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		<title>Power weapon</title>
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		<updated>2023-05-24T23:10:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
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&lt;div&gt;[[File:Cato Sicarius.jpg|300px|right|thumb|Before the age of [[Captain Titus|Titus]], this was the only time Ultramarines were even remotely cool.]]&lt;br /&gt;
&#039;&#039;&#039;Power weapons&#039;&#039;&#039; are a type of weapon in [[Warhammer 40,000]]. Power weapons look just like normal melee weapons , but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor. Some fluff writers call them disrupter fields or disruption weapons, which is at least a bit less generic sounding.&lt;br /&gt;
&lt;br /&gt;
For one reason or another, the glorious [[Daemon Weapon]]s of Chaos operate like power weapons (even if more recent rules reflect their peculiarity with added bonuses). Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as &#039;&#039;[[chainsword]]s&#039;&#039; in melee combat.&lt;br /&gt;
&lt;br /&gt;
8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.&lt;br /&gt;
&lt;br /&gt;
==Imperial Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Blade===&lt;br /&gt;
[[File:PowerBlade.jpg|200px|right|thumb|Power Blade]]&lt;br /&gt;
The little brother of the Power Knife and possibly the smallest known Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. The [[Vindicare]] models are known to carry one, [[Derp|despite having no rules for it.]] Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable. This is not to say that Astartes can&#039;t use these little things, the [[Blood Angels]] during the [[Great Crusade]] and [[Horus Heresy]] had a variant called the &#039;&#039;&#039;Equinox Power Blade&#039;&#039;&#039; used by the [[Dawnbreaker]]s.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Knife===&lt;br /&gt;
[[File:Misericordia.JPG|200px|right|thumb|Power Knife (Misericordia)]]&lt;br /&gt;
Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the [[Alpha Legion]]. They lack the strength and cutting power of a Power Sword, but do have Rending. More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.&lt;br /&gt;
&lt;br /&gt;
More recently, Power Knives are now also wielded by the Adeptus Custodes and House Van Saar. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt. These Knives are called the Misericordias, more can be read below.&lt;br /&gt;
&lt;br /&gt;
====Misericordia====&lt;br /&gt;
&lt;br /&gt;
The Misericordia (&amp;quot;blade of mercy&amp;quot;) is a weapon usually in the form of a long dagger or short sword carried by the [[Adeptus Custodes|Legio Custodes, and later Adeptus Custodes]], as a symbol of the Magisterium Lex Ultima which places them above all law except the direct authority of the Emperor of Mankind. Designed to deliver a single killing thrust, they may be used to carry out a death sentence or to euthanise a grievously wounded warrior. Therefore, it is more of a ceremonial weapon than it is a weapon of war.&lt;br /&gt;
&lt;br /&gt;
The Misericordias resembles a knife that are filigreed with gold and theldrite, their hilts molded to the owner&#039;s unique grip and their blades imbued with micromolecular dissonator spirits that allow them to slice through the thickest armor as though it is just sheet of paper. &lt;br /&gt;
&lt;br /&gt;
It is said that before the Unification Wars Misericordias were the weapon of Tyrants of old Terra, but after their fall transfered to symbol of arbiters of humanity, the Emperor&#039;s judgement itself. After the Horus Heresy Misericordias gain a new meaning - becoming the vengeance for Emperor&#039;s demise. [[Bullshit|Bullshitters]] states that every time a Misericordia pierced a traitor&#039;s heart, [[Derp|a minuscule measure of revenge is exacted on behalf of the Emperor himself.]] Custodians are wise enough not to believe such weaponized [[Derp]], although they do like to use them against Traitors symbolically at least.&lt;br /&gt;
&lt;br /&gt;
===Power Stake===&lt;br /&gt;
[[File:PowerStake.jpg|200px|right|thumb|Power Stake]]&lt;br /&gt;
&lt;br /&gt;
Yeah, you heard that right. [[Derp|There&#039;s a stake that&#039;s considered a power weapon.]] Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.&lt;br /&gt;
&lt;br /&gt;
===Power Pick===&lt;br /&gt;
[[File:Power_Pick.jpg|200px|right|thumb|Power Pick]]&lt;br /&gt;
&lt;br /&gt;
A mining equipment that has been turned into a improvised weapon.&lt;br /&gt;
&lt;br /&gt;
The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles.&lt;br /&gt;
&lt;br /&gt;
Yes, you read that correctly. The rare and venerated power weapons are used as menial labor equipment. And they don&#039;t require a power cable, unlike the &amp;quot;new&amp;quot; power weapons given to unimportant people like Imperial Guard whoever. Don&#039;t you just love the Imperium?&lt;br /&gt;
&lt;br /&gt;
Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by [[Genestealer Cult|Genestealer Cults]]. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don&#039;t get the bonus point of Strength and they&#039;re a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it&#039;s an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.&lt;br /&gt;
&lt;br /&gt;
However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Hammer===&lt;br /&gt;
[[File:Power_Hammer_2.PNG|200px|right|thumb|Power Hammer]]&lt;br /&gt;
&lt;br /&gt;
The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer Cult|Genestealer Cults.]] &lt;br /&gt;
&lt;br /&gt;
Yes, another mundane civilian menial tool that uses more advanced technology than the power swords Imperial officers might sometimes be allowed to use.  And unlike those, it doesn&#039;t require a power cable.  Just when you thought the poor Guardsmen couldn&#039;t get more cheated, and that&#039;s without remembering the powered exoskeletons used by Hive gangers...and menial laborers.&lt;br /&gt;
&lt;br /&gt;
[[Genestealer Aberrants|Aberrants]] use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Power Hammer is the Aberrants&#039; weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Power_Hammer_Genestealer.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neural Whip===&lt;br /&gt;
[[File:Neural_Whip_Modern.JPG|200px|right|thumb|Neural Whip]]&lt;br /&gt;
[[/d/|The very kinky Neural Whip]] is a Power Weapon utilized by the [[Sisters of Battle]], particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Neural Whip got a modernized makeover and it actually looks like it could whip worth a damn.&lt;br /&gt;
&lt;br /&gt;
On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...[[/d/|coincidence?]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Neural_Whip_by_Mrmao.JPG|Neural Whip, &#039;&#039;courtesy of Mrmao.&#039;&#039;&lt;br /&gt;
Image:Sister_Repentia_Mistress_with_Neural_Whip.jpg|[[Rule 34|Whip me harder Mistress!]]&lt;br /&gt;
Image:Neural_Whip.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electro-Flail===&lt;br /&gt;
[[File:ElectroFlail.jpg|250px|right|thumb|Electro-Flail]]&lt;br /&gt;
&lt;br /&gt;
The more confused cousin of the Neural Whip.&lt;br /&gt;
&lt;br /&gt;
[[Pretend|No, despite the name, they have very little in relation to an]] [[Arc Weaponry|Arc Weapon]]. Why GW like to keep on using names that are &amp;lt;u&amp;gt;CLEARLY&amp;lt;/u&amp;gt; [[FAIL|inaccurate of the weapon&#039;s nature is unknown.]] These flails have short reach, but as they strike in devastating masses of hits they can be extremely effective at incapacitating a foe.&lt;br /&gt;
&lt;br /&gt;
Anyways, instead of being a true Arc Weapon, Electro-Flails are a type of Power Weapon consisting of a whip-like weapon with multiple lashes charged with electrical energy. So yeah, [[Lolwut|they are power weapons that use their energy field to produce electricity]]....[[Derp|&#039;&#039;what?&#039;&#039;]] [[Herp|Yeah its kind of weird;]] instead of using the power of lightning itself, it uses some other indirect source to produce the same effect. Guess we have another [[Lightning Gun|Lightning Gun]] in our hands here.  Although, if the whip used the power field instead of derping electricity, it&#039;d be pretty incredibly OP.  Just twirl it once and a tank could fall apart.&lt;br /&gt;
&lt;br /&gt;
Electro-Flails can be wielded by a normal human, but it is most found on the [[Arco-flagellant|Arco-Flagellants]].&lt;br /&gt;
&lt;br /&gt;
===Null Rod===&lt;br /&gt;
[[File:Nullrod.jpg|250px|right|thumb|Null Rod]]&lt;br /&gt;
The complete opposite of a [[Force Weapons#Force Rod|Force Rod.]]&lt;br /&gt;
&lt;br /&gt;
A Null Rod is a type of Power weapon used by members of the Ordo Malleus&#039;s Daemonhunters. These obsidian rods constantly crackle with [[Blank|anti-psychic power]] which nullifies the powers of the Warp. However, this device also prevents the wielders themselves from making use of any psychic power.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Null Rods could only be wielded by the Chainsword-armed Canoness only for the Bolter Bitches and by the Inquisition. For the Sisters of Battle, the Canoness can&#039;t be affected by psychic powers, with a -1 to psychic tests while the Psyker&#039;s within 18&amp;quot; of a rod. For the Inquisition, the Null Rod is a SU AP-2, D1, D1d3 against psykers, and the cost the same as a Power Sword. Hard pass - reliably worse than a Power Sword, which you should also be avoiding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Canoness Null Rod.png|The Canoness one.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Crozius Arcanum===&lt;br /&gt;
[[image:Stormrod.jpg|200px|right|thumb|Crozius Arcanum]]&lt;br /&gt;
The signature weapon of [[Chaplain]]s, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith&#039;s hammer or a dragon&#039;s head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.&lt;br /&gt;
&lt;br /&gt;
Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply [[Derp|turned the Arcanum into a slicing weapon.]] [[Lulz|Enjoy envisioning a giant club bisecting people in two.]] Sometimes (through the power of [[Matt ward|shitty writing]]) it gains the ability to [[Ultramarines:_The_Movie|project a weak stasis field]] as if it&#039;s some sort of [[heresy|stasis flamer]].&lt;br /&gt;
In the words of an aggressively British loremaster the Crozius Arcanum is &#039;It&#039;s a very fancy beating stick, but it&#039;s still just a beating stick.&#039; A case could be made that the Arcanum was used as a conduit or focus of the Emperor&#039;s power to burn away heretic&#039;s since it was carried by a Chaplain but these were Ultramarines. Nowhere near pious enough for such miracles like the Black Templars, much less the Sister of Battle.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shock Mace&#039;&#039;&#039; is an older-model power weapon favored by the [[Chaos|traitor legions]]. It is functionally a Crozius Arcanum, but without the status symbol.&lt;br /&gt;
&lt;br /&gt;
For the more cooler and [[Mary Sue|one-of-a-kind]] cousin, you can read up on the [[Crozius Arkanos|Crozius Arkanos page]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Power Sword===&lt;br /&gt;
[[image:PowerSword6.jpg|200px|right|thumb|Power Sword]]&lt;br /&gt;
In a  nutshell, the power sword is an example of power weapon technology applied to a sword. It&#039;s easily the most common power weapon (the [[Warhammer 40,000: Space Marine|Space Marine video game]] &amp;lt;s&amp;gt; only said otherwise so as not to make players feel cheated by the DLC they just bought &amp;lt;/s&amp;gt; not anymore since the 10th Anniversity Edition came on 9/23/21, the DLC is free for all users, rendering the earlier point moot), and is used not only by the [[Space Marines]], but by the [[Commissar|Commissariat]], [[Daemonhunters|Inquisition]], [[Sisters of Battle]], and [[Imperial Guard]], who, likewise, often issue it to Sergeants and Officers. Can be made from literally any type of sword out there, Longsword, Shortsword, Katana, Cutlass, etc. You get the idea. The fluff even shows examples of insanely rare models of power sword that are entirely composed of the energy field projected out of a hilt, lightsaber style. In a twist, they&#039;re actually not viewed very highly as they drain power much quicker, the lack of balance makes fighting risky for the user and unlike a regular power sword, has no utility at all without the field on.&lt;br /&gt;
&lt;br /&gt;
The [[God-Emperor of Mankind|Emperor of Mankind]] and most of the [[Primarchs]] who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as [[Mephiston]], resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+. As of 9th Edition, they now give +1 strength as well.&lt;br /&gt;
&lt;br /&gt;
====Heavenfall Blade====&lt;br /&gt;
[[File:Heavenfall_Blade.JPG|200px|right|thumb|A Heavenfall Blade, this one is in particular is [[Azrael]]&#039;s Sword of Secrets]]&lt;br /&gt;
As you can see from the page, the Dark Angels really like power weapons and swords in particular. Unlike their other unique swords, Heavenfall Blades don&#039;t originate from the Terrain Unification Wars or their homeworld of Caliban. Instead they are created from a meteor that struck [[The Rock]]. With the exception of Osmium, Ruthenium, and Rhodium, meteors, comets and asteroids contain elements that are easily attained on Earth and other rocky planets. Since these elements tend to sink into a planet&#039;s core during formation. Therefore, we can guess Heavenfall Blades are probably made out of those instead.&lt;br /&gt;
&lt;br /&gt;
The First most likely found more of these space objects. As every officer of the Inner Circle seems to have a Heavenfall Blade as their badge of office across dozens to nearly one hundred chapters. So there must be between hundreds to thousands of these things in use. Unlike the power swords of other chapters, Heavenfall Blades don&#039;t really stand out that much either.&lt;br /&gt;
&lt;br /&gt;
On the tabletop [[Azrael]], [[Belial]] and [[Sammael]] have their own versions with different states. While Belial can swap his for Lightning Claws or a Thunder Hammer. The Relic that can be given to characters has S+2 AP-4 D2 and an extra attack like a Chainsword. So its best given to Masters (aka DA captains) or the Ravenwing Talonmaster. It can replace a Power Sword, master crafted Power Sword, Relic Blade, or Executioner&#039;s relic blade.&lt;br /&gt;
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&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Relic Blade===&lt;br /&gt;
[[File:Relicblade.jpg|200px|right|thumb|Relic Blade]]&lt;br /&gt;
A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by a power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.&lt;br /&gt;
&lt;br /&gt;
A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can&#039;t benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade &#039;&#039;&#039;and&#039;&#039;&#039; a storm shield). For some reason this also applies to [[derp|officers in Terminator armor.]] Despite the fluff stating that they can use weapons that other Astartes can&#039;t. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn&#039;t have a Storm Shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RelicBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Glaive Encarmine===&lt;br /&gt;
[[File:GlaiveEncarmine.jpg|200px|right|thumb|Glaive Encarmine]]&lt;br /&gt;
&lt;br /&gt;
The Glaive Encarmine is a two handed master-crafted power weapon that the [[Blood Angels]] [[Sanguinary Guard]] use to accompany their Angelus Bolters. They do not have the luxury of choosing the weapons they will enter into battle with, as the weapons they wield are traditional to their rank, and have been for the last ten thousand years.&lt;br /&gt;
&lt;br /&gt;
The Blood Angels [[Sanguinor]] is also equipped with a Glaive Encarmine, but considering that the original Sanguinor was a member of the Sanguinary Guard called Aratron, before Askaellon entombed his face in his armour, this is not surprising.&lt;br /&gt;
&lt;br /&gt;
Crafted long ago using forgotten methods and techniques, few weapons in the Blood Angels armories approach the elegance and mastery of manufacture embodied in the Glaive Encarmine. In battle, a skilled Battle-Brother can wield such a weapon as easily as he might a combat knife.&lt;br /&gt;
&lt;br /&gt;
===Black Sword===&lt;br /&gt;
[[File:Black_Sword.JPG|200px|right|thumb|Black Sword]]&lt;br /&gt;
The Black Sword is an absolutely [[AWESOME|fuck awesome onyx-black power sword]] used by everyone&#039;s favorite canon [[Black Templars|Angry Marines.]] These massive, two-handed power swords are wielded by the [[Emperor&#039;s Champion]] and is often seen as a gift and an honour to be bestowed to wield one of these.&lt;br /&gt;
&lt;br /&gt;
Blessed by the chapter Chaplains and paired with the Armour of Faith, the first of these weapons was given to [[Sigismund]] during the battle for the Imperial Palace, who then almost immediately used it to kill [[Kharn|a pretty swell guy]]. What is unique to the Black Sword other than the fact it can skullfuck xenos and heretics is that it can also considerably increase the strength of the Black Templar who wields it. How this is done, we have no idea.&lt;br /&gt;
&lt;br /&gt;
===Executioner Blade===&lt;br /&gt;
[[File:Executioner_Blade.jpg|200px|right|thumb|Executioner Blade]]&lt;br /&gt;
A weapon that is [[Choppa|choppy]] enough to make an [[Ork]] [[Slaanesh|orgasm.]]&lt;br /&gt;
&lt;br /&gt;
The Executioner Blade is a large and badass relic sword wielded primarily by the [[Primaris Space Marines|Primaris]] [[Judiciar]] as a means to give a free [[RIP AND TEAR|&#039;crew cut&#039;]] to anyone caught disturbing the [[Chapter Master]]&#039;s nap time.&lt;br /&gt;
&lt;br /&gt;
These giant power swords are unique in design, due to having a flat-ended tip rather than the more conventional point of most swords. This makes the sword poor at piercing through armor, but excellent at chopping shit up like a giant machete. Seeing as how the whole point of the Executioner Blade is to lob off heads, it does its job quite well.&lt;br /&gt;
&lt;br /&gt;
===Sentinel Blade===&lt;br /&gt;
[[File:Sentinel_Blade.png|200px|right|thumb|Sentinel Blade]]&lt;br /&gt;
&lt;br /&gt;
A super special power weapon for those [[Adeptus Custodes|Special golden boys.]]&lt;br /&gt;
&lt;br /&gt;
Sentinel Blades are power swords with weirdly broad but kinda stubby blades (though so massive they&#039;re still long), that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a [[Basic Close Combat Weapons#Calvary Sabre|cavalry sabre.]]&lt;br /&gt;
&lt;br /&gt;
As its name implied, [[Sentinel Guard|Sentinel Guards]] are the primary users of these weapons.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a Strength User weapon, AP-3, D3 damage; not as killy as the Spear, but your only option if you take a Storm Shield. A good option if you want to outfit a unit to hunt T4 units, since they will wound just as well as the spear but also get 2 pistol shots each in melee. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Axe===&lt;br /&gt;
[[image:MCPowerAxe.jpg|200px|right|thumb|Power Axe]]&lt;br /&gt;
Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the [[Space Wolves]], [[Chaos Lord]]s and [[Techpriest|Techpriests]] of the [[Adeptus Mechanicus]]. The Raven Guard occaisonally made use of power tomahawks, a marginally lighter variant that could be thrown.&lt;br /&gt;
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On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill Terminators in assault, if they haven&#039;t overwatched your guys to death or happen to be using Thunder Hammers and Storm Shields.&lt;br /&gt;
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In 8th Edition, they&#039;re the opposite to Power Mauls by being +1S, AP-2 (making MEQ armour saves from 3+ to 5+ and TEQs 2+ to 4+) and, most important, they&#039;re no longer unwieldy! Pretty cheap too, being 1 more point than Power Swords and Mauls! 9th Edition further buffed them by making them +2S in addition to the AP -2.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PowerAxe4.jpg&lt;br /&gt;
Image:DanteAxe.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Frost Axe===&lt;br /&gt;
[[File:FrostAxe.PNG|200px|right|thumb|Frost Axe]]&lt;br /&gt;
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A very special Power Axe unlike any other. A Frost Axe is a master-crafted melee weapon, used exclusively by the warriors of the Space Wolves Chapter of Space Marines, and is similar in many ways to more common Power Weapons of similar design ([[Wat|doesn&#039;t stop Lexicanum for putting it in the]] [[Chainsword|Chain weapon category]]....[[Derp|for some reason]]).&lt;br /&gt;
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Each Frost Axe is considered among some of the most prized weapons of the Chapter, and each is crafted by a master [[Iron Priest]]. The cutting edge of Frost Axes are often made from energised diamond, giving them the appearance of blades forged from purest ice. Other times, for those with the courage and skill to slay a mighty miles-long Kraken from the vast oceans depths of Fenris, the edge may be instead studded with the beast&#039;s diamond-hard teeth. No idea what happens to the rest.  Regardless of what the details of their design, all Frost Axes are power weapons of consummate lethality. &lt;br /&gt;
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[[Pretend|Now if only they could freeze enemies like its name implies]]....&lt;br /&gt;
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===Omnissian Axe===&lt;br /&gt;
[[File:Omnissiah_Axe.png|200px|right|thumb|Omnisian Axe]]&lt;br /&gt;
A holy icon of the Cult Mechanicus, the Omnissian Axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests by their superiors. &lt;br /&gt;
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Saw, or perhaps cog-ed, toothed and marked with sacred equations they are forged with the finest materials and use secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnissian glaive is a most blessed figure, a furious incarnation of the Machine God&#039;s power in war.&lt;br /&gt;
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On tabletop, the Omnissian Axe is like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
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===Power Maul===&lt;br /&gt;
[[image:PowerMaul6.jpg|200px|right|thumb|Power Maul]]&lt;br /&gt;
Power Mauls are whatever form of bashin&#039; stick or stave a Space Marine, human or xenos supreme race&#039;s can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn&#039;t look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it&#039;s probably a Power Maul.&lt;br /&gt;
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Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.&lt;br /&gt;
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This edition still keeps their 2+ Str but their AP-1 (opposite stats to the Power Axe), making em able to wound most things (Read: Toughness 4 models) on a 3+ and reducing their armour saves (so MEQ have their armour saves on a 4+). Ideal for tackling squishy models! 9th Edition reworked Power Mauls to give the most strength of any power weapon short of a Power Fist or Thunder Hammer with +3S, at the cost of their armor penetration with only -1 AP.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Hallowed Mace===&lt;br /&gt;
[[File:Hallowed_Mace.JPG|200px|right|thumb|Hallowed Mace]]&lt;br /&gt;
The Hallowed Mace are a type of Power Mauls, that are wielded by the [[Adepta Sororitas]]&#039; [[Celestians#Celestian Sacresant|Celestian Sacresants.]]&lt;br /&gt;
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It is considered the standard-issue close-combat weapon of these bolter bitches. They are essentially normal Power Mauls with a Sororitas-flavored tinge and works well in conjunction with their Sacresant Shields.&lt;br /&gt;
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Crunchwise, it is your typical power maul with a S+2, AP-1 and D2 statline. Rather, it is a weapon meant to complement the shields as Celestian Sacresants are used as a slow-moving line-breaker to bonk the heads of anyone dumb enough to charge a shield wall that is not super-heavy in category.&lt;br /&gt;
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===Mace of the Righteous===&lt;br /&gt;
[[File:Mace_of_the_Righteous.JPG|200px|right|thumb|Mace of the Righteous]]&lt;br /&gt;
The Mace of the Righteous is the standard equipment and weapon wielded by the [[Dogmata]].&lt;br /&gt;
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This Power Mace is most often seen as the mark of office and just as much as a weapon as it is quite capable of bowling over man and monster alike.&lt;br /&gt;
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Tabletop wise, it is a standard power mace slightly stronger than the Hallowed Mace at S+2, AP-2 and D2. As aforementioned, it is more like a symbol of office than an actual weapon of war, even if it still does its job well. A [[Dogmata]] is a support unit after all.&lt;br /&gt;
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It should &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; be confused with the &#039;&#039;other&#039;&#039; [[Basic Close Combat Weapons#Incensed Mace of the Righteous|Mace of the Righteous]] used by the [[Novitiate Squad|Novitiate Preceptor]] which is a &#039;&#039;completely different close combat weapon.&#039;&#039; [[EPIC FAIL|Yes we know, it is more of GW&#039;s incompetence.]]&lt;br /&gt;
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===Mace of Absolution===&lt;br /&gt;
[[File:Mace_of_Absolution.JPG|200px|right|thumb|Mace of Absolution]]&lt;br /&gt;
The Maces of Absolution are specialized weapons used by the [[Deathwing Knights|Deathwing Knights of the Unforgiven.]] Glowing with power, these ominous weapons have their power amplified in the presence of the most accursed of heretics.&lt;br /&gt;
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A Mace of Absolution is similar in function to a Power Maul, but possesses the ability to be used in a &amp;quot;smite mode,&amp;quot; where the power field of the weapon is greatly strengthened and augmented to the point that the weapon will [[Wat|cleave apart even the most heavily armoured vehicles and enemies with ease, this is ignoring the fact that maces are meant to bludgeon enemies to death, not turn them into chop-suey.]] &lt;br /&gt;
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On tabletop, these are some scary weapons when considering an average Deathwing team hosts these as standard-issue; striking at S8 AP-2 and doing [[FATAL|THREE damage each,]] with no drawbacks to accuracy, basically rendering Thunder Hammers pointless.&lt;br /&gt;
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===Executioner&#039;s Greatblade===&lt;br /&gt;
[[File:Raptor_Blade.PNG|200px|right|thumb|Executioner&#039;s Greatblade (Raptor Blade)]]&lt;br /&gt;
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Think the Relic Blade on growth pills (and then factor in how big a Relic Blade is in the first place).&lt;br /&gt;
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Executioner Greatblades (or simply Execution Blades) were two-handed Power Swords that are ECKS BAWKS HUEG, that were used by the [[Sisters of Silence]] and were wonders of the swordsmith&#039;s art. Each Greatblade was perfectly weighted for the martial style of its wielder and once the Sisters were schooled in their use, they could strike with the speed of a duellist combined with the killing might of a veteran executioner. &lt;br /&gt;
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The blades were edged with diamond-hard silica glass, enabling a skilled strike to pierce the finest armour. It is by far one of the largest types of Power Sword within the Imperium, big enough that it needs to be two-handed to be effective.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Executioner_Greatblade.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Paragon Blade===&lt;br /&gt;
[[File:Paragon_Blade.JPG|200px|right|thumb|Paragon Blade]]&lt;br /&gt;
The Relic Blades of the [[Great Crusade]] and the [[Horus Heresy]].&lt;br /&gt;
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Paragon Blades (Not to be confused with the Paragon weapons wielded by the [[Paragon Warsuit|Nuns on Stilts]]) are ancient weapons forged during the [[Dark Age of Technology]]. Now, what makes them different from say...a conventional power sword, we have no idea. Possibly better materials and improved cutting generators for the molecular power fields. These blades were few in number even in the early days of the [[Horus Heresy]] and took a number of forms. Nevertheless, despite their rarity in the fluff, it seems they were common enough in the crunch to be &#039;&#039;[[Wat|standard-issue]]&#039;&#039; for any and all [[Praetor (Space Marine)|Praetors]], even god damned [[Human|normies]] from the [[Solar Auxilia Tactical Command Squad]] [[Derp|get to wield one.]] [[Fail|&#039;Rare&#039; my ass.]]&lt;br /&gt;
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The most common are two-handed Power Weapons of extraordinary balance and durability like that of a greatsword. Although a few did resemble [[Chain Weapon]]s, albeit in the [[Chainfist]] combo-format, whilst others resemble a night-black sickle-sword. &lt;br /&gt;
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They were considered prized possessions by the Space Marine warriors who wielded them.&lt;br /&gt;
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Since Paragon Blades are nothing more than master-crafted power swords, the weapon is actually very interchangeable, as any unique-looking power swords can [[Count as|count as]] a Paragon Blade.&lt;br /&gt;
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===Terranic Greatsword===&lt;br /&gt;
[[File:Terranic_Greatsword.JPG|200px|right|thumb|Terranic Greatsword]]&lt;br /&gt;
The Terranic Greatswords were a type of ECKS BAWKS HUEG power swords, used by the Dark Angels Legion.&lt;br /&gt;
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They were specifically wielded by the the [[Deathwing Companions|Deathwing Companions]] and [[Knights Cenobium]]; each one of them are prolific in its usage. Judging by its scale, these swords would be around 8-9ft long. Greatsword indeed. &lt;br /&gt;
Judging by its name, it may or may not be constructed from [[Terra|Holy Terra itself]]. From what the name implies, it seems to have been in their armory sense the days of Unification Wars.&lt;br /&gt;
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These things are absolute [[Rape|rapemachines]] on the [[Horus Heresy]] tabletop, combined with the Companions&#039; high base attack and you are carving up &#039;&#039;Terminators&#039;&#039; like Guardsmen. It is also available to Inner Circle Cenobites as their standard Power Weapon (besides Thunder Hammers), while [[Praetor (Space Marine)|Praetors]], [[Centurion Squad|Centurion]]s, and [[Consul]]s with Power Fists can exchange them at no cost.&lt;br /&gt;
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===Vaultsword===&lt;br /&gt;
[[File:Vaultsword.jpg|200px|right|thumb|Vaultsword]]&lt;br /&gt;
Think of this thing as the Sentinel Blade&#039;s bigger cousin. &lt;br /&gt;
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The Vaultsword are a type of power sword that is used by the [[Adeptus Custodes]], more specifically, the [[Blade Champion]]s who are renown for their multiple fighting styles that can be used with them, such as the Hurricanis for example.&lt;br /&gt;
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These giant, two-handed powerswords are used to [[Anal circumference|pulverize the asscheeks]] of any enemy commander or leader before having a [[Ferrus Manus|good ol&#039; head-chopping.]] Fortunately for the enemy commander, the way a Blade Champion goes around is literally [[Wat|publically taunting the leader in a duel]]...which is fucking [[Stupid|stupid]] in the context of war, so the chances of any enemy commander with an IQ higher than a potato wanting to get a Viking crewcut is quite low. Now [[Chaos]] [[EPIC FAIL|on the other hand]]...&lt;br /&gt;
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On the tabletop, the Vaultsword allows the Blade Champion to have a unique attack set, as he can use in one of three different styles tailor-made to kill whomever he faces as listed below:&lt;br /&gt;
*&#039;&#039;&#039;Behemor&#039;&#039;&#039;: S+2(7) AP-4 D2, auto-wounds monsters and vehicles on 4+ to hit.&lt;br /&gt;
*&#039;&#039;&#039;Hurricanis&#039;&#039;&#039;: Ax2 SU(5) AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Victus&#039;&#039;&#039;: S+1(6) AP-4 D3, re-rolls wounds against characters.&lt;br /&gt;
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===Power Scythes===&lt;br /&gt;
[[image:Power_Scythe.jpg|200px|right|thumb|Power Scythe]]&lt;br /&gt;
A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the [[Death Guard]], who used a massive type of Power Scythe known as &#039;&#039;[[Daemon Weapon#Manreaper|Manreapers]]&#039;&#039;. Even in that particular case, they were only used by their [[Primarch]] [[Mortarion]], some officers (like First Captain [[Typhus|Calas Typhon]]), and the [[Deathshroud|Deathshroud Terminators.]] &lt;br /&gt;
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Crunch wise they&#039;re power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they&#039;re nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the [[Departmento Munitorum]] cancelled all orders for Power Scythes in M34 due to their complete lack of popularity, although [[Scythes of the Emperor|some chapters still managed to get them.]] &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DeathshroudScythe.png|Deathshroud holding his infamous weapon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Fist===&lt;br /&gt;
[[File:Powerfist_Side.jpg|200px|right|thumb|Power Fist]]&lt;br /&gt;
Also known as big-metal-death-fists-of-doom, and one of the [[Chainsword|most]] [[Bolter|iconic]] weapons of 40k, &#039;&#039;&#039;Power Fists&#039;&#039;&#039; are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated. They are intended to be worn with [[Terminator]] armour, but frequently you find people wearing Power Armour, or even &#039;&#039;&#039;NOT&#039;&#039;&#039; wearing Power &#039;&#039;Anything&#039;&#039;, wielding Power Fists. The Emperor of Mankind had a power fist on his left hand, which he used to famously put [[Leman Russ]] in his place.  Russ later said that the subsequent headache was from the drinking contest they had.&lt;br /&gt;
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They are commonly used as an anti-armor weapon. Yes, you heard correctly. Brave bastards (even unarmored, normal humans) will [[Fist of the North Star|punch tanks until they explode]]. [[Awesome|That&#039;s how fucking badass this universe is]]. &lt;br /&gt;
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[[Ork]]s, in their looting tendencies, have taken to mimicking Power Fists as &#039;&#039;&#039;Power Klaws&#039;&#039;&#039;, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers.  [[Commissar Yarrick]] famously killed an Ork and used his Power Klaw to replace his severed forearm. Why the [[Commissar|Commissariat]] has not censured him for using xenos weapons is not entirely clear , but they probably let it slide because he&#039;s such a badass ({{BLAM|That, and the battle-trophy claimed from the foul Xenos has been reconsecrated by servants of the Omnissiah prior to being turned in a prothestic}}). Still, one must wonder how [[Sly Marbo|he goes to sleep, takes a shower, or masturbates with that thing on.]] (Hint: it&#039;s detachable at the shoulder.)&lt;br /&gt;
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Some variants of Power Fist are called &#039;&#039;&#039;Power Claws&#039;&#039;&#039;, which are basically Power Fists with the digits ending in razor-sharp claws. You more frequently see them among [[Chaos Space Marines]], but occasionally the [[Raven Guard]] or [[Space Wolves]] use them. The infamous Talon of Horus, used by [[Horus|Horus Lupercal]] to kill [[Sanguinius]] and critically injure the Emperor, and later looted by [[Abaddon|Ezekyle Abaddon]], is a Power Claw with an infamous history.  Most of these, however, would technically be considered a form of Lightning Claws (see below).&lt;br /&gt;
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On the tabletop, Power Fists/Klaws double the user&#039;s strength, but makes him strike at I1. A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead. However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off. New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule. [[Dreadnought|Dreadnoughts]] have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.&lt;br /&gt;
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In 7th Edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3&amp;quot; pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6&amp;quot; away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.&lt;br /&gt;
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In 8th Edition, much like the Power Axe, they&#039;ve lost the Unwieldy rule and still get their Str x 2 bonus; however, they&#039;re now AP-3 and D3, they also now subtract hits by -1 (so on a Space Marine Sgt, they hit on 4+).&lt;br /&gt;
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In 9th Edition, Power Fists largely work the same, although they&#039;re now 2 damage flat.&lt;br /&gt;
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There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be [[Heresy|tech-heresy.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CommissarPowerFist.png|Power Fist, as worn by a [[Commissar]]. Note the bulky battery and the frame encapsulating his whole arm.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====Chainfist====&lt;br /&gt;
For information on the combi-weapon version of the Power Fist, see [[Chainsword#Chainfist|Chainfist]].&lt;br /&gt;
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====Power Fist Subweapons====&lt;br /&gt;
Around the end of the 41st Millennium. The Space Marines started to realize that there is enough space on their Power Fists to put a secondary weapon. Other than a Chainsword or modifying it into a clawed gauntlet. Nassir Amit had the same idea centuries earlier. Who mounted [[Storm Bolter]]s on his Chainfists. The more cynical could say that Games Workshop&#039;s Codex creators were stealing ideas from their own Black Library writers. Though at the pace GW works, [[rage|gaming groups have to house rule them until official versions are released.]] You&#039;d think they&#039;d be one step ahead after shuttering their publishing deal with FFG. Another famous example are the Gauntlets of Ultramar used by [[Marneus Calgar]], which are themselves similar to [[Roboute Guilliman]]&#039;s Hand of Dominion. They tend to be depicted as Master Crafted Storm Bolter Power Fists.&lt;br /&gt;
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The most common variant is the Power Fist with Auxiliary [[Meltagun]]. Allowing Deathwatch Terminators to destroy vehicles and hulk-smash the survivors. Nor does it require them to exchange their other ranged weapons for a Meltagun.  A typical load out is a Deathwatch Termi with either an [[Assault Cannon]], [[Cyclone Missile Launcher]]/[[Storm Bolter]] combo or [[Combi-Bolter]] paired with a [[Meltagun]]. It makes more sense than attaching a Storm Bolter to it. As Boltguns require a machinegun chainlink to feed Bolts into the weapon. No real need for a Thunder Hammer or Lightning Claws when you can Overwatch them to death than sucker punch the survivors.&lt;br /&gt;
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The second variant is a Space Marine Terminator Captain with a wrist-mounted [[Grenade Launcher]]. Because they want to turn half the enemy squad into paste before charging in. It&#039;s best paired with a ranged relic weapon or a [[Combi-Plasma|Combi-Plasma Bolter]] for maximum [[dakka]].&lt;br /&gt;
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Primaris Marines in Gravis Armour get in on the fun with their own versions. Courtesy of [[Cawl]]. The [[Boltstorm Gauntlet]] coming in semi and full auto flavors. The latter appropriately called Auto Boltstorm Gauntlets. Though only Aggressors get access to the automatic versions. There are also the Flamestorm Gauntlets. Because these guys really hate hordes and over sized bastards with multiple wounds.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Lightning Claw===&lt;br /&gt;
[[File:Lightning_Claw.jpg|200px|right|thumb|Lightning Claw]]&lt;br /&gt;
Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same. &lt;br /&gt;
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The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it&#039;s what they had on hand (&#039;&#039;literally&#039;&#039;) when they fell back to the Eye of Terror. &lt;br /&gt;
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The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon&#039;s dorsal palm plating, akin to X-men&#039;s Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still powerfist-sized, [[General Sturnn|though]] [[Vance Motherfucking Stubbs|some]] [[Governor-Militant Lukas Alexander|bad ass]] imperial guard commanders have been seen with lightning claws for no fluff-explained reason. Possibly just an oversight that got grandfathered into the later games but it still looks awesome so we&#039;ll let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it&#039;s just a quirky tradition of that one regiment.&lt;br /&gt;
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And then there are some gems like [[Lugft Huron]]&#039;s which have both dorsal &#039;&#039;and&#039;&#039; finger claws.&lt;br /&gt;
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They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember [[meme|to say &amp;quot;snikt&amp;quot; when using them and incessantly refer to your enemies as &amp;quot;bub&amp;quot;]] and to take them off before attempting to masturbate or pick your nose. [[Slaanesh|Or don&#039;t]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
SternguardLightningClaws.jpg&lt;br /&gt;
image:RavenClaw.png|The Finger Claw variant&lt;br /&gt;
image:LugftHuronClaw.png|Huron&#039;s double claw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Solerite Power Gauntlet===&lt;br /&gt;
[[File:SoleritePowerGauntlet.jpg|200px|right|thumb|Solerite Power Gauntlet]]&lt;br /&gt;
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The golden fist for our golden boys.&lt;br /&gt;
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A Solerite Power Gauntlet is a unique Power Weapon that takes the form of a massive master-crafted Power Fist utilized exclusively by the Legio Custodes, the elite bodyguard of the Emperor of Mankind. First fashioned in the pattern of ancient relics to arm the elite of the [[Thunder Warriors|Thunder Warriors,]] the Solerite Power Gauntlets and their raptor-taloned variants are potent weapons.&lt;br /&gt;
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They differ from the standard Power Fists and claws utilized by the Adeptus Astartes in both the near-irreplaceable artifact power coils which energize their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest Galleries near Terra&#039;s molten core by the nascent XVIII Legion (the then-unnamed Salamanders Legion).&lt;br /&gt;
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The Imperial Fists also gained access to a much smaller variant, but with the same effects. &#039;Solerate&#039; weapons are used by the Custodes, although that&#039;s just Forgeworld&#039;s proofreading at work, since they have the same thing description, stats, and the 40k version has been corrected to be &#039;Solerite&#039; weapons.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Solarite_Power_Gauntlet.JPG|&amp;lt;center&amp;gt;Solerite Power Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Spear===&lt;br /&gt;
[[File:Power_Spear.jpg|250px|right|thumb|Power Spear]]&lt;br /&gt;
&lt;br /&gt;
There was eventually bound to have a Power Spear somewhere in the Imperium&#039;s armory.&lt;br /&gt;
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Throughout history, the spear has consistently proven itself a deadly and efficient weapon, and the Imperium of Mankind honors its legacy of bloodshed through various creations such as the explosive-tipped hunting lance and the power spear. &lt;br /&gt;
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Officers in certain Imperial Guard Rough Rider regiments prefer to wield power spears over weapons like cavalry sabres, or even wield them as a secondary weapon for use after a hunting lance charge. This is a one-handed melee weapon in contrast to the normally two-handed Power Lance.&lt;br /&gt;
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They are also used by Custodes on Gyrfalcon Jetbikes during the Great Crusade... for some odd reason seeing as how they&#039;re outright inferior to every other weapon the Custodes use and even the vast majority of weapons the Space Marines used. Thankfully by the 42nd millennium they ditched that piece of shit they were using for interceptor lances. One of these old spears, the Lance of Illumination, was gifted to [[Morvenn Vahl]] for [[What|some reason]].&lt;br /&gt;
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The [[Lamenters]] also have a special Power Spear called Victory&#039;s Price. Because these are the Lamenters, it also has a case of bad luck. It&#039;s been wielded in many victories, but [[Grimdark|the wielders generally die in claiming that victory]]. Unsurprisingly, Lamenters who wield the spear are... CONCERNED when chosen to wield it, but resolve to ensure that their death will be in service to great victory.&lt;br /&gt;
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===Power Lance===&lt;br /&gt;
[[File:Power_lance_DWFF.jpg|250px|right|thumb|Power Lance]]&lt;br /&gt;
A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results. &lt;br /&gt;
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Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They&#039;re pretty awful in the hands of anything without Hit And Run. Honestly, they&#039;re pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don&#039;t care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.&lt;br /&gt;
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8 edition turned them into a powermaul crunchwise.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WhiteScarsLance.png|Alternate view&lt;br /&gt;
image:SpearOfVulkanModel.png|&#039;&#039;Spear of Vulkan&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Halberd===&lt;br /&gt;
[[image:Halberd_of_Caliban.jpg|200px|right|thumb|Power Halberd]]&lt;br /&gt;
A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by [[Space Marine]] [[Honour Guard]]s when on sentry duty, although the White Scars will use them in combat. &lt;br /&gt;
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The [[Adeptus Custodes|Custodes]] also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM [[Asterion Moloc]] &amp;quot;[[Blood Ravens|acquired]]&amp;quot; one of those and [[Awesome|slapped a freaking lascannon onto it.]] The only way to use it is if you play Dark Angels and take a Deathwing Champion, as they&#039;re the only ones with a proper Halberd. Since it gets bonus attacks when fighting a unit with five or more models. Pair him with Deathwing Knights or TH/SS Deathwing Termis.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Anointed Halberd===&lt;br /&gt;
[[File:Anointed_Halberd.JPG|250px|right|thumb|Anointed Halberd]]&lt;br /&gt;
The Anointed Halberd are heavy Power Halberds, that are wielded by the [[Adepta Sororitas]]&#039; [[Celestians#Celestian Sacresant|Celestian Sacresants.]]&lt;br /&gt;
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These &#039;&#039;very&#039;&#039; long power weapons are, as their name suggests, anointed with holy oils and sacred texts etched onto the blade to skewer the unclean and the tainted a new, rose-smelling [[Anal circumference|asshole.]]&lt;br /&gt;
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On the tabletop, Anointed Halberds are an okay close-combat weapon. Its stats are S+3, AP-3 with D1. While it has disappointing damage especially for a weapon of such size, its long reach and a high chance of hitting GEQs and MEQs make it a pretty decent poker in close combat.&lt;br /&gt;
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===Guardian Spear===&lt;br /&gt;
[[File:GSImage.jpg|200px|right|thumb|Guardian Spear]]&lt;br /&gt;
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The iconic weapon of the [[Custodian Guard]].&lt;br /&gt;
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Guardian Spears are halberd-like power weapons so heavy that it would take several ordinary men to lift it and incorporating a ranged weapon at its tip. The weapon&#039;s powerful ranged and close combat duality complemented the fighting style of this bodyguard force, giving them good capabilities in both close combat and at a distance. In battle, Custodes spin these weapons in great arcs, slaying enemies with each strike be it in melee combat or from afar.&lt;br /&gt;
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Almost all Guardian Spears comes equipped with a built-in [[Guardian Bolter]]. However, other weapons can also be mounted on the spear. These variants include the &#039;&#039;&#039;Adrasite Spear&#039;&#039;&#039; which obviously features an [[Adrathic Destructor]], and the &#039;&#039;&#039;Pyrithite Spear&#039;&#039;&#039; which includes a melta beam.&lt;br /&gt;
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As symbol of their roles as sentinel, Deathwatch Watch Masters are also given Guardian Spears.&lt;br /&gt;
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The bigger version of the Guardian Spear is the Dreadspear.&lt;br /&gt;
 &lt;br /&gt;
The weird-looking [[Necromunda|Cawdor]] polearm are crafted as imitations of the Guardian Spears, because apparently they caught wind of the custodians and their holy weapons. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Adrasite_Spear.JPG|Adrasite Spear.&lt;br /&gt;
Pyrithite_Spear.JPG|Pyrithite Spear.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Castellan Axe===&lt;br /&gt;
[[File:Castellan_Axe.png|200px|right|thumb|Castellan Axe]]&lt;br /&gt;
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The Guardian Spear&#039;s more gritty cousin.&lt;br /&gt;
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A Castellan Axe is variant of the Guardian Spear, the signature weapon of the [[Adeptus Custodes]], that incorporates a heavier, axe-like blade rather than a speartip. These weapons lend themselves to an elegant and brutal combat style that sees the wielder use their exceptional transhuman strength in conjunction with their axe&#039;s momentum, launching thunderous sweeps that switch direction with breathtaking suddenness to cleave through their victims&#039; guard and hack off heads and limbs. &lt;br /&gt;
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The wielder can also fire concentrated volleys of Bolter fire from the hafts of their weapons, scything down those who attempt to stay out of their blades&#039; devastating reach. These deadly weapons are typically wielded by veteran [[Custodian Warden|Custodian Wardens,]] [[Allarus Custodian|elite Allarus Custodians]] [[Shield-Captain|or Shield-Captains.]]&lt;br /&gt;
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===Thunder Hammer===&lt;br /&gt;
[[File:Thunder_Hammer.jpg||200px|right|thumb|Thunder Hammer]]&lt;br /&gt;
Big war hammers (&#039;&#039;40k&#039;&#039;) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly &#039;&#039;explodes&#039;&#039; whatever Thunder Hammers hit - in editions [[Dark_Age_of_Technology|long past]] this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the [[Salamanders]] love it (going with [[Vulkan]]&#039;s training as a blacksmith and the artificer themes of the Promethean Creed). &lt;br /&gt;
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Gameplay wise, they&#039;re basically the same as Powerfists, except when attacking vehicles they will at a minimum get a &amp;quot;Crew Shaken&amp;quot; if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the &amp;quot;Concussive&amp;quot; rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death.&lt;br /&gt;
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Fun fact: Captains could not use thunder hammers without wearing terminator until [[Dawn of War]] proved how [[awesome]] it looked. 8th edition removed the concussive rule and the low Initiative, replacing them with minus 1 to hit 2x str AP3 and 3 damage flat. 9th Edition reworked Thunder Hammers to make them less of an autopick over Power Fists, sacrificing armor penetration in exchange for more damage.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TerminatorThunderHammer.png|Alternate view&lt;br /&gt;
Image:Thunder_Hammer_HH.jpg|Horus Heresy era&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Sledgehammer===&lt;br /&gt;
[[File:Power_Sledgehammer.jpg|200px|right|thumb|Power Sledgehammer]]&lt;br /&gt;
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The Power Hammer&#039;s more beefier cousin and one big enough that it can rival a Heavy Thunder Hammer in sheer power. Like the Power Hammers, Power Sledgehammers are actually civilian mining equipment used to shatter large boulders into refined chunks, however they are just as likely to shatter the side armor of a Leman Russ Tank as any normal Thunder Hammer would...which is something a [[Genestealer Cult]] would pick up from. &lt;br /&gt;
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Power Sledgehammers are the primary weapon of the [[Genestealer Aberrants#Abominants|Genestealer Abominants]] and these guys combine [[-4 Strength|the strength of their gains to the natural concussive power of the oversized Sledgehammer.]] The result? they hit with the force of a fucking [[Powergamer|&amp;lt;u&amp;gt;&#039;&#039;&#039;Lascannon.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
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In 8th Edition, Power Sledgehammer is a Sx2, AP -3, D6 monster of a melee weapon with the trait to turn all damage roles of 1 and 2 to 3&#039;s. [[Rape|GW&#039;s said that the sledge would give him an effective Strength of 12 so should mean he is rocking a strength of 6.]] [[RIP AND TEAR|This guy was made to turn characters and TEQ&#039;s into red stains, bust Chimeras in two, and turn Russes into swiss cheese.]] Not even Imperial Knights are safe from this wrecking ball.&lt;br /&gt;
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===Heavy Thunder Hammer===&lt;br /&gt;
[[File:HeavyThunderHammer.png|200px|right|thumb|Heavy Thunder Hammer]]&lt;br /&gt;
These monstrosities are used by the [[Deathwatch]] for when a regular thunder hammer won&#039;t do the job. Being two-handed, you sacrifice the ability to wield a shield for the chance to one-shot most high-value targets.&lt;br /&gt;
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These weapons are equipped with two heads, each swathed in a powerful disruptor field. Heavy Thunder Hammers are extremely powerful weapons, able to smash the midsection of a Carnifex in twain and turn tanks into crumpled metal.&lt;br /&gt;
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Equip your Deathwatch with one of these and he would be happy playing galactic whack-a-mole. The only difference besides requiring two hands is that it does damage on a D6. Doing twice as much as a normal Thunder Hammer if the player rolls a 6+. Because of the RNG involved a normal TH is better most of the time. One would think they could be given to Deathwatch Terminators for use as one handed weapons. However GW doesn&#039;t do things that make sense to the rest of us.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DeathwatchHeavyThunderHammer.png|Its hammer time!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Venatari Lance===&lt;br /&gt;
[[File:Venatari_Lance.JPG|250px|right|thumb|Venatari Lance]]&lt;br /&gt;
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The more assault variant of the Guardian Spear (Yes, it is pretty absurd that there would be a more assault version of a spear, but here we are). Venatari Lances are two-handed power spears, that are wielded by the [[Adeptus Custodes|Adeptus Custodes&#039;]] [[Venatari|Custodian Venatari]]. Like the Guardian Spears, the Venatari Lance contains a built in range weapon, in this case, instead of a Bolter it house a [[Archaeotech Repeater|single-barrel Archaeotech repeaters.]]&lt;br /&gt;
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On tabletop, these Venatari Lances are a 12&amp;quot; Assault 2 S6 AP-2 D2 weapon. Slight overkill on GEQs thanks to the D2 but can also do good work against MEQs and Primaris Marines. Great if you want your Venatari to be more killy in close quarters.&lt;br /&gt;
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===Interceptor Lance===&lt;br /&gt;
[[File:Interceptor_Lance.JPG|250px|right|thumb|Interceptor Lance]]&lt;br /&gt;
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Interceptor Lances are Power Weapons that are wielded by the Adeptus Custodes&#039; [[Vertus Praetors|Vertus Praetor]] [[Dawneagle Jetbike|Dawneagle jetbike riders.]] These lances are the metaphorical [[Dick]] of the Emprah&#039;s Will meant to ruthlessly [[Rape|penetrate]] [[Anal circumference|the rear end]] of the enemies of man. With the Dawneagle&#039;s great speed and the skilled hands of the Praetors&#039;, the Interceptor Lance becomes a brutally effective weapon in battle.&lt;br /&gt;
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On tabletop, these Lances are the standard issue for your Jetbikes; same stat-wise as a Guardian Spear, but without any shooting and it allows you to re-roll wounds on the charge. Furthermore, since these Jetbikes have the Fly Keyword, it means they can [[Awesome|charge and attack flyers in melee. Just think about that.]] Additionally, they aren&#039;t too bad against vehicles, making them an all-round flexible weapon.&lt;br /&gt;
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===Battle-Automata Power Blade===&lt;br /&gt;
[[File:Automata_Power_Blade.jpg|200px|right|thumb|Battle-Automata Power Blade]]&lt;br /&gt;
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&#039;&#039;Not to be confused with the [[Herp|Power Blade]] or the [[Derp|Powerblade.]]&#039;&#039;&lt;br /&gt;
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The Power Blade of the [[Legio Cybernetica]] is not like the small dagger-like Power Blades utilized by Imperium assassins, nor are they the lightning fast and hard-to-parry Powerblades used by [[Eldar]] [[Warp Spiders]]. These blades resemble a chakram that has been revved-up and function like a power saw. &lt;br /&gt;
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A common close range weapon used by various types of Battle-Automata, these circular saw-like bladed weapons deploy molecular disruption fields that are super-charged with power from the Battle-Automata&#039;s own engine core. These blades are usually used in pairs. A Castellax-class Battle-Automata armed with Power Blades loses the ability to carry its built-in Bolters. &lt;br /&gt;
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The Horus Heresy tabletop list these as AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some good fortune from the dice gods, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
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===Paragon War Mace===&lt;br /&gt;
[[File:Paragon_War_Mace.JPG|200px|right|thumb|Paragon War Mace]]&lt;br /&gt;
The Paragon War Mace is a giant powermaul wielded by the [[Derp|derpy]] looking [[Paragon Warsuit]].&lt;br /&gt;
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It is considered as one of the two standard-issue close-combat weapon for the Warsuit, with the other being the Paragon War Blade. &lt;br /&gt;
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On the tabletop, the Paragon War Mace is a powerful S+4, AP-2 with D3. It is capable of pummeling GEQs and MEQs like pancakes due to its higher base strength and damage, although its low AP makes it less suitable against TEQs like the War Blade. It has an ability that allows the weapon to subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Paragon War Blade===&lt;br /&gt;
[[File:Paragon_War_Blade.JPG|250px|right|thumb|Paragon War Blade]]&lt;br /&gt;
The Paragon War Blade is a giant powersword wielded by the [[Derp|derpy]] looking [[Paragon Warsuit]].&lt;br /&gt;
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It is considered as one of the two standard-issue close-combat weapon for the Warsuit, with the other being the Paragon War Mace. &lt;br /&gt;
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Crunchwise, it is a S+1, AP-3 and D2 weapon. Pretty good at carving up MEQs and even TEQs like a roasted turkey. Its special ability allows the War Blade to make one additional attack every time the Warsuit fights, making it quite dangerous in close combat.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Dreadnought Power Fist===&lt;br /&gt;
[[File:DreadnoughtFist.png|200px|right|thumb|Mark V Dreadnought Power Fist]]&lt;br /&gt;
A Power Fist suited specifically for Dreadnought needs. Dreadnought Power Fists comes in all shapes and sizes but they all do one thing, fucking shit up.&lt;br /&gt;
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The most common pattern is the Dreadnought Mark V Power Fist. The weapon takes the form of a massive metal gauntlet and features four clamp-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and grab enemy units with its clamps. The &#039;&#039;&#039;Mark V Dreadnought Power Fist&#039;&#039;&#039; can be armed with an underslung Storm Bolter or Heavy Flamer. &lt;br /&gt;
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Another variant is the &#039;&#039;&#039;Venerable Dreadnought Power Fist&#039;&#039;&#039;. These Master Crafted Weapons are markedly more advanced than their basic counterparts, and feature four fully articulated and jointed fingers, allowing a greater range of movement than the clamps or bladed fingers of other Castraferrum Dreadnoughts, in a sense, it is essentially the Contemptor Dreadnought Power Fist in all but name. The next variant is the &#039;&#039;&#039;Ironclad Dreadnought Power Fist&#039;&#039;&#039;. These Power Fists feature larger &amp;quot;finger&amp;quot; clamps and thicker armor. The Ironclad Dreadnought Power Fist is equipped with an under-slung Storm Bolter or Heavy Flamer. Additionally there is the Blood Angels&#039; &#039;&#039;&#039;Blood Fists&#039;&#039;&#039; which feature longer servo-manipulator &amp;quot;fingers&amp;quot; than the standard Castraferrum Dreadnought Power Fist and are designed to rip and tear through flesh, bone and armour more swiftly. The newest variant of the Dreadnought Power Fist is the NuMarines &#039;&#039;&#039;Redemptor Fist&#039;&#039;&#039;. A Redemptor Fist is a massive, articulated Dreadnought-sized Power Fist of advanced design used by Primaris Space Marine Redemptor Dreadnoughts as a primary melee weapon on one of their two weapon arms. A variation of the Redemptor Fist (presumably a &#039;&#039;&#039;Brutalis Fist&#039;&#039;&#039; given the naming convention of its other melee option) can also be mounted in pairs on a Brutalis Dreadnought.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Dreadnought Power Claw===&lt;br /&gt;
[[File:DreadChaplainClaw.png|200px|right|thumb|Mark IV Dreadnought Power Claw]]&lt;br /&gt;
Similar to the Dreadnought Power Fist, the Power Claw has a lot of variants. &lt;br /&gt;
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The weapon takes the form of a massive metal gauntlet and features four blade-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and tear through enemy units with its bladed fingers. &lt;br /&gt;
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There are simply way too many Power Claws to be considered reasonable. Seriously look at this shit. We got the typical &#039;&#039;&#039;Mark IV Power Claw&#039;&#039;&#039; you see on the right as well as the &#039;&#039;&#039;Contemptor Power Claw&#039;&#039;&#039;. There is the Blood Angels&#039; &#039;&#039;&#039;Blood Talon&#039;&#039;&#039; (and its Contemptor versions) which closely resemble a Lightning Claw in their design, featuring four energized adamantium claws that can pincer down on an enemy target or slash through nearly an entire enemy infantry squad with ease. There&#039;s the Salamander&#039;s more roasty &#039;&#039;&#039;Dreadfire Fist&#039;&#039;&#039; with a built-in Dreadfire Heavy Flamers. The Space Wolves &#039;&#039;&#039;Great Wolf Claw&#039;&#039;&#039; which are enchanted by powerful runes to further augment their destructive potential. The [[Contemptor-Incaendius Dreadnought]] also have a unique form of Power Claw called the &#039;&#039;&#039;Talons of Perdition&#039;&#039;&#039;, similar to the aforementioned Blood Talon, but with a built-in Heavy Flamer, which can be swapped with a Meltagun or a prototype Iliastus Pattern Assault Cannon. Finally, the &#039;discount&#039; Furioso that is the [[Brutalis Dreadnought]] can mount a pair of &#039;&#039;&#039;Brutalis Talons&#039;&#039;&#039;.&lt;br /&gt;
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[[Tl;dr]], there is way too many versions and lets not even get into Chaos or Ork territory.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Penitent Buzz-Saw===&lt;br /&gt;
[[File:PenEngPower_Saw.png|200px|right|thumb|Penitent Buzz-Saw]]&lt;br /&gt;
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A weapon that looks like a case in which the [[Sisters of Battle|Ministorum]] [[Looted]] a [[Miscellaneous Klose Kombat Weapons#Buzz Saw|Buzz Saw]] from an [[Ork]] [[Deff Dred]]. The Power Saw of the [[Penitent Engine]] is a savage looking piece of contraption designed to cause as much carnage as humanly possible whilst still retaining an aura of [[Rogal Dorn|self-righteous masochism.]] &lt;br /&gt;
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All Penitent Engines are armed only with this Dreadnought Close Combat Weapon, which usually includes a large, circulating Saw Blade on each of the walker&#039;s arms, as the pilot is in too frantic a mental state to take his or her time to aim long-range weaponry effectively. The Penitent Engine&#039;s weapon arms are also equipped with either Flamers or Heavy Flamers, which can be fired together or separately.&lt;br /&gt;
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With the new update, Penitents along with the Power weapons saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.&lt;br /&gt;
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===Fenrisian Great Axe===&lt;br /&gt;
[[File:Fenrisaxe.png|200px|right|thumb|Fenrisian Great Axe]]&lt;br /&gt;
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When the Space Wolves can&#039;t get enough Viking, they equip their Dreadnoughts with these fuckhueg Power Axes. For all intents and purposes, it is a Frost Axe scaled up to the size in which a Dreadnought could use it with its thicc, meaty powerfists.&lt;br /&gt;
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Fenrisian Great Axes are massive Power Weapons that can only be hefted by a [[Space Wolves Venerable Dreadnought]]. However, it is currently unknown whether this axe has cool frost effects like the Helfrost weapons. It would be cool if GW implements this however.&lt;br /&gt;
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Each of these great axes are forged in the heart of the Fang by the Space Wolves&#039; master artificers. Each is longer than a man is tall and so heavy that only a Dreadnought could ever use or even lift. &lt;br /&gt;
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A Dreadnought, armed with such a weapon, can cleave a bloody path through many foes at once.&lt;br /&gt;
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On tabletop, it has two killing modes: &#039;&#039;&#039;Scythe&#039;&#039;&#039;, which doubles their number of attacks that hit at S6, AP-3, D1, or &#039;&#039;&#039;Cleave&#039;&#039;&#039;, which causes -1 to their to-hit rolls, but hits at S10, AP-3, Dd6. Always taken with a Dreadnought-sized storm shield known as a blizzard shield that gives a 4+ invulnerable save, and removes all ranged options.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Galatus Warblade===&lt;br /&gt;
[[File:Infernus Incinerator.jpg|200px|right|thumb|Galatus Warblade]]&lt;br /&gt;
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Think the Sentinel Blade on steroids or a Sentinel Blade large enough to be wielded by a Dreadnought.&lt;br /&gt;
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The Galatus Warblade is a massive Dreadnought Close Combat Weapon used by Custodes [[Contemptor-Galatus Dreadnought]]s. These blades are made of the highest materials and could cut the armor of superheavy vehicles with contemptuous ease. &lt;br /&gt;
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The blade has a built-in Infernus Incinerator just in case you really want to make sure that the targeted enemy is completely and utterly neutralized.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, this is a 3 Damage Power Sword that now allows your dude to do D3 additional attacks. Sounds pretty good, yeah? [[Rape|Now give it to a Dreadnought.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Achillus Dreadspear===&lt;br /&gt;
[[File:Corve Las-Pulsar.jpg|250px|right|thumb|Achillus Dreadspear]]&lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear or simply known as the Dreadspear is a Dreadnought-sized version of the Guardian Spear that was widely used by the Legio Custodes. Wielded by the fearsome [[Contemptor-Achillus Dreadnought]]s, these massive spears were capable of devastating enemy infantry and vehicles. &lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear features an in-built Corvae Pattern Las-pulser to fire upon enemies at range, but nobody really bother with that as the Dreadnought is fast enough to charge through almost anything smaller than itself.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, this [[Dick|golden shlong]] is a brutal [[Anal circumference|Sx2 (14) AP-3 Dd3+3 weapon that treats all Damage rolls of 1 or 2 as 3 and also deals d3 mortal wounds on the charge.]] Perfect for hunting down large, single entities toughness 7 or less. [[Rape|Bend over and we&#039;ll make this over quick.]] It can also handle T8 thanks to its high strength, but if you charge a titan with it expect the Achillus to die immediately after attacking.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Cerastus Shock Lance===&lt;br /&gt;
[[File:Cerastus_Shock_Lance.jpg|250px|right|thumb|Cerastus Shock Lance]]&lt;br /&gt;
&lt;br /&gt;
A very long power weapon for the Imperial Knights.&lt;br /&gt;
&lt;br /&gt;
The Cerastus Shock Lance is a type of &#039;&#039;very unique&#039;&#039; Titan Power Lance wielded by [[Cerastus Knight Lancer]] walkers. This magneto-hydraulic power size of prodigious size has a disruption field which may also be projected as a powerful electromagnetic plasma blast over short ranges.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, the Shock Lance is a combi-melee/range weapon that gives it extra initiative when it charges into combat, its shooting mode is basically a 18&amp;quot; range 6-shot plasma rifle that concusses its targets. The Shock Lance is thus, very versatile and can catch unsurprising enemies (even fliers!) off guard.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the only &#039;&#039;ranged&#039;&#039; power weapon in the &#039;&#039;entire tabletop&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Tempest Warblade===&lt;br /&gt;
[[File:Tempest_Warblade.JPG|200px|right|thumb|Tempest Warblade]]&lt;br /&gt;
&lt;br /&gt;
A suped up power sword exclusive to the [[Cerastus Knight Castigator|Castigator Knights.]]&lt;br /&gt;
&lt;br /&gt;
The Tempest Sword is a complex relic fitted with lethal and strange energy generation systems little understood in the 41st Millennium even by the Sacristans that tend the Castigator Knights. It is capable of carving a fellow Knight with a fiery swing. Yes, that includes the shields too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Warblade strikes at str+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That&#039;s 8 Attacks base before any traits or Household Traditions mind you, so combine with the Castigator bolt cannon and you have one scary ass unit against tarpitters.&lt;br /&gt;
&lt;br /&gt;
===Telemon Caestus===&lt;br /&gt;
[[File:TelemonCastus.jpg|200px|right|thumb|Telemon Caestus]]&lt;br /&gt;
&lt;br /&gt;
Ya know that Solerite Power Gauntlet? Yeah imagine scaling that up to the point that the largest Dreadnought on the table is able to wear one. [[Anal circumference|The ultimate golden fistboi.]] The Telemon Caestus is a type of large Dreadnought Close Combat Weapon used by the Adeptus Custodes. Typically mounted on the [[Telemon Heavy Dreadnought]], it consists of a large Power Fist with built-in twin Plasma Projectors (For those who don&#039;t know, Plasma Projectors are typically found on Starships. So yes. [[Cheese|The Custodians are rich enough to lug around &#039;&#039;Voidship-level weapons&#039;&#039;]]...albeit the baby versions).&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Caestus is an A4 S18 cheesemongering murder machine! Ap-3 D3 re-rolling wounds rolls of 1 and you can make [[Imperial Knight|Imperial Knights]] bend over for a [[Anal circumference|golden fisting.]] Combine this with the Plasma Projectors which is a [[Rape|8” Heavy 2D6 S7 ap-3 D1 auto hitting flamer/plasma gun hybrid which hit like baby Inferno Guns]] and you have a CQC weapon with no equal.&lt;br /&gt;
&lt;br /&gt;
Seeing as how the average Telemon [[Rape|carries two of these bad boys]], this monster can pulverize entire mobs of Tanks, let alone squishy meatbags like Gaunts, Guardsmen and Ork Boyz. If the Telemon goes in melee range and that unit is not a Superheavy, consider that unit deader than [[Horus]]. Thank the Emprah these things cost like a truck and you are only allowed one Telemon in a battle. &lt;br /&gt;
&lt;br /&gt;
Be afraid. &#039;&#039;&#039;&#039;&#039;Be very afraid.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Thunderstrike Gauntlet===&lt;br /&gt;
[[File:Thunderstrike.jpg|200px|right|thumb|Thunderstrike Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The middle stepchild of the power fist family.&lt;br /&gt;
&lt;br /&gt;
The Thunderstrike Gauntlet is a smaller type of Titan power fist carried by nearly all Imperial Knights from the [[Imperial Knight#Questoris Knight Patterns|Questoris family]]. Crackling with destructive energies, the Thunderstrike Gauntlet allows the Knight to rip apart its enemy, even tearing limbs off of Titans. &lt;br /&gt;
&lt;br /&gt;
When used as a bludgeon instrument the gauntlet releases a deafening thunderclap upon impact, so powerful it is capable of hurling Battle Tanks through the air to land amongst the enemy and crush them beneath the vehicle&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Gauntlet is a S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Reaver Power Fist is basically this but upscaled.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Fist===&lt;br /&gt;
[[File:TitanPowerFist.jpg|200px|right|thumb|Titan Power Fist]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Fists and the proverbial One Punch Weapon.&lt;br /&gt;
&lt;br /&gt;
Essentially the Thunderstrike Gauntlet&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
These giant weapons can literally do the equivalent of a [[Anal circumference|power fisting on a truly Titanic scale.]] The most common users are [[Reaver Battle Titan]]s, as they provide the best medium between speed and durability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;So far, there is no sources on whether a Warlord is able to get their equivalents.&amp;lt;/s&amp;gt; Being the biggest kids on the &#039;up close and personal&#039; block ([[Imperator Battle Titan|Imperators]] are bigger in size but they&#039;re big pussies that avoid glorious melee), Warlords gets an even better toy. See below. &lt;br /&gt;
&lt;br /&gt;
On tabletop the Power Fist is a Sx2 AP-5 D10. Has a similar trick to the Knights&#039; Thunderstrike Gauntlet, but on a much bigger scale obviously. For extra [[Lulz]], on a 4+ you can throw whatever you killed at that unit and inflict D6 mortal wounds on them. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Claw===&lt;br /&gt;
[[File:Arioch.jpg|200px|right|thumb|Arioch Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Claw.&lt;br /&gt;
&lt;br /&gt;
Titan Power Claws are giant fuckoff weapons against other superheavies and Titans that got too close for comfort. These things can rip open fortresses like tin cans and swipe a Titan&#039;s head off in one good blow.&lt;br /&gt;
&lt;br /&gt;
They come in two varieties, the Warlord Arioch Power Claws with a built-in Vulcan Mega-Bolter and the smaller Reaver Power Claws.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arioch is a goddamn [[Rape|rape fist]]. At Sx2 ([[Powergamer|that&#039;s S18, by the way, which wounds literally everything outside of certain buildings on 2s]]) AP-5 &#039;&#039;&#039;D18&#039;&#039;&#039;, and has the same throwing rule as the Reaver- when you kill a {{W40kKeyword|MONSTER}} or {{W40kKeyword|Vehicle}} with it, and most will die in one hit, choose an enemy unit within 9&#039; of the victim. They take D6 mortals. Doesn&#039;t even harm your firepower since it comes with a built-in Vulcan Mega Bolter. [[Cheese|Yes, that means the ultimate anti tank weapon is also the ultimate anti infantry weapon.]] Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. Enjoy power fingering enemy Titans in the asshole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TitanPowerClaw.jpg|Reaver variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Dreadnought Power Fist====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DredPF.jpg|&amp;lt;center&amp;gt;Mark V (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
image:IroncladPF.jpg|&amp;lt;center&amp;gt;Ironclad variant (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:IroncladFist.png|&amp;lt;center&amp;gt;Ironclad variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptPF.png|&amp;lt;center&amp;gt;Venerable variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ContemptorFist.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadnoughtBloodFist.png|&amp;lt;center&amp;gt;Blood Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:RedemptorFist.png|&amp;lt;center&amp;gt;Redemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Power Claw====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadWolfClaw2.png|A Lightning Claw-style variant&lt;br /&gt;
image:ContemptorClaw.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadfireFist.png|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DreadWolfClaw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Bloodtalon.jpg|&amp;lt;center&amp;gt;Blood Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathCompanyBloodTalons.png|&amp;lt;center&amp;gt;Death Company variant Blood Talons&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Talons_of_Perdition.JPG|&amp;lt;center&amp;gt;Talons of Perdition&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadPC.jpg|&amp;lt;center&amp;gt;Mark IV&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptorPC.jpg|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Salamanders_PC.jpg|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Wolf_Claw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Commissar-Fuck Yeah.jpg|thumb|Commissariat-approved use of Power Fists is to inspire the troops.&lt;br /&gt;
Image:RavenCommander.jpg|thumb|[[Beakie]] [[Raven Guard]] love Lightning Claws.&lt;br /&gt;
Image:GK_Terminator_halberd.jpg|thumb|Pictured: Actually a force halberd.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Weapons==&lt;br /&gt;
&lt;br /&gt;
Chaos basically utilize Chain Weapons more than Power Weapons from the Imperium &#039;cause Chain Weapons look more [[Manly Marines|Manly]] to a Khornate worshiper; does not help that GW has a boner for [[Khorne]], so oh well.&lt;br /&gt;
&lt;br /&gt;
===Accursed Crozius===&lt;br /&gt;
[[Image:Accursed_Arcanum.jpg|200px|right|thumb|Accursed Crozius]]&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines|Traitor]] equivalent of the Crozius Arcanum, the [[Dark Apostle]], uses a functionally identical item, though twisted by Chaos, called an &#039;&#039;&#039;Accursed Crozius&#039;&#039;&#039;. Which actually resembles a maul or a giant mace.&lt;br /&gt;
&lt;br /&gt;
At the time of the [[Horus Heresy]], most [[Chaplain|Chaplains]] resisted the lure of Chaos and were slaughtered by their brother Astartes. However, the Chaplains of the [[Word Bearers]] had the same fervent desire to find objects of worship as their [[Primarch]] [[Lorgar]] and so willingly turned to the dark devotion of [[Chaos]].&lt;br /&gt;
&lt;br /&gt;
To prove their dedication of faith to the Dark Gods, the Chaplains corrupted their once-sacred Crozius Arcanum, their badge of office and symbol of the Imperial faith. [[Extra Heresy|With such blasphemous actions,]] the Crozius were blessed with fell powers to show that no servant of the Emperor, even the strongest-willed, is immune to the call of Chaos. In battle, they now serve not only as both weapon and mark of rank, but also a powerful link between the bearer and the warp itself.&lt;br /&gt;
&lt;br /&gt;
===Bubotic Axe===&lt;br /&gt;
[[File:Bubotic_Axe_Death_Guard.JPG|200px|right|thumb|Bubotic Axe]]&lt;br /&gt;
&lt;br /&gt;
A weapon that incorporates both a power weapon, a chain weapon and a daemon weapon all at once. Although official fluff calls it a power weapon.&lt;br /&gt;
&lt;br /&gt;
A Bubotic Axe is a type of Chaos Power Weapon that is blessed by the Plague God Nurgle and is a favoured melee weapon of [[Blightlord Terminator]]s and other [[Plague Marine]]s. Similiar to their Manreapers and normal Plague Scythes, the Death Guard like to incorporate [[Chain Weapon|chain teeth]] into their Axes. Forming something like a Chainfist in affect. Bubotic Axes may or may not be a pun reference to the word Bubonic.&lt;br /&gt;
&lt;br /&gt;
in the Death Guard Codex, the Bubotic Axe is a S+1 AP-2 D1 weapon, like the standard power axe but with the Plague Weapon special rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BuboAxe_Side.JPG|Blightlord variant&lt;br /&gt;
Image:Bubotic_Axe.JPG|Front view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Plague Cleaver===&lt;br /&gt;
[[File:Great_Plague_Cleaver.JPG|200px|right|thumb|Great Plague Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The Bubotic Axe&#039;s big brother.&lt;br /&gt;
&lt;br /&gt;
The Great Plague Cleaver is a type of heavy Power Weapon used by [[Death Guard]] [[Plague Marine]]s. Bearing more of a resemblance to an axe than an actual cleaver, this thing is so heavy and large that it requires even the strong and sturdy Plague Marines to two hand this bastard.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Great Plague Cleaver counts as a [[Wat|Power Fist but with Plague Weapon and D6 damage.]] [[Derp|You would think that such a large weapon should have a pretty significant range right?]] Nonetheless, this weapon is pretty underwhelming. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Fortunately, 9th edition came and it cut its points cost and bumped the attacks, so your marine gets with this thing to 3, making it a more attractive option.&lt;br /&gt;
&lt;br /&gt;
===Power Scourge===&lt;br /&gt;
[[File:Power_Scourge.jpg|200px|right|thumb|Power Scourge]]&lt;br /&gt;
&lt;br /&gt;
A Chaos exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
Power Scourges are Chaos Space Marine Power Weapons. These weapons consist of a set of jointed metal arms tipped with blades that crackle with barely contained energy. In battle, the Power Scourge lashes wildly, cutting anything that gets close.&lt;br /&gt;
&lt;br /&gt;
The large and unwieldy nature of these weapons means that the Power Scourge is only usable on [[Dreadnoughts]], [[Helbrute]], [[Defiler]], [[Maulerfiend]] and a assortment of known and unknown [[Daemon Engines]].&lt;br /&gt;
&lt;br /&gt;
Back in the old days, normal Dreadnoughts could also get access to these weapons, but they look more dated, goofy and ridiculous than the more updated counterparts.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, [[Rape|Chaos Rape Tentacles.]] Appropriate for the [[Emperor&#039;s Children]] for all your [[/d/|Hentai]] needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:CSMdreadnoughtmainLash.jpg|Chaos Dreadnought Power Scourge.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plague Claw===&lt;br /&gt;
[[File:Plague_Claw.jpg|200px|right|thumb|Plague Claw]]&lt;br /&gt;
&lt;br /&gt;
A [[Death Guard]] exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Dreadnought]] Plague Claw is a massive Dreadnought Power Claw that has been mutated to include incredibly long, organic talons. Although they might look fragile, these unnatural talons can slice through flesh and metal as easily as a Power Weapon. This is unnatural due to most Nurglite weapons looking like a bloated mass of metal and flesh that can take several hits from a Battle Cannon and still be combat ready. &lt;br /&gt;
&lt;br /&gt;
The Plague Claw is designed as an answer to complaints that Death Guard Dreadnoughts lack effective close combat range due to a combination of slow speed and sluggish agility. The long reach of the talons is made to compensate for this problem.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by Chaos Dreadnoughts that are dedicated to the [[Chaos God]] [[Nurgle]]. A Plague Claw takes up nearly the entire Dreadnought weapon arm, and as such it has no built-in weapons. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite having a model, there are no rules for the Plague Claw much to GW [[FAIL]].&lt;br /&gt;
&lt;br /&gt;
===Dreadnought/Helbrute Thunder Hammer===&lt;br /&gt;
[[File:Helbrute_Thunder_Hammer.JPG|200px|right|thumb|Helbrute Thunder Hammer]]&lt;br /&gt;
&lt;br /&gt;
Chaos saw the Imperium&#039;s Heavy Thunder Hammer and has decided to one-up them.&lt;br /&gt;
&lt;br /&gt;
A massive Dreadnought-sized Thunder Hammer that takes up the entire weapon arm of the Dreadnought, either engineered this way or mutated into the Dreadnought&#039;s mechanical parts as a gift for its service to the Ruinous Powers. These weapons are used to devastating effect during close combat, battering infantry and vehicles aside as if they were mere toys. These weapons take up the near entirety of the Dreadnought&#039;s weapon arm, and as such they have no built-in weapons.&lt;br /&gt;
&lt;br /&gt;
The Helbrute has a even more modernized version, and is warped into the Helbrute&#039;s weapon arm by flesh and muscle. These weapons are used to devastating effect during close combat and the natural joints of the Helbrute makes it far more flexible in performance. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dreadnought_Thunder_Hammer_Chaos.jpg|Chaos Dreadnought Thunder Hammer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Slaughterclaw===&lt;br /&gt;
[[File:Slaughterclaw.JPG|200px|right|thumb|Slaughterclaw]]&lt;br /&gt;
The Slaughterclaw is a new weapon shown on March 24, 2022.&lt;br /&gt;
&lt;br /&gt;
These things are the primary weapon for the Chaos Knights. Specifically for the smaller [[Chaos Knight War Dog|War Dogs]] such as the [[War Dog Knight Karnivore]] or the [[War Dog Knight Stalker]], so they can use it for crushing hard targets.&lt;br /&gt;
&lt;br /&gt;
The Slaughterclaw is an overly enlarged lightning claw used against opponents where even the [[Chain Weapon#Reaper Chaintalon|Reaper Chaintalon]] just isn&#039;t good enough. They can also be used to chuck shit at enemies if needed.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are one of the new Chaos weapons given to the Karnivore and Stalker. While it lacks multiple statlines, it provides a very hefty Sx2 AP-3 D3+d3 to give it an edge over heavy tanks and knights. It&#039;s still not going to fell these enemies without support since these are still the tiny armigers, not the lumbering Questoris knights.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Defiler Power Claw===&lt;br /&gt;
[[File:Defiler_Claw.jpg|200px|right|thumb|Defiler Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The quintessential crab claws for your quintessential crab tank.&lt;br /&gt;
&lt;br /&gt;
The Chaos [[Defiler]] is a massive multi-legged Daemon Engine that strides upon six legs. The walker&#039;s front two legs end in massive, pincer-like Power Claws, similar to those of a Terran crab. These huge piston-driven claws can be used to grab and crush the enemy, toss vehicles aside and tear through fortifications. Defilers are armed with a pair of Defiler Power Claws for the double the crumpin&#039;. &lt;br /&gt;
&lt;br /&gt;
Defiler Claws can range from crab-like, to three fingered hydraulic claws, to even giant crushing pincers like those from an excavator.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Defiler  doesn&#039;t suffer -1 to hit when he gives you d6 wounds to the face. It is gonna crumple most armor like paper, so have your Defiler go and [[Rape|&#039;soften&#039;]] up some pesky Terminators.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warpstrike Claw===&lt;br /&gt;
[[File:WarpstrikeClaw.jpg|200px|right|thumb|Warpstrike Claw]]&lt;br /&gt;
The more Chaosy and [[Heresy|heretical]] brother of the Thunderstrike Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Warpstrike Claw is one of the primary close combat weapons used by the [[Chaos Knight Despoiler]]s alongside their [[Chaos Knight Desecrator|Desecrator]], [[Chaos Knight Rampager|Rampager]] and even [[Chaos Knight Abominant|Abominant]] brothers. Other than having a few more extra spikes on its cestus, there really isn&#039;t that much differences really outside of cosmetic changes.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is basically the fluff; which is a more evilly-named Thunderstrike Gauntlet that has 2 profiles: Sx2 (S16) AP-3 D8 or S+2 (S10) AP-2 D3 with double the attacks. Higher strength and damage but lower AP. This excels at pretty much the same things the [[Inferno Cannon]] does, meaning anything T7/3+ or better, making it a better fit against enemy knights. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds; keep in mind that if you do this you are required to tell your opponent that they&#039;ve been thunderstruck. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time.&lt;br /&gt;
&lt;br /&gt;
===Electroscourge===&lt;br /&gt;
[[File:Electroscourge.JPG|200px|right|thumb|Electroscourge]]&lt;br /&gt;
AKA, the Power Scourge&#039;s bigger and meaner brother.&lt;br /&gt;
&lt;br /&gt;
The Electroscourge, otherwise known as the Chaos Energy Whip are a type of tentacle-like Power Weapons found on Chaos Titans such as the [[Chaos Warlord Titan]] as well as the [[Chaos Knight Abominant]]s.&lt;br /&gt;
&lt;br /&gt;
When in combat, these things flail around like a giant [[Meme|noodly appendage]], crushing anything that gets too close in the process. &lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Electroscourge is a SU AP-2 D3 that triples your attacks. While both it and the Balemace are fairly similar in effectiveness, beware that your knight has a very low number of attacks, meaning that you&#039;re not going to get many shots without the scourge&#039;s extra swings.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Balemace===&lt;br /&gt;
[[File:Balemace.jpg|200px|right|thumb|Balemace]]&lt;br /&gt;
The &#039;&#039;other&#039;&#039; close combat weapon of the [[Chaos Knight Abominant]]s.&lt;br /&gt;
&lt;br /&gt;
Now, we aren&#039;t completely sure that the Balemace is a power weapon since so little info is given, but its stats are basically identical, so for technical sakes, we put it here.&lt;br /&gt;
&lt;br /&gt;
The Balemace itself is an odd weapon as the Knight Abominant suddenly had an obsession with having a tail, so by the power of Daemonic possession, it grew one. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Balemace is an SU AP-2 D2 that gives d3 extra attacks. It is often used in conjunction with the Electroscourge to compensate for the Knight&#039;s low number of attacks. So whilst they hit hard, you need to make sure each hit actually &#039;&#039;lands&#039;&#039;.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat Power Weapons==&lt;br /&gt;
The [[Leagues of Votann]] so far only has one known Power Weapon for now.&lt;br /&gt;
&lt;br /&gt;
===Darkstar Axe===&lt;br /&gt;
[[File:Darkstar_Axe.JPG|200px|right|thumb|Darkstar Axe]]&lt;br /&gt;
{{Topquote|Omae wa mou shindeiru!|What an [[Einhyr Champion]] always says before bonking someone with this axe.}}&lt;br /&gt;
&lt;br /&gt;
The Darkstar Axe is a [[Awesome|really cool looking dark purple power axe]] wielded only by a [[Einhyr Champion]] as one of his primary close combat weapons. As the only power weapon in an armoury of plasma weapons, the Darkstar Axe weighs more, but it is offset by its [[Fist of the North Star|unique cutting capabilities due to its materials mined in the core of the galaxy.]]&lt;br /&gt;
&lt;br /&gt;
This material in question is the aforementioned darkstar ore, which is some sort of exotic inimical material mined in the fringes of the Dead Zones, that emits a universal damping field that shuts down organic and mechanical function at contact. [[Derp|How the fuck &#039;&#039;that&#039;&#039; is meant to work]] [[Wat|and what GeeDubs means by &#039;damping field&#039; we have no idea.]] It is worked into Kin weaponry with the greatest care due to how dangerous these materials are, and is wielded with equal gravitas, for the slightest touch of the weapon can end the victim&#039;s life like flipping a switch.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this translates as a mutant power axe that makes 2 hit rolls for every attack, and the damage caused by this weapon [[Cheese|can&#039;t be ignored by any rules.]] A strong set of abilities that would be better on almost any other melee weapon listed here, an Einhyr Champion gets this by default.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar Power Weapons==&lt;br /&gt;
The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.&lt;br /&gt;
&lt;br /&gt;
===Triskele===&lt;br /&gt;
[[File:Triskele.jpg|200px|right|thumb|Triskele]]&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;s&amp;gt;giant shuriken&amp;lt;/s&amp;gt; Chakram.&lt;br /&gt;
&lt;br /&gt;
A Triskele is an Eldar weapon used by the Exarch of the Howling Banshees. Extremely versatile, it can be thrown ahead of a charge, dismembering many enemies before returning to its owner, or it can be used as a close range melee weapon to rip apart opponents into bloody ribbons; it is highly effective against even the heaviest armored enemies. [[Jain Zar]] is the most notable individual to use these weapons.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Triskele is an interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. [[Derp|You would think that a thrown weapon would be the one replacing the pistol rather than the sword.]] Unfortunately, this is not the case and the Triskele ends up unfortunately less effective overall.&lt;br /&gt;
&lt;br /&gt;
Ends up faring a lot worse than the sword, obviously, since you&#039;ve paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. [[Skub|Really a terrible idea. Hard pass.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Diresword===&lt;br /&gt;
[[image:AvengerSword.png|200px|right|thumb|Diresword]]&lt;br /&gt;
The Elfdar analogue of the Imperium&#039;s Relic Sword.&lt;br /&gt;
&lt;br /&gt;
A Power Sword with a twist used by an [[Exarch]] of the [[Dire Avengers]]. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent&#039;s mind. &lt;br /&gt;
&lt;br /&gt;
All Direswords are modeled after the legendary Sword of Asur, the first of its kind, carried by the first Phoenix Lord; Asurmen.&lt;br /&gt;
&lt;br /&gt;
On 8th Edition, Dire Avenger Exarchs could get a power sword equivalent that&#039;s AP-2, but slaps a mortal wound in addition to any damage dealt on a wound roll of 6. Since your Exarch is naturally S3 and would&#039;ve needed to roll a 5 or 6 just to wound most MEQ units anyways.&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Sword===&lt;br /&gt;
[[image:BansheeSword.png|200px|right|thumb|Eldar Power Sword]]&lt;br /&gt;
&lt;br /&gt;
The Eldar&#039;s analogue of the regular Power Sword.&lt;br /&gt;
&lt;br /&gt;
Used by the [[Howling Banshees]], these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. It is a single-bladed sword that is great for slicing and carving flesh and bone alike. &lt;br /&gt;
&lt;br /&gt;
Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in 8th Edition, while these swords have decent AP, the weak ass Strength 3 of the Howling Banshees means that, without a Warlock or Farseer doing the heavy lifting, you would only be chopping up GEQ targets fifty percent of the time. How GW [[Fail|fucked &#039;&#039;that up&#039;&#039;,]] we have no idea. You&#039;ll rarely, if ever see the Exarch leading these ladies use one in lieu of the stronger Executioner or more accurate Mirrorswords.&lt;br /&gt;
&lt;br /&gt;
===Mirrorswords===&lt;br /&gt;
[[image:Mirrorsword.jpg|200px|right|thumb|Mirrorswords]]&lt;br /&gt;
&lt;br /&gt;
Basically an Eldar Force Falchion.&lt;br /&gt;
&lt;br /&gt;
Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.&lt;br /&gt;
&lt;br /&gt;
They are part of an ambidextrous sword-art using paired blades.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these replace a Howling Banshee Exarch&#039;s power sword and shuriken pistol for no extra point cost. While this causes her AP to drop to -2 as well, it does allow her to re-roll all failed hit rolls in melee combat. Against squishier infantry such as Guardsmen or T&#039;au, these are probably the best choice out of the bunch for the exarch. They have great synergy with the &#039;&#039;Whirling Blades&#039;&#039; exarch power thanks to the extra attacks granted to the mirrorswords. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeMirrorSwords.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner===&lt;br /&gt;
[[image:Executioner.jpg|250px|right|thumb|Executioner]]&lt;br /&gt;
&lt;br /&gt;
A glaive, this power weapon greatly enhances the power behind the user&#039;s blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.&lt;br /&gt;
&lt;br /&gt;
The Executioner is not standardized and thus, it takes many forms - that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, these weapons have quite the nasty stat lines of S5 AP2. In 8th Edition, it is a S+2, AP-3, D3 weapon for just 3 extra points. This is pretty much the only weapon in the entire Banshee arsenal that can actually reliably carve through MEQ/TEQ targets without dedicated psychic support. Unfortunately, this also means that against said MEQ opponents, the Banshee Exarch wielding this is going to be the only one actually contributing to the fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeExecutioner.png|&amp;lt;center&amp;gt;Howling Banshee&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DireAvengerExecutioner.png|&amp;lt;center&amp;gt;Dire Avenger&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Glaive===&lt;br /&gt;
[[File:Star_Glaive.JPG|250px|right|thumb|Star Glaive]]&lt;br /&gt;
A cousin of the Executioner.&lt;br /&gt;
&lt;br /&gt;
The Star Glaive is a type of Power Weapon used exclusively by Eldar [[Autarch]]s. They have a much larger blade than the Executioner, allowing for a greater striking force at the expanse of encumbering the user.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Star Glaive is exclusive to the footslogging Autarch in the codex, essentially a Scorpion&#039;s Claw (Sx2, AP-3, Dd3) and god-awful in comparison. At S3, making you a mediocre S6 with this, and hitting on a 3+ due to the unwieldy rule it seriously pales in comparison and restricts you to fighting infantry and light vehicles, compared to the power fist of marines giving you the flexibility to hit tanks with some success.&lt;br /&gt;
&lt;br /&gt;
===Powerblades===&lt;br /&gt;
[[File:Eldar Powerblade.jpg|200px|right|thumb|Powerblades]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Imperium&#039;s Power Blade (Seriously GW, fix your god damn names).&lt;br /&gt;
&lt;br /&gt;
Attached to the user&#039;s forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the [[Warp Spiders]] aspect.&lt;br /&gt;
&lt;br /&gt;
In earlier editions powerblades could be wielded by Exarchs of other Aspects - most notably by the Dark Reapers, who wielded them in conjunction with their heavy weapons to give them both ranged and close-quarters abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarpSpiderBlades.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpion&#039;s Claw===&lt;br /&gt;
[[image:Scorpion&#039;s_Claw.jpg|200px|right|thumb|Scorpion&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Scorpion&#039;s Claw is an Eldar version of a power fist, except it doesn&#039;t slow its wielder (in game terms it doesn&#039;t have the Unwieldy or Special Weapon rules). Exarchs of the [[Striking Scorpions]] wear this on one hand while holding a chainsword in the other. It&#039;s a big claw with a shuriken pistol inside.&lt;br /&gt;
&lt;br /&gt;
Basically, it is far more utilitarian and versatile than any other races Power Fists or Power Claws. &lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a Sx2 (S6) AP-3 claw that carves away D3 wounds per smack, complemented by a built-in Shuriken Catapult that isn&#039;t named that. It also will cost the Exarch his Shuriken Pistol, so he won&#039;t be able to contribute any ranged firepower if he&#039;s tied up in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionClaw.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Lance===&lt;br /&gt;
[[File:EPowerLance.jpg|250px|right|thumb|Eldar Power Lance]]&lt;br /&gt;
&lt;br /&gt;
The Eldar have their own Power Spears in the form of Lances. &lt;br /&gt;
&lt;br /&gt;
They essentially function the same in all retrospects. Power Lances, especially for the Craftworlder varieties, are often the standard issue CCW for [[Autarch|Autarchs]]. They have obviously a longer reach and works better two handed than one handed. They were best seen in [[Dawn of War 2]] as the primary weapon of the bitchy [[Autarch]]. It handed rather okay for a support unit, unfortunately that did not translate well on the tabletop.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, other than its reach, it is pretty meh. Seriously, there are much better weapons to replace the Power Lance, it is &#039;&#039;that&#039;&#039; mediocre. On 8th Edition, the Power Lance has been removed all together, showing how redundant the weapon has become.&lt;br /&gt;
&lt;br /&gt;
Both the Craftworld Eldar and Dark Eldar utilize Power Lances. The DEldar is obviously more edgier looking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DEPowerLance.jpg|Dark Eldar variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ghostaxe===&lt;br /&gt;
[[File:Ghostaxe.png|200px|right|thumb|Ghostaxe]]&lt;br /&gt;
&lt;br /&gt;
The Ghostaxe is a large Eldar Power Weapon that is a cousin to the Ghostsword. These weapons are often preferred by [[Wraithblades|Wraithblade constructs.]] Like Ghostweapons, it guides the wielder&#039;s blow into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
9th Edition Ghostaxes hit harder than the Ghostswords at S7, but outside of T6/T7 targets you will not notice the difference. They also have one fewer attack than the Ghostswords and have a -1 to hit malus for the Wraithblade swinging it. So why bring them? They do come with a complimentary scattershield for a 4++ invulnerable save. This makes them the tankiest infantry units the Craftworlders can field by far, especially if supplemented by the Protect power. Additionally, though they are slightly less accurate and have fewer attacks, each swing deals d3 damage. Considering Spiritseers are often in tow, the accuracy drop isn&#039;t as big of an issue as it might seem.&lt;br /&gt;
&lt;br /&gt;
===Ghostsword===&lt;br /&gt;
[[File:Ghostsword.JPG|200px|right|thumb|Ghostsword]]&lt;br /&gt;
The Ghostsword is a large melee Power Weapon used by Eldar Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghostweapons, they guide the wielder&#039;s blows into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the default Ghostswords have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a [[Wave Serpent]] they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble. &lt;br /&gt;
&lt;br /&gt;
Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy [[RIP AND TEAR|into a fine mist.]] Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don&#039;t forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.&lt;br /&gt;
&lt;br /&gt;
===Wraithbone Power Fist===&lt;br /&gt;
[[File:Wraithbone_PF.png|200px|right|thumb|Wraithbone Power Fist]]&lt;br /&gt;
&lt;br /&gt;
Like the Imperium&#039;s Dreadnought Power Fist, the Elfdar have their own equivalents on their walkers.&lt;br /&gt;
&lt;br /&gt;
The fists found on Eldar [[Wraithlords]] and [[Wraithseer|Wraithseers]] are capable of being used in the same manner as the more common Power Fist, such as punching enemy vehicles or picking up and crushing enemy infantry. In contrast to the more bulky Imperium equivalent, these power fists are much more proportioned, allowing the wraith constructs to manipulate an object with ample dexterity without outright turning it into spam. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers. &lt;br /&gt;
&lt;br /&gt;
However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ghostspear===&lt;br /&gt;
[[File:Wraithspear.PNG|250px|right|thumb|Ghostspear]]&lt;br /&gt;
&lt;br /&gt;
Imagine a [[Force weapon#Singing Spear|Singing Spear]] scaled to a Wraithlord chassis.&lt;br /&gt;
&lt;br /&gt;
Ghostspears are massive, rune-etched spears made of Wraithbone (like virtually everything the Eldar make). These weapons are carried into combat by the rare Wraithseer ghost warriors used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder&#039;s blows toward the most vital points of their foe. &lt;br /&gt;
&lt;br /&gt;
Aside being used to help channel the Wraithseer&#039;s psychic prowess, the Ghostspear shares a statline nearly identical to the more standard Ghostglaive used by their Wraithlord cousins: S+2 AP-4 d6 damage, with the added bonus of re-rolling wound rolls against vehicles (for some reason).&lt;br /&gt;
&lt;br /&gt;
===Ghostglaive===&lt;br /&gt;
[[File:Ghostglaive.jpg|200px|right|thumb|Ghostglaive]]&lt;br /&gt;
&lt;br /&gt;
The Ghostglaive is a heavy Eldar melee weapon mounted on [[Wraithknight|Wraithknights]] and on [[Wraithlords]]. These great blades can even engage [[Daemon Prince|Daemon Lords]] in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon exclusive to the Wraithlord. Between the high AP, four attacks and effective S9 of the Wraithlord swinging this around, virtually everything in the game smaller than a full-fledged titan without an invuln save is vulnerable to this weapon. The only thing holding back its otherwise unrivaled killing potential is the limited number of swings the Wraithlord can make against blobs and the generally inconsistent d6 rolls potentially dealing underwhelming damage against hardier single targets.&lt;br /&gt;
&lt;br /&gt;
[[Rape|Oh and it gets even &#039;&#039;worse&#039;&#039; on a Wraithknight.]] On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking [[Cheese|&amp;lt;u&amp;gt;&#039;&#039;&#039;Strength 16 weapon,&#039;&#039;&#039;&amp;lt;/u&amp;gt;]] its gonna go through most superheavies like a hot knife through butter. [[Anal circumference|Prepare your anus indeed.]]&lt;br /&gt;
&lt;br /&gt;
===Phantom Power Glaive===&lt;br /&gt;
[[File:PhantomPowerGlaive.png|200px|right|thumb|Phantom Power Glaive]]&lt;br /&gt;
A giant Power Weapon for the Eldar to combat enemy Titans.&lt;br /&gt;
&lt;br /&gt;
Known also as the Ashuna-Valcry&#039;le, roughly translated as &#039;Sleepless Harbinger of Destruction&#039;, the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons. &lt;br /&gt;
&lt;br /&gt;
On 8th edition, these monsters are the quintessential Eldar anti-titan melee option, this [[Powergamer|Sx2 (S18) AP-5 armblade does a straight 9 damage a cleave,]] [[Rape|producing additional attacks on hit rolls of a 6]]. [[Awesome|Since this will bypass Void Shields,]] it&#039;s honestly the most reliable anti-titan weapon you can give to the Phantom. Additionally, while not exactly amazing, it does have a built in Starcannon/Bright Lance to help contribute a smidge more firepower to compensate for the loss of other ranged options.&lt;br /&gt;
&lt;br /&gt;
One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Executioner====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JainZarExecutioner.png|&amp;lt;center&amp;gt;Jain Zar&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:MauganRaExecutioner.png|&amp;lt;center&amp;gt;Maugan Ra&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Power Weapons==&lt;br /&gt;
While many of the Dark Eldar&#039;s weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DarkEldarPowerSword.png&lt;br /&gt;
image:DEldarPowerSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demiklaive===&lt;br /&gt;
[[File:Demiklaive.jpg|200px|right|thumb|Demiklaive]]&lt;br /&gt;
&lt;br /&gt;
Baby Klaives essentially.&lt;br /&gt;
&lt;br /&gt;
Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best known Dark Eldar wielding demiklaives is [[Drazhar]], the Master of Blades.&lt;br /&gt;
&lt;br /&gt;
On tabletop, its stats is similiar to its bigger brother, just now with a D2 on each profile of the blades. May not sound like much, but take in context that this is Drazhar we are talking about. Damage stack up is gonna rise to lethal in a single round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DrazharDemiklaives.png|Drazhar&#039;s Demiklaives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Klaive===&lt;br /&gt;
[[File:KlaiveIncubiDE.jpg|200px|right|thumb|Klaive]]&lt;br /&gt;
&lt;br /&gt;
These massive two-handed swords are the staple weapon of the [[Incubus (Dark Eldar)|Incubus]] and are regarded by them as &amp;quot;The ultimate weapon&amp;quot;. Every Klaive is a masterpiece of a weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death. Klaives are also power weapons on their own and because of that can even cleave through Space Marine power armor.&lt;br /&gt;
&lt;br /&gt;
These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IncubiKlaive.png&lt;br /&gt;
image:Klaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Agoniser===&lt;br /&gt;
[[File:Agoniser_New.jpg|200px|right|thumb|Agoniser]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;THE&#039;&#039;&amp;lt;/u&amp;gt; BDSM weapon. &lt;br /&gt;
&lt;br /&gt;
A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It is not standardized and therefore, come in many forms, such as whips or gauntlets, but they are designed to attach themselves to the victim&#039;s nervous system, take control of it and inflict immense pain which can disable or kill the victim. [[Pretend|Should in no way be confused with the]] [[Dark Eldar Combat Weapons#Electrocorrosive Whip|Electrocorrosive Whip]], [[Derp|&#039;&#039;another&#039;&#039; Dark Eldar whip of a different kind.]]&lt;br /&gt;
&lt;br /&gt;
The size of the creature doesn&#039;t matter and often the larger the creature, the greater the potential for pain-infliction. Agonisers have the ability to [[Wat|harm vehicles as well,]] potentially disabling the crew or disrupting the vehicle&#039;s systems. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SuccubusAgoniser.png|Whip it good!&lt;br /&gt;
image:Agoniser.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huskblade===&lt;br /&gt;
&lt;br /&gt;
[[File:HuskbladeDE.jpg|200px|right|thumb|Huskblade]]&lt;br /&gt;
&lt;br /&gt;
A very weird weapon. Possibly one of the weirdest weapons in the DEldar armory and that&#039;s saying something. This is the stock standard CCW for Dark Eldar [[Archon (Warhammer 40,000)|Archons.]]&lt;br /&gt;
&lt;br /&gt;
Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird. &lt;br /&gt;
&lt;br /&gt;
It grants AP3 and Instant Death. On 8th Edition, it is a Strength +1, AP-2 and D3 Damage weapon, making it excellent for murderfucking characters and swarms due to its multi-wound attacks. Now known as the [[/d/|Suckblade.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArchonHuskBlade.png&lt;br /&gt;
image:Huskblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djin Blade===&lt;br /&gt;
[[image:DjinBlade.jpg|200px|right|thumb|Djin Blade]]&lt;br /&gt;
&lt;br /&gt;
A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is somewhat different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).&lt;br /&gt;
&lt;br /&gt;
Only available to the most elite of nobles such as Archons, a Djin blade houses the soul of a fallen Eldar and therefore, is considered a relic weapon. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user, which usually means rolling a  D6 and taking 1 mortal wound. &lt;br /&gt;
&lt;br /&gt;
The blade however, truly shines when given to an Archon with the Soul Thirst ability, which allows that fucker to heal that mortal wound and negate that con from the weapon. Or, if you&#039;re feeling lazy, just get a [[Sslyth]] to wield one, as that snakeboi could absorb 2+ wounds from the blade just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Djinblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher===&lt;br /&gt;
[[File:Punisher.JPG|200px|right|thumb|Punisher]]&lt;br /&gt;
&lt;br /&gt;
A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.&lt;br /&gt;
&lt;br /&gt;
In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn&#039;t matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ClassicIncubiPunisher.png|An Incubus holding a Punisher (and wearing a &amp;quot;&#039;&#039;Tormentor Helm&#039;&#039;&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Archite Glaive===&lt;br /&gt;
[[File:Archite_Glaive.PNG|200px|right|thumb|Archite Glaive]]&lt;br /&gt;
&lt;br /&gt;
These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by [[Succubi]] in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims. &lt;br /&gt;
&lt;br /&gt;
On a curious side note, they look like a [[Cathay|Chinese Guandao,]] which was basically a giant sabre/cleaver on a pole-arms. Could easily chop people in half as it is, beheading horses.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, [[Wat|you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles.]] That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Harlequin Power Weapons==&lt;br /&gt;
In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Caress===&lt;br /&gt;
[[File:Harlequin&#039;s_Caress.jpg|150px|right|thumb|Harlequin&#039;s Caress]]&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Caress is a bracer that generates a power field around the user&#039;s hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent&#039;s chest and plucking out his heart.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Harlequin&#039;s Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HarlequinCaress.png|Imma rip your heart out like fucking Kano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zephyrglaive===&lt;br /&gt;
[[File:Zephyrglaive.jpg|250px|right|thumb|Zephyrglaive]]&lt;br /&gt;
&lt;br /&gt;
The Zephyrglaive is a power polearm used by Harlequin [[Skyweaver]]s. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it&#039;s a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:StarweaverZephyrGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ork Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Stabba===&lt;br /&gt;
[[File:Power_Stabba.JPG|200px|right|thumb|Power Stabba]]&lt;br /&gt;
An Ork power shiv.&lt;br /&gt;
&lt;br /&gt;
The Power Stabba is an [[Orky]] [[Power_weapon#Power_Sword|Power Sword]], resembling an electric Carving Knife that replaces the Ork&#039;s hand as part of a [[Cyborks|Bionik Arm]] - presumably, the unstable power field encompassing the blade makes it buck like nobody&#039;s business without any extra weight like the Power Klaw has behind it, and they need [[Cyborks|Cybork]] bitz just to keep the recoil manageable? Whatever is the case, this weapons is more compact, making it act as a smaller but faster power weapon than the Power Klaw.&lt;br /&gt;
&lt;br /&gt;
Just like the Carving Knife, the Power Stabba excels at slicing through flesh with its AP-2, and they&#039;re often used by [[Nob]]z who need to deal with medium armour that doesn&#039;t require any additional strength to go into the blow, like [[Space Marines]].&lt;br /&gt;
&lt;br /&gt;
===Snagga-Klaw===&lt;br /&gt;
[[File:Snagga-Klaw.JPG|200px|right|thumb|Snagga-Klaw]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;GET OVA &#039;ERE!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A extremely light-weight version of the conventional Ork Power Klaw.&lt;br /&gt;
&lt;br /&gt;
Snagga-Klaws are a type of interesting looking Ork Power Klaw that is almost [[Steampunk|Steampunk-esque]] in design. A piston-driven weapon, what makes the Snagga-Klaw distinct is that it is equipped with a barbed harpoon cannon with heavy chain attached...which makes it pretty much the Ork&#039;s version of [[Awesome|Scorpion&#039;s Chain-Stinger Kunai from Mortal Kombat.]] When fired, the Snagga-Klaw allows its wielder to pierce an enemy and reel them in, or simply let them drag behind their [[Deffkilla Wartrike]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are essentially a S+2 AP-2 Dd3 CCW, which you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new &amp;quot;Da Killa Klaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Power Snappa===&lt;br /&gt;
[[File:Power_Snappa.JPG|200px|right|thumb|Power Snappa]]&lt;br /&gt;
In-between the Snagga-Klaw and the Power Klaw, the Power Snappa is a medium-sized power weapon used mainly by a [[Painboss]] to easily amputate and snip off unnecessary limbs if need be during an operation.&lt;br /&gt;
&lt;br /&gt;
However, he can just as easily snip a bitch in two when the going gets tough. They are the Painboss&#039; &#039;&#039;only&#039;&#039; known weapon, let alone a close-combat weapon, as he is mainly there for support. Still, despite being overall underarmed, this is still a power weapon you are facing here, best not to fuck with it.&lt;br /&gt;
&lt;br /&gt;
Power Snappas kind of resemble a scaled-down Kan Klaw or Dread Klaw. So yes, if you want to, you can technically create an [[Meme|army of crab people.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are one of the Beast Snagga&#039;s alternative to the Power Klaw. It doesn&#039;t boost the user&#039;s strength as much (S+2 to Sx2), but it won&#039;t suffer the penalty to hit. Combined with the Beast Snagga&#039;s improved strength and you&#039;re pretty much getting an equivalent experience to the Power Klaw.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Beast Snagga Klaw===&lt;br /&gt;
[[File:Beast_Snagga_Klaw.jpg|200px|right|thumb|Beast Snagga Klaw]]&lt;br /&gt;
Not to be confused with the regular Snagga-Klaw.&lt;br /&gt;
&lt;br /&gt;
The Beast Snagga Klaw is the [[Conan the Barbarian|Conan variety]] of the regular Ork Power Klaw. Made and fashioned from the skull of a large beast slain by a [[Beastboss]], the Beast Snagga Klaw is made of relatively simple technology even by Ork standards, as [[Beast Snagga]]s are basically a bunch of hyperviolent mushroom Amish that live off the land and must make-do with whatever materials they find.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are the Beastboss&#039; answer to the Power Klaw. It&#039;s effectively the same (S+4 on S6 still equals S10, but not as hobbled by any debuffs) but only deals D2. Again, quite a dangerous tool to have, and the weapon of choice for most enemies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Power Klaw===&lt;br /&gt;
[[File:Power_Klaw_2.jpg|200px|right|thumb|Power Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Orks saw the umies and their power claws and they answered with their own. &lt;br /&gt;
&lt;br /&gt;
It is similar in characteristics to an [[Imperium_of_Man|Imperial]] [[Power_weapon#Power_Fist|Power Fist]], being an armored, powered gauntlet, strapped to an Ork&#039;s arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armor, tearing any enemy into bloody paste. It is particularly effective against vehicles. &lt;br /&gt;
&lt;br /&gt;
These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaws are most often found incorporated into Mega Armour.&lt;br /&gt;
&lt;br /&gt;
===Kan Klaw===&lt;br /&gt;
[[File:Kan_Klaw.PNG|200px|right|thumb|Kan Klaw]]&lt;br /&gt;
&lt;br /&gt;
Sometimes called as &#039;&#039;&#039;Power Shears&#039;&#039;&#039;. A up sized Power Klaw suited directly for the [[Killa Kan]]&#039;s. Resembling oversized hedge trimmers, the Kan Klaw is a large Ork Power Weapon meant to snip enemies in half. These weapons are the standard issue weapon and is built-in the walker, with the weapon being powered through the Killa Kan&#039;s own engines.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kan Klaw is a fine weapon that increases your Killa Kanz Strength by 3 (to S8) instead of doubling it with no extra attacks. You can equip your Killa Kan with another Klaw for double the slash, making it remarkable against hordes of MEQs and TEQs.&lt;br /&gt;
&lt;br /&gt;
===Dread Klaw===&lt;br /&gt;
[[File:Dread_Klaw.PNG|200px|right|thumb|Dread Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Dread Klaw AKA Dred Klaw or Power Shears is the big brother of the Kan Klaw. &lt;br /&gt;
&lt;br /&gt;
Analogous to the Imperium&#039;s Dreadnought Power Claw, the Dread Klaw is wielded by the equally large [[Deff Dred]] and is used to rip open vehicles like oversized tin cans and turn infantry into salami. Similar to the Kan Klaw, the Dread Klaw draws its power from the Deff Dred&#039;s own engine as a reliable power source.&lt;br /&gt;
&lt;br /&gt;
On tabletop, like the Kan Klaw or your standard Power Klaw, the Dread Klaw always does 3 damage and doesn&#039;t impose a hit roll penalty. Each extra one increases a Deff Dred&#039;s Attack output by adding one extra attack, at expense of losing the option to take shooting weapons. If you want to turn your Deff Dred into a Khornate Dreadnought, you can equip both arms with Dread Klaws.&lt;br /&gt;
&lt;br /&gt;
===Klaw of Gork===&lt;br /&gt;
[[File:KlawOfGork.jpg|200px|right|thumb|Klaw of Gork (or possibly Mork)]]&lt;br /&gt;
The Klaw of Gork and Klaw of Mork are massive Power Klaws mounted on [[Gorkanaut]] and [[Morkanaut]] heavy walkers. They are the ultimate weapons of [[RIP AND TEAR]] and can [[Anal circumference|rip open the rear ends of any armored vehicle in its way.]]&lt;br /&gt;
&lt;br /&gt;
These gargantuan Power Klaws are meant to go toe-to-toe with Imperial Knights and win. The Klaws of Gork/Mork throws away the cutting ability with sheer balls-out crushing power. Thus, it functions more like a power fist than a power claw. The main downsides is that these things are large and cumbersome, meaning that it is extremely hard to hit small and nimble opponents and must square up against similarly-sized enemies to be effective. These things are not to be messed with.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are a huge Power Klaw for your Gorkanaut and Morkanaut. It comes with two distinct attack profiles. The first is &#039;&#039;&#039;Crush&#039;&#039;&#039;, which is a Sx2 AP-4 D6 Dmg and likewise, hits like a tonne of bricks. The second is &#039;&#039;&#039;Smash&#039;&#039;&#039;, which although it doesn&#039;t boost the Naut&#039;s strength and only having an AP of -2, it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Honour Blade===&lt;br /&gt;
[[File:HonorBlade.jpg|200px|right|thumb|Honour Blade]]&lt;br /&gt;
A Honour Blade is a weapon carried by [[Tau]] [[Ethereal|Ethereals]] and [[Ethereal Guard]]s for a number of uses. It&#039;s mainly used as a symbols of their office, ceremonial weapons, and in self-defense. Of course, with how shit-tier Tau are in close combat, they might as well be plastic kids toys used for decoration. While each weapon is custom-made, they all feature a broad blade fitted to a long, lightweight metallic staff.&lt;br /&gt;
&lt;br /&gt;
Ethereals use the blades primarily to settle disputes, engaging in [[Derp|lengthy, highly stylized duels that are more coordinated co-meditation than combat.]] Basically, long story short, [[Faggotry|their weebfags that do interpretive dance rather than actual fighting.]] [[Gay|Basically the epitome of style over substances.]] [[Fail|God damn, even Eldar have more balls than that.]] Some Ethereals carry their Honour Blades on the field of battle, not expecting to have to use them, but prepared to make a last stand against their foes nonetheless, [[FAIL|which they will always fail spectacularly.]] Unless your name is [[Aun&#039;Shi]].&lt;br /&gt;
&lt;br /&gt;
Curiously enough, they are counted as Power Weapons for some reason, despite the Ethereals not using them at its full potential. On the tabletop, the Honour Blade is a S+2 and D1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Equalizer===&lt;br /&gt;
[[File:Equalizer.jpg|200px|right|thumb|Equalizer]]&lt;br /&gt;
&lt;br /&gt;
A Tau walking stick.&lt;br /&gt;
&lt;br /&gt;
Equalizers are Tau ceremonial weapons typically carried in pairs by Ethereals. They are not only a badge of office, but also can be a potent weapon that contains a powerful disruption field able to shatter armor and bones just like power weapons. Of course, Tau are relatively shit fighters and the Ethereals would most likely end up bonking the heads of some Guardsmen like Old Man Henderson hitting a kid on a head with a cane stick. Except that&#039;s a shit comparison, because [[Old Man Henderson]] actually kills stuff.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Equalizer is a AP-1 weapon with a bonus attack.&lt;br /&gt;
&lt;br /&gt;
===Onager Gauntlet===&lt;br /&gt;
[[image:OnagerGauntlet.png|200px|right|thumb|Onager Gauntlet]]&lt;br /&gt;
Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called &amp;quot;donkey punch&amp;quot; by a players, and sometimes modeled on a suit&#039;s legs instead of hands, since &amp;quot;onager&amp;quot; is Latin for donkey (although it was also the name of a Roman catapult). &lt;br /&gt;
&lt;br /&gt;
It was designed to battle Imperial tanks after the Tau realized that those crazy Gue&#039;la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being &#039;&#039;very&#039;&#039; successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high. &lt;br /&gt;
&lt;br /&gt;
Of the original 12 suits who tested the weapon; only Commander Bravestorm of [[Farsight]]&#039;s battlesuit retinue survived....kind of. Although Bravestorm lived, his body was [[Dreadnought|too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive]].&lt;br /&gt;
&lt;br /&gt;
In 9th this weapon is a &#039;&#039;&#039;S12 AP-4 D3&#039;&#039;&#039; MONSTER. It is no longer a single attack. This weapon now feels like it&#039;s fluff. Bring &#039;lo the enemies of the greater good with this fucking BEAST of a weapon. Pair with the new Thermoneutronic Projector for not just an adequate melee unit, but an actually good one.  &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
==Necron Power Weapons==&lt;br /&gt;
Before 9e only the Hyperphase Sword was available. Not like that&#039;s a bad thing since the &#039;Crons just have [[C&#039;tan Phase Weapons|much better equipment around.]] This is for those who want to feel the blood splash against their metallic skin. The Necrons now have several more awesome looking Power weapons also available. &lt;br /&gt;
&lt;br /&gt;
===Hyperphase Sword===&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperphase_Sword.jpg|200px|right|thumb|Hyperphase Sword]]&lt;br /&gt;
A Hyperphase Sword is a Necron melee weapon whose energy blade vibrates across dimensional states and can easily slice through armor and flesh to sever the vital organs within. A Hyperphase Sword can be considered an advanced type of Power Weapon. Hyperphase Swords are found exclusively as part of the armories of Necron royals, such as Necron Overlords, Necron Lords, Necron Destroyer Lords, and their favored Lychguards. Are also found on Deathwatch Watch Sergeants, oddly enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hyperphase Sword is an AP-3 and D1 weapon. On a Lychguard with its S5 stats, it should be able to do some hefty damage on MEQs and GEQs, although in all honesty, it would be much better to get the superior Warscythe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LychguardHyperphaseSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Thresher===&lt;br /&gt;
[[File:HyperphaseThresher.jpg|200px|right|thumb|Hyperphase Thresher]]&lt;br /&gt;
The Chinese cleavers of Hyperphase weapons.&lt;br /&gt;
&lt;br /&gt;
The annoyingly named Hyperphase Thresher (Seriously why not just call it Thrasher? Because it&#039;s keeps with the farming theming of these weapons without being misconstrued for one of the various other things thrashers could be), is the big-boned cousin of the conventional Hyperphase Sword that could shatter bone and slice through armor like Swiss cheese. &lt;br /&gt;
&lt;br /&gt;
These Hyperphase Thresher are one of the two primary weapons of the [[Skorpekh Destroyer]]. They are always wielded in pairs and are permanently attached to the Skorpekh Destroyer, so it could never be unarmed in battle.&lt;br /&gt;
&lt;br /&gt;
It is so named the Thresher, because the Skorpekh Destroyer wielding it turns into a walking meat blender. Fuck subtlety and elegance, the [[Necrons]] [[Get shit done|gets shit done]] and if it means thrashing around these swords like a spastic ASIMO, than so be it.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are AP-3 D2 meat cleavers that can throw another attack.&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Reap-Blade===&lt;br /&gt;
[[File:HyperphaseReapBlade.jpg|200px|right|thumb|Hyperphase Reap-Blade]]&lt;br /&gt;
The Hyperphase Thresher&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Reap-Blade closely resembles the Thresher, except on a much larger scale. The Hyperphase Reap-Blade is so big that it needs to be wielded by two hands. The Reap-Blade is one of the two primary weapons of the [[Skorpekh Destroyer]] and the [[Ophydian Destroyer]].&lt;br /&gt;
&lt;br /&gt;
Like the Thresher, the Reap-Blade is permanently attached to the Skorpekh Destroyer, so it could never be unarmed in battle. It was notable as being basically, the mascot weapon of [[Warhammer 40,000 9th Edition]] and the [[Necrons]] in general, as it was famously seen being used to duke it out with a [[Canoness]] armed with a [[Power Weapon#Power Sword|Power Sword]] during the 9th Edition trailer.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, an Ophydian Destroyer would strike 3 times with his Hyperphase Reap Blades at S6 AP-4 3d (with a 3x1/6=50% chance of making an extra attack per the weapon rules). &lt;br /&gt;
&lt;br /&gt;
===Hyperphase Glaive===&lt;br /&gt;
[[File:HyperphaseGlaive.jpg|250px|right|thumb|Hyperphase Glaive]]&lt;br /&gt;
The staff cousin of the Hyperphase family.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Glaive is a large and long two-handed power weapon wielded by [[Necron Overlord|Necron Overlords]] to spank a bitch if need be. It is an optional weapon and is dependent on whether the Overlord likes to go in close and dirty. If not, then he/she can opt for a [[Necron Staff Weapons|Necron Staff Weapon]] to pew pew enemies from a distance.&lt;br /&gt;
&lt;br /&gt;
Due to its sheer size, a Hyperphase Glaive could easily cleave a tank in two, moreover, it has a smaller blade on the other end, to ensure a nasty surprise if the Overlord finds him/herself in a sword-fighting stalemate.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this is a Melee S+2 AP-3 D1d3 weapon, giving you the equivalent of a power axe.&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Harvester===&lt;br /&gt;
[[File:Harvester_Blade.jpg|200px|right|thumb|Hyperphase Harvester]]&lt;br /&gt;
The big chungus of Hyperphase weapons.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Harvester is an enormous Hyperphase Weapon wielded by [[Skorpekh Lord|Necron Skorpekh Lords]]. These absolute units of a weapon is wielded single-handedly due to the sheer size of the Skorpekh Lord and is one of its primary weapons.&lt;br /&gt;
&lt;br /&gt;
Like the Hyperphase Glaive, the blade of the Hyperphase Harvester could cleave tanks easily in two. Its thickness also makes the blade incredibly heavy, crushing and bending lesser swords from sheer weight alone.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, these monsters are S+2 AP-4 D3 weapons with the hit penalty of a power fist. You will be [[Anal circumference|fisting the rear end of tanks with this bad boy.]]&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Zoat Power Weapons==&lt;br /&gt;
===Eradicator Glove===&lt;br /&gt;
[[File:Eradicator_Glove.JPG|200px|right|thumb|Eradicator Glove]]&lt;br /&gt;
Eradicator Gloves are a type of pseudo-power weapon used by the [[Zoats]]. &lt;br /&gt;
&lt;br /&gt;
It is a form of powerfist or powerclaw that is form-fitted over the hands of a Zoat. Power is probably drawn from the Zoat&#039;s blood, given the intensive cybernetic (borderline fetishtic) augmentations of a Zoat.&lt;br /&gt;
&lt;br /&gt;
Whether they are true power weapons or not, we have no idea. Or we know is that, in terms of the rules, it is a melee weapon with a strength of X2, an armor penetration of -3, damage of 3, and a special rule where when resolving attacks made with said weapon subtract 1 from the hit roll.  &lt;br /&gt;
&lt;br /&gt;
However, they are &#039;&#039;technically&#039;&#039; the only Tyranid power weapon, if one were to assume that the Zoats were a creation of the Nids. They, like the [[Atomic Disassembler]] are weapons that are in a very murky category due to lack of fluff.&lt;br /&gt;
&lt;br /&gt;
Of course, some may dispute this and state that it may, in fact, be a powered pneumatic claw.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Tyranid-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Arc_Weaponry&amp;diff=48269</id>
		<title>Arc Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Arc_Weaponry&amp;diff=48269"/>
		<updated>2023-05-24T22:54:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
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&lt;div&gt;[[Awesome|LIGHTNING GUNS WOOOOH!]] Arc Weapons are a type of weapon utilised by the armed forces of the Adeptus Mechanicus. Unlike the &#039;&#039;other&#039;&#039; [[Pretend|&#039;lightning gun&#039;]] used by the [[Thallax]], Arc Weapons are actually tried and true lightning weaponry. They are powered by bulky perma-capacitors shipped from Mars&#039; great repositorum; some of these zinc-plated blocks store energy from days when the Imperium was young. Arc Weapons discharge energy with a loud crack, firing blots of blue-white electricity that can fry a man&#039;s brain or overload a war machine&#039;s data-cortex in a second. &lt;br /&gt;
&lt;br /&gt;
On the tabletop they are basically Imperial Haywire weapons; come in pistol or rapid fire format for your pleasure. Also has a nice S6 if you don&#039;t want to shoot at vehicles for some reason, though at only AP -1 you&#039;ll need some luck to do more than scratch a Rhino’s paint. &lt;br /&gt;
&lt;br /&gt;
[[Cheese|For the more lethal and overpowered]] [[Necron]] variety, [[Tesla#Warhammer 40,000|see here]].&lt;br /&gt;
&lt;br /&gt;
==Close-Combat Variants==&lt;br /&gt;
&lt;br /&gt;
===Shock Baton===&lt;br /&gt;
[[File:Shock_Baton.JPG|200px|right|thumb|Shock Baton]]&lt;br /&gt;
A civilian-grade &#039;Arc&#039; weapon. A Shock Baton is a type of Imperial law enforcement weapon frequently used by the [[Adeptus Arbites]] and [[Inquisition]].&lt;br /&gt;
&lt;br /&gt;
This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club. The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition. &lt;br /&gt;
&lt;br /&gt;
In [[Necromunda]], it is primarily used by the [[Palanite Enforcers]] as a form of close-range crowd control. The more military and killy version of the Shock Baton is the Arc Maul which can be further read below.&lt;br /&gt;
&lt;br /&gt;
===Shock Maul===&lt;br /&gt;
[[File:ShockMaul.jpg|200px|right|thumb|Shock Maul]]&lt;br /&gt;
The more civilian-friendly version of the Arc Maul. Should &amp;lt;u&amp;gt;&#039;&#039;NOT&#039;&#039;&amp;lt;/u&amp;gt; be confused with either the aforementioned Arc Maul or the Shock Baton.&lt;br /&gt;
&lt;br /&gt;
These weapons are most commonly seen in the use of the [[Adeptus Arbites]] and [[Palanite Enforcers|Palanite Enforcer]] squads on countless Imperial worlds. Upon activation, they deliver a powerful incapacitating shock to the enemy. Shock Mauls are primarily used for crowd control, but can also be a deadly melee weapon.&lt;br /&gt;
&lt;br /&gt;
In relation to the Shock Baton, the Shock Maul is its bigger brother, with a longer reach and having, what seems to be a near-unlimited supply of battery energy needed to charge this damn thing if the crowd control description is anything to go by. As such, if the Shock Baton is used for emergencies, the Shock Maul is used for long-term engagements for riots that have overstayed its welcome.&lt;br /&gt;
&lt;br /&gt;
===Arc Maul===&lt;br /&gt;
[[image:ArcMaulPict.png|200px|right|thumb|Arc Maul]]&lt;br /&gt;
Shooting from afar is fine and all, but in the grim darkness of the future, any tech that can&#039;t be applied at close range will be looked at with shame. Thus, the arc maul combines the power of a bludgeon weapon with the energy and electricity created by an arch engine to make one brutal CQC monster. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arc Maul is a Power Maul with a nifty rule to force haywire onto vehicles you&#039;ll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcMaul.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Dominator Maul===&lt;br /&gt;
[[image:Dominator_Maul.PNG|200px|right|thumb|Dominator Maul]]&lt;br /&gt;
The Arc and Shock Maul&#039;s heftier brother.&lt;br /&gt;
&lt;br /&gt;
Dominator Mauls are larger than an Arc Maul, and deals more damage when struck. This is due to the fact that a Dominator Maul has larger and longer electro-capacitors, allowing the user to inflict more electrical shocks than its smaller brothers. Seriously, look at this damn thing, this beatstick is at the very least, &#039;&#039;50 percent taser&#039;&#039;, it is gonna hurt like hell.&lt;br /&gt;
&lt;br /&gt;
Due to its status and being the penultimate beatstick of the Imperium, only high-ranking law-enforcement agents are allowed to carry these things around. Among those are the [[Proctor-Exactant]]s who can wield one if they so choose.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Electro-Goad===&lt;br /&gt;
[[File:Electro-Goad.JPG|200px|right|thumb|Electro-Goad]]&lt;br /&gt;
&lt;br /&gt;
The more [[Heresy|Heretical]] version of the Arc Maul. Used by the [[Negavolt Cultist]], the Electro-Goad is a weapon meant for pin-point strikes at machines and even living organisms, rather than beating it into a pulp like the Arc Maul.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by the Negavolts to defile and pervert the machinery of the Adeptus Mechanicus as the Goads brings out arcs of Warp-infused energy into the tip of the weapon to cause some [[Extra Heresy]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these weapons are S2, D1 weapon with zero AP, so ain&#039;t doing too much to a MEQ. However, each hit roll on a 6+ with this weapon will score 3 hits automatically.&lt;br /&gt;
&lt;br /&gt;
===Arc Claw===&lt;br /&gt;
[[File:ArcClaw.jpg|200px|right|thumb|Arc Claw]]&lt;br /&gt;
&lt;br /&gt;
Arc Claws are a type of weapon used by the Adeptus Mechanicus, typically mounted on [[Kataphron Battle Servitors]]. &lt;br /&gt;
&lt;br /&gt;
During the Cyberghoul Wars, the burrowing Daemon machines of Warpsmith Votogr Bolga were met talon to talon by Metalica’s servitor defenders. It was the invention of the arc claw that turned the tide – a potent delivery system for the most sophisticated scrambler technology the Adeptus Mechanicus could devise.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arc Claw is a S+1 weapon with AP-1. It&#039;ll have the strength to wound infantry and light vehicles the Breacher manages to catch, and the AP to be a bother. However, anything heavier than a light vehicle is going to survive the scratch.&lt;br /&gt;
&lt;br /&gt;
===Shock Stave===&lt;br /&gt;
[[File:Shock_Stave.JPG|200px|right|thumb|Shock Stave]]&lt;br /&gt;
Shock Staves are a form of long-reach close-combat arc weapons used mainly for suppression and stun. They are like the civilian equivelent of the Taser Goads. Nevertheless, nothing stops a person from [[Heresy|tinkering]] the weapon from a overglorified taser into a lethal force weapon.&lt;br /&gt;
&lt;br /&gt;
They are often used by [[House Van Saar]] in [[Necromunda]] as a [[Tek]]&#039;s standard close-combat weapon, although Beastmasters also use them to &#039;discipline&#039; their collection of sewer beasts.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shock Stave cost 25 credits for +1 Strength, shock, and versatile. Best choice if someone is going for cc and a much better choice than the Shock Baton.&lt;br /&gt;
&lt;br /&gt;
===Shock Whip===&lt;br /&gt;
[[File:Shock_Whip.JPG|200px|right|thumb|Shock Whip]]&lt;br /&gt;
The more electrostatic variant of the [[Power Weapon#Neural Whip|Neural Whip]] and unlike the [[Power Weapon#Electro-Flail|Electro-Flail]], [[Pretend|actually stays true to its name]]. The Shock Whip is a whip that has electroconductive barbs embedded in its structure, allowing the user to both lacerate and zap the ever-loving fuck out of people. The Shock Whip is presumed to have a few charges before needing to be restocked like most weapons in Necromunda, although its reach is much higher than the other shock weapons in the Hive World.&lt;br /&gt;
&lt;br /&gt;
They are often a status weapon, used by only the [[Gang Matriarch|Matriarch]]s and [[Wyld Runner]]s of [[House Escher]] in Necromunda. Due to the difficulties in using the whip and its unorthodox nature. The Shock Whip is a pretty uncommon weapon to face in the Underhive, but its unorthodox nature makes it hard to counter. &lt;br /&gt;
&lt;br /&gt;
The head of the whip is a heavy morning star-like contraption, which is odd since it would alter how the whip function, but oh well...&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are only available to a few characters, which are the Gang Queen, Gang Matriarch, Death Maiden and the Gang Sister. For a gang like this, that can expect to have a few characters that will invariably excel in combat, the Shock Whip can make a huge difference. It is an incredibly versatile weapon which makes it absolutely excellent, and the rest of the stats and rules are just icing on the cake.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Taser Goad===&lt;br /&gt;
[[File:TaserGoad.jpg|200px|right|thumb|Taser Goad]]&lt;br /&gt;
&lt;br /&gt;
Taser Goads are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Skitarii]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life &amp;lt;s&amp;gt;tasers&amp;lt;/s&amp;gt; cattle prods.&lt;br /&gt;
&lt;br /&gt;
Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at goad&#039;s tip.&lt;br /&gt;
&lt;br /&gt;
On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Goad itself is a S+2 weapon and is available to Infiltrators and Skitarii Alphas.&lt;br /&gt;
&lt;br /&gt;
===Arc Hammer===&lt;br /&gt;
[[File:Arc_Hammer.PNG|200px|right|thumb|Arc Hammer]]&lt;br /&gt;
Think Thor&#039;s Mjolnir hammer in 40k form.&lt;br /&gt;
&lt;br /&gt;
An Arc Hammer are immense sledge hammers that is so heavy, it requires guys in specialised [[Imperial Mesh Armour]] with servo-assisted exoskeletons to fully wield and operate. Only the [[Arms Master]]s of [[House Orlock]] in [[Necromunda]] seem to know how use these things as weapons.&lt;br /&gt;
&lt;br /&gt;
Due to its name, it is highly likely that an Arc Hammer unleashes an explosion of lightning arcs the moment of impact. Now, don&#039;t ask us about the practicalities of [[derp|unleashing an omnidirectional blast of electrical currents that is just as willing to zap the user as much as the enemy their fighting.]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Arc Hammers are pricey, but the excellent strength bonus, Damage 3, and slew of special rules make this weapon worth using if you are facing dangerous enemy Champions or Brutes. The Arc Hammer will just about squish anything that it comes up against. Be sure to use that Versatile 1” rule to attack from outside base-to-base contact and avoid Reaction Attacks.&lt;br /&gt;
&lt;br /&gt;
===Taser Lance===&lt;br /&gt;
[[File:Taser_Lance.PNG|200px|right|thumb|Taser Lance]]&lt;br /&gt;
&lt;br /&gt;
Taser Lances are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Sydonian Dragoon|Sydonian Dragoons]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life tasers.&lt;br /&gt;
&lt;br /&gt;
Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at the lances&#039; tip. Because of its long length, Taser Lances can only be carried on the mechanical cavalry of the Mechanicus like the aforementioned Sydonian Dragoon.&lt;br /&gt;
&lt;br /&gt;
On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Lance itself is a S+3 AP-1 D2 weapon; [[Awesome|now hitting at Str8 whether you charged or not.]]&lt;br /&gt;
&lt;br /&gt;
===Electroleech Stave===&lt;br /&gt;
[[File:Electroleech_Stave.PNG|200px|right|thumb|Electroleech Stave]]&lt;br /&gt;
&lt;br /&gt;
Electroleech Staves are a type of weapon used by Adeptus Mechanicus [[Electro Priest|Electro-Priests.]] The powerful capacitors built into the length of each electroleech stave allow them to [[Wat|drink every iota of electric force from those they strike - be they living or machine.]]. Huh, that actually makes sense. Give electricity in a body or machine a better channel and it’ll go that way into the staff. Scary as fuck, though.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Electroleech Stave is a S5 AP-2 weapon, which makes it behave like a SM power axe with extra damage and a chance for mortal wounds. Now you only need to get those Fulgurites into melee.&lt;br /&gt;
&lt;br /&gt;
===Heavy Shock Baton===&lt;br /&gt;
[[File:Heavy_Shock_Baton.PNG|200px|right|thumb|Heavy Shock Baton]]&lt;br /&gt;
The largest close-combat Arc weapon to date.&lt;br /&gt;
&lt;br /&gt;
The Heavy Shock Baton is the Shock Baton&#039;s bigger and meaner brother. Whilst they look superfluously similar externally speaking. The Heavy Shock Baton is at least three times the size in all physical dimensions.&lt;br /&gt;
&lt;br /&gt;
Why must it be so big? Well, because it is wielded exclusively by the [[Sanctioner Pattern Automaton]]. These are the Batons you want to have when you want to bludgeon a whole group of rioters in a single swing or zap an [[Ogryn]]-sized brute into submission. Given the fact that it is connected to the Automaton itself, it is safe to assume that the Heavy variety isn&#039;t dependent on a limited set of charges and can keep on swinging until the Automaton drops dead.&lt;br /&gt;
&lt;br /&gt;
==Hand-Held Variants==&lt;br /&gt;
===Arc Grenade===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Arc Grenade|Arc Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Haywire Mine===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Haywire Mine|Haywire Mine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Electrostatic Gauntlet===&lt;br /&gt;
[[File:Electro_Gauntlets.PNG|200px|right|thumb|Electrostatic Gauntlet]]&lt;br /&gt;
{{Topquote|1=[https://www.youtube.com/watch?v=Sg14jNbBb-8 &amp;quot;POWER! UNLIMITED POOOOOWWWWWEEEEEERRRRRRR!!!!!&amp;quot;]|2=[[Star Wars|Emperor Palpatine]]}}&lt;br /&gt;
&lt;br /&gt;
Electrostatic Gauntlets are a type of weapon used by Adeptus Mechanicus Electro-Priests. Corpuscarii wear metal apparatus around their wrists that channels tremendous electrostatic potential from dorsal generators. This can be discharged in a cascade of killing lightning.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Electrostatic Gauntlets behave like taser weapons despite not being one. Being S5 instead of S (User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12&amp;quot; Assault 3 taser guns.&lt;br /&gt;
&lt;br /&gt;
===Arc Pistol===&lt;br /&gt;
[[File:ArcPistol.jpg|200px|right|thumb|Arc Pistol]]&lt;br /&gt;
A small pistol based on Arc technology and most commonly used by Skitarii Vanguard/Ranger Alphas. Trying to use this to &#039;charge up&#039; your phone or any other electrical appliances is heavily frowned upon by the Adeptus Mechanicus and the Priesthood of Mars, though any subsequent punishment is just salt on the wound compared to said appliances inevitably exploding. &lt;br /&gt;
&lt;br /&gt;
Crunch wise, it is a very nasty little weapon. Essentially it is a 12&amp;quot; S6 AP -1 Pistol that can shred infantry (it wounds guardsmen on 2s) and can annoy vehicles as well. It works really well when paired with its much bigger brother, the Arc Rifle due to the Arc Rifle&#039;s rapid fire rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcPistolModel.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Voltaic Blaster===&lt;br /&gt;
[[File:Voltaic_Blaster.PNG|200px|right|thumb|Voltaic Pistol]]&lt;br /&gt;
&lt;br /&gt;
The Voltaic Blaster is a special type of energy weapon (Most likely an Arc weapon given its function) used by Adeptus Mechanicus [[Lectro-Maester]]s. These weapons can [[Awesome|shock a target&#039;s animating energies from their body.]]&lt;br /&gt;
&lt;br /&gt;
The Lectro-Maesters themselves are a type of Artisan Tech-Priest of the Adeptus Mechanicus who come from the same religious sect as the [[Electro Priest|Electro Priests.]] Thus, they wield an array of technological marvels, such as a generator backpack which generates a powerful voltagheist field which sends out wraiths of energy whenever the wearer is threatened. These bursts of electricity can also act as a shield, prematurely detonating incoming munitions and dissipate energy projectiles. The Voltaic Blaster is one such marvel.&lt;br /&gt;
&lt;br /&gt;
There are in fact rules for this weapon, and [[Original character, do not steal|it acts like a pistol version of a Necron Tesla weapon.]] [[Heretek|Makes you think....]]. Speaking of Necrons and considering what Necrons are, perhaps this weapon can permanently kill them by eradicating their mind engrams.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
VoltaicPistolBottom.jpg|&amp;lt;center&amp;gt;Bottom View&amp;lt;/center&amp;gt;&lt;br /&gt;
VoltaicPistolBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
[[File:ArcRifle.jpg|200px|right|thumb|Arc Rifle]]&lt;br /&gt;
&lt;br /&gt;
A rapid firing Arc Weapon used as a special weapon in Skitarii Vanguard and Ranger squads. The Arc Pistol&#039;s bigger brother. This is the gun you need when you want a little bit more range in your lightning cannon. Basically your typical tesla gun in sci-fi....no not &amp;lt;u&amp;gt;&#039;&#039;THOSE&#039;&#039;&amp;lt;/u&amp;gt; [[Tesla#Warhammer 40,000|Tesla weapons.]].&lt;br /&gt;
&lt;br /&gt;
Crunch wise on the tabletop, it is known to possibly be one of the best-looking guns the Skitarii have. It&#039;s 24&amp;quot; Rapid Fire, which means it pairs well with its little brother.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle is one of the most common Arc weapons found in the Mechanicum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcRifleModel.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arc Lance===&lt;br /&gt;
[[File:Arc_Lance.PNG|250px|right|thumb|Arc Lance]]&lt;br /&gt;
&lt;br /&gt;
The Arc Lance is a type of Arc Weapon used by the Adeptus Mechanicus. Wielded by [[Secutarii Hoplite]]s, this powerful spear is akin to the Arc Mauls used by their Skitarii Legion counterparts as well as the far larger version wielded by Cerastus Knight Lancers. The arc lance inflicts damage through short range blasts of coruscating energy augmented by an inversion field mounted in the paired Mag-inverter Shield. Thus the weapon is capable of both making a melee and projectile attack.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Arc Lance has a shorter range than the Arc Rifle, but compensates by being versatile, since it is a Str +3 melee weapon too. This means that Hoplites are formidable both at range and in close combat. Making the Arc Lance a very flexible weapon.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Variants==&lt;br /&gt;
&lt;br /&gt;
===Vultarax Arc Blaster=== &lt;br /&gt;
[[File:VultaraxArcPict.png|200px|right|thumb|Vultarax Arc Blaster]]&lt;br /&gt;
&lt;br /&gt;
The Vultarax Arc Blaster was a type of Arc Weapon. Primarily mounted on the [[Vultarax Stratos-Automata|Vultarax Class Robot]], it was a a versatile weapon capable of burning out the cogitators and engines of enemy vehicles and robots.&lt;br /&gt;
&lt;br /&gt;
The Vultarax Arc Blaster is the only airborne adapted Arc weapon designed during the later years of the [[Great Crusade]]. During the [[Horus Heresy]], the Arc Blaster found its use against both traitor and loyalist AdMech forces during the civil war on Mars.&lt;br /&gt;
&lt;br /&gt;
The large cybernetic machinery within the Mechanicum made its extremely vulnerable to Arc weapons with the Arc Blaster being one of the more notorious examples used during the civil war, with the Arc Blaster permanently shutting down vast swaths of battle automata and combat servitors in one shot.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
VultaraxArcFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
VultaraxArcBlaster.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Arc Rifle===&lt;br /&gt;
[[File:Heavy_Arc_Rifle_on_Kataphron_Breacher.jpg|200px|right|thumb|Heavy Arc Rifle]]&lt;br /&gt;
&lt;br /&gt;
A heavy Arc Weapon designed to slay the Daemon machines of the Dark Mechanicum, Heavy Arc Rifles send out shallow parabolas of crackling energy that revolve around each other, forming triple helixes as they blast forth. &lt;br /&gt;
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Should these ground upon a metallic target, they will swiftly overload its circuits and banish its animating spirit to the ether. Heavy Arc Rifles are part of the standard armament of Cult Mechanicus&#039; [[Kataphron Battle Servitors|Kataphron Breachers.]] &lt;br /&gt;
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In terms of Crunch, it&#039;s a 36&amp;quot; 2 shot S6 gun. Comes default on Breachers. Use it to pop open any vehicles giving you grief or to reveal the tasty transported center.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HeavyArcRifle.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Lock===&lt;br /&gt;
[[File:Lightning_Lock.JPG|200px|right|thumb|Lightning Lock]]&lt;br /&gt;
&lt;br /&gt;
Unlike say the [[Lasgun#Lightning Gun|Lightning Gun]], which is [[Pretend]] in the form of a weapon. The Lightning Lock is an actual...well...&#039;&#039;lightning gun&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Lightning Lock was a type of weapon employed by the [[Armiger Knight Moirax|Imperial Knight Moirax.]] The Moirax had the ability to overcharge their own reactor cores in order to supplement the power of their ionising locks, unleashing the surge of power in sustained electromagnetic blasts of energy over short ranges. The Moirax always comes with two for double the fun, so these Lightning Locks should be a pain in the ass for anything mechanical.&lt;br /&gt;
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It is unknown whether using the energy generated from your engine in order to power up your weapons, [[Derp|counts as a good idea.]] Given how the Knight Moirax &#039;&#039;is&#039;&#039; meant to be a fast attack walker. If it has to share power and comes at the cost of the Knight being unable to move...[[Fail|well lets just say that the Moirax would fail utterly at its job.]]. [[Heresy|Common sense]] would dictate this won’t be a problem because, as stated, the reactor output is overloaded.  Presumably to send the surplus to enhance their weapons.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80247</id>
		<title>Basic Close Combat Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80247"/>
		<updated>2023-05-24T22:51:41Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
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&lt;div&gt;These are the non-powered and overall basic and simple close combat weapons used by the Imperium and Cultists from the Forces of Chaos.&lt;br /&gt;
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===Combat Knife===&lt;br /&gt;
[[File:CKnife.jpg|200px|right|thumb|Combat Knife]]&lt;br /&gt;
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The most simple, widespread and ubiquitous CCW ever. During the time of the Great Crusade, combat blades were a catch-all category which described a variety of lethal hand-to-hand weapons favoured by the Space Marine Legions, the exact form varying from Legion to Legion by its culture and tradition. They ranged from heavy razor-edged chain-bayonet, to adamantine gladius and Thule-alloy battle-axes that would be too heavy for an unaugmented human to wield. &lt;br /&gt;
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Most Combat Knives are used as a bayonet for Imperial Guardsmen&#039;s [[Lasgun|flashlights]], although their effectiveness is pretty subpar in an age of [[Space Marine|power armored roid monsters.]] Thus it is used against [[Gretchin|Grots]] and [[Tau]].&lt;br /&gt;
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The edges are mono-molecular, though, hence the nickname &amp;quot;molly blade&amp;quot;.&lt;br /&gt;
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===Astartes Combat Knife===&lt;br /&gt;
[[File:Eternalcrusade-smknife.jpg|200px|right|thumb|Astartes Combat Knife]]&lt;br /&gt;
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Combat Knives for the SPESS MEHREENS. Of course, due to their size, they are actually considered as a short sword by Human standards. Astartes Combat Knives comes in all shapes and sizes, and are often the standard issue CCW of Tactical Squads. Tough and thick, these knives are designed for in-close fighting and are often the last weapon a Space Marine will use when all others have run out of ammunition or power.&lt;br /&gt;
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They are best seen in the Space Marine Video Game where Titus is so awesome that [[Fist of the North Star|merely stabbing an Ork in the head causes it to blow the fuck up.]]&lt;br /&gt;
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The [[Astartes_-_a_fan_made_animation|Astartes part 4]] animation shows what a Space Marine is capable of with this.&lt;br /&gt;
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===Mono-Hook===&lt;br /&gt;
[[File:Mono-Hook.PNG|200px|right|thumb|Mono-Hook]]&lt;br /&gt;
Mono-Hooks [[pretend|despite its name]], isn&#039;t a weapon made out of a single hook blade. Rather, Mono-Hooks are so named due to being sharpened to a monomolecular edge like those of a [[Miscellaneous_Weapons#Monomolecular Sword|Monomolecular Sword]].&lt;br /&gt;
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They are still relatively basic and simple weapons however, as they are only used by [[Ash Waste Nomads]] of [[Necromunda]], and only by the [[Nomad Chieftan]]. They resemble more like a un-powered Power Klaw and is fitted on like a glove weapon; akin to that of Edward Scissorhands. &lt;br /&gt;
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Due to their small size, Mono-Hooks on the Necromundan tabletop is swifter and easier to use than the [[Chain Weapon#Chain Lance|Chain Lance]], with a shit ton of attack potential. However, it lacks the same levels of versatility and balls-out damage than the latter.&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Mono-Hook_2.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Repression Baton===&lt;br /&gt;
[[File:Repression_Baton.PNG|200px|right|thumb|Repression Baton]]&lt;br /&gt;
Repression Baton are one of the most common &#039;non-lethal&#039; close-combat weapons used by the [[Adeptus Arbites]], especially for the [[Arbites Exaction Squad]]. &lt;br /&gt;
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Acting more as a secondary weapon in situations where an Arbites&#039; [[Arc Weaponry#Shock Maul|Shock Maul]] or [[Arc Weaponry#Arc Maul|Arc Maul]] either ran out of energy, damaged or lost. A Repression Baton is nothing more than a good ole&#039; fashioned metal beat stick that is used to either bludgeon and beat down targets into submission or to death like those you find in real-world police departments.&lt;br /&gt;
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Against the average joe, a Repression Baton is not too bad of a cudgel for it is inexpensive, simple, requires very little-to-no maintenance and does its job quite well. They start to suffer, of course, when up against more dangerous and advanced foes. Still, this poor man&#039;s maul is better than nothing.&lt;br /&gt;
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===Night Reaper===&lt;br /&gt;
[[File:Night_Reaper Knife.jpg|200px|right|thumb|Night Reaper]]&lt;br /&gt;
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The smallest of the Catachan Knives.&lt;br /&gt;
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Smaller than other typical designs, the blackened blade of the Night Reaper is especially suitable for infiltration and night missions, when light reflecting from a blade can mean the difference between life and death. &lt;br /&gt;
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The blade itself is triangular in shape, so they get a slightly bigger hole in them when stuck. Catachans are also known to poison these knives using one of the many venoms native to their nightmarish world, making them even more deadly.&lt;br /&gt;
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===Catachan Fang===&lt;br /&gt;
[[File:Catachan_Fang.jpg|200px|right|thumb|Catachan Fang]]&lt;br /&gt;
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Measuring up to twenty inches of gleaming steel, the Catachan Fang is the most common type of knife used by the [[Catachan Jungle Fighters|Catachan regiments.]] It is renowned as a symbol of the Catachan Jungle Fighters across a thousand systems and is equally useful for cutting your way through jungle or enemies of humanity. &lt;br /&gt;
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This knife is also used for settling disputes between Catachans: one knife is placed in the center of a fighting pit and the combatants must each strive to get hold of it. The duel ends when one fighter draws blood, but some duels still end with death.&lt;br /&gt;
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===Devil&#039;s Claw===&lt;br /&gt;
[[File:Devil&#039;s_Claw.jpg|200px|right|thumb|Devil&#039;s Claw]]&lt;br /&gt;
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Now THIS is a knife. Named after the Catachan Devil - the fearsome predator of the Catachan jungles, this is the largest type of the traditional knives of Catachan. Anywhere between three and four feet long, the Devil&#039;s Claw is closer to a sword than a knife. Rather, it is literally a shortsword.&lt;br /&gt;
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The blade is hollow and half filled with mercury to give it greater swinging power. It is used mainly on the battlefield in close quarters and it has even achieved a fearsome reputation amongst Orks, who call it &#039;Da Cutta&#039;. Catachan Power Swords are often identical in design to the Devil&#039;s Claw. The elite Catachan Devil Squads are also partly named after these knives, which they wield in battle.&lt;br /&gt;
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===[[Sword]]===&lt;br /&gt;
[[File:Rb1-80-sword.jpg|200px|right|thumb|Sword]]&lt;br /&gt;
The basic non-powered sword found on every single planet in the galaxy. It is relatively easy to manufacture and even untrained fighters can use it in battle with some degree of success. Swords can range from mass-produced blades of cheap metal to lightweight high-quality version or [[Heresy|even elaborate versions made from]] [[Tyranid Bio-Weapons|Tyranid talons.]] &lt;br /&gt;
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However, as with most melee weapons, it is the skill of a user rather than the actual weapon that determines the winner of combat. The sword is perhaps the most widely used weapon in the Galaxy that can be found in the hands of any servant of the Imperium or follower of Chaos as well as many Xenos races.&lt;br /&gt;
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===Flail===&lt;br /&gt;
[[File:Dhcr-138-flail.jpg|200px|right|thumb|Flail]]&lt;br /&gt;
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The Flail is a primitive close combat weapon common on feral and feudal worlds of the Imperium. They usually consist of one or more heavy spiked balls attached to the weapon&#039;s pole and, while difficult to wield, they are capable of inflicting terrible wounds.&lt;br /&gt;
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Flails are often used as a weapon to go around the protective cover of shields whilst crumpling and deforming armor, breaking bones and lacerating exposed flesh. Of course, it is wise to not get hit by your own flail due to the mechanics of its nature.&lt;br /&gt;
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Feral Orks are known to sometimes use oversized versions of these.&lt;br /&gt;
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===Maul===&lt;br /&gt;
[[File:Maul.PNG|200px|right|thumb|Maul]]&lt;br /&gt;
A Maul or otherwise known as a &#039;&#039;&#039;Mace&#039;&#039;&#039;, &#039;&#039;&#039;Trench Maul&#039;&#039;&#039; or a &#039;&#039;&#039;Club&#039;&#039;&#039; is a type of bludgeoning weapon and a cousin of the Flail. The Maul is nothing more than a piece of heavy metal or object attached to a piece of stick. Compared to the Flail, the Maul is infinitely more easier to handle and master, although it lacks the unorthodox shield-evading capabilities of the Flail.&lt;br /&gt;
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Next to the Spear, the Maul is one of the oldest and most simplistic close-combat weapons ever known. This thing is so god damned primitive that [[Feral Orks]] mass produce these things like [[Choppa]]s.&lt;br /&gt;
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As a result of how simplistic their design are, they proved popular with downtrodden individuals like [[Chaos]] [[Cultist]]s for example. Although more industrialised factions like the [[Death Korps of Krieg]] are known to favour them over the basic knife.&lt;br /&gt;
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===Axe===&lt;br /&gt;
[[File:Dhcr-138-axe.jpg|200px|right|thumb|Axe]]&lt;br /&gt;
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An Axe is a specialized version of utility axe used as a primitive close combat weapon. It sports a brutal blade, used both as a tool and weapon. Because of its function, axes are far more versatile than swords, being able to both function as a weapon whilst being used to chop down trees and other materials into smaller and more manageable pieces.&lt;br /&gt;
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While it generally does not have the reach of a sword and lacks its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh and shattering bone with ease. &lt;br /&gt;
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Axes are usually found on feudal or Feral worlds, but many heretics also value their simplicity and brutality. It is perfect for untrained warriors as the only training an axe wielder needs is two things. First, how to swing it without letting the weight unbalance or injure you. Second, hit the enemy until they are dead.&lt;br /&gt;
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===Hammer===&lt;br /&gt;
[[File:Dhcr-139-hammer.jpg|200px|right|thumb|Hammer]]&lt;br /&gt;
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The Hammer or otherwise known as the [[Warhammer]] is a primitive weapon - basically a larger version of the regular hand tool, using a massive weighted end to inflict a harder and deadlier blow. Warhammers are common on primitive worlds and, as they can be carried openly by workers, they are doubly useful for heretics plotting raids against the Imperium. [[Sigmar|Many Imperial servants also favor war hammers as an enduring symbol of the Emperor&#039;s righteous justice.]]&lt;br /&gt;
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The hammer is truly effective when it is mechanized and is surgically mounted onto a living person. This is done quite often by the Guilds of Hive cities to Pit Slaves who will be put to work in mines or foundries. When these slaves escape, they will often join up with any of the numerous criminal gangs present in the underhives of such planets as [[Necromunda]] where they can use these Hammers with devastating efficiency. The sheer pile-driving force of such a mass of pneumatically-driven steel is enough to shatter the most veteran gangers&#039; defenses and knock them senseless to the ground.&lt;br /&gt;
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===Spear===&lt;br /&gt;
[[File:Rb1-76-halberd.jpg|200px|right|thumb|Spear]]&lt;br /&gt;
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The basic Spears and/or Halberds are primitive pole weapons common on Feudal Worlds where they are used to impale mounted fighters or their steeds. These weapons are favored due to their long reach and armor-piercing impact of their weapons. &lt;br /&gt;
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They are in fact, arguably one of the most ancient forms of weapons, in which many stone age tribes fashion them out of sharpened stone, bones and wood. Various versions of these weapons are occasionally used throughout the Imperium and by some Xenos races.&lt;br /&gt;
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===Boning Sword===&lt;br /&gt;
[[File:Boning_Sword.PNG|200px|right|thumb|Boning Sword]]&lt;br /&gt;
The [[Slaanesh|&amp;lt;s&amp;gt;hilariously&amp;lt;/s&amp;gt; &#039;&#039;unfortunately&#039;&#039; named &#039;&#039;&#039;Boning Swords&#039;&#039;&#039;]] is a type of tool meant to cut apart meat and slice through bone. It is basically just a fancier name for a bonesaw and it is usually found in meat abattoirs or in Grinder Guilds to make corpse starch. &lt;br /&gt;
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The serrated edge of these swords are very pronounced as these cutting teeth are meant to more efficiently saw through bone. However, its large teeth does make it poor as a weapon as it may snag on loose material like clothing or wiring. Granted, it does leave nasty wounds that will hemorrhage the target. Nevertheless, they remain brutal but simple tools to use, and given their nature, the [[Corpse Grinder Cults]] absolutely &#039;&#039;adore&#039;&#039; these things.&lt;br /&gt;
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On the tabletop, this is the go-to weapon for [[Grinder Initiate]]s, who are probably the only members of a Corpse Grinder Cult who will be engaged long enough for the opponent to strike back. A solid secondary weapon for any fighter, provided they’ve decided to resist the allure of paired cleavers. A quick note: many non-CGC players scramble to buy these things from the Trading Post ASAP because they’re &#039;&#039;that good&#039;&#039;. You cannot go wrong here.&lt;br /&gt;
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===Calvary Sabre===&lt;br /&gt;
[[File:Calvary_Sabre.JPG|200px|right|thumb|Calvary Sabre]]&lt;br /&gt;
Of all the technological [[Awesome|kickassery]] the [[Adeptus Mechanicus]] usually hoard for themselves, for some reason, [[Derp|a humble sabre seems]] to be the close combat weapon of choice for the [[Serberys Raiders]]. Granted, this shit is master-crafted with some exotic material, but you would expect the AdMech to turn this into a [[Power weapon]] eh?  But maybe not, as if it can do the job well enough then adding a power field generator would be a waste and waste is heresy.&lt;br /&gt;
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Nevertheless, at the very least, the Serberys Raiders are at least smart enough to use this as a secondary backup weapon rather than a primary weapon.&lt;br /&gt;
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Crunchwise, these are S+1, AP-1, D1 weapons. The weapon itself is fine, though the targets that the Raiders want to use it against are few.&lt;br /&gt;
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===Incensed Mace of the Righteous===&lt;br /&gt;
[[File:Incensed Mace_of_the_Righteous.JPG|200px|right|thumb|Incensed Mace of the Righteous]]&lt;br /&gt;
A very unique weapon used only by the [[Novitiate Squad|Novitiate Preceptor]] for &#039;&#039;some&#039;&#039; reason and should in no way be confused with [[Derp|&#039;&#039;other&#039;&#039;]] [[Power Weapon#Mace of the Righteous|Mace of the Righteous]] used by the [[Dogmata]]. &lt;br /&gt;
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The Mace of the Righteous (Or as we should now call as the &#039;&#039;&#039;Incensed&#039;&#039;&#039; Mace of the Righteous to avoid confusion with the &#039;&#039;other&#039;&#039; Mace of the Righteous) is for all intents and purposes, a giant bonk stick mixed with an incense. Although it is not listed as a [[Power Weapon|power weapon]], the fact that it is technically lit up, means that it can make enemies catch on fire. [[Awesome|Oh yes, our first flaming CQC weapon.]] This is quite honestly befitting for the Sisters, although it is strange that no other Sisters of Battle unit would want to carry this hefty stick.&lt;br /&gt;
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Crunchwise, the Incensed Mace of the Righteous is a weapon which is a 4 dice, 3+, 5/5, Inferno 2 and Stun. This gives you power weapon level damage output which also Stuns a model and sets it on fire. It is for now, exclusive to [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
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Seriously though, whoever was that dimwit who thought it was a good idea to have a different close combat weapon with the &#039;&#039;exact same name&#039;&#039; from the &#039;&#039;exact same army&#039;&#039; needs to get hit in the dick.&lt;br /&gt;
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===Nemesii Blade===&lt;br /&gt;
[[File:Nemesii_Blade.PNG|200px|right|thumb|Nemesii Blade]]&lt;br /&gt;
Nemesii Blades are swords that are wielded by the Imperium&#039;s [[Adamus]] Assassins and is considered as the Adamus&#039; primary weapons, with blade being paired in conjunction with a [[Needlespine Blaster]]. The only thing we know about this weapon is that, due to its shape, it is most likely a single-bladed weapon like a [[Katana]].&lt;br /&gt;
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It is unknown if the Nemesii Blade is considered a form of power weapon, since the weapon is only seen sheathed. Given the sheer amount of head chopping the Adamus assassins must have done during the [[Horus Heresy]], conventional wisdom goes to it being a power weapon with the sheer amount of traitor Astartes being present in the Heresy.&lt;br /&gt;
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However, since it is yet unproven, for the sake of the wiki, it is placed here until more info can be found out.&lt;br /&gt;
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===Falax Blade===&lt;br /&gt;
[[File:Falax_Blade.JPG|200px|right|thumb|Falax Blade]]&lt;br /&gt;
Possibly the most simple and mundane weapon used by the [[Rampager]]s.&lt;br /&gt;
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Falax Blades is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course. &lt;br /&gt;
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Falax Blades are always wielded in pairs for twice the [[Choppa|choppiness]]. They resemble [[Awesome|giant Kukris]] and function basically the same; bypassing shields and chopping shields to pieces. Falax Blades are possibly made out of some sort of adamantium or diamondine as it is not known whether they are powered. Given the World Eaters&#039; allergic reaction to Power Weapons, it is likely they are unpowered master crafted swords.&lt;br /&gt;
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Crunchwise, these are S+1 AP5 Specialist Weapons with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; and &#039;&#039;Rending (4+)&#039;&#039; that always come in pairs, so you will be claiming the +1 attack bonus. As such, they are probably the most versatile choice. &#039;&#039;Rending (4+)&#039;&#039; actually means most of your wounds will be at AP2, since ones and twos will most often just result in fails. The &#039;&#039;Duellist&#039;s Edge&#039;&#039; bonus means you will probably be striking earlier in challenges. While the fact they are &#039;&#039;Rending&#039;&#039; and not &#039;&#039;Breaching&#039;&#039; means they will perform the same or better than Meteor Hammers and [[Chain Weapon#Excoriator Chainaxe|Excoriator Chainaxes]] against light vehicles and Dreadnoughts.&lt;br /&gt;
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===Renderizer===&lt;br /&gt;
[[File:Renderizerr.PNG|200px|right|thumb|Renderizer]]&lt;br /&gt;
What happens when a bunch of &#039;humans&#039; decided their take on an Ork Choppa.&lt;br /&gt;
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Renderizers are the big brother of the [[Chain Weapon#Pulverizers|Pulverizers]] and are enormous, ECKSW BAWKS HUEG serrated greataxes wielded by nearly everyone from [[House Goliath]] in [[Necromunda]]. From the greatest [[Overtyrant]]s to the limpiest of [[Forge-Born]]s. These things would have made themselves home within the confines of either a [[Khorne|Khornate Cult]] or an [[Ork]] warband.&lt;br /&gt;
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Although it is described as &#039;serrated&#039;, it would be more accurate to call these things as &#039;toothed embedded&#039;, as the models we see are as sharp as a brick, and is often decorated with molded teeth for cutting power. If the Orks were to see this, they would have most likely named this as an honoury [[Choppa]].&lt;br /&gt;
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On tabletop, they are unwieldy, but the vastly increased Strength and Damage mean that additional weapons will not be needed. Moreover, they are also quiet affordable so use them.&lt;br /&gt;
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===Commune Blade===&lt;br /&gt;
[[File:Commune_Blade.PNG|200px|right|thumb|Commune Blade]]&lt;br /&gt;
Large ECKS BAWKS HUEG broadsword wielded only by the [[Blessed Blade]]s of a [[Dark Commune]]. Commune Blades is considered as a symbol of office within the [[Lost and the Damned]], and are finely crafted compared to the rest of the junk that these [[murderhobos]] are generally equipped with. They are around 6-7 feet long, which makes these swords have an absurdly long reach and are covered in [[Chaos]] iconography.&lt;br /&gt;
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It is unknown if they are a [[Power Weapon]], although given how shit poor a Chaos Cult is, it is likely they are just normal swords made of really good material and is absurdly sharp.&lt;br /&gt;
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Crunchwise, They are AP-3, D2 with S scaling of 4. They are actually not that bad all things considered and they are able to carve up a decent chunk of an MEQ squad in melee. Definitely the most useful weapon of a Dark Commune.&lt;br /&gt;
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===Charnabal Sabre===&lt;br /&gt;
[[File:Palatine_Blades.JPG|200px|right|thumb|Charnabal Sabre (Emperor&#039;s Children)]]&lt;br /&gt;
Charnabal Sabres are master-crafted swords used often by Imperial nobles and anyone smug enough to warrant wielding such a weapon. It is one of the few Imperial close combat weapons that follows the [[Eldar]] principle on the reliance on speed and dexterity rather than brute force for its lethality. Despite being conventional sabres, these things are so fucking good and so fucking sharp that it somehow rivals a [[Power weapon]] [[Wat|in cutting power.]] This is technically possible for a curved, mono-molecular blade if you move it swiftly enough and it at the optimum angle for whatever shape the surface you are striking is and if you understand the materials&#039; strengths and weaknesses well enough. Which a well-trained duelist should know.&lt;br /&gt;
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The Charnabal Sabre&#039;s origins can be traced back to the ancient dueling societies, assassin cults and bloody vendettas of the Terran Court during the [[Age of Strife]]. The pure metal of these blades was press-folded and stamped scores of times over before being micro-serrated with a fractal-sharp edge. The master swordsmiths of Terra were each said to have their own rituals of forging, impressing a distinct pattern in each bespoke blade as legible as a signature to those with the wit to read them. &lt;br /&gt;
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Due to their status as essentially being [[That Guy]] of conventional swords, it is no surprise that the [[Emperor&#039;s Children]] loved the hell out of this thing, with the [[Palatine Blade]]s loving them the most. They were primarily used during the [[Great Crusade]] and [[Horus Heresy]] eras of the late 30th and early 31st Millennia. The reason why they aren&#039;t seen that often nowadays could possibly be its constant linkage with the Emperor&#039;s Children&#039;s personal [[/d/|pleasure dildo.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Charnabal_sabre.JPG|Human sized Charnable.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Barb-Hook Lash===&lt;br /&gt;
[[File:Barb-Hook Lash.JPG|200px|right|thumb|Barb-Hook Lash]]&lt;br /&gt;
The Barb-Hook Lash is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course. &lt;br /&gt;
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Resembling nothing more than a chain with an anchor hook attached to one end. The Barb-Hook Lash is both an incredibly simple and basic weapon by design, and an exceptionally difficult and complex weapon to master. Only effective when swung in momentum; it takes years to master such weapons without accidentally caving your skull in. But a combination of reach and its unorthodox and unpredictable swing makes this weapons exceptionally effective against shield-hugging pansies. Its hooked anchor is most likely made out of either adamantium or plasteel and is able to puncture power armour with sufficient force.&lt;br /&gt;
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Crunchwise, these things are AP5 with &#039;&#039;Two-Handed, Fleshbane, Reach (1)&#039;&#039; and &#039;&#039;Rending (5+).&#039;&#039; It&#039;s a bit better against dealing with armour now and with Reach bumping your Initiative, this can help you score a hit in edgewise against more durable foes. However, you&#039;re still suffering for most of the time you fight marines. Against daemons, it&#039;s a bit better.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Barb-Hook_Lash_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meteor Hammer===&lt;br /&gt;
[[File:Meteor_Hammer.JPG|200px|right|thumb|Meteor Hammer]]&lt;br /&gt;
The more bone-shattering cousin of the Barb-Hook Lash, the Meteor Hammer is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course. &lt;br /&gt;
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The Meteor Hammer is nothing more than a super-enlarged flail without a solid handle. Like the Barb-Hook Lash, the Meteor Hammer is both an incredibly simple and basic weapon by design, and an exceptionally difficult and complex weapon to master. Only effective when swung in momentum; it takes years to master such weapons without accidentally caving your skull in. But a combination of reach and its unorthodox and unpredictable swing makes this weapons exceptionally effective against shield-hugging pansies. Its heavy spiked ball is dense enough to crumple power armour and shatter bone into dust with a single swing.&lt;br /&gt;
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Crunchwise, these are S+2 AP4 with &#039;&#039;Two-Handed, Breaching (5+)&#039;&#039; and &#039;&#039;Reach (1).&#039;&#039; The only weapon that&#039;s suffered a definite downgrade in the update, with Breaching making it ineffective against vehicles and losing Concussive. That said, you hit first anyway due to Reach, so losing the old Concussive (reduce enemy to I1) doesn&#039;t hurt that much. Not having new Concussive (reduce enemy WS by 1) does hurt, but you can&#039;t have everything.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meteor_Hammer_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Frag Lance===&lt;br /&gt;
[[File:Frag_Lance.PNG|250px|right|thumb|Frag Lance]]&lt;br /&gt;
The &#039;&#039;literal&#039;&#039; poor man&#039;s version of the Hunting Lance. The Frag Lance is literally nothing more than a [[Grenades &amp;amp; Explosives#Frag Grenade|Frag Grenade]] mounted on a long stick. Primarily used by riders of the [[Ridge Walker]]s who like to [[LARP|cosplay]] as medieval knights from ancient Terra, they prove to be an effective one-use weapon in surprise assaults (Don&#039;t ask us &#039;&#039;how&#039;&#039; the riders avoid shrapnel from the exploding grenade, those bargain bin [[Star Wars|AT-RT]] chicken walkers ain&#039;t protecting much).&lt;br /&gt;
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Since they lack the reinforced explosive tip of the more technologically refined Hunting Lance, the Frag Lance makes a poor choice when it comes to penetrating light armour or power armour. But since nearly everyone in [[Necromunda]] does not wear anything more than [[Flak Armour]], it remains a cheap but effective weapon of war.&lt;br /&gt;
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Like their more modern counterpart, the Frag Lance comes in many flavours depending on the type of grenade it has been duct taped to.&lt;br /&gt;
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Rules-wise, the Frag Lance has a S rating of E and a L rating of 2&amp;quot; when it comes to range/reach. In terms of its attacking power, when primed, it is a S+1,  Strength 4, AP-1, D1 weapon with a Blast radius of 3&amp;quot;. Not too shabby when it comes to maiming not only the target but his ally beside him/her. After it explodes, the lance is still usable since there is enough of a metal pole to be used as a staff. Its attack rates it as a S+1, Strength S, D1 staff. Not that great, but what do you expect? You&#039;re using a literal metal stick.&lt;br /&gt;
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===Hunting Lance===&lt;br /&gt;
[[File:Hunting_Lance.png|250px|right|thumb|Hunting Lance]]&lt;br /&gt;
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Hunting lances are single-use weapons employed by [[Rough Riders|Rough Rider Squadrons]] of the Imperial Guard. The lance is effectively a nine foot long shaft with a shaped explosive tip. When the lance impacts with an enemy the tip explodes, increasing the killing power already behind the lance. Once used, however, the lance is rendered useless for the remainder of the battle.&lt;br /&gt;
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These weapons are advanced versions of those used for hunting big game on the primitive worlds the Rough Riders themselves are often recruited from. They are particularly effective against riotous mobs or compact hordes of infantry. When used properly, they can prove to be more effective against heavily armored troops than a standard lasgun. In game terms, this is demonstrated by the hunting lance&#039;s ability to bypass armor saves when the unit charges. &lt;br /&gt;
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The Hunting Lance has a variety of different heads for different uses such as:&lt;br /&gt;
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*&#039;&#039;&#039;Inferno Tip&#039;&#039;&#039;: consists of a broad, blunt head, designed to impact as much surface area of the target as possible, rather than to puncture armour. When the lance impacts a target, promethium canisters affixed below the blade expel their contents in a burst of white-hot flame.&lt;br /&gt;
*&#039;&#039;&#039;Krak Tip&#039;&#039;&#039;: Consisting of a shaped charge similar to that of a krak grenade, a hunting lance krak tip explodes with even more devastating effect than the standard hunting lance charge, making its use preferable against resilient enemies such as Orks.&lt;br /&gt;
*&#039;&#039;&#039;Melta Tip&#039;&#039;&#039;: Devastating to armored targets, they are extremely heavy due to the explosive reactive charge. Aim and poke at the side armor of any vehicle and watch it explode into metallic chunks.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Tip&#039;&#039;&#039;: Only used in dire circumstances by regiments with deep ties to the Adeptus Mechanicus. When a hunting lance plasma tip impacts a target, it triggers a containment breach of the volatile energies stored within. As with all plasma weapons, they are of dubious reliability.&lt;br /&gt;
*&#039;&#039;&#039;Poison Tip&#039;&#039;&#039;: Useful against xenos opponents. These tips are filled with advance and deadly neurotoxins, poisons and venoms from a host of animals and plants collected by the Imperium. These tips is most effective against monstrous creatures such as Tyranids and Squiggoths.&lt;br /&gt;
*&#039;&#039;&#039;Shock Tip&#039;&#039;&#039;: Used when the Imperial Guard seeks to take prisoners, it delivers a crippling electric charge. However, there is a chance that a prisoner would die due to a weak heart or the tip has been overcharged. Could also be used to stun and incapacitate a valuable target.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340690</id>
		<title>Miscellaneous Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340690"/>
		<updated>2023-05-24T22:46:55Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
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&lt;div&gt;Miscellaneous Weapons are weapons that do not fit one particular category or another. These weapons are either obscure or behave differently by function. All of them aren&#039;t what you call standard issue firearms and the majority of them are some sort of melee weapon, thrown weapon or a combination of both. &lt;br /&gt;
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==Imperium Ranged Weapons==&lt;br /&gt;
===Bolas===&lt;br /&gt;
[[File:Dhcr-135-bolas.jpg|200px|right|thumb|Bolas]]&lt;br /&gt;
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A primitive thrown and restraining weapon. Bolas are normally non-lethal (Doesn&#039;t mean they can&#039;t be changed into [[FATAL|spike balls or explosive pellets]]) and as such are usually employed by bounty hunters or local law enforcement members, where the swirling balls can entangle a target with heavy cords of wire. They can be found all over the galaxy and some styles use up to eight balls.&lt;br /&gt;
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Due to its mundane nature and utility, Bolas never get to be seen in actual military engagements because the likelihood of you successfully restraining a important target in the middle of a war zone is as likely as you getting chosen to become part of the [[Adeptus Custodes]]. Even in terms of law enforcement, there are much better weapons at restraining a target such as the [[Webber|Webbers]] and certain [[Arc Weaponry|Arc Weapons]] whose charge has been set to stun. Thus, Bolas is only seen being wielded by the most desperate or primitive of societies. &lt;br /&gt;
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===Sling===&lt;br /&gt;
[[File:Rb1-75-sling.jpg|200px|right|thumb|Sling]]&lt;br /&gt;
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A Sling is a primitive weapon that makes [[Bow Weaponry|Bows and Arrows]] look advance and sophisticated by comparison. Slings are used primarily on feral or primitive worlds. They can be made with any piece of material or leather and simply require momentum provided by the user to launch the projectile. It is commonly used during riots and demonstrations and the ammunition can range anywhere from rocks picked off the ground to specialized metallic balls or even grenades.&lt;br /&gt;
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Furthermore, Slings have a [[Skub|completely different and &#039;&#039;some may say&#039;&#039; overly-complicated way of shooting/throwing the projectile.]] Unlike Bows and Firearms, Slings depends on the momentum a person swings this weapon overhead in either a clockwise or anti-clockwise motion, before launching the projectile in a forward motion akin to throwing a grenade or your arms acting like a catapult. As you can imagine, accuracy and aiming this thing is a pain in the ass, but when this thing hits, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;it hits hard&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; for something of such a humble technological background.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dhcr-135-sling.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Snare Gun===&lt;br /&gt;
[[File:Snare_Gun.PNG|200px|right|thumb|Snare Gun]]&lt;br /&gt;
A Snare Gun is somewhat similar to the Net Gun (Which can be read directly below), except actually sanctioned by the Imperium and used by the [[Sisters of Silence]] to deny key ground to more heavily armed foes that the Sisterhood is otherwise ill-equipped to counter.&lt;br /&gt;
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Like the Net Gun and [[Webber]], the Snare Gun is a &#039;non-lethal&#039; weapon meant to capture the target rather than outright killing it. Unlike the Webber, the Snare Gun fires a rapidly hardening fibro-plastic net to entangle the target akin to a Bola rather than a string of sticky filaments.&lt;br /&gt;
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The snare gun is therefore a simple, yet effective weapon. The ability to fire a spool of thin adamantine cable, ending in a snare, to lasso a foe is considered far more easier to handle than the specialized equipment needed to dissolve a Webber&#039;s solidified filaments. The entangled victim can then be reeled in, alive and relatively unharmed. Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as the aforementioned webbers).&lt;br /&gt;
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===Net Gun===&lt;br /&gt;
[[File:Net_Gun.PNG|200px|right|thumb|Net Gun]]&lt;br /&gt;
A Net Gun is a curious looking ranged weapon that seem to be designed/modified from a [[Webber]] gun. Whilst both are design as a &#039;non-lethal&#039; restraining weapon, they differ in that unlike the Webber which fires filaments of extremely sticky and restrictive &#039;webs&#039;, the Net Gun fires a more simplistic net that has been electrified to stun and entrapped the target.&lt;br /&gt;
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Whilst it lacks the near cement-hardening charactersitics of a Webber, the Net Gun is cheaper to produce, maintain and restock, making them quite popular among extremely primitive or assbackawards planets. After firing its shot, the gun needs to be reloaded with a new net in front of the barrel. The electrified net would continue zapping the target unless it has been forcefully removed from an outside force. They seem to be very, &#039;&#039;very&#039;&#039; popular with [[Chaos]] [[Cultist]]s and most of them seem to made from these guys rather than being officially sanctioned weapons.&lt;br /&gt;
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They appeared in [[Darktide]] as the primary weapon of the [[Scab Trapper]]. They are among the most annoying weapons to deal with due to the immobilising effects.&lt;br /&gt;
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===Chimera Pistol Sword===&lt;br /&gt;
[[File:PistolSword.jpg|250px|right|thumb|Chimera Pistol Sword]]&lt;br /&gt;
A very strange and unique weapon. &lt;br /&gt;
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Chimera Pistol Swords is an exotic type of Imperial weapons. Essentially a [[Power sword|Power Sword]] with an attached [[Flintlock Pistol|single-shot pistol]], these are used by [[Voidsmen-at-Arms|Imperial Navy officers]] to allow for fast paced personal combat aboard vessels.&lt;br /&gt;
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Because of its unique nature, the Chimera Pistol Sword couldn&#039;t really be considered a true [[Combi-weapon]] as it does not have two different ranged weapon firing separately and that the Pistol Sword has placed more emphasis on &#039;&#039;Sword&#039;&#039; than &#039;&#039;Gun&#039;&#039;. Neither can it be considered a pistol with a comically [[/d/|oversized and overcompensating bayonet]], since the sword is affixed permanently to the gun. So the weapon is placed here.&lt;br /&gt;
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Now whilst the concept of a sword gun may sound ridiculous to you, do take note that such weapons used to exist during the renaissance and even towards the late 18th century. However, they weren&#039;t really considered to be serious military weapons and was treated more like a fad. The reasoning is fairly obvious, while it may look cool, actually using the damn thing was a colossal pain in the ass, since the added weight of the gun mechanism disrupts the weapon&#039;s overall balance. This means that wielding this thing feels very inconsistent as you can&#039;t properly swing gracefully (As one side is perpetually lop-heavy), nor can you properly aim the damn thing (Since the weight of the sword makes the gun stupidly front-heavy).&lt;br /&gt;
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All these real-world problems would stay true for this weapon as well, since the Chimera Pistol Sword is also pretty goddamned rare. Now exactly &#039;&#039;what&#039;&#039; the gun part of the Pistol Sword shoots out, we are not too sure, but given it is a single-shot, it is likely to be a flintlock-like mechanism that fires some advanced shit, and that the gun is only used as a last resort due to having...you know...&#039;&#039;one bullet in the chamber&#039;&#039;.&lt;br /&gt;
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===Crozius Arkanos===&lt;br /&gt;
[[File:Crozius_Arkanos.png|250px|right|thumb|Crozius Arkanos]]&lt;br /&gt;
A &#039;&#039;very&#039;&#039; unique piece of wargear that is one part [[power weapon]] and one part [[Grenade Launcher|grenade launcher]].&lt;br /&gt;
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We are honestly not sure whether to put this in the [[combi-weapon]] category, but given that a combi-weapon&#039;s definition is the fusion of two-different ranged weapons whilst the Arkanos is clearly not, putting this in the miscellaneous category is more appropriate as it is also neither a true power weapon or a grenade launcher.&lt;br /&gt;
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Now, the Crozius Arkanos is basically a upgraded [[Power weapon#Crozius Arcanum|Crozius Arcanum]] that, as aforementioned, has a built-in assault grenade launcher wielded by who else but the Reclusiarch Ivanus Enkomi of the [[Minotaurs (Chapter)|Minotaurs Chapter]] of course! Because why else but the damn [[Mary Sue|personal lapdogs of the High Lords]] getting &#039;&#039;another&#039;&#039; unique one-of-a-kind weapon. &lt;br /&gt;
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It was forged by the artificers of the Minotaurs following the Battle of Gathetris against the renegade Night Reapers Chapter, variously recorded as having been built from Enkomi&#039;s own shattered Crozius or the remains of a relic of the Night Reapers. Now, the Crozius Arkanos is only big enough to house two grenade launchers, which is hidden under the Crozius&#039; &#039;head&#039;. So it kind of acts like an [[Awesome|explosive staff]] for all intents and purposes.&lt;br /&gt;
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===SLHG Pattern Assault Ram===&lt;br /&gt;
[[File:SLHG.JPG|200px|right|thumb|SLHG Pattern Assault Ram]]&lt;br /&gt;
A bizarre-looking piece of contraption only seen on [[Necromunda]].&lt;br /&gt;
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The SLHG Pattern Assault Ram is used primarily by Necromunda&#039;s personal skull-cracking [[Palanite Subjugator]]s, from the [[Palanite Enforcers|Enforcer]] police departments. They are a type of breaching weapon with an underslung [[Grenade Launcher]]. Whilst this technically makes them a [[Combi-weapon]], the actual classification of this weapon is currently unidentified.&lt;br /&gt;
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It may or may not be a heavily motorized and advance version of a modern day SWAT battering ram. It is meant to breach open doors and barricades, whilst the grenade launcher attatchment may fire non-lethal (Or lethal) rounds to flush out entrenched hive gangers.&lt;br /&gt;
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The Assault Ram in Necromunda basically [[Count as|count as]] a [[Power Weapon]] with a Grenade Launcher profile.&lt;br /&gt;
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===Krumper Rivet Cannon===&lt;br /&gt;
[[File:Rivet_Cannon.JPG|200px|right|thumb|Rivet Cannon]]&lt;br /&gt;
The [[Ork|&#039;Krumper&#039;]] Rivet Cannon (Yes, the Orks are already filing a lawsuit for trademark infringement) is an industrial staple gun used to punch rivets into place and to make sure that piece of building stays in place. However, in the underhive of [[Necromunda]], the [[Bruiser|giant man-babies]] of [[House Goliath]] have weaponized them into a giant heavy-duty weapon.&lt;br /&gt;
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As an oversized nailgun, the Rivet Cannon has a incredibly short range, but it is just as capable of nailing bodyparts (or an entire person) to a wall as nailing sheets of metal together. It doesn&#039;t really have that much ammunition for a weapon of such size, not that it would matter for [[House Goliath]] anyway as these things are just as heavy enough to be turned into a bludgeoning weapon.&lt;br /&gt;
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On tabletop, at only 70 credits, the Krumper seems like a steal, but remember that it only has a 9” range. With a range like that, it’s basically a powerful flamer. At least it’s not Unwieldy anymore.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Stormcaller Stave===&lt;br /&gt;
[[File:Stormcaller_Stave.PNG|250px|right|thumb|Stormcaller Stave]]&lt;br /&gt;
The Stormcaller Stave or the Stormcaller Staff is a &#039;&#039;strange&#039;&#039; piece of equipment that is more a weathering tool than a weapon. They are [[Archeotech]] devices that are wielded as weapons by the shamanic [[Wy’tari]] of [[Necromunda]]&#039;s [[Ash Waste Nomads]]. They are found in the Hive World&#039;s Ash Wastes by the Nomads and [[skub|may or may not]], be responsible for the Wy&#039;tari&#039;s ability to summon dust storms out of thin air.&lt;br /&gt;
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Crunchwise, assuming if they &#039;&#039;are&#039;&#039; the tool responsible for conjuring dust storms. Than these staves are what gives the Stormcaller its unique &#039;&#039;&#039;Stormwalker&#039;&#039;&#039; rule, which allows you to gain +2” to your &#039;&#039;&#039;Movement&#039;&#039;&#039; if you start your activation on the battlefield surface. It is also not useless in combat as well, as its melee is capable of bonking the heads of troopers and juves in a few swings.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Mancatcher===&lt;br /&gt;
[[File:Mancatcher.PNG|250px|right|thumb|Mancatcher]]&lt;br /&gt;
A kind of strange and unique &#039;non-lethal&#039; weapon.&lt;br /&gt;
&lt;br /&gt;
The Mancatcher is basically a [[derp|giant reacher grabber tool]] designed to capture and detain subjects from a relatively safe distance. Mancatchers are often two-handed and non-lethal. Their most prominent users are slavers, [[Adeptus Arbites|Arbites]] and [[Acolyte|Inquisitorial Acolyte]]s. &lt;br /&gt;
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The device is made of a long pole (so the wielder will not expose himself to a counterstrike) with some sort of restraining device at the end, from a cable loop that can be restricted around the neck to self-locking iron collars with inwards-pointing spikers. &lt;br /&gt;
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The status on what to classify the Mancatcher had been unknown as it is not only old fluff, but fluff without any models/pictures to take note off. However, the revamping of Necromunda finally gave us a full model of these things. Wielded only by the [[Sanctioner Pattern Automaton]]s. It turns out that these grapper tools are some sort of hybrid ranged/close-combat weapon. The first weapon is a pneumatic spring-loaded grapper tool that can lunge at the target at sudden, break-neck speeds to instantly subdue them from a distance. However, if the particular target is too much of a handful, than the second weapon - located immediately above the grabber tool - would fire a giant web filament to subdue them at range. Yes, it mounts a one-shot [[Heavy Webber]] as a secondary.&lt;br /&gt;
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Crunchwise, the Mancatchers is a expensive upgrade to your [[Sanctioner Pattern Automaton]]s. They are template weapon with the Web rule, and their pincer arms can subdue a target until its breaks free from its hold. A pretty nifty weapon for single-target subjugations. However, they are pretty pricy and the most expensive upgrade, costing at a 100 credits each.&lt;br /&gt;
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==Imperium Close-Combat Weapons==&lt;br /&gt;
===Venom Claw===&lt;br /&gt;
[[File:Venom Claw 2.PNG|200px|right|thumb|Venom Claw]]&lt;br /&gt;
Equivelent to the Genestealer&#039;s Toxin Injector or the poor man&#039;s version of the Neuro Gauntlet. The Venom Claw is pretty on the nose on what it is trying to be. You can take a guess on what it exactly does.&lt;br /&gt;
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Seemed to only be used by the [[Death-Maiden]]s of [[House Escher]] in [[Necromunda]] for some reason. Venom Claws as aforementioned, works basically in the same way as a Toxin Injector, in that it is a glove-like weapon whose finger points are perpetually envenomed by tubes running on the glove&#039;s back. Except in this case, it seems that the tubes containing the venom seem to come from the Death-Maiden herself. Given that a Death-Maiden&#039;s bloodstream is 99% [[drug|liquified super-cocaine]] by now, the concept shouldn&#039;t be &#039;&#039;that&#039;&#039; out of the ordinary.&lt;br /&gt;
&lt;br /&gt;
Also, the finger points or the venom, seem to be pink, so we can guess that the Death-Maiden&#039;s chem-blood is in fact, [[lulz|pepto bismol]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are the same cost as the Stiletto Sword, but AP -2 and Entangle, making it a more offense-oriented melee weapon than the Stiletto Sword. A properly outfitted Death Maiden can make this weapon fairly scary. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Venom_Claw.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Neuro Gauntlet===&lt;br /&gt;
[[File:Neuro_Gauntlet.JPG|200px|right|thumb|Neuro Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Neuro Gauntlet is a specialized weapon only used by the [[Eversor Assassin]]s of the Imperium of Man&#039;s Officio Assassinorum. The weapon is a glove or gauntlet comprised of a hyper-alloy glove whose fingers end in sharp hypodermic needles that inject a potent neurotoxin into the Assassin&#039;s victim. &lt;br /&gt;
&lt;br /&gt;
When the glove strikes an opponent, the needles immediately inject their toxin into the person&#039;s bloodstream. The lethal effect is almost instantaneous and causes a horrifically painful death as the victim is completely paralyzed while his organ systems shut down one by one. These toxins will work on Warp entities like daemons, but they are a great deal less effective against such creatures. &lt;br /&gt;
&lt;br /&gt;
In effect, it is similar to the [[Needler]] in terms of killing the target with poison, although it lacks the secondary laser gimmick.&lt;br /&gt;
&lt;br /&gt;
===Frost Claw===&lt;br /&gt;
[[File:Frostclaws.jpg|200px|right|thumb|Frost Claw]]&lt;br /&gt;
Frost Claws are strange ice-crystal punch daggers that are often wielded by the [[Space Wolves]]&#039; [[Wulfen|furries]]. The weapons are a mystery and speculation is rife as to whether the Frost Claws form through some kind of latent psychic projection, or are fashioned by the Wulfen in some as-yet-mysterious ritual. Whatever the case, they are lethally effective and are able to rip through the thickest armour as though it were yielding flesh.&lt;br /&gt;
&lt;br /&gt;
It is unknown if these same crystals are the ones that power a lot of the [[Helfrost Weaponry]], although it wouldn&#039;t surprise us if it did.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is highly complementary given the high attack stats and initiative of the Wulfen.&lt;br /&gt;
&lt;br /&gt;
===9-70 Entrenching Tool===&lt;br /&gt;
[[File:9-70_Entrenching_Tool.PNG|200px|right|thumb|9-70 Entrenching Tool]]&lt;br /&gt;
Also known as a &#039;&#039;&#039;Trench Shovel&#039;&#039;&#039; or every [[Death Korps|Krieger&#039;s]] and [[Iron Warriors]]&#039; [[/d/|personal masturbation tool]]. The 9-70 Entrenching Tool is one of the standard pieces of equipment of the [[Imperial Guard]]. &lt;br /&gt;
&lt;br /&gt;
The 9-70 entrenching tool is intended primarily for filling sandbags. This small, folding spade is invaluable for digging trenches, shoring up earthen mounds, creating traps to hunt both enemies and prey, making a garden and preparing other basic defensive structures. The heavy blade of the 9-70 also makes for an excellent improvised weapon, and many Guardsmen believe that a well-sharpened entrenching tool makes for a [[Heresy|better melee weapon than their standard-issue knife.]] Truly its versatility makes this Entrenching Tool the [[Choppa]] of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite their [[Awesome|awesomeness]], GeeDubs have yet to issue [[Fail|any rules for this glorious tool-weapon.]]&lt;br /&gt;
&lt;br /&gt;
===Narthecium===&lt;br /&gt;
[[File:AST_Hagen_Pattern_Narthecium.png|200px|right|thumb|Narthecium]]&lt;br /&gt;
&lt;br /&gt;
More of a medical tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
The iconic Narthecium of the [[Apothecary|Apothecaries]] is a tool which most people can recognize but few can pronounce let alone remember the name. As the Narthecium is a medical field kit, it contains the necessary tools to treat wounded Marines and get them back into action as quickly as possible. Included in the standard kit are: &lt;br /&gt;
&lt;br /&gt;
*Anti-venoms;&lt;br /&gt;
*Stim-packs;&lt;br /&gt;
*Healing agents;&lt;br /&gt;
*Sterile clay for sealing wounds;&lt;br /&gt;
*A Carnifex (No, not &amp;lt;u&amp;gt;&#039;&#039;THAT&#039;&#039;&amp;lt;/u&amp;gt; [[Carnifex]], remember it means &#039;butcher&#039;) for euthanizing fatally injured Marines; &lt;br /&gt;
*Reductor (carbon alloy): a tool for extracting the Progenoid organs (gene-seed) from fallen Marines.&lt;br /&gt;
&lt;br /&gt;
Other components may include a chainblade and an apothicarion drill for piercing armor. The Deep Bore version lowers the placement of the chainblade, and replace it with a saw-disc. The main focus of this version is the drill for piercing armor and retrieving gene-seed as quickly as possible. The Hagen pattern drill is larger and stronger, designed to be able to work on Terminator armor as well as standard Space Marine armor.&lt;br /&gt;
&lt;br /&gt;
Its more Primaris-friendly and pistol relative is the [[Reductor Pistol]]. The more Orky equivalent is the &#039;Urty Syringe.&lt;br /&gt;
&lt;br /&gt;
===Hookfang===&lt;br /&gt;
[[File:Hookfang_2.PNG|200px|right|thumb|Hookfang]]&lt;br /&gt;
The Hookfang is a type of poisoned blade and one of the primary weapons used by [[Venenum Asssassin]]s of the [[Officio Assassinorum]]. According to GeeDubs, it is considered as a dagger, despite looking [[Derp|nothing remotely close to it.]]&lt;br /&gt;
&lt;br /&gt;
These tonfa-looking blades are capable of causing damage to the enemy far after the initial strike as the poison inbedded within the blade acts as a slow-moving catalyst. By the time the target realised he/she has been gunked, it is already too late. From what we see, the Hookfang has a venom capsule on the side of the weapon, it is assumed that an internal vial system connects the venom capsule to both the injector at the front and the blade at the back, ensuring that the blade stays perpetually envenomed. &lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the Imperial equivalent of a [[Dark_Eldar_Combat_Weapons#Poisoned Weaponry|Dark Eldar poison weapon.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hookfang.jpg|Bottom View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Venenum Toxin Injector===&lt;br /&gt;
[[File:ToxinInjector.jpg|200px|right|thumb|Venenum Toxin Injector]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Derp|other]] [[Miscellaneous_Weapons#Toxin_Injector|Toxin Injector]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Venenum Toxin Injector is a type of poisoned weapon used by the [[Venenum]] Temple of the [[Officio Assassinorum ]] and it is one of the primary weapons used by the assassins.&lt;br /&gt;
&lt;br /&gt;
These Toxin Injectors can kill even the toughest of foes without any metabolic trace. Or it needs is just one jab and even TEQs can just drop dead within a minute of injection. It &#039;&#039;heavily&#039;&#039; resembles the [[Original character, do not steal|hidden blade from Assasin&#039;s Creed]]. However, this is [[Pretend|misleading]] as the hidden blade-looking contraption is actually the Assasins carrying one of the needle capsules for the injector.&lt;br /&gt;
&lt;br /&gt;
The actual weapon itself is a gauntlet-looking device where the needle capsule is placed on a revolver system. By - assumingly - doing a punching motion, the device activates and launches the needle capsule at sufficient speed to unload its toxins into the target before quickly dispensing the used needle capsule. The assassin himself is protected from any malfunction via the protective caestus-looking shield on the fist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Toxin_injector_2.JPG|Top View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Servo Claw===&lt;br /&gt;
[[File:ServoClaw.jpg|200px|right|thumb|Servo Claw]]&lt;br /&gt;
A discount Power Claw you find on Wish.&lt;br /&gt;
&lt;br /&gt;
A Servo Claw or sometimes known as the Claw or the Big Grabber are mechanical claws used by certain Imperial forces and factions that are too poor to afford a [[Power Fist]]. Relying on sheer pneumatic and mechanical strength to crush the target, a Servo Claw is quite clunky to wield and does not offer the same levels of [[Anal circumference|fisting]] than either a Power Fist or a Lightning Claw.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, against unarmoured targets and even those wearing heavier armour, a Servo Claw could still act as a good tool to latch-on to a fleeing enemy as those industrial-strengthed hydraulics ain&#039;t going anywhere. Compared to the Servo Arm which is more of a tool than a weapon, the Servo Claw is definitely 100% designed to kill things.&lt;br /&gt;
&lt;br /&gt;
[[House Van Saar]] of [[Necromunda]] really likes these things as some of them wield the Arachnis Pattern of Servo Claws, which can also be found on the [[Arachni-rig]]. On the other hand, [[Pit Slave]]s are also augmented with these weapons in a variety of mining and loading roles.&lt;br /&gt;
&lt;br /&gt;
===Tarsus Buckler===&lt;br /&gt;
[[File:Tarsus_Buckler.JPG|200px|right|thumb|Tarsus Buckler]]&lt;br /&gt;
You know how in [[Dark Souls]], small shields have this special ability that allows a small window of opportunity to parry an opponent, leaving him/her vulnerable to a critical hit which can cause [[Meme|MASSIVE DAMAGE?]] Yeah, imagine that on a [[Adeptus Custodes|9 foot tall golden death machine]] and you got yourselves a Tarsus Buckler. The Tarsus Buckler is the primary &#039;defense&#039; equipment for the [[Venatari|Custodian Venatari.]] You noticed how we put in defense in quotations? Well that&#039;s because this small pint-sized shield is so [[Awesome|awesome]] that it can also function as a makeshift weapon as well.&lt;br /&gt;
&lt;br /&gt;
Oh yes, those pointy tips at the end of the buckler ain&#039;t for show. With a simple jab with the fist, a Venatari can turn a shield into a painful and quite lethal caestus, able to create deep cuts, stab wounds and a broken face. On tabletop, the Buckler is &#039;&#039;designed&#039;&#039; at destroying GEQs. Like the Power Talon, this is a Str 6 Ap-2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the [[Kinetic Destroyer|kinetic destroyer]] (a two-shot S6 ap-2 D2 pistol with 18&amp;quot; range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having only a 3+/4++ save.  &lt;br /&gt;
&lt;br /&gt;
We ain&#039;t sure whether this is considered a [[Power weapon]] or not, as there is no description specifying a power source. We can just conclude that it is made of some damned fine materials.&lt;br /&gt;
&lt;br /&gt;
===Control Stave===&lt;br /&gt;
[[File:Control_Stave.PNG|200px|right|thumb|Control Stave]]&lt;br /&gt;
A strange looking device only wielded by the [[Skitarii Marshal]].&lt;br /&gt;
&lt;br /&gt;
The Control Stave is basically a &#039;&#039;very short&#039;&#039; [[Video Game|video game controller]] in the shape of a bonk stick. It is considered a type of staff of office, control mechanism, and weapon that allows a Marshall to better further control their [[Skitarii]] warriors. How he controls them, we have no idea seeing as how there isn&#039;t any clear mechanism for the Marshal to &#039;control&#039; his underlings whatever that means.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Control Stave acts as a free [[Power Weapon#Power Maul|Power Maul]] that comes with the Marshal. It is a S+3, AP-2 and D1 weapon. So you ain&#039;t gonna kill too much folks with it. Best to use it if there is no choice.&lt;br /&gt;
&lt;br /&gt;
===Arco-Flails===&lt;br /&gt;
[[File:Arco-flails.JPG|200px|right|thumb|Arco-Flails]]&lt;br /&gt;
Arco-Flails is the catch-all term used to describe the various weapons surgically grafted on an [[Arco-flagellant]]. The flails, [[Pretend|despite the name]], is actually made up of various weapons, such as cutting claws, pneu-mattocks, cleavers and electro-flails. Due to the fact that each Arco-flagellant is &#039;equipped&#039; with a different set of weapons with different properties, countering a [[Rage|rage-inducing cyborg]] - let alone a horde of them - is pretty difficult, especially if these Arco-flagellants uses the [[Power Weapon#Electro-Flail|electro-flail]] variety which behave similarly to those of [[Power Weapon|close combat power weapons]] [[Wat|that act like]] [[Arc Weaponry|arc weapons.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, despite the wide variety of weapons that an Arco-Flail subsists on, on tabletop 8th Edition, they are all treated as one weapon. Arco-Flails usually make d3 hit rolls per attack, at S+1 AP-1, damage 1. While this seems rather lackluster - and it is - the point is that Arco-flagellant work best when supported by another unit. In this case, a [[Ministorum Priest]] acts as &#039;&#039;the&#039;&#039; go-to supporter, with the priest using his abilities to boost these attacks into a D3 multiplier.&lt;br /&gt;
&lt;br /&gt;
For even more bang for your buck, a Arco-flagellant with the Extremis Trigger Word stratagem makes their weapons get [[Awesome|&#039;three&#039; hit rolls per attack instead of D3.]] Combine that with a preacher, and each model gets [[Rape|nine attacks at S5 AP-1 damage 1,]] [[RIP AND TEAR|which is enough of a blender to tear through just about anything.]] The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have a Zealot that means they&#039;ll still be hitting around two thirds of the time.&lt;br /&gt;
&lt;br /&gt;
===Pteraxii Talons===&lt;br /&gt;
[[File:Pteraxii_Talons.JPG|200px|right|thumb|Pteraxii Talons]]&lt;br /&gt;
The feet of a [[Pteraxii]] has been modified and augmented into a powerful aerial close combat weapon for the [[Adeptus Mechanicus]]. &lt;br /&gt;
&lt;br /&gt;
These feet resemble the talons of an eagle and the Pteraxii uses them to lethal effect. Either ripping their targets to pieces or picking him/her up on a flyby before dropping them off to their deaths. The talons are razor-sharp and could pierce through [[Flak Armor]] and [[Wraithbone]] with ease, although [[Power Armor]] would require a great deal more difficulty. If the Pteraxii is a Skystalker, the talons mark a dangerous deterrence, if it is a Sterylizor on the other hand, then the offending unit must bend over, [[Anal circumference|cause those talons are goin in &amp;lt;u&amp;gt;&#039;&#039;&#039;dry.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these flying bird feet are quite the nasty pickle. These are [[Rage|AP -1 claws that give +1S on the charge]] making them powerful at [[RAGE|both deepstrikes AND making them a nightmare to charge.]] What has been said in the fluff can be applicable in the crunch. Skystalkers should use their talons as deterrence against enemy charges, whilst Sterylizors should abuse the shit out of it during deepstrikes.&lt;br /&gt;
&lt;br /&gt;
===Rotary Flensing Saw===&lt;br /&gt;
[[File:Rotary_Flensing_Saw.PNG|200px|right|thumb|Rotary Flensing Saw]]&lt;br /&gt;
The Rotary Flensing Saw like the [[Basic Close Combat Weapons#Boning Sword|Boning Sword]], is actually a tool used in abattoirs or the Grinder Guild in [[Necromunda]] to efficiently cut away slabs of meat and bone to be easily processed. &lt;br /&gt;
&lt;br /&gt;
They pretty much work the same way as the real one work in real life. It is nothing more than a bonesaw attached to a motor that vibrates the blade at high frequency over a gunstock. Think [[Star Wars|vibroblades from Star Wars]]. Due to how &#039;&#039;easy&#039;&#039; it is to slice flesh like cream cheese, the [[Corpse Grinder Cults]] fucking use them as [[Waifu|dakimakuras]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Rotary Flensing Saws are &#039;&#039;the&#039;&#039; most versatile CQC weapon for the Corpse Ginders; reaching out and touching enemies at 4”, making it &#039;&#039;almost&#039;&#039; a [[awesome|ranged weapon]]. The -1 accuracy penalty at range is rough, but if you can get Knockback to trigger, you’ll be able to catapult yourself into base to base with your opponent, Bionic Commando-style.  &lt;br /&gt;
===Heavy Rock Drill===&lt;br /&gt;
[[File:Heavy_Rock_Drill.JPG|200px|right|thumb|Heavy Rock Drill]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Drill is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The heavy rock drill is modified by the hybrids so it can be carried into battle as a weapon &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; it can only be used &amp;lt;u&amp;gt;&#039;&#039;by&#039;&#039;&amp;lt;/u&amp;gt; Hybrids due to requiring three arms and all. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Heavy Rock Drill is a 1 damage Power Fist. However, it doesn&#039;t have -1 to hit and it can inflict up to 5 extra mortal wounds on a successful wound. Pretty decent in handling tough targets especially if it successfully wounds them on the table.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, its a baby and civilian friendly Siege Drill.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Cutter===&lt;br /&gt;
[[File:Heavy_Rock_Cutter.JPG|200px|right|thumb|Heavy Rock Cutter]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Cutter is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The hydraulic shears of heavy rock cutters were [[Noblebright|designed to free trapped mine workers from industrial accidents.]] When the cult rises up, however, their irresistible grip is used not to save, but to kill.&lt;br /&gt;
&lt;br /&gt;
Still, despite its place in a Genestealer Cult, one must wonder how truly effective these cutters are when your basic Genestealer claw is sharp enough to carve up Terminator Armor into Swiss cheese. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Heavy Rock Cutter is a Double Strength, AP-4 and two damage weapon which may sound fantastic, but that&#039;s not all. If you successfully damage a non-VEHICLE target, beat its remaining wounds on a D6 and [[Fist of the North Star|it dies instantly.]] Goodbye Ogryns, Tyranid Warriors, Terminators and characters.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Saw===&lt;br /&gt;
[[File:Heavy_Rock_Saw.JPG|200px|right|thumb|Heavy Rock Saw]]&lt;br /&gt;
&lt;br /&gt;
Essentially a hand-held Power Saw.&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Saw is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer Cult]]s and [[Forge-Born]]s of [[House Goliath]]. The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles easily.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that a circular saw has less moving parts than a Chainsword and thus, is less susceptible to frequent jamming and snagging from the chain teeth, not to mention it is far more durable than any type of Chainsaw, one wonders why the Imperium haven&#039;t just swap out their chain weapons for circular saws. [[Derp|Heck even the Orks have noted on how beastly circular saws are in comparison to chainweapons and have incorporated it into their armory]]. I mean yeah, sure, a Chainsword has a longer reach and it is ergonomically much easier to handle, but what&#039;s the point of these advantages if you are carrying a weapon that can easily jam, snag and needs to have its teeth replaced by the end of every single battle? It&#039;s just not cost-effective in comparison to a singular large blade that is sharp enough to cut through concrete and steel like a sponge cake. You don&#039;t see the average chainsaw being able to cut through concrete and steel on a daily basis am I right?&lt;br /&gt;
&lt;br /&gt;
These things have an IRL counterpart and are known as Concrete Saws or Rock Cutters used by Geologists. The blades are typically made from diamonds. Like those circular blades you can buy from hardware stores, but way more powerful than a power tool. Some get hot enough that they need to be cooled down with water or to soften the surface for more precise cuts. One person operates the saw and a second applies the H20 via a spray tool. They also require large amounts of electricity to pull this off.&lt;br /&gt;
&lt;br /&gt;
There are also examples mounted on construction vehicles that do both once. So these tools are not useful as weapons either. If you did have a battery with enough power they are too heavy to be used as weapons. As the lightest recon vehicles mount 7.62mm machine guns that will turn the best body armor into swiss cheese. So they won&#039;t be seen on future battlefields anytime soon. And no you can&#039;t have one. (unless your a geologist or own a construction company).&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Heavy Rock Saw is the same as the Heavy Rock Cutter, but minus the instant-kill ability and the -1 to hit roll. They are real saws, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Awesome|the manly saws]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; that make chainswords look like pool noodles. Stick a [[Genestealer Primus|Primus]] nearby for effective 2+ to hit shenanigans.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Breaching Augur===&lt;br /&gt;
[[File:Breaching+Auger.png|200px|right|thumb|Breaching Augur (&#039;&#039;placeholder&#039;&#039;)]]&lt;br /&gt;
It&#039;s a drill used by [[Deathwatch]] [[Techmarine]]s. You think a bugman running at you with a giant circular saw is frightening? Being raped by a a [[Emperor&#039;s Children|horny Chaos Marine]] or enslaved by an [[Dark_Eldar|old as fuck space elf?]] You haven&#039;t seen nothing yet. As it says at the start of this paragraph the Breaching Augur is a drill. But not just any drill. While your typical irl Augur is used to drill holes into rocks or wood. This thing is meant to breach barriers in the same way a Chainfist is meant too. However it is much more effective.&lt;br /&gt;
&lt;br /&gt;
Obviously overkill against most Xenos and Chaos Marines. This thing butchers the armor of Vehicles and Monstrous Creatures alike. Using all the buffs described on the [https://1d4chan.org/wiki/Deathwatch_(RPG)#Things_that_suck|Deathwatch RPG page] turns it into the most bullshit melee weapon outside of those used by Titans. This thing is so overpowered that it makes weapons used by the [[Adeptus Custodes]] and the [[Primarch]]&#039;s themselves look weak by comparison. Using it in the presence of an [[Iron Warriors|Iron Warrior]] will make him greener than an [[Ork]] or even cum in his armor. Bar none the strongest melee weapon in the old Fantasy Flight Games RPGs. So it&#039;s no wonder Cubicle 7 hasn&#039;t updated the old RPGs yet.&lt;br /&gt;
&lt;br /&gt;
===Mechadendrite===&lt;br /&gt;
[[File:Mechadendrite.JPG|200px|right|thumb|Mechadendrite]] &lt;br /&gt;
&lt;br /&gt;
Humorously called the Noodly Appendage.&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon, although it doesn&#039;t stop the Techpriests from improvising. A Mechadendrite is a catchall name that covers a variety of tendril-like prosthetics used by [[Enginseer|Enginseers]] and other members of the [[Adeptus Mechanicus]]. It assists in manipulation of objects, micro-construction, maintenance, research and defense. It is connected to the central nervous system of the Techpriest, and so is controlled through thought just like a biological limb.&lt;br /&gt;
&lt;br /&gt;
Mechadendrites are constructed from metallic alloys and have small motors and actuators within their armored structures. They are usually longer than the Techpriest&#039;s natural limbs and are with multiple joints (simulating mechanical tentacles) to allow maximum reach and flexibility. Members of the Adeptus Mechanicus from the Enginseer rank and above are known to have mechadendrites, and although they may often only have one fitted, one could have as many mechadendrites as the body will support.&lt;br /&gt;
&lt;br /&gt;
Servitors can also have mechadendrites to assist the Enginseer they are assigned to. &lt;br /&gt;
&lt;br /&gt;
Mechatendrils, the Chaos version, only get a paltry two extra attacks at the user&#039;s strength along with a back mounted Meltagun and Flamer. A strange instance where the older version isn&#039;t superior to its newer counterpart.&lt;br /&gt;
The Mecanicus Machinator Array gives its user two additional Power Axe hits plus a Flamer and an Inferno pistol. Since Tech Priests enhancements give them the ability to carry two weapons. This is just icing on the cake during close combat. Quite brutal if paired with [[Radium Weaponry|Rad Weapons]] and the &amp;quot;traditional&amp;quot; Power Weapon.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Servo-Arm===&lt;br /&gt;
[[File:Servo-Arm_of_Iron_Priest.jpg|150px|right|thumb|Servo-Arm]]&lt;br /&gt;
&lt;br /&gt;
The bigger version of the Mechadendrite.&lt;br /&gt;
&lt;br /&gt;
A Servo-arm is used by Space Marine Techmarines and Enginseers of the Adeptus Mechanicus to help repair damaged vehicles on the battlefield. Likewise, since it acts like an additional appendage, it can carry or hold up massive equipment whilst more delicate machines can be used to repair much more fragile technologies. It can also be used as a devastating weapon in close combat as its hydraulics and synthetic muscle is more than enough to crack open a human skull.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it functions a lot like a hydraulic claw, or those forklift claws from Aliens&#039; Power Loaders. Able to easily lift many kilos and even tons of materials in spaces too small and cramp for even a Forklift or a Sentinel Power-Lifter.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Servo-Arm can be found in both the Mechanicus&#039; and Space Marine&#039;s army list. It&#039;s a one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors in the Mechanicum and Techpriests in the Adeptus Astartes. There are much better weapons anyways, so you shouldn&#039;t really care about these things unless you really want that particular target to die in a humiliating way.&lt;br /&gt;
&lt;br /&gt;
===Servo-Harness===&lt;br /&gt;
[[File:Mech-arm-pack-solo-800x500.jpg|200px|right|thumb|Servo-Harness]]&lt;br /&gt;
&lt;br /&gt;
When you want to cosplay as [[/co/|Doc Ock]] or because four limbs are better than three. While Mechadendrites are good enough for lower rank Tech Priests and Servo Arms for newbie [[Techmarines]], Space Marines Forgemasters decided something less complex than the mecha tentacles would be better for mass production and repairs on some Omnissiah forsaken planet. With tools that double as secondary guns. &lt;br /&gt;
[[Tl;dr]], its a mobile and miniature shrine to the Omnissiah, and it really shows.&lt;br /&gt;
&lt;br /&gt;
A Servo-Harness grants a Techmarine two additional Power Fists attacks to back up their Power Weapon during melee. It also mounts a Flamer and a Plasma Cutter. The latter is an Assault 1 [[Plasma Pistol]] mounted on a Servo Arm. Making his pistol option quite redundant. Though who takes a handgun when they can have a Combi-weapon? Yes they can be fired all at once. Though your Techmarine is hardly going need the flamer when armed with a Combi-Plasma at five shots per turn(three plasma + two bolter.) &lt;br /&gt;
No player wants a guy with 3 Power Axe hits and two Power Fist attacks within charge range of their special characters. [[Anal_circumference|Even better that becomes 3 Chain Fist or Thunder Hammer attacks if you have extra points to spend.]] All this gear, plus their own self modified Artificer Armor and Servitor meat shields makes just one Techmarine a force to be reckoned with. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Sword===&lt;br /&gt;
[[File:Mono-Sword.JPG|200px|right|thumb|Monomolecular Sword]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Dark Eldar]] [[Dark Eldar Combat Weapons#Monomolecular Blade|Monomolecular Blade]], although their functionality is the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made of a living crystalline structure just one molecule thick which constantly renews itself to keep its razor sharpness whenever it becomes blunt, the Monomolecular Sword is a masterpiece of molecular engineering, capable of slicing through all but the densest of enemy armour.&lt;br /&gt;
&lt;br /&gt;
It is often used in conjunction with female [[Spyrer]]s wearing a [[Jakara Hunting Rig]] in the underhives of [[Necromunda]]. Again, it is one of &#039;&#039;those weapons&#039;&#039; that is somehow [[Derp|better]] than their [[Basic Close Combat Weapons|military counterparts.]] How these [[Murderhobo]]s get these expensive and complicated shit, we have no idea.&lt;br /&gt;
&lt;br /&gt;
===Shiver Blade===&lt;br /&gt;
[[File:Shiver_Blade.PNG|200px|right|thumb|Shiver Blade]]&lt;br /&gt;
Shiver Blades are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Resembling a typical single-edged sword, the Shiver Blade is bit of an oddity among /tg/ since there is so little information we can gleam from these things.&lt;br /&gt;
&lt;br /&gt;
For one thing, they are most definitely more than just a &#039;[[Basic Close Combat Weapons|Basic Close Combat Weapon]]&#039; given House Delaque&#039;s own esoteric weapons they harbour within. Given the name, we can speculate and extrapolate the Shiver Blade as having a similar effect to the [[Space Wolves]]&#039; [[Helfrost Weaponry]]; in which the blade freezes anything it touch. If it functions as per-its-name, we may conclude that it might made out of some esoteric and barely understood alloy that saps the heat out of anyone. Given how mysterious and eldritch House Delaque is, this shouldn&#039;t be really that surprising.&lt;br /&gt;
&lt;br /&gt;
An alternative explanation would be &amp;quot;Shiver&amp;quot; is in reference to some psychic damage the blade does, like certain Tyranid weapons. With how the Delaques have multiple psykers, it wouldn&#039;t be implausible that they&#039;ve managed to make some form of weapon that attacks the target&#039;s mind as well as its flesh.&lt;br /&gt;
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===Serpent&#039;s Fang===&lt;br /&gt;
[[File:Serpent&#039;s_Fang.PNG|200px|right|thumb|Serpent&#039;s Fang]]&lt;br /&gt;
The Serpent&#039;s Fang are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Unlike the more conventional Shiver Blade, the Serpent&#039;s Fang somewhat resembles a larger version of the [[Space Wolves]]&#039; Frost Claw, in that they are dual-clawed fist weapons attached to a power cable of some sort.&lt;br /&gt;
&lt;br /&gt;
Like the Shiver Blade, not much is known about the Serpent&#039;s Fang outside of guesswork from its name. If the name is literal, we can assume that the Serpent&#039;s Fang is some sort of envenomed weapon like those used by the [[Venenum]] assassins. Those cables attached to the weapon may in fact, not be power cables like those found in [[Power Weapon]]s, but tubes constantly making sure the weapon stays envenomed with poison and toxins. Given the assassin nature of a Nacht-Ghul, this is quite likely to be the case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Serpent&#039;s_Fang_2.PNG|Alternate view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shear===&lt;br /&gt;
[[File:Pit_Slave_Shears.JPG|200px|right|thumb|Shear]]&lt;br /&gt;
In the grimdarkness of the 41st Millennium, a simple wool shear has somehow turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
In the depths of the Necromundan underhives, [[Pit Slave]]s will commonly be &amp;quot;modified&amp;quot; to include Shears with which to harvest fungus groves or to scrap metal. Criminal gangs have found the benefits of hiring escaped slaves with this appendage thanks to the ease with which the slaves can sever limbs and occasionally heads from their opponents.&lt;br /&gt;
&lt;br /&gt;
You would expect people to use these giant shears as they were intended right? shearing wool off a super sheep or something. But no, of course not, they just have to turn it into a weapon that stops one cock-slicing short of it being a [[Slaanesh|Slaaneshi weapon]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Pit Slave Buzz Saw===&lt;br /&gt;
[[File:Pitt_Slave_Buzzsaw_2.JPG|200px|right|thumb|Pit Slave Buzz Saw]]&lt;br /&gt;
Essentially the human equivalent of an Ork Killsaw.&lt;br /&gt;
&lt;br /&gt;
A toothed disk of razor-sharp steel, the Buzz Saw revolves at a high velocity in order to maximize its cutting power. Traditionally they have been grafted onto the arms of [[Pit Slave|Scrap Slaves]] on the [[Hive World]]s to help them carry out the work of breaking down or cutting apart the detritus of society into more salvageable smaller parts. May or may not be found in areas that require a metric shit-ton of industrial cutting.&lt;br /&gt;
&lt;br /&gt;
More underhanded businessmen have attached them to the arms of [[Pit Slave|Pit Fighters]] where they make ruthlessly efficient killing tools in the gladiatorial arenas that can be found all too often in the less savoury areas of Hive Worlds such as [[Necromunda]]. On the other hand, the [[Imperial Guard]] have a variant of this mounted on a [[Robot Crawler]].&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Heavy Rock Saw&#039;s bigger brother.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pitt_Slave_Buzzsaw.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charonite Claws===&lt;br /&gt;
[[File:Charonite_Claws.JPG|200px|right|thumb|Charonite Claws]]&lt;br /&gt;
&lt;br /&gt;
The [[Heresy|Semi-Heretical]] weapons of [[Xenos]] origin dating back during the [[Age of Strife]]. &lt;br /&gt;
&lt;br /&gt;
The [[Ogryn#Ogryn Charonites|Ogryn Charonites]] derive their name from their powerful main weapon, the Charonite Claws. These were heavily constructed servo-claws and matched augmentic implants designed to amplify and take advantage of an Ogryn&#039;s already formidable strength and physical stature. Charonite Claws needed to be surgically implanted, which meant that an Ogryn needed to have both his hands and forearms amputated in order to use them. &lt;br /&gt;
&lt;br /&gt;
Charonite Claws emerged in the early days of the [[Great Crusade]] as powerful weapons intended for use in the murderous confines of shipboard combat. Armed in this way, an Ogryn could crush flesh, and even bulkheads, and rip through armour and ceramite plate with ease. If an Ogryn Charonite could gain purchase with both his claws, they were designed to retract apart from each other with flesh-rending force, savagely dismembering their victims. &lt;br /&gt;
&lt;br /&gt;
It can be safe to assume that these weapons have been mothballed or destroyed by the AdMech ever since the [[Horus Heresy]].&lt;br /&gt;
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===Psychomantic Claw===&lt;br /&gt;
[[File:Psychomantic_Claw.PNG|200px|right|thumb|Psychomantic Claw]]&lt;br /&gt;
A Psychomantic Claw is a close-combat weapon that can be paired with a [[Psy-Gheist]]&#039;s Psychomancer&#039;s Harness‎. Whilst not always a standard-issue weapon for these [[psyker]]s from [[House Delaque]], they can be a melee option if needed. It can also be mounted on the [[Piscean Spektor]], which has &#039;&#039;four&#039;&#039; of these things.&lt;br /&gt;
&lt;br /&gt;
Now, one thing you may realise is that these things are pretty fucking huge. They are so large in fact, that the Psy-Gheist actually treat them more like additional limbs for faster locomotion. Ergo, they somewhat resemble Doc Oc&#039;s arms except, rather than having four limbs, they only have two. &lt;br /&gt;
&lt;br /&gt;
Given how big they are, their strength is obviously quite formidable. These claws ain&#039;t for show and is capable of lifting another humanoid and throwing them across the corridor, or simply crushing or slashing them to death. However, despite being used by a psyker, they are not explicitly [[Force Weapons]], as their rules do not denote them as one and they are surprisingly quite underwhelming on tabletop. On the Piscean Spektor however, these things quickly become [[RIP AND TEAR]] incarnate due to the amount of attacks these flying robo-shark-squids can output in a single round.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hydraulic Claw===&lt;br /&gt;
[[File:HydraulicClaw.jpg|200px|right|thumb|Hydraulic Claw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOT&#039;&#039; a Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Hydraulic Claws are a type of weapon used by the [[Adeptus Mechanicus]]. Usually mounted on [[Kataphron Battle Servitors]], these weapons are driven not only by powerful pistons, but also sanctified oils that are collected, drip by drip, from God-Machines at rest. The Tech-Priests’ belief is that in maintaining this process, they confer some of the Titan’s strength to their servitors. One who has witnessed the ruin wrought by a hydraulic claw will be hard pressed to refute it.&lt;br /&gt;
&lt;br /&gt;
Despite its name, it is no way related a normal industrial hydraulic claw, as these things are &#039;&#039;definitely&#039;&#039; designed to crush skulls of heretics and xenos alike. Seriously, look at those talons, you ain&#039;t gonna handle fragile cargo in a safe manner like that.&lt;br /&gt;
 &lt;br /&gt;
On tabletop, the Hydraulic Claw is essentially a power fist with less armor penetration. The weapon isn&#039;t bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meager AP doesn&#039;t let it capitalize on the D3 damage (which is the actual strength of power fists, not their strength). Barely better than the Arc Claw, but it also costs double.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Pacifier Assault Claw===&lt;br /&gt;
[[File:Pacifier_AC.PNG|200px|right|thumb|Pacifier Assault Claw]]&lt;br /&gt;
Think the Servo Claw on a much larger scale.&lt;br /&gt;
&lt;br /&gt;
Whilst it is unknown if the Pacifier [[count as]] a [[Power Fist]], the fact that it is used against a bunch of [[Scavvies|murderhobos]] in the pits of [[Necromunda]] makes it unlikely. What this claw basically is, is that it is a giant hydraulic press with fingers. Unlike the Hydraulic Claw whose talons makes it &#039;&#039;very clear&#039;&#039; that it is designed for [[RIP AND TEAR]], the Pacifier&#039;s fingers are more human-like, which makes it very good at hefting heavy loads or crushing rioters with just two fingers.&lt;br /&gt;
&lt;br /&gt;
The main and &#039;&#039;only&#039;&#039; users of these are the [[Sanctioner Pattern Automaton]]s. And they are considered as one of the primary weapons/tools for the automatons. Pretty basic, but very versatile.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Powerlifter===&lt;br /&gt;
[[File:Powerlifter.JPG|200px|right|thumb|Powerlifter]]&lt;br /&gt;
{{Topquote|Get away from her you BITCH!|Quote from a woman dating back in M2. Sources indicate that she was the first person to encounter a Tyranid infestation and survive.}}&lt;br /&gt;
Another weapon that is &#039;&#039;NOT&#039;&#039; a Power Weapon, [[Pretend|despite its name.]]&lt;br /&gt;
&lt;br /&gt;
The Powerlifter is a device used on Imperial Guard [[Sentinel|Sentinels]]. The Powerlifter consists of a pair of strong hydraulic claws, easily capable of crushing a man. Despite this, the Powerlifter is most often used for logistical and hauling duties. The Powerlifter is also equipped with a counterweight mounted on the rear to prevent the Sentinel from tipping forward when it is holding heavy cargo.&lt;br /&gt;
&lt;br /&gt;
Back in the good old days, Powerlifters were surprisingly powerful melee weapons, able to handle entire squads of Assault Marines and win. Although it is honestly quite the hilarious site seeing a Sentinel kick ass in close combat despite how ungainly the Powerlifters were. Nevertheless, it was [[Nerf|nerfed]] because GW hates fun. Yes we know, it is a direct reference to Aliens&#039; Power Loaders.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Magna-Grapple===&lt;br /&gt;
[[File:Magna-Grapple.png|200px|right|thumb|Magna-Grapple]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|GET OVER HERE!]] the weapon.&lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple (Otherwise known as the [[Grapnel Launcher]] for Dreadnoughts) is a pseudo-Dreadnought Close Combat Weapon used by the [[Furioso Dreadnought|Furioso Dreadnoughts]] of the [[Blood Angels]] Chapter and their Successor Chapters. &lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple is mounted on top of the Dreadnought&#039;s chassis. Consisting of potent gravitic emitters and a spooled length of adamantium chain, a Magna-Grapple can clamp onto a vehicle&#039;s hull before hauling the Dreadnought towards its target with terrifying speed. The Dreadnought then tears the target apart with its main Dreadnought Close Combat Weapons or fires upon it with its Frag Cannon. &lt;br /&gt;
&lt;br /&gt;
Now if only the Grapnel Launcher could function the same....&lt;br /&gt;
&lt;br /&gt;
===Penitent Flails===&lt;br /&gt;
[[File:Penitent_Flails.JPG|200px|right|thumb|Penitent Flails]]&lt;br /&gt;
A new and nasty close combat weapon now found on the [[Sisters of Battle]] [[Penitent Engine]], [[Mortifier|Mortifiers]] and [[Mortifier#Anchorite|Anchorites]]. Penitent Flails are now the stock standard close combat weapons for these SoB Walkers, with the Penitent buzz-saw being upgraded from a chainfist look-a-like to a more nastier second-tier power weapon that is effective on its own regards.&lt;br /&gt;
&lt;br /&gt;
These flails are large and comes in groups of usually three. The crazed masochistic bolter bitches that has been strapped onto these engines goes outright ballistic with these weapons, charging straight through the first mook she sees before clobbering it to death with [[Red Rage|sheer, pent-up, PMSing RAEG.]] It also works quite well against vehicles too, as the pneumatically enhanced artificial muscles of these walkers, could dent the side armor and cause potentially lethal damage to the vulnerable electronics/gears/parts and/or squishy mortals inside.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Penitent Flails are melee range weapons with a S+1, Ap-2, D1- stats. These flails could make 3 hits roll with each attack of that weapon, maximizing at 7 attacks per unit and per round. If the bearer is equipped with a pair she gets [[Awesome|1 additional attacks with that weapon.]] Rip and tear indeed, for being a base CQC weapon, the flails are surprisingly quite great in turning GEQs and MEQs into krabby patties, while scoring the occasional wound against light and medium vehicles.&lt;br /&gt;
&lt;br /&gt;
Of course, when it comes to tougher opponents, it would start to gradually wear off. By this time, it would be far more sensible to equip these walkers with the above mentioned Penitent Buzz-Saws.&lt;br /&gt;
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===Assault/Siege Drill===&lt;br /&gt;
[[File:Siege_Drill.jpg|160px|right|thumb|Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
An Assault/Siege Drill is a weapon used on [[Dreadnoughts|Ironclad Siege Dreadnoughts]] or [[Centurion Squad|Centurions.]] As one might expect, these are the Heavy Rock Drills for SPEHS MEHREENS.&lt;br /&gt;
&lt;br /&gt;
Although they have different names, they function almost the same (Assault Drills for Dreadnoughts, Siege Drills for Centurions). It drills through rock as easily as reinforced ferrocrete, which is the substance usually used when building bunkers. Once the drill has penetrated the wall, a built in Heavy Flamer unleashes an inferno inside the bunker, killing everything within. The drill consists of three ball-shaped grinders which rotate to produce a drill effect.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are absolute monsters, the drills deal a whopping S10 AP-4 3 damage, which means that they &#039;&#039;&amp;lt;u&amp;gt;WILL&amp;lt;/u&amp;gt;&#039;&#039; hit and they &amp;lt;u&amp;gt;&#039;&#039;WILL&#039;&#039;&amp;lt;/u&amp;gt; hurt. For more information you can look up the Centurion Squad page to dissect its giddily goodness. It can be assumed that the Dreadnought version can kick just as much ass as the baby Centurion Squad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Assault_Drill.jpg|Assault Drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seismic Hammer===&lt;br /&gt;
[[File:Seismic_Hammer.JPG|160px|right|thumb|Seismic Hammer]]&lt;br /&gt;
&lt;br /&gt;
A [[Grav-weapons|Gravity Hammer]] on a fist. &lt;br /&gt;
&lt;br /&gt;
The Seismic Hammer is a much more common siege weapon than the Assault Drill, due to the simple fact that is a much less complex weapon. Where an Assault Drill is designed to penetrate its targets, the Seismic Hammer batters them into pieces. It is also equipped with an under-slung multi-melta. This siege weapon is only compatible with the Ironclad Dreadnought chassis.&lt;br /&gt;
&lt;br /&gt;
The weapon resembles four small drills that attach and stabilize the weapon to the target structure, then the seismic hammer erupts out from the weapon&#039;s center, slamming into the target and causing devastating shock waves. &#039;&#039;Or&#039;&#039; it can resemble a long hammer that is held forwards, with its head resembling that of an eagle; the weapon uses powerful hydraulics to slam the hammerhead forwards with frightening speed, slamming into the target structure and causing massive damage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Gyges Siege Claw===&lt;br /&gt;
[[File:Gyges_Siege_Claw.JPG|200px|right|thumb|Gyges Siege Claw]]&lt;br /&gt;
Giant piss-off weapons mounted on a [[Armiger Knight Moirax|Knight Moirax.]]&lt;br /&gt;
&lt;br /&gt;
The Gyges Siege Claw is, as its name implies, a close combat weapon designed for breaking apart fortifications, walls and bunkers, so that the Knight Moirax could get into the juicy side and fire its [[Volkite Veuglaire]]. The Siege Claw is also just as effective at turning its claws against units wearing pesky [[Power armor|power armor]] or [[Tyranid|hardened bone chitin]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
Despite being a weapon, they honestly look more like [[Derp|giant claw machines]], which, when we think about it, [[Herp|how the hell does this thing break anything?]] Grabbing shit and throwing it? Yeah, we can see the claw being utilized like that. But destroying armored walls? Well, unless it is plainly described as a [[Power Weapon]], than we remain highly skeptical.&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Drill===&lt;br /&gt;
[[File:LevSiege_Drill.JPG|200px|right|thumb|Leviathan Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
The bigger brother of the Assault and Siege Drills. &lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Drill is a type of Dreadnought Close Combat Weapon designed for use by Leviathan Pattern Siege Dreadnoughts. It was developed to be even more destructive than most classes of Dreadnought Siege Drills, and can bore straight through the heavy armor of vehicles and fortifications with ease. This Siege Drill incorporates a built-in Meltagun in the palm. &lt;br /&gt;
&lt;br /&gt;
Essentially, it is a Heavy Rock Drill that has been grown to the size of a Dreadnought Close Combat Weapon. Seriously, what&#039;s up with the Imperium and weaponizing mining equipment for the lols?&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Leviathan Siege Drill is Sx2, AP 2 weapon that has wrecker and armourbane rules. This means that this thing, like the Leviathan Siege Claw is a [[Cheese|S16 weapon]] that can reliably one punch the majority of units up and including Terminators with relative ease. That and the fact that it come automatically in-built with a Meltagun means that most armor including Superheavies aren&#039;t safe once this thing is charging headfirst into hell.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Claw===&lt;br /&gt;
[[File:LevSiege_Claw.JPG|200px|right|thumb|Leviathan Siege Claw]]&lt;br /&gt;
&lt;br /&gt;
A Dreadnought Lightning Claw on steroids.&lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Claw is the standard type of Dreadnought Close Combat Weapon used by Leviathan Pattern Siege Dreadnoughts, and it was developed to be even more destructive than those of other Dreadnought patterns. A Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan&#039;s foe apart in a single cut. Curiously, it is not stated to be a [[Power Weapon]], which if true, means that those claws on the Leviathan is just &#039;&#039;&amp;lt;u&amp;gt;THAT&amp;lt;/u&amp;gt;&#039;&#039; sharp. &lt;br /&gt;
&lt;br /&gt;
As with all of a Leviathan Dreadnought&#039;s close combat weapons, they also excel at tearing through the walls of enemy fortifications. All Leviathan Siege Claws incorporate a built-in Meltagun. The Siege Claw is certified for definite [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon is a Sx2 AP-3 D3 weapon which re-roll failed wounds against Infantry. [[Rape|Equip your Leviathan with two of these monsters and watch as this thing butchers entire Ork and Tyranid armies into pieces.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Hekaton Siege Claw===&lt;br /&gt;
[[File:Hekaton_Siege_Claw.JPG|200px|right|thumb|Hekaton Siege Claw]]&lt;br /&gt;
The big brother of the Gyges Siege Claw. &lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a massive siege weapon used by the combat walkers of the Questor Imperialis, the [[Imperial Knight]]s, and by the [[Chaos Knight|Renegade Knights]] of the Questor Traitoris. It is used solely by the [[Questoris Knight Magaera]] and the [[Questoris Knight Styrix]].&lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a melee siege weapon consisting of three massive claws capable of smashing both vehicles and structures like aluminium. The Hekaton Siege Claw features a twin-linked [[Irradiation Projector|Rad Cleanser]] built into the weapon&#039;s &amp;quot;palm.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
On a bit of a fun trivia, the word &amp;quot;Hekaton&amp;quot; is derived from the Greek word Hekatonkheires, three giants that exist in Greek mythology with incredible strength and ferocity that surpassed that of all of the Titans. The Hekaton Siege Claw, like the myth, has three giant claws of incredible strength.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Krius Siege Drill===&lt;br /&gt;
[[File:IoncolastSiegeClaw.jpg|200px|right|thumb|Krius Siege Drill]]&lt;br /&gt;
A Leviathan Siege Drill on steroids.&lt;br /&gt;
&lt;br /&gt;
The Krius Siege Drill are massive drills designed to [[Anal circumference|fist fortifications into submission]] and are used by [[Warmaster Iconoclast Heavy Battle Titan]]s. They are handily mounted within an enormous claw for better &#039;grip strength&#039; so they can throw shit back at the enemy and in-built [[Melta Cannon]]s for better wall blasting. It is considered one of the two primary weapons of said Titan, with the other being the [[Chain weapon#Desolator Chainsword|Desolator Chainsword.]]&lt;br /&gt;
&lt;br /&gt;
Of course, this along with the [[Chain weapon#Desolator Chainsword|Desolator Chainsword]] begs the question on why even give a slow-moving, stupidly large target weapons that they could only engage at close range. Even by the stupid reputation of the Imperium, [[Derp|this is already stretching the limit on practicality, even by &#039;&#039;40k standards&#039;&#039;.]] With how heavy the - you know - &#039;&#039;&#039;Heavy Battle Titan&#039;&#039;&#039; is, it is much more feasible for the Imperium go the [[Emperor Battle Titan]] way of mounting more guns and turning it into a fix-point superheavy artillery walker.&lt;br /&gt;
&lt;br /&gt;
At the very least, one could actually &#039;&#039;see&#039;&#039; the application of the Siege Drill unlike the Desolator Chainsword; with the ability to pick up things and throw shit making it a tad bit more versatile than the overgrown Chainsword. That and it is at least better designed than &#039;&#039;that&#039;&#039; [[Fail|abomination.]]&lt;br /&gt;
&lt;br /&gt;
If you still want more range but sticking with a Grav-weapon, you can swap it out with a [[Krius Grav Imploder]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat==&lt;br /&gt;
===Vartijan Fist/Seismic Crusher===&lt;br /&gt;
[[File:VFist.PNG|200px|right|thumb|Vartijan Fist]]&lt;br /&gt;
Mounted only on the [[Vartijan Exo-Driller Armour]], this weapon is a two-in-one combo used largely for mining purposes, but can be re-used for urban warfare. &lt;br /&gt;
&lt;br /&gt;
The weapon system is split into two parts as aforementioned. The first is the Vartijan Fist, which is a five-clawed, mechanical, non-powered pneumatic industrial fist that is able to either manipulate objects, carry heavy loads with one arm or crush a target into paste. &lt;br /&gt;
&lt;br /&gt;
The second is the in-built Seismic Crusher in the center of the Vartijan Fist, which is something akin to a jackhammer mixed with a drill. It punches with enough force to shatter grabbed boulders or dudes in power armour.&lt;br /&gt;
&lt;br /&gt;
Overall, a very nasty weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
VFist_2.PNG|Seismic Crusher (Center)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
&lt;br /&gt;
===Star Bolas===&lt;br /&gt;
[[File:Star_Bolas.png|200px|right|thumb|Star Bolas]]&lt;br /&gt;
&lt;br /&gt;
Remember the Bolas that we talked about earlier? Yeah, it seems that the [[Eldar|arrogant space pixie fairies]] &#039;&#039;somehow&#039;&#039; found a use for these. &lt;br /&gt;
&lt;br /&gt;
A Star Bola, or Tredail as it is known in the Eldar Lexicon, is a close-combat weapon utilized exclusively by the [[Eldar]] [[Harlequins]]. This is a favored weapon of the Harlequin Players, known as Great Falcons, who are mounted precariously on the rear of the lightning-fast Jetbikes known as [[Skyweaver|Skyweavers]]. A Star Bola mounts three weighted plasma charges at the end of mesh-weave cords. These charges arm when the bolas are spun with sufficient vigor. The weapon is designed to be hurled in a scything arc, tangling about its target before its plasma charges explode with the fury of a dying sun. Though Star Bolas are undeniably powerful weapons, their main disadvantage is that [[Derp|they can be hurled but once.]]&lt;br /&gt;
&lt;br /&gt;
Yeah, yeah we know. [[Lolwut|Its pretty jarring for one of the most ancient and advance race in WH40K to still be using one of the most primitive and simplest of weapons as their go-to anti-tank projectiles.]] Sure we can brush it off as Harlequins being massive [[Troll|Trolls]], but come on GW, &amp;lt;u&amp;gt;&#039;&#039;really?&#039;&#039;&amp;lt;/u&amp;gt; Of all the tools you could give to the Space Clowns, you give them [[Wat|fucking Bolas!?]] Weapons that are looked down on by the Mon&#039;Keigh as obsolete and even primitive by [[Ork]] standards? [[FAIL|And it can only be thrown once? Seriously who the hell designed the ergonomics of this thing?]]&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Ork==&lt;br /&gt;
These are any close combat weapons that are neither [[Choppa|Choppas]] (Due to having a more complex system to manufacture) nor a [[Chain Weapon]] (Due to having parts that does not function like a Chain Weapon). Basically, they are any type of CCW typically used by an Odd Boy instead of your average shooty/choppy boy.&lt;br /&gt;
&lt;br /&gt;
===&#039;Urty Syringe===&lt;br /&gt;
[[File:EC-needle-uv-lif.jpg|200px|right|thumb|&#039;Urty Syringe]]&lt;br /&gt;
&lt;br /&gt;
Ork [[Painboy|Painboys]] carry a bewildering variety of mean-looking tools, supposedly designed to aid the Mad Dok in his &#039;fixin&#039; of wounded Orks. They may include various blunt saws, blades and hammers and other devices which an Imperial medic would never dream of using.&lt;br /&gt;
&lt;br /&gt;
However, his most used tool is the &#039;Urty Syringe. &#039;Urty Syringes are huge steel syringes filled with some toxic goo or liquid. When used in combat, they prove to be an extremely powerful weapon although they don&#039;t work against opponents with peculiar physiologies, such as daemons or Tyranids.&lt;br /&gt;
&lt;br /&gt;
The &#039;Urty Syringe as you may already know, is the Ork equivalent of the Space Marine Narthecium.&lt;br /&gt;
&lt;br /&gt;
===Mek&#039;s Fixa===&lt;br /&gt;
[[File:Fixa.JPG|200px|right|thumb|Mek&#039;s Fixa]]&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
Ork [[Mekboy|Mekboys]] use all kinds of various tools to repair, kustomize and upgrade their vehicles and other unreliable pieces of Ork Technology. They often put them to use right on the battlefield to fix a vehicle that undertook damage in the fighting. Most of the tools used are rather primitive, but some may take a form of unusually sophisticated and bizarre devices.&lt;br /&gt;
&lt;br /&gt;
The most prominent tool of the Mekboy is the Mek&#039;s Fixa which is a giant wrench that is basically the Ork&#039;s swiss army knife, for it can function as the aforementioned wrench, a hammer, a cutting tool, a screwdriver and much, much more. It can even function as an axe, if the Mekboy feels particularly threatened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tankhammer===&lt;br /&gt;
[[File:Tank_Hammer.PNG|200px|right|thumb|Tankhammer]]&lt;br /&gt;
The Tankhammer is a ridiculous and suicidal weapon and is what happens when you combine a hammer with a RPG round. The Tankhammer is an Ork close combat weapon for use against enemy armor. &lt;br /&gt;
&lt;br /&gt;
Essentially a rokkit on a pole, it is used by old-fashioned Orks, who don&#039;t trust such unreliable devices as rokkit thrusters. The Tankhammer is swung directly into the vulnerable parts of enemy vehicles at close range, although it an be used against infantry with devastating effects. It is most commonly wielded by Ork Tankbustas. [[FATAL|Because it often explodes when struck, most of these Orks don&#039;t survive, much to the amusement of much smarter Orks.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tankhammer.jpg|If you want to go out in style, the Tankhammer is for you!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bangstikk===&lt;br /&gt;
[[File:Bangstikk.JPG|200px|right|thumb|Bangstikk]]&lt;br /&gt;
&lt;br /&gt;
The cousin of the Tankhammer and far more sensible. The Bangstikk is essentially the Orkified version of the Imperium&#039;s [[Basic Close Combat Weapons#Hunting Lance|Hunting Lance.]]&lt;br /&gt;
&lt;br /&gt;
Nothing more than a rokkit on a stick, a Bangstikk is a Feral Ork weapon. They are long poles with large amounts of explosives attached to the end and used when mounted on a Boar. Most probably used something like a lance, the bangstikk has a similar effect to the Krak Grenade and is used highly effectively against vehicle armour, although being poorly balanced they are not the easiest of weapons to use. &lt;br /&gt;
&lt;br /&gt;
It is not known why the Orks never seem to utilize more of these. It could be because more tech-savvy Orks aren&#039;t fans of [[Boarboyz]] and their [[Warboar|Warboars]], therefore the usage of these weapons seem fall out of use in the more Mek dominated areas of Ork control. However the Snakebite clan still utilize these en masse due to being Amish Orks.&lt;br /&gt;
&lt;br /&gt;
===Stikka===&lt;br /&gt;
[[File:Stikka.JPG|250px|right|thumb|Stikka]]&lt;br /&gt;
The more updated and &#039;advance&#039; version of the Bangstikk. &lt;br /&gt;
&lt;br /&gt;
The Stikka is what happens when you leave a bunch of [[Ork]] [[Murderhobos]] called the [[Beast Snagga]]s with a Hunting Lance and tell them to fuck around and find out. And fuck around they did, as the Orks managed to one-up the Imperium in this regard.&lt;br /&gt;
&lt;br /&gt;
Rather than just being an over-glorified close-ranged Krak Grenade on a stick, the Orks decided to turn it into a type of Ork throwable spear. This weapon is called a Stikka and are the standard-issue weapon used by Beast Snagga [[Squighog Boy]]z for hunting prey. [[Awesome|Stikkas are mounted with rocket boosters and can thus be used as projectile weapons.]]&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Stikka has both a &#039;shooting&#039; phase and a melee phase. In terms of melee, It is a S+1 (Bumping total Strength to 6), AP-2, D2 weapon. Not bad especially on a charge, allowing your Boyz to skewer a few Space Marines a turn. However, if you want to throw the damn thing, you can only do it once. Throwing the Stikka gives it a 12&amp;quot; ranged, Assault 1, AP-2, D2 weapon that would increase its Strength characteristic of a +1 if it is within half range (So 6&amp;quot; to be effective). Given these mediocre stats, it&#039;s best to save the Stikka until all hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
===Breaching Ram===&lt;br /&gt;
[[File:Breaching_Ram.JPG|200px|right|thumb|Breaching Ram]]&lt;br /&gt;
The Ork equivalent of the SLHG Pattern Assault Ram.&lt;br /&gt;
&lt;br /&gt;
The Breaching Ram or Breacha Ram is the Ork&#039;s portable Battering Ram and the primary weapon/equipment of the [[Breacha Boy]] of a [[Ork Kommando|Kommando Kill Team]]. They are large, heavy piece of solid metal used to punch through doors, walls or people with simple and brutal efficiency.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are a cover-punching not-quite power fist, better keyed for breaking marines rather than vehicles. In Kill Team, they are given a special rule called &#039;&#039;&#039;Breach&#039;&#039;&#039;, which allows them to perform a Normal Move, Dash or Charge action on each round. It can also move through parts of terrain features that are no more than a few feet thick as if they were not there.&lt;br /&gt;
&lt;br /&gt;
All in all, what you get is a discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points.&lt;br /&gt;
&lt;br /&gt;
===Killsaw===&lt;br /&gt;
[[File:Warhammer-40k-bitz-orks-mega-nobz-killsaw-e1-right.jpg|200px|right|thumb|Killsaw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much larger Kill Saw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killsaw is an Ork close combat weapon sometimes integrated into Mega Armour or used by Ork Mekboys. They are the smallest of the Buzzsaw family. A large variant of the Killsaw can be seen mounted on Mega-Dreads.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Killsaw is a weapon that trades out the 1d3 damage of the Klaw for a flat 2 damage and an additional point AP (Boosting the total to -4). If you can somehow take two, they give you an extra attack (kind of like lightning claws, or how older Editions&#039; dual-wielding rules worked). It can only be equipped to Warbosses, Meks, Nobz, Painboyz or Meganobz, so it takes a bit of effort to get the most use out of it. In general, stick to the Klaw unless you have a way to get your Mek/Meganobz into melee without being shot at. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:7e-meganob-killsaws.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saw Blades===&lt;br /&gt;
[[File:Saw_Blades_Dragsta.JPG|200px|right|thumb|Saw Blades]]&lt;br /&gt;
&lt;br /&gt;
A bunch of sawblades fitted either vertically to the front of [[Shokkjump Dragsta]]s to go all [[Seeker_Chariots_of_Slaanesh|lawn mower]] up in this horde, or horizontally to the sides of [[Rukkatrukk_Squigbuggy|Rukkatrukk Squigbuggies]] to catch gits&#039; ankles as they drive past on the next food delivery.&lt;br /&gt;
&lt;br /&gt;
Weaker than the Buzz Saw in literally every way, with one less Strength, Armour Penetration, and Damage, but mounted on faster platforms (in the Dragsta&#039;s case, one that can even teleport without the use of a Stratagem), allowing them to reach the enemy much quicker, and skirt around heavier enemy elements to engage lighter ones better suited to them.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saw_Blades_Squigbuggy.JPG|Squigbuggy variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Spinnin&#039; Blades===&lt;br /&gt;
[[File:Spinnin_Blades.JPG|200px|right|thumb|Spinnin&#039; Blades]]&lt;br /&gt;
A literal helicopter blender. &lt;br /&gt;
&lt;br /&gt;
This is the actual propellers of [[Deffkoptas]], the ones they use to stay up in the air with, employed as melee weapons. One can only assume the Flyboy rolls the thing upside-down at very low altitude to aim at people&#039;s heads, but still, this&#039;d be an incredibly dangerous manoeuvre at the best of times for a veteran pilot, let alone during a dogfight with a crazed Ork [[Speed Freek]] at the helm.&lt;br /&gt;
&lt;br /&gt;
The careening flight path necessary to get the Spinnin&#039; Blades at the right angle to strike ground targets, means you only get D3 Attacks with them at +1S. Despite the obvious danger inherent in their use, you suffer exactly zero penalties when striking.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Buzz Saw===&lt;br /&gt;
[[File:Buzz_Saw.PNG|200px|right|thumb|Buzz Saw]]&lt;br /&gt;
&lt;br /&gt;
The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads. &lt;br /&gt;
&lt;br /&gt;
The big brother of the Killsaw, the Buzz Saw is a unholy fusion of a powersaw and a power klaw (Without the power part) and are every bit as savage as the Orks that wields them. This means that the Buzz Saw can both grab and slice opponents into fine chunks of flesh. &lt;br /&gt;
&lt;br /&gt;
These weapons may include single large spinning blades, multiple small spinning blades, spinning blades with additional fixed or moving blades or crushing elements, or spinning blades with additional [[Chain Weapon|Chain Weapons]] attached.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Drilla===&lt;br /&gt;
[[File:Drilla.PNG|200px|right|thumb|Drilla]]&lt;br /&gt;
&lt;br /&gt;
A weapon designed in creating as many holes into a unfortunate bastard as possible.&lt;br /&gt;
&lt;br /&gt;
A large, motorised drill-bit meant to pierce through the toughest armor with comparitive ease. The Drilla is meant for anti-armor purposes whilst the rest of the Killa Kan&#039;s/Deff Dread&#039;s weapons can be free&#039;d up to focus on mulching infantry.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Nose Drill===&lt;br /&gt;
[[File:Nose_Drill.JPG|200px|right|thumb|Nose Drill]]&lt;br /&gt;
&lt;br /&gt;
A larger but less accurate Drilla fitted to the nose of a [[Megatrakk Scrapjet]], so that the Ork Flyboy in the cockpit can actually do some serious damage when he rams something. To add insult to injury, whatever he does hit&#039;ll then get sucked up into the huge jet turbine directly behind the drill.&lt;br /&gt;
&lt;br /&gt;
As such, can be considered kind of unnecessary and redundant all things considered. The only way one can see a practical use for this in regards to the Orks, is that the nose drill could act as an okay battering ram against fortifications and walls. [[FATAL|Unfortunately, jet engines don&#039;t do so hot against things like space concrete and bricks.]] So these jet engines must be powered by a fuck ton of WAAAAGH energy to prevent it from blowing the fuck up.&lt;br /&gt;
&lt;br /&gt;
Compared to the one mounted on Killa Kans, this gives an additional +1 Strength, loses 2 Armour Penetration, and deals D3 Damage instead of a set 2. It&#039;s also obviously more unwieldy, only able to attack things directly in front of the vehicle.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Wrecker===&lt;br /&gt;
[[File:Wrecker.jpg|200px|right|thumb|Wrecker]]&lt;br /&gt;
&lt;br /&gt;
A Wrecker (AKA the Wrecking Ball) is a large metal ball attached to an Ork combat walker&#039;s weapon arm with a chain. Think of it as a [[Basic Close Combat Weapons#Flail|Flail]] on a much larger scale. These weapons are used to crush buildings and other obstacles to rubble, allowing the Ork forces to move across the terrain easier. Wreckers can be used by both Killa Kans, Deff Dreads and sturdy/powerful Trukks, but are mostly found within urban combat zones. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Wrecker is a weapon that gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the &#039;Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
Back in the day, Wrecker Balls as they were called were a popular weapon on [[Gorkamorka]], capable of smacking into an enemy buggy and sending boyz flying from the wreckage. One of the orks riding on the vehicle had to actually take the time to man (er, ork) the controls for the swinging death ball, and on a bad roll the mass of metal could swing back around and crush it&#039;s own vehicle.&lt;br /&gt;
&lt;br /&gt;
===Spiked Ram===&lt;br /&gt;
[[File:Spiked_Ram.JPG|200px|right|thumb|Spiked Ram]]&lt;br /&gt;
&lt;br /&gt;
The simplest weapon that can be fitted to an Ork vehicle, being a couple of sharp metal spikes or even [[Squiggoth]] horns, attached to the front of the vehicle to use its momentum as a makeshift [[Siege_Weapons#Battering_Ram|Battering Ram]]. &lt;br /&gt;
&lt;br /&gt;
Previously known as the Reinforced Ram and available to any Ork vehicle as an upgrade, it&#039;s now only available as a Special Rule for the [[Kustom Boosta-Blasta]] and Megatrakk Scrapjet, letting them throw out a couple of d3 Mortal Wounds against some guys in base contact on a roll of 4+ (1&amp;quot; range, so basically base contact). &lt;br /&gt;
&lt;br /&gt;
It&#039;s more of a tertiary and back-up weapon, as such, only use it for close combat if you are doing so to primarily shut off that unit&#039;s shooting, then hopefully you do a couple of wounds in addition.&lt;br /&gt;
&lt;br /&gt;
===Deffrolla===&lt;br /&gt;
[[File:Death_Rolla.JPG|200px|right|thumb|Deffrolla]]&lt;br /&gt;
{{Topquote|[[Meme|ROODO ROOLAA DA!]]|[[JoJo&#039;s Bizarre Adventure|Dio, the first person to coin such a term.]]}}&lt;br /&gt;
The Deffrolla (also spelt Dethrolla or Deathrolla) is a large metal rolling pin with an assortment of spikes sticking out of it, a simple weapon but effective. Usually fitted to the front of some [[Junka#Mekboy_Junka|Junka]]s, [[Battlewagon]]s, [[Battlefortress#Deathrolla|Battlefortress]]es, and even [[Stompa#Goff_Rock-an-Rolla|Stompa]]s as an alternative to a Reinforced Ram, but in [[Epic]] was also the defining trait of [[Bonebreaka]]s and [[Bonecruncha]]s.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Deffrolla turns a regular vehicle that might not do so well in close combat into a melee monster, making them hit on 2+ at AP-2 and D2 with their full number of Attacks. A Bonebreaka gets extra mileage out of it, hooking it up to whole load of extra gubbinz to milk an extra D6 Attacks on top of that on the charge.&lt;br /&gt;
&lt;br /&gt;
===Grabbin&#039; Klaw===&lt;br /&gt;
[[File:Grabbin_Klaw.JPG|200px|right|thumb|Grabbin&#039; Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Grabbin&#039; Klaw is a miniature Rippa Klaw with only two blades, that can be mounted on vehicles or buildings such as [[Trukk]]s, [[Battlewagon]]s, and [[Mekboy Workshop]]s to give them a little extra [[Choppa|choppiness]], whilst a [[Gutrippa]] dual-wields a pair of them as its primary armament like a wheeled [[Deff Dred]]. Despite this, it is dual-purpose like most Ork technology and could also double mainly as a lifting arm to help [[Looted|recover]] damaged vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it a giant weaponised claw machine. &lt;br /&gt;
&lt;br /&gt;
Like its big brother, the Grabbin&#039; Klaw has AP-3 to shear through tough armour, but due to its smaller size only deals D3 Damage instead of D6, and because of it being on an awkward turret rather than an arm, you only get one good swing with it at the vehicles normal WS during an Assault, meaning all your vehicles&#039; other Attacks have to go into ramming.&lt;br /&gt;
&lt;br /&gt;
===Kill Saw===&lt;br /&gt;
[[File:Kill_Saw.PNG|200px|right|thumb|Kill Saw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much smaller Killsaw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The annoyingly named Kill Saw is the Killsaw&#039;s and Buzz Saw&#039;s dad and is possibly one of the most confusing names ever thought out by GW. [[FAIL|When the only way to differentiate between two different classes of weapons is a space between two words, you know you done fucked up.]]&lt;br /&gt;
&lt;br /&gt;
Kill Saws are massive saw-blades that are used by Ork Mega-Dreads and Kustom Meka-Dreads. The pilots of these walkers love seeing them rip through even the strongest of enemy armor. These saw weapons are much larger than the ones found on the smaller Deff Dreads and Killa Kans. &lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kill Saw was a powerful melee and shred weapon. At Strength 10 and AP 2, this monster goes well with the Rippa Klaw at absolutely eviscerating enemy armor and infantry alike. If you have two Kill Saws, you can add +1 attack, you know, so that you can Rip and Tear fully.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Rippa Klaw===&lt;br /&gt;
[[File:99590103074_OrkRippaKlawArm02.jpg|200px|right|thumb|Rippa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Not specified to be a [[Power Weapon]]. Rippa Klaws are gigantic shear-bladed pincers that are capable of ripping open heavy armor with extreme ease. &lt;br /&gt;
&lt;br /&gt;
Rippa Klaws feature a large pincer with three blades that can grab and crush enemy units. These massive weapons are used by both Mega-Dreads and Kustom Meka-Dreads. Because they are not stated to be a power weapon like the Power Klaw, it can be said that the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
In 7th edition, the Rippa Klaw was the go-to Close Combat Weapon for the Mega-Dread due to its high Strength and AP value. It is able to handle most vehicles and infantry by itself and is a deadly weapon on its own.  &lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Rippa Klaw is a weapon that can attack 5 times, each attack has a AP of -3 with S x2 and dealing D6 Damage. If your Mega-Dread is equipped with two of these bad boys, he would have the [[RIP AND TEAR|Rip n&#039; Tear]] ability, which increase the attack characteristics by 1.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Stompa Klaw===&lt;br /&gt;
[[File:99590103080_OrkStompaClawArm01.jpg|right|thumb|200px|right|thumb|Stompa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Basically the Rippa Klaw&#039;s badass uncle. Stompa Klaws are giant Rippa Klaws meant to rip apart enemy Titans up close. Like the Rippa Klaws, the Stompa Klaw may not be a Power Weapon but a weapon where the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They maybe more flexible and versatile than the Mega-Choppa, able to both crush and grab things at a whim before throwing it at a group of blobs. &lt;br /&gt;
&lt;br /&gt;
Meks sometimes deploy these giant Rippa Klaws to rend enemy war machines apart at close quarters – all the better to claim the choicest scrap for future projekts. They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
These weapons can be equipped with giant Buzz Saws to further aid its cutting power.&lt;br /&gt;
&lt;br /&gt;
On 9th edition, the Stompa Klaw is an absolute murdermachine of a melee weapon a Kustom Stompa, which is [[rape|Sx2 AP5 D9, and you can also cause D3 mortal wounds on a wound roll of 4+.]] If you deck it out under a [[Goff Klawstompa]] configuration (Which is &#039;&#039;two&#039;&#039; of these things mind you), you can [[RIP AND TEAR]] your way through vehicle mobs, not infantry mobs, &#039;&#039;vehicle mobs&#039;&#039;. You can also swap it out with the [[Chain Weapon#Mega-Choppa|Mega-Choppa]], but [[derp|why the hell would you want that when you have the klaws of doom?]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha Ball===&lt;br /&gt;
[[File:Krusha_Ball.jpg|200px|right|thumb|Krusha Ball]]&lt;br /&gt;
&lt;br /&gt;
The Wrecker&#039;s grandaddy and a Flail grown to truly Titanic sizes. &lt;br /&gt;
&lt;br /&gt;
Some Stompas feature an unusual weapon, known as the Krusha Ball, a huge chunk of scrap metal on a chain, which is mounted on a Stompa&#039;s arm in place of the regular close combat weapon. Its swings cause immense devastation, krushing everything in its path: soldiers, vehicles, buildings and terrain. Like the smaller Wrecker, it is designed to demolish fortifications and buildings. &lt;br /&gt;
&lt;br /&gt;
Krusha Balls are thus, extremely unwieldy and difficult to use, just like a Flail. The large and heavy metal ball is powerful enough to crumple even the tough armor of Titans and Superheavies, whilst being flexible and chaotic enough to be unpredictable and strike on odd angles, hitting weak/blind spots. However, it is not without its risks. If the backswing is too much, [[FAIL|it will smash back into the Stompa, causing immense damage to the Stompa itself.]]&lt;br /&gt;
&lt;br /&gt;
Back in the oldschool tabletop days, trying to use the Krusha Ball was a [[FAIL|over complicated trainwreck.]] Unless you&#039;re a genius at math, this thing took way too much time and effort to even &#039;&#039;judge&#039;&#039; if it hits anything. If you actually want to know the details, please continue to read below.&lt;br /&gt;
&lt;br /&gt;
Specifically, the Krusha Ball is a Titan melee weapon that replaces the standard close combat weapon the Stompa is armed with (Mega-Choppa). If the Stompa is not otherwise engaged in close combat, the hefty Krusha Ball can be swung in a vast sweeping arc of destruction. Nominate a direction (It is convenient to mark this with a Scatter dice) and roll 2D6. [[What|This is the number of inches in which the path of devastation travels (Whatever the fuck that means).]] Assume the path is 2&amp;quot; wide and measure directly below the position of your Krusha Ball. Any model in its path takes a single destroyer hit, although a infantry or jump infantry may take an Initiative test to avoid the blow. On a roll of a double 1 the backswing is too much and the Stompa itself takes a single destroyer hit in addition to any targets within 2&amp;quot; arc. &lt;br /&gt;
&lt;br /&gt;
Any terrain touched by the weapon is removed and replaced with rubble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha===&lt;br /&gt;
[[File:Krusha_Arms.JPG|200px|right|thumb|Krusha]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the similarly named Krusha Ball or the]] [[Chain Weapon#Crusha|Crusha]] [[Rage|(Seriously, what the fuck was GW thinking in using multiple weapons with similiar-as-fuck names!?)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ork Mega-Gargants feature weapons so big they dwarf even Mega-Choppas. Known as Krushas these are one of the biggest and most deadly close combat weapons in the Galaxy. Krushas are immense Rippa Klaws that can rip apart the limbs of even Emperor Titans. Through sheer power alone, a Krusha can use its immense hydraulic presses and pneumatic pumps to crush the centimeters thick reinforced ceramite platings of Titans with contemporary ease.&lt;br /&gt;
&lt;br /&gt;
The main downside however, is that Krusha&#039;s are large and expensive weapons that is only effective in really close range. These ranges put the weapon at a disadvantage when a Emperor Titan would gun the Gargant down before it even reaches. [[Anal circumference|But when it does reach, than gigantic assholes will be opened up and penetrated.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Krusha.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Genestealer Cult==&lt;br /&gt;
&lt;br /&gt;
Most Genestealer Cultists use stolen Imperial mining equipment as weapons. But sometimes they are craftier enough to develop certain weapons unique to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
===Toxin Injector===&lt;br /&gt;
[[File:Toxin_Injector.JPG|200px|right|thumb|Toxin Injector]]&lt;br /&gt;
&lt;br /&gt;
The nastier cousin of the Neuro Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Toxin Injector is a type of poisonous weapon used by the [[Genestealer Primus]]. The tubes of a toxin injector coat a Primus’ claws in deadly poisons – a mere scratch from such a talon can quickly prove fatal.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Toxin Injectors are the Default Primus close quarters combat weapon; a venomous Rending Claw, it always performs better than the Bonesword the Primus carry, so always use the Toxin Injector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TI2.JPG|The model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Atrophied Blade===&lt;br /&gt;
[[File:Atrophied_Blade.JPG|200px|right|thumb|Atrophied Blade]]&lt;br /&gt;
The Atrophied Blade or otherwise known as the Bio-Dagger, is a strange, &#039;&#039;strange&#039;&#039; weapon used by the [[Sanctus]]. On the surface, it looks like any normal [[Basic Close Combat Weapons#Combat Knife|Combat Knife]] with its own Genestealer decal. However, its function and construction is entirely unique all to itself. It is neither a [[Power Weapon]] nor is it a poisoned weapon. It is more accurate to say that it is a [[Wat|mindrape dagger]] or more accurately, some sort of [[Force weapon|Force Weapon]] that does not actually require the user to be a [[Psyker]] for it to function.&lt;br /&gt;
&lt;br /&gt;
These blades are grown in a genesis pool that contains the [[Lolwut|liquefied essence of slain cultists and imbued with alien biomatter.]] Non-indoctrinates beings struck with these weapons are overcome with agony as a million voices explode inside their minds, often dropping dead on the spot.&lt;br /&gt;
&lt;br /&gt;
===Scrambler Array===&lt;br /&gt;
[[File:Scrambler_Array_1.JPG|200px|right|thumb|Scrambler Array]]&lt;br /&gt;
A very interesting piece of Genestealer machinery. The Scrambler Array is a custom-built Vox interceptor array which allows them to hack into enemy broadcasts and send their own message across it. They are also able to intercept signals and learn enemy troop movements and tactical dispositions. These machines have been nicknamed the DJ Record Player for &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;obvious reasons&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. With some in /tg/ joking that the [[Clamavus]] disrupts Imperial communications by dropping some sick beats and dubstep.&lt;br /&gt;
&lt;br /&gt;
The Scrambler Array is often paired with a [[Proclamaitor Hailer|Proclamaitor Hailer]] which is essentially a giant microphone integrated to the suit; used by the Clamavus to both spread the word and cause a powerful psychic resonance of the Cult&#039;s Patriarch to make [[Psyker|Psykers]] go all [[Squad Broken]]. In this aspect, the Scrambler Array and the Proclamator Hailer are both interdependent of one another, often acting as a single tool in function.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Scrambler Array can keep you safe from enemy deepstrikes within 12&amp;quot; of this model and melts the face of your enemies via rolling a D6 for each enemy unit within 6&amp;quot; of any Clamavus; on a 6 that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Neurotraumal Rod===&lt;br /&gt;
&lt;br /&gt;
[[File:Rod_of_Office.JPG|200px|right|thumb|Neurotraumal Rod]]&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod AKA the Beating Stick or the Beating Cane. &lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod is the primary weapon for the [[Genestealer Locus]]. Although not the primary offensive weapon per se (That would go to the twin blades and the assortment of bio-weapons including the stinger tail being hidden beneath his robes), it is still able to disrupt enemy units around the Locus.&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod houses a complex neurological transmitter crafted for them by their [[Genestealer Magus|Magus]] and [[Clamavus]]. It sends out destabilizing frequencies designed to upset synapses and thought waves. This goes in extra handy when it comes to &amp;quot;negotiations&amp;quot; with a particular powerful person such as a [[Ministorum Priest|Cardinal]] or [[Inquisitor]], the Locus&#039; accompanying it will send out waves of mental disruption that induces [[Rape|brain-spasms, migraines, and harrowing visions in its victims.]]&lt;br /&gt;
&lt;br /&gt;
===Injector Goad===&lt;br /&gt;
[[File:Injector_Goad.jpg|200px|right|thumb|Injector Goad]]&lt;br /&gt;
&lt;br /&gt;
A strange and weird staff-sized syringe wielded only by the [[Biophagus]] of the [[Genestealer Cult]]. The Injector Goad is perhaps one of the strangest and bizarre weapons within the Genestealer&#039;s armory, this is thanked in the way this weapon functions. As it is a goad, the weapon&#039;s main function is to catch and restrain a target around its neck or torso, however it also has a third function which is to obviously inject whatever viral Tyranid venom and artificial toxins into the victim once he/she is restrained. &lt;br /&gt;
&lt;br /&gt;
With the four huge syringes, the Injector Goad is not a pretty weapon to die to, especially if it gets you in the neck area. The venom and toxins are connected to a pipe which is than attached to the backpack apparatus which house the majority of its ammunition. The trigger mechanism can be found lower at the weapon&#039;s grip similiar to the Guardian Spears of the Custodes. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Injector Goad is a weapon that can cause some mortal wounds and always wounds non-vehicles on a 2+ with D3 damage. A pretty nasty weapon especially for a unit that is the Genestealer equivalent of a [[Apothecary]]/[[Haemonculus]].&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Necrons==&lt;br /&gt;
&lt;br /&gt;
The [[Necrons]] possess highly advance close combat weapons made out of exotic materials such as [[Necrodermis]] for example.&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Proboscis===&lt;br /&gt;
[[File:MonoProb.jpg|200px|right|thumb|Monomolecular Proboscis]]&lt;br /&gt;
A very &#039;&#039;weird&#039;&#039; &#039;weapon&#039;. The Monomolecular Proboscis is the primary equipment used by [[Canoptek Plasmacyte|Necron Plasmacytes.]] &lt;br /&gt;
&lt;br /&gt;
Though fairly harmless by itself, the weapon can inject nearby Necron Destroyer Cultists with a chemical that enhances their nihilistic rage. Why the Necrons decided [[Derp|&#039;&#039;&#039;&#039;&#039;THAT&#039;&#039;&#039;&#039;&#039; was a good idea,]] we have no idea. To give you some context, [[Wat|it would be like the equivelent of the Imperial Guard injecting Space Marines with Nurgle&#039;s Rot.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, during a fight phase, roll a d6, with a 1 killing a Destroyer model. Regardless of roll, For the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. Considering the risk, you seriously should not be taking this lightly.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythed Limbs===&lt;br /&gt;
[[File:Scythed_Limbs.JPG|200px|right|thumb|Scythed Limbs]]&lt;br /&gt;
The little fiddler to the Flensing Claws.&lt;br /&gt;
&lt;br /&gt;
Scythed Limbs are the primary close combat armenent of the [[Cryptothralls]]. These...well...Scythed Limbs, are made from sharpened [[Necrodermis]] and other exotic materials to create a sharp blade that could regenerate any wear and tear from repeated use.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Scythed Limbs are Strength 5, -1 AP and 1 Damage. Seeing as how Cryptothralls have 3 attacks each for a total of 6 in a pair, they are a much more effective weapon in butchering GEQs, although MEQs are able to tank the attacks.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Flensing Claw===&lt;br /&gt;
{{topquote|And I... JACK! The pumpkin king, have grown so tired of the same old thing...|The Nightmare Before Christmas}}&lt;br /&gt;
[[File:Flensing_Claw.JPG|200px|right|thumb|Flensing Claw]]&lt;br /&gt;
The primary weapon of both the [[Skorpekh Lord]] and [[Flayed Ones]]. These are the Scythed Limbs bigger brothers and are used, as its name implies, to skin their foes and wear them like a Halloween decoration.&lt;br /&gt;
&lt;br /&gt;
Flensing Claws are incredibly sharp and intricate weapons that are essentially Edward Scissorhands on crack. Necrons with the Flayer Virus often mutate into having these, although those from the Destroyer Cults are known to have one too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, for the Flayed Ones, they have 3 attacks each with a ap-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3&amp;quot; of them (pair with the Deceiver&#039;s Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. [[FATAL|A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks, meat blender indeed.]] &lt;br /&gt;
&lt;br /&gt;
For the Skorpekh Lord, it gives him double the attacks at AP-1, which is pretty fucking nasty all round given his number of attacks and strengths.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FCSLord.JPG|Skorpekh Lord&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
These are other strange weapons from other minor factions that are too small to represent individually by themselves.&lt;br /&gt;
&lt;br /&gt;
===Scythian Venom Talon===&lt;br /&gt;
[[File:Venom_Talon.PNG|200px|right|thumb|Scythian Venom Talon]]&lt;br /&gt;
Scythian Venom Talons are weapons used by [[Inquisitors]] of the [[ Ordo Xenos]]. The Scythians are a race of warrior-monks dedicated to their peculiar and complex martial arts. &lt;br /&gt;
&lt;br /&gt;
The dagger-like venom talon is one such tool they are adept at using, able to incapacitate foes with a single scratch. The Ordo Xenos has come across these weapons in alien hands and some Inquisitors choose to wield the daggers themselves.&lt;br /&gt;
&lt;br /&gt;
By its appearance, it looks &#039;&#039;strangely similar&#039;&#039; to that of the [[Dark Eldar]]&#039;s [[Dark Eldar Combat Weapons#Venom Blade|Venom Blade]] in both looks and function. Suggesting an interesting connection.&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Melta&amp;diff=334852</id>
		<title>Melta</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Melta&amp;diff=334852"/>
		<updated>2023-05-24T22:26:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Meltagun.png|400px|thumb|right|The ubiquitous Meltagun, one of GW&#039;s [[Butthurt|only]] [[Awesome|original]] [[Skaven|ideas]], though forms of suspiciously similar real-life microwave-based weaponry predate WH40K by at least two decades.]]&lt;br /&gt;
&#039;&#039;&#039;Melta&#039;&#039;&#039; is a designation for a type of anti-armor weapon used widely by the forces of the [[Imperium]] and similarly by merit of being traitors, the forces of [[Chaos]] as well; the [[Tau]], [[Eldar]], and even [[Necrons]] also employ their own renditions of the concept. Think of infrared ovens IN SPACE, infused with extra [[RAGE]], and shot out using a tremendous amount of infrared light to [[rage|super-agitate]] the target, so that it heats up to the point where it&#039;s hot enough to melt itself away, whether they be Power Armor or Super-heavy Tank Armor. How hot? Well, steel vaporizes at 2760 C. Is it practical? Well, the Nazis experimented with using [[Nazi Equipment|Chlorine Trifluoride]] to burn vehicles and bunkers, and that burns at 2400 C, so yeah, it&#039;s conceivably possible to build such a weapon, if you can store enough energy and convert it to infrared fast enough.&lt;br /&gt;
&lt;br /&gt;
The fundamental problem behind Melta-based weapons is that the super-high energy consumption and heat generation are used to explain its lack of range (when in reality an infrared laser should have actually pretty good range). In comparison to the equally useful [[Plasma]]-based weaponry, Meltas are much more potent in exchange for that shorter range, though Meltas also don&#039;t explode in your face on a bad roll, so that is certainly another benefit. On the gripping hand, Plasma weapons allow your troops to have some breathing room since they can be used at about medium range, so your troops won&#039;t always be at the risk of being caught in a vehicle&#039;s explosion, murdered in CQC, or ambushed by a nearby gun line after they fire off their guns in one turn. Though invariably biased towards tank hunting by superb armor penetration, Melta-based guns are also good weapons for all-around attack, defense, and infiltration; though it falls short in terms of range as mentioned. Infiltration with this can [[Butthurt|take vehicles out of the fight before they even have a chance to fire their weapon]]... and maybe [[Vance Motherfucking Stubbs|that&#039;s how the Baneblades were lost?]] &lt;br /&gt;
&lt;br /&gt;
Depictions of Melta weapons firing themselves have been spotty in the face of publications and vidya gaems. In several publications and [[Dawn of War]]: Soulstorm, Melta weapons fire a constant stream, like a laser-flame thrower. Yet in the Caiphus Cain novels, Jurgen&#039;s melta operates more like a rifle, firing eye-searing acetonic flashes described as bright enough to be seen through closed eyelids. And in the [[Warhammer 40,000: Space Marine|Space Marine video game]] they fire a single rapid wave of energy in a manner that makes them essentially shotguns – Titus likely dispersed the beam so he could kill more Orks per shot as even Orks aren&#039;t dumb enough to drive tanks in extremely overbuilt urban zones – and the [[Dawn of War II]] series have Melta weapons firing a single blue/purple beam, while Dark Crusade uses discrete blobs of melt. In [[Eternal Crusade]], they fire a limited-range, damage-over-time beam you have to keep on target, presumably in order to make them less effective as an anti-infantry weapon. In 40K Freeblade the melta gun is fully automatic but has a slow rate of fire and overheats under sustained fire. Each purple-ish beam does heavy damage, but the overall nature of the weapon makes it best used against vehicles. The thermal cannon in 40K Freeblade also does massive single-shot damage and fires a purple-ish beam projectile, making it one of the best weapons to use against vehicles in the game. Freeblade&#039;s depiction of the Melta weapons available is also skewed as infantry or tank carried Melta weapons don&#039;t have esoteric arbitrarily powerful reactors powering them.&lt;br /&gt;
==Imperial and Chaos Melta Weapons==&lt;br /&gt;
&lt;br /&gt;
===Melta Bomb===&lt;br /&gt;
[[image:MkXIXThermicCharge.jpeg|200px|right|thumb|Melta Bomb]]&lt;br /&gt;
Although the Imperium has not been successful at making pistol-sized Melta for cheap, it is very successful in the case of miniaturizing a hydrogen bomb.&lt;br /&gt;
&lt;br /&gt;
For millennia, the [[Adeptus Mechanicus]] had hypothesized that there was a Melta weapon with an even lesser range than the Meltagun, and sure enough, one day they found the Melta Bomb [[STC]] printout. Despite the tags, Melta Bombs are land mine-sized fusion charges used to destroy enemy vehicles and fortifications. Normally, Melta canisters come with a handle by the side of the cylinder. This Melta canister here has its handle by the end to facilitate throwing like a grenade. Because its shape is unlike a grenade, it is still pretty awkward to throw with, and the weight is probably not helping either. Because they have to be placed right next to the target to be satisfactorily effective, they are mostly given to assault units who get up close and personal with the enemy on a regular basis, which translates to better accuracy when throwing them, if not setting them up right where they should be. Back around ten thousand years ago, there were Melta Bombs which were quite smaller, at around the same size as a regular grenade. Whether there are differences between these two sizes of Melta Bombs is uncertain since there is no distinction in-between where stats are concerned. We may consider that the smaller version is simply compacted for easier carrying, and that both versions weigh about the same.&lt;br /&gt;
&lt;br /&gt;
Only two units in a Space Marine army uses Melta Bombs, Assault Squads and Vanguard Veterans. Although alike in appearance, what the Armorium Cherub in the Devastator Squad is carrying is not a Melta Bomb, especially since Devastator Squads do not use it (&#039;&#039;and don&#039;t really have any reason to as well&#039;&#039;). The Armorium Cherub&#039;s purpose is to facilitate reloading, making that canister more likely to be fuel for Multi-Melta, rather than a Melta Bomb.&lt;br /&gt;
&lt;br /&gt;
In the 30k tabletop they&#039;re S8 AP1 with armorbane and unwieldy, and generally used for popping land raiders that the squad&#039;s chainswords and bolters don&#039;t have a hope in hell of glancing. Because they have armorbane and not melta, they bypass armored ceremite despite being a melta weapon. They can only kill things with the vehicle keyword, however, so don&#039;t take them in replacement for a power fist to kill TEQ&#039;s.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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MeltaBombModel.jpeg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
IF MkXIX Lucifer Pattern MeltaBomb.jpg|&amp;lt;center&amp;gt;Imperial Fists&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaBombDeathshroud.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
EldarMeltaBomb.jpg|&amp;lt;center&amp;gt;Eldar&amp;lt;/center&amp;gt;&lt;br /&gt;
FireDragonMeltaBomb.jpg|&amp;lt;center&amp;gt;Fire Dragon&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=-|s7=8|ap7=1|type7=Armourbane, Unwieldy|r8=4&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Grenade 1}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inferno Pistol===&lt;br /&gt;
[[File:InfernusPistolProfile.jpg|200px|right|thumb|Infernus Pistol]]&lt;br /&gt;
This microwave blowtorch is where the Imperium of Man&#039;s mass production capability reaches its limits in the Melta category.&lt;br /&gt;
&lt;br /&gt;
Inferno Pistols are those rare Melta weapons where you only need one hand to fire out the heat. Where miniaturization is concerned, the Imperium has not sorted out the cost issue of this weapon just yet compared to other pistol-scaled weaponry such as the [[Bolter#Bolt_Pistol|Bolt Pistol]] and the [[Flamer#Hand_Flamer|Hand Flamer]]. Notable users of these blowtorches are the [[Sisters of Battle]] and the [[Blood Angels]], both of which having a pretty high affinity for burning stuff. The Blood Angels in particular seem to make their own in-house called the &#039;&#039;&#039;Infernus Pistol&#039;&#039;&#039;. [[Sanguinius]] used one in conjunction with his [[Power_weapon#Power_Sword|Power Sword]] for close combat, and his eldest living non-Dreadnought son to date, [[Dante]], currently wields an Artificer Infernus Pistol known as &#039;&#039;Perdition Pistol&#039;&#039;. With their latest codex, the Inferno Pistol is now at home with the Blood Angels and available to a variety of their assault specialized units. Of course, the Inquisition and the Deathwatch have access to Inferno Pistols; specifically the [[Ordo Hereticus]] for the Inquisition, those [[Hats|big-hatted pastors]] love nothing more than the look on your face when they one-shot your (probably heretical) Leman Russ. The Deathwatch has a variant called a Conflagration Pistol, which is one of the coolest names in all of 40K. It trades some ammo capacity for anti-armor punch. Dudes who came from the Salamanders love it.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that they used both these and Hand Flamers during that one [[Horus Heresy|heresy]], the [[Salamanders]] [[Derp|don&#039;t get them in regular 40k]]. &lt;br /&gt;
&lt;br /&gt;
Curiously, [[Chaos Space Marines]] had access to them in [[Dawn of War|Dawn of War 2]] despite never using them on tabletop, [[Wat|while the loyalists don&#039;t]] (the [[Ordo Hereticus]] [[Inquisitor]] hero of the [[Imperial Guard]] can get one as an anti-armor weapon though). If you upgrade them to the Mark of [[Khorne]], their Aspiring Champion gets one to make them slightly better at chasing and taking down light vehicles. The Chaos Champion boss in the Exterminatus of Typhon mission of Retribution&#039;s campaign also wields one [[Awesome|which he fires point blank several times into the maw of a Carnifex in a sync-kill]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
SisterOfBattleInfernoPistol.jpg|&amp;lt;center&amp;gt;Sisters of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
SoBInfernoPistolNew.png|&amp;lt;center&amp;gt;Sisters of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
InquisitorInfernoPistol.png|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelsSergeantInfernoPistol.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathCompanyInfernoPistol.jpg|&amp;lt;center&amp;gt;Death Company&amp;lt;/center&amp;gt;&lt;br /&gt;
ChaplainInfernusPistol.png|&amp;lt;center&amp;gt;Infernus Pistol&amp;lt;/center&amp;gt;&lt;br /&gt;
SanguinaryGuardInfernoPistol.png|&amp;lt;center&amp;gt;Sanguinary Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
InfernusPistolDiagram.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Dante]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=6&amp;quot;|s7=8|ap7=1|type7=Pistol, Melta|r8=6&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Pistol 1|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gamma Pistol===&lt;br /&gt;
[[File:GammaPistol.jpg|200px|right|thumb|Gamma Pistol]]&lt;br /&gt;
You may have thought right off the bat that the Gamma Pistol is a kind of [[Radium Weaponry|Radium Weapon]]. Function-wise, however, it fits better as a Melta weapon.&lt;br /&gt;
&lt;br /&gt;
Gamma Pistols are strange little weapons used by the [[Adeptus Mechanicus]], particularly the higher Tech-Priests, specifically Cybernetica Datasmiths. This weapon beams out ionizing radiation that can turn people into &amp;quot;blackened shadow&amp;quot; in a second. Basically, it skips the burning part and goes straight to the ash part. Of course, this is not the true potential of the weapon. Those who know how to tame its savage Machine Spirit – essentially knowing how the weapon actually works – can even cut holes into fortifications. &lt;br /&gt;
&lt;br /&gt;
This little gun shoots out beams that can melt stuff. Clearly, it is a Melta. Irradiation Projectors, though a similar weapon that projects actual radiation out, is not the same as the Gamma Pistol since it does not have the capability to engage armor and fortifications as effectively as the case of Melta. The short range of this weapon can be explained beyond its pocket-size. If you recall your Physics class back at school, there are several kinds of electromagnetic radiation, three of which we are interested in have a particular quality. Gamma ray, x-ray, and the higher portion of ultraviolet are ionizing, whereas the rest of the spectrum are not. Obviously, Gamma Pistols use the eponymous shortest wavelength, the one with the most penetrating power that comes from radioactive decay.&lt;br /&gt;
&lt;br /&gt;
Whether there are other two variants of this type remains to be seen, though compared to Gamma Pistol, names like &amp;quot;&#039;&#039;Extreme Ultraviolet Pistol&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;X-ray Pistol&#039;&#039;&amp;quot; do sound a bit off.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
GammaPistolModelSide.jpg|&amp;lt;center&amp;gt;Right View&amp;lt;/center&amp;gt;&lt;br /&gt;
GammaPistolModelProfile.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
GammaPistolPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
GammaPistolPict1.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
GammaPistolPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=6|ap7=2|type7=Pistol, Armourbane|r8=12&amp;quot;|s8=6|ap8=-3|d8=2|type8=Pistol 1|abil8=Can re-roll failed wounds if target is Vehicle.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meltagun===&lt;br /&gt;
[[File:Meltagun2.jpg|200px|right|thumb|Meltagun]]&lt;br /&gt;
Contrary to the pistol variant, this size is a standard across the Imperium by the rule of thumb – if the [[Imperial Guard]] uses it, it is practically universal. &lt;br /&gt;
&lt;br /&gt;
Meltaguns are distinctive by its cylindrical barrel with a number of either slits or holes depending on the model. Practically, there are two reasons to having holes on your gun barrel beyond cool-looking aesthetics. The holes allow high pressure gases to vent out when a bullet is fired, reducing the recoil by reducing the gas that will have kicked over to the back. A similar alternative to drilling holes is the muzzle brake which is attached by the front of the barrel. Considering the thickness of the barrel here, that of the Meltagun might just be a muzzlebrake, rather than the actual barrel. But since Meltaguns shoot out heat rays and not bullets, recoil shouldn&#039;t really be a problem. &lt;br /&gt;
&lt;br /&gt;
The second reason for those holes is rooted in insulation. The primary duty of a barrel shroud is to protect the user from touching the hot barrel. Those holes are there to keep a good airflow for that same barrel to cool down while being small enough that a finger will not slip through one. For a gun that shoots melting rays, it is obvious for its barrel to be insanely hot enough to warrant insulation. This is understandable since the user will probably want the heat ray to only come out of one end of the weapon, melting things that he wants to melt and not himself in the process. Whether you can take off that shroud and fire your Meltagun in a possibly spread pattern remains a speculation.&lt;br /&gt;
&lt;br /&gt;
Aside from the Imperial Guard in Special Weapons Squads of three, Tactical Squads of the [[Space Marines]] may also take one. [[Sisters of Battle]] normally get two. If they happen to be Dominions, they can get up to four.&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CadianMeltagun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaSolarAuxiliaCommand.jpg|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
BattleSisterMeltagun.png|&amp;lt;center&amp;gt;Sororitas&amp;lt;/center&amp;gt;&lt;br /&gt;
SpaceMarineMeltagun30k.png|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
ArmigerMeltagun.jpg|&amp;lt;center&amp;gt;Armiger Knight&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=1|type7=Assault 1, Melta|r8=12&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault 1|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Conflagration Mod====&lt;br /&gt;
[[File:DeathwatchMeltagun.jpg|200px|right|thumb|Conflagration Meltagun (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
These are less of a distinct variant and more of a modification from the standard Meltaguns.&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]] Techmarine responsible for these modded heat guns was Enthor Calibos seconded from the Salamanders (&#039;&#039;how surprising&#039;&#039;). Once upon a time at Watch Fortress Erioch, he probably noticed that the Meltagun he was issued was not up to Salamanders pristine standard, and so he decided to modify them to his liking. Crafted in very limited numbers because this is just one Techmarine we&#039;re talking about, these compact, high-output Meltaguns have gained favor among those Battle-Brothers of the Deathwatch lucky enough to have wielded them. They are probably the reason to Calibos making more Conflagration modifications apart from those of his own arsenal in the first place. Reflecting the fine workmanship and deep love for cleansing flame of their creator, these powerful weapons have higher penetration and damage output at the expense of increased energy consumption. Because he possibly was feeling generous by then, Calibos also modified the in-house Infernus Pistols. Like their larger siblings, these weapons trade increased power usage for higher penetration and damage yield. They are a favorite of many Space Marines from the Salamanders Chapter as well as any other who happens to be a pyromaniac on the side.&lt;br /&gt;
&lt;br /&gt;
In the end, these Conflagration Meltas are simply just better Meltas with the standard higher (&#039;&#039;energy&#039;&#039;) cost for better quality exchange.&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Conflagration Infernus Pistol&lt;br /&gt;
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|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 10m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 10E&lt;br /&gt;
| 15&lt;br /&gt;
| 2&lt;br /&gt;
| Full&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| Distinguished&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Conflagration Meltagun&lt;br /&gt;
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|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 20m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 10E&lt;br /&gt;
| 15&lt;br /&gt;
| 4&lt;br /&gt;
| 2 Full&lt;br /&gt;
| —&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| Distinguished&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Beamer Meltagun===&lt;br /&gt;
[[File:BeamerMeltagunPlaceholder.jpg|200px|right|thumb|Beamer Meltagun (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The Imperium has designed/found a Meltagun that fires at a decent range without sacrificing portability. The results? The usual.&lt;br /&gt;
&lt;br /&gt;
The Beamer style of Meltagun was an attempt to create a longer-range Melta weapon that was still light enough to be easily carried into combat. Using fragments of decaying scrolls describing several ancient design patterns (&#039;&#039;and after much divination and prayer&#039;&#039;), the Zepherus Mark I &amp;quot;Beamer&amp;quot; Meltagun was developed. Though it still uses specialized gases melded and ignited into a sub-molecular thermal state like what a Melta should, this weapon features a longer barrel with a radiation beam surrounding the gaseous discharge. This low-level radiations acts as a harmonic wavefront for the super-hot release, allowing it to strike at longer distances. The necessary tuning for the beam to match the discharge proved impractical in the field, however, and only those willing (&#039;&#039;or able&#039;&#039;) to spend many hours of difficult correction after prolonged use (normal battlefield conditions shouldn’t involve an anti-armor weapon being used often enough to call it “prolonged”) still stand by the weapon – although given the sheer manpower of the Imperium, it shouldn&#039;t be out of place to assign some people exclusively for their maintenance. Almost no fighting units still utilize them despite the superior range, and their manufacture ceased after the first production run. On the other hand, there remains a possibility that the technical details for the Beamer Melta type have already circulated to several other Forge Worlds, continuing the legacy of this superior, albeit complex Meltagun under different aliases other than Zepherus Mark II.&lt;br /&gt;
&lt;br /&gt;
Now prized as trophy weapons, some of these Zepherus still see use as part of elite mercenary groups or Inquisitorial Kill-teams.&lt;br /&gt;
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|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 40m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 6E&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2 Full&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| Very Rare&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melta Rifle===&lt;br /&gt;
[[File:Melta_Rifle.JPG|200px|right|thumb|Melta Rifle]]&lt;br /&gt;
A successor to the Beamer Meltagun. The [[Primaris Space Marines]] get yet another cool ass toy to play around with.&lt;br /&gt;
&lt;br /&gt;
The Melta Rifle occupies a size niche in-between that of a regular Melta and the Multi-Melta. The catch, however, is that the advanced technologies used to construct this weapon allows the Melta Rifle to have Multi-Melta range. Instead of that usual cylinder for the magazine, the fuel source for the Melta Rifle distinguishes itself in terms of shape by being a bit bigger on the shorter side, resulting in a canister that probably will look pretty much like a canteen if you glue a bottleneck on one of its shorter ends.&lt;br /&gt;
&lt;br /&gt;
Melta Rifles are wielded primarily by the new [[Eradicator]] Primaris Marines who functions similarly to a Space Marine [[Devastator Squad]], but more [[Awesome]]. They have a  similar design as the Multi-Melta, but smaller and much lighter in weight. It has an extended magazine, presumably to enable the weapon to shoot out more superheated gas and maintain a long, steady beam of ionising plasma.&lt;br /&gt;
&lt;br /&gt;
Like most Primaris infantry weapons like the [[Bolt Rifle]], the Melta Rifle has sub-variants including the even bigger &#039;&#039;&#039;Heavy Melta Rifle&#039;&#039;&#039;, because the original Melta Rifle isn&#039;t [[Cheese]] enough. This is powered by a cable linking directly to the user&#039;s Power Armour.&lt;br /&gt;
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Heavy_Melta_Rifle.JPG|&amp;lt;center&amp;gt;Heavy Melta Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Multi-Melta===&lt;br /&gt;
[[File:MMArt.jpg|200px|right|thumb|Multi-Melta]]&lt;br /&gt;
Different from other commonly Heavy weapons such as the Heavy Bolter and the Heavy Flamer, the heavier version of the Meltagun is not called Heavy Melta.&lt;br /&gt;
&lt;br /&gt;
The Multi-Melta is essentially two Meltaguns strapped together and supercharged. In game terms, this only doubles the (&#039;&#039;already sucky&#039;&#039;) range and makes it a heavy weapon; how taping two things together makes them shoot farther rather than just twice as hard is unclear. Perhaps whatever energy directs and compresses the beams combines or compliments, giving a boost.  Due to the size and especially weight, Multi-Meltas are usually mounted on vehicles rather than carried. The Leman Russ Demolisher may have them mounted by the sponsons, while the Land Raider Crusader may mount one on its pintle; the weapon fits seamlessly with both vehicles&#039; emphasis on short-range firepower. The Immolator may choose to replace its Twin-Linked Heavy Flamers or Twin-Linked Heavy Bolters with a Twin-Linked Multi-Melta. Due to its satisfactory effectiveness when arrayed against armor and monsters as well as the improved effective range, many other vehicles of the Imperium also have them mounted such as Razorbacks, Land Speeders, Dreadnoughts, and even on the sidecar of Attack Bikes. Because Multi-Meltas are so heavy, the [[Imperial Guard]] do not employ them without vehicles. By merit of wearing Power Armour, [[Space Marines]] and [[Sisters of Battle]] – emphasis on the Sisters of Battle – can afford to carry them around. [[Thallax|Thallaxes]] in particular, being quite larger than Astartes, carry them around normally – that is, not bulky, and/or not with the universally cool chainsaw grip.&lt;br /&gt;
&lt;br /&gt;
As of 9th edition, they fire two shots, which probably makes more sense.&lt;br /&gt;
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It is unknown whether efficiency for other Melta weapons can be improved in this manner. Imagine a really big cylinder filled with Meltaguns... [[Melta#Cyclonic_Melta_Lance|Oh, wait a minute-]]&lt;br /&gt;
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DevastatorMeltaBomb.png|&amp;lt;center&amp;gt;Fuel Canister&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaServitor.jpg|&amp;lt;center&amp;gt;Servitor&amp;lt;/center&amp;gt;&lt;br /&gt;
PortableMultiMelta.png|&amp;lt;center&amp;gt;Sister of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaAstartes.jpg|&amp;lt;center&amp;gt;Astartes&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaDamnedLegionnaire.jpg|&amp;lt;center&amp;gt;Damned Legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaMediantPattern.jpg|&amp;lt;center&amp;gt;Mediant Pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaThallax.jpg|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaCastellax.jpg|&amp;lt;center&amp;gt;Castellax Automata&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaCastellaxBack.jpg|&amp;lt;center&amp;gt;Castellax Automata (Back)&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaDreadnought.jpg|&amp;lt;center&amp;gt;Castraferrum Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaContemptor.jpg|&amp;lt;center&amp;gt;Contemptor Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaLandSpeeder.jpg|&amp;lt;center&amp;gt;Land Speeder&amp;lt;/center&amp;gt;&lt;br /&gt;
VehicleMultiMeltas.png|&amp;lt;center&amp;gt;Leman Russ&amp;lt;/center&amp;gt;&lt;br /&gt;
ImmolatorMultiMelta.png|&amp;lt;center&amp;gt;Twin-linked Twin-linked Meltagun&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaLandRaiderCrusader.jpg|&amp;lt;center&amp;gt;Land Raider&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Firestorm Multi-Melta===&lt;br /&gt;
[[File:DeathwatchMultiMelta.jpg|200px|right|thumb|Firestorm Multi-Melta (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Yet another &amp;quot;better&amp;quot; Melta weapon available to the [[Deathwatch]] because it is the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
Created millennia ago as a field modification of a damaged Maxima-pattern Multi-Melta by another Deathwatch Techmarine whose identity has been forgotten, though his name is likely not Firestorm, these Multi-Meltas trade higher energy consumption and shorter range for an even higher damage yield and the ability to fire in short bursts – the former being merely an upgrade just like the Conflagration mods, and the latter likely the reason to the Firestorm title. Although modifications of this kind/extent are typically frowned upon by the Mechanicus, the Deathwatch Techmarines of Watch Fortress Erioch have received special dispensation to perform this operation on limited numbers of existing weapons, so there is at least an official approval unlike some other field modifications we know of. Firestorm Multi-Meltas have a chance of bursting out a number of charges left in the fuel canister, so it is less of an ability and more of that it just happens to, which isn&#039;t exactly what we can call the most reliable feature since it relies on randomness and/or the resident Machine Spirit. Perhaps there is supposed to be a firing pattern in order to trigger the burst fire, but the correct sequence had already been lost in the typical Imperium fashion.&lt;br /&gt;
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Just like the Conflagration mods, the Firestorm is simply a better Multi-Melta used by Watch Fortress Erioch.&lt;br /&gt;
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===Thermal Lance===&lt;br /&gt;
[[File:ThermalLancePlaceholder.jpg|200px|right|thumb|Thermal Lance (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
This is a weapon to choose when you want your Multi-Melta to be more precise, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
The Thermal Lance is a rare weapon, nearly as large as a standard Multi-Melta, though they both weigh about just the same. This one, however, fires a more accurate and directed heat beam using a much longer barrel with added directional containment beams to reduce dispersal, at the cost of lowered damage to the target compared to what the similarly-sized Multi-Melta can achieve (but logically the damaged is focused into a smaller location, which would significantly increase penetration). So what does this tell us about its appearance to imagine? The main barrel is explicitly stated to be longer, and that&#039;s definitely not something you see every day on a Meltagun. The presence of directional containment beams, which probably serve to do exactly what it says on the tin, likely suggests that there are additional smaller barrels which fire them. Since it&#039;s plural, we can be certain that there are at least two directional containment beams to keep the heat beam linearly together. Battlefield applications for the Thermal Lance is unknown, but for its pitiful range comparable to that of the Inferno Pistol, whatever that carries the weapon must be big and thrives in one-on-one close quarters combat. The big guy that carries this weapon is likely to be more of a &amp;quot;hunter&amp;quot; type since accurate beams allow for targeted strikes which isn&#039;t something you can just do with the regular, spread-out Meltagun.&lt;br /&gt;
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All in all, the Thermal Lance is an alternative to a Multi-Melta for when what you want is a rifle with a range of a SMG and not a shotgun.&lt;br /&gt;
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===&#039;&#039;Solar Atomiser&#039;&#039;===&lt;br /&gt;
[[File:SolarAtomiserProfile.jpg|200px|right|thumb|&#039;&#039;Solar Atomiser&#039;&#039;]]&lt;br /&gt;
One of the perks for being at the upper end of the Mechanicum hierarchy is customized weaponry, and this is [[Cawl]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
Judging from its certainly baroque appearance, it is far from a perfume spray as its name suggests. By functionality, however, the &#039;&#039;Solar Atomiser&#039;&#039; does spray out something, and that thing ain&#039;t nice. Using a complex focusing array of his own design, this weapon concentrates thermic energy and Melta-waves into a short-ranged but utterly unstoppable blast that can melt through an enemy war engine in seconds; and he&#039;s not kidding when he said it&#039;s short-ranged. For a size way bigger than a Multi-Melta, its effective range is only at about what a normal Meltagun can do. But we all know how the electromagnetic spectrum goes – the closer it is to the shorter wavelength side, the scarier it is.&lt;br /&gt;
&lt;br /&gt;
Though the Solar Atomiser probably doesn&#039;t operate under the same principles as the Gamma Pistol used by Datasmiths... you get the idea. Another thing to note is the &amp;quot;Solar&amp;quot; prefix which may have something to do with more than sounding fancy. As stated, the weapon concentrates thermic energy and Melta-waves. The thermic energy in question might have something to do with the &amp;quot;Solar&amp;quot; part of the name. Should that be the case, then this thermic energy is likely Plasma in origin, which would explain the middle part of the weapon, and make the &#039;&#039;Solar Atomiser&#039;&#039; a holy combination of Plasma and Melta technology.&lt;br /&gt;
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Being on the receiving end of a nuclear shaped charge combined with star-hot ionised gas probably isn&#039;t very nice.&lt;br /&gt;
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SolarAtomiserPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
SolarAtomiserBFGA2.png|&amp;lt;center&amp;gt;Battlefleet Gothic: Armada 2&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Melta Destroyer===&lt;br /&gt;
[[File:Melta_Destroyer.JPG|200px|right|thumb|Melta Destroyer]]&lt;br /&gt;
The Melta Destroyer is a relatively new Melta design and essentially, the bigger brother of the Melta Rifle. The Melta Destroyer is only found on the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] as a secondary hull weapon. This chonkin gun is [[Rape|triple-barrelled for thrice the fun!]] Going by the appearance, it is clear that GW realized that the [[Flamer#Conflagration_Cannon|Conflagration Cannon]] looks cool, so they miniaturized it to fit the Primaris Land Speeder, and changed the race from Flamer to Melta for that anti-vehicular juice. It also has an &amp;lt;s&amp;gt;absurdly&amp;lt;/s&amp;gt; decent range for a Heavy 3 Melta at 24&amp;quot; with a solid 8 Strength and AP-4. You will be punching holes through even the most heavily armored vehicle to get to the juicy bits.&lt;br /&gt;
&lt;br /&gt;
Given the new and absolutely [[AWESOME]] rules of Melta weapons in 9th Edition, the Melta Destroyer is the MEQ-cleanser supreme. Seriously, D6+2 at half range, you are doing a minimum of [[Rape|3 WOUNDS per shot,]] meaning that this shit auto-kills GEQs, MEQs and even &#039;&#039;TEQs&#039;&#039; at a relatively okay 12&amp;quot; range. Fuck me a diddle, everyone NOT an [[Adeptus Custodes]] or a [[Terminator]] is gonna cry. Sure, the Hammerstrike is going to eat shots like nothing else (and at 10 wounds is liable to get demolished by concentrated AT fire) but if it reaches you, you are dead.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Cyclonic Melta Lance===&lt;br /&gt;
[[File:CyclonicMeltaLanceProfile.jpg|200px|right|thumb|Cyclonic Melta Lance]]&lt;br /&gt;
Surprise, surprise, turns out there really is a big cylinder filled with Meltaguns, and people call it the Cyclonic Melta Lance.&lt;br /&gt;
&lt;br /&gt;
This Tri-Linked Multi-Melta here is made just for the massive size of the [[Dreadnought#Leviathan_Pattern|Leviathan Pattern Siege Dreadnought]], which is also be known to us as the Hulkbuster Pattern. These Dreadnoughts have a &amp;quot;Siege&amp;quot; tag behind there for a reason, and its array of weaponry must correspond as such. Now, in a siege, you are supposed to go up close to a fortified position where you&#039;ll probably be shot dead halfway through. Thankfully, the Leviathan is such a bulk that it most likely has more chances of making it through than a Rhino. With that part already cleared, your Leviathan will need something to breach through walls and bunkers. Six super blowtorches should be just enough to melt the living and non-living shit out of anything. Of course, since the weapon is comparatively bigger with triple the barrels, the Melta Lance is more destructive than your standard Multi-Melta. The rapid cycling this weapon goes through allows the Melta to discharge in a higher rate as well, though for some reason, the range is reduced, which is not really much of a problem for a Siege Dreadnought who usually has to close-in anyway. If you don&#039;t know what rapid cycling is, and haven&#039;t figured it out from the arrangement of the barrels, then we suggest that you remind yourself what a Gatling gun looks like. Well, yes, you would be correct. This is a Gatling Melta.&lt;br /&gt;
&lt;br /&gt;
Sharing a word in its name with a [[Exterminatus#Cyclonic_Torpedoes|planet-killing bomb]] should also give you a hint or two that this pretty girl is dangerous.&lt;br /&gt;
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===Magna-Melta===&lt;br /&gt;
[[File:DeimosPredatorMagnaMeltaProfile.jpg|200px|right|thumb|Magna-Melta]]&lt;br /&gt;
This is an instance where a weapon designed for space combat is appropriated for ground warfare.&lt;br /&gt;
&lt;br /&gt;
The Magna-Melta is the primary weapon of the [[Caestus Assault Ram]], though calling it a weapon is technically untrue since the purpose of the Magna-Melta on that assault ram is to soften armour before the rams themselves dive straight through it, unloading its boarding party into enemy voidcraft. Since the timeframe of the distance before the ram hits the ship is small, the Magna-Melta must be very powerful in order to melt the armor at such a short period of time. Stopping by the ship before firing the Magna-Melta negates the purpose of the ram; besides, that is not cool, that&#039;s boring. The Caestus must come down to the ship like a Drop Pod, and the Magna-Melta recreates the heat from the atmospheric entry part. Of course, the action itself can also be recreated on other targets such as big fortifications which you are certain that won&#039;t topple down when the ram hits.  Or you can be manly and purposely using an empty ram to collapse the enemy&#039;s fortifications and use its engines and melta to blast your way out like a boss. Since the Caestus is such a sturdy metal box, it is often used as landing craft, and this is when the Astartes of the Great Crusade realized that the Magna-Melta is one hell of a Melta Cannon. Since flying the Caestus around the place just in case they needed that big Melta is impractical, they stripped off that Magna-Melta and popped it on their Deimos Predator. And by then, they had tanks with big twin-linked Melta Cannons roving around alongside as far as those two hundred years lasted.&lt;br /&gt;
&lt;br /&gt;
By the present, these are mostly replaced by Land Raider Redeemers with pintle Multi-Meltas. Sadly, nobody seems to know how to mount a Magna-Melta over the hull instead of the Assault Cannons, or perhaps Magna-Melta is in low supply like pretty much every ten thousand years old relic of the Imperium.&lt;br /&gt;
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CaestusAssaultRamMagnaMelta2.png|&amp;lt;center&amp;gt;Caestus Assault Ram&amp;lt;/center&amp;gt;&lt;br /&gt;
DeimosPredatorInfernusMagnaMelta.png|&amp;lt;center&amp;gt;Deimos Predator Infernus&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=18&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Large Blast (5&amp;quot;), Melta|r8=24&amp;quot;|s8=10|ap8=-4|d8=D6|type8=Heavy D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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===Melta-Cutter===&lt;br /&gt;
[[image:TermiteMeltaCutterProfile.jpg|200px|right|thumb|Melta-Cutter]]&lt;br /&gt;
Like the Magna-Melta, the Melta-Cutter is not intended to be used as a weapon. Unlike the Magna-Melta, the Melta-Cutter is not quite as effective when appropriated as a weapon.&lt;br /&gt;
&lt;br /&gt;
While the bigger Magna-Melta is primarily used to melt ship armor and anything less durable, the Melta-Cutter is primarily concerned with the ground, specifically rocks that the drill cannot pierce through. Other than that, it operates the same principle – soften them up before punching through. The same can be said for anybody who happens to be in front of the drill. The Melta-Cutter of the [[Hades Breaching Drill]] should be seen as more of a construction equipment (&#039;&#039;like our modern rock grinders&#039;&#039;), since the main purpose of that machine is to dig tunnels. As a matter of fact, Melta-Cutters are industrial equipment for construction work used by the Imperium. In that respect, Melta-Cutters are then similar to the [[Flamer#Clearance_Incinerator|Clearance Incinerator]], and so it should be reasonable for Genestealer Cults to have them in their uprisings. The Melta-Cutter of the [[Tunneling_Transport_Vehicles#Termite|Termite]], however, is more in line with conventional Melta weaponry. Considering the build which is analogous to typical subterranean drills you&#039;ll find in the 50s and 60s, what the Termite is expected to punch through is definitely not just the ground, and so it is afforded with a better Melta-Cutter. Size might also come into play as well since a bigger body means more power to power stuff like heat ray cannons by the drill.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Termite&#039;s Melta-Cutter is a 12&amp;quot; ranged assault D3 weapon with a Strength of 8, AP -4 and a damage of D6. Due to its high strength and great AP, you are able to auto-kill most GEQs, MEQs and seriously fuck up TEQs on an average basis. The Hades itself is an even bigger &amp;quot;&#039;&#039;fuck you&#039;&#039;&amp;quot; machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against Vehicles), and it has a [[Awesome|4++ invul in the fight phase thanks to its whirling blades]]. All in all, whilst predictably a short-range weapon, it is also one of the best of its category.&lt;br /&gt;
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HadesMeltaCutter.png|&amp;lt;center&amp;gt;Hades Breaching Drill&amp;lt;/center&amp;gt;&lt;br /&gt;
TermiteMeltaCutter.png|&amp;lt;center&amp;gt;Termite Assault Drill&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Melta|r8=Melee|s8=x2|ap8=-4|d8=D3|type8=Melee|abil8=If target is Vehicle, roll D6 for Damage instead.}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=N/A|s7=N/A|ap7=N/A|type7=N/A|abil7=Ignores difficult and dangerous terrain. Adds +2 to Strength when making ramming attacks against fortifications.|r8=12&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault D3|abil8=If target within half range, roll two dice for Damage and discard the lowest result.}}&lt;br /&gt;
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===Siege Melta Array===&lt;br /&gt;
[[File:MastodonSiegeMeltaArray.png|200px|right|thumb|Siege Melta Array (&#039;&#039;Top&#039;&#039;)]]&lt;br /&gt;
We may consider this thing here a Melta-Cutter properly adapted for military applications.&lt;br /&gt;
&lt;br /&gt;
The [[Mastodon|Mastodon Heavy Assault Transport]], in addition to its other wonderful bullshits, sports a front-mounted battery consisting of eight Melta cannons in addition to a big one at the center, ideal for punching massive holes on the heaviest of targets. While this is perfect for opening breaches in fortresses for transport to vomit its forty-man capacity into, it is also an excellent answer to enemy super-heavies, or just deleting fortifications since its Stone Burner rule scores extra hits with every Penetrating Hit against one. Unfortunately, you should not expect it to do too well to enemies up close since most of the Melta array is just situated too high for it to really hit anything below. This is what happens when you decide that it is a great idea to place your forward weapon on a vehicle with a ridiculously huge profile. But then again, like the case of the [[Caestus Assault Ram|Caestus]], the Siege Melta Array is not supposed to mow down enemies; it is supposed to crack down on fortresses, which it compensates for the lack of speed with more Melta. Of note, while the eight smaller Melta cannons are the size of what you would find on the [[Devil Dog]] and the aforementioned Caestus, the bigger centerpiece is about the same size as what you&#039;d find on Questoris Knights.&lt;br /&gt;
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The Siege Melta Array is essentially what you&#039;d need in order to add a dash of heat to your huge battering ram.&lt;br /&gt;
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SiegeMeltaArraySide.jpg|&amp;lt;center&amp;gt;Side Arrays&amp;lt;/center&amp;gt;&lt;br /&gt;
SiegeMeltaArrayFrontClosed.jpg|&amp;lt;center&amp;gt;Front Closed&amp;lt;/center&amp;gt;&lt;br /&gt;
SiegeMeltaArrayFrontOpened.jpg|&amp;lt;center&amp;gt;Front Opened&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=9|ap7=1|type7=Heavy 4, Blast (3&amp;quot;), Melta, Stone Burner|r8=12&amp;quot;|s8=9|ap8=-4|d8=D6|type8=Heavy 4D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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===Thermal Spear===&lt;br /&gt;
[[File:ArmigerWarglaiveThermalSpear.png|200px|right|thumb|Thermal Spear]]&lt;br /&gt;
It is essentially an oversized Multi-Melta that looks to be a baby brother to the Thermal Cannon below.&lt;br /&gt;
&lt;br /&gt;
The Thermal Spear is a relatively large Melta weapon carried by combat walkers of the Imperial Knights, specifically the small Armiger class designated as Warglaive. Although reduced in size, even a single shot from this weapon here can still vaporize armor and melt through fortified walls and tanks alike. Unlike the similarly equipped Knight Errant, the Armiger chassis cannot afford to charge up close and wreak havoc at close range. It is too fragile for such maneuver since it is built for speed. It is nimble enough to employ harassment tactics, where the Warglaive shines. Swiftly, it moves up close and throws the Thermal Spear at pin-point precision to maximize its attack power before falling back to a safe distance. This is different from the Helverin variant which only have to maintain the distance to deliver its Autocannons. One may compare these two Armigers to our skirmishers of old, where the Helverins are archers whose range is far, while the Warglaives are javelinmen who have to get pretty close to unleash their payload. And do not think that having better range translates to archers being better. Just compare the size and weight difference between an arrow and a javelin and ask yourself which one has a better chance in planting you straight through to the ground when it hits.&lt;br /&gt;
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The reason why they don&#039;t name this Melta cannon here with a more appropriate &amp;quot;Thermal Javelin&amp;quot; is probably because there is already an [[Javelin Attack Speeder|attack speeder]] with that name.&lt;br /&gt;
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ThermalSpearModel.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
ThermalSpearView.jpg|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
ThermalSpearPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=36&amp;quot;|s7=8|ap7=2|type7=Heavy 1, Melta|r8=30&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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===Daemonbreath Spear===&lt;br /&gt;
&lt;br /&gt;
[[File:Daemonbreath_Spear.JPG|200px|right|thumb|Daemonbreath Spear]]&lt;br /&gt;
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The Daemonbreath Spear is one of the primary ranged weapons used by the [[Chaos Knight War Dog]]s, specifically, the [[War Dog Knight Stalker]], the [[War Dog Knight Huntsman]] and the [[War Dog Knight Brigand]]. It is the more evil counterpart to the Thermal Spear.&lt;br /&gt;
&lt;br /&gt;
Unlike the more ranged [[Avenger Chaincannon]], the Daemonbreath Spear is...well...it&#039;s a melta, so range is obviously not in its strong suit. Rather, in a strange twist, the Avenger Chaincannon is suited for anti-infantry, whereas the Daemonbreath Spear has been noted as &#039;tank-melting&#039;, making it more like an anti-tank [[Melta]] [[Lascannon]] than a close-range troop-frying BBQ.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these rapemachines are 30&amp;quot; Heavy 3 S9 AP-4 D1d6 melta (+2 damage at half range or less). Basically, just a longer ranged meltagun with more shots. Will absolutely annihilate vehicles, especially if combined with the meltagun you get if you replace the default heavy stubber. 30&amp;quot; range means you can get into half range with more safety against counterattacks. 12&amp;quot; movement makes getting in range a cakewalk and if any enemies do get close enough to counter attack you&#039;ve at least got a melee weapon to clear out mobs of enemies.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Melta Blastgun===&lt;br /&gt;
[[File:Melta Blast-gun Kratos.png|200px|right|thumb|Melta Blastgun]]&lt;br /&gt;
The Melta Blastgun is the Melta&#039;s cousin to the [[Plasma Blastgun]], fulfilling similar roles in terms of both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is one of three main weapons that is used by the [[Kratos Heavy Assault Tank]], with the other two being the [[Kratos Battlecannon]] and the [[Volkite Cardanelle]]. The Melta Blastgun functions like an upsized version of the Magna-Melta, offering increased range, firepower and cost-effectiveness without needing the up-end the price cost for more superheavy Meltas.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Melta Blastgun is obviously the anti-tank weapon of choice for the Kratos. Gifting the tank a more concentrated anti-armour role in the process.&lt;br /&gt;
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===Thermal Cannon===&lt;br /&gt;
[[File:KnightErrantThermalCannon.png|200px|right|thumb|Thermal Cannon]]&lt;br /&gt;
This thing here is the Magna-Melta on steroids, or a bigger Thermal Spear with a rather distinctive shroud, should you prefer your descriptions more direct.&lt;br /&gt;
&lt;br /&gt;
The Thermal Cannon is a large Melta weapon carried by the combat walkers of either the Questor Imperialis, the Questor Mechanicus, or the Questor Traitoris; the Imperial Knights, the Mechanicum Knights, and the Renegade Knights respectively. Chassis-wise, the Thermal Cannon is installed on the all-round Questoris class as the primary weapon of the Knight Errant, and the secondary weapon of the Knight Crusader. It is one of those weapons that can make even the most battle-hardened enemies have an [[Anal circumference|anal evacuation]], for such a weapon is capable of immolating most things in a wide radius, and probably effectively everything should it is fired at a closer range. The hissing blasts from a Thermal Cannon can melt through a fortress wall or turn a battle tank into a pile of bubbling slag. Against infantry, entire hordes can be reduced to a blackened shadow. Against vehicles, there is no armor that offers any proof against the Thermal Cannon&#039;s super-heated shots with the exception of armor found on larger Titan walkers. Outside of Knights, the Thermal Cannon is probably about the size to be mounted as the main gun for bigger tanks such as the Macharius, or even the Malcador. As of now, aside from the Mastodon, the only Melta tanks so far are smaller ones based on the Chimera and the Deimos Predator chassis.&lt;br /&gt;
&lt;br /&gt;
All in all, for Knight Scions looking to up their anti-armor game, the Thermal Cannon delivers, turning enemy infantry into a pile of ash surrounding a liquefied hole and melting tanks to slag (if ammo/fuel detonations don&#039;t blow them first).&lt;br /&gt;
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ThermalCannonSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=36&amp;quot;|s7=9|ap7=1|type7=Heavy 1, Large Blast, Melta|r8=36&amp;quot;|s8=9|ap8=-4|d8=D6|type8=Heavy D6|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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====&#039;&#039;Fury of Mars&#039;&#039;====&lt;br /&gt;
[[File:KnightErrantThermalCannonRed.png|200px|right|thumb|&#039;&#039;Fury of Mars&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Being the oldest Knight House in the Imperium of Man has its benefits which include good gear from the cogboys.&lt;br /&gt;
&lt;br /&gt;
This remarkable weapon channels the fires of the Red Planet’s hottest forges, eradicating its victims even at extreme range. Deciphering the flowery language, it probably means the &#039;&#039;Fury of Mars&#039;&#039; is very high in quality. It was made on Mars, why wouldn&#039;t it? And since it is House Taranis we&#039;re talking about, there&#039;s a decent chance for this particular Thermal Cannon here to be pretty, pretty old. Remember, House Taranis is the Dark Angels of the Imperial Knights, or Horus Lupercal if we&#039;re looking by Primarchs since other Knight Houses were more or less &amp;quot;discovered&amp;quot; as well; the difference for the latter (&#039;&#039;or possibly both&#039;&#039;) is that House Taranis, though Mechanicum-aligned, is a loyalist. The &#039;&#039;Fury of Mars&#039;&#039; could have been so old that it was still hot out of the production line when the Unification Wars were still raging on Terra. Age aside, it is said that to face the &#039;&#039;Fury of Mars&#039;&#039; is to be subjected to the killing ire of the Omnissiah himself, and to be struck down without mercy. This Thermal Cannon is no different in terms of general capabilities compared to the standard breed. The only noticeable difference here apart from being really old and exclusive to House Taranis Knights who have Thermal Cannons on one arm or the other is the fact that it goes as far as a Reaver Melta Cannon (&#039;&#039;of the current edition&#039;&#039;) can go.&lt;br /&gt;
&lt;br /&gt;
That is probably a good summary for the weapon – a Titan-grade Melta Cannon (&#039;&#039;where only range is concerned&#039;&#039;) at the size for a Questoris Knight.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=48&amp;quot;|strength=9|ap=-4|damage=D6|type=Heavy D6|abilities=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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===Melta Cannon===&lt;br /&gt;
[[File:ReaverTitanMeltaCannon.png|200px|right|thumb|(Reaver) Melta Cannon]]&lt;br /&gt;
The reader should be informed that there are two kinds of Melta Cannons. The first is the kind you usually see carried by Reaver Battle Titans. The second kind is the one you can find attached on the [[Hellhound Tank|Hellhound]] flame tank variant called [[Hellhound Tank#Devil_Dog|Devil Dog]], which is pretty much what you should have in your mind for a Melta Cannon.&lt;br /&gt;
&lt;br /&gt;
So right now, we know a few sizes all these Meltas come in. The very first one is the smallest Inferno Pistol size, which is pretty rare since it is not on the mass production line. Next to that is the standard Meltagun size which you may find carried by some soldiers as well as on many vehicles in the form of Multi-Melta. The Melta Cannon here is the next in line whose bore size is about what you&#039;d find on the Magna-Melta and possibly the Thermal Spear too. It is unknown what the Imperium calls the size of Thermal Cannon, but it is likely folded as Melta Cannon just like the Titan size we have here. Note that it is rather unlikely for that size to be called &amp;quot;Thermal Cannon&amp;quot; since that prefix so far is only used where Knights are concerned, and it might be their own jargon for the modification fitted for those combat walkers. Now about this largest size we have here, notice how it is considerably longer relative to the size of the vehicle it is installed on. This might be an attempt to increase its range so that the Titan would not need to get too close in order to melt something. Because of the lack of range, it is unlikely for there to be a super-heavy tank such as the Baneblade mounting this as its main gun, although there is still a slight chance since the Imperium thinks mounting a giant flamethrower on the [[Malcador]] chassis is a good idea. The trapezoidal shroud is also rather unique as much as the pole below it; that pole is for hanging down flags, apparently.&lt;br /&gt;
&lt;br /&gt;
This thing dumps small blasts worth of Multi-Melta statline upon anything it deems unlucky for that day, and it is one of the best ways of dealing with [[Terminator|Terminators]]. [[Titans (Warhammer 40,000)|Titans]] get an even bigger Melta Cannon with absolutely rapetastic statline – S10 AP1 10&amp;quot; (yes, TEN inches) blast that always rolls extra D6 on partials and 2D6 on direct hits. And due to being Primary Weapon, it also allows you to reroll primary to-pen dice. The only two downsides are its mediocre (&#039;&#039;for a Titan&#039;&#039;) range and lack of ignores cover, which is silly because fluff-wise, this thing will melt through any wall and bunker like it is made of butter, not to mention some silly ruins and trees.&lt;br /&gt;
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DevilDogCannon.png|&amp;lt;center&amp;gt;The smaller Devil Dog&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaCannon.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaCannonSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaCannonCrossSection.jpg|&amp;lt;center&amp;gt;Cross Section&amp;lt;/center&amp;gt;&lt;br /&gt;
Meltablast.jpg|&amp;lt;center&amp;gt;There is no better kill than overkill&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Blast, Melta|r8=24&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
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== Squat Melta Weapons ==&lt;br /&gt;
So far, the [[Squat]]s only have one known Melta weapon and is one not even used by the [[Leagues of Votann]] but by their poorer [[Necromunda|Necromundan]] cousins, the [[Ironhead Squat Prospectors]].&lt;br /&gt;
&lt;br /&gt;
===Stone Burner===&lt;br /&gt;
[[File:Stone_Burner.PNG|200px|right|thumb|Stone Burner]]&lt;br /&gt;
Stone Burners are Melta Weapons, that are used for both mining and warfare by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]], specifically the [[Charter Master]]s. It resembles a tiny blowtorch attached to a mechanical arm frame at the back of a Squat to free his hands to wield bigger weapons. As such, it is considered as a type of Melta sidearm or pistol equivelent; best used for close-combat since the range is shorter than a reach of a god damn [[Powerfist]].&lt;br /&gt;
&lt;br /&gt;
Given its small size and apparent difficulty in using it, only experienced Squats like the [[Charter Master]] are allowed to wield one for both civilian and warfare purposes.&lt;br /&gt;
&lt;br /&gt;
On the Necromundan tabletop, its rules are as follows. Its range is S2&amp;quot; and L4&amp;quot;, not surprising and to be expected. Its offensive firepower counts as Strength 5, AP-2, D2, Am 5+, a pretty nasty weapon that will act as a surprise face melter in close combat. Not too bad for a mini-blowtorch.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
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== Eldar Melta Weapons ==&lt;br /&gt;
The [[Eldar]] employ fusion guns, fusion pistols, and fire pikes for their portable anti-tank weaponry. They also fire red energy orbs, a stark contrast to their Imperial counterparts. Fusion guns and fusion pistols are meltaguns and inferno pistols in a shape more pleasing to Eldar aesthetics, but fire pikes are longer range (18&amp;quot;) meltaguns with no additional downsides. Fire Dragons can take a fusion gun on every squad member and their sergeant can take a fire pike.&lt;br /&gt;
&lt;br /&gt;
===Fusion Pistol===&lt;br /&gt;
[[File:EldarHarlequinFusionPistol.jpg|200px|right|thumb|Fusion Pistol]]&lt;br /&gt;
The Fusion Pistol is a handheld, heat-based weapon – a Melta pistol used by the Eldar, and the baby brother of their Fusion family.&lt;br /&gt;
&lt;br /&gt;
For a race that is not plagued by bureaucratic nightmares, the Fusion Pistol is curiously rather hard to find among Craftworlders – even the [[Aspect_Warrior#Fire_Dragons|Aspect Warriors who are all about the heat]] do not carry them. Only the Autarchs seem to carry them to battle. This might mean that the Fusion Pistol is similarly difficult to make like the Inferno Pistol, or that there is an Aspect Shrine exclusively tailored for usage of Fusion Pistols that we do not know about. The first conjecture is odd since, as mentioned, the Craftworld Eldar do not really stagnate in the same manner as the Imperium/Mechanicum (their “stagnation” is intentional and carefully designed for spiritual protection reasons). The second conjecture presents Aspect Warriors somehow exclusively using Fusion Pistols while remaining distinct from the Fire Dragons. These theoretical fusion cowboys might emphasize on swiftness in contrast to the Fire Dragons, taking advantage of the small size of their primary weapon. Perhaps specialized in combating heavy infantry and fast attack vehicles, like a fast or ambush version of the Fire Dragons. Which actually sounds like a pretty reasonable Aspect. Conjectures aside, another fact here is that the Harlequin Eldar carry these quite frequent. Since this lot prefers close quarters combat, it makes sense for them to have a good number of Fusion Pistols in store just in case they have to dance straight to a tank or something similarly tough. The Harlequins might actually make these Fusion Pistols in-house, and distribute the surplus to Craftworlds.&lt;br /&gt;
&lt;br /&gt;
The Fusion Pistol is practically identical to the Imperium&#039;s Inferno Pistol as far as stats are concerned.&lt;br /&gt;
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AutarchFusionPistol.jpg|&amp;lt;center&amp;gt;Autarch&amp;lt;/center&amp;gt;&lt;br /&gt;
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Skyraider&#039;s_Kiss.png|&amp;lt;center&amp;gt;&#039;&#039;Eternal Crusade&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Fusion Gun===&lt;br /&gt;
[[File:FusionGunProfile.jpg|200px|right|thumb|Fusion Gun]]&lt;br /&gt;
The Eldar possess an unsurpassed mastery in heat-based weapons, and they take savage delight in the devastation they create.&lt;br /&gt;
&lt;br /&gt;
The Fusion Gun is by far one of the most common heat-based weapons of the Eldar, deployed in high numbers among the Aspect Warriors known as Fire Dragons. Though it can only be used at short range, it possesses a sophisticated targeting system, as befits high status troops like Aspect Warriors. Like most Eldar technology, the weapon is psychically activated, its resonant Wraithbone construction being sensitive to the Eldar&#039;s innately psychic mind. A Fire Dragons&#039; Fusion Gun is linked to its targeter through the handle. It is common knowledge to always replace your Eldar Flamer with a Fusion Gun as the Fusion Gun just does the Flamer&#039;s job so much better for roughly the same cost and effectiveness. The &#039;&#039;Skyraider&#039;s Kiss&#039;&#039; can be utilized by both [[Fire Dragons]], [[Aspect Warriors]] as well as [[Storm Guardians|Storm Guardian]] units. This Fusion Gun variant was initially developed for deployment on Bethalmae. The &amp;quot;&#039;&#039;Skyraider&#039;s Kiss&#039;&#039;&amp;quot; design was [[Blood Ravens|&amp;quot;borrowed&amp;quot;]] from Craftworld Mymeara after their prototypes proved capable at functioning at well below sub-zero conditions. The addition of extra cabling to the weapon to shunt extra coolant also allows this variant to be fired more frequently, requiring less time to cool down between shots. The trade-off for the extra cooling is that the additional coolant has to be stored within weapon, making the whole thing heavier as a result.&lt;br /&gt;
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Despite its overall superiority in fluff, the Fusion Gun is also practically identical to the Imperium&#039;s Meltagun in terms of stats.&lt;br /&gt;
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EldarFusionGun.jpg|&amp;lt;center&amp;gt;Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
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AutarchFusionGun.jpg|&amp;lt;center&amp;gt;Autarch&amp;lt;/center&amp;gt;&lt;br /&gt;
FireDragonFusionGun.png|&amp;lt;center&amp;gt;Fire Dragon&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Fire Pike===&lt;br /&gt;
[[File:Fire_Pike.PNG|200px|right|thumb|Fire Pike]]&lt;br /&gt;
Instead of making a bigger Melta and carrying it in the same manner a Dark Reaper would, the Fire Dragons realized that to increase range, they only needed to &amp;lt;strike&amp;gt;tape two fusion guns together&amp;lt;/strike&amp;gt; &#039;&#039;extend the barrel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Fire Pike is essentially a Fusion Gun with a flag pole for a barrel exclusively carried by Eldar Exarchs of the Fire Dragons Aspect Shrine. Think of it as an elongated Fusion Gun that looks [[/d/|strangely phallic and erect]]. The lengthened barrel is not just for show, however. In fact, the Fire Pike is their only handheld Melta that is actually able to hit its target beyond three meters; an exceptional feat for its size. Although the bulkier Multi-Melta still maintains a longer range, smaller frames like regular Humans and Eldar would need Power Armour to carry it around. For a Melta weapon, the Fire Pike projects its radiating heat beam a considerable distance further than the standard range of regular Melta weapons of the same size/weight melting through the toughest armor with deadly precision. Fire Pikes predate the existence of the Imperium of Man, having been created by Eldar artisans long millennia ago. And so they are pretty rare among the arsenals of the Eldar, most often borne by the mightiest champions of their kind as [[STC|relic weapons beyond contemporary means to reproduce]] even for the Eldar Craftworlds. This may translate as Fire Pikes being rather common in the past, perhaps available to all Fire Dragons. Imagine a pike square consisted of Fire Pikes. Good luck running your tanks over that.&lt;br /&gt;
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Stats-wise, the Fire Pike is literally just the Fusion Gun with six extra inches of range. That&#039;s it.&lt;br /&gt;
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===Inferno Lance===&lt;br /&gt;
[[File:Inferno Lance.PNG|200px|right|thumb|Inferno Lance]]&lt;br /&gt;
The Inferno Lance is the largest Melta weapon the Eldar so far has to offer.&lt;br /&gt;
&lt;br /&gt;
Inferno Lances are carried by the more elite [[Wraithknight|Skathach Wraithknights]] who can afford better gear such as the alternative [[Monofilament_Weapons#Deathshroud_Cannon|Deathshroud Cannon]]. As you can tell from the apparent barrel long enough to almost convince you that it is a long-range cannon, the weapon is a refinement based on the previous Fire Pike of the Fire Dragons. Powered by the Skathach&#039;s integral generator, the Inferno Lance is capable of burning through the armor of even the mightiest enemy war machine in a single, sustained burst of super-heated particles and high-band radiation. To make the best use of the Inferno Lances, the Wraithknights usually equip these in a pair for twice the &#039;&#039;Dakka&#039;&#039;. A shame that it is not found as secondary weapons on Eldar Titans such as the [[Revenant Scout Titan]] or the more powerful [[Phantom Battle Titan]], as this would give the Space Elves a good chance in poking a dent on the Titans of the Imperium; unless, of course, they already have something bigger and better. If that is the case, it better not be another long-barreled Fusion Gun... speaking of which, since the Fire Pike is essentially a branch off the regular Fusion Gun, we have not yet seen what the Eldar &amp;quot;&#039;&#039;Fusion Cannon&#039;&#039;&amp;quot; proper looks like. But if one were to guess, it wouldn&#039;t have a long barrel for a start.&lt;br /&gt;
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Strangely enough, the equivalent weapon by the Imperium&#039;s side, the Thermal Cannon, has better stats than this, though we can certainly attribute that to lighter weight and the fact that the Inferno Lance is cheaper as well.&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Dark Eldar Melta Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Heat Lance===&lt;br /&gt;
[[File:Heat_Lance.png|200px|right|thumb|Heat Lance]]&lt;br /&gt;
&#039;&#039;For additional information, see here: [[Eldar Laser Weapons#Heat Lance|Heat Lance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Heat Lance is a rare occurrence of a two-in-one 40k weapon that is actually something more than two different (&#039;&#039;or the same&#039;&#039;) kind of weapons soldered together.&lt;br /&gt;
&lt;br /&gt;
A rather mysterious weapon lacking in detail beyond that brief description, all we know for sure about the Heat Lance is that it is a one-of-a-kind combination of Las and Melta. This hot rod obliterates any vehicle that gets too close. In a sense, instead of dispersing the obscene heat that most Melta weapons should in order to cover as much as area as possible, the Heat Lance actually focuses the discharged super-heated gas into a point like a Las weapon. This intensifies its armor penetration capability to puncture even the toughest of armor. &lt;br /&gt;
&lt;br /&gt;
As with every melta weapon, the heat lance has short range but is extremely devastating. Considering that the Heat Lance is the only Melta weapon available to the [[Dark Eldar]] so far, there is a possibility that the Heat Lance is a modification of a Las weapon. Another modification candidate is a weapon of the Fire Dragons Exarch, the Fire Pike – in fact, both weapons have remarkably similar stat lines. Unlike those Craftworlders, Heat Lances are not carried by pyromaniacs. Possibly due to being light in weight, some [[Scourges]] carry one over their fly-bys. With possibly the same logic, the [[Reaver Jetbike|Reavers]] may also have one attached on the Jetbike. The most bulky... thing that carries the Heat Lance is the [[Talos Pain Engine]], specifically two by the end of the tail.&lt;br /&gt;
&lt;br /&gt;
As stated, the Heat Lance is essentially the Dark Eldar&#039;s [[Melta#Fire_Pike|Fire Pike]] that compensates the shorter range from shorter length with Laser technology.&lt;br /&gt;
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{{Template:40k-DEldar-Weapons}}&lt;br /&gt;
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==Ork Melta Weapons==&lt;br /&gt;
The Orks only have one Melta weapon is [[Dakka|the biggest of them all!]]&lt;br /&gt;
&lt;br /&gt;
===Snapper===&lt;br /&gt;
[[File:Snapper.JPG|200px|right|thumb|Snapper]]&lt;br /&gt;
Snappers or Snappas are a very unique type of weapon rarely used by the [[Ork]]s. What is known is that these are the largest and only Ork Melta weapons known to the Imperium.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, Snappers are large mechanical jaws built into the belly of Ork [[Gargant]]s. The Snapper, like the [[Gut Buster Mega-Kannon]], is a uniquely Ork weapon, and is actually two weapons in one. Yes, this may technically put them in the [[Combi-weapon]] category, but in actuality, the two weapons are part of the same internal mechanism rather than two separate weapons duct-taped together.&lt;br /&gt;
&lt;br /&gt;
In terms of how they actually function, Snappers is a weapon consisting of a pair of spiked metal jaws used in close combat, and a large melta-gun with a limited range. Snappers are powerful enough to bite through the armour of Titans, amputating legs before vaporizing the joints or what&#039;s left of said legs, making the enemy Titan fall to its demise. &lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Necron Melta Weapons ==&lt;br /&gt;
Yep that&#039;s right, even the [[Necrons]] have Melta-Weapons in the form of the Heat Ray that can be used either as a focused beam (two shots at STR8 AP1) or as a heavy flamer (AP4 STR5) is used exclusively by the [[Triarch Stalker]], and the short-ranged but very destructive Heat Cannon used by Sentry Pylons.&lt;br /&gt;
&lt;br /&gt;
===Thermal Cutting Beam===&lt;br /&gt;
[[File:AcanthriteThermalCutting.png|200px|right|thumb|Cutting Beam]]&lt;br /&gt;
The Thermal Cutting Beam is a Necron weapon only utilized by the insect-like constructs known as [[Canoptek Acanthrite|Canoptek Acanthrites]].&lt;br /&gt;
&lt;br /&gt;
This Cutting Beam mounted within the Acanthrite&#039;s thorax is capable of firing a short range, highly concentrated shaft of thermic energy ray that is able to slice apart the toughest of materials, dissecting steel, stone and flesh with equal ease and precision of a surgeon’s scalpel blade. Canoptek Acanthrites often use their Cutting Beams for the destruction of armored vehicles and troops, as well as the systematic and rapid dismemberment of bunkers and fortifications. Of note, unlike the similarly focused Fire Pike and Heat Lance of the Eldar, the Cutting Beam of the Necrons is much more similar to that of a standard Meltagun, save for being far more focused and prolonged. This distinction doesn&#039;t make their effectiveness any better, though, because the Cutting Beam is more or less the same as any Meltagun out there. We may infer this similarity to the supposed function of these Canoptek constructs. &lt;br /&gt;
&lt;br /&gt;
Acanthrites are deployed in swarms for the purpose of systematic disintegration of enemy fortifications and pretty much anything else that just has to be in their way. This means that the Cutting Beam is more akin to that of a precision tool for Necron mass demolitions job that just happens to be good at killing combatants who are encased in armor like a tank.&lt;br /&gt;
&lt;br /&gt;
In battle, this weapon-worthy quality translates to the Acanthrites, being vanguard units, using them to soften up the enemy defenses for the following main forces to easily engage.&lt;br /&gt;
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===Heat Ray===&lt;br /&gt;
[[File:NecronHeatRaySide.jpg|200px|right|thumb|Heat Ray]]&lt;br /&gt;
This here is a weapon ripped straight out of H.G. Wells &#039;&#039;&#039;&#039;&#039;War of the Worlds&#039;&#039;&#039;&#039;&#039; in both name and possibly function.&lt;br /&gt;
&lt;br /&gt;
A Heat Ray is a multi-purpose Necron fusion weapon – that is, Melta – and it is most commonly mounted on [[Triarch Stalker|Triarch Stalkers]] whose role is to engage heavy armor and provide close fire support. Heat Rays are potent weapons in that they are capable of firing in two different modes just like those of the Orks&#039;. Unlike the Burnas, however, the Necrons&#039; &amp;quot;&#039;&#039;cuttin flame&#039;&#039;&amp;quot; actually goes well beyond melee range. If an enemy tank stalls the main Necron attack, a single Focused blast from the Heat Ray is sufficient to end the threat. Similarly, if dug-in infantry are hampering an advance, a Triarch Stalker can break the deadlock by setting the Heat Ray to fire a Dispersed beam, sending a wide cone of scorching plasma swirling into every crevasse to boil the enemy alive (it&#039;s essentially a &amp;lt;s&amp;gt;supped-up&amp;lt;/s&amp;gt; &#039;&#039;standard&#039;&#039; [[Star Trek]] Phaser). &lt;br /&gt;
&lt;br /&gt;
Whereas a focused beam is akin to a Melta Weapon with a significant range comparable to a Multi-Melta, the Dispersed beam is more similar to a Heavy Flamer in terms of the potential damage it can inflict. Of note, this ability of changing between Dispersed and Focused firing modes is remarkably similar to another weapon of the Salamanders, the Pyroclast Flame Projector. It seems Vulkan had been tinkering with Necron tech prior to the Horus Heresy, or that both him and the cannon found inspiration from the novel.&lt;br /&gt;
&lt;br /&gt;
Or he might have found inspiration from the Orks instead. Fluff-wise, the Burna of the Orks is likely inspired by the Heat Ray of the Necrons – and hopefully not the other way around.&lt;br /&gt;
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===Heat Cannon===&lt;br /&gt;
[[File:SentryPylonHeatCannonSide.jpg|200px|right|thumb|Heat Cannon]]&lt;br /&gt;
What we see here is the Heat Ray&#039;s bigger brother. But since it is big enough to mount on a turret, it is now a cannon.&lt;br /&gt;
&lt;br /&gt;
The Heat Cannon is a Necron thermal energy weapon with qualities from appearance to destructive capability similar to that of the smaller Heat Ray, only much bigger, and it is one of the three primary weapon choices for a [[Sentry Pylon]]. Unlike the Heat Ray, however, it does not have a Dispersed firing mode, and there really isn&#039;t any big reason to equip a static weapons platform with a flame cannon unless the feature is complimentary. &lt;br /&gt;
&lt;br /&gt;
The Heat Cannon is a weapon of extraordinary power. This giant ray gun can reduce the most heavily-armored tanks into piles of molten slag and burn its way through the most heavily-protected fortifications at relatively great distances. With every beam it fires, it is capable of vaporizing everything in an area with a small blast, and its rate of fire allows it to continually bombard an area with impunity. By its capabilities, it is equivalent to the Thermal Cannon sported by the Questoris Knights of the Imperium of Man. Speaking of which, their possible rendition of the Knight Errant is an interesting prospect, though since it is the Necrons we&#039;re talking about, the construct in question will probably have at least six legs and not two. Well, there are the Bone Giants, but that&#039;s their Tomb Kings incarnation over Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
However, like two other two cannons of total destruction, the Heat Cannon might actually require a lot of power and space supported by the frame of a Sentry Pylon in order to operate.&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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== Tau Melta Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Fusion Blaster===&lt;br /&gt;
[[File:FusionBlasterSide.jpg|200px|right|thumb|Fusion Blaster]]&lt;br /&gt;
While the Imperium probably has been using Melta ever since the Emperor kick-started it, the Tau Empire probably invented Melta by themselves at some point. That&#039;s cute.&lt;br /&gt;
&lt;br /&gt;
The primary Melta weapon of the [[Tau]] is the Fusion Blaster, an equivalent to the standard Imperial Meltagun, only with a slightly longer range because the thing is about as bulky as a Multi-Melta, though not as powerful. Like all Melta weapons, the Fusion Blaster agitates the sub-atomic particles of the target, causing a massive build-up of heat in the same manner as our microwave oven. Living targets are often completely vaporized, and non-living targets, even the most heavily armored vehicles and fortifications, can be reduced to slag in the blink of an eye with its nuclear-fusion-powered blast. The Fusion Blaster is most commonly utilized as a weapons system on standard Battlesuits, fitting snuggly on to any of its hard points. Even Commander Shadowsun dual-wields the damn thing, getting into close combat and cutting armor left and right like a Fruit Ninja. Bigger Battlesuits may choose to attach a couple of Fusion Blasters as side weaponry, or might as well use a couple of them on one arm as another weapon. Outside the area of Battlesuits, Piranha skimmers may also take it as primary weapon if it just so happens to be more appropriate for the upcoming battle with lots of tanks than the Burst Cannon.&lt;br /&gt;
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The necessity to engage hostile armored units the rest of the galaxy has to offer should force the Tau Empire to expand even further in this field.&lt;br /&gt;
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===&#039;&#039;Fusion Blades&#039;&#039;===&lt;br /&gt;
[[File:FarsightFusionBlasterSide.jpg|200px|right|thumb|&#039;&#039;Fusion Blades&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The closest thing the Tau Empire has gotten to a Lightsaber.&lt;br /&gt;
&lt;br /&gt;
This is a deadly Fusion Blaster modification exclusively deployed by the Farsight Enclaves as an alternative if the Battlesuit in question happens to have at least two Fusion Blasters installed comes in a pair. Collectively called &#039;&#039;Fusion Blades&#039;&#039;, while it is more or less the same pair of Fusion Blasters when fired at range and possibly appearance, when activated for melee in exchange for a huge power drain, the volatile stream of Melta supposedly shortens and concentrates, resembling a blade in both form and function. The modification was first requested by Commander Brightsword III. This thing was so badass that Commander Brightsword VII went full-on Jedi Knight on the Tyranids with the thing. This weapon has been continually refined over the decades by Farsight&#039;s own Earth caste division. They&#039;ll eventually figure out how to reduce the severe power drain, probably. There remains a possibility that the &#039;&#039;Fusion Blades&#039;&#039; is viable for larger Fusion Weapons as well. But since they still haven&#039;t figured this current one out just yet, Lightsabers the size of a [[Chain_Weapon#Reaper_Chainsword|Reaper Chainsword]] remains a fantasy. Given enough time, we might get to see more than one Farsight Battlesuit with lightsabers. For now, only one presumably field-testing prototype is available to the Farsight Enclaves for installation on one of their Battlesuits.&lt;br /&gt;
&lt;br /&gt;
If GW decides that the Tau in general needs some more close combat action, this is the weapon they would probably turn to.&lt;br /&gt;
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=== Fusion Cascade ===&lt;br /&gt;
[[File:FusionCascadeSide.jpg|200px|right|thumb|Fusion Cascade]]&lt;br /&gt;
Although the appearance is drastically different, the Fusion Cascade is a modification of the Fusion Blaster possibly tailor-made just for the [[Battlesuit#XV9_Hazard_Battlesuit|XV9 &amp;quot;Hazard&amp;quot; Battlesuits]].&lt;br /&gt;
&lt;br /&gt;
An experimental Battlesuits should also use experimental weapons, and the Fusion Cascade is one of the options the XV9 has in store. Indeed, the weapon is simply a (&#039;&#039;likely heavily&#039;&#039;) modified version of the standard Fusion Blaster which trades raw power in exchange for a vastly improved rate of fire – basically, a Melta machine gun. Since the barrel is conveniently cylindrical, it opens up the possibility that it spins like a Gatling. This will make the Fusion Cascade a &#039;&#039;&#039;&#039;&#039;Melta Minigun&#039;&#039;&#039;&#039;&#039;. Designed to be used with the XV9 Hazard Suits whose operational keyword is &amp;quot;Close Support,&amp;quot; the Fusion Cascade unleashes a blistering torrent of energy that punches holes in armor with ease and transforms everything else in its path to swirling ash. Of course, in exchange for the microwave Dakka, the Fusion Cascade has a rather short effective range equivalent to that of the common Imperial Meltagun. This forces the possibly foolhardy pilot of the XV9 equipped with this to engage the enemy at an uncomfortably close range. Do remember, this is the Tau we&#039;re talking about here. By effectiveness, interestingly enough, the Fusion Cascade is at about the same level as the Thermal Spear fitted on Armiger Knights, though our Warglaives can afford more than double the range of this tube.&lt;br /&gt;
&lt;br /&gt;
So if you want some rapid-firing Melta cannons in your army for the Greater Good, you must get the XV9.&lt;br /&gt;
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===Fusion Collider===&lt;br /&gt;
[[File:Fusion_Collider.jpg|200px|right|thumb|Fusion Collider]]&lt;br /&gt;
By merit of being a bigger Battlesuit, the XV95 gets its own collection of weapons developed including this Melta cannon.&lt;br /&gt;
&lt;br /&gt;
The XV95 Ghostkeel Battlesuit may be armed with a Fusion Collider, one of the foremost tank-busting weapons in the Tau arsenal by being really big and also due to the tactics deployed by its users. Fitted with power dispersal exchangers which might be some fancy coolant systems, this weapon can fire a searing blaze of energy capable of destroying the most heavily armored foe like what a Melta should be able to. This particular one, however, has no risk of detection by enemy imaging, which might be the fancy coolant doing its thing. The Fusion Collider&#039;s comparatively short range at the about same distance as the normal Fusion Blaster is seen as little impediment to the Ghostkeel&#039;s Shas&#039;vre pilot – that is, Fire Caste Level 4 who is also a Stealthsuit veteran – for the Battlesuit has been specifically engineered to enter close range without harm. Frequently, the detection part is off the table for these big ninjas. Often the first sign of a Ghostkeel&#039;s presence is the mushroom cloud explosion of a choice target detonating from within, flames rippling across the XV95&#039;s stealth field as it withdraws into the gloom within the relative safety of that same stealth field once more. This is a weapon to take up if you, the Ghostkeel pilot, are in the mood to backstab tank columns.&lt;br /&gt;
&lt;br /&gt;
The Fusion Collider is functionally a Fusion Blaster with a D3 shots, allowing it to destroy tightly packed TEQ&#039;s and Vehicles.&lt;br /&gt;
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===Fusion Cannon===&lt;br /&gt;
[[File:FusionCannonModel.jpg|200px|right|thumb|Fusion Cannon]]&lt;br /&gt;
This is basically the Fusion Blaster, but bigger and most notably longer.&lt;br /&gt;
&lt;br /&gt;
Indeed, the Fusion Cannon is essentially a larger version of the Battlesuit-mounted Fusion Blaster above. The Fusion Cannon has an extended range compared to a Fusion Blaster, comparable to the Imperium&#039;s Multi-Melta in that respect and destructive capabilities in fact. A larger blast radius allows it to fire and destroy closely packed groups of enemy vehicles and heavy infantry. [[Hammerhead Gunship|Hammerhead Gunships]] are the only Tau unit armed with Fusion Cannons, as they may be mounted as a twin-linked primary turret weapons system in place of a more common Railgun or Ion Cannon. You&#039;d think something rather basic like this would find more usage in their armies. The Fusion Cannon is one of the experimental weapons systems that were first deployed (&#039;&#039;i.e. field-tested&#039;&#039;) against the Imperium during the Taros Campaign. Judging from its rarity, either the Earth Caste engineers or the Fire Caste soldiers were probably not too keen about this particular one. Since the only specimen that uses this uses in a pair, it opens up a possibility for the Farsight Enclaves to implement their Fusion Blades system on the much larger Fusion Cannons, although this application would be most likely very limited since Fusion Blades work so well with Battlesuits precisely because arms are flexible – turrets are not flexible.&lt;br /&gt;
&lt;br /&gt;
[[Forge World]] used to produce a variant turret for the Hammerhead Gunship for the twin-linked Fusion Cannon, which is the equivalent of the [[Devil Dog]]&#039;s Melta Cannon, but with two shots instead of D3. But since it &amp;quot;used to,&amp;quot; your only choices of getting one are either finding people who sell it, whipping out your conversion expertise, or the [[Proxy|universal solution]].&lt;br /&gt;
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===Fusion Eradicator===&lt;br /&gt;
[[File:FusionEradicatorSide.jpg|200px|right|thumb|Fusion Eradicator]]&lt;br /&gt;
Frankly, the Tau might have gone overboard with making the next size in their array of Melta weaponry.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;gorillas&#039;&#039; made their Melta Cannons huge in size with similarly huge blasts, the Tau took a different approach and basically created a gatling Multi-Melta that definitely wasn&#039;t inspired by a one Cyclonic Melta Lance. Designed as a radical solution to the limitations of current Tau Fusion/Melta weapons technology, the Fusion Eradicator combines a battery of multiple synchronized firing chambers, ten to be exact. By appearance, it looks like the Earth Caste engineers have figured out a design paradigm behind the Imperial weapons, and they applied that theory accordingly by strapping not two, not three, but five Fusion Cascades together. This ridiculous weapon creates a blast of energy so potent that solid matter caught in its path is torn apart at a molecular level by brute thermal force, and no physical material yet known to the Tau can survive its destructive power save perhaps their plot armor and Primaris Marines. The cost in materials and expertise to create a single Fusion Eradicator is immense, and the natural endurance of each weapon is limited often to a single battle. Each Fusion Eradicator is then discarded and must be replaced. This is different from Imperial technology where every fucking thing over there lasts for a heck of a long time. However, as the Imperial Knights lead the Imperium&#039;s counter-attack to retake the Damocles Gulf, a weapon capable of reliably one-shotting them is worth any price.&lt;br /&gt;
&lt;br /&gt;
The Fusion Eradicator on tabletop is a Titanic weapon that can be mounted on the Tau KX139 Ta’unar Supremacy Armor. The weapon itself is a five-shot Fusion Blaster with an extra 6&amp;quot; range. Once you realize that each Fusion Blaster is a 1D6 damage weapon, you&#039;ll know that it&#039;s gonna do a lot of hurt.&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
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[[Category:Chaos]][[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warp_Weapons&amp;diff=560569</id>
		<title>Warp Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warp_Weapons&amp;diff=560569"/>
		<updated>2023-05-24T22:17:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:4C59:6458:9928:5C59: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Warhammer 40,000]], there are few things more dangerous to life in the galaxy than the [[Warp]]. Especially when it&#039;s weaponized. Some of the deadliest weapons in existence, Warp Weapons are devices capable of using the warp to deal tremendous damage to any target presented with.&lt;br /&gt;
&lt;br /&gt;
==Imperial Variants==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vortex Weapons&#039;&#039;&#039; are based on the same technology as the warp engines of a voidship: they basically tear a momentary &#039;hole&#039; (aforementioned vortex) between realspace and the Warp. But where a spaceship is (hopefully) protected by a [[Gellar Field]] to survive the experience, anything that gets sucked through find itself at the [[/d/|tender (lack of) mercy]] of the [[daemon|denizens of the Warp]]. Those weapons are frighteningly effective, but they are used with circumspection. In theory, the vortex&#039; existence is very brief. In practice, sometimes it somehow can sustain itself and it starts drifting around... Or growing... or [[demon|things]] start coming through from the other side to have some fun... [[Reasonable Marines|Which explain why Imperial forces tend to chuck those at the enemy from very far away: should there be side effects, at least the enemy will be first in line to get fucked over!]]&lt;br /&gt;
&lt;br /&gt;
Imperial sanctioned weapons come in two variations: Vortex grenades that are man-portable but whose effect is limited and the Vortex Missile which is mounted on either a [[Deathstrike Missile Launcher]] or [[Reaver Battle Titan|Reaver]]/[[Warlord Battle Titan|Warlord]] Battle Titans and can hatefuck much more massive holes in reality in a single strike. &lt;br /&gt;
&lt;br /&gt;
An example of a non-standard Vortex Weapon is the [[Hero of the Imperium|Dominus Astra]], an Emperor Class Battleship, which when strategically located and having its warp drive detonated was capable of destroying almost all of [[Hive Fleet Behemoth]]. Needless to say this is not something the Imperium is well equipped to do, as each Emperor-class is nigh-irreplaceable...&lt;br /&gt;
&lt;br /&gt;
===Vortex Grenade===&lt;br /&gt;
[[File:VortexGrenade.jpg|200px|right|thumb|Vortex Grenade]]&lt;br /&gt;
The smallest vortex weapon and the only one that can be used by hand. The vortex grenade is a rare and deadly weapon which utilizes complex warp technology to create a vortex between real space and the warp on activation. They are very difficult to produce, with only the [[Adeptus Mechanicus]] being able to manufacture them, and are not issued to regular troops, but to important Imperial agents such as [[Inquisitors]] or [[Assassinorum|Assassins]] (Probably because they are the only ones trained enough to know &#039;&#039;when&#039;&#039; and &#039;&#039;where&#039;&#039; to toss them, in contrast to your average Joe who would treat them like a normal grenade and cause accidental friendly fire).&lt;br /&gt;
&lt;br /&gt;
The Vortex Grenade takes the form of a weighty sphere, approximately the size as the fist of a grown man, consisting of an outer shell which encases a delicate and temperamental warp mechanism. The designs of the device date back to the [[Dark Age of Technology]].&lt;br /&gt;
&lt;br /&gt;
When the grenade is activated, it creates a tiny rift between realspace and the warp, a rift that becomes a vortex in the very fabric of space. In appearance the vortex is a ball of glowing blackness like a small black hole. Everyone and everything encompassed by the vortex is destroyed; all matter and energy is drawn through the vortex and it is turned into the very stuff of the warp.&lt;br /&gt;
&lt;br /&gt;
It is unknown how applicable they can be when fired from a regular grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Rift Cannon===&lt;br /&gt;
[[File:Rift_Cannon.JPG|200px|right|thumb|Rift Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Rift Cannon&#039;&#039;&#039; or otherwise known as the Kaleidoscope Cannon or the [[Drug|LSD Cannon]] by /tg/, is used by the [[Dark Angels]] Space Marine Chapter is also a warp weapon supposedly developed in the Dark Age of Technology. When fired, a beam of warp energy emerges that resembles a kaleidoscope of colors blossoming into a small rift in the Immaterium, opening at the beam&#039;s point of contact, while those who survive the brief tear in the Materium find themselves thrown awry. The weapon is amusingly called the &#039;&#039;Stained Glass Cannon&#039;&#039; primarily due to this kaleidoscopic explosion, which means that the enemies of Man [[Gay|literally taste the motherfucking rainbow.]]&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Rift Cannon is now a Heavy D3 Strength 10 AP -3 weapon. Its Rift Vortex works way better, no longer rolling scatter doubles. Instead, the weapon causes the target to roll a D6 against the Rift Vortex chart when wounded, dealing an additional D3 Mortal Wounds if rolled. The Vortex chart actually scales with the Dark Talon&#039;s BS depending on how many wounds are left on the target, which often starts at a 3+/4+/5+ scaling. In 9th Edition, the Rift Cannon now gains an amped-up version of the Blast ability, giving it the capability to automatically have its 3 shots hit successfully if the unit targeted has 6 or more models.&lt;br /&gt;
&lt;br /&gt;
===Vortex Missile===&lt;br /&gt;
[[image:VortexMissile.jpg|200px|right|thumb|Vortex Missile]]&lt;br /&gt;
If the regular nuclear warhead of a [[Deathstrike Missile|Deathstrike Missile]] won&#039;t do it for you, then sending your enemies into the hatefuck realm that is the [[Warp]], will. As previously noted, the Warp tech of the Imperium is not as sophisticated and controlled as that of the [[Eldar]]. As such, they prefer launching these Warp weapons using &#039;&#039;very&#039;&#039; long-ranged missiles in order to hit targets far enough away that Imperial forces remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that they came from the [[Dark Age of Technology]], these missiles are as rare as they are powerful, creating a miniature (and short-lived) [[Eye of Terror]] when they explode. Vortex missiles are constructed by using [[Psykers]] to channel the raw energy of the Warp into an intercontinental ballistic missile. [[Derp|How the hell that works, we have no idea.]] (To note, older fluff described the warhead as a miniaturized one-shot Warp Drive like those found on starships, which makes slightly more sense, I guess...)&lt;br /&gt;
&lt;br /&gt;
Vortex missiles mounted on [[Deathstrike Missile Launcher|Deathstrike Platforms]] are so valuable that they are guarded at minimum by an entire infantry platoon (and at Maximum a company space marines), charged with concealing the weapon from enemy saboteurs and kill-teams. Nominally only Segmentum Command can sanction their use, and the launch codes are entrusted solely to the [[Lord Commissar|&#039;&#039;Lord&#039;&#039; Commissar]] in charge of the missile, as they are the only (non-adeptus astartes) individuals with a self-restraint that isn&#039;t a [[Commissar|blundering trigger-happy moron that would push the button at the first sign of insubordination.]]&lt;br /&gt;
&lt;br /&gt;
A Vortex missile, like other support missiles, takes up one carapace slot when mounted on a Titan, [[FATAL|although if it is destroyed before being fired it will prematurely activate and create a vortex field.]]&lt;br /&gt;
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Due to the dangers of assembly and the uncontrollable forces involved, it was once the sole responsibility of the [[Adeptus Mechanicus]] to manufacture Vortex Missiles. By the end of M31, they were officially only to be constructed on Mars, Graia, and Gryphonne IV. From these three worlds, the warheads would then be exported to other Forge Worlds where they would be combined with their missile housings, before being distributed to regiments or fortifications. [[Awesome|Because of a clerical glitch]] in the [[Departmento Munitorum]], other Forge Worlds soon began constructing whole vortex missiles. By M35, almost all forge worlds in the Imperium had at least some expertise in their assembly [[Derp|which kind of knocks down its supposed &#039;rarity&#039;.]] We in /tg/ can&#039;t tell whether this is [[Awesome]] or [[Fail]] as the lack of mass utilization of Vortex Missiles whenever a Forge World is under attack makes no sense whatsoever.  Other than not wanting to turn your Forge World into a Daemon World by accident. admittedly this was kind of a boon, considering what happened to Graia towards the end of M41.&lt;br /&gt;
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===Warp Missile===&lt;br /&gt;
[[File:Warp_Missile.JPG|200px|right|thumb|Warp Missile]]&lt;br /&gt;
A much bigger Vortex Missile that works on a completely different nature. This thiccboy is mounted only on the [[Warp Missile Rack|Warp Missile Rack]] on top the specially designed and modified carapace of the [[Reaver Battle Titan]]. The Warp Missile is unlike the WMD that is the Vortex Missile.&lt;br /&gt;
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Whereas the Vortex is used in situations deemed FUBAR even by the standards of the Imperium, the Warp Missiles are far more precise and far more specialized. In this case, the Warp Missile is specialized in killing Titans rather than sucking an entire town into the Warp. Due to its specialization, the [[Warp Weapons|Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. However, once is enough as the Warp Missile [[Awesome|could phase through shields and attack the Titan directly causing severe and catastrophic damage.]] Like a giant [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]]. &lt;br /&gt;
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This is not surprising given that Warp Missiles come automatically equipped with a miniature warp engine like those on starships, which when fired, briefly enters the warp and emerges within an enemy Titan’s shields. The gigantic missile penetrator ain&#039;t housing anything special, its just a solid piece of FUCK YOU needed to pierce through the thickest armor of any Titan.&lt;br /&gt;
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On tabletop in the Adeptus Titanicus game, if an attack made by a Warp Missile hits a target, it makes a location roll (Or choose a location if making a Targeted Attack). Then, regardless of whether the target is shielded, a D6 is rolled automatically. On a result of 1, the target location loses 1 structure point. On a 2-3, the target location loses D3 structure points, and if it hits on a 4-6, the target location suffers Critical Damage.&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
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==Chaos Variants==&lt;br /&gt;
Being either creatures born for the Warp or their mortal servants, the majority of weapons use by the forces of Chaos use Warp energy in one form or another. The most famous ones are the various [[Daemon Weapon]]s that actually house a daemon, but many of the Dark Mechanicus more outlandish weapons are in part or entirely fuelled by the Warp directly.&lt;br /&gt;
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{{Template:40k-Chaos-Weapons}}&lt;br /&gt;
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==Xenos Variants==&lt;br /&gt;
===Eldar===&lt;br /&gt;
Though Warp weapons are considered taboo in Eldar society for their unnerving effects, Eldar military forces always seem to find that they don&#039;t really give a good goddamn when it comes to defending the [[craftworld]]s, and as such, make use of more Warp weapons than anyone else in 40k.&lt;br /&gt;
====Wraithcannon====&lt;br /&gt;
[[File:Wraithcannon.jpg|200px|right|thumb|Wraithcannon]]&lt;br /&gt;
Carried by [[Eldar]] [[Wraithguard]] and a certain variant of grav-tank, these guns are just like the Imperial Vortex weapon in that they open a portal and drag anything near it to the warp. They are powered by the Wraithguard&#039;s psychic energy of its spirit stone, the Wraithcannon opens a small temporary rift between real and warp space, tearing apart its target as it is torn between different dimensions. &lt;br /&gt;
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However, unlike the D-Cannon the Wraithcannon is more tightly controlled and more accurate. The Wraithcannons are so fiendish that no mortal (only Wraithguard) could wield them. There&#039;s also the Heavy Wraithcannon, which has triple the range, and is the basic weapon of the Wraithknight.&lt;br /&gt;
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====D-Scythe====&lt;br /&gt;
[[File:D-Scythe.jpg|200px|right|thumb|D-Scythe]]&lt;br /&gt;
A variant on the Wraithcannon that is dispersed instead of focused, so it can hit more enemies at once but does less damage. There is once again a heavier variant called the Heavy D-Scythe that&#039;s mounted on the Hemlock Wraithfighter.&lt;br /&gt;
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Considered a sinister and taboo weapon, D-Scythes can rip the soul of an enemy from their body and banish it to the Warp; which doesn&#039;t make ANY SENSE because it&#039;s firmly established in the setting that an individual is perfectly capable of being alive without a soul, A.K.A psychic blanks, the Sisters of Silence, Necrons etc. (though Necrons aren&#039;t organic anymore so whether they&#039;re truly &#039;alive&#039; or not is debatable). This means if D-Scythes work exactly as how they&#039;re described, they essentially just turn whoever&#039;s on the receiving end of them into a psychic null, &#039;&#039;[[FAIL|which is STUPID because blanks are anathema to psykers, and the Eldar are ALL psykers]]&#039;&#039; [[Derp|(God fucking dammit GeeDubs)]]. It also would render these weapons completely useless against Necrons, T&#039;au drones, the variety of Ad. Mech robots still around and, of course, psychic nulls (this, obviously, doesn&#039;t translate at all in the crunch). More likely, the removal of a soul from a being that has one is sufficiently traumatic to kill them. After all, people can survive without an appendix, but very few can survive their appendix exploding while still inside them. When fired, a D-Scythe emits no visible blast and leaves behind no damage, save the motionless corpse of those targeted. D-Scythes are normally wielded by Wraithguards in place of their Wraithcannons.&lt;br /&gt;
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They look really freakin&#039; cool.&lt;br /&gt;
&lt;br /&gt;
====D-Cannon====&lt;br /&gt;
[[File:Distort_Cannon.png|200px|right|thumb|D-Cannon]]&lt;br /&gt;
A larger version of the Wraithcannon mounted on a special artillery platform, the D-Cannon can collapse realspace in a small area and suck in all unlucky sods that stood too close to the hole. [[Meme|You want it.]]&lt;br /&gt;
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The size of the warp hole created depends on the size of the D-Cannon, with larger weapons requiring more power and a larger chassis to mount them. The largest D-Cannons are those mounted on Eldar Cobras and Phantom Titans, and even Void Shields are useless in defending against them. These terrifying weapons are capable of swallowing multiple battle tanks in one hit, and the shockwave that results from their sudden closure can knock over other armoured vehicles lucky enough to avoid being dragged into Hell.&lt;br /&gt;
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The AdMech tried numerous times to reverse-engineer and study the mechanics of the D-Cannon. [[FAIL|Failures, one too many.]]&lt;br /&gt;
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It also has a interesting name.&lt;br /&gt;
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====D-Flail====&lt;br /&gt;
[[File:D-Flail.JPG|200px|right|thumb|D-Flail]]&lt;br /&gt;
The signature weapon of the specialized [[Warp Hunter]] tank, unlike other conventional Eldar D-weapons, the D-Flail has alternative firing modes, making it quite flexible. This large-scale D-Cannon variant can either function as a longer-ranged D-Cannon or can focus its energies to tear open a short-ranged rift to envelope nearby enemies.&lt;br /&gt;
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It is unknown if the weapons found on Eldar Titans and Knights carry a form of the D-Flail.&lt;br /&gt;
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Crunchwise, the D-Flail has the aforementioned two-firing modes. The first is called &#039;&#039;&#039;Blast&#039;&#039;&#039;. Blast is a long ranged (36&amp;quot;) horde killing, Heavy D3, S 10, AP-4, D6 Battle Cannon. This mode is designed to wipe out Tarpitters, as it has this special ability in which it could increase the number of hit rolls made to 2D3, depending if the enemy unit has 10 or more models. &lt;br /&gt;
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The second firing mode is called &#039;&#039;&#039;Rift&#039;&#039;&#039;. Rift is an extremely short-ranged (12&amp;quot;) Heavy D6 railgun analogue. While 12&amp;quot; may not sound impressive and incredibly dangerous especially for a tank destroyer, it does hit its target automatically. Great when it comes to dealing with charging TEQs and MEQs.&lt;br /&gt;
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It was clearly named by a moron.&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
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===Orks===&lt;br /&gt;
====Shokka Pistol====&lt;br /&gt;
[[File:Shokka_Pistol.JPG|200px|right|thumb|Shokka Pistol]]&lt;br /&gt;
The baby of the bunch.&lt;br /&gt;
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The Shokka Pistol, despite the name, is a type of weapon that elegan/tg/entlemen have trouble trying place in its category. Although it bears the name of its larger cousin, whether this weapon is a genuine miniature Shokk Attack Gun or a gun that uses the Warp to shoots out lightning akin to Imperial [[Arc Weaponry]] is unknown. What is known is that this pistol is a whole lot more useful against vehicles than people.&lt;br /&gt;
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On the tabletop in Kill Team, [[Comms Boy]]z are the only [[Ork Kommando|Ork Kommandoes]] that actually use this weapon. It is a weapon rarely used due to the Comm Boy&#039;z specialization, but in terms of stats, the Shokka Pistol is a  BS/WS 4+, D1/1, A 6 Pistol that has the stun and MW2 rule, making it a gun that does some serious damage on crits. &lt;br /&gt;
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Overall, it is a puzzling pistol with extra damage against vehicles. The only option that doesn&#039;t replace a choppa, but still hardly worth the points as you might go the entire game without shooting it even once due to 6&amp;quot; range and Blast (preventing it from being shot while in cc). If not for Blast, it would otherwise be a fairly straightforward upgrade to a slugga, although still not worth the points as it&#039;s half the price of another boy in the mob.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Comms Boy.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Shokk Attack Gun====&lt;br /&gt;
[[File:Shokk_Attack_Gun.jpg|200px|right|thumb|Shokk Attack Gun]]&lt;br /&gt;
The Shokk Attack Gun is one of the only [[Ork]]-portable weapons that force the wielder to stay still while firing, and quite possibly one of the strangest weapons in their arsenal. It&#039;s basically an oversized tellyporta gun, that transports someone to a location using warp travel. Unprotected. Orks are too smart to get roped into being living ammunition (despite the fact that the law of averages would mean there has to be orks nuts enough to try it), and grots are too feisty to constantly catch and feed into the gun. So, the Meks rely on [[snotling]]s, who are too dumb to realize they&#039;re about to be [[Anal Circumference|monumentally screwed]] until its too late. (Or [[Squig]]s, according to the 9th edition codex.) &lt;br /&gt;
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When the snotling gets fired through the gun, they briefly travel through the Warp without any shielding, and so are completely subjected to seeing the multitude of horrors contained within (and remember: time functions differently in the Warp. A second in realspace could very well have been hours, days, or even longer for the snotling). If the snotling successfully makes it out: he&#039;s driven completely out of his fucking mind, and will proceed to [[rip and tear]] their way through anything in front of them until they die, including vehicles as the Mek will teleport the snotling right inside the armor, so the crew&#039;s stuck with what&#039;s essentially a tiny roid-raging slasher villain inside a confined space. How exactly snotlings suddenly possess the power to tear open powered-armor opponents, even after being driven insane, is not fully explained (you have a snotling materialize inside your helmet and see how useful the helmet turns out to be), though realistic it would not be unheard of for the snotling to have been changed by the Warp into a [[Chaos Spawn]]-&#039;&#039;&#039;AGHOAUGHGORKSAVEMENOUHOIUGHONESM&#039;&#039;&#039;{{BLAM}} As my predecessor said, the Warp can turn even mere Snotlings into unnamable horrors.&lt;br /&gt;
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Like all complex Ork contraptions: it&#039;s crazily unpredictable. It can do anything from [[FAIL|killing everything within D6&amp;quot; of the Big Mek, including the Mek himself]] or [[Awesome|rolling double six and utterly destroying anything under the template.]]&lt;br /&gt;
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In appearance it is a large, heavy piece of machinery with huge, spinning blades at the front and numerous whirring, grinding cogs and other gubbins sticking out from the casing. When used it makes a distinctive whine, shakes and rattles in an alarming fashion, oily smoke pours from inside as its Mek Operator holds on as tight as he can. It is very hard to aim with a Shokk Attack Gun, as even the strongest Orks find it hard to hold it still. Due to this, its sometimes seen mounted on a Mekboy Junka vehicle, to aid in stabilization and mobility.&lt;br /&gt;
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==== Tellyport Blasta ====&lt;br /&gt;
[[File:Tellyportblasta.jpg|200px|right|thumb|Tellyport Blasta]]&lt;br /&gt;
The Tellyport Blasta is an Ork Energy weapon sometimes integrated into Mega Armour used by [[Big Mek|Big Meks.]] Basically an enlarged Shokk Attack Gun that, instead of opening up a Warprift and sucking up Snotlings for ammunitions; is big enough to just use enemy vehicles and units &#039;&#039;as its ammuntion.&#039;&#039; &lt;br /&gt;
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This is because it is based on Tellyporta technology. The weapon folds its target in a Warpspace bubble and displaces it at random. Victims will only travel a short distance before they reappear again, so the Meks use the weapon to rematerialize them high in the air, or inside a solid object. Thus a Tellyport Blasta tends to be unpredictable, but, as many other Ork weapons, still effective.&lt;br /&gt;
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An enlarged version of this weapon is used on Ork [[Wazbom Blastajet|Wazbom Blastajets.]]&lt;br /&gt;
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In 8th Edition, it fires an assault range 12&amp;quot; D3 shots at a S8 and AP-2, this thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model&#039;s current wounds on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that were already wounded but cling to their wounds at a virtue of inv save or other shenanigans.&lt;br /&gt;
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==== Kustom Shokk Rifle ====&lt;br /&gt;
[[File:Kustom_Shokk_Rifle.JPG|200px|right|thumb|Kustom Shokk Rifle]]&lt;br /&gt;
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The Kustom Shokk Rifle is a modified and stripped-down version of the classic Shokk Attack Gun. It is the primary weapon of the [[Shokkjump Dragsta]] and was originally conceived when the Mad Mek Gungubbinz [[Wat|somehow managed to fire himself out of his own Shokk Attack Gun and live]]. The Kustom Shokk Rifle incorporates the Dragsta&#039;s systems into its operation, allowing it to teleport the entire vehicle short distances (with the added bonus that it doesn&#039;t &#039;&#039;usually&#039;&#039; rematerialize inside a solid object). Needless to say, most Dragsta drivers tend to be not completely sane, even by Speed Freek standards. &lt;br /&gt;
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Additionally, the Kustom Shokk Rifle is able to zap targeted units into the [[Warp]] just like the Shokk Attack Gun, although whilst the Shokk Attack Gun uses [[Snotling|Snotlings]] as live ammunition, the Kustom Shokk Rifle functions more like an Eldar D-Cannon.&lt;br /&gt;
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Crunchwise, the Kustom Shokk Rifle is a 24&amp;quot; Assault 2 weapon that is strength 8, AP-3 and damages on a D6. Rolling a hit roll on a 1 causes the bearer to suffer one mortal wound whilst rolling a 6 on a wound roll causes the &#039;&#039;target&#039;&#039; to suffer one mortal wound along with any other damage sustained beforehand.&lt;br /&gt;
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=====Shokkhammer=====&lt;br /&gt;
Mentioned in the Black Library ebook Brutal Kunnin’ as the preferred weapon of Da Meklord, it’s a Shokk Attack Gun/Tellyport Blasta mounted on the head of an enormous power hammer, such that any target struck by it is teleported into multiple places at once. Splat.&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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===Hrud===&lt;br /&gt;
====Warp Fusil====&lt;br /&gt;
The [[Hrud]] use a type of warp-laced plasma to create a potent sniper weapon called the Warp Fusil. The plasma shot dematerializes from real space for a moment, allowing it to bypass barriers and armour, before emerging into reality a moment later and making a gooey, charred mess of whatever was aimed at. Because Hrud infest everywhere and their warp fusils are excellent at assassinating things, they see use among many alien and imperial mercenaries.&lt;br /&gt;
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===Kinebrach ===&lt;br /&gt;
The Kinebrach used to make weapons, of which at least some required interaction with the Warp or Warp entities during their creation. Some of the weapons were [[Cubes]]. The production of many, if not all of their weaponry was later considered forbidden. The [[Interex]] showed these weapons to the Imperium, despite suspecting the Imperium being tainted by Kaos (their word for [[Chaos]]). This may have been a test to see if they were actually tainted by Kaos, an attempt to impress the militaristic Imperium, or both.&lt;br /&gt;
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==Old Ones Variants==&lt;br /&gt;
During the [[War in Heaven]], the Old Ones discovered that the [[C&#039;Tan]] and their [[Necron]] armies were vulnerable against psychic forces. To capitalize on this weakness, they had the &#039;&#039;brilliant&#039;&#039; idea of [[FAIL|weaponizing the Warp]], thus turning it into the twisted shit-pit it is now. Of particular note is the Shadowlight, believed to be the power source of some larger assembly. The Shadowlight is capable of making psykers more powerful, latent psykers become psykers, and anyone else dies a gruesome death upon unprotected exposure to it (although psykers, latent or otherwise, might also suffer said gruesome death). According to a psyker inquisitor, if Chaos got their hands on it, there would be a lot of unsanctioned psykers running around (duh), and without the Emperor&#039;s protection they would get possessed, and within 2 generations the Eye of Terror would expand so large that it would engulf the entire Imperium. It is suspected that the assembly &amp;quot;can alter the very fabric of reality&amp;quot;. This suspicion proved correct, as later it opened a portal to the warp, and a daemon came out. The assembly&#039;s intended purpose is unknown, but it is suspected to be designed to somehow help the old ones in the war against the C&#039;Tan.&lt;br /&gt;
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=== [[Blackstone Fortress|Warp Cannon]] ===&lt;br /&gt;
[[File:Warp_Cannon.JPG|200px|right|thumb|Warp Cannon]]&lt;br /&gt;
Each of these weapons was a star fortress equipped with main guns that made the [[Star Wars|Death Star]] look like a fucking pea shooter. Drawing upon the [[warp]] and channelling staggering amounts of power, they fired beams of pure psychic energy that caused anything in their path to suffer critical existence failure. These things - Warp Cannons - were anti-&#039;&#039;&#039;star&#039;&#039;&#039; weapons! During the [[Battlefleet Gothic|Gothic war]], [[Abaddon]] used three &#039;&#039;partially&#039;&#039; re-activated Fortresses to destroy the entire Tarantis system by blowing the local sun a new asshole, causing it to go supernova. Quite characteristically, Abaddon still manages to lose the war with such powerful weapons.&lt;br /&gt;
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Somehow, the [[Void Dragon]] survived a combined blast from multiple of these things and all it did was make him a bit drowsy. WOW. Then the Big E kicked him in the balls. Which gives you a pretty good idea of how shit of an idea it is to piss off the emprah. Except the Emperor fought only a mere shard of the Void Dragon, not the fully-formed C&#039;Tan, which is literally a god, as powerful in the material realm as the Chaos Gods are in the Warp. Can Big E do that? Probably.&lt;br /&gt;
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It is by far, the largest warp weapon ever made.&lt;br /&gt;
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{{40k-Chaos-Weapons}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:4C59:6458:9928:5C59</name></author>
	</entry>
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