offers a good level of stealth operations.&lt;br /&gt;
&lt;br /&gt;
What is most notable of this rig other than its weapons, is its helmet. The Malcadon possess the most complex and sophisticated helmet of the hunting rigs, sporting several different type of lenses that most likely have thermal, ultraviolet and night vision capabilities, alongside a potential zoom function. Given the fact that the Malcadon Spyrers are spies, such high levels of surveillance equipment incorporated into the helmet makes sense.&lt;br /&gt;
&lt;br /&gt;
Like the Jakara, the Malcadon sacrifices defense for its peculiar abilities. And no, its name has nothing to do with [[Malcador]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Malcadon art.jpg&lt;br /&gt;
Malcadon blue.jpg&lt;br /&gt;
Malcadon blue back.jpg&lt;br /&gt;
Malcadon 2 blue.jpg&lt;br /&gt;
Malcadon 2 blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeld Hunting Rig===&lt;br /&gt;
[[File:YeldSingle.PNG|250px|right|thumb|Imperial [[Scourges]], time to shit your pants grandma.]]&lt;br /&gt;
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].  &lt;br /&gt;
&lt;br /&gt;
They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s. Though their wings do allow them to fly, they make for better gliders. Their wings also incorporate the chameleonic technology which makes them difficult to track. Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.&lt;br /&gt;
&lt;br /&gt;
In addition, in order to make flight even possible, the rig of the Yeld has adapted to become hollow, to ensure minimum additional weight for full flight. This of course, comes at the expanse of defense and protection, but, like the Jakara, the Yeld focuses on its speed and agility to avoid getting hit in the first place.&lt;br /&gt;
&lt;br /&gt;
A starting Yeld gains +1 to BS &#039;&#039;(and movement, but this has no bearing in &amp;quot;modern&amp;quot; rulesets)&#039;&#039; as well as a 5+ armour save.&lt;br /&gt;
&lt;br /&gt;
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20&amp;quot; range. &#039;&#039;(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their wings give them the &amp;quot;Jet Infantry&amp;quot; type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yeld.jpg&lt;br /&gt;
Yeld blue.jpg&lt;br /&gt;
Yeld blue back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Patriarch Hunting Rig===&lt;br /&gt;
[[File:Patriarch2.PNG|200px|right|thumb|It&#039;s Doc Oc in Terminator Armour.]]&lt;br /&gt;
This armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further. For all intents and purposes, the closes we are gonna get to Human Terminator Armour. Fuckers even look like baby [[Failbaddon]]s.&lt;br /&gt;
&lt;br /&gt;
It is equipped with four [[Miscellaneous Weapons#Mechadendrite|Mechadendrite arms]]; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig. The extra arms is controlled via the multiple cerebral connection cables attached to the wearer&#039;s head, like a mini-[[Perturabo]].&lt;br /&gt;
&lt;br /&gt;
How much protection it gives to the wearer, we are not too sure. Although some speculate that it is on par with that of modern Space Marine Power Armour or at the very least, the Delphis Mk.II Ironclad. The addition of its various mechanical tentacles makes the Patriarch Hunting Rig very lethal in close combat, although its lack of sufficient ranged weapons makes it poor in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
Despite its high protection capabilities, for some [[derp|fucktarded reason]], there never seem to be a helmet attached to it, making the entire point of the Patriarch, [[EPIC FAIL|absolutely useless.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only men can wear these things. Whether it is due to tradition or model limitation is up in the air.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Patriarch 2.jpg&lt;br /&gt;
Patriarch.jpg&lt;br /&gt;
Patriarch back.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Matriarch Hunting Rig===&lt;br /&gt;
[[File:Matriarch_Armour.PNG|200px|right|thumb|Have a girlfriend who looks at you the same way a Matriarch looks at her prey.]]&lt;br /&gt;
The [[Callidus]] of Hunting Rigs that behaves a lot like the Crysis Suit from Crysis.&lt;br /&gt;
&lt;br /&gt;
Designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee. How it is meant to work, &#039;&#039;in theory&#039;&#039; is that the wearer would cover herself in the cloak fully which then turns her nearly invisible, like the invisibility cloak from Harry Potter.&lt;br /&gt;
&lt;br /&gt;
Moreover, the skull-like helmet offers both good head protection and gives the wearer high-quality vision that may incorporate thermal and night vision, alongside an advanced cogitator that assists the wearer to identify which target to destroy.&lt;br /&gt;
&lt;br /&gt;
They expertly dual-wield a large [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility short of the Jakara at the expanse of it being unable to evolve any further. Despite this sounding pretty [[awesome]], their actual model looks like a [[Derp|crazy lady wearing a corset]]....[[PROMOTIONS|with her cleavage for all to see.]] Also, its long ass dress and cape makes running in this thing, [[herp|colossal pain in the ass]]. Moreover, the whole aspect of stealth is kind of rendered moot when you have a &#039;&#039;[[EPIC FAIL|fucking Chainscythe at full rev]]&#039;&#039;. Yeah, it is not the most sensibly designed so [[Fail|don&#039;t expect much protection for this one.]]&lt;br /&gt;
&lt;br /&gt;
As its name implies, it seems that only women can wear these things like the Jakara. Whether it is due to tradition or model limitation is up in the air. But whatever is the case, the Matriarch still looks the dumbest of the hunting rigs.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Matriarch blood.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Squat Power Armour==&lt;br /&gt;
===Void Power Armour===&lt;br /&gt;
[[File:Void_Power_Armour.JPG|200px|right|thumb|Remember how the Emperor originally wanted &amp;lt;u&amp;gt;&#039;&#039;ALL&#039;&#039;&amp;lt;/u&amp;gt; his Space Marines to wear Terminator Armour? Yeah, the Leagues is that dream coming true.]]&lt;br /&gt;
Our [[Squats|SPEHSS DORFS]] too, have their own power armour.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the similarly named [[Void Armour]] and [[Reinforced Void Armour]] which are Imperial [[Carapace Armour]], the Void Power Armour is the standard-issue armour for the [[Leagues of Votann]]. Yes, you heard that right, &#039;&#039;[[Powergamer|standard-issue]]&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Originally constructed for the most extreme of mining operations so that the Kin could [[Meme|Rock and Stone to the Bone]], they have found use in warfare due to its immense protection against CBRN (Chemical, Biological, Radiological and Nuclear) weapons, thanks in part to it being comprised of hardened, jointed segments that are hooked into the void suit which in itself is fashioned from Magnaferrite weave, and often reinforced with Adamantine and enhanced with micro-field generators. This, when translated to tabletop means that yes, your most basic League troop may have a chance in outright &#039;&#039;[[Troll|ignoring]]&#039;&#039; [[Lulz|Nurgle&#039;s Rot]]. Likewise, their Armor also stops any re-rolls for wounds or damage and reduces AP by 1. [[Cheese|So yeah...]]&lt;br /&gt;
&lt;br /&gt;
On another note, the armour looks like 1950s retrofuturistic spacesuits ripped straight out of Popular Science which makes it [[Awesome|unfathomably based.]] [[Skub|Although some have accused it of looking too much like]] [[Blizzard|the Terran Marines ironically.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CNiuMZPWWNpatQNt_(1).jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Brôkhyr Exo-Frame===&lt;br /&gt;
[[File:Brokhyr_Exo-Frame.JPG|200px|right|thumb|The Paragon Warsuit&#039;s more competent brother.]]&lt;br /&gt;
When the Brôkhyr goes to war and become the [[Brôkhyr Thunderkyn]], all of them must wear a specialized Exo-Frame in order for them to properly lug around their heavy equipment and weaponry with convenience. This advanced engineering equipment also helps out, with Omni-visors able to pick out the telltale signs of enemy units through the dense terrain.&lt;br /&gt;
&lt;br /&gt;
The powerful suits they wear are adapted from rugged engineering rigs and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. More of an exo-skeleton than an actual plate of armour, the Exo-Frame resembles somewhat like the Power Loader from Aliens or the Sisters of Battle Paragon Warsuit, only less....[[Fail|&#039;&#039;retarded&#039;&#039;.]] &lt;br /&gt;
&lt;br /&gt;
Seriously though, the Exo-Frame is what both the Warsuit and the [[Dreadknight]] &#039;&#039;should have been&#039;&#039;: small, compact, practical, not overly designed and does not get in the way of joint placement issues.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exo-Armour===&lt;br /&gt;
[[File:Hearthguard_New.JPG|230px|right|thumb|From roided up Easter Eggs to god damned [[Awesome|Doom Guy.]]]]&lt;br /&gt;
&lt;br /&gt;
The humorously egg-shaped Exo-Armour is a type of heavy armour, comparable to Terminator Armour, used by the Squats. It is built by the Squat Engineers Guild. The extensive protection it provides is especially useful when fighting in confined spaces where movement is restricted and it is difficult to avoid concentrated enemy fire. Exo-armour is thus greatly valued by Squats, who often find themselves in combat in subterranean tunnels.&lt;br /&gt;
&lt;br /&gt;
Exo-armour also serves as an all-enclosing hostile environment suit. The development of Exo-armour was spurred by the inhospitable nature common to the Squat homeworlds.&lt;br /&gt;
&lt;br /&gt;
Exo-armour incorporates an integrated power axe and boltgun. Squat armourers are adept at forging magnificent exo armour, embellished with the visage of a Squat Ancestor Spirit. The armour is handed down from father to son and is probably the proudest symbols of status of the Squat military aristocracy.&lt;br /&gt;
&lt;br /&gt;
The standard weapons fitted into suits of exo-armour are often upgraded to heavy or combi-weapons by wealthy Squat warriors. They are almost exclusively worn by the elite [[Hearthguard|Hearthguards,]] although wealthy or prominent Squats such as [[Squat Warlord|Warlords]] and [[Living Ancestor]]s are known to wear one too. &lt;br /&gt;
&lt;br /&gt;
Recently with the return of the space dorfs as the [[Leagues of Votann]] in the 9th edition of game the Exo-armor has made a comeback. Now the elites who wear it are called the Einhyr Hearthguard. The new version of Exo-armor comes equipped with a [[Volkanite Disintegrator]], [[EtaCarn Plasma Gun]], and a shoulder-mounted [[Exo-Armour Grenade Launcher]] as well as [[Concussion Weapons#Concussion Gauntlet|Concussion Gauntlets]] for melee combat, with many more choosing to add a [[Plasma#Plasma Blade Gauntlet|Plasma Blade Gauntlet]] or [[Concussion Weapons#Concussion Hammer|Concussion Hammers]] for better enhanced close quarters combat. The armour is made from ultra-dense materials attached to a complex servo-assisted frame, allowing the wearer to shrug off anti-tank weaponry while retaining full freedom of movement and even auto-stabilising their aim while they return fire. Their armor also has built-in microgravity field generators linked to implants via the HunTR targeting system to help keep their aim steady allowing them to fire on the move, as well as being equipped with Teleportation Crests to zap around the battlefield with ease in contrast to their Terminator brethren.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SquatExo.jpg|All aboard the Walking Easter Egg with Guns.&lt;br /&gt;
SquatExoArmour.jpg&lt;br /&gt;
FW1NodbWYAA-Gzh.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vartijan Exo-Driller===&lt;br /&gt;
[[File:Vartijan_Exo-Driller1.jpg|300px|right|thumb|The Centurion Armour of the Squats.]]&lt;br /&gt;
A heavily modified variant of the regular Exo-Armour, the Vartijan Exo-Driller is so god damned bulky that it is just one cogwheel away from being classified into a miniature walker like the [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
Widely-used by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]]. It is unknown if this power armour is unique to only the Squats from Necromunda or other Leagues also has access to these pieces of equipment. Whatever is the case, Vartijan Exo-Driller (Which was named after the legendary engineer Valya Vartijan), like all Exo-Armour, was designed to protect Squat miners in the most hostile of environments. They are armed with a piston-powered pulverising fist and a seismic crusher. Over the centuries, the Ironhead Prospectors of Necromunda have also upgraded their Vartijans with heavier weapons and better defences to protect them in the Hive World&#039;s hostile Ash Wastes. These include a [[Heavy Flamer]] – which can also be replaced with a [[Heavy Bolter]]. Armed with the Vartijans, the Ironheads can fight off hostiles who attack them or use them to claim prime dig sites in the Ash Wastes.&lt;br /&gt;
&lt;br /&gt;
Slabs of plating are attached onto its massive mechanical form, making its sheer bulk enough to turn aside all but the most dangerous of weapons. The armour also carries comprehensive suites of sensor equipment, able to detect valuable seams of ore and hostile gangs alike.&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 led some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armour and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls (actually greatcoats in reality) carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for manoeuvring in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack. Running throughout the suit is a notoriously wilful machine spirit that maintains the armour and assists with the interfaces.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark I: Thunder Armour===&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs unless you want to give yourself a hernia, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armour (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armour depending on its state of (dis)repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium, and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
OldPowerArmorMark1.jpg&lt;br /&gt;
Thunder Warrior 1.jpg&lt;br /&gt;
Thunder Warrior 2.jpg&lt;br /&gt;
Thunder Warrior 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark II: Crusade Armour===&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armour, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the power pack. For example, the chest coils, which were kept on the outside of the armour plating on Mark 1 armour for cooling purposes, have now been placed on the inside of the chest plates, so that they are better protected, thanks to more efficient cooling mechanisms. However, this design could not be copied over to the new powered leg armour, which resulted in [[Derp|exposed cabling on the backs of the lower legs.]] &lt;br /&gt;
&lt;br /&gt;
The helmet also came with a bunch of enhanced sensory equipment, with the wearer is also able to see in the infra-red and ultra-violet spectrums, images can be zoomed in and magnified while noises can be enhanced. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotor, although with the caveat that the overlapping hooped armour plates being difficult to repair. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
OldPowerArmorMark2.jpg|Older version of the armour&lt;br /&gt;
MK2Squad.jpg&lt;br /&gt;
881ee11d4d5deee89611414658e77e9f--space-wolves-space-marine.jpg|&amp;lt;center&amp;gt;The armour that carried out the [[Great Crusade]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark III: Iron Armour===&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III Armour was first conceived for the [[Squat]] campaigns and boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close-quarters combat, essentially fulfilling the same role that [[Terminator]] Armour would later fulfil. It should be noted that the Mark III was never intended to replace the previous Mark but to act as an optional suit specialized for the above-aforementioned situations. Because of this, no Legion was ever fully equipped with the Mark III. While successful in the conditions it was designed for, the Armour was too clumsy and uncomfortable for conventional fighting. &lt;br /&gt;
&lt;br /&gt;
By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator Armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power Armour in their day, so there was talk of keeping it for honor guards or spear tip operations. &lt;br /&gt;
&lt;br /&gt;
Of course, since it was good enough that it did Terminator Armour&#039;s job well enough to become &amp;quot;iconic&amp;quot; despite the Mark II being the primary issue at the time, then maybe they should&#039;ve kept using it to augment Terminator forces when numbers were needed.  Even into M41, the helmet or faceplate is still popular. It appears as a DLC Armour in [[Last Stand - Captain|The Last Stand]] for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
OldPowerArmorMark3.jpg&lt;br /&gt;
MK3Squad.jpg&lt;br /&gt;
EC Legionary Mk III.jpg|&amp;lt;center&amp;gt;Heresy era [[Emperor&#039;s Children]] legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IV: Maximus Armour===&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armour plates and whatnot. &lt;br /&gt;
&lt;br /&gt;
Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage (since the gaps between armour are actually made of plasteel, that was likely used on the cables, as plasteel gives Terminator armour its legendary durability). [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result of this, Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.  &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little strange that the Imperium didn&#039;t build more of them after the Horus Heresy, though, since it&#039;s far easier to produce and repair than the current Mark VII but not notably inferior.  Seeing as they&#039;re always short on everything, you&#039;d think these features would be the most important thing to consider for them (Apparently the [[Red Scorpions]] and [[Iron Hands]] are the only loyal chapters who still know how to produce them, and presumably won&#039;t share the STC for the same reason the [[Blood Angels]] won&#039;t tell people how to put [[Librarian Dreadnought|Librarians into Dreadnoughts]]).&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armour, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
OldPowerArmorMark4.jpg&lt;br /&gt;
MK4Squad.jpg&lt;br /&gt;
Angels Revenant colour scheme.jpg|&amp;lt;center&amp;gt;As a relic of the [[Angels Revenant]] chapter&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark V: Heresy Armour===&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedalling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (apparently based on common designs for parts known to have specific cross-compatibilities, often based on prototypes circulating among the Legions for testing purposes), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realized 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). According to the new Horus Heresy red books, its most common form combined elements of Mark IV and Mark VI armor in a manner that could be locally manufactured (or otherwise obtained from existing stocks) and could be maintained even with supply lines destroyed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
OldPowerArmorMark5.jpg&lt;br /&gt;
MK5Squad.jpg&lt;br /&gt;
Carcharodons Battle-Brother.jpg|&amp;lt;center&amp;gt;The [[Space Sharks|Carcharodons]] favourite armour pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&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; &amp;lt;s&amp;gt;sons&amp;lt;/&amp;gt; canson fodder. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whose tactics Perturabo despised, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primarch&#039;s name, and Beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. By the time of the Siege of Terra, it had entered mass production on both sides (Horus had captured several forge worlds responsible for manufacturing it at that point), with the [[Emperor&#039;s Children]] coming to favor its use as well.&lt;br /&gt;
&lt;br /&gt;
Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] early on in 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;
RETCON TIME! As of Horus Heresy Edition 2, every Legion has them and it&#039;s the most common armour mark for cannon fodder created during the Heresy. All of this lore-rape to sell their subpar plastic Mk6 kit instead of doing plastic Mk 2. (You still bought them though, didn&#039;t you?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
OldPowerArmorMark6.jpg&lt;br /&gt;
MK6Squad.jpg&lt;br /&gt;
20191026 181625.jpg|&amp;lt;center&amp;gt;A [[White Scars]] legion tactical marine&amp;lt;/center&amp;gt;&lt;br /&gt;
ImperialSpaceMarine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VII: Aquila/Imperator Armour===&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. The most iconic Power Armor design in the franchise and also the Mark that has been in production the longest. Whilst other older Marks (With the exception of the Beakie Armour) was eventually phased out in the two centuries of the [[Great Crusade]] and [[Horus Heresy]], the Mark VII chugged along for 10,000 years because the AdMech hit a [[Derp]] and couldn&#039;t be assed to make a new Mark until the return of [[Roboute Guilliman|Papa Smurf]]. [[That Guy|Those lazy fucks.]] (Or more realistically, the Mechanicus didn&#039;t see enough significant reasons to replace the Mark 7, who was already pretty good as is. Extensive R&amp;amp;D, re-tooling entire Forgeworlds to meet new demand, and retrofitting existing suits with new parts aren&#039;t cheap, and that&#039;s on top of their &#039;Innovation is the Devil!&#039; dogma.)&lt;br /&gt;
&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armour was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
Moreover, this Mark abandons the studded shoulder armour plate and replaces the helmet. As Mark 7 is a development of Mark 6, both have a great deal in common, and parts from one Mark are readily interchangeable with parts from the other, like the helmet. According to GeeDubs, the design of the helmet was meant to resemble a human skull, but you [[Space Wolves|must be drunk from Mjord]] [[Derp|in order to see that resemblance.]] The Mark VII also contains its own back-up power supply and a solar array to recharge this, so the suit can operate even without its backpack though only a short time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
OldPowerArmorMark7.jpg&lt;br /&gt;
Lamenters Battle-Brother.jpg|&amp;lt;center&amp;gt;The most iconic pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark VIII: Errant Armour===&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Fail|so the overall design looks like a regular Mark VII with a collar.]] That said, the more recent models for Space Marine Devastators have a flexible, ball-like ankle joint more in line with the original artwork. Deathwatch models have this ball-joint and the modified helmet, and Primaris models also have this ankle joint, presumably inspired by the Mk VIII like the breastplate collar is. Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a problem found on the gun mantlet of Nazi Germany&#039;s Panzer VI TigerII’s Turrets in WW2, in which the rounded mantlet would send shells straight into the hull roof. Later Panther G models would have a &amp;quot;chin&amp;quot; to prevent this). &lt;br /&gt;
&lt;br /&gt;
This was only really a problem with bolt shells due to plasteel armour protecting joints. But, when most of your enemies use bolts of some size or against Traitor Marines, this is really damn bad.  Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a Battle-Brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. The Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their Battle-Brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while Artificer armour (at least in the art) looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armour save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officers using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
Minotaurs Tact. Marine.jpg|&amp;lt;center&amp;gt;The most complete depiction in official artwork to date&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mark IX Armour===&lt;br /&gt;
Suffered the same fate as Windows 9. Who knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets stuff done|actually getting stuff done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, and there&#039;s still no word over three years after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X and Windows 10, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-Primaris Librarians. Still, it is annoying that nothing official is there to be found. This could, of course, be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
Or maybe somebody forgot it only went up to Mk 8 when they were designing the Primaris Marines.&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 help a single set of armour change its battlefield role. If the next mission is more [[Infiltrator|stealth oriented]], you don&#039;t need to ask for a new armour. Just change the pieces into the ones of the Phobos; or if you&#039;re [[Aggressor|going to take heat]], change it into a Gravis. It&#039;s basically kitbashing on an armour level. But this also allows you to [[Your Dudes|create your own armour configurations]].&lt;br /&gt;
&lt;br /&gt;
There are several configurations that are currently in use:&lt;br /&gt;
&lt;br /&gt;
====Tacticus====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
The &amp;quot;default&amp;quot; form of the Mark X, the Tacticus configuration combines aspects of previous armour patterns, such as the Mk8 collar and the Mk4 helmet being the obvious bits, and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armour save]].)  &lt;br /&gt;
&lt;br /&gt;
So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role, whereas the knee plates have its guard raised, protecting the joints. Other improvements include the [[Pauldron]]s which now incorporate a second armour layer, reactive armour and curvature which increases the armour&#039;s protection potential as well as a reinforced undersuit. Moreover, the armour also has socket ports for stim-injectors and diagnostic data-links, which makes the life of an [[Apothecary]] a whole load more easier. &lt;br /&gt;
&lt;br /&gt;
On the other hand, the MkX backpack now has reinforced armour plates which offer better protection to the vulnerable fusion reactor. Like all MkX armour the Tacticus class is highly customizable, for example, the librarian has a Gravis style plated belly. Other changes can be seen across the range, such as the form-fitting greaves on the Chaplain, and the occasional addition of tassets to the hips (especially common on [[Hellblaster]]s).&lt;br /&gt;
&lt;br /&gt;
Due to the modular system of ceramite plating, maintenance cost is actually higher than older Marks of Power Armour. That and it&#039;s bigger too, which means more material cost on average (Although the high customization actually cheapens the overall cost of a Chapter&#039;s armoury due to the increased standardisation).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Judiciar.JPG|&amp;lt;center&amp;gt;Judiciar&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Gravis====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
The heavy configuration, the equivalent of Terminator Armour that grants +1 Toughness and +1 Wound as well as more mobility and flexibility. Yay. (Rumours that 8th Edition was being designed to make future video projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, or Terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all Mk. X) is highly variable; for example the Inceptors have a Tacticus-style bodyplate and a retractable face-shield.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Phobos====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X configuration worn by [[Reiver|Reivers]], [[Vanguard Lieutenant|Vanguard Lieutenants]] (and other Vanguard HQs), [[Incursor]], [[Infiltrators]] and [[Eliminator]]s 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, so they probably are Grav-Chutes). 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 basically 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 (knock off) skull-helmet instead of a Raven Guard Beakie, which [[Skub|may or may not be awesome]], and it [[Banshee|amps up their voice to insane levels of sound]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
HelixAdept.jpg|&amp;lt;center&amp;gt;[[Helix Adept]]&amp;lt;/center&amp;gt;&lt;br /&gt;
VanguardEliminatorMini.jpg|&amp;lt;center&amp;gt;[[Eliminator]]&amp;lt;/center&amp;gt;&lt;br /&gt;
SalamandersIncursorMini.jpg|&amp;lt;center&amp;gt;Incursor&amp;lt;/center&amp;gt;&lt;br /&gt;
Vanguard-Librarian.jpg|&amp;lt;center&amp;gt;[[Vanguard Librarian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Omnis====&lt;br /&gt;
[[FIle:Omnis_Armour.JPG|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus configuration with Inceptor shock absorber boots, Reiver-style Grav-chutes, the Phobos&#039; lack of gorget/collar, a miniaturised jump pack (which looks like a second pair of backpack exhausts with little tail stabilisers), and a new helmet visor design. [[Skub|May or may not]] offer a middle road between the Gravis and Tacticus configuration in terms of defence. &lt;br /&gt;
&lt;br /&gt;
On the whole, the Omnis is lighter than the standard Gravis configuration due to the implementation of the above equipment. Of course, how it is made lighter, we do not know, as unless these armour pieces are intentionally made of a different material or structured differently, they look exactly the same as the rest of its contemporaries.&lt;br /&gt;
&lt;br /&gt;
The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[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:Sanguinary_Artificer.JPG|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armour.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate possibly excepting Thunder Warrior officers) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. In time suits become encrusted with unique decorations and individual upgrades and becomes known as Artificer Armour. Because of these heavy modifications, Artificer Armour is often highly superior to newer suits of standard-issue Power Armour, and afford much better protection. &lt;br /&gt;
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So in simple terms, the [[Adeptus Custodes|more blinged-out the armour, the better it is stat-wise.]] With little to no standardisation, meaning that no two Artificer Armours are the same, design-wise. Standard issue for [[Techmarines]], the [[Sanguinary Guard]] and optional for [[Brother-Captain|officers]], pairing Artificer Armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
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During the [[Great Crusade]] and [[Horus Heresy]] Space Marine Sergeants, the various [[Honour Guard]]s (if they don&#039;t have the option of [[Terminator|Terminator Armour]]) and even unaugmented officers of the [[Solar Auxilia]] could go into battle wearing Artificer Armor. Just another example in a long list that shows how the Imperium is a shadow of its former self. Yes, this means that every squad in 30k tabletop can have someone with a 2+ save in the pre-8th edition armor rules. Yes, it is hell.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelArtificerArmorZoomed.png|&amp;lt;center&amp;gt;Sanguinary Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
Astorath.jpg|&amp;lt;center&amp;gt;Astorath&#039;s Spoopy Muscle Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
Azrael_Model.JPG|&amp;lt;center&amp;gt;Azrael&#039;s Bathrobe Armour&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:GreyKnightArmor1.jpg|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that several psykers were burned alive to be sacrificed as part of the machine-spirit of the armour, but this aspect has been downplayed massively in later revisions]]. (Considering the Golden Throne [[Grimdark|burns an ungodly number of psykers every day to keep]] [[The Emperor|Him]] [[Astronomican|alive]], this isn&#039;t too farfetched; [[Skub|opinions nonetheless vary]] on whether this is true, and if so, whether it is [[Grimdark]] or [[Grimderp]].) &lt;br /&gt;
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Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.(But it isn’t made of paper.)&lt;br /&gt;
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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:GreyKnightAegis.png|&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;
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===Auramite Armour===&lt;br /&gt;
[[File:Auramite_Armour_2.PNG|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus Terminator armours. The material used for its construction is known as, you guessed right, auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. Another interesting fact is that the servos and motors of the Custodes armour are nearly completely silent. Turning a Custodes into a [[Raven Guard|sneaky marine.]] [[Derp|A very &#039;&#039;shiny&#039;&#039; sneaky marine]], though the stupidity of this is somewhat lessened by the fact that auramite&#039;s colour can be alchemically altered to just about anything. &lt;br /&gt;
&lt;br /&gt;
Custodes power armour also includes a built-in Grav-chute and internal air supply (But let&#039;s be honest, the Grav-chute is all but pointless since we never see it...well...[[Derp|&#039;&#039;anywhere&#039;&#039;]]). Each suit&#039;s helmet includes an internal vox, an altimeter, ambient neutralisers, and hololithic schematic overlay map.&lt;br /&gt;
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The armour itself is even better than Artificer armour and includes a refractor field, essentially giving it the same properties in-game as Terminator armour. It can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fucks up nearby cogitators. The only ones allowed to make it, like all Custodes-grade weapons, are Emperor-chosen clans of Terra. Probably the only people the Mechanicus won&#039;t fuck with for fear of the golden bois getting...[[Rage|inconvenienced]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CustodianAuramite.png|&amp;lt;center&amp;gt;Custodian Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
Sagittarum.jpg|&amp;lt;center&amp;gt;Sagittarum Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
ShieldCaptainFW.jpg|&amp;lt;center&amp;gt;Shield Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
WardenMini.jpg|&amp;lt;center&amp;gt;Custodian Warden&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Terminator Armour==&lt;br /&gt;
&lt;br /&gt;
[[Terminator]] armor, or Tactical Dreadnought armor, are set aside for space marine veterans who are exemplars of toughness, martial ability, and wonky proportions. This power armor provides the best personal protection available. Terminator suits have an outer shell of ceramite-bonded plates powered by electrically-motivated fibre bundles. Plates of heavy plasteel further armour the ceramite sections, especially on the front of the suit. This extra armouring provides a level of protection that is far superior to normal Marine armour; not even a Krak missile will penetrate the suit&#039;s breastplate (Which one wonders why Imperial tanks aren&#039;t coated with this stuff (cost/supply=/=demand). Moreover, external adamantium layered ribs help support this weight, while the inclusion of suspensors help the suit carry heavier support weapons, not to mention those indestructible [[pauldrons]], a suit of Terminator armor is built to steamroll nearly everything and gives a fighting chance against everything else, which are the things that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]], or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos Terminators; but these are often and changed up with other heavy weapons systems, other killtastic melee weapons, and a squad is sometimes augmented with a shoulder-mounted missile racks. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top shelf wargear.&lt;br /&gt;
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Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near 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;
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There are other patterns mentioned in the fluff but not yet seen on the tabletop, or available elsewhere in such small numbers they can be counted as unique variants.&lt;br /&gt;
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The [[Minotaurs]] have widespread access to a rare type of Terminator armour, known as the &#039;&#039;&#039;Arkonak Pattern&#039;&#039;&#039;. However, every official illustration of a Minotaurs Terminator to date has them wearing either Indomitus or Tartaros armour, including [[Asterion Moloc|their Chapter Master]] (the original Tartaros Terminator model).&lt;br /&gt;
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The [[Dark Angels|First Legion&#039;s]] [[Ironwing]] supposedly owned the greatest concentration of Terminator suits out of any of the First Founding Legions, and included a number (plural) of experimental patterns that were unknown anywhere else. Though Forge World [[Fail|neglected to describe or provide rules for any of them.]] So as far as we know they are just functionally identical suits of normal terminator armour [[Proxy|that come in different shapes]] [[Your Dudes|and colours]].&lt;br /&gt;
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Whereas &#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the [[Alpha Legion]] used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up [[Heresy|inventing new technology]] or their infiltrators were [[Blood Ravens|stealing technology from other Legions.]]&lt;br /&gt;
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There are also suits that can be used by regular humans, although they are incredibly rare and have to be modified and adapted in order for them to be used at all. &lt;br /&gt;
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Nevertheless, Terminator Armor has 3 major designs: the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. As well as a few more lesser known but still prominent designs. More of which can be read below. &lt;br /&gt;
===Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CataphractiiTerminator.png|200px|thumb|right|&amp;quot;My Pauldrons Can Support Hive Cities!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The oldest design bar a few prototypes and the first pattern to enter mass-production, developed during the [[Great Crusade]] and based on fusion-reactor maintenance suits. The Cataphractii pattern had Roman-esque, slab-like [[pauldrons]] (which apparently held shield generators), which enabled greater protection at the cost of preventing the wearer from moving with any sort of speed. It was the Mechanicus&#039; intention to retrofit [[awesome|all 18 Legions down to the last Marine]] with Terminator armor at first, but it proved to be unfeasible as crafting those required far too many resources. In the end they were adopted for use in [[Zone Mortalis|those situations where even Breacher squads struggled yet heavy ordnance was too difficult to deploy]], typically boarding actions but not only. &lt;br /&gt;
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After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use. This may have been because the last of that armor was either lost 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;
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In crunch terms, this translates to a higher invulnerable save than the Indominus/Tartaros armor at the expense of losing the abilities make run moves or overwatch. In 8th edition, Cataphractii have reduced movement compared to the other versions as well as halved advanced distances, but get a couple alternate weapon options and retain their boosted invulnerable saves.&lt;br /&gt;
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9E combined Cataphractii and Tartaros Terminators into a joint datasheet called Relic Terminators. While this bumps Cataphractii terminators up to a more standard 5&amp;quot; movement, it also drops their invuln save back down to a standard Terminator invuln save. They have a much more specialized loadout than regular terminators, so if you are looking for a more ranged variant of terminators, you&#039;ll probably want to look elsewhere.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CataphractiiPict.jpg|&amp;lt;center&amp;gt;Pict Captures&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiWordBearers.jpg|&amp;lt;center&amp;gt;Word Bearers&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CataphractiiFists.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tartaros Pattern Terminator Armour===&lt;br /&gt;
[[File:TartarosTerminator.png|200px|thumb|right|Claws? Check. Prosperine Script? Check. Aerodynamic Pauldrons? Check. Time to ruin some Loyalist&#039;s day.]]&lt;br /&gt;
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The Hulk Suit.&lt;br /&gt;
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The most advanced pattern, using systems developed for the Mark IV &amp;quot;Maximus&amp;quot;-pattern [[powered armor]]. Tartaros Armor delivers the same level of protection as the Indomitus pattern but is much more mobile, with sensibly-sized [[pauldrons]] and an upright stance. Due to the advances in Pauldron Technology, Terminator Squads in Tartaros Armor can Sweeping Advance, unlike the others encased lesser models. It is however the rarest of models, since it was a very resource-unfriendly model to craft back at the time of the Heresy. In the 41st Millenium, any remaining Tartaros-pattern suit is a hallowed relic for whoever is lucky to still have one in functioning order.&lt;br /&gt;
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In 8E&#039;s crunch, Tartaros Terminators move at the same speed as regular infantry in Power Armor (Which is pretty dang important if you&#039;re set up like an Assault Terminator) and also get a couple alternate weapon options, such as a grenade launcher and a Volkite Charger.&lt;br /&gt;
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[[Derp|9E rolled Tartaros and Caraphractii terminators into a single datasheet referred to as Relic Terminators]]. Functionally, they&#039;re identical to the standard Terminator Squad with a minor difference in loadout options, namely the ability to take Plasma Blasters on their sergeants. Kind of a shitty fate for a unique set of models when GW is more than willing to make separate datasheets for every conceivable Primaris Marine they crap out.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TartarosPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosUltramarines.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TartarosThousandSons.jpg|&amp;lt;center&amp;gt;Thousand Sons&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
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The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of Terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to manufacture. &lt;br /&gt;
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As a later development that sacrificed a little protection for increased mobility and was (comparatively) easier to produce as previously mentioned, this was considered the Indomitus pattern go-to marketing ploy. This is the most commonly produced pattern, as Cataphractii armour was said to be in declining use due to its limitations and Tartaros armour was even more resource intensive to craft, placing Indomitus in a comfortable medium of &amp;quot;good enough&amp;quot;. It has the familiar hunchbacked-bulldog/horse appearance, as seen in the majority of [[Games Workshop]] Terminator kits (although they now produce plastic kits for the other major patterns too).&lt;br /&gt;
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Though inferior to the Cataphractii pattern in protection, and inferior to Tartaros pattern in mobility, the Indomitus pattern has quite advanced auto-sense systems that are unavailable in normal suits of power armour, and have not been entirely made evident from portrayals of the other types. These senses allow the user to track unseen targets and to know the precise location and condition of their squadmates at all times (while this is evident in the video games as a passive mechanic it can&#039;t really come up on the tabletop since the player sees everything anyway &#039;&#039;[except for &amp;quot;blips&amp;quot; in Space Hulk]&#039;&#039;). But these systems are noted in the RPG and various novels such as &#039;&#039;Master of Sanctity&#039;&#039; where the new user has to get used to a whole new suite of tactical information on top of actually learning how just to walk in the armour itself &#039;&#039;(hint: it&#039;s difficult)&#039;&#039;.&lt;br /&gt;
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A more interesting note is that this pattern also gave rise to the experimental Gorgon pattern (More of which can be read below), a design that was being tested during the Heresy by the [[Iron Hands]] Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition; even then, they aren&#039;t quite as potent as the versions used by Space Marines, due to lacking a [[Gene-seed|Black Carapace]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwingTerminatorHammer.png|&amp;lt;center&amp;gt;The Deathwing is here. And it&#039;s very angry.&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquad.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminatorSquadCQC.jpg|&amp;lt;center&amp;gt;Close Combat&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsTerminators.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gorgon Pattern Terminator Armour===&lt;br /&gt;
[[File:Gorgon_Terminator.JPG|200px|right|thumb|Loyalist Fleshmetal Armour. Just don&#039;t mention this to a living Iron Hand, [[RIP AND TEAR|for obvious reasons.]]]]&lt;br /&gt;
The aforementioned armour set. The [[Iron Hands]] also developed their own variant on the Indomitus armour, called the &#039;&#039;&#039;Gorgon Pattern&#039;&#039;&#039;. This armour was bonded to its wearer in a painful cybernetic connection, so he could never remove it (Kind of like a loyalist Fleshmetal Armour), but also meant he was even more resistant to injury, and it had a unique field effect that caused blinding bright flashes whenever it was struck. &lt;br /&gt;
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Part of the reason why this armour pattern is so cybernetically-intensive is the fact that (Other than stroking the Iron Hands&#039; technophiliac tendencies) the heat and electrochemical toxins bleeding from the suit limited the armour&#039;s agility, and its effects required a high level of cybernetic modifications for its wearer to endure.&lt;br /&gt;
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This pattern is nowhere to be found after the Heresy, likely because [[Ferrus Manus]] didn&#039;t live long enough to work out the kinks in the design. Although, considering how similar it looks compared to the present Indomitus, it is a possibility that the Iron Hands had a hand in the creation of that pattern, whether as the designers themselves, or some Tech-priests (or Techmarines) managed to acquire the design and tinkered with it to make cheap Terminator Armour that could actually be taken off if needed. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GorgonTerminator.jpg|&amp;lt;center&amp;gt;Gorgon Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Saturnine Pattern Terminator Armour===&lt;br /&gt;
[[File:Saturnine_Armour.JPG|200px|right|thumb|Only the &amp;lt;u&amp;gt;BIGGEST&amp;lt;/u&amp;gt; of &amp;lt;u&amp;gt;[[Pauldron|PAULDRON]]S!&amp;lt;/u&amp;gt;]]&lt;br /&gt;
Ah...the much famous egg-shaped Terminator armour which seemed to have been [[Blood Ravens|&#039;gifted&#039;]] from the [[Squat]]s Exo-Armour.&lt;br /&gt;
&lt;br /&gt;
This was one of the most incredibly elusive pattern of Terminator armour, called &#039;&#039;&#039;Saturnine&#039;&#039;&#039;. It&#039;s got the biggest [[Pauldron|pauldrons]] one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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Nevertheless, the &#039;&#039;&#039;Saturnine&#039;&#039;&#039; pattern has occasionally been given a passing mention in Forge World&#039;s Horus Heresy rulebooks from time to time, where it was mentioned as being similar to the Indomitus and Tartaros patterns in function (if not design).  However, some people have speculated that it is a revamp of an old Rogue Trader-era version of Terminator armor, as such a suit was recently shown in interior illustrations for the novella &#039;&#039;Meduson&#039;&#039;. From the pictures, this pattern looks like it is intended as a heavy fire platform, like a less [[meme|Xzibit]]-friendly version of 40K-era [[Centurion Squad|Centurion Devastators]]. Which is awesome.  However, this specialisation, and the fact that the armour was described as a custom job devised by [[Vulkan]] rather than a general-issue design, goes against it being the Saturnine pattern.&lt;br /&gt;
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As of the Horus Heresy 2.0 Rulebook, GW seems to have remembered it, as it shows up on the timeline as being introduced in the mid Age of Darkness. Implying it may have been retconned to being the MkV of Terminator Armor (especially since there&#039;s an &#039;Imperial Armour&#039; listed far earlier, this might be the Rogue Trader terminator style).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Terminator_mini_MK1.jpg|&amp;lt;center&amp;gt;Truly old school.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:OldTermies.jpg|&amp;lt;center&amp;gt;Note the unique back-mounted weapon attachment.&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:002 Saturnine 2.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aegis Pattern Terminator Armour===&lt;br /&gt;
[[File:GKTermieArmour.JPG|200px|right|thumb|I HAVE THE POOOWEEEEEEERRRRRR!!!]]&lt;br /&gt;
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Just as how the [[Grey Knights]] have access to the normal Aegis Power Armour, the Silver Sues also gain access to the &#039;&#039;&#039;Aegis Pattern&#039;&#039;&#039; of Terminator armours, where the &#039;&#039;Aegis&#039;&#039; part essentially means the armor has its own psychic shield (&#039;&#039;inscriptions, holy water, all that blessing stuff&#039;&#039;) to deflect whatever Daemons or Psykers throw at it. Who does it anyway? &amp;lt;s&amp;gt;Psyker Tech-priests?&amp;lt;/s&amp;gt; Nah, probably just their Techmarines.&lt;br /&gt;
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In a sense, the Aegis Terminator Armour functions like a combination of the normal Aegis Power Armour and the Terminator Armour, creating a formidable defensive set piece against the most powerful of Chaos Daemons. These chaps are used when fighting the most clusterfuckery of Chaos invasions up to and including, a [[Angron|certain Daemon Primarch going on his happy murder spree on]] [[Armageddon]].&lt;br /&gt;
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They provide one of the best protection out of any armour piece save for the [[Adeptus Custodes|golden boys]] of course.&lt;br /&gt;
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In 8th Edition, this pattern of Terminator Armour works like standard. However, with 2CP, you could use its Aegis abillity, which like in the [[Fluff]], can be used in the psychic phase before a friendly GREY KNIGHTS unit attempts to deny the witch. They could then roll 3d6, picking the two highest when attempting to deny. Some Grey Knight veterans are still rather sore this is no longer part of the Special Rules which made them overpowered in 5th Edition.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GreyKnightTerminator.jpg|&amp;lt;center&amp;gt;Aegis Pattern alternate view.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Aquilon Pattern Terminator Armour===&lt;br /&gt;
[[File:AquilonTerminator.jpg|200px|right|thumb|The Aquilon Pattern. The first set of the [[Rape|golden rape train.]]]]&lt;br /&gt;
The [[Adeptus Custodes]] have [[Aquilon Terminator|Aquilon Terminators]] which is, no surprise, tied with the Allarus as one of the best armour sets in the Imperium. Period. The Custodes Terminators&#039; armour was said to be Cataphractii pattern in the short story &#039;&#039;Hands of the Emperor&#039;&#039;, years before they got actual tabletop rules; this is technically still true (at least for 30K), depending on how you look at it, as Forge World made a point of describing the Aquilon pattern as a spin-off of Cataphractii armour when it debuted in &#039;&#039;[[Horus Heresy#Inferno|Inferno]]&#039;&#039;, but with far greater power capacity and customized neuro-fibre uplinks, it is said, redesigned by the mind of the Emperor himself. &lt;br /&gt;
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Aquilon Pattern Terminator Armour was said to have adjusted for the enhanced physique of the Custodes, who were capable of bearing more weight and strain than even Space Marines. This allowed it to be fitted with additional power systems and capacitors, increasing its durability and manoeuvrability. Aquilon Pattern Terminators were given more advanced weaponry than their Astartes counterparts, wielding weapons such as [[Lastrum Storm Bolter]]s, [[Power weapon#Solerite Power Gauntlet|Solerite Power Gauntlets and Power Talons]], [[Infernus Firepike]]s, and twin-linked [[Adrathic Destructor]]. Like their lesser Auramite cousins, the Aquilon was clad in Auramite rather than Ceramite.&lt;br /&gt;
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Within the ranks of the Custodes, Aquilon Pattern Terminator Armour was deployed by the Tharanatoi Caste. It is still issued as heavy assault armor ten thousand years after the Horus Heresy.&lt;br /&gt;
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As expected, it has rules different from (read: better than) the Space Marine version. Much like Tartaros it can make Sweeping Advances with no loss in movement. As seen from the list of gear above, Aquilons have better stuff than what Astartes of both flavours get.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Allarus Pattern Terminator Armour===&lt;br /&gt;
[[Image:AllarusCustodian.png|200px|right|thumb|The second set of the [[Rape|golden rape train]] (Someone&#039;s looking faaaabulous!).]]&lt;br /&gt;
You think the Golden Custards just stopped at the Aquilon? Yeah no, they also have a second pattern called &#039;&#039;&#039;Allarus Terminator Armour&#039;&#039;&#039; for their 40K-era squads, which according to their community lore section on Terminator Armour was made the product of 10k years worth of research and development, and it shows. Lorewise Allarus Terminator Armour has greater durability than normal terminator armour, but none of the downsides, offering total freedom of movement. &lt;br /&gt;
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Driven by magnatomic generator-shrines, articulated with leonus-class actuators, and fashioned from layered auramite and adamantium, Allarus armour is a marvel of craftsmanship. It provides its wearer with an exceptional range of movement and near-unencumbered speed, augmented strength and resilience. According to GW, it has the survivability to [[Wat|stride unharmed from the blast]] of a [[Macrocannon]] shell. Which we call [[Bullshit]] on that claim, since even the small ones from an [[Aquila Strongpoint]] is launching Schwerer Gustav-sized shells, no way in hell that the armour set, let alone the Custodes himself is capable of surviving a direct impact from &#039;&#039;that&#039;&#039;, so we could put it as more of GW shitty flowery language and hyperbole. Or someone slapped in one hell of a shield generator that constitutes the &amp;quot;cost more than worlds&amp;quot; section.&lt;br /&gt;
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Going back on topic, the armour is also coupled with the protective blessings of the Emperor, Allarus Terminator plate is arguably the most effective man-portable combat armour in the entire Imperium. These expertly crafted suits are each individually worth entire worlds.&lt;br /&gt;
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Crunchwise, in 9th Edition, these armour sets gifts the Allarus Terminators with four wounds each and equipped with [[Balistus Grenade Launcher]]s in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. [[Anal circumference|Ouch.]] [[Awesome|They&#039;re designated character killers,]] with Slayers of Tyrants allowing them to move up to 3&amp;quot; towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model. On the other hand, a [[Shield-Captain]] with the Allarus hass the same stat line but with an extra Wound, nevertheless, you also get the signature [[Balistus Grenade Launcher]] and From Golden Light special rule from the Allarus Terminators (for only 10 points more than the vanilla version at 109 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.) &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Centurion Armour==&lt;br /&gt;
[[File:CenturionSuit.png|250px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
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The (in)famous &#039;Power Armor inside of a Power Armor&#039; set piece.&lt;br /&gt;
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Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not before killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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==Paragon Warsuit==&lt;br /&gt;
[[File:Paragon Warsuit.jpg|200px|right|thumb|Every anon&#039;s fever dream of the [[Dreadknight]] coming to life. &#039;&#039;Again&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;For more information, see here: [[Paragon Warsuit]]&#039;&#039;&lt;br /&gt;
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This [[Derp|derpy]] contraption is the [[Sisters of Battle]]&#039;s new heavy armored walking suit that straddles the line between power armour and a walker. Its design has already garnered some levels of infamy that rivalled those of that [[Dreadknight|embarrassingly awful rip-off of dexter (the boy genius) mech suit]], due to how....off the proportions are.&lt;br /&gt;
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So anyways, the Paragon Warsuit follows a similar mechanic as the [[Dreadknight]], in that it actually has working mechanical legs and limb joints that the user physically controls with their own movements.&lt;br /&gt;
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It differs from the Centurion, however, in that the Paragon Warsuit is more than just a mainframe overlay. It actually has the aforementioned workable mechanical legs and limb joints, and the user controls it in the same way as the [[Dreadknight]], just on a much smaller scale. So, in a sense, it is basically the sisters&#039; equivalent of the larger [[Tau]] [[Battlesuit]]&#039;s like the [[XV-8 Crisis Battlesuit]] hilariously enough.&lt;br /&gt;
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Unfortunately, some sisters seem to suffer from &#039;open head syndrome&#039; where they ditch their helmet to look cool, which renders the entire point of the Warsuit meaningless.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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==Chaos Power Armour==&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|[[rape|I&#039;m horny and you corpse-worshippers 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, Mark III shoulder pads 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 a faction named &#039;&#039;[[Chaos|chaos]]&#039;&#039; [[Fail|may not be so good at logistics afterall]]) . Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
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Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
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As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
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And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
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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;
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In preparation for Horus Heresy 2.0 we got an &amp;quot;Armour through the Ages&amp;quot; article in White Dwarf 469 (nice), making particular note of the preferences of the remaining Cult Legions, with the World Eaters preferring Mk V and the Emperors Children hogging Mk VI (also in Line with Jes Goodwins original concepts). Thus we can conclude that once, if ever, Geedubs get&#039;s around to it we&#039;ll see Studs and Beaks galore all nice and corrupted.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===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;
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One major advantage of these armour pieces is the fact that being partially daemonic, Warp-Forged Armour could heal over time, which eases the maintenance cost by a whole lot, and given that CSMs are in constant need for a diaper change, this means &amp;lt;u&amp;gt;A LOT.&amp;lt;/u&amp;gt;&lt;br /&gt;
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This daemonic armour is laden with unholy runes, allowing Champions of Chaos or Daemons wearing it to be all but immune to the blows of enemy mortals. In part of its nature, Warp-Forged Armour can be considered as the Chaos equivalent of the [[Grey Knights]] Aegis Armour. Chaos Champions and Chaos Lords who adorn these armour pieces could gain the added benefit of their armour regenerating due to it being partially daemonic.&lt;br /&gt;
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They offer the middle ground between normal Chaos Powered Armour and Fleshmetal Armour.&lt;br /&gt;
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Also, it’s partially daemonic.  In case no one told you.&lt;br /&gt;
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File:Chaos_Chosens_Armour.JPG|&amp;lt;center&amp;gt;Chaos Chosens in Warp-Forged Armour&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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==Chaos Terminator Armour==&lt;br /&gt;
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Just like their loyalist counterparts, Chaos too has its own pattern of Terminator Armours. Most of which are of the older Cataphractii and Tartaros Patterns since Chaos aren&#039;t known for its high maintenance standards, so by the 41st Millennium, some factions have kitbashed entirely new patterns for their Terminators.&lt;br /&gt;
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[[Chaos Terminators]] as such, come in a variety of colours and flavours just like their loyalist counterparts. This is seen in the following:&lt;br /&gt;
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===Chaos Cataphractii Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Cataphractii_Librarian.JPG|250px|right|thumb|What&#039;s scarier than a Chaos Sorcerer? One in Cataphractii Armour.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Cataphractii armour just like their loyal brothers. They offer the most protection and are thus the toughest of the Terminator suits and are able to take immense punishment before suffering mass systems failure. They were armed with [[Combi-Bolter]]s, [[powerfist]]s and [[Grenade Harness|Grenade Harnesses,]] but also had access to [[Chain Weapon#Chainfist|Chainfists,]] [[Power weapon#Lightning Claw|Lightning Claws,]] [[heavy flamer]]s and [[power sword]]s. &lt;br /&gt;
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Like their Tartaros cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Cataphractii are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are tanky, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Traitor_Cataphractii_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Cataphractii Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
S-l400.jpg&lt;br /&gt;
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===Chaos Tartaros Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_Tartaros.JPG|200px|right|thumb|Millennia of disrepair has made this armour seen better days.]]&lt;br /&gt;
During the Horus Heresy the Traitor Legions fielded units clad in Tartaros pattern Terminator Armour, just like their loyal brothers. The most advanced and most mobile of Terminator suits, the Tartaros are surprisingly fast and can initiate a brief but surprising burst of speed to catch their enemies off guard. They are armed with [[Combi-Bolter]]s and [[powerfist]]s, but have also access to [[Lightning claw]]s, [[Chainfist]]s, [[Reaper Autocannon]]s, [[Plasma Blaster]]s, [[Heavy Flamer]]s, [[Grenade Harness|Grenade Harnesses]] and [[Volkite Charger]]s.&lt;br /&gt;
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Like their Cataphractii cousins, they aren&#039;t as twisted as the Indomitus due to their rarity and lack of exposure from the Warp. Whatever is left of these tainted Tartaros are now irreplaceable relics since Chaos can&#039;t maintain for shit. So they are usually of much inferior quality as a whole. On the bright side, Chaos Space Marines could be blessed with the Four Chaos Gods for additional quirks.&lt;br /&gt;
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Crunchwise, they behave similarly to their loyalist counterparts, with the addition of having Chaos-aligned special rules and CP. In a nutshell, they are nimble, tough and has access to the favours of the Chaos Gods which makes them more individualised than their loyalist counterparts.&lt;br /&gt;
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Traitor_Tartaros_Terminators.jpg|&amp;lt;center&amp;gt;Chaos Tartaros Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Chaos Indomitus Pattern Terminator Armour===&lt;br /&gt;
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[[File:CSM_BL_Termie.PNG|220px|right|thumb|The famous elephant armour.]]&lt;br /&gt;
The most common and widespread Chaos Terminators and the most obvious. Similar to their loyalist counterparts, they are the most adaptable of the Terminators and are by far the most twisted looking due to the majority of Chaos Terminators wearing this particular piece of armor. Chaos Elephant Terminators are known for their notable tusks which has become an icon for Chaos Terminators. This is where the nicknames come from.&lt;br /&gt;
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Now that the Horus Heresy fluff has been expanded, it is rather bizarre that these are the most common Chaos Terminators, as Indomitus Armor only became widespread &#039;&#039;&#039;after&#039;&#039;&#039; the Heresy, so most Chaos Legion Terminators should be wearing Cataphractii or Tartaros. Then again millennia of warfare and degradation has probably resulted in Cataphractii and Tartaros armour becoming quite rare due to the increasing difficulty in repairing it.&lt;br /&gt;
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On the tabletop, these armour gives Chaos Terminators 2 wounds (3 wounds now!) per model, making them as tanky as their loyalist counterparts with the addition on gaining access to the favours of the Chaos Gods which makes them more individualised.&lt;br /&gt;
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99120102097 CSMTerminators01.jpg|&amp;lt;center&amp;gt;Chaos Indomitus Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
CSM_Indomitus.JPG&lt;br /&gt;
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===Scarab Occult Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Rubric Terminators]]&#039;&#039;&lt;br /&gt;
[[File:CSM_Scarab_Occult.JPG|200px|right|thumb|The Nerdinator Armour.]]&lt;br /&gt;
AKA Rubric Terminators or the Sekhmet. Scarab Occult Terminators were once the finest psykers in the [[Thousand Sons]], bodyguards to [[Magnus the Red]] himself. Like their brothers, they were affected by the Rubric of Ahriman spell and turned into dust. Now they stride into battle at side of their sorcerous masters. Clad in ornate armor, they are armed with Khopesh blades and Inferno Combi-Bolters. The unit has also access to [[Heavy Warpflamer]]s, [[Soulreaper Cannon]]s and [[Hellfyre Missile Rack]]s. The Sorcerer leading his unit also wields a Force staff.&lt;br /&gt;
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Compared to most CSM Legions and Warbands, the Thousand Sons actually maintain their equipment quite well. While some may accuse them of excessive Nerdom, it may just be a manner of common sense which is a rare commodity in Chaos.&lt;br /&gt;
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Strangely, the Sekhmet were the finest psykers of the Sons, so it is strange that they were rubric&#039;d. However, the Sekhmet were rather emotionless and lacking in ambition, which doesn&#039;t fit well with Tzeentch&#039;s ideal sorcerers. Thus, rubric.&lt;br /&gt;
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On the tabletop, due to being inanimate automatons, they get 2+/4++ saves as well as Fearless. What is surprising is that they lack the Slow and Purposeful rule, which actually makes them quite nimble for a bunch of walking trash bins. However, they still share in the Rubric Marines other traditional weaknesses. Such as general [[Derp|idiocy without a Sorceror]] and the lack of options to negate cover saves is a particular issue as the targets you&#039;d want to use them against the most.&lt;br /&gt;
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99120102066_ThousandSonsTerminators02.jpg|&amp;lt;center&amp;gt;Scarab Occult Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
Sekhmet.JPG|&amp;lt;center&amp;gt;The Sekhmet Scarab Occult, pre-Rubric&#039;ed.&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Blightlord Pattern Terminator Armour===&lt;br /&gt;
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&#039;&#039;See Main Page: [[Blightlord Terminator|Blightlord Terminators]]&#039;&#039;&lt;br /&gt;
[[File:Blightlord_CSM.JPG|200px|right|thumb|Imagine the stench of this guy.]]&lt;br /&gt;
Blightlord Terminators serve as the disease-ridden elite of the [[Death Guard]]. They are bloated with disease and a myriad of parasitic organisms that spread a miasma of death and decay around them. They are so bloated with filth that their mobility has crawled to a snails pace; even regular [[Plague Marines]] can outwalk them. Despite this, they are orders of magnitude tougher then even regular Chaos Terminators and their status of being below a [[Deathshroud]] in rank is not to be underestimated.&lt;br /&gt;
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Due to their level of mutation, they are forever fused with their mutated suits of Cataphractii Armour (A bit like Fleshmetal but more smelly), Blightlord Terminators combine diseased resilience with the protection and firepower of a standard Terminator. In battle, they serve as the elite shock troops of the Death Guard and are present in most warbands of the Legion and are essentially a neigh-unstoppable rape train. &lt;br /&gt;
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Compared to the Thousand Sons&#039; Scarab Occult Terminators, the Death Guard are the direct opposite when it comes to maintenance, [[Nurgle|for obvious reasons.]] Seriously, forget about even scavenging their equipment. Look at the damned thing.&lt;br /&gt;
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Crunchwise, since they have Cataphractii armour, they are naturally a bit tougher than the standard Terminator. Since they are [[Nurgle]]&#039;s boys, they also get the standard +1 toughness and 5+ Disgustingly Resilient that regular Plague Marines get. All in all, a tough bastard to crack&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Blightlords_Terminators.jpg|&amp;lt;center&amp;gt;Blightlord Terminators.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Fleshmetal Armour==&lt;br /&gt;
[[File:Fleshmetal.JPG|300px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods, although it would be much more accurate to call it as a type of Terminator Armour. &lt;br /&gt;
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A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
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Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything. The only exception to this are [[Helbrute|Helbrutes]], who are driven mad by the process.&lt;br /&gt;
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Like Warp-Forged Armour, Fleshmetal Armour could heal over time due to being partially daemonic. This eases up on maintenance as wearers of this piece of equipment aren&#039;t desperate to scavenge for bits and pieces if one of their servo-motors stopped functioning. The one major downside is...well...you can&#039;t take it off now can ya?&lt;br /&gt;
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Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
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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 take on &amp;quot;power armor&amp;quot; is a bit more diverse compared to the Imperium because it encompasses both personal protective suits, like stealth suits, and giant weapons platforms, like Riptides. Essentially, the Tau classify everything from enhanced flight suits to nearly Knight-class units as &amp;quot;Battlesuits.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Pound for pound, Tau battlesuits generally have lower raw protective capabilities than their Imperial counterparts. However, they make up for this by having extremely advanced subsystems, high mobility, and devastating weaponry. The Tau Empire is also capable of mass-producing all its suits, in contrast to the Imperium which often resorts to assembling such advanced battlegear in an inefficient, individually handmade, boutique-style fashion.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Tau battlesuits can vary quite widely in form and function. Suits like the XV15, XV22, and XV25 are the closest in form to what the Imperium would consider true &amp;quot;worn&amp;quot; power armor. Meanwhile all medium-sized suits, which includes most designations from the XV8 through X104, are essentially small [[Mecha]], with the pilot fully enclosed in a cocoon-like cockpit. Tau suits are certainly quite durable, but in contrast to Imperial designs sheer protection is not necessarily their most important function. Finally, the Tau place the largest units such as the KV128 and KX139 in a different category called Ballistic Suits, and do not consider them battlesuits as such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
XV15 black.jpg|XV15&lt;br /&gt;
XV22 Shadowsun.jpg|XV22&lt;br /&gt;
XV25 White.jpg|XV25&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Eldar Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mesh Armour]], [[Aspect Armour]], [[Aspect_Armour#Exarch_Armour|Exarch Armour]], [[Phoenix Armour]] and [[Rune Armour]]&lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb|A Guardian in Mesh Armour.]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of [[wraithbone]] and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
&lt;br /&gt;
While mesh armor doesn&#039;t seem or look all that tough, it&#039;s protective quality comes from it&#039;s ability to actively harden specific parts of the armor on neural impulse. Upon taking a hit, it will attempt to reduce damage by bulking up the affected part, then spreads the force of the hit&#039;s impact throughout the armor, which reduces the pain and injuries taken by the wearer since its not being concentrated to a single point of their body. We&#039;re not exactly sure how feasible this is, since the hardening only occurs &#039;&#039;upon&#039;&#039; getting hit (which means that the armor only has mere microseconds to do all this upon an object striking it), rather than &#039;&#039;in-anticipation&#039;&#039; like how reactive armor works IRL, but we&#039;re going to chalk it up to futuristic spehss elf magic.&lt;br /&gt;
&lt;br /&gt;
There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor (although &amp;quot;heavy&amp;quot; is subjective as it still allows the wearer to be nimble like every other Eldar warrior). The main thing in common they have though, is that they&#039;re much more durable and flashier than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with an extra layer of wraithbone for more protection.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Armour==&lt;br /&gt;
[[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;
*&#039;&#039;&#039;[[Kabalite Armour]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Wychsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Incubus Warsuit]]&#039;&#039;&#039; - 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;
*&#039;&#039;&#039;[[Ghostplate Armour]]&#039;&#039;&#039; - Armor used by the poncier gits in Dark Eldar society, most notably Archons. The armor offers much better protection than bog-standard kabalite armor, whilst having a built-in forcefield generator. It also doesn&#039;t compromise on agility, as the resins used in it&#039;s construction are lighter and tougher.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Ork Armour ==&lt;br /&gt;
&#039;&#039;Main Article: [[Mega Armour]]&lt;br /&gt;
[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A TANK YEH GITZ]]&lt;br /&gt;
&lt;br /&gt;
The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armor. It basically looks like a chunk of metal or vehicle parts strapped together and called &#039;armour&#039;. Or a miniature power lifter, whatever fits your definition.&lt;br /&gt;
&lt;br /&gt;
Its weight (a ton or more) and complexity make it difficult to move and slow down its user, but it can withstand insane amounts of punishment, almost as much as Imperial Terminator Armour. Piston-enchased metal limbs of mega armour give the wearer phenomenal strength, and it incorporates fearsome weapons: a Power Klaw and Kombi-Weapon or twin-linked Shootaz. It often involves the use of built-in bionics and is very complex, which makes it very hard to manufacture, so it is a rare sight in Ork armies. Usually only Nobs (who like to call themselves &amp;quot;Meganobs&amp;quot; after acquiring Mega Armour) and Warbosses can afford such armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7e-bigmek-tellyportblasta.jpg|Big Mek&lt;br /&gt;
7e-bigmek-kff.jpg|Ditto&lt;br /&gt;
Ocg5-es.jpg|Warboss&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Armor}}&lt;br /&gt;
&lt;br /&gt;
=[[BattleTech]] Battle Armor=&lt;br /&gt;
Powered exoskeletons were a thing for civilian purposes in Battletech for centuries for industrial uses and some comparatively light power armor suits were used by the [[Star League|SLDF]] special forces in the 28th century and during the [[Amaris Civil War]]. However, it only really took off and came into it&#039;s own league in 2842 when [[Clan Wolf]] took Clan Goliath Scorpion’s armored diving suit design called the Water Elemental and militarized it. This development happened alongside Clan Hell&#039;s Horses coming up with a new beefed up strain of 2-2.5 meter tall Warriors, who they soon were plunking into these new suits. The result were known as [[Clan Elemental|Elementals]], a nasty surprise for the Inner Sphere when they showed up in [[Clan Invasion|3050]]. &lt;br /&gt;
&lt;br /&gt;
Add the development of [[OmniMech]]s with universal docking ports, and the Clans developed new type of armored infantry who could recharge while riding BattleMechs into battle over vulnerable armored transport vehicles. Battletech Power Armor tends towards the bigger side of things. An Elemental Suit would weigh one metric Tonne, can tank some fire from BattleMech-scale guns, comes with a Power Claw equivalent to shred armor, a jump-pack to get away, and packs some serious firepower with an arm-mounted lascannon alongside shoulder-mounted missile pods. The Inner Sphere responded by eventually developing the Inner Sphere Standard battle armor but were initially restricted to commando drops or defensive warfare due to a lack of mass production or OmniMechs.&lt;br /&gt;
&lt;br /&gt;
Post Truce at Tukayyid, both Spheroid and Clanner factions began experimenting with a variety of designs ranging from [[Seraphim Squad|light patterns capable of flight]] to [[Onager Dunecrawler|quadrupedal]] [[Dreadnought |one-man tanks]] able to take a BattleMech las-cannon blast to the face and still be able to fight. &lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Systems ===&lt;br /&gt;
Based off their Powered Exoskeleton relatives used in civilian work, Power Armor shares many of the same systems such as environmentally sealed life support, myomer-enhanced strength, an armored chassis, and an electrical military power pack with enough charge to continuously last 24 hours before a recharge or replacement is required. What makes them different is typically the inclusion of weapon mounts, an automatic medical aid dispenser, and either a power claw or a magnetic clamp to hitch a ride onto any allied OmniMech or Combat Vehicle for transportation. Smaller humanoid versions may come with either armored gloves, a basic manipulator, or a battle claw for picking up or working with items while more heavily armed models or quadrupedal ones will forgo them entirely. Some specialized variants come with advanced equipment like stealth armor, jump jets, Harjel dispensers, an ECM suite, a BC3 network system, or Modular Weapon Mounts. Many are also easily field stripped instead of requiring a dedicated fitting bay though quadrupedal Battle Armor is even more awkward to pilot with a cramped cockpit compared to humanoid models that fit like a second skin.&lt;br /&gt;
&lt;br /&gt;
=== Battle Armor Models ===&lt;br /&gt;
Like their [[BattleMech]] brethren, Battle Armor is generally categorized into weight classes with each having tradeoffs in terms of speed, stealth, armor, or firepower: Personal Armor - Light (500 kg), Light (750 kg), Medium (1,000 kg), Heavy (1,500 kg), and Assault (2,000 kg). Below is a brief sample of the various Battle Armor models found in the game:&lt;br /&gt;
&lt;br /&gt;
==== Clan ====&lt;br /&gt;
* [[Clan Elemental|Elemental]] (Clan Wolf, though soon every clan was churning them out once they won the production rights or stole the designs): The Original Battle Armor and the measure that every other is compared to. It&#039;s a versatile jack-of-all trades and a Medium weight design.&lt;br /&gt;
* Sylph (Clan Cloud Cobra): One of the four prototypes from the Elemental Battle Armor&#039;s early days, the Inner Sphere&#039;s experimentation with other weight and specialties prompted the Clans to perfect them. The Sylph is a Light flying design that fills a niche between Jump infantry and Battle Armor at the cost of having lighter armor and a more difficult training regime.&lt;br /&gt;
* Undine (Clan Goliath Scorpion): Basically an up-armored and armed version of the original Water Elemental submersible exoskeleton used to create the original Clan Elemental Armor, it&#039;s an amphibious combatant derived from the four prototypes.&lt;br /&gt;
* Salamander (Clan Fire Mandrill): a Medium class suit based off one of the four prototypes, it&#039;s specialized as a fire-starter and anti-insurgency specialist against infantry. While its reincarnation&#039;s flamers can cause heat overloads on BattleMechs, many Clans weren&#039;t fond of the original prototype at first for being a second-line design instead of a front-line one.&lt;br /&gt;
* Gnome (Clan Hell&#039;s Horses): A Heavy design based on a one of the four prototypes (in this case, a failed one called the Rhino), the Draconis Combine&#039;s development of an Assault Battle Armor capable of withstanding a Heavy Laser prompted the combined-arms themed Hell&#039;s Horses to one-up their own answer. While weighing less than the Kanazuchi that prompt its development, it offers near-equal protection while being heavily armed and twice as fast.&lt;br /&gt;
* Golem (Clan Ghost Bear): Seeing how their rival Hell&#039;s Horses and Kuritan adversaries were developing Assault Battle Armor, the Ghost Bears created own answer with a pure Assault Battle Armor. While it can&#039;t jump, it&#039;s much faster than other Assault suits and is armed to the teeth as a weapons platform.&lt;br /&gt;
* Corona (Clan Star Adder): Created by Clan Star Adder, this one is an Assault Battle Armor designed explicitly around a Medium Pulse Laser as a stand-off weapon to threaten Mechs from a distance. While it can&#039;t jump, it&#039;s transportable via OmniMech and is twice as fast as the Elemental Battle Armor.&lt;br /&gt;
&lt;br /&gt;
==== Inner Sphere ====&lt;br /&gt;
* Night Hawk (Star League): a Personal Armor - Light design, it was originally designed in top secret for the SLDF&#039;s special forces. Unfortunately it was never mass produced for general use and any survivors remained mothballed under ComStar&#039;s armories until after the Clan Invasion. While revolutionary for being the Clan Elemental Armor&#039;s grandfather alongside the Water Elemental armored diving suit, it&#039;s essentially just a sneak suit mounting body armor alongside armored gloves, jump jets, and an ECM suite.&lt;br /&gt;
* Tornado (ComStar/Word of Blake): another Personal Armor - Light model reversed engineered off the Night Hawk, it&#039;s custom tailored to the user and so isn&#039;t easily mass produced. It does come with a low resolution mimetic Camo System and is popular for special forces or militia if heavier Battle Armor is prioritized for front line combat units.&lt;br /&gt;
* Purifier Adaptive (ComStar/Word of Blake): A Medium Battle Armor designed by Comstar but produced by the Word of Blake and later the Republic of the Sphere. While not extraordinary in combat performance, it literally can be rendered invisible to sensors and eyes with its Memetic Armor system (which later evolved into the BattleMech Void Signature System).&lt;br /&gt;
* Inner Sphere Standard (Federated Commonwealth): The first Inner Sphere produced Battle Armor. Based off of captured Elemental Battle Armor, this Medium was quickly pressed into service against the Clan Invasion and served as a default suit sold across the Inner Sphere with multiple other suits based off it with mere anesthetic national cosmetics as a differentiator.&lt;br /&gt;
* Hauberk (Federated Suns): Based off Undine units bought from Clan Sea Fox, it was redesigned as an Assault unit that, while slow and requiring APC&#039;s instead of OmniMechs to transport, is heavily armored and given respectable armament.&lt;br /&gt;
* Infiltrator Mk I &amp;amp; II (Federated Suns): A generalist Medium design, the more primitive Mk I and the streamlined MK II are both among the first units designed to use Stealth Armor to aid in hiding it from detection. Former is more focused in recon than combat while the latter used data off reverse-engineered Night Hawk suits helped redesign it to have a mini Gauss Rifle.&lt;br /&gt;
* Sloth (Lyran Commonwealth): One of the first Quadripedal Battle Armor designs, this Heavy suit is designed for as a low-laying heavy weapons platform. However, it can&#039;t use its limbs for manual manipulation of items like a power glove or combat claw while being unable to ride OmniMechs.&lt;br /&gt;
* Grey Death series (Lyran Commonwealth): Coming in Infiltrator, Scout, Standard, Heavy, and Strike variations, this series of Battle Armor is unique in that it was developed and mass produced by technicians and facilities owned by the House Carlyle, Lyran owners of the Grey Death Legion mercenary unit. It has a diverse set of suits for multiple roles.&lt;br /&gt;
* Kanazuchi (Draconis Combine): An Assault Battle Armor created as a private project by the Combine&#039;s MIC, the first few prototypes had disastrous performance records to the point that it was almost shelved permanently. Only later with the second prototype was it given funding before being live-tested. While the Mad Cat ER PPC destroyed the unit, the pilot survived and proved that the suit was useful for infantry seeking to survive fire from an Assault Mech.&lt;br /&gt;
* Raiden (Draconis Combine): Essentially a Combine improvement to the Inner Sphere Standard. Unfortunately, the first prototypes suffered delays as the Coordinator wanted it to survive a hit from a Large Laser instead of a Medium Laser. He also ordered the chief designer to be the live performer for the test. Despite being 70 years old, the man put on the suit and proved that it can withstand a weapons barrage despite the suit being left barely functional.&lt;br /&gt;
* Kishi (Draconis Combine): The little guy of DCMS&#039;s Battle Armor fleet; weighing in at only 750kg and designed for urban combat. It&#039;s cheap and easy to maintain while being based off of data the DCMS obtained from partnerships with the Nova Cats.&lt;br /&gt;
* Leonidas (Free Worlds League): A Medium weight battle armor, it is highly configurable and is capable of acting as a commander, a guerilla, and other roles due to its modular weapon mounts and wide pool of weapons configurations.&lt;br /&gt;
* Longinus (Free Worlds League): A Medium weight Battle Armor, this model is the closest an Inner Sphere military ever got to reverse engineering the Clan Elemental Armor&#039;s simultaneous possession of Jump Jets and shoulder-mounted missile launchers. However, the Jump Jets are only usable once the disposable missile launchers are expended and discarded.&lt;br /&gt;
* Trinity (Capellan Confederation): Developed by the Capellans alongside the Taurians and Canopians, these Medium weight suits are known as Ying Long, Asterion, and Theseus respectively in their home countries. While a respectable suit, all three nations had various tensions form various political divisions such as reverse-engineering, tech monopoly, and lack of manufacturing coordination.&lt;br /&gt;
* Shen Long (Capellan Confederation): A Heavy quadrupedal armored suit, it possesses a stealth armor chassis and a modular weapons turret to enable it to act as a nifty skirmisher.&lt;br /&gt;
* Centaur (Republic of the Sphere): Designed secretly after the Jihad, this Heavy humanoid battle armor can convert from a standard configuration to a stationary quad configuration with extendable support stabilizers as a portable mini artillery piece.&lt;br /&gt;
* Simian (Republic of the Sphere): Another design the Republic secretly developed after the Jihad, this gorilla-themed Battle Armor is a Medium weight class with lots of speed and a lot of conventional weapon loadouts to lesson costs.&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;
File:Ghost Bear Elementals.jpg|A Clan Ghost Bear Elemental armor alongside an Elemental out of armor as well as a Kuritan Kishi and DCMS infantry soldier.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* For the [[Warhammer 40,000|40kekkers]] in the room, [https://www.youtube.com/watch?v=MVubdRyU3Mc an official animation of how Space Marines put their armour on].&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
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[[Category: Armour]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Sisters of Battle]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Adeptus Custodes]]&lt;br /&gt;
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[[Category: Squats]]&lt;br /&gt;
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[[Category: Official Space Marine Chapters]]&lt;br /&gt;
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[[Category: Blood Angels]]&lt;br /&gt;
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[[Category: Dark Angels]]&lt;br /&gt;
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[[Category: Space Wolves]]&lt;br /&gt;
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[[Category: Deathwatch]]&lt;br /&gt;
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[[Category: Grey Knights]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Tau]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Necron_Destroyer&amp;diff=354862</id>
		<title>Necron Destroyer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Necron_Destroyer&amp;diff=354862"/>
		<updated>2023-01-02T21:57:05Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Destroyer.jpg|300px|thumb|right|With twice the gun and twice the fun.]]&lt;br /&gt;
{{Topquote|Listen, and understand. That terminator is out there. It can’t be bargained with. It can’t be reasoned with. It doesn’t feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead.|Kyle Reese, Ordo Chronos agent preventing the Men of Iron turning up WAY too early.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necron Destroyers&#039;&#039;&#039; (now called &#039;&#039;&#039;Lokhust Destroyers&#039;&#039;&#039; following the introduction of other Destroyer subtypes) are [[Necron Immortal|Immortals]] who go [[Firaeveus Carron|buttfuck nuts]] during their stasis. They awaken filled with nothing but nihilistic hatred for the entire universe and everything in it.  They especially hate all lifeforms (they have the special rule of &amp;quot;Preferred Enemy: Everything!&amp;quot; -- yes, the rule entry &#039;&#039;does&#039;&#039; have an exclamation point, which is awesome.), which is not unusual in itself, but they are also willing to modify their own bodies to make themselves more efficient killing machines.  &lt;br /&gt;
&lt;br /&gt;
Some Necrons lords have theorized that if everything else dies, the Destroyers will turn on their fellow Necrons and maybe even each other.  The aforementioned self-modification tends to involve replacing one arm with a massive [[gauss cannon]] and replacing their legs with a big hoverboard.  Back in Third Edition, Destroyers (and Heavy Destroyers) were jetbikes, but the Fifth Edition [[Codex]] split that aspect of their character into the new [[Tomb Blade]] unit, and the Destroyers became [[Jump pack|Jump Infantry]], however in 7th edition they became jetpacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; The new codex made them into jet pack infantry and removed the &amp;quot;Everything!&amp;quot; part of their preferred enemy rule (although functionally the rule remains the same).&lt;br /&gt;
== Lokhust Heavy Destroyer ==&lt;br /&gt;
[[File:Lokhust Heavy Destroyer.jpg|200px|thumb|left|[[Heavy-chan|Does this chassis make me look dummy thicc?]]]]&lt;br /&gt;
&#039;&#039;&#039;Heavy Destroyers&#039;&#039;&#039; (Changed in 9th to be the &#039;&#039;&#039;Lokhust Heavy Destroyers&#039;&#039;&#039; to differentiate from their newer brothers) used to be a Heavy Support choice for [[Necron]] armies, despite having exactly the same stats as regular (Fast Attack/ 7th Jet pack infantry) Destroyers except for a more powerful gun.  &lt;br /&gt;
&lt;br /&gt;
In a stunning display of common sense, [[Games Workshop]] realized that splitting them up was silly, and in the Fifth Edition [[Codex]], all Destroyers are under one Fast Attack choice: up to three Destroyers in a squad can become Heavy Destroyers, upgrading their [[gauss cannon]]s to [[heavy gauss cannon]]s to have fun hunting tanks. [[Games Workshop]] then clearly went retarded again and in the 7th edition codex put heavy destroyers back into the heavy support section, but still allows one (yes ONE) model in a fast attack destroyer unit to upgrade to a heavy destroyer.&lt;br /&gt;
&lt;br /&gt;
8th changed this yet again: now a destroyer in a fast attack unit can upgrade to a heavy destroyer as long as there are at least 3 destroyers in the unit.&lt;br /&gt;
&lt;br /&gt;
From a practical standpoint splitting them into two units works. Heavy Ds have longer range and a weapon dedicated to tank and monstrous creature hunting, where Destroyers suffer from Necron &#039;short&#039; range and excel at MEQ hunting.&lt;br /&gt;
&lt;br /&gt;
9e gives them a choice of two different weapons- the horde-blasting [[Enmitic Exterminator]] and the tank-killing [[Gauss Destructor]]. Also brings all the Destroyers in Heavy support, with the choice of either adding an Heavy Destroyer in a unit of 1-6 regular Destroyers ([[Awesome|adding, not replacing]], so the unit goes up to 7) or taking only Heavy Destroyers in 1-3 units&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HeavyDestroyer.jpg|OG Heavy Destroyer. Longer is always better.&lt;br /&gt;
Lokhust2.jpg|Lokhust with Enmitic Exterminator.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Heavy-chan]], a Heavy Destroyer who is [[Lolicron]]&#039;s older sister (though she insists that she&#039;s NOT HEAVY, just &amp;quot;big-chassied&amp;quot;)&lt;br /&gt;
* [[Skorpekh Destroyer]]s, their heavy melee focused counterparts.&lt;br /&gt;
* [[Ophydian Destroyer]]s, their pre-5e Wraith impersonating cousins.&lt;br /&gt;
* [[Hexmark Destroyer]]s, what happens when you cross a Destroyer with a [[Deathmark]].&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Necrons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Skimmers]]&lt;br /&gt;
&lt;br /&gt;
{{Necrons-Forces}}&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult&amp;diff=228597</id>
		<title>Genestealer Cult</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult&amp;diff=228597"/>
		<updated>2023-01-02T20:03:51Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;[[Image:Oldschool genestealers.png|thumb|right|The 2nd edition pic that has defined the identity of Genestealer Cults for decades.]]&lt;br /&gt;
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{{Topquote|Praise be! The star children deliver us!|White Dwarf October 2016}}&lt;br /&gt;
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{{Topquote|So prepare for the coup of the century!&amp;lt;br&amp;gt;Be prepared for the murkiest scam!&amp;lt;br&amp;gt;Meticulous planning, tenacity spanning,&amp;lt;br&amp;gt;Decades of denial, is simply why I’ll,&amp;lt;br&amp;gt;Be king undisputed! Respected! Saluted!&amp;lt;br&amp;gt;And seen for the wonder I am!&amp;lt;br&amp;gt;Yes my teeth and ambitions are bared!&amp;lt;br&amp;gt;Be prepared!|”Be Prepared”, a mandatory song for all aspiring usurpers}}&lt;br /&gt;
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The &#039;&#039;&#039;Genestealer Cults&#039;&#039;&#039; are a playable faction in [[Warhammer 40,000]]. Genestealer Cults are formed when a [[Genestealer|Genestealer]] has infiltrated a planet populated by sentient humanoid species and begins a family of infected individuals. These Cults have spread across the stars and predate the arrival of the hive fleets. &lt;br /&gt;
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==Overview==&lt;br /&gt;
{{Topquote|In the name of the [[Tyranid|Star Children]] we are charged with conquering worlds. We must overthrow [[Administratum|the oppressive]] [[High Lords of Terra|regimes]] of the [[Imperium of Man|Imperium]]. We must crush [[Necron|the]] [[Dark Eldar|vile]] [[T&#039;au|alien]] [[Ork|invaders]] and [[Ecclesiarchy|the worshippers]] [[Chaos Cults|of]] [[Chaos Space Marines|false gods]] who seek to steal our prizes from us. All this we must do through our own [[Genestealer Aberrants|strength]], [[Genestealer Magus|guile]] and [[Neophyte Hybrid|deter]][[Acolyte Hybrid|mination]]. In such an endeavour, there is no room for weakness or [[Exterminatus|failure]].|Magus Rheng of the Cult of the Fanged Deliverer}}&lt;br /&gt;
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The Genestealers (and their Cults) have undergone several major revisions, but in current fluff they are [[Tyranid|Tyranids]] that were sent ahead of the hive fleets to prepare worlds for the invasion of a hive fleet. Their long tongues contain a barbed ovipositor; when they encounter sentient anthropoid, they [[Rape|use this ovipositor to inject a &amp;quot;seed&amp;quot; into the host&#039;s body]], combining the host species&#039; genome with the greater Tyranid genome (hence the name Gene-stealer.) This is a method called the &amp;quot;Genestealer&#039;s Kiss,&amp;quot; which is either a face-biting parody of a kiss or an injection under the ribcage. Fun fact, this biological process exists in real life under the name of &amp;quot;horizontal gene transfer&amp;quot;, and is mostly used by bacteria to help other bacteria develop resistances to antibiotics, and more importantly is the main process involved in genetic engineering! More recently, the Genestealer Cult of the Twisted Helix has discovered how to extract this &amp;quot;seed&amp;quot; for use in contaminating food and medicine, allowing the Genestealer curse to spread to locations far removed from any actual Genestealer. &lt;br /&gt;
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Regardless of the vector, the seed greatly alters the host&#039;s body on both physical and psychological levels over the course of a few hours, causing them to forget all about the infection and become subservient to the Purestrain&#039;s brood. The host is also driven to have children, even if they didn&#039;t want any before becoming infected; their partner does not have to be likewise infected, but it doesn&#039;t hurt.  After a pregnant host (or whoever they impregnated) gives birth, their viciously malformed offspring creates a hive mind connection between itself, its parents, and the Genestealers (though this raises the question of how anyone else in the room during the birth, such as midwives, would react.) This connection and the mutations brought on by the Genestealer&#039;s seed proceed to subliminally twist the minds of both parents so that they unconditionally love their child and revere the Genestealers either as gods or as creatures sent by gods (the exact interpretation varies, you understand), usually fleeing into darkened tunnels, catacombs or sewers to avoid discovery. It is not even uncommon for Genestealer Cults to present, at least outwardly, as Emperor-worshipers, although inevitably they have some funky iconography like the whole four arms thing. Some of them, at least the rank and file, may even &#039;&#039;believe&#039;&#039; they&#039;re worshiping the Emperor instead of spacebugs. And, when not doing dastardly Genestealer things, they may really be about the overall work of the Imperium on a day-to-day basis, which is of course part and parcel with their infiltrationist aspects.&lt;br /&gt;
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Eventually these infected individuals and their growing brood of offspring will come together with kindred spirits (that is, other Genestealer hybrids and their infected parents) to form a community/family dedicated to the Genestealers in both body and soul. As the family grows, they will continue to isolate themselves, eventually forming a Genestealer Cult. What follows is an ongoing process of hybrids breeding with captured and infected humans, with their human parents kept around both as breeding stock and for nursing and child-rearing. The second generation hybrids aren&#039;t as ugly as their parents, appearing more &amp;quot;normal&amp;quot;-looking but still obviously alien. However, that becomes a moot point once the third and fourth generation roll around, the fourth actually being virtually indistinguishable from actual full-members of their parent species; when &#039;&#039;they&#039;&#039; have kids they actually pop out purestrains, though these may have inherited a trait or two of the host species. The uglier members and Purestrain Genestealers typically lurk in the shadows far away from civilisation, while the intelligent and &amp;quot;human&amp;quot; members infiltrate and spy in almost every sector of society. Their psychic network lets them communicate with one another, even though some of the less-human hybrids (and the Purestrains) are incapable of speech, and when the brood mind becomes powerful enough, it will act as a beacon to [[Tyranid]] Hive Fleets.  These fleets travel at various different speeds according to various different authors although generally always slower than Imperial warp drives, which means it is impractical for them to travel blindly, so they home in on the signal created by a large Genestealer Cult. When their arrival is imminent, they will directly contact the Cult, which will then engage in a full rebellion, sabotaging their planet&#039;s defenses in preparation for the fleet. This scenario is usually a win-win for the Tyranids, as even if the insurrection is crushed, they still probably went down swinging and cost the defenders valuable manpower and resources they needed to fight what&#039;s coming.&lt;br /&gt;
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The exact manner in which a Cult reacts to the arrival of the Tyranids varies. According to the backstory for [[Hive Fleet Kraken]], a planet called Larnarno was infiltrated by a Cult calling themselves the Celebrants of Nihilism. When the Tyranids showed up to consume the planet, 75% of the population &#039;&#039;calmly marched towards and aboard the bio-ships where they gladly accepted being brought to the digestion pits&#039;&#039;. However, a Cult generally has no idea what is about to happen to them, fully believing that the Tyranids are wonderful, enlightened beings and when they show up they&#039;ll all become one big happy space family. And for a bit, [[troll|the Hive Mind actually leads them on and doesn&#039;t target the cult]]. For a brief moment the cultists get to live their dream of fighting alongside their beloved star gods, but as soon as the planet&#039;s defenses are basically done for, they are on the menu just like everybody else. Even worse, the Hive Mind overrides the independence of the Patriarch and Purestrains, at which point the glamour surrounding the Tyranid horrors fades, the cultists get a good look at what their angels &#039;&#039;really&#039;&#039; look like and they have just enough time to [[Call of Cthulhu|fail their SAN checks and scream]]. Any cultists that try to flee are [[grimdark|consumed by the very father they worshiped and the very children they raised]].&lt;br /&gt;
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Some may ask, why would GW do this? Does GW &#039;&#039;hate&#039;&#039; the idea that anyone who is not of an Imperial faction might be allowed to have a happy ending? If you have to ask these questions, you probably don&#039;t understand the situation. The Genestealer Cults are literally nothing more than convenient tools that the Tyranids use to prepare worlds for consumption. Their sole purpose is to be nothing more than the A1 Steak Sauce that makes a meal go down easier for the hive fleets. The very genetic fabric of each Cult member, right down to the most lowly cultist, has been hijacked to achieve this end. If they fail, they will be destroyed by the civilizations they are attempting to infiltrate. If they succeed, they will be assimilated by the Hive Mind. Therefore for the Genestealer Cults, one way or the other, there can be no happy ending.&lt;br /&gt;
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Way back in the days of Rogue Trader, Genestealer Cults also used to be able to be devoted to Chaos. That disappeared from the tabletop along with the old incarnation of the army, but in the fluff, this can apparently still happen, in certain very rare circumstances. One account describes a truly hilarious case of turnabout when a Cult&#039;s ship is sucked into a Warp storm and dumped on the edges of Nurgle&#039;s Garden, where the Genestealers and their minions get taught a thing or two about &#039;&#039;real&#039;&#039; corruption and parasitism by the Chaos God who wrote the book on it. Nurgle does eventually let the Cult go, because he&#039;s a nice guy, &#039;&#039;after&#039;&#039; he&#039;s thoroughly had his way with them of course, and they come back into realspace as basically a Plaguestealer Cult. What might&#039;ve happened if the Cult had fallen into Slaanesh&#039;s domain, officially, we&#039;ll never know, because family-friendly GW doesn&#039;t have the balls to go there. Unofficially, [[Hivestrain Azure|we can make a pretty good guess]]. As a contrariwise example, there&#039;s a genestealer cult in a Inquisitor Czevak story who, marooned on a daemon world in the [[Eye of Terror|Eye]] after their [[space hulk]] was unfortunate enough to crash there, nonetheless hate and resist chaos and maintain a lot of Imperial iconography and so on (although they &#039;&#039;do&#039;&#039; consort with xenos and mutants, which, while heretical, is probably still well above par for the course given their living situation).&lt;br /&gt;
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Interestingly, it appears that the rare Genestealer Cults that fall to Chaos worship may become decidedly unappetizing to the Tyranids, to the point where a hive fleet will &#039;&#039;ignore&#039;&#039; the cult&#039;s call and merrily skip past them to go chow down on some forest-moon instead of the world the cult had been desperately calling them towards. This ends up pushing a cult even further into Chaos worship, unaware that they are not in fact following the Hivemind but instead possibly a demented purple whore or a bloated pus-covered maggot man.&lt;br /&gt;
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==Genestealer Hybrids==&lt;br /&gt;
The first Genestealer to infect a host (or hosts) grows larger and more intelligent with each mind added to the cult/family/whatever, eventually far surpassing its kin in strength, size and cunning, even becoming a powerful psyker. This Genestealer is known as the [[Genestealer Patriarch|Patriarch]], and acts as both the Cult&#039;s leader and the object of its devotion. The Patriarch&#039;s psychic connection to the Hive Mind allows it to maintain iron control over his brood as well as other lesser Tyranid organisms.&lt;br /&gt;
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After the Purestrain infects a host, the infected human will reproduce with another human to produce the first generation of hybrids. Genestealer Cults will end up with members with various levels of Genestealer ancestry. In general, Genestealer Hybrids will breed with their non-Genestealer parent species causing their descendants to increasingly resemble that species, until the fourth generation of hybrids, whose children will be Purestrain Genestealers capable of &amp;quot;founding&amp;quot; new Genestealer Cults. &lt;br /&gt;
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The [[Rogue Trader]]-era Genestealers also get a special mention, in the form of &amp;quot;Ymgarl Genestealers,&amp;quot; a strain that supposedly comes from a population of Genestealers that got isolated on the moons of Ymgarl.  They have tentacled, lamprey-like mouths and the ability to partially transform themselves depending on the circumstances, at the cost of being genetically unstable and only being able to feed on blood. In fact, they&#039;re so unstable that the Hive Mind deliberately abandoned them for fear that they would contaminate the Tyranid gene pool. Because of this, they compulsively seek to reach planets that have recently been visited by the Tyranids in a futile attempt to be reabsorbed into the Hive Fleets. If they weren&#039;t horrible monstrosities, their predicament would almost be sad.  However, at some point between 5th and 6th Edition, the Ymgarl Genestealers lucked out and got absorbed into a Hive Fleet by some very desperate/caring Norn Queen.  The result of this is that 6E Tyranids now have a Bio-Artefact (If you feel unclean about the name, that&#039;s natural) called the &#039;&#039;Ymgarl Factor&#039;&#039; that gives any Tyranid unit the same unstable properties rule, but now lack the assaulting from Outflanking.&lt;br /&gt;
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===Non-human Hybrids===&lt;br /&gt;
As a final note, [[Warhammer 40,000]] fiction is very [[human]]-centric, and so most Genestealer infestations depicted have occurred among human populations, but the [[Ciaphas Cain]] novels have suggested that [[Tau]] and [[Orks]] are also susceptible to Genestealer infection. The novel &#039;&#039;Death of Integrity&#039;&#039; also confirms that Genestealers will attack and assimilate other xenos, though this plot point lasts about one paragraph. &amp;lt;s&amp;gt;What, exactly, a Tau Genestealer Hybrid would look like is the subject of much speculation.&amp;lt;/s&amp;gt; The short story &#039;&#039;The Greater Evil&#039;&#039; depicts one, and the answer is: Horrifying, and obviously blue. As shown in the later short story &#039;&#039;The Voice of Experience&#039;&#039;, the Tau are also well-aware of Genestealers by this point and the threat they pose. There is old canon art of Ork Genestealer hybrids, but given the vast amount of retcons since then its canon status is questionable...&lt;br /&gt;
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====Orks====&lt;br /&gt;
[[Image:Genestealer_orks.jpg|thumb|ORKY NIDS!!!!!!!!!!!]]&lt;br /&gt;
It should be noted that Orks reproduce asexually by way of fungal spores they secrete both at a perpetual slow trickle from their skin while alive and &#039;&#039;en masse&#039;&#039; while a decaying corpse (and also that &amp;quot;Ork&amp;quot; is but one of many many different Orkoid phenotypes that a given spore might develop into depending on environmental conditions, so one has to wonder how the genestealer mutations might interact with a spore that grew into, say, a mushroom), so it&#039;s pretty hard to envision an Orkified Genestealer Cult actually working, or lasting beyond the first generation or two, since they have no ways of mixing genes to produce purestrains in time. Even if they could, the Orks have an inherent ability to determine if one of their own isn&#039;t proppa Orky and will inevitably krump the gits. Some old, old fluff portrayed Purestrain genestealers descended from Ork hybrids as having denser musculature (and most likely greater physical strength). In another of these dusty accounts, an incident on the fringe of the Octarius system had a massive, purple, six-limbed Gargant attacking a Guard regiment. When it was melta&#039;d open, purestrain genestealers emerged to eat the Guardsmen. You are encouraged to take these older bits of fluff with a generous pinch of salt. In any event, ancient and likely non-canonical fluff aside, the unique quirks of Ork biology boil down to the fact any attempt to infest an Ork warband would almost certainly fail and not be worth the effort in the first place. Commissar Cain encountered a genestealer infested space hulk in which genestealers were using infested orks to guard their hibernation chambers.&lt;br /&gt;
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As of 2021, [[GW|GeeDubs]] has recently reaffirmed their existence in a White Dwarf. According to the article, they generally show up in Ork [[Kommando]]s, as they tend to live away from the main force of Orks, making it easier to slip in. Also in the article, they showed you [[Awesome|how to make your own out of Acolyte Hybrids, Abberants, and the new Kommandos.]] That&#039;s right, [[Wat|GW is encouraging you to kitbash.]] Did we slip into an alternate dimension?&lt;br /&gt;
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====Tau====&lt;br /&gt;
Tau, similarly, have certain complications which may prevent Genestealer infestation. Firstly, their Kroot allies can tell if a person is infected or not simply by tasting some of their blood, and secondly, Tau-tech is certainly advanced enough to scan for this threat once they know about it. Furthermore, Tau explicitly practice caste-restricted bureaucratically arranged breeding processes; Tau don&#039;t have kids until their higher ups decide they should, and they don&#039;t even get to pick their own partners. Two Tau get paired up by the decision of a committee, spend a couple of days off work having sex, then separate and go their separate ways. This means the genestealer taint is seriously difficult to spread amongst the race. The caste-based structure of Tau society also poses problems to any potential Tauified Genestealers, and that&#039;s without presuming the caste-system is now so inherent that different castes can&#039;t even physically breed with each other anymore. However, fluff states that BREEDING is controlled, and doesn&#039;t touch on recreational sex. If such is unrestricted in Tau society, then it would simply be a matter of overcoming the probably enforced contraceptive measures. &lt;br /&gt;
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Tau Genestealers are confirmed in the novel Deathwatch: Shadowbreaker as they&#039;re being deliberately engineered by a rogue Inquisitor to use a planet contested by the Tau and Imperium as a bioweapon delivery system. The narration makes it clear that the Tau are doing it without the permission of the Ethereals and that the Inquisitor is conning the Tau commander into letting it happen. However, all the Taustealers get blown up (It is a novel about the Deathwatch, after all) so they don&#039;t get a chance to spread beyond the planet. On top of all of that, according to the new Genestealer Cults Codex, not only can Tau-Genestealer hybrids happen, but one time they were &#039;&#039;deliberately&#039;&#039; created by a team of Earth Caste researchers who wanted to see what would happen. The infection got out of control and actually ended in violence. It&#039;s even implied that they may have produced a hybrid Ethereal, which would be a disaster for the Tau given how obedience to the Ethereal caste is basically hard coded into their DNA.&lt;br /&gt;
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====Eldar====&lt;br /&gt;
While it is possible for Genestealers to infect the [[Eldar]], it&#039;s extremely hard for them to get anywhere with any of the four varieties due to their highly advanced medical technology (all four, yes even the Exodites), universal empathic abilities, very regimented lifestyles (Craftworld), slow breeding rate and the fact that irregular psychic activity amongst them gets located and dealt with very quickly (all four, heck mind bulletry is pretty much the only thing the [[Dark Eldar]] ban). Even when they are infected, the taint spreads much more slowly due to the Eldar&#039;s prolonged gestation period, which makes infecting them more trouble than it is worth in most situations.&lt;br /&gt;
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So far the only examples among Eldar are those who knowingly and openly embraced their pants-thieving overlords. In the novel &amp;quot;Ghost Warrior&amp;quot;, we have Genestealer Eldar on a lost [[Craftworld]] named [[Yvraine#Craftworld_Zaisuthra|Zaisuthra]]. Needless to say, the other [[Ynnari]] who contacted them were &#039;&#039;pissed.&#039;&#039; This was done in their misguided attempt to avoid getting consumed by Slaanesh because this Craftworld had left before the Infinity Circuit was invented and thus didn&#039;t have one; their logic was that if they gave themselves over to the Broodmind, their souls would be assimilated before Slaanesh could consume them. There is also something of a Genestealer cult growing among the Dark Eldar in Commorragh. After a raid with lots of captives taken to Commorragh, the Haemonculi found out some of them were Genestealer cultists. The hybrids were singled out and experimented on so their mutations would emerge. When some bored Dark Eldar among the social elite found out about this, they paid the Haemonculi to graft these Genestealer body parts on them for kicks (given how Genestealer reproduction involve a genetic re-write of infected hosts using the Stealer&#039;s own DNA, you can see what a stupid idea this is). It looks like the Hive Mind might find a way into Commorragh given how these Dark Eldar, who collectively call themselves the Vorgani, started forming tight-knit groups and share a singular obsession over a Tyranid-infested planet trapped in the Webway.&lt;br /&gt;
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And of course, the haemonculi know this and think this is just a jolly and amusing thing because of course the sickest fucks in all the galaxy would look at this and think, &amp;quot;what an interesting turn of events!&amp;quot;.&lt;br /&gt;
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====Others====&lt;br /&gt;
[[Image:Genestealer_Variants.jpg|thumb|Fanart of Genestealer Hybrids of most WH40K races, along with some other Xenos from Popular Culture]]&lt;br /&gt;
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If a Genestealer Cult somehow got somewhere near a [[Stryxis]] convoy and for some reason decided they wanted to interbreed with them they would quickly run into two main problems; the first being that Stryxis are extremely untrustworthy little shits so they don&#039;t exactly operate in large enough groups to be really worth the effort, the second problem also being that the Stryxis are untrustworthy little shits and would probably scam the Genestealer Cult of all its possessions before enslaving the bastards (assuming they don&#039;t &amp;quot;trade&amp;quot; a few hundred bullets in exchange for the Tyranids [[Teef|teeth]] to sell to some Orks or something). The [[Q&#039;Orl]] probably already know about this shit considering their size but since they do the whole queen thing it would be VERY hard for a genestealer infection to take place. Considering they&#039;re bugs too might play a part considering even a Ork is way more physically similar to a human or Eldar then what is essentially a giant cockroach/wasp hybrid. As for Ambulls their rapid regeneration and reliance on parasites might even HEAL the infection for all we Know!&lt;br /&gt;
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As for the [[Necrons]], they&#039;re goddamn undead robots. If you even consider this possibility you&#039;re the biggest idiot since [[Magnus the Red]].&lt;br /&gt;
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In earlier editions, Ymgarl Genestealers were said to be hybrids with a native, leechlike sapient race to Ymgarl, the Csith. The Salamanders wiped out the Csith, but were unable to wipe out the Ymgarl Genestealers.&lt;br /&gt;
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Finally, and perhaps most troubling, is the mention that Tyranids have been targeting [[Hrud]] warrens. Hrud lack the defenses of the above races and are naturally predisposed towards infesting a planet and migrating en mass to a new one. The Genestealer hybrids, likewise, gain enhanced stealth and reaction speed (such as those 5++ saves the &#039;stealers now enjoy.)&lt;br /&gt;
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==Tabletop (40k Army, 7th Edition and up)==&lt;br /&gt;
[[File:Inquisitor-hybrid.jpg|250px|thumb|right|Uh? What do you mean Inquisitors don&#039;t have [[StarCraft|an additional set of wing-claws]]?]]&lt;br /&gt;
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A very small range of really terrible looking Genestealer Cult minis were produced during 1st/2nd Edition, and the legendary 2nd Edition Tyranid Codex also featured a Cult army list. However, the vast updates wrought by 3rd Edition in 1998 basically eliminated Genestealer Cults as a playable force. As a result, while the Genestealer Cults were a frequent mention in the lore they were completely absent from the tabletop for nearly two decades (aside from the Genestealers themselves, of course). &lt;br /&gt;
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This all changed in 2016. First, Deathwatch: Overkill started us out with rules and models for cultists, in this case various hybrids wielding mining equipment led by a Genestealer patriarch, with hybrid preachers and enforcers. Finally, near the end of 7th Edition, long-suffering Genestealer Cult fans (yes, all three of them!) were finally rewarded with a beautiful new range of minis and a brand new Codex, chock full of disturbing and characterful units. And there was much rejoicing.    &lt;br /&gt;
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Cults get a super-genestealer called a [[Patriarch]], the progenitor of the cult, as the main HQ choice. There&#039;s also the [[Magus]], acting as the cult&#039;s psyker, and the Primus, their version of a general/champion. You also get regular genestealers, though they&#039;re actually much better than Tyranid genestealers as they&#039;re hardier and stealthier. The troops themselves are roughly similar to Chaos Cultists, with [[Neophyte Hybrid]]s being armed with guns and improvised equipment, while [[Acolyte Hybrid]]s are better in close combat. The Cult can also steal Guard vehicles, namely the [[Leman Russ Battle Tank]], [[Chimera Transport|Chimera]], and [[Sentinel]], as well as their version of a Technical called the [[Goliath Truck]]. You can also just straight up steal Guardsmen and field them as Neophyte Hybrids. All cult members specialize in ambushing opponents, and get major bonuses from their leaders. In addition, cult leaders benefit from the Unquestioning Loyalty rule, meaning so long as you have enough meatshields nearby you can keep them alive. Furthermore, Acolytes, Neophytes, and Brood Brothers are all dirt cheap, and can easily be taken in large numbers rivalling the IG and Orks. &lt;br /&gt;
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Genestealer Cults are able to ally with Tyranid detachments (though, as mentioned before, they&#039;re not Battle Brothers as the Tyranids view their cultists as dessert rather than the main course). Curiously, they can also ally with Guardsmen, as a way to represent the fact that they will infiltrate Guardsman/PDF forces prior to the invasion, so if you feel so inclined, you can augment your forces with &#039;&#039;even more&#039;&#039; Guard vehicles.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Genestealer Cults (9E)|Tactics on how to play them.]]&lt;br /&gt;
*[[Genestealer Cult Creation Tables]] - why not generate your own Cult?&lt;br /&gt;
*[[Jeanstealer]] - One of /tg/&#039;s creations. A rather confused Tyranid genestealer that is only driven to steal denim trousers.&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Genestealer Cult Rules] 40k Rules for the new Genestealer Cult from Deathwatch: Overkill&lt;br /&gt;
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{{Genestealer-Cult}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
[[Category: Genestealer Cults]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult&amp;diff=228596</id>
		<title>Genestealer Cult</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Genestealer_Cult&amp;diff=228596"/>
		<updated>2023-01-02T20:02:21Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;[[Image:Oldschool genestealers.png|thumb|right|The 2nd edition pic that has defined the identity of Genestealer Cults for decades.]]&lt;br /&gt;
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{{Topquote|Praise be! The star children deliver us!|White Dwarf October 2016}}&lt;br /&gt;
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{{Topquote|So prepare for the coup of the century!&amp;lt;br&amp;gt;Be prepared for the murkiest scam!&amp;lt;br&amp;gt;Meticulous planning, tenacity spanning,&amp;lt;br&amp;gt;Decades of denial, is simply why I’ll,&amp;lt;br&amp;gt;Be king undisputed! Respected! Saluted!&amp;lt;br&amp;gt;And seen for the wonder I am!&amp;lt;br&amp;gt;Yes my teeth and ambitions are bared!&amp;lt;br&amp;gt;Be prepared!|”Be Prepared”, a mandatory song for all aspiring usurpers}}&lt;br /&gt;
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The &#039;&#039;&#039;Genestealer Cults&#039;&#039;&#039; are a playable faction in [[Warhammer 40,000]]. Genestealer Cults are formed when a [[Genestealer|Genestealer]] has infiltrated a planet populated by sentient humanoid species and begins a family of infected individuals. These Cults have spread across the stars and predate the arrival of the hive fleets. &lt;br /&gt;
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==Overview==&lt;br /&gt;
{{Topquote|In the name of the [[Tyranid|Star Children]] we are charged with conquering worlds. We must overthrow [[Administratum|the oppressive]] [[High Lords of Terra|regimes]] of the [[Imperium of Man|Imperium]]. We must crush [[Necron|the]] [[Dark Eldar|vile]] [[T&#039;au|alien]] [[Ork|invaders]] and [[Ecclesiarchy|the worshippers]] [[Chaos Cults|of]] [[Chaos Space Marines|false gods]] who seek to steal our prizes from us. All this we must do through our own [[Genestealer Aberrants|strength]], [[Genestealer Magus|guile]] and [[Neophyte Hybrid|deter]][[Acolyte Hybrid|mination]]. In such an endeavour, there is no room for weakness or [[Exterminatus|failure]].|Magus Rheng of the Cult of the Fanged Deliverer}}&lt;br /&gt;
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The Genestealers (and their Cults) have undergone several major revisions, but in current fluff they are [[Tyranid|Tyranids]] that were sent ahead of the hive fleets to prepare worlds for the invasion of a hive fleet. Their long tongues contain a barbed ovipositor; when they encounter sentient anthropoid, they [[Rape|use this ovipositor to inject a &amp;quot;seed&amp;quot; into the host&#039;s body]], combining the host species&#039; genome with the greater Tyranid genome (hence the name Gene-stealer.) This is a method called the &amp;quot;Genestealer&#039;s Kiss,&amp;quot; which is either a face-biting parody of a kiss or an injection under the ribcage. Fun fact, this biological process exists in real life under the name of &amp;quot;horizontal gene transfer&amp;quot;, and is mostly used by bacteria to help other bacteria develop resistances to antibiotics, and more importantly is the main process involved in genetic engineering! More recently, the Genestealer Cult of the Twisted Helix has discovered how to extract this &amp;quot;seed&amp;quot; for use in contaminating food and medicine, allowing the Genestealer curse to spread to locations far removed from any actual Genestealer. &lt;br /&gt;
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Regardless of the vector, the seed greatly alters the host&#039;s body on both physical and psychological levels over the course of a few hours, causing them to forget all about the infection and become subservient to the Purestrain&#039;s brood. The host is also driven to have children, even if they didn&#039;t want any before becoming infected; their partner does not have to be likewise infected, but it doesn&#039;t hurt.  After a pregnant host (or whoever they impregnated) gives birth, their viciously malformed offspring creates a hive mind connection between itself, its parents, and the Genestealers (though this raises the question of how anyone else in the room during the birth, such as midwives, would react.) This connection and the mutations brought on by the Genestealer&#039;s seed proceed to subliminally twist the minds of both parents so that they unconditionally love their child and revere the Genestealers either as gods or as creatures sent by gods (the exact interpretation varies, you understand), usually fleeing into darkened tunnels, catacombs or sewers to avoid discovery. It is not even uncommon for Genestealer Cults to present, at least outwardly, as Emperor-worshipers, although inevitably they have some funky iconography like the whole four arms thing. Some of them, at least the rank and file, may even &#039;&#039;believe&#039;&#039; they&#039;re worshiping the Emperor instead of spacebugs. And, when not doing dastardly Genestealer things, they may really be about the overall work of the Imperium on a day-to-day basis, which is of course part and parcel with their infiltrationist aspects.&lt;br /&gt;
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Eventually these infected individuals and their growing brood of offspring will come together with kindred spirits (that is, other Genestealer hybrids and their infected parents) to form a community/family dedicated to the Genestealers in both body and soul. As the family grows, they will continue to isolate themselves, eventually forming a Genestealer Cult. What follows is an ongoing process of hybrids breeding with captured and infected humans, with their human parents kept around both as breeding stock and for nursing and child-rearing. The second generation hybrids aren&#039;t as ugly as their parents, appearing more &amp;quot;normal&amp;quot;-looking but still obviously alien. However, that becomes a moot point once the third and fourth generation roll around, the fourth actually being virtually indistinguishable from actual full-members of their parent species; when &#039;&#039;they&#039;&#039; have kids they actually pop out purestrains, though these may have inherited a trait or two of the host species. The uglier members and Purestrain Genestealers typically lurk in the shadows far away from civilisation, while the intelligent and &amp;quot;human&amp;quot; members infiltrate and spy in almost every sector of society. Their psychic network lets them communicate with one another, even though some of the less-human hybrids (and the Purestrains) are incapable of speech, and when the brood mind becomes powerful enough, it will act as a beacon to [[Tyranid]] Hive Fleets.  These fleets travel at various different speeds according to various different authors although generally always slower than Imperial warp drives, which means it is impractical for them to travel blindly, so they home in on the signal created by a large Genestealer Cult. When their arrival is imminent, they will directly contact the Cult, which will then engage in a full rebellion, sabotaging their planet&#039;s defenses in preparation for the fleet. This scenario is usually a win-win for the Tyranids, as even if the insurrection is crushed, they still probably went down swinging and cost the defenders valuable manpower and resources they needed to fight what&#039;s coming.&lt;br /&gt;
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The exact manner in which a Cult reacts to the arrival of the Tyranids varies. According to the backstory for [[Hive Fleet Kraken]], a planet called Larnarno was infiltrated by a Cult calling themselves the Celebrants of Nihilism. When the Tyranids showed up to consume the planet, 75% of the population &#039;&#039;calmly marched towards and aboard the bio-ships where they gladly accepted being brought to the digestion pits&#039;&#039;. However, a Cult generally has no idea what is about to happen to them, fully believing that the Tyranids are wonderful, enlightened beings and when they show up they&#039;ll all become one big happy space family. And for a bit, [[troll|the Hive Mind actually leads them on and doesn&#039;t target the cult]]. For a brief moment the cultists get to live their dream of fighting alongside their beloved star gods, but as soon as the planet&#039;s defenses are basically done for, they are on the menu just like everybody else. Even worse, the Hive Mind overrides the independence of the Patriarch and Purestrains, at which point the glamour surrounding the Tyranid horrors fades, the cultists get a good look at what their angels &#039;&#039;really&#039;&#039; look like and they have just enough time to [[Call of Cthulhu|fail their SAN checks and scream]]. Any cultists that try to flee are [[grimdark|consumed by the very father they worshiped and the very children they raised]].&lt;br /&gt;
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Some may ask, why would GW do this? Does GW &#039;&#039;hate&#039;&#039; the idea that anyone who is not of an Imperial faction might be allowed to have a happy ending? If you have to ask these questions, you probably don&#039;t understand the situation. The Genestealer Cults are literally nothing more than convenient tools that the Tyranids use to prepare worlds for consumption. Their sole purpose is to be nothing more than the A1 Steak Sauce that makes a meal go down easier for the hive fleets. The very genetic fabric of each Cult member, right down to the most lowly cultist, has been hijacked to achieve this end. If they fail, they will be destroyed by the civilizations they are attempting to infiltrate. If they succeed, they will be assimilated by the Hive Mind. Therefore for the Genestealer Cults, one way or the other, there can be no happy ending.&lt;br /&gt;
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Way back in the days of Rogue Trader, Genestealer Cults also used to be able to be devoted to Chaos. That disappeared from the tabletop along with the old incarnation of the army, but in the fluff, this can apparently still happen, in certain very rare circumstances. One account describes a truly hilarious case of turnabout when a Cult&#039;s ship is sucked into a Warp storm and dumped on the edges of Nurgle&#039;s Garden, where the Genestealers and their minions get taught a thing or two about &#039;&#039;real&#039;&#039; corruption and parasitism by the Chaos God who wrote the book on it. Nurgle does eventually let the Cult go, because he&#039;s a nice guy, &#039;&#039;after&#039;&#039; he&#039;s thoroughly had his way with them of course, and they come back into realspace as basically a Plaguestealer Cult. What might&#039;ve happened if the Cult had fallen into Slaanesh&#039;s domain, officially, we&#039;ll never know, because family-friendly GW doesn&#039;t have the balls to go there. Unofficially, [[Hivestrain Azure|we can make a pretty good guess]]. As a contrariwise example, there&#039;s a genestealer cult in a Inquisitor Czevak story who, marooned on a daemon world in the [[Eye of Terror|Eye]] after their [[space hulk]] was unfortunate enough to crash there, nonetheless hate and resist chaos and maintain a lot of Imperial iconography and so on (although they &#039;&#039;do&#039;&#039; consort with xenos and mutants, which, while heretical, is probably still well above par for the course given their living situation).&lt;br /&gt;
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Interestingly, it appears that the rare Genestealer Cults that fall to Chaos worship may become decidedly unappetizing to the Tyranids, to the point where a hive fleet will &#039;&#039;ignore&#039;&#039; the cult&#039;s call and merrily skip past them to go chow down on some forest-moon instead of the world the cult had been desperately calling them towards. This ends up pushing a cult even further into Chaos worship, unaware that they are not in fact following the Hivemind but instead possibly a demented purple whore or a bloated pus-covered maggot man.&lt;br /&gt;
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==Genestealer Hybrids==&lt;br /&gt;
The first Genestealer to infect a host (or hosts) grows larger and more intelligent with each mind added to the cult/family/whatever, eventually far surpassing its kin in strength, size and cunning, even becoming a powerful psyker. This Genestealer is known as the [[Genestealer Patriarch|Patriarch]], and acts as both the Cult&#039;s leader and the object of its devotion. The Patriarch&#039;s psychic connection to the Hive Mind allows it to maintain iron control over his brood as well as other lesser Tyranid organisms.&lt;br /&gt;
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After the Purestrain infects a host, the infected human will reproduce with another human to produce the first generation of hybrids. Genestealer Cults will end up with members with various levels of Genestealer ancestry. In general, Genestealer Hybrids will breed with their non-Genestealer parent species causing their descendants to increasingly resemble that species, until the fourth generation of hybrids, whose children will be Purestrain Genestealers capable of &amp;quot;founding&amp;quot; new Genestealer Cults. &lt;br /&gt;
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The [[Rogue Trader]]-era Genestealers also get a special mention, in the form of &amp;quot;Ymgarl Genestealers,&amp;quot; a strain that supposedly comes from a population of Genestealers that got isolated on the moons of Ymgarl.  They have tentacled, lamprey-like mouths and the ability to partially transform themselves depending on the circumstances, at the cost of being genetically unstable and only being able to feed on blood. In fact, they&#039;re so unstable that the Hive Mind deliberately abandoned them for fear that they would contaminate the Tyranid gene pool. Because of this, they compulsively seek to reach planets that have recently been visited by the Tyranids in a futile attempt to be reabsorbed into the Hive Fleets. If they weren&#039;t horrible monstrosities, their predicament would almost be sad.  However, at some point between 5th and 6th Edition, the Ymgarl Genestealers lucked out and got absorbed into a Hive Fleet by some very desperate/caring Norn Queen.  The result of this is that 6E Tyranids now have a Bio-Artefact (If you feel unclean about the name, that&#039;s natural) called the &#039;&#039;Ymgarl Factor&#039;&#039; that gives any Tyranid unit the same unstable properties rule, but now lack the assaulting from Outflanking.&lt;br /&gt;
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===Non-human Hybrids===&lt;br /&gt;
As a final note, [[Warhammer 40,000]] fiction is very [[human]]-centric, and so most Genestealer infestations depicted have occurred among human populations, but the [[Ciaphas Cain]] novels have suggested that [[Tau]] and [[Orks]] are also susceptible to Genestealer infection. The novel &#039;&#039;Death of Integrity&#039;&#039; also confirms that Genestealers will attack and assimilate other xenos, though this plot point lasts about one paragraph. &amp;lt;s&amp;gt;What, exactly, a Tau Genestealer Hybrid would look like is the subject of much speculation.&amp;lt;/s&amp;gt; The short story &#039;&#039;The Greater Evil&#039;&#039; depicts one, and the answer is: Horrifying, and obviously blue. As shown in the later short story &#039;&#039;The Voice of Experience&#039;&#039;, the Tau are also well-aware of Genestealers by this point and the threat they pose. There is old canon art of Ork Genestealer hybrids, but given the vast amount of retcons since then its canon status is questionable...&lt;br /&gt;
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====Orks====&lt;br /&gt;
[[Image:Genestealer_orks.jpg|thumb|ORKY NIDS!!!!!!!!!!!]]&lt;br /&gt;
It should be noted that Orks reproduce asexually by way of fungal spores they secrete both at a perpetual slow trickle from their skin while alive and &#039;&#039;en masse&#039;&#039; while a decaying corpse (and also that &amp;quot;Ork&amp;quot; is but one of many many different Orkoid phenotypes that a given spore might develop into depending on environmental conditions, so one has to wonder how the genestealer mutations might interact with a spore that grew into, say, a mushroom), so it&#039;s pretty hard to envision an Orkified Genestealer Cult actually working, or lasting beyond the first generation or two, since they have no ways of mixing genes to produce purestrains in time. Even if they could, the Orks have an inherent ability to determine if one of their own isn&#039;t proppa Orky and will inevitably krump the gits. Some old, old fluff portrayed Purestrain genestealers descended from Ork hybrids as having denser musculature (and most likely greater physical strength). In another of these dusty accounts, an incident on the fringe of the Octarius system had a massive, purple, six-limbed Gargant attacking a Guard regiment. When it was melta&#039;d open, purestrain genestealers emerged to eat the Guardsmen. You are encouraged to take these older bits of fluff with a generous pinch of salt. In any event, ancient and likely non-canonical fluff aside, the unique quirks of Ork biology boil down to the fact any attempt to infest an Ork warband would almost certainly fail and not be worth the effort in the first place. Commissar Cain encountered a genestealer infested space hulk in which genestealers were using infested orks to guard their hibernation chambers.&lt;br /&gt;
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As of 2021, [[GW|GeeDubs]] has recently reaffirmed their existence in a White Dwarf. According to the article, they generally show up in Ork [[Kommando]]s, as they tend to live away from the main force of Orks, making it easier to slip in. Also in the article, they showed you [[Awesome|how to make your own out of Acolyte Hybrids, Abberants, and the new Kommandos.]] That&#039;s right, [[Wat|GW is encouraging you to kitbash.]] Did we slip into an alternate dimension?&lt;br /&gt;
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====Tau====&lt;br /&gt;
Tau, similarly, have certain complications which may prevent Genestealer infestation. Firstly, their Kroot allies can tell if a person is infected or not simply by tasting some of their blood, and secondly, Tau-tech is certainly advanced enough to scan for this threat once they know about it. Furthermore, Tau explicitly practice caste-restricted bureaucratically arranged breeding processes; Tau don&#039;t have kids until their higher ups decide they should, and they don&#039;t even get to pick their own partners. Two Tau get paired up by the decision of a committee, spend a couple of days off work having sex, then separate and go their separate ways. This means the genestealer taint is seriously difficult to spread amongst the race. The caste-based structure of Tau society also poses problems to any potential Tauified Genestealers, and that&#039;s without presuming the caste-system is now so inherent that different castes can&#039;t even physically breed with each other anymore. However, fluff states that BREEDING is controlled, and doesn&#039;t touch on recreational sex. If such is unrestricted in Tau society, then it would simply be a matter of overcoming the probably enforced contraceptive measures. &lt;br /&gt;
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Tau Genestealers are confirmed in the novel Deathwatch: Shadowbreaker as they&#039;re being deliberately engineered by a rogue Inquisitor to use a planet contested by the Tau and Imperium as a bioweapon delivery system. The narration makes it clear that the Tau are doing it without the permission of the Ethereals and that the Inquisitor is conning the Tau commander into letting it happen. However, all the Taustealers get blown up (It is a novel about the Deathwatch, after all) so they don&#039;t get a chance to spread beyond the planet. On top of all of that, according to the new Genestealer Cults Codex, not only can Tau-Genestealer hybrids happen, but one time they were &#039;&#039;deliberately&#039;&#039; created by a team of Earth Caste researchers who wanted to see what would happen. The infection got out of control and actually ended in violence. It&#039;s even implied that they may have produced a hybrid Ethereal, which would be a disaster for the Tau given how obedience to the Ethereal caste is basically hard coded into their DNA.&lt;br /&gt;
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====Eldar====&lt;br /&gt;
While it is possible for Genestealers to infect the [[Eldar]], it&#039;s extremely hard for them to get anywhere with any of the four varieties due to their highly advanced medical technology (all four, yes even the Exodites), universal emphatic abilities, very regimented lifestyles (Craftworld), slow breeding rate and the fact that irregular psychic activity amongst them gets located and dealt with very quickly (all four, heck mind bulletry is pretty much the only thing the [[Dark Eldar]] ban). Even when they are infected, the taint spreads much more slowly due to the Eldar&#039;s prolonged gestation period, which makes infecting them more trouble than it is worth in most situations.&lt;br /&gt;
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So far the only examples among Eldar are those who knowingly and openly embraced their pants-thieving overlords. In the novel &amp;quot;Ghost Warrior&amp;quot;, we have Genestealer Eldar on a lost [[Craftworld]] named [[Yvraine#Craftworld_Zaisuthra|Zaisuthra]]. Needless to say, the other [[Ynnari]] who contacted them were &#039;&#039;pissed.&#039;&#039; This was done in their misguided attempt to avoid getting consumed by Slaanesh because this Craftworld had left before the Infinity Circuit was invented and thus didn&#039;t have one; their logic was that if they gave themselves over to the Broodmind, their souls would be assimilated before Slaanesh could consume them. There is also something of a Genestealer cult growing among the Dark Eldar in Commorragh. After a raid with lots of captives taken to Commorragh, the Haemonculi found out some of them were Genestealer cultists. The hybrids were singled out and experimented on so their mutations would emerge. When some bored Dark Eldar among the social elite found out about this, they paid the Haemonculi to graft these Genestealer body parts on them for kicks (given how Genestealer reproduction involve a genetic re-write of infected hosts using the Stealer&#039;s own DNA, you can see what a stupid idea this is). It looks like the Hive Mind might find a way into Commorragh given how these Dark Eldar, who collectively call themselves the Vorgani, started forming tight-knit groups and share a singular obsession over a Tyranid-infested planet trapped in the Webway.&lt;br /&gt;
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And of course, the haemonculi know this and think this is just a jolly and amusing thing because of course the sickest fucks in all the galaxy would look at this and think, &amp;quot;what an interesting turn of events!&amp;quot;.&lt;br /&gt;
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====Others====&lt;br /&gt;
[[Image:Genestealer_Variants.jpg|thumb|Fanart of Genestealer Hybrids of most WH40K races, along with some other Xenos from Popular Culture]]&lt;br /&gt;
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If a Genestealer Cult somehow got somewhere near a [[Stryxis]] convoy and for some reason decided they wanted to interbreed with them they would quickly run into two main problems; the first being that Stryxis are extremely untrustworthy little shits so they don&#039;t exactly operate in large enough groups to be really worth the effort, the second problem also being that the Stryxis are untrustworthy little shits and would probably scam the Genestealer Cult of all its possessions before enslaving the bastards (assuming they don&#039;t &amp;quot;trade&amp;quot; a few hundred bullets in exchange for the Tyranids [[Teef|teeth]] to sell to some Orks or something). The [[Q&#039;Orl]] probably already know about this shit considering their size but since they do the whole queen thing it would be VERY hard for a genestealer infection to take place. Considering they&#039;re bugs too might play a part considering even a Ork is way more physically similar to a human or Eldar then what is essentially a giant cockroach/wasp hybrid. As for Ambulls their rapid regeneration and reliance on parasites might even HEAL the infection for all we Know!&lt;br /&gt;
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As for the [[Necrons]], they&#039;re goddamn undead robots. If you even consider this possibility you&#039;re the biggest idiot since [[Magnus the Red]].&lt;br /&gt;
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In earlier editions, Ymgarl Genestealers were said to be hybrids with a native, leechlike sapient race to Ymgarl, the Csith. The Salamanders wiped out the Csith, but were unable to wipe out the Ymgarl Genestealers.&lt;br /&gt;
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Finally, and perhaps most troubling, is the mention that Tyranids have been targeting [[Hrud]] warrens. Hrud lack the defenses of the above races and are naturally predisposed towards infesting a planet and migrating en mass to a new one. The Genestealer hybrids, likewise, gain enhanced stealth and reaction speed (such as those 5++ saves the &#039;stealers now enjoy.)&lt;br /&gt;
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==Tabletop (40k Army, 7th Edition and up)==&lt;br /&gt;
[[File:Inquisitor-hybrid.jpg|250px|thumb|right|Uh? What do you mean Inquisitors don&#039;t have [[StarCraft|an additional set of wing-claws]]?]]&lt;br /&gt;
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A very small range of really terrible looking Genestealer Cult minis were produced during 1st/2nd Edition, and the legendary 2nd Edition Tyranid Codex also featured a Cult army list. However, the vast updates wrought by 3rd Edition in 1998 basically eliminated Genestealer Cults as a playable force. As a result, while the Genestealer Cults were a frequent mention in the lore they were completely absent from the tabletop for nearly two decades (aside from the Genestealers themselves, of course). &lt;br /&gt;
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This all changed in 2016. First, Deathwatch: Overkill started us out with rules and models for cultists, in this case various hybrids wielding mining equipment led by a Genestealer patriarch, with hybrid preachers and enforcers. Finally, near the end of 7th Edition, long-suffering Genestealer Cult fans (yes, all three of them!) were finally rewarded with a beautiful new range of minis and a brand new Codex, chock full of disturbing and characterful units. And there was much rejoicing.    &lt;br /&gt;
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Cults get a super-genestealer called a [[Patriarch]], the progenitor of the cult, as the main HQ choice. There&#039;s also the [[Magus]], acting as the cult&#039;s psyker, and the Primus, their version of a general/champion. You also get regular genestealers, though they&#039;re actually much better than Tyranid genestealers as they&#039;re hardier and stealthier. The troops themselves are roughly similar to Chaos Cultists, with [[Neophyte Hybrid]]s being armed with guns and improvised equipment, while [[Acolyte Hybrid]]s are better in close combat. The Cult can also steal Guard vehicles, namely the [[Leman Russ Battle Tank]], [[Chimera Transport|Chimera]], and [[Sentinel]], as well as their version of a Technical called the [[Goliath Truck]]. You can also just straight up steal Guardsmen and field them as Neophyte Hybrids. All cult members specialize in ambushing opponents, and get major bonuses from their leaders. In addition, cult leaders benefit from the Unquestioning Loyalty rule, meaning so long as you have enough meatshields nearby you can keep them alive. Furthermore, Acolytes, Neophytes, and Brood Brothers are all dirt cheap, and can easily be taken in large numbers rivalling the IG and Orks. &lt;br /&gt;
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Genestealer Cults are able to ally with Tyranid detachments (though, as mentioned before, they&#039;re not Battle Brothers as the Tyranids view their cultists as dessert rather than the main course). Curiously, they can also ally with Guardsmen, as a way to represent the fact that they will infiltrate Guardsman/PDF forces prior to the invasion, so if you feel so inclined, you can augment your forces with &#039;&#039;even more&#039;&#039; Guard vehicles.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Genestealer Cults (9E)|Tactics on how to play them.]]&lt;br /&gt;
*[[Genestealer Cult Creation Tables]] - why not generate your own Cult?&lt;br /&gt;
*[[Jeanstealer]] - One of /tg/&#039;s creations. A rather confused Tyranid genestealer that is only driven to steal denim trousers.&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Genestealer Cult Rules] 40k Rules for the new Genestealer Cult from Deathwatch: Overkill&lt;br /&gt;
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{{Genestealer-Cult}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
[[Category: Genestealer Cults]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Viskeons&amp;diff=526343</id>
		<title>Viskeons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Viskeons&amp;diff=526343"/>
		<updated>2023-01-02T19:45:31Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;[[File:Krashrak diorama.jpg|thumb|right|300px|Krashrak the Stalker, the only named Viskeon in the lore, as well as the only model]]&lt;br /&gt;
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The galaxy of [[Warhammer 40,000]] is a big place, home to uncountable [[Xenos]] races, though that number has slightly thinned out recently thanks to the actions of [[Imperium|one in particular]]. Some races are big players on the main stage, like [[Human]]s, [[Aeldari]], [[Q&#039;Orl]], [[Orks]], [[Necron]]s, and [[Tyranid]]s. Others are more of a supporting act, such as the [[T&#039;au]]. And then there&#039;re the little guys who never even get invited to the party, like the &#039;&#039;&#039;Viskeons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Viskeons were a cold-blooded race, native to a harsh but beautiful [[Deathworld]] of desert, plain, and jungle, and their unforgiving homeworld had bred a people of strength and pride. They valued [[Khorne|martial honour above all else]], adhering to a strict warrior code that viewed ranged combat as an insult to your opponent, denying them the chance to test their mettle against you in melee, like [[Firaeveus_Carron|a coward and a fewl]]. A favoured traditional weapon of theirs was their signature Shockthrottle, a unique-looking hand weapon with four main blades sprouting from a single head, and a chain wrapping it around the wrist to prevent disarmament.&lt;br /&gt;
&lt;br /&gt;
In appearance, Viskeons were humanoid, as most Xenos are in this franchise, distinguished from the actual Humans by their blue skin and a fin on the back of their head ... [[Lizardmen#Skink|Wait a minute...]] They were also naturally ambidextrous, and had a large white tongue which contained their saliva gland, with a pore at its tip to eject the acidic spit. Some of them instead had green skin, no head fin, and Davy Jones&#039; face but with a beak and stubby tusks instead of tentacles, though since their races&#039; extinction it&#039;s now impossible to know the reason for this diversity. Because of their ectothermic metabolism, their physical condition varied considerably throughout a given day, being drowsy and sluggish when in the path of strong direct sunlight or equivalent, and alert and active when enveloped in shadow or during the night.&lt;br /&gt;
&lt;br /&gt;
According to [[Xenology]], Viskeons, like starfish, can multiply by having limbs cut off. If you cut off a Viskeon&#039;s arm, the Viskeon will grow a new arm, and the arm will grow a new Viskeon.&lt;br /&gt;
&lt;br /&gt;
=== Code of the Stalker ===&lt;br /&gt;
&lt;br /&gt;
Viskeon warriors wore a [[Carapace_Armor|Carapace Armour]] Breastplate with a single horned [[Pauldron]] on one side, leaving their arms and legs mostly exposed to display their well-defined musculature, and the strings of white spurs that ran down their limbs. A relatively large Backpack unit was incorporated into the Armour, though not as bulky as those of [[Adeptus_Astartes|Astartes]] [[Power Armour]], and this housed an advanced sensor suite that could even rival a Psi-Tracker in detection capability, giving them an unparalleled track record in manhunting. And a pair of Neurogauntlets on the wrists rounded out their equipment, built-in [[Drug]] Injectors commonly filled with doses of stimulants such as Reflex, or sedatives like Chlorintone.&lt;br /&gt;
&lt;br /&gt;
Chlorintone in particular was preferred, as when combined with Viskeon biology and sufficient training, it enabled them to reduce their body temperature and vitals to a point where their body could be examined by a Magos Biologis and declared dead, letting them sneak past even the most advanced sensor grids to catch their prey.&lt;br /&gt;
&lt;br /&gt;
=== Extinction with Honour ===&lt;br /&gt;
&lt;br /&gt;
The Viskeons met their untimely end thanks to the actions of the usual &amp;lt;strike&amp;gt;suspect&amp;lt;/strike&amp;gt; [[Eldrad|dick]], who manipulated an [[Ork]] [[Waaagh]] into gatecrashing a Splinter Fleet of [[Tyranid]] [[Hive Fleet]] [[Hive_Fleet_Kraken|Kraken]] that had broken off at Ichar IV, redirecting it away from some [[Maiden World]]s but toward the Viskeons. Without ranged weapons of any kind, they were unable to hold back the uncountable tide as the skies turned purple with swarms of [[Mycetic Spore]]s, and their entire race was wiped out in a single night, their world and its stark beauty stripped clean in little over ninety days. The [[Troll|aloof]] [[Farseer]]s of [[Ulthwe]] considered this a sacrifice worth making, as [[Aeldari]] lives had been saved and that was all that mattered. And with no way of knowing of the Aeldaris&#039; involvement in the whole affair, those few Viskeons who were offworld at the time had nobody to blame but the Tyranids.&lt;br /&gt;
Technically speaking, due to their way of reproducing a new young Viskeon from every torn off limb, hope for the Viskeon race against extinction isn&#039;t entirely vanished. As long as one is willing to keep ripping their arm or leg off over and over and over, on a relatively safe planet, the Viskeons could always restart their race anew.&lt;br /&gt;
&lt;br /&gt;
== On the Tabletop ==&lt;br /&gt;
&lt;br /&gt;
The Viskeons made their debut in [[White Dwarf]] 263, with a single individual represented in the [[Inquisitor_(role-playing_game)|Inquisitor]] [[Specialist_Game|specialist game]], Krashrak the Stalker. He had a base profile with WS79, BS11, S81, T73, I70, Wp56, Sg68, Nv93, and Ld23, but this could be modified depending on if it was high noon or midnight. If it was the heat of the day, he lost -2d6 WS, -2d6 S, -1d6 T, and -2d6 I, whilst if it was the cool of the night, he gained +2d10 WS, +2d10 S, +1d10 T, and +2d10 I. If the time of day hadn&#039;t been determined by the [[GM]] already, you had to roll 1d10 to figure it out yourself, with 1 to 3 being high noon, 8 to 0 being midnight, and everything inbetween being just normal. Skills included Subdue, Nerves of Steel, Furious Assault, Spit Acid, and Ambidextrous.&lt;br /&gt;
&lt;br /&gt;
Krashrak was equipped with chest Carapace Armour, a Runic Talisman that counted as a Hexagrammic Ward, a Backpack that counted as a Psi-Tracker, and a pair of Neurogauntlets that counted as Drug Injectors with four doses of Reflex and unlimited does of Chlorintone. He was armed with a [[Basic_Close_Combat_Weapons#Sword|Knife]], which was just a Knife, but he also had a [[Miscellaneous_Weapons#Shockthrottle|Shockthrottle]], which was Reach 2 Damage 1d6+4 Parry Penalty -10%, on a Critical Hit couldn&#039;t be dodged, and injects the target with Chlorintone if the Damage roll exceeds the hit Location&#039;s Armour. At normal dosage levels, an affected target loses one point of Speed at once, and another every subsequent turn until incapacitated, but the dose can be upped to lethal levels. This adds +1d10 Damage to further Crits that penetrate Armour.&lt;br /&gt;
&lt;br /&gt;
Outside of Inquisitor, there&#039;s potentially a more sinister representation of them in the main game. What with their distinctive head fin and acidic spit, it could very much be the case that the [[Hive Mind]] decided to retain these traits in the genepool, and used them to spawn one of its most numerous and successful strains, [[Gargoyle_(Tyranids)|Gargoyles]]...&lt;br /&gt;
&lt;br /&gt;
== Famous Viskeons ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Krashrak&#039;&#039;&#039; - An infamous bounty hunter who once worked for Inquisitor Lichtenstein. He wasn&#039;t on his homeworld when the Tyranids attacked, and only learnt of its destruction a year after the fact, raising a glass to their souls at one of the seedy bars he frequented.  And that he frequented any bars says a lot about alien life in the Imperium.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Krashrak model.jpg&lt;br /&gt;
Krashrak inquisitor.jpg&lt;br /&gt;
Viskeon xenobiology.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Minor Xenos Species]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433506</id>
		<title>Slaugth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433506"/>
		<updated>2023-01-02T09:20:31Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;[[Image:Slaugthfacialrape1.jpg|right|300px|thumb|&#039;&#039;Sssshhhhhh.....its all &amp;lt;s&amp;gt;ogre&amp;lt;/s&amp;gt; maggots now....&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Remember when you first started playing 40K and thought it was all [[Volkite|sunshine]] and [[Dark Eldar|rainbows]]? Sure, [[Tyranid|tyranids]] are pretty scary, and their [[Genestealer|Genestealer]] [[Genestealer Hybrids|cult babies]] are works of art that would make [[H.P. Lovecraft]] blush. The Warp is literal nightmare fuel, you say, but the warp is just full of [[Bloodletter|people who were neglected by their parents,]] [[Lord of Change|Polly after cutting crackers out of his diet,]] [[Flesh Hound|grumpy puppies,]] [[Daemonette|naked ladies,]] and [[Plaguebearer|anti-vaxers.]] But that just wasn&#039;t enough. And then [[Alan Bligh|a certain fluff writer]] favored us with these things...&lt;br /&gt;
&lt;br /&gt;
Like a fever nightmare that crawled out of the dreams of someone who has PTSD from when they had jiggers on them (Don&#039;t look them up please dear god! Unless you happen to have a stomach of fuckin&#039; &#039;&#039;adamantium&#039;&#039;). The &#039;&#039;&#039;Slaugth&#039;&#039;&#039; are a literal [[Worm That Walks|swarm of maggots]] that eat dead bodies (Guess how they get the bodies dead in the first place) although their favorite part of the body to chew on are &#039;&#039;&#039;[[Zombie|the brains.]]&#039;&#039;&#039; When the Slaugth do eat brains they actually absorb its information and memories to find new places to inhabit and new victims to devour. [[Slaanesh|It&#039;s also heavily implied that they get high off of this.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Slaugth are aliens that look like three-meter-tall swarms of maggots, dripping with necrotic mucus. Their nature means that they can stretch and reform their bodies at will, and move with an &amp;quot;obscene, boneless fluidity&amp;quot;. They can also regenerate very quickly from all but the most catastrophic injuries. When they want to pass among humans, they put on shroud robes and use masks to hide their [[Bullshit|&#039;beautiful faces&#039;.]] Because of their nature, they tend to stay on the [[Ghoul Stars|fringes of known space]] or lurk in obscure places, such as deep within the lowest parts of hive worlds or your mom&#039;s basement, popping out long enough to OM-NOM some unfortunate humans before slithering back off into the darkness (by the way, when&#039;s the last time you talked to your mother?). They&#039;ve apparently been around for a really long time, but they&#039;re so damn good at staying hidden that no one knows how old they actually are, what their ultimate goal is, or even the location of their homeworld. (Some of the RPG fluff seems to imply that the [[Inquisition]] has standing orders to [[Skaven|shoot anyone who runs into a Slaugth]], which wouldn&#039;t help matters any.) They also like to give their weird-ass tech to greedy rogue traders and planetary governors as a way to cause [[troll|political]] [[/pol/|disarray]] and to soften up the local [[Imperial Guard]] and [[Planetary Defense Force|PDF]] so they can go to town on the local populace without anyone noticing.&lt;br /&gt;
&lt;br /&gt;
They seem to dislike getting their proverbial hands dirty, eschewing open warfare in favor of stealth, manipulation, and the use of proxies. Their main agents within the Calixis Sector are the Amaranthine Syndicate, a subverted trade cartel that they use as a front for smuggling xenotech and instigating trade wars as well as far more malicious operations. &lt;br /&gt;
&lt;br /&gt;
===The Amaranthine Syndicate===&lt;br /&gt;
The Syndicate starts their work by identifying someone in such dire straits that they&#039;ll accept help from anyone to get out of their current trouble, then appearing to that person with what looks to be a very generous deal. However, even as they alleviate the original problem the Syndicate works to make their &amp;quot;friend&amp;quot; increasingly dependent on the Syndicate&#039;s aid- their enemies are set against them, other forms of help become suddenly unavailable, and &amp;quot;accidents&amp;quot; occur with unusual frequency. When the subject is so heavily indebted to the Syndicate that they have no way out, they are taken to meet one of the &amp;quot;Principals&amp;quot; so the subject can better understand the bargain he&#039;s been forced into...and the consequences of trying to back out of the deal.&lt;br /&gt;
&lt;br /&gt;
The Slaugth&#039;s demands are trivial or even nonsensical at first. They might ask for a book in a private library to be burned, or a commodity&#039;s price to be raised ever so slightly, or to reassign seemingly random personnel. It doesn&#039;t take long for their demands to escalate, however, and before long the subject will be ordered to taint medical supplies at their source, redirect relief shipments away from planets in need, or outright betray colonists to Slaugth raiders. Should they refuse, the Slaugth will eat them instead and find another desperate fool to take their place.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
Nowadays the Slaugth and their fans are praying to [[H.P. Lovecraft|Yog Sothoth]] that they get their own codex, but the Slaugth, along with other minor races such as the [[Rak&#039;gol]] and the Enoulians were the brain-children (pun intended) of [[Fantasy Flight Games]], and haven&#039;t really seen mainstream attention in rulebooks. Not to mention the whole [[Worm That Walks]] thing is a long established horror trope that has been used in [[Dungeons &amp;amp; Dragons|other RPGs]] before. Chances are that it will only happen when Games Workshop truly runs out of &amp;lt;s&amp;gt;ideas&amp;lt;/s&amp;gt; money.&lt;br /&gt;
&lt;br /&gt;
However, the Slaugth (and Rak&#039;Gol) do get a mention in [[Necromunda]] in the Book of Judgement, along with their weapons being available as black market wargear. So perhaps there is a slim chance for them to make an appearance on the tabletop after all. That being said, their fluff firmly establishes that they prefer infiltration and subterfuge over direct conflict to achieve their goals so they might not be a particularly good fit for having a full army anyway. &lt;br /&gt;
&lt;br /&gt;
===Possible Crusade-Era Connection===&lt;br /&gt;
The Slaugth are alluded to several times across the &#039;&#039;&#039;Horus Heresy&#039;&#039;&#039; series, which makes sense considering that Forgeworld fluff guru &#039;&#039;&#039;Alan Bligh&#039;&#039;&#039; (Emperor rest his soul) was one of the lead writers of [[Dark Heresy]], so might be indirectly using his big bad worm monsters as the terrible boogeymen from the galactic north and east that are only spoken of in whispers.&lt;br /&gt;
&lt;br /&gt;
In one of the [[Forge World]] books, a [[World Eaters|War Hounds]] character, prior to [[Angron]]&#039;s return to the legion was critically injured by the &amp;quot;Slaugth Murder-Minds&amp;quot; at &#039;&#039;&#039;Rangda&#039;&#039;&#039;, which connects the Slaugth to the &#039;&#039;&#039;[[Rangdan Xenocides]]&#039;&#039;&#039; fought by the [[Space Wolves]] and [[Dark Angels]], and possibly where one of the two unknown legions was destroyed.&lt;br /&gt;
&lt;br /&gt;
In the short story &#039;&#039;Living Relics&#039;&#039;, the [[Consecrators]] Chapter find one of these aboard a First Legion warship sent to battle them as part of a larger fleet, albeit one lost and found deep beyond the Eastern Fringe, far from the Rangdan strongholds in the galaxy&#039;s northwest.&lt;br /&gt;
&lt;br /&gt;
They are also mentioned as the discoverers and keepers of a young [[Alpharius]] in one of his spurious origin stories, but This Account Is A Lie (but may have contained grains of truth). As the Slaugth are known to be master infiltrators and frequently use humans to spy on their behalf, this raises some disturbing questions as to how he learned his infiltration skills and what the Slaugth planned to do with him.&lt;br /&gt;
&lt;br /&gt;
The Rangda were described as being so powerful they nearly killed the Imperium stone dead even with the Emperor alive and kicking at the helm (Something no other foe has ever been able to do), and the Emperor was forced to unleash the [[Void Dragon|Labyrinth of Night]] to defeat them. However, in the book &#039;&#039;Alpharius: Head of the Hydra&#039;&#039; it is made quite clear that the Slaugth and the Rangda are two separate forces, they had entirely different void ships and modes of war: The Rangda&#039;s viciousness was compared to Orks, while the maggot-men of the Slaugth repulsed the Primarch on a very fundamental level. &lt;br /&gt;
If Alpharius is to be believed (read: he&#039;s not), they operated in the same warzones so it is possible that the Slaugth and Rangda were close allies or related in some other way. Alpharius wonders if the Slaugth merely followed in the wake of the Rangdan destruction like vultures, or had driven them from worlds that they had claimed, or were able to direct Rangda towards the rich feeding grounds.&lt;br /&gt;
&lt;br /&gt;
However, the FFG games also establish quite clearly that the Slaugth, for a couple of reasons, simply do not have the numbers to assault the Imperium head-on (in the 41st Millennium, they&#039;d hardly be the first species to have been removed as a credible threat by the Great Crusade or other Imperial action).  And this is one Sector we&#039;re talking about.  As much as the fans want to see Slaugth versus Custodes action, it is not going to happen.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
Despite their appearance, the Slaugth are a highly advanced race and possess technology on par with even the [[Necron|Necrons.]] Their specialty is [[Tyranid|biomechanical technology]], aka technology with organic parts, so instead of training troops they essentially farm them and then stick them full of robotic parts if they didn&#039;t have them from the get-go. They may or may not have zombie minions as most of their bio-mechanical constructs are usually constructed from the remains of others. &lt;br /&gt;
&lt;br /&gt;
One of the constructs they have is called a &#039;&#039;&#039;Harvester Construct&#039;&#039;&#039;, which is a floating ball of flesh  with a robotic arm that goes around and decapitates people and preserves their heads so the Slaugth can eat the brains later. Whoever comes up with these bizarre ideas must have been smoking some strong ass [[Drug|drugs.]] Better yet whose [[What|brains were the Slaugth smoking?]]&lt;br /&gt;
&lt;br /&gt;
The second one we know about is called a &#039;&#039;&#039;Warrior Construct&#039;&#039;&#039;. which unlike the others has a shape and have an [[NSFW|uncanny resemblance to human genitals.]] On the other hand, the Warrior Construct also looks like sea anemones with legs and teeth as the description given to them are, &amp;quot;&#039;&#039;These pale, oval masses of fungal flesh are filled with purple veins and metal lattices.&#039;&#039;&amp;quot; They also have necrotic beamers and have bone blades coming out of their tendrils. So in other words it&#039;s a [[FATAL|biomechanical attack penis]] which is the Slaugth&#039;s amalgamation containing all of [[4chan]]. Or they just found H.R. Giger&#039;s [[/d/|art collection]] &lt;br /&gt;
&lt;br /&gt;
Their clothing of choice and pseudo-armor are called &#039;&#039;&#039;Shroud Cloaks&#039;&#039;&#039;. These ragged, tattered robes absorb and refract light and seem to move as if they were alive, making them look like misshapen humans in the distance. They also have &#039;&#039;&#039;Shroud Armor&#039;&#039;&#039;, which is a different tier of shroud tech which actually clouds the perception of anyone observing the Slaugth wearing it, effectively making them invisible. &lt;br /&gt;
&lt;br /&gt;
For weapons the Slaugth possess &amp;quot;&#039;&#039;&#039;Necrotic weaponry&#039;&#039;&#039;&amp;quot;, which appear in a variety of forms. They have Necrotic Scepters, which can be used as a melee or ranged weapon. The warrior constructs mentioned above have a Necrotic Beamer that can can turn organic targets into dust in seconds, and high-ranked Slaugth get a Necrotic Lance that can blow up main battle tanks.&lt;br /&gt;
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{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433505</id>
		<title>Slaugth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Slaugth&amp;diff=433505"/>
		<updated>2023-01-02T09:04:21Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Slaugthfacialrape1.jpg|right|300px|thumb|&#039;&#039;Sssshhhhhh.....its all &amp;lt;s&amp;gt;ogre&amp;lt;/s&amp;gt; maggots now....&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Remember when you first started playing 40K and thought it was all [[Volkite|sunshine]] and [[Dark Eldar|rainbows]]? Sure, [[Tyranid|tyranids]] are pretty scary, and their [[Genestealer|Genestealer]] [[Genestealer Hybrids|cult babies]] are works of art that would make [[H.P. Lovecraft]] blush. The Warp is literal nightmare fuel, you say, but the warp is just full of [[Bloodletter|people who were neglected by their parents,]] [[Lord of Change|Polly after cutting crackers out of his diet,]] [[Flesh Hound|grumpy puppies,]] [[Daemonette|naked ladies,]] and [[Plaguebearer|anti-vaxers.]] But that just wasn&#039;t enough. And then [[Alan Bligh|a certain fluff writer]] favored us with these things...&lt;br /&gt;
&lt;br /&gt;
Like a fever nightmare that crawled out of the dreams of someone who has PTSD from when they had jiggers on them (Don&#039;t look them up please dear god! Unless you happen to have a stomach of fuckin&#039; &#039;&#039;adamantium&#039;&#039;). The &#039;&#039;&#039;Slaugth&#039;&#039;&#039; are a literal [[Worm That Walks|swarm of maggots]] that eat dead bodies (Guess how they get the bodies dead in the first place) although their favorite part of the body to chew on are &#039;&#039;&#039;[[Zombie|the brains.]]&#039;&#039;&#039; When the Slaugth do eat brains they actually absorb its information and memories to find new places to inhabit and new victims to devour. [[Slaanesh|It&#039;s also heavily implied that they get high off of this.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Slaugth are aliens that look like three-meter-tall swarms of maggots, dripping with necrotic mucus. Their nature means that they can stretch and reform their bodies at will, and move with an &amp;quot;obscene, boneless fluidity&amp;quot;. They can also regenerate very quickly from all but the most catastrophic injuries. When they want to pass among humans, they put on shroud robes and use masks to hide their [[Bullshit|&#039;beautiful faces&#039;.]] Because of their nature, they tend to stay on the [[Ghoul Stars|fringes of known space]] or lurk in obscure places, such as deep within the lowest parts of hive worlds or your mom&#039;s basement, popping out long enough to OM-NOM some unfortunate humans before slithering back off into the darkness (by the way, when&#039;s the last time you talked to your mother?). They&#039;ve apparently been around for a really long time, but they&#039;re so damn good at staying hidden that no one knows how old they actually are, what their ultimate goal is, or even the location of their homeworld. (Some of the RPG fluff seems to imply that the [[Inquisition]] has standing orders to [[Skaven|shoot anyone who runs into a Slaugth]], which wouldn&#039;t help matters any.) They also like to give their weird-ass tech to greedy rogue traders and planetary governors as a way to cause [[troll|political]] [[/pol/|disarray]] and to soften up the local [[Imperial Guard]] and [[Planetary Defense Force|PDF]] so they can go to town on the local populace without anyone noticing.&lt;br /&gt;
&lt;br /&gt;
They seem to dislike getting their proverbial hands dirty, eschewing open warfare in favor of stealth, manipulation, and the use of proxies. Their main agents within the Calixis Sector are the Amaranthine Syndicate, a subverted trade cartel that they use as a front for smuggling xenotech and instigating trade wars as well as far more malicious operations. &lt;br /&gt;
&lt;br /&gt;
===The Amaranthine Syndicate===&lt;br /&gt;
The Syndicate starts their work by identifying someone in such dire straits that they&#039;ll accept help from anyone to get out of their current trouble, then appearing to that person with what looks to be a very generous deal. However, even as they alleviate the original problem the Syndicate works to make their &amp;quot;friend&amp;quot; increasingly dependent on the Syndicate&#039;s aid- their enemies are set against them, other forms of help become suddenly unavailable, and &amp;quot;accidents&amp;quot; occur with unusual frequency. When the subject is so heavily indebted to the Syndicate that they have no way out, they are taken to meet one of the &amp;quot;Principals&amp;quot; so the subject can better understand the bargain he&#039;s been forced into...and the consequences of trying to back out of the deal.&lt;br /&gt;
&lt;br /&gt;
The Slaugth&#039;s demands are trivial or even nonsensical at first. They might ask for a book in a private library to be burned, or a commodity&#039;s price to be raised ever so slightly, or to reassign seemingly random personnel. It doesn&#039;t take long for their demands to escalate, however, and before long the subject will be ordered to taint medical supplies at their source, redirect relief shipments away from planets in need, or outright betray colonists to Slaugth raiders. Should they refuse, the Slaugth will eat them instead and find another desperate fool to take their place.&lt;br /&gt;
&lt;br /&gt;
==Status==&lt;br /&gt;
Nowadays the Slaugth and their fans are praying to [[H.P. Lovecraft|Yog Sothoth]] that they get their own codex, but the Slaugth, along with other minor races such as the [[Rak&#039;gol]] and the Enoulians were the brain-children (pun intended) of [[Fantasy Flight Games]], and haven&#039;t really seen mainstream attention in rulebooks. Not to mention the whole [[Worm That Walks]] thing is a long established horror trope that has been used in [[Dungeons &amp;amp; Dragons|other RPGs]] before. Chances are that it will only happen when Games Workshop truly runs out of &amp;lt;s&amp;gt;ideas&amp;lt;/s&amp;gt; money.&lt;br /&gt;
&lt;br /&gt;
However, the Slaugth (and Rak&#039;Gol) do get a mention in [[Necromunda]] in the Book of Judgement, along with their weapons being available as black market wargear. So perhaps there is a slim chance for them to make an appearance on the tabletop after all. That being said, their fluff firmly establishes that they prefer infiltration and subterfuge over direct conflict to achieve their goals so they might not be a particularly good fit for having a full army anyway. &lt;br /&gt;
&lt;br /&gt;
===Possible Crusade-Era Connection===&lt;br /&gt;
The Slaugth are alluded to several times across the &#039;&#039;&#039;Horus Heresy&#039;&#039;&#039; series, which makes sense considering that Forgeworld fluff guru &#039;&#039;&#039;Alan Bligh&#039;&#039;&#039; (Emperor rest his soul) was one of the lead writers of [[Dark Heresy]], so might be indirectly using his big bad worm monsters as the terrible boogeymen from the galactic north and east that are only spoken of in whispers.&lt;br /&gt;
&lt;br /&gt;
In one of the [[Forge World]] books, a [[World Eaters|War Hounds]] character, prior to [[Angron]]&#039;s return to the legion was critically injured by the &amp;quot;Slaugth Murder-Minds&amp;quot; at &#039;&#039;&#039;Rangda&#039;&#039;&#039;, which connects the Slaugth to the &#039;&#039;&#039;[[Rangdan Xenocides]]&#039;&#039;&#039; fought by the [[Space Wolves]] and [[Dark Angels]], and possibly where one of the two unknown legions was destroyed.&lt;br /&gt;
&lt;br /&gt;
In the short story &#039;&#039;Living Relics&#039;&#039;, the [[Consecrators]] Chapter find one of these aboard a First Legion warship sent to battle them as part of a larger fleet, albeit one lost and found deep beyond the Eastern Fringe, far from the Rangdan strongholds in the galaxy&#039;s northwest.&lt;br /&gt;
&lt;br /&gt;
They are also mentioned as the discoverers and keepers of a young [[Alpharius]] in one of his spurious origin stories, but This Account Is A Lie (but may have contained grains of truth). As the Slaugth are known to be master infiltrators and frequently use humans to spy on their behalf, this raises some disturbing questions as to how he learned his infiltration skills and what the Slaugth planned to do with him.&lt;br /&gt;
&lt;br /&gt;
The Rangda were described as being so powerful they nearly killed the Imperium stone dead even with the Emperor alive and kicking at the helm (Something no other foe has ever been able to do), and the Emperor was forced to unleash the [[Void Dragon|Labyrinth of Night]] to defeat them. However, in the book &#039;&#039;Alpharius: Head of the Hydra&#039;&#039; it is made quite clear that the Slaugth and the Rangda are two separate forces, they had entirely different void ships and modes of war: The Rangda&#039;s viciousness was compared to Orks, while the maggot-men of the Slaugth repulsed the Primarch on a very fundamental level. &lt;br /&gt;
If Alpharius is to be believed (read: he&#039;s not), they operated in the same warzones so it is possible that the Slaugth and Rangda were close allies or related in some other way. Alpharius wonders if the Slaugth merely followed in the wake of the Rangdan destruction like vultures, or had driven them from worlds that they had claimed, or were able to direct Rangda towards the rich feeding grounds.&lt;br /&gt;
&lt;br /&gt;
However, the FFG games also establish quite clearly that the Slaugth, for a couple of reasons, simply do not have the numbers to assault the Imperium head-on.  And this is one Sector we&#039;re talking about.  As much as the fans want to see Slaugth versus Custodes action, it is not going to happen.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
Despite their appearance, the Slaugth are a highly advanced race and possess technology on par with even the [[Necron|Necrons.]] Their specialty is [[Tyranid|biomechanical technology]], aka technology with organic parts, so instead of training troops they essentially farm them and then stick them full of robotic parts if they didn&#039;t have them from the get-go. They may or may not have zombie minions as most of their bio-mechanical constructs are usually constructed from the remains of others. &lt;br /&gt;
&lt;br /&gt;
One of the constructs they have is called a &#039;&#039;&#039;Harvester Construct&#039;&#039;&#039;, which is a floating ball of flesh  with a robotic arm that goes around and decapitates people and preserves their heads so the Slaugth can eat the brains later. Whoever comes up with these bizarre ideas must have been smoking some strong ass [[Drug|drugs.]] Better yet whose [[What|brains were the Slaugth smoking?]]&lt;br /&gt;
&lt;br /&gt;
The second one we know about is called a &#039;&#039;&#039;Warrior Construct&#039;&#039;&#039;. which unlike the others has a shape and have an [[NSFW|uncanny resemblance to human genitals.]] On the other hand, the Warrior Construct also looks like sea anemones with legs and teeth as the description given to them are, &amp;quot;&#039;&#039;These pale, oval masses of fungal flesh are filled with purple veins and metal lattices.&#039;&#039;&amp;quot; They also have necrotic beamers and have bone blades coming out of their tendrils. So in other words it&#039;s a [[FATAL|biomechanical attack penis]] which is the Slaugth&#039;s amalgamation containing all of [[4chan]]. Or they just found H.R. Giger&#039;s [[/d/|art collection]] &lt;br /&gt;
&lt;br /&gt;
Their clothing of choice and pseudo-armor are called &#039;&#039;&#039;Shroud Cloaks&#039;&#039;&#039;. These ragged, tattered robes absorb and refract light and seem to move as if they were alive, making them look like misshapen humans in the distance. They also have &#039;&#039;&#039;Shroud Armor&#039;&#039;&#039;, which is a different tier of shroud tech which actually clouds the perception of anyone observing the Slaugth wearing it, effectively making them invisible. &lt;br /&gt;
&lt;br /&gt;
For weapons the Slaugth possess &amp;quot;&#039;&#039;&#039;Necrotic weaponry&#039;&#039;&#039;&amp;quot;, which appear in a variety of forms. They have Necrotic Scepters, which can be used as a melee or ranged weapon. The warrior constructs mentioned above have a Necrotic Beamer that can can turn organic targets into dust in seconds, and high-ranked Slaugth get a Necrotic Lance that can blow up main battle tanks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Saharduin&amp;diff=412206</id>
		<title>Saharduin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Saharduin&amp;diff=412206"/>
		<updated>2023-01-02T08:37:42Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;{{Heresy}}&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[File:Saharduin concept.jpg|In reality they arn&#039;t as pretty as fans make them out to be...|300px|right|thumb|Not a pretty sight]]&lt;br /&gt;
&lt;br /&gt;
One of the most enduring, lasting and popular races in [[Warhammer 40,000]], /tg/ loves the &#039;&#039;&#039;Saharduin&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
...All right, not really.&lt;br /&gt;
&lt;br /&gt;
In truth they&#039;re a hold-over from the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, when the [[Imperium of Man]] was less racist, [[Eldar]] could [[Illiyan_Nastase|interbreed with humans]], and [[Orks]] were, uhm, exactly the same as they are now, but with cooler hats and derpier faces. [[Squats]] were getting a codex anytime soon. The Saharduin themselves may have been derived from the [[Sahuagin]] of DnD fame. They date back to these long-since-forgotten glory days. Whether this is [[Awesome|good]] or [[FAIL|bad]] largely depends on your viewpoint; they&#039;re the subject of a [[Skub|massive level of love and hate - simultaneously no less -]] on [[/tg/]]. As is the case with [[My Little Pony]] and [[Touhou]], it&#039;s something that /tg/ both loves and hates, all at once.&lt;br /&gt;
&lt;br /&gt;
The actual model goes for $$$$ on eBay, though you can find the associated &#039;Fishmen&#039; models via Wargames Foundry.  Like Squats, they&#039;re a thing that third-party mini makers love to redesign and riff on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Also like Squats&amp;lt;/strike&amp;gt; (not any more), it&#039;s something that a certain sort of &amp;lt;strike&amp;gt;troll&amp;lt;/strike&amp;gt; likes to ask Games Workshop to bring back. Always worth it for the lols when GW does another customer survey. (Leagues of G&#039;ura when?!) &lt;br /&gt;
&lt;br /&gt;
To the right sort of deviant, they are [[Awesome|SHARKS WITH GUNS]]! They are also a type of [[Merfolk]] and [[Furry]], and if threads on /tg/ are any indication, a [[/d/|widely-believed-to-be-smexy-by-deviants]] one. They&#039;re also a reference to Warhammer 40K from the days where it was less grimdark and more hair metal. [[Beakie|Fuck yeah]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, they&#039;re a favored means of [[troll]]ing /tg/, since /tg/ hates [[furries]] with an abiding passion. In dozens of threads, a small but vocal minority has flooded threads with shark-girls until either the mods unleashed an [[Exterminatus|orbital strike]] or until hilarity occured when /tg/ did its time-honored practice of [[/tg/ gets shit done|getting shit done]].&lt;br /&gt;
&lt;br /&gt;
Nowadays, any discussion of Saharduin inevitably leads to a [[Furry|Sharkgirl]] thread within half-a-dozen posts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TL;DR:&#039;&#039;&#039; A great example of [[Derp|/tg/ being /tg/]].&lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy sourcebook Inferno, the Saharduin are mentioned as having been obliterated by the Space Wolves Legion during the Great Crusade. They should not be confused with the [[Space Marine]] chapter the [[Space Sharks]], though they appear to share the same war cry of &#039;&#039;&#039;&amp;quot;[[Shark|SUUUUCK MY DIIIIICK, I&#039;M A SHAAAARK]]&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Could they be back in Necromunda in the form of House Delaque’s Piscean Spektors?!&lt;br /&gt;
&lt;br /&gt;
==From Rogue Trader==&lt;br /&gt;
The Saharduin (sometimes known as &amp;quot;[[Merfolk|Piscean Warriors]]&amp;quot;) are a [[Xenos|race of shark-like aliens]]. &lt;br /&gt;
&lt;br /&gt;
Sarharduins possess a sinuous body, with a long, finned tail. They have two legs and two arms, and a mouthful of sharp teeth. They stand approximately seven and a half feet tall in their typical stance. They are water-dwelling organisms by nature, but solve this by using tanks of water for the purposes of breathing whilst off-world. Their weapons and armor are largely considered to be close to the Imperium&#039;s, but much more limited, as they haven&#039;t spread as far or made as many advances. They do boast some unique kit, including bolt weapons which are designed to work above and below water, for example. The Imperium fought a long war against the Sarharduin back in the 80s, but were unable to eradicate them - most of them were located in deep, sub-ocean dwellings, which made the conventional forms of devastating their worlds largely nonviable (excluding cyclonic torpedoes and orbital bombardment.  Actually, it wouldn&#039;t be that difficult.) - so the Imperium was content to simply contain their worlds, set up defensive fleets, and use the sharkies for target practice every time they try to get off-world. Every so often, though, a vessel or two slips through. The details of their worlds, largely oceanic and unexplored, are currently unknown and unlikely to become known without aid from the Ordo Xenos.&lt;br /&gt;
&lt;br /&gt;
== From Citadel Miniatures ==&lt;br /&gt;
[[Image:Piscean Warrior mini.jpg|thumb|right|Like all [[Daemonette|Miniatures from this time-period]], their models are pretty hideous.]]&lt;br /&gt;
{{Topquote|The Saharduin control several worlds in the Ultima Segmentum. They are both hostile and powerful, and have technology roughly equivalent to that of the Imperium. A typical Piscean Warrior is armed with a boltgun-analogue and a power sword. The Imperium fought a long war against the Sarharduin, but were unable to eradicate them. The menace could only be contained. To this day, no known human has ever set foot upon one of the planets of Saharduin; they remain dark and unexplored.|Codex Imperialis, Citadel Miniatures March 1987 mail order flyer}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
Here&#039;s a bunch of fucking pictures of Shark Girls. It&#039;s got fuck all to do with 40K, but we know what you came here for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ultra Shark Heresy.jpg|Sharks have makeup, apparently.&lt;br /&gt;
File:Surf.jpg|Yes, it&#039;s a shark with a surf board...&lt;br /&gt;
&lt;br /&gt;
File:Sharp Toothed She Devil.jpg|Delivers a blow job only Slaanesh followers or the Dark Eldar could love&lt;br /&gt;
File:Beach Girl.png||Boi-oi-oi-oi-oi-ng&lt;br /&gt;
File:Shark Gurlz.jpg|A rare photo depicting the females of the species.&amp;lt;s&amp;gt;There are only pictures of females in all of this gallery you twat!&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}|&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*BLAM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}} That&#039;s the point!&amp;lt;/span&amp;gt; &amp;lt;noinclude&amp;gt;&lt;br /&gt;
File:Grin.jpg|No just no, The Holy Inquisition has declared ocean worlds heretical for this!&lt;br /&gt;
File:Halloween.jpg&lt;br /&gt;
File:Mortal Sharkbat.png|FINISH HIM!!! &amp;lt;s&amp;gt;(in bed)&amp;lt;/s&amp;gt; &amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}|&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*BLAM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}} Heresy!&amp;lt;/span&amp;gt; &amp;lt;noinclude&amp;gt;&lt;br /&gt;
File:Get some.png&lt;br /&gt;
File:Lifeguard irony.jpg|Two female Saharduin on the hunt.&lt;br /&gt;
Tiger.jpg&lt;br /&gt;
Smile.png&lt;br /&gt;
Mayhem.jpg&lt;br /&gt;
Bed time.png&lt;br /&gt;
1314318761122.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Xenos]][[Category:Minor Xenos Species]][[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401104</id>
		<title>Reek</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Reek&amp;diff=401104"/>
		<updated>2023-01-02T08:29:29Z</updated>

		<summary type="html">&lt;p&gt;2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Reek&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Noisome Reek&#039;&#039;&#039;, are a xenos species living in the [[Eastern Fringe]], and are the punching bag of the whole area, and that&#039;s no small feat. Despite the fact they&#039;re trying to create their own little galactic empire in the area, they show remarkable levels of [[fail]] while doing so: not only they attacked planets of both the [[Imperium]] and the [[Tau Empire]] at the same time (both dwarfing the Reek in technology, firepower and manpower to a ridiculous extreme), but when they confront their military forces, they get absolutely stomped. During the Battle of Ghallenburg, a single [[Rogue Trader]] was able to keep them from taking the planet by attacking them while the Reek voidswarms were entering the planet. They are also one of the few alien species the Tau actively hate. In the 4th ed. Tau Empire Codex, they are described as a hateful species that attacked the planet Sir&#039;coa, and were once again curbstomped by the Fire Warriors led by [[Aun&#039;Va]]. &lt;br /&gt;
&lt;br /&gt;
Their spacecrafts are called voidswarms, so we can assume they are some sort of insectoid aliens (or they&#039;re named after their numbers or other characteristic, so hardly a safe assumption), but this is unclear, as descriptions of them are quite rare, and I don&#039;t think there is any form of art of them. Also, they have a hideous stench, according to their name.&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rak%27gol&amp;diff=395917</id>
		<title>Rak&#039;gol</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rak%27gol&amp;diff=395917"/>
		<updated>2023-01-02T08:16:53Z</updated>

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&lt;div&gt;[[File:Rak&#039;gol.jpg|650px|thumb|right| A face only a mother would love.]]&lt;br /&gt;
The &#039;&#039;&#039;Rak&#039;gol&#039;&#039;&#039; (not to be confused with [[Star Wars|Rakghouls]]) are a race of spacefaring pirate/psychopathic-murder-lizard/insect/cyborg... things. These guys are pretty much what happens when the [[Dark Eldar]] has all their kinkiness replaced by extra badassery and [[awesome]]ness peppered with [[Rip and Tear]] and a touch of [[Cthulhu]]. They were created by [[Fantasy Flight Games|FFG]] for the [[Rogue Trader (RPG)]], which is no longer officially supported by the company. The majority of [[/tg/]] pray that they will one day receive some added fluff and crunch on these Pirate-Cyborg-Lizard-Insects, but Games Workshop being Games Workshop likely won&#039;t ever create a Codex for these guys. &lt;br /&gt;
&lt;br /&gt;
Some people in the Imperium (and a lot in real life) realized that the Rak&#039;gol have no famous/infamous individuals in their society; heck, even the Tyranids have more recognizable guys, such as Old One-Eye, for example. Furthermore, due to the common theme of ignorance in the Imperium and the vastness of space, it is quite common to see the Rak&#039;gol excused as a mythological beast; hell, even the name &amp;quot;Rak&#039;gol&amp;quot; itself was the name of a mythical creature used to frighten children, like the bogeyman, before the Imperium even coined the name of their race in the first place.&lt;br /&gt;
&lt;br /&gt;
From what we &#039;&#039;have&#039;&#039; learned, the Rak&#039;gol are a species of aliens that like to scavenge and loot things from other aliens. Often their would-be hostages are [https://firefly.wikia.com/wiki/Reaver/ raped to death, have their flesh eaten and their skin sewn to the Rak&#039;gol&#039;s clothes.] [[Grimdark|And, if they (the hostages) are very, very lucky, they (the Rak&#039;Gol) will do it in that order]]. They (and the Tyranids) are the only race whose origins have not been explored much, due to their first contact being in the outermost reaches of the Koronus Expanse and the fact that trying to negotiate and talk to them often ends with the interrogator being [[FATAL|ripped apart and shat upon]]. Because of this, the Imperium have trouble knowing what the hell these guys are up to. The only time the Imperium actually get a specimen to study, is a corpse, and the results are often at best inconclusive. Being described as reptilian with some insectoid features, they are infamous for their apparent [[Adeptus Mechanicus|hard-on for cybernetic surgery]], changing their already [[Tech Priest|deadly natural bodies into even more fearsome forms]]. Fortunately for the Imperium (or so they say...) the Rak&#039;gol are easily identified by their apparent [[Ork|ramshackle designs of their starships]] as well as being the &#039;&#039;&#039;&#039;&#039;[[What|only race whose]] [[Fail|technology is worse than]][[Ork| the Orks&#039;.]]&#039;&#039;&#039;&#039;&#039; Although their technology is relatively primitive, they make up for this with brutal simplicity of design. The Imperium considers them to be less intelligent than Orks, probably because they seem to lack any sort of language, communicating only in roars and grunts. It&#039;s unknown how they manage to coordinate the building of weaponry, let alone starships, but they seem to manage somehow...&lt;br /&gt;
&lt;br /&gt;
==Anatomy==&lt;br /&gt;
Despite the Xenobiologists best attempts, we still know very little about their culture and way of thinking, fortunately what we do know is what these guys are made of. The Rak&#039;gol is often described as having the odd combination of both reptilian and insectoid features, their most notable features include having eight limbs, very tough reptile-like scales, a mouth filled with teeth, a long prehensile tail ending with a barbed end, and laying eggs big enough that it should be considered out-right impossible by real world standards. Rak’Gol are large creatures that easily dwarf humans; standing a little over the height of a [[Space Marine]], and weighing upwards of 175 kilograms. &lt;br /&gt;
&lt;br /&gt;
They are recognized among /tg/ for being one of the few races, I repeat FEW races in WH40K that looks and sound original, not like those [[Necrons|fantasy]] [[Chaos|races]] [[Eldar|in]] [[Orks|SPAAAACE!]] or those races that look like it got [[Tyranids|ripped]] [[Tau|out]] [[Genestealer|of]] [[Starship Troopers|other]] [[H.G. Wells|Sci-Fi]] [[H.P. Lovecraft|works]] (then again, their culture is pretty much the Reavers from Firefly, though they might predate Firefly (and the Reavers, just like everything else about Firefly, aren&#039;t even close to being original to that series). Their name is also very similar to the Rakghouls from the [[Star Wars]] expanded universe, but are otherwise nothing alike. Visually they greatly resemble the various xenomorphs from Alien, but again have nothing in common thematically). But back on topic, the Rak&#039;gol other than their cybernetics, are shown to be incredibly strong and tough as nails, such as surviving in their nuclear leakage in their very own ships as well as shrugging off multiple Autogun shots like bee stings. &lt;br /&gt;
&lt;br /&gt;
Furthermore, their brains are noted to be fairly...primitive when compared to Humans&#039; brains, but are still more advanced than Orks&#039; brains. However, that does not mean that they are smarter, and their apparent lack of creativity in their technology and weapons that would embarrass even the Orks. There are still no documented cases of female Rak&#039;Gol, but we should be fortunate that we don&#039;t get to see one (God forbid [[/d/|/d/]] if they actually created one... which of course they did, knowing them)&lt;br /&gt;
&lt;br /&gt;
[[Deffwotch|They also make excellent chairs.]]&lt;br /&gt;
&lt;br /&gt;
==Caste==&lt;br /&gt;
[[File:Rak&#039;Gol_Scout.jpg|270px|thumb|right| These guys look like they might actually make it out alive...]]&lt;br /&gt;
[[File:250px-Rak&#039;Gol_Abomination.jpg|200px|thumb|left|...Oh God!]]&lt;br /&gt;
The Rak&#039;Gol at least show some sign of intelligence, in that they have a clear and specific rank (which is surprising given their apparently bestial nature (probably biological caste system)), and thus they know who&#039;s boss of the Pirate Games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Carvers:&#039;&#039;&#039; Your typical mooks, they are the youngest members of their race and look like the triple-bastard love-children of Slenderman, a mantis, and a velociraptor. Completely naked (but that doesn&#039;t stop them for being tough enough to shrug off Bolters like they were pea-shooters) and terrifyingly vicious. They are only allowed to be gifted with Cybernetics if they survive their first raid, and prove to their superiors that they can [[rip and tear]]. They&#039;re usually armed with basic stubbers or autoguns, but if they lose them, they can still use their claws, teeth and tails to rip Guardsmen apart like candy-floss. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Marauders:&#039;&#039;&#039; These guys are the most common and easily noticeable Rak&#039;gol during their raids. They&#039;re upgraded Carvers (quite literally), and all of them possess a cybernetic feature of some kind. They typically carry Razor Guns or Howler Rifles, but very rarely carry Rad-beam Cannons instead. Often classified as the &amp;quot;Space Marine&amp;quot; of the Rak&#039;gol, while their Carvers counterpart are the &amp;quot;Guardsmen&amp;quot; of the species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Broodmasters:&#039;&#039;&#039; The captains and leaders of the Rak&#039;gol. These aliens have so much bling and cybernetics that you could actually confuse them for an actual robot. They often tell their inferiors where to hunt and which places boast great opportunities for raiding parties. They also have a lieutenant version called &#039;&#039;&#039;Rak&#039;gol Clutchmasters&#039;&#039;&#039;, which are literally Broodmasters on a diet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Abominations:&#039;&#039;&#039; As their name suggests, these are some of the most hideous members of the species, and incidentally their highest leaders. Hulking and brutal, they fuse their Cybernetics with [[Yu&#039;Vath]] [[Chaos|technology]], making them incredibly dangerous and powerful. They look like the abominable fetus of a Rak&#039;gol Broodmaster and Dr. Frank N. Furter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Renders:&#039;&#039;&#039; Basically Abominations with extra helpings of [[Rage|RAEG]] and [[Rip and Tear|Rip And Tear]]. Apparently they can&#039;t or won&#039;t open doors, it is theorized by in setting sources that they aren&#039;t actually too stupid to use doors, they simply find it faster and easier to carve through them with outrageously fast Chainfists. In summation THEY GIVE ZERO FUCKS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Techno-Shamans:&#039;&#039;&#039; You ever wonder what would happen if a Rak&#039;gol stole some psykers from the Imperium and infused their powers into their cybernetics? Have you ever wondered what they would look like? Well rest assured, the Techno-Shamans are here! They look like they&#039;re wearing a Xenomorph head as a helmet  and are known to make low-level psykers shit themselves in terror.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
[[File:Rak&#039;Gol_Vessels_chart.jpg|275px|thumb|left|[[Pretend|Such creativity, such beauty and finesse...]]]]&lt;br /&gt;
The technology of the Rak&#039;gol is so ramshackle, primitive, and generally poor in quality that it makes [[Ork]] designs look ingenious. Yeah, seriously. Their ships are among the few still using nuclear fission reactors in the 41st millennium, as compared to the Imperium&#039;s plasma fusion generators. In fact, these aren&#039;t even &#039;&#039;good&#039;&#039; fission reactors; they regularly leak such massive amounts of radiation that any normal human would be killed almost instantly. This has led the Imperium to wonder just how durable these fuckers are.&lt;br /&gt;
&lt;br /&gt;
The Rak&#039;gol also tend to steal and use technology from other races, including the Imperium. This means that, essentially, they are the xenos equivalent of the [[Blood Ravens]]. On at least one occasion, a [[Adeptus Mechanicus|Xenobiologist]] misidentified them, because they had stolen so much.&lt;br /&gt;
In fact, the only original thing these guys have (and their most famous trait) is their love of cybernetics. After every raid, surviving Rak&#039;gol are implanted with cybernetics, both to improve their bodies and as a sign of status. Most of these are the typical, cliché implants, like arms or legs, but higher-status Rak&#039;gol are gifted with fancy-schmancy rad-weapons or [[Power weapon|power claws]]. Despite the primitive look of these implants, they are highly effective, being made to [[get shit done]].&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
It should be noted that most of the time, Rak&#039;gol weapons are stolen Imperium [[Stubber|Stubbers]] and [[Autogun|Autoguns]], however here are a few weapons considered original to the Rak&#039;gol, even though they look like they can only fire five shots before they&#039;re useable only as makeshift clubs (which they&#039;re designed to be good for).  To be fair, Imperial ballistic weapons &#039;&#039;are&#039;&#039; incredibly powerful compared to modern arms, the fact they use 8-10mm bullets for assault rifles as opposed to battle rifles is pretty impressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Razor Gun:&#039;&#039;&#039; Think of these as an Orkified version of an Eldar monofilament weapon, they are usually modified Autoguns that fire barbed wire in a bullet shape, and are usually seen to [[Rip and Tear|rip and tear]] apart Guardsmen like wet-tissue paper thrown into a wood chipper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Howler Rifle:&#039;&#039;&#039; Imagine these guns as triple-barreled machine guns built by Haitians... expect carnage, pain and the collateral damage of the &amp;quot;Woopsies, it seems my gun kind of broke apart and hit Jimmy on the eye!&amp;quot; variety. Are noted to vomit out so many bullets that the gouts of flame from the end of the barrels could be re-purposed as a [[Flamer|flamethrower]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rad-beam Cannon:&#039;&#039;&#039; These are essentially lasers that shoot out beams of nuclear radiation that somehow [[What|&amp;quot;voraciously breaks down armour and materials&amp;quot;]]. Think of them as a combination of a [[Lascannon|Lascannon]] and a [[Hellhound Tank|Chemical Thrower]] with an added [[Fallout|Fallout-esque look]].  Or if you&#039;ve played Red Alert 2, it&#039;s almost exactly the same weapon the Iraqi Desolators use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Rad Axe:&#039;&#039;&#039; These are literally power-axes that emit and contaminate the atmosphere with nuclear radiation. [[/tg/]] often imagines them as normal pole-axes with a red light or tinge at the tip of the blade. Damage usually includes severe radiation burns. Nasty stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rak&#039;gol Intimidator:&#039;&#039;&#039; Nobody knows what they look like, not even the Ad-mech knows what the hell they&#039;re meant to be, other then be &amp;quot;Torture Devices&amp;quot; to any poor chap. We like to envision them as needle gloves like Scarecrow from Batman: Arkham Asylum, but those sick/unimaginative bastards from [[/d/|/d/]] like to imagine them as electro-whips used to &amp;quot;torture&amp;quot; captured Eldar women...&lt;br /&gt;
&lt;br /&gt;
==Hypothesized Stats for the Rak&#039;gol==&lt;br /&gt;
TROOPS CHOICE: RAK&#039;GOL CARVERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 4 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 4 / &#039;&#039;&#039;T&#039;&#039;&#039; 4 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 8 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 6+ &lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
5 Rak&#039;gol Carvers&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Stubber - Each have the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 24&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; - / &#039;&#039;&#039;Type&#039;&#039;&#039; Rapid Fire&lt;br /&gt;
* Rak&#039;gol Blades - Rak&#039;gol Blades are Close Combat Weapons that have the &#039;&#039;Shred&#039;&#039; USR. &lt;br /&gt;
&lt;br /&gt;
;Special Rules: Feel No Pain (6+), Stubborn&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Carvers for &#039;&#039;9 points per Model&#039;&#039;&lt;br /&gt;
* Any model in a squad may replace their stubber for a &#039;&#039;&#039;Autogun&#039;&#039;&#039; for &#039;&#039;1 point per model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their stubber for one of the weapons in the following lists:&lt;br /&gt;
** &#039;&#039;Heavy Stubber&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 6 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 2......................10 Points&lt;br /&gt;
** &#039;&#039;Rak&#039;gol Razor Gun&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 24&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Assault 3, Shred..............10 Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Autogun&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 18&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 3 / &#039;&#039;&#039;AP&#039;&#039;&#039; - / &#039;&#039;&#039;Type&#039;&#039;&#039; Assault 1&lt;br /&gt;
----&lt;br /&gt;
ELITE CHOICE: RAK&#039;GOL MARAUDERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 4 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 5/ &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 8 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 4+ &lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
4 Rak&#039;gol Marauders&lt;br /&gt;
&amp;lt;br&amp;gt;1 Rak&#039;gol Clutchmaster - Squad Leader (Ld 9 / Sv 3+/2 wounds)&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Autogun&lt;br /&gt;
* Rak&#039;gol Razor Gun&lt;br /&gt;
* Rak&#039;gol Blades&lt;br /&gt;
* Frag Grenades&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Clutchmaster Only&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Marauders for &#039;&#039;17 points per Model&#039;&#039;&lt;br /&gt;
* Clutchmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their Autogun with a weapon from the following list:&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;&#039;&#039;..................................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rak&#039;gol Razor Gun&#039;&#039;&#039;&#039;&#039;..............................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Howler Rifle&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 48&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 4, Barrage, Unstable.............15 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rad-beam Cannon&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 7 / &#039;&#039;&#039;AP&#039;&#039;&#039; 3 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 1, Melta, Unstable..............20 Points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unstable&#039;&#039; - Each time the model rolls a 1 on its To-Hit roll, roll a D6. On a roll of 4+, the model and any model within 6-inches automatically takes a S4 AP- wound. Infantry may take armour or invul saves, vehicles take a 3+ save against it or lose a Hull Point. Master-Crafting nullifies this rule.&lt;br /&gt;
  &lt;br /&gt;
----&lt;br /&gt;
ELITE CHOICE: RAK&#039;GOL RENDERS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 5 / &#039;&#039;&#039;BS&#039;&#039;&#039; 3 / &#039;&#039;&#039;S&#039;&#039;&#039; 5 / &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 2 / &#039;&#039;&#039;I&#039;&#039;&#039; 5 / &#039;&#039;&#039;A&#039;&#039;&#039; 4 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 9 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 4+ &lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
4 Rak&#039;gol Renders&lt;br /&gt;
&amp;lt;br&amp;gt; 1 Clutchmaster Squad Leader (Ld 9 / Sv 3+)&lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Autogun&lt;br /&gt;
* Giant Rak&#039;gol Blades (close combat weapons with Rending, Shred and Rampage rules)&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fear&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Clutchmaster Only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to 5 additional Rak&#039;gol Marauders for &#039;&#039;19 points per Model&#039;&#039;&lt;br /&gt;
* For every 5 models in a squad, one model may replace their Autogun for a &#039;&#039;&#039;Razor Gun&#039;&#039;&#039; for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
* Any model in a squad may replace their Giant Rak&#039;gol Blades with &#039;&#039;&#039;Rak&#039;gol Rad Axes&#039;&#039;&#039; for 5 points per model&lt;br /&gt;
* Clutchmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points per Model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rak&#039;gol Rad Axe - Has the following Stats: &#039;&#039;&#039;S&#039;&#039;&#039; +1 / &#039;&#039;&#039;AP&#039;&#039;&#039; 3 / Two-Handed, Fleshbane, Rending on 5+&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
HQ CHOICE: RAK&#039;GOL BROODMASTERS&lt;br /&gt;
- &#039;&#039;&#039;90 Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WS&#039;&#039;&#039; 6 / &#039;&#039;&#039;BS&#039;&#039;&#039; 4 / &#039;&#039;&#039;S&#039;&#039;&#039; 5 / &#039;&#039;&#039;T&#039;&#039;&#039; 5 / &#039;&#039;&#039;W&#039;&#039;&#039; 2 / &#039;&#039;&#039;I&#039;&#039;&#039; 5 / &#039;&#039;&#039;A&#039;&#039;&#039; 4 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 10 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 3+ &lt;br /&gt;
&lt;br /&gt;
;Unit Type&lt;br /&gt;
Infantry&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Twin-Linked Rak&#039;gol Razor Gun&lt;br /&gt;
* Rak&#039;gol Rad Axe&lt;br /&gt;
* Superior Bionics - Broodmaster gains the &#039;&#039;It Will Not Die&#039;&#039; USR.&lt;br /&gt;
* Frag Grenades&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hatred&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Feel No Pain (6+)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* The Broodmaster may make one of his weapons Master-Crafted for &#039;&#039;5 points&#039;&#039;&lt;br /&gt;
* The Broodmaster may replace his Razor Guns with Twin-Linked weapons from the following list:&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Heavy Stubbers&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 6 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 2, Twin-Linked...........................5 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Howler Rifles&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 48&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 4 / &#039;&#039;&#039;AP&#039;&#039;&#039; 5 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 3, Barrage, Twin-Linked, Unstable.............10 Points&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rad-beam Cannons&#039;&#039;&#039;&#039;&#039; - Has the following stats: &#039;&#039;&#039;Range&#039;&#039;&#039; 36&amp;quot; / &#039;&#039;&#039;Strength&#039;&#039;&#039; 7 / &#039;&#039;&#039;AP&#039;&#039;&#039; 4 / &#039;&#039;&#039;Type&#039;&#039;&#039; Heavy 1, Melta, Twin-Linked, Unstable..............15 Points&lt;br /&gt;
* The Broodmaster may replace his Rak&#039;gol Rad Axe with a &#039;&#039;&#039;Rak&#039;gol Intimidator&#039;&#039;&#039; for 10 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rak&#039;gol Intimidator&#039;&#039; - Has the following Stats: &#039;&#039;&#039;S&#039;&#039;&#039; USER / &#039;&#039;&#039;AP&#039;&#039;&#039; 1/  Fleshbane, Rending, All to wound rolls of 6 deal D3 wounds&lt;br /&gt;
&lt;br /&gt;
== Super Heretical Promotions! ==&lt;br /&gt;
{{promotions}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
Clearly, with every image posted on the web, we stray further from the Emprah&#039;s light. If this arouses you, please consult your nearest Inquisitor for ritual self-immolation with a Heavy Flamer. You sick fuck. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Rak&#039;gol 1.png|thumb|Here&#039;s a female...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Xenos]][[Category:Minor Xenos Species]]&lt;/div&gt;</summary>
		<author><name>2A00:23C6:62AE:8A01:81A4:A1D6:1B09:3FD7</name></author>
	</entry>
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