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		<title>Autogun</title>
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		<summary type="html">&lt;p&gt;2A02:1808:86:E049:CD14:CA1C:F68A:B5E6: &lt;/p&gt;
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&lt;div&gt;[[File:Autogun4.jpg|350px|thumb|right|Note the [[C.S. Goto|heretical sorcery]] shrinking its capacity to below an [[Bolter#Astartes Boltguns|Astartes bolter]]]]&lt;br /&gt;
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{{Topquote|Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.|General Douglas MacArthur}}&lt;br /&gt;
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The &#039;&#039;&#039;Autogun&#039;&#039;&#039; is a [[firearm|chemically-powered projectile throwing weapon]] (i.e. a slugthrower) which can be considered the direct descendant of 20th to early 21st century firearms. Autoguns are (probably) slightly more powerful than real-life firearms, which is why it avoids the title of [[Stubber]]. Alternatively, since [[Stubber#Stub_Gun|Stub Pistols]] are more powerful than Autopistols, it&#039;s possible the difference has more to do with calibre and/or tech level. &lt;br /&gt;
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Simply put, autoguns use a propellant to accelerate a metal projectile to punch holes in things.&lt;br /&gt;
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Oh, and if the Lasgun is a &#039;Flashlight&#039; then the Autogun is a &amp;quot;Stapler:&amp;quot; similar power, more weight and less reliability.&lt;br /&gt;
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== Autoguns versus Lasguns ==&lt;br /&gt;
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The Autogun is a significantly older weapon than the [[Lasgun]], and does not see nearly as much use due to the [[Administratum|Departmento Munitorium]] saying it&#039;s a bad idea. So if a young and curious Guardsmen tries to ask a superior, likely a Commissar (yes, reasonable Commissars do exist) on why a Lasgun is preferred over an Autogun by Imperial Standards, they will provide you a whole list of things, with the next five points being the most important: &lt;br /&gt;
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*A lasgun&#039;s &amp;quot;ammunition&amp;quot; can be replenished indefinitely as long as the Guardsman has access to a source of power that his lasgun&#039;s power packs can accept (such as heat, light, or a direct power outlet). Autogun ammunition, meanwhile, is dependent on logistics.&lt;br /&gt;
*Lasgun power packs provide somewhere around 80-120 shots per pack, compared to 12-20 shots for an autogun magazine.&lt;br /&gt;
*Lasguns are significantly more accurate than Autoguns; a properly zeroed lasgun will *always* instantaneously hit &#039;&#039;exactly&#039;&#039; what the weapon was pointing at when it was fired, meaning that misses and near-misses are almost completely subject to the user&#039;s skill and reflexes. &lt;br /&gt;
*Lasguns have no recoil, so any conscript from an 8-year-old schola kid to a dusty 70-year-old clerk can fire it straight with minimal training.&lt;br /&gt;
*Lasguns have very few moving parts, which lends the weapon a supremely high level of reliability in all conditions.&lt;br /&gt;
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The &#039;&#039;big&#039;&#039; reason that Lasguns are favored over Autoguns is the first one noted above- logistics. Despite this, the Autogun still has a place because there are two things the Autogun has that the Lasgun doesn&#039;t. The first is the wide variety of different ammunition types that Autoguns can utilize. These include but are not limited to Incendiary, Armor-Piercing, and Flechette rounds; even High-Explosive rounds. This means that while the Lasgun is preferred for fighting wars on a galactic scale, certain organizations and individual operators may prefer the Autogun as a flexible &#039;&#039;tactical&#039;&#039; weapon. The other thing an Autogun can do that a lasgun can&#039;t is punch through light cover. A laser will react with things like foliage or even smoke and fog between it and the target, which quickly reduces its effectiveness. A physical bullet, on the other hand, will just punch straight through. &lt;br /&gt;
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Ultimately, the sheer logistical advantage of not needing to ship massive quantities of cartridges everywhere secured the Lasgun&#039;s place as the Imperium&#039;s primary infantry weapon. However, in spite of the ammunition problem the Autogun still sees use throughout the Imperium (particularly among PDF forces, who only have to worry about logistics on their own planet). Although the Autogun has been sidelined by the Lasgun in official service, it remains in development.&lt;br /&gt;
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== Autoguns versus Stubbers ==&lt;br /&gt;
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There is [[Skub|significant debate]] over the actual power of Auto and Stub weapons, with the &amp;quot;higher power&amp;quot; team citing higher tech level and advanced materials, and &amp;quot;modern power&amp;quot; team citing no mention of any kind of recoil compensation (limiting power) and less innovative designs. Modernist evidence implies some or even most autoguns may actually be less advanced than modern firearms. After all, 21st century cannon rounds are definitely more advanced than the average autogun, and autoguns are meant to be built on all sorts of backwater worlds. Regardless, it is more than likely that both sides are right, since strictly speaking an Imperial autogun is generally any type of automatic rifle, firing solid slugs. As such, there are great many models and patterns in existence, different in both internal mechanics of their action and the ammunition they use. While some autoguns *are* just a backwater-colony&#039;s locally-designed crude weapons, using black-powder-filled cartridges and prone to jamming, *other* autoguns may be high-tech products of Toasterfucker factories, firing hypervelocity discarding-sabot needle-bullets, capable of easily punching through carapace armour. The debate rages on, with the question being what is considered average or typical for the weapon, with both sides for the most part aware that all types exist.&lt;br /&gt;
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There is also a third possibility, which involves the Dark Age of Technology. It&#039;s conceivable that &amp;quot;Stubber&amp;quot; is a derogatory term for old gunpowder weaponry made before the Dark Age, and &amp;quot;autogun&amp;quot; was a Dark Age classification created to delineate the super-futuristic projectile weapons of the then-modern era from Stub Guns. The difference was only significant during the Dark Age of Technology, when &amp;quot;autogun&amp;quot; meant something more akin to a [[Eclipse Phase|Smart Assault Rifle]] and a Stub Gun meant an M1 Garand. But that&#039;s not a great theory since the original autoguns were made well before the Dark Age of Technology, sometime early in our current millennium. Bizarre high-calibre low-velocity weapons firing brass bullets. &lt;br /&gt;
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Another theory is that the main difference would seem to be it&#039;s complexity. The heavy stubber, while automatic, relies on size for it&#039;s lethality and reliability and is simple for an automatic weapon. It&#039;s rate of fire is largely due to the fact that it can fire in long bursts. A high calibre autogun, while firing fairly powerful stubby rounds, is harder to design and build in a functional form. But the Mechanicus&#039; &amp;quot;stub&amp;quot; weapons defy this trend.&lt;br /&gt;
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The final theory has it come down to ammunition used as opposed to the gun itself, that being a futuristic rifle the weapon can take different sized ammunition, meaning it could be equipped with thirty regular gunpowder rounds no different than an AK-47 or [[What|twelve big ass canister rounds filled with jet propellant and in theory act just like a bolter but with a solid slug instead of a explosive round]]. It also answers the question why local PDF forces in some primitive backwater can field the weapon en mass while the guard (requiring more complex devastating rounds for what they fight) got rid of it for logistical reasons. &lt;br /&gt;
 &lt;br /&gt;
For further comparison between Stubbers and Autoguns, [[Stubber#Disambiguation|click here]].&lt;br /&gt;
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==Imperium Variants ==&lt;br /&gt;
===Autopistol===&lt;br /&gt;
[[File:Autopistol.jpg|200px|right|thumb|Autopistol]]&lt;br /&gt;
Most often a machine pistol or submachine gun, the &amp;lt;s&amp;gt;Uzi&amp;lt;/s&amp;gt; Autopistol is a single-handed submachine gun which is frequently used by Chaos heretics (and on occasion, traitor guardsmen) and cultists who don&#039;t particularly care about accuracy or expenses and wish to be able to make noise and cause death at a close distance (the former is done better by an Autogun than a Lasgun) as they close in to use their swords. Quite fittingly, many of the autopistols manufactured by the Imperium are based off the MAC-10/MAC-11 weapon series.&lt;br /&gt;
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Autopistols are still in massive use throughout the Imperium and can be found even on low-tech worlds. Like the larger Autogun it is very easy to construct and usually available in large numbers. The autopistol is a common weapon amongst renegades, gang members, and lowly criminals, being as easy to use as it is to construct. If you want something cheap, compact, light and can shoot a lot bullets where range and per-shot firepower are not prime concerns they are a solid option. They are not generally considered a military issue weapon, but are a favorite amongst many military veterans as a supplement for their standard lasgun or as a backup weapon, especially by the ones using unreliable melta or plasma weaponry. Some regiments, including the Cadian 8th, often equip all their troops with autopistols as sidearms, improving their combat firepower. Other commanders allow their troops to acquire spoils from the battlefield for their own use and autopistols are popular choices. It&#039;s not hard to imagine why, as while the laspistol wins out for utility, sometimes your life depends on how quickly you can down a charging ork. A weapon that&#039;s likely to save your life once or twice is probably better than one with a slim chance but can do it multiple times. Carrying one of each would be ideal.&lt;br /&gt;
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Autopistols are also a more popular choice for covert operations and forward recon elements in the Guard, [[Wat|as they are far easier to silence than a Laspistol.]]&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Autopistol|r7=12|s7=3|ap7=-|type7=Pistol|r8=12|s8=3|ap8=0|d8=1|type8=Pistol 1}}&lt;br /&gt;
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===Ripper Pistol===&lt;br /&gt;
[[File:Ripper_Pistol.jpg|200px|right|thumb|Ripper Pistol]]&lt;br /&gt;
[[Pretend|Despite the name,]] they are in no way related to the [[Ogryn|Ogryn-toting]] [[Ripper Gun]]s.&lt;br /&gt;
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The Ripper Pistol is a modified Autopistol that fires specially designed armour-piercing metal shards containing a vicious cocktail of venomous chemicals with deadly accuracy. The initial wounds caused by the shards allow the venom to enter the victim&#039;s bloodstream and cause death, and thus the weapon can bring down the largest opponents in a single shot. &lt;br /&gt;
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It is designed so that if the vicious impact of the bullet doesn’t kill the target, the poisons flooding into its bloodstream will. Often, they are the final word in terminal close encounters. Ripper Pistol is favoured by those who venture into hostile jungle planets and Death Worlds like the [[Catachan Jungle Fighters]] for example.&lt;br /&gt;
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It used to be only seen in the Rogue Trader: Into the Storm rule book. However, with the 9th Edition Astra Militarum revamp, Ripper Pistols finally got a model in the form as a sidearm for the [[Catachan Jungle Fighters]]. Here, they are a 12&amp;quot; range Pistol 3 weapon with S5, AP-2 and D2. Not too shabby against GEQ as it is an insta-kill. May not look too great against MEQs due to its low S, but it has a special ability that honours its fluff: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Moreover, each time an attack is made with this weapon, an unmodified wound roll of 6 would inflict 1 additional mortal wound on the target in addition to any normal damage already inflicted.&lt;br /&gt;
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===Autogun===&lt;br /&gt;
[[File:Autogun.jpg|200px|right|thumb|Autogun]]&lt;br /&gt;
There are likely tens of thousands of other Autogun models that have been created over the past eleven thousand years, including more-advanced versions that use caseless ammunition. One common variety is an assault-rifle sized version formerly used by Imperial Guard regiments, known as the Agripina Type-II pattern Autogun (the one specifically noted to achieve stopping power on par with modern Imperial Guard-issue [[lasgun]]s). While pretty heavy at 6.2 kg / 13.6 lbs. (with loaded magazine), this gun fires powerful (but having somewhat heavy recoil) 8.25mm rounds, accelerated to muzzle velocities of 825 meters per second while traveling through the autogun&#039;s 540mm (21.25 inch) long barrel. That&#039;s more powerful than NATOs 7.62 round but less powerful than a dedicated sniper round. It sounds a lot like a slightly stronger version of the 7.92mm Mauser (actually 8.22mm), the rifle cartridge of most German rifles and Machine Guns of the first half of the 20th century.&amp;lt;br&amp;gt;&lt;br /&gt;
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Autoguns are commonly employed by pirates, rebel groups, [[Cultist|Chaos cultists]], [[Death_Korps_of_Krieg|Kriegers]], [[Planetary Defense Force]]s, [[Necromunda|Hive Gangers]], [[Adeptus Arbites]] and low-tech civilizations/Imperial planets that are too underdeveloped to create even a simple Lasgun, which puts into perspective just how poor these people are. (Hey, that includes us...) On the Tabletop, they&#039;re basically [[Rule 63]] versions of lasguns, with the same exact specs.&lt;br /&gt;
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In [[Warhammer 40,000: Fire Warrior]], the Stormtroopers used by the Guard detachment on-planet uses Autoguns that have been given special armour-piercing rounds (also known as &amp;quot;Man Stopper&amp;quot; rounds, featuring a penetrator-tip of hardened adamantium alloy embedded in each bullet) to improve their damage output, essentially putting them [[wat|on-par with]] [[Hellgun]]s (which is ridiculous, since lasguns are already generally more powerful than Autoguns, but the Hellgun is now using a backpack mounted power source). Paired with the weapon&#039;s fast fire rate, they&#039;re probably the earliest weapon you can reliably take down a [[Space Marine]] or [[Chaos Space Marine]] with, though clearly better options are available.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Autogun|r7=24|s7=3|ap7=-|type7=Rapid Fire|r8=24|s8=3|ap8=0|d8=1|type8=Rapid Fire 1}}&lt;br /&gt;
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===Rotor Cannon===&lt;br /&gt;
[[File:Rotor_Cannon.jpg|200px|right|thumb|Rotor Cannon]]&lt;br /&gt;
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The ancestor of the Assault Cannon, firing smaller-caliber, less-capable ammunition and to date only seen in 30k and in the hands of Voidsmen at arms in the hands of a Rogue Trader. While it had much less armour-piercing ability and stopping power than its successor, the Rotor Cannon is man-portable by both Power-Armoured Astartes and unaugmented humans and can be fired on the move by both, whereas the Assault Cannon requires the user to wear Terminator armour, or for the Assault Cannon to be mounted on a vehicle. Its stats were notoriously awful in the Horus Heresy&#039;s first edition, but the second edition replaced Salvo with Assault and made it Pinning (with Shell Shock (1) thrown in for good measure), giving it a potent role in locking down enemies for another unit to engage in melee. &lt;br /&gt;
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A few forces such as the Toastersniffing Greasemonkeys and the [[Thousand Sons|Dust-Egyptian Space Marine Legion]] have improved the Rotor Cannon&#039;s utility by loading it with more useful ammo, such as Biocorrosive ammunition for the Technomonkeys and the Thousand Son&#039;s own Asphyx shells that both allow for this (&amp;quot;)humble(&amp;quot;) weapon to be able to successfully wound its targets much more often. However, the Rotor Cannon&#039;s limitations against tougher opposition eventually led it to be phased out millennia before the 40k era, as Imperial Guard infantry forces eventually got access to crew-served versions of Astartes-grade Autocannons, Heavy Bolters, and Missile Launchers for their heavy weaponry, against which the Rotor Cannon could not compete even with its ability to be fired on the move by unaugmented humans. &lt;br /&gt;
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In the 42nd Millennium, the Rotor Cannon appears to have been lifting, as it&#039;s now got an addition point of strength, a degree of AP and (bizarrely) 2 damage, turning it into (if the Assault Cannon is an automatic 20mm cannon) basically a .50 Cal minigun. Really though, that 2 damage makes for a strange statline, as many related and much more powerful weapons lack 2 damage. This includes weapons like assault cannons, reaper autocannons, and even the Avenger bolt cannon. Combined with its less-than-impressive rate of fire this also means it&#039;s a portable rotary gun that &#039;&#039;doesn&#039;t&#039;&#039; specialize at horde-munching, instead being able to punch bigger holes in an ork Nob than a heavy bolter does (used to, 9e buffed Heavy Bolters to D2 as well), while also having a harder time actually wounding said Nob. Simply halving it&#039;s damage and doubling its rate-of-fire to 8 would&#039;ve made a weapon that would&#039;ve been the natural rotary version of an ironhail heavy stubber. Possibly the only logical way to resolve this would be to reason that its aim can only be changed very slowly while firing, and so can&#039;t be swept across hordes but can be held on a single target for more damage, but even that makes no sense when you roll badly and fail to kill a single ork boy with a burst of fire. A case of GW taking something weird and bad, and making it less bad and more weird.&lt;br /&gt;
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[[Imperial Navy]] [[Voidsmen-at-Arms]] prefer the rotor cannon to other heavy weaponry on the basic Armsmen squads, as the lack of armor piercing compared to a Heavy Bolter is actually helpful when shooting holes into the ship is a real concern.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Rotor Cannon|r7=30|s7=3|ap7=6|type7=Salvo 3/4|r8=24|s8=4|ap8=-1|d8=2|type8=Heavy 4}}&lt;br /&gt;
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===Autocannon===&lt;br /&gt;
[[File:Imperial_Autocannon.jpg|200px|right|thumb|Autocannon]]&lt;br /&gt;
The Autocannon is the big-cheese of the Autogun family (and possibly related to the &amp;lt;s&amp;gt;Bofors 40-57mm&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;20mm Hispano-Suiza&amp;lt;/s&amp;gt; GW couldn&#039;t tell which is which anyway and they differ based on their world of production and pattern most likely), firing massive projectiles quickly enough that it can infatuate and butcher a group of Orks at the same time. Unlike personal autoguns, the Imperial Guard actually does use it despite the logistics because it splits the difference between the lascannon and the heavy bolter. Most commonly mounted on vehicles, but also seeing use in [[Imperial Guard]] heavy weapons teams, it possesses a frightening rate of fire and good armour penetration. Much like a heavy stubber, the autocannon proves that even older tech can work when scaled up in size. [[Great Crusade| Before]][[Horus Heresy| a certain temper tantrum]] and its aftermath, it used what were approximately [[Awesome|up-scaled Heavy Bolter shells]] to literally kill anything. Basically, &#039;&#039;these&#039;&#039; autocannon shells were to 40k&#039;s autocannon shells what Baneblade cannons are to battle cannons.  Yeah. By the way most modern cannons actually use advanced shells like this.&lt;br /&gt;
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The standard Autocannon makes a satisfying &#039;&#039;POM-POM-POM&#039;&#039; sound as it chews up targets up to four feet away. It hits at S7AP-1 and is a Heavy 2 weapon that deals D2, making it statistically better than the Heavy Bolter against everything except Toughness 4 and less models. The long-barreled Hydra variation is used on the [[Hydra Flak Tank]], and is designed to serve as anti-air support but used to chew up any cocky infantry that gets too close. Nowadays it gives warning shots that may clip an enemy if that enemy is standing right in front of it and jumps up and down screaming &amp;quot;SHOOT ME&amp;quot; (and even then might miss). Fortunately, it has an additional two feet of range, so while it only has one job, it tends to do it pretty well.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Autocannon|r7=48|s7=7|ap7=4|type7=Heavy 2|r8=48|s8=7|ap8=-1|d8=2|type8=Heavy 2}}&lt;br /&gt;
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===Assault Cannon===&lt;br /&gt;
[[File:Assault_Cannon.jpg|200px|right|thumb|Assault Cannon]]&lt;br /&gt;
The Assault Cannon is a rotary ballistic cannon with an [[Dakka|outrageous rate of fire]], meaning it has to have rotating barrels to stop them from overheating. Although it falls rather short of its terrifying fluffy firepower (consistently going through several ranks of Astartes with each bullet) on the tabletop, the Assault Cannon was buffed up somewhat in 8th Edition. In-lore, this weapon fires unique, diamond-hard rounds at high velocity, resulting in far greater stopping power and armour penetration than might otherwise be expected (hence rending in early editions). Early prototype versions were exclusive to the Imperial Fists and Blood Angels Space Marine Legions, but did have a rare tendency to jam and become useless without some involved repair work. Upgraded jam-free versions were implemented post-Heresy, meaning that Chaos doesn&#039;t get these meat-grinders (although [[Obliterators]] do). &lt;br /&gt;
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Assault Cannons are primarily used by [[Space Marine]]s as anti-infantry weaponry on [[Terminator|Terminators]], [[Dreadnought]]s, and various other vehicles and aircraft.  The assault cannon might actually be a stub-weapon, as some art shows it ejecting spent casings.  [[Only War]] and several other sources show that there is a difference. Auto-weapons are (usually) caseless and can be anything from merely caseless, chemically-propelled rounds, to railrifles and gravitic-accelerated projectiles. Of course, knowing the Mechanicus, there are probably examples of both auto-weapons and stub-weapons for all solid-projectile weapons of the Imperium.&lt;br /&gt;
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Being Rotary Cannons, Assault Cannons should in theory be able to spin at different speeds to deliver higher or lower firing rates depending on whether the target is a squishy &#039;umie or even a vehicle, but this isn&#039;t possible in the game. It&#039;s possible that the Mechanicus, being the hidebound institution it is, hardwired a one-size-fits-all maximum firing rate in all models of Assault Cannon to make maintenance easier and to keep these weapons from wearing out and overheating too fast, with the ideal firing rate being what a Terminator-armoured Astartes could effectively aim, control, and still be able to carry enough ammunition for in one battle (since faster firing rates also deplete ammunition more quickly). This hypothesis is made more plausible given how the Blood Angels had to resort to mounting twin-linked Assault Cannons in the turrets of their [[Predator_Tank#Baal_Pattern_Predator|Baal Predator Tanks]] to get more of this weapon&#039;s firepower in one mount, instead of just spinning one Assault Cannon&#039;s barrels faster to achieve the same result as in real life. Though another possible reason might be to achieve the desired rate of fire without the commensurate rise in barrel temperature since making the same barrels fire twice as fast might lead to them distorting from the heat build-up. &lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Assault Cannon|r7=24|s7=6|ap7=4|type7=Heavy 4, Rending|r8=24|s8=6|ap8=-1|d8=1|type8=Heavy 6}}&lt;br /&gt;
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===Ironhail Skytalon Array===&lt;br /&gt;
[[File:Ironhail_Skytalon_Array.JPG|200px|right|thumb|Ironhail Skytalon Array]]&lt;br /&gt;
An overglorified Flak Gun and the main weapon for the [[Impulsor]].&lt;br /&gt;
&lt;br /&gt;
Get two [[Stubber#Heavy Stubber|Heavy Stubbers]], mount them on a turret, duct-tape them and then twin-link it. Congratulations, you now officially have the Ironhail Skytalon Array, the most generic turret weapon of the [[Primaris Space Marines]]. Yes, it is as underwhelming as it sounds. You would think that these upgraded SPESS MEHREENS would be given something awesome like a [[Awesome|twin-linked assault cannon]], but nope, [[Roboute Guilliman|Papa Smurf]] seems to be running on a tight budget.&lt;br /&gt;
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The Ironhail Skytalon Array on tabletop, is as unimpressive as it is in the fluff. With a range of 36&amp;quot;, the glorified flak gun won&#039;t be sniping birds off a tree anytime soon. At Heavy 6, Strength 4, AP-1, D1, the Array is relativley mediocre against ground troops, scoring the occasional kill off a GEQ and MEQ.&lt;br /&gt;
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The one saving grace of this weapon is the fact that it is an overglorified Flak Gun. The Ironhail Skytalon Array has a rule that allows it to get +1 to hit and wound vs flyers. For most bog-standard flyers, it’s wounding on a 4, which actually makes the Skytalon not that bad in harassing and taking down those annoying ass flyers. Unfortunately, the Impulsor also gets the [[Bellicatus Missile Array|Bellicatus Missile Array]], which, despite its jack-of-all-traits, is far more versatile than the Skytalon &#039;&#039;AND&#039;&#039; is able to target and hit aircraft just as well, if not, even better than the Flak Gun. Suffice to say, if you have the points, change the Impulsor&#039;s gun to something better and if you can&#039;t squeeze the points in and have to take this just shoot at jetpack infantry.&lt;br /&gt;
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[[Tl;dr]], it is basically the limp dicked and far more disappointing cousin of the Icarus Stormcannon Array.&lt;br /&gt;
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===Hellion Pattern Heavy Cannon Array===&lt;br /&gt;
[[File:Hellion_Heavy_Cannon_Array.PNG|200px|right|thumb|Hellion Pattern Heavy Cannon Array]]&lt;br /&gt;
The primary weapon used by the rare [[Kharon Pattern Acquistor]]. The Hellion Pattern Heavy Cannon Array is a row of short-barrelled, cogitator-slaved autocannons that is meant to lay down a hail of suppressive fire as the Kharon arrives in the target area.&lt;br /&gt;
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Despite outward appearance, the Hellion Pattern Heavy Cannon Array is not a minigun/gatling in anyway shape or form. The weapon does not &#039;rev-up&#039; its multiple barrels to ensure a consistent high-rate of [[Dakka]]. Rather, each barrel fires its [[/d/|load]] in a sequential pattern. So from everyone&#039;s perspective, it may look like the rounds are going around in circles. Given the nature of the [[Sisters of Silence|Silent Sisterhood]], it is very likely that the rounds it fires are laced with anti-psychic properties like those of a Psyk-Out weapon.&lt;br /&gt;
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On the tabletop, it counts as a super TL-autocannon with S7 AP4 Heavy 4 with Pinning. Great when dealing with those pesky MEQs as your Kharon transports your sisters into a safer position.&lt;br /&gt;
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===Anvilus Snub Autocannon===&lt;br /&gt;
[[File:Anvilus Snub Autocannon.JPG|200px|right|thumb|Anvilus Snub Autocannon]]&lt;br /&gt;
The Anvilus Snub Autocannon is one of the three primary weapons of the newly revamped [[Sabre Strike Tank]].&lt;br /&gt;
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The bigger cousin of the regular old Autocannon, the Anvilus Snub Autocannon is a twin-linked weapon mounted on the front hull of the Sabre. Of all the primary weapons that the Sabre could take, the Anvilus is the vanilla of the vanillas. &lt;br /&gt;
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The twin-linked nature gives this Autocannon a sustained and consistent firing rate, in contrast to the semi-automatic nature of the smaller Autocannon. This gives the Anvilus a much higher rate of fire, which is great against fast moving light to medium armor. The Anvilus gets its snub name due to its relatively short barrel length for a weapon its size. It can be reasoned that the reduced length is there to balance the center of gravity for the Sabre so it could fire on the move.&lt;br /&gt;
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===Taurox Gatling Cannon===&lt;br /&gt;
[[File:TGatling.JPG|200px|right|thumb|Taurox Gatling Cannon]]&lt;br /&gt;
The kid brother to the Punisher, in the same vein as the [[Taurox Battle Cannon]]&#039;s role to the [[Battle Cannon]]. Although, unlike its big brother, this one ups it by having [[MOAR DAKKA|&amp;lt;u&amp;gt;&#039;&#039;two&#039;&#039;&amp;lt;/u&amp;gt; gatling barrels.]] This nasty little bugger is a weapon mounted on the [[Taurox Prime]] in situations where the Taurox Battle Cannon is insufficient against large hordes.&lt;br /&gt;
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Though smaller than the Punisher Cannon from which it was adopted, the Taurox Gatling Cannon is a still a fearsome weapon. These weapons lay down an impressive curtain of anti-infantry fire [[Dakka]] all for a relatively cheap price compared to the Leman Russ.&lt;br /&gt;
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Crunchwise, the Taurox Gatling Cannon is a 24&amp;quot; ranged, Strength 4, Heavy &#039;&#039;10&#039;&#039; tarpit cleanser of goodness. In total, on a single round, you are outputting on average, [[Dakka|20 shots at Strength 4.]] Blob armies cry when they see this thing paired up with a Leman Russ Punisher.&lt;br /&gt;
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===Castigator Gatling Cannon===&lt;br /&gt;
[[File:Castigator_Gatling_Cannon.PNG|200px|right|thumb|Castigator Gatling Cannon]]&lt;br /&gt;
Somewhere around the same size as the Punisher Gatling Cannon, the Castigator Gatling Cannon is one of the hull-mounted weapons of the Astra Militarum&#039;s [[Rogal Dorn Battle Tank]], with the other being the more siege-focus [[Pulveriser Cannon]]. As expected from its looks, it is used to scythe down enemy infantry.&lt;br /&gt;
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Because of its anti-infantry purposes, Castigator Gatling Cannons is often paired with the [[Oppressor Cannon]] in order to cover the weapon&#039;s weakspots of horde enemies. Likewise, the inverse is true if the Dorn Tank has the twin-linked [[Battle Cannon]], as the MEQ mulcher that is, [[Rape|&#039;&#039;a twin-linked Battle Cannon&#039;&#039;]], would make the Castigator pointless. So replacing it with the Pulveriser Cannon would be a no-brainer if one wants to still exploit the tank&#039;s siege properties.&lt;br /&gt;
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Of course, given that it is hull-mounted, the Castigator Gatling Cannon&#039;s true capabilities is gimped at only firing at the [[Derp|front of the tank.]] If you really want to maximize its anti-GEQ and MEQ firepower, you can swap the side sponsons with [[Heavy Stubber]]s instead.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Punisher Gatling Cannon===&lt;br /&gt;
[[File:Punisher_Gatling_Cannon.PNG|200px|right|thumb|Punisher Gatling Cannon]]&lt;br /&gt;
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The Punisher Gatling Cannon is the primary armament of the Leman Russ Punisher tank and one of the Vulture Gunship&#039;s variants, and is a recent addition to the Imperial Guard armory. Design-wise, the weapon looks like someone was impressed with the Assault Cannon&#039;s firepower, but became increasingly frustrated with the inability of Imperial Guard forces to procure it and its unique ammunition, and so decided to resurrect the concept of the long-discontinued Rotor Cannon (see above) and improved on it in most respects. The Punisher Gatling Cannon thus ends up as an intermediate step between the older Rotor Cannon and the much-vaunted Assault Cannon, possessing stopping power almost at the level of the latter weapon while not improving on the former&#039;s lackluster armour-penetration ability (likely a conscious design choice to keep manufacturing and ammunition costs down, below even what Heavy Bolter shells might require since Heavy Bolter shells have better armour-piercing ability compared to the Punisher&#039;s own ammunition). &lt;br /&gt;
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Where the Punisher truly shines lies in the fact that it is vehicle-mounted only; since it&#039;s not bound by the need to limit its firing rate to allow a single Terminator-armoured Astartes to both effectively control and still carry sufficient ammunition for, the Punisher can instead achieve &#039;&#039;quintuple&#039;&#039; the firing rate of an Assault Cannon. This is a literal torrent of anti-infantry firepower, and puts the Punisher squarely among the fastest-firing weapons in the Imperial arsenal, &amp;lt;s&amp;gt;outstripping even&amp;lt;/s&amp;gt; going toe-to-toe with the Vulcan Mega-Bolter (as of 8th edition, both the Punisher and the Vulcan have the same rate of fire) which is restricted to being mounted on superheavy tanks or Titan-scale walkers. In fact, the Punisher doesn&#039;t so much as go DAKKADAKKADAKKA, it instead goes BRRRRRRRRRRRRRRRT. Able to churn out more shots than a squad of Tactical Marines at even greater strength, this baby will swiftly ventilate  any block of infantry it comes across and can even threaten Monstrous Creatures by sheer weight of fire even with its unsophisticated non-armour-piercing ammunition. The Punisher Gatling Cannon also has a kid brother in the form of the Taurox Gatling Cannon, which has less strength and half the shots.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Punisher Gatling Cannon|r7=24|s7=5|ap7=-|type7=Heavy 20|r8=24|s8=5|ap8=0|d8=1|type8=Heavy 20}}&lt;br /&gt;
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===Punisher Rotary Cannon===&lt;br /&gt;
[[File:Punisher_RotCannon.PNG|200px|right|thumb|Punisher Rotary Cannon]]&lt;br /&gt;
A souped up version of the above for the [[Space Marines|Emperor&#039;s finest]]. Like all things originating from the [[Great Crusade|good ol&#039;days of the 31st Millennium]], the Punisher Rotary Cannon is far and above of higher quality than its 41st Millennium counterparts. Interestingly enough, the Punisher Rotary Cannon was the main armament of the once common [[Cerberus Heavy Tank Destroyer|Cerberus Pattern Main Battle Tank]], but the discovery of a Neutron Laser Projector and the [[Derp|general stupidity of placing a anti-infantry weapon on a fixed-hull mounted vehicle]] meant that it was eventually replaced as the Cerberus&#039; go-to primary weapon. Loses out on two shots, but gains -1 AP and 50% more range to compensate. Later equipped on what else? The [[Sicaran Punisher|Sicaran Punisher]].&lt;br /&gt;
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Due to its natural ability in [[Dakka|unleashing a torrent of unrelenting]] [[Steel Rain]], the Punisher Rotary Cannon quickly rose to fame among /tg/ of being an absolute [[Rape|rape machine]] against blob armies of infantry and &#039;&#039;even vehicles&#039;&#039; when it first came out. And that is just the weapon firing simple solid ferro-carbide slugs, imagine them with actual Bolt rounds....Seriously, nobody is going to go out okay when they face [[FATAL|18 Heavy Bolter shots in the face that can re-roll failed hits on a 1.]]&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|name=Punisher Rotary Cannon|range=36|strength=5|ap=-1|type=Heavy 18|}}&lt;br /&gt;
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===Onslaught Gatling Cannon===&lt;br /&gt;
[[File:OnslaughtGatling.jpg|150px|right|thumb|Onslaught Gatling Cannon]]&lt;br /&gt;
The latest weapon for the Adeptus Astartes, and currently restricted to use as a secondary weapon on the [[Repulsor Tank|Repulsor Hover Tank]] and [[Redemptor Dreadnought|Redemptor Dreadnought.]] As such, it is &#039;&#039;another&#039;&#039; weapon exclusive to the [[Primaris Marines]]. Why in the Emperor&#039;s mummified nipples a gun such as this cannot be wielded by the more common Space Marines just begs the question. Why?&lt;br /&gt;
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This weapon was found thanks to the reintroduction of [[Roboute Guilliman|Robot Gullytan the Third]] and Uncle [[Cawl]]. It has the strength and armour penetration of a heavy bolter at two thirds the range and twice the rate of fire.&lt;br /&gt;
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On the Redemptor Dreadnought, due to its size, the Onslaught is wielded much like an oversized Powerfist lugging a hand-held autocannon. The sheer size of the Dreadnought&#039;s fist in contrast to the comically small Gatling Cannon is bound to spawn a few compensation jokes. Suffices to say, this eventually led to the creation of the Heavy Onslaught Gatling Cannon as shown below. &lt;br /&gt;
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On the Repulsor, it is notorious for being one of the primary weapon choices on a vehicle &#039;&#039;infamous&#039;&#039; for its [[Dakka|weapon placements and the amount of guns it carries along on the battlefield.]]&lt;br /&gt;
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Given it&#039;s a Heavy Bolter but better, don&#039;t be surprised if this weapon ends up being wielded by the Chad&#039;s Devastator equivalents.&lt;br /&gt;
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===Heavy Onslaught Gatling Cannon===&lt;br /&gt;
[[File:HeavyOnslaughtGatlingCannon.jpg|200px|right|thumb|Heavy Onslaught Gatling Cannon]]&lt;br /&gt;
Maximum dakka for the Astartes, the Heavy Onslaught is the primary weapon of the Repulsor Hover Tank and Redemptor Dreadnought and one of the coaxial weapons of the Repulsor&#039;s Executioner variant. Basically the Dreadnought&#039;s equivalent of a penis extension or a [[Rape|metaphor for the foreboding erection the Dreadnought pilot is about to feel before being let loose.]] &lt;br /&gt;
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Like its smaller brother, the Heavy Onslaught Gatling Cannon is a weapon exclusive to the Chadmarines and like its smaller brother, it came to fruition thanks to the management of Grandpa Smurf and Uncle Cawl.&lt;br /&gt;
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It has the same strength and armour penetration as its smaller brother, but a 30&amp;quot; range and an incredible 12 shots. Interestingly inferior to the Punisher gatling cannon against everything that doesn&#039;t have heavy (2+) armour.&lt;br /&gt;
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===Anvilus Autocannon Battery===&lt;br /&gt;
[[File:DEREDEO-PATTERN-DREADNOUGHT-Side.jpg|200px|right|thumb|Anvilus Autocannon Battery]]&lt;br /&gt;
You take a normal Autocannon, get three of its brothers and than duct taped them together. Congratulations! You now have the Anvilus Autocannon Battery.&lt;br /&gt;
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Not to be confused with the abovementioned Anvilus Snub Autocannon, although it could be due to the fact that they are made by the same company/forgeworld. The Anvilus Autocannon Battery, also known as the Anvilus Pattern Autocannon Battery, was the main ballistic weapon system used by the ancient [[Deredeo Dreadnought|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the Great Crusade and Horus Heresy eras. The Anvilus Autocannon Battery was a set of two Anvilus Pattern Autocannons that shared a mount and firing system.&lt;br /&gt;
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The Deredeo Dreadnoughts were armed with two such batteries that were then twin-linked together. The Anvilus Autocannon Battery was a fearsome development of the Autocannon that was able engage and destroy enemy armored targets with a punishing salvo of [[Dakka|BRRRRRRRRRRRRRTTTTTT.]] The Anvilus Autocannon Battery is still found in use by the various Space Marine Chapters and possibly the Traitor Legions that still maintain functioning Deredeo Dreadnoughts in the 41st Millennium.&lt;br /&gt;
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===Leviathan Storm Cannon===&lt;br /&gt;
[[File:99550101483_LeviathanPatternStormCannon01.jpg|200px|right|thumb|Leviathan Storm Cannon]]&lt;br /&gt;
The [[Hurricane Bolter]]s of Autoguns. The Leviathan Storm Cannon is the Anvilus&#039; somehow &#039;&#039;MORE&#039;&#039; [[Dakka]] cousin. &lt;br /&gt;
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The weapon is a heavy ranged ballistic weapon usable only by Imperial [[Leviathan Dreadnought|Leviathan Pattern Siege Dreadnoughts.]] It is used when the Leviathan Dreadnought &#039;&#039;really&#039;&#039; want that horde army dead in its tracks.&lt;br /&gt;
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Similar in design and function to the ubiquitous Autocannon, the Storm Cannon is a [[MOAR DAKKA|quad-linked rapid-firing weapon,]] purpose-built to scythe down infantry and clear out the defenders of tactical objectives. &lt;br /&gt;
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On the [[Horus Heresy]] tabletop, this monster is a 24&amp;quot; range [[Awesome|S7 AP3, Heavy 6 horde cleaner with the Sunder rules.]] While the range is mediocre, its sheer rate of fire and high AP value makes sure that even TEQs stay the fuck away from this thing.&lt;br /&gt;
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LStormcannon.JPG&lt;br /&gt;
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===Hydra Autocannon===&lt;br /&gt;
[[File:Hydra_Autocannons.JPG|200px|right|thumb|Hydra Autocannon]]&lt;br /&gt;
In-between the Anvilus Autocannon Battery and the Icarus Stormcannon Array. The Hydra Autocannon is the primary weapon battery mounted on the [[Hydra Flak Tank]]. It is made up of four long-barrelled modified Autocannons with a modified reciever and beefed-up barrels to withstand a unholy amount of [[Dakka]].&lt;br /&gt;
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Its [[Machine Spirit]]-assisted automated turret contains targeting and tracking equipment, including a predictive logic-engine, which allows it to lock onto and track enemy aircraft regardless of any evasive maneuvering. These control the four long-barreled Autocannons firing heavy calibre, high velocity explosive rounds capable of firing six hundred rounds a minute, shredding through enemy aircraft fuselages like papermache thanks to their high rate of fire. When used against infantry and light vehicles these rounds would change from papermache maker into [[Meatbread|mincemeat blender,]] allowing even a single Hydra to decimate entire formations in a heartbeat. &lt;br /&gt;
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In 8th Edition, the Hydra Autocannon can hit ground troops on 5s and FLY units on 3s, and with its 6 feet of [[MOAR DAKKA|8 S7 AP-1 D2 shots]], it&#039;s a potentially good investment even if you didn&#039;t expect FLY from your opponent.&lt;br /&gt;
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In 9th Edition, Games Workshop finally changed the stats to reflect the increased penetration, given the higher muzzle velocity, relative to that of the standard [[Autocannon]]. Now is S7 AP-2 D2, same 72&amp;quot; range and shots number (8) as before.&lt;br /&gt;
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===Icarus Stormcannon Array===&lt;br /&gt;
[[File:StormcannonArray.jpg|200px|right|thumb|Icarus Stormcannon Array]]&lt;br /&gt;
The big brother of the Anvilus Autocannon Battery for the sole basis of having a bigger bore-size.&lt;br /&gt;
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The Icarus Stormcannon Array is a Space Marine anti-aircraft platform mounted on [[Space Marine Stalker|Stalker vehicles.]] Made up of two independently traversing turrets of triple-barreled cannons and a large radar dish, the Icarus Stormcannon Array can track and fire at two separate aerial targets simultaneously. &lt;br /&gt;
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The Stalker mounts an array of two Icarus Stormcannons granted a capacity for independent targeting by the servo-mind conclave (Cogitator array) to which they are shackled. The cannons have a high rate of fire and can launch hundreds of solid rounds into the sky.&lt;br /&gt;
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Each servo-mind can direct the Stormcannons to track separate targets with a lesser degree of accuracy, or when faced by more potent foes the array can concentrate fire in a single, withering salvo that will tear even the mightiest winged beast or enemy aircraft from the skies.&lt;br /&gt;
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===Siegebreaker Cannon===&lt;br /&gt;
[[File:Siegebreaker_Cannon_2.PNG|200px|right|thumb|Siegebreaker Cannon]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Siegebreaker Cannons can come in a configuration of either one or two depending on your preferences. They are mounted on the back or the shoulders in order to resemble the Warlord Titan.&lt;br /&gt;
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The Siegebreaker Cannon is an automated turret that is aimed at demolishing light vehicles and MEQs and even TEQs if the going gets tough. Nevertheless, its nature as a secondary weapon is meant to pick off stragglers when the primary weapons are busy dueling out with some big ass units.&lt;br /&gt;
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Crunchwise, the Siegebreaker Cannon is basically a more random version of the Autocannon. Each one is a Heavy D3 gun with a range of 48&amp;quot;, s 7, ap -1, damage D3  and is capable of doing a maximum of 9 damage if you rolled perfectly, but on average will be [[Fail|exactly the same as the Autocannon]]. Do note that being d3 instead of a flat 2 damage like the standard Autocannon actually makes it worse against 2 wound models, however.&lt;br /&gt;
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Ironically, while GW tries to claim that &amp;quot;If siegebreaker cannons were mounted on mainline battle tanks, you’d take them in every game&amp;quot;, the Siegebreaker Cannons are [[Derp|shittier version of a Battle Cannon, aka the main gun of the most spammed tank in the galaxy.]]&lt;br /&gt;
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===Ferrumite Cannon===&lt;br /&gt;
[[File:Ferrumite_Cannon.JPG|200px|right|thumb|Ferrumite Cannon]]&lt;br /&gt;
The Ferrumite Cannon is one of the two primary weapons for the giant rubber duck known as the [[Skorpius Disintegrator|Skorpius Disintegrator]]. Essentially looking like a normal tank gun with a disproportionately enlarged muzzle break, the Ferrumite Cannon is the &#039;vanilla&#039; weapon of the Skorpius Disintegrator as much as the Battle Cannon is the &#039;vanilla&#039; of the Leman Russ Battle Tank.&lt;br /&gt;
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Judging from its name (&amp;quot;Ferrum&amp;quot; being latin for iron, and &amp;quot;ite&amp;quot; meaning rock or stone. ), the Ferrumite Cannon probably shoots out a solid slug of pure iron at its targets which, if true, is strange given that depleted uranium is a thing both in real-life and in 40k and is a denser and much better penetrator than conventional iron. Another option might be GW half assing the latin and splicing &amp;quot;Ferrum&amp;quot; and &amp;quot;thermite&amp;quot;, perhaps implying it&#039;s suppose to be shooting Red Hot or even molten Iron/Steel at the target, making this more like a lava cannon in practice. Or it fires ceramite projectiles, being a hybrid of metal and stone and “ferrumite” basically meaning metal-stone.&lt;br /&gt;
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On tabletop, the Ferrumite Cannon is your heavy hitter and is a threat to enemy heavy armor. Considered an Autocannon on steroids, it’s got a fixed damage of 3 with a fixed rate of fire of 3 – [[Awesome|that’s a possible 9 damage.]] That, and it is Strength 8, AP-3, which means it is gonna be reliable in punching a straight hole towards a Leman Russ Tank.&lt;br /&gt;
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===Battle Cannon===&lt;br /&gt;
[[File:Battle_Cannon_Leman_Russ.PNG|200px|right|thumb|Battle Cannon]]&lt;br /&gt;
The big cheese of the Autogun family without going full on Titan. The Battle cannon is a larger and heavier version of the autocannon, its size restricting its use to vehicles only. It is the primary weapon of the [[Leman Russ Battle Tank]], where its explosive shells can decimate both infantry and other armor. It is also common armament on [[Imperial Knight|Imperial Knights]], though for these mighty machines are used special Rapid Fire Battle Cannons with improved rate of fire. Fulff says it&#039;s a standard 120mm cannon, but just look at that thing, that 200mm easy.  Perhaps it uses sabot and so has a 120mm shell but the barrel is around 240mm. It is likely that either it is not sabot (despite some sources saying it is) or the 120mm refers to the projectile itself and not the barrel, unlike the modern method, and so the covering for the projectile might not be included in the 120mm measurement thereby resulting in a much larger barrel than a 120mm shell should be used in. Due to it being of Autogun in function, it has a wide variation of different ammunition that it can use. such as:&lt;br /&gt;
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&#039;&#039;&#039;High Explosive:&#039;&#039;&#039; The standard round fired by Leman Russ battle cannons, HE shells like the Leman Russ Mk4 G4 round contain a highly explosive material such as Fyceline which detonates upon impact with the target. Since a high velocity is not necessary for the shell to work, a small amount of propellant allows for a larger amount of explosive material than in other shells. The explosion causes a blastwave lethal to anyone close by and shatters the thin shell casing into deadly high-speed shrapnel, making them deadly when used against infantry and light vehicles. While the sheer size of the blast can cause minor damage to armored vehicles, even stun or kill the crew within, HE shells lack the penetrative power of true anti-tank shells.&lt;br /&gt;
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&#039;&#039;&#039;Anti-Tank/Armour Piercing:&#039;&#039;&#039; Anti-tank or armor piercing shells like the standard Leman Russ Mk12 G4 round are used to destroy hardened targets such as enemy tanks or bunkers. They consist of a solid round topped with an adamantium tip covered by a soft metal cap. A large propellant charge launches the round at high velocities, where upon impact the metal cap melts and creates a &amp;quot;sticking&amp;quot; effect so that the adamantium tip does not slide off of sloped armor or break. Most AP shells cause damage through kinetic energy, the sheer violence (and mass) of a penetrating hit causing spalling within the enemy tank&#039;s interior to damage internal systems and kill crew. Others include a small high explosive charge which detonates upon impact, causing additional secondary damage.&lt;br /&gt;
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&#039;&#039;&#039;Infernus:&#039;&#039;&#039; Inferno shells like the standard Leman Russ Mk7 G4 round, also known as incendiary, phosphorine or thermite shells, work in similar principle to HE shells. However instead of an explosive charge these shells are filled with a combustible substance which instantly is scattered upon impact. The substance burns instantly and is particularly deadly when used against infantry.&lt;br /&gt;
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&#039;&#039;&#039;Smoke:&#039;&#039;&#039; Smoke shells are used to create an instant smoke screen, hiding the tank or other friendly forces from enemy observations.&lt;br /&gt;
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&#039;&#039;&#039;Hunter:&#039;&#039;&#039; Hunter shells are very rare tank rounds which can be fired by a battle cannon or Conqueror cannon. They contain a small logic-engine similar to the one found on Hunter-Killer Missiles which locks onto a target and directs the path of the shell towards it. Just before impact the shell&#039;s Machine Spirit causes it to rise above and hit the enemy vehicle on it&#039;s thinner top armor. Only ever produced on the Forge World Tigrus, the knowledge to construct Hunter shells was lost when the world was overrun by the Orks. Most tank crews will therefore never even see a Hunter shell, much less have the honor of firing one.&lt;br /&gt;
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===Skyreaper Battery===&lt;br /&gt;
[[File:Skyreaper_Battery.JPG|200px|right|thumb|Skyreaper Battery]]&lt;br /&gt;
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The Ironhail Skytalon Array&#039;s and Icarus Stormcannon Array&#039;s bigger brother.&lt;br /&gt;
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The Skyreaper Battery was a type of anti-aircraft system used by Space Marine [[Mastodon|Mastodons]] during the [[Great Crusade]] and [[Horus Heresy]]. Resembling two giant Assault Cannons that has been duct taped and twin-linked, these weapons allow the Mastodon to have an effective deterrent against would be enemy attack planes. With how large of a target the Mastodon is, having a dedicated anti-air platform was a pretty smart design all things considered.&lt;br /&gt;
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On the Horus Heresy tabletop, the turret-mounted Skyreaper Battery is a 48&amp;quot; Interceptor autocannon-analogue with a Strength 7, AP 4, Heavy 5 stats with both the Skyfire and Twin-linked rules. This makes it more than enough to threaten almost any conceivable aircraft short of super-heavy transports like the [[Stormbird]].&lt;br /&gt;
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===Avenger Gatling Cannon===&lt;br /&gt;
[[File:Avenger Gatling Cannon.jpg|200px|right|thumb|Avenger Gatling Cannon]]&lt;br /&gt;
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The Avenger Gatling Cannon is a six-barrelled (Though it can also come in triple, quad and [[Dakka|eight-barrelled]] versions) Heavy Onslaught Gatling Cannon firing high velocity mass-reactive bullets bigger than Autoguns, not to mention being much larger as well overall. It is an available option for the [[Imperial Knight#Knight_Patterns|Imperial Knights Warden and Crusader]] in place of their standard-issue large-ass [[Chain_Weapon#Reaper_Chainsword|chainsaw]].&lt;br /&gt;
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The highly feared avenger gatling cannon is like an oversized assault cannon, though its larger calibre shells are more destructive and its rate of fire is even more prodigious. A single blazing volley from the rotary weapon can stitch a pattern of death across the foe’s battle lines, causing charges to falter and fail or destroying entire attack columns of light vehicles. Well-placed shots from the weapon also has the capability to destroy heavily armoured infantry and put a heavy dent into battle tanks. &lt;br /&gt;
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There has been some confusion between this weapon and the [[Avenger Bolt Cannon|Avenger Bolt Cannon]] due to the fact that both of them look like oversized miniguns as well as [[Derp|having the names &#039;Avenger&#039; in them.]] However, it can be assumed that the Avenger Bolt Cannon&#039;s internal mechanics is more suited and specialized towards the gyrojet nature of the bolt rounds, whereas the Avenger Gatling Cannon is a more conventional rotary machine gun that just have a enlarged bore-size for it to fire massive bullets.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|name=Avenger Gatling Cannon|r7=36|s7=6|ap7=3|type7=Heavy 12, Rending|r8=36|s8=6|ap8=-2|d8=2|type8=Heavy 12}}&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
CrusaderAvenger.png&lt;br /&gt;
AvengerGatlingCannonBack.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Thunderhawk Cannon===&lt;br /&gt;
[[File:Thunderhawk_Cannon.PNG|200px|right|thumb|Thunderhawk Cannon]]&lt;br /&gt;
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A Battle Cannon given a [[/d/|penis enlarger]]. &lt;br /&gt;
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The Thunderhawk Cannon is a powerful, oversized, ballistic Battle cannon mounted on a Space Marine [[Thunderhawk|Thunderhawk Gunship]]. It is an over-sized version to allow it to be fired from the air at the most vulnerable parts of an enemy position or for clearing an area to land troops in. &lt;br /&gt;
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However, despite the power coming from this weapon, most Space Marines would rather just replace the Cannon with the more destructive, accurate, ammo effecient, recoil friendly, longer ranged [[Turbo-Laser Destructor|Single-Barrelled Turbo-Laser Destructor]] instead.&lt;br /&gt;
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How the hell the Thunderhawk manage to stay stable without the cannon&#039;s immense recoil tearing the plane apart is unknown.&lt;br /&gt;
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===Accelerator Autocannon===&lt;br /&gt;
[[File:AcceleratorAuto.jpg|200px|right|thumb|Accelerator Autocannon]]&lt;br /&gt;
Back when the Emperor still walked, the Imperium was capable of developing new and improved weapons, and the Accelerator Autocannon was one of those. Basically a cross between the Autocannon and a Rail Gun, the Accelerator Autocannon coupled a high rate of fire with a powerful shell and high accuracy. It shares it name with the Accelerator Cannon used on the [[Fellblade]] and [[Astraeus Super-Heavy Tank]]. Which would imply that this is a downsized version.&lt;br /&gt;
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Currently the Accelerator Autocannon is primarily mounted on the main variant of the [[Sicaran Battle Tank]]. Each Sicaran has two of them. Why Tech Marines didn&#039;t bother mounting them on the [[Contemptor Dreadnought|larger]] [[Leviathan Dreadnought|more advanced]] [[Deredeo Dreadnought|Dreadnaughts]] is because they don&#039;t know how, [[Games Workshop|lazyness,]] or they have so much recoil it&#039;s impracticable. However individual [[Space Marines|Space Marines,]] [[Suppressor|with JETPACKS,]] [[Rape|can carry them now.]] Though only Suppressors so far. Looks like [[Cawl|somebody actually remembered]] these things still exists during M42.&lt;br /&gt;
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===Quake Cannon===&lt;br /&gt;
[[File:Quake_Cannon.jpg|200px|right|thumb|Quake Cannon]]&lt;br /&gt;
The Quake Cannon is a gigantic artillery piece mounted on Imperial Titans and Super-Heavy Tanks. The Quake Cannon is used to engage targets at extreme range. Each Quake Cannon shot contains a [[Wat|fragment of a planet that has been subjected to]] [[Exterminatus]], which is to say the &#039;&#039;&#039;energy&#039;&#039;&#039; of the Exterminatus is harnessed and then weaponized....which is....unnecessarily complex to say the least....anyways, the weapon draws the contained earth-shattering power out and containing the blastwave within a Quake Shell.&lt;br /&gt;
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On Titans, the Quake Cannon is commonly found on Warlord Battle Titans. The Imperator class titan can also carry one or more Quake Cannon on its carapace hard-points.&lt;br /&gt;
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On Superheavies, the Imperial Guard Banesword Super-Heavy tank is also equipped with a Quake Cannon.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|name=Quake Cannon|range=180|strength=9|ap=3|type=Ordnance, 10&amp;quot; Blast|}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
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===Cruciator Gatling Array===&lt;br /&gt;
[[File:Cruciator_Gatling_Array.JPG|200px|right|thumb|Cruciator Gatling Array]]&lt;br /&gt;
Imagine the Skyreaper Battery grown a tad bit too large. &lt;br /&gt;
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The Cruciator Gatling Array is basically the Gatling Blaster&#039;s little brother that has been twin-linked. As its name suggests, the Cruciator Gatling Array seems to be aimed towards an anti-aircraft role, as it is placed too high for it to be considered as an anti-infantry weapon.&lt;br /&gt;
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This weapon system is the main secondary weapon of the [[Warmaster Iconoclast Heavy Battle Titan]]s. They are hull-mounted and fixed on the top of the lumbering giant, which is an odd design choice given that it is meant to target aircraft, so a full rotary turret should suffice. Therefore, the [[Revelator Missile Launcher|Revelator Missile Battery]] would actually be a much better choice than the Cruciator. The shells might be guided, or it is a specialist weapon against aircraft swarms.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Gatling Blaster===&lt;br /&gt;
[[File:Gatblaster.jpg|200px|right|thumb|The child of an [https://en.wikipedia.org/wiki/GAU-8_Avenger Avenger] and a battle cannon]]&lt;br /&gt;
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Strapped to the mighty [[Reaver Battle Titan]] and above, this is the weapon you field when you need the biggest dakka the Imperium of Man has to offer, it&#039;s basically an Assault Cannon, [[Awesome|except that it fires Battle Cannon shells rather than bullets]], yeah... this is what you get if you thought about the Schwerer Gustav using Gatling Technology. Now if only they had some kind of Macro Gatling, ridiculous as that would be (Good news! Forgeworld has decided that Warlord titans do, or at least did during the Horus Heresy).&lt;br /&gt;
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By function, each of the Gatling Blaster&#039;s six barrels fires once in turn during each revolution of the barrel cluster. The multiple barrels provide both a very high rate of fire and contribute to long weapon life by minimizing barrel erosion and heat generation. The Gatling Blaster is pneumatically-driven and electrically-primed. The gun rotor, barrel assembly and ammunition feed system are rotated by a hydraulic drive motor through a system of flexible drive shafts. The round is fired by an electric priming system where an electrical current from a firing lead passes through the firing pin to the primer as each round is rotated into the firing position. One of the drawbacks of the initial design was that the ejection of spent links created considerable (and ultimately insufferable) problems. The Adeptus Mechanicus compensated for this issue by creating a linkless feed system.&lt;br /&gt;
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This is actually a pretty [[Reasonable Marines|reasonable and practical]] solution; a rarity in the AdMech. As what kind of sane Guardsmen would like to die from [[FATAL|giant empty bullet casings?]]&lt;br /&gt;
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Galting Blasters can be mounted on the weapon limbs of Reaver and Warlord Battle Titans and the carapace mounts on Imperator Titans. It is too large to be fitted to Warhound Scout Titans however.&lt;br /&gt;
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===Nemesis Quake Cannon===&lt;br /&gt;
[[File:99560108206_WarbringerTitanQuakeCannon01.jpg|200px|right|thumb|Nemesis Quake Cannon]]&lt;br /&gt;
The Quake Cannon on steroids, or the holy lovechild between a Quake Cannon and a Gatling Blaster, [[Skub|whichever you ask.]] &lt;br /&gt;
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The Mars-Alpha Pattern Nemesis Quake Cannon or the Nemesis Quake Cannon for short, is a [[/d/|larger, thicker and longer version of the standard Quake Cannon with more &#039;&#039;girth&#039;&#039;.]] [[Tl;dr]][[Slaanesh|, its a literal &#039;&#039;penis extension&#039;&#039;.]] We in /tg/ like to joke that the [[Basilisk Artillery Gun]] and the [[Goliath Mega-Cannon]] are nothing more than a [[Dick|compensation weapon,]] but it seems that GW had forgotten the memo and took this shit [[Derp|&#039;&#039;seriously&#039;&#039;.]] &lt;br /&gt;
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Mounted on the new and shiny [[Warbringer Nemesis Titan]]. This giant six-shooter of doom is designed to kill enemy Titans on sight, thus in any sensible usage, this weapon is regulated at the back lines as a giant sniper, unfortunately the Imperium [[Herp|lacks any sensibility]] and uses these as front line weapons instead. Nevertheless, having a fast firing Quake Cannon &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a boon to any forces as now you have a very quick way to whither down the [[Void shields|Void Shields]] of enemy Titans in a quick and efficient manner rather than risking the time reloading. And seeing how this Titan gained prominence during the [[Horus Heresy]] when [[Emperor Battle Titan|Emperor Battle Titans]] were common enough to be thrown left and right like normal battle tanks, the nature of this weapon makes a whole load of sense. This cannon also works wonders against heavily fortified encampments and any forms of fortifications in general due to the monumental concussive force unleashed as its shell impacts the ground setting off powerful localized earthquakes.&lt;br /&gt;
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Even if it doesn&#039;t directly hit its target, the concussive force from that cannon could still indirectly halt the advance of nearly anything on the battlefield up to and including battalions of Superheavy Tanks and enemy Knights.&lt;br /&gt;
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===Deathstrike Cannon===&lt;br /&gt;
[[File:Deathstrike_Cannon.JPG|250px|right|thumb|Deathstrike Cannon]]&lt;br /&gt;
[[Derp|Not to be confused with the similarly named]] [[Deathstrike missile]].&lt;br /&gt;
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The Deathstrike Cannon is a starship-grade Macrocannon that is fitted on a [[Warlord Battle Titan|Warlord-class Titan.]] A rarely-fielded and obscure conversion, [[Wat|it requires the whole head of the Warlord to be removed,]] [[Herp|and the cockpit to be installed on the top of the Titan&#039;s carapace instead]] ([[Lolwut|Usually exposed]]), [[Fail|it is as stupid as it sounds.]] One of the Titan&#039;s carapace hard points is then fitted with an advanced fire control system tower. This configuration opens two additional hard points that can be used to mount additional Titan-grade weapons. &lt;br /&gt;
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The cannon&#039;s recoil is so powerful that it needs to be mounted along the centre line of the Warlord Titan. Despite the severe limitations, this imposes on the Warlord, the Deathstrike Cannon&#039;s colossal range and power make it a useful artillery weapon, able to obliterate fortifications or harass an enemy&#039;s rear lines and staging areas at extreme long range. &lt;br /&gt;
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It is assumed that the Nemesis Quake Cannon is a more modern iteration of the Deathstrike Cannon. (An iteration is like a different model or version, while an alliteration is a literature term.)&lt;br /&gt;
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===Macro Cannon===&lt;br /&gt;
[[File:Macrocannon.jpg|280px|thumb|right|A voidcraft Macrocannon, why the Mechanicus decided it was a good idea to use slaves to manually reload a EXBOXHUGE Cannon, despite already having auto-loaders is beyond our moral understandings.]]&lt;br /&gt;
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The [[Dakka|Biggest of the Big]]. &#039;Macrocannon&#039; seems to be a catch-all for any auto-type weapon larger than a Gatling-Blaster, ranging from [[Aquila Strongpoint|fortress-mounted field artillery]] to the literally apocalyptic, cathedral-sized weapons found on [[Imperial Navy|voidcraft]]. As is clearly evident, it causes a quantity of [[Rape]] proportional to its size, but even the smallest land-based Macrocannons are capable of laying waste to mostly everything, including [[Awesome|flyers]]. It is at its basest an autocannon that fires bullets ranging in size from that of a man all the way up to the size of a [[Baneblade]], depending on the weapon&#039;s calibre (no, seriously), and since this is the Imperium, instead of an automatic reloader, they need [[Grimderp|dozens of slaves to move each bullet]] for the ship-mounted Macrocannons (heretical theories suggest this is either because it is actually cheaper for the Imperium, which is overloaded with humans and not resources, or because they are stockpiling resources, or they are cutting down on chances of daemonic incursions through humans by putting more of them in the killzone, or they are testing to see just how far people will comply with slave labor in a totalitarian state, or - most heretical of all - some suggest it is a bureaucratic screw-up with paperwork or that the AdMech doesn&#039;t know how to repair the loading cranes).&lt;br /&gt;
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Provided yields for these weapons can go from 42 exajoules (about 5.297 times more powerful than [https://en.wikipedia.org/wiki/1960_Valdivia_earthquake the most powerful earthquake ever recorded]; a 42 exajoule earthquake would be approximately magnitude 9.98) right down to the measly [[What|15 tetrajoules]]...[[Derp|*sigh* Games Workshop never fails to surprise us]]. Seriously believe us, we know that tetrajoules isn&#039;t an official unit of measurement, but since tetra is Latin for four this essentially gives us....&amp;lt;s&amp;gt;[[Fail|4 joules]]&amp;lt;/s&amp;gt; 60 joules of power....[[Herp|which is almost twice the force of a child&#039;s punch]].... Don&#039;t believe us? We got that from [[Rogue Trader (RPG)|Rogue Trader rpg: BattleFleet Koronus pg. 31 &amp;amp; 20]] which is quote on quote: &lt;br /&gt;
:&#039;&#039;&amp;quot;Look at her, son. Isn’t she a beauty? Over two hundred Vulcan mega-bolter defence turrets, &#039;&#039;&#039;[[Wat|fifteen tetrajoule Sunsear las-broadsides]]&#039;&#039;&#039;, prow plating ten metres thick, the finest auspex masts in the battlefleet… And the lines on her! Fluted prow, elegant statuary… those xenos scum won’t know what hit them!” – Bosun Phineas Jhule tempts fate at the embarkation of the Fire of Heaven&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;The Avenger dates from an earlier period of fleet tactics, when, squadrons of grand cruisers were employed as “line-breakers.” Traditionally, they were thrown into the midst of massive fleet engagements, soaking up enemy fire while racing into the middle of enemy formations, &#039;&#039;&#039;[[Bullshit|then crushing their opponents at short range with tetrajoules of energy from their oversized broadsides.]]&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
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Yeah...we in [[/tg/]] aren&#039;t sure whether this was [[Troll|intentional]] or a [[FAIL|gross example of a severe typo.]] So...um....[[Lulz|FEAR THE 60 JOULE BROADSIDE BATTERIES!]]. The fifteen broadsides. The fuck shape is that ship? Sounds heretical. A possible explanation for this stupidity is that GW forgot that the term &amp;quot;quadrillion&amp;quot; is a thing and is using &amp;quot;tetrajoule&amp;quot; to mean 1 000 000 000 000 000 joules (as the word &amp;quot;billion&amp;quot; comes from the latin word for two, &amp;quot;trillion&amp;quot; for the latin word for three and so on.). This gives a result of 15 quadrillion joules in a broadside, which is 15 trillion times as powerful as the world&#039;s largest laser and &#039;&#039;&#039;over three and a half megatons&#039;&#039;&#039; of energy. Much better.&lt;br /&gt;
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Jokes aside, if we use the picture to the right as a reference for size, and estimate the shell as a solid slug of density equivalent to lead, launched at a planet from geosynchronous orbit above an Earth-like planet (36,000km), you&#039;re looking at somewhere in the region of 50 Tera-Joules of energy when it strikes the ground, or slightly less than the Little Boy dropped on Hiroshima (and that&#039;s just from gravity, not including launch energy). About fifty or so of the land-based Macrocannons would equate to one ship-mounted Macrocannon, or one point of firepower in [[Battlefleet Gothic]]. Oh yes.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
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==Squat Variants==&lt;br /&gt;
===Ironhead Autopistol===&lt;br /&gt;
[[File:Ironhead_Autopistol.PNG|200px|right|thumb|Ironhead Autopistol]]&lt;br /&gt;
A cousin of the [[Ironhead Stub Gun]]. The Ironhead Autopistol trade firepower for more [[dakka]]. Used only by the young [[Digger]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]], this Autopistol variant is one of the first weapons a Ironhead Squat would receive upon his induction into the Prospector clans.&lt;br /&gt;
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Like the rest of the weapons made from the Ironheads, the Ironhead Autopistol sport the same double-barrel, drum-fed magazine design. However, given how teeny-tiny that drum magazine is, this Autopistol is gonna chew through ammunition with two seconds. Seriously, we can&#039;t believe we are saying this, but GeeDubs should have given the gun a &#039;&#039;bigger drum magazine&#039;&#039;. &lt;br /&gt;
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Another thing that is unique to this weapon is that it seems to automatically come with a scope. Now, why there is a need for a scope on a weapon that literally fits the definition of &amp;quot;Spray and Pray&amp;quot;, we have no idea. You would &#039;&#039;expect&#039;&#039; that the more accurate, slower firing and harder hitting Stub Gun variant would be given the scope right?&lt;br /&gt;
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===Ironhead Autogun===&lt;br /&gt;
[[File:Ironhead_Autogun.PNG|200px|right|thumb|Ironhead Autogun]]&lt;br /&gt;
The Ironhead Autogun shares the same structural profile as the [[Ironhead Heavy Stubber]] and the [[Ironhead Boltgun]]. It is a two-handed heavy machine gun that is designed to be a heavy weapon because of how big and bulky. It is used by the [[Drill Master]]s and [[Drill-Kyn]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]].&lt;br /&gt;
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As a natural twin-linked weapon, the Autogun unlike conventional Autoguns, is very unwieldy to carry. But this is alright when you come in packing with lots of [[dakka]]. As it is twin-linked, conventional wisdom goes that this should be put in the [[combi-weapon]] category, however, the reality is that this Autogun is somewhat similar to the [[Storm bolter]], as it is not two weapons duct taped together, but a single weapon system that just so happens to have two barrels.&lt;br /&gt;
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What this means is that rather than firing each barrel separately in tandem via a hotwired single trigger mechanism, the gun fires two rounds at the same time, due to the fact that the entire firing mechanism being fused together. To compensate for the sudden increase in firepower, the Ironhead variant sports a huge drum-fed cylindrical magazine; holding a shit ton of ammunition at the expanse of weight. Fortunately for the Squats, they just so happen to be strong enough that such cumbersome weight is a non-issue. This design stays consistent with the rest of the Ironhead&#039;s weapons, even their &#039;&#039;pistols&#039;&#039; sport the same double-barrel, drum-fed magazine design. &lt;br /&gt;
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Compared to the Heavy Stubber or Boltgun cousins, the Autogun does not fire as fast as the former nor hit as hard as the latter. The only thing going for it is that it is very cheap to manufacture and does not cost as much, allowing your Squats to launch a hail of cheap yet potent [[dakka]]. Yes, it is a bit underwhelming as it sounds, but this is still a SAW you are looking at.&lt;br /&gt;
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===MATR Autocannon===&lt;br /&gt;
[[File:MATR.jpg|200px|thumb|right|MATR Autocannon]]&lt;br /&gt;
One of the few known [[Squat]] Autoweapons in the [[Leagues of Votann]].&lt;br /&gt;
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The MATR Autocannon is a three-barreled Autocannon Gatling weapon system used by the Leagues of Votann. It is known to be mounted on vehicles such as the [[Sagitaur ATV]] and [[Hekaton Land Fortress]] as one of its primary weapons. It is by far one of the more normal-looking weapons in the world of [[Bullshit|bullshit crazy]] that is the Leagues, so there is nothing much to speak about other than having better weapon performance and handling. Unfortunately, it also looks [[Pretend|suspiciously similar]] to the [[HYLas Rotary Cannon]] and vice versa, so don&#039;t be too surprised if folks get confused with one another.&lt;br /&gt;
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In terms of rules, these are 24&amp;quot; Heavy 6, S7 Ap-2 D2. Your typical autocannon, but with a couple of extra shots. An option for the Sagitaur, whilst being a standard on the Land Fortress.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;br /&gt;
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==Chaos Variants==&lt;br /&gt;
===Reaper Autocannon===&lt;br /&gt;
[[File:ReaperAutocannon.jpg|200px|right|thumb|Reaper Autocannon]]&lt;br /&gt;
There is the regular Autocannon and then there is the Reaper variant, which only the [[Chaos Space Marine]] [[Havoc]]s get because Assault Cannons were discovered after the [[Horus Heresy]], and everybody Imperial promptly thought they were cooler than the Reaper Autocannon. The reaper is an infantry-portable twin-linked Autocannon that wants to put its shells in your face at 36&amp;quot; or less. The reaper is effective against light vehicles and monsters, but the Imperials switched to the other gun for its boons against infantry. The current Imperial gun is mostly popular due to its reliability and durability, capable of operation for years without much care even if [[Ogryn|someone]] used it as a club. By comparison, the reaper autocannon [[Fail|needs its barrels to be replaced after each battle or else it loses reliability or even explodes]] (maybe the admech were drunk that day).&lt;br /&gt;
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Then at some point, the Traitor Legions and their Dark Mechanicus pals looked at the Reaper Autocannon and asked, &amp;quot;How can we make this even more rapey?&amp;quot; So they came up with the Helstorm Autocannon, which apparently can only be fitted to vehicles and aircraft such as the Hellblade due to its sheer rate of fire. It has the same profile as the Reaper except for firing an extra shot per attack and adding delicious Rending because fuck assault cannons. Now if only GW would let the forces of Chaos get their collective shit together and replace every vehicle mounted heavy bolter with S7 AP4 Heavy 3, Twin-linked, Rending.&lt;br /&gt;
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===Soulreaper Cannon===&lt;br /&gt;
[[File:SoulreaperCannon.jpg|200px|right|thumb|Soulreaper Cannon]]&lt;br /&gt;
You remember how we said earlier that the [[Thousand Sons]] AKA The Prodigal Bookworms found a way to make the god awful Rotor Cannon somewhat viable? Yeah, here is the end result of it all. &lt;br /&gt;
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The Soulreaper Cannon is a type of gatling Inferno Weapon used by the Thousand Sons. This heavy weapon bears a strong resemblance to the Space Marine Assault Cannon, but since it is basically a modified Rotor Cannon, the Sons of Magnus can basically lug around this gun with their normal [[Rubric Marines]]. This actually increases the effectiveness of these walking tin bins as it [[Dakka|boosts their firepower to a ungodly amount.]] [[Awesome]]. &lt;br /&gt;
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As the Soulreaper is an Inferno weapon, it uses literal magic to further boost and enhance the weapon&#039;s lethality. Who says that mixing science and sorcery is an absurd idea eh? [[Necron|Suck it Crons!]]&lt;br /&gt;
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===Reaper Chaincannon===&lt;br /&gt;
[[File:Reaper_Chaincannon.JPG|200px|right|thumb|Reaper Chaincannon]]&lt;br /&gt;
&#039;&#039;Not to be confused with the similarly named [[Derp|Reaper Autocannon.]]&#039;&#039;&lt;br /&gt;
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The Reaper Chaincannon is basically an upgraded Rotor Cannon that has been tinkered for 40,000 years by the [[Chaos Space Marines|Spiky Bois]] because the [[Fail|original was so shit in everything.]]&lt;br /&gt;
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Sporting [[/d/|longer, thicker barrels]], beefier rotary cyclic mechanism and upscaled ammo that might as well be &#039;&#039;bolter shells&#039;&#039;. The Reaper Chaincannon does what the Rotor Cannon failed to do, which is to [[Get shit done|get shit done.]] Compared to the Soulreaper Cannon, the Reaper Chaincannon is more ungainly, unwieldy and lacks the unique attributes of Inferno weapons, but it is also more utilitarian and can be used by non-Thousand Sons units. In contrast to the Reaper Autocannon, which fires heavier rounds but with a much slower rate of fire, the Reaper Chaincannon exceeds even an Assault Cannon in its [[Dakka|BRRRRRRRRRRRRRT-ness.]] &lt;br /&gt;
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On the tabletop, this thing shreds through GEQs like their reinforced cardboard was only basic paper mache. It is able to fire 8 shots in one round, all at strength 5 and AP-1 but, [[Derp|&#039;&#039;for some reason&#039;&#039;]], despite having a longer barrel, it only has a underwhelming 24&amp;quot; range.&lt;br /&gt;
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Fun fact, the Reaper Chaincannon apparently uses [[Wat|&#039;&#039;two belts&#039;&#039;]] of bullets in its ammo feed. How the fuck &#039;&#039;that&#039;&#039; is able to fit inside the gun, let alone properly fire without the two ammo belts interfering with the firing mechanism, [[Herp|we have no clue.]] While a button to switch between them would work, there is nothing on the weapon that indicates this. Most likely the belts take turns like how bullets in a magazine work.  Don’t think of them as belts, think of them as one very long magazine.&lt;br /&gt;
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===Avenger Chaincannon===&lt;br /&gt;
[[File:Avenger_Chaincannon.JPG|200px|right|thumb|Avenger Chaincannon]]&lt;br /&gt;
&#039;&#039;Not to be confused with the similarly named [[Derp|Avenger Gatling Cannon]] nor the [[Herp|Avenger Bolt Cannon.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Avenger Chaincannon is one of the primary ranged weapons used by the [[Chaos Knight War Dog]]s, specifically, the [[War Dog Knight Stalker]] and the [[War Dog Knight Brigand]]. It is a six-barrelled weapon that vomits out a large amount of lead at the target with [[Meatbread|appropriate results.]]&lt;br /&gt;
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It is considered as the more evil, spikier but smaller counterpart of the Avenger Gatling Cannon since it is only mounted on the Chaos-version of an Amiger. So its dakka is less powerful and has less range, but is possibly much easier to maintain and handle. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, from what we know, it is a pretty nasty anti-infantry weapon, spewing out its 12 infantry-shredding shots in a single turn.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hades Autocannon===&lt;br /&gt;
[[File:HadesAutocannon.jpg|200px|right|thumb|Hades Autocannon]]&lt;br /&gt;
The bigger version of the Reaper Autocannon.&lt;br /&gt;
&lt;br /&gt;
Also because Chaos likes to add daemons to things, and daemons make things goofy, Chaos Space Marines have access to &#039;&#039;another&#039;&#039; vehicle-mounted variant, the Hades Autocannon, which bafflingly can only be mounted onto a dinobot (probably because it&#039;s propelled by warp-flame or something). Fielded onto a Heldrake for air support or in pairs on a Forgefiend for heavy support, the Hades Autocannon (R36&amp;quot;, S8, AP4, Heavy 4, pinning) suffers the Reaper&#039;s slightly gimped range compared to the vanilla autocannon, but is slightly stronger and can pin units (but don&#039;t count on pinning too much); while it&#039;s not twin-linked like the reaper, having double the firepower more than compensates. &lt;br /&gt;
&lt;br /&gt;
A Forgefiend can mulch most infantry short of [[Terminator]]s, pounding through power armour on sheer weight and power of fire, can make most Monstrous Creatures&#039; lives flash before their eyes, and can hurt even a [[Land Raider]] or [[Monolith]] if the dice gods are in your favor. It&#039;s &amp;lt;s&amp;gt;almost&amp;lt;/s&amp;gt; really/absolutely a real shame that the average Forgefiend isn&#039;t known for being a phenomenal shot.&lt;br /&gt;
&lt;br /&gt;
===Skullshredder Cannon===&lt;br /&gt;
[[File:Skullshredder.JPG|200px|right|thumb|Skullshredder Cannon]]&lt;br /&gt;
&lt;br /&gt;
The smallest of the weapons in the ridiculous [[Tower of Skulls]] Daemon Engine.&lt;br /&gt;
&lt;br /&gt;
The two sponson-mounted twin-linked Skullshredder Cannons is used primarily for anti-infantry defense and it behaves similiar to a twin-linked Autocannon. Because it is mounted on the side, it can only target opponents in its field of view.&lt;br /&gt;
&lt;br /&gt;
The Skullshredder is often seen as the least important weapon especially when there is the Doomfire Cannon situated just above the Skullshredder. Thus, it is often used to pick off any stragglers or provide additional wounds to would-be attackers.&lt;br /&gt;
&lt;br /&gt;
Like all weapons from the Daemon Engine, it is powered by pure hatred.&lt;br /&gt;
 &lt;br /&gt;
===Skullreaper Cannon===&lt;br /&gt;
[[File:Skullreaper_Cannon.JPG|150px|right|thumb|Skullreaper Cannon]]&lt;br /&gt;
&lt;br /&gt;
The Reaper Autocannon&#039;s father.&lt;br /&gt;
&lt;br /&gt;
The Skullreaper Cannons is found only on the ridiculous [[Tower of Skulls]] Daemon Engine and is the primary hull-mounted weapon of the Tower itself. It is located further up the tower&#039;s height, and it is where the two hull-mounted Skullreaper Cannons is situated. &lt;br /&gt;
&lt;br /&gt;
The Skullreaper Cannons resemble large hexa-barrelled weapons akin to a Hurricane Bolter, although it is not known whether the Skullreaper itself is a type of Bolter weapon, other than it fires large shells of pure hate. It is by far one of the most devastating anti-infantry weapons on a vehicle brimming with anti-infantry weapons, this is thanks in no part for simply having more barrels to load bullets in.&lt;br /&gt;
&lt;br /&gt;
Due to its nature, it can be assumed that the Skullreaper is powered by the pure hatred of the Daemon Engine and uses the aforementioned shells of pure hate. It is unknown where the Daemon Engine supply the ammunition from, although it could be noted that the sheer size of the Tower of Skulls would mean that there should be ample room for stored ammunition, or we could just use the Warp simply whisking free ammunition like candy from a white van.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, because it is a six-barrelled weapon, the Skullreaper [[Count as]] a heavy weapon that can mulch most infantry trying to charge and attack the Tower of Skulls. Its unusual height advantage means that it can target enemies hiding behind cover with ease.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the less can be said for its firing field of view, you could thank the stupid ass tower for being in the way.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomfire Cannon===&lt;br /&gt;
[[File:Doomfire_Cannon.JPG|200px|right|thumb|Doomfire Cannon]]&lt;br /&gt;
&lt;br /&gt;
A giant fuck off gatling cannon that resembles a lot like the Space Marine&#039;s [[Thunderfire Cannon]] (Some may even accuse it of even being part of the Thunderfire kit, proving that GW can to, kitbash), heck it even behave like the Thunderfire Cannon, creating large explosions to shred infantry akin to a Bolter.&lt;br /&gt;
&lt;br /&gt;
It is one of the secondary hull mounted weapons of the ridiculous Tower of Skulls Daemon Engine. Because it is mounted on a turret, the Doomfire Cannon is given a near 360 degree firing position. This makes it &#039;&#039;far&#039;&#039; more reasonable than the hokey Skullreaper Cannon whose very design seem to mimic the [[Warhammer Fantasy|Arrowslits found in medieval castles.]] [[Lolwut|Yes, you heard us right,]] [[Derp|GW]] and [[Herp|Khorne]] [[What|thought &#039;&#039;that&#039;&#039;]] [[FAIL|was a &#039;good&#039; design choice.]]&lt;br /&gt;
&lt;br /&gt;
Of course, because it is lower to the ground, it has less range than the Skullreaper Cannon and is meant to rip apart closing infantry. Due to its explosive nature, it is unknown whether it is a Bolter, although Battle Cannons are known to have a blast template, so it could be assume that it just fire &#039;&#039;that&#039;&#039; big of a shell at such a rapid rate that it creates small blast templates in its wake. &lt;br /&gt;
&lt;br /&gt;
Seriously, look at that &#039;&#039;bore size&#039;&#039; and tell me it doesn&#039;t fire fucking huge bullets?&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scorpion Cannon===&lt;br /&gt;
[[File:Scorpion_Cannon.PNG|200px|right|thumb|Scorpion Cannon]]&lt;br /&gt;
The Scorpion Cannon, also known as the Sting Cannon, is a large, multi-barrelled weapon that is wielded by [[Brass Scorpion]] and it is what happens when you have a Hades Autocannon mounted on a giant scorpion. &lt;br /&gt;
&lt;br /&gt;
The weapon is mounted upon the Brass Scorpion&#039;s tail, giving the weapon a full 360 degree arc of fire, making it perfectly suited to unleash rapidly fired torrents of ballistic projectiles upon enemy infantry at close range. The cannon fires heavy caliber shells that are effective against most lightly armored infantry and vehicles. &lt;br /&gt;
&lt;br /&gt;
The Scorpion Cannon features a set of blades allowing it to be used as a backup melee weapon against enemy aggressors. The weapon receives its ammunition from thick, semi-organic cabling that travels up the rear side of the creature&#039;s tail. It is basically Mortal Kombat&#039;s scorpion given more of a Khornate feel. Hence it receives the seal of [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
===Harvester Cannon===&lt;br /&gt;
[[File:Harvester_Cannon2.png|200px|right|thumb|Harvester Cannon]]&lt;br /&gt;
Take an [[Obliterator]]&#039;s hand cannons and than multiply this by a hundred. You get the Harvester Cannon. &lt;br /&gt;
&lt;br /&gt;
A Harvester Cannon is a large, multi-barrelled, rapid-firing weapon that is wielded by [[Soul Grinder]] Daemon Engines. The Soul Grinder is usually armed with a single Harvester Cannon on one arm, used in conjunction with an Iron Claw close combat weapon located on its other arm. &lt;br /&gt;
&lt;br /&gt;
The weapon is attached to the daemon&#039;s wrist, on its right arm and can be used with an organic pincer version of the Iron Claw that it wields on its other arm or with a daemonic Warpsword. The Harvester Cannon is capable of firing large caliber solid shells that are effective against infantry and light vehicles and can also fire specialized flak shells to engage enemy aircraft. This thing is a very versatile form of [[Dakka]] and it can mow down both infantry, aircraft and vehicles alike.&lt;br /&gt;
&lt;br /&gt;
===Butcher Cannon===&lt;br /&gt;
[[File:Butcher_Cannon.jpg|200px|right|thumb|Butcher Cannon]]&lt;br /&gt;
A Butcher Cannon is a heavy caliber, rapid-firing gun used by the Forces of Chaos. Think of it as the Reaper Autocannon on steroids.&lt;br /&gt;
&lt;br /&gt;
The Butcher Cannon is commonly found on Chaos combat walkers and it is another primary weapon of the Decimator Daemon Engine as well as a weapon of choice for Chaos Contemptor Pattern Dreadnoughts. The shells fired by the Butcher Cannon are bound with sorcerous Chaos runes of anathema and bloodletting which causes severe blood loss. When used by Chaos walkers, the Butcher Cannon usually features a large blade that is attached beneath the weapon&#039;s twin barrels; this allows the walker to engage enemy forces in close combat if they get too close for it to effectively use the weapon at range.&lt;br /&gt;
&lt;br /&gt;
It is not recorded in Imperial records if any other Chaos walkers such as Chaos Dreadnoughts or Helbrutes, Daemon Engines such as Defilers or Soul Grinders, or Chaos Space Marine tanks such as the Predator or Land Raider are able to be armed with a Butcher Cannon, although it is presumed to be possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Storm_Laser_2.JPG|Side view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:11 - Infiltrator.png|Autoguns - Better Than Your Crap Flashlights!&lt;br /&gt;
Image:Autogun01.jpg|A typical mass produced model.&lt;br /&gt;
Image:RenegadeArms.JPG|Traitor Guardsmen armed with Agripinaa-pattern Autoguns and Autopistols. You know you want &#039;em.&lt;br /&gt;
Image:LRPun.jpg|The Punisher Gatling Cannon and its tank. Sometimes you just need a little more gun.&lt;br /&gt;
Image:Gatling Blaster.jpg|The Gatling Blaster. For when you need big dakka.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2A02:1808:86:E049:CD14:CA1C:F68A:B5E6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Needler&amp;diff=355353</id>
		<title>Needler</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Needler&amp;diff=355353"/>
		<updated>2023-05-24T11:13:18Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:86:E049:CD14:CA1C:F68A:B5E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NeedlerSniper.jpg|400px|right|thumb|A Needler. You have more chance in destroying a Dreadnought with a combat knife then you do learning how to operate this thing.]]&lt;br /&gt;
A Needler (No, not &amp;lt;u&amp;gt;&#039;&#039;THAT&#039;&#039;&amp;lt;/u&amp;gt; [[Halo|Needler]]) is a silent and deadly ranged weapon that &amp;lt;s&amp;gt;uses both laser power and needles crafted from a form of crystallised neurotoxin&amp;lt;/s&amp;gt; kills its targets through sheer affront to any science ever. Needlers have a long and bloody history, having been utilized by Mankind for millennia. These deadly weapons were favored by the assassins of the Terran Courts during the days before Unification. Needle weapons are notorious due to its two-staged firing mechanism, making only the most skilled snipers capable of even landing a hit. As of now, [[Long-Las|Long-Las Sniper Rifles]] and [[Sniper Rifle|conventional Sniper Rifles]] has overtaken Needler weapons as preferred long-range weapons due to an ease in maintenance and ease of construction.&lt;br /&gt;
&lt;br /&gt;
Also, the Needler is a silent killing weapon.  If you don’t care about that you can just use an autogun designed to fire (modified with mono-molecular tips for armor) hellfire needles. The enemy is just as dead, the ammo is affordable (for a galactic government) and easily stores in massive quantities and autoguns are dirt cheap and stupidly easy to make and maintain.&lt;br /&gt;
&lt;br /&gt;
=Operation=&lt;br /&gt;
Needler weapons fire a laser bolt like the lasgun to propel the toxic sliver to penetrate any armor weakened by the laser. A millisecond after, it fires the needle. The laser bolt melts and cuts through armor, leaving the skin (or other vulnerable parts) exposed for the needle, which knocks out or kills the target with a virulent neurotoxin. A Needler is a silent weapon and the needle of neurotoxin is so fine that its target often does not even feel it penetrate his or her flesh.&lt;br /&gt;
&lt;br /&gt;
The crystallized toxin dissolves immediately upon contact, is extremely fast-acting and takes effect almost immediately. The laser component of the Needler operates on an invisible wavelength of light and thus cannot give away the position of its user. A multitude of different toxins can be used with a Needler, though the most common are deadly neurotoxins, sedatives which only render the target unconscious and intoxicants which can stupefy the target or make him amenable to interrogation without rendering him fully unconscious. A Needler is a valuable weapon which needs specialized ammunition and maintenance which is even more so than the Sniper Rifle Lasgun and is therefore usually reserved for elite sniper units of the Imperial Guard or the shadowy Assassins of the Officio Assassinorum. &lt;br /&gt;
&lt;br /&gt;
=Variants=&lt;br /&gt;
==Imperium==&lt;br /&gt;
===Needle Pistol=== &lt;br /&gt;
[[File:Needle_Pistol.jpg|200px|right|thumb|Needle Pistol]]&lt;br /&gt;
The Needle Pistol is the most commonly employed form of Needler. Small and elegantly crafted for concealment, they are sophisticated and elegant handguns whose operation is silent, invisible and deadly. The finest examples use a combination of a flash-less laser to pierce flesh, followed by an impellor-shot of virulent poisons delivered instantaneously into the open wound. This combination can lay low the roughest foe with ruthless efficiency. &lt;br /&gt;
&lt;br /&gt;
It is a common weapon amongst the Imperial Assassins of the Officio Assassinorum, particularly for the [[Eversor]] Assassins. &lt;br /&gt;
&lt;br /&gt;
On tabletop, this is one of the many sidearms you could equip on your [[Inquisitor]]. In 9E, they wound everything except vehicles on a 2+. No AP to speak of. Probably best to pass. Pretty cheap, though. Alternatively, with their cost and the wounding on a 2+ this might be the only (albeit niche) pistol pick for [[acolyte]]s; Monsters have average saves. Still, it will struggle to outperform your other options, since it has the lowest possible rate of fire, AP, and damage.&lt;br /&gt;
&lt;br /&gt;
===Belasco Galvian Needler===&lt;br /&gt;
[[File:Belasco_Galvian_Needler.jpg|200px|right|thumb|Belasco Galvian Needler]]&lt;br /&gt;
A known Needler variant of dubious provenance, the Belasco Galvian Needler was created by the Belasco Deathworks, the manufactora of the powerful House of Belasco on the Hive World of Malfi located in the Calixis Sector. This advanced and elegant Needle Pistol unlike other conventional Needlers is designed for close-range work. &lt;br /&gt;
&lt;br /&gt;
The pistol also has the dubious distinction of being the weapon used for the infamous murder of Cardinal Tyndale and a dozen other deacons and priests of the Ecclesiarchy at the famed &amp;quot;sorrowful matins&amp;quot; massacre on Gallowglass, the deliberate infection of the lauded High Lady Alatia of House Krin with Mori immedicabalis, and numerous other high profile killings over the years. &lt;br /&gt;
&lt;br /&gt;
This has lead to the House of Belasco being denounced from the Ministorum cathedral pulpit as &amp;quot;sinful deathmongers&amp;quot; on several occasions, a claim the Belasco family have not deigned to refute. For an additional 300 Thrones (the primary Imperial currency in use in the Calixis Sector and many others), a modified Galvian Needler can be bought that is fitted on a special hidden rig and worn on the user’s forearm, fired by means of a special palm trigger.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with, despite the similar spellings, Glavian Needlers which are made on Glavia and are also apparently very high quality too.&lt;br /&gt;
&lt;br /&gt;
===Needle Sniper Rifle===&lt;br /&gt;
[[File:NeedlerRifle.png|200px|right|thumb|Needle Sniper Rifle]]&lt;br /&gt;
This Needler is a rifle-sized weapon that has the highest accuracy of any Needler weapon. It is also the largest and most expensive of the Needler family. The Needle Sniper Rifle offers much greater range and armor-piercing qaulities then their smaller brethren (Although it is still poor and not recommended when other Sniper weapons is more suited for armor and tank-busting capabilities such as the [[Transuranic Arquebus]]).  &lt;br /&gt;
&lt;br /&gt;
It is used by [[Space Marine Scouts]] and [[Ratlings|Ratling Snipers]] of the [[Imperial Guard]]. For some reason, they are even used by [[Eldar Ranger|Eldar Rangers]], although it is of their own design.  &lt;br /&gt;
&lt;br /&gt;
Despite this, their only rules are in [[Necromunda]] and they are used mainly by House Escher. It’s a mid-range threat capable of bypassing wounds. It’s highly accurate at short range, but its single shot and scarce ammo make its usefulness questionable. It could be useful for picking out a multi-wound character, but anyone worth their salt will screen their heavy hitters. It makes more sense to go high-Strength and Damage. That being said, 35 credits for a potential leader-sniper is not bad. If you take one, grab a Chem-Synth.&lt;br /&gt;
&lt;br /&gt;
===Mark IX Sniper Rifle===&lt;br /&gt;
[[File:Ultra_Pattern_Sniper_Rifle_IX_DWRB.jpg|200px|right|thumb|Mark IX Sniper Rifle]]&lt;br /&gt;
The big cheese of the Needler family. The Mark IX Sniper Rifle is a heavy Needler sniper rifle used by the [[Deathwatch]] chapter of the Space Marines for long-range anti-personnel and anti-materiel work. &lt;br /&gt;
&lt;br /&gt;
At just over two metres in length and weighing at a ridiculous fifty kilograms (Seriously there are machine guns that weigh less then that) which begs the question on what type of material this thing is made out of, the Mark IX allows a Deathwatch sharpshooter to engage targets with incredible accuracy at very long ranges. &lt;br /&gt;
&lt;br /&gt;
A highly-respected and revered weapon, it is often selected as the weapon of choice for Space Marine snipers in many Deathwatch [[Kill Team|Kill-Teams.]] &lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Genestealer Cult==&lt;br /&gt;
===Silencer Sniper Rifle===&lt;br /&gt;
[[File:Silencer_Sniper_Rifle.JPG|200px|right|thumb|Silencer Sniper Rifle]]&lt;br /&gt;
A specially modified sniper rifle made from the [[Genestealer Cult|Genestealer Cults]]. Used by the [[Sanctus]], these sniper rifles has been converted to specifically fire specially made Needle rounds; each toxin dart carried by the Sanctus is filled with alchemical serum brewed by the sect&#039;s [[Biophagus]]. Engineered from a pure Genestealer&#039;s blood, this mind-afflicting poison renders its victim a drooling imbecile in seconds. Should their target be a [[Psyker]], the serum induces a mental overload as the [[Hive Mind]] is visited upon them. Despite this, there doesn&#039;t seem to be any physical evidence of a silencer on the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Silencer Sniper Rifle is a 36&amp;quot; Heavy 1, S4, AP-1, D3 weapon that force a Psyker unit to suffer Perils of the Warp after the attack has been resolved and when successfully wounded.&lt;br /&gt;
&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
===Xyclos Needler===&lt;br /&gt;
[[File:Xyclos.jpg|200px|right|thumb|Xyclos Needler]]&lt;br /&gt;
Chaos seem to have only one type of Needler and that Needler seem to only prop up with one special character (You will find out below). This Needler is called the Xyclos Needler and you would have just as much difficulty trying to say the name as much as you getting one. &lt;br /&gt;
&lt;br /&gt;
The Xyclos Needler is a special Needler which, instead of having a two stage firing mechanism, it goes straight to the needle component. The Needler fires virulent poison darts, quickly incapacitating anyone whose armor it could effectively penetrate. The gun contains three kinds of poisons which are honestly pretty lazily named: Xyclos A (Hyper-venom), [[/pol/|Xyclos B (Hallucinogen)]], and Xyclos C (a Pyroclasmite).&lt;br /&gt;
&lt;br /&gt;
Although looking at how the gun works, it is not known exactly &#039;&#039;where&#039;&#039; it fires the needle from as the barrel looks like it just houses the poisonous liquid instead. This is mainly because there is no clear indication on where the needle ammunition actually goes. That or the Needler actually spits out the poison which would betray the whole point of a Needler in the first place. So it could be rested that it is more of a [[Fail]] in the art direction than anything else.&lt;br /&gt;
&lt;br /&gt;
You know that special character mentioned above? While it is no one other than [[Fabius Bile|Fabulous Bill]] who commissioned the weapon specifically to test his genetic serums during combat, and had it outfitted with the ability to fire from a selection of lethal cocktails which includes other than the normal Xyclos. Also, the pronunciation is very similar to Zyklon, a cyanide-based pesticide that was used in Nazi Concentration Camps, just in case Fabius Bile&#039;s reputation as Space Mengele wasn&#039;t overt enough. &lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar==&lt;br /&gt;
===Stinger Pistol===&lt;br /&gt;
[[File:StingerDE.jpg|200px|right|thumb|Stinger Pistol]]&lt;br /&gt;
Otherwise simply known as the Stinger. The Stinger Pistol is a special type of Dark Eldar Needler used primarily by [[Haemonculi]]. This weapon resembles a smaller, more rounded [[Splinter Weapons#Splinter Pistol|Splinter Pistol,]] although the similarities end there. Unlike conventional Needlers, the Stinger skip the laser bits and go straight into the syringes. &lt;br /&gt;
&lt;br /&gt;
The Stinger, instead, fires small hypodermic needles at the target, the cavity of which contain an incredibly exotic bacteria. This bacteria, once introduced to the target&#039;s bloodstream, multiplies quickly, and shortly afterwards causes the victim to [[FATAL|literally explode,]] sending fragments of bone and armor flying in all directions. In the event that the victim&#039;s comrades are close enough or unlucky enough to have one of these fragments lodged in their bodies, the bacteria will travel from the lodged debris into the comrade&#039;s bloodstream, multiplying and ultimately causing them to explode.&lt;br /&gt;
&lt;br /&gt;
It is basically the smaller cousin of the [[Death Jester]]&#039;s [[Shrieker Cannon|Shrieker Cannon.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1808:86:E049:CD14:CA1C:F68A:B5E6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Ordnance&amp;diff=268777</id>
		<title>Imperial Ordnance</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Ordnance&amp;diff=268777"/>
		<updated>2023-05-24T11:11:28Z</updated>

		<summary type="html">&lt;p&gt;2A02:1808:86:E049:CD14:CA1C:F68A:B5E6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Infantry win firefights, tanks win battles, artillery wins wars.|Common sentiment amongst the [[Imperial Guard]] senior staff.}}&lt;br /&gt;
&lt;br /&gt;
That&#039;s how the saying goes. And it&#039;s true. Without the big guns you are doomed to be [[Ork|murdered gruesomely for the lulz of it]], [[Tyranids|get eaten]] or [[Chaos|have your soul used as a condom]] for all eternity. The Imperium knows this and has devised a truly staggering amount of heavy guns dedicated to ruining your shit into next Sunday from anywhere in between half a mile to half a continent away.&lt;br /&gt;
&lt;br /&gt;
== Man-portable Weapons ==&lt;br /&gt;
The lightest of indirect support weapons can be carried by individual or paired soldiers. While this makes them tactically more flexible, they have reduced firepower compared to their heavier counterparts.&lt;br /&gt;
&lt;br /&gt;
===Grenade Discharger===&lt;br /&gt;
[[File:Grenade_Discharger.PNG|150px|right|thumb|Grenade Discharger]]&lt;br /&gt;
The smallest known Grenade Launcher outside of grenade launching attachments. &lt;br /&gt;
&lt;br /&gt;
The Grenade Discharger was the [[Blood Angels]]&#039; equivalent of the Custodes&#039; Balistus Grenade Launcher back in the [[Great Crusade]] and [[Horus Heresy]]. Like the Balistus Grenade Launcher, these things were writs-mounted but was mounted on the [[Dawnbreaker]]s instead. &lt;br /&gt;
&lt;br /&gt;
These compact weapons are intended to grant Dawnbreakers a means to break the ranks of the foe prior to a charge or to saturate their landing zones with shrapnel once they have forced a beachhead. Unlike the Balistus Grenade Launcher, the Grenade Discharger is double-barrelled, allowing for a quicker firing rate at the expanse of accuracy.&lt;br /&gt;
&lt;br /&gt;
Ruleswise, Grenade Dischargers have two modes, one being 12&amp;quot; Assault 3 &#039;&#039;Pinning&#039;&#039; Frag bombs for infantry or 12&amp;quot; Assault 1 Krak bombs against vehicles. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Grenade_Discharger_2.PNG|Alternate view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assault Grenade Launcher===&lt;br /&gt;
[[File:Assault_GL.JPG|200px|right|thumb|Assault Grenade Launcher]]&lt;br /&gt;
The Assault Grenade Launcher is a small, cheap, low-tech hand-held grenade launcher used mainly by hive gangers such as the [[Stimmer]]s from [[House Goliath]] in [[Necromunda]]. Due to its small size, these things can be [[Dakka|dual-wielded]]. They are technically single-shot grenade launchers, but they can be fitted with an ammunition back-pack to unleash an [[MOAR DAKKA|ungodly amount of grenades for such a small weapon.]] &lt;br /&gt;
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It could be assumed that the Balistus Grenade Launcher is a more advance version of this.&lt;br /&gt;
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On the tabletop, with this weapon, you’ve taken a Goliath champion and turned them into a 40k [[Primaris Space Marines|Primaris]] [[Aggressor]]. It is literally a [[Awesome|Rapid Fire Grenade Launcher]]. Beware, though, as firing Frag Grenades through this thing makes it Unstable, potentially knocking your expensive grenadier out of the game early. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Assault_GL_BP.JPG|The backpack in question.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Concussion Carbine===&lt;br /&gt;
[[File:Concussion_Carbine.JPG|200px|right|thumb|Concussion Carbine]]&lt;br /&gt;
A civilian Grenade Launcher used in [[Necromunda]] by the [[Enforcer Captain]]s of the [[Palanite Enforcers]]. It is a pump-action Grenade Launcher that house a select amount of grenades. As its name implies, the grenades used by the Concussion Carbine would most likely consist of smoke, flashbang and concussion grenades. Although frag or krak grenades could be used in times of shit hitting the fan.&lt;br /&gt;
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Concussion Carbines are a type of Grenade Launcher used by Enforcer squads. Concussion Carbines give Enforcers the ability to disperse a crowd or bring down a foe intact for later punishment and are particularly effective against densely packed foes.&lt;br /&gt;
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The real-world equivelent would be the single-shot Grenade Launchers used by Riot Police and SWAT. Or possibly the China Lake launcher, which is a pump-action grenade launcher that looks like a giant shotgun.&lt;br /&gt;
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===Grenade Launcher===&lt;br /&gt;
[[File:Grenade Launcher.jpg|200px|right|thumb|Grenade Launcher]]&lt;br /&gt;
The grenade launcher is a light, man-portable weapon capable of firing small explosive charges. It is primarily employed by the Imperial Guard, with almost every trooper squad featuring at least one of them. Grenade launchers are a common weapon used by Imperial Guard infantry squads thanks to their ability to lob grenades greater distances and with more accuracy than can be thrown. &lt;br /&gt;
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Their primary duty is to lay down suppressive fire and destroy light vehicles and buildings. It has a choice of two different payloads, anti infantry Fragmentation grenades, and anti-armour Krak grenades.&lt;br /&gt;
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Space Marines scout bikers utilise a variation of this weapon, the &amp;quot;Astartes pattern&amp;quot; Grenade Launcher. It fires the same rounds, but with an increased rate of fire. Basically just an [https://en.wikipedia.org/wiki/Automatic_grenade_launcher AGL] but mounted on a bike.&lt;br /&gt;
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An [[Ogryn]]-sized M79-like break-action grenade launcher would be introduced in [[Darktide]] and looks very similar to the Ork&#039;s [[Shootas&#039;an Dakkas#Thump Gun | Thump Gun]] (even having a similar name).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:CadianShockTroopsGrenadeLauncher.png&lt;br /&gt;
image:ScoutBikeGrenadeLauncher.png|&amp;lt;center&amp;gt;Scout Bike&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Ngh-grenade-launcher.png&lt;br /&gt;
File:Ngh-grenade-launcher-upgraded.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Vengeance Grenade Launcher===&lt;br /&gt;
[[File:VengeanceLauncher.PNG|200px|right|thumb|Vengeance Grenade Launcher]]&lt;br /&gt;
A grenade launcher only found in the [[Warhammer 40,000: Space Marine|Vidya Game of SPEEES MEHREEEEENS!]]&lt;br /&gt;
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A much more tactical weapon than its assault-orientated cousins.&lt;br /&gt;
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The Vengeance Grenade Launcher is an experimental Adeptus Mechanicus weapon created on the Forge world Graia just prior to the Ork invasion of Warboss Grimskull. The Vengeance Grenade Launcher is not authorized for use off world, but those Space Marines who have field tested the weapon attest to its effectiveness against a range of targets. The launcher can fire out up to five fusion charges that stick to surfaces and then be remotely detonated.&lt;br /&gt;
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The current status of this weapon is unknown.&lt;br /&gt;
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Shows up again in &#039;&#039;[[Warhammer 40,000: Boltgun]]&#039;&#039;.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:TitusVengeanceZoomed.png|Captain Titus holding one of these badboys.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Crozius Arkanos===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Crozius Arkanos]]&#039;&#039;&lt;br /&gt;
===SLHG Pattern Assault Ram===&lt;br /&gt;
&#039;&#039;For more information, see here: [[SLHG Pattern Assault Ram]]&#039;&#039;&lt;br /&gt;
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===Rocket Propelled Grenade Launcher===&lt;br /&gt;
[[File:RPG-Imperial-Guard.jpg|right|thumb|200px|Rocket Propelled Grenade Launcher]]&lt;br /&gt;
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Like something out of Call of Duty, this is basically your stereotypical RPG-7 you find in every single modern first-person shooter. Like, GeeDubs ain&#039;t even trying anymore to be creative or subtle. It seems that, after 40,000 years of production, no one, not even the folks from the [[Dark Age of Technology]] could have topped the genius of the most widely used RPG in the world. So I guess the RPG-7 shares with the [[Heavy Stubber|M2-Browning]] as the most unkillable gun in 40k. &lt;br /&gt;
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The RPG Launcher is a more powerful version of the Grenade Launcher. They are capable of launching the same variety of grenades as normal launchers but are able to accurately hit targets hundreds of meters away. Unlike [[Missile Launcher#Missile Launcher|Missile Launchers]], RPGs don&#039;t have a complex targeting system that allows for extreme tracking and maneuverability capabilities. Rather, it just fires in a straight line. While this makes it less useful in hitting moving targets, it compensates by being far cheaper to produce, easier to maintain and the logistical boon of not being as unergonomically big and ungainly as your typical missile launcher.  It also can&#039;t be defeated by any counter-measure that doesn&#039;t focus on shooting things down.  You can&#039;t trick a directionless rocket with flares or chaff and you can&#039;t ruin non-existent guidance with ECM.&lt;br /&gt;
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Its simplicity and low-cost to buy and train makes them a &#039;&#039;popular&#039;&#039; choice for low-tech insurgents such as [[Chaos]] [[Cultist]]s and the like. Most modern militaries no longer equip them as standard as the [[Missile Launcher#Missile Launcher|Missile Launcher]] effectively replaced them in the battlefields.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Mischief_RPG.PNG|[[Bounty_Hunter_(Necromunda)#Pete Plainsman and Vespa Merdena|Vespa Merdena&#039;s Mischief RPG.]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Charge Caster===&lt;br /&gt;
[[File:Charge_Caster.PNG|250px|right|thumb|Charge Caster]]&lt;br /&gt;
The Charge Caster is a unique RPG variant used only by the [[Ash Waste Nomads]] as their only form of heavy weapon that we know off. The Charge Caster is far longer than a typical RPG, as it mounts a longer rocket that holds a bigger warhead and more rocket propellant which means a longer range. Without the rocket, the Charge Caster is nothing more than an empty metal tube.&lt;br /&gt;
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It seems that the Charge Caster is homemade by the Nomads, as exposed wiring can be seen, and the weapon is always cloaked which hints that the weapon has a shit ton of vulnerable exposed wiring that would suffer under the brutal sandstorms of Necromunda. Judging by its name, it seems that the Charge Caster may use some sort of [[Galvanic Weapons|galvanic]] or [[Gauss|electromagnetic]] ignition to fire the rocket; giving it increased range and higher penetrative power. It would at least somewhat explain the exposed wiring.&lt;br /&gt;
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The weapon can fire two types of rockets. The first is the Krak Rocket which is a pretty standard anti-tank round. The second type of munition is the Shock Rocket which can either split apart into 5” shock rounds with the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule (Wound roll auto-succeeds on a roll of 6) or single S6 AP-2 D3 to a single target. Pretty damn versatile all things considered.&lt;br /&gt;
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===Rad Grenade Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Grenade Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Grenadier Gauntlet===&lt;br /&gt;
[[File:BullgrynGauntlet.png|200px|right|thumb|Grenadier Gauntlet]]&lt;br /&gt;
Think of it as a heavy grenade launcher or a sawn-off Missile Launcher.&lt;br /&gt;
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The Grenadier Gauntlet is a type of heavy Grenade Launcher used by Imperial Guard [[Ogryn|Bullgryn.]] Like all Ogryn weapons such as the Ripper Gun, the Grenadier Gauntlet is not meant for accuracy and range, instead it is constructed like a giant baton. The grenade launching mechanism is just a feature for the Bullgryn to launch something explosive at an enemy he can&#039;t reach. &lt;br /&gt;
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The foes are often left reeling and shell-shocked even before the maul-wielding Ogryns charge into their midst and bludgeon the survivors into a red paste.&lt;br /&gt;
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In terms of the firing mechanism, the Grenadier Gauntlet obviously works like any normal grenade launcher. However it does have a lower set of ammunition due to the Ogryn&#039;s natural stupidity and inability to understand the concept of reloading.&lt;br /&gt;
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Still, as a baton, it is naturally incredibly tough to withstand the immense strength of a rampaging Ogryn as well as simple enough to use for these dumbasses.&lt;br /&gt;
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Darktide has this as one of the ogryns signature weapons. As a fun addition, the game let&#039;s you punch the launcher into an enemy, turning it into an explosive pile bunker.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GrenadierGauntlet.jpg|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Grenade Harness===&lt;br /&gt;
[[File:GrenadeHarness.jpg|200px|right|thumb|Grenade Harness]]&lt;br /&gt;
The Cyclone Missile Launcher of Grenade Launchers.&lt;br /&gt;
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The Grenade Harness is a type of Grenade Launcher mounted on some Space Marine Terminator Armour. These launchers allow for a barrage of Frag grenades, usually before a charge by the Terminators to soften up any opposition.&lt;br /&gt;
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The Grenade Harness has a lower ammunition capacity than a regular Grenade Launcher due to its smaller size. It is thus used tactically in surgical strikes in order to maximize the weapon&#039;s potential. Like the Cyclone, it functions the same way but with an obvious decrease in weapon range and output.&lt;br /&gt;
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For the Ork equivalent, [[Stikkbomb Launcha|&#039;&#039;see here:&#039;&#039;]] &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GorgonTerminatorGrenadeLauncher.png|&amp;lt;center&amp;gt;Gorgon Terminator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Balistus Grenade Launcher===&lt;br /&gt;
[[File:AllarusCustodianGrenadeLauncher.png|200px|right|thumb|Balistus Grenade Launcher]]&lt;br /&gt;
A new type of grenade launcher wielded by the [[Adeptus Custodes|Golden Boys in Shining Armor.]]&lt;br /&gt;
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Balistus Grenade Launchers are potent ranged weapons wielded by the Adeptus Custodes, which excel at piercing armor like a giant [[Bolter]]. The only users of these weapons are the venerable [[Allarus Custodians]]. It is unknown if the more common [[Aquilon Terminator|Aquilon Terminators]] (assuming they still exist) have permission to carry these around.&lt;br /&gt;
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Like the wrist-mounted bolters carried around by Gray Knight Terminators, the Balistus Grenade Launcher works on the same principle. Except, instead of providing covering/suppressing fire in close to medium range, these things mulch infantry at longer ranges.&lt;br /&gt;
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It is unknown where the Grenade Launcher stores its ammunition, given the relative size of the barrel in contrast to the size of the weapon itself. Maybe it is a single shot weapon? It is stated to be drum-fed but if it is drumfed, it must be either the galaxy&#039;s first invisible drum magazine or the Imperium rediscovered how to make and use pym particles and that tiny stick magazine attached to it is supposed to fit enough ammo to last a battle. Though, it&#039;s most likely somehow related to the magazine of grenades visibly sticking out of it in the picture right here. Although, that could just be your imagination and the magazine might not exist.&lt;br /&gt;
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The choice of a grenade launcher as an anti-heavy infantry weapon is also bizarre, as grenade launchers are low velocity guns that fire thin skinned shells which basically make the shell itself relatively harmless for a round of its size if you&#039;re just looking at the kinetic energy. A dud round from a grenade launcher might not even hit someone hard enough to kill them, as all the killing power of the round comes from the explosive. You&#039;d think it&#039;s some kind of HEAT round, but those focus the force of the blast on a single target by shaping the explosion to launch a jet of molten metal to achieve penetration and so wouldn&#039;t have the d3 shot profile given to what used to be small blast weapons. &lt;br /&gt;
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So the most reasonable theory is that the grenade launcher&#039;s rounds are a kind of frag round whose shells are filled with a high grade sort of shrapnel able to shred right through most forms of personal armour in use in the galaxy. Because the shrapnel would be tiny, large monsters and vehicles would shrug it off as the shrapnel would lose energy before cutting too deeply into them, which fits with its not amazing strength characteristic, but infantry would be losing limbs and organs; and power armour, cyborg augmentations, or robotic parts would have their delicate internal components devastated. In other words, basically launching a bomb full of some of the sharpest stuff known to man to reduce people to confetti and thus provide for choppy dakka. Khorne and Gork would be pleased.&lt;br /&gt;
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Or maybe, just maybe, they use krak grenades or plasma or melta.  You know, &#039;&#039;&#039;&#039;&#039;anti-armor grenades&#039;&#039;&#039;&#039;&#039;.  Which we can safely assume it does, in fact, use.  Knowing the favoritism for the Custardes, it probably also includes psyk-out grenades and refined vortex grenades.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BalistaGrenadeLauncher.png|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Heavy Grenade Launchers==&lt;br /&gt;
A much bigger variant of the standard grenade launcher that peppers the battlefield with explosive munitions.&lt;br /&gt;
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===Concussion Cannon===&lt;br /&gt;
[[File:Concussion Cannon.PNG|200px|right|thumb|Concussion Cannon]]&lt;br /&gt;
The Concussion Carbine&#039;s bigger and nastier brother.&lt;br /&gt;
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The Concussion Cannon is a cannon-sized grenade launcher used against the mother of all riots in a Hiveworld. This weapon launches grenades big enough to make a Heavy Bolter blush and it is capable of actually shattering vehicles despite being listed as &#039;non-lethal&#039;. &lt;br /&gt;
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Indeed, the only known users of these things are the [[Sanctioner Pattern Automaton]]s who are big and strong enough to lug around these weapons. Given its bigger dimensions, it is able to lob grenades at a further, stronger distance. Said grenades are probably the size of a dinner plate if we were to be honest, and its bigger size means bigger boom.&lt;br /&gt;
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Crunchwise, on Necromunda, these cannons are a medium range 3″ blast with knockdown, concussive and seismic. Pretty hefty in slowing down groups of enemies and all for a (Comparatively) cost-effective price of 80 credits. Use it for crowd control purposes.&lt;br /&gt;
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===Deathwatch Frag Cannon===&lt;br /&gt;
[[File:Deathwatch_Frag_Cannon.JPG|200px|right|thumb|Deathwatch Frag Cannon]]&lt;br /&gt;
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This is where the term Grenade Launcher ends and where [[Dakka|Grenade &#039;&#039;Cannon&#039;&#039; begins.]]&lt;br /&gt;
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Fielded exclusively by Space Marine Veterans of the [[Deathwatch]]. This is a belt fed grenade spewing death machine. It&#039;s so new and confidential that there is no fluff to explain how it works. So we&#039;ll have to make guesses based on it&#039;s weapon profile. For now, we&#039;ll assume that since it&#039;s a grenade launcher, it works like a grenade launcher. I know, I know, this is quite hard to grasp, but bear with it. Looking at real world Grenade Launchers and light artillery pieces like the M3 37mm Anti Tank gun we can make an educated guess as to how the Frag Cannon Works. Firing either solid shot rounds or canister shells like a giant shotgun. Deathwatch Frag Cannons fire at least two different rounds. The first turns it into a slightly better Heavy Flamer. The other turns it into a short range rocket launcher that hits twice. Becoming a two shot [[Lascannon]] at half range. &lt;br /&gt;
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A Deathwatch Veteran squad can take four of these things. In the same unit as Terminators and other Deathwatch exclusive [[dakka]]. [[Xeno]]s and [[Chaos]] forces should consider themselves lucky that weapons like Barrage [[Plasma Gun]]s, [[Melta|Atomizer Cannons]] and Techxorcism Guns are ultra rare. [[Anal_Circumference|As the Deathwatch can deploy all of them in a single Veteran Squad.]] Whether these downsized Frag Cannons originate from an STC or a vault from one of the many Watch Fortresses is not stated.&lt;br /&gt;
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===Auto-Launcher===&lt;br /&gt;
[[File:RepulsorAutoLauncher2.png|200px|right|thumb|Auto-Launcher]]&lt;br /&gt;
Resembling a rack/box of grenades, Auto-launchers are vehicle-mounted grenade launchers similar to Smoke Launchers. The [[Repulsor Tank|Repulsor]] is the most infamous user of these weapons.&lt;br /&gt;
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They are simple, six-barreled – though the ones on the Repulsor have eight, for some reason – weapons mounted on vehicle hulls, firing salvos of either three grenades types at a time: Frag, Krak, and Blind. They are useful for when you are indecisive on whether you want immediate proximity defense or just a simple smoke screen. The Auto-Launcher carries six grenades, all of the same type. Auto-Launchers are best identified by the literal racks of exposed grenade/missiles pointed randomly everywhere. Why the Imperium thought it was a good idea to place these weapons on extremely random places is unknown since these grenades would not be able to hit its targets tactically...[[Awesome|unless those grenades can home on their targets, of course]]. But in all seriousness, this is because the design of these weapons is based on real life active protection systems which spit out slugs, shrapnel blasts, and sometimes even small rockets in the direction of incoming projectiles in order to shoot them down. This being the Imperium, however, they have decided that it will work just as well as an actual weapon, rather than just a defensive tool.&lt;br /&gt;
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While you&#039;d think them being externally mounted runs the risk of someone shooting at the exposed grenades and causing them to detonate, we should note that all the charges face outward, and so they are not capable of doing damage to the vehicle they are mounted on; and &#039;&#039;&#039;B&#039;&#039;&#039;: they are designed (&#039;&#039;assuming they really are based on our active protection systems&#039;&#039;) to deal with incoming projectiles, so even if they are pointed the right (&#039;&#039;in the perspective of the tank&#039;s crew, wrong&#039;&#039;) way. the blast would not be able to much damage to the armour... unless the the grenades in question are Kraks.&lt;br /&gt;
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It has a lid, though, so it&#039;s probably only open for a moment to fire.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Ravenwing Grenade Launcher===&lt;br /&gt;
[[File:Ravenwing_Grenade_Launcher.JPG|200px|right|thumb|Ravenwing Grenade Launcher]]&lt;br /&gt;
A Ravenwing Grenade Launcher is a specially customised Grenade Launcher commonly utilised by the elite [[Ravenwing|Ravenwing Black Knights]] of the [[Dark Angels]] Chapter&#039;s 2nd Company, commonly called the [[Ravenwing]]. Ravenwing Black Knights employ Grenade Launchers adapted to fire even at the high speeds of their [[Bike Squad|Assault Bikes]].&lt;br /&gt;
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These Grenade Launchers can also fire specialized shells utilizing ancient technologies such as [[Radium Weaponry|Rad Shells]] and [[Grenades &amp;amp; Explosives#Stasis Bomb|Stasis Bomb]] in addition to the standard Krak and Frag Grenades. Rad Shells are essentially dirty bombs that spread contaminated, radioactive fragments that have a toxic and debilitating effect on a foe, while Stasis Shells are impregnated with an ancient and now poorly understood technology that when detonated, [[Doctor Who|momentarily freezes the flow the space-time continuum,]] causing the reaction times of any enemies nearby to be dramatically slowed if they are caught in the area of effect. &lt;br /&gt;
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On tabletop, these Grenade Launchers can cause D3 Mortal Wounds if using a CP whilst the Stasis Shells make a single hit roll with +1 to hit, and if it scores a hit the target takes d3 Mortal Wounds. Nonetheless, it is far better to just use the Plasma Talons instead.&lt;br /&gt;
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===Ironclad Assault Launcher===&lt;br /&gt;
[[File:IroncladAssaultLauncher.jpg|200px|right|thumb|Ironclad Assault Launcher]]&lt;br /&gt;
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Like the Fragstorm Grenade Launcher but for [[Centurion Squad|Centurions]] and [[Dreadnoughts]].&lt;br /&gt;
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The Ironclad Assault Launcher is mounted on the Ironclad Dreadnoughts or Centurions. It projects both offensive and defensive grenades. On the Centurion, they are located on the torso, between the arms and the chest. They are the four squarish pods that house these grenades. On a Dreadnought, it comes in two sets of six like what you can find installed on top of some Land Raiders&#039; tracks. The sets of two variant similar to the Centurion can also be found on the Caestus Assault Ram by the opening hatches, complementing its [https://1d4chan.org/wiki/Melta#Magna-Melta Magna-Melta]. Like with the auto-launcher, this is essentially a defensive system being used offensively, spitting out all its grenades in something resembling a shotgun blast from hell to either demolish obstacles, suppress the enemy, or tear them to shreds.&lt;br /&gt;
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On tabletop, the Ironclad Assault Launchers gives both the Ironclad Dreadnought and Centurions the ability to deal d3 mortal wounds to units within 1&amp;quot; of it after a charge on a 4+, which ensures they&#039;ll be softened up when you begin the fight phase. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IroncladLauncher.jpg|&amp;lt;center&amp;gt;Centurion Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CaestusAssaultLauncher.jpg|&amp;lt;center&amp;gt;Caestus Assault Ram Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:LandRaiderAssaultLauncher.jpg|&amp;lt;center&amp;gt;Land Raider Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SpartanAssaultLauncher.jpg|&amp;lt;center&amp;gt;Spartan Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Fragstorm Grenade Launcher===&lt;br /&gt;
[[File:FragstormGrenadeLauncher.jpg|200px|right|thumb|Fragstorm Grenade Launcher]]&lt;br /&gt;
Think the Grenade Harness for Dreadnoughts.&lt;br /&gt;
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Fragstorm Grenade Launchers are a type of grenade launcher used by Primaris Space Marines. Like the Grenade Harness, these launchers allow for the firing of a barrage of frag grenades before a charge. However, they can also be used defensively when the Dreadnought is surrounded by enemies and they just need to pepper a targeted radius with shrapnel and explosions. &lt;br /&gt;
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They are equipped for anti-personnel roles to Aggressor Squads and Redemptor Dreadnoughts.&lt;br /&gt;
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Their more tank-busting equivalents is the  similarly named Krakstorm Grenade Launcher.&lt;br /&gt;
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And no, despite their appearance, they have in no way related to the Auto-Launcher by function.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressorGrenadeLauncher.png|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Krakstorm Grenade Launcher===&lt;br /&gt;
[[File:PrimarisRepulsorKrakstorm.png|200px|right|thumb|Krakstorm Grenade Launcher]]&lt;br /&gt;
It&#039;s literally a Fragstorm Grenade Launcher that fires, you guessed it, Krak Grenades.&lt;br /&gt;
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A Krakstorm Grenade Launcher is a type of Imperial Grenade Launcher usually wielded by the Primaris Space Marines that fires a volley of three aforementioned Krak Grenades at a time upon the enemy. It is deployed for use as an anti-armor or anti-fortification weapon by [[Repulsor Tank|Repulsor grav tanks.]] &lt;br /&gt;
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Although there is no evidence of it being mounted on the [[Redemptor Dreadnought]], the fact that the ammunition of both the Frag and Krak are superficially similiar means it wouldn&#039;t be &#039;&#039;that&#039;&#039; out of the blue if GW decides to update the Dreadnought with these weapons.&lt;br /&gt;
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Like the Auto-Launchers, the Krakstorm Grenade Launcher carries the same issue of it being awkward to aim, with the only logical explanation if that the Krak grenades themselves have homing features like that of a missile.&lt;br /&gt;
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In terms of rules, they act as they are named. Good vehicle killers, although the sheer amount of anti-tank weapons that the Repulsor carries means that these weapons are best used for killing any stragglers.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Frag Cannon===&lt;br /&gt;
[[File:Frag_Cannon.JPG|200px|right|thumb|Frag Cannon]]&lt;br /&gt;
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The Frag Cannon is a giant [[Awesome|machine gun heavy grenade launcher]] and is the big brother of the more tacticool Deathwatch variant. Regardless we can guess that they are both automatic grenade launchers at different calibers. Making them at least 40mm in diameter or larger. In most cases, the term Frag Cannon refers to the one found in the [[Blood Angels]] Chapter. Like the [[Dark Angels]], they are one of those weapons jealously kept secret so that the AdMech can&#039;t horde all the good shit.&lt;br /&gt;
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These Frag Cannons are the older larger version exclusively mounted on [[Furioso Dreadnought|Furioso Dreadnoughts.]] The Frag Cannon is a shoulder-mounted weapon, replacing the Dreadnought arm as other heavy weapons do, and fires a pair of long, hollow adamantium shells that fragment upon firing, resulting in a hail of razor-sharp shrapnel. &lt;br /&gt;
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Their range is much shorter and lack the versatility of their smaller counterparts; somewhat capricious in nature since the shrapnel it produces [[Lolwut|can be stopped by light armor, while simultaneously being able to rip through power armour.]] Making up for it with a higher volume of fire.&lt;br /&gt;
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In 8th Edition, this giant monster is a [[MOAR DAKKA|Double Heavy Flamer on steroids]] with 8&amp;quot; 2D6 S6 AP-1 1 D auto-hits. Hordes beware. Also an assault gun on a very fast model so you can advance and roast. Pair this with a Heavy Flamer and the amount of auto-hits your Dreadnought would produce would be enough to be a Tarpit &#039;&#039;Remover&#039;&#039;, not a Tarpit Breaker. [[Rape|&amp;lt;u&amp;gt;&#039;&#039;&#039;A fucking REMOVER.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
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===Blackstar Cluster Launcher===&lt;br /&gt;
[[File:BlackstarCluster.jpg|200px|right|thumb|Blackstar Cluster Launcher]]&lt;br /&gt;
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An aerial grenade ordnance that fires from the air rather than on the ground. Air superiority and all that.&lt;br /&gt;
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The Blackstar Cluster Launcher is an array of two six-barreled Grenade Launchers mounted on the rear of [[Deathwatch]] [[Corvus Blackstar]] gunships. These allow the pilot of the Blackstar to sow a hailstorm of munitions in his wake as he strafes the primary target. The launcher is capable of firing either fragmentation or incendiary munitions. If you wanna re-enact a miniature bombing of Berlin, the Blackstar has got your back.&lt;br /&gt;
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As you can imagine, having a unit that can just fly over and drop what is essentially bombs without the risk of going close to enemy fire on a rather sluggish platform is pretty sweet. Thus, the Blackstar rocks a delightful Blackstar Cluster launcher, which lets you bomb a unit you flew over. For every model in the unit (up to 10), roll a die and, on a 6, that unit takes a mortal wound. &lt;br /&gt;
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[[Tl;dr]], the Imperium has created a plane that [[Shitstorm|literally shits &amp;lt;s&amp;gt;out bird poop&amp;lt;/s&amp;gt; grenades]]....while...[[Bullshit|more like explosive diarrhea.]] Considering the plane is called the Corvus, which means Raven...&lt;br /&gt;
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== Mortar ==&lt;br /&gt;
A mortar is an artillery weapon that launches shells in a high arc. They tend to have relatively short barrels and fire shells at relatively low velocities. The Imperial Guard uses them in two sizes: the standard man-portable mortar, carried and operated by two Imperial Guard troopers; and the heavy mortar, which can be used in static or towed artillery mounts, or mounted in a Griffon Heavy Mortar Carrier. They can destroy light infantry and light vehicles easily enough, but are unlikely to trouble heavy infantry or vehicles with tank-grade armour.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Light Mortar===&lt;br /&gt;
[[File:CadianMortarZoomed.png|200px|right|thumb|Light Mortar]]&lt;br /&gt;
The most common form of Mortars is...well....the Mortar. Some may call it the Light Mortar due to the smaller payload and size and the existence of the heavy mortar (See bellow) but whatever. The Mortar looks like...a basic modern Mortar found in use in today&#039;s armies. I guess the design haven&#039;t change for over 40,000 years, but hey, if it&#039;s not broken, don&#039;t fix it. &lt;br /&gt;
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The Light Mortar fires an explosive shell on a high-arching trajectory capable of flying over the heads of nearby troops and crashing down on the rear ranks of the enemy. Its primary use is in the anti-personnel role, breaking up enemy infantry formations and pinning them down.&lt;br /&gt;
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Mortars are prized for their ability to lay down a curtain of fire from behind cover, and while not particularly accurate their explosive power makes up for this deficiency. However this indirect-fire capability requires accurate targeting information to be effective and the use of spotters with proper vox-protocols in order to avoid friendly fire. Standard procedures has the spotters locate targets, whether through visual or remote-servitor means, and send a fire request to the mortar crew&#039;s [[Imperial Guard Command Squad|Platoon Command Squad,]] which plots a firing solution and relays that information to the mortar teams assembled, adjusting fire as required.&lt;br /&gt;
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In 8th Edition, the Mortar is now a 48&amp;quot; Heavy D6 S4 AP0 D1 heavy weapon, and may fire indirectly. Down in cost, and along with the [[Nerf|nerf]] to the [[Wyvern]] this brings it back into the realm of &#039;good&#039; choices. At 11 points a gun team, it&#039;s a dirt cheap light and medium infantry muncher. Because of the revision to the way AP works it&#039;s in direct competition with the Heavy Bolter; this ALSO means it&#039;s in indirect competition with your entire motor pool. Consider this when the challenge of fitting half a dozen kits&#039; worth of mortar tubes into your list is a daunting prospect. Becomes much more viable in games using a lot of scenery or buildings, so take it when you need to lob some pain over that city block or hill that your other heavy weapons can&#039;t shoot through.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Mole Mortar===&lt;br /&gt;
[[File:Mole_Mortar.jpg|200px|right|thumb|Mole Mortar]]&lt;br /&gt;
Basically a reverse Mortar. In that it travels &#039;&#039;underground&#039;&#039; rather than overhead. It&#039;s more of a torpedo then a Mortar, but it got &#039;Mortar&#039; in the name and we need to stick it somewhere.&lt;br /&gt;
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The missile burrows its way toward its target, bypassing all surface hazards and defenses, emerging from the ground beneath the target. The missile is self-guided and able to track its target through solid rock. [[Mole Mortar Team|As an invention of the]] [[Squats|Sphess Dorfs]], the Mole Mortar soon found its way up the ranks of the [[Imperial Guard]] due to its unorthodox firing methods.&lt;br /&gt;
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The Mole Mortar was originally developed to destroy enemy tunneling vehicles but was so successful that now used as a [[Wat|short-ranged assault weapon,]] even though such premonitions sounds outright [[Stupid]] let alone suicidal, it is worth remembering that since vehicles have thinner bottom armor if you can get a hit on a tank it&#039;s going to be fairly devastating. It is sometimes used to breach fortifications too strong for conventional weaponry to damage. Due to the unique way it operates, the mole mortar is able to circumvent most defenses, striking from below to explode within bunkers and other structures. Even so, it could be defeated by an incoveniently placed sewer pipe or cavern.&lt;br /&gt;
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Heck, the Mole Mortar was so popular in the Guard that it eventually led to the creation of the [[Mole Launcher]]. [[Original character, do not steal|Figures.]]&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Heavy Mortar===&lt;br /&gt;
[[File:Heavy_Mortar.jpg|200px|right|thumb|Heavy Mortar]]&lt;br /&gt;
The Heavy Mortar is a larger support version of the standard Mortar used by the Imperial Guard. Its primary advantages are a wide range of ammunition types, a high rate of fire, and simplicity to construct and maintain. However its massive size means the heavy mortar must either be towed into place by a [[Trojan Support Vehicle|Trojan]] or [[Centaur Utility Vehicle|Centaur]]. A special version of this is mounted on the [[Griffon Heavy Mortar Carrier|Griffon Mortar Carrier.]]&lt;br /&gt;
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While they were once quite popular with many Imperial Guard regiments, the use of heavy mortars has fallen out of favor in recent years, since for many commanders it lacks both the heavy firepower and long reach of much larger artillery pieces, limiting its use in box-barrages or counter-battery fire (because out-ranging and quickly destroying enemy mortars is sooo terrible since the Guard is actively trying to get its own troops martyred). Towed heavy mortars have become even less popular, being seen as too slow to keep up with advancing mechanized units, and have largely been regulated to PDFs and Siege Regiments.&lt;br /&gt;
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For all their faults heavy mortars also have a number of advantages. They are an excellent close support weapons for engaging enemy infantry and light vehicles, freeing the heavier artillery for use against more appropriate targets, and can maintain a steady rate of fire for hours. Its versatility also allows it to fulfill a variety of other roles, from launching illumination shells during night battles or laying down a smoke screen before an infantry attack.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Belleros Energy Cannon===&lt;br /&gt;
[[File:Belleros_Energy_Cannon.JPG|200px|right|thumb|Belleros Energy Cannon]]&lt;br /&gt;
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The Belleros Energy Cannon is one of the two primary weapons for the giant rubber duck known as the [[Skorpius Disintegrator|Skorpius Disintegrator]]. The Energy Cannon is a mortar, it basically functions like one. It is also a Direct-Energy Weapon (DEW), which means it is for all intents and purposes a [[Lolwut|laser mortar...]] sort of. Another explanation is that it is some sort of microwave DEW, which can cook targets through walls. It is a bit vague in that regards.&lt;br /&gt;
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With a range of &#039;&#039;only&#039;&#039; 36&amp;quot; (This is shorter than the 48&amp;quot; [[Ferrumite Cannon]] mind you), the Belleros is no proper artillery. Rather, the energy cannon is a weapon meant to support allied troops through indirect fire via the harassment of enemy positions. With it’s 3D3 shots and 2 damage per wound, this is a weapon that is primarily made to clear hordes of GEQs and MEQs. One big advantage especially for AdMech players is that it can target units that aren’t in direct LoS. At Str 6 and -1 AP, this thing is not a vehicle killer in the slightest. Rather, as aforementioned, it is a Tarpit cleanser as, in terms of raw damage potential it can clock up to [[Powergamer|18 damage.]]&lt;br /&gt;
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===Griffon Heavy Mortar===&lt;br /&gt;
[[File:Griffon_Mortar.jpg|200px|right|thumb|Griffon Heavy Mortar]]&lt;br /&gt;
The Griffon Heavy Mortar is the smallest and lightest of the artillery guns. This weapon has been a source of [[Skub]] in-universe. &lt;br /&gt;
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Critics of the Griffon claim that its main weapon is too small to warrant its vehicular mounting (despite being large enough it&#039;d make a Rhino look like a truck), while tying up fire control and observation assets needed by much larger pieces (which wouldn&#039;t be communicating if the observers were calling for the Griffon instead). For its supporters though, the Griffon is the ideal compromise between weight, firepower, mobility and ease of use. Its heavy mortar is excellent against infantry and light vehicles, freeing heavier artillery for use against more appropriate targets, and can maintain a high rate of fire. The vehicle is also capable of keeping pace with rapid advances for which heavier vehicles like the Basilisk are too slow to maintain.&lt;br /&gt;
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Its firepower is not impressive (it&#039;s S6 AP-1 and ignores cover), and its range is also relatively short (48&amp;quot;), but because it is so small and light, it can sustain higher rates of fire than other guns and, when carried in the heavy chassis of a [[Griffon Heavy Mortar Carrier]], it can be fired indirectly and roll two dice dropping the lowest for number of attacks).&lt;br /&gt;
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[[Tl;dr]], this weapon is the reason why conventional towed Heavy Mortars are now phased out from the Imperial Guard, instead being put in as a reserve artillery piece from the &#039;&#039;[[Planetary Defense Force|PDF]]&#039;&#039; of all things. How the mighty has fallen.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Stormshard Mortar===&lt;br /&gt;
[[File:Stormshard_Mortar.jpg|200px|right|thumb|Stormshard Mortar]]&lt;br /&gt;
Take a mortar and give it the firepower of a machinegun. [[Dakka|You get yourselves a Stormshard Mortar.]]&lt;br /&gt;
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The Stormshard Mortar is an artillery system commonly mounted in two pairs on Imperial Guard [[Wyvern Suppression Tank|Wyverns.]] These mortars excel in urban warfare, firing shrapnel down on enemy infantry without exposing the vehicle itself to harm. It is a fairly close range weapon for artillery, but it is needed in the heavily tight space of Hive Cities where the chance of an artillery shell hitting the rooftops of some poor hobo&#039;s house is actually quite high.&lt;br /&gt;
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Because of the chance of facing against [[Tyranids|Horde]] [[Orks|Armies]], the Wyvern mounts not one, but &amp;lt;u&amp;gt;&#039;&#039;TWO&#039;&#039;&amp;lt;/u&amp;gt; sets of Stormshards. These means that these badboys carry four mortars on one turret. [[Rape|Add to the fact that they can fire on auto and you have a weapon system that eats Swarmers for breakfast.]] All of the fucking yes!&lt;br /&gt;
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Given it&#039;s similarity to the Heavy Quad-Launcher, it is likely the same weapon firing different ammo.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Karacnos Mortar Battery===&lt;br /&gt;
[[File:Karacnos_Nukes.jpg|200px|right|thumb|Karacnos Mortar Battery]]&lt;br /&gt;
The [[Adeptus Mechanicus]] have their own mortar and [[Lord of the Rings|it is a mortar to rule them all.]] Called the Karacnos Mortar Battery which is so named after the [[Karacnos Assault Tank|vehicle it is mounted on.]] Also found as the carapace weapon on the [[Acastus Knight Asterius|Imperial Knight Astreus]]. The Karacnos Mortar Battery is special cause it uses &#039;&#039;[[Fallout|radioactive warheads]]&#039;&#039; [[Awesome|as its armaments!]] You can&#039;t get more metal than that! As it is basically firing a barrage of dirty bombs, this mortar fires its radioactive warheads which is designed to sweep an area clear of all organic life.&lt;br /&gt;
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As you can imagine, these badboys aren&#039;t that well liked for those Imperial Commanders who want to have a idyllic and livable planet to prosper. Seriously, a couple of these batteries would turn a city into a uninhabitable wasteland that only a [[Death Korps of Krieg|Krieger from a Death Korps would enjoy.]]&lt;br /&gt;
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On tabletop ([[Horus Heresy|The 30k rules at least]]), the Mortar is a R60 heavy bolter with barrage, small blast, fleshbane, radphage, Ignores cover and pinning which seems good on paper but with the majority of targets getting armour saves this mostly equates to a longer range Wyvern.&lt;br /&gt;
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===Morbus Heavy Bombard===&lt;br /&gt;
[[File:Morbus_Heavy_Bombard.JPG|200px|right|thumb|Morbus Heavy Bombard]]&lt;br /&gt;
The standard weapon for the [[Legion Arquitor Bombard]], the Morbus Heavy Bombard is a big fuck-off mortar system designed to fire shells that could bring absolute devastation to even the most heavily armored enemy units. &lt;br /&gt;
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Whilst not as large and devastating as its larger cousin such as the Colossus Siege Mortar. The Morbus Heavy Bombard could in fact, act as the middle child between the Colossus and the smaller but more mobile Griffon Heavy Mortar. &lt;br /&gt;
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This mortar was so good, that good [[Mortarion|ol&#039;Morty]] decided to [[Blood Ravens|&#039;borrow&#039;]] the idea and concept for his own daemonic [[Plagueburst Crawler|Plagueburst Crawlers]] [[Plague Wars|that he unleashed on the Imperium after the Heresy.]] Although why it took Mortarion over 10,000 years to modify and tinker around the Morbus Heavy Bombard is unknown; maybe it is to act as Mortarion&#039;s 10th Millennia Anniversary &#039;surprise&#039; gift to the Imperium after all this time.&lt;br /&gt;
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===Colossus Siege Mortar===&lt;br /&gt;
[[File:ColossusSiegeMortar.jpg|200px|right|thumb|Colossus Siege Mortar]]&lt;br /&gt;
The Colossus Siege Mortar is huge, cumbersome and highly destructive, and it&#039;s so large that its shells have to be loaded by cranes instead of by hand. It fires massive concussive rounds that will turn its target to paste (as long as it&#039;s a human wearing something less than terminator armor -- S6 AP-2 Dd3 is good against infantry blobs, not so much for harder targets), even if they are hiding in cover. &lt;br /&gt;
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Because one cannon wasn&#039;t enough, the Imperium built the Dominus Armored Siege Bombard, a variant of the [[CRASSUS ARMORED ASSAULT TRANSPORT]] that carries an automated &#039;&#039;trio&#039;&#039; of Colossus cannons (though the Dominus only costs as much as two [[Colossus Bombard|Colossi]]...which actually makes sense, as the Colossi are built on a Leman Russ chassis where-as the Dominus just has to pay for an extra cannon, not a whole new vehicle to carry it).&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Dominus Triple Bombard===&lt;br /&gt;
[[File:DominusTripleBombard.png|200px|right|thumb|Dominus Triple Bombard]]&lt;br /&gt;
Hey! Remember how we said that a certain Imperium vehicle was actually big enough to mount not one, but THREE Colossus Siege Mortars? Well here it is, the Dominus Triple Bombard found only on the DOMINUS ARMOURED SIEGE BOMBARD. This monster is a god damned tarpit cleanser.&lt;br /&gt;
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An automated battery of three Bombard cannons rigged to fire together in sequence, it can pulverize anything caught within its field of fire. The Triple Bombard has two rates of fire: a slower rate the Dominus is limited to when on the move, and the second a higher rate for sustained fire when it is stationary.&lt;br /&gt;
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In practice the Dominus throws [[Rape|10d6 S10 ap-3 shots with indirect fire when stationary,]] easily wiping any unit foolish enough to be larger than 5 models. S10 Ap-3 is also a serious threat to any armor short of a titan, and the weight of shots pretty much guarantees an overkill of single model targets. Essentially, [[OP|it is a mortar system so big, with shells so large that]] [[Rape|&#039;&#039;Tank Armor]] [[Count as|now counts as]] [[Flak Armor]]&#039;&#039; [[Cheese|when faced with this cheesemonger.]]&lt;br /&gt;
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The older, even bigger and more Squattier version of the Dominus Triple Bombard is the Thunder-Fire Cannon from the [[Squats]]. &lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==Multi-Use Weapon Systems==&lt;br /&gt;
Ordnance that has variable uses that ranges from clearing hordes of infantry, to tankbusting, to shooting those flying buggers out of the sky (the majority of which use WW2 style of anti-air guns which is only great for low altitude aircraft). These weapon systems can change its weapon loadout which makes it extremely versatile for almost all situations. May or may not bleed into the [[Missile Launcher]] categories.&lt;br /&gt;
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===Tarantula Sentry Gun===&lt;br /&gt;
[[File:TarantulaTurret.jpg|200px|right|thumb|Tarantula Sentry Gun]]&lt;br /&gt;
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THE GIANT ENEMY SPIDER DO DO DODODODODODODDOO DO&lt;br /&gt;
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Sorry. It had to be done.&lt;br /&gt;
One of the more iconic sentry guns and probably the only notable sentry guns used by the Imperium. The Sentry Gun, more commonly referred to as a Tarantula, is an Imperial automated mobile weapon system based upon ancient Imperial technology. Useful in a variety of roles, it is most notably used by the [[Imperial Guard]], but is also utilized by other groups including the [[Adeptus Astartes]] and the [[Adeptus Arbites]]. The [[Night Lords]] in particular had/have a significant fondness for these things, and like to use them to set up pre-fab kill zones. The exact origin for its nickname is unknown although it is fair to assume that their multi-legged appearance can be attributed in part to this. &lt;br /&gt;
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Utilizing simple logic engines and infused with a machine spirit, the Tarantula can function without needing to be controlled by a human gunner. Commonly fitted with either twin-linked [[Lascannon|lascannons]] or [[Heavy Bolter|heavy bolters,]] the Tarantula offers a significant deterrent to both enemy armor and infantry waves. [[Derp|However, it is not intelligent enough to actually choose its targets]] - [[FATAL|instead only prioritizing the closest threat in range.]] A cunning foe could probably spoof it.&lt;br /&gt;
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The uses for these sentry guns are many and varied, from defending a perimeter from surprise attack to establishing a roadblock or operating as part of a static defensive line. However, their lack of inherit mobility restricts their use on a fluid battlefield. A Tarantula can be carried on the back of a [[Chimera Transport|Chimera]], [[Rhino]] or by a [[Valkyrie]] in addition to their normal passenger compliment. Tarantulas can even be air-dropped via grav-chute and deployed from packing crates. &lt;br /&gt;
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Beloved by the [[Imperial Guard]], because it&#039;s an automated gun turret defending them on the front lines, and they don&#039;t even need to be in harm&#039;s way.&lt;br /&gt;
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[[Grimdark|They will still be put in harm&#039;s way]].&lt;br /&gt;
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Astartes Tarantulas are semi-mobile and can move themselves to a degree and even engage in pre-programmed patrol routes.&lt;br /&gt;
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Those who don&#039;t usually play Forgeworld might&#039;ve first seen these in [[Dawn of War II]] as a fortification for Imperial and Chaos forces. The [[Blood Ravens]] 4th Company gets a few of these per mission depending on how many [[Adeptus Mechanicus]] forges have been liberated, which can then be deployed from their Strike Cruiser for some [[Dakka|extra firepower]] in a pinch.&lt;br /&gt;
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In multiplayer, most turrets including the Tarantula have a limited arc of fire instead being able to rotate 360 degrees, most likely for balance reasons. The [[Techmarine]] can build one armed with a [[Heavy Bolter]] to suppress enemy infantry, which can also be upgraded to fire missiles for anti-vehicle punch. Correspondingly, the [[Plague Marine|Plague Champion]] can build the same for some [[Derp|reason]], but doing less damage in exchange for a larger arc of fire and can be upgraded into a twin-linked [[Lascannon]] instead. The [[Imperial Guard]] can summon a [[C.S. Goto|Multilaser]] turret which doesn&#039;t have infantry suppression or anti-vehicle options, but it provides your puny guardsmen some early staying power [[Eldar|against]] [[Chaos Space Marines|factions]] [[Tyranids|without]] a [[Flamer]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hevboltertarantula.jpg|Tarantula Heavy Bolter&lt;br /&gt;
File:Lascannontarantula.jpg|Tarantula Lascannon&lt;br /&gt;
File:HyperiosLauncher.jpg|Tarantula Hyperios &lt;br /&gt;
File:RadarPlatform.jpg|Tarantula Air Defense Command Platform&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Sabre Weapons Battery===&lt;br /&gt;
[[File:Sabre_Gun_Platform.JPG|200px|right|thumb|Sabre Weapons Battery]]&lt;br /&gt;
Yet another weapons platform used by the Imperial Guard, usually for light air or ground defense at important assets or locations. Two Guardsmen are needed to crew the platform, which features dual heavy weapon mounts able to be fitted with standard Imperial Guard weapons for ease of supply and maintenance, although the actual model only showed one guardsman.&lt;br /&gt;
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The Sabre (aka the Sabre Gun Platform) shares the same leg mounts as a Tarantula, but instead uses a crew of Guardsman to fight rather than a machine spirit. The platform along with its weapon mount can rotate a full 360 degrees and features built-in auto-stabilizers to reduce recoil and improve accuracy of its mounted weapons. Its light structure means it can be easily disassembled and repositioned on the field, but not while under fire. Because of this, Sabre teams are expected to hold the line even against overwhelming odds. As they often form the last line of defense for a failing Imperial campaign, assignment to a Sabre is seen as a [[Grimdark|death sentence]].&lt;br /&gt;
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Its primary armament is either quad [[Heavy Stubber|Heavy Stubbers,]] twin-linked [[Lascannon|Lascannons,]] twin-linked [[Heavy Bolter|Heavy Bolters,]] twin-linked [[Autocannon|Autocannons,]] or the most useless and suicidal of all, [[FAIL|a goddamned fucking searchlight]], I mean yeah sure, you could illuminate targets during night fighting, but that&#039;s as far as you could go. However, they are most often used as a form of anti-air defense, so tend to most commonly be seen with quad heavy stubbers. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SabreGunPlatform01.jpg|Heavy Stubber Sabre&lt;br /&gt;
File:SabreAutocannon.JPG|Autocannon Sabre&lt;br /&gt;
File:SabreHeavyBolter.JPG|Heavy Bolter Sabre&lt;br /&gt;
File:SabreLascannon.JPG|Lascannon Sabre&lt;br /&gt;
File:SabreSpotlight.JPG|Searchlight Sabre&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Firestrike Servo-Turret===&lt;br /&gt;
[[File:Firestrike_Servo-turret.jpg|200px|right|thumb|Firestrike Servo-Turret]]&lt;br /&gt;
The [[Primaris Marines]] version of the Sabre Weapons Battery, but without the added bonus of leaving the Primaris Marines to die. Firestrike Servo-Turrets are Primaris heavy weapon platform turrets, that can be armed with either twin [[Accelerator Autocannon]]s or twin [[Las-Talon]]s. &lt;br /&gt;
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Firestrike Turrets are primarily a defensive weapon which lays down withering volleys of fire to secure the flanks of Space Marines bases of operations. They are mounted on gravitic ventral plates, hovering across the battlefield to ideal firing positions&lt;br /&gt;
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Also a nice option for conversion to get a 2nd/3rd edition razorback turret on modern vehicle kits.&lt;br /&gt;
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Crunchwise, on 9th Edition, it is your &#039;basic&#039; (Basic in the loosest sense of the term) Primaris static gun turret (with M3&amp;quot;, if you&#039;re wondering how the hell it can move, the legs have grav plates fluffwise) crewed by a novitiate Techmarine (BS2+ and Sv2+, but can&#039;t repair and lacks any appropriate keywords) and sporting twin large calibre cannons, namely of the [[Accelerator Autocannon]] ((anti-infantry) 48&amp;quot; Heavy6 S7 Ap -1 D2) or [[Las-Talon]] variety. Also, this thing looks damn similar to the Turrets used in [[Starship Troopers]], which is pretty rad even if the model is [[Fail|a turd on the battlefield.]] [[Tl;dr|TL;DR,]] you&#039;re paying less points to put a tank weapon on a cheaper BS2 platform that has nearly no mobility and only T5.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
{{Imperial-Guard}}&lt;br /&gt;
{{Primaris Marine-Forces}}&lt;br /&gt;
[[Category:Fortifications]]&lt;br /&gt;
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=={{anchor|Leman Russ}} Tank Guns ==&lt;br /&gt;
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These guns are too large to be carried by infantry (excluding &amp;quot;heavy&amp;quot; weapons such as [[lascannon]]s and [[autocannon]]s), but are still small enough that a heavy vehicle, like the [[Leman Russ Battle Tank]], can carry and fire them while in the thick of battle. It should be noted that certain [[Autogun|Autoweapons]] are also a form of ordnance. So don&#039;t be too surprised if you see a few similiar faces around here.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Taurox Battle Cannon===&lt;br /&gt;
[[File:TBattle_Cannon.JPG|200px|right|thumb|Taurox Battle Cannon]]&lt;br /&gt;
The little wee kid brother of the famed Battle Cannon. If the Battle Cannon is considered as the mainline tank gun of the Imperium, then the Taurox&#039;s version would be considerd as the autocannon IFV gun of the family.&lt;br /&gt;
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The Taurox Battle Cannon is the primary armament of the [[Taurox Prime]] and is considered by some as a light artillery piece. It is fitted with advanced recoil-dampening devices and auto-targeters to allow it to fire accurately even while moving.&lt;br /&gt;
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On the tabletop, the crunch pretty much matches the fluff. The Taurox Battle Cannon is the mini-Battle Cannon; being a 48&amp;quot; ranged, S7 AP-1 Heavy D6 weapon. Good for picking off TEQs and light vehicles, although it would struggle against MBTs.&lt;br /&gt;
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===Battle Cannon===&lt;br /&gt;
[[File:Battle_Cannon_Leman_Russ.PNG|200px|right|thumb|Battle Cannon]]&lt;br /&gt;
&#039;&#039;For additional information, see here: [[Autogun#Battle Cannon|Battle Cannon]]&#039;&#039;&lt;br /&gt;
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The primary weapon of the [[Leman Russ Battle Tank]], at 120mm&#039;s it is the most commonly used tank gun for good reason: the Battle Cannon can pull double duty as both an anti-tank and anti-infantry weapon thanks to its considerable range (72&amp;quot;), strength (S8 AP3 = instant death to [[MEQ]]s and capable of damaging any vehicle) and explosion size (5&amp;quot; blast = blob-killer). The cannon proved so popular that it was made the primary armament of the [[Macharius (tank)|Macharius]] and [[Malcador (tank)|Malcador]] super-heavy tanks, and has been forked into several versions by the [[Adeptus Mechanicus]]:&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|name=Battle Cannon (Leman Russ)|range=72|strength=8|ap=3|type=Ordnance|rof=|rules=Blast (5&amp;quot;)}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
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Since the revamping of the AP-system and moving away from &amp;quot;blast template&amp;quot; mechanics, the stats for battle cannons were changed, becoming something of this&amp;lt;br&amp;gt;&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|name=Battle Cannon (8th Edition)|range=72|strength=8|ap=-2|damage=D3|type=Heavy D6|}}&lt;br /&gt;
It is worth noting that while AP-2 now allows 3+ and 4+ armour to provide at least some save-roll (5+ save for 3+ armour and 6+ save for 4+ armour), 2+ armour (like that of the Terminators) now only gets 4+ save instead of 2+.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==={{anchor|Conqueror Cannon}} Conqueror Battle Cannon===&lt;br /&gt;
[[File:LRConq.jpg|200px|right|thumb|Conqueror Battle Cannon]]&lt;br /&gt;
Fitted to the [[Leman Russ Conqueror]], this is essentially a lighter and smaller version of the Battle Cannon. Its shorter range and smaller blast radius is more than compensated by the reduced recoil and higher rate of fire, allowing for an even greater damage output than a Battle Cannon. Like the battle cannon the Conqueror cannon is capable of firing high explosive, anti-tank, smoke, illumination, and even Hunter shells, although not infernus rounds. The Forge World Gryphonne IV also designed a special shell just for this weapon, known as the &#039;&#039;&#039;Augur Shell&#039;&#039;&#039;. While similar to an HE shell when the Augur&#039;s impact detonator is triggered the thin shell wall splits open and the soft explosive charge is spread across the target; a microsecond later the secondary detonator in the base of the shell ignites the explosive. This causes cratering and cracking of the target&#039;s outer armor, while inside the target it produces spalling capable of damaging internal equipment and wounding or killing personnel (Which sounds extraordinarily similar to HESH ammunition). However the shell was not considered a success and in the end relatively few were produced.  Shaped charges work better, hence why HEAT is more common than HESH. Also, metals like nickel can be put in a HEAT round to turn it into a beam of plasma, but HESH is simply a pancake of explosive that goes boom. Ultimately, a focused boom is better, though HESH is better when you need just plain boom without it being focused somewhere. Though there is an important caveat when it comes to HESH VS HEAT: HEAT penetrates, but HESH sends more force into the target, meaning that if a HESH rounds sends enough conclusive force into a tank, you can scramble the crew and internal devices as if you shook a can half filled with jello. When all is equal, HESH is likely preferable against APCs, IFVs, and other forms of transports that HEAT or AP would kill but survivors would escape from to fight another day. HEAT is good for killing vehicles in which the machine is the threat, not the people in it (like battle tanks and mobile artillery, mobile guns, etc.).&lt;br /&gt;
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On the tabletop, it&#039;s a &amp;quot;Heavy&amp;quot; weapon, as opposed to &amp;quot;Ordnance&amp;quot;, which allows the carrying vehicle to fire its sponson weapons at full ballistic skill (though, since the Conqueror is not a heavy tank, that only applies if it holds still...).&lt;br /&gt;
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In 8th Edition it&#039;s just a Battle Cannon with 50% of the range (36&amp;quot;).&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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=== Macharius Battle Cannon ===&lt;br /&gt;
[[File:Malcadorbattlecannon.png|200px|right|thumb|Macharius Battle Cannon]]&lt;br /&gt;
The [[Macharius Heavy Tank]] has a twin-barreled variant of the Battle Cannon, because it has a bigger turret and because two barrels are better than one. It also looks like it has a larger bore which means it can fire larger calibers. For all intents and purposes, the Macharius Battle Cannon should be considered as a superheavy weapon if not for the fact that the Macharius itself is not completely in the superheavy category.&lt;br /&gt;
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It used to actually fire two shots, but that&#039;s been changed to a single massive (7&amp;quot;) blast in more recent publications similiar to how some video games give sawed-off shotguns a firing mechanism to blows off the two barrels at the same time. Maybe they will get around to making a single massive cannon for it, too. A Macharius Vanquisher Cannon? It exists. But a Macharius with a giant single gun? we wish.&lt;br /&gt;
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Then 8th Edition drop and we went back to a 2-shot Battle Cannon. Lame.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==={{anchor|Vanquisher Cannon}} Vanquisher Battle Cannon===&lt;br /&gt;
[[File:Vanqcannon.jpg|200px|right|thumb|Vanquisher Battle Cannon]]&lt;br /&gt;
Huge gun, huge range, huge barrel, huge damage. Basically an anti-tank gun fitted on tank destroyers. The Leman Russ Vanquisher has its weapon tooled for only one purpose: to fuck enemy tanks and monsters hard using huge shells.  &lt;br /&gt;
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It sacrifices its blast radius for an improved capacity for armor penetration (AP2, S8 + 2d6 = 10-20 with an average of 15 = roll for the [[anal circumference|circumference]] of the hole that is about to get punched through your armor).  The [[Macharius (tank)|Macharius]] can carry twin-linked Vanquisher cannons, and has enough internal space that it can also fire high-explosive shells like the regular Macharius Battle Cannon, so it&#039;s like two tanks in one -- and it costs about as much as regular Russ and a Vanquisher put together.&amp;lt;br&amp;gt;&lt;br /&gt;
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From 8th edition, the cannon is now somewhat nerfed. It has only S=8,AP-3 while retaining Heavy 1 and gaining D=D6R (the same rule as meltagun, albeit not only when in half-range or less). Considering how meltaguns in 9th edition are now D6+2 at half range and multi meltas get two shots, this puts the usefulness of the vanquisher into serious question. You&#039;re better off sticking with melta-equipped demolisher tanks to do your tank hunting.&lt;br /&gt;
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The only problem is that the [[Adeptus Mechanicus]] lost Tigrus, the only [[Forge World]] that made Vanquisher cannons, to the [[Orks]] in M35 (somehow, you&#039;d think the Imperium would throw so much firepower in defense of such a vital world that nothing could take it), so the only way to make new Vanquisher tanks is to take the cannons off of tanks that have been immobilized -- not a simple feat, given that the cannon is so dangerous to armor and stands out as a priority target for enemies. Two other Forge Worlds, Stygies VIII and Gryphonne IV have stepped up to try and match the old cannons (read: [[Forge World]], the company, has produced two alternate turrets for [[Leman Russ Vanquisher]]s), but they&#039;re just not quite there (though it makes no difference on the tabletop, of course). And then Tyranids ate Gryphonne. (It was delicious.)&lt;br /&gt;
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And it also seems, that as per 6-th edition Astra Militarum Codex and onwards, the fluff was changed to do away with &amp;quot;Vanquisher cannon being rare&amp;quot; altogether - now the Leman Russ Vanquisher is noted as being simply the dedicated anti-armour variant of Leman Russ, often employed as command tank in armoured formations. However, it now also seem that Vanquisher cannon now lost it&#039;s ability to fire HE rounds, being able to only fire anti-armour HEAT rounds, something ineffective against infantry formations.&lt;br /&gt;
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It should be noted that, unlike how many on /tg/ perceive it, the Vanquisher is &#039;&#039;&#039;not&#039;&#039;&#039; just a Battle Cannon firing specialised Anti-Tank shells. The Guard does use separate specialised HEAT shells for the basic BC, but Imperial Armour shows the Vanquisher Cannon to have a smaller bore than the standard one, while the shells have a greater diameter-to-length ratio and possibly be some form of APFSDS round.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Pulveriser Cannon===&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[File:Pulverizer_Cannon.PNG|200px|right|thumb|Pulveriser Cannon]]&lt;br /&gt;
The Pulveriser Cannon is the Demolisher Cannon&#039;s little brother and the standard-issue secondary weapon of the [[Rogal Dorn Battle Tank]]. The Dorn can swap out the Pulveriser for a [[Castigator Gatling Cannon]] if the operator wants to turn the tank into a more effective anti-infantry role. &lt;br /&gt;
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The smaller size is meant to accommodate the rest of the tank&#039;s weapon systems at the expanse of reducing its firepower and armour penetration compared to the slightly bigger Demolisher Cannon. On the other hand, its smaller size allows the Dorn to fire on the move; that and the fact that the Dorn Tank is built for siege warfare, so the Pulveriser Cannon ends up being a useful secondary coupon to make sure that whatever the tank is firing remains &#039;&#039;dead&#039;&#039;.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Demolisher Cannon===&lt;br /&gt;
[[File:Demolisher1Cannon.jpg|200px|right|thumb|Demolisher Cannon]]&lt;br /&gt;
The Big One. Fitted onto the [[Leman Russ Demolisher]] and packing enough heat to turn [[Terminator|Terminators]] and heavy and super-heavy vehicles inside-out with a single shell, the Demolisher Cannon&#039;s short range (24&amp;quot; -- shorter than some infantry weapons) is the only thing that stops it from being a truly amazing weapon. &lt;br /&gt;
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Even then, it can cause considerable damage (S10 AP2 Large Blast = kiss your everything goodbye) and because it is smaller than the other cannons, is one of the few ordnance weapons used by the [[Space Marines]], mounted on the [[Vindicator]] and [[Land Raider Ares]], and it is used as secondary armament on certain super-heavy tanks, like [[Baneblade]]s and the [[Malcador (tank)|Malcador]].&lt;br /&gt;
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The Demolisher fires special ammunition much larger than that used in the Battle Cannon, allowing it to punch through layers of concrete and plasteel alike. A Demolisher shell is constructed with an outer layer of standard high explosive and shrapnel, which surrounds a chemical core. Upon impact, the explosive layer detonates, punching a hole in the enemy&#039;s armor and spreading shrapnel over a wide area. It also starts a chemical reaction in the core, causing it to super-heat into a jet of plasma, which lances through the compromised armor, spreading molten death over a wide area and literally ripping the target from the inside out. The tremendous recoil produced by firing the cannon is capable of lifting the front end of a tank off the ground and, were it fired while moving, risk causing it to roll over.&lt;br /&gt;
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Nowadays, it&#039;s a big boy gun. D6 shots at a small 24&amp;quot;, at S10 AP-4 Dd6. Put this thing on a Tank Commander, give him &amp;quot;Gunners, Kill on Sight!&amp;quot; and watch the tears flow.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==={{anchor|Nova Cannon}} Eradicator Nova Cannon===&lt;br /&gt;
[[File:Leman_Russ_Eradicator_Cannon.jpg|200px|right|thumb|Eradicator Nova Cannon]]&lt;br /&gt;
The Eradicator Nova Cannon fires shells with an unstable &amp;quot;sub-atomic&amp;quot; core (yes, this just might be a tank cannon that fires &#039;&#039;mini-nukes&#039;&#039;). These shells are somewhat hazardous to the tank and crew, as they have a non-zero probability of exploding if they get jostled while loading, so most [[Imperial Guard Regiment|regiments]] that use [[Leman Russ Eradicator]]s have a margin for crew losses, and that is without the off chance of radioactive leaks from a faulty shell.&lt;br /&gt;
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The Eradicator is most effective supporting infantry forces fighting in areas such as cities and jungles, and it is easily replicated on dozens of Forge Worlds. For urban combat however the Eradicator does not feature the additional rear armor found on similar vehicles, leaving it vulnerable to attacks from behind.&lt;br /&gt;
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They keep using the Nova cannon, though, because the shell&#039;s massive blast completely flattens any cover, so unless the targets are power armored, there&#039;s no escape for them (S6 AP4 = Instant Death for most standard infantry; less effective for beefier troops). Why a shell that detonates if it&#039;s shaken does not go off when it&#039;s fired from a freaking cannon is not completely explained by GW.&lt;br /&gt;
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==={{anchor|Kratos Battlecannon}} Kratos Battlecannon===&lt;br /&gt;
[[File:Kratos_Battlecannon.JPG|200px|right|thumb|Kratos Battlecannon]]&lt;br /&gt;
The Kratos Battlecannon is the main weapon used by the [[Kratos Heavy Assault Tank|&amp;lt;s&amp;gt;God of War&amp;lt;/s&amp;gt; Kratos Heavy Assault Tank]]. A heavily modified and specialised tank gun that can be used to fire a few specialised ammunition. The Kratos Battlecannon sits in between the Macharius Battlecannon and the Baneblade Battlecannon in terms of both calibre, range and penetration.&lt;br /&gt;
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The Kratos is a very flexible weapon, offering the Imperium and Traitor forces a gun that offers more damage, penetration and range than a standard Battlecannon without the incredibly expensive maintenance cost and specialization of the Baneblade Cannon. The ammunition it can fire includes high-explosive, armor-piercing, and flashburn shells, the latter of which were meant to chew through tank armour like real-world APFSDS rounds.&lt;br /&gt;
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On the tabletop, the Battlecannon comes with HE shells for blowing up squads of infantry, AP shells for shooting tanks and Flashburn shells for blowing holes in Knights and Super Heavies. It is a very nasty and flexible weapon. This weapon is not to be fucked with.&lt;br /&gt;
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==={{anchor|Oppressor Cannon}} Oppressor Cannon===&lt;br /&gt;
[[File:Oppressor_Cannon.PNG|200px|right|thumb|Oppressor Cannon]]&lt;br /&gt;
The [[Dick|Biggus Dickus]] of tank guns. The Oppressor Cannon is the last stop before we trip into the &#039;&#039;superheavy tank gun&#039;&#039; category.&lt;br /&gt;
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The Oppressor Cannon is an enormous and devastating anti-armour weapon of the Astra Militarum&#039;s [[Rogal Dorn Battle Tank]] and it is one of its primary weapons, with the other being a twin-linked [[Battle Cannon]] in case the operator wants to deal with hordes of MEQs or light vehicles. More of a tank destroyer gun and a &#039;&#039;knight destroyer gun&#039;&#039;. It is capable (supposedly, we don&#039;t yet have a stat block for it yet) of knocking out almost anything up to a [[Chaos Knight]] in a single salvo and also has a co-axial [[Autocannon]] next to the Cannon to deal with any stragglers.&lt;br /&gt;
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Due to its ridiculous size and [[/d/|&#039;&#039;girth&#039;&#039;]], the Oppressor Cannon works as a &#039;&#039;very&#039;&#039; effective siege gun that makes the Pulveriser Cannon nearly pointless. So most folks would opt for a [[Castigator Gatling Cannon]] instead, to cover for the Dorn&#039;s lack of proper anti-infantry support.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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== {{anchor|Baneblade}} Super-Heavy Tank Guns ==&lt;br /&gt;
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Technically, these guns can be carried and fired by a vehicle in direct combat, but because that vehicle has to be the size of a [[Baneblade]], they deserve a category of their own.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Accelerator Cannon===&lt;br /&gt;
[[File:Fellblade_Cannon.jpg|200px|right|thumb|Accelerator Cannon]]&lt;br /&gt;
The main gun of the [[Fellblade]].  It fired armor-piercing explosive &#039;&#039;self-guided&#039;&#039; &amp;quot;darts&amp;quot; via either magnetic acceleration or gravity impellers. It was also twin-linked, though the Fellblade had severely limited ammunition for it, relying mostly on its other weapons until a suitable target presented itself.&lt;br /&gt;
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This type of cannon used a complex overpressure mechanisms of a special vacuum-based system which can propel heavy shells with greater force than a conventional cannon of similar size. This system is so efficient that they provide very little recoil from every shot, making the Accelerator cannon extremely stable and accurate. The loading mechanism of Accelerator cannon is also highly advanced and served by a special loading mechanism that allows the tank’s commander to switch ammunition type at a little notice.&lt;br /&gt;
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It was made on the [[Forge World]] of Tigrus (home of the original Vanquisher cannon -- which resembles the Accelerator Cannon quite closely, with the long barrel and large muzzle brake). It can fire high-explosive shells comparable to a super-charged Battle Cannon (S8 AP3 7&amp;quot; Blast) or armor-piercing shells comparable to what would later become the Vanquisher battle cannon (S9 AP2 3&amp;quot; Blast, rolling 2d6 for armor penetration).&lt;br /&gt;
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Its smaller brother is the [[Accelerator Autocannon]].&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Macro-Accelerator Cannon===&lt;br /&gt;
[[File:MacAccelerator_Cannon.jpg|200px|right|thumb|Macro-Accelerator Cannon]]&lt;br /&gt;
Think of the Accelerator Autocannon on steroids. The Macro-Accelerator Cannon is to the Accelerator Cannon in the same way the Accelerator Cannon is to the Accelerator Autocannon (Try and speak that sentence five times in a row). &lt;br /&gt;
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The Macro-Accelerator Cannon is a large kinetic weapon used by the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank]] as its primary armament. The Macro-Accelerator Cannon is actually a complex mass driver that uses a potent electromagnetic field to accelerate a barrage of high caliber ferro-carbide slugs to extremely high speeds. It is basically an upscaled Imperial railgun. Usually twin-linked, these weapons unleash an onslaught against which even enemy heavy armor cannot stand. &lt;br /&gt;
Note: Mass Driver is used in the wrong context here. Unless they intend to say the Macro-Accelerator Cannon are miniaturized versions. That can be used as Railguns. But Games Workshop writers don&#039;t proofread their shit anyways,&lt;br /&gt;
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Crunchwise, the fluff seem to match the rules. The Macro-Accelerator Cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Normal vehicles wouldn&#039;t even survive a barrage of these and superheavies would take a beating.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Stormhammer Cannon===&lt;br /&gt;
[[File:Stormhammer_Cannon.PNG|200px|right|thumb|Stormhammer Cannon]]&lt;br /&gt;
The slightly weaker sister of the Baneblade Cannon. &lt;br /&gt;
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The Stormhammer Cannon is a massive Ordnance Weapon that serves as the most powerful armament of the [[Stormhammer]] Super-Heavy Tank of the Imperium. Alongside its [[Rape|twin-linked, hull-mounted Battle Cannons]], they form the primary armament of this tank; easily spelling doom for the vast majority of TEQs and tanks. Because of the addition of what is effectively &#039;&#039;three&#039;&#039; MBT cannons, space suddenly becomes a premium. The Stormhammer Cannon, therefore, has a smaller bore size than the Banblade Cannon; firing smaller, weaker shells in exchange for a much higher fire rate.&lt;br /&gt;
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Crunchwise, it follows the fluff pretty closely as it is overall, weaker than the Baneblade Cannon, being a 60&amp;quot;, heavy 2d3, S9, AP-3, D2d3, blast weapon. While you won&#039;t be reliably blowing chunks off other superheavies like the Baneblade, you are compensated by having three long-range tank guns that can delete &#039;&#039;swarms&#039;&#039; of armoured vehicles short of superheavies in a single barrage.&lt;br /&gt;
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===Baneblade Cannon===&lt;br /&gt;
[[File:Banebladecannon.jpg|200px|right|thumb|Baneblade Cannon]]&lt;br /&gt;
The [[Baneblade]]&#039;s primary cannon is an upscaled Battle Cannon, improved in strength, armor penetration, and blast radius (S9 AP2 10&amp;quot; blast = 10&amp;quot; wide [[lascannon]] pie-plate).  Its special shells are not propelled by an explosion, but are rather miniature rockets that increases the shell&#039;s range and accuracy tremendously. However, this also leads to the danger of a build-up of gasses in the barrel, which can cause serious harm. To combat this the Baneblade Cannon is built with a double-sleeve design with venting ports studded around the cannon&#039;s muzzle, allowing these gasses to escape under their own pressure.&lt;br /&gt;
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When fired the shell leaves the barrel under its own blast pressure with speed maintained whilst the rocket burns, with each booster burning out and falling away as the next one ignites. This means that the Baneblade&#039;s Cannon works on a similiar basis to a upscaled Bolter -- a feature that &amp;quot;counterfeit&amp;quot; Baneblades produced on other [[Forge World]]s are unable to reproduce, and so they substitute standard battle cannon rounds for them. There&#039;s no indication that they&#039;re much, if at all, different, though.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Dreadhammer Cannon===&lt;br /&gt;
[[File:Dreadhammer.jpg|200px|right|thumb|Dreadhammer Cannon]]&lt;br /&gt;
Back in the [[Great Crusade]], [[Perturabo]] asked the [[Adeptus Mechanicus]] to build him a new cannon that could level buildings with a single shell and be carried at a reasonable speed. Because the [[Horus Heresy]] hadn&#039;t happened yet, and they were thus still feeling like innovating now and then, the tech-priests agreed, and built him the Dreadhammer.&lt;br /&gt;
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It fires shells that weigh several tons, and experiences so much recoil that even the super-heavy [[Typhon Heavy Siege Tank]] has to limit the propellant used (and thus the range) if it wants to fire on the move. At first, people made fun of Perturabo for asking for (and getting) a super-Demolisher, but it has a bigger blast radius and, if the Typhon stays still, a longer range, and it really does shake buildings to their foundations. The appearance, name, and firepower of the Dreadhammer cannon suggest some connection with the [[Baneblade]]-mounted [[#Hellhammer Cannon|Hellhammer cannon]].&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Hellhammer Cannon===&lt;br /&gt;
[[File:Hellhammer_cannon.jpg|200px|right|thumb|Hellhammer Cannon]]&lt;br /&gt;
The comically small Hellhammer Cannon is the main weapon of the [[Hellhammer]] tank. Resembling a Baneblade with [[Lulz|micropenis issues]], this gun has spawned numerous compensation jokes at the tank&#039;s expense. Still, every nerd has its day and one thing the Hellhammer excels at is in its ability to fire [[Fallout|mini-nukes.]]&lt;br /&gt;
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The Hellhammer Cannon fires shells with a building-busting sub-atomic charge (like the Eradicator Nova Cannon). Each shell weighs 180 kilograms and is propelled by a rocket motor, with exhaust vents on either side of the barrel allowing for the safe discharge of gas with every firing. Due to the sheer weight of the shells, an automatic loading tray assists the loader, limiting the weapon&#039;s rate of fire. The tremendous concussive explosion (S10 AP1 7&amp;quot; Blast) is enough to collapse a building in one shot (Ignores Cover), so crews are trained to fire at the ground floors of structures that need to come down. The short barrel and recoil compensators give the cannon a very short range (a measly 36&amp;quot;). As such, the Hellhammer cannon is only used on tanks that are built for urban combat, like the [[Hellhammer]] super-heavy tank.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Quake Cannon===&lt;br /&gt;
[[File:Quake Cannon.jpg|200px|right|thumb|Quake Cannon]]&lt;br /&gt;
&#039;&#039;For additional information, see here: [[Autogun#Quake Cannon|Quake Cannon]]&#039;&#039;&lt;br /&gt;
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What has already been said about the Quake Cannon in the Autogun category has been said here. The Quake Cannon is an [[Awesome]] gun with a [[Stupid]] construction process. The quintessential fortress fucker supreme.&lt;br /&gt;
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The Quake Cannon is an odd beast; its firepower is not unusual for a weapon of its size (S9 AP3 10&amp;quot; Blast), but it has a longer range than any other tank gun (180&amp;quot;, only exceeded by the Earthshaker and Colossus cannons), and is normally an arm weapon for [[Warlord Battle Titan]]s.  &lt;br /&gt;
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It is occasionally mounted on a Baneblade chassis to make the [[Banesword]], essentially a super-heavy self-propelled artillery piece, primarily employed against fortifications. Also, it&#039;s ammunition is filled with the echoing shockwave of a world that was subjected to [[Exterminatus]], [[Awesome|and the sound it makes as it flies through the air is said to be the screams of those who died in the exterminatus that powered it.]]&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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=== Stormsword Siege Cannon ===&lt;br /&gt;
[[File:Stormsword_Cannon.jpg|200px|right|thumb|Stormsword Siege Cannon]]&lt;br /&gt;
The Stormsword Siege Cannon fires big bunker-busting rocket-propelled shells.  Unfortunately, the [[Adeptus Mechanicus]] never considered that crews might want to fire at things other than ground floors of nearby buildings, so the cannon cannot elevate very far (though, if it did elevate too far, the recoil might just rip it out of the turret).  It makes up for this by being able to turn entire city blocks to dust with a single shot.&lt;br /&gt;
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The weapon and vehicle itself is built specifically for sieges and street-fighting, the Stormsword is geared towards providing troops close-quarter support with a variety of heavy weapons whilst its cannon is used to lay waste to entire encamped bunkers and buildings.&lt;br /&gt;
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It used to be that the [[Stormsword]] just had a Hellhammer Cannon that couldn&#039;t swivel, but apparently that made them too similar, so in the sixth-edition version of [[Apocalypse]], GW made the Hellhammer Cannon a 7&amp;quot; blast and left the Stormsword with the 10&amp;quot; pie-plate.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Tremor Cannon===&lt;br /&gt;
[[File:Tremor_Cannon.jpg|200px|right|thumb|Tremor Cannon]]&lt;br /&gt;
Most cannons launch shells that are fuzed to explode on or shortly before impact. Not the [[Banehammer]]&#039;s Tremor Cannon: after landing it buries into the ground before it detonates.  This muffles the blast (S8 AP3 is actually the lowest-strength and worst AP of all the super-heavy tank guns), but it sends a tremendous shockwave through the earth that leaves enemies not caught in the blast stumbling and slowed.  The fluff describes this as &#039;&#039;liquifying&#039;&#039; the surrounding terrain.  &lt;br /&gt;
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Imagine the ground under your feet giving way, suddenly having the consistency of water. By the time you&#039;ve figured out what&#039;s happened, you&#039;re partially buried in the dirt and have to dig yourself out before the enemy comes and shoots you like a horse with a broken leg. And that&#039;s if you&#039;re lucky, it&#039;s entirely possible to get buried completely and suffocate to death under several feet of earth and rubble. You can see why it would be very, very bad to be on the receiving end of this weapon.&lt;br /&gt;
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In theory it would also make a decent wall and bunker cracker.&lt;br /&gt;
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==Artillery Guns==&lt;br /&gt;
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Sometimes, the Imperial Guard can&#039;t get in range to use tanks, or could, but only at a cost that even the [[Departmento Munitorum]] would find staggering, like when they are attacking enemy fortresses. To overcome such obstacles, the [[Adeptus Mechanicus]] had a brilliant idea: make even bigger guns with a longer range. These guns are so big that they cannot be fired on the move; they are often built into static defensive positions, or for [[Imperial Guard Regiment|regiments]] that need to be more mobile, they may have guns placed on towed platforms, or on self-propelled chassis (see [[Imperial Ordnance Pieces]] for more information).&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Thunderfire Cannon===&lt;br /&gt;
[[File:SM-thunderfire.jpg|200px|right|thumb|Thunderfire Cannon]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Squats|SPESS DORF&#039;s]] [[Thunder-Fire Cannon]]. For the full page, [[Thunderfire Cannon|see here.]]&#039;&#039; &lt;br /&gt;
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The actual cannon of the Thunderfire Cannon Unmanned Ground Vehicle. This gigantic piss-off quad-barrelled cannon is a short-ranged artillery piece that is less indirect blind(-ish) firing and more in-your-face levels of FUCK OFF. It&#039;s like the [[Angry Marines]] of artillery guns. These cannons are so ECKSBAWKSHUEG that the vehicle it is mounted on is actually like, 50% of the total weapons system.&lt;br /&gt;
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The only people even qualified of handling this thing are the [[Techmarines]]. For much added [[Lulz]], the cannon of the Thunderfire Cannon can be mounted as the primary weapon for the [[Land Raider#Achilles Pattern (Forge World)|Land Raider Achilles]]. Oh yes, we know what we are all thinking. [[Meme|Yo Dawg, we heard you like artillery guns, so we put a artillery gun inside a artillery gun so you can shoot whilst you shoot!]]&lt;br /&gt;
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The Techmarine manning a Thunderfire Cannon can set its shells to detonate in a variety of different ways, depending on the tactical situation. Surface detonations are employed against numerous enemies in comparatively clear terrain, airburst shells are used to scour a foe from cover, and the Techmarine can even program the shells to burrow deep into the ground before detonating; though the force of the blast from such Tremor Shells is greatly reduced, the resulting shockwave is sufficient to leave the foe sprawling, making them easy pickings for his brother Space Marines.&lt;br /&gt;
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They also look similar in appearance to the Astartes Quad Launcher found on the [[Rapier Armoured Carrier|Rapier Carrier.]]&lt;br /&gt;
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===Lucius Pattern Heavy Quad-Launcher===&lt;br /&gt;
[[File:ThuddGun2.jpg|200px|right|thumb|Lucius Pattern Heavy Quad-Launcher]]&lt;br /&gt;
&#039;&#039;For the original, superior, motorized and [[Squat|shall-we-say &#039;&#039;Squat&#039;&#039;]] version, [[Heavy Quad-Launcher|see here.]]&#039;&#039;&lt;br /&gt;
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Derived from the original, more mobile and cooler looking Squat Heavy Quad-Launcher mobile light artillery platform, the less cool and more cumbersome Imperial variant functions essentially the same, [[Fail|except you can&#039;t drive the damned thing but you have to tow it instead.]] This is made worse when considering the Squats &#039;&#039;literally&#039;&#039; gave the Imperium and by extension, the Mechanicus the blueprints for the original motorized tractor variant. [[FAIL|The Mechanicus some how lost the tractor in the process.]]&lt;br /&gt;
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So now the Imperial Guard is stuck with the less mobile and cumbersome Lucius Pattern Thudd Gun. They were once quite a common light artillery piece, but ever since the day the Mechanicus lost the blueprints to attach a tractor at the rear end of the gun, most of these artillery pieces have now been relegated to second-line Imperial units, used by [[Planetary Defence Force|Planetary Defence Forces]] and militia units.&lt;br /&gt;
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Similar to the Dorf version, the Quad Launcher&#039;s main drawback as a weapons system is the time required to reload between volleys. Ammunition is placed into the hopper, the breech is then hand-cranked back which allows the round to feed into the breech, which then slams forward into the ready position. The hopper can then be reloaded with another shell. When the gun fires, the recoil allows the second shell to load automatically. Once this second shell is fired, the whole slow reloading process must be repeated. The weapon&#039;s complex automated loader is also prone to jamming and misfeeds and must be very carefully maintained and cleaned in the field. However, at least the original Thudd Gun is mobile. This....thing however, requires to be towed by either a [[Trojan Support Vehicle|Trojan service vehicles,]] or [[Centaur Utility Vehicle|Centaur light tanks.]]&lt;br /&gt;
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Like many Imperial models, this one is quite clearly based on a World War era artillery piece, in this case the German [https://en.wikipedia.org/wiki/Nebelwerfer Nebelwerfer].&lt;br /&gt;
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===Bombast Field Gun===&lt;br /&gt;
[[File:BombastCannon.jpg|200px|right|thumb|Bombast Field Gun]]&lt;br /&gt;
More of a baby version of the larger Earthshaker Cannon.&lt;br /&gt;
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The Bombast Field Gun is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]]. Considered as a light artillery piece, the Bombast Field Gun is a large-bore weapon capable of firing shells big enough to split open Power Armour like a tin can or smash apart light vehicles. It is considered as the most balanced of the Field Ordnance Battery family.&lt;br /&gt;
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Crunchwise, the Bombast is a 48&amp;quot; ranged Type Heavy D6, S7, AP-2, D2 weapon. It has the Blast ability and can target units not visible to the bearer. Great against MEQs and light vehicles and acts as a great support artillery for mainline artillery tanks or advancing infantry squads. All in all, its decent stats makes it a versatile weapon for the Guard.&lt;br /&gt;
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===Earthshaker Cannon===&lt;br /&gt;
[[File:Earthshaker2.jpg|200px|right|thumb|Earthshaker Cannon]]&lt;br /&gt;
The Earthshaker Cannon is the [[#Battle Cannon|Battle Cannon]] of artillery pieces: common, highly recognizable and very lethal (S9 AP-3 Dd3 anywhere within twenty feet).  It fires its shots further than any weapon except for the [[Manticore Launcher Tank]] and [[Deathstrike Missile Launcher]].&lt;br /&gt;
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This 132mm caliber weapon has a muzzle velocity of 814 meters per second and fires a 38 kg projectile, hitting targets over 15 km away in under 19 seconds, using the standard five powder charge.&lt;br /&gt;
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Six and seven powder charges can be used to hit targets well beyond this range, however the additional wear and stress this causes on the barrel limits the number of overcharged rounds to twenty, with authorization for their use required. Only Earthshakers on static mounts can fire these charges, as vehicle mounts are considered too unstable for their use. The most common type of shell fired by Earthshakers are high explosive, but it can also launch incendiary, smoke, illumination, and even diamantine-tipped armor piercing shells. Shells fired by Earthshakers have been known to cause craters fifteen meters in diameter and obliterate infantry in an instant.&lt;br /&gt;
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The Earthshaker is most often mounted on the [[Basilisk Artillery Gun|Basilisk self-propelled artillery tank,]] though it also appears in static artillery positions as well as built into fortifications. Field artillery also makes use of towed versions pulled by Landcrawlers, as with Quad Launchers and Griffon Heavy Mortars. Some Earthshaker Cannons had their own carriage which can be towed away from front line positions by the [[Trojan Support Vehicle|Trojan]] if the enemy are in danger of getting too close or allow the stationary platforms to be re-tasked to where they are needed most.&lt;br /&gt;
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Amusingly enough despite being depicted as an artillery gun in 40k, the Earthshaker is modeled after the long-barelled WWII German [https://en.wikipedia.org/wiki/8.8_cm_Flak_18/36/37/41 Flak 88] rather than on the Russian gun from which was probably inspired (the [https://en.wikipedia.org/wiki/130_mm_towed_field_gun_M1954_(M-46) M1954 130mm field gun] to be precise). It should also be noted that the newer carriage model lacks &#039;&#039;tires&#039;&#039; on the wheels. While this was common at the turn of the 20th century for most artillery, it quickly stopped being a thing once motor transport was introduced, as tires allow for a gun to be drawn at reasonable motorised speeds.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Escarriage.jpg|The old carriage model.&lt;br /&gt;
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===Medusa Siege Cannon===&lt;br /&gt;
[[File:MedusaGun.jpg|200px|right|thumb|Medusa Siege Cannon]]&lt;br /&gt;
The Medusa Siege Gun is an aging siege weapon used by the Imperial Guard both as a towed artillery piece and mounted on the [[Medusa (tank)|Medusa Siege Tank.]] Compared to the Earthshaker Cannon the Medusa fires a much larger shell at lower velocities. This gives it immense destructive capabilities, useful in breaching the walls of an enemy fortress or destroying bunkers in a single shot, but it consequently has a much shorter firing range, even compared to other siege weapons like the Bombard. For this reason they are less useful for harassing and counter-battery fire, but are still prized by many siege regiments for their ability to blast enemy walls, installations, bunkers and trenches.&lt;br /&gt;
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The Medusa Siege Cannon is the shortest-ranged of the Imperium&#039;s artillery weapons at 36&amp;quot; (Breacher shells on the carriage to 48&amp;quot;), but it is not meant to launch munitions over fortified walls; rather, it is meant to shoot fortifications directly and destroy them (which it certainly does, at S10 AP-3 Dd3) -- and when regular shells aren&#039;t enough, they can fire special Breacher shells that sacrifice indirect fire for d6 damage to buildings.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Basilisk Magnus===&lt;br /&gt;
[[File:SoulstormBasiliskMagnus.png|200px|right|thumb|Basilisk Magnus]]&lt;br /&gt;
Get a Earthshaker Cannon. [[Drug|Pump it full of steroids and growth hormones]] and make it big enough to launch an [[Angry Marine]] at full force. Ladies and gentlemen, the Basilisk Magnus is born. Seriously, this thing is the size of a [[Baneblade]].&lt;br /&gt;
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Exclusive in [[Dawn of War]] or more specifically, the Soulstorm expansion. The Basilisk Magnus is a large artillery platform, defending the 252nd Conservator Regiment&#039;s stronghold in the Dussala Precinct on Kaurava I. It fires devastating rounds that creates a wide area of destruction, though it needs a spotter to acquire targets. If the artillery spotter is killed before the Basilisk Magnus&#039; operators receive the targeting information, it will not be able to fire.&lt;br /&gt;
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This honking piece of [[Rape]] was notorious for hitting something as small as a [[Gretchin]] from one end of the map. Shame there isn&#039;t a tabletop conversion....yet. You can also use it in the Ultimate Apocalypse Expansion to shell people from across the map.&lt;br /&gt;
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image:Basilisk_Magnus.jpg&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Nemesis Quake Cannon===&lt;br /&gt;
[[File:99560108206_WarbringerTitanQuakeCannon01.jpg|200px|right|thumb|Nemesis Quake Cannon]]&lt;br /&gt;
&#039;&#039;For additional information, see here: [[Autogun#Nemesis Quake Cannon|Nemesis Quake Cannon]]&#039;&#039;&lt;br /&gt;
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The Quake Cannon on steroids, or the holy lovechild between a Quake Cannon and a Gatling Blaster, [[Skub|whichever you ask.]] These monsters are possibly the largest gun model ever made by Games Workshop on tabletop....&#039;&#039;for now&#039;&#039; at least. Mounted on the new and shiny [[Warbringer Nemesis Titan]]. This giant six-shot revolver of doom is designed to kill enemy Titans on sight, thus in any sensible usage, this weapon is regulated at the back lines as a giant sniper, unfortunately the Imperium [[Herp|lacks any sensibility]] and uses these as front line weapons instead. Nevertheless, having a fast firing Quake Cannon &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a boon to any forces as now you have a very quick way to whither down the [[Void shields|Void Shields]] of enemy Titans in a quick and efficient manner rather than risking the time reloading. And seeing how this Titan gained prominence during the [[Horus Heresy]] when [[Emperor Battle Titan|Emperor Battle Titans]] were common enough to be thrown left and right like normal battle tanks, the nature of this weapon makes a whole load of sense. This cannon also works wonders against heavily fortified encampments and any forms of fortifications in general due to the monumental concussive force unleashed as its shell impacts the ground setting off powerful localized earthquakes. Overall, what has been said on the [[Autogun]] page has already been mostly stated here.&lt;br /&gt;
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However there is a reason why this giant dick cannon is here. It also functions extremely well as artillery. Unlike the more average Quake Cannon which is restricted to purely a superheavy tank gun due to the design of the Banesword; preventing any proper gun elevation, let alone install a proper turret and hit anything beyond 90 degrees. The Warbringer Titan is a big enough platform to not only mount a supersized Quake Cannon, but also spacious enough to install a proper turret module and some proper elevation. This allows the Nemesis Quake Cannon to launch its bullets in an arc and turns it into a supersized Earthshaker Cannon.&lt;br /&gt;
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Of course, it is a designated Titan-killer first and foremost, but the nature of the Quake Shell also means that - as aforementioned before - it could function amazingly well against fortresses and entire fleets of smaller ground vehicles. The powerful concussive shockwaves would liquefy the grounds of enemy armor, forcing them to halt its advance and even sink them through the ground if the terrain collapse. It could also weaken the foundations of fortress walls and bunkers, causing it to collapse on itself or outright shattering the walls through brute force.&lt;br /&gt;
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===Doomsday Cannon===&lt;br /&gt;
[[File:Squat Doomsday_Cannon.JPG|200px|right|thumb|Doomsday Cannon]]&lt;br /&gt;
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&#039;&#039;[[Derp|Not to be confused with the similarly named]] [[Necron]] [[Doomsday Cannon|Doomsday Cannon.]]&#039;&#039;&lt;br /&gt;
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The appropriately named Doomsday Cannon is one of the three primary FUCKOFF ground cannons, with the first being the [[Thunderer Cannon]] and the last being the Behemoth Cannon. The Doomsday Cannon is a relatively popular weapon as far as superheavy ordnance weapons goes. As it is found as the primary weapon for both the [[Colossus War Machine]] and the [[Leviathan|Leviathan Command Center]].&lt;br /&gt;
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[[/d/|Due to its size and &#039;&#039;girth&#039;&#039;,]] the Doomsday Cannon can only be situated and mounted on the prow of these respective vehicles. This is to ensure that the recoil does not topple over or shake apart the vehicle&#039;s superstructure. However, this comes at the cost of having a lower maximum range even though the Doomsday Cannon is just as capable of adjusting its firing arc.&lt;br /&gt;
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Unlike the more longer ranged and more accurate Thunderer Cannon, the Doomsday Cannon removes all subtlety and just goes strait into [[Exterminatus]] territory, as the explosive yield of the shell being fired ([[Rape|Again, just look at that &#039;&#039;bore size&#039;&#039;]]) can be felt several miles away.&lt;br /&gt;
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[[Tl;dr]], it is literally a [[Macrocannon|Macrocannon]] in all but name. When this thing fires, [[Anal circumference|you might as well just bend over and accept the consequences.]]&lt;br /&gt;
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===Behemoth Cannon===&lt;br /&gt;
[[File:Behemoth_Cannon.jpg|200px|right|thumb|Behemoth Cannon]]&lt;br /&gt;
The largest ground artillery field piece to date. [[Skub|Well, that is assuming that the Goliath Mega-Cannon is slightly smaller than the Behemoth Cannon]] ([[Derp|GW is very bad at size consistency, just look at the Warlord Titan and how its size jumps all over the goddamned fucking place.]] [[Fail|That&#039;s quality control for GeeDubs for you]]). Until GW decides to one-up themselves and invent an even &#039;&#039;bigger&#039;&#039; artillery piece.&lt;br /&gt;
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The Behemoth Cannon is a massive weapon that is the primary armament of the [[Capitol Imperialis]]. The giant landships that can be mistaken for a city block and is tall enough that a goddamned motherfucking [[Warlord Battle Titan]] can use for cover. The Behemoth Cannon is so large that four [[Leman Russ Battle Tank]]s could fit within its barrel (Although the models and artwork definitely disagrees with that statement), and the concussive force of firing the weapon can produce a mushroom cloud and shake the earth itself.&lt;br /&gt;
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It is basically a land-bound and more mobile version of a Macrocannon and may or may not be a variant of the Thunderer Cannon.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Bombardment Cannon===&lt;br /&gt;
[[File:BombardmentCannon.jpg|200px|right|thumb|Bombardment Cannon]]&lt;br /&gt;
A naval artillery field piece meant to do a mini-[[Exterminatus]]. &lt;br /&gt;
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A Bombardment Cannon is a type of [[Macrocannon]] weapon found almost exclusively in use on the warships of the [[Adeptus Astartes]] and [[Adeptus Arbites]]. It is comprised of a turret-mounted electromagnetic linear accelerator that fires Magma Bomb plasma-based warheads at a higher velocity than standard [[Torpedo|Torpedoes]] but shorter range. Primarily intended for use in orbital bombardments of planetary surfaces in support of ground forces or Astartes drop assaults. In this way, an Astartes vessel can bombard the targeted region of the planet with Magma Bombs to soften the enemy resistance for the [[Drop Pod]]s or [[Thunderhawk|Thunderhawk gunships]] containing Space Marines that will immediately follow.&lt;br /&gt;
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A Bombardment Cannon can also be used as a ship-to-ship weapon in void battles to great effect, where the great destructive force of the Magma Bomb warheads can render even the strongest armour plating irrelevant and destroy an enemy voidship in short order with only a few salvoes.&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
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[[Category:Warhammer_40,000]][[Category:Imperial]]&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1808:86:E049:CD14:CA1C:F68A:B5E6</name></author>
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