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		<title>Eldar Laser Weapons</title>
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		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;If [[Shuriken_Catapult|Shuriken]] weapons (and Reaper Launchers) are [[Bolter|Bolt]] weapons of the [[Eldar]], then the &#039;&#039;&#039;Eldar Laser Weapons&#039;&#039;&#039; are the Eldar equivalent of [[Lasgun|Las]] weapons (duh). Using concentrated light to deal damage to their target, the Eldar laser weapons are more advanced than their [[Imperial]] counterparts, with different strengths and drawbacks except for their multilaser equivalent, which is just plain better. They are most often used on the Eldar&#039;s grav vehicles, on heavy weapon platforms, and by the Swooping Hawk and Shining Spear [[Aspect Warrior]]s.&lt;br /&gt;
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The [[Dark Eldar]] employ more insidious versions of these weapons called Darklight weapons: their energy derived from light captured in black holes and are able to [[grimdark|scar the retinas of anyone who sees the energy beams without wearing protective gear]].&lt;br /&gt;
&lt;br /&gt;
While functionally identical (in heavy weapons) to Imperial weapons, the manufacturing processes involved in making Eldar laser weapons (such as psychically grown and attuned crystals) make them damn near impossible for the [[Adeptus Mechanicus]] to perfectly replicate, let alone produce in quantity. Of course, this does not excuse their complete unwillingness to adapt even the slightest improvement from xeno equipment with a far better track record of reliability and effectiveness even though the Mechanicus both views science as neutral and production as worship. Though recently the Adeptus Custodes have been seen using pulsar lasers that may be Eldar derived.&lt;br /&gt;
&lt;br /&gt;
==Craftworld Eldar Weapons==&lt;br /&gt;
===Mandiblaster===&lt;br /&gt;
[[File:Mandiblasters.png|200px|right|thumb|Mandiblaster]]&lt;br /&gt;
Mandiblasters are an Eldar weapon system in the form of pods built into either side of the helmets of [[Striking Scorpions]]. Known also as the Scorpion&#039;s Sting or the Sting of the Scorpion, Mandiblasters are neurally activated weapons which fire a hail of deadly metallic shards. These shards, while capable of cutting and lacerating flesh, are not particularly powerful alone; they act as a conductor to a follow-up intense laser burst.&lt;br /&gt;
&lt;br /&gt;
The laser flashes the slivers of metal into plasma, which can cause significant injury or death. Because of the neural activation of the device the accuracy is often very high and it makes an effective pre-combat rank thinner. However its range is ridiculously short (As in, &amp;quot;Make an Inferno Pistol look like a Long-Las in comparison&amp;quot; short), a meter or two at most, making it a weapon geared for close quarters combat. Eldar Autarchs who have mastered the Striking Scorpion war path still often utilize Mandiblasters when fighting in thick close quarter combat.&lt;br /&gt;
&lt;br /&gt;
===Lasblaster===&lt;br /&gt;
[[File:Lasblaster.jpg|200px|right|thumb|Lasblaster]]&lt;br /&gt;
The primary weapon of the [[Aspect Warrior#Swooping Hawks|Swooping Hawks]] Aspect Warriors, the Lasblaster is a low-power handheld energy weapon capable of dealing significant damage over a considerable distance. Though it might lack the punch of the shuriken catapult, the Lasblaster makes up for this with its superior range and rate of fire.&lt;br /&gt;
&lt;br /&gt;
Much better than the flashlight of the Imperium by virtue of less heat build up allowing a greater rate of fire. Though it can&#039;t match the Hellguns armour piercing ability, it is much better in every other aspect.&lt;br /&gt;
&lt;br /&gt;
====Cloudsweeper====&lt;br /&gt;
[[File:Cloudsweeper.jpg|200px|right|thumb|Cloudsweeper]]&lt;br /&gt;
The Cloudsweeper is the more tactical sister of the Lasblaster that fires in three-round-bursts, unlike the traditional single shot Lasblaster. This makes it something akin to a Eldar Battle Rifle or DMR (Designated Marksman Rifle). It sacrifices a modicum of accuracy for rate of fire.&lt;br /&gt;
&lt;br /&gt;
Those Swooping Hawks who use Cloudsweepers like to strike from high above their targets, placing themselves in minimal danger of actually being shot at. From time to time they may find their wings &amp;quot;clipped,&amp;quot; so to speak, and they&#039;re forced into close combat.&lt;br /&gt;
&lt;br /&gt;
====Hawk&#039;s Talon====&lt;br /&gt;
[[File:Hawk&#039;s_Talon.jpg|200px|right|thumb|Hawk&#039;s Talon]]&lt;br /&gt;
The Lasblaster&#039;s big brother, the Hawk&#039;s Talon is a much more powerful weapon, capable of shooting blasts of far greater power and with more stopping power per shot. Essentially, its an Eldar [[Hellgun]]. The Hawk&#039;s Talon is only used by Swooping Hawk Exarchs.&lt;br /&gt;
&lt;br /&gt;
Like most Exarch weapons, the Hawk&#039;s Talon resemble a [[/d/|bigger, more elongated and erect version]] of the common Lasblaster, this has spawned [[Lulz|numerous phallic and compensation jokes]] with some in /tg/ commenting that the only way an Eldar could compensate their lack of manliness is through the creation of a bigger and longer weapon with more girth. Another joke is that the length of a weapon denotes the size of the particular Eldar&#039;s ego.&lt;br /&gt;
&lt;br /&gt;
====Sunrifle====&lt;br /&gt;
[[File:Sunrifle.jpg|200px|right|thumb|Sunrifle]]&lt;br /&gt;
A Lasblaster with a higher rate of fire, &amp;lt;s&amp;gt;basically an Eldar [[Multilaser]]&amp;lt;/s&amp;gt;{{Blam}} the Sunrifle is capable of slaying entire squads of enemies in a single [[Noise_Marines|laser rave]]. They are similar to Lasblasters, but have a far higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
Eldar lasers use psychically grown crystals to refine their already intense bursts to their optimum potency. Many Eldar consider the laser weapon the most elegant of all with the Sunrifle being at the top of the totem pole; exulting in the fact that their technological mastery extends even to light itself. These include the Swooping Hawks Aspect Warriors, who have transformed the practice of pinpoint laser fire into an art in itself -- their Exarchs lead them in this deadly technique, utilising sustained fusillades of deadly light.&lt;br /&gt;
&lt;br /&gt;
Unfortunately there are no official models for the Sunrifle, although several conversions and proxies were made. Chances are, the average Sunrifle may look not much different than a Hawk&#039;s Talon.&lt;br /&gt;
&lt;br /&gt;
===Ranger Long Rifle===&lt;br /&gt;
[[File:Ranger_Long_Rifle.png|200px|right|thumb|Ranger Long Rifle]]&lt;br /&gt;
Used by the [[Eldar Ranger|Rangers]], the Long Rifle is an advanced sniper rifle outfitted with top-notch stabilising systems and powerful sights with an integrated target scanning system, allowing the user to pinpoint the weak spots on any enemy.&lt;br /&gt;
&lt;br /&gt;
While equivalent in function to the Imperial Long-Las, the long rifle is custom-grown to take advantage of the superior abilities of the Eldar, and its psychically-grown firing crystals maintain a tighter beam over longer distances.&lt;br /&gt;
&lt;br /&gt;
The Ranger Long Rifle uses a Gyrostatic Arm to keep the weapon stable, dispensing with the clumsy bipods that must be used by the lesser races with their Sniper Rifles. The Gyrostatic Arm also all but eliminates recoil. This idea may sound [[Reasonable Marines|reasonable,]] after all the real life US military is investing into similiar to that, [[Bullshit|but than you realize that it&#039;s a laser gun,]] [[Herp|and that lasers are predominantly made of light,]] [[Derp|and that photons have no mass and thus, should not even have that much kick if any at all.]] (as the Imperial [[lasgun]] can attest, an infinitely more primitive laser rifle than an 8 year old conscript can use without difficulty) [[Fail|So basically, the Gyrostatic Arm is pretty damn pointless in retrospect.]] Maybe the Eldar are just pansies, as the Orks have suggested numerous times.&lt;br /&gt;
&lt;br /&gt;
===Laser Lance===&lt;br /&gt;
[[File:Laser_Lance.jpg|200px|right|thumb|Laser Lance]]&lt;br /&gt;
The traditional weapon of the [[Aspect Warrior#Shining Spears|Shining Spears]] and [[Dragon Knights]], the Laser Lance is a long polearm capable of shooting intense bursts of energy more than capable of killing a man where he stands, and might even damage an enemy tank. Resembling and functioning more like a medieval lance. They are short-ranged and rather unwieldy, making them good for only a few shots when charging the enemy.&lt;br /&gt;
&lt;br /&gt;
Of course having a short range does not make sense for a weapon that has a really long rifle barrel. Just like its brother, the Star Lance, the Laser Lance&#039;s short range makes it somewhat underwhelming given the weapon&#039;s size. Although it can be explained by GW trying to balance the weapon without going full Pulsar.&lt;br /&gt;
&lt;br /&gt;
In this way the Shining Spears are meant to operate similar to high technology, anti-gravitic heavy cavalry units.&lt;br /&gt;
&lt;br /&gt;
====Star Lance====&lt;br /&gt;
[[File:Star_Lance.jpg|200px|right|thumb|Star Lance]]&lt;br /&gt;
The Star Lance is an upgraded Laser Lance, with a far higher damage output and is capable of cutting through even the toughest of tanks. They are unsurprisingly used by Shining Spear Exarchs.&lt;br /&gt;
&lt;br /&gt;
Like most Exarch weapons, the Star Lance is longer and more elongated than the normal Laser Lance. Although in the Star Lance&#039;s case, it is even more extreme and blatant due to the Laser Lance already long ass length. Unfortunately like its smaller brother, the Laser Lance, it still has a pitifully short range. You would think that the longer the barrel, the longer the weapon range. Of course it could be GW trying to not make these weapons completely overpowered.&lt;br /&gt;
&lt;br /&gt;
These weapons are named after the lance wielded by Asuryan himself when he rode into battle atop his flying steed.&lt;br /&gt;
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===Prism Rifle===&lt;br /&gt;
[[File:Prism_Rifle.jpg|200px|right|thumb|Prism Rifle]]&lt;br /&gt;
Wielded by Shadow Spectres, this is a smaller, man-portable (or elf-portable) version of the [[Fire Prism|Fire Prism&#039;s]] crystal-based Prism Cannon, each rifle is connected to a single targeting matrix, known as the Ghostlight; the targeting matrix could destroy armored vehicles from far across the battlefield beyond the enemies peripheral vision.&lt;br /&gt;
&lt;br /&gt;
The Prism Rifle is an antiquated weapon, an artifact lost to most of the remaining Eldar race. It has similar functionality in that it can fire either a dispersed blast of energy or a focused beam for more hardened targets.&lt;br /&gt;
&lt;br /&gt;
The Prism Rifle made its debut in Dawn of War 3 where it acts just like the actual fluff and are known to be quite the bane for more armored platoons that are not in Terminator armor.&lt;br /&gt;
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====Prism Blaster====&lt;br /&gt;
[[File:Prism Blaster.jpg|200px|right|thumb|Prism Blaster]]&lt;br /&gt;
An advanced variant of the Prism Rifle used by Shadow Spectre [[Exarch]]s. The Prism Blaster is similar to a Prism Rifle but with a longer barrel that further focuses and refines the weapon&#039;s beam to provide even greater range with a more powerful beam. Basically speaking, it is an upgrade of the Prism Rifle in every way. Of course this is no surprise given that it is an Exarch weapon and thus, it is bound to be better than its predecessor in almost every way.&lt;br /&gt;
&lt;br /&gt;
Other than that, the Prism Blaster has no unique firing mechanisms other than the aforementioned increased penetrative and precision power.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Prism Blaster is one unnecessary expensive weapon that will spike your cost from 37 to 42 in exchange for [[Wat|losing 6&amp;quot; of range, a point of AP, and the Heavy Flamer mode,]] but, on average, double the damage from the single shot mode. While this has the potential to match the damage of the rest of your squad combined (if you roll well), it&#039;s not worth the lost AP, range and Diffuse mode. Stick with the Prism Rifle.&lt;br /&gt;
&lt;br /&gt;
===Scatter Laser===&lt;br /&gt;
[[File:Scatter_Laser.jpg|200px|right|thumb|Scatter Laser]]&lt;br /&gt;
[[Multilasers]], as used by the Eldar. They have a high strength and rate of fire, but have a somewhat lacking effectiveness against armor.&lt;br /&gt;
&lt;br /&gt;
Originally created for Eldar Wraithlords, War Walkers, Falcons, Wave Serpents, Eldar Jetbikes and Vypers. The Scatter Laser also acts as a support weapon for Guardian squads, where it is mounted on a Grav Platform.&lt;br /&gt;
&lt;br /&gt;
The weapon is comprised of six separate laser chambers which can be fired simultaneously or in bursts, at either the same or different targets, and uses crystalline power cells to store energy, making it far more efficient in energy conservation than the Imperial counterpart.&lt;br /&gt;
&lt;br /&gt;
The Eldar name for this weapon is Sierbahn.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Scatter Laser is one of the best weapons to use against low armor targets that rely on their high toughness to not take damage in the first place. A valid choice for objective camping Guardian Defenders, Vehicles with a CTM, Saim-Hann Vypers and Wraithknights and Titan variants. However, it is not recommended for War Walkers and non-Saim-Hann Vypers, where the Shuriken Cannon does support their mobility, or in situations where you are facing high armor saves.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Scatter Laser====&lt;br /&gt;
[[File:Firestorm_Scatter_Lasers.jpg|200px|right|thumb|Firestorm Scatter Laser]]&lt;br /&gt;
The Firestorm Scatter Lasers is a variant of the normal Scatter Laser and it is a complex triple-barrelled array of Scatter Lasers in a single-seater turret that fills the sky with streaking laser bolts above an Eldar grav-tank formation. Resembling more like a drunk Eldar ducktaping three Scatter Lasers on top of a Falcon&#039;s turret. &lt;br /&gt;
&lt;br /&gt;
The Firestorm&#039;s primary weapon is highly accurate and capable of sustained bursts, the Firestorm is also a potent anti-infantry weapon, particularly effective when used against hordes such as Ork warbands and Tyranid swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Firestorm Scatter Laser is basically the Scatter Laser of flyers. The Firestorm&#039;s main gun fires 12 Scatter Laser shots up to 60&amp;quot; away, gaining a to-hit bonus against any units with the FLY keyword, and suffering a to-hit penalty against anything without it.&lt;br /&gt;
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===Bright Lance===&lt;br /&gt;
[[File:Bright_Lance.jpg|200px|right|thumb|Bright Lance]]&lt;br /&gt;
The Eldar equivalent of the [[Lascannon]]. Known primarily as the Eldar&#039;s main Fuck Off laser. It operates the same way, firing a concentrated laser-blast for destroying enemy vehicles, however the weapon is far more efficient thanks in part to the use of psychically grown crystals. Its is also more accurate than a lascannon, making armor below a certain thickness redundant.&lt;br /&gt;
&lt;br /&gt;
The Bright Lance might not be as powerful or as long-ranged as its Imperial counterpart, but it more than makes up for this with its superior armour-piercing capability. Often found on grav-tanks and gun platforms.&lt;br /&gt;
&lt;br /&gt;
===Haywire Cannon===&lt;br /&gt;
[[File:Haywire_Cannon.jpg|200px|right|thumb|Haywire Cannon]]&lt;br /&gt;
The Haywire Cannon is a [[Harlequin]] weapon, mounted on the [[Voidweaver]] and [[Skyweaver|Skyweaver skimmers.]] It fires a crackling blasts of electromagnetic energy capable of scrambling even the most robust electrical systems. Just a single hit from a haywire cannon can leave enemy vehicles powerless, defenseless before the Harlequins’ assault.&lt;br /&gt;
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It&#039;s bigger brother is the Prismatic Cannon whilst the [[Dark Eldar]] has the Haywire Blaster. More can be read below.&lt;br /&gt;
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In 9th Edition. These are one of your longer ranged weapons at 24&amp;quot;, it&#039;s an Assault D6 S4 AP-1 D1 weapon designed for your vehicles and Jetbikes. Instead of the 2+ Glancing Hits of 7th, Haywire now means it causes one Mortal Wound to a vehicle on a 4+ and D3 on a 6+. Now a dedicated anti-armor weapon, and can dish out some serious hurt even on T9 heavies. Save a command re-roll for turns when you need to maximize your damage output. Its a good weapon, sadly its still unpredictable. Against T7 or less, expect 2-3 wounds inflicted, T8 or more maybe one of two. Best when used in volume and concentrated blasts, so unleash multiple cannons all at once. If you roll hot and snag multiple sixes you can outdo a lascannon, but this is not an army that compensates for randomness well... Still, if you play aggressively as you should, your opponent will likely be dealing with other threats. IF you manage to preserve your cannon wielding units, they should steadily pour on wounds eventually crippling enemy armor. A fusion pistol is simply more reliable, a haywire cannon offers range and a higher upside if you pray ever-so-dearly to the dice gods.&lt;br /&gt;
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===Pulse Laser===&lt;br /&gt;
[[File:Pulse_Laser.gif|200px|right|thumb|Pulse Laser]]&lt;br /&gt;
The primary weapon of the [[Falcon]] that fires a stream of potent laser beams, it is a more dakka Bright Lance, but is unable to penetrate enemy armor as effectively.&lt;br /&gt;
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Thus, the Pulse Laser is able to be used against a variety of targets but like the bright lance, remains weak against hordes of infantry. With its higher rate of fire and powerful punch, the Pulse Laser can be a threat to MEQs, TEQs and vehicles all the same.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. It is found on the Falcon, Crimson Hunter, Vampire Raider and Hunter, with slightly altered versions being found on the Hornet and the Phoenix. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it&#039;s more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers while the hornet&#039;s drops one point of strength, AP and damage, along with 12&amp;quot; of range. It also costs 10 points to mount. All of these sound like a bit of a bummer compared to the normal pulse laser but given the Hornet is a smaller, faster and cheaper tank compared to a Falcon, it has a pretty damn solid role as a marine hunter while still posing a bit of a threat to lighter vehicles too.&lt;br /&gt;
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===Prism Cannon===&lt;br /&gt;
[[File:Prism_Cannon.jpg|200px|right|thumb|Prism Cannon]]&lt;br /&gt;
The Prism Cannon is an iconic Eldar laser weapon of great destructive potential. The main armament on the Fire Prism grav-tank, the Prism Cannon is not only a powerful cannon but has many unique properties that give it great versatility.&lt;br /&gt;
&lt;br /&gt;
Lasers utilising large crystals to fire massive blasts of energy. Very long ranged, highly accurate and capable of several shooting modes: a diffused blast that can vaporize anything up to marine armor, a focused blast to melt [[Terminator|Terminators]] inside out, or a beam with a high chance of blasting through any vehicle it hits (a railgun shot with -1 S and lance, basically). Lost the ability to combine shots, sadly.&lt;br /&gt;
&lt;br /&gt;
While efforts by the Imperium to capture and study working examples of the Prism Cannon have been mostly unsuccessful, a basic understanding of its inner workings has been achieved. A two-stage firing process sees a medium-magnitude laser from the primary charge chamber fed through an acceleration chamber into a massive crystal prism, which traps and intensifies the shot within a fraction of a second. This energy is then focused through a secondary prismatic lens, with which adjustment motors can produce a highly-focused energy beam capable of blasting through the thickest of armour or a dispersed beam for slaying entire squads of enemy infantry. Thanks to sophisticated targeting arrays within the Fire Prism, this weapon can also channel its energy into a second Prism Cannon, producing an energy blast powerful enough to obliterate even the toughest targets.&lt;br /&gt;
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===Prismatic Cannon===&lt;br /&gt;
[[File:Prismatic_Cannon.jpg|200px|right|thumb|Prismatic Cannon]]&lt;br /&gt;
The Prismatic Cannon is a Harlequins laser weapon mounted on the Voidweavers. The Prismatic Cannon consists of several laser arrays, arranged around an artfully faceted shard of psychocrystal, which is capable of projecting glowing beam of energy at the enemy. The position of laser arrays can be adjusted to focus or disperse the destructive power of the weapon depending on the type of target.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Prismatic Cannon gets to use one of three profiles- Heavy D6 at Strength 4 AP-2 D1, for zapping light infantry, Heavy D3 at Strength 6 AP-3 DD3 for scorching the likes of Terminators, or Strength 8 AP-4 DD6 for vehicle hunting, all at 24&amp;quot; range. It use to initially suffer from the same Heavy-ness as the Haywire Cannon, but with the Harlequin Codex, it&#039;s Assault D6/D3/1 like the Haywire Cannon. It isn&#039;t terrible at what it does, which is threaten a wide range of units; if you&#039;re taking a Voidweaver you should probably opt for this seeing as if you want fast Haywire jet bikes make for a better platform.&lt;br /&gt;
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===Pulsar===&lt;br /&gt;
[[File:Pulsar.jpg|200px|right|thumb|Pulsar]]&lt;br /&gt;
The ultimate weapon in Eldar laser technology, the Pulsar is designed to destroy superheavy vehicles and Titans. Though similar to a Bright Lance, Pulsars are four to five times in size and immensely more powerful with greater range and a high rate of fire. Pulsars are a direct threat to Imperial Titans and far superior to anything the Adeptus Mechanicus has sanctioned for use on their own war machines. Against smaller targets a Pulsar is overkill, simply slicing a Leman Russ Battle Tank in two with a single shot.&lt;br /&gt;
&lt;br /&gt;
They are either used individually on the Eldar Titans, or as a pair on the [[Scorpion]] super-heavy tank. The primary weapons of Eldar warships are typically enormous Pulsar guns meant for ship-to-ship combat.&lt;br /&gt;
&lt;br /&gt;
in 8th Edition, the Pulsar on the Revenant Titan is a Heavy 2D6 S12 AP-4 cannon that does D6 damage on a normal wounding roll, and 2D6 on a wound roll of 6+. All in all a pretty good weapon, but is relatively and surprisingly underwhelming weapon for a Titanic unit given that it&#039;s a Heavy weapon as opposed to a Macro. The Phantom Titan &#039;&#039;however&#039;&#039;, gets an upgrade in the form of the &#039;&#039;&#039;Dire Pulsars.&#039;&#039;&#039; These are the longest ranged weapons available on the Phantom Titan, as well as its default weapon, the Dire Pulsar is the first of the Phantom&#039;s two Macro weapons. [[Rape|Firing 2D6 shots at S14 at AP-5 120&amp;quot; downrange, whatever it&#039;s hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2D6 damage as opposed to just a D6.]]&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Weapons==&lt;br /&gt;
&lt;br /&gt;
===Drukhari Blast Pistol===&lt;br /&gt;
[[File:Blast_Pistol.png|200px|right|thumb|Drukhari Blast Pistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Derp|similarly named]] [[Blast Pistol]]. Or the &#039;&#039;other&#039;&#039; [[Phosphor Blast Pistol|blast pistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Awesome|A DARK MATTER LASER PISTOL!]] Try saying that out aloud.&lt;br /&gt;
&lt;br /&gt;
A pocket-sized weapon whose size belies its enormous firepower: a single shot can destroy even the most well-armoured tank (consider it a Dark Eldar Desert Eagle). Available on everything, sometimes worth it (this writer shot failbaddon to death with ones only from hecatrixs).&lt;br /&gt;
&lt;br /&gt;
As with most Dark Eldar technology, they use a rather exotic, extremely dangerous energy dubbed Darklight in their anti-vehicle weaponry. How they harvest this energy is beyond current understanding, as it is believed that the only sources of Darklight that are available in the Materium are from black holes, warp storms, and similarly hazardous celestial phenomena. If take the source of &amp;quot;dark light&amp;quot; literally, then they may be shooting condensed hawking radiation or anti-photons.&lt;br /&gt;
&lt;br /&gt;
===Blaster===&lt;br /&gt;
[[File:BlasterDE.jpg|200px|right|thumb|Blaster]]&lt;br /&gt;
A Blaster is a smaller, lightweight version of a Dark Lance, which includes a semi-liquid stabilizer like that found in the Dark Eldar Splinter Cannon. This allows for Warrior squads to launch volleys of this devastating energy while running, although the more compact build of the gun significantly shortens the maximum range of the device.&lt;br /&gt;
&lt;br /&gt;
Being the size of a rifle and only slightly heavier, the Blaster can project its deadly beams over a considerable distance and deal serious damage to enemy vehicles more reliable than any Imperial weapon.&lt;br /&gt;
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Just like its smaller brother, the Blast Pistol, the Blaster utilizes Darklight which can be summed up as Darkmatter channeled into a laser form.&lt;br /&gt;
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===Heat Lance===&lt;br /&gt;
[[File:Heat_Lance.png|200px|right|thumb|Heat Lance]]&lt;br /&gt;
Heat Lances are Dark Eldar weapons used by Reavers and Scourges. It is a great technological breakthrough as commorrites which can be noted further below.&lt;br /&gt;
&lt;br /&gt;
By the power of lance and melta technology combined here is &amp;lt;strike&amp;gt;captain planet&amp;lt;/strike&amp;gt; a meltagun with better range, less strength, and effin&#039; LANCE. About any tank will blow up the second this looks at it in the face (or at least get glanced to death). Thus, it is one of the few weapons found in both the Melta and Las category pages. As a bonus they&#039;re cheaper than dark lances and are available to your jump troops: take four in a squad of scourges to make heavies cry.&lt;br /&gt;
&lt;br /&gt;
In a sense, a Heat Lance, instead of dispersing the obscene heat that most melta weapons should in order to cover as much as area as possible, the Heat Lance on the other hand, would actually focus the discharged superheated gas into a focus point like a laser; intensifying its armor penetration to puncture even the toughest of armor. As with every melta weapon, the heat lance has short range but is extremely devastating.&lt;br /&gt;
&lt;br /&gt;
===Dark Lance===&lt;br /&gt;
[[File:Dark_Lance.png|200px|right|thumb|Dark Lance]]&lt;br /&gt;
A large and heavy weapon, the Dark Lance is the Dark Eldar&#039;s primary anti-tank weapon for a reason: it can fire over a considerable distance and can cripple a tank with but a single burst of dark light.&lt;br /&gt;
&lt;br /&gt;
Similar in construction to the Bright Lance of their Eldar cousin&#039;s forces, a Dark Lance is redesigned to allow for the use of Darklight ammunition. It&#039;s commonly found mounted on Raiders and Ravagers, although Kabalite Warriors are seen carrying them across the battlefield as well. The device uses magnetic containment and stabilization fields to prevent the Darklight from damaging the weapon or its user.&lt;br /&gt;
&lt;br /&gt;
The Darklight is accelerated very rapidly down the barrel by these same containment fields. Upon making contact with its target, it reacts very violently, tearing through armor regardless of thickness or composition, and in the event of the Dark Lances use on infantry, it&#039;s incredibly rare that any sign of the unfortunate target is left whatsoever.&lt;br /&gt;
&lt;br /&gt;
===Haywire Blaster===&lt;br /&gt;
[[File:Haywire_Blaster.png|200px|right|thumb|Haywire Blaster]]&lt;br /&gt;
More akin to a EMP Gun or the Dark Eldar&#039;s take on the [[Lasgun#Lightning Gun|Lightning Gun]]. Haywire Blasters are Dark Eldar weapons mainly used by [[Scourge|Scourges.]] These are long-barrelled weapons so lightweight that can be fired even when moving. As ammunition it uses crippling electromagnetic energy drawn from the highest aeries of Commorragh which is later released in a horrifying burst. A well-aimed haywire blast can destroy an enemy tank&#039;s control system in a single shot. Even the mighty Land Raider can be destroyed by these weapons.&lt;br /&gt;
&lt;br /&gt;
Though not very impressive against infantry, the Haywire Blaster really shines against enemy armor: a single shot cripples the electronics in the vehicle and with luck will destroy it in a single shot. Fires the raw power of one of the Dark Eldar&#039;s stolen suns.&lt;br /&gt;
&lt;br /&gt;
===Storm Vortex Projector===&lt;br /&gt;
[[File:StormProjector.jpg|200px|right|thumb|Storm vortex Projector]]&lt;br /&gt;
No, despite the name, it does not create a giant tornado as [[Awesome|awesome]] as that sounds.&lt;br /&gt;
&lt;br /&gt;
Available only on [[Reaper|Reapers,]] these are the the big brothers of Haywire blasters, and fire either a beam or an explosion of light. The Storm Vortex Projector have a much enlarged blast radius and could burrow deep within the fragile electronics of more primitive vehicles from lesser races. These electromagnetic wave cannons fire either a confined beam of force, or a blast which detonates on impact in a storm of energy.&lt;br /&gt;
&lt;br /&gt;
Are capable of taking out up to four hull points in a single shot or insta-gibbing big nids or other MCs.&lt;br /&gt;
&lt;br /&gt;
===Void Lance===&lt;br /&gt;
[[File:Void_Lance.JPG|200px|right|thumb|Void Lance]]&lt;br /&gt;
The Void Lance is a heavy Dark Eldar weapon usually equipped to [[Voidraven Bomber|Voidraven Bombers.]]&lt;br /&gt;
&lt;br /&gt;
This weapon fires pulses of highly destructive eldritch energy harvested from shattered forgotten regions of the Webway. It is unknown what type of energy it is other than the fact that it sort of acts like a laser. May or may not be related to the [[Grenades_&amp;amp;_Explosives#Void_Mine|Void Mine]] which is another weapon carried by the Voidraven.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, these are Lascannons with AP-4 but less range. Given you get two stock on a Voidraven and a Voidraven being a flyer means that it is fast, the range doesn&#039;t matter as you could just blast away. Voidraven exclusive.&lt;br /&gt;
&lt;br /&gt;
===Dark Scythe===&lt;br /&gt;
[[File:Dark_Scythe.JPG|200px|right|thumb|Dark Scythe]]&lt;br /&gt;
A weapon with so little fluff that not even [[Lexicanum]] has mentioned it in their database.&lt;br /&gt;
&lt;br /&gt;
Dark Scythes are one of the two primary weapons of the Voidraven. They replace the Void Lance as an alternative anti-tank weapon. Judging by its name, it is possibly an overly enlarged Blaster that fires dark matter lasers on a larger scale.&lt;br /&gt;
&lt;br /&gt;
This speculation seems to fit on tabletop, as it is a D3 index blaster shots ([[Awesome|that is to say D3 damage]]). Pretty useful for sniping characters or taking out heavy infantry, but overshadowed by the buff blasters got.&lt;br /&gt;
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[[Tl;dr]], not to be confused with the D-Scythe.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Harlequins]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{Template:40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eldar_Grenade_Launchers&amp;diff=194429</id>
		<title>Eldar Grenade Launchers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eldar_Grenade_Launchers&amp;diff=194429"/>
		<updated>2023-05-30T22:22:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;Eldar utilize grenade launchers as the Imperium of Man does. But instead of being shaped like a gun, Eldar grenade launchers are often utilized in a unconventional setup such as a backpack format or drop down leg format. Most often, their grenades are [[Drugs|hallucinogenic]], meaning that it is aimed more towards psychological and mental breakdowns then outright lethality. Although they can go straight to maiming and killing if they feel like it.&lt;br /&gt;
&lt;br /&gt;
==Eldar Variants==&lt;br /&gt;
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===Swooping Hawk Grenade Pack===&lt;br /&gt;
[[File:Swooping_Hawk_grenade_pack.jpg|170px|right|thumb|Swooping Hawk Grenade Pack]]&lt;br /&gt;
Weird grenades that is possibly the most unconventional of all grenade launchers.&lt;br /&gt;
&lt;br /&gt;
The Swooping Hawk Grenade Pack is an Eldar grenade launcher used by [[Swooping Hawks]] [[Aspect Warriors]]. [[Derp|Each of these basic launchers is strapped to a warrior&#039;s leg,]] and allows grenades to be released downwards as the warrior flies overhead. Single grenades can also be taken from the pack and thrown normally. Grenade packs can carry a variety of grenade types for attacking different targets.&lt;br /&gt;
&lt;br /&gt;
For anti-personnel work Frag Grenades and Plasma Grenades are both useful. Against heavily-armored targets, including armored troopers, the Swooping Hawk can launch Krak Grenades. Also useful for attacking enemy vehicles are Haywire Grenades, which release a burst of electromagnetic energy to disrupt energy systems.&lt;br /&gt;
&lt;br /&gt;
[[Lulz|Only in the Eldar can you actually literally shit down grenades on your enemy&#039;s heads.]]&lt;br /&gt;
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===Pack Grenade Launcher===&lt;br /&gt;
[[File:Creidann_Grenade_Launcher.jpg|150px|right|thumb|Pack Grenade Launcher]]&lt;br /&gt;
Also known as the Hallucinogen Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
The Pack Grenade Launcher is an Eldar grenade launcher, often used by [[Shadowseer|Shadowseers.]] Also known as a creidann, the Pack Grenade Launcher is a light harness that fits on the Eldar&#039;s shoulders and fires grenades at a high trajectory. Each grenade is fitted with a whistle to make strange shrieking sounds and sombre drones on its upward and downward flight, respectively. It can fire a wide range of grenades, including Hallucinogen grenades, however it cannot be reloaded during battle making it extremely limited in use and practicality.&lt;br /&gt;
&lt;br /&gt;
Its Dark Eldar [[Edgy|edgier]] counterpart is the Phantasm Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
====Hallucinogen Grenades====&lt;br /&gt;
&#039;&#039;For more info, see here: [[Grenades &amp;amp; Explosives#Hallucinogen Grenade|Hallucinogen Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More of a tactical weapon than an assault weapon. [[Drugs|These grenades release a cloud of invisible gas which has strange and unpredictable effects on the minds of those inhaling it.]] These effects usually have the result of taking the victim out of combat or making him turn against his allies; effects range from turning victims into passive zombies or idiots, to producing delusions, paranoia and hallucination. Only those with armor which seals them from the local environment are unaffected by hallucinogenic gas. Though the effect may be much strong on the victim, it is usually short-lived and ceased soon.&lt;br /&gt;
&lt;br /&gt;
===Mirage Launcher===&lt;br /&gt;
[[File:Mirage_Launcher.png|200px|right|thumb|Mirage Launcher]]&lt;br /&gt;
A Mirage Launcher is a one-shot holo-grenade pod mounted upon the hulls of Eldar Harlequin anti-gravitic vehicles, more specifically, it is located on the [[Voidweaver]]. Mirage Launchers are usually attached to the underside of the vehicle&#039;s hull in two clusters of three for a total of six launchers per Voidweaver.&lt;br /&gt;
&lt;br /&gt;
Its affects are pretty similiar to the much smaller Hallucinogen Grenades, just on a much larger and beefier scale. When triggered, they emit an explosion of blinding colors, masking the vehicle from sight for precious seconds. This cunning countermeasure reduces the craft to little more than a technicolour blur when on the move.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Mirage Launchers are not here to modify your invulnerable save, but they are meant to give -1 to hit for any shooting attack against you [[Awesome|on a permanent basis,]] making it much more survivable in shooting, ([[Troll|All those marines with their lascannon spam will be forced to hit on 5+ after moving, and I&#039;m not talking about IG]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mirage_Launcher_Column_Voidweaver.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
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==Dark Eldar Variants==&lt;br /&gt;
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===Terrorfex===&lt;br /&gt;
[[File:Terrorfex.jpg|150px|right|thumb|Terrorfex]]&lt;br /&gt;
The Terrorfex is a wrist-mounted grenade launcher used by Dark Eldar infantry. The standard grenades used in conjunction with this device are Wraithbone grenades, but there are also Xenospasm Grenades, although these are incredibly difficult to make, and therefore quite rare to find in battle. Archon Kruellagh of the Kabal of the Flayed Skull uses special Damnation Grenades in her Terrorfex. For some reason, fluff also paints them as torture devices as well, suggesting the device isn&#039;t just a fancy launcher but has some underlying technology built into it.&lt;br /&gt;
&lt;br /&gt;
The ammunition are as follows:&lt;br /&gt;
&lt;br /&gt;
====Wraithbone Grenades====&lt;br /&gt;
The Wraithbone Grenades launched by the Terrorfex go through a similar treatment process as the Soul-Seeker Ammunition, though where the Soul-Seeker rounds are treated to try and cause a maddening rage in the soul energy within, the Wraithbone grenades are treated so as to create an overwhelming sense of fear and despair. The grenades explode in the air above the target, releasing the soul energy in a haze that envelopes the target. The energies cause the same feelings to swell in the target, paralyzing them with fear or sadness.&lt;br /&gt;
&lt;br /&gt;
====Xenospasm Grenades====&lt;br /&gt;
These special grenades are made of specially carved obsidian, with fragments of Wraithbone impregnated into the rock. The soul energy in this Wraithbone is tortured in much the same way as the Soul-Seeker Wraithbone, and once the obsidian explodes in the air, the souls housed inside aim the obsidian fragments directly at the target, flensing them with every fragment, rather than the small fraction of shards that would result from a conventional Frag Grenade.&lt;br /&gt;
&lt;br /&gt;
===Cluster Caltrop Pod===&lt;br /&gt;
[[File:Cluster_Caltrops_2.JPG|200px|right|thumb|Cluster Caltrop Pod]]&lt;br /&gt;
A pod that launches Cluster Caltrops, which are Dark Eldar weapons dropped by [[Reaver Jetbike|Reavers.]] These proximity-sensing anti-grav weapons detonate in spectacular chain explosions as the Reaver dashes across the battlefield.&lt;br /&gt;
&lt;br /&gt;
They are located at the back/bottom of the Reaver and they resemble an oval pod with 17 slots in which contains the Caltrops. In a sense, they act like the Eldar Mirage Pods, except, instead of blinding their opponents with the colours of the rainbow, it blows up in their face.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Cluster Caltrops can deal Mortal Wounds when the Reavers Falls Back, so you can [[Troll|deny the opponent a charge as you laugh your merry ass until the next round.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cluster_Caltrops.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
===Phantasm Grenade Launcher===&lt;br /&gt;
[[File:Phantasm_Grenade_Launcher.jpg|150px|right|thumb|Phantasm Grenade Launcher]]&lt;br /&gt;
A grenade launcher that works on a similiar principle to the Harlequin&#039;s Pack Grenade Launcher (If not ripped straight out of their armories, I guess the DEldar felt it was a necessary trade off after the Harley&#039;s get to borrow and pimp out their [[Venom|Venoms]]).&lt;br /&gt;
&lt;br /&gt;
The Phantasm Grenade Launcher is a deadly weapon utilized by wealthier Dark Eldar. Consisting of a specially modified backpack that can hurl disc-shaped grenades from twin tubes. They are a more assault variety than the more recognizable Pack Grenade Launcher. This is befitting of the Dark Eldar combat philosophy of fast assaults and psychological pain and confusion.&lt;br /&gt;
&lt;br /&gt;
[[Hellions]] are also equipped with a Phantasm Grenade Launcher on their Skyboards. Although these are more heavily modified underneath the Skyboard&#039;s wings rather than the standard backpack.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, they are D3 shots at a [[Fail|piss-poor Strength of 1,]] but it&#039;s not meant to kill things ([[Troll|although it totally can]]). [[Just As Planned|It simply lowers enemy Leadership if they&#039;re hit by it.]] Stupidly cheap at 3 points a pop, and it can be taken by Sybarites, Hekatrices, Dracons, Syrens, Archons, Raiders, and Ravagers ([[Derp|Although Hellions are unable to use them despite having a model...for reasons]]). Best on the Archon, as with his BS of 2+, he is pretty likely to hit something with it. Could also potentially force your opponent into burning CP on morale tests as well. [[Lulz|There is nothing more hilarious than an S1 weapon killing a model in a squad of 3 Leadership 7 models and your opponent then rolling a 6 with 0CP...]]&lt;br /&gt;
&lt;br /&gt;
====Nerve Gas Grenades====&lt;br /&gt;
The ammunition of Phantasm Grenade Launchers are canisters which contain a powerful nerve gas, capable of plunging the victim into a fit of horrific nightmares and delusions. These victims often undergo mania and often spasm out of control like an epileptic seizure on steroids. Most often then not, the victim dies from a heart attack due to the sheer concentration of fear.&lt;br /&gt;
&lt;br /&gt;
====Torment Grenades====&lt;br /&gt;
&lt;br /&gt;
Another ammunition for the Phantasm. Use before a model fires a Phantasm Grenade Launcher. If an enemy unit is hit, in addition to the usual effects, roll 3d6. If the result is higher than the enemy unit’s highest Leadership characteristic, it suffers 1d3 Mortal Wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Phantasm_Grenade_Launcher Hellion.JPG|Hellion version.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Horrorfex ===&lt;br /&gt;
&lt;br /&gt;
[[File:Horrorfex.gif|200px|right|thumb|Horrorfex]]&lt;br /&gt;
&lt;br /&gt;
The Terrorfex dialed up by 10.&lt;br /&gt;
&lt;br /&gt;
A Horrorfex is larger version of the Terrorfex grenade launcher. The only real difference between the Terrorfex and the Horrorfex is that the latter can only be carried on a vehicle due to its size. The horrorfex works as a catapult, shooting grenades made from captured Eldar Wraithbone.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, due to unpopular demand, the Horrorfex and Terrorfex had not been seen since 3rd edition.&lt;br /&gt;
&lt;br /&gt;
Like the Terrorfex, the Horrorfex utilize the same ammunition just on a larger scale.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Harlequins]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Deathstalker&amp;diff=171338</id>
		<title>Deathstalker</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Deathstalker&amp;diff=171338"/>
		<updated>2023-05-30T22:06:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:Forgeworld_Eldar_Deathstalker.jpg|250px|right|thumb|Deathstalker, [[/d/|compensation much?]] [[Warhammer 40,000: Rogue Trader|Notice the Eldar with the strong case of 80&#039;s? That&#039;s when you know this model is old.]]]]&lt;br /&gt;
The Deathstalker is a type of Eldar Super-heavy grav-tank that have never seen the days on tabletop since the ye olde age of [[Epic]]. From what we can tell the Deathstalker is armed with a heavier version of the [[Prism Cannon]] meaning that it is essentially the [[Fire Prism]] on steroids and seeing how [[Skub|OP]] the Fire Prism was on both tabletop and [[Dawn of War]] Emperah help us if [[Forge World]] decides to have an update on this beast.&lt;br /&gt;
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*&#039;&#039;&#039;Length:&#039;&#039;&#039; 20m; approx&lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 75 tonnes; approx&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 2 crew&lt;br /&gt;
*&#039;&#039;&#039;Max Speed:&#039;&#039;&#039; 280 kph &lt;br /&gt;
==Overview==&lt;br /&gt;
We know of its weaponry due to the &#039;&#039;very&#039;&#039; obvious ECKSBOXHUEG crystal situated at the back of the cannon. While this may make the tank unable to have a turret to swivel around for efficient shots as well as having the &#039;&#039;entire vehicle&#039;&#039; to move in order to aim. It is compensated for the very obvious firepower this monstrous son of a gun can effectively wield in the heat of an intense engagement or combat.&lt;br /&gt;
&lt;br /&gt;
According to age old fluff, [[Rape|multiple Deathstalkers can combine their fire into a chain to produce a much more powerful blast,]] meaning that this thing has the potential to turn your Titan legions into slag of molten metal&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Vehicles]]&lt;br /&gt;
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{{Template:Eldar-Forces}}&lt;br /&gt;
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{{40k-Eldar-Ships}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cobra&amp;diff=128202</id>
		<title>Cobra</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cobra&amp;diff=128202"/>
		<updated>2023-05-30T22:06:33Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Eldar_Cobra.jpg|300px|right|thumb|HELLO! MY GUN IS HUGE! The Cobra competing with the [[Imperium]] in the [[Basilisk Artillery Gun|penis-extension contest.]]]]&lt;br /&gt;
[[File:CobraType1.jpg|250px|left|thumb|The Type I Cobra.]]&lt;br /&gt;
The &#039;&#039;&#039;Cobra&#039;&#039;&#039; is one of the three super-heavy skimmers of the [[Eldar]], the others being the [[Scorpion]] and the [[Lynx]]. Apparently, in Eldar mythology, the cobra was the brother of the serpent but a short-tempered, fickle ally, to whom the serpent turned to for aid only during the darkest days of the [[War in Heaven]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 18.43m &lt;br /&gt;
*&#039;&#039;&#039;Mass:&#039;&#039;&#039; 70 tonnes&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 2 crew&lt;br /&gt;
*&#039;&#039;&#039;Max Speed:&#039;&#039;&#039; 280 kph &lt;br /&gt;
==Overview==&lt;br /&gt;
The Cobra is an Engine of Vaul, much like it&#039;s counterpart, the Scorpion, but re-armed with a large Distortion Cannon ([[D-Cannon]]) called a D-Impaler. The Cobra is best compared to the [[Shadowsword]], a titan killer that uses its D-Impaler to rip large chunks of the enemy into the void.&lt;br /&gt;
&lt;br /&gt;
There are two versions of the Cobra. Type I has a turret-mounted D-Cannon, while the Type II has a fixed forward firing D-Cannon. The one you see here is the Type II version of the Cobra super-heavy tank.&lt;br /&gt;
&lt;br /&gt;
As with all Eldar vehicles, crew numbers are kept to a minimum. The dwindling civilization of the Eldar means they must rely upon sophisticated technology and the Wraithbone construction of their vehicles, freeing more warriors from crewman duties to fill the ranks of [[Guardian]] and [[Aspect Warriors]] squads.&lt;br /&gt;
&lt;br /&gt;
The Cobra uses the same chassis as the [[Scorpion]]; this means that the super-heavies of the Eldar are stupidly fast and agile both in fluff-terms and on the tabletop. Other than its stupidly humongous D-cannon which makes even [[void shield]]s collapse on themselves like wet tissue paper, the Cobra also comes equipped with a titan-grade Holo-field as well as secondary armaments such as a [[Bright Lance]], [[Eldar Missile Launcher]], [[Scatter Cannon]], [[Shuriken Cannon]] or [[Starcannon]]. Some Cobras are also upgraded to include Star Engines and/or Vectored Engines for improved handling and speed.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Vehicles]]&lt;br /&gt;
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[[Category: Skimmers]]&lt;br /&gt;
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{{40k-Eldar-Ships}}&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Grenades_%26_Explosives&amp;diff=238446</id>
		<title>Grenades &amp; Explosives</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grenades_%26_Explosives&amp;diff=238446"/>
		<updated>2023-05-30T22:04:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Grenades, bombs, mines and explosives&#039;&#039;&#039; comes in all shapes and colors of the gore-infested rainbow with almost every playable faction having a grenade or two equipped. All of them are usually hand-held devices meant to be thrown; however, certain weapons such as [[Grenade Launcher]]s fire grenades at a much further and accurate distance. Nevertheless, this page is meant for the hand-held/thrown variety. 40k has a shit ton of grenade types, but we are only listing those that have a presence on tabletop or else have sufficient information and images.&lt;br /&gt;
&lt;br /&gt;
For Imperial Grenade Launchers, [[Imperial Ordnance#Man-portable Weapons|you can read it here.]] For the Eldar equivalent, [[Eldar Grenade Launchers|you can read it here.]]&lt;br /&gt;
&lt;br /&gt;
==Offensive Anti-Infantry==&lt;br /&gt;
&lt;br /&gt;
These are grenades specializing in killing a swath of light infantry. These grenades rely on shrapnel or any form of omnidirectional blast to maximize casualties. However, its omnidirectional blast makes it piss poor at armored targets.&lt;br /&gt;
===Human/Genestealer===&lt;br /&gt;
====Gunk Bomb====&lt;br /&gt;
[[File:Gunk_Bomb.PNG|150px|right|thumb|Gunk Bomb]]&lt;br /&gt;
A [[Nurgle|literal shit in a can]], we are not &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;JOKING&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. Gunk is a lethal substance, that is manufactured on the Imperial Hive World [[Necromunda]] and let&#039;s be frank, &#039;&#039;any&#039;&#039; Chem or Hive World to be honest.&lt;br /&gt;
&lt;br /&gt;
In Necromunda, the chief manufacturer of Gunk is Gaen Gorvos from Hive Primus&#039; Gorvos Clan who also outfits her Underhive gangers with Gunk Rounds and Gunk Bombs, and she even laces her throwing knives with it. These skills have not only allowed her to claim leadership of her Clan, but also has led Gaen to be known as the Gunk Queen.&lt;br /&gt;
&lt;br /&gt;
The Gunk Bomb itself uses recycled tin cans and fill it with this toxic literal shit, before being sealed to prevent the odor from killing everyone else. To activate, one simply peels off the lid like opening up a normal tin can, hold one&#039;s breath and hurl; scattering its toxic shit everywhere. When splattered with Gunk, the literal shitstain is so thick it can theoretically clog any toilet. So viscous and sticky is this material that anyone is gonna get bogged down in faeces. Moreover, it is also flammable, like a Virus Bomb, so yeah. Possibly one of those weapons that may be classified as [[heresy]] due to indirectly feeding [[Nurgle|Papa Nurgle]].&lt;br /&gt;
&lt;br /&gt;
On the Necromundan tabletop, they are classified as defensive grenades and cost 40 credits each. The Gunk Bomb provides the &#039;&#039;&#039;Gunked&#039;&#039;&#039; condition when a target is hit, slowing down their movement and charges, making it ideal to defend against melee characters. It doesn’t last very long however, but is a pretty nice weapon in ruining anyone&#039;s charge. In addition, Gunked targets can be set on fire on a 2+ instead of a 4+ when hit by a Blaze weapon, creating an obvious and extremely fulfilling combo.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Incendiary Charge====&lt;br /&gt;
[[File:Incendiary_Charges.JPG|150px|right|thumb|Incendiary Charges]]&lt;br /&gt;
Incendiary Charges are essentially, Molotov Cocktails. They are the most primitive, ubiqious and easy-to-make improvise explosives in the entire Galaxy. Everyone, from their dusty grandmothers to little billy could make these things. Just get a glass bottle, fill it up with flammable liquids (Alcohol, napalm, etc.) and plug the end with a wick doused in more flamable liquids. Light up, aim and hope you don&#039;t set youself on fire.&lt;br /&gt;
&lt;br /&gt;
They are used by hive gangers and riots in rebelling Imperial Worlds. The [[Ork]] equivelent would be Burna Bottles, more can be read below.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Incendiary Charge has a 5” blast and can cause enemies to Blaze it, which is always a good time. They’re a little pricey, but having a few on your second-liners will give anyone pause.&lt;br /&gt;
&lt;br /&gt;
====Frag Grenade====&lt;br /&gt;
[[File:Frag_grenade.jpg|150px|right|thumb|Frag Grenade]]&lt;br /&gt;
The most ubiquitous, common and identifiable type of grenade not only in the 40k universe but the entirety of military fiction. Frag grenades (or fragmentation grenades) are small, anti-personnel grenades, exploding in a hail of thousands of tiny and deadly shards of metal, the effect being to deny an enemy the benefits of any cover as they are assaulted.&lt;br /&gt;
&lt;br /&gt;
Frag grenades are very simple in design and effect, consisting of a central explosive core with a fuse inserted and secured by a pin, wrapped in a steel casing. Upon detonation, irregular shards of the casing are propelled at high velocity into the nearby surrounding area. The casing is typically grooved, both to create more shrapnel upon detonation and to provide a secure grip.&lt;br /&gt;
&lt;br /&gt;
A single frag grenade weighs about 1 kilogram and has a blast radius between 3 meters and 5 meters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Frag1.JPG&lt;br /&gt;
Image:Frag2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Poison Globe Grenade====&lt;br /&gt;
[[File:Poison_Globe_Grenade.JPG|150px|right|thumb|Poison Globe Grenade]]&lt;br /&gt;
Posion Globe Grenades are the standard-issue ranged weapon of the [[Venenum Asssassin]]s. In fact, it is the &#039;&#039;ONLY&#039;&#039; ranged weapons these guys have. Resembling more like a form of conventional frag grenades, these poison grenades is nothing more than a spherical housing of the most fucked up poisons the Imperium of Man has in its arsenal.&lt;br /&gt;
&lt;br /&gt;
Whilst not on the level of the [[Dark Eldar]], these grenades still get the job done in killing its target. Its mechanics most likely consists of a pressure valve, surrounded by pressurised poisoned materials. The poisoned materials would most likely be gaseous of nature to improve the efficiency of its spread. Given the various indentations at the top of the grenade, the trigger mechanisms would break the pressure valve as noxious gas would leak out from the indentations. In effect, it resembles more akin to a smoke grenade than a frag grenade.&lt;br /&gt;
&lt;br /&gt;
Works wonderfully well against lightly armoured troops without any protective suits. Most likely useless for anyone wearing [[Power Armour]] or above.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
====Blasting Charges====&lt;br /&gt;
[[File:Blasting_Charges.JPG|150px|right|thumb|Blasting Charges]]&lt;br /&gt;
Nothing more than a bundle of dynamites rented from the Loonytoons. Blasting Charges are a type of Imperium-derived explosive. Created from scavenged detonators and low-end demolition gear, the short-fused blasting charges used by [[Genestealer|Genestealer Cultists]] can be hurled into the enemy ranks to sow death and disruption ahead of a concerted assault. Like most &#039;weapons&#039; from the Genestealer Cults, Blasting Charges originated from demolition charges meant to destroy large rocks and minerals in mining activities.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are Frag Grenades by any other name, booms just as sweet. Never forget to use them since it increases your shooting output from [[Awesome|1/2 S3 shots to D6]] (and you also use the Grenadier like stratagem to shoot 10D6 of these!).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Blasting_Charge_Detonator.JPG|The Detonator.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Infernus Firebomb Cluster====&lt;br /&gt;
[[File:Infernus_Firebomb_2.PNG|200px|right|thumb|Infernus Firebomb Cluster]]&lt;br /&gt;
The Infernus Firebomb Cluster is a type of incendiary bomb launcher used by [[Adeptus Custodes]] [[Ares Gunship]]s. Similiar to the Burna Bomb in function, except you know, [[Awesome|better.]] The Infernus Firebomb Cluster as its name suggests, is a trio of cluster munitions that splits apart mid-air into dozens of smaller incendiary bomblets to bathe an entire battlefield in promethium. The Ares carries one under each wing for a total of six Firebombs, now that&#039;s a whole lot of diddly.&lt;br /&gt;
&lt;br /&gt;
In the [[Horus Heresy]] tabletop, the Infernus Firebomb Cluster is mainly used for its anti-infantry function (Bomb 3, heavy bolter strength large blasts with ignores cover). In 9th Edition, Firebomb Clusters are basically identical to the bombs dropped by the Thunderhawk (pick a unit you flew over, roll 1d6 for each model in the unit (3d6 for vehicles or monsters), a roll of 4+ = 1 Mortal Wound), the big difference being you can use them twice per game.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Infernus_Firebomb_Cluster.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Squat===&lt;br /&gt;
====Gravitic Concussion Grenade====&lt;br /&gt;
[[File:Gravitic_Concussion_Grenade.PNG|150px|right|thumb|Gravitic Concussion Grenade]]&lt;br /&gt;
The standard-issue grenade used by [[Hearthkyn Warrior]]s from the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
The Gravitic Concussion Grenade combines the traits from [[Grav-Weaponry]] and [[Concussion Weapons]] to create a potent ant-infantry killing force. Resembling somewhat like a human fragmentation grenade with an overly-enlarged trigger. The grenade releases a series of concussive gravitational waves that can crumple armour, shatter bone and liquefy organs. Unfortunate sods outside the kill-range would be knocked the fuck out or would be suffering the mother of all concussions (Pun not intended).&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these grenades are a Grenade D6, S5, AP-1, D1 Blast weapon. A much powerful version of the standard frag grenade, able to do a number against highly defended MEQs and making GEQs simply cease to exist; it even poses a good enough threat to light vehicles due to the application of a AP-1 and high strength. For all intense and purposes, [[Awesome|it is just one AP away from being a proper Krak Grenade with the blast radius of a Frag Grenade.]]&lt;br /&gt;
===Ork===&lt;br /&gt;
====Stikkbomb====&lt;br /&gt;
[[File:Stikkbomb.jpg|150px|right|thumb|Stikkbomb]]&lt;br /&gt;
&lt;br /&gt;
An Orkified Stielhandgranate. These are the [[Ork|Ork&#039;s]] version of the Frag Grenade and functions almost identical save for maybe size and throwing range. Stikkbombs are Ork grenades in the form of a stick with the explosive part at the top and the pin at the bottom. The stick handle is very useful, allowing the grenade to be easily carried stuffed down a boot or through a belt. The main reason for the popularity of the design is its brutal appearance and appropriate sense of size and power. Although in reality, it could be for the fact that like the real life Stielhandgranate, the handle gives Stikkbombs a further and more accurate throwing range at the cost of being poor at &#039;rolling a grenade at short range.&lt;br /&gt;
&lt;br /&gt;
[[FATAL|Big enough to hit enemies with in close combat, but this usually makes the &#039;nade go off in the Ork&#039;s hand, killing both him and whoever he&#039;s hitting. Somewhat risky to use in general, inasmuch as many Orks forget which part of the grenade they&#039;re supposed to throw.]]&lt;br /&gt;
&lt;br /&gt;
Stikkbombs comes in even more variety and flavors than the grenades of the Imperium. However, they all bear the same shape, with only the fillings inside being different. Certain Orks are known to strap a couple of Stikkbombs together to create one super grenade called the &#039;&#039;&#039;Super Stikkbomb.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stikkbombs can be found mounted on a [[Stikkbomb Launcha]] if the respective Ork proves to be lazy in throwing a grenade.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it an overgrown Ork hand grenade, built in a similar manner to a German stick grenade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:StikkBomb_Types.jpg|Multiple types of Stikkbombs&lt;br /&gt;
Image:Stikkbombs_2.jpg&lt;br /&gt;
Image:Stikkbombs.jpg|Oldschool.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Burna Bottle====&lt;br /&gt;
[[File:Burna_Bottle.JPG|150px|right|thumb|Burna Bottle]]&lt;br /&gt;
Burna Bottles are a type of Ork weapon analogous to a Molotov Cocktail.&lt;br /&gt;
&lt;br /&gt;
This weapon consists of a glass bottle (or in the case of Snakebites, a clay pot) filled with Squig oil, Promethium, or whatever other flammable substance Orks can think of. When lit and thrown, the Burna Bottle will shatter on the enemy and engulf them in flame. It is the favored weapon of [[Boomdakka Snazzwagon]] crews.&lt;br /&gt;
&lt;br /&gt;
The weapon seems to be the more popular incendiary device than the &#039;Firey Stikkbombs&#039; as they are cheaper to produce and easier to make in the truckload. Great for clearing a occupied manhole, poor at killing anything wearing [[Carapace Armor|Carapace armor]] [[Power Armor|and above.]]&lt;br /&gt;
&lt;br /&gt;
The most infamous user of Burna Bottles is Big Pyro, who is a deranged Deathskull obsessed with fire.&lt;br /&gt;
&lt;br /&gt;
====Burna Bomb====&lt;br /&gt;
[[File:Burna_Bomb_by_Yaroslav_Bozhdynsky.JPG|200px|right|thumb|Burna Bomb]]&lt;br /&gt;
I love the smell of napalm in the morning!&lt;br /&gt;
&lt;br /&gt;
The more fiery cousin of the regular Bomm. The Burna Bomb is a variant of a standard Bomm, that can be mounted on Ork [[Fighta-Bommer]]s or more specifically, the [[Burna-Bommer]]s. When these bombs explode they blanket vast swathes of the battlefield with burning promethium.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Burna-Bommers gets two Burna Bombs, and can drop one per turn on a unit it flies over. Roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs INFANTRY.&lt;br /&gt;
&lt;br /&gt;
===Eldar===&lt;br /&gt;
====Plasma Grenade====&lt;br /&gt;
[[File:EldarPlasmaGrenade.JPG|150px|right|thumb|Plasma Grenade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page here: [[Plasma#Plasma Grenade|Plasma Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Plasma Grenades are grenades that utilize [[Plasma]] as its main form of detonation and explosive. Only two factions seem to use Plasma Grenades in bulk. The Imperium and Eldar.&lt;br /&gt;
&lt;br /&gt;
Imperial Plasma Grenades make use of a deliberate plasma containment failure to unleash a highly lethal blast of heat and light similar to a miniature sun which can take out almost any target. However, they are rarely used due to the technological cost needed to make one.&lt;br /&gt;
&lt;br /&gt;
The [[Eldar]] and [[Dark Eldar]] use plasma grenades in placement of the more crudely designed Frag Grenades used by the Imperium. They use a small amount of exploding plasma to blind the enemy and prevent them from properly using their terrain to defend their position against advancing enemy forces.&lt;br /&gt;
&lt;br /&gt;
====Torment Grenade====&lt;br /&gt;
[[File:Torment_Grenade.PNG|150px|right|thumb|Torment Grenade]]&lt;br /&gt;
A more sophisticately advanced version of the Imperium&#039;s Poison Globe Grenade.&lt;br /&gt;
&lt;br /&gt;
The Torment Grenade is a type of grenade exclusively used by the [[Disciple of Yaelindra]]. By technicality, it is the only [[Dark Eldar]]-exclusive grenade that we know off that we have a proper model of.&lt;br /&gt;
&lt;br /&gt;
Torment Grenades are a type of poisonous/venomous/toxic grenades that act as a sort of debilitative and lethal smoke grenade that could produce immense pain. Judging from what it does with how little info we have, we can speculate that it chokes their targets to death. Given their smokey nature, it makes Torment Grenade pretty god damn effective against unprotected GEQs, although it would start to suffer in effectiveness towards opponents in [[power armour]].&lt;br /&gt;
&lt;br /&gt;
Strangely, these grenade seem to use the same casing as the Haywire Grenades. Just that, instead of a sophisticated EMP circuitry that fries electrical components, it is a tube housing the bluish-grey toxins with a igniting catalyst attached.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
====Blight Grenade====&lt;br /&gt;
[[File:Blight_Grenade.jpg|150px|right|thumb|Blight Grenade]]&lt;br /&gt;
A specially icky type of grenade utilized extensively by the [[Death Guard]].&lt;br /&gt;
&lt;br /&gt;
A Blight Grenade, also known as a Death Head of Nurgle, is a highly effective improvised grenade and chemical weapon utilized by the [[Plague Marine|Plague Marines,]] [[Chaos Sorcerer|Chaos Sorcerers]] and other devoted followers of [[Nurgle]]. Each is made from a literal decapitated head of a conquered enemy and are filled with a metric shit ton of chemical and biological agents.&lt;br /&gt;
&lt;br /&gt;
When they explode the resulting shrapnel carries deadly toxins and contagions that can penetrate cracks in armor, cause flesh to boil and slough away, and fill the air with blinding spores, all the while keeping the victim alive until the very end.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the Death Guard can be less disgusting and use a bleached skull instead. Of course, it would be one hell of a sight seeing Chaos Space Marines lobbing over exploding decapitated heads as grenades. Of all the possible ways to die, death by exploding head is definitely a notable way to go.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:BlightGrenade.jpg|A more detailed description of these grenades.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Incendiary Bomb====&lt;br /&gt;
[[File:Incendiary_Bomb.PNG|200px|right|thumb|Incendiary Bomb]]&lt;br /&gt;
Incendiary Bombs are carried by both Imperial and Chaos Aircraft and filled with highly-flammable material, such as promethium. However, not a lot of Imperial aircraft nowadays use these things as they are favoured less than the versatility of a Heavy Bomb. Chaos, on the other hand, loves the shit out of these things as it is capable of laying waste on entire towns and settlements. So these bombs are more of a Chaos-aligned weapon than an Imperial one due to this factor.&lt;br /&gt;
&lt;br /&gt;
These bombs can set fire to a large area of terrain and are particularly useful against enemy troops dug-in behind cover. The biggest user of these things are [[Hell Talon]]s&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
====Egerian Geode====&lt;br /&gt;
[[File:Egerian_geode.jpg|150px|right|thumb|Egerian Geode]]&lt;br /&gt;
Combine the wide ranging effect of a frag and the cutting power of a krak and you get the Egerian Geode.&lt;br /&gt;
&lt;br /&gt;
Egerian Geodes are a form of Grenade recovered from xenos crystalline maze-cities. Despite their overall simplistic and minimalist design, these grenades are made of advance materials and lethal explosives. Inside them are compacted shards of Diamantine glass that upon detonation become deadly cutting projectiles capable of slicing through most armor.&lt;br /&gt;
&lt;br /&gt;
As such, they cut through materials much higher than the standard frag grenades. Making them great in dealing with swathes of power armored enemies that would have shrugged shrapnel from more normal frags. Due to their nature, only Imperials with special access such as [[Rogue Traders]] and [[Deathwatch]] are allowed to use these weapons. If you get access to a renewable supply (that is to say, a sufficiently radical Tech Priest at your service), count yourself lucky as these things are nasty.&lt;br /&gt;
&lt;br /&gt;
As you know, they are the only grenades that does not belong to one of any of the major races. If anything, they are only found in the Rogue Trader Rulebook, which makes these grenades old as fuck.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Offensive Anti-Vehicle==&lt;br /&gt;
&lt;br /&gt;
The opposite of anti-infantry grenades. These grenades are meant to disable to outright destroy vehicles ranging from scout bikes to tanks. As such, some of these devices has a explosive shaped charge meant to penetrate armor rather than the omnidirectional blast of normal frag grenades.&lt;br /&gt;
===Human===&lt;br /&gt;
====Krak Grenade====&lt;br /&gt;
[[File:Krak_grenade.jpg|150px|right|thumb|Krak Grenade]]&lt;br /&gt;
The Yin to the Frag&#039;s Yang. Krak Grenades otherwise known as simply Kraks, are the quintessential anti-tank grenade used predominantly by the Imperium. Designed to &amp;quot;crack&amp;quot; open armored targets such as vehicles through a concentrated implosive blast. However, the krak grenade must be placed more carefully on the target than frag grenades, because their explosive radius is only half that of a frag grenade.&lt;br /&gt;
&lt;br /&gt;
Typically Krak Grenades are attached directly onto vehicles or fortifications with magnetic, adhesive or physical clamps, maximizing their effect on the target. They can also be used against monstrous creatures (such as the larger Tyranid bioforms), when they are attached to the creature&#039;s carapace before detonation.&lt;br /&gt;
&lt;br /&gt;
Krak grenades are commonly used by the [[Imperial Guard]], [[Sisters of Battle]], loyal [[Space Marines]], and [[Chaos Space Marines]]. Kraks are often thrown underneath the vehicle so as to maximize the implosive radius and target the weak underbelly of most vehicles.&lt;br /&gt;
&lt;br /&gt;
====Arc Grenade====&lt;br /&gt;
[[File:Arc_Grenades.JPG|150px|right|thumb|Arc Grenade]]&lt;br /&gt;
A new grenade for which the [[Adeptus Mechanicus]] could [[Lulz|shit on their enemies to death]] like the [[Eldar|Elfdar]] [[Swooping Hawks]].&lt;br /&gt;
&lt;br /&gt;
Resembling an Ork Stikk Bomb, the Arc Grenade is a weapon from the [[Arc Weaponry]] family. Like the Eldar Haywire Grenades or the Tau EMP Grenades, the Arc Grenade it explodes in a flurry of arcing lightning and energy. Unlike the Eldar or Tau equivalents however, the Imperium is manly enough to actually make their Arc Grenades kill infantry.&lt;br /&gt;
&lt;br /&gt;
The [[Pteraxii#Skystalkers|Pteraxii Skystalkers]] use these as their primary anti-tank weapon. They often carry a bundle, or clusters of these grenades before dropping them all at once for maximum damage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are some nasty work. If the grenades hits, roll one D6 for each model on the targeted unit, adding 2 of each result if that unit is a vehicle. [[Rape|For each 5+, that enemy unit suffers 1 mortal wound.]]&lt;br /&gt;
&lt;br /&gt;
====Demolition Charge====&lt;br /&gt;
[[File:Demolition_Charge.JPG|150px|right|thumb|Demolition Charge]]&lt;br /&gt;
Blasting Charges on steroids. The Demolition Charge is a short range explosive carried primarily by the [[Imperial Guard]]. It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This short range makes it just as dangerous for the attacker as it is for the defender.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Demo Charges&amp;quot; are primarily used to damage or destroy tanks, fortifications and buildings. However, it can also act as anti-personnel weapons, although the power of the typical explosive charge would be a tad overkill and a waste of explosives.&lt;br /&gt;
&lt;br /&gt;
A standard-type charge looks similar to a flattened cylinder and weighs around two kilos and detonates upon impact after being activated and thrown. Its lethality-sphere is supposed to be around twenty meters. Demolition charges are not always standardized, however, and often are actually improvised in the field. As a result, there are numerous variances in weight, appearance and detonation method. A common improvised demolition charge is simply a group of tube-charges taped together and set off remotely by wire or timed detonation-tape.&lt;br /&gt;
&lt;br /&gt;
Guardsmen who volunteer to carry a demolition charge are authorized to request [[Troll|better food and ration allowances.]] The most prominent users of these are the [[Catachan Jungle Fighters]], who are presumed to look at the job of holding demo charges as &amp;quot;Hey, free food!&amp;quot; and hotly desire the position accordingly.&lt;br /&gt;
&lt;br /&gt;
====Haywire Mine====&lt;br /&gt;
[[File:Haywire_Mine.JPG|150px|right|thumb|Haywire Mine]]&lt;br /&gt;
It seems that [[Roboute Guilliman|Grandpapa Smurf]] and [[Belisarius Cawl|Uncle Cawl]] [[Blood Ravens|&#039;borrowed&#039;]] a few technological items from the [[Eldar]], after Robo Guillibutt&#039;s date with [[Yvraine]] during the [[Gathering Storm]]. One of which is the Haywire Grenades.&lt;br /&gt;
&lt;br /&gt;
The Haywire Mine are weapons used by the new [[Space Marine]] [[Incursor|Incursors.]] These mines are heavy-duty weapons that allow the Incursors to knockout enemy armor. They function exactly like Haywire Grenades, which is essentially a giant EMP pulse.&lt;br /&gt;
&lt;br /&gt;
Judging by the fact that it looks like an Ork Tankbusta Bomb, it is highly likely that the Haywire Mine, despite being called a mine, acts more like a magnetic shaped charge, whereby the flat surface is a magnetic clamp meant to latch on a vehicle&#039;s surface before it goes boom. It is most likely thrown rather than placed down like a mine, due to the presence of a handle.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
====Melta Bomb====&lt;br /&gt;
[[File:IF MkXIX Lucifer Pattern MeltaBomb.jpg|150px|right|thumb|Melta Bomb]]&lt;br /&gt;
&#039;&#039;See main page here: [[Melta Bomb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Melta Bomb is a type of explosive charge belonging to the [[Melta]] design tree. Typical examples have dimensions analogous to that of a grenade, but can be larger. When activated, they explode with intense thermal energy, &#039;melting&#039; the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armored targets.&lt;br /&gt;
&lt;br /&gt;
They are used by being attached or thrown to walls, hulls or bulkheads and have an integral timer that can be set for one hour. When it comes to tank hunting, it is often optimal to attach the bomb on the side of back of a vehicle (Or any area that serves as a &#039;blind spot&#039;). Unlike the smaller Kraks, it is not advisable to throw one due to the weapon&#039;s weight and size being a hindrance.&lt;br /&gt;
&lt;br /&gt;
====Heavy Bomb====&lt;br /&gt;
[[File:Heavy_Bomb.JPG|200px|right|thumb|Heavy Bomb]]&lt;br /&gt;
The most common munitions dumped by [[Imperial Navy|Imperial Naval Aircraft]] such as the [[Marauder Bomber]]. Heavy Bombs are aircraft weapons that is used in conventional bombing runs. Though they cannot be fitted to the Marauder Destroyer variant. They are an ordnance weapon capable of crippling infantry, light to medium vehicles and buildings, weighing between 1,000 and 1,500 pounds each.&lt;br /&gt;
&lt;br /&gt;
On tabletop, in three times a game the Marauder can bomb a unit on the field. Roll dice to stack mortal wounds on the target: 3d6 per vehicle/monster or d6 for every other model - every 4+ causes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
Although it has a model, it is barely given screen time due to the fact that they are usually housed internally within the Marauder.&lt;br /&gt;
&lt;br /&gt;
====Colossus Bomb====&lt;br /&gt;
[[File:Colossus_Bomb.jpg|200px|right|thumb|Colossus Bomb]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|The Imperial MOAB,]] [[Exterminatus|for when you want to nuke an area without going full nuclear.]] Only the [[Marauder Colossus|Colossus Marauder]] is modified to carry this big bastard, and it could only carry one.&lt;br /&gt;
&lt;br /&gt;
The Colossus Bomb features a diamantine armor-penetrating tip, a mass reactive fuse, and an internal Melta Warhead, all of which is backed up with [[Exterminatus|10,000 kilograms of high explosives.]] The bomb features a guidance system that is controlled from the craft that guides it to its target accurately, adjusting its tail fins until the moment of contact. Given the Armor Penetrating head the most direct real world comparison would be &amp;quot;Earthquake bombs&amp;quot;, which burrow into the earth before exploding destroying targets via making an underground cavity, which then collapse in, bringing the structure in with it. With the melta, though, it’s probably more like a pyroclastic blast creating a sinkhole full of lava.&lt;br /&gt;
&lt;br /&gt;
It is of no surprise that this monster of a weapon has been used by the [[Imperial Navy]] as an effective Titan killer, since a direct hit from the weapon will result in catastrophic damage to any target, including God-Machines and super-heavy tanks such as the Baneblade and Shadowsword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Colossus&amp;quot; indeed.&lt;br /&gt;
&lt;br /&gt;
===Ork===&lt;br /&gt;
====Tankbusta Bomb====&lt;br /&gt;
[[File:Tankbusta_Bomb_Model.JPG|150px|right|thumb|Tankbusta Bomb]]&lt;br /&gt;
Ork Melta Bombs, although it would be more accurate to call it a anti-tank shaped charge.&lt;br /&gt;
&lt;br /&gt;
Tankbusta Bombs are heavy magnetic discs size and shape of manhole covers. They are directional and are used when Stikkbombs simply aren&#039;t sufficient to destroy something (and as such are more attractive to many Orks).&lt;br /&gt;
&lt;br /&gt;
They are attached to the vehicles by magnetic clamps and detonated with deadly efficiency. They are commonly used by [[Tankbustas]] and [[Ork Kommando]]s. They were best seen during the intro cinematic of [[Dawn of War]] where one of the Boyz manage to turn the [[Dreadnought]] inside out. They&#039;re also powerful enough to blow off chunks of ceramite and adamantium from the hulls of land raiders.&lt;br /&gt;
&lt;br /&gt;
Likewise, due to its size, only one Tankbusta Bomb can be carried by a single Tankbusta. However, it ain&#039;t feasible to see an entire squad of Tankbustas all carrying around these giant magnet of doom.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite this hunk of [[Awesome|awesomeness]], they only appeared in vanilla Dawn of War, with later expansion packs removing it in favor of giving the Tankbustas [[Rokkit Launcha]]s as soon as they were fielded. However, it could be stated that these bombs was also seen attached on Bomb Squigs during [[Warhammer 40,000: Space Marine]]. On tabletop, Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 [[Rape|and equate to a Rokkit Launcha with D3 shots and D6 damage.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:TankbustaBomb.jpg|Tankbustas in Dawn of War.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Bigbomm====&lt;br /&gt;
[[File:Bigbomm.JPG|200px|right|thumb|Bigbomm]]&lt;br /&gt;
[[Pretend|Despite the name,]] Bigbomms are the smallest type of Ork bombs, carried by [[Deffkoptas]] and [[Warkoptas]].&lt;br /&gt;
&lt;br /&gt;
These bombs look like your conventional WW2 gravity bombs with a fin stabilizer and all. Whilst it can kill a bunch of infantry, it is mostly use to blow the hatch (Or the entire turret) off an armored vehicle before the aircraft unloads its other payload of Boyz or Dakka.&lt;br /&gt;
&lt;br /&gt;
On tabletop, for the Warkopta, you get two of these for free. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+. For the Deffkopta, you can get one of these for no points ([[Derp|which is probably why the Kopta itself costs so much]]), so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering damage the same as the one on the Warkopta.&lt;br /&gt;
&lt;br /&gt;
====Bomm====&lt;br /&gt;
[[File:Bomm.jpg|200px|right|thumb|Bomm]]&lt;br /&gt;
&lt;br /&gt;
The lazily named Bomm is essentially the Ork equivalents of Imperial Bombs. They can be mounted on almost any Ork aircraft, including [[Fighta]]s, [[Fighta-Bommer]]s and [[Heavy Bommer]]s. They come in all shapes and sizes, but they usually look like an upscaled Bigbomm ([[Derp|The irony is not lost on this one]]) with an enlarged fin stabilizer packed with as much explosives as possible.&lt;br /&gt;
&lt;br /&gt;
Fightas and Fighta-Bommers can only carry around one-to-four Bomms in total, the Fighta-Bommer could carry three Bomms per wing if there is enough modifications. What you want is to have the Heavy Bommers, &#039;cause this bird can carry a metric shit ton of Bomms to effectively nuke the entire area in a single bombing run. Seems to be slowly phased out by either Rokkits, Burna Bombs or Boom Bombs.&lt;br /&gt;
&lt;br /&gt;
====Boom Bomb====&lt;br /&gt;
[[File:Boom_Bomm.jpg|200px|right|thumb|Boom Bomb]]&lt;br /&gt;
The big cheese of Ork bombs short of nukes. Boom Bombs (AKA Boom Bomms) are heavier versions of a standard Ork Bomm. These huge, crude and unsubtle bombs serve as the main armament of [[Blitza-Bommer|Blitza-Bommers]] as they are the only aircraft big enough to carry one of these under their wings. [[Wat|For some reason, you would expect the Heavy Bommer to be able to carry a number of these, but they can&#039;t.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Boom Bombs count VEHICLES and MONSTERS as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers&#039; Burna Bombs require 5s for non-INFANTRY. [[Rape|Bomb squadrons of smaller vehicles for maximum pain.]]&lt;br /&gt;
&lt;br /&gt;
====Repulsor Mine====&lt;br /&gt;
[[File:Repulsor_Mine.JPG|200px|right|thumb|Repulsor Mine]]&lt;br /&gt;
The main weapon of an [[Ork]] [[Minelayer]].&lt;br /&gt;
&lt;br /&gt;
To reconcile the defensive role of mines, Orks use Repulsor Mines, invented by Orghamek. &lt;br /&gt;
&lt;br /&gt;
These weapons are a weird one, think of it as an inverse naval mine. Rather than floating on water or space, it floats in the air. The reason why they can float is due to the fact that it contains weak repulsor fields.&lt;br /&gt;
&lt;br /&gt;
These mines are placed by Minelayer&#039;s claw and after their fields are activated, they float in mid-air until someone passes under them. This will collapse the delicate repulsor field, causing the mine to fall on top of the poor bastard. Although, given how fast some aircraft are, these mines could only be effective against much slower Bombers and Dropships. The unfortunate trespasser is than turn to shreds by a massive explosion, if the fall of a heavy mine doesn&#039;t kill them first.&lt;br /&gt;
&lt;br /&gt;
They were best seen during [[Warhammer 40,000: Space Marine]], where a couple of Minelayers were shown hovering around and laying its traps. Despite this, not a lot of Imperial Naval ships or aircraft was harmed by them.&lt;br /&gt;
&lt;br /&gt;
====Mega Bomb====&lt;br /&gt;
[[File:Mega_Bomb.JPG|200px|right|thumb|Mega Bomb]]&lt;br /&gt;
The Mega Bomb is the Boom Bomb&#039;s MOAB cousin.&lt;br /&gt;
&lt;br /&gt;
We are not quite sure if these things are just a canister of a metric ORK-ton of explosives or it is an actual nuclear warhead. These bombs are big enough that only the biggest Ork aircraft could carry it. Not even a regular [[Bomma]] is big enough to heft this giant bomb. Instead, this work rests solely on the responsibility of the [[Bomma#Mega Bommer|Mega Bommer]], an &amp;lt;s&amp;gt;airplane&amp;lt;/s&amp;gt; AIRSHIP with engines big enough to carry just &amp;lt;u&amp;gt;ONE&amp;lt;/u&amp;gt; of these bad boys.&lt;br /&gt;
&lt;br /&gt;
In Aeronautica, these bad boys have a firepower of 10! Causing damage on a 2+, with extra damage on a 4+. Granted, the Mega Bommer could only carry one of these things and it could only attack ground targets. But you can rest assured that you are essentially carrying a Fat Boy at all times.&lt;br /&gt;
&lt;br /&gt;
====&#039;Gantbuster Bomb====&lt;br /&gt;
[[File:&#039;Gantbuster_Bomb.JPG|200px|right|thumb|&#039;Gantbuster Bomb]]&lt;br /&gt;
The Colossus Bomb of Ork Bombs.&lt;br /&gt;
&lt;br /&gt;
Big enough to make the Boom Bomb look like a firecracker. The &#039;Gantbuster Bomb appeared only in the Deff Skwadron graphic novel as the weapon that literally kickstarts a global Orkoid war on the planet.&lt;br /&gt;
&lt;br /&gt;
The &#039;Gantbuster Bomb is a prototype weapon developed by [[Warboss]] Badthug to royally fuckup Warboss Grimlug&#039;s personnal [[Gargant]]. Hence its name. Looking like [[Lulz|a giant cannonball ripped straight out of Looney Tunes.]] When activated, the Ork flyboyz launch the &#039;Gantbuster Bomb like a giant bowling ball, rolling straight into the open belly door of a Gargant before detonating in a bloody huge explosion.&lt;br /&gt;
&lt;br /&gt;
One can imagine bowling pin sounds being generated once one drops one of these on a couple of gitz.&lt;br /&gt;
===Eldar===&lt;br /&gt;
====Haywire Grenade====&lt;br /&gt;
[[File:Haywire_Grenade.JPG|150px|right|thumb|Haywire Grenade]]&lt;br /&gt;
Eldar EMP grenades in a nutshell.&lt;br /&gt;
&lt;br /&gt;
Haywire Grenades are used by both the [[Eldar]], [[Harlequin]] and [[Dark Eldar]] for disabling enemy vehicles. Each one sends out a pulse of electromagnetic energy which shorts out electrical wires and disrupts many energy systems. They don&#039;t have any effect on biological creatures.&lt;br /&gt;
&lt;br /&gt;
In 1st Edition, Haywire Grenades emitted a massive pulse of electro-magnetic energy primarily designed to destroy electronic systems, but could also affect the neural systems of nearby organisms.&lt;br /&gt;
&lt;br /&gt;
Haywire Grenades are most prominently used by DEldar [[Scourges]] and [[Wyches]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Haywire2.JPG|A pack of Haywires.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Tau===&lt;br /&gt;
====EMP Grenade====&lt;br /&gt;
[[File:EMP_Grenade.jpg|150px|right|thumb|EMP Grenade]]&lt;br /&gt;
An EMP Grenade also known as &#039;&#039;&#039;Pulse Grenades&#039;&#039;&#039;, is a type of [[Tau]] grenade that is sometimes issued to Fire Caste infantry such as [[Fire Warrior|Fire Warriors]] and [[Pathfinder Team|Pathfinders.]] EMP Grenades as its name implies, briefly emit an electromagnetic pulse (EMP) upon detonation, which can overload electronic circuitry, causing anything from minor malfunctions in electronics to fires, complete meltdowns and other critical malfunctions. &lt;br /&gt;
&lt;br /&gt;
On a vehicle/robot the havoc is enough to at the very least disable them temporarily, or, more often than not, cause some form of catastrophic failure in a system, leading to an explosive reaction for the unfortunate vehicle or robotic construct.&lt;br /&gt;
&lt;br /&gt;
It is, like the Eldar Haywire Grenades, almost useless against regular infantry or anything biological like the [[Tyranids]].&lt;br /&gt;
&lt;br /&gt;
==Tactical==&lt;br /&gt;
&lt;br /&gt;
Tactical or utility grenades aren&#039;t meant to kill or maim its targets, rather they are meant to create affects that puts the target at a temporary disadvantage. This includes blinding them, creating a smokescreen or stunning them. Some utility grenades are meant for non-combat usage like anti-plant grenades, though the varying targets and hazards can make them just as valuable in a fight as outside of one.&lt;br /&gt;
===Human===&lt;br /&gt;
====Smoke Grenade====&lt;br /&gt;
[[File:SmokeGrenade2.JPG|150px|right|thumb|Smoke Grenade]]&lt;br /&gt;
Smoke Grenades are one of the most common form of tactical grenades. When people think of non-lethal grenades, the Smoke Grenade comes into mind.&lt;br /&gt;
&lt;br /&gt;
A Smoke Grenade is a simple metallic canister designed to emit a thick, persistent smoke cloud in order to shroud an opponent&#039;s vision. Related to, but not as effective as Blind Grenades, Smoke Grenades are used by the military forces of the Imperium of Man as a tool to take tactical control over the battlefield. The most notable users being [[Primaris Marines|Primaris]] [[Infiltrators]].&lt;br /&gt;
&lt;br /&gt;
However, there exist many technologies among the various intelligent species of the galaxy that are more than capable of penetrating the simple visual obfuscation caused by smoke. This can make these grenades ineffective in this role against certain well-equipped foes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SmoleGrenade1.JPG|Smoke Grenade being lit.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blind Grenade====&lt;br /&gt;
[[File:Blind_grenade.jpg|150px|right|thumb|Blind Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Pretend|Despite the name, they ain&#039;t Flashbangs.]] [[Derp|Unless you are using the one in Dawn of War where it basically functions like a Flashbang.]]&lt;br /&gt;
&lt;br /&gt;
Blind grenades are a more complex version of a smoke grenade, releasing a dense dark grey smoke cloud as well as infrared bafflers and broad spectrum electro-magnetic radiation and chaff to disrupt enemy scanners. The broad range of interference makes most forms of direct attack through it impossible, though the effect only lasts for a short time and the cloud can quickly dissipate given the correct weather conditions.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, a variant of Blind Grenade used by the [[Blood Ravens]] Astartes chapter releases a bright flash of energy that incapacitates rather than harms its targets. This type of blind grenade does not work on vehicles or infantry units that are inside of a building.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a fun fact, the cannon appearance of Blind Grenades look like three doughnuts duct taped together.&lt;br /&gt;
 &lt;br /&gt;
====Shock Grenade====&lt;br /&gt;
[[File:Shock_Grenade.JPG|150px|right|thumb|Shock Grenade]]&lt;br /&gt;
The &amp;lt;u&amp;gt;&#039;&#039;ACTUAL&#039;&#039;&amp;lt;/u&amp;gt; 40k Flashbangs.&lt;br /&gt;
&lt;br /&gt;
A Shock Grenade is a non-lethal type of Imperial grenade designed to produce a blinding flash of light and loud, raucous noise without causing permanent injury. Shock Grenades are most often used by the [[Reiver|Reiver Squads]] of [[Primaris Space Marines|Primaris Space Marine]] formations who deploy them to stun the enemy long enough for the Reivers to launch a close assault that makes quick work of the foe.&lt;br /&gt;
&lt;br /&gt;
Shock Grenades are known to be shaped similarly to that of a Krak Grenade. Why they made it like this, we have no idea. They differentiate themselves from Kraks by having what appears to be a glass casing filled with a yellow substance (possible the pyrotechnic chemicals needed to shoot out the bright flashes). Of course, whilst it is not lethal, holding one when it is about to blow would result in losing one&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
====Mindscrambler Grenade====&lt;br /&gt;
[[File:Mindscrambler_Grenade_Pouch.JPG|150px|right|thumb|Mindscrambler Grenade Pouch]]&lt;br /&gt;
Mindscrambler grenades are a special type of grenade only used by the Adeptus Mechanicus and most commonly issued to [[Sicarian Ruststalker|Sicarian Ruststalkers]]. The munition contains the egg-sac of a Cthellan electrogenesis squid. When detonated, the resultant surge of bio-electricity causes heavy neural trauma to any living creature and artificial sentience alike. It&#039;s basically a reverse EMP grenade that gives targets PTSD.&lt;br /&gt;
&lt;br /&gt;
Whilst no canon model exists for the Mindscrambler Grenade, it is heavily hinted that the small pouch next to the Ruststalker ammunition accessory model, may actually contain the grenades (The larger pouches obviously stores the ammunition for the Ruststalker&#039;s [[Flechette Blaster]]).&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, these things are AP4 Haywire Grenades that always wound on a 4+ (They become S3 when assaulting vehicles). [[Troll|This specifically isn&#039;t Poisoned, so you can screw with Monstrous/Gargantuan Creatures with that.]] As such, they are [[Awesome|pretty awesome.]]&lt;br /&gt;
&lt;br /&gt;
====Stasis Grenade====&lt;br /&gt;
[[File:Ymir_Stasis_Bomb.PNG|150px|right|thumb|Stasis Grenade]]&lt;br /&gt;
A smaller variant of the Stasis Bomb called the &#039;&#039;&#039;Stasis Grenade&#039;&#039;&#039; although it is even more rarer somehow.&lt;br /&gt;
&lt;br /&gt;
The Stasis Grenade works on a similar principle as its larger cousin. It emits a stasis-loop field around itself. Everything within the field exists in the same moment repeated over and over. Eventually, the grenade&#039;s power source is expended and the field deactivates. As their power source is rather small, the stasis field caused by an activated stasis grenade does not normally last for a long time, though the duration is normally long enough to cause a significant amount of battlefield disruption.&lt;br /&gt;
&lt;br /&gt;
They were developed by the [[Adeptus Mechanicus]] and therefore, stasis grenades are extremely rare and expensive to acquire. This and their specialized nature means their issue is limited to special Imperial agents rather than common soldiers. You compare this to the larger Stasis Bomb used and manufactured by the [[Dark Angels]] where the latter pumps out these techno-timey-whimey nukes like chicken nuggets. Suck it AdMech. There used to be a mass-produced variant used by the [[Space Wolves]]&#039; [[Deathsworn]] called the Yimiria Class Stasis Bomb, which basically looked like a throwable hourglass with green stuff in it. Like all things, the Space Wolves eventually lost the knowledge to build more of these, but crunchwise, they were great defensive tools, which stack nicely with your &#039;&#039;Counter-attack (1)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since they are rather bulky and delicate, it is not possible to fire stasis grenades from a launcher. Instead, they are typically deployed in a manner similar to that of melta bombs. So far, it seems that only the [[Deathwing Companions]] could carry them.&lt;br /&gt;
&lt;br /&gt;
The only picture of a Stasis Grenade came from Warhammer 40,000 - Nemesis.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
StasisGrenade.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Choke Gas Bomb====&lt;br /&gt;
[[File:Gas_Trap_Launcher.PNG|200px|right|thumb|Choke Gas Bomb]]&lt;br /&gt;
Somewhat akin to a tear gas.&lt;br /&gt;
&lt;br /&gt;
The Choke Gas Bomb or sometimes known as the Choke Grenade, is a type of gaseous irritant used predominantly by [[House Escher]] as a way to incapacitate or debilitate a rival target. Whilst not designed as non-lethal, the Gang Members of Escher is known to use it for non-lethal purposes. When thrown, the grenade/bomb releases a gas which causes those who inhale it to choke.&lt;br /&gt;
&lt;br /&gt;
Only those wearing respirators or armour which is completely isolated from the local atmosphere are safe from a choke attack. Those affected often fall to the floor and become incapacitated. [[Rogue Traders]] are also known to buy some of these weapons for non-lethal purposes as well. The [[Escher Cutter]] is known to drop large versions of these via the underslung Gas Trap Launcher.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]], Choke Gas counts under the Gas trait, which ignores armor entirely. To balance this, Gas weapons can be negated by common items like Respirators, which increase the would-be victim’s Toughness save against its effects. In addition, Gas attacks do not typically pin their targets in the process.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gas_Trap_Launcher_Side.PNG|Escher Cutter&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stasis Bomb====&lt;br /&gt;
[[File:Stasis_Bomb.jpg|200px|right|thumb|Stasis Bomb]]&lt;br /&gt;
The Stasis Bomb is a deadly archaic weapon only utilised by the [[Dark Angels]] Space Marine Chapter and the Successor Chapters of the Unforgiven. The Stasis Bomb is an archaic holdover from the [[Dark Age of Technology]], and is deployed by the Dark Angel aircraft such as the [[Ravenwing]] [[Dark Talon|Dark Talon]] that is a part of the armory of the Dark Angels&#039; elite 2nd Company.&lt;br /&gt;
&lt;br /&gt;
Basically a time bomb, the blast of a Stasis Bomb causes a degree of damage but, more importantly, [[Doctor Who|will momentarily halt the flow of time.]]&lt;br /&gt;
&lt;br /&gt;
While the actual suspension of the normal flow of the space-time continuum is measured in mere milliseconds, this unnatural disruption to the time stream has lingering effects on those in close proximity to such a blast, causing gut-wrenching disorientation and slowing their reaction times, making them ripe for a good old fashion Dark Angel {{Blam|Blamming.}}&lt;br /&gt;
&lt;br /&gt;
===Eldar===&lt;br /&gt;
====Hallucinogen Grenade====&lt;br /&gt;
[[File:Hallucinogen_grenade.jpg|150px|right|thumb|Hallucinogen Grenade]]&lt;br /&gt;
AKA, the [[Drug|LSD Grenade.]] Hallucinogen grenades are used as psychological weapons. They release a cloud of invisible gas which has strange and unpredictable effects on the minds of those inhaling it. These effects usually have the result of taking the victim out of combat or [[Just As Planned|making him turn against his allies;]] effects range from turning victims into passive zombies or idiots, to producing delusions, paranoia and hallucination.&lt;br /&gt;
&lt;br /&gt;
Only those with armor which seals them from the local environment (Such as Power Armor, which means most Space Marines are gonna laugh it off though for game balance this is not typically represented in the rules) are unaffected by hallucinogenic gas. Though the effect may be much strong on the victim, it is usually short-lived and ceased soon.&lt;br /&gt;
&lt;br /&gt;
These grenades can be thrown or launched from a backpack grenade launcher.&lt;br /&gt;
&lt;br /&gt;
Hence, these grenades are popular among the Dark Eldar and Harlequins who use various forms of hallucinogenic weaponry, such as terrorfex grenades. The more prolific user of these grenades are the [[Shadowseer|Shadowseers]] whose Pack Grenade Launchers lob them like there is not tomorrow.&lt;br /&gt;
&lt;br /&gt;
The Imperium also uses hallucinogen grenades and warheads. A specific variant, the Psychotroke Grenade, is specifically designed to drive the targets insane and make them attack their allies.&lt;br /&gt;
===Tau===&lt;br /&gt;
====Photon Grenade====&lt;br /&gt;
[[File:Photon_flash_grenade.jpg|150px|right|thumb|Photon Grenade]]&lt;br /&gt;
Tau Flashbangs, with more emphasis on the flash and less on the bang.&lt;br /&gt;
&lt;br /&gt;
Photon grenades are designed to emit an extremely bright pulse of multi-spectrum light which will damage any viewing equipment or optical devices. This will blind them and make them effectively put them into a protracted state of shock, during which time they cannot defend themselves.&lt;br /&gt;
&lt;br /&gt;
Tau photon grenades are designed to emit a sonic blast and a pulse of multi-spectrum light. They can be thrown by hand or fired from a Pulse Carbine.&lt;br /&gt;
&lt;br /&gt;
The Imperium makes use of a photon grenade known as a photon flash or simply a flash grenade but in lesser amounts. This could be due to the fact that the Imperium has a lot of choices to choose from such as Blind or Smoke Grenades.&lt;br /&gt;
===Necron===&lt;br /&gt;
====Countertemporal Nanomine====&lt;br /&gt;
[[File:Countertemporal_Nanomines.JPG|150px|right|thumb|Countertemporal Nanomine]]&lt;br /&gt;
The only known [[Necron]] grenade/mine. (As of yet anyway.)&lt;br /&gt;
&lt;br /&gt;
Countertemporal Nanomines are a Necron [[Cryptek]] device.&lt;br /&gt;
&lt;br /&gt;
Released from hive-gems about the bearer&#039;s person, a swarm of [[Scarab|nanoscarabs]] sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality shattering and glitching around them. They are used by [[Chronomancer|Chronomancers]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, for +30pts, you gain the Countertemporal Nanomines which is a Chonomancer only weapon. During your Shooting phase, pick an enemy within 18&amp;quot;. Halve charge and advance rolls until your next turn.&lt;br /&gt;
&lt;br /&gt;
This makes the mines a very useful tool in fucking up charging units, giving you time for both your Cryptek and his [[Cryptothralls]] to formulate its next move.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Exotic==&lt;br /&gt;
&lt;br /&gt;
These are grenades and explosives deemed too weird, bizarre or unique. They are often their own category as they do not follow into the normal conventions of a grenade. Basically, these are the super weird ones.&lt;br /&gt;
===Human===&lt;br /&gt;
====Vortex Grenade====&lt;br /&gt;
[[File:VortexGrenade.jpg|150px|right|thumb|Vortex Grenade]]&lt;br /&gt;
&#039;&#039;See main page here: [[Warp Weapons#Vortex Grenade|Vortex Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most known of the exotic grenades. Vortex Grenades are grenades that open up a tear in reality and sucks in everything within the [[Warp]] much like that of a black hole. For all intents and purposes, Vortex Grenades are pretty similiar to Eldar D-Cannons, which are warp weapons, however the Imperium can not fully control the vortices of the Warp unlike the Eldar. Therefore, these vortices are doubly dangerous, as once they are created they behave in an unpredictable and uncontrollable manner. They may shrink, expand, vanish, remain for long periods of time, move or even divide. For this reason, they can be as deadly to their user as their intended targets.&lt;br /&gt;
&lt;br /&gt;
Due to this, Vortex Grenades are very difficult and expensive to produce; reserved only for the most elite and accomplished of warriors/servants of the Emperor. Seeing as how these grenades are nothing more than a piece of glassball barely holding in the power of the Warp, a simple detonator is needed to let the whole thing go to literal hell. Everyone and everything encompassed by the vortex is destroyed; all matter and energy is drawn through the vortex and it is turned into the very stuff of the warp.&lt;br /&gt;
&lt;br /&gt;
====Psyk-Out Grenade====&lt;br /&gt;
[[File:PsykOutGrenade.jpg|150px|right|thumb|Psyk-Out Grenade]]&lt;br /&gt;
Another well known exotic grenade. Psyk-Out weapons have similar effects to [[Psycannon|Psycannon bolts;]] they are anti-psyker weapons meant to fuck with the psychic stability of the target. Psyk-Out weapons could take both grenade and missile form.&lt;br /&gt;
&lt;br /&gt;
When they detonate they release fine dust particles which are heavily impregnated with negative psychic energy. This form of energy is extremely rare; in all of human space it can be obtained only as a [[Wat|by-product of the Emperor&#039;s metabolism.]] So yes, if one is thrown at you can say &amp;quot;Holy Shit&amp;quot; in both a figurative and literal sense of the term.&lt;br /&gt;
&lt;br /&gt;
Using the material to create anti-psyker weapons is considered by many to be a great waste, and their issue is strictly controlled. Psyk-Out weapons are useless against non-psychic targets. Against psychic creatures such as [[Daemon|daemons]] and [[Psyker|psykers,]] however, their effects are devastating.&lt;br /&gt;
&lt;br /&gt;
They are utilized by [[Culexus|Culexus assassins]] and by [[Witch Hunters|Witch Hunter armies]] ([[Exterminatus|as orbital missiles]]). Historically, they were wielded by the [[Sisters of Silence]].&lt;br /&gt;
&lt;br /&gt;
====Rad Grenade====&lt;br /&gt;
[[File:RadGrenade.jpg|150px|right|thumb|Rad Grenade]]&lt;br /&gt;
&lt;br /&gt;
Hand-held dirty bombs.&lt;br /&gt;
&lt;br /&gt;
Rad Grenades are weapons utilized by Inquisitors of the Ordo Xenos or Space Marines. Rad grenades detonate in a shower of tiny, radioactively-contaminated fragments. Each particle&#039;s radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial blast will feel the rad grenade&#039;s debilitating influence for some time afterwards.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether the AdMech utilizes Rad Grenades, but seeing as how they are always the main users of [[Radium Weaponry]], it would not be surprising in the slightest if we see some Skitarii scuttering around with a bag of these.&lt;br /&gt;
&lt;br /&gt;
====Phosphex Bomb====&lt;br /&gt;
[[File:Phosphex_Bomb_Mortarion.PNG|150px|right|thumb|Phosphex Bomb]]&lt;br /&gt;
Possibly the only type of [[Phosphor Weaponry|Phosphex weapon]] we have a picture of.&lt;br /&gt;
&lt;br /&gt;
A Phosphex Bomb is a thrown grenade-looking device that contains the nasty green living fire of phosphex. They were used &#039;&#039;extensively&#039;&#039; during the [[Great Crusade]] and [[Horus Heresy]] to lethal effect. However, by the 41st millennium, knowledge on how to make these abominations was lost. Possibly for the better.&lt;br /&gt;
&lt;br /&gt;
Once a Phosphex Bomb was primed and thrown, it explodes, leaving behind the infamous Phosphex compound. The Phosphex expands on contact with the air into a seething, liquid mist which burns with an eerie white-green flame that is attracted to movement. This flame ignites metal and eats into living tissue, and more ominously can not be extinguished by any means short of exposure to a vacuum. But as effective as this horrific weapon is, its use is not widespread as it has a tainting effect on planets beyond even radiation or nuclear weapons. Thus they were only sparsely deployed by [[Destroyer Squad|Destroyer Space Marines]] or in Imperial Army [[Medusa (tank)|Medusa&#039;s]], where they were known as &#039;&#039;&#039;Phosphex Shells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
So far, there is only one dude who still uses Phosphex Bombs in the 41st Millennium, and he goes by the name of [[Mortarion]]. Given he most likely had extensive knowledge on these weapons, it is likely Morty kept all the secret recipes on how to make these things for himself.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Phosphex_Bomb_HHTCG.PNG|As it appears in Horus Heresy: Legion card game.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tectomagnic Munitions====&lt;br /&gt;
[[File:Tectomagnic_Munitions.JPG|150px|right|thumb|Tectomagnic Munitions]]&lt;br /&gt;
A Tectomagnic Munitions is the primary weapon of the [[Archaeopter Fusilave|Archaeopter Fusilave tactical bomber.]] &lt;br /&gt;
&lt;br /&gt;
As its name implies, the bombs cause tectonic and magnetic disturbances that weaken the geographical surroundings of the target. Think of it as the bomb version of the [[Tremor Cannon]] wielded by a [[Banehammer]]. Any infantry under the field of influence would be buried alive as the bombs turn solid ground into quicksand, whilst any vehicle would be rendered stuck and inoperable until it is thawed free. The Archaeopter Fusilave could carry up to six of these bombs under its casing.&lt;br /&gt;
&lt;br /&gt;
The bombs themselves are held together in a bundle-like casing. The Archaeopter Fusilave could choose to either release one bomb at a time, or unload its entire cargo at once, turning an entire battlefield into an open graveyard.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, true to its name, these bombs could halve enemy mobility with a stratagem. It could also be re-used which makes it unique amongst other races&#039; bombs. You can choose an enemy squad that is closing with your shooting units and it likely won&#039;t charge, while you shoot them with impunity. The bomb itself will deal solid 5 Mortal Wounds to a unit of monstrous creatures like Necron Wraiths.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Eldar===&lt;br /&gt;
====Void Mine====&lt;br /&gt;
[[File:Void_Mine_on_the_Voidraven_Bomber.jpg|200px|right|thumb|Void Mine]]&lt;br /&gt;
The Void Mine is one of the most feared weapons employed by the [[Dark Eldar]].&lt;br /&gt;
&lt;br /&gt;
Delivered with pinpoint accuracy by [[Voidraven Bomber|Voidraven Bombers,]] the void mine has two warheads, the first detonates a split second before the other. The first has no direct effect, it merely creates a bubble in reality that protects everything outside and condemns everything within. The second contains a particle of darklight, which when introduced into realspace produces a catastrophic implosion. If it were not for the initial bubble in reality, the explosion would be much bigger... so big that it would hit and destroy the Voidraven too, hence the precaution. As it is, though, anything caught within the crackling sphere is all but annihilated and a hemispherical crater is all that remains in the void mines wake. It&#039;s also possible to both increase the yield of darklight and remove the limiter that creates the reality bubble, increasing the blast radius exponentially but almost certainly killing the user along with an unacceptable amount of collateral damage (depleting the Kabal or destroying targets wanted alive). So most Kabals are carrying around a significant stockpile of WMD&#039;s casually as part of their arsenal.&lt;br /&gt;
&lt;br /&gt;
These bad boys despite being called a mine, acts more like a bomb and are so big that even a Voidraven Bomber could only carry one Void Mine per mission. Henceforth, Voidraven pilots are often quite pickish when it comes to murderfucking units with the Void Mine.&lt;br /&gt;
&lt;br /&gt;
===Necron===&lt;br /&gt;
====Death Spheres====&lt;br /&gt;
[[File:Death_Spheres.JPG|200px|right|thumb|Death Spheres]]&lt;br /&gt;
Death Spheres are the primary armnent of the [[Necron]] [[Night Shroud]] bomber.&lt;br /&gt;
&lt;br /&gt;
A relic from the days of the [[War in Heaven]], a Death Sphere is a containment vessel imprisoning a fragment of anti-matter like those of a [[Particle Weapons|Particle Weapon]]. The warhead is kept phased out of the material universe until the Death Sphere is launched from the Night Shroud and detonates, unleashing an energy blast that annihilates all that it touches.&lt;br /&gt;
&lt;br /&gt;
On 8th edition tabletop, Death Spheres are the most powerful aircraft bombs in the game, inflicting a [[Rape|mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice).]] [[Cheese|Averages a little less than 7 mortal wounds on a 10 model unit or 2 mortal wounds on a VEHICLE or MONSTER.]] It also averages of around 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. Use these liberally and watch your opponent cry in his sleep.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{|align=center border=2 cellspacing=0 cellpadding=4&lt;br /&gt;
|-&lt;br /&gt;
!colspan=1| Imperium!! Chaos!! Eldar !! Others &lt;br /&gt;
|- valign=top&lt;br /&gt;
|&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
|&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80250</id>
		<title>Basic Close Combat Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Basic_Close_Combat_Weapons&amp;diff=80250"/>
		<updated>2023-05-30T21:52:26Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the non-powered and overall basic and simple close combat weapons used by the Imperium and Cultists from the Forces of Chaos.&lt;br /&gt;
&lt;br /&gt;
===Combat Knife===&lt;br /&gt;
[[File:CKnife.jpg|200px|right|thumb|Combat Knife]]&lt;br /&gt;
&lt;br /&gt;
The most simple, widespread and ubiquitous CCW ever. During the time of the Great Crusade, combat blades were a catch-all category which described a variety of lethal hand-to-hand weapons favoured by the Space Marine Legions, the exact form varying from Legion to Legion by its culture and tradition. They ranged from heavy razor-edged chain-bayonet, to adamantine gladius and Thule-alloy battle-axes that would be too heavy for an unaugmented human to wield.&lt;br /&gt;
&lt;br /&gt;
Most Combat Knives are used as a bayonet for Imperial Guardsmen&#039;s [[Lasgun|flashlights]], although their effectiveness is pretty subpar in an age of [[Space Marine|power armored roid monsters.]] Thus it is used against [[Gretchin|Grots]] and [[Tau]].&lt;br /&gt;
&lt;br /&gt;
The edges are mono-molecular, though, hence the nickname &amp;quot;molly blade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Astartes Combat Knife===&lt;br /&gt;
[[File:Eternalcrusade-smknife.jpg|200px|right|thumb|Astartes Combat Knife]]&lt;br /&gt;
&lt;br /&gt;
Combat Knives for the SPESS MEHREENS. Of course, due to their size, they are actually considered as a short sword by Human standards. Astartes Combat Knives comes in all shapes and sizes, and are often the standard issue CCW of Tactical Squads. Tough and thick, these knives are designed for in-close fighting and are often the last weapon a Space Marine will use when all others have run out of ammunition or power.&lt;br /&gt;
&lt;br /&gt;
They are best seen in the Space Marine Video Game where Titus is so awesome that [[Fist of the North Star|merely stabbing an Ork in the head causes it to blow the fuck up.]]&lt;br /&gt;
&lt;br /&gt;
The [[Astartes_-_a_fan_made_animation|Astartes part 4]] animation shows what a Space Marine is capable of with this.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:EternalCrusade AstartesKnives.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mono-Hook===&lt;br /&gt;
[[File:Mono-Hook.PNG|200px|right|thumb|Mono-Hook]]&lt;br /&gt;
Mono-Hooks [[pretend|despite its name]], isn&#039;t a weapon made out of a single hook blade. Rather, Mono-Hooks are so named due to being sharpened to a monomolecular edge like those of a [[Miscellaneous_Weapons#Monomolecular Sword|Monomolecular Sword]].&lt;br /&gt;
&lt;br /&gt;
They are still relatively basic and simple weapons however, as they are only used by [[Ash Waste Nomads]] of [[Necromunda]], and only by the [[Nomad Chieftan]]. They resemble more like a un-powered Power Klaw and is fitted on like a glove weapon; akin to that of Edward Scissorhands.&lt;br /&gt;
&lt;br /&gt;
Due to their small size, Mono-Hooks on the Necromundan tabletop is swifter and easier to use than the [[Chain Weapon#Chain Lance|Chain Lance]], with a shit ton of attack potential. However, it lacks the same levels of versatility and balls-out damage than the latter.&lt;br /&gt;
&amp;lt;Gallery&amp;gt;&lt;br /&gt;
Mono-Hook_2.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repression Baton===&lt;br /&gt;
[[File:Repression_Baton.PNG|200px|right|thumb|Repression Baton]]&lt;br /&gt;
Repression Baton are one of the most common &#039;non-lethal&#039; close-combat weapons used by the [[Adeptus Arbites]], especially for the [[Arbites Exaction Squad]]. &lt;br /&gt;
&lt;br /&gt;
Acting more as a secondary weapon in situations where an Arbites&#039; [[Arc Weaponry#Shock Maul|Shock Maul]] or [[Arc Weaponry#Arc Maul|Arc Maul]] either ran out of energy, damaged or lost. A Repression Baton is nothing more than a good ole&#039; fashioned metal beat stick that is used to either bludgeon and beat down targets into submission or to death like those you find in real-world police departments.&lt;br /&gt;
&lt;br /&gt;
Against the average joe, a Repression Baton is not too bad of a cudgel for it is inexpensive, simple, requires very little-to-no maintenance and does its job quite well. They start to suffer, of course, when up against more dangerous and advanced foes. Still, this poor man&#039;s maul is better than nothing.&lt;br /&gt;
&lt;br /&gt;
===Night Reaper===&lt;br /&gt;
[[File:Night_Reaper Knife.jpg|200px|right|thumb|Night Reaper]]&lt;br /&gt;
&lt;br /&gt;
The smallest of the Catachan Knives.&lt;br /&gt;
&lt;br /&gt;
Smaller than other typical designs, the blackened blade of the Night Reaper is especially suitable for infiltration and night missions, when light reflecting from a blade can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
The blade itself is triangular in shape, so they get a slightly bigger hole in them when stuck. Catachans are also known to poison these knives using one of the many venoms native to their nightmarish world, making them even more deadly.&lt;br /&gt;
&lt;br /&gt;
===Catachan Fang===&lt;br /&gt;
[[File:Catachan_Fang.jpg|200px|right|thumb|Catachan Fang]]&lt;br /&gt;
&lt;br /&gt;
Measuring up to twenty inches of gleaming steel, the Catachan Fang is the most common type of knife used by the [[Catachan Jungle Fighters|Catachan regiments.]] It is renowned as a symbol of the Catachan Jungle Fighters across a thousand systems and is equally useful for cutting your way through jungle or enemies of humanity.&lt;br /&gt;
&lt;br /&gt;
This knife is also used for settling disputes between Catachans: one knife is placed in the center of a fighting pit and the combatants must each strive to get hold of it. The duel ends when one fighter draws blood, but some duels still end with death.&lt;br /&gt;
&lt;br /&gt;
===Devil&#039;s Claw===&lt;br /&gt;
[[File:Devil&#039;s_Claw.jpg|200px|right|thumb|Devil&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Now THIS is a knife. Named after the Catachan Devil - the fearsome predator of the Catachan jungles, this is the largest type of the traditional knives of Catachan. Anywhere between three and four feet long, the Devil&#039;s Claw is closer to a sword than a knife. Rather, it is literally a shortsword.&lt;br /&gt;
&lt;br /&gt;
The blade is hollow and half filled with mercury to give it greater swinging power. It is used mainly on the battlefield in close quarters and it has even achieved a fearsome reputation amongst Orks, who call it &#039;Da Cutta&#039;. Catachan Power Swords are often identical in design to the Devil&#039;s Claw. The elite Catachan Devil Squads are also partly named after these knives, which they wield in battle.&lt;br /&gt;
&lt;br /&gt;
===[[Sword]]===&lt;br /&gt;
[[File:Rb1-80-sword.jpg|200px|right|thumb|Sword]]&lt;br /&gt;
The basic non-powered sword found on every single planet in the galaxy. It is relatively easy to manufacture and even untrained fighters can use it in battle with some degree of success. Swords can range from mass-produced blades of cheap metal to lightweight high-quality version or [[Heresy|even elaborate versions made from]] [[Tyranid Bio-Weapons|Tyranid talons.]] As expected designs tend to vary when it comes to swords, from the usual feudal-style double-edged knightly swords to fancy officer&#039;s sabres you&#039;d most likely see in the hands of a commissar or sergeant (if a Chainsword isn&#039;t available).&lt;br /&gt;
&lt;br /&gt;
However, as with most melee weapons, it is the skill of a user rather than the actual weapon that determines the winner of combat. The sword is perhaps the most widely used weapon in the Galaxy that can be found in the hands of any servant of the Imperium or follower of Chaos as well as many Xenos races.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:WHFestLiveBlog-Sisters-Swords.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flail===&lt;br /&gt;
[[File:Dhcr-138-flail.jpg|200px|right|thumb|Flail]]&lt;br /&gt;
&lt;br /&gt;
The Flail is a primitive close combat weapon common on feral and feudal worlds of the Imperium. They usually consist of one or more heavy spiked balls attached to the weapon&#039;s pole and, while difficult to wield, they are capable of inflicting terrible wounds.&lt;br /&gt;
&lt;br /&gt;
Flails are often used as a weapon to go around the protective cover of shields whilst crumpling and deforming armor, breaking bones and lacerating exposed flesh. Of course, it is wise to not get hit by your own flail due to the mechanics of its nature.&lt;br /&gt;
&lt;br /&gt;
Feral Orks are known to sometimes use oversized versions of these.&lt;br /&gt;
&lt;br /&gt;
===Maul===&lt;br /&gt;
[[File:Maul.PNG|200px|right|thumb|Maul]]&lt;br /&gt;
A Maul or otherwise known as a &#039;&#039;&#039;Mace&#039;&#039;&#039;, &#039;&#039;&#039;Trench Maul&#039;&#039;&#039; or a &#039;&#039;&#039;Club&#039;&#039;&#039; is a type of bludgeoning weapon and a cousin of the Flail. The Maul is nothing more than a piece of heavy metal or object attached to a piece of stick. Compared to the Flail, the Maul is infinitely more easier to handle and master, although it lacks the unorthodox shield-evading capabilities of the Flail.&lt;br /&gt;
&lt;br /&gt;
Next to the Spear, the Maul is one of the oldest and most simplistic close-combat weapons ever known. This thing is so god damned primitive that [[Feral Orks]] mass produce these things like [[Choppa]]s.&lt;br /&gt;
&lt;br /&gt;
As a result of how simplistic their design are, they proved popular with downtrodden individuals like [[Chaos]] [[Cultist]]s for example. Although more industrialised factions like the [[Death Korps of Krieg]] are known to favour them over the basic knife (don&#039;t let the Shovel jokes fool you), which checks out considering their inspirations. Their mauls appear to be designed after the famous WWI trench mauls, consisting of a simple wooden handle with a heavy gear for the mace head.&lt;br /&gt;
&lt;br /&gt;
===Axe===&lt;br /&gt;
[[File:Dhcr-138-axe.jpg|200px|right|thumb|Axe]]&lt;br /&gt;
&lt;br /&gt;
An Axe is a specialized version of utility axe used as a primitive close combat weapon. It sports a brutal blade, used both as a tool and weapon. Because of its function, axes are far more versatile than swords, being able to both function as a weapon whilst being used to chop down trees and other materials into smaller and more manageable pieces.&lt;br /&gt;
&lt;br /&gt;
While it generally does not have the reach of a sword and lacks its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh and shattering bone with ease.&lt;br /&gt;
&lt;br /&gt;
Axes are usually found on feudal or Feral worlds, but many heretics also value their simplicity and brutality. It is perfect for untrained warriors as the only training an axe wielder needs is two things. First, how to swing it without letting the weight unbalance or injure you. Second, hit the enemy until they are dead.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Zealot Not Imperium Axes.jpg&lt;br /&gt;
File:NavyAxejack.jpg&lt;br /&gt;
File:Ogryn Berserker with Axe.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
[[File:Dhcr-139-hammer.jpg|200px|right|thumb|Hammer]]&lt;br /&gt;
&lt;br /&gt;
The Hammer or otherwise known as the [[Warhammer]] is a primitive weapon - basically a larger version of the regular hand tool, using a massive weighted end to inflict a harder and deadlier blow. Warhammers are common on primitive worlds and, as they can be carried openly by workers, they are doubly useful for heretics plotting raids against the Imperium. [[Sigmar|Many Imperial servants also favor war hammers as an enduring symbol of the Emperor&#039;s righteous justice.]]&lt;br /&gt;
&lt;br /&gt;
The hammer is truly effective when it is mechanized and is surgically mounted onto a living person. This is done quite often by the Guilds of Hive cities to Pit Slaves who will be put to work in mines or foundries. When these slaves escape, they will often join up with any of the numerous criminal gangs present in the underhives of such planets as [[Necromunda]] where they can use these Hammers with devastating efficiency. The sheer pile-driving force of such a mass of pneumatically-driven steel is enough to shatter the most veteran gangers&#039; defenses and knock them senseless to the ground.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Chaosogrynhammer.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spear===&lt;br /&gt;
[[File:Rb1-76-halberd.jpg|200px|right|thumb|Spear]]&lt;br /&gt;
&lt;br /&gt;
The basic Spears and/or Halberds are primitive pole weapons common on Feudal Worlds where they are used to impale mounted fighters or their steeds. These weapons are favored due to their long reach and armor-piercing impact of their weapons.&lt;br /&gt;
&lt;br /&gt;
They are in fact, arguably one of the most ancient forms of weapons, in which many stone age tribes fashion them out of sharpened stone, bones and wood. Various versions of these weapons are occasionally used throughout the Imperium and by some Xenos races.&lt;br /&gt;
&lt;br /&gt;
===Boning Sword===&lt;br /&gt;
[[File:Boning_Sword.PNG|200px|right|thumb|Boning Sword]]&lt;br /&gt;
The [[Slaanesh|&amp;lt;s&amp;gt;hilariously&amp;lt;/s&amp;gt; &#039;&#039;unfortunately&#039;&#039; named &#039;&#039;&#039;Boning Swords&#039;&#039;&#039;]] is a type of tool meant to cut apart meat and slice through bone. It is basically just a fancier name for a bonesaw and it is usually found in meat abattoirs or in Grinder Guilds to make corpse starch.&lt;br /&gt;
&lt;br /&gt;
The serrated edge of these swords are very pronounced as these cutting teeth are meant to more efficiently saw through bone. However, its large teeth does make it poor as a weapon as it may snag on loose material like clothing or wiring. Granted, it does leave nasty wounds that will hemorrhage the target. Nevertheless, they remain brutal but simple tools to use, and given their nature, the [[Corpse Grinder Cults]] absolutely &#039;&#039;adore&#039;&#039; these things.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this is the go-to weapon for [[Grinder Initiate]]s, who are probably the only members of a Corpse Grinder Cult who will be engaged long enough for the opponent to strike back. A solid secondary weapon for any fighter, provided they’ve decided to resist the allure of paired cleavers. A quick note: many non-CGC players scramble to buy these things from the Trading Post ASAP because they’re &#039;&#039;that good&#039;&#039;. You cannot go wrong here.&lt;br /&gt;
&lt;br /&gt;
===Calvary Sabre===&lt;br /&gt;
[[File:Calvary_Sabre.JPG|200px|right|thumb|Calvary Sabre]]&lt;br /&gt;
Of all the technological [[Awesome|kickassery]] the [[Adeptus Mechanicus]] usually hoard for themselves, for some reason, [[Derp|a humble sabre seems]] to be the close combat weapon of choice for the [[Serberys Raiders]]. Granted, this shit is master-crafted with some exotic material, but you would expect the AdMech to turn this into a [[Power weapon]] eh? But maybe not, as if it can do the job well enough then adding a power field generator would be a waste and waste is heresy.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, at the very least, the Serberys Raiders are at least smart enough to use this as a secondary backup weapon rather than a primary weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are S+1, AP-1, D1 weapons. The weapon itself is fine, though the targets that the Raiders want to use it against are few.&lt;br /&gt;
&lt;br /&gt;
===Incensed Mace of the Righteous===&lt;br /&gt;
[[File:Incensed Mace_of_the_Righteous.JPG|200px|right|thumb|Incensed Mace of the Righteous]]&lt;br /&gt;
A very unique weapon used only by the [[Novitiate Squad|Novitiate Preceptor]] for &#039;&#039;some&#039;&#039; reason and should in no way be confused with [[Derp|&#039;&#039;other&#039;&#039;]] [[Power Weapon#Mace of the Righteous|Mace of the Righteous]] used by the [[Dogmata]].&lt;br /&gt;
&lt;br /&gt;
The Mace of the Righteous (Or as we should now call as the &#039;&#039;&#039;Incensed&#039;&#039;&#039; Mace of the Righteous to avoid confusion with the &#039;&#039;other&#039;&#039; Mace of the Righteous) is for all intents and purposes, a giant bonk stick mixed with an incense. Although it is not listed as a [[Power Weapon|power weapon]], the fact that it is technically lit up, means that it can make enemies catch on fire. [[Awesome|Oh yes, our first flaming CQC weapon.]] This is quite honestly befitting for the Sisters, although it is strange that no other Sisters of Battle unit would want to carry this hefty stick.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Incensed Mace of the Righteous is a weapon which is a 4 dice, 3+, 5/5, Inferno 2 and Stun. This gives you power weapon level damage output which also Stuns a model and sets it on fire. It is for now, exclusive to [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
&lt;br /&gt;
Seriously though, whoever was that dimwit who thought it was a good idea to have a different close combat weapon with the &#039;&#039;exact same name&#039;&#039; from the &#039;&#039;exact same army&#039;&#039; needs to get hit in the dick.&lt;br /&gt;
&lt;br /&gt;
===Nemesii Blade===&lt;br /&gt;
[[File:Nemesii_Blade.PNG|200px|right|thumb|Nemesii Blade]]&lt;br /&gt;
Nemesii Blades are swords that are wielded by the Imperium&#039;s [[Adamus]] Assassins and is considered as the Adamus&#039; primary weapons, with blade being paired in conjunction with a [[Needlespine Blaster]]. The only thing we know about this weapon is that, due to its shape, it is most likely a single-bladed weapon like a [[Katana]].&lt;br /&gt;
&lt;br /&gt;
It is unknown if the Nemesii Blade is considered a form of power weapon, since the weapon is only seen sheathed. Given the sheer amount of head chopping the Adamus assassins must have done during the [[Horus Heresy]], conventional wisdom goes to it being a power weapon with the sheer amount of traitor Astartes being present in the Heresy.&lt;br /&gt;
&lt;br /&gt;
However, since it is yet unproven, for the sake of the wiki, it is placed here until more info can be found out.&lt;br /&gt;
&lt;br /&gt;
===Falax Blade===&lt;br /&gt;
[[File:Falax_Blade.JPG|200px|right|thumb|Falax Blade]]&lt;br /&gt;
Possibly the most simple and mundane weapon used by the [[Rampager]]s.&lt;br /&gt;
&lt;br /&gt;
Falax Blades is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course.&lt;br /&gt;
&lt;br /&gt;
Falax Blades are always wielded in pairs for twice the [[Choppa|choppiness]]. They resemble [[Awesome|giant Kukris]] and function basically the same; bypassing shields and chopping shields to pieces. Falax Blades are possibly made out of some sort of adamantium or diamondine as it is not known whether they are powered. Given the World Eaters&#039; allergic reaction to Power Weapons, it is likely they are unpowered master crafted swords.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are S+1 AP5 Specialist Weapons with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; and &#039;&#039;Rending (4+)&#039;&#039; that always come in pairs, so you will be claiming the +1 attack bonus. As such, they are probably the most versatile choice. &#039;&#039;Rending (4+)&#039;&#039; actually means most of your wounds will be at AP2, since ones and twos will most often just result in fails. The &#039;&#039;Duellist&#039;s Edge&#039;&#039; bonus means you will probably be striking earlier in challenges. While the fact they are &#039;&#039;Rending&#039;&#039; and not &#039;&#039;Breaching&#039;&#039; means they will perform the same or better than Meteor Hammers and [[Chain Weapon#Excoriator Chainaxe|Excoriator Chainaxes]] against light vehicles and Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
===Renderizer===&lt;br /&gt;
[[File:Renderizerr.PNG|200px|right|thumb|Renderizer]]&lt;br /&gt;
What happens when a bunch of &#039;humans&#039; decided their take on an Ork Choppa.&lt;br /&gt;
&lt;br /&gt;
Renderizers are the big brother of the [[Chain Weapon#Pulverizers|Pulverizers]] and are enormous, ECKSW BAWKS HUEG serrated greataxes wielded by nearly everyone from [[House Goliath]] in [[Necromunda]]. From the greatest [[Overtyrant]]s to the limpiest of [[Forge-Born]]s. These things would have made themselves home within the confines of either a [[Khorne|Khornate Cult]] or an [[Ork]] warband.&lt;br /&gt;
&lt;br /&gt;
Although it is described as &#039;serrated&#039;, it would be more accurate to call these things as &#039;toothed embedded&#039;, as the models we see are as sharp as a brick, and is often decorated with molded teeth for cutting power. If the Orks were to see this, they would have most likely named this as an honoury [[Choppa]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, they are unwieldy, but the vastly increased Strength and Damage mean that additional weapons will not be needed. Moreover, they are also quiet affordable so use them.&lt;br /&gt;
&lt;br /&gt;
===Commune Blade===&lt;br /&gt;
[[File:Commune_Blade.PNG|200px|right|thumb|Commune Blade]]&lt;br /&gt;
Large ECKS BAWKS HUEG broadsword wielded only by the [[Blessed Blade]]s of a [[Dark Commune]]. Commune Blades is considered as a symbol of office within the [[Lost and the Damned]], and are finely crafted compared to the rest of the junk that these [[murderhobos]] are generally equipped with. They are around 6-7 feet long, which makes these swords have an absurdly long reach and are covered in [[Chaos]] iconography.&lt;br /&gt;
&lt;br /&gt;
It is unknown if they are a [[Power Weapon]], although given how shit poor a Chaos Cult is, it is likely they are just normal swords made of really good material and is absurdly sharp.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, They are AP-3, D2 with S scaling of 4. They are actually not that bad all things considered and they are able to carve up a decent chunk of an MEQ squad in melee. Definitely the most useful weapon of a Dark Commune.&lt;br /&gt;
&lt;br /&gt;
===Charnabal Sabre===&lt;br /&gt;
[[File:Palatine_Blades.JPG|200px|right|thumb|Charnabal Sabre (Emperor&#039;s Children)]]&lt;br /&gt;
Charnabal Sabres are master-crafted swords used often by Imperial nobles and anyone smug enough to warrant wielding such a weapon. It is one of the few Imperial close combat weapons that follows the [[Eldar]] principle on the reliance on speed and dexterity rather than brute force for its lethality. Despite being conventional sabres, these things are so fucking good and so fucking sharp that it somehow rivals a [[Power weapon]] [[Wat|in cutting power.]] This is technically possible for a curved, mono-molecular blade if you move it swiftly enough and it at the optimum angle for whatever shape the surface you are striking is and if you understand the materials&#039; strengths and weaknesses well enough. Which a well-trained duelist should know.&lt;br /&gt;
&lt;br /&gt;
The Charnabal Sabre&#039;s origins can be traced back to the ancient dueling societies, assassin cults and bloody vendettas of the Terran Court during the [[Age of Strife]]. The pure metal of these blades was press-folded and stamped scores of times over before being micro-serrated with a fractal-sharp edge. The master swordsmiths of Terra were each said to have their own rituals of forging, impressing a distinct pattern in each bespoke blade as legible as a signature to those with the wit to read them.&lt;br /&gt;
&lt;br /&gt;
Due to their status as essentially being [[That Guy]] of conventional swords, it is no surprise that the [[Emperor&#039;s Children]] loved the hell out of this thing, with the [[Palatine Blade]]s loving them the most. They were primarily used during the [[Great Crusade]] and [[Horus Heresy]] eras of the late 30th and early 31st Millennia. The reason why they aren&#039;t seen that often nowadays could possibly be its constant linkage with the Emperor&#039;s Children&#039;s personal [[/d/|pleasure dildo.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Charnabal_sabre.JPG|Human sized Charnable.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barb-Hook Lash===&lt;br /&gt;
[[File:Barb-Hook Lash.JPG|200px|right|thumb|Barb-Hook Lash]]&lt;br /&gt;
The Barb-Hook Lash is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course.&lt;br /&gt;
&lt;br /&gt;
Resembling nothing more than a chain with an anchor hook attached to one end. The Barb-Hook Lash is both an incredibly simple and basic weapon by design, and an exceptionally difficult and complex weapon to master. Only effective when swung in momentum; it takes years to master such weapons without accidentally caving your skull in. But a combination of reach and its unorthodox and unpredictable swing makes this weapons exceptionally effective against shield-hugging pansies. Its hooked anchor is most likely made out of either adamantium or plasteel and is able to puncture power armour with sufficient force.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are AP5 with &#039;&#039;Two-Handed, Fleshbane, Reach (1)&#039;&#039; and &#039;&#039;Rending (5+).&#039;&#039; It&#039;s a bit better against dealing with armour now and with Reach bumping your Initiative, this can help you score a hit in edgewise against more durable foes. However, you&#039;re still suffering for most of the time you fight marines. Against daemons, it&#039;s a bit better.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Barb-Hook_Lash_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Meteor Hammer===&lt;br /&gt;
[[File:Meteor_Hammer.JPG|200px|right|thumb|Meteor Hammer]]&lt;br /&gt;
The more bone-shattering cousin of the Barb-Hook Lash, the Meteor Hammer is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course.&lt;br /&gt;
&lt;br /&gt;
The Meteor Hammer is nothing more than a super-enlarged flail without a solid handle. Like the Barb-Hook Lash, the Meteor Hammer is both an incredibly simple and basic weapon by design, and an exceptionally difficult and complex weapon to master. Only effective when swung in momentum; it takes years to master such weapons without accidentally caving your skull in. But a combination of reach and its unorthodox and unpredictable swing makes this weapons exceptionally effective against shield-hugging pansies. Its heavy spiked ball is dense enough to crumple power armour and shatter bone into dust with a single swing.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are S+2 AP4 with &#039;&#039;Two-Handed, Breaching (5+)&#039;&#039; and &#039;&#039;Reach (1).&#039;&#039; The only weapon that&#039;s suffered a definite downgrade in the update, with Breaching making it ineffective against vehicles and losing Concussive. That said, you hit first anyway due to Reach, so losing the old Concussive (reduce enemy to I1) doesn&#039;t hurt that much. Not having new Concussive (reduce enemy WS by 1) does hurt, but you can&#039;t have everything.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Meteor_Hammer_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frag Lance===&lt;br /&gt;
[[File:Frag_Lance.PNG|250px|right|thumb|Frag Lance]]&lt;br /&gt;
The &#039;&#039;literal&#039;&#039; poor man&#039;s version of the Hunting Lance. The Frag Lance is literally nothing more than a [[Grenades &amp;amp; Explosives#Frag Grenade|Frag Grenade]] mounted on a long stick. Primarily used by riders of the [[Ridge Walker]]s who like to [[LARP|cosplay]] as medieval knights from ancient Terra, they prove to be an effective one-use weapon in surprise assaults (Don&#039;t ask us &#039;&#039;how&#039;&#039; the riders avoid shrapnel from the exploding grenade, those bargain bin [[Star Wars|AT-RT]] chicken walkers ain&#039;t protecting much).&lt;br /&gt;
&lt;br /&gt;
Since they lack the reinforced explosive tip of the more technologically refined Hunting Lance, the Frag Lance makes a poor choice when it comes to penetrating light armour or power armour. But since nearly everyone in [[Necromunda]] does not wear anything more than [[Flak Armour]], it remains a cheap but effective weapon of war.&lt;br /&gt;
&lt;br /&gt;
Like their more modern counterpart, the Frag Lance comes in many flavours depending on the type of grenade it has been duct taped to.&lt;br /&gt;
&lt;br /&gt;
Rules-wise, the Frag Lance has a S rating of E and a L rating of 2&amp;quot; when it comes to range/reach. In terms of its attacking power, when primed, it is a S+1, Strength 4, AP-1, D1 weapon with a Blast radius of 3&amp;quot;. Not too shabby when it comes to maiming not only the target but his ally beside him/her. After it explodes, the lance is still usable since there is enough of a metal pole to be used as a staff. Its attack rates it as a S+1, Strength S, D1 staff. Not that great, but what do you expect? You&#039;re using a literal metal stick.&lt;br /&gt;
&lt;br /&gt;
===Hunting Lance===&lt;br /&gt;
[[File:Hunting_Lance.png|250px|right|thumb|Hunting Lance]]&lt;br /&gt;
&lt;br /&gt;
Hunting lances are single-use weapons employed by [[Rough Riders|Rough Rider Squadrons]] of the Imperial Guard. The lance is effectively a nine foot long shaft with a shaped explosive tip. When the lance impacts with an enemy the tip explodes, increasing the killing power already behind the lance. Once used, however, the lance is rendered useless for the remainder of the battle.&lt;br /&gt;
&lt;br /&gt;
These weapons are advanced versions of those used for hunting big game on the primitive worlds the Rough Riders themselves are often recruited from. They are particularly effective against riotous mobs or compact hordes of infantry. When used properly, they can prove to be more effective against heavily armored troops than a standard lasgun. In game terms, this is demonstrated by the hunting lance&#039;s ability to bypass armor saves when the unit charges.&lt;br /&gt;
&lt;br /&gt;
The Hunting Lance has a variety of different heads for different uses such as:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Tip&#039;&#039;&#039;: consists of a broad, blunt head, designed to impact as much surface area of the target as possible, rather than to puncture armour. When the lance impacts a target, promethium canisters affixed below the blade expel their contents in a burst of white-hot flame.&lt;br /&gt;
*&#039;&#039;&#039;Krak Tip&#039;&#039;&#039;: Consisting of a shaped charge similar to that of a krak grenade, a hunting lance krak tip explodes with even more devastating effect than the standard hunting lance charge, making its use preferable against resilient enemies such as Orks.&lt;br /&gt;
*&#039;&#039;&#039;Melta Tip&#039;&#039;&#039;: Devastating to armored targets, they are extremely heavy due to the explosive reactive charge. Aim and poke at the side armor of any vehicle and watch it explode into metallic chunks.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Tip&#039;&#039;&#039;: Only used in dire circumstances by regiments with deep ties to the Adeptus Mechanicus. When a hunting lance plasma tip impacts a target, it triggers a containment breach of the volatile energies stored within. As with all plasma weapons, they are of dubious reliability.&lt;br /&gt;
*&#039;&#039;&#039;Poison Tip&#039;&#039;&#039;: Useful against xenos opponents. These tips are filled with advance and deadly neurotoxins, poisons and venoms from a host of animals and plants collected by the Imperium. These tips is most effective against monstrous creatures such as Tyranids and Squiggoths.&lt;br /&gt;
*&#039;&#039;&#039;Shock Tip&#039;&#039;&#039;: Used when the Imperial Guard seeks to take prisoners, it delivers a crippling electric charge. However, there is a chance that a prisoner would die due to a weak heart or the tip has been overcharged. Could also be used to stun and incapacitate a valuable target.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Transonic_Weapons&amp;diff=510453</id>
		<title>Transonic Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Transonic_Weapons&amp;diff=510453"/>
		<updated>2023-05-30T21:51:04Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Think of them as Vibroweapons from [[Star Wars]]. Transonic Weapons are a type of weapon used by Adeptus Mechanicus Skitarii, most infamously [[Sicarian Ruststalker]]s. These weapons emit a low insistent buzz that makes stomachs turn. When they strike armour, these weapons will adjust their hostile sonic field to match its own resonant frequency, quickly slicing through it.&lt;br /&gt;
&lt;br /&gt;
Transonic weapons are far better weapons than chainweapons. Not only are they easier to maintain and simpler to create (Requiring only a single blade rather than a link of teeth), but they also generate a higher rpm and doesn&#039;t require constant replacement of wear and tear. Additionally, unlike chainweapons, transonic weapons won&#039;t get snagged by gunk, clothing and blood in which most chainweapons are vulnerable from, that and the fact that it isn&#039;t useless if it runs out of power besides being an improvised club.&lt;br /&gt;
&lt;br /&gt;
However it&#039;s likely that the cogboys aren&#039;t hoarding these weapons out of malice or because of their [[Blood Ravens|Blood Raven]] like tendencies. Rather its sheer ignorance or outright dismissal. Unlike chainblade wielding Astartes, the AdMech treats [[Skitarii]] and other basic troops as straight up cannon fodder. [[Tech_Thrall|This a common practice since their inception.]] [[Thallax|Even their closest equivalent to Tactical and Assault Marines are treated the same way.]] So the AdMech would see no point in handing Transonic Weapon STCs over to other Imperial factions. While their more indispensable troops are given [[Power Weapons]] instead.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Chordclaw===&lt;br /&gt;
[[File:ChordClaw.jpg|200px|right|thumb|Chordclaw]]&lt;br /&gt;
&lt;br /&gt;
The Power Claw of the transonic family. This battle claw that can turn muscle, bone, and fat to jelly. Each of its talons can pierce through ceramite like paper and can even grab hold on a chainsword or power weapon with ease.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Chordclaw can only be used for one attack each fight (and no longer fleshbane), but does 1d3 damage that becomes 1d3 mortal wounds on a 6+. It is generally much more effective than the Razor but cost more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SicarianChordclaw.png|&amp;lt;center&amp;gt;Chordclaw&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Transonic Razor===&lt;br /&gt;
[[File:TransonicRazor.jpg|200px|right|thumb|Transonic Razor]]&lt;br /&gt;
&lt;br /&gt;
The little brother of the transonic weapons, the Transonic Razor is a small and concealable weapon used for assassinating high valued targets. Additionally, it can be used as an effective backup weapon. It is unwise for a Guardsmen to use this as an actual shaving razor. Loss of chins. [[FATAL|&#039;&#039;Too many.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are the regular flavor of Skitarii CCW. Fishes for mortal wounds on a roll of a 6+, only Ryza rerolls wounds, so if you want to focus purely on a close combat AdMech army, then use Ryza.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SicarianTransonicRazor.png|&amp;lt;center&amp;gt;Transonic Razor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Transonic Blade===&lt;br /&gt;
[[File:TransonicBlade.jpg|200px|right|thumb|Transonic Blade]]&lt;br /&gt;
&lt;br /&gt;
The Power Sword of the Skitarii. The Transonic Blade is used as a primary CCW. Its longer reach means that it is able to parry CCW of other races and factions effortlessly, in some case it could even slice a chainweapon in two due to its higher quality and rpm.&lt;br /&gt;
&lt;br /&gt;
On tabletop, they are Razors with +1Str. Wounds marines easier, and can be combined with Machine Might to ravage guardsmen, but remember mortal wounds don&#039;t care about the target&#039;s toughness so if you roll a 6, you can say goodbye to that targeted unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SicarianTransonicBlade.png|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SicarianTransonicBlade2.png|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=C%27tan_Phase_Weapons&amp;diff=107403</id>
		<title>C&#039;tan Phase Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=C%27tan_Phase_Weapons&amp;diff=107403"/>
		<updated>2023-05-30T21:50:22Z</updated>

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&lt;div&gt;[[File:Phase_Blade.jpg|400px|right|thumb|Eat my shit [[Power Weapons|plebians!]]]]&lt;br /&gt;
The [[Necron|Crons]] don&#039;t have that much in the [[Power Weapon]] armory (before 9e that is), but they don&#039;t need to when they have blades that can bypass [[Powergamer|all forms of armor]] to get deep into the juicy bits. This is where C&#039;tan Phase Weapons come in.&lt;br /&gt;
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A C&#039;tan Phase Weapon (also known as a Fractal Edged Weapon), is based around a metal blade of unknown composition that, through the use of highly advanced Necron physics, is capable of phasing through any object irrespective of its physical properties. Energy shields, armor and even daemonic bodies are of no defense against a Phase Weapon. Due to [[C&#039;tan|its name,]] the C&#039;tan Phase Weapon is both a rare and powerful tool of use. However, as a C&#039;tan&#039;s raw substance is made of the same alloy and has the same properties, attacking a C&#039;tan with a C&#039;tan Phase Weapon [[Not As Planned|disarms the attacker, as the metal becomes a part of the C&#039;tan&#039;s body.]] In one instance, a [[Callidus Assassin]] attacked an Imperial Planetary Governor, only to have her C&#039;tan Phase Weapon [[Troll|absorbed into the &amp;quot;governor&amp;quot; and become a part of his body.]] [[Lulz|This Planetary Governor was most likely the C&#039;tan shard called]] [[Mephet&#039;ran|the Deceiver]] [[Just as Planned|in another of its myriad disguises.]]&lt;br /&gt;
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Despite its [[Xeno|Xenos]] origin and [[Skub|questionable]] [[Heresy|heretical nature,]] the Imperium of Man have taken a interests in these weapons. Whilst they don&#039;t know how this thing works, they do understand how useful it is to have a blade that ignores all types of armor, so they gave it to their best.&lt;br /&gt;
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The most notable users of C&#039;tan Phase Weapons are the elite Officio Assassinorum Assassins of the Callidus Temple in employ of the Imperial [[Inquisition]]. The [[Deathwatch]] utilize a similar weapon, known as a Xenophase Blade, an ancient and barely understood artifact weapon who some believe has its origins amongst long-defeated xenos dynasties, though speaking of its history has long been forbidden on [[Blam|pain of excruciation.]] Whether this type of weapon is one and the same, is not currently known.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
===C&#039;tan Phase Blade===&lt;br /&gt;
[[image:CallidusPhase.png|200px|right|thumb|C&#039;tan Phase Blade]]&lt;br /&gt;
The most common Imperium Phase weapon is the blade found on those [[Callidus Assassin|sexy, polymorphic ladies.]]&lt;br /&gt;
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It is believed that the first Phase Blade was found on one of the long Dead Worlds of the C&#039;tan. Excavations by the [[Adeptus Mechanicus]] uncovered numerous artifacts of extremely advanced technology, but of their makers, there was no evidence. Each individual phase blade utilized by a Callidus Assassin is optimized to reflect their user&#039;s favored combat stance and personal strengths, but they all take the form of an elongated punch-dagger. Their deadly blades are thought to utilize the lost xenos technology of the C&#039;tan, though the Callidus Temple keeps their nature a close secret. The blade of the Phase Weapon is unusual in its ability to phase in and out of Realspace by molecular realignment, allowing it to plunge clean through armor, flesh and bone as though they were not there at all.&lt;br /&gt;
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===Xenophase Blade===&lt;br /&gt;
[[image:DeathwatchPhase.png|200px|right|thumb|Xenophase Blade]]&lt;br /&gt;
Unlike the C&#039;tan Phase Blade, the Xenophase Blade is designed like a traditional single-bladed sword. Thus, there is very little need for practice when it comes to the utilization of these weapons.&lt;br /&gt;
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Xenophase Blades are a type of weapon used by the Deathwatch. These weapons are ancient and barely understood artifacts. Xenos in origin, they ripple with a molecular realignment field that allows it to cleave through force fields and metaphysical wards easily. Speaking of the origins of these weapons is forbidden within the Deathwatch under penalty of excruciation and &#039;recycling&#039;. It is unknown if it has the same problem of being absorbed by a C&#039;Tan when used against them.&lt;br /&gt;
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Whether this type of weapon is one and the same, is not currently known, although most in /tg/ says yes due to the blatantly Necron appearance. On tabletop, Xenophase blades are basically power swords that force a reroll on invuln saves, as they have the ability to &#039;&#039;teleport past armor&#039;&#039;. Needless to say, that makes them extremely invaluable weapons.&lt;br /&gt;
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== Necron ==&lt;br /&gt;
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=== Warscythe ===&lt;br /&gt;
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[[File:WarscytheArt.jpg|200px|right|thumb|Warscythe]]&lt;br /&gt;
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The most common type of Necron close combat weapon. A Warscythe is Necron weapon composed of [[Necrodermis]] and similar to the Phase Blades used by the Imperium. Warscythes are used by Necron Overlords, Necron Lords, Lychguards, and &amp;lt;s&amp;gt;[[Squats|Pariahs]]&amp;lt;/s&amp;gt; {{Blam|BLAM!}}. It is of a similar design to the [[Necron Staff Weapons#Staff of Light|Staff of Light,]] although it has no ranged attack (Didn&#039;t stop some Necrons from putting a Gauss Flayer on top of it) and is more formidable in combat. The Pariahs (When they still exist), however, carry a model of Warscythe that has a Gauss Blaster built into it. They are made of the same Living metal as their ships and bodies and can carry itself effortlessly through all types of armor, including heavy energy fields, thanks due to its own entropic field generator. A well directed attack can take off the end of a [[Leman Russ Battle Tank]] or scythe open the side of a bunker. A Warscythe&#039;s power core blazes with the heraldic color of its wielders Necron Dynasty.&lt;br /&gt;
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A curious side effect of the warscythe’s power field is to render the weapon almost impossible to destroy. There are several well-documented instances of warscythes surviving direct hits from lascannons, and [[Bullshit|even from turbo-lasers,]] with little harm to show for it. Unfortunately, this protection does not extend to the wielder, and it is quite common for a warscythe to [[Derp|survive a battle where its master does not.]]&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Necrons]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chain_Weapon&amp;diff=115865</id>
		<title>Chain Weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chain_Weapon&amp;diff=115865"/>
		<updated>2023-05-30T21:50:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Chainsword06.jpg|180px|right|thumb|A typically poor rendition of a chainsword - as you can see, the housing surrounds the teeth, which would interfere with penetration (but would allow it to parry). Still dangerous though.]]&lt;br /&gt;
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{{Topquote|Problems? &#039;&#039;&#039;Problems?&#039;&#039;&#039; There is no problem I cannot solve with this...|Commander Mad Chainsaw Johnson of the [[White Scars]], [[White Dwarf|White Dwarf 93]]}}&lt;br /&gt;
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A Chain weapon is a fuck-awesome melee weapon, heavily used by [[Imperium|Imperial]] forces, although variants are fielded by the [[Eldar]], [[Ork]]s, and [[Chaos Space Marines]].&lt;br /&gt;
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Apparently in the 41st Millennium, chainsaws have been re-purposed for hacking down things/aliens/people instead of simply harvesting lumber. By far the most common Chain weapon is the chainsword.&lt;br /&gt;
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As its name implies, the chainsword is a bladed weapon with a rotating chainsaw blade in-between, that&#039;s powered by a motor mounted on the hilt and activated with a trigger on the grip. Of course, the sheer manliness in this weapon makes it pretty damn heavy, so it&#039;s actually really fucking awesome. But since almost all the users of it have some combination of power armor, bionics, or natural strength to swing them around, the weight is a lot less of an issue. More likely it’s due to lightweight materials because it’s tens of millennia into the future.&lt;br /&gt;
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Although the chainsword is issued to virtually all forces of the [[Imperium]], it is most famous with the [[Space Marines|Spehss mahreens]] who widely use the chainsword as the primary weapon of their assault troops and veteran soldiers.&lt;br /&gt;
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The standard chainsword used to have the same rules as any other close-combat weapon. Which is dumb, considering most of the fluff describes it as cutting through armour with ease, even Terminator armour, with some additional effort. [[Derp|Because a giant chainsaw does as much damage as a combat knife.]] 8e changed it up a bit, though- while it still doesn&#039;t do more damage than a basic close combat weapon, it does grant a bonus attack. This (along with its low point cost) makes it a good choice of melee weapon when the quantity of your attacks matters more than their quality (e.g. against [[Hormagaunt]] swarms and mobs of [[Ork]] Boyz).&lt;br /&gt;
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&#039;&#039;&#039;[[TL;DR]]: The Chainsword is the second most manly weapon ever created, right behind the [[Power weapon#Power Fist|Power Fist]].&#039;&#039;&#039;&lt;br /&gt;
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==Imperial Variants==&lt;br /&gt;
Over a dozen Chain weapon variants have been developed by the Imperium of Man. It should be noted however, that the list is not exclusively for the Imperium, as Chaos factions also use some of these into their armoury. It just that the Imperium are the biggest users of them. Here are some examples:&lt;br /&gt;
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===Chainblade===&lt;br /&gt;
[[File:ChainBladeBolter.jpg|200px|right|thumb|Chainblade]]&lt;br /&gt;
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The smallest known Chainweapon.&lt;br /&gt;
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These weapons are small enough to be considered as an attachment to most rifles. As such it is a smaller Chain bayonet that is attached to a Bolter and utilized as a close-combat weapon during assaults.&lt;br /&gt;
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Although, to be honest, it seems more practical to just have a large, sharpened serrated blade than a gas-guzzling weapon that will become useless once it runs out of fuel, and seeing how small the weapon (and thus, fuel supply) is, its gonna run out of fuel relatively quickly. This statement rings true. Back in the [[Great Crusade]] and [[Horus Heresy]] days, it was expected to see half the squad of a [[Tactical Squad|tactical team]] be seen wielding these microchainsaws on their [[Astartes Boltgun|boltguns]]. Like, seriously, they were &#039;&#039;the most common&#039;&#039; chain weapon in those times. Fuckers were everywhere.&lt;br /&gt;
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However, by the 41st millennium, finding any sensible individual wielding these things is beyond rare. Here in /tg/, there were wide speculations on why the Chainblade is rarely seen in use. The most common theory is that doctrines simply changed. Back in the old days, the [[Beakie]]s were treated more like secondary armies and line breakers. Ergo, it was expected that Space Marines to engage in the most harshest of clusterfucks &#039;&#039;en masse&#039;&#039;, so the need for a melee attachment for a bolter made sense in the likely scenario a Space Marine were to fall under a moshpit of CQC violence. Ironically enough, the Space Marines acted &#039;&#039;more&#039;&#039; like the Imperium&#039;s sledgehammer than the [[Solar Auxilia]] did during those times. Like, believe it or not, but the 31st millennium faced &#039;&#039;more&#039;&#039; CQC assaults than the modern period as most Xenos at that time liked to go all-in-your-face, so there was a sound reasoning for these things for close encounters of which there were many. When the Horus Heresy came under full swing, the CQC moshpit became even &#039;&#039;more&#039;&#039; intense as various worlds started to fortify the fuck out of their defences, so the Astartes had to go in close and personal against other Astartes and the Solar Auxillia all dressed in [[Void Armour]] and [[Reinforced Void Armour]].&lt;br /&gt;
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However, with the break up of the legions, the Astartes went from [[Powerfist]] to scalpel. With the implementation of [[Assault Squad|assault marines]], the need for the Chainblade drastically decreased as (Most) Astartes became elite ranged shock troopers. You are not going to decapitate the enemy&#039;s leadership with a mini-chainsaw now, would you? So the doctrines changed, and the Chainblade was phased out due to growing impracticalities in a changed environment. The Imperium no longer needs to fight rival Xenos empires and large traitor legions, but stragglers, insurgents and minor Xenos threats. Moreover, anything the Chanblade can do, a regular [[Basic Close Combat Weapons#Astartes Combat Knife|Astartes Knife]] can do it much better, for the knife has a far bigger reach, simpler to make, far more flexible and versatile, orders of magnitude more quieter, and does not rely on fuel to be useful.&lt;br /&gt;
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Basically it was the lancer assault rifle from Gears of War before Gears of War even existed.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cataphractii.jpg|Cataphractii Terminator with a chainbladed Combi-Flamer.&lt;br /&gt;
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===Butcher&#039;s Cleaver===&lt;br /&gt;
[[File:Butcher&#039;s_Cleaver.PNG|200px|right|thumb|Butcher&#039;s Cleaver]]&lt;br /&gt;
A Butcher&#039;s Cleaver is essentially the Chain Cleaver&#039;s little brother. Like their bigger brother, the Butcher&#039;s Cleaver is only wielded by the Corpse Guild of [[Necromunda]], and, if they went completely loco, the [[Corpse Grinder Cults]].&lt;br /&gt;
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The weapon itself heavily resembles that of the Chain Cleaver, although it is slimmer and functions somewhat like a tomahawk axe with a motor attached in contrast to the Chain Cleaver&#039;s battleaxe; being lighter and easier to handle at the expanse of not offering the same levels of oomph in terms of power. In a sense, they are kind of like the Chainsword to the Chain Cleaver&#039;s Heavy Chainsword.&lt;br /&gt;
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On the tabletop, they are the cheaper and lighter version of the Butcher’s Chain Cleaver and it delivers the same Strength but reduced AP and Damage. Still pretty good though.&lt;br /&gt;
===Chain Cleaver===&lt;br /&gt;
[[File:BCC.PNG|200px|right|thumb|Chain Cleaver]]&lt;br /&gt;
A weapon used by the &amp;quot;[[Heresy|I can&#039;t believe they&#039;re not a]] [[Khorne|Khornate]] [[Heresy|warband yet!]]&amp;quot;. A Chain Cleaver is the Butcher&#039;s Cleaver&#039;s bigger brother and is a pretty brutal chain weapon often wielded either single-handed or dual-wielded. Due to its small size, one could do multiple attacks in quick succession. Wielding two of these guarantees your transformation into a walking meat blender on two legs.&lt;br /&gt;
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The Corpse Grinder Cult gang is the aforementioned &#039;NOT-Khornate&#039; faction in [[Necromunda]] and the biggest user of these things. We are not sure whether the [[World Eaters]] have used these, although they would most likely be a popular choice if given the chance.&lt;br /&gt;
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On tabletop, they are probably the best of the Corpse Grinders’ arsenal. They’ll give any fighter the high strength and high volume of attacks that they need to succeed, all while staying under budget.&lt;br /&gt;
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===Heavy Chain Cleaver===&lt;br /&gt;
[[File:Chain_Cleaver.JPG|200px|right|thumb|Heavy Chain Cleaver]]&lt;br /&gt;
The biggest of the lot when it comes to the Chain Cleaver family. The Heavy Chain Cleaver like its little brothers, is used exclusively by the Corpse Guild and the [[Corpse Grinder Cults]]. The definitely &#039;&#039;NOT&#039;&#039;-[[Khorne|Khornate cults]], [[bullshit|we &#039;&#039;swear&#039;&#039;.]]&lt;br /&gt;
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Now although it &#039;&#039;may&#039;&#039; look similar to the regular old Chain Cleaver, the Heavy Chain Cleaver as its name implies, is slightly bigger, but much bulkier and heavier variant of the normal Chain Cleaver; replacing its standard chain teeth and motor with a suped-up one filled with denser cutting teeth.&lt;br /&gt;
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Whilst the Butcher&#039;s Cleaver is meant to cut up lean meat and the Chain Cleaver can cut a limb or two. If you want something to cut a dude in half, bone and all, than you call the &#039;&#039;Heavy&#039;&#039; Chain Cleaver to do the job. Now, these things are still a &#039;&#039;one-handed&#039;&#039; weapon that can be dual-wielded. Although standard safety protocol requires two-hands for safe handling, something like the Corpse Grinder Cults on the other hand, couldn&#039;t give two shits about OSHA compliance, and dual-wields them like [[awesome|chads]].&lt;br /&gt;
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On the tabletop, they are the heaviest-hitting one-hander in the game, the Heavy Chain Cleaver does work. It hits better and harder than the Chain Cleaver, but we’re not sure it’s worth the price tag. However, there is definitely an argument for it. One of these things will turn a [[Cutter]] or [[Skinner]] into a true monster.&lt;br /&gt;
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===Pulverizers===&lt;br /&gt;
[[File:Pulverizors.JPG|200px|right|thumb|Pulverizers]]&lt;br /&gt;
Non-[[Khorne|Khornate]] chainaxes. Pulverizers are a makeshift chain weapon utilized by those particularly blood thirsty hive gangers in [[Hive World|Hive Worlds]] such as [[Necromunda]]. It is a beefy and brutal weapon that can be duel-wielded for twice the choppa. In a sense, they are kind of like a bigger version of the Chain Cleavers.&lt;br /&gt;
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On Necromunda only [[House Goliath]] are big enough to wield these en-masse, and only [[Stimmer]]s are strong enough to dual-wield them.&lt;br /&gt;
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On tabletop, the Pulverizer certainly packs a punch. However, the paired Pulverizers are really where it’s at, as a Stimmer will get 8 attacks on the charge with a couple of those bad boys, you turn into a bunch of Khornate Berserkers.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Axe-Rake===&lt;br /&gt;
[[File:AxeRake.jpg|200px|right|thumb|Axe-Rake]]&lt;br /&gt;
A very interesting and unique weapon that is seldom seen.&lt;br /&gt;
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Axe-rakes are a heavy multi-purpose weapon and tool used within the Imperium and by the forces of Chaos. They feature a heavy axehead, sometimes replaced with a chain-axe assembly and curved bill-hook or barb at the back. So whilst not all Axe-rakes are chain weapons, a good majority of them are.&lt;br /&gt;
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They are used in mines, smeltors, foundries and work gangs and can also assist in climbing over obstacles or forcing open doors and locks by using the bill-hook like a giant crowbar. An almost universal symbol in the Imperium for labour and a hive world&#039;s manual workforce and is often rendered as an icon both in industrial architecture and livery on most hive world guilds and the Vervun Primary Hive [[Commissar|Commissariat.]]&lt;br /&gt;
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They saw use during the [[Horus Heresy]] by the Ashen Circle of the [[Word Bearers]] Legion. These nasty-ass blades were used to drag down victims with its bill-hook/barb and topple graven idols and false icons for the Word Beaers&#039; pyres.&lt;br /&gt;
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===Chainfist===&lt;br /&gt;
[[image:Chainfist.jpg|200px|right|thumb|Chainfist]]&lt;br /&gt;
Intended to assist Terminators&#039; not stellar mobility when involved in boarding actions, the Chainfist is a [[Power weapon|Power Fist]] that incorporates a powerful chainsaw blade for the purposes of slicing through armored bulkheads. The weapon is commonly used by Terminators both as a CQC weapon and a convenient tool to cut themselves a way through the average [[Space Hulk]]&#039;s too small doors/walls/ceilings/floors... during boarding actions. Of course, since it can penetrate thick metal with little trouble, it&#039;s also often used for ripping open enemy vehicles and bunkers.&lt;br /&gt;
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The reason it&#039;s so effective is simple: the powerfist&#039;s energy field also encompasses the chainblade. That&#039;s right, the chainfist effectively marries a chainsword and power fist. Remember how a regular power sword cuts most stuff like a hot knife through butter? Now bring a chainsaw with hot knives for teeth into this butter world, &#039;&#039;wear it like a glove&#039;&#039; and that&#039;s how a chainfist feels. That&#039;s just plain scary. If anything, it&#039;s like hitting a target with a power sword at [[Fist of the North Star|40 strikes per second]], so that the powerfield weakens the target and then the teeth hack it away. The alternative is having a static piece of metal that is still cutting, but just not as efficiently.&lt;br /&gt;
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The easiest way to use a chainfist in combat is to wield it like a Tonfa. As its mounted just under the left wrist parallel to the arm. Except for the versions with the saw coming over or out of the knuckle plate on the back of the hand. Or the ones that [[Awesome|replace the middle finger with the saw]] (not joking).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TerminatorChainfistZoomed.png&lt;br /&gt;
image:SpaceMarineHeroChainfist.png|&amp;lt;center&amp;gt;Heresy-era&amp;lt;/center&amp;gt;&lt;br /&gt;
image:File:CataphractiiFists.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chainsaw===&lt;br /&gt;
[[File:Chainsaw_Pit_Slave.JPG|200px|right|thumb|Chainsaw]]&lt;br /&gt;
The good&#039;ole Chainsaw. You know&#039;em, you love&#039;em. After 40,000 years, the design has basically stayed the same.&lt;br /&gt;
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Used for an extensive variety of jobs across all strata of society, Chainsaws are also a popular choice of weapon for the [[Pit Slave|Pit Fighters]] of the deathmatches to be found in many lawless parts of the Imperium, most notably in the underhives of [[Hive World]]s such as [[Necromunda]].&lt;br /&gt;
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Traditionally they are grafted onto the stump of an arm, or as in the case of the famous slave leader Bull Gorg onto the stumps of both (which makes you wonder how he eats and uses the toilet...[[Slaanesh|or how he faps]]). However, the infamous Pit Fighter Harkan Vore had one which replaced [[Wat|his lower jaw]], which one wonders how the proverbial fuck [[Derp|does he even eat?]] Wait his name is &amp;quot;Vore&amp;quot;, so I guess the answer is one we rather not think about.&lt;br /&gt;
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For cases where chainsaws aren&#039;t being carried around or grafted onto someone&#039;s body, they also see use in being attached to a [[Sentinel]]. Most variants of the sentinel can be armed with a sentinel chainsaw but you&#039;ll mostly see them on [[Catachan]]-Pattern Scout Sentinels, which make some sense as they are experts on jungle warfare. The Sentinel&#039;s relatively small and maneuverable body make it good for such occasions but they still need some clearance, that&#039;s why you need something to cut through all that fauna [[Rape | or give some poor fucker a new hole]].&lt;br /&gt;
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Sentinel chainsaws pair well with [[flamer]]s especially when given to a Armored Sentinel. This humble combo turns them into quick and durable shock troops. So basically, if you want, you can give the IG they&#039;re own knock-off [[Dreadnought]] but one that actually walks instead of waddles, give them this combo (if you wanna get technical it can be seen as the Imperial Guard&#039;s version of a [[Invictor Tactical Warsuit]] and [[Paragon Warsuit]] but who gives a shit about those things).&lt;br /&gt;
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Older sentinel chainsaws looked more like large hedge trimmers but the newer ones replace them with the much cooler chainsaw arms.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:CatachanSentinel.gif | Catachan-Pattern Sentinel with a chainsaw attachment to compliment the flamer.&lt;br /&gt;
File:CadiaStands_ScoutSentinel_Preview.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chainsword===&lt;br /&gt;
[[File:Imperial_Chainsword.jpg|200px|right|thumb|Chainsword]]&lt;br /&gt;
A chainsword is just a chainsaw with a sword grip. Most versions make use of monomolecular-edged or otherwise razor sharp teeth.&lt;br /&gt;
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Like many examples of human invention, the chainsword’s many variants seem to have their roots in the shrouded heresies of the Dark Age of Technology. Some in /tg/ like to speculate that it was some AdMech Priest who had mistaken a weirdly designed Chainsaw for a sword, unfortunately official fluff dictates that it saw consistent use in the armored fists of techno-barbarians during the Age of Strife, and among the Emperor’s own armies during his [[Thunder Warriors]]’ conquest of Terra during the Unification Wars.&lt;br /&gt;
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But whilst Techpriests debate on the origin of the Chainsword, a particularly amusing theory surface that states it was an [[Heresy|inspiration stolen from]] [[Eldar|an alien race,]] [[War in Heaven|in a war that may never be remembered.]] [[Troll|If this theorem ever bears fruit, it is distinctly possible that the galaxy’s first wielders of chainswords were the prissy armored warriors of the ancient Eldar,]] [[Not As Planned|not us Humans.]] Although this bears little weight as chain weapons and bolt weapons were created to combat powered and semi-powered armor common to techno-barbarians ([[Derp|which the Emperor replaced with mesh and then flak armor even though semi-powered armor at least was common enough for everyone’s wargear to revolve around fighting people wearing it]]).&lt;br /&gt;
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There are multiple varieties of Chainsword such as the &#039;&#039;&#039;Ironfang Chainsword&#039;&#039;&#039;, which is a variant of the chainsword created to allow human heretics to approximate the deadly blows of a Legion chainsword, this variant features a thick, bladed area with chained teeth nearly twice the width of an ordinary chainsword, and powered by a backpack-mounted fuel supply. Its greater tearing strength and weighted nose allow it to deal viciously violent heavy slashing blows. Needless to say, this weapon is heavy - 12 kilograms in weight, complete with power supply - and unbalanced, ie. a very heavy &#039;&#039;regular&#039;&#039; chainsaw. It would tear things apart like nobodies business in melee... if it can make it there.&lt;br /&gt;
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Chainsword actually appear in [[Total War: WARHAMMER|Total War: WARHAMMER III]], as it can be obtained in the Realm of Khorne, where it makes the bearer UNBREAKABLE (because who cares about Vargheists or Daemons when you have a Chainsword?) and obviously deals a shit-ton of AP. This is certainly very unexpected, as 40K weapons only appeared in Fantasy in a very old lore where universes were linked together. This is, most likely, an Easter egg, and it disappears the next time you enter the Warp. and &amp;lt;s&amp;gt;a first hint towards the probable Total War 40k&amp;lt;/s&amp;gt; gives us hope that we may one day get a [[Dawn Of War]] Reboot with CA&#039;s budget, just like how they rebooted [[Halo|Halo Wars]] after seizing it from Ensemble Studio&#039;s cold, dead hands.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PreacherChainsword.png|Preacher armed with a Chainsword&lt;br /&gt;
File:ThunderEdgeChainsword.jpg|Horus Heresy-era Chainsword&lt;br /&gt;
File:BattleSisterBulletinCharacter--ChainswordPowerpack.jpg| [[Battle Sister Squad |Battle Sister]]&#039;s power pack with a sheathed chainsword.&lt;br /&gt;
File:CrossedChainswords.jpg | Crossed Chainswords&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frost Blade===&lt;br /&gt;
[[File:FrostBlade.jpg|200px|right|thumb|Frost Blade]]&lt;br /&gt;
&lt;br /&gt;
A unique Chainsword and possibly one of the only ones that could actually cut anything worth a damn rather than bludgeoning the enemies of man to death. The Frost Blade is yet, [[Mary Sue|another special weapon and equipment exclusive to the]] [[Space Wolves]].&lt;br /&gt;
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Like the Frost Axe, each blade is hand-crafted by a Master [[Iron Priest]], and many incorporate the diamond-hard fangs of the Fenrisian Ice Kraken. They are highly sought after and in the skilled hands of a Space Marine they can be comparable in effect to most Power Weapons. Naturally, this means kraken hunting for teeth for the Adeptus Astartes at large will never happen. Not squandering resources is heresy. Like giving chainswords to every Marine and not just Assault and Veterans. Madness, what do you think they are, super-human?&lt;br /&gt;
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Also for the record: Kraken (well squids anyway) do have &#039;teeth&#039;, they&#039;re just in the arms rather the mouth.&lt;br /&gt;
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In the legends of the chapter, the finest Frost Blades are made of ice harvested from the heart of a glacier, and then [[Wat|tempered inside a Kraken&#039;s belly.]]&lt;br /&gt;
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Notable mostly for both looking totally [[Awesome|badass]] and being the only chainsword that looks like an actual sword-chainsaw instead of chainsaw-sword.&lt;br /&gt;
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===Heavy Chainblade/Chainsword===&lt;br /&gt;
[[File:Heavy_Chainblade_HH.JPG|200px|right|thumb|Heavy Chainsword]]&lt;br /&gt;
The Eviscerator&#039;s pussy brother, the Heavy Chainblade is a massive chainsword, significantly larger than one of the standard chainswords but far weaker than an actual Eviscerator, possibly because [[Heresy|it was meant more for construction than combat]]. This also made it to it&#039;s combat stats, instead of the Eviscerator&#039;s manly SX2, AP2 with Armourbane, it&#039;s a weak S+2 AP4, with no additional bonuses (and being two-handed as well, so forget using it to get another attack). About the only thing it has on the Eviscerator is that it&#039;s not so huge that it&#039;s unwieldy.&lt;br /&gt;
&lt;br /&gt;
Being used mainly by the Mechanicum in the Great Crusade and Horus Heresy, it&#039;s unsurprising these seem to have mostly fallen out of favour in the 41st millennium, given how everyone seems to have swapped to the Eviscerator.&lt;br /&gt;
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Not to be confused with the similarly named &amp;quot;Heavy Chainsword&amp;quot;, used by the Legions Astartes, an even wimpier version that shares the same profile except for being AP 5 instead of AP 4. These also seem to have fallen out of favour when the Eviscerator rolled around, much to nobody&#039;s surprise.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Twin_Handed_Chainsword_1024x1024.JPG|Another Heavy Chainsword.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Eviscerator===&lt;br /&gt;
[[File:Evisercator.jpg|200px|right|thumb|Eviscerator]]&lt;br /&gt;
Chainsword but ECKS BAWKS HUEG. Used by the Ecclesiarchy&#039;s priests and by the [[Sisters Repentia]] of the [[Sisters of Battle]] (as well as Chapter Master [[Gabriel Seth|Gabriel &#039;IN THE BALLS&#039; Seth]]). Most recently however, Eviscerators have found their way into the hand of 7E assault marine sergeants, because meltabombs just weren&#039;t enough.&lt;br /&gt;
&lt;br /&gt;
The Eviscerator is twice the size of a regular chainsword and so heavy that a normal soldier will need to wield it using both hands. The Eviscerator might also incorporate an [[exterminator]], a portable flame unit that will not only help it breach armor, but also scare the fuck out of any normal man upon seeing a whacked up priest/nun swinging a fucking huge flaming sword-chainsaw. The Eviscerator is also extra effective against armored units.&lt;br /&gt;
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In some works the Eviscerator is described as having a disruptor field weaker than those of energy weapons, which still helps carving through ceramite.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Catalogue_Eviscerator.jpg|The classic chainsaw variant&lt;br /&gt;
image:RepentiaEvisceratorZoomed.png|REPENT MOTHERFUCKER!&lt;br /&gt;
File:KlovisTheRedeemerPict.jpg|Pict of Klovis&#039; Eviscerator and Exterimnator&lt;br /&gt;
File:KlovisExterminator.jpg&lt;br /&gt;
File:RedemptionistExterminator3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chain Spear===&lt;br /&gt;
[[File:Chain_Spear.PNG|200px|right|thumb|Chain Spear]]&lt;br /&gt;
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Another long-range Chainweapon.&lt;br /&gt;
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Similarly to the chain glaive, this weapon combines reach with lethality, mounting a chainsaw-bladed length at the end of a long haft, ensuring that jabs and thrusts can tear open flesh with the lightest touch whilst keeping the wielder out of harm&#039;s way, in contrast to the chain glaive whose curved blade and hilt aims for a more slashing and cutting motion to dismember enemies from a distance.&lt;br /&gt;
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According to &#039;&#039;Tome of Blood&#039;&#039;, some variants actually sport the [[Wat|sharpened teeth of the bearer&#039;s former victims as the cutting edges, which are enough to cause even the slightest hit to become a spray of blood and torn flesh.]] Considering where it comes from and the description, this screams [[Khorne]].&lt;br /&gt;
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===Chain Lance===&lt;br /&gt;
[[File:Chain_Lance.PNG|250px|right|thumb|Chain Lance]]&lt;br /&gt;
The Chain Spears even &#039;&#039;bigger brother&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Chain Lance is an uncommon chain weapon that is only useful when two-handed or mounted on a cavalry unit. Chain Lances offers even greater range than its smaller cousin at the expanse of ease of use. Whilst this makes the weapon incredibly powerful on a charge, its large size makes it impractical for anything else.&lt;br /&gt;
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They are only seen wielded by the [[Ash Waste Nomads]], specifically the [[Nomad Chieftan]] and the [[Dustback Helamite Rider]]s.&lt;br /&gt;
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On the tabletop, the crunch seem to match the fluff as it is a versatile but very unwieldy weapon. Lance weapons gain +1 strength on the drive-by or charge, which is particularly nasty paired with the versatile trait. So use it as a powerful hit-and-run weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Chain_Lance_Mounted.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Dreadnought Chainfist===&lt;br /&gt;
[[File:DreadCF.jpg|200px|right|thumb|Dreadnought Chainfist]]&lt;br /&gt;
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A Chainfist but fuckhueg.&lt;br /&gt;
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In the Imperium, a Dreadnought Chainfist can exclusively be found attached to the [[Castraferrum Dreadnought|Ironclad Dreadnought]], although more vanilla Dreadnoughts are able to wield one if given the proper modifications. Unlike the smaller Chainfist which are used to open blastdoors, the Dreadnoughts use theirs to open tank hulls. This arm consists of a massive chainsaw shaped to fit a dreadnought power fist. This is a devastating weapon capable of tearing apart infantry and light armor.&lt;br /&gt;
&lt;br /&gt;
The Forces of Chaos also makes use of Dreadnought-sized Chainfists, more specifically the force of [[Khorne]] due to its brutal blood-grinding method of destruction. It is not uncommon to see a [[World Eaters Berserker Dreadnought|World Eaters or other Khornate dreadnought]] equipped with dual Chainfists for maximum [[RIP AND TEAR]].&lt;br /&gt;
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It suffers from the standard issue of any close combat weapon not used by infantry, that being the Dreadnought it&#039;s mounted on being too large to actually hit anything with it realistically.&lt;br /&gt;
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In 8th edition, the Dreadnought Chainfist deals 4 damage per attack but retains the high AP and loses the penalty to hit which makes it great against fighting whatever poor MEQs, GEQs, TEQs and light vehicles that gets in its way. Although against larger walkers, it starts to obviously suffer.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Reaper Chain-Cleaver===&lt;br /&gt;
[[File:Reaper_Chain-Cleaver.JPG|200px|right|thumb|Reaper Chain-Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The kid brother of the much larger Reaper Chainsword. The Reaper Chain-Cleaver is still a relatively large Chain Weapon carried by the combat walkers of the Imperial Knights, particularly the smallest class of Knights known as the [[Armiger Knight Warglaive]]s. The Reaper Chain-cleaver is a saw-toothed weapon similar to but smaller than its much larger relative that mangles metal and gnaws flesh to ruin with each shuddering impact.&lt;br /&gt;
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Unlike say, the Dreadnought Chainfist, the Reaper Chain-Cleaver is much better at fighting due to the more flexible joint placement of the Knight Armigers. That, and the fact that Knight Armigers are relatively slim and not as clunky, awkward and bulky; traits that usually characterize the servo-motors of Space Marine Dreadnoughts, specifically [[METAL BOXES|the more boxy design]] of the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
To give credit where credit is due. The Chain-Cleaver &#039;&#039;actually&#039;&#039; looks like a proper cleaver. More specifically, it bears some resemblance to a Chinese cleaver.&lt;br /&gt;
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On tabletop, the current Imperial Knight codex from 8th edition gives the Reaper Chain-Cleaver a weapon with two attack options: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it. So this gives the Armiger some very nice added adaptability in their close combat.&lt;br /&gt;
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===Reaper Chainfist===&lt;br /&gt;
[[File:Reaper_Chainfist_of_the_Knight_Acheron.jpg|200px|right|thumb|Reaper Chainfist]]&lt;br /&gt;
&lt;br /&gt;
A chainfist but really [[Rape|ECKS BAWKS HUEG]]. &lt;br /&gt;
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The Reaper Chainfist is a weapon used by the [[Cerastus Knight Acheron]]. Usually carried on the Knight&#039;s right weapon arm, the Reaper Chainfist is employed alongside the Acheron&#039;s Acheron-Pattern Flame Cannons as a weapon of extermination used to inspire fear in the foe.&lt;br /&gt;
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The Reaper Chainfist is actually a set of two Chain Weapons linked together, with each one spinning in opposite directions to maximize damage. The blades are capable of tearing through both armor and fortified walls with ease.&lt;br /&gt;
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The weapon also features a built-in set of twin-linked [[Heavy Bolter]]s to be used against infantry when the Knight needs to conserve fuel for its [[Acheron Flame Cannon]]; these Bolters are often used as a last resort or when the Knight really wants something dead in its tracks.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Reaper Chainsword===&lt;br /&gt;
[[image:ReaperChainsword2.jpg|200px|right|thumb|Reaper Chainsword]]&lt;br /&gt;
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The standard superheavy weapon in the Chain Weaponry, the Reaper Chainsword is the main weapon of most models of [[Imperial Knight]] used in the [[Imperial Knight#Questoris Knight Patterns|Questoris family]]. Unlike most Chainweapons you see here, it was originally designed as a Logging device for feudal colonists (You know, like modern chainsaws); though only the height of three men, the Reaper&#039;s adamantine teeth are no less deadly and thus, also works incredibly well as a massive melee weapon.&lt;br /&gt;
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The Chainsword can be swung with all the power of the Knight&#039;s servo-motors; the Reaper is capable of cleaving through practically anything, from the thick ferrocrete walls of a defensive bunker and capable of carving open a Super-Heavy Tank with a single blow. Too bad that the Knight it&#039;s mounted on is a giant, its arms are laughably short, and it can&#039;t lean forward, meaning that realistically it&#039;s never going to hit anything smaller than another Knight, and still have trouble with that, unless they&#039;re basically hugging.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ReaperChainswordZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Titan Chainfist===&lt;br /&gt;
[[File:Rtchainfist1.jpg|200px|right|thumb|Titan Chainfist]]&lt;br /&gt;
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The big daddy-o of the Chainfist family. The Titan Chainfist takes the form of a large chainsaw attachment like the Chainfist, but on a gigantic scale. Thanks to the available power from the Titan&#039;s massive plasma reactor, Titan-grade Chainfists are also equipped with a secondary [[Siege Melta Array|Melta Array]], to soften up the target while cutting through it. With how large the Titan is, how small it&#039;s hands are and how short the Chainfist is, it&#039;s never going to hit anything short of another Titan, and it&#039;s most likely going to have a hard time landing a hit on those too.&lt;br /&gt;
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The [[Reaver Battle Titan]] is the biggest user of these weapons.&lt;br /&gt;
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Crunchwise, they are similiar to the [[Power Weapon#Titan Power Fist|Titan Power Fist]], at Sx2 AP-5 10 D. However it can also cause -1 to hit. However, any to wound roll of 6 where a VEHICLE, MONSTER, or BUILDING is targeted deals 2D6 extra mortal wounds. Remember that void shields do not work against melee attacks, so against Titans and Titan-equivalents that lack melee weapons those Mortal Wounds can be a a big deal.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Desolator Chainsword===&lt;br /&gt;
[[File:DesolatorChainsword.jpg|200px|right|thumb|Desolator Chainsword]]&lt;br /&gt;
[[Dick|The Big Dick]] of chainweapons. Large enough to make [[Khorne]] proud.&lt;br /&gt;
&lt;br /&gt;
The appropriately named [[Rape|Desolator Chainsword]] is one of the two primary weapons of the [[Warmaster Iconoclast Titan]]. This motherfuckest of [[RIP AND TEAR]] are skyscraper-sized Chainswords used to make a Mega-Choppa feel limp-dicked in comparison.&lt;br /&gt;
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Of course, this along with the [[Miscellaneous Weapons#Krius Siege Drill|Krius Siege Drill]] begs the question on why even give a slow-moving, stupidly large target weapons that they could only engage at close range. Even by the stupid reputation of the Imperium, [[Derp|this is already stretching the limit on practicality, even by &#039;&#039;40k standards&#039;&#039;.]] With how heavy the - you know - &#039;&#039;&#039;Heavy Battle Titan&#039;&#039;&#039; is, it is much more feasible for the Imperium go the [[Emperor Battle Titan]] way of mounting more guns and turning it into a fix-point superheavy artillery walker.&lt;br /&gt;
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This impracticality is further compounded by its...bizarre design choice. I mean look at it. [[Wat|What idiot thought it was a good idea to fuse the scabbard with the weapon&#039;s guide bar.]] [[Stupid|You literally have a giant close-combat weapon that can&#039;t even cut worth shit because that weird scabbard/guide bar design is blocking the chainsword from you know,]] [[EPIC FAIL|&#039;&#039;&#039;&#039;&#039;cutting&#039;&#039;&#039;&#039;&#039;.]]&lt;br /&gt;
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[[Fail|That&#039;s GW design &#039;quality&#039; for you.]]&lt;br /&gt;
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==Chaos Variants==&lt;br /&gt;
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Chaos use a overwhelmingly amount of chain weapons in contrast to power weapons. The majority of these users are [[Khorne|Khornate warbands]] and seeing how GW has a [[Waifu|unhealthy obsession with Khorne,]] you can see why. The majority of chain weapons of Chaos originally came from the Imperium, so it is unsurprising to see some old Imperial worlds and factions to still incorporate these weapons in its armories. Its just that the force of Chaos has re-appropriated it for Chaos needs.&lt;br /&gt;
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===Tzaangor Chainsword===&lt;br /&gt;
[[File:Tzaangor_Blades.JPG|200px|right|thumb|Tzaangor Chainswords]]&lt;br /&gt;
Unique Chainswords made specifically for the [[Beastmen (40k)#Tzaangors|Tzaangors]] of the Thousand Sons.&lt;br /&gt;
&lt;br /&gt;
These blades are warped by the sorcerous and psychic nature of their home planet of Sortiarius. With their savage nature, a Tzaangor would hack apart even power armor with sheer ferocious speed from their blades.&lt;br /&gt;
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On tabletop, Tzaangor Chainswords are basically your typical Chainswords, its just best to stick with your Tzaangor Blades as it is just that but with an additional AP-1. No need to switch for a largely inferior weapon.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Chainaxe===&lt;br /&gt;
[[image:Chainaxe.jpg|right|200px|thumb|Chainaxe]]&lt;br /&gt;
Imagine doomguy but a weapon. Yes, Warhammer has chainsaw axes, as insane it sounds. The custom weapon of [[Khorne|Khornate]] champions, the Chainaxe was a fairly common weapon among Imperial troops pre-[[Horus Heresy|heresy]]. It&#039;s basically a huge axe with a powerful chainsaw as a blade. Pre-heresy it was practically standard issue among the [[World Eaters]]. The sheer weight of the axe and the fact that most Khorne Chaos Marine champions are super strong and completely fucking nuts ensures these will tear through most infantry armor.&lt;br /&gt;
&lt;br /&gt;
It&#039;s wielded by non-Khornate Chaos Marines as well, due to the greater damage it inflicts, but mostly because of the showers of gore they call &amp;quot;wounds&amp;quot; - represented in 40k rules by being AP4, a straight upgrade from a regular chainsword and the woe of anyone not wearing power armour. Among Imperial forces, a chain-axe is most likely to be seen in the hands of a [[Space Wolves|Space Wolf]] or a [[Raven Guard]] - the former due to the fact that they just don&#039;t give a flying fuck that it might associate them with Chaos, and the latter due to the fact that they mostly have older equipment due to infrequent resupplies. They are also very common among [[Flesh Tearers]] because they basically [[Heresy|already are]] a Khornate cult.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:KhornateChainaxeZoomed.png&lt;br /&gt;
Image:ReaverAxe.jpg|Great Crusade era&lt;br /&gt;
Image:Chain_Axe.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Excoriator Chainaxe===&lt;br /&gt;
[[image:E-ChainAxe.JPG|right|250px|thumb|Excoriator Chainaxe]]&lt;br /&gt;
The Excoriator Chainaxe is one of a group of weapons called the &#039;&#039;&#039;Caedere Weapons&#039;&#039;&#039; and used exclusively by the [[World Eaters]] [[Rampager]]s. Caedere Weapons is less of a distinct family of weapons and more of a name denoting their gladiatorial origins from [[Nuceria]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. Akin to how only the province of Champagne is allowed to call their sparkling wine Champagne and no one else, only with more [[RIP AND TEAR]] of course.&lt;br /&gt;
&lt;br /&gt;
This Chainaxe is a heavy, two-handed Chainaxe that should be more appropriately called a &#039;&#039;Chain Glaive&#039;&#039; than a Chainaxe. They are hefty looking weapons that are meant to combine the superior reach of a spear/halberd with the bone-shattering rending power of a Chainaxe. The Excoriator Chainaxe, therefore, fills a niche for an armour-piercing, long-range, melee chain weapon.&lt;br /&gt;
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Crunchwise, unfortunately, the fluff doesn&#039;t really match the crunch. At S+2 AP3 with &#039;&#039;Two-Handed, Shred, Unwieldy&#039;&#039; and &#039;&#039;Murderous Strike (5+).&#039;&#039; The Strength bump and Murderous Strike now makes it more dangerous than either a lightning claw or power maul, but Unwieldy still means that you&#039;re swinging this at I1, well after anyone else. &#039;&#039;Shred/Murderous Strike&#039;&#039; is nice, but most models with multiple wounds have 2+ saves, whereas this is the only Caedere weapon without some way of getting to AP2. Think carefully.&lt;br /&gt;
&lt;br /&gt;
===Chainscythe===&lt;br /&gt;
[[File:ChainscytheMatriarch2.png|200px|right|thumb|Chainscythe]]&lt;br /&gt;
&lt;br /&gt;
A even more unconventional and unwieldy weapon than the Power Scythe.&lt;br /&gt;
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The Chainscythe is both a incredibly rare and extremely difficult to wield. It is telling that only one unit from oldschool [[Necromunda]] was seen carrying this thing around.&lt;br /&gt;
It is only seen wielded by the [[Spyrer]]s wearing the [[Matriarch Hunting Rig]], this variant of the chainglaive mounts the blade at a horizontal angle to the tip of the shaft.&lt;br /&gt;
&lt;br /&gt;
Seriously though, how the hell do you fight with this thing? Not only does it share the same stupid profile of all chainweapons (That is the metal piece mounted on the blades are interfering with its cutting power), but it also shares the same awkward handle of a scythe. Try and hit someone with that thing, there is a reason why warscythes have their blades turned 90 degrees upwards like halberd to increase chances of it actually hitting anything.&lt;br /&gt;
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Certain [[Death Guard]] [[Deathshroud|Deathshrouds]] are known to use a special hybrid variant of a Power Scythe with chain teeth. Similar to the Chainfist, these specially modified Manreaper Scythes combine the disruptive nature of a power weapon with the raw and savage cutting power of a chain weapon. [[Mortarion|Ol&#039;Morty]]&#039;s own personal Manreaper &#039;&#039;&amp;quot;Silence&amp;quot;&#039;&#039; also incorporates chain teeth, but at a lesser extant.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChainscytheMatriarch.png|The only person insane enough to use this as a weapon but as an agricultural tool it is ideal &lt;br /&gt;
File:Chainscythe.PNG&lt;br /&gt;
Image:Manreaper_Chain-Power_Scythe_Hybrid.PNG|Death Guard Power/Chainscythe hybrid.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chain Glaive===&lt;br /&gt;
[[image:Chain_Glaive.PNG|200px|right|thumb|Chain Glaive]]&lt;br /&gt;
&lt;br /&gt;
Also known as Chain Halberds, the Chainglaive is an evolution of the Chainaxe, giving it a longer blade and haft allowing for wide, sweeping strikes capable of rending power armour without much trouble. It&#039;s used extensively by Vanguard Marines and Chaos close-combat specialists. An ancient design by modern standards, it&#039;s by no means common, and sees use primarily with the traitor legions due to this (particularly with the [[Night Lords]], who had always favored its use).&lt;br /&gt;
&lt;br /&gt;
They are also used by Rough Riders as a secondary or even primary weapon due to the weapon&#039;s reach and strength. These weapons come in a startling variety based on the sundry Forge Worlds and eras in which they were manufactured, but all are extremely deadly.&lt;br /&gt;
&lt;br /&gt;
Forge World doesn&#039;t seem to know what they want these to look like. Most of them seem to be actual glaives, but there&#039;s at least some models with axe-like ones or [[What|giant chainswords]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Chain_Glaive_NL.JPG|[[Awesome|Sick-ass]] looking Chain Glaive from a Night Lords [[Praetor (Space Marine)|Praetor]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chain Hammer===&lt;br /&gt;
[[File:Chain_Hammer.PNG|200px|right|thumb|Chain Hammer]]&lt;br /&gt;
&lt;br /&gt;
Another rare and obscure Chainweapon.&lt;br /&gt;
&lt;br /&gt;
Chainaxe not insane enough for you? [[Black Crusade]] introduces the chain Hammer, a massive, normally two-handed weapon shaped into either a maul outfitted with multiple rows of spinning metal teeth on the club-like head, or four chainaxe heads fused into a shape of a maul which can both rip apart flesh and smash bone into pulp with the brutal impact of this insane weapon.&lt;br /&gt;
&lt;br /&gt;
Chain hammers are known to be used by orks and the pit brutes of Kurse in the Screaming Vortex. Powered versions capable of splitting Power Armour were also wielded by the Accusators of the Black Judges.&lt;br /&gt;
&lt;br /&gt;
It is as ridiculous as it sounds.&lt;br /&gt;
&lt;br /&gt;
===Chaos Dreadnought Chainfist===&lt;br /&gt;
[[FIle:Chaos_DredChainfist.jpg|200px|right|thumb|Chaos Dreadnought Chainfist]]&lt;br /&gt;
&lt;br /&gt;
A Chainaxe upscaled to a Dreadnought for all your Khornate needs.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Chainfist is similar to the one found on Imperial Castraferrum Pattern Dreadnoughts such as the Ironclad Dreadnought. The Chaos variant is covered in dark, runic symbols of the Dark Tongue and macabre ornamentation.&lt;br /&gt;
&lt;br /&gt;
These weapons are favoured by Chaos Space Marines who follow the [[Chaos God]] [[Khorne]]. [[World Eaters Berserker Dreadnought|Khornate Berzerker Dreadnoughts]] usually are armed with two Dreadnought Chainfists, one on each of its weapon arms. The weapon is outfitted with a hull-mounted twin-linked [[Astartes Boltgun|Bolter]], a [[Combi-Bolter]], a [[Heavy Flamer]], or in the case of captured or recently turned Dreadnoughts, a [[Storm Bolter]].&lt;br /&gt;
&lt;br /&gt;
The Chaos version can be differentiated by its more pronounced cutting teeth.&lt;br /&gt;
&lt;br /&gt;
The [[Contemptor Dreadnought]] also has its own variant. The weapon looks as if a standard Asatartes Chainsword has been used to replace one of the Power Fist&#039;s fingers, unlike the Dreadnought Chain Fist used by the Castraferrum Pattern Dreadnought, which takes up the entire weapon arm. Like most Contemptor Dreadnought Close Combat Weapons the Contemptor Chainfist is also armed with a [[Combi-Bolter]] slotted within its palm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Chaos_Contempt_Chainfist.jpg|Contemptor variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Dreadnought Pincer Claw===&lt;br /&gt;
[[File:Pincer_Claw_Dread.png|200px|right|thumb|Chaos Dreadnought Pincer Claw]]&lt;br /&gt;
&lt;br /&gt;
A very oldschool weapon that shows its age.&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Pincer Claw is a variant of the Dreadnought Chainfist, and consists of a pincer-like double Chain Weapon. These weapons are known to be found on Chaos Dreadnoughts that are dedicated to the Chaos God [[Slaanesh]], such as [[Emperor&#039;s Children Sonic Dreadnought|Sonic Dreadnoughts.]]&lt;br /&gt;
&lt;br /&gt;
The shape of the weapon indicates a heavy influence from Slaaneshi Daemon Weapons. Seeing how pincer weapons are as pronounced in Slaanesh as Chainaxes are the staple of Khorne, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
Thus, it could be assume that the Emperor&#039;s Children merely took inspiration to their new master and fashioned their Dreadnoughts with a weapon that makes them visually closer to the Daemons of Slaanesh. [[Grimdark|Of course, being a Dreadnought, they are incapable of feeling the emotions and pleasure whilst stuck perpetually inside a tank.]] [[Troll|So the Dreadnought ends up raging in despair...much to the amusement of Slaanesh he/her/itself.]]&lt;br /&gt;
&lt;br /&gt;
The Pincer Claw is designed to grab its prey and slowly mutilate its victims, however as an actual weapon for warfare, it is relatively poor. It is unable to effectively parry other like-minded weapons and its design makes it poor as both a cutting and bludgeoning weapon.&lt;br /&gt;
&lt;br /&gt;
No wonder why this thing has not seen the light of day.&lt;br /&gt;
&lt;br /&gt;
===Khornate Assault Claw===&lt;br /&gt;
[[File:Khornate_Assault_Claw.png|200px|right|thumb|Khornate Assault Claw]]&lt;br /&gt;
&lt;br /&gt;
In no way should it be confused with the [[Drop Pod#Kharybdis Assault Claw|Kharybdis Assault Claw.]]&lt;br /&gt;
&lt;br /&gt;
The Chaos Dreadnought Chainfist given a even more Khornate upgrade.&lt;br /&gt;
&lt;br /&gt;
The Khornate Assault Claw is a variant of the standard Contemptor Claw, and is used by [[Chaos Contemptor Dreadnought|Chaos Contemptor Pattern Dreadnoughts]] dedicated to the Chaos God of blood and war, Khorne. The Khornate Assault Claw replaces the standard Power Claw&#039;s fingers with miniature Chain Weapons, making it especially devastating against infantry.&lt;br /&gt;
&lt;br /&gt;
Like most Contemptor Dreadnought Close Combat Weapons the Contemptor Chain Fist is also armed with a Combi-Bolter slotted within its palm. The weapon could also be outfitted with a twin-linked Bolter during the Great Crusade and Horus Heresy-era, or in the case of recently captured or reequipped Dreadnoughts a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
The Khornate Assault Claw looks like a much more up-to-date and practical weapon than the Slaaneshi Dreadnought Pincer Claw.&lt;br /&gt;
&lt;br /&gt;
===Reaper Chaintalon===&lt;br /&gt;
[[File:Reaper_Chaintalon.JPG|200px|right|thumb|Reaper Chaintalon]]&lt;br /&gt;
The Reaper Chaintalon is a new weapon shown on March 24, 2022.&lt;br /&gt;
&lt;br /&gt;
These things are the primary weapon for the Chaos Knights. Specifically for the smaller [[Chaos Knight War Dog|War Dogs]] such as the [[War Dog Knight Karnivore]] or the [[War Dog Knight Stalker]], so they can use it for sweeping away lesser chaff.&lt;br /&gt;
&lt;br /&gt;
The Chaintalon is essentially the sibling of the Armiger&#039;s Reaper Chain-Cleaver, although in terms of its shape and performance, it is more accurate to call it as a miniature Reaper Chainsword. On the tabletop, it acts exactly the same as its loyalist counterpart. It has two modes of attack: Strike and Sweep. Strike is Sx2/AP-3/3D and Sweep S-/AP-2/1D but doubles the amount of hit rolls you can make with it.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Brass Scorpion Pincer Claw===&lt;br /&gt;
[[File:Pincer_Claws.JPG|200px|right|thumb|Brass Scorpion Pincer Claw]]&lt;br /&gt;
&lt;br /&gt;
The giant Pincer Claws found on the [[Brass Scorpion]].&lt;br /&gt;
&lt;br /&gt;
Each of these claws are fully capable of tearing armored vehicles into pieces and wiping out entire infantry squads in one fell sweep. The creature&#039;s claws are protected on their outer sides by large Warp-forged alloy shields.&lt;br /&gt;
&lt;br /&gt;
When the beast places its claws in front of itself, these shields are able to protect its entire body from harm. The Claws also feature three large in-built Chain Weapons, allowing them to cause even more damage during combat. There also exist variants of the Brass Scorpion outfitted with massive spinning blades instead of pincers.&lt;br /&gt;
&lt;br /&gt;
===Great Cleaver of Khorne===&lt;br /&gt;
[[File:Great_Cleaver_of_Khorne.JPG|200px|right|thumb|Great Cleaver of Khorne]]&lt;br /&gt;
&lt;br /&gt;
[[Daemon Weapon#Axe of Khorne|Axe of Khorne]] on acid or a Chain Axe that has overfed on growth hormones.&lt;br /&gt;
&lt;br /&gt;
A Great Cleaver of Khorne is a Daemon Weapon in the form of a massive warp-forged Chainaxe that is wielded by the [[Lord of Skulls]] and [[Kytan]] Daemon Engine. Like the Lord of Skulls that wields it, the Great Cleaver of Khorne is festooned with the remains of its victims, their skulls forever trapped within. The weapon is large enough that the Lord of Skulls can make use of it as easily as if it was a normal-sized melee weapon, and is capable of tearing apart tanks as if they were human heads. The Great Cleaver is fully capable of cutting off the legs of TITANS and taking out entire groups of heavy infantry. It is a weapon forged from murder and rage -- and it delivers the very same to its victims.&lt;br /&gt;
&lt;br /&gt;
When activated, the Great Cleaver will erupt/ripple with eldritch power, the teeth rotating so fast as to become a blurred edge.&lt;br /&gt;
&lt;br /&gt;
This is [[RIP AND TEAR]] INCARNATE!&lt;br /&gt;
&lt;br /&gt;
==Eldar Variants==&lt;br /&gt;
&lt;br /&gt;
===Scorpion Chainsword===&lt;br /&gt;
[[image:Eldar_Scorpion_Chainsword.png|right|200px|thumb|Scorpion Chainsword]]&lt;br /&gt;
An Eldar variant of the Chainsword fielded by the [[Striking Scorpions]]. It&#039;s like the Imperial Chainsword but incorporates advanced equipment that increases the wielder&#039;s strength and incorporates a sleeker, less bulky design.&lt;br /&gt;
&lt;br /&gt;
There&#039;s been fluff that suggests they are actually a lot more advanced than Imperial chainswords, consisting of a heavily serrated 41st millennium mono-molecular blade which doesn&#039;t whirl around most of the time. Rather, upon hitting an opponent, and the blade gets stuck in their body/armor, THAT&#039;s when it goes all chainsaw, ripping armor and people apart and ensuring that the blade doesn&#039;t ever get stuck in someone; it&#039;ll either go through them or at least rip whatever it&#039;s stuck in enough to be pulled out, while also being a lot quieter since the motor&#039;s not constantly humming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionSwordZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chainsabre===&lt;br /&gt;
[[File:Dragon&#039;s_Tooth_Chainsaber.jpg|200px|right|thumb|Chainsabre, &#039;&#039;Dragon&#039;s Tooth&#039;&#039;]]&lt;br /&gt;
One of the Scorpion Exarch&#039;s unique variation of the Scorpion Chainsword. Chainsabres are unique weaponry used by Striking Scorpion Exarchs. These Chainswords are paired with ancient gauntlets which incorporate twin-linked [[Shuriken Catapult|Shuriken Pistols.]] Exarchs who use these weapons train to wield two of them at once, allowing them to level an unrelenting storm of attacks upon their opponent.&lt;br /&gt;
&lt;br /&gt;
On the tabletop 8th edition, the Chainsabres are two one-handed chain weapons that can [[Fist_of_the_North_Star|land a truly staggering amount of blows on a target]]. In melee they function the exact same as the Scorpion Chainsword, though these will grant another melee attack and have the Shuriken Pistol profile for your ranged attacks. Considered the most versatile of the bunch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Striking_scorpions_exarchs_1_5.jpg|Chainsabre with Shuriken Pistol attatchment&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Biting Blade===&lt;br /&gt;
[[File:Biting_Blade.jpg|200px|right|thumb|Biting Blade]]&lt;br /&gt;
One of the Scorpion Exarch&#039;s unique variation of the Scorpion Chainsword. Essentially the Eldar copy of the Eviscerator. Biting Blades are large, two-handed, long-bladed Chainswords reminiscent of the massive Eviscerators used by zealots within the Imperium. However, where Imperial Eviscerators are heavy, noisy machines, Biting Blades are slender and quiet, but no less deadly for their relatively light weight. The advanced monomolecular-edged teeth of the blade tear through flesh as though it were parchment and equally shred bone and armor, easily cleaving a man-size target in two.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Biting Blade is a massive two-handed weapon whose effectiveness increases as a target is hit. Basically it is a two handed Chainsword that bumps up to S+2 (S5) AP-1 and 2 D compared to the run of the mill Scorpion Chainsword. The least expensive of the Exarch&#039;s selections, but it also costs him both his pistol and Scorpion Chainsword to use.&lt;br /&gt;
&lt;br /&gt;
==Ork Variants==&lt;br /&gt;
&lt;br /&gt;
===Chain Choppa===&lt;br /&gt;
[[image:Chainchoppa.jpg|200px|right|thumb|Chain Choppa]]&lt;br /&gt;
The Chain Choppa is the Ork version of the chainsword. The weapon is a handheld chainsaw (though it sometimes takes the form of a sword or axe) used for almost anything. Really, you name it. In a pinch it can stand in for anything ranging from a weapon to a household tool.&lt;br /&gt;
&lt;br /&gt;
Regular garden variety [[Ork_Boy|Ork Boyz]] rarely have these weapons, while richer Orks like the [[Warboss]] or a [[Nob]] might have it because it&#039;s killy and flash. Many are simply war trophies picked up from loyalist and traitor Space Marines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChainChoppaZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Big Chain Choppa===&lt;br /&gt;
[[File:OrkChainAxe.jpg|200px|right|thumb|Big Chain Choppa]]&lt;br /&gt;
The Chain Hammer of the Ork Horde.&lt;br /&gt;
&lt;br /&gt;
Sometimes simply called the Ork Chainaxe. It is basically a Big Choppa with a motor system attached to it. Like the smaller Chain Choppa, certain Orks prefer this over the average Big Choppa due to the amount or carnage it can spew out.&lt;br /&gt;
&lt;br /&gt;
The sheer size and relative complexity in making one means that only the biggest, strongest and wealthiest Orks could purchase one, like [[Nob]]s, [[Meganobz|Meganob]]s, [[Warboss|Warbosses]] and [[Warlordz|Warlords]]. Like most Ork weapons, there are no standardization for the Big Chain Choppa.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Crusha===&lt;br /&gt;
[[File:OrkCrusha.jpg|200px|right|thumb|Crusha]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the similarly named]] [[Miscellaneous Klose Kombat Weapons#Krusha|Krusha]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ork&#039;s Dreadnought Chainfist.&lt;br /&gt;
&lt;br /&gt;
An oversized set of mechanical Chain Klaws which may or may not be the unholy lovechild of a Dread Klaw and a Chain Choppa.&lt;br /&gt;
&lt;br /&gt;
The Crushas are basically the little brother of the Klaw of Gork/Mork and are meant to rip apart armored opponents with its pneumatic strength and powered piercing pincers. Whether they are actually Power Weapons is not known. What is known is that they feature a built-in Chain Weapon on the Klaws which can enable the Deff Dread to both capture and rip apart enemies at the same time.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the [[Killa Kan]]/[[Deff Dred]] Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]] Although at the very least, the Crusha could at least be hand waved to function like the Chainfist.&lt;br /&gt;
&lt;br /&gt;
===Mega-Choppa===&lt;br /&gt;
[[File:Mega-Choppa.PNG|200px|right|thumb|Mega-Choppa]]&lt;br /&gt;
The Orks saw the Imperium&#039;s Titan-sized Chainfists and proceeded to one-up them in both [[/d/|length, size and &#039;&#039;girth&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
A giant ECKSBAWKSHUEG Chainsword that are mounted only on biggest Ork walkers - from [[Stompa]]s to [[Gargant]]s and to see one in action is to witness a truly apocalyptic scene. These Mega-Choppas are designed to grind and rip apart enemy Titans with several swoops.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Mega-Choppa is a Stompa&#039;s go-to carving weapon. It comes with 2 attack profiles. The first one is &#039;&#039;&#039;Smash&#039;&#039;&#039; which double&#039;s a Stompa&#039;s strength. Has a -5 AP. Causes 6 wounds per hit. Double S is inconsequential as there is nothing with T10. 6 wounds guaranteed are nice if you need exactly that, but more attacks are usually better. So you might want to use it for -5AP mostly.&lt;br /&gt;
&lt;br /&gt;
The second attack profile is &#039;&#039;&#039;Slash&#039;&#039;&#039; which is only user-Strength, with a somehow lower AP than a Power Klaw (-2 as opposed to a klaw&#039;s -3), does D3 wounds per hit instead of the Smash&#039;s 6, BUT it lets you make 3 hit rolls for each Attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Notable Chainweapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Torchlight chainswords by LaithArkham.jpg|left|thumb|300px|The mêlée weaponry of the 41st millennium offer a variety of implements for violently lacerating the opposition]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm&#039;s Teeth&#039;&#039;&#039; - Take [[Berserk|Guts&#039;]] DragonSlayer, turn it into a Chainsword, and then make it Bigger so only a [[Primarch]] can use it. Thats Storm&#039;s Teeth. Used by [[Rogal Dorn]] himself, it was said to be Dorn&#039;s favored weapon and is what he used against &amp;lt;s&amp;gt;[[Alpharius]]&amp;lt;/s&amp;gt; some random Legionary. He also broke it when he found the Emperor barely alive after his duel with Horus, but that&#039;s fine since its remains would be used to create the sword used by the Black Templars High Marshal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wolf Blade&#039;&#039;&#039; - Not actually a space wolf weapon, it was another great bloody chainsword used by [[Lion El&#039;Jonson]]. It was an ancient relic weapon found in the halls of &amp;quot;The Order&amp;quot; on Caliban but it was too big for anyone other than the Lion to use ([[Just as Planned|begs the question why anyone would make a sword to big for a human but just right for a 10&#039; demi-god without any knowledge of the primarchs]]). He would swap between using this and the Lions Sword during the Crusade and Heresy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostfang&#039;&#039;&#039; - An ancient chainsword used by [[Ragnar Blackmane]]. The techniques used to make it were kept a secret by Fergus Forgrim to his deathbed so no one knows how it was made, because it&#039;s not like that could have been important or helpful later, right?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorefather and Gorechild&#039;&#039;&#039; - &amp;lt;s&amp;gt;THE BEST WEAPONS IN THE WHOLE OF 40K&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM}} {{BLAM|&#039;&#039;DOUBLE HERESY!&#039;&#039;}}Two chainaxes used by [[Angron]] during the [[Great Crusade]] and [[Horus Heresy]]. The teeth of these weapons came from a [[Awesome|MOTHERFUCKING MICA-DRAGON]], and are lubricated by [[Khorne|BLOOD]] (these weapons are so metal, they bring envy to the [[Iron Hands]] and [[Iron Warriors]]). Gorechild is currently being used by that [[Kharn|Swell guy]], and Gorefather &amp;lt;s&amp;gt;is nowhere to be seen, but it might show up again&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;was sadly destroyed on Armatura during the Horus Heresy&amp;lt;/s&amp;gt; is a relic you can give to [[your dudes]]!!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039; - Origin unknown, and with a tendency to show up in possession of many different chapters and disappear just as quickly, the Teeth of Terra is an ancient chainsword with obsidian teeth. It strikes hard and deep and allows the bearer to swing in huge, sweeping arcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Reaver&#039;&#039;&#039; - An Eviscerator wielded by [[Gabriel Seth]]. Because nothing says [[rip and tear]] like a fuckheug chainsword, and the Flesh Tearers are masters of that particular craft.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DornStorm&#039;sTeeth.png|&amp;lt;center&amp;gt;&#039;&#039;Storm&#039;s Teeth&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BlackmaneFrostfang.png|&amp;lt;center&amp;gt;&#039;&#039;Frostfang&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
AngronGoreFatherChild.png|&amp;lt;center&amp;gt;&#039;&#039;Gorefather &amp;amp; Gorechild&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
GoreChild.jpg|&amp;lt;center&amp;gt;&#039;&#039;Gorechild&#039;&#039; (Present)&amp;lt;/center&amp;gt;&lt;br /&gt;
GabrielSethBloodReaver.png|&amp;lt;center&amp;gt;&#039;&#039;Blood Reaver&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Video Links==&lt;br /&gt;
* [https://www.youtube.com/watch?v=5gj8pAN7Y7E DIY Chainsword, Blood Angel variant]&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Chaos]][[Category:Eldar]][[Category:Orks]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nova_Cannon&amp;diff=361582</id>
		<title>Nova Cannon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nova_Cannon&amp;diff=361582"/>
		<updated>2023-05-30T21:46:23Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NovaCannon.jpg|300px|right|thumb|BIG BADDA BOOM!]]&lt;br /&gt;
[[Image:Slave Gang Loading Nova Cannon Ammo.jpg|thumb|right|[[FAIL|Masses of slaves loading futuristic guns...Grimderp]]]]&lt;br /&gt;
The &#039;&#039;&#039;Nova Cannon&#039;&#039;&#039; is a weapon -- no, THE weapon in [[Battlefleet Gothic]], that fires 50 meter in diameter shells at near-light speed. It is noteworthy for the fact that it creates small blast templates. This may not sound all that impressive until you remember that in Battlefleet Gothic the &#039;&#039;&#039;centre&#039;&#039;&#039; of the base represents the size of a multi-km long spaceship. So on this scale, a nova cannon&#039;s blast is equivalent to multi-megaton to gigaton explosion. In one shot. Just think about that. That&#039;s the sort of Grade A fucking insane &amp;quot;[[Humanity Fuck Yeah]]&amp;quot; ridiculously violent scale we&#039;re dealing with in Battlefleet Gothic. This is why it is awesome. It allows something like this to exist.&lt;br /&gt;
&lt;br /&gt;
What this mad bastard actually is varies depending on who you ask. Is it a mass driver? A vortex missile? Every damn bit of explosive on a [[Forge World]] shoved into one massive crate and launched at the enemy? What about the &amp;quot;nova cannons&amp;quot; that are giant fuckoff laser cannons or fire beams of plasma comparable to a solar flare? Maybe &amp;quot;Nova Cannon&amp;quot; is just a term that people use to refer to big fuck-off guns. Nobody&#039;s entirely sure, but one thing is certain. If an enemy ship has a Nova Cannon you stay the hell away from that magnificent beast unless you wish to suffer sudden massive existence failure. I&#039;m not even joking. Just stay the fuck away.&lt;br /&gt;
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Shells included one that detonates into a massive short-lived miniature sun-cum-cannonball known for wiping out squadrons or escorts, or an implosion shell that creates a small blackhole briefly to drag enemy ships together to be blasted or maneuvered around or just plain crush them together into a ball of metallic waste.&lt;br /&gt;
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Alternatively you can just spread your fleet. Seriously. Nova-cannon equipped ships are only effective against clustered formations, and generally despite its awesome AOE, the Nova blast is not powerful enough to guarantee one-shotting anything caught in it, unless it&#039;s an escort, an interceptor wing or torpedo volley. Additionally they have a looong reload time, and it&#039;s even longer if the ship crew is not of the top quality. Hence why Imperial fleet admirals despise Dominator-class cruisers (armed with a Nova Cannon &amp;lt;s&amp;gt;and little else&amp;lt;/s&amp;gt; and a [[Macrocannon]] broadside which can cripple two ships in one volley) and always prefer more reliable ships unless fighting &#039;Nids and Orks, whose ships DO tend to form in tight formations.&lt;br /&gt;
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Although, spreading a fleet comes with its own problems in both fluff and tabletop. There are many reasons you would want your ships closer together at times, so a novacannon equipped ship can play a waiting game. If it does, attempting to go after it can be turned into a trap by your enemy to slaughter the attackers and force an opening to use the novacannon. It&#039;s very presence is, therefore, a strategic tool: The mere presence of one can force squadron and fleet commanders to disperse formations and anyone aboard anything smaller than battlecruisers or grand cruisers has to fight with the knowledge that they can be incinerated at any point, while anyone aboard a battlecruiser, grand cruiser or battleship (or analogously sized vessels) has to be weary of losing shields lest they get torched as well and anyone on bigger things have to worry about losing shields or portions of the vessel.&lt;br /&gt;
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GUESS WHAT IS BACK! With the videogame [[Battlefleet Gothic Armada]] we now have this monster in glorious Mechanicus-sanctioned third millennium graphic engine, get 3 Dominator cruisers and and a Mars battlecruiser to start inflicting havoc and ruin to heretics and xenos alike. It is however, as inaccurate as it says in Lore, and there is a good chance of missing with every single one of your four Nova Cannon shots, due to RNG if nothing else. So you have people who dislike it for that very reason.&lt;br /&gt;
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Returning again in the sequel to the above mentioned game, the Nova Cannon now comes strapped to the Apocalypse-class battleship, allowing you to spam lance broadsides between Nova shots.&lt;br /&gt;
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== History ==&lt;br /&gt;
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In the original version of the Battlefleet Gothic rules, the range on the Nova Cannon was prefaced with the letter &amp;quot;G&amp;quot; for &amp;quot;Guess&amp;quot; -- the firing player would guess the distance from the firing ship to the target, and then place the template that distance along the firing line (as determined by a tape measure). This system was also used for artillery in [[Warhammer 40,000]]. An eagle-eyed player could nail the target every time. In the transition from [[Warhammer 40,000 4th Edition|fourth]] to [[Warhammer 40,000 5th Edition|fifth edition]], artillery was changed from a guess-range system to a hit-or-scatter system, and so when Battlefleet Gothic was revised, the same change was made to Nova Cannon shots.&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Battlefleet Gothic]]&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384587</id>
		<title>Power weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384587"/>
		<updated>2023-05-30T21:41:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Cato Sicarius.jpg|300px|right|thumb|Before the age of [[Captain Titus|Titus]], this was the only time Ultramarines were even remotely cool.]]&lt;br /&gt;
&#039;&#039;&#039;Power weapons&#039;&#039;&#039; are a type of weapon in [[Warhammer 40,000]]. Power weapons look just like normal melee weapons , but what makes them actually useful is that they are sheathed with an energy field surrounding the blade. This energy field can in turn slice through even the toughest of armor. Some fluff writers call them disrupter fields or disruption weapons, which is at least a bit less generic sounding.&lt;br /&gt;
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For one reason or another, the glorious [[Daemon Weapon]]s of Chaos operate like power weapons (even if more recent rules reflect their peculiarity with added bonuses). Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as &#039;&#039;[[chainsword]]s&#039;&#039; in melee combat.&lt;br /&gt;
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8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.&lt;br /&gt;
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==Imperial Power Weapons==&lt;br /&gt;
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===Power Blade===&lt;br /&gt;
[[File:PowerBlade.jpg|200px|right|thumb|Power Blade]]&lt;br /&gt;
The little brother of the Power Knife and possibly the smallest known Power Weapon.&lt;br /&gt;
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Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. The [[Vindicare]] models are known to carry one, [[Derp|despite having no rules for it.]] Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.&lt;br /&gt;
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Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable. This is not to say that Astartes can&#039;t use these little things, the [[Blood Angels]] during the [[Great Crusade]] and [[Horus Heresy]] had a variant called the &#039;&#039;&#039;Equinox Power Blade&#039;&#039;&#039; used by the [[Dawnbreaker]]s.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Knife===&lt;br /&gt;
[[File:Misericordia.JPG|200px|right|thumb|Power Knife (Misericordia)]]&lt;br /&gt;
Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the [[Alpha Legion]]. They lack the strength and cutting power of a Power Sword, but do have Rending. More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.&lt;br /&gt;
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More recently, Power Knives are now also wielded by the Adeptus Custodes and House Van Saar. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt. These Knives are called the Misericordias, more can be read below.&lt;br /&gt;
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====Misericordia====&lt;br /&gt;
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The Misericordia (&amp;quot;blade of mercy&amp;quot;) is a weapon usually in the form of a long dagger or short sword carried by the [[Adeptus Custodes|Legio Custodes, and later Adeptus Custodes]], as a symbol of the Magisterium Lex Ultima which places them above all law except the direct authority of the Emperor of Mankind. Designed to deliver a single killing thrust, they may be used to carry out a death sentence or to euthanise a grievously wounded warrior. Therefore, it is more of a ceremonial weapon than it is a weapon of war.&lt;br /&gt;
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The Misericordias resembles a knife that are filigreed with gold and theldrite, their hilts molded to the owner&#039;s unique grip and their blades imbued with micromolecular dissonator spirits that allow them to slice through the thickest armor as though it is just sheet of paper.&lt;br /&gt;
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It is said that before the Unification Wars Misericordias were the weapon of Tyrants of old Terra, but after their fall transfered to symbol of arbiters of humanity, the Emperor&#039;s judgement itself. After the Horus Heresy Misericordias gain a new meaning - becoming the vengeance for Emperor&#039;s demise. [[Bullshit|Bullshitters]] states that every time a Misericordia pierced a traitor&#039;s heart, [[Derp|a minuscule measure of revenge is exacted on behalf of the Emperor himself.]] Custodians are wise enough not to believe such weaponized [[Derp]], although they do like to use them against Traitors symbolically at least.&lt;br /&gt;
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===Power Stake===&lt;br /&gt;
[[File:PowerStake.jpg|200px|right|thumb|Power Stake]]&lt;br /&gt;
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Yeah, you heard that right. [[Derp|There&#039;s a stake that&#039;s considered a power weapon.]] Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.&lt;br /&gt;
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On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.&lt;br /&gt;
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===Power Pick===&lt;br /&gt;
[[File:Power_Pick.jpg|200px|right|thumb|Power Pick]]&lt;br /&gt;
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A mining equipment that has been turned into a improvised weapon.&lt;br /&gt;
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The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles.&lt;br /&gt;
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Yes, you read that correctly. The rare and venerated power weapons are used as menial labor equipment. And they don&#039;t require a power cable, unlike the &amp;quot;new&amp;quot; power weapons given to unimportant people like Imperial Guard whoever. Don&#039;t you just love the Imperium?&lt;br /&gt;
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Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by [[Genestealer Cult|Genestealer Cults]]. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.&lt;br /&gt;
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On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don&#039;t get the bonus point of Strength and they&#039;re a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it&#039;s an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.&lt;br /&gt;
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However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Hammer===&lt;br /&gt;
[[File:Power_Hammer_2.PNG|200px|right|thumb|Power Hammer]]&lt;br /&gt;
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The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer Cult|Genestealer Cults.]]&lt;br /&gt;
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Yes, another mundane civilian menial tool that uses more advanced technology than the power swords Imperial officers might sometimes be allowed to use. And unlike those, it doesn&#039;t require a power cable. Just when you thought the poor Guardsmen couldn&#039;t get more cheated, and that&#039;s without remembering the powered exoskeletons used by Hive gangers...and menial laborers.&lt;br /&gt;
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[[Genestealer Aberrants|Aberrants]] use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.&lt;br /&gt;
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On tabletop, the Power Hammer is the Aberrants&#039; weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Power_Hammer_Genestealer.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Neural Whip===&lt;br /&gt;
[[File:Neural_Whip_Modern.JPG|200px|right|thumb|Neural Whip]]&lt;br /&gt;
[[/d/|The very kinky Neural Whip]] is a Power Weapon utilized by the [[Sisters of Battle]], particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.&lt;br /&gt;
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In 8th Edition, the Neural Whip got a modernized makeover and it actually looks like it could whip worth a damn.&lt;br /&gt;
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On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...[[/d/|coincidence?]])&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Neural_Whip_by_Mrmao.JPG|Neural Whip, &#039;&#039;courtesy of Mrmao.&#039;&#039;&lt;br /&gt;
Image:Sister_Repentia_Mistress_with_Neural_Whip.jpg|[[Rule 34|Whip me harder Mistress!]]&lt;br /&gt;
Image:Neural_Whip.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Electro-Flail===&lt;br /&gt;
[[File:ElectroFlail.jpg|250px|right|thumb|Electro-Flail]]&lt;br /&gt;
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The more confused cousin of the Neural Whip.&lt;br /&gt;
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[[Pretend|No, despite the name, they have very little in relation to an]] [[Arc Weaponry|Arc Weapon]]. Why GW like to keep on using names that are &amp;lt;u&amp;gt;CLEARLY&amp;lt;/u&amp;gt; [[FAIL|inaccurate of the weapon&#039;s nature is unknown.]] These flails have short reach, but as they strike in devastating masses of hits they can be extremely effective at incapacitating a foe.&lt;br /&gt;
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Anyways, instead of being a true Arc Weapon, Electro-Flails are a type of Power Weapon consisting of a whip-like weapon with multiple lashes charged with electrical energy. So yeah, [[Lolwut|they are power weapons that use their energy field to produce electricity]]....[[Derp|&#039;&#039;what?&#039;&#039;]] [[Herp|Yeah its kind of weird;]] instead of using the power of lightning itself, it uses some other indirect source to produce the same effect. Guess we have another [[Lightning Gun|Lightning Gun]] in our hands here. Although, if the whip used the power field instead of derping electricity, it&#039;d be pretty incredibly OP. Just twirl it once and a tank could fall apart.&lt;br /&gt;
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Electro-Flails can be wielded by a normal human, but it is most found on the [[Arco-flagellant|Arco-Flagellants]].&lt;br /&gt;
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===Null Rod===&lt;br /&gt;
[[File:Nullrod.jpg|250px|right|thumb|Null Rod]]&lt;br /&gt;
The complete opposite of a [[Force Weapons#Force Rod|Force Rod.]]&lt;br /&gt;
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A Null Rod is a type of Power weapon used by members of the Ordo Malleus&#039;s Daemonhunters. These obsidian rods constantly crackle with [[Blank|anti-psychic power]] which nullifies the powers of the Warp. However, this device also prevents the wielders themselves from making use of any psychic power.&lt;br /&gt;
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In 8th Edition, Null Rods could only be wielded by the Chainsword-armed Canoness only for the Bolter Bitches and by the Inquisition. For the Sisters of Battle, the Canoness can&#039;t be affected by psychic powers, with a -1 to psychic tests while the Psyker&#039;s within 18&amp;quot; of a rod. For the Inquisition, the Null Rod is a SU AP-2, D1, D1d3 against psykers, and the cost the same as a Power Sword. Hard pass - reliably worse than a Power Sword, which you should also be avoiding.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Canoness Null Rod.png|The Canoness one.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Crozius Arcanum===&lt;br /&gt;
[[image:Stormrod.jpg|200px|right|thumb|Crozius Arcanum]]&lt;br /&gt;
The signature weapon of [[Chaplain]]s, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith&#039;s hammer or a dragon&#039;s head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.&lt;br /&gt;
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Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply [[Derp|turned the Arcanum into a slicing weapon.]] [[Lulz|Enjoy envisioning a giant club bisecting people in two.]] Sometimes (through the power of [[Matt ward|shitty writing]]) it gains the ability to [[Ultramarines:_The_Movie|project a weak stasis field]] as if it&#039;s some sort of [[heresy|stasis flamer]].&lt;br /&gt;
In the words of an aggressively British loremaster the Crozius Arcanum is &#039;It&#039;s a very fancy beating stick, but it&#039;s still just a beating stick.&#039; A case could be made that the Arcanum was used as a conduit or focus of the Emperor&#039;s power to burn away heretic&#039;s since it was carried by a Chaplain but these were Ultramarines. Nowhere near pious enough for such miracles like the Black Templars, much less the Sister of Battle.&lt;br /&gt;
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A &#039;&#039;&#039;Shock Mace&#039;&#039;&#039; is an older-model power weapon favored by the [[Chaos|traitor legions]]. It is functionally a Crozius Arcanum, but without the status symbol.&lt;br /&gt;
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For the more cooler and [[Mary Sue|one-of-a-kind]] cousin, you can read up on the [[Crozius Arkanos|Crozius Arkanos page]].&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Sword===&lt;br /&gt;
[[image:PowerSword6.jpg|200px|right|thumb|Power Sword]]&lt;br /&gt;
In a nutshell, the power sword is an example of power weapon technology applied to a sword. It&#039;s easily the most common power weapon (the [[Warhammer 40,000: Space Marine|Space Marine video game]] &amp;lt;s&amp;gt; only said otherwise so as not to make players feel cheated by the DLC they just bought &amp;lt;/s&amp;gt; not anymore since the 10th Anniversity Edition came on 9/23/21, the DLC is free for all users, rendering the earlier point moot), and is used not only by the [[Space Marines]], but by the [[Commissar|Commissariat]], [[Daemonhunters|Inquisition]], [[Sisters of Battle]], and [[Imperial Guard]], who, likewise, often issue it to Sergeants and Officers. Can be made from literally any type of sword out there, Longsword, Shortsword, Katana, Cutlass, etc. You get the idea. The fluff even shows examples of insanely rare models of power sword that are entirely composed of the energy field projected out of a hilt, lightsaber style. In a twist, they&#039;re actually not viewed very highly as they drain power much quicker, the lack of balance makes fighting risky for the user and unlike a regular power sword, has no utility at all without the field on.&lt;br /&gt;
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The [[God-Emperor of Mankind|Emperor of Mankind]] and most of the [[Primarchs]] who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as [[Mephiston]], resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+. As of 9th Edition, they now give +1 strength as well.&lt;br /&gt;
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====Heavenfall Blade====&lt;br /&gt;
[[File:Heavenfall_Blade.JPG|200px|right|thumb|A Heavenfall Blade, this one is in particular is [[Azrael]]&#039;s Sword of Secrets]]&lt;br /&gt;
As you can see from the page, the Dark Angels really like power weapons and swords in particular. Unlike their other unique swords, Heavenfall Blades don&#039;t originate from the Terrain Unification Wars or their homeworld of Caliban. Instead they are created from a meteor that struck [[The Rock]]. With the exception of Osmium, Ruthenium, and Rhodium, meteors, comets and asteroids contain elements that are easily attained on Earth and other rocky planets. Since these elements tend to sink into a planet&#039;s core during formation. Therefore, we can guess Heavenfall Blades are probably made out of those instead.&lt;br /&gt;
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The First most likely found more of these space objects. As every officer of the Inner Circle seems to have a Heavenfall Blade as their badge of office across dozens to nearly one hundred chapters. So there must be between hundreds to thousands of these things in use. Unlike the power swords of other chapters, Heavenfall Blades don&#039;t really stand out that much either.&lt;br /&gt;
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On the tabletop [[Azrael]], [[Belial]] and [[Sammael]] have their own versions with different states. While Belial can swap his for Lightning Claws or a Thunder Hammer. The Relic that can be given to characters has S+2 AP-4 D2 and an extra attack like a Chainsword. So its best given to Masters (aka DA captains) or the Ravenwing Talonmaster. It can replace a Power Sword, master crafted Power Sword, Relic Blade, or Executioner&#039;s relic blade.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Relic Blade===&lt;br /&gt;
[[File:Relicblade.jpg|200px|right|thumb|Relic Blade]]&lt;br /&gt;
A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by a power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.&lt;br /&gt;
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A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can&#039;t benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade &#039;&#039;&#039;and&#039;&#039;&#039; a storm shield). For some reason this also applies to [[derp|officers in Terminator armor.]] Despite the fluff stating that they can use weapons that other Astartes can&#039;t.&lt;br /&gt;
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Don&#039;t bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn&#039;t have a Storm Shield.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RelicBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Glaive Encarmine===&lt;br /&gt;
[[File:GlaiveEncarmine.jpg|200px|right|thumb|Glaive Encarmine]]&lt;br /&gt;
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The Glaive Encarmine is a two handed master-crafted power weapon that the [[Blood Angels]] [[Sanguinary Guard]] use to accompany their Angelus Bolters. They do not have the luxury of choosing the weapons they will enter into battle with, as the weapons they wield are traditional to their rank, and have been for the last ten thousand years.&lt;br /&gt;
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The Blood Angels [[Sanguinor]] is also equipped with a Glaive Encarmine, but considering that the original Sanguinor was a member of the Sanguinary Guard called Aratron, before Askaellon entombed his face in his armour, this is not surprising.&lt;br /&gt;
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Crafted long ago using forgotten methods and techniques, few weapons in the Blood Angels armories approach the elegance and mastery of manufacture embodied in the Glaive Encarmine. In battle, a skilled Battle-Brother can wield such a weapon as easily as he might a combat knife.&lt;br /&gt;
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===Black Sword===&lt;br /&gt;
[[File:Black_Sword.JPG|200px|right|thumb|Black Sword]]&lt;br /&gt;
The Black Sword is an absolutely [[AWESOME|fuck awesome onyx-black power sword]] used by everyone&#039;s favorite canon [[Black Templars|Angry Marines.]] These massive, two-handed power swords are wielded by the [[Emperor&#039;s Champion]] and is often seen as a gift and an honour to be bestowed to wield one of these.&lt;br /&gt;
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Blessed by the chapter Chaplains and paired with the Armour of Faith, the first of these weapons was given to [[Sigismund]] during the battle for the Imperial Palace, who then almost immediately used it to kill [[Kharn|a pretty swell guy]]. What is unique to the Black Sword other than the fact it can skullfuck xenos and heretics is that it can also considerably increase the strength of the Black Templar who wields it. How this is done, we have no idea.&lt;br /&gt;
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===Executioner Blade===&lt;br /&gt;
[[File:Executioner_Blade.jpg|200px|right|thumb|Executioner Blade]]&lt;br /&gt;
A weapon that is [[Choppa|choppy]] enough to make an [[Ork]] [[Slaanesh|orgasm.]]&lt;br /&gt;
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The Executioner Blade is a large and badass relic sword wielded primarily by the [[Primaris Space Marines|Primaris]] [[Judiciar]] as a means to give a free [[RIP AND TEAR|&#039;crew cut&#039;]] to anyone caught disturbing the [[Chapter Master]]&#039;s nap time.&lt;br /&gt;
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These giant power swords are unique in design, due to having a flat-ended tip rather than the more conventional point of most swords. This makes the sword poor at piercing through armor, but excellent at chopping shit up like a giant machete. Seeing as how the whole point of the Executioner Blade is to lob off heads, it does its job quite well.&lt;br /&gt;
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===Sentinel Blade===&lt;br /&gt;
[[File:Sentinel_Blade.png|200px|right|thumb|Sentinel Blade]]&lt;br /&gt;
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A super special power weapon for those [[Adeptus Custodes|Special golden boys.]]&lt;br /&gt;
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Sentinel Blades are power swords with weirdly broad but kinda stubby blades (though so massive they&#039;re still long), that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a [[Basic Close Combat Weapons#Calvary Sabre|cavalry sabre.]]&lt;br /&gt;
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As its name implied, [[Sentinel Guard|Sentinel Guards]] are the primary users of these weapons.&lt;br /&gt;
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On tabletop it is a Strength User weapon, AP-3, D3 damage; not as killy as the Spear, but your only option if you take a Storm Shield. A good option if you want to outfit a unit to hunt T4 units, since they will wound just as well as the spear but also get 2 pistol shots each in melee.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Power Axe===&lt;br /&gt;
[[image:MCPowerAxe.jpg|200px|right|thumb|Power Axe]]&lt;br /&gt;
Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the [[Space Wolves]], [[Chaos Lord]]s and [[Techpriest|Techpriests]] of the [[Adeptus Mechanicus]]. The Raven Guard occaisonally made use of power tomahawks, a marginally lighter variant that could be thrown.&lt;br /&gt;
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On the tabletop, Power Axes are AP2, +1S and Unwieldy, making your unit strike at I1. This is probably going to be your only way to cheaply kill Terminators in assault, if they haven&#039;t overwatched your guys to death or happen to be using Thunder Hammers and Storm Shields.&lt;br /&gt;
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In 8th Edition, they&#039;re the opposite to Power Mauls by being +1S, AP-2 (making MEQ armour saves from 3+ to 5+ and TEQs 2+ to 4+) and, most important, they&#039;re no longer unwieldy! Pretty cheap too, being 1 more point than Power Swords and Mauls! 9th Edition further buffed them by making them +2S in addition to the AP -2.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PowerAxe4.jpg&lt;br /&gt;
Image:DanteAxe.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Frost Axe===&lt;br /&gt;
[[File:FrostAxe.PNG|200px|right|thumb|Frost Axe]]&lt;br /&gt;
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A very special Power Axe unlike any other. A Frost Axe is a master-crafted melee weapon, used exclusively by the warriors of the Space Wolves Chapter of Space Marines, and is similar in many ways to more common Power Weapons of similar design ([[Wat|doesn&#039;t stop Lexicanum for putting it in the]] [[Chainsword|Chain weapon category]]....[[Derp|for some reason]]).&lt;br /&gt;
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Each Frost Axe is considered among some of the most prized weapons of the Chapter, and each is crafted by a master [[Iron Priest]]. The cutting edge of Frost Axes are often made from energised diamond, giving them the appearance of blades forged from purest ice. Other times, for those with the courage and skill to slay a mighty miles-long Kraken from the vast oceans depths of Fenris, the edge may be instead studded with the beast&#039;s diamond-hard teeth. No idea what happens to the rest. Regardless of what the details of their design, all Frost Axes are power weapons of consummate lethality.&lt;br /&gt;
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[[Pretend|Now if only they could freeze enemies like its name implies]]....&lt;br /&gt;
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===Omnissian Axe===&lt;br /&gt;
[[File:Omnissiah_Axe.png|200px|right|thumb|Omnisian Axe]]&lt;br /&gt;
A holy icon of the Cult Mechanicus, the Omnissian Axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests by their superiors.&lt;br /&gt;
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Saw, or perhaps cog-ed, toothed and marked with sacred equations they are forged with the finest materials and use secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnissian glaive is a most blessed figure, a furious incarnation of the Machine God&#039;s power in war.&lt;br /&gt;
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On tabletop, the Omnissian Axe is like a Force Axe but with a flat D2 instead of D1d3, for Domini and Enginseers.&lt;br /&gt;
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===Power Maul===&lt;br /&gt;
[[image:PowerMaul6.jpg|200px|right|thumb|Power Maul]]&lt;br /&gt;
Power Mauls are whatever form of bashin&#039; stick or stave a Space Marine, human or xenos supreme race&#039;s can get their hands on and turn into a relatively hi-tech weapon. If you can conceivably clobber someone over the head with it, it doesn&#039;t look heavy enough to be a Thunder Hammer, and it has room to tape a disruption field generator on somewhere along the haft, it&#039;s probably a Power Maul.&lt;br /&gt;
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Crunch-wise, Power Mauls are AP4, +2 Str and Concussive. This means they bounce off MEQs (but wound on a 2+, at least), and when wielded by aforementioned MEQs turn any variety of Spess Pansy or Humie not wearing power armor into meat slurry, multiple wounds be damned. Great for challenges against the aforementioned T3 squishies.&lt;br /&gt;
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This edition still keeps their 2+ Str but their AP-1 (opposite stats to the Power Axe), making em able to wound most things (Read: Toughness 4 models) on a 3+ and reducing their armour saves (so MEQ have their armour saves on a 4+). Ideal for tackling squishy models! 9th Edition reworked Power Mauls to give the most strength of any power weapon short of a Power Fist or Thunder Hammer with +3S, at the cost of their armor penetration with only -1 AP.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Hallowed Mace===&lt;br /&gt;
[[File:Hallowed_Mace.JPG|200px|right|thumb|Hallowed Mace]]&lt;br /&gt;
The Hallowed Mace are a type of Power Mauls, that are wielded by the [[Adepta Sororitas]]&#039; [[Celestians#Celestian Sacresant|Celestian Sacresants.]]&lt;br /&gt;
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It is considered the standard-issue close-combat weapon of these bolter bitches. They are essentially normal Power Mauls with a Sororitas-flavored tinge and works well in conjunction with their Sacresant Shields.&lt;br /&gt;
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Crunchwise, it is your typical power maul with a S+2, AP-1 and D2 statline. Rather, it is a weapon meant to complement the shields as Celestian Sacresants are used as a slow-moving line-breaker to bonk the heads of anyone dumb enough to charge a shield wall that is not super-heavy in category.&lt;br /&gt;
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===Mace of the Righteous===&lt;br /&gt;
[[File:Mace_of_the_Righteous.JPG|200px|right|thumb|Mace of the Righteous]]&lt;br /&gt;
The Mace of the Righteous is the standard equipment and weapon wielded by the [[Dogmata]].&lt;br /&gt;
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This Power Mace is most often seen as the mark of office and just as much as a weapon as it is quite capable of bowling over man and monster alike.&lt;br /&gt;
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Tabletop wise, it is a standard power mace slightly stronger than the Hallowed Mace at S+2, AP-2 and D2. As aforementioned, it is more like a symbol of office than an actual weapon of war, even if it still does its job well. A [[Dogmata]] is a support unit after all.&lt;br /&gt;
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It should &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; be confused with the &#039;&#039;other&#039;&#039; [[Basic Close Combat Weapons#Incensed Mace of the Righteous|Mace of the Righteous]] used by the [[Novitiate Squad|Novitiate Preceptor]] which is a &#039;&#039;completely different close combat weapon.&#039;&#039; [[EPIC FAIL|Yes we know, it is more of GW&#039;s incompetence.]]&lt;br /&gt;
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===Mace of Absolution===&lt;br /&gt;
[[File:Mace_of_Absolution.JPG|200px|right|thumb|Mace of Absolution]]&lt;br /&gt;
The Maces of Absolution are specialized weapons used by the [[Deathwing Knights|Deathwing Knights of the Unforgiven.]] Glowing with power, these ominous weapons have their power amplified in the presence of the most accursed of heretics.&lt;br /&gt;
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A Mace of Absolution is similar in function to a Power Maul, but possesses the ability to be used in a &amp;quot;smite mode,&amp;quot; where the power field of the weapon is greatly strengthened and augmented to the point that the weapon will [[Wat|cleave apart even the most heavily armoured vehicles and enemies with ease, this is ignoring the fact that maces are meant to bludgeon enemies to death, not turn them into chop-suey.]]&lt;br /&gt;
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On tabletop, these are some scary weapons when considering an average Deathwing team hosts these as standard-issue; striking at S8 AP-2 and doing [[FATAL|THREE damage each,]] with no drawbacks to accuracy, basically rendering Thunder Hammers pointless.&lt;br /&gt;
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===Executioner&#039;s Greatblade===&lt;br /&gt;
[[File:Raptor_Blade.PNG|200px|right|thumb|Executioner&#039;s Greatblade (Raptor Blade)]]&lt;br /&gt;
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Think the Relic Blade on growth pills (and then factor in how big a Relic Blade is in the first place).&lt;br /&gt;
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Executioner Greatblades (or simply Execution Blades) were two-handed Power Swords that are ECKS BAWKS HUEG, that were used by the [[Sisters of Silence]] and were wonders of the swordsmith&#039;s art. Each Greatblade was perfectly weighted for the martial style of its wielder and once the Sisters were schooled in their use, they could strike with the speed of a duellist combined with the killing might of a veteran executioner.&lt;br /&gt;
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The blades were edged with diamond-hard silica glass, enabling a skilled strike to pierce the finest armour. It is by far one of the largest types of Power Sword within the Imperium, big enough that it needs to be two-handed to be effective.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Executioner_Greatblade.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Paragon Blade===&lt;br /&gt;
[[File:Paragon_Blade.JPG|200px|right|thumb|Paragon Blade]]&lt;br /&gt;
The Relic Blades of the [[Great Crusade]] and the [[Horus Heresy]].&lt;br /&gt;
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Paragon Blades (Not to be confused with the Paragon weapons wielded by the [[Paragon Warsuit|Nuns on Stilts]]) are ancient weapons forged during the [[Dark Age of Technology]]. Now, what makes them different from say...a conventional power sword, we have no idea. Possibly better materials and improved cutting generators for the molecular power fields. These blades were few in number even in the early days of the [[Horus Heresy]] and took a number of forms. Nevertheless, despite their rarity in the fluff, it seems they were common enough in the crunch to be &#039;&#039;[[Wat|standard-issue]]&#039;&#039; for any and all [[Praetor (Space Marine)|Praetors]], even god damned [[Human|normies]] from the [[Solar Auxilia Tactical Command Squad]] [[Derp|get to wield one.]] [[Fail|&#039;Rare&#039; my ass.]]&lt;br /&gt;
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The most common are two-handed Power Weapons of extraordinary balance and durability like that of a greatsword. Although a few did resemble [[Chain Weapon]]s, albeit in the [[Chainfist]] combo-format, whilst others resemble a night-black sickle-sword.&lt;br /&gt;
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They were considered prized possessions by the Space Marine warriors who wielded them.&lt;br /&gt;
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Since Paragon Blades are nothing more than master-crafted power swords, the weapon is actually very interchangeable, as any unique-looking power swords can [[Count as|count as]] a Paragon Blade.&lt;br /&gt;
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===Terranic Greatsword===&lt;br /&gt;
[[File:Terranic_Greatsword.JPG|200px|right|thumb|Terranic Greatsword]]&lt;br /&gt;
The Terranic Greatswords were a type of ECKS BAWKS HUEG power swords, used by the Dark Angels Legion.&lt;br /&gt;
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They were specifically wielded by the the [[Deathwing Companions|Deathwing Companions]] and [[Knights Cenobium]]; each one of them are prolific in its usage. Judging by its scale, these swords would be around 8-9ft long. Greatsword indeed.&lt;br /&gt;
Judging by its name, it may or may not be constructed from [[Terra|Holy Terra itself]]. From what the name implies, it seems to have been in their armory sense the days of Unification Wars.&lt;br /&gt;
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These things are absolute [[Rape|rapemachines]] on the [[Horus Heresy]] tabletop, combined with the Companions&#039; high base attack and you are carving up &#039;&#039;Terminators&#039;&#039; like Guardsmen. It is also available to Inner Circle Cenobites as their standard Power Weapon (besides Thunder Hammers), while [[Praetor (Space Marine)|Praetors]], [[Centurion Squad|Centurion]]s, and [[Consul]]s with Power Fists can exchange them at no cost.&lt;br /&gt;
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===Vaultsword===&lt;br /&gt;
[[File:Vaultsword.jpg|200px|right|thumb|Vaultsword]]&lt;br /&gt;
Think of this thing as the Sentinel Blade&#039;s bigger cousin.&lt;br /&gt;
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The Vaultsword are a type of power sword that is used by the [[Adeptus Custodes]], more specifically, the [[Blade Champion]]s who are renown for their multiple fighting styles that can be used with them, such as the Hurricanis for example.&lt;br /&gt;
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These giant, two-handed powerswords are used to [[Anal circumference|pulverize the asscheeks]] of any enemy commander or leader before having a [[Ferrus Manus|good ol&#039; head-chopping.]] Fortunately for the enemy commander, the way a Blade Champion goes around is literally [[Wat|publically taunting the leader in a duel]]...which is fucking [[Stupid|stupid]] in the context of war, so the chances of any enemy commander with an IQ higher than a potato wanting to get a Viking crewcut is quite low. Now [[Chaos]] [[EPIC FAIL|on the other hand]]...&lt;br /&gt;
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On the tabletop, the Vaultsword allows the Blade Champion to have a unique attack set, as he can use in one of three different styles tailor-made to kill whomever he faces as listed below:&lt;br /&gt;
*&#039;&#039;&#039;Behemor&#039;&#039;&#039;: S+2(7) AP-4 D2, auto-wounds monsters and vehicles on 4+ to hit.&lt;br /&gt;
*&#039;&#039;&#039;Hurricanis&#039;&#039;&#039;: Ax2 SU(5) AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Victus&#039;&#039;&#039;: S+1(6) AP-4 D3, re-rolls wounds against characters.&lt;br /&gt;
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===Power Scythes===&lt;br /&gt;
[[image:Power_Scythe.jpg|200px|right|thumb|Power Scythe]]&lt;br /&gt;
A form of Power Weapon shaped like a scythe. Power Scythes were generally unwieldy and never caught on with the Imperial military outside the Legiones Astartes, and even then they were only popular with the [[Death Guard]], who used a massive type of Power Scythe known as &#039;&#039;[[Daemon Weapon#Manreaper|Manreapers]]&#039;&#039;. Even in that particular case, they were only used by their [[Primarch]] [[Mortarion]], some officers (like First Captain [[Typhus|Calas Typhon]]), and the [[Deathshroud|Deathshroud Terminators.]]&lt;br /&gt;
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Crunch wise they&#039;re power axes with reaping blow instead of unwieldy, giving the wielder +1 attack provided there is an enemy in base contact at the cost -1 I. As such, they&#039;re nice since they hit before other AP2 weapons. Because of its association with the Death Guard, it should surprise no one that the [[Departmento Munitorum]] cancelled all orders for Power Scythes in M34 due to their complete lack of popularity, although [[Scythes of the Emperor|some chapters still managed to get them.]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DeathshroudScythe.png|Deathshroud holding his infamous weapon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Power Fist===&lt;br /&gt;
[[File:Powerfist_Side.jpg|200px|right|thumb|Power Fist]]&lt;br /&gt;
Also known as big-metal-death-fists-of-doom, and one of the [[Chainsword|most]] [[Bolter|iconic]] weapons of 40k, &#039;&#039;&#039;Power Fists&#039;&#039;&#039; are massive gauntlets which are encased within an energy field that breaks down molecular bonds when activated. They are intended to be worn with [[Terminator]] armour, but frequently you find people wearing Power Armour, or even &#039;&#039;&#039;NOT&#039;&#039;&#039; wearing Power &#039;&#039;Anything&#039;&#039;, wielding Power Fists. The Emperor of Mankind had a power fist on his left hand, which he used to famously put [[Leman Russ]] in his place. Russ later said that the subsequent headache was from the drinking contest they had.&lt;br /&gt;
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They are commonly used as an anti-armor weapon. Yes, you heard correctly. Brave bastards (even unarmored, normal humans) will [[Fist of the North Star|punch tanks until they explode]]. [[Awesome|That&#039;s how fucking badass this universe is]].&lt;br /&gt;
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[[Ork]]s, in their looting tendencies, have taken to mimicking Power Fists as &#039;&#039;&#039;Power Klaws&#039;&#039;&#039;, which are like Power Fists except that they usually have 2-4 digits, and have massive grabbing blade-claws instead of articulated fingers. [[Commissar Yarrick]] famously killed an Ork and used his Power Klaw to replace his severed forearm. Why the [[Commissar|Commissariat]] has not censured him for using xenos weapons is not entirely clear , but they probably let it slide because he&#039;s such a badass ({{BLAM|That, and the battle-trophy claimed from the foul Xenos has been reconsecrated by servants of the Omnissiah prior to being turned in a prothestic}}). Still, one must wonder how [[Sly Marbo|he goes to sleep, takes a shower, or masturbates with that thing on.]] (Hint: it&#039;s detachable at the shoulder.)&lt;br /&gt;
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Some variants of Power Fist are called &#039;&#039;&#039;Power Claws&#039;&#039;&#039;, which are basically Power Fists with the digits ending in razor-sharp claws. You more frequently see them among [[Chaos Space Marines]], but occasionally the [[Raven Guard]] or [[Space Wolves]] use them. The infamous Talon of Horus, used by [[Horus|Horus Lupercal]] to kill [[Sanguinius]] and critically injure the Emperor, and later looted by [[Abaddon|Ezekyle Abaddon]], is a Power Claw with an infamous history. Most of these, however, would technically be considered a form of Lightning Claws (see below).&lt;br /&gt;
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On the tabletop, Power Fists/Klaws double the user&#039;s strength, but makes him strike at I1. A popular tactic was to use it to instagib enemy ICs in assault by hiding the Fister behind other expendable troops, allocating wounds onto them instead. However, with 6th edition, this tactic is mostly rendered moot as now ICs and characters can issue challenges, so the Power Fister will most likely fall in battle should the opponent strike and kill him first or see that both get killed off. New wound allocation rules also make the Fister more likely to have a wound allocated to him, but that is slightly mitigated by the Look Out Sir! rule. [[Dreadnought|Dreadnoughts]] have no such penalty to initiative or benefit of LOS! as they are walking death machines crewed by a crippled vet, yet are strangely not characters.&lt;br /&gt;
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In 7th Edition, challenges can only be issued to models in combat (in attacking distance), and both sides get 3&amp;quot; pile in at their initiative step. Thusly, if you plan carefully you can have the powerfister 6&amp;quot; away from the combat, have the enemy close in and unable to challenge, and then pile in onto combat at initiative step 1.&lt;br /&gt;
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In 8th Edition, much like the Power Axe, they&#039;ve lost the Unwieldy rule and still get their Str x 2 bonus; however, they&#039;re now AP-3 and D3, they also now subtract hits by -1 (so on a Space Marine Sgt, they hit on 4+).&lt;br /&gt;
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In 9th Edition, Power Fists largely work the same, although they&#039;re now 2 damage flat.&lt;br /&gt;
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There has been some speculation on how successful it would be to incorporate Power Fists into truly epic highfives and brofists, but the AdMech has made it perfectly clear that to do so would be [[Heresy|tech-heresy.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CommissarPowerFist.png|Power Fist, as worn by a [[Commissar]]. Note the bulky battery and the frame encapsulating his whole arm.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====Chainfist====&lt;br /&gt;
For information on the combi-weapon version of the Power Fist, see [[Chainsword#Chainfist|Chainfist]].&lt;br /&gt;
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====Power Fist Subweapons====&lt;br /&gt;
Around the end of the 41st Millennium. The Space Marines started to realize that there is enough space on their Power Fists to put a secondary weapon. Other than a Chainsword or modifying it into a clawed gauntlet. Nassir Amit had the same idea centuries earlier. Who mounted [[Storm Bolter]]s on his Chainfists. The more cynical could say that Games Workshop&#039;s Codex creators were stealing ideas from their own Black Library writers. Though at the pace GW works, [[rage|gaming groups have to house rule them until official versions are released.]] You&#039;d think they&#039;d be one step ahead after shuttering their publishing deal with FFG. Another famous example are the Gauntlets of Ultramar used by [[Marneus Calgar]], which are themselves similar to [[Roboute Guilliman]]&#039;s Hand of Dominion. They tend to be depicted as Master Crafted Storm Bolter Power Fists.&lt;br /&gt;
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The most common variant is the Power Fist with Auxiliary [[Meltagun]]. Allowing Deathwatch Terminators to destroy vehicles and hulk-smash the survivors. Nor does it require them to exchange their other ranged weapons for a Meltagun. A typical load out is a Deathwatch Termi with either an [[Assault Cannon]], [[Cyclone Missile Launcher]]/[[Storm Bolter]] combo or [[Combi-Bolter]] paired with a [[Meltagun]]. It makes more sense than attaching a Storm Bolter to it. As Boltguns require a machinegun chainlink to feed Bolts into the weapon. No real need for a Thunder Hammer or Lightning Claws when you can Overwatch them to death than sucker punch the survivors.&lt;br /&gt;
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The second variant is a Space Marine Terminator Captain with a wrist-mounted [[Grenade Launcher]]. Because they want to turn half the enemy squad into paste before charging in. It&#039;s best paired with a ranged relic weapon or a [[Combi-Plasma|Combi-Plasma Bolter]] for maximum [[dakka]].&lt;br /&gt;
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Primaris Marines in Gravis Armour get in on the fun with their own versions. Courtesy of [[Cawl]]. The [[Boltstorm Gauntlet]] coming in semi and full auto flavors. The latter appropriately called Auto Boltstorm Gauntlets. Though only Aggressors get access to the automatic versions. There are also the Flamestorm Gauntlets. Because these guys really hate hordes and over sized bastards with multiple wounds.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Lightning Claw===&lt;br /&gt;
[[File:Lightning_Claw.jpg|200px|right|thumb|Lightning Claw]]&lt;br /&gt;
Lightning Claws are a quartet of razor-sharp claws affixed to a gauntlet, each blade of which is a small power weapon. The claws had different designs pre- and post-Heresy, but they mostly function the same.&lt;br /&gt;
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The pre-heresy design of the Lightning claws is that instead of blades being placed on the dorsal palm, the fingers on the glove are turned into power blades, giving the user a rather terrifying look. This is the wide-spread model that Chaos marines use since it&#039;s what they had on hand (&#039;&#039;literally&#039;&#039;) when they fell back to the Eye of Terror.&lt;br /&gt;
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The current design of Lightning claws are 3-4 smaller power blades that are placed above the weapon&#039;s dorsal palm plating, akin to X-men&#039;s Wolverine. This design, although considered totally uncool when compared to the old Power Talons, gives the user the advantage of still having articulated fingers, albeit with digits that are still powerfist-sized, [[General Sturnn|though]] [[Vance Motherfucking Stubbs|some]] [[Governor-Militant Lukas Alexander|bad ass]] imperial guard commanders have been seen with lightning claws for no fluff-explained reason. Possibly just an oversight that got grandfathered into the later games but it still looks awesome so we&#039;ll let it slide. Though two of those guys are from the same regiment (Cadian 412th) so maybe it&#039;s just a quirky tradition of that one regiment.&lt;br /&gt;
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And then there are some gems like [[Lugft Huron]]&#039;s which have both dorsal &#039;&#039;and&#039;&#039; finger claws.&lt;br /&gt;
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They are normally used in pairs. Favored by Terminators and Chaos Raptors, Lightning Claws are a bit unwieldy, but are much more likely to land a damaging hit on a target when used by a trained user (in tabletop, this translates to re-rolling failed to-wound rolls). They are also AP3, so it is now pointless to use them against Terminators, but they will mince up MEQs and blobs. The Raven Guard in particular often employ Lightning Claws. Always remember [[meme|to say &amp;quot;snikt&amp;quot; when using them and incessantly refer to your enemies as &amp;quot;bub&amp;quot;]] and to take them off before attempting to masturbate or pick your nose. [[Slaanesh|Or don&#039;t]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SternguardLightningClaws.jpg&lt;br /&gt;
image:RavenClaw.png|The Finger Claw variant&lt;br /&gt;
image:LugftHuronClaw.png|Huron&#039;s double claw&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Solerite Power Gauntlet===&lt;br /&gt;
[[File:SoleritePowerGauntlet.jpg|200px|right|thumb|Solerite Power Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The golden fist for our golden boys.&lt;br /&gt;
&lt;br /&gt;
A Solerite Power Gauntlet is a unique Power Weapon that takes the form of a massive master-crafted Power Fist utilized exclusively by the Legio Custodes, the elite bodyguard of the Emperor of Mankind. First fashioned in the pattern of ancient relics to arm the elite of the [[Thunder Warriors|Thunder Warriors,]] the Solerite Power Gauntlets and their raptor-taloned variants are potent weapons.&lt;br /&gt;
&lt;br /&gt;
They differ from the standard Power Fists and claws utilized by the Adeptus Astartes in both the near-irreplaceable artifact power coils which energize their disruption field generators and the nigh-indestructible materials their casings and blades are fashioned from, forged as they are in furnaces recovered from the ancient Tempest Galleries near Terra&#039;s molten core by the nascent XVIII Legion (the then-unnamed Salamanders Legion).&lt;br /&gt;
&lt;br /&gt;
The Imperial Fists also gained access to a much smaller variant, but with the same effects. &#039;Solerate&#039; weapons are used by the Custodes, although that&#039;s just Forgeworld&#039;s proofreading at work, since they have the same thing description, stats, and the 40k version has been corrected to be &#039;Solerite&#039; weapons.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Solarite_Power_Gauntlet.JPG|&amp;lt;center&amp;gt;Solerite Power Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Power Spear===&lt;br /&gt;
[[File:Power_Spear.jpg|250px|right|thumb|Power Spear]]&lt;br /&gt;
&lt;br /&gt;
There was eventually bound to have a Power Spear somewhere in the Imperium&#039;s armory.&lt;br /&gt;
&lt;br /&gt;
Throughout history, the spear has consistently proven itself a deadly and efficient weapon, and the Imperium of Mankind honors its legacy of bloodshed through various creations such as the explosive-tipped hunting lance and the power spear.&lt;br /&gt;
&lt;br /&gt;
Officers in certain Imperial Guard Rough Rider regiments prefer to wield power spears over weapons like cavalry sabres, or even wield them as a secondary weapon for use after a hunting lance charge. This is a one-handed melee weapon in contrast to the normally two-handed Power Lance.&lt;br /&gt;
&lt;br /&gt;
They are also used by Custodes on Gyrfalcon Jetbikes during the Great Crusade... for some odd reason seeing as how they&#039;re outright inferior to every other weapon the Custodes use and even the vast majority of weapons the Space Marines used. Thankfully by the 42nd millennium they ditched that piece of shit they were using for interceptor lances. One of these old spears, the Lance of Illumination, was gifted to [[Morvenn Vahl]] for [[What|some reason]].&lt;br /&gt;
&lt;br /&gt;
The [[Lamenters]] also have a special Power Spear called Victory&#039;s Price. Because these are the Lamenters, it also has a case of bad luck. It&#039;s been wielded in many victories, but [[Grimdark|the wielders generally die in claiming that victory]]. Unsurprisingly, Lamenters who wield the spear are... CONCERNED when chosen to wield it, but resolve to ensure that their death will be in service to great victory.&lt;br /&gt;
&lt;br /&gt;
===Power Lance===&lt;br /&gt;
[[File:Power_lance_DWFF.jpg|250px|right|thumb|Power Lance]]&lt;br /&gt;
A weapon used almost exclusively by the [[White Scars]], Power Lances are energy-sheathed lances which the White Scars use in charging their opponents on their bikes. You can imagine the results.&lt;br /&gt;
&lt;br /&gt;
Tabletop-wise, Power Lances are AP3 +1S on the charge but become AP4 and default strength in following assault phases. Since few box sets come with Power Lance bits, a lot of converting is to be done if you want to kit out your models with Power Lances. They&#039;re pretty awful in the hands of anything without Hit And Run. Honestly, they&#039;re pretty awful even in the hands of anything with Hit and Run. If you want the +1S, use a power axe. If you want AP3, use a power sword. If you want high strength and don&#039;t care about the AP, use a power maul. The only round Power Lances are better than the others is the charging round, so only take them if you think you can win a fight in the first round. If not then stick to the other choices.&lt;br /&gt;
&lt;br /&gt;
8 edition turned them into a powermaul crunchwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WhiteScarsLance.png|Alternate view&lt;br /&gt;
image:SpearOfVulkanModel.png|&#039;&#039;Spear of Vulkan&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Halberd===&lt;br /&gt;
[[image:Halberd_of_Caliban.jpg|200px|right|thumb|Power Halberd]]&lt;br /&gt;
A large power weapon in the shape of a glaive. Though a functional weapon, Power Halberds are largely ceremonial weapons used by [[Space Marine]] [[Honour Guard]]s when on sentry duty, although the White Scars will use them in combat.&lt;br /&gt;
&lt;br /&gt;
The [[Adeptus Custodes|Custodes]] also used power halberds with attached bolters, but those weapons are to regular power halberds what Custodes are to regular marines. Not wanting to get left behind, CM [[Asterion Moloc]] &amp;quot;[[Blood Ravens|acquired]]&amp;quot; one of those and [[Awesome|slapped a freaking lascannon onto it.]] The only way to use it is if you play Dark Angels and take a Deathwing Champion, as they&#039;re the only ones with a proper Halberd. Since it gets bonus attacks when fighting a unit with five or more models. Pair him with Deathwing Knights or TH/SS Deathwing Termis.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Anointed Halberd===&lt;br /&gt;
[[File:Anointed_Halberd.JPG|250px|right|thumb|Anointed Halberd]]&lt;br /&gt;
The Anointed Halberd are heavy Power Halberds, that are wielded by the [[Adepta Sororitas]]&#039; [[Celestians#Celestian Sacresant|Celestian Sacresants.]]&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;very&#039;&#039; long power weapons are, as their name suggests, anointed with holy oils and sacred texts etched onto the blade to skewer the unclean and the tainted a new, rose-smelling [[Anal circumference|asshole.]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Anointed Halberds are an okay close-combat weapon. Its stats are S+3, AP-3 with D1. While it has disappointing damage especially for a weapon of such size, its long reach and a high chance of hitting GEQs and MEQs make it a pretty decent poker in close combat.&lt;br /&gt;
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===Guardian Spear===&lt;br /&gt;
[[File:GSImage.jpg|200px|right|thumb|Guardian Spear]]&lt;br /&gt;
&lt;br /&gt;
The iconic weapon of the [[Custodian Guard]].&lt;br /&gt;
&lt;br /&gt;
Guardian Spears are halberd-like power weapons so heavy that it would take several ordinary men to lift it and incorporating a ranged weapon at its tip. The weapon&#039;s powerful ranged and close combat duality complemented the fighting style of this bodyguard force, giving them good capabilities in both close combat and at a distance. In battle, Custodes spin these weapons in great arcs, slaying enemies with each strike be it in melee combat or from afar.&lt;br /&gt;
&lt;br /&gt;
Almost all Guardian Spears comes equipped with a built-in [[Guardian Bolter]]. However, other weapons can also be mounted on the spear. These variants include the &#039;&#039;&#039;Adrasite Spear&#039;&#039;&#039; which obviously features an [[Adrathic Destructor]], and the &#039;&#039;&#039;Pyrithite Spear&#039;&#039;&#039; which includes a melta beam.&lt;br /&gt;
&lt;br /&gt;
As symbol of their roles as sentinel, Deathwatch Watch Masters are also given Guardian Spears.&lt;br /&gt;
&lt;br /&gt;
The bigger version of the Guardian Spear is the Dreadspear.&lt;br /&gt;
 &lt;br /&gt;
The weird-looking [[Necromunda|Cawdor]] polearm are crafted as imitations of the Guardian Spears, because apparently they caught wind of the custodians and their holy weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Adrasite_Spear.JPG|Adrasite Spear.&lt;br /&gt;
Pyrithite_Spear.JPG|Pyrithite Spear.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Castellan Axe===&lt;br /&gt;
[[File:Castellan_Axe.png|200px|right|thumb|Castellan Axe]]&lt;br /&gt;
&lt;br /&gt;
The Guardian Spear&#039;s more gritty cousin.&lt;br /&gt;
&lt;br /&gt;
A Castellan Axe is variant of the Guardian Spear, the signature weapon of the [[Adeptus Custodes]], that incorporates a heavier, axe-like blade rather than a speartip. These weapons lend themselves to an elegant and brutal combat style that sees the wielder use their exceptional transhuman strength in conjunction with their axe&#039;s momentum, launching thunderous sweeps that switch direction with breathtaking suddenness to cleave through their victims&#039; guard and hack off heads and limbs.&lt;br /&gt;
&lt;br /&gt;
The wielder can also fire concentrated volleys of Bolter fire from the hafts of their weapons, scything down those who attempt to stay out of their blades&#039; devastating reach. These deadly weapons are typically wielded by veteran [[Custodian Warden|Custodian Wardens,]] [[Allarus Custodian|elite Allarus Custodians]] [[Shield-Captain|or Shield-Captains.]]&lt;br /&gt;
&lt;br /&gt;
===Thunder Hammer===&lt;br /&gt;
[[File:Thunder_Hammer.jpg||200px|right|thumb|Thunder Hammer]]&lt;br /&gt;
Big war hammers (&#039;&#039;40k&#039;&#039;) that smash anything they touch, and popularly paired with Storm Shields. Unlike other power weapons, Thunder Hammers only activate their energy fields upon contact with a target. This works like a flash capacitor, and utterly &#039;&#039;explodes&#039;&#039; whatever Thunder Hammers hit - in editions [[Dark_Age_of_Technology|long past]] this meant they always scored a wound whenever they hit, no roll was needed. Comes in one-handed and two-handed varieties, but both functionally are the same weapon stat-wise. Particularly common among Terminators, although the [[Salamanders]] love it (going with [[Vulkan]]&#039;s training as a blacksmith and the artificer themes of the Promethean Creed).&lt;br /&gt;
&lt;br /&gt;
Gameplay wise, they&#039;re basically the same as Powerfists, except when attacking vehicles they will at a minimum get a &amp;quot;Crew Shaken&amp;quot; if they glance or penetrate, in addition to whatever else they roll on vehicle destruction. From 6th ed onwards, the special effect was changed to the &amp;quot;Concussive&amp;quot; rule; any target that takes a wound (but survives) is reduced to Initiative 1 till the end of the next assault phase, simulating disorientation from the explosive impact, making it very effective even against big gribblies that are tough enough to avoid Instant Death.&lt;br /&gt;
&lt;br /&gt;
Fun fact: Captains could not use thunder hammers without wearing terminator until [[Dawn of War]] proved how [[awesome]] it looked. 8th edition removed the concussive rule and the low Initiative, replacing them with minus 1 to hit 2x str AP3 and 3 damage flat. 9th Edition reworked Thunder Hammers to make them less of an autopick over Power Fists, sacrificing armor penetration in exchange for more damage.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TerminatorThunderHammer.png|Alternate view&lt;br /&gt;
Image:Thunder_Hammer_HH.jpg|Horus Heresy era&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Sledgehammer===&lt;br /&gt;
[[File:Power_Sledgehammer.jpg|200px|right|thumb|Power Sledgehammer]]&lt;br /&gt;
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The Power Hammer&#039;s more beefier cousin and one big enough that it can rival a Heavy Thunder Hammer in sheer power. Like the Power Hammers, Power Sledgehammers are actually civilian mining equipment used to shatter large boulders into refined chunks, however they are just as likely to shatter the side armor of a Leman Russ Tank as any normal Thunder Hammer would...which is something a [[Genestealer Cult]] would pick up from.&lt;br /&gt;
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Power Sledgehammers are the primary weapon of the [[Genestealer Aberrants#Abominants|Genestealer Abominants]] and these guys combine [[-4 Strength|the strength of their gains to the natural concussive power of the oversized Sledgehammer.]] The result? they hit with the force of a fucking [[Powergamer|&amp;lt;u&amp;gt;&#039;&#039;&#039;Lascannon.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Power Sledgehammer is a Sx2, AP -3, D6 monster of a melee weapon with the trait to turn all damage roles of 1 and 2 to 3&#039;s. [[Rape|GW&#039;s said that the sledge would give him an effective Strength of 12 so should mean he is rocking a strength of 6.]] [[RIP AND TEAR|This guy was made to turn characters and TEQ&#039;s into red stains, bust Chimeras in two, and turn Russes into swiss cheese.]] Not even Imperial Knights are safe from this wrecking ball.&lt;br /&gt;
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===Heavy Thunder Hammer===&lt;br /&gt;
[[File:HeavyThunderHammer.png|200px|right|thumb|Heavy Thunder Hammer]]&lt;br /&gt;
These monstrosities are used by the [[Deathwatch]] for when a regular thunder hammer won&#039;t do the job. Being two-handed, you sacrifice the ability to wield a shield for the chance to one-shot most high-value targets.&lt;br /&gt;
&lt;br /&gt;
These weapons are equipped with two heads, each swathed in a powerful disruptor field. Heavy Thunder Hammers are extremely powerful weapons, able to smash the midsection of a Carnifex in twain and turn tanks into crumpled metal.&lt;br /&gt;
&lt;br /&gt;
Equip your Deathwatch with one of these and he would be happy playing galactic whack-a-mole. The only difference besides requiring two hands is that it does damage on a D6. Doing twice as much as a normal Thunder Hammer if the player rolls a 6+. Because of the RNG involved a normal TH is better most of the time. One would think they could be given to Deathwatch Terminators for use as one handed weapons. However GW doesn&#039;t do things that make sense to the rest of us.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DeathwatchHeavyThunderHammer.png|Its hammer time!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Venatari Lance===&lt;br /&gt;
[[File:Venatari_Lance.JPG|250px|right|thumb|Venatari Lance]]&lt;br /&gt;
&lt;br /&gt;
The more assault variant of the Guardian Spear (Yes, it is pretty absurd that there would be a more assault version of a spear, but here we are). Venatari Lances are two-handed power spears, that are wielded by the [[Adeptus Custodes|Adeptus Custodes&#039;]] [[Venatari|Custodian Venatari]]. Like the Guardian Spears, the Venatari Lance contains a built in range weapon, in this case, instead of a Bolter it house a [[Archaeotech Repeater|single-barrel Archaeotech repeaters.]]&lt;br /&gt;
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On tabletop, these Venatari Lances are a 12&amp;quot; Assault 2 S6 AP-2 D2 weapon. Slight overkill on GEQs thanks to the D2 but can also do good work against MEQs and Primaris Marines. Great if you want your Venatari to be more killy in close quarters.&lt;br /&gt;
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===Interceptor Lance===&lt;br /&gt;
[[File:Interceptor_Lance.JPG|250px|right|thumb|Interceptor Lance]]&lt;br /&gt;
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Interceptor Lances are Power Weapons that are wielded by the Adeptus Custodes&#039; [[Vertus Praetors|Vertus Praetor]] [[Dawneagle Jetbike|Dawneagle jetbike riders.]] These lances are the metaphorical [[Dick]] of the Emprah&#039;s Will meant to ruthlessly [[Rape|penetrate]] [[Anal circumference|the rear end]] of the enemies of man. With the Dawneagle&#039;s great speed and the skilled hands of the Praetors&#039;, the Interceptor Lance becomes a brutally effective weapon in battle.&lt;br /&gt;
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On tabletop, these Lances are the standard issue for your Jetbikes; same stat-wise as a Guardian Spear, but without any shooting and it allows you to re-roll wounds on the charge. Furthermore, since these Jetbikes have the Fly Keyword, it means they can [[Awesome|charge and attack flyers in melee. Just think about that.]] Additionally, they aren&#039;t too bad against vehicles, making them an all-round flexible weapon.&lt;br /&gt;
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===Battle-Automata Power Blade===&lt;br /&gt;
[[File:Automata_Power_Blade.jpg|200px|right|thumb|Battle-Automata Power Blade]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Herp|Power Blade]] or the [[Derp|Powerblade.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Power Blade of the [[Legio Cybernetica]] is not like the small dagger-like Power Blades utilized by Imperium assassins, nor are they the lightning fast and hard-to-parry Powerblades used by [[Eldar]] [[Warp Spiders]]. These blades resemble a chakram that has been revved-up and function like a power saw.&lt;br /&gt;
&lt;br /&gt;
A common close range weapon used by various types of Battle-Automata, these circular saw-like bladed weapons deploy molecular disruption fields that are super-charged with power from the Battle-Automata&#039;s own engine core. These blades are usually used in pairs. A Castellax-class Battle-Automata armed with Power Blades loses the ability to carry its built-in Bolters.&lt;br /&gt;
&lt;br /&gt;
The Horus Heresy tabletop list these as AP2 Rending weapons. Being MCs, Battle Automata melee attacks are already AP2, so the main use for them is the extra attack (because they are counted as a weapon) and, with some good fortune from the dice gods, some armor penetration due to Smash getting worse in 7th Ed.&lt;br /&gt;
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===Paragon War Mace===&lt;br /&gt;
[[File:Paragon_War_Mace.JPG|200px|right|thumb|Paragon War Mace]]&lt;br /&gt;
The Paragon War Mace is a giant powermaul wielded by the [[Derp|derpy]] looking [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
It is considered as one of the two standard-issue close-combat weapon for the Warsuit, with the other being the Paragon War Blade.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Paragon War Mace is a powerful S+4, AP-2 with D3. It is capable of pummeling GEQs and MEQs like pancakes due to its higher base strength and damage, although its low AP makes it less suitable against TEQs like the War Blade. It has an ability that allows the weapon to subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Paragon War Blade===&lt;br /&gt;
[[File:Paragon_War_Blade.JPG|250px|right|thumb|Paragon War Blade]]&lt;br /&gt;
The Paragon War Blade is a giant powersword wielded by the [[Derp|derpy]] looking [[Paragon Warsuit]].&lt;br /&gt;
&lt;br /&gt;
It is considered as one of the two standard-issue close-combat weapon for the Warsuit, with the other being the Paragon War Mace.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is a S+1, AP-3 and D2 weapon. Pretty good at carving up MEQs and even TEQs like a roasted turkey. Its special ability allows the War Blade to make one additional attack every time the Warsuit fights, making it quite dangerous in close combat.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Dreadnought Power Fist===&lt;br /&gt;
[[File:DreadnoughtFist.png|200px|right|thumb|Mark V Dreadnought Power Fist]]&lt;br /&gt;
A Power Fist suited specifically for Dreadnought needs. Dreadnought Power Fists comes in all shapes and sizes but they all do one thing, fucking shit up.&lt;br /&gt;
&lt;br /&gt;
The most common pattern is the Dreadnought Mark V Power Fist. The weapon takes the form of a massive metal gauntlet and features four clamp-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and grab enemy units with its clamps. The &#039;&#039;&#039;Mark V Dreadnought Power Fist&#039;&#039;&#039; can be armed with an underslung Storm Bolter or Heavy Flamer.&lt;br /&gt;
&lt;br /&gt;
Another variant is the &#039;&#039;&#039;Venerable Dreadnought Power Fist&#039;&#039;&#039;. These Master Crafted Weapons are markedly more advanced than their basic counterparts, and feature four fully articulated and jointed fingers, allowing a greater range of movement than the clamps or bladed fingers of other Castraferrum Dreadnoughts, in a sense, it is essentially the Contemptor Dreadnought Power Fist in all but name. The next variant is the &#039;&#039;&#039;Ironclad Dreadnought Power Fist&#039;&#039;&#039;. These Power Fists feature larger &amp;quot;finger&amp;quot; clamps and thicker armor. The Ironclad Dreadnought Power Fist is equipped with an under-slung Storm Bolter or Heavy Flamer. Additionally there is the Blood Angels&#039; &#039;&#039;&#039;Blood Fists&#039;&#039;&#039; which feature longer servo-manipulator &amp;quot;fingers&amp;quot; than the standard Castraferrum Dreadnought Power Fist and are designed to rip and tear through flesh, bone and armour more swiftly. The newest variant of the Dreadnought Power Fist is the NuMarines &#039;&#039;&#039;Redemptor Fist&#039;&#039;&#039;. A Redemptor Fist is a massive, articulated Dreadnought-sized Power Fist of advanced design used by Primaris Space Marine Redemptor Dreadnoughts as a primary melee weapon on one of their two weapon arms. A variation of the Redemptor Fist (presumably a &#039;&#039;&#039;Brutalis Fist&#039;&#039;&#039; given the naming convention of its other melee option) can also be mounted in pairs on a Brutalis Dreadnought.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Power Claw===&lt;br /&gt;
[[File:DreadChaplainClaw.png|200px|right|thumb|Mark IV Dreadnought Power Claw]]&lt;br /&gt;
Similar to the Dreadnought Power Fist, the Power Claw has a lot of variants.&lt;br /&gt;
&lt;br /&gt;
The weapon takes the form of a massive metal gauntlet and features four blade-like fingers that can open and close. The fist can be used to smash enemy units and vehicles and tear through enemy units with its bladed fingers.&lt;br /&gt;
&lt;br /&gt;
There are simply way too many Power Claws to be considered reasonable. Seriously look at this shit. We got the typical &#039;&#039;&#039;Mark IV Power Claw&#039;&#039;&#039; you see on the right as well as the &#039;&#039;&#039;Contemptor Power Claw&#039;&#039;&#039;. There is the Blood Angels&#039; &#039;&#039;&#039;Blood Talon&#039;&#039;&#039; (and its Contemptor versions) which closely resemble a Lightning Claw in their design, featuring four energized adamantium claws that can pincer down on an enemy target or slash through nearly an entire enemy infantry squad with ease. There&#039;s the Salamander&#039;s more roasty &#039;&#039;&#039;Dreadfire Fist&#039;&#039;&#039; with a built-in Dreadfire Heavy Flamers. The Space Wolves &#039;&#039;&#039;Great Wolf Claw&#039;&#039;&#039; which are enchanted by powerful runes to further augment their destructive potential. The [[Contemptor-Incaendius Dreadnought]] also have a unique form of Power Claw called the &#039;&#039;&#039;Talons of Perdition&#039;&#039;&#039;, similar to the aforementioned Blood Talon, but with a built-in Heavy Flamer, which can be swapped with a Meltagun or a prototype Iliastus Pattern Assault Cannon. Finally, the &#039;discount&#039; Furioso that is the [[Brutalis Dreadnought]] can mount a pair of &#039;&#039;&#039;Brutalis Talons&#039;&#039;&#039;.&lt;br /&gt;
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[[Tl;dr]], there is way too many versions and lets not even get into Chaos or Ork territory.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Penitent Buzz-Saw===&lt;br /&gt;
[[File:PenEngPower_Saw.png|200px|right|thumb|Penitent Buzz-Saw]]&lt;br /&gt;
&lt;br /&gt;
A weapon that looks like a case in which the [[Sisters of Battle|Ministorum]] [[Looted]] a [[Miscellaneous Klose Kombat Weapons#Buzz Saw|Buzz Saw]] from an [[Ork]] [[Deff Dred]]. The Power Saw of the [[Penitent Engine]] is a savage looking piece of contraption designed to cause as much carnage as humanly possible whilst still retaining an aura of [[Rogal Dorn|self-righteous masochism.]]&lt;br /&gt;
&lt;br /&gt;
All Penitent Engines are armed only with this Dreadnought Close Combat Weapon, which usually includes a large, circulating Saw Blade on each of the walker&#039;s arms, as the pilot is in too frantic a mental state to take his or her time to aim long-range weaponry effectively. The Penitent Engine&#039;s weapon arms are also equipped with either Flamers or Heavy Flamers, which can be fired together or separately.&lt;br /&gt;
&lt;br /&gt;
With the new update, Penitents along with the Power weapons saw a massive buff, as they are by and large no longer one-shot by heavy weapons, and while they are still weaker than Dreadnoughts in CC, a roll of 4+ allows them to make their full set of attacks TWICE. That’s 8 attacks at strength 10 each dealing 3 wounds. When taking them, go big or go home. Either deploy none or at least four of them.&lt;br /&gt;
&lt;br /&gt;
===Fenrisian Great Axe===&lt;br /&gt;
[[File:Fenrisaxe.png|200px|right|thumb|Fenrisian Great Axe]]&lt;br /&gt;
&lt;br /&gt;
When the Space Wolves can&#039;t get enough Viking, they equip their Dreadnoughts with these fuckhueg Power Axes. For all intents and purposes, it is a Frost Axe scaled up to the size in which a Dreadnought could use it with its thicc, meaty powerfists.&lt;br /&gt;
&lt;br /&gt;
Fenrisian Great Axes are massive Power Weapons that can only be hefted by a [[Space Wolves Venerable Dreadnought]]. However, it is currently unknown whether this axe has cool frost effects like the Helfrost weapons. It would be cool if GW implements this however.&lt;br /&gt;
&lt;br /&gt;
Each of these great axes are forged in the heart of the Fang by the Space Wolves&#039; master artificers. Each is longer than a man is tall and so heavy that only a Dreadnought could ever use or even lift.&lt;br /&gt;
&lt;br /&gt;
A Dreadnought, armed with such a weapon, can cleave a bloody path through many foes at once.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it has two killing modes: &#039;&#039;&#039;Scythe&#039;&#039;&#039;, which doubles their number of attacks that hit at S6, AP-3, D1, or &#039;&#039;&#039;Cleave&#039;&#039;&#039;, which causes -1 to their to-hit rolls, but hits at S10, AP-3, Dd6. Always taken with a Dreadnought-sized storm shield known as a blizzard shield that gives a 4+ invulnerable save, and removes all ranged options.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Galatus Warblade===&lt;br /&gt;
[[File:Infernus Incinerator.jpg|200px|right|thumb|Galatus Warblade]]&lt;br /&gt;
&lt;br /&gt;
Think the Sentinel Blade on steroids or a Sentinel Blade large enough to be wielded by a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Galatus Warblade is a massive Dreadnought Close Combat Weapon used by Custodes [[Contemptor-Galatus Dreadnought]]s. These blades are made of the highest materials and could cut the armor of superheavy vehicles with contemptuous ease.&lt;br /&gt;
&lt;br /&gt;
The blade has a built-in Infernus Incinerator just in case you really want to make sure that the targeted enemy is completely and utterly neutralized.&lt;br /&gt;
&lt;br /&gt;
On 9th Edition, this is a 3 Damage Power Sword that now allows your dude to do D3 additional attacks. Sounds pretty good, yeah? [[Rape|Now give it to a Dreadnought.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Achillus Dreadspear===&lt;br /&gt;
[[File:Corve Las-Pulsar.jpg|250px|right|thumb|Achillus Dreadspear]]&lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear or simply known as the Dreadspear is a Dreadnought-sized version of the Guardian Spear that was widely used by the Legio Custodes. Wielded by the fearsome [[Contemptor-Achillus Dreadnought]]s, these massive spears were capable of devastating enemy infantry and vehicles.&lt;br /&gt;
&lt;br /&gt;
The Achillus Dreadspear features an in-built Corvae Pattern Las-pulser to fire upon enemies at range, but nobody really bother with that as the Dreadnought is fast enough to charge through almost anything smaller than itself.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, this [[Dick|golden shlong]] is a brutal [[Anal circumference|Sx2 (14) AP-3 Dd3+3 weapon that treats all Damage rolls of 1 or 2 as 3 and also deals d3 mortal wounds on the charge.]] Perfect for hunting down large, single entities toughness 7 or less. [[Rape|Bend over and we&#039;ll make this over quick.]] It can also handle T8 thanks to its high strength, but if you charge a titan with it expect the Achillus to die immediately after attacking.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Cerastus Shock Lance===&lt;br /&gt;
[[File:Cerastus_Shock_Lance.jpg|250px|right|thumb|Cerastus Shock Lance]]&lt;br /&gt;
&lt;br /&gt;
A very long power weapon for the Imperial Knights.&lt;br /&gt;
&lt;br /&gt;
The Cerastus Shock Lance is a type of &#039;&#039;very unique&#039;&#039; Titan Power Lance wielded by [[Cerastus Knight Lancer]] walkers. This magneto-hydraulic power size of prodigious size has a disruption field which may also be projected as a powerful electromagnetic plasma blast over short ranges.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, the Shock Lance is a combi-melee/range weapon that gives it extra initiative when it charges into combat, its shooting mode is basically a 18&amp;quot; range 6-shot plasma rifle that concusses its targets. The Shock Lance is thus, very versatile and can catch unsurprising enemies (even fliers!) off guard.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the only &#039;&#039;ranged&#039;&#039; power weapon in the &#039;&#039;entire tabletop&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Tempest Warblade===&lt;br /&gt;
[[File:Tempest_Warblade.JPG|200px|right|thumb|Tempest Warblade]]&lt;br /&gt;
&lt;br /&gt;
A suped up power sword exclusive to the [[Cerastus Knight Castigator|Castigator Knights.]]&lt;br /&gt;
&lt;br /&gt;
The Tempest Sword is a complex relic fitted with lethal and strange energy generation systems little understood in the 41st Millennium even by the Sacristans that tend the Castigator Knights. It is capable of carving a fellow Knight with a fiery swing. Yes, that includes the shields too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Warblade strikes at str+6 AP-3 D3, two less damage than before, BUT it now swings twice for every attack you make with it. That&#039;s 8 Attacks base before any traits or Household Traditions mind you, so combine with the Castigator bolt cannon and you have one scary ass unit against tarpitters.&lt;br /&gt;
&lt;br /&gt;
===Telemon Caestus===&lt;br /&gt;
[[File:TelemonCastus.jpg|200px|right|thumb|Telemon Caestus]]&lt;br /&gt;
&lt;br /&gt;
Ya know that Solerite Power Gauntlet? Yeah imagine scaling that up to the point that the largest Dreadnought on the table is able to wear one. [[Anal circumference|The ultimate golden fistboi.]] The Telemon Caestus is a type of large Dreadnought Close Combat Weapon used by the Adeptus Custodes. Typically mounted on the [[Telemon Heavy Dreadnought]], it consists of a large Power Fist with built-in twin Plasma Projectors (For those who don&#039;t know, Plasma Projectors are typically found on Starships. So yes. [[Cheese|The Custodians are rich enough to lug around &#039;&#039;Voidship-level weapons&#039;&#039;]]...albeit the baby versions).&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Caestus is an A4 S18 cheesemongering murder machine! Ap-3 D3 re-rolling wounds rolls of 1 and you can make [[Imperial Knight|Imperial Knights]] bend over for a [[Anal circumference|golden fisting.]] Combine this with the Plasma Projectors which is a [[Rape|8” Heavy 2D6 S7 ap-3 D1 auto hitting flamer/plasma gun hybrid which hit like baby Inferno Guns]] and you have a CQC weapon with no equal.&lt;br /&gt;
&lt;br /&gt;
Seeing as how the average Telemon [[Rape|carries two of these bad boys]], this monster can pulverize entire mobs of Tanks, let alone squishy meatbags like Gaunts, Guardsmen and Ork Boyz. If the Telemon goes in melee range and that unit is not a Superheavy, consider that unit deader than [[Horus]]. Thank the Emprah these things cost like a truck and you are only allowed one Telemon in a battle.&lt;br /&gt;
&lt;br /&gt;
Be afraid. &#039;&#039;&#039;&#039;&#039;Be very afraid.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Thunderstrike Gauntlet===&lt;br /&gt;
[[File:Thunderstrike.jpg|200px|right|thumb|Thunderstrike Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The middle stepchild of the power fist family.&lt;br /&gt;
&lt;br /&gt;
The Thunderstrike Gauntlet is a smaller type of Titan power fist carried by nearly all Imperial Knights from the [[Imperial Knight#Questoris Knight Patterns|Questoris family]]. Crackling with destructive energies, the Thunderstrike Gauntlet allows the Knight to rip apart its enemy, even tearing limbs off of Titans.&lt;br /&gt;
&lt;br /&gt;
When used as a bludgeon instrument the gauntlet releases a deafening thunderclap upon impact, so powerful it is capable of hurling Battle Tanks through the air to land amongst the enemy and crush them beneath the vehicle&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Gauntlet is a S16/AP-4/D6. Higher strength and AP in exchange for -1 to hit and a meager +5 points. This excels at pretty much the same things the Inferno cannon does; anything T7/3+ or better. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The Reaver Power Fist is basically this but upscaled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Fist===&lt;br /&gt;
[[File:TitanPowerFist.jpg|200px|right|thumb|Titan Power Fist]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Fists and the proverbial One Punch Weapon.&lt;br /&gt;
&lt;br /&gt;
Essentially the Thunderstrike Gauntlet&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
These giant weapons can literally do the equivalent of a [[Anal circumference|power fisting on a truly Titanic scale.]] The most common users are [[Reaver Battle Titan]]s, as they provide the best medium between speed and durability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;So far, there is no sources on whether a Warlord is able to get their equivalents.&amp;lt;/s&amp;gt; Being the biggest kids on the &#039;up close and personal&#039; block ([[Imperator Battle Titan|Imperators]] are bigger in size but they&#039;re big pussies that avoid glorious melee), Warlords gets an even better toy. See below.&lt;br /&gt;
&lt;br /&gt;
On tabletop the Power Fist is a Sx2 AP-5 D10. Has a similar trick to the Knights&#039; Thunderstrike Gauntlet, but on a much bigger scale obviously. For extra [[Lulz]], on a 4+ you can throw whatever you killed at that unit and inflict D6 mortal wounds on them.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Titan Power Claw===&lt;br /&gt;
[[File:Arioch.jpg|200px|right|thumb|Arioch Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The largest Imperial Power Claw.&lt;br /&gt;
&lt;br /&gt;
Titan Power Claws are giant fuckoff weapons against other superheavies and Titans that got too close for comfort. These things can rip open fortresses like tin cans and swipe a Titan&#039;s head off in one good blow.&lt;br /&gt;
&lt;br /&gt;
They come in two varieties, the Warlord Arioch Power Claws with a built-in Vulcan Mega-Bolter and the smaller Reaver Power Claws.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arioch is a goddamn [[Rape|rape fist]]. At Sx2 ([[Powergamer|that&#039;s S18, by the way, which wounds literally everything outside of certain buildings on 2s]]) AP-5 &#039;&#039;&#039;D18&#039;&#039;&#039;, and has the same throwing rule as the Reaver- when you kill a {{W40kKeyword|MONSTER}} or {{W40kKeyword|Vehicle}} with it, and most will die in one hit, choose an enemy unit within 9&#039; of the victim. They take D6 mortals. Doesn&#039;t even harm your firepower since it comes with a built-in Vulcan Mega Bolter. [[Cheese|Yes, that means the ultimate anti tank weapon is also the ultimate anti infantry weapon.]] Notably, its insanely high strength makes it the only weapon capable of wounding another Warlord on a 2+. Enjoy power fingering enemy Titans in the asshole.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TitanPowerClaw.jpg|Reaver variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Dreadnought Power Fist====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DredPF.jpg|&amp;lt;center&amp;gt;Mark V (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
image:IroncladPF.jpg|&amp;lt;center&amp;gt;Ironclad variant (model)&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:IroncladFist.png|&amp;lt;center&amp;gt;Ironclad variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptPF.png|&amp;lt;center&amp;gt;Venerable variant&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ContemptorFist.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadnoughtBloodFist.png|&amp;lt;center&amp;gt;Blood Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:RedemptorFist.png|&amp;lt;center&amp;gt;Redemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Power Claw====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadWolfClaw2.png|A Lightning Claw-style variant&lt;br /&gt;
image:ContemptorClaw.png|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:DreadfireFist.png|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DreadWolfClaw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Bloodtalon.jpg|&amp;lt;center&amp;gt;Blood Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathCompanyBloodTalons.png|&amp;lt;center&amp;gt;Death Company variant Blood Talons&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Talons_of_Perdition.JPG|&amp;lt;center&amp;gt;Talons of Perdition&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DreadPC.jpg|&amp;lt;center&amp;gt;Mark IV&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:ContemptorPC.jpg|&amp;lt;center&amp;gt;Contemptor variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Salamanders_PC.jpg|&amp;lt;center&amp;gt;Dreadfire Fist&amp;lt;/center&amp;gt;&lt;br /&gt;
Image:Wolf_Claw.png|&amp;lt;center&amp;gt;Great Wolf Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Commissar-Fuck Yeah.jpg|thumb|Commissariat-approved use of Power Fists is to inspire the troops.&lt;br /&gt;
Image:RavenCommander.jpg|thumb|[[Beakie]] [[Raven Guard]] love Lightning Claws.&lt;br /&gt;
Image:GK_Terminator_halberd.jpg|thumb|Pictured: Actually a force halberd.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Power Weapons==&lt;br /&gt;
&lt;br /&gt;
Chaos basically utilize Chain Weapons more than Power Weapons from the Imperium &#039;cause Chain Weapons look more [[Manly Marines|Manly]] to a Khornate worshiper; does not help that GW has a boner for [[Khorne]], so oh well.&lt;br /&gt;
&lt;br /&gt;
===Accursed Crozius===&lt;br /&gt;
[[Image:Accursed_Arcanum.jpg|200px|right|thumb|Accursed Crozius]]&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines|Traitor]] equivalent of the Crozius Arcanum, the [[Dark Apostle]], uses a functionally identical item, though twisted by Chaos, called an &#039;&#039;&#039;Accursed Crozius&#039;&#039;&#039;. Which actually resembles a maul or a giant mace.&lt;br /&gt;
&lt;br /&gt;
At the time of the [[Horus Heresy]], most [[Chaplain|Chaplains]] resisted the lure of Chaos and were slaughtered by their brother Astartes. However, the Chaplains of the [[Word Bearers]] had the same fervent desire to find objects of worship as their [[Primarch]] [[Lorgar]] and so willingly turned to the dark devotion of [[Chaos]].&lt;br /&gt;
&lt;br /&gt;
To prove their dedication of faith to the Dark Gods, the Chaplains corrupted their once-sacred Crozius Arcanum, their badge of office and symbol of the Imperial faith. [[Extra Heresy|With such blasphemous actions,]] the Crozius were blessed with fell powers to show that no servant of the Emperor, even the strongest-willed, is immune to the call of Chaos. In battle, they now serve not only as both weapon and mark of rank, but also a powerful link between the bearer and the warp itself.&lt;br /&gt;
&lt;br /&gt;
===Bubotic Axe===&lt;br /&gt;
[[File:Bubotic_Axe_Death_Guard.JPG|200px|right|thumb|Bubotic Axe]]&lt;br /&gt;
&lt;br /&gt;
A weapon that incorporates both a power weapon, a chain weapon and a daemon weapon all at once. Although official fluff calls it a power weapon.&lt;br /&gt;
&lt;br /&gt;
A Bubotic Axe is a type of Chaos Power Weapon that is blessed by the Plague God Nurgle and is a favoured melee weapon of [[Blightlord Terminator]]s and other [[Plague Marine]]s. Similiar to their Manreapers and normal Plague Scythes, the Death Guard like to incorporate [[Chain Weapon|chain teeth]] into their Axes. Forming something like a Chainfist in affect. Bubotic Axes may or may not be a pun reference to the word Bubonic.&lt;br /&gt;
&lt;br /&gt;
in the Death Guard Codex, the Bubotic Axe is a S+1 AP-2 D1 weapon, like the standard power axe but with the Plague Weapon special rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:BuboAxe_Side.JPG|Blightlord variant&lt;br /&gt;
Image:Bubotic_Axe.JPG|Front view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Plague Cleaver===&lt;br /&gt;
[[File:Great_Plague_Cleaver.JPG|200px|right|thumb|Great Plague Cleaver]]&lt;br /&gt;
&lt;br /&gt;
The Bubotic Axe&#039;s big brother.&lt;br /&gt;
&lt;br /&gt;
The Great Plague Cleaver is a type of heavy Power Weapon used by [[Death Guard]] [[Plague Marine]]s. Bearing more of a resemblance to an axe than an actual cleaver, this thing is so heavy and large that it requires even the strong and sturdy Plague Marines to two hand this bastard.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Great Plague Cleaver counts as a [[Wat|Power Fist but with Plague Weapon and D6 damage.]] [[Derp|You would think that such a large weapon should have a pretty significant range right?]] Nonetheless, this weapon is pretty underwhelming. The main reasons not to take it are its horrendous points cost and the fact that only Plague Marines with their paltry single attack can take one. Fortunately, 9th edition came and it cut its points cost and bumped the attacks, so your marine gets with this thing to 3, making it a more attractive option.&lt;br /&gt;
&lt;br /&gt;
===Power Scourge===&lt;br /&gt;
[[File:Power_Scourge.jpg|200px|right|thumb|Power Scourge]]&lt;br /&gt;
&lt;br /&gt;
A Chaos exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
Power Scourges are Chaos Space Marine Power Weapons. These weapons consist of a set of jointed metal arms tipped with blades that crackle with barely contained energy. In battle, the Power Scourge lashes wildly, cutting anything that gets close.&lt;br /&gt;
&lt;br /&gt;
The large and unwieldy nature of these weapons means that the Power Scourge is only usable on [[Dreadnoughts]], [[Helbrute]], [[Defiler]], [[Maulerfiend]] and a assortment of known and unknown [[Daemon Engines]].&lt;br /&gt;
&lt;br /&gt;
Back in the old days, normal Dreadnoughts could also get access to these weapons, but they look more dated, goofy and ridiculous than the more updated counterparts.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, [[Rape|Chaos Rape Tentacles.]] Appropriate for the [[Emperor&#039;s Children]] for all your [[/d/|Hentai]] needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:CSMdreadnoughtmainLash.jpg|Chaos Dreadnought Power Scourge.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plague Claw===&lt;br /&gt;
[[File:Plague_Claw.jpg|200px|right|thumb|Plague Claw]]&lt;br /&gt;
&lt;br /&gt;
A [[Death Guard]] exclusive weapon.&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Dreadnought]] Plague Claw is a massive Dreadnought Power Claw that has been mutated to include incredibly long, organic talons. Although they might look fragile, these unnatural talons can slice through flesh and metal as easily as a Power Weapon. This is unnatural due to most Nurglite weapons looking like a bloated mass of metal and flesh that can take several hits from a Battle Cannon and still be combat ready.&lt;br /&gt;
&lt;br /&gt;
The Plague Claw is designed as an answer to complaints that Death Guard Dreadnoughts lack effective close combat range due to a combination of slow speed and sluggish agility. The long reach of the talons is made to compensate for this problem.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by Chaos Dreadnoughts that are dedicated to the [[Chaos God]] [[Nurgle]]. A Plague Claw takes up nearly the entire Dreadnought weapon arm, and as such it has no built-in weapons.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite having a model, there are no rules for the Plague Claw much to GW [[FAIL]].&lt;br /&gt;
&lt;br /&gt;
===Dreadnought/Helbrute Thunder Hammer===&lt;br /&gt;
[[File:Helbrute_Thunder_Hammer.JPG|200px|right|thumb|Helbrute Thunder Hammer]]&lt;br /&gt;
&lt;br /&gt;
Chaos saw the Imperium&#039;s Heavy Thunder Hammer and has decided to one-up them.&lt;br /&gt;
&lt;br /&gt;
A massive Dreadnought-sized Thunder Hammer that takes up the entire weapon arm of the Dreadnought, either engineered this way or mutated into the Dreadnought&#039;s mechanical parts as a gift for its service to the Ruinous Powers. These weapons are used to devastating effect during close combat, battering infantry and vehicles aside as if they were mere toys. These weapons take up the near entirety of the Dreadnought&#039;s weapon arm, and as such they have no built-in weapons.&lt;br /&gt;
&lt;br /&gt;
The Helbrute has a even more modernized version, and is warped into the Helbrute&#039;s weapon arm by flesh and muscle. These weapons are used to devastating effect during close combat and the natural joints of the Helbrute makes it far more flexible in performance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Dreadnought_Thunder_Hammer_Chaos.jpg|Chaos Dreadnought Thunder Hammer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Slaughterclaw===&lt;br /&gt;
[[File:Slaughterclaw.JPG|200px|right|thumb|Slaughterclaw]]&lt;br /&gt;
The Slaughterclaw is a new weapon shown on March 24, 2022.&lt;br /&gt;
&lt;br /&gt;
These things are the primary weapon for the Chaos Knights. Specifically for the smaller [[Chaos Knight War Dog|War Dogs]] such as the [[War Dog Knight Karnivore]] or the [[War Dog Knight Stalker]], so they can use it for crushing hard targets.&lt;br /&gt;
&lt;br /&gt;
The Slaughterclaw is an overly enlarged lightning claw used against opponents where even the [[Chain Weapon#Reaper Chaintalon|Reaper Chaintalon]] just isn&#039;t good enough. They can also be used to chuck shit at enemies if needed.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are one of the new Chaos weapons given to the Karnivore and Stalker. While it lacks multiple statlines, it provides a very hefty Sx2 AP-3 D3+d3 to give it an edge over heavy tanks and knights. It&#039;s still not going to fell these enemies without support since these are still the tiny armigers, not the lumbering Questoris knights.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Defiler Power Claw===&lt;br /&gt;
[[File:Defiler_Claw.jpg|200px|right|thumb|Defiler Power Claw]]&lt;br /&gt;
&lt;br /&gt;
The quintessential crab claws for your quintessential crab tank.&lt;br /&gt;
&lt;br /&gt;
The Chaos [[Defiler]] is a massive multi-legged Daemon Engine that strides upon six legs. The walker&#039;s front two legs end in massive, pincer-like Power Claws, similar to those of a Terran crab. These huge piston-driven claws can be used to grab and crush the enemy, toss vehicles aside and tear through fortifications. Defilers are armed with a pair of Defiler Power Claws for the double the crumpin&#039;.&lt;br /&gt;
&lt;br /&gt;
Defiler Claws can range from crab-like, to three fingered hydraulic claws, to even giant crushing pincers like those from an excavator.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Defiler doesn&#039;t suffer -1 to hit when he gives you d6 wounds to the face. It is gonna crumple most armor like paper, so have your Defiler go and [[Rape|&#039;soften&#039;]] up some pesky Terminators.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warpstrike Claw===&lt;br /&gt;
[[File:WarpstrikeClaw.jpg|200px|right|thumb|Warpstrike Claw]]&lt;br /&gt;
The more Chaosy and [[Heresy|heretical]] brother of the Thunderstrike Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Warpstrike Claw is one of the primary close combat weapons used by the [[Chaos Knight Despoiler]]s alongside their [[Chaos Knight Desecrator|Desecrator]], [[Chaos Knight Rampager|Rampager]] and even [[Chaos Knight Abominant|Abominant]] brothers. Other than having a few more extra spikes on its cestus, there really isn&#039;t that much differences really outside of cosmetic changes.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is basically the fluff; which is a more evilly-named Thunderstrike Gauntlet that has 2 profiles: Sx2 (S16) AP-3 D8 or S+2 (S10) AP-2 D3 with double the attacks. Higher strength and damage but lower AP. This excels at pretty much the same things the [[Inferno Cannon]] does, meaning anything T7/3+ or better, making it a better fit against enemy knights. Plus, you get the lulzy spectacle of chucking a dead razorback at his warlord for extra mortal wounds; keep in mind that if you do this you are required to tell your opponent that they&#039;ve been thunderstruck. The choice between the two is pretty much a toss-up depending on your opponent - take the gauntlet vs. IG and the sword vs. Deldar, etc, but either one will do the job most of the time.&lt;br /&gt;
&lt;br /&gt;
===Electroscourge===&lt;br /&gt;
[[File:Electroscourge.JPG|200px|right|thumb|Electroscourge]]&lt;br /&gt;
AKA, the Power Scourge&#039;s bigger and meaner brother.&lt;br /&gt;
&lt;br /&gt;
The Electroscourge, otherwise known as the Chaos Energy Whip are a type of tentacle-like Power Weapons found on Chaos Titans such as the [[Chaos Warlord Titan]] as well as the [[Chaos Knight Abominant]]s.&lt;br /&gt;
&lt;br /&gt;
When in combat, these things flail around like a giant [[Meme|noodly appendage]], crushing anything that gets too close in the process.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Electroscourge is a SU AP-2 D3 that triples your attacks. While both it and the Balemace are fairly similar in effectiveness, beware that your knight has a very low number of attacks, meaning that you&#039;re not going to get many shots without the scourge&#039;s extra swings.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Balemace===&lt;br /&gt;
[[File:Balemace.jpg|200px|right|thumb|Balemace]]&lt;br /&gt;
The &#039;&#039;other&#039;&#039; close combat weapon of the [[Chaos Knight Abominant]]s.&lt;br /&gt;
&lt;br /&gt;
Now, we aren&#039;t completely sure that the Balemace is a power weapon since so little info is given, but its stats are basically identical, so for technical sakes, we put it here.&lt;br /&gt;
&lt;br /&gt;
The Balemace itself is an odd weapon as the Knight Abominant suddenly had an obsession with having a tail, so by the power of Daemonic possession, it grew one. &lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Balemace is an SU AP-2 D2 that gives d3 extra attacks. It is often used in conjunction with the Electroscourge to compensate for the Knight&#039;s low number of attacks. So whilst they hit hard, you need to make sure each hit actually &#039;&#039;lands&#039;&#039;.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat Power Weapons==&lt;br /&gt;
The [[Leagues of Votann]] so far only has one known Power Weapon for now.&lt;br /&gt;
&lt;br /&gt;
===Darkstar Axe===&lt;br /&gt;
[[File:Darkstar_Axe.JPG|200px|right|thumb|Darkstar Axe]]&lt;br /&gt;
{{Topquote|Omae wa mou shindeiru!|What an [[Einhyr Champion]] always says before bonking someone with this axe.}}&lt;br /&gt;
&lt;br /&gt;
The Darkstar Axe is a [[Awesome|really cool looking dark purple power axe]] wielded only by a [[Einhyr Champion]] as one of his primary close combat weapons. As the only power weapon in an armoury of plasma weapons, the Darkstar Axe weighs more, but it is offset by its [[Fist of the North Star|unique cutting capabilities due to its materials mined in the core of the galaxy.]]&lt;br /&gt;
&lt;br /&gt;
This material in question is the aforementioned darkstar ore, which is some sort of exotic inimical material mined in the fringes of the Dead Zones, that emits a universal damping field that shuts down organic and mechanical function at contact. [[Derp|How the fuck &#039;&#039;that&#039;&#039; is meant to work]] [[Wat|and what GeeDubs means by &#039;damping field&#039; we have no idea.]] It is worked into Kin weaponry with the greatest care due to how dangerous these materials are, and is wielded with equal gravitas, for the slightest touch of the weapon can end the victim&#039;s life like flipping a switch.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this translates as a mutant power axe that makes 2 hit rolls for every attack, and the damage caused by this weapon [[Cheese|can&#039;t be ignored by any rules.]] A strong set of abilities that would be better on almost any other melee weapon listed here, an Einhyr Champion gets this by default.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar Power Weapons==&lt;br /&gt;
The Eldar have the knowledge to create power weapons as well: theirs are of a lighter, more elegant design, and are used almost exclusively by the Howling Banshee aspect warriors.&lt;br /&gt;
&lt;br /&gt;
===Triskele===&lt;br /&gt;
[[File:Triskele.jpg|200px|right|thumb|Triskele]]&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;s&amp;gt;giant shuriken&amp;lt;/s&amp;gt; Chakram.&lt;br /&gt;
&lt;br /&gt;
A Triskele is an Eldar weapon used by the Exarch of the Howling Banshees. Extremely versatile, it can be thrown ahead of a charge, dismembering many enemies before returning to its owner, or it can be used as a close range melee weapon to rip apart opponents into bloody ribbons; it is highly effective against even the heaviest armored enemies. [[Jain Zar]] is the most notable individual to use these weapons.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Triskele is an interesting weapon. Basically, for 9 points you trade your Power Sword for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. [[Derp|You would think that a thrown weapon would be the one replacing the pistol rather than the sword.]] Unfortunately, this is not the case and the Triskele ends up unfortunately less effective overall.&lt;br /&gt;
&lt;br /&gt;
Ends up faring a lot worse than the sword, obviously, since you&#039;ve paid 5 points overall to reduce your AP by 1, but does roughly triple the damage of the pistol against most targets. [[Skub|Really a terrible idea. Hard pass.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Diresword===&lt;br /&gt;
[[image:AvengerSword.png|200px|right|thumb|Diresword]]&lt;br /&gt;
The Elfdar analogue of the Imperium&#039;s Relic Sword.&lt;br /&gt;
&lt;br /&gt;
A Power Sword with a twist used by an [[Exarch]] of the [[Dire Avengers]]. In addition to being a power weapon, a Diresword is also a spirit stone, housing a great Exarch of the past. When connecting with the target, the Eldar soul within will attempt to destroy the opponent&#039;s mind.&lt;br /&gt;
&lt;br /&gt;
All Direswords are modeled after the legendary Sword of Asur, the first of its kind, carried by the first Phoenix Lord; Asurmen.&lt;br /&gt;
&lt;br /&gt;
On 8th Edition, Dire Avenger Exarchs could get a power sword equivalent that&#039;s AP-2, but slaps a mortal wound in addition to any damage dealt on a wound roll of 6. Since your Exarch is naturally S3 and would&#039;ve needed to roll a 5 or 6 just to wound most MEQ units anyways.&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Sword===&lt;br /&gt;
[[image:BansheeSword.png|200px|right|thumb|Eldar Power Sword]]&lt;br /&gt;
&lt;br /&gt;
The Eldar&#039;s analogue of the regular Power Sword.&lt;br /&gt;
&lt;br /&gt;
Used by the [[Howling Banshees]], these weapons are of a more elegant design than their Imperial counterparts: they have a single edge and have a curve at the tip of the blade. It is a single-bladed sword that is great for slicing and carving flesh and bone alike.&lt;br /&gt;
&lt;br /&gt;
Though being lighter, these weapons have more metal at the tip, allowing them to strike just as hard as an Imperial power weapon.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in 8th Edition, while these swords have decent AP, the weak ass Strength 3 of the Howling Banshees means that, without a Warlock or Farseer doing the heavy lifting, you would only be chopping up GEQ targets fifty percent of the time. How GW [[Fail|fucked &#039;&#039;that up&#039;&#039;,]] we have no idea. You&#039;ll rarely, if ever see the Exarch leading these ladies use one in lieu of the stronger Executioner or more accurate Mirrorswords.&lt;br /&gt;
&lt;br /&gt;
===Mirrorswords===&lt;br /&gt;
[[image:Mirrorsword.jpg|200px|right|thumb|Mirrorswords]]&lt;br /&gt;
&lt;br /&gt;
Basically an Eldar Force Falchion.&lt;br /&gt;
&lt;br /&gt;
Somewhat smaller than, but otherwise identical to the regular power swords, these blades are used in pairs by the Exarchs of the Howling Banshees. The style that they are used in allows the wielder to deliver a far higher amount of blows on a target than with regular power swords.&lt;br /&gt;
&lt;br /&gt;
They are part of an ambidextrous sword-art using paired blades.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these replace a Howling Banshee Exarch&#039;s power sword and shuriken pistol for no extra point cost. While this causes her AP to drop to -2 as well, it does allow her to re-roll all failed hit rolls in melee combat. Against squishier infantry such as Guardsmen or T&#039;au, these are probably the best choice out of the bunch for the exarch. They have great synergy with the &#039;&#039;Whirling Blades&#039;&#039; exarch power thanks to the extra attacks granted to the mirrorswords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeMirrorSwords.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner===&lt;br /&gt;
[[image:Executioner.jpg|250px|right|thumb|Executioner]]&lt;br /&gt;
&lt;br /&gt;
A glaive, this power weapon greatly enhances the power behind the user&#039;s blows, allowing the warrior to slice its enemies in half with ease. Exarchs of the Dire Avengers aspect use a similar, but lighter weapon for superior range over their enemies.&lt;br /&gt;
&lt;br /&gt;
The Executioner is not standardized and thus, it takes many forms - that of a heavy spear, a rune-encrusted sword or a great black scythe. Whatever its form, it is one of the most deadly hand to hand power weapons.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, these weapons have quite the nasty stat lines of S5 AP2. In 8th Edition, it is a S+2, AP-3, D3 weapon for just 3 extra points. This is pretty much the only weapon in the entire Banshee arsenal that can actually reliably carve through MEQ/TEQ targets without dedicated psychic support. Unfortunately, this also means that against said MEQ opponents, the Banshee Exarch wielding this is going to be the only one actually contributing to the fight.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:BansheeExecutioner.png|&amp;lt;center&amp;gt;Howling Banshee&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DireAvengerExecutioner.png|&amp;lt;center&amp;gt;Dire Avenger&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Glaive===&lt;br /&gt;
[[File:Star_Glaive.JPG|250px|right|thumb|Star Glaive]]&lt;br /&gt;
A cousin of the Executioner.&lt;br /&gt;
&lt;br /&gt;
The Star Glaive is a type of Power Weapon used exclusively by Eldar [[Autarch]]s. They have a much larger blade than the Executioner, allowing for a greater striking force at the expanse of encumbering the user.&lt;br /&gt;
&lt;br /&gt;
In 9th Edition, the Star Glaive is exclusive to the footslogging Autarch in the codex, essentially a Scorpion&#039;s Claw (Sx2, AP-3, Dd3) and god-awful in comparison. At S3, making you a mediocre S6 with this, and hitting on a 3+ due to the unwieldy rule it seriously pales in comparison and restricts you to fighting infantry and light vehicles, compared to the power fist of marines giving you the flexibility to hit tanks with some success.&lt;br /&gt;
&lt;br /&gt;
===Powerblades===&lt;br /&gt;
[[File:Eldar Powerblade.jpg|200px|right|thumb|Powerblades]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Imperium&#039;s Power Blade (Seriously GW, fix your god damn names).&lt;br /&gt;
&lt;br /&gt;
Attached to the user&#039;s forearms, these weapons grant the wielder the advantages of a power weapon while allowing the user to keep his hands free. Used mainly by Exarchs of the [[Warp Spiders]] aspect.&lt;br /&gt;
&lt;br /&gt;
In earlier editions powerblades could be wielded by Exarchs of other Aspects - most notably by the Dark Reapers, who wielded them in conjunction with their heavy weapons to give them both ranged and close-quarters abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarpSpiderBlades.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpion&#039;s Claw===&lt;br /&gt;
[[image:Scorpion&#039;s_Claw.jpg|200px|right|thumb|Scorpion&#039;s Claw]]&lt;br /&gt;
&lt;br /&gt;
Scorpion&#039;s Claw is an Eldar version of a power fist, except it doesn&#039;t slow its wielder (in game terms it doesn&#039;t have the Unwieldy or Special Weapon rules). Exarchs of the [[Striking Scorpions]] wear this on one hand while holding a chainsword in the other. It&#039;s a big claw with a shuriken pistol inside.&lt;br /&gt;
&lt;br /&gt;
Basically, it is far more utilitarian and versatile than any other races Power Fists or Power Claws.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a Sx2 (S6) AP-3 claw that carves away D3 wounds per smack, complemented by a built-in Shuriken Catapult that isn&#039;t named that. It also will cost the Exarch his Shuriken Pistol, so he won&#039;t be able to contribute any ranged firepower if he&#039;s tied up in melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ScorpionClaw.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eldar Power Lance===&lt;br /&gt;
[[File:EPowerLance.jpg|250px|right|thumb|Eldar Power Lance]]&lt;br /&gt;
&lt;br /&gt;
The Eldar have their own Power Spears in the form of Lances.&lt;br /&gt;
&lt;br /&gt;
They essentially function the same in all retrospects. Power Lances, especially for the Craftworlder varieties, are often the standard issue CCW for [[Autarch|Autarchs]]. They have obviously a longer reach and works better two handed than one handed. They were best seen in [[Dawn of War 2]] as the primary weapon of the bitchy [[Autarch]]. It handed rather okay for a support unit, unfortunately that did not translate well on the tabletop.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, other than its reach, it is pretty meh. Seriously, there are much better weapons to replace the Power Lance, it is &#039;&#039;that&#039;&#039; mediocre. On 8th Edition, the Power Lance has been removed all together, showing how redundant the weapon has become.&lt;br /&gt;
&lt;br /&gt;
Both the Craftworld Eldar and Dark Eldar utilize Power Lances. The DEldar is obviously more edgier looking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DEPowerLance.jpg|Dark Eldar variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ghostaxe===&lt;br /&gt;
[[File:Ghostaxe.png|200px|right|thumb|Ghostaxe]]&lt;br /&gt;
&lt;br /&gt;
The Ghostaxe is a large Eldar Power Weapon that is a cousin to the Ghostsword. These weapons are often preferred by [[Wraithblades|Wraithblade constructs.]] Like Ghostweapons, it guides the wielder&#039;s blow into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
9th Edition Ghostaxes hit harder than the Ghostswords at S7, but outside of T6/T7 targets you will not notice the difference. They also have one fewer attack than the Ghostswords and have a -1 to hit malus for the Wraithblade swinging it. So why bring them? They do come with a complimentary scattershield for a 4++ invulnerable save. This makes them the tankiest infantry units the Craftworlders can field by far, especially if supplemented by the Protect power. Additionally, though they are slightly less accurate and have fewer attacks, each swing deals d3 damage. Considering Spiritseers are often in tow, the accuracy drop isn&#039;t as big of an issue as it might seem.&lt;br /&gt;
&lt;br /&gt;
===Ghostsword===&lt;br /&gt;
[[File:Ghostsword.JPG|200px|right|thumb|Ghostsword]]&lt;br /&gt;
The Ghostsword is a large melee Power Weapon used by Eldar Wraithblades. They are the smaller version of Ghostglaives. Usually wielded in pairs, they leave glowing traces in the air as they are swung. Like all Ghostweapons, they guide the wielder&#039;s blows into the target&#039;s weak spot.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the default Ghostswords have 4 Attacks on the charge hitting at WS 3+, S6, AP -3 and Damage 1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. Given they will always be in a [[Wave Serpent]] they don’t need much in the way of support but they do appreciate Psyker support or an Autarch Bubble.&lt;br /&gt;
&lt;br /&gt;
Become absolute nightmares if any Iyanden characters bring the Psytronome of Iyanden as they get the option to double the attack characteristic a Wraith unit has at the cost of the Wraith unit taking d3 Mortal Wounds. 6 Attacks per Wraithblade at S6 and AP-3 is going to turn anything short of a superheavy [[RIP AND TEAR|into a fine mist.]] Toss in Enhance from a Spiritseer nearby and even Conscript Blobs are suffering critical existence failure. Don&#039;t forget to give them Fortune from a Farseer as well to mitigate the mortal wounds afterwards.&lt;br /&gt;
&lt;br /&gt;
===Wraithbone Power Fist===&lt;br /&gt;
[[File:Wraithbone_PF.png|200px|right|thumb|Wraithbone Power Fist]]&lt;br /&gt;
&lt;br /&gt;
Like the Imperium&#039;s Dreadnought Power Fist, the Elfdar have their own equivalents on their walkers.&lt;br /&gt;
&lt;br /&gt;
The fists found on Eldar [[Wraithlords]] and [[Wraithseer|Wraithseers]] are capable of being used in the same manner as the more common Power Fist, such as punching enemy vehicles or picking up and crushing enemy infantry. In contrast to the more bulky Imperium equivalent, these power fists are much more proportioned, allowing the wraith constructs to manipulate an object with ample dexterity without outright turning it into spam. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers.&lt;br /&gt;
&lt;br /&gt;
However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ghostspear===&lt;br /&gt;
[[File:Wraithspear.PNG|250px|right|thumb|Ghostspear]]&lt;br /&gt;
&lt;br /&gt;
Imagine a [[Force weapon#Singing Spear|Singing Spear]] scaled to a Wraithlord chassis.&lt;br /&gt;
&lt;br /&gt;
Ghostspears are massive, rune-etched spears made of Wraithbone (like virtually everything the Eldar make). These weapons are carried into combat by the rare Wraithseer ghost warriors used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder&#039;s blows toward the most vital points of their foe.&lt;br /&gt;
&lt;br /&gt;
Aside being used to help channel the Wraithseer&#039;s psychic prowess, the Ghostspear shares a statline nearly identical to the more standard Ghostglaive used by their Wraithlord cousins: S+2 AP-4 d6 damage, with the added bonus of re-rolling wound rolls against vehicles (for some reason).&lt;br /&gt;
&lt;br /&gt;
===Ghostglaive===&lt;br /&gt;
[[File:Ghostglaive.jpg|200px|right|thumb|Ghostglaive]]&lt;br /&gt;
&lt;br /&gt;
The Ghostglaive is a heavy Eldar melee weapon mounted on [[Wraithknight|Wraithknights]] and on [[Wraithlords]]. These great blades can even engage [[Daemon Prince|Daemon Lords]] in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon exclusive to the Wraithlord. Between the high AP, four attacks and effective S9 of the Wraithlord swinging this around, virtually everything in the game smaller than a full-fledged titan without an invuln save is vulnerable to this weapon. The only thing holding back its otherwise unrivaled killing potential is the limited number of swings the Wraithlord can make against blobs and the generally inconsistent d6 rolls potentially dealing underwhelming damage against hardier single targets.&lt;br /&gt;
&lt;br /&gt;
[[Rape|Oh and it gets even &#039;&#039;worse&#039;&#039; on a Wraithknight.]] On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking [[Cheese|&amp;lt;u&amp;gt;&#039;&#039;&#039;Strength 16 weapon,&#039;&#039;&#039;&amp;lt;/u&amp;gt;]] its gonna go through most superheavies like a hot knife through butter. [[Anal circumference|Prepare your anus indeed.]]&lt;br /&gt;
&lt;br /&gt;
===Phantom Power Glaive===&lt;br /&gt;
[[File:PhantomPowerGlaive.png|200px|right|thumb|Phantom Power Glaive]]&lt;br /&gt;
A giant Power Weapon for the Eldar to combat enemy Titans.&lt;br /&gt;
&lt;br /&gt;
Known also as the Ashuna-Valcry&#039;le, roughly translated as &#039;Sleepless Harbinger of Destruction&#039;, the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons.&lt;br /&gt;
&lt;br /&gt;
On 8th edition, these monsters are the quintessential Eldar anti-titan melee option, this [[Powergamer|Sx2 (S18) AP-5 armblade does a straight 9 damage a cleave,]] [[Rape|producing additional attacks on hit rolls of a 6]]. [[Awesome|Since this will bypass Void Shields,]] it&#039;s honestly the most reliable anti-titan weapon you can give to the Phantom. Additionally, while not exactly amazing, it does have a built in Starcannon/Bright Lance to help contribute a smidge more firepower to compensate for the loss of other ranged options.&lt;br /&gt;
&lt;br /&gt;
One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Executioner====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JainZarExecutioner.png|&amp;lt;center&amp;gt;Jain Zar&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:MauganRaExecutioner.png|&amp;lt;center&amp;gt;Maugan Ra&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Power Weapons==&lt;br /&gt;
While many of the Dark Eldar&#039;s weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DarkEldarPowerSword.png&lt;br /&gt;
image:DEldarPowerSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demiklaive===&lt;br /&gt;
[[File:Demiklaive.jpg|200px|right|thumb|Demiklaive]]&lt;br /&gt;
&lt;br /&gt;
Baby Klaives essentially.&lt;br /&gt;
&lt;br /&gt;
Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best known Dark Eldar wielding demiklaives is [[Drazhar]], the Master of Blades.&lt;br /&gt;
&lt;br /&gt;
On tabletop, its stats is similiar to its bigger brother, just now with a D2 on each profile of the blades. May not sound like much, but take in context that this is Drazhar we are talking about. Damage stack up is gonna rise to lethal in a single round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DrazharDemiklaives.png|Drazhar&#039;s Demiklaives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Klaive===&lt;br /&gt;
[[File:KlaiveIncubiDE.jpg|200px|right|thumb|Klaive]]&lt;br /&gt;
&lt;br /&gt;
These massive two-handed swords are the staple weapon of the [[Incubus (Dark Eldar)|Incubus]] and are regarded by them as &amp;quot;The ultimate weapon&amp;quot;. Every Klaive is a masterpiece of a weapon. They are perfectly balanced and in the right hands they are also extreme instruments of death. Klaives are also power weapons on their own and because of that can even cleave through Space Marine power armor.&lt;br /&gt;
&lt;br /&gt;
These enormous cleavers are AP2 and +1S while letting you strike at full I. Some squad leaders get the even deadlier Demi-Klaives. They grant an additional S normally, but you can choose to use them as +0S and +2A.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IncubiKlaive.png&lt;br /&gt;
image:Klaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Agoniser===&lt;br /&gt;
[[File:Agoniser_New.jpg|200px|right|thumb|Agoniser]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;THE&#039;&#039;&amp;lt;/u&amp;gt; BDSM weapon.&lt;br /&gt;
&lt;br /&gt;
A weapon befitting its name, this deadly whip drives the senses of the victim haywire with pain. It is not standardized and therefore, come in many forms, such as whips or gauntlets, but they are designed to attach themselves to the victim&#039;s nervous system, take control of it and inflict immense pain which can disable or kill the victim. [[Pretend|Should in no way be confused with the]] [[Dark Eldar Combat Weapons#Electrocorrosive Whip|Electrocorrosive Whip]], [[Derp|&#039;&#039;another&#039;&#039; Dark Eldar whip of a different kind.]]&lt;br /&gt;
&lt;br /&gt;
The size of the creature doesn&#039;t matter and often the larger the creature, the greater the potential for pain-infliction. Agonisers have the ability to [[Wat|harm vehicles as well,]] potentially disabling the crew or disrupting the vehicle&#039;s systems. It grants AP3 and wounds the enemies on a 4+, regardless of toughness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SuccubusAgoniser.png|Whip it good!&lt;br /&gt;
image:Agoniser.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Huskblade===&lt;br /&gt;
&lt;br /&gt;
[[File:HuskbladeDE.jpg|200px|right|thumb|Huskblade]]&lt;br /&gt;
&lt;br /&gt;
A very weird weapon. Possibly one of the weirdest weapons in the DEldar armory and that&#039;s saying something. This is the stock standard CCW for Dark Eldar [[Archon (Warhammer 40,000)|Archons.]]&lt;br /&gt;
&lt;br /&gt;
Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird. &lt;br /&gt;
&lt;br /&gt;
It grants AP3 and Instant Death. On 8th Edition, it is a Strength +1, AP-2 and D3 Damage weapon, making it excellent for murderfucking characters and swarms due to its multi-wound attacks. Now known as the [[/d/|Suckblade.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArchonHuskBlade.png&lt;br /&gt;
image:Huskblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djin Blade===&lt;br /&gt;
[[image:DjinBlade.jpg|200px|right|thumb|Djin Blade]]&lt;br /&gt;
&lt;br /&gt;
A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is somewhat different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).&lt;br /&gt;
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Only available to the most elite of nobles such as Archons, a Djin blade houses the soul of a fallen Eldar and therefore, is considered a relic weapon. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user, which usually means rolling a D6 and taking 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
The blade however, truly shines when given to an Archon with the Soul Thirst ability, which allows that fucker to heal that mortal wound and negate that con from the weapon. Or, if you&#039;re feeling lazy, just get a [[Sslyth]] to wield one, as that snakeboi could absorb 2+ wounds from the blade just fine.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Djinblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher===&lt;br /&gt;
[[File:Punisher.JPG|200px|right|thumb|Punisher]]&lt;br /&gt;
&lt;br /&gt;
A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.&lt;br /&gt;
&lt;br /&gt;
In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn&#039;t matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ClassicIncubiPunisher.png|An Incubus holding a Punisher (and wearing a &amp;quot;&#039;&#039;Tormentor Helm&#039;&#039;&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Archite Glaive===&lt;br /&gt;
[[File:Archite_Glaive.PNG|200px|right|thumb|Archite Glaive]]&lt;br /&gt;
&lt;br /&gt;
These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by [[Succubi]] in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims.&lt;br /&gt;
&lt;br /&gt;
On a curious side note, they look like a [[Cathay|Chinese Guandao,]] which was basically a giant sabre/cleaver on a pole-arms. Could easily chop people in half as it is, beheading horses.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, [[Wat|you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles.]] That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Harlequin Power Weapons==&lt;br /&gt;
In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Caress===&lt;br /&gt;
[[File:Harlequin&#039;s_Caress.jpg|150px|right|thumb|Harlequin&#039;s Caress]]&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Caress is a bracer that generates a power field around the user&#039;s hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent&#039;s chest and plucking out his heart.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Harlequin&#039;s Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HarlequinCaress.png|Imma rip your heart out like fucking Kano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zephyrglaive===&lt;br /&gt;
[[File:Zephyrglaive.jpg|250px|right|thumb|Zephyrglaive]]&lt;br /&gt;
&lt;br /&gt;
The Zephyrglaive is a power polearm used by Harlequin [[Skyweaver]]s. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it&#039;s a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:StarweaverZephyrGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ork Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Stabba===&lt;br /&gt;
[[File:Power_Stabba.JPG|200px|right|thumb|Power Stabba]]&lt;br /&gt;
An Ork power shiv.&lt;br /&gt;
&lt;br /&gt;
The Power Stabba is an [[Orky]] [[Power_weapon#Power_Sword|Power Sword]], resembling an electric Carving Knife that replaces the Ork&#039;s hand as part of a [[Cyborks|Bionik Arm]] - presumably, the unstable power field encompassing the blade makes it buck like nobody&#039;s business without any extra weight like the Power Klaw has behind it, and they need [[Cyborks|Cybork]] bitz just to keep the recoil manageable? Whatever is the case, this weapons is more compact, making it act as a smaller but faster power weapon than the Power Klaw.&lt;br /&gt;
&lt;br /&gt;
Just like the Carving Knife, the Power Stabba excels at slicing through flesh with its AP-2, and they&#039;re often used by [[Nob]]z who need to deal with medium armour that doesn&#039;t require any additional strength to go into the blow, like [[Space Marines]].&lt;br /&gt;
&lt;br /&gt;
===Snagga-Klaw===&lt;br /&gt;
[[File:Snagga-Klaw.JPG|200px|right|thumb|Snagga-Klaw]]&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;GET OVA &#039;ERE!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A extremely light-weight version of the conventional Ork Power Klaw.&lt;br /&gt;
&lt;br /&gt;
Snagga-Klaws are a type of interesting looking Ork Power Klaw that is almost [[Steampunk|Steampunk-esque]] in design. A piston-driven weapon, what makes the Snagga-Klaw distinct is that it is equipped with a barbed harpoon cannon with heavy chain attached...which makes it pretty much the Ork&#039;s version of [[Awesome|Scorpion&#039;s Chain-Stinger Kunai from Mortal Kombat.]] When fired, the Snagga-Klaw allows its wielder to pierce an enemy and reel them in, or simply let them drag behind their [[Deffkilla Wartrike]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are essentially a S+2 AP-2 Dd3 CCW, which you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new &amp;quot;Da Killa Klaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Power Snappa===&lt;br /&gt;
[[File:Power_Snappa.JPG|200px|right|thumb|Power Snappa]]&lt;br /&gt;
In-between the Snagga-Klaw and the Power Klaw, the Power Snappa is a medium-sized power weapon used mainly by a [[Painboss]] to easily amputate and snip off unnecessary limbs if need be during an operation.&lt;br /&gt;
&lt;br /&gt;
However, he can just as easily snip a bitch in two when the going gets tough. They are the Painboss&#039; &#039;&#039;only&#039;&#039; known weapon, let alone a close-combat weapon, as he is mainly there for support. Still, despite being overall underarmed, this is still a power weapon you are facing here, best not to fuck with it.&lt;br /&gt;
&lt;br /&gt;
Power Snappas kind of resemble a scaled-down Kan Klaw or Dread Klaw. So yes, if you want to, you can technically create an [[Meme|army of crab people.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these are one of the Beast Snagga&#039;s alternative to the Power Klaw. It doesn&#039;t boost the user&#039;s strength as much (S+2 to Sx2), but it won&#039;t suffer the penalty to hit. Combined with the Beast Snagga&#039;s improved strength and you&#039;re pretty much getting an equivalent experience to the Power Klaw.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Beast Snagga Klaw===&lt;br /&gt;
[[File:Beast_Snagga_Klaw.jpg|200px|right|thumb|Beast Snagga Klaw]]&lt;br /&gt;
Not to be confused with the regular Snagga-Klaw.&lt;br /&gt;
&lt;br /&gt;
The Beast Snagga Klaw is the [[Conan the Barbarian|Conan variety]] of the regular Ork Power Klaw. Made and fashioned from the skull of a large beast slain by a [[Beastboss]], the Beast Snagga Klaw is made of relatively simple technology even by Ork standards, as [[Beast Snagga]]s are basically a bunch of hyperviolent mushroom Amish that live off the land and must make-do with whatever materials they find.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are the Beastboss&#039; answer to the Power Klaw. It&#039;s effectively the same (S+4 on S6 still equals S10, but not as hobbled by any debuffs) but only deals D2. Again, quite a dangerous tool to have, and the weapon of choice for most enemies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Power Klaw===&lt;br /&gt;
[[File:Power_Klaw_2.jpg|200px|right|thumb|Power Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Orks saw the umies and their power claws and they answered with their own.&lt;br /&gt;
&lt;br /&gt;
It is similar in characteristics to an [[Imperium_of_Man|Imperial]] [[Power_weapon#Power_Fist|Power Fist]], being an armored, powered gauntlet, strapped to an Ork&#039;s arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armor, tearing any enemy into bloody paste. It is particularly effective against vehicles.&lt;br /&gt;
&lt;br /&gt;
These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaws are most often found incorporated into Mega Armour.&lt;br /&gt;
&lt;br /&gt;
===Kan Klaw===&lt;br /&gt;
[[File:Kan_Klaw.PNG|200px|right|thumb|Kan Klaw]]&lt;br /&gt;
&lt;br /&gt;
Sometimes called as &#039;&#039;&#039;Power Shears&#039;&#039;&#039;. A up sized Power Klaw suited directly for the [[Killa Kan]]&#039;s. Resembling oversized hedge trimmers, the Kan Klaw is a large Ork Power Weapon meant to snip enemies in half. These weapons are the standard issue weapon and is built-in the walker, with the weapon being powered through the Killa Kan&#039;s own engines.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kan Klaw is a fine weapon that increases your Killa Kanz Strength by 3 (to S8) instead of doubling it with no extra attacks. You can equip your Killa Kan with another Klaw for double the slash, making it remarkable against hordes of MEQs and TEQs.&lt;br /&gt;
&lt;br /&gt;
===Dread Klaw===&lt;br /&gt;
[[File:Dread_Klaw.PNG|200px|right|thumb|Dread Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Dread Klaw AKA Dred Klaw or Power Shears is the big brother of the Kan Klaw.&lt;br /&gt;
&lt;br /&gt;
Analogous to the Imperium&#039;s Dreadnought Power Claw, the Dread Klaw is wielded by the equally large [[Deff Dred]] and is used to rip open vehicles like oversized tin cans and turn infantry into salami. Similar to the Kan Klaw, the Dread Klaw draws its power from the Deff Dred&#039;s own engine as a reliable power source.&lt;br /&gt;
&lt;br /&gt;
On tabletop, like the Kan Klaw or your standard Power Klaw, the Dread Klaw always does 3 damage and doesn&#039;t impose a hit roll penalty. Each extra one increases a Deff Dred&#039;s Attack output by adding one extra attack, at expense of losing the option to take shooting weapons. If you want to turn your Deff Dred into a Khornate Dreadnought, you can equip both arms with Dread Klaws.&lt;br /&gt;
&lt;br /&gt;
===Klaw of Gork===&lt;br /&gt;
[[File:KlawOfGork.jpg|200px|right|thumb|Klaw of Gork (or possibly Mork)]]&lt;br /&gt;
The Klaw of Gork and Klaw of Mork are massive Power Klaws mounted on [[Gorkanaut]] and [[Morkanaut]] heavy walkers. They are the ultimate weapons of [[RIP AND TEAR]] and can [[Anal circumference|rip open the rear ends of any armored vehicle in its way.]]&lt;br /&gt;
&lt;br /&gt;
These gargantuan Power Klaws are meant to go toe-to-toe with Imperial Knights and win. The Klaws of Gork/Mork throws away the cutting ability with sheer balls-out crushing power. Thus, it functions more like a power fist than a power claw. The main downsides is that these things are large and cumbersome, meaning that it is extremely hard to hit small and nimble opponents and must square up against similarly-sized enemies to be effective. These things are not to be messed with.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are a huge Power Klaw for your Gorkanaut and Morkanaut. It comes with two distinct attack profiles. The first is &#039;&#039;&#039;Crush&#039;&#039;&#039;, which is a Sx2 AP-4 D6 Dmg and likewise, hits like a tonne of bricks. The second is &#039;&#039;&#039;Smash&#039;&#039;&#039;, which although it doesn&#039;t boost the Naut&#039;s strength and only having an AP of -2, it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, tripling your Attack output.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Honour Blade===&lt;br /&gt;
[[File:HonorBlade.jpg|200px|right|thumb|Honour Blade]]&lt;br /&gt;
A Honour Blade is a weapon carried by [[Tau]] [[Ethereal|Ethereals]] and [[Ethereal Guard]]s for a number of uses. It&#039;s mainly used as a symbols of their office, ceremonial weapons, and in self-defense. Of course, with how shit-tier Tau are in close combat, they might as well be plastic kids toys used for decoration. While each weapon is custom-made, they all feature a broad blade fitted to a long, lightweight metallic staff.&lt;br /&gt;
&lt;br /&gt;
Ethereals use the blades primarily to settle disputes, engaging in [[Derp|lengthy, highly stylized duels that are more coordinated co-meditation than combat.]] Basically, long story short, [[Faggotry|their weebfags that do interpretive dance rather than actual fighting.]] [[Gay|Basically the epitome of style over substances.]] [[Fail|God damn, even Eldar have more balls than that.]] Some Ethereals carry their Honour Blades on the field of battle, not expecting to have to use them, but prepared to make a last stand against their foes nonetheless, [[FAIL|which they will always fail spectacularly.]] Unless your name is [[Aun&#039;Shi]].&lt;br /&gt;
&lt;br /&gt;
Curiously enough, they are counted as Power Weapons for some reason, despite the Ethereals not using them at its full potential. On the tabletop, the Honour Blade is a S+2 and D1 weapon.&lt;br /&gt;
&lt;br /&gt;
===Equalizer===&lt;br /&gt;
[[File:Equalizer.jpg|200px|right|thumb|Equalizer]]&lt;br /&gt;
&lt;br /&gt;
A Tau walking stick.&lt;br /&gt;
&lt;br /&gt;
Equalizers are Tau ceremonial weapons typically carried in pairs by Ethereals. They are not only a badge of office, but also can be a potent weapon that contains a powerful disruption field able to shatter armor and bones just like power weapons. Of course, Tau are relatively shit fighters and the Ethereals would most likely end up bonking the heads of some Guardsmen like Old Man Henderson hitting a kid on a head with a cane stick. Except that&#039;s a shit comparison, because [[Old Man Henderson]] actually kills stuff.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Equalizer is a AP-1 weapon with a bonus attack.&lt;br /&gt;
&lt;br /&gt;
===Onager Gauntlet===&lt;br /&gt;
[[image:OnagerGauntlet.png|200px|right|thumb|Onager Gauntlet]]&lt;br /&gt;
Basically a Tau powerfist equivalent, but can only be used by Crisis-type battlesuits. Often jokingly called &amp;quot;donkey punch&amp;quot; by a players, and sometimes modeled on a suit&#039;s legs instead of hands, since &amp;quot;onager&amp;quot; is Latin for donkey (although it was also the name of a Roman catapult).&lt;br /&gt;
&lt;br /&gt;
It was designed to battle Imperial tanks after the Tau realized that those crazy Gue&#039;la can send in so many MEHTUL BAWKSES in a single engagement that Crisis teams would exhaust their ammunition supplies and the Guard would still have tanks rolling everywhere. Despite being &#039;&#039;very&#039;&#039; successfully tested during the Damocles Crusade, where a 12-man team of Crisis suits managed to falcon punch dozens of Imperial tanks into scrap, it is still undergoing field tests and is treated as an experimental system, due to the fact that the casualty rate of trying to give tanks a proper fisting in the middle of a war was too damn high.&lt;br /&gt;
&lt;br /&gt;
Of the original 12 suits who tested the weapon; only Commander Bravestorm of [[Farsight]]&#039;s battlesuit retinue survived....kind of. Although Bravestorm lived, his body was [[Dreadnought|too badly wounded after his Crisis suit was critically damaged at one point that he had to be permanently entombed into his Crisis suit just to survive]].&lt;br /&gt;
&lt;br /&gt;
In 9th this weapon is a &#039;&#039;&#039;S12 AP-4 D3&#039;&#039;&#039; MONSTER. It is no longer a single attack. This weapon now feels like it&#039;s fluff. Bring &#039;lo the enemies of the greater good with this fucking BEAST of a weapon. Pair with the new Thermoneutronic Projector for not just an adequate melee unit, but an actually good one.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
&lt;br /&gt;
==Necron Power Weapons==&lt;br /&gt;
Before 9e only the Hyperphase Sword was available. Not like that&#039;s a bad thing since the &#039;Crons just have [[C&#039;tan Phase Weapons|much better equipment around.]] This is for those who want to feel the blood splash against their metallic skin. The Necrons now have several more awesome looking Power weapons also available.&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Sword===&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperphase_Sword.jpg|200px|right|thumb|Hyperphase Sword]]&lt;br /&gt;
A Hyperphase Sword is a Necron melee weapon whose energy blade vibrates across dimensional states and can easily slice through armor and flesh to sever the vital organs within. A Hyperphase Sword can be considered an advanced type of Power Weapon. Hyperphase Swords are found exclusively as part of the armories of Necron royals, such as Necron Overlords, Necron Lords, Necron Destroyer Lords, and their favored Lychguards. Are also found on Deathwatch Watch Sergeants, oddly enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hyperphase Sword is an AP-3 and D1 weapon. On a Lychguard with its S5 stats, it should be able to do some hefty damage on MEQs and GEQs, although in all honesty, it would be much better to get the superior Warscythe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LychguardHyperphaseSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Thresher===&lt;br /&gt;
[[File:HyperphaseThresher.jpg|200px|right|thumb|Hyperphase Thresher]]&lt;br /&gt;
The Chinese cleavers of Hyperphase weapons.&lt;br /&gt;
&lt;br /&gt;
The annoyingly named Hyperphase Thresher (Seriously why not just call it Thrasher? Because it&#039;s keeps with the farming theming of these weapons without being misconstrued for one of the various other things thrashers could be), is the big-boned cousin of the conventional Hyperphase Sword that could shatter bone and slice through armor like Swiss cheese.&lt;br /&gt;
&lt;br /&gt;
These Hyperphase Thresher are one of the two primary weapons of the [[Skorpekh Destroyer]]. They are always wielded in pairs and are permanently attached to the Skorpekh Destroyer, so it could never be unarmed in battle.&lt;br /&gt;
&lt;br /&gt;
It is so named the Thresher, because the Skorpekh Destroyer wielding it turns into a walking meat blender. Fuck subtlety and elegance, the [[Necrons]] [[Get shit done|gets shit done]] and if it means thrashing around these swords like a spastic ASIMO, than so be it.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are AP-3 D2 meat cleavers that can throw another attack.&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Reap-Blade===&lt;br /&gt;
[[File:HyperphaseReapBlade.jpg|200px|right|thumb|Hyperphase Reap-Blade]]&lt;br /&gt;
The Hyperphase Thresher&#039;s bigger brother.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Reap-Blade closely resembles the Thresher, except on a much larger scale. The Hyperphase Reap-Blade is so big that it needs to be wielded by two hands. The Reap-Blade is one of the two primary weapons of the [[Skorpekh Destroyer]] and the [[Ophydian Destroyer]].&lt;br /&gt;
&lt;br /&gt;
Like the Thresher, the Reap-Blade is permanently attached to the Skorpekh Destroyer, so it could never be unarmed in battle. It was notable as being basically, the mascot weapon of [[Warhammer 40,000 9th Edition]] and the [[Necrons]] in general, as it was famously seen being used to duke it out with a [[Canoness]] armed with a [[Power Weapon#Power Sword|Power Sword]] during the 9th Edition trailer.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, an Ophydian Destroyer would strike 3 times with his Hyperphase Reap Blades at S6 AP-4 3d (with a 3x1/6=50% chance of making an extra attack per the weapon rules).&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Glaive===&lt;br /&gt;
[[File:HyperphaseGlaive.jpg|250px|right|thumb|Hyperphase Glaive]]&lt;br /&gt;
The staff cousin of the Hyperphase family.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Glaive is a large and long two-handed power weapon wielded by [[Necron Overlord|Necron Overlords]] to spank a bitch if need be. It is an optional weapon and is dependent on whether the Overlord likes to go in close and dirty. If not, then he/she can opt for a [[Necron Staff Weapons|Necron Staff Weapon]] to pew pew enemies from a distance.&lt;br /&gt;
&lt;br /&gt;
Due to its sheer size, a Hyperphase Glaive could easily cleave a tank in two, moreover, it has a smaller blade on the other end, to ensure a nasty surprise if the Overlord finds him/herself in a sword-fighting stalemate.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this is a Melee S+2 AP-3 D1d3 weapon, giving you the equivalent of a power axe.&lt;br /&gt;
&lt;br /&gt;
===Hyperphase Harvester===&lt;br /&gt;
[[File:Harvester_Blade.jpg|200px|right|thumb|Hyperphase Harvester]]&lt;br /&gt;
The big chungus of Hyperphase weapons.&lt;br /&gt;
&lt;br /&gt;
The Hyperphase Harvester is an enormous Hyperphase Weapon wielded by [[Skorpekh Lord|Necron Skorpekh Lords]]. These absolute units of a weapon is wielded single-handedly due to the sheer size of the Skorpekh Lord and is one of its primary weapons.&lt;br /&gt;
&lt;br /&gt;
Like the Hyperphase Glaive, the blade of the Hyperphase Harvester could cleave tanks easily in two. Its thickness also makes the blade incredibly heavy, crushing and bending lesser swords from sheer weight alone.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, these monsters are S+2 AP-4 D3 weapons with the hit penalty of a power fist. You will be [[Anal circumference|fisting the rear end of tanks with this bad boy.]]&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Zoat Power Weapons==&lt;br /&gt;
===Eradicator Glove===&lt;br /&gt;
[[File:Eradicator_Glove.JPG|200px|right|thumb|Eradicator Glove]]&lt;br /&gt;
Eradicator Gloves are a type of pseudo-power weapon used by the [[Zoats]].&lt;br /&gt;
&lt;br /&gt;
It is a form of powerfist or powerclaw that is form-fitted over the hands of a Zoat. Power is probably drawn from the Zoat&#039;s blood, given the intensive cybernetic (borderline fetishtic) augmentations of a Zoat.&lt;br /&gt;
&lt;br /&gt;
Whether they are true power weapons or not, we have no idea. Or we know is that, in terms of the rules, it is a melee weapon with a strength of X2, an armor penetration of -3, damage of 3, and a special rule where when resolving attacks made with said weapon subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
However, they are &#039;&#039;technically&#039;&#039; the only Tyranid power weapon, if one were to assume that the Zoats were a creation of the Nids. They, like the [[Atomic Disassembler]] are weapons that are in a very murky category due to lack of fluff.&lt;br /&gt;
&lt;br /&gt;
Of course, some may dispute this and state that it may, in fact, be a powered pneumatic claw.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Tyranid-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warp_Weapons&amp;diff=560570</id>
		<title>Warp Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warp_Weapons&amp;diff=560570"/>
		<updated>2023-05-30T21:35:32Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;In [[Warhammer 40,000]], there are few things more dangerous to life in the galaxy than the [[Warp]]. Especially when it&#039;s weaponized. Some of the deadliest weapons in existence, Warp Weapons are devices capable of using the warp to deal tremendous damage to any target presented with.&lt;br /&gt;
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==Imperial Variants==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vortex Weapons&#039;&#039;&#039; are based on the same technology as the warp engines of a voidship: they basically tear a momentary &#039;hole&#039; (aforementioned vortex) between realspace and the Warp. But where a spaceship is (hopefully) protected by a [[Gellar Field]] to survive the experience, anything that gets sucked through find itself at the [[/d/|tender (lack of) mercy]] of the [[daemon|denizens of the Warp]]. Those weapons are frighteningly effective, but they are used with circumspection. In theory, the vortex&#039; existence is very brief. In practice, sometimes it somehow can sustain itself and it starts drifting around... Or growing... or [[demon|things]] start coming through from the other side to have some fun... [[Reasonable Marines|Which explain why Imperial forces tend to chuck those at the enemy from very far away: should there be side effects, at least the enemy will be first in line to get fucked over!]]&lt;br /&gt;
&lt;br /&gt;
Imperial sanctioned weapons come in two variations: Vortex grenades that are man-portable but whose effect is limited and the Vortex Missile which is mounted on either a [[Deathstrike Missile Launcher]] or [[Reaver Battle Titan|Reaver]]/[[Warlord Battle Titan|Warlord]] Battle Titans and can hatefuck much more massive holes in reality in a single strike.&lt;br /&gt;
&lt;br /&gt;
An example of a non-standard Vortex Weapon is the [[Hero of the Imperium|Dominus Astra]], an Emperor Class Battleship, which when strategically located and having its warp drive detonated was capable of destroying almost all of [[Hive Fleet Behemoth]]. Needless to say this is not something the Imperium is well equipped to do, as each Emperor-class is nigh-irreplaceable...&lt;br /&gt;
&lt;br /&gt;
===Vortex Grenade===&lt;br /&gt;
[[File:VortexGrenade.jpg|200px|right|thumb|Vortex Grenade]]&lt;br /&gt;
The smallest vortex weapon and the only one that can be used by hand. The vortex grenade is a rare and deadly weapon which utilizes complex warp technology to create a vortex between real space and the warp on activation. They are very difficult to produce, with only the [[Adeptus Mechanicus]] being able to manufacture them, and are not issued to regular troops, but to important Imperial agents such as [[Inquisitors]] or [[Assassinorum|Assassins]] (Probably because they are the only ones trained enough to know &#039;&#039;when&#039;&#039; and &#039;&#039;where&#039;&#039; to toss them, in contrast to your average Joe who would treat them like a normal grenade and cause accidental friendly fire).&lt;br /&gt;
&lt;br /&gt;
The Vortex Grenade takes the form of a weighty sphere, approximately the size as the fist of a grown man, consisting of an outer shell which encases a delicate and temperamental warp mechanism. The designs of the device date back to the [[Dark Age of Technology]].&lt;br /&gt;
&lt;br /&gt;
When the grenade is activated, it creates a tiny rift between realspace and the warp, a rift that becomes a vortex in the very fabric of space. In appearance the vortex is a ball of glowing blackness like a small black hole. Everyone and everything encompassed by the vortex is destroyed; all matter and energy is drawn through the vortex and it is turned into the very stuff of the warp.&lt;br /&gt;
&lt;br /&gt;
It is unknown how applicable they can be when fired from a regular grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Rift Cannon===&lt;br /&gt;
[[File:Rift_Cannon.JPG|200px|right|thumb|Rift Cannon]]&lt;br /&gt;
The &#039;&#039;&#039;Rift Cannon&#039;&#039;&#039; or otherwise known as the Kaleidoscope Cannon or the [[Drug|LSD Cannon]] by /tg/, is used by the [[Dark Angels]] Space Marine Chapter is also a warp weapon supposedly developed in the Dark Age of Technology. When fired, a beam of warp energy emerges that resembles a kaleidoscope of colors blossoming into a small rift in the Immaterium, opening at the beam&#039;s point of contact, while those who survive the brief tear in the Materium find themselves thrown awry. The weapon is amusingly called the &#039;&#039;Stained Glass Cannon&#039;&#039; primarily due to this kaleidoscopic explosion, which means that the enemies of Man [[Gay|literally taste the motherfucking rainbow.]]&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Rift Cannon is now a Heavy D3 Strength 10 AP -3 weapon. Its Rift Vortex works way better, no longer rolling scatter doubles. Instead, the weapon causes the target to roll a D6 against the Rift Vortex chart when wounded, dealing an additional D3 Mortal Wounds if rolled. The Vortex chart actually scales with the Dark Talon&#039;s BS depending on how many wounds are left on the target, which often starts at a 3+/4+/5+ scaling. In 9th Edition, the Rift Cannon now gains an amped-up version of the Blast ability, giving it the capability to automatically have its 3 shots hit successfully if the unit targeted has 6 or more models.&lt;br /&gt;
&lt;br /&gt;
===Vortex Missile===&lt;br /&gt;
[[image:VortexMissile.jpg|200px|right|thumb|Vortex Missile]]&lt;br /&gt;
If the regular nuclear warhead of a [[Deathstrike Missile|Deathstrike Missile]] won&#039;t do it for you, then sending your enemies into the hatefuck realm that is the [[Warp]], will. As previously noted, the Warp tech of the Imperium is not as sophisticated and controlled as that of the [[Eldar]]. As such, they prefer launching these Warp weapons using &#039;&#039;very&#039;&#039; long-ranged missiles in order to hit targets far enough away that Imperial forces remain unaffected.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that they came from the [[Dark Age of Technology]], these missiles are as rare as they are powerful, creating a miniature (and short-lived) [[Eye of Terror]] when they explode. Vortex missiles are constructed by using [[Psykers]] to channel the raw energy of the Warp into an intercontinental ballistic missile. [[Derp|How the hell that works, we have no idea.]] (To note, older fluff described the warhead as a miniaturized one-shot Warp Drive like those found on starships, which makes slightly more sense, I guess...)&lt;br /&gt;
&lt;br /&gt;
Vortex missiles mounted on [[Deathstrike Missile Launcher|Deathstrike Platforms]] are so valuable that they are guarded at minimum by an entire infantry platoon (and at Maximum a company space marines), charged with concealing the weapon from enemy saboteurs and kill-teams. Nominally only Segmentum Command can sanction their use, and the launch codes are entrusted solely to the [[Lord Commissar|&#039;&#039;Lord&#039;&#039; Commissar]] in charge of the missile, as they are the only (non-adeptus astartes) individuals with a self-restraint that isn&#039;t a [[Commissar|blundering trigger-happy moron that would push the button at the first sign of insubordination.]]&lt;br /&gt;
&lt;br /&gt;
A Vortex missile, like other support missiles, takes up one carapace slot when mounted on a Titan, [[FATAL|although if it is destroyed before being fired it will prematurely activate and create a vortex field.]]&lt;br /&gt;
&lt;br /&gt;
Due to the dangers of assembly and the uncontrollable forces involved, it was once the sole responsibility of the [[Adeptus Mechanicus]] to manufacture Vortex Missiles. By the end of M31, they were officially only to be constructed on Mars, Graia, and Gryphonne IV. From these three worlds, the warheads would then be exported to other Forge Worlds where they would be combined with their missile housings, before being distributed to regiments or fortifications. [[Awesome|Because of a clerical glitch]] in the [[Departmento Munitorum]], other Forge Worlds soon began constructing whole vortex missiles. By M35, almost all forge worlds in the Imperium had at least some expertise in their assembly [[Derp|which kind of knocks down its supposed &#039;rarity&#039;.]] We in /tg/ can&#039;t tell whether this is [[Awesome]] or [[Fail]] as the lack of mass utilization of Vortex Missiles whenever a Forge World is under attack makes no sense whatsoever. Other than not wanting to turn your Forge World into a Daemon World by accident. admittedly this was kind of a boon, considering what happened to Graia towards the end of M41.&lt;br /&gt;
&lt;br /&gt;
===Warp Missile===&lt;br /&gt;
[[File:Warp_Missile.JPG|200px|right|thumb|Warp Missile]]&lt;br /&gt;
A much bigger Vortex Missile that works on a completely different nature. This thiccboy is mounted only on the [[Warp Missile Rack|Warp Missile Rack]] on top the specially designed and modified carapace of the [[Reaver Battle Titan]]. The Warp Missile is unlike the WMD that is the Vortex Missile.&lt;br /&gt;
&lt;br /&gt;
Whereas the Vortex is used in situations deemed FUBAR even by the standards of the Imperium, the Warp Missiles are far more precise and far more specialized. In this case, the Warp Missile is specialized in killing Titans rather than sucking an entire town into the Warp. Due to its specialization, the [[Warp Weapons|Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. However, once is enough as the Warp Missile [[Awesome|could phase through shields and attack the Titan directly causing severe and catastrophic damage.]] Like a giant [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]].&lt;br /&gt;
&lt;br /&gt;
This is not surprising given that Warp Missiles come automatically equipped with a miniature warp engine like those on starships, which when fired, briefly enters the warp and emerges within an enemy Titan’s shields. The gigantic missile penetrator ain&#039;t housing anything special, its just a solid piece of FUCK YOU needed to pierce through the thickest armor of any Titan.&lt;br /&gt;
&lt;br /&gt;
On tabletop in the Adeptus Titanicus game, if an attack made by a Warp Missile hits a target, it makes a location roll (Or choose a location if making a Targeted Attack). Then, regardless of whether the target is shielded, a D6 is rolled automatically. On a result of 1, the target location loses 1 structure point. On a 2-3, the target location loses D3 structure points, and if it hits on a 4-6, the target location suffers Critical Damage.&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Variants==&lt;br /&gt;
Being either creatures born for the Warp or their mortal servants, the majority of weapons use by the forces of Chaos use Warp energy in one form or another. The most famous ones are the various [[Daemon Weapon]]s that actually house a daemon, but many of the Dark Mechanicus more outlandish weapons are in part or entirely fuelled by the Warp directly.&lt;br /&gt;
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{{Template:40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Xenos Variants==&lt;br /&gt;
===Eldar===&lt;br /&gt;
Though Warp weapons are considered taboo in Eldar society for their unnerving effects, Eldar military forces always seem to find that they don&#039;t really give a good goddamn when it comes to defending the [[craftworld]]s, and as such, make use of more Warp weapons than anyone else in 40k.&lt;br /&gt;
====Wraithcannon====&lt;br /&gt;
[[File:Wraithcannon.jpg|200px|right|thumb|Wraithcannon]]&lt;br /&gt;
Carried by [[Eldar]] [[Wraithguard]] and a certain variant of grav-tank, these guns are just like the Imperial Vortex weapon in that they open a portal and drag anything near it to the warp. They are powered by the Wraithguard&#039;s psychic energy of its spirit stone, the Wraithcannon opens a small temporary rift between real and warp space, tearing apart its target as it is torn between different dimensions.&lt;br /&gt;
&lt;br /&gt;
However, unlike the D-Cannon the Wraithcannon is more tightly controlled and more accurate. The Wraithcannons are so fiendish that no mortal (only Wraithguard) could wield them. There&#039;s also the Heavy Wraithcannon, which has triple the range, and is the basic weapon of the Wraithknight.&lt;br /&gt;
&lt;br /&gt;
====D-Scythe====&lt;br /&gt;
[[File:D-Scythe.jpg|200px|right|thumb|D-Scythe]]&lt;br /&gt;
A variant on the Wraithcannon that is dispersed instead of focused, so it can hit more enemies at once but does less damage. There is once again a heavier variant called the Heavy D-Scythe that&#039;s mounted on the Hemlock Wraithfighter.&lt;br /&gt;
&lt;br /&gt;
Considered a sinister and taboo weapon, D-Scythes can rip the soul of an enemy from their body and banish it to the Warp; which doesn&#039;t make ANY SENSE because it&#039;s firmly established in the setting that an individual is perfectly capable of being alive without a soul, A.K.A psychic blanks, the Sisters of Silence, Necrons etc. (though Necrons aren&#039;t organic anymore so whether they&#039;re truly &#039;alive&#039; or not is debatable). This means if D-Scythes work exactly as how they&#039;re described, they essentially just turn whoever&#039;s on the receiving end of them into a psychic null, &#039;&#039;[[FAIL|which is STUPID because blanks are anathema to psykers, and the Eldar are ALL psykers]]&#039;&#039; [[Derp|(God fucking dammit GeeDubs)]]. It also would render these weapons completely useless against Necrons, T&#039;au drones, the variety of Ad. Mech robots still around and, of course, psychic nulls (this, obviously, doesn&#039;t translate at all in the crunch). More likely, the removal of a soul from a being that has one is sufficiently traumatic to kill them. After all, people can survive without an appendix, but very few can survive their appendix exploding while still inside them. When fired, a D-Scythe emits no visible blast and leaves behind no damage, save the motionless corpse of those targeted. D-Scythes are normally wielded by Wraithguards in place of their Wraithcannons.&lt;br /&gt;
&lt;br /&gt;
They look really freakin&#039; cool.&lt;br /&gt;
&lt;br /&gt;
====D-Cannon====&lt;br /&gt;
[[File:Distort_Cannon.png|200px|right|thumb|D-Cannon]]&lt;br /&gt;
A larger version of the Wraithcannon mounted on a special artillery platform, the D-Cannon can collapse realspace in a small area and suck in all unlucky sods that stood too close to the hole. [[Meme|You want it.]]&lt;br /&gt;
&lt;br /&gt;
The size of the warp hole created depends on the size of the D-Cannon, with larger weapons requiring more power and a larger chassis to mount them. The largest D-Cannons are those mounted on Eldar Cobras and Phantom Titans, and even Void Shields are useless in defending against them. These terrifying weapons are capable of swallowing multiple battle tanks in one hit, and the shockwave that results from their sudden closure can knock over other armoured vehicles lucky enough to avoid being dragged into Hell.&lt;br /&gt;
&lt;br /&gt;
The AdMech tried numerous times to reverse-engineer and study the mechanics of the D-Cannon. [[FAIL|Failures, one too many.]]&lt;br /&gt;
&lt;br /&gt;
It also has a interesting name.&lt;br /&gt;
&lt;br /&gt;
====D-Flail====&lt;br /&gt;
[[File:D-Flail.JPG|200px|right|thumb|D-Flail]]&lt;br /&gt;
The signature weapon of the specialized [[Warp Hunter]] tank, unlike other conventional Eldar D-weapons, the D-Flail has alternative firing modes, making it quite flexible. This large-scale D-Cannon variant can either function as a longer-ranged D-Cannon or can focus its energies to tear open a short-ranged rift to envelope nearby enemies.&lt;br /&gt;
&lt;br /&gt;
It is unknown if the weapons found on Eldar Titans and Knights carry a form of the D-Flail.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the D-Flail has the aforementioned two-firing modes. The first is called &#039;&#039;&#039;Blast&#039;&#039;&#039;. Blast is a long ranged (36&amp;quot;) horde killing, Heavy D3, S 10, AP-4, D6 Battle Cannon. This mode is designed to wipe out Tarpitters, as it has this special ability in which it could increase the number of hit rolls made to 2D3, depending if the enemy unit has 10 or more models.&lt;br /&gt;
&lt;br /&gt;
The second firing mode is called &#039;&#039;&#039;Rift&#039;&#039;&#039;. Rift is an extremely short-ranged (12&amp;quot;) Heavy D6 railgun analogue. While 12&amp;quot; may not sound impressive and incredibly dangerous especially for a tank destroyer, it does hit its target automatically. Great when it comes to dealing with charging TEQs and MEQs.&lt;br /&gt;
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It was clearly named by a moron.&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
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===Orks===&lt;br /&gt;
====Shokka Pistol====&lt;br /&gt;
[[File:Shokka_Pistol.JPG|200px|right|thumb|Shokka Pistol]]&lt;br /&gt;
The baby of the bunch.&lt;br /&gt;
&lt;br /&gt;
The Shokka Pistol, despite the name, is a type of weapon that elegan/tg/entlemen have trouble trying place in its category. Although it bears the name of its larger cousin, whether this weapon is a genuine miniature Shokk Attack Gun or a gun that uses the Warp to shoots out lightning akin to Imperial [[Arc Weaponry]] is unknown. What is known is that this pistol is a whole lot more useful against vehicles than people.&lt;br /&gt;
&lt;br /&gt;
On the tabletop in Kill Team, [[Comms Boy]]z are the only [[Ork Kommando|Ork Kommandoes]] that actually use this weapon. It is a weapon rarely used due to the Comm Boy&#039;z specialization, but in terms of stats, the Shokka Pistol is a BS/WS 4+, D1/1, A 6 Pistol that has the stun and MW2 rule, making it a gun that does some serious damage on crits.&lt;br /&gt;
&lt;br /&gt;
Overall, it is a puzzling pistol with extra damage against vehicles. The only option that doesn&#039;t replace a choppa, but still hardly worth the points as you might go the entire game without shooting it even once due to 6&amp;quot; range and Blast (preventing it from being shot while in cc). If not for Blast, it would otherwise be a fairly straightforward upgrade to a slugga, although still not worth the points as it&#039;s half the price of another boy in the mob.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Comms Boy.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Shokk Attack Gun====&lt;br /&gt;
[[File:Shokk_Attack_Gun.jpg|200px|right|thumb|Shokk Attack Gun]]&lt;br /&gt;
The Shokk Attack Gun is one of the only [[Ork]]-portable weapons that force the wielder to stay still while firing, and quite possibly one of the strangest weapons in their arsenal. It&#039;s basically an oversized tellyporta gun, that transports someone to a location using warp travel. Unprotected. Orks are too smart to get roped into being living ammunition (despite the fact that the law of averages would mean there has to be orks nuts enough to try it), and grots are too feisty to constantly catch and feed into the gun. So, the Meks rely on [[snotling]]s, who are too dumb to realize they&#039;re about to be [[Anal Circumference|monumentally screwed]] until its too late. (Or [[Squig]]s, according to the 9th edition codex.)&lt;br /&gt;
&lt;br /&gt;
When the snotling gets fired through the gun, they briefly travel through the Warp without any shielding, and so are completely subjected to seeing the multitude of horrors contained within (and remember: time functions differently in the Warp. A second in realspace could very well have been hours, days, or even longer for the snotling). If the snotling successfully makes it out: he&#039;s driven completely out of his fucking mind, and will proceed to [[rip and tear]] their way through anything in front of them until they die, including vehicles as the Mek will teleport the snotling right inside the armor, so the crew&#039;s stuck with what&#039;s essentially a tiny roid-raging slasher villain inside a confined space. How exactly snotlings suddenly possess the power to tear open powered-armor opponents, even after being driven insane, is not fully explained (you have a snotling materialize inside your helmet and see how useful the helmet turns out to be), though realistic it would not be unheard of for the snotling to have been changed by the Warp into a [[Chaos Spawn]]-&#039;&#039;&#039;AGHOAUGHGORKSAVEMENOUHOIUGHONESM&#039;&#039;&#039;{{BLAM}} As my predecessor said, the Warp can turn even mere Snotlings into unnamable horrors.&lt;br /&gt;
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Like all complex Ork contraptions: it&#039;s crazily unpredictable. It can do anything from [[FAIL|killing everything within D6&amp;quot; of the Big Mek, including the Mek himself]] or [[Awesome|rolling double six and utterly destroying anything under the template.]]&lt;br /&gt;
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In appearance it is a large, heavy piece of machinery with huge, spinning blades at the front and numerous whirring, grinding cogs and other gubbins sticking out from the casing. When used it makes a distinctive whine, shakes and rattles in an alarming fashion, oily smoke pours from inside as its Mek Operator holds on as tight as he can. It is very hard to aim with a Shokk Attack Gun, as even the strongest Orks find it hard to hold it still. Due to this, its sometimes seen mounted on a Mekboy Junka vehicle, to aid in stabilization and mobility.&lt;br /&gt;
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==== Tellyport Blasta ====&lt;br /&gt;
[[File:Tellyportblasta.jpg|200px|right|thumb|Tellyport Blasta]]&lt;br /&gt;
The Tellyport Blasta is an Ork Energy weapon sometimes integrated into Mega Armour used by [[Big Mek|Big Meks.]] Basically an enlarged Shokk Attack Gun that, instead of opening up a Warprift and sucking up Snotlings for ammunitions; is big enough to just use enemy vehicles and units &#039;&#039;as its ammuntion.&#039;&#039; &lt;br /&gt;
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This is because it is based on Tellyporta technology. The weapon folds its target in a Warpspace bubble and displaces it at random. Victims will only travel a short distance before they reappear again, so the Meks use the weapon to rematerialize them high in the air, or inside a solid object. Thus a Tellyport Blasta tends to be unpredictable, but, as many other Ork weapons, still effective.&lt;br /&gt;
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An enlarged version of this weapon is used on Ork [[Wazbom Blastajet|Wazbom Blastajets.]]&lt;br /&gt;
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In 8th Edition, it fires an assault range 12&amp;quot; D3 shots at a S8 and AP-2, this thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model&#039;s current wounds on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that were already wounded but cling to their wounds at a virtue of inv save or other shenanigans.&lt;br /&gt;
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==== Kustom Shokk Rifle ====&lt;br /&gt;
[[File:Kustom_Shokk_Rifle.JPG|200px|right|thumb|Kustom Shokk Rifle]]&lt;br /&gt;
&lt;br /&gt;
The Kustom Shokk Rifle is a modified and stripped-down version of the classic Shokk Attack Gun. It is the primary weapon of the [[Shokkjump Dragsta]] and was originally conceived when the Mad Mek Gungubbinz [[Wat|somehow managed to fire himself out of his own Shokk Attack Gun and live]]. The Kustom Shokk Rifle incorporates the Dragsta&#039;s systems into its operation, allowing it to teleport the entire vehicle short distances (with the added bonus that it doesn&#039;t &#039;&#039;usually&#039;&#039; rematerialize inside a solid object). Needless to say, most Dragsta drivers tend to be not completely sane, even by Speed Freek standards.&lt;br /&gt;
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Additionally, the Kustom Shokk Rifle is able to zap targeted units into the [[Warp]] just like the Shokk Attack Gun, although whilst the Shokk Attack Gun uses [[Snotling|Snotlings]] as live ammunition, the Kustom Shokk Rifle functions more like an Eldar D-Cannon.&lt;br /&gt;
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Crunchwise, the Kustom Shokk Rifle is a 24&amp;quot; Assault 2 weapon that is strength 8, AP-3 and damages on a D6. Rolling a hit roll on a 1 causes the bearer to suffer one mortal wound whilst rolling a 6 on a wound roll causes the &#039;&#039;target&#039;&#039; to suffer one mortal wound along with any other damage sustained beforehand.&lt;br /&gt;
&lt;br /&gt;
=====Shokkhammer=====&lt;br /&gt;
Mentioned in the Black Library ebook Brutal Kunnin’ as the preferred weapon of Da Meklord, it’s a Shokk Attack Gun/Tellyport Blasta mounted on the head of an enormous power hammer, such that any target struck by it is teleported into multiple places at once. Splat.&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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===Hrud===&lt;br /&gt;
====Warp Fusil====&lt;br /&gt;
The [[Hrud]] use a type of warp-laced plasma to create a potent sniper weapon called the Warp Fusil. The plasma shot dematerializes from real space for a moment, allowing it to bypass barriers and armour, before emerging into reality a moment later and making a gooey, charred mess of whatever was aimed at. Because Hrud infest everywhere and their warp fusils are excellent at assassinating things, they see use among many alien and imperial mercenaries.&lt;br /&gt;
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===Kinebrach ===&lt;br /&gt;
The Kinebrach used to make weapons, of which at least some required interaction with the Warp or Warp entities during their creation. Some of the weapons were [[Cubes]]. The production of many, if not all of their weaponry was later considered forbidden. The [[Interex]] showed these weapons to the Imperium, despite suspecting the Imperium being tainted by Kaos (their word for [[Chaos]]). This may have been a test to see if they were actually tainted by Kaos, an attempt to impress the militaristic Imperium, or both.&lt;br /&gt;
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==Old Ones Variants==&lt;br /&gt;
During the [[War in Heaven]], the Old Ones discovered that the [[C&#039;Tan]] and their [[Necron]] armies were vulnerable against psychic forces. To capitalize on this weakness, they had the &#039;&#039;brilliant&#039;&#039; idea of [[FAIL|weaponizing the Warp]], thus turning it into the twisted shit-pit it is now. Of particular note is the Shadowlight, believed to be the power source of some larger assembly. The Shadowlight is capable of making psykers more powerful, latent psykers become psykers, and anyone else dies a gruesome death upon unprotected exposure to it (although psykers, latent or otherwise, might also suffer said gruesome death). According to a psyker inquisitor, if Chaos got their hands on it, there would be a lot of unsanctioned psykers running around (duh), and without the Emperor&#039;s protection they would get possessed, and within 2 generations the Eye of Terror would expand so large that it would engulf the entire Imperium. It is suspected that the assembly &amp;quot;can alter the very fabric of reality&amp;quot;. This suspicion proved correct, as later it opened a portal to the warp, and a daemon came out. The assembly&#039;s intended purpose is unknown, but it is suspected to be designed to somehow help the old ones in the war against the C&#039;Tan.&lt;br /&gt;
&lt;br /&gt;
=== [[Blackstone Fortress|Warp Cannon]] ===&lt;br /&gt;
[[File:Warp_Cannon.JPG|200px|right|thumb|Warp Cannon]]&lt;br /&gt;
Each of these weapons was a star fortress equipped with main guns that made the [[Star Wars|Death Star]] look like a fucking pea shooter. Drawing upon the [[warp]] and channelling staggering amounts of power, they fired beams of pure psychic energy that caused anything in their path to suffer critical existence failure. These things - Warp Cannons - were anti-&#039;&#039;&#039;star&#039;&#039;&#039; weapons! During the [[Battlefleet Gothic|Gothic war]], [[Abaddon]] used three &#039;&#039;partially&#039;&#039; re-activated Fortresses to destroy the entire Tarantis system by blowing the local sun a new asshole, causing it to go supernova. Quite characteristically, Abaddon still manages to lose the war with such powerful weapons.&lt;br /&gt;
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Somehow, the [[Void Dragon]] survived a combined blast from multiple of these things and all it did was make him a bit drowsy. WOW. Then the Big E kicked him in the balls. Which gives you a pretty good idea of how shit of an idea it is to piss off the emprah. Except the Emperor fought only a mere shard of the Void Dragon, not the fully-formed C&#039;Tan, which is literally a god, as powerful in the material realm as the Chaos Gods are in the Warp. Can Big E do that? Probably.&lt;br /&gt;
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It is by far, the largest warp weapon ever made.&lt;br /&gt;
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{{40k-Chaos-Weapons}}&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Pulsar-Fusil&amp;diff=392010</id>
		<title>Pulsar-Fusil</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pulsar-Fusil&amp;diff=392010"/>
		<updated>2023-05-30T21:32:24Z</updated>

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&lt;div&gt;[[File:Pulsar-Fusil.jpg|200px|right|thumb|Pulsar-Fusil]]&lt;br /&gt;
The Pulsar-Fusil is a strange energy weapon mounted and utilized by the [[Techpriest|Cogboys]] of the [[Adeptus Mechanicus]]. These weapons usually mounted on a [[Krios Battle Tank|Krios Venator]] and is another weapon dating back during the [[Dark Age of Technology]].&lt;br /&gt;
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It is a multi-chambered particle beam cannon designed to fire volleys, dare we say Fusilades, of destructive energy bolts which detonate explosively upon hitting their target, tearing armored vehicles apart with repeated strikes. It is unknown whether this weapon should be classified as a form of [[Plasma]] weapon, [[Conversion Beamer]], [[Arc Weaponry|Arc]] weapon or some esoteric [[Bullshit]] [[Star Trek|technobabble]] that the AdMech had pulled out lately. Nor is it known why they decided to call vehicular weapon the french word for Rifle.&lt;br /&gt;
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But seeing how the Krios Venator is a tank destroyer, it would be believed that the type of energy released, like most Mechanicus weapons, are unstable, extremely volatile and absolutely lethal to whoever handling the trigger. The matter of the fact is, if we take its name literally, it could be analogous to the Tau&#039;s [[Plasma#Pulse Weapons|Pulse weapons]]. Or it could be a much larger version of the AdMech&#039;s [[Phased Plasma-Fusil]].&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Superheavy_Laser_Weapons&amp;diff=460670</id>
		<title>Superheavy Laser Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Superheavy_Laser_Weapons&amp;diff=460670"/>
		<updated>2023-05-30T21:32:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;Sometimes you just need a little more [[dakka|firepower]]. Sometimes you just need to hatefuck a few new holes in your enemy. The [[Imperium]] of Man in particular has taken a liking to these weapons, especially for their reliability and accuracy: from the humble [[lasgun]] to the powerful [[lascannon]]. But it was not enough. Upsizing the weapons several times and attaching them to their [[Titans]], the [[Adeptus Titanicus]] are the supreme masters of these weapons.&lt;br /&gt;
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==Neutron Laser Projector==&lt;br /&gt;
[[File:ValdorNeutronLaser.png|200px|right|thumb|A gun that has a 50% chance on killing your own occupants.]]&lt;br /&gt;
The bigger and more powerful version of the regular Neutron Laser. The Neutron Laser Projector is a powerful and rare weapon used by the Imperium. Mounted on [[Valdor Tank Hunter|Valdor Tank Hunters]] and [[Cerberus Heavy Tank Destroyer|Cerberus Heavy Tank Destroyers,]] it is a relic of the [[Dark Age of Technology]]. These little-understood and highly unstable weapons emit powerful blasts that outmatch any other Imperial weapon of its size. The projector fires a neutron beam capable of destroying even the densest material by explosive matter disruption, smashing apart the target&#039;s molecular structure and creating a massive electro-magnetic shock-pulse which can disable electronic systems while the penetrating radiation disrupts any biological matter, though this effect works only against vehicles which lack the thick shielding and protective mass of Super-Heavy Tanks.&lt;br /&gt;
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While this makes the weapon perfect for tank-hunting, the neutron beam&#039;s unique nature means that if it fails to transfer its energy discharge entirely to the target vehicle, [[FATAL|a dangerous feedback loop can cause damage to the weapon itself.]] The neutronic-coil arc-reactor which powers the weapon is also inherently unstable and, without the necessary reactor shielding, can be hazardous to operate.&lt;br /&gt;
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In times of the Great Crusade and Horus Heresy this weapon was also installed on [[Sicaran Battle Tank|Sicaran Venators tanks]] though even then its systems and principles were barely understood by Tech-adepts.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Neutron_Laser_Projector.jpg|&amp;lt;center&amp;gt;Cerberus Heavy...&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CerberusNeutronLaser.png|&amp;lt;center&amp;gt;...Tank Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SicaranVenatorCannon.png|&amp;lt;center&amp;gt;Sicaran Venator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Atrapos Lascutter==&lt;br /&gt;
[[File:KnightAtraposLascutter.png|200px|right|thumb|One part Swiss army knife, one part medieval lance.]]&lt;br /&gt;
The Cerastus Knight-Atrapos was designed with the singular purpose of destroying Heretek engines and xenos war machines whose very nature and existence was considered a blasphemy to the Omnissiah.&lt;br /&gt;
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The Atrapos Lascutter is a type of Laser Weapon used by Imperial Knights. A variant of the much smaller Lascutter, the Atrapos lascutter sees duty as both a ranged and close combat weapon. It is most typically mounted on the Knight Atrapos.&lt;br /&gt;
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The Atrapos Lascutter takes the function of a Lascutter to the extreme, resulting in a weapon able to cut through the hulls of enemy tanks with ease. The Atrapos can use its Lascutter to destroy enemy Knights and can even pose a threat to Battle Titans at close range. The Atrapos Lascutter can be used as a melee weapon, or can fire a longer-ranged directed energy attack, though the range remains quite limited.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:AtraposLascutter.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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==Lightning Cannon==&lt;br /&gt;
[[File:Lightning_Cannon_of_Knight_Magaera.jpg|200px|right|thumb|I am &#039;&#039;&#039;NOT&#039;&#039;&#039; what [[Arc Weaponry|I say I am.]] ]]&lt;br /&gt;
The Lightning Cannon is an enlarged version of the Mechanicum Lightning Gun, which we should stress again, is &amp;lt;u&amp;gt;&#039;&#039;&#039;NOT&#039;&#039;&#039;&amp;lt;/u&amp;gt; an actual [[Arc Weaponry|Arc weapon.]] Requiring a vast energy core to draw from, the cannon fires a laser-guided electromagnetic beam that vaporizes flesh and armor with ease. It is most commonly mounted on the Krios Battle Tanks.&lt;br /&gt;
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The Lightning Cannon is also used primarily by the Questoris Knight Magaera but can also be found in use by Freeblade Knights. The Lightning Cannon is a Knight-sized variation of the Lightning Gun carried by the Thallaxii of the Adeptus Mechanicus&#039; Ordo Reductor. The Lightning Cannon uses focused beams of electromagnetic energy to vaporize infantry and blast apart armor.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:KnightMagaeraLightningCannon.png|&amp;lt;center&amp;gt;Back 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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==Las-Impulsor==&lt;br /&gt;
[[File:KnightPreceptorLasImpulsor.png|200px|right|thumb|This weapon has a better track record of survival than most civilizations.]]&lt;br /&gt;
The Las-Impulsor is a superheavy las weapon found only on the unique Knight Preceptors. Like a giant [[Awesome|laser shotgun]], the Las-Impulsor fires lightning-fast and devastating volley of laser blasts that can strip force shields from enemy war engines one at a time, and hammer their way through even the thickest armour or chitin to annihilate the vital systems beneath. The weapon works by building up an enormous charge of energy within capacitor shrines before cascading it down poly-sanctified conduits in escalating pulses.&lt;br /&gt;
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However, the history of the Las-Impulsor is even more impressive. It was lost by the Imperium &#039;&#039;twice&#039;&#039; before somehow being miraculously recovered from it. The first was during the [[Great Crusade]] when the weapons were produced solely upon a trio of forge worlds that were famed for their skill in creating and innovating laser weapons. These planets, known collectively as the Deuterium Stars, held a monopoly on this weapon. Unfortunately, the [[Horus Heresy]] came by and turned one of the three planets [[Heresy|absolutely heretical]] whilst destroying the other two planets in the process. The weapon became super rare after this, until M34 when [[Derp|&#039;&#039;somehow&#039;&#039;,]] an Adeptus Mechanicus Explorator fleet discovered another Las-Impulsor STC on a &amp;lt;u&amp;gt;&#039;&#039;[[Wat|fucking Ork World]]&#039;&#039;&amp;lt;/u&amp;gt;. It is a miracle that the STC even survived in one piece knowing how Orks [[Looted|like their things properly modded and kitbashed.]] Nonetheless, the Las-Impulsor was put back into service... [[FAIL|until a sizable force of Chaos Space Marines descended upon the forge world of Ixas in M38 and promptly]] [[Blood Ravens|&#039;borrowed&#039; it for heretical uses.]] It was lost until the Freeblade Moritor Repugnum then led a crusade force of [[Black Templars]] to enter the Maelstrom and &#039;graciously borrowed it back&#039; from the [[Dark Mechanicum]]. Again, the STC &#039;&#039;[[What|SOMEHOW]]&#039;&#039; survived wholly intact without a hint of [[Extra Heresy|Chaotic corruption.]]&lt;br /&gt;
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Nevertheless, the weapon was returned to Ixas with great ceremony in mid-M41, and has been in use ever since.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Las-Impulsor.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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==Volcano Lance==&lt;br /&gt;
[[File:VolcanoLance.jpg|200px|right|thumb|The Volcano Cannon&#039;s kid brother.]]&lt;br /&gt;
A new &#039;fire, aim and forget&#039; weapon that has been introduced for the Imperium.&lt;br /&gt;
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The baby cousin of the Volcano Cannon and Magma Cannon mounted only on the Knight Castellan. Seeing how the Knight Castellan resembles a miniature version of the Warlord Titan, the equally mini-version of the Volcano Cannon mounts a lot of [[Dawww]].&lt;br /&gt;
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Anyways, this superheavy Laser weapon is a step up from the Lightning Cannon. With an 80″ Range, Heavy D6 shots at [[Rape|Str 14]] Ap -5 and 3D3 Damage, this mini-monster is going to be quite effective at killing highly armored targets.&lt;br /&gt;
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PS: You can also re-roll &#039;&#039;any&#039;&#039; failed wounds against any Titanic units with this bad boy. Oh yes, give me multiple shots of these strength 14 overcharged Lascannons on steroids please. [[Butthurt|Those tears are going to be quite delicious.]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:KnightCastellanVolcanoLance.png|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Laser Destructor==&lt;br /&gt;
[[File:Laser_Destructor.JPG|200px|right|thumb|The Volcano Lance&#039;s more spikier relative.]]&lt;br /&gt;
Surprisingly, a [[Chaos]] exclusive.&lt;br /&gt;
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The Laser Destructor is the more [[Heresy|heretical]] brother of the Volcano Lance, even though they share the same niche. Wielded only by the [[Chaos Knight Desecrator]]. Boasting considerable range for a focused beam weapon, the Laser Destructor packs a tremendous punch.&lt;br /&gt;
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Each shot is preceded by a sound of air and moisture igniting as energy flickers about the weapon&#039;s muzzle, before it discharges its contents of pure laser goodness. Where the Laser Destructor&#039;s actinic blast strikes, anything short of Titan-grade armour rolls for [[anal circumference]].&lt;br /&gt;
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The weapon is capable of coring a foot-wide hole through solid adamantium from a thousand metres away, and the irregular overpulses that race down its beam can blast apart targets like superheavy tanks and other Knight-like walkers with general ease.&lt;br /&gt;
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==Magma Cannon==&lt;br /&gt;
[[File:Magma_Cannon.jpg|200px|right|thumb|You may laugh at its micropenis syndrome, but Emprah help your ass once it starts [[/d/|discharging its &#039;juice&#039;.]]]]&lt;br /&gt;
Imagine a Las-Impulsor fitted on a Baneblade chassis, or the reverse if you have been around since before the Impulsor was introduced.&lt;br /&gt;
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The Volcano Cannon&#039;s smaller brother, the Magma Cannon is a heavy Titan-killing weapon utilized on the Doomhammer Super Heavy Tanks of the Imperial Guard. The Doomhammer&#039;s Magma Cannon lacks the range and area of effect of its larger cousin, but it is still more than able to turn an enemy formation to dust and can even take on smaller Titans if needed.&lt;br /&gt;
&lt;br /&gt;
At the same time however, the reduced number of capacitors needed to power the weapon allows the Doomhammer to transport infantry, thus giving the tank a more flexible battlefield role, an IFV with a big gun as opposed to a dedicated Tank Destroyer.&lt;br /&gt;
&lt;br /&gt;
Hence, where a Shadowsword armed with the Volcano Cannon can easily operate as a lone Titan hunter, the Doomhammer must be supported by other elements of the Imperial Guard in order to bring a Titan down. Also, the Magma Cannon does not require the tank&#039;s engine to be stopped to fire, granting the Doomhammer the required mobility to bracket smaller targets and obliterate them&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Magma Cannon is a [[Rape|60&amp;quot; Heavy 2d6 S10 AP-5 D1d6, Ignores Cover Saves, Melta Damage.]] Oh yes you heard that right, a 60&amp;quot; superheavy Melta weapon, sure it might have a shorter range than other weapons of its category. But still, a S10 Melta weapon that is 60&amp;quot; would ruin the day of most vehicles and infantry blobs in a single turn.&lt;br /&gt;
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==Turbo-Laser Destructor==&lt;br /&gt;
&lt;br /&gt;
Turbo-Lasers are known to be very destructive to the surrounding environment, capable of penetrating through the ground down to the bedrock and leaving behind long gouges of fused earth. In urban environments their scorching emissions have shivered tiles off roofs and shattered windows at their passing, and an entire block-row of buildings can be leveled in one sweep of these weapons. Against lesser foes turbo-lasers have been known to cause infantry to ignite and evaporate almost instantly. Even passing just a few meters overhead will sear the meat off the bone of exposed troopers. Turbo-lasers will also punch right through the armor of Battle Tanks, tearing them in two and disintegrating them with a single shot. Not even [[Baneblade|Baneblades]] are safe.&lt;br /&gt;
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===Single-Barrelled===&lt;br /&gt;
[[File:Thunderlaser_4418.jpg|200px|thumb|right|Note that the barrel is wide enough to fit a man inside of.]]&lt;br /&gt;
A single massive cannon strapped to the back of a [[Thunderhawk]], it can deal massive damage to unprepared targets. And prepared targets. The Turbo-Laser is a potent laser-based energy weapon that can come in the configuration on one, two or three barrels. The one on the Thunderhawk mounts the single-barrelled variant.&lt;br /&gt;
&lt;br /&gt;
Along with the weapons mounted on Fellblades variants. It is one of the few Super Heavy that Space Marines can field. Making it the only option for years that players could take until the Horus Heresy game books were released.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ThunderhawkLaser.jpg|&amp;lt;center&amp;gt;Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Double-Barrelled===&lt;br /&gt;
[[File:TitanTurbolaser.png|200px|right|thumb|Double trouble for double the fun!]]&lt;br /&gt;
Two Turbo-Lasers strapped together to form a single destructive weapon. Most commonly used by the [[Warhound Scout Titan]]. They are also sometimes fitted to the carapace hard-points of the larger Reaver and Warlord Battle Titan.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:FWturbolaser.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TitanInvictusCarapace.png|&amp;lt;center&amp;gt;Warlord Titan &#039;&#039;Invictus&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Triple-Barrelled===&lt;br /&gt;
[[File:ReaverTitanLaserBlaster.png|200px|thumb|right|[[Planescape|See two things and ask for the third.]]]]&lt;br /&gt;
What&#039;s better than two Turbo-Lasers? Three of course! Fitted to the [[Reaver Battle Titan]], [[Warbringer Nemesis Titan]], and certain patterns of [[Warlord Battle Titan|Warlord Titan,]] with the Mars-Alpha pattern Warlord commonly mounting a pair in carapace mounts. The [[Emperor Battle Titan|Imperator-class Titan]] can also carry one or more Laser Blasters on its carapace hard-points. These babies can REALLY fuck your shit up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Laser_Blaster.jpg|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
image:WarlordTitanLaserBlasters.png|&amp;lt;center&amp;gt;Warlord Carapace&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Arachnus Magna-Blaze Cannon==&lt;br /&gt;
&lt;br /&gt;
[[File:Arachnus_Magna-Blaze_Cannon.JPG|200px|right|thumb|When you want to 40k&#039;d the Heavy&#039;s Minigun meme, even though a Volcano Cannon could do a even better job for a fraction of the price.]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|She weighs one hundred fifty tons and fires a supercharged laser at one shot per minute, costing an entire [[Hive World]]-worth of land to fire this weapon for twelve seconds. I call it Sasha.|Alphus Heavius, Custodes Fortress 2}}&lt;br /&gt;
&lt;br /&gt;
And here we have the godfather of the Arachnus family. The obnoxiously long Arachnus Magna-Blaze Cannon is a heavy weapon used by the [[Custodian Guard]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
The ultimate variant of Blaze Cannon, the Arachnus Magna-Blaze Cannon was one of the most potent energy weapons used by humanity and one of the most jealously guarded secrets of the [[Adeptus Custodes]]. The weapon fires beams of light akin to a solar flare; it must be cooled by heat dissipation engines. such as those mounted within atmospheric re-entry cargo spacecraft like the [[Ares Gunship]]. However such incredible firepower came at great cost, for the housing needed to protect and keep cool the release of such tremendous energy pulses is so resource-intensive that [[Lolwut|all of the wealth of a noble family of Terra could be consumed just firing one shot.]]&lt;br /&gt;
&lt;br /&gt;
...which begs the question of &lt;br /&gt;
[[FAIL|just what kinda magical bullshitium is used to keep this fucking thing from melting into slag after every shot]], because [[Emprah]]-damn it, no level of cool is ever gonna justify that level of impracticality.&lt;br /&gt;
&lt;br /&gt;
==Volcano Cannon==&lt;br /&gt;
[[File:VolcanoCannon.jpg|200px|right|thumb|The one gun to KO almost every tabletop playthrough. &amp;lt;u&amp;gt;&#039;&#039;&#039;EVER&#039;&#039;&#039;&amp;lt;/u&amp;gt;. [[Cheese|Fucking Warlords.]]]]&lt;br /&gt;
What&#039;s that? The Laser Blaster is not good enough for you? Then what about the massive penis extension that is the Volcano Cannon? So massive that it has to be fitted onto Reaver and greater class Titans. They can also be fitted onto the Shadowsword class [[Baneblade]] and the main cannons of the Space Marine [[Fellblade#Falchion|Falchion]]. [[Rape|Yes, two of them.]] Because big guns need to move fast too. Unfortunately for tanks, the gun&#039;s size means that mounting it in a turret is impossible: you have to point the tank where you want to shoot. For the ultimate trolling against other Super Heavies the Falchion has the option of taking a Shock Pulse; each time the target suffers a penetrating hit it forces it to fire snap shots making EMP grenades look like the tools of script kiddies in comparison.&lt;br /&gt;
&lt;br /&gt;
This long-ranged weapon is capable of slicing off the arm or leg of a Titan or killing an enemy war engine with a single shot, though even a Warhound Scout Titan with intact Void Shields can survive a direct hit. Its firepower is stupendous against lesser targets, reducing a Razorback to nothing more than a blackened scorch mark and utterly vaporizing a thick, hundred meter tall iron gate as though it never existed.&lt;br /&gt;
&lt;br /&gt;
[[Heresy|It is also tainted with the Warp]] as the crystals needed for the weapon to fire are taken from a mineral vein on the mining world Cinderus XI. Created when Heretic Psykers were slaughtered and buried beneath the lava rivers on the planet, after a failed plot to kill the Planetary Governor, the crystals cause a loud crackling noise to be emitted by the Volcano Cannon when fired. [[Derp|This noise, which some claim are the final screams of the the dead Psykers, has been known to drive those who fight beside the weapon insane;]] though the tank or Titan crews themselves have never been reported to suffer from these ill effects. [[Blam|As a result units of infantry escorting vehicles and Titans using the Volcano Cannon are subject to periodic purges.]] Which is beyond [[Stupid|stupid]] even for the Imperium.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarlordTitanVolcanoCannon.png|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ShadowswordVolcanoCannon.png|&amp;lt;center&amp;gt;Shadowsword&amp;lt;/center&amp;gt;&lt;br /&gt;
image:FalchionVolcanoCannon.png|&amp;lt;center&amp;gt;Falchion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hellstorm Cannon==&lt;br /&gt;
[[File:TitanHellstormCannon.png|200px|thumb|right|Five barrels of vaporizing goodness. If you get hit by this, [[TPK|end of story]].]]&lt;br /&gt;
&lt;br /&gt;
A giant laser revolver.&lt;br /&gt;
&lt;br /&gt;
So massive it can only be fitted onto the [[Imperator Battle Titan]], this weapon is more than able to lay waste to entire armies, laying down 8 7&amp;quot; pie plates PER SHOT. The Hellstorm Cannon is a multi-barreled weapon capable of firing in quick succession, giving an Imperator Titan unparalleled firepower against other enemy Titans and the power to completely decimate an entire army in just one cataclysmic salvo. The cannon is able to strip the Void Shields from a Warlord Battle Titan in one volley.&lt;br /&gt;
&lt;br /&gt;
You might remember this puppy from seeing it in [[Dawn_of_War|Dark Crusade]] in the [[Imperial Guard]] stronghold level, which if you go back to the world map you see it&#039;s creating a burn mark that can be seen from space. A detached Hellstorm Cannon from a long-destroyed Emperor Titan can be seen lying on its side near the city of Ironworks Bay on the planet [[Kronus]], a monument to a Titan that fell during the [[Horus Heresy]], the possession of which later became a rabid duck hunt for strategic importance.&lt;br /&gt;
&lt;br /&gt;
Although lets be frank, other than the Imperium or maybe Chaos, none of the other factions would have any idea on how to even &amp;lt;s&amp;gt;mount&amp;lt;/s&amp;gt; MOVE this thing in the first place, let alone find anything worthwhile to make it practical on what is basically a stationary gun that can&#039;t even move. That said the Tau would have fun taking it apart to see what makes it tick. They would likely not understand it, though. On the other hand Necrons probably would. Though considering that even Necron handheld weapons can molecularly decompile targets, it&#039;d probably be like a nuclear capable human military looking at, say, the 16th century Tsar Cannon. It&#039;s big and it can shoot some hefty rocks, but realistically, it&#039;s a quaint antique.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Hellstorm_cannon.png|&amp;lt;center&amp;gt;Kronus&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Vengeance Cannon==&lt;br /&gt;
[[File:Vengeance_Cannon.jpg|200px|right|thumb|[[Anal Circumference|Prepare your anus. I am going in dry.]] ]]&lt;br /&gt;
&lt;br /&gt;
A very rare weapon fitted only onto Imperator or Emperor titans, this weapon has extremely high range, and firepower more than capable of destroying enemy titans in a single shot. A step up of the Hellstorm Cannon (Yes, only in the Imperium does a six-barrelled laser cannon the size of a three story building be considered only as a step up), the Vengeance Cannon resemble two giant twin-linked Lascannons or a giant goofy looking cannon tower that is the tallest structure on top the Emperor Titan&#039;s superstructure.&lt;br /&gt;
&lt;br /&gt;
This gun is used to one shot enemy Titans and deal a threat to even low orbiting Imperial ships and boy does it show in the semi-heretical rules.&lt;br /&gt;
&lt;br /&gt;
[[Deathstrike Missile Launcher|With a range of goddamned 360&amp;quot;, you can snipe a random Titan from another table.]] The extreme range is backed up by its [[Rape|Strength D, AP 2, Heavy 4 Destroyer weapon layout.]] This shit eats Baneblades for breakfast. And it doesn&#039;t help that it produces a [[Cheese|7&amp;quot; blast template.]] So that&#039;s a whole lot of smoking craters by the end of the first turn. You should basically treat this as a Titan sniper weapon because that what it is by function.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Defense Laser==&lt;br /&gt;
[[File:DefenceLaser.jpg|200px|right|thumb|Teaching advancing Voidships to get off their fucking lawn since the 31st Millennium.]]&lt;br /&gt;
&lt;br /&gt;
Defense Lasers are a common anti-voidship defensive weapons used by the Imperial Planetary Defense Forces. A gigantic laser weapon, it is a monstrous engine of destruction so large it can only be mounted on fixed platforms. They use vast amounts of power to fire, blacking out power grids for miles around with each volley. Designed for use against invading warships in orbit, they can drive away anything up to a Cruiser.&lt;br /&gt;
&lt;br /&gt;
Although in rare and unorthodox cases, the Defense Laser can be mounted on the Imperator-class Titan which is big enough of mounting one as an &#039;&#039;anti-aircraft weapon&#039;&#039;. That would be quite ridiculous if it wasn&#039;t for the fact that when they meant by &#039;aircraft&#039;, they meant multi-kilometer voidships.&lt;br /&gt;
&lt;br /&gt;
Average length of Defense Laser&#039;s main laser chamber - is over 15m (with an overall weight of many tons) and this weapon has little use against ground-based targets, where its practical range equaled nearly a mile at ground height.&lt;br /&gt;
&lt;br /&gt;
These massive laser weapons, housed in extensive installations on planetary surfaces, are classified as Lance weapons by voidship standards. Although able to project their powerful beams hundreds of miles outside of the planet&#039;s atmosphere, planet-based lasers require even more power than ship Lances to compensate for the diffraction of the energy beam caused by firing through the atmosphere. These power requirements can be satiated by on-site generatoria, or by drawing from the power grid of the planet&#039;s infrastructure. In many cases, the bulk of the defense laser silo&#039;s supporting machinery is built underground, adding the protection of hundreds of feet of rock to the meters-thick armored walls of the facility above.&lt;br /&gt;
&lt;br /&gt;
There is at least one ancient Defense Laser that can drain a huge area of power to deliver a massive blast capable of vaporizing an entire unshielded escort ship.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Lance Weapon==&lt;br /&gt;
[[File:Lance_turret_by_the_first_magelord.png|200px|right|thumb|If it was any bigger, it would have been [[Exterminatus]] worthy.]]&lt;br /&gt;
&lt;br /&gt;
A Defence Laser that is actually on the offense with less power juice and more mobility.&lt;br /&gt;
&lt;br /&gt;
Tape it on to a navy boat, fart a twelve second prayer and tell the deck swabbers to go back to where they came from, these things can get to nearly a kilometer long.&lt;br /&gt;
&lt;br /&gt;
The idea behind Lances is simple: use an ultra-heavy directed energy cannon to hit an enemy with a blast so powerful that it punches straight through its armor.&lt;br /&gt;
&lt;br /&gt;
The principle of such a weapon is an extremely high-powered energy beam; the efficiency of a Lance turret is increased by the incorporation of several smaller beam projectors into a single, focused beam (just like the Death Star). The resulting weapon is capable of incinerating straight through the armored hulls of other vessels as if they were irrelevant.&lt;br /&gt;
&lt;br /&gt;
Made on the off chance you need to perform an exterminatus on a budget. Or alternatively, to destroy enemy voidships when there&#039;s no planet with heretics to rain death upon from orbit (oh, also if said fleet is shooting at you), putting nukes to shame in either case.&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Multilaser&amp;diff=347336</id>
		<title>Multilaser</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Multilaser&amp;diff=347336"/>
		<updated>2023-05-30T21:24:44Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Las-Volley.PNG|right|thumb|Multilaser, wielded by a Navy Breacher.]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|ZzzzALALALALAAA! BrRrRrRrR!! HAAAHHAHAHAHHAAAAH!!!|The Heavy}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|fapfapfapfapfapfapfapfapfapfapfap|C.S. Goto}}&lt;br /&gt;
&lt;br /&gt;
The Multilaser or a &#039;&#039;&#039;Las-Volley&#039;&#039;&#039; is a medium-sized, rapid-firing Imperial heavy weapon that occupies a middle ground between the [[lasgun]] and the more powerful [[lascannon]]. In contrast to the [[Heavy Bolter]], a weapon to which it is often compared, the Multilaser possesses a similar (likely better) rate of fire and higher strength but lower armour penetration. As a result it&#039;s a pretty good weapon against just about anything that isn&#039;t heavily armoured (especially infantry with shitty armour, light vehicles, and skimmers), but it struggles against armoured foes like tanks and [[Space Marines]].&lt;br /&gt;
&lt;br /&gt;
That being said, it&#039;s powerful enough to threaten squads and vehicles alike, which is why it&#039;s the weapon of choice for Imperial Guard vehicles like the [[Chimera Transport|Chimera]], the [[Sentinel]], and some variants of the [[Valkyrie]] assault craft, among others. Portable versions do exist, as the [[Navis Gunner]] of the [[Imperial Navy Breachers]] wield one. To help you visualize what a multilaser is like, imagine something like a 30mm autocannon firing laser bolts instead of bullets, and you wouldn&#039;t be too far off the mark.&lt;br /&gt;
&lt;br /&gt;
==Multilasers and C.S.Goto==&lt;br /&gt;
[[Image:Multilaser.jpg|thumb|right|A multilaser, as it appears on a Sentinel.]]&lt;br /&gt;
[[C.S.Goto]] is a small leper, who likes to masturbate while thinking about multilasers, multilasers and MULTILASERS.&lt;br /&gt;
The Multilaser is, by and large, unique to the Imperial Guard; sadly this has not stopped [[C.S.Goto|a certain Black Irish leper]] from completely disregarding everything remotely resembling [[canon]] and [[FAIL|cramming them onto absolutely everything]] due to his raging [[Gay|hard-on]] for the damned things. As of so far, [[AIDS|Goto]] has managed to [[FATAL|rape]] canon in more than a dozen ways using this weapon alone, including giving them to [[Indrick Boreale|Space Marines]] and mounting them on [[Land Raider]]s (and not out of desperation either, this was the chapter&#039;s normal crusade-ready loadout). His love for them reached memetic levels, to the point some people joked that a [[Carnifex]] picked one up in his books, and after a while people actually thought the joke was true (after all, nobody wanted to give the leper money just to check for themselves).&lt;br /&gt;
&lt;br /&gt;
And now [[Forge World]] has jumped on the bandwagon by letting Marines in 30k take [[Rotor Cannon]]s, which are Multilasers but somehow [[What|worse]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lascannon&amp;diff=299975</id>
		<title>Lascannon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lascannon&amp;diff=299975"/>
		<updated>2023-05-30T21:24:12Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Lascannon24.png|350px|right|thumb|SHOOP DA WHOOP Indeed.]]&lt;br /&gt;
Unlike the [[Lasgun]], the Lascannon is a flashlight that may be considered badass. Lascannons go FREEEM! or FOOSH! There is an ongoing debate on the pronunciation of &amp;quot;lascannon.&amp;quot; As lasers are LAY-ZERZ, some players know the lascannon as the lays-cannon. [[Chaos|YOU WISH IT COULD SHOOT POTATO CHIPS!]] It can&#039;t be called a debate when [[Games Workshop|the powers-that-be]] already stated that it is pronounced like laser but with the &amp;quot;er&amp;quot; removed, but nobody at GW seems to actually stand by this ruling as several official videos, interviews, and audiobooks pronounce it the other way.&lt;br /&gt;
&lt;br /&gt;
In all seriousness, a laser causes what it touches to explosively flash into plasma if the laser is strong enough. A normal lasgun is strong enough to blow an unarmored human nearly in half and, due to the way lasers work, can damage pretty much anything &#039;&#039;eventually.&#039;&#039; So, a lascannon does the same with far greater effectiveness. The lascannon beam doesn’t necessarily need to penetrate its target either. In many cases, the explosive damage caused by the hit itself will be enough to critically damage a target. The lascannon is, like the lasgun, a laser and does not &amp;quot;cut&amp;quot; or &amp;quot;bore&amp;quot; into a tank so much as make part of the vehicle explode with the force of a bomb. This thing will fuck your shit up and fuck it hard. Think miniature pyroclastic explosion. At your feet or your cover.&lt;br /&gt;
&lt;br /&gt;
The lascannon is often placed as a phallic symbol on many [[Imperial Guard]] Leman Russes, because they thought the battle cannon was not enough. [[Space Marines|Spess Mahreens]] often use them in their [[Devastator Squad]]s, because they are simply better than their Guardsmen counterparts, and want to make sure that&#039;s clear. But like their Guard counterparts, they like to stick them on all the tanks they have, because they are [[Space Marine|Spess Mahreens]], and they&#039;re cool like that. Being an energy weapon, the Lascannon shares many drawbacks of similar weapons fielded by the Imperials in that it&#039;s not terribly energy-efficient, but it&#039;s hard to find a better anti-tank weapon or tool for reliably hurting lone high-threat units on the battlefield. Seeing as it is Strength 9, AP2, and Heavy 1, it really has no other use, save for what is ultimately sniping, only that vehicles and monstrous creatures are also on the list of targets, while squadded commanders are not.&lt;br /&gt;
&lt;br /&gt;
Lascannons use single-charge power packs similar to las-gun power packs, but the size of a car battery and good for one shot. This means they have to be reloaded after each shot, like a missile launcher. Tanks with lascannons use a bank of these packs to help distribute the charge and recharge spent packs between volleys. They are most visible in the [[Predator]] tank and [[Sentinel]] walker. Theoretically, a Space Marine could hook up a scaled-up hellgun to his miniature nuclear reactor backpack and just let loose with some sort of hellcannon, but that would mean thinking and thinking is heresy.&lt;br /&gt;
&lt;br /&gt;
[[Chaos Space Marines|Chaos Space Marine]] [[Havoc]]s are known for cramming Bayonets on the things. Because everything&#039;s better when you make it [[Choppa|moar choppy]].&lt;br /&gt;
&lt;br /&gt;
The Lascannon is primarily designed for anti-vehicle combat, but it also sees use against monstrous creatures and the errant battlefield target that a commander needs to remove &#039;&#039;right the fuck now&#039;&#039;, such as isolated enemy characters. While it&#039;s not by any means the most powerful anti-armour weapon on the tabletop, the lascannon is still quite effective, and in the case of Imperial armies, it is available in quantity. Just bear in mind that when forced to operate outside its preferred role of burning down tough, high-priority targets, the lascannon is far less efficient.&lt;br /&gt;
&lt;br /&gt;
On the table, the lascannon generally represents the minimum level of firepower necessary to be at least a nuisance to anything. Given enough time you could lascannon a baneblade to death; and if you brought ENUF of them you might be able to do it before losing your whole force. As a serious armor killing option, lascannons rely on bringing them in numbers. Both Annihilators, the [[Predator Annihilator|Predator]] and the [[Leman Russ Annihilator|Leman Russ]], bring at least a pair, and their hulked out [[Land Raider Terminus Ultra|cousin]] brings a ludicrous eight.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go wrong with the Lascannon. Ask for it by name.&lt;br /&gt;
&lt;br /&gt;
===Heavy Lascannon===&lt;br /&gt;
[[File:HeavyLascannon.jpg|350px|right|thumb|The Lascannon on steroids. [[/d/|&#039;&#039;Look at that Girth.&#039;&#039;]]]]&lt;br /&gt;
The Lascannon&#039;s beefier brother.&lt;br /&gt;
&lt;br /&gt;
The Heavy Lascannon is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]]. Considered as the premier tankbuster of the family, the Heavy Lascannon is a Lascannon that was given beefier barrels, stronger lenses and a more powerful battery to make sure that the target stays extra dead. Due to its larger size and power upkeep, the Heavy Lascannon so far can only be fielded as a field artillery. Regular Lascannons are at least relatively compact enough to be mounted as secondary weapons for most vehicles, not so for the Heavy Lascannon however, as it is just too goddamned heavy and bulky to act as a proper sponson.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Heavy Lascannon is a Heavy 2 weapon that is S10, AP-4, D3+3. A much &#039;&#039;nastier&#039;&#039; brother of the regular Lascannon. Its ridiculously high strength and great AP mean it will be penetrating most armour. A field of three of these monsters can make TEQs cry in their sleep. Of course, that Heavy Lascannon users need to be in the line of sight, making them quite vulnerable to counter-fire. But holy shit do tanks suffer critical existence failure once these bad boys show up.&lt;br /&gt;
&lt;br /&gt;
===Solex Heavy Lascannon===&lt;br /&gt;
[[File:SollexLascannonArt.jpg|350px|right|thumb|The Heavy Lascannon&#039;s more suped-up brother.]]&lt;br /&gt;
A variant of the already powerful Heavy Lascannon.&lt;br /&gt;
&lt;br /&gt;
The Solex Heavy Lascannon (also spelled Sollex Pattern) is a type of heavy Laser Weapon used on the [[Adeptus Mechanicus]]&#039; [[Thanatar-Calix Class Siege-Automata]].&lt;br /&gt;
&lt;br /&gt;
According to the Sollex Sub-Cult of the Auxilia Myrmidon, this weapon was created by the Pontifex Technis Ayahpana during the Age of Strife. These Lascannons operate on an order of magnitude greater than standard Imperial laser weaponry. Their firepower is unmatched for their size, although they require more resources and expertise in their manufacture. Each weapon is treated with reverence by the Tech-Priests who maintain them.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, the Solex is a 60&amp;quot; S10, AP2, Heavy 1 anti-tank weapon. It would have been considered a fantastic weapon if it wasn&#039;t a [[Wat|one-shot weapon]]. Compare it to the [[Krios Venator]] which costs 100 points less and gets 4 x S9 AP2 shots with Ordnance as well. However, with enhanced targeting, you will only be missing on a 1 and you will be lowering cover saves by 1. So against any mech army, this gun has a decent chance to render most tanks impotent for a turn by making them snap-shoot or even blow them up.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Cadian&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CatachanLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Catachan&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:KriegLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Krieg&#039;&#039;&#039;&amp;lt;/center&amp;gt; &amp;lt;center&amp;gt;&lt;br /&gt;
image:DevastatorLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Devastator&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:HavocLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Havoc&#039;&#039;&#039;&amp;lt;/center&amp;gt; Not pictured; the three hours it took to get the SM arm glued onto the CSM body.&lt;br /&gt;
image:SentinelLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:LemanRussLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Leman Russ&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RazorbackLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Razorback&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PredatorLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Predator Annihilator&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:ContemptorLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Contemptor Dreadnought&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeredeoLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Deredeo Dreadnought&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TerminusUltraLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Terminus Ultra&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TarantulaLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Tarantula&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
image:FortressofRedemptionLascannon.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Fortress of Redemption&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[category:Imperial]]&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341042</id>
		<title>Missile Launcher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Missile_Launcher&amp;diff=341042"/>
		<updated>2023-05-30T21:19:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;The &#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; is a very simple weapon, being little more than a tube capable of firing different kinds of explosive payload, similar to the [[Mortar]]. The Missile launcher is capable of firing a variety of payloads, chief amongst which are the anti-personnel Fragmentation &amp;quot;Frag&amp;quot; missiles, and anti-vehicle &amp;quot;Krak&amp;quot; missiles, though anti-air &amp;quot;Flakk&amp;quot; missiles were brought in with the advent of flyers in [[Warhammer 40,000 6th edition]]. Missiles with defoliant chemicals or chemical weaponry can and have been used, as well. The main advantages of the Missile launcher are that it is cheap to manufacture, able to take several kinds of munitions, and portable. The main drawback is that the ammo is more far expensive and complex then comparable gun ammunition, and also bigger and heavier per shot.&lt;br /&gt;
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From the power of missiles and giant cannons in 40k, perhaps swarming infantry and small-ish tanks are favored because they need to spread out with numbers or else be wipes out by one giant gun or fuck huge missile. Resulting in more epic and grimdark than just pushing a button.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
===Missile Launcher===&lt;br /&gt;
[[File:Missile Launcher.jpg|200px|right|thumb|Missile Launcher]]&lt;br /&gt;
The Missile Launcher is one of the most common explosive weapons fielded by the [[Imperium of Man]], employed very commonly by [[Imperial Guard]] Heavy weapons teams, and extensively used amongst [[Space Marine]] squads of all kinds. It also sees use among the ranks of the [[Chaos Space Marines]]. Its incredible versatility in payload allows it to be a potent anti-infantry and anti-vehicle weapon when the situation calls for it. Its anti-vehicle capabilities are only outstripped by the [[Lascannon]] and [[Imperial Ordnance|vehicle-mounted weapons]], and it is easy to learn and easy to use.&lt;br /&gt;
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Back in the days of the [[Great Crusade]], these things were the goofiest looking weapons ever, with banana-shaped top-fitted magazines (as seen in some recent [[Forge World]] weapons packs). [[Dark Eldar]] laughed at how oddly shaped and impractical they were. Seriously.&lt;br /&gt;
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They stopped laughing after said missiles evaporated them.&lt;br /&gt;
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Aside from the two standard Missile Launchers, the Astartes short launcher and the longer Imperial Guard version that shoots long, almost torpedo-like missiles, the Imperium also employs several other large missile weapons.&lt;br /&gt;
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===Mole Launcher===&lt;br /&gt;
[[File:Mole_Launcher.jpg|200px|right|thumb|Mole Launcher]]&lt;br /&gt;
Basically the Imperium&#039;s take on the [[Squat]]&#039;s [[Mole Mortar Team|Mole Mortar.]] The Mole Launcher is a specialized missile launcher utilized by Imperial Guard Engineers, in particular the [[Death Korps of Krieg]]. Known more formally as a breaching torpedo, the weapon fires burrowing warhead capable of digging through obstacles and detonating on the other side.&lt;br /&gt;
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The explosive charge is contained within a shoulder-mounted launch tube, which can lock in place facing the ground or the side of a tunnel. When fired the torpedo is launched into the earth, where a powerful drill and small powerfield generator allow it to slice through rock very quickly. The projectile also contains a guidance system linked to a separate control panel, allowing a team member to guide the the torpedo to its target.&lt;br /&gt;
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The Mole Launcher&#039;s primary purpose is for blasting into enemy tunnels, causing a sudden and catastrophic collapse. It can also be used against surface targets, burrowing up to the surface and exploding underneath a bunker or vehicle where it&#039;s armoring is weakest.&lt;br /&gt;
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===Castellan Launcher===&lt;br /&gt;
[[File:Castellan_Launcher.PNG|200px|right|thumb|Castellan Launcher]]&lt;br /&gt;
&amp;lt;s&amp;gt;The T-Shirt Cannons&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nerf Guns&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;A 1980s Hasbro Gun Toy&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;designed by Rob Liefeld&amp;lt;/s&amp;gt; Proof that sometimes having more shit does not make it better.&lt;br /&gt;
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Resembling the horrid byproduct of a [[Primaris Marines|Primaris Space Marine]] [[Slaanesh|fucking an]] [[Ork]] [[Kopta Rokkits|Kopta Rokkit]]/[[Kombi-Rokkit Launcha]]. The Castellan Launcher is the primary weapon of the [[Desolation Squad]] and ho boy, has this thing reached [[Paragon Warsuit]]-levels of [[CS Goto|revulsion]] and [[Chris-Chan|mockery]].&lt;br /&gt;
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This...ergonomic nightmare is a [[MOAR DAKKA|rotary Missile Launcher with a belt-feed of missiles that can launch missiles like a Heavy Bolter, as well as having a rail attachment to mount larger and even MOAR missiles.]] It is also able to fire a selection of either Super-Frag and Super-Krak missiles, whatever the fuck [[derp|&#039;&#039;that means&#039;&#039;.]] Sounds [[awesome]] on paper right? In practice unfortunately, this thing looked [[Fail|&#039;&#039;hideous&#039;&#039;]].&lt;br /&gt;
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For one thing, as a Missile Launcher, conventional wisdom goes that such a weapon requires a system to vent out the tremendously excess gas that would be generated once the rocket propellant has been ignited, doing so without a system would lead to both the kinetic energy of the missile/rocket [[Abbadon|ripping your arm off in the opposite direction]] and causing a catastrophic explosion as the weapon&#039;s superstructure is unable to withstand the sudden change in air pressure. Typical Missile/Rocket Launchers circumvent this by having a backblast, in which the air pressure and kinetic energy from the propellant is redirected safely from the user, which is why nearly all forms of these launchers have an &#039;over-the-shoulder&#039; design. This hunk of [[Cawl|Cawl&#039;s fever dream]] however? Has no such physical evidence of a backblast design, and even if it did, the rifle design means that it would be blasting directly into the marine&#039;s [[EPIC FAIL|&#039;&#039;face and chest.&#039;&#039;]] They&#039;d only be able to get around this if they did something like use regular propellant to kick the missile out before it engages its rockets. [[Bolter|Huh, why does that sound familiar?]]&lt;br /&gt;
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So yes, [[Fail|Cawl reinvented Bolters and like the used car salesman he is passed them off as new]].&lt;br /&gt;
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Another problem is the sheer unnecessary add-on of the rail accessory. Now, we &#039;&#039;get&#039;&#039; where the weapon design is going for. Having a modular weapon system that has a rail attachment for easy retrofitting of disposable and extremely versatile ATGMs and SAMs like an oversized &amp;lt;s&amp;gt;under-barrelled&amp;lt;/s&amp;gt; &#039;&#039;over&#039;&#039;-barrelled Grenade Launcher may sound neat and all. But that would work best for an &#039;&#039;actual&#039;&#039; assault rifle. On a &#039;&#039;Missile Launcher&#039;&#039;, it just creates redundancy and unnecessary increase weight. Missile Launchers ain&#039;t light, even for transhumans, and making a weapon &#039;&#039;this&#039;&#039; top-heavy is bound to cause some mobility and logistical problems. If you really want these giant missiles, make them shoulder-mounted for Emprah&#039;s sake.&lt;br /&gt;
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The final issue is that design-wise, it just looks like a mess. The interchangeable fuck-off missile attachments does not grant the model a degree of consistency and - when paired with the aforementioned problems already present - it makes it overly-designed; like the designer wants to overcompensate for something. The humble [[Lasgun|Flashlight]] isn&#039;t much to look at, yet, it is one of the most identifiable and iconic weapons in 40k, in part &#039;&#039;because&#039;&#039; of its simplicity. This however? This will give a [[/k/|gun enthusiast]] a god damn [[Firaeveus Carron|&#039;&#039;seizure&#039;&#039;.]]&lt;br /&gt;
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Crunchwise, the Castellan is a 36&amp;quot; ranged Heavy D3, S4, AP-1, D1 with Blast. An okay GEQ clearer, but it is - weirdly enough - [[What|clearly the secondary weapon to the bigger missile tubes on the top.]]&lt;br /&gt;
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Oh yeah, and about those [[derp|&#039;super-frag and super-krak&#039; missiles?]] Those are the Castellan&#039;s sub-weapons. More can be read directly below:&lt;br /&gt;
====Superfrag Rocket Launcher====&lt;br /&gt;
[[File:Superfrag_Rocket_Launcher.PNG|200px|right|thumb|Superfrag Rocket Launcher]]&lt;br /&gt;
The first type of sub-weapon for the Castellan. According to Warhammer Community, it is considered more reliable, more powerful, and with an effective range that exceeds even a [[wat|sniper rifle]]. Which you know, we consider [[bullshit]], since rockets are anything but accurate, let alone more than a sniper rifle. So these things have to be a missile to be &#039;accurate&#039;. [[EPIC FAIL|But GeeDubs&#039; inability to accurately name things strikes again!]]&lt;br /&gt;
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The Superfrag consists of four launcher tubes with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy. As a fragmentation-based explosive, the Superfrag is obviously designed to perforate lighter infantry, and is the ultimate rebuttal to hordes of unwashed heretics and slavering aliens.&lt;br /&gt;
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Crunchwise, as expected, these things deal with GEQs. A Heavy D3+3 weapon with 48&amp;quot; range and is S4, AP-1, D1 with Blast. Aim, shoot, fire and say goodbye to your horde armies.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Superkrak Rocket Launcher====&lt;br /&gt;
[[File:Superkrak_Rocket_Launcher.PNG|200px|right|thumb|Superkrak Rocket Launcher]]&lt;br /&gt;
The second type of sub-weapon for the Castellan. The Yin to the Superfrag&#039;s Yang. When your foe rumbles toward you with a spearhead of hulking behemoths, a volley from a Superkrak Rocket Launcher will punch cleanly through any armoured shell – be it metal or chitin. Again, &#039;&#039;why&#039;&#039; they are considered Rocket Launchers when they clearly have advanced maneuvering capabilities, [[derp|we have no idea.]]&lt;br /&gt;
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This Wall-E looking contraption has only two launcher tubes instead of four with a laser-designator cogitator in the middle. Again, what make these things &#039;super&#039;, we have no idea. So it is safe to just chalk this up as Cawl&#039;s marketing ploy.&lt;br /&gt;
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Crunchwise, these are you standard anti-tank buster. A Heavy 1 with 48&amp;quot; range and is S8, AP-3, D3+3. Vehicles and even superheavies are going to feel a lot of hurt especially when you consider that each marine can carry two of them.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
====Vengor Launcher====&lt;br /&gt;
[[File:Vengor_Launcher.PNG|200px|right|thumb|Vengor Launcher]]&lt;br /&gt;
The [[herp|retardedly named Vengor Launcher (You &#039;&#039;wish&#039;&#039; it was called the Vengeance Launcher now would you?)]] is the third type of sub-weapon for the Castellan. Somewhat considered somewhere in the middle of the Superfrag and Superkrak in terms of damage potential. The Vengor Launcher is basically a [[Wat|portable hand-held HIMARS, Weishi MLRS or Tornado-S]].&lt;br /&gt;
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Yes, these comically oversized noobtubes are less &#039;missile launcher&#039; and more &#039;artillery&#039;. Advance signum targeting systems allows the marine to maximise indirect fire, wiping out whole squads before they ever come into view. Simply &#039;paint&#039; a target, go into cover, aim in the sky and shoot. The Vengor Launcher is only balanced by being a single, oversized launching tube with an advanced targeting cogitator on its side; the ultimate fire-and-forget weapon.&lt;br /&gt;
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Crunchwise, this ridiculous monstrosity turns your marine into a [[Lolwut|mini-Basilisk on legs.]] A Heavy D6 with 48&amp;quot; range and is S6, AP-1 and D2 with Blast. The main thing you are looking for this weapon, is that it can target units that are not visible to the bearer. MEQs and TEQs cry in their sleep with this [[bullshit]]-scale weapon, so you better pray that your opponent using this thing does not target your Lord of War.&lt;br /&gt;
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===Rad Missile Launcher===&lt;br /&gt;
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&#039;&#039;For more information, see [[Rad Missile Launcher|here:]]&#039;&#039;&lt;br /&gt;
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===Infernum Halo Launcher===&lt;br /&gt;
[[File:Infernum.jpg|200px|right|thumb|Infernum Halo Launcher]]&lt;br /&gt;
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More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.&lt;br /&gt;
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The Infernum Halo Launcher is a type of flare discharger used for self-defense on the [[Stormhawk|Stormhawk Interceptor]] aircraft of [[Adeptus Astartes]] and on the [[Corvus Blackstar]] of the [[Deathwatch]]. The golden &amp;quot;halo&#039;s&amp;quot; created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.&lt;br /&gt;
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On tabletop, despite being a relatively lameduck and overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD &#039;&#039;&#039;&#039;Fly&#039;&#039;&#039;&#039; targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must [[Troll|subtract 1 from the subsequent hit rolls.]] Tis&#039; a great tool to offset any potential life-threatening damage to your personnel fighter.&lt;br /&gt;
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[[Tl;dr]], its a 40k decoy flare.&lt;br /&gt;
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===Chaff Launcher===&lt;br /&gt;
[[File:Chaff_Launcher.JPG|200px|right|thumb|Chaff Launcher]]&lt;br /&gt;
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns.&lt;br /&gt;
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What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.&lt;br /&gt;
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The [[Archaeopter]] and its variants use this shit a &#039;&#039;lot&#039;&#039;. Not too surprising since they are relatively low altitude aircraft; juicy targets for anti-air munitions and guided SAM missiles. While it might look like a bad idea to mount the Chaff Launcher on the top of the aircraft rather than the bottom, modern helicopters &#039;&#039;do&#039;&#039; have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually did their homework.&lt;br /&gt;
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===Cyclone Missile Launcher===&lt;br /&gt;
[[File:Cyclone_Missile_Launcher.png|200px|right|thumb|Cyclone Missile Launcher]]&lt;br /&gt;
A miniature Whirlwind Launcher.&lt;br /&gt;
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The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on [[Terminator|Terminator Armor.]] Loaded with Krak and Frag Missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targeter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armor, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone. Older designs of the Cyclone missile launcher had the sensor array hand-carried by the Terminator, thus taking away the option of a power fist but making it more accurate.&lt;br /&gt;
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The forerunner of this weapon was mounted (and still mounted in M41) on the [[Javelin Attack Speeder]] - anti-grav relic vehicles of the [[Great Crusade]].&lt;br /&gt;
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===Malleus Rocket Launcher===&lt;br /&gt;
[[File:MallusRocket.jpg|200px|right|thumb|Malleus Rocket Launcher]]&lt;br /&gt;
The smallest MLRS ever fielded by the Imperial Guard.&lt;br /&gt;
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The Malleus Rocket Launcher is one of the three primary weapons that is used by the [[Imperial Guard]] [[Field Ordnance Battery]], and it looks awfully like WW2 towed rocket artillery. Considered as a light anti-infantry artillery rocket piece, the Malleus contains six fragmentary rockets on each rocket pod for a total of twelve rockets per salvo. This makes it a pretty hefty weapon when it comes to quickly dealing with swarm armies.&lt;br /&gt;
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Crunchwise, Malleus Rocket Launcher is a Heavy D6+6 MLRS that is S6, AP-1, D1, with the Blast ability. To no one&#039;s surprise, this thing shreds GEQs like paper mache put in a blender. However, its low strength, damage and AP means that it struggles against MEQs and TEQs simply laugh it off.&lt;br /&gt;
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===Salvo Launcher===&lt;br /&gt;
[[File:Salvo_Launcher.jpg|200px|right|thumb|Salvo Launcher]]&lt;br /&gt;
A missile launcher gifted to only the Emprah&#039;s best and finest.&lt;br /&gt;
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The Salvo Launcher is a weapon used by the [[Adeptus Custodes]] Vertus Praetor&#039;s. Despite their small size, these weapons can destroy even the most heavily armored vehicles in a few...well....[[Derp|salvos.]] Mounted on the prow of their [[Dawneagle Jetbike|Dawneagle Jetbikes,]] these weapons fire Flakkburst Missiles that allow their riders to shoot enemy flyers out of the sky or Melta Missiles that are effective against vehicles.&lt;br /&gt;
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As usual/expected, these things are gilded in &amp;lt;s&amp;gt;gold&amp;lt;/s&amp;gt; Auramite, as befitting for the Emprah&#039;s posse of gilded bananas.&lt;br /&gt;
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They are also far more powerful than missile launchers far bigger than it. Which is unsurprising. But what is surprising is that it looks suspiciously like one of the missile launcher choices for the video game Spore....[[Original character, do not steal|strange]]....&lt;br /&gt;
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Crunchwise, it has a 24” range and is either a Multi-Melta shot that re-rolls wounds against Vehicles but does not get melta dice at half range, or a Heavy D3 S7 AP-1 D3 missile that gets +1 to hit against things with Fly but -1 to hit against anything that doesn’t. This little quirk shouldn’t be a problem, though, since your normal BS is 2+. The melta version is great for ripping apart vehicles and the flakk choice is great for shoring up your slightly spotty anti-air. Very situational, but fills out the lack of high strength anti-tank shooting that Custodes lack immensely.&lt;br /&gt;
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===Typhoon Missile Launcher===&lt;br /&gt;
[[File:Typhoon_Missiles.jpg|200px|right|thumb|Typhoon Missile Launcher]]&lt;br /&gt;
Named after the Typhoon pattern of [[Land Speeder|Land Speeders]], but most notoriously wielded by the [[Stormtalon|infamous flying toasters.]] The Typhoon showers the sky in missiles to cover a wide area of land.&lt;br /&gt;
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The Typhoon Missile Launcher is a Space Marine Missile Launcher equipped with both Frag and Krak Missiles. They are most commonly mounted on vehicles, such as the aforementioned Stormtalon Gunship.&lt;br /&gt;
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Its sister variant is the Skyhammer Missile Launcher.&lt;br /&gt;
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On tabletop, they are essentially a double shot missile launcher found on land speeders, includes frag and krak missiles. Not bad and allows your flying toaster to have some much-added punch and firepower.&lt;br /&gt;
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===Skyhammer Missile Launcher===&lt;br /&gt;
[[File:Skyhammer_Missiles.jpg|200px|right|thumb|Skyhammer Missile Launcher]]&lt;br /&gt;
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Another weapon wielded by the [[Stormtalon|infamous flying toasters.]] They have a more limited ammo rack to compensate for more powerful explosions.&lt;br /&gt;
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The Skyhammer Missile Launcher is a Missile Launcher platform employed on Space Marine Stormtalon Gunships. These weapons fire a volley of hyper-velocity missiles that smash into their targets and are ideal tank-killers.&lt;br /&gt;
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Its sister variant is the Typhoon Missile Launcher.&lt;br /&gt;
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On tabletop, these are your anti-air krak missiles. Quite good against aircraft and can give vehicles a bloody nose even though it is meant specifically against fighter jets. Should make your flying toaster a bit more viable now.&lt;br /&gt;
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===Cerberus Launcher===&lt;br /&gt;
[[File:Cerberus_Launcher.JPG|200px|right|thumb|Cerberus Launcher]]&lt;br /&gt;
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A anti-infantry rocket launching platform.&lt;br /&gt;
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The Cerberus Launcher is an Imperial weapon commonly mounted under the nose mount on Space Marine Land Speeder Storms. Considered as the Land Speeder equivalent of the Stormtalon&#039;s Skyhammer Missile Launcher. This tri-barreled launcher can launch fragmentation or stun rockets depending on the enemy being faced.&lt;br /&gt;
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As it is the primary weapon for the Land Speeder Storm, the Cerberus Launcher is a D6 bolter shots with a [[Lolwut|surprisingly underwhelming range]] [[Wat|at just 18&amp;quot;.]] You would think the Imperium would have the decency to add enough fuel to a rocket so that it could last more than 15 meters right? [[FAIL|But I guess not.]]&lt;br /&gt;
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Still, for hit and runs, the Cerberus gets the job done.&lt;br /&gt;
&lt;br /&gt;
===Tempest Salvo Launcher===&lt;br /&gt;
[[File:Tempest_Salvo_Launcher.JPG|200px|right|thumb|Tempest Salvo Launcher]]&lt;br /&gt;
[[Derp|Not to be confused with the Eldar]] [[Tempest Launcher]] [[Herp|nor the Adeptus Custodes]] [[Salvo Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Tempest Salvo Launcher is one of the primary weapons for the [[Land Speeder#Land Speeder Tempest|Land Speeder Tempest]].&lt;br /&gt;
&lt;br /&gt;
Due to its size, the Land Speeder Tempest is big enough that a set of Tempest Salvo Launchers could be equipped and placed on the sides of the vehicle. The Tempest Salvo Launchers are able to hold up to 8 missiles, and are a mixed load of Frag and Krak Missiles.&lt;br /&gt;
&lt;br /&gt;
All in all, it is far more versatile than any other of the Land Speeder Missile Launcher like the Typhoon or the Cerberus.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Tempest Salvo Launcher is better than the Typhoon Missile Launcher for the fact that it always come in a pair. Statwise, this weapon is a 36&amp;quot; range, Heavy 1d3, S6, AP-3, D2 Missile Launcher. The only downside is that, compared to the Typhoon, the Salvo Launcher comes in at only 10 points each, making it drastically more expensive compared to the Typhoon.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Deathwind Missile Launcher===&lt;br /&gt;
[[File:Deathwind.jpg|200px|right|thumb|Deathwind Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Creed]] of Drop Pods.&lt;br /&gt;
&lt;br /&gt;
Deathwind Missile Launchers are weapons equipped on Space Marine [[Drop Pods]]. Like most of these [[Trap]] Drop Pods, they are designed to fool the enemy and/or provide heavy covering fire for the Space Marines instead. They replace the standard Storm Bolter, offering a nasty surprise of short-range explosive support fire to the face.&lt;br /&gt;
&lt;br /&gt;
They may be deployed en masse as a Deathwind Orbital Strike Force.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, the Deathwind launcher is now cheaper. With the reduced price, you can pay a little more than a tac marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate. You kill a MEQ, you basically pay off the cost of the launcher. Put these on your offensive pods, otherwise it&#039;ll be a waste.&lt;br /&gt;
&lt;br /&gt;
With the [[Nerf]] of Drop Pods in 8th Edition, the Deathwind Missile Launcher has been [[Fail|regulated to the gutter]] where once the [[Pyrovore]] and [[Mandrakes]] use to dwell in. At best, they are only useful for creating a annoying distraction and maybe kill a few stragglers for some added benefit.&lt;br /&gt;
&lt;br /&gt;
How this Missile Launcher avoids [[FATAL|accidentally hitting one of its missiles at its own occupants or even the structure of the Drop Pods itself remains a mystery.]]&lt;br /&gt;
&lt;br /&gt;
===Icarus Rocket Pod===&lt;br /&gt;
[[File:Icarus_Rocket_Pod.JPG|200px|right|thumb|Icarus Rocket Pod]]&lt;br /&gt;
Not to be confused with the [[Icarus Stormcannon Array]] [[Derp|which also serves the same function as the Rocket Pod.]]&lt;br /&gt;
&lt;br /&gt;
The Icarus Rocket Pod is an anti-air rocket pod mounted as a secondary weapon on the [[Redemptor Dreadnought]] and the [[Gladiator Tank#Gladiator Valiant|Gladiator Valiant Tank.]] It is a relatively small rocket pod analogous to the much larger Multiple Rocket Pods used by [[Valkyrie|Valkyries]], although it carries less rockets of around seven in total. Like the Icarus Stormcannon Array, the name is a tongue-in-cheek reference to the Icarus myth.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Icarus Rocket Pod is a 24&amp;quot; range, S7, AP-1, D1, Heavy D3 weapon. Like most anti-air weapons, you could add 1 to all hit rolls made for this weapon against targets that can fly.&lt;br /&gt;
&lt;br /&gt;
Overall, there are better anti-air weapons around, but for what it&#039;s worth, the weapon is a nice free additional complement for the Redemptor Dreadnought to scare away any enemy flyers in its vicinity.&lt;br /&gt;
&lt;br /&gt;
===Multiple Rocket Pod===&lt;br /&gt;
[[File:M_Rocket_Pod.jpg|200px|right|thumb|Multiple Rocket Pod]]&lt;br /&gt;
The Multiple Rocket Pod all simply known as the Rocket Pod, are weapons most commonly mounted on Imperial Aircraft such as the Vulture Gunship or Valkyrie. They work by firing large numbers of small fragmentation rockets, covering a large area in lethal shrapnel. They are an anti-infantry weapon and are particularly effective against high density concentrations of poorly-armoured opponents.&lt;br /&gt;
&lt;br /&gt;
These are basically the Skyhammer&#039;s and Typhoon Missile Launcher&#039;s bigger and more badass brother. Instead of small individual rockets, this thing saturates the land with explosive munitions.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are your standard anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter (and half a shot more on average). Shorter range than Hellfuries, but a better damage profile and more importantly are assault. You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
&lt;br /&gt;
Maximum Dakka indeed.&lt;br /&gt;
&lt;br /&gt;
===Blackstar Rocket Launcher===&lt;br /&gt;
[[File:BlackstarRocket.jpg|200px|right|thumb|Blackstar Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Blackstar Rocket Launcher is a weapon mounted on [[Deathwatch]] [[Corvus Blackstar]] gunships. Mounted on each wing of a Blackstar, it allows a barrage of missiles that are each selected the moment before firing to maximize the destruction it wreaks. It is the only weapon system on the Blackstar that is actually reliable in attacking enemy air vehicles.&lt;br /&gt;
&lt;br /&gt;
They can fire both incendiary Dracos Air-to-Ground Missiles or Air-to-Air Corvid Rockets, but as you already know, most opt in for the Corvids as the standard issue Assault Cannons do a better job at killing infantry than the Dracos.&lt;br /&gt;
&lt;br /&gt;
The Twin-Assault Cannons from the Blackstar can be swapped for Twin Lascannons for anti-vehicle and the missiles for Blackstar Rocket Launchers. However, despite the anti-infantry option from the Drcacos missile, most would just use the Assault Cannons instead, therefore, the Rocket Launcher is only used for the Corvid rockets which is the only decent weapon on the Blackstar at taking out flyers.&lt;br /&gt;
&lt;br /&gt;
===Taurox Missile Launcher===&lt;br /&gt;
[[File:Taurox_Missile_Launcher.JPG|200px|right|thumb|Taurox Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Mounted on the [[FAIL|stupidly designed]] [[Taurox]].&lt;br /&gt;
&lt;br /&gt;
The Taurox Missile Launcher is a missile artillery array mounted on the Taurox Prime. It bares a [[Original character, do not steal|uncanny resemblance to the Soviet Katyusha rockets due to the whole &#039;put a rack of missiles on a truck&#039; schlick.]] Despite the [[FAIL]] of the Taurox, the missile launcher itself is extremely versatile, able to fire spreads of missiles over long distances and suppress distant enemy infantry and armor.&lt;br /&gt;
&lt;br /&gt;
However, despite the fluff, in 7th Edition, the Missile Launcher is pretty mediocre as it is your basic two-shot missile launcher in standard frag and krak. In 8th Edition, its mediocrity has gotten worse in terms of point cost efficiency. Don&#039;t even bother mounting them.&lt;br /&gt;
&lt;br /&gt;
So yeah, unlike the real Katyusha, these things aren&#039;t made of WIN.&lt;br /&gt;
&lt;br /&gt;
===Bellicatus Missile Array===&lt;br /&gt;
[[File:Bellicatus_Missile_Array.JPG|200px|right|thumb|Bellicatus Missile Array]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Hyperios Missile Launcher&#039;s little cousin with an identity crisis. The Bellicatus Missile Array is a Missile Launcher weapon that looks like the fusion of multiple Space Marine turreted missile launchers reduced into a compact form. Seriously, this weapon can&#039;t decide whether it wants to be a anti-infantry, anti-tank or anti-air missile launcher; so it ended up saying &amp;quot;Fuck it!&amp;quot; and incorporated all of them in a tiny package.&lt;br /&gt;
&lt;br /&gt;
The Bellicatus Missile Array is primarily used by [[Primaris Marine|Primaris Space Marine]] [[Impulsor|Impulsor vehicles.]] These batteries are frequently used for those squads requiring additional fire support. Because the Magos who &#039;invented&#039; this wanted to cram in every single type of missile there is in one tiny weapons system, the missile launcher ain&#039;t the most prettiest to look at. On the other hand, several vehicles with these would likely work together and result in the same number of each type of missile as it would if you had three Impulsors and each had one type of missile. Just without your eggs being in one basket.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this missile launcher is the ultimate jack-of-all-trades of missile launcher. You want to clear out that annoying infantry harassing your unit formation? Launch some Heavy D6, Strength 4, D1 frag missiles at their faces. Want to destroy that dangerous armored vehicle for the final killshot? Launch the Heavy 1, Strength 8, AP-2 D6 damage krak missiles to make sure that vehicle stops dead in its tracks. Want to deal with those hard-to-hit, nightmare-inducing flyers? Launch the Heavy D3, Strength 7, AP-1, D3 damage icarus missiles to make sure that bird goes down for good. All of these missiles have a decent range of 48&amp;quot;. Just don&#039;t expect the macross level of missile massacre you would traditionally see, such as the Hyperios.&lt;br /&gt;
&lt;br /&gt;
===Hammerstrike Missile Launcher===&lt;br /&gt;
[[File:Hammerstrike_Missile_Launcher.JPG|200px|right|thumb|Hammerstrike Missile Launcher]]&lt;br /&gt;
The Hammerstrike Missile Launcher is where the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] got its name from.&lt;br /&gt;
&lt;br /&gt;
An anti-armour weapon system fitted with Krak warheads. The Missile Launcher along with its sister weapons from the Storm Speeder has become the butt of jokes due to the fact that the gunner&#039;s head is exposed [[Fail|&#039;&#039;RIGHT BESIDE THE FIRING MECHANISM!&#039;&#039;]] Why Cawl decided that giving the poor bastard of what [[Count as|counts as]] a [[Sonic Weaponry|Sonic Weapon]] in all but name, we have no fucking clue.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, rules-wise, this thing is pretty beast, albeit, short-ranged. At 36&amp;quot;, you ain&#039;t hitting far especially on a flyer. But at S8 and AP-3, with the fact that you are dealing 3 Damage per missile. You could theoretically deal up to 24 Wounds in a single salvo. You could actually take down a Knight if the Dice Gods are in your favour. [[RAGE|Field several of these and your opponent would flip the table.]]&lt;br /&gt;
&lt;br /&gt;
===Sabre Missile Launcher===&lt;br /&gt;
[[File:Sabre_Missile_Launcher.JPG|200px|right|thumb|Sabre Missile Launcher]]&lt;br /&gt;
The Sabre Missile Launcher is one of the secondary weapons that could be attached to the [[Sabre Strike Tank]].&lt;br /&gt;
&lt;br /&gt;
These missile launchers are essentially a mini-version of the Hunter-Killer missile attachments. Bearing similarities to the regular old hand-held missile launcher, one of the pros for the Sabre Missile Launcher is that the Sabre Strike Tank is able to carry not one, [[Awesome|but four of these things.]]&lt;br /&gt;
&lt;br /&gt;
The missile launcher itself carries the aptly named Sabre Missiles, which offers the same punch as a regular hand-held missile launcher. If your Sabre is armed with the autocannon or volkite saker, it would make sense to have these to give your Sabre some needed anti-tank punch. However, if you have a neutron laser, the benefit for these becomes a bit more redundant.&lt;br /&gt;
&lt;br /&gt;
===Disruptor Missile Launcher===&lt;br /&gt;
[[File:Disrupter_Missile_Launcher.JPG|200px|right|thumb|Disruptor Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the [[Skorpius Hover Tank#Skorpius Disintegrator|Skorpius Disintegrator]]. The Disruptor Missile Launcher is a hull-mounted missile launcher situated at the front of the giant killer rubber duck of a vehicle. The Skorpius Disintegrator mounts six of them - three on each side - and it is primarily a anti-tank and anti-vehicular missile launcher akin to the Hunter-Killer missile attatchments used by conventional Imperial vehicles.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, the Disruptor Missile Launcher packs quite a punch with heavy D6 shots and D3 damage a pop. At Strength 7 and AP-2, this weapon can do a whole world of hurt to light vehicles and conventional main-battle tanks. Whilst the random attack numbers and damage makes it unpredictable, you have six missile for you the launch, so chances are is that you are gonna cause some wounds by the end of the turn.&lt;br /&gt;
&lt;br /&gt;
Seeing as how every single Skorpius Disintegrators come automatically with one, a handful of them can prove quite the pickle to handle if there is not enough armor support.&lt;br /&gt;
&lt;br /&gt;
===Hunter-Killer Missile ===&lt;br /&gt;
[[File:HK_MIssile_Launcher.JPG|200px|right|thumb|Hunter-Killer Missile]]&lt;br /&gt;
A single-use fire-and-forget krak missile packaged in a launch tube that is easily mounted to any vehicle. They are effectively Krak Missiles with massively extended range, although only one can be mounted on each vehicle for... [[derp|reasons]]? They are also unique in that they are guided weapons with an on-board &amp;quot;logis-engine.&amp;quot; Sensors in the missile&#039;s nose transmit information on the target and surrounding environment to the logis-engine, which guides the missile in flight by manipulating its stabilizing fins, allowing the missile to match the target&#039;s movements and avoid obstacles. The missile&#039;s warhead is an impact fused shaped charge, designed for maximum armor penetration. Other instruments include an internal gyroscope for stable flight and a small battery to power the sensor and logis-engine.&lt;br /&gt;
&lt;br /&gt;
In-game, they are a cheap upgrade for most Imperial vehicles and walkers, as a quick way to add a bit of anti-armor punch to an armored personnel carrier or other light armor. However, it is arguably not an ideal upgrade for vehicles with a BS of 3 (4+ to hit), as being a one-shot weapon you&#039;ll never actually hit anything with it- it has the uncanny ability to miss every time it is fired. (Unless you stick one on Knight Commander Pask&#039;s tank, BS4 with re-rollable 1&#039;s to hit and to wound, use it to stun enemy artillery or instagib a warlord of Toughness 4 or below with no Eternal Warrior). In theory you could ignore all this and just take as many as you can in the hopes of alpha-striking the fuck out of your opponent, but the points you would spend doing so are probably better used elsewhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Weirdly, unlike real life rocket addons for tanks (such as the Tulip from WW2), the Imperium lacks a version to fight infantry (Frag) or as air-defence (Flakk).&amp;lt;/s&amp;gt; {{Blam}} {{Blam|That&#039;s what your lasguns and the venerable Hydra are for, Guardsman. To suggest otherwise is [[Belisarius Cawl|Tech-Heresy]]}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:HK_MIssile_Launcher_2.JPG&lt;br /&gt;
File:Hunter-Killer_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hellstrike Missile===&lt;br /&gt;
[[File:Hellstrike.jpg|200px|right|thumb|Hellstrike Missile]]&lt;br /&gt;
A Hunter-Killer in the air.&lt;br /&gt;
&lt;br /&gt;
A Hellstrike Missile is an Imperial solid-fuel air-to-surface anti-armor missile outfitted with a high-explosive warhead intended for use during ground support airstrikes. It is essentially identical in function to a Hunter-Killer Missile in that it is a guided weapon equipped with an on-board Cogitator known as a &amp;quot;Logis-Engine&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Sensors in the missile&#039;s nose transmit information on the location and movement of the target and the surrounding environment to the Logis-Engine, which alters the trajectory of the missile in flight by manipulating its stabilizing fins, allowing it to match the target&#039;s movements and avoid any obstacles. A Hellstrike Missile is larger than its Hunter-Killer counterpart and is often fired at high velocity while the aircraft deploying it is in flight. Hellstrike Missiles are a common armament on many forms of Imperial military aircraft.&lt;br /&gt;
===Hellfury Missile===&lt;br /&gt;
[[File:Hellfuries.JPG|200px|right|thumb|Hellfury Missile]]&lt;br /&gt;
A cousin of the Hellstrike Missile, this time, serving more of an anti-infantry weapon.&lt;br /&gt;
&lt;br /&gt;
The Hellfury Missile is an air-to-surface missile used by Imperial Aircraft such as the Vendetta Heavy Gunship and Vulture Gunship. Each missile is packed with incendiary sub-munitions, which burst in the air to cover a wide area. Therefore, they externally look very similar to the Hellstrike other than the difference in the payload. Not always, though. They usually are just explosive warheads and aircraft generally have large, independent missiles that hold cluster munitions instead.&lt;br /&gt;
&lt;br /&gt;
They are particularly useful against dug-in troops hiding behind cover and have proven highly effective in combat against Tyranid ground swarms.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, Hellfuries are anti-infantry missiles that are expensive for the amount of shots you get. Therefore, they unfortunately haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
===Skystrike Missile===&lt;br /&gt;
[[File:Skystrike_Missiles.JPG|200px|right|thumb|Skystrike Missile]]&lt;br /&gt;
Another cousin of the Hellstrike Missile found and used mainly by the [[Lightning Fighter]] and [[Thunderbolt Fighter]].&lt;br /&gt;
&lt;br /&gt;
The Skystrike Missile is one of the very many anti-air weapons used by the Imperium. As such, it bares an uncanny resemblance to the Hellstrike in appearances and function. The only difference really is that it is apparently &#039;cheaper&#039; but less sophisticated than the Hellstrike. The missile incorporates a conventional heat-seeking warhead for targeting the power signatures and engine exhaust of enemy aircraft rather than the more advanced Logis-Engines.&lt;br /&gt;
&lt;br /&gt;
Crunchwise it follows pretty much the same as the fluff. Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
===Stormstrike Missile Launcher===&lt;br /&gt;
[[File:Stormstrike_Missile_Launcher.JPG|200px|right|thumb|Stormstrike Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
A much better version of the Hunter-Killer missile by virtue of having the ability to [[Dakka|fire more missiles.]]&lt;br /&gt;
&lt;br /&gt;
Stormstrike Missiles on the Stormstrike Missile Launcher are a type of Missile used by Space Marines and most notably, from the [[Deathwatch]] chapter. They detonate with a thunderous boom that leaves those caught in the blast reeling and disorientated. They are employed by [[Stormraven Gunship]], [[Stormfang]], and [[Corvus Blackstar]] gunships for cases when the Space Marines &#039;&#039;really&#039;&#039; want to make enemy tank drivers cry.&lt;br /&gt;
&lt;br /&gt;
Due to their nature, Stormstrikes are pretty deadly against enemy armor. As the Corvus Blackstar comes standard issue with 2 of these badboys, the Stormstrike Missile Launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The black birds carry &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;[[Rape|four]]&#039;&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039; of them just to let you know, which is enough to kill most tanks in one salvo or severely cripple them in one shot.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Stormstrike is generally preferred over the Blackstar Rocket Launcher as a) not a lot of players really use that much aircraft (Or at all), b) you have better anti-air alternatives as a Space Marines player and c) who the hell use a Corvus Blackstar (A plane design to carry troops and blow up ground units) for anti-air!?&lt;br /&gt;
&lt;br /&gt;
===Xiphon Rotary Missile Launcher===&lt;br /&gt;
[[File:Xyphon_Rotary_Launcher.JPG|200px|right|thumb|Xiphon Rotary Missile Launcher]]&lt;br /&gt;
The Xiphon Rotary Missile Launcher is a type of Missile Launcher launched from Imperial [[Xiphon Pattern Interceptor|Xiphon Pattern Interceptors]] and a crucial secondary armament for that aircraft. Its unique rotary system allows the Xiphon to rapidly launch multiple missiles in a compact form and is often found in the underbelly of the interceptor.&lt;br /&gt;
&lt;br /&gt;
This deadly weapons system is actually a more compact copy of a design more commonly found on heavy void fighters and incorporates sophisticated munitions with their own cluster-charged warheads and internal tracking auguries, mounted on a rapid-firing rotary magazine-fed launcher system. These weapons systems are efficient in their principal task of destroying enemy fighter craft but are flexible enough to be readily turned on armoured ground targets as well.&lt;br /&gt;
&lt;br /&gt;
On the Horus Heresy tabletop, this thing is a Heavy 2 S8 AP2 weapon that re-rolls successful Jink and cover saves and rolls d3 times per Penetrating hit, choosing the best one (and AP grants +1 on that table). This essentially turns your Xiphon into a [[Awesome|anti-tank flyer.]] We know you want it.&lt;br /&gt;
&lt;br /&gt;
===Ballistus Missile Launcher===&lt;br /&gt;
[[File:Ballistus_ML.PNG|200px|right|thumb|Ballistus Missile Launcher]]&lt;br /&gt;
A new type of missile launcher wielded exclusively by the [[Ballistus Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
The Ballistus Missile Launcher functions in a role similar to Cyclone Missiles or the larger Aiolos Missiles, which is a type of small, rocket artillery system meant to suppress enemy infantry or vehicles. Akin to a miniature MLRS. As such, the Ballistus sort of forms the &#039;middle child&#039; of the family, offering greater range and firepower than the Cyclone, but still small and mobile compared to the larger Aiolos.&lt;br /&gt;
&lt;br /&gt;
It has a total of eight missiles, so make sure all those missile count for something.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the tabletop, the Ballistus has two firing modes. The first is its frag missiles, which is a blast weapon. The frag missiles has a range of 48&amp;quot;, an Attack of 2D6, BS3+, S5, AP0 and D1. An overall decent horde clearer from a distance. The second is the krak, which is self-explanatory. The krak missile has the same range as the frag, but its Attack is 2, BS3+, S10, AP-2 and Damage of D6. A pretty okay tank hunter. Overall, very versatile but too overpowering.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Aiolos Missile Launcher===&lt;br /&gt;
[[File:Aiolos.JPG|200px|right|thumb|Aiolos Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Imagine the Cyclone Missile Launcher on Acid.&lt;br /&gt;
&lt;br /&gt;
The main secondary weapon of the Deredeo Pattern Dreadnought by virtue of the Deredeo Dreadnought having a chassis suitably large and stable enough to mount one. The Aiolos is a primarily anti-armor missile launcher meant for enemy armor on the move. However, it can just be as effective against high-altitude aircraft whilst the Quad-Linked Autocannons harass low-altitude aircraft, creating a formidable platform for air-defense.&lt;br /&gt;
&lt;br /&gt;
The Aiolos missile launcher is noted for its capability of independently targeting enemies. This homing feature is deadly to the aforementioned high-altitude aircraft and is known to down many cocky pilots. Still, these weapons can just be as deadly against ground targets as air.&lt;br /&gt;
&lt;br /&gt;
Despite the potential as a good AA platform, the crunch place the Deredeo and the Aiolos primarily on the anti-armor category, much to the incompetence of GW.&lt;br /&gt;
&lt;br /&gt;
===Spicula Rocket System===&lt;br /&gt;
[[File:Spicula_Rocket_System.JPG|200px|right|thumb|Spicula Rocket System]]&lt;br /&gt;
&lt;br /&gt;
The Space Marines finally have their own Exorcist Missile Launchers.&lt;br /&gt;
&lt;br /&gt;
The Spicula Rocket System is a MLRS-system akin to that of the Exorcist Missile Launcher though in terms of design it seems to borrowed more from a WW2 Hedgehog anti-submarine weapon. It is one of the main weapons for the [[Legion Arquitor Bombard]]. Compared to the [[Grav-Weaponry#Graviton-Charge Cannon|Graviton-Charge Cannon]] which specializes in heavy and superheavy units and the [[Imperial Ordnance#Morbus Heavy Bombard|Morbus Heavy Bombard]] which is aimed towards medium armor. The Spicula Rocket System is designed to target multiple infantry units at once.&lt;br /&gt;
&lt;br /&gt;
With its warhead shape and its size, the Spicula Rocket System is like the Exorcist Missile Launcher&#039;s more petite and conventional brother. No surprise, as it seems that certain higher-ups at GeeDubs may have bitched about their company&#039;s favorite mascot not having a proper MLRS like the Sisters; as if the Space Marines needed &#039;&#039;anymore&#039;&#039; goddamned vehicles to the armor-stricken Sisters.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SRS_back.JPG|Back view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exorcist Multiple Missile Launcher===&lt;br /&gt;
[[File:New Exorcist Missile Launcher.JPG|200px|right|thumb|Exorcist Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
The iconic pipe organ gun. The Exorcist Multiple Missile Launcher is a large device used primarily for destroying enemy emplacements and armored vehicles, used solely by the Ordo Hereticus. The main users are of course, the [[Exorcist]].&lt;br /&gt;
&lt;br /&gt;
The Exorcist Multiple Missile Launcher is basically an MLRS (Multiple Launch Rocket System, as the name would suggest) and it is used to pepper the battlefield with a rain of steel and explosives.&lt;br /&gt;
&lt;br /&gt;
It is unknown how the Exorcist manage to store all these missiles given the relatively tiny space the Rhino often exhibits. Nevertheless, the biggest question is how one manage to fire over a dozen missiles with the use of an organ keyboard. It could be stupid if it wasn&#039;t so [[Awesome|stupidly awesome.]]&lt;br /&gt;
&lt;br /&gt;
As such, the Exorcist Multiple Missile Launcher is great when it comes to killing off horde armies, but start to suffer against more heavily armored troops or vehicles. When that happens, you will have to rely on more harder hitting missile launchers to get the job done.&lt;br /&gt;
&lt;br /&gt;
====Exorcist Missiles====&lt;br /&gt;
&lt;br /&gt;
The main armament of the Exorcist Multiple Missile Launcher. The missiles fired from the Exorcist Multiple Missile Launcher are independently stabilizing high explosive armor piercing (HEAP) missiles that can crack open the armor of most infantry and light vehicles. However, despite this armor piercing quality, it lacks the overall strength and weight to be needed to harm larger vehicles. The small and slim size of the missiles is to obviously save weight and prevent hampering of the Rhino&#039;s speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Exorcist_Multiple_Missile_Launcher.jpg|Old variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scorpius Launcher===&lt;br /&gt;
[[File:Scorpius_Launcher.jpg|200px|right|thumb|Scorpius Launcher]]&lt;br /&gt;
&lt;br /&gt;
The [[Dakka|more Dakka brother of the Whirlwind Missile Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launchers are the primary weapons of the Whirlwind Scorpius. As the Whirlwind Scorpius is designed for killing a lot of things in rapid fashion, the Scorpius Launcher has been made to kill off hordes of infantry and even vehicles in one salvo. Contrast this to the more tactical Whirlwind whose limitation of four powerful missiles means that its strikes must be significant and destructive.&lt;br /&gt;
&lt;br /&gt;
The Scorpius Launcher projects implosive warheads devastating to armored infantry or light vehicles.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, whilst the Scorpius Launcher has only half the range of either of the Whirlwind&#039;s rocket types, the 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, [[MOAR DAKKA|it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.]]&lt;br /&gt;
&lt;br /&gt;
===Arcus Launcher===&lt;br /&gt;
[[File:Arcus_Launcher.JPG|200px|right|thumb|Arcus Launcher]]&lt;br /&gt;
The [[Awesome|more chad cousin]] of the Scorpius Launcher. The Arcus Launcher is a type of advanced Missile Launcher mounted on [[Space Marine]] [[Sicaran Arcus|Sicaran Arcus artillery tanks]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Combining the looks of a Scorpius Launcher with the internal mechanisms based upon the rotary missile launcher developed for the Xiphon Interceptor, the greater size of the mounting on the Sicaran hull allows for a more complex feed mechanism and the employment of multiple-warhead types. Over time, the advanced Arcus Launchers have broken down and in the 41st Millennium Sicaran Arcus tanks are commonly equipped with more basic rotary missile systems.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] tabletop, this thing was [[Rape]] incarnate. With the Arcus warheads, it is a 36&amp;quot; S8, AP2, &#039;&#039;&#039;Heavy 4&#039;&#039;&#039; weapon that forces [[Troll|successful cover saves to be rerolled]] and if it stands still, the weapon can be fired [[Dakka|&#039;&#039;&#039;TWICE&#039;&#039;&#039;,]] so 8 shots in total. This tank makes 6th edition [[Eldar]] cry [[Cheese|looking at its cheese.]] [[Anal circumference|Penetration from these roll D3 time on vehicle damage chart and choose the highest result.]] It is also the best AA in a Legion army for +15pts, making them fire 4 twin-linked S7 AP3 rerolling successful cover saves hits, 8 hits again if it stands still. [[Powergamer|This beauty can even be set to destroy MC or infantry in an efficient way with 2 5&amp;quot; blast S5 AP4 or 4 S7 AP4 shots that deal instant death to most mechanicum robots.]]&lt;br /&gt;
&lt;br /&gt;
===Terrebrax Rocket Battery===&lt;br /&gt;
[[File:Terrebrax_Rocket_Battery.PNG|200px|right|thumb|Terrebrax Rocket Battery]]&lt;br /&gt;
The primary and &amp;lt;u&amp;gt;ONLY&amp;lt;/u&amp;gt; weapon system found on the [[Mole]].&lt;br /&gt;
&lt;br /&gt;
The Terrebrax Rocket Battery is a rocket system wrapped around the neck of the Mole like a belt conveyor. It is a weapon designed to blast through tough rock faces when it drills and it is capable of cycle-firing a rapid salvo of rockets to crack even the most stubborn redoubt of stone or plasteel. Once the Mole emerges into the surface, it can also still fire the rocket system at the enemy. However, given the way the weapon is structured and its unguided system, the weapon remains a highly inaccurate one that is only useful either against mass infantry or as a close-range assault suppression weapon.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, on the [[Horus Heresy]] tabletop, the Terrebrax Rocket Battery is a 48&amp;quot;, Strength 7, Heavy 12, 12 shot [[Wat|Autocannon]] with AP5. Why in the Emperah&#039;s tits that a mass rapid-firing rocket system have a similar type with an &#039;&#039;[[Lolwut|Autocannon]]&#039;&#039; of all weapons, rather than having the multiple blast templates that should come &#039;&#039;automatically&#039;&#039; with a weapon with the word &#039;rocket&#039; in its name, [[Derp|we have no idea.]]&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Multiple Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_multiple_missile_launcher.jpg|200px|right|thumb|Whirlwind Multiple Missile Launcher]]&lt;br /&gt;
The Whirlwind multiple missile launcher is mounted on the Space Marine [[Whirlwind Artillery Tank|Whirlwind vehicle.]] It is capable of firing various types of missiles, the most common types being the standard Vengeance missile or Incendiary Castellan missile. The Whirlwind can be loaded with multiple types of munitions, but can only launch one type at a time. The most current versions of the launcher, are either 2 pods of 5 missiles each, fired in tandem pairs, or larger missiles fired one at a time from 2 pods of 2 missiles each.&lt;br /&gt;
&lt;br /&gt;
The ammunition is as follows:&lt;br /&gt;
&lt;br /&gt;
====Vengeance Missiles====&lt;br /&gt;
Vengeance missiles are the standard warheads used by the Whirlwind. The Vengeance missile is a high explosive missile containing a proximity fuse, which detonates the missile close to the target, scattering deadly shrapnel over the entire area.&lt;br /&gt;
&lt;br /&gt;
====Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Castellan missiles are defensive missiles, which upon detonating, scatter mines over a large area. They are often effective for denying an enemy an easy route for counter attacks. Sufficient mines are fired in each shot that the field will remain until the end of the battle.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Castellan Missiles====&lt;br /&gt;
&lt;br /&gt;
Incendiary Castellan missiles are missiles that have exchanged the fragmentation charge for a volatile chemical warhead that blankets the blast area in searing flames. It is commonly used on targets inside structures which are protected from fragmentation blast. Even the most sturdy of defenses provide no protection and if by some chance the defenders inside the structure aren&#039;t burned to death, most die from the after vapors which kill them from the inside out.&lt;br /&gt;
&lt;br /&gt;
===Hyperios Missile Launcher===&lt;br /&gt;
[[File:Whirlwind_Hyperios_Missile_Launcher.JPG|200px|right|thumb|Hyperios Missile Launcher]]&lt;br /&gt;
The Hyperios Missile Launcher is a specialized, anti-aircraft missile launcher mounted on Space Marine Whirlwind Hyperios. It is capable of firing up to twenty Hyperios missiles at fast, low-flying targets, making it ideal for defense against ground-attack craft making strafing runs.&lt;br /&gt;
&lt;br /&gt;
Due to a lack of manpower for dedicated air defense units in Space Marine Chapters, It is common for Hyperios Missile Launchers equipped with automated remotely-activated defense systems to be utilized by Space Marine forces for local air defense. These automated platforms are dropped in by Thunderhawks, activated by the chapters Techmarines, and can be monitored via command vehicles.&lt;br /&gt;
&lt;br /&gt;
====Hyperios Missile====&lt;br /&gt;
&lt;br /&gt;
The Hyperios Anti-Aircraft Missile functions in a similar fashion to a Hunter-Killer Missile. Tracking equipment within the missile locks onto a target, which feeds information to a logis-engine. Once fired, the logis-engine manipulates the missile&#039;s fins in order match the target&#039;s movements, avoid obstacles, and destroy it. Most of the missile&#039;s mass is taken up by fuel needed to intercept fast-moving targets, allowing it to fly short distances at high velocity. The Hyperios missile does not contain enough fuel to reach high-altitude targets, which are better suited to Manticore AA missiles.&lt;br /&gt;
&lt;br /&gt;
===Hammerfall Missile Launcher===&lt;br /&gt;
[[File:Hammerfall_ML.JPG|200px|right|thumb|Hammerfall Missile Launcher]]&lt;br /&gt;
The Missile Launcher found exclusively on its namesake, the [[Hammerfall Bunker]].&lt;br /&gt;
&lt;br /&gt;
The Hammerfall Missile Launcher is a suped-up Hyperios that fires either Superkrak or Superfrag missiles. What&#039;s so &#039;super&#039; about them, we have no fucking clue. Could be due to its larger size which could give it a larger warhead. This Missile Launcher as such would make for a spectacularly violent suppressive weapon, given the immobility and combat nature of the Hammerfall Bunker.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are nasty. Each of them has an impressive 72&amp;quot; range, with the Superfrag being a Heavy 2D6 launcher with S6, AP0, D1 Blast weapon whilst the Superkrak being a Heavy 2 weapon with the stats being S10, AP-2, D6. Your Superfrags are gonna be turning MEQs and GEQs into burger patties with that blast template whilst your Superkraks would turn TEQs and vehicles inside out.&lt;br /&gt;
&lt;br /&gt;
===Vengeance Launcher===&lt;br /&gt;
[[File:Vengeance_Launchers.jpg|200px|right|thumb|Vengeance Launcher]]&lt;br /&gt;
Not to be confused with the [[Vengeance Grenade Launcher]].&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher is an Imperial multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads. It is one of the primary weapons of the Space Marine [[Storm Eagle]] meant to complement its ground assault/transport role.&lt;br /&gt;
&lt;br /&gt;
Designed for close-range ground attack, this weapon allows the Adeptus Astartes Storm Eagle assault gunship to both clear a landing zone in a hostile area and continue to provide direct fire support once it has delivered its deadly cargo of Space Marines.&lt;br /&gt;
&lt;br /&gt;
The Vengeance Launcher itself is a 48&amp;quot; range missile launcher. At S5, AP4, this Heavy 2 weapon creates large blast templates every time it opens fire. Just like in fluff, this weapon is great against masses of infantry, however, heavier armoured vehicles or units could tank these blasts and continue to chug along.&lt;br /&gt;
&lt;br /&gt;
===Boreas Air Defence Missile===&lt;br /&gt;
[[File:Boreas_missiles-1.jpg|200px|right|thumb|Boreas Air Defence Missile]]&lt;br /&gt;
The Manticore&#039;s anti-air cousin. This is a new toy for the [[Dreadnought#Doredeo Pattern|Deredeo Dreadnought]] to play with.&lt;br /&gt;
&lt;br /&gt;
This missile system fires the Boreas (Not [[Indrick Boreale|Boreale]]) Air Defence Missiles, which turns your Doredeo into a perfect air-defense platform in times where you don&#039;t really need that much anti-tank and anti-armor weapons like the Anvilus autocannon battery or the Aiolos missile launcher.&lt;br /&gt;
&lt;br /&gt;
They can target a separate unit from the Deredeo’s main weapons and can even ignore intervening obstacles if the enemy is outside the bearer’s line of sight, which would make the Doredeo a proverbial pain in the ass for flyer-heavy players. Like the Manticore, the Boreas is limited to four missiles in a game, making these weapons situational but strategic against heavily-armed air assets like [[Thunderhawk|Thunderhawks]] or the [[Ares Gunship]].&lt;br /&gt;
&lt;br /&gt;
The Boreas is often paired with the anti-armor Volkite Falconet Battery to make the Doredeo a slow-hitting but hard-punching weapon system.&lt;br /&gt;
&lt;br /&gt;
===Manticore Missile===&lt;br /&gt;
[[File:Manticore_Missile.jpg|200px|right|thumb|Manticore Missile]]&lt;br /&gt;
The primary weapon of the [[Manticore Rocket Launcher|Manticore]], the individual missiles of a Manticore can evaporate anything that is not dressed in Power Armor.&lt;br /&gt;
&lt;br /&gt;
The missile is divided into five sections: a fuse, the control and guidance equipment, the electrical unit, an explosive warhead and a propellant container for the two-stage solid fuel rocket. The first stage, a starting rocket, launches the missile into the air where the main in-flight rocket motor kicks in, propelling it to speeds of 1,080 kph. The standard Manticore missile&#039;s warhead is a high explosive fragmentation device capable of causing damage to a wide variety of targets including battle tanks. It can also be replaced by any number of alternatives, such as an oxy-phosphor incendiary warhead or chemical warhead for anti-infantry firepower or an Interceptor warhead for targeting high-altitude enemy aircraft. The standard missile has an operational range of 30 kilometers.&lt;br /&gt;
&lt;br /&gt;
===Skyspear Missile Launcher===&lt;br /&gt;
[[File:SkyspearLauncher.jpg|200px|right|thumb|Skyspear Missile Launcher]]&lt;br /&gt;
Ahhh...the famous corpse cannon.&lt;br /&gt;
&lt;br /&gt;
The Skyspear Missile Launcher is a type of surface-to-air Missile Launcher mounted on Space Marine [[Hunter Multi-Launcher Vehicle|Hunters.]] These launchers are able to fire a salvo of missiles, each of which is guided by the [[Wat|interred remains of a Chapter Serf.]] The very aspect on using a dead guy to aim your missiles had been a source for [[Skub|intense and passionate debates]] on the type of [[Drugs]] GW had been smoking in order to come out with such an idea.&lt;br /&gt;
&lt;br /&gt;
The missile itself is extremely powerful, able to blow apart [[Tau]] [[Barracuda|Barracudas]] to [[Eldar]] [[Vampire Raider|Vampire Raiders.]] It can even destroy creatures such as [[Bloodthirster|Bloodthirsters]] and [[Hive Tyrant|Hive Tyrants.]] Although in the case for the former, how a single missile can take out a creature that can give even the [[Dreadknight|giant baby carriers]] a run for its money is unknown. Unless it is a [[Deathstrike missile|Deathstrike]], we ain&#039;t seeing how this is possible.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Skyspear for [[Derp|&#039;&#039;some&#039;&#039; reason is no longer explicitly AA.]] This weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not.&lt;br /&gt;
&lt;br /&gt;
While not an efficient damage dealer, the entire Hunter tank is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ironstorm Missile Pod===&lt;br /&gt;
[[File:Ironstorm.jpg|200px|right|thumb|Ironstorm Missile Pod]]&lt;br /&gt;
Basically a baby Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
Mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This missile pod is used to blast bloody holes against massed infantry assaults, and it is most effective against light- to medium-armoured opponents (72&amp;quot; S5 AP4, Heavy 1, Large Blast, Barrage).&lt;br /&gt;
&lt;br /&gt;
It can engage targets at a long range and fire missiles that explode and saturate a sizable blast radius. It is most effective against light to medium-armored foes and massed infantry assaults.&lt;br /&gt;
&lt;br /&gt;
There are multiple variants of the Missile Pod.&lt;br /&gt;
&lt;br /&gt;
====Ironstorm with Six Missile Tubes==== &lt;br /&gt;
The standard variant of the Ironstorm Missile Pod, this version features six missile tubes.&lt;br /&gt;
====Ironstorm with Four Missile Tubes====&lt;br /&gt;
An uncommon variant of the Ironstorm Missile Pod, this version features four missile tubes, holding less ammunition than the standard variant.&lt;br /&gt;
====Ironstorm with Two Missile Tubes====&lt;br /&gt;
A rare variant of the Ironstorm Missile Pod, this version features only two missile tubes, holding a great deal less ammunition than the standard variant.&lt;br /&gt;
====Porphyrion Ironstorm Missile Pod====&lt;br /&gt;
A large variant of the Ironstorm Missile Pod that is used by the Acastus Knight Porphyrion. This version is much larger than the standard, featuring sixteen missile tubes, along with the ability to be raised and lowered into the Porphyrion&#039;s upper carapace. This version of the Ironstorm Missile Pod can also be outfitted with Helios Defence Missiles, which are used to defend the massive Knight from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
===Stormspear Rocket Pod===&lt;br /&gt;
[[File:Stormspear.jpg|200px|right|thumb|Stormspear Rocket Pod]]&lt;br /&gt;
The Ironstorm&#039;s more [[Dakka]] brother.&lt;br /&gt;
&lt;br /&gt;
Another pod mounted on the back of the Questor Imperialis, the [[Imperial Knight]], and by the [[Daemon Knights|Renegade Knights]] of the Questor Traitoris. This carapace-mounted weapon fires self-propelled projectiles tipped with armor-piercing warheads. Only accurate at medium range, they are best employed versus heavily armored infantry or moderately armored vehicles. The launcher itself is capable of firing their payloads in successive volleys of three.&lt;br /&gt;
&lt;br /&gt;
It fires self-propelled projectiles tipped with armor-penetrating warheads and is used against heavily armored infantry or moderately armored vehicles (48&amp;quot; S8 AP3, Heavy 3).&lt;br /&gt;
&lt;br /&gt;
Like its brother, there are many variants of this weapon.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Eighteen Rocket Tubes====&lt;br /&gt;
The standard variant of the Stormspear Rocket Pod, this version features eighteen rocket tubes.&lt;br /&gt;
====Stormspear with Eight Rocket Tubes====&lt;br /&gt;
An uncommon variant, this version features only eight rocket tubes, holding less ammunition than that of the standard pattern.&lt;br /&gt;
&lt;br /&gt;
====Stormspear with Twenty-Four Rocket Tubes====&lt;br /&gt;
A rare variant, this version features twenty-four missile tubes, and consequently holds much more ammunition than that of the standard pattern. This version uses a larger overall pod design to accommodate the additional rocket tubes.&lt;br /&gt;
&lt;br /&gt;
===Spiculus Bolt Launcher===&lt;br /&gt;
[[File:Spiculus.JPG|200px|right|thumb|Spiculus Bolt Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Aiolos&#039; big brother and the Cyclone&#039;s gold-encrusted father.&lt;br /&gt;
&lt;br /&gt;
The Spiculus Bolt Launcher is a type of large Missile Launcher used by the [[Adeptus Custodes]]. These arrays, resembling the smaller Cyclone Missile Launcher or Apocalypse Missile Launcher, are typically mounted on the [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts.]]&lt;br /&gt;
&lt;br /&gt;
Because they are mounted on the biggest and baddest of the golden bois, the Spiculus Bolt Launcher is deadly against all types of targets and enemies. A one-hit KO to speak simply. Anything that missile hits, it destroys.&lt;br /&gt;
&lt;br /&gt;
The Telemon Dreadnought is an [[Cheese|absolute monster of a machine on tabletop,]] with every weapon it carries being considered a god damned [[Rape|rape machine.]] The Bolt Launcher is no different &#039;&#039;especially&#039;&#039; if the Telemon stands still. If it doesn&#039;t move, the golden hulk can shoot its Spiculus Bolt Launcher (24” heavy 5 S5 ap-2 D1) &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Dakka|twice]]&#039;&#039;&#039;&amp;lt;/u&amp;gt; by itself which makes it a perfect back field camper for chewing GEQ’s.&lt;br /&gt;
&lt;br /&gt;
===Shieldbreaker Missile===&lt;br /&gt;
[[File:Shieldbreaker_Missiles.PNG|200px|right|thumb|Shieldbreaker Missiles]]&lt;br /&gt;
The main secondary weapon of the new Imperial Knight Dominus. The Shieldbreaker Missiles 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;
&lt;br /&gt;
In fact, these are the most ridiculously advanced (not to say magical) missiles in all of the Imperium&#039;s armory. They are designed to avoid any kind of energy/spiritual shield the target can put up, and manage to do so by using empyric cascade micro-generators controlled by Machine Spirits that teleport the missiles through the Warp for a few milliseconds, reemerging just inside the target&#039;s barrier. This is why in-game they negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
These missiles are meant to break apart vehicles in precise shots. Whilst the Siegebreaker Cannons are aimed towards light vehicles and mass infantry formations of MEQs, the Shieldbreaker Missiles are definitely aimed at heavier vehicles such as battle tanks and artillery.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shieldbreaker Missiles are a bit situational due to the amount of fantastic anti-superheavy and anti-vehicle weapons that both variants of the Knight Dominus carries. On one hand it’s a one-shot missile, so you are restricted to either two to four missiles depending on your weapon configuration. On the other hand, it’s Str 10, AP -4, D6 Damage Heavy 1 weapon that has an ability that gives Invulnerable Saves the proverbial middle finger if it successfully wounds. Thus, a proper tactic is that this missile can be the &#039;killing blow&#039; to a weakened character or unit.&lt;br /&gt;
&lt;br /&gt;
===Helios Defense Missile Pod===&lt;br /&gt;
[[File:HeliosMissile.jpg|200px|right|thumb|Helios Defense Missile Pod]]&lt;br /&gt;
The personal FUCK OFF anti-air and anti-vehicle missile contraption exclusive to the Knight Porphyrion, cause they&#039;re too big to carry &#039;kiddie toys&#039; like the Stormspear and Ironstorm Weapon Pods found on smaller Knight Patterns.&lt;br /&gt;
&lt;br /&gt;
The Helios Defense Missile is a type of Missile used by the Imperium of Man to protect ground-based vehicles and installations against enemy aircraft. The Helios Defence Missile is known to have been used in the Ironstorm Missile Pod, however the large size of the missiles makes it impractical to house it in a small missile pod. Hence, the specially built missile pod of the Porphyrion is the only one capable of carrying and firing in large bulk. These missiles are equipped if the Knight is heading into battle-zones where the danger from airborne assault is apparent.&lt;br /&gt;
&lt;br /&gt;
It is only outclassed by the Apocalypse Missile Launcher in both size and devastation.&lt;br /&gt;
&lt;br /&gt;
===Praetor Multiple Missile Launcher===&lt;br /&gt;
[[File:Praetor_Multiple_Missile_Launcher.JPG|200px|right|thumb|Praetor Multiple Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Carried by a Crassus transport that has replaced its troop capacity with missile racks called the [[Crassus Armored Assault Transport#Praetor Armoured Assault Launcher|&#039;&#039;&#039;PRAETOR ARMOURED ASSAULT LAUNCHER&#039;&#039;&#039;.]] Bigger than the Helios by sheer basis of having [[/d/|bigger and thiccer missiles.]]&lt;br /&gt;
&lt;br /&gt;
Similar to the Helios Defense Missile Pod, it is designed to fold in relatively neatly when not in use. Its large missile racks enable it to be fitted with a number of different munition types. Thus, it is capable of firing apocalyptic levels of dakka with three distinct payload options.&lt;br /&gt;
&lt;br /&gt;
====Foehammer Missiles====&lt;br /&gt;
Fires high-yield explosives designed to penetrate armour in a hard-hitting and devastating barrage, which can be used against the ground-based enemy vehicles or enemy-held objects to surely turn tanks into scrap metal.&lt;br /&gt;
&lt;br /&gt;
====Firestorm Missiles====&lt;br /&gt;
Launches a number of small incendiary rounds that saturate an area with flame. Think of it as something like a cluster bombs with a more fiery affect akin to a saturation bombing, or the poor man&#039;s/limp dick version of a thermobaric bomb.&lt;br /&gt;
&lt;br /&gt;
====Pilum Missiles====&lt;br /&gt;
Anti-air rockets capable of defending the Praetor from aerial foes; sophisticated tracking systems in its AA mount constantly monitoring skies for potential airborne targets although generally less suited than a dedicated anti-air vehicle.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Missile Launcher===&lt;br /&gt;
[[File:Apocmiss.jpg|200px|right|thumb|Apocalypse Missile Launcher]]&lt;br /&gt;
Strapped to the back of a [[Reaver Battle Titan]], the Apocalypse Missile Launcher does just that: spraying an area in explodey goodness capable of devouring waves of infantry and tanks alike.&lt;br /&gt;
&lt;br /&gt;
The Apocalypse Missile Launcher unit is comprised of the Apocalypse Launcher loaded with 20 rockets, packaged in two 10-rocket pods. The launcher, mounted on a Titan&#039;s chassis, is a highly automated self-loading and self-aiming system. It contains a fire control computer that integrates the vehicle and rocket-launching operations. The rockets can be fired individually or in ripples of 2 to 20. Accuracy is maintained in all firing modes because the launcher&#039;s computer re-aims the launcher between rounds.&lt;br /&gt;
&lt;br /&gt;
The weapon consisting of the multiple missile-tubes is capable of launching an immense barrage of explosive fire. The destructive potential of just one Apocalypse launcher is equivalent to an entire Imperial Guard artillery company. The missiles fired by an Apocalypse launcher travel at supersonic speeds, and just one salvo is enough to flatten an entire square kilometer of area.&lt;br /&gt;
&lt;br /&gt;
This weapon can fire guided and unguided projectiles and can hit a target a substantial distance away. The Apocalypse Missile Launcher is often employed using &amp;quot;shoot-and-scoot&amp;quot; tactics -- firing its rockets rapidly, then moving away to avoid counter fire.&lt;br /&gt;
&lt;br /&gt;
The [[Warmaster Heavy Battle Titan]] can [[MoreDakka|slap two of these]] on its carapace mounts.&lt;br /&gt;
&lt;br /&gt;
Its Eldar equivalent is the Revenant Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
===Revelator Missile Launcher===&lt;br /&gt;
[[File:Revelator_missile_launcher.JPG|200px|right|thumb|Revelator Missile Launcher]]&lt;br /&gt;
The Revelator Missile Launcher is the secondary armament of the [[Warmaster Heavy Battle Titan]].&lt;br /&gt;
&lt;br /&gt;
This weapon system functions something alike the [[Apocalypse Missile Launcher]] mounted on lesser Titans (which the Warmaster can still mount two of, as mentioned previously), the main difference however, is that the Revelator Missile Launcher sacrifices missile stockpile for GIANT ECKS BAWKS HUEG EXPLOSIONS. Hence, it only carries six large and powerful missiles in total.&lt;br /&gt;
&lt;br /&gt;
This makes the Revelator Missile Launcher less suited for artillery against massed infantry and more appropriate in giving fortresses and enemy Titans a [[Anal circumference|new asshole.]] It&#039;s an anti-Titan missile for all intents and purposes and, given the role of the Warmaster, this shit is complementary.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Revelator Missile Launcher sits in the middle between the Apocalypse Missile Launcher and the Warp Missile Rack.&lt;br /&gt;
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===Hellion Missile ===&lt;br /&gt;
[[File:Hellion_Missile.jpg|200px|right|thumb|Hellion Missile]]&lt;br /&gt;
A giant Hunter-Killer Missile.&lt;br /&gt;
&lt;br /&gt;
Attached to the side of the Epic Stormblades casemate was a single shot Anti-Titan missile. The missile&#039;s warhead consists of an adamantium penetrator sleeve within which is encased a relatively small plasma warhead.&lt;br /&gt;
&lt;br /&gt;
The armored sleeve ensures that plasma warhead has penetrated deep into the target before it detonates, releasing white-hot plasma. It was there to help kick in the teeth of any titan that came around the corner, but fairly pointless against Gargants.&lt;br /&gt;
&lt;br /&gt;
It was once common for Imperial Guard Stormblades to mount whole racks of these missiles to assist in bringing down the heaviest Titans. [[Not As Planned|Unfortunately this arrangement left the missiles exposed to enemy fire,]] [[FATAL|which could cause the warhead to suddenly detonate if it suffered damage, and led to the loss of a number of Stormblades before the practice was officially stopped.]]&lt;br /&gt;
&lt;br /&gt;
===Deathstrike Missile===&lt;br /&gt;
[[File:Deathstrike_Missile.jpg|200px|right|thumb|Deathstrike Missile]]&lt;br /&gt;
An explosive set to [[Angry Marines|Maximum Fuck]] and strapped to a truck, an impact of this weapon will fucking END anything hit by it. A single ICBM made of [[Rage|FUCK YOU]] out for your blood would make anyone think twice. Batteries of these helped out in the Battle for Armageddon when fired from literally the opposite side of the planet. The missile can carry a variety of payloads, though the most common in use is a plasma warhead able to vaporize a vast area of land. Tactical, biological, and the aptly named titan-killer warheads also exist. But by far the deadliest and rarest is the dreaded [[Vortex Missile]].&lt;br /&gt;
&lt;br /&gt;
The deployment of a single Deathstrike Missile Launcher is a complicated procedure that requires a huge investment of resources and many religious and administrative rituals by the Adeptus Mechanicus and Administratum respectively. [[Fail|As such, the deployment can take months to complete.]] Instead of just dick-slapping the big red button. Moreover the large lumbering launch vehicles often require their own dedicated escort and presents foes with a valuable and soft target. Except it’s range is such you can plop it down and fire from literally anywhere on the planet. For the Departmento Munitorum, simple logistics has precluded its deployment in all but the most extreme circumstances. That said, when shit hits the fan the Guard&#039;s leadership really don&#039;t give a fuck about whining adepts&#039; opinions and start smashing big red buttons. Thank the Emperor. Thank God-Emperor you can justify almost anything by saying “It worked, so the Machine Spirits were pleased, so you have no right to complain unless you’re a dirty heretic.”&lt;br /&gt;
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===Warp Missile Rack===&lt;br /&gt;
[[File:Warp_Missile_Rack.JPG|200px|right|thumb|Warp Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
Hey! Ya know how the Deathstrike can be upgraded into a Vortex Missile for maximum FUCK? Now imagine that, [[Powergamer|but supersized]] and mounted on the carapace of a [[Reaver Battle Titan]]. Congrats! [[Awesome|You now have a weapon that can reliably threaten the walking cheesemongers known as]] [[Warlord Battle Titan|Warlord Battle Titans.]] The Warp Missile Rack is a missile launching system that is big enough to house only one Warp Missile per mission. It is a relatively medium to long ranged missile, but it is not the ICBM that is the Deathstrike Missile. This is due to the fact that the missile itself is not long enough to go into the outer atmosphere due to its short length relative to its size (Which means less fuel to launch the missile into space), as well as the fact that Reaver Titans are front line support Titans and as such, ICBM capabilities are not as needed.&lt;br /&gt;
&lt;br /&gt;
The [[Warp Missile]] itself is one of the rarest and most powerful munitions available to Reaver Titan Princeps. Mounted atop the god-machine’s carapace, the Warp Missile can be fired just once. Equipped with a miniature warp engine like those on starships, when fired it briefly enters the warp and emerges within an enemy Titan’s shields, [[Meme|attacking its weak point for MAXIMUM damage.]] Contrast this to the Vortex Missile which tears open a hole in spacetime and sucks everything inside the [[Warp]], the Warp Missile acts more like a [[C&#039;tan Phase Weapons|C&#039;tan Phase Weapon]] just on a titanic scale.&lt;br /&gt;
&lt;br /&gt;
As such, the Warp Missile Rack is a powerful addition to your Reaver Titans, giving them a one-shot weapon that bypasses shields. This is useful in pegging down Warlords a notch or two. It also gives Reavers some well needed niche as a &#039;light&#039; anti-Titan walker, given the fact that the introduction of the [[Warbringer Nemesis Titan]] has pushed Reavers to near obsolescence.&lt;br /&gt;
&lt;br /&gt;
The weapon has so far only appeared in the [[Adeptus Titanicus/Tactics|Adeptus Titanicus game]], implying it&#039;s only rarely deployed to Titan vs Titan battles. To be fair, there are few other circumstances when such a weapon would be useful anyway.&lt;br /&gt;
&lt;br /&gt;
===Doomstrike Missile Launcher===&lt;br /&gt;
[[File:Doomstrike_Missile_Launcher.jpg|200px|right|thumb|Doomstrike Missile Launcher]]&lt;br /&gt;
A missile that can nuke an entire tabletop game in one shot.&lt;br /&gt;
&lt;br /&gt;
Take a Deathstrike Missile, remove its ICBM capabilities and fill it up with even more explosives. You will get the Doomstrike Missile Launcher, the third largest land based missile launcher to date. Bigger then every other faction&#039;s by a large margin.&lt;br /&gt;
 &lt;br /&gt;
So huge it can only be used by the [[Imperator Battle Titan]], this is a highly accurate missile launcher with a high rate of fire. It gains its accuracy by way of leveling the entire half of the city that the enemy is on so that his destruction is assured.&lt;br /&gt;
&lt;br /&gt;
The Warmonger-class Titan variant of the notable variant of the Imperator Titan mounts not one but &#039;&#039;eight&#039;&#039; of these badboys on one gun arm. This is unsurprising given that the Warmonger specializes in its deep strike/fire-support capability. Saturating a entire city in long range bombardment and [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
The Doomstrike Missile earns its namesake as one of the most killy weapons available. Orks wish they can build an awesome missile such as this.&lt;br /&gt;
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You ask why the Imperial Guard doesn&#039;t stick this on a vehicle to use in large numbers since it apparently has far less logistical concerns than Deathstrikes? The reason is that you&#039;re a fucking heretic for daring to use common sense.&lt;br /&gt;
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===Hellfire Missile===&lt;br /&gt;
[[File:Hellfire_Missile.jpg|200px|right|thumb|Hellfire Missile]]&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the real-world anti-tank missile of the same name.)&lt;br /&gt;
&lt;br /&gt;
You want to give the enemy the ultimate middle finger. You want to absolutely annihilate his entire army, city, mountain villa, private jet, luxury cars and his pet dog all in one go? Don&#039;t worry we have a solution for you! Move over Doomstrike cause there is a new big kid in town.&lt;br /&gt;
&lt;br /&gt;
A Deathstrike grown several orders of magnitude too large. A Hellfire Missile is capable of annihilating massive swathes of enemy infantry in one go. These things dwarfs the Doomstrike in both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The Hellfire Missile is basically a giant thermonuclear warhead that is able to threaten entire Titan legions. These things are so big and massive that they are as tall as a Warhound or even Reaver Titan.&lt;br /&gt;
&lt;br /&gt;
As such only the biggest warmachines are able to carry them without resorting to a stationary silo. One of which is the [[Ordinatus Golgotha]] which can carry up to [[Rape|&#039;&#039;six&#039;&#039;]] of these monsters.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Squat ==&lt;br /&gt;
===L7 Missile Launcher===&lt;br /&gt;
[[File:Handheld_L7_Missile_Launcher.PNG|200px|right|thumb|L7 Missile Launcher (Handheld Version)]]&lt;br /&gt;
The L7 Missile Launcher is a type of heavy Missile Launcher used by the [[Leagues of Votann]]. It is known to be mounted on vehicles such as the [[Sagitaur ATV]]. Here, the L7 occupy one-half of a larger weapon system, where it consists of the right side which sits seven anti-personnel missiles that deals high splash damage (More of this can be read below under Sagitaur Missile Launcher).&lt;br /&gt;
&lt;br /&gt;
Certain [[Hearthkyn Warrior]]s are able to carry mobile and man-portable versions of these. Although, rather than having two missile boxes, the hand-held version only has one. It can be assumed that the man-portable version has the entire box magazine being detachable, and that the camera-looking thing at the bottom of the missile box would be something like a [[markerlight]] to allow the missiles to home at the target and &#039;fire-and-forget&#039;. The hand-held version do have something like an additional magazine at the bottom, although it is likely to be a battery to power up the entire weapon system.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the L7 Missile Launcher comes with 2 profiles, a Focused shot at 30&amp;quot; HunTR 1, S9 AP-2 Dd6 and a Blast shot at 30&amp;quot; HunTR d6, S5 AP-1 D1. A versatile weapon that adds a bit of punch to your squad.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
L7Missile.jpg|Sagitaur Version (Right-side)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sagitaur Missile Launcher===&lt;br /&gt;
[[File:L7Missile.jpg|200px|right|thumb|Sagitaur Missile Launcher]]&lt;br /&gt;
The generically named Sagitaur Missile Launcher is one of the primary weapons of the [[Sagitaur ATV]]. The Missile Launcher is actually two weapons in one and consists of a wider weapon system. On the right side of the weapon is the aforementioned L7 Missile Launcher. While the left side houses four anti-armour missiles against tanks and equivalents, making this a very versatile weapon system.&lt;br /&gt;
&lt;br /&gt;
Now this interesting weapon had an interesting [[Skub]] history, [[Cheese|but not in the way you expect.]] For one thing, there has been plenty of [[derp|confusion]] on what the damned thing looks like. Early Warhammer Community seems to insinuate that the L7 Missile Launcher &#039;&#039;is&#039;&#039; the Sagitaur Missile Launcher, but the crunch &#039;&#039;clearly&#039;&#039; highlights that there are in fact, &#039;&#039;two&#039;&#039; different missile launchers that the Sagitaur could mount.&lt;br /&gt;
&lt;br /&gt;
This confusion is further hampered by the fact that the regular Hearthkyn Warriors can carry models of the actual L7, which in itself looks &#039;&#039;very&#039;&#039; similar to half of the design of the missile launcher mounted on the Sagitaur. So, whether this means that the Sagitaur Missile Launcher is either an upscaled L7, or actually &#039;&#039;THE&#039;&#039; missile launching weapon shown in various promos, or represents the other half of the missile launcher turret (with the L7 occupying the right-hand side) remained in perpetual limbo for several months until the release of the Sagitaur ATV as an independent unit by GeeDubs in late October.&lt;br /&gt;
&lt;br /&gt;
With the release of the Sagitaur ATV page in GeeDubs&#039; store gave us both an actual scale model between the Sagitaur ATV with a [[Space Marine|SPEHSS MEHREEN]] &#039;&#039;and&#039;&#039; the sprue mould of the entire model &#039;&#039;including&#039;&#039; all of its weapons. Through hefty investigations, it came to the conclusion that, despite what GeeDubs states on the vehicle having [[Bullshit|&#039;&#039;four weapon turrets&#039;&#039;]], the actual model only comes with three. Moreover, the L7 Missile Launcher section that comes with it, is much bigger than the ones the Hearthkyns use. Because of this, elegen/tg/entlemen had come to a conclusion that the Sagitaur Missile Launcher is most likely a wider missile launching system in which the L7 formed one-half of it, whilst the &#039;&#039;actual&#039;&#039; unique Sagitaur-exclusive Missile Launcher as shown in the crunch, represents the left-side (I.e. the one with the &#039;&#039;bigger&#039;&#039; missiles) of the overall weapon system.&lt;br /&gt;
&lt;br /&gt;
All of this confusion could honestly be avoided if GeeDubs just made the L7 an infantry-exclusive weapon whilst the Sagitaur gets the bigger missile launcher and call it as its own. [[Fail|But that&#039;s GW for you.]]&lt;br /&gt;
&lt;br /&gt;
With all said and done, lets go to the crunch. On the tabletop, this weapon system is a 36&amp;quot; Heavy 2, S10 AP-3 D3. Oddly enough, found on the Sagitaur and costing 10 points. Very strong, but the low rate of fire means you probably won&#039;t do too much damage with this. Probably best used to give lighter vehicles something to think about, but you can also sucker punch a weakened tank if the opportunity presents itself.&lt;br /&gt;
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===Hekaton VLS===&lt;br /&gt;
[[File:Hekaton_VLS.JPG|200px|right|thumb|Hekaton VLS with a Kin&#039;s Wrath Warhead]]&lt;br /&gt;
The Hekaton VLS (Verticle Launch System) is a missile weapon system used on the [[Leagues of Votann]]&#039;s [[Hekaton Land Fortress]].&lt;br /&gt;
&lt;br /&gt;
A first for 40k in the fact that is uses a VLS as its primary form of missile launch sequence. The Hekaton VLS can hit anything, anywhere due to the way it is constructed. The VLS is protected by a hatch which can be opened when primed for firing. Capable of housing seven missiles, the VLS can be equipped with either the haywire-causing single-shot &#039;&#039;&#039;Ancestor&#039;s Vengeance Warhead&#039;&#039;&#039;, a dozen infantry-shredding and frag-bursting &#039;&#039;&#039;Kin&#039;s Wrath Warhead&#039;&#039;&#039; or a few tank-busting armour-piercing &#039;&#039;&#039;Mountain Breaker Warhead&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this translates to a 36&amp;quot; missile launcher that can hit anywhere within its radius. For the Ancestor&#039;s Vengeance Warhead, it is a Heavy D6, S6, AP-2, D2 missile and could only be shot once per battle. The weapon can target units that are not visible due to its VLS nature, and when it hits a vehicle, that attack has a damage characteristic of 3 and an unmodified wound roll of 4+ if successfully wounding a target. On the other hand, the Kin&#039;s Wrath Warhead is a Heavy 2D6, S6, AP-2, D2 ATGM that creates a blast. Lastly, the Mountain Breaker Warhead is a Heavy 1, S10, AP-3, D6 tank buster of a weapon. So you have a missile launcher that can perforate light vehicles, MEQs, TEQs, tanks and superheavies. &#039;&#039;Nice&#039;&#039;.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Ancestor_Warhead.PNG|Ancestor&#039;s Vengeance Warhead&lt;br /&gt;
Mountain_Breaker_Warhead.PNG|Mountain Breaker Warhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Doomstorm Missile===&lt;br /&gt;
[[File:Doomstorm_Missile.jpg|200px|right|thumb|Doomstorm Missile]]&lt;br /&gt;
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If the [[Hellfury Cannon]] ain&#039;t doing much in coring a Titan a [[Anal circumference|new asshole,]] than the Doomstorm Missile would sure do the trick.&lt;br /&gt;
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The [[Squats]] saw the Doomstrike Missile Launcher and decided to one-up the Imperium with their own overly large and overcompensated fuck off missile. Doomstorm Missiles are a Squat weapon often found mounted in groups of 6 on the [[Cyclops War Machine]]. [[Exterminatus|They feature plasma warheads, ideal for vaporizing large bodies of light infantry, vehicles, superheavies and fellow Titans.]]&lt;br /&gt;
&lt;br /&gt;
These monsters are giant ICBMs meant to hit targets from the other end of the globe, meaning that the Cyclops don&#039;t even need to bother going up to face its adversary. Just get a map and shoot, because this thing is just one step closer to becoming an Exterminatus-grade weapon.&lt;br /&gt;
&lt;br /&gt;
It really speaks volumes of Squat battle tactics when their principle anti-Titan vehicle still needs six hydrogen bombs on a ICBM to feel just a tad-bit secure. It also speaks volumes that the Squats thought it was a relatively good idea to [[Derp|place their city-destroying WMDs exposed to the elements rather than being safely enclosed.]] Seriously, one shot from a heavy stubber would decommission the entire missile.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether these missiles can be found in silos, but they sure as hell can be proven quite useful in void combat between starships. Currently, only the Cyclops is able to field these things.&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
&lt;br /&gt;
The [[Chaos Space Marines]] [[Havoc]]s use a man-portable missile launcher just like the Imperial model (presumably left over from their loyalist days). Their Titans also have the same missile launchers available, although the Cyclone, Hunter-Killer, and Manticore missiles weren&#039;t developed until after the [[Horus Heresy]], so they aren&#039;t available to the Chaos Space Marines. Apparently they couldn&#039;t steal some after they were invented, [[Derp|and none of the Chapters who turned traitor later brought any with them.]] Its just as likely that they have never gotten their hands on any substantial manufacturing complexes for them, meaning they have to use the limited Imperial Ordnance they do get from their looting and stolen factories in apocalypse battles. In dawn of war 2, the missiles launcher used by the plague marines puts slow effects on vehicles they hit, which is fantastic for ensnaring dangerous targets like avatar of Khaine, land raider or any [[METAL BOXES]] for your damage dealing units to catch up on them.&lt;br /&gt;
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===Hellfyre Missile Rack===&lt;br /&gt;
[[File:HellfyreMissileRack.jpg|200px|right|thumb|Hellfyre Missile Rack]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is more of a laser light show than the actual [[Lasgun|laser light show.]]&lt;br /&gt;
&lt;br /&gt;
The [[Thousand Sons]]&#039; equivalent of the loyalist Cyclone Missile Launcher. The Hellfyre Missile Rack is a Missile Launcher system that is deployed on the Terminator Armour of the Scarab Occult Terminators of the Thousand Sons Traitor Legion.&lt;br /&gt;
&lt;br /&gt;
Hellfyre Missiles are compact but deadly warheads that explode with the power of the Warp, [[Wat|unleashing detonations of aetheric light.]] Don&#039;t ask us what &#039;&#039;type&#039;&#039; of light it unleashes; most definitely ain&#039;t the harmless pretty lights you see from light shows and more likely the atom-blasting radiation type of light you see from Neutron Stars.&lt;br /&gt;
&lt;br /&gt;
Judging by the way it is set up, the Rubric Terminators only have a total of eight shots before being exhausted of ammunition. It looks like a pain in the ass to reload the entire weapons system, which would probably be why no one in their right minds would bother reloading such a weapon in the middle of the battlefield.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Hellfyre Missile Rack is only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, it can now finally, finally, be fired in addition to the model&#039;s other weapons at the cost of 15 points.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], its a Chaos Cyclone Missile Launcher, you must be an idiot &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; to use it.&lt;br /&gt;
&lt;br /&gt;
===Havoc Launcher===&lt;br /&gt;
[[File:HavocLauncherRhino.jpg|200px|right|thumb|Havoc Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Havoc Launcher is a small multiple missile pod that can be employed by Chaos vehicles (it was used on all Imperial vehicles during the [[Great Crusade]] and both sides of the [[Horus Heresy]], though it&#039;s [[Chaos]]-only now). It functions by firing off a cluster of long-ranged explosive shells, perfect for dispatching clusters of small enemies - it&#039;s particularly effective against [[Ork]]s, [[Dark Eldar]], the [[Tyranids]], [[Kroot]], and the [[Imperial Guard]]. The weapon has the following profile:&lt;br /&gt;
&lt;br /&gt;
Range: 48&amp;quot; | Strength: 5 | AP: 5 | Heavy 1, Blast, Twin-Linked&lt;br /&gt;
&lt;br /&gt;
It can be thought of as a rough equivalent to the Imperial Hunter-Killer, as it is an upgrade easily applied to any vehicle for some extra firepower. But where the Hunter-Killer missile is a one-shot weapon meant to damage or kill a single, high-priority target, the Havoc Launcher is meant to handle clusters of infantry. The Havoc has the added advantage of being able to fire all damned game long. Be warned, though; [[Tau]], &#039;Ard boyz, [[Necron]]s, Storm Troopers, and [[Space Marines]] can generally weather its offensive. That being said it&#039;s still a decent deterrent against light troops (Tyrablobs, Guard blobs, and Orks), and not a bad investment for the points. Also, once your Rhino has disgorged its angry Berserkers and been immobilised, your opponent tends to forget that it&#039;s a threat. [[Awesome | This can result in the paralysed transport causing the final wound to a special snowflake Space Marine character when both armies in a 800pt annihilation game are otherwise exhausted, tabling the opponent.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ChaosMissileLauncher.jpg|Despite sharing a similar name, the Havoc Launcher is &#039;&#039;not&#039;&#039; related to Chaos Space Marine Havocs or the differently-profiled missile launchers they use.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Naval Missile Turret===&lt;br /&gt;
[[File:Naval_Missile_Turrets_Chaos.JPG|200px|right|thumb|Duo of Naval Missile Turrets]]&lt;br /&gt;
The largest missile launcher to date, at least when it comes to the [[Chaos Space Marines|boys in spikes.]] [[Fleets of Chaos|Chaos Warships]] are long-ranged combatants, especially when it comes to their [[Imperial Navy|Imperial counterparts]]; often depending on peppering their enemies before they get the chance to close in-range to counterfire.&lt;br /&gt;
&lt;br /&gt;
In this case, their missile turrets perform their job as their equivalent of [[Macrocannon]]s. [[Reasonable Marines|In a rare stroke of common sense,]] which is one hell of a feat since this is [[Chaos]] [[Fail|we are dealing with here]], these missile turrets are actually VLS (Vertical Launch System) which can be found in modern naval vessels in today&#039;s world. This makes them more compact and less vulnerable in being blown the fuck off by enemy fire and allows it to literally target and hit their enemies from &#039;&#039;anywhere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is true in-game as well, as these things &#039;&#039;cannot miss&#039;&#039; and will continue to pepper the target until its shields goes down or it goes boom. Sure it may not pack as much punch as a [[Torpedo]], but at least this thing does not miss. It is equivalent to the [[Dark Eldar]] [[Scythe Missile Launcher]] and the [[Tau]] [[Gravitic Launcher]] in function.&lt;br /&gt;
&lt;br /&gt;
These turrets come in light, medium and superheavy variants, although they all look the same.&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
===Eldar Missile Launcher===&lt;br /&gt;
[[File:Eldar_missile_launcher.jpg|200px|right|thumb|Eldar Missile Launcher]]&lt;br /&gt;
&lt;br /&gt;
Unlike the ones used by the [[Imperium]], Eldar missile launchers consist of several pods of small missiles, using a cluster of small projectiles instead of a single large one to deal damage. Of note is that the number of openings on the launcher does not reflect the number of missiles that it is capable of holding: each firing tube is connected to several smaller chambers, in which the missiles are held and fired from. In addition, the Eldar eschew fragmentation rounds in favour of an unstable plasma core round, which has a small degree more penetrative prowess.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a pretty flexible weapons choice that slams targets at a respectable 48&amp;quot; range with either a single Heavy S8 AP-2 D1d6 shot or a Heavy d6 S4 AP-1 blob evaporator. Compared to the standard Reaper Launcher, the Eldar Missile Launcher is slightly more expensive, with a higher potential against GEQ and heavies, but the Reaper Launcher does more consistent damage and is better against medium targets such as MEQs, TEQs, bikes, nobs, Primaris Marines, or Tyranid Warriors.&lt;br /&gt;
&lt;br /&gt;
===Reaper Launcher===&lt;br /&gt;
[[File:Reaper_Launcher.png|200px|right|thumb|Reaper Launcher]]&lt;br /&gt;
&lt;br /&gt;
The Dark Reapers aspect warriors use a variation on the Eldar Missile Launcher: the Reaper Launcher. Firing a hail of small missiles over a very large distance, they can do considerable damage to Space Marines and all but the largest of [[Tyranid]] organisms. Exarchs of the Dark Reapers can use either a regular Eldar missile launcher or the Tempest Launcher: a modified Reaper Launcher that shoots its projectiles in an arc, bombarding a large area with lethal projectiles.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Reaper Launchers hit at a solid S8 AP-2 flat D3, for your vehicle and monster killing needs, or can opt for one extra shot at S5 AP-2 flat D2 for taking out any pesky infantry attempting to [[Tarpit|tarpit]] your precious Dark Reapers.&lt;br /&gt;
&lt;br /&gt;
===Torrent Reaper Launcher===&lt;br /&gt;
[[File:Torrent_Reaper.jpg|200px|right|thumb|Torrent Reaper Launcher]]&lt;br /&gt;
A specialized variant of the normal Reaper Launcher. The Torrent Dark Reaper Launcher is a fucking [[Awesome|Gatling missile launcher!]] The launcher makes use of a cylindrical drum for magazine-style loading of rapid-fire mini missiles. Increasing the ammo capacity of the standard reaper launcher significantly, but the added ammunition increases the weight of the weapon as well, despite the addition of anti-grav devices.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as awesome as it sounds, GW has yet to implement this weapon into tabletop fully, [[Derp|FOR. SOME. REASON.]] Because as cool as it is to have your Space Elves wield a bunch of gatling missile launchers, [[Bullshit|the upper echelons of GW had conveniently forgotten that this thing even existed in the first place.]] Once again disappointing /tg/ with their [[Fail|gross incompetence.]]&lt;br /&gt;
&lt;br /&gt;
===Tempest Launcher===&lt;br /&gt;
[[File:Tempest_Launcher.jpg|200px|right|thumb|Tempest Launcher]]&lt;br /&gt;
A Tempest Launcher is an ancient form of Reaper Launcher utilized exclusively by Dark Reaper Exarchs. It looks like two Reaper Launchers duct taped together for twice the bang. These launchers fire clusters of small Reaper Missiles in an arc.&lt;br /&gt;
&lt;br /&gt;
Whilst individually, they are weaker than standard Reaper Missiles, they have a significant area of effect to compensate for this. They are thus, able to affect a larger target area and be used in an indirect fire role or as a unconventional form of artillery.&lt;br /&gt;
&lt;br /&gt;
As the case for most Eldar technology, the weapon is psychically activated, and its resonant Wraithbone construction is sensitive to the Eldar&#039;s innately psychic mind. Like the more common Reaper Launcher, the Tempest Launcher is linked to its targeter via the handle.&lt;br /&gt;
&lt;br /&gt;
This creates a mind-link with the Dark Reaper&#039;s weapon, allowing the warrior to &amp;quot;see&amp;quot; out of the muzzle of the launcher. However, the skill of a Dark Reaper Exarch means that his skill would be on a whole new playing field.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is one of the primary weapons for a Dark Reaper Exarch. Just pay 5 more points to trade in in your Reaper Launcher for a Heavy 2d6 S4 AP-2 D1 weapon that doesn&#039;t need LoS to help with clearing out blobs. It&#039;s going to average more hits than the Missile Launcher&#039;s anti-infantry mode, though you won&#039;t have any sort of S8 fire mode. Just remember it has a shorter range than the Reaper Launchers. If you are going MSU or Ynnari with your Reapers this should be your default choice to make up for the lost Dakka.&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile Launcher===&lt;br /&gt;
[[File:Phoenix_Missile_Launchers.JPG|200px|right|thumb|Phoenix Missile Launcher]]&lt;br /&gt;
The Phoenix Missile Launcher is a type of Eldar Missile Launcher typically mounted on Phoenixes, Vampire Raiders and their variants. Used against ground targets, they are most notable for using plasma warheads which are rapidly discharged to saturate an area in expanding plasma explosions.&lt;br /&gt;
&lt;br /&gt;
They are also quite small, especially when you factor in the size of the Phoenix, let alone the Vampire Raider. You would expect the Eldar would carry some gigantic missiles for their gigantic planes, but alas they got the one with the metaphorical [[Dick|short dick.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, Phoenix Missiles are similar to starcannons with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or Primaris marines from any squad.&lt;br /&gt;
&lt;br /&gt;
===Revenant Missile Launcher===&lt;br /&gt;
[[File:RVL.PNG|200px|right|thumb|Revenant Missile Launcher]]&lt;br /&gt;
The second biggest ground-based Eldar Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Revenant Missile Launcher also known as the Cloudburst Missile Launcher is a type of Eldar Missile Launcher mounted on [[Revenant Scout Titan|Revenant Titans.]] This shoulder-mounted weapon is loaded with rapid-firing missiles armed with plasma warheads for close-range defense against enemy infantry.&lt;br /&gt;
&lt;br /&gt;
Curiously, the missile launchers are situated on the side of the Titan&#039;s head, creating a rather cramp and awkward firing position. Or it could be a homage to the smaller [[Mandiblaster]]s from the Striking Scorpions. Either way, the missile launcher is more of a self defense than anything else and no, the missiles do &#039;&#039;not&#039;&#039; home into targets like [[Skyspear Missile Launcher|the ones the Mon&#039;keigh use]].&lt;br /&gt;
&lt;br /&gt;
Due to this, not many people actually use the missile launcher as an offensive tool. So you ain&#039;t seeing too much missile spam here.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Missile Launcher is an anti-aircraft weapon; 2d6, S8, AP-2, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Revenant_Missile.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Phantom Missile Launcher===&lt;br /&gt;
[[File:Phantom_Missile_Launcher.JPG|200px|right|thumb|Phantom Missile Launcher]]&lt;br /&gt;
The biggest ground-based Eldar Missile Launcher to date.&lt;br /&gt;
&lt;br /&gt;
This is the Eldar&#039;s answer to the Imperium&#039;s Apocalypse Missile Launcher.&lt;br /&gt;
&lt;br /&gt;
The Phantom Missile Launcher also known as the Voidstorm Missile Launcher are enormous Missile Launchers mounted on Eldar [[Phantom Battle Titan|Phantom Titans]] and are the Revenant Missile Launcher&#039;s bigger brother. These missile launchers are used for close anti-personnel and anti-aircraft defense. It is assumed that the missile pod from the Titan&#039;s left shoulder fires the smaller anti-personnel warheads, whilst the larger one from the right shoulder fires the larger anti-aircraft warheads.&lt;br /&gt;
&lt;br /&gt;
Like its little brother, the Phantom Missile Launchers are placed on the side of the Titan&#039;s head, specifically, besides its shoulders. Whilst it is a bit more reasonable than the Revenant version due to the sheer fact that it has more room. It is still a relatively awkward weapon to fire.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, these Missile Launchers as its name implies, are both anti-infantry and anti-aircraft; 2d6, S8, AP-3, D1d3 that adds +1 to hit against units that fly.&lt;br /&gt;
&lt;br /&gt;
===Implosion Missile===&lt;br /&gt;
[[File:Implosion_Missile_Launcher.JPG|200px|right|thumb|Implosion Missile]]&lt;br /&gt;
&lt;br /&gt;
Exclusive to the Voidraven Bomber, Implosion Missiles are Dark Eldar weapons carried by Voidraven Bombers due to their size. [[Lolwut|These missiles emit a field of molecular dissonance which instantly implodes its victim in upon themselves, leaving only a scorched silhouette.]] The Implosion Missile is highly suspected to be the weapons mounted on the missile launcher detachment for the Voidraven Bomber. Each Bomber could carry two under each wing for a grand total of four.&lt;br /&gt;
&lt;br /&gt;
In 7th Edition, most Dark Eldar players with a Voidraven Bomber would usually toss on Implosion Missiles and [[Lulz|grab popcorn as they watch Terminators weep bitter tears as the high strength and high AP would most guarantee a dead termie.]] Depending on the enemy, some might want to choose between either mixing up the Necrotoxin and Implosion Missiles or dedicating yourself to one.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, it is a missile that is basically a D3 shots at S6 and AP-3.&lt;br /&gt;
&lt;br /&gt;
===Monoscythe Missile=== &lt;br /&gt;
[[File:Monoscythe_Missile.PNG|200px|right|thumb|Monoscythe Missile]]&lt;br /&gt;
The Monoscythe Missile is designed to release a wave of energy at head-height upon impact, decapitating nearby foes. One must wonder the effectiveness of the weapon when faced against creatures [[Derp|with literally no necks]] like the various assortments of [[Squig|Squigs]] and the occasional [[Krootox]]. The Monoscythe Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Monoscythe Missile is a Assault D6, S6, 0 AP , 2 Damage. Nice for drowning a Bike Squad or TEQs in saves.&lt;br /&gt;
&lt;br /&gt;
===Necrotoxin Missile===&lt;br /&gt;
[[File:Necrotoxin_Missile.JPG|200px|right|thumb|Necrotoxin Missile]]&lt;br /&gt;
Filled with deadly neuropoisons, it fires shards of toxic shrapnel when it detonates, killing and pinning the enemy. This missile would definitely be useless against machines or the entirety of the [[Necron]] army. The Necrotoxin Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Necrotoxin Missile is an Assault D6, Wounds on a 2+ (6+ for Vehicles). Your infantry hunting and character sniping choice, yes, that includes [[Necrons]] [[Derp|to the list despite being machines.]] Recent FAQ changed this to Assault 3D3. Still good pretty though.&lt;br /&gt;
&lt;br /&gt;
Let’s be reasonable. It’s the Dark Eldar. Do you really think they don’t have a way to poison even freaking machines?&lt;br /&gt;
&lt;br /&gt;
===Shatterfield Missile===&lt;br /&gt;
[[File:Shatterfield_Missile.PNG|200px|right|thumb|Shatterfield Missile]]&lt;br /&gt;
The Shatterfield Missile has two separate detonation chambers, first one [[Wat|sucks away all warmth, turning the foe into ice-like statues.]] The second one sends out a powerful force that blows the brittle enemy to pieces. The Shatterfield Missile is found on both the Voidraven Bomber and the Razorwing Jetfighter.&lt;br /&gt;
&lt;br /&gt;
The Shatterfield Missile in 8th Edtion is an Assault D6, S7, -1 AP, 1 Damage weapon with Shred. Necrotoxin is overall a much more consistent weapon in terms of damage, but this has a nice niche in burying MEQ units in armor saves.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythe Missile Launcher===&lt;br /&gt;
[[File:Scythe_Missile_Launcher.JPG|200px|right|thumb|Trio of Scythe Missile Launchers]]&lt;br /&gt;
Otherwise known as the Scythe Missile Artillery. Scythe Missile Launchers are a type of Missile Launcher battery used by almost every single [[Dark Eldar]] spaceships. They come in the heavy and light classes.&lt;br /&gt;
&lt;br /&gt;
As void weapons, Scythe Missile Launchers are among the largest missile launchers in the entire Eldar race period. These are rapid firing missile launchers are often used as the equivalent of a [[Macrocannon]] or [[Heavy Starcannon]] among the [[Fleets of Commorragh]]. Because of its ability to home and track down targets, they are used far more frequently than Heavy Starcannons which are rare in the Drukhari armoury and is more in line with their Craftworld cousins.&lt;br /&gt;
&lt;br /&gt;
They are identified by their ovoid shape and are relatively small in comparison with the ship.&lt;br /&gt;
&lt;br /&gt;
In Battlefleet Gothic Armada II, Scythe Missile Launchers has the highest crit chances out of any Macro-weapons. This makes them punch through shielding and armour on vessels much heavier than the ships that are currently using them&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tau==&lt;br /&gt;
The [[Tau]] also use missile launchers, albeit only on their battlesuits and vehicles -- Fire Warrior squads are instead given markerlights and are expected to designate targets for the vehicles to shoot at, rather than carry missiles themselves. This is because the hunter cadre is by doctrine suppose to be a highly mobile and elastic thing, it&#039;s why they don&#039;t use any crew served weapons the way the Imperial Guard does. As mobility is so highly valued missiles and other heavy weapons are attached to vehicles which are then tightly integrated with the infantry so as to work as one for the Greater Good. They are generally not as powerful as their Imperial equivalents, but they can be more accurate if their targets are illuminated by markerlights.&lt;br /&gt;
&lt;br /&gt;
===Airbursting Fragmentation Projector===&lt;br /&gt;
[[File:Airbursting_Fragmentation_Projector.jpg|200px|right|thumb|Airbursting Fragmentation Projector]]&lt;br /&gt;
Less of a missile launcher and more of a Tau grenade launching ordnance.&lt;br /&gt;
&lt;br /&gt;
The Airbursting Fragmentation Projector or Launcher is an experimental special issue Tau weapon currently undergoing field tests. It launches a a proximity-fused explosive projectile, launched on a trajectory computed by an on-board drone intelligence, that calculate the precise height and distance from the other munitions to provide maximum effect.&lt;br /&gt;
&lt;br /&gt;
The munition is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using. The weapon has proved effective against swarms of Tyranids, including those with [[Lictor|chameleonic properties.]] Another major advantage of the weapon is that it can be targeted on an enemy even if the user does not have a direct line of sight to it, due to it&#039;s indirect fire trajectory.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a longer ranged Flamer that ignores line of sight but doesn&#039;t auto-hit, so not a flamer at all. Not bad. Unless you need to ignore the line of sight, such as on very terrain laden maps, the Burst Cannon outperforms this weapon.&lt;br /&gt;
&lt;br /&gt;
Tl;dr Its a T&#039;au mortar.&lt;br /&gt;
&lt;br /&gt;
=== Missile Pod ===&lt;br /&gt;
[[File:Missile_Pod.jpg|150px|right|thumb|Missile Pod]]&lt;br /&gt;
The vanilla Missile Pod.&lt;br /&gt;
&lt;br /&gt;
A missile pod is a small rack of miniature missiles mounted on the arm or shoulder of a Battlesuit.&lt;br /&gt;
&lt;br /&gt;
It is a relatively simple Tau multiple missile delivery system able to engage targets at long range. It isn&#039;t quite as strong or armor-piercing or long-ranged as an Imperial missile launcher (Example: it is not as powerful as an Imperial Krak warhead and lacking the damage radius of a Frag Missile), but it is an assault weapon, rather than a heavy weapon.&lt;br /&gt;
&lt;br /&gt;
Despite being overall inferior to the Imperium&#039;s missile, Tau missiles instead combine the best attributes of both, and are capable of rapid fire to shred infantry, transports, skimmers, and other light vehicles with ease.&lt;br /&gt;
&lt;br /&gt;
A Tau Missile Pod typically consists of a small silo of semi-intelligent missiles that are extremely effective against both heavy infantry and light vehicles. &lt;br /&gt;
&lt;br /&gt;
=== High-Yield Missile Pod ===&lt;br /&gt;
[[File:High-Yield_Missile_Pod.jpg|200px|right|thumb|High-Yield Missile Pod]]&lt;br /&gt;
The High-Yield Missile Pod is large rack of High Explosive Missiles mounted on the hands of XV-88 Broadside Battlesuit in place of the normal Heavy Rail Rifle. &lt;br /&gt;
Similar in power and role to an Imperial Autocannon, a High-yield Missile Pod is essentially a larger and more rapidly-firing Missile Pod that consists of a silo of semi-intelligent missiles.&lt;br /&gt;
&lt;br /&gt;
Designed as a Light Vehicle killer this thing fires double the normal amount of missiles compared to its lighter cousin and spells the end of any light vehicle caught in its range.&lt;br /&gt;
&lt;br /&gt;
High-yield Missile Pods were developed during the Tau Empire’s Great War of Confederation after initial setbacks were encountered fighting the Ork menace, where the sheer mass of attacking Greenskin waves and the light nature of their vehicles meant that the Heavy Rail Rifle, although deadly, could not stem the overwhelming tide of attackers.&lt;br /&gt;
&lt;br /&gt;
=== Smart Missile System ===&lt;br /&gt;
[[File:Smart_Missile_System_models.jpg|150px|right|thumb|Smart Missile System]]&lt;br /&gt;
A Smart Missile System is a Tau missile launcher that fires self-propelled auto-tracking missiles. A smart missile system&#039;s munitions have even less strength, range, and armor-piercing ability than those of a missile pod, but they include advanced built-in target tracking and guidance systems.&lt;br /&gt;
&lt;br /&gt;
The tracking system is provided by a Drone-level artificial intelligence which makes the projectile completely independent of the firing unit. This allows for the firer to engage targets that are outside their line-of-sight, hide behind the terrain and the missiles are not affected by fighting in low-light or nighttime conditions.&lt;br /&gt;
&lt;br /&gt;
The operator must remain steady to designate a target, but can then unleash four missiles that will Robotech around obstacles on the way to their target allowing for multiple simultaneous and devastating offensive missile strikes.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Smart Missile System is a heavy 4 pulse rifle that can hit targets out of LoS from the shooter. Most vehicles and most Tau players for that matter can take them in a pair of these things for [[Dakka|double the firepower,]] which is great. They are especially great when those pesky Gue&#039;la decide that hiding in cover or MEHTAL BAWKSES is a neat strategy.&lt;br /&gt;
&lt;br /&gt;
=== Cluster Rocket System ===&lt;br /&gt;
[[File:ClusterRockets.jpg|200px|right|thumb|Cluster Rocket System]]&lt;br /&gt;
&lt;br /&gt;
[[Dakka|Macross Missile Spam. On tabletop.]]&lt;br /&gt;
&lt;br /&gt;
The Cluster Rocket System is a type of Tau weapon. Cluster Rocket Systems saturate the enemy with salvos of drone-guided warheads. Cluster Rocket Systems are most typically mounted on the KV128 Stormsurge Ballistic Suit.&lt;br /&gt;
&lt;br /&gt;
These over grown missile pods replace the Suits arms and can vomit forth enough ordnance to threaten anything with T:5 or lower, with the ability to fire up to 4d6 attacks, a range of 48&amp;quot;, so long as Lady Luck, and Admiral Awesome smile on you, this thing will earn back its points, and then some solely with amount of infantry it can annihilate. Crunch wise, the Cluster Rocket System fires a shitload of shots for smacking the shit out of tarpits within range. If you want to saturate a entire area in GEQ grinding rockets, this is the weapon for you.&lt;br /&gt;
&lt;br /&gt;
=== Nexus Meteor Missile System ===&lt;br /&gt;
[[File:99560113052_TauNexusMissile03.jpg|200px|right|thumb|Nexus Meteor Missile System]]&lt;br /&gt;
The Nexus Missile System is a class of heavy Missile Launcher used by the Tau Empire.&lt;br /&gt;
&lt;br /&gt;
When they mean meteor, I believe the Weebs really meant it as this thing hits like an asteroid. Sacrifices the amount of [[Dakka|missile spam]] for precise, powerful explosions...like a [[Manticore Rocket Launcher|Manticore.]]&lt;br /&gt;
&lt;br /&gt;
Because the Cluster Rocket Pod wasn&#039;t producing a big enough boom. This &#039;&#039;thing&#039;&#039; can only be mounted on the KX-139 Ta&#039;Unar Supremacy Suit, and boy does it show. A swarm killer of the highest order this weapon lays down one Apocalyptic Mega Blast Template that starts out as strong as a Railgun, and ends up as weak as a Pulse Rifle, with an explosion bright enough to blind anyone left standing.&lt;br /&gt;
&lt;br /&gt;
These weapons are used for blob armies at long range where it can fire with relative safety from its own missile&#039;s blast radius. However, when things get too close, the Nexus Meteor Missile System is replaced with the Fragmentation Cluster Shell Launcher.&lt;br /&gt;
&lt;br /&gt;
===Fragmentation Cluster Shell Launcher===&lt;br /&gt;
[[File:FragCluster.jpg|200px|right|thumb|Fragmentation Cluster Shell Launcher]]&lt;br /&gt;
The Airbursting Fragmentation Projector on [[Drugs|Bathsalts.]]&lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is a type of Tau heavy Battlesuit weapon. This massive array is mounted on the KX-139 Battlesuit series. This weapon is used when you just wanna launch so much grenades in the sky it starts to resemble more like an &#039;&#039;actual&#039;&#039; [[Steel Rain]] than the [[Drop Pod|creator&#039;s namesake.]] &lt;br /&gt;
&lt;br /&gt;
The Fragmentation Cluster Shell Launcher is used as a replacement for the Nexus Meteor Missile System in case the Supremacy Suit found itself a bit &#039;&#039;too&#039;&#039; surrounded by a bunch of mooks.&lt;br /&gt;
&lt;br /&gt;
As such, the Fragmentation Cluster Shell Launcher is best used for close range defense and infantry target saturation whereas the Nexus Meteor Missile System is aimed at blob armies at a much further range.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the weapon always comes buddy-buddy with the Heavy Rail Cannon, essentially the Fragmentation Cluster Shell Launcher is the same Airbursting Fragmentation Projector with the same Cluster Shells ability but with a much longer and wider range.&lt;br /&gt;
&lt;br /&gt;
=== Seeker Missile ===&lt;br /&gt;
[[File:Seeker2.jpg|200px|right|thumb|Seeker Missile]]&lt;br /&gt;
The seeker missile is the Tau Empire&#039;s primary indirect fire support weapon, equivalent to the Imperial hunter-killer missile. Prior to 6th edition, they could only be activated remotely by a markerlight, which they made up for by being BS5. The 6th edition Tau Empire codex made them able to be fired like normal weapons as well - without anyone else to give them markerlight rules, they are &#039;&#039;identical&#039;&#039; to hunter-killer missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With&#039;&#039; markerlights it is a slightly different story. They can be remotely fired even if the vehicle carrying them would be unable to use them (because it has moved, or does not have line-of-sight to a target, for example). The Tau Empire realized that having a vehicle carry missiles but be unable to fire them itself would be silly, and so most vehicles dedicated to carrying seeker missiles, like the [[Skyray Missile Gunship]], mount networked markerlights that allow them to designate targets themselves. Other largish Tau vehicles can mount a smaller number of seeker missiles purely for infantry anti-armor support.&lt;br /&gt;
&lt;br /&gt;
Come Eighth edition, they are now heavy weapons that fire on a Six, regardless of the heavy weapons penalty. However, two marker lights on a target will allow you to use the firing model&#039;s BS as opposed to a six.&lt;br /&gt;
&lt;br /&gt;
=== Destroyer Missile ===&lt;br /&gt;
[[File:DestroyerMissile.jpg|250px|right|thumb|Destroyer Missile]]&lt;br /&gt;
[[Meme|A Missile that will pierce the heavens!]]&lt;br /&gt;
&lt;br /&gt;
Take a seeker missile, feed it steroids made of hate, and then give it something to destroy, there you&#039;ve got a Destroyer Missile. These munitions are an advanced form of Seeker Missiles, piloted by advanced AI before being delivered with extreme precision. You can say it is the Tau equivalent of the infamous [[Deathstrike Missile Launcher]], although not as obscene and not as table breaking ridiculous.&lt;br /&gt;
&lt;br /&gt;
Mounted on the KV128 Stormsurge suit in sets of 4 these missiles normally act at S:8, AP1, but can be fired at S:D by spending a Markerlight Token.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Destroyer Missile has been changed to a single shot on a hit that do D3 mortal wounds. Basically becoming a Seeker missile with a foot of range lopped off, although it can still benefit from Markerlights.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Destroyer Missile 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gravitic Launcher ===&lt;br /&gt;
[[File:Gravitic_Launchers_2.JPG|200px|right|thumb|Gravitic Launcher]]&lt;br /&gt;
A very interesting weapon.&lt;br /&gt;
&lt;br /&gt;
Gravitic Launchers are a type of &#039;Missile Launcher&#039; found only on the biggest Tau Warship. &#039;Missile Launcher&#039; is in quotations because its firing mechanism is nothing more than an even larger railgun. While this should technically put it in the [[Gauss]] section, the reality is that this weapon only shoots out missiles, it&#039;s just that its firing mechanism follows the Railgun-mechanics which doesn&#039;t make it an actual bonafide Railgun.&lt;br /&gt;
&lt;br /&gt;
Due to its unique technical makeup, the weapon consists of a two-stage launch system. First, mass drivers provide the initial burst of speed to launch the missile before the ship&#039;s gravitational field is pulsed to force the missile out at a tremendous speed. The missiles are drone controlled, giving them exceptional directional control making them highly dangerous weapons. So, in a way they’re a type of bolt weapon with magnetic and gravitic kicker instead of a chemical kick charge to get the ball rolling.&lt;br /&gt;
&lt;br /&gt;
They are identified by the four-tubed looking things sandwiched between the bridge and launch bays on top of a [[Or&#039;Es El&#039;Eleath|Or&#039;es El&#039;leath-class Battleship.]] The ones on the [[Lar&#039;shi&#039;vre-class Cruiser]] resembles five holes on the prow of the ship.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gravitic_Launchers.JPG|3D-printed model.&lt;br /&gt;
Graviticlauncher.jpg|Firing its missiles.&lt;br /&gt;
Gravitic_Launcher_Cruiser.JPG|On the Lar&#039;shi&#039;vre-class Cruiser.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warsphere Missile Pod ===&lt;br /&gt;
[[File:Warsphere_Missile_Pod.JPG|200px|right|thumb|Warsphere Missile Pod]]&lt;br /&gt;
Warsphere or Kroot Missile Pods are used in the aforementioned [[Warspheres]]. These Missile Pods are arranged in three on each second ring of the Warsphere and erected like a modern VLS system.&lt;br /&gt;
&lt;br /&gt;
These missile pods are the &amp;lt;u&amp;gt;&#039;&#039;&#039;ONLY&#039;&#039;&#039;&amp;lt;/u&amp;gt; weapons found on a [[Kroot]] Warsphere. Whilst the Kroots have six of these on their flying eggships, the Warsphere is actually underarmed for a vessel of such size. Due to this, Warspheres are always gonna be outgunned and outdakka&#039;ed for even ships of a lesser class.&lt;br /&gt;
&lt;br /&gt;
The only advantage these missile pods bring to the table is that, like the Gravitic Launcher, the missiles it fires are heat-seeking, turning the Missile Pod into a fire-and-forget weapon as it could independently target the nearest vessel. The missiles could also hit anywhere, giving the eggship zero blind spots against enemy counterattacks. It also hits hard, which each missile dealing a substantial damage to void shields and its equivalent. All in all, treat the Kroot Missile Pod like a complementary dish to the [[DISTRACTION CARNIFEX]] role of the Warspheres.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
Da boyz, dey like dem rokkits, &#039;cuz dey make some big &#039;splosions. When ya need ta crack open da humie [[Rhino|metal boxes]] ta chop &#039;em to bits, get da Rokkit Launcha. Da Launcha got&#039;z a button dat shoots rokkits at da gitz it iz pointed at. Even snots know dat. Some [[Ork|Boyz]] just carry da Rokkit Launcher like a Shoota, but da Meks dey put it on Trukks, Trakks, &#039;kopters... Like I wuz saying, da boyz dey like dem rokkits so da Meks put &#039;em errywhere!&lt;br /&gt;
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[[Tankbustas]], gitz ta really like ta krump&#039; da &#039;umie (and panzee) &#039;Tanks&#039;, day also get da Tankhammer. Da Tankhammer, its just a buncha &#039;splosives on a stikk ta be used in melee like a choppa. Hit da humie wagon an&#039; it goes bang.&lt;br /&gt;
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Den dere&#039;z dem [[Mekboy]]z dat muck about wit bigga n&#039; blastier rokkits. Dey put [[Grot]]z in &#039;em ta guide da bomm. Humies call &#039;em &amp;quot;smart bomms&amp;quot;. Any propa git knows deyze called Grot Bomms.&lt;br /&gt;
&lt;br /&gt;
===Pokkit Rokkit Launcha===&lt;br /&gt;
[[File:Pokkit Rokkit.jpg|200px|right|thumb|Pokkit Rokkit Launcha]]&lt;br /&gt;
The Rokkit Launcha&#039;s baby brother.&lt;br /&gt;
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A RPG in a literal can. Some mekboyz create smaller versions of Rokkit Launchas, known as Pokkit Rokkit Launchas. These versions are one handed, keeping user&#039;s other hand free. They fire one rokkit at a time, but are more accurate than the standard Rokkit Launchas due to its ease in handling and the smaller rokkit having a smaller and weaker back blast that normal rokkits are known to have.&lt;br /&gt;
&lt;br /&gt;
Like its bigger brother, Ork Mekboys sometimes customize their Pokkit Rokkit Launchas with some unusual munitions, most of them fire simple Rokkits, the shorter-ranged Orkish variant of Krak Missiles. Ork Rokkits are crammed full of high explosives, and they tend to be unreliable, but usually are extremely effective. They are also very loud - a big plus for any self-respecting Ork warrior.&lt;br /&gt;
&lt;br /&gt;
===Rokkit Launcha===&lt;br /&gt;
[[File:Rokkit_Launcha.jpg|200px|right|thumb|Rokkit Launcha]]&lt;br /&gt;
Basically a rocket on a stick. Rokkit Launchas probably spawned from an Ork&#039;s desire to make something explode, that wasn&#039;t within easy reach of a grenade. It is a massive, but very simple weapon - usually a stout stick with a simple trigger mechanism or a tubular launcher with as many rokkits as Orks can get a hold of. Rokkits can be loaded one at a time, or loaded automatically from a magazine if the weapon is a bit more complex.&lt;br /&gt;
&lt;br /&gt;
Orks can use it on the move with no noticeable loss of accuracy, though that speaks more to how bad ork shooting is even when they are standing still then any notable trait of the weapon itself. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon. It is usually mounted on vehicles such as [[Warbuggy]]z or [[Killa Kan]]s, but sometimes Ork Boyz equip themselves with Rokkit Launchas, that gives their mob the ability to shoot down armored vehicles. It is also a primary weapon of Ork [[Tankbustas]]. Due to its simplicity, it is often combined with a Shoota to make a Kombi-Weapon.&lt;br /&gt;
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===Rokkit Kannon===&lt;br /&gt;
[[File:Rokkit_Kannon.PNG|200px|right|thumb|Rokkit Kannon]]&lt;br /&gt;
&lt;br /&gt;
[[Awesome|A rapid firing rocket launcher.]]&lt;br /&gt;
&lt;br /&gt;
The Rokkit Kannon is one of the two primary weapons of the land-bound fighter-jet known as the [[Megatrakk Scrapjet]] (The other primary weapon being a twin-linked Big Shoota). This front-mounted Rokkit Kannon is belt-fed with multiple rokkits to ensure that the target is blown to scrap. There is also several normal Rokkits on the Scrapjet&#039;s fins, but nobody cares for that when your a supersized Browning Machine gun that fires RPG rounds rather than .50 cal.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Rokkit Kannon is an Assault 2D3 weapon that is S8, AP-2 and D3, quite good a blowing apart MEQs and even TEQs on a regular basis. Not too shabby considering its modest range of 24&amp;quot; (Which in itself, is considered a non-issue due to how fast the Scrapjet is).&lt;br /&gt;
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===Skorcha Missile===&lt;br /&gt;
[[File:Skorcha_Missiles.jpg|150px|right|thumb|Skorcha Missile]]&lt;br /&gt;
Some Orks like to set their enemies alight without the risk of going too close. Some Orks like to bombard their enemies from the sky. Some Orks like to do both and proceed to bombard the enemies from the sky &#039;&#039;and&#039;&#039; setting them alight from a distance.&lt;br /&gt;
&lt;br /&gt;
The Skorcha Missile is a variant of Ork Rokkit, that are mounted only on the Ork Burna-Bommers. These &amp;quot;fire and fergit&amp;quot; rokkits corkscrew wildly toward their target before exploding in great balls of flame.&lt;br /&gt;
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They are the Ork&#039;s equivalent to the Imperium&#039;s Rocket Pods but in a more burny fashion.&lt;br /&gt;
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===Supa-Rokkits===&lt;br /&gt;
[[File:Supa_Rokkits.jpg|150px|right|thumb|Supa-Rokkits]]&lt;br /&gt;
Rokkits so big that not even a [[Tankbustas|Tankbustas]] with their Rokkit Launcha can fire it.&lt;br /&gt;
&lt;br /&gt;
Supa-Rokkits are enormous versions of simple Ork rokkits, that are sometimes mounted on [[Stompa]]s, [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. These Rokkits have enough strength to turn a Leman Russ inside out.&lt;br /&gt;
&lt;br /&gt;
Most often than not, a Supa-Rokkit is often seen accompanying a Deth Kannon upon an Ork Stompa. These are seen to soften up any heavy enemy armour before the [[Deth Kannon]] can unleash its load on them.&lt;br /&gt;
&lt;br /&gt;
Of course it has just as much chance of it [[FAIL|spiralling out of control and hitting the vehicle it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said vehicle.]] Turning your prized Stompa in a blazing wreck.&lt;br /&gt;
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===Grot Bomms===&lt;br /&gt;
[[File:Grot_Bomb.jpg|200px|right|thumb|Grot Bomms]]&lt;br /&gt;
An Orkified Ohka.&lt;br /&gt;
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More of a guided missile than a bomb. Some [[Gretchin|Gretchins]] like to go out in a bang.&lt;br /&gt;
&lt;br /&gt;
Grot Bombs/Bomms are Ork guided missiles, piloted by a single Gretchin. That makes it a very accurate weapon, especially for Orks. The Gretchin sacrifices himself to drive the missile to its target, but whether this is a punishment or reward is unknown. It is possible that Ork Mekboyz do not make the Gretchin pilots fully aware of their ultimate fate. They can be mounted on [[Wartrakks|Trakks]], [[Fighta-Bommer]]s, [[Heavy Bommer]]s or [[Battlefortress|Battle Fortresses]]. However, its most identifiable users are the [[Grot Bomm Launcha]] and the [[Grot Bommer|Grot Bommer]].&lt;br /&gt;
&lt;br /&gt;
Current Grot Bomms come in two distinct flavors. The ones launched from a Bomm Launcha is shaped like a conventional missile, whereas the one dropped by a Grot Bommer is well...shaped like a gravity bomb. From a design standpoint, it makes sense. The Bomm Launcha is a ground vehicle, therefore, to maximize distance and lift, the Grot Bomm needs to be aerodynamic. On the other hand, the Grot Bommer need not to worry about distance, as it is already flying at high altitudes. Rather, the Grot Bomms is designed for a stabilized free-fall, turning it more akin to a guided bomb than a missile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Grot_Bomm.jpg|Grot Bommer variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Orks-Forces}}&lt;br /&gt;
&lt;br /&gt;
===Pulsa Rokkit===&lt;br /&gt;
[[File:Pulsa_Rokkit.jpg|200px|right|thumb|Pulsa Rokkit]]&lt;br /&gt;
The Pulsa Rokkit is an enormous Ork Rokkit, that contains a large and unstable force field generator. It is a special version of Kustom Force Field, mounted on a rocket and launched into enemy ranks. The generator is modified into a special version called a Pulsa and detaches from the rocket and slowly descends (hopefully) to the ground.&lt;br /&gt;
&lt;br /&gt;
The Pulsa launches waves of energy in all directions like a stone on a pond, which sends troops into disarray as they are thrown around and vehicles flip over. Most of the time the Pulsa will burn out after one massive pulse, however on some occasions it can continue to fire.&lt;br /&gt;
&lt;br /&gt;
The crew doesn&#039;t need to be able to see where the rocket is going, ultimately as long as it lands somewhere in the area of the enemy is fine. Foot soldiers are knocked over and sometimes pinned to the ground, heavy weapons on mounts are often flipped over and their crews knocked down, dreadnoughts are sometimes knocked over or even have their legs destroyed, bikes and vehicles are spun round and flipped over and some terrain is even demolished, especially walls.&lt;br /&gt;
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=== Krooz Missiles ===&lt;br /&gt;
&lt;br /&gt;
[[File:Epic_Krooz_Missiles.jpg|200px|right|thumb|Krooz Missiles]]&lt;br /&gt;
The biggest Ork missile to grace the surface and should be more appropriated to be mounted on an Ork Voidship.&lt;br /&gt;
&lt;br /&gt;
Krooz Missiles are the biggest Ork missiles, enormous in size and power. These are mounted exclusively on Ork Mega-Gargants and their destructive potential can be considered a threat to even the infallible Emperor Titans of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Considered as the Ork&#039;s answer to the Imperium&#039;s Doomstrike or even Hellfire Missile Launcher, these snub-nosed missiles are basically nuclear warheads in all but name. However like its smaller kin, the Krooz Missile is not that reliable and have a chance of it [[FAIL|spiraling out of control and hitting the Mega-Gargant it has been fired from or prematurely exploding &#039;&#039;within&#039;&#039; said Mega-Gargant.]]&lt;br /&gt;
&lt;br /&gt;
They also kind of look like a Looney Tunes rocket, but it&#039;s from Epic, so all is (mostly) forgiven.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
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==Others==&lt;br /&gt;
===Guardian Salvo Launcher===&lt;br /&gt;
[[File:Guardian_Salvo_Launcher.JPG|200px|right|thumb|Guardian Salvo Launcher]]&lt;br /&gt;
The secondary weapon found only on the [[Blackstone Fortress#Guardian Drones|Guardian Drones.]] The Guardian Salvo Launcher is a quad-barrelled quasi-missile launching system used by the Guardian Drones to deal with multiple enemies.&lt;br /&gt;
&lt;br /&gt;
Guardian Drones usually come in a pair of these things for [[Dakka|octuple the fun.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, it is what you expect. These Salvo Launchers are meant to soften up the enemy/enemies before going in for the kill with its [[Plasma#Destroyer Pulse|Destroyer Pulse.]] They are good against lightly-armored units as it is a Heavy D6 weapon with a good 24&amp;quot; range. Its solid S5, AP-3 and D1 stats allow the Guardian Drone to handily deal with the annoying pests that would like to flank it.&lt;br /&gt;
&lt;br /&gt;
It is best used in conjunction with the [[Plasma#Destroyer Pulse|Destroyer Pulse.]], which is a weapon suited for tough, armored opponents.&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Epic 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category:Squats]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146090</id>
		<title>Combi-weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Combi-weapon&amp;diff=146090"/>
		<updated>2023-05-30T21:09:31Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Combi_weapons.jpg|right]]&lt;br /&gt;
{{topquote|You know what would be better than a gun? Two guns!|Basic American}}&lt;br /&gt;
&lt;br /&gt;
Combi-weapons are specialized weapons in [[Warhammer 40,000]], mainly used by the [[Imperium of Man]], [[Leagues of Votann]], [[Chaos Space Marines]], and the [[Ork]]s. A combi-weapon is essentially a [[bolter]] with another weapon integrated into it. Among the [[Space Marines]], they&#039;re commonly used by [[Terminator]]s and most famously by the [[Deathwatch]]. Since 8th Edition came and turned combi-weapons into a flat-out upgrade, individuals armed with them can either shoot any of the two or - and this is something new compared to previous editions - shoot both at the same time at the cost of a shooting penalty. They come in several varieties.&lt;br /&gt;
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==Space Marines/Imperials==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, despite obvious foreknowledge of underbarrel grenade launchers and other such equipment, combi-weapons in the modern sense were first developed during the [[Great Crusade]] in an effort to improve the firepower of Astartes wearing [[Terminator]] armour because a single [[Bolter]] was just not enough. So the [[Adeptus Mechanicus]] started by simply slapping two Bolters together, creating the Combi-Bolter and it snowballed from there. Those weapons were just [[awesome]] enough that their use spread from Terminator units to the entirety of the Space Marine Legions and beyond. The Combi-Bolter was later upgraded further to the purpose-built Storm Bolter (while the traitors got stuck with the older variant), but the other combi-weapons remain much the same as they were back then, combining the &#039;take-all-comers&#039; flexibility of a good Bolter with the extra punch of a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
Combi-weapons involving [[bolters]] tend to get a bit confusing and weirdly designed, while usually they are the sensible under-slung attachment, some just go with the bolter itself being the underside weapon, the weapon attached to the topside instead or alternatively just welded to the side. So basically you can have a full-auto explosive gyrojet machine gun with an under-slung attachment or have said explosive gyrojet machine gun &#039;&#039;be&#039;&#039; the under-slung weapon. Shockingly, the only weapon attachment that is usually under the bolter is the grenade launcher, who would have thunk it?&lt;br /&gt;
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===Magna-Needle Mk.X Pattern Pistol===&lt;br /&gt;
[[File:Magna-Needle.JPG|200px|right|thumb|Magna-Needle Mk.X Pattern Pistol]]&lt;br /&gt;
The Magna-Needle Mk.X Pattern Pistol or simply known as the Magna-Needle is a type of non-military combi-weapon used by the [[Prime]]s of [[House Van Saar]] on [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
These weapons are basically an inferior version of a basic Combi-Melta, as instead of a Bolter, the Magna-Needle uses a [[Laspistol]] instead. Yes, it is a [[Meltagun]] crossed with an under-barrelled [[Laspistol]]. Not sure why it has the word &#039;needle&#039; in it as that would denote a [[Needler|&#039;&#039;completely different weapon family&#039;&#039;]]. Nevertheless, the combo surprisingly works, or at least, works &#039;&#039;better&#039;&#039; than the Ultra-Needle Mk.IX Pattern Pistol (We will get to that later), since the short-range of the Melta is offset by the long-range and relatively accurate and reliable Laspistol.&lt;br /&gt;
&lt;br /&gt;
On the Necromunda tabletop, unfortunately, it kind of fucking sucks. They are just barely cheaper than the actual special weapons. The Laspistol just does not complement with the punishing combi rules as you have to roll the ammo check twice and succeed on both in order to pass a result. Meaning you are most likely going to fail your hits than anything else.&lt;br /&gt;
&lt;br /&gt;
===Ultra-Needle Mk.IX Pattern Pistol===&lt;br /&gt;
[[File:Ultra-Needle.JPG|200px|right|thumb|Ultra-Needle Mk.IX Pattern Pistol]]&lt;br /&gt;
Another combi-weapon used by the [[Prime]]s of [[House Van Saar]] on [[Necromunda]] is called the Ultra-Needle Mk.IX Pattern Pistol.&lt;br /&gt;
&lt;br /&gt;
Remember the jokes and memes on how the [[Lasgun]] can be used as a laser attachment for more useful weapons? Yeah, the Ultra-Needle Mk.IX Pattern Pistol is basically that in [[EPIC FAIL|&#039;&#039;reality&#039;&#039;]]. Unlike say, the Magna-Needle where it can &#039;&#039;at least&#039;&#039; excuse the existence of the [[Laspistol]] by pairing it with the incredibly short-ranged [[Meltagun]], the Ultra-Needle Mk.IX Pattern Pistol has no such excuses. Nothing more than a [[Plasma Pistol]] duct taped on top of a [[Laspistol]]. The [[Dakka|sheer firepower difference]] between the two literally makes the Laspistol to be as useful as a laser pointer. Again, like the Magna-Needle, we aren&#039;t sure why this Plasma-Laspistol hybrid has the word &#039;needle&#039; in it.&lt;br /&gt;
&lt;br /&gt;
On the Necromunda tabletop, the fluff kind of matches the crunch as it fucking sucks. They are just barely cheaper than the actual special weapons. The Laspistol just does not complement with the punishing combi rules as you have to roll the ammo check twice and succeed on both in order to pass a result. Meaning you are most likely going to fail your hits than anything else.&lt;br /&gt;
&lt;br /&gt;
===Stub Gun-Plasma Combi-Pistol===&lt;br /&gt;
[[File:Goliath_Combi-Pistol.JPG|200px|right|thumb|Stub Gun-Plasma Combi-Pistol]]&lt;br /&gt;
A combi-weapon used by the [[Forge Tyrant]]s of [[House Goliath]] on [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
If you thought the [[Laspistol]] attachment has suffered a more unnecessary existence under the Ultra-Needle Mk.IX Pattern Pistol, wait till you see the fate of the poor [[Stub Gun]] used by this Goliath combi-weapon. And no, it is not a [[Stub Cannon]] you are looking at; the Combi-Pistol seriously uses an under-barrelled revolver underneath a [[Plasma Pistol]]. At &#039;&#039;least&#039;&#039; the Laspistol has the excuse of accuracy and having a large ammo pool of around 50 shots; the Stub Gun, however? [[Fail|Fucker barely could house six rounds of pea shooter grade firepower before needing to reload.]] And you can forget about accuracy since this is House Goliath we are talking about.&lt;br /&gt;
&lt;br /&gt;
Funnily enough, in contrast to the ones used by Van Saar, on the Necromunda tabletop, the Combi-Pistol is a surprisingly more cost-effective weapon. But that is largely because it is the cheapest plasma weapon for House Goliath. The Stub Gun is just there for window dressing.&lt;br /&gt;
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===Combi-Flamer===&lt;br /&gt;
[[File:Combi-Flamer.jpg|200px|right|thumb|Combi-Flamer]]&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;strike&amp;gt;[[Celestians|Celestian&#039;s]] erotic fantasy&amp;lt;/strike&amp;gt; boltgun with a [[flamer]] attached to it. When you want both the firepower and armor-cracking effects of the Bolter but also want to have the horde-cleansing capability of the trusted Flamer, accept no substitutes. Especially useful for close combat situations or assaulting a genestealer hive to save your surrogate daughter. Combi-flamers are one of the most common and most well-liked type of combi-weapon, the other being the combi-plasma, due to its versatility.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Flamer attachment, you can now autohit all enemies and defend [[Your Dudes|your dudes]] when they are being charged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeathwatchCombiFlamer.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
CassiusCombiFlamer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ortan Cassius|Cassius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiFlamer.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SternguardCombiFlamer.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
image:BloodAngelsCombiFlamer.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
Cataphractii.jpg|Cataphractii Terminator wielding a Combi-Flamer with [[Chain Weapon#Chainblade|Chainblade]] attachment&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Combi-Melta===&lt;br /&gt;
[[File:HHCombiMelta.jpg|200px|right|thumb|Combi-Melta]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[melta|meltagun]] attached to it. As you can imagine, these are used when there is a large presence of enemy armor. Combi-meltas are favored by tank-hunter specialists who like the vaporizing affects of the meltagun but are also quite inclined to attach a longer-ranged weapon to compensate for the relatively short range of the meltagun. As you already know, it is very useful when hunting tanks.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Melta attachment, you now have immense flexibility in the tankbusting and troopbusting compartment. Tanks and Terminators would stay the fuck out of your effective range and would make a good deterrent against charging TEQs.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
SternguardCombiMeltaModel.jpg|&amp;lt;center&amp;gt;Ultramarines Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
BASternguardCombiMelta.jpg|&amp;lt;center&amp;gt;Blood Angels Sternguard&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathwatchCombiMelta.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
LibrarianTerminatorCombiMelta.jpg|&amp;lt;center&amp;gt;Storm Bolter Design&amp;lt;/center&amp;gt;&lt;br /&gt;
HelbrechtCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Helbrecht]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
TychoCombiMelta.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Erasmus Tycho|Tycho]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeroCombiMelta.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiMelta.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Combi-Grenade Launcher===&lt;br /&gt;
[[File:Combi-GL.PNG|200px|right|thumb|Combi-Grenade Launcher (House Goliath)]]&lt;br /&gt;
&lt;br /&gt;
A Bolter with a Grenade launcher strapped to it, think of this as that particular Noobtube attachment you see on Call of Duty or Battlefield. Sometimes confusingly called the Auxiliary Grenade Launcher. As you can imagine, some have taken to calling this weapon a Noobtube as well despite the fact that on the tabletop it is not as overpowered as the ones you see in video games.&lt;br /&gt;
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Due to its nature, it is useful for fighting large hordes of enemies or lobbing grenades over well entrenched positions, though why the Imperium thought it would be useful to attach a single-shot grenade launcher to an automatic rocket-propelled grenade launcher is anyone&#039;s guess (one might point out that this particular query has already been answered by the above reference to indirect/parabolic fir, but we all have off days).&lt;br /&gt;
&lt;br /&gt;
Better question is why it isn&#039;t a belt-fed automatic grenade launcher with a box magazine. There is clearly room for it in the picture and a Space Marine can easily handle that. Fill the grenades with little melta-bombs for extra efficiency/effectiveness. (&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;Bigga is betta, zoggin&#039; &#039;umie!&#039;&#039;&#039;&amp;lt;/span style=&#039;color:green;font-size:100%&#039;&amp;gt;) Actually, since bolter shells explode after penetration, while good against armor, that effect is shit for clearing hordes. It&#039;s a bomb versus an RPG. The grenade part is to fuck up groups while the bolter cuts through lines of men and puts holes in armor. Besides, it seems that the weapon used by [[Forge Boss|Forge Bosses]] in [[House Goliath]] seem to have fixed this issue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BoltRifleGrenade.jpg|Primaris Marines variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Plasma===&lt;br /&gt;
[[File:Rb6-54-combi-plasma.jpg|200px|right|thumb|Combi-Plasma]]&lt;br /&gt;
&lt;br /&gt;
The most prevalent type of combi-weapon among loyalists, combi-plasma guns are extremely useful. A popular tactic is to fire a [[plasma]] blast first, allowing the plasma to burn through whatever armor is present, then fire a bolt, which will be able to pierce the exposed flesh and explode inside the target. It is best used against MEQs, which in a Space Marine&#039;s combat tour, is a relatively common enemy to face.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Plasma attachment, you have an extremely versatile weapon that can deal with a wide range of infantry scaling from GEQs to TEQs. However, like all plasma weapons, you can overcharge to boost its strength and damage with the added risk of it blowing up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SternguardCombiPlasma.jpg|&amp;lt;center&amp;gt;Sternguard Issue&amp;lt;/center&amp;gt;&lt;br /&gt;
DevastatorCombiPlasma.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathwatchCombiPlasma.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
AzraelCombiPlasma.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Azrael]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeresyCombiPlasma.jpg|&amp;lt;center&amp;gt;Legion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Grav===&lt;br /&gt;
[[File:Combi-Grav.PNG|200px|right|thumb|Combi-Grav]]&lt;br /&gt;
&lt;br /&gt;
A bolter with a [[Grav-Weaponry|grav-gun]] attached to it. It serves the same purpose as a combi-plasma except it fires more shots and has an equal chance of hurting any vehicle, while plasma ranges from &amp;quot;ouch&amp;quot; against light vehicles to &amp;quot;all but useless&amp;quot; against the heaviest ones. However, due to the rarity of grav-guns, let alone a combi-grav, these weapons are seldom used unless it is for the most dire situations.&lt;br /&gt;
&lt;br /&gt;
Like all Combi-Weapons in 8th edition, you can fire either/or as per normal, or shoot both at a -1 penalty. Because of its Grav attachment, it is excellent against vehicles and other &#039;heavy&#039; units, although it is relatively poor against hordes of cheap infantry. Its status as a Grav weapon means that it is relatively rare in the 41st millennium.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DevastatorCombiGrav.jpg|&amp;lt;center&amp;gt;Devastator Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
CaptainCombiGrav.jpg|&amp;lt;center&amp;gt;Astartes Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combi-Volkite===&lt;br /&gt;
[[File:Combi-Volkite_EC.JPG|200px|right|thumb|Combi-Volkite]]&lt;br /&gt;
A pretty god damned rare combi-weapon even when compared to other rare combi-weapons like the Adrastus Bolt Caliver and the Disintegration Combi-Gun.&lt;br /&gt;
&lt;br /&gt;
There used to be only one model of this weapon that appeared and it only made its debut on a special edition [[Praetor (Space Marine)|Praetor]] in [[Cataphractii Pattern Terminator Armour]] model kit during Warhammer Fest 2016. However, the Emperor&#039;s Children Praetor in [[Tartaros Pattern Terminator Armour]] was seen wielding a combi-volkite, so you no longer need to kitbash to get a model. Just buy it from [[Forgeworld]].&lt;br /&gt;
&lt;br /&gt;
As its name implies, the combi-volkite is essentially a [[Volkite Charger]] slapped on top of a normal [[Astartes Boltgun]]. The resulting combo actually complements both of the weapons&#039; strengths and negates their weaknesses. The Bolter for example, offers range, accuracy and armour-piercing capabilities whilst the Volkite covers it by targeting vast swathes of MEQS and other infantry at close range.&lt;br /&gt;
&lt;br /&gt;
[[Horus Heresy]] 2.0 rule changes allow models with Combi-Weapons to fire both weapons at once [[Awesome|with no penalties even if they don&#039;t have the &#039;&#039;Firing Protocols (X)&#039;&#039; rule]], in contrast to Warhammer 40k post-8th edition requiring a -1 aim roll for doing the same. Combi-volkites are classified as minor combi-weapons like the combi-flamer and combi-grenade launcher. Minor combi-weapons can fire their secondary weapons the whole game without running out. Combi-plasmas, combi-meltas and combi-disintegrators are magna combi-weapons that have the &#039;&#039;One Shot&#039;&#039; rule on their secondaries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Combi-Volkite.JPG&lt;br /&gt;
Combi-Volkite_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infernus Heavy Bolter===&lt;br /&gt;
[[File:InfernusHeavyBolterPict.jpg|200px|right|thumb|Infernus Heavy Bolter]]&lt;br /&gt;
&lt;br /&gt;
Added in with the Deathwatch army, it&#039;s just as it sounds, a heavy bolter with an under-slung heavy flamer, whoever made this must have been high off their tits because that shit is ridiculous. Maybe they&#039;ve been hanging around orks too long because this sounds like a serious case of wanting more [[Dakka]]. You know though, it sort of makes sense that the guys dealing with [[Xenos]] filth all the time would take the most inspiration from them.&lt;br /&gt;
&lt;br /&gt;
Besides, when you only have a squad and are supposed to fight things an entire company of Astartes would normally face, you need as much dakka as possible. In any case, combining a heavy bolter with the ability to wipe out anyone who manages to get through the hail of fire without stopping the bolt-throwing is pretty dang good.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it costs 14 points and can be fired together like other combi-weapons, imposing a -1 to-hit penalty which the auto-hitting Heavy Flamer component gives precisely 0 shits about. Bear in mind that if you&#039;re shooting on the move, the Heavy Bolter already has a -1 to-hit penalty. The frag cannon is 6 points more, but simply does the job far better.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Infernus_Heavy_Bolter.PNG|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
InfernusHeavyBolter.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adrastus Bolt Caliver===&lt;br /&gt;
[[File:SagittarumBoltCaliver2.png|200px|right|thumb|Adrastus Bolt Caliver]]&lt;br /&gt;
&lt;br /&gt;
Adrastus Bolt Calivers AKA &amp;lt;u&amp;gt;&#039;&#039;&#039;The Golden Gun&#039;&#039;&#039;&amp;lt;/u&amp;gt; is a type of Combi-Bolt Weapon used by the [[Adeptus Custodes]].&lt;br /&gt;
&lt;br /&gt;
As you can imagine, these guns are one of the best anti-infantry weapons of the Imperium. Due to the size of the Golden Bananas, these hybrid guns are used as heavy weapons by the Custodes and utilize [[Adrathic Weapons|&#039;Adrasite&#039;]] disintegration beam technology banned from the wider Imperium. This essentially makes them as Imperial [[Gauss|Gauss Blasters]] but fluff-wise better and quicker to work but shorter ranged. This combination weapon is able to unleash a fusillade of explosive rounds at long range with the potency of a Heavy Bolter or fire a short range disintegration beam able to rip a target apart at the molecular level. Their golden color and its properties makes them officially [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
Only the [[Sagittarum Guard]] are given the privilege to be issued and trained with these golden weapons of war.&lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy tabletop, it is a 30&amp;quot; Assault 3 Heavy Bolter with a Disintegration Beam welded onto it. Distinctly stated as being two functional weapons with unlimited uses, but only one can be used a turn.&lt;br /&gt;
&lt;br /&gt;
On 40k tabletop, however, it is much better as it has 2 profiles: the first one is Bolt Volley which is a 36&amp;quot; Assault 3 Heavy Bolter (S5 AP-1 D1) or a Disintegration Beam which is a 15&amp;quot; Assault 1 S5 AP-3 D3. As usual with combi-weapons, you can fire both profiles during a single shooting phase at the cost of getting -1 on your hit rolls, which is mathematically worth it in the case of the caliver.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SagittarumBoltCaliver.png|&amp;lt;center&amp;gt;First Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
Bolt_Caliver.PNG|&amp;lt;center&amp;gt;Second Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
AdrastusBolterCabling.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disintegration Combi-Gun===&lt;br /&gt;
[[File:Disintegration_Combi-Gun.PNG|200px|right|thumb|Disintegration Combi-Gun]]&lt;br /&gt;
&lt;br /&gt;
A rare weapon from the Dark Age of Technology, the disintegration gun is actually only available in the forms of a [[Disintegration Pistol|pistol]] or combi-weapon. It does exactly as the name suggests, it disintegrate things. In 7E, the disintegration gun itself has a very similar statline and effects to the Adrathic weaponry of the Custodes, also described as being disintegration weapons, so one can assume the Adrathus Bolt Caliver (an Adrathic Destructor mounted on a Heavy Bolter) is pretty much a beefed-up version of it. With weapons like this, one must wonder how fucked up the Age of Strife was that shit like this wasn&#039;t enough to save humanity from being mulched.&lt;br /&gt;
&lt;br /&gt;
Despite being powerful and looking pretty damn sweet, this weapon was only available on the limited edition 30th anniversary [[Imperial Pattern Armour|&amp;quot;Imperial Space Marine&amp;quot;]] model, so you had to deal with eBay scalpers or learn how to convert one of your own if you want one. With Horus Heresy 2.0 turning the combi-disintegrator into a regular combi-weapon that can be taken on certain units (Nullificators and HQs, mostly), one would think that GW would include the bits necessary to see this weapon in a more modern context... [[derp|but then again, GW doesn&#039;t think like normal people]], and thus we&#039;re still waiting for combi-weapon kits for these and the grenade launchers.&lt;br /&gt;
&lt;br /&gt;
==Inquisition / Assassinorum==&lt;br /&gt;
&lt;br /&gt;
===Combi-Needler===&lt;br /&gt;
[[File:CombiNeedlerPict.jpg|200px|right|thumb|Combi-Needler]]&lt;br /&gt;
&lt;br /&gt;
A weapon used by the [[Daemonhunters|Ordo Malleus]]. A Bolter with a Needler integrated within it, intended to be used against creatures like [[Daemons|daemons]] that are extremely difficult to injure. This Combi-weapon is used only by the [[Inquisitors]] and [[Acolyte|Acolytes]] of the [[Ordo Malleus]] as the materials and expertise needed to craft these weapons is difficult and hard to acquire. A variant of this Combi-weapon also serves as the primary weapon of [[Eversor Assassin|Eversor Assassins]].&lt;br /&gt;
&lt;br /&gt;
The Combi-Needler is used by non-assassins and it is a relatively easy to manufacture weapon in contrast to the Executioner Pistol. Of course, as a Needler, it is a pain in the ass to shoot the damn thing, [[derp|making it the most overcomplicated trainwreck ever made]]. Seriously try shooting the Needler right after dealing with the recoil of the Bolter &#039;&#039;whilst&#039;&#039; factoring in the dual laser-needle combo conundrum.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Combi-Needler.jpg|&amp;lt;center&amp;gt;Pistol Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
EscherCombiNeedler.jpg|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Condemner Boltgun===&lt;br /&gt;
[[File:Condemner_Boltgun.PNG|200px|right|thumb|Condemner Boltgun]]&lt;br /&gt;
&lt;br /&gt;
Also called the Combi-Stake Crossbow. Used by Ordo Hereticus and Sisters of Battle, this is a bolter combined with one-use crossbow. The cool point is that the crossbow bolt is filled with a mix of holy promethium and some anti-psychic shit produced by the Golden Throne.&lt;br /&gt;
&lt;br /&gt;
So a direct hit from the crossbow component of the Condemnor Bolter will therefore not only deal a severe physical wound to an enemy psyker, it will also send his or her power spiraling out of control, consuming the user in a storm of untrammeled psychic energy. So it&#039;s not only going to burn the witch&#039;s body, but also burn down his very soul (which is crunch wise auto-peril to any psyker target).&lt;br /&gt;
&lt;br /&gt;
On tabletop, it counts as a master-crafted weapon with 24″ range. Its stats is Rapid Fire 1, S4, Ap-1, 1 Damage, 3 Damage plus the additional auto-peril vs. Psykers as aforementioned.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CondemnorBoltgunPict.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
CondemnorBoltgunTop.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Executioner Pistol===&lt;br /&gt;
[[File:Executioner_Pistol.png|200px|right|thumb|Executioner Pistol]]&lt;br /&gt;
&lt;br /&gt;
Used by [[Eversor]] assassins, this is (in DH) a combi-needle pistol, or (in [[WH40k]]) a pistol that fires [[What|poisonous needle shaped bolt rounds.]] As a result, the Assassin can fire both explosive Bolts or needles composed of a crystallised neurotoxin, sedative or interrogation narcotic into his victim, as the situation demands. The weapon&#039;s Needle Pistol toxins are so potent that whenever a target is hit by a shot it kills the victim almost outright.&lt;br /&gt;
&lt;br /&gt;
It is this versatility, combined with the exquisite craftsmanship of every Executor Pistol, that makes it such a popular choice for one of the Imperium’s sanctioned assassins. The weapon incorporates the heights of arcane tech-lore in its construction. It possesses a bi-stabilized targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Thus, even if an opponent were somehow to gain control of an Executor Pistol, he would be unable to fire it. Changing the weapon’s programming to recognize a different user requires access to secret Officio Assassinorum facilities, something that is almost impossible even for most members of the Inquisition.&lt;br /&gt;
&lt;br /&gt;
The weapon is counted as a 12&amp;quot; Pistol 4 with S4 AP-1 D1 and re-rolls failed wounds against INFANTRY.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ExecutionerPistolLeftView.jpg|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
ExecutionerPistolRightView.jpg|&amp;lt;center&amp;gt;Right View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Needlespine Blaster===&lt;br /&gt;
[[File:Needlespine_Blaster.PNG|200px|right|thumb|Needlespine Blaster]]&lt;br /&gt;
Used by the [[Adamus]] assassins. The Needlespine Blaster is the slightly larger brother of the Executioner Pistol, sporting a Needler at the top and a Bolt Pistol at the bottom. In terms of function, it is quite similar to that of the Executioner Pistol as both of them are essentially a form of combi-needlers. The biggest difference is that the Needlespine Blaster&#039;s scope is unusually on the side of the gun, rather at the top.&lt;br /&gt;
&lt;br /&gt;
Given the close-range nature of the Adamus, the weapon would inadvertently be constantly compared to the Executioner Pistol because of how much these two share the same niche. It can be argued that the Needlespine, being the bigger, heavier gun, would offer more range than the Executioner at the expanse of it being harder to handle. But it is only speculation for now.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Needlespine_Blaster_2.PNG|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squats==&lt;br /&gt;
===Autoch-Pattern Combi-Bolter===&lt;br /&gt;
[[File:ACB.PNG|200px|right|thumb|Autoch-Pattern Combi-Bolter]]&lt;br /&gt;
The [[Leagues of Votann]] have their own equivalent of a [[Storm Bolter]] and [[Combi-Bolter]].&lt;br /&gt;
&lt;br /&gt;
The Autoch-Pattern Combi-Bolter is a double-barrelled design weapon that follows a similar function to both the aforementioned weapons; being two [[Autoch Pattern Bolter]]s strapped into one single firing mechanism. Due to the increased complexity and maintenance of such a weapon, only high-ranking Kin such as the [[Kâhl]]s or the [[Hearthguard]]s are granted the privilege to weild these things.&lt;br /&gt;
&lt;br /&gt;
The Combi-Bolter comes in two variants, the normal looking one that looks like a Storm Bolter/Combi-Bolter and the [[Awesome|giga-chad version]] mounted on a RAM Shield and used by the Hearthguards.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, it counts as a 24&amp;quot; HunTR 4 Bolter. Lots of [[Dakka]] indeed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Autoch_Combi-Bolter_Side.PNG&lt;br /&gt;
AutochCombiBolter.jpg|&amp;lt;center&amp;gt;Kâhl Twin-Linked Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
CombiBolterGauntlet.jpg|&amp;lt;center&amp;gt;Hearthguard RAM Shield Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
Autach_Combi-Bolter.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Chaos Space Marines==&lt;br /&gt;
&lt;br /&gt;
===Combi-Bolter===&lt;br /&gt;
[[File:TigrusBolter53.jpg|200px|right|thumb|Combi-Bolter]]&lt;br /&gt;
Also known as a Twin-linked Bolter, the combi-bolter was basically a pair of boltguns duct taped together to create a more dangerous weapon.&lt;br /&gt;
&lt;br /&gt;
It was used by the Space Marine Legions during the [[Great Crusade]]. However, it has been replaced by the [[Storm Bolter]] among the Imperium, but it still sees some use here and there due to most Astartes and the [[Adeptus Mechanicus|Mechanicus]] keeping some around as relics. But it is still mainly used by [[Chaos Space Marines]], more specifically by [[Bike_Squad#Chaos_Space_Marines|the Chaos Space Marine Bike Squadrons]] where they can perform dakka in a quick and easy fashion.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that a Storm Bolter has twin recievers and hammers which allows for a smoother and faster fire rate, in theory, the Combi-Bolter should be inferior in almost every aspect, as you are basically firing two barrels with a split hammer. Think of it as this way, the Combi-Bolter functions similarly to a double-barrelled, magazine fed, fully automatic shotgun (granted that does sound pretty fucking [[awesome]]).&lt;br /&gt;
&lt;br /&gt;
Despite the differences, it is functionally identical to a Storm Bolter in 8th Edition.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Streumon-studio-shdw-w-combi-bolter02-games-workshop.jpg|Dark Angels Combi-Bolter&lt;br /&gt;
Streumon-studio-shdw-w-combi-bolter01-games-workshop.jpg|Ditto&lt;br /&gt;
File:StormBolterCataphractii.jpg|Phobos Pattern Combi-Bolter&lt;br /&gt;
StormBolterTartaros.jpg|Tigris Pattern Combi-Bolter&lt;br /&gt;
InfernoCombiBolterPict.jpg|Inferno Combi-Bolter&lt;br /&gt;
InfernoCombiBolter.jpg|Ditto&lt;br /&gt;
File:Seeker_Umbra-Ferrox_Combi-Bolter.jpeg.jpg|Umbra-Ferrox Pattern Combi-Bolter used by a [[Seeker Squad|Seeker]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Orks==&lt;br /&gt;
===Kombi-Rokkit Launcha===&lt;br /&gt;
[[File:ORK_SpareKeys_Rokkit-Kombi.png|200px|right|thumb|Kombi-Rokkit Launcha]]&lt;br /&gt;
&lt;br /&gt;
The Shoota/Rokkit Launcha gives the user a single side-mounted [[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]] with a single Rokkit to use against enemy tanks and armored vehicles. Great for when your [[Ork_Boy#Shoota_Boyz|Shoota Boyz]] needs a little bit more anti-vehicular punch and weight or if you need more [[Tankbustas]] but don&#039;t want to waste any more points. Considering orkish ballistic skill it&#039;s probably going to miss when you fire it or explode in your face if the wiring is all wrong.&lt;br /&gt;
&lt;br /&gt;
Because of its Rokkit attachment, it would give the [[Ork]]s some needed anti-armor in an army that is vulnerable from mass artillery and machine gun fire. A Kombi-Rokkit allows your Orks to have a chance (albeit a low one given Ork accuracy) to pop some armour before it gets too hot.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn&#039;t have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiRokkit.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiRokkitBoss.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kombi-Skorcha===&lt;br /&gt;
[[File:Kombi-Skorcher.jpg|200px|right|thumb|Kombi-Skorcha]]&lt;br /&gt;
&lt;br /&gt;
An orkish version of the Combi-Flamer with the more powerful [[Flamer#Skorcha|Skorcha]] (Heavy Flamer) attached to it instead of a Flamer. The Ork version of a combi-weapon is a [[Shootas&#039;an_Dakkas#Shoota|Shoota]] with something attached to it instead of a Boltgun with something attached to it. Great for crowd clearing as well as boosting the CQC killyness of your Orky Boyz, and unlike the Kombi-Rokkit Launcha, you don&#039;t really need to worry about accuracy.&lt;br /&gt;
&lt;br /&gt;
The Kombi-Skorcha in 8th edition became ridiculous especially when you have all your [[Nob]]s or a [[Big Mek]] equipped with one. This thing is capable of unleashing 2D6 Heavy Flamer shots with 6 str5 and 4 str4 shots. Have a bunch of Nobs equipped with one and have them ride on any troop carrying vehicle and let it rip.&lt;br /&gt;
&lt;br /&gt;
In 9th edition, the new Kombi-weapon rules works much better for this weapon in contrast to the Kombi-Rokkit, especially since the auto-hitting Skorcha isn&#039;t affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. The Skorcha&#039;s profile are as follows: Range 8&amp;quot; Assault d6 S5 AP-1 D1.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
KombiSkorcha.jpg|&amp;lt;center&amp;gt;Meganob&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSkorchaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Twin-Linked Shoota===&lt;br /&gt;
[[File:Twin-Linked_Shoota.PNG|200px|right|thumb|Twin-Linked Shoota]]&lt;br /&gt;
&lt;br /&gt;
Think of this as the Ork&#039;s equivalent to the [[Chaos Space Marines]] Combi-Bolter. The Twin-Linked Shoota is basically two large Shootas or [[Shootas&#039;an_Dakkas#Big_Shoota|Big Shootas]] duct-taped together from side to side. The Twin-Linked Shoota is often used commonly by Ork [[Warboss]]es as it gives them sufficient dakka before closing in for the kill and krumpin&#039; his enemies, but larger variants&#039;re also installed on light vehicles such as Warbuggies and Deffkoptas. It provides greater accuracy than your standard everyday Shoota.&lt;br /&gt;
&lt;br /&gt;
The Twin-Linked Shoota is essentially like the Combi-Bolter, but with more [[Dakka]] and even less accuracy and range. Seriously, it is a pretty impressive feat even by Ork standards to create a weapon that out-storm the Stormbolter and Combi-Bolter respectively.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, it is basically a Big Shoota with double the shots and double the price.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Twin-Linked Shoota====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TwinShootaNob.jpg|&amp;lt;center&amp;gt;Common Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
TwinShootaTrakk.jpg|&amp;lt;center&amp;gt;[[Wartrakk|Wartrakk Mount]]&amp;lt;/center&amp;gt;&lt;br /&gt;
KombiSlugga.jpg|&amp;lt;center&amp;gt;[[Shootas&#039;an_Dakkas#Slugga|Slugga Variant]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kopta Rokkits===&lt;br /&gt;
[[File:Rack_of_Rokkits.JPG|200px|right|thumb|Kopta Rokkits]]&lt;br /&gt;
Although they are called Kopta Rokkits. They could actually be found on other Ork vehicles.&lt;br /&gt;
&lt;br /&gt;
A particular innovation of the Orks, the twin-linked Rokkit Launcha somewhat mitigates the Ork&#039;s general inaccuracy to make [[Warbuggy|Warbuggies]] and [[Deffkoptas]] more threatening, giving these small but fast units a good chance of hitting the mark. The much heavier [[Gorkanaut]]s and [[Morkanaut]]s also carry the equivalent of this, though in their case it&#039;s actually just two separate Rokkit Launchas mounted next to each other.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, they BS 5+. No way. Koptas with these aren&#039;t as reliable as other Ork anti-vehicle weapons/units. But way too expensive to be actually fielded that way.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PlasticDeffkopta.jpg|&amp;lt;center&amp;gt;Deffkopta Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
Shokkjump.jpg|&amp;lt;center&amp;gt;[[Shokkjump_Dragsta|Shokkjump Dragsta Mount]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Morkanaut.jpg|&amp;lt;center&amp;gt;Morkanaut Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
Gorkanaut.jpg|&amp;lt;center&amp;gt;Gorkanaut Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
==Real Life==&lt;br /&gt;
Yes, these actually exist. Yes, it is [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
The earliest combination weapons sought to combine the ranged firepower of pistols with the close combat of a melee weapon, usually pistol-swords or pistol-axes. Because the components on a pistol didn’t hold up well to physical abuse and the added weight made the melee weapon part awkward to wield on top of making the pistol part difficult to aim, these were not widespread. The only version that became successful was the bayonet mounted on a rifle. Others combined the mechanical reliability of a crossbow with an undermount wheel-lock pistol.&lt;br /&gt;
&lt;br /&gt;
Compared to twin-linked weapons in 40k, in real life this was never done with military small arms. The vast majority of twin-linked weapons are gun turrets specifically intended to destroy aircraft. Against a ground target, a single barrel weapon is sufficient. But against a fast-moving aircraft, the best way to increase your hit probability is to [[Dakka|spam as many bullets as possible]]. We do have one example of a [https://www.youtube.com/watch?v=P57iXMmlUZo twin-linked M1911 pistol] that was made for the lolz, and an [https://en.wikipedia.org/wiki/Villar_Perosa_aircraft_submachine_gun Italian SMG from WWI] that started as turret gun for biplanes before being handed to ground troops out of sheer desperation, but users quickly realized that any potential benefit to doubling firepower is lost on the added weight, awkward handling, and the fact that neither bullet will hit exactly where you aim.&lt;br /&gt;
&lt;br /&gt;
But, we added the qualifier up there of &#039;military&#039; small arms for a reason, and double barreled weapons are fairly common as hunting weapons such as the double barreled shotgun. In these cases the ability to take a second shot quickly on game that might be running away, or running toward you if your going after big game like bear, elephant or even boar, is more important then weight, and if you do have a bear running down on you the ability to take a second shot before you get torn apart is of the upmost importance.&lt;br /&gt;
&lt;br /&gt;
Below are some specific examples of combinations weapons.&lt;br /&gt;
&lt;br /&gt;
===[https://en.wikipedia.org/wiki/LeMat_Revolver LeMat Revolver]===&lt;br /&gt;
Are you depressed about your [[Dakka|nine-shot revolver]] not having more firepower? Well worry not, as the axle used by this gun&#039;s cylinder also doubles as a smoothbore barrel, allowing you to fire a shotgun blast with just a flick of the small lever atop the hammer! Amazing!&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launcher===&lt;br /&gt;
The only major combi-weapon the military uses. Examples include the [https://en.wikipedia.org/wiki/M203_grenade_launcher M203], which clips under the barrel like a bayonet. It can also be reloaded, unlike pre-8th Edition 40k variants, and has mostly replaced the non-automatic Grenade Launcher (which still has its uses, as a longer barrel means you can launch grenades much farther away).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Not as common as an underbarrel grenade launcher, the military also has a few different shotgun attachements, such as the [https://en.wikipedia.org/wiki/Knight%27s_Armament_Company_Masterkey KAC Masterkey] or [https://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System M26 MASS]. Used for door breaching more than anything else, troops can also load up specialized rounds for everything from bean-bags to taser shells to even [https://en.wikipedia.org/wiki/FRAG-12 small grenades].&lt;br /&gt;
&lt;br /&gt;
===Combination Gun===&lt;br /&gt;
The major combi-weapon outside the military, meanwhile, is the combination gun. Essentially, this is a way to give a hunter the ability to almost instantly line up and fire another shot if he misses by simply adding a second barrel to the gun, while additionally it is often used to create a gun that can fire multiple forms of ammunition by making one barrel rifled and the other smoothbore. In Yurop these are called &amp;quot;drillings&amp;quot; (or vierlings for four barrels and so on) or &amp;quot;cape guns&amp;quot; and if you&#039;re a disgustingly rich Nob looking to spend a lot of money on the gun equivalent of a BMW then these cater specifically to you. Sometimes three barrels are used so the gun can simultaneously be loaded with a rifle round, a shotgun slug, and bird or buckshot.&lt;br /&gt;
&lt;br /&gt;
Either way, these later two cases give it a niche military use as a survival weapon for aircrew, which can range to the logical style of a light and simple rifle with a shotgun barrel, to [[What|a high-end and expensive &#039;survival&#039; weapon that&#039;s a 1-to-1 copy of a civilian big game rifle]] [[Fail|and weighs so much you can&#039;t parachute out with it (so have to hope you can recover it from the wreck once you land)]]. Yes, the last one actually happened, [[Nazi|Herman Göring]] used them as standard issue for the Luftwaffe, because of course the [[Slaanesh|obese, ostentatious manchild]] decided it was a good idea. Less flashy and more economical versions of the same concept include the USAF&#039;s M6 survival rifle, or the Soviet Union&#039;s TP-82 Cosmonaut survival pistol.&lt;br /&gt;
&lt;br /&gt;
Another example was the Swedish NIVA XM1970 in the 1970’s. Not content to merely have Carl Gustav recoilless rifles and regular guns distributed within a platoon and wanting something with more firepower than rifle grenades, the Carl Gustav tried to mate a bullpup rifle with a recoilless rifle to give a soldier more dakka. Unfortunately they never figured out how to trim weight and size down. And nobody in the military was even interested in buying the thing.&lt;br /&gt;
&lt;br /&gt;
But nobody out-riches the US Army, who tried to make their own combi-gun called the [[meme|OICW]]YDT, combining a crummier version of an M4 carbine bolted to a computerized laser-ranged airbursting grenade launcher. The smart grenades for this thing cost more EACH than the gun it was combo-ed with. The whole thing weighed about 30 pounds and was as easy to carry as a similarly heavy sack of dog food. Eventually the combi-gun idea part of the whole deal was scrapped and the smart grenades were tested alone as the XM25 before being dropped for being too expensive and not reliable enough. The South Koreans built a similar weapon, the K11, which was likewise cancelled. The Chinese, meanwhile, came up with the QTS-11, which tries to solve these issues by making the grenade launcher portion a single-shot bolt-action weapon with less electronics in the warheard. It remains to be seen if this approach is at all more practical, because its still expensive hardware of questionable efficacy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Twin-linked]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Force_Weapons&amp;diff=219279</id>
		<title>Force Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Force_Weapons&amp;diff=219279"/>
		<updated>2023-05-30T21:07:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force weapons are psychic weapons in [[Warhammer 40,000]], used mainly by the [[Imperium of Man]], [[Chaos Space Marines]], and the [[Eldar]], although the [[Squat]]s and [[Ork]]s have their own rough equivelents. They are used almost exclusively as close combat weapons by [[psyker]]s, and serve to store up and channel psychic energy. Force weapons are very useful against [[Daemon]]s, as [[Warp]] energy is one of the few surefire ways to put down a Daemon. They are, in most cases, not explicitly [[power weapon]]s, although the difference is usually negligible to those on the receiving end.&lt;br /&gt;
&lt;br /&gt;
The only army that uses force weapons as near standard issue equipment pieces are the [[Grey Knights]]. They can also have ranged &amp;quot;force&amp;quot; weapons, such as the Psilencer and its Dreadknight counterpart, the Gatling Psilencer.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, generally bump a weapon&#039;s damage to d3. Previously, they had a psychically-activated Instant Death. In the role playing games, they tended to kill everyone, including the user, but that was true of most psychic powers.&lt;br /&gt;
&lt;br /&gt;
=Imperial=&lt;br /&gt;
==Close-Combat Force Weapons==&lt;br /&gt;
&lt;br /&gt;
===Force Staff===&lt;br /&gt;
&lt;br /&gt;
[[image:ForceStaffRotated.jpg|200px|right|thumb|Force Staff]]&lt;br /&gt;
&lt;br /&gt;
Also called the more generic Force Weapon.&lt;br /&gt;
&lt;br /&gt;
Serving as a conduit for psychic energy, Force Staffs are used to channel the wielder&#039;s psychic power through the staff and direct it at an opponent, usually in the form of warp fire or warp lightning. Although it takes the form of a staff, in reality there is very little standardization on what [[Count as|counts as a Force Weapon.]] The basic Force Weapon often takes the form of a sword, axe, maul or any close combat weapon. So long as it can channel a psyker&#039;s potential than it is called a Force Staff de jure.&lt;br /&gt;
&lt;br /&gt;
[[Iron Hands|Clan Raukaan]] has one that acts as a thunder hammer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:LibrarianStaff.png|Librarian holding the most common psychic force weapon in the Imperium&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Force Rod===&lt;br /&gt;
[[File:Force_Rod.PNG|200px|right|thumb|Force Rod]]&lt;br /&gt;
A Force Rod is a black rod of [[Heresy|alien origin]] which acts as a psychic battery. Psykers may store their psychic energy in the rod to be used in the future, giving the individual an additional source of energy in combat.&lt;br /&gt;
&lt;br /&gt;
The rod is used as a normal Force Weapon in combat, but the wielder may draw the stored psychic energy from the rod to increase the power of the attack. Force Rods are in some ways analogous to Null Rods.&lt;br /&gt;
&lt;br /&gt;
Due to its xenos origin, it is unknown how such weapon manage to get underpass without triggering the entire [[Adeptus Mechanicus|AdMech]] into war. It could be that such weapons are carefully overseen and sanctioned for Inquisitorial use only, similar to the C&#039;tan phase weapons used by Callidus assassins and the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
===Force Sword===&lt;br /&gt;
&lt;br /&gt;
[[image:ForceSword.png|200px|right|thumb|Force Sword]]&lt;br /&gt;
&lt;br /&gt;
Resembling a classical broadsword, the force sword&#039;s inner workings is extremely complex and sacred. Inside the structure is interwoven a powerful psi convector, a special material formed into a precise serpentine shape which concentrates and directs psychic energy in the hands of its wielder. This sometimes appears as an interlacing or serpentine pattern on the blade.&lt;br /&gt;
&lt;br /&gt;
Like the force staff, a force sword gathers the wielder&#039;s psychic power, but instead of channeling it at an opponent, it will store the accumulated psychic power as warp fire coursing along the blade, allowing the psyker in question to attack his opponent with a [[Awesome|flaming sword.]]&lt;br /&gt;
&lt;br /&gt;
The [[Emperor&#039;s Sword]] is possibly the most famous, most potent and most powerful of the Force Swords.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:PrimarisLibrarianSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Force Axe===&lt;br /&gt;
&lt;br /&gt;
[[image:LibrarianAxe.png|200px|right|thumb|Force Axe]]&lt;br /&gt;
Like the force sword, but as an axe.&lt;br /&gt;
&lt;br /&gt;
The force axe is a weapon that seems standard issue for Space Marine Librarians who serve as Terminators, wearing psychically-attuned armor called the Aegis Suit. Similar to the force sword, the force axe incorporates a psi-matrix compartment that is either a serpentine or interlaced pattern which concentrates psychic energy to a sharp point.&lt;br /&gt;
&lt;br /&gt;
Unlike the force sword, the force axe magnifies the power and blow of the Space Marine&#039;s superhuman arm strength. Shattering vehicle armor and slicing flesh like butter. It is by far one of the more powerful force weapons wieldable by infantry.&lt;br /&gt;
&lt;br /&gt;
On tabletop, GeeDubs being the lazy fuckwits decided that all Librarian Force Weapons should have similar stats of D1d3 instead of just 1. They lack Sx2 but have no penalty to hit but they are overcosted as fuck, with the Force Axe being, unfortunately, the worst offender of the lot.&lt;br /&gt;
&lt;br /&gt;
===Furioso Force Halberd===&lt;br /&gt;
&lt;br /&gt;
[[image:DreadnoughtForceHalberd.png|200px|right|thumb|Furioso Force Halberd]]&lt;br /&gt;
&lt;br /&gt;
A giant fuckyou Force Halberd fit for a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
Furioso Force Halberds are basically Dreadnought sized force weapons used by Blood Angel Librarian Dreadnoughts. If a Librarian is severely crippled, he would eventually miss the feeling and experience of smiting enemies with his Force Weapons. The Blood Angels being Italian/Catholic inspired, felt sympathy for their crippled brethren, so they simply grabbed a normal Force Halberd, gave it some growth hormone and enlarged it by twenty times.&lt;br /&gt;
&lt;br /&gt;
It is similar in function to the Grey Knights Nemesis Doomglaive.&lt;br /&gt;
&lt;br /&gt;
===Nemesis Force Weapon===&lt;br /&gt;
&lt;br /&gt;
Nemesis force weapons are the signature weapons of the [[Grey Knights]] [[Space Marine Chapter]]. Made of special materials containing iron and silver, the power of a Nemesis force weapon is proportional to the Grey Knight wielding it. Additionally, Nemesis force weapons are one of the few types of force weapons that are also [[power weapon]]s. The most common types are Nemesis force swords and Nemesis force halberds.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Force Sword====&lt;br /&gt;
[[File:NemSword.jpg|200px|right|thumb|Nemesis Force Sword]]&lt;br /&gt;
The most common type of Nemesis weapon, the Force Sword exemplifies an amalgamation of sorcery and science, something that annoys and triggers [[Magnus]] &amp;lt;s&amp;gt;to this day&amp;lt;/s&amp;gt; until he made his own (yes made, not received). A lighter version of the force halberd, a force sword can take many forms. Force swords are crafted using arcane magic and complex scientific formulae and incorporates a powerfield like all Nemesis Force Weapons.&lt;br /&gt;
&lt;br /&gt;
The blade is usually tempered iron, flecked with shards of silver and inset with ancient runes of daemon-slaying. In contrast to these primitive materials, the haft and hilt of the sword contain advanced Nemesis power field generators. Their balanced grips and nearly indestructible construction makes them perfect for parrying even the attacks of even the most powerful daemonic foe.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Force Halberd====&lt;br /&gt;
[[File:DemHalberd.jpg|200px|right|thumb|Nemesis Force Halberd]]&lt;br /&gt;
As equally ancient of both design and purpose as the Grey Knights themselves, the Nemesis Force Halberd is one of the most iconic and identifiable weapons of the Grey Knights. Nemesis Force Halberds are finely crafted polearms with long, curved blades and sturdy hafts.&lt;br /&gt;
&lt;br /&gt;
A Nemesis Force Halberd comprises an iron and silver blade set atop a long Adamantium haft, similar to that of the Nemesis Force Sword. This extra reach is invaluable to a Grey Knight, often allowing him to land a telling blow before he is within reach of the enemy&#039;s own melee weapons. A Grey Knight can easily use such a weapon one-handed in short deadly chops. However the weapon becomes even more dangerous should he wield it two-handed.&lt;br /&gt;
&lt;br /&gt;
[[Grey Knight Paladin|Grey Knight Paladins]] are one of the more common users of these weapons.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Daemon Hammer====&lt;br /&gt;
[[image:NemDH.jpg|200px|right|thumb|Nemesis Daemon Hammer]]&lt;br /&gt;
Think a Thunder Hammer on roids.&lt;br /&gt;
&lt;br /&gt;
The most common Nemesis Force weapon to be used by non-Grey Knights...for some reason.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Daemon Hammer is often used by high ranking Inquisitors of the Ordo Malleus. The Nemesis Daemon Hammer combines the crushing impact of a more traditional Thunder Hammer and affects of pure psychic destruction -- few entities of the Warp can survive the impact of a Force Hammer unless they are monstrous creatures or Titans. This weapon was developed by the Ordo Malleus as the most versatile and practical weapon in daemonic destruction.&lt;br /&gt;
&lt;br /&gt;
In the old Daemonhunters army book, it was originally a [[Power Weapon|glorified Thunder Hammer]] that struck daemons without the initiative penalty that vanilla thunder hammers usually had, but as of the Grey Knights codex, it was changed into a Nemesis Force Weapon you see today.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Warding Stave====&lt;br /&gt;
[[File:NemStave.jpg|200px|right|thumb|Nemesis Warding Stave]]&lt;br /&gt;
An interesting weapon unlike most Nemesis Force Weapons.&lt;br /&gt;
&lt;br /&gt;
A Nemesis Warding Stave&#039;s abilities are defensive, rather than offensive. Designed as a defensive tool, the Nemesis Warding Stave can be used in melee combat to protect a bearer from attacks that would breach even the armor of a Terminator.&lt;br /&gt;
&lt;br /&gt;
The hollowed-out haft of the stave contains several Refractor Field generators, which the wielder can prime with a charge of psychic energy. Thus activated, the stave projects a zone of protective gravitic force similar to a Conversion Field around its wielder, granting him enhanced resilience against his enemies&#039; attacks.&lt;br /&gt;
&lt;br /&gt;
Of course, if push comes to shove, the Warding Stave can still be used to shoot bolts of purifying lightning if the needs arise.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer_40,000:_Chaos_Gate_-_Daemonhunters|Chaos Gate Daemonhunters]], the execution animation of the Warding Stave involves slamming it on the ground with power field lightning crackle, lifting the enemy by telekinesis, and [[Rip and Tear|blowing their limbs apart with a psychic blast]].&lt;br /&gt;
&lt;br /&gt;
====Nemesis Falchions====&lt;br /&gt;
[[File:NemFalch.PNG|200px|right|thumb|Nemesis Falchions]]&lt;br /&gt;
&lt;br /&gt;
A weapon that is best utilized in pairs. Nemesis Falchions improve its cutting power with the aide of the Grey Knight&#039;s psychic talents.&lt;br /&gt;
&lt;br /&gt;
Nemesis Falchions resemble shorter versions of a Nemesis Force Sword, with a much smaller hook-ended blade. Nemesis Falchions can be carried by a Grey Knight with a Storm Bolter thanks to the Storm Bolter&#039;s wrist mounting. When the weapon&#039;s monofilament circuitry is triggered, a Grey Knight can wield these blades with incredible speed, striking multiple blows in the time it would normally take for one to fall.&lt;br /&gt;
&lt;br /&gt;
The Falchions is thus favored by Grey Knights who like finesse over brute force and is able to cut weak points in armor more effectively than any other Nemesis weapons.&lt;br /&gt;
&lt;br /&gt;
====Nemesis Doomfist====&lt;br /&gt;
[[File:Doomfist.PNG|200px|right|thumb|Nemesis Doomfist]]&lt;br /&gt;
A giant power fist of pure psychic rape.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Doomfist or Dreadfist is a variant of the Astartes Power Fists found on Dreadnoughts and possibly one of the most brutally honest names of any weapon, &#039;cause the Doomfist is going to do some [[Anal circumference|roight propa fisting.]]&lt;br /&gt;
&lt;br /&gt;
The Nemesis Doomfist is a massive weapon augmented by Nemesis circuitry, easily able to crush a man in its grip. Nemesis Doomfists are also found as part of the Dreadknight battle suit, although the Dreadnight would most likely opt for the bigger Nemesis Greatsword. Those struck by a Nemesis Doomfist swiftly discover that though the occupant of a Dreadnought may be crippled in body, his psychic might is as formidable as ever.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Dreadfists, while only d3 damage, grant an extra attack when taken together so you can pummel and beat the ever-loving shit out of these Chaos worshipping faggots.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Nemesis Doomglaive====&lt;br /&gt;
[[File:Doomglaive_2.JPG|200px|right|thumb|Nemesis Doomglaive [https://www.deviantart.com/principefenice/art/Grey-Knights-Venerable-Dreadnought-SOLD-700512438]]]&lt;br /&gt;
This weapon resembles the huge sword psychically attuned to one arm of the Mk IV Dreadnought, similar to the Furioso Force Halberd from the Librarian Dreadnought. &lt;br /&gt;
&lt;br /&gt;
It is one of the weapons of the [[Doomglaive Dreadnought|Doomglaive Pattern Dreadnoughts]] of the Grey Knights. It is ideal for confronting large hordes of enemies, as its cunningly articulated mount and long blade prove to make devastating scything strikes. Although the positioning of the Doomglaive itself makes it difficult to hit enemies bigger than the Dreadnought.&lt;br /&gt;
&lt;br /&gt;
The Nemesis Greatsword is basically the upscaled version of the Doomglaive.&lt;br /&gt;
&lt;br /&gt;
On tabletop in 8th edition, the Doomglaive is a S9 CCW which is pretty meh for a specialist Dreadnought weapon. However, it compensates for its lack of strength with 1d6 damage (average: 3.5) instead of a flat 3, meaning that you can put out more wounds for every hit.&lt;br /&gt;
&lt;br /&gt;
Additionally, the Doomglaive can take one power from the Sanctic Discipline, which is pretty neat and rare for a Dreadnought weapon. You&#039;ll never have to worry about getting tied up when you are needed elsewhere, since you can just teleport into the best position. In short, if you take any power other than Gate, you&#039;re doing it wrong, especially when considering how much easier it makes getting into combat.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
NemesisDoomGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Nemesis Greatsword====&lt;br /&gt;
[[File:NemGreatsword.PNG|200px|right|thumb|Nemesis Greatsword]]&lt;br /&gt;
A giant fuck off sword for purging giant fuck off daemons.&lt;br /&gt;
&lt;br /&gt;
Wielded only by the ridiculous &amp;lt;s&amp;gt;Nemesis Dreadknights&amp;lt;/s&amp;gt; [[Nemesis Dreadknight|Baby Carriers,]] these colossal greatswords consist of a massive blade of silver and iron so large that not even an Adeptus Astartes in Power Armour can lift it. Despite its immense size, it is perfectly balanced in the hands of a Dreadknight, and is a powerful tool against even a greater daemon.&lt;br /&gt;
&lt;br /&gt;
These weapons are designed for maximum Chaos assfucking, probably the only thing a [[Keeper of Secrets]] [[/d/|does not like getting penetrated by.]]&lt;br /&gt;
&lt;br /&gt;
On 8th Edition, the Nemesis Greatsword stands at a whopping d6 damage for the same price as the Doomfists. This is the equivalent of smacking a [[Bloodthirster]] upside the head with a [[Powergamer|lascannon.]]&lt;br /&gt;
&lt;br /&gt;
==Ranged Force Weapons==&lt;br /&gt;
&lt;br /&gt;
===Psyk-Out Grenade===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Psyk-Out Grenade|Psyk-Out Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Animus Speculum===&lt;br /&gt;
[[File:CulexusSpeculum.png|200px|right|thumb|Animus Speculum]]&lt;br /&gt;
An unusual piece of equipment and more analogous of an anti-Force weapon due to the nature of the user. The Animus Speculum is a weapon used by the [[Culexus Assassin]], you know, those creepy anti-psychic [[Blanks]] that can tear your soul into oblivion. It is noted as one of the most terrifying weapons ever devised in the 40k universe, and that is saying something. It also looks [[Awesome|dope as fuck.]]&lt;br /&gt;
&lt;br /&gt;
Packed with sensors and techno-arcane circuitry designed to enhance and help control the Assassin&#039;s gifts, the Animus Speculum is an elongated helmet with a stylized skull-shaped faceplate. A bulky apparatus that appears to be an Auspex array is connected to each side of the helmet via thick cables.&lt;br /&gt;
&lt;br /&gt;
It is capable of firing lethal blasts of negative psychic energy. By focusing the Assassin&#039;s aura through the single eye on the front, it becomes a thin beam of energy, burning the target&#039;s brain and [[Grimdark|sucking out its soul.]] These blasts can be deadly to anyone, but psykers who rely upon the warp for energy are especially vulnerable, and can potentially have their powers taken. The weapon also serves as a restraint, dampening the Culexus&#039; negative aura to allies around them.&lt;br /&gt;
&lt;br /&gt;
The Speculum is made primarily of two key quirks such as the following:&lt;br /&gt;
*&#039;&#039;&#039;Psyocculum:&#039;&#039;&#039; The built-in Psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Eye:&#039;&#039;&#039; The giant eyepiece that focuses the assassin&#039;s negative [[Bullshit|anti-psychic bullshit]] into a point of immediate [[FATAL|murderfuck.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AnimusSpeculum.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Psilencer===&lt;br /&gt;
&lt;br /&gt;
[[image:PsilencerArt.jpg|200px|right|thumb|Psilencer]]&lt;br /&gt;
One of the few available &#039;&#039;ranged&#039;&#039; Force weapons.&lt;br /&gt;
&lt;br /&gt;
Psilencers are a type of psionic weapon created by an unknown Xeno race and made use of by the [[Grey Knights]] Chapter. Whether the technology was [[Blood Ravens|stolen or freely given]] to the Grey Knights is not known; all that is known is that it is unlike any weapon within the armories of the Imperium. As you can guess being of Xenos origin is one of the reasons that Space Marines don&#039;t have them. Not even the [[Blood Ravens]] with their high amount of [[Psyker]]s do. Well that and it&#039;ll piss off the [[AdMech]] if they were authorized for other chapters.&lt;br /&gt;
&lt;br /&gt;
They function by channeling the psychic might of the user where it is not only focused but amplified. The unique design means that it lacks a triggering mechanism but instead the wielder channels his psychic might into the containment core of the weapon - after which, focusing crystals channel the resultant energy into a refined azure energy pulse capable of destabilizing the physical form of a Daemon.&lt;br /&gt;
&lt;br /&gt;
On the 7th ed tabletop, it is pretty underwhelming despite the cool fluff; being a gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks [[Fail|get saves against it]]... at least, until you learn that you can [[Awesome|use Force on this.]] If you&#039;re fighting a lot of multi-wound monsters, you are spamming Psilencers; their precious [[Plot armor|plot armor]] can only protect them for so long. Still, this is still a S4 weapon, so you aren&#039;t looking to go one-on-one with a [[Greater Daemon]]. What the Psilencer is better for is killing swarms or multiwound infantry, or for denying Feel No Pain. Of course, then it is competing with the Psycannon and Incinerator, so competition is high.&lt;br /&gt;
&lt;br /&gt;
On 8th ed, the new psychic stratagem called &#039;&#039;&#039;Psychic Onslaught&#039;&#039;&#039; makes Gatling Psilencers, Psilencers and regular and Heavy Psycannons absolutely brutal towards regular infantry and can even scratch high Toughness models due to number of shots it can shit out. For the Psilencer, it has been buffed in 8th ed. It is now Heavy 6 S4 AP0 D1d3 gun that fires the condensed psychic power of its wielder. [[Dakka|Literal mindbullets.]] Deals 1d3 damage, just like all force weapons. Now that standard weapons like bolters no longer have AP, the lack of AP on this thing stings a lot less; with 6 shots apiece, not to mention having an easier time wounding tougher models, you&#039;re sure to force some failed saves eventually. Of course you still have to be cautious to any unit with Toughness 5 or higher and a 3+ save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GreyKnightPsilencerZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gatling Psilencer===&lt;br /&gt;
&lt;br /&gt;
[[image:DreadknightGatlingPsilencerZoomed.png|200px|right|thumb|Gatling Psilencer]]&lt;br /&gt;
The Psilencer on Crystal Meth. The &#039;&#039;other&#039;&#039; available ranged Force weapon.&lt;br /&gt;
&lt;br /&gt;
A Gatling Psilencer is a far more powerful version of the regular Psilencer. Far too large for a single Grey Knight, it is reserved for the infamous baby carriers known as the [[Nemesis Dreadknight]]. This is used for those extra large Daemons that just won&#039;t die in a single barrage of mind bullets and holy promethium. The mechanics of the Gatling Psilencer is similiar to its smaller kin, but obviously mounts more barrels and a larger focusing crystal for even bigger mind bullets.&lt;br /&gt;
&lt;br /&gt;
On the crunch (7th ed), it is basically similiar to the regular Psilencer but it pumps out 12 shots with Force, making it more [[Dakka]] and more chance to mulch swarm armies. Unfortunately, despite the increased size, [[Wat|it is still only a S4 AP- weapon.]]&lt;br /&gt;
&lt;br /&gt;
In 8th ed, the new psychic stratagem called &#039;&#039;&#039;Psychic Onslaught&#039;&#039;&#039; makes Gatling Psilencers, Psilencers, and regular and Heavy Psycannons absolutely brutal towards regular infantry and can even scratch high Toughness models due to the number of shots it can shit out. The Gatling Psilencer like its smaller sibling has been buffed due to the fact that bolters no longer have AP.&lt;br /&gt;
&lt;br /&gt;
===Psi-Cannon===&lt;br /&gt;
[[File:Psi-Cannon.JPG|200px|right|thumb|Psi-Cannon]]&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the]] [[Psycannon]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Psi-Cannon or more formally known as the &#039;&#039;&#039;Sinistramanus Tenebrae&#039;&#039;&#039; AKA &#039;&#039;&#039;[[Edgy|The Left Hand of Darkness]]&#039;&#039;&#039;, is the [[Dick|big dick]] of Imperial Force Weapons. Akin to the Eldar Psychic Lance and possibly rivaling it in size, the Psi-Cannon is an Imperial weapon mounted exclusively on the [[Warlord-Sinister Pattern Battle Psi-Titan|Warlord-Sinister Psi-Titans.]]&lt;br /&gt;
&lt;br /&gt;
Although they look somewhat similar to a Volcano Cannon, the Psi-Cannon is a device that allows it to focus the psychic antipathy of the dozens of bounded psykers within the Titan itself. When it fires its psychic discharge, rather than a simple psychic attack like force lightning or pyromancy, the Psi-Cannon creates a massive bolt of darkness which is akin to a Warp breach of sheer psychic spite. Due to this, it is somewhat similar in function to a [[Warp Weapons|Vortex Weapon]] than traditional Force Weapons.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this thing is the proverbial [[Rape|rape machine of ALL rape machines,]] which is one hell of a feat. In 5th Edition, the Psi-Cannon is a [[Anal circumference|multi-attack Strength D weapon of various psychic ass lube.]] When it attacks, it comes in three circles of [[Cheese]]. In the outer circle, it creates a Posion 4+ to any unit within the area. In the middle circle it has the Fleshbane rule. Finally, in the innnermost circle, it is essentially the equivalent of getting hit by a close range [[Deathstrike Missile Launcher]] AKA a Vortex, [[Rape|so even a good roll on the Destroyer table probably won&#039;t save you.]] Oh yeah, it also has an AP 3/2/1 for its respective ranges, but that shit is irrelevant compared to the psychic shit storm that would make even [[Magnus the Red|Magnymagick]] blush with envy.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Squats=&lt;br /&gt;
==Close-Combat Force Weapons==&lt;br /&gt;
===Ancestral Ward Stave===&lt;br /&gt;
[[File:Ancestral_Ward_Stave.JPG|250px|right|thumb|Ancestral Ward Stave]]&lt;br /&gt;
The quintessential bonk stick.&lt;br /&gt;
&lt;br /&gt;
The Ancestral Ward Stave is the primary weapon and equipment used by the [[Leagues of Votann]]&#039;s [[Grimnyr]]. A type of Barrier-Tech weapon which is a form of quasi-psychic technology. These hard, dense-looking walking canes has special psychic materials that allows the Grimnyr to safely utilize the [[Warp]] without going [[Chaos|batshit crazy.]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Grandpa&#039;s walking stick counts as a S+3 AP-2 Dd3 close-combat weapon. Your Grimnyr gets this. It&#039;s not bad, but it is probably best used so your bearded geezer can finish a weak opponent off.&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Chaos=&lt;br /&gt;
==Close-Combat Force Weapons==&lt;br /&gt;
===Divining Spear===&lt;br /&gt;
[[File:Divining_Spears.JPG|200px|right|thumb|Divining Spear]]&lt;br /&gt;
&lt;br /&gt;
A Chaos Singing Spear.&lt;br /&gt;
&lt;br /&gt;
Divining Spears are Chaos weapons, used by the [[Tzaangor Enlightened]] and are tuned to hit predetermined victims. When they are thrown, they emit humming reverberations that grow louder as they near their targets.&lt;br /&gt;
&lt;br /&gt;
In the 8th Edition of the Thousand Sons Codex, the Divining Spear is the primary weapon of the aforementioned Tzaangor Enlightened. These nasty little fuckers are a S+1, AP-1, D1 weapon that can be increased to D2 on the charge.&lt;br /&gt;
&lt;br /&gt;
Combine this with the auto-wounding ability of the Enlightened and you get a weapon that is a nasty surprise for vehicles and monsters.&lt;br /&gt;
&lt;br /&gt;
===Achea Khopesh===&lt;br /&gt;
[[File:Achea_Khopesh.PNG|200px|right|thumb|Achea Khopesh]]&lt;br /&gt;
An old [[Thousand Sons]] force weapon.&lt;br /&gt;
&lt;br /&gt;
The Achea Khopesh or Achea Force Sword or Achea Blades is a type of Force Sword and one of the first force weapons of its type that was developed by [[Magnus the Red]] during the [[Great Crusade]] and [[Horus Heresy]]. These uniquely designed blades ignored shields and its force capabilities means it can do anything from cleaving apart targets or covering it in [[Awesome|either warpfire or lightning]] like in [[Dark Souls]]. These weapons use a mesh of psycho-conductive filament worked into the surface of a adamantine blade to conduct the raw psychic fury of the wielder. Unlike more common force weapons, these refined devices allow only a lesser portion of the Psyker&#039;s will to be channeled through the weapon; a spiritual circuit-breaker that allows these weapons to be safely employed en-masse.&lt;br /&gt;
&lt;br /&gt;
The much larger Osiron Force Blade would later be based on the designs of the Khopesh. Unfortunately, after the Rubric, the Achea Khopesh fell out of use due to the fact that [[Khenetai Occult|95% of its users]] turned to [[Derp|dusty derp.]] At least the [[Scarab Occult|Sehkmet Terminator Cabal]] still wields them.&lt;br /&gt;
&lt;br /&gt;
Ruleswise, they count as conventional Power Swords, what they do is that they act as a vehicle for the Khenetai Occults to do their special Psychic check to gain +1 to Movement, Weapon Skill, and Attacks. The Scarab Occult also have them, albeit it is slightly longer and it is treated more like a Power Axe.&lt;br /&gt;
&lt;br /&gt;
===Commune Stave===&lt;br /&gt;
[[File:Commune_Stave.PNG|250px|right|thumb|Commune Stave]]&lt;br /&gt;
The cheap dollar-store knock-off you find in Walmart.&lt;br /&gt;
&lt;br /&gt;
The Commune Stave is the primary tool of communication as well as a symbol of religious authority for your cult of [[Lost and the Damned|Satanic Edgelords]]. Only used by a [[Cult Demagogue]] in a [[Dark Commune]]. The Demagogue uses the trapped [[Daemon]] as a form of psychic conduit for he/she to cast sorcerous prayers to his/her&#039;s cult members and is not really meant to be used as a weapon. These are the poor man&#039;s version of a [[Dark Apostle]]&#039;s [[Power Weapon#Accursed Crozius|Accursed Crozius]], only [[Fail|lamer in every way]]. And we don&#039;t just mean its value of quality, but also in the crunch too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, you definitely ain&#039;t using this as a close-combat weapon. AP-1, D3 staff with an S scaling. This ain&#039;t it chief, as you&#039;re unlikely to kill a god damned [[Grot]] in melee with this bonk stick. Rather, it is a support tool to cast either &#039;&#039;Faithful Flock&#039;&#039; which allows a unit to automatically pass a Morale test. It also allows the Demagogue to cast &#039;&#039;Dark Zealotry&#039;&#039; and &#039;&#039;Prayers to the Dark Gods&#039;&#039;. Overall, not a particularly good weapon other than for the looks.&lt;br /&gt;
&lt;br /&gt;
===Osiron Force Blade===&lt;br /&gt;
[[File:OsironBlade.png|200px|right|thumb|Osiron Force Blade]]&lt;br /&gt;
&lt;br /&gt;
[[Skub|Arguably]] the first Force weapon ever created by the Imperium.&lt;br /&gt;
&lt;br /&gt;
The Osiron Dreadnought was a specialized class of Contemptor Dreadnoughts that were once used by the [[Thousand Sons]] Legion during the Great Crusade and Horus Heresy. Osiron Dreadnoughts were created by the [[Primarch]] [[Magnus the Red]] himself, and each one had the mortally wounded remains of a Thousand Sons Librarian entombed within, his brain laced with a psychometric barrier.&lt;br /&gt;
&lt;br /&gt;
This allowed the Dreadnought to perform psychic abilities safely, and as such these Dreadnoughts were equipped with Force Weapons. The most commonly known Force Weapon used a massive curved Force Blade that featured an in-built Combi-Bolter loaded with Asphyx Shells.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether such weapons are still in use by the TS in the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Eldar=&lt;br /&gt;
==Close-Combat Force Weapons==&lt;br /&gt;
===Witch Blade===&lt;br /&gt;
[[File:EldarWitchblade.jpg|200px|right|thumb|Witch Blade]]&lt;br /&gt;
The most common Eldar Force Weapon and the most recognizable.&lt;br /&gt;
&lt;br /&gt;
Used by Eldar Seers, particularly [[Farseer]]s and [[Warlock (Eldar)|Warlock]]s and based on a long sword archetype, Witch Blades (or Witchblades) serve as Force Swords with a crystalline, helix shaped force crystal that is powered by the wielder&#039;s psychic power.&lt;br /&gt;
&lt;br /&gt;
Used to enhance and unleash the latent psychic power of the wielder, Witchblades are effective against all infantry targets; humanoid, xenos, beast or Daemon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:WarlockWitchbladeZoomed.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Singing Spear===&lt;br /&gt;
[[File:Singing_Spear_Eternal_Crusade.png|200px|right|thumb|Singing Spear]]&lt;br /&gt;
A Witchblade on [[Dick|Viagra.]]&lt;br /&gt;
&lt;br /&gt;
A Singing Spear is a force spear which will store psychic energy derived from an Eldar Seer, which the Seer will then throw at an opponent. Once it has struck its opponent, the Singing Spear will return to its wielder like Predator.&lt;br /&gt;
&lt;br /&gt;
Singing Spears obviously take the form of a long spear, thus providing greater striking range and penetrating power. However, since a Singing Spear is a two-handed weapon, its use in close combat is reduced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:FarseerSingingSpearZoomed.png&lt;br /&gt;
image:PrinceYrielSpearOfTwilight.png|&#039;&#039;Spear of Twilight&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Witch Staff===&lt;br /&gt;
[[File:Witch_Staff.PNG|200px|right|thumb|Witch Staff]]&lt;br /&gt;
The...[[Derp|&#039;&#039;staffier&#039;&#039;]] version of the Witch Blade.&lt;br /&gt;
&lt;br /&gt;
Witch Staves or Witch Staffs act similarly to a Force Staff in that it functions as a safe, psychic conduit for the Eldar to control and project his/her&#039;s powers over the battlefields among other psychic shenanigans. It is often used by some [[Farseer]]s as well as [[Way Seeker]]s from the [[Eldar Corsairs]]&#039; [[Voidscarred]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, in terms of the Way Seeker version, at D3/5 the staff is no power weapon and is only a bit better than using your fists. Don&#039;t use it as a close combat weapon.&lt;br /&gt;
&lt;br /&gt;
===Miststave===&lt;br /&gt;
[[File:Miststave.jpg|200px|right|thumb|Miststave]]&lt;br /&gt;
&lt;br /&gt;
The Miststave of the [[Harlequins]] is a traditional close-combat force weapon of the [[Shadowseer|Shadowseers.]] Crafted from psycho-reactive materials it can channel the psychic power of a wielder to crush the armor plates, flesh and bone of the enemies. Even a glancing blow of this weapon delude the victim clouding its mind with illusions and reducing sight to a slow-motion blur.&lt;br /&gt;
&lt;br /&gt;
The Miststave in 8th edition is the special melee weapon for the Shadowseer, it hits hard with +2S, -1 AP and D1d3. While -1AP is poor, the Shadowseer&#039;s 3 attacks let it do a surprising amount of damage up close for a Psyker, and D3 damage gives it a chance to splat other HQs.&lt;br /&gt;
==Ranged Force Weapons==&lt;br /&gt;
===Tormentor===&lt;br /&gt;
[[image:IncubusTormentorZoomed.png|200px|right|thumb|Tormentor]]&lt;br /&gt;
A very weird weapon, but its Dark Eldar so you shouldn&#039;t be &#039;&#039;that&#039;&#039; surprised.&lt;br /&gt;
&lt;br /&gt;
The final training of an [[Incubi|Incubus]] is to kill an [[Aspect Warrior]] and take his/her [[spirit stone]]. Said stone will then be used to make this thing you see here attached by the chest plate. A Tormentor unleashes a torturous neural wave that is, unsurprisingly, extremely painful (Hint: [[Khorne|it involves blood being boiled]]). A &#039;&#039;&#039;Bloodstone&#039;&#039;&#039; is a more powerful kind of Tormentor which is made from the spirit stone of an [[Exarch#WH40K|Exarch]].&lt;br /&gt;
&lt;br /&gt;
Don&#039;t tell us how this shit works though.&lt;br /&gt;
&lt;br /&gt;
Despite its fluff, back when they had rules it worked [[derp|exactly like a splinter pistol.]]&lt;br /&gt;
&lt;br /&gt;
===Eyeburst===&lt;br /&gt;
[[image:MedusaeEyeburstZoomed.png|200px|right|thumb|Eyeburst]]&lt;br /&gt;
Think of this as something like the Dark Eldar version of the Culexus Assasin&#039;s Animus Speculum...[[Edgy|but even more edgy]] (Which is quite the impressive feat mind you).&lt;br /&gt;
&lt;br /&gt;
The weird helmet-looking thing found on [[Medusae]]. A Medusae can open its host&#039;s steel visor and paralyze those under its gaze with a wave of raw anguish, plunging them into a coma from which there is no recovery. It is unknown what the Dark Eldar would do with these comatose bodies, unless they specifically have some [[Bullshit|techno-bullshit]] that can bring these victims out of their deep sleep and into a [[rape|surprise party.]]&lt;br /&gt;
&lt;br /&gt;
Also, they may or may not be responsible for feeding the Medusae some [[Wat|psychic brain fruit.]] Trust us, it gets even weirder afterwards.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Eyeburst used to be a rough analogue of a [[Flamer]], which should be unsurprising since it has always been described as shooting a &#039;wave&#039; of psychic terror. But with 8th edition, it is oddly not a Flamer anymore, the Eyeburst of the Medusae has 4 shots S4 with AP-2. Burns through armor well enough, but keep an Archon close for those rerolls to Hit because this thing does NOT hit automatically.&lt;br /&gt;
&lt;br /&gt;
===Psychic Lance===&lt;br /&gt;
[[File:WarlockTitanPsychicLance.png|200px|right|thumb|Psychic Lance]]&lt;br /&gt;
The largest force weapon known by the Eldar and possibly the largest force weapon to date.&lt;br /&gt;
&lt;br /&gt;
Psychic Lances are a type of Titan Close Combat/Ranged Combi-Weapon with a short-range attack used by [[Eldar Knight|Eldar Knights.]] However, a larger and more powerful variety can be found on the fabled [[Warlock Titan]].&lt;br /&gt;
&lt;br /&gt;
The Eldar psychic lance uses a short-ranged burst of psychic energy directed through a crystal mounted in the Knight&#039;s/Titan&#039;s visor. The resonance set up in the crystal acts to wipe out aggressive instincts from the creatures in its area of effect. This weapon was originally used by Exodites to pacify local wildlife, but the effect can be amplified to launch devastating assaults on the minds of sentient enemies.&lt;br /&gt;
&lt;br /&gt;
[[/d/|It also looks strangely phallic in appearance.]] [[NSFW|Like a dildo with warts.]] [[Slaanesh|Actually, fuck that, that just sounds nasty.]]&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Orks=&lt;br /&gt;
==Close-Combat Force Weapons==&lt;br /&gt;
===Wyrdboy Stikk===&lt;br /&gt;
[[File:Wyrdboy_Stikk.JPG|200px|right|thumb|Wyrdboy Stikk]]&lt;br /&gt;
&lt;br /&gt;
A Wyrdboy Stikk is a copper staff which [[Weirdboy|Weirdboys]] use to safely ground their excess psychic energy. It is usually a personal gift from the Weirdboy&#039;s superior, usually the [[Warboss]] himself and is often decorated with bells along with Weirdboy&#039;s clothes. It is the closest thing the Orks have to a Force Weapon.&lt;br /&gt;
&lt;br /&gt;
The staff is a great source of comfort to the Weirdboy as it means he can go about his daily life without suffering from sudden and unexpected outbursts of psychic energy. Unfortunately, this doesn&#039;t work all the time and Weirdboys still often form the focus for all sorts of unexplained activity. While it might not save his life, the bang may be of a lesser magnitude than it might otherwise have been.&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Sonic_Weaponry&amp;diff=436648</id>
		<title>Sonic Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Sonic_Weaponry&amp;diff=436648"/>
		<updated>2023-05-30T21:05:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Sonic_Dreadnought.jpg|300px|thumb|right|A [[Dreadnought]] of the Emperor&#039;s Children armed with a Blastmaster and a Doom Siren.]]&lt;br /&gt;
{{Topquote|My Emperors Children, what sweet music they make.|[[Fulgrim]] on the eve of the [[Drop Site Massacre]]}}&lt;br /&gt;
&lt;br /&gt;
[[Chris-Chan|No, not like that.]]&lt;br /&gt;
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One of the most exotic kind of weapons, sonic weapons emit [[Slaanesh|vibrations]] from sound waves of various frequencies in order to not just make your usual scrub&#039;s ear drums explode but also to disrupt anything they hit, shaking the target quite literally apart. Most commonly used by the [[Emperor&#039;s Children]], the [[Eldar]] make use of them as well. (A good idea would involve Ork [[Ork#Rokkaz|Goff Rokkaz]] and Orky sound Kannons called ‘ead popperz.)&lt;br /&gt;
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==Noise Marine Weaponry==&lt;br /&gt;
[[File:Noise Marine.jpg|200px|thumb|left|THINGS SHALL GET LOUD NOW.]]&lt;br /&gt;
The warbands of the Emperor&#039;s Children (and [[Noise Marines]] in general) use sonic weapons with great frequency, and sport three variations of the weapon. Back in the 80s, these weapons were stylized to resemble electric guitars and keytars, making Noise Marines look like psychotic weaponised hair metal bands. This awesomeness, alas, gave way to more &amp;quot;modernistic&amp;quot; fancy guns around 4th edition.&lt;br /&gt;
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===Sonic Blaster===&lt;br /&gt;
[[File:Sonic_Blaster.png|150px|right|thumb|Sonic Blaster]]&lt;br /&gt;
The basic weapon employed by Noise Marines, it fires blasts of sound capable of tearing through targets with the force of a [[Bolter]] via wave after wave of devastating harmonics, best suited to mowing down infantry hordes, but fired en masse, is capable of stripping wounds off vehicles and monsters.&lt;br /&gt;
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For some reason, instead of firing off invisible sound waves like a real life audio weapon would or any other 40K Sonic weapon for that matter, the Sonic Blaster along with the rest of the Noise Marine&#039;s Sonic armory fires off [[Wat|purple energy of audio disruptions.]]&lt;br /&gt;
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The weapon can unleash short riffs or long, discordant wails. A twin-linked and enlarged version of the weapon is used by Chaos Sonic Dreadnoughts.&lt;br /&gt;
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===Blastmaster===&lt;br /&gt;
[[File:Blastmaster.jpg|200px|right|thumb|Blastmaster]]&lt;br /&gt;
The Blastmaster (no, not those fancy toy guns you get from the 90&#039;s) is the Sonic Blaster turned up to 11 (herro!). It produces a throbbing bass note which is strong enough to burst eyeballs and rupture organs. At different frequencies the weapon can have different effects, either harming individuals with a varying frequency or destroying an entire area with a single pulsing frequency, more details on this firing setting can be read below.&lt;br /&gt;
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It can fire on two settings: the varied frequency setting can be fired similarly to a heavy bolter, even on the move, though it has a slightly slower rate of fire; the single frequency setting turns it into a straight up heavy weapon that can project its ROCK over a significant target area that can damage light and medium vehicles, and kill several Space Marines outright. Despite its name it has nothing to do with Master Blaster, who is [[awesome]] in other ways.&lt;br /&gt;
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===Doom Siren===&lt;br /&gt;
[[File:DS.JPG|200px|right|thumb|Doom Siren]]&lt;br /&gt;
The Doom Siren (also known as the Angry/Agony Organ) is a backpack-mounted/helmet-mounted/why-not-both-mounted device that can weaponize the warcries of the wearer, turning his [https://www.youtube.com/watch?v=Nq_r19xoKJE facemelters] into literal [http://www.youtube.com/watch?v=4RCI8D8avGI facemelters].&lt;br /&gt;
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It&#039;s basically a miniaturized and weaponized Dirge Caster or the Chaos version of a Banshee Mask.&lt;br /&gt;
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The device is made up primarily of an arrangement of tubes around their helmets which can project short-ranged sonic attack and amplify the war cries of the bearer into a devastating sonic scream which spreads out in front of the charging Marine. However, certain Noise Marines must have their armor specially modified and fitted for it to be used properly.&lt;br /&gt;
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More often than not, some Noise Marines would get a bunch of Doom Sirens and connect it on their backs for triple the fun. It is the spiritual successor of the Sonic Shrieker.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Doom_Siren.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Sonic Shrieker===&lt;br /&gt;
[[File:Sonic_Shrieker.jpg|200px|right|thumb|Sonic Shrieker]]&lt;br /&gt;
A piece of utility wargear rather than an offensive weapon, this [[Great Crusade]]-era implant was a Laer-derived implant, giving those equipped an advantage by inflicting a -1 WS debuff to enemy models in base contact that aren&#039;t immune to Fear. This implant doesn&#039;t make an appearance a few years down the line, either being empowered by the Chaos God Slaanesh probably led to this wargear being phased out as the Crusade built up, or was possibly &amp;quot;upgraded&amp;quot; and incorporated into the Emperor&#039;s Children implantation process for further generations of [[Noise Marines|sick fucks]].&lt;br /&gt;
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By function, the Sonic Shrieker is in essence a diminutive version of a Doom Siren, the Sonic Shrieker can be used to unleash a brief but potent sonic barrage upon an opponent at close quarters, disorienting him, and leaving him open to a killing blow. A Sonic Shrieker can only be fitted to a Power Armour Helmet (which it is &amp;quot;rumored to draw its origins from xenos technology&amp;quot; - a pretty clear reference to the infamous masks of the [[Eldar]] Howling Banshees), for it required being connected to the miniature fusion reactor from the armor&#039;s backpack in order to fire, and even then, the Shrieker needs the [[Fail|better part of an hour to build up enough energy to fire once more when discharged.]]&lt;br /&gt;
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===Kakophoni===&lt;br /&gt;
[[File:K.JPG|200px|right|thumb|Kakophoni]]&lt;br /&gt;
A weapon that was derived from the bizarre instruments commissioned by [[Remembrancer]] Bequa Kynska for her opera for the Emperor&#039;s Children (or &#039;&#039;were&#039;&#039; those instruments, looted from the blood- and semen-stained stage), this was one of the first human made sonic weapons and was designed for [[FATAL|ear rape]] as well as [[Chaos|mind rape]]. They were able to unleash blasts of screaming discordant energy that can rupture flesh and [[What|incinerate metal,]] but their most terrifying ability was to open up the minds of those they touch to the horrors of the Warp as they also happen to be [[Force Weapons|PSYCHIC!]]&lt;br /&gt;
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This Great Crusade-era weapon was used by the Emperor&#039;s Children [[Kakophoni (Emperor&#039;s Children)|Kakophoni]] of the same name (the first recognizable Noise Marines), and they look like big sonic blasters, and can be thought of as prototypical blastmasters. This was a heavy weapon that had only one firing mode that was stronger than a blastmaster&#039;s varied frenquency setting, but could only fire twice and had Gets Hot!; but they had the bonus of having the capacity to inflict collateral damage to a squad that could kill most units outright.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kakophoni.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Heartstring Lyre===&lt;br /&gt;
[[File:Heartstring Lyre.JPG|200px|right|thumb|Heartstring Lyre]]&lt;br /&gt;
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A [[Derp|weaponized Harp]] from the new [[Slaanesh|Slaaneshi]] Herald known as the Infernal Enrapturess. Despite sounding like a rather [[Herp|lame musical instrument disguised as a weapon,]] (it&#039;s not even a lyre, It&#039;s a liar) the materials made for a Heartstring Lyre is (un)surprisingly [[Grimdark]]. Whilst the overall structure of the Harp is mundane, [[Grimdark|its strings are fashioned from the muscles and tendons of some poor sod whilst the sod himself acts as the instrument&#039;s base.]] This being Slaanesh, we ain&#039;t sure whether this is considered as some form of weird and unusual punishment, [[/d/|or as some form of weird kink and fetish.]] Or the most likely answer both.&lt;br /&gt;
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As a [[Daemon Weapon]], the Heartstring Lyre is actually a support weapon whose abilities are best attributed in strengthening nearby allies rather than outright killing the enemy. Sure it &#039;&#039;is&#039;&#039; a Sonic Weapon, but if you are not supporting the troops with this instrument, than you&#039;re wasting its potential.&lt;br /&gt;
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The Lyre has three unique abilities. The first is the friendly support variant which is called the &#039;&#039;&#039;Harmonic Alignment&#039;&#039;&#039;. Fluffwise; the music played by this instrument harmonically aligns the realm she is in to the realm of Slaanesh, allowing Slaaneshi daemons to manifest more easily upon the battlefield. What this means is that at the start of your hero phase, each friendly Infernal Enrapturess that is part of a Slaanesh army and on the battlefield generates 1 depravity point for her army.&lt;br /&gt;
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The second is called &#039;&#039;&#039;Discordant Dirsuption&#039;&#039;&#039; which is when the Daemonette plays a discordant music that is so intense it causes physical harm to those that are attuned to magic/warp stuff. Crunchwise, it allows successful casting re-rolls for enemy wizards/psykers that are within 24&amp;quot; of one or more models with this same ability. Oh yeah, also if the re-rolled casting roll is a double, than that psyker [[FATAL|suffers D3 mortal wound after the effects of any spell have been carried out.]]&lt;br /&gt;
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The third ability is called the &#039;&#039;&#039;Versatile Instrument&#039;&#039;&#039; which is stated that the Infernal Enrapturess can quickly switch between playing a swift medley of short notes, or a single massive blast of sounds. On tabletop, this translates to the Heartstring Lyre having two primary fire modes which is either the Cacophonous Melody (Range 18”/S4/AP-1/Dam 1/ Assault 6 that can wound a Marine on a 4+ and reduces their armor save to a 4+ save) or the Euphonic Blast (Range 24”/S8/AP-3/Dam 3/Assault 1 which is enough to take the last few wounds off tank armor or a monster). Both of them are a Blastmaster with half the range and [[Count as|counts as]] [[Wat|a missile weapon for some reason.]]&lt;br /&gt;
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===Dirge Caster===&lt;br /&gt;
[[File:Dirge_Caster.png|200px|right|thumb|Dirge Caster]]&lt;br /&gt;
Chaos Laud Hailers.&lt;br /&gt;
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The Dirge Caster is a broadcaster, which outputs a non-stop litany of Chaos. Incomprehensible and disturbing to all others, the sound enthralls and absorbs the followers of Chaos, driving out any uncertainty or doubt. The device also emits terrifying screams, wails, and howls to demolish and confuse the enemy. A Dirge Caster cannot be used on a vehicle that already has a Warp Amplifier installed. Dirge Casters can be used by all Chaos Vehicles.&lt;br /&gt;
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===8th Edition===&lt;br /&gt;
With the advent of [[Warhammer 40,000 8th edition|8th edition]], a few changes were made to the weapons:&lt;br /&gt;
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* The Sonic Blaster is 4 pt upgrade from the regular Boltgun: with the same 24&amp;quot; S4 AP0 D1 profile. But with Assault 3 making for a far more flexible weapon capable of 3 shots at 24&amp;quot; rather than one. While also allowing shooting after advancing. As a sonic weapon it denies the enemy bonuses to their saves due to cover. &lt;br /&gt;
* The Blastmaster has two firing modes either: 36&amp;quot; S4 AP-1 D1 Assault D6, or 48&amp;quot; S8 AP-2 DD3 Heavy D3, both of which ignore cover bonuses. Making it superior to a missile launcher in every way. In its assault mode it has 12&amp;quot; less range but AP-1. In its heavy fire mode its essentially a D3 Krak [[Missile Launcher]] that costs 5 points less. Blastmasters are not as powerful as they once were against power armor; but are far better against characters, Terminators, vehicles, and multi-wound models in general. Averaging 2 shots at S8 AP-2 D2, but possibly doing 9 damage in a single shooting phase, at 20 pts they cost 5 pts less than a Missile Launcher or [[Lascannon]]! The Varied Frequency setting will see far more use than in the past as well; averaging 3.5 S4 AP-1 D1 shots, with the potential for 6 shots, it&#039;s got a slightly better rate of fire than a Sonic Blaster, and a much-improved AP of -1.&lt;br /&gt;
* The Doom Siren is now a heavy flamer with 8&amp;quot; S5 AP-2 D1 Assault D6 that auto-hits, and does not allow cover bonuses for 8 pts.&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
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==Chaos Renegades==&lt;br /&gt;
According to the &#039;&#039;Tome of Excess&#039;&#039; for [[Black Crusade (RPG)|Black Crusade]], followers of Chaos (besides the Noise Marines) also make use of sonic weaponry, though its usage is still predominantly concentrated amongst Slaaneshi faithful.&lt;br /&gt;
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Unfortunately, there aren&#039;t any canon models, so proxies are often used as a place-in.&lt;br /&gt;
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===Ghibelline Shrieking Pistol===&lt;br /&gt;
[[File:Shrieking_Pistol.jpg|150px|right|thumb|Ghibelline Shrieking Pistol]]&lt;br /&gt;
This is the smallest known form of non-Legion sonic weaponry, discharging thrumming blasts of psychosonic energy. This bulky, pistol-sized weapon requires a backpack-mounted power source to operate, and its psychosonic discharges have destructive effects similar to the blasts of a [[Hellgun]]. In the Screaming Vortex, sonic weaponry is most associated with the world of Ghibelline. Sonic weaponry requires energy to function, rather than ammunition, so those renegades not blessed enough to have a suit of power armor to hook them into must wear power generating backpacks. The Shrieking Pistol is no exception.&lt;br /&gt;
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The Pirates of the Ragged Helix are mentioned as favoring this weapon for its ability to blast a target free of the limited gravity of their home range with a single shot, condemning the victim to an excruciating death as they spiral off into the depths of space. Before you ask, Ragged Helix have fucky physics where tiny asteroids with low gravity somehow have atmosphere and can support life.&lt;br /&gt;
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===Ghibelline Howler Rifle===&lt;br /&gt;
[[File:Howler_Rifle.png|150px|right|thumb|Ghibelline Howler Rifle]]&lt;br /&gt;
A sniper rifle that fires extremely accurate sonic blasts over long distances. Creating a distinctive howl earning its name.&lt;br /&gt;
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These weapons fire intensely focused and accurate blasts of high-pitched sound, but when used at their full power, they create an acoustic onslaught that causes the wielder - and anyone else nearby - to suffer uncontrollable bleeding from their ears. Ghibelline Howler Rifles are not to be confused with the similarly named Howler Rifles known to be used by the infamous [[Rak&#039;gol]] which are essentially a triple-barreled machine gun.&lt;br /&gt;
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===Ghibelline Hyperwave Clarion===&lt;br /&gt;
[[File:Hyperwave_Clarion.jpg|150px|right|thumb|Ghibelline Hyperwave Clarion]]&lt;br /&gt;
The most powerful sonic wave cannon to be carried by a non-Astartes heretic. This complex but sturdy weapon, crafted by the Ghibelline Hereteks, uses endlessly alternating frequencies of sounds that oscillate faster than matter can withstand to reduce bones to jelly, blast ferrocrete to powder and liquefy adamantine. Like the rest of the Ghibelline weapons, the Hyperwave requires a backpack to store its energy.&lt;br /&gt;
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As bulky as it is destructive, even an Astartes operator will find hauling this weapon around difficult.&lt;br /&gt;
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The word Clarion, by the way, means war bugle or siren, and has been used as a nickname for various guns throughout history. A fitting title for a weapon that is all three.&lt;br /&gt;
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===Shatterscream Rounds===&lt;br /&gt;
Originally a humble automated sentry alarm called a Screamer, Shatterscream rounds repurposes the clarions into makeshift ammo in an attempt to create a more portable and easily acquired form of sonic weaponry.&lt;br /&gt;
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==Imperium==&lt;br /&gt;
The Imperium is known to utilize audio weapons and tools in their mode of warfare. [[Adeptus Mechanicus|AdMechs]] and [[Sisters of Battle|Sisters]] are known users.&lt;br /&gt;
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===Proclamaitor Hailer===&lt;br /&gt;
[[File:Scrambler_Array_Staff.JPG|200px|right|thumb|Proclamaitor Hailer]]&lt;br /&gt;
The Proclamaitor Hailer is similiar to the Imperium&#039;s Laud Hailer. But rather than singing praises to the [[Emprah]], it sings praises to the [[Hive Mind|Star Gods]]. Wielded by the [[Clamavus]] and integrated into the suit, the Proclamaitor Hailer &#039;proclaims&#039; the arrival of the space locusts to the unwashed masses of a Imperium backwater planet. Proclamaitor Hailers are always paired with the [[Miscellaneous Weapons#Scrambler Array|&amp;lt;s&amp;gt;Scrambler Array&amp;lt;/s&amp;gt; DJ Record Player]] to further enhance its capabilities. Whilst the Hailer spread the word, the Scrambler Array fucks with the comms of loyal Imperial forces. In this aspect, the Scrambler Array and the Proclamator Hailer are both interdependent of one another, often acting as a single tool in function.&lt;br /&gt;
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On the other hand, the Proclamaitor Hailer can also psychically link up with the Cult&#039;s Patriarch, turning a giant glorified microphone into a deadly psychic screech that can make [[Psyker|Psykers]] shit themselves into oblivion and make normal units suffer ear bleeds.&lt;br /&gt;
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On tabletop, the Proclamaitor Hailer &amp;lt;u&amp;gt;&#039;&#039;&#039;IS&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Scrambler Array, as these two tools are one in the same. Enemy units cannot deep-strike within 12&amp;quot; of him, that three inches may not seem much but it does plug holes in your army and prevents any other special Stratagem or rule from appearing closer than 9&amp;quot; like, say, yourself. Also, the Clamavus can deal a mortal wound to a unit within 6&amp;quot; on a 6 from dropping his sick beats. Still, despite the Hailer being nothing more than a prop to the more useful and dominant Scrambler Array, it at least has an ability named....[[Derp|&#039;&#039;after itself.&#039;&#039;]] This ability is a passive one that gives every CULT units within 6&amp;quot; +1 to charge, leadership, and advance.&lt;br /&gt;
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===Seismic Cannon===&lt;br /&gt;
[[File:SeismicCannon.jpg|200px|right|thumb|Seismic Cannon]]&lt;br /&gt;
Despite its name, the Seismic Cannon is not meant to be used as a weapon. It is a type of construction and mining equipment used by the Imperium of Man and one of the more common tools found across the Galaxy. The Seismic Cannon is known for its weight, requiring a tripod to successfully operate; and is basically a technologically advanced, long range pickaxe. The distinctive pronged muzzle of a Seismic Cannon sends out pulsed bow waves of sonic force that can shiver a basilica wall into rubble and its most common use is blasting giant boulders into pebbles or demolishing a house in a few well placed shots. And just like its pickaxe ancestor can be swung at an opponent&#039;s skull in a pinch, the Seismic Cannon can be re-purposed as a weapon to turn the internal organs of living targets to mush. The rank-and-file troops from [[Genestealer Cult|Genestealer Cults]] are the most frequent users, with the earlier generations of hybrids finding that having three arms helps to make it more portable.&lt;br /&gt;
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===Heavy Seismic Cannon===&lt;br /&gt;
[[File:HeavySeismicCannon2.jpg|200px|right|thumb|Heavy Seismic Cannon]]&lt;br /&gt;
A much bigger variant of the normal Seismic Cannon.&lt;br /&gt;
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Like the Seismic Cannon, the Heavy Seismic Cannon is a common construction equipment used by the Imperium of Man. In this case, the Heavy Seismic Cannon is used against materials that can withstand the sonic impact of even the regular Seismic Cannon. Such materials may include diamonds, gems and other super dense composites.&lt;br /&gt;
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Due to its large size and heavy and awkward firing position, the Heavy Seismic Cannon is only used on heavy utility vehicles that can mount such weapons and withstand the sonic backlash of these guns, the most common carrier of the Heavy Seismic Cannon is the [[Goliath Truck|Goliath Rockgrinder]] vehicles.&lt;br /&gt;
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===Laud Hailer===&lt;br /&gt;
[[File:Laud_Hailer.jpg|200px|right|thumb|Laud Hailer]]&lt;br /&gt;
Not really a weapon per se, Laud Hailers are used by the Adepta Sororitas Sisters of Battle and the Ordo Hereticus as devices intended to spread faith in the God-Emperor and make the Heretics [[Shit Twinkie|shit themselves a new one]] [[Heresy|or bore them to death like a Sunday morning prayer.]] &lt;br /&gt;
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Proclaiming the power of the Emperor in heavenly tones, Laud Hailers fill the enemies of Mankind with dread. These devices can be used by the Adepta Sororitas Rhino, Immolator, and Exorcist vehicles. These are usually shaped like a small angel holding a trumpet, where the trumpet contains the device&#039;s sound projection system.&lt;br /&gt;
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Occasionally, they can also be used in a more portable form by the [[Sage#Sister Dialogous|Sister Dialogous]] which is shaped like a giant [[Derp|staff/microphone/spoon.]]&lt;br /&gt;
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In 7th Edition, Laud Hailers lets you reroll failed Act of Faith LD tests. Mathematically, it&#039;s more likely to let you succeed on an AoF than upgrading to a Superior would, and can potentially benefit multiple units.&lt;br /&gt;
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&amp;quot;Realistically&amp;quot;, Laud Hailers &#039;&#039;can&#039;&#039; be weaponized against daemons due to being able to use faith and holy prayers and such against them. But really, who honestly expects the Imperium to be smart enough to do that?&lt;br /&gt;
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===Transonic Cannon===&lt;br /&gt;
[[File:Transonic_Cannon.JPG|200px|right|thumb|Transonic Cannon]]&lt;br /&gt;
The Blastmaster of Imperium sonic weapons.&lt;br /&gt;
&lt;br /&gt;
The Transonic Cannons is a type of large and heavy sonic weapon wielded by a [[Tech-Priest Manipulus]]. These big and chonky weapons is powered from the the bulbous augmentation of which, contains a galvanic cell, from which they can channel a powerful charge of divine Motive Force – the underlying current of all life. A charged shot from the Transonic Cannon could render armor and bone alike with a single blast.&lt;br /&gt;
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On the tabletop, the Transonic Cannon acts more like a AP-1 2D sonic flamer, which is hilarious seeing most sonic weapons have decent range. This makes the weapon a pretty deadly tool against MEQs, let alone GEQs Only available on the Manipulus. with the Transonic Cannon, the Manipulus can always advance and move 8-13 inches a turn and help assault squads by cleaning screens.&lt;br /&gt;
&lt;br /&gt;
In contrast to the more longer-ranged [[Gauss#Magnarail Lance|Magnarail Lance,]] which is designed to skewer vehicles, the Transonic Cannon is meant to complement the Manipulus CQC orientated loadout and other weapon systems.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Sonic Destructor===&lt;br /&gt;
[[File:Sonic_Destructor.jpg|200px|right|thumb|Sonic Destructor]]&lt;br /&gt;
The smaller version of the Sonic Disruptor.&lt;br /&gt;
&lt;br /&gt;
The Sonic Destructor is a type of super-heavy Sonic Weapon used by the Adeptus Mechanicus. Deployed on the [[Ordinatus|Ordinatus Ulator]], the kid son of the Ordinatus Mars (Which also coincidentally mounts the much bigger Sonic Disruptor); it is a terrifying weapon whose origins lie in the shadows of the Age of Strife. In battle the Sonic Destructor generates a wave of annihilation that wreaks havoc across the battlefield.&lt;br /&gt;
&lt;br /&gt;
In the [[Horus Heresy]] tabletop, this big ass sonic projector will have people [[RAGE|kicking you in the nuts every time you shoot it.]] [[Cheese|72&amp;quot; Range, Strength X, AP2, Pinning, Armourbane, Instant Death, Ignores Cover, Ulator Sonic Wave.]] [[Powergamer|Place down a Massive blast template(7&amp;quot;) at the edge of the hull.]] Direct it at an enemy (Has to be enemy first and can hit friendlies) and draw a straight line using the Massive blast template. Anything that gets partially touched by it takes a hit from the following Table. [[Cheese|(This also includes Flyers. Yes. Even Flyers.)]]&lt;br /&gt;
&lt;br /&gt;
===Sonic Disruptor===&lt;br /&gt;
[[File:Sonic_Disruptor_2.jpg|200px|right|thumb|Sonic Disruptor]]&lt;br /&gt;
The Sonic Destructor&#039;s father and the biggest Sonic weapon to date.&lt;br /&gt;
&lt;br /&gt;
A Sonic Disruptor is a massive weapon used by [[Ordinatus|Ordinatii,]] the massive, one-of-a-kind war machines of the Centurio Ordinatus, that utilizes unique technology to produce sound waves which resonate across the battlefield, crumbling buildings, shattering bones, bursting organs and causing electronic equipment to explode as the wall of sonic energy passes over enemy forces.&lt;br /&gt;
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The frequency of audio sound used by the Sonic Disruptor ravages those who fall victim to it, from a subsonic rumbling that tears buildings apart to a supersonic squall that pierces eardrums and flays skin from flesh. The Sonic Disruptor scales repeatedly up and down these frequencies, causing a blast of sonic energy that rolls forward like a force wave from a massive conventional explosion. Hiding in cover is of little use, since woods and rubble are just blown apart and walls simply amplify the sonic wave if they are not shattered. Even the weighty armor of a [[Titan (Warhammer 40,000)|Titan]] or the reinforced buttresses of a stronghold provide little protection against the wrath of a Sonic Disruptor, the first of which was deployed by the Ordinatus Mars. Targets protected by energy fields such as Void Shields will lose one shield to the sonic wave before it passes.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
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==Eldar==&lt;br /&gt;
The Eldar employ a number of sonic weapons as well.&lt;br /&gt;
&lt;br /&gt;
===Banshee Mask===&lt;br /&gt;
[[File:Banshee_Mask.png|200px|right|thumb|Banshee Mask]]&lt;br /&gt;
The quintessential bitch mask. A Banshee Mask is a sonic weapon of terror worn by the [[Howling Banshees|Howling Banshee]] [[Aspect Warriors]].&lt;br /&gt;
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The mask uses a special psychosonic amplifier, turning the Banshee&#039;s raging battle cry into a devastating psychic barrage. Enemies exposed to this psychic scream suffer momentary paralysis as their central nervous system is flooded with psychic energy, making them easy prey for the Banshees. Eldar Autarchs who have mastered the Howling Banshee war path still often utilize these masks when fighting in close quarters combat.&lt;br /&gt;
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Basically the sonic version of the Striking Scorpion&#039;s Mandiblaster&#039;s pew pew.&lt;br /&gt;
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[[Autarch]]s can wear them as well if they completed the Path and they choose to keep the mask in their future endeavours.&lt;br /&gt;
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===Vibro Cannon===&lt;br /&gt;
[[File:Vibro_Cannon_2015.jpg|200px|right|thumb|Vibro Cannon]]&lt;br /&gt;
A peculiar weapon, the Vibro Cannon builds up a charge inside itself, and then lets it fly to rip things (and people) apart. The Vibro Cannon uses [[meme|multiple successive devastating sonic blasts]] to kill things, so the longer it stays on a target the more dead the target becomes. Comparable to the weapons used by the [[Noise Marines]], except &#039;&#039;they&#039;&#039; use a single note or riff, instead of killing the enemy with dubstep. Essentially, the Vibro Cannon is like an opera singer using her voice to shatter a wine glass, whereas a Sonic Blaster is more like sitting right in the front row of a death metal concert and going completely insane in the process. They can also combine with other Vibro Cannons to deal even more damage. As you might guess this weapon has been the butt of many a joke thanks to its name, and just as well it sounds approximately like something the Noise Marines would use, though [[Dark Eldar|don&#039;t tell an Eldar that...]]&lt;br /&gt;
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===Sonic Lance===&lt;br /&gt;
[[File:Sonic_Lance_2.JPG|200px|right|thumb|Sonic Lance]]&lt;br /&gt;
The Sonic Lance is a sophisticated Eldar sonic weapon which uses resonant sonic waves, the same technology found in the smaller Vibro Cannon, to shake a target apart. Also known as a Tremor Cannon, this weapon can gouge great rents in the ground; weaponizing sonic waves to the extreme, the Sonic Lance can shake apart even Superheavy vehicles, flatten Space Marines within their power armor, and tear unprotected Guardsmen limb from limb.&lt;br /&gt;
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Due to its size this weapon can only be used by the [[Lynx]] super-heavy tank, or mounted on the [[Revenant Titan]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sonic_Lance.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
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==Orks==&lt;br /&gt;
The Orks only really have one proper sonic weapon to speak of, not including [[Screech_Squig|Screech Squigs]] and [[Ork#Shoutaz|Shouta]] [[Oddboys|Oddboyz]], but they&#039;re living things.&lt;br /&gt;
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===Rokker Shoota===&lt;br /&gt;
[[Image:Rocker_Shoota.JPG|200px|right|thumb|Rokker Shoota]]&lt;br /&gt;
The Rokker Shoota&#039;s otherwise known as Rok Guitars are basically an Orky version of the Chaos Sonic Blaster, and in fact some could even be [[Looted|looted]] ones picked up off the battlefield, Orks having no qualms using Chaos weapons. Unlike the Sonic Blaster however, the Rokker Shoota&#039;s designed to also be usable in close combat as a Rokker Choppa, so it&#039;ll typically still be guitar-shaped so it can be swung over the head like an axe, into the head of either a heckler in the audience or a [[Imperium_of_Man|Humie]] who can&#039;t appreciate propa &#039;&#039;&#039;Musik&#039;&#039;&#039;.&lt;br /&gt;
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Only ever played by skilled [[Goff_Rokker|Rokkaz]], despite Orks not caring how well they play. If they ride around in a [[Trukk]], it has to modelled after the &amp;quot;Doof Wagon&amp;quot; from Mad Max: Fury Road. This is not negotiable.&lt;br /&gt;
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Note that this only applies to old-school Rokker Shootaz; in their 8e revamp, they are a more mundane combination of a machine gun and a battle-axe built into a singular weapon that is also strung with guitar strings, allowing the Rokker to vary between playing music on it, blazing away at anyone within range, and swinging it like an axe at any git that annoys him.&lt;br /&gt;
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{{40k-Ork-Weapons‎}}&lt;br /&gt;
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==Star Wars==&lt;br /&gt;
Sonic weapons are a thing in &#039;&#039;[[Star Wars]]&#039;&#039;. They are far less common than blasters and generally less effective all-around, but have two important niches. Firstly they function underwater without receiving expensive modifications or being purpose built to do so, which is quite important in a galaxy full of water planets and aquatic species. The second, and rarer in-universe but common in the situations stories normally show, is that they are very effective against Jedi. While a lightsaber will reflect a blaster bolt and melt a slugthrower (firearm) projectile, a sonic blast isn&#039;t impeded at all. Thus they are common among people who expect to fight Jedi.&lt;br /&gt;
&lt;br /&gt;
Sonic Weaponry is one of the many things introduced for RPG purposes that spread to the rest of the expanded universe. They first appeared in &#039;&#039;Galladinium&#039;s Fantastic Technology&#039;&#039; and its follow up &#039;&#039;Gundark&#039;s Fantastic Technology: Personal Gear&#039;&#039; for [[West End Games]]&#039; &#039;&#039;[[Star Wars RPG]]&#039;&#039;, though there it&#039;s only a type of stun weapon. Sonic weaponry actually appears briefly in &#039;&#039;Attack of the Clones&#039;&#039;, but the concept is so generic it&#039;s doubtful it was based on earlier examples.&lt;br /&gt;
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[[Category:Chaos]]&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chem_Weapons&amp;diff=123149</id>
		<title>Chem Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chem_Weapons&amp;diff=123149"/>
		<updated>2023-05-30T21:04:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Chem weapons&#039;&#039;&#039; are any weapons that use chemicals (Either artificially or biologically) to break down organic or inorganic substances down to its basic, soupy elements. Basically, we are talking about acid here, the type that makes the Wicked Witch of the West scream, &amp;quot;I&#039;m melting!&amp;quot;. These weapons can also be derived from biological sources that rapidly accelerate decay, leaving whatever &lt;br /&gt;
they touch as a mass of liquified, rotted flesh. Typically the most common user of Chem Weapons are Tyranids, but they basically have their [[Tyranid Bio-Weapons|own page for that.]] The other common user are the [[Death Guard]], which is unsurprising given [[Nurgle]]&#039;s fondness for decay.&lt;br /&gt;
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Chem Weapons are often used as a &#039;cleaner&#039; counterpart to [[Flamer|Flamers]], as most chem acids are so powerful that the resultant victim is reduced to liquefied carbon composite that can be washed away with a spray of water. Furthermore, acids have the chance of weakening certain materials, which makes it great against power armor. Of course, that also means that certain materials can be so resistant to that particular acid compound that they can just laugh it off like water. Additionally, Chem Weapons just don&#039;t have the same psychological impact as Flamers as well as the fact that they don&#039;t have the unique aspects on sucking any breathable air in an enclosed space. [[Phosphor Weaponry|Then again, nobody said that they]] [[Alchem Weapons|can&#039;t combine the aspects of both]]...&lt;br /&gt;
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==Imperium==&lt;br /&gt;
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===Gunk Bomb===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Gunk Bomb|Gunk Bomb]]&#039;&#039;&lt;br /&gt;
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===Choke Gas Bomb===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Choke Gas Bomb|Choke Gas Bomb]]&#039;&#039;&lt;br /&gt;
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===Chem-Thrower===&lt;br /&gt;
[[File:Chem-Thrower.JPG|200px|right|thumb|Chem-Thrower]]&lt;br /&gt;
A smaller version of the Chem Cannon. The Chem-Thrower is seldom used in the [[Imperial Guard]] due to the blowback effects that is notable for most chem weapons (The only reason why the Chem Cannon is used is because the Bane Wolf are front-line armoured units, far away from their comrades for the blowback to become problematic). However, for the hive gangs of [[Hive World|Hive Worlds]] like [[Necromunda]], nobody really gives a shit about safety procedures.&lt;br /&gt;
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[[House Escher]] [[Gang Matriarch]]s and [[Gang Sister]]s are the main users of the Chem-Thrower due to the fact that Escher deals with the manufacturing and export of [[Drug|drugs and other forms of chemicals]]. The Chem-Thrower is basically their rejected drug batches that have been &#039;&#039;weaponized&#039;&#039;.&lt;br /&gt;
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On tabletop, with Chem Alchemy it can become a fearsome, if expensive, weapon. It might be best to grab one of these mid-campaign when you know you can keep it effective with Elixirs. Otherwise it has the same caveat as a Flamer: keep it on a Specialist.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Chem-Thrower_Full.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Death Cloud Projector===&lt;br /&gt;
[[File:Death_Cloud_Projector_model.PNG|200px|right|thumb|Death Cloud Projector]]&lt;br /&gt;
Back in the [[Great Crusade]] and [[Horus Heresy]] days, the Death Cloud Projector was a [[Death Guard]]-exclusive chemical-spewing nasties and toxic-emitting weapons used by the [[Grave Warden]]s.&lt;br /&gt;
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This violation of the Geneva Conventions resembles Cataphractii exhaust vents, but instead of constantly exhausting waste chemicals and pollution they [[Nurgle|store it]] and mix it with a concoction made from [[Mortarion]]&#039;s personal [[Drug]]s that they can fart out in a concentrated cloud that can melt the hardiest of armour.&lt;br /&gt;
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On the tabletop, the Death Cloud Projector is a Flamer AP4 &#039;&#039;Poisoned (3+)&#039;&#039;. Use them if you want to melt entire crowds of enemies.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Death_Cloud_Projector_3.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Chem Cannon===&lt;br /&gt;
[[File:Chem_Cannon.jpg|200px|right|thumb|Chem Cannon]]&lt;br /&gt;
The main armament of the [[Bane Wolf]], the Chem Cannon smother their targets in broiling clouds of noxious gas that dissolve organic material in moments. The victims&#039; blood boils in their own veins and their flesh sloughs from one as the mixture of toxins do their horrific work before rendering even that down into a bubbling pool of rank, festering ooze.&lt;br /&gt;
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Unfortunately, the acidic clouds of a Chem Cannon are known to drift according to wind direction, [[FAIL|sometimes even back towards Imperial forces.]] So it is in the Commissar&#039;s responsibility to maintain at least a bag of chem resistant suits for his troops to survive.&lt;br /&gt;
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In 8th Edition, Chem Cannon wounds everything that&#039;s not a vehicle on 2s, with an improved AP-3 (at the cost of range, only 8&amp;quot;, and shot count, only 1d6 vs the Hellhound&#039;s 2d6). Between the wounding improvement and the AP improvement, this will outperform the Inferno Cannon against MEQ even before you account for its reduced cost - the range is the primary issue, as 8.1&amp;quot; charges will ignore it on Overwatch, and the secondary issue is that while it&#039;s obviously incredible against monsters and Primarchs especially, it&#039;s absolute garbage against vehicles, and utterly inferior to the Hellhound versus anything not MEQ or MC.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
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==Chaos==&lt;br /&gt;
===Blight Grenade===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Blight Grenade|Blight Grenade]]&#039;&#039;&lt;br /&gt;
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===Plaguespurter Gauntlet===&lt;br /&gt;
[[File:Plaguespurter Gauntlet.PNG|150px|right|thumb|Plaguespurter Gauntlet]]&lt;br /&gt;
The Plaguespurter Gauntlet or sometimes known as the Plaguespurt Gauntlet is the successor of the old [[Alchem Pistol]] used by the [[Deathshroud]]s from the [[Death Guard]].&lt;br /&gt;
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Like their forebears, the Plaguespurter Gauntlet is a wrist-mounted chemical weapon that resembles nothing more than a tube attached to a tanker filled with [[Nurgle]]&#039;s rot or [[Mortarion]]&#039;s toxic concoction to melt whoever is dumb enough to face a Deathshroud one-on-one. They have a short-range but it is the Deathshroud&#039;s only ranged weapon, so they are going to abuse the shit out of it.&lt;br /&gt;
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They are the smallest known Chem Weapon in the Death Guard&#039;s armoury.&lt;br /&gt;
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On the tabletop, they [[Count as|count as]] a [[Hand Flamer]], but a plague weapon, and if you take their Chimes of Contagion, once they reach max contagion range, targets will be down a point of toughness.&lt;br /&gt;
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===Injector Pistol===&lt;br /&gt;
[[File:Injector_Pistol.png|200px|right|thumb|Injector Pistol]]&lt;br /&gt;
Injector Pistols are the infamous weapon of Death Guard [[Biologus Putrifier|Biologus Putrifiers.]]&lt;br /&gt;
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These weapons are only used on subjects the Putrifier wishes to study the effects of his latest strain of plague on and are often carefully selected among the enemy on the battlefield. They fire their Injector Pistols into vulnerable spots such as exposed flesh, chinks in armor and eye lenses before squeezing a concentrated dose of foulness into the target&#039;s body. A shot by an Injector Pistol injects a concentrated dose of Daemonic disease into the victim, causing him to erupt in explosive boils and clouds of flies.&lt;br /&gt;
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Those specimens whose deaths are especially fascinating are pierced with injector pistols once again, this time to extract whatever clotted foulness now passes for their blood, ready for later study.&lt;br /&gt;
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===Bile Spewer===&lt;br /&gt;
[[File:Bile_Spewer.PNG|200px|right|thumb|Bile Spewer]]&lt;br /&gt;
Technically not a flamer since it doesn&#039;t shoot fire but is still based on it. Papa Nurgle&#039;s forces doesn&#039;t use fire-based weapons because it doesn&#039;t leave anything for decay (since the flesh is burned off). Instead, his forces use &amp;quot;Bile Spewers&amp;quot;, weapons using the flamer as the base weapon but the promethium tank is instead replaced with a tank full of toxic substances that does the same job as a flamer (efficiently kill infantry anywhere, be it in cover or in the open) but leaves a chance for the target&#039;s corpse to rot and decay, just as Papa Nurgle would like it.&lt;br /&gt;
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Usually most players would swap the Bile Spewer for something better, but for a starting weapon, the Bile Spewer is a relatively decent weapon against horde armies and light to medium infantry. Even light vehicles aren&#039;t safe from this gun.&lt;br /&gt;
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So far, this weapon&#039;s been only featured in Dawn of War II and is a great alternative to the Imperial Guard&#039;s Bane Wolf. It was later added in the Death Guard codex as the Plague Belcher; in this form, its statline is similar to a flamer but has one extra inch of range- a seemingly small change, but one that greatly improves its effectiveness in overwatch.&lt;br /&gt;
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===Plague Belcher===&lt;br /&gt;
[[File:PlagueBelcher.jpg|200px|right|thumb|Plague Belcher]]&lt;br /&gt;
The Plague Belcher is a type of toxic weapon used by [[Death Guard]] Plague Marines.&lt;br /&gt;
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Although not much is known, the crunch makes it like a standard [[Flamer]], so we could speculate that the Plague Belcher is the spiritual successor of the old Bile Spewer we know and love. It has a relatively unique profile, with a much shorter barrel (Meaning shorter range than even the already short-ranged Flamer) but a larger tank to store all the nasties. All in all, it is what we call the Good Shit.&lt;br /&gt;
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Crunchwise, in 9th Edition, the Plague Belcher is a 9&amp;quot; range, Assault D6, S4, AP0, D1 weapon. Standard flamer but with 3&amp;quot; less range and the plague weapon special rule. Used to have greater range than a basic flamer but now that all weapons shared by Space Marines got updated we got left behind.&lt;br /&gt;
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===Plague Sprayer===&lt;br /&gt;
[[File:Plague_Sprayer.jpg|200px|right|thumb|Plague Sprayer]]&lt;br /&gt;
AKA, the Nurglite Water Hose. A Plague Sprayer is the primary weapon of the abominable Plague Marines of the Death Guard Traitor Legion known as [[Foul Blightspawn]]. These cruel and malignant warriors take sick pleasure in watching their victims suffer in the grip of Nurgle&#039;s plagues.&lt;br /&gt;
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On the field of battle, these foul servants of the Plague God spread putrescence and disease with their Plague Sprayers, which unleash a stream of stinking, infectious slime that is so potent that it can melt armor and flesh alike, rotting the souls of their unfortunate victims from within. The Plague Sprayer is attached to a contraption called the malignant churn, which the Blightspawn uses to mix and prepare his foul brew, stored in an &amp;quot;incubatum&amp;quot; worn on his back.&lt;br /&gt;
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On the tabletop, the Plague Sprayer is a 9&amp;quot; Assault 1d6 S2d6 AP-3 D3 Plague Weapon that autohits like a flamer, which means that with a good enough roll for its S and number of shots it can trash anything from MEQs to vehicles.&lt;br /&gt;
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If you want to go hunt monsters and tanks through making the most of his Plaguesprayer&#039;s high damage, than it is recommended to putt him near a Warlord with the Arch-Contaminator trait. You&#039;ve got a 40% chance with T7 and a 68% chance with T8 to wound on 5s. Otherwise the Foul Blightspawn is best suited to take care of medium-to-low toughness units with multiple wounds, like Characters or Terminators.&lt;br /&gt;
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===Bile Spurt===&lt;br /&gt;
[[File:Bile_Spurt.JPG|200px|right|thumb|Bile Spurt]]&lt;br /&gt;
The Bile Spurt is the literal orifice of the [[Myphitic Blight-Hauler|cutest little daemon engine you are gonna see]], that has been modified and turned into a weapon to literally vomit its contents out. The stomach contents of a daemon engine, let alone one from Nurgle should already be considered hazardous as fuck to the highest order, so being drenched in one [[Rape|is gonna do quite a number on your body.]]&lt;br /&gt;
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Do take note that the weapon is so obscure, that not even [[Lexicanum]] has a page for this. The only information we have on this thing is on its crunch as not even the Codex itself acknowledges this weapon&#039;s existence on its fluff.&lt;br /&gt;
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Crunchwise, the Bile Spurt is a S6, AP-1, D1, Assault D3 Plague Weapon. It could kill GEQs and wound MEQs with some ease, however, it should be used more as a support weapon to help assist fellow [[Death Guard]] allies. Since it is literally a vomit weapon, its range is shot at 12&amp;quot;, so you aren&#039;t hitting too far and should be reserved as a tertiary/emergency weapon just in case.&lt;br /&gt;
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===Plague Spewer===&lt;br /&gt;
[[File:Plague_Spewer.jpg|200px|right|thumb|Plague Spewer]]&lt;br /&gt;
The Bile Spewer&#039;s bigger brother. Plague Spewers are a type of Plague Weapon used by followers of Nurgle such as the [[Death Guard]]. They are one of the primary weapons of the elite [[Blightlord Terminator|Blightlord Terminators]], along with the Blight Launcher. They are pretty much the Nurglite equivalent to a Heavy Flamer.&lt;br /&gt;
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In terms of crunch, the Plague Spewer is the same as the Plague Belcher but with heavy D6 S5 and AP-1. The plague equivalent of the heavy flamer. Stronger, but keep in mind that you still can&#039;t shoot it after advancing, which is pretty important given your slow movement. It also come at an ungodly price of 19pts.&lt;br /&gt;
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Daemon Princes of Nurgle can now also bring a Plague Spewer, which makes up for not having a Warp Bolter, but still doesn&#039;t get Inexorable Advance, because Death Guard are bad at trait sharing; because the weapon automatically hits, this doesn&#039;t actually matter, but it&#039;s still massive [[Derp|derp.]] &lt;br /&gt;
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===Plaguespitter===&lt;br /&gt;
[[File:Plaguespitter.jpg|200px|right|thumb|Plaguespitter]]&lt;br /&gt;
Plaguespitters are the primary armament of the [[Foetid Bloat-Drone]]. [[Pretend|Despite looking a lot like a]] [[Lascannon]] in appearance, the Plaguespitter functions in a completely different way.&lt;br /&gt;
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Not much is completely known about the Plaguespitter other than the fact that its name heavily alludes that it fires off like a machinegun rather than the pinpoint accuracy of a Lascannon. Furthermore, it could be assumed that the bullets or projectile it fires are drenched in disease and corrosive chemicals. This is supported by the fact that the Plaguespitter functions a lot like a Pus Cannon, in that it uses the mashed remains of flesh-mower victims for excellent fuel. [[Grimdark|So in a sense, this gun fires projectiles made up of your dead and rotting friends.]] How pleasant.&lt;br /&gt;
&lt;br /&gt;
The above is now officially more or less confirmed. As the Bloat-drone or Plagueburst Crawlers slurps up diseased innards and maggot-thick mud through its strange metallic cables until its flesh starts to strains and pulsates, refining a hideous cocktail of hyper-concentrated toxic slime. Then, with a sudden spasm of regurgitation, the drone or Crawler squirts the resultant soup through its Plaguespitters, spraying it in great fans across the foe.&lt;br /&gt;
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On tabletop, the Plaguespitter is an assault D6, S6 weapon that can re-roll 1 to wound, making it quite the threat to normal infantry.&lt;br /&gt;
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===Blight Launcher===&lt;br /&gt;
[[File:Bile_Launcher_2.PNG|200px|right|thumb|Blight Launcher]]&lt;br /&gt;
Blight Launchers are a type of heavy Grenade Launcher used by Death Guard [[Blightlord Terminator|Blightlord Terminators]] and [[Plague Marines]]. This, along with the Plague Spewer is one of the primary range weapons of the Blightlords.&lt;br /&gt;
&lt;br /&gt;
Blight Launchers are basically the Nurglite version of Plasma Cannons as it primarily fucks up most types of infantry. As Plasma Cannons vaporize any disease upon impact, the Blight Launcher acts as a compensation for Papa Nurgle; hitting with roughly the same force as a Plasma Cannon whilst leaving a pool of toxic chemicals in which Papa Nurgle loves the best. How considerate of Nurgle.&lt;br /&gt;
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In terms of crunch, they are 24&amp;quot; Assault 2 S6 AP-2 D d3 plague weapons. A hard-hitting anti-infantry weapon that&#039;s also good against light vehicles. It can very well substitute plasma weapons if you want some more range in exchange with AP. It also has some really nice combo with Arch Contaminator. Now four points cheaper thanks to Chapter Approved!&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Blight_Launcher.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Heavy Blight Launcher===&lt;br /&gt;
[[File:HBlight_Launcher.png|200px|right|thumb|Heavy Blight Launcher]]&lt;br /&gt;
Take three normal Blight Launchers, duct tape them into a symbol of Nurgle and then [[Powergamer|supercharge]] that motherfucker. A Heavy Blight Launcher is a type of heavy Grenade Launcher used by the forces of the Death Guard Traitor Legion.&lt;br /&gt;
&lt;br /&gt;
This ugly piece of daemonic tech is capable of firing three armor-piercing blight shells at a time drawn from a rusting drum magazine in rippling volleys. This rain of disease-ridden shells can reduce a battle tank to a corroded, collapsing wreck in moments, or bring whole squads of heavily armored infantry such as Terminators to their knees.&lt;br /&gt;
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Furthermore, the Heavy Blight Launcher have a much higher rate of fire than the regular Blight Launcher, enabling to sustain a consistent volley of weaponized space herpes at the enemy. Hence, it acts more of a anti-tank weapon than a light artillery.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Heavy Blight Launchers are basically three normal Blight Launchers with 12&amp;quot; more range; considering that it&#039;s got a 4+ to hit, and can&#039;t get Inexorable Advance. This may &#039;&#039;seem&#039;&#039; like a mediocre option at best, but in practice, it is actually a lot better than you&#039;d think. 8th edition has many, many fast moving assault armies and plenty of units that can charge out of deepstrike to be on top of your fire support elements in the blink of an eye. Whilst other Death Guard units are too slow to react, move and counterattack a wide form of lightning bruisers like Assault Marines, Helldrakes and Flyrants; enter the Bloat Drone. The Plaguespitters are great, but if you need some long range fire support that can&#039;t get tied up by enemy assaults, the Heavy Blight Launcher has you covered. It can fly, its (important) stats don&#039;t go down as it takes damage, it&#039;s tough as nails for its cost, and it can play keep away with assault elements in the enemy army without sacrificing its usefulness.&lt;br /&gt;
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===Plagueburst Mortar===&lt;br /&gt;
[[File:PlagueburstMortarMini.jpg|200px|right|thumb|Plagueburst Mortar]]&lt;br /&gt;
The quintessential Chem artillery. The Plagueburst Mortar is the primary weapon of the [[Plagueburst Crawler]], a [[Daemon Engine]] that provides mobile artillery support to the Death Guard. These Plagueburst Mortars boast a parabolic fire arc and very good range, while the shells they fire combine high-radius explosives with lethal clouds of corrosive daemonic spores to inflict damage comparable to that of Imperial Demolisher Cannons. The drawback of this weapon is its inability to fire at targets that are closer than its minimum range. Every shot spreads billowing clouds of lethal spores amidst shock waves of fire and shrapnel.&lt;br /&gt;
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An area under sustained bombardment from these weapons can become so saturated with these spore clouds that it would become for all intents and purposes, [[Exterminatus|unable to support life again.]] Seriously, not even the rotting lifeforms of Nurgle could survive these clouds, these shells are baller as fuck. Daaaammmnnnn, these things make a Virus Bomb look as inept as a firecracker.&lt;br /&gt;
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Because of such extreme chemical affects. Armor provides scant protection, as these spores somehow [[Wat|chew through ventilator grills and enviro-seals, corrode the thickest adamantium plating, and wear through rockcrete layer by layer until they spill into even the deepest and most well-protected bunkers.]] These effects have made the Plagueburst Crawler a much-hated weapon of war. Enemies strive to destroy them at any cost, [[FAIL|while even the daemons of Nurgle look at them askance]]. After all, where the Plagueburst Crawlers strike, there can be no cycle of rebirth, no matter how foul. If all this sounds super [[Edgy]] to you, its because it is. Its creator is [[Mortarion|Ol&#039; Morty]] himself, and is crafted from such sheer bitterness that you have to wonder if [[Perturabo|another Daemon Primarch shared his notes]].&lt;br /&gt;
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On tabletop, the mortar is Heavy D6, S8, AP-2, Dd6 and can shoot at targets 12&amp;quot;-48&amp;quot; away, even if it cannot see them and it&#039;s also a Plague Weapon.&lt;br /&gt;
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===Rot Cannon===&lt;br /&gt;
[[File:Rot_Cannon.png|200px|right|thumb|Rot Cannon]]&lt;br /&gt;
The Rot Cannon is a large weapon similar in size to a Battle Cannon used by Imperial main battle tanks. The Rot Cannon is carried into battle by [[Plague Hulk]] [[Daemon Engines]] used by the Forces of Chaos.&lt;br /&gt;
&lt;br /&gt;
The weapon is an arcane device of unknown, although &amp;lt;s&amp;gt;possibly&amp;lt;/s&amp;gt; obviously daemonic origin and is fused to the end of the creature&#039;s right arm. The Rot Cannon belches out shells that are so impregnated with dark ichor and infection that a mere scratch from the weapon&#039;s bone fragments will immediately and agonizingly fester into a crippling injury.&lt;br /&gt;
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The Plague Hulk itself is a lumbering brute of rotting meat and metal, but its slow speed and large size means that it can&#039;t really afford to charge through an open battlefield even with its crazy Nurglite resilience. A battery of Basilisks Earthshaker Cannons can do a number on you, no matter how tough. Hence, the need for a Plague Hulk to have a range weapon such as the Rot Cannon is of much importance.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Rot Cannon is largely unchanged but with new stats, 36&amp;quot; Heavy D6, S6 AP-3 D2 and all wound against Infantry are rerolled (cool).&lt;br /&gt;
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===Pus Cannon===&lt;br /&gt;
[[File:Puscannon.jpg|200px|right|thumb|Pus Cannon]]&lt;br /&gt;
The biggest chem weapon to date short of Virus Bombs. The Pus Cannon is a disgusting weapon (And we mean &amp;lt;u&amp;gt;&#039;&#039;disgusting&#039;&#039;&amp;lt;/u&amp;gt;, just look at the fucking thing) made up of a biological tube mounted in a normal gun turret. This weapon is fed by two large rendering vats full of rancid lard and rotten meat. The Pus cannon fires a gob of this vile goo at the enemy. Those who aren&#039;t drowned in filth fall ill, and promptly die from a deadly bacterial infection. It is mounted on the Nurgle [[Plaguereaper]], a possessed Baneblade but could also be found on the [[Contagion]] and [[Nurgle Plague Tower]]. However, the latter two daemon engines are fixed mounted to the front, reducing the weapon&#039;s true capabilities.&lt;br /&gt;
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Like the smaller Plaguespitter, the Pus Cannon&#039;s ammunition refill works via dumping as much dead bodies in its two septic tanks as possible. The bodies then liquefy into a soupy goop of pure nasty before being discharged into the weapon&#039;s barrel.&lt;br /&gt;
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Due to the fact that the Pus Cannon looks like [[/d/|a dick with severe space genital warts and that it,]] for all intents and purposes, [[NSFW|ejaculate its thick, slimy juices at people.]] It is pretty flabbergasting that this phallic shit was not part of a [[Slaanesh|Slaaneshi]] armory instead.&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
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==Dark Eldar==&lt;br /&gt;
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===Liquifier Gun===&lt;br /&gt;
[[File:Liquifier Gun2.jpg|200px|right|thumb|Liquifier Gun]]&lt;br /&gt;
In simpler terms, they are the Dark Eldar&#039;s version of a Bile Spewer. More specifically however, Liquifier Guns are Dark Eldar weapons which spray a huge amount of potent acid that melt through body and armor alike. Minions of feared Haemonculi usually have built-in liquifier guns attached to their arms and by extention, their heavily mutagenic bloodstream from which they can fire their own acid-like blood onto the enemies.&lt;br /&gt;
&lt;br /&gt;
Just as its name implies, Liquifier Guns reduce biological and inorganic materials into a chemical soup as the chemicals within these weapons are so potent (Thanks to the advancement in biological and chemical technology of the Dark Eldar) that very few factions can rival it.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Liquifier Guns in 9E are simply [[Warpflamer|warpflamer]]s in every way.&lt;br /&gt;
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=== Destructor ===&lt;br /&gt;
&lt;br /&gt;
[[File:DE_Destructor.jpg|200px|right|thumb|Destructor]]&lt;br /&gt;
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The Destructor is a Dark Eldar weapon used primarily by [[Haemonculi]]. It resembles a long tube, with a cavity to slip one&#039;s hand into up to the elbow. The ammunition for the weapon is carried in a small container the Haemonculus wears, fed through a series of tubes. The Destructor sprays a wide stream of an incredibly corrosive organo-acidic compound when fired. This toxin can eat through any known armour, burn flesh, and once inside the target&#039;s system can cause, &amp;quot;blood vessel explosion or implosion; pharyngeal contraction; extensive haemolysis; skeletal disintegration; sclerotic corrosion; intercostal spasms; hyper-reacted thermoreceptors and chemoreceptors; Eustachian damage; retinal scarring; cardiac and respiratory atrophy and aqueous humor deprivation.&amp;quot; Or in layman&#039;s terms: severe bleeding, suffocation, red blood cell destruction, chemical burns, ear damage, and various flavors of your eyes going bye-bye.&lt;br /&gt;
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This device&#039;s effectiveness in combat has been confirmed time and again, with reports of a single Haemonculus able to decimate an entire squad of Space Marines with a single well-aimed volley, every man among them dying from sheer pain, or worse, leaving them alive but immobilized - blind, hideously burned, hemorrhaging blood from every orifice, wracked in unimaginable amounts of agony, helpless and in the twisted hands of the Haemonculi.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Death Guard]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Dark Eldar]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226627</id>
		<title>Gauss</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gauss&amp;diff=226627"/>
		<updated>2023-05-30T21:00:20Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;{{topquote|Only my RAILGUN can shoot it.|fripSide (&#039;&#039;[[Anime|A Certain Scientific Railgun]]&#039;&#039;)}}&lt;br /&gt;
FIRST AND FOREMOST: It is pronounced such that it rhymes with &amp;quot;house&amp;quot;.&lt;br /&gt;
[[Image:Railgun_explained.png|thumb|right|I&#039;VE BROUGHT SCIENCE!]]&lt;br /&gt;
&#039;&#039;&#039;Gauss&#039;&#039;&#039; is the last name of [[wikipedia:Carl_Friedrich_Gauss|Carl Friedrich Gauss]], one of the greatest mathematicians in history. His work in calculus was (and is) invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that &amp;quot;Gauss&amp;quot; is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word &amp;quot;gauss&amp;quot; in it.&lt;br /&gt;
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By the way, if an electromagnetic weapon doesn&#039;t have &amp;quot;gauss&amp;quot; in its name, it&#039;s a fair bet that it has the word &amp;quot;[[Tesla]]&amp;quot; in it, after another cool-sounding unit of magnetic field strength, itself named for [[wikipedia:Nikola_Tesla|Nikola Tesla]], a famed inventor and scientist who did cool stuff with electromagnetism.&lt;br /&gt;
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&amp;quot;Realistic&amp;quot; gauss weapons come in two flavours: rail-guns and coil-guns. &#039;&#039;&#039;Rail-guns&#039;&#039;&#039; (which are often mistakenly called &amp;quot;Gauss guns&amp;quot; in poorly researched sci-fi for the simple fact that both are electric guns) work by having a really long pair (or pairs) of conductive rails within the barrel, with a positive pole on the receiver end of conductor A, a negative pole on the receiver end of conductor B, and an electrically conductive projectile. When the projectile is placed and the railgun switched on, electricity flows through conductor B towards the end of the barrel, passes through the projectile, and returns in the opposite direction through conductor A, creating two magnetic fields of identical polarity around them. This makes the projectile act like a current-carrying wire in a magnetic field, which means the projectile experiences a [https://en.wikipedia.org/wiki/Lorentz_force#Force_on_a_current-carrying_wire Lorentz force] that moves it forward, like an electric motor that is unwound into a straight line; this one is in theory cheap to manufacture and capable of reaching awesome velocities, at the cost of being energy-hungry, needing to be really long and causing a lot of stress on the materials. It&#039;s not to be confused with the [[Peasant Railgun]]. &#039;&#039;&#039;Coil-guns&#039;&#039;&#039; work by surrounding the barrel with a sequence of coil magnets that are switched on to pull (&amp;lt;strike&amp;gt;and then reverse current to push&amp;lt;/strike&amp;gt; only pull because that&#039;s how magnetic response works in materials) the projectile. Since the projectile &amp;lt;strike&amp;gt;doesn&#039;t physically touch the mechanisms&amp;lt;/strike&amp;gt; touches the barrel for ballistic reasons but isn&#039;t trying to spot weld itself to it, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon &amp;lt;strike&amp;gt;is weaker than a railgun of the same current draw&amp;lt;/strike&amp;gt; has better theoretical efficiency but experiences high losses at higher muzzle velocities due to switching speed and timing issues. Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning.&lt;br /&gt;
&lt;br /&gt;
When used as a name, &amp;quot;Gauss&amp;quot; is capitalized. When used as a unit or adjective, &amp;quot;gauss&amp;quot; is usually lowercase (though the abbreviation for the CGS unit is a capital &amp;quot;G&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Real-Life ==&lt;br /&gt;
[[Image:Railgun.jpg|thumb|right|Who needs fiction when weapons this badass exist?]]&lt;br /&gt;
[[File:Navy railcannon.jpeg|thumb|right|Now capable of automatically loading rounds for letting out salvos.]]&lt;br /&gt;
[[File:Du8_uuovqaau-5p.jpg|300px|left|thumb|Ahhhh....looks like we are at the beginning stage of the [[Imperium of Man|Imperium of]] [[China|Han.]]]]&lt;br /&gt;
{{topquote|Velocitas Eradico&amp;quot; - &amp;quot;I, Speed, eradicate.|Motto of the United States naval railgun development program}}&lt;br /&gt;
&lt;br /&gt;
The US Navy has successfully tested 32-megajoule railguns. The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a 64-megajoule gun to test fire, but they lost funding. This might have to do with how they had to build an entirely new railgun after every third shot; the rails wear out quickly due to the &amp;lt;strike&amp;gt;heat the projectile produces, and no known material is heat-resistant enough to withstand being worn out in this manner and also capable of conducting electricity to allow the mechanism to work in the first place&amp;lt;/strike&amp;gt; ohmic heating combined with the mechanical effects of the projectile continually welding itself to the rails while the electromagnetic forces apply enough force to accelerate it anyway. You also need a really &amp;lt;strike&amp;gt;strong generator&amp;lt;/strike&amp;gt; fast discharge power storage system to provide enough power to operate the weapon. In any event, nobody foresees &amp;lt;strike&amp;gt;those problems&amp;lt;/strike&amp;gt; the rail destruction issue being solved anytime soon. Then again, the first flight occurred in 1903 and Sputnik was launched in 1957 (giving a difference of 54 years, well within a modern human&#039;s lifetime) so make of that what you will. &#039;&#039;&#039;Update:&#039;&#039;&#039; Recent reports have indicated that the rail destruction problems are getting better. They can now fire them about 400 times before having to replace them. Granted, the navy really wants a minimum of 1000 shots so they&#039;re still not at a level they want yet. But that&#039;s still an amazing efficiency upgrade, and in a pinch 400 time&#039;s is probably still combat viable since an Alaska cruisers main gun&#039;s lasted about 344 shots.&lt;br /&gt;
&lt;br /&gt;
On early February 2018, pictures showed that [[China]] became the first nation to mount a railgun on a naval warship. The Chinese People&#039;s Liberation Army Navy claims to have solved the power supply problem after extensive testing, and current intelligence reports suggest that Chinese warships could be equipped with railguns as early as 2025. The reports also note that the railgun is said to have a maximum range of 125 miles and fire shots that travel seven times faster than the speed of sound. Further sightings of Chinese warships equipped with railguns in 2019 have brought up the possibility that large scale field testing may begin within a year.&lt;br /&gt;
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If you see a carpenter using an &amp;quot;electric nailgun,&amp;quot; it&#039;s likely not actually a coilgun they&#039;re using, unless they have a &amp;quot;Solenoid-powered nailgun&amp;quot;, which are single-stage coilguns.&lt;br /&gt;
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Some consideration has been given to using gauss accelerators for space launches. Instead of building a bunch of rockets that you need to fuel, repair, maintain and discard you use as sequence of electromagnets to speed up a payload bit by bit until it reaches orbital velocity. Especially if you are on the moon or some other body without an atmosphere, this could be a good dependable option.&lt;br /&gt;
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== Rifts ==&lt;br /&gt;
In [[Rifts]], a &amp;quot;Gauss cannon&amp;quot; is just a synonym for &amp;quot;machinegun that does MDC damage.&amp;quot; The artwork for railguns always shows them as ejecting casings and being round, with no rails in sight ... it&#039;s not like anything else in Rifts even tries to be rational, so just roll with it.&lt;br /&gt;
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Alternate take: Gauss guns don&#039;t have rails and may look like guns with really beefy barrels (probably so if the electronics are armored. That doesn&#039;t explain the casings though. Actual railguns use a gunpowder charge or similar effect to get the projectile going since it will weld itself to the rails and stay there if it initially touches them at low speed or is already in contact when current is applied.&lt;br /&gt;
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== Traveller ==&lt;br /&gt;
In [[Traveller]], Gauss weapons are slugthrowers that use 3-5.5mm (.11 to .21 calibre) slugs or flechette needles. They&#039;re the preferred rifle and sidearm for TL12 armies (Tech Level 10 in GURPS Traveller); at this tech level, the preferred heavy weapons will be laser or plasma. Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers (gauss or not) are as much a hazard for the wielder as the target.&lt;br /&gt;
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== Warhammer 40,000 ==&lt;br /&gt;
[[Image:Oldschool_Tau_Broadsides.gif|right|thumb|220px|The only thing that made the old Broadsides different from the normal battlesuits were the huge Twin-linked strength 10 AP 1 guns.]]&lt;br /&gt;
Being set in the [[grimdark]] &#039;&#039;future&#039;&#039;, several [[Warhammer 40,000]] races use Gauss weapons.&lt;br /&gt;
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=== Tau ===&lt;br /&gt;
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The [[Tau]] use railguns as the primary heavy weapons on tanks and walkers.&lt;br /&gt;
&lt;br /&gt;
Rail Weapons are considered some of the most potent and fearsome weaponry employed by the Tau Empire. Rail weapons are linear accelerators that use super-conductive electrodes to accelerate a solid-shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact is capable of devastating damage on enemy vehicles.&lt;br /&gt;
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Usually, Rail weapons are (obviously) very powerful and capable of extreme penetration (as in real life) as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.&lt;br /&gt;
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====Rail Rifle====&lt;br /&gt;
[[File:RailRifle6.jpg|200px|right|thumb|Rail Rifle]]&lt;br /&gt;
Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a [[Tau]]-portable railgun weapon, called the &amp;quot;rail rifle.&amp;quot; It debuted in [[Warhammer 40,000: Fire Warrior]] as a prototype weapon; it soon got rules in [[Chapter Approved]], and by the next Tau Empire [[Codex]], it was a regular part of the Fire Caste&#039;s armory, used by [[Pathfinder Team|Pathfinders]] and drones as a sniper weapon. Incidentally, while it was in Chapter Approved, the Rail Rifle was subject to &amp;quot;Gets Hot!&amp;quot; like a Plasma Gun, but the Earth Caste improved the safety margins on it such that blowing up in the user&#039;s face is no longer a concern by the time of the 4th Edition codex. 6th edition further uplifted the rail rifle, turning it from Heavy to Rapid Fire and making it AP1, meaning it now could oneshot terminators and light vehicles, be fired on the move and even could be fired in full-auto.&lt;br /&gt;
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It is mentioned in the fluff that once Rail Rifles are advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds (and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it&#039;s not a long time to wait for), Tau command have plans to use them as standard issue Fire Warrior guns instead of pulse rifles. Come 8th edition they are still used only by Pathfinder teams. At least until a new Tau Codex comes out. If GW did do this they would either likely nerf its range to match up with the [[Lasgun]] and [[Bolter]] and increase the price to the same as a [[Plasma Gun]], OR give it to an elite new Tau unit analogous to the space marine Sternguard since, logically, a new weapon would not be available in large enough numbers for the whole army as they just started mass production so best give it only to the elites. Otherwise it would pretty much break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could. One would think that this would be possible as the Tau now have [[awesome|Plasma Shotguns]] but they [[derp|remain one of the few races without a one man flamer]].&lt;br /&gt;
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====Heavy Rail Rifle====&lt;br /&gt;
[[File:Heavy_Rail_Rifle.jpg|200px|right|thumb|Heavy Rail Rifle]]&lt;br /&gt;
A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau&#039;s primary railguns, though only moderately so (S8 versus S10). However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled (twin-linked) setup [[derp|increases its odds of hitting a target rather than its odds of wounding or total wounds deal after wounding]]. That said, it&#039;s still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last.&lt;br /&gt;
&lt;br /&gt;
====Railgun====&lt;br /&gt;
[[File:RailgunHammerhead.jpg|200px|right|thumb|Railgun]]&lt;br /&gt;
The Railgun is the iconic [[Tau]] heavy weapon, mounted on [[Hammerhead Gunship]]s (and &#039;&#039;[[Battlesuit]]s&#039;&#039;, in previous editions) to cause massive damage to enemy armor (72&amp;quot;, S10, AP1). At its most basic form the railgun is a linear accelerator using standing wave acceleration along a number of cylindrical superconductive electrodes surrounding a barrel (duh).&lt;br /&gt;
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A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot (nerfed to the S8 heavy rail rifle, see below, in their 6E codex), while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs. (Squad of guardsmen a turn anyone?)&lt;br /&gt;
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With the 9th Edition Tau Codex coming out soon these guns got a humble buff to &#039;&#039;&#039;72&amp;quot; S14 AP-6 D1d3+6 WITH AND ADDITIONAL FLAT 3 MORTALS WITH THE ENTIRE GUN ALSO IGNORING INVULNERABLE SAVES AND GETTING A REROLL TO HIT!&#039;&#039;&#039; Knights tremble before this gun and hide behind their terrain, praying to Big E that the tank it&#039;s attached to looks the other way. Though the stats are pretty damn good, Broadsides (with the Heavy Rail Rifle) outperform it when you throw in point costs. This makes the Railgun more of a psychological tool to strike fear into the previously mentioned Knights.&lt;br /&gt;
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====Heavy Railgun====&lt;br /&gt;
[[File:Heavy_Railgun.jpg|200px|right|thumb|Heavy Railgun]]&lt;br /&gt;
Because the regular railgun wasn&#039;t enough for putting down the really big targets (like [[Titan (Warhammer 40,000)|Titan]]s), the Earth Caste developed the &#039;&#039;&#039;Heavy Railgun&#039;&#039;&#039; (110&amp;quot;, SD, AP1) for their super-heavy vehicles. It was originally designed to blow up &#039;&#039;space ships&#039;&#039;, as Tau never expected anyone to be stupid or crazy enough to build a big enough land-based vehicle to justify this weapon&#039;s use against it.&lt;br /&gt;
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Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren&#039;t sane or reasonable. The [[Manta]] mounts two of these, while the [[Tiger Shark AX-1-0]] mounts a twin-linked pair. Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun&#039;s submunitions are [[rape|S7 AP3 and the blast is 10&amp;quot; across.]]&lt;br /&gt;
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====Heavy Rail Cannon Array====&lt;br /&gt;
[[File:HeavyRailCannonArray.jpg|200px|right|thumb|Heavy Rail Cannon Array]]&lt;br /&gt;
The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon Array is mounted on the KX-139 Ta&#039;Unar Supremacy Armour, and is designed to take down Super-Heavy vehicles and Gargantuan creatures, alongside any infantry which may be attempting to close in on the suit.&lt;br /&gt;
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The Heavy Rail Cannon itself possesses a longer range than the equally destructive Heavy Railgun topping out at 120&amp;quot;, S:D AP1, Ordinance (1), Blast (3&amp;quot;) however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself (roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures), and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies (36&amp;quot;, S:6 AP4, Apoc Barrage (4), pinning), in such a way that both weapons may be fired against different targets at the same time.&lt;br /&gt;
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====Starship Railgun====&lt;br /&gt;
[[File:TwinRailgun.jpg|200px|right|thumb|Starship Railgun]]&lt;br /&gt;
Exceptionally large and heavy Railguns mounted on the biggest [[Weeaboo]] vessels.&lt;br /&gt;
&lt;br /&gt;
Starship Railguns are the primary weapons for the [[Kor&#039;Vattra]]. Their ease of construction and maintenance of Railweapons among the Tau means that eventually, they were gonna supersize this and call it a day.&lt;br /&gt;
&lt;br /&gt;
All/most Starship-level Railguns are twin-linked for twice the [[Dakka|shooty power.]]&lt;br /&gt;
&lt;br /&gt;
Due to how common and ubiquitous these weapons are, these Railguns are analogous to the Imperial [[Macrocannon]]s, except, in a display of common sense, the Tau actually thought it was a good idea to mount them on a turret to fire anywhere, rather than restricting it to 17th century-level static broadsides. The primary advantage of this is that it allows Tau ships to basically fire anywhere, leaving no blind spots unlike the Imperial, Eldar, Dark Eldar, Orks or Chaos fleets. The downside of this is that because of the turret, they could not be compacted as much as Macrocannons, meaning that there are fewer Railguns per-ship than usual, ergo less [[Dakka]].&lt;br /&gt;
&lt;br /&gt;
====Heavy Starship Railgun====&lt;br /&gt;
[[File:BFGHeavyRailgun.jpg|200px|right|thumb|Heavy Starship Railgun]]&lt;br /&gt;
Because of course the fish faces didn&#039;t stop at &#039;&#039;just&#039;&#039; a ship-sized Railgun. For when they want to punch through something neat and clean, the Heavy Starship Railgun is a much bigger and longer weapon than your typical Starship Railgun.&lt;br /&gt;
&lt;br /&gt;
Owing to its longer barrel, the Heavy Starship Railgun are the largest version of Railweapon mounted on larger Tau spacecraft. Its size means that it can&#039;t be twin-linked, but it also means that it has a longer range and hits twice as hard. Only 3 Heavy Starship Railguns could be mounted on the largest of [[Tau Merchant Battleship]]s as they are the only ones with the power to use these things in numbers.&lt;br /&gt;
&lt;br /&gt;
Like its smaller brethren, it is mounted on a turret which allows it to hit anywhere. Although considered their analogue of a [[Nova Cannon]], the Heavy Starship Railgun does not deal the same level of catastrophic explosion as its Imperial counterparts, rather, trading balls-out firepower with consistent shooting and accuracy.&lt;br /&gt;
&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=== Necrons ===&lt;br /&gt;
[[Image:Necron_meme.jpg|thumb|right|Truer words have never been said.]] &lt;br /&gt;
The backbone of the [[Necron]] force are nominally gauss weapons which produce a magnetic field with the strength of several thousand Teslas. And then point it at something they don&#039;t like. They do this by producing an incredible voltage across the body and focus of the gun (hence its electric nature. Doesn&#039;t explain the green though.) and then driving a current across it using two charge-rich microdimensions (think Rick Sanchez&#039;s spaceship&#039;s battery), one in the focus and one in the body. The focus limits the volume effected since it&#039;s bad form to destroy everything around you including allies, enemies, rocks, atoms, yourself etc. The process is not perfect however, since charge fluctuations in the microdimensions translates to a varying strength of field which expresses itself as a non-uniform level of destruction from one moment to another. One second it can melt a [[Land Raider]], the next it might just have enough for a butterfly. You know, if you found butterflies in the middle of a Necron battleline. The third edition codex described the effect as a &amp;quot;beam&amp;quot; that instantly &amp;quot;pulled&amp;quot; the target towards the gun, one layer of molecules at a time. This gave the effect of flaying the target and the more powerful the gun, the quicker this happened and the more layers of molecules that were flayed with each shot. The beams are capable of stripping away almost anything, even ceramite armor and starship hulls, with ease.&lt;br /&gt;
&lt;br /&gt;
(Most sources don&#039;t bother with this fluff and just have Necron Gauss weapons fire distinctly un-Gauss disintegration rays in the form of green lightning.)&lt;br /&gt;
&lt;br /&gt;
In the Third Edition [[Codex]], Gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6. This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, Gauss weapons are once again a lot more dangerous to vehicles (three glancing hits -- which a full squad of 20 [[Necron Warrior]]s can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy ). That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property (anti-infantry effectiveness was moved to their new &amp;quot;[[Tesla]]&amp;quot; weapons). However with the advent of the 7th edition codex Gauss weapons have regained their auto-wounding on 6&#039;s, which wasn&#039;t much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.&lt;br /&gt;
&lt;br /&gt;
The closest thing IRL to Necron Gauss weapons are Plasma Railguns. Which shoot Ionized Gas instead of a solid slug. But don&#039;t expect BL writers or Games Workshop to use Google in order to fix their inaccuracies.&lt;br /&gt;
&lt;br /&gt;
====Gauss Flayer====&lt;br /&gt;
[[File:GaussFlayer.jpg|200px|right|thumb|Gauss Flayer]]&lt;br /&gt;
The trusty Gauss Flayer is the standard weapon (in fact, the only weapon(until the 9th edition that is)) wielded by [[Necron Warrior]]s. Gauss Flayers are rifle-like weapons used by Necron Armies. They consist of a metal stock, a transparent tube containing the unholy and unknown energy the weapon fires, and an axe-like bayonet underneath the muzzle.&lt;br /&gt;
&lt;br /&gt;
The weapons fire green, lightning-like beams at the enemy, which strip the targets away molecule by molecule. It is, supposedly, [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|extremely painful to be shot with a Gauss Flayer,]] and victims die as much from shock as the damage caused by the beams. The Gauss Flayer as pictured on the right, had the classic &#039;&#039;green rod&#039;&#039; look before it was superseded in 9th Edition by the more ornate type present in the other examples.&lt;br /&gt;
&lt;br /&gt;
Its stats are equivalent to the [[bolter]], with the additional &amp;quot;Gauss&amp;quot; rule mentioned above. [[Ghost Ark]]s and [[Doomsday Ark]]s mount an array of five of these guns on each side, while the [[Canoptek Doomstalker]] has a single pair of them for self defense.&lt;br /&gt;
&lt;br /&gt;
====Gauss Reaper====&lt;br /&gt;
[[File:Gauss_Reaper.jpg|200px|right|thumb|Gauss Reaper]]&lt;br /&gt;
A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter. The tradeoff is that it sacrifices range for increased hitting power. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Blaster.&lt;br /&gt;
&lt;br /&gt;
Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12&amp;quot; (i.e. the same as the rapid fire mode of the Gauss Flayer). This makes it a better fit for deep striking groups of warriors intending to get dropped in the backside of the enemy to roast them with green fire. For your mainline warrior blobs, it&#039;s more of a debate as getting all of them in range from the middle of the field is a greater hassle, and significantly weaker fire is better than no fire. Thankfully, you can mix and match within the unit.&lt;br /&gt;
&lt;br /&gt;
Until you consider the fact it has no cool axe head or proper beefy bayonet, which makes it objectively worse. At least it has 2 prongs.&lt;br /&gt;
&lt;br /&gt;
====Gauss Blaster====&lt;br /&gt;
[[File:GaussBlasterColor.jpg|200px|right|thumb|Gauss Blaster]]&lt;br /&gt;
A Gauss Flayer was given the [[Melta#Multi-Melta|Multi-Melta]] treatment, that is, get two of the same gun and then MacGyver all over it.&lt;br /&gt;
&lt;br /&gt;
The Gauss Blaster is the standard weapon of [[Necron Immortal]]s; Gauss Blasters fire more powerful beams than Gauss Flayers, and are extremely potent against infantry and light vehicles alike. Despite its looks, it should &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; [[Pretend|be confused]] with the Gauss Reaper.&lt;br /&gt;
&lt;br /&gt;
Necron Pariahs also make use of a form of in-built Gauss Blaster integrated into their Warscythes. Unfortunately, Pariahs [[Squats|no longer exists]] [[FAIL|thanks to this]] [[Matt Ward|loser,]] so the days of Warscythes-Gauss Blaster combo is a thing of long lost past.&lt;br /&gt;
&lt;br /&gt;
It is basically a Gauss Flayer with slightly improved strength and armor-piercing capability (FOUR microdimensions, for when you need several universes to simultaneously hate the same thing). A unit of [[Tomb Blade]]s can also choose to take twin-linked pairs of them to specialize in vehicle-hunting.&lt;br /&gt;
&lt;br /&gt;
====Gauss Cannon====&lt;br /&gt;
[[File:GaussCannon.jpg|200px|right|thumb|Gauss Cannon]]&lt;br /&gt;
The iconic weapon of [[Necron Destroyer]]s is their shoulder-mounted Gauss Cannon, however, both Catacomb Command Barges and Annihilation Barges are able to mount an underslung Gauss Cannon instead of their usual Tesla Cannon. In addition, Tesseract Arks can mount a pair as sponson guns, for extra MEQ-killing power.&lt;br /&gt;
&lt;br /&gt;
Though it&#039;s only as strong and long-ranged as a Gauss Blaster, it is overall a larger version of the Gauss Blaster and has four barrels, providing it with an even higher rate of fire and because of its mounting on a heavier base, it has greater power over a greater distance. Also due to its mount it is able to be fired and redeployed very quickly. It has more shots and will tear through all but the toughest armor suits.&lt;br /&gt;
&lt;br /&gt;
====Gauss Destructor====&lt;br /&gt;
[[File:Gauss_Destructor.JPG|200px|right|thumb|Gauss Destructor]]&lt;br /&gt;
A new weapon found in the [[Necron Destroyer#Lokhust Heavy Destroyer|Lokhust Heavy Destroyer]]. The Gauss Destructor seemed to largely replace the Gauss Cannon or Heavy Gauss Cannon as its spiritual successor. Unlike its predecessors, the Gauss Destructor is not shoulder-mounted, instead, it is held by three hands like any Genestealer heavy weapon.&lt;br /&gt;
&lt;br /&gt;
On the tabletop in 9th Edition, the Gauss Destructor is the Lokhust Heavy Destroyer&#039;s primary anti-tank option. It is a 36&amp;quot; Heavy 1 weapon that is S10 and AP-4. This stats allow it to breach any hull of any vehicle, up to and including, superheavies. It also makes any unit that does not have a 2+Sv to take an instant wound, so there&#039;s that too. It deals 3D3 damage, so have fun throwing - on average - [[Awesome|4-6 wounds per shot.]]&lt;br /&gt;
&lt;br /&gt;
====Heavy Gauss Cannon====&lt;br /&gt;
[[File:Heavy_Gauss_Cannon.jpg|200px|right|thumb|Heavy Gauss Cannon]]&lt;br /&gt;
[[Necron Heavy Destroyer]]s get Heavy Gauss Cannons, and [[Triarch Stalker]]s [[Rape|can choose a twin-linked set of them as a primary weapon.]] They only get one shot, but it&#039;s as powerful as a [[lascannon]].&lt;br /&gt;
&lt;br /&gt;
These Gauss Weapons have been known to hurt [[Tyranids|monstrous creatures that similar weapons have no hope of even scratching,]] and have also been documented tearing at the armour of even the most heavily armored of tanks and starship hulls with ease. The [[Imperium of Man]] is confounded by the nature of the energy used by these weapons, not only because the basic weaponry of the Necrons can cause great harm to even the most advanced vehicles deployed by the armed forces of the Imperium, but also because by all the physical principles known, these weapons should overheat and malfunction as a result of the tremendous energies they unleash, destroying the warrior who is firing them.&lt;br /&gt;
&lt;br /&gt;
It is a larger version of the Gauss Cannon, although it only has one barrel and so a slow rate of fire. Though it has the greatest power and range, its reduced rate of fire makes it less effective against vast armies, but more effective against certain heavily armored targets, such as [[Land Raider|Land Raiders.]]&lt;br /&gt;
&lt;br /&gt;
So when people meant that the Necrons can blow up your Land Raider with their most simple weapons, this is the gun they usually specify.&lt;br /&gt;
&lt;br /&gt;
====Gauss Flux Arc====&lt;br /&gt;
[[File:Gauss_Flux_Arc.jpg|200px|right|thumb|Gauss Flux Arc]]&lt;br /&gt;
The Gauss Flux Arc is basically like the [[#Gauss flayer|Gauss Flayer]], but firing more shots at a time by simply opening one enormous microdimension. [[Monolith]]s mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently. Gauss Flux Arcs come in the form of four automated turret projectors positioned around the vehicles hull.&lt;br /&gt;
&lt;br /&gt;
Gauss Flux Arcs consist of linked batteries of three Gauss Flayers, which each feature a single barrel that leads to a transparent conduit containing the unholy and unknown viridian energy the weapon fires, and an axe-like bayonet underneath the muzzle ([[Stupid|even though the weapon is connected to a platform that would make the use of the bayonet pointless in the first place]]).&lt;br /&gt;
&lt;br /&gt;
====Gauss Exterminator====&lt;br /&gt;
[[File:Gauss_Exterminator_2.JPG|200px|right|thumb|Gauss Exterminator]]&lt;br /&gt;
A Gauss Exterminator is a large Gauss Weapon mounted as the primary weapon on Necron [[Sentry Pylon|Sentry Pylons.]] Similar in power to a Heavy Gauss Cannon, a Gauss Exterminator possess a higher rate of fire and is able to engage targets at extreme ranges. Gauss Exterminators are also capable of using their sophisticated targeting systems to accurately track and fire upon aircraft at incomprehensibly long ranges.&lt;br /&gt;
&lt;br /&gt;
Exterminators are far larger than the more common Gauss Flayers, Gauss Blasters and Gauss Cannons, and feature a single elongated barrel containing the unholy and unknown viridian energy the weapon fires.&lt;br /&gt;
&lt;br /&gt;
In 9th Ed, Gauss Exterminators are good for flyers and ground support with two S12 shots. Although it lacks the +1 to-hit against non-FLY units, the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gauss_Exterminator.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gauss Annihilator====&lt;br /&gt;
[[File:Gauss_Annhilator2.jpg|200px|right|thumb|Gauss Annihilator]]&lt;br /&gt;
Basically an upscaled Gauss Exterminator, but instead of aircraft, it&#039;s everything.&lt;br /&gt;
&lt;br /&gt;
A Gauss Annihilator is one of the largest known forms of Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Obliterator. Gauss Annihilators are only ever found mounted on devastating Necron [[Necron Pylon#Gauss Pylon|Gauss Pylons.]]&lt;br /&gt;
&lt;br /&gt;
Like the smaller [[Sentry Pylon]], the shape of the both the weapon and machine itself is quite identifiable. A Gauss Annihilator consists of a single focusing crystal which leads to transparent tubes containing the unholy and unknown viridian energy the weapon fires. This is combined with several focusing arrays and a pair of particle emitters mounted on the Pylon&#039;s crescent shape to further empower the Gauss Annihilator beams.&lt;br /&gt;
&lt;br /&gt;
Gauss Annihilators are supremely powerful weapons, capable of a relatively fast rate of fire that can penetrate even Titan armor with ease; let alone vaporize smaller tanks. With good reason, too: in fluff these things are [[awesome|ground-to-orbital weapons]] with enough hurt to cripple cruisers in a single hit. Gauss Annihilators can also be fired as a flux arc similar to the Gauss Flux Arcs mounted on a Monolith. However, a Pylon&#039;s version is stronger and can even destroy Space Marines with comparable ease in a larger radius; as Gauss beams lance out all around it.&lt;br /&gt;
&lt;br /&gt;
====Gauss Obliterator====&lt;br /&gt;
[[File:Gauss_Obliterator.jpg|200px|right|thumb|Gauss Obliterator]]&lt;br /&gt;
The glowing crystal of doom. &lt;br /&gt;
&lt;br /&gt;
A Gauss Obliterator is one of the largest known Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Annihilator. Gauss Obliterators are only found mounted on the [[Doomsday Monolith]] variant, where the weapon itself consists of a large focusing crystal leading to transparent conduits containing the unholy and unknown viridian energy the weapon fires.&lt;br /&gt;
&lt;br /&gt;
Doomsday Monoliths can focus their awesome destructive energies into devastating beams which can be fired from its Gauss Obliterator; the beams themselves are capable of outright destroying infantry and vehicles alike. However, a Doomsday Monolith is inevitably accompanied by several lesser constructions, whose eldritch power it can siphon towards its own cataclysmic ends. [[Powergamer|This additional energy is drained from the power matricies of other Monoliths, and is discharged from the Gauss Obliterator in the form of additional blasts.]] This increases the weapon&#039;s rate of fire and all but ensures the doom of the enemy.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite receiving a model, the Gauss Obliterator along with the Doomsday Monolith have not [[Fail|received any rules]]. Nevertheless, one could estimate that thing monstrosity would be the equivalent of a [[Volcano Cannon]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=== Eldar ===&lt;br /&gt;
Eldar in general do not make wide use of magnetic weaponry. Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne (at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.) Essentially, they make gravity inside the barrel point to the end of the barrel as &amp;quot;down&amp;quot; as though they were on a particularly heavy gravity well, and the rounds &amp;quot;fall&amp;quot; out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun.&lt;br /&gt;
&lt;br /&gt;
=== Squat ===&lt;br /&gt;
&lt;br /&gt;
The [[Squat]]s makes extensive use of railguns in the [[Leagues of Votann]], the majority of which rivals or just outright eclipses their Tau counterparts, because the Dorfs are just that good at making shit that lasts. Squats generally use railguns for more specialist units and vehicles due to the increase in maintenance and technical knowhow needed to make sure the weapons keeps on firing.&lt;br /&gt;
&lt;br /&gt;
==== Magna-Rail Rifle ====&lt;br /&gt;
[[File:Magna_Rail_Rifle.JPG|200px|right|thumb|Magna Rail Rifle]]&lt;br /&gt;
Whilst the Tau are busy designing the prototype of their shoddy Magna-Rail Rifle knock-offs that could only be fitted on a [[XV88 Broadside Battlesuit]], the Leagues are already mass producing these things millennia before the Tau even existed.&lt;br /&gt;
&lt;br /&gt;
The League&#039;s Magna-Rail Rifle is designed as the primary sniper rifle of the Squats and is small and compact enough that it does not need an external powersource or a mech suit to power it up. The Squat&#039;s extensive knowledge and experience in rare magnetic materials make sure that the League holds all the good shit. If the similar development relationship between the Tau and the Squats in regards to this weapon is certain, then it is possible that the history of the Magna-Rail Rifle is similar to the Tau&#039;s own relationship with Ion weapons vis-a-vis the Squats.&lt;br /&gt;
&lt;br /&gt;
So whenever the Tau manages to get their Magna-Rail Rifles working, it would already be several generations behind that of the League. [[Just As Planned]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this translates to a 24&amp;quot; HunTR 1, S9 AP-4 Dd3+3 sniper rifle, and has the Magna-Rail keyword. [[Rape|Everything ridiculous about Tau railguns turned up to 11 and in a troop-portable package]]. Fills a similar role to the high strength/low shot weapons seen in other armies such as melta-guns and las cannons.&lt;br /&gt;
&lt;br /&gt;
==== Magna-Coil Autocannon ====&lt;br /&gt;
[[File:Magna-Coil_Autocannon.JPG|200px|right|thumb|Magna-Coil Autocannon]]&lt;br /&gt;
The similarly named Magna-Coil Autocannon is another weapon used by the Leagues.&lt;br /&gt;
&lt;br /&gt;
Unlike the majority of the weapons listed here which are railguns and [[Pretend|&#039;&#039;especially&#039;&#039;]] unlike the Necrons which is anything [[Bullshit|&amp;lt;u&amp;gt;BUT&amp;lt;/u&amp;gt; Gauss.]] The Magna-Coil is a true gauss gun, with a capital G in its name. This coilgun is the primary weapon of the [[Magna-Coil Bike]]s and is mounted on the front of the vehicle. It features a drum magazine and fires bolts travelling at adjustable speed depending on the number of coils it is powering up.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the weapon is a 24&amp;quot;, HunTR 3, S 7, AP-1, D2 gun. Really fucking nasty against MEQs and TEQs and can even do a number on tanks if enough is landed on it. A single round of three Pioneers can quite realistically delete your entire Space Marine squad if its wants too. So yeah, not to be fucked with.&lt;br /&gt;
&lt;br /&gt;
==== Heavy Magna-Rail Cannon ====&lt;br /&gt;
[[File:MagnaRailCannon.jpg|200px|right|thumb|Heavy Magna-Rail Cannon]]&lt;br /&gt;
The Magna-Rail Rifle&#039;s beefier cousin.&lt;br /&gt;
&lt;br /&gt;
The Heavy Magna-Rail Cannon is a type of heavy Rail Weapon used by Leagues of Votann [[Hekaton Land Fortress|Hekaton Land Fortresses.]] Seriously, think of everything already said about the rifle, and now [[Powergamer|dail-up the dial-up to 180, and you have a monster of a railweapon.]] These [[Cheese|heavy beef cheesecakes]] are pound-for-pound the most powerful railguns for its size. Tau players eat your heart out.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the tabletop kind of fits the fluff. This is the daddy of the Magna-Rail Rifle held by the Hearthkyn and probably the most dangerous single weapon in your arsenal. This is a [[Rape|36&amp;quot; Heavy 1, S14 AP-4 D2d3+6 monster with Magna-Rail, and will likely ruin the day of anything it&#039;s pointed at.]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=== Imperium ===&lt;br /&gt;
Strangely enough, heavy bolters use coilgun tech to further accelerate its bolts, so they can use much lighter ammo with less gunpowder (as real life gyrojets have shown, more &amp;quot;kick&amp;quot; is needed to make it viable at ranges below a dozen or more meters).&lt;br /&gt;
&lt;br /&gt;
Also, the [[Nova Cannon|NOVA CANNON]] is sometimes described as fuckhuege railgun, though this is only one of a half dozen completely different explanations of how the NOVA CANNON actually works. (which is actually surprisingly fluffy, when you think about it.)&lt;br /&gt;
Macro Cannons, the Imperium&#039;s go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further.&lt;br /&gt;
&lt;br /&gt;
Other possible Imperium Gauss weapons are [[Autogun#Accelerator_Autocannon|Accelerator Autocannon]] of the Sicaran Tank, the [[Accelerator_Cannon|Accelerator Cannon]] of the [[Fellblade|Fellblade]] and the Macro-Accelerator cannons on the [[Astraeus]]. If not they are gravity accelerated like Eldar [[Shuriken_Catapult|Shuriken Catapults.]]&lt;br /&gt;
Since all but the Astraeus are relics that even the most adept [[Techmarines]] and [[Tech_Priest|Tech Priests]] are too paranoid to mess with. Modifying these weapons for other platforms or using them like [[Havoc|Havocs]] armed with [[Autocannon|Autocannons]] are unlikely. With [[Cawl]] being the sole possible exception.&lt;br /&gt;
&lt;br /&gt;
For the record the [[Galvanic Weapons]] used by the [[Skitarii]] and [[Secutarii]] are not coil-guns despite the fact that the term implies it uses electric currents. The chemical reactions would mean that they are [https://en.wikipedia.org/wiki/Electrothermal-chemical_technology Electrothermal-chemical] weapons powered by a battery.&lt;br /&gt;
&lt;br /&gt;
====Magnarail Lance====&lt;br /&gt;
[[File:Magnarail_Lance.JPG|200px|right|thumb|Magnarail Lance]]&lt;br /&gt;
Possibly the only known handheld Imperial rail gun (as of yet). The Magnarail Lance is one of the primary weapons of the [[Tech-Priest Manipulus]], with the other one being the [[Sonic Weaponry#Transonic Cannon|Transonic Cannon.]] The Magnarail Lance is an odd-looking railgun in all honesty. Resembling more like a harmonic pitchfork, the weapon is externally conducted by two electromagnetic rails, that launches the projectile within the barrel.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Magnarail Lance is an 18&amp;quot; Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21&amp;quot; range if you use the Manipulus&#039; bolster weapon rule.&lt;br /&gt;
&lt;br /&gt;
In contrast to the Transonic Cannon which deals with hordes at close range, the Magnarail Lance is designed to terminate vehicles and heavy armor from longer ranges. However, by doing so, it limits the Manipulator&#039;s other weapons and equipment which are all at close range.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
== StarCraft ==&lt;br /&gt;
In [[StarCraft]], the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns (big ones almost as tall as the user) while in SCII, they have a much more boxy shape. Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using 8mm cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but StarCraft is hardly the only thing to ever inaccurately portray a gauss weapon. (Hand waved in one of the side manuals as the bullet being initially launched by gunpowder and is then accelerated through the gauss rails [sic], similar to 40k bolters with gyrojets. And they could probably hand wave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast).&lt;br /&gt;
&lt;br /&gt;
Despite being one of the weakest military grade weapons, and that&#039;s an understatement given that Impaler rifles are almost at par with the laser and photon weapons commonly mounted on Terran and Protoss gunships, Impaler rifles still can pierce through about anything, and though the little holes a single Impaler leaves in enemy armor do not really bother giant humanoid battle robots, towering War of The Worlds-esque death automatons, and bone/chitin plated monsters the size of a small house, massed gauss fire could and would bring down pretty much anything just by turning it into oversized swiss cheese until it collapses under its own weight. That&#039;s why basically every Terran armed force in the galaxy worth a damn usually [[Tarpit|send marines in hundreds to drown their enemies in bodies and gauss fire]]. &amp;lt;s&amp;gt;How they&#039;re able to sustain those losses on a constant basis is anyone&#039;s guess&amp;lt;/s&amp;gt; They just use [[Penal legion|brainwashed convicts]] drugged with steroids and adrenaline (which eventually kills them, if they somehow survive on battlefield, which they usually don&#039;t), and considering low life level anywhere outside core worlds (and even on some of core worlds), they have almost unending supply of criminals.&lt;br /&gt;
&lt;br /&gt;
Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell?&lt;br /&gt;
&lt;br /&gt;
== Battletech ==&lt;br /&gt;
In the [[Battletech]] universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range and negligible heat generation usually restricted to light autocannons, which are long-ranged and produce little heat but lack the sufficient punch to threaten heavily armored &#039;mechs. They&#039;re capable of smashing a [[MadCat]]&#039;s cockpit off from long range with a single, well-placed shot.&lt;br /&gt;
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The Gauss Rifle however, suffers from a few problems: they cycle rounds much slower than conventional autocannons, they have a limited ammunition count, and they&#039;re considerably heavier than most weapons. Also, while their ammunition is inert and won&#039;t explode from heat or critical hits, the weapons themselves are a bit unstable and will explode if they suffer critical hits (though for much less damage than most ammo explosions).&lt;br /&gt;
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== External Links ==&lt;br /&gt;
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*[https://www.youtube.com/watch?v=O2QqOvFMG_A A video of a real-life railgun in action.] When you consider the fact that humanity is on the verge of (and certainly will) inventing a practical railgun in early &#039;&#039;M3&#039;&#039; (which we can power effectively for naval use),the main infantry weapon of the Imperium in M41 is a [[lasgun|shitty flashlight]] which, according to [[Dark Heresy]] has an effective range of 200-300 meters, the main tank armament is a 120mm smoothbore battle cannon, and the only undisputed rail weaponry the Imperium has are mainly found on its huge flying cathedrals, [[grimdark|humanity has fallen pretty far.]] Or [[humanity Fuck Yeah|GW didn&#039;t expect humanity to progress this fast.]]&lt;br /&gt;
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*[https://www.youtube.com/watch?v=s7YvV8y32f0 Thank you &amp;lt;s&amp;gt;Omnissiah&amp;lt;/s&amp;gt; NAVSEC for this wondrous beauty.] Essentially the previous railgun, but now at a more advanced stage with a much easier and faster time to reload and fire.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Adeptus Mechanicus]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Necrons]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Transuranic_Arquebus&amp;diff=510471</id>
		<title>Transuranic Arquebus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Transuranic_Arquebus&amp;diff=510471"/>
		<updated>2023-05-30T20:58:21Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&amp;quot;Advance on the Mechanicus forc-[[CLANG|CLANG-WHAT THE FUCK WAS THAT?!]]&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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[[File:TransArq.jpg|400px|right|thumb|Instant death from [https://satwcomic.com/coffee-thief Switzerland to Finland].]]&lt;br /&gt;
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The Transuranic Arquebus is a type of weapon used by [[Adeptus Mechanicus]] [[Skitarii]] Rangers. Like the [[Flechette Blaster]], it occupies its own niche as it is neither a Stubber (Ammunition and quality material is beyond any known Stubber, that and it hunts down &#039;&#039;tanks&#039;&#039;) nor is it an Autogun (Again the gun is too specialized in firing only one type of ammunition whereas most Autoguns are more flexible in that regard). Known for their range, precision, and efficiency, these weapons fire a shell of depleted transuranium. That sounds really fancy but GW fails again, transuranium elements are just those elements with an atomic number above 92. These bullets made out of hyper dense and atomically unstable elements [[FATAL|allows it to puncture a tank from one side to the other, the resultant pressure wave also pulping any biological creatures inside.]] This is of course fucking stupid, DU projectiles in reality are touted for armor piercing capability (thanks to aforementioned density as well as self-sharpening capability) and additionally a special property known as pyrophoricity. [[Awesome|Put simply: when a DU penetrator hits the armor of the target the tip of the projectile begins to vaporize under the heat generated from the impact, so when the projectile actually breaches the fighting compartment a tiny moment later the now-vaporized metal sets everyone on fire!]] &amp;quot;Transuranic&amp;quot; just means &amp;quot;atomic number above 92&amp;quot;, nobody said it was limited to the modern Periodic Table. Or even to natural elements. This could be particularly fun, however, and not quite as fail as it first seems. The island of stability theory states that some stupidly heavy elements should be possible, and stable (compared to some insane elements we&#039;ve made in the real world). This is very good, because in the wh:40k universe ammunition tends to be stored in large amounts for long durations. You don&#039;t want to open up an ammunition crypt and find out your ammunition has decayed... Or gone critical.&lt;br /&gt;
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Given it&#039;s similar look to the Galvanic Rifle, it is likely powered in a similar fashion, making it the Imperial [[Railgun]].&lt;br /&gt;
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==7th edition crunch==&lt;br /&gt;
On the tabletop, it is an [[Rape|AP3 ARMORBANE sniper rifle.]] Keep in mind, Armorbane means you roll an additional D6 to determine penetration. Sniper weapons are S4 against vehicles by default, so a roll of two 5s means you&#039;re glancing Baneblades from ANY side. However, this does require a fair bit of luck to achieve, so Arc weapons are more reliable for bringing down Monoliths or Hammerheads. Transports (and whatever&#039;s in them), on the other hand, will not be so hard to crack. There is literally no vehicle this anti-tank rifle is incapable of theoretically making go boom pretty much across the board.&lt;br /&gt;
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[[Anal Circumference|It has a ludicrous 60&amp;quot; range,]] so with enough of them you can bust open that METAL BAWKS and force those [[Mary Sues]] to foot slog their way through your fire lanes the rest of the game. Not to mention, anything that uses this gun has Relentless, so just walk sideways and get yourself a nice peek at some side armor if you&#039;re that worried. Two units of Rangers with 2 each camping both corners of your side should be able to ensure that at least one of them catches sight of side armor. Keep in mind that the average result of 2d6 is 7 (which will glance AV11 and penetrate AV10). So while it is possible to penetrate AV14, you are better off sticking to targeting transports to get the most out of this gun.&lt;br /&gt;
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It also works beautifully with a Scryerskull Perspicatus on an allied Tech-Priest Dominus. Light up an enemy vehicle, re-roll armour penetration against it with your Arquebi. If taken in a Dominus Maniple, you can re-roll to-hit as well.&lt;br /&gt;
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Unfortunately despite the benefits, it perhaps has the least synergy with your Skitarii. Straight up do not take it on Vanguard. Rangers are better since the non-specialists also have Precision Shots. However, you are better off taking them in minimal squads with two Transuranic Arquebuses. Having 3 in a unit sounds enticing, but keep in mind that requires having 7 Rangers sitting around doing nothing but wasting points.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun_Patterns&amp;diff=300866</id>
		<title>Lasgun Patterns</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun_Patterns&amp;diff=300866"/>
		<updated>2023-05-30T20:55:54Z</updated>

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&lt;div&gt;[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, generally speaking).]]&lt;br /&gt;
There are a dizzying number of different [[Lasgun]]s in the [[Imperium of Man]], often referred to as &amp;quot;Patterns&amp;quot; (an old British terminology for firearm designs, in the 18th century the standard long arm of the British Army was the Land Pattern Musket), as many of them are made from specific design philosophies. In a brief effort to cover the dizzying number of different Lasgun types and a bit of information about each, this article has been made.&lt;br /&gt;
&lt;br /&gt;
==Varying Lasgun Types==&lt;br /&gt;
====Kantrael Pattern Lasgun====&lt;br /&gt;
[[File:Lasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Named for the forgeworld in which it was first built, the Kantrael-pattern Lasgun is considered by many to be the most iconic Lasgun in the Imperium, with its only real rival being the Mars Pattern. The Kantrael Pattern Lasgun was developed specifically for the [[Cadia|Cadian Shock Troops]] and for Kantrael&#039;s own PDF, and it shows; the gun has a reinforced frame and was the first Lasgun to feature bayonet lugs as a built-in component. Like the shorter Armageddon pattern, the Kantrael Pattern features a top-mounted rail to allow easy mounting of scopes and other accessories as well.&lt;br /&gt;
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====Galaxy Pattern Lasgun====&lt;br /&gt;
[[File:Galaxy_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Favored by the [[Catachan Jungle Fighters]] and the [[Armageddon Steel Legion]] for roughly the same reason, and being the preferred weapon of the former, the Galaxy Pattern Lasgun features a shorter barrel and increased cooling, making it more of a [[Lascarbine]] than a Lasgun. It lacks the standard bayonet lugs of the Kantreal Pattern (its immediate predecessor), but is both lighter, easier to handle, and still boasts a scope rail. The Galaxy Pattern was the first Lasgun in the Imperium to include an easily swapped barrel, enabling it to be easily converted to a Sniper Rifle (long-las) or cut down carbine (Voss Pattern).&lt;br /&gt;
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====Voss Pattern Lasgun====&lt;br /&gt;
[[File:Inq-wp-lasgun-4.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
The Voss Pattern is virtually identical to the Galaxy Pattern in terms of function, and was intended for [[Chimera Transport|Chimera]] and [[Leman Russ Battle Tank]] crews - Guardsmen who had need of ample firepower but need to minimize both size and weight. With all the firepower of its big brother but a shorter effective range, the Voss Pattern is essentially a Galaxy Pattern with a shortened barrel and a folding skeletal stock. Like the Galaxy Pattern, it&#039;s primarily seen used by the Armageddon Steel Legion and Catachan Jungle Fighters, being the favored Lasgun of the former. Uniquely, the Voss operates only on automatic.&lt;br /&gt;
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====Lucius no.98 Pattern Lasgun====&lt;br /&gt;
[[File:Lucius_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Made famous by the [[Death Korps of Krieg]], the Lucius Pattern - sometimes called the Number 98 (unsubtle reference[https://en.wikipedia.org/wiki/Karabiner_98k] when one remembers what the Krieg look like) - is designed for brute force; its power pack operates at a higher charge than many other more common patterns of Lasgun. This gives the weapon more punch, but drains the powerpack after only 25 shots. Another downside: Unlike other Lasguns, the Lucius is semi-automatic only, with a slower recycle rate than other Lasguns. It was judged by the Kriegers that the extra stopping power of the Lucius pattern essentially makes up for this drawback. The barrel of the Lucius is its most distinctive feature; it has a series of heatsinks to dissipate the excessive heat buildup the increased energy output of the Lucius Pattern creates under sustained fire. Even with the heatsinks, the Lucius is prone to dangerous overheating, a risk that the Kriegers consider to be insignificant. Made its debute in [[Darktide]] where it functions as the game&#039;s designated marksman rifle.&lt;br /&gt;
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====Triplex Pattern Lasgun====&lt;br /&gt;
[[File:Triplex.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
This is the preferred weapon of the [[Mordian Iron Guard]] and [[Valhallan Ice Warriors]]. It gets its name from its variable fire-rate settings; whereas most Lasguns simply have semi-automatic or automatic-only fire modes, or, rarely, the ability to swap, the Triplex has both semi-automatic and a three-round burst setting, rare among las-weapons. It also features a &amp;quot;high intensity&amp;quot; mode that can do substantial damage, but renders the weapon unreliable and capable of overheating and exhausting its power pack in record time, making the Triplex a somewhat-sought-after weapon - offset by finicky electronics and a short barrel length making it somewhat less-suited to open-terrain warfare than newer Lasguns.&lt;br /&gt;
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====Accatran Pattern Lasgun====&lt;br /&gt;
[[Image:Accatan.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Standard issue weapon for [[Elysian Drop Troops]], this Lasgun is fully-automatic and utilizes a bullpup power pack configuration to make it lighter and shorter, perfect for soldiers typically deployed by Grav-Chute. It also includes a carrying handle which doubles as iron sights, similar to the design of most other Accatran pattern weapons like the [[Melta|Melta Gun]] or [[Plasma Gun]] built for Elysian Drop Troops. The most interestingly however, is that it comes with an integrated lamp pack. The lamp pack is powered by the same power cell that provides the lasgun’s ammunition, but the power draw is so small as to be negligible. The compact design of the weapon is due in part to the power cell’s location in the stock. Special sub-patterns of the Accatran has an [[Combi-Grenade Launcher|integral single shot auxiliary krak grenade launcher under the barrel.]] It made is debut in [[Darktide]] where it functions as the game&#039;s light machine gun or SAW to mow down hordes of [[Plague Zombie]]s.&lt;br /&gt;
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====Necromunda Pattern Lasgun====&lt;br /&gt;
[[Image:EscherTac-Nov13-Lasgun5if.jpg|left|250px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Made for the horrors of hive warfare and planetary defense, the NPLG is a brute of a lasgun. It can be flipped for semi-auto or automatic fire. Compared to other lasguns, it has a somewhat shorter charge and a shorter range, similar to the Triplex. However, it is far more reliable and compact. The primary producers of these weapons come from [[House Escher]], which means, yes, an entire [[Necromundan Spiders|Imperial Guard regiment]] could source their guns from a bunch of [[wat|1980s glamor rock band members.]] For unknown reasons the necromunda pattern also has a diagonal power pack well. It also features a folding stock and the barrel can be outfitted with an [[Exterminator]].&lt;br /&gt;
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====Nihilis Pattern Lasgun====&lt;br /&gt;
[[Image:Van_Saar_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
A specialized pattern of lasgun exclusively produced by (and for) [[House Van Saar]]. It is said to be much more potent than other lasgun patterns, however, several of these lasguns were recalled due to logistics errors. Lasguns issued between M35 and M40, with serial numbers 00001475 through 72341110 were recalled as they were originally intended for personal use, but issued to the Astra Militarium [[derp|by mistake]]. Issues with these lasguns made them operate outside of normal combat parameters. These included: Above-average Combat Efficacy, Temperamental Machine Spirit, No Bayonet Attachment Point, [[Cancer|Unexpected Operator Hair Loss, and Unexpected Operator Death.]] Soldiers issued these lasguns were instructed to return these weapons to the regimental quartermaster. Replacements were expected to be issued in 2-3 months depending on distance from nearest forge world and warp-time dilation on delivery vessels. As an apology for the mistake, regiments issued the faulty lasguns were issued almost-new condition [[Plasma Gun]]s that were [[EPIC FAIL|permanently locked to the overcharge setting.]] [[Wat|Again, why a laser is leaking nuclear radiation, we have no idea.]] [[Votann|Something seriously fucky is going on in Van Saar HQ.]]&lt;br /&gt;
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====Mars Pattern Lasgun====&lt;br /&gt;
[[Image:Mars_Pattern_lasgun.png|left|250px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Yep, [[Mars]] makes lasguns, too. Specifically, anywhere that doesn&#039;t have the options to make a more specialized pattern of lasgun uses the Mars pattern as a base. Also known as &amp;quot;the Guardsman&#039;s friend&amp;quot;, Mars lasguns are designed for maximum pew-pew; they have a good range due to its ridiculously long barrels, good charge, and fire at full auto. They&#039;re used largely for massed laser combat, but their commonality makes sure they show up *everywhere* that resale guns are found. It&#039;s also the favoured weapon of the [[Tallarn Desert Raiders]]. The stock can also be retrofitted to be more compact, making it a good choice for tank crews.&lt;br /&gt;
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====Ryza Pattern Lasgun====&lt;br /&gt;
[[Image:RyzaLasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Functionally identical to the Mars pattern in performance, the Ryza pattern is made by the eponymous [[Ryza|forge world]] for the guardsman drawn from the local sector. A full on charge repeater. The Ryza acts more akin to a submachine gun than a proper Lasgun and is popular in more cramp conditions where its small size and rapid firepower works in its favour. The only downside to the Ryza is that it lacks a stock, which makes aiming a pain in the ass, and that it does not have a conventional charge pack. Recharging propably depends on a plug cable and a power connector as there is no physical evidence of it having a charge pack. It is most notable for Ryza&#039;s raypunk aesthetic giving it a conical, reticulated appearance. This was the lasgun the original Rogue Trader-era Imperial Guard miniatures used.&lt;br /&gt;
&lt;br /&gt;
====Vostroyan Pattern Lasgun====&lt;br /&gt;
[[Image:VostroyaLasgun.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
The Vostroyan Lasgun is no normal weapon; it is the mainstay weapon of the [[Vostroyan]] regiments. Fine wood-grain stocks replace more modern versions, carefully-tooled barrels replace the mass-production variants used by other factions, and high-quality scopes replace standard optics. Each Vostroyan rifle is practically worthy of being a museum display piece by its lonesome, and a common joke is that their weapons are worth more than the Guardsmen carrying them. Like the Lucius pattern, they are optimized for semi-automatic firing.&lt;br /&gt;
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====Merovech Pattern Lasgun====&lt;br /&gt;
[[Image:Merovech.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Designed purely for close range assaults, this gun is heavily reinforced and has a bayonet built into its short and heavy frame. A dual-magazine fed Lasgun designed to maximize fire rate, the surprisingly compact Merovech boasts a phenomenal rate of fire and is also known at the &amp;quot;Persuader.&amp;quot; While it burns through energy at an enormous rate, has terrible accuracy, and poor effective range, the sheer volume of energy it hoses out makes it perfect for cramped urban battlefields and trench warfare. Moreover, this thing can transform into a mini [[Multilaser]], especially when paired with an oversized &amp;quot;drum&amp;quot; power pack that nearly doubles the weapon&#039;s capacity. It&#039;s just as popular among criminals and Hive Gang Leaders due to these aspects.&lt;br /&gt;
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====Veteran&#039;s Lasgun====&lt;br /&gt;
[[Image:1424459780304.png|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
[[Awesome|An actual twin-linked lasgun]]. Yeah we joke about the whole laser pointer = twin-linked thing over here, but the real deal is pretty badass. Forge Worlds and munitions plants of the Imperium rarely stray from their precious STC templates. However, soldiers in the field might alter their weapon of choice for longer range or increased firepower to better fight the enemies of Mankind. The Veteran&#039;s Lasgun for example is one of these field modifications having a second barrel installed under the first for increased firepower.&lt;br /&gt;
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====Shotlas Lasgun====&lt;br /&gt;
[[Image:Shotlas.jpg|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
What happens when you &#039;&#039;really&#039;&#039; want to lug around a mini-[[Multilaser]] like you&#039;re [[CS Goto]]. An illegal modification of a standard lasgun popular amongst the techwrights and armour-mongers of Footfall, the ‘shotlas’ is rigged to discharge more energy per shot, at the cost of beam coherence, with shots swiftly losing power and becoming ineffective at longer ranges. Like a minigun, it has a three rotating barrels, with each barrel automatically discharging a shot in a consistent and effecient manner. Its multi-barrel design also helps the weapon to stay cooler for longer, allowing the user to fire repeatedly on full-auto without the worry of it melting in your hands. Found only in [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
====Sump Pattern Lasgun====&lt;br /&gt;
[[Image:Sump_Lasgun.PNG|left|200px]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
Used by [[murderhobos]] and the like in [[Necromunda]]. Whilst technically kitbashed. These rundown dollar-store Lasguns are actually produced in enough quantities with a consistent design that it became an actual independent pattern. These are Lasguns built on the cheap. Literally. Its stock is nothing more than a wooden plank carved into one. Its powerpack and focusing lens are cannibalised by the ones used by House Escher. Its superstructure is made from really cheap and affordable scrap metal. The barrel is shortened to save on cost. And it is all held together by duct tape and wish fulfillment. The result is a Walmart Lasgun that [[Scavvies]], [[Hive Scum|Scummers]] and members of [[House Cawdor]] could afford. The only downside is that they are all-round inferior. Shit range, shit power conservation and inaccurate to boot due to inferior materials. But you get what you pay for. Now &#039;&#039;who&#039;&#039; exactly manufacture these things, we have no idea outside of the fact that it may be located somewhere in the Hive Primus Outland areas.&lt;br /&gt;
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{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Galvanic_Weapons&amp;diff=224300</id>
		<title>Galvanic Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Galvanic_Weapons&amp;diff=224300"/>
		<updated>2023-05-30T20:53:53Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;Galvanic Weapons are a type of weapon used by the [[Adeptus Mechanicus]]. These weapons fire electro-galvanically driven projectiles that can damage and pierce both enemy infantry and armor alike.&lt;br /&gt;
&lt;br /&gt;
Galvanic weapons runs on Galvanic cells obviously. A galvanic cell, or voltaic cell, is an electrochemical cell that derives electrical energy from spontaneous redox reactions taking place within the cell. [[Derp|In layman&#039;s talk, they run on a battery]]. As this cell only generates the physical power, similar to gunpowder, Galvanic weapons must also fire some form of projectile (sometimes bullet, sometimes flechettes, whatever you want really). So just like a bullet only instead of a gunpowder there&#039;s a battery.&lt;br /&gt;
&lt;br /&gt;
Given that they fire a projectile with electro-magnetic energy, they&#039;re basically [[Awesome|an Imperial railgun]], though obviously less powerful due to using a battery instead of a reactor. This also means this is one of the few weapons that have an Imperial variant that is less Grimdark than its Xenos counterpart and for once the Ad Mech aren&#039;t the ones who will get radiation poisoning.&lt;br /&gt;
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As with most AdMech weapons, Galvanic weapons have a pretty cool steampunk-sheen to it. Making it both classy and nice to look at.&lt;br /&gt;
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===Galvanic Caster===&lt;br /&gt;
[[File:Galvanic_Caster_2.JPG|200px|right|thumb|Galvanic Caster]]&lt;br /&gt;
&lt;br /&gt;
The Galvanic Caster is a type of galvanic weapon used by the Adeptus Mechanicus. Wielded by [[Secutarii|Secutarii Peltasts,]] this electromagnetically driven projectile weapon is akin to a [[combi-weapon]], in that it is a galvanic shotgun paired with what is effectively a [[Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
With its main weapon mechanism, it is able to fire rapid bursts of low velocity razor-edged flechettes, or with its secondary discharger, attack concealed targets with retina-burning ignis charges. Some of these weapons are upgraded with a high-intensity capacitor which compresses the galvanic charge to fire an armor-piercing inert slug at the supersonic velocity all lethal slugs are shot at. This complex but flexible weapon allows the Peltasts to engage a wide variety of enemy targets.&lt;br /&gt;
&lt;br /&gt;
[[Derp|For some reason, Skitarii Rangers can&#039;t use this, even though it would make a great special weapon for them in for both aesthetic and logistical reasons.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Galv_Caster.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Galvanic Carbine===&lt;br /&gt;
[[File:Galvanic_Carbine.JPG|250px|right|thumb|Galvanic Carbine]]&lt;br /&gt;
The middle step-child of the Galvanic family. The Galvanic Carbine is the &#039;rifle&#039; of the Galvanic weapons and offers a fine balance between the Galvanic Rifle and the Galvanic Caster. The weapon shares the same revolver-style ammunition casing as the Galvanic Rifle, making it simple to repair and maintain at the cost of a slower reload.&lt;br /&gt;
&lt;br /&gt;
As a carbine, it has an inferior range than the Galvanic Rifle, but it is much easier to handle. Makes sense, given that the primary users of these weapons are the [[Serberys Raiders]], who must both fire their gun whilst riding a [[Awesome|mechanical steampunk &amp;lt;s&amp;gt;horse&amp;lt;/s&amp;gt; greyhound]]. Due to their ease of handling and a rather basic maintenance in design, the Carbine is actually considered a standard-issue weapon, not a specialised weapon for the AdMech.&lt;br /&gt;
&lt;br /&gt;
Due to their augmentations, it is not surprising to see a Raider snipe important individuals with the Galvanic Carbine whilst on horseback.&lt;br /&gt;
&lt;br /&gt;
===Galvanic Rifle===&lt;br /&gt;
[[File:Galvanic_Rifle.jpg|300px|right|thumb|Galvanic Rifle]]&lt;br /&gt;
&lt;br /&gt;
The sniper rifle of the Galvanic family tree.&lt;br /&gt;
&lt;br /&gt;
Galvanic Rifles are a type of weapon used by Adeptus Mechanicus [[Skitarii]]. The favored weapon of [[Skitarii Ranger]]s, it is modeled after the flintlock guns of Mars&#039; past, though in terms of design it pulls more from the Lee Enfield. The current model of the weapon, known as the Mk IV Arkhan, are exquisitely hand-crafted but no less deadly. These weapons fire specialized bullet over long distances that causes all potential energy of the target to burn out in a killing blast of electric force. How it burns the potential energy of the target with a bullet, is like many things, never explained. How the army they&#039;re in doesn&#039;t die from so much energy being released is also inexplicable. How none of the other Galvanic weapons do this, is likewise inexplicable.&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
[[Category:Adeptus Mechanicus]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Webber&amp;diff=561832</id>
		<title>Webber</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Webber&amp;diff=561832"/>
		<updated>2023-05-30T20:52:59Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;Not to be confused with the &#039;&#039;Don’t Starve&#039;&#039; character Webber.&lt;br /&gt;
&lt;br /&gt;
Basically space tasers, except instead of shooting electrical charges, [[/d/|it discharges a white, hot, sticky substance.]] A Webber is an exotic, non-lethal weapon used to immobilize a target. Used by the [[Adeptus Arbites]], it fires masses of filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle, the filaments constrict even more, further entrapping them. Some may consider them as the Imperiaum&#039;s non-lethal version of the Eldar [[Monofilament Weapons]]. Although do take note that you can die from a Webber if you struggle long enough and suffocate from the bonds. In 40k tabletop, the only faction that seems to use it are [[Genestealer Cult|Genestealer Cults]], and that is due to a lack of resources more than anything else.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Web Spinner===&lt;br /&gt;
[[File:Web_Spinner_Front.PNG|200px|right|thumb|Web Spinner]]&lt;br /&gt;
&amp;quot;Look Ma! I&#039;m Spiderman now!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Shooting out a thin strand of silk-like gossamer, which then harden into steel, Web Spinners are the ideal weapon for immobilising an opponent, leaving them easy prey. They are the smallest type of Webber known in 40k.&lt;br /&gt;
&lt;br /&gt;
They are mounted onto the arms, specifically, the wrist via three small firing holes of [[Spyrer]]s wearing [[Malcadon Hunting Rig]]s in the underhives of [[Necromunda]], snaring careless gangers, and putting them at the mercy of the Malacadon&#039;s vicious claws. The Malacadon have also become expert at using the Web Spinners to aid in scaling the treacherous climbs and drops of the underhive. So yeah, [[Original character, do not steal|literal Spiderman web shooters.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Web_Spinners.JPG|Web Spinner (Underside)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Web Pistol===&lt;br /&gt;
[[File:Web_Pistol.jpg|200px|right|thumb|Web Pistol]]&lt;br /&gt;
&lt;br /&gt;
The web pistol (also commonly known as a &amp;quot;glue gun&amp;quot;) is a smaller compact, pistol version of the Webber. It is rarely seen on most battlefields, mostly being used by various police and defense forces for crowd control or for subduing an individual unharmed. It is noted for its distinctive under slung canister.&lt;br /&gt;
&lt;br /&gt;
The canister contains a special glue-like synthetic protein similar to spider silk called web-chem. When the pistol is fired, a dark mass of tangled filaments entangles a target. As the threads are exposed to the air they expand and solidify, quickly forming a dense web of entangling sticky threads that contracts and binds the victim tightly, preventing all movement and action. The harder a victim struggles, the tighter the web becomes, and if the victim continues to struggle the web can eventually crush them to death.&lt;br /&gt;
&lt;br /&gt;
On tabletop in 8th edition, Web Pistols make wound rolls against the lower of the target&#039;s S and T. Situational. It is a 1 point, 1 shot hand flamer, for what it&#039;s worth especially if you play [[Genestealer|Genestealer Cults]].&lt;br /&gt;
&lt;br /&gt;
===Webber===&lt;br /&gt;
[[File:Webber.jpg|200px|right|thumb|Webber]]&lt;br /&gt;
&lt;br /&gt;
The normal Webbers. The Webber has a cone-shaped nozzle and a canister. The fibres then shrink as the victim struggles until they are crushed. Some webs contain anesthetic meaning the prey will not struggle, making it better for hunting. Webbing can be dissolved with a special web spray. A Webber is an unusual weapon developed some time during the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
As mentioned, it is generally not seen frequently on the field of battle. It is mostly used by institutional forces such as the Adeptus Arbites for crowd control and suppression and its effects are usually debilitating rather than deadly (Doesn&#039;t mean the Arbites won&#039;t try though).&lt;br /&gt;
&lt;br /&gt;
On 8th Edition, Webbers make wound rolls against the lower of the target&#039;s S and T, using its S of 4. Situational rule but it&#039;s half a flamer for 1 pt with a 16&amp;quot; range (that can be used after running as well). Very good weapon for the Genestealers and a bit underestimated by many people. If you&#039;re playing Neophytes you should be either taking this or Grenade Launchers, else back to [[Brood Brothers]].&lt;br /&gt;
&lt;br /&gt;
===Heavy Webber===&lt;br /&gt;
[[File:Archaic_Heavy_Webber.jpg|200px|right|thumb|Heavy Webber]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Webber is a larger version of the webber and web pistol and works on a similar principle to them, but on a larger scale. This is the gun you need when there is a large enough group of mob needing to get their teeth smashed inward or when there is a giant fuck huge riot on the streets and you can&#039;t resort to machine gunning them until they stop.&lt;br /&gt;
&lt;br /&gt;
A lot of web material is fired from the weapon, totally immobilizing an enemy in an area several meters in diameter. It is very hard to break free once covered with webbing, but it can be dissolved with special web solvent carried by most web crews. The Heavy Webber is big enough that it can trap multiple targets at once and is the only Webber type that can be seen with some use in the military.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Mancatcher===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Mancatcher]]&#039;&#039;&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Neural_Shredder&amp;diff=356493</id>
		<title>Neural Shredder</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Neural_Shredder&amp;diff=356493"/>
		<updated>2023-05-30T20:52:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:NeuralShredderColor.jpg|200px|right|thumb|A motherfuckin wave motion mind fuck gun!]]&lt;br /&gt;
The Neural Shredder is a barely understood piece of technology employed by the Imperium and Eldar Corsairs.&lt;br /&gt;
&lt;br /&gt;
As a weapon it does not damage its target in the conventional sense. Nor can it be &amp;quot;targeted&amp;quot; at a specific enemy. Rather, it projects a wave of electromagnetic energy in the direction of fire. This wave is of the same frequency of the central nervous system, overloading brain and nerve receptors resulting in rather catastrophic effects on the creatures within the area of effect. Symptoms undoubtedly range from seizures and convulsions, leading to unconsciousness or even death. As a consequence of its rather specific design, the Neural Shredder is obviously useless against [[Necron|unliving material]] such as equipment and vehicles, though it passes directly through such objects as if they were not there. Therefore armor is of no protection against a neural shredder, neither are the operators of heavily plated vehicles, or the inhabitants of buildings. Probably highly effective against necrons, though, since it would ignore their defenses to attack their mind ingrams directly.&lt;br /&gt;
&lt;br /&gt;
The Neural Shredder is a rare and exotic weapon rarely seen in the galaxy, but it is a common armament of [[Officio Assassinorum]] agents trained by the [[Callidus Assassin|Callidus temple,]] though it can occasionally be seen in the hands of other individuals resourceful enough to acquire one, such as members of the Inquisition.&lt;br /&gt;
&lt;br /&gt;
Its more Eldar counterpart is the [[Neuro-Disruptor]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Craftworld Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Weapons]]&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340691</id>
		<title>Miscellaneous Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Miscellaneous_Weapons&amp;diff=340691"/>
		<updated>2023-05-30T20:51:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;Miscellaneous Weapons are weapons that do not fit one particular category or another. These weapons are either obscure or behave differently by function. All of them aren&#039;t what you call standard issue firearms and the majority of them are some sort of melee weapon, thrown weapon or a combination of both.&lt;br /&gt;
&lt;br /&gt;
==Imperium Ranged Weapons==&lt;br /&gt;
===Bolas===&lt;br /&gt;
[[File:Dhcr-135-bolas.jpg|200px|right|thumb|Bolas]]&lt;br /&gt;
&lt;br /&gt;
A primitive thrown and restraining weapon. Bolas are normally non-lethal (Doesn&#039;t mean they can&#039;t be changed into [[FATAL|spike balls or explosive pellets]]) and as such are usually employed by bounty hunters or local law enforcement members, where the swirling balls can entangle a target with heavy cords of wire. They can be found all over the galaxy and some styles use up to eight balls.&lt;br /&gt;
&lt;br /&gt;
Due to its mundane nature and utility, Bolas never get to be seen in actual military engagements because the likelihood of you successfully restraining a important target in the middle of a war zone is as likely as you getting chosen to become part of the [[Adeptus Custodes]]. Even in terms of law enforcement, there are much better weapons at restraining a target such as the [[Webber|Webbers]] and certain [[Arc Weaponry|Arc Weapons]] whose charge has been set to stun. Thus, Bolas is only seen being wielded by the most desperate or primitive of societies.&lt;br /&gt;
&lt;br /&gt;
===Sling===&lt;br /&gt;
[[File:Rb1-75-sling.jpg|200px|right|thumb|Sling]]&lt;br /&gt;
&lt;br /&gt;
A Sling is a primitive weapon that makes [[Bow Weaponry|Bows and Arrows]] look advance and sophisticated by comparison. Slings are used primarily on feral or primitive worlds. They can be made with any piece of material or leather and simply require momentum provided by the user to launch the projectile. It is commonly used during riots and demonstrations and the ammunition can range anywhere from rocks picked off the ground to specialized metallic balls or even grenades.&lt;br /&gt;
&lt;br /&gt;
Furthermore, Slings have a [[Skub|completely different and &#039;&#039;some may say&#039;&#039; overly-complicated way of shooting/throwing the projectile.]] Unlike Bows and Firearms, Slings depends on the momentum a person swings this weapon overhead in either a clockwise or anti-clockwise motion, before launching the projectile in a forward motion akin to throwing a grenade or your arms acting like a catapult. As you can imagine, accuracy and aiming this thing is a pain in the ass, but when this thing hits, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;it hits hard&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; for something of such a humble technological background.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dhcr-135-sling.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Snare Gun===&lt;br /&gt;
[[File:Snare_Gun.PNG|200px|right|thumb|Snare Gun]]&lt;br /&gt;
A Snare Gun is somewhat similar to the Net Gun (Which can be read directly below), except actually sanctioned by the Imperium and used by the [[Sisters of Silence]] to deny key ground to more heavily armed foes that the Sisterhood is otherwise ill-equipped to counter.&lt;br /&gt;
&lt;br /&gt;
Like the Net Gun and [[Webber]], the Snare Gun is a &#039;non-lethal&#039; weapon meant to capture the target rather than outright killing it. Unlike the Webber, the Snare Gun fires a rapidly hardening fibro-plastic net to entangle the target akin to a Bola rather than a string of sticky filaments.&lt;br /&gt;
&lt;br /&gt;
The snare gun is therefore a simple, yet effective weapon. The ability to fire a spool of thin adamantine cable, ending in a snare, to lasso a foe is considered far more easier to handle than the specialized equipment needed to dissolve a Webber&#039;s solidified filaments. The entangled victim can then be reeled in, alive and relatively unharmed. Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as the aforementioned webbers).&lt;br /&gt;
&lt;br /&gt;
===Net Gun===&lt;br /&gt;
[[File:Net_Gun.PNG|200px|right|thumb|Net Gun]]&lt;br /&gt;
A Net Gun is a curious looking ranged weapon that seem to be designed/modified from a [[Webber]] gun. Whilst both are design as a &#039;non-lethal&#039; restraining weapon, they differ in that unlike the Webber which fires filaments of extremely sticky and restrictive &#039;webs&#039;, the Net Gun fires a more simplistic net that has been electrified to stun and entrapped the target.&lt;br /&gt;
&lt;br /&gt;
Whilst it lacks the near cement-hardening charactersitics of a Webber, the Net Gun is cheaper to produce, maintain and restock, making them quite popular among extremely primitive or assbackawards planets. After firing its shot, the gun needs to be reloaded with a new net in front of the barrel. The electrified net would continue zapping the target unless it has been forcefully removed from an outside force. They seem to be very, &#039;&#039;very&#039;&#039; popular with [[Chaos]] [[Cultist]]s and most of them seem to made from these guys rather than being officially sanctioned weapons.&lt;br /&gt;
&lt;br /&gt;
They appeared in [[Darktide]] as the primary weapon of the [[Scab Trapper]]. They are among the most annoying weapons to deal with due to the immobilising effects.&lt;br /&gt;
&lt;br /&gt;
===Chimera Pistol Sword===&lt;br /&gt;
[[File:PistolSword.jpg|250px|right|thumb|Chimera Pistol Sword]]&lt;br /&gt;
A very strange and unique weapon.&lt;br /&gt;
&lt;br /&gt;
Chimera Pistol Swords is an exotic type of Imperial weapons. Essentially a [[Power sword|Power Sword]] with an attached [[Flintlock Pistol|single-shot pistol]], these are used by [[Voidsmen-at-Arms|Imperial Navy officers]] to allow for fast paced personal combat aboard vessels.&lt;br /&gt;
&lt;br /&gt;
Because of its unique nature, the Chimera Pistol Sword couldn&#039;t really be considered a true [[Combi-weapon]] as it does not have two different ranged weapon firing separately and that the Pistol Sword has placed more emphasis on &#039;&#039;Sword&#039;&#039; than &#039;&#039;Gun&#039;&#039;. Neither can it be considered a pistol with a comically [[/d/|oversized and overcompensating bayonet]], since the sword is affixed permanently to the gun. So the weapon is placed here.&lt;br /&gt;
&lt;br /&gt;
Now whilst the concept of a sword gun may sound ridiculous to you, do take note that such weapons used to exist during the renaissance and even towards the late 18th century. However, they weren&#039;t really considered to be serious military weapons and was treated more like a fad. The reasoning is fairly obvious, while it may look cool, actually using the damn thing was a colossal pain in the ass, since the added weight of the gun mechanism disrupts the weapon&#039;s overall balance. This means that wielding this thing feels very inconsistent as you can&#039;t properly swing gracefully (As one side is perpetually lop-heavy), nor can you properly aim the damn thing (Since the weight of the sword makes the gun stupidly front-heavy).&lt;br /&gt;
&lt;br /&gt;
All these real-world problems would stay true for this weapon as well, since the Chimera Pistol Sword is also pretty goddamned rare. Now exactly &#039;&#039;what&#039;&#039; the gun part of the Pistol Sword shoots out, we are not too sure, but given it is a single-shot, it is likely to be a flintlock-like mechanism that fires some advanced shit, and that the gun is only used as a last resort due to having...you know...&#039;&#039;one bullet in the chamber&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Crozius Arkanos===&lt;br /&gt;
[[File:Crozius_Arkanos.png|250px|right|thumb|Crozius Arkanos]]&lt;br /&gt;
A &#039;&#039;very&#039;&#039; unique piece of wargear that is one part [[power weapon]] and one part [[Grenade Launcher|grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
We are honestly not sure whether to put this in the [[combi-weapon]] category, but given that a combi-weapon&#039;s definition is the fusion of two-different ranged weapons whilst the Arkanos is clearly not, putting this in the miscellaneous category is more appropriate as it is also neither a true power weapon or a grenade launcher.&lt;br /&gt;
&lt;br /&gt;
Now, the Crozius Arkanos is basically a upgraded [[Power weapon#Crozius Arcanum|Crozius Arcanum]] that, as aforementioned, has a built-in assault grenade launcher wielded by who else but the Reclusiarch Ivanus Enkomi of the [[Minotaurs (Chapter)|Minotaurs Chapter]] of course! Because why else but the damn [[Mary Sue|personal lapdogs of the High Lords]] getting &#039;&#039;another&#039;&#039; unique one-of-a-kind weapon.&lt;br /&gt;
&lt;br /&gt;
It was forged by the artificers of the Minotaurs following the Battle of Gathetris against the renegade Night Reapers Chapter, variously recorded as having been built from Enkomi&#039;s own shattered Crozius or the remains of a relic of the Night Reapers. Now, the Crozius Arkanos is only big enough to house two grenade launchers, which is hidden under the Crozius&#039; &#039;head&#039;. So it kind of acts like an [[Awesome|explosive staff]] for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
===SLHG Pattern Assault Ram===&lt;br /&gt;
[[File:SLHG.JPG|200px|right|thumb|SLHG Pattern Assault Ram]]&lt;br /&gt;
A bizarre-looking piece of contraption only seen on [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
The SLHG Pattern Assault Ram is used primarily by Necromunda&#039;s personal skull-cracking [[Palanite Subjugator]]s, from the [[Palanite Enforcers|Enforcer]] police departments. They are a type of breaching weapon with an underslung [[Grenade Launcher]]. Whilst this technically makes them a [[Combi-weapon]], the actual classification of this weapon is currently unidentified.&lt;br /&gt;
&lt;br /&gt;
It may or may not be a heavily motorized and advance version of a modern day SWAT battering ram. It is meant to breach open doors and barricades, whilst the grenade launcher attatchment may fire non-lethal (Or lethal) rounds to flush out entrenched hive gangers.&lt;br /&gt;
&lt;br /&gt;
The Assault Ram in Necromunda basically [[Count as|count as]] a [[Power Weapon]] with a Grenade Launcher profile.&lt;br /&gt;
&lt;br /&gt;
===Krumper Rivet Cannon===&lt;br /&gt;
[[File:Rivet_Cannon.JPG|200px|right|thumb|Rivet Cannon]]&lt;br /&gt;
The [[Ork|&#039;Krumper&#039;]] Rivet Cannon (Yes, the Orks are already filing a lawsuit for trademark infringement) is an industrial staple gun used to punch rivets into place and to make sure that piece of building stays in place. However, in the underhive of [[Necromunda]], the [[Bruiser|giant man-babies]] of [[House Goliath]] have weaponized them into a giant heavy-duty weapon.&lt;br /&gt;
&lt;br /&gt;
As an oversized nailgun, the Rivet Cannon has a incredibly short range, but it is just as capable of nailing bodyparts (or an entire person) to a wall as nailing sheets of metal together. It doesn&#039;t really have that much ammunition for a weapon of such size, not that it would matter for [[House Goliath]] anyway as these things are just as heavy enough to be turned into a bludgeoning weapon.&lt;br /&gt;
&lt;br /&gt;
On tabletop, at only 70 credits, the Krumper seems like a steal, but remember that it only has a 9” range. With a range like that, it’s basically a powerful flamer. At least it’s not Unwieldy anymore.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Stormcaller Stave===&lt;br /&gt;
[[File:Stormcaller_Stave.PNG|250px|right|thumb|Stormcaller Stave]]&lt;br /&gt;
The Stormcaller Stave or the Stormcaller Staff is a &#039;&#039;strange&#039;&#039; piece of equipment that is more a weathering tool than a weapon. They are [[Archeotech]] devices that are wielded as weapons by the shamanic [[Wy’tari]] of [[Necromunda]]&#039;s [[Ash Waste Nomads]]. They are found in the Hive World&#039;s Ash Wastes by the Nomads and [[skub|may or may not]], be responsible for the Wy&#039;tari&#039;s ability to summon dust storms out of thin air.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, assuming if they &#039;&#039;are&#039;&#039; the tool responsible for conjuring dust storms. Than these staves are what gives the Stormcaller its unique &#039;&#039;&#039;Stormwalker&#039;&#039;&#039; rule, which allows you to gain +2” to your &#039;&#039;&#039;Movement&#039;&#039;&#039; if you start your activation on the battlefield surface. It is also not useless in combat as well, as its melee is capable of bonking the heads of troopers and juves in a few swings.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Mancatcher===&lt;br /&gt;
[[File:Mancatcher.PNG|250px|right|thumb|Mancatcher]]&lt;br /&gt;
A kind of strange and unique &#039;non-lethal&#039; weapon.&lt;br /&gt;
&lt;br /&gt;
The Mancatcher is basically a [[derp|giant reacher grabber tool]] designed to capture and detain subjects from a relatively safe distance. Mancatchers are often two-handed and non-lethal. Their most prominent users are slavers, [[Adeptus Arbites|Arbites]] and [[Acolyte|Inquisitorial Acolyte]]s.&lt;br /&gt;
&lt;br /&gt;
The device is made of a long pole (so the wielder will not expose himself to a counterstrike) with some sort of restraining device at the end, from a cable loop that can be restricted around the neck to self-locking iron collars with inwards-pointing spikers.&lt;br /&gt;
&lt;br /&gt;
The status on what to classify the Mancatcher had been unknown as it is not only old fluff, but fluff without any models/pictures to take note off. However, the revamping of Necromunda finally gave us a full model of these things. Wielded only by the [[Sanctioner Pattern Automaton]]s. It turns out that these grapper tools are some sort of hybrid ranged/close-combat weapon. The first weapon is a pneumatic spring-loaded grapper tool that can lunge at the target at sudden, break-neck speeds to instantly subdue them from a distance. However, if the particular target is too much of a handful, than the second weapon - located immediately above the grabber tool - would fire a giant web filament to subdue them at range. Yes, it mounts a one-shot [[Heavy Webber]] as a secondary.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Mancatchers is a expensive upgrade to your [[Sanctioner Pattern Automaton]]s. They are template weapon with the Web rule, and their pincer arms can subdue a target until its breaks free from its hold. A pretty nifty weapon for single-target subjugations. However, they are pretty pricy and the most expensive upgrade, costing at a 100 credits each.&lt;br /&gt;
&lt;br /&gt;
==Imperium Close-Combat Weapons==&lt;br /&gt;
===Venom Claw===&lt;br /&gt;
[[File:Venom Claw 2.PNG|200px|right|thumb|Venom Claw]]&lt;br /&gt;
Equivelent to the Genestealer&#039;s Toxin Injector or the poor man&#039;s version of the Neuro Gauntlet. The Venom Claw is pretty on the nose on what it is trying to be. You can take a guess on what it exactly does.&lt;br /&gt;
&lt;br /&gt;
Seemed to only be used by the [[Death-Maiden]]s of [[House Escher]] in [[Necromunda]] for some reason. Venom Claws as aforementioned, works basically in the same way as a Toxin Injector, in that it is a glove-like weapon whose finger points are perpetually envenomed by tubes running on the glove&#039;s back. Except in this case, it seems that the tubes containing the venom seem to come from the Death-Maiden herself. Given that a Death-Maiden&#039;s bloodstream is 99% [[drug|liquified super-cocaine]] by now, the concept shouldn&#039;t be &#039;&#039;that&#039;&#039; out of the ordinary.&lt;br /&gt;
&lt;br /&gt;
Also, the finger points or the venom, seem to be pink, so we can guess that the Death-Maiden&#039;s chem-blood is in fact, [[lulz|pepto bismol]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are the same cost as the Stiletto Sword, but AP -2 and Entangle, making it a more offense-oriented melee weapon than the Stiletto Sword. A properly outfitted Death Maiden can make this weapon fairly scary.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Venom_Claw.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Neuro Gauntlet===&lt;br /&gt;
[[File:Neuro_Gauntlet.JPG|200px|right|thumb|Neuro Gauntlet]]&lt;br /&gt;
&lt;br /&gt;
The Neuro Gauntlet is a specialized weapon only used by the [[Eversor Assassin]]s of the Imperium of Man&#039;s Officio Assassinorum. The weapon is a glove or gauntlet comprised of a hyper-alloy glove whose fingers end in sharp hypodermic needles that inject a potent neurotoxin into the Assassin&#039;s victim.&lt;br /&gt;
&lt;br /&gt;
When the glove strikes an opponent, the needles immediately inject their toxin into the person&#039;s bloodstream. The lethal effect is almost instantaneous and causes a horrifically painful death as the victim is completely paralyzed while his organ systems shut down one by one. These toxins will work on Warp entities like daemons, but they are a great deal less effective against such creatures.&lt;br /&gt;
&lt;br /&gt;
In effect, it is similar to the [[Needler]] in terms of killing the target with poison, although it lacks the secondary laser gimmick.&lt;br /&gt;
&lt;br /&gt;
===Frost Claw===&lt;br /&gt;
[[File:Frostclaws.jpg|200px|right|thumb|Frost Claw]]&lt;br /&gt;
Frost Claws are strange ice-crystal punch daggers that are often wielded by the [[Space Wolves]]&#039; [[Wulfen|furries]]. The weapons are a mystery and speculation is rife as to whether the Frost Claws form through some kind of latent psychic projection, or are fashioned by the Wulfen in some as-yet-mysterious ritual. Whatever the case, they are lethally effective and are able to rip through the thickest armour as though it were yielding flesh.&lt;br /&gt;
&lt;br /&gt;
It is unknown if these same crystals are the ones that power a lot of the [[Helfrost Weaponry]], although it wouldn&#039;t surprise us if it did.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is highly complementary given the high attack stats and initiative of the Wulfen.&lt;br /&gt;
&lt;br /&gt;
===9-70 Entrenching Tool===&lt;br /&gt;
[[File:9-70_Entrenching_Tool.PNG|200px|right|thumb|9-70 Entrenching Tool]]&lt;br /&gt;
Also known as a &#039;&#039;&#039;Trench Shovel&#039;&#039;&#039; or every [[Death Korps|Krieger&#039;s]] and [[Iron Warriors]]&#039; [[/d/|personal masturbation tool]]. The 9-70 Entrenching Tool is one of the standard pieces of equipment of the [[Imperial Guard]].&lt;br /&gt;
&lt;br /&gt;
The 9-70 entrenching tool is intended primarily for filling sandbags. This small, folding spade is invaluable for digging trenches, shoring up earthen mounds, creating traps to hunt both enemies and prey, making a garden and preparing other basic defensive structures. The heavy blade of the 9-70 also makes for an excellent improvised weapon, and many Guardsmen believe that a well-sharpened entrenching tool makes for a [[Heresy|better melee weapon than their standard-issue knife.]] Truly its versatility makes this Entrenching Tool the [[Choppa]] of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite their [[Awesome|awesomeness]], GeeDubs have yet to issue [[Fail|any rules for this glorious tool-weapon.]]&lt;br /&gt;
&lt;br /&gt;
===Narthecium===&lt;br /&gt;
[[File:AST_Hagen_Pattern_Narthecium.png|200px|right|thumb|Narthecium]]&lt;br /&gt;
&lt;br /&gt;
More of a medical tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
The iconic Narthecium of the [[Apothecary|Apothecaries]] is a tool which most people can recognize but few can pronounce let alone remember the name. As the Narthecium is a medical field kit, it contains the necessary tools to treat wounded Marines and get them back into action as quickly as possible. Included in the standard kit are: &lt;br /&gt;
&lt;br /&gt;
*Anti-venoms;&lt;br /&gt;
*Stim-packs;&lt;br /&gt;
*Healing agents;&lt;br /&gt;
*Sterile clay for sealing wounds;&lt;br /&gt;
*A Carnifex (No, not &amp;lt;u&amp;gt;&#039;&#039;THAT&#039;&#039;&amp;lt;/u&amp;gt; [[Carnifex]], remember it means &#039;butcher&#039;) for euthanizing fatally injured Marines; &lt;br /&gt;
*Reductor (carbon alloy): a tool for extracting the Progenoid organs (gene-seed) from fallen Marines.&lt;br /&gt;
&lt;br /&gt;
Other components may include a chainblade and an apothicarion drill for piercing armor. The Deep Bore version lowers the placement of the chainblade, and replace it with a saw-disc. The main focus of this version is the drill for piercing armor and retrieving gene-seed as quickly as possible. The Hagen pattern drill is larger and stronger, designed to be able to work on Terminator armor as well as standard Space Marine armor.&lt;br /&gt;
&lt;br /&gt;
Its more Primaris-friendly and pistol relative is the [[Reductor Pistol]]. The more Orky equivalent is the &#039;Urty Syringe.&lt;br /&gt;
&lt;br /&gt;
===Hookfang===&lt;br /&gt;
[[File:Hookfang_2.PNG|200px|right|thumb|Hookfang]]&lt;br /&gt;
The Hookfang is a type of poisoned blade and one of the primary weapons used by [[Venenum Asssassin]]s of the [[Officio Assassinorum]]. According to GeeDubs, it is considered as a dagger, despite looking [[Derp|nothing remotely close to it.]]&lt;br /&gt;
&lt;br /&gt;
These tonfa-looking blades are capable of causing damage to the enemy far after the initial strike as the poison inbedded within the blade acts as a slow-moving catalyst. By the time the target realised he/she has been gunked, it is already too late. From what we see, the Hookfang has a venom capsule on the side of the weapon, it is assumed that an internal vial system connects the venom capsule to both the injector at the front and the blade at the back, ensuring that the blade stays perpetually envenomed.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the Imperial equivalent of a [[Dark_Eldar_Combat_Weapons#Poisoned Weaponry|Dark Eldar poison weapon.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hookfang.jpg|Bottom View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Venenum Toxin Injector===&lt;br /&gt;
[[File:ToxinInjector.jpg|200px|right|thumb|Venenum Toxin Injector]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Derp|other]] [[Miscellaneous_Weapons#Toxin_Injector|Toxin Injector]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Venenum Toxin Injector is a type of poisoned weapon used by the [[Venenum]] Temple of the [[Officio Assassinorum ]] and it is one of the primary weapons used by the assassins.&lt;br /&gt;
&lt;br /&gt;
These Toxin Injectors can kill even the toughest of foes without any metabolic trace. Or it needs is just one jab and even TEQs can just drop dead within a minute of injection. It &#039;&#039;heavily&#039;&#039; resembles the [[Original character, do not steal|hidden blade from Assasin&#039;s Creed]]. However, this is [[Pretend|misleading]] as the hidden blade-looking contraption is actually the Assasins carrying one of the needle capsules for the injector.&lt;br /&gt;
&lt;br /&gt;
The actual weapon itself is a gauntlet-looking device where the needle capsule is placed on a revolver system. By - assumingly - doing a punching motion, the device activates and launches the needle capsule at sufficient speed to unload its toxins into the target before quickly dispensing the used needle capsule. The assassin himself is protected from any malfunction via the protective caestus-looking shield on the fist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Toxin_injector_2.JPG|Top View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Servo Claw===&lt;br /&gt;
[[File:ServoClaw.jpg|200px|right|thumb|Servo Claw]]&lt;br /&gt;
A discount Power Claw you find on Wish.&lt;br /&gt;
&lt;br /&gt;
A Servo Claw or sometimes known as the Claw or the Big Grabber are mechanical claws used by certain Imperial forces and factions that are too poor to afford a [[Power Fist]]. Relying on sheer pneumatic and mechanical strength to crush the target, a Servo Claw is quite clunky to wield and does not offer the same levels of [[Anal circumference|fisting]] than either a Power Fist or a Lightning Claw.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, against unarmoured targets and even those wearing heavier armour, a Servo Claw could still act as a good tool to latch-on to a fleeing enemy as those industrial-strengthed hydraulics ain&#039;t going anywhere. Compared to the Servo Arm which is more of a tool than a weapon, the Servo Claw is definitely 100% designed to kill things.&lt;br /&gt;
&lt;br /&gt;
[[House Van Saar]] of [[Necromunda]] really likes these things as some of them wield the Arachnis Pattern of Servo Claws, which can also be found on the [[Arachni-rig]]. On the other hand, [[Pit Slave]]s are also augmented with these weapons in a variety of mining and loading roles.&lt;br /&gt;
&lt;br /&gt;
===Tarsus Buckler===&lt;br /&gt;
[[File:Tarsus_Buckler.JPG|200px|right|thumb|Tarsus Buckler]]&lt;br /&gt;
You know how in [[Dark Souls]], small shields have this special ability that allows a small window of opportunity to parry an opponent, leaving him/her vulnerable to a critical hit which can cause [[Meme|MASSIVE DAMAGE?]] Yeah, imagine that on a [[Adeptus Custodes|9 foot tall golden death machine]] and you got yourselves a Tarsus Buckler. The Tarsus Buckler is the primary &#039;defense&#039; equipment for the [[Venatari|Custodian Venatari.]] You noticed how we put in defense in quotations? Well that&#039;s because this small pint-sized shield is so [[Awesome|awesome]] that it can also function as a makeshift weapon as well.&lt;br /&gt;
&lt;br /&gt;
Oh yes, those pointy tips at the end of the buckler ain&#039;t for show. With a simple jab with the fist, a Venatari can turn a shield into a painful and quite lethal caestus, able to create deep cuts, stab wounds and a broken face. On tabletop, the Buckler is &#039;&#039;designed&#039;&#039; at destroying GEQs. Like the Power Talon, this is a Str 6 Ap-2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the [[Kinetic Destroyer|kinetic destroyer]] (a two-shot S6 ap-2 D2 pistol with 18&amp;quot; range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having only a 3+/4++ save.&lt;br /&gt;
&lt;br /&gt;
We ain&#039;t sure whether this is considered a [[Power weapon]] or not, as there is no description specifying a power source. We can just conclude that it is made of some damned fine materials.&lt;br /&gt;
&lt;br /&gt;
===Control Stave===&lt;br /&gt;
[[File:Control_Stave.PNG|200px|right|thumb|Control Stave]]&lt;br /&gt;
A strange looking device only wielded by the [[Skitarii Marshal]].&lt;br /&gt;
&lt;br /&gt;
The Control Stave is basically a &#039;&#039;very short&#039;&#039; [[Video Game|video game controller]] in the shape of a bonk stick. It is considered a type of staff of office, control mechanism, and weapon that allows a Marshall to better further control their [[Skitarii]] warriors. How he controls them, we have no idea seeing as how there isn&#039;t any clear mechanism for the Marshal to &#039;control&#039; his underlings whatever that means.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Control Stave acts as a free [[Power Weapon#Power Maul|Power Maul]] that comes with the Marshal. It is a S+3, AP-2 and D1 weapon. So you ain&#039;t gonna kill too much folks with it. Best to use it if there is no choice.&lt;br /&gt;
&lt;br /&gt;
===Arco-Flails===&lt;br /&gt;
[[File:Arco-flails.JPG|200px|right|thumb|Arco-Flails]]&lt;br /&gt;
Arco-Flails is the catch-all term used to describe the various weapons surgically grafted on an [[Arco-flagellant]]. The flails, [[Pretend|despite the name]], is actually made up of various weapons, such as cutting claws, pneu-mattocks, cleavers and electro-flails. Due to the fact that each Arco-flagellant is &#039;equipped&#039; with a different set of weapons with different properties, countering a [[Rage|rage-inducing cyborg]] - let alone a horde of them - is pretty difficult, especially if these Arco-flagellants uses the [[Power Weapon#Electro-Flail|electro-flail]] variety which behave similarly to those of [[Power Weapon|close combat power weapons]] [[Wat|that act like]] [[Arc Weaponry|arc weapons.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, despite the wide variety of weapons that an Arco-Flail subsists on, on tabletop 8th Edition, they are all treated as one weapon. Arco-Flails usually make d3 hit rolls per attack, at S+1 AP-1, damage 1. While this seems rather lackluster - and it is - the point is that Arco-flagellant work best when supported by another unit. In this case, a [[Ministorum Priest]] acts as &#039;&#039;the&#039;&#039; go-to supporter, with the priest using his abilities to boost these attacks into a D3 multiplier.&lt;br /&gt;
&lt;br /&gt;
For even more bang for your buck, a Arco-flagellant with the Extremis Trigger Word stratagem makes their weapons get [[Awesome|&#039;three&#039; hit rolls per attack instead of D3.]] Combine that with a preacher, and each model gets [[Rape|nine attacks at S5 AP-1 damage 1,]] [[RIP AND TEAR|which is enough of a blender to tear through just about anything.]] The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have a Zealot that means they&#039;ll still be hitting around two thirds of the time.&lt;br /&gt;
&lt;br /&gt;
===Pteraxii Talons===&lt;br /&gt;
[[File:Pteraxii_Talons.JPG|200px|right|thumb|Pteraxii Talons]]&lt;br /&gt;
The feet of a [[Pteraxii]] has been modified and augmented into a powerful aerial close combat weapon for the [[Adeptus Mechanicus]].&lt;br /&gt;
&lt;br /&gt;
These feet resemble the talons of an eagle and the Pteraxii uses them to lethal effect. Either ripping their targets to pieces or picking him/her up on a flyby before dropping them off to their deaths. The talons are razor-sharp and could pierce through [[Flak Armor]] and [[Wraithbone]] with ease, although [[Power Armor]] would require a great deal more difficulty. If the Pteraxii is a Skystalker, the talons mark a dangerous deterrence, if it is a Sterylizor on the other hand, then the offending unit must bend over, [[Anal circumference|cause those talons are goin in &amp;lt;u&amp;gt;&#039;&#039;&#039;dry.&#039;&#039;&#039;&amp;lt;/u&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these flying bird feet are quite the nasty pickle. These are [[Rage|AP -1 claws that give +1S on the charge]] making them powerful at [[RAGE|both deepstrikes AND making them a nightmare to charge.]] What has been said in the fluff can be applicable in the crunch. Skystalkers should use their talons as deterrence against enemy charges, whilst Sterylizors should abuse the shit out of it during deepstrikes.&lt;br /&gt;
&lt;br /&gt;
===Rotary Flensing Saw===&lt;br /&gt;
[[File:Rotary_Flensing_Saw.PNG|200px|right|thumb|Rotary Flensing Saw]]&lt;br /&gt;
The Rotary Flensing Saw like the [[Basic Close Combat Weapons#Boning Sword|Boning Sword]], is actually a tool used in abattoirs or the Grinder Guild in [[Necromunda]] to efficiently cut away slabs of meat and bone to be easily processed.&lt;br /&gt;
&lt;br /&gt;
They pretty much work the same way as the real one work in real life. It is nothing more than a bonesaw attached to a motor that vibrates the blade at high frequency over a gunstock. Think [[Star Wars|vibroblades from Star Wars]]. Due to how &#039;&#039;easy&#039;&#039; it is to slice flesh like cream cheese, the [[Corpse Grinder Cults]] fucking use them as [[Waifu|dakimakuras]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Rotary Flensing Saws are &#039;&#039;the&#039;&#039; most versatile CQC weapon for the Corpse Ginders; reaching out and touching enemies at 4”, making it &#039;&#039;almost&#039;&#039; a [[awesome|ranged weapon]]. The -1 accuracy penalty at range is rough, but if you can get Knockback to trigger, you’ll be able to catapult yourself into base to base with your opponent, Bionic Commando-style.&lt;br /&gt;
===Heavy Rock Drill===&lt;br /&gt;
[[File:Heavy_Rock_Drill.JPG|200px|right|thumb|Heavy Rock Drill]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Drill is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The heavy rock drill is modified by the hybrids so it can be carried into battle as a weapon &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; it can only be used &amp;lt;u&amp;gt;&#039;&#039;by&#039;&#039;&amp;lt;/u&amp;gt; Hybrids due to requiring three arms and all. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Heavy Rock Drill is a 1 damage Power Fist. However, it doesn&#039;t have -1 to hit and it can inflict up to 5 extra mortal wounds on a successful wound. Pretty decent in handling tough targets especially if it successfully wounds them on the table.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, its a baby and civilian friendly Siege Drill.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Cutter===&lt;br /&gt;
[[File:Heavy_Rock_Cutter.JPG|200px|right|thumb|Heavy Rock Cutter]]&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Cutter is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The hydraulic shears of heavy rock cutters were [[Noblebright|designed to free trapped mine workers from industrial accidents.]] When the cult rises up, however, their irresistible grip is used not to save, but to kill.&lt;br /&gt;
&lt;br /&gt;
Still, despite its place in a Genestealer Cult, one must wonder how truly effective these cutters are when your basic Genestealer claw is sharp enough to carve up Terminator Armor into Swiss cheese.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Heavy Rock Cutter is a Double Strength, AP-4 and two damage weapon which may sound fantastic, but that&#039;s not all. If you successfully damage a non-VEHICLE target, beat its remaining wounds on a D6 and [[Fist of the North Star|it dies instantly.]] Goodbye Ogryns, Tyranid Warriors, Terminators and characters.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Rock Saw===&lt;br /&gt;
[[File:Heavy_Rock_Saw.JPG|200px|right|thumb|Heavy Rock Saw]]&lt;br /&gt;
&lt;br /&gt;
Essentially a hand-held Power Saw.&lt;br /&gt;
&lt;br /&gt;
The Heavy Rock Saw is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer Cult]]s and [[Forge-Born]]s of [[House Goliath]]. The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles easily.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that a circular saw has less moving parts than a Chainsword and thus, is less susceptible to frequent jamming and snagging from the chain teeth, not to mention it is far more durable than any type of Chainsaw, one wonders why the Imperium haven&#039;t just swap out their chain weapons for circular saws. [[Derp|Heck even the Orks have noted on how beastly circular saws are in comparison to chainweapons and have incorporated it into their armory]]. I mean yeah, sure, a Chainsword has a longer reach and it is ergonomically much easier to handle, but what&#039;s the point of these advantages if you are carrying a weapon that can easily jam, snag and needs to have its teeth replaced by the end of every single battle? It&#039;s just not cost-effective in comparison to a singular large blade that is sharp enough to cut through concrete and steel like a sponge cake. You don&#039;t see the average chainsaw being able to cut through concrete and steel on a daily basis am I right?&lt;br /&gt;
&lt;br /&gt;
These things have an IRL counterpart and are known as Concrete Saws or Rock Cutters used by Geologists. The blades are typically made from diamonds. Like those circular blades you can buy from hardware stores, but way more powerful than a power tool. Some get hot enough that they need to be cooled down with water or to soften the surface for more precise cuts. One person operates the saw and a second applies the H20 via a spray tool. They also require large amounts of electricity to pull this off.&lt;br /&gt;
&lt;br /&gt;
There are also examples mounted on construction vehicles that do both once. So these tools are not useful as weapons either. If you did have a battery with enough power they are too heavy to be used as weapons. As the lightest recon vehicles mount 7.62mm machine guns that will turn the best body armor into swiss cheese. So they won&#039;t be seen on future battlefields anytime soon. And no you can&#039;t have one. (unless your a geologist or own a construction company).&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Heavy Rock Saw is the same as the Heavy Rock Cutter, but minus the instant-kill ability and the -1 to hit roll. They are real saws, &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Awesome|the manly saws]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039; that make chainswords look like pool noodles. Stick a [[Genestealer Primus|Primus]] nearby for effective 2+ to hit shenanigans.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Breaching Augur===&lt;br /&gt;
[[File:Breaching+Auger.png|200px|right|thumb|Breaching Augur (&#039;&#039;placeholder&#039;&#039;)]]&lt;br /&gt;
It&#039;s a drill used by [[Deathwatch]] [[Techmarine]]s. You think a bugman running at you with a giant circular saw is frightening? Being raped by a a [[Emperor&#039;s Children|horny Chaos Marine]] or enslaved by an [[Dark_Eldar|old as fuck space elf?]] You haven&#039;t seen nothing yet. As it says at the start of this paragraph the Breaching Augur is a drill. But not just any drill. While your typical irl Augur is used to drill holes into rocks or wood. This thing is meant to breach barriers in the same way a Chainfist is meant too. However it is much more effective.&lt;br /&gt;
&lt;br /&gt;
Obviously overkill against most Xenos and Chaos Marines. This thing butchers the armor of Vehicles and Monstrous Creatures alike. Using all the buffs described on the [https://1d4chan.org/wiki/Deathwatch_(RPG)#Things_that_suck|Deathwatch RPG page] turns it into the most bullshit melee weapon outside of those used by Titans. This thing is so overpowered that it makes weapons used by the [[Adeptus Custodes]] and the [[Primarch]]&#039;s themselves look weak by comparison. Using it in the presence of an [[Iron Warriors|Iron Warrior]] will make him greener than an [[Ork]] or even cum in his armor. Bar none the strongest melee weapon in the old Fantasy Flight Games RPGs. So it&#039;s no wonder Cubicle 7 hasn&#039;t updated the old RPGs yet.&lt;br /&gt;
&lt;br /&gt;
===Mechadendrite===&lt;br /&gt;
[[File:Mechadendrite.JPG|200px|right|thumb|Mechadendrite]] &lt;br /&gt;
&lt;br /&gt;
Humorously called the Noodly Appendage.&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon, although it doesn&#039;t stop the Techpriests from improvising. A Mechadendrite is a catchall name that covers a variety of tendril-like prosthetics used by [[Enginseer|Enginseers]] and other members of the [[Adeptus Mechanicus]]. It assists in manipulation of objects, micro-construction, maintenance, research and defense. It is connected to the central nervous system of the Techpriest, and so is controlled through thought just like a biological limb.&lt;br /&gt;
&lt;br /&gt;
Mechadendrites are constructed from metallic alloys and have small motors and actuators within their armored structures. They are usually longer than the Techpriest&#039;s natural limbs and are with multiple joints (simulating mechanical tentacles) to allow maximum reach and flexibility. Members of the Adeptus Mechanicus from the Enginseer rank and above are known to have mechadendrites, and although they may often only have one fitted, one could have as many mechadendrites as the body will support.&lt;br /&gt;
&lt;br /&gt;
Servitors can also have mechadendrites to assist the Enginseer they are assigned to.&lt;br /&gt;
&lt;br /&gt;
Mechatendrils, the Chaos version, only get a paltry two extra attacks at the user&#039;s strength along with a back mounted Meltagun and Flamer. A strange instance where the older version isn&#039;t superior to its newer counterpart.&lt;br /&gt;
The Mecanicus Machinator Array gives its user two additional Power Axe hits plus a Flamer and an Inferno pistol. Since Tech Priests enhancements give them the ability to carry two weapons. This is just icing on the cake during close combat. Quite brutal if paired with [[Radium Weaponry|Rad Weapons]] and the &amp;quot;traditional&amp;quot; Power Weapon.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Servo-Arm===&lt;br /&gt;
[[File:Servo-Arm_of_Iron_Priest.jpg|150px|right|thumb|Servo-Arm]]&lt;br /&gt;
&lt;br /&gt;
The bigger version of the Mechadendrite.&lt;br /&gt;
&lt;br /&gt;
A Servo-arm is used by Space Marine Techmarines and Enginseers of the Adeptus Mechanicus to help repair damaged vehicles on the battlefield. Likewise, since it acts like an additional appendage, it can carry or hold up massive equipment whilst more delicate machines can be used to repair much more fragile technologies. It can also be used as a devastating weapon in close combat as its hydraulics and synthetic muscle is more than enough to crack open a human skull.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it functions a lot like a hydraulic claw, or those forklift claws from Aliens&#039; Power Loaders. Able to easily lift many kilos and even tons of materials in spaces too small and cramp for even a Forklift or a Sentinel Power-Lifter.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Servo-Arm can be found in both the Mechanicus&#039; and Space Marine&#039;s army list. It&#039;s a one power fist attack (including -1 to hit) with 1 worse AP but flat D3. For Enginseers and Servitors in the Mechanicum and Techpriests in the Adeptus Astartes. There are much better weapons anyways, so you shouldn&#039;t really care about these things unless you really want that particular target to die in a humiliating way.&lt;br /&gt;
&lt;br /&gt;
===Servo-Harness===&lt;br /&gt;
[[File:Mech-arm-pack-solo-800x500.jpg|200px|right|thumb|Servo-Harness]]&lt;br /&gt;
&lt;br /&gt;
When you want to cosplay as [[/co/|Doc Ock]] or because four limbs are better than three. While Mechadendrites are good enough for lower rank Tech Priests and Servo Arms for newbie [[Techmarines]], Space Marines Forgemasters decided something less complex than the mecha tentacles would be better for mass production and repairs on some Omnissiah forsaken planet. With tools that double as secondary guns.&lt;br /&gt;
[[Tl;dr]], its a mobile and miniature shrine to the Omnissiah, and it really shows.&lt;br /&gt;
&lt;br /&gt;
A Servo-Harness grants a Techmarine two additional Power Fists attacks to back up their Power Weapon during melee. It also mounts a Flamer and a Plasma Cutter. The latter is an Assault 1 [[Plasma Pistol]] mounted on a Servo Arm. Making his pistol option quite redundant. Though who takes a handgun when they can have a Combi-weapon? Yes they can be fired all at once. Though your Techmarine is hardly going need the flamer when armed with a Combi-Plasma at five shots per turn(three plasma + two bolter.) &lt;br /&gt;
No player wants a guy with 3 Power Axe hits and two Power Fist attacks within charge range of their special characters. [[Anal_circumference|Even better that becomes 3 Chain Fist or Thunder Hammer attacks if you have extra points to spend.]] All this gear, plus their own self modified Artificer Armor and Servitor meat shields makes just one Techmarine a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Sword===&lt;br /&gt;
[[File:Mono-Sword.JPG|200px|right|thumb|Monomolecular Sword]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Dark Eldar]] [[Dark Eldar Combat Weapons#Monomolecular Blade|Monomolecular Blade]], although their functionality is the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made of a living crystalline structure just one molecule thick which constantly renews itself to keep its razor sharpness whenever it becomes blunt, the Monomolecular Sword is a masterpiece of molecular engineering, capable of slicing through all but the densest of enemy armour.&lt;br /&gt;
&lt;br /&gt;
It is often used in conjunction with female [[Spyrer]]s wearing a [[Jakara Hunting Rig]] in the underhives of [[Necromunda]]. Again, it is one of &#039;&#039;those weapons&#039;&#039; that is somehow [[Derp|better]] than their [[Basic Close Combat Weapons|military counterparts.]] How these [[Murderhobo]]s get these expensive and complicated shit, we have no idea.&lt;br /&gt;
&lt;br /&gt;
===Shiver Blade===&lt;br /&gt;
[[File:Shiver_Blade.PNG|200px|right|thumb|Shiver Blade]]&lt;br /&gt;
Shiver Blades are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Resembling a typical single-edged sword, the Shiver Blade is bit of an oddity among /tg/ since there is so little information we can gleam from these things.&lt;br /&gt;
&lt;br /&gt;
For one thing, they are most definitely more than just a &#039;[[Basic Close Combat Weapons|Basic Close Combat Weapon]]&#039; given House Delaque&#039;s own esoteric weapons they harbour within. Given the name, we can speculate and extrapolate the Shiver Blade as having a similar effect to the [[Space Wolves]]&#039; [[Helfrost Weaponry]]; in which the blade freezes anything it touch. If it functions as per-its-name, we may conclude that it might made out of some esoteric and barely understood alloy that saps the heat out of anyone. Given how mysterious and eldritch House Delaque is, this shouldn&#039;t be really that surprising.&lt;br /&gt;
&lt;br /&gt;
An alternative explanation would be &amp;quot;Shiver&amp;quot; is in reference to some psychic damage the blade does, like certain Tyranid weapons. With how the Delaques have multiple psykers, it wouldn&#039;t be implausible that they&#039;ve managed to make some form of weapon that attacks the target&#039;s mind as well as its flesh.&lt;br /&gt;
&lt;br /&gt;
===Serpent&#039;s Fang===&lt;br /&gt;
[[File:Serpent&#039;s_Fang.PNG|200px|right|thumb|Serpent&#039;s Fang]]&lt;br /&gt;
The Serpent&#039;s Fang are mysterious weapons used by [[House Delaque]]&#039;s [[Nacht-Ghul]] assassins for close combat and [[RIP AND TEAR]] purposes. Unlike the more conventional Shiver Blade, the Serpent&#039;s Fang somewhat resembles a larger version of the [[Space Wolves]]&#039; Frost Claw, in that they are dual-clawed fist weapons attached to a power cable of some sort.&lt;br /&gt;
&lt;br /&gt;
Like the Shiver Blade, not much is known about the Serpent&#039;s Fang outside of guesswork from its name. If the name is literal, we can assume that the Serpent&#039;s Fang is some sort of envenomed weapon like those used by the [[Venenum]] assassins. Those cables attached to the weapon may in fact, not be power cables like those found in [[Power Weapon]]s, but tubes constantly making sure the weapon stays envenomed with poison and toxins. Given the assassin nature of a Nacht-Ghul, this is quite likely to be the case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Serpent&#039;s_Fang_2.PNG|Alternate view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shear===&lt;br /&gt;
[[File:Pit_Slave_Shears.JPG|200px|right|thumb|Shear]]&lt;br /&gt;
In the grimdarkness of the 41st Millennium, a simple wool shear has somehow turned into a weapon.&lt;br /&gt;
&lt;br /&gt;
In the depths of the Necromundan underhives, [[Pit Slave]]s will commonly be &amp;quot;modified&amp;quot; to include Shears with which to harvest fungus groves or to scrap metal. Criminal gangs have found the benefits of hiring escaped slaves with this appendage thanks to the ease with which the slaves can sever limbs and occasionally heads from their opponents.&lt;br /&gt;
&lt;br /&gt;
You would expect people to use these giant shears as they were intended right? shearing wool off a super sheep or something. But no, of course not, they just have to turn it into a weapon that stops one cock-slicing short of it being a [[Slaanesh|Slaaneshi weapon]].&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Pit Slave Buzz Saw===&lt;br /&gt;
[[File:Pitt_Slave_Buzzsaw_2.JPG|200px|right|thumb|Pit Slave Buzz Saw]]&lt;br /&gt;
Essentially the human equivalent of an Ork Killsaw.&lt;br /&gt;
&lt;br /&gt;
A toothed disk of razor-sharp steel, the Buzz Saw revolves at a high velocity in order to maximize its cutting power. Traditionally they have been grafted onto the arms of [[Pit Slave|Scrap Slaves]] on the [[Hive World]]s to help them carry out the work of breaking down or cutting apart the detritus of society into more salvageable smaller parts. May or may not be found in areas that require a metric shit-ton of industrial cutting.&lt;br /&gt;
&lt;br /&gt;
More underhanded businessmen have attached them to the arms of [[Pit Slave|Pit Fighters]] where they make ruthlessly efficient killing tools in the gladiatorial arenas that can be found all too often in the less savoury areas of Hive Worlds such as [[Necromunda]]. On the other hand, the [[Imperial Guard]] have a variant of this mounted on a [[Robot Crawler]].&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the Heavy Rock Saw&#039;s bigger brother.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pitt_Slave_Buzzsaw.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charonite Claws===&lt;br /&gt;
[[File:Charonite_Claws.JPG|200px|right|thumb|Charonite Claws]]&lt;br /&gt;
&lt;br /&gt;
The [[Heresy|Semi-Heretical]] weapons of [[Xenos]] origin dating back during the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
The [[Ogryn#Ogryn Charonites|Ogryn Charonites]] derive their name from their powerful main weapon, the Charonite Claws. These were heavily constructed servo-claws and matched augmentic implants designed to amplify and take advantage of an Ogryn&#039;s already formidable strength and physical stature. Charonite Claws needed to be surgically implanted, which meant that an Ogryn needed to have both his hands and forearms amputated in order to use them.&lt;br /&gt;
&lt;br /&gt;
Charonite Claws emerged in the early days of the [[Great Crusade]] as powerful weapons intended for use in the murderous confines of shipboard combat. Armed in this way, an Ogryn could crush flesh, and even bulkheads, and rip through armour and ceramite plate with ease. If an Ogryn Charonite could gain purchase with both his claws, they were designed to retract apart from each other with flesh-rending force, savagely dismembering their victims.&lt;br /&gt;
&lt;br /&gt;
It can be safe to assume that these weapons have been mothballed or destroyed by the AdMech ever since the [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
===Psychomantic Claw===&lt;br /&gt;
[[File:Psychomantic_Claw.PNG|200px|right|thumb|Psychomantic Claw]]&lt;br /&gt;
A Psychomantic Claw is a close-combat weapon that can be paired with a [[Psy-Gheist]]&#039;s Psychomancer&#039;s Harness‎. Whilst not always a standard-issue weapon for these [[psyker]]s from [[House Delaque]], they can be a melee option if needed. It can also be mounted on the [[Piscean Spektor]], which has &#039;&#039;four&#039;&#039; of these things.&lt;br /&gt;
&lt;br /&gt;
Now, one thing you may realise is that these things are pretty fucking huge. They are so large in fact, that the Psy-Gheist actually treat them more like additional limbs for faster locomotion. Ergo, they somewhat resemble Doc Oc&#039;s arms except, rather than having four limbs, they only have two.&lt;br /&gt;
&lt;br /&gt;
Given how big they are, their strength is obviously quite formidable. These claws ain&#039;t for show and is capable of lifting another humanoid and throwing them across the corridor, or simply crushing or slashing them to death. However, despite being used by a psyker, they are not explicitly [[Force Weapons]], as their rules do not denote them as one and they are surprisingly quite underwhelming on tabletop. On the Piscean Spektor however, these things quickly become [[RIP AND TEAR]] incarnate due to the amount of attacks these flying robo-shark-squids can output in a single round.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hydraulic Claw===&lt;br /&gt;
[[File:HydraulicClaw.jpg|200px|right|thumb|Hydraulic Claw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOT&#039;&#039; a Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Hydraulic Claws are a type of weapon used by the [[Adeptus Mechanicus]]. Usually mounted on [[Kataphron Battle Servitors]], these weapons are driven not only by powerful pistons, but also sanctified oils that are collected, drip by drip, from God-Machines at rest. The Tech-Priests’ belief is that in maintaining this process, they confer some of the Titan’s strength to their servitors. One who has witnessed the ruin wrought by a hydraulic claw will be hard pressed to refute it.&lt;br /&gt;
&lt;br /&gt;
Despite its name, it is no way related a normal industrial hydraulic claw, as these things are &#039;&#039;definitely&#039;&#039; designed to crush skulls of heretics and xenos alike. Seriously, look at those talons, you ain&#039;t gonna handle fragile cargo in a safe manner like that.&lt;br /&gt;
 &lt;br /&gt;
On tabletop, the Hydraulic Claw is essentially a power fist with less armor penetration. The weapon isn&#039;t bad, what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meager AP doesn&#039;t let it capitalize on the D3 damage (which is the actual strength of power fists, not their strength). Barely better than the Arc Claw, but it also costs double.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Pacifier Assault Claw===&lt;br /&gt;
[[File:Pacifier_AC.PNG|200px|right|thumb|Pacifier Assault Claw]]&lt;br /&gt;
Think the Servo Claw on a much larger scale.&lt;br /&gt;
&lt;br /&gt;
Whilst it is unknown if the Pacifier [[count as]] a [[Power Fist]], the fact that it is used against a bunch of [[Scavvies|murderhobos]] in the pits of [[Necromunda]] makes it unlikely. What this claw basically is, is that it is a giant hydraulic press with fingers. Unlike the Hydraulic Claw whose talons makes it &#039;&#039;very clear&#039;&#039; that it is designed for [[RIP AND TEAR]], the Pacifier&#039;s fingers are more human-like, which makes it very good at hefting heavy loads or crushing rioters with just two fingers.&lt;br /&gt;
&lt;br /&gt;
The main and &#039;&#039;only&#039;&#039; users of these are the [[Sanctioner Pattern Automaton]]s. And they are considered as one of the primary weapons/tools for the automatons. Pretty basic, but very versatile.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Powerlifter===&lt;br /&gt;
[[File:Powerlifter.JPG|200px|right|thumb|Powerlifter]]&lt;br /&gt;
{{Topquote|Get away from her you BITCH!|Quote from a woman dating back in M2. Sources indicate that she was the first person to encounter a Tyranid infestation and survive.}}&lt;br /&gt;
Another weapon that is &#039;&#039;NOT&#039;&#039; a Power Weapon, [[Pretend|despite its name.]]&lt;br /&gt;
&lt;br /&gt;
The Powerlifter is a device used on Imperial Guard [[Sentinel|Sentinels]]. The Powerlifter consists of a pair of strong hydraulic claws, easily capable of crushing a man. Despite this, the Powerlifter is most often used for logistical and hauling duties. The Powerlifter is also equipped with a counterweight mounted on the rear to prevent the Sentinel from tipping forward when it is holding heavy cargo.&lt;br /&gt;
&lt;br /&gt;
Back in the good old days, Powerlifters were surprisingly powerful melee weapons, able to handle entire squads of Assault Marines and win. Although it is honestly quite the hilarious site seeing a Sentinel kick ass in close combat despite how ungainly the Powerlifters were. Nevertheless, it was [[Nerf|nerfed]] because GW hates fun. Yes we know, it is a direct reference to Aliens&#039; Power Loaders.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Magna-Grapple===&lt;br /&gt;
[[File:Magna-Grapple.png|200px|right|thumb|Magna-Grapple]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|GET OVER HERE!]] the weapon.&lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple (Otherwise known as the [[Grapnel Launcher]] for Dreadnoughts) is a pseudo-Dreadnought Close Combat Weapon used by the [[Furioso Dreadnought|Furioso Dreadnoughts]] of the [[Blood Angels]] Chapter and their Successor Chapters.&lt;br /&gt;
&lt;br /&gt;
The Magna-Grapple is mounted on top of the Dreadnought&#039;s chassis. Consisting of potent gravitic emitters and a spooled length of adamantium chain, a Magna-Grapple can clamp onto a vehicle&#039;s hull before hauling the Dreadnought towards its target with terrifying speed. The Dreadnought then tears the target apart with its main Dreadnought Close Combat Weapons or fires upon it with its Frag Cannon.&lt;br /&gt;
&lt;br /&gt;
Now if only the Grapnel Launcher could function the same....&lt;br /&gt;
&lt;br /&gt;
===Penitent Flails===&lt;br /&gt;
[[File:Penitent_Flails.JPG|200px|right|thumb|Penitent Flails]]&lt;br /&gt;
A new and nasty close combat weapon now found on the [[Sisters of Battle]] [[Penitent Engine]], [[Mortifier|Mortifiers]] and [[Mortifier#Anchorite|Anchorites]]. Penitent Flails are now the stock standard close combat weapons for these SoB Walkers, with the Penitent buzz-saw being upgraded from a chainfist look-a-like to a more nastier second-tier power weapon that is effective on its own regards.&lt;br /&gt;
&lt;br /&gt;
These flails are large and comes in groups of usually three. The crazed masochistic bolter bitches that has been strapped onto these engines goes outright ballistic with these weapons, charging straight through the first mook she sees before clobbering it to death with [[Red Rage|sheer, pent-up, PMSing RAEG.]] It also works quite well against vehicles too, as the pneumatically enhanced artificial muscles of these walkers, could dent the side armor and cause potentially lethal damage to the vulnerable electronics/gears/parts and/or squishy mortals inside.&lt;br /&gt;
&lt;br /&gt;
On tabletop, Penitent Flails are melee range weapons with a S+1, Ap-2, D1- stats. These flails could make 3 hits roll with each attack of that weapon, maximizing at 7 attacks per unit and per round. If the bearer is equipped with a pair she gets [[Awesome|1 additional attacks with that weapon.]] Rip and tear indeed, for being a base CQC weapon, the flails are surprisingly quite great in turning GEQs and MEQs into krabby patties, while scoring the occasional wound against light and medium vehicles.&lt;br /&gt;
&lt;br /&gt;
Of course, when it comes to tougher opponents, it would start to gradually wear off. By this time, it would be far more sensible to equip these walkers with the above mentioned Penitent Buzz-Saws.&lt;br /&gt;
&lt;br /&gt;
===Assault/Siege Drill===&lt;br /&gt;
[[File:Siege_Drill.jpg|160px|right|thumb|Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
An Assault/Siege Drill is a weapon used on [[Dreadnoughts|Ironclad Siege Dreadnoughts]] or [[Centurion Squad|Centurions.]] As one might expect, these are the Heavy Rock Drills for SPEHS MEHREENS.&lt;br /&gt;
&lt;br /&gt;
Although they have different names, they function almost the same (Assault Drills for Dreadnoughts, Siege Drills for Centurions). It drills through rock as easily as reinforced ferrocrete, which is the substance usually used when building bunkers. Once the drill has penetrated the wall, a built in Heavy Flamer unleashes an inferno inside the bunker, killing everything within. The drill consists of three ball-shaped grinders which rotate to produce a drill effect.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are absolute monsters, the drills deal a whopping S10 AP-4 3 damage, which means that they &#039;&#039;&amp;lt;u&amp;gt;WILL&amp;lt;/u&amp;gt;&#039;&#039; hit and they &amp;lt;u&amp;gt;&#039;&#039;WILL&#039;&#039;&amp;lt;/u&amp;gt; hurt. For more information you can look up the Centurion Squad page to dissect its giddily goodness. It can be assumed that the Dreadnought version can kick just as much ass as the baby Centurion Squad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Assault_Drill.jpg|Assault Drill&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seismic Hammer===&lt;br /&gt;
[[File:Seismic_Hammer.JPG|160px|right|thumb|Seismic Hammer]]&lt;br /&gt;
&lt;br /&gt;
A [[Grav-weapons|Gravity Hammer]] on a fist.&lt;br /&gt;
&lt;br /&gt;
The Seismic Hammer is a much more common siege weapon than the Assault Drill, due to the simple fact that is a much less complex weapon. Where an Assault Drill is designed to penetrate its targets, the Seismic Hammer batters them into pieces. It is also equipped with an under-slung multi-melta. This siege weapon is only compatible with the Ironclad Dreadnought chassis.&lt;br /&gt;
&lt;br /&gt;
The weapon resembles four small drills that attach and stabilize the weapon to the target structure, then the seismic hammer erupts out from the weapon&#039;s center, slamming into the target and causing devastating shock waves. &#039;&#039;Or&#039;&#039; it can resemble a long hammer that is held forwards, with its head resembling that of an eagle; the weapon uses powerful hydraulics to slam the hammerhead forwards with frightening speed, slamming into the target structure and causing massive damage.&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Gyges Siege Claw===&lt;br /&gt;
[[File:Gyges_Siege_Claw.JPG|200px|right|thumb|Gyges Siege Claw]]&lt;br /&gt;
Giant piss-off weapons mounted on a [[Armiger Knight Moirax|Knight Moirax.]]&lt;br /&gt;
&lt;br /&gt;
The Gyges Siege Claw is, as its name implies, a close combat weapon designed for breaking apart fortifications, walls and bunkers, so that the Knight Moirax could get into the juicy side and fire its [[Volkite Veuglaire]]. The Siege Claw is also just as effective at turning its claws against units wearing pesky [[Power armor|power armor]] or [[Tyranid|hardened bone chitin]] with relative ease.&lt;br /&gt;
&lt;br /&gt;
Despite being a weapon, they honestly look more like [[Derp|giant claw machines]], which, when we think about it, [[Herp|how the hell does this thing break anything?]] Grabbing shit and throwing it? Yeah, we can see the claw being utilized like that. But destroying armored walls? Well, unless it is plainly described as a [[Power Weapon]], than we remain highly skeptical.&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Drill===&lt;br /&gt;
[[File:LevSiege_Drill.JPG|200px|right|thumb|Leviathan Siege Drill]]&lt;br /&gt;
&lt;br /&gt;
The bigger brother of the Assault and Siege Drills.&lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Drill is a type of Dreadnought Close Combat Weapon designed for use by Leviathan Pattern Siege Dreadnoughts. It was developed to be even more destructive than most classes of Dreadnought Siege Drills, and can bore straight through the heavy armor of vehicles and fortifications with ease. This Siege Drill incorporates a built-in Meltagun in the palm.&lt;br /&gt;
&lt;br /&gt;
Essentially, it is a Heavy Rock Drill that has been grown to the size of a Dreadnought Close Combat Weapon. Seriously, what&#039;s up with the Imperium and weaponizing mining equipment for the lols?&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Leviathan Siege Drill is Sx2, AP 2 weapon that has wrecker and armourbane rules. This means that this thing, like the Leviathan Siege Claw is a [[Cheese|S16 weapon]] that can reliably one punch the majority of units up and including Terminators with relative ease. That and the fact that it come automatically in-built with a Meltagun means that most armor including Superheavies aren&#039;t safe once this thing is charging headfirst into hell.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Leviathan Siege Claw===&lt;br /&gt;
[[File:LevSiege_Claw.JPG|200px|right|thumb|Leviathan Siege Claw]]&lt;br /&gt;
&lt;br /&gt;
A Dreadnought Lightning Claw on steroids.&lt;br /&gt;
&lt;br /&gt;
The Leviathan Siege Claw is the standard type of Dreadnought Close Combat Weapon used by Leviathan Pattern Siege Dreadnoughts, and it was developed to be even more destructive than those of other Dreadnought patterns. A Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan&#039;s foe apart in a single cut. Curiously, it is not stated to be a [[Power Weapon]], which if true, means that those claws on the Leviathan is just &#039;&#039;&amp;lt;u&amp;gt;THAT&amp;lt;/u&amp;gt;&#039;&#039; sharp.&lt;br /&gt;
&lt;br /&gt;
As with all of a Leviathan Dreadnought&#039;s close combat weapons, they also excel at tearing through the walls of enemy fortifications. All Leviathan Siege Claws incorporate a built-in Meltagun. The Siege Claw is certified for definite [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
On tabletop, this weapon is a Sx2 AP-3 D3 weapon which re-roll failed wounds against Infantry. [[Rape|Equip your Leviathan with two of these monsters and watch as this thing butchers entire Ork and Tyranid armies into pieces.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Hekaton Siege Claw===&lt;br /&gt;
[[File:Hekaton_Siege_Claw.JPG|200px|right|thumb|Hekaton Siege Claw]]&lt;br /&gt;
The big brother of the Gyges Siege Claw.&lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a massive siege weapon used by the combat walkers of the Questor Imperialis, the [[Imperial Knight]]s, and by the [[Chaos Knight|Renegade Knights]] of the Questor Traitoris. It is used solely by the [[Questoris Knight Magaera]] and the [[Questoris Knight Styrix]].&lt;br /&gt;
&lt;br /&gt;
The Hekaton Siege Claw is a melee siege weapon consisting of three massive claws capable of smashing both vehicles and structures like aluminium. The Hekaton Siege Claw features a twin-linked [[Irradiation Projector|Rad Cleanser]] built into the weapon&#039;s &amp;quot;palm.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
On a bit of a fun trivia, the word &amp;quot;Hekaton&amp;quot; is derived from the Greek word Hekatonkheires, three giants that exist in Greek mythology with incredible strength and ferocity that surpassed that of all of the Titans. The Hekaton Siege Claw, like the myth, has three giant claws of incredible strength.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Krius Siege Drill===&lt;br /&gt;
[[File:IoncolastSiegeClaw.jpg|200px|right|thumb|Krius Siege Drill]]&lt;br /&gt;
A Leviathan Siege Drill on steroids.&lt;br /&gt;
&lt;br /&gt;
The Krius Siege Drill are massive drills designed to [[Anal circumference|fist fortifications into submission]] and are used by [[Warmaster Iconoclast Heavy Battle Titan]]s. They are handily mounted within an enormous claw for better &#039;grip strength&#039; so they can throw shit back at the enemy and in-built [[Melta Cannon]]s for better wall blasting. It is considered one of the two primary weapons of said Titan, with the other being the [[Chain weapon#Desolator Chainsword|Desolator Chainsword.]]&lt;br /&gt;
&lt;br /&gt;
Of course, this along with the [[Chain weapon#Desolator Chainsword|Desolator Chainsword]] begs the question on why even give a slow-moving, stupidly large target weapons that they could only engage at close range. Even by the stupid reputation of the Imperium, [[Derp|this is already stretching the limit on practicality, even by &#039;&#039;40k standards&#039;&#039;.]] With how heavy the - you know - &#039;&#039;&#039;Heavy Battle Titan&#039;&#039;&#039; is, it is much more feasible for the Imperium go the [[Emperor Battle Titan]] way of mounting more guns and turning it into a fix-point superheavy artillery walker.&lt;br /&gt;
&lt;br /&gt;
At the very least, one could actually &#039;&#039;see&#039;&#039; the application of the Siege Drill unlike the Desolator Chainsword; with the ability to pick up things and throw shit making it a tad bit more versatile than the overgrown Chainsword. That and it is at least better designed than &#039;&#039;that&#039;&#039; [[Fail|abomination.]]&lt;br /&gt;
&lt;br /&gt;
If you still want more range but sticking with a Grav-weapon, you can swap it out with a [[Krius Grav Imploder]].&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat==&lt;br /&gt;
===Vartijan Fist/Seismic Crusher===&lt;br /&gt;
[[File:VFist.PNG|200px|right|thumb|Vartijan Fist]]&lt;br /&gt;
Mounted only on the [[Vartijan Exo-Driller Armour]], this weapon is a two-in-one combo used largely for mining purposes, but can be re-used for urban warfare.&lt;br /&gt;
&lt;br /&gt;
The weapon system is split into two parts as aforementioned. The first is the Vartijan Fist, which is a five-clawed, mechanical, non-powered pneumatic industrial fist that is able to either manipulate objects, carry heavy loads with one arm or crush a target into paste.&lt;br /&gt;
&lt;br /&gt;
The second is the in-built Seismic Crusher in the center of the Vartijan Fist, which is something akin to a jackhammer mixed with a drill. It punches with enough force to shatter grabbed boulders or dudes in power armour.&lt;br /&gt;
&lt;br /&gt;
Overall, a very nasty weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
VFist_2.PNG|Seismic Crusher (Center)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar==&lt;br /&gt;
&lt;br /&gt;
===Star Bolas===&lt;br /&gt;
[[File:Star_Bolas.png|200px|right|thumb|Star Bolas]]&lt;br /&gt;
&lt;br /&gt;
Remember the Bolas that we talked about earlier? Yeah, it seems that the [[Eldar|arrogant space pixie fairies]] &#039;&#039;somehow&#039;&#039; found a use for these.&lt;br /&gt;
&lt;br /&gt;
A Star Bola, or Tredail as it is known in the Eldar Lexicon, is a close-combat weapon utilized exclusively by the [[Eldar]] [[Harlequins]]. This is a favored weapon of the Harlequin Players, known as Great Falcons, who are mounted precariously on the rear of the lightning-fast Jetbikes known as [[Skyweaver|Skyweavers]]. A Star Bola mounts three weighted plasma charges at the end of mesh-weave cords. These charges arm when the bolas are spun with sufficient vigor. The weapon is designed to be hurled in a scything arc, tangling about its target before its plasma charges explode with the fury of a dying sun. Though Star Bolas are undeniably powerful weapons, their main disadvantage is that [[Derp|they can be hurled but once.]]&lt;br /&gt;
&lt;br /&gt;
Yeah, yeah we know. [[Lolwut|Its pretty jarring for one of the most ancient and advance race in WH40K to still be using one of the most primitive and simplest of weapons as their go-to anti-tank projectiles.]] Sure we can brush it off as Harlequins being massive [[Troll|Trolls]], but come on GW, &amp;lt;u&amp;gt;&#039;&#039;really?&#039;&#039;&amp;lt;/u&amp;gt; Of all the tools you could give to the Space Clowns, you give them [[Wat|fucking Bolas!?]] Weapons that are looked down on by the Mon&#039;Keigh as obsolete and even primitive by [[Ork]] standards? [[FAIL|And it can only be thrown once? Seriously who the hell designed the ergonomics of this thing?]]&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Ork==&lt;br /&gt;
These are any close combat weapons that are neither [[Choppa|Choppas]] (Due to having a more complex system to manufacture) nor a [[Chain Weapon]] (Due to having parts that does not function like a Chain Weapon). Basically, they are any type of CCW typically used by an Odd Boy instead of your average shooty/choppy boy.&lt;br /&gt;
&lt;br /&gt;
===&#039;Urty Syringe===&lt;br /&gt;
[[File:EC-needle-uv-lif.jpg|200px|right|thumb|&#039;Urty Syringe]]&lt;br /&gt;
&lt;br /&gt;
Ork [[Painboy|Painboys]] carry a bewildering variety of mean-looking tools, supposedly designed to aid the Mad Dok in his &#039;fixin&#039; of wounded Orks. They may include various blunt saws, blades and hammers and other devices which an Imperial medic would never dream of using.&lt;br /&gt;
&lt;br /&gt;
However, his most used tool is the &#039;Urty Syringe. &#039;Urty Syringes are huge steel syringes filled with some toxic goo or liquid. When used in combat, they prove to be an extremely powerful weapon although they don&#039;t work against opponents with peculiar physiologies, such as daemons or Tyranids.&lt;br /&gt;
&lt;br /&gt;
The &#039;Urty Syringe as you may already know, is the Ork equivalent of the Space Marine Narthecium.&lt;br /&gt;
&lt;br /&gt;
===Mek&#039;s Fixa===&lt;br /&gt;
[[File:Fixa.JPG|200px|right|thumb|Mek&#039;s Fixa]]&lt;br /&gt;
&lt;br /&gt;
More of a tool than a weapon.&lt;br /&gt;
&lt;br /&gt;
Ork [[Mekboy|Mekboys]] use all kinds of various tools to repair, kustomize and upgrade their vehicles and other unreliable pieces of Ork Technology. They often put them to use right on the battlefield to fix a vehicle that undertook damage in the fighting. Most of the tools used are rather primitive, but some may take a form of unusually sophisticated and bizarre devices.&lt;br /&gt;
&lt;br /&gt;
The most prominent tool of the Mekboy is the Mek&#039;s Fixa which is a giant wrench that is basically the Ork&#039;s swiss army knife, for it can function as the aforementioned wrench, a hammer, a cutting tool, a screwdriver and much, much more. It can even function as an axe, if the Mekboy feels particularly threatened.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tankhammer===&lt;br /&gt;
[[File:Tank_Hammer.PNG|200px|right|thumb|Tankhammer]]&lt;br /&gt;
The Tankhammer is a ridiculous and suicidal weapon and is what happens when you combine a hammer with a RPG round. The Tankhammer is an Ork close combat weapon for use against enemy armor. &lt;br /&gt;
&lt;br /&gt;
Essentially a rokkit on a pole, it is used by old-fashioned Orks, who don&#039;t trust such unreliable devices as rokkit thrusters. The Tankhammer is swung directly into the vulnerable parts of enemy vehicles at close range, although it an be used against infantry with devastating effects. It is most commonly wielded by Ork Tankbustas. [[FATAL|Because it often explodes when struck, most of these Orks don&#039;t survive, much to the amusement of much smarter Orks.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Tankhammer.jpg|If you want to go out in style, the Tankhammer is for you!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bangstikk===&lt;br /&gt;
[[File:Bangstikk.JPG|200px|right|thumb|Bangstikk]]&lt;br /&gt;
&lt;br /&gt;
The cousin of the Tankhammer and far more sensible. The Bangstikk is essentially the Orkified version of the Imperium&#039;s [[Basic Close Combat Weapons#Hunting Lance|Hunting Lance.]]&lt;br /&gt;
&lt;br /&gt;
Nothing more than a rokkit on a stick, a Bangstikk is a Feral Ork weapon. They are long poles with large amounts of explosives attached to the end and used when mounted on a Boar. Most probably used something like a lance, the bangstikk has a similar effect to the Krak Grenade and is used highly effectively against vehicle armour, although being poorly balanced they are not the easiest of weapons to use.&lt;br /&gt;
&lt;br /&gt;
It is not known why the Orks never seem to utilize more of these. It could be because more tech-savvy Orks aren&#039;t fans of [[Boarboyz]] and their [[Warboar|Warboars]], therefore the usage of these weapons seem fall out of use in the more Mek dominated areas of Ork control. However the Snakebite clan still utilize these en masse due to being Amish Orks.&lt;br /&gt;
&lt;br /&gt;
===Stikka===&lt;br /&gt;
[[File:Stikka.JPG|250px|right|thumb|Stikka]]&lt;br /&gt;
The more updated and &#039;advance&#039; version of the Bangstikk.&lt;br /&gt;
&lt;br /&gt;
The Stikka is what happens when you leave a bunch of [[Ork]] [[Murderhobos]] called the [[Beast Snagga]]s with a Hunting Lance and tell them to fuck around and find out. And fuck around they did, as the Orks managed to one-up the Imperium in this regard.&lt;br /&gt;
&lt;br /&gt;
Rather than just being an over-glorified close-ranged Krak Grenade on a stick, the Orks decided to turn it into a type of Ork throwable spear. This weapon is called a Stikka and are the standard-issue weapon used by Beast Snagga [[Squighog Boy]]z for hunting prey. [[Awesome|Stikkas are mounted with rocket boosters and can thus be used as projectile weapons.]]&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Stikka has both a &#039;shooting&#039; phase and a melee phase. In terms of melee, It is a S+1 (Bumping total Strength to 6), AP-2, D2 weapon. Not bad especially on a charge, allowing your Boyz to skewer a few Space Marines a turn. However, if you want to throw the damn thing, you can only do it once. Throwing the Stikka gives it a 12&amp;quot; ranged, Assault 1, AP-2, D2 weapon that would increase its Strength characteristic of a +1 if it is within half range (So 6&amp;quot; to be effective). Given these mediocre stats, it&#039;s best to save the Stikka until all hell breaks loose.&lt;br /&gt;
&lt;br /&gt;
===Breaching Ram===&lt;br /&gt;
[[File:Breaching_Ram.JPG|200px|right|thumb|Breaching Ram]]&lt;br /&gt;
The Ork equivalent of the SLHG Pattern Assault Ram.&lt;br /&gt;
&lt;br /&gt;
The Breaching Ram or Breacha Ram is the Ork&#039;s portable Battering Ram and the primary weapon/equipment of the [[Breacha Boy]] of a [[Ork Kommando|Kommando Kill Team]]. They are large, heavy piece of solid metal used to punch through doors, walls or people with simple and brutal efficiency.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are a cover-punching not-quite power fist, better keyed for breaking marines rather than vehicles. In Kill Team, they are given a special rule called &#039;&#039;&#039;Breach&#039;&#039;&#039;, which allows them to perform a Normal Move, Dash or Charge action on each round. It can also move through parts of terrain features that are no more than a few feet thick as if they were not there.&lt;br /&gt;
&lt;br /&gt;
All in all, what you get is a discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points.&lt;br /&gt;
&lt;br /&gt;
===Killsaw===&lt;br /&gt;
[[File:Warhammer-40k-bitz-orks-mega-nobz-killsaw-e1-right.jpg|200px|right|thumb|Killsaw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much larger Kill Saw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Killsaw is an Ork close combat weapon sometimes integrated into Mega Armour or used by Ork Mekboys. They are the smallest of the Buzzsaw family. A large variant of the Killsaw can be seen mounted on Mega-Dreads.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Killsaw is a weapon that trades out the 1d3 damage of the Klaw for a flat 2 damage and an additional point AP (Boosting the total to -4). If you can somehow take two, they give you an extra attack (kind of like lightning claws, or how older Editions&#039; dual-wielding rules worked). It can only be equipped to Warbosses, Meks, Nobz, Painboyz or Meganobz, so it takes a bit of effort to get the most use out of it. In general, stick to the Klaw unless you have a way to get your Mek/Meganobz into melee without being shot at.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:7e-meganob-killsaws.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Saw Blades===&lt;br /&gt;
[[File:Saw_Blades_Dragsta.JPG|200px|right|thumb|Saw Blades]]&lt;br /&gt;
&lt;br /&gt;
A bunch of sawblades fitted either vertically to the front of [[Shokkjump Dragsta]]s to go all [[Seeker_Chariots_of_Slaanesh|lawn mower]] up in this horde, or horizontally to the sides of [[Rukkatrukk_Squigbuggy|Rukkatrukk Squigbuggies]] to catch gits&#039; ankles as they drive past on the next food delivery.&lt;br /&gt;
&lt;br /&gt;
Weaker than the Buzz Saw in literally every way, with one less Strength, Armour Penetration, and Damage, but mounted on faster platforms (in the Dragsta&#039;s case, one that can even teleport without the use of a Stratagem), allowing them to reach the enemy much quicker, and skirt around heavier enemy elements to engage lighter ones better suited to them.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Saw_Blades_Squigbuggy.JPG|Squigbuggy variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Spinnin&#039; Blades===&lt;br /&gt;
[[File:Spinnin_Blades.JPG|200px|right|thumb|Spinnin&#039; Blades]]&lt;br /&gt;
A literal helicopter blender.&lt;br /&gt;
&lt;br /&gt;
This is the actual propellers of [[Deffkoptas]], the ones they use to stay up in the air with, employed as melee weapons. One can only assume the Flyboy rolls the thing upside-down at very low altitude to aim at people&#039;s heads, but still, this&#039;d be an incredibly dangerous manoeuvre at the best of times for a veteran pilot, let alone during a dogfight with a crazed Ork [[Speed Freek]] at the helm.&lt;br /&gt;
&lt;br /&gt;
The careening flight path necessary to get the Spinnin&#039; Blades at the right angle to strike ground targets, means you only get D3 Attacks with them at +1S. Despite the obvious danger inherent in their use, you suffer exactly zero penalties when striking.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Buzz Saw===&lt;br /&gt;
[[File:Buzz_Saw.PNG|200px|right|thumb|Buzz Saw]]&lt;br /&gt;
&lt;br /&gt;
The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads.&lt;br /&gt;
&lt;br /&gt;
The big brother of the Killsaw, the Buzz Saw is a unholy fusion of a powersaw and a power klaw (Without the power part) and are every bit as savage as the Orks that wields them. This means that the Buzz Saw can both grab and slice opponents into fine chunks of flesh.&lt;br /&gt;
&lt;br /&gt;
These weapons may include single large spinning blades, multiple small spinning blades, spinning blades with additional fixed or moving blades or crushing elements, or spinning blades with additional [[Chain Weapon|Chain Weapons]] attached.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Drilla===&lt;br /&gt;
[[File:Drilla.PNG|200px|right|thumb|Drilla]]&lt;br /&gt;
&lt;br /&gt;
A weapon designed in creating as many holes into a unfortunate bastard as possible.&lt;br /&gt;
&lt;br /&gt;
A large, motorised drill-bit meant to pierce through the toughest armor with comparitive ease. The Drilla is meant for anti-armor purposes whilst the rest of the Killa Kan&#039;s/Deff Dread&#039;s weapons can be free&#039;d up to focus on mulching infantry.&lt;br /&gt;
&lt;br /&gt;
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). [[Derp|Which means that this non-Power Weapons share the same function as an &#039;&#039;actual&#039;&#039; Power Weapon.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Nose Drill===&lt;br /&gt;
[[File:Nose_Drill.JPG|200px|right|thumb|Nose Drill]]&lt;br /&gt;
&lt;br /&gt;
A larger but less accurate Drilla fitted to the nose of a [[Megatrakk Scrapjet]], so that the Ork Flyboy in the cockpit can actually do some serious damage when he rams something. To add insult to injury, whatever he does hit&#039;ll then get sucked up into the huge jet turbine directly behind the drill.&lt;br /&gt;
&lt;br /&gt;
As such, can be considered kind of unnecessary and redundant all things considered. The only way one can see a practical use for this in regards to the Orks, is that the nose drill could act as an okay battering ram against fortifications and walls. [[FATAL|Unfortunately, jet engines don&#039;t do so hot against things like space concrete and bricks.]] So these jet engines must be powered by a fuck ton of WAAAAGH energy to prevent it from blowing the fuck up.&lt;br /&gt;
&lt;br /&gt;
Compared to the one mounted on Killa Kans, this gives an additional +1 Strength, loses 2 Armour Penetration, and deals D3 Damage instead of a set 2. It&#039;s also obviously more unwieldy, only able to attack things directly in front of the vehicle.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Wrecker===&lt;br /&gt;
[[File:Wrecker.jpg|200px|right|thumb|Wrecker]]&lt;br /&gt;
&lt;br /&gt;
A Wrecker (AKA the Wrecking Ball) is a large metal ball attached to an Ork combat walker&#039;s weapon arm with a chain. Think of it as a [[Basic Close Combat Weapons#Flail|Flail]] on a much larger scale. These weapons are used to crush buildings and other obstacles to rubble, allowing the Ork forces to move across the terrain easier. Wreckers can be used by both Killa Kans, Deff Dreads and sturdy/powerful Trukks, but are mostly found within urban combat zones.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Wrecker is a weapon that gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the &#039;Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
Back in the day, Wrecker Balls as they were called were a popular weapon on [[Gorkamorka]], capable of smacking into an enemy buggy and sending boyz flying from the wreckage. One of the orks riding on the vehicle had to actually take the time to man (er, ork) the controls for the swinging death ball, and on a bad roll the mass of metal could swing back around and crush it&#039;s own vehicle.&lt;br /&gt;
&lt;br /&gt;
===Spiked Ram===&lt;br /&gt;
[[File:Spiked_Ram.JPG|200px|right|thumb|Spiked Ram]]&lt;br /&gt;
&lt;br /&gt;
The simplest weapon that can be fitted to an Ork vehicle, being a couple of sharp metal spikes or even [[Squiggoth]] horns, attached to the front of the vehicle to use its momentum as a makeshift [[Siege_Weapons#Battering_Ram|Battering Ram]].&lt;br /&gt;
&lt;br /&gt;
Previously known as the Reinforced Ram and available to any Ork vehicle as an upgrade, it&#039;s now only available as a Special Rule for the [[Kustom Boosta-Blasta]] and Megatrakk Scrapjet, letting them throw out a couple of d3 Mortal Wounds against some guys in base contact on a roll of 4+ (1&amp;quot; range, so basically base contact).&lt;br /&gt;
&lt;br /&gt;
It&#039;s more of a tertiary and back-up weapon, as such, only use it for close combat if you are doing so to primarily shut off that unit&#039;s shooting, then hopefully you do a couple of wounds in addition.&lt;br /&gt;
&lt;br /&gt;
===Deffrolla===&lt;br /&gt;
[[File:Death_Rolla.JPG|200px|right|thumb|Deffrolla]]&lt;br /&gt;
{{Topquote|[[Meme|ROODO ROOLAA DA!]]|[[JoJo&#039;s Bizarre Adventure|Dio, the first person to coin such a term.]]}}&lt;br /&gt;
The Deffrolla (also spelt Dethrolla or Deathrolla) is a large metal rolling pin with an assortment of spikes sticking out of it, a simple weapon but effective. Usually fitted to the front of some [[Junka#Mekboy_Junka|Junka]]s, [[Battlewagon]]s, [[Battlefortress#Deathrolla|Battlefortress]]es, and even [[Stompa#Goff_Rock-an-Rolla|Stompa]]s as an alternative to a Reinforced Ram, but in [[Epic]] was also the defining trait of [[Bonebreaka]]s and [[Bonecruncha]]s.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Deffrolla turns a regular vehicle that might not do so well in close combat into a melee monster, making them hit on 2+ at AP-2 and D2 with their full number of Attacks. A Bonebreaka gets extra mileage out of it, hooking it up to whole load of extra gubbinz to milk an extra D6 Attacks on top of that on the charge.&lt;br /&gt;
&lt;br /&gt;
===Grabbin&#039; Klaw===&lt;br /&gt;
[[File:Grabbin_Klaw.JPG|200px|right|thumb|Grabbin&#039; Klaw]]&lt;br /&gt;
&lt;br /&gt;
The Grabbin&#039; Klaw is a miniature Rippa Klaw with only two blades, that can be mounted on vehicles or buildings such as [[Trukk]]s, [[Battlewagon]]s, and [[Mekboy Workshop]]s to give them a little extra [[Choppa|choppiness]], whilst a [[Gutrippa]] dual-wields a pair of them as its primary armament like a wheeled [[Deff Dred]]. Despite this, it is dual-purpose like most Ork technology and could also double mainly as a lifting arm to help [[Looted|recover]] damaged vehicles.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it a giant weaponised claw machine.&lt;br /&gt;
&lt;br /&gt;
Like its big brother, the Grabbin&#039; Klaw has AP-3 to shear through tough armour, but due to its smaller size only deals D3 Damage instead of D6, and because of it being on an awkward turret rather than an arm, you only get one good swing with it at the vehicles normal WS during an Assault, meaning all your vehicles&#039; other Attacks have to go into ramming.&lt;br /&gt;
&lt;br /&gt;
===Kill Saw===&lt;br /&gt;
[[File:Kill_Saw.PNG|200px|right|thumb|Kill Saw]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the much smaller Killsaw]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The annoyingly named Kill Saw is the Killsaw&#039;s and Buzz Saw&#039;s dad and is possibly one of the most confusing names ever thought out by GW. [[FAIL|When the only way to differentiate between two different classes of weapons is a space between two words, you know you done fucked up.]]&lt;br /&gt;
&lt;br /&gt;
Kill Saws are massive saw-blades that are used by Ork Mega-Dreads and Kustom Meka-Dreads. The pilots of these walkers love seeing them rip through even the strongest of enemy armor. These saw weapons are much larger than the ones found on the smaller Deff Dreads and Killa Kans.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kill Saw was a powerful melee and shred weapon. At Strength 10 and AP 2, this monster goes well with the Rippa Klaw at absolutely eviscerating enemy armor and infantry alike. If you have two Kill Saws, you can add +1 attack, you know, so that you can Rip and Tear fully.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Rippa Klaw===&lt;br /&gt;
[[File:99590103074_OrkRippaKlawArm02.jpg|200px|right|thumb|Rippa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Not specified to be a [[Power Weapon]]. Rippa Klaws are gigantic shear-bladed pincers that are capable of ripping open heavy armor with extreme ease.&lt;br /&gt;
&lt;br /&gt;
Rippa Klaws feature a large pincer with three blades that can grab and crush enemy units. These massive weapons are used by both Mega-Dreads and Kustom Meka-Dreads. Because they are not stated to be a power weapon like the Power Klaw, it can be said that the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
In 7th edition, the Rippa Klaw was the go-to Close Combat Weapon for the Mega-Dread due to its high Strength and AP value. It is able to handle most vehicles and infantry by itself and is a deadly weapon on its own.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, the Rippa Klaw is a weapon that can attack 5 times, each attack has a AP of -3 with S x2 and dealing D6 Damage. If your Mega-Dread is equipped with two of these bad boys, he would have the [[RIP AND TEAR|Rip n&#039; Tear]] ability, which increase the attack characteristics by 1.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Stompa Klaw===&lt;br /&gt;
[[File:99590103080_OrkStompaClawArm01.jpg|right|thumb|200px|right|thumb|Stompa Klaw]]&lt;br /&gt;
&lt;br /&gt;
Basically the Rippa Klaw&#039;s badass uncle. Stompa Klaws are giant Rippa Klaws meant to rip apart enemy Titans up close. Like the Rippa Klaws, the Stompa Klaw may not be a Power Weapon but a weapon where the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They maybe more flexible and versatile than the Mega-Choppa, able to both crush and grab things at a whim before throwing it at a group of blobs.&lt;br /&gt;
&lt;br /&gt;
Meks sometimes deploy these giant Rippa Klaws to rend enemy war machines apart at close quarters – all the better to claim the choicest scrap for future projekts. They are seen as one of the pinnacle of maximum [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
These weapons can be equipped with giant Buzz Saws to further aid its cutting power.&lt;br /&gt;
&lt;br /&gt;
On 9th edition, the Stompa Klaw is an absolute murdermachine of a melee weapon a Kustom Stompa, which is [[rape|Sx2 AP5 D9, and you can also cause D3 mortal wounds on a wound roll of 4+.]] If you deck it out under a [[Goff Klawstompa]] configuration (Which is &#039;&#039;two&#039;&#039; of these things mind you), you can [[RIP AND TEAR]] your way through vehicle mobs, not infantry mobs, &#039;&#039;vehicle mobs&#039;&#039;. You can also swap it out with the [[Chain Weapon#Mega-Choppa|Mega-Choppa]], but [[derp|why the hell would you want that when you have the klaws of doom?]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha Ball===&lt;br /&gt;
[[File:Krusha_Ball.jpg|200px|right|thumb|Krusha Ball]]&lt;br /&gt;
&lt;br /&gt;
The Wrecker&#039;s grandaddy and a Flail grown to truly Titanic sizes.&lt;br /&gt;
&lt;br /&gt;
Some Stompas feature an unusual weapon, known as the Krusha Ball, a huge chunk of scrap metal on a chain, which is mounted on a Stompa&#039;s arm in place of the regular close combat weapon. Its swings cause immense devastation, krushing everything in its path: soldiers, vehicles, buildings and terrain. Like the smaller Wrecker, it is designed to demolish fortifications and buildings.&lt;br /&gt;
&lt;br /&gt;
Krusha Balls are thus, extremely unwieldy and difficult to use, just like a Flail. The large and heavy metal ball is powerful enough to crumple even the tough armor of Titans and Superheavies, whilst being flexible and chaotic enough to be unpredictable and strike on odd angles, hitting weak/blind spots. However, it is not without its risks. If the backswing is too much, [[FAIL|it will smash back into the Stompa, causing immense damage to the Stompa itself.]]&lt;br /&gt;
&lt;br /&gt;
Back in the oldschool tabletop days, trying to use the Krusha Ball was a [[FAIL|over complicated trainwreck.]] Unless you&#039;re a genius at math, this thing took way too much time and effort to even &#039;&#039;judge&#039;&#039; if it hits anything. If you actually want to know the details, please continue to read below.&lt;br /&gt;
&lt;br /&gt;
Specifically, the Krusha Ball is a Titan melee weapon that replaces the standard close combat weapon the Stompa is armed with (Mega-Choppa). If the Stompa is not otherwise engaged in close combat, the hefty Krusha Ball can be swung in a vast sweeping arc of destruction. Nominate a direction (It is convenient to mark this with a Scatter dice) and roll 2D6. [[What|This is the number of inches in which the path of devastation travels (Whatever the fuck that means).]] Assume the path is 2&amp;quot; wide and measure directly below the position of your Krusha Ball. Any model in its path takes a single destroyer hit, although a infantry or jump infantry may take an Initiative test to avoid the blow. On a roll of a double 1 the backswing is too much and the Stompa itself takes a single destroyer hit in addition to any targets within 2&amp;quot; arc.&lt;br /&gt;
&lt;br /&gt;
Any terrain touched by the weapon is removed and replaced with rubble.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Krusha===&lt;br /&gt;
[[File:Krusha_Arms.JPG|200px|right|thumb|Krusha]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the similarly named Krusha Ball or the]] [[Chain Weapon#Crusha|Crusha]] [[Rage|(Seriously, what the fuck was GW thinking in using multiple weapons with similiar-as-fuck names!?)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ork Mega-Gargants feature weapons so big they dwarf even Mega-Choppas. Known as Krushas these are one of the biggest and most deadly close combat weapons in the Galaxy. Krushas are immense Rippa Klaws that can rip apart the limbs of even Emperor Titans. Through sheer power alone, a Krusha can use its immense hydraulic presses and pneumatic pumps to crush the centimeters thick reinforced ceramite platings of Titans with contemporary ease.&lt;br /&gt;
&lt;br /&gt;
The main downside however, is that Krusha&#039;s are large and expensive weapons that is only effective in really close range. These ranges put the weapon at a disadvantage when a Emperor Titan would gun the Gargant down before it even reaches. [[Anal circumference|But when it does reach, than gigantic assholes will be opened up and penetrated.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Krusha.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Genestealer Cult==&lt;br /&gt;
&lt;br /&gt;
Most Genestealer Cultists use stolen Imperial mining equipment as weapons. But sometimes they are craftier enough to develop certain weapons unique to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
===Toxin Injector===&lt;br /&gt;
[[File:Toxin_Injector.JPG|200px|right|thumb|Toxin Injector]]&lt;br /&gt;
&lt;br /&gt;
The nastier cousin of the Neuro Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Toxin Injector is a type of poisonous weapon used by the [[Genestealer Primus]]. The tubes of a toxin injector coat a Primus’ claws in deadly poisons – a mere scratch from such a talon can quickly prove fatal.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Toxin Injectors are the Default Primus close quarters combat weapon; a venomous Rending Claw, it always performs better than the Bonesword the Primus carry, so always use the Toxin Injector.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:TI2.JPG|The model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Atrophied Blade===&lt;br /&gt;
[[File:Atrophied_Blade.JPG|200px|right|thumb|Atrophied Blade]]&lt;br /&gt;
The Atrophied Blade or otherwise known as the Bio-Dagger, is a strange, &#039;&#039;strange&#039;&#039; weapon used by the [[Sanctus]]. On the surface, it looks like any normal [[Basic Close Combat Weapons#Combat Knife|Combat Knife]] with its own Genestealer decal. However, its function and construction is entirely unique all to itself. It is neither a [[Power Weapon]] nor is it a poisoned weapon. It is more accurate to say that it is a [[Wat|mindrape dagger]] or more accurately, some sort of [[Force weapon|Force Weapon]] that does not actually require the user to be a [[Psyker]] for it to function.&lt;br /&gt;
&lt;br /&gt;
These blades are grown in a genesis pool that contains the [[Lolwut|liquefied essence of slain cultists and imbued with alien biomatter.]] Non-indoctrinates beings struck with these weapons are overcome with agony as a million voices explode inside their minds, often dropping dead on the spot.&lt;br /&gt;
&lt;br /&gt;
===Scrambler Array===&lt;br /&gt;
[[File:Scrambler_Array_1.JPG|200px|right|thumb|Scrambler Array]]&lt;br /&gt;
A very interesting piece of Genestealer machinery. The Scrambler Array is a custom-built Vox interceptor array which allows them to hack into enemy broadcasts and send their own message across it. They are also able to intercept signals and learn enemy troop movements and tactical dispositions. These machines have been nicknamed the DJ Record Player for &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;obvious reasons&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. With some in /tg/ joking that the [[Clamavus]] disrupts Imperial communications by dropping some sick beats and dubstep.&lt;br /&gt;
&lt;br /&gt;
The Scrambler Array is often paired with a [[Proclamaitor Hailer|Proclamaitor Hailer]] which is essentially a giant microphone integrated to the suit; used by the Clamavus to both spread the word and cause a powerful psychic resonance of the Cult&#039;s Patriarch to make [[Psyker|Psykers]] go all [[Squad Broken]]. In this aspect, the Scrambler Array and the Proclamator Hailer are both interdependent of one another, often acting as a single tool in function.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Scrambler Array can keep you safe from enemy deepstrikes within 12&amp;quot; of this model and melts the face of your enemies via rolling a D6 for each enemy unit within 6&amp;quot; of any Clamavus; on a 6 that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Neurotraumal Rod===&lt;br /&gt;
&lt;br /&gt;
[[File:Rod_of_Office.JPG|200px|right|thumb|Neurotraumal Rod]]&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod AKA the Beating Stick or the Beating Cane.&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod is the primary weapon for the [[Genestealer Locus]]. Although not the primary offensive weapon per se (That would go to the twin blades and the assortment of bio-weapons including the stinger tail being hidden beneath his robes), it is still able to disrupt enemy units around the Locus.&lt;br /&gt;
&lt;br /&gt;
The Neurotraumal Rod houses a complex neurological transmitter crafted for them by their [[Genestealer Magus|Magus]] and [[Clamavus]]. It sends out destabilizing frequencies designed to upset synapses and thought waves. This goes in extra handy when it comes to &amp;quot;negotiations&amp;quot; with a particular powerful person such as a [[Ministorum Priest|Cardinal]] or [[Inquisitor]], the Locus&#039; accompanying it will send out waves of mental disruption that induces [[Rape|brain-spasms, migraines, and harrowing visions in its victims.]]&lt;br /&gt;
&lt;br /&gt;
===Injector Goad===&lt;br /&gt;
[[File:Injector_Goad.jpg|200px|right|thumb|Injector Goad]]&lt;br /&gt;
&lt;br /&gt;
A strange and weird staff-sized syringe wielded only by the [[Biophagus]] of the [[Genestealer Cult]]. The Injector Goad is perhaps one of the strangest and bizarre weapons within the Genestealer&#039;s armory, this is thanked in the way this weapon functions. As it is a goad, the weapon&#039;s main function is to catch and restrain a target around its neck or torso, however it also has a third function which is to obviously inject whatever viral Tyranid venom and artificial toxins into the victim once he/she is restrained.&lt;br /&gt;
&lt;br /&gt;
With the four huge syringes, the Injector Goad is not a pretty weapon to die to, especially if it gets you in the neck area. The venom and toxins are connected to a pipe which is than attached to the backpack apparatus which house the majority of its ammunition. The trigger mechanism can be found lower at the weapon&#039;s grip similiar to the Guardian Spears of the Custodes.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Injector Goad is a weapon that can cause some mortal wounds and always wounds non-vehicles on a 2+ with D3 damage. A pretty nasty weapon especially for a unit that is the Genestealer equivalent of a [[Apothecary]]/[[Haemonculus]].&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Necrons==&lt;br /&gt;
&lt;br /&gt;
The [[Necrons]] possess highly advance close combat weapons made out of exotic materials such as [[Necrodermis]] for example.&lt;br /&gt;
&lt;br /&gt;
===Monomolecular Proboscis===&lt;br /&gt;
[[File:MonoProb.jpg|200px|right|thumb|Monomolecular Proboscis]]&lt;br /&gt;
A very &#039;&#039;weird&#039;&#039; &#039;weapon&#039;. The Monomolecular Proboscis is the primary equipment used by [[Canoptek Plasmacyte|Necron Plasmacytes.]]&lt;br /&gt;
&lt;br /&gt;
Though fairly harmless by itself, the weapon can inject nearby Necron Destroyer Cultists with a chemical that enhances their nihilistic rage. Why the Necrons decided [[Derp|&#039;&#039;&#039;&#039;&#039;THAT&#039;&#039;&#039;&#039;&#039; was a good idea,]] we have no idea. To give you some context, [[Wat|it would be like the equivelent of the Imperial Guard injecting Space Marines with Nurgle&#039;s Rot.]]&lt;br /&gt;
&lt;br /&gt;
Crunchwise, during a fight phase, roll a d6, with a 1 killing a Destroyer model. Regardless of roll, For the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. Considering the risk, you seriously should not be taking this lightly.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Scythed Limbs===&lt;br /&gt;
[[File:Scythed_Limbs.JPG|200px|right|thumb|Scythed Limbs]]&lt;br /&gt;
The little fiddler to the Flensing Claws.&lt;br /&gt;
&lt;br /&gt;
Scythed Limbs are the primary close combat armenent of the [[Cryptothralls]]. These...well...Scythed Limbs, are made from sharpened [[Necrodermis]] and other exotic materials to create a sharp blade that could regenerate any wear and tear from repeated use.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Scythed Limbs are Strength 5, -1 AP and 1 Damage. Seeing as how Cryptothralls have 3 attacks each for a total of 6 in a pair, they are a much more effective weapon in butchering GEQs, although MEQs are able to tank the attacks.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Flensing Claw===&lt;br /&gt;
{{topquote|And I... JACK! The pumpkin king, have grown so tired of the same old thing...|The Nightmare Before Christmas}}&lt;br /&gt;
[[File:Flensing_Claw.JPG|200px|right|thumb|Flensing Claw]]&lt;br /&gt;
The primary weapon of both the [[Skorpekh Lord]] and [[Flayed Ones]]. These are the Scythed Limbs bigger brothers and are used, as its name implies, to skin their foes and wear them like a Halloween decoration.&lt;br /&gt;
&lt;br /&gt;
Flensing Claws are incredibly sharp and intricate weapons that are essentially Edward Scissorhands on crack. Necrons with the Flayer Virus often mutate into having these, although those from the Destroyer Cults are known to have one too.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, for the Flayed Ones, they have 3 attacks each with a ap-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3&amp;quot; of them (pair with the Deceiver&#039;s Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. [[FATAL|A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks, meat blender indeed.]]&lt;br /&gt;
&lt;br /&gt;
For the Skorpekh Lord, it gives him double the attacks at AP-1, which is pretty fucking nasty all round given his number of attacks and strengths.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
FCSLord.JPG|Skorpekh Lord&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
These are other strange weapons from other minor factions that are too small to represent individually by themselves.&lt;br /&gt;
&lt;br /&gt;
===Scythian Venom Talon===&lt;br /&gt;
[[File:Venom_Talon.PNG|200px|right|thumb|Scythian Venom Talon]]&lt;br /&gt;
Scythian Venom Talons are weapons used by [[Inquisitors]] of the [[ Ordo Xenos]]. The Scythians are a race of warrior-monks dedicated to their peculiar and complex martial arts.&lt;br /&gt;
&lt;br /&gt;
The dagger-like venom talon is one such tool they are adept at using, able to incapacitate foes with a single scratch. The Ordo Xenos has come across these weapons in alien hands and some Inquisitors choose to wield the daggers themselves.&lt;br /&gt;
&lt;br /&gt;
By its appearance, it looks &#039;&#039;strangely similar&#039;&#039; to that of the [[Dark Eldar]]&#039;s [[Dark Eldar Combat Weapons#Venom Blade|Venom Blade]] in both looks and function. Suggesting an interesting connection.&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grav-Weaponry&amp;diff=236781</id>
		<title>Grav-Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grav-Weaponry&amp;diff=236781"/>
		<updated>2023-05-30T20:43:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grav-cannon art.jpg|thumb|right|Woosh! You are heavier now!]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Gravity is a harness. I have harnessed the harness.|Sigma, &#039;&#039;Overwatch&#039;&#039;}}&lt;br /&gt;
{{Topquote|It just works.|Every techpriest questioned about grav-weaponry}}&lt;br /&gt;
&lt;br /&gt;
Weapons that employ ancient Graviton technology, selectively altering gravity to turn the target&#039;s mass against them. Grav weapons were used by many of the [[Space Marine]] [[Space Marine Legions|Legions]] during the [[Horus Heresy]]. However, in the 41st millennium, the secrets of how to build and maintain them are locked deep within the vaults of the [[Adeptus Mechanicus]] on [[Mars]] and are even rarer than [[Plasma|plasma guns]], and like Plasma guns this will not stop every marine and his [[primarch]] from fielding bucketloads of them. Only a select few know these secrets and only the most promising [[techmarine]]s are trusted with them.&lt;br /&gt;
&lt;br /&gt;
Much like [[Melta|Meltaguns]], there&#039;s some inconsistency in depictions of grav-weapons firing. For example, &#039;&#039;Necromunda: Hired Gun&#039;&#039; depicts them as firing a non-hitscan homing explosive projectile. However, Inquisitor: Martyr [[Eternal Crusade]] and the &#039;&#039;Boltgun&#039;&#039; vidya gaem depict them as firing a continuous beam, so that seems to be the general consensus on how they fire.&lt;br /&gt;
&lt;br /&gt;
=Graviton vs. Grav-weaponry=&lt;br /&gt;
[[File:Bits-graviton-gun.jpg|thumb|right|Heresy-era Autotellurian-Pattern Graviton gun]]&lt;br /&gt;
[[Graviton weapons]] from [[Forge World]] operate completely differently than the grav-weapons shown in the new Space Marine Codex. The reason for this was a mystery up until Horus Heresy III - Extermination came out and actually had a Graviton weapon that behaved like a Grav weapon: the &#039;&#039;Graviton Imploder&#039;&#039;. The explanation is that all 40k grav weapons started out as graviton weapons, but graviton weapons were not actually intended to be used as weapons at all; more likely, they were to be used like Star Trek tractor beams. Nevertheless, they were used as weapons until some guy on the Forgeworld of Tigrus figured out how to make a cheaper replacement which concentrated the energy into single targets rather than over wider areas. The tech-priests called this [[Heresy|blasphemy]], owing to the fact that it was not how the technology was originally intended, but considering they are generally more useful on the battlefield they became more common than the original design.&lt;br /&gt;
&lt;br /&gt;
=Tabletop=&lt;br /&gt;
===In 7e===&lt;br /&gt;
Grav-guns are something of an alternative plasma gun in terms of use. It has [[MEQ]] and [[MEQ#TEQ|TEQ]] killing potential comparable to plasma, without the chance of blowing up and if they stand still they get a extra shot. However, this comes at the cost of shorter range (which is further shortened by moving due to Salvo) and a weakness to light armour which makes them worthless against Guardsmen, Ork Boyz, and the like. Because of this grav-guns are best used at mid to short range, prioritizing heavy units to get the best use out of them. Also capable of tearing through vehicles when used in large numbers via hull point stripping that can be argued to both ignore a vehicle&#039;s cover save and deal two hull points worth of damage for every six after the first.&lt;br /&gt;
&lt;br /&gt;
Essentially, grav guns are meant for killing the big, tough units in an enemy army while leaving the fodder for the rest of your army to handle.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as a consequence of high RoF and AP values combined with a simply peerless anti-vehicle capacity, grav-weapons, specifically grav-cannons for space marines, single handedly shattered the relevance of vehicles in 7th edition. Statistically, a grav devastator squad pays approximately 51 points per glance for any armour value, where lascannons pay 60-210 points over the ranges of armour 10-14.&lt;br /&gt;
&lt;br /&gt;
===In 8e===&lt;br /&gt;
8e addressed the above by smacking grav-weapons hard with the nerf bat; they now have S5 AP-3 D1, and Graviton has been replaced by increasing the damage to D3 if it wounds an enemy with an armor save of 3+ or better. Between the stat changes, the removal of glancing/penetrating hits and AV, the buffs 8e gave to all plasma weapons, and the pitifully short range grav-weapons have when compared to said plasma weapons, they&#039;ve been relegated to anti-heavy infantry roles (and even in that niche plasma is better most of the time).&lt;br /&gt;
&lt;br /&gt;
===In 9e===&lt;br /&gt;
9e has once again shaken up the Grav/Plasma balance. While Grav weapons have seen a shift to a flat D2, Plasma has been hit by a trio of indirect nerfs:&lt;br /&gt;
* The arrival of [[Eradicator|Eradicators]], which are both extremely powerful and &#039;&#039;criminally&#039;&#039; undercoated, makes Plasma less point-competitive for tank-popping&lt;br /&gt;
* The general shift of Space Marines of both flavours to 2W, meaning you MUST overcharge to have a shot at killing, combined with...&lt;br /&gt;
* The change in how modifiers work with Gets Hot triggering on unmodified 1s and reduced access to rerolls, make overcharging much riskier.&lt;br /&gt;
Grav and standard Plasma have the same AP and to-Wound versus MEQs, with the critical difference that Grav actually does enough damage to kill. Against overcharged Plasma their to-Wound is slightly worse but without risk of blowing up, which is far likelier than 8e. Of major note are the heavy variants, as the Grav Cannon now hits 4 times versus the Plasma Cannon&#039;s 3, and is marginally cheaper to boot.&lt;br /&gt;
&lt;br /&gt;
Overall, the range difference is still noticeable (but not excessive) and you do get slightly better to-wound rolls with overcharged Plasma. But for players who want safe and reliable MEQ-wreckers and have more important units their re-roll auras could be babysitting, Grav weapons are a very attractive choice in 9e.&lt;br /&gt;
&lt;br /&gt;
=Special Rules=&lt;br /&gt;
In 7e, all grav weapons have the Concussive and &amp;quot;Graviton&amp;quot; rules. Instead of comparing Strength to Toughness when rolling to wound, the firing player (you) instead rolls the target&#039;s armour save, down to a minimum of 6+. For example, if the target has a 2+, that&#039;s what they get wounded on. (Go Orks!) When rolling to Pen on vehicles, 1-5 does nothing and a 6 immobilizes the vehicle and takes a hull point (so an already immobilized vehicle loses two hull points). Graviton weapons have no effect on buildings. All grav weapons were also AP 2.&lt;br /&gt;
&lt;br /&gt;
8e nerfed this down to causing D3 damage against anything with a 3+ armour save or better along with S5 AP-3, and quite frankly the things deserved it. Now that immobilization doesn&#039;t exist and the gun itself is overshadowed by the improved plasma weapons, it&#039;s gone from being a gamebreaker to a bolter that&#039;s a little bit better against MEQs.&lt;br /&gt;
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They come in four varieties, similar to the way plasma weapons do.&lt;br /&gt;
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=Imperial/Chaos Variants=&lt;br /&gt;
==Close-Range Grav-Weapons==&lt;br /&gt;
===Graviton Hammer===&lt;br /&gt;
[[File:Graviton_Hammer.PNG|200px|right|thumb|Graviton Hammer]]&lt;br /&gt;
Giant one punch hammers in the shape of a gauntlet.&lt;br /&gt;
&lt;br /&gt;
The Graviton Hammer was a type of Graviton Weapon built into the frame of Domitar Class Robots used by the Mechanicum during the Great Crusade and [[Horus Heresy]]. These powerful close-combat weapons amplified the robot&#039;s blows with waves of gravitational force which could pulverize battle tanks and even Space Marine Dreadnoughts.&lt;br /&gt;
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On tabletop, because it is a Graviton weapon, the Graviton Hammers can handle vehicles and buildings in equal measure thanks to four attacks at S10 and its WS4 makes it so it&#039;ll hit all other automata on 3. Additionally, Graviton Hammers are able to force opponents to make disordered charges when hit, making it a great weapon for [[Squad Broken]].&lt;br /&gt;
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Could also provide for a utterly new meaning for the term [[Anal circumference|fisting.]]&lt;br /&gt;
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===Graviton Maul===&lt;br /&gt;
[[File:Graviton_Maul_2.PNG|200px|right|thumb|Graviton Maul]]&lt;br /&gt;
The big beatstick to clobber enemies to death.&lt;br /&gt;
&lt;br /&gt;
The Graviton Maul was a Graviton Weapon adapted by [[Perturabo]] for use by his Iron Circle. Whilst technically a Graviton/Grav weapon, in function it fares more like a [[Power Weapon|Thunder Hammer]]. A variant on the Mechanicum&#039;s Graviton Hammer, these weapons were capable of crushing armoured targets and particularly destructive when employed against fortifications.&lt;br /&gt;
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On tabletop, the Graviton Maul is a giant fuck off bat. This thing is a S10 AP2 beatstick with a concussive, wrecker and crushing blow rules. On a hit roll on a 6, you are allows an additional attack to beat the shit out of your enemies right and proper.&lt;br /&gt;
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==Hand-Held Grav-Weapons==&lt;br /&gt;
===Grav-Pistol===&lt;br /&gt;
[[File:Grav-Pistol_2.PNG|200px|right|thumb|Grav-Pistol]]&lt;br /&gt;
The smallest of the grav-weapons and comparable to Plasma Pistols in terms of how often people use them. Its effect is not quite as powerful as that of its larger counterparts, but it can still do enormous damage to targets possessed of a large mass.&lt;br /&gt;
&lt;br /&gt;
Like all Grav-weaponry, the Grav-Pistol fires a stream of graviton particles which affects the local gravitational field of a target area, making the targeted object either far heavier or lighter depending on the weapon&#039;s setting.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8-9|r7=12|s7=-|ap7=2|type7=Pistol|abil7=Concussive, Graviton|r8=12|s8=5|ap8=-3|type8=Pistol 1|d8=1|abil8=Becomes D3 damage vs. targets with armor save of 3+ or better.|r9=12|s9=5|ap8=-3|type9=Pistol 1|d9=1|abil9=Becomes 2 damage vs. targets with armor save of 3+ or better.}}&lt;br /&gt;
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=== Grav-Gun ===&lt;br /&gt;
[[File:Grav-Gun.png|200px|right|thumb|Grav-Gun]]&lt;br /&gt;
The middle sized of the Grav Weapons. This medium-sized Grav-weapon utilizes the &amp;quot;gravitic&amp;quot; reaction principle most commonly seen powering grav-vehicles such as the Land Speeder. Each gun is a rare relic left over from the Dark Age of Technology and are now sacredly guarded by the Adeptus Mechanicus, and very rarely will they allow one to leave their armoires, but some Space Marine Chapters still field a handful of such weapons.&lt;br /&gt;
&lt;br /&gt;
The effect is generally non-lethal and can be used to incapacitate foes who need to be captured alive, but the power of the Grav-gun&#039;s highest settings is sufficient to rupture organs and crack bones even inside armour. Some living targets will be affected more variably; a very large creature may be killed under excessive weight, but most targets will either be slowed or completely immobilized.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8-9|r7=18|s7=-|ap7=2|type7=Salvo 2/3|abil7=Concussive, Graviton|r8=18|s8=5|ap8=-3|type8=Rapid Fire 1|d8=1|abil8=Becomes D3 damage vs. targets with armour save of 3+ or better.|r9=18|s9=5|ap8=-3|type9=Rapid Fire 1|d9=1|abil9=Becomes 2 damage vs. targets with armour save of 3+ or better.}}&lt;br /&gt;
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=== Grav-Cannon ===&lt;br /&gt;
[[File:Grav_Cannon.PNG|200px|right|thumb|Grav-Cannon]]&lt;br /&gt;
The biggest of the Grav Weapons fielded by space marines, Grav-Cannons are carried by [[devastator squad]]s and [[centurion squad|devastator centurions]]. &lt;br /&gt;
&lt;br /&gt;
The Power of the Graviton Cannon is sufficient to rupture organs and crack bones even inside armour, but its primary use is to counter enemy machinery without the risk of secondary explosions. Graviton Cannons have also been seen mounted on [[Rapier Armoured Carrier|Rapiers as well.]] Standard devastators can now take them too as of recent updates.&lt;br /&gt;
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Space Marine Chapters are among the few warriors of the Imperium to be gifted with the use of Grav-weaponry let alone the Grav-Cannon, and it is considered a sacred responsibility to wield such a potent weapon.&lt;br /&gt;
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=== Heavy Grav-Cannon ===&lt;br /&gt;
[[File:Heavy_Graviton_Cannon_(Kataphron).jpg|200px|right|thumb|Heavy Grav-Cannon]]&lt;br /&gt;
The bigger, blacker Grav-Cannon, for [[Adeptus Mechanicus]] of course. This things can turn a tank inside out or turn the METHUL BAWKS into a even smaller and boxier METHUL BAWKS. Such is the Heavy Grav-Cannon that it is seen as a serious threat to even superheavy vehicles such as the [[Baneblade]] and its dozen brothers or even [[Imperial Knight|Imperial Knights]].&lt;br /&gt;
&lt;br /&gt;
Space Marine Chapters are among the few warriors of the Imperium to be gifted with the use of Grav-weaponry let alone the Heavy Grav-Cannon, and it is considered a sacred responsibility to wield such a potent weapon.&lt;br /&gt;
&lt;br /&gt;
At 30&#039; range and salvo 4/6, it could make Wraithknights cry.&lt;br /&gt;
&lt;br /&gt;
As of 8th, the Heavy Grav-Cannon will outright delete any MEQ infantry - AP-3 will fuck over anything with a 2+/3+ save (Invulns are still a problem, though), and that D3 damage against units with said save is nasty against single-wound models.&lt;br /&gt;
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=== Grav-Amp ===&lt;br /&gt;
[[File:Grav-Amp.PNG|200px|right|thumb|Grav-Amp]]&lt;br /&gt;
A piece of specialist wargear that allows any grav-weapons being used in the same squad as the model holding it to re-roll failed wounds and vehicle damage (i.e. gain Shred). Large enough to rival even a Grav-Cannon. The Grav-Amp is a wonder of ancient technology all by itself as it focuses the field of a users Grav-Weapon, further amplifying the already devastating affects of a Grav-weapon due to its unique gravitational lens, hence its name, the Grav-Amp.&lt;br /&gt;
&lt;br /&gt;
It is often wielded by Centurions who are big and strong enough to wield a Grav-Cannon with ease, which in itself can be upgraded into a Grav-Amp. In fact, it seems that only Grav-Cannons are big enough to allow a secondary attachment such as the Grav-Amp to act a as a force multiplier. A better view of the Grav-Amp can be seen on the Grav-Cannon image. It is the weird looking lens below the barrel of the Grav-Cannon.&lt;br /&gt;
&lt;br /&gt;
As of 8e, it no longer has any affect whatsoever and just comes built into the Grav-Cannon.&lt;br /&gt;
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==Vehicle Grav-Weapons==&lt;br /&gt;
=== Graviton Pulsar ===&lt;br /&gt;
[[File:GravitonPulsar.jpg|200px|right|thumb|Graviton Pulsar]]&lt;br /&gt;
The baby version of the Graviton Singularity Cannon.&lt;br /&gt;
&lt;br /&gt;
Graviton Pulsars are a type of Graviton Weapon that is capable of crumpling power armor or ripping the treads from a tank via the projection of its crushing force. Unusually enough for Imperial standards, while able to cause great destruction, such weapons are more often employed to disable and impede rather than destroy, fired to halt the advance of war machines so that they might be captured largely intact.&lt;br /&gt;
&lt;br /&gt;
Funnily enough, despite being the baby version of the Graviton Singularity Cannon, the Graviton Pulsar can also be found in ship-form. Oh yes, starship-sized graviton weapons sure sounds [[Exterminatus|like a recipe to make an]] [[Inquisitor]] [[/d/|quite erect indeed.]]&lt;br /&gt;
&lt;br /&gt;
On 8th Edition, they are basically a super Grav-Cannon, with D6 shots at S6 AP-3 D2, up to D4 vs 3+ or better saves. Falls to the same pitfalls as most Grav weapons, as while the AP and Damage scream Anti Tank, the lackluster Strength holds it back, while the 4 damage is gross overkill against any Infantry that isn&#039;t a Character. Has a strong niche against Light Vehicles with good armour, like Armoured Sentinels and Landspeeders, but the Lightning Lock and Volkite Veuglaire have very similar stats at better range. It still does surprisingly well in the anti-tank roll with its high rate of fire and assurance that if a shot does wound, it&#039;s going to fucking hurt - provided you are shooting targets that have a 3+ or better save, at least 4 wounds, and don&#039;t have a great invuln, this will usually be your best gun.&lt;br /&gt;
&lt;br /&gt;
===Graviton Ram===&lt;br /&gt;
[[File:Graviton_Ram.PNG|200px|right|thumb|Graviton Ram]]&lt;br /&gt;
When you want to [[Anal circumference|anally fist vehicles and buildings instead of people.]]&lt;br /&gt;
&lt;br /&gt;
This weapon is the Graviton Hammer on bath salts that is used primarily and exclusively by the [[Legio Cybernetica|Thanatar-Calix-class Siege-Automata.]] It looks like one scary-ass metal brick with three large barrels in which compressed gravity is expelled out.&lt;br /&gt;
&lt;br /&gt;
The Graviton Ram is an ancient design of unknown origin once believed to have been used for mining and excavation during the [[Dark Age of Technology]], these Graviton Weapons have been turned into implements of destruction by the Mechanicum.&lt;br /&gt;
&lt;br /&gt;
The Graviton Ram is capable of pulverizing rock, metal and flesh in cascading waves of gravitational force. These weapons can send out powerful gravitic shock waves even at a distance, allowing the Thantar to attack enemy units that are believed to be out of melee range.&lt;br /&gt;
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In the [[Horus Heresy]] tabletop, the Graviton Ram is a Assault - S10, AP1, Armourbane, Concussive, Structural Collapse weapon that fires a Heavy 1, Concussive, Graviton Wave, Haywire flamer template. As you can imagine, in assault it is gonna punch and fist everything to death whilst doubling out any T5 monsters into pulverized meat. Structural Collapse makes this a D weapon against any buildings or fortifications.&lt;br /&gt;
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In shooting, Graviton wave makes models take a strength test on a D6 or take a wound, so useful against T3 4+ save troops certainly. Additionally morale checks caused by this weapon are taken at -2 LD. But mostly you want it for the haywire, which if attacking a squadron could hit multiple models if placed right.&lt;br /&gt;
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===Graviton-Charge Cannon===&lt;br /&gt;
[[File:Graviton-Charge_Cannon.JPG|200px|right|thumb|Graviton-Charge Cannon]]&lt;br /&gt;
The Graviton&#039;s equivalent of the [[Plasma#Hellex Plasma Mortar|Hellex Plasma Mortar.]]&lt;br /&gt;
&lt;br /&gt;
Graviton-Charge Cannon is the primary weapon found on the smol [[Legion Arquitor Bombard]] artillery tank. Despite the small size of the vehicle, the sheer size of that Graviton cannon allows this little sucker to fire weaponized gravity on an &#039;&#039;arc&#039;&#039;.&lt;br /&gt;
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What this means is that the Graviton-Charge Cannon could outright not only fire with no line of sight, but the sheer splash damage coming from that artillery piece is gonna give any fortifications a very bad day.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the size of the Arquitor Bombard and the limited power needed to charge the Graviton-Charge Cannon, means that it has a disappointing short range for an artillery piece. Given the expanse required to make a Grav weapon in the [[Great Crusade]] let alone the 41st Millennium, along with the short range and piss-weak defences coming from such a smol tank, don&#039;t expect the Graviton-Charge Cannon to be used that often.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:GCC_Back.JPG|Back of the Graviton-Charge Cannon.&lt;br /&gt;
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=== Grav Flux Bombard ===&lt;br /&gt;
[[File:Grav-Flux_Bombard.PNG|200px|right|thumb|Grav Flux Bombard]]&lt;br /&gt;
The Grav Flux Bombard is a type of heavy Graviton Weapon and it is fucking ECKS BAWKS HUEG.&lt;br /&gt;
&lt;br /&gt;
Developed for unique use by the Leviathan Dreadnought, the Grav Flux Bombard is a short range siege weapon that is essentially the Grav version of a [[Awesome|Demolisher Cannon]]. A Leviathan Grav-flux Bombard creates a spiralling vortex of gravitation-torsion force, and is a fortress-breaching weapon which can reduce the toughest armour to twisted scrap and crush anything living beyond recognition. Additionally, the Grav Flux Bombard looks sweet as hell, by far one of the coolest looking toys in the Horus Heresy games.&lt;br /&gt;
&lt;br /&gt;
Seriously this thing clears mobs of infantry like butter. Usually leaving behind an icky paste since they get crushed by the gravitational waves. &amp;lt;s&amp;gt;We just wish we could add this in the 41st millennium.&amp;lt;/s&amp;gt; Now we can, and [[Heresy|it&#039;s even better than it used to be!]]&lt;br /&gt;
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=== Graviton Imploder ===&lt;br /&gt;
[[File:Graviton_Imploder.JPG|200px|right|thumb|Graviton Imploder]]&lt;br /&gt;
The Graviton Imploder is a type of superheavy Graviton Weapon used by the Adeptus Mechanicus. It is one of the primary hull weapons used by the [[Macrocarid Explorator]]. It is a relatively rare weapon model-wise as the Macrocarid is no longer available on [[Forge World]] and not a lot of people use the model, rather opting for a [[Mauler Bolt Cannon]] for versatility.&lt;br /&gt;
&lt;br /&gt;
The weapon was designed on the Forge World of Tigrus. Also called the &#039;Tank Crusher&#039;, it was a concentrated beam that created a collapsing grav-field which brought down kinetic force proportional to the density and mass of the material it struck. It thus proved effective against heavily armoured foes and vehicles. Crude and power-hungry, the design was deemed blasphemous by some Magos who saw it as a perversion of ancient patterns. However its capabilities proved invaluable during the [[Horus Heresy]].&lt;br /&gt;
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On the [[Horus Heresy]] tabletop, these are the 40k grav-guns you&#039;re used to. Trouble with Terminators? Belial-led Deathwing got you down? Accept no substitute! These are Salvo 2/4 AP2 grav guns, so the roll to wound mirrors the armor save of the target, with 18&amp;quot; range. So now you can have it both ways. It has problems when faced with large blobs with poor/no armour, but those things are generally easily killed by everything else, so it balances out.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Graviton_Imploder2.JPG&lt;br /&gt;
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=== Graviton Singularity Cannon ===&lt;br /&gt;
[[File:Graviton_Singularity_Cannon_Titanicus.JPG|200px|right|thumb|Graviton Singularity Cannon]]&lt;br /&gt;
Okay okay, we may be cheating a little here, but this gun is so devastating it might as well be part of the Grav family rather then the Graviton family (And seriously, would anyone complain about the similarities?).&lt;br /&gt;
&lt;br /&gt;
The Graviton Singularity Cannon is a type of Graviton Weapon used by Imperial Knights. This motherfucker as its name implies, shoots mother-fucking [[Awesome|&amp;lt;u&amp;gt;BLACK HOLES!&amp;lt;/u&amp;gt;]] It makes the Eldar D-Cannons look fucking limp in comparison. The weapon is extremely effective against any target that is trapped in the singularity, however it is especially effective against vehicles, the more massive the better.&lt;br /&gt;
&lt;br /&gt;
Of course this cannon is a violently destructive but potentially unstable and hazardous weapon to its user since every time it is fired there is the risk of the singularity collapsing, the Graviton Singularity Cannon is typically mounted on the [[Cerastus Knight Atrapos|Knight Atrapos.]]&lt;br /&gt;
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Graviton_Singularity_Cannon.PNG|Graviton Singularity Cannon about to fire&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Graviton Destructor ===&lt;br /&gt;
[[File:Graviton_Destructor_Reaver.PNG|200px|right|thumb|Graviton Destructor (Reaver)]]&lt;br /&gt;
The Graviton Destructor is a type of large Graviton Weapon mounted on [[Warhound Scout Titan|Imperial Warhound]] and [[Reaver Battle Titan|Reaver Titans.]] It is considered the smallest of the Titan-grade graviton weapons.&lt;br /&gt;
&lt;br /&gt;
This advanced and highly destructive weapon system was much more common during the [[Horus Heresy]] than in the modern setting and had enough force to rip apart even enemy Titans. Reaver Graviton Destructors are mounted on the Titan&#039;s back, allowing the weapon to have a 360-degree firing arc. Warhound Destructors meanwhile are mounted as arm weapons.&lt;br /&gt;
&lt;br /&gt;
It is found only on the [[Adeptus Titanicus]] tabletop and it is unknown if any still exist in the 41st millennium.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GravitonDestructor.jpg|Graviton Destructor (Warhound)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Graviton Ruinator ===&lt;br /&gt;
[[File:GravitonRuinator.jpg|200px|right|thumb|Graviton Ruinator]]&lt;br /&gt;
The oddly named Graviton Ruinator is a type of large Graviton Weapon mounted on [[Warlord Battle Titan|Imperial Warlord Titans.]] It is considered as the &#039;middle child&#039; of Titan-grade Graviton weapons.&lt;br /&gt;
&lt;br /&gt;
This advanced and highly destructive weapon system was much more common during the [[Horus Heresy]] than the modern setting, having enough force to rip even enemy Titans apart. Warlord Titans are able to mount two of these as arm weapons, although one is already enough to act as a potent anti-superheavy weapon. Sometimes, some men just want to make sure that &#039;&#039;that&#039;&#039; Titan is deader than [[Horus]] and [[Rape|mount two instead.]] Compared to the larger Krius Grav Imploder, the Graviton Ruinator has a longer and more accurate range to compensate for its weaker power.&lt;br /&gt;
&lt;br /&gt;
It is found only on the [[Adeptus Titanicus]] tabletop and it is unknown if any still exist in the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
=== Krius Grav Imploder ===&lt;br /&gt;
[[File:GravImploder.jpg|200px|right|thumb|Krius Grav Imploder]]&lt;br /&gt;
The largest Grav-weapon to date and the more range-friendly version of the [[Miscellaneous Weapons#Krius Siege Drill|Krius Siege Drill]].&lt;br /&gt;
&lt;br /&gt;
The Krius Grav Imploder is the Graviton Imploder&#039;s bigger and nastier father. They are mounted and exclusively used by [[Warmaster Iconoclast Heavy Battle Titan]]s.&lt;br /&gt;
&lt;br /&gt;
However, these lost age weapons are barely understood by the Tech-Priests, who sanction their use. Through means unknown, the Imploders concentrate gravity into a beam that can effortlessly turn the mass of an enemy against itself. When used, they can turn Titans into a heap of molten slag or crumple a Knight like an empty tin of Corpse-Starch.&lt;br /&gt;
&lt;br /&gt;
With how Graviton weapons work against a bigger target, this would be one of the most powerful and devastating of anti-Titan weapons, let alone anti-superheavy. Like the Krius Siege Drill, it has the claws and the in-built [[Melta Cannon]]s for twice the killy power.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Squat Variants=&lt;br /&gt;
==Close-Range Grav-Weapons==&lt;br /&gt;
===Brôkhyr Graviton Hammer===&lt;br /&gt;
[[File:Brôkhyr Graviton_Hammer.JPG|200px|right|thumb|Brôkhyr Graviton Hammer]]&lt;br /&gt;
The [[Squats]] too have their own version of the Graviton Hammer.&lt;br /&gt;
&lt;br /&gt;
These Graviton Hammers are welded exclusively by the [[Brôkhyr Iron-Master]]s and, unlike their imperial counterparts, &#039;&#039;actually looks like a goddamnned hammer&#039;&#039;. It functions the same as any gravity-based close-combat weapon, but just in a more compact form. Despite similarities, they should not be confused with the [[Concussion Weapons#Concussion Hammer|Concussion Hammer]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this translates as a grav-gun, but in a hammer, and only used by the aforementioned Brokhyr Iron-Master. Sx2 AP-2 D2, with attacks allocated to models with a 3+ save or better doing 3 damage. This neat little toy may make any would-be attackers think twice about bullying your resident repairman.&lt;br /&gt;
&lt;br /&gt;
==Hand-Held Grav-Weapons==&lt;br /&gt;
===Graviton Rifle===&lt;br /&gt;
[[File:Graviton_Rifle.JPG|200px|right|thumb|Graviton Rifle]]&lt;br /&gt;
A pint-sized version of the much larger Graviton Blast Cannon.&lt;br /&gt;
&lt;br /&gt;
The Graviton Rifle is technically the [[Squat]] equivalent of a Grav-Gun but [[Awesome|with the power of a Grav-Cannon]]. Used only by the [[Brôkhyr Iron-Master]]s and is regarded as one of their primary standard-issue weapons. Their short and compact form still holds a wallop of a punch equivalent to their much larger kin and is a very convenient weapon for the Iron-Masters who are more of a backseat sort of bloke.&lt;br /&gt;
&lt;br /&gt;
Ruleswise, these rifles translates as an 18&amp;quot;, HunTR 3, S5, AP-3, D2 weapon; nearly identical to the Graviton Blast Cannon which is fucking [[Cheese|&#039;&#039;ridiculous&#039;&#039;]]. MEQs and TEQs just bend over and cry when this bad boy comes packin.&lt;br /&gt;
&lt;br /&gt;
===Graviton Blast Cannon===&lt;br /&gt;
[[File:GravitonBlastCannon.jpg|200px|right|thumb|Graviton Blast Cannon]]&lt;br /&gt;
The Graviton Blast Cannon is a type of Graviton Weapon used by the [[Squats]].&lt;br /&gt;
&lt;br /&gt;
Specifically, these specialist weapons are used only by the [[Brôkhyr Thunderkyn]] who are the only ones with the knowhow and experience in operating these complex machinery. Like some weapons from the [[Leagues of Votann]], the Blast Cannon most likely had an origin as a piece of civilian mining equipment, [[Video Game|Dead Space-style]]. In which they used the gravitational shock wave to pulverise rock into manageable chunks.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are Grav-Cannons on &#039;&#039;steroids&#039;&#039;, a 18&amp;quot; HunTR d6, S5 AP-3 D2 gun with Blast, and has the standard grav effect of doing extra damage to anything with a 3+ save or better. An alternative for your Thunderkyn, when you want space marines to die super hard. Its short range hinders it a bit, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Brôkhyr_Thunderkyn_with_Graviton_Cannon.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
=Necron Variants=&lt;br /&gt;
==Vehicle Grav-Weapons==&lt;br /&gt;
===Singularity Generator===&lt;br /&gt;
[[File:Singularity_Generator.JPG|200px|right|thumb|Singularity Generator]]&lt;br /&gt;
&lt;br /&gt;
The Necrons too have Grav-Weaponry on their own and theirs are obviously far and beyond the technological capability of the Imperium&#039;s. The Singularity Generator is essentially the Necron equivalent of the Graviton Singularity Cannon.&lt;br /&gt;
&lt;br /&gt;
Singularity Generators are weapons mounted on the Necron [[Seraptek Heavy Construct|Seraptek Walker.]] These heavy weapons create miniature quantum singularities, drawing in nearby matter before collapsing in a catastrophic implosion that damages anything nearby.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this thing is the one of the ultimate Necron anti-vehicle and anti-monster weapon. The Singularity Generator can put out between 6-18 shots at strength 8, -3 AP, d6 damage at 36&amp;quot; inches, and any 6&#039;s to wound cause one additional mortal wound on top of other damage. Ironically, this means that the Singularity Generator is &#039;&#039;technically&#039;&#039; weaker than the [[Synaptic Obliterator]]s, which is compensated by [[Dakka|having more shots.]] [[Wat|Yes, the gun meant for anti-vehicular warfare behaves more like a anti-infantry weapon than the &amp;lt;u&amp;gt;&#039;&#039;actual&#039;&#039;&amp;lt;/u&amp;gt; anti-infantry weapon.]]&lt;br /&gt;
 &lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
[[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Alchem_Weapons&amp;diff=40248</id>
		<title>Alchem Weapons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Alchem_Weapons&amp;diff=40248"/>
		<updated>2023-05-30T20:42:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Alchem Weapons is a &#039;&#039;nasty&#039;&#039; family of weapons spawned from both their [[Flamer]] and [[Chem Weapons|Chem weapon]] parents. A sub-group of its own that bears a fusion of characteristics of its aforementioned parent weapons. These things were truly unique and used exclusively by the [[Death Guard]] during both their [[Great Crusade|loyalist days]] and their [[Horus Heresy|post-Heresy depression.]] Whatever is left of them has either been destroyed/mothballed/restricted by the Imperium or mutated/modified by the remaining Death Guard legion in the 41st Millennium. When fired, it spews out a unique emerald-green fire that both burns and melts the target at the same time and was so corrosively flammable that it could reduce a Cataphractii-wearing Legionary&#039;s flesh to ash and destroy their power armour in the process; possibly one of the worst ways to go in 40k since Phosphex Weapons and that&#039;s saying something. In [[Darktide]] however, they seemed to have made a unexpected return as the Nurglite [[Cultist]]s (Called Dreg Tox Flamers) with Flamers belch out fire in a similar colour to what has been described. How these [[Murderhobos]] manage to make Alchem weapons we have no idea, so the only likely explanation is that the fuel mixture itself is shockingly easy to create, just not used due to how toxic it is for the wielder (and, y&#039;know, its association with [[Mortarion|Morty]] and his boys).&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], the 40k version of a [[Skaven]] Warpthrower.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Alchem Pistol===&lt;br /&gt;
[[File:Alchem-Pistol.PNG|150px|right|thumb|Alchem Pistol]]&lt;br /&gt;
The smallest baby of the bunch. Alchem Pistols were small [[Hand Flamer]] types that were wrist-mounted and used exclusively by the [[Deathshroud]]s as their only &#039;range&#039; weapon.&lt;br /&gt;
&lt;br /&gt;
These nasty little bastards were nothing more than a tube attached to a small tanker of chemically-laced promethium/acid solution. They were still enough to reach in areas inaccessible to the Deathshroud and proverbially melt and burn any poor bastard standing in the way of where that thing is pointing. After 10,000 years in the [[Warp]], the Alchem Pistol has mutated and morphed into the [[Plaguespurter Gauntlet]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Deathshroud&#039;s template Alchem Pistols, combined with up to 10 attacks on the charge between the two of them via their Power Scythe combo, spell serious trouble for the majority of objective holders. By itself, they function like a normal Hand Flamer but with Fleshbane instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Alchem_Pistol_2.PNG|Alternate View&lt;br /&gt;
Plaguespurter_Gauntlet.PNG|Plaguespurter Gauntlet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alchem Flamer===&lt;br /&gt;
[[File:Dreg_Tox_Flamer_Darktide.PNG|250px|right|thumb|Alchem Flamer]]&lt;br /&gt;
The middle child of the family.&lt;br /&gt;
&lt;br /&gt;
The Alchem Flamer resembles a stock-standard [[Flamer#Flamer|Flamer]] of the Great Crusade era, albeit one that has been heavily degraded due to the sheer corrosive nature of its ammunition. So its barrels and tanker has been reinforced to avoid a breach of containment when fired.&lt;br /&gt;
&lt;br /&gt;
They were used exclusively only by the [[Mortus Poisoner]]s because they were the only ones insane enough to wield these things long-term. By the time of the 41st Millennium, these guys have been mutated/modified and turned into the [[Bile Spewer]] and [[Plague Belcher]] we all know and love.&lt;br /&gt;
&lt;br /&gt;
In [[Darktide]], these flamers are used by dudes called &#039;&#039;&#039;[[Dreg Tox Flamer]]s&#039;&#039;&#039; and has a completely radical redesign compared to their Great Crusade/Horus Heresy ancestors. They appear far more cleaner, ironically enough, than its ancestor weapon. This could either be due to better maintenance by the Nurglite cultists (Ironic I know), a more improved mixture of the toxic fuel or better and more resistant materials (Meta-plastic composites?), or just simply being built more recently compared to their Heresy-era ancestors. The most notable change is that the barrel stores part of the corrosive fuel in a glass-like barrel before being ignited and injected like that of a [[Chem-Thrower]]. In Darktide they are quite fucking dangerous as their AOE effect plus their fire damage immediately removes all of your toughness, leaving you vulnerable to health damage and staggering effects.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Alchem flamers are just a fantastic thing to replace the Poisoner&#039;s stock-standard Bolter and you’ll do a lot of damage with them if you use them well. A couple of these guys strapped by a Poisoner squad can ruin infantry nearby in a way that normal flamers just can’t due to the Fleshbane rules.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Alchem-Flamer.PNG|Model&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Alchem Heavy Flamer===&lt;br /&gt;
[[File:Alchem-Heavy_Flamer_2.PNG|200px|right|thumb|Alchem Heavy Flamer]]&lt;br /&gt;
The big blue rotting cheese of the lineup.&lt;br /&gt;
&lt;br /&gt;
The Alchem Heavy Flamer like their smaller brethren, resembles a stock-standard [[Heavy Flamer]] of the Great Crusade era, but one that has shown increasing rust and degradation due to the toxicity of its ammunition. So its barrels and tanker has been reinforced to avoid a breach of containment when fired.&lt;br /&gt;
&lt;br /&gt;
They were used exclusively only by the [[Mortus Poisoner]]s &#039;&#039;and&#039;&#039; [[Grave Warden]]s because they were the only ones insane enough to wield these things long-term. By the time of the 41st Millennium, these guys have been mutated/modified and turned into the [[Plague Spewer]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Alchem Heavy Flamers like their smaller counterparts, a &#039;&#039;really&#039;&#039; good weapons in cleansing entire crowds due to the Fleshbane rules. Making them superior than conventional flamers of their ilk.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Alchem-Heavy_Flamer.PNG|Alternate View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Phosphor_Weaponry&amp;diff=379082</id>
		<title>Phosphor Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Phosphor_Weaponry&amp;diff=379082"/>
		<updated>2023-05-30T20:41:29Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|[[Grimdark|Burnt bodies. Burnt children and burnt women. White phosphorus kills indiscriminately.]]|Jeff Englehart, an American Marine}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phosphor Weapons&#039;&#039;&#039; (Gee, try and guess what kind of chemical it fires...) are an ancient and very deadly form of unique weapon utilised by the armed forces of the Adeptus Mechanicus. If you haven&#039;t guessed by its name, Phosphor Weapons basically fire White Phosphorous in [[Meme|SPESS!]] though not to be confused with the crawling horror of Phosphex (Radioactive Super-Napalm in Spess) Weapons that are all but forgotten in the Imperium, the blinding white fire of Phosphor weaponry is still utilised by the warriors of the [[Skitarii]] Legions to mark out high priority targets amongst battlefield murk.&lt;br /&gt;
&lt;br /&gt;
If those struck by the burning spheres fired by these weapons are not killed by the initial trauma, they are soon felled by the light-guided volley that follows. Phosphor Weapons range from the hand-held Serpenta favoured by many Tech-priests, to the Heavy Phosphor Blaster mounted upon Onager Dunecrawlers. The burning white spheres that shoot out from Phosphor Weapons cling tenaciously to their targets, sizzling wildly as they melt into flesh or burrow through armour and exoskeleton alike. More often than not, it is these luminogenic orbs that deal the death blow. Even if a target proves tough enough to survive the burning pain, the phosphorescent glow these spheres exude can guide an ally&#039;s volley to strike the same target.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, generally speaking, Phosphor Weapons have the same strength and AP of a Heavy Bolter, but only single shot. Any wounds or hull points caused on a target will light them up like a christmas tree and reduce their cover save for the rest of the turn. Also makes them easier to charge at by letting you re-roll the charge range. Note: The phosphor pistol and serpenta hit harder and pierce armor better than bolters, in addition to lighting targets up.&lt;br /&gt;
&lt;br /&gt;
So, why did the Imperium drop these? Well, a Tech-Priest by the name of Veriliad destroyed the only STC detailing how to manufacture Phosphex, [[Grimdark|as he considered the chemical too horrific to use]] after witnessing its effects first-hand during the ominously-named &#039;&#039;&#039;Cremation of Alcadia Secundus&#039;&#039;&#039;. Naturally, [[Irony|they tied him to a stake and shot him to death with the best Phosphex gun they had]], [[Awesome|which is now a Relic]], the [[Warhammer 40,000/Tactics/Adeptus Mechanicus(8E)#Relics|Phosphoenix]]. This means that the Ad Mech is very reluctant to use their remaining stocks of Phosphex, making the weaker Phosphor weapons the main ones in 40k.&lt;br /&gt;
&lt;br /&gt;
(An argument can be made that the AdMech would have switched to Phosphor anyway simply because Phosphex taints the environment and its self-direction makes it dangerous to friendlies. Phosphor is almost as good, has excellent armor-penetration, aids allies’ co-ordinated attacks, and doesn’t taint stuff or team-kill. And, honestly, Phosphex was probably daemonic or something because damn that shit is nasty and...[[Grimdark|possibly alive, maybe even a swarm of nanobots.]])&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
There are a few variants of these Phosphor Weapons.&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Pistol === &lt;br /&gt;
[[File:Phosphor_Pistol.JPG|200px|right|thumb|Phosphor Pistol]]&lt;br /&gt;
The Phosphor Pistol is the most simple of the Phosphor Weapons, resembling nothing more than a revolver sidearm.&lt;br /&gt;
&lt;br /&gt;
It is one of the primary weapons of the [[Serberys Sulphurhound|Serberys Sulphurhounds]]. They are often dual-wielded like an old-western so you can now have your [[Skitarii]] to duke it out with the [[Kelermorph Hybrid|Kelermorph Hybrids.]] Seriously, GW has been duking out with the revolvers lately, with the AdMech also getting revolver-like weapons from the [[Galvanic Carbine|Galvanic Carbine]], the [[Archeotech Revolver]] and the larger Phosphor Blast Carbine.&lt;br /&gt;
&lt;br /&gt;
Its ammunition chambers are shorter than the Phosphor Blast Pistol, akin to that of a Phosphor Serpenta, but with a much shorter barrel. This means that the Phosphor Pistol has both have an inferior range than the Serpenta and fires fewer Phosphors per shot than the Blast Pistol. On technical terms, this makes the Phosphor Pistol inferior to its bigger brothers and rightly so.&lt;br /&gt;
&lt;br /&gt;
So why is it still used? Simplicity, maintenance and balance. The Phosphor Pistol is shit easy to repair as the only expensive bits are the ammunition chambers that house the fuel, which also makes it quite lightweight in comparison to its contemporaries. Due to this, the Pistol can go guns akimbo, something neither the Blast Pistol nor the Serpenta could do, doubling its fire rate and damage on an otherwise weak Phosphor weapon.&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Blast Pistol ===&lt;br /&gt;
[[File:PhosphorBlastPistol.jpg|200px|right|thumb|Phosphor Blast Pistol]]&lt;br /&gt;
A pistol form of Phosphor Weapon that can be used as a sidearm by Skitarii and Serberys Sulphurhound Alphas, the Phosphor Blast Pistol is what you should get when you want to set someone alight but do no want to risk injury on yourself. On the tabletop, these are the Nerf Guns from hell as the pistol format Phosphor Weapon. It is shorter in range than the Serpenta, but you can take it in an infantry squad; no actual blasts, sadly. Design-wise, the Blast Pistol looks like a Pepperbox on hindsight. But upon closer inspection, you can clearly see that what you might have thought were barrels in a pack are actually rather long canisters – in essence, ammunition chambers. So by definition, the &amp;quot;pistol&amp;quot; is actually a very, very big revolver; presumably to be reloaded in a top-break manner, judging by the screw and the little handle attached next to the trigger guard. Of course, this handgun might really be a pistol if you consider that whole pack a one really, really big canister of Phosphex. Or if the canisters rotate at all.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PhosphorBlastPistolModel.png|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PhosphorBlastPistolTop.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Serpenta ===&lt;br /&gt;
[[File:PhosphorSerpenta.jpg|200px|right|thumb|Phosphor Serpenta]]&lt;br /&gt;
A medium-ranged, pistol-type Phosphor Weapon used by the [[Sydonian Dragoon|Sydonian Dragoons]] particularly to illuminate their would-be targets so that they can easily find and skewer them like shish kebabs, the Phosphor Serpenta is a more fancy looking weapon than the Blast Pistol in both aesthetics and function (&#039;&#039;And, I dare say... class&#039;&#039;?). It is so fancy that even a Magos Dominus – a Mechanicus equivalent to a general – can be expected to be holding in one of their many bionic hands. On tabletop, it is 18&amp;quot; Assault 1, essentially your squad&#039;s Markerlight when you want to follow up the attack with more shooting and probably a charge as well. Design-wise, in keeping with the steampunk-&#039;&#039;ish&#039;&#039; look of the Skitarii forces, it looks more or less like a 19th century revolver had a baby with a flintlock pistol. Considering the ornate theme, the Serpenta likely has a swing-out action which is no different from most of our modern revolvers, if it is a revolver. The center of the cylinder lies more or less at the same level to the barrel, making it more likely to be a single Phosphex canister instead of a conventional revolving cylinder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SydonianDragoonSerpenta.jpg|&amp;lt;center&amp;gt;Sydonian Dragoon&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PhosphorSerpentaModel.png|&amp;lt;center&amp;gt;Tech-Priest Dominus&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Blast Carbine ===&lt;br /&gt;
[[File:Phosphor_Blast_Carbine.JPG|250px|right|thumb|Phosphor Blast Carbine]]&lt;br /&gt;
The rifle of the Phosphor family.&lt;br /&gt;
&lt;br /&gt;
The Phosphor Blast Carbine offers longer range and better accuracy than either the Phosphor Pistol or the Phosphor Blast Pistol. It resembles a giant revolver or an elongated Phosphor Blast Pistol (As its name suggests) and is wielded by the [[Serberys Sulphurhound|Serberys Sulphurhounds]].&lt;br /&gt;
&lt;br /&gt;
As the &#039;middle child&#039; of the Phosphor weapons, the Phosphor Blast Carbine offers both range, firepower and manoeuvrability whilst still leaving the user unencumbered when carrying the weapon. This is important, as the user of the Blast Carbine rides on a [[Awesome|giant mechanical fire-breathing dog.]] As it is basically the big brother of the Blast Pistol, the Blast Carbine use the same canister size as the Blast Pistol.&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Torch ===&lt;br /&gt;
[[File:Phosphor_Torch.JPG|200px|right|thumb|Phosphor Torch]]&lt;br /&gt;
Essentially, a [[Awesome|Phosphor Flamer.]] The Phosphor Torch is a long Phosphor Weapon that fires a stream of Phosphor at the enemy which completely ignores cover. Wielded primarily by the [[Pteraxii#Sterylizors|Pteraxii Sterylizors]], these weapons can bathe entire companies in a stream of toxic, pyrotechnic chemicals.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these Phosphor Torches has a 12″ reach and Assault D6 shots; a pretty nasty Flamer that is S4, AP-1 and deals 1 Damage per shot. Since it autohits and ignores cover and they always come in a flock of five, it is gonna make horde armies squirm with new levels of pain. Plus, the Sterylizors could charge, immediately rolling three attacks at Strength 5 for the weapon. Horde army melter indeed.&lt;br /&gt;
&lt;br /&gt;
=== Phosphor Blaster ===&lt;br /&gt;
[[File:PhosphorBlaster.jpg|200px|right|thumb|Phosphor Blaster]]&lt;br /&gt;
&lt;br /&gt;
A rapid firing Phosphor Weapon that is used as a secondary weapon by [[Kataphron Battle Servitors|Kataphron Destroyers.]] Much larger than the Phosphor Blast Carbine and with a longer range, albeit far more cumbersome and heavier.&lt;br /&gt;
&lt;br /&gt;
The weapon is equipped with a box-magazine filled with Phosphor canister-belts. Unlike the smaller Phosphor weapons, which most likely fires the Phosphor itself as a projectile, the presence of an ammo belt suggest that the Blaster fires the entire canister like a grenade launcher, or in this case, an exploding Willy Pete round for real-world comparisons.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it is overall similar to that of the Phosphor Serpenta but it is now 24&amp;quot; and Rapid Fire. You know, just so you want to punish whoever is unfortunate enough to face it. Because the Serpenta version isn&#039;t already powerful enough and you just want to be sure that target is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PhosphorBlasterModel.png|&amp;lt;center&amp;gt;Left View&amp;lt;/center&amp;gt;&lt;br /&gt;
PhosphorBlasterView.jpg|&amp;lt;center&amp;gt;Right View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heavy Phosphor Blaster ===&lt;br /&gt;
[[image:KastelanHeavyPhosphorBlaster.png|200px|right|thumb|Heavy Phosphor Blaster]]&lt;br /&gt;
A large type of Phosphor Weapon that is deployed on Kastelan robots and in a twin mount on [[Onager Dunecrawler|Onager Dunecrawlers]]. The Heavy Phosphor Blaster is also found twin-linked and as one of the primary weapons of the [[Archaeopter Stratoraptor|Archaeopter Stratoraptor]].&lt;br /&gt;
&lt;br /&gt;
Like the smaller Phosphor Blaster, the Heavy Blaster is fed through a ammo-belt system. However, it can either be housed in a box-magazine, a sickle-magazine or, if it is large enough, an internal magazine.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, if you thought the regular Phosphor Blaster was bad, this thing not only takes the cake, it fucks the baker&#039;s newlywed spouse as well. On the tabletop it is a decent all rounder, 36&amp;quot; Heavy 3 S6 AP2 for fucking Guard over (wounding on 2s and ignoring saves completely), and it ignores cover. Probably the best Luminagen gun. It can be argued to be overcosted however, being still only D1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:KastelanRobotPhosphor.png|&amp;lt;center&amp;gt;Kastelan Robot&amp;lt;/center&amp;gt;&lt;br /&gt;
image:TwinHeavyPhosphorBlaster.png|&amp;lt;center&amp;gt;Onager Dunecrawler (twin-linked)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Conversion_Beamer&amp;diff=150327</id>
		<title>Conversion Beamer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Conversion_Beamer&amp;diff=150327"/>
		<updated>2023-05-30T20:29:25Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Conversion Beamer2.jpg|200px|thumb|right|&amp;lt;center&amp;gt;Conversion Beamer&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The &#039;&#039;&#039;Conversion Beamer&#039;&#039;&#039;, sometimes called a &#039;&#039;C-Beam&#039;&#039; when [[Forge World]] wants to get its Bladerunner on, is an Imperial/Squat antimatter weapon from the [[Dark Age of Technology]] and fine example of &#039;&#039;The Good Shit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional laser-based weapons; the beamer fires an energy beam that converts that matter of its target into pure, explosive energy. Thus, high-density targets like tanks or power-armored infantry would be instantly vaporized in a violent explosion upon contact with a conversion beam.&lt;br /&gt;
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While powerful, its downside is that Conversion Beamers are incredibly heavy weapons, more so than the likes of the lascannon or heavy bolter, and the user must remain completely still for the beam to be effective while firing (not an easy feat in a universe where close combat is the norm). Additionally, Imperial variants have the added wrinkle of banning AIs, so all the myriad preparatory and in-firing calculations necessary to keep the weapon from vaporizing everything within a six mile radius have to be done by its user. This generally limits its use only to Techpriests, their Space Marine counterparts, and unusually ballsy Inquisitors with about thirty servo-skulls doing the heavy processing.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineConversionBeamer.png|&amp;lt;center&amp;gt;Master of the Forge&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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==Imperial Conversion Beamers==&lt;br /&gt;
===Eradication Pistol===&lt;br /&gt;
[[File:Eradication_Pistol.png|200px|right|thumb|&amp;lt;center&amp;gt;Eradication Pistol&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The smallest of the Conversion weapons, the Eradication Pistol is surprisingly compact for the tech it employs. Being an incredible advantage over its bigger siblings, you&#039;d think it would see widespread use, and that one could find rifle-sized examples of the same... but this is the Adeptus Mechanicus we&#039;re talking about, don&#039;t fool yourself. Currently, it can only be found in the hands of their [[Technoarcheologist]]s, that is, that AdMech guy from one of [[Blackstone Fortress]]&#039; expansions.&lt;br /&gt;
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Much like its larger counterparts, it gets more powerful the closer to the target it gets, but considering its maximum range is 12&amp;quot;, it&#039;s going to be hard to line those MEQs up in optimal distance (that is, within 6&amp;quot;), especially since you can&#039;t shoot it in melee, due to it being a Blast weapon. When one does manage, however, it is quite capable of putting a few of them down thanks to its D3, S6, AP-3, D2, Blast shots. Otherwise, beyond that range the pistol does lose one point of AP and D both, which is still quite strong if you need to take care of GEQ blobs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Eradication Ray===&lt;br /&gt;
[[File:EradicationRay.jpg|200px|right|thumb|&amp;lt;center&amp;gt;Eradication Ray&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The bigger cousin of the Eradication Pistol but still smaller than the Beamer.&lt;br /&gt;
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The Eradication Ray spells death to any caught in its focus of light. Those on the periphery of its cone-like emanations find themselves literally disintegrate Thanos-style. Those unfortunate enough to be close to the muzzle are simply rubbed out of existence [[Gauss Flayer]]-style. An Eradication Ray can erase an entire [[Avenger Strike Fighter]] from existence if aimed correctly.&lt;br /&gt;
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They are only wielded by high-ranking member of the AdMech like the [[Tech Priest Dominus]].&lt;br /&gt;
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Crunchwise on 8th Edition. They are a good weapon for your Dominus to close in; this 24&amp;quot; Heavy D3 S6 AP-2 weapon gains AP-4 and D1d3 at a range of 8&amp;quot;, just before the charge. So better make it your charge.&lt;br /&gt;
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===Eradication Beamer===&lt;br /&gt;
[[File:OnagerEradicationBeamer.png|200px|right|thumb|&amp;lt;center&amp;gt;Eradication Beamer&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Basically an upscaled Conversion Beamer. An Eradication Beamer is a specialized weapon utilized exclusively by the warriors of the Skitarii Legion of the Adeptus Mechanicus. Only found mounted on [[Onager Dunecrawler|Onager Dunecrawlers,]] when fired, the thin yellow beam of an Eradication Beamer widens as it projects outwards from the weapon&#039;s distinctive muzzle.&lt;br /&gt;
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Those in further out from the weapon will be ravaged on a molecular level by its impossible technologies, whilst those closer by are simply atomized, their physical forms scattered to the hot winds of war without a sound.&lt;br /&gt;
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The Eradication Beamer works in the same way as its smaller cousins do. In 8th edition, it is now a Heavy D6 Str8 AP-2 D1d3 gun that allows one to comfortably tackle MEQs and even TEQs like assault terminators from 13&amp;quot;-36&amp;quot;, whilst still maintaining its role as a dedicated anti-tank weapon. This is its main range mind you, which makes this a &#039;&#039;very&#039;&#039; versatile weapon. At 12&amp;quot; and closer it gains AP-4 and D1d6, but halves its shots to D3, although it &#039;&#039;is&#039;&#039; a gamble since the Onager is not known to be a CQC power house.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Heavy Conversion Beamer===&lt;br /&gt;
[[File:Heavy_CB.jpg|200px|right|thumb|&amp;lt;center&amp;gt;Heavy Conversion Beamer&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The Heavy Conversion Beamer is a vehicle weapons system used by both the Imperium of Man and the Chaos Space Marines and it is the big brother of the Conversion Beamer. Heavy Conversion Beamers are an ancient relic-weapon of incredible and poorly-understood power. They are very rare and deadly antimatter-based pre-Heresy archeotech weapons most likely developed during the Dark Age of Technology. The Heavy Conversion Beamer is a larger, vehicle-mounted variant of the man-portable Conversion Beamer.&lt;br /&gt;
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Conversion Beamers are esoteric weapons that are both difficult to construct and highly complex to use, needing skilled calibration to operate as well as dedicated reactor core systems to power, especially the larger variants. As a result of this complexity, Conversion Beamers were primarily used during the Great Crusade and Horus Heresy eras in the late 30th and early 31st Millennia for dedicated siege warfare and anti-armor operations.&lt;br /&gt;
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In the late 41st Millennium, Conversion Beamers and Heavy Conversion Beamers are incredibly rare pre-Heresy technological artifacts, and their conservation and deployment is typically the responsibility of a Space Marine Chapter&#039;s Master of the Forge. The Heavy Conversion Beamer is even rarer in the late 41st Millennium than its smaller counterpart, as it was mostly equipped on the Contemptor Pattern Dreadnought and Deimos Predator Executioner vehicles.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ContemptorBeamer.png|&amp;lt;center&amp;gt;Contemptor Beamer&amp;lt;/center&amp;gt;&lt;br /&gt;
image:RenegadeBeamer.png|&amp;lt;center&amp;gt;Chaos Beamer&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeimosBeamer.png|&amp;lt;center&amp;gt;Deimos Predator Executioner&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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===Conversion Beam Cannon===&lt;br /&gt;
[[File:Conversion_Beam_Cannon.JPG|200px|right|thumb|&amp;lt;center&amp;gt;Conversion Beam Cannon&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The uncle of the Conversion Beamers that is mounted fittingly, on the big cheese of Imperial Knights, the [[Acastus Knight Asterius]]. The Conversion Beam Cannon looks like a twin-linked Heavy Conversion Beamer that some Techpriest decided to simply ducktape it and said, &amp;quot;Fuck it! We need an Acastus Knight that could deal with hordes of infantry and tanks!&amp;quot;.&lt;br /&gt;
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Due to the cost and difficulties in making a Conversion Beam Cannon, let alone in factoring the cost and expense in making a new Acastus Knight design, these weapons were pretty darned rare by the turn of the [[Horus Heresy]]. It wouldn&#039;t be surprising that by the turn of the 42nd Millennium, only a few of these bad boys are left, locked up in the vaults of [[Mars]].&lt;br /&gt;
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On tabletop, these things are one of the ultimate vehicle &#039;&#039;tarpit&#039;&#039; killers. [[Rape|Oh yes, this thing deals with &#039;&#039;vehicle hordes.&#039;&#039;]] With a range of 42-72&amp;quot;, this monster of a Conversion Beamer is not only a Ordnance 1 weapon, but it is also a [[Powergamer|S10, AP1 weapon with a 7&amp;quot; Massive Blast template.]] [[Cheese|It also has Sunder which &#039;&#039;re-rolls failed AP rolls&#039;&#039; and Wrecker that deals a +1 damage on fortifications.]] Oh yeah, did we forget to mention that the Asterius carries [[Rape|&#039;&#039;two&#039;&#039; of them!?]] [[Anal circumference|Anal circumference indeed.]]&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Conversion Beam Dissolutor===&lt;br /&gt;
[[File:CB_Dissolutor.PNG|200px|right|thumb|&amp;lt;center&amp;gt;Conversion Beam Dissolutor&amp;lt;/center&amp;gt;]]&lt;br /&gt;
A Titan-class weapon.&lt;br /&gt;
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Take the Conversion Beam Cannon and then scale-it up to fit an Imperial Titan. That is essentially what the Conversion Beam Dissolutor is. You would already know how fucking ridiculous the Conversion Beam Cannon is on horde armies, so one can imagine something three times the size and firepower.&lt;br /&gt;
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This beam weapon is usually mounted on the arm of a [[Warhound Scout Titan]] or the carapace of a [[Reaver Battle Titan]]. The weapon is tremendously powerful but puts intense strain on the Titan&#039;s Plasma Reactor.&lt;br /&gt;
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On the Titanicus tabletop, Conversion Beamers work a bit differently than on 40k or the Horus Heresy. Conversion beams have a unique quirk: they increase in power over distance, manifesting as an increase in strength when fired using their Long Range profile. The Warhound Titan’s Conversion Beam Dissolutor, for instance, jumps from an impressive Strength 9 to an armour-shredding Strength 11.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
CBD_Reaver.PNG|Reaver variant&lt;br /&gt;
DissolutorCannon.jpg|Warhound variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Conversion Beam Extirpator===&lt;br /&gt;
[[File:CB_Extirpator.PNG|200px|right|thumb|&amp;lt;center&amp;gt;Conversion Beam Extirpator&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The big daddy of the Conversion Beamer family that is only appropriately wielded by the biggest of Titans.&lt;br /&gt;
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The Extirpator Cannon or sometimes known as the Conversion Beam Extirpator is a massive Titan-class conversion beam weapon mounted on the arm of a [[Warlord Battle Titan]] and is thus far the largest known example of Conversion Beam technology. The weapon is tremendously powerful but puts intense strain on the Titan&#039;s Plasma Reactor like the smaller Dissolutors. When charged to its maximum settings, its power [[Powergamer|surpasses even that]] of a Warlord&#039;s [[Volcano Cannon]].&lt;br /&gt;
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So you can imagine, at that size and firepower. It is no longer vaping entire legion&#039;s worth of infantry, but entire &#039;&#039;fleets of armoured vehicles&#039;&#039;. Due to the fact that they can only afford to fire in long increments per-shot, the fire rate of the Extirpator Cannon is already slow even compared to the slow Dissolutors. However, certain Princeps can feel a bit more daring, maxing out their reactors to increase Strength by two with the Maximal Fire trait. This is where the whole &amp;quot;exceeding the firepower of a Volcano Cannon&amp;quot; comes from, because even in the crunch it &#039;&#039;does&#039;&#039; exceeds the strength of a Volcano Cannon. So ouch to any entity standing in its way.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CB_Extirpator_2.PNG|Alternate view&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
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==Squat Conversion Beamers==&lt;br /&gt;
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===SP Conversion Beamer===&lt;br /&gt;
[[File:SquatConversionBeamer.jpg|200px|right|thumb|&amp;lt;center&amp;gt;SP Conversion Beamer&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The primary Conversion Beamer used by the [[Leagues of Votann]].&lt;br /&gt;
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Now, what the hell SP is meant to stand for, we have no idea. All we do know is that these C-Cannons are used exclusively by the [[Brôkhyr Thunderkyn]] who are the only ones who are experienced enough and knows the inner workings of these weapons to handle them safely. They are notable for its giant-ass lens on the front of the barrel compared to the more traditional raygun gothic of the Imperium, making the Squat versions stand out.&lt;br /&gt;
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On the tabletop, these are 30&amp;quot; HunTR 1, S7 AP-2 D3, and gets Beam. Proving that conversion beamers aren&#039;t dead in the 42nd millennium, this fancy doodad has the added effect of doing an extra hit against targeted units that are wholly greater than 15&amp;quot; away. Beware, if one model in said targeted unit steps one foot closer than 15&amp;quot; you lose this effect, so make sure you stay at range.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thunderkyn.jpg&lt;br /&gt;
Brokhyr Exo-Frame.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===SP Heavy Conversion Beamer===&lt;br /&gt;
[[File:SP_Heavy_Conversion_Beamer.JPG|200px|right|thumb|&amp;lt;center&amp;gt;SP Heavy Conversion Beamer&amp;lt;/center&amp;gt;]]&lt;br /&gt;
What this weapon is to the Heavy Conversion Beamer like how the SP Conversion Beamer is to the regular old Conversion Beamer.&lt;br /&gt;
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The &#039;&#039;much&#039;&#039; bigger brother of the SP Conversion Beamer. The SP Heavy Conversion Beamer is a superheavy weapon that could only be mounted on the venerable [[Hekaton Land Fortress]] as one of its primary weapons. This thing is the [[Cheese|big cheese]] of the horde clearing for the [[Leagues of Votann]].&lt;br /&gt;
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In terms of the rules, this is the big brother of the Thunderkyn scale SP Conversion Beamer, at 30&amp;quot; HunTR 2, S8 AP-3 D4, with Beam and the same conversion beamer rule of doing an extra hit if you&#039;re more than 15&amp;quot; away from a unit you fire at. This is a fine weapon held back by being mounted on something that likes to get closer to enemy units, rendering the benefit of the conversion beamer moot.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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{{40k-Squat-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Photon_Thruster_Weapon&amp;diff=379164</id>
		<title>Photon Thruster Weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Photon_Thruster_Weapon&amp;diff=379164"/>
		<updated>2023-05-30T20:28:24Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[Lasgun|Despite the name,]] Photon Thruster weapons are super weird weapons designed by the [[Adeptus Mechanicus]] that has very little relation to direct energy laser weaponry. Supposedly, they fire &amp;quot;[[Wat|black laser fire]]&amp;quot; (not uv, not purple, black). Photon Thruster weapons are wielded by the Myrmidon Destructors and Thallax of the Adeptus Mechanicus. The arcane secrets of these deadly beam weapons are closely guarded by the Tech Priests of the Mechanicum. A possible explanation of this &#039;black fire&#039; or &#039;black light&#039; is that it could be a weaponized form of dark matter. Just like [[Plasma Weapons]], they are subject to the &#039;Gets Hot&#039; rule. On the other hand, perhaps the photons are being used to thrust a form of exotic matter that has no official name. Hence, black.&lt;br /&gt;
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In military and space talk. Thrusters refer to the engines used on rockets, missiles and spacecraft. So in effect these are weaponized &amp;quot;laser rockets&amp;quot; aka laser thermal propulsion systems. The Mechanicum essentially turned Photon engines into weapons firing unnamed matter that can&#039;t reach the speed of light on its own. Therefor, as with many weapons of the Imperium. Photon Thruster weapons could be either human or xenotech that dates back to the [[Dark Age of Technology]].&lt;br /&gt;
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We also know it doesn&#039;t refer to other faster than light particles because the Imperium wouldn&#039;t need to tunnel through the [[warp]] for their FTL drives. It isn&#039;t antimatter(&amp;amp; photons are their own antiparticle) because that would make Photon Thruster weapons [[Conversion Beamer]]s instead. However, Games Workshop/Black Library could be using different terms for the same thing and are too dumb to admit they screwed up when they added them to the Horus Heresy gamebooks.&lt;br /&gt;
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Coincidentally, this is a similar property to the [[Dark Eldar]]&#039;s [[Eldar Laser Weapons#Dark Eldar Weapons|Darklight weapons]], which shoot a visually similar black laser affect.&lt;br /&gt;
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===Photon Gauntlet===&lt;br /&gt;
[[File:F6GknHs_Photon_Gauntlet.jpg|200px|right|thumb|Scratch-built Photon Gauntlet, since it doesn&#039;t have an official model yet.]]&lt;br /&gt;
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The shotgun version. Only available to [[Magos|Magos Primes]], [[Tech Priest Dominus|Magos Dominus]] and the [[Secutarii Axiarch]]s. As the baby of the family, its range and strength is far shorter than its larger brothers, with a max range of 12&amp;quot; and S 5, though like them it does at least fire twice (being Assault 2 instead of Heavy 2).&lt;br /&gt;
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Its armor piercing is decent but the chance of overheating is twice that of a Plasma pistol. It isn&#039;t a &#039;Lance&#039; weapon like it&#039;s larger cousins, making it overshadowed by less risky Archaeotech pistols and Machinator Arrays (the latter coming standard with a more devastating Inferno Pistol/[[Flamer]] combo). All in all, the Photon Gauntlet sits in a very awkward position of being nothing spectacular, if you want good anti-armor than a [[Melta]] is more feasible due to its longer range, if you want good anti-infantry than a Flamer could cover more ground at roughly the same range.&lt;br /&gt;
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About the only time it&#039;s a decent choice is with the Secutarii Axiarch who gets it for dirt cheap and can&#039;t have any other AP2 weapons (or a flamer). The fact that it isn&#039;t a pistol also doesn&#039;t come into play if he takes a [[Power_weapon#Power_Fist|power fist]].&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Photon Thruster===&lt;br /&gt;
[[File:Photon_Thruster.jpg|200px|right|thumb|Photon Thruster]]&lt;br /&gt;
The mainstay Photon weapon. The Photon Thruster is one of the primary weapons of the [[Thallax]]. When fired, it unleashes a howling needle-thin beam of blackness able to pierce through the densest matter and easily able to rip apart the most heavily armored men and machines apart. The power source of these weapons are extremely unstable little understood even by the [[Myrmidon|Myrmidons]] themselves, and a catastrophic failure can lead to its wielder being consumed by raging black flames.&lt;br /&gt;
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Of course, the Thallax are considered somewhat disposable and that any accidents could easily be replaced.....except for the ludicrously expensive and hard to maintain Photon Thrusters.....bummer....&lt;br /&gt;
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On the Horus Heresy tabletop, the Photon Thruster is a 48&amp;quot; S6 Heavy 2, Lance weapon that hits at AP2 whilst causing Blind. Like all Photon Thruster Weapons, it has the Gets Hot! rule, but you are able to [[Anal circumference|penetrate the rear end of Terminator Armour like Swiss cheese.]]&lt;br /&gt;
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===Darkfire Cannon===&lt;br /&gt;
[[File:Darkfire_Cannon.jpg|200px|right|thumb|Darkfire Cannon]]&lt;br /&gt;
The largest of the Photon Thruster weapons.&lt;br /&gt;
&lt;br /&gt;
Believed to be of alien origin (though nothing has ever been proved, granted, it could be of Dark Eldar origin as mentioned above), the Darkfire Cannon is a long lance-like weapon that fires needle-thin beams of dark energy that can pierce even the thickest armor with ease. Unleashing screaming beams of pure darkness, armour, flesh and stone boil away with their touch, and even the most heavily armoured vehicles can be torn apart by their hellish un-light.&lt;br /&gt;
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Only the [[Castellax Class Battle-Automata|Castellax Battle-automata]] or larger are sturdy and powerful enough to use these.&lt;br /&gt;
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On the Horus Heresy tabletop, the Darkfire Cannon are a strong choice, it&#039;s better than the Melta&#039;s at taking down 2+ armour (such as terminators) and its long-range can help lay down a lot of hurt on other Monstrous Creatures or Primarchs. It also forces units to take blind tests which could really tip the balance of power when it comes to assault them (remember; monstrous creature, you have relentless). Ignore the lance factor as you&#039;re still glancing on 5&#039;s.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Volkite_Weaponry&amp;diff=528026</id>
		<title>Volkite Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Volkite_Weaponry&amp;diff=528026"/>
		<updated>2023-05-30T20:27:53Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;{{Topquote|{{BLAM|CHOOM}}|Volkite Guns&lt;br /&gt;
}}[[File:Mars_991-thumb-550x382.jpg|300px|thumb|right|Volkite Weaponry in a nutshell. Knowledgeable readers will notice that this weapon class has a lot in common with the &amp;quot;Heat-Rays&amp;quot; used by the Martian invaders from H.G. Wells&#039; story &#039;&#039;The War of the Worlds&#039;&#039;.]]&lt;br /&gt;
&#039;&#039;&#039;Volkite weapons&#039;&#039;&#039; are Martian death-rays. In [[Warhammer 40,000]], Volkite weapons are ancient and advanced weapons based on the principle of imparting so much heat to the enemy that he literally bursts into flames &#039;&#039;inside&#039;&#039; his armour. These flaming victims then cause &#039;&#039;more&#039;&#039; damage to their own squad, as they run around screaming while emitting the temperature of a rather large and unwieldy furnace. Their main drawbacks are that they are fairly short-ranged (although not to the same extent as [[Melta]] weapons), and are somewhat less effective at piercing armor than [[Bolter]]s.&lt;br /&gt;
&lt;br /&gt;
They are quite literally Martian ray-guns, as only the [[techpriest]]s of [[Mars]] could make them. When the [[Great Crusade]] was just starting out, there were enough to equip &#039;&#039;every single&#039;&#039; [[Space Marines|Space Marine]] [[First Founding|Legionnaire]] with them, on top of the Solar Auxilia, the Mechanicus armies, and several large tanks. Sadly, as the Crusade got underway and the [[Primarch]]s were found (thus, greatly increasing the numbers of Legionnaires), demand far outstripped supply and Volkite guns were relegated to &amp;quot;special weapon&amp;quot; status. Which, makes little sense because there should have been hundreds of millions of them at this point given how they were standard fare for practically the entire Crusade. Then, with the [[Horus Heresy]], the defection of large parts of the [[Adeptus Mechanicus|Mechanicum]], and 10,000 years of a technological roller coaster ride, the know-how to repair them was lost and Volkite weapons gradually disappeared from the galaxy. Hopes were rekindled among fans for their returned when [[Games Workshop]] brought [[Grav-Weaponry|grav-guns]] back into style with the new &#039;&#039;Codex: Space Marines&#039;&#039; and further reinforced when the new Cult Mechanicus codex revealed the Martians had access to a brand new Volkite called a Blaster which is about the same as a Culverin.&lt;br /&gt;
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And apparently their return has been outright confirmed with the arrival of the new Primaris Lieutenant and their Neo-Volkite pistols, thank you Archmagos Cawl! Still not a lot of them, but it&#039;s better than nothing.&lt;br /&gt;
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The most similar weapon in popular fiction to Volkite Weapons is surprisingly [[Star Trek|Phasers]] [[What|from Star Trek]]. If they were turned up to the highest setting (vaporizes fleshies) and had a rate of fire comparable to a Micro Uzi or ShKAS machine guns ([[dakka|over 1000 rounds per minute]]). The beam is even reddish-orange. Though we don&#039;t have technobabble describing how Volkite weapons work, yet. &lt;br /&gt;
&lt;br /&gt;
A note on the above, Volkite weapons were excellent assault weaponry, especially when facing massed infantry, and had more potential against light vehicles than a Bolter did, but that was pretty much their niche. Bolt weapons, which were much easier to manufacture, had a slightly longer range and marginally better armor-piercing ability, and could use numerous specialty rounds, were a better tactical weapon that could adapt to numerous situations, as well as easier to field in the numbers demanded by Legions. The main drawback in the field was that Bolters were most often fitted with standard rounds, while specialty munitions were still rare enough to only be issued to specialist squads alongside their regular bolts.&lt;br /&gt;
&lt;br /&gt;
Of course, given the manner in which Volkite weapons deal damage and the effectively unimportant small difference between its armor-piercing to that of boltguns, Volkite weapons would leave a heavily armored opponent vulnerable to more to follow up shots due to severely weakening the target&#039;s armor. Bolters have to blow their way through with repeated shots if they fail to outright penetrate. Ultimately, Volkite weaponry is superior to bolters. Cover is useless or even a disadvantage against it, groups of enemies are excellent targets for its wielder, light armored vehicles are sufficiently vulnerable to its death ray, and heavy vehicles and powered armor would take significantly fewer shots to get through than a bolt weapon would. It is, therefore, a highly effective all-purpose weapon for anti-infantry, anti-light and heavy armor, and anti-powered infantry. Its only blind spot is that it is ineffective against aircraft that do not come low enough to be in range of it. Ironically, this means that the Astartes had the opposite trajectory as the [[Imperial Guard|Wall of Guns]], switching from a complex but highly-effective energy weapon to a simpler, less-resource-intensive ballistic weapon.&lt;br /&gt;
&lt;br /&gt;
Each weapon is named after really old real-life [[Firearm|firearms]] and cannons, except the chierovile which is made-up gibberish, and the blaster which is... just a normal word? Obviously they are just picking out random words that sound &amp;quot;cool&amp;quot; when it comes to naming these things. Not only are all the weapons named after other weapons (may actually be a riff on the Mechanicum&#039;s ignorance) but the name &amp;quot;Volkite&amp;quot; is also [[Leagues of Votann|gibberish, meaning &amp;quot;People-Stone&amp;quot; or &amp;quot;People-Mineral, People-People,&amp;quot; etc.]] Volkite Weaponry was also favored by the [[Night Lords]] due to its &#039;&#039;results&#039;&#039;.&lt;br /&gt;
Possibly named after Magnus Volk (b. 1851, d. 1937), electrical engineer from Brighton, UK and builder of the world&#039;s oldest still working electric railway, suggesting the weapon uses electricity. The suffix -ite would here denote a follower or doctrine (similar to -ist), so the name would mean &amp;quot;following Volk&#039;s method&amp;quot;. Further reinforcing this is the Ryza Relic &amp;quot;Weapon XCIX&amp;quot;. Described as an &amp;quot;Up-Volted Volkite Blaster&amp;quot;. This means Volkites are potentially...Microwave guns?&lt;br /&gt;
&lt;br /&gt;
Their signature ability, deflagrate, means &amp;quot;a subsonic combustion caused by rapid heat transfer&amp;quot; which is a fancy way of saying &amp;quot;shit&#039;s on fire, yo.&amp;quot; That is, it&#039;s literally the science word for normal fire.&lt;br /&gt;
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==Imperial Volkite Weapons==&lt;br /&gt;
[[Image:Tallarn-art.jpg|300px|thumb|left|&amp;lt;span style=&amp;quot;font-family:serif; font-size:110%; color:#993333;&amp;quot;&amp;gt;{{#if:{{{1|}}}|{{{1}}}| IMMA FIRIN MAH LAZER&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*CHOOM*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;}}&amp;lt;/span&amp;gt; {{Template:BLAM|Heresy!}} &amp;lt;br&amp;gt; A Iron Warriors Legionairre fires a Volkite Charger at a distant tank (even though that&#039;s dumb) during the Battle of Tallarn during the Horus Heresy.]]&lt;br /&gt;
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On the table, A Volkite weapon has good strength and decent AP, but its real power is the &#039;&#039;Deflagrate&#039;&#039; ability; any unsaved wounds suffered from a Volkite weapon each inflict another hit on the same unit at the weapon&#039;s profile (minus the Deflagrate effect; the wounds do not chain infinitely). Pretty nice.&lt;br /&gt;
&lt;br /&gt;
There&#039;s one thing to acknowledge however, and is obvious from the profiles below: GW has no particularly good idea how differentiate different types of Volkite weapons (i.e. like how bolters largely come in major broad-but-standardized flavors of: [heavy/bolt] pistol, bolter/bolt rifle, and heavy bolter), and has resorted to slowly bloating the family with arbitrary names that don&#039;t necessarily imply where they actually belong in the Imperial manual of arms unless you look up their stats and what they&#039;re attached to.&lt;br /&gt;
&lt;br /&gt;
===Volkite Serpenta===&lt;br /&gt;
[[File:Volkite_Right_medium.JPG|200px|right|thumb|Volkite Serpenta]]&lt;br /&gt;
&lt;br /&gt;
The machine pistol of the family, highly effective and powerful sidearm but with obviously low range and high rate of fire. &lt;br /&gt;
The [[Adeptus Mechanicus]] still have a few of these on hand, but like most of the good stuff, instead of taking it apart and reverse engineering it, they instead keep most of them locked in stasis vaults and ogle them.&lt;br /&gt;
&lt;br /&gt;
According to the announcement of the Moritat model the plural term is ”Volkites Serpenta.” Also, the Moritat model holds them like guns akimbo whilst doing a cool pose, and they [[Awesome|deliciously awesome like that.]] According to the Angel&#039;s Tears, it&#039;s Volkite Serpentas. [[Fail|So...]]. And regardless of the plural, GW fucked up as usual, given the actual cannon it&#039;s named after is a &#039;&#039;Serpent&#039;&#039;&#039;ine&#039;&#039;&#039;&#039;&#039;. Also a great weapon on Destroyers(as they can equip two to give them four shots) supported by Rad Missiles &amp;amp; as secondary weapon for Biker units, Jetbikes included. Firing Protocols(X) allows bike units to fire two weapons during the shooting phase. So you can spam Volkite while you Volkite.&lt;br /&gt;
&lt;br /&gt;
With the descriptions present, you would wish it would have resembled those [[Awesome|awesome]] 50&#039;s-era Ray Guns like those of [[Fallout]], but GeeDubs being the anathema of [[Awesome|awesome]] decided to make them look as meh as possible.&lt;br /&gt;
&lt;br /&gt;
This as you can imagine, is a bit of shame. But nevertheless, at the very least the Volkite Serpenta is a powerful little hand cannon that will fry your power armored [[Mary Sue|Mary Sues]] alive.&lt;br /&gt;
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===Neo-Volkite Pistol===&lt;br /&gt;
[[File:Neo-Volkite_Pistol.JPG|200px|right|thumb|Neo-Volkite Pistol]]&lt;br /&gt;
Apparently Archmagos Cawl finally figured out how to make new Volkite weapons, because these shiny new pistols are being given out to the newest batch of Primaris Lieutenants. As per the release for the multipart Bladeguard kit standard Bladegaurd Sergeants can take them now too, but not Captains or Ancients.&lt;br /&gt;
&lt;br /&gt;
What is so different from the old one, we have no idea, but it could be as minor as the difference between each iPhone iteration (such as the miniaturization of the powerpack, so no more lugging around a giant energy cell connected by flimsy cables, &#039;&#039;yaaaaaaaaaaay&#039;&#039;!). So for all intents and purposes, the whole schlick of the &amp;quot;Imperium losing technology&amp;quot; has been thrown out of the window; demotes the [[Grimdark]] a bit, while cutting out some of the [[Grimderp]]. It also makes sense when one remembers how many high ranking magos are millennia old and Cawl is far from the only one who lived in the Great Crusade era. So Cawl coming out with this might begin smoothing that out and we can waive ten thousand years of “forgetting” as either excuses for hoarding more and more tech, and/or being distracted by increasing projects to reverse-engineer old technologies making slow but real progress.&lt;br /&gt;
&lt;br /&gt;
According to [https://www.warhammer-community.com/2020/06/16/faction-focus-space-marines/ this faction preview] it&#039;s classified as a pistol 2 class weapon with a range of 15&amp;quot;, a strength of 5, armor-piercing of 0, damage of 2, and a special rule that each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. Making it comparable to a Volkite charger just as a pistol. Essentially its just a Serpenta with the range of a Charger. ...Or Cawl slapped a new name onto some Charger blueprints and handed them out to his Primaris boys; even during the Heresy-era, it&#039;s fairly common to see Volkite Chargers used as pistols instead of Serpenta&#039;s.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Volkite Charger===&lt;br /&gt;
[[File:Volkite-charger2.jpg|200px|thumb|right|Volkite Charger]]&lt;br /&gt;
The rifle of the family, as stated previously, at the outbreak of the Great Crusade were the goddamn &#039;&#039;standard&#039;&#039; weapon for the [[Adeptus Astartes]]. Which I&#039;m sure was a terrifying prospect for the enemies of the [[Imperium of Man|Imperium]]. Whilst not benefiting from the range or power of its larger cousins, the charger retained the volkite beams deflagrating effects and allows its wielder a greater degree of movement. Volkite chargers are often employed by Legion Tactical Support squads. A Mastercrafted version is also the favoured ranged weapon of a certain [[Fulgrim|Sick Fuck]]. &lt;br /&gt;
&lt;br /&gt;
Unfortunately the laborious nature of their manufacture resulted in them being relegated in favour of the [[Bolter]], which was much easier to manufacture and supply (well, maybe not supply because of the complex physical ammo), which was important as the crusade grew from a few thousand marines, a planet, and a moon to many hundred thousands of marines, quadrillions of [[Imperial Guard|Imperial Army]] troops, and an entire galaxy of shit to conquer. By the 42nd Millennium they are exclusively used by Tartaros Terminator Sergeants, with both armor and weapon millenia older than the Space Marine using them. Whether [[Cawl]] or [[Roboute_Guilliman|Guilliman]] has authorized Admech [[Techpriest|Techpriests]] and Astartes [[Techmarines]] to resume low level production, or if they even can, is up in the air for now. Sure, the Astartes rarely need to use any of ten special types of bolts and could simply carry a few with a bolt pistol in case they’re needed but otherwise use dramatically scaled up hellguns attached to their powered armor’s basically infinite energy supply but…um…there’s a reason? Look a Commissar!&lt;br /&gt;
&lt;br /&gt;
On the other hand, Veletaris squads were heavily equipped with Volkite Chargers and normal Solar Auxilia could use them as special weapons. The Solar Auxilia that made up twenty to twenty-five percent (A fifth to a fourth) of the Imperial Army by the Horus Heresy. So, there were literally quadrillions of these being made by then. Most likely the shift to Bolters can be explained by their wide variety of Special Ammunition (even normal Bolt Shell production would quickly become waaaaaay more expensive than Volkite Chargers). If so, was a moronic decision as Bolt Pistols with anything except non-standard shells while using Volkite Calivers and Chargers as standard would have been far better. Mechanicum Infantry also used the Volkite Charger, further crippling the lore about demand out-stripping supply for the vastly less numerous Astartes.&lt;br /&gt;
Thus the only real reasons for the change would be the Charger&#039;s poor armor penetration and the need for coolant compared to Bolters, though we don&#039;t know how it&#039;s cooled so coolant might not be used and it&#039;s armor-penetration is said to only be slightly lower than a bolter in the fluff. As a direct energy weapon would heat up faster and for longer than an air cooled projectile firearm (depending on what cooling tech was used, though, and how hot the projectile weapon got). Also, Ryza has cooling systems that prevent freaking plasma weapons from overheating, and that may have been the norm. At the very least, the Astartes would have the best available and so their volkite weapons might just not overheat.&lt;br /&gt;
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===Volkite Caliver===&lt;br /&gt;
[[File:Volkite-caliver2.jpg|200px|thumb|right|Volkite Caliver]]&lt;br /&gt;
A long range tactical Volkite weapon.&lt;br /&gt;
&lt;br /&gt;
If the Volkite Charger is the assault rifle of the Volkite family, then the Volkite Caliver would be considered as the light machine gun of said family. A rifle Volkite variant with a devastating effect on flesh and bone, the volkite caliver was often employed by mobile Legion Tactical Support Squads, utilizing firepower and accuracy far and above superior to that of the more common bolter. The larger frame of the Caliver means that it is able to house a larger energy storage and battery to power the entire weapon at a more efficient and cost-effective way.&lt;br /&gt;
&lt;br /&gt;
It is also somewhat comparable to a light squad support weapon, longer and bulkier than the Charger, though still loaded from a box magazine and fairly easy to carry. With a better range than the Charger at a cost of being unable to fire on the move.&lt;br /&gt;
&lt;br /&gt;
There are some claims that the Volkite Caliver was the standard issue Astartes weapon in the early years of the Great Crusade instead of the Charger. Perhaps a typo or perhaps just yet another layer of conflicting lore.&lt;br /&gt;
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===Volkite Blaster===&lt;br /&gt;
[[File:VolkiteBlaster.jpg|200px|right|thumb|Volkite Blaster]]&lt;br /&gt;
The only (non-Neo) Volkite weapon in regular plastic 40k besides Charger armed Tartaros Sergeants and Relic Dreadnoughts (and not itself found in any 30k books, even the Mechanicum Red Book), and only seen on Tech-Priest Domini to boot. It might have been custom-constructed, or it might have started life as a Caliver before being integrated into someone&#039;s arm, but trades the tip of the Caliver&#039;s range for 50% more dakka.&lt;br /&gt;
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Seeing as how it is now permanently attached to a Tech-Priest, the Volkite Blaster gets most of its source of power from the inner workings of whatever cybernetic hijinks that the Domini has incorporated into his body. Which allows it to technically have an indefinite amount of shots so long as the Tech-Priest is still alive and kicking.&lt;br /&gt;
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As they are one of the few Volkite weapons still in use in the 41st millennium, the Techpriests in charge are understandably quite touchy and paranoid about this elusive piece of tech. Guarding it pretty viciously to any tech-thieves or bandits. However with [[Roboute Guilliman|Big Bobby G]] running around right now, the status of the Volkite Blaster being the only Volkite weapon in production &#039;&#039;might&#039;&#039; change in the near future. And it&#039;s happenend, look at the Neo-Volkite&#039;s entry above this one to see a brand spanking new death ray.&lt;br /&gt;
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There is also a special prototype up-volted Volkite Blaster lazily named &#039;&#039;&#039;Weapon XCIX&#039;&#039;&#039;, designed in Ryza. Unlike most of the results of Ryza&#039;s experimentation, this actually found its way onto the battlefield where it has proven to be devastatingly powerful.&lt;br /&gt;
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===Volkite Cavitor===&lt;br /&gt;
[[File:Cavitor.png|200px|right|thumb|Volkite Cavitor]]&lt;br /&gt;
The shotgun of the Volkite family, exclusive to the [[Night Lords]]&#039; Contekar Terminator Elite. With how much chaos Volkite weapons usually generate, it is not surprising to see the legion of Batman sociopaths hogging all the good Volkite shit. For those who do not know, the Contekars were recruits from Nostramo&#039;s ruling class. What this means is that like the [[Kabalite Trueborn|Kabalite Trueborns]] of [[Dark Eldar]] society, they tend to view the common plebs with utter disdain. Now why the Contekars are a melee-heavy Assault Terminator-esque squad despite the whole Night Lords&#039; doctrine of fighting fast and &#039;&#039;hard&#039;&#039;, we aren&#039;t too sure.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, despite the strange change in legion tactics, Contekars still do strike as much fear as a rampaging [[World Eaters]] berserker. Seeing as how all Contekars could wield a chainglaive, the introduction of the Volkite Cavitors serve as a highly complementary sidearm for these aloof twats. How the Cavitor could split its beams, we dunno, but the ability to hit multiple targets at once, who, in turn, may further spread the flames to their allies, makes the Cavitor a powerful force multiplier. Unfortunately, the Cavitor is stupidly short-ranged, as in, [[Inferno Pistol]] [[Derp|levels of short-range.]] This means that a certain absolute chadman, in one final fuck you, could quite literally run towards the Contekar who lit him ablaze and proceed to give him [[Awesome|a warm,]] [[Vulkan]][[Awesome|-level hug.]]&lt;br /&gt;
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On the tabletop, Cavitors spray four Strength 6 murderbeams, but at a measly 10&amp;quot; range (That is shorter than a &#039;&#039;Flamer&#039;&#039; mind you). Comes included with a [[Chain Weapon#Chainblade|Chainblade]] to [[RIP AND TEAR|further fuck things up at close range,]] because why the hell not? This means it sucks at fighting other Terminators. Especially those with Cyclone Missile Launchers or Plasma weapons. It is a pretty good MEQ mulcher though.&lt;br /&gt;
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===Volkite Incinerator===&lt;br /&gt;
[[File:Volkite_Incinerator.JPG|200px|right|thumb|Volkite Incinerator]]&lt;br /&gt;
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[[Awesome|A motherfucking laser chest beam!]]&lt;br /&gt;
&lt;br /&gt;
The Volkite Incinerator was a powerful purpose-designed Volkite ray weapon that was mounted in the chest-unit of each [[Ursarax|Ursarax Tech-guard,]] allowing it to both attack its victims at range with a lethal Volkite beam and also by grabbing its foe within its claws and drawing them in to suffer the full brunt of this discharge at point-blank range.&lt;br /&gt;
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This confined ray blast was particularly devastating in its power and was able to disintegrate even heavily armored warriors in mere moments at such short range, which makes it almost all but impossible to fight these things head-on in CQC.&lt;br /&gt;
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Unfortunately, in terms of crunch, in contrast to the standard-issue lightning claws, the Volkite Incinerator [[Derp|isn&#039;t too great in CC despite the dictation of the fluff,]] as four attacks at S10 almost always beats ONE S6 instant death attack (even if the target is T6) but if you get locked in multiple rounds it can be okay enough against T6 models.&lt;br /&gt;
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===Volkite Sentinel===&lt;br /&gt;
[[File:Volkite_Sentinel.JPG|200px|right|thumb|Volkite Sentinel]]&lt;br /&gt;
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The weapon-sponsons of the Volkite family.&lt;br /&gt;
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The Volkite Sentinel was an automated, slaved weapon systems controlled independently by its own Servitor-brain. Volkite Sentinels were used as defensive weapons found on a number of larger Mechanicum war engines, most commonly the [[Triaros Armoured Conveyer]].&lt;br /&gt;
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Each Volkite Sentinel was actually a pintle-mounted Volkite Charger which could be fired in addition to any other weapons the vehicle was carrying. Because of its Servitor brain, the Volkite Sentinel was able to target units separately from the vehicle&#039;s main armament or the direction of its gunners.&lt;br /&gt;
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Crunchwise, Volkite Sentinels are a subtle, but potent feature. Essentially they are two Volkite chargers that may target independently of the Triaros itself (and presumably the other Volkite weapon); these can be used to take out &amp;quot;Chaff&amp;quot; units (exceptionally important if you&#039;re using this in 40k).&lt;br /&gt;
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This weapon is one of the rare instances of a weapon variant specifically designed as a sponson or pintle-mounted armament. Almost any other time it is simply a heavy weapon duct-taped to the vehicle.&lt;br /&gt;
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===Volkite Saker===&lt;br /&gt;
[[File:Volkite_Saker.JPG|200px|right|thumb|Volkite Saker]]&lt;br /&gt;
One of the three primary weapons of the [[Sabre Strike Tank]]&lt;br /&gt;
&lt;br /&gt;
In contrast to the Sentinel, the Volkite Saker is a relatively large weapon of the Volkite family that offers a true &#039;medium&#039; between the lighter hand-held Volkites to the fuck huge superheavy Volkites mounted on Knights and superheavy tanks.&lt;br /&gt;
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As one of the primary weapons for the new and improved Sabre, the Saker is unfortunately hull mounted, meaning it is only as effective if the front of the vehicle actually faces something. You would expect that something like a Volkite, would be mounted on a more effective turret.&lt;br /&gt;
&lt;br /&gt;
On a more interesting tidbit, although Saker may sound like gibberish, it is actually a type of medium cannon that was slightly smaller than the Culverin, another type of cannon. The more you know.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Volkite Culverin===&lt;br /&gt;
[[File:Volkite_Culverin.jpg|200px|right|thumb|Twin-linked Volkite Culverin]]&lt;br /&gt;
The heavy weapon, bulky, powerful, with a massive rate of fire and equally large ammunition requirement. The largest most potent man-portable Volkite weapon in the Imperium&#039;s arsenal, its beam has a devastating effect on organic matter, explosively burning flesh into ash and jetting fire. [[Contemptor Dreadnought|Contemptor Pattern Dreadnoughts]] could mount two Volkite Culverins on a single arm for a devastating primary weapon.&lt;br /&gt;
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It&#039;s like a [[Heavy Bolter|heavy bolter]] if it fired even &#039;&#039;faster&#039;&#039; and its shots caused the enemy to spontaneously combust. Perfect for taking out that 20 man squad of [[Assault Squad|assault marines]] and for anti-infantry Scimitar jetbike loadouts.&lt;br /&gt;
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Heavy weapon squads full of these guys are your best option for long-range multipurpose murder, as they will incinerate entire squads of light infantry in a single salvo, and 5 shots at S6 is pretty solid against light to medium vehicles as well.&lt;br /&gt;
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===Volkite Veuglaire===&lt;br /&gt;
[[File:Volkite_Veuglaire.JPG|200px|right|thumb|Volkite Veuglaire]]&lt;br /&gt;
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The Volkite Veuglaire is a type of Imperial Volkite Weapon.&lt;br /&gt;
&lt;br /&gt;
Used on the [[Armiger Knight Moirax|Knight Moirax]], the Volkite Veuglaire is a cousin of the Volkite Culverin and was a rare and ancient type of weapon. They were known for their complex mechanisms that were often beyond the ability of simple Sacristans to repair.&lt;br /&gt;
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But for those Households that still operate them, Volkite Veuglaire are prized for their ability to clear light infantry from the battlefield. Combined with the [[Miscellaneous Weapons#Gyges Siege Claw|Gyges siege claw,]] the Knight Moirax is a pretty nasty beast in CQC all things considered.&lt;br /&gt;
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===Volkite Falconet Battery===&lt;br /&gt;
[[File:Volkite_Falconet.JPG|200px|right|thumb|Volkite Falconet Battery]]&lt;br /&gt;
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The Volkite Culverin&#039;s big sister.&lt;br /&gt;
&lt;br /&gt;
The Volkite Falconet Battery is a pair of extremely large Volkite weapons mounted exclusively on the [[Deredeo Dreadnought|Deredeo Pattern Dreadnought]]. The size of the Volkite Falconet Battery allows it to lay waste to large numbers of enemy units, and we mean a metric shit ton. Seriously, just look at the size and length of the barrel and imagine it being dual-wielded by a dreadnought. &#039;Tis some scary shit.&lt;br /&gt;
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The Volkite Falconet Battery is often paired with the [[Boreas Air Defence Missile]] Platform, which makes the Deredeo a sufficient anti-air vehicle whilst having the weapon to deal with those pesky infantry trying to outflank it.&lt;br /&gt;
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===Volkite Demi-Culverin===&lt;br /&gt;
[[File:VolkiteDemi.jpg|200px|right|thumb|Volkite Demi-Culverin]]&lt;br /&gt;
The bigger brother to the Culverin, this is only available to the Solar Auxilia (for now). A powerful weapon from the [[Dark Age of Technology]], the weapon could tear through infantry squads with ease, it is basically one of the best tarpit cleansers if used correctly as the beams can jump from target to target on a much wider and longer range then normal Volkite weapons.&lt;br /&gt;
&lt;br /&gt;
It boasts one more point of Strength and one more shot than the man-portable version, and is found on the spiffy [[Leman Russ Incinerator]]. Demi-culverin. For when you want to say &amp;quot;&#039;&#039;Screw that guy and everyone around that guy&#039;&#039;.&amp;quot;&lt;br /&gt;
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The Demi-Culverin is one of the best examples of Ad Mech naming incompetence in 40k. IRL a Demi-Culverin fired a shot half the weight of a full Culverin (Demi is French for &amp;quot;half&amp;quot;). [[Fail|So why the Ad Mech decided to make the Demi-Culverin more powerful than the Culverin is a mystery.]]&lt;br /&gt;
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===Volkite Cardanelle===&lt;br /&gt;
[[File:Volkite Cardanelle Kratos.png|200px|right|thumb|Volkite Cardanelle]]&lt;br /&gt;
The Volkite Cardanelle is one of the primary weapons used by the [[Kratos Heavy Assault Tank]]. A heavy Volkite weapon that is, for all intents and purposes, the bigger brother of the Volkite Demi-Culverin, the Volkite Cardanelle is built when the Imperium and later Traitor forces, wanted a Volkite weapon that will ignite more units without needing to face the high procurement cost of larger Volkite weapons during the [[Great Crusade]]. Lo and behold, the Cardanelle was created.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Cardanelle is obviously meant to be used against infantry. &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;A metric shit ton of infantry.&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; Like, we are talking 2-3,000 points worth of &#039;&#039;infantry.&#039;&#039; Obviously, this makes the Cardanelle a nightmare against horde armies like [[Ork]] and [[Tyranid]] players. Fortunately for those two, the Kratos is considered a relic tank and is only (For now) used in the [[Horus Heresy]] games.&lt;br /&gt;
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===Volkite Chieorovile===&lt;br /&gt;
[[File:Volkite_Chierovile.PNG|200px|right|thumb|Volkite Chieorovile]]&lt;br /&gt;
Big goddamn Volkite gun mounted onto the [[Questoris Knight Styrix]]. Just think of it as a Volkite Culverin on steroids as the Culverin is situated on a Dreadnought, this mother of a gun is situated on a Knight.&lt;br /&gt;
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Seeing as how a normal Volkite Charger can already turn a few unfortunate bastards into radioactive isotopes, the Volkite Chieorovile can eliminate large numbers of enemy infantry at range far greater than a typical Volkite.&lt;br /&gt;
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With a range equal to the Culverin version, this baby puts out five S8 AP3 shots which is great at turning entire armies into flaming soon-to-be-corpses. Who wouldn&#039;t want to use a gun that kicks out the equivalent of 5 Krak missiles that set blobs on fire per turn?&lt;br /&gt;
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===Volkite Combustor===&lt;br /&gt;
[[File:Vc.JPG|200px|right|thumb|Volkite Combustor]]&lt;br /&gt;
The more [[Edgy]] sister of the Volkite Chieorovile. The Volkite Combustor is another Knight-based Volkite weapon, used exclusively by the [[Chaos Knight Abominant]]s.&lt;br /&gt;
&lt;br /&gt;
Like the rest of its Volkite family, the Combustor is able to atomise elite infantry and light vehicles alike under a beam of deflagrating death. However, what makes it different from the Chieorovile remains to be seen until rules comes out.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, this monster is a god damned tarpit cleanser and even light vehicle sweeper. An Abominant-exclusive weapon, the Volkite Combustor clocks in at 30&amp;quot; Heavy 6 S10 AP-1 D3; making it more than capable of burning through crowds, while the 3 mortal wounds on a natural 6 to wound allows it to wreck light vehicles.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Volkite Carronade===&lt;br /&gt;
[[File:Volkite_Charonade.PNG|200px|right|thumb|Volkite Carronade]]&lt;br /&gt;
Disgusted by the prospect of the largest weapon in a given type being able to be held by a person, those [[Adeptus Mechanicus|crazy Martians]] decided to supersize it and put it on the turret of the [[Fellblade]] super-heavy tank, creating the [[Glaive]] in the process.&lt;br /&gt;
&lt;br /&gt;
At first glance it&#039;s almost comically short-ranged for a super-heavy tank weapon, but when you consider it hits absolutely &#039;&#039;everything&#039;&#039; in a straight line (which is as wide as the weapon&#039;s barrel, which is about the same as the height of a space marine) between its smoking barrel and its max range, turning entire tank columns into molten heaps of slag and reducing infantry formations into screaming, flaming soon-to-be-corpses who proceed to set their own allies alight, it ends up looking pretty good. And unlike psychic beams, the beam&#039;s strength is only reduced by other super-heavies and buildings.&lt;br /&gt;
&lt;br /&gt;
That said, it hits YOUR units too, so don&#039;t place anyone you don&#039;t want to lose in front of it when it fires. And don&#039;t think being inside a transport when it hits will save you; if the transport takes a penetrating hit, even if all it ends up doing is Crew Shaken, you take a bunch of hits. &#039;&#039;With&#039;&#039; the normal volkite ability to generate more. Dark Eldar, don&#039;t even &#039;&#039;bring&#039;&#039; Raiders; they&#039;ll just make it hurt more.&lt;br /&gt;
&lt;br /&gt;
...although maybe they like that.&lt;br /&gt;
&lt;br /&gt;
===Volkite Eradicator===&lt;br /&gt;
[[File:Volkite_Eradicator.JPG|200px|right|thumb|Volkite Eradicator (Reaver)]]&lt;br /&gt;
A Titan-sized Volkite weapon used by [[Warhound Scout Titan|Warhound]] and [[Reaver Battle Titan|Reaver-class Titans]] as a shield-popper. These things are devastating weapons that could either set half of an entire legion of Space Marines into cooked, medium-rare transhuman meat or turn weakened Titans into a pair of stilted legs. Due to this, they&#039;re quite popular among the more belligerent of Titan Legions. This is the point where it gets legitimately awe inspiring, because at this size it stops setting things on fire in favor of reducing flammables to ash and boiling anything that isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
It is considered a carapace-mounted weapon for Reaver Titans while it is an arm-mounted weapon for Warhound Titans.&lt;br /&gt;
&lt;br /&gt;
On the Titanicus tabletop, the Volkite Eradicator is a 20 point S5 weapon that could fire 3 shots and have the Voidbreaker ability, which forces the target to make two extra void shield saves so long as a single shot hits. Unfortunately, breaking shields is what it is only good for. At S5, the Eradicator isn&#039;t really what you would consider a dedicated Titan-killer, so it is best used for its intended role.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Volkite_Eradicator_Warhound.JPG|Warhound variant.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Volkite Destructor===&lt;br /&gt;
[[File:Volkite_Destructor.JPG|200px|right|thumb|Volkite Destructor]]&lt;br /&gt;
The final word (so far) in groundside Volkite weaponry, the Destructor is a arm weapon for the mighty [[Warlord Battle Titan|Warlord-class Titan]]. Like its smaller brother, the Eradicator, the Volkite Destructor is a dedicated shield popper; capable of overloading enemy Titan Void Shields in short order. Over twice the size of the Carronade, it is the largest Volkite weapon known. Not so much for boiling entire tank platoons as it is for setting entire fortresses ablaze and scorching entire battlefields at this point.&lt;br /&gt;
&lt;br /&gt;
The Volkite Destructor is an arm-mounted weapon for Warlord Titans.&lt;br /&gt;
&lt;br /&gt;
In terms of rules for Adeptus Titanicus, the Destructor is a tad bit more powerful than the Eradicator, making it less egregious when it comes to its effectiveness versus its price. At 40 point and at S6, the Destructor is similar to the Eradicator, being able to fire 3 shots whilst also having the Voidbreaker ability.&lt;br /&gt;
&lt;br /&gt;
Moreover, unlike the Eradicator, the Destructor has additional unique abilities, such as the &#039;&#039;&#039;Beam&#039;&#039;&#039; and &#039;&#039;&#039;Draining&#039;&#039;&#039; traits, meaning that if you position your model correctly and push the reactor you can simply skip rolling to hit and guarantee three shots will hit the target (even if you make a called shot). By itself, S6 isn’t particularly terrifying, but this can be offset by applying bonuses such as &#039;&#039;&#039;Scorched Earth&#039;&#039;&#039; from the Extergimus maniple or applying a &#039;&#039;&#039;Coordinated Strike&#039;&#039;&#039; from a Squadron such as with Legio Venator or Vulcanum. Particularly enthusiastic and/or insane players could consider applying &#039;&#039;&#039;Experimental Weapons&#039;&#039;&#039; in the hopes that the Volkite Destructor is selected for the +2 bonus and then follow up with &#039;&#039;&#039;Overcharged Cannon&#039;&#039;&#039; to add an additional +2.&lt;br /&gt;
&lt;br /&gt;
===Volkite Storm Accelerator===&lt;br /&gt;
The biggest Volkite weapon of all, and the only one to be used in naval combat, only ever mounted on Imperator Somnium, second flagship of [[the Emperor]]. We are forced to assume its barrel is fashioned into a might golden dong and mighty rays of doom spew forthwith.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat Volkite Weapons==&lt;br /&gt;
===Volkanite Disintegrator===&lt;br /&gt;
[[File:VolkaniteSquat.jpg|200px|right|thumb|Volkanite Disintegrator]]&lt;br /&gt;
A Squat-made Volkite weapon.&lt;br /&gt;
&lt;br /&gt;
These are a type of hand-held pistol/submachinegun weapons used by the [[Leagues of Votann]] and even then, it is largely reserved for high-ranking members due to the inherent dangers of volkite weapons. In this regard, the most common users are either [[Kâhl]]s or [[Hearthguard]]s. Due to it being Squat, these Volkites are superior to their Imperial counterparts, however, superior in &#039;&#039;what degree&#039;&#039; is up in the air, although if we take the crunchrules seriously, it is possibly in increased firepower.&lt;br /&gt;
&lt;br /&gt;
Despite having a slightly different spelling, volkanite is basically the same as volkite.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, they are 18&amp;quot; HunTR 3, S5 AP0 D1, with 6s to hit doing 1 mortal wound. Good old volkite guns, with a better fire rate than most. An alternate upgrade for your Kahl and Hearthguard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Volkanite_Disintegrator_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
==In action==&lt;br /&gt;
*A volkite charger equivalent in the game Killing Floor 2 *CHOOMING* zombies can be seen in action [https://youtu.be/Thxv8IJV9hE?t=17m2s here].&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Laspistol&amp;diff=300933</id>
		<title>Laspistol</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Laspistol&amp;diff=300933"/>
		<updated>2023-05-30T20:26:23Z</updated>

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&lt;div&gt;[[File:Laspistol1.jpg|200px|right|thumb|The humble Laspistol.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Laspistol&#039;&#039;&#039; is the pistol-sized variant of the [[Lasgun]] used by the [[Imperial Guard]]. It was primarily made as a sidearm for officers, as well as what few assault troops are present in the Guard. A laspistol can be made in many different ways, ranging from your standard factory-produced pistol for average squad sergeants to [[Adeptus Mechanicus|artisan-crafted]] pistols for for [[Rogue Trader]]s or Imperial Governors that are just as much pieces of art as functional weapons.&lt;br /&gt;
&lt;br /&gt;
Virtually all [[Imperial Guard]] officers (aside from [[Commissar]]s, who generally prefer [[Bolt Pistol]]s) and combat personnel, will be armed with this pistol (unless they can get access to shinier bits like [[plasma]] or [[Bolter|bolt]] pistols) since it&#039;s fuckeasy to make, maintain, use, and die with. Especially the latter. The laspistol lacks the range of the lasgun but when in range it has the same effect as the lasgun. Basically, &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; because the lasgun is a flash light, the laspistol is a pocket light.&lt;br /&gt;
&lt;br /&gt;
Of course, &#039;&#039;real&#039;&#039; Imperial Guard assault troops, like [[Krieg]] combat engineers, prefer shotguns to laspistols, because they hold no illusions about their close combat capabilities, and because a boomstick is a fucking manly weapon, approved by [[Straken|Colonel &amp;quot;I kick Chaos Terminators in the balls for fun&amp;quot; Straken]]. It also suggests that they&#039;ve seen Aliens, which as well as helping to cement the look of the Imperial Guard, demonstrated that shotguns are an excellent choice for purging the foul xenos at close quarters.&lt;br /&gt;
&lt;br /&gt;
Of course, like the lasgun, a laspistol is generally described as being quite capable of shooting through a modern-day concrete wall, penetrating a civilian car&#039;s body in one shot, and dealing a similar amount of damage to a modern day high-caliber revolver/pistol or an SMG burst. At least it has the same stats as the Autopistol and Stub-pistol which are essentially the same as today&#039;s micro-Uzi (or equivalent) and Desert Eagle (or other heavy caliber pistol) IN SPACE. This might be why flak armor is sometimes said to be able to take a hit from these.&lt;br /&gt;
&lt;br /&gt;
While shots from the laspistol are less likely to kill than shots from a bolt pistol, [[Commissar]] [[Ciaphas Cain]], &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;&#039;&#039;, argues that the saving grace of the laspistol is one of reliable ammunition, since a laspistol power pack can be recharged by anything (batteries, solar panels, or even just chucking it in a firepit if the AdMech aren&#039;t around to whine at you, though you do have to take care of the machine spirit if you want to do the fire charge with regularity) while the bolt pistol needs physical ammunition to feed it, and a Commissar can only carry so much (even with [[Jurgen]] and endless pouches could only carry a few magazines). Cain also says that part of the appeal of bolt pistols is because they&#039;re big, loud, and make a statement. Ironically, [[Amberley Vail]] also notes this is also the reason why so many [[Orks]] are attracted to bolt pistols over laspistols, although Vail warns telling a commissar that to their face would probably get you a demonstration on how dangerous a bolt pistol is.&lt;br /&gt;
&lt;br /&gt;
So remember, the pistol is actually quite powerful by our standards and the &#039;one-size-fits-all&#039; battery pack is a logistical miracle. It&#039;s just that it&#039;s in a setting where the standards are [[Bolter|guns loaded with miniature rockets for ammunition]], [[Plasma|lightweight guns that fire super-heated bolts of energy capable of penetrating heavy armor as if it were wet tissue paper]], [[Gauss|guns capable of disintegrating anything that they&#039;re fired at]], [[Shuriken Catapult|literally recoilless guns that are capable of sending out a flurry of jagged disks capable of severing limbs]], [[Tyranid Bio-Weapons|some biomechanical abomination &#039;shooting&#039; living ammo that wants to eat you]] or somewhere along those lines, it looks pretty weak in comparison.&lt;br /&gt;
&lt;br /&gt;
Of course, all of this depends on who&#039;s writing the fluff - different authors portray weapons differently.&lt;br /&gt;
&lt;br /&gt;
===Archeotech Laspistol===&lt;br /&gt;
Rare and incredibly powerful versions of the run-of-the-mill Laspistols, these weapons date back to the times of The Dark Age of Technology. Overall they have superior range, can spew out more shots than a common pistol, and in general are far more efficient. An Archeotech Laspitol&#039;s penetrating power also isn&#039;t something to scoff at, as it can turn [[Chaos Space Marines]] into Swiss Cheese, making it one step from turning into a [[Awesome|pistol-sized Lascannon]]. As one can deduce, these firearms are insanely rare in the current day Imperium and having one is considered a mark of high status.&lt;br /&gt;
&lt;br /&gt;
Back in the good old days of the [[Great Crusade]] and [[Horus Heresy]]. Just about everyone with a enough high rank had this fucking things. When they say the Imperium is in a state of decline, its not a joke. Not even [[Cawl]] has bothered to fix that.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianCommandLaspistol.png|&#039;&#039;With magazine/battery&#039;&#039;.&lt;br /&gt;
image:Laspistol.jpg|&#039;&#039;A completely accurate depiction of how useful this is&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Commissar]] - The famous users of the &amp;lt;s&amp;gt;laspistol&amp;lt;/s&amp;gt; Bolt pistol, which they use to motivate their troops.&lt;br /&gt;
*[[Lasgun]] - Laspistol&#039;s mommy.&lt;br /&gt;
*[[Multilaser]]- Laspistol&#039;s big bro.&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
[[Category:Imperial]][[category:warhammer 40,000]]&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Hellgun&amp;diff=249081</id>
		<title>Hellgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Hellgun&amp;diff=249081"/>
		<updated>2023-05-30T20:25:47Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Hellgun.jpg|300px|right|thumb|The Hellgun. Sad it is getting replaced by the less awesome Hotshot Lasguns. But not among the Kasrkin and presumably the grenadiers of IG regiments.]]&lt;br /&gt;
[[File:StormtrooperHellgun.jpg|250px|left|thumb|The enemies of the Imperium may mistakenly laugh over a &amp;quot;Flashlight with a Camping Bag&amp;quot;, but [[Emprah]] help them once he released 12 packs of (Conveniently named)&#039;&#039;&#039;&#039;&#039;[[Rape|&amp;quot;HELL&amp;quot;]]&#039;&#039;&#039;&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hellgun&#039;&#039;&#039; is an advanced high-powered variant of the IG [[lasgun]]. While the lasgun fires at a fairly rapid rate comparable to an [[autogun]], the hellgun is more or less a man portable MG-42 that shoots goddamn lasers, allowing the user to bring the [[Empra]]&#039;s light faster and deadlier than the standard-issue [[Flashlight]]. Besides the fact that it needs a backpack-mounted power supply to use, its power conduits and optics also burn out faster, requiring extensive maintenance, and because of this it is only issued to elite [[Imperial Guard]] units like the Kasrkin or elite Grenadier units. The back-pack mounted battery gives a hellgun or hellpistol continuous fire without reloading, which is very handy when you&#039;re facing massed [[Ork]]s, [[Lost and the Damned|traitor guardsmen]]/[[heretic]]s/[[cultist]]s, and [[Tyranid]]s in high-intensity combat situations. It&#039;s almost on par with a [[bolter]], but it is way easier on the quartermaster due to needing recharging instead of ammunition, although periodic maintenance does require spare parts. The newly released Cadian Gate Edition of the [[Imperial Munitorum Manual]] refers only to a Hellgun/Hellpistol. It describes them as more powerful than the standard las-fire &#039;&#039;and&#039;&#039; having excellent armor piercing capabilities. Full auto capability is also retained. For some fucktarded reason they are getting replaced by hotshot lasguns which are essentially just regular lasguns with supercharged shots. Ehhh, [[Dark Heresy]] has rules for both weapons. On the other hand, it&#039;s entirely possible that hellguns and hotshot lasguns are both equally high-penetration, high fire-rate weapons and are just different [[STC]] weapons each with their own pattern variants. Like how [[Stormbird]]s are all the same type of plane and all do the same thing, but there are many different patterns of Stormbird.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this is dubious and contradictory as Kasrkin and many grenadier elements of other regiments (except [[Krieg]], whose grenadiers use hot-shot lasguns) still use Hellguns whereas [[Stormtrooper]]s (Tempestus Scions) use hot-shot lasguns instead. Since both are mentioned separately for different types of units, they are most likely not the same thing. It might be assumed that a hotshot lasgun merely uses the individual &amp;quot;magazine&amp;quot; hotshot power cells, while the hellgun is specifically designed to use the backpack-style &amp;quot;death-machine&amp;quot; capacitor. That or once again [[Games Workshop]] has failed to effectively manage its intellectual properties. Most likely, since the lore consistently has Stormtroopers wielding &#039;&#039;hotshot lasguns&#039;&#039; and Kasrkin as using &#039;&#039;hellguns&#039;&#039; and the art and models of both are different with the hellgun still looking like a hellgun and the hotshot lasgun looking like a bunch of cylinders getting smaller towards the barrel like a reverse telescope. Newer art has hellguns looking like hellguns and hot-shot lasguns looking like lasguns with an extended, ventilated barrel attached to the tip and varies between hot-shot power packs and backpack-mounted with cables.&lt;br /&gt;
&lt;br /&gt;
They are obviously different weapons now, though whether or not there is a significant different in armor-penetration is unknown. Since Krieg lasguns can crater plasteel and Krieg grenadiers use hot-shot lasguns instead of hellguns, perhaps hellguns have similar penetration to normal Krieg lasguns and so would be largely pointless for Krieg grenadiers and so a higher penetration weapon was issued. On that note, if it is cheap enough to be issued to the most expendable soldiers in the galaxy in massive numbers, [[Rage|why the &#039;&#039;fuck&#039;&#039; isn&#039;t it standard issue to the Guard in general?]] Literally every other regiment is both smaller and &#039;&#039;less&#039;&#039; expendable than the Kriegers. Use hot-shot heatsinks and hot-shot lasgun power packs and hot-shot focusing lenses in a hellgun so the lower energy won&#039;t damage the lenses and the maintenance problem preventing general issue of hellguns will be solved. The need to reload instead of just continuing to blaze away is solved simply by the numbers of the Guard. In fact, the lower numbers of soldiers equipped with hellguns is probably why backpack capacitors are used instead of far cheaper power packs anyway so that continuous fire can make up for the lack of numbers.&lt;br /&gt;
&lt;br /&gt;
Probably the latter. As evidence, please consult page 8 of Codex: [[Militarum Tempestus]], which describes the Ryza pattern Hotshot Lasgun. It is described as using &amp;quot;a hyper-yield power array worn as a backpack rig.&amp;quot; The codex entry actually mentions it NOT using the maglike power packs in service amongst the Imperial Guard. Which is unsurprising, since the IG power packs are not hotshot powerpacks (except those used by the [[Lasgun#Long-Las|long-las]]). Hotshot powerpacks are their own type and used by some types of hotshot lasguns. Presumably any kind of lasgun can use them, though, but a hotshot lasgun would probably consume all of the charge from a normal powerpack with one or a few shots or maybe draw more than the powerpack can provide with who-knows-what results.&lt;br /&gt;
&lt;br /&gt;
In light of that bit of ambiguity, the only thing that can be said definitively about the hellgun/hot-shot lasgun is that it outperforms the standard lasgun in armor-piercing and damage at the cost of increased weight and scarcity. Otherwise its the stub/auto conundrum, again.&lt;br /&gt;
 &lt;br /&gt;
Update: The recently re-released Made-To-Order Kasrkin models describe their guns as Hot-Shot lasguns. It&#039;s an official name change. Lexicanum notes that the two terms are inter-changeable and the backpack/magazine power-supply is dependent on the mark. They otherwise are still select fire, armor-piercing and (in the fluff and RPGs at least) also deals more terminal damage than the standard lasgun. The fact that GW did this is a further indication of their [[FAIL]] whose attempt to fix the Hot-Shot/Hellgun logistical debate was to state that they are [[Derp|&amp;quot;Hurr Durr. One in the same!&amp;quot;.]] [[FAIL|As you can imagine, not only was this pointless, but it ended up creating unnecessary confusion]] [[Rage|especially for Imperial Guard players who took a few years break from 40k only to come back and realize that an entire weapon family]] [[Retcon|has been retconned.]] There’s also that little detail that [[Dark Heresy]] has them as two separate weapons with their own rules. GW has since slightly retconned their retcon by stating that there are two models used by the Imperial Guard that are quite distinct in performance, and the Lucius-patterned “Heavy” model is the one used by Grenadiers and with the Hellgun nickname as opposed to the Ryza-patterned.&lt;br /&gt;
&lt;br /&gt;
And so, the difference between hotshot and hellgun remains ambiguous. Hotshot lasguns consistently being described as using heavy shots to penetrate armor whereas hellguns always use rate-of-fire plus above average power to penetrate armor. Basically opposite methods for different needs or purposes. Think building different weapon systems from the same original platform i.e. the AR-15 receiver (or Johnny Guardsman’s lasgun) being used as the basis for something like a higher caliber Designated Marksman Rifle (or hotshot) or a full automatic Light Support Weapon (or hellgun). If you accept this speculation as fact, then this means that the Hellgun should rightfully be seen as one in the same/a variant to the [[Hotshot Volley Gun| hot-shot volley gun]] instead of the base lasgun. Oh, and to further muddy the speculative water, hotshots are supposedly long and somewhat squat whereas hellguns are fat and stubby. So yes, very, very ambiguous. I guess we’ll never know.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]]. What the [[Stubber#Heavy Stubber|heavy stubber]] is to stubbers and what the [[Bolter#Storm Bolter|stormbolter]] is to bolters, the hellgun is to lasguns.&lt;br /&gt;
&lt;br /&gt;
As an aside, the Exarchs of the [[Swooping Hawks]] sometimes use the poetically-named [[Hawk&#039;s Talon]], a weapon strikingly similar to the Imperial Hellgun in function, if not quite in form. As usual for the damn elves, it&#039;s better than ours in most respects (range, rate of fire, sheer punching power) but the old Hellgun still edges it out in performance against enemy armour.&lt;br /&gt;
&lt;br /&gt;
===Hellpistol===&lt;br /&gt;
[[File:Hellpistol.jpg|250px|thumb|right|A Hellpistol.]]&lt;br /&gt;
&lt;br /&gt;
The Hellgun&#039;s baby cousin. Often confused with the Hotshot Laspistol since their functions are roughly the same. Unlike the larger Hellgun, which is normally restricted to special forces units, Hot-Shot Laspistols are more quite common among high-ranking Imperial officials, including Imperial Guard officers or agents of the [[Inquisition]].&lt;br /&gt;
&lt;br /&gt;
[[Creed]] has two pistol versions of them on his belt.&lt;br /&gt;
&lt;br /&gt;
There are two known types of Hellpistols.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadian-pattern Hellpistol:&#039;&#039;&#039; Associated with the fortress world of [[Cadia]], this pattern of hellpistol has been adopted in places as far away as the Calixis Sector. Like other hellweapons the pistol draws energy from a 10-kilo backpack powerpack, though it can also hook up to a larger 15-kilo powerpack for more shots. Cadian-pattern hellpistols also incorporate an integral Targeter to assist the user while still allowing for a second sight to be attached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lucius-pattern Hellpistol:&#039;&#039;&#039; This Hellpistol is produced on the Lucius [[Forge World]] and is a common sidearm for many Imperial officials. It can connect to a standard 10-kilo backpack powerpack or a larger 15-kilo powerpack for additional shots.&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
[[category:warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Helfrost_Weaponry&amp;diff=248822</id>
		<title>Helfrost Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Helfrost_Weaponry&amp;diff=248822"/>
		<updated>2023-05-30T20:25:17Z</updated>

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&lt;div&gt;&#039;&#039;&#039;Helfrost Weaponry&#039;&#039;&#039; are basically reverse [[Flamer|Flamers]]. They are a type of specialized weapon class that is deployed solely by the [[Space Wolves]] [[Space Marine Chapter]]. These weapons are powered by [[bullshit|rare crystals]] found only in the most remote corners of the Fenrisian wilds. [[Derp|So mass production would be impossible]] even if they were turned over to the [[Adeptus Mechanicus]]. [[Fail|Due to being made from a finite resource. Good thing Space Wolves are Mary Sue enough for adversaries to not take advantage of this via orbital bombardment.]]&lt;br /&gt;
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Theoretically, the Cogboys could make versions that are cheaper and more efficient if they felt like it. Maybe even go far as making Lasgun/Boltgun and Hotshot Volley Gun/Storm Bolter equivalents. As Helfrost weapons may be a type of [[Lasgun|las-weapon]]. &amp;quot;Laser Cooling,&amp;quot; as the name says, utilizes lasers to cool down objects by using photons (aka light particles) to screw around with their atoms. [https://en.wikipedia.org/wiki/Laser_cooling Insert any lame pun as you click the link.] Obviously Helfrost weapons are between decades to centuries more advanced than a laser used by an university or government laboratory.&lt;br /&gt;
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Helfrost Weapons fire a beam of sub-zero energy that can instantly encase enemies in blocks of ice close to absolute zero, colder than the vacuum of space. Unless the foe can move away from the beam or break free quickly if hit by it, they might remain trapped within their glacial tomb forever, or even shattered into a thousand bloody ice shards. The beam of energy fired by these weapons can either be a focused beam for use against large single targets, or a dispersed beam (AKA a &#039;icethrower&#039;) effective against groups of enemies.&lt;br /&gt;
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Example of Helfrost Weaponry at work: https://www.youtube.com/watch?v=LOWiF8VM-Vg&lt;br /&gt;
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==Variants==&lt;br /&gt;
There are currently three known Helfrost weapons.&lt;br /&gt;
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===Helfrost Pistol===&lt;br /&gt;
[[File:HelfrostPistol.jpg|200px|right|thumb|Helfrost Pistol]]&lt;br /&gt;
A Helfrost Pistol is the smallest, man-portable version of the specialized Helfrost Weapons. Helfrost Pistols are weapons used by the Space Wolves ground forces but is more commonly seen among [[Iron Priest]]s and project a short-range but devastatingly effective beam of sub-zero energy at its target.&lt;br /&gt;
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Flesh hit by the beams blacken with catastrophic frostbite. Armour and weapons buckle and crack. Soon enough, unless the victim can fight their way free, they are entombed forever as a withered mummy in a jagged tomb of ice [[Star Wars|Han Solo style]]. Its a shame it doesn&#039;t come in rifle form...yet. Wouldn&#039;t it be cool to have an army of reverse [[Sisters of Battle]]/[[Salamanders]]?&lt;br /&gt;
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In 8th and 9th Edition, the Helfrost Pistol, has been nerfed and therefore, is not quite as absurdly powerful as it used to be. It is basically an Inferno Pistol that deals Mortal-on-6 instead of the Melta at a 2 pt discount. Nevertheless, this Iron Priest-exclusive pistol still packs quite a punch, at double the range of an Inferno pistol.&lt;br /&gt;
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===Helfrost Cannon===&lt;br /&gt;
[[File:Helfrost_Cannon.png|200px|right|thumb|Helfrost Cannon]]&lt;br /&gt;
The Helfrost Cannon is a large weapon of the specialized Helfrost Weapons type that is deployed solely by the Space Wolves Space Marine Chapter that is obviously an enlarged Helfrost Pistol given growth hormones and protein shakes. These big guns work on the same way; being powered by rare crystals found only in the most remote corners of the Fenrisian wilds. Of course, given the size of these guns, it is unsurprising that these crystals mined must be of such size and therefore, of such rarity that it would most likely be worth more than gold.&lt;br /&gt;
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The Helfrost Cannon is only mounted on Space Wolf vehicles like the [[Stormwolf]], [[Stormfang]] and [[Dreadnoughts]] due to its large size, and the weapon can fire either a focused beam against large single targets, or a dispersed beam at groups of enemies.&lt;br /&gt;
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A Twin-linked version of the Helfrost Cannon can be found on a unique and special Space Wolf [[Land Raider]] called the [[Land Raider#Wrath of Mjalnar Pattern (Chapter Approved, only for Open Play)|Wrath of Mjalnar]] and in earlier times exclusively only on the [[Stormwolf]]. Double Helfrost cannons, for twice the frosty power. &amp;lt;s&amp;gt;Lets kick some Ice!&amp;lt;/s&amp;gt; {{Blam|BLAM! Referencing Batman and Robin is MOTHERFUCKING HERESY!}}&lt;br /&gt;
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In 8th and 9th Edition, the Helfrost Cannon was hit with the proverbial nerf bat. Dispersed, it&#039;s worse than the plasma cannon. Focused, it&#039;s worse than the lascannon. Just take one or the other, and you&#039;ll have a much better life.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
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===Helfrost Destructor===&lt;br /&gt;
[[File:HelfrostDestructor.jpg|200px|right|thumb|Helfrost Destructor]]&lt;br /&gt;
The Helfrost Destructor is the largest of the specialised Helfrost Weapons that are deployed solely by the Space Wolves Space Marine Chapter. The Helfrost Destructor is only mounted on [[Stormfang]] Gunships, [[FAIL|one of the worst looking piece of Imperial Avionics &amp;lt;u&amp;gt;EVER.&amp;lt;/u&amp;gt;]] The weapon can fire either a focused beam against large single targets, or a dispersed beam at groups of enemies like all other Helfrost weapons.&lt;br /&gt;
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Other than the above mentioned twin-linked variety of the Helfrost Cannon mounted on the special Furry Land Raider. The Helfrost Destructor remains one of the most potent Helfrost weapons and anti-infantry weapons of the Yiffers in Space. Which is kind of needed due to the (un)surprising lack of flamers or meltas compared to other Space Marine chapters.&lt;br /&gt;
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Tabletop wise, Helfrost Destructor lets it shoot once more on Focused mode and D3 more times on Dispersed mode. Dispersed mode is also D2, unlike regular Helfrost Cannons which gives it huge wound potential against heavier infantry.&lt;br /&gt;
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[[Tl;dr]], much better than the Helfrost Cannon, so take it.&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Melta&amp;diff=334497</id>
		<title>Melta</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Melta&amp;diff=334497"/>
		<updated>2023-05-30T20:24:40Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Meltagun.png|400px|thumb|right|The ubiquitous Meltagun, one of GW&#039;s [[Butthurt|only]] [[Awesome|original]] [[Skaven|ideas]], though forms of suspiciously similar real-life microwave-based weaponry predate WH40K by at least two decades.]]&lt;br /&gt;
&#039;&#039;&#039;Melta&#039;&#039;&#039; is a designation for a type of anti-armor weapon used widely by the forces of the [[Imperium]] and similarly by merit of being traitors, the forces of [[Chaos]] as well; the [[Tau]], [[Eldar]], and even [[Necrons]] also employ their own renditions of the concept. Think of infrared ovens IN SPACE, infused with extra [[RAGE]], and shot out using a tremendous amount of infrared light to [[rage|super-agitate]] the target, so that it heats up to the point where it&#039;s hot enough to melt itself away, whether they be Power Armor or Super-heavy Tank Armor. How hot? Steel vaporizes at 2760 C. Is it practical? The Nazis experimented with using [[Nazi Equipment|Chlorine Trifluoride]] to burn vehicles and bunkers, and that burns at 2400 C, so yeah, it&#039;s conceivably possible to build such a weapon, if you can store enough energy and convert it to infrared fast enough.&lt;br /&gt;
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The fundamental problem behind Melta-based weapons is that the super-high energy consumption and heat generation are used to explain its lack of range (when in reality an infrared laser should have actually pretty good range). In comparison to the equally useful [[Plasma]]-based weaponry, Meltas are much more potent in exchange for that shorter range, though Meltas also don&#039;t explode in your face on a bad roll, so that is certainly another benefit. On the gripping hand, Plasma weapons allow your troops to have some breathing room since they can be used at about medium range, so your troops won&#039;t always be at the risk of being caught in a vehicle&#039;s explosion, murdered in CQC, or ambushed by a nearby gun line after they fire off their guns in one turn. Though invariably biased towards tank hunting by superb armor penetration, Melta-based guns are also good weapons for all-around attack, defense, and infiltration; though it falls short in terms of range as mentioned. Infiltration with this can [[Butthurt|take vehicles out of the fight before they even have a chance to fire their weapon]]... and maybe [[Vance Motherfucking Stubbs|that&#039;s how the Baneblades were lost?]]&lt;br /&gt;
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Depictions of Melta weapons firing themselves have been spotty in the face of publications and vidya gaems. In several publications and [[Dawn of War]]: Soulstorm, Melta weapons fire a constant stream, like a laser-flame thrower. Yet in the Caiphus Cain novels, Jurgen&#039;s melta operates more like a rifle, firing eye-searing acetonic flashes described as bright enough to be seen through closed eyelids. And in the [[Warhammer 40,000: Space Marine|Space Marine video game]] and its sequel, Boltgun, they fire a single rapid wave of energy in a manner that makes them essentially shotguns – Titus likely dispersed the beam so he could kill more Orks per shot as even Orks aren&#039;t dumb enough to drive tanks in extremely overbuilt urban zones – and the [[Dawn of War II]] series have Melta weapons firing a single blue/purple beam, while Dark Crusade uses discrete blobs of melt. In [[Eternal Crusade]], they fire a limited-range, damage-over-time beam you have to keep on target, presumably in order to make them less effective as an anti-infantry weapon. In 40K Freeblade the melta gun is fully automatic but has a slow rate of fire and overheats under sustained fire. Each purple-ish beam does heavy damage, but the overall nature of the weapon makes it best used against vehicles. The thermal cannon in 40K Freeblade also does massive single-shot damage and fires a purple-ish beam projectile, making it one of the best weapons to use against vehicles in the game. Freeblade&#039;s depiction of the Melta weapons available is also skewed as infantry or tank carried Melta weapons don&#039;t have esoteric arbitrarily powerful reactors powering them.&lt;br /&gt;
==Imperial and Chaos Melta Weapons==&lt;br /&gt;
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===Melta Bomb===&lt;br /&gt;
[[image:MkXIXThermicCharge.jpeg|200px|right|thumb|Melta Bomb]]&lt;br /&gt;
Although the Imperium has not been successful at making pistol-sized Melta for cheap, it is very successful in the case of miniaturizing a hydrogen bomb.&lt;br /&gt;
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For millennia, the [[Adeptus Mechanicus]] had hypothesized that there was a Melta weapon with an even lesser range than the Meltagun, and sure enough, one day they found the Melta Bomb [[STC]] printout. Despite the tags, Melta Bombs are land mine-sized fusion charges used to destroy enemy vehicles and fortifications. Normally, Melta canisters come with a handle by the side of the cylinder. This Melta canister here has its handle by the end to facilitate throwing like a grenade. Because its shape is unlike a grenade, it is still pretty awkward to throw with, and the weight is probably not helping either. Because they have to be placed right next to the target to be satisfactorily effective, they are mostly given to assault units who get up close and personal with the enemy on a regular basis, which translates to better accuracy when throwing them, if not setting them up right where they should be. Back around ten thousand years ago, there were Melta Bombs which were quite smaller, at around the same size as a regular grenade. Whether there are differences between these two sizes of Melta Bombs is uncertain since there is no distinction in-between where stats are concerned. We may consider that the smaller version is simply compacted for easier carrying, and that both versions weigh about the same.&lt;br /&gt;
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Only two units in a Space Marine army uses Melta Bombs, Assault Squads and Vanguard Veterans. Although alike in appearance, what the Armorium Cherub in the Devastator Squad is carrying is not a Melta Bomb, especially since Devastator Squads do not use it (&#039;&#039;and don&#039;t really have any reason to as well&#039;&#039;). The Armorium Cherub&#039;s purpose is to facilitate reloading, making that canister more likely to be fuel for Multi-Melta, rather than a Melta Bomb.&lt;br /&gt;
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In the 30k tabletop they&#039;re S8 AP1 with armorbane and unwieldy, and generally used for popping land raiders that the squad&#039;s chainswords and bolters don&#039;t have a hope in hell of glancing. Because they have armorbane and not melta, they bypass armored ceremite despite being a melta weapon. They can only kill things with the vehicle keyword, however, so don&#039;t take them in replacement for a power fist to kill TEQ&#039;s.&lt;br /&gt;
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===Inferno Pistol===&lt;br /&gt;
[[File:InfernusPistolProfile.jpg|200px|right|thumb|Infernus Pistol]]&lt;br /&gt;
This microwave blowtorch is where the Imperium of Man&#039;s mass production capability reaches its limits in the Melta category.&lt;br /&gt;
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Inferno Pistols are those rare Melta weapons where you only need one hand to fire out the heat. Where miniaturization is concerned, the Imperium has not sorted out the cost issue of this weapon just yet compared to other pistol-scaled weaponry such as the [[Bolter#Bolt_Pistol|Bolt Pistol]] and the [[Flamer#Hand_Flamer|Hand Flamer]]. Notable users of these blowtorches are the [[Sisters of Battle]] and the [[Blood Angels]], both of which having a pretty high affinity for burning stuff. The Blood Angels in particular seem to make their own in-house called the &#039;&#039;&#039;Infernus Pistol&#039;&#039;&#039;. [[Sanguinius]] used one in conjunction with his [[Power_weapon#Power_Sword|Power Sword]] for close combat, and his eldest living non-Dreadnought son to date, [[Dante]], currently wields an Artificer Infernus Pistol known as &#039;&#039;Perdition Pistol&#039;&#039;. With their latest codex, the Inferno Pistol is now at home with the Blood Angels and available to a variety of their assault specialized units. Of course, the Inquisition and the Deathwatch have access to Inferno Pistols; specifically the [[Ordo Hereticus]] for the Inquisition, those [[Hats|big-hatted pastors]] love nothing more than the look on your face when they one-shot your (probably heretical) Leman Russ. The Deathwatch has a variant called a Conflagration Pistol, which is one of the coolest names in all of 40K. It trades some ammo capacity for anti-armor punch. Dudes who came from the Salamanders love it.&lt;br /&gt;
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Despite the fact that they used both these and Hand Flamers during that one [[Horus Heresy|heresy]], the [[Salamanders]] [[Derp|don&#039;t get them in regular 40k]]. &lt;br /&gt;
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Curiously, [[Chaos Space Marines]] had access to them in [[Dawn of War|Dawn of War 2]] despite never using them on tabletop, [[Wat|while the loyalists don&#039;t]] (the [[Ordo Hereticus]] [[Inquisitor]] hero of the [[Imperial Guard]] can get one as an anti-armor weapon though). If you upgrade them to the Mark of [[Khorne]], their Aspiring Champion gets one to make them slightly better at chasing and taking down light vehicles. The Chaos Champion boss in the Exterminatus of Typhon mission of Retribution&#039;s campaign also wields one [[Awesome|which he fires point blank several times into the maw of a Carnifex in a sync-kill]].&lt;br /&gt;
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===Gamma Pistol===&lt;br /&gt;
[[File:GammaPistol.jpg|200px|right|thumb|Gamma Pistol]]&lt;br /&gt;
You may have thought right off the bat that the Gamma Pistol is a kind of [[Radium Weaponry|Radium Weapon]]. Function-wise, however, it fits better as a Melta weapon.&lt;br /&gt;
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Gamma Pistols are strange little weapons used by the [[Adeptus Mechanicus]], particularly the higher Tech-Priests, specifically Cybernetica Datasmiths. This weapon beams out ionizing radiation that can turn people into &amp;quot;blackened shadow&amp;quot; in a second. Basically, it skips the burning part and goes straight to the ash part. Of course, this is not the true potential of the weapon. Those who know how to tame its savage Machine Spirit – essentially knowing how the weapon actually works – can even cut holes into fortifications.&lt;br /&gt;
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This little gun shoots out beams that can melt stuff. Clearly, it is a Melta. Irradiation Projectors, though a similar weapon that projects actual radiation out, is not the same as the Gamma Pistol since it does not have the capability to engage armor and fortifications as effectively as the case of Melta. The short range of this weapon can be explained beyond its pocket-size. If you recall your Physics class back at school, there are several kinds of electromagnetic radiation, three of which we are interested in have a particular quality. Gamma ray, x-ray, and the higher portion of ultraviolet are ionizing, whereas the rest of the spectrum are not. Obviously, Gamma Pistols use the eponymous shortest wavelength, the one with the most penetrating power that comes from radioactive decay.&lt;br /&gt;
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Whether there are other two variants of this type remains to be seen, though compared to Gamma Pistol, names like &amp;quot;&#039;&#039;Extreme Ultraviolet Pistol&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;X-ray Pistol&#039;&#039;&amp;quot; do sound a bit off.&lt;br /&gt;
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===Meltagun===&lt;br /&gt;
[[File:Meltagun2.jpg|200px|right|thumb|Meltagun]]&lt;br /&gt;
Contrary to the pistol variant, this size is a standard across the Imperium by the rule of thumb – if the [[Imperial Guard]] uses it, it is practically universal. &lt;br /&gt;
&lt;br /&gt;
Meltaguns are distinctive by its cylindrical barrel with a number of either slits or holes depending on the model. Practically, there are two reasons to having holes on your gun barrel beyond cool-looking aesthetics. The holes allow high pressure gases to vent out when a bullet is fired, reducing the recoil by reducing the gas that will have kicked over to the back. A similar alternative to drilling holes is the muzzle brake which is attached by the front of the barrel. Considering the thickness of the barrel here, that of the Meltagun might just be a muzzlebrake, rather than the actual barrel. But since Meltaguns shoot out heat rays and not bullets, recoil shouldn&#039;t really be a problem.&lt;br /&gt;
&lt;br /&gt;
The second reason for those holes is rooted in insulation. The primary duty of a barrel shroud is to protect the user from touching the hot barrel. Those holes are there to keep a good airflow for that same barrel to cool down while being small enough that a finger will not slip through one. For a gun that shoots melting rays, it is obvious for its barrel to be insanely hot enough to warrant insulation. This is understandable since the user will probably want the heat ray to only come out of one end of the weapon, melting things that he wants to melt and not himself in the process. Whether you can take off that shroud and fire your Meltagun in a possibly spread pattern remains a speculation.&lt;br /&gt;
&lt;br /&gt;
Aside from the Imperial Guard in Special Weapons Squads of three, Tactical Squads of the [[Space Marines]] may also take one. [[Sisters of Battle]] normally get two. If they happen to be Dominions, they can get up to four.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CadianMeltagun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
MeltaSolarAuxiliaCommand.jpg|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
BattleSisterMeltagun.png|&amp;lt;center&amp;gt;Sororitas&amp;lt;/center&amp;gt;&lt;br /&gt;
SpaceMarineMeltagun30k.png|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
ArmigerMeltagun.jpg|&amp;lt;center&amp;gt;Armiger Knight&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=1|type7=Assault 1, Melta|r8=12&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault 1|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Conflagration Mod====&lt;br /&gt;
[[File:DeathwatchMeltagun.jpg|200px|right|thumb|Conflagration Meltagun (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
These are less of a distinct variant and more of a modification from the standard Meltaguns.&lt;br /&gt;
&lt;br /&gt;
The [[Deathwatch]] Techmarine responsible for these modded heat guns was Enthor Calibos seconded from the Salamanders (&#039;&#039;how surprising&#039;&#039;). Once upon a time at Watch Fortress Erioch, he probably noticed that the Meltagun he was issued was not up to Salamanders pristine standard, and so he decided to modify them to his liking. Crafted in very limited numbers because this is just one Techmarine we&#039;re talking about, these compact, high-output Meltaguns have gained favor among those Battle-Brothers of the Deathwatch lucky enough to have wielded them. They are probably the reason to Calibos making more Conflagration modifications apart from those of his own arsenal in the first place. Reflecting the fine workmanship and deep love for cleansing flame of their creator, these powerful weapons have higher penetration and damage output at the expense of increased energy consumption. Because he possibly was feeling generous by then, Calibos also modified the in-house Infernus Pistols. Like their larger siblings, these weapons trade increased power usage for higher penetration and damage yield. They are a favorite of many Space Marines from the Salamanders Chapter as well as any other who happens to be a pyromaniac on the side.&lt;br /&gt;
&lt;br /&gt;
In the end, these Conflagration Meltas are simply just better Meltas with the standard higher (&#039;&#039;energy&#039;&#039;) cost for better quality exchange.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Conflagration Infernus Pistol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 10m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 10E&lt;br /&gt;
| 15&lt;br /&gt;
| 2&lt;br /&gt;
| Full&lt;br /&gt;
| —&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| Distinguished&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Conflagration Meltagun&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 20m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 10E&lt;br /&gt;
| 15&lt;br /&gt;
| 4&lt;br /&gt;
| 2 Full&lt;br /&gt;
| —&lt;br /&gt;
| 14&lt;br /&gt;
| 35&lt;br /&gt;
| Distinguished&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Beamer Meltagun===&lt;br /&gt;
[[File:BeamerMeltagunPlaceholder.jpg|200px|right|thumb|Beamer Meltagun (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The Imperium has designed/found a Meltagun that fires at a decent range without sacrificing portability. The results? The usual.&lt;br /&gt;
&lt;br /&gt;
The Beamer style of Meltagun was an attempt to create a longer-range Melta weapon that was still light enough to be easily carried into combat. Using fragments of decaying scrolls describing several ancient design patterns (&#039;&#039;and after much divination and prayer&#039;&#039;), the Zepherus Mark I &amp;quot;Beamer&amp;quot; Meltagun was developed. Though it still uses specialized gases melded and ignited into a sub-molecular thermal state like what a Melta should, this weapon features a longer barrel with a radiation beam surrounding the gaseous discharge. This low-level radiations acts as a harmonic wavefront for the super-hot release, allowing it to strike at longer distances. The necessary tuning for the beam to match the discharge proved impractical in the field, however, and only those willing (&#039;&#039;or able&#039;&#039;) to spend many hours of difficult correction after prolonged use (normal battlefield conditions shouldn’t involve an anti-armor weapon being used often enough to call it “prolonged”) still stand by the weapon – although given the sheer manpower of the Imperium, it shouldn&#039;t be out of place to assign some people exclusively for their maintenance. Almost no fighting units still utilize them despite the superior range, and their manufacture ceased after the first production run. On the other hand, there remains a possibility that the technical details for the Beamer Melta type have already circulated to several other Forge Worlds, continuing the legacy of this superior, albeit complex Meltagun under different aliases other than Zepherus Mark II.&lt;br /&gt;
&lt;br /&gt;
Now prized as trophy weapons, some of these Zepherus still see use as part of elite mercenary groups or Inquisitorial Kill-teams.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 40m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 6E&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 2 Full&lt;br /&gt;
| —&lt;br /&gt;
| 9&lt;br /&gt;
| Very Rare&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melta Rifle===&lt;br /&gt;
[[File:Melta_Rifle.JPG|200px|right|thumb|Melta Rifle]]&lt;br /&gt;
A successor to the Beamer Meltagun. The [[Primaris Space Marines]] get yet another cool ass toy to play around with.&lt;br /&gt;
&lt;br /&gt;
The Melta Rifle occupies a size niche in-between that of a regular Melta and the Multi-Melta. The catch, however, is that the advanced technologies used to construct this weapon allows the Melta Rifle to have Multi-Melta range. Instead of that usual cylinder for the magazine, the fuel source for the Melta Rifle distinguishes itself in terms of shape by being a bit bigger on the shorter side, resulting in a canister that probably will look pretty much like a canteen if you glue a bottleneck on one of its shorter ends.&lt;br /&gt;
&lt;br /&gt;
Melta Rifles are wielded primarily by the new [[Eradicator]] Primaris Marines who functions similarly to a Space Marine [[Devastator Squad]], but more [[Awesome]]. They have a similar design as the Multi-Melta, but smaller and much lighter in weight. It has an extended magazine, presumably to enable the weapon to shoot out more superheated gas and maintain a long, steady beam of ionising plasma.&lt;br /&gt;
&lt;br /&gt;
Like most Primaris infantry weapons like the [[Bolt Rifle]], the Melta Rifle has sub-variants including the even bigger &#039;&#039;&#039;Heavy Melta Rifle&#039;&#039;&#039;, because the original Melta Rifle isn&#039;t [[Cheese]] enough. This is powered by a cable linking directly to the user&#039;s Power Armour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Heavy_Melta_Rifle.JPG|&amp;lt;center&amp;gt;Heavy Melta Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Multi-Melta===&lt;br /&gt;
[[File:MMArt.jpg|200px|right|thumb|Multi-Melta]]&lt;br /&gt;
Different from other commonly Heavy weapons such as the Heavy Bolter and the Heavy Flamer, the heavier version of the Meltagun is not called Heavy Melta.&lt;br /&gt;
&lt;br /&gt;
The Multi-Melta is essentially two Meltaguns strapped together and supercharged. In game terms, this only doubles the (&#039;&#039;already sucky&#039;&#039;) range and makes it a heavy weapon; how taping two things together makes them shoot farther rather than just twice as hard is unclear. Perhaps whatever energy directs and compresses the beams combines or compliments, giving a boost. Due to the size and especially weight, Multi-Meltas are usually mounted on vehicles rather than carried. The Leman Russ Demolisher may have them mounted by the sponsons, while the Land Raider Crusader may mount one on its pintle; the weapon fits seamlessly with both vehicles&#039; emphasis on short-range firepower. The Immolator may choose to replace its Twin-Linked Heavy Flamers or Twin-Linked Heavy Bolters with a Twin-Linked Multi-Melta. Due to its satisfactory effectiveness when arrayed against armor and monsters as well as the improved effective range, many other vehicles of the Imperium also have them mounted such as Razorbacks, Land Speeders, Dreadnoughts, and even on the sidecar of Attack Bikes. Because Multi-Meltas are so heavy, the [[Imperial Guard]] do not employ them without vehicles. By merit of wearing Power Armour, [[Space Marines]] and [[Sisters of Battle]] – emphasis on the Sisters of Battle – can afford to carry them around. [[Thallax|Thallaxes]] in particular, being quite larger than Astartes, carry them around normally – that is, not bulky, and/or not with the universally cool chainsaw grip.&lt;br /&gt;
&lt;br /&gt;
As of 9th edition, they fire two shots, which probably makes more sense.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether efficiency for other Melta weapons can be improved in this manner. Imagine a really big cylinder filled with Meltaguns... [[Melta#Cyclonic_Melta_Lance|Oh, wait a minute-]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
DevastatorMeltaBomb.png|&amp;lt;center&amp;gt;Fuel Canister&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaServitor.jpg|&amp;lt;center&amp;gt;Servitor&amp;lt;/center&amp;gt;&lt;br /&gt;
PortableMultiMelta.png|&amp;lt;center&amp;gt;Sister of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaAstartes.jpg|&amp;lt;center&amp;gt;Astartes&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaDamnedLegionnaire.jpg|&amp;lt;center&amp;gt;Damned Legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaMediantPattern.jpg|&amp;lt;center&amp;gt;Mediant Pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaThallax.jpg|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaCastellax.jpg|&amp;lt;center&amp;gt;Castellax Automata&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaCastellaxBack.jpg|&amp;lt;center&amp;gt;Castellax Automata (Back)&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaDreadnought.jpg|&amp;lt;center&amp;gt;Castraferrum Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaContemptor.jpg|&amp;lt;center&amp;gt;Contemptor Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaLandSpeeder.jpg|&amp;lt;center&amp;gt;Land Speeder&amp;lt;/center&amp;gt;&lt;br /&gt;
VehicleMultiMeltas.png|&amp;lt;center&amp;gt;Leman Russ&amp;lt;/center&amp;gt;&lt;br /&gt;
ImmolatorMultiMelta.png|&amp;lt;center&amp;gt;Twin-linked Twin-linked Meltagun&amp;lt;/center&amp;gt;&lt;br /&gt;
MultiMeltaLandRaiderCrusader.jpg|&amp;lt;center&amp;gt;Land Raider&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Melta|r8=24&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Heavy 1|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firestorm Multi-Melta===&lt;br /&gt;
[[File:DeathwatchMultiMelta.jpg|200px|right|thumb|Firestorm Multi-Melta (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Yet another &amp;quot;better&amp;quot; Melta weapon available to the [[Deathwatch]] because it is the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
Created millennia ago as a field modification of a damaged Maxima-pattern Multi-Melta by another Deathwatch Techmarine whose identity has been forgotten, though his name is likely not Firestorm, these Multi-Meltas trade higher energy consumption and shorter range for an even higher damage yield and the ability to fire in short bursts – the former being merely an upgrade just like the Conflagration mods, and the latter likely the reason to the Firestorm title. Although modifications of this kind/extent are typically frowned upon by the Mechanicus, the Deathwatch Techmarines of Watch Fortress Erioch have received special dispensation to perform this operation on limited numbers of existing weapons, so there is at least an official approval unlike some other field modifications we know of. Firestorm Multi-Meltas have a chance of bursting out a number of charges left in the fuel canister, so it is less of an ability and more of that it just happens to, which isn&#039;t exactly what we can call the most reliable feature since it relies on randomness and/or the resident Machine Spirit. Perhaps there is supposed to be a firing pattern in order to trigger the burst fire, but the correct sequence had already been lost in the typical Imperium fashion.&lt;br /&gt;
&lt;br /&gt;
Just like the Conflagration mods, the Firestorm is simply a better Multi-Melta used by Watch Fortress Erioch.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Heavy&lt;br /&gt;
| 100m&lt;br /&gt;
| S/2/–&lt;br /&gt;
| 5d10 + 5E&lt;br /&gt;
| 15&lt;br /&gt;
| 6&lt;br /&gt;
| 2 Full&lt;br /&gt;
| Blast (2), Recharge, Volatile&lt;br /&gt;
| 70&lt;br /&gt;
| 65&lt;br /&gt;
| Distinguished&lt;br /&gt;
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&lt;br /&gt;
===Thermal Lance===&lt;br /&gt;
[[File:ThermalLancePlaceholder.jpg|200px|right|thumb|Thermal Lance (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
This is a weapon to choose when you want your Multi-Melta to be more precise, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
The Thermal Lance is a rare weapon, nearly as large as a standard Multi-Melta, though they both weigh about just the same. This one, however, fires a more accurate and directed heat beam using a much longer barrel with added directional containment beams to reduce dispersal, at the cost of lowered damage to the target compared to what the similarly-sized Multi-Melta can achieve (but logically the damaged is focused into a smaller location, which would significantly increase penetration). So what does this tell us about its appearance to imagine? The main barrel is explicitly stated to be longer, and that&#039;s definitely not something you see every day on a Meltagun. The presence of directional containment beams, which probably serve to do exactly what it says on the tin, likely suggests that there are additional smaller barrels which fire them. Since it&#039;s plural, we can be certain that there are at least two directional containment beams to keep the heat beam linearly together. Battlefield applications for the Thermal Lance is unknown, but for its pitiful range comparable to that of the Inferno Pistol, whatever that carries the weapon must be big and thrives in one-on-one close quarters combat. The big guy that carries this weapon is likely to be more of a &amp;quot;hunter&amp;quot; type since accurate beams allow for targeted strikes which isn&#039;t something you can just do with the regular, spread-out Meltagun.&lt;br /&gt;
&lt;br /&gt;
All in all, the Thermal Lance is an alternative to a Multi-Melta for when what you want is a rifle with a range of a SMG and not a shotgun.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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| Heavy&lt;br /&gt;
| 10m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 + 10E&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| 2 Full&lt;br /&gt;
| Accurate&lt;br /&gt;
| 40&lt;br /&gt;
| Rare&lt;br /&gt;
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===&#039;&#039;Solar Atomiser&#039;&#039;===&lt;br /&gt;
[[File:SolarAtomiserProfile.jpg|200px|right|thumb|&#039;&#039;Solar Atomiser&#039;&#039;]]&lt;br /&gt;
One of the perks for being at the upper end of the Mechanicum hierarchy is customized weaponry, and this is [[Cawl]]&#039;s.&lt;br /&gt;
&lt;br /&gt;
Judging from its certainly baroque appearance, it is far from a perfume spray as its name suggests. By functionality, however, the &#039;&#039;Solar Atomiser&#039;&#039; does spray out something, and that thing ain&#039;t nice. Using a complex focusing array of his own design, this weapon concentrates thermic energy and Melta-waves into a short-ranged but utterly unstoppable blast that can melt through an enemy war engine in seconds; and he&#039;s not kidding when he said it&#039;s short-ranged. For a size way bigger than a Multi-Melta, its effective range is only at about what a normal Meltagun can do. But we all know how the electromagnetic spectrum goes – the closer it is to the shorter wavelength side, the scarier it is.&lt;br /&gt;
&lt;br /&gt;
Though the Solar Atomiser probably doesn&#039;t operate under the same principles as the Gamma Pistol used by Datasmiths... you get the idea. Another thing to note is the &amp;quot;Solar&amp;quot; prefix which may have something to do with more than sounding fancy. As stated, the weapon concentrates thermic energy and Melta-waves. The thermic energy in question might have something to do with the &amp;quot;Solar&amp;quot; part of the name. Should that be the case, then this thermic energy is likely Plasma in origin, which would explain the middle part of the weapon, and make the &#039;&#039;Solar Atomiser&#039;&#039; a holy combination of Plasma and Melta technology.&lt;br /&gt;
&lt;br /&gt;
Being on the receiving end of a nuclear shaped charge combined with star-hot ionised gas probably isn&#039;t very nice.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
SolarAtomiserBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
SolarAtomiserPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
SolarAtomiserBFGA2.png|&amp;lt;center&amp;gt;Battlefleet Gothic: Armada 2&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=10|ap7=1|type7=Assault D3, Master-crafted, Melta|r8=12&amp;quot;|s8=10|ap8=-4|d8=D3|type8=Assault D3|abil8=If target within half range, Damage is D6.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melta Destroyer===&lt;br /&gt;
[[File:Melta_Destroyer.JPG|200px|right|thumb|Melta Destroyer]]&lt;br /&gt;
The Melta Destroyer is a relatively new Melta design and essentially, the bigger brother of the Melta Rifle. The Melta Destroyer is only found on the [[Storm Speeder#Hammerstrike|Storm Speeder Hammerstrike]] as a secondary hull weapon. This chonkin gun is [[Rape|triple-barrelled for thrice the fun!]] Going by the appearance, it is clear that GW realized that the [[Flamer#Conflagration_Cannon|Conflagration Cannon]] looks cool, so they miniaturized it to fit the Primaris Land Speeder, and changed the race from Flamer to Melta for that anti-vehicular juice. It also has an &amp;lt;s&amp;gt;absurdly&amp;lt;/s&amp;gt; decent range for a Heavy 3 Melta at 24&amp;quot; with a solid 8 Strength and AP-4. You will be punching holes through even the most heavily armored vehicle to get to the juicy bits.&lt;br /&gt;
&lt;br /&gt;
Given the new and absolutely [[AWESOME]] rules of Melta weapons in 9th Edition, the Melta Destroyer is the MEQ-cleanser supreme. Seriously, D6+2 at half range, you are doing a minimum of [[Rape|3 WOUNDS per shot,]] meaning that this shit auto-kills GEQs, MEQs and even &#039;&#039;TEQs&#039;&#039; at a relatively okay 12&amp;quot; range. Fuck me a diddle, everyone NOT an [[Adeptus Custodes]] or a [[Terminator]] is gonna cry. Sure, the Hammerstrike is going to eat shots like nothing else (and at 10 wounds is liable to get demolished by concentrated AT fire) but if it reaches you, you are dead.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Cyclonic Melta Lance===&lt;br /&gt;
[[File:CyclonicMeltaLanceProfile.jpg|200px|right|thumb|Cyclonic Melta Lance]]&lt;br /&gt;
Surprise, surprise, turns out there really is a big cylinder filled with Meltaguns, and people call it the Cyclonic Melta Lance.&lt;br /&gt;
&lt;br /&gt;
This Tri-Linked Multi-Melta here is made just for the massive size of the [[Dreadnought#Leviathan_Pattern|Leviathan Pattern Siege Dreadnought]], which is also be known to us as the Hulkbuster Pattern. These Dreadnoughts have a &amp;quot;Siege&amp;quot; tag behind there for a reason, and its array of weaponry must correspond as such. Now, in a siege, you are supposed to go up close to a fortified position where you&#039;ll probably be shot dead halfway through. Thankfully, the Leviathan is such a bulk that it most likely has more chances of making it through than a Rhino. With that part already cleared, your Leviathan will need something to breach through walls and bunkers. Six super blowtorches should be just enough to melt the living and non-living shit out of anything. Of course, since the weapon is comparatively bigger with triple the barrels, the Melta Lance is more destructive than your standard Multi-Melta. The rapid cycling this weapon goes through allows the Melta to discharge in a higher rate as well, though for some reason, the range is reduced, which is not really much of a problem for a Siege Dreadnought who usually has to close-in anyway. If you don&#039;t know what rapid cycling is, and haven&#039;t figured it out from the arrangement of the barrels, then we suggest that you remind yourself what a Gatling gun looks like. Well, yes, you would be correct. This is a Gatling Melta.&lt;br /&gt;
&lt;br /&gt;
Sharing a word in its name with a [[Exterminatus#Cyclonic_Torpedoes|planet-killing bomb]] should also give you a hint or two that this pretty girl is dangerous.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CyclonicMeltaLanceModel.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
CyclonicMeltaLanceModel2.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
CyclonicMeltaLance.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=18&amp;quot;|s7=9|ap7=1|type7=Heavy 3, Melta|r8=18&amp;quot;|s8=9|ap8=-4|d8=D6|type8=Heavy 2D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magna-Melta===&lt;br /&gt;
[[File:DeimosPredatorMagnaMeltaProfile.jpg|200px|right|thumb|Magna-Melta]]&lt;br /&gt;
This is an instance where a weapon designed for space combat is appropriated for ground warfare.&lt;br /&gt;
&lt;br /&gt;
The Magna-Melta is the primary weapon of the [[Caestus Assault Ram]], though calling it a weapon is technically untrue since the purpose of the Magna-Melta on that assault ram is to soften armour before the rams themselves dive straight through it, unloading its boarding party into enemy voidcraft. Since the timeframe of the distance before the ram hits the ship is small, the Magna-Melta must be very powerful in order to melt the armor at such a short period of time. Stopping by the ship before firing the Magna-Melta negates the purpose of the ram; besides, that is not cool, that&#039;s boring. The Caestus must come down to the ship like a Drop Pod, and the Magna-Melta recreates the heat from the atmospheric entry part. Of course, the action itself can also be recreated on other targets such as big fortifications which you are certain that won&#039;t topple down when the ram hits. Or you can be manly and purposely using an empty ram to collapse the enemy&#039;s fortifications and use its engines and melta to blast your way out like a boss. Since the Caestus is such a sturdy metal box, it is often used as landing craft, and this is when the Astartes of the Great Crusade realized that the Magna-Melta is one hell of a Melta Cannon. Since flying the Caestus around the place just in case they needed that big Melta is impractical, they stripped off that Magna-Melta and popped it on their Deimos Predator. And by then, they had tanks with big twin-linked Melta Cannons roving around alongside as far as those two hundred years lasted.&lt;br /&gt;
&lt;br /&gt;
By the present, these are mostly replaced by Land Raider Redeemers with pintle Multi-Meltas. Sadly, nobody seems to know how to mount a Magna-Melta over the hull instead of the Assault Cannons, or perhaps Magna-Melta is in low supply like pretty much every ten thousand years old relic of the Imperium.&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CaestusAssaultRamMagnaMelta2.png|&amp;lt;center&amp;gt;Caestus Assault Ram&amp;lt;/center&amp;gt;&lt;br /&gt;
DeimosPredatorInfernusMagnaMelta.png|&amp;lt;center&amp;gt;Deimos Predator Infernus&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=18&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Large Blast (5&amp;quot;), Melta|r8=24&amp;quot;|s8=10|ap8=-4|d8=D6|type8=Heavy D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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&lt;br /&gt;
===Melta-Cutter===&lt;br /&gt;
[[image:TermiteMeltaCutterProfile.jpg|200px|right|thumb|Melta-Cutter]]&lt;br /&gt;
Like the Magna-Melta, the Melta-Cutter is not intended to be used as a weapon. Unlike the Magna-Melta, the Melta-Cutter is not quite as effective when appropriated as a weapon.&lt;br /&gt;
&lt;br /&gt;
While the bigger Magna-Melta is primarily used to melt ship armor and anything less durable, the Melta-Cutter is primarily concerned with the ground, specifically rocks that the drill cannot pierce through. Other than that, it operates the same principle – soften them up before punching through. The same can be said for anybody who happens to be in front of the drill. The Melta-Cutter of the [[Hades Breaching Drill]] should be seen as more of a construction equipment (&#039;&#039;like our modern rock grinders&#039;&#039;), since the main purpose of that machine is to dig tunnels. As a matter of fact, Melta-Cutters are industrial equipment for construction work used by the Imperium. In that respect, Melta-Cutters are then similar to the [[Flamer#Clearance_Incinerator|Clearance Incinerator]], and so it should be reasonable for Genestealer Cults to have them in their uprisings. The Melta-Cutter of the [[Tunneling_Transport_Vehicles#Termite|Termite]], however, is more in line with conventional Melta weaponry. Considering the build which is analogous to typical subterranean drills you&#039;ll find in the 50s and 60s, what the Termite is expected to punch through is definitely not just the ground, and so it is afforded with a better Melta-Cutter. Size might also come into play as well since a bigger body means more power to power stuff like heat ray cannons by the drill.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Termite&#039;s Melta-Cutter is a 12&amp;quot; ranged assault D3 weapon with a Strength of 8, AP -4 and a damage of D6. Due to its high strength and great AP, you are able to auto-kill most GEQs, MEQs and seriously fuck up TEQs on an average basis. The Hades itself is an even bigger &amp;quot;&#039;&#039;fuck you&#039;&#039;&amp;quot; machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against Vehicles), and it has a [[Awesome|4++ invul in the fight phase thanks to its whirling blades]]. All in all, whilst predictably a short-range weapon, it is also one of the best of its category.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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HadesMeltaCutter.png|&amp;lt;center&amp;gt;Hades Breaching Drill&amp;lt;/center&amp;gt;&lt;br /&gt;
TermiteMeltaCutter.png|&amp;lt;center&amp;gt;Termite Assault Drill&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Melta-Cutter (Hades)&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Melta|r8=Melee|s8=x2|ap8=-4|d8=D3|type8=Melee|abil8=If target is Vehicle, roll D6 for Damage instead.}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Melta-Cutter (Termite)&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=N/A|s7=N/A|ap7=N/A|type7=N/A|abil7=Ignores difficult and dangerous terrain. Adds +2 to Strength when making ramming attacks against fortifications.|r8=12&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault D3|abil8=If target within half range, roll two dice for Damage and discard the lowest result.}}&lt;br /&gt;
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===Siege Melta Array===&lt;br /&gt;
[[File:MastodonSiegeMeltaArray.png|200px|right|thumb|Siege Melta Array (&#039;&#039;Top&#039;&#039;)]]&lt;br /&gt;
We may consider this thing here a Melta-Cutter properly adapted for military applications.&lt;br /&gt;
&lt;br /&gt;
The [[Mastodon|Mastodon Heavy Assault Transport]], in addition to its other wonderful bullshits, sports a front-mounted battery consisting of eight Melta cannons in addition to a big one at the center, ideal for punching massive holes on the heaviest of targets. While this is perfect for opening breaches in fortresses for transport to vomit its forty-man capacity into, it is also an excellent answer to enemy super-heavies, or just deleting fortifications since its Stone Burner rule scores extra hits with every Penetrating Hit against one. Unfortunately, you should not expect it to do too well to enemies up close since most of the Melta array is just situated too high for it to really hit anything below. This is what happens when you decide that it is a great idea to place your forward weapon on a vehicle with a ridiculously huge profile. But then again, like the case of the [[Caestus Assault Ram|Caestus]], the Siege Melta Array is not supposed to mow down enemies; it is supposed to crack down on fortresses, which it compensates for the lack of speed with more Melta. Of note, while the eight smaller Melta cannons are the size of what you would find on the [[Devil Dog]] and the aforementioned Caestus, the bigger centerpiece is about the same size as what you&#039;d find on Questoris Knights.&lt;br /&gt;
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The Siege Melta Array is essentially what you&#039;d need in order to add a dash of heat to your huge battering ram.&lt;br /&gt;
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===Thermal Spear===&lt;br /&gt;
[[File:ArmigerWarglaiveThermalSpear.png|200px|right|thumb|Thermal Spear]]&lt;br /&gt;
It is essentially an oversized Multi-Melta that looks to be a baby brother to the Thermal Cannon below.&lt;br /&gt;
&lt;br /&gt;
The Thermal Spear is a relatively large Melta weapon carried by combat walkers of the Imperial Knights, specifically the small Armiger class designated as Warglaive. Although reduced in size, even a single shot from this weapon here can still vaporize armor and melt through fortified walls and tanks alike. Unlike the similarly equipped Knight Errant, the Armiger chassis cannot afford to charge up close and wreak havoc at close range. It is too fragile for such maneuver since it is built for speed. It is nimble enough to employ harassment tactics, where the Warglaive shines. Swiftly, it moves up close and throws the Thermal Spear at pin-point precision to maximize its attack power before falling back to a safe distance. This is different from the Helverin variant which only have to maintain the distance to deliver its Autocannons. One may compare these two Armigers to our skirmishers of old, where the Helverins are archers whose range is far, while the Warglaives are javelinmen who have to get pretty close to unleash their payload. And do not think that having better range translates to archers being better. Just compare the size and weight difference between an arrow and a javelin and ask yourself which one has a better chance in planting you straight through to the ground when it hits.&lt;br /&gt;
&lt;br /&gt;
The reason why they don&#039;t name this Melta cannon here with a more appropriate &amp;quot;Thermal Javelin&amp;quot; is probably because there is already an [[Javelin Attack Speeder|attack speeder]] with that name.&lt;br /&gt;
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===Daemonbreath Spear===&lt;br /&gt;
&lt;br /&gt;
[[File:Daemonbreath_Spear.JPG|200px|right|thumb|Daemonbreath Spear]]&lt;br /&gt;
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The Daemonbreath Spear is one of the primary ranged weapons used by the [[Chaos Knight War Dog]]s, specifically, the [[War Dog Knight Stalker]], the [[War Dog Knight Huntsman]] and the [[War Dog Knight Brigand]]. It is the more evil counterpart to the Thermal Spear.&lt;br /&gt;
&lt;br /&gt;
Unlike the more ranged [[Avenger Chaincannon]], the Daemonbreath Spear is...well...it&#039;s a melta, so range is obviously not in its strong suit. Rather, in a strange twist, the Avenger Chaincannon is suited for anti-infantry, whereas the Daemonbreath Spear has been noted as &#039;tank-melting&#039;, making it more like an anti-tank [[Melta]] [[Lascannon]] than a close-range troop-frying BBQ.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these rapemachines are 30&amp;quot; Heavy 3 S9 AP-4 D1d6 melta (+2 damage at half range or less). Basically, just a longer ranged meltagun with more shots. Will absolutely annihilate vehicles, especially if combined with the meltagun you get if you replace the default heavy stubber. 30&amp;quot; range means you can get into half range with more safety against counterattacks. 12&amp;quot; movement makes getting in range a cakewalk and if any enemies do get close enough to counter attack you&#039;ve at least got a melee weapon to clear out mobs of enemies.&lt;br /&gt;
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===Melta Blastgun===&lt;br /&gt;
[[File:Melta Blast-gun Kratos.png|200px|right|thumb|Melta Blastgun]]&lt;br /&gt;
The Melta Blastgun is the Melta&#039;s cousin to the [[Plasma Blastgun]], fulfilling similar roles in terms of both size and tonnage.&lt;br /&gt;
&lt;br /&gt;
The weapon itself is one of three main weapons that is used by the [[Kratos Heavy Assault Tank]], with the other two being the [[Kratos Battlecannon]] and the [[Volkite Cardanelle]]. The Melta Blastgun functions like an upsized version of the Magna-Melta, offering increased range, firepower and cost-effectiveness without needing the up-end the price cost for more superheavy Meltas.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Melta Blastgun is obviously the anti-tank weapon of choice for the Kratos. Gifting the tank a more concentrated anti-armour role in the process.&lt;br /&gt;
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===Thermal Cannon===&lt;br /&gt;
[[File:KnightErrantThermalCannon.png|200px|right|thumb|Thermal Cannon]]&lt;br /&gt;
This thing here is the Magna-Melta on steroids, or a bigger Thermal Spear with a rather distinctive shroud, should you prefer your descriptions more direct.&lt;br /&gt;
&lt;br /&gt;
The Thermal Cannon is a large Melta weapon carried by the combat walkers of either the Questor Imperialis, the Questor Mechanicus, or the Questor Traitoris; the Imperial Knights, the Mechanicum Knights, and the Renegade Knights respectively. Chassis-wise, the Thermal Cannon is installed on the all-round Questoris class as the primary weapon of the Knight Errant, and the secondary weapon of the Knight Crusader. It is one of those weapons that can make even the most battle-hardened enemies have an [[Anal circumference|anal evacuation]], for such a weapon is capable of immolating most things in a wide radius, and probably effectively everything should it is fired at a closer range. The hissing blasts from a Thermal Cannon can melt through a fortress wall or turn a battle tank into a pile of bubbling slag. Against infantry, entire hordes can be reduced to a blackened shadow. Against vehicles, there is no armor that offers any proof against the Thermal Cannon&#039;s super-heated shots with the exception of armor found on larger Titan walkers. Outside of Knights, the Thermal Cannon is probably about the size to be mounted as the main gun for bigger tanks such as the Macharius, or even the Malcador. As of now, aside from the Mastodon, the only Melta tanks so far are smaller ones based on the Chimera and the Deimos Predator chassis.&lt;br /&gt;
&lt;br /&gt;
All in all, for Knight Scions looking to up their anti-armor game, the Thermal Cannon delivers, turning enemy infantry into a pile of ash surrounding a liquefied hole and melting tanks to slag (if ammo/fuel detonations don&#039;t blow them first).&lt;br /&gt;
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====&#039;&#039;Fury of Mars&#039;&#039;====&lt;br /&gt;
[[File:KnightErrantThermalCannonRed.png|200px|right|thumb|&#039;&#039;Fury of Mars&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Being the oldest Knight House in the Imperium of Man has its benefits which include good gear from the cogboys.&lt;br /&gt;
&lt;br /&gt;
This remarkable weapon channels the fires of the Red Planet’s hottest forges, eradicating its victims even at extreme range. Deciphering the flowery language, it probably means the &#039;&#039;Fury of Mars&#039;&#039; is very high in quality. It was made on Mars, why wouldn&#039;t it? And since it is House Taranis we&#039;re talking about, there&#039;s a decent chance for this particular Thermal Cannon here to be pretty, pretty old. Remember, House Taranis is the Dark Angels of the Imperial Knights, or Horus Lupercal if we&#039;re looking by Primarchs since other Knight Houses were more or less &amp;quot;discovered&amp;quot; as well; the difference for the latter (&#039;&#039;or possibly both&#039;&#039;) is that House Taranis, though Mechanicum-aligned, is a loyalist. The &#039;&#039;Fury of Mars&#039;&#039; could have been so old that it was still hot out of the production line when the Unification Wars were still raging on Terra. Age aside, it is said that to face the &#039;&#039;Fury of Mars&#039;&#039; is to be subjected to the killing ire of the Omnissiah himself, and to be struck down without mercy. This Thermal Cannon is no different in terms of general capabilities compared to the standard breed. The only noticeable difference here apart from being really old and exclusive to House Taranis Knights who have Thermal Cannons on one arm or the other is the fact that it goes as far as a Reaver Melta Cannon (&#039;&#039;of the current edition&#039;&#039;) can go.&lt;br /&gt;
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That is probably a good summary for the weapon – a Titan-grade Melta Cannon (&#039;&#039;where only range is concerned&#039;&#039;) at the size for a Questoris Knight.&lt;br /&gt;
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===Melta Cannon===&lt;br /&gt;
[[File:ReaverTitanMeltaCannon.png|200px|right|thumb|(Reaver) Melta Cannon]]&lt;br /&gt;
The reader should be informed that there are two kinds of Melta Cannons. The first is the kind you usually see carried by Reaver Battle Titans. The second kind is the one you can find attached on the [[Hellhound Tank|Hellhound]] flame tank variant called [[Hellhound Tank#Devil_Dog|Devil Dog]], which is pretty much what you should have in your mind for a Melta Cannon.&lt;br /&gt;
&lt;br /&gt;
So right now, we know a few sizes all these Meltas come in. The very first one is the smallest Inferno Pistol size, which is pretty rare since it is not on the mass production line. Next to that is the standard Meltagun size which you may find carried by some soldiers as well as on many vehicles in the form of Multi-Melta. The Melta Cannon here is the next in line whose bore size is about what you&#039;d find on the Magna-Melta and possibly the Thermal Spear too. It is unknown what the Imperium calls the size of Thermal Cannon, but it is likely folded as Melta Cannon just like the Titan size we have here. Note that it is rather unlikely for that size to be called &amp;quot;Thermal Cannon&amp;quot; since that prefix so far is only used where Knights are concerned, and it might be their own jargon for the modification fitted for those combat walkers. Now about this largest size we have here, notice how it is considerably longer relative to the size of the vehicle it is installed on. This might be an attempt to increase its range so that the Titan would not need to get too close in order to melt something. Because of the lack of range, it is unlikely for there to be a super-heavy tank such as the Baneblade mounting this as its main gun, although there is still a slight chance since the Imperium thinks mounting a giant flamethrower on the [[Malcador]] chassis is a good idea. The trapezoidal shroud is also rather unique as much as the pole below it; that pole is for hanging down flags, apparently.&lt;br /&gt;
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This thing dumps small blasts worth of Multi-Melta statline upon anything it deems unlucky for that day, and it is one of the best ways of dealing with [[Terminator|Terminators]]. [[Titans (Warhammer 40,000)|Titans]] get an even bigger Melta Cannon with absolutely rapetastic statline – S10 AP1 10&amp;quot; (yes, TEN inches) blast that always rolls extra D6 on partials and 2D6 on direct hits. And due to being Primary Weapon, it also allows you to reroll primary to-pen dice. The only two downsides are its mediocre (&#039;&#039;for a Titan&#039;&#039;) range and lack of ignores cover, which is silly because fluff-wise, this thing will melt through any wall and bunker like it is made of butter, not to mention some silly ruins and trees.&lt;br /&gt;
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DevilDogCannon.png|&amp;lt;center&amp;gt;The smaller Devil Dog&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Blast, Melta|r8=24&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Assault D3|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;br /&gt;
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== Squat Melta Weapons ==&lt;br /&gt;
So far, the [[Squat]]s only have one known Melta weapon and is one not even used by the [[Leagues of Votann]] but by their poorer [[Necromunda|Necromundan]] cousins, the [[Ironhead Squat Prospectors]].&lt;br /&gt;
&lt;br /&gt;
===Stone Burner===&lt;br /&gt;
[[File:Stone_Burner.PNG|200px|right|thumb|Stone Burner]]&lt;br /&gt;
Stone Burners are Melta Weapons, that are used for both mining and warfare by [[Necromunda]]&#039;s [[Ironhead Squat Prospectors]], specifically the [[Charter Master]]s. It resembles a tiny blowtorch attached to a mechanical arm frame at the back of a Squat to free his hands to wield bigger weapons. As such, it is considered as a type of Melta sidearm or pistol equivelent; best used for close-combat since the range is shorter than a reach of a god damn [[Powerfist]].&lt;br /&gt;
&lt;br /&gt;
Given its small size and apparent difficulty in using it, only experienced Squats like the [[Charter Master]] are allowed to wield one for both civilian and warfare purposes.&lt;br /&gt;
&lt;br /&gt;
On the Necromundan tabletop, its rules are as follows. Its range is S2&amp;quot; and L4&amp;quot;, not surprising and to be expected. Its offensive firepower counts as Strength 5, AP-2, D2, Am 5+, a pretty nasty weapon that will act as a surprise face melter in close combat. Not too bad for a mini-blowtorch.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
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== Eldar Melta Weapons ==&lt;br /&gt;
The [[Eldar]] employ fusion guns, fusion pistols, and fire pikes for their portable anti-tank weaponry. They also fire red energy orbs, a stark contrast to their Imperial counterparts. Fusion guns and fusion pistols are meltaguns and inferno pistols in a shape more pleasing to Eldar aesthetics, but fire pikes are longer range (18&amp;quot;) meltaguns with no additional downsides. Fire Dragons can take a fusion gun on every squad member and their sergeant can take a fire pike.&lt;br /&gt;
&lt;br /&gt;
===Fusion Pistol===&lt;br /&gt;
[[File:EldarHarlequinFusionPistol.jpg|200px|right|thumb|Fusion Pistol]]&lt;br /&gt;
The Fusion Pistol is a handheld, heat-based weapon – a Melta pistol used by the Eldar, and the baby brother of their Fusion family.&lt;br /&gt;
&lt;br /&gt;
For a race that is not plagued by bureaucratic nightmares, the Fusion Pistol is curiously rather hard to find among Craftworlders – even the [[Aspect_Warrior#Fire_Dragons|Aspect Warriors who are all about the heat]] do not carry them. Only the Autarchs seem to carry them to battle. This might mean that the Fusion Pistol is similarly difficult to make like the Inferno Pistol, or that there is an Aspect Shrine exclusively tailored for usage of Fusion Pistols that we do not know about. The first conjecture is odd since, as mentioned, the Craftworld Eldar do not really stagnate in the same manner as the Imperium/Mechanicum (their “stagnation” is intentional and carefully designed for spiritual protection reasons). The second conjecture presents Aspect Warriors somehow exclusively using Fusion Pistols while remaining distinct from the Fire Dragons. These theoretical fusion cowboys might emphasize on swiftness in contrast to the Fire Dragons, taking advantage of the small size of their primary weapon. Perhaps specialized in combating heavy infantry and fast attack vehicles, like a fast or ambush version of the Fire Dragons. Which actually sounds like a pretty reasonable Aspect. Conjectures aside, another fact here is that the Harlequin Eldar carry these quite frequent. Since this lot prefers close quarters combat, it makes sense for them to have a good number of Fusion Pistols in store just in case they have to dance straight to a tank or something similarly tough. The Harlequins might actually make these Fusion Pistols in-house, and distribute the surplus to Craftworlds.&lt;br /&gt;
&lt;br /&gt;
The Fusion Pistol is practically identical to the Imperium&#039;s Inferno Pistol as far as stats are concerned.&lt;br /&gt;
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===Fusion Gun===&lt;br /&gt;
[[File:FusionGunProfile.jpg|200px|right|thumb|Fusion Gun]]&lt;br /&gt;
The Eldar possess an unsurpassed mastery in heat-based weapons, and they take savage delight in the devastation they create.&lt;br /&gt;
&lt;br /&gt;
The Fusion Gun is by far one of the most common heat-based weapons of the Eldar, deployed in high numbers among the Aspect Warriors known as Fire Dragons. Though it can only be used at short range, it possesses a sophisticated targeting system, as befits high status troops like Aspect Warriors. Like most Eldar technology, the weapon is psychically activated, its resonant Wraithbone construction being sensitive to the Eldar&#039;s innately psychic mind. A Fire Dragons&#039; Fusion Gun is linked to its targeter through the handle. It is common knowledge to always replace your Eldar Flamer with a Fusion Gun as the Fusion Gun just does the Flamer&#039;s job so much better for roughly the same cost and effectiveness. The &#039;&#039;Skyraider&#039;s Kiss&#039;&#039; can be utilized by both [[Fire Dragons]], [[Aspect Warriors]] as well as [[Storm Guardians|Storm Guardian]] units. This Fusion Gun variant was initially developed for deployment on Bethalmae. The &amp;quot;&#039;&#039;Skyraider&#039;s Kiss&#039;&#039;&amp;quot; design was [[Blood Ravens|&amp;quot;borrowed&amp;quot;]] from Craftworld Mymeara after their prototypes proved capable at functioning at well below sub-zero conditions. The addition of extra cabling to the weapon to shunt extra coolant also allows this variant to be fired more frequently, requiring less time to cool down between shots. The trade-off for the extra cooling is that the additional coolant has to be stored within weapon, making the whole thing heavier as a result.&lt;br /&gt;
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Despite its overall superiority in fluff, the Fusion Gun is also practically identical to the Imperium&#039;s Meltagun in terms of stats.&lt;br /&gt;
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===Fire Pike===&lt;br /&gt;
[[File:Fire_Pike.PNG|200px|right|thumb|Fire Pike]]&lt;br /&gt;
Instead of making a bigger Melta and carrying it in the same manner a Dark Reaper would, the Fire Dragons realized that to increase range, they only needed to &amp;lt;strike&amp;gt;tape two fusion guns together&amp;lt;/strike&amp;gt; &#039;&#039;extend the barrel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Fire Pike is essentially a Fusion Gun with a flag pole for a barrel exclusively carried by Eldar Exarchs of the Fire Dragons Aspect Shrine. Think of it as an elongated Fusion Gun that looks [[/d/|strangely phallic and erect]]. The lengthened barrel is not just for show, however. In fact, the Fire Pike is their only handheld Melta that is actually able to hit its target beyond three meters; an exceptional feat for its size. Although the bulkier Multi-Melta still maintains a longer range, smaller frames like regular Humans and Eldar would need Power Armour to carry it around. For a Melta weapon, the Fire Pike projects its radiating heat beam a considerable distance further than the standard range of regular Melta weapons of the same size/weight melting through the toughest armor with deadly precision. Fire Pikes predate the existence of the Imperium of Man, having been created by Eldar artisans long millennia ago. And so they are pretty rare among the arsenals of the Eldar, most often borne by the mightiest champions of their kind as [[STC|relic weapons beyond contemporary means to reproduce]] even for the Eldar Craftworlds. This may translate as Fire Pikes being rather common in the past, perhaps available to all Fire Dragons. Imagine a pike square consisted of Fire Pikes. Good luck running your tanks over that.&lt;br /&gt;
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Stats-wise, the Fire Pike is literally just the Fusion Gun with six extra inches of range. That&#039;s it.&lt;br /&gt;
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===Inferno Lance===&lt;br /&gt;
[[File:Inferno Lance.PNG|200px|right|thumb|Inferno Lance]]&lt;br /&gt;
The Inferno Lance is the largest Melta weapon the Eldar so far has to offer.&lt;br /&gt;
&lt;br /&gt;
Inferno Lances are carried by the more elite [[Wraithknight|Skathach Wraithknights]] who can afford better gear such as the alternative [[Monofilament_Weapons#Deathshroud_Cannon|Deathshroud Cannon]]. As you can tell from the apparent barrel long enough to almost convince you that it is a long-range cannon, the weapon is a refinement based on the previous Fire Pike of the Fire Dragons. Powered by the Skathach&#039;s integral generator, the Inferno Lance is capable of burning through the armor of even the mightiest enemy war machine in a single, sustained burst of super-heated particles and high-band radiation. To make the best use of the Inferno Lances, the Wraithknights usually equip these in a pair for twice the &#039;&#039;Dakka&#039;&#039;. A shame that it is not found as secondary weapons on Eldar Titans such as the [[Revenant Scout Titan]] or the more powerful [[Phantom Battle Titan]], as this would give the Space Elves a good chance in poking a dent on the Titans of the Imperium; unless, of course, they already have something bigger and better. If that is the case, it better not be another long-barreled Fusion Gun... speaking of which, since the Fire Pike is essentially a branch off the regular Fusion Gun, we have not yet seen what the Eldar &amp;quot;&#039;&#039;Fusion Cannon&#039;&#039;&amp;quot; proper looks like. But if one were to guess, it wouldn&#039;t have a long barrel for a start.&lt;br /&gt;
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Strangely enough, the equivalent weapon by the Imperium&#039;s side, the Thermal Cannon, has better stats than this, though we can certainly attribute that to lighter weight and the fact that the Inferno Lance is cheaper as well.&lt;br /&gt;
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{{40k-Eldar-Weapons}}&lt;br /&gt;
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== Dark Eldar Melta Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Heat Lance===&lt;br /&gt;
[[File:Heat_Lance.png|200px|right|thumb|Heat Lance]]&lt;br /&gt;
&#039;&#039;For additional information, see here: [[Eldar Laser Weapons#Heat Lance|Heat Lance]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Heat Lance is a rare occurrence of a two-in-one 40k weapon that is actually something more than two different (&#039;&#039;or the same&#039;&#039;) kind of weapons soldered together.&lt;br /&gt;
&lt;br /&gt;
A rather mysterious weapon lacking in detail beyond that brief description, all we know for sure about the Heat Lance is that it is a one-of-a-kind combination of Las and Melta. This hot rod obliterates any vehicle that gets too close. In a sense, instead of dispersing the obscene heat that most Melta weapons should in order to cover as much as area as possible, the Heat Lance actually focuses the discharged super-heated gas into a point like a Las weapon. This intensifies its armor penetration capability to puncture even the toughest of armor.&lt;br /&gt;
&lt;br /&gt;
As with every melta weapon, the heat lance has short range but is extremely devastating. Considering that the Heat Lance is the only Melta weapon available to the [[Dark Eldar]] so far, there is a possibility that the Heat Lance is a modification of a Las weapon. Another modification candidate is a weapon of the Fire Dragons Exarch, the Fire Pike – in fact, both weapons have remarkably similar stat lines. Unlike those Craftworlders, Heat Lances are not carried by pyromaniacs. Possibly due to being light in weight, some [[Scourges]] carry one over their fly-bys. With possibly the same logic, the [[Reaver Jetbike|Reavers]] may also have one attached on the Jetbike. The most bulky... thing that carries the Heat Lance is the [[Talos Pain Engine]], specifically two by the end of the tail.&lt;br /&gt;
&lt;br /&gt;
As stated, the Heat Lance is essentially the Dark Eldar&#039;s [[Melta#Fire_Pike|Fire Pike]] that compensates the shorter range from shorter length with Laser technology.&lt;br /&gt;
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==Ork Melta Weapons==&lt;br /&gt;
The Orks only have one Melta weapon is [[Dakka|the biggest of them all!]]&lt;br /&gt;
&lt;br /&gt;
===Snapper===&lt;br /&gt;
[[File:Snapper.JPG|200px|right|thumb|Snapper]]&lt;br /&gt;
Snappers or Snappas are a very unique type of weapon rarely used by the [[Ork]]s. What is known is that these are the largest and only Ork Melta weapons known to the Imperium.&lt;br /&gt;
&lt;br /&gt;
In a nutshell, Snappers are large mechanical jaws built into the belly of Ork [[Gargant]]s. The Snapper, like the [[Gut Buster Mega-Kannon]], is a uniquely Ork weapon, and is actually two weapons in one. Yes, this may technically put them in the [[Combi-weapon]] category, but in actuality, the two weapons are part of the same internal mechanism rather than two separate weapons duct-taped together.&lt;br /&gt;
&lt;br /&gt;
In terms of how they actually function, Snappers is a weapon consisting of a pair of spiked metal jaws used in close combat, and a large melta-gun with a limited range. Snappers are powerful enough to bite through the armour of Titans, amputating legs before vaporizing the joints or what&#039;s left of said legs, making the enemy Titan fall to its demise.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
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== Necron Melta Weapons ==&lt;br /&gt;
Yep that&#039;s right, even the [[Necrons]] have Melta-Weapons in the form of the Heat Ray that can be used either as a focused beam (two shots at STR8 AP1) or as a heavy flamer (AP4 STR5) is used exclusively by the [[Triarch Stalker]], and the short-ranged but very destructive Heat Cannon used by Sentry Pylons.&lt;br /&gt;
&lt;br /&gt;
===Thermal Cutting Beam===&lt;br /&gt;
[[File:AcanthriteThermalCutting.png|200px|right|thumb|Cutting Beam]]&lt;br /&gt;
The Thermal Cutting Beam is a Necron weapon only utilized by the insect-like constructs known as [[Canoptek Acanthrite|Canoptek Acanthrites]].&lt;br /&gt;
&lt;br /&gt;
This Cutting Beam mounted within the Acanthrite&#039;s thorax is capable of firing a short range, highly concentrated shaft of thermic energy ray that is able to slice apart the toughest of materials, dissecting steel, stone and flesh with equal ease and precision of a surgeon’s scalpel blade. Canoptek Acanthrites often use their Cutting Beams for the destruction of armored vehicles and troops, as well as the systematic and rapid dismemberment of bunkers and fortifications. Of note, unlike the similarly focused Fire Pike and Heat Lance of the Eldar, the Cutting Beam of the Necrons is much more similar to that of a standard Meltagun, save for being far more focused and prolonged. This distinction doesn&#039;t make their effectiveness any better, though, because the Cutting Beam is more or less the same as any Meltagun out there. We may infer this similarity to the supposed function of these Canoptek constructs.&lt;br /&gt;
&lt;br /&gt;
Acanthrites are deployed in swarms for the purpose of systematic disintegration of enemy fortifications and pretty much anything else that just has to be in their way. This means that the Cutting Beam is more akin to that of a precision tool for Necron mass demolitions job that just happens to be good at killing combatants who are encased in armor like a tank.&lt;br /&gt;
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In battle, this weapon-worthy quality translates to the Acanthrites, being vanguard units, using them to soften up the enemy defenses for the following main forces to easily engage.&lt;br /&gt;
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===Heat Ray===&lt;br /&gt;
[[File:NecronHeatRaySide.jpg|200px|right|thumb|Heat Ray]]&lt;br /&gt;
This here is a weapon ripped straight out of H.G. Wells &#039;&#039;&#039;&#039;&#039;War of the Worlds&#039;&#039;&#039;&#039;&#039; in both name and possibly function.&lt;br /&gt;
&lt;br /&gt;
A Heat Ray is a multi-purpose Necron fusion weapon – that is, Melta – and it is most commonly mounted on [[Triarch Stalker|Triarch Stalkers]] whose role is to engage heavy armor and provide close fire support. Heat Rays are potent weapons in that they are capable of firing in two different modes just like those of the Orks&#039;. Unlike the Burnas, however, the Necrons&#039; &amp;quot;&#039;&#039;cuttin flame&#039;&#039;&amp;quot; actually goes well beyond melee range. If an enemy tank stalls the main Necron attack, a single Focused blast from the Heat Ray is sufficient to end the threat. Similarly, if dug-in infantry are hampering an advance, a Triarch Stalker can break the deadlock by setting the Heat Ray to fire a Dispersed beam, sending a wide cone of scorching plasma swirling into every crevasse to boil the enemy alive (it&#039;s essentially a &amp;lt;s&amp;gt;supped-up&amp;lt;/s&amp;gt; &#039;&#039;standard&#039;&#039; [[Star Trek]] Phaser).&lt;br /&gt;
&lt;br /&gt;
Whereas a focused beam is akin to a Melta Weapon with a significant range comparable to a Multi-Melta, the Dispersed beam is more similar to a Heavy Flamer in terms of the potential damage it can inflict. Of note, this ability of changing between Dispersed and Focused firing modes is remarkably similar to another weapon of the Salamanders, the Pyroclast Flame Projector. It seems Vulkan had been tinkering with Necron tech prior to the Horus Heresy, or that both him and the cannon found inspiration from the novel.&lt;br /&gt;
&lt;br /&gt;
Or he might have found inspiration from the Orks instead. Fluff-wise, the Burna of the Orks is likely inspired by the Heat Ray of the Necrons – and hopefully not the other way around.&lt;br /&gt;
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===Heat Cannon===&lt;br /&gt;
[[File:SentryPylonHeatCannonSide.jpg|200px|right|thumb|Heat Cannon]]&lt;br /&gt;
What we see here is the Heat Ray&#039;s bigger brother. But since it is big enough to mount on a turret, it is now a cannon.&lt;br /&gt;
&lt;br /&gt;
The Heat Cannon is a Necron thermal energy weapon with qualities from appearance to destructive capability similar to that of the smaller Heat Ray, only much bigger, and it is one of the three primary weapon choices for a [[Sentry Pylon]]. Unlike the Heat Ray, however, it does not have a Dispersed firing mode, and there really isn&#039;t any big reason to equip a static weapons platform with a flame cannon unless the feature is complimentary.&lt;br /&gt;
&lt;br /&gt;
The Heat Cannon is a weapon of extraordinary power. This giant ray gun can reduce the most heavily-armored tanks into piles of molten slag and burn its way through the most heavily-protected fortifications at relatively great distances. With every beam it fires, it is capable of vaporizing everything in an area with a small blast, and its rate of fire allows it to continually bombard an area with impunity. By its capabilities, it is equivalent to the Thermal Cannon sported by the Questoris Knights of the Imperium of Man. Speaking of which, their possible rendition of the Knight Errant is an interesting prospect, though since it is the Necrons we&#039;re talking about, the construct in question will probably have at least six legs and not two. Well, there are the Bone Giants, but that&#039;s their Tomb Kings incarnation over Warhammer Fantasy.&lt;br /&gt;
&lt;br /&gt;
However, like two other two cannons of total destruction, the Heat Cannon might actually require a lot of power and space supported by the frame of a Sentry Pylon in order to operate.&lt;br /&gt;
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{{40k-Necron-Weapons}}&lt;br /&gt;
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== Tau Melta Weapons ==&lt;br /&gt;
&lt;br /&gt;
===Fusion Blaster===&lt;br /&gt;
[[File:FusionBlasterSide.jpg|200px|right|thumb|Fusion Blaster]]&lt;br /&gt;
While the Imperium probably has been using Melta ever since the Emperor kick-started it, the Tau Empire probably invented Melta by themselves at some point. That&#039;s cute.&lt;br /&gt;
&lt;br /&gt;
The primary Melta weapon of the [[Tau]] is the Fusion Blaster, an equivalent to the standard Imperial Meltagun, only with a slightly longer range because the thing is about as bulky as a Multi-Melta, though not as powerful. Like all Melta weapons, the Fusion Blaster agitates the sub-atomic particles of the target, causing a massive build-up of heat in the same manner as our microwave oven. Living targets are often completely vaporized, and non-living targets, even the most heavily armored vehicles and fortifications, can be reduced to slag in the blink of an eye with its nuclear-fusion-powered blast. The Fusion Blaster is most commonly utilized as a weapons system on standard Battlesuits, fitting snuggly on to any of its hard points. Even Commander Shadowsun dual-wields the damn thing, getting into close combat and cutting armor left and right like a Fruit Ninja. Bigger Battlesuits may choose to attach a couple of Fusion Blasters as side weaponry, or might as well use a couple of them on one arm as another weapon. Outside the area of Battlesuits, Piranha skimmers may also take it as primary weapon if it just so happens to be more appropriate for the upcoming battle with lots of tanks than the Burst Cannon.&lt;br /&gt;
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The necessity to engage hostile armored units the rest of the galaxy has to offer should force the Tau Empire to expand even further in this field.&lt;br /&gt;
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CrisisFusionBlaster.png|&amp;lt;center&amp;gt;XV8 Crisis Battlesuit&amp;lt;/center&amp;gt;&lt;br /&gt;
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PiranhaFusionBlaster.jpg|&amp;lt;center&amp;gt;TX4 Piranha&amp;lt;/center&amp;gt;&lt;br /&gt;
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RiptideFusionBlaster.jpg|&amp;lt;center&amp;gt;XV104 Riptide Battlesuit&amp;lt;/center&amp;gt;&lt;br /&gt;
ShadowsunFusionBlaster.jpg|&amp;lt;center&amp;gt;Commander Shadowsun&amp;lt;/center&amp;gt;&lt;br /&gt;
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ShadowsunFusionBlasterPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
ShadowsunFusionBlasterPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
ShadowsunFusionBlasterPict3.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===&#039;&#039;Fusion Blades&#039;&#039;===&lt;br /&gt;
[[File:FarsightFusionBlasterSide.jpg|200px|right|thumb|&#039;&#039;Fusion Blades&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The closest thing the Tau Empire has gotten to a Lightsaber.&lt;br /&gt;
&lt;br /&gt;
This is a deadly Fusion Blaster modification exclusively deployed by the Farsight Enclaves as an alternative if the Battlesuit in question happens to have at least two Fusion Blasters installed comes in a pair. Collectively called &#039;&#039;Fusion Blades&#039;&#039;, while it is more or less the same pair of Fusion Blasters when fired at range and possibly appearance, when activated for melee in exchange for a huge power drain, the volatile stream of Melta supposedly shortens and concentrates, resembling a blade in both form and function. The modification was first requested by Commander Brightsword III. This thing was so badass that Commander Brightsword VII went full-on Jedi Knight on the Tyranids with the thing. This weapon has been continually refined over the decades by Farsight&#039;s own Earth caste division. They&#039;ll eventually figure out how to reduce the severe power drain, probably. There remains a possibility that the &#039;&#039;Fusion Blades&#039;&#039; is viable for larger Fusion Weapons as well. But since they still haven&#039;t figured this current one out just yet, Lightsabers the size of a [[Chain_Weapon#Reaper_Chainsword|Reaper Chainsword]] remains a fantasy. Given enough time, we might get to see more than one Farsight Battlesuit with lightsabers. For now, only one presumably field-testing prototype is available to the Farsight Enclaves for installation on one of their Battlesuits.&lt;br /&gt;
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If GW decides that the Tau in general needs some more close combat action, this is the weapon they would probably turn to.&lt;br /&gt;
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=== Fusion Cascade ===&lt;br /&gt;
[[File:FusionCascadeSide.jpg|200px|right|thumb|Fusion Cascade]]&lt;br /&gt;
Although the appearance is drastically different, the Fusion Cascade is a modification of the Fusion Blaster possibly tailor-made just for the [[Battlesuit#XV9_Hazard_Battlesuit|XV9 &amp;quot;Hazard&amp;quot; Battlesuits]].&lt;br /&gt;
&lt;br /&gt;
An experimental Battlesuits should also use experimental weapons, and the Fusion Cascade is one of the options the XV9 has in store. Indeed, the weapon is simply a (&#039;&#039;likely heavily&#039;&#039;) modified version of the standard Fusion Blaster which trades raw power in exchange for a vastly improved rate of fire – basically, a Melta machine gun. Since the barrel is conveniently cylindrical, it opens up the possibility that it spins like a Gatling. This will make the Fusion Cascade a &#039;&#039;&#039;&#039;&#039;Melta Minigun&#039;&#039;&#039;&#039;&#039;. Designed to be used with the XV9 Hazard Suits whose operational keyword is &amp;quot;Close Support,&amp;quot; the Fusion Cascade unleashes a blistering torrent of energy that punches holes in armor with ease and transforms everything else in its path to swirling ash. Of course, in exchange for the microwave Dakka, the Fusion Cascade has a rather short effective range equivalent to that of the common Imperial Meltagun. This forces the possibly foolhardy pilot of the XV9 equipped with this to engage the enemy at an uncomfortably close range. Do remember, this is the Tau we&#039;re talking about here. By effectiveness, interestingly enough, the Fusion Cascade is at about the same level as the Thermal Spear fitted on Armiger Knights, though our Warglaives can afford more than double the range of this tube.&lt;br /&gt;
&lt;br /&gt;
So if you want some rapid-firing Melta cannons in your army for the Greater Good, you must get the XV9.&lt;br /&gt;
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===Fusion Collider===&lt;br /&gt;
[[File:Fusion_Collider.jpg|200px|right|thumb|Fusion Collider]]&lt;br /&gt;
By merit of being a bigger Battlesuit, the XV95 gets its own collection of weapons developed including this Melta cannon.&lt;br /&gt;
&lt;br /&gt;
The XV95 Ghostkeel Battlesuit may be armed with a Fusion Collider, one of the foremost tank-busting weapons in the Tau arsenal by being really big and also due to the tactics deployed by its users. Fitted with power dispersal exchangers which might be some fancy coolant systems, this weapon can fire a searing blaze of energy capable of destroying the most heavily armored foe like what a Melta should be able to. This particular one, however, has no risk of detection by enemy imaging, which might be the fancy coolant doing its thing. The Fusion Collider&#039;s comparatively short range at the about same distance as the normal Fusion Blaster is seen as little impediment to the Ghostkeel&#039;s Shas&#039;vre pilot – that is, Fire Caste Level 4 who is also a Stealthsuit veteran – for the Battlesuit has been specifically engineered to enter close range without harm. Frequently, the detection part is off the table for these big ninjas. Often the first sign of a Ghostkeel&#039;s presence is the mushroom cloud explosion of a choice target detonating from within, flames rippling across the XV95&#039;s stealth field as it withdraws into the gloom within the relative safety of that same stealth field once more. This is a weapon to take up if you, the Ghostkeel pilot, are in the mood to backstab tank columns.&lt;br /&gt;
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The Fusion Collider is functionally a Fusion Blaster with a D3 shots, allowing it to destroy tightly packed TEQ&#039;s and Vehicles.&lt;br /&gt;
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===Fusion Cannon===&lt;br /&gt;
[[File:FusionCannonModel.jpg|200px|right|thumb|Fusion Cannon]]&lt;br /&gt;
This is basically the Fusion Blaster, but bigger and most notably longer.&lt;br /&gt;
&lt;br /&gt;
Indeed, the Fusion Cannon is essentially a larger version of the Battlesuit-mounted Fusion Blaster above. The Fusion Cannon has an extended range compared to a Fusion Blaster, comparable to the Imperium&#039;s Multi-Melta in that respect and destructive capabilities in fact. A larger blast radius allows it to fire and destroy closely packed groups of enemy vehicles and heavy infantry. [[Hammerhead Gunship|Hammerhead Gunships]] are the only Tau unit armed with Fusion Cannons, as they may be mounted as a twin-linked primary turret weapons system in place of a more common Railgun or Ion Cannon. You&#039;d think something rather basic like this would find more usage in their armies. The Fusion Cannon is one of the experimental weapons systems that were first deployed (&#039;&#039;i.e. field-tested&#039;&#039;) against the Imperium during the Taros Campaign. Judging from its rarity, either the Earth Caste engineers or the Fire Caste soldiers were probably not too keen about this particular one. Since the only specimen that uses this uses in a pair, it opens up a possibility for the Farsight Enclaves to implement their Fusion Blades system on the much larger Fusion Cannons, although this application would be most likely very limited since Fusion Blades work so well with Battlesuits precisely because arms are flexible – turrets are not flexible.&lt;br /&gt;
&lt;br /&gt;
[[Forge World]] used to produce a variant turret for the Hammerhead Gunship for the twin-linked Fusion Cannon, which is the equivalent of the [[Devil Dog]]&#039;s Melta Cannon, but with two shots instead of D3. But since it &amp;quot;used to,&amp;quot; your only choices of getting one are either finding people who sell it, whipping out your conversion expertise, or the [[Proxy|universal solution]].&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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HammerheadFusionCannon.png|&amp;lt;center&amp;gt;Hammerhead Gunship&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=8|ap7=1|type7=Heavy 1, Blast (3&amp;quot;), Melta|r8=24&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Heavy 1|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fusion Eradicator===&lt;br /&gt;
[[File:FusionEradicatorSide.jpg|200px|right|thumb|Fusion Eradicator]]&lt;br /&gt;
Frankly, the Tau might have gone overboard with making the next size in their array of Melta weaponry.&lt;br /&gt;
&lt;br /&gt;
While the &#039;&#039;gorillas&#039;&#039; made their Melta Cannons huge in size with similarly huge blasts, the Tau took a different approach and basically created a gatling Multi-Melta that definitely wasn&#039;t inspired by a one Cyclonic Melta Lance. Designed as a radical solution to the limitations of current Tau Fusion/Melta weapons technology, the Fusion Eradicator combines a battery of multiple synchronized firing chambers, ten to be exact. By appearance, it looks like the Earth Caste engineers have figured out a design paradigm behind the Imperial weapons, and they applied that theory accordingly by strapping not two, not three, but five Fusion Cascades together. This ridiculous weapon creates a blast of energy so potent that solid matter caught in its path is torn apart at a molecular level by brute thermal force, and no physical material yet known to the Tau can survive its destructive power save perhaps their plot armor and Primaris Marines. The cost in materials and expertise to create a single Fusion Eradicator is immense, and the natural endurance of each weapon is limited often to a single battle. Each Fusion Eradicator is then discarded and must be replaced. This is different from Imperial technology where every fucking thing over there lasts for a heck of a long time. However, as the Imperial Knights lead the Imperium&#039;s counter-attack to retake the Damocles Gulf, a weapon capable of reliably one-shotting them is worth any price.&lt;br /&gt;
&lt;br /&gt;
The Fusion Eradicator on tabletop is a Titanic weapon that can be mounted on the Tau KX139 Ta’unar Supremacy Armor. The weapon itself is a five-shot Fusion Blaster with an extra 6&amp;quot; range. Once you realize that each Fusion Blaster is a 1D6 damage weapon, you&#039;ll know that it&#039;s gonna do a lot of hurt.&lt;br /&gt;
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SupremacyFusionEradicator.png|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=8|ap7=1|type7=Heavy 5, Melta|r8=24&amp;quot;|s8=8|ap8=-4|d8=D6|type8=Heavy 5|abil8=If target within half range, roll two dice for damage and discard the lowest result.}}&lt;br /&gt;
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{{40k-Tau-Weapons}}&lt;br /&gt;
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[[Category:Chaos]][[Category:Necrons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Disintegration_Pistol&amp;diff=177809</id>
		<title>Disintegration Pistol</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Disintegration_Pistol&amp;diff=177809"/>
		<updated>2023-05-30T20:22:18Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Disintegration_Pistol.JPG|200px|right|thumb|Disintegration Pistol]]&lt;br /&gt;
The Disintegration Pistol is the smaller brother of the more famous [[Disintegration Combi-Gun]]. But like its bigger brother, the Disintegration Pistol is found exclusively only on the limited edition [[Imperial Pattern Armour|&amp;quot;Imperial Space Marine&amp;quot;]] model. So if you want one, you have to either buy one off from E-Bay or 3D print it yourself.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Nevertheless, the Disintegration Pistol works off in the same way as its big bro. These weapons can reduce a target to atoms in the blink of an eye. Though highly dangerous, few remain in Imperial use and the ones that do are revered beyond measure as they came from the [[Dark Age of Technology]] and are classified as [[Archeotech]]. Now, whether it is related to the [[Adrathic Weapons]] or [[Conversion Beamer]]s we have no idea since they both function identically the same as molecular vapouriser guns.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, despite its sweet fluff, the model has been [[Fail|obscured by the Marine&#039;s arm getting in the way.]] So we don&#039;t really have a clear idea on what it completely looks like outside of its mould casing. Crunchwise, in 7E, the Disintegration Pistol itself has a very similar statline and effects to the Adrathic weaponry.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Disintegration_Pistol_2.JPG|Alternate view.&lt;br /&gt;
Disintegration_Pistol_Sprue.JPG|Mould model, the closest way we can see what it looks like in full.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300863</id>
		<title>Lasgun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lasgun&amp;diff=300863"/>
		<updated>2023-05-30T20:21:57Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[Image:Guardsman.jpg|thumb|right|This is painfully accurate.]]&lt;br /&gt;
[[image:KHARN LOEV FLASHLIGHT.jpg|thumb|right|[[Kharn]] also love &amp;lt;strike&amp;gt;Flashlight&amp;lt;/strike&amp;gt;LASGUN!!]]&lt;br /&gt;
[[image:1271099410879.jpg|thumb|right|The closest thing to choice an Imperial guardsmen will have - what sort of lasgun he&#039;ll get (not an actual choice, depends on their regiment).]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|IT&#039;S NOT A LASER! IT&#039;S A LITTLE LIGHT BULB THAT BLINKS!|Woody, Toy Story}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|What do you call a Lasgun with a taclight mounted under the barrel? [[Twin-linked]].|Any 40k player ever (Hilariously, GW has caught onto this. Even more hilariously, on Regimental Standard they&#039;ve got an in-universe nod where any Guardsman who makes this joke is sentenced to flogging)}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The Demolisher, the Vanquisher, even the mighty Deathstrike Missile Launcher pale in comparison to the sheer firepower of trillions of lasguns unleashing hell in unison!|Captain Garius Septus of the 263rd [[Maccabian Janissaries]]}}&lt;br /&gt;
&lt;br /&gt;
The humble (and we DO mean humble) &#039;&#039;&#039;Lasgun&#039;&#039;&#039; is the most &amp;quot;standard-issue&amp;quot; armament of an average [[Imperial Guard]]sman in [[Warhammer 40,000]] setting. Given the incalculable number of Guardsmen under arms and the sheer scale of the [[Imperium]] itself, it is safe to say that a lasgun is probably the most common weapon in the entire galaxy that isn&#039;t some underhive piece of junk like stub guns, knives or other miscellaneous weapon. (Or something [[Shootas&#039;an Dakkas|slapped together by an ork]], but that&#039;s another topic in and of itself.) On the tabletop it shares the same rules with [[autogun]]s.&lt;br /&gt;
&lt;br /&gt;
The name is rather obviously a portmanteau of &amp;quot;laser&amp;quot; and &amp;quot;gun&amp;quot;, but argument [[rage]]s [[skub|over how the word is meant to be pronounced]]. Many claim that it should be pronounced /ˈleɪzɡʌn/ (with the &#039;a&#039; as in &amp;quot;laser&amp;quot;), but others contend that this sounds retarded, and /ˈlæzɡʌn/ (with the &#039;a&#039; as in &amp;quot;glass&amp;quot;) is a better pronunciation. According to [[Games Workshop]], its name is pronounced &amp;quot;Laze-gun&amp;quot;; however, Jeremy Vetock and Duncan Rhodes both say &amp;quot;Lazz-gun&amp;quot;, so it really is a toss up. (And unimportant).&lt;br /&gt;
&lt;br /&gt;
==What does it look like?==&lt;br /&gt;
===Shape===&lt;br /&gt;
It is almost universally described in the [[fluff]] as discharging with a sharp crack (caused by the beam ionizing the air it travels through), but some authors describe the lasround as either a &amp;quot;bolt&amp;quot; as in Star Wars or as a &amp;quot;beam&amp;quot; as in Dawn of War. Other features of the weapon have greater variation - some [[Black Library]] works and items such as the [[Imperial Infantryman&#039;s Uplifting Primer]] describe the weapon as possessing a fully automatic firing setting; this feature is represented by Rapid Fire rule on the tabletop, but not represented in [[Dark Heresy]], which can be explained away by virtue of the fact that there are many different patterns of Lasgun produced throughout the Imperium.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
There is some dispute as to the color of the &amp;quot;beam&amp;quot;. Some fluff claims it to be blue, while games like Dawn of War portray it as red or something of a reddish-yellow. The popular &#039;&#039;Gaunt&#039;s Ghosts&#039;&#039; series of novels by [[Dan Abnett]] say that the Imperial weapons fire blue &amp;quot;beams&amp;quot;, while the Chaos weapons fire red ones. In order to fix this [[Skub|mess]], we have proposed a Scientific fact on the issue...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fact:&#039;&#039;&#039; the energy of each individual photon is determined by its frequency (i.e. colour); power output is energy per second, meaning the same power output is achievable with either more photons per second at a lower frequency (bright red) or fewer photons per second at a higher frequency (dim blue). In either case, the colour is also dependent on the gas it is traveling through, as the amount of energy transferred to the surrounding medium via [https://en.wikipedia.org/wiki/Compton_scattering Compton scattering] depends on the mass of each gas particle, while the brightness depends on the amount of gas particles, so the laser would look different on different planets. Regardless, a fired lasround would never look like a glowing projectile &amp;quot;bolt&amp;quot; to any camera (such as a human eye) operating at a frame rate lower than approximately a billion frames per second, so those depictions can safely be assumed to be [[heresy|heresy]]. It would look like an actual pulsed laser, i.e. a &amp;quot;beam&amp;quot; that visibly spans the distance from the weapon&#039;s muzzle to the impact point, for the duration of the pulse. The popular visual idea from [[Star Wars|other popular sci-fi weapons]] that fire glowing projectile bolts are not lasers at all, instead being described as magnetically-contained plasma bolts. It should also be taken into account that since damage caused by a laser is higher the greater the photons-per-second impact the target location, and the Imperium’s advanced skill with laser technology, it may be possible that various patterns of lasgun might combine two or more or even all wavelengths of the electromagnetic spectrum to maximize photons-per-second. This would also influence the color of the laser and would change how the above factors influence the color. Easy way to think is: Lasgun = Red, Hellgun = Yellow/redish Lascannon = Pale Blue or just think of all of them as white or gold (white because whole spectrum, gold because holy light + religious fanatics).&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun sucks ==&lt;br /&gt;
&#039;&#039;See Also: [[Lasgun Patterns]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lasgun is [[Derp|rather pathetic]] [[Grimdark|compared to the mainline arms and armour of most of the other armies of the setting]], useful only by virtue of the fact that Guardsmen come in ridiculous numbers (except in comparison to Tyranids, Chaos Cultists/Zombies, or Orks) and the application of statistical probability. The weapons are often derisively referred to as &amp;quot;flashlights,&amp;quot; based on their individual uselessness, although this is arguably more of an example of how ridiculously tough everything else is in the setting.&lt;br /&gt;
&lt;br /&gt;
Truthfully, the lasgun is very effective against any target equivalent to an unarmored human. The [[Warhammer 40,000 6th Edition| 6th Edition rulebook]] describes the lasgun as severing limbs at close range but further away it only goes about as deep as the liver, explosively flash-boiling said liver and all other squishy bits in the laser&#039;s path. That sounds awesome, until you remember that there are foes of the 41st millennium that are either equipped with [[Power_Armour|armour capable of deflecting heavy stubber and bolter shell impacts]], [[Orks|biology robust enough to shrug off a heavy stubber hit &#039;&#039;without&#039;&#039; armor]], or if you’re REALLY unlucky, [[Chaos_Space_Marines|those enemies that have both of the aforementioned traits]]. Because of the way that a lasgun&#039;s beam explosively flashes when it strikes a target, virtually any level of armor protection will greatly diminish the effectiveness of lasgun weaponry. Indeed, power armor is &#039;&#039;designed&#039;&#039; to shrug off the explosive flash-effect of energy weapons like the lasgun. A lasgun hit &#039;&#039;might&#039;&#039; briefly stagger an armored Space Marine, but the chance of a single hit incapacitating him is remote.&lt;br /&gt;
&lt;br /&gt;
In other words, being a hand-held rifle of moderate tech designed to be wielded by un-augmented humans, the firepower and capability of a lasgun somewhat pales in comparison to many of the weapons wielded by mankind&#039;s enemies. In addition, while the effectiveness of a lasgun is comparable to an autogun (which are basically AK-47s in SPACE), the lasgun requires a somewhat higher level of industrial technology to construct. Therefore, while the lasgun is very common some Imperial worlds can&#039;t construct them locally. Finally, it can also be assumed that certain atmospheric conditions, especially those with a high percentage of airborne particulates, would greatly degrade a lasgun&#039;s effectiveness at range.&lt;br /&gt;
&lt;br /&gt;
According to the &#039;&#039;[[Dan Abnett|Gaunt&#039;s Ghosts]]&#039;&#039; series the lasgun has an appreciable amount of recoil, which is fucking [[FAIL|stupid]]. The entire point of a handheld laser weapon is that there is no appreciable recoil since you aren&#039;t firing a physical projectile, which makes it easier to use. One of the main strengths of the lasgun is the fact that you can round up a bunch of [[Feral World|Feral Worlders]], give them lasguns with little to no training, point them in a general direction and just watch things die. This makes stubbers more or less obsolete, similar to how firearms made crossbows obsolete and crossbows made most bows obsolete. Not to mention the fact that if a lasgun had appreciable recoil, it wouldn&#039;t even be a lasweapon in the first place (because photons have no mass, otherwise they wouldn&#039;t be able to travel at the speed of light), but some kind of particle gun like a Tau [[Pulse Rifle]] or one of &#039;&#039;[[Bioware|Mass Effect]]&#039;&#039;&#039;s Thanix cannons. On a similar note, [[Warhammer 40K: Darktide]] also portrays lasguns as having recoil, [https://old.reddit.com/r/DarkTide/comments/vxyiei/lasguns_warhammer_40k_darktide/ifyz1np/ with a developer having said that they tried lasguns producing no recoil earlier in development], but found it just felt awful to play with, so it is less the developer not knowing this and more of the case of story and gameplay segregation, which is fair enough.&lt;br /&gt;
&lt;br /&gt;
== Why the Lasgun is still being used ==&lt;br /&gt;
The lasgun is derisively known as a &amp;quot;flashlight&amp;quot; by most players, including Guard players themselves (including the &#039;&#039;&#039;Guards&#039;&#039;&#039; themselves actually, that&#039;s a joke among them). However, within the context of the 40k setting the lasgun is reliable, durable, extremely common, and quite accurate. It should be noted that the lasgun is described as being able to destroy a slab of cement, which means that it is quite a bit more powerful than most modern-day small arms. From a production standpoint the lasgun (and its power pack) requires a somewhat more advanced industrial base to construct than the autogun. In return, however, you get a compact, highly accurate infantry weapon that can fire over a hundred shots on a single power pack, has virtually no moving parts, and that largely removes the logistical headache of constantly restocking physical ammunition supplies. As long as a Guardsman has access to a power source that the lasgun&#039;s power packs can accept, he can, given time, replenish his &amp;quot;ammunition&amp;quot; as long as his equipment remains functional. Any source of electricity, from a common military recharging port to a domestic power socket to an exercise bike with a dynamo can be used to top up power packs. When cut off, guard units can even place their power-packs directly in fires to charge them, but this is an extreme measure since it’s [[heresy|frowned upon by the Mechanicus]] and will heavily reduce the pack’s lifespan. But a &#039;&#039;possibly&#039;&#039; useless power-pack is better than a &#039;&#039;certain&#039;&#039; bayonet charge.&lt;br /&gt;
&lt;br /&gt;
Getting shot by a laser, even if you are protected, would at least flash a decent portion of the surface of what is hit into plasma. Explosively. So, most human-sized targets too tough to be penetrated by a lasgun would at least be stunned/stopped for a moment (in theory). In other words, lasers damage just about anything to some degree when powerful enough. This means that a lasgun can theoretically kill anything in the universe... eventually. Just like the [[Commissar]] told you!&lt;br /&gt;
&lt;br /&gt;
A Lasgun dumps a lot of heat into it&#039;s target and while a fair deal of that would be carried away in a jet of superheated ejecta, a lot of it would persist in a heavily armored target. A single Lasgun bolt might not penetrate Power Armor, but dozens of bolts could saturate it and turn it into an oven.&lt;br /&gt;
&lt;br /&gt;
A lightly protected or unarmored human, on the other hand, will almost certainly be critically wounded by any significant hit. Therefore, the lasgun actually has pretty good utility given the enemies the Imperium faces. In [[Dark Heresy]] the lasgun is far more useful than it is in tabletop 40k, because its reliability, availability and plentiful ammunition become real considerations against the human foes that an agent of the Inquisition is most likely to face.&lt;br /&gt;
&lt;br /&gt;
An additional note to consider is that the Emperor himself saw the technology was necessary to arm the ordinary but fearless men and women of His future Imperium, in what would end up being the greatest endeavour humanity would ever take part in. LAS-tech during the Unification Wars was scarce and the technology and knowledge to build such weaponry was protected/hoarded by what frail societies rose and fell during the Age of Strife. To see how commonly available such tech is now is a testament to how far Humanity in the 41st Millenium have come from the multiple millenia of Old Night.&lt;br /&gt;
&lt;br /&gt;
One last thing about Lasguns is that they &#039;&#039;can&#039;&#039; be used as last-ditch grenades by basically making the entire power pack empty into the gun without ever actually firing it. It turns the Lasgun into an explosive comparable in power to a Krak grenade. In theory, the resulting blast can fracture even vehicle-level armor (it should be noted that this happened to a dreadnought whose front armor was already cracked from being hit by anti-armor weapons). In practice, this technique is rarely utilized because it&#039;s a desperation tactic, and in any event, only seasoned troopers would likely be aware that it&#039;s even possible.&lt;br /&gt;
&lt;br /&gt;
In all seriousness, a lasgun is a deadly weapon when in the hands of someone competent. As being an effective combat weapon goes, anything not too heavily armored, like Traitor Cultists, Eldar Guardians, Ork Boyz, Tyranid Gaunts, and other Imperial Guard style forces are bound to be ridden with laser holes quickly and efficiently. Even [[Power armor]] is not invulnerable: helmet lenses, articulations, and joints are still susceptible to well-placed shots and a point-blank or short-range shot at maximum power can potentially penetrate some areas of a Space Marine&#039;s armor as well.&lt;br /&gt;
&lt;br /&gt;
In the end, a quote from [[Black Crusade (RPG)]] sums up the lasgun perfectly: &#039;&#039;&amp;quot;The Legionnaire that scoffs at a lasgun has not charged across an open field against a hundred of them.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[TL;DR]]&#039;&#039;&#039; Because of how photons affect matter, lasguns can, potentially, damage nearly anything. When combined with its reliability, utility, wide availability, and near-perfect accuracy, the lasgun is basically the perfect infantry weapon.&lt;br /&gt;
&lt;br /&gt;
==Uses for the Lasgun==&lt;br /&gt;
[[Image:Laysgun2_1974.PNG|300px|right|thumb|Also, a rare pict-capture of the ancient Laysgun.]]&lt;br /&gt;
*Warming soup&lt;br /&gt;
*Cigarette lighter&lt;br /&gt;
*Changing TV channels&lt;br /&gt;
*Selling to buy a new weapon&lt;br /&gt;
*Pissing off [[Thunderhawk]] pilots&lt;br /&gt;
*Shining in enemies&#039; eyes&lt;br /&gt;
*Throwing at people (may cause more damage than shooting it at them)&lt;br /&gt;
*Burning ants&lt;br /&gt;
*Paperweight&lt;br /&gt;
*Laser sight for a boltgun&lt;br /&gt;
*Aide during PotentiaPunctum presentations&lt;br /&gt;
*Light shows&lt;br /&gt;
*Igniting gas stoves&lt;br /&gt;
*Laser tag for kids (who are probably more dangerous than the gun itself)&lt;br /&gt;
*Magic shows for kids&lt;br /&gt;
*Lighting candles on birthday cakes&lt;br /&gt;
*A Laser pointer&lt;br /&gt;
*Hair removal&lt;br /&gt;
*Tattoo removal&lt;br /&gt;
*Entertainment for your space-kitties&lt;br /&gt;
*Shooting bottles&lt;br /&gt;
*Hitting your officer&#039;s pipe (Warning, will result in [[Blam|BLAMing]])&lt;br /&gt;
*Flashlight&lt;br /&gt;
*Substitute baseball bat&lt;br /&gt;
*Salvaged for actual useful stuff&lt;br /&gt;
*Horsie rides&lt;br /&gt;
*Chair&lt;br /&gt;
*Marital aid&lt;br /&gt;
*Wall decoration&lt;br /&gt;
*Coat stand&lt;br /&gt;
*Creating a makeshift rave&lt;br /&gt;
*Pretend guitar for when you gotta shred that awesome solo&lt;br /&gt;
*An extension device for your more dangerous bayonet. (This use is recognized and approved by Regimental Standard)&lt;br /&gt;
*Choppa in the hands of an ork boy&lt;br /&gt;
*Larping and cosplay&lt;br /&gt;
*Grave marker/headstone&lt;br /&gt;
&lt;br /&gt;
== Other laser weapons ==&lt;br /&gt;
The lasgun also comes in carbine, pistol, bullpup, sniper (&amp;quot;long-las&amp;quot;), and light machine gun varieties, and the Imperium fields many other weapons based on the same technology, such as the [[hellgun]] (a powerful lasgun powered by a backpack power pack), the mighty [[lascannon]], the even bigger [[Apocalypse|volcano cannon and turbo-laser]], the even even bigger Defense Laser, and the very much bigger &#039;&#039;still&#039;&#039; laser weapons mounted on [[Battlefleet Gothic|starships.]] Must be a different type, though, because a broadside from a Retribution class battleship can devastate half a continent depending on the [[Skub|calcs]]. A single barrage from an Imperator class Titan can devastate an &#039;&#039;entire&#039;&#039; city with weapons as strong as modern day nukes. Keep in mind how large an Imperial city is. So, far stronger than modern nukes.&lt;br /&gt;
&lt;br /&gt;
Oh, and [[C.S. Goto|multilasers]].&lt;br /&gt;
&lt;br /&gt;
=== Bale Eye ===&lt;br /&gt;
[[File:Bale_Eye.PNG|150px|right|thumb|Bale Eye]]&lt;br /&gt;
The smallest known lasweapon short of a Digital Weapon. The Bale Eye is a &#039;&#039;unique&#039;&#039; weapon (So far) used only by [[Commissar Yarrick]].&lt;br /&gt;
&lt;br /&gt;
This gleaming monocle of doom is an optical implant which also functions as a short-ranged laser, similar in effect to a laspistol at close range. It is rumoured within [[Ork]] camps that Yarrick could kill with a glance, and the Bale Eye is where this rumour came from.&lt;br /&gt;
&lt;br /&gt;
Other sources indicate that this rumour started shortly after Yarrick led the successful defence of Hades Hive from Warboss Ugulhard&#039;s Waaagh! He lost his left eye during later campaigns and decided to [[Troll|play upon the Orks&#039; fears]] and incorporate a real &amp;quot;evil eye&amp;quot; into the implant.&lt;br /&gt;
&lt;br /&gt;
It is unknown if this piece of equipment stayed unique to Yarrick or if the Imperium actually mass produce these things for rich folks who like to impress. Given how Imperium nobility goes, it is most likely the latter, with Yarrick just being the most famous user.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Bale_Eye_Model.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laspistol ===&lt;br /&gt;
&#039;&#039;See main page, [[Laspistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lasgun ===&lt;br /&gt;
[[Image:lasgun.jpg|thumb|right|200px|Standard Cadian pattern Lasgun]]&lt;br /&gt;
&lt;br /&gt;
You know&#039;em, you love&#039;em. There really isn&#039;t a point in repeating what has already been said since you are on a page talking about this wonderful piece of Imperial equipment other &amp;lt;s&amp;gt;then&amp;lt;/s&amp;gt; than putting it in the Lasgun family. Of course there are certain modifications that may breach the line on what &#039;&#039;may&#039;&#039; count as a Lasgun. But overall, it is cheap, effective and put a lovely little dent to most light infantry contrary to popular belief.&lt;br /&gt;
&lt;br /&gt;
Just don&#039;t try and attempt go all [[Leeroy Jenkins]] on this thing. The Lasgun is a light assault weapon, not a Titan-busting Volcano Cannon.&lt;br /&gt;
&lt;br /&gt;
There is a [[Lasgun Patterns|metric fuck ton of various Lasgun patterns]].&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Lasgun|r7=24&amp;quot;|type7=Rapid Fire|s7=3|ap7=-|r8=24&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=0}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLasgun.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Suppression Laser ===&lt;br /&gt;
[[File:Suppression_Laser_2.PNG|200px|right|thumb|Suppression Laser]]&lt;br /&gt;
The Suppression Laser is a type of Lasgun often used by gang members in the underhive of a [[Hive World]]. As its name suggests, a Suppression Laser is a laser shotgun that has a [[Dakka|stupendous level of firepower.]] Within the tight confines of a underhive, the large spread of lasers makes the Suppression Laser a popular weapon, especially among members of [[Tek]] gangers of [[House Van Saar]], which has the capacity and capability to both produce and maintain these weapons.&lt;br /&gt;
&lt;br /&gt;
Because its a shotgun, the Suppression Laser trades the reliability, range, and accuracy of the Lasgun with balls-out power. The Mechanicus equivelent of this is the Mitralocks.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]] tabletop, the Suppression Laser is a laser version of a different weapon; in this case its 10 credits more than the humble Shotgun, [[Derp|but for no perceivable benefits.]] It can’t even use any of the cool ammo that Shotguns can get.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Suppresion_Laser.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Laser Gauntlet ===&lt;br /&gt;
[[File:Laser_Gauntlets.JPG|200px|right|thumb|Laser Gauntlet]]&lt;br /&gt;
Works essentially the same as a [[Boltstorm Gauntlet]] in function, just replace the bolt rounds with pew pew lasers, though these were deployed first.&lt;br /&gt;
&lt;br /&gt;
These are multiple arm-mounted laser tubes. Laser Gauntlets can unleash a deadly storm of lasbolts at considerable range from the bearer&#039;s fists. With an increased power supply, the gauntlets can fire a series of sustained beams that can punch through enemy armour.&lt;br /&gt;
&lt;br /&gt;
Laser Gauntlets are found mounted on [[Spyrer]]s wearing [[Yeld Hunting Rig]]s, used in the underhive of [[Necromunda]]. Would probably be useful if you like the idea of still having firepower without sacrificing one of your hands for weapon firing.&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Laspistol===&lt;br /&gt;
[[File:Hotshot_Laspistol.jpg|200px|right|thumb|Hotshot Laspistol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun#Hellpistol|Hellpistol]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hotshot Lasgun&#039;s little brother, also known as [[Hellgun#Hellpistol|Hellpistol]] (although there do remain some canon conflict about these two weapons designation). Hotshot Laspistols are typically hand-crafted, rather than mass-produced in factories, and many of them are hundreds of years old and have acquired histories over the course of centuries of use in combat. Unless otherwise specified, a Hotshot Laspistol remains the property of the Departmento Munitorum, though an individual can be awarded one for heroic deeds. A Hotshot Laspistol fires a higher-intensity shot than a laspistol, therefore, despite its higher penetration it will cauterize the wound it causes and prevents too much blood from being shed. For this reason, Hotshot Laspistol are preferred for use as execution weapons for officers and commissars, as a shot to the condemned soldier&#039;s head will prevent any blood from staining their uniform.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusPistol.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Lasgun===&lt;br /&gt;
[[File:Hotshot_Lasgun.png|200px|right|thumb|Hotshot Lasgun]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Hellgun]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A variant of the Lasgun, also known by the far cooler name &amp;quot;[[Hellgun]]&amp;quot; (although there do remain some canon conflict about these two weapons designations since they have different art, different models, and are used by different units in both the lore and in the models...so yeah, probably totally different things), the Hotshot Lasgun and Hotshot Laspistol are weapons used primarily by the [[Stormtrooper]]s (and presumably other arms of the Imperial war machine). In some canon sources, these are juiced-up versions of the Lasgun charge pack inside a normal Lasgun, or in &#039;&#039;other&#039;&#039; canon sources, the entire weapon has a beefier build with better conduits and optics to survive the prolonged increased strain of a higher power throughput. They are designed to be used by elite troops or officers, who are generally better shots. Instead of the Hellgun&#039;s design approach of using lots of batteries and a heavy-duty build to attain higher cyclic fire rates, Hotshots use a super-concentrated laser blast to achieve the same kind of armor-penetrating power. It seems to have just enough penetrating power to be able to pierce most forms of space marine power armor. Or at least as deep as a non-explosive bolt shell would.&lt;br /&gt;
&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|name=Hotshot Lasgun|r7=18&amp;quot;|type7=Rapid Fire|s7=3|ap7=3|r8=18&amp;quot;|type8=Rapid Fire 1|s8=3|ap8=-2}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusLasgun.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hotshot Volley Gun ===&lt;br /&gt;
[[File:Volley_Gun.png|200px|right|thumb|Hotshot Volley Gun]]&lt;br /&gt;
&lt;br /&gt;
Another variation of the Hotshot category of Lasguns. These weapons are borne into battle by [[Stormtrooper|Tempestus Scions]] to deal with armored enemy infantry. The Hot-Shot Volley Gun is a larger version of the Hot-Shot Lasgun that &amp;quot;incorporates penitent-class heat sink arrays&amp;quot; which means that they &amp;quot;can maintain a punishing rate of high powered laser fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Think of them as a fully automatic LMG version of the regular old Hotshot Lasgun. As you can imagine, the sheer amount of [[Dakka]] means that they are more likely to be situated within the heavy weapons category then the normal Hotshot Lasguns. They are known to fire with a distinctive spitting howl.&lt;br /&gt;
&lt;br /&gt;
The real life equivalent would be the the light machine guns of WW1 and WW2 (like the Lewis Gun and the BAR) and the modern Squad Automatic Weapon (SAW) concept, having the same ammo as the standard rifle (either a short round like the 5.56 NATO for logistics or a long one like the 7.62 NATO to drop what you hit. Though recently America has adopted .277 Fury to replace the latter. Where America goes NATO and its other allies follow). If the Lasgun is a M16 with 5.56 shots and the Hotshot Lasgun is a 7.62 M14, then the Hotshot Volley gun is an MK48 M249 variant or a M240 firing 7.62x51 ammunition...but translated into their future, grimdark space variants. This also highlights the glaring lack of a laser light machine gun equivalent in the Imperial Guard, while the Hotshot Volley Gun exists as a laser medium/general purpose machine gun a regular Volley Gun as a LMG/SAW hasn&#039;t been shown so far.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TempestusVolley.png|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Mining Laser ===&lt;br /&gt;
[[File:Mining_Laser.jpg|200px|right|thumb|Mining Laser]]&lt;br /&gt;
&lt;br /&gt;
Mining Laser is not formally a weapon, but a tool for breaching tunnels in the mining process. In some cases though the Mining Laser can be used as a weapon, often by [[Genestealer Cult]]s. For example, Dvarlock pattern Mining Laser, founded and identified by Tempestor Gulack of the Kappic Eagles have been modified so it can blast the hole through a meters-thick bulkhead with a single pull of a trigger. It also features three hand-grips, indicating its use in combination with a tertia pattern servo-arm (or the extra arms of a Genestealer Hybrid).&lt;br /&gt;
&lt;br /&gt;
There is also the Heavy Mining Laser which is a heavier variant of the standard version, used on [[Goliath Truck|Goliath Rockgrinders]] (More can be read below). Although to be honest, it is only &#039;heavy&#039; because it is on a turreted mount, other than that there is very little difference between the Heavy Mining Laser and the regular old Mining Laser.&lt;br /&gt;
&lt;br /&gt;
It is fucking irritating in Space Hulk Deathwing, where it will be the number one cause of bullshit deaths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HybridLaser.png|&amp;lt;center&amp;gt;Neophyte Hybrid&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Long-Las ===&lt;br /&gt;
[[File:Long-Las.jpg|200px|right|thumb|Long-Las]]&lt;br /&gt;
&lt;br /&gt;
In the good old days the Imperial sniper rifle was the poorly named [[Needler|&#039;needle rifle&#039;]] which was in fact a kind of laser weapon. Well, partly. It had two parts to each shot. It fired a narrow beam laser to burn through armor, and then it fired a &#039;needle&#039; bullet; a spike of some kind of metal filled with horribly poisonous toxins. With the armor removed first, the spiky bit all but ensured a kill if you hit, spurting deadly death juice into your unfortunate body. Sadly they weren&#039;t especially well conceived weapons (hitting the same spot with two different weapons, one that responds to wind and gravity, and the other that doesn&#039;t is something of a challenge) so they&#039;ve pretty much been written out of the setting these days as being too expensive for regular use. Now the term &amp;quot;sniper rifle&amp;quot; is used fairly loosely in the Imperium; many sniper rifles are simply over-powered lasguns called long-las rifles, while many others (such as those used by [[Space Marine]] [[Scout]]s) are high-velocity slug-throwers which have more in common with [[autogun]]s than they do with energy weapons. Then there are other more exotic variants firing poisoned darts or even stranger payloads, such as the aforementioned needle rifle (which [[Ratling]]s still prefer) or the [[Exitus Rifle]] that fires straightup death. All of these variants have pretty much the same effect on the target, unless you play older editions or use special characters who have rules that say otherwise. Or play [[Dark Heresy]].&lt;br /&gt;
&lt;br /&gt;
However, since you are on the Long-Las category, we might as well talk about it. The Long-Las is a sniper variation of the Lasgun with a much longer barrel for increased range and accuracy, and also to prevent overheating. However the barrel makes a Long-Las up to twice as long as a standard Lasgun and thus difficult to use in close quarters.&lt;br /&gt;
&lt;br /&gt;
Within the Imperial Guard the Long-Las, formerly known as the Sniper Variant Lasgun, is issued only to those Guardsmen with the necessary marksmanship skills and knowledge in stealth and scouting operations. It uses the XC 52/3 strengthened barrel, longer and thinner than normal models, and lacks a charge setting slider, instead using hotshot power packs. It&#039;s also much quieter than other lasguns and features a flash suppressor to dampen the revealing flashes of its shots ([[FAIL|even though like other lasguns its laser beam is visible]]). However the increased wear on the barrel from using the overpowered energy packs means more frequent barrel changes than is usually required for normal lasguns. You may be wondering why the IG does not use a shorter, thicker heavy barrel version with improved cooling as standard issue for all Guardsmen to kick serious ass. Ask your local [[Commissar]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CadianLongLas.png|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Lascarbine ===&lt;br /&gt;
[[File:Lascarbine.jpg|200px|right|thumb|Lascarbine]]&lt;br /&gt;
&lt;br /&gt;
During the [[Great Crusade]] the Lascarbine was the great grandfather of the Lasgun. Basically the same weapon as the Lasgun in a smaller package. As a carbine, it has a shorter effective range but is far more compact and easier to handle in close combat fire operations. Given the myriad of Xenos that likes to go in close and personal at that time, the Lascarbine made sense. They were standard issue among the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
In modern WH40k, a Lascarbine is designed for use by special operations units and is usually employed by Drop Troopers or scout units of the Imperial Guard such as the [[Elysian Drop Troops]]. Catachan troopers also use them. It could also be potentially used by Imperial Navy personnel due to its compact size, although no canon images have been confirmed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanLascarbine.png|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Auxilia Lasrifle ===&lt;br /&gt;
[[File:Lasrifle.png|200px|right|thumb|Auxilia Lasrifle]]&lt;br /&gt;
&lt;br /&gt;
The Auxilia lasrifles (Specifically the Kalibrax V-I Pattern) were the primary weapon of the [[Solar Auxilia]] during the Great Crusade and Horus heresy eras. And as befitting weapons from a time when Imperial Technology had not yet sunk into the abyss, they have better range compared to their inferior knockoffs. Its notable for its heavily reinforced energy transfer capacitors, overall durability, and superior heat dissipation qualities. The Kalibrax could also easily handle a variety of modifications and augmentative systems, such as bolt-collimator arrays and induction blast-chargers.&lt;br /&gt;
&lt;br /&gt;
These weapons have the option of taking Blast-chargers, which turns the lasrifle into a miniature lascannon, though on the roll of 1 the charger melts in its operator&#039;s hands, preventing the player from using them for the remainder of the game (the gun can still fire after 1 turn of cooling off). They also [[awesome|come standard]] with Collimators, which switch out Rapid Fire for Heavy 2, making any opponent think twice about about charging a squad of [[Solar Auxilia]]. As if a Super Heavy tank as a Dedicated Transport wasn&#039;t enough reason to stay out of range. They were produced on selected few Forgeworlds (despite being the go-to armament of 20% of Imperial Army) to begin with, required advanced technology to make and specific combined-armed tactics (a big no-no for [[Imperial Guard]] thanks to a certain [[Roboute_Guilliman|genius]]) of Solar Auxilia cohorts to use effectively, so were shifted out of production in favor of a basic flashlight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaLasrifleProfile.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blast Pistol ===&lt;br /&gt;
[[File:Auxillia_Blast_Pistol.PNG|150px|right|thumb|Blast Pistol]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Phosphor Blast Pistol|Phosphor Blast Pistol]], another 30k era weapon that fires &amp;lt;u&amp;gt;completely different rounds.&amp;lt;/u&amp;gt; Nor the [[Dark Eldar]] [[Drukhari Blast Pistol]] which also fires &amp;lt;u&amp;gt;[[Herp|completely different ammunition]]&amp;lt;/u&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basically a souped-up las-pistol that explodes in the user&#039;s hand. Their description makes them seem like laser revolvers used by officers of the Solar Auxilla, to mirror when an officer during the 19th century was issued a sidearm. This gave him a faster-firing gun compared to line troops who had to use lever and bolt-actions, which is similar to the Blast Pistol&#039;s apparently faster rate of fire.&lt;br /&gt;
&lt;br /&gt;
These bespoke weapons like the Hotshot Laspistol and Hellpistol were able to fire only a handful of shots before reloading, but their damage output rivals that of arcane [[Volkite Weaponry]]. Due to this, Blast Pistols were seen as an emblem of wealth and prestige, and many were works of art in their own right, and thus they also became a widely used form of decoration and reward for extreme gallantry and commendation within the Solar Auxilia regiments.&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;[[derp|for some reason]]&#039;&#039;, the [[Ash Waste Nomads]] from [[Necromunda]], you know, those [[murderhobos]], have an entire [[wat|stockpile of these things]]. Where they get these [[Horus Heresy]]-relics from can be chalked up to Necromunda being an [[STC]] minefield. But even then, it is bizarre, given that the Ash Waste Nomads are a bunch of space Amish like the Eldar Exodites, so they shouldn&#039;t have the knowledge to maintain these things. Given their ragged appearance and their abysmally short range, their shitty maintenance may hold some legitimacy.&lt;br /&gt;
&lt;br /&gt;
On the [[Horus Heresy]] table top, Blast Pistols are 6&amp;quot; S5 Las-pistols with Twin Linked and Gets-Hot for two points. Twin linked counteracts Gets Hot, but if you want a good pistol just spend the extra 8 points on a Plasma Pistol.&lt;br /&gt;
&lt;br /&gt;
On [[Necromunda]], the Ash Waste Nomads&#039; [[derp|unga-bunga-ing]] their Blast Pistols have resulted in a shittier quality; resembling more like a [[melta]] weapon than a las weapon. As such, they have a few peculiar...quirks nowadays. This, alongside its bigger brother, the Blast Rifle, have the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Pretty god damn nasty.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SolarAuxiliaBlastPistol.png|&amp;lt;center&amp;gt;Solar Auxilia&amp;lt;/center&amp;gt;&lt;br /&gt;
Necromundan_Blast_Pistol.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blast Rifle ===&lt;br /&gt;
[[File:Blast_Rifle.PNG|200px|right|thumb|Blast Rifle]]&lt;br /&gt;
The bigger brother of the Blast Pistol. The Blast Rifle, like its littler hand cannon, are relics from the [[Great Crusade]] and [[Horus Heresy]]-era. Despite this, as of yet, there is no model from the Horus Heresy line, suggesting that this thing was replaced by the mass-produced Auxilia Lasrifles.&lt;br /&gt;
&lt;br /&gt;
In terms of function, we can assume that this gun functions the same as their smaller counterpart. However, since so little is known about these weapons, everything is a guestimate since they only appear on [[Necromunda]]. They seem to only be used by the [[Ash Waste Nomads]] and what has been said about the Blast Pistol can also be said here. If you include their comparatively much reduced range than most laser weapons and their melta-looking heatsink barrels, it can be assumed that the Blast Rifle releases a wide radius of dispersed lasers; akin to a laser melta. Although it does not seem to correlate with the nosecone barrel design which should indicate a more concentrated and therefore, longer range weapon under conventional wisdom.&lt;br /&gt;
&lt;br /&gt;
In terms of rules, on Necromunda, like their smaller brother, the Blast Rifle has suffered some unique quirks over the millennia by the Nomads&#039; constant DIY tinkering over these things. This resulted the Rifle and the Blaster having the &#039;&#039;&#039;Shock&#039;&#039;&#039; rule which means that if the target is hit by this weapon on a natural 6, the wound roll is considered automatically succeed with no wound rolls needed to be made. Given that it is a bigger weapon, the Rifle has a longer range that the Pistol. But that is not much of a feat given their pitifully short range.&lt;br /&gt;
&lt;br /&gt;
=== Digital Lasers/Digital Weapons ===&lt;br /&gt;
[[File:JokaeroDigitalWeapon.jpg‎|200px|right|thumb|Digi-Weapon]]&lt;br /&gt;
&lt;br /&gt;
These are actually melee weapons. However there isn&#039;t really anywhere else to put them.&lt;br /&gt;
In 40k they are exclusively made by [[Jokaero]]. During the Great Crusade and Horus Heresy they are weapons of [[Blood Ravens|unknown]] [[Heresy|Xenos origin]]. This section describes how the Imperium at large uses them.&lt;br /&gt;
&lt;br /&gt;
Digital weapons are best described as a small laser used by Space Marine officers. It allows them to re-roll one failed hit during the Assault/Fight Phase, which is decent. However, it is not anywhere near as cool as when they are used in Black Library books or the weapons stated to be used by the [[Jokaero]]. Only the Xenos monkeys have them on the table top in 8th edition.&lt;br /&gt;
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30k Digital Lasers are as usual better than the 40k version. Rather than just Space Marines, Inquisitors and the occasional gun/chain/power sword toting hero, every officer had access to them. They are short ranged but deadly weapons that are &amp;quot;small enough to be concealed in a ring, gauntlet, sword hilt or helm.&amp;quot; So they should be as strong as a single Hot Shot Lasgun, Lasrifle or Las-Lock beam.&lt;br /&gt;
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In the Horus Heresy game a Digital Laser gives the model one additional attack, [[Awesome|so the officer doesn&#039;t have to give up their sole ranged weapon for an extra melee hit.]] One would assume either weapon would also allow an extra ranged attack with the same strength and AP as a Hot-Shot Lasgun or Archaeotech Pistol, like how the Servo Harness gives [[Techmarines]] extra ranged and melee weapons. However, Games Workshop and Forge World aren&#039;t nice enough to give players an option that would be useful in more than one situation without making them pay extra real life money for it first.&lt;br /&gt;
In HH 2.0 they no longer have rules despite the Imperum being more advanced than their counterparts in the 42nd millenium. This might get FAQ&#039;ed or return in an upcoming rulebook.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JokaeroDigital.png|&amp;lt;center&amp;gt;Jokaero Weaponsmith&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Las-Lock ===&lt;br /&gt;
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[[File:Las-Lock.PNG|200px|right|thumb|Las-Lock]]&lt;br /&gt;
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Las-lock is like a granddad to &amp;quot;modern&amp;quot; Lasgun, or perhaps the lasgun&#039;s equivalent to a musket. While very few Guard Regiments still use it in-universe in 40k (see [[Only War]] by FFG), the Las-Lock is popular with the Mechanicum in 30k. [[Tech Thrall]]s are thus far the only known Mechanicum troops to carry las-weapons (on tabletop, but many las weapons are used by Skitarii and servitors in fluff), but oh boy, aren&#039;t they numerous. Las-locks sacrifice rate of fire and range for more damage per shot, making it a worse version of the Hot-Shot lasgun with higher Strength, but with miserable AP of 6 and 1 shot max. Not sure how this particular AdMech weapon fares in fluff, though. Since it’s AdMech, large, and has a ton of thick cables attached, it probably hits extremely hard. For an accurate perspective to wrap your head around a fairly antiquated but somewhat useful and powerful weapon think of it like a laser musket from Fallout 4.&lt;br /&gt;
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In addition to the forces mentioned above, las-locks were commonly issued to low level Chaos occupation troops during the Sabbat Crusade. It&#039;s also not uncommon to find these in civilian hands.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallLasLock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Mitralock ===&lt;br /&gt;
[[File:Mitralock2.PNG|200px|right|thumb|Mitralock]]&lt;br /&gt;
&lt;br /&gt;
There is also the Mitralock, a [[what|laser shotgun]] with reduced range.&lt;br /&gt;
Both have the option to upgrade to Induction chargers [[awesome|increasing their shots to two.(represented as Assault 2 in game.)]] While still allowing them to Assault with no penalty. This turns them into a high risk unit for any opponent dumb enough to charge them.&lt;br /&gt;
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In terms of tabletop, the Mitralock is the [[Shotgun|Scattergun]] of the Las Family. It is an 8&amp;quot; range Las-lock, but it gains Shred. It also has Induction Chargers which is an optional attachment to both Las-locks AND Mitra-locks (HH3, p. 221) it upgrades them to Assault 2. Meanwhile, the name is most likely a reference to the French term for grapeshot (&#039;&#039;&#039;Mitra&#039;&#039;&#039;illeuse).&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechThrallMitralock.png|&amp;lt;center&amp;gt;Tech Thrall&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Lascutter ===&lt;br /&gt;
[[File:Bits-lascutter.jpg|200px|right|thumb|Lascutter]]&lt;br /&gt;
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Lascutters are a powerful but extremely unwieldy type of Laser Weapon. Originally industrial tools used for cutting through armoured bulkheads and dense ores, these weapons make use of disruption field-assisted short range laser arcs. They were later utilized for warfare, being used in sieges where they were able to breach enemy fortifications and, if necessary, become devastating close-quarters weapons.&lt;br /&gt;
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Only Breachers can take them in the Horus Heresy game. In Horus Heresy 2.0, Lascutter stats have been fixed to work like other las weapons. Now, they&#039;re &#039;&#039;Exotic Weapons&#039;&#039; instead of &#039;&#039;Las weapons&#039;&#039;.&lt;br /&gt;
They&#039;re still shitty at melee but that&#039;s not why you&#039;re taking them. Lascutters are now 8 inches, Assault 1, S10, Ap 1 with &#039;&#039;Armorbane(Ranged)&#039;&#039;. Making them better than [[Meltagun]]s and a viable alternative to [[Graviton_weapons|Graviton guns]]. Meltaguns need to be at 6 inches to get their anti vehicle bonus. This may seem uncomfortably close but they pair well with [[Volkite Charger]]s. The original Space Marine energy gun. So now your Breacher troops can crack open [[Land Raider]]s while driving around in a [[Land Raider]]. Their melee profile has been nerfed to S7 while still having the &#039;&#039;Cumbersome&#039;&#039; and &#039;&#039;Unwieldy&#039;&#039; rules. Breachers shouldn&#039;t be participating in assaults anyways.&lt;br /&gt;
&lt;br /&gt;
Now Astartes don&#039;t have inferior weapons to Genestealers &amp;amp; other humanoid or xeno-terrorists. Lascutters stats currently paint them as proper precursors to [[Mining Laser]]s and [[Heavy Mining Laser|heavy variants]] they should be.&lt;br /&gt;
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In 9E they can be taken by Elysian Drop Troops. They use the outdated profile with no ranged attacks and only one melee hit. Where you don&#039;t want them to be. So use Special or Heavy Weapon options and cross your fingers if you want them to be like their 30k counterparts instead of pieces of shit.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LegionBreacherLascutter.png|&amp;lt;center&amp;gt;Legion Breacher&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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===Lightning Gun===&lt;br /&gt;
[[File:Lightning+Gun.jpg|200px|right|thumb|Lightning Gun]]&lt;br /&gt;
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[[Forge World|Oh boy, here we go]].&lt;br /&gt;
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Lightning Guns are, seemingly confusingly, a type of laser weapons used by the AdMech, which given some varied fluff can prompt [[Skub|debate]] as to how much of a laser or electromagnetic weapon they are. Depending on the description they&#039;re either a laser beam wreathed in lightning (read: an ionised laser beam) as a form of electrolaser with most of the killing power from the pew pew lasers, or they fire a laser as a [[Tau|markerlight]] to change the polarity/ionise the location on the target and cause a bolt of lightning to leap to it. This may seem dumb at first glance, but with the Ad Mech&#039;s usual technobullshitium it makes sense. At least compared to the [[Needler]], which has a similar design of &#039;laser beam then killing shot&#039; but doesn&#039;t make sense even once you try to explain it.&lt;br /&gt;
&lt;br /&gt;
Either way, they&#039;re Great Crusade era weapons used by various Adeptus Mechanicus troops, most notably [[Thallax]], with the ability to provide effective damage against organic enemies and yet still able to overload mechanical targets like tanks via electromagnetic damage. Or alternatively depending on how you take the above they&#039;re good at overloading mechanical targets like tanks via electromagnetic damage yet still able to clear out meatbags with the laser burns.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ThallaxLightning.png|&amp;lt;center&amp;gt;Thallax&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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===Las-Fusil===&lt;br /&gt;
[[File:Las-Fusil.JPG|200px|right|thumb|Las-Fusil]]&lt;br /&gt;
&#039;&#039;Not to be confused with the [[Pulsar-Fusil]] or the [[Phased Plasma-Fusil]]&#039;&#039;&lt;br /&gt;
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The more [[Awesome|chad version]] of the Long-Las.&lt;br /&gt;
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The Las-Fusil is essentially the laser equivalent to the [[Mk.III Shrike Pattern Bolt Sniper Rifle]]. These are powerful, anti-personnel heavy Laser Weapon used by Space Marine [[Eliminator]] Squads.&lt;br /&gt;
&lt;br /&gt;
Like the Hellguns and/or Hotshot Lasgun, the Las-Fusil requires an external battery supply to power its shots. Although instead of a large and ungainly backpack, it has a modular battery that can be held in the side pocket of the Space Marine. Because it has no mass, the Las-Fusil is more accurate and has greater range than the Shrike Bolt Sniper Rifle. However, it is heavily affected by atmospheric conditions and higher maintenance cost.&lt;br /&gt;
&lt;br /&gt;
Seeing as how a Long-Las has the power to punch through power armor, the Las-Fusil which has a more advance powerpack and stronger focusing lense should be able to punch through vehicle armor like an anti-material rifle. The crunch seems to agree with the fluff as you can swap your Bolt Sniper Rifle for this weapon which is counted as an anti-light vehicle and anti-TEQ gun (36&amp;quot;, heavy 1, S8, AP-3, D3).&lt;br /&gt;
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=== Multilasers ===&lt;br /&gt;
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&#039;&#039;See main page, [[Multilasers]].&#039;&#039;&lt;br /&gt;
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The Multilaser is basically just a [[Hellgun]] that&#039;s been modded for more [[Dakka]], being a pretty good weapon against most non- to lightly-armored targets (infantry, Taurox-equivalents, skimmers, etc.). Gets a bad rep due to C.S. Goto, but it’s actually pretty awesome and the Guard should learn to spam them. Waaaaay cheaper than heavy bolters, after all. Because laser.&lt;br /&gt;
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As stated above, if the Lasgun is an Assault Rifle, the Hotshot Lasgun/Hellgun is a Battle Rifle and the Hotshot Volley Gun is a Medium/General Purpose MG (with the awkward lack of an Light MG/Squad Automatic Weapon), the Multilaser is a Heavy MG bordering on light autocannon depending on the pattern.&lt;br /&gt;
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=== Heavy Mining Laser ===&lt;br /&gt;
[[File:GoliathRockgrinderLaser.png|200px|right|thumb|Heavy Mining Laser]]&lt;br /&gt;
The aforementioned Heavy Mining Laser. As previously mentioned, it is basically a Mining Laser on a turret. Like its smaller brother, the Heavy Mining Laser is used primarily to bore through rock and other quarry within Mining and Forge Worlds of the Imperium. However it can also be used to cleanly bore through the side armor of a Leman Russ and a Space Marine if needed. Rules of the Internet, Rule 40,000: if it exist, the Imperium will weaponize it.&lt;br /&gt;
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The [[Genestealer Cult|Genestealer Cults]] have exploited its power because of this. The only difference between the regular Mining Laser and the Heavy Mining Laser is in its power supply. The regular Mining Laser carries its own portable power supply which makes it mobile but at the cost of a shorter battery life (eg: less &#039;shots&#039;) and a shorter effective range. The Heavy Mining Laser on the other hand, is connected to a much larger and thus, powerful power supply which allows for a longer battery life and a longer range.&lt;br /&gt;
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It is often mounted on the [[Goliath Truck|Goliath Rockgrinder]], but it can also be mounted on the [[Achilles Ridgerunner]].&lt;br /&gt;
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=== Lascannon ===&lt;br /&gt;
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&#039;&#039;See main page, [[Lascannon]].&#039;&#039;&lt;br /&gt;
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These are the main Imperial anti-tank weapon (Heavy1 72&amp;quot; S9 AP3 for D6), and they are mounted on [[Heavy Weapons Squad|E]][[Predator|V]][[Devastator Squad|E]][[Razorback Transport|R]][[Leman Russ Battle Tank|Y]][[Sentinel|T]][[Dreadnought|H]][[Land Raider|I]][[Tarantula|N]][[Fortress of Redemption|G]] and occasionally wielded by [[SPESS MEHREENS]].&lt;br /&gt;
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=== Heavy Lascannon ===&lt;br /&gt;
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&#039;&#039;See main page, [[Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
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The Lascannon&#039;s bigger brother. The Heavy Lascannon is what happens when not even Lascannons are doing their job in turning superheavies inside out. It is one of the primary weapons that a [[Field Ordnance Battery]] could carry.&lt;br /&gt;
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=== Solex Heavy Lascannon ===&lt;br /&gt;
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&#039;&#039;See main page, [[Solex Heavy Lascannon ]].&#039;&#039;&lt;br /&gt;
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The &#039;&#039;Heavy&#039;&#039; Lascannon&#039;s bigger brother on steroids. The Solex ([[skub|Or Sollex]]) Heavy Lascannon is the primary long-ranged weapon for the [[Thanatar-Calix Class Siege-Automata]]. These suped-up Lascannons possess a much longer barrel and is overall, a much larger weapon than the regular Lascannon. Unfortunately, the crunch doesn&#039;t seem to match the fluff however.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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===Corve Las-Pulser===&lt;br /&gt;
[[File:ContemptorAchillusLasPulser.png|250px|right|thumb|Corve Las-Pulser]]&lt;br /&gt;
The Corve or &#039;&#039;Corvae&#039;&#039; Las-Pulser is a type of Laser Weapon used by the [[Adeptus Custodes]]. They are the giant Lascannon mounted on top of the giant Dreadnought-like spear. It was equipped to the Dreadspear of the Custodes Contemptor-Achillus class Dreadnought.&lt;br /&gt;
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The Corve is a 36&amp;quot; S9 AP2 Heavy D3 weapon. It is an upgrade for the Agamatus jetbikes and found as part of the Contemptor-Achillus&#039;s Dreadspear, and most of the reason for it&#039;s 40 point upgrade cost. The Pulsar is one of the few weapons that Custodes have as a counterpart to Lascannons.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:LasPulser.png|&amp;lt;center&amp;gt;Contemptor Achillus&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AgamatusLasPulser.png|&amp;lt;center&amp;gt;Agamatus Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Las-Ripper===&lt;br /&gt;
[[File:Las-Ripper_Side_View.PNG|200px|right|thumb|Las-Ripper]]&lt;br /&gt;
Essentially a weaker version of the Las-Talon.&lt;br /&gt;
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A Las-Ripper is a type of heavy Imperial Laser Weapon usually deployed on the Primaris Space Marines&#039; [[Astraeus Super-Heavy Tank|Astraeus Super-Heavy Grav Tank.]] Las-Rippers are used as sponson weapons on Astraeus grav tanks, where they serve as the vehicle&#039;s standard anti-personnel weapons for close and messy encounters.&lt;br /&gt;
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In terms of crunch, as previously aforementioned, the Las-Rippers are a weaker version of the Las-Talon. Although it is not a bad weapon per se, it suffers from the fact that there are much better weapons that the Astraeus could be equipped with.&lt;br /&gt;
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Most often, the Las-Ripper is replaced with the more powerful Plasma Eradicators. This have got to do with the fact that the [[Plasma Eradicator]]s are understandable more powerful per shot, but what is unusual is that the Eradicators have more range and is [[Wat|&#039;&#039;cheaper&#039;&#039;]] than the Las-Ripper of all things.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AstraeusLasRipper.png|Alternate View&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Las-Talon===&lt;br /&gt;
[[File:LasTalon.jpg|200px|right|thumb|Las-Talon]]&lt;br /&gt;
A short-range but more powerful Lascannon.&lt;br /&gt;
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The Las-talon is a specialized type of Laser Weapon that can only be found on both the [[Stormhawk|Stormhawk Interceptor]] air superiority fighter used by the Adeptus Astartes and the Primaris Space Marine [[Repulsor Tank]].&lt;br /&gt;
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The Las-talon fires two potent blasts of laser energy in rapid succession, ensuring a clean kill against even the heaviest armored targets. Unlike other laser weapons, the Las-talon is relatively short-ranged, with its damage heavily reduced at great range.&lt;br /&gt;
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And as you know, it is basically the big brother of the Las-Ripper.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RepulsorLasTalon.png|&amp;lt;center&amp;gt;Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Las-talon Stormhawk Interceptor.png|&amp;lt;center&amp;gt;Stormhawk Interceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Laser Destroyer===&lt;br /&gt;
[[File:Laser_Destroyer.jpg|200px|right|thumb|Laser Destroyer]]&lt;br /&gt;
The Laser Destroyer is an Imperial laser weapon mounted primarily on the [[Destroyer Tank Hunter]], capable of destroying enemy tanks from long range. The Laser Destroyer however is a highly-complex system which all but a few Forge Worlds can no longer reproduce; even those who can create new ones must hand-craft each one through a painstakingly slow process. The result has been that these weapons and the vehicles which use them have become incredibly rare amongst the Imperial Guard. The chance of receiving any replacement for lost or destroyed models is very slim, often leading to recovered tank destroyers instead being fitted with another weapon.&lt;br /&gt;
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During the invasion of Armageddon, though, a number of Chimeras were refitted with Laser Destroyers and re-designated APDS-6a &#039;Defenders&#039; as an effective stop-gap measure against the Orks.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Neutron Laser===&lt;br /&gt;
[[File:NeutronLaser.jpg|200px|right|thumb|Neutron Laser]]&lt;br /&gt;
A Neutron Laser is a heavy weapon utilized by the forces of Adeptus Mechanicus&#039; Skitarii Legions as a primary weapon for [[Onager Dunecrawler|Onager Dunecrawlers.]], and Imperial Guard forces on the [[Valdor Tank Hunter]]. A Neutron Laser is the last word in battlefield anti-tank weaponry.&lt;br /&gt;
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With a stabilised neutronic coil arc reactor as its power source, a Neutron Laser is able to fire a beam so devastating that it not only is able to punch through the thickest of armour, but also sends a blast wave of electromagnetic energy that scrambles circuits and synapses alike when it strikes its target.&lt;br /&gt;
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It doesn&#039;t seem to suffer as much of a backfire feedback that usually plagues its larger brother. So that&#039;s a plus.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OnagerNeutronLaser.png|A slightly more safer version of the Neutron Laser Projector. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===Arachnus Heavy Lascannon Battery===&lt;br /&gt;
[[File:Arachnus_Heavy_Lascannon_Battery.JPG|200px|right|thumb|Arachnus Heavy Lascannon Battery]]&lt;br /&gt;
Not to be confused with the Arachnus Heavy Blaze Cannon.&lt;br /&gt;
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The Arachnus Heavy Lascannon Battery was a Laser Weapon system that was used by the ancient [[Dreadnought#Deredeo Pattern|Deredeo Pattern Dreadnoughts]] of the Legiones Astartes during the [[Great Crusade]] and [[Horus Heresy]] eras. As one might expect, it is developed by Arachnus which also produce the Blaze Cannons used by everyone&#039;s favourite [[Adeptus Custodes|golden bananas.]]&lt;br /&gt;
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The Arachnus Heavy Lascannon Battery was a set of two massive, twin-linked [[Lascannon]]s that has been suped-up and overcharged, taking up both the Deredeo&#039;s weapon mounts.&lt;br /&gt;
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Far more powerful than any other pattern of Lascannon regularly fielded by the Legiones Astartes, the Arachnus could inflict devastating amounts of damage with each hit, far more than any standard Las-weaponry.&lt;br /&gt;
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The Arachnus Heavy Lascannon 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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On the tabletop, one must remember that this isn&#039;t twin-linked Lascannon, but it does fire 2 S10 AP2 shots, and if its shots score a penetrating hit on a vehicle the shot has a 50% chance of having it count as [[Awesome|&#039;&#039;two&#039;&#039; penetrating hits instead of one.]]&lt;br /&gt;
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===Sabre Neutron Blaster===&lt;br /&gt;
[[File:SNeutron_Blaster.JPG|200px|right|thumb|Sabre Neutron Blaster]]&lt;br /&gt;
[[Derp|Not to be confused with the]] [[Vespid|Vespid&#039;s]] [[Neutron Blaster]].&lt;br /&gt;
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The Sabre Neutron Blaster is one of the three primary weapons that the [[Sabre Strike Tank]] could be armed with. Unlike the [[Volkite Saker]] which deals with mass infantry or the [[Anvilus Snub Autocannon]] that targets light armour. The Sabre Neutron Blaster is specifically designed to turn superheavy tanks inside out.&lt;br /&gt;
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Nothing more than the [[Neutron Laser Projector]]&#039;s little brother. The Sabre Neutron Blaster was constructed in the same manner as the larger neutron cannon employed by the [[Sicaran Battle Tank#Sicaran Venator|Sicaran Venator,]] the intense radiation emitted by the capacitors and charge packs of the cannon is so deleterious that it will eventually degrade the Sabre&#039;s own control systems.&lt;br /&gt;
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Rules-wise, the Sabre Neutron Blaster is a relatively short-ranged ant-tank weapon. At only 24&amp;quot;, you are not hitting far. But if it hits, it hits hard. S9, AP1, Heavy 1 weapon with Concussive and Shock Pulse rules. This thing can stun-lock enemy vehicles while [[Anal circumference|carving a new rear hole.]]&lt;br /&gt;
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===Heavy Laser Destroyer===&lt;br /&gt;
[[File:HeavyLaserDestroyer.jpg|200px|right|thumb|Heavy Laser Destroyer]]&lt;br /&gt;
The bigger, badder brother of the regular Laser Destroyer.&lt;br /&gt;
&lt;br /&gt;
The Heavy Laser Destroyer is a type of heavy Laser Weapon with powerful anti-armor capability. It is commonly mounted on the Space Marine [[Repulsor Tank#Repulsor Executioner|Repulsor Executioner tank]], with a smaller variant found also mounted on the [[Gladiator Tank#Gladiator Lancer|Gladiator Lancer Tank.]] The larger chassis of the Repulsor mounts much larger and more powerful generators which could release a more potent shot. Of course, this means that the barrel needs to be strengthened and lengthened to accommodate the high heat dispersal.&lt;br /&gt;
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Crunchwise, this is a new Primaris weapon found on the Repulsor Executioner and the Gladiator Lancer. The Executioner&#039;s is a 72&amp;quot; range, Heavy 2, S12, AP-4 and D3+3 weapon whilst the Lancer is a slightly weaker 72&amp;quot; range, Heavy 2, S10, AP-3, Dd3+3 weapon, nevertheless, they are both dedicated tank killers, though it is an expensive weapon.&lt;br /&gt;
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===Arachnus Blaze Cannon===&lt;br /&gt;
[[File:ArachnusCannon.jpg|200px|right|thumb|Arachnus Blaze Cannon]]&lt;br /&gt;
The Arachnus Blaze Cannon is a type of Laser Weapon used by the Adeptus Custodes. This weapon was a development of standard Imperial las-technology, but with built in esoteric and powerful components which could never be replicated en masse.&lt;br /&gt;
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The Blaze Cannon is mounted on the [[Coronus Grav Carrier]].&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Blaze Cannon itself is a S6 AP5 Heavy Bolter, or 48&amp;quot; S8AP1 Heavy 1, Exoshock: In all honesty, the Burst mode is rather shitty, but Concentrated is essentially a Lascannon with nasty special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CoronusBlazeCannon.png|&amp;lt;center&amp;gt;Coronus Grav-Carrier&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Heavy Blaze Cannon===&lt;br /&gt;
[[File:CaladiusAnnihilatorHeavyBlazeCannonProfile.png|200px|right|thumb|Arachnus Heavy Blaze Cannon]]&lt;br /&gt;
A larger version known as the Arachnus Heavy Blaze Cannon also exist.&lt;br /&gt;
&lt;br /&gt;
This time it is mounted on the [[Caladius Grav-Tank|Caladius Annihilator]] and it is basically a twin-linked Lascannon on steroids.&lt;br /&gt;
&lt;br /&gt;
On tabletop they are basically the bastard offspring of Multi-lasers and Lascannons, they have two firing modes. One is Burst for infantry shredding, the other is Concentrated for Vehicle killing with AP1 and Exoshock, which gives you an automatic second Penetrating hit which ignores cover saves on a 4+ after you score one (so you roll to hit, roll to penetrate, enemy rolls invulnerable/cover, and only then...).&lt;br /&gt;
&lt;br /&gt;
The Heavy Blaze Cannon itself is a 48&amp;quot; S8 AP3 Heavy 4, or 72&amp;quot; S10 AP1 Heavy 1, Exoshock: Optional turret replacement for the Caladius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CaladiusAnnihilatorHeavyBlazeCannon.png|&amp;lt;center&amp;gt;Caladius Annihilator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arachnus Storm Cannon===&lt;br /&gt;
[[File:TelemonArachnusStormCannon.png|200px|right|thumb|Arachnus Storm Cannon]]&lt;br /&gt;
The big honcho mounted only on the biggest of Dreadnought walkers.&lt;br /&gt;
&lt;br /&gt;
The Arachnus Storm Cannon is a large gatling-style Laser Weapon used by the Adeptus Custodes. Seeing as how it is a &#039;&#039;double-barrelled&#039;&#039; gatling weapon, there must be one hell of a cooling system to prevent this from melting the golden gunstick into a golden beatstick. Although, give how its godfather, the [[Superheavy Laser Weapons#Arachnus Magna-Blaze Cannon|Arachnus Magna-Blaze Cannon]], have a stupidly expensive cooling/containment system, I guess something like the Storm Cannon is just as capable in preventing a meltdown. It is most typically mounted on the [[Telemon Heavy Dreadnought]]. The Golden Bananas just wanted to have an oversized Multi-Laser and the Emprah delivereth.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Storm Cannon is a 48&amp;quot; S7 AP3 Heavy 7, or 72&amp;quot; S9 AP1 Heavy 2, Exoshock: the Telemon&#039;s big Gatling gun and perhaps the most versatile of the Arachnus weapons. This is a must take if you are facing armies with a large amount of vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Helfrost weapons ===&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Laser_cooling Laser cooling is actually a thing.]&lt;br /&gt;
&#039;&#039;See main page, [[Helfrost Weaponry]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laser Destroyer Array === &lt;br /&gt;
[[File:VindicatorLaserDestroyer01.jpg|200px|right|thumb|Vindicator Laser Destroyer Array]]&lt;br /&gt;
Laser Destroyer Arrays are a special type of lascannon array. Instead of firing in a single, solid blast the laser destroyer would fire short pulses microseconds apart from its various barrels, acting as a sort of long-ranged drill. On the plus side this means they&#039;re more destructive (never a bad thing) as it allowed them to bore through everything, on the downside it&#039;s apparently more of a pain in the ass to fire and reload them, going by their tabletop stats and they&#039;re nowhere near as portable. Note that despite sharing the name, they are not the same as laser destroyers.&lt;br /&gt;
&lt;br /&gt;
In 7th edition (and Horus Heresy) this gave you a single lascannon shot which was Ordnance instead of Heavy and AP 1 instead of 2. It dealt with vehicles better but similar lascannon arrays fired 2 shots instead of the one (both are twin-linked) so if you had to decide on the two then you had to make a choice, quality hits or quantity of hits? &lt;br /&gt;
There was a way to up the shot count, but only if you took a Vindicator Tank Destroyer. If you stayed motionless and/or declared to overcharge it after remaining motionless, you could add +1/+2 to its shots respectively, and after it fired you&#039;d do the equivalent of a Gets Hot roll. In practical terms if you were playing 40k you were free to remove whatever vehicle your opponent fielded that you didn&#039;t like, whereas if you were playing Horus Heresy you&#039;d wish Flare Shields weren&#039;t a thing as you still couldn&#039;t kill that Spartan.&lt;br /&gt;
&lt;br /&gt;
In 8th edition the Laser destroyer is hilariously powerful, being S 12, AP -4, D6 damage but before you roll for damage, roll a D6. On a 1-2, it&#039;s still just D6 damage. On a 3-5, it&#039;s 2D6 and on a 6, it&#039;s 3D6. Ever wanted to cripple a Knight, Land Raider, monster or just remove that one character who accidentally got a little too close in only one shot? Now you can. It&#039;s also surprisingly cheap meaning you can spam the fuckers and potentially forget about taking lascannons entirely. Also hilarious is that the Rapier Laser Destroyer has actual combat stats, and not the kind that are explained away via its crew steering it into the enemy, but literal stats as somehow the thing attempts to hurt the enemy by poking it with its barrels (presumably). Despite being (technically) a vehicle its pokes are also weaker than the Guardsmen who push it around, being S3 whereas these macho-men are S4.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Rapier4.jpg|Rapier variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Superheavy Laser Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See main page, [[Superheavy Laser Weapons]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hellgun]]&lt;br /&gt;
*[[Laspistol]]&lt;br /&gt;
*[[Dune]]: from which the term was [[Blood Ravens|cribbed]].&lt;br /&gt;
*[[Volkite_Weaponry|Volkite Weapons]]: The closest equivalent used by [[Space Marines]] during [[Great Crusade|the old days]]. Since their not las weapons their obviously better.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Arc_Weaponry&amp;diff=48271</id>
		<title>Arc Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Arc_Weaponry&amp;diff=48271"/>
		<updated>2023-05-30T20:19:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Awesome|LIGHTNING GUNS WOOOOH!]] Arc Weapons are a type of weapon utilised by the armed forces of the Adeptus Mechanicus. Unlike the &#039;&#039;other&#039;&#039; [[Pretend|&#039;lightning gun&#039;]] used by the [[Thallax]], Arc Weapons are actually tried and true lightning weaponry. They are powered by bulky perma-capacitors shipped from Mars&#039; great repositorum; some of these zinc-plated blocks store energy from days when the Imperium was young. Arc Weapons discharge energy with a loud crack, firing blots of blue-white electricity that can fry a man&#039;s brain or overload a war machine&#039;s data-cortex in a second.&lt;br /&gt;
&lt;br /&gt;
On the tabletop they are basically Imperial Haywire weapons; come in pistol or rapid fire format for your pleasure. Also has a nice S6 if you don&#039;t want to shoot at vehicles for some reason, though at only AP -1 you&#039;ll need some luck to do more than scratch a Rhino’s paint.&lt;br /&gt;
&lt;br /&gt;
[[Cheese|For the more lethal and overpowered]] [[Necron]] variety, [[Tesla#Warhammer 40,000|see here]].&lt;br /&gt;
&lt;br /&gt;
==Close-Combat Variants==&lt;br /&gt;
&lt;br /&gt;
===Shock Baton===&lt;br /&gt;
[[File:Shock_Baton.JPG|200px|right|thumb|Shock Baton]]&lt;br /&gt;
A civilian-grade &#039;Arc&#039; weapon. A Shock Baton is a type of Imperial law enforcement weapon frequently used by the [[Adeptus Arbites]] and [[Inquisition]].&lt;br /&gt;
&lt;br /&gt;
This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club. The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition.&lt;br /&gt;
&lt;br /&gt;
In [[Necromunda]], it is primarily used by the [[Palanite Enforcers]] as a form of close-range crowd control. The more military and killy version of the Shock Baton is the Arc Maul which can be further read below.&lt;br /&gt;
&lt;br /&gt;
===Shock Maul===&lt;br /&gt;
[[File:ShockMaul.jpg|200px|right|thumb|Shock Maul]]&lt;br /&gt;
The more civilian-friendly version of the Arc Maul. Should &amp;lt;u&amp;gt;&#039;&#039;NOT&#039;&#039;&amp;lt;/u&amp;gt; be confused with either the aforementioned Arc Maul or the Shock Baton.&lt;br /&gt;
&lt;br /&gt;
These weapons are most commonly seen in the use of the [[Adeptus Arbites]] and [[Palanite Enforcers|Palanite Enforcer]] squads on countless Imperial worlds. Upon activation, they deliver a powerful incapacitating shock to the enemy. Shock Mauls are primarily used for crowd control, but can also be a deadly melee weapon.&lt;br /&gt;
&lt;br /&gt;
In relation to the Shock Baton, the Shock Maul is its bigger brother, with a longer reach and having, what seems to be a near-unlimited supply of battery energy needed to charge this damn thing if the crowd control description is anything to go by. As such, if the Shock Baton is used for emergencies, the Shock Maul is used for long-term engagements for riots that have overstayed its welcome.&lt;br /&gt;
&lt;br /&gt;
===Arc Maul===&lt;br /&gt;
[[image:ArcMaulPict.png|200px|right|thumb|Arc Maul]]&lt;br /&gt;
Shooting from afar is fine and all, but in the grim darkness of the future, any tech that can&#039;t be applied at close range will be looked at with shame. Thus, the arc maul combines the power of a bludgeon weapon with the energy and electricity created by an arch engine to make one brutal CQC monster.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arc Maul is a Power Maul with a nifty rule to force haywire onto vehicles you&#039;ll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcMaul.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Dominator Maul===&lt;br /&gt;
[[image:Dominator_Maul.PNG|200px|right|thumb|Dominator Maul]]&lt;br /&gt;
The Arc and Shock Maul&#039;s heftier brother.&lt;br /&gt;
&lt;br /&gt;
Dominator Mauls are larger than an Arc Maul, and deals more damage when struck. This is due to the fact that a Dominator Maul has larger and longer electro-capacitors, allowing the user to inflict more electrical shocks than its smaller brothers. Seriously, look at this damn thing, this beatstick is at the very least, &#039;&#039;50 percent taser&#039;&#039;, it is gonna hurt like hell.&lt;br /&gt;
&lt;br /&gt;
Due to its status and being the penultimate beatstick of the Imperium, only high-ranking law-enforcement agents are allowed to carry these things around. Among those are the [[Proctor-Exactant]]s who can wield one if they so choose.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Electro-Goad===&lt;br /&gt;
[[File:Electro-Goad.JPG|200px|right|thumb|Electro-Goad]]&lt;br /&gt;
&lt;br /&gt;
The more [[Heresy|Heretical]] version of the Arc Maul. Used by the [[Negavolt Cultist]], the Electro-Goad is a weapon meant for pin-point strikes at machines and even living organisms, rather than beating it into a pulp like the Arc Maul.&lt;br /&gt;
&lt;br /&gt;
These weapons are used by the Negavolts to defile and pervert the machinery of the Adeptus Mechanicus as the Goads brings out arcs of Warp-infused energy into the tip of the weapon to cause some [[Extra Heresy]].&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these weapons are S2, D1 weapon with zero AP, so ain&#039;t doing too much to a MEQ. However, each hit roll on a 6+ with this weapon will score 3 hits automatically.&lt;br /&gt;
&lt;br /&gt;
===Arc Claw===&lt;br /&gt;
[[File:ArcClaw.jpg|200px|right|thumb|Arc Claw]]&lt;br /&gt;
&lt;br /&gt;
Arc Claws are a type of weapon used by the Adeptus Mechanicus, typically mounted on [[Kataphron Battle Servitors]].&lt;br /&gt;
&lt;br /&gt;
During the Cyberghoul Wars, the burrowing Daemon machines of Warpsmith Votogr Bolga were met talon to talon by Metalica’s servitor defenders. It was the invention of the arc claw that turned the tide – a potent delivery system for the most sophisticated scrambler technology the Adeptus Mechanicus could devise.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Arc Claw is a S+1 weapon with AP-1. It&#039;ll have the strength to wound infantry and light vehicles the Breacher manages to catch, and the AP to be a bother. However, anything heavier than a light vehicle is going to survive the scratch.&lt;br /&gt;
&lt;br /&gt;
===Shock Stave===&lt;br /&gt;
[[File:Shock_Stave.JPG|200px|right|thumb|Shock Stave]]&lt;br /&gt;
Shock Staves are a form of long-reach close-combat arc weapons used mainly for suppression and stun. They are like the civilian equivelent of the Taser Goads. Nevertheless, nothing stops a person from [[Heresy|tinkering]] the weapon from a overglorified taser into a lethal force weapon.&lt;br /&gt;
&lt;br /&gt;
They are often used by [[House Van Saar]] in [[Necromunda]] as a [[Tek]]&#039;s standard close-combat weapon, although Beastmasters also use them to &#039;discipline&#039; their collection of sewer beasts.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Shock Stave cost 25 credits for +1 Strength, shock, and versatile. Best choice if someone is going for cc and a much better choice than the Shock Baton.&lt;br /&gt;
&lt;br /&gt;
===Shock Whip===&lt;br /&gt;
[[File:Shock_Whip.JPG|200px|right|thumb|Shock Whip]]&lt;br /&gt;
The more electrostatic variant of the [[Power Weapon#Neural Whip|Neural Whip]] and unlike the [[Power Weapon#Electro-Flail|Electro-Flail]], [[Pretend|actually stays true to its name]]. The Shock Whip is a whip that has electroconductive barbs embedded in its structure, allowing the user to both lacerate and zap the ever-loving fuck out of people. The Shock Whip is presumed to have a few charges before needing to be restocked like most weapons in Necromunda, although its reach is much higher than the other shock weapons in the Hive World.&lt;br /&gt;
&lt;br /&gt;
They are often a status weapon, used by only the [[Gang Matriarch|Matriarch]]s and [[Wyld Runner]]s of [[House Escher]] in Necromunda. Due to the difficulties in using the whip and its unorthodox nature. The Shock Whip is a pretty uncommon weapon to face in the Underhive, but its unorthodox nature makes it hard to counter.&lt;br /&gt;
&lt;br /&gt;
The head of the whip is a heavy morning star-like contraption, which is odd since it would alter how the whip function, but oh well...&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they are only available to a few characters, which are the Gang Queen, Gang Matriarch, Death Maiden and the Gang Sister. For a gang like this, that can expect to have a few characters that will invariably excel in combat, the Shock Whip can make a huge difference. It is an incredibly versatile weapon which makes it absolutely excellent, and the rest of the stats and rules are just icing on the cake.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Taser Goad===&lt;br /&gt;
[[File:TaserGoad.jpg|200px|right|thumb|Taser Goad]]&lt;br /&gt;
&lt;br /&gt;
Taser Goads are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Skitarii]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life &amp;lt;s&amp;gt;tasers&amp;lt;/s&amp;gt; cattle prods.&lt;br /&gt;
&lt;br /&gt;
Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at goad&#039;s tip.&lt;br /&gt;
&lt;br /&gt;
On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Goad itself is a S+2 weapon and is available to Infiltrators and Skitarii Alphas.&lt;br /&gt;
&lt;br /&gt;
===Arc Hammer===&lt;br /&gt;
[[File:Arc_Hammer.PNG|200px|right|thumb|Arc Hammer]]&lt;br /&gt;
Think Thor&#039;s Mjolnir hammer in 40k form.&lt;br /&gt;
&lt;br /&gt;
An Arc Hammer are immense sledge hammers that is so heavy, it requires guys in specialised [[Imperial Mesh Armour]] with servo-assisted exoskeletons to fully wield and operate. Only the [[Arms Master]]s of [[House Orlock]] in [[Necromunda]] seem to know how use these things as weapons.&lt;br /&gt;
&lt;br /&gt;
Due to its name, it is highly likely that an Arc Hammer unleashes an explosion of lightning arcs the moment of impact. Now, don&#039;t ask us about the practicalities of [[derp|unleashing an omnidirectional blast of electrical currents that is just as willing to zap the user as much as the enemy their fighting.]]&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Arc Hammers are pricey, but the excellent strength bonus, Damage 3, and slew of special rules make this weapon worth using if you are facing dangerous enemy Champions or Brutes. The Arc Hammer will just about squish anything that it comes up against. Be sure to use that Versatile 1” rule to attack from outside base-to-base contact and avoid Reaction Attacks.&lt;br /&gt;
&lt;br /&gt;
===Taser Lance===&lt;br /&gt;
[[File:Taser_Lance.PNG|200px|right|thumb|Taser Lance]]&lt;br /&gt;
&lt;br /&gt;
Taser Lances are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Sydonian Dragoon|Sydonian Dragoons]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life tasers.&lt;br /&gt;
&lt;br /&gt;
Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at the lances&#039; tip. Because of its long length, Taser Lances can only be carried on the mechanical cavalry of the Mechanicus like the aforementioned Sydonian Dragoon.&lt;br /&gt;
&lt;br /&gt;
On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Lance itself is a S+3 AP-1 D2 weapon; [[Awesome|now hitting at Str8 whether you charged or not.]]&lt;br /&gt;
&lt;br /&gt;
===Electroleech Stave===&lt;br /&gt;
[[File:Electroleech_Stave.PNG|200px|right|thumb|Electroleech Stave]]&lt;br /&gt;
&lt;br /&gt;
Electroleech Staves are a type of weapon used by Adeptus Mechanicus [[Electro Priest|Electro-Priests.]] The powerful capacitors built into the length of each electroleech stave allow them to [[Wat|drink every iota of electric force from those they strike - be they living or machine.]]. Huh, that actually makes sense. Give electricity in a body or machine a better channel and it’ll go that way into the staff. Scary as fuck, though.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Electroleech Stave is a S5 AP-2 weapon, which makes it behave like a SM power axe with extra damage and a chance for mortal wounds. Now you only need to get those Fulgurites into melee.&lt;br /&gt;
&lt;br /&gt;
===Heavy Shock Baton===&lt;br /&gt;
[[File:Heavy_Shock_Baton.PNG|200px|right|thumb|Heavy Shock Baton]]&lt;br /&gt;
The largest close-combat Arc weapon to date.&lt;br /&gt;
&lt;br /&gt;
The Heavy Shock Baton is the Shock Baton&#039;s bigger and meaner brother. Whilst they look superfluously similar externally speaking. The Heavy Shock Baton is at least three times the size in all physical dimensions.&lt;br /&gt;
&lt;br /&gt;
Why must it be so big? Well, because it is wielded exclusively by the [[Sanctioner Pattern Automaton]]. These are the Batons you want to have when you want to bludgeon a whole group of rioters in a single swing or zap an [[Ogryn]]-sized brute into submission. Given the fact that it is connected to the Automaton itself, it is safe to assume that the Heavy variety isn&#039;t dependent on a limited set of charges and can keep on swinging until the Automaton drops dead.&lt;br /&gt;
&lt;br /&gt;
==Hand-Held Variants==&lt;br /&gt;
===Arc Grenade===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Arc Grenade|Arc Grenade]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Haywire Mine===&lt;br /&gt;
&#039;&#039;For more information, see here: [[Grenades &amp;amp; Explosives#Haywire Mine|Haywire Mine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Electrostatic Gauntlet===&lt;br /&gt;
[[File:Electro_Gauntlets.PNG|200px|right|thumb|Electrostatic Gauntlet]]&lt;br /&gt;
{{Topquote|1=[https://www.youtube.com/watch?v=Sg14jNbBb-8 &amp;quot;POWER! UNLIMITED POOOOOWWWWWEEEEEERRRRRRR!!!!!&amp;quot;]|2=[[Star Wars|Emperor Palpatine]]}}&lt;br /&gt;
&lt;br /&gt;
Electrostatic Gauntlets are a type of weapon used by Adeptus Mechanicus Electro-Priests. Corpuscarii wear metal apparatus around their wrists that channels tremendous electrostatic potential from dorsal generators. This can be discharged in a cascade of killing lightning.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, Electrostatic Gauntlets behave like taser weapons despite not being one. Being S5 instead of S (User+2) and wielded by Corpuscarii only makes this weapons unable to be boosted by either Conqueror or Machine Might...but they can also be used as 12&amp;quot; Assault 3 taser guns.&lt;br /&gt;
&lt;br /&gt;
===Arc Pistol===&lt;br /&gt;
[[File:ArcPistol.jpg|200px|right|thumb|Arc Pistol]]&lt;br /&gt;
A small pistol based on Arc technology and most commonly used by Skitarii Vanguard/Ranger Alphas. Trying to use this to &#039;charge up&#039; your phone or any other electrical appliances is heavily frowned upon by the Adeptus Mechanicus and the Priesthood of Mars, though any subsequent punishment is just salt on the wound compared to said appliances inevitably exploding.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, it is a very nasty little weapon. Essentially it is a 12&amp;quot; S6 AP -1 Pistol that can shred infantry (it wounds guardsmen on 2s) and can annoy vehicles as well. It works really well when paired with its much bigger brother, the Arc Rifle due to the Arc Rifle&#039;s rapid fire rule.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcPistolModel.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Voltaic Blaster===&lt;br /&gt;
[[File:Voltaic_Blaster.PNG|200px|right|thumb|Voltaic Pistol]]&lt;br /&gt;
&lt;br /&gt;
The Voltaic Blaster is a special type of energy weapon (Most likely an Arc weapon given its function) used by Adeptus Mechanicus [[Lectro-Maester]]s. These weapons can [[Awesome|shock a target&#039;s animating energies from their body.]]&lt;br /&gt;
&lt;br /&gt;
The Lectro-Maesters themselves are a type of Artisan Tech-Priest of the Adeptus Mechanicus who come from the same religious sect as the [[Electro Priest|Electro Priests.]] Thus, they wield an array of technological marvels, such as a generator backpack which generates a powerful voltagheist field which sends out wraiths of energy whenever the wearer is threatened. These bursts of electricity can also act as a shield, prematurely detonating incoming munitions and dissipate energy projectiles. The Voltaic Blaster is one such marvel.&lt;br /&gt;
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There are in fact rules for this weapon, and [[Original character, do not steal|it acts like a pistol version of a Necron Tesla weapon.]] [[Heretek|Makes you think....]]. Speaking of Necrons and considering what Necrons are, perhaps this weapon can permanently kill them by eradicating their mind engrams.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
VoltaicPistolBottom.jpg|&amp;lt;center&amp;gt;Bottom View&amp;lt;/center&amp;gt;&lt;br /&gt;
VoltaicPistolBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
[[File:ArcRifle.jpg|200px|right|thumb|Arc Rifle]]&lt;br /&gt;
&lt;br /&gt;
A rapid firing Arc Weapon used as a special weapon in Skitarii Vanguard and Ranger squads. The Arc Pistol&#039;s bigger brother. This is the gun you need when you want a little bit more range in your lightning cannon. Basically your typical tesla gun in sci-fi....no not &amp;lt;u&amp;gt;&#039;&#039;THOSE&#039;&#039;&amp;lt;/u&amp;gt; [[Tesla#Warhammer 40,000|Tesla weapons.]].&lt;br /&gt;
&lt;br /&gt;
Crunch wise on the tabletop, it is known to possibly be one of the best-looking guns the Skitarii have. It&#039;s 24&amp;quot; Rapid Fire, which means it pairs well with its little brother.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle is one of the most common Arc weapons found in the Mechanicum.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArcRifleModel.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Arc Lance===&lt;br /&gt;
[[File:Arc_Lance.PNG|250px|right|thumb|Arc Lance]]&lt;br /&gt;
&lt;br /&gt;
The Arc Lance is a type of Arc Weapon used by the Adeptus Mechanicus. Wielded by [[Secutarii Hoplite]]s, this powerful spear is akin to the Arc Mauls used by their Skitarii Legion counterparts as well as the far larger version wielded by Cerastus Knight Lancers. The arc lance inflicts damage through short range blasts of coruscating energy augmented by an inversion field mounted in the paired Mag-inverter Shield. Thus the weapon is capable of both making a melee and projectile attack.&lt;br /&gt;
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On tabletop, Arc Lance has a shorter range than the Arc Rifle, but compensates by being versatile, since it is a Str +3 melee weapon too. This means that Hoplites are formidable both at range and in close combat. Making the Arc Lance a very flexible weapon.&lt;br /&gt;
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==Vehicle Variants==&lt;br /&gt;
&lt;br /&gt;
===Vultarax Arc Blaster=== &lt;br /&gt;
[[File:VultaraxArcPict.png|200px|right|thumb|Vultarax Arc Blaster]]&lt;br /&gt;
&lt;br /&gt;
The Vultarax Arc Blaster was a type of Arc Weapon. Primarily mounted on the [[Vultarax Stratos-Automata|Vultarax Class Robot]], it was a a versatile weapon capable of burning out the cogitators and engines of enemy vehicles and robots.&lt;br /&gt;
&lt;br /&gt;
The Vultarax Arc Blaster is the only airborne adapted Arc weapon designed during the later years of the [[Great Crusade]]. During the [[Horus Heresy]], the Arc Blaster found its use against both traitor and loyalist AdMech forces during the civil war on Mars.&lt;br /&gt;
&lt;br /&gt;
The large cybernetic machinery within the Mechanicum made its extremely vulnerable to Arc weapons with the Arc Blaster being one of the more notorious examples used during the civil war, with the Arc Blaster permanently shutting down vast swaths of battle automata and combat servitors in one shot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
VultaraxArcFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
VultaraxArcBlaster.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Arc Rifle===&lt;br /&gt;
[[File:Heavy_Arc_Rifle_on_Kataphron_Breacher.jpg|200px|right|thumb|Heavy Arc Rifle]]&lt;br /&gt;
&lt;br /&gt;
A heavy Arc Weapon designed to slay the Daemon machines of the Dark Mechanicum, Heavy Arc Rifles send out shallow parabolas of crackling energy that revolve around each other, forming triple helixes as they blast forth.&lt;br /&gt;
&lt;br /&gt;
Should these ground upon a metallic target, they will swiftly overload its circuits and banish its animating spirit to the ether. Heavy Arc Rifles are part of the standard armament of Cult Mechanicus&#039; [[Kataphron Battle Servitors|Kataphron Breachers.]] &lt;br /&gt;
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In terms of Crunch, it&#039;s a 36&amp;quot; 2 shot S6 gun. Comes default on Breachers. Use it to pop open any vehicles giving you grief or to reveal the tasty transported center.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HeavyArcRifle.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Lightning Lock===&lt;br /&gt;
[[File:Lightning_Lock.JPG|200px|right|thumb|Lightning Lock]]&lt;br /&gt;
&lt;br /&gt;
Unlike say the [[Lasgun#Lightning Gun|Lightning Gun]], which is [[Pretend]] in the form of a weapon. The Lightning Lock is an actual...well...&#039;&#039;lightning gun&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Lightning Lock was a type of weapon employed by the [[Armiger Knight Moirax|Imperial Knight Moirax.]] The Moirax had the ability to overcharge their own reactor cores in order to supplement the power of their ionising locks, unleashing the surge of power in sustained electromagnetic blasts of energy over short ranges. The Moirax always comes with two for double the fun, so these Lightning Locks should be a pain in the ass for anything mechanical. Wait, electromagnetic fields are made of photons. Doesn&#039;t that make this a laser weapon?&lt;br /&gt;
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It is unknown whether using the energy generated from your engine in order to power up your weapons, [[Derp|counts as a good idea.]] Given how the Knight Moirax &#039;&#039;is&#039;&#039; meant to be a fast attack walker. If it has to share power and comes at the cost of the Knight being unable to move...[[Fail|well lets just say that the Moirax would fail utterly at its job.]]. [[Heresy|Common sense]] would dictate this won’t be a problem because, as stated, the reactor output is overloaded. Presumably to send the surplus to enhance their weapons.&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Stubber&amp;diff=458662</id>
		<title>Stubber</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Stubber&amp;diff=458662"/>
		<updated>2023-05-30T20:15:49Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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{{Topquote|If you really think about it, now we&#039;re just throwing lead with gunpowder..... god we have not advanced that much.| Mechanicus Biologis priest RoanokeGaming aptly describing the Stubber}}&lt;br /&gt;
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&#039;&#039;&#039;Stubbers&#039;&#039;&#039;, or stub guns, are weapons from as early as the halfway point of M2, but mostly 20th/21st century [[Firearm|gun]]s (our times) in the 41st millennium. Needless to say, most haven&#039;t aged very well when you consider how powerful everything else is. The only thing that they have going for them is they are cheap, they can still kill an unarmored humanoid target, and are durable as hell and depending on its mechanics and care, given can be and have been in use &#039;&#039;SINCE M2&#039;&#039;. Sadly, they are incredibly weak against much of the universe&#039;s serious threats - in fact, they are among the few things that a [[Imperial Guard|Guardsman&#039;s]] flak armor will reliably stop a direct hit of. This should give you an indication of exactly how weak they are. Of course, anything above it is guaranteed to fuck up your Guardsman and [[Space Marine]]s quite well, and stub guns are actually capable of downing Terminators if you aim for the joints, lenses, or other sensitive equipment (read: if the unlucky marine rolls a 1). Just because a gun is simple doesn&#039;t mean it&#039;s not effective, especially when it&#039;s scaled up a few (dozen) calibers. But just remember - every dog has their day. Especially as the latest Primaris armoured units have found fresh use for them.&lt;br /&gt;
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==Disambiguation==&lt;br /&gt;
[[File:Autopistolclarifier.png|500px|right|thumb|The page of the Primer detailing what an autopistol may look like.]]&lt;br /&gt;
One of the pitfalls of Games Workshop is that they really don&#039;t have an internal canon police. To wit, the difference between Stub weapons and Auto weapons is rather blurry. Some authors write as though these technologies are one-and-the-same, citing only vernacular differences for the existence of multiple terms for ignited-gas slug-throwers (or sometimes totally writing out one term or the other!). The game itself is not an exemption, as edition-to-edition, codex-to-codex, and supplement-to-official author changes cause a mess of personal opinion writing over personal opinion, and some authors sling both terms with abandon, interchanging one for the other whenever they feel one term is becoming overused.&lt;br /&gt;
&lt;br /&gt;
To clarify, it is generally agreed that there are both Stubbers and Auto-weapons. Stub technology tends to be lower-tech, 1860s-to-1940s/1950s style weaponry, with an air towards larger-caliber and higher stopping-power. Auto-weapons tend to be higher-tech, Cold-War-and-on style weaponry, which emphasize accuracy and fire rate. It&#039;s been suggested that any full scale cannons would be classified as Auto-weapons, however calling a battle cannon or macro cannon an Auto-weapon is a bit of a stretch. Bigger caliber and relatively slow rates of fire denote Stub weapons, until you hit the point where infantry can no longer wield them. Anything with explosive, tracer, frangible, or incendiary rounds are typically Auto-weapons. Muzzle-loaders like muskets or arquebuses are neither Auto nor Stub. Furthermore, autoguns are generally (but not always) described as firing caseless ammunition and also include such types of weapons as gauss rifles (the electromagnetic kind not Necron bullshit) and even gravitic propelled slugs.&lt;br /&gt;
&lt;br /&gt;
A good example to use would be handguns: A stub pistol would be either a revolver or a semi-auto magazine-fed pistol, while an autopistol would be either a handheld automatic pistol or a burst-fire pistol. It could also be something along the lines of an Uzi, MAC-10 or any other SMG whose magazine is located in the grip, judging by the illustration of an autopistol given in the [[Imperial Infantryman%27s Uplifting Primer]]. High-tech, [[Shadowrun]]-esque revolvers are still Stub weapons, while Krieg-made automatic slug-throwing cannons are still Auto weapons by default, and hand-crank Gatling guns could go either way. Pepperbox-style breach-loaders would be neither, and futuristic ignited-gas projectile weapons are Auto weapons. Since GW is pathologically incapable of consistency, the Cult Mechanicus Tech-Priest Dominus carries a 5-round burst pistol called a macrostubber, even though its form factor and performance place it in the &#039;autogun&#039; family. Though it likely probably fires similar rounds to a heavy stubber, they only match in power not caliber (how the fuck did that happen?), and it is the method of the weapon system’s function which distinguishes the type of weapon.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
For further comparison between Stubbers and Autoguns, [[Autogun#Autoguns versus Stubbers|click here]].&lt;br /&gt;
&lt;br /&gt;
==Primitive Variants==&lt;br /&gt;
Although these models technically count as too primitive to even count as Stubbers, let alone Autoguns, for the sake of convenience they are listed here.&lt;br /&gt;
&lt;br /&gt;
[[File:Inq1-blackpowder-pistol.jpg|200px|rght|thumb|When you really want to go back to the point on making [[Orks]] look advanced, The Flintlock Pistol is the tool for you.]] &lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistol===&lt;br /&gt;
Wooo boy. If you want to role play as a 16th century Pirate, then the Flintlock Pistol is for you. These simple black powder weapons can take many forms, from finely crafted pistols constructed for the nobles of low-tech worlds to simple pipe and powder affairs used by underhive scum. They are uncommon and are famous for their low battle characteristics but those which do exist are sometimes very heavily ornamented and carried by high ranking officers mainly as decoration.&lt;br /&gt;
&lt;br /&gt;
Of course, whilst you may scoff at the idea of going into a battle filled with tanks and space ships with an 18th century gun, do take note that the more master-crafted versions could be quite deceptively deadly by virtue of incorporating some form of advanced tech into, seemingly, primitive and &amp;quot;backward&amp;quot; design. For example, such constructs could be capable of holding plasma munitions that can crack open power armor in a single shot. So while actually using a black powder pistol (in all but the most retardedly desperate situations) will get you in trouble, you never know if some dude has an archaeotech pistol that resembles one just to look cool. Laugh at your own peril.&lt;br /&gt;
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===Musket===&lt;br /&gt;
[[File:Rb1-73-musket.jpg|200px|right|thumb|The Musket, basically the Flintlock&#039;s older brother.]]&lt;br /&gt;
Muskets are primitive firearms, utilizing explosive powder and a crude firing mechanism to propel a lead ball. Like the Flintlock Pistol, these crude devices can only fire once before reloading and are prone to failure. Slow, inaccurate, and unreliable, they are only made and used on backwards planets. However, they are extremely easy to construct and maintain even from scrap-parts and with an absolute minimum of skill and knowledge about firearms operation. For this reason they are known to be quite popular among outlaw members of Hive societies such as the [[Ratskins]] and [[Scalies]] of the Necromundan underhive. The [[Planetary Defense Forces]] of Feral and Feudal Worlds also sometimes make use of muskets.&lt;br /&gt;
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Like the Flintlock Pistols, master-crafted Muskets could be quite deceptively deadly by virtue of incorporating some form of advanced tech into, seemingly, primitive and &amp;quot;backward&amp;quot; design. That “backward” musket could hide archaeotech capable of making a [[Thermal Cannon]] look like a firecracker.&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
[[File:ScavvieBlunderbuss.PNG|200px|right|thumb|The Blunderbuss, the Shotgun&#039;s grandfather.]]&lt;br /&gt;
&lt;br /&gt;
A primitive shotgun. Also known as a Scatter Gun, the Blunderbuss is an exceedingly simple weapon made out of one or more short barrels strapped to a solid stock. An explosive charge is primed at the bottom of each barrel, then a large amount of metal fragments, stones, pieces of bone or anything else likely to cause harm are packed in on top.&lt;br /&gt;
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When the weapon is discharged, it belches out this &amp;quot;ammunition&amp;quot; in a vast swath which will hopefully find itself somewhere in the locale of its intended target.&lt;br /&gt;
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Outside of primitive societies, such a crude, ineffective and dangerous (to its operator) weapon is only used by the poorest or most desperate members of society. Usually it can be found in use by criminal gangs, for instance the [[Ratskins|Ratskin Renegades]] and [[Scavvies]] of Necromunda&#039;s underhive. [[Grot|Gretchin]] also [[Gretchin Blunderbuss|craft these weapons,]] even upsizing them for their primative dreadnoughts.&lt;br /&gt;
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===Scatter Cannon===&lt;br /&gt;
[[File:Scatter_Cannon2.jpg|200px|right|thumb|The Scatter Cannon. The Blunderbuss&#039; older brother and the Shotgun&#039;s uncle.]]&lt;br /&gt;
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A primitive weapon found on Necromunda and used exclusively by the [[Scalies]]. Basically a 18th century cannon with a trigger attached to it. A scatter cannon is simply an enlarged version of a Blunderbuss or scatter gun with a heavy barrel and a fist sized bore. The greater weight of the shrapnel and explosive charge used in a scatter cannon increase its range and make it a lot deadlier in the confined conditions of the underhive.&lt;br /&gt;
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If all else fails, the Scalie can basically just use the giant cannon as a giant makeshift club. Any poor scrub would get crushed by the weapon&#039;s immense weight. The Scatter Cannon is sturdy enough due to be constructed mainly with one piece of reinforced wooden log and one piece of a steel firing bore. Thus, the Scatter Cannon is essentially the watered down version of the Ogryn&#039;s Ripper Guns.&lt;br /&gt;
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Scalies are the only underhive denizens with the massive strength to take the recoil from these powerful primitive weapons. [[Ratskins]] on the other hand, may mount one on either a cart or an emplacement.&lt;br /&gt;
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==Ancient Variants==&lt;br /&gt;
===Stub Gun===&lt;br /&gt;
[[File:40k-Stub-Boltok-Pistol.jpg|right|200px|thumb|Some things... don&#039;t quite get better with age, but the Stub Gun definitely aged well.]]&lt;br /&gt;
God made men, Samuel Colt made them equal, and John Browning made them civilized. It&#039;s a basic pistol in two variants: the stub automatic which is like a .45 caliber handgun and the stub revolver which is, of course, a generic revolver, more of which can be explained below. If you&#039;re in a gang on a hive world, it&#039;ll work pretty well because you&#039;re probably going to be shooting at other people without armor, or lightly armored local law enforcement. Very reliable, unlikely to jam, manufacture is a breeze, and ammo is plentiful. However, if you&#039;re trying to shoot an [[Ork]], even headshots might just bounce off his skull. Though, the same could be said of [[autogun]]s and [[lasgun]]s, minus the actual bouncing of course.&lt;br /&gt;
&lt;br /&gt;
====Stub Revolver====&lt;br /&gt;
The stub revolver carries fewer rounds than most pistols but is very reliable and easy to operate. As bullets can be inserted individually, it is relatively easy to load in specialized rounds when needed. It is one of the most ancient of pistol designs and serves as an ideal backup weapon.&lt;br /&gt;
&lt;br /&gt;
====Stub Automatic====&lt;br /&gt;
Unlike the Stub revolver, this pistol weapon fires in semi-automatic. Like the [[Autogun#Autopistol|Autopistol]] it is easy to produce and maintain, but less accurate at longer ranges. Just as common as the revolver variant, the stub automatic is relatively less reliable, but allows for a greater rate of fire and magazine capacity.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Stub_revolver.jpg|Stub Revolver, looking much like [[Hats|The Spy’s revolver]]&lt;br /&gt;
File:Stub_automatic.jpg|Stub Automatic, one must wonder how any magazine is supposed to [[FAIL|fit inside such a grip]] (Uses a helical magazine at the front.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shotgun Pistol===&lt;br /&gt;
[[File:ShotgunPistol.jpg|200px|right|thumb|The Shotgun Pistol. The littlest of boomsticks.]]&lt;br /&gt;
A special and unique type of shotgun.&lt;br /&gt;
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Also known as &amp;quot;&#039;Foehammer&#039;&amp;quot;, this weapon takes a form of a squat, brutal pistol resembling a single-shot hand cannon. It can fire a standard shotgun shell, and is popular with many naval ship&#039;s officers as well as crew chiefs who need an intimidating weapon close at hand. This is the smallest shotgun known in the Imperium and the weakest one at that.&lt;br /&gt;
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Compared to the Hand Cannon, the Shotgun Pistol has less accuracy and stopping power, but it has lower recoil, better handling, and it&#039;s a shotgun so it&#039;s easier to hit something. It is also easier to maintain and construct since it is nothing more than a tube with a firing mechanism. Great as a secondary weapon when things get too close for comfort, but there are honestly better firearms in the Imperium to choose from.&lt;br /&gt;
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Be careful firing this thing, an incautious user might break their wrist.&lt;br /&gt;
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For better context, think of this as the Ashot from the Metro series.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Hand Cannon===&lt;br /&gt;
[[File:Hand_Cannon.png|200px|right|thumb|A Hand Cannon. For when you want to have pint-sized firepower.]]&lt;br /&gt;
Basically a semi-auto stub pistol (and sometimes revolver) on steroids, not unlike real-world .50 cal Desert Eagle or .454 Casull pistols in operation (It is worth noting that at least one model of hand cannon has its caliber listed as being .54 cal, that equals roughly 13.06mm).&lt;br /&gt;
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Hand cannons are almost invariably heavy and cumbersome by pistol-grade weapons standards, in addition to having unforgiving recoil, requiring a degree of training and physical resilience to wield such a firearm. Not handles properly something like this could break your hand.&lt;br /&gt;
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However, hand cannon do reward their users with the ability to kill even armoured or resilient to damage opponents (like Ogryns, Orks and Necrons). Sort of. They are still closer in power to stub pistols than bolt pistols for instance. But they are far easier to produce meaning Guardsmen, typically Sergeants and vets, could use them as a surprisingly powerful backup weapon. And if you find yourself up close and personal with an Ork, Necron or Genestealer, you will want as much firepower as you can get your hands on.&lt;br /&gt;
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Its big brother is called the Stub Cannon which can be read below.&lt;br /&gt;
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===Sawn-Off Shotgun===&lt;br /&gt;
[[File:Sawn-Off.JPG|200px|right|thumb|A Sawn-Off. A hand-held pepper shot.]]&lt;br /&gt;
The Sawn-Off Shotgun is a catch-all term to describe any primitive shotgun that has its barrel...well...&#039;&#039;sawn off&#039;&#039;. This is one of the most ancient of weapon modifications. The effects of which decreases the range, whilst increasing both the spread and ease of handling.&lt;br /&gt;
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By sawing off the barrels, the shotguns turns from a rifle into a pistol. So you essentially have a shotgun pistol for all intents and purposes. Due to such [[Heresy|unsanctioned modifications]], they are not widely popular in the [[Imperial Guard]]. Instead, they are used by hive gangers where Imperial oversight is non-existent.&lt;br /&gt;
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In the [[Necromunda]] tabletop, the Sawn-Off is easily one of the [[Fail|worst weapons in the game.]] It has worse range than a Pistol and its attributes is easily overshadowed by other short-range weapons like the [[Flamer]], [[Melta]] or you know, an &#039;&#039;actual&#039;&#039; Shotgun. There is no situation where taking this weapon is better than a pistol. Avoid it.&lt;br /&gt;
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They also appear in 40k proper via the [[Neophyte Hybrid]]s, who also use them in conjunction with the pump-action variety due to its aforementioned ease of handling, cheapness and relatively low maintenance cost. Of course, on tabletop, they, like most shotguns, [[Derp|act the same.]]&lt;br /&gt;
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===Pump-Action Shotgun===&lt;br /&gt;
[[File:Wg2-31-Shotgun.jpg|200px|right|thumb|A Pump-Action Shotgun AKA the Boomstick.]]&lt;br /&gt;
Imperial shotguns, in fact, changed little over millennia - they are the same smoothbore firearms, principally designed to either fire buckshot at close ranges or slugs to engage targets up to medium ranges. About the only big change that the Imperium employs to the gun itself is putting the gun&#039;s tubes in a metal box. These are generally simple and cheap in construction and exists in different patterns and models throughout the Imperium of Man.&lt;br /&gt;
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The first type of &#039;modern&#039; Shotgun is the archaic over-and-under shotguns and pump-action ones. They are often favoured by Enforcers as these manual shotguns have all the strengths of their double-barrelled cousins with the added benefits of increased ammo capacity or - for [[Neophyte Hybrid]]s - due to its commonality, low-tech construction and ease of maintenance. There are also few things as distinctive as the sound of a pump-action shotgun chambering a shell.&lt;br /&gt;
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===Stub Cannon===&lt;br /&gt;
[[File:Stub_Cannon.JPG|200px|right|thumb|Stub Cannon. The Devil&#039;s Fang of Stub weapons.]]&lt;br /&gt;
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Often called &amp;quot;stub-blasters&amp;quot; or more simply &amp;quot;stubbies&amp;quot;, the Stub Cannon is an especially large version of the hand cannon that fires massive, high-caliber rounds so massive that the recoil can break bones -- basically like a Torgue pistol from &#039;&#039;Borderlands 3&#039;&#039;. As such, most gangers in the underhive could barely lift such a weapon, let alone take the grievous recoil from firing one in the first place. [[Abhuman|Due to their unnatural and inhumanly large muscle mass and bulk,]] they&#039;re favored mainly by the [[Bruiser|members]] of [[House Goliath]]. In Hired Gun, these bastards [[Wat|make better sniper rifles than the actual sniper rifles.]]&lt;br /&gt;
&lt;br /&gt;
Like the [[Catachan Jungle Fighters|Catachans and their Knives]], carrying such a gun is more a show of strength (and a dick measuring contest) than it is a practical weapon, but that just adds to the appeal for your average Goliath ganger. On the flip side, if you are wearing power armour, it&#039;s a cheap way to blast a hole into Ork skulls and blow chunks out of Genestealers.&lt;br /&gt;
&lt;br /&gt;
The Stub Cannon looks like an enlarged Stub-Revolver. How quaint.&lt;br /&gt;
&lt;br /&gt;
===Stub Rifle===&lt;br /&gt;
[[File:Stubrifle.jpg|200px|right|thumb|Sure enough, the Stub Rifle epitomizes not fixing something if it ain&#039;t broken.]]&lt;br /&gt;
The gun that coins the term Stubber.&lt;br /&gt;
&lt;br /&gt;
No, really, take a Lee-Enfield, Mosin or a Springfield and you got one of these. Shit&#039;s built to last.&lt;br /&gt;
&lt;br /&gt;
Generally, a simple medium/high-caliber bolt-action or semi-auto rifle. Also called the Stubber. It is basically your typical, everyday hunting rifle you can buy today with some slight modifications. Existing in many patterns, generally such a rifle is regarded as a lowly civilian-grade weapon or tool.&lt;br /&gt;
&lt;br /&gt;
However, it often sees action not as just a hunting or farming tool, but as a combat weapon in the hands of lowly insurgents, cultists, or militia fighters. It&#039;s likely that high powered Stub Rifles could also be seen to use the same or similar rounds to a Heavy Stubber, minus the automatic fire. Heck, some high powered Stubbers could become a makeshift Sniper Rifle. Typically a Stub Rifle acts as a Marksman Rifle in these cases. Its rule 63 equivalents are the [[Las-Lock]] or [[Autogun]]. Don&#039;t look down on the stub rifle, some of [[#Exitus Rifle|the most powerful weapons]] in the galaxy are stub weapons.&lt;br /&gt;
&lt;br /&gt;
===Gun Axe===&lt;br /&gt;
[[File:Axe_Gun_Cawdor.PNG|200px|right|thumb|Gun Axe]]&lt;br /&gt;
Otherwise known as a Polearm Gun, Blunderpole or - if you played Assassin&#039;s Creed: Unity - the Guillotine Gun. The Gun Axe is the poor man&#039;s version of the [[Power Weapon#Guardian Spear|Guardian Spear]] with attached [[Guardian Bolter]].&lt;br /&gt;
&lt;br /&gt;
Nothing more than a literal long metal tube gun with a blade hook attached to one end, it is one of the most common weapon used by [[House Cawdor]] in [[Necromunda]]. Given that these guys are a bunch of [[murderhobo]]s, it makes sense why they opt for this weapon as their standard-issue given that it can be made from the literal trash heap and is cheap and easy to maintain.&lt;br /&gt;
&lt;br /&gt;
The Gun Axe can be fitted with either an [[Autogun]] or the Blunderbuss depending on the user&#039;s preference.&lt;br /&gt;
&lt;br /&gt;
And yes, these things actually do exist in real life renaissance-era Poland.&lt;br /&gt;
&lt;br /&gt;
==Modern Variants==&lt;br /&gt;
===Ironhead Stub Gun===&lt;br /&gt;
[[File:Ironhead_Stub_Gun.PNG|200px|right|thumb|Ironhead Stub Gun]]&lt;br /&gt;
A modern upgrade to the regular old Stub Gun. Despite sharing the same name, the Ironhead variant offers much better durability and penetrative power. This is no surprise given that the chief manufacturer of these weapons are the [[Ironhead Squat Prospectors]] from [[Necromunda]]. They are used mostly by the young [[Digger]]s of the clan.&lt;br /&gt;
&lt;br /&gt;
By design, the Ironhead Stub Gun is a &#039;&#039;heavy&#039;&#039; revolver with an oversize bore-diameter. What is most noticeable is the fact that these Stub Guns sport a unique double-barrel design. Which is weird since the gun itself only contains a [[wat|single revolver drum.]] [[derp|So one wonders where exactly, does the other barrel fire from?]] /tg/ suspects it might be a design oversight. Nevertheless, design oversight or not, you can guarantee the Stub Gun will chew through ammunition like a [[Neckbeard]] eating [[Meatbread]]. Seriously, a revolver chamber contains only what? six rounds on average, &#039;&#039;maybe&#039;&#039; eight at best? So you better be prepared to be stocked up on additional ammo if you guns blazing with this damn thing.&lt;br /&gt;
&lt;br /&gt;
Now this odd design isn&#039;t unique to just the Stub Gun. Pretty much every weapon from the Ironheads sport the same double-barrel, drum-fed magazine design. Why that&#039;s the case, we have no idea. Compensation much?&lt;br /&gt;
&lt;br /&gt;
===Liberator Autostub===&lt;br /&gt;
[[File:Liberator_Autostub.JPG|200px|right|thumb|Liberator Autostub. A gun that literally fires bullets made out of [[Bullshit|Bullshitium.]]]]&lt;br /&gt;
The primary sidearm of the triple gunslinging space cowboy of the [[Genestealer Hybrids#Kelermorph Hybrids|Kelermorph Hybrid]]. From an initial perspective, these Stub Revolvers look like any other form of Stub Revolver. But don&#039;t let that fool you, for these revolvers pack enough of a punch to make a Hand Cannon and even a Bolt Pistol look like a pathetic Flintlock Pistol in comparison.&lt;br /&gt;
&lt;br /&gt;
For you see, the bullets of a Liberator Autostub is made from extremely [[Bullshit|&#039;rare&#039;]] depleted volonium shells. Rare is in quotations because they are made by disgruntled workers from any normal arms factory, produced by the stuff being smuggled out in trace amounts. [[Wat|Which begs the question on why the Imperium never seem to make bullets out of this volonium stuff if]] [[Derp|god damned sweatshop workers can smuggle them out and make it by themselves.]] (Maybe genestealers shit out volonium?) The fluff suggests that the normal Imperium does not use them because making these things is a deadly task since you&#039;re likely to be exposed to high levels of radiation (which suggests that to make depleted Volonium they first have to synthesis normal Volonium which, before you ask, is not a real element). But since when have the human costs of production stopped the Imperium &amp;quot;grim dark is our catchphrase&amp;quot; of Man? And it&#039;s deadly only to those aforementioned sweatshop workers because their basement armory has zero radiation protection, unlike a sanctioned worker specialized in that task. Anyway, these bullets are supposedly hard enough to pierce Power Armour and the hulls of light tanks (which makes no sense anyway because it still wouldn&#039;t have the kinetic energy to defeat said armor anyway), but crunch-wise they&#039;re only -1; not too bad, given the rate of fire, yet not quite &amp;quot;turn a tank inside out&amp;quot; good, &amp;lt;s&amp;gt;which may also explain why the Normal Imperium doesn&#039;t field them&amp;lt;/s&amp;gt; crunch in this case is dramatically different from fluff in which these bullets are easily tank and Marine killers. They&#039;ve got better (and cheaper, and probably wayyyyyy less radioactively lethal) shit to produce AP rounds with (and yet nobody, even Space Marines, ever gets any of these hypothetical AP rounds?).&lt;br /&gt;
&lt;br /&gt;
On tabletop, these are the Kelermorph&#039;s rootin&#039; tootin&#039; shootin&#039; S4 AP-1 2 damage Pistol 2. [[Awesome|The Kelermorph has three of these babies and can just gun down space marines and below with ease.]] [[Cypher|Cypher]] wishes he could get guns this good.&lt;br /&gt;
&lt;br /&gt;
===Combat Shotgun===&lt;br /&gt;
[[File:Shotgun.jpg|200px|right|thumb|The Combat Shotgun, AKA, the Boomstick that goes [[Dakka|BRRRRRRR.]]]]&lt;br /&gt;
&lt;br /&gt;
The Combat Shotgun is the second type of &#039;modern&#039; shotguns that have abandoned all forms of manual reload for that sweet, sweet full auto-combat action. When you think of shotguns in 40k, &#039;&#039;these&#039;&#039; are the types you automatically think about. These automatic shotguns as such, are designed purely for warfare. Combat shotguns are usually fed from a drum magazine (and so rarely need to be reloaded) and are even deadlier than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating racket when being fired.&lt;br /&gt;
&lt;br /&gt;
They are often employed as a signature weapon of [[Adeptus Arbites]].&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that along with simple buckshot or slug shells, Imperial shotguns can also fire specialised rounds, usually produced by the Adeptus Mechanicus, including the dreaded Executioner-pattern sniper slugs, having the ability to change their trajectory mid-flight and home in on their target thanks to their miniature on-board cogitator.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Goliath Combat shotgun.JPG|It looks like a [[Boltgun]], and it hurts like one&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Astartes Assault Shotgun===&lt;br /&gt;
[[File:Astartes_Assault_Shotgun.jpg|200px|right|thumb|The Boomstick to end all Boomsticks.]]&lt;br /&gt;
As its name implies, the Astartes Shotgun is a shotgun model specifically tailored for a Space Marine&#039;s biology, and thus having great mass and recoil, but also vastly greater stopping power. It is the third &#039;modern&#039; type of shotgun shown.&lt;br /&gt;
&lt;br /&gt;
They are the standard issue for [[Scout Squad|Space Marine Scouts]] and are bulky, mag-fed weapons that can fire in single shots and in both semi and fully automatic modes, and use an array of specialty ammunition ranging from armor-piercing penetrator rounds to the powerful man-stopping rounds. The [[Deathwatch]] also maintains unique shotguns with specialized alien-killing rounds, utilizing armour-piercing solid rounds, flame-belching shells, or rounds that fill the room with deadly bouncing ball-bearings.&lt;br /&gt;
&lt;br /&gt;
These variants are specially designed to be used by members of Adeptus Astartes and as such are of much better quality and much more deadly than normal shotguns. Assault shotguns are best used in urban and close-quarters combat, as well as in boarding actions aboard voidships.&lt;br /&gt;
&lt;br /&gt;
===Heavy Shotgun===&lt;br /&gt;
[[File:Heavy_Shotgun.JPG|200px|right|thumb|The [[Autocannon]] of Boomsticks.]]&lt;br /&gt;
The biggest broomstick of the family.&lt;br /&gt;
&lt;br /&gt;
These double-barrelled combat shotguns are used exclusively by the [[Navis Endurant]]s of the [[Imperial Navy Breachers|Imperial Navy Breacher Teams]]. Its sheer bulk means that these Voidsmen need to carry a specialised shield that could mount these things in order to properly fire without throwing off one&#039;s aim. Given their double-barrelled nature and large size, the Heavy Shotgun fires bigger gauges which contain more pellets per shot. The result is that anyone in front of the damned monster would get shredded into beef patties.&lt;br /&gt;
&lt;br /&gt;
Given its ridiculously boxy design, moving this thing around is an absolute bitch and don&#039;t even get us on the recoil. Without that supporting shield, firing this unwieldy [[METAL BOXES|metal box]] would make this shit so god damned inaccurate even by shotgun standards. Furthermore, given its double-barrel and automatic fire nature, ammo conservation is also going to be a bitch to look out for.&lt;br /&gt;
&lt;br /&gt;
All in all, point this thing in the general direction inside a ship and watch as the opposing side cry bitter tears.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Heavy_Shotgun_2.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Longrifle===&lt;br /&gt;
[[File:Longrifle.JPG|200px|right|thumb|[[Derp|A pump-action rifle]]...technically viable, but not very smart.]]&lt;br /&gt;
Longrifles or Long Rifles are a catch-all term for any Stubber carbine/rifles. They should not be confused with the [[Eldar]] [[Ranger Long Rifle|Ranger Long Rifle]] as these two weapons are on a completely different spectrum. They&#039;re ironically modeled as being &#039;&#039;pump action&#039;&#039; and, while this is technically feasible, it is rather impractical due to pump-action weapons being inherently more inaccurate than other forms of weapon (the action of pumping the gun tends to throw off one&#039;s aim).&lt;br /&gt;
&lt;br /&gt;
They have a longer range than a Stubber by sheer fact of having better materials and a higher tech-tree. They could also hold a lot more ammunition and could, theoretically (Depending on the design) have variable fire rates.&lt;br /&gt;
&lt;br /&gt;
On the [[Necromunda]] tabletop, they are capable of reaching out across the entire battlefield, and more accurate beyond 24”, the long rifle is perfect for taking out targets with precision. Strength 4 makes this weapon deadly, and pairing that with the Knockback trait makes them devastating.&lt;br /&gt;
&lt;br /&gt;
===Ripper Gun===&lt;br /&gt;
[[File:Ripper_Gun.jpg|200px|right|thumb|Ripper Guns. [[Heresy|Just when you thought regular Shotguns were big enough.]]]]&lt;br /&gt;
The Ogryn Ripper Gun is a large, brutal, and simple weapon designed for use by Imperial Guard&#039;s similarly-large, brutal and simple Ogryns. It is a heavy automatic shotgun, built as simply and solidly as possible in order to survive being used by the Ogryns who use it as much as a club as a firearm. Think of it as the high-tech grandson of the Scatter Cannon. It can fire either a heavy shell or a hail of shot. By design, the Ripper Gun does not have a long range to better fit the Ogryns&#039; instincts for close combat, and many also have a fire rate limiter to prevent them from firing off an entire magazine&#039;s worth of ammunition at once.&lt;br /&gt;
&lt;br /&gt;
Ripper Guns are intended to be fired to soften up the enemy before the Ogryns charge into close combat, and are built particularly robustly so that they can stand up to the Ogryns&#039; use of them as clubs in melee. Ripper Guns can also be fitted with Ripper Saws. A Ripper Saw is, as the name implies, a saw blade that is attached to the end of a Ripper Gun which is intended to provide the Ogryn with an effective close combat melee weapon once they close with the enemy. The Ripper Gun is one of the few Imperial weapons that is intentionally crafted for use by Ogryns, and its design is intended to be much more durable and larger than a standard Imperial weapon, to compensate for the Ogryns&#039; size, extreme clumsiness, and intellectual deficits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:OgrynRipperGun.png|&amp;lt;center&amp;gt;Ripper Gun&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Stubber===&lt;br /&gt;
[[File:Heavy_Stubber.jpg|250px|right|thumb|A Heavy Stubber deployed by Chaos forces]]&lt;br /&gt;
Well-known is the Heavy Stubber, a machine gun used as a vehicle mount in the Imperial Guard, because in 40,000+ years, humanity has still been unable to top the genius of Weaponsmith John Browning&#039;s legendary [https://en.wikipedia.org/wiki/M2_Browning M2] (who&#039;s surprised?). Just ask the goddamned [[Orks]].&lt;br /&gt;
&lt;br /&gt;
Several guns count as heavy stubbers, and all of them are awesome. The most famous is basically a Browning M2 .50 cal Heavy Machine Gun, because the Browning is just so good they&#039;re still using it 39000 years later. The Vraks-pattern stubber looks more like a M1919A6 or MG42 depending on which you have under your nose. There&#039;s also those giant, silly [sometimes] double barreled monstrosities with top feed magazines. [[Awesome|The Imperial Guard uses them in the same way as light machineguns were in WW2 and a General Purpose Machine Gun would be used today]]…or in the case of those giant, double barrel chonkboi Brens, wheeled onto the battlefield a la wheeled mount Maxim MG - no wonder these patterns are more popular with the [[Praetorian Guard|retro]] [[Death Korps of Krieg|look]] [[Mordian Iron Guard|regiments]]. Various models on tabletop visually run from .50 to bolter sized bullets to rounds that probably are larger than a heavy bolter’s hanging off a short chain. So, who the fuck knows. [[Derp|They all hit the same for some fucking reason anyway]]. Unlike the smaller Stub guns, Heavy Stubbers actually contain enough mass to do similar damage to a Bolter round at a much higher rate, (albeit with more recoil) and will reliably blow people&#039;s limbs off now as easy as they did then. Unlike the others which have been phased out, these are still in the mainline army arsenals, and are often pintle-mounted on vehicles or used in Heavy Weapon Squads in the [[Imperial Guard]], especially for vehicles produced from worlds that do not have the resources to produce Heavy Bolters, or those who just find it more economical to push out a hundred Heavy Stubbers with the man-hours it would take to make a single Heavy Bolter and rounds for it. Obviously, they are not as strong as the Heavy Bolter they replace, which is &amp;lt;s&amp;gt;several times&amp;lt;/s&amp;gt; more powerful than a regular Bolter, but they are still damned powerful enough, and they [[/tg/ gets shit done|DO GET SHIT DONE]]. Besides, if you&#039;re just trying to gun down enemy infantry, you don&#039;t strictly &#039;&#039;need&#039;&#039; a Heavy Bolter, or even a Storm Bolter, when a Heavy Stubber is just as capable of turning a human or human-equivalent into so much jelly. A heavy bolter is nice for ruining their cover if it were used in real life, so everyone else can have a merry time slaughtering the exposed enemy. Then there are the different types of ammo, such as ones that [[Awesome|break apart in the target and the &#039;&#039;pieces&#039;&#039; &#039;&#039;&#039;explode&#039;&#039;&#039;.]] A similar but heavier laser version of this weapon would be a [[multilaser]].&lt;br /&gt;
&lt;br /&gt;
Note that despite our metaphorical praise calling it the M2 .50 cal of the future (for its simplicity and dependability), its actual calibre according to [[Imperial Armour]] books is an &amp;quot;8.25 long&amp;quot; cartridge. Assuming this means &amp;quot;8.25mm diameter, rifle cartridge&amp;quot; this puts it at a &amp;quot;mere&amp;quot; 0.325, not 0.50(which would be 12.7mm). In fairness that was only the calibre of the Vraks pattern mentioned above, which was modeled after the smaller MG42, which fired the 7.92×57mm cartridge.&lt;br /&gt;
&lt;br /&gt;
Alternatively it could be an 8.25&#039;&#039;&#039;cm long&#039;&#039;&#039; cartridge. Remember that most cartridge specifications come with both the nominal diameter and the case length- .50 BMG is also known as 12.7x99mm, for example. The heavy stubber would thus be something like 12.7x83mm. With fancy futuristic propellants, maybe they figured out a way to cram more energy into a shorter case. Who knows?&lt;br /&gt;
&lt;br /&gt;
The Death Guard also make use of a variant known as the Heavy Slugger, which fires Heavy Bolter level shots at a faster rate.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ironhead Heavy Stubber===&lt;br /&gt;
[[File:Ironhead_Heavy_Stubber.PNG|200px|right|thumb|Ironhead Heavy Stubber]]&lt;br /&gt;
A unique pattern of Heavy Stubber only used by the [[Drill Master]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]]. This Heavy Stubber dramatically differs from the rest of its kin of the wider Imperium by the sheer fact that it is a natural twin-linked weapon. Whilst conventional wisdom goes that this should be put in the [[combi-weapon]] category, this Heavy Stubber like the [[Storm bolter]], is not two weapons duct taped together, but a single weapon system that just so happens to have two barrels.&lt;br /&gt;
&lt;br /&gt;
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. Why that&#039;s the case, we have no idea. Compensation much?&lt;br /&gt;
&lt;br /&gt;
As one might expect, this amount of firepower in such a small frame will cause heating issues. But for some reason, the weapon does not seem to suffer any heating issues. In contrast to the [[Ironhead Boltgun]], the Heavy Stubber offers a ludicrous amount of firepower beyond that of regular Heavy Stubbers, but you can say goodbye to any form of accuracy as a result.&lt;br /&gt;
&lt;br /&gt;
===Ironhail Heavy Stubber===&lt;br /&gt;
[[File:IHS_Side.PNG|250px|right|thumb|Ironhail Heavy Stubber]]&lt;br /&gt;
Not to be confused with the abovementioned [[derp|similarly named Ironhead Heavy Stubber]].&lt;br /&gt;
&lt;br /&gt;
Surprisingly, an enhanced Heavy Stubber called the Ironhail Heavy Stubber is one of the many weapons used by the [[Primaris Marines]]&#039; IFV, the [[Repulsor Tank]], their transport, the [[Impulsor]], their [[Brutalis_Dreadnought|melee-based Dreadnought]], and a number of Toaster Boys vehicles. What makes them so special, [[Emprah|God-knows what]]. Bigger bullets we guess? [[derp|Because the crunch sure as hell can&#039;t be bothered to make a difference.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Why it uses a heavy stubber instead of the much more potent and commonly used heavy bolter is a mystery for the ages.&amp;lt;/strike&amp;gt; Again, reliability and ammo simplicity. No fancy rockets, just bigass bullets of doom.&lt;br /&gt;
&lt;br /&gt;
Also although it has no impact in-game heavy stubbers probably have much more ammo capacity and faster, more accurate bullets, being smaller and lighter and relying on pure impact (thus speed) to inflict damage compared to a heavy bolter round. Google the .50 SLAP round for a potential real life equivalent. There is also the Icarus variant designed for AA work, frequently twinned but we say AA in the means of light air targets like [[Gargoyle (Tyranids)|Gargoyles]] or enemy jet pack infantry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RepulsorStubber.png|&amp;lt;center&amp;gt;A Heavy Stubber mounted on the Primaris Repulsor&amp;lt;/center&amp;gt;&lt;br /&gt;
File:RepulsiveIronhail.PNG|&amp;lt;center&amp;gt;As seen on the &amp;lt;strike&amp;gt;Repulsive&amp;lt;/strike&amp;gt; Repulsor, in [[Ironhail_Skytalon_Array|twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
File:Ironhail Skytalon Array.JPG|&amp;lt;center&amp;gt;As seen on the Impulsor, in [[Ironhail_Skytalon_Array|twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
File:BrutalIronhail.PNG|&amp;lt;center&amp;gt;As seen on the Brutalis Dreadnought. Unsuprisingly, in [[Ironhail_Skytalon_Array|twinned anti-air configuration]]&amp;lt;/center&amp;gt;&lt;br /&gt;
IHS_Invictor.PNG|&amp;lt;center&amp;gt;As seen in the Invictor Tactical Warsuit, [[twin-linked]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Executioner Shotgun===&lt;br /&gt;
[[File:Executioner_Shotgun.PNG|200px|right|thumb|Now if only all shotguns have the range equal to that of a DMR...]]&lt;br /&gt;
This is a [[awesome|shotgun that functions like a sniper rifle]].&lt;br /&gt;
&lt;br /&gt;
Well...okay, not to the &#039;&#039;same extant&#039;&#039; as a sniper rifle as it is more like a DMR, but it is the closest thing a shotgun can be nonetheless. As such, despite being part of the shotgun family, it does not actually function like a shotgun. Like. &#039;&#039;At all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is due to the fact that the Executioner Shotgun has been modified to such an extant that the only reason why it is still called a shotgun is based largely on familial ancestry more than anything else. I mean, we are talking about its entire barrel being changed to handle only solid precision slugs, having a scope attachment and being more streamlined for better weapons handling.&lt;br /&gt;
&lt;br /&gt;
Some bits of its shotgun ancestry still remain however, as vestigial elements. Like the presence of a [[derp|pump-action feature]] and the barrel still being [[/d/|&#039;&#039;girthier&#039;&#039;]] enough to theoretically fire normal shotgun shells. Although by this point you might as well just get a normal shotgun.&lt;br /&gt;
&lt;br /&gt;
It is handled only by an [[Arbites Marksman]].&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifle===&lt;br /&gt;
[[File:SniperRifle6.jpg|200px|right|thumb|The Space Marine Sniper Rifle. [[Mary Sue|Better than those filthy plebian Sniper Rifles of the Guard]]... save for one...]]&lt;br /&gt;
While the Imperial sniper rifles are generally a rather broad class of weapons including, for example, the [[Long-Las]] sniper [[lasgun]]s used by the Imperial Guard, at least some of the sniper rifles utlized in the Imperium are actually solid-slug ballistic weaponry, firing high-caliber, powerful rounds to achieve maximum range and precision with their shots. Some specialist snipers like to add in specialized rounds in their Sniper Rifle for the &#039;special occasions&#039;.&lt;br /&gt;
&lt;br /&gt;
Space Marine Chapters, particularly Scouts, utilize a unique model of Sniper Rifle. A Space Marine-pattern Sniper Rifle fires a solid slug and boasts powerful telescopic sights that allows the wielder to fire at enemy weak points and distant foes with extreme accuracy.&lt;br /&gt;
&lt;br /&gt;
On Necromunda, these guns are confusingly called [[derp|&#039;&#039;Long Rifles&#039;&#039;]], which should in no way be confused with the &#039;&#039;other&#039;&#039; Longrifle that has been explained above. Although it seems that only the [[Ash Waste Nomads]] seem to call it that. On Necromunda, these things are elephant guns and hit like a truck. Strength 4 at 48&amp;quot; range is bound to offer some hurt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:CatachanSniper.png|&amp;lt;center&amp;gt;Catachan Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
image:RatlingSniper.png|&amp;lt;center&amp;gt;Ratling Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SpaceMarineSniper.png|&amp;lt;center&amp;gt;Astartes Sniper Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
Ash_Waste_Long_Rifle.PNG|&amp;lt;center&amp;gt;Ash Waste Nomads Long Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Variants==&lt;br /&gt;
===Exitus Pistol===&lt;br /&gt;
[[File:ExitusPistol.jpg|200px|right|thumb|Exitus Pistol]]&lt;br /&gt;
The Exitus Rifle&#039;s kid cousin. The Exitus Pistol is an Imperial pistol and a signature weapon of the Vindicare Temple of the Officio Assassinorum. Like its cousin the Exitus Rifle, it is a masterpiece of Adeptus Mechanicus engineering and is custom-built for the requirements of the individual assassin. The Pistol is largely a backup weapon for the Exitus Rifle and is used in the rare circumstances the assassin is discovered, cornered, or in need of rapid-fire weaponry. With an integral silencer and the ability to load and fire the same specialized ammo as its big brother, it has saved the lives of many Vindicare Assassins.&lt;br /&gt;
&lt;br /&gt;
Like its rifle counterpart, the Exitus Pistol is capable of firing a variety of specialized ammunition. These include:&lt;br /&gt;
*&#039;&#039;&#039;Shield-Breaker Rounds&#039;&#039;&#039; - Overload the personal Force Fields of the target&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Penetrator Rounds&#039;&#039;&#039; - Use a two-stage charge to punch a secondary round through the thickest armor.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds&#039;&#039;&#039; - Contain virulent bio-acidic toxins that can reduce targets to ash.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ExitusPistolHolster.png|&#039;&#039;An Exitus Pistol holstered.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Exitus Rifle===&lt;br /&gt;
[[File:Sniper_Rifle.jpg|200px|right|thumb|The Exitus Sniper Rifle. Scoring more headshots then the entire Tau Empire combined.]]&lt;br /&gt;
Arguably the most iconic (and dreaded) of such Imperial &amp;quot;solid-slug&amp;quot; sniper rifles are the Exitus rifles, employed by field agents of the [[Officio Assassinorum]]&#039;s [[Vindicare]] temple. Each of these rifles is a one-of-a-kind &amp;quot;work of art&amp;quot; which is painstakingly hand-crafted by Toaster Boy artisans to match the particular specs of each individual assassin. Its exceptional range and power also imply that the rifle uses something far more advanced than mere chemical gunpowder combustion to accelerate its bullets (however, the exact mechanics of its action is highly classified by TechnoMonkey top brass). The novel &#039;&#039;Assassinorum: Kingmaker&#039;&#039; claims that they use compressed air to fire, but this just raises further questions (it also has the Vindicare wax rhapsodic about how much he loves gunpowder and hand-loaded rounds, so &amp;lt;shrug&amp;gt;.)&lt;br /&gt;
With such high velocity, combined with specially made &amp;quot;turbo-penetrator&amp;quot; rounds, designed to make quick work of any armor including such utilised by super-heavy tanks and TITANS (in the glorious days of 5th edition GK codex, that baby rolled 4d6 for armor penetration), the Exitus rifle gives the Vindicare assassin a chance to slay practically every conceivable target in just one well placed shot...&lt;br /&gt;
&lt;br /&gt;
The Exitus Rifle is capable of firing a variety of ammunition depending on the target. These include:&lt;br /&gt;
*&#039;&#039;&#039;Shield-Breaker Rounds&#039;&#039;&#039; - Overload the personal Force Fields of the target.&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Penetrator Rounds&#039;&#039;&#039; - Use a two-stage charge to punch a secondary round through the thickest armor.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds&#039;&#039;&#039; - Contain virulent bio-acidic toxins that can reduce targets to powder.&lt;br /&gt;
*&#039;&#039;&#039;Immolator Rounds&#039;&#039;&#039; - Rounds that caused most soft targets to violently explode at the molecular level leaving behind nothing but ash. These are the Rounds most often used in conventional sniper operations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:VindicareExitus.png|&amp;lt;center&amp;gt;Exitus Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Macrostubber===&lt;br /&gt;
[[File:Macrostubber.jpg|200px|right|thumb|A Macrostubber. Looking more like a Rad Gun than anything else.]]&lt;br /&gt;
The Macrostubber is the Mechanicum&#039;s more advanced and powerful variation of a typical solid-slug ballistic weapon (As expected from the Technobabbling Greaselickers). The standout feature of the Macrostubber is just *how fast* it fires, especially considering it&#039;s basically an MG with similar stopping power to a bolter, or Ork shoota. This type of antique weapon is used by Adeptus Mechanicus Tech-Priests, and is able to hurl out a thunderous cloud of specially designed bullets (the exact method of accelerating its projectiles is not disclosed by the Techpriests, however the looks imply something more than just gunpowder is involved). A Macrostubber can apparently fire at a rate exceeding the Heavy Stubber, a bloody MG, by a ratio of 5:3! Maybe it&#039;s just an MG 42 cut down to pistol form? It&#039;s further possible that Macrostubbers are coilguns or railguns, which would explain the need for &amp;quot;specifically designed&amp;quot; (read: ferromagnetic) projectiles. Maybe the electromagnetic firing mechanism removes the need for moving parts, accelerating the rate of fire by removing the need to cycle a bolt? Perhaps it&#039;s only as good as a normal autogun, but the Magos that wield them can think so fast that they aim and fire with absolute precision and accuracy, making literally every shot count.&lt;br /&gt;
&lt;br /&gt;
You know what, just think of it as a drum-fed, compact, heavy machine gun with a crazy-fast rate of fire, and you won&#039;t go insane. Or maybe you will considering it&#039;s practically a .50 cal machine gun that fires almost as fast as an Assault Cannon, and is wielded as a pistol! In theory could be dual-wielded, or more if you have extra robot arms...&lt;br /&gt;
&lt;br /&gt;
This weapon has proven quite [[skub]]by in /tg/, due to the fact that some people have taken to calling it an Autogun due to its technological superiority and rate of fire despite the name. Then again, some may have pointed out that it could be just a more portable and lightweight variant of the Heavy Stubber. As noted in the Disambiguation section and throughout the article, the fluff [[Autogun#Autoguns versus Stubbers|doesn&#039;t do a good job of drawing any consistent lines]] between Stubbers and Auto-weaponry.&lt;br /&gt;
&lt;br /&gt;
Also worthy of note is that stubber and autogun refer to the mechanism of the weapon itself, whereas a bolter specifies both the weapon, and the special explosive &amp;lt;s&amp;gt;rocket-assisted&amp;lt;/s&amp;gt; rocket-propelled (assisted just gets it up to the right muzzle velocity, propelled does far more) munition it uses. It could very well be that a macrostubber employs the simple and reliable mechanics of a stubber to fire a low-velocity high-mass (hence, low initial recoil) rocket-assisted round. Historically, rocket firearms have not proven too reliable, but the biggest problem is the ammunition; it would make perfect sense that these weapons function only if maintained and used by a member of the Toaster Boys.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:MacrostubberPict.png|&amp;lt;center&amp;gt;Macrostubber&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Stubcarbine===&lt;br /&gt;
[[File:Stubcarbine.jpg|200px|right|thumb|A Stubcarbine. You would be fooled to think this was an Autogun.]]&lt;br /&gt;
&#039;&#039;Another&#039;&#039; AdMech weapon exclusive to the [[Skitarii]] (and, of all people, the Cultist Champion from the [[Blackstone Fortress]] game). The stubcarbine, though small, has the stopping power of the heavy stubbers mounted on the vehicles of the Imperial Guard. When a squad of Sicarian Infiltrators opens fire with these weapons, the air fills with an avalanche of solid shot that chews their victims to shreds. It can be assumed to have a shorter range to compensate for their high rate of fire or because of it&#039;s short barrel and high caliber. Despite how it looks from the side, the magazine is not actually that tiny cylinder the size of a fist on the underside, it&#039;s actually a side feed similar to the FG-42. With a squad equipped with these, the enemy will be dead by the time you need to reload, so magazine size won’t really matter, and if not, Skitarii are incredibly expendable to the other Greasemonkeys anyway. Plus, as cyborgs, it&#039;s not inconceivable that an Infiltrator can reload extremely quickly. The intention could be that an Infiltrator can rake a group of enemies with fire, then run a reloading macro while doing something else, like charging into close combat or taking cover.&lt;br /&gt;
&lt;br /&gt;
Judging from how they are described in fluff, Stubcarbines seem to be a lightened variant of Heavy Stubbers, outfitted with some kind of recoil suppression system which allows them to be fired as handheld weapons by the Skitarii, albeit with shorter range due to sporting a much shorter barrel than the actual Heavy Stubber. It seems like the thinking was &amp;quot;a carbine is a lighter version of a rifle, so a Stubcarbine is a lighter version of a Heavy Stubber.&amp;quot; This would make it an... assault rifle? High caliber (but otherwise normal) carbine? Uncertain, go ask [[/k/]]. [/k/ here, sounds like the Heavy Stubber &amp;quot;variant&amp;quot; was not a .50 but a 7.62x51 or equivalent, which would make it a medium machine gun. But knowing the Admech, it&#039;s not improbable that it is a .50 in which case it would be a compact heavy machine gun, or a high caliber SMG (/k/ here, an high caliber SMG is FUCKING DUMB and an OXYMORON. The SUB in SUB-Machine-Gun is short for SUBCALIBER, AKA Sub-rifle caliber.], depending on the overall power of the rounds).&lt;br /&gt;
&lt;br /&gt;
[Small aside from another /k/, classification and names change, especially with new advancements and categorization changes. [https://apps.dtic.mil/sti/pdfs/AD0837082.pdf At one time a 5.56 weapon was officially called a submachinegun.] In East Germany, the AK was named the Maschinepistole Kalaschnikow. None of these classifications would make any sense by modern sensibilities but ironically 40k manages to be accurate to awkward as hell historical naming. If I were to justify the Macrostubber or Stubcarbine&#039;s naming, it&#039;d be typical Imperium backwards retro-future mishmash we see everywhere else.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:SicarianStubcarbine.png|&amp;lt;center&amp;gt;Stubcarbine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
===Shotgun===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:NecromundanShotguns.png|&#039;&#039;An assortment of Necromundan (and Arbites) Shotguns.&#039;&#039;&lt;br /&gt;
image:GenestealerShotguns.png|&amp;lt;center&amp;gt;Cultist Shotguns&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CadianShotgun.png|&amp;lt;center&amp;gt;Cadian Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
image:AstartesShotgun.png|&amp;lt;center&amp;gt;Astartes Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
image:DeathwatchShotgun.png|&amp;lt;center&amp;gt;Deathwatch Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Heavy Stubber===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GenestealerStubber.png|&amp;lt;center&amp;gt;Genestealer Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
image:CultistStubber.png|&#039;&#039;With a right body, one person is enough&#039;&#039;.&lt;br /&gt;
image:TeamStubber.png|&#039;&#039;But if not, you might need a couple&#039;&#039;.&lt;br /&gt;
image:TankStubber.png|&amp;lt;center&amp;gt;Pintle Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SquadStubber.png|&amp;lt;center&amp;gt;Heavy Weapons Team&amp;lt;/center&amp;gt;&lt;br /&gt;
image:SaberStubber.png|&amp;lt;center&amp;gt;Sabre Gun Platform&amp;lt;/center&amp;gt;&lt;br /&gt;
image:RepulsorStubber.png|&amp;lt;center&amp;gt;Ironhail Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
DrillMaster.jpg|&amp;lt;center&amp;gt;Ironhead Heavy Stubber&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PlagueburstStubber.png|&amp;lt;center&amp;gt;Heavy Slugger&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bow_Weaponry&amp;diff=103840</id>
		<title>Bow Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bow_Weaponry&amp;diff=103840"/>
		<updated>2023-05-30T20:13:03Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For Real Life Bow Weaponry, see [[Bows and Arrows]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Grimdark future of the 41st Millennium, simple bows and other archetypes are still somehow in use in the far future. Although the majority of bows and other string weapons are obviously ineffectual to the battlefield of the 41st millennium, there are a few that still find use within the [[Inquisition]]. By far one of the most &#039;advanced&#039; bow weapons (Advanced being put in the lightest sense of the word) is the Crossbow. A crossbow when combined with modern materials and techniques, can be comparable to modern weapons in terms of damage infliction. They are not very common in war, but are sometimes seen with rebellious street gangs or irregular troops. Often they are developed with an automatic draw mechanism which allows for much faster reload, but it is impossible to move and reload at the same time, making it a cumbersome weapon.&lt;br /&gt;
&lt;br /&gt;
==Types of Bows==&lt;br /&gt;
[[File:Rb1-70-bow.jpg|50px|right|thumb|Bow]]&lt;br /&gt;
&lt;br /&gt;
===Bow===&lt;br /&gt;
The most primitive and common of the Bow family. The simple Bow is found on almost every planet as a hunting tool and rarely a weapon of war.&lt;br /&gt;
&lt;br /&gt;
They are simple enough to be made En-masse and are used for big game hunting as well as a primitive form of deterrence. Bows changed little through their many countless centuries of usage and can be found across the galaxy in a variety of designs and constructions. Because of their silence and reliability, they are used by assassins and gangers even in more advanced cultures.&lt;br /&gt;
&lt;br /&gt;
Because of the very little military practicality of bows, some have taken this primitive weapon and turned it into an art piece. Master-crafted Bows are quite sought after for both its quality and collectible value. Some bows are turned into a form of sport such as compound bows in archery competitions. Whilst other bows are used for silent hunting of the planet&#039;s local wildlife. Of course, this doesn&#039;t stop some Guardsmen into reenacting a scene from Rambo, more so if that particular Guardsmen is a fucking [[Catachan Jungle Fighters|Catachan Jungle Fighter]] of all things considered.&lt;br /&gt;
&lt;br /&gt;
Some Imperial regiments, especially those from more primitive worlds, may opt for a Bow rather than the [[Lasgun|flashlight]] as a Bow is quieter and less likely to give away your position to the enemy (that, and it&#039;s much simpler to use for Feral World natives who have even less understanding of technology than most Imperials do). Of course, the challenges of piercing power armor with a simple Bow are almost as (if not totally) impossible with normal materials. Thus, it is quite common to see adamantium or diamond-tipped arrows which allow some leverage to make the Bow more compatible in war. Of course, if they have enough adamantium to use in disposable weapons &#039;&#039;of course&#039;&#039; they wouldn&#039;t use it for armor instead or at least to tip something more powerful like bolt shells. That would be &#039;&#039;silly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In [[Necromunda]], there are bows called &#039;&#039;&#039;Wyld Bows&#039;&#039;&#039;. Wyld Bows are large compound bows used by the [[Wyld Runner]]s. Basically, members of [[House Escher]] that are quasi-feral kids and quasi-alien Beastmaster&#039;s, who use these bows as a more...quiet form of assassination weaponry. These chicks just go full-on Rambo in Necromunda. In terms of tabletop, it&#039;s a bow with a -1 to hit at long range and no bonus at short range. While it really limits the Wyld Bow’s viability, the bow is very cheap - only 10 credits - which does a lot to increase its usefulness. Additionally, the special ammo that can be bought for it can give it a real boost, especially exploding ammo. [[Awesome|Who doesn’t love an 18” range Frag Grenade?]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
W_Bow.JPG|Wyld Bow model&lt;br /&gt;
Wyld_Bow.jpg|Wyld Bow side profile&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fatecaster Greatbow===&lt;br /&gt;
[[File:TzaangorBow.jpg|150px|right|thumb|Fatecaster Greatbow]]&lt;br /&gt;
Yep. You heard that right. The Forces of Chaos for [[Derp|&#039;&#039;some reason&#039;&#039;]] thought it is a pretty good idea to reintroduce bows in the modern battlefield of all things.&lt;br /&gt;
&lt;br /&gt;
Looking at Chaos&#039; track record of using medieval tools such as [[Contagion|trebuchets]] and [[Nurgle Plague Tower|motherfucking siege towers,]] the introduction of a bow of all thing&#039;s sure seals the deal on the competency of the Chaos Gods and seeing how they keep on supporting [[Abbadon]], [[FAIL|it ain&#039;t looking too good.]]&lt;br /&gt;
&lt;br /&gt;
Anyways, the Fatecaster Greatbows are Chaos weapons, used by the [[Tzaangor Enlightened]] and are strung with ectoplasmic cords that send ensorcelled arrows on a magical path to hit their victims. Basically, this bow has homing arrows that could follow their intended targets. Would this neat trick make a bow still viable in the 42nd millennium? No. Would it be more sensible to use said homing magic on Bolters? Hell to the yes. On the other hand, when has [[Tzeentch]] cared about making sense?&lt;br /&gt;
&lt;br /&gt;
On tabletop the Fatecaster Greatbow is a 24&amp;quot; Assault 2 S5 AP-1 D1 weapon. [[Wat|Surprisingly, despite being bows, the Fatecaster is a pretty decent weapon in the Grimdark future.]] A squadron of Tzaangor Enlightened that is buffed by allied sorcerers and are all carrying these bows could essentially calculate in making 18 attacks, 17.5 should hit, with 10.5 immediately wounding. Not all of these arrows will go through, but a good chunk of them will. [[meme|It&#039;s magic, I ain&#039;t gotta explain anything!]]&lt;br /&gt;
&lt;br /&gt;
==Types of Crossbows==&lt;br /&gt;
[[File:Wg2-25-handbow.jpg|150px|right|thumb|Handbow]]&lt;br /&gt;
&lt;br /&gt;
===Handbow===&lt;br /&gt;
A hand bow is a smaller, one-handed version of the crossbow, effectively a pistol. It is a primitive weapon, though sometimes made with modern technology and materials and easily as powerful as a larger version.&lt;br /&gt;
&lt;br /&gt;
While it can be fired with one hand it still requires a long reload time and also not when moving. As well as bows as crossbows, they are mainly used on primitive worlds, but can be found all over the galaxy in more advanced forms. The ease at which they can be broken down and concealed, as well as their silent operation, makes them a favored weapon of assassins. The [[Ratskins|Ratskin tribes]] of Necromunda are particularly renowned for making use of handbows and other low-tech weapons.&lt;br /&gt;
&lt;br /&gt;
===Condemnor Stakethrower===&lt;br /&gt;
[[File:Condemnor_Stakethrower.JPG|150px|right|thumb|Condemnor Stakethrower]]&lt;br /&gt;
Condemnor Stakethrowers (Which should not be confused with the [[Condemner Boltgun]]) are the primary ranged weapon used by the [[Novitiate Squad|Novitiate Condemnor]]s.&lt;br /&gt;
&lt;br /&gt;
These are essentially considered a sniper crossbow and is light enough that it can sometimes be even used as a sidearm when needed. It comes with a magazine that improves firing rate and is armed with specialised stakes similar to those used by the Stake Crossbow to ensure that any [[Psyker]] would get properly [[Blam|Blammed]] out of existence. Consider it as the heavier version of the much cheaper Handbow.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Condemnor Stakethrower is 4 dice, 3+, 2/3, Silent, P!, MW2, so you can fire it across the board while on a conceal order, any criticals reduce defence dice by 1 and it actually works as a decent sniper rifle. So far, rules are only exclusive for [[Kill Team (Specialist Game)|Kill Team]].&lt;br /&gt;
&lt;br /&gt;
===Crossbow===&lt;br /&gt;
[[File:Dhcr-135-crossbow.jpg|200px|right|thumb|Crossbow]]&lt;br /&gt;
Your standard, run-of-the-mill crossbow.&lt;br /&gt;
&lt;br /&gt;
The bigger, rifle-sized brother of the Handbow. The Crossbow offers greater tensile strength, which means longer range and higher penetration than their little ilks.&lt;br /&gt;
&lt;br /&gt;
They are often regulated to mere hunting weapons, as their silence and simplicity offers an alternative than the large explosive sound from a [[Musket]], [[Blunderbuss]] or a [[Stub Rifle]].&lt;br /&gt;
&lt;br /&gt;
They are, however, not very common in war, but are sometimes seen with rebellious street gangs or irregular troops. Often they are developed with an automatic draw mechanism which allows for a much faster reload, but it is impossible to move and reload at the same time, making it a cumbersome weapon. It can be affixed with a scope for better accuracy, and its silence still makes it somewhat popular amongst scouts.&lt;br /&gt;
&lt;br /&gt;
===Purgatus Crossbow===&lt;br /&gt;
[[File:Condemnor+Boltgun+Picture.JPG|150px|right|thumb|Purgatus Crossbow]]&lt;br /&gt;
More advanced Crossbows are also utilized by the Inquisitions [[Ordo Hereticus]], and have become a symbol of their order. Known as the Purgatus Crossbow, it is a fusion of a Boltgun and a standard crossbow and is able to fire with more force than a Shotgun blast. However, it is its ammunition that is the true marvel; heavy wood and silver stakes inscribed with wards and runes designed to disrupt a creature&#039;s contact with the Warp, making it an excellent weapon to hunt Psykers.&lt;br /&gt;
&lt;br /&gt;
It is not to be confused with the [[Condemner Boltgun]] however, as the Condemner Boltgun is a [[Combi-weapon]] whereas the Purgatus Crossbow is a modified Bolter with a Crossbow mechanism attached to it.&lt;br /&gt;
&lt;br /&gt;
===Stake Crossbow===&lt;br /&gt;
[[File:Stake_Crossbow.jpg|150px|right|thumb|Stake Crossbow]]&lt;br /&gt;
A crossbow if you want to role play as Van Helsing.&lt;br /&gt;
&lt;br /&gt;
A Stake Crossbow is a specialized weapon used by the Ordo Hereticus. When the Crossbow fires, it fires a silver stake engraved with sigils that destabilize a psyker&#039;s connection to the Warp. The impact of the stake against a psyker will not only cause a major wound, but it will cause his powers to spiral out of control, destroying the psyker in a storm of raw psychic energy.&lt;br /&gt;
&lt;br /&gt;
The difference between this Crossbow and the Purgatus Crossbow is that one utilize Boltgun mechanics whilst the other is a more conventional Crossbow archetype. The Stake Crossbow might be attached to a bolter to form a Combi-weapon known as the Condemnor Boltgun.&lt;br /&gt;
&lt;br /&gt;
===Krootbow===&lt;br /&gt;
[[File:Krootbow.jpg|150px|right|thumb|Krootbow]]&lt;br /&gt;
The smaller cousin of the Kroot Bolt Thrower.&lt;br /&gt;
&lt;br /&gt;
The Krootbow are unusual crossbow-like weapons rarely wielded by the [[Kroot Kindreds]] entering the Koronus Expanse. They are based on the structure of a basic [[Kroot Rifle]] and are only used by Kroots who prefer a more stealthy approach.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses a rotational firing mechanism (Similiar to the one from that Van Helsing movie featuring Hugh Jackman) that allows the Krootbow to fire several quarrels with a single pull of the trigger rather than doing a manual reload; great against the heat of battle. The quarrels fired by the weapon are fitted with a mono-edged head and are often coated in toxins by the Kroot using them.&lt;br /&gt;
&lt;br /&gt;
===Accelerator Bow===&lt;br /&gt;
[[File:Accelerator_Bow_2.JPG|200px|right|thumb|Accelerator Bow]]&lt;br /&gt;
The &amp;lt;s&amp;gt;[[Video Game|Torque Bow]]&amp;lt;/s&amp;gt; Accelerator Bow is the bigger version of the smaller Krootbow and is definitely in no way related to [[Original character, do not steal|another similar weapon both in design and in function from Gears of War.]] Nothing to see here citizen. [[Blam|&#039;&#039;Move along&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Anyways, the Accelerator Bow is a specialist weapon used exclusively by Kroot [[Bow-Hunter]]s that, as its name implies, seems to incorporate some railgun tech into this giant crossbow/sniper rifle hybrid. As they are bows, the Accelerator Bow can use a variety of ammunition to get the job done.&lt;br /&gt;
&lt;br /&gt;
*A fused arrow for armour-piercing purposes. The most vanilla of the lot.&lt;br /&gt;
*A glide arrow for being stealthy, [[Derp|&#039;&#039;somehow&#039;&#039;]]...[[Wat|even though arrows by themselves are quite stealthy already.]]&lt;br /&gt;
*The voltaic arrow for splashing mortal wounds on additional targets. Although we guess it is an arrow that acts like a taser going by its name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Accelerator_Bow.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Heavy Crossbow===&lt;br /&gt;
[[File:Heavy_Crossbow.JPG|200px|right|thumb|Heavy Crossbow]]&lt;br /&gt;
The Heavy Crossbow is basically a giant Arbalest. It is a hand-crank system that launches harpoon-sized spears armed with either incendiary or explosive warheads. Due to its simplistic design, they are sometimes used as heavy weapons for the [[Cawdor Firebrand|Firebrand]]s of [[House Cawdor]] in [[Necromunda]].&lt;br /&gt;
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Because of its ergonomic potential, they are used by House Cawdor as their primary heavy weapons.&lt;br /&gt;
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On the Necromunda tabletop, all you need to know about the Heavy Crossbow is that it packs a 5” blast weapon that can reach out and drop that pie plate at 30”. It also has a Krak option for that hard target that needs to go down, and it only costs 125 credits. The Heavy Crossbow is legitimately a great weapon, and if you’re going to take an Unwieldy weapon, take this one.&lt;br /&gt;
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===Londaxi Tribalest===&lt;br /&gt;
[[File:Tribalest_2.JPG|200px|right|thumb|Londaxi Tribalest]]&lt;br /&gt;
A miniature hand-held version of the larger Kroot Bolt Thrower.&lt;br /&gt;
&lt;br /&gt;
The Londaxi Tribalest is used exclusively by [[Kroot Heavy Gunner]]s and is one of its primary weapons, with the other being the [[Dvorgite Skinner]]. Looking like something out of Quake, the Londaxi Tribalest is kind of like an advanced heavy arbalest (Hence the name Tri&#039;&#039;&#039;&#039;&#039;balest&#039;&#039;&#039;&#039;&#039;) that launches a giant, explosive bolt. It seems to work similarly to the Accelerator Bow given there is no visible string.&lt;br /&gt;
&lt;br /&gt;
Like the [[Dvorgite Skinner]], the Londaxi Tribalest isn&#039;t actually a &#039;&#039;Kroot&#039;&#039; weapon. It is in fact a weapon manufactured by the aforementioned [[Xenos|Londaxi race]] which are a sentient and technologically gifted Xenos race that occasionally clash with the Imperium. It is unknown if the Londaxi is an actual Tau client race or just so happens to be &#039;&#039;another&#039;&#039; mercenary race that the Kroot occasionally trades with.&lt;br /&gt;
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Due to its heavy weight and its limitation as a tensile weapon, the Londaxi Tribalest has a slightly lower attack rate and isn&#039;t as accurate, but has a higher damage output to compensate. Crunchwise, this is the closest the Kroot could get to a Heavy Bolter equivalent. With 5 dice, 4+ to hit, 4/4 damage, AP1 and Rending. You don’t get additional damage on the crit, it just gives you another crit and makes it harder for your opponent to get saves.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tribalest.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kroot Bolt Thrower===&lt;br /&gt;
[[File:Kroot_Bolt_Thrower.jpg|200px|right|thumb|Kroot Bolt Thrower]]&lt;br /&gt;
The Kroot are also bringing bows to a bolter fight; the bolt thrower is basically a giant Ballista.&lt;br /&gt;
&lt;br /&gt;
The Kroot Bolt Thrower is a simple but effective weapon, used by the [[Kroot]] before they encountered the [[Tau Empire]]. The Kroot have taken some notes from the T&#039;au on how to improve larger weapons, just like their [[Kroot Weapons|small arms]].&lt;br /&gt;
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The Tau provide [[Bolter|impact fused explosive tips,]] rather than the Kroot&#039;s original sharpened metal bolts. These tips are a smaller version of the warheads used in their own missile pods. The bolt thrower is fired by a hand-crank system which drops bolts from the magazine into position and quickly re-draws the bowstring, similar to a repeating crossbow. This allows them to keep up a high rate of fire with relatively little effort.&lt;br /&gt;
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The Kroot Bolt Thrower often attached to the back of the [[Great Knarloc]] to allow it to move around the battlefield during the fighting.&lt;br /&gt;
&lt;br /&gt;
==Non-Bow Tensile Weapons==&lt;br /&gt;
Not all tensile weapons are bows however, some are fired pneumatically or through a spring mechanism. These &#039;non-bows&#039; are any type of tensile range weapons that still fires a lance-like bolt/arrow projectile, only this time they&#039;re called harpoons or grappling hooks that are permanently attached to a rope to reel the target in. For better context, these weapons skirt the lines between pre-combustion weapons and firearms and in many cases, are literally the &#039;&#039;last&#039;&#039; category of range weapons before one goes into literal [[Stubber|&#039;&#039;&#039;&#039;&#039;fire&#039;&#039;&#039;arms&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
===Grot Grappling Hook===&lt;br /&gt;
[[File:Grot_Grappling_Hook.JPG|200px|right|thumb|Grot Grappling Hook]]&lt;br /&gt;
Wielded by [[Kommando Grot]]s.&lt;br /&gt;
&lt;br /&gt;
Grot Grappling Hooks are a piece of equipment that fires a grappling hook that enables the Grot to easily traverse one section of terrain to another. They are on principle, the same as the Grapnel Launcher used by [[Reaver]]s. Since they are relatively meant for non-combat, [[Ork Kommando]]s don&#039;t usually use them, often giving it to their Grot companions as their small size makes this weapon suitable in their hands.&lt;br /&gt;
&lt;br /&gt;
They are powered pneumatically and have a long rope to get from place to place. If shit hits the fan, they &#039;&#039;can&#039;&#039; be used as weapons, albeit poor ones as it is better to use your Grots to quickly capture objectives. Some are known to be converted into [[Squig Blasta]]s.&lt;br /&gt;
&lt;br /&gt;
===Grapnel Launcher===&lt;br /&gt;
[[File:GrapnelHook.jpg|200px|right|thumb|Grapnel Launcher]]&lt;br /&gt;
{{Topquote|Hey you! Yes you! Want to be 40k&#039;s [[Konrad Curze|Batman?]] Well guess what? You &amp;lt;u&amp;gt;may&amp;lt;/u&amp;gt; just have the chance to become one without turning into an [[Night Lords|insecure, whiny torturer!]] Just apply for the slim chance of being recruited into the [[Adeptus Astartes]] and have an even slimmer chance of being upgraded into a [[Primaris Space Marines|Primaris Marine]]! But not just any Primaris Marines, but inducted into the special care of the [[Reiver|Reiver Squad!]] Once you are a full fledged Reiver yourself, you can finally get the chance to swing from rooftop to rooftop with this [[Adeptus Mechanicus|Mechanicum]] approved Grapnel Launcher, all the while doing [[JoJo&#039;s Bizarre Adventure|fantastic poses]] as the Adam West&#039; Batman theme plays in the background. Get yours today for only 500,000,000 Imperial Credits and with a proven history of selfless valor and heroism!|Imperial Advert for the Grapnel Launcher}}&lt;br /&gt;
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A &#039;&#039;&#039;Grapnel Launcher&#039;&#039;&#039; is an Imperial device that uses an explosive charge to fire a grapnel hook and its accompanying filament over long distances. A Grapnel Launcher is used to scale vast heights and cross from building to building in dense urban areas. It is a piece of equipment commonly employed by the close combat stealth assault Reiver Squads of the Primaris Space Marines, who always need to be in exactly the right place at exactly the right time, ready to burst forth from their stealthy approach and attack their foe when they least expect it.&lt;br /&gt;
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In crunch terms, a Grapnel Launcher acts more as a piece of equipment than a weapon of war which has made some in [[/tg/]] be a bit disappointed that they couldn&#039;t yell &#039;&#039;&#039;&amp;quot;Get Over Here!&amp;quot;&#039;&#039;&#039; for shits and giggles.&lt;br /&gt;
&lt;br /&gt;
When played, any models with a grapnel launchers do not count any vertical distance they move against the total they can move that turn (i.e. moving vertically is free for these models). That&#039;s of course, if they move. In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield which makes it some form of deep strike. At the end of any of your Movement phases this unit can join the battle – set it up within 6&amp;quot; of a battlefield edge of your choice and more than 9&amp;quot; away from any enemy models. Yay for the return of Outflank!&lt;br /&gt;
&lt;br /&gt;
===Harpoon Gun===&lt;br /&gt;
[[File:Harpoon_Launcher_2.jpg|200px|right|thumb|Harpoon Gun]]&lt;br /&gt;
A Harpoon Gun is traditionally a shooting device meant to hunt down large oceanic creatures such as whales and feminists. However, this doesn&#039;t stop the denizens of the Imperium in weaponizing it. Think of the Harpoon Gun as the heavy weapon of the Bow family, even if it doesn&#039;t really use any form of a string mechanism to launch its ammunition and instead use a more spring tensile orientated mechanism.&lt;br /&gt;
&lt;br /&gt;
Harpoon Guns are often used by [[Scalies]] and it has enough force and weight to puncture even power armor. However its single shot use before it needs to reload is seen as cumbersome and impractical by normal observers.&lt;br /&gt;
&lt;br /&gt;
===Harpoon Launcher===&lt;br /&gt;
[[File:Harpoon_Launcher.JPG|200px|right|thumb|Harpoon Launcher]]&lt;br /&gt;
A cousin of the Harpoon Gun. The Harpoon Launcher is around the same size and same weight as the one wielded by Scalies. However, it has been modified to be wieldable by normal baseline humans. Harpoon Launchers have a metallic chain rope attached to the ammunition, allowing the user to create strategic rope platforms so that their comrades could flying-fox their way across the underhive. On the other hand, it could also be used to reel in any unfortunate SOB like a giant fishing rod so that their comrades could shank&#039;em.&lt;br /&gt;
&lt;br /&gt;
They are mainly used by [[House Orlock]]&#039;s [[Road Sergeant]]s.&lt;br /&gt;
&lt;br /&gt;
In the [[Necromunda]] tabletop, the harpoon launcher is a weapon that is capable of some serious damage. It has a relatively short range, but it’s not unwieldy, so getting it into range isn’t as bad as it seems. The big problems with it are its pitifully short range and its scarce classification. While it is definitely the most fun of the heavy weapons, it pales in comparison to a plasma gun or grenade launcher.&lt;br /&gt;
&lt;br /&gt;
===Storm-Welder===&lt;br /&gt;
[[File:Storm-Welder.JPG|200px|right|thumb|Storm-Welder]]&lt;br /&gt;
The Storm-Welder is a weird weapon.&lt;br /&gt;
&lt;br /&gt;
Resembling like a giant FUCK-OFF nailgun. It is wielded only by [[Forge-Born]] members of [[House Goliath]] and Servitor [[Ogryn|Ogryns]]. We aren&#039;t truly sure if this shoots out nails or bolts (Although the model indicates likewise). If it &#039;&#039;is&#039;&#039; a form of nail/rivet gun, than we can presume that it is fired from some sort of coil-mechanism or a pneumatic system.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it&#039;s a pretty underwhelming weapon. It’s rolling to hit on a gang with a BS that tops off at 5+. Rapid Fire 3 doesn’t matter if the only way you can trigger anything is off of an AT BEST 3+ from close range and aiming (if you get lucky on the Reckless crap).&lt;br /&gt;
&lt;br /&gt;
Shock is cool, Rapid Fire 3 is cool, but potentially exploding 21% of the time when you shoot it sucks. Also reckless, so positioning headaches apply. And “only” Strength 5. There are much better weapons overall, so it&#039;s best to swap it.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Stikka Kannon===&lt;br /&gt;
[[File:Stikka_Kannon.JPG|200px|right|thumb|Stikka Kannon]]&lt;br /&gt;
{{Topquote|Oi yer gitz! Look at da size of dat Beaut! Man da Stikka&#039;s! We&#039;iz gonna get a Big Un!|Beast Snagga Stiff Urvin da Squig Hunta about to bring down a [[Hierophant]].}}&lt;br /&gt;
&lt;br /&gt;
A big-ass [[Ork]] harpoon launcher designed to impale and bring down giant [[Squig]]s and other beastlies onto their knees. The Stikka Kannon are for those [[Beast Snagga]]s who are just too damned lazy to chuck their [[Stikka]]s onto their prey. So they decided to mount one on a turreted harpoon cannon and call it a day.&lt;br /&gt;
&lt;br /&gt;
The Stikka Kannon is one of the primary weapons of the [[Kill Rig]] and the [[Hunta Rig]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Stikka Kannon gives you something specially tailored to nail the favoured prey of the Beast Snaggas with a re-roll to hit and keeps them from running away. This is [[Awesome]] when you factor in the fact that Beast Snagga always excel at close combat, [[Rape|so no retreat]] for those [[Tau]] there.&lt;br /&gt;
&lt;br /&gt;
===Impaler===&lt;br /&gt;
[[File:ImpalerBlood Slaughterer.png|200px|right|thumb|Impaler]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the Dark Eldar weapon, [[Dark Eldar Combat Weapons#Shardnet and Impaler|the Impaler.]]&lt;br /&gt;
&lt;br /&gt;
[[Meme|&amp;quot;GET OVER HERE!&amp;quot;]] (Now imagine &#039;&#039;that&#039;&#039; scaled up to a Dreadnought).&lt;br /&gt;
&lt;br /&gt;
The Impaler is a pseudo-Dreadnought Close Combat/Range Weapon used by the [[Blood Slaughterer]] Impaler Daemon Engines of the Forces of Chaos. The Impaler is a massive, daemonically-possessed barbed harpoon and chain weapon designed to spear a large enemy and drag it within reach of the Blood Slaughterer&#039;s Blade Claws and bladed legs. Think of it as a mini-Trident or a Chaos Thundercoil Harpoon that is less OP and more [[RIP AND TEAR]].&lt;br /&gt;
&lt;br /&gt;
The Harpoon on tabletop you an extra attack if you combine it with the Blade Claw/Slaughter Blade. The Harpoon upon successfully hitting a Vehicle or Monster, adds +2 to your charge roll. But the fun has just begun! If there is enemy Infantry within 2&amp;quot;, you gain +2 attacks and cannot Fall Back. Not like you&#039;d need to with your 3+/5++ and regaining a wound per turn. Infantry? Mulched. Tanks? Flipped. Every melee-focused Khorne player needs a few of these in their army list, even though it lost Deep Strike this edition. Boo!&lt;br /&gt;
&lt;br /&gt;
===Thundercoil Harpoon===&lt;br /&gt;
[[File:ThundercoilHarpoon.jpg|200px|right|thumb|Thundercoil Harpoon]]&lt;br /&gt;
{{topquote|There she blows! Man the Harpoons!|The words of Knight Valiant Pilot, Sir Ahab against an Albino Hierophant named Mobius Dickus}}&lt;br /&gt;
&lt;br /&gt;
Yeah, I know, its a Harpoon Gun upscaled to an Imperial Knight level of [[Awesome|fuckawesome.]] The Thundercoil Harpoon is a new weapon used by the Knight Valiants as a means to create a giant fucking hole and then pulling the poor sucker in, to face [[Conflagration Cannon|three barrels of promethium]]. Oh yes, you heard that right, this motherfucker has its harpoon physically connected with a long-ass chain, which also makes it a supersized [[Grapnel Launcher]] that could actually function as a weapon. Hence, it would not be surprising if Knight Valiant players shout &amp;quot;GET OVER HERE!&amp;quot; whenever they use this gigantic fishing hook. For good measure, it&#039;s connected to a big generator so after the target is stabbed with the harpoon, the chain and harpoon are electrified so it fries the sap from the inside out.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Harpoon is a [[Lulz|hilariously awesome weapon.]] First of all, it has a pretty short range for a weapon its size, with only 12&amp;quot; maximum. Even some Flamers have longer ranges than that. It is also a one-shot weapon, but that one shot if successful is &#039;&#039;sooooo&#039;&#039; worth it. Because this bastard is a [[Anal circumference|Str 16, -6 AP and 10 damage!]] Oh yes baby! Its a fucking [[Deathstrike missile]] at close range and packs more AP than even a Volcano Cannon. Furthermore, it can [[Troll|re-roll failed hit rolls]] when targeting vehicles and monsters and, if it successfully lands a hit, then the target unit suffers an [[Rape|additional D3 mortal wounds!]] That&#039;s up to 13 wounds &#039;&#039;&#039;&#039;&#039;in a single shot&#039;&#039;&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
===Trident===&lt;br /&gt;
[[File:Ursus_Claws_Trident_Custom_Made.PNG|200px|right|thumb|Trident]]&lt;br /&gt;
A weapon that hasn&#039;t been seen since the day of [[Epic 40,000]], even though it has been mentioned in the fluff and the Horus Heresy novels a couple of times, it&#039;s the same as a Thundercoil Harpoon, except meant for [[Titan]]s. Yup. Either a Warlord or multiple Warhounds would use it to trip an enemy Titan that could then be captured &#039;intact&#039;. Which is exactly what happened to the Imperator-class Titan &#039;&#039;Corinthian&#039;&#039; when he dismissed the Warhounds of Legio Audax as a threat on [[Nuceria]].&lt;br /&gt;
&lt;br /&gt;
As you can imagine how rare and a pain in the ass it is to construct these Titans, let alone the Imperator-class variety, the Trident is often seen as a go-to &#039;non-lethal&#039; weapon for subduing but not significantly damaging the God-Machines when needed. It is a low-velocity barbed spear attached to a massive chain or cable that is in turn connected to one of the Titan&#039;s weapon hardpoints. It is thrown at a rebellious God-Machine&#039;s legs. Slow enough to ignore Void Shields, it will hammer deep into the leg, and the Titan who threw it will then move backwards and rotate at speed in the hope of tripping the rebellious machine, taking it out of a fight without damaging it irrevocably. Once prone on the ground, the rebellious Titan can be accessed and [[Blam|deactived]] with much less risk, for it will not be able to rise or bring its armament to bear.&lt;br /&gt;
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Due to how cool this weapon sounds, there have been several attempts at converting these into real-life miniatures as seen from the image on the right.&lt;br /&gt;
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===Ursus Claws===&lt;br /&gt;
[[File:Ursus_Claws.JPG|200px|right|thumb|Ursus Claws]]&lt;br /&gt;
Take a &#039;&#039;Gloriana&#039;&#039;-class spacefaring cathedral. Remove the explosives from its torpedoes but have them linked to the ship with fuckhuge chains instead. That&#039;s what the Ursus Claws were, extremely oversized harpoons that allowed the &#039;&#039;Conqueror&#039;&#039; to keep an enemy ship from retreating while the [[World Eaters]] [[rape|demonstrated why they got that name]] [[rip and tear|in a calm and concise way]].&lt;br /&gt;
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The Ursus Claws proved to be so popular that the World Eaters miniaturised them and fit them on their [[Warhound Scout Titan|Warhound Scout Titans]] via the Legio Audax. These smaller Ursus Claws function similarly to the Trident. The weapon allowed for Audax Warhounds to bring down many large foes with wolf pack tactics. Thanks to [[Adeptus Titanicus]]. We finally got a model of these things.&lt;br /&gt;
&lt;br /&gt;
Only the World Eaters were [[awesome]] and/or [[derp|crazy]] enough to use this. But when it worked... [[anal circumference|Hooo boy!]] and the Space Sharks for some, completely, utterly, totally unrelated reason…&lt;br /&gt;
&lt;br /&gt;
On tabletop, any Warhound Titan can take an Ursus Claw in place of one of its usual weapons. It has a short-range, making it perfect for the swift Warhound. Once in range, it rolls a single dice and has a Strength of 3 – which is where the weapon traits kick in.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Impale&#039;&#039;&#039; trait means that when an Ursus Claw hits, [[Awesome|you don’t make an Armour roll.]] Instead, you roll a D6 and add the Strength of the attack – plus an extra 1 for each additional Impale weapon firing. Compare the final result to the Scale of the enemy you’re attacking – [[Lulz|if it equals it, you force the Titan to randomly turn to the left or right.]] If it exceeds it, the Titan’s legs take D3+1 Devastating Hits – and any resulting Catastrophic Damage automatically results in the target being &#039;&#039;&#039;Laid Low&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Laid Low means that the Titan must move D6&amp;quot; in a random direction as determined by a Scatter dice, then it falls to the general direction which may cause it to collide with other units. It should be noted that a single Warhound would not be enough to trip over something as big as a Warlord, so you’ll want to squadron them up with similarly-armed Warhounds for +1 Strength. So if y&#039;all wanna reenact the takedown of Corinthian, these are the weapons for you!&lt;br /&gt;
&lt;br /&gt;
=== Natrix Shock Lance ===&lt;br /&gt;
&lt;br /&gt;
[[File:Natrix_Shock_Lance.JPG|200px|right|thumb|Natrix Shock Lance]]&lt;br /&gt;
Think the Thundercoil Harpoon on steroids.&lt;br /&gt;
&lt;br /&gt;
The Natrix Shock Lance is a weapon used by Legio Audax Warhound Titans. An upgraded version of the Ursus Claw, it delivers a potent burst of energy to a grappled enemy Titan, potentially disabling it for a time. It&#039;s another one of those weapons used exclusively by the [[World Eaters]], not to anyone&#039;s surprise. These are meant when even the Ursus Claws are no longer effective as that Titan that just won&#039;t give up. The Natrix Shock Lance, therefore, acts as a giant Titan-grade taser with great effect.&lt;br /&gt;
&lt;br /&gt;
On the Adeptus Titanicus tabletop, the Natrix Shock Lance has a slightly shorter range than even the Ursus Claw, but an extra point of Strength, alongside the &#039;&#039;&#039;Shock&#039;&#039;&#039; trait, means that if it causes a direct, devastating or catastrophic hit to an enemy Titan, that engine immediately issues a &#039;&#039;&#039;Shutdown&#039;&#039;&#039; order.&lt;br /&gt;
&lt;br /&gt;
The effects of Shutdown means that the Titan&#039;s void shields collapse &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;immediately&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;. A unit with Shutdown orders cannot be activated in the Movement phase or Combat phase. Reactor rolls cannot be made for a unit with Shutdown orders and they are not automatically removed in the End phase. Moreover, a unit that has Shutdown orders at the end of the battle counts as [[FATAL|destroyed.]] In order to counteract this, the targeted Titan must act in the Damage Control phase and reduce its Reactor level by 2 before making its Repair roll.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Tau]]&lt;br /&gt;
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[[Category: Kroot]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Weapons]]&lt;br /&gt;
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[[Category: Warhammer Weapons]]&lt;br /&gt;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
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{{40k-Chaos-Weapons}}&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
{{Template:40k-Tau-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Needler&amp;diff=355320</id>
		<title>Needler</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Needler&amp;diff=355320"/>
		<updated>2023-05-30T20:10:19Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&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. Don&#039;t think these exist, but that&#039;s just because the Imperium isn&#039;t allowed to behave in a human manner.&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;
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It is a common weapon amongst the Imperial Assassins of the Officio Assassinorum, particularly for the [[Eversor]] Assassins.&lt;br /&gt;
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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;
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===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;
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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;
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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;
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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;
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===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;
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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;
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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;
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===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;
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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;
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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;
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{{40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
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==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;
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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;
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{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
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==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;
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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;
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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;
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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;
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==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;
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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;
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It is basically the smaller cousin of the [[Death Jester]]&#039;s [[Shrieker Cannon|Shrieker Cannon.]]&lt;br /&gt;
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{{40k-DEldar-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Autogun&amp;diff=73953</id>
		<title>Autogun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Autogun&amp;diff=73953"/>
		<updated>2023-05-30T20:08:58Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &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;
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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;
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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|170px|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;
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In 9th Edition, the Castigator Gatling Cannon is a 24&amp;quot; ranged, Heavy 12, S5, AP-1, D1 weapon. This is going to be your overwatch buddy and tarpit remover. Can actually be [[awesome|fired in melee]] thanks to not having blast.&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;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
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;
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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;
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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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Imperial_Ordnance&amp;diff=268789</id>
		<title>Imperial Ordnance</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Imperial_Ordnance&amp;diff=268789"/>
		<updated>2023-05-30T20:05:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &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;
&lt;br /&gt;
It could be assumed that the Balistus Grenade Launcher is a more advance version of this.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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. Later Cawl&#039;s [[Primaris Space Marines|Nu-Marines]] would start following the Guard practice of taking grenade launchers for their rank-and-file, with standard Intercessor Squads often having one or more member carrying an Astartes Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
An [[Ogryn]]-sized M79-like break-action grenade launcher would be introduced in [[Darktide]] and looks very similar to the Ork&#039;s [[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;
&lt;br /&gt;
===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;
&lt;br /&gt;
A much more tactical weapon than its assault-orientated cousins.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
The current status of this weapon is unknown, but it shows up again in &#039;&#039;[[Warhammer 40,000: Boltgun]]&#039;&#039; as the game takes place in the planet Graia and several years after &#039;&#039;[[Warhammer 40,000: Space Marine|Space Marine]]&#039;&#039;, so they probably still make it but don&#039;t export it. It also appears to have been iterated on in the time inbetween, since it now auto-detonates instead in trade of having 6 charges per reload.&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;
&lt;br /&gt;
===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;
&lt;br /&gt;
===Rocket Propelled Grenade Launcher===&lt;br /&gt;
[[File:RPG-Imperial-Guard.jpg|right|thumb|200px|Rocket Propelled Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Rad Grenade Launcher===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Rad Grenade Launcher|here:]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
==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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Deathwatch Frag Cannon===&lt;br /&gt;
[[File:Deathwatch_Frag_Cannon.JPG|200px|right|thumb|Deathwatch Frag Cannon]]&lt;br /&gt;
&lt;br /&gt;
This is where the term Grenade Launcher ends and where [[Dakka|Grenade &#039;&#039;Cannon&#039;&#039; begins.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
It has a lid, though, so it&#039;s probably only open for a moment to fire.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Ironclad Assault Launcher===&lt;br /&gt;
[[File:IroncladAssaultLauncher.jpg|200px|right|thumb|Ironclad Assault Launcher]]&lt;br /&gt;
&lt;br /&gt;
Like the Fragstorm Grenade Launcher but for [[Centurion Squad|Centurions]] and [[Dreadnoughts]].&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
They are equipped for anti-personnel roles to Aggressor Squads and Redemptor Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
Their more tank-busting equivalents is the similarly named Krakstorm Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
And no, despite their appearance, they have in no way related to the Auto-Launcher by function.&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Frag Cannon===&lt;br /&gt;
[[File:Frag_Cannon.JPG|200px|right|thumb|Frag Cannon]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
[[File:Pulverizer_Cannon.PNG|150px|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]]. Yes, I know, you would have thought that this weapon would have been the Demolisher&#039;s &#039;&#039;bigger brother&#039;&#039; right? Since it is mounted on a bigger chassis? But it seems that GeeDubs realised that even they recognised the importance that space is a premium in a 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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In 9th Edition, the Pulveriser Cannon is a 24&amp;quot; ranged, Heavy d6, S8, AP-2, D3, Blast weapon. The randomness of the shots is unfortunately, a let down, but surprisingly solid thanks to blast. Useful against TEQs that tried to deep strike nearby but failed their charge roll.&lt;br /&gt;
{{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_2.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 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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In 9th Edition, this weapon truly lives up to its reputation. [[Rape|90&amp;quot; ranged, Heavy d6+3, S10, AP-3, D4, Blast weapon.]] With S10 threatening enemy T5 Infantry (Astartes Bikers/Gravis, most Death Guard and Orks, Tau Crisis/Broadside Suits) and T8 Vehicles (almost every Army&#039;s Battle Tank &#039;&#039;including&#039;&#039; Knights so the fluff isn&#039;t [[bullshit]]), this is already the better option for what your main gun should be aiming at.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Oppressor_Cannon.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== {{anchor|Baneblade}} Super-Heavy Tank Guns ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
In theory it would also make a decent wall and bunker cracker.&lt;br /&gt;
&lt;br /&gt;
==Artillery Guns==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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]]. 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;
&lt;br /&gt;
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;
&lt;br /&gt;
They also look similar in appearance to the Astartes Quad Launcher found on the [[Rapier Armoured Carrier|Rapier Carrier.]]&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Basilisk_Magnus.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Doomsday Cannon===&lt;br /&gt;
[[File:Squat Doomsday_Cannon.JPG|200px|right|thumb|Doomsday Cannon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Derp|Not to be confused with the similarly named]] [[Necron]] [[Doomsday Cannon|Doomsday Cannon.]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
[[/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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{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;
&lt;br /&gt;
[[Category:Warhammer_40,000]][[Category:Imperial]]&lt;br /&gt;
[[Category:Warhammer Weapons]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kinetic_Destroyer&amp;diff=290743</id>
		<title>Kinetic Destroyer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kinetic_Destroyer&amp;diff=290743"/>
		<updated>2023-05-30T19:46:00Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kinetic_Destroyer.JPG|200px|right|thumb|Kinetic Destroyer AKA the Eastwood Special]]&lt;br /&gt;
&lt;br /&gt;
Kinetic Destroyers are master-crafted [[Archeotech|Archaeotech Pistols,]] that are wielded by the [[Adeptus Custodes|Adeptus Custodes&#039;]] [[Venatari|Custodian Venatari.]] These gun-slinging flying golden eagle bois seem to carry these things around in bulk, which leads credence that these things aren&#039;t as rare as one might suspect an archeotech weapon would be, and instead they are weapons made exclusively to the Emprah&#039;s finest. To be accurate, archeotech means that is ancient and not reproducible, not necessarily &amp;quot;rare&amp;quot;. For what we know, the golden boys might have stumbled into a Dark Age of Technology Winchester warehouse during the Great Crusade and loot 30000 of these and therefore have a lot laying around. Or they cannot be produced but collecting all the ones around a million worlds and hoarding them for just ten thousand bois means there’s a shit ton relative to the Custodes’s own numbers.&lt;br /&gt;
&lt;br /&gt;
Anyways, Kinetic Destroyers fire &amp;quot;energy shells&amp;quot; (as noted in their weapon profile. However, what &#039;&#039;type&#039;&#039; of weapon this thing is, is a source of [[Skub]], it doesn&#039;t really help that it is an archeotech pistol anyway and we all know how [[Bullshit|&#039;&#039;&#039;&#039;&#039;esoteric&#039;&#039;&#039;&#039;&#039;]] these things are. At the very least, we know it is a giant revolver, like that of a Stub Revolver. But whether it is a [[Stubber]] or an [[Autogun]] is up anyone&#039;s alley. A third answer however, could state that these pistols are actually a form of [[Railgun]] or even a actual [[Gauss|Gauss weapon]] ([[Pretend|No, not the Necrons weapons which are anything &#039;&#039;but&#039;&#039; a Gauss gun]]). Of course, considering how insanely advanced (and advancedly insane) humanity was/is, it might fire bullets of kinetic energy somehow separate from any physical medium. Or it could be a bosonic weapon that barrages enemies with so much kinetic energy that the chemical bonds break, releasing large amounts of heat, vaporizing targets with concussive force. We don&#039;t know, we&#039;re just spitballing. It wouldn’t be the strangest thing from the Dark Age or even all that advanced compared to many other tech examples.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Kinetic Destroyers are the only pistols in Forgeworld Custodes guns. 18&amp;quot; Pistol 2 S6 AP-2 D2 can score an additional hit on unmodified roll of 6. MEQ/Primaris/TEQ killers with enough range to put you out of rapid fire range of most troops.&lt;br /&gt;
&lt;br /&gt;
They bear a slight yet noticeable resemblance to [[Mortarion]]&#039;s pistol, the &#039;&#039;Lantern&#039;&#039;. Both have similarly revolver-like designs with obvious cylinders, and both have structures similar to revolver hammers in the same places.&lt;br /&gt;
&lt;br /&gt;
==Archaeotech Repeater==&lt;br /&gt;
[[File:Archaeotech_Repeater.JPG|250px|right|thumb|Archaeotech Repeater]]&lt;br /&gt;
&lt;br /&gt;
Seems to be the sister variant of the Kinetic Destroyers by the basis on having the same barrel as the Destroyer.&lt;br /&gt;
&lt;br /&gt;
Like how the [[Guardian Bolter|Guardian Bolter]] is mounted on the [[Power weapon#Guardian Spear|Guardian Spear]], the Archaeotech Repeater seems to be a Kinetic Destroyer mounted on a [[Power weapon#Venatari Lance|Venatari Lance]]. In this case, the Archaeotech Repeater is a single barrelled Kinetic Destroyer that supposedly house less ammunition than the pistol version and lacks the revolver mechanism we see on the Destroyer. Overall, what has been said about the Kinetic Destroyer would already be stated here.&lt;br /&gt;
&lt;br /&gt;
Rules wise, it is a 12&amp;quot; Assault 2 S7 AP-3 gun. Decent at softening up MEQs before going in to the meat blender with the lance. Usually a instant kill for GEQs so it is considered a waste for the Venatari.&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Caerys&amp;diff=108804</id>
		<title>Caerys</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Caerys&amp;diff=108804"/>
		<updated>2023-05-30T19:43:29Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;{{Promotions}}&lt;br /&gt;
{{Topquote|They shall come, expecting the obvious, the simple, the artless. They shall stab at the shadows with confused minds and troubled hearts. Meanwhile, we shall appear unseen from &#039;&#039;&#039;ten&#039;&#039;&#039; directions, and from every one strike a fatal blow.|Caerys in &#039;&#039;[[Dawn of War]]: [[Dawn of War#Soulstorm|Soulstorm]]&#039;&#039; Showing her ignorance of the enemy. They’d just blow everything up instead.}}&lt;br /&gt;
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[[Image:Caerys.jpg|Farseer Caerys|thumb|right|250px]]&lt;br /&gt;
[[Image:Caerys puts on a few by IronShrineMaiden.jpg|She isn&#039;t enough of a bitch to get away with this|thumb|250px|right]]&lt;br /&gt;
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Farseer Caerys AKA Farseer Careless, is an [[Eldar]] [[Farseer]] from &#039;&#039;[[Dawn of War]]: Soulstorm&#039;&#039; who belongs to [[Craftworld Ulthwé]]. She is usually depicted with black hair tied into a ponytail, and she&#039;s sometimes thought of as a lesbian, and also a vague female version of [[Eldrad]] (she inherited his pistol). She seems to have the largest breasts of the female Eldar characters in the games thus far. Some say she has a bizarre attraction to [[Taldeer]], and was consequently infuriated when she supposedly lost her to a certain [[LIIVI|Mon&#039;keigh]], and took her frustration out on the [[Sisters of Battle]]&#039;s [[Canoness]] Selena Agna during the Kaurava campaign. She eventually released Selena, but only after the both of them did both lewd and heretical acts which is detailed [[The_wet_dream_of_selena_agna|here]]-(NSFW).&lt;br /&gt;
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She&#039;s supposedly with [[Macha]] now, as she&#039;s the only one left that desperate to be with her.&lt;br /&gt;
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With her not returning in Dawn of War 3, Macha&#039;s reappearance, and [[Gorgutz &#039;Ead &#039;Unter]] evident victory, we can either assume that she ran away like a bitch, or her head now rests on Gorgutz boss pole, along with the likes of [[Indrick Boreale]],[[Vance Motherfucking Stubbs]] and [[Commander Or&#039;es&#039;Ka]]. Though her, Or&#039;Es&#039;Ka, Tahril, and Stubbs are never seen actually being killed and make mention of getting away to try and fight another day. &lt;br /&gt;
==Soulstorm==&lt;br /&gt;
After somehow foreseeing the [[Necron]] awakening on Kaurava III, Caerys decides to go and fuck them up. Thanks to some conveniently placed [[Webway|Webway]] Gates, Caerys, along with some Ulthwé Eldar, decide to create a super-sneaky stealth base (completely invisible) at an equally super-sneaky location. Being the slow mindless bastards that they are, the Necrons have no fucking idea that the Eldar are even there (probably because most of them are [[Indrick Boreale|incapable]] [[SJW|of forming ideas]]).&lt;br /&gt;
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If Caerys succeeds in conquering the [[Kaurava System]] (non-[[Canon|canon]]), then the Ulthwé Eldar under her command will &amp;quot;scour&amp;quot; the planets for any remaining survivors. Eventually, they discover that some [[Imperial Guard|human]] [[The wet dream of selena agna|fodder]] had actually survived the crazy fuck-fest that was Soulstorm. Being the complete pussies that they are, the Eldar simply run away, and leave the Imperials to recolonize the system. Later, when the Imperials attempt to recolonize Kaurava III, they are subsequently sabotaged by the Eldar who were hiding there (sneaky bastards!). After several failed colonization attempts, the new governor general (who happens to look exactly like [[Colonel Carus Brom]], but is actually someone else) decides to abandon the worthless piece of shit.&lt;br /&gt;
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If the Ulthwé Eldar fail to conquer the Kaurava System (which she did, given that it&#039;s now Orky), then Caerys will pussy out, and retreats back to [[Craftworld Ulthwé]]&lt;br /&gt;
through an active Webway Gate, therefore leaving the remaining Eldar to deal with her mess, lazy bitch.&lt;br /&gt;
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==Statistics==&lt;br /&gt;
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TBA&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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File:Caerys1.png|Caerys during the Eldar victory ending for Soulstorm.&lt;br /&gt;
File:Caerys2.png|That&#039;s Caerys on the left..no the right..wait no...left!&lt;br /&gt;
File:Caerys3.png|Caerys watching the rest of the Ulthwé Eldar getting rekt on Kaurava III.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Dawn of War]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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{{Eldar-Characters}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bonesinger&amp;diff=103048</id>
		<title>Bonesinger</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bonesinger&amp;diff=103048"/>
		<updated>2023-05-30T19:43:02Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Bonesinger_Miniature.jpg|200px|right|thumb|They truly put the [[Zettai Reido|&#039;Bone&#039;]] in [[Extra Heresy|&#039;Bonesinging&#039;]]...]]&lt;br /&gt;
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Bonesingers are [[Eldar]] artisans, weapon crafters, architects, masons, IT technicians, janitors, [[wat|coffee brewers]], firefighters, yadda yadda yadda. They possess the unique ability to shape the [[Wraithbone]], without which the Eldar would be [[Abaddon|armless failures]].&lt;br /&gt;
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Essentially speaking, Bonesingers are the Eldar equivalent to the [[Imperium]]&#039;s [[Enginseer]], but fundamentally less [[awesome]] and more [[Psyker|psychic]]. This is relatively true in both the fluff and crunch and they behave almost like carbon cutouts of each other.&lt;br /&gt;
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== Overview ==&lt;br /&gt;
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These Eldar follow one of the many Paths along which their kind journey. Rather than focusing on combat, the Bonesinger is instead tasked with the construction and maintenance of Eldar structures and machinery, usually through the psychic manipulation of [[Wraithbone]], shaping and molding it into various items. This is done true psychically molding the fabric of Wraithbone through a &#039;chorus&#039; of psychic energy, hence why they are called Bonesingers; they literally make structures through the [[Derp|power of]] [[Noise Marines|music.]] [[Gay|You can&#039;t get more]] [[Elf|Elvish]] than that. Bonesingers of the Il-Kaithe [[Craftworld]] are said to be the most skilled of the Eldar Bonesingers, able to practice their art even in the heat of battle.&lt;br /&gt;
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While Wraithbone is capable of naturally repairing itself over time, the process can be greatly enhanced by the psychic abilities of a Bonesinger. Hence, whilst they practically never see combat, unless a [[Wraithlord]] breaks a leg or a [[Falcon]]&#039;s weapons go [[derp]], they are always in the backline. Still, they managed to be in [[Dawn of War]] as the Eldar builder unit.&lt;br /&gt;
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Curiously, while [[Fluff]] states that Bonesingers are not limited by gender, all of the Bonesingers in the Dawn of War games are women ([[Trap|or at least they sound like women, cause god knows how anybody is gonna recognize the gender of Eldar synth-voices]]). As you can imagine, with the name [[NSFW|&#039;Bonesinger&#039;]] and them being all [[PROMOTIONS|women,]] it has led [[/d/|some]] to believe that they may also perform another use for....[[Rule 34|&#039;Bonesinging&#039;]]...&lt;br /&gt;
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== On the Tabletop ==&lt;br /&gt;
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Thanks to Made to Order, the old, sexy Bonesinger model was re-released for just one week only. He was also released with free rules, which you can check on the Warhammer Community page.&lt;br /&gt;
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In practice, the Bonesinger functions similarly to the Imperium&#039;s enginseer, able to heal any Wraith Construct or Vehicle for D3 wounds a turn. Unlike the Enginseer, they do this during the Psychic phase and must sacrifice their smite cast in order to do so. Given the limited range of units they can heal, and given that they cannot resurrect slain units like the [[Space Marine]] [[Apothecary]] can, they are objectively less efficient as a support unit compared to many other army counterparts. However, as they can still function as a vector for mortal wounds through smite and can still attempt to deny opponent casts all the same, they can make up for their lack of healing support through their heightened offensive presence.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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[[Category: Wraithbone]]&lt;br /&gt;
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{{Eldar-Forces}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Autarch&amp;diff=73430</id>
		<title>Autarch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Autarch&amp;diff=73430"/>
		<updated>2023-05-30T19:42:39Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246: &lt;/p&gt;
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&lt;div&gt;[[File:Eldar Autarch.jpg|300px|thumbnail|left|So then...Which Necron wants to be next? Course, them being asleep first helped a bit]]&lt;br /&gt;
[[File:Autarch.png|300px|right|thumb|Bitch will cut you up.]]&lt;br /&gt;
An &#039;&#039;&#039;Autarch&#039;&#039;&#039; is an [[Eldar]] of the [[Craftworld]]s who walks the [[Paths of the Eldar|Path of Command]], a specialized path which studies all the different tactics a warhost of the Eldar Craftworld uses and then brings their different skills and abilities together into a single force that maximizes all their strengths and covers their individual weaknesses.&lt;br /&gt;
==Overview==&lt;br /&gt;
The Path of Command is the path that studies tactics, make plans and guides the Eldar in their war efforts. Those who walk it are referred to as Autarchs. Before becoming Autarchs, these Eldar would have studied in many of the different war temples of [[Khaine]], mastering each path before choosing another. What this means is that Autarchs will have a range of varied skillsets and will be powerful warriors and great leaders.&lt;br /&gt;
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On the board this allowed you to select all manner of wargear to kit out your Autarch and [[Your dudes|create your own unique leader]] for your host. No two Autarchs needed look alike and the modeling possibilities were endless. Then GW realized that they don&#039;t like conversions (or Eldar) and removed all those options. Thanks. For nothing.&lt;br /&gt;
You can still sort of do this with the rules from legends, but they probably won&#039;t ever update those. You can&#039;t really expect people to accept those rules in every match you play.&lt;br /&gt;
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They also make [http://wasted-knights.blogspot.co.uk/2010/06/joys-of-melta.html terrible decisions.]&lt;br /&gt;
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It should be noted that Autarchs are the favorite &#039;prey&#039; of the [[Dark Eldar|Delfdar]] [[Succubi]]. Seeing as how the majority of Autarchs are drawn and portrayed as female and that Dark Eldar have a knack for torturing and [[Rape|raping]] their captives in intense BDSM sessions. [[FATAL|One can only imagine....by the Emperor....]]&lt;br /&gt;
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[[Prince Yriel]] of [[Craftworld Iyanden]] is perhaps the most famous of the Eldar Autarchs and is a swashbuckling Eldar pirate....in sphess! He beat up a bunch of nids though so he has some more balls than most Eldar. Interestingly, Yriel has never walked the Path of Command, but achieved his post of Autarch due to walking the Path of the Mariner, implying that naval command also qualifies for promotion. Oh yeah, he&#039;s also apparently gay.&lt;br /&gt;
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==Equipment==&lt;br /&gt;
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Autarchs have gone from one of the most flexible HQ&#039;s in the game, being able to pick and choose from an equipment list covering pretty much the entire Aspect Wargear list, to one of the [[Fail | least]].&lt;br /&gt;
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Since [[GW]] decided that equipment options could only include what was on the model and having retired most of the Autarch models, you can now pretty much only select from 3 preset options to go along with a 4++ forcefield and [[Plasma#Plasma Grenade|Plasma Grenades.]]&lt;br /&gt;
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* Autarch with Swooping hawk wings, [[Mandiblaster]], [[Power sword|power sword]] and [[Fusion Pistol]] (Alright in a smaller game), but don&#039;t expect him to get much done in combat.&lt;br /&gt;
* Autarch Skyrunner on jetbike, the only one with even a semblance of choice, being able to switch out it&#039;s power sword for a [[Fusion Gun]], or the [[Laser Lance]] that everyone actually chooses. The laser lance can be great when taken in a Siam Hann list with the relic to upgrade it to the Novalance.&lt;br /&gt;
* Autarch with [[Power weapon#Star Glaive|Star Glaive]]... No shooting other than the 6&amp;quot; grenades. Doesn&#039;t even have an official model. Best guess is someone at GW forgot that [[Prince Yriel]] was a thing and assumed his model was an Autarch and gave it a datasheet, and then someone else also added in Yriel. Doesn&#039;t really matter though as there&#039;s no reason to take this version.&lt;br /&gt;
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You can get some of the old flexibility back if you are able to use the [https://www.warhammer-community.com/wp-content/uploads/2019/12/84d4072d.pdf Warhammmer Legends PDF] which just expands the wargear options so you don&#039;t lose keywords or synergy, but it&#039;s usage is dependant on your opponent agreeing to it and won&#039;t be available for tournaments, per GW&#039;s suggestion.&lt;br /&gt;
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==8th Edition==&lt;br /&gt;
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You Autarch&#039;s primary role is to allow &amp;lt;craftworld&amp;gt; units to re-roll hits of 1 within 6 inches and secondly using their Path of Command they can regain command points on a roll of 6.&lt;br /&gt;
Also hilariously, he can take a reaper cannon and and mark of the Incomparable Hunter and become an efficient character sniper if you do want to use legends stuff.&lt;br /&gt;
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==9th Edition==&lt;br /&gt;
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==Dawn of War 2==&lt;br /&gt;
An Autarch appears in Dawn of War 2 called Kayleth from [[Alaitoc]]. She is known to be a complete bitch and an absolute whiner. She is [[That Guy]] if he had a vagayjay. Kayleth is also known for her &#039;&#039;dynamic entry&#039;&#039; which involves dropping several plasma grenades to soften up the enemy position before striking down the remains of whoever was dumb enough to get the hell out of ground zero. She is also a glass cannon, dishing out plenty of pain but cannot take the equivalent amount of damage in turn. She might be tsundere with [[Ronahn]], but Ronahn&#039;s big/twin/younger sister [[Taldeer]] might contend with the relationship. She can also kill or, more likely, be killed by, [[Kaptin Bluddflagg]].&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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99070104003 ELDARAUTARCH01.webp|A Saim-Hann Autarch wearing fabulous Swooping Hawk wings.&lt;br /&gt;
EldarAutarchBanshee.jpg.jpg|An Alaitoc Autarch with a Banshee Mask &amp;amp; Swooping Hawk Wings, ready for a night out on the town.&lt;br /&gt;
GreenAutarch.jpg.jpg|A Biel-Tan Autarch Miniature with a Fusion Gun, Jump Generator &amp;amp; Mandiblasters.&lt;br /&gt;
AutarchJetbike.jpg|A helmetless Saim-Hann Autarch mounted on an Eldar Jetbike with a Laser Lance.&lt;br /&gt;
New Autarch.jpg|A new Autarch revealed by GW in December, 2021. At last the prayers were answered.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Eldar]]&lt;br /&gt;
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[[Category: Craftworld Eldar]]&lt;br /&gt;
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{{Eldar-Forces}}&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:F5A1:1D7A:36B8:1246</name></author>
	</entry>
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