<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3A1808%3A82%3A937A%3A80AF%3ADA14%3ACC55%3ABE9E</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3A1808%3A82%3A937A%3A80AF%3ADA14%3ACC55%3ABE9E"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2A02:1808:82:937A:80AF:DA14:CC55:BE9E"/>
	<updated>2026-05-08T02:49:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hexrifle&amp;diff=251292</id>
		<title>Hexrifle</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hexrifle&amp;diff=251292"/>
		<updated>2023-05-25T19:21:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hexrifle2.jpg|300px|right|thumb|A Hexrifle. Eugene Stoner does NOT approve.]]&lt;br /&gt;
&lt;br /&gt;
The Hexrifle is another one of those [[Neuro-Disruptor|bizarre Eldar weapons.]] Hexrifles are [[Dark Eldar]] weapons used primarily by [[Haemonculi]] and [[Wracks|their pet minions]] that uses crystal cylinders that contain a tiny amount of the Glass Plague virus. Crystalline cylinders containing the tiniest quantity of the disease are fired from the rifles, shattering upon impact and exposing the target to the plague. The virus spreads incredibly fast on contact with flesh, [[Wat|turning the victim into a glass statue.]] More often then not, the particular Dark Eldar would shout, &amp;quot;Strike a Pose!&amp;quot; before adding the victim as part of their collection. How a virus can rearrange the molecular structure of a carbon based lifeform into silicon is unknown, with the only explanation without going into supernatural means is through techno-babble/Webway-physics [[Bullshit|bullshit.]]&lt;br /&gt;
&lt;br /&gt;
The Plague of Glass had once afflicted the Dark City in the 36th Millennium. Apparently, a Commorite &amp;quot;artist&amp;quot; called Jalaxlar opened his glass statue museum and was met with praise from other Dark Eldar. But a rival house attacked his crib and ransacked his lab, which released the Glass Virus into the dark city. It became a pandemic until the Haemonculus Coven known as the Hex developed a counter-virus that mitigated its effects. But not without storing samples of the disease in their laboratories, to employ as a weapon against their enemies. Each Hexrifle is unique, created for an individual Haemonculus to deliver this potent and exotic plague in battle, but all function in essentially the same way. &lt;br /&gt;
&lt;br /&gt;
Now, the Glass Plague is really terrifying to the Dark Eldar. &amp;quot;Why tho?&amp;quot; you ask. &amp;quot;A haemonculi should be able to resurrect a glassed DEldar, right?&amp;quot; Wrong. The Glass Plague also grants a &#039;true death&#039;. Meaning, any Dark Eldar that get glassed get their soul destroyed. On one hand, they don&#039;t get nommed by Slaanesh. On the other hand, they are gone for good.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite the cool/weird fluff written down, on the tabletop, the Hexrifle is just a bog-standard Sniper Rifle now. It can shoot at characters and has a tiny chance of inflicting a mortal wound in addition to normal damage.  The weapon had a unique rule when it was introduced where it had a chance to insta-kill its target on a lucky dice roll, but not anymore! The fact that both the Acothyst and the Haemonculus like to get [[Rape|close and dirty in melee]] and not stand back and fire Heavy weapons further hurts the potential of this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dark_Eldar_Combat_Weapons&amp;diff=164914</id>
		<title>Dark Eldar Combat Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dark_Eldar_Combat_Weapons&amp;diff=164914"/>
		<updated>2023-05-25T19:18:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|By [[Lord Solar Macharius|Macharius&#039;s saggy marble-sack]], could these weapon-names be any more [[Grimdark|childishly grim?!]]| The Chronicler from [[TTS]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the [[My Little Pony|ponies and rainbows-filled]] [[40k|future]], the [[Dark Eldar]] are amongst the most skilled hand-to-hand combatants. Though lacking the sheer strength of [[Orks]] and [[Khorne Berzerkers|Berzerkers]], they more than make up for this with their lightning-fast reflexes and lethal weapons that can bring down even an armored [[Space Marine]]. Also even by the standards of 40k, these weapon names are fucking edgy as fuck.&lt;br /&gt;
&lt;br /&gt;
==Poisoned Weaponry==&lt;br /&gt;
===Venom Blade===&lt;br /&gt;
[[image:LhamaeanBlade.png|200px|right|thumb|Venom Blade]]&lt;br /&gt;
Dark Eldar and poison go together like [[Ork]]s and [[Choppa]]s. There are vast numbers of all kind of poisoned weapons like vambrace blades, knives, daggers, swords, scimitars, whips and more, even beyond human imagination. Venom Blades are the pinnacle of the art of poison: even [[Fist of the North Star|a single caress can render a man with only seconds to live out the rest of his then-onward extremely painful life.]]&lt;br /&gt;
&lt;br /&gt;
The Venom Blade is a Haemonculus Tool that wound on 2+. Exclusive to the Covens, Archons, and Solarites. Pretty cheap and effective. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:VenomBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shaimeshi Blade===&lt;br /&gt;
[[File:Shaimeshi_Blade.JPG|200px|right|thumb|Shaimeshi Blade]]&lt;br /&gt;
&lt;br /&gt;
Sometimes called the Lhamaean Blade for obvious reasons. &lt;br /&gt;
&lt;br /&gt;
Whether elegant short sword, curved dagger or even barbed hair pin, the core of each Shaimeshi Blade is shot through with reservoirs of breathtakingly lethal poisons, while its surface is riddled with microscopic vents through which these venoms can flow. With each graceful swing or lightning fast stab, it parts flesh to vent its poisons where they can do the most harm. &lt;br /&gt;
&lt;br /&gt;
The primary users are the [[Lhamaean|Lhamaeans.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is a Haemonculus Tool that adds 2 to Wound, on a 6+ it deals a mortal wound in addition to its normal damage (Note: with the +2 to wound this means a roll of 4+ turns into a Mortal Wound). Exclusive to Lhamaeans. Use this on a Poisoned Tongue kabal and you will put a dent on anything.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Electrocorrosive Whip===&lt;br /&gt;
[[File:Electrocorrosive_Whip.JPG|200px|right|thumb|Electrocorrosive Whip]]&lt;br /&gt;
[[Pretend|Despite the name, they are neither electric nor corrosive.]]&lt;br /&gt;
&lt;br /&gt;
Electrocorrosive Whips are instead, a form of poison weapon used predominantly by [[Archon (Warhammer 40,000)|Archons]], [[Haemonculi]] and [[Wyches|Wych]] leaders.&lt;br /&gt;
&lt;br /&gt;
Also, they are in no way related to the [[Power weapon#Agoniser|Agoniser]], [[Derp|&#039;&#039;another&#039;&#039; Dark Eldar whip]] with completely different properties. Though not as lethal as the aforementioned Agonisers, these venom-soaked whips steal the fighting will of enemies by causing pain of extreme kind. &lt;br /&gt;
&lt;br /&gt;
Each of its barbs is soaked with a pretty painful-ass toxin that is secreted from the barb&#039;s glands if it hits something. Definitely suited for Dark Eldar who wants their prey alive and screaming for some...[[Rape|&#039;fun&#039; stuff.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ElectroWhip.jpg|Like [[Star Wars]], this whip can be differentiated from the Agoniser from the color of their glow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Haemonculus Weaponry==&lt;br /&gt;
Even amongst the twisted Dark Eldar, the Haemonculus stand out. Able to [[Grimdark|weaponise pain]] in ways unimaginable, they employ an array of alien, painful and very lethal weapons.&lt;br /&gt;
&lt;br /&gt;
===Flesh Gauntlet===&lt;br /&gt;
[[File:Flesh_Gauntlet.PNG|200px|right|thumb|Flesh Gauntlet]]&lt;br /&gt;
A pretty fucked up &#039;equipment&#039;.&lt;br /&gt;
&lt;br /&gt;
The Flesh Gauntlet is a truly nightmarish weapon, used by Dark Eldar Haemonculi, Wracks and Grotesques. An array of syringes strapped onto a single glove, capable of injecting a target with a [[Martini|cocktail]] of truly unpleasant drugs (electrosteroids) that will cause the target to explode through violent uncontrolled muscle growth. &lt;br /&gt;
&lt;br /&gt;
In the end there is only an undefined pile of heaving matter, little more than a pile of twitching muscle, ruptured skin, and shattered bone. The deadliness of the weapon is hardly offset by the fact that many models require a short period of time to prepare a new batch of electrosteroids after each use. &lt;br /&gt;
&lt;br /&gt;
Flesh Gauntlets come stock on Grotesques but Haemonculi like them, too. S:User in the codex, Wound-rolls of 6+ also deal a mortal wound. No AP but you have your cleavers for that but Haemonculi should stay away from this. Instead you use this against units with high Invul saves like Daemons and Crusaders&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mindphase Gauntlet===&lt;br /&gt;
[[File:Mindphase_Gauntlet.JPG|200px|right|thumb|Mindphase Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
These high-tech gauntlets are used by Haemonculi and their minions such as wracks and grotesques. The Mindphase is an advanced neural controller that can shut down a target&#039;s brain, [[Derp|rendering him a will-less idiot and easy pickings for the Dark Eldar.]] Even monstrous Carnifexes can be stopped by these gauntlets, though against the most powerful foes it is not as reliable as against some humanoid beings.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is less of a weapon and more a control device that can stop a rampaging foe in his tracks with a single touch, leaving him glassy-eyed and shuddering with overwhelming fatigue. &lt;br /&gt;
&lt;br /&gt;
The Mindphase Gauntlet is the bog-standard weapon for the Haemonculi and its minions, except with Damage 2. Since damage doesn&#039;t spread between models, this is worthless against 1 Wound models and with Strength: User and no AP it won&#039;t help much against anything else, either.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scissorhand===&lt;br /&gt;
[[File:Scissorhands.JPG|200px|right|thumb|Scissorhand]]&lt;br /&gt;
&lt;br /&gt;
Edward Scissorhands turned up to 11; several shears strapped to a gauntlet that can cut apart nearly anything that it can get its blades on. &lt;br /&gt;
&lt;br /&gt;
The glove has a series of vein-like tubes that run along each finger, slowly reapplying an incredibly virulent poison to the blades. Victims who receive even the slightest of scratches by these blades become wracked with pain so incredible that it frequently causes the target to pass out or even die. &lt;br /&gt;
&lt;br /&gt;
The weapon itself looks a little like a pair of surgical shears, and also harbors &#039;&#039;other&#039;&#039; expensive and less lethal toxins so that its wielder might better incapacitate those whose limbs it amputates. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], basically Dark Eldar Lightning Claws with poison instead of electricity.&lt;br /&gt;
&lt;br /&gt;
Scissorhands are Haemonculus Tools with AP-1 and an additional attack. Great on an Acothyst, but a Haemonculus can use the Electrocorrosive Whip better.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wych Weaponry==&lt;br /&gt;
The Wych Cults employ many kinds of fighting styles with any number of outlandish and unconventional weapons, though most prefer to fight with a [[Splinter Pistol]] and the traditional wicked knives of the &#039;&#039;Eladrith Ynneas&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Wych Knife===&lt;br /&gt;
[[File:Wych_Knife.png|200px|right|thumb|Wych Knife]]&lt;br /&gt;
&lt;br /&gt;
The basic and standard issue weapon of the Wyches.&lt;br /&gt;
&lt;br /&gt;
At first glance, there is little to distinguish these blades from a commoner’s knife or a Kabalite Warrior&#039;s flaying blade. However, subtle details of their construction, such as the pattern of serrations, the precise curvature of the blade, or the placement of perforations, influence the balance and the cuts Wych Knives inflict so that in the hands of an expert they can inflict grievous wounds and find the weaknesses in all but the toughest armor. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WychKnives.png|A collection of different Wych Knives.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hydra Gauntlets===&lt;br /&gt;
[[File:Hydra_Gauntlet_2.JPG|200px|right|thumb|Hydra Gauntlets]]&lt;br /&gt;
&lt;br /&gt;
A pair of many-bladed gauntlets that run along the entire length of the forearm. These gauntlets are extremely strange weapons made from a flexible weave of semi-sentient, extraplanar crystals. They are smooth and glassy when inert, but it can be made to grow and shed impossible profusions of lethal crystalline blades while in combat. They are so full of crystalline [[Choppa|blades and barbs]] that they can unleash a staggering amount of blows where a normal warrior could only attack once.&lt;br /&gt;
&lt;br /&gt;
Hydra Gauntlets on tabletop are AP-1 weapons with an additional attack AND it lets you re-roll to Wound. Take as many on your Wyches as you can and [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HydraGauntlet.png&lt;br /&gt;
image:HydraGauntletModel.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Punch Dagger===&lt;br /&gt;
[[image:WychPushDagger.png|200px|right|thumb|Punch Dagger]]&lt;br /&gt;
&lt;br /&gt;
A Punch Dagger is a Dark Eldar weapon with very little to no information. What we do know is that it is used as a concealable secondary weapon to unleash a surprise and unexpected knife to the face. Punch Daggers range from all sizes and shapes and aren&#039;t standardized, although the most common pattern of Punch Daggers resembles a long serrated blade. Some patterns are known to even resemble serrated mandibles of insectoid beasts.&lt;br /&gt;
&lt;br /&gt;
Because of this, Wyches are the primary users of this little nasty weapon due to its small size and ability to take opponents by surprise. Unfortunately, there aren&#039;t any rules for this weapon because of how obscure it is.&lt;br /&gt;
&lt;br /&gt;
In real life, punch blades are mostly used by people with more unarmed training (like boxers) since it&#039;s basically a glorified knuckle duster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PunchDagger.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Razorflails===&lt;br /&gt;
[[File:Razor_Flail_Straight.JPG|200px|right|thumb|Razorflails]]&lt;br /&gt;
&lt;br /&gt;
Razorflails are close combat weapons used by Dark Eldar Wych Cults. &lt;br /&gt;
&lt;br /&gt;
For those of you who have played [[Video games|Soul Calibur]]: think Ivy&#039;s sword, times two. Razorflails are weapons in size and shape of a regular sword, except they can extend into a whip longer than a man and can circumvent nearly any possible known blocking or parrying technique.&lt;br /&gt;
&lt;br /&gt;
Wyches who specialize in these weapons are known as the Lacerai.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are similar to Hydra Gauntlets, AP-1, +D3 attacks, re-rolls to hit for Wyches; use these if you want to chew through GEQs or deep strike a big 20 Deldar unit in the battle zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Razorflail.png|Sword and whip form.&lt;br /&gt;
image:WychRazorflail.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shardnet and Impaler===&lt;br /&gt;
[[File:Impaler2.jpg|200px|right|thumb|Impaler]]&lt;br /&gt;
[[File:Shardnet.jpg|200px|right|thumb|Shardnet]]&lt;br /&gt;
&lt;br /&gt;
The Impaler is a Dark Eldar weapon used by both Kabals and Wych Cults. It is a large monomolecular melee weapon resembling a Punisher. Whilst Shardnets are electrified nets that when entrapping its victim renders them unable to strike back. Combine, they form the traditional trident-and-net routine as made popular by Rome: a net to entangle an enemy and a polearm to finish him off. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Impaler is a AP-1 weapon with Damage 2. For when your Wyches need to deal with two-wound enemies like Primaris Marines. Combine with the Shardnet and the Impaler gains an extra attack. Also forces your opponent to roll-off with only a d3 when trying to fall-back. Need to hold someone&#039;s bubblewrap in place? Well, you just found the perfect option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Impaler.png&lt;br /&gt;
image:ImpalerShardnet.png|The two weapons used in tandem.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Vambrace Blade===&lt;br /&gt;
[[image:VambraceBlade.png|200px|right|thumb|Vambrace Blade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another&#039;&#039; Dark Eldar weapon with little to no information. The Vambrace Blade like the Punch Dagger is a weapon that has seen very little if no light in the [[Fluff]] and [[Crunch]] realm. It is one of &#039;&#039;those&#039;&#039; weapons that GW completely forgot it exists.&lt;br /&gt;
&lt;br /&gt;
It is assumed to be another Wych weapon, however it could also be a CCW of any Dark Eldar troops.&lt;br /&gt;
&lt;br /&gt;
From the looks of it, the Vambrace Blade seem to be a bladed tonfa. Thus, the fighting technique of these weapons would be similiar to a tonfa or police baton. Likewise, it would not be surprising if the blade itself is sharpened to a monomolecular edge like all Dark Eldar weapons. &lt;br /&gt;
&lt;br /&gt;
It is unknown whether this is wielded as a singular weapon, or a weapon that demands being dual-wielded for maximum potential. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Weighted Flails===&lt;br /&gt;
[[File:WeightedFlailSide.png|200px|right|thumb|Weighted Flails]]&lt;br /&gt;
&lt;br /&gt;
[[Wat|&#039;&#039;Another&#039;&#039; fucking Dark Eldar weapon with little to no information.]] Seriously, you would think GW would have gotten the hint to at least add &#039;&#039;some&#039;&#039; fluff behind their intellectual property right? But this time its even worse because there was an actual fucking model for it.&lt;br /&gt;
&lt;br /&gt;
From what we can tell, Weighted Fails were basically the Razorflail&#039;s bigger and badder brother. Just by judging the way it is handled, it is safe to assume that the Weighted Flail lacks the unique nature of turning into a sword in return for being a heavier weapon to throw at.&lt;br /&gt;
&lt;br /&gt;
Like the Vambrace Blade and Punch Dagger, there is no official crunch for this weapon, much to the testament of GW&#039;s [[Fail]]. They make good counts as Razorflails, at least.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WeightedFlail.png|&lt;br /&gt;
image:WychRazorFlail.png|The model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Hellion Weaponry==&lt;br /&gt;
The skyboard-surfing outriders of Commorragh embody the [[creed]] of Dark Eldar warfare: hit fast and hit hard without being hit back. As such they use a number of weapons to aid them.&lt;br /&gt;
&lt;br /&gt;
===Hellglaive===&lt;br /&gt;
[[image:Hellglaive.png|250px|right|thumb|Hellglaive]]&lt;br /&gt;
&lt;br /&gt;
A two-handed polearm with similarly-bladed weapons on each side, it is designed to be more than a weapon. With recurved hooks on both ends a skilled rider (as are all Hellions) can latch it onto an object and make a 180 degree turn in less than a heartbeat, followed up by a strike that will tear a man&#039;s heart out.&lt;br /&gt;
&lt;br /&gt;
It is essentially a double-bladed close-combat weapon, with a built-in [[Splinter Rifle]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellglaive is a S+1 and Damage 2 weapon. Oh dear lord, send those Hellions at multi-wound models and watch the opponent devote all his shooting to killing them (which they will).&lt;br /&gt;
&lt;br /&gt;
===Stunclaw===&lt;br /&gt;
[[File:Stun_Claw.JPG|200px|right|thumb|Stunclaw]]&lt;br /&gt;
&lt;br /&gt;
Stunclaws are viciously barbed grapnels, often attached to lengthy metal chains. &lt;br /&gt;
&lt;br /&gt;
A one-handed weapon that allows the wielder to strike with a greater force. It&#039;s true potential comes from how it can grab onto the enemy and drag him along into the air via piercing through armor and flesh, after which the Hellions will chop the poor sod to bits before he hits the ground, or a brief and violent death by virtue of simply being dropped from a great height. &#039;&#039;Or&#039;&#039; if the particular Hellion is feeling cruel(er), he/she could just drag the poor bitch to death.&lt;br /&gt;
&lt;br /&gt;
Essentially a weaponized Batman&#039;s grappling hook that is more [[Grimdark]], or a [[Grapnel Launcher]] that actually works as intended. &lt;br /&gt;
&lt;br /&gt;
In terms of Crunch, Stunclaws are much like the Hellglaive, it is S+1, but only does one damage. However, that one damage is pretty neat as on a 6+ to wound with this weapon does a mortal wound in addition to other damage.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Engine Weaponry==&lt;br /&gt;
The Talos Pain Engines and Cronos Parasite Engines are amongst the most twisted creations of the Dark Eldar. While dangerous enough at range, their most lethal and insidious weapons are used at at close range.&lt;br /&gt;
&lt;br /&gt;
===Chain-Flails===&lt;br /&gt;
[[File:Chain-Flails.JPG|200px|right|thumb|Chain-Flails]]&lt;br /&gt;
&lt;br /&gt;
[[Pretend|Despite the name, they have in no relation to actual]] [[Chainsword|Chain Weapons]].&lt;br /&gt;
&lt;br /&gt;
Fitted onto the Talos, the Chain-Flails are meant to improve the thing&#039;s natural reaction to nearby prey (swat at it until it dies) with a series of barbed chains. Simple, but effective and gruesome.&lt;br /&gt;
&lt;br /&gt;
In terms of function and mechanics, a Chain-flail consists of lengths of barbed chain wound tight under gravitic pressure. As a Talos glides into battle, these chains are loosed, hurtling from their housings to lash around wildly. As their barbs find purchase in flesh, the chains&#039; grav-winches re-engage, reeling in at lightning speed to snap bones and tear bodies asunder. &lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Chain-Flails are weapons that can re-rolls to Wound and make 2 hit rolls for each attack allocated to this weapon. Nice if you want your Talos to do some heavy horde duty cleanup.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Macro-Scalpel===&lt;br /&gt;
[[File:Macro-Scalpel.JPG|200px|right|thumb|Macro-Scalpel]]&lt;br /&gt;
&lt;br /&gt;
One of the primary weapons of the Talos Pain Engine.&lt;br /&gt;
&lt;br /&gt;
Exactly as its name implies. The Macro-Scalpel is a giant monomolecular blade designed to cut open the toughest armor with relative ease. With the strength of the Pain Engine, the Scalpel can rip apart even vehicle armor with contemptuous irrelevancy. For maximum carnage, a Talos can be equipped with two of these murder machines before set loose and raise literal bloody hell on the battlefield.&lt;br /&gt;
&lt;br /&gt;
It is a AP-1 and Damage 2 weapon on tabletop. Also, if you have 2, you make one additional attack with it Cheap and effective. Come stock on the Talos and is overall still a pretty decent weapon.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Ichor Injector===&lt;br /&gt;
[[File:Ichor_Injector.JPG|200px|right|thumb|Ichor Injector]]&lt;br /&gt;
&lt;br /&gt;
This device injects an unfortunate victim with the Talos&#039; own blood, potentially causing it to [[grimdark|explode in a spectacularly gory fashion]]. They are in affect, similiar to the Flesh Gauntlet but just on a bigger scale.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Ichor Injectors are interesting as only one attack can be made with this weapon. Strength User (so either 6 for the Talos or 3 for Urien) and re-rolls to Wound. If you roll a 6+ To Wound, you deal D3 mortal wounds in addition to the normal damage, which can potentially kill 4 models in one strike but don&#039;t bet on that happening with only one attack. &lt;br /&gt;
&lt;br /&gt;
You can take this in addition to your other melee weapon in the codex and it gained AP-1 but it&#039;s still not worth the overall cost.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Spirit Probe===&lt;br /&gt;
[[File:Spirit_Probe..JPG|200px|right|thumb|Spirit Probe]]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;s&amp;gt;[[Anal circumference|Anal Probe]]&amp;lt;/s&amp;gt; Spirit Probe is a type of soul-draining weapon used by Dark Eldar [[Cronos Parasite Engine|Cronos Parasite Engines]] [[Meme|that gives you the succ.]] &lt;br /&gt;
&lt;br /&gt;
A metal tube injected into victims, like a giant mosquito, it drains the life force directly out of them and spews it onto nearby Dark Eldar, invigorating them with the [[Wat|agony the Cronos caused.]] These life force is then used as fuel for the Cronos&#039; other [[Pain Weapons]] such as the [[Spirit Vortex]] as well as fuel for the Cronos&#039; Spirit Syphon ability which can field of baleful energy that allows it to feed upon those nearby. &lt;br /&gt;
&lt;br /&gt;
The function on how it succs the life force of its victims is unknown.&lt;br /&gt;
&lt;br /&gt;
There is currently no rules for the Spirit Probe unfortunately despite the cool fluff. Although in 7th Edition, the weapons of the Cronos (Including the Spirit Probe) and the bad boy itself got slapped around in the codex, it&#039;s more expensive base, the Spirit Syphon was nerfed to S3 and you are no longer allowed to take both the Probe and the Vortex. Just like the Talos in the same edition. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Spirit Probe makes the Cronos into a giant mosquito that succ souls like blood and it looks like the shape of a fluted and crystalline device being hung underside the Cronos&#039; headpiece/mouthpiece/mask thingy. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Spirit-Leech Tentacles===&lt;br /&gt;
[[File:Leech_Tentacles.JPG|200px|right|thumb|Spirit-Leech Tentacles]]&lt;br /&gt;
&lt;br /&gt;
It is not surprising that the Dark Eldar too would participate in hardcore [[Rape|Tentacle Rape]]. [[Meme|Now with a more noodly appendage]] [[Rape|and twice the fun.]] The Leech Tentacles are the primary weapons of the Cronos and they are use to slap around fools and [[/d/|&#039;penetrate&#039; any hoe that gets in its way.]]&lt;br /&gt;
&lt;br /&gt;
Spirit-Leech Tentacles should work in the same way as the Spirit Probe, in that it should succ the life force of any unfortunate victims in its path of destruction. How it does it is unknown however as there is no visible mechanism on soul succing.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Tentacles are S:User, AP-1, 1 DMG that does D3 damage on a wound roll of 6+. Pretty decent against GEQs and MEQs alike.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mandrake Weaponry==&lt;br /&gt;
&lt;br /&gt;
===Saw-Edged Blade===&lt;br /&gt;
[[File:Saw-Edged_Blade.JPG|200px|right|thumb|Saw-Edged Blade]]&lt;br /&gt;
&lt;br /&gt;
A weapon meant to hack and fucking slash.&lt;br /&gt;
&lt;br /&gt;
One of the three primary weapons of the [[Mandrake|Mandrakes]] and the largest of the family, resembling a single-bladed bastard sword. Basically a weaponized saw blade on a sword-like hilt. These blades allow the Mandrakes to violently cut and rip apart their prey with viscous and savage ease.&lt;br /&gt;
&lt;br /&gt;
Unfortunately there isn&#039;t any rules for the Saw-Edged Blade despite having a model for it. Thus, these weapons [[Count as]] [[Derp|Glimmersteel Blades]]. In this case, these weapons are your standard Mandrake ccws with AP-1.&lt;br /&gt;
&lt;br /&gt;
===Trophy Bones===&lt;br /&gt;
[[File:DEldar_Sickle.png|200px|right|thumb|Trophy Bones]]&lt;br /&gt;
&lt;br /&gt;
The oddly named Trophy Bones is one of the three primary weapons of the [[Mandrake|Mandrakes]]. These sickle-shaped weapons seem to be derived and fashioned from the bones of its victims, although honestly, it just resembles your normal average sickle.&lt;br /&gt;
&lt;br /&gt;
Due to being a sickle, its primary function is to ignore handheld shields.&lt;br /&gt;
&lt;br /&gt;
Unfortunately there isn&#039;t any rules for the Trophy Bones despite having a model for it. Thus, these weapons [[Count as]] [[Derp|Glimmersteel Blades]]. In this case, these weapons are your standard Mandrake ccws with AP-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Trophy_Bones.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glimmersteel Blade===&lt;br /&gt;
[[File:Glimmersteel_Blades.JPG|200px|right|thumb|Glimmersteel Blade]]&lt;br /&gt;
&lt;br /&gt;
The Glimmersteel Blade is one of the three primary weapons of the [[Mandrake|Mandrakes]]. These machete-like weapons are designed to hack away limbs and decapitate heads without any difficulty. Basically a smaller version of the Saw-Edged Blade. The Glimmersteel Blade is one of the most common Mandrake weapons available. &lt;br /&gt;
&lt;br /&gt;
Out of all of the Mandrake weapons, only the Glimmersteel Blade has any actual rules on tabletop. Hence, the other Mandrake weapons only [[Count as]] Glimmersteel Blades. In this case, the blades are your standard Mandrake ccws with AP-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:MandrakeWeaponry.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Other Weaponry==&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Blade===&lt;br /&gt;
[[File:DECombatDagger.JPG|200px|right|thumb|Monomolecular Blade]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Necromunda|Necromundan]] [[Miscellaneous_Weapons#Monomolecular Sword|Monomolecular Sword]], although their functionality is the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most common CCW of the Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
The Monomolecular Blade is an incredibly sharp and vicious Dark Eldar weapon, able to cut through the ceramite of Space Marine Power Armour despite its light weight. They are attached to most Dark Eldar weapons in places which can cause the most harm. &lt;br /&gt;
&lt;br /&gt;
They are honed to, as the name suggests, a single molecule thick. Of course, how the Dark Eldar manage to keep the blade sharp without wearing out in a single strike (the thinner the blade, the easier for it to bend, like the difference between paper and cardboard) is a mystery.&lt;br /&gt;
&lt;br /&gt;
===Sslyth Battle-Blade===&lt;br /&gt;
[[File:Sslyth_Battle-Blade.JPG|200px|right|thumb|Sslyth Battle-Blade]]&lt;br /&gt;
&lt;br /&gt;
Primary weapon of the snake-like [[Sslyth]] bodyguards. These blades bear resemblance to large machetes and has been sharpened enough to pose a danger to even power armor wearing individuals. &lt;br /&gt;
&lt;br /&gt;
The Sslyth&#039;s serpentine bodies along with two sets of limbs allow them to carry enough of these blades along with weapons to quickly dispatch anyone in a frenzied and violent manner. With four arms equaling four blades, it can turn the average Sslyth into a living meat blender.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Battle-Blade is AP-1, just in case a Sslyth&#039;s melee didn&#039;t look intimidating enough already.&lt;br /&gt;
&lt;br /&gt;
===Monstrous Cleaver===&lt;br /&gt;
[[File:Monstrous_Cleaver.JPG|200px|right|thumb|Monstrous Cleaver]]&lt;br /&gt;
&lt;br /&gt;
Basically the Sslyth Battle-Blade grown too large.&lt;br /&gt;
&lt;br /&gt;
The Monstrous Cleaver is the primary weapon of the Grotesque and it is as every bit as savage as it looks. The Monstrous Cleaver can cut open even Terminator armor and the immense strength of the Grotesque means that even reinforced ceramite would shatter from its impact.&lt;br /&gt;
&lt;br /&gt;
These weapons don&#039;t need to be powered up cause it is strong and sturdy enough to smash and slice most enemies it face.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Monstrous Cleaver is a AP-2 weapon and lets you make an additional attack with it. Use it to kill GEQs and MEQs in the droves. &lt;br /&gt;
&lt;br /&gt;
==Vehicle Weaponry==&lt;br /&gt;
&lt;br /&gt;
===Bladevanes===&lt;br /&gt;
[[File:Grav-Talon.JPG|200px|right|thumb|Bladevanes]]&lt;br /&gt;
&lt;br /&gt;
The [[Edgy|&#039;&#039;Edgiest&#039;&#039; weapon available on a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
These are your [[Ork|sharp and spiky bits]] you see on almost every Dark Eldar vehicle. However, they are most typically mounted by [[Reaver Jetbike|Reaver Jetbikes.]] These weapons are mounted underslung the Jetbike and in battle, the riders crouch low over their steeds before streaking through the midst of the enemy ranks, using their Bladevanes to lop off heads and limbs with every pass of the vehicle.&lt;br /&gt;
&lt;br /&gt;
Although these blades can work if placed horizontally, some DEldar like to put theirs vertically.  While this decreases the effectiveness and chance of the blade from cutting multiple opponents. That and the fact that if something like a Reaver gets grounded, it is going to be a pain in the ass to manually lift the damn thing up due to the blade being stuck a meter underground. For the Dark Eldar, the increased challenge adds to the thrills and further incentive to avoid failure.  &lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons come stock on your transports and Reavers, for a little extra melee clout. S4, AP-1. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shock Prow===&lt;br /&gt;
[[File:Shock_Prow.JPG|200px|right|thumb|Shock Prow]]&lt;br /&gt;
&lt;br /&gt;
The battering ram for the Dark Eldar.&lt;br /&gt;
&lt;br /&gt;
The Shock Prow is designed for [[Raider|Raiders]] and [[Ravager|Ravagers]] as a close combat defensive weapon against certain foes that like go in up close and personnel. Given the paper mache armor of Dark Eldar vehicles, it is wise that they put up some decent CCW for their transports and tanks.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Shock Prow lets you make one attack at S User AP-1 and gains d3 D on a charge. It&#039;s only 1 point, so knock yourself out. Available only to Raiders and Ravagers. It is a overall decent backup weapon.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Sharpened Prow Blade===&lt;br /&gt;
[[File:Sharpened_Prow_Blade.JPG|200px|right|thumb|Sharpened Prow Blade]]&lt;br /&gt;
&lt;br /&gt;
Essentially a Bladevane given growth hormones. The Sharpened Prow Blade is found mounted only on the [[Reaper]] and is used as a secondary weapon in the off-chance that the driver wants to get some roadkill in the mix.&lt;br /&gt;
&lt;br /&gt;
Due to the angle of the blade, it is used to slice open the top hull of enemy vehicles, and given that Eldar vehicles can fly for a limited time, this is actually a pretty reasonable tactic.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon is the Reaper&#039;s scythe, works the same as the Shock Prow but at Damage 2. Make sure to paint some blood on it.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dire Scythe Blade ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dire_Scythe_Blade.JPG|200px|right|thumb|Dire Scythe Blade]]&lt;br /&gt;
&lt;br /&gt;
The biggest fucking blade on the block.&lt;br /&gt;
&lt;br /&gt;
Because the Dark Eldar are denied access to Titans for some reason, they have to compensate &#039;&#039;somehow&#039;&#039; of having a giant melee weapon being placed &#039;&#039;somewhere&#039;&#039;. Low and behold, the Dire Scythe Blade is born.&lt;br /&gt;
&lt;br /&gt;
AKA the &#039;&#039;&#039;Scythevane&#039;&#039;&#039;. Mounted only on the [[Tantalus]], these fuck hueg blades are meant to slice open tanks whilst on the run as well as dismembering any unfortunate SOBs in the way. When this thing is on the move, fucking run.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this thing is hilarious. Because your warlord just has to have the biggest blades on their floating death catamaran. Unique to the Tantalus and similar in form to the Shock Prow and Sharpened Prow Blade, but isn&#039;t limited to just one attack and hits at S8 AP-2. Useful to finish off anything that you didn&#039;t quite manage to completely annihilate with the [[Pulse-Disintegrator]]s.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://youtube.com/watch?v=6DcM_A0KwbI| Send this to someone who doesn&#039;t know a thing about Warhammer 40k so they know that it is a mature, serious and cool hobby.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eldar_Laser_Weapons&amp;diff=194548</id>
		<title>Eldar Laser Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eldar_Laser_Weapons&amp;diff=194548"/>
		<updated>2023-05-25T19:15:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If [[Shuriken_Catapult|Shuriken]] weapons (and Reaper Launchers) are [[Bolter|Bolt]] weapons of the [[Eldar]], then the &#039;&#039;&#039;Eldar Laser Weapons&#039;&#039;&#039; are the Eldar equivalent of [[Lasgun|Las]] weapons (duh). Using concentrated light to deal damage to their target, the Eldar laser weapons are more advanced than their [[Imperial]] counterparts, with different strengths and drawbacks except for their multilaser equivalent, which is just plain better. They are most often used on the Eldar&#039;s grav vehicles, on heavy weapon platforms, and by the Swooping Hawk and Shining Spear [[Aspect Warrior]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Dark Eldar]] employ more insidious versions of these weapons called Darklight weapons: their energy derived from light captured in black holes and are able to [[grimdark|scar the retinas of anyone who sees the energy beams without wearing protective gear]].&lt;br /&gt;
&lt;br /&gt;
While functionally identical (in heavy weapons) to Imperial weapons, the manufacturing processes involved in making Eldar laser weapons (such as psychically grown and attuned crystals) make them damn near impossible for the [[Adeptus Mechanicus]] to perfectly replicate, let alone produce in quantity. Of course, this does not excuse their complete unwillingness to adapt even the slightest improvement from xeno equipment with a far better track record of reliability and effectiveness even though the Mechanicus both views science as neutral and production as worship. Though recently the Adeptus Custodes have been seen using pulsar lasers that may be Eldar derived.&lt;br /&gt;
&lt;br /&gt;
==Craftworld Eldar Weapons==&lt;br /&gt;
===Mandiblaster===&lt;br /&gt;
[[File:Mandiblasters.png|200px|right|thumb|Mandiblaster]]&lt;br /&gt;
Mandiblasters are an Eldar weapon system in the form of pods built into either side of the helmets of [[Striking Scorpions]]. Known also as the Scorpion&#039;s Sting or the Sting of the Scorpion, Mandiblasters are neurally activated weapons which fire a hail of deadly metallic shards. These shards, while capable of cutting and lacerating flesh, are not particularly powerful alone; they act as a conductor to a follow-up intense laser burst. &lt;br /&gt;
&lt;br /&gt;
The laser flashes the slivers of metal into plasma, which can cause significant injury or death. Because of the neural activation of the device the accuracy is often very high and it makes an effective pre-combat rank thinner. However its range is ridiculously short (As in, &amp;quot;Make an Inferno Pistol look like a Long-Las in comparison&amp;quot; short), a meter or two at most, making it a weapon geared for close quarters combat. Eldar Autarchs who have mastered the Striking Scorpion war path still often utilize Mandiblasters when fighting in thick close quarter combat.&lt;br /&gt;
&lt;br /&gt;
===Lasblaster===&lt;br /&gt;
[[File:Lasblaster.jpg|200px|right|thumb|Lasblaster]]&lt;br /&gt;
The primary weapon of the [[Aspect Warrior#Swooping Hawks|Swooping Hawks]] Aspect Warriors, the Lasblaster is a low-power handheld energy weapon capable of dealing significant damage over a considerable distance. Though it might lack the punch of the shuriken catapult, the Lasblaster makes up for this with its superior range and rate of fire. &lt;br /&gt;
&lt;br /&gt;
Much better than the flashlight of the Imperium by virtue of less heat build up allowing a greater rate of fire. Though it can&#039;t match the Hellguns armour piercing ability, it is much better in every other aspect.&lt;br /&gt;
&lt;br /&gt;
====Cloudsweeper====&lt;br /&gt;
[[File:Cloudsweeper.jpg|200px|right|thumb|Cloudsweeper]]&lt;br /&gt;
The Cloudsweeper is the more tactical sister of the Lasblaster that fires in three-round-bursts, unlike the traditional single shot Lasblaster. This makes it something akin to a Eldar Battle Rifle or DMR (Designated Marksman Rifle). It sacrifices a modicum of accuracy for rate of fire. &lt;br /&gt;
&lt;br /&gt;
Those Swooping Hawks who use Cloudsweepers like to strike from high above their targets, placing themselves in minimal danger of actually being shot at. From time to time they may find their wings &amp;quot;clipped,&amp;quot; so to speak, and they&#039;re forced into close combat.&lt;br /&gt;
&lt;br /&gt;
====Hawk&#039;s Talon====&lt;br /&gt;
[[File:Hawk&#039;s_Talon.jpg|200px|right|thumb|Hawk&#039;s Talon]]&lt;br /&gt;
The Lasblaster&#039;s big brother, the Hawk&#039;s Talon is a much more powerful weapon, capable of shooting blasts of far greater power and with more stopping power per shot. Essentially, its an Eldar [[Hellgun]]. The Hawk&#039;s Talon is only used by Swooping Hawk Exarchs.  &lt;br /&gt;
&lt;br /&gt;
Like most Exarch weapons, the Hawk&#039;s Talon resemble a [[/d/|bigger, more elongated and erect version]] of the common Lasblaster, this has spawned [[Lulz|numerous phallic and compensation jokes]] with some in /tg/ commenting that the only way an Eldar could compensate their lack of manliness is through the creation of a bigger and longer weapon with more girth. Another joke is that the length of a weapon denotes the size of the particular Eldar&#039;s ego.&lt;br /&gt;
&lt;br /&gt;
====Sunrifle====&lt;br /&gt;
[[File:Sunrifle.jpg|200px|right|thumb|Sunrifle]]&lt;br /&gt;
A Lasblaster with a higher rate of fire, &amp;lt;s&amp;gt;basically an Eldar [[Multilaser]]&amp;lt;/s&amp;gt;{{Blam}} the Sunrifle is capable of slaying entire squads of enemies in a single [[Noise_Marines|laser rave]]. They are similar to Lasblasters, but have a far higher rate of fire. &lt;br /&gt;
&lt;br /&gt;
Eldar lasers use psychically grown crystals to refine their already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all with the Sunrifle being at the top of the totem pole; exulting in the fact that their technological mastery extends even to light itself. These include the Swooping Hawks Aspect Warriors, who have transformed the practice of pinpoint laser fire into an art in itself -- their Exarchs lead them in this deadly technique, utilising sustained fusillades of deadly light. &lt;br /&gt;
&lt;br /&gt;
Unfortunately there are no official models for the Sunrifle, although several conversions and proxies were made. Chances are, the average Sunrifle may look not much different than a Hawk&#039;s Talon.&lt;br /&gt;
&lt;br /&gt;
===Ranger Long Rifle===&lt;br /&gt;
[[File:Ranger_Long_Rifle.png|200px|right|thumb|Ranger Long Rifle]]&lt;br /&gt;
Used by the [[Eldar Ranger|Rangers]], the Long Rifle is an advanced sniper rifle outfitted with top-notch stabilising systems and powerful sights with an integrated target scanning system, allowing the user to pinpoint the weak spots on any enemy. &lt;br /&gt;
&lt;br /&gt;
While equivalent in function to the Imperial Long-Las, the long rifle is custom-grown to take advantage of the superior abilities of the Eldar, and its psychically-grown firing crystals maintain a tighter beam over longer distances.&lt;br /&gt;
&lt;br /&gt;
The Ranger Long Rifle uses a Gyrostatic Arm to keep the weapon stable, dispensing with the clumsy bipods that must be used by the lesser races with their Sniper Rifles. The Gyrostatic Arm also all but eliminates recoil. This idea may sound [[Reasonable Marines|reasonable,]] after all the real life US military is investing into similiar to that, [[Bullshit|but than you realize that it&#039;s a laser gun,]] [[Herp|and that lasers are predominantly made of light,]] [[Derp|and that photons have no mass and thus, should not even have that much kick if any at all.]] (as the Imperial [[lasgun]] can attest, an infinitely more primitive laser rifle than an 8 year old conscript can use without difficulty) [[Fail|So basically, the Gyrostatic Arm is pretty damn pointless in retrospect.]] Maybe the Eldar are just pansies, as the Orks have suggested numerous times.&lt;br /&gt;
&lt;br /&gt;
===Laser Lance===&lt;br /&gt;
[[File:Laser_Lance.jpg|200px|right|thumb|Laser Lance]]&lt;br /&gt;
The traditional weapon of the [[Aspect Warrior#Shining Spears|Shining Spears]] and [[Dragon Knights]], the Laser Lance is a long polearm capable of shooting intense bursts of energy more than capable of killing a man where he stands, and might even damage an enemy tank. Resembling and functioning more like a medieval lance. They are short-ranged and rather unwieldy, making them good for only a few shots when charging the enemy. &lt;br /&gt;
&lt;br /&gt;
Of course having a short range does not make sense for a weapon that has a really long rifle barrel. Just like its brother, the Star Lance, the Laser Lance&#039;s short range makes it somewhat underwhelming given the weapon&#039;s size. Although it can be explained by GW trying to balance the weapon without going full Pulsar.&lt;br /&gt;
&lt;br /&gt;
In this way the Shining Spears are meant to operate similar to high technology, anti-gravitic heavy cavalry units. &lt;br /&gt;
&lt;br /&gt;
====Star Lance====&lt;br /&gt;
[[File:Star_Lance.jpg|200px|right|thumb|Star Lance]]&lt;br /&gt;
The Star Lance is an upgraded Laser Lance, with a far higher damage output and is capable of cutting through even the toughest of tanks. They are unsurprisingly used by Shining Spear Exarchs. &lt;br /&gt;
&lt;br /&gt;
Like most Exarch weapons, the Star Lance is longer and more elongated than the normal Laser Lance. Although in the Star Lance&#039;s case, it is even more extreme and blatant due to the Laser Lance already long ass length. Unfortunately like its smaller brother, the Laser Lance, it still has a pitifully short range. You would think that the longer the barrel, the longer the weapon range. Of course it could be GW trying to not make these weapons completely overpowered. &lt;br /&gt;
&lt;br /&gt;
These weapons are named after the lance wielded by Asuryan himself when he rode into battle atop his flying steed.&lt;br /&gt;
&lt;br /&gt;
===Prism Rifle===&lt;br /&gt;
[[File:Prism_Rifle.jpg|200px|right|thumb|Prism Rifle]]&lt;br /&gt;
Wielded by Shadow Spectres, this is a smaller, man-portable (or elf-portable) version of the [[Fire Prism|Fire Prism&#039;s]] crystal-based Prism Cannon, each rifle is connected to a single targeting matrix, known as the Ghostlight; the targeting matrix could destroy armored vehicles from far across the battlefield beyond the enemies peripheral vision. &lt;br /&gt;
&lt;br /&gt;
The Prism Rifle is an antiquated weapon, an artifact lost to most of the remaining Eldar race. It has similar functionality in that it can fire either a dispersed blast of energy or a focused beam for more hardened targets.&lt;br /&gt;
&lt;br /&gt;
The Prism Rifle made its debut in Dawn of War 3 where it acts just like the actual fluff and are known to be quite the bane for more armored platoons that are not in Terminator armor.&lt;br /&gt;
&lt;br /&gt;
====Prism Blaster====&lt;br /&gt;
[[File:Prism Blaster.jpg|200px|right|thumb|Prism Blaster]]&lt;br /&gt;
An advanced variant of the Prism Rifle used by Shadow Spectre [[Exarch]]s. The Prism Blaster is similar to a Prism Rifle but with a longer barrel that further focuses and refines the weapon&#039;s beam to provide even greater range with a more powerful beam. Basically speaking, it is an upgrade of the Prism Rifle in every way. Of course this is no surprise given that it is an Exarch weapon and thus, it is bound to be better than its predecessor in almost every way.&lt;br /&gt;
&lt;br /&gt;
Other than that, the Prism Blaster has no unique firing mechanisms other than the aforementioned increased penetrative and precision power.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Prism Blaster is one unnecessary expensive weapon that will spike your cost from 37 to 42 in exchange for [[Wat|losing 6&amp;quot; of range, a point of AP, and the Heavy Flamer mode,]] but, on average, double the damage from the single shot mode. While this has the potential to match the damage of the rest of your squad combined (if you roll well), it&#039;s not worth the lost AP, range and Diffuse mode. Stick with the Prism Rifle.&lt;br /&gt;
&lt;br /&gt;
===Scatter Laser===&lt;br /&gt;
[[File:Scatter_Laser.jpg|200px|right|thumb|Scatter Laser]]&lt;br /&gt;
[[Multilasers]], as used by the Eldar. They have a high strength and rate of fire, but have a somewhat lacking effectiveness against armor. &lt;br /&gt;
&lt;br /&gt;
Originally created for Eldar Wraithlords, War Walkers, Falcons, Wave Serpents, Eldar Jetbikes  and Vypers. The Scatter Laser also acts as a support weapon for Guardian squads, where it is mounted on a Grav Platform. &lt;br /&gt;
&lt;br /&gt;
The weapon is comprised of six separate laser chambers which can be fired simultaneously or in bursts, at either the same or different targets, and uses crystalline power cells to store energy, making it far more efficient in energy conservation than the Imperial counterpart. &lt;br /&gt;
&lt;br /&gt;
The Eldar name for this weapon is Sierbahn.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Scatter Laser is one of the best weapons to use against low armor targets that rely on their high toughness to not take damage in the first place. A valid choice for objective camping Guardian Defenders, Vehicles with a CTM, Saim-Hann Vypers and Wraithknights and Titan variants. However, it is not recommended for War Walkers and non-Saim-Hann Vypers, where the Shuriken Cannon does support their mobility, or in situations where you are facing high armor saves.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Scatter Laser====&lt;br /&gt;
[[File:Firestorm_Scatter_Lasers.jpg|200px|right|thumb|Firestorm Scatter Laser]]&lt;br /&gt;
The Firestorm Scatter Lasers is a variant of the normal Scatter Laser and it is a complex triple-barrelled array of Scatter Lasers in a single-seater turret that fills the sky with streaking laser bolts above an Eldar grav-tank formation. Resembling more like a drunk Eldar ducktaping three Scatter Lasers on top of a Falcon&#039;s turret. &lt;br /&gt;
&lt;br /&gt;
The Firestorm&#039;s primary weapon is highly accurate and capable of sustained bursts, the Firestorm is also a potent anti-infantry weapon, particularly effective when used against hordes such as Ork warbands and Tyranid swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Firestorm Scatter Laser is basically the Scatter Laser of flyers. The Firestorm&#039;s main gun fires 12 Scatter Laser shots up to 60&amp;quot; away, gaining a to-hit bonus against any units with the FLY keyword, and suffering a to-hit penalty against anything without it.&lt;br /&gt;
&lt;br /&gt;
===Bright Lance===&lt;br /&gt;
[[File:Bright_Lance.jpg|200px|right|thumb|Bright Lance]]&lt;br /&gt;
The Eldar equivalent of the [[Lascannon]]. Known primarily as the Eldar&#039;s main Fuck Off laser. It operates the same way, firing a concentrated laser-blast for destroying enemy vehicles, however the weapon is far more efficient thanks in part to the use of psychically grown crystals. Its is also more accurate than a lascannon, making armor below a certain thickness redundant. &lt;br /&gt;
&lt;br /&gt;
The Bright Lance might not be as powerful or as long-ranged as its Imperial counterpart, but it more than makes up for this with its superior armour-piercing capability. Often found on grav-tanks and gun platforms.&lt;br /&gt;
&lt;br /&gt;
===Haywire Cannon===&lt;br /&gt;
[[File:Haywire_Cannon.jpg|200px|right|thumb|Haywire Cannon]]&lt;br /&gt;
The Haywire Cannon is a [[Harlequin]] weapon, mounted on the [[Voidweaver]] and [[Skyweaver|Skyweaver skimmers.]] It fires a crackling blasts of electromagnetic energy capable of scrambling even the most robust electrical systems. Just a single hit from a haywire cannon can leave enemy vehicles powerless, defenseless before the Harlequins’ assault.&lt;br /&gt;
&lt;br /&gt;
It&#039;s bigger brother is the Prismatic Cannon whilst the [[Dark Eldar]] has the Haywire Blaster. More can be read below.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition. These are one of your longer ranged weapons at 24&amp;quot;, it&#039;s an Assault D6 S4 AP-1 D1 weapon designed for your vehicles and Jetbikes. Instead of the 2+ Glancing Hits of 7th, Haywire now means it causes one Mortal Wound to a vehicle on a 4+ and D3 on a 6+. Now a dedicated anti-armor weapon, and can dish out some serious hurt even on T9 heavies. Save a command re-roll for turns when you need to maximize your damage output. Its a good weapon, sadly its still unpredictable. Against T7 or less, expect 2-3 wounds inflicted, T8 or more maybe one of two. Best when used in volume and concentrated blasts, so unleash multiple cannons all at once. If you roll hot and snag multiple sixes you can outdo a lascannon, but this is not an army that compensates for randomness well... Still, if you play aggressively as you should, your opponent will likely be dealing with other threats. IF you manage to preserve your cannon wielding units, they should steadily pour on wounds eventually crippling enemy armor. A fusion pistol is simply more reliable, a haywire cannon offers range and a higher upside if you pray ever-so-dearly to the dice gods.&lt;br /&gt;
&lt;br /&gt;
===Pulse Laser===&lt;br /&gt;
[[File:Pulse_Laser.gif|200px|right|thumb|Pulse Laser]]&lt;br /&gt;
The primary weapon of the [[Falcon]] that fires a stream of potent laser beams, it is a more dakka Bright Lance, but is unable to penetrate enemy armor as effectively. &lt;br /&gt;
&lt;br /&gt;
Thus, the Pulse Laser is able to be used against a variety of targets but like the bright lance, remains weak against hordes of infantry. With its higher rate of fire and powerful punch, the Pulse Laser can be a threat to MEQs, TEQs and vehicles all the same.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. It is found on the Falcon, Crimson Hunter, Vampire Raider and Hunter, with slightly altered versions being found on the Hornet and the Phoenix. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it&#039;s more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers while the hornet&#039;s drops one point of strength, AP and damage, along with 12&amp;quot; of range. It also costs 10 points to mount. All of these sound like a bit of a bummer compared to the normal pulse laser but given the Hornet is a smaller, faster and cheaper tank compared to a Falcon, it has a pretty damn solid role as a marine hunter while still posing a bit of a threat to lighter vehicles too.&lt;br /&gt;
&lt;br /&gt;
===Prism Cannon===&lt;br /&gt;
[[File:Prism_Cannon.jpg|200px|right|thumb|Prism Cannon]]&lt;br /&gt;
The Prism Cannon is an iconic Eldar laser weapon of great destructive potential. The main armament on the Fire Prism grav-tank, the Prism Cannon is not only a powerful cannon but has many unique properties that give it great versatility. &lt;br /&gt;
&lt;br /&gt;
Lasers utilising large crystals to fire massive blasts of energy. Very long ranged, highly accurate and capable of several shooting modes: a diffused blast that can vaporize anything up to marine armor, a focused blast to melt [[Terminator|Terminators]] inside out, or a beam with a high chance of blasting through any vehicle it hits (a railgun shot with -1 S and lance, basically). Lost the ability to combine shots, sadly.&lt;br /&gt;
&lt;br /&gt;
While efforts by the Imperium to capture and study working examples of the Prism Cannon have been mostly unsuccessful, a basic understanding of its inner workings has been achieved. A two-stage firing process sees a medium-magnitude laser from the primary charge chamber fed through an acceleration chamber into a massive crystal prism, which traps and intensifies the shot within a fraction of a second. This energy is then focused through a secondary prismatic lens, with which adjustment motors can produce a highly-focused energy beam capable of blasting through the thickest of armour or a dispersed beam for slaying entire squads of enemy infantry. Thanks to sophisticated targeting arrays within the Fire Prism, this weapon can also channel its energy into a second Prism Cannon, producing an energy blast powerful enough to obliterate even the toughest targets.&lt;br /&gt;
&lt;br /&gt;
===Prismatic Cannon===&lt;br /&gt;
[[File:Prismatic_Cannon.jpg|200px|right|thumb|Prismatic Cannon]]&lt;br /&gt;
The Prismatic Cannon is a Harlequins laser weapon mounted on the Voidweavers. The Prismatic Cannon consists of several laser arrays, arranged around an artfully faceted shard of psychocrystal, which is capable of projecting glowing beam of energy at the enemy. The position of laser arrays can be adjusted to focus or disperse the destructive power of the weapon depending on the type of target.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Prismatic Cannon gets to use one of three profiles- Heavy D6 at Strength 4 AP-2 D1, for zapping light infantry, Heavy D3 at Strength 6 AP-3 DD3 for scorching the likes of Terminators, or Strength 8 AP-4 DD6 for vehicle hunting, all at 24&amp;quot; range. It use to initially suffer from the same Heavy-ness as the Haywire Cannon, but with the Harlequin Codex, it&#039;s Assault D6/D3/1 like the Haywire Cannon. It isn&#039;t terrible at what it does, which is threaten a wide range of units; if you&#039;re taking a Voidweaver you should probably opt for this seeing as if you want fast Haywire jet bikes make for a better platform.&lt;br /&gt;
&lt;br /&gt;
===Pulsar===&lt;br /&gt;
[[File:Pulsar.jpg|200px|right|thumb|Pulsar]]&lt;br /&gt;
The ultimate weapon in Eldar laser technology, the Pulsar is designed to destroy superheavy vehicles and Titans. Though similar to a Bright Lance, Pulsars are four to five times in size and immensely more powerful with greater range and a high rate of fire. Pulsars are a direct threat to Imperial Titans and far superior to anything the Adeptus Mechanicus has sanctioned for use on their own war machines. Against smaller targets a Pulsar is overkill, simply slicing a Leman Russ Battle Tank in two with a single shot.&lt;br /&gt;
&lt;br /&gt;
They are either used individually on the Eldar Titans, or as a pair on the [[Scorpion]] super-heavy tank. The primary weapons of Eldar warships are typically enormous Pulsar guns meant for ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
in 8th Edition, the Pulsar on the Revenant Titan is a Heavy 2D6 S12 AP-4 cannon that does D6 damage on a normal wounding roll, and 2D6 on a wound roll of 6+. All in all a pretty good weapon, but is relatively and surprisingly underwhelming weapon for a Titanic unit given that it&#039;s a Heavy weapon as opposed to a Macro. The Phantom Titan &#039;&#039;however&#039;&#039;, gets an upgrade in the form of the &#039;&#039;&#039;Dire Pulsars.&#039;&#039;&#039; These are the longest ranged weapons available on the Phantom Titan, as well as its default weapon, the Dire Pulsar is the first of the Phantom&#039;s two Macro weapons. [[Rape|Firing 2D6 shots at S14 at AP-5 120&amp;quot; downrange, whatever it&#039;s hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2D6 damage as opposed to just a D6.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Weapons==&lt;br /&gt;
&lt;br /&gt;
===Drukhari Blast Pistol===&lt;br /&gt;
[[File:Blast_Pistol.png|200px|right|thumb|Drukhari Blast Pistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Derp|similarly named]] [[Blast Pistol]]. Or the &#039;&#039;other&#039;&#039; [[Phosphor Blast Pistol|blast pistol]]&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Awesome|A DARK MATTER LASER PISTOL!]] Try saying that out aloud.&lt;br /&gt;
&lt;br /&gt;
A pocket-sized weapon whose size belies its enormous firepower: a single shot can destroy even the most well-armoured tank (consider it a Dark Eldar Desert Eagle). Available on everything, sometimes worth it (this writer shot failbaddon to death with ones only from hecatrixs). &lt;br /&gt;
&lt;br /&gt;
As with most Dark Eldar technology, they use a rather exotic, extremely dangerous energy dubbed Darklight in their anti-vehicle weaponry. How they harvest this energy is beyond current understanding, as it is believed that the only sources of Darklight that are available in the Materium are from black holes, warp storms, and similarly hazardous celestial phenomena. If take the source of &amp;quot;dark light&amp;quot; literally, then they may be shooting condensed hawking radiation or anti-photons.&lt;br /&gt;
&lt;br /&gt;
===Blaster===&lt;br /&gt;
[[File:BlasterDE.jpg|200px|right|thumb|Blaster]]&lt;br /&gt;
A Blaster is a smaller, lightweight version of a Dark Lance, which includes a semi-liquid stabilizer like that found in the Dark Eldar Splinter Cannon. This allows for Warrior squads to launch volleys of this devastating energy while running, although the more compact build of the gun significantly shortens the maximum range of the device.&lt;br /&gt;
&lt;br /&gt;
Being the size of a rifle and only slightly heavier, the Blaster can project its deadly beams over a considerable distance and deal serious damage to enemy vehicles more reliable than any Imperial weapon.&lt;br /&gt;
&lt;br /&gt;
Just like its smaller brother, the Blast Pistol, the Blaster utilizes Darklight which can be summed up as Darkmatter channeled into a laser form.&lt;br /&gt;
&lt;br /&gt;
===Heat Lance===&lt;br /&gt;
[[File:Heat_Lance.png|200px|right|thumb|Heat Lance]]&lt;br /&gt;
Heat Lances are Dark Eldar weapons used by Reavers and Scourges. It is a great technological breakthrough as commorrites which can be noted further below.&lt;br /&gt;
&lt;br /&gt;
By the power of lance and melta technology combined here is &amp;lt;strike&amp;gt;captain planet&amp;lt;/strike&amp;gt; a meltagun with better range, less strength, and effin&#039; LANCE. About any tank will blow up the second this looks at it in the face (or at least get glanced to death). Thus, it is one of the few weapons found in both the Melta and Las category pages. As a bonus they&#039;re cheaper than dark lances and are available to your jump troops: take four in a squad of scourges to make heavies cry.&lt;br /&gt;
&lt;br /&gt;
In a sense, a Heat Lance, instead of dispersing the obscene heat that most melta weapons should in order to cover as much as area as possible, the Heat Lance on the other hand, would actually focus the discharged superheated gas into a focus point like a laser; intensifying its armor penetration to puncture even the toughest of armor. As with every melta weapon, the heat lance has short range but is extremely devastating. &lt;br /&gt;
&lt;br /&gt;
===Dark Lance===&lt;br /&gt;
[[File:Dark_Lance.png|200px|right|thumb|Dark Lance]]&lt;br /&gt;
A large and heavy weapon, the Dark Lance is the Dark Eldar&#039;s primary anti-tank weapon for a reason: it can fire over a considerable distance and can cripple a tank with but a single burst of dark light.&lt;br /&gt;
&lt;br /&gt;
Similar in construction to the Bright Lance of their Eldar cousin&#039;s forces, a Dark Lance is redesigned to allow for the use of Darklight ammunition. It&#039;s commonly found mounted on Raiders and Ravagers, although Kabalite Warriors are seen carrying them across the battlefield as well. The device uses magnetic containment and stabilization fields to prevent the Darklight from damaging the weapon or its user. &lt;br /&gt;
&lt;br /&gt;
The Darklight is accelerated very rapidly down the barrel by these same containment fields. Upon making contact with its target, it reacts very violently, tearing through armor regardless of thickness or composition, and in the event of the Dark Lances use on infantry, it&#039;s incredibly rare that any sign of the unfortunate target is left whatsoever.&lt;br /&gt;
&lt;br /&gt;
===Haywire Blaster===&lt;br /&gt;
[[File:Haywire_Blaster.png|200px|right|thumb|Haywire Blaster]]&lt;br /&gt;
More akin to a EMP Gun or the Dark Eldar&#039;s take on the [[Lasgun#Lightning Gun|Lightning Gun]]. Haywire Blasters are Dark Eldar weapons mainly used by [[Scourge|Scourges.]] These are long-barrelled weapons so lightweight that can be fired even when moving. As ammunition it uses crippling electromagnetic energy drawn from the highest aeries of Commorragh which is later released in a horrifying burst. A well-aimed haywire blast can destroy an enemy tank&#039;s control system in a single shot. Even the mighty Land Raider can be destroyed by these weapons.&lt;br /&gt;
&lt;br /&gt;
Though not very impressive against infantry, the Haywire Blaster really shines against enemy armor: a single shot cripples the electronics in the vehicle and with luck will destroy it in a single shot. Fires the raw power of one of the Dark Eldar&#039;s stolen suns.&lt;br /&gt;
&lt;br /&gt;
===Storm Vortex Projector===&lt;br /&gt;
[[File:StormProjector.jpg|200px|right|thumb|Storm vortex Projector]]&lt;br /&gt;
No, despite the name, it does not create a giant tornado as [[Awesome|awesome]] as that sounds.&lt;br /&gt;
&lt;br /&gt;
Available only on [[Reaper|Reapers,]] these are the the big brothers of Haywire blasters, and fire either a beam or an explosion of light. The Storm Vortex Projector have a much enlarged blast radius and could burrow deep within the fragile electronics of more primitive vehicles from lesser races. These electromagnetic wave cannons fire either a confined beam of force, or a blast which detonates on impact in a storm of energy. &lt;br /&gt;
&lt;br /&gt;
Are capable of taking out up to four hull points in a single shot or insta-gibbing big nids or other MCs.&lt;br /&gt;
&lt;br /&gt;
===Void Lance===&lt;br /&gt;
[[File:Void_Lance.JPG|200px|right|thumb|Void Lance]]&lt;br /&gt;
The Void Lance is a heavy Dark Eldar weapon usually equipped to [[Voidraven Bomber|Voidraven Bombers.]] &lt;br /&gt;
&lt;br /&gt;
This weapon fires pulses of highly destructive eldritch energy harvested from shattered forgotten regions of the Webway. It is unknown what type of energy it is other than the fact that it sort of acts like a laser. May or may not be related to the [[Grenades_&amp;amp;_Explosives#Void_Mine|Void Mine]] which is another weapon carried by the Voidraven.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, these are Lascannons with AP-4 but less range. Given you get two stock on a Voidraven and a Voidraven being a flyer means that it is fast, the range doesn&#039;t matter as you could just blast away. Voidraven exclusive.&lt;br /&gt;
&lt;br /&gt;
===Dark Scythe===&lt;br /&gt;
[[File:Dark_Scythe.JPG|200px|right|thumb|Dark Scythe]]&lt;br /&gt;
A weapon with so little fluff that not even [[Lexicanum]] has mentioned it in their database.&lt;br /&gt;
&lt;br /&gt;
Dark Scythes are one of the two primary weapons of the Voidraven. They replace the Void Lance as an alternative anti-tank weapon. Judging by its name, it is possibly an overly enlarged Blaster that fires dark matter lasers on a larger scale.&lt;br /&gt;
&lt;br /&gt;
This speculation seems to fit on tabletop, as it is a D3 index blaster shots ([[Awesome|that is to say D3 damage]]). Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], not to be confused with the D-Scythe.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Craftworld Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Harlequins]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514647</id>
		<title>Tyranid Bio-Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tyranid_Bio-Weapons&amp;diff=514647"/>
		<updated>2023-05-25T18:40:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &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;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[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>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hellgun&amp;diff=249136</id>
		<title>Hellgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hellgun&amp;diff=249136"/>
		<updated>2023-05-25T18:27:29Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellgun.jpg|300px|right|thumb|The Hellgun. Sad it is getting replaced by the less awesome Hotshot Lasguns.  But not among the Kasrkin and presumably the grenadiers of IG regiments.]]&lt;br /&gt;
[[File:StormtrooperHellgun.jpg|250px|left|thumb|The enemies of the Imperium may mistakenly laugh over a &amp;quot;Flashlight with a Camping Bag&amp;quot;, but [[Emprah]] help them once he released 12 packs of (Conveniently named)&#039;&#039;&#039;&#039;&#039;[[Rape|&amp;quot;HELL&amp;quot;]]&#039;&#039;&#039;&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hellgun&#039;&#039;&#039; is an advanced high-powered variant of the IG [[lasgun]]. While the lasgun fires at a fairly rapid rate comparable to an [[autogun]], the hellgun is more or less a man portable MG-42 that shoots goddamn lasers, allowing the user to bring the [[Empra]]&#039;s light faster and deadlier than the standard-issue [[Flashlight]]. Besides the fact that it needs a backpack-mounted power supply to use, its power conduits and optics also burn out faster, requiring extensive maintenance, and because of this it is only issued to elite [[Imperial Guard]] units like the Kasrkin or elite Grenadier units. The back-pack mounted battery gives a hellgun or hellpistol continuous fire without reloading, which is very handy when you&#039;re facing massed [[Ork]]s, [[Lost and the Damned|traitor guardsmen]]/[[heretic]]s/[[cultist]]s, and [[Tyranid]]s in high-intensity combat situations. It&#039;s almost on par with a [[bolter]], but it is way easier on the quartermaster due to needing recharging instead of ammunition, although periodic maintenance does require spare parts. The newly released Cadian Gate Edition of the [[Imperial Munitorum Manual]] refers only to a Hellgun/Hellpistol. It describes them as more powerful than the standard las-fire &#039;&#039;and&#039;&#039; having excellent armor piercing capabilities. Full auto capability is also retained. For some fucktarded reason they are getting replaced by hotshot lasguns which are essentially just regular lasguns with supercharged shots. Ehhh, [[Dark Heresy]] has rules for both weapons. On the other hand, it&#039;s entirely possible that hellguns and hotshot lasguns are both equally high-penetration, high fire-rate weapons and are just different [[STC]] weapons each with their own pattern variants. Like how [[Stormbird]]s are all the same type of plane and all do the same thing, but there are many different patterns of Stormbird.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this is dubious and contradictory as Kasrkin and many grenadier elements of other regiments (except [[Krieg]], whose grenadiers use hot-shot lasguns) still use Hellguns whereas [[Stormtrooper]]s (Tempestus Scions) use hot-shot lasguns instead. Since both are mentioned separately for different types of units, they are most likely not the same thing. It might be assumed that a hotshot lasgun merely uses the individual &amp;quot;magazine&amp;quot; hotshot power cells, while the hellgun is specifically designed to use the backpack-style &amp;quot;death-machine&amp;quot; capacitor. That or once again [[Games Workshop]] has failed to effectively manage its intellectual properties. Most likely, since the lore consistently has Stormtroopers wielding &#039;&#039;hotshot lasguns&#039;&#039; and Kasrkin as using &#039;&#039;hellguns&#039;&#039; and the art and models of both are different with the hellgun still looking like a hellgun and the hotshot lasgun looking like a bunch of cylinders getting smaller towards the barrel like a reverse telescope. Newer art has hellguns looking like hellguns and hot-shot lasguns looking like lasguns with an extended, ventilated barrel attached to the tip and varies between hot-shot power packs and backpack-mounted with cables.&lt;br /&gt;
&lt;br /&gt;
They are obviously different weapons now, though whether or not there is a significant different in armor-penetration is unknown. Since Krieg lasguns can crater plasteel and Krieg grenadiers use hot-shot lasguns instead of hellguns, perhaps hellguns have similar penetration to normal Krieg lasguns and so would be largely pointless for Krieg grenadiers and so a higher penetration weapon was issued. On that note, if it is cheap enough to be issued to the most expendable soldiers in the galaxy in massive numbers, [[Rage|why the &#039;&#039;fuck&#039;&#039; isn&#039;t it standard issue to the Guard in general?]] Literally every other regiment is both smaller and &#039;&#039;less&#039;&#039; expendable than the Kriegers. Use hot-shot heatsinks and hot-shot lasgun power packs and hot-shot focusing lenses in a hellgun so the lower energy won&#039;t damage the lenses and the maintenance problem preventing general issue of hellguns will be solved. The need to reload instead of just continuing to blaze away is solved simply by the numbers of the Guard. In fact, the lower numbers of soldiers equipped with hellguns is probably why backpack capacitors are used instead of far cheaper power packs anyway so that continuous fire can make up for the lack of numbers.&lt;br /&gt;
&lt;br /&gt;
Probably the latter. As evidence, please consult page 8 of Codex: [[Militarum Tempestus]], which describes the Ryza pattern Hotshot Lasgun. It is described as using &amp;quot;a hyper-yield power array worn as a backpack rig.&amp;quot; The codex entry actually mentions it NOT using the maglike power packs in service amongst the Imperial Guard. Which is unsurprising, since the IG power packs are not hotshot powerpacks (except those used by the [[Lasgun#Long-Las|long-las]]). Hotshot powerpacks are their own type and used by some types of hotshot lasguns. Presumably any kind of lasgun can use them, though, but a hotshot lasgun would probably consume all of the charge from a normal powerpack with one or a few shots or maybe draw more than the powerpack can provide with who-knows-what results.&lt;br /&gt;
&lt;br /&gt;
In light of that bit of ambiguity, the only thing that can be said definitively about the hellgun/hot-shot lasgun is that it outperforms the standard lasgun in armor-piercing and damage at the cost of increased weight and scarcity. Otherwise its the stub/auto conundrum, again. &lt;br /&gt;
 &lt;br /&gt;
Update: The recently re-released Made-To-Order Kasrkin models describe their guns as Hot-Shot lasguns. It&#039;s an official name change. Lexicanum notes that the two terms are inter-changeable and the backpack/magazine power-supply is dependent on the mark. They otherwise are still select fire, armor-piercing and (in the fluff and RPGs at least) also deals more terminal damage than the standard lasgun. The fact that GW did this is a further indication of their [[FAIL]] whose attempt to fix the Hot-Shot/Hellgun logistical debate was to state that they are [[Derp|&amp;quot;Hurr Durr. One in the same!&amp;quot;.]] [[FAIL|As you can imagine, not only was this pointless, but it ended up creating unnecessary confusion]] [[Rage|especially for Imperial Guard players who took a few years break from 40k only to come back and realize that an entire weapon family]] [[Retcon|has been retconned.]] There’s also that little detail that [[Dark Heresy]] has them as two separate weapons with their own rules. GW has since slightly retconned their retcon by stating that there are two models used by the Imperial Guard that are quite distinct in performance, and the Lucius-patterned “Heavy” model is the one used by Grenadiers and with the Hellgun nickname as opposed to the Ryza-patterned.&lt;br /&gt;
&lt;br /&gt;
And so, the difference between hotshot and hellgun remains ambiguous. Hotshot lasguns consistently being described as using heavy shots to penetrate armor whereas hellguns always use rate-of-fire plus above average power to penetrate armor. Basically opposite methods for different needs or purposes. Think building different weapon systems from the same original platform i.e. the AR-15 receiver (or Johnny Guardsman’s lasgun) being used as the basis for something like a higher caliber Designated Marksman Rifle (or hotshot) or a full automatic Light Support Weapon (or hellgun). If you accept this speculation as fact, then this means that the Hellgun should rightfully be seen as one in the same/a variant to the [[Hotshot Volley Gun| hot-shot volley gun]] instead of the base lasgun. Oh, and to further muddy the speculative water, hotshots are supposedly long and somewhat squat whereas hellguns are fat and stubby. So yes, very, very ambiguous. I guess we’ll never know.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]]. What the [[Stubber#Heavy Stubber|heavy stubber]] is to stubbers and what the [[Bolter#Storm Bolter|stormbolter]] is to bolters, the hellgun is to lasguns.&lt;br /&gt;
&lt;br /&gt;
As an aside, the Exarchs of the [[Swooping Hawks]] sometimes use the poetically-named [[Hawk&#039;s Talon]], a weapon strikingly similar to the Imperial Hellgun in function, if not quite in form. As usual for the damn elves, it&#039;s better than ours in most respects (range, rate of fire, sheer punching power) but the old Hellgun still edges it out in performance against enemy armour.&lt;br /&gt;
&lt;br /&gt;
===Hellpistol===&lt;br /&gt;
[[File:Hellpistol.jpg|250px|thumb|right|A Hellpistol.]]&lt;br /&gt;
&lt;br /&gt;
The Hellgun&#039;s baby cousin. Often confused with the Hotshot Laspistol since their functions are roughly the same. Unlike the larger Hellgun, which is normally restricted to special forces units, Hot-Shot Laspistols are more quite common among high-ranking Imperial officials, including Imperial Guard officers or agents of the [[Inquisition]].&lt;br /&gt;
&lt;br /&gt;
[[Creed]] has two pistol versions of them on his belt.&lt;br /&gt;
&lt;br /&gt;
There are two known types of Hellpistols. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadian-pattern Hellpistol:&#039;&#039;&#039; Associated with the fortress world of [[Cadia]], this pattern of hellpistol has been adopted in places as far away as the Calixis Sector. Like other hellweapons the pistol draws energy from a 10-kilo backpack powerpack, though it can also hook up to a larger 15-kilo powerpack for more shots. Cadian-pattern hellpistols also incorporate an integral Targeter to assist the user while still allowing for a second sight to be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius-pattern Hellpistol:&#039;&#039;&#039; This Hellpistol is produced on the Lucius [[Forge World]] and is a common sidearm for many Imperial officials. It can connect to a standard 10-kilo backpack powerpack or a larger 15-kilo powerpack for additional shots.&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
[[category:warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Transuranic_Arquebus&amp;diff=510487</id>
		<title>Transuranic Arquebus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Transuranic_Arquebus&amp;diff=510487"/>
		<updated>2023-05-25T18:24:30Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Advance on the Mechanicus forc-[[CLANG|CLANG-WHAT THE FUCK WAS THAT?!]]&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TransArq.jpg|400px|right|thumb|Instant death from [https://satwcomic.com/coffee-thief Switzerland to Finland].]]&lt;br /&gt;
&lt;br /&gt;
The Transuranic Arquebus is a type of weapon used by [[Adeptus Mechanicus]] [[Skitarii]] Rangers. Like the [[Flechette Blaster]], it occupies its own niche as it is neither a Stubber (Ammunition and quality material is beyond any known Stubber, that and it hunts down &#039;&#039;tanks&#039;&#039;) nor is it an Autogun (Again the gun is too specialized in firing only one type of ammunition whereas most Autoguns are more flexible in that regard). Known for their range, precision, and efficiency, these weapons fire a shell of depleted transuranium. That sounds really fancy but GW fails again, transuranium elements are just those elements with an atomic number above 92. These bullets made out of hyper dense and atomically unstable elements [[FATAL|allows it to puncture a tank from one side to the other, the resultant pressure wave also pulping any biological creatures inside.]] This is of course fucking stupid, DU projectiles in reality are touted for armor piercing capability (thanks to aforementioned density as well as self-sharpening capability) and additionally a special property known as pyrophoricity. [[Awesome|Put simply: when a DU penetrator hits the armor of the target the tip of the projectile begins to vaporize under the heat generated from the impact, so when the projectile actually breaches the fighting compartment a tiny moment later the now-vaporized metal sets everyone on fire!]] &amp;quot;Transuranic&amp;quot; just means &amp;quot;atomic number above 92&amp;quot;, nobody said it was limited to the modern Periodic Table. Or even to natural elements. This could be particularly fun, however, and not quite as fail as it first seems. The island of stability theory states that some stupidly heavy elements should be possible, and stable (compared to some insane elements we&#039;ve made in the real world). This is very good, because in the wh:40k universe ammunition tends to be stored in large amounts for long durations. You don&#039;t want to open up an ammunition crypt and find out your ammunition has decayed... Or gone critical.&lt;br /&gt;
&lt;br /&gt;
Given it&#039;s similar look to the Galvanic Rifle, it is likely powered in a similar fashion, making it the Imperial [[Railgun]].&lt;br /&gt;
&lt;br /&gt;
==7th edition crunch==&lt;br /&gt;
On the tabletop, it is an [[Rape|AP3 ARMORBANE sniper rifle.]] Keep in mind, Armorbane means you roll an additional D6 to determine penetration. Sniper weapons are S4 against vehicles by default, so a roll of two 5s means you&#039;re glancing Baneblades from ANY side. However, this does require a fair bit of luck to achieve, so Arc weapons are more reliable for bringing down Monoliths or Hammerheads. Transports (and whatever&#039;s in them), on the other hand, will not be so hard to crack. There is literally no vehicle this anti-tank rifle is incapable of theoretically making go boom pretty much across the board. &lt;br /&gt;
&lt;br /&gt;
[[Anal Circumference|It has a ludicrous 60&amp;quot; range,]] so with enough of them you can bust open that METAL BAWKS and force those [[Mary Sues]] to foot slog their way through your fire lanes the rest of the game. Not to mention, anything that uses this gun has Relentless, so just walk sideways and get yourself a nice peek at some side armor if you&#039;re that worried. Two units of Rangers with 2 each camping both corners of your side should be able to ensure that at least one of them catches sight of side armor. Keep in mind that the average result of 2d6 is 7 (which will glance AV11 and penetrate AV10). So while it is possible to penetrate AV14, you are better off sticking to targeting transports to get the most out of this gun. &lt;br /&gt;
&lt;br /&gt;
It also works beautifully with a Scryerskull Perspicatus on an allied Tech-Priest Dominus. Light up an enemy vehicle, re-roll armour penetration against it with your Arquebi. If taken in a Dominus Maniple, you can re-roll to-hit as well.&lt;br /&gt;
&lt;br /&gt;
Unfortunately despite the benefits, it perhaps has the least synergy with your Skitarii. Straight up do not take it on Vanguard. Rangers are better since the non-specialists also have Precision Shots. However, you are better off taking them in minimal squads with two Transuranic Arquebuses. Having 3 in a unit sounds enticing, but keep in mind that requires having 7 Rangers sitting around doing nothing but wasting points.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Harald_Hammerstorm&amp;diff=245855</id>
		<title>Harald Hammerstorm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Harald_Hammerstorm&amp;diff=245855"/>
		<updated>2023-05-25T18:18:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: /* Total War: WARHAMMER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WARHAMMER.jpg|right|250px|thumb|See this, [[The Empire (Warhammer Fantasy)|little German boys]] and [[Stormcast Eternals|Ground Marines]]? THIS is the real Warhammer!]]&lt;br /&gt;
&#039;&#039;&#039;Harald Hammerstorm&#039;&#039;&#039; (Otherwise known as &amp;quot;&#039;&#039;&#039;Harry the Hammer&#039;&#039;&#039;&amp;quot;) is a character based deeply in the history of [[Warhammer Fantasy Battles|Warhammer]].&lt;br /&gt;
&lt;br /&gt;
How deep, you ask?&lt;br /&gt;
&lt;br /&gt;
How about &amp;quot;So Deep that when Warhammer was born, he was the first guy on the cover of the first boxed set, smacking up a skeleton with a hammer&amp;quot;? Or, if that doesn&#039;t satisfy you, &amp;quot;Deep enough to have appeared again in the 2E Boxed Set, throwing down with [[Orcs and Goblins]]&amp;quot;? Yeah, HE held the first Warhammer, before [[Sigmar]] ever saved some lumpy [[Dwarf]]. One would think that he&#039;d be a memorable character, right? WRONG. He, like his probable penmate [[Grombrindal]] the [[White Dwarf]], remained as a figure, a mascot without a story.&lt;br /&gt;
&lt;br /&gt;
He is later mentioned as having fallen against [[Vlad von Carstein|Vlad]] after a gruesome duel in the [[End Times|End Times.]]&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Redo==&lt;br /&gt;
Around the 6E-ish era, that made a change.&lt;br /&gt;
To commemorate WHFB&#039;s 25th birthday, the guys at GW decided to redesign him. Since they now had the whole mythos of Sigmar and Ghal Maraz established, their idea was to make an evil opposite number to [[The Empire (Warhammer Fantasy)|the Empire]]&#039;s holiest weapon and made Harry the Hammer into a [[Warriors of Chaos|Chaos Warrior]].&lt;br /&gt;
&lt;br /&gt;
His story, though, remains humble. Harry once killed a daemon with his badass hammer. And that&#039;s just how he got people to listen to him.&lt;br /&gt;
His tribe later found themselves taking shelter in a mountain in the middle of the [[Warp|Chaos Wastes]]. They went in thinking there was treasure. What they found instead was an entire army of skeletons, for they discovered an ancient human settlement from ages long past. Harry thus decided to flip off the odds by going to town with his hammer. After a day of pounding the spooky scary skeletons into dust, they won and on that day Harry became the archenemy of all things undead. So much so that the undead can actually FEAR him. What this means against that fuckmotherer [[Nagash]] is something to only be speculated upon since Harry&#039;s stuck in the Chaos Wastes, but if Sigmar could take him down with his hammer and some thievery, Harry&#039;s probably got a shot. Ironically he seems to have no particular advantage over Vlad when they duel in the final battle, and he is slain rather quickly.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Points !! M !! WS !! BS !! S !! T !! W !! I !! A !! Ld&lt;br /&gt;
|-&lt;br /&gt;
| Harry the Hammer|| 365 || 4 || 8 || 3 || 5 || 5 || 3 || 8 ||5 || 9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Harry the Hammer is a Lords Choice for a Warriors of Chaos Army&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Armour of Damnation&#039;&#039;&#039;: All enemies who hit Harry in close combat must re-roll successful to-hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Bane Shield&#039;&#039;&#039;: A shield that delivers an S4 hit on any unit that hits Harry, but has that hit saved.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Harry&#039;&#039;&#039;: Hand weapon with Multiple Wounds (d6) that cannot be saved using Armour saves. If fights against a unit with the Daemonic, Forest Spirit, or Undead rules, Harry can re-roll to-wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Unbreakable, Hatred (Undead), Killing Blow (against Undead)&lt;br /&gt;
*&#039;&#039;&#039;Bane of the Dead&#039;&#039;&#039;: Harry causes Terror against Undead models, while his unit only causes Fear. In addition, Undead units must pass a Leadership Test in order to charge him or his unit and then test for Terror. If an Undead unit is outnumbered in combat, they ignore the Unstable rule and immediately break from combat. The Undead unit will immediately rally the next turn.&lt;br /&gt;
&lt;br /&gt;
==[[Total War: WARHAMMER]]==&lt;br /&gt;
After years in the shadow, he finally got an appearance as a FLC available to all chaos warriors factions as a foot only unit. Not only does he get the special abilities he had in tabletop, such as being unbreakable, the hammer of Harry, the bane shield and being a bane of the undead, his stats are massive and geared towards being an unkillable menace. Chaos players will rejoice to have such a cool lad in their ranks.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Harry the Hammer John Blanche 2008 7th Edition illustration.png|25 years of lore and six editions later...&lt;br /&gt;
File:Harry the Hammer Warriors of Chaos 2008 7th Edition miniature.jpg|His limited editon model.&lt;br /&gt;
File:Harald in game.jpg|Looking good in [[Total War: WARHAMMER|Total Warhammer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Champions}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Harald_Hammerstorm&amp;diff=245854</id>
		<title>Harald Hammerstorm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Harald_Hammerstorm&amp;diff=245854"/>
		<updated>2023-05-25T18:15:54Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:937A:80AF:DA14:CC55:BE9E: /* Total War: WARHAMMER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WARHAMMER.jpg|right|250px|thumb|See this, [[The Empire (Warhammer Fantasy)|little German boys]] and [[Stormcast Eternals|Ground Marines]]? THIS is the real Warhammer!]]&lt;br /&gt;
&#039;&#039;&#039;Harald Hammerstorm&#039;&#039;&#039; (Otherwise known as &amp;quot;&#039;&#039;&#039;Harry the Hammer&#039;&#039;&#039;&amp;quot;) is a character based deeply in the history of [[Warhammer Fantasy Battles|Warhammer]].&lt;br /&gt;
&lt;br /&gt;
How deep, you ask?&lt;br /&gt;
&lt;br /&gt;
How about &amp;quot;So Deep that when Warhammer was born, he was the first guy on the cover of the first boxed set, smacking up a skeleton with a hammer&amp;quot;? Or, if that doesn&#039;t satisfy you, &amp;quot;Deep enough to have appeared again in the 2E Boxed Set, throwing down with [[Orcs and Goblins]]&amp;quot;? Yeah, HE held the first Warhammer, before [[Sigmar]] ever saved some lumpy [[Dwarf]]. One would think that he&#039;d be a memorable character, right? WRONG. He, like his probable penmate [[Grombrindal]] the [[White Dwarf]], remained as a figure, a mascot without a story.&lt;br /&gt;
&lt;br /&gt;
He is later mentioned as having fallen against [[Vlad von Carstein|Vlad]] after a gruesome duel in the [[End Times|End Times.]]&lt;br /&gt;
&lt;br /&gt;
==Rules &amp;amp; Redo==&lt;br /&gt;
Around the 6E-ish era, that made a change.&lt;br /&gt;
To commemorate WHFB&#039;s 25th birthday, the guys at GW decided to redesign him. Since they now had the whole mythos of Sigmar and Ghal Maraz established, their idea was to make an evil opposite number to [[The Empire (Warhammer Fantasy)|the Empire]]&#039;s holiest weapon and made Harry the Hammer into a [[Warriors of Chaos|Chaos Warrior]].&lt;br /&gt;
&lt;br /&gt;
His story, though, remains humble. Harry once killed a daemon with his badass hammer. And that&#039;s just how he got people to listen to him.&lt;br /&gt;
His tribe later found themselves taking shelter in a mountain in the middle of the [[Warp|Chaos Wastes]]. They went in thinking there was treasure. What they found instead was an entire army of skeletons, for they discovered an ancient human settlement from ages long past. Harry thus decided to flip off the odds by going to town with his hammer. After a day of pounding the spooky scary skeletons into dust, they won and on that day Harry became the archenemy of all things undead. So much so that the undead can actually FEAR him. What this means against that fuckmotherer [[Nagash]] is something to only be speculated upon since Harry&#039;s stuck in the Chaos Wastes, but if Sigmar could take him down with his hammer and some thievery, Harry&#039;s probably got a shot. Ironically he seems to have no particular advantage over Vlad when they duel in the final battle, and he is slain rather quickly.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Points !! M !! WS !! BS !! S !! T !! W !! I !! A !! Ld&lt;br /&gt;
|-&lt;br /&gt;
| Harry the Hammer|| 365 || 4 || 8 || 3 || 5 || 5 || 3 || 8 ||5 || 9&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Harry the Hammer is a Lords Choice for a Warriors of Chaos Army&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Armour of Damnation&#039;&#039;&#039;: All enemies who hit Harry in close combat must re-roll successful to-hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Bane Shield&#039;&#039;&#039;: A shield that delivers an S4 hit on any unit that hits Harry, but has that hit saved.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Harry&#039;&#039;&#039;: Hand weapon with Multiple Wounds (d6) that cannot be saved using Armour saves. If fights against a unit with the Daemonic, Forest Spirit, or Undead rules, Harry can re-roll to-wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Unbreakable, Hatred (Undead), Killing Blow (against Undead)&lt;br /&gt;
*&#039;&#039;&#039;Bane of the Dead&#039;&#039;&#039;: Harry causes Terror against Undead models, while his unit only causes Fear. In addition, Undead units must pass a Leadership Test in order to charge him or his unit and then test for Terror. If an Undead unit is outnumbered in combat, they ignore the Unstable rule and immediately break from combat. The Undead unit will immediately rally the next turn.&lt;br /&gt;
&lt;br /&gt;
==[[Total War: WARHAMMER]]==&lt;br /&gt;
After years in the shadow, he finally got an appearance as a FLC available to all chaos warriors factions. As a foot only unit not only he honors the special abilities he had in tabletop, such as being unbrekable, the hammer of harry, the bane shield and being a bane of the undead, his stats are massive and geared towards being an unkillable menace. Chaos players will rejoice to have such a cool lad in their ranks.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Harry the Hammer John Blanche 2008 7th Edition illustration.png|25 years of lore and six editions later...&lt;br /&gt;
File:Harry the Hammer Warriors of Chaos 2008 7th Edition miniature.jpg|His limited editon model.&lt;br /&gt;
File:Harald in game.jpg|Looking good in [[Total War: WARHAMMER|Total Warhammer]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Chaos-Champions}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:937A:80AF:DA14:CC55:BE9E</name></author>
	</entry>
</feed>