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		<title>Tyranid Bio-Weapons</title>
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		<summary type="html">&lt;p&gt;2A02:1808:82:20B5:1D54:C4E6:2A34:66D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[Grimdark|relentless cheerfulness]] of the [[40k|far future]], the weapons used by the [[Tyranids]] are, just like their armies, home-grown. Instead of using metal, the Tyranids use the growth of symbiotic organs, inseparable from their hosts and are counted together as a single bio-organism. Some of them fire a &amp;quot;dumb&amp;quot; projectile like a spike, whereas other use seeds or even acids and living creatures, because just plain &#039;&#039;bullets&#039;&#039; are for pussies. The downside to this is that these &#039;&#039;&#039;Tyranid bio-weapons&#039;&#039;&#039; are incapable of the explosive firepower that [[Template:40k-Imperial-Weapons|Imperial]], [[Eldar]] and [[Tau]] guns have. They all trade this disadvantage in for being Assault weapons, meaning they can be fired on the move. Also, the explosive firepower is instead exchanged for more... interesting and strategic effects. Another note is that due to their appearance, Tyranid weapons are some of the most badass and phallic looking in the entirety of 40k.&lt;br /&gt;
&lt;br /&gt;
Many of these weapons can be used by creatures of different sizes, but for the sake of simplicity the weapons have been ordered by the smallest creature that can use them. Small creatures are the equivalent of [[Termagaunt|Gaunts]], Medium are those comparable to [[Tyranid Warrior]]s and [[Biovore]]s, and Large are those akin to [[Hive Tyrant|Tyrants]] and [[Carnifex|Carnifexes]]. Then there are two other categories: the Inbuilt weapons, often part of the upper bodies of the largest organisms, and the Melee weapons for the more [[Choppa|choppy]] inclined creatures.&lt;br /&gt;
&lt;br /&gt;
==Small==&lt;br /&gt;
Small weapons are used by Termagants, the working class of any Tyranid army, and [[Gargoyle]]s.&lt;br /&gt;
&lt;br /&gt;
===Devourer===&lt;br /&gt;
[[File:Dev6.jpg|200px|right|thumb|Devourer]]&lt;br /&gt;
The &#039;&#039;&#039;Devourer&#039;&#039;&#039; is simply a lump of flesh that launches a shower of tiny, short-lived and very hungry lifeforms (sometimes described as worms, others as small beetles) onto a target that immediately start to [[Grimdark|burrow into the target with their maw/mandibles and devour it alive from the inside out]]. Like all Tyranid weapons, the Devourer uses a bio-electric jolt (GeeDubs way of simply saying it fires via the nervous system) to promptly tell the lazy fuckers sleeping inside to get to work. &lt;br /&gt;
&lt;br /&gt;
A much larger version called the Brainleech Devourer is mounted only on larger Tyranid organisms and uses specialize Brainleech worms that are far more aggressive and voracious, and go for the target&#039;s brain matter to make sure of the &#039;kill&#039;.&lt;br /&gt;
&lt;br /&gt;
This weapon has a nice range and acceptable firepower for a weapon of its size, albeit it doubles your Termagaunts in cost (while tripling their number of ranged attacks per round, a very economical way to increase dakka as long as you protect your Gaunts somehow. As of 6th edition, you can have mixed weapon options now so throw up a wall of spinegaunts or something). If you take this weapon in large broods, you will be aiming at your enemy&#039;s biggest units to just drown the suckers in dozens of shots.&lt;br /&gt;
&lt;br /&gt;
===Fleshborer===&lt;br /&gt;
[[File:FB6.jpg|200px|right|thumb|Fleshborer]]&lt;br /&gt;
The &#039;&#039;&#039;Fleshborer&#039;&#039;&#039; is one of the most iconic Tyranid weapons, a simple design that fires a borer beetle that eats its way through anything it comes across during its flight. Like the Devourer and most Nid firearms, the Fleshborer can only be fired by its respective host, [[Heresy|unless some mad scientist from the Imperium decides its a good idea to attach some electrodes to the weapon like Frankenstein.]] Because the borer beetle is a &#039;&#039;particularly&#039;&#039; lazy fucker, more electro-shocks are required to jolt their asses into action. &lt;br /&gt;
&lt;br /&gt;
[[Derp|For some....reason.]] Some Mago Xenobiologi speculate that the Fleshborer itself (The gun that is) [[Wat|is related to the borer beetle or is an evolutionary niche for the borer beetle.]] They state that the gun &amp;lt;u&amp;gt;IS&amp;lt;/u&amp;gt; the mother that lays the eggs which means that [[What|each mature beetle somehow metamorphose into a gun.]] [[Herp|We usually know the GW is pretty bad at simple biology, but this is beyond ridiculous and ludicrous.]] Why the Hive Mind thought it was a good idea to make a creature mature into an immobile and helpless adult unless picked up specifically by a Tyranid is a [[Fail]] of epic proportions. It could be that mature female beetles simply merge themselves with regular tyranid organisms, similar to male anglerfish, just the opposite sex.&lt;br /&gt;
&lt;br /&gt;
Being the basic weapon for Termagaunts, it has the same stats as an ordinary Bolt Pistol. It will still prove to be more than enough to kill anything with toughness of 7 or less and AV10, as long as you have a lot of them. Tyranids being what they are, you will almost always have a lot of them. Range 12, strength 4, AP-, and it is an assault 1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Spike Rifle===&lt;br /&gt;
[[File:Spikerifle.jpg|200px|right|thumb|Spike Rifle]]&lt;br /&gt;
The &#039;&#039;&#039;Spike Rifle&#039;&#039;&#039; is a weapon exclusive to Termagaunts. It is, simply put, a harpoon launcher. That&#039;s about it. &lt;br /&gt;
&lt;br /&gt;
More specifically its mechanics are like....exactly the same as a regular harpoon launcher just that the string and trigger are alive and swell. It is essentially a bony tube lined with cord muscles that is compressed like a coil. Once the Nid relaxes the muscles, the stored energy pushes the row of harpoon-like spikes into the adjacent target. The barbs are fucking sharp though; able to tear at a victim&#039;s arteries and cause them to bleed to death. To make it even more killy the barbs and the gun itself is laced with acidic veins and toxin sacs to make any scratch almost always fatal. Whilst it can puncture Jimmy&#039;s [[Flak Armor]], don&#039;t think it would do quite swell with [[Power Armor]].&lt;br /&gt;
&lt;br /&gt;
Statwise it&#039;s less imposing than it&#039;s description: range 18&amp;quot;, S3, AP-, Assault 1. Only use these if you do not want to pump a huge amount of points into Devourers but you do not want half your brood to not be able to fire when the Devilgaunts do. Otherwise avoid them...because they suck.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spike-Rifles-5-1024x768.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spinefists===&lt;br /&gt;
[[File:Spinefist6.jpg|200px|right|thumb|Spinefist]]&lt;br /&gt;
A lighter weapon, the &#039;&#039;&#039;Spinefists&#039;&#039;&#039; are used in pairs. They are the more [[Dakka]] version of the Bio-Weapons and are used more akin to a Uzi with worse penetration and more poison. &lt;br /&gt;
&lt;br /&gt;
They shower the target with a hail of poisoned spikes, the sheer amount of darts fired ensure that the target is hit. A tube runs from the air sac powering the weapon, through the user&#039;s arm to its lungs. This means that larger creatures get more mileage out of what is essentially the same weapon, proving that even something as simple as a blowgun can be [[Warp|horribly perverted]] by the grim darkness of the far future. &lt;br /&gt;
&lt;br /&gt;
[[Spinegaunt]]s, as their name implies, are the most prolific users of these things. &lt;br /&gt;
&lt;br /&gt;
As of 8E, they act like pistols, which means Raveners (and Rippers, which get the similar Spinemaw) can shoot, get stuck in, and still fire off a few shots without having to disengage first.&lt;br /&gt;
&lt;br /&gt;
===Strangleweb===&lt;br /&gt;
[[File:Strangle.jpg|200px|right|thumb|Strangleweb]]&lt;br /&gt;
With this weapon, your Tyranids too can learn [[Meme|how to shot web]]. Essentially a Tyranid [[Webber]]. &lt;br /&gt;
&lt;br /&gt;
The effects of the &#039;&#039;&#039;Strangleweb&#039;&#039;&#039; can be described best as a non-cutting variation of the [[Death Spinner]] used by the Warp Spiders: instead of slicing through their opponents, it constricts them, and maybe crushes them to death. &lt;br /&gt;
&lt;br /&gt;
The inner workings are also what you expect. It is comprised of a living spider-like creature that fires a sticky mesh of mucous-like strands which ensnare a target. For some &#039;&#039;reason&#039;&#039;, these are often the most popular Nid weapons for the Hive Mind to capture live specimens for dissection and gene-splicing. Why the Nids couldn&#039;t just do the old fashion way of eating the biomass and then translating its genetic info inside a [[Reclamation Pool]], we have no idea.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a pretty big maybe: wounding even basic Guardsmen at 5+ and rolling against Strength instead of Toughness to wound means that this weapon would be best if used against the likes of the [[Death Guard]]... if shooting them wasn&#039;t a stupid idea for a Tyranid player in the first place &#039;&#039;AND&#039;&#039; if you could take more than 1 of them per 10 Gaunts.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Strangleweb.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blinding Venom===&lt;br /&gt;
[[File:Blinding_Venom.JPG|200px|right|thumb|Blinding Venom]]&lt;br /&gt;
&lt;br /&gt;
Imagine baby Drool Cannons, that&#039;s basically the Blinding Venom.&lt;br /&gt;
&lt;br /&gt;
Unique to Gargoyles, they can spit acid in the eyes of their enemies to blind them and allow for an easy devouring of the target. The poison is quite weak (6+ what the hell?) &amp;lt;s&amp;gt;and it&#039;s best to just go with the regular poison attacks granted by Toxin Sacks.&amp;lt;/s&amp;gt; but it has the blind special rule so it means for every attack the unit being attacked has to pass an initiative test now a unit of gargoyles has a minimum size of 10 models so...&lt;br /&gt;
&lt;br /&gt;
As of 8th edition, if the Gargoyles put an unsaved wound onto an enemy unit, the blinding venom makes them suffer -1 to hit for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
As of 9th edition, GW pretends the gun, still very visible in the Gargoyles&#039; mouths, doesn&#039;t exist as the weapon is no longer in the codex.&lt;br /&gt;
&lt;br /&gt;
==Medium==&lt;br /&gt;
Medium weapons are used by Warriors and organisms based on the -[[Biovore|Vore]] and -[[Tyrant_Guard|Guard]] body archetypes.&lt;br /&gt;
&lt;br /&gt;
===Barbed Strangler===&lt;br /&gt;
[[File:BarbedStrangler6.jpg|200px|right|thumb|Barbed Strangler]]&lt;br /&gt;
Remember that 70&#039;s cult classic Zardoz? [[James_Bond|Sean Connery]] dressed in [[Slaanesh|red gimp getup]] and killing dudes like he&#039;s [[Khârn]], at the behest of a giant floating head that claims that &amp;quot;The gun is good, the penis is evil.&amp;quot; because the penis shoots seeds that create life? Well, the &#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; chooses to be both. The gun is very basic, [[Brundlepenis|a muscled tube that stores its seeds in a sack at the base, and shoots them with a powerful spasm along with a fair helping of a corrosive oil.]] &lt;br /&gt;
&lt;br /&gt;
The seed upon impact has its nigh-unbreakable shell melted by the oil and sends tendrils to [[rip and tear]] through anything that gets in its way. Using the large blast template, you can cause a lot of damage to a [[Tarpit|blob]] in a single shot. It also pins but that comes into play very little given that most armies are either largely fearless, ignore pinning anyway, or have LD values good enough to reliably ignore it anyway. With 8e, it traded off the blast template and Pinning for Assault D6 and a bonus to hit when targeting large units, which is a fair trade given the lackluster BS of the average Tyranid.&lt;br /&gt;
&lt;br /&gt;
===Deathspitter===&lt;br /&gt;
[[File:DSside.PNG|200px|right|thumb|Deathspitter]]&lt;br /&gt;
The traditional weapon of the Warrior, the &#039;&#039;&#039;Deathspitter&#039;&#039;&#039; works by stripping a large maggot off of it&#039;s shell and hurling it at the enemy. Its [[Rip and tear|huge guts]] are highly corrosive and can splatter several enemies at once, searing any flesh and melting any armour it comes into contact with. &lt;br /&gt;
&lt;br /&gt;
The adaptive evolution of the [[Hive Fleet Hydra]]&#039;s slimer maggots make their Deathspitters even more lethal; the maggots could burrow through the target&#039;s flesh and then [[FATAL| repeatedly fragment and regenerate themselves]]. [[Slaugth|The victims literally burst out with the ever increasing mass of wriggling grubs.]]&lt;br /&gt;
&lt;br /&gt;
Serving as a decent weapon against [[MEQ]]s, the weapon relies on its rate of fire to deal damage.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
51-10I 81635.1399044187.500.750.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flamespurt Cannon===&lt;br /&gt;
&#039;&#039;See main article here: [[Tyranid Flamespurt Cannon]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Impaler Cannon===&lt;br /&gt;
[[File:ImpalerCannon.jpg|200px|right|thumb|Impaler Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039; is your answer to anything up to AV 12. &lt;br /&gt;
&lt;br /&gt;
This beautiful gun fires a bony spine, steered by a shard-beast at the base of the spine, [[Rip and tear|whose innards are ripped from its body when the spike is fired]]. The spines are launched with enough force to rip through man and machine alike. &lt;br /&gt;
&lt;br /&gt;
Though its range is limited you do not have to actually see your target to be able to shoot it, without a significant downside. Oh, and it has a higher rate of fire than the Imperium-equivalent, the Missile Launcher. What&#039;s not to like? This is your go-to weapon for dealing with [[METAL BAWKSES]].&lt;br /&gt;
&lt;br /&gt;
===Light Bio-Cannon===&lt;br /&gt;
[[File:Barb_Bio-Cannon.PNG|200px|right|thumb|Light Bio-Cannon]]&lt;br /&gt;
Despite sharing the same name as the much &#039;&#039;larger&#039;&#039; Bio-Cannon, the Light Bio-Cannon is functionally a completely different beast.&lt;br /&gt;
&lt;br /&gt;
Rather than showering their prey in a deluge of pyro-acids. These things act more like airburst munitions. The creature that forms the makeup of the weapon are controlled alongside the [[Barbgaunt]] that is bonded with, by a ganglio-parasite that acts as the organism&#039;s brains.&lt;br /&gt;
&lt;br /&gt;
Looking a lot like an [[Rocket Propelled Grenade Launcher|RPG]] or a [[Missile Launcher]], the Light Bio-Cannon is actually an artillery weapon that shower targets with projectiles that explode into shards of serrated chitin. There is a reason why it is compared to an air-burst munition. Pretty nasty stuff against GEQs, but less effective against anything heavily armoured.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Light Bio-Cannon is a 24&amp;quot; ranged Blast and Heavy weapon with a D6 Attack, BS4+, S5, AP0, D1 light mortar. Whilst not that powerful when compared to other forms of light artillery, the weapon or...shall we say the Gaunt itself, is comparatively cheaper. So you field more of them. &lt;br /&gt;
&lt;br /&gt;
Another unique factor is that, to balance its relatively mediocre stats, these living mortars have a unique ability called &#039;&#039;&#039;Disruption Bombardment&#039;&#039;&#039;. What this thing does is that in your shooting phase, any targeted enemy infantry that was hit by one or more of these attacks counts as disrupted for the next turn. When a unit is disrupted, they subtract 2 from its Move characteristic and 2 from its Advance and Charge rolls made for it. [[Grimdark|This is implied to be because any survivors still have bits of chitin-shrapnel in them, making movement painful]].&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Shock Cannon===&lt;br /&gt;
[[File:Niddex2014e.jpg|200px|right|thumb|Shock Cannon]]&lt;br /&gt;
Sometimes shortened to Shockcannon.&lt;br /&gt;
&lt;br /&gt;
Used by Hive Guard, the &#039;&#039;&#039;Shock Cannon&#039;&#039;&#039; shoots out a claw over a considerable distance which latches on to its target and delivers a powerful bio-electric shock, disabling or even destroying a vehicle. Ostensibly, a big fucking meat taser.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Shock Cannon is the Hive Guard&#039;s primary anti-vehicle weapon. It&#039;s decent enough at S7 AP-1 d3 Damage, but if it rolls 4+ on Wound against a vehicle, it issues a Mortal Wound that coincidentally makes its low AP completely irrelevant. Roll a 6+, and that becomes d3 Mortal Wounds. Thanks to the change from small templates to D3 shots, this is now actually plenty scary against vehicles of any size.&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Launcher===&lt;br /&gt;
[[File:Spore_Mine_Launcher.jpg|200px|right|thumb|Spore Mine Launcher]]&lt;br /&gt;
The more explosive (and useful) Dakka to the Flamespurt&#039;s fiery Dakka.&lt;br /&gt;
&lt;br /&gt;
Created as a result of fights against the Imperial Guard, the Biovore displays this by being the Tyranids&#039; closest thing to an artillery piece and having a massive scrotum befitting a Guardsman&#039;s huge brazen balls. Armed with the &#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039;, it can lob Spore Mines a considerable range; living bombs that blanket victims in acid, poisonous gas, and shrapnel-sized chitin spines.&lt;br /&gt;
&lt;br /&gt;
Though not as deadly as [[Basilisk|most other artillery weapons]], the Spore Mines are unique in the way that if they don&#039;t land too close to the enemy, you can deploy them onto the battlefield as living mines, serving as an obstacle for your enemy that must be either moved around or shot. Generally more useful in larger point games or [[Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
===Venom Cannon===&lt;br /&gt;
[[File:VC6.jpg|200px|right|thumb|Venom Cannon]]&lt;br /&gt;
Seen as the primary anti-tank weapon, the &#039;&#039;&#039;Venom Cannon&#039;&#039;&#039; launches a hail of corrosive crystals by way of a biological railgun. Though not as effective as you&#039;d wish, the Venom Cannon can cause quite some hurt on [[Eldar|Aspect Warriors]] and the like. &lt;br /&gt;
&lt;br /&gt;
It is ineffective against heavy tanks but okay against transports and open-topped vehicles, though its primary targets should always be medium infantry. Because you know, a single shot S6 AP4 small blast weapon with only 36 inches of range that you can only have one of per (heinously expensive and surprisingly fragile) warrior brood is clearly the bestest anti-vehicle gun ever. See Dawn of War II for how they should work and cry bitterly. You&#039;re best off giving this gun a pass.&lt;br /&gt;
&lt;br /&gt;
Slightly buffed in 8th along with the blast weapon changes. It is now Assault d3 with S8, AP-2 and D3 damage. Bit better at least.&lt;br /&gt;
&lt;br /&gt;
==Large==&lt;br /&gt;
These are extremely large bio-weapons that could level a playing field with enough [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
===Acid Spray===&lt;br /&gt;
[[File:Acid_Spray.jpg|200px|right|thumb|Acid Spray]]&lt;br /&gt;
Yo dawg, I heard you like [[Hellhound Tank|Hellhound]]s so I put a [[Flamer|discharge of digestive fluids]] that works just like a Hellhound&#039;s weapon on your Tyranid MC and upped its cost by 100+ points. That&#039;s pretty much the gist of the &#039;&#039;&#039;Acid Spray&#039;&#039;&#039;. The problem is that you have a lot of weapons with stats like that, so using an expensive MC (though well armored) that attracts fire like there&#039;s no tomorrow is a bad idea.&lt;br /&gt;
&lt;br /&gt;
In terms of fluff, the Acid Spray is a Tyranid Biomorph found on larger creatures such as the [[Tyrannofex]]. This bioweapon stores huge amounts of highly acidic digestive fluids, then sprays it over a wide area. The acid melts through body armor with shocking ease and reduces its victims to shapeless goo.&lt;br /&gt;
&lt;br /&gt;
===Bio-plasmic Cannon===&lt;br /&gt;
&#039;&#039;See main article here: [[Plasma#Bio-Plasmic Cannon|Bio-Plasmic Cannon]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Brainleech Devourer===&lt;br /&gt;
[[File:Brainleech_Devourer.jpg|200px|right|thumb|Brainleech Devourer]]&lt;br /&gt;
Get a regular Devourer and then force feed it growth horomones. You get the Brainleech variety.&lt;br /&gt;
&lt;br /&gt;
The biggest of Tyranids have devourers loaded with &#039;&#039;&#039;Brainleech Worms&#039;&#039;&#039; instead, a species larger and even more aggressive and hungry than the regular devourer worms. These are used for when the [[Hive Mind]] &#039;&#039;really&#039;&#039; got sick of all these blobs and want to shower them in hungry insects.&lt;br /&gt;
&lt;br /&gt;
Range: 18&amp;quot;, S6, AP-, Assault 6. If you&#039;re not using two sets of Twin-Linked Brainleech Devourers on your Flying Hive Tyrant and any Carnifexes you&#039;re fielding, you&#039;re [[fail|doing it wrong]].&lt;br /&gt;
&lt;br /&gt;
In 8th edition. It is a bigger devourer with +2 Strength and double the shots for the MONSTERS in the Tyranid force. Comes as a pair so it puts out 12 shots. Two sets of these gives 24 shots, pretty good overall, made even better with the Pathogenic Slime strategem.&lt;br /&gt;
&lt;br /&gt;
===Drool Cannon===&lt;br /&gt;
[[File:DroolCannon.jpg|200px|right|thumb|Drool Cannon]]&lt;br /&gt;
The weapon with [[Derp|the funny name.]]&lt;br /&gt;
&lt;br /&gt;
The Drool Cannon is a type of Tyranid Biomorph found on the [[Hive Crone]]. Protruding from the Crone&#039;s mouth, the Drool Cannon vomits a wave of digestive juices upon its foes. The acidic bile originates from sacs carried on the Crone&#039;s underbelly. Because of the way the Drool Cannon interferes with the Hive Crone&#039;s mouth, it is unknown why the Hive Mind thought it is still viable to waste resource on its sharp teeth (maybe it&#039;s retractable?).&lt;br /&gt;
&lt;br /&gt;
So yeah, the Nids have literal super spit, like the [[Space Marines]], but they actually use it repeatedly rather than for [[Plot Armor|plot reasons.]] Although knowing how fast some factions fly their planes, it must be one heck of a spit for it to hit anything at all.&lt;br /&gt;
&lt;br /&gt;
For crunch, it is the [[Hive Crone]]&#039;s answer to the [[Heldrake]] Baleflamer, except lacking Torrent and a good AP value and pretty much anything good, including its icky name. Template S6 AP4.&lt;br /&gt;
&lt;br /&gt;
===Fleshborer Hive===&lt;br /&gt;
[[File:Fleshborer_Hive.jpg|130px|right|thumb|Fleshborer Hive]]&lt;br /&gt;
Think the [[Leman_Russ_Battle_Tank|Leman Russ Punisher]], but replace the Punisher gun with a &#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039;. That&#039;s about it. Because sometimes you have just run out of Troops choices (how one runs out of termagants is another question), and you just need 20 Termagants worth of Fleshborer fire on a tough platform. &lt;br /&gt;
&lt;br /&gt;
Consisting of a large colony of the same breed of borer beetles found in the simple fleshborer, the fanged creatures stored in the bloated sacs of the hive lay thousands of eggs that hatch and mature at a fast rate within the chambers of the brood nest. &lt;br /&gt;
&lt;br /&gt;
Needless to say, this is shit. Also,the fluff states that it must periodically discharge beetles or it makes the [[Wat|Tyrannofex explode.]] [[FAIL|The Hive Mind proves its genius yet again.]] In 8th, the stats are still sucky, but it can fire twice if the Tyrannofex doesn&#039;t move. 40 shots a turn for a respectable amount of biological dakka.&lt;br /&gt;
&lt;br /&gt;
In 8th edition it has recieved a much needed buff. [[Dakka|It&#039;s a Heavy 20 Fleshborer at S5.]] Because of the short range it&#039;s not as impressive as the Rupture Cannon, but the ability to bring a portable Fire Warrior squad&#039;s worth of firepower with you is nothing to scoff at, especially if it gets to shoot twice while standing still. The Scorch Bugs Stratagem makes it absolutely terrifying. &lt;br /&gt;
&lt;br /&gt;
Also if you have trypophobia (fear of holes), this &#039;&#039;may&#039;&#039; not be the best weapon to use on tabletop. Chances of projectile vomiting. Too high.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a weapon (that shoots bugs) that you can fire from you fucking forearm. Bioshock indeed.&lt;br /&gt;
&lt;br /&gt;
===Heavy Venom Cannon===&lt;br /&gt;
[[File:Heavy_VC.jpg|200px|right|thumb|Heavy Venom Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039; is just that: a bigger version of the Venom Cannon able to deal with bigger vehicles, and it would be a lot more reliable if it wasn&#039;t using a Blast template. Can be used against tanks up to [[Land Raider]]s, but lack the firepower to deal reliably with them and lacks the armor penetration to deal with [[MEQ]]s on a consistent basis. &lt;br /&gt;
&lt;br /&gt;
It is slightly better on Carnifexes than it&#039;s littler brother is on Warriors primarily because you can actually field the things in bulk...sort of. It&#039;s still not particularly good; but it&#039;s passable on a bio-blast brood if you don&#039;t want more dakkafexes for some insane reason. In 8th, it is largely the same as the regular Venom Cannon with one more strength (S9) and 3 damage per shot making it excellent elite infantry killers and decent anti tank&lt;br /&gt;
&lt;br /&gt;
===Rupture Cannon===&lt;br /&gt;
[[File:Rupture_Cannon.jpg|200px|right|thumb|Rupture Cannon]]&lt;br /&gt;
Think of it as a Tyranid Vanquisher Cannon.&lt;br /&gt;
&lt;br /&gt;
If you want to stop a tank dead in its tracks, the &#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039; (a fluff-wise bigger barbed strangler) is your friend. Firing two projectiles in a short succession, a tick that covers the enemy in a gooey substance, and a seed that upon impact with the goo dissolves at such speed which triggers a chemical implosion powerful enough to turn a [[Baneblade]] inside out. &lt;br /&gt;
&lt;br /&gt;
That&#039;s what the fluff says, anyway - while it boasts a commanding s10, it strikes at AP 4, so MEQs don&#039;t even notice it.&lt;br /&gt;
&lt;br /&gt;
In 8th however, it got horrifyingly good. It&#039;s now a 3 SHOT LASCANNON with an extra point of S, and the Tyrannofex can fire &#039;&#039;twice&#039;&#039; when it stays still. MEQs will definitely notice it now, but it&#039;s much better against vehicles; up to 6 S10 AP-3 D6 damage shots per shooting phase will ensure that even Knights and Land Raiders will feel the hurt.&lt;br /&gt;
&lt;br /&gt;
===Stranglethorn Cannon===&lt;br /&gt;
[[File:Stranglethorn_Cannon.jpg|200px|right|thumb|Stranglethorn Cannon]]&lt;br /&gt;
An upscaled version of the Barbed Strangler (thus it fires much larger, stronger, and more aggressive seed-pods), the &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; has enough power to deal with even the toughest of foes, and serves as a borderline artillery weapon. The growing pod&#039;s mass of barbed tentacles can grasp onto the armor plating of vehicles and rip them to pieces.&lt;br /&gt;
&lt;br /&gt;
It has the same AP as it&#039;s smaller brother, and the same blast size and pinning rule, but now it has S6 which means it can now pile on hurt better and harass light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th edition it is a bigger Barbed Strangler with +2 Strength for the MONSTERs in the Tyranid force. Keeps the above +1 to hit rule and also inflicts 1 more damage. Kills light Infantry more efficiently than the HVC. Combine with Enhanced Senses and laugh at the look on your opponent&#039;s face as a Carnifex hits on a 2+ (Only if units of 10 or more). Unfortunately still only hits on a 3+ on a carnifex with enhanced senses.&lt;br /&gt;
&lt;br /&gt;
===Tentaclids===&lt;br /&gt;
[[File:Tentaclid2.jpg|200px|right|thumb|Tentaclid]]&lt;br /&gt;
Flying under the wings of Hive Crones, the &#039;&#039;&#039;Tentaclids&#039;&#039;&#039; are living seeker missiles who can chase after flying targets such as enemy aircraft and disable them with a powerful bio-electric pulse.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch they are the Crone&#039;s big surprise. These Babies only have S5 to their name and a re-roll to hit flying units, but if they wound a vehicle on a 4+ it deals a Mortal Wound with a 6+ dealing d3 Mortal Wounds. &lt;br /&gt;
&lt;br /&gt;
Unlike before, these can actually be used again and again which kind of contradicts the fluff since Hive Crones only carry four of these things...unless of course a Tentaclid is spawned from the Hive Fleet itself and homes and attaches to the nearest Hive Crone. Or after disabling an enemy flier it just returns to its carrier crone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Titanic==&lt;br /&gt;
Here the most powerful and biggest weapons the Tyranids have are described, used by the biggest and baddest of nasties.&lt;br /&gt;
&lt;br /&gt;
===Bio-Cannon===&lt;br /&gt;
[[File:Biocannon.jpg|200px|right|thumb|Bio-Cannon]]&lt;br /&gt;
The biggest motherfucking gun alive on land (Both figuratively and literally). The Bio-Cannon is a Tyranid Biomorph. Equipped on titan-sized creatures such as the [[Hierophant]] and [[Harridan]], the Bio-Cannon works like a giant Deathspitter; that is that it spews forth a hail of highly venomous and corrosive maggot organisms. &lt;br /&gt;
&lt;br /&gt;
But these maggots are ECKS BAWKS HUEG to make it a threat to superheavies. These organisms like their smaller cousins, explode on impact, splattering a rain of bio-acid and poison that can melt through nearly any material in a matter of seconds. Of course how this affects esoteric shit like [[Void shield|Void Shields]] is unknown (Maybe it eats through Void Shields?).&lt;br /&gt;
&lt;br /&gt;
On crunch, the Bio-Cannons comes in two since the Hierophant naturally twin-links these; they are S10 (which can double for the price of taking D3 mortal wounds, like tau units overcharging), AP-2, 2D6 damage (doubled against buildings and other TITANIC units). Its a shame it is the only Titan-grade Tyranid weapon though.&lt;br /&gt;
&lt;br /&gt;
===Bio-Torpedo===&lt;br /&gt;
[[File:Nid_Torpedo.JPG|200px|right|thumb|Bio-Torpedo]]&lt;br /&gt;
Otherwise known as the Tyranid Torpedo. These things are living, breathing Torpedoes used by Bio-Ships to break open the hulls and shatter the shields of enemy vessels. Unlike most races torpedoes which has limited tracking and maneuvrability, Bio-Torpedoes could do twist and turns that no ordinary torpedoes could replicate. They are packed full of bio-plasma to fuck shit up.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Bio-Torpedoes look very similar to the [[Ether-Swimming Brood]].&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these living weapons are just regular torpedoes, [[Derp|despite the fluff.]] Launch several of them at close range for a truly lethal torpedo-giant claw combo and [[Rape|watch the ensuing spectacle.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bio-Torpedo_launched.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seed Spore===&lt;br /&gt;
[[File:Nid_Seed_Spore.JPG|200px|right|thumb|Seed Spore]]&lt;br /&gt;
If the Bio-Torpedoes are the Nids answer to regular torpedoes than the Seed Spore is the Nids answer to Melta Torpedoes.&lt;br /&gt;
&lt;br /&gt;
Seed Spores function the same as Bio-Torpedoes, however, the catch is that rather being filled to the brim with fuel that creates bio-plasma, the Seed Spore is packed with pyro-acid spores that blankets a large area in a toxic cloud.&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these living weapons are your area-denial weapon. The clouds being spawned from a Seed Spore covers a good range and any ship within the cloud takes hull damage rather than shield damage.&lt;br /&gt;
&lt;br /&gt;
===Bio-Plasma Battery===&lt;br /&gt;
&#039;&#039;See main article here: [[Bio-Plasma Battery]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pyro-Acid Battery===&lt;br /&gt;
[[File:Pyro-Acid_Battery_2.JPG|200px|right|thumb|Pyro-Acid Battery]]&lt;br /&gt;
The [[Dick|giant phallic weapons]] found only on Bio-Ships. &lt;br /&gt;
&lt;br /&gt;
Essentially the Tyranids version of a [[Exterminatus|Macro-Weapon mixed in with a Flamer/Chem-thrower.]] Pyro-acid Batteries are a kind of Weapons Battery used on Tyranid Bio-ships. Launching toxins and pyro-acids, these gigantic Biomorphs can cause considerable damage on impact to enemy ships. Moreover, after impact, they unleash hordes of smaller Tyranid creatures into the ship, and these often prove more deadly than the weapon itself.&lt;br /&gt;
&lt;br /&gt;
On [[Battlefleet Gothic: Armada II]], these things can be found on either the mouth or portside of a Bio-Ship. Most often than not, these things are the most [[Dakka]] weapons of a Hive Fleet, able to dish out an enormous amount of acidic fire and criticals while also ignoring shields, in contrast to slower firing weapons like the Drool Cannon for example. [[Orks]] [[Shitstorm|shit themselves a new one]] when face against these things, [[Necrons]] however...not so much.&lt;br /&gt;
&lt;br /&gt;
The weapon comes in two forms like the [[Bio-Plasma Battery]]. There is the much larger Discharge Artillery which is mounted on the front hull of the ship. That gives it longer range at the expanse of fire rate. Then these are the batteries which are mounted on the starboard and port of the vessel. They have greater firepower at the expanse of range. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Pyro-Acid_Battery.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inbuilt==&lt;br /&gt;
Certain weapons used by the Tyranids are part of the creatures themselves, instead of being addition to the arms/back.&lt;br /&gt;
&lt;br /&gt;
===Bio-Electric Pulse===&lt;br /&gt;
[[File:Bio-Electric_Pulse.jpg|150px|right|thumb|Bio-Electric Pulse]]&lt;br /&gt;
Built into the Trygon, a electrical charge is build up by the creature as it moves, allowing a powerful and [[Dakka|large]] discharge. The Trygon Prime increases the range of this blast, and doubles its rate of fire.&lt;br /&gt;
&lt;br /&gt;
It is also great for tunneling which is a plus for the Trygon. They use their bio-static charge to assist with tunneling, as their tunnels have been found coated with a fused, glass-like silicate layer on the inside. This effect stabilizes the tunnel walls and prevents them from collapsing behind a burrowing Trygon. Which is stupid when given the weight and size of the Trygon. Unless it is smooth like a [[Adeptus Custodes|lubed bannana]], then there is no way such glass would withstand such violent digging. Furthermore, large vehicles and some animals could burrow efficiently without needing to turn their surroundings to glass. So this ability is quite redundant unless the Nids want to transport smaller grubs along its merry adventure.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know, the Bio-Electric Pulse &amp;lt;u&amp;gt;IS&amp;lt;/u&amp;gt; the Trygon&#039;s carapace armor.&lt;br /&gt;
&lt;br /&gt;
===Bio-Plasma===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main article here: [[Plasma#Bio-Plasma|Bio-Plasma]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Cluster Spines===&lt;br /&gt;
[[File:Cluster_Spines.jpg|150px|right|thumb|Cluster Spines]]&lt;br /&gt;
Just imagine a porcupine that shoot out its spines or a [[Lizardmen]]&#039;s Razordon.&lt;br /&gt;
&lt;br /&gt;
The largest Tyranids have banks of spines build into their carapaces that they can fire when under stress. Consisting of rows of quills embedded into the carapaces of the equipped creature like a giant Porcupine. These spines are dense and hollow like a Frag Grenade and explode upon impact like one, dealing significant damage to anything in the area of impact over considerable distances. Of course, it is unknown whether these are single shot or multi-use. &lt;br /&gt;
&lt;br /&gt;
Fired into densely packed groups of enemies, these spines can saturate large areas with needle-sized slivers, making them a potent anti-infantry weapon. Although given on where the Tyranid would like to grow its spines, [[Fail|it can also end up hitting nothing but air.]]&lt;br /&gt;
&lt;br /&gt;
Whilst this makes them superfluously similar to the Spine Banks, the biggest difference is size. Cluster Spines are only found on [[Tervigon]]s and [[Tyrannofex]]es, whilst the Spine Banks are used only by [[Carnifex]]es. &lt;br /&gt;
&lt;br /&gt;
Its more anti-armor version is the Stinger Salvo.&lt;br /&gt;
&lt;br /&gt;
===Flesh Hooks===&lt;br /&gt;
[[File:FleshHooks.jpg|250px|right|thumb|Flesh Hooks]]&lt;br /&gt;
Flesh Hooks are sharp barbs attached to long, sinewy tentacles, which are kept coiled close to the Lictor&#039;s rib cage, until they are fired by a powerful muscle spasm. They are the Tyranid&#039;s answer to Scorpion&#039;s sting from Mortal Kombat. So don&#039;t be too surprise if Nid players shout &amp;quot;Get Over Here!&amp;quot; every once in a while.&lt;br /&gt;
&lt;br /&gt;
Until 5th Edition edition came out, nearly any species of Gaunt, Warrior and more could use these. They are long bony spines with barbed hooks on the end that serve as both harpoons and possible grapnel for climbing. The Lictor can use these hooks either to scale sheer obstacles, or to snag luckless prey and drag it into the Lictor&#039;s waiting claws. Now they&#039;re Lictor and Warrior/Shrike only (Carnifexes have access to Spine Banks, which are similar), count as Frag Grenades, and can be fired for a surprisingly deadly shot.&lt;br /&gt;
&lt;br /&gt;
===Grasping Tongue===&lt;br /&gt;
[[File:Grasping_Tongue.jpg|150px|right|thumb|Grasping Tongue]]&lt;br /&gt;
The ultimate OM NOM NOM NOM NOM.&lt;br /&gt;
&lt;br /&gt;
The Grasping Tongue is less of a tongue and more of a mound of tentacle claws attached to a giant mouth. This is a weapon you can see in every [[/d/|tentacle hentai]] ever and not be surprised at all. &lt;br /&gt;
&lt;br /&gt;
Though technically part of an [[Haruspex]]&#039;s body, it can use its long tongue to snag an enemy, pluck it out of its unit and devour it whole.&lt;br /&gt;
&lt;br /&gt;
For 8th edition crunch, everyone&#039;s favorite [[Rape|tentacle rape]] got a pretty good buff; it&#039;s rather fierce at S6 AP-3 and d3 damage, it gains further use since it can be used within close range and regains a wound if it kills something, so it can add to survivability.&lt;br /&gt;
&lt;br /&gt;
===Ripper Tentacles===&lt;br /&gt;
[[File:Ripper_Tentacle.jpg|110px|right|thumb|Ripper Tentacles]]&lt;br /&gt;
No. They are in no way related to the small, petite living stomachs called the [[Ripper|Rippers]]. &lt;br /&gt;
&lt;br /&gt;
However, they do bare resemblance to other tentacle-themed enemies in science fiction (cue hentai tentacle rape jokes). Possibly why this and the Mycetic Spore was canned cause they ain&#039;t copyrightable enough for GW. &lt;br /&gt;
&lt;br /&gt;
Used by Mycetic Spores, the tentacles themselves consist of thick ropes of muscles and tendon. Drawn to movement, any moving foe within reach of the Tentacles will be thoroughly smashed like dough on a kitchen board.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are long-ranged tentacles able to do significant damage to medium-sized blobs thanks to their high rate of fire (strange choice of words when the weapon in question is akin to beating someone over the head with a tentacle).&lt;br /&gt;
&lt;br /&gt;
Of course with the fact that the [[Mycetic Spore]] has all but been &amp;lt;s&amp;gt;squatted&amp;lt;/s&amp;gt; replaced by the far more modern and up-to-date [[Sporocyst]] the canon was &#039;&#039;almost&#039;&#039; all but up in the air with these Tentacles. Thankfully, the [[Venomthrope]] and [[Toxicrene]] kind of bought them back into reality.&lt;br /&gt;
&lt;br /&gt;
===Spine Banks===&lt;br /&gt;
[[File:Spine_Banks.PNG|150px|right|thumb|Spine Banks]]&lt;br /&gt;
Like the Singer Salvo and Cluster Spines, Spine Banks are another type of back-based ranged weapon bio-morph found typically on [[Carnifex]]es, especially the [[Thornback]] species.&lt;br /&gt;
&lt;br /&gt;
Spine Banks follow the same pattern as the aforementioned two back-based weapons. They are composed of rows of spines embedded in cavities in the carapace of a Tyranid creature which are fired by muscle contraction at close ranges. This showers an area with spines covered with poison which easily incapacitate and distract nearby enemies. Spine Banks often form the Frag Spines studded along some Carnifexes. &lt;br /&gt;
&lt;br /&gt;
Whilst this makes them superfluously similar to the Cluster Spines, the biggest difference is size. Cluster Spines are only found on [[Tervigon]]s and [[Tyrannofex]]es, whilst the Spine Banks are used only by Carnifexes.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, Spine Banks are 6&amp;quot; Assault 5 S5 AP0 D1, one of the back options for the Carnifex, never take this, the spore cysts are better but if you don&#039;t have 15 points for them, then use the 5 points this weapon costs for something else.&lt;br /&gt;
&lt;br /&gt;
===Spore Mine Cysts===&lt;br /&gt;
[[File:Spore_Mine_Cysts.jpg|150px|right|thumb|Spore Mine Cysts]]&lt;br /&gt;
Build into the underside of a [[Tyranid Harpy]], you can have it drop a Spore Mine onto something it flew over once per game as if it was making a bombing run. The same rules for the Spore Mines as stated above count here as well. Some players have gone their way to make the Harpies &#039;&#039;carry&#039;&#039; the Spore Mines. Of course, most modern equivalent of the Spore Cyst are the two stubby looking anuses behind a Harpy. So yes, the Tyranids can actually shit explosive submunitions on their enemies. &lt;br /&gt;
&lt;br /&gt;
Unfortunately it is a pretty outdated weapon, dating back to 4th edition. &lt;br /&gt;
&lt;br /&gt;
In 4th Edition, Spore Cysts are found on larger Tyranids and are excretion pits for the creation of Spore Mines. The symbiotic relationship between creature and spore cyst is such that they cannot be separated once formed.&lt;br /&gt;
&lt;br /&gt;
===Stinger Salvo===&lt;br /&gt;
[[File:Stinger_Salvo.jpg|150px|right|thumb|Stinger Salvo]]&lt;br /&gt;
Think of it as a giant Spinefist.&lt;br /&gt;
&lt;br /&gt;
Works comparable to the Cluster Spines, except this is more of a barrage of large solid spikes akin to the spinefists rather than a densely hollow spines. Powerful muscular contractions spray the spikes out to skewer enemy infantry and pierce the toughest of armor.&lt;br /&gt;
&lt;br /&gt;
Think of this as the anti-armor variant of the Cluster Spine&#039;s anti-infantry. Although they can both harm either infantry or armored divisions when peppered sufficiently with spines/spikes. Just like the Cluster Spine,  the Stinger Salvo is a weapon who practicality is only viable given on where the Tyranid would like to put it, turning into a living, breathing spike bomb into a fairly useless weapon that rains spikes cause the dumb idiot placed its Stinger Salvo a tad bit too high.&lt;br /&gt;
&lt;br /&gt;
===Thorax Swarm===&lt;br /&gt;
[[File:Thorax_Swarm.jpg|150px|right|thumb|Thorax Swarm]]&lt;br /&gt;
Certain Tyranids can issue forth swarms of bugs living in their thoraxes to devour anything in short range. These creatures erupt from openings in their host&#039;s chest to drown the enemy in a deadly cloud that chews out eyes and crawls down throats. These swarms come in three flavors: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electroshock Grubs:&#039;&#039;&#039; These grubs are insects who electrocute anything they grab onto for a damaging attack, anything caught in between this energy is reduced to a charred ruin.&lt;br /&gt;
*&#039;&#039;&#039;Desiccator Larvae:&#039;&#039;&#039; These are grubs who drain the target&#039;s body of all of its moisture within seconds, leaving only a dry husk. This means that once fully bloated, they would be one huge grub seeing how the Human body is like what, 75% water.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shreddershard Beetles:&#039;&#039;&#039; Instinctively crawl into any nook and crevice on their victims such as those between armor joints. They are bugs who Rend their way through their targets, exploding in shards of needles.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thorax_Swarm_D.JPG|Thorax Swarm from a [[Dimachaeron]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
Every Tyranid organism has at least rows of sharp teeth and deadly claws, but some go an extra mile.&lt;br /&gt;
&lt;br /&gt;
===Claws and Teeth===&lt;br /&gt;
[[File:Claws and Teeth.JPG|200px|right|thumb|Claws and Teeth]]&lt;br /&gt;
Your most vanilla of close combat Tyranid weapons. &lt;br /&gt;
&lt;br /&gt;
The Claws and Teeth are basic Tyranid Biomorphs equipped to even the most simplest of organisms, such as Rippers. These razor-sharp claws and maws of fangs allow them to rip apart enemies. There&#039;s nothing spectacular about them, and thus there is nothing interesting about them.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Claws and Teeth are the stock CCW for your Rippers and Termies. (And Zoanthropes as well, but really those guys don’t belong in combat in most cases). They do moderate damage against GEQs and fair pretty bad when it comes to MEQs and above, requiring sheer weight of numbers to be even remotely effective.&lt;br /&gt;
&lt;br /&gt;
All in all, Claws and Teeth is only used when someone really wants to use up all their attacks or that they are &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;THAT&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; desperate.&lt;br /&gt;
&lt;br /&gt;
===Acid Maw===&lt;br /&gt;
[[File:Acid_Maw.JPG|200px|right|thumb|Acid Maw]]&lt;br /&gt;
To aid them in the digestion of a world&#039;s biomass, Pyrovores drool a highly corrosive acid that can dissolve pretty much anything. The downside is that they need to focus all their energy on making a successful bite attack, diminishing their potential damage output.&lt;br /&gt;
&lt;br /&gt;
Some creatures also have a powerful tongue dripping with corrosive acids that can be used to snare prey and bring them in for consumption and digestion while leaving other limbs free for other tasks.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Acid Maw is now the primary CCW of the former biggest joke of 40k, the Pyrovore, now with S5 and AP-3 on all (i.e. both) its attacks. Can also be taken by Genestealers. &amp;lt;u&amp;gt;&#039;&#039;&#039;DO THIS&#039;&#039;&#039;&amp;lt;/u&amp;gt;, [[Awesome|they&#039;re basically free power swords for every 4 models in a unit.]]&lt;br /&gt;
&lt;br /&gt;
There&#039;s even an upgrade called the &#039;&#039;&#039;Monstrous Acid Maw&#039;&#039;&#039;. Which is an option for the Carnifex, with S6 AP-5 and d3 damage. Because you really want to make sure somebody won&#039;t get its armor save. Doesn&#039;t replace any other melee weapons either, so you can always use the talons if you want more reliable damage. Mutually exclusive with Enhanced Senses, Bio-Plasma, and Tusks.&lt;br /&gt;
&lt;br /&gt;
===Lash Whip===&lt;br /&gt;
[[File:LashWhipBit.jpg|200px|right|thumb|Lash Whip]]&lt;br /&gt;
Tyranids have also learned to Whip it Good!&lt;br /&gt;
&lt;br /&gt;
A classic and the source of many a [[rule 34]], they allow its user to strike much faster than they normally could, getting a blow in before the enemy can. More seriously though, a Lash Whip is a Tyranid Bio-weapon in the form of a living whip with three tentacles of muscle and sinew that writhe of their own accord and strike at their prey, independently of their wielder&#039;s actions. &lt;br /&gt;
&lt;br /&gt;
A Lash Whip has a small body contained within a bony tube which forms the handle of the whip, and has three tentacles which form the rest of its body. The creature survives by slicing flesh from its victims and consuming them.&lt;br /&gt;
&lt;br /&gt;
The weapon suffers from not being effective against armored enemies, though. Provided you&#039;re not a venomthrope this is paired with a bone-sword with AP 3 which makes this combo death-incarnate for MEQ&lt;br /&gt;
&lt;br /&gt;
===Feeder Tendrils===&lt;br /&gt;
[[File:Feeder_Tendrils.JPG|150px|right|thumb|Feeder Tendrils]]&lt;br /&gt;
&lt;br /&gt;
Basically the Brain Bug from Starship Troopers and the first part of the Cthulhu fan club&#039;s uniform.&lt;br /&gt;
&lt;br /&gt;
Feeder Tendrils are a special organs of some Tyranid&#039;s organisms (Lictors, for example) that able them to drain the dead victim&#039;s brain matter, absorbing all of its memories and knowledge. This provide the Tyranids with the information about enemy&#039;s strong and weak spots and other reconnaissance data.&lt;br /&gt;
&lt;br /&gt;
On 8th Edition tabletop, Feeder Tendrils are no longer considered weapons but as a form of Strategem for some reason. Feeder Tendrils lets you gamble on a 2/3 chance to make a CP profit. Or more specifically, when a Genestealer, Lictor, Venomthrope, or Toxicrene kills a Character in the Fight Phase, it gain D3 CP. &lt;br /&gt;
&lt;br /&gt;
At the very least, this is effectively free since gaining 1 CP will still be enough to negate the cost of using the Stratagem in the first place. More often, it&#039;ll let you turn opposing characters into an opportunity for bonus CP.&lt;br /&gt;
&lt;br /&gt;
===Rending Claws===&lt;br /&gt;
[[File:Rendingclaw.jpg|200px|right|thumb|Rending Claws]]&lt;br /&gt;
&lt;br /&gt;
The iconic claws of Genestealers and the origin of the Rending rule, these claws are both incredibly sharp and hard; tipped in extremely dense diamond-hard chitin. Powered by the overdeveloped musculature and steel-like tendons of a Tyranid, rending claws become capable of ripping open Ceramite and thick armor with ease as well as fatally shredding flesh and bone; allowing you to pick apart even a [[Terminator]] with ease.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, Rending Claws are a cheap AP-1 weapon, with Rending being replaced with a 6+ on a wound roll giving the attack AP-4. There is also an upgrade called &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039;, which deal AP-3 D3 Damage, on a 6+ on a wound roll makes the attack AP-6 and a flat 3 damage. Also confers re-rolls to wound, which allow for more &#039;rending&#039; 6s and is important as the Tyrant generally needs higher numbers to hurt things now than in previous editions. Considering that they are also FREE, the claws should be your go-to melee weapon of choice for the Hive Tyrant.&lt;br /&gt;
&lt;br /&gt;
===Scything Talons===&lt;br /&gt;
[[File:ScythingTalon.jpg|200px|right|thumb|Scything Talons]]&lt;br /&gt;
&lt;br /&gt;
The long, bladed weapons you see on Tyranids of all sizes. These weapons are long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes. They can pierce very light armor as found on [[Ork]]s and the like, but tougher armor will likely stop the blows. Overall, the basic Tyranid melee weapon. &lt;br /&gt;
&lt;br /&gt;
In 5th Edition they were a lot better because they gave rerolls to failed To Hit rolls (only the ones with one pair, but all of them if you have two pairs), at the slight loss of not being able to penetrate even the lightest of armors.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Scything Talons now allow a model to re-roll to hit rolls of 1 when attacking with this weapon (something they used to do back in 5th). In addition, if the model has more than one pair, they can make 1 additional attack with this weapon. It is confirmed via FAQ that multiple sets of talons grant only +1 attack total, not +1 per set; this applies for all sizes of Scything Talons. &lt;br /&gt;
&lt;br /&gt;
There is also the &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; (For the big bois), which are found on Tyrants and the Carnifex. Same rules as above but AP-3, 3 Damage. If that&#039;s not enough for you, than we have the even bigger &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; which is only found on Tervigons, Maleceptor, Trygon and Trygon Primes and are AP-3, D6 Damage.&lt;br /&gt;
&lt;br /&gt;
===Bonesword===&lt;br /&gt;
[[File:BoneswordBit.jpg|200px|right|thumb|Bonesword]]&lt;br /&gt;
&lt;br /&gt;
Psychic swords that feed off the life force of their target, they can inflict Instant Death and tear through Space Marines with ease.&lt;br /&gt;
&lt;br /&gt;
A Bonesword is living organism, which has a small brain situated deep within its hilt and has a rudimentary sentience that allows it to gradually [[Dick|grow in length]] and repair any battle damage to itself and maintain a deadly monomolecular edge. However, it is completely slaved to the will of its wielder and is incapable of any independent thought. &lt;br /&gt;
&lt;br /&gt;
The weapon is made of chitin and constantly crackles with powerful psychic energy that flows along embedded nerve tendrils to create a psychic field around the blade, effectively creating a biological version of a [[Force weapon|force weapon.]] This energy amplifies in potency when in close proximity to another Bonesword, such as when used in pairs. It is serrated on both edges and was originally a creature&#039;s massively elongated horn.&lt;br /&gt;
&lt;br /&gt;
[[/d/|The Bonesword can generate a powerful surge of psychic energy when stimulated by its user.]]&lt;br /&gt;
&lt;br /&gt;
===Bone Sabre===&lt;br /&gt;
[[File:Bonesabre.JPG|200px|right|thumb|Bonesabre]]&lt;br /&gt;
&lt;br /&gt;
Badass Boneswords used by the [[Swarmlord]], it can use these weapons in a barrage of blades to ward off incoming melee attacks. &lt;br /&gt;
&lt;br /&gt;
They differ from commonly seen Tyranid Boneswords in that each Sabre has a crystalline growth, not indigenous to the galaxy, at its core that partially protrudes through the blade&#039;s serrated surface. The Swarmlord can parry with these sabres at such speed that its foes find it all but impossible to inflict a hit on the creature.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are 4++ in CC only. Also INSTANT DEATH ON ANY SUCCESSFUL CUT. Not just on sixes. Swarmy may have a place still.&lt;br /&gt;
&lt;br /&gt;
===Sickle Claws===&lt;br /&gt;
[[File:Sickle_Claws.JPG|200px|right|thumb|Sickle Claws]]&lt;br /&gt;
Imagine the Rending Claws from a [[Genestealer]], now extrapolate its size to fit on something the size of a [[Carnifex]]. What do you get? [[Rape|A whole load of pain that&#039;s what.]]&lt;br /&gt;
&lt;br /&gt;
Sickle Claws are found exclusively only on the [[Dimachaeron]], an elusive Tyranid creature that is competing with the [[Ripper]], [[Mawloc]] and [[Haruspex]] on who is the biggest OMNOMNOM of them all. These giant rape machines could tear open vehicles as easily as Rending Claws could make [[Terminator]]s [[Anal circumference|bend over.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on 8th Edition, these are the Dimachaeron&#039;s pride and joy, sporting [[Rape|S10 AP-2 and D3 Damage, but to hit roll of 6 pump it up to AP-4 and D6.]] Honestly, you would think that &#039;&#039;these&#039;&#039; things would be better suited for the [[Genestealer Patriarch]] and the [[Broodlord]] right?&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Tusks===&lt;br /&gt;
[[File:Tyranidstusks.jpg|150px|right|thumb|Tusks]]&lt;br /&gt;
Tusks are a Tyranid Biomorph and like those of an elephant, it is a form of specialised and enlarged tooth that emerges from the organism&#039;s lower mandible. Tusks are weapons exclusively found only on the [[Stone Crusher]] [[Carnifex]] for some reason. &lt;br /&gt;
&lt;br /&gt;
They are large tusks of adamantium-laced chitin extend from the head of the Tyranid and allows them to initiate a devastating charge, often breaking through ranks of troops by smashing them aside. &lt;br /&gt;
&lt;br /&gt;
However, its enlarged tusks puts them in the way of the Carnifex from biting. So there is a trade off.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, Tusks gives the {{W40Kkeyword|Horned Chitin}} keyword, useful on a Stone Crusher Carnifex that aims for the big guys on the board.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Grasping Talons===&lt;br /&gt;
[[File:Grasping_Talons_Lictor.JPG|200px|right|thumb|Grasping Talons]]&lt;br /&gt;
The Scything Talons&#039; bigger brother. &lt;br /&gt;
&lt;br /&gt;
Grasping Talons are overly enlarged talons found on either the [[Lictor]] or the [[Dimachaeron]] that looks more like a preying mantis claw than anything else. The enlarged talon and muscle mass allows them to puncture through thick flesh (Or multiples) much easier than regular Scything Talons. In the case of the Dimachaeron, it has two of these bad boys per hand, cause fuck you that&#039;s why.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Grasping Talons are the Lictor&#039;s other weapon, these deal 2 Damage and AP-1. Don&#039;t go through armour as well, but against multi-wound low-armour models like [[Grotesque]] and [[Nob|Nobz]], they&#039;re fantastic. On the Dimachaeron however, since these guys basically have two of them per hand, are S+1 AP2 Talons that, when it rolls one or more 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can [[Awesome|kill anything smaller than Extremely Bulky]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grasping_Talons.JPG|Dimachaeron&#039;s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Screamer-Killer Talons===&lt;br /&gt;
[[File:SK_Talons.PNG|200px|right|thumb|Screamer-Killer Talons]]&lt;br /&gt;
An extremely nasty Talons that makes the Grasping Talons look reasonable.&lt;br /&gt;
&lt;br /&gt;
The Screamer-Killer Talons as its name implies, is exclusive to only the [[Screamer-Killer]] [[Carnifex]]. Its shape pays homage to the old-school Carnifexes when they look more like crabs than anything else.&lt;br /&gt;
&lt;br /&gt;
These giant meat blenders has enough strength to rip apart even [[Terminator Armour]] if the 10th Edition trailer is anything to go by. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the crunch matches the fluff. Absolutely monstrous can openers. WS3+, S10, AP-2, and D3 is already fucking nasty. But include that with the Screamer-Killer being able to inflict &#039;&#039;[[rape|10 fucking attacks]]&#039;&#039; on a turn and this thing would quickly pile on the kills from Terminators to fucking &#039;&#039;Heavy Tanks&#039;&#039;.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Tail Mace===&lt;br /&gt;
[[File:TailMace.jpg|200px|right|thumb|Tail Mace]]&lt;br /&gt;
The smaller cousin of the larger Scything Tail.&lt;br /&gt;
&lt;br /&gt;
The Tail Mace or Bone Mace is a huge lump of flesh on the end of a tail and is used like a wrecking-ball, to demolish heavy vehicles and sweep aside many enemies at once. It is mounted exclusively to the [[Stone Crusher]] [[Carnifex]].&lt;br /&gt;
&lt;br /&gt;
In a affect, it functions similar to the clubbed tails of an [[dinosaur|Ankylosaurus]], and it is designed to break apart heavier armour or fortifications on its back, which, given the role and nature of the Stone Crusher, completely fits its capabilities.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Tail Mace is a S+1 AP-2 D2 tail weapon option for the Stone Crusher Carnifex, you only get one attack with this each time so it may not be worth it if not against an almost-dead vehicle or monster.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Scything Tail===&lt;br /&gt;
[[File:Scything_Tail.JPG|200px|right|thumb|Scything Tail]]&lt;br /&gt;
&lt;br /&gt;
A Scything Talon found on a tail. &lt;br /&gt;
&lt;br /&gt;
Sometimes known as the &#039;&#039;&#039;Tail Scythe&#039;&#039;&#039; or &#039;&#039;&#039;Thresher Scythe&#039;&#039;&#039;. Scything Tails occurs on larger Tyranids, it is effectively the tail of the creature given a scythe edge, often used to sweep through large numbers of lightly armored enemies. They can also tear through armor like it&#039;s nothing, be able to morph into maces capable of punching holes in tanks or be equipped with stingers containing highly lethal toxins.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Tail Scythe is now known as the Thresher Scythe and it is a S4, AP-1 D1 weapon. Its special ability is that it can make D3 hit rolls for each attack made with this weapon instead of a 1. This makes it complementary to the Wrecker Claws and Bio-Flail combo.&lt;br /&gt;
&lt;br /&gt;
===Crushing Claws===&lt;br /&gt;
[[File:Crushing_Claws.JPG|200px|right|thumb|Crushing Claws]]&lt;br /&gt;
&lt;br /&gt;
Crushing Claws AKA [[Meme|&#039;&#039;CRAB PEOPLE! CRAB PEOPLE!&#039;&#039;]] are a Tyranid Bio-weapon of huge crab-like claws found on the largest Tyranid organisms, the only creatures capable of hefting the enormous bulk of the claws, such as Carnifexes. The claws are obscenely strong and powerful enough to destroy multiple opponents in one swoop or easy cut through the toughest vehicle armor.&lt;br /&gt;
&lt;br /&gt;
Used only by [[Carnifex]]es, [[Tervigon]]s and [[Tyrant Guard]], this massive pair of crab-like claws grants S+1, AP2, Armourbane and Unwieldy. Not very interesting for the Tervigon because its role is really nothing more than sitting on an objective, shitting out as many Gaunts as it can. Carnifexes on the other hand have pretty much lost their utility as linebreakers, you&#039;re better off running them as a dakkafex and letting Trygons do the heavy lifting. They are not very interesting on Tyrant Guard either, given their prohibitive cost and they make them swing very slow: it is best to use the Rending Claws and have them do the job.&lt;br /&gt;
&lt;br /&gt;
===Wrecker Claws===&lt;br /&gt;
[[File:Wrecker_Claw.JPG|200px|right|thumb|Wrecker Claws]]&lt;br /&gt;
Crushing Claws on steroids.&lt;br /&gt;
&lt;br /&gt;
Wrecker Claws are immense claws covered in diamond-hard chitin and ultra-dense bone to enable it crush the armor of vehicles with relative ease. These things are nothing more than living power shears and its nature of violently ripping apart even the most heavily armored of foes would strike fear in the hearts of feeble men.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, Stone Crusher Carnifex comes automatic with two Wrecker Claws. They are allowed to re-roll all failed Armour Penetration rolls, as well as add one to the result if against immobile structures and fortifications (on top of the +2 granted by the Wrecker Claws AP1 value) when using their Wrecker Claws. Although the Stone Wrecker Carnifex has less attacks than the Carnifex (two compared to three) any attack that goes through is more than likely going to cause an Explodes!  &lt;br /&gt;
&lt;br /&gt;
You can swap out one of the Wrecker Claws with a Bio-Flail for maximum FUCK YOU!&lt;br /&gt;
&lt;br /&gt;
===Bio-Flail===&lt;br /&gt;
[[File:WreckingBall.jpg|200px|right|thumb|Bio-Flail]]&lt;br /&gt;
&lt;br /&gt;
Otherwise known as the &#039;&#039;&#039;Wrecking Ball&#039;&#039;&#039; or &#039;&#039;&#039;Stone Crusher&#039;&#039;&#039;. The Stone-Crusher is a Tyranid close combat Biomorph most commonly encountered on the Stone-Crusher Carnifex and is nothing more than a large mass of bone, chitin and flesh. Designed for urban battles, the Stone-Crusher is rammed through a wall using the Carnifex&#039;s immense strength then pulled backwards to wrench the entire structure down.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, Stone Crushers turn a Carnifex into a living battering ram. Wrecker Claw and Bio-Flail replaces their ability to re-roll amour penetration on their regular attacks with the ability to cause Instant Death and gain a new rule, Sweep Attack. Sweep Attack allows a model to replace all their attacks with a number of attacks equal to the number of enemy models in base contact with them. This allows a Stone Crusher Carnifex with a Wrecker Claw and Bio-Flail to generate more attacks and stops it being tarpitted as easily, while the trade off is that they may find it harder to destroy vehicles.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Carapace Chitin-Rams===&lt;br /&gt;
[[File:Carapace_Ram.PNG|200px|right|thumb|Carapace Chitin-Rams]]&lt;br /&gt;
Possibly the heaviest close-combat terrestrial Tyranid bio-weapon to date.&lt;br /&gt;
&lt;br /&gt;
Found exclusively only on a [[Stone Crusher]] [[Carnifex]]. The Carapace Chitin-rams allows the charging Stone Crusher to tear trough the armour and defense of its targets, and even more so against buildings, fortifications, armoured vehicles, and other Monstrous Creatures. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know what it looks like, it is that giant, heavy-ass prong-shaped lance that the Stone Crusher carries on its back and shoulders. The two prongs are literally composed of solid bone and chitin, making it a good weapon to punch a whole through anything it charges through.&lt;br /&gt;
&lt;br /&gt;
=== Feeder Tentacles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Feeder_Tentacles.JPG|200px|right|thumb|Feeder Tentacles]]&lt;br /&gt;
Basically a giant version of the Feeder Tendril.&lt;br /&gt;
&lt;br /&gt;
Feeder Tentacles are enormous tentacles used by some Tyranid Bio-Ships to feed on planetary atmospheres. They can also be used as weapons against enemy vessels. The tentacles are strong enough to punch through a ship&#039;s hull and inject smaller Tyranid organisms into it to run amok, causing enormous damage to the ship&#039;s critical systems.&lt;br /&gt;
&lt;br /&gt;
In [[Battlefleet Gothic: Armada II]]. These are your boarding crafts. However, unlike the other faction&#039;s boarding craft, the Feeder Tentacles is arguably the most powerful as once attached, it is very hard to let go. This allows a continuous stream of Nids to swarm an enemy ship, which would absolutely devastate opposing crew members; often leaving an empty hulk once it is done. This is offset by its shit range, however.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the ultimate OM NOM NOM machine.&lt;br /&gt;
&lt;br /&gt;
=== Great Claws ===&lt;br /&gt;
[[File:Tyranid_Great_Claws.JPG|200px|right|thumb|Great Claws]]&lt;br /&gt;
Sometimes known as Massive Claws.&lt;br /&gt;
&lt;br /&gt;
Great Claws is the Claws and Teeth of a regular Tyranid organism grown to voidship-sized proportions. The &#039;&#039;other&#039;&#039; ultimate OM NOM NOM machine. All bio-ships with a Great Claw upgrade is a designated battering ram and function similarly to the armoured prow of an [[Imperial Navy]] and [[Ork]] warship. Despite the similarities, the Tyranid Great Claws are definitely the best CQC space weapon in the entire game.&lt;br /&gt;
&lt;br /&gt;
This is helped by the fact that it is an actual appendage, meaning that once it latches on to something, it would continue to mulch and crush anything within its massive maw. In [[Battlefleet Gothic: Armada II]], this translates to a [[Awesome|continuous damage dealer]] in contrast to the one-off damage done by an armoured prow. Whilst it has less even &#039;&#039;less&#039;&#039; range, does not permanently latch on to its target and dump an unholy amount of bodies like the Feeder Tentacles, Great Claws do not have a cooldown and it is always &#039;on&#039;. Moreover, Great Claws deals a metric shit ton of damage to a target&#039;s health, completely ignoring any shields present and just chews on it until it goes boom, whereas a ship-turned-drifting hulk done-in by a Feeder Tentacle could always be reoccupied by the enemy if not careful. &lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Tyranid-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Tyranids-Creatures}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:20B5:1D54:C4E6:2A34:66D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mek_Gunz&amp;diff=334303</id>
		<title>Mek Gunz</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mek_Gunz&amp;diff=334303"/>
		<updated>2023-05-25T23:14:07Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:20B5:1D54:C4E6:2A34:66D: &lt;/p&gt;
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&lt;div&gt;[[File:MekGunz.png|thumb|right|Choot &#039;em! CHOOT &#039;EM DED!]]&lt;br /&gt;
&lt;br /&gt;
What do Grots do when they&#039;re not being prodded towards the front lines, used as food, clearing mine fields, or running through enemy fire to bring supplies?&lt;br /&gt;
&lt;br /&gt;
[[Tau|Sit on the back line and fire volatile heavy guns, of course!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mek Gunz&#039;&#039;&#039; are the product of... well, Meks that make giant-ass guns! Meks love making bigger and killier weaponry, and sometimes they come up with weapons that just aren&#039;t man (er, ork) portable, even by the most muscle-bound of skarboy Nobs. These weapons are generally fit for mounting on a Gun Trukk, Battlewagon, or even a Stompa! Sadly, many meks can sorely lack a momentous-enough Waaagh! to have a healthy supply of war-machines needing said big-ass guns. Instead, many less well-to-do mekboys strap their terrifying creations to overburdened wagons or spare trukk-wheel axles, park them in the back-lines, and launch volleys of random artillery-fire at unsuspecting foes.&lt;br /&gt;
&lt;br /&gt;
This un-Orky job of sitting away from the front lines, not beating someone&#039;s head in, is given to Grots. This is actually a grand job for said weedy goblinoids, as they love nothing more than &#039;&#039;not&#039;&#039; being beaten senseless by their ork overlords (who are busy beating someone else for a change!). Unfortunately, many of these guns are less than reliable. You see, once a mekboy has had their fill of standard powder-and-shell weaponry, they will take to the time-honored art of &#039;&#039;MAD SCIENCE!&#039;&#039; and craft all manner of death rays, tractor beams, and assorted energy weapons. Regrettably, many of these fancy &amp;quot;Mek Gunz&amp;quot; are less than ready for prime-time, and many grot crewmen will most likely die due to their own weapons backfiring on them. [[Grimdark|It&#039;s a Grot&#039;s life,]] but it&#039;s all in the name of science, of course!&lt;br /&gt;
&lt;br /&gt;
Interestingly, they&#039;re also favoured by the otherwise technologically-backward [[Snakebites]] clan. This is less due to them liking heavy artillery and more to the fact that their Boyz don&#039;t bother with sophisticated weaponry and so any they loot is given to the Grots to figure out what to do with it.&lt;br /&gt;
&lt;br /&gt;
== On the Tabletop ==&lt;br /&gt;
Go check out the [[Warhammer_40,000/Tactics/Orks(8E)#Heavy_Support|Ork Tactics]] page for more reliable, specific, and up-to-date information on how to properly field Big Gunz and Mek Gunz.&lt;br /&gt;
&lt;br /&gt;
Until recently, the only orky artillery that existed were Big Gunz. These are the old &amp;quot;standard 3&amp;quot; too-big-to-carry heavy weapons: &#039;&#039;&#039;Kannons&#039;&#039;&#039;, &#039;&#039;&#039;Lobbas&#039;&#039;&#039;, and &#039;&#039;&#039;Zzap Guns&#039;&#039;&#039;. These are actually [[Imperial Guard]] Heavy Weapons Team analogs. See, [[Old School Roleplaying|back in the day]] Games Workshop balanced the initial run of 2nd Edition and 3rd Edition rules by having easy analogs for every weapon across all of the races. The Kannon is a Missile Launcher, the Lobba a Mortar, and the Zzap Gun is a Lascannon. It was that easy.&lt;br /&gt;
&lt;br /&gt;
These guns could be found on all kinds of things, from towed artillery to Looted Wagons and Battlewagons, all the way up to secondary batteries on Gargants, Battle Fortresses, and Battlekroozas (the space and naval varieties).  While this is still true to this day, when many players think of Big Gunz they think of the artillery pieces.&lt;br /&gt;
&lt;br /&gt;
Since all Gunz are manned by Grots, they all have BS4+ (the new BS3), and they also still benefit from the Dakka Dakka Dakka rule. This results in approximately a 58.3% hit rate, which is amazing for Orks. &lt;br /&gt;
&lt;br /&gt;
=== The old Big Gunz ===&lt;br /&gt;
&lt;br /&gt;
As of this writing late in 8th Edition, the Big Gunz miniatures are now OOP and the units themselves have also been retired from the Ork Army list. However they are still available for use in friendly games as a Legends entry, or occasionally as a weapon option on certain Ork vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kannon]]:&#039;&#039;&#039; Exactly what you think they are. Except not. Kannons come in all shapes, sizes, colors, and calibers, but most common of all designs is the short-barreled, high-caliber breech-loader. The kannon actually serves the same function to Orks as the Missile Launcher does to the Imperium, capable of firing a solid shell or penetrating explosive for vehicle busting, or a canister shot or fragmentation shell to tear up infantry.  Too heavy to be carried by even an Ork, these metal beasts are usually mounted on vehicles or artillery wagons, and have a longer reach than the man-portable Rokkit Launcha. In [[Gorkamorka]], kannons were an ork-portable weapon roughly comparable to a orky elephant gun, but nowadays those weapons are called [[Shootas&#039;an_Dakkas#Shoota_Kannon|shoota-kannons]]. On the tabletop, a Kannon was known as Old Reliable. In the hands of a Grot crew, it was the most flexible of the Big Gun choices. In 8th Edition, it exists primarily as a weapon option for the [[Battlewagon|Gunwagon]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lobba]]:&#039;&#039;&#039; Essentially a big metal pot jammed with gunpowder and a bomb, usually in that order. The Lobba serves as an Orkish mortar, and is favored by Grot artillery crew for being able to kill things without the enemy having to see you. The huge recoil it generates (beyond even the overblown Kannon) relegates it to being mounted (securely?) on vehicles or towed artillery platforms. It is powerful, but most armor will deflect its blast. Crunch-wise, it is a good anti-infantry weapon in an army full of anti-infantry shit. Holy hell, a battery of these parked behind a building could go to town on Blobguard. In 8th Edition it lives on as a weapon add-on for the Battlewagon.&lt;br /&gt;
*&#039;&#039;&#039;[[Zzap Gun]]:&#039;&#039;&#039; [[Zzap Weapons|A unique piece of technology crafted by energy-loving Mekboyz,]] a Zzap Gun is a rough analog to a Lascannon. &#039;&#039;Roughly.&#039;&#039; The gun consists of a metal barrel covered in wires, a capacitor, and a power source.  The crew use a lever (which electrocutes the user) to determine the charge built up in the capacitor before firing a literal lightning bolt at the target. The gun defies all known physics, and the power supply is so heavy that it must be mounted on something sturdier than a pair of green legs. The unpredictable effectiveness of the weapon deterred some Warlords from using it, but if Lady Luck smiled, in earlier editions it was possible to take down a Land Raider with one. In 8th Edition this weapon is now a relatively minor threat to most vehicles. This is because the Zzap Gun randomly rolls for Strength, which makes it highly unreliable, even for Orks. And while 8th edition removed the worst side effects of the Zzap rule, the weapon is maxed out at 3 points of damage per hit. And yes, those can be converted into 3 mortal wounds if you roll an 11 or 12 for the shot&#039;s strength, but then your vehicle also takes a mortal wound in return. It&#039;s no surprise that Zzap Guns are almost never seen in Ork armies anymore, not even on Gunwagons, because what used to be merely Un Poco Bueno is now majorly No Bueno.&lt;br /&gt;
&lt;br /&gt;
=== The new Mek Gunz ===&lt;br /&gt;
&lt;br /&gt;
7th Edition introduced four new shootier, flashier, and much larger big guns, called &#039;&#039;Mek Gunz&#039;&#039;. Mek Gunz were a Gork/Morksend in 7th edition, and they remain excellent in 8th! Like the Big Gunz before them, Mek Gunz are sometimes found on other Ork vehicles as powerful ranged weapons. The [[Wazbom Blastajet]], for example, has a Smasha Gun, and both the Blastajet and the [[Morkanaut]] carry variants of the Kustom Mega-Kannon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Mega-Kannon]]:&#039;&#039;&#039; The kustom mega-kannon is essentially a much bigger version of the [[Plasma#Kustom Mega-Blasta|Kustom Mega-Blasta]] and is the Ork equivalent of a Plasma Cannon. This profusion of worky gubbinz and zappy bits works as a potent anti-tank weapon, but is just as unstable as its smaller cousin because it &#039;&#039;cannot&#039;&#039; be fired on low power. Overall it is a reliable source of S8, AP-3 shots that will shred though armor and &#039;&#039;probably&#039;&#039; not kill itself over the course of your game. However this is also the most expensive Mek Gun at 65 points, and it is somewhat limited by its 36&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;[[Bubblechukka]]:&#039;&#039;&#039; [[Bubblechukka|The Bubblechukka]] is an example of force field technology that has been &#039;&#039;weaponized&#039;&#039; by Orks rather than being used for protection. It fires unstable force bubbles at the enemy that explode on impact. They vary wildly in size and solidity, some fly like meter-wide boulders that hit with a negligible strength, whilst others float down like small soap bubbles and, after bursting, inflict horrible damage. Here we have the oddest choice in our arsenal. It is a highly variable weapon that &#039;&#039;can&#039;&#039; be shockingly effective at destroying heavily armored infantry (like TEQs), but at the same time is nearly as likely to have little effect. 50 points is a bit high for this weapon, especially with a 48&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;[[Smasha Gun]]:&#039;&#039;&#039; [[Tractor Weapons|A miniaturized Lifta-Droppa gone all wrong.]] Another odd choice, playing somewhat like a bizarro Zzap Gun. It fires D3 shots, but in order to wound you must roll equal to or higher than the target&#039;s toughness on 2d6. Each success does D6 wounds with AP-4. Along with the Shokk Attack Gun or the occasional killsaw this is one of the few Ork weapons that can auto-penetrate all but the heaviest armor. While it can effectively engage vehicles if needed, due to the randomness inherent in this weapon it is best used for taking out TEQs or other heavily-armored infantry, especially when you can mass fire from several Smashas. Happily, this is the cheapest Mek Gun at only 40 points, and it is also blessed with a 48&amp;quot; range. As such it is virtually an auto-include in most Ork armies.&lt;br /&gt;
*&#039;&#039;&#039;[[Traktor Kannon]]:&#039;&#039;&#039; An example of Orks weaponizing tractor beam technology, the Traktor Kannon is basically a smaller Lifta-Droppa, but an actually functional one! Hell yeah! Its main function is to literally rip aircraft out of the sky and smash them into the ground. This Gun gained a reputation for being the best anti-flyer weapon in the game back in 7th Edition, and it&#039;s still quite effective in 8th Edition. In 8th, the Traktor Kannon automatically hits its chosen target with a single S8 shot at AP-2 doing D6 wounds. If the Traktor Kannon targets and destroys a flier, that flier automatically crashes and burns. Considering what it does, 50 points is a reasonable price for this weapon and the 48&amp;quot; range is an added bonus.&lt;br /&gt;
&lt;br /&gt;
== Side Note ==&lt;br /&gt;
When Warhammer 40,000 was rolling around in it&#039;s 2nd Edition toddler years, it was heavily influenced by other British tabletop games of the era, including WWII-era ground combat games. [[Rick Priestley]] himself has gone on to make [[Bolt Action]] at [[Warlord Games]] in recent years. Orks have always had a bit of the German Wehrmacht in them, from their early-years &amp;quot;Hun&amp;quot; helmets to the propensity to call everything a &amp;quot;wagon&amp;quot; (Looted Wagon and Battlewagon are riffs on the german Panzerkampfwagen, literally &amp;quot;armoured combat vehicle&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The fact that weapons like the Traktor Kannon parallel the well-known German 8.8 cm Flak gun, and how it was used in a dual-purpose role (anti-tank and anti-aircraft) during WWII is no coincidence. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The more you know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kannon.jpg|Kannon.&lt;br /&gt;
File:Lobba.jpg|Lobba.&lt;br /&gt;
File:Zzap_gun.jpg|Zzap Gun.&lt;br /&gt;
File:99120103029_OrkKustomCannon01.jpg|Kustom Mega Kannon.&lt;br /&gt;
File:99120103029_OrkBubbleChukka02.jpg|Bubblechukka.&lt;br /&gt;
File:99120103029_OrkSmashaGun02.jpg|Smasha Gun.&lt;br /&gt;
File:99120103029 OrkTraktorCannon01.jpeg|Traktor Kannon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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[[Category: Grots]]&lt;br /&gt;
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[[Category: Vehicles]]&lt;br /&gt;
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{{Template:Orks-Forces}}&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:20B5:1D54:C4E6:2A34:66D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Shootas%27an_Dakkas&amp;diff=424807</id>
		<title>Shootas&#039;an Dakkas</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Shootas%27an_Dakkas&amp;diff=424807"/>
		<updated>2023-05-25T23:11:54Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:20B5:1D54:C4E6:2A34:66D: &lt;/p&gt;
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&lt;div&gt;Da [[Orks]] love their [[Choppa]]s, make no mistake about that. But they also love putting lots of holes into [[Imperial Guard|Guardsmen]], [[Eldar|Elfdar]], Marines (both of the Spikey and Non Spikey varieties) and Nids at a distance while making a lot of noise. &lt;br /&gt;
&lt;br /&gt;
The most common type of [[Ork]] weapons are Autoguns/Stubbers of varying type. Basically a type of projectile launcher that works on literal magic and the power of the WAAAAGH. These assortment of Dakka have birthed from the lowliest blasta to the most devastating kannons. That&#039;s why they have their Gunz. &lt;br /&gt;
&lt;br /&gt;
== General Ideas ==&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Our shootaz fire bullets that &#039;splode when we pull da trigger fing, which launches da slug. Not as fancy or killy as those [[Space Marine|marine boyz]]&#039; [[Bolter|shootas]], but it&#039;z downright orky and any grot worth their salt can make an &#039;ole lot of dem in no-time.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Da moar dakka we&#039;z got, da killier we getz and if da boyz fire all dat dakka at da right place, we&#039;z can even win.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;All Orkz want a shoota dat can shoot plenty of dakka, right&#039;n proppa. We&#039;z don&#039;t care about that &amp;quot;akkurashy&amp;quot; gubbins those &#039;ova gits take so much time gettin&#039; right, if it can dakka real good an&#039; look downright flash, we&#039;z takin&#039; it. Datz cuz da more we&#039;z shoots, da more we&#039;z hits! &amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ork Shootaz be da damn Orkiest fing eva! Any git like dem &#039;oomies and point-eared gits, who ain&#039;t Orky enough, can&#039;t even shoot an Ork shoota without it &#039;splodin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Ork Shootaz&#039;r &#039;ard enough dat even if ya run outta&#039; ammo in da middle of a scrap, you&#039;z can krump da git you wuz tryin&#039; ta shoot wif it, right&#039;n proppa, an it&#039;ll still be workin&#039; like da mekboy jus&#039; made it!&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Rule&#039;o thumb: Bigga is ALWAYS betta!&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Most of dem puny gits need to stop before shootin&#039;. Ork&#039;r orky enough that we&#039;z can shoot while runnin&#039; or eva&#039; dyin&#039;.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;&#039;ERE AIN&#039;T NO SUCH &#039;FING AS ENUFF DAKKA!!!! Cept when it&#039;s pointed at you, but even dat&#039;s fun sometimes...&amp;lt;/span&amp;gt;&lt;br /&gt;
#&amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Dere may be no such fing as &#039;enuff dakka&#039;, but dat won&#039;t stop da Orks from tryin&#039; ta &#039;chieve it anyways, and gettin&#039; sum ded killy results in da process~!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Looted Stuff ==&lt;br /&gt;
Orks use all of the crap that they swipe off dead enemies, especially their guns. No matter the foe, every Ork and Grot in the warband swarms the battlefield post-fight to pick up the best gubbins for themselves. Deff Skulls are especially skilled at this practice, and enjoy it just as much (they also enjoy stealing the best bits from the enemy BEFOREhand, and from their buddies later). When an Ork either can&#039;t use the weapon, wants it tricked out, or feels that the gun would look better [[awesome|strapped into a shoulder mount with twelve of its companions]], they take it to the local Mekboy along with a pocketful of teef. The Mekboy takes the gun and customizes it to a rough approximation of the customer&#039;s desires, filtered through the mind of the oddboy.&lt;br /&gt;
&lt;br /&gt;
==Ork Gunz==&lt;br /&gt;
Here is the list of the various death contraptions the Orks have managed to build out of trash.&lt;br /&gt;
&lt;br /&gt;
=== Grot Blasta ===&lt;br /&gt;
[[File:Grot_Blasta.jpg|150px|right|thumb|Grot Blasta]]&lt;br /&gt;
Grots are often herded into battle by their masters to soak up some fire and provide diversions. To make them slightly more likely to survive they often cobble together or are given small and (even by ork standards) simple pistols and shotguns to bring into battle known as Blastas. &lt;br /&gt;
&lt;br /&gt;
Grot Blastas are run-down, second-hand, low-tech, dust-caked pieces of junk that usually take the form of old and puny pistols and rifles that the Orks would have scrapped otherwise. &lt;br /&gt;
&lt;br /&gt;
Mostly they are something to the effect of a musket made out of old pipes and BBQ lighters. Against most foes, this makes them more annoying than anything, but at least (for the grots) they are able to be annoying and score the odd kill at a (short) distance instead of up close where they run the &amp;lt;s&amp;gt;risk&amp;lt;/s&amp;gt;nigh-certainty of getting squished.&lt;br /&gt;
&lt;br /&gt;
There is no standardization with blastas, as is the case with almost all Ork weapons, and they can take on a myriad of shapes and sizes. They may well be looted Imperial Stub guns, Autopistols or Laspistols.&lt;br /&gt;
&lt;br /&gt;
=== Gretchin Blunderbuss ===&lt;br /&gt;
[[File:Gretchin_Blunderbuss.jpg|200px|right|thumb|Gretchin Blunderbuss]]&lt;br /&gt;
A step up from your typical Grot Blasta (But not by much). Some Blastas take the form of a flare-ended blunderbusses or other double-barrelled jezzails. Most often they fire a shot of pebbles, balls, nuts, bolts or anything that can be rammed down the barrel. In battle, the &#039;lead&#039; Gretchin will direct the volleys of fire at a target. Most often this takes the form of shooting at the biggest enemy, or the one with the biggest weapon. Thanks to the relatively decent aim of the average Gretchin, chances are the target will be hit, along with anything in a small area around them.&lt;br /&gt;
&lt;br /&gt;
=== Slugga ===&lt;br /&gt;
[[File:Slugga.jpg|150px|right|thumb|Slugga]]&lt;br /&gt;
A simple semi-automatic pistol with a bore diameter in the area of 30mm and the most common Ork gun you might find, allowing these primitive contraptions (comparable to rough modern firearms) to match the power of the Imperial &amp;lt;s&amp;gt;[[Lasgun|flashlight]]&amp;lt;/s&amp;gt; Heavy Stubber. Hence, whilst Sluggas have very limited accuracy, they have huge stopping power, thanks to the massive shot they fire and dangerously large powder charges that propel them.  &lt;br /&gt;
&lt;br /&gt;
It is often crude, loud and brutish in design and designed to be used in a similar way. Usually low ranking Orks have one of these, blasting at their targets as they close in to hack them to bits, as well as pistol whipping their enemies in close quarters.&lt;br /&gt;
&lt;br /&gt;
Jams and misfires are common, as is the case with most Ork weapons.&lt;br /&gt;
&lt;br /&gt;
A Slugga&#039;s often an Ork&#039;s first gun, or at least an early one. He&#039;s just come out of the ground and he gets to an Ork-Town. He might get given a Shoota if he meets the right Nob, he might take one in a Fight or he might have to do some crap work for some teef and buy one or be forced to bodge something together. Though often they have to settle for something more basic, which leads us to...&lt;br /&gt;
&lt;br /&gt;
=== Six-Shoota ===&lt;br /&gt;
[[File:Six-Shoota.jpg|150px|right|thumb|Six-Shoota]]&lt;br /&gt;
Essentially a Orkified version of the Imperial Stub-Revolver. Six-Shoota is a variation of a Slugga, its short barrel usually fed from a simple mechanical revolving chamber, usually carrying six shots, hence its name. They are known as every Ork Boy&#039;s starting equipment. Ork Mekboys often have their apprentice Spanners making Six-Shootas until they are good enough to work on more complex weapons. &lt;br /&gt;
&lt;br /&gt;
It is the most basic Ork firearm, so simple any Ork boy can make it, given needed bitz. As a result there are always a lot of them in circulation in any Ork settlement and it often becomes a first weapon of an Ork Yoof. However, given that it is less powerful than a slugga, even more prone to jamming, and that any self respecting ork wants more then six shots in his gun, Ork Boys usually acquire more powerful weapons as they grow older and richer. In the end, a Six-Shoota often gets scrapped or thrown towards the nearest Grot for him to modify it into a Grot Blasta, though the occasional Ork may keep it for sentimental reasons and modify it later as more [[Teef]] is acquired and the Ork grows richer.&lt;br /&gt;
&lt;br /&gt;
=== Shoota ===&lt;br /&gt;
[[File:Shoota.jpg|200px|right|thumb|Shoota]]&lt;br /&gt;
An Ork assault rifle, the shoota is a fully automatic metal club used to spray hot lead inaccurately over a large target area. A shoota fires either massive bullets or explosive shells, or even a mixture of both. As is the case with most Ork weapons, they are crude but effective.&lt;br /&gt;
&lt;br /&gt;
As Orks like to travel in large groups, their inaccuracy is less of a concern than one might imagine, as the sheer volume of fire they bring to bear is more than enough to hit even a small target a few times. There is no standard design for the ork shoota, as many variants of the weapons exist as there are orks that wield them, as most are hodge-podge conglomerations of scrap metal. They often look and function like a [http://en.wikipedia.org/wiki/MG_08 Spandau machine gun], Maxim machine gun or, if the ork is particularly rich, the [[Awesome|MG42]].&lt;br /&gt;
&lt;br /&gt;
A Shoota is the ground floor for going whole hog on gunz. They appeal to the sort of Boy who figures that even if Choppin&#039;s fun, blasting away is better. If he lasts long, he saves up and gets a Shoota. With that he&#039;s on the path of Da-Shooty and has bigger badder guns on his mind. Of course, there are also those slugga boyz who pick up a shoota from a fallen fellow and roll with it. Datz Loife for ya!&lt;br /&gt;
&lt;br /&gt;
=== Shoota Kannon ===&lt;br /&gt;
[[File:Ork_with_Kannon.jpg|200px|right|thumb|Shoota Kannon]]&lt;br /&gt;
A variant of a Shoota. Not to be confused with the more traditionally vehicle mounted Kannons, although it can be said that the Shoota Kannon is nothing more than a handheld version of the Kannon. The big-bore elephant guns of the Ork arsenal and is thus, primitive and simple even for Ork standards.&lt;br /&gt;
&lt;br /&gt;
Kannons are simple Ork weapons, put together in huge numbers. Most of them have a single thick barrel and fire hefty shells stored in tube magazines under the barrel or even loaded before each shot. Kannons are less popular than Shootas because they have a very low rate of fire and their recoil makes them inaccurate even for Orks. Still, they are pretty loud and have a big and intimidating muzzle flash. Additionally the huge shell launched by a shoota kannon can knock a full grown Ork on his back. For these reasons they are still used by some Ork Boys.&lt;br /&gt;
&lt;br /&gt;
=== Ork Blunderbuss ===&lt;br /&gt;
[[File:Ork_Blunderbuss.jpg|200px|right|thumb|Ork Blunderbuss]]&lt;br /&gt;
The Gretchin Blunderbuss&#039; bigger brother and the Ork&#039;s literal counterpart to the [[Blunderbuss|Imperial Blunderbuss.]] They are the hand-me-downs of broken Kannons, so we are in pretty low bar here.&lt;br /&gt;
&lt;br /&gt;
Also known as the &#039;&#039;&#039;Spechul Shoota&#039;&#039;&#039;, a Blunderbuss is a simple variation of a kannon, and they are often made from the wrecks of kannons which backfired and burst their barrels. A blunderbuss features a very short muzzle and uses shells made up of dozens of pellets crammed together. When it fires, it gouts a cloud of ricocheting pellets, making it very easy to hit a target. However, it suffers from a short range, as pellets lose their hitting power very quickly. It&#039;s very cheap though, and so has its uses in Ork society. The short range in particular makes it a favorite of Kommandoz, who find it effective when ambushing foes they&#039;ve snuck up on.&lt;br /&gt;
&lt;br /&gt;
=== Dakka Shoota ===&lt;br /&gt;
[[File:Dakka_Shoota_Side.JPG|200px|right|thumb|Dakka Shoota]]&lt;br /&gt;
The Dakka Shoota is the main weapon of the [[Dakka Boy]] from a [[Ork Kommando|Kommando Kill Team]].&lt;br /&gt;
&lt;br /&gt;
This triple-barrelled weapon, fires a [[Dakka|metric shit ton of bullets and shells]], thereby earning its name. To make things simple, imagine if you have the firepower of a Big Shoota in a short and compact form. Kind of like the Orky equivalent of a [[Boltstorm Gauntlet]]. Of course, the Ork needs the mother of all drum-fed magazines for it to actually keep firing longer than 3 seconds. The addition of a foregrip (Rare among Ork designs) also allows better stability and weapons handling, making it also a surprisingly accurate weapon for Ork standards.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Dakka Shoota is a highly compact but powerful weapon that allows the Dakka Boy to quickly unload a [[Shoota Boy]]&#039;s worth of dakka onto the enemy without the penalty of needing to stop and shoot. Of course, it has a much inferior range than the Big Shoota.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dakka_Shoota.JPG|Alternate view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Big Shoota ===&lt;br /&gt;
[[File:Big_Shoota_6.jpg|200px|right|thumb|Big Shoota]]&lt;br /&gt;
Big Shootas are put onto vehicles, in clustered stationary mounts, or carried by Orks that have an obsession with having the biggest, loudest and most destructive shootas possible (which they aren&#039;t even, this would be their first big upgrade from a Shoota and they&#039;d have bigga things on their mind). They are heavy caliber weapons, even by Ork standards, used to saturate the enemy with as much heavy fire as possible. &lt;br /&gt;
&lt;br /&gt;
Since it clocks in right in the middle of a Heavy Stubber and a Supa Shoota it&#039;s a lot like taking a small single barrel 20mm aircraft cannon and putting it in the hands of an ork, though it probably has fatter, orkier rounds. It functionally deals about as much damage (on tabletop) as a Heavy Bolter without needing to explode, the downside being it&#039;s massive recoil which da orkz fink is da best!&lt;br /&gt;
&lt;br /&gt;
There is even a more crazy version of the Big Shoota called the &#039;&#039;&#039;Scoped Big Shoota&#039;&#039;&#039; which is exactly as its name implies, [[Awesome|a Big Shoota turned into a sniper rifle.]] Yes, this means that we have a [[Awesome|machine gun sniper rifle]]. Yes, this means that [[Ork Snipers]] [[Wat|are real]]. Yes these guys are called [[Snipa Boy]]z.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scoped_Big_Shoota.JPG|Scoped Big Shoota.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Thump Gun ===&lt;br /&gt;
[[File:Thump_Gun.JPG|200px|right|thumb|Thump Gun]]&lt;br /&gt;
A spiritual successor of the Shoota Kannon. &lt;br /&gt;
&lt;br /&gt;
The Thump Gun is &#039;&#039;&#039;FUCK HUEG&#039;&#039;&#039; Break Action Grenade Launcher used by [[Beast Snagga Boy]]z to blow shit up or crack some skulls with an equally huge non-explosive dud. It is honestly surprising it took GeeDubs &#039;&#039;this&#039;&#039; long for the Orks to get some new explosive weapons.&lt;br /&gt;
&lt;br /&gt;
Because they are large-bore Ork handheld cannons, they fire huge explosive shells. The Crunch kind of follows the Fluff. On the tabletop, these single-shot Grenade Launchers have a modest 18&amp;quot; range, but it is an Assault D3, S6, AP-1, DD3 boomstick with the Blast ability. For Orks, this weapon is not bad given an Ork&#039;s shitty accuracy. You should be able to flatten a GEQ squad or two and since it is an Assault weapon, this weapon turns into a painful Tarpit cleaner.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40K: Darktide | Darktide]], a similarly-named weapon called the Thumper appears as an Ogryn-only weapon. &lt;br /&gt;
&lt;br /&gt;
=== Snazzgun ===&lt;br /&gt;
[[File:Dh-ca-102-snazzgun.png|200px|right|thumb|Snazzgun]]&lt;br /&gt;
The weaponized bling that a [[Flash Gitz|Flash Git]] carries is called the Snazzgun. &lt;br /&gt;
&lt;br /&gt;
These guns intrinsically vary widely in design and general principle of work, so the term may refer to a bewildering variety of kustom and insanely expensive weaponry, much like a Deffgun. However one thing is always true - Snazzguns are always big, loud, rapid-firing, and assuredly deal bloody death. All Snazzguns are unpredictable and deadly on the battlefield, and can always be even further enhanced to make them even deadlier. &lt;br /&gt;
&lt;br /&gt;
As you can imagine, these things are &#039;kustomised&#039; to the extreme even by Ork standards. It is also disingenuous to think that a Snazzgun is just a flashier Shoota, as Flash Gitz are known to incorporate other types of weapons onto their mobile firework of death to the point where it should be more appropriate to call Snazzguns as sister weapons to [[Combi-weapon#Orks|Kombi-weapons]]. As such, trying to categorised these firework displays is &#039;&#039;really&#039;&#039; tricky, although the [[Ordo Xenos]] managed to roughly grouped them into three distinct &#039;upgrades&#039;. These &#039;upgrades&#039; are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;More Dakka&#039;&#039;&#039; - When you want to jury rig as much Shoota&#039;s onto a single trigger as Orkly possible, some Snazzguns have more barrels, scopes, and ammo belts than others allowing them to fire more bullets per second.&lt;br /&gt;
*&#039;&#039;&#039;Shootier&#039;&#039;&#039; - Other Snazzguns have bigger barrels and much more powerful ammunition so each shot becomes much more deadly, the complete opposite of &#039;&#039;More Dakka&#039;&#039; as these Snazzguns rely on powerful blasts than lots of Dakka bullets.&lt;br /&gt;
*&#039;&#039;&#039;Blasta&#039;&#039;&#039; - Really expensive Snazzguns fire crackling energy bolts instead of bullets which makes them even more unpredictable and dangerous to use (but much better at piercing armour!), so think the integration of [[Plasma]] and [[Zzap Weapons]] into the gun.&lt;br /&gt;
&lt;br /&gt;
All Snazzguns are ostentatiously ornamented and excessively enhanced with shiny bitz and snazzy [[Squig]] skins in order to satisfy the extravagant desires of their ostentatious owners, who pay a fortune for these overdone weapons. However, such egotistical decorations have earned the scorn of many Ork boyz as being too &#039;flashy&#039; and &#039;un-orky&#039;.&lt;br /&gt;
&lt;br /&gt;
Snazzguns comes in all shapes and size, even for the standards of the Orks, so don&#039;t expect a series of consistency here. That&#039;s kind of the thing with all Ork shootas.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
7ed-Snazzguns-1.jpg|First set of kustomised Snazzguns. It&#039;s downright Flash!&lt;br /&gt;
7ed-Snazzguns-2.jpg|The Second set of Snazzguns. Those Boyz can really put the Snazz in Snazzguns.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;eavy Gear==&lt;br /&gt;
The Gunz so big it must be mounted on a vehicle. These chumps can blast a hole in your noggins if you aren&#039;t careful.&lt;br /&gt;
&lt;br /&gt;
=== Dakkagun ===&lt;br /&gt;
[[File:Dakkaguns.jpg|200px|right|thumb|Dakkaguns]]&lt;br /&gt;
Dakkaguns are a twin-linked variant of Big Shoota mounted on Ork Warbikes. &lt;br /&gt;
&lt;br /&gt;
They have two barrels and shorter range because of their unstable mount but otherwise are similar to Big Shootas. Since a Dakkagun has two Big Shootas and a typical ork Warbike carries two Dakkaguns, it gives a total of four Big Shootas for a small vehicle. Not bad if you ask us. Because they are mounted on a small, light bike, they make it spin out of control when fired, although Orks think this makes the bikes even better.&lt;br /&gt;
&lt;br /&gt;
Its a shame that the Ork Warbike is the only vehicle that is able to carry a Dakkagun...for some reason. You would think that vehicles such as [[Killa Kan|Killa Kans]], [[Wartrakks]] and [[Warbuggies]] would also have the option to take a Dakkagun eh?&lt;br /&gt;
&lt;br /&gt;
=== Boomstikk ===&lt;br /&gt;
[[File:Boomstikk.JPG|200px|right|thumb|Boomstikk]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|THIS IS MY BOOMSTICK!]]&lt;br /&gt;
&lt;br /&gt;
The Boomstikk is an ECKSBAWKSHUEG double-barrelled [[Shotgun]] that is mounted only on the oversized [[Deffkilla Wartrike]]. The Ork version of the Imperial [[Heavy Shotgun]]s, the Wartrike itself mounts two of these badboyz, whilst the driver holds one more extra in his hands, for a total of [[Awesome|six barrels of Orky hell.]]&lt;br /&gt;
&lt;br /&gt;
Each of the Boomstikks are longer than an Ork&#039;s arm and just as thicc. Judging by the picture and model, it seems that the Boomstikk runs extra-hard on Ork magic as there is no physical evidence that it could carry more than several shotgun shells already loaded within the weapon&#039;s hilariously small bullet belt.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Boomstikk is a 12&amp;quot; ranged Assault 2 Strength 5 weapon with no AP and a damage of 1.  Like most shotguns, if the target is within half range of this weapon, you add plus 1 to hit rolls. Since you have three of these things, you can completely waste MEQs like butter.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]] its the shotty version of the Dakkagun.&lt;br /&gt;
&lt;br /&gt;
=== Supa Shoota ===&lt;br /&gt;
[[File:Supa-Shoota.jpg|150px|right|thumb|Supa Shoota]]&lt;br /&gt;
A even &#039;&#039;bigger&#039;&#039; version of the Big Shoota.&lt;br /&gt;
&lt;br /&gt;
Interesting to say the least. Supa Shootas are like an Ork version of an Autocannon and Assault cannon; they have close to the same tech level and effectiveness as the former, per shot power a lot like the latter, and rate of fire falling in the middle. Usually seen on some Ork fliers such as Dakkajets or Blitza-Bommers, they are &amp;quot;kustomized&amp;quot; by the Flyboyz to make a bigger bang and cause even more carnage. &lt;br /&gt;
&lt;br /&gt;
The Supa Shoota it&#039;s pretty much a 30mm rapid fire Autocannon by real life standards. Would be pretty scary if the Orks actually knew how to shoot straight, which makes a bunch of Big Shootas scarier than one or two of these unless it&#039;s shooting at a tank since at least they can put out a ton of DAKKA.&lt;br /&gt;
&lt;br /&gt;
=== Mek Speshul ===&lt;br /&gt;
[[File:Mek_Spechul.PNG|200px|right|thumb|Mek Speshul]]&lt;br /&gt;
&lt;br /&gt;
Mounted only on the [[Boomdakka Snazzwagon]].&lt;br /&gt;
&lt;br /&gt;
A hilarious assortment of differing gunz. The Mek Speshul is a unholy combination between a Big Shoota and a tri-barrel gatling gun, designed to crank as much [[Dakka]] as a quickly as possible. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Mek Speshul shoots out on average, 9 S5 AP-2 shots at a respectable 24&amp;quot; range. This makes it decent against GEQs and MEQs, able to lay waste to some horde of fleshbags in one turn. However it is pretty shit against anything TEQ or higher. &lt;br /&gt;
&lt;br /&gt;
Best used in combination with the other weapons of the Snazzwagon.&lt;br /&gt;
&lt;br /&gt;
=== Kannon ===&lt;br /&gt;
[[File:FW_Kannon.jpg|200px|right|thumb|Kannon]]&lt;br /&gt;
A Kannon is your generic term for any [[Ork]] gun that is too heavy to be wielded by [[Ork Boy]]s or anyone larger. Kannons are one of the most basic form of artillery and anti-vehicle weapons, equivalent to an Imperial [[Autocannon]].&lt;br /&gt;
&lt;br /&gt;
As the most common Ork artillery piece, a heavy gun frequently mounted on Ork vehicles, from [[Trukk|Gun Trukks]] to [[Battlefortress|Battle Fortresses]] or simply used as [[Mek Gunz]]. It is often considered a great joke among Kannon crews to [[Troll|feign a dud shell in the kannon and make one of their fellow members retrieve it]]. Woe betide the unlucky Grot called in to retrieve such a &amp;quot;dud&amp;quot;, as his crew members will invariably proceed to fire the gun [[FATAL|with him half-inside]]. This leads to death, dismemberment, decapitation, broken Kannons, bloody lower bodies of Grots whole only from the waist down found near Kannon muzzles, or to the unnaturally fortunate Gretchin, at the very least a prompt deafening. Kannons fire two types of ammunition:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frag&#039;&#039;&#039; - large-bore frag round used for blasting enemy infantry.&lt;br /&gt;
*&#039;&#039;&#039;Shell&#039;&#039;&#039; - solid shotshell used for punching through tank armour.&lt;br /&gt;
&lt;br /&gt;
=== Rattler Kannon ===&lt;br /&gt;
[[File:Rattler_Kannon_by_MeknobGod.JPG|200px|right|thumb|Rattler Kannon]]&lt;br /&gt;
&lt;br /&gt;
Mounted only on the [[Warkoptas|Warkopta]] and the [[Mega-Dread#Meka-Dread|Meka-Dread]]. It is a large steam or electrically driven twin-linked automatic cannon. These are able to keep up a huge rate of fire and usually only stop laying down a storm of bullets when they run out of ammunition or break. Unfortunately, the Warkopta was pulled out of Forgeworld&#039;s shelves and no model of this was ever made much to GW incomptence. Fortunately, Ork&#039;s have no standardisation which led to many making their own &#039;Rattler Kannon&#039; like the image shown courtesy of [https://imgur.com/gallery/FF1Xy MeknobGod.]&lt;br /&gt;
&lt;br /&gt;
Essentially a Mek Speshul Plus, with the same Range, Strength, and AP, but 2D6 shots instead of only 9, and D3 Damage instead of just 1. The trade-off is that it&#039;s Heavy instead of Assault, and with it most commonly being mounted on an aircraft that&#039;s even more flimsy than the [[Trukk]], you&#039;ll be snap-firing most of the time. Good thing you get two of them, then. The Meka-Dread can move and fire it without penalty thanks to &#039;&#039;&#039;Big n&#039; Stompy&#039;&#039;&#039;, but it only gets one of them, and has to swap a [[Miscellaneous_Weapons#Rippa_Klaw|Rippa Klaw]] for it.&lt;br /&gt;
&lt;br /&gt;
The name comes from the heavy recoil this weapon produces, amplified by its use on a light aircraft, which can be a form on in-flight entertainment all of itself.&lt;br /&gt;
&lt;br /&gt;
=== Rivet Kannon ===&lt;br /&gt;
[[File:Rivet_Kannon.JPG|200px|right|thumb|Rivet Kannon]]&lt;br /&gt;
&lt;br /&gt;
A rivet gun otherwise known as a pneumatic hammer is a type of construction tool use to drive rivets into buildings. Rivets are functionally a bit like nails and screws, but on a usually much larger scale. Why are we explaining this shit on an Ork page? Because the Greenskins have weaponized it, what else?&lt;br /&gt;
&lt;br /&gt;
The Rivet Kannon is a gigantic nailgun that fires ECKSBAWKSHUEG rivets at enemy targets, pinning them (or their body parts) permanently onto a wall. The Rivet Kannon is the primary armament of the [[Warbuggies#Kustom Boosta-Blasta|Kustom Boosta-Blasta]]. A [[Cyborks|Cybork]] usually connects himself mentally into the Rivet Kannon&#039;s mechanisms in order to improve accuracy.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Rivet Kannon is a 36&amp;quot; weapon that is Assault 6, Strength 7, AP-2 and D2. A overall decent weapon against Space Marines and the like. Units like Imperial Guardsmen and Tau Firewarriors gets turned into part of the building as their shitty saves means that they&#039;re gonna get turned into a pin cushion. Terminator equivalents however, are tough enough to shrug off hits from this weapon whilst vehicles like tanks have way too many wounds for it to be even remotely vulnerable from the overglorified nailgun.&lt;br /&gt;
&lt;br /&gt;
===Flakka-Dakka Gun===&lt;br /&gt;
[[File:Flakka.jpg|200px|right|thumb|Flakka-Dakka Gun]]&lt;br /&gt;
Grab four Supa Shootas, weld &#039;em together, and then fill the resulting contraption to the brim with Flakk munitions.&lt;br /&gt;
&lt;br /&gt;
Flakka-Dakka Guns are large, heavy Ork autocannons used against enemy aircraft or squads of infantry. &lt;br /&gt;
&lt;br /&gt;
Firing explosive flak shells at a rate of hundreds per minute, they are usually mounted on quad-turrets able to lay a great storm of fire, hence their popularity among Orks. More clever Mekboyz mount Flakka-Dakka Guns on vehicles, resulting in the Flakkatrakk and Flakk Battlefortress. They can also be mounted on Big Trakks.&lt;br /&gt;
&lt;br /&gt;
They are notorious for being unstable and prone to overheating, as well as the occasional jamming which can hamper the overall effectiveness of this weapon. Nevertheless they are the primary weapon of choice against enemy or &amp;quot;enemy&amp;quot; aircraft. Or unaligned aircraft that just happens to be there.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, the Flakka-Dakka gun just has a single Heavy 4 weapon. It&#039;s very useful against infantry in a pinch, just like its Imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don&#039;t just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out and fire their weapons, provided their target is a Flyer. This can let you keep up with a Flyer and move across the board to hit some rear armor next turn.&lt;br /&gt;
&lt;br /&gt;
=== Grotzooka ===&lt;br /&gt;
[[File:Grotzooka_Grot_Tank.jpg|200px|right|thumb|Grotzooka]]&lt;br /&gt;
No, despite the name, it does not (normally) shoot Grots. Its named because the most common user are Grots. &lt;br /&gt;
&lt;br /&gt;
A Grotzooka is a giant blunderbuss weapon that fires bits of scrap collected from the floor of a Mek&#039;s workshop. While suffering from short range, it has a high rate of fire and is quite powerful in close distances, being able to kill multiple targets with one blast. &lt;br /&gt;
&lt;br /&gt;
Particularly lucky shots may even blow up light vehicles and ammo for Grotzooka is never far away. This weapon is favored by Gretchin and can often be seen on their vehicles, such as Killa Kans, [[Grot Tanks]] or Grot Mega Tanks.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, Grotzookas are Heavy 2D3 weapons that has +1S over a Big Shoota, it has the potential to be a better anti-infantry choice than the Big Shoota if you can get within the 18&amp;quot; range and not get your little pint-sized tanks blown up by enemy fire.&lt;br /&gt;
&lt;br /&gt;
=== Boom Gun ===&lt;br /&gt;
[[File:505872_md-Battlewagon,_Boom_Gun,_Looted_Wagon,_Orks.JPG|200px|right|thumb|Boom Gun]]&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;THE&#039;&#039;&#039;&amp;lt;/u&amp;gt; Ork Battle Cannon.&lt;br /&gt;
&lt;br /&gt;
Basically a [[Looted]] Battle Cannon from a [[Leman Russ Battle Tank]]. A Boom Gun is a huge cannon sometimes mounted on Looted Wagons and often looted with the vehicle itself. It is characteristically a shorter-ranged version of an Imperial Battle Cannon.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, a Boom Gun basically [[Count as|count as]] the aforementioned Battle Cannon. As stated in the fluff, the Boom Gun has a worse range than the Battle Cannon and it is all round inferior to the Battle Cannon. Seeing how it has been looted [[Gork]] knows how many times, it is unsurprising that the state of quality of the Boom Gun is typically quite shit and poor.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the poor man&#039;s version of the Battle Cannon that you&#039;re gonna use anyway, since there&#039;s no other counterparts for a light anti-armor gun that the Orks can reliably use.&lt;br /&gt;
&lt;br /&gt;
=== Killkannon ===&lt;br /&gt;
[[File:FW_Killkannon_1.jpg|200px|right|thumb|Killkannon]]&lt;br /&gt;
A gun that just stops short of being classified as a superheavy weapon. Essentially the ork equivalent of a battle cannon, albeit with dramatically reduced range.&lt;br /&gt;
&lt;br /&gt;
The Killkannon is a huge weapon often mounted on top of heavier Ork vehicles such as Battlewagons or Big Trakks and used to hammer enemy infantry as the ork hordes close in. They can also be found on Mega Dreads. Like all Ork weapons, Killkannons make a deafening amount of noise, and are much appreciated by all Orks who are nearby.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Killkannon is a Big Gun that has the hybrid of both Kannon shell types - D6 shots with S8 AP-2 and 2 Damage. It&#039;s a little shorter ranged though, and expensive at 15 points. It also drops your transport capacity from 20 to 12 if you&#039;re using a Battlewagon, so you&#039;ll probably want to avoid it if you&#039;re planning on, for example, bringing a full mob of Tankbustas along for a ride.&lt;br /&gt;
&lt;br /&gt;
==Da Big Stuff==&lt;br /&gt;
Zoggin &#039;Uge Gunz that can only be mounted on superheavies and their equivalent. Each of these provide enough bang to satisfy any [[Warboss]].&lt;br /&gt;
&lt;br /&gt;
=== Krusha Kannon ===&lt;br /&gt;
[[File:Krusha_2.jpg|175px|right|thumb|Krusha Kannon]]&lt;br /&gt;
The Krusha Kannon is a main weapon of a [[Kill Krusha|Kill Krusha,]] a turret-mounted, heavy-bore, high velocity gun capable of firing a variety of different shells. This powerful gun quickly gained a well-deserved reputation among the Orks&#039; enemies. It is believed to have been invented by the infamous Murda-Meks of Tigrus in late M40. While its grot-served auto-loader gubbinz are a miracle of Ork design, they don&#039;t always work as intended. Sometimes grots may get caught in the gears of elastic breaks or fit the shell backwards, resulting in a catastrophic explosion. The Krusha Kannon has the following assortment of ammunition types:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boom Shell&#039;&#039;&#039; - standard explosive round, favoured by the Grots firing the cannon due to the big boom it makes on impact&lt;br /&gt;
*&#039;&#039;&#039;Tankhamma Shell&#039;&#039;&#039; – armour-piercing shell used to blast enemy vehicles apart&lt;br /&gt;
*&#039;&#039;&#039;Scrap Kanister&#039;&#039;&#039; – shrapnel-filled charges able to rip through swathes of enemy infantry&lt;br /&gt;
*&#039;&#039;&#039;Blast Burna&#039;&#039;&#039; - incendiary ammunition, which can drench fortifications with burning chemicals to roast alive anyone caught inside&lt;br /&gt;
&lt;br /&gt;
=== Bursta Kannon ===&lt;br /&gt;
[[File:Bursta Kannon.jpg|200px|right|thumb|Bursta Kannon]]&lt;br /&gt;
An Ork [[Demolisher Cannon]].&lt;br /&gt;
&lt;br /&gt;
The Bursta Kannon is a primary weapon sometimes mounted on [[Kill Bursta]] tanks. It is known for its incredible tank-ripping power which is unsurprising given that it is basically a Belly Gun on tracks. Why GW decided to make two different names of practically the same gun is unknown. Unfortunately, it has a pitifully short range (in contrast to typical vehicle ranges) so it is best seen as the Ork rough analogue of the Imperium&#039;s infamous demolisher cannons.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Bursta Kannon is a 36&amp;quot; S10 AP-3 D3 heavy 3d6 creature that&#039;ll vaporize almost whatever you hit.&lt;br /&gt;
&lt;br /&gt;
=== Skulhamma Kannon ===&lt;br /&gt;
[[File:Skullhamma_Kannon.jpg|200px|right|thumb|Skulhamma Kannon]]&lt;br /&gt;
The Skulhamma Kannon is a main weapon of [[Skullhamma|Skullhamma Battle Fortresses.]] Since Skullhammas are always from a looted [[Baneblade]], it is expected to have an armament not too dissimilar to the original vehicle. Of course this will include modifications from the Orks to better represent their species&#039; might and accomplishments. The Skullhamma Kannon is one such modification, made to look as imposing as possible by increasing the [[/d/|size and girth]] of the Baneblade&#039;s primary weapon. Unfortunately despite looking quite imposing, it is overall similar in characteristics to a Baneblade&#039;s main cannon.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there aren&#039;t a lot of updated crunch for the Skullhamma Kannon, although a relatively safe bet would be that of an almost carbon copy statline of the Baneblade. To make it both fluff-friendly and not too overpowered.&lt;br /&gt;
&lt;br /&gt;
=== Seacannon ===&lt;br /&gt;
[[File:Seacannon.jpg|200px|right|thumb|Seacannon]]&lt;br /&gt;
The only naval ([[Battlefleet Gothic|No, not &#039;&#039;that&#039;&#039; Naval]]) weapon available in 40k.&lt;br /&gt;
&lt;br /&gt;
The Seacannon is a powerful Ork weapon, primarily mounted on the infamous and elusive [[Ork Submersible|Ork Submersibles.]] They resemble and function similiar to the turrets and cannons on that of modern 21st century warships.&lt;br /&gt;
&lt;br /&gt;
Due to the rarity of the model and a tabletop game that does not exercise a lot on oceanic warfare, it is to be expected that the Seacannon along with the Ork Submersible have no modernized rules, so most stats for the Seacannon are fan-made.&lt;br /&gt;
&lt;br /&gt;
=== Deffstorm Mega-Shoota ===&lt;br /&gt;
[[File:Deffstorm_Mega-Shoota.jpg|200px|right|thumb|Deffstorm Mega-Shoota]]&lt;br /&gt;
The Deffstorm Mega-Shoota is a large arm-mounted Ork weapon most commonly equipped to [[Gorkanaut]] heavy walkers. An enormous multi-barreled Shoota, this weapon fire is deafening as its rate of fire can chew up armor as thick as a Baneblade. The Deffstorm Mega-Shoot is basically a [[Awesome|mini-gun with each of its corresponding barrels being an even smaller mini-gun.]] Its bigger brother is the Supa-Gatler.&lt;br /&gt;
&lt;br /&gt;
Usually there is an Ork Boy manning this beast of a gun, often being too distracted with the amount of noise and bullets it is making to be able to hit its intended target successfully. In 7th Edition, [[Dakka|this thing pumps out a whopping 3d6 s6 ap4 shots a turn.]] In 8th Edition, it is an even [[MOAR DAKKA|&#039;&#039;more&#039;&#039; dakka edition]] with its Deffstorm Mega-Shoota which has now a ridiculous rate of fire of 18 shots and benefits from DAKKA! DAKKA! DAKKA! special rule. If you want the Ork analogue of a Vulcan Mega Bolter, this is the weapon of choice for you. Dakka indeed.&lt;br /&gt;
&lt;br /&gt;
=== Belly Gun ===&lt;br /&gt;
[[File:Stompa_Belly_Gun.jpg|150px|right|thumb|Belly Gun]]&lt;br /&gt;
The quintessential [[Dick|Dick Guns]].&lt;br /&gt;
&lt;br /&gt;
Belly Guns are ridiculously sized weapons, that [[Stompa|Stompas]] sometimes mount in mimicry of their larger cousins, [[Gargant|Gargants.]] Its shells are the size of a Warbike and are simply jam-packed with explosives and shrapnel-producing scrap. The resulting explosions sometimes level whole swathes of the battlefield and at other times only devastate a smaller patch. &lt;br /&gt;
&lt;br /&gt;
It takes a very long time to reload a Belly Gun and as such it has a very slow rate of fire. It is also wildly inaccurate, but its power is immense: it has been observed to blow off the leg of a [[Warhound Scout Titan]] and shatter Imperial Super heavy tanks with one shot. It is also one of the most long-ranged Ork weapons. The Belly Gun is usually mounted on Stompas but is sometimes used as one of the two main weapons of [[Kill_Bursta|Kill Burstas]].&lt;br /&gt;
&lt;br /&gt;
Much larger Gargants are known to carry even bigger Belly Guns or a [[Dakka|&#039;&#039;entire row&#039;&#039; of Belly Guns.]]&lt;br /&gt;
&lt;br /&gt;
=== Gut Buster Mega-Kannon ===&lt;br /&gt;
[[File:Gut_Buster_Mega-Kannon.JPG|200px|right|thumb|Gut Buster Mega-Kannon]]&lt;br /&gt;
The Gut Buster Mega-Kannon or simply known as the Gut Buster, is the Belly Gun&#039;s bigger cousin. The biggest metaphorical [[Dick]] gun of the entire Orky arsenal.&lt;br /&gt;
&lt;br /&gt;
These weapons are mounted on [[Gargant]]s, specifically the [[Slasher Gargant]] as they are the only thing big enough to mount these things without shaking the entire vehicle apart. These weapons, due to their mass, are comparable in size to a [[Macrocannon]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, their sheer complexity and resources mean that only a few types of Gargants could mount these damned things and they could only mount &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;ONE&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. They are also one of those weapons that only appeared in [[Epic]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GutBuster.jpg|If this is not the most [[/d/|Phallic symbol]] in 40k, than I don&#039;t know what is.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Deth Kannon ===&lt;br /&gt;
[[File:Stompa_Deth_Kannon.jpg|200px|right|thumb|Deth Kannon (Center)]]&lt;br /&gt;
The atrociously spelled [[FAIL|Deth Kannon]] ([[Derp|Seriously? How the hell do you say that name? Depth Cannon? Death Cannon? Det Cannon? What was GeeDubs smoking?]]) is an enormous cannon and one of the most long-ranged Ork weapons. It is used as a main ranged weapon on Stompas, sometimes mounted with coaxial Supa-Gatler or Gigashootas. Essentially speaking, it is actually a gun surrounded by more guns. Can&#039;t get more Orky then that.&lt;br /&gt;
&lt;br /&gt;
==== Supa-Gatler ====&lt;br /&gt;
[[File:Supa-gatler.jpg|200px|left|thumb|Supa-Gatler (Top)]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
Essentially the Deffstorm Mega-Shoota&#039;s bigger brother. The Supa-Gatler is a fearsome Ork weapon, usually mounted on a Stompa&#039;s gun arm, serving as a co-axial weapon to the Deth Kannon. The Supa-Gatler is an unreliable and uncontrollable weapon - once it starts firing, it won&#039;t stop till it has run out of ammo, making it impossible to predict the amount of devastation. However, the storm of dakka ensures that someone will be hit, and those hit are unlikely to survive.&lt;br /&gt;
&lt;br /&gt;
The Supa-Gatler is the giant gatling gun on top of the primary Deth Kannon.&lt;br /&gt;
&lt;br /&gt;
==== Gigashoota ====&lt;br /&gt;
[[File:Gigashoota.jpg|200px|left|thumb|Gigashoota (Top)]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
The Gigashoota is a powerful Ork weapon - a gigantic Shoota, most often found mounted on the Big Mek&#039;s Stompa&#039;s gun arm, serving as a co-axial weapon to the Deth Kannon, but also as the main weapon on a [[Kill_Tank#Kill_Blasta|Kill Blasta]] tank. Big Meks usually choose it over the Supa-Gatler, as it can fire in controlled bursts, as opposed to the single, uncontrollable volley from the gatler, meaning that it actually hits more enemies.&lt;br /&gt;
&lt;br /&gt;
The Gigashoota is the giant gun barrel on top of the primary Deth Kannon.&lt;br /&gt;
&lt;br /&gt;
=== Cluster Buster ===&lt;br /&gt;
[[File:Cluster_Buster.JPG|200px|right|thumb|Cluster Buster]]&lt;br /&gt;
An obscure weapon found only in [[Epic]].&lt;br /&gt;
&lt;br /&gt;
The Cluster Buster is a type of Ork Titan-class weapon. This massive cannon is mounted on Ork [[Slasher Gargant]]s and can be considered as the rough equivalent of the Imperium&#039;s [[Gatling Blaster]].&lt;br /&gt;
&lt;br /&gt;
The Cluster Buster resembles an overly-enlarged [[Autocannon]] with rapid-firing capabilities. Not much is actually known about this weapon, but judging by its appearances and name, the Cluster Buster may actually be the mother of all [[Shotgun]]s. Firing super-massive pellets that could [[Rape|wreck entire columns of vehicles, let alone infantry.]] Given the relatively close-combat nature of the Slasher Gargant, this might as well be the case.&lt;br /&gt;
&lt;br /&gt;
=== Skullkrusha Mega-Cannon ===&lt;br /&gt;
&lt;br /&gt;
[[File:Skullkrusha_Mega-Cannon.jpg|200px|right|thumb|Skullkrusha Mega-Cannon]]&lt;br /&gt;
The biggest motherfuckin land gun found in the Ork&#039;s arsenal. &lt;br /&gt;
&lt;br /&gt;
The Skullkrusha Mega-Cannon is the biggest known ground-based Ork cannon, dwarfed only by spaceship weaponry in size. It is mounted exclusively on [[Mega Gargant|Mega-Gargants]] and it is known to pose direct threats to even Emperor Titans as well. Smaller Titans get simply one-shotted by the Big Fucking Gun whilst Warlords struggle to survive a couple of hits before it goes face flat into the ground.&lt;br /&gt;
&lt;br /&gt;
The Skullkrusha Mega-Cannon is a sheer sign that the Orks have reached sufficient WAAAGH to wage full scale planetary conflict.&lt;br /&gt;
&lt;br /&gt;
== Zoggin&#039; Titanic ==&lt;br /&gt;
&lt;br /&gt;
The largest motherfuckin gun you will find. Mounted only on Voidships or any other equivalently humongous Ork vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Ship Gunz ===&lt;br /&gt;
[[File:OrkWB.jpg|200px|right|thumb|Ship Gunz]]&lt;br /&gt;
The [[Macrocannon]] of Ork ship weapons.&lt;br /&gt;
&lt;br /&gt;
Ship Gunz or more commonly known as simply, Gunz, are the most common and most simple form of Ork naval weapons. Above all weapons Ork favour massive shell-hurling [[Macrocannon]]s grouped together in batteries. One battery comprises any number of different types of weapons, but most fire projectiles of one sort or another. Some of them are made from scrap while others are &#039;improved&#039; versions of looted Imperial macrobatteries. &lt;br /&gt;
&lt;br /&gt;
Ork inclination towards [[Dakka|firepower]] means that any gap in the haphazard armour plating is filled with a gun. Usually referred to simply as Gunz, these Ork macrobatteries fire volley after volley of solid shot and explosive shells, overwhelming an enemy in a torrent of destruction. However, they don&#039;t always work as intended and are prone to [[Fail|misfires and jamming.]] They may also be deactivated for repairs or &#039;improvements&#039; by Ork Mekboy. Overall, these weapons are unpredictable but most of the time are frighteningly effective when in close range.&lt;br /&gt;
&lt;br /&gt;
=== Heavy Ship Gunz ===&lt;br /&gt;
[[File:HeavyGunz.jpg|200px|right|thumb|Heavy Ship Gunz]]&lt;br /&gt;
The [[Lance Weapon]]s of the Orks.&lt;br /&gt;
&lt;br /&gt;
The larger cousin of Gunz are known as Heavy Gunz. Alongside more conventional macrocannons Orks often mount massed batteries of very powerful but short-ranged weapons on their ships. For all intents and purposes, these are giant supersized [[Awesome|grape shots or shotguns]]. &lt;br /&gt;
&lt;br /&gt;
Known as Heavy Gunz, these batteries fire dense slugs of scrap metal massing thousands of tonnes as well as jury-rigged plasma bombs. These projectiles quickly become fatally inaccurate over long ranges so the ship becomes vulnerable to long-ranged fire. Nonetheless, they cause terrifying damage to any ship at close range. Heavy Ship Gunz always fires on broadsides, which makes an Ork vessel equipped with one, exceptionally dangerous when in CQC.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OHeavy_Gunz.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mega-Kannon ===&lt;br /&gt;
[[File:MegaKannon.jpg|200px|right|thumb|Mega-Kannon]]&lt;br /&gt;
The [[Nova Cannon]] of the [[Ork Fleets]]. This monster probably fires the largest bullet ever conceived and/or constructed by the Orks.&lt;br /&gt;
&lt;br /&gt;
Mega-Kannonz are a type of exceptionally powerful and lethal Ork fleet weapon. Only substantially large Ork ships are big enough to wield one since the recoil of this monster would shake lesser vessels into pieces.&lt;br /&gt;
&lt;br /&gt;
Mega-Kannonz are the larger cousin to Ork ground-based Kannonz. Often rebuilt from the largest broadsides of [[Imperial Navy Cruiser]]s, these weapons protrude menacingly from the scowling armoured prows of [[Ork Kroozer]]s. They often have extra-long barrels, so batteries of these weapons can unleash salvoes of heavy explosive shells over very long distances making them relatively accurate by Ork standards.  &lt;br /&gt;
&lt;br /&gt;
Seriously though, look at the &#039;&#039;size&#039;&#039; of the damned barrel. Try and scale whatever kind of bullet monstrosity that sits inside that damned thing.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Grots]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:20B5:1D54:C4E6:2A34:66D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Monofilament_Weapons&amp;diff=342523</id>
		<title>Monofilament Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Monofilament_Weapons&amp;diff=342523"/>
		<updated>2023-05-25T23:07:14Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:20B5:1D54:C4E6:2A34:66D: &lt;/p&gt;
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&lt;div&gt;&amp;lt;blockquote&amp;gt;&#039;&#039;This article only describes [[Warhammer 40,000]] weapons. For mono-filament weapons in any other sci-fi setting or game, see [[Monowire]].&#039;&#039; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monofilament Weapons&#039;&#039;&#039; are a type of weapon used by the [[Eldar]] and [[Dark Eldar]]. They fire a razor-sharp monofilament web, wrapping around the enemy and slicing through flesh and bone with ease. Enemies get stuck inside the webbing and try to pull themselves free, causing them to tear themselves apart. The downside of the weapon is the low speed of its projectile it has a limited range for direct combat, and has next to no armor penetrating capabilities.&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Harlequin&#039;s Embrace===&lt;br /&gt;
[[File:Harlequin&#039;s_Embrace.jpg|200px|right|thumb|Harlequin&#039;s Embrace]]&lt;br /&gt;
The smallest monofilament weapon and considered the &#039;pistol&#039; of the family. The Harlequin&#039;s Embrace is a wrist-mounted close combat weapon utilized by the [[Harlequins]]. And when we mean close, we mean it literally, like body touching close. It boasts the same technology as the death spinners of the Warp Spiders. The second before the wearer charges into close combat, they are triggered and project the cloud of monofilament wire that wrap around the victim, ripping it to bloody mess in just a second or two.&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Embrace gives the Harlequins a much needed boost in close combat as well as acting as a nasty surprise face blender to any unsuspecting and unarmored foe ([[Reasonable Marines|Although a fully helmeted Space Marine would scoff at it]]....[[Indrick Boreale|unless he is one of those morons that goes without a helmet cause]]....[[Derp|reasons]]).&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Kiss===&lt;br /&gt;
[[File:Harlequinskiss.JPG|200px|right|thumb|Harlequin&#039;s Kiss]]&lt;br /&gt;
The Harlequin&#039;s Embrace&#039; &#039;bigger&#039; brother (Big in the loosest sense of the term). The Harlequin&#039;s Kiss (Eldar: brathu-angau, translated &amp;quot;kiss of doom&amp;quot; or &amp;quot;kiss of evil&amp;quot;) also known as Sting, is a tubular wrist-mounted Monofilament Injector. &lt;br /&gt;
&lt;br /&gt;
As the name suggests it is widely associated with the Eldar Harlequins. The Kiss is only effective in close combat. It contains a tightly-coiled retractable monofilament wire which is around 100 metres in length. When activated (often with a forward punching motion) the wire is violently released. Capable of piercing armor, if the wire penetrates its victim it instantly uncoils and lashes around violently, liquefying bones and internal organs, and causing immediate death. The wire then retracts back into the Kiss.&lt;br /&gt;
&lt;br /&gt;
===Death Spinner===&lt;br /&gt;
[[File:DeathSpinner.jpg|200px|right|thumb|Death Spinner]]&lt;br /&gt;
The most common weapon used by the Warp Spider aspect warriors. Often just referred to as a &#039;Spinner&#039;, it uses the same basic technology as weapons such as the Harlequin&#039;s Kiss and the Shadow Weaver, projecting a long thread of single-molecule chain, or monofilament wire. The weapon uses a magnetic containment field to spool the wire together and discharge it as rapidly expanding mist-like mass called a &amp;quot;spinner cloud&amp;quot;. The Death Spinner then casts webs of razor-sharp material over the target, making it cut itself apart.  &lt;br /&gt;
&lt;br /&gt;
Even Chaos Space Marines wearing Power Armour can thus be reduced to tiny pieces when enmeshed within these clouds of razor-wire. Some Exarchs of the Warp Spiders use a modified version of this weapon, allowing them to use two of them at the same time.&lt;br /&gt;
&lt;br /&gt;
===Spinneret Rifle===&lt;br /&gt;
[[File:Spinneret_Rifle.PNG|200px|right|thumb|Spinneret Rifle]]&lt;br /&gt;
A variation of the Death Spinner, this weapon instead fires a single strand of webbing, capable of punching through nearly anything hit. It is unknown how a ball of tightly packed wires is sharp enough to punch through thick armor due to the wire acting more as a constricting weapon than an anti-armor. For it to be sufficiently punch armor, the wires needs to be a single solid projectile with a point rather than a mass of easily malleable wires. A possible explanation is that the Rifle itself changes the molecular structure of the wire to behave like a solid projectile. &lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Spinneret Rifle has often been the butt of jokes for looking like a longer and more phallic looking weapon, which attracts compensation snark amongst some. Despite this, it is unsurprisingly way more effective against armor, but with a lower rate of fire than the regular Death Spinner.&lt;br /&gt;
&lt;br /&gt;
===Shadow Weaver===&lt;br /&gt;
[[File:Shadow_Weaver_5th_ed.jpg|200px|right|thumb|Shadow Weaver]]&lt;br /&gt;
Designed for indirect fire, the Shadow Weaver casts a large web into the air which rains down on the enemy, cutting through them with as little force as the pull of gravity. It creates a dense monofilament mesh from an organo-polymer compound, which is kept in a liquid state within a magnetic reservoir. &lt;br /&gt;
&lt;br /&gt;
This mesh is released through thousands of microscopic firing ducts and woven into a web-like cloud by spinning gravity clamps. The clouds are forced high into the air before they drift downwards, where they slice through flesh and bone even as targets caught within these clouds struggle to free themselves. &lt;br /&gt;
&lt;br /&gt;
It is more or less a light artillery version of the monofilament branch of weapons and it is considered the smallest child of the &#039;Heavy Monofilaments&#039;. As such, whilst it does not have the same devastating affects found on its larger cousins, it compensates this for being highly maneuverable and cheaper to boot.  &lt;br /&gt;
&lt;br /&gt;
Usually fielded by a few Guardians who aren&#039;t busy mounting other heavy weapons or [[rule 34|each other]].&lt;br /&gt;
&lt;br /&gt;
===Doom Weaver===&lt;br /&gt;
[[File:Doomweaver.jpg|200px|right|thumb|Doom Weaver]]&lt;br /&gt;
The Doom Weaver is the Shadow Weaver on steroids. &lt;br /&gt;
&lt;br /&gt;
Mounted on the Night Spinner Grav Tank, the Doom Weaver casts a massive web that not only cuts through entire swathes of enemies in a single shot, but remains on the ground after landing obstructing enemy movement. Anyone who tries to walk through it will find their feet suddenly shredded apart, which would probably cause them to fall on it and finding out if their face will blend. After a long enough time the web will settle into a solid blanket that can safely be walked over.&lt;br /&gt;
&lt;br /&gt;
The Eldar refer to the threads as the Chain of Vaul, after the unbreakable bonds in Eldar legend&lt;br /&gt;
&lt;br /&gt;
===Void Spinner Array===&lt;br /&gt;
[[File:Void_Spinner_Array.jpg|200px|right|thumb|Void Spinner Array]]&lt;br /&gt;
Doom Weaver on steroids.&lt;br /&gt;
&lt;br /&gt;
Designed and fielded by the [[Biel-Tan]] [[Craftworld]], the Void Spinner Array is found on the [[Void Spinner]] super heavy grav tank that uses a modified version of the Doom Weaver. The monofilament web that it sprays out is covered in super-powered bacteria and wraithbone parasites that put the Tyranid&#039;s eating habits and the Necron&#039;s killing standards to shame: Where they stop at any organic matter, these wraithbone parasites and super bacteria keep going and eat the rock and metal the planet is composed of. &lt;br /&gt;
&lt;br /&gt;
Of course they don&#039;t keep going till they destroy the world, they do die off after a while. The rest of the Eldar think that the Biel-Tan are monsters for creating such a machine, the Biel-Tan say that they&#039;re justified in using whatever they need to reclaim their empire.&lt;br /&gt;
&lt;br /&gt;
===Deathshroud Cannon===&lt;br /&gt;
[[File:Deathshroud_Cannon.jpg|200px|right|thumb|Deathshroud Cannon]]&lt;br /&gt;
The biggest Monofilament weapon to date and the biggest Fuck You! to horde armies. &lt;br /&gt;
&lt;br /&gt;
Utilized by the rare Skathach variant of Wraithknight, these titanic weapons fire off massive explosions of monofilament webbing to eviscerate hordes of infantry at a time. Similar to the armament of the Night Spinner grav tank, the deathshroud cannon projects a dense field of monofilament wire which leaves only unrecognisable gore in its wake.  Given the scale of these cannons, it should come as no surprise that these cannons have the greatest range of all the Monofilament weapons, and often come in pairs to ensure that anything shorter than its knees is completely and totally blended into a fine mist.&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Dark Eldar ==&lt;br /&gt;
&lt;br /&gt;
=== Shredder ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShredderDE.jpg|200px|right|thumb|Shredder]]&lt;br /&gt;
&lt;br /&gt;
Basically the [[Edgy|dark and edgier]] version of the Eldar Monofilaments. Employed by the Dark Eldar, the Shredder is a weapon used primarily by Dark Eldar Warriors. When the gun is fired at its target, it unleashes an expanding mesh of monofilaments with miniscule barbs along their length to maximize pain. The mesh entangles the victim in an invisible net that slices apart the target as it struggles.&lt;br /&gt;
&lt;br /&gt;
Being the only monofilament weapon of the Dark Eldar, the Shredder acts as the DEldar closest equivalent of a Flamer. As the Dark Eldar needs to be light on their feet, the small size of the Shredder is favored over the much larger monofilament variants found in conventional Eldar armory. Furthermore as a bonus, if the victim somehow survives the deadly entanglement, the Dark Eldar bags him/herself a [[Commorragh Slaves|free living fuck toy]] to bring back home.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:20B5:1D54:C4E6:2A34:66D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ryza&amp;diff=410458</id>
		<title>Ryza</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ryza&amp;diff=410458"/>
		<updated>2023-05-25T21:19:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:20B5:1D54:C4E6:2A34:66D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RyzaWorld.png|450px|right|thumb|Ryza during the [[Horus Heresy]]. Producer of 80% of the Imperium&#039;s plasma weapons.]]&lt;br /&gt;
&#039;&#039;&#039;Ryza&#039;&#039;&#039;, poetically referred to as &#039;&#039;&#039;The Furnace of Shackled Stars&#039;&#039;&#039;, is an Imperial Forge World located in the Segmentum Ultima. It is one of the most prominent and powerful Forge Worlds in the Imperium, and has even been considered a rival to Mars in years past.&lt;br /&gt;
[[File:Ryza.png|300px|left|thumb|Symbol of Ryza.]]&lt;br /&gt;
==Overview and Early History==&lt;br /&gt;
&lt;br /&gt;
Ryza is most well known for being the sole producer of the [[Leman Russ Executioner]], a variant of the classic Russ tank equipped with a powerful plasma destroyer cannon. Though the weapon&#039;s raw power is undeniable and it&#039;s a popular choice for tank-busting, [[FAIL|it&#039;s also prone to explosive failures due to some genius having placed the feed lines for the coolant system on the outside of the turret]]. Ryza also developed the [[Stormblade]], a variant of the Titan-killing [[Shadowsword]] equipped with a plasma blastgun instead of the Shadowsword&#039;s volcano cannon. This was done out of necessity, since there was high demand in the Imperial forces for super-heavy tanks and the toasters on Mars refused to share the STC for the Shadowsword. Ryza&#039;s leaders worked out that they could take the Shadowsword&#039;s chassis and stick a plasma weapon in it; though this meant sacrificing some of the Shadowsword&#039;s raw killiness, it also came with several advantages, including decreased power consumption and increased ease of maintenance compared to the temperamental volcano cannon. Ryza shared the Stormblade and its specifications quite readily, meaning that the [[Solar Auxilia]] and the Legiones Astartes were able to field large numbers of the tank during the Horus Heresy, and it remains a popular choice in the 41st Millennium for Imperial Guard regiments who can&#039;t get their hands on a Shadowsword.&lt;br /&gt;
&lt;br /&gt;
The planet&#039;s skitarii legions wear a distinctive shade of orange that mimics the planet&#039;s endless rust-dunes, with red lining on the interior. Red is also used as a mark of seniority in the local hierarchy; the more red a Ryzan wears, the higher their rank. Ryza&#039;s skitarii are famed for their aggression and skill in melee combat, which the planet&#039;s tech-priests explain as the result of specialized training and combat protocols. Some in the Imperium regard this tendency [[Khorne|as a bit suspicious]].&lt;br /&gt;
&lt;br /&gt;
Ryza was settled during the Dark Age of Technology. Originally a lush world, it became the heart of a powerful technological empire aligned with the Cult Mechanicus, and its rich, diverse biosphere was slowly wiped out, replaced by endless forges, manufactorums, and reclamation plants. Outside these areas of industry, the planet&#039;s two continents were reduced to arid plains and endless dunes of rusting metal. Its sea was boiled away by the endless demands of industry, replaced by a toxic soup of sewage and industrial runoff known as the Sea of Reclamation. When humanity&#039;s first stellar civilization collapsed, faith in the Omnissiah sustained the world and its people through the dark centuries of the Age of Strife. They were even able to maintain communication with nearby star systems, allowing them to remain a force to be reckoned with. The planet was peacefully incorporated into the Imperium during the [[Great Crusade]], though some of the Mechanicum bigwigs on [[Mars]] were concerned that Ryza&#039;s strength might one day lead to its overtaking the Red Planet as the Mechanicum&#039;s chief world. They probably had good reason to be afraid, since Ryza had two major advantages that allowed the planet to have its shit together in a way that was rare for human worlds in the aftermath of the birth of Slaanesh and the War Against the Men of Iron. First was its Titan Legion, known as &#039;&#039;Legio Crucius&#039;&#039;, or the Warmongers. The Warmongers by themselves were nearly as powerful as the three original Titan Legions of Mars combined, and with the might of a Forge World behind them, they were a credible threat to anyone who might piss Ryza off. Indeed, during the Great Crusade, the Warmongers claimed so many worlds that they ultimately had no fewer than two dozen forge outposts under their command, each garrisoned by a Titan battlegroup. The second advantage was the local Ryzan cult, the &#039;&#039;Omnissiah Igvita&#039;&#039;. This cult believed that plasma was the lifeblood of the Omnissiah and that using it bestowed a measure of His power upon them. Thus, Ryza&#039;s Titans, war machines, and skitarii all tended to use [[Plasma#Imperial Plasma Weaponry|plasma weaponry in its many forms]]. Though Ryza tried to make nice by sharing some of its advances in plasma technology, significant elements of the Mechanicum remained suspicious of the planet. This would prove to have severe repercussions for Ryza when [[Horus Heresy|the Warmaster&#039;s Big Bitch Fit got rolling]].&lt;br /&gt;
&lt;br /&gt;
==Horus Heresy==&lt;br /&gt;
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During the Heresy, Ryza became the target of those elements in the Dark Mechanicum who had resented its meteoric rise to power and now sought to tear it down for the glory of the Warmaster. Fortunately for the Ryzans, they had predicted &#039;&#039;some&#039;&#039; kind of civil conflict was coming and had spent decades preparing themselves for it, hence why they had been so aggressive in expanding the Warmongers&#039; reach and power. Several of the Legio&#039;s battle groups were destroyed in major engagements such as the Battle of Molech, but they had grown so powerful by this point that they were able to shrug off what would have been crippling losses to any other Titan Legion. Such was not the case when the traitor forces rolled up to Ryza itself. Horus sent a large Dark Mechanicum force to invade Ryza as he was preparing to march on [[Terra]] itself. This force was made up of elements from multiple Forge Worlds that had pledged themselves to Horus and wanted to [[Ork|loot the shit out of Ryza and/or trash it beyond recognition]]. Two full Titan Legions were sent with this force, &#039;&#039;Legio Vulturum&#039;&#039; (the Gore Crows) and &#039;&#039;Legio Magna&#039;&#039; (the Flaming Skulls), along with a detachment from the infamous &#039;&#039;Legio Mortis&#039;&#039;, the Death&#039;s Heads. In response, Ryza mustered the Warmongers, plus &#039;&#039;Legio Osedax&#039;&#039; (the Cockatrices) and &#039;&#039;Legio Honourum&#039;&#039; (the Death Bolts), along with backup from several Knight Houses, including Taranis, Zavora, and Ioeden. Even with such a powerful force, the Dark Mechanicum found the going heavy. They were able to take the gateway station on the moon of Ryza Secundus, but despite this their initial attacks on Ryza itself were thrown back with ease. A fifth column of dissidents and traitors rose up and managed to force the loyalists to spread their forces more thinly across the planet, allowing the Dark Mechanicum to set up a trap at the spaceport of Conveyance Terminus Nine-Omega that destroyed the Death Bolts and threw the loyalists onto the defensive. A series of Titan-vs-Titan battles ensued, with the Cockatrices and Warmongers suffering heavy losses. A group of Warmongers led by the Legio&#039;s senior princeps made a last stand at the Salvation Isthmus, a key chokepoint between Ryza&#039;s continents, allowing the loyalists time to regroup at the planetary capital of Prosperity. Unfortunately, Prosperity fell shortly thereafter to internal sabotage, forcing the loyalists to retreat to the forge city of Endeavour. After a series of seesaw battles, the loyalists recaptured Endeavour, broke the Death&#039;s Heads, and slew their commanding princeps. Ryza&#039;s ruling hierophant cracked open the planet&#039;s war vaults, unleashing their previously forbidden technology on the traitors, and a brand new Knight House, Sidus, emerged from beneath Endeavour, having been kept hidden for this very moment. As the traitors retreated to Nine-Omega, they enacted a scorched-earth policy, demolishing everything in their path and leaving Ryza a broken and sundered world. Most of the traitor forces managed to escape, while those that were left behind were obliterated by the vengeful loyalists. The Imperial forces had won, but it was a pyrrhic victory. Four-fifths of the planet&#039;s industrial capacity was wrecked in the battle, and the loyalist Titan Legions and Knight houses had been decimated.&lt;br /&gt;
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==41st Millennium==&lt;br /&gt;
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Despite getting the shit kicked out of it by Horus&#039; forces, Ryza rebuilt itself and regained its former prominence in the Imperium, aided by its specialization in plasma technology. That said, it hasn&#039;t been doing well in recent 40K canon, having been invaded by two separate Ork WAAAGHs!. The first was WAAAGH Grax, which hit the planet in 925.M41 and required intervention from twenty regiments of the Imperial Guard, along with the planet&#039;s own skitarii legions and the Warmongers. For a while, the fighting for Ryza came as close to producing the state of &amp;quot;enuff dakka&amp;quot; as any conflict in the galaxy. Both sides were freely cracking open the planet&#039;s armories and reliquaries and turning whatever they found on each other, unleashing weapons the like of which hadn&#039;t been seen since the Dark Age of Technology. Ultimately, the Orks proved so impossible to shift that the Ryzans decided to drop a bunch of virus bombs on one of their own continents, using Kastelan maniples to clean up whatever survived, while modified Onager Dunecrawlers blasted greenskin asses in the hives and hastily rebuilt Titans waded into the fight against equally hastily patched-up gargants. After four decades of fighting, Warboss Grax was killed by the Warlord Titan &#039;&#039;Pugnus Vindictae&#039;&#039;, and the WAAAGH! collapsed into the usual mess of infighting, allowing the Mechanicus to mop them up. A second WAAAGH!, led by another warboss named Rarguts, attacked at essentially the same time and was seen off in short order. Ryza didn&#039;t get much breathing space, however, as they finished the mop-up just in time for the [[13th Black Crusade]] to get going and the Great Rift to split the Imperium in half. The planet was promptly invaded by daemons and was only held thanks to all the Guard regiments who were still there from the Ork campaigns. Despite all this, Ryza was in sufficiently good shape to answer [[Roboute Guilliman]]&#039;s call for reinforcements during the [[Plague Wars]].&lt;br /&gt;
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[[Category:Imperial]]&lt;/div&gt;</summary>
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