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		<title>Gauss</title>
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		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA: /* Gauss Destructor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Only my RAILGUN can shoot it.|fripSide (&#039;&#039;[[Anime|A Certain Scientific Railgun]]&#039;&#039;)}}&lt;br /&gt;
FIRST AND FOREMOST: It is pronounced such that it rhymes with &amp;quot;house&amp;quot;.&lt;br /&gt;
[[Image:Railgun_explained.png|thumb|right|I&#039;VE BROUGHT SCIENCE!]]&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039; is the last name of [[wikipedia:Carl_Friedrich_Gauss|Carl Friedrich Gauss]], one of the greatest mathematicians in history. His work in calculus was (and is) invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that &amp;quot;Gauss&amp;quot; is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word &amp;quot;gauss&amp;quot; in it.&lt;br /&gt;
&lt;br /&gt;
By the way, if an electromagnetic weapon doesn&#039;t have &amp;quot;gauss&amp;quot; in its name, it&#039;s a fair bet that it has the word &amp;quot;[[Tesla]]&amp;quot; in it, after another cool-sounding unit of magnetic field strength, itself named for [[wikipedia:Nikola_Tesla|Nikola Tesla]], a famed inventor and scientist who did cool stuff with electromagnetism.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Realistic&amp;quot; gauss weapons come in two flavours: rail-guns and coil-guns. &#039;&#039;&#039;Rail-guns&#039;&#039;&#039; (which are often mistakenly called &amp;quot;Gauss guns&amp;quot; in poorly researched sci-fi for the simple fact that both are electric guns) work by having a really long pair (or pairs) of conductive rails within the barrel, with a positive pole on the receiver end of conductor A, a negative pole on the receiver end of conductor B, and an electrically conductive projectile. When the projectile is placed and the railgun switched on, electricity flows through conductor B towards the end of the barrel, passes through the projectile, and returns in the opposite direction through conductor A, creating two magnetic fields of identical polarity around them. This makes the projectile act like a current-carrying wire in a magnetic field, which means the projectile experiences a [https://en.wikipedia.org/wiki/Lorentz_force#Force_on_a_current-carrying_wire Lorentz force] that moves it forward, like an electric motor that is unwound into a straight line; this one is in theory cheap to manufacture and capable of reaching awesome velocities, at the cost of being energy-hungry, needing to be really long and causing a lot of stress on the materials.  It&#039;s not to be confused with the [[Peasant Railgun]].  &#039;&#039;&#039;Coil-guns&#039;&#039;&#039; work by surrounding the barrel with a sequence of coil magnets that are switched on to pull (&amp;lt;strike&amp;gt;and then reverse current to push&amp;lt;/strike&amp;gt; only pull because that&#039;s how magnetic response works in materials) the projectile. Since the projectile &amp;lt;strike&amp;gt;doesn&#039;t physically touch the mechanisms&amp;lt;/strike&amp;gt; touches the barrel for ballistic reasons but isn&#039;t trying to spot weld itself to it, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon &amp;lt;strike&amp;gt;is weaker than a railgun of the same current draw&amp;lt;/strike&amp;gt; has better theoretical efficiency but experiences high losses at higher muzzle velocities due to switching speed and timing issues. Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning.&lt;br /&gt;
&lt;br /&gt;
When used as a name, &amp;quot;Gauss&amp;quot; is capitalized.  When used as a unit or adjective, &amp;quot;gauss&amp;quot; is usually lowercase (though the abbreviation for the CGS unit is a capital &amp;quot;G&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Real-Life ==&lt;br /&gt;
[[Image:Railgun.jpg|thumb|right|Who needs fiction when weapons this badass exist?]]&lt;br /&gt;
[[File:Navy railcannon.jpeg|thumb|right|Now capable of automatically loading rounds for letting out salvos.]]&lt;br /&gt;
[[File:Du8_uuovqaau-5p.jpg|300px|left|thumb|Ahhhh....looks like we are at the beginning stage of the [[Imperium of Man|Imperium of]] [[China|Han.]]]]&lt;br /&gt;
{{topquote|Velocitas Eradico&amp;quot; - &amp;quot;I, Speed, eradicate.|Motto of the United States naval railgun development program}}&lt;br /&gt;
&lt;br /&gt;
The US Navy has successfully tested 32-megajoule railguns. The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a 64-megajoule gun to test fire, but they lost funding. This might have to do with how they had to build an entirely new railgun after every third shot; the rails wear out quickly due to the &amp;lt;strike&amp;gt;heat the projectile produces, and no known material is heat-resistant enough to withstand being worn out in this manner and also capable of conducting electricity to allow the mechanism to work in the first place&amp;lt;/strike&amp;gt; ohmic heating combined with the mechanical effects of the projectile continually welding itself to the rails while the electromagnetic forces apply enough force to accelerate it anyway. You also need a really &amp;lt;strike&amp;gt;strong generator&amp;lt;/strike&amp;gt; fast discharge power storage system to provide enough power to operate the weapon. In any event, nobody foresees &amp;lt;strike&amp;gt;those problems&amp;lt;/strike&amp;gt; the rail destruction issue being solved anytime soon. Then again, the first flight occurred in 1903 and Sputnik was launched in 1957 (giving a difference of 54 years, well within a modern human&#039;s lifetime) so make of that what you will. &#039;&#039;&#039;Update:&#039;&#039;&#039; Recent reports have indicated that the rail destruction problems are getting better. They can now fire them about 400 times before having to replace them. Granted, the navy really wants a minimum of 1000 shots so they&#039;re still not at a level they want yet. But that&#039;s still an amazing efficiency upgrade, and in a pinch 400 time&#039;s is probably still combat viable since an Alaska cruisers main gun&#039;s lasted about 344 shots.&lt;br /&gt;
&lt;br /&gt;
On early February 2018, pictures showed that [[China]] became the first nation to mount a railgun on a naval warship. The Chinese People&#039;s Liberation Army Navy claims to have solved the power supply problem after extensive testing, and current intelligence reports suggest that  Chinese warships could be equipped with railguns as early as 2025. The reports also note that the railgun is said to have a maximum range of 125 miles and fire shots that travel seven times faster than the speed of sound. Further sightings of Chinese warships equipped with railguns in 2019 have brought up the possibility that large scale field testing may begin within a year. &lt;br /&gt;
&lt;br /&gt;
If you see a carpenter using an &amp;quot;electric nailgun,&amp;quot; it&#039;s likely not actually a coilgun they&#039;re using, unless they have a &amp;quot;Solenoid-powered nailgun&amp;quot;, which are single-stage coilguns.&lt;br /&gt;
&lt;br /&gt;
Some consideration has been given to using gauss accelerators for space launches. Instead of building a bunch of rockets that you need to fuel, repair, maintain and discard you use as sequence of electromagnets to speed up a payload bit by bit until it reaches orbital velocity. Especially if you are on the moon or some other body without an atmosphere, this could be a good dependable option.&lt;br /&gt;
&lt;br /&gt;
== Rifts ==&lt;br /&gt;
In [[Rifts]], a &amp;quot;Gauss cannon&amp;quot; is just a synonym for &amp;quot;machinegun that does MDC damage.&amp;quot; The artwork for railguns always shows them as ejecting casings and being round, with no rails in sight ... it&#039;s not like anything else in Rifts even tries to be rational, so just roll with it.&lt;br /&gt;
&lt;br /&gt;
Alternate take: Gauss guns don&#039;t have rails and may look like guns with really beefy barrels (probably so if the electronics are armored. That doesn&#039;t explain the casings though. Actual railguns use a gunpowder charge or similar effect to get the projectile going since it will weld itself to the rails and stay there if it initially touches them at low speed or is already in contact when current is applied.&lt;br /&gt;
&lt;br /&gt;
== Traveller ==&lt;br /&gt;
In [[Traveller]], Gauss weapons are slugthrowers that use 3-5.5mm (.11 to .21 calibre) slugs or flechette needles. They&#039;re the preferred rifle and sidearm for TL12 armies (Tech Level 10 in GURPS Traveller); at this tech level, the preferred heavy weapons will be laser or plasma. Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers (gauss or not) are as much a hazard for the wielder as the target.&lt;br /&gt;
&lt;br /&gt;
== Warhammer 40,000 ==&lt;br /&gt;
[[Image:Oldschool_Tau_Broadsides.gif|right|thumb|220px|The only thing that made the old Broadsides different from the normal battlesuits were the huge Twin-linked strength 10 AP 1 guns.]]&lt;br /&gt;
Being set in the [[grimdark]] &#039;&#039;future&#039;&#039;, several [[Warhammer 40,000]] races use Gauss weapons.&lt;br /&gt;
&lt;br /&gt;
=== Tau ===&lt;br /&gt;
&lt;br /&gt;
The [[Tau]] use railguns as the primary heavy weapons on tanks and walkers. &lt;br /&gt;
&lt;br /&gt;
Rail Weapons are considered some of the most potent and fearsome weaponry employed by the Tau Empire. Rail weapons are linear accelerators that use super-conductive electrodes to accelerate a solid-shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact is capable of devastating damage on enemy vehicles.&lt;br /&gt;
&lt;br /&gt;
Usually, Rail weapons are (obviously) very powerful and capable of extreme penetration (as in real life) as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.&lt;br /&gt;
&lt;br /&gt;
====Rail Rifle====&lt;br /&gt;
[[File:RailRifle6.jpg|200px|right|thumb|Rail Rifle]]&lt;br /&gt;
Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a [[Tau]]-portable railgun weapon, called the &amp;quot;rail rifle.&amp;quot;  It debuted in [[Warhammer 40,000: Fire Warrior]] as a prototype weapon; it soon got rules in [[Chapter Approved]], and by the next Tau Empire [[Codex]], it was a regular part of the Fire Caste&#039;s armory, used by [[Pathfinder Team|Pathfinders]] and drones as a sniper weapon.  Incidentally, while it was in Chapter Approved, the Rail Rifle was subject to &amp;quot;Gets Hot!&amp;quot; like a Plasma Gun, but the Earth Caste improved the safety margins on it such that blowing up in the user&#039;s face is no longer a concern by the time of the 4th Edition codex. 6th edition further uplifted the rail rifle, turning it from Heavy to Rapid Fire and making it AP1, meaning it now could oneshot terminators and light vehicles, be fired on the move and even could be fired in full-auto. &lt;br /&gt;
&lt;br /&gt;
It is mentioned in the fluff that once Rail Rifles are advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds (and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it&#039;s not a long time to wait for), Tau command have plans to use them as standard issue Fire Warrior guns instead of pulse rifles. Come 8th edition they are still used only by Pathfinder teams. At least until a new Tau Codex comes out. If GW did do this they would either likely nerf its range to match up with the [[Lasgun]] and [[Bolter]] and increase the price to the same as a [[Plasma Gun]], OR give it to an elite new Tau unit analogous to the space marine Sternguard since, logically, a new weapon would not be available in large enough numbers for the whole army as they just started mass production so best give it only to the elites. Otherwise it would pretty much break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could. One would think that this would be possible as the Tau now have [[awesome|Plasma Shotguns]] but they [[derp|remain one of the few races without a one man flamer]].&lt;br /&gt;
&lt;br /&gt;
====Heavy Rail Rifle====&lt;br /&gt;
[[File:Heavy_Rail_Rifle.jpg|200px|right|thumb|Heavy Rail Rifle]]&lt;br /&gt;
A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau&#039;s primary railguns, though only moderately so (S8 versus S10).  However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled (twin-linked) setup [[derp|increases its odds of hitting a target rather than its odds of wounding or total wounds deal after wounding]]. That said, it&#039;s still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last.&lt;br /&gt;
&lt;br /&gt;
====Railgun====&lt;br /&gt;
[[File:RailgunHammerhead.jpg|200px|right|thumb|Railgun]]&lt;br /&gt;
The Railgun is the iconic [[Tau]] heavy weapon, mounted on [[Hammerhead Gunship]]s (and &#039;&#039;[[Battlesuit]]s&#039;&#039;, in previous editions) to cause massive damage to enemy armor (72&amp;quot;, S10, AP1). At its most basic form the railgun is a linear accelerator using standing wave acceleration along a number of cylindrical superconductive electrodes surrounding a barrel (duh).&lt;br /&gt;
&lt;br /&gt;
A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot (nerfed to the S8 heavy rail rifle, see below, in their 6E codex), while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs. (Squad of guardsmen a turn anyone?)&lt;br /&gt;
&lt;br /&gt;
With the 9th Edition Tau Codex coming out soon these guns got a humble buff to &#039;&#039;&#039;72&amp;quot; S14 AP-6 D1d3+6 WITH AND ADDITIONAL FLAT 3 MORTALS WITH THE ENTIRE GUN ALSO IGNORING INVULNERABLE SAVES AND GETTING A REROLL TO HIT!&#039;&#039;&#039; Knights tremble before this gun and hide behind their terrain, praying to Big E that the tank it&#039;s attached to looks the other way. Though the stats are pretty damn good, Broadsides (with the Heavy Rail Rifle) outperform it when you throw in point costs. This makes the Railgun more of a psychological tool to strike fear into the previously mentioned Knights.&lt;br /&gt;
&lt;br /&gt;
====Heavy Railgun====&lt;br /&gt;
[[File:Heavy_Railgun.jpg|200px|right|thumb|Heavy Railgun]]&lt;br /&gt;
Because the regular railgun wasn&#039;t enough for putting down the really big targets (like [[Titan (Warhammer 40,000)|Titan]]s), the Earth Caste developed the &#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039; (110&amp;quot;, SD, AP1) for their super-heavy vehicles. It was originally designed to blow up &#039;&#039;space ships&#039;&#039;, as Tau never expected anyone to be stupid or crazy enough to build a big enough land-based vehicle to justify this weapon&#039;s use against it. &lt;br /&gt;
&lt;br /&gt;
Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren&#039;t sane or reasonable. The [[Manta]] mounts two of these, while the [[Tiger Shark AX-1-0]] mounts a twin-linked pair. Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun&#039;s submunitions are [[rape|S7 AP3 and the blast is 10&amp;quot; across.]]&lt;br /&gt;
&lt;br /&gt;
====Heavy Rail Cannon Array====&lt;br /&gt;
[[File:HeavyRailCannonArray.jpg|200px|right|thumb|Heavy Rail Cannon Array]]&lt;br /&gt;
The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon Array is mounted on the KX-139 Ta&#039;Unar Supremacy Armour, and is designed to take down Super-Heavy vehicles and Gargantuan creatures, alongside any infantry which may be attempting to close in on the suit. &lt;br /&gt;
&lt;br /&gt;
The Heavy Rail Cannon itself possesses a longer range than the equally destructive Heavy Railgun topping out at 120&amp;quot;, S:D AP1, Ordinance (1), Blast (3&amp;quot;) however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself (roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures), and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies (36&amp;quot;, S:6 AP4, Apoc Barrage (4), pinning), in such a way that both weapons may be fired against different targets at the same time.&lt;br /&gt;
&lt;br /&gt;
====Starship Railgun====&lt;br /&gt;
[[File:TwinRailgun.jpg|200px|right|thumb|Starship Railgun]]&lt;br /&gt;
Exceptionally large and heavy Railguns mounted on the biggest [[Weeaboo]] vessels. &lt;br /&gt;
&lt;br /&gt;
Starship Railguns are the primary weapons for the [[Kor&#039;Vattra]]. Their ease of construction and maintenance of Railweapons among the Tau means that eventually, they were gonna supersize this and call it a day.&lt;br /&gt;
&lt;br /&gt;
All/most Starship-level Railguns are twin-linked for twice the [[Dakka|shooty power.]]&lt;br /&gt;
&lt;br /&gt;
Due to how common and ubiquitous these weapons are, these Railguns are analogous to the Imperial [[Macrocannon]]s, except, in a display of common sense, the Tau actually thought it was a good idea to mount them on a turret to fire anywhere, rather than restricting it to 17th century-level static broadsides. The primary advantage of this is that it allows Tau ships to basically fire anywhere, leaving no blind spots unlike the Imperial, Eldar, Dark Eldar, Orks or Chaos fleets. The downside of this is that because of the turret, they could not be compacted as much as Macrocannons, meaning that there are fewer Railguns per-ship than usual, ergo less [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
====Heavy Starship Railgun====&lt;br /&gt;
[[File:BFGHeavyRailgun.jpg|200px|right|thumb|Heavy Starship Railgun]]&lt;br /&gt;
Because of course the fish faces didn&#039;t stop at &#039;&#039;just&#039;&#039; a ship-sized Railgun. For when they want to punch through something neat and clean, the Heavy Starship Railgun is a much bigger and longer weapon than your typical Starship Railgun.&lt;br /&gt;
&lt;br /&gt;
Owing to its longer barrel, the Heavy Starship Railgun are the largest version of Railweapon mounted on larger Tau spacecraft. Its size means that it can&#039;t be twin-linked, but it also means that it has a longer range and hits twice as hard. Only 3 Heavy Starship Railguns could be mounted on the largest of [[Tau Merchant Battleship]]s as they are the only ones with the power to use these things in numbers.&lt;br /&gt;
&lt;br /&gt;
Like its smaller brethren, it is mounted on a turret which allows it to hit anywhere. Although considered their analogue of a [[Nova Cannon]], the Heavy Starship Railgun does not deal the same level of catastrophic explosion as its Imperial counterparts, rather, trading balls-out firepower with consistent shooting and accuracy.&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=== Necrons ===&lt;br /&gt;
[[Image:Necron_meme.jpg|thumb|right|Truer words have never been said.]] &lt;br /&gt;
The backbone of the [[Necron]] force are nominally gauss weapons which produce a magnetic field with the strength of several thousand Teslas. And then point it at something they don&#039;t like. They do this by producing an incredible voltage across the body and focus of the gun (hence its electric nature. Doesn&#039;t explain the green though.) and then driving a current across it using two charge-rich microdimensions (think Rick Sanchez&#039;s spaceship&#039;s battery), one in the focus and one in the body. The focus limits the volume effected since it&#039;s bad form to destroy everything around you including allies, enemies, rocks, atoms, yourself etc. The process is not perfect however, since charge fluctuations in the microdimensions translates to a varying strength of field which expresses itself as a non-uniform level of destruction from one moment to another. One second it can melt a [[Land Raider]], the next it might just have enough for a butterfly. You know, if you found butterflies in the middle of a Necron battleline. The third edition codex described the effect as a &amp;quot;beam&amp;quot; that instantly &amp;quot;pulled&amp;quot; the target towards the gun, one layer of molecules at a time.  This gave the effect of flaying the target and the more powerful the gun, the quicker this happened and the more layers of molecules that were flayed with each shot.  The beams are capable of stripping away almost anything, even ceramite armor and starship hulls, with ease. &lt;br /&gt;
&lt;br /&gt;
(Most sources don&#039;t bother with this fluff and just have Necron Gauss weapons fire distinctly un-Gauss disintegration rays in the form of green lightning)&lt;br /&gt;
&lt;br /&gt;
In the Third Edition [[Codex]], Gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6. This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, Gauss weapons are once again a lot more dangerous to vehicles (three glancing hits -- which a full squad of 20 [[Necron Warrior]]s can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy ). That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property (anti-infantry effectiveness was moved to their new &amp;quot;[[Tesla]]&amp;quot; weapons). However with the advent of the 7th edition codex Gauss weapons have regained their auto-wounding on 6&#039;s, which wasn&#039;t much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.&lt;br /&gt;
&lt;br /&gt;
The closest thing IRL to Necron Gauss weapons are Plasma Railguns. Which shoot Ionized Gas instead of a solid slug. But don&#039;t expect BL writers or Games Workshop to use Google in order to fix their inaccuracies.&lt;br /&gt;
&lt;br /&gt;
====Gauss Flayer====&lt;br /&gt;
[[File:GaussFlayer.jpg|200px|right|thumb|Gauss Flayer]]&lt;br /&gt;
The trusty Gauss Flayer is the standard weapon (in fact, the only weapon(until the 9th edition that is)) wielded by [[Necron Warrior]]s. Gauss Flayers are rifle-like weapons used by Necron Armies. They consist of a metal stock, a transparent tube containing the unholy and unknown energy the weapon fires, and an axe-like bayonet underneath the muzzle.&lt;br /&gt;
&lt;br /&gt;
The weapons fire green, lightning-like beams at the enemy, which strip the targets away molecule by molecule. It is, supposedly, [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|extremely painful to be shot with a Gauss Flayer,]] and victims die as much from shock as the damage caused by the beams. The Gauss Flayer as pictured on the right, had the classic &#039;&#039;green rod&#039;&#039; look before it was superseded in 9th Edition by the more ornate type present in the other examples.&lt;br /&gt;
&lt;br /&gt;
Its stats are equivalent to the [[bolter]], with the additional &amp;quot;Gauss&amp;quot; rule mentioned above. [[Ghost Ark]]s and [[Doomsday Ark]]s mount an array of five of these guns on each side, while the [[Canoptek Doomstalker]] has a single pair of them for self  defense.&lt;br /&gt;
&lt;br /&gt;
====Gauss Reaper====&lt;br /&gt;
[[File:Gauss_Reaper.jpg|200px|right|thumb|Gauss Reaper]]&lt;br /&gt;
A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter. The tradeoff is that it sacrifices range for increased hitting power. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Blaster.&lt;br /&gt;
&lt;br /&gt;
Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12&amp;quot; (i.e. the same as the rapid fire mode of the Gauss Flayer). This makes it a better fit for deep striking groups of warriors intending to get dropped in the backside of the enemy to roast them with green fire. For your mainline warrior blobs, it&#039;s more of a debate as getting all of them in range from the middle of the field is a greater hassle, and significantly weaker fire is better than no fire. Thankfully, you can mix and match within the unit.&lt;br /&gt;
&lt;br /&gt;
Until you consider the fact it has no cool axe head or proper beefy bayonet, which makes it objectively worse. At least it has 2 prongs.&lt;br /&gt;
&lt;br /&gt;
====Gauss Blaster====&lt;br /&gt;
[[File:GaussBlasterColor.jpg|200px|right|thumb|Gauss Blaster]]&lt;br /&gt;
A Gauss Flayer was given the [[Melta#Multi-Melta|Multi-Melta]] treatment, that is, get two of the same gun and then MacGyver all over it.&lt;br /&gt;
&lt;br /&gt;
The Gauss Blaster is the standard weapon of [[Necron Immortal]]s; Gauss Blasters fire more powerful beams than Gauss Flayers, and are extremely potent against infantry and light vehicles alike. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Reaper.&lt;br /&gt;
&lt;br /&gt;
Necron Pariahs also make use of a form of in-built Gauss Blaster integrated into their Warscythes. Unfortunately, Pariahs [[Squats|no longer exists]] [[FAIL|thanks to this]] [[Matt Ward|loser,]] so the days of Warscythes-Gauss Blaster combo is a thing of long lost past. &lt;br /&gt;
&lt;br /&gt;
It is basically a Gauss Flayer with slightly improved strength and armor-piercing capability (FOUR microdimensions, for when you need several universes to simultaneously hate the same thing). A unit of [[Tomb Blade]]s can also choose to take twin-linked pairs of them to specialize in vehicle-hunting.&lt;br /&gt;
&lt;br /&gt;
====Gauss Cannon====&lt;br /&gt;
[[File:GaussCannon.jpg|200px|right|thumb|Gauss Cannon]]&lt;br /&gt;
The iconic weapon of [[Necron Destroyer]]s is their shoulder-mounted Gauss Cannon, however, both Catacomb Command Barges and Annihilation Barges are able to mount an underslung Gauss Cannon instead of their usual Tesla Cannon. In addition, Tesseract Arks can mount a pair as sponson guns, for extra MEQ-killing power. &lt;br /&gt;
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Though it&#039;s only as strong and long-ranged as a Gauss Blaster, it is overall a larger version of the Gauss Blaster and has four barrels, providing it with an even higher rate of fire and because of its mounting on a heavier base, it has greater power over a greater distance. Also due to its mount it is able to be fired and redeployed very quickly. It has more shots and will tear through all but the toughest armor suits.&lt;br /&gt;
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====Gauss Destructor====&lt;br /&gt;
[[File:Gauss_Destructor.JPG|200px|right|thumb|Gauss Destructor]]&lt;br /&gt;
A new weapon found in the [[Necron Destroyer#Lokhust Heavy Destroyer|Lokhust Heavy Destroyer]]. The Gauss Destructor seemed to largely replace the Gauss Cannon or Heavy Gauss Cannon as its spiritual successor. Unlike its predecessors, the Gauss Destructor is not shoulder-mounted, instead, it is held by three hands like any Genestealer heavy weapon.&lt;br /&gt;
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On the tabletop in 9th Edition, the Gauss Destructor is the Lokhust Heavy Destroyer&#039;s primary anti-tank option. It is a 36&amp;quot; Heavy 1 weapon that is S10 and AP-4. This stats allow it to breach any hull of any vehicle, up to and including, superheavies. It also makes any unit that does not have a 2+Sv to take an instant wound, so there&#039;s that too. It deals 3D3 damage, so have fun throwing - on average - [[Awesome|4-6 wounds per shot.]]&lt;br /&gt;
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====Heavy Gauss Cannon====&lt;br /&gt;
[[File:Heavy_Gauss_Cannon.jpg|200px|right|thumb|Heavy Gauss Cannon]]&lt;br /&gt;
[[Necron Heavy Destroyer]]s get Heavy Gauss Cannons, and [[Triarch Stalker]]s [[Rape|can choose a twin-linked set of them as a primary weapon.]] They only get one shot, but it&#039;s as powerful as a [[lascannon]].&lt;br /&gt;
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These Gauss Weapons have been known to hurt [[Tyranids|monstrous creatures that similar weapons have no hope of even scratching,]] and have also been documented tearing at the armour of even the most heavily armored of tanks and starship hulls with ease. The [[Imperium of Man]] is confounded by the nature of the energy used by these weapons, not only because the basic weaponry of the Necrons can cause great harm to even the most advanced vehicles deployed by the armed forces of the Imperium, but also because by all the physical principles known, these weapons should overheat and malfunction as a result of the tremendous energies they unleash, destroying the warrior who is firing them. &lt;br /&gt;
&lt;br /&gt;
It is a larger version of the Gauss Cannon, although it only has one barrel and so a slow rate of fire. Though it has the greatest power and range, its reduced rate of fire makes it less effective against vast armies, but more effective against certain heavily armored targets, such as [[Land Raider|Land Raiders.]]&lt;br /&gt;
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So when people meant that the Necrons can blow up your Land Raider with their most simple weapons, this is the gun they usually specify.&lt;br /&gt;
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====Gauss Flux Arc====&lt;br /&gt;
[[File:Gauss_Flux_Arc.jpg|200px|right|thumb|Gauss Flux Arc]]&lt;br /&gt;
The Gauss Flux Arc is basically like the [[#Gauss flayer|Gauss Flayer]], but firing more shots at a time by simply opening one enormous microdimension. [[Monolith]]s mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently. Gauss Flux Arcs come in the form of four automated turret projectors positioned around the vehicles hull.&lt;br /&gt;
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Gauss Flux Arcs consist of linked batteries of three Gauss Flayers, which each feature a single barrel that leads to a transparent conduit containing the unholy and unknown viridian energy the weapon fires, and an axe-like bayonet underneath the muzzle ([[Stupid|even though the weapon is connected to a platform that would make the use of the bayonet pointless in the first place]]).&lt;br /&gt;
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====Gauss Exterminator====&lt;br /&gt;
[[File:Gauss_Exterminator_2.JPG|200px|right|thumb|Gauss Exterminator]]&lt;br /&gt;
A Gauss Exterminator is a large Gauss Weapon mounted as the primary weapon on Necron [[Sentry Pylon|Sentry Pylons.]] Similar in power to a Heavy Gauss Cannon, a Gauss Exterminator possess a higher rate of fire and is able to engage targets at extreme ranges. Gauss Exterminators are also capable of using their sophisticated targeting systems to accurately track and fire upon aircraft at incomprehensibly long ranges.&lt;br /&gt;
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Exterminators are far larger than the more common Gauss Flayers, Gauss Blasters and Gauss Cannons, and feature a single elongated barrel containing the unholy and unknown viridian energy the weapon fires.&lt;br /&gt;
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In 9th Ed, Gauss Exterminators are good for flyers and ground support with two S12 shots. Although it lacks the +1 to-hit against non-FLY units, the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gauss_Exterminator.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Gauss Annihilator====&lt;br /&gt;
[[File:Gauss_Annhilator2.jpg|200px|right|thumb|Gauss Annihilator]]&lt;br /&gt;
Basically an upscaled Gauss Exterminator, but instead of aircraft, it&#039;s everything.&lt;br /&gt;
&lt;br /&gt;
A Gauss Annihilator is one of the largest known forms of Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Obliterator. Gauss Annihilators are only ever found mounted on devastating Necron [[Necron Pylon#Gauss Pylon|Gauss Pylons.]] &lt;br /&gt;
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Like the smaller [[Sentry Pylon]], the shape of the both the weapon and machine itself is quite identifiable. A Gauss Annihilator consists of a single focusing crystal which leads to transparent tubes containing the unholy and unknown viridian energy the weapon fires. This is combined with several focusing arrays and a pair of particle emitters mounted on the Pylon&#039;s crescent shape to further empower the Gauss Annihilator beams.&lt;br /&gt;
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Gauss Annihilators are supremely powerful weapons, capable of a relatively fast rate of fire that can penetrate even Titan armor with ease; let alone vaporize smaller tanks.  With good reason, too: in fluff these things are [[awesome|ground-to-orbital weapons]] with enough hurt to cripple cruisers in a single hit. Gauss Annihilators can also be fired as a flux arc similar to the Gauss Flux Arcs mounted on a Monolith. However, a Pylon&#039;s version is stronger and can even destroy Space Marines with comparable ease in a larger radius; as Gauss beams lance out all around it.&lt;br /&gt;
&lt;br /&gt;
====Gauss Obliterator====&lt;br /&gt;
[[File:Gauss_Obliterator.jpg|200px|right|thumb|Gauss Obliterator]]&lt;br /&gt;
The glowing crystal of doom. &lt;br /&gt;
&lt;br /&gt;
A Gauss Obliterator is one of the largest known Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Annihilator. Gauss Obliterators are only found mounted on the [[Doomsday Monolith]] variant, where the weapon itself consists of a large focusing crystal leading to transparent conduits containing the unholy and unknown viridian energy the weapon fires. &lt;br /&gt;
&lt;br /&gt;
Doomsday Monoliths can focus their awesome destructive energies into devastating beams which can be fired from its Gauss Obliterator; the beams themselves are capable of outright destroying infantry and vehicles alike. However, a Doomsday Monolith is inevitably accompanied by several lesser constructions, whose eldritch power it can siphon towards its own cataclysmic ends. [[Powergamer|This additional energy is drained from the power matricies of other Monoliths, and is discharged from the Gauss Obliterator in the form of additional blasts.]] This increases the weapon&#039;s rate of fire and all but ensures the doom of the enemy. &lt;br /&gt;
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Unfortunately, despite receiving a model, the Gauss Obliterator along with the Doomsday Monolith have not [[Fail|received any rules]]. Nevertheless, one could estimate that thing monstrosity would be the equivalent of a [[Volcano Cannon]].&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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=== Eldar ===&lt;br /&gt;
Eldar in general do not make wide use of magnetic weaponry. Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne (at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.)  Essentially, they make gravity inside the barrel point to the end of the barrel as &amp;quot;down&amp;quot; as though they were on a particularly heavy gravity well, and the rounds &amp;quot;fall&amp;quot; out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun.&lt;br /&gt;
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=== Squat ===&lt;br /&gt;
&lt;br /&gt;
The [[Squat]]s makes extensive use of railguns in the [[Leagues of Votann]], the majority of which rivals or just outright eclipses their Tau counterparts, because the Dorfs are just that good at making shit that lasts. Squats generally use railguns for more specialist units and vehicles due to the increase in maintenance and technical knowhow needed to make sure the weapons keeps on firing.&lt;br /&gt;
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==== Magna-Rail Rifle ====&lt;br /&gt;
[[File:Magna_Rail_Rifle.JPG|200px|right|thumb|Magna Rail Rifle]]&lt;br /&gt;
Whilst the Tau are busy designing the prototype of their shoddy Magna-Rail Rifle knock-offs that could only be fitted on a [[XV88 Broadside Battlesuit]], the Leagues are already mass producing these things millennia before the Tau even existed.&lt;br /&gt;
&lt;br /&gt;
The League&#039;s Magna-Rail Rifle is designed as the primary sniper rifle of the Squats and is small and compact enough that it does not need an external powersource or a mech suit to power it up. The Squat&#039;s extensive knowledge and experience in rare magnetic materials make sure that the League holds all the good shit. If the similar development relationship between the Tau and the Squats in regards to this weapon is certain, then it is possible that the history of the Magna-Rail Rifle is similar to the Tau&#039;s own relationship with Ion weapons vis-a-vis the Squats.&lt;br /&gt;
&lt;br /&gt;
So whenever the Tau manages to get their Magna-Rail Rifles working, it would already be several generations behind that of the League. [[Just As Planned]].&lt;br /&gt;
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On the tabletop, this translates to a 24&amp;quot; HunTR 1, S9 AP-4 Dd3+3 sniper rifle, and has the Magna-Rail keyword. [[Rape|Everything ridiculous about Tau railguns turned up to 11 and in a troop-portable package]]. Fills a similar role to the high strength/low shot weapons seen in other armies such as melta-guns and las cannons.&lt;br /&gt;
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==== Magna-Coil Autocannon ====&lt;br /&gt;
[[File:Magna-Coil_Autocannon.JPG|200px|right|thumb|Magna-Coil Autocannon]]&lt;br /&gt;
The similarly named Magna-Coil Autocannon is another weapon used by the Leagues.&lt;br /&gt;
&lt;br /&gt;
Unlike the majority of the weapons listed here which are railguns and [[Pretend|&#039;&#039;especially&#039;&#039;]] unlike the Necrons which is anything [[Bullshit|&amp;lt;u&amp;gt;BUT&amp;lt;/u&amp;gt; Gauss.]] The Magna-Coil is a true gauss gun, with a capital G in its name. This coilgun is the primary weapon of the [[Magna-Coil Bike]]s and is mounted on the front of the vehicle. It features a drum magazine and fires bolts travelling at adjustable speed depending on the number of coils it is powering up.&lt;br /&gt;
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Crunchwise, the weapon is a 24&amp;quot;, HunTR 3, S 7, AP-1, D2 gun. Really fucking nasty against MEQs and TEQs and can even do a number on tanks if enough is landed on it. A single round of three Pioneers can quite realistically delete your entire Space Marine squad if its wants too. So yeah, not to be fucked with.&lt;br /&gt;
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==== Heavy Magna-Rail Cannon ====&lt;br /&gt;
[[File:MagnaRailCannon.jpg|200px|right|thumb|Heavy Magna-Rail Cannon]]&lt;br /&gt;
The Magna-Rail Rifle&#039;s beefier cousin. &lt;br /&gt;
&lt;br /&gt;
The Heavy Magna-Rail Cannon is a type of heavy Rail Weapon used by Leagues of Votann [[Hekaton Land Fortress|Hekaton Land Fortresses.]] Seriously, think of everything already said about the rifle, and now [[Powergamer|dail-up the dial-up to 180, and you have a monster of a railweapon.]] These [[Cheese|heavy beef cheesecakes]] are pound-for-pound the most powerful railguns for its size. Tau players eat your heart out.&lt;br /&gt;
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Crunchwise, the tabletop kind of fits the fluff. This is the daddy of the Magna-Rail Rifle held by the Hearthkyn and probably the most dangerous single weapon in your arsenal. This is a [[Rape|36&amp;quot; Heavy 1, S14 AP-4 D2d3+6 monster with Magna-Rail, and will likely ruin the day of anything it&#039;s pointed at.]]&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;br /&gt;
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=== Imperium ===&lt;br /&gt;
Strangely enough, heavy bolters use coilgun tech to further accelerate its bolts, so they can use much lighter ammo with less gunpowder (as real life gyrojets have shown, more &amp;quot;kick&amp;quot; is needed to make it viable at ranges below a dozen or more meters). &lt;br /&gt;
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Also, the [[Nova Cannon|NOVA CANNON]] is sometimes described as fuckhuege railgun, though this is only one of a half dozen completely different explanations of how the NOVA CANNON actually works. (which is actually surprisingly fluffy, when you think about it.)&lt;br /&gt;
Macro Cannons, the Imperium&#039;s go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further.&lt;br /&gt;
&lt;br /&gt;
Other possible Imperium Gauss weapons are [[Autogun#Accelerator_Autocannon|Accelerator Autocannon]] of the Sicaran Tank, the [[Accelerator_Cannon|Accelerator Cannon]] of the [[Fellblade|Fellblade]] and the Macro-Accelerator cannons on the [[Astraeus]]. If not they are gravity accelerated like Eldar [[Shuriken_Catapult|Shuriken Catapults.]]&lt;br /&gt;
Since all but the Astraeus are relics that even the most adept [[Techmarines]] and [[Tech_Priest|Tech Priests]] are too paranoid to mess with. Modifying these weapons for other platforms or using them like [[Havoc|Havocs]] armed with [[Autocannon|Autocannons]] are unlikely. With [[Cawl]] being the sole possible exception.&lt;br /&gt;
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For the record the [[Galvanic Weapons]] used by the [[Skitarii]] and [[Secutarii]] are not coil-guns despite the fact that the term implies it uses electric currents. The chemical reactions would mean that they are [https://en.wikipedia.org/wiki/Electrothermal-chemical_technology Electrothermal-chemical] weapons powered by a battery.&lt;br /&gt;
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====Magnarail Lance====&lt;br /&gt;
[[File:Magnarail_Lance.JPG|200px|right|thumb|Magnarail Lance]]&lt;br /&gt;
Possibly the only known handheld Imperial rail gun (as of yet). The Magnarail Lance is one of the primary weapons of the [[Tech-Priest Manipulus]], with the other one being the [[Sonic Weaponry#Transonic Cannon|Transonic Cannon.]] The Magnarail Lance is an odd-looking railgun in all honesty. Resembling more like a harmonic pitchfork, the weapon is externally conducted by two electromagnetic rails, that launches the projectile within the barrel.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Magnarail Lance is an 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
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In contrast to the Transonic Cannon which deals with hordes at close range, the Magnarail Lance is designed to terminate vehicles and heavy armor from longer ranges. However, by doing so, it limits the Manipulator&#039;s other weapons and equipment which are all at close range.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
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== StarCraft ==&lt;br /&gt;
In [[StarCraft]], the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns (big ones almost as tall as the user) while in SCII, they have a much more boxy shape. Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using 8mm cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but StarCraft is hardly the only thing to ever inaccurately portray a gauss weapon. (Hand waved in one of the side manuals as the bullet being initially launched by gunpowder and is then accelerated through the gauss rails [sic], similar to 40k bolters with gyrojets. And they could probably hand wave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast). &lt;br /&gt;
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Despite being one of the weakest military grade weapons, and that&#039;s an understatement given that Impaler rifles are almost at par with the laser and photon weapons commonly mounted on Terran and Protoss gunships, Impaler rifles still can pierce through about anything, and though the little holes a single Impaler leaves in enemy armor do not really bother giant humanoid battle robots, towering War of The Worlds-esque death automatons, and bone/chitin plated monsters the size of a small house, massed gauss fire could and would bring down pretty much anything just by turning it into oversized swiss cheese until it collapses under its own weight. That&#039;s why basically every Terran armed force in the galaxy worth a damn usually [[Tarpit|send marines in hundreds to drown their enemies in bodies and gauss fire]]. &amp;lt;s&amp;gt;How they&#039;re able to sustain those losses on a constant basis is anyone&#039;s guess&amp;lt;/s&amp;gt; They just use [[Penal legion|brainwashed convicts]] drugged with steroids and adrenaline (which eventually kills them, if they somehow survive on battlefield, which they usually don&#039;t), and considering low life level anywhere outside core worlds (and even on some of core worlds), they have almost unending supply of criminals.&lt;br /&gt;
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Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell?&lt;br /&gt;
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== Battletech ==&lt;br /&gt;
In the [[Battletech]] universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range and negligible heat generation usually restricted to light autocannons, which are long-ranged and produce little heat but lack the sufficient punch to threaten heavily armored &#039;mechs. They&#039;re capable of smashing a [[MadCat]]&#039;s cockpit off from long range with a single, well-placed shot.&lt;br /&gt;
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The Gauss Rifle however, suffers from a few problems: they cycle rounds much slower than conventional autocannons, they have a limited ammunition count, and they&#039;re considerably heavier than most weapons. Also, while their ammunition is inert and won&#039;t explode from heat or critical hits, the weapons themselves are a bit unstable and will explode if they suffer critical hits (though for much less damage than most ammo explosions).&lt;br /&gt;
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== External Links ==&lt;br /&gt;
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*[https://www.youtube.com/watch?v=O2QqOvFMG_A A video of a real-life railgun in action.] When you consider the fact that humanity is on the verge of (and certainly will) inventing a practical railgun in early &#039;&#039;M3&#039;&#039; (which we can power effectively for naval use),the main infantry weapon of the Imperium in M41 is a [[lasgun|shitty flashlight]] which, according to [[Dark Heresy]] has an effective range of 200-300 meters, the main tank armament is a 120mm smoothbore battle cannon, and the only undisputed rail weaponry the Imperium has are mainly found on its huge flying cathedrals, [[grimdark|humanity has fallen pretty far.]] Or [[humanity Fuck Yeah|GW didn&#039;t expect humanity to progress this fast.]]&lt;br /&gt;
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*[https://www.youtube.com/watch?v=s7YvV8y32f0 Thank you &amp;lt;s&amp;gt;Omnissiah&amp;lt;/s&amp;gt; NAVSEC for this wondrous beauty.] Essentially the previous railgun, but now at a more advanced stage with a much easier and faster time to reload and fire.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&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: Tau]]&lt;br /&gt;
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[[Category: Necrons]]&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:CF23:2C0B:9A36:9DCA</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226847</id>
		<title>Gauss</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226847"/>
		<updated>2023-05-24T21:58:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA: &lt;/p&gt;
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&lt;div&gt;{{topquote|Only my RAILGUN can shoot it.|fripSide (&#039;&#039;[[Anime|A Certain Scientific Railgun]]&#039;&#039;)}}&lt;br /&gt;
FIRST AND FOREMOST: It is pronounced such that it rhymes with &amp;quot;house&amp;quot;.&lt;br /&gt;
[[Image:Railgun_explained.png|thumb|right|I&#039;VE BROUGHT SCIENCE!]]&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039; is the last name of [[wikipedia:Carl_Friedrich_Gauss|Carl Friedrich Gauss]], one of the greatest mathematicians in history. His work in calculus was (and is) invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that &amp;quot;Gauss&amp;quot; is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word &amp;quot;gauss&amp;quot; in it.&lt;br /&gt;
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By the way, if an electromagnetic weapon doesn&#039;t have &amp;quot;gauss&amp;quot; in its name, it&#039;s a fair bet that it has the word &amp;quot;[[Tesla]]&amp;quot; in it, after another cool-sounding unit of magnetic field strength, itself named for [[wikipedia:Nikola_Tesla|Nikola Tesla]], a famed inventor and scientist who did cool stuff with electromagnetism.&lt;br /&gt;
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&amp;quot;Realistic&amp;quot; gauss weapons come in two flavours: rail-guns and coil-guns. &#039;&#039;&#039;Rail-guns&#039;&#039;&#039; (which are often mistakenly called &amp;quot;Gauss guns&amp;quot; in poorly researched sci-fi for the simple fact that both are electric guns) work by having a really long pair (or pairs) of conductive rails within the barrel, with a positive pole on the receiver end of conductor A, a negative pole on the receiver end of conductor B, and an electrically conductive projectile. When the projectile is placed and the railgun switched on, electricity flows through conductor B towards the end of the barrel, passes through the projectile, and returns in the opposite direction through conductor A, creating two magnetic fields of identical polarity around them. This makes the projectile act like a current-carrying wire in a magnetic field, which means the projectile experiences a [https://en.wikipedia.org/wiki/Lorentz_force#Force_on_a_current-carrying_wire Lorentz force] that moves it forward, like an electric motor that is unwound into a straight line; this one is in theory cheap to manufacture and capable of reaching awesome velocities, at the cost of being energy-hungry, needing to be really long and causing a lot of stress on the materials.  It&#039;s not to be confused with the [[Peasant Railgun]].  &#039;&#039;&#039;Coil-guns&#039;&#039;&#039; work by surrounding the barrel with a sequence of coil magnets that are switched on to pull (&amp;lt;strike&amp;gt;and then reverse current to push&amp;lt;/strike&amp;gt; only pull because that&#039;s how magnetic response works in materials) the projectile. Since the projectile &amp;lt;strike&amp;gt;doesn&#039;t physically touch the mechanisms&amp;lt;/strike&amp;gt; touches the barrel for ballistic reasons but isn&#039;t trying to spot weld itself to it, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon &amp;lt;strike&amp;gt;is weaker than a railgun of the same current draw&amp;lt;/strike&amp;gt; has better theoretical efficiency but experiences high losses at higher muzzle velocities due to switching speed and timing issues. Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning.&lt;br /&gt;
&lt;br /&gt;
When used as a name, &amp;quot;Gauss&amp;quot; is capitalized.  When used as a unit or adjective, &amp;quot;gauss&amp;quot; is usually lowercase (though the abbreviation for the CGS unit is a capital &amp;quot;G&amp;quot;).&lt;br /&gt;
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== Real-Life ==&lt;br /&gt;
[[Image:Railgun.jpg|thumb|right|Who needs fiction when weapons this badass exist?]]&lt;br /&gt;
[[File:Navy railcannon.jpeg|thumb|right|Now capable of automatically loading rounds for letting out salvos.]]&lt;br /&gt;
[[File:Du8_uuovqaau-5p.jpg|300px|left|thumb|Ahhhh....looks like we are at the beginning stage of the [[Imperium of Man|Imperium of]] [[China|Han.]]]]&lt;br /&gt;
{{topquote|Velocitas Eradico&amp;quot; - &amp;quot;I, Speed, eradicate.|Motto of the United States naval railgun development program}}&lt;br /&gt;
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The US Navy has successfully tested 32-megajoule railguns. The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a 64-megajoule gun to test fire, but they lost funding. This might have to do with how they had to build an entirely new railgun after every third shot; the rails wear out quickly due to the &amp;lt;strike&amp;gt;heat the projectile produces, and no known material is heat-resistant enough to withstand being worn out in this manner and also capable of conducting electricity to allow the mechanism to work in the first place&amp;lt;/strike&amp;gt; ohmic heating combined with the mechanical effects of the projectile continually welding itself to the rails while the electromagnetic forces apply enough force to accelerate it anyway. You also need a really &amp;lt;strike&amp;gt;strong generator&amp;lt;/strike&amp;gt; fast discharge power storage system to provide enough power to operate the weapon. In any event, nobody foresees &amp;lt;strike&amp;gt;those problems&amp;lt;/strike&amp;gt; the rail destruction issue being solved anytime soon. Then again, the first flight occurred in 1903 and Sputnik was launched in 1957 (giving a difference of 54 years, well within a modern human&#039;s lifetime) so make of that what you will. &#039;&#039;&#039;Update:&#039;&#039;&#039; Recent reports have indicated that the rail destruction problems are getting better. They can now fire them about 400 times before having to replace them. Granted, the navy really wants a minimum of 1000 shots so they&#039;re still not at a level they want yet. But that&#039;s still an amazing efficiency upgrade, and in a pinch 400 time&#039;s is probably still combat viable since an Alaska cruisers main gun&#039;s lasted about 344 shots.&lt;br /&gt;
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On early February 2018, pictures showed that [[China]] became the first nation to mount a railgun on a naval warship. The Chinese People&#039;s Liberation Army Navy claims to have solved the power supply problem after extensive testing, and current intelligence reports suggest that  Chinese warships could be equipped with railguns as early as 2025. The reports also note that the railgun is said to have a maximum range of 125 miles and fire shots that travel seven times faster than the speed of sound. Further sightings of Chinese warships equipped with railguns in 2019 have brought up the possibility that large scale field testing may begin within a year. &lt;br /&gt;
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If you see a carpenter using an &amp;quot;electric nailgun,&amp;quot; it&#039;s likely not actually a coilgun they&#039;re using, unless they have a &amp;quot;Solenoid-powered nailgun&amp;quot;, which are single-stage coilguns.&lt;br /&gt;
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Some consideration has been given to using gauss accelerators for space launches. Instead of building a bunch of rockets that you need to fuel, repair, maintain and discard you use as sequence of electromagnets to speed up a payload bit by bit until it reaches orbital velocity. Especially if you are on the moon or some other body without an atmosphere, this could be a good dependable option.&lt;br /&gt;
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== Rifts ==&lt;br /&gt;
In [[Rifts]], a &amp;quot;Gauss cannon&amp;quot; is just a synonym for &amp;quot;machinegun that does MDC damage.&amp;quot; The artwork for railguns always shows them as ejecting casings and being round, with no rails in sight ... it&#039;s not like anything else in Rifts even tries to be rational, so just roll with it.&lt;br /&gt;
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Alternate take: Gauss guns don&#039;t have rails and may look like guns with really beefy barrels (probably so if the electronics are armored. That doesn&#039;t explain the casings though. Actual railguns use a gunpowder charge or similar effect to get the projectile going since it will weld itself to the rails and stay there if it initially touches them at low speed or is already in contact when current is applied.&lt;br /&gt;
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== Traveller ==&lt;br /&gt;
In [[Traveller]], Gauss weapons are slugthrowers that use 3-5.5mm (.11 to .21 calibre) slugs or flechette needles. They&#039;re the preferred rifle and sidearm for TL12 armies (Tech Level 10 in GURPS Traveller); at this tech level, the preferred heavy weapons will be laser or plasma. Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers (gauss or not) are as much a hazard for the wielder as the target.&lt;br /&gt;
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== Warhammer 40,000 ==&lt;br /&gt;
[[Image:Oldschool_Tau_Broadsides.gif|right|thumb|220px|The only thing that made the old Broadsides different from the normal battlesuits were the huge Twin-linked strength 10 AP 1 guns.]]&lt;br /&gt;
Being set in the [[grimdark]] &#039;&#039;future&#039;&#039;, several [[Warhammer 40,000]] races use Gauss weapons.&lt;br /&gt;
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=== Tau ===&lt;br /&gt;
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The [[Tau]] use railguns as the primary heavy weapons on tanks and walkers. &lt;br /&gt;
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Rail Weapons are considered some of the most potent and fearsome weaponry employed by the Tau Empire. Rail weapons are linear accelerators that use super-conductive electrodes to accelerate a solid-shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact is capable of devastating damage on enemy vehicles.&lt;br /&gt;
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Usually, Rail weapons are (obviously) very powerful and capable of extreme penetration (as in real life) as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.&lt;br /&gt;
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====Rail Rifle====&lt;br /&gt;
[[File:RailRifle6.jpg|200px|right|thumb|Rail Rifle]]&lt;br /&gt;
Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a [[Tau]]-portable railgun weapon, called the &amp;quot;rail rifle.&amp;quot;  It debuted in [[Warhammer 40,000: Fire Warrior]] as a prototype weapon; it soon got rules in [[Chapter Approved]], and by the next Tau Empire [[Codex]], it was a regular part of the Fire Caste&#039;s armory, used by [[Pathfinder Team|Pathfinders]] and drones as a sniper weapon.  Incidentally, while it was in Chapter Approved, the Rail Rifle was subject to &amp;quot;Gets Hot!&amp;quot; like a Plasma Gun, but the Earth Caste improved the safety margins on it such that blowing up in the user&#039;s face is no longer a concern by the time of the 4th Edition codex. 6th edition further uplifted the rail rifle, turning it from Heavy to Rapid Fire and making it AP1, meaning it now could oneshot terminators and light vehicles, be fired on the move and even could be fired in full-auto. &lt;br /&gt;
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It is mentioned in the fluff that once Rail Rifles are advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds (and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it&#039;s not a long time to wait for), Tau command have plans to use them as standard issue Fire Warrior guns instead of pulse rifles. Come 8th edition they are still used only by Pathfinder teams. At least until a new Tau Codex comes out. If GW did do this they would either likely nerf its range to match up with the [[Lasgun]] and [[Bolter]] and increase the price to the same as a [[Plasma Gun]], OR give it to an elite new Tau unit analogous to the space marine Sternguard since, logically, a new weapon would not be available in large enough numbers for the whole army as they just started mass production so best give it only to the elites. Otherwise it would pretty much break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could. One would think that this would be possible as the Tau now have [[awesome|Plasma Shotguns]] but they [[derp|remain one of the few races without a one man flamer]].&lt;br /&gt;
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====Heavy Rail Rifle====&lt;br /&gt;
[[File:Heavy_Rail_Rifle.jpg|200px|right|thumb|Heavy Rail Rifle]]&lt;br /&gt;
A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau&#039;s primary railguns, though only moderately so (S8 versus S10).  However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled (twin-linked) setup [[derp|increases its odds of hitting a target rather than its odds of wounding or total wounds deal after wounding]]. That said, it&#039;s still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last.&lt;br /&gt;
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====Railgun====&lt;br /&gt;
[[File:RailgunHammerhead.jpg|200px|right|thumb|Railgun]]&lt;br /&gt;
The Railgun is the iconic [[Tau]] heavy weapon, mounted on [[Hammerhead Gunship]]s (and &#039;&#039;[[Battlesuit]]s&#039;&#039;, in previous editions) to cause massive damage to enemy armor (72&amp;quot;, S10, AP1). At its most basic form the railgun is a linear accelerator using standing wave acceleration along a number of cylindrical superconductive electrodes surrounding a barrel (duh).&lt;br /&gt;
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A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot (nerfed to the S8 heavy rail rifle, see below, in their 6E codex), while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs. (Squad of guardsmen a turn anyone?)&lt;br /&gt;
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With the 9th Edition Tau Codex coming out soon these guns got a humble buff to &#039;&#039;&#039;72&amp;quot; S14 AP-6 D1d3+6 WITH AND ADDITIONAL FLAT 3 MORTALS WITH THE ENTIRE GUN ALSO IGNORING INVULNERABLE SAVES AND GETTING A REROLL TO HIT!&#039;&#039;&#039; Knights tremble before this gun and hide behind their terrain, praying to Big E that the tank it&#039;s attached to looks the other way. Though the stats are pretty damn good, Broadsides (with the Heavy Rail Rifle) outperform it when you throw in point costs. This makes the Railgun more of a psychological tool to strike fear into the previously mentioned Knights.&lt;br /&gt;
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====Heavy Railgun====&lt;br /&gt;
[[File:Heavy_Railgun.jpg|200px|right|thumb|Heavy Railgun]]&lt;br /&gt;
Because the regular railgun wasn&#039;t enough for putting down the really big targets (like [[Titan (Warhammer 40,000)|Titan]]s), the Earth Caste developed the &#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039; (110&amp;quot;, SD, AP1) for their super-heavy vehicles. It was originally designed to blow up &#039;&#039;space ships&#039;&#039;, as Tau never expected anyone to be stupid or crazy enough to build a big enough land-based vehicle to justify this weapon&#039;s use against it. &lt;br /&gt;
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Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren&#039;t sane or reasonable. The [[Manta]] mounts two of these, while the [[Tiger Shark AX-1-0]] mounts a twin-linked pair. Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun&#039;s submunitions are [[rape|S7 AP3 and the blast is 10&amp;quot; across.]]&lt;br /&gt;
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====Heavy Rail Cannon Array====&lt;br /&gt;
[[File:HeavyRailCannonArray.jpg|200px|right|thumb|Heavy Rail Cannon Array]]&lt;br /&gt;
The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon Array is mounted on the KX-139 Ta&#039;Unar Supremacy Armour, and is designed to take down Super-Heavy vehicles and Gargantuan creatures, alongside any infantry which may be attempting to close in on the suit. &lt;br /&gt;
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The Heavy Rail Cannon itself possesses a longer range than the equally destructive Heavy Railgun topping out at 120&amp;quot;, S:D AP1, Ordinance (1), Blast (3&amp;quot;) however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself (roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures), and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies (36&amp;quot;, S:6 AP4, Apoc Barrage (4), pinning), in such a way that both weapons may be fired against different targets at the same time.&lt;br /&gt;
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====Starship Railgun====&lt;br /&gt;
[[File:TwinRailgun.jpg|200px|right|thumb|Starship Railgun]]&lt;br /&gt;
Exceptionally large and heavy Railguns mounted on the biggest [[Weeaboo]] vessels. &lt;br /&gt;
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Starship Railguns are the primary weapons for the [[Kor&#039;Vattra]]. Their ease of construction and maintenance of Railweapons among the Tau means that eventually, they were gonna supersize this and call it a day.&lt;br /&gt;
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All/most Starship-level Railguns are twin-linked for twice the [[Dakka|shooty power.]]&lt;br /&gt;
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Due to how common and ubiquitous these weapons are, these Railguns are analogous to the Imperial [[Macrocannon]]s, except, in a display of common sense, the Tau actually thought it was a good idea to mount them on a turret to fire anywhere, rather than restricting it to 17th century-level static broadsides. The primary advantage of this is that it allows Tau ships to basically fire anywhere, leaving no blind spots unlike the Imperial, Eldar, Dark Eldar, Orks or Chaos fleets. The downside of this is that because of the turret, they could not be compacted as much as Macrocannons, meaning that there are fewer Railguns per-ship than usual, ergo less [[Dakka]].&lt;br /&gt;
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====Heavy Starship Railgun====&lt;br /&gt;
[[File:BFGHeavyRailgun.jpg|200px|right|thumb|Heavy Starship Railgun]]&lt;br /&gt;
Because of course the fish faces didn&#039;t stop at &#039;&#039;just&#039;&#039; a ship-sized Railgun. For when they want to punch through something neat and clean, the Heavy Starship Railgun is a much bigger and longer weapon than your typical Starship Railgun.&lt;br /&gt;
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Owing to its longer barrel, the Heavy Starship Railgun are the largest version of Railweapon mounted on larger Tau spacecraft. Its size means that it can&#039;t be twin-linked, but it also means that it has a longer range and hits twice as hard. Only 3 Heavy Starship Railguns could be mounted on the largest of [[Tau Merchant Battleship]]s as they are the only ones with the power to use these things in numbers.&lt;br /&gt;
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Like its smaller brethren, it is mounted on a turret which allows it to hit anywhere. Although considered their analogue of a [[Nova Cannon]], the Heavy Starship Railgun does not deal the same level of catastrophic explosion as its Imperial counterparts, rather, trading balls-out firepower with consistent shooting and accuracy.&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
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=== Necrons ===&lt;br /&gt;
[[Image:Necron_meme.jpg|thumb|right|Truer words have never been said.]] &lt;br /&gt;
The backbone of the [[Necron]] force are nominally gauss weapons which produce a magnetic field with the strength of several thousand Teslas. And then point it at something they don&#039;t like. They do this by producing an incredible voltage across the body and focus of the gun (hence its electric nature. Doesn&#039;t explain the green though.) and then driving a current across it using two charge-rich microdimensions (think Rick Sanchez&#039;s spaceship&#039;s battery), one in the focus and one in the body. The focus limits the volume effected since it&#039;s bad form to destroy everything around you including allies, enemies, rocks, atoms, yourself etc. The process is not perfect however, since charge fluctuations in the microdimensions translates to a varying strength of field which expresses itself as a non-uniform level of destruction from one moment to another. One second it can melt a [[Land Raider]], the next it might just have enough for a butterfly. You know, if you found butterflies in the middle of a Necron battleline. The third edition codex described the effect as a &amp;quot;beam&amp;quot; that instantly &amp;quot;pulled&amp;quot; the target towards the gun, one layer of molecules at a time.  This gave the effect of flaying the target and the more powerful the gun, the quicker this happened and the more layers of molecules that were flayed with each shot.  The beams are capable of stripping away almost anything, even ceramite armor and starship hulls, with ease. &lt;br /&gt;
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(Most sources don&#039;t bother with this fluff and just have Necron Gauss weapons fire distinctly un-Gauss disintegration rays in the form of green lightning)&lt;br /&gt;
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In the Third Edition [[Codex]], Gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6. This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, Gauss weapons are once again a lot more dangerous to vehicles (three glancing hits -- which a full squad of 20 [[Necron Warrior]]s can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy ). That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property (anti-infantry effectiveness was moved to their new &amp;quot;[[Tesla]]&amp;quot; weapons). However with the advent of the 7th edition codex Gauss weapons have regained their auto-wounding on 6&#039;s, which wasn&#039;t much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.&lt;br /&gt;
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The closest thing IRL to Necron Gauss weapons are Plasma Railguns. Which shoot Ionized Gas instead of a solid slug. But don&#039;t expect BL writers or Games Workshop to use Google in order to fix their inaccuracies.&lt;br /&gt;
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====Gauss Flayer====&lt;br /&gt;
[[File:GaussFlayer.jpg|200px|right|thumb|Gauss Flayer]]&lt;br /&gt;
The trusty Gauss Flayer is the standard weapon (in fact, the only weapon(until the 9th edition that is)) wielded by [[Necron Warrior]]s. Gauss Flayers are rifle-like weapons used by Necron Armies. They consist of a metal stock, a transparent tube containing the unholy and unknown energy the weapon fires, and an axe-like bayonet underneath the muzzle.&lt;br /&gt;
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The weapons fire green, lightning-like beams at the enemy, which strip the targets away molecule by molecule. It is, supposedly, [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|extremely painful to be shot with a Gauss Flayer,]] and victims die as much from shock as the damage caused by the beams. The Gauss Flayer as pictured on the right, had the classic &#039;&#039;green rod&#039;&#039; look before it was superseded in 9th Edition by the more ornate type present in the other examples.&lt;br /&gt;
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Its stats are equivalent to the [[bolter]], with the additional &amp;quot;Gauss&amp;quot; rule mentioned above. [[Ghost Ark]]s and [[Doomsday Ark]]s mount an array of five of these guns on each side, while the [[Canoptek Doomstalker]] has a single pair of them for self  defense.&lt;br /&gt;
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====Gauss Reaper====&lt;br /&gt;
[[File:Gauss_Reaper.jpg|200px|right|thumb|Gauss Reaper]]&lt;br /&gt;
A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter. The tradeoff is that it sacrifices range for increased hitting power. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Blaster.&lt;br /&gt;
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Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12&amp;quot; (i.e. the same as the rapid fire mode of the Gauss Flayer). This makes it a better fit for deep striking groups of warriors intending to get dropped in the backside of the enemy to roast them with green fire. For your mainline warrior blobs, it&#039;s more of a debate as getting all of them in range from the middle of the field is a greater hassle, and significantly weaker fire is better than no fire. Thankfully, you can mix and match within the unit.&lt;br /&gt;
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Until you consider the fact it has no cool axe head or proper beefy bayonet, which makes it objectively worse. At least it has 2 prongs.&lt;br /&gt;
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====Gauss Blaster====&lt;br /&gt;
[[File:GaussBlasterColor.jpg|200px|right|thumb|Gauss Blaster]]&lt;br /&gt;
A Gauss Flayer was given the [[Melta#Multi-Melta|Multi-Melta]] treatment, that is, get two of the same gun and then MacGyver all over it.&lt;br /&gt;
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The Gauss Blaster is the standard weapon of [[Necron Immortal]]s; Gauss Blasters fire more powerful beams than Gauss Flayers, and are extremely potent against infantry and light vehicles alike. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Reaper.&lt;br /&gt;
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Necron Pariahs also make use of a form of in-built Gauss Blaster integrated into their Warscythes. Unfortunately, Pariahs [[Squats|no longer exists]] [[FAIL|thanks to this]] [[Matt Ward|loser,]] so the days of Warscythes-Gauss Blaster combo is a thing of long lost past. &lt;br /&gt;
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It is basically a Gauss Flayer with slightly improved strength and armor-piercing capability (FOUR microdimensions, for when you need several universes to simultaneously hate the same thing). A unit of [[Tomb Blade]]s can also choose to take twin-linked pairs of them to specialize in vehicle-hunting.&lt;br /&gt;
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====Gauss Cannon====&lt;br /&gt;
[[File:GaussCannon.jpg|200px|right|thumb|Gauss Cannon]]&lt;br /&gt;
The iconic weapon of [[Necron Destroyer]]s is their shoulder-mounted Gauss Cannon, however, both Catacomb Command Barges and Annihilation Barges are able to mount an underslung Gauss Cannon instead of their usual Tesla Cannon. In addition, Tesseract Arks can mount a pair as sponson guns, for extra MEQ-killing power. &lt;br /&gt;
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Though it&#039;s only as strong and long-ranged as a Gauss Blaster, it is overall a larger version of the Gauss Blaster and has four barrels, providing it with an even higher rate of fire and because of its mounting on a heavier base, it has greater power over a greater distance. Also due to its mount it is able to be fired and redeployed very quickly. It has more shots and will tear through all but the toughest armor suits.&lt;br /&gt;
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====Gauss Destructor====&lt;br /&gt;
[[File:Gauss_Destructor.JPG|200px|right|thumb|Gauss Destructor]]&lt;br /&gt;
A new weapon found in the [[Necron Destroyer#Lokhust Heavy Destroyer|Lokhust Heavy Destroyer]]. The Gauss Destructor seemed to largely replace the Gauss Cannon or Heavy Gauss Cannon as its spiritual successor. Unlike its predecessors, the Gauss Destructor is not shoulder-mounted, instead, it is held by ̶𝚝̶𝚠̶𝚘̶ three hands like any ̶𝚗̶𝚘̶𝚛̶𝚖̶𝚊̶𝚕̶ Genestealer heavy weapon.&lt;br /&gt;
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On the tabletop in 9th Edition, the Gauss Destructor is the Lokhust Heavy Destroyer&#039;s primary anti-tank option. It is a 36&amp;quot; Heavy 1 weapon that is S10 and AP-4. This stats allow it to breach any hull of any vehicle, up to and including, superheavies. It also makes any unit that does not have a 2+Sv to take an instant wound, so there&#039;s that too. It deals 3D3 damage, so have fun throwing - on average - [[Awesome|4-6 wounds per shot.]]&lt;br /&gt;
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====Heavy Gauss Cannon====&lt;br /&gt;
[[File:Heavy_Gauss_Cannon.jpg|200px|right|thumb|Heavy Gauss Cannon]]&lt;br /&gt;
[[Necron Heavy Destroyer]]s get Heavy Gauss Cannons, and [[Triarch Stalker]]s [[Rape|can choose a twin-linked set of them as a primary weapon.]] They only get one shot, but it&#039;s as powerful as a [[lascannon]].&lt;br /&gt;
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These Gauss Weapons have been known to hurt [[Tyranids|monstrous creatures that similar weapons have no hope of even scratching,]] and have also been documented tearing at the armour of even the most heavily armored of tanks and starship hulls with ease. The [[Imperium of Man]] is confounded by the nature of the energy used by these weapons, not only because the basic weaponry of the Necrons can cause great harm to even the most advanced vehicles deployed by the armed forces of the Imperium, but also because by all the physical principles known, these weapons should overheat and malfunction as a result of the tremendous energies they unleash, destroying the warrior who is firing them. &lt;br /&gt;
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It is a larger version of the Gauss Cannon, although it only has one barrel and so a slow rate of fire. Though it has the greatest power and range, its reduced rate of fire makes it less effective against vast armies, but more effective against certain heavily armored targets, such as [[Land Raider|Land Raiders.]]&lt;br /&gt;
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So when people meant that the Necrons can blow up your Land Raider with their most simple weapons, this is the gun they usually specify.&lt;br /&gt;
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====Gauss Flux Arc====&lt;br /&gt;
[[File:Gauss_Flux_Arc.jpg|200px|right|thumb|Gauss Flux Arc]]&lt;br /&gt;
The Gauss Flux Arc is basically like the [[#Gauss flayer|Gauss Flayer]], but firing more shots at a time by simply opening one enormous microdimension. [[Monolith]]s mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently. Gauss Flux Arcs come in the form of four automated turret projectors positioned around the vehicles hull.&lt;br /&gt;
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Gauss Flux Arcs consist of linked batteries of three Gauss Flayers, which each feature a single barrel that leads to a transparent conduit containing the unholy and unknown viridian energy the weapon fires, and an axe-like bayonet underneath the muzzle ([[Stupid|even though the weapon is connected to a platform that would make the use of the bayonet pointless in the first place]]).&lt;br /&gt;
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====Gauss Exterminator====&lt;br /&gt;
[[File:Gauss_Exterminator_2.JPG|200px|right|thumb|Gauss Exterminator]]&lt;br /&gt;
A Gauss Exterminator is a large Gauss Weapon mounted as the primary weapon on Necron [[Sentry Pylon|Sentry Pylons.]] Similar in power to a Heavy Gauss Cannon, a Gauss Exterminator possess a higher rate of fire and is able to engage targets at extreme ranges. Gauss Exterminators are also capable of using their sophisticated targeting systems to accurately track and fire upon aircraft at incomprehensibly long ranges.&lt;br /&gt;
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Exterminators are far larger than the more common Gauss Flayers, Gauss Blasters and Gauss Cannons, and feature a single elongated barrel containing the unholy and unknown viridian energy the weapon fires.&lt;br /&gt;
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In 9th Ed, Gauss Exterminators are good for flyers and ground support with two S12 shots. Although it lacks the +1 to-hit against non-FLY units, the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gauss_Exterminator.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Gauss Annihilator====&lt;br /&gt;
[[File:Gauss_Annhilator2.jpg|200px|right|thumb|Gauss Annihilator]]&lt;br /&gt;
Basically an upscaled Gauss Exterminator, but instead of aircraft, it&#039;s everything.&lt;br /&gt;
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A Gauss Annihilator is one of the largest known forms of Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Obliterator. Gauss Annihilators are only ever found mounted on devastating Necron [[Necron Pylon#Gauss Pylon|Gauss Pylons.]] &lt;br /&gt;
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Like the smaller [[Sentry Pylon]], the shape of the both the weapon and machine itself is quite identifiable. A Gauss Annihilator consists of a single focusing crystal which leads to transparent tubes containing the unholy and unknown viridian energy the weapon fires. This is combined with several focusing arrays and a pair of particle emitters mounted on the Pylon&#039;s crescent shape to further empower the Gauss Annihilator beams.&lt;br /&gt;
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Gauss Annihilators are supremely powerful weapons, capable of a relatively fast rate of fire that can penetrate even Titan armor with ease; let alone vaporize smaller tanks.  With good reason, too: in fluff these things are [[awesome|ground-to-orbital weapons]] with enough hurt to cripple cruisers in a single hit. Gauss Annihilators can also be fired as a flux arc similar to the Gauss Flux Arcs mounted on a Monolith. However, a Pylon&#039;s version is stronger and can even destroy Space Marines with comparable ease in a larger radius; as Gauss beams lance out all around it.&lt;br /&gt;
&lt;br /&gt;
====Gauss Obliterator====&lt;br /&gt;
[[File:Gauss_Obliterator.jpg|200px|right|thumb|Gauss Obliterator]]&lt;br /&gt;
The glowing crystal of doom. &lt;br /&gt;
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A Gauss Obliterator is one of the largest known Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Annihilator. Gauss Obliterators are only found mounted on the [[Doomsday Monolith]] variant, where the weapon itself consists of a large focusing crystal leading to transparent conduits containing the unholy and unknown viridian energy the weapon fires. &lt;br /&gt;
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Doomsday Monoliths can focus their awesome destructive energies into devastating beams which can be fired from its Gauss Obliterator; the beams themselves are capable of outright destroying infantry and vehicles alike. However, a Doomsday Monolith is inevitably accompanied by several lesser constructions, whose eldritch power it can siphon towards its own cataclysmic ends. [[Powergamer|This additional energy is drained from the power matricies of other Monoliths, and is discharged from the Gauss Obliterator in the form of additional blasts.]] This increases the weapon&#039;s rate of fire and all but ensures the doom of the enemy. &lt;br /&gt;
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Unfortunately, despite receiving a model, the Gauss Obliterator along with the Doomsday Monolith have not [[Fail|received any rules]]. Nevertheless, one could estimate that thing monstrosity would be the equivalent of a [[Volcano Cannon]].&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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=== Eldar ===&lt;br /&gt;
Eldar in general do not make wide use of magnetic weaponry. Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne (at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.)  Essentially, they make gravity inside the barrel point to the end of the barrel as &amp;quot;down&amp;quot; as though they were on a particularly heavy gravity well, and the rounds &amp;quot;fall&amp;quot; out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun.&lt;br /&gt;
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=== Squat ===&lt;br /&gt;
&lt;br /&gt;
The [[Squat]]s makes extensive use of railguns in the [[Leagues of Votann]], the majority of which rivals or just outright eclipses their Tau counterparts, because the Dorfs are just that good at making shit that lasts. Squats generally use railguns for more specialist units and vehicles due to the increase in maintenance and technical knowhow needed to make sure the weapons keeps on firing.&lt;br /&gt;
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==== Magna-Rail Rifle ====&lt;br /&gt;
[[File:Magna_Rail_Rifle.JPG|200px|right|thumb|Magna Rail Rifle]]&lt;br /&gt;
Whilst the Tau are busy designing the prototype of their shoddy Magna-Rail Rifle knock-offs that could only be fitted on a [[XV88 Broadside Battlesuit]], the Leagues are already mass producing these things millennia before the Tau even existed.&lt;br /&gt;
&lt;br /&gt;
The League&#039;s Magna-Rail Rifle is designed as the primary sniper rifle of the Squats and is small and compact enough that it does not need an external powersource or a mech suit to power it up. The Squat&#039;s extensive knowledge and experience in rare magnetic materials make sure that the League holds all the good shit. If the similar development relationship between the Tau and the Squats in regards to this weapon is certain, then it is possible that the history of the Magna-Rail Rifle is similar to the Tau&#039;s own relationship with Ion weapons vis-a-vis the Squats.&lt;br /&gt;
&lt;br /&gt;
So whenever the Tau manages to get their Magna-Rail Rifles working, it would already be several generations behind that of the League. [[Just As Planned]].&lt;br /&gt;
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On the tabletop, this translates to a 24&amp;quot; HunTR 1, S9 AP-4 Dd3+3 sniper rifle, and has the Magna-Rail keyword. [[Rape|Everything ridiculous about Tau railguns turned up to 11 and in a troop-portable package]]. Fills a similar role to the high strength/low shot weapons seen in other armies such as melta-guns and las cannons.&lt;br /&gt;
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==== Magna-Coil Autocannon ====&lt;br /&gt;
[[File:Magna-Coil_Autocannon.JPG|200px|right|thumb|Magna-Coil Autocannon]]&lt;br /&gt;
The similarly named Magna-Coil Autocannon is another weapon used by the Leagues.&lt;br /&gt;
&lt;br /&gt;
Unlike the majority of the weapons listed here which are railguns and [[Pretend|&#039;&#039;especially&#039;&#039;]] unlike the Necrons which is anything [[Bullshit|&amp;lt;u&amp;gt;BUT&amp;lt;/u&amp;gt; Gauss.]] The Magna-Coil is a true gauss gun, with a capital G in its name. This coilgun is the primary weapon of the [[Magna-Coil Bike]]s and is mounted on the front of the vehicle. It features a drum magazine and fires bolts travelling at adjustable speed depending on the number of coils it is powering up.&lt;br /&gt;
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Crunchwise, the weapon is a 24&amp;quot;, HunTR 3, S 7, AP-1, D2 gun. Really fucking nasty against MEQs and TEQs and can even do a number on tanks if enough is landed on it. A single round of three Pioneers can quite realistically delete your entire Space Marine squad if its wants too. So yeah, not to be fucked with.&lt;br /&gt;
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==== Heavy Magna-Rail Cannon ====&lt;br /&gt;
[[File:MagnaRailCannon.jpg|200px|right|thumb|Heavy Magna-Rail Cannon]]&lt;br /&gt;
The Magna-Rail Rifle&#039;s beefier cousin. &lt;br /&gt;
&lt;br /&gt;
The Heavy Magna-Rail Cannon is a type of heavy Rail Weapon used by Leagues of Votann [[Hekaton Land Fortress|Hekaton Land Fortresses.]] Seriously, think of everything already said about the rifle, and now [[Powergamer|dail-up the dial-up to 180, and you have a monster of a railweapon.]] These [[Cheese|heavy beef cheesecakes]] are pound-for-pound the most powerful railguns for its size. Tau players eat your heart out.&lt;br /&gt;
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Crunchwise, the tabletop kind of fits the fluff. This is the daddy of the Magna-Rail Rifle held by the Hearthkyn and probably the most dangerous single weapon in your arsenal. This is a [[Rape|36&amp;quot; Heavy 1, S14 AP-4 D2d3+6 monster with Magna-Rail, and will likely ruin the day of anything it&#039;s pointed at.]]&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;br /&gt;
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=== Imperium ===&lt;br /&gt;
Strangely enough, heavy bolters use coilgun tech to further accelerate its bolts, so they can use much lighter ammo with less gunpowder (as real life gyrojets have shown, more &amp;quot;kick&amp;quot; is needed to make it viable at ranges below a dozen or more meters). &lt;br /&gt;
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Also, the [[Nova Cannon|NOVA CANNON]] is sometimes described as fuckhuege railgun, though this is only one of a half dozen completely different explanations of how the NOVA CANNON actually works. (which is actually surprisingly fluffy, when you think about it.)&lt;br /&gt;
Macro Cannons, the Imperium&#039;s go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further.&lt;br /&gt;
&lt;br /&gt;
Other possible Imperium Gauss weapons are [[Autogun#Accelerator_Autocannon|Accelerator Autocannon]] of the Sicaran Tank, the [[Accelerator_Cannon|Accelerator Cannon]] of the [[Fellblade|Fellblade]] and the Macro-Accelerator cannons on the [[Astraeus]]. If not they are gravity accelerated like Eldar [[Shuriken_Catapult|Shuriken Catapults.]]&lt;br /&gt;
Since all but the Astraeus are relics that even the most adept [[Techmarines]] and [[Tech_Priest|Tech Priests]] are too paranoid to mess with. Modifying these weapons for other platforms or using them like [[Havoc|Havocs]] armed with [[Autocannon|Autocannons]] are unlikely. With [[Cawl]] being the sole possible exception.&lt;br /&gt;
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For the record the [[Galvanic Weapons]] used by the [[Skitarii]] and [[Secutarii]] are not coil-guns despite the fact that the term implies it uses electric currents. The chemical reactions would mean that they are [https://en.wikipedia.org/wiki/Electrothermal-chemical_technology Electrothermal-chemical] weapons powered by a battery.&lt;br /&gt;
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====Magnarail Lance====&lt;br /&gt;
[[File:Magnarail_Lance.JPG|200px|right|thumb|Magnarail Lance]]&lt;br /&gt;
Possibly the only known handheld Imperial rail gun (as of yet). The Magnarail Lance is one of the primary weapons of the [[Tech-Priest Manipulus]], with the other one being the [[Sonic Weaponry#Transonic Cannon|Transonic Cannon.]] The Magnarail Lance is an odd-looking railgun in all honesty. Resembling more like a harmonic pitchfork, the weapon is externally conducted by two electromagnetic rails, that launches the projectile within the barrel.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Magnarail Lance is an 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
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In contrast to the Transonic Cannon which deals with hordes at close range, the Magnarail Lance is designed to terminate vehicles and heavy armor from longer ranges. However, by doing so, it limits the Manipulator&#039;s other weapons and equipment which are all at close range.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
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== StarCraft ==&lt;br /&gt;
In [[StarCraft]], the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns (big ones almost as tall as the user) while in SCII, they have a much more boxy shape. Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using 8mm cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but StarCraft is hardly the only thing to ever inaccurately portray a gauss weapon. (Hand waved in one of the side manuals as the bullet being initially launched by gunpowder and is then accelerated through the gauss rails [sic], similar to 40k bolters with gyrojets. And they could probably hand wave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast). &lt;br /&gt;
&lt;br /&gt;
Despite being one of the weakest military grade weapons, and that&#039;s an understatement given that Impaler rifles are almost at par with the laser and photon weapons commonly mounted on Terran and Protoss gunships, Impaler rifles still can pierce through about anything, and though the little holes a single Impaler leaves in enemy armor do not really bother giant humanoid battle robots, towering War of The Worlds-esque death automatons, and bone/chitin plated monsters the size of a small house, massed gauss fire could and would bring down pretty much anything just by turning it into oversized swiss cheese until it collapses under its own weight. That&#039;s why basically every Terran armed force in the galaxy worth a damn usually [[Tarpit|send marines in hundreds to drown their enemies in bodies and gauss fire]]. &amp;lt;s&amp;gt;How they&#039;re able to sustain those losses on a constant basis is anyone&#039;s guess&amp;lt;/s&amp;gt; They just use [[Penal legion|brainwashed convicts]] drugged with steroids and adrenaline (which eventually kills them, if they somehow survive on battlefield, which they usually don&#039;t), and considering low life level anywhere outside core worlds (and even on some of core worlds), they have almost unending supply of criminals.&lt;br /&gt;
&lt;br /&gt;
Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell?&lt;br /&gt;
&lt;br /&gt;
== Battletech ==&lt;br /&gt;
In the [[Battletech]] universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range and negligible heat generation usually restricted to light autocannons, which are long-ranged and produce little heat but lack the sufficient punch to threaten heavily armored &#039;mechs. They&#039;re capable of smashing a [[MadCat]]&#039;s cockpit off from long range with a single, well-placed shot.&lt;br /&gt;
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The Gauss Rifle however, suffers from a few problems: they cycle rounds much slower than conventional autocannons, they have a limited ammunition count, and they&#039;re considerably heavier than most weapons. Also, while their ammunition is inert and won&#039;t explode from heat or critical hits, the weapons themselves are a bit unstable and will explode if they suffer critical hits (though for much less damage than most ammo explosions).&lt;br /&gt;
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== External Links ==&lt;br /&gt;
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*[https://www.youtube.com/watch?v=O2QqOvFMG_A A video of a real-life railgun in action.] When you consider the fact that humanity is on the verge of (and certainly will) inventing a practical railgun in early &#039;&#039;M3&#039;&#039; (which we can power effectively for naval use),the main infantry weapon of the Imperium in M41 is a [[lasgun|shitty flashlight]] which, according to [[Dark Heresy]] has an effective range of 200-300 meters, the main tank armament is a 120mm smoothbore battle cannon, and the only undisputed rail weaponry the Imperium has are mainly found on its huge flying cathedrals, [[grimdark|humanity has fallen pretty far.]] Or [[humanity Fuck Yeah|GW didn&#039;t expect humanity to progress this fast.]]&lt;br /&gt;
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*[https://www.youtube.com/watch?v=s7YvV8y32f0 Thank you &amp;lt;s&amp;gt;Omnissiah&amp;lt;/s&amp;gt; NAVSEC for this wondrous beauty.] Essentially the previous railgun, but now at a more advanced stage with a much easier and faster time to reload and fire.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&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: Tau]]&lt;br /&gt;
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[[Category: Necrons]]&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:CF23:2C0B:9A36:9DCA</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun_Patterns&amp;diff=300905</id>
		<title>Lasgun Patterns</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun_Patterns&amp;diff=300905"/>
		<updated>2023-05-24T21:37:52Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA: &lt;/p&gt;
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&lt;div&gt;[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, generally speaking).]]&lt;br /&gt;
There are a dizzying number of different [[Lasgun]]s in the [[Imperium of Man]], often referred to as &amp;quot;Patterns&amp;quot; (an old British terminology for firearm designs, in the 18th century the standard long arm of the British Army was the Land Pattern Musket), as many of them are made from specific design philosophies. In a brief effort to cover the dizzying number of different Lasgun types and a bit of information about each, this article has been made.&lt;br /&gt;
&lt;br /&gt;
==Varying Lasgun Types==&lt;br /&gt;
====Kantrael Pattern Lasgun====&lt;br /&gt;
[[File:Lasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Named for the forgeworld in which it was first built, the Kantrael-pattern Lasgun is considered by many to be the most iconic Lasgun in the Imperium, with its only real rival being the Mars Pattern. The Kantrael Pattern Lasgun was developed specifically for the [[Cadia|Cadian Shock Troops]] and for Kantrael&#039;s own PDF, and it shows; the gun has a reinforced frame and was the first Lasgun to feature bayonet lugs as a built-in component. Like the shorter Armageddon pattern, the Kantrael Pattern features a top-mounted rail to allow easy mounting of scopes and other accessories as well.&lt;br /&gt;
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====Galaxy Pattern Lasgun====&lt;br /&gt;
[[File:Galaxy_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Favored by the [[Catachan Jungle Fighters]] and the [[Armageddon Steel Legion]] for roughly the same reason, and being the preferred weapon of the former, the Galaxy Pattern Lasgun features a shorter barrel and increased cooling, making it more of a [[Lascarbine]] than a Lasgun. It lacks the standard bayonet lugs of the Kantreal Pattern (its immediate predecessor), but is both lighter, easier to handle, and still boasts a scope rail. The Galaxy Pattern was the first Lasgun in the Imperium to include an easily swapped barrel, enabling it to be easily converted to a Sniper Rifle (long-las) or cut down carbine (Voss Pattern).&lt;br /&gt;
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====Voss Pattern Lasgun====&lt;br /&gt;
[[File:Inq-wp-lasgun-4.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
The Voss Pattern is virtually identical to the Galaxy Pattern in terms of function, and was intended for [[Chimera Transport|Chimera]] and [[Leman Russ Battle Tank]] crews - Guardsmen who had need of ample firepower but need to minimize both size and weight. With all the firepower of its big brother but a shorter effective range, the Voss Pattern is essentially a Galaxy Pattern with a shortened barrel and a folding skeletal stock. Like the Galaxy Pattern, it&#039;s primarily seen used by the Armageddon Steel Legion and Catachan Jungle Fighters, being the favored Lasgun of the former. Uniquely, the Voss operates only on automatic.&lt;br /&gt;
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====Lucius no.98 Pattern Lasgun====&lt;br /&gt;
[[File:Lucius_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Made famous by the [[Death Korps of Krieg]], the Lucius Pattern - sometimes called the Number 98 (unsubtle reference[https://en.wikipedia.org/wiki/Karabiner_98k] when one remembers what the Krieg look like) - is designed for brute force; its power pack operates at a higher charge than many other more common patterns of Lasgun. This gives the weapon more punch, but drains the powerpack after only 25 shots. Another downside: Unlike other Lasguns, the Lucius is semi-automatic only, with a slower recycle rate than other Lasguns. It was judged by the Kriegers that the extra stopping power of the Lucius pattern essentially makes up for this drawback. The barrel of the Lucius is its most distinctive feature; it has a series of heatsinks to dissipate the excessive heat buildup the increased energy output of the Lucius Pattern creates under sustained fire. Even with the heatsinks, the Lucius is prone to dangerous overheating, a risk that the Kriegers consider to be insignificant. Made its debute in [[Darktide]] where it functions as the game&#039;s designated marksman rifle.&lt;br /&gt;
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====Triplex Pattern Lasgun====&lt;br /&gt;
[[File:Triplex.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
This is the preferred weapon of the [[Mordian Iron Guard]] and [[Valhallan Ice Warriors]]. It gets its name from its variable fire-rate settings; whereas most Lasguns simply have semi-automatic or automatic-only fire modes, or, rarely, the ability to swap, the Triplex has both semi-automatic and a three-round burst setting, rare among las-weapons. It also features a &amp;quot;high intensity&amp;quot; mode that can do substantial damage, but renders the weapon unreliable and capable of overheating and exhausting its power pack in record time, making the Triplex a somewhat-sought-after weapon - offset by finicky electronics and a short barrel length making it somewhat less-suited to open-terrain warfare than newer Lasguns.&lt;br /&gt;
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====Accatran Pattern Lasgun====&lt;br /&gt;
[[Image:Accatan.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Standard issue weapon for [[Elysian Drop Troops]], this Lasgun is fully-automatic and utilizes a bullpup power pack configuration to make it lighter and shorter, perfect for soldiers typically deployed by Grav-Chute. It also includes a carrying handle which doubles as iron sights, similar to the design of most other Accatran pattern weapons like the [[Melta|Melta Gun]] or [[Plasma Gun]] built for Elysian Drop Troops. The most interestingly however, is that it comes with an integrated lamp pack. The lamp pack is powered by the same power cell that provides the lasgun’s ammunition, but the power draw is so small as to be negligible. The compact design of the weapon is due in part to the power cell’s location in the stock. Special sub-patterns of the Accatran has an [[Combi-Grenade Launcher|integral single shot auxiliary krak grenade launcher under the barrel.]] It made is debut in [[Darktide]] where it functions as the game&#039;s light machine gun or SAW to mow down hordes of [[Plague Zombie]]s.&lt;br /&gt;
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====Necromunda Pattern Lasgun====&lt;br /&gt;
[[Image:EscherTac-Nov13-Lasgun5if.jpg|left|250px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Made for the horrors of hive warfare and planetary defense, the NPLG is a brute of a lasgun. It can be flipped for semi-auto or automatic fire.  Compared to other lasguns, it has a somewhat shorter charge and a shorter range, similar to the Triplex. However, it is far more reliable and compact. The primary producers of these weapons come from [[House Escher]], which means, yes, an entire [[Necromundan Spiders|Imperial Guard regiment]] could source their guns from a bunch of [[wat|1980s glamor rock band members.]] For unknown reasons the necromunda pattern also has a diagonal power pack well. It also features a folding stock and the barrel can be outfitted with an [[Exterminator]].&lt;br /&gt;
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====Nihilis Pattern Lasgun====&lt;br /&gt;
[[Image:Van_Saar_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
A specialized pattern of lasgun exclusively produced by (and for) [[House Van Saar]]. It is said to be much more potent than other lasgun patterns, however, several of these lasguns were recalled due to logistics errors. Lasguns issued between M35 and M40, with serial numbers 00001475 through 72341110 were recalled as they were originally intended for personal use, but issued to the Astra Militarium [[derp|by mistake]]. Issues with these lasguns made them operate outside of normal combat parameters. These included: Above-average Combat Efficacy, Temperamental Machine Spirit, No Bayonet Attachment Point, [[Cancer|Unexpected Operator Hair Loss, and Unexpected Operator Death.]] Soldiers issued these lasguns were instructed to return these weapons to the regimental quartermaster. Replacements were expected to be issued in 2-3 months depending on distance from nearest forge world and warp-time dilation on delivery vessels. As an apology for the mistake, regiments issued the faulty lasguns were issued almost-new condition [[Plasma Gun]]s that were [[EPIC FAIL|permanently locked to the overcharge setting.]] [[Wat|Again, why a laser is leaking nuclear radiation, we have no idea.]] [[Votann|Something seriously fucky is going on in Van Saar HQ.]]&lt;br /&gt;
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====Mars Pattern Lasgun====&lt;br /&gt;
[[Image:Mars_Pattern_lasgun.png|left|250px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Yep, [[Mars]] makes lasguns, too.  Specifically, anywhere that doesn&#039;t have the options to make a more specialized pattern of lasgun uses the Mars pattern as a base. Also known as &amp;quot;the Guardsman&#039;s friend&amp;quot;, Mars lasguns are designed for maximum pew-pew; they have a good range due to its ridiculously long barrels, good charge, and fire at full auto. They&#039;re used largely for massed laser combat, but their commonality makes sure they show up *everywhere* that resale guns are found. It&#039;s also the favoured weapon of the [[Tallarn Desert Raiders]]. The stock can also be retrofitted to be more compact, making it a good choice for tank crews.&lt;br /&gt;
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====Ryza Pattern Lasgun====&lt;br /&gt;
[[Image:RyzaLasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Functionally identical to the Mars pattern in performance, the Ryza pattern is made by the eponymous [[Ryza|forge world]] for the guardsman drawn from the local sector. A full on charge repeater. The Ryza acts more akin to a submachine gun than a proper Lasgun and is popular in more cramp conditions where its small size and rapid firepower works in its favour. The only downside to the Ryza is that it lacks a stock, which makes aiming a pain in the ass, and that it does not have a conventional charge pack. Recharging propably depends on a plug cable and a power connector as there is no physical evidence of it having a charge pack. It is most notable for Ryza&#039;s raypunk aesthetic giving it a conical, reticulated appearance. This was the lasgun the original Rogue Trader-era Imperial Guard miniatures used. &lt;br /&gt;
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====Vostroyan Pattern Lasgun====&lt;br /&gt;
[[Image:VostroyaLasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
The Vostroyan Lasgun is no normal weapon; it is the mainstay weapon of the [[Vostroyan]] regiments. Fine wood-grain stocks replace more modern versions, carefully-tooled barrels replace the mass-production variants used by other factions, and high-quality scopes replace standard optics. Each Vostroyan rifle is practically worthy of being a museum display piece by its lonesome, and a common joke is that their weapons are worth more than the Guardsmen carrying them. Like the Lucius pattern, they are optimized for semi-automatic firing.&lt;br /&gt;
&lt;br /&gt;
====Merovech Pattern Lasgun====&lt;br /&gt;
[[Image:Merovech.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Designed purely for close range assaults, this gun is heavily reinforced and has a bayonet built into its short and heavy frame. A dual-magazine fed Lasgun designed to maximize fire rate, the surprisingly compact Merovech boasts a phenomenal rate of fire and is also known at the &amp;quot;Persuader.&amp;quot; While it burns through energy at an enormous rate, has terrible accuracy, and poor effective range, the sheer volume of energy it hoses out makes it perfect for cramped urban battlefields and trench warfare. Moreover, this thing can transform into a mini [[Multilaser]], especially when paired with an oversized &amp;quot;drum&amp;quot; power pack that nearly doubles the weapon&#039;s capacity. It&#039;s just as popular among criminals and Hive Gang Leaders due to these aspects.&lt;br /&gt;
&lt;br /&gt;
====Veteran&#039;s Lasgun====&lt;br /&gt;
[[Image:1424459780304.png|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Awesome|An actual twin-linked lasgun]]. Yeah we joke about the whole laser pointer = twin-linked thing over here, but the real deal is pretty badass. Forge Worlds and munitions plants of the Imperium rarely stray from their precious STC templates. However, soldiers in the field might alter their weapon of choice for longer range or increased firepower to better fight the enemies of Mankind. The Veteran&#039;s Lasgun for example is one of these field modifications having a second barrel installed under the first for increased firepower.&lt;br /&gt;
&lt;br /&gt;
====Shotlas Lasgun====&lt;br /&gt;
[[Image:Shotlas.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
What happens when you &#039;&#039;really&#039;&#039; want to lug around a mini-[[Multilaser]] like you&#039;re [[CS Goto]]. An illegal modification of a standard lasgun popular amongst the techwrights and armour-mongers of Footfall, the ‘shotlas’ is rigged to discharge more energy per shot, at the cost of beam coherence, with shots swiftly losing power and becoming ineffective at longer ranges. Like a minigun, it has a three rotating barrels, with each barrel automatically discharging a shot in a consistent and effecient manner. Its multi-barrel design also helps the weapon to stay cooler for longer, allowing the user to fire repeatedly on full-auto without the worry of it melting in your hands. Found only in [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
====Sump Pattern Lasgun====&lt;br /&gt;
[[Image:Sump_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Used by [[murderhobos]] and the like in [[Necromunda]]. Whilst technically kitbashed. These rundown dollar-store Lasguns are actually produced in enough quantities with a consistent design that it became an actual independent pattern. These are Lasguns built on the cheap. Literally. Its stock is nothing more than a wooden plank carved into one. Its powerpack and focusing lens are cannibalised by the ones used by House Escher. Its superstructure is made from really cheap and affordable scrap metal. The barrel is shortened to save on cost. And it is all held together by duct tape and wish fulfillment. The result is a Walmart Lasgun that [[Scavvies]], [[Hive Scum|Scummers]] and members of [[House Cawdor]] could afford. The only downside is that they are all-round inferior. Shit range, shit power conservation and inaccurate to boot due to inferior materials. But you get what you pay for. Now &#039;&#039;who&#039;&#039; exactly manufacture these things, we have no idea outside of the fact that it may be located somewhere in the Hive Primus Outland areas. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Neural_Shredder&amp;diff=356492</id>
		<title>Neural Shredder</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Neural_Shredder&amp;diff=356492"/>
		<updated>2023-05-24T21:27:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA: &lt;/p&gt;
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&lt;div&gt;[[File:NeuralShredderColor.jpg|200px|right|thumb|A motherfuckin wave motion mind fuck gun!]]&lt;br /&gt;
The Neural Shredder is a barely understood piece of technology employed by the Imperium and Eldar Corsairs.&lt;br /&gt;
&lt;br /&gt;
As a weapon it does not damage its target in the conventional sense. Nor can it be &amp;quot;targeted&amp;quot; at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against [[Necron|unliving material]] such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armor is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. Probably highly effective against necrons, though, since it would ignore their defenses to attack their mind ingrams directly.&lt;br /&gt;
&lt;br /&gt;
The Neural Shredder is a rare and exotic weapon rarely seen in the galaxy, but it is a common armament of [[Officio Assassinorum]] agents trained by the [[Callidus Assassin|Callidus temple,]] though it can occasionally be seen in the hands of other individuals resourceful enough to acquire one, such as members of the Inquisition. &lt;br /&gt;
&lt;br /&gt;
Its more Eldar counterpart is the [[Neuro-Disruptor]].&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: 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: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340689</id>
		<title>Miscellaneous Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340689"/>
		<updated>2023-05-24T21:25:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:82:C7A7:CF23:2C0B:9A36:9DCA: &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;
&lt;br /&gt;
==Imperium Ranged Weapons==&lt;br /&gt;
===Bolas===&lt;br /&gt;
[[File:Dhcr-135-bolas.jpg|200px|right|thumb|Bolas]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Sling===&lt;br /&gt;
[[File:Rb1-75-sling.jpg|200px|right|thumb|Sling]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dhcr-135-sling.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
The Assault Ram in Necromunda basically [[Count as|count as]] a [[Power Weapon]] with a Grenade Launcher profile.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
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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;
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Its more Primaris-friendly and pistol relative is the [[Reductor Pistol]]. The more Orky equivalent is the &#039;Urty Syringe.&lt;br /&gt;
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===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;
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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;
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===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;
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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;
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&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;
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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;
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[[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;
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===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;
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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;
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===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;
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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;
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===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;
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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;
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===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;
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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;
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===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;
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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;
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===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;
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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;
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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;
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===Heavy Rock Saw===&lt;br /&gt;
[[File:Heavy_Rock_Saw.JPG|200px|right|thumb|Heavy Rock Saw]]&lt;br /&gt;
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Essentially a hand-held Power Saw.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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===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;
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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;
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===Mechadendrite===&lt;br /&gt;
[[File:Mechadendrite.JPG|200px|right|thumb|Mechadendrite]] &lt;br /&gt;
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Humorously called the Noodly Appendage.&lt;br /&gt;
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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;
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Servitors can also have mechadendrites to assist the Enginseer they are assigned to. &lt;br /&gt;
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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;
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{{clear}}&lt;br /&gt;
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===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;
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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;
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[[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;
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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;
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===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;
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===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;
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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;
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===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;
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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;
&lt;br /&gt;
===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;
&lt;br /&gt;
===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;
&lt;br /&gt;
===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;
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==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;
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===&#039;Urty Syringe===&lt;br /&gt;
[[File:EC-needle-uv-lif.jpg|200px|right|thumb|&#039;Urty Syringe]]&lt;br /&gt;
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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;
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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;
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The &#039;Urty Syringe as you may already know, is the Ork equivalent of the Space Marine Narthecium.&lt;br /&gt;
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===Mek&#039;s Fixa===&lt;br /&gt;
[[File:Fixa.JPG|200px|right|thumb|Mek&#039;s Fixa]]&lt;br /&gt;
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More of a tool than a weapon.&lt;br /&gt;
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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;
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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;
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===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;
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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;
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&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;
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===Bangstikk===&lt;br /&gt;
[[File:Bangstikk.JPG|200px|right|thumb|Bangstikk]]&lt;br /&gt;
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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;
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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;
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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;
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===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;
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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;
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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;
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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;
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===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;
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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;
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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;
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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;
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===Killsaw===&lt;br /&gt;
[[File:Warhammer-40k-bitz-orks-mega-nobz-killsaw-e1-right.jpg|200px|right|thumb|Killsaw]]&lt;br /&gt;
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&#039;&#039;[[Derp|Not to be confused with the much larger Kill Saw]]&#039;&#039;&lt;br /&gt;
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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;
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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;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:7e-meganob-killsaws.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Saw Blades===&lt;br /&gt;
[[File:Saw_Blades_Dragsta.JPG|200px|right|thumb|Saw Blades]]&lt;br /&gt;
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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;
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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;
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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;
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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;
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{{clear}}&lt;br /&gt;
===Buzz Saw===&lt;br /&gt;
[[File:Buzz_Saw.PNG|200px|right|thumb|Buzz Saw]]&lt;br /&gt;
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The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads. &lt;br /&gt;
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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;
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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;
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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;
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===Drilla===&lt;br /&gt;
[[File:Drilla.PNG|200px|right|thumb|Drilla]]&lt;br /&gt;
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A weapon designed in creating as many holes into a unfortunate bastard as possible.&lt;br /&gt;
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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;
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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;
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===Nose Drill===&lt;br /&gt;
[[File:Nose_Drill.JPG|200px|right|thumb|Nose Drill]]&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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===Spiked Ram===&lt;br /&gt;
[[File:Spiked_Ram.JPG|200px|right|thumb|Spiked Ram]]&lt;br /&gt;
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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;
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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;
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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;
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===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;
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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;
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===Grabbin&#039; Klaw===&lt;br /&gt;
[[File:Grabbin_Klaw.JPG|200px|right|thumb|Grabbin&#039; Klaw]]&lt;br /&gt;
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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;
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[[Tl;dr]], it a giant weaponised claw machine. &lt;br /&gt;
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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;
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===Kill Saw===&lt;br /&gt;
[[File:Kill_Saw.PNG|200px|right|thumb|Kill Saw]]&lt;br /&gt;
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&#039;&#039;[[Derp|Not to be confused with the much smaller Killsaw]]&#039;&#039;&lt;br /&gt;
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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;
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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;
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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;
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===Rippa Klaw===&lt;br /&gt;
[[File:99590103074_OrkRippaKlawArm02.jpg|200px|right|thumb|Rippa Klaw]]&lt;br /&gt;
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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;
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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;
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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;
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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;
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===Stompa Klaw===&lt;br /&gt;
[[File:99590103080_OrkStompaClawArm01.jpg|right|thumb|200px|right|thumb|Stompa Klaw]]&lt;br /&gt;
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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;
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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;
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These weapons can be equipped with giant Buzz Saws to further aid its cutting power.&lt;br /&gt;
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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;
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===Krusha Ball===&lt;br /&gt;
[[File:Krusha_Ball.jpg|200px|right|thumb|Krusha Ball]]&lt;br /&gt;
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The Wrecker&#039;s grandaddy and a Flail grown to truly Titanic sizes. &lt;br /&gt;
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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;
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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;
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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;
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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;
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Any terrain touched by the weapon is removed and replaced with rubble.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Krusha===&lt;br /&gt;
[[File:Krusha_Arms.JPG|200px|right|thumb|Krusha]]&lt;br /&gt;
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&#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;
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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;
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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;
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Krusha.PNG&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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==Genestealer Cult==&lt;br /&gt;
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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;
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===Toxin Injector===&lt;br /&gt;
[[File:Toxin_Injector.JPG|200px|right|thumb|Toxin Injector]]&lt;br /&gt;
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The nastier cousin of the Neuro Gauntlet.&lt;br /&gt;
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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;
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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;
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Image:TI2.JPG|The model.&lt;br /&gt;
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===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;
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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;
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===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;
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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;
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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;
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===Neurotraumal Rod===&lt;br /&gt;
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[[File:Rod_of_Office.JPG|200px|right|thumb|Neurotraumal Rod]]&lt;br /&gt;
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The Neurotraumal Rod AKA the Beating Stick or the Beating Cane. &lt;br /&gt;
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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;
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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;
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===Injector Goad===&lt;br /&gt;
[[File:Injector_Goad.jpg|200px|right|thumb|Injector Goad]]&lt;br /&gt;
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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;
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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;
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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;
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==Necrons==&lt;br /&gt;
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The [[Necrons]] possess highly advance close combat weapons made out of exotic materials such as [[Necrodermis]] for example.&lt;br /&gt;
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===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;
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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;
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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;
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===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;
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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;
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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;
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{{Clear}}&lt;br /&gt;
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===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;
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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;
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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;
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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;
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FCSLord.JPG|Skorpekh Lord&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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==Other==&lt;br /&gt;
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These are other strange weapons from other minor factions that are too small to represent individually by themselves.&lt;br /&gt;
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===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;
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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;
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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:CF23:2C0B:9A36:9DCA</name></author>
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