<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3AA03F%3AC17D%3AA400%3A242F%3AAD9C%3AAED4%3AB355</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2A02%3AA03F%3AC17D%3AA400%3A242F%3AAD9C%3AAED4%3AB355"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2A02:A03F:C17D:A400:242F:AD9C:AED4:B355"/>
	<updated>2026-05-20T06:33:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cannibalism&amp;diff=110041</id>
		<title>Cannibalism</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cannibalism&amp;diff=110041"/>
		<updated>2022-05-27T11:31:44Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: tenses and typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sick|eating humans wtf}}&lt;br /&gt;
{{Topquote|No doubt the first man that ever murdered an ox was regarded as a murderer; perhaps he was hung; and if he had been put on his trial by oxen, he certainly would have been; and he certainly deserved it if any murderer does. Go to the meat-market of a Saturday night and see the crowds of live bipeds staring up at the long rows of dead quadrupeds. Does not that sight take a tooth out of the cannibal&#039;s jaw? Cannibals? who is not a cannibal? I tell you it will be more tolerable for the Fejee that salted down a lean missionary in his cellar against a coming famine; it will be more tolerable for that provident Fejee, I say, in the day of judgment, than for thee, civilized and enlightened gourmand, who nailest geese to the ground and feastest on their bloated livers in thy pate-de-foie-gras.|Herman Melville, Moby Dick}}&lt;br /&gt;
&lt;br /&gt;
Usually defined as &amp;quot;eating your own species&amp;quot; or &amp;quot;eating a creature who, when alive, could carry on a conversation&amp;quot;&amp;lt;ref&amp;gt;And sometimes referred to as &amp;quot;The &#039;&#039;other&#039;&#039; kind of humanitarianism&amp;quot;&amp;lt;/ref&amp;gt;, &#039;&#039;&#039;cannibalism&#039;&#039;&#039; is an occasional feature of /tg/-related media.&lt;br /&gt;
&amp;lt;!-- Let&#039;s try and keep away from &amp;quot;too much detail&amp;quot;, okay? --&amp;gt;&lt;br /&gt;
==/tg/ Applicability==&lt;br /&gt;
Given how disgusting this topic is, and a [[/pol/|history of racism]] associated with talking about cannibalism, you&#039;d expect tabletop games writers (and writers in general) to avoid focusing on cannibalism in their works, even in very grim settings.  And they generally do. &lt;br /&gt;
&lt;br /&gt;
But some don&#039;t!  Exceptions include:&lt;br /&gt;
* [[Always Chaotic Evil]] races or monsters practicing cannibalism on the species, cultural, or tribal scale.&lt;br /&gt;
* Alternately, a well-trodden cannibalism plot point is human (or demihuman) flesh being passed off as some other meat, perpetrated by some malevolent industry insiders or especially callous authorities.&lt;br /&gt;
* The other main group of exceptions are &amp;quot;horrific magic&amp;quot; situations, where the myth of &amp;quot;gaining the power of what you eat&amp;quot; is played upon, near-universally with the caveat that doing so is a &#039;&#039;very&#039;&#039; evil act.&lt;br /&gt;
* The smallest class of exceptions just involves cannibalism as part of a horrific murder. Basically, there&#039;s nothing cultural or mystical or necessity about cannibalism here. The person in question is just a sick fuck.&lt;br /&gt;
&lt;br /&gt;
There are a few scenarios that blur the line:&lt;br /&gt;
* Some of the darker [[Furry]] settings where carnivorous animals never stopped eating sapient flesh. But that&#039;s [[Great Unclean Ones|Furries]].&lt;br /&gt;
* [[Toon]] has quite a few scenarios modelled after &amp;quot;chase&amp;quot; cartoons like Roadrunner and Tom and Jerry.&lt;br /&gt;
* The [[TVTropes|Horror Hunger]] case where its a case of not wanting to do it but being forced to do it due to various reasons ranging from &amp;quot;not starving to death&amp;quot; to &amp;quot;curse makes you only derive nutrition from raw sentient flesh&amp;quot; which is great for creating sympathetic monsters. Also has the slowly beginning to like it factor.&lt;br /&gt;
&lt;br /&gt;
===Specific /tg/ examples===&lt;br /&gt;
As a Tribal/Cultural/Species practice:&lt;br /&gt;
&lt;br /&gt;
*In mythology (and thus freely used by tabletop games):&lt;br /&gt;
** [[Ogre]]s are categorically man-eaters (with a preference for eating babies), as well as [[giant]]s on many occasions. &lt;br /&gt;
** [[Vampires]] (both classical blood-drinkers and proto-zombie flesh-eaters) might also be classed as cannibals, though since they are undead, we tend to think of them as no longer being human to begin with.&lt;br /&gt;
** [[Ghoul]]s are fairly straightforward examples originally taken from Arabic mythology; their main identity is &amp;quot;graveyard dwelling man-eaters&amp;quot;.&lt;br /&gt;
* In keeping with its edgelord sensibilities, [[Warhammer 40k]] has a lot of examples. Here&#039;s just a few:&lt;br /&gt;
** The [[Dark Eldar]] feed their slaves with processed corpses of dead slaves, among other things. The Dark Eldar themselves may also indulge in the cannibalism of other species if they feel like it, [[grimdark|sometimes with their meal still alive and conscious so that they can additionally savor their agony]]. &lt;br /&gt;
** The [[Kroot]] need to eat sentient beings in order to remain intelligent and regularly eats certain individuals to evolve specific traits.&lt;br /&gt;
** The entire [[ork|orkoid race]] is one big food chain in itself, and bigger/complex life forms will eat the smaller/less-abled ones below them if needed/they feel like it. A special mention however, goes to the eating [[squig]], an simple orkoid life form that is solely made for the orks to cultivate, harvest, and eat.&lt;br /&gt;
** Most orkoid species will also eat other beings if it fancies them, especially the orks themselves and larger combat squig species.&lt;br /&gt;
[[File:Corpse-starch.PNG|thumb|right|A Corpse-Starch dispenser, puking its necrotic shit to feed their low born consumers.]]&lt;br /&gt;
** The Imperium feed people &#039;&#039;&#039;Corpse Starch&#039;&#039;&#039; or &#039;&#039;&#039;Soylens Viridiens&#039;&#039;&#039;, made from processed human bodies. While it could be an extreme example of waste not want not (as this typically happens in [[Hive World]]s, where resources are stretched thin as it is), it is a bit [[grimderp]] too, and the poor sods operating the equipment [[Corpse Grinder Cults|tend to get a bit loopy]]. On second thought, it is a convenient to rid of corpses before it rots and causing plague pandemic on a hive world. And of course for a dangerous place with high population density like hive world, it produces more corpses than any sources of food each day with constant violent events occurred (gang wars, [[Inquisition|Imperial authority]] [[Adeptus Arbites|doing]] [[Assassin|their jobs]]). Being able to turn the deads into edible sources of before it could pose a sanitary risk while also ensuring the plebs are fed with easy to afford meals is truly convenient. And if the civilian doesn&#039;t like how it tastes, they could join the [[Imperial Guard]] to eat slightly better taste rations; which ensures more people join the wall of guns, [[Just As Planned|just as the Emperor wants]]!&lt;br /&gt;
** Although not strictly food, the Juvenat treatments used by high-ranking imperial nobility and officers are made out of human fetuses; so we guess that&#039;s unavoidable if one wishes to live longer.&lt;br /&gt;
** Uncivilized Feral Worlds may have cannibalistic rituals within the tribes, especially if they&#039;re tainted by Chaos. Even if they&#039;re brought under the heel of the Imperium and the [[Imperial Creed]] is spread, this does not 100% guarantee that feral worlders will shrug off cannibalism completely.&lt;br /&gt;
** Due to their [[Gene Seed|Omophagea]], Space Marines can consume the the brains of fallen enemies to take in their knowledge. Some Astartes chapters also incorporate cannibalism into their chapter rituals in some way (such as the [[Blood Angels]]&#039; blood drinking rituals, or the aptly-named [[Flesh Eaters]]). The [[Sons of Malice]] chapter is one notable example, except they were declared heretics as a result (reasonable since they had been consuming a lot of chaos worshipers corpses during their services around the [[Eye of Terror|pinky hole of all obvious evil]]). This makes one wonder the point of giving Spess Muhreens such an ability, given most of their enemies would be likely to corrupt them via being eaten. On the other hand, having the ability to sustain on any being&#039;s flesh while fighting far away without supply for a long time is a convenient but situational ability for survival, truly just how the Emperor intended.&lt;br /&gt;
** The forces of [[Chaos]] regularly indulge in various forms of cannibalism (Nurgle&#039;s followers for example, brew the corpses of defeated enemies into a variety of concoctions for consumption, and Khorne regularly involves the consumption of blood and other bloody gibs to worship him). Fluff however, tends not to not mention them too often, or in too much in detail when they occur. Let&#039;s not forget the [[Emperor&#039;s Children]] breaking down slaves into drugs both recreational and military, and we&#039;re assuming they aren&#039;t above dining on their spoils of war either. Certain rituals involve cannibalism, and Chaos cult/Traitor Imperial commanders are even more callous than Loyalist commanders so it&#039;s fairly common among Chaos worshippers.&lt;br /&gt;
** The [[Tyranids]] are a race of ravenous consumers and will eat anything and everything, including themselves if needed. Hell, some of their [[Tyranid_Bio-Weapons#Fleshborer|weapons]] fire living projectiles that attempt to devour their target within their short lifespan. Although since they are not sentient creatures, hell, they are not even individuals (with the exception of extremely few named Nids like the [[Swarmlord]] but even then they aren&#039;t fully individualistic), it is hardly cannibalism and can be likened to predatory behavior. In &#039;&#039;[[Dawn of War II|Retribution]]&#039;&#039;, there&#039;s a scene where the [[Hive Tyrant]] let itself be consumed by the Digestion Pools in order for its mind to reappear somewhere else in the sector, so the swarm will even use cannibalism as a form of long-range transport.&lt;br /&gt;
** It&#039;s also a fairly common plot point for fan works, for example the [[Order of the Martyred Heart]] eat the flesh of those they sacrifice to the Emperor.&lt;br /&gt;
* Similar to 40k, [[Warhammer Fantasy]] (and by extension [[Age of Sigmar]]) uses the concept of cannibalism to add extra grimdark.&lt;br /&gt;
** [[Orcs &amp;amp; Goblins]] are as cannibalistic as their 40k counterparts, as are the [[Troll#Warhammer_Fantasy|Trolls]] that occasionally appear in their forces.&lt;br /&gt;
** Ghouls are former humans who have been deformed into monsters by the act of cannibalism. In AoS they&#039;re part the [[Flesh-Eater Courts]], who have the added distinction of being deluded into believing they&#039;re being gallant knights when they devour people.&lt;br /&gt;
** The Mourngul is another monster created from men driven to cannibalism, because for some reason the setting really needed two monsters with the same gimmick.&lt;br /&gt;
**The [[Ogre Kingdoms|Ogres]] are a race whose most distinctive feature is their constant hunger. Given that Ogres generally don&#039;t have a concept of morals, let alone what is or is not edible, cannibalism is common amongst them. That said, nomming on [[Gnoblar]]s is only done as a last resort.&lt;br /&gt;
** The human worshippers of [[Khorne]] in Age of Sigmar are often shown as being cannibals. Survivors of Khornate attacks partake in a cannibalistic feast, either joining in and transforming into a Bloodreaver or refusing and being added to the menu.&lt;br /&gt;
** Cannibalism is a big part of the [[Skaven]]. To them life is cheap, food is expensive and often someone can serve you better as lunch than as a wounded slave or as a backstabber. Of course, they will gladly feast-dine on any non-Skaven they can get their grubby paws on.&lt;br /&gt;
* [[Dungeons and Dragons]] have many &amp;quot;true omnivores&amp;quot;; we won&#039;t count them unless they are intelligent.&lt;br /&gt;
** Xanxost the Slaad, a frequent narrator in various [[Planescape]] books, would usually discuss the taste of some of the (sentient) species he was discussing. Usually as a punchline.&lt;br /&gt;
** The &amp;quot;Flinds&amp;quot;, a tribe or subspecies of [[Gnoll]] that eats other Gnolls, along with just about all the other races.&lt;br /&gt;
** The halflings of [[Dark Sun]] eat only other races; but they&#039;re called &amp;quot;cannibals&amp;quot; anyway.&lt;br /&gt;
&lt;br /&gt;
* [[Paranoia]] has a few scenarios centering either around it, or the implication that Friend Computer&#039;s Food Processors use deceased Citizens of Alpha Complex as an input.&lt;br /&gt;
* [[Lamentations of the Flame Princess]]&#039;s author had a [[Magical realm|particular fondness]] for including cannibalism in his works.&lt;br /&gt;
* Being in a post-apocalyptic wasteland, the [[Fallout]] series contains several examples of cannibalism.&lt;br /&gt;
** Despite the setting, cannibalism is generally frowned upon, or outright hated, in the wasteland by &amp;quot;civilized&amp;quot; folk.&lt;br /&gt;
** The protagonist has the option of becoming a cannibal by taking the appropriate perk, which allows them to devour slain human enemies for health and nutrition. One can be an unwitting cannibal as well by eating human flesh or strange foodstuffs found in the world.&lt;br /&gt;
** Feral ghouls and some less-civilized ghouls, partake in cannibalism. The former due to being completely insane, the latter because they simply don&#039;t care about civil norms or morality anymore (and may also just be insane).&lt;br /&gt;
** Mentally unhinged raider gangs, such as The Fiends in the Mojave, will occasionally eat their targets.&lt;br /&gt;
** Majority of super mutants are cannibals, especially those living in brutal communities and were mentally stunted by the FEV transformation, although this is not always the case.&lt;br /&gt;
** A number of seemingly-normal communities throughout post-war America may have devolved into cannibalism and normalized it, for a variety of reasons. Some do it as a necessity for survival, some see it as a mark of true prestige, and some have just gone completely bonkers.&lt;br /&gt;
&lt;br /&gt;
As a &amp;quot;Horrific Magic&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* Diablerie, from [[Vampire: The Masquerade]] and [[Vampire: The Requiem]], which involves eating another vampire&#039;s &#039;&#039;soul&#039;&#039; through their blood.&lt;br /&gt;
* The Devourers of the Flesh, from [[Mage: The Awakening]], a Left-Handed Path that are more or less exactly what their name claims.&lt;br /&gt;
&lt;br /&gt;
==Standard Cannibalism Jokes==&lt;br /&gt;
There are a few standard jokes associated with cannibalism:&lt;br /&gt;
&lt;br /&gt;
* The name &amp;quot;Long Pig&amp;quot; or &amp;quot;Long pork&amp;quot;, from the semi-euphemistic description of the dish by certain Polynesian tribes.&lt;br /&gt;
** On that note, &amp;quot;tastes like chicken&amp;quot; has been used, in keeping with the joke that &#039;&#039;just about everything&#039;&#039; tastes like chicken.&lt;br /&gt;
* &amp;quot;Soylent Green&amp;quot; is the other favorite name for processed human flesh, after the movie of the same name, where it is discovered that the titular food product is made using human corpses due to food shortages caused by overpopulation and environmental collapse. &amp;lt;ref&amp;gt;The name came from the book &amp;quot;Make Room! Make Room!&amp;quot; which the movie was based on, though the &amp;quot;Soylent Green is people!&amp;quot; twist was something the movie added.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[The Lord of the Rings|LOOKS LIKE MEAT&#039;S BACK ON THE MENU BOYS!]]&lt;br /&gt;
* If the main target of the cannibals are brains, expect a joke along the lines &amp;quot;well you&#039;re safe then&amp;quot; to the dumbest member of the group.&lt;br /&gt;
* &amp;quot;To Serve Man&amp;quot; ... &amp;quot;IT&#039;S A COOKBOOK!&amp;quot;&lt;br /&gt;
* Wordplay associated with &amp;quot;Humanitarian&amp;quot; and &amp;quot;Vegetarian&amp;quot; being compared.&lt;br /&gt;
&lt;br /&gt;
==The Reasons It&#039;s A Touchy Subject==&lt;br /&gt;
There are five main reasons why most modern media either avoids cannibalism, or downplays it:&lt;br /&gt;
&lt;br /&gt;
#Most mammals (that includes you!) are instinctively predisposed to avoid cannibalism (barring &#039;&#039;severe&#039;&#039; stress such as starvation), since, as mentioned below, cannibalism is a &#039;&#039;&#039;really&#039;&#039;&#039; great way to spread various diseases, from parasitic to prionic.&lt;br /&gt;
#Eating people generally involves human corpses, which begs the question of where the corpses came from. Most people find the idea of someone being murdered to be eaten highly disturbing.&lt;br /&gt;
#Native tribes were frequently accused of being cannibals or portrayed as being cannibals when they weren&#039;t.  Many tribes who did practice cannibalism were mis-attributed as to when, how and most importantly &#039;&#039;&#039;why&#039;&#039;&#039; they practiced it. Given the subsequent abuse of the accusation by [[/pol/|blatant racists]] to dehumanize natives, most modern works try to avoid the subject entirely to not be accused (even by double proxy) of propagating racist stereotypes. &amp;lt;!-- Please, no Krootlinking here. We cover the Kroot below. --&amp;gt;&lt;br /&gt;
#There are some already [[/d/|rather disturbing people]] who find cannibalism a quite arousing subject. Any sane author who knows about this wants to keep a great deal of distance between their works and [[Furry|said]] [[/d/|people]].&lt;br /&gt;
#That shit&#039;s disgusting, yo.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Biology==&lt;br /&gt;
Multiple cultures throughout history have practiced cannibalism, more for mystic/cultural reasons than out of necessity.  The most common notion behind ritual cannibalism is that by consuming an enemy&#039;s flesh, a person would gain their strength.  That being said, the practice was near-universally banned by nearly every group that had enough food (specifically protein) to go around, for fairly obvious ethical, moral and hygienic reasons.  &lt;br /&gt;
&lt;br /&gt;
Eating your own species is a &#039;&#039;&#039;really&#039;&#039;&#039; great way to spread disease, and not a very polite thing to do to a stranger. While we do also get diseases from animal meat, a lot of them are rendered moot by cooking and the fact that they&#039;re incompatible with a human&#039;s complex physiology, so they just get digested and pass through the body. That isn&#039;t so much the case with eating someone else of your own specie. Its also not very pragmatic either. Human meat, even under the best conditions, has poor calorific content, meaning you&#039;re not getting a lot of energy from consuming it compared to the ones you&#039;d get from eating livestock or game. So really there&#039;s no good reason for people to eat other people, save for some very, &#039;&#039;very&#039;&#039;, dire circumstances where things like morality, health, and nutritional  needs are becoming more of a suggestion than rule.&lt;br /&gt;
&lt;br /&gt;
A prominent example of a disease spread by cannibalism is Kuru, a prion-based neurodegenerative disease which affected the Fore people of Papua New Guinea through their tradition of consuming their dead as part of the funeral rite (it was thought to free the spirit of the deceased). Symptoms include muscle tremors, loss of coordination leading to the inability to walk or even sit without support, emotional instability, and certain death. Things like this probably helped lead to the idea of ghouls and other such degraded man eaters.&lt;br /&gt;
&lt;br /&gt;
More common is cannibalism by desperation. If fields burned before harvest lie under snow, storehouses plundered by passing armies, what little escaped pillage is either locked away in hordes or rationed out in sub-subsistence portions by those remaining power, game (including sparrows and rats) is running thin and people will kill each other for a sack of turnips, turning the remains of a dead enemy patrol into warrior-burgers and knight-steaks so you might make it to till the land and reap again beats an otherwise assured miserable death. Same goes if you&#039;re in a siege and you&#039;ve emptied the larders and granaries, butchered the horses and finished off the cats, rats and songbirds leaving only fallen comrades. This sort of thing, while still undeniably unpleasant, is not so much evil as tragic.&lt;br /&gt;
&lt;br /&gt;
Further, cannibalism was enough of an occasional feature of nautical life (almost always in fairly extreme circumstances involving a lack of food) to be somewhat regularly discussed when the subject came up. This side of the subject is probably beyond the nature of this article, save to note that it kept &amp;quot;civilized&amp;quot; people from being &#039;&#039;too&#039;&#039; high-and-mighty about the practice.&lt;br /&gt;
&lt;br /&gt;
Also of particular interest, as it gets cited in /tg/ related discussions of the subject: the mating habits of certain insects, the females of which may eat the males after mating--although, by most biologists&#039; accounts, many such species do so only rarely, except when in captivity.&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Flames_of_War&amp;diff=217992</id>
		<title>Flames of War</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Flames_of_War&amp;diff=217992"/>
		<updated>2022-02-07T15:26:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Flames of War&lt;br /&gt;
|picture = [[File:FOW-Logo-Color2.jpg]]&lt;br /&gt;
|type = [[Miniatures]]-based [[Wargame]]&lt;br /&gt;
|system = &lt;br /&gt;
|playno = &lt;br /&gt;
|time = &lt;br /&gt;
|publisher = Battlefront Miniatures&lt;br /&gt;
|authors = &lt;br /&gt;
|year = 2002&lt;br /&gt;
|books = Flames of War: Fourth Edition and Flames of War: Forces&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flames of War&#039;&#039;&#039; is a tabletop [[wargame]], first released in 2002, by the New Zealand company Battlefront Miniatures. It recreates the fighting in the European and North African theaters of World War II using 15mm scale models. There are also expansions that cover Vietnam, World War 1, and the Arab-Israeli Wars. Play simulates combat between company-level forces, with each stand of infantry typically representing half a squad. In the mid-2010s its popularity outside its homeland has skyrocketed, and it is moving rapidly on its way to joining &amp;lt;s&amp;gt;[[Warhammer Fantasy Battle]]&amp;lt;/s&amp;gt; (Lol dead), [[Warhammer 40,000]] and [[Warmachine]]/[[Hordes]] as one of THE big-name tabletop wargames. Also like those games, it is quickly developing a strong community of whiny, sophist &#039;YouTube War Expert&#039; players. Still, most players are quite friendly and welcoming to newbs, newbies, noobs, and nubs. Even if they often make typos. Also developed by a team of mainly very nice gentlemen. &lt;br /&gt;
&lt;br /&gt;
Battlefront Miniatures itself has become fairly popular in comparison to [[Games Workshop|other well-known companies]], as they have given their blessing for players to use other company&#039;s products in games, even allowing them in tournaments; and for making many of the army lists available on their website. Also the prices from the company aren&#039;t that high ($52.00 USD is pretty good for 2 Rifle platoons, a weapons platoon, a Company command squad and a few bazooka teams), and in addition to that, most of the stuff you own can be mix-and-match as those infantry platoons you own can be used with your armoured companies and vice versa. Also, as infantry don&#039;t really change much, and since at 15mm it&#039;s hard to tell what they are equipped with anyway, you can use your infantry platoon/company throughout all war periods, and can proxy them as mechanized (provided you have the transports), paratroopers, ect. with ease. &lt;br /&gt;
&lt;br /&gt;
==Rules Basics==&lt;br /&gt;
If you&#039;ve played any other tabletop wargame, you should be halfway to knowing the rules for FoW, its just a matter of the squirrelly parts. Some of the major points are:&lt;br /&gt;
*Unit ratings- Units are rated on two stats, their motivation and their training. Ratings are typically applied across and entire army list.&lt;br /&gt;
**Motivation- How happy and ready for fight your units are. Keeps troops in the battle and helps them keep moving and fighting. There are three ratings (barring special snowflake rules): Reluctant, Confident and Fearless. Note that Fearless is not as good as it is in 40k, although it&#039;s still pretty damn great as it stops your platoons and companies pissing out at a moment&#039;s notice. &lt;br /&gt;
**Training- How skilled at combat your troops are. Keeps them alive and helps with things like moving through rough terrain, digging in, hitting the enemy in Close Combat, and a whole range of other things. Gives protection against being shot at (because unlike other contemporary games, the likelihood of a unit being hit is due to &#039;&#039;&#039;their&#039;&#039;&#039; skill, not the unit shooting at them). There are three flavours of training: [[Imperial Guard|Conscript]], Trained and Veteran.&lt;br /&gt;
*Motivation tests- There are numerous situations when Motivation checks are required. Think of them like Leadership tests in 40k. The most common check is when a platoon is below half strength, it has to take a motivation test or be removed from the game. Following from this, when your entire army is below half strength, your Company Commander has to take a motivation test or (if he&#039;s copped it) you lose the game automatically &amp;lt;strike&amp;gt;as your troops run away like little girls &amp;lt;/strike&amp;gt; bravely tactically retreat to fight for Freedom and hamburgers another day.&lt;br /&gt;
*Shooting- one rule that confuses a lot of new players is that when one unit shoots at another, the chance to hit is based on the target&#039;s skill rating, not the firer&#039;s. The reasoning being that any moron with one arm and two brain cells to rub together can spray machine-gun fire at people, and what really counts is how good the people being shot at are at taking cover and not bunching up like a flock of sheep.&lt;br /&gt;
&lt;br /&gt;
==List Building==&lt;br /&gt;
Note that all lists are based off historically based equipment at a specific point of time, even if that equipment was unique or incredibly rare. &lt;br /&gt;
&lt;br /&gt;
Army lists come in three different flavours: Infantry, Mechanized, and Armoured. Each &amp;quot;codex&amp;quot; will normally feature multiple nations, and each nation will usually have different organization charts that let them take any of the three flavours of list. The differences between organization charts is that they dictate the base requirements of a list, the motivation and skill level of your list, and the &amp;quot;weapon&amp;quot; and &amp;quot;support&amp;quot; options your list can take.&lt;br /&gt;
 &lt;br /&gt;
*The HQ: Your force will always have an HQ. For infantry lists, this will be a stand of a Company Commander (who allows units he joins to reroll motivation), a 2nd in Command (honestly not that good, although depending on your nation he gives bonuses to your troops. The main use for him is that he can &amp;quot;appoint&amp;quot; a platoon commander if their commander died previously.) Some HQs let you bring along extra goodies, like Bazookas and Mortars that can be attached to platoons. Mech HQs are the same as Infantry HQs but will come with transports (and unlike 40k, transports can be a real disadvantage, although more recent rules have removed a lot of their downsides.) Tank Commanders will be exactly that: Tanks. Usually one or two tanks make up the HQ, and the tanks can vary a lot. For some Russian lists, you don&#039;t actually take one, you just nominate a tank from one of your platoons (actually called companies but they function as platoons) to be your Company Commander. &#039;&#039;&#039;HQS usually DO NOT count as platoons for Company strength.&#039;&#039;&#039; They function like 40k independent characters do. If I have 3 infantry platoons and a company commander, I count as only having 3 infantry platoons for my force strength.&lt;br /&gt;
&lt;br /&gt;
*The Combat Platoons, AKA Troops choice: Same with 40k, each organization chart will have a minimum requirement of a platoon or two with the option to have more. Infantry lists will have infantry platoons as their combat platoon requirement, mech will have mechanized platoons, etc. Here you choose the size of the platoon (for example, an American Rifle platoon from a Mid War Africa army will be able to have either 7 stands or 10 stands in their platoons) as well as any additional stuff like bazookas, machines guns, mortars, ect. &lt;br /&gt;
&lt;br /&gt;
*The Weapons Support: Usually encompasses stuff like mortar platoons, engineer platoons, and other platoons that come from a battalion level. This would be historically the assets that the division gave to the battalion, such as a machine gun company, that the battalion spreads out through the other battle companies. For example, A Panzer Battalion would have a Company of Engineers attached to it. Therefore, a weapons support option for a Panzer Company would be one or two platoons of Engineers. In a 40k codex, this stuff would come right after the Troops entries in each organization chart, or comes from another organization chart&#039;s army list. &lt;br /&gt;
&lt;br /&gt;
*The Divisional/Corp support: This is elements that exist at a Divisional level. Historically, it would be things like air support that is allocated to a division/corps. In game, these options usually give your army some much needed diversity/support. Unlike the troops, HQ and weapon options, these guys aren&#039;t restricted to a singular organization chart. This means that multiple lists have access to them. This stuff includes the aforementioned air support, artillery, self propelled guns, and specialist troops. Also the Motivation and Skill ratings of Divisional support can differ from your Troops and Weapon support options. Note that air support is generally &amp;quot;invisible&amp;quot; except that it can either launch a &amp;quot;bombardment&amp;quot; in a similar way to artillery or it can be used to drive off enemy air support. It does not count as a platoon.  &lt;br /&gt;
&lt;br /&gt;
However it should be noted FOW tends to allow and even promote ahistorical parings and combinations.  This includes allowing indirect artillery to be present on board and act in an anti tank role as well as artillery function.  Quantities tend to be over exaggerated.  For example a company of infantry can have access to tank or artillery resources that would usually be assigned to a battalion or brigade in real life.  There is also no limitations in terms of forces assigned so your company may end up being supported by units from multiple other formations regardless of historical practice.  &lt;br /&gt;
&lt;br /&gt;
===Sample Army===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to build a force from the Army book &amp;quot;North Afrika.&amp;quot; This book comes from the Mid War period, which means you can only use it against other Mid War lists. You would then pick a nation, in this case we will pick Americans. You then go to the American section of the book to see which organization charts you can pick from. Here you can choose from an Armoured company which uses Sherman Tanks, a Mechanized Company in armored half-tracks, an Infantry company, or a paratrooper company. Here we choose the Infantry company. This means that you must now adhere to the organization chart that comes with this company. Choosing the Infantry company means that your force is Confident trained (it will say this in the book)&lt;br /&gt;
&lt;br /&gt;
Next, you pick the platoons for your force, starting with the required ones. You must take a Company Commander with a 2iC, and two infantry platoons. An average game of Flames of War is about 1500 points, so this is what you will plan for. You look at the first entry, and the Company HQ has the option to take two bazooka teams with him for a few extra points. The extra firepower seems useful, so you take him and the two bazooka teams. You now look at the combat platoon requirements. You MUST take Two Infantry platoons, with the option to take a 3rd. Now you look at the Infantry platoon entry. There is option of taking the infantry platoon with either 6 rifle teams plus a platoon command rifle team, or 9 rifle teams plus the command rifle team. You also have the option for a bazooka.  Since you will want a solid foundation for your army list (and so you can get your platoon count up), you take the two minimum infantry platoons PLUS the extra platoon, all at full strength. You also take the optional bazooka teams for added anti-tank capability. &lt;br /&gt;
&lt;br /&gt;
Next you look at the optional weapon platoon options. The organization chart says that you can take one mortar squad, one mechanized platoon, one truck platoon, one machine gun platoon, one weapons platoon (this platoon comprises of light machine guns and light mortars), 2 anti tank platoons (armed with light anti tank guns, although one can be medium according to the entry) and 1 engineer platoon. Since you will want your list to have a barrage template for pinning down the enemy or launching smoke, you choose the mortar platoon. After looking at its entry you see that you can either take 4 mortar teams plus a command rifle team and an observer rifle team, or 6 mortar teams plus a command rifle team and an observer rifle team. It has the option to take two bazooka teams and a car for the observer. However, since the mortar platoon would sit further back, you pass on the bazooka teams, which are only effective at close range. You also pass on the car as the observer needs to be stealthy and hidden, which is harder to do with a jeep or car.&lt;br /&gt;
&lt;br /&gt;
Lastly, you look at the Divisional Support options. You can choose Air support, Artillery support, another medium anti-tank gun platoon, a tank hunter platoon, a Sherman platoon, a paratrooper platoon, an anti-aircraft platoon, a mobile anti-aircraft platoon, an engineer platoon, and a scout platoon. You choose the artillery platoon since the Americans get nifty special rules that boost the effectiveness of their artillery. You then pick limited (which is actually the medium option) air support to drive off enemy air support. Noticing that your army is lacking anti-tank, you take a Sherman Tank platoon to add a punch to your force, and a unit of medium anti-tank guns, which you could have also taken in the Weapon platoons section.&lt;br /&gt;
&lt;br /&gt;
Doing this, your force consists of:&lt;br /&gt;
*HQ with 2 bazooka teams&lt;br /&gt;
*3 x infantry platoon with 9 rifle teams, a platoon command rifle team, and a bazooka team&lt;br /&gt;
*A mortar squad with 6 mortar teams, a platoon command team and an observer&lt;br /&gt;
*A tank platoon of 5 Sherman tanks&lt;br /&gt;
*An anti tank platoon of 3 57mm anti tank guns with a platoon commander&lt;br /&gt;
*An artillery platoon with 4 105mm gun teams with a staff team, platoon command team and observer team&lt;br /&gt;
*Limited air support&lt;br /&gt;
&lt;br /&gt;
You have 7 platoons, 3 of which are combat, 1 of which is a weapons platoon, and 3 of which are divisional support platoons.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Rather than try to balance, say, the German army that invaded Poland in 1939 against the Russian army that rolled into Berlin 6 years later, the game is divided into three periods:&lt;br /&gt;
&lt;br /&gt;
In this respect, it is significantly more intelligently designed than its retarded cousin, which shall remain nameless *cough* &amp;lt;small&amp;gt;[[Bolt Action]]&amp;lt;/small&amp;gt;*cough*  It is still lacking in historical accuracy &amp;lt;s&amp;gt;and is slowly becoming subsumed by the same special rule bloat that affects most popular miniature wargames&amp;lt;/s&amp;gt; not anymore now that 4th Edition took a flammenwerfer to those.(3rd was still a better game mind you)&lt;br /&gt;
&lt;br /&gt;
==World War Two==&lt;br /&gt;
&lt;br /&gt;
===Early War===&lt;br /&gt;
Covers everything from the beginning of the war until the end of 1941. Available forces are Germany, Great Britain, the USSR, Imperial Japan, Finland, Italy, France and Poland. Typically most forces are less experienced and so there are very few forces (outside of the Germans, Finns and Japanese) who have &amp;quot;veteran&amp;quot; units. It&#039;s actually one of the most &amp;quot;balanced&amp;quot; periods of the game, and so is actually fairly popular (except among Americans for some reason). While most of the overall game is balanced, and each period is balanced, in this period every tank has a reasonable chance against other tanks (unless you&#039;re those British, Soviet or French cunts who take Matildas, T-34&#039;s or B1s- but then you&#039;ll have 4 models on the table, TOPS, and they can be easily beaten in assault by engineers). When the Germans get the later Panzer IIIs they can easily take out the allied heavy/infantry tanks, if you&#039;re willing to pay a boatload of points for a glass cannon.&lt;br /&gt;
&lt;br /&gt;
===Mid War===&lt;br /&gt;
Covers 1942-1943. Poland becomes a British force while America comes in. Probably the most balanced period, with the only real cheese being the [[RAGE|T-34 spam]] that the Russians can use, as amusingly enough they can almost take more tanks than you can get bases of each nation&#039;s commando/paratrooper equivalent. Lack a lot of flexibility due to the rules for Russian tanks.&lt;br /&gt;
&lt;br /&gt;
===Late War===&lt;br /&gt;
Covers 1944 to the end of the war in May 1945. Includes most of the &#039;Iconic&#039; battles of the war, like the invasion of Normandy, capture of Paris, Operation Market Garden and the Battle of the Bulge. The Soviets destroyed what was left of the Germans&#039; ability to actually stop them in summer 1944, and finished the job in 1945, so there&#039;s plenty going on in the Eastern Front as well, from Operation Bagration in June 1944 to the Battle of Berlin in April-May 1945.&lt;br /&gt;
&lt;br /&gt;
Lots of hilarious units like the Kingtiger and Panthers, both of which are too complicated and expensive for their own good, and virtually infinite opportunities to field last-ditch efforts to prevent the inevitable as the Allied powers advanced into Germany, like the Hitlerjugend child soldiers and the Volkssturm militia.&lt;br /&gt;
&lt;br /&gt;
The large number of special rules makes this period somewhat more &amp;quot;gamey&amp;quot; than mid-war.&lt;br /&gt;
&lt;br /&gt;
==Vietnam==&lt;br /&gt;
What started off as a few army lists published in wargames illustrated evolved into the newest period expansion, with the current book being &#039;Nam. NVA list is pretty standard guerrilla stuff but there is an option to run an ironclad battalion (tank battalion) with soviet make tanks and apcs, despite these kind of forces being extremely rare and only really utilized once the Americans withdrew combat forces. South Vietnam, on the other hand, had its supply of parts and new hardware cut off after the US withdrew, meaning the ROV armed forces rapidly lost all mechanized capability after 1973.&lt;br /&gt;
&lt;br /&gt;
The American/ANZAC/South Vietnamese lists have access to helicopters as well as tank, mechanized cavalry, and infantry lists. Basic rules also change somewhat, and it seems like company-level combat doesn&#039;t really work that well for this conflict. Very few players, and the original boxes for units have become quite hard to come by.&lt;br /&gt;
&lt;br /&gt;
==Arab-Israeli Wars==&lt;br /&gt;
Currently focused on tank battles during the Six Day War in 1967, which pits upgraded WW2 American tanks versus upgraded WW2 Soviet tanks as well as more modern vehicles such as M48 pattons, centurions, and T-54/55s. No helicopters here, but it does have rules for jet aircraft and night-vision equipment. A lot of people like it because it just takes some tan paint to turn a Late War or Vietnam unit into one that fits this setting. The rule set was first released in 2013 as a wargames illustrated supplement called Fate of a Nation, with tank company lists for Israel, United Arab Republic (Egypt), and Jordan. In late 2014/early 2015 it was re-released as a theater book with revised points and additional lists for Israeli Sayaret (Recon) and paratroopers, and UAR and Jordanian infantry fortified infantry companies.  It has been expanded to include the 1973 Yom Kippur War. Plays like a mix of Team Yankee and FoW; with the aircraft and range of Team Yankee but only a little more lethality than your granddaddy&#039;s Shermans.&lt;br /&gt;
&lt;br /&gt;
==Great War==&lt;br /&gt;
Currently only one book, focused on the final offensives of 1918. Army lists exist for the British Empire, France+Belgium, the United States and Germany, with  sides having access to the first tanks, better known as &amp;quot;landships&amp;quot; back then. August 2014 saw the release of German and British army boxes, supporting kits, and terrain, including craters and a trench-line system. August 2015 saw a full book with German, British, French, and American lists as well as new missions. The most recent edition, &#039;Great War&#039;, makes stat updates in the veins of V4 Flames of War and gives you even more ways to send young men to die aimlessly on the battlefields of Europe.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, this is the &#039;safest&#039; game by Battlefront. You may have tanks that literally delete anything else from the table, but the strategy of hiding in trenches and depressing charges into machinegun fire defines the period, and the game as a whole. It is also worthy of note that machine guns have the ability to delete certain tanks, and artillery is far less important than in regular Flames.&lt;br /&gt;
&lt;br /&gt;
==[[Team Yankee]]==&lt;br /&gt;
After the eponymous book by Harold Coyle, the newest addition to BF&#039;s expanding list of non-WWII theaters, focusing on a hypothetical WWIII with the Warsaw pact vs. NATO in the Fulda Gap and the North German Plains. On the NATO side are the Americans, British, West Germans, French, Canadians, Dutch and the ANZACs. On the Warsaw Pact are the Soviets, East Germans, Poles and Czechs. &lt;br /&gt;
&lt;br /&gt;
The 2019 book Oil War saw an expansion of the war into the Middle East, featuring lists for Irael, Iraq, Iran, and Syria. This was also the first book to slowly but surely advance the timeline of Team Yankee to cover the late eighties and early nineties, allowing for more modern (and lethal) kit to be introduced. &lt;br /&gt;
&lt;br /&gt;
Team Yankee uses a ruleset based upon standard Flames of War, but is different in many details and noted to be quicker and more violent than standard Flames of War. No word yet if that means that one side nukes the other if they lose, something that NATO actually was planning to do.&lt;br /&gt;
&lt;br /&gt;
THE most popular offshoot of Flames of War, but still a smaller game than its daddy (just ignore the fact that it has the largest presence on 1d4chan). [[Team Yankee|Check it out here.]]&lt;br /&gt;
&lt;br /&gt;
==Armies==&lt;br /&gt;
FoW supports most of the major military powers that fought in WWII. The following is an absolutely completely unbiased list of those that are currently available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;United States of America&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
They may have shown up two years late, but once in the war the Americans brought with them one of the largest war industries ever heard of, and by 1945 fielded one of the largest and most powerful armed forces ever seen in history. Built around vehicle spam, heavy artillery, and a seemingly endless supply of bazookas. Technology like stabilizers, AOPs, and semiautomatic rifles make your troops great at maneuver warfare and help make up for generally average or poor hard stats.&lt;br /&gt;
&lt;br /&gt;
In Midwar, the US has some of the most powerful technology, with some of the heaviest armed and armored medium tanks of the era, massive amounts of bazookas (which are waaay scarier in this era), and capable artillery. What&#039;s the tradeoff? You have some rather poor crew stats that limit your flexibility and give you discounts on your troops, so they are still relatively spammable, and your special rules still make your troops decently flexible despite that. Even though your options aren&#039;t huge, you have a tool for every job and the US represents a capable force.&lt;br /&gt;
&lt;br /&gt;
Late War depicts the Americans as a force to be reckoned with due to their probably the most powerful artillery in game, higher training, and insane list building flexibility. These capabilities help you overcome your glaring weaknesses: you don&#039;t have access to the level of armor and penetration that the Soviets, Germans, and British can bring in numbers. This doesn&#039;t mean that your units are much cheaper though: the top level M4 mediums are similar in price to Soviet heavies and SS panthers. This means that you have to play a bit smarter, using smoke, artillery, terrain, and your special rules and training to out maneuver and out think your freedom-hating adversaries. Played well, it&#039;s a beautiful sight to see, but you will be punished quite readily if you lose your luck or wits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Britain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The old saying goes that the British Army loses every battle in every war except the last one, and Britannia certainly got the last laugh in the 1940s. Jollie olde Anglaterre and her Commonwealth mainly field bland looking masses of brown and drab paint. They are good all-rounders, and are especially good in assaults. One of their biggest draws is that Great Britain isn&#039;t just England- you can also field Scots, Irish, Indians, Canadians, Nepalese, Australians, New Zealanders, and Maoris. The British are tough in defense and &amp;lt;s&amp;gt;favour drowning their enemies in dead colonials&amp;lt;/s&amp;gt; tend to have a small, elite core supplemented by special forces. They are best in defense however, due to their special characters and special rules that favour a mainly static war (unless you play an armour company, in which case the British rules are made to let you [[Orks|charge in guns blazing]]).&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soviet Union&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The only army a true fa/tg/uy should ever play. The Soviet state produced some of the most horrific evil ever seen or done by man, but the Red Army also taught the entire world that no technological advantage beats &#039;&#039;&#039;A LOT&#039;&#039;&#039; of men equipped with simple, sturdy and easily mass-producible tools of war... as long as you are willing to take and replace &#039;&#039;&#039;A LOT&#039;&#039;&#039; of losses in the process (which they were). The Red Army&#039;s units are a mess of contradictions, with decent hard stats but some significant weaknesses that allow you to field them in large numbers. The Soviets suffer from a near complete lack of artillery smoke, a -1 to hit if they move on nearly all their vehicles, a lack of careful units, and sparse infantry AT. What this means is you can field a massive number of units that, when used together right, can mitigate their weaknesses and do a lot of damage. When used wrong, however, they tend to die in droves. To give you an idea of how much you&#039;re going to be outnumbering your opponent, most other armies are a &#039;Company&#039; made up of &#039;Platoons&#039;. [[Tyranid|The average Soviet army fields &#039;Battalions&#039; made up of &#039;Companies&#039;]]. Chances are you will fill up your side of the table with your forces, so I hope you enjoy assembling and painting those little basta- {{BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039; fearless defenders of the motherland}}. Despite this, the Late War Soviets also bring a good amount of highly skilled and capable units, helping mitigate the weaknesses of their regular brethren. That or you could just spam T-34 and T-70s like a mad lad and [[Just as planned|take so many throwaway tanks that the amount of burning wreckage they make is an acceptable replacement for the smoke you don&#039;t have.]] Either way is fun.&lt;br /&gt;
&lt;br /&gt;
The Polish People&#039;s Army seen in Team Yankee originated in the Soviet Union in 1943, so there is the possibility to field them using selections from the Mid-to-Late-War Soviet lineup as well, like the T-34/85.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Germany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Nazi state might have produced some of the most horrific evil ever seen or done by man, but they also forged a war machine with enough discipline, training, equipment and fighting spirit to seize and hold virtually all of Europe and take on most of the world, basically by themselves, for over five years. German forces feature the Heer (Army), Luftwaffe (Air Force), Kriegsmarine (Navy), the Waffen-SS (Armed-Protection Squadron), the Hitlerjugend (Hitler Youth) and the Volkssturm (People&#039;s Assault). Their quality ranges from extremely good to extremely bad, with the latter becoming more common in Late War, when the German military was rapidly running out of guns, bullets, fuel, vehicles, time and ability to train new troops, etc. and were generally just throwing together whatever they could. The stern discipline and tenacity of the Heer is plenty visible, as is the skill and daring of the Luftwaffe&#039;s airborne troops and the extreme Villainous Valor of the Waffen-SS. The Volkssturm, a pitiful last-ditch effort to stave off defeat, is just a bullet-sponge militia, and the mobilized boys of the Hitler Youth have been soaked in Nazi propaganda for years and just don&#039;t know any better.&lt;br /&gt;
&lt;br /&gt;
German forces were driven to extraordinary lengths by Hitler&#039;s decision to try taking on basically the entire world at once, but the upside is that snazzy German engineering; there are literally over a hundred different vehicles to choose from. Most German units will win one-on-one with their Allied counterparts, but will usually be outnumbered by a noticeable margin. Also, there&#039;s several lists that lets you field an army of [[Awesome|nothing but Tiger or Konigstiger tanks]], so that&#039;s cool too. Germans have great tactical flexibility and firepower but don&#039;t stand up to attrition very well. Their special rules are very newbie-friendly as they pretty much ignore the rules about platoon command teams, since if one dies, they can &amp;quot;appoint&amp;quot; a new platoon commander without having to have the Company commander or second in command there.&lt;br /&gt;
&lt;br /&gt;
{{German Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;France&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you enjoy sitting back and dragging out battles, France is the country for you. Usually they field a static army of soldiers with low morale, able to blow the shit out of the enemy with their special snowflake artillery. Enjoy laughing in the face of your opponent as you pore over complicated tables every time you shoot something. In addition, you can also take giant indestructible tanks, or get your Fearless Trained African soldiers to do your dirty work for you. Their special rules &#039;&#039;&#039;REALLY&#039;&#039;&#039; favour the defense, as both infantry and armour alike are unsuited to attacking. One special rule allows your servant to move your objectives closer to you, and another gives all colonial troops an advantage in assaults so you can sit back in your trench and enjoy your wine and cheese.&lt;br /&gt;
&lt;br /&gt;
Those collaborating Vichy surrender monkeys don&#039;t really appear, and for that matter, neither do Free French, either. The former was relegated to a support role at best and the latter had no ability to produce updated French-designed and made uniforms or equipment and thus pretty much would be American units on the tabletop anyway.&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Italy&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ah, yes- the Italians. The ally Germany asked for but wound up wishing they&#039;d never gotten. Italy shares the massive numbers of weak troops with the Soviets, but lacks the supporting equipment. Don&#039;t expect any decent tanks unless you take German allies (Semoventi are one of the few Mid-war SPG Artillery units the Axis can take as a core Formation, and just happen to not be subject to the whims of the Dice Gods when determining just how bad they could be, cuz Italian Arty are Veterans). The only tanks in the entire war that were definitely worse were those fielded by Japan (and theirs were basically made of paper). The Italians could fight extremely well when they wanted to, but the Italian people as a whole were not as fired up for an all-out war as Mussolini wanted them to be, and so the motivation and skill of Italian forces varied widely. Hence the special rules that give random motivation/skill ratings to their platoons, which can lead to hilarious lists where you either have elite hordes of Fearless Veterans or untrained masses of Reluctant Conscripts. Depending on the table you roll on, it&#039;s usually geared towards Confident Trained or Reluctant Trained. Still, absolutely hilarious for both sides when rolling.&lt;br /&gt;
&lt;br /&gt;
{{Italian Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japan&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Dishonorably only available in Early War for now.&amp;lt;/s&amp;gt; New Pacific Book &#039;Banzai&#039; has came out. Now you can field Japanese army for Pacific supplement rules, and also for good ol&#039; Late-War rules. They have the best morale in the game, even refusing to listen to the player when they fail their company morale check. At points where the even the Waffen-SS and those crazy Nazi kids in the Hitler Youth would decide they&#039;d had enough, the Imperial Japanese Army&#039;s soldiers fought on, often literally until every last man on their side was dead. They were trained and taught to fight ferociously and die gloriously for Empire and Emperor, and they were &#039;&#039;extremely&#039;&#039; good at both. Their vehicles are somewhat lacking- an understatement, given how machine gun fire proved capable of breaching Japanese tank armor-  but they make up for this by taking the steel that would have otherwise been used on those tanks and turning it into the enormous balls that are standard issue for their soldiers. No surrender. NO SURRENDER. Their average infantryman has a rifle and a banner that gives him a hard-on for death, and their anti-tank weapon of choice is a [[Awesome|bomb-thrower who would put the Taliban to shame.]] If you were looking for a sane game of Flames of War, look elsewhere. You don&#039;t play Japan for their competitiveness or survivability, you do it because every single unit is foaming at the mouth to charge the enemy and start murdering. [[Emperor|For the Emperor!]]&lt;br /&gt;
&lt;br /&gt;
Tactics for V4: [[japan flames of war]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finland&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
One of Germany&#039;s best allies until circumstances forced them to switch sides late in the war, Finland was driven into German arms by Stalin&#039;s shameless (and Pyrrhic) war of aggression that robbed them of a good chunk of territory in the Winter War. They joined in the invasion of the USSR in the hopes of getting revenge, and fielded a professional army that benefited considerably from the use of modern German equipment. They made use of captured Soviet hardware as well, and slapped swastikas on every vehicle to ensure that the Stukas didn&#039;t come after them.&lt;br /&gt;
&lt;br /&gt;
Despite lacking the equipment and vehicles of the other powers, the Finns are still a force to be reckoned with. They get a huge advantage in Winter and Forest terrain (which the Soviets learned about the hard way in the Winter War), and are usually rated Veteran, even in the early war. They field a mix of Soviet, German, and WW1-era equipment. You need balls to play these guys, as you can&#039;t rely on numbers or special rules to win the day. Their armored company is considered one of the most challenging lists to play.&lt;br /&gt;
&lt;br /&gt;
The Finns were on the Axis side until a ways into the Late War period, when they would appear fighting the Germans if you were to field them.&lt;br /&gt;
&lt;br /&gt;
{{Finish Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hungary&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The poor man&#039;s Germans&amp;lt;/s&amp;gt; Very similar to Germany, but with unique organization and equipment. Have useful special rules that provide advantages in both attack and defense, and can take a lot of German equipment in the Late War. Their most famous vehicle is the kawaii-as-fuck Zrínyi assault gun.&lt;br /&gt;
&lt;br /&gt;
{{Hungarian Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Romania&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Mainly focused on infantry and cavalry, with hilariously underpowered vehicle options. They get random motivation like Italy, and can also take a lot of allied equipment. They are unique because they switch sides after being conquered by the Soviets in Late War, so Romanian players can choose between German or Soviet allies, while quietly wondering why they&#039;re using Early War equipment in 1944. Historically it is because, while there was an assistance agreement in place, [[That Guy|Germany handed them their cast-offs and captured Russian materiel while keeping the updated stuff for their own units]]. The Romanians, while having decent technology lacked the heavy industry to equip their entire army on their own, so they were actually relatively thankful for said cast-offs. Later on after they switched sides, the Reds didn&#039;t trust the lukewarm enthusiasm the Romanian king showed for [[Communism]], so they didn&#039;t want to heavily arm someone they already knew they would eventually have to deal with. Which happened two years later: the king was booted out, Romania became a full satellite of the USSR and (ironically) at that point received the same better materiel other USSR allies did.&lt;br /&gt;
&lt;br /&gt;
{{Romanian Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poland&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The poor Poles have it even worse than the Finns. They have okay equipment, especially for Early War, but you will find yourself stretching to get your units to fit all the roles you need. You can try to impersonate the Soviets with masses of weak infantry, but their real advantage is in the great balance of their units. They can hold their own in assaults, and tend to excel in defense. In Late War, they have the legendary Armia Krajowa, which beats the Finnish armour company for the position of hardest list in the game. It&#039;s literally a bunch of armed civilians with whatever German stuff they could get their hands on, and it would come as no surprise if Sun Tzu himself couldn&#039;t win a game with them.&lt;br /&gt;
&lt;br /&gt;
{{Polish Forces in Flames of War}}&lt;br /&gt;
&lt;br /&gt;
NOTE: The game balance in this game is actually really good. There is no &amp;quot;best army,&amp;quot; just strong lists. Lists are usually strong against one type of list and are countered by others. Eg: Commandos are an elite British list that are awesome against raping shit in melee, and are fearless veterans, but they are expensive and you can&#039;t take many of them, meaning you get absolutely raped by horde tank lists like the Russian lists.&lt;br /&gt;
&lt;br /&gt;
==Homebrews==&lt;br /&gt;
[[Media:Abyssinia.pdf|&amp;quot;It Will Be You Tomorrow&amp;quot;, covering the Second Italo-Abyssinian War in 1935-36.]]&lt;br /&gt;
&lt;br /&gt;
[[Media:Them.pdf|&amp;quot;The Army of Man&amp;quot;, a fun book that lets you pit your Flames of War army against some 1950s B-movie monsters.]]&lt;br /&gt;
&lt;br /&gt;
Supposedly there is also a Falklands War homebrew in the works.&lt;br /&gt;
&lt;br /&gt;
There is also a [[ Girl und Panzer ]] homebrew which is seriously in need of a new revision, which is designed to be it&#039;s own separate game. However, depending whether you are a truly pure-blood historical gamer or if you don&#039;t mind [[anime|animu]] this could be extra heretical.&lt;br /&gt;
&lt;br /&gt;
There is a project to update V3 with some of the good rules changes from V4, and fix some of the jank (arty park). [https://jovianarchiver.com/v3-redone/ Link here.]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Pacific.jpg|soviets actually have veterans now, which makes this one all the better. They also announced a release for the Pacific Campaign, which means this will all become true in 2016 March.&lt;br /&gt;
Image:Usarmoredrifles.jpg&lt;br /&gt;
Image:Germanartillery.jpg|what it&#039;s like using German tube artillery in-game.&lt;br /&gt;
Image:Zrinyi.jpg|damn those hungarians and their pancakes of death!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.flamesofwar.com/ Flames of War homepage]&lt;br /&gt;
&lt;br /&gt;
[[Category: Wargames]]&lt;br /&gt;
[[Category:Battlefront Miniatures]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Jagdtiger&amp;diff=280289</id>
		<title>Jagdtiger</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Jagdtiger&amp;diff=280289"/>
		<updated>2022-01-26T11:36:46Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: Small correction here: gun came before the chassis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|That such a monstrosity had to be constructed in the final phase of the war - at all times!|Tiger Ace Otto Carius on the Jagdtiger}}&lt;br /&gt;
&lt;br /&gt;
The Panzerjäger Tiger Ausf. B, more commonly known as the &#039;&#039;&#039;Jagdtiger&#039;&#039;&#039;, was the heaviest and most powerful Tank Destroyer of WWII. It was also an even bigger pile of fail than the [[Elefant]], taking everything wrong with the Elefant and dialing them up to 11.&lt;br /&gt;
&lt;br /&gt;
==Late War==&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The Jagdtiger was a design meant to emulate successful tank destroyer designs that had been used throughout the war: Take the base chassis of an existing tank, shove a fuckoff hueg gun into it, add extra armor, and proceed to let it utterly rape anything that got within 2 kilometers of it, with [[Elefant|mostly]] great success.&lt;br /&gt;
&lt;br /&gt;
In 1942, German high command and old Adolf very much wanted [[awesome|a 128 mm cannon that could function mainly as artillery but also as direct-firing bunker-buster gun should the need arise, and that was &#039;light enough&#039; to be motorized]]. This was... pretty darn ambitious for the technology at the time, but eventually Krupp delivered a workable design. At that point, the rest of the designers were faced with a damn problem: sure, it was &#039;light enough&#039;, but the &#039;&#039;Sturmkanöne 12.8cm&#039;&#039; was still so big and so heavy the only chassis who reasonably could take it was that of the Tiger II chassis and the idea of having it elevate as an artillery gun was dropped pretty quickly for being too complex, leaving only the direct-fire option. Now, an astute reader may remember that the Tiger II was, for all its many other faults, pretty much impossible to kill efficiently and quite capable of dishing out copious amounts of hurt with its &#039;&#039;acht-acht&#039;&#039;. Therefore, it stands to reason that the Jagdtiger would be pretty epic, right?&lt;br /&gt;
&lt;br /&gt;
Good one.&lt;br /&gt;
&lt;br /&gt;
In reality, the 128mm cannon added an absurd amount of weight to a chassis that was already straining the engine to a breaking point, decreasing the mechanical reliability of the already dubiously reliable Tiger II. Worse than that, it was reported by Otto Carius that the gun would often have to be recalibrated after driving on rough terrain, and just to fire the gun in combat, some poor dude had to get out of the tank and unlock the gun. Combine this with the fact that it kept the absurd complexity of Tigers and very poorly trained late war German tank crews, and you have a perfect way to lose valuable assets pointlessly.&lt;br /&gt;
&lt;br /&gt;
Even though the gun was reported to have shot through a house and killed an American tank, this is not an accomplishment due to the fact that the Sherman chassis didn&#039;t really stand a chance against most late war German tanks. Combined with its high muzzel flash and the cannon being so powerful that it blinded the loaders (yes, loader, but PLURAL), it could fire exactly once, then maybe breakdown trying to move 2 feet before being abandoned. Even the much-maligned Elefant was a more effective weapon than the Jagdtiger.&lt;br /&gt;
&lt;br /&gt;
Two other facts stand out as utter hilarity: More Jagdtigers were lost to breakdown and mechanical issues than they were combat losses, and one Jagdtiger was attacked by Volkssturm with Panzerfausts because they had no idea what the fuck it was.  &lt;br /&gt;
&lt;br /&gt;
{{Template:German Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dire_Wolf_Heavy_Scout_Titan&amp;diff=177120</id>
		<title>Dire Wolf Heavy Scout Titan</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dire_Wolf_Heavy_Scout_Titan&amp;diff=177120"/>
		<updated>2022-01-26T11:17:48Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Direwolf_Titan.JPG|400px|right|thumb|If Big Chungus [[Isekai|reincarnated]] into Megazord.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{topquote|[[The Clans|Enemy]] [[OmniMech|Daishi]] incoming!|anonymous [[Draconis Combine|DCMS]] soldier before getting vaporized during [[Clan Invasion|Operation Revival]]}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Please put down your weapon. You have twenty seconds to comply.|ED-209, Robocop}}&lt;br /&gt;
&lt;br /&gt;
The hilariously designed &#039;&#039;&#039;Dire Wolf Heavy Scout Titan&#039;&#039;&#039; is a new Titan first revealed for [[Adeptus Titanicus]] on Jan 24 2022 and by god was its reveal majestic. This [[Derp|derpy]] looking contraption resembles more akin to a [[Warhound Scout Titan]] eating [[Meatbread|one too many dog treats]] and [[Neckbeard|becoming obese as a result.]] As such, jokes on it being dummy thicc and an overall chonker proliferated on [[/tg/]]. Didn&#039;t help that this chonky little bastard had comically downsized [[Vulcan Mega-Bolter]]s; bearing more resemblance to a mechanized [[Dinosaur|T-rex]] without [[Herp|any of the cool factor.]] As for the name, they most likely stole that from the [[BattleTech]] assault Clan OmniMech of the same name, and it probably isn&#039;t a coincidence that they called it a [[Lyran Commonwealth|Heavy Scout Titan]] as well. The fact the Titan looks like a crossbreed between a Clan Dire Wolf with its Lyran protégé, the Hauptmann, and having a cannon strapped to its back doesn’t help dispel rumors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 14m; approx&lt;br /&gt;
*&#039;&#039;&#039;Width:&#039;&#039;&#039; 12.8m; approx &lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 14m/At Rest - 17m/At Rise&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 4-5 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 580 tonnes; approx&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
On a more serious note, the Dire Wolf as its name implies, is a Heavy Scout Titan. What this means is that it is &#039;&#039;obviously&#039;&#039; more heavily armoured and wields more powerful firepower in contrast to the lighter Warhound. In battle, this allows the Dire Wolf to survive against Titan warfare on a one-on-one basis; being able to at least trade blows with a [[Reaver Battle Titan]] without getting spanked. Of course, their heavier armour and larger weapons mean that it is slower and less agile than the Warhound.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Dire Wolf fills a niche of a recon Titan that could survive the heaviest of direct firefights that would fell most Warhounds, whilst providing return heavy firepower. Ergo, the Dire Wolf is to the Warhound what the [[Warmaster Heavy Battle Titan]] is to the [[Warlord Battle Titan]]. Alternatively (for the more real-world history minded) it is to the regular Warhound what the [[Marder]] was to a regular [[Panzer II]]: a trade-off in speed and maneuverability for sporting a fuckheug gun allowing it to punch way above its weight class.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
The Titan sports twin [[Ardex Defensor Mega-Bolter]]s. These things are the aforementioned bizarre T-rex arms. It is essentially a stripped-down version of the [[Vulcan Mega-Bolter]] that comes with one barrel rather than two. However, by doing so, the design creators over at GeeDubs kind of forgot the memo of how ridiculously tiny those gun arms look in comparison to the [[/d/|&#039;&#039;thiccness&#039;&#039;]] of the Dire Wolf. Proportions after all, is important when it comes to design and by the [[Emprah]] are these proportions whack. &lt;br /&gt;
&lt;br /&gt;
Of course, these are just the secondary weapons, in terms of its primary weapons, the Dire Wolf can come with two carapace weapon options - the armour-busting upscaled [[Neutron Laser]] or the [[Volcano Cannon]]. The Dire Wolf has also been modified with flatter feet and more armour plating, to better stabilize itself for the Titan&#039;s heavier payload. Likewise, its void shield generators have been moved, from their usual location on a Warhound, to better accommodate the Dire Wolf&#039;s larger weapons.&lt;br /&gt;
&lt;br /&gt;
{{Mechanicus}}&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
{{40k-Imperial-Ships}}&lt;br /&gt;
[[Category: Walkers]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dire_Wolf_Heavy_Scout_Titan&amp;diff=177119</id>
		<title>Dire Wolf Heavy Scout Titan</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dire_Wolf_Heavy_Scout_Titan&amp;diff=177119"/>
		<updated>2022-01-26T11:17:36Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Direwolf_Titan.JPG|400px|right|thumb|If Big Chungus [[Isekai|reincarnated]] into Megazord.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{topquote|[[The Clans|Enemy]] [[OmniMech|Daishi]] incoming!|anonymous [[Draconis Combine|DCMS]] soldier before getting vaporized during [[Clan Invasion|Operation Revival]]}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Please put down your weapon. You have twenty seconds to comply.|ED-209, Robocop}}&lt;br /&gt;
&lt;br /&gt;
The hilariously designed &#039;&#039;&#039;Dire Wolf Heavy Scout Titan&#039;&#039;&#039; is a new Titan first revealed for [[Adeptus Titanicus]] on Jan 24 2022 and by god was its reveal majestic. This [[Derp|derpy]] looking contraption resembles more akin to a [[Warhound Scout Titan]] eating [[Meatbread|one too many dog treats]] and [[Neckbeard|becoming obese as a result.]] As such, jokes on it being dummy thicc and an overall chonker proliferated on [[/tg/]]. Didn&#039;t help that this chonky little bastard had comically downsized [[Vulcan Mega-Bolter]]s; bearing more resemblance to a mechanized [[Dinosaur|T-rex]] without [[Herp|any of the cool factor.]] As for the name, they most likely stole that from the [[BattleTech]] assault Clan OmniMech of the same name, and it probably isn&#039;t a coincidence that they called it a [[Lyran Commonwealth|Heavy Scout Titan]] as well. The fact the Titan looks like a crossbreed between a Clan Dire Wolf with its Lyran protégé, the Hauptmann, and having a cannon strapped to its back doesn’t help dispel rumors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Length:&#039;&#039;&#039; 14m; approx&lt;br /&gt;
*&#039;&#039;&#039;Width:&#039;&#039;&#039; 12.8m; approx &lt;br /&gt;
*&#039;&#039;&#039;Height:&#039;&#039;&#039; 14m/At Rest - 17m/At Rise&lt;br /&gt;
*&#039;&#039;&#039;Crew:&#039;&#039;&#039; 4-5 crew; approx&lt;br /&gt;
*&#039;&#039;&#039;Weight:&#039;&#039;&#039; 580 tonnes; approx&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
On a more serious note, the Dire Wolf as its name implies, is a Heavy Scout Titan. What this means is that it is &#039;&#039;obviously&#039;&#039; more heavily armoured and wields more powerful firepower in contrast to the lighter Warhound. In battle, this allows the Dire Wolf to survive against Titan warfare on a one-on-one basis; being able to at least trade blows with a [[Reaver Battle Titan]] without getting spanked. Of course, their heavier armour and larger weapons mean that it is slower and less agile than the Warhound.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Dire Wolf fills a niche of a recon Titan that could survive the heaviest of direct firefights that would fell most Warhounds, whilst providing return heavy firepower. Ergo, the Dire Wolf is to the Warhound what the [[Warmaster Heavy Battle Titan]] is to the [[Warlord Battle Titan]]. Alternatively (for the more real-world history minded) it is to the regular Warhound what the [[Marder]] was to a regular [[Panzer II]: a trade-off in speed and maneuverability for sporting a fuckheug gun allowing it to punch way above its weight class.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
The Titan sports twin [[Ardex Defensor Mega-Bolter]]s. These things are the aforementioned bizarre T-rex arms. It is essentially a stripped-down version of the [[Vulcan Mega-Bolter]] that comes with one barrel rather than two. However, by doing so, the design creators over at GeeDubs kind of forgot the memo of how ridiculously tiny those gun arms look in comparison to the [[/d/|&#039;&#039;thiccness&#039;&#039;]] of the Dire Wolf. Proportions after all, is important when it comes to design and by the [[Emprah]] are these proportions whack. &lt;br /&gt;
&lt;br /&gt;
Of course, these are just the secondary weapons, in terms of its primary weapons, the Dire Wolf can come with two carapace weapon options - the armour-busting upscaled [[Neutron Laser]] or the [[Volcano Cannon]]. The Dire Wolf has also been modified with flatter feet and more armour plating, to better stabilize itself for the Titan&#039;s heavier payload. Likewise, its void shield generators have been moved, from their usual location on a Warhound, to better accommodate the Dire Wolf&#039;s larger weapons.&lt;br /&gt;
&lt;br /&gt;
{{Mechanicus}}&lt;br /&gt;
{{40k-Imperial-Vehicles}}&lt;br /&gt;
{{40k-Imperial-Ships}}&lt;br /&gt;
[[Category: Walkers]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bow_Weaponry&amp;diff=103818</id>
		<title>Bow Weaponry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bow_Weaponry&amp;diff=103818"/>
		<updated>2021-12-08T19:17:37Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Trident */&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 is almost 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 Runners. Basically members of House Escher that are quasi-feral kids and quasi-alien beastmasters, who use these bows as a more...quiet form of 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&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 things sure seals the deal on the competency of the Chaos Gods, and seeing how they keep on supporting [[Abbadon|Failbaddon]], [[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 41st 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 Ratskin tribes of Necromunda are particularly renowned for making use of handbows and other low-tech weapons.&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;
&lt;br /&gt;
===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 Hive Gangers in [[Necromunda]].&lt;br /&gt;
&lt;br /&gt;
Because of its ergonomic potential, they are used by House Cawdor as their primary heavy weapons.&lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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. 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.&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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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!]] &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;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Kroot]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&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-Chaos-Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{40k-Ork-Weapons}}&lt;br /&gt;
{{Template:40k-Tau-Weapons}}&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384506</id>
		<title>Power weapon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_weapon&amp;diff=384506"/>
		<updated>2021-12-05T19:27:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Harlequin&amp;#039;s Caress */&lt;/p&gt;
&lt;hr /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
For one reason or another, the glorious Daemon Weapons of Chaos operate like power weapons(even if more recent rules reflect their peculiarity with added bonuses). Probably for the same reason that allows cheap guardsmen bayonets to be exactly as deadly as &#039;&#039;[[chainsword]]s&#039;&#039; in melee combat.&lt;br /&gt;
&lt;br /&gt;
8th edition changed this by making chainswords add one to the models attacks with that weapon, which makes logical sense.&lt;br /&gt;
&lt;br /&gt;
==Imperial Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Blade===&lt;br /&gt;
[[File:PowerBlade.jpg|200px|right|thumb|Power Blade]]&lt;br /&gt;
The little brother of the Power Knife and possibly the smallest known Power Weapon.&lt;br /&gt;
&lt;br /&gt;
Power Blades are small dagger-like Power Weapons used by Imperial forces. They are easily concealable and often used on infiltration missions by assassins and stealth operatives. Power Blades rely on the strength of their built-in power field to maintain the integrity of the thin blade upon a strike.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that Power Knives are meant for Astartes or Custodes hands whilst the Power Blade is known to be usable by regular human forces, it would make sense for the Power Blade to be smaller and concealable.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Knife===&lt;br /&gt;
[[File:Misericordia.JPG|200px|right|thumb|Power Knife (Misericordia)]]&lt;br /&gt;
Weapons that were crafted as a convenient off-hand carver to compliment a larger power weapon, these weapons were used almost exclusively by the [[Alpha Legion]].  They lack the strength and cutting power of a Power Sword, but do have Rending.  More importantly, they are relatively cheap and have the Specialist weapon quality, allowing them to be paired with bulkier melee weapons and still grant an extra attack.&lt;br /&gt;
&lt;br /&gt;
More recently, Power Knives are now also wielded by the Adeptus Custodes and House Van Saar. Though they appear to be mundane pieces of wargear, each Power Knife has been masterfully crafted and is able to pierce the thickest armor, all the way to its hilt. These Knives are called the Misericordias, more can be read below.&lt;br /&gt;
&lt;br /&gt;
====Misericordia====&lt;br /&gt;
&lt;br /&gt;
The Misericordia (&amp;quot;blade of mercy&amp;quot;) is a weapon usually in the form of a long dagger or short sword carried by the [[Adeptus Custodes|Legio Custodes, and later Adeptus Custodes]], as a symbol of the Magisterium Lex Ultima which places them above all law except the direct authority of the Emperor of Mankind. Designed to deliver a single killing thrust, they may be used to carry out a death sentence or to euthanise a grievously wounded warrior. Therefore, it is more of a ceremonial weapon than it is a weapon of war.&lt;br /&gt;
&lt;br /&gt;
The Misericordias resembles a knife that are filigreed with gold and theldrite, their hilts molded to the owner&#039;s unique grip and their blades imbued with micromolecular dissonator spirits that allow them to slice through the thickest armor as though it is just sheet of paper. &lt;br /&gt;
&lt;br /&gt;
It is said that originally - before the Unification Wars Misericordias were the weapon of Tyrants of old Terra, but after their fall transfered to symbol of arbiters of humanity, the Emperor&#039;s judgement itself. After the Horus Heresy Misericordias gain a new meaning - becoming the vengeance for Emperor&#039;s demise. [[Bullshit|Bullshitters]] states that every time a Misericordia pierced a traitor&#039;s heart, [[Derp|a minuscule measure of revenge is exacted on behalf of the Emperor himself.]] Custodians are wise enough not to believe such weaponized [[Derp]], although they do like to use them against Traitors symbolically at least.&lt;br /&gt;
&lt;br /&gt;
===Power Stake===&lt;br /&gt;
[[File:PowerStake.jpg|200px|right|thumb|Power Stake]]&lt;br /&gt;
&lt;br /&gt;
Yeah, you heard that right. [[Derp|There&#039;s a stake that&#039;s considered a power weapon.]] Anyways, a Power Stake is a weapon carried by some Inquisitors, which immolates on contact with psykers. Physically it is a long iron rod but is charged as a Power Weapon and as such is effective against non-psychic foes. So it is the quintessential stabbity stab stab.&lt;br /&gt;
&lt;br /&gt;
On the tabletop the Power Stake was only usable by the Witch Hunters, counting as a two handed Power Weapon (ignoring armour saves) while also wounding Psykers on a 2+. It still rarely saw use, as Blessed Weapons and Force Weapons just offered better benefits 90% of the time.&lt;br /&gt;
&lt;br /&gt;
===Power Pick===&lt;br /&gt;
[[File:Power_Pick.jpg|200px|right|thumb|Power Pick]]&lt;br /&gt;
&lt;br /&gt;
A mining equipment that has been turned into a improvised weapon.&lt;br /&gt;
&lt;br /&gt;
The Power Pick is a type of construction and mining equipment used by the Imperium meant to shatter diamond-hard boulders into sizable chunks. The power field enveloping the the point of the Power Pick is sharp enough to poke deep holes into armored vehicles.&lt;br /&gt;
&lt;br /&gt;
Yes, you read that correctly.  The rare and venerated power weapons are used as menial labor equipment.  And they don&#039;t require a power cable, unlike the &amp;quot;new&amp;quot; power weapons given to unimportant people like Imperial Guard whoever.  Don&#039;t you just love the Imperium?&lt;br /&gt;
&lt;br /&gt;
Due to its hard sharp points the Power Pick has been utilized as a weapon by rebel factions, most notably by Genestealer Cults. Aberrants use these simple weapons, which are capable of piercing ceramite when struck hard enough.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a makeshift Power Axe. You get the D3 damage and AP-2, but you don&#039;t get the bonus point of Strength and they&#039;re a colossal 16 points each (now only 10 with Chapter Approved). Interestingly enough also a choice for the Neophyte Leader, although with only S3 and 2A it&#039;s an utter waste of points and efficiency compared to the cheaper (4 point) power maul, or the free chainsword/cultist knife.&lt;br /&gt;
&lt;br /&gt;
However, it is now updated to allow a free Rending Claw attack for each attack made with the Power Pick. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Hammer===&lt;br /&gt;
[[File:Power_Hammer_Genestealer.JPG|200px|right|thumb|Power Hammer]]&lt;br /&gt;
&lt;br /&gt;
The little brother of the Thunderhammer....or the more utilitarian and civilian-friendly version of the Thunderhammer. The Power Hammer is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by [[Genestealer|Genestealer Cults.]] &lt;br /&gt;
&lt;br /&gt;
Yes, another mundane civilian menial tool that uses more advanced technology than the power swords Imperial officers might sometimes be allowed to use.  And unlike those, it doesn&#039;t require a power cable.  Just when you though the poor Guardsmen couldn&#039;t get more cheated, and that&#039;s without remembering the powered exoskeletons used by Hive gangers...and menial laborers.&lt;br /&gt;
&lt;br /&gt;
[[Genestealer Aberrants|Aberrants]] use these weapons on those they can catch, each swing crushing torsos and breaking spines in a burst of disruptive energy. Like their bigger brothers, Power Hammers function by containing most of the disruptive power until the point of impact, unleashing the full blast all at once to ensure whatever material being struck by would shatter from the sheer explosive force.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Power Hammer is the Aberrants&#039; weapon upgrade choice. 8 (6 more now) more points than the already expensive Pick they start with, but it might be worth it for Power Fists that always roll a 3 for damage. Now that aberrants have been reduced in price using these has actually become a good idea, hammer time has come at last.&lt;br /&gt;
&lt;br /&gt;
===Neural Whip===&lt;br /&gt;
[[File:Neural_Whip_Modern.JPG|200px|right|thumb|Neural Whip]]&lt;br /&gt;
[[/d/|The very kinky Neural Whip]] is a Power Weapon utilized by the [[Sisters of Battle]], particularly Repentia Mistresses. The flailing, psycho-conductive neural whips are as much symbols of the rank of Repentia Mistress as they are vicious weapons that lash out at the enemy of the Emperor before they are able to strike back. Of course like all whips, it is very difficult and unwieldy to utilize.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, the Neural Whip got a modernized makeover and it actually looks like it could whip worth a damn.&lt;br /&gt;
&lt;br /&gt;
On 7th edition. Neural Whips are a melee weapon with Str User and AP3 with Shred on non-vehicle units with leadership 8 or less. Mob Rule? Fuck that noise. Only Mistress of Repentances get these. (Basic Sisters have LD 8...[[/d/|coincidence?]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Neural_Whip_by_Mrmao.JPG|Neural Whip, &#039;&#039;courtesy of Mrmao.&#039;&#039;&lt;br /&gt;
Image:Sister_Repentia_Mistress_with_Neural_Whip.jpg|[[Rule 34|Whip me harder Mistress!]]&lt;br /&gt;
Image:Neural_Whip.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electro-Flail===&lt;br /&gt;
[[File:ElectroFlail.jpg|250px|right|thumb|Electro-Flail]]&lt;br /&gt;
&lt;br /&gt;
The more confused cousin of the Neural Whip.&lt;br /&gt;
&lt;br /&gt;
[[Pretend|No, despite the name, they have very little in relation to an]] [[Arc Weaponry|Arc Weapon]]. Why GW like to keep on using names that are &amp;lt;u&amp;gt;CLEARLY&amp;lt;/u&amp;gt; [[FAIL|inaccurate of the weapon&#039;s nature is unknown.]] These flails have short reach, but as they strike in devastating masses of hits they can be extremely effective at incapacitating a foe.&lt;br /&gt;
&lt;br /&gt;
Anyways, instead of being a true Arc Weapon, Electro-Flails are a type of Power Weapon consisting of a whip-like weapon with multiple lashes charged with electrical energy. So yeah, [[Lolwut|they are power weapons that use their energy field to produce electricity]]....[[Derp|&#039;&#039;what?&#039;&#039;]] [[Herp|Yeah its kind of weird;]] instead of using the power of lightning itself, it uses some other indirect source to produce the same effect. Guess we have another [[Lightning Gun|Lightning Gun]] in our hands here.  Although, if the whip used the power field instead of derping electricity, it&#039;d be pretty incredibly OP.  Just twirl it once and a tank could fall apart.&lt;br /&gt;
&lt;br /&gt;
Electro-Flails can be wielded by a normal human, but it is most found on the [[Arco-flagellant|Arco-Flagellants]].&lt;br /&gt;
&lt;br /&gt;
===Null Rod===&lt;br /&gt;
[[File:Nullrod.jpg|250px|right|thumb|Null Rod]]&lt;br /&gt;
The complete opposite of a [[Force Weapons#Force Rod|Force Rod.]]&lt;br /&gt;
&lt;br /&gt;
A Null Rod is a type of Power weapon used by members of the Ordo Malleus&#039;s Daemonhunters. These obsidian rods constantly crackle with [[Blank|anti-psychic power]] which nullifies the powers of the Warp. However, this device also prevents the wielders themselves from making use of any psychic power.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, Null Rods could only be wielded by the Chainsword-armed Canoness only for the Bolter Bitches and by the Inquisition. For the Sisters of Battle, the Canoness can&#039;t be affected by psychic powers, with a -1 to psychic tests while the Psyker&#039;s within 18&amp;quot; of a rod. For the Inquisition, the Null Rod is a SU AP-2, D1, D1d3 against psykers, and the cost the same as a Power Sword. Hard pass - reliably worse than a Power Sword, which you should also be avoiding.&lt;br /&gt;
&lt;br /&gt;
===Crozius Arcanum===&lt;br /&gt;
[[image:Stormrod.jpg|200px|right|thumb|Crozius Arcanum]]&lt;br /&gt;
The signature weapon of [[Chaplain]]s, the Crozius Arcanum is a mace encased in energy that serves as both a symbol of office and a weapon. Counts exactly as a Power Maul in 7th ed. The Crozius Arcanum itself is a staff of medium length, topped with the Imperial Aquila or symbols, such as winged skeletons or skulls. A few versions use iconography from the Chapter they belong to. The Salamanders, for instance, use the smith&#039;s hammer or a dragon&#039;s head. Ortan Cassius, Master of Sanctity of the Ultramarines, has fashioned his Crozius Arcanum after a Tyranid head, in remembrance of the Battle for Macragge.&lt;br /&gt;
&lt;br /&gt;
Although it is a bludgeoning weapon, certain 40k authors and artists sometimes forget about that, and simply [[Derp|turned the Arcanum into a slicing weapon.]] [[Lulz|Enjoy envisioning a giant club bisecting people in two.]] Sometimes (through the power of [[Dan Abnett|shitty writing]]) it gains the ability to [[Ultramarines:_The_Movie|project a weak stasis field]] as if it&#039;s some sort of [[heresy|stasis flamer]].&lt;br /&gt;
In the words of an aggressively British loremaster the Crozius Arcanum is &#039;It&#039;s a very fancy beating stick, but it&#039;s still just a beating stick.&#039; A case could be made that the Arcanum was used as a conduit or focus of the Emperor&#039;s power to burn away heretic&#039;s since it was carried by a Chaplain but these were Ultramarines. Nowhere near pious enough for such miracles like the Black Templars, much less the Sister of Battle.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shock Mace&#039;&#039;&#039; is an older-model power weapon favored by the [[Chaos|traitor legions]]. It is functionally a Crozius Arcanum, but without the status symbol.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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]], 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.&lt;br /&gt;
&lt;br /&gt;
The [[God-Emperor of Mankind|Emperor of Mankind]] and most of the [[Primarchs]] who had swords used Power Swords. As of 6th edition, Power Swords are now AP3, screwing over many units and characters who have swords modeled on, such as [[Mephiston]], resulting in Terminators becoming absurdly hard to kill in assaults. Now, with armour modifiers, power swords will be pretty useful against Terminators again since AP-3 brings their save down to a 5+. As of 9th Edition, they now give +1 strength as well.&lt;br /&gt;
&lt;br /&gt;
====Heavenfall Blade====&lt;br /&gt;
[[File:Heavenfall_Blade.JPG|200px|right|thumb|A Heavenfall Blade, this one is in particular is [[Azrael]]&#039;s Sword of Secrets]]&lt;br /&gt;
As you can see from the page, the Dark Angels really like power weapons and swords in particular. Unlike their other unique swords, Heavenfall Blades don&#039;t originate from the Terrain Unification Wars or their homeworld of Caliban. Instead they are created from a meteor that struck [[The Rock]]. With the exception of Osmium, Ruthenium, and Rhodium, meteors, comets and asteroids contain elements that are easily attained on Earth and other rocky planets. Since these elements tend to sink into a planet&#039;s core during formation. Therefore, we can guess Heavenfall Blades are probably made out of those instead.&lt;br /&gt;
&lt;br /&gt;
The First most likely found more of these space objects. As every officer of the Inner Circle seems to have a Heavenfall Blade as their badge of office across dozens to nearly one hundred chapters. So there must be between hundreds to thousands of these things in use. Unlike the power swords of other chapters, Heavenfall Blades don&#039;t really stand out that much either.&lt;br /&gt;
&lt;br /&gt;
On the tabletop [[Azrael]], [[Belial]] and [[Sammael]] have their own versions with different states. While Belial can swap his for Lightning Claws or a Thunder Hammer. The Relic that can be given to characters has S+2 AP-4 D2 and an extra attack like a Chainsword. So its best given to Masters (aka DA captains) or the Ravenwing Talonmaster. It can replace a Power Sword, master crafted Power Sword, Relic Blade, or Executioner&#039;s relic blade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Relic Blade===&lt;br /&gt;
[[File:Relicblade.jpg|200px|right|thumb|Relic Blade]]&lt;br /&gt;
A Relic Blade is a large Power Weapon often resembling a sword or axe surrounded by a power field for shearing through armour. Due to their size and weight these weapons must be wielded two-handed, but are of immense importance to the Space Marines who carry them. Many have their origins in the dark days of the Horus Heresy, while others were created many centuries later as tribute to other momentous events.&lt;br /&gt;
&lt;br /&gt;
A two-handed power sword, which on the tabletop results in +2S (so S+2 AP3) and two-handed (can&#039;t benefit from a second weapon, although curiously there is no ban on taking two items that both do this, which currently only means you can wield a relic blade &#039;&#039;&#039;and&#039;&#039;&#039; a storm shield). For some reason this also applies to [[derp|officers in Terminator armor.]] Despite the fluff stating that they can use weapons that other Astartes can&#039;t. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t bother with Relic Blade upgrades for Captains and Chapter Master if a melee based Chapter Relic has better stats. Which they usually will. It is a decent upgrade if the Chapter Relic replaces a ranged weapon, armor or Storm Shield. Honor Guards and Vanguard Sergeants can also use them. Though it is a huge waste on the latter if he doesn&#039;t have a Storm Shield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:RelicBlade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Glaive Encarmine===&lt;br /&gt;
[[File:GlaiveEncarmine.jpg|200px|right|thumb|Glaive Encarmine]]&lt;br /&gt;
&lt;br /&gt;
The Glaive Encarmine is a two handed master-crafted power weapon that the [[Blood Angels]] [[Sanguinary Guard]] use to accompany their Angelus Bolters. They do not have the luxury of choosing the weapons they will enter into battle with, as the weapons they wield are traditional to their rank, and have been for the last ten thousand years.&lt;br /&gt;
&lt;br /&gt;
The Blood Angels [[Sanguinor]] is also equipped with a Glaive Encarmine, but considering that the original Sanguinor was a member of the Sanguinary Guard called Aratron, before Askaellon entombed his face in his armour, this is not surprising.&lt;br /&gt;
&lt;br /&gt;
Crafted long ago using forgotten methods and techniques, few weapons in the Blood Angels armories approach the elegance and mastery of manufacture embodied in the Glaive Encarmine. In battle, a skilled Battle-Brother can wield such a weapon as easily as he might a combat knife.&lt;br /&gt;
&lt;br /&gt;
===Black Sword===&lt;br /&gt;
[[File:Black_Sword.JPG|200px|right|thumb|Black Sword]]&lt;br /&gt;
The Black Sword is an absolutely [[AWESOME|fuck awesome onyx-black power sword]] used by everyone&#039;s favorite canon [[Black Templars|Angry Marines.]] These massive, two-handed power swords are wielded by the [[Emperor&#039;s Champion]] and is often seen as a gift and an honour to be bestowed to wield one of these.&lt;br /&gt;
&lt;br /&gt;
Blessed by the chapter Chaplains and paired with the Armour of Faith, the first of these weapons was given to [[Sigismund]] during the battle for the Imperial Palace, who then almost immediately used it to kill [[Kharn|a pretty swell guy]]. What is unique to the Black Sword other than the fact it can skullfuck xenos and heretics with its [[/d/|large, black blade,]] is that it can also considerably increase the strength of the Black Templar who wields it. How this is done, we have no idea.&lt;br /&gt;
&lt;br /&gt;
===Executioner Blade===&lt;br /&gt;
[[File:Executioner_Blade.jpg|200px|right|thumb|Executioner Blade]]&lt;br /&gt;
A weapon that is [[Choppa|choppy]] enough to make an [[Ork]] [[Slaanesh|orgasm.]]&lt;br /&gt;
&lt;br /&gt;
The Executioner Blade is a large and badass relic sword wielded primarily by the [[Primaris Space Marines|Primaris]] [[Judiciar]] as a means to give a free [[RIP AND TEAR|&#039;crew cut&#039;]] to anyone caught disturbing the [[Chapter Master]]&#039;s nap time.&lt;br /&gt;
&lt;br /&gt;
These giant power swords are unique in design, due to having a flat-ended tip rather than the more conventional point of most swords. This makes the sword poor at piercing through armor, but excellent at chopping shit up like a giant machete. Seeing as how the whole point of the Executioner Blade is to lob off heads, it does its job quite well.&lt;br /&gt;
&lt;br /&gt;
===Sentinel Blade===&lt;br /&gt;
[[File:Sentinel_Blade.png|200px|right|thumb|Sentinel Blade]]&lt;br /&gt;
&lt;br /&gt;
A super special power weapon for those [[Adeptus Custodes|Special golden boys.]]&lt;br /&gt;
&lt;br /&gt;
Sentinel Blades are power swords with weirdly broad but kinda stubby blades (though so massive they&#039;re still long), that are wielded by the Adeptus Custodes and are of such daunting size, that their hilts are flanked with Bolt Casters of exceptionally fine craftsmanship. It is a testament to the sheer strength of the Custodes, that they can wield these mighty swords with the same ease a lesser man might swing a cavalry sabre.&lt;br /&gt;
&lt;br /&gt;
As its name implied, [[Sentinel Guard|Sentinel Guards]] are the primary users of these weapons.&lt;br /&gt;
&lt;br /&gt;
On tabletop it is a Strength User weapon, AP-3, D3 damage; not as killy as the Spear, but your only option if you take a Storm Shield. A good option if you want to outfit a unit to hunt T4 units, since they will wound just as well as the spear but also get 2 pistol shots each in melee. &lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Axe===&lt;br /&gt;
[[image:MCPowerAxe.jpg|200px|right|thumb|Power Axe]]&lt;br /&gt;
Power Axes are single or double-bladed axes with their edges sheathed in energy. Power Axes are especially favored by the [[Space Wolves]], [[Chaos Lord]]s and [[Techpriest|Techpriests]] of the [[Adeptus Mechanicus]]. The Raven Guard occaisonally made use of power tomahawks, a marginally lighter variant that could be thrown.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
===Frost Axe===&lt;br /&gt;
[[File:FrostAxe.PNG|200px|right|thumb|Frost Axe]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[Pretend|Now if only they could freeze enemies like its name implies]]....&lt;br /&gt;
&lt;br /&gt;
===Omnissian Axe===&lt;br /&gt;
[[File:Omnisianaxe.jpg|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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===Executioner&#039;s Greatblade===&lt;br /&gt;
[[File:Executioner_Greatblade.jpg|200px|right|thumb|Executioner&#039;s Greatblade]]&lt;br /&gt;
&lt;br /&gt;
Think the Relic Blade on growth pills (and then factor in how big a Relic Blade is in the first place).&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
The blades were edged with diamond-hard silica glass, enabling a skilled strike to pierce the finest armor. It is by far the largest types of Power Sword within the Imperium, big enough that it needs to be two-handed to be effective.&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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 the name alone, it seems to have been in their armory sense the days of Unification Wars.&lt;br /&gt;
&lt;br /&gt;
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 Praetors, Centurions, and Consuls with Power Fists can exchange them at no cost.&lt;br /&gt;
&lt;br /&gt;
===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;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 Terminators. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
In 9th Edition, Power Fists largely work the same, although they&#039;re now 2 damage flat.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
====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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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.&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;
&lt;br /&gt;
{{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;
&lt;br /&gt;
{{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; [[Celestian#Celestian Sacresant|Celestian Sacresants.]]&lt;br /&gt;
&lt;br /&gt;
These &#039;&#039;very&#039;&#039; long power weapons are, as their name suggests, are 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;
&lt;br /&gt;
===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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Power Sledgehammer===&lt;br /&gt;
[[File:Power_Sledgehammer.jpg|200px|right|thumb|Power Sledgehammer]]&lt;br /&gt;
&lt;br /&gt;
The Power Hammer&#039;s more beefier cousin and one big enough that it can rival a Heavy Thunder Hammer is 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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
&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;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===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 [[Kinetic Destroyer#Archaeotech Repeater|single-barrel Archaeotech repeaters.]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
===Interceptor Lance===&lt;br /&gt;
[[File:Interceptor_Lance.JPG|250px|right|thumb|Interceptor Lance]]&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===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;
&lt;br /&gt;
===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;
&lt;br /&gt;
{{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;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===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. &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. &lt;br /&gt;
&lt;br /&gt;
[[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 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 Dreadnoughts. 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 Dreadnoughts, 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 Titan Power Lance wielded by 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;
{{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 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 Imperial Knights. 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 10 D. 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 Marines. 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. &amp;lt;s&amp;gt;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.&amp;lt;/s&amp;gt; 9th edition cut it&#039;s points cost and bumped the attacks 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;
===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;
{{40k-Chaos-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 articulately manipulate objects with ample dexterity without outright turning it into spam. These weapons can be outfitted with wrist-mounted Shuriken Catapults or Flamers. &lt;br /&gt;
&lt;br /&gt;
However, despite being a Power Fist, there are much better options for the Wraithlord and Wraithseer such as the Ghostglaive for example, which has far longer range than the conventional Power Fist.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Ghostspear===&lt;br /&gt;
[[File:Wraithspear.PNG|250px|right|thumb|Ghostspear]]&lt;br /&gt;
&lt;br /&gt;
Imagine a [[Force weapon#Singing Spear|Singing Spear]] scaled to a Wraithlord chassis.&lt;br /&gt;
&lt;br /&gt;
Ghostspears are massive, rune-etched spears made of Wraithbone (like virtually everything the Eldar make). These weapons are carried into combat by the rare Wraithseer ghost warriors used by the Eldar. These weapons contain a rudimentary sentience within their Spirit Stone core that empowers the blade and guides its wielder&#039;s blows toward the most vital points of their foe. &lt;br /&gt;
&lt;br /&gt;
Aside being used to help channel the Wraithseer&#039;s psychic prowess, the Ghostspear shares a statline nearly identical to the more standard Ghostglaive used by their Wraithlord cousins: S+2 AP-4 d6 damage, with the added bonus of re-rolling wound rolls against vehicles (for some reason).&lt;br /&gt;
&lt;br /&gt;
===Ghostglaive===&lt;br /&gt;
[[File:Ghostglaive.jpg|200px|right|thumb|Ghostglaive]]&lt;br /&gt;
&lt;br /&gt;
The Ghostglaive is a heavy Eldar melee weapon mounted on [[Wraithknight|Wraithknights]] and on [[Wraithlords]]. These great blades can even engage [[Daemon Prince|Daemon Lords]] in single combat. They are the big daddies of the Ghostweapons and are able to slice their contemporaries into pieces.&lt;br /&gt;
&lt;br /&gt;
In the 8th edition Eldar Codex, the Ghostglaive is a S+2, AP-4 D6 weapon exclusive to the Wraithlord. Between the high AP, four attacks and effective S9 of the Wraithlord swinging this around, virtually everything in the game smaller than a full-fledged titan without an invuln save is vulnerable to this weapon. The only thing holding back its otherwise unrivaled killing potential is the limited number of swings the Wraithlord can make against blobs and the generally inconsistent d6 rolls potentially dealing underwhelming damage against hardier single targets.&lt;br /&gt;
&lt;br /&gt;
[[Rape|Oh and it gets even &#039;&#039;worse&#039;&#039; on a Wraithknight.]] On a Wraithknight, the Ghostglaive is grown to truly titanic sizes and is now a Sx2, AP-4 weapon with a standard damage of 6. Oh yes, its a fucking [[Cheese|&amp;lt;u&amp;gt;&#039;&#039;&#039;Strength 16 weapon,&#039;&#039;&#039;&amp;lt;/u&amp;gt;]] its gonna go through most superheavies like a hot knife through butter. [[Anal circumference|Prepare your anus indeed.]]&lt;br /&gt;
&lt;br /&gt;
===Phantom Power Glaive===&lt;br /&gt;
[[File:PhantomPowerGlaive.png|200px|right|thumb|Phantom Power Glaive]]&lt;br /&gt;
A giant Power Weapon for the Eldar to combat enemy Titans.&lt;br /&gt;
&lt;br /&gt;
Known also as the Ashuna-Valcry&#039;le, roughly translated as &#039;Sleepless Harbinger of Destruction&#039;, the Phantom Power Glaive is one of the less-common weapons wielded by an Eldar Phantom Titan and could slice superheavy machines into sizable chunks. In addition to its deadly close combat blades the weapon also mounts two Starcannons. &lt;br /&gt;
&lt;br /&gt;
On 8th edition, these monsters are the quintessential Eldar anti-titan melee option, this [[Powergamer|Sx2 (S18) AP-5 armblade does a straight 9 damage a cleave,]] [[Rape|producing additional attacks on hit rolls of a 6]]. [[Awesome|Since this will bypass Void Shields,]] it&#039;s honestly the most reliable anti-titan weapon you can give to the Phantom. Additionally, while not exactly amazing, it does have a built in Starcannon/Bright Lance to help contribute a smidge more firepower to compensate for the loss of other ranged options.&lt;br /&gt;
&lt;br /&gt;
One must wonder why the Imperium never thought of creating a Titan-scale Power Sword.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
====Executioner====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:JainZarExecutioner.png|&amp;lt;center&amp;gt;Jain Zar&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
image:MauganRaExecutioner.png|&amp;lt;center&amp;gt;Maugan Ra&#039;s&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar Power Weapons==&lt;br /&gt;
While many of the Dark Eldar&#039;s weapons have only cosmetic differences to those of Eldar design, there are a few that are more unique&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DarkEldarPowerSword.png&lt;br /&gt;
image:DEldarPowerSword.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demiklaive===&lt;br /&gt;
[[File:Demiklaive.jpg|200px|right|thumb|Demiklaive]]&lt;br /&gt;
&lt;br /&gt;
Baby Klaives essentially.&lt;br /&gt;
&lt;br /&gt;
Demiklaves are small Dark Eldar melee weapons. Some Incubi sects prefer demiklaives over the Klaive. Demiklaives are two power swords which can be wielded as two close combat swords or as one mighty weapon. Changing from one weapon into two is so easy for Klaivex that they can do it in the midst of battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the best known Dark Eldar wielding demiklaives is Drazhar, the Master of Blades.&lt;br /&gt;
&lt;br /&gt;
On tabletop, its stats is similiar to its bigger brother, just now with a D2 on each profile of the blades. May not sound like much, but take in context that this is Drazhar we are talking about. Damage stack up is gonna rise to lethal in a single round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:DrazharDemiklaives.png|Drazhar&#039;s Demiklaives&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Klaive===&lt;br /&gt;
[[File:KlaiveIncubiDE.jpg|200px|right|thumb|Klaive]]&lt;br /&gt;
&lt;br /&gt;
These massive two-handed swords are the staple weapon of the Incubus 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 Archons.&lt;br /&gt;
&lt;br /&gt;
Carved from Desiccator bone, this horrid saber drains the moisture out of its victims in a fraction of a second, leaving nothing behind but a shriveled corpse. How this blade sucks the moisture of its victims despite being a sharpened bone I have no idea. Shit is so goddamned weird. &lt;br /&gt;
&lt;br /&gt;
It grants AP3 and Instant Death. On 8th Edition, it is a Strength +1, AP-2 and D3 Damage weapon, making it excellent for murderfucking characters and swarms due to its multi-wound attacks. Now known as the [[/d/|Suckblade.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ArchonHuskBlade.png&lt;br /&gt;
image:Huskblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Djin Blade===&lt;br /&gt;
[[image:DjinBlade.jpg|200px|right|thumb|Djin Blade]]&lt;br /&gt;
&lt;br /&gt;
A blade that looks annoyingly similiar to the Husk Blade although descriptions of it is somewhat different (its described as taking the form of polished crystal with a scowling bestial face upon its hilt).&lt;br /&gt;
&lt;br /&gt;
Only available to the most elite of nobles such as Archons, a Djin blade houses the soul of a fallen Eldar and therefore, is considered a relic weapon. This grants AP3 and +2A, but on a roll of doubles on the extra attacks the soul rebels and the attacks target the user, which usually means rolling a  D6 and taking 1 mortal wound. &lt;br /&gt;
&lt;br /&gt;
The blade however, truly shines when given to an Archon with the Soul Thirst ability, which allows that fucker to heal that mortal wound and negate that con from the weapon. Or, if you&#039;re feeling lazy, just get a [[Sslyth]] to wield one, as that snakeboi could absorb 2+ wounds from the blade just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Djinblade.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Punisher===&lt;br /&gt;
[[File:Punisher.JPG|200px|right|thumb|Punisher]]&lt;br /&gt;
&lt;br /&gt;
A Dark Eldar Power Halberd and used by Dark Eldar Incubi. It is large and unwieldy but incorporates a shock field generator which is beyond the ability of the Imperium to replicate. They are often easily alterable to suit the user with an extendable shaft and a monomolecular blade attached to deliver the shock.&lt;br /&gt;
&lt;br /&gt;
In practice it counts as a two-handed power weapon that also gives +1 Strength, although the two-handed part doesn&#039;t matter since Incubi who use it also fight with a Tormentor Helm which counts as a splinter pistol both in and out of combat, effectively giving the Incubi an extra attack anyway since they shoot it through thought alone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ClassicIncubiPunisher.png|An Incubus holding a Punisher (and wearing a &amp;quot;&#039;&#039;Tormentor Helm&#039;&#039;&amp;quot;)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Archite Glaive===&lt;br /&gt;
[[File:Archite_Glaive.PNG|200px|right|thumb|Archite Glaive]]&lt;br /&gt;
&lt;br /&gt;
These Power Glaives are exquisitely crafted pole-arms employed to lethal effect by Succubi in both the gladiatorial arenas of Commorragh and the battlefields of realspace. They can be wielded with both hands, to bisect a foe with ease, or used in combination with another weapon to cut through a host of victims. &lt;br /&gt;
&lt;br /&gt;
On a curious side note, they look like a [[Cathay|Chinese Guandao,]] which was basically a giant sabre/cleaver on a pole-arms. Could easily chop people in half as it is, beheading horses.&lt;br /&gt;
&lt;br /&gt;
On tabletop, these weapons are S+2, AP-3. Sounds like a dream right? Nope, [[Wat|you also take a -1 penalty to your Hit rolls and only have Damage 1 for your troubles.]] That said, your Succubus has a WS of 2+ anyway so don&#039;t worry about the penalty too much, and she can functionally ignore the penalty entirely if you give her Serpentin or from Turn 3 onwards with PFP.&lt;br /&gt;
&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Harlequin Power Weapons==&lt;br /&gt;
In addition to the below weapons, the Harlequins also have access to the Eldar Power Sword mentioned above.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Harlequin&#039;s Caress===&lt;br /&gt;
[[File:Harlequin&#039;s_Caress.jpg|150px|right|thumb|Harlequin&#039;s Caress]]&lt;br /&gt;
&lt;br /&gt;
The Harlequin&#039;s Caress is a bracer that generates a power field around the user&#039;s hand, resulting in what essentially is an extremely lightweight Power Fist. A Harlequin armed with a Caress is easily capable of reaching into his opponent&#039;s chest and plucking out his heart.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Harlequin&#039;s Caress is the middle child of the three primary Harlequin close combat weapons, which costs 7 points and grants +2S and AP-2. While there are certain unit types against which it is the better choice (this is explored more below), in practice it is never so much better than its cost is justified over the Embrace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:HarlequinCaress.png|Imma rip your heart out like fucking Kano&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zephyrglaive===&lt;br /&gt;
[[File:Zephyrglaive.jpg|250px|right|thumb|Zephyrglaive]]&lt;br /&gt;
&lt;br /&gt;
The Zephyrglaive is a power polearm used by Harlequin Skyweavers. Each Zephyrglaive is perfectly weighted and individually balanced to its wielder. Its blade enveloped by a molecular dissonanse field and it is indeed a lethal weapon for the aerial murder.&lt;br /&gt;
&lt;br /&gt;
Crunch-wise. It is a 1S AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it&#039;s a useful weapon for backfield assaults against 2W models, letting them quickly wipe out skulking units of Hellblasters and the like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:StarweaverZephyrGlaive.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ork Power Weapons==&lt;br /&gt;
&lt;br /&gt;
===Power Stabba===&lt;br /&gt;
[[File:Power_Stabba.JPG|200px|right|thumb|Power Stabba]]&lt;br /&gt;
An Ork power shiv.&lt;br /&gt;
&lt;br /&gt;
The Power Stabba is an [[Orky]] [[Power_weapon#Power_Sword|Power Sword]], resembling an electric Carving Knife that replaces the Ork&#039;s hand as part of a [[Cyborks|Bionik Arm]] - presumably, the unstable power field encompassing the blade makes it buck like nobody&#039;s business without any extra weight like the Power Klaw has behind it, and they need 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 Nobz 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 Guards 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;
{{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:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Environment_Book_Series&amp;diff=201111</id>
		<title>Environment Book Series</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Environment_Book_Series&amp;diff=201111"/>
		<updated>2021-12-05T15:47:26Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* Frostburn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Environment&#039;&#039;&#039; series were a series of [[splatbook]]s for [[Dungeons &amp;amp; Dragons 3rd Edition]] that focused on different types of environments.&lt;br /&gt;
&lt;br /&gt;
==Frostburn==&lt;br /&gt;
[[File:Frostburn.jpg|thumb]]&lt;br /&gt;
&#039;&#039;Frostburn&#039;&#039; focuses on taiga and tundra environments as well as supernaturally cold planes. On the crunch side, it adds a bunch of ice themed abilities. &lt;br /&gt;
&lt;br /&gt;
Mechanically it is notorious for introducing the Shivering Touch spell, which does 3d6 (~10.5) points of dexterity damage that stacks with itself for a third level spell. This spell is absolutely bonkers since enemies rarely have that high a dexterity score, and even ones that do will rarely survive multiple hits from it.&lt;br /&gt;
&lt;br /&gt;
Frostburn is home to the following player races:&lt;br /&gt;
* [[Dwarf]] subrace: Glacier Dwarf&lt;br /&gt;
* [[Elf]] subrace: Snow Elf&lt;br /&gt;
* [[Gnome]] subrace: Ice Gnome&lt;br /&gt;
* [[Halfling]] subrace: Tundra Halfling&lt;br /&gt;
* [[Neanderthal]]&lt;br /&gt;
* [[Uldra]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s also home to the following monsters:&lt;br /&gt;
* Branta: A large, horse-like tundra herbivore with twin nose horns.&lt;br /&gt;
* Chilblain: An icy [[aberration]] vaguely resembling a [[scorpion]] made of ice.&lt;br /&gt;
* Dire Animals: Dire Polar Bear, Gylptodon, Megaloceros, Smilodon, Woolly Mammoth, Zeuglodon&lt;br /&gt;
* [[Domovoi]]: A small, [[brownie]]-like fey that inhabits humanoid homes to share their hearths. Taken from a Russian house sprite. Also a PC race.&lt;br /&gt;
* Dwarf, Glacier&lt;br /&gt;
* Dwarf, Midgard: A magical branch of the [[dwarf]] family tree, basically a more &amp;quot;mythically accurate&amp;quot; version of the Nordic dwarf. No PC stats are given, but their main abilities are the ability to lay a powerful Curse once per year, and to shapeshift into a single specific Small animal, and they are typed as Native Outsider rather than humanoid.&lt;br /&gt;
* [[Elemental Weird]]: Ice Weird, Snow Weird&lt;br /&gt;
* Entombed: An undead creature created from somebody killed by magical cold attack, encasing them in a protective shell of ice.&lt;br /&gt;
* [[Frost Folk]]: A human offshoot who struck a bargain with a dark entity of the cold, granting them protection against the cold and the ability to use it as a weapon. Also a PC race.&lt;br /&gt;
* [[Genie]], Qorrashi: A icy brach of the genie family, believed to be an arctic branch of the [[djinn]] family.&lt;br /&gt;
* Frostfell Ghost: A unique template for arctic ghosts.&lt;br /&gt;
* [[Frost Giant]]: Three new statblocks based on the iconic icy giant [[viking]]s of D&amp;amp;D.&lt;br /&gt;
* Goblin, Snow: A variant [[goblin]] adapted for life in the arctic. Also a PC race.&lt;br /&gt;
* [[Golem]], Ice&lt;br /&gt;
* Ice Beast: A magical construct consisting of an ice sculpture of an ordinary monster animated by magic.&lt;br /&gt;
* Ice Toad: A species of giant toad magically adapted to life in the arctic, imbued with the ability to radiate lethal cold.&lt;br /&gt;
* Icegaunt: A sapient undead that arises from the freeze-dried corpses of those who died in the arctic. Essentially the Ice [[Mummy]] as its own creature.&lt;br /&gt;
* Malasynep: An [[aberration]] that resembles a prehistoric, carnivorous whale, but one able to swim through ice and snow as well as water.&lt;br /&gt;
* Marzanna: A unique strain of [[hag]] native to the Frostfell.&lt;br /&gt;
* [[Neanderthal]]&lt;br /&gt;
* [[Orc]], Snow Shaman: An [[orc]] spellcaster native to the Frostfell.&lt;br /&gt;
* [[Slime|Pudding, White]]: An arctic-adapted version of the Black Pudding.&lt;br /&gt;
* Raven, Giant&lt;br /&gt;
* Rimefire Eidolon: A bizarre [[fey]] created from the remnants of the frostfell goddess Hleid, resembling a chunk of ice radiating freezing blue fire that walks about on many tentacles.&lt;br /&gt;
* Rusalka: A [[nymph]]-like aquatic [[fey]], the spirit of frostfell rivers, lakes and streams. Basically an arctic [[dryad]], but for water rather than trees.&lt;br /&gt;
* Shivhad: An enormous [[aberration]] that resembles a nightmarish, [[hydra]]-like mishmash of arctic king grab and a nest of lampreys.&lt;br /&gt;
* Snowcloak: A two-headed, manta ray-like [[aberration]].&lt;br /&gt;
* Spider, Snow: Assorted arctic-adapted giant spiders.&lt;br /&gt;
* Spirit Animals: Nature spirits of animals, what did you think they were?&lt;br /&gt;
* Tlalusk: A bizarre, six-legged, horned, tusked, alien-looking tundra herbivore.&lt;br /&gt;
* [[Uldra]]&lt;br /&gt;
* Urskan: A race of armor-wearing warlike humanoid polar bears.&lt;br /&gt;
* [[Vodyanoi]]: A male aquatic [[fey]] that inhabits the rivers and lakes of the frostfell.&lt;br /&gt;
* Winterspawn: Powerful undead warriors that wield weapons of enchanted ice and which can employ freezing magic against their foes.&lt;br /&gt;
* [[Yeti]]&lt;br /&gt;
* [[Yuki-onna]]&lt;br /&gt;
* Animal, Arctic: Caribou, Arctic Fox, Sea Otter, Penguin, Seal, Walrus&lt;br /&gt;
&lt;br /&gt;
==Sandstorm==&lt;br /&gt;
[[File:Sandstorm.jpg|thumb]]&lt;br /&gt;
&#039;&#039;Sandstorm&#039;&#039; focuses on badlands, desert, and wastelands. Unlike Frostburn, there&#039;s not that much fire or extraplanar material.  On the crunch side, the book adds a bunch of sand based stuff and heat themed abilities that focus on impeding and exhausting enemies instead of just making them burn. Refreshingly, Sandstorm doesn&#039;t focus much on the pseudo-Egyptian pyramids that seem to dominate &amp;quot;desert&amp;quot; adventures.&lt;br /&gt;
&lt;br /&gt;
Sandstorm is home to the following new PC races:&lt;br /&gt;
* [[Dwarf]]: Badlands subrace&lt;br /&gt;
* [[Elf]]: Painted subrace&lt;br /&gt;
* [[Half-Orc]]: Scablands subrace&lt;br /&gt;
* [[Asherati]]&lt;br /&gt;
* [[Bhuka]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s also home to the following new monsters:&lt;br /&gt;
* Ashen Husk: Undead created from those who died of thirst in the desert.&lt;br /&gt;
* [[Asherati]]&lt;br /&gt;
* Ashworm: Desert-dwelling cousin of the purple worm.&lt;br /&gt;
* [[Bhuka]]&lt;br /&gt;
* Camelopardel: A magical hybrid of giraffe and panther, a benevolent creature that can be thought of as the desert [[unicorn]].&lt;br /&gt;
* Chekryan: Mutated, psionic descendants of giant desert [[scorpion]]s.&lt;br /&gt;
* Crawling Apocalypse: Gargantuan undead sand-swimming mummified octopuses, created as weapons of war in an ancient war.&lt;br /&gt;
* [[Crucian]]: Armor-plated desert-dwelling humanoids. Also a PC race.&lt;br /&gt;
* Cursed Cold One (Gelun): Cursed undead that require so much warmth that only the heat of the desert day gives them respite from being frozen solid in blocks of ice.&lt;br /&gt;
* Desert Devil (Araton): A strain of [[devil]] surrounded by a perpetual personal sandstorm that constantly flays them to the bone, with only their regeneration keeping them alive.&lt;br /&gt;
* [[Dinosaur]]: Protoceratops&lt;br /&gt;
* Diprotodon: A giant marsupial, and a distant ancestor/cousin of the wombat.&lt;br /&gt;
* Dire Animal: Dire Hippo, Dire Jackal, Dire Puma, Dire Tortoise, Dire Vulture&lt;br /&gt;
* [[Dragon]], Sand: Adapted into 4e as the [[Chromatic Dragon|Brown Dragon]].&lt;br /&gt;
* Dry Lich: A desert-spreading [[cleric]]al or [[druid]]ic [[lich]] variant.&lt;br /&gt;
* Dune Hag: A [[hag]] native to the deserts, a cousin of the more well-known Annis Hag.&lt;br /&gt;
* Dunewinder: Giant predatory armor-plated worms, believed to be desert-dwelling cousins of the [[remorhaz]].&lt;br /&gt;
* Dustblight: Grotesque humanoid aberrations that feel on blood.&lt;br /&gt;
* Dustform Creature: Unique construct/undead hybrids created from the dust of long-decomposed creatures.&lt;br /&gt;
* Dust Twister: A desert-dwelling [[elemental]] of sand and wind, said to be the spawn of a [[jann]] and an air elemental.&lt;br /&gt;
* Forlorn Husk: Another undead monster created from those who died of thirst whilst lost in the desert.&lt;br /&gt;
* Giant Banded Lizard: An enormous predatory lizard. Basically an adaptation of the titular B-movie monster from &amp;quot;The Giant Gila Monster&amp;quot;.&lt;br /&gt;
* Half-Janni: A template representing the hybrid offspring of mortals with the desert-dwelling lesser [[genie]]s known as [[jann]].&lt;br /&gt;
* Ironthorn: A predatory tree that feeds by impaling creatrues on its myriad lethal thorns.&lt;br /&gt;
* [[Therianthrope|Lycanthrope, Werecrocodile]]&lt;br /&gt;
* Marruspawn: Jackal-like humanoids created by the long-extinct culture/race known as the Marru, who used [[fleshcrafting]] to engineer living weapons to fight the bloody internecine wars that ultimately destroyed them.&lt;br /&gt;
* [[Mephit]]: Glass, Sulfur&lt;br /&gt;
* Mirage Mullah: [[Fey]] guardians of desert oases, renown for their cruelty.&lt;br /&gt;
* [[Ooze]]: Brine, Lava&lt;br /&gt;
* Porcupine Cactus: Cacti that explode in deadly showers of seeds and thorns when disturbed.&lt;br /&gt;
* Saguaro Sentinel: The [[treant]] of the desert, an enormous and sapient self-propelled cactus.&lt;br /&gt;
* Sand [[Golem]]&lt;br /&gt;
* Sand Hunter: Bizarre magical beasts that resemble a hybrid of lizard and jackal, with each pack having a shared group consciousness.&lt;br /&gt;
* Scarab Swarm, Death: A swarm of undead, flesh-eating scarab beetles.&lt;br /&gt;
* Scorpion Swarm&lt;br /&gt;
* [[Sphinx]]: Canisphinx, Crocosphinx, Saurosphinx, Threskisphinx&lt;br /&gt;
* Thunderbird: An enormous bird with elemental control over storms.&lt;br /&gt;
* [[Troll]], Wasteland&lt;br /&gt;
* Tumbling Mound: A desert-dwelling variant of the [[Shambling Mound]], seemingly made up of dried brush (or &amp;quot;tumbleweed&amp;quot;).&lt;br /&gt;
* Waste Crawler (Anhydrut): An [[Inevitable]] resembling a cross between a scorpion and a flame-throwing tank that exists to keep [[mage]]s from destroying the deserts.&lt;br /&gt;
* Animals: Camel (Dromedary, Two-Humped, War), Hippopotamus, Horned Lizard, Jackal, Serval (Savannah Wildcat), Vulture&lt;br /&gt;
* Vermin: Brine Swimmer, Giant Ant Lion, Giant Termite&lt;br /&gt;
&lt;br /&gt;
==Stormwrack==&lt;br /&gt;
[[File:Stormwrack.jpg|thumb]]&lt;br /&gt;
&#039;&#039;Stormwrack&#039;&#039; focuses on aquatic adventures, be they lake, sea, river, ocean or the plane of water. The part most people care about however is the ship-based stuff, with rules for alternate types of ships and naval combat.&lt;br /&gt;
&lt;br /&gt;
Stormwrack is home to the following new PC races:&lt;br /&gt;
* [[Dwarf]] subrace: Seacliff&lt;br /&gt;
* [[Gnome]] subrace: Wavecraft&lt;br /&gt;
* [[Half-Elf]] subrace: Half-[[Aquatic Elf]]&lt;br /&gt;
* [[Halfling]] subrace: Shoal&lt;br /&gt;
* [[Aventi]]&lt;br /&gt;
* [[Aquatic Elf]]&lt;br /&gt;
* [[Darfellan]]&lt;br /&gt;
* [[Hadozee]]&lt;br /&gt;
&lt;br /&gt;
And to the following new monsters:&lt;br /&gt;
* Amphibious Creature Template&lt;br /&gt;
* Anguillian: Aquatic aberrations that resemble vaguely humanoid abyssal eels.&lt;br /&gt;
* [[Aventi]]&lt;br /&gt;
* Blackskate: A vaguely manta ray-like undead crafted from the amalgamated detritus of the ocean floor.&lt;br /&gt;
* Caller from the Deeps: A monstrous and malevolent [[elemental]] from the blackest depths of the ocean that exists to consume life and light, using hypnotic melodies to entice its prey.&lt;br /&gt;
* Crab, Monstrous&lt;br /&gt;
* [[Darfellan]]&lt;br /&gt;
* [[Dinosaur]]: Archelon, Ichthyosaur, Mosasaur, Plesiosaur&lt;br /&gt;
* Dire Animal: Dire Barracuda, Dire Eel&lt;br /&gt;
* [[Aquatic Elf|Elf, Aquatic]]&lt;br /&gt;
* [[Golem]], Coral&lt;br /&gt;
* [[Hadozee]]&lt;br /&gt;
* Hammerclaw: Giant lobsters that can generate deadly sonic bolts.&lt;br /&gt;
* Hippocampus: Sea-dwelling magical beasts that resemble a horse version of a [[merfolk]]; fin-hoofed horse from the waist up, giant fish from the waist down.&lt;br /&gt;
* Leech, Giant&lt;br /&gt;
* [[Nereid]]: [[Nymph]]like water [[elemental]] fey, sort of a [[dryad]] of the seas.&lt;br /&gt;
* Ramfish: A giant fish with huge horns, which it uses to headbutt things to death.&lt;br /&gt;
* Scyllan: A bizarre [[fiend]] resembling a giant mixture of human and octopus.&lt;br /&gt;
* Seawolf: An aquatic version of the [[werewolf]].&lt;br /&gt;
* Sisiutl: Strange aquatic creatures that look like a two-headed giant sea snake - but with a human face at the conjunction of the two necks. Can shapeshift into self-propelled war canoes.&lt;br /&gt;
* Swarm: Jellyfish, Leech, Piranha&lt;br /&gt;
* Uchuulon (Slime Chuul): The result of an [[illithid]] trying to cerebromorphize a [[chuul]].&lt;br /&gt;
* [[Yugoloth]], Echinoloth: An aquatic yugoloth that consists of little more than a maw on legs surrounded by hooked tentacles.&lt;br /&gt;
* Animal: Albatross, Barracuda, Eel, Otter, Sea Lion (as in the pinniped, not the mer-lion), Seal, Snapping Turtle, Stingray&lt;br /&gt;
* Water-Adapted Vermin &amp;amp; Animals: General Rules, Monstrous Diving Spider, Sea Snake&lt;br /&gt;
&lt;br /&gt;
==Cityscape==&lt;br /&gt;
[[File:Cityscape.jpg|thumb]]&lt;br /&gt;
&#039;&#039;Cityscape&#039;&#039; focuses on urban adventures. It includes how to distinguish cities from each other, locations within cities, who lives in cities, and how the surrounding area effects a city as well as what to do on an &amp;quot;adventure&amp;quot; in the city. On the mechanical end, there&#039;s intrigue focused spells and character options.&lt;br /&gt;
&lt;br /&gt;
Cityscape houses only new monsters; even the God of Cities, [[Urbanus]], actually debuted in [[Races of X|Races of Destiny]]. New monsters present in this splatlbook consist of:&lt;br /&gt;
* Siege [[Golem]]&lt;br /&gt;
* Cesspit [[Ooze]]&lt;br /&gt;
* Ripper (a repugnant [[aberration]] akin to a monstrous, vaguely humanoid insect that feeds on urban humanoids)&lt;br /&gt;
* Sepulchral Thief (a new template for a special kind of undead [[rogue]])&lt;br /&gt;
* Pest Swarm (urban animals conglomerated into a deadly swarm)&lt;br /&gt;
* Zeitgeist (a [[fey]] embodiment of a city&#039;s soul)&lt;br /&gt;
&lt;br /&gt;
The most notorious crunch is the Primary Contact feat, which gives a free skill rank even if would put above the maximum for your level. This is the lone early entry method in 3E that allows bypassing skill requirements, even if it only reduces them by 1. Since it has to come at a feat level and only advances one skill, it&#039;s limited in use to classes that require specific number of skill point (generally 7 or 10) in &#039;&#039;one&#039;&#039; skill or in a build that somehow gains a general bonus feat the things you can actually do with it are somewhat limited. It&#039;s more flexible when retraining rules or the (far cheeseier) embrace/shun the darkness loop are abused to allow it to be taken at any level.&lt;br /&gt;
&lt;br /&gt;
==Dungeonscape==&lt;br /&gt;
[[File:Dungeonscape.jpg|thumb]]&lt;br /&gt;
&#039;&#039;Dungeonscape&#039;&#039; focuses on subterranean adventures, including those in stereotypical dungeons. There is also advice to building better dungeons.&lt;br /&gt;
&lt;br /&gt;
Uniquely, Dungeonscape has no new PC races and only two new monsters - both of them recreations of obscure old-school beasties; the &#039;&#039;Ascomoid&#039;&#039; (a giant killer puffball fungus) and the &#039;&#039;Rot Grub Swarm&#039;&#039;. It does have five new templates for monsters (Acidborn, Dungeonbred, Guardian, and Hivenest for general monsters, and Sentry Ooze for [[slime]]s). It also a new standard class in the [[Factotum]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]] [[Category:Game Books]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Betrand_the_Brigand&amp;diff=86088</id>
		<title>Betrand the Brigand</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Betrand_the_Brigand&amp;diff=86088"/>
		<updated>2021-12-04T18:51:45Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: &amp;#039;Gros&amp;#039; with a single &amp;#039;s&amp;#039;, french for thick/fat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{whfb-stub}}&lt;br /&gt;
[[File:Betrand 2.webp|left|thumb]]&lt;br /&gt;
[[File:Betrand 1.jpg|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Betrand the Brigand&#039;&#039;&#039; is one of the fairly large assortments of special characters for [[Bretonnia]] that appeared only in [[Warhammmer]] 5th edition and were subsequently removed when it received its more [[grimdark]] revamp in 6th edition.&lt;br /&gt;
&lt;br /&gt;
Warhammer&#039;s version of Robin Hood and an inspiration for the later addition of the [[Herrimault]]s, Betrand is basically a character who can&#039;t exist anymore thanks to the lore changes as to how the Bretonnian system of knighthood works. He originally was a humble plowman and a skilled archer from the domain of Bergerac, which lay in the deep forests of Bretonnia&#039;s heartland. Unfortunately, Bergerac&#039;s Baron went off on the Grail Quest and never returned, leaving the domain in the hands of his cruel wife - who had blood ties to the cursed nobles of [[Mousillon]], his simpering mama&#039;s boy of a son, and his good-hearted but powerless daughter. When [[Orcs &amp;amp; Goblins]] began to ravage Bergerac, the Baroness refused to send her son out to win his spurs or send for other Knights Errant to assist. As a result, Betrand took over, organizing the peasantry and drilling them in archery until they were skilled enough to drive off the orcs themselves. All the while, the Baroness continued demanding ruinous taxes... which were ultimately revealed to be to fuel some unknown [[Chaos]] cult when she summoned a &amp;quot;great flapping monster&amp;quot; that killed her and her son and tore the castle apart.&lt;br /&gt;
&lt;br /&gt;
Betrand saved the Baron&#039;s daughter&#039;s life by blinding the monster with a single shot, and then killed it by setting the castle on fire with barrages of fire arrows, burning the creature to death inside of the ruins. Whilst the daughter proclaimed that Betrand had won her hand as per the Knight Errant tradition, the fact of the matter was that the castle was gone, the orcs were still rampaging in the countryside, there was nobody around to formally recognize Betrand as a newly appointed noble... and, frankly, not only did Betrand think the anti-archery laws of chivalry were bullshit, the rest of Bergerac&#039;s villagers had frankly had their fill of Bretonnia&#039;s feudal nonsense. So they gathered a few relics from the Grail Chapel and set off into the wilderness, pursuing a lifestyle as nomadic pseudo-outlaws who often emerged from the wilderness to aid other Bretonnian peasants in need, whether it to be drubbing greenskins and raiders, or to give a good kick in the teeth to the more spectacularly corrupt nobles. &lt;br /&gt;
&lt;br /&gt;
As for the nobility of Bretonnia, roughly half of them think that Bertrand is a hero, the rest think that he is a scoundrel and outlaw. It is known that King Louen Leoncoeur greatly desires to meet him, but he has not divulged whether he intends to reward or punish him. Knights Errant are sometimes sent out to find Bertrand, but the wily Brigand keeps out of their way. Those Barons and Dukes who favour Bertrand can always count on his support in times of need. Suddenly, out of the forest, comes Bertrand and the Bowmen of Bergerac. He never asks for much reward, except for some barrels of the lord&#039;s best vintage wine for Gui le Gros, and requires that whatever lord he fights for lets his peasants off any feudal dues for an entire year. Thus, Bertrand is a very popular man amongst the common folk of Bretonnia.&lt;br /&gt;
&lt;br /&gt;
==Tabletop Game==&lt;br /&gt;
Betrand is a very expensive archer hero who always comes with not just two distinctive sidekicks, Hugo le Petit and Guy le Gros, but also an entire elite unite of archers, representing the &#039;&#039;&#039;Bowmen of Bergerac&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Betrand was first covered in the 5th Edition Bretonnian armybook, but his lore was expanded in [[White Dwarf]] #204.&lt;br /&gt;
&lt;br /&gt;
[[Category: Bretonnia]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Adeptus_Custodes&amp;diff=13856</id>
		<title>Adeptus Custodes</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Adeptus_Custodes&amp;diff=13856"/>
		<updated>2021-12-04T18:24:42Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* 41st Millenium Onward */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CustodesArt9th.jpg|300px|right|thumb|Paladins of the 31st millennium. The 41st ones are marginally less clad in gold and [[TTS|a lot more naked.]]]]&lt;br /&gt;
{{Topquote|Each one of the Ten Thousand represents genetic lore acquired over many lifetimes. Each one of you is unique, a work of art never to be repeated. I am miserly with your lives, where I would spend so many others without a thought.|[[Emperor|Big Emps]] making it clear who his favourite creations are.}}&lt;br /&gt;
{{Topquote|We were never soldiers... To them, it must seem as if we are wrath incarnate. To them, it must seem as if we were created for destruction and nothing else. But we were His companions, once. We were the ones in whom He confided. We were His counselors, we were His artisans. We were the first glimpse at what the species could become if shepherded aright and unshackled from its vicious weaknesses. Of course, we were taught to fight. He knew that war would come. It was a necessary part of the ascension, though it was never destined to last for eternity. We were the guardians of a new age, and had to be strong enough to keep it secure.|Shield Captain Valerian, explaining what Custodians were meant for}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039; (known as the &#039;&#039;&#039;Legio Custodes&#039;&#039;&#039; in the [[Great Crusade|good old days]]) are the guardians of the [[God-Emperor of Mankind|Emperor of Humanity]] and the most badass group of genetically engineered/enhanced warriors/motherfuckers the galaxy has ever known (excluding the Primarchs and the assassins, although the latter and even to some extent the former, although OP as shit, were specialized, and the Custodians were meant to be generalists, as Valerian explains above.) Their Chapter Master equivalent being their Captain-General, and their equivalent of a Primarch being [[awesome|the Emperor of Mankind]].&lt;br /&gt;
&lt;br /&gt;
The Captain-General has the distinct honor of being granted (his position, not specific individuals) the same authority as the Emperor should the Emperor or Malcador (or his equivalent) not be available.  Which you probably just realized means the Captain-General is personally responsible for every single flaw of the Imperium as he alone has the power to prevent or correct those flaws and keep the High Lords in line.  [[Derp|Instead, he very rarely communicates with any non-Custodes at all whether directly or indirectly, leaving the High Lords and Imperial Senate to their own devices and the Imperium leaderless]].&lt;br /&gt;
&lt;br /&gt;
==Origins &amp;amp; Design==&lt;br /&gt;
[[File:1264391028586.jpg|700px|thumb|center|And people bitch about Space Marines and Grey Knights having overdone armour...wait, isn&#039;t that [[TTS|Kitten]] third from the right?]]&lt;br /&gt;
The Custodians are warriors unmatched in the galaxy, genetically-engineered by the Emperor himself. The Emperor first created these elite warriors back in the old days of his conquest of Terra, making them souped-up and more long-lived versions of the already hilariously OP [[Thunder Warriors]]. In a somewhat dickish move, his preferred recruits for the Custodians were the children of his conquered enemies. In the &amp;quot;present&amp;quot;, they are instead taken from [[Emperor&#039;s Children|Terran nobility]]. While the Thunder Warriors were eventually replaced by the far more stable and far less brawny Space Marines, the Custodians apparently still use those ancient methods (but geared towards producing far more stable warriors) and as such lack a gene-seed. Instead, they use a much more complex process of bio-alchemy to attain their superhuman abilities, and this process modifies them at a cellular level. Unlike Space Marines, prospective Custodians are selected in infancy, long before they have any ability to prove themselves as Space Marine aspirants might be able to. As a side-effect, many candidates are driven mad or killed in the process of becoming a Custodian. Also, the process of creating Custodians is only partly standardized: certain unorthodox-but-useful traits may be created or amplified if an initiate shows the unique potential (making Golden Bodyguards quite an internally-diverse bunch of matchless warriors) - much less like Space Marines and much more like &#039;&#039;the witchers&#039;&#039; from Sapkowski&#039;s books. Custodians are unique as they have neither a [[Primarch]] nor do they use gene-seed to produce their genetic modifications. They stand a full head taller than a Space Marine. &#039;&#039;&#039;Constantin Valdor&#039;&#039;&#039;, Chief Custodian and first Captain-General to the Emperor during the Horus Heresy, was the same size as the traitor Primarch [[Alpharius]] of the [[Alpha Legion]] (though he was the smallest of the primarchs).&lt;br /&gt;
&lt;br /&gt;
Although the Adeptus Custodes were among the first genetically-modified warriors to be created by the Emperor and still the most advanced of them, they were never intended to be part of a conquering army; such a role was to be filled by the latter [[Adeptus Astartes]] armies. This is revealed both in their mindset and training: While Custodians share a semblance of kinship with one another within the formation, they do not foster the same spirit of brotherhood that is instilled within the Astartes to help them function together as a unit. Indeed, when the Emperor remarks that it is humanity&#039;s nature for brothers to fight brothers, one of His Custodians responds that he wouldn&#039;t know anything about it because he has no brothers. None of this is to say they weren&#039;t made to be extremely potent warriors, they were but their purpose was to fight alongside the emperor as bodyguards rather than as a conquering army. As shown in the webway they were perfectly capable of acting as an army in even the worst imaginable circumstances; it just isn&#039;t their primary purpose.&lt;br /&gt;
&lt;br /&gt;
As far as personalities go, Custodians can be as wide and as varied as Astartes.  Some, like Diocletian Coros, were single-minded to the point of myopia, and considered the nameless masses not worth his time.  Others, like his contemporary Aquillon, were shown to be capable of bonding with a Space Marine and regretting the human costs of a Compliance action. Ra Endymion didn&#039;t give a shit about saluting Jenetia Krole because only the Emprah deserves it, but at the same time, he tried to look kind with the Soulless Queen&#039;s nine-year-old aide by giving her his winningest smile, which results in a [[fail]] of epic proportions. Tribune Maldovar Colquan in &#039;&#039;Dark Imperium&#039;&#039; is a contemptuous bastard that harbours dislike and distrust of everyone ranging from guardsmen to Guilliman while Valerian and Navradaran from &#039;&#039;Watchers of the Throne&#039;&#039; are surprisingly tolerant and level-headed when dealing with mere mortals showing [[Heresy|blatant weakness]]. &lt;br /&gt;
&lt;br /&gt;
When preparing for war, each Custodian prepares and inspects his equipment individually, rather than on military parade. The individuality of each Custodian is further promoted by the fact that the processes required to produce them are not as refined or as simple as that of the Astartes and thus they are not &amp;quot;mass-produced&amp;quot; as the Astartes are; meaning that each Custodian is a unique investment for the [[Imperium]]. &lt;br /&gt;
&lt;br /&gt;
Each weapon used by the Custodians is gene-coded to only be used by only that Custodian, although this isn&#039;t all that consistent. Argel Tal stole some and used his daemonic powers to unlock them so that they could be used to kill loyalists, which at least is a sort of explanation (albeit a weak, hand-wave-y one), unlike the fucking [[Blood Ravens|bloody magpies]] who have working a Custodian bolter in their armoury, or the [[Minotaurs|Greeks]] who have a Halberd (and let&#039;s not even mention the fucking [[Watch Master|Deathwatch]]). The weapons used to be given to each Custodes personally by the Emperor, a practice He&#039;s presumably stopped doing after his confinement to [[TTS|His shining golden god-couch]] and as such one of the highest [[Heresy|heresies]] possible is to allow a non-Custodian to handle the weapon. Perhaps the most notable thing about the Adeptus Custodes is the radically different combat approach between them and the Adeptus Astartes: Custodians are not brothers (though more recent fluff seems to dispute this; in both &#039;&#039;Watchers of the Throne&#039;&#039; and &#039;&#039;The Regent&#039;s Shadow&#039;&#039;, Custodians frequently address each other as brother, and indeed even refer to themselves as such during inner monologs). While Space Marines are trained to support their battle-brothers in combat, each Custodian fights by himself, never intending to receive support from their fellow Custodians, though they can work together if needed.  &lt;br /&gt;
&lt;br /&gt;
While fighting as individuals, they seem to have an instinctive sense of coordination without needing hierarchy or orders, each warrior knowing exactly how to fight alongside his peers without burdening them. It is also implied that Custodians apply the logic of Blood Games to warfare, gathering and assimilating any information they can about their adversaries as they fight, and probably spending thousands of hours studying the strategies of every opponent met during the Great Crusade. Astartes included? Very likely, in fact, the Legio Custodes probably knows more about the Legions than the Legions may think, while only a few Astartes have fought alongside Custodians, let alone &#039;&#039;against&#039;&#039; them. Ra Endymion, in particular, was seen mowing through hordes of proto-Khorne Berzerker World Eaters, chewing through captains with little difficulty. The custodians compare so favorably to the Space Marines, a loyal Blood Angel wonders to himself whether trouncing Space Marines was, in fact, the real reason they were created in the first place.&lt;br /&gt;
&lt;br /&gt;
One ritual that the Adeptus Custodes do share with the Adeptus Astartes is the recognition of mighty deeds, manifested in their case with the awarding of names, which are added to the Custodian&#039;s title to represent the actions he has performed in service to the [[Emperor]]. (&#039;&#039;&#039;Constantin Valdor&#039;&#039;&#039; obtained 932 names prior to Horus&#039; siege of Terra.) Such names were inscribed onto the inside of the warrior&#039;s battle armour (or directly into their bones) as marks of individual pride. The first name of a Custodian is supposed to be taken from various elements from Old Earth such as mythological figures (Ra, Amon, Aquillon...), historical ones (Constantin, Diocletian, Arcatus...) or places (Bayreuth). Now open a book and try to catch all the references.&lt;br /&gt;
&lt;br /&gt;
The training of the Custodians also differed immensely from the Adeptus Astartes, since they were intended to be bodyguards rather than soldiers. It is clear from their &#039;&#039;&#039;Blood Games&#039;&#039;&#039; that Custodians are trained in the arts of assassination -- both improvised and professional -- to counter possible assassination attempts on the Emperor. It is common for several Custodians to be on detached duty for these Blood Games so that the organisation remains vigilant against developing threats. Even pre-Heresy, they were clued up enough to recognise Warp-sorcery for what it was.&lt;br /&gt;
&lt;br /&gt;
Furthermore, it is clear that the Custodians are also well-versed in the political etiquette of Terra, and have been known to act outside of Imperial law, to infiltrate influential Noble Houses and to investigate any potential threats. (A role that a Space Marine would &#039;&#039;never&#039;&#039; be expected to fulfill.) This aspect of the Custodian mindset is advantageous, given that the Captain-General of the order often shares a seat with the [[High Lords of Terra]] and thus allows him to navigate the political maneuverings of the Imperium&#039;s various agencies, while remaining an awe-inspiring warrior.&lt;br /&gt;
&lt;br /&gt;
===Origin of the Name===&lt;br /&gt;
The name Adeptus Custodes comes from the custom of filling the armour with Custard before each battle. This has been confirmed by [https://www.facebook.com/photo.php?fbid=10155012076396123&amp;amp;set=p.10155012076396123&amp;amp;type=3&amp;amp;theater| Games Workshop]&lt;br /&gt;
&lt;br /&gt;
Jokes aside, however, the word &amp;quot;custodian&amp;quot; means someone who is charged with looking after and maintaining someone or something; the Custodian Guard exists to protect the Emperor and the Imperial Palace. &amp;lt;strike&amp;gt;When this name is &amp;quot;Latinized&amp;quot; as the Imperium does, they become the Adeptus Custodes.&amp;lt;/strike&amp;gt; Nobody would ever expect that from GW but &#039;&#039;Custodes&#039;&#039; is actually the &#039;&#039;&#039;unaltered&#039;&#039;&#039; (!) and even &#039;&#039;&#039;correct&#039;&#039;&#039; (!!) Latin declension for &amp;quot;watchers / defenders / guardians&amp;quot;. Whoah.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;custode&amp;quot; is also a name used in catholic liturgy. It may signify both the veil protecting the main altar in some churches, which reminds of the job of the Adeptus Custodes within the Imperial Palace, as protectors of the Throne room scanning and herding those brought to &amp;quot;commune&amp;quot; with the Emperor (either as astropaths or &#039;&#039;Auditore Imperialis&#039;&#039;); or a small circular box containing the Host, therefore protecting the &#039;&#039;corporis mysterium&#039;&#039; (remember that soothing space marine chant in Latin from Dawn of War I? It was &#039;&#039;Pange Lingua&#039;&#039;), usually used to bring it to those who couldn&#039;t come to Mass, such as agonizing people.&lt;br /&gt;
&lt;br /&gt;
==Combat Effectiveness==&lt;br /&gt;
[[File:War in the Webway.jpg|350px|thumb|right|Custodians getting shit done during the 5 years spanning War in the Webway, giving the [[Death Guard]] and [[Iron Warriors]] resilience envy.]]&lt;br /&gt;
How effective Custodes are, especially in relation to Space Marines has varied. Generally their depictions have come in 3 flavours as weaker than Astartes, superior warriors but worse soldiers or flat-out superior to the Astartes, mostly because for the longest time the writers couldn&#039;t get their shit together on what to go with.  &lt;br /&gt;
&lt;br /&gt;
When they&#039;re portrayed as weaker than Astartes you get events where a Harlequin troupe (mainly the Shadowseer and Death Jester) were able to slay dozens deep in the Imperial Palace itself in a fight that included the Captain-General. Not to say that &#039;&#039;anything&#039;&#039; in that fucking [[fail|Horus Heresy wannabe series]] was grade-A material; [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|Prime-Orks]] come to mind. [[TTS|The War of the Beast was weird.]] Returning to the point however, you&#039;ll also see a World Eater was able to kill a Custodes by punching through his armour while being unarmed and unarmored (considering an Astartes cannot punch through power armour this is Goto levels of stupidity). [[Brother-Captain|Captain]] [[Nathaniel Garro]] was also able to defeat a Custodes during a training duel though unlike other examples the Custodes was portrayed as been extremely skilled; Garro outwitted him and won by playing to his overconfidence (Garro being awesome helped).&lt;br /&gt;
&lt;br /&gt;
Many of the novels in the heresy, especially those from a space marine PoV, see the Custodes as individually superlative warriors but without the cohesion or unity of Astartes, being &amp;quot;tigers&amp;quot; to the Astartes &amp;quot;wolves&amp;quot;. Essentially the Custodes are portrayed as having a  different skill set and role than the marines as they were better warriors individually but did not work together as soldiers like the Astartes. Some events indicate this is an incorrect assumption from the Astartes, as Custodians fight as an organized force in the webway and on Prospero and a Custodes called Aquillon also fought in perfect lockstep with Argel-Tal showing they are capable of fighting alongside others. The marines making this assumption is understandable as they were seeing very small groups of Custodes rather than the hundreds deployed on Prospero and the thousands fighting in the webway.&lt;br /&gt;
&lt;br /&gt;
In most of the fluff though, especially the more recent-ish output (now that the authors seem to have arrived at a rough concensus on the matter) they&#039;re portrayed as being among, if not being the most powerful group of warriors in the setting. And though your mileage may vary from user to user, /tg/ as a whole seems to largely be of or near this assessment as well, it having coalesced over the decades and making us all feel old. During the invasion of Prospero, the Custodes were capable of taking on multiple marines and come out on top, a squad of 10 led by Valdor taking on a thousand members of the [[Thousand Sons]] legion didn&#039;t suffer a single injury and Custodes were shown to be able to fight 4 marines at once and win (while a different novel portrays single TS able to kill multiple Custodes with a flick of the wrist, thanks to their psychic powers). A Custodes has also been shown killing 3 Heresy era Chapter Masters in a second and 3 Custodes killed 7 of the original Gal-Vorbak before been killed themselves. &lt;br /&gt;
&lt;br /&gt;
This is typical GW/BL, with different authors having different interpretations (the 8E SM codex claims a SM is worth an entire IG regiment, while the 8E custodes codex claims a Custodian is worth a mere few thousand men). Overall they seem similar to the &#039;&#039;[[Grey Knights]]&#039;&#039;, the militant arm of the [[Ordo Malleus]] branch of the [[Inquisition]], in that both are elite, secret organizations with close ties to the [[Emperor]] and have a skill set as well as resistance to corruption that elevates them beyond Astartes, with the Custodes seeming to posses the edge by at least a bit, though again, the extent can vary from author to author. Generally, the depictions of the prowess of the Custodes and Sisters of Silence in “Master of Mankind” and “Book 7: Inferno” should be taken as most accurate; Dembski-Bowden was tasked with really defining the Custodes on a detailed level and the HH campaign books (being proper lore guides like Imperial Armour) take precedence over any codex or novel (excusing the aforementioned HH41) and indeed, this seems to have carried through to the more recent fluff set in the current Dark Imperium era. &lt;br /&gt;
&lt;br /&gt;
Funnily enough, their tabletop counterparts in 7th edition showed even better teamwork than any of the Astartes rules, contrary to the typical Custodes style of fighting as individuals. Custodes could team up with one another using their block rule to practically guarantee that whatever attacks did hit would be nullified, and there were no restrictions on it. This rule also allowed them to cheat in challenges, as you&#039;d have beings like Chaos Lords and Ork Warbosses failing to cause even a single wound in a challenge due to the assholes outside of the challenge blocking all of their successful hits on the challenger.&lt;br /&gt;
&lt;br /&gt;
===In the 41st Millennium===&lt;br /&gt;
[[File:Regretting_His_Life_Choices.jpg|600px|right|thumb|The face of a Black Legionnaire regretting every single decision he has made in his lifetime.]] &lt;br /&gt;
Occasionally you see questions raised on forums regarding their effectiveness after apparently spending 10,000 years on guard duty, suggesting that despite their biological augmentations; without any actual combat experience they might have simply become a symbolic organization since Terra is so well defended by other means. In fact, the Custodians sat through most of the [[Age of Apostasy]], not participating until the last moment to bring order when the fighting made it to the Imperial Palace. They also were mysteriously absent during [[The Beheading]] when the [[Officio Assassinorum]] started leveling city blocks. Added to the fact that the &#039;&#039;admittedly&#039;&#039; very old pictures of Custodians show them not even bothering to wear their armour any more indicates that they don&#039;t have very much to do these days.&lt;br /&gt;
&lt;br /&gt;
That being said with the massive retcons to the Custodes lore it is now apparent they have been secretly fighting for the last 10,000 years. Expanding their mandate to cover anything that might think of attacking the Imperial Palace. Even GW might not know what&#039;s going on with them anymore.&lt;br /&gt;
&lt;br /&gt;
For all that, they have grown detached from the greater Imperium, something which they believed was part of their duty (their function is to serve the Emperor rather than the Imperium) but ends up proving to be a problem nonetheless. When Guilliman returns, he orders the old orders rescinded, and the Adeptus Custodes starts being dispatched to various war zones, including Guilliman&#039;s own [[Indomitus Crusade]]. It&#039;s shown some Custodes such as Colquan are incredibly angry about the state of the Imperium and seem to be somewhat ashamed they did so little.  Doing nothing with “we serve the Emperor not the Imperium” doesn’t fly, even for them, when they see the Emperor’s entire reason for BEING Emperor twisted and broken and knowing without a shadow of a doubt that they could have prevented it...but explicitly and willingly chose not to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technology and Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It seems the 10,000 have not lost any technology, retaining all their units from 30k in 40k. Although the fact they are using Contemptors is weird and implies a lack of resources as the 10,000&#039;s own dreadnoughts are superior. Notably when introducing the 30k range to 40k FW did not decide to include the new 40k units in their 30k rules update. This suggests the Dawneagle Jetbikes and Allarus terminators were created after the heresy. This would explain why the Codex describes them as each the best equipment in their class, and why their users are given special titles not awarded to the Aquillion or Gryfalcon Custodes.&lt;br /&gt;
&lt;br /&gt;
==Adeptus Custodes and the [[Grey Knights]]==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Emperor&#039;s Legion&#039;&#039; gives us more than a glimpse into the Adeptus Custodes of M41. We discover several things: that they didn&#039;t choose to be confined to the Imperial Palace, but were bound within it by Imperial law enacted by Guilliman, Dorn, and Valdor after the Heresy; that they never fully respected this limitation, sending brothers on missions abroad and maintaining their own network of informants, spies and allies all over the galaxy; and that their martial capabilities have been maintained in top shape by constant training against all manner of opponents (often by capturing dangerous foes, like Chaos Space Marines or [[Tyranids]], and then [[What|releasing them inside]] deserted and cordoned portions of the Imperial Palace for a Custodian to hunt down). This isn&#039;t as insane as it sounds, if any enemy got out of hand during training there&#039;s thousands of Custodes and Gun Servitors in the palace that can be called in to put them down very quickly.&lt;br /&gt;
&lt;br /&gt;
Shield-Captain Valerian thinks it possible that M41 Custodians are individually &#039;&#039;&#039;more skilled&#039;&#039;&#039; than their Great Crusade era counterparts, owing to ten thousand years of extra experience and information gathering on mankind&#039;s enemies. However, in the book &#039;&#039;The Emperor&#039;s Legion&#039;&#039;, while working with and fighting alongside a Grey Knights company, Valerian does acknowledge to himself that while each individual Custodian is more than a match for their Grey Knight counterparts, the Custodes are not a self-contained army the same way as Space Marine Chapters are, since that was never their intended function. Nor are they possessed of any prescient gifts or supernatural abilities that would assist them against the Great Enemy. In this way, he further compares the Custodians to the Grey Knights, both being descended from the Emperor (in different fashions), were incorruptible and immune to the temptations of Chaos; the key difference is that the Grey Knights are a weapon of singular purpose against the Warp while the Custodians had been intended to be the guardians of mankind in a future without the Warp. Valerian privately believes that it might be the Grey Knights who more faithfully embody the Emperor&#039;s final legacy considering how the Imperium eventually turned out, and isn&#039;t so sure about which agency is the finest or most faithful; and while he never says that he himself actually agrees with this sentiment, he acknowledges that a reasonable argument could perhaps be made. This is a shared sentiment that skulks around the other Custodians like a foul odour.&lt;br /&gt;
&lt;br /&gt;
The missing element in their deployment had always been the [[Sisters of Silence]], noting that they were always intended to fight together. Sister Tanau Aleya believes that there is no &amp;lt;u&amp;gt;physical&amp;lt;/u&amp;gt; opponent that the Custodians could not destroy, thus it was the role of the untouchable Sisters of Silence to anchor supernatural or warp tainted enemies into the physical realm where they can be wounded and destroyed permanently. They act on the opposite end of the scale to Grey Knights who fight against the warp on its own terms. Both forces cause the Neverborn they engage to suffer &#039;&#039;True Death&#039;&#039; as a matter of course, which is quite the feat indeed, but do so through extremely different methods. The Talons of the Emperor deny the warp any purchase in reality (and in doing so reflect the attitudes of the Emperor at the time of their creation - when the Talons were created it was all about reducing the influence of the warp so they try to deny the warp from permeating the veil completely. While in 40k the Imperium is so reliant on the warp and its touch is so prevalent that its pretty much here to stay now, hence the GKs using the warp to (try and) destroy the warp).  &lt;br /&gt;
&lt;br /&gt;
The book is not all about Custodians being uber-powerful killing machines, however, as it evokes how they spent the last ten millennia cultivating their skills as &#039;&#039;&#039;theologians&#039;&#039;&#039; (unlike atheists crowd leaders, which actually tickles the age-old fan idea that the Emperor might not have been a real atheist), historians and philosophers, so they can decipher the Emprah&#039;s plan for Mankind before everything was screwed by Horus. They are now basically an order of warriors-scholars, more prone to mysticism than their [[Imperial Truth|hardcore rationalist]] ancestors from the Great Crusade era (now that ten thousand years of space magic bullshit had hammered home that their logic is stupid and wrong) but still way more &amp;quot;enlightened&amp;quot; than most of the Imperium. They also seem to suffer some inferiority complex caused by their [[Imperial Fists|failing at]] [[Rogal Dorn|protecting the Emperor]] when He most needed them, something that has dragged them even more into isolation but has also taught some of them humility when dealing with other humans seeing as it was not only normal humans who did the bulk of the asskicking in the Horus Heresy on both sides, but also continue doing nearly all the asskicking for the past ten thousand years. Hence most of the Custodians depicted in the book are rather nice guys to be around - by 40k standards of course - far from the &amp;quot;single-minded autists&amp;quot; stereotype which has recently become abusively prominent after &#039;&#039;Master of Mankind&#039;&#039; (bear in mind, the same author gave us Aquillon, who was an alright chap). &lt;br /&gt;
&lt;br /&gt;
Now it&#039;s up to you to decide whether it makes Custodians cooler and more subtle than before or insufferable [[Mary Sue|Mary Sues]], though if Colquan is indicative Custodes can still be absolute golden dickheads in the 41st millennium (Valerian&#039;s narration says that not all Custodians get on). That, or he missed the humility and mysticism lessons. Alternatively, the Custodians are stated to be very mistrustful of the Space Marines in the 42nd millennium, their (not unreasonable) theory being that &amp;quot;anything that has once proven fallible can do so again&amp;quot; (seriously, they even have plans to destroy Phalanx if the Fists aboard it turn traitor). Therefore, Colquan may be simply keeping himself emotionally distant and unattached from [[Roboute Guilliman|someone]] that has the potential to be a traitor.&lt;br /&gt;
&lt;br /&gt;
==Disposition==&lt;br /&gt;
[[File:Shirtless custode.jpg|300px|left|thumb|Chest armor is for pussies anyway...]]&lt;br /&gt;
For the longest time, much like the fate of the [[Sisters of Silence]] after the Heresy, what the Custodes have been doing in the last ten thousand years have been the subject of speculation (and jokes) among the fandom. Thanks to the &#039;&#039;Carrion Throne&#039;&#039; and &#039;&#039;Watchers of the Throne&#039;&#039; novels, as well as getting their own codices for 7th and 8th Edition, the fandom FINALLY has something to chew on.&lt;br /&gt;
&lt;br /&gt;
In Rogue Trader it was stated that the Custodes had all locked themselves in the Imperial Palace to mourn the loss of the Emperor and their failure. As penance they stripped off their armor, guarding the Golden Throne wearing naught but their helmets. This plot point was never touched on again but was shown to still be canon in 4th edition. This little nudist colony would have been forgotten were it not for a little web series known as [[If the Emperor had a Text-to-Speech Device]], which unearthed the naked glory of the &#039;&#039;&#039;Fabstodes&#039;&#039;&#039; for a new generation.&lt;br /&gt;
&lt;br /&gt;
It went memetic. A little too memetic; in fact Lexicanum and the 40k Wikia had to lock their pages to stop the flood of [[/a/|Jojokes]]. Then GW&#039;s writers finally got off their butts and decided to make some real lore for the Emperor&#039;s bodyguards. One of the first things they did was rid themselves of nudist Custodes. Then the real worldbuilding began:&lt;br /&gt;
&lt;br /&gt;
First off, the Custodians had been quietly building up strength in the wake of the Horus Heresy. Although [[Rogal Dorn]] had judged that the Custodes were spent as a fighting force, it can be assumed that the Custodes had recovered enough that, by the 32nd Millennium during the [[War of the Beast]], a Shield Host numbering in the &#039;&#039;hundreds&#039;&#039; was on hand to intercept a strike group of [[Harlequin]]s trying to get into the Imperial Precincts. In &#039;&#039;Watchers of the Throne&#039;&#039;, the Custodes are still known as the Ten Thousand and Captain-General Trajann Valoris clearly states that their forces are only slightly below this number.&lt;br /&gt;
&lt;br /&gt;
By the closing days of the 41st Millenium, a four-thousand strong army of Custodians marched out to defend the Palace during the Second Siege of Terra. While the day was won, more than half of the defending Custodes there lost their lives. According to Valerian in &#039;&#039;Watchers of the Throne&#039;&#039;, those were staggering losses and a reminder that Custodes were far from invincible as a defensive force. Why they didn&#039;t march all or most of the 10,000 out is &amp;lt;s&amp;gt;a mystery&amp;lt;/s&amp;gt; probably because the Palace is the size of a continent and the Custodes were quite spread out throughout that mass, so couldn&#039;t respond fast enough to the threat. In addition, Valoris likely didn&#039;t want to commit all his forces to an all-out assault in case something went horribly wrong; therefore, if it had gone wrong, there were still 6000 demigods waiting in reserve to defend the Emperor while Guilliman arrived from Luna.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the internal Hierarchy of the Custodes has remained (mostly) unchanged. The Ten Thousand are still led by the &#039;&#039;&#039;Captain-General&#039;&#039;&#039;, a post inherited since the disappearance of Constantin Valdor millennia ago. Although it is a martial rank, it is also a &#039;&#039;political&#039;&#039; one, as a Captain-General may elect to take a seat on the [[High Lords of Terra]]. Few Captain-Generals have taken this option over the centuries (not surprisingly, politics being messy as it is), but when they do they have had profound effect on Imperial politics -- see how Trajann Valoris being on the High Twelve was more than enough to quell [[Heresy|a brewing coup d&#039;etat]] against Roboute Gulliman. The fact the high lords even considered a coup against a Primarch that had directly talked to the emperor shows why the custodes wanted fuck all to do with them.   &lt;br /&gt;
&lt;br /&gt;
Beneath the Captain-General is the &#039;&#039;&#039;Custodian Tribunate&#039;&#039;&#039;, a group of ten veteran Custodians who act as the Captain-General&#039;s advisors. This is a non-combat role, and once part of the Tribunate a Custode is expected to serve at least a decade, where they turn all their prodigious skills to support the Captain-General strategically and diplomatically.  &lt;br /&gt;
&lt;br /&gt;
Below this group are the [[Shield-Captain]]s, who are the war leaders of the Custodes. They lead strike forces, referred to as shield companies, on whatever mission the Captain-General deems fit. &#039;&#039;&#039;Valerian&#039;&#039;&#039;, one of the narrators of &#039;&#039;Watchers of the Throne&#039;&#039;, is a Shield-Captain, though it&#039;s noted that he&#039;s a somewhat unusual one, as he is more of a Philosopher than a warrior. Doesn&#039;t stop him from kicking ass though. &lt;br /&gt;
&lt;br /&gt;
Finally, after this is the line Custodian. It is noted that each of the Custodes has similar status to the others, but even then they form loose warrior bands called &#039;&#039;&#039;Sodalities&#039;&#039;&#039; -- for example, the sodality that Valerian roped in for the Battle of Vorlese was the Palaitologian Chamber. Beyond this, each Custodian gravitates to a particular strategic role, whether as members of the fast-moving &#039;&#039;&#039;Vertus Praetors&#039;&#039;&#039;, heavy support &#039;&#039;&#039;Allarus Custodians&#039;&#039;&#039;, or the grim &#039;&#039;&#039;Wardens&#039;&#039;&#039;.  Otherwise, the Custodes remains a meritocracy, and as such a Custodian is afforded whatever honor his peers believe him to be worthy of.&lt;br /&gt;
&lt;br /&gt;
It is said that, barring rare circumstances, your bog-standard shield company will include no more than a single Shield-Captain, and maybe thirty to forty Custodians. Rarer still are the situations where more than one Shield Company is required; these bigger formations are called Shield Hosts and feature several Shield Captains leading hundreds of Custodians. It is said that such a momentous undertaking is only assembled to accomplish a task no other Imperial force can achieve, and not be done lightly.&lt;br /&gt;
&lt;br /&gt;
===Current Status===&lt;br /&gt;
[[File:Custodian_&amp;amp;_Guard.jpg|350px|right|thumb|Custodians can be quite the bros once you get to know them. Just don&#039;t ask them to take a selfie. [[FATAL|It may accidentally end in terminal damage.]]]]&lt;br /&gt;
Although the Heresy reduced them to about 10% of their fighting strength, they could still have reaped a kill tally far greater than their own number; it was [[Rogal Dorn]], defence obsessed bastard that he is, who determined that they were ineffective as a fighting force and relegated them to defending the throne room. After the Heresy, they were bound by a decree issued jointly by Constantin Valdor, the High Lords of Terra and Roboute Guilliman that prevented them from deploying as a military formation (which a lot of the time they ignored, leaving in secret to do their own missions as Valdor was the only one able to order Custodes around, they don&#039;t give a damn about both Lords of Terra and the Primarchs). The High Lords of Terra brought up the subject of abolishing this decree numerous times, but the issue was always stopped by deadlock until [[Roboute Guilliman]] returned and finally realized how stupid his decree was, asking the Custodes to head out into the galaxy rather than sitting at home, being glorified tourist traps (but not before getting daddy&#039;s permission first).&lt;br /&gt;
&lt;br /&gt;
The Custodes left the palace on their own in full force after Daemons broke out on Holy Terra itself (and Luna), which caused the Custodes to realize how stupid it is to sit behind high walls of the Palace and Trajann Valoris decided it&#039;s high time to venture out and help out their fellow &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; comrades once in a while. Suffice to say, the Custodes are back and woe to any poor unfortunate soul who happens to have to be part of the opposing force of the Custodians. This has worked out well for the Custodes as apparently they were starting to get a little stir crazy after 10,000 years of being stuck on Terra and were more than happy to get out and start purging the enemies of the God-Emperor in His name. They also managed to restore their numbers to pre-heresy ones, so they are as numerous as ten Chapters combined.&lt;br /&gt;
On a side note, it is not wise to ask a Custodes to take a photo op for bragging rights especially when he&#039;s in a battlefield busy using his Guardian Spear. [[FATAL|Accidental collateral damage from attempted selfies. Too many.]] They seem to keep a number of them around Roboute Guilliman at all times, partially to protect him, and likely to stick spears in him if he ever seems too close to going traitor (not that it would help, as the Custodes themselves have noted even ambushing a naked Primarch is suicide). This means wherever Guilliman goes he has quite literally the best bodyguards in the Imperium watching his back.&lt;br /&gt;
&lt;br /&gt;
==Divisions and ranks==&lt;br /&gt;
The Legio Custodes (and later the Adeptus Custodes) are divided into five castes based on their combat roles, each with a fancy Greek-ish name:&lt;br /&gt;
*&#039;&#039;&#039;Hykanatoi&#039;&#039;&#039; (from Ἱκανάτοι/&#039;&#039;hikanatoi&#039;&#039;, &amp;quot;the able ones&amp;quot;, [https://en.wikipedia.org/wiki/Hikanatoi one of the regiments of the 9th century Byzantine army]): These appear to be the rank-and-file Custodians, comprising the Custodian guard, the Sentinels and the [[Companion|Hetaeron]]. Based on what was seen in &#039;&#039;Master of Mankind&#039;&#039;, they function as an infantry role in battle. In 40k this also includes Wardens (veteran Custodians) and the Companions (assumed to be the modern incarnation of the Hetaeron).&lt;br /&gt;
*&#039;&#039;&#039;Kataphraktoi&#039;&#039;&#039; (κατάφρακτοι, &amp;quot;fully covered&amp;quot;, Greek designation for heavily armoured cavalry): The [[Gyrfalcon Pattern Jetbike|Jetbike]] squads, serving as mobile fast attack units. During the War in the Webway, they also served as couriers, relaying messages to other spots when the Vox was on the fritz. Other grav vehicles such as the [[Caladius Grav-Tank|Caladius]], the [[Coronus Grav Carrier|Coronus]] transport and the [[Pallas Grav-Attack|Pallas]] speeder are also part of this entity. In 40k this includes the Vertus Praetors (elite jetbike units) and Venetari (elite jetpack units).&lt;br /&gt;
*&#039;&#039;&#039;Tharanatoi&#039;&#039;&#039; (probably a mix between the Celtic word &#039;&#039;taran&#039;&#039;, &amp;quot;thunder&amp;quot;, and θάνατος/&#039;&#039;thanatos&#039;&#039;, &amp;quot;death&amp;quot;): The [[Aquilon Terminator|Terminators]] of the Legio Custodes and the Sagittarum Guard squads, they are the specialists among the Legio. The Aquilon were armed with Lastrum storm bolter, Adrathic destructors and [[flamer]] weapons known as Infernus &amp;quot;firepikes&amp;quot; (yes, it&#039;s also the name of the weapon used by [[Exarch]]s of the [[Fire Dragons]]) and acted as shock troops for high-intensity warfare, while the Sagittarum were multipurpose ranged support squads. In 40k this also includes the Allarus Terminators (a lighter suit, basically tartarus while Aquillion is Cataphractii).&lt;br /&gt;
*&#039;&#039;&#039;Ephoroi&#039;&#039;&#039; (from έφοροι, &amp;quot;overseers&amp;quot;): Those Custodians specializing in covert operations, intelligence gathering and assassination. All those engaged in the Blood Games were temporarily attached to the Ephoroi for the duration of their service. In 40k this also includes eyes of the emperor, retiree Custodes who monitor for threats.  Probably can be called upon to take up weapons and armor and kick a ton of ass, too.  Just because something has caused you to no longer be able to defend the Emperor doesn&#039;t mean you can&#039;t kill a whole lot of fools.&lt;br /&gt;
*&#039;&#039;&#039;Moritoi&#039;&#039;&#039; (from Latin &#039;&#039;mortis&#039;&#039;, &amp;quot;death&amp;quot;, with the same Greek-ish flavour): Finally, we have the [[Contemptor-Galatus Dreadnought|Dreadnoughts]], Custodians who have been mangled too much to continue living without the Dreadnought. Being a very philosophical-minded group, the Custodians often hold debates on whether or not the warrior inside is alive or dead, and have come to the conclusion that all that matters is that the Emperor has decided to keep the Custodian living. &lt;br /&gt;
&lt;br /&gt;
In terms of rank, the Legio Custodes are less rigid in their ranking structure than the Space Marines and the Imperial Guard, with &amp;quot;ranks&amp;quot; being more like signs of respect for senior veterans. Indeed, given the Legio&#039;s often solitary mindset, they rarely give orders to each other. That said, their familiarity with each other manages to avoid the destructive lack of cohesion this would entail in other armies. The known &amp;quot;ranks&amp;quot; are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain-General&#039;&#039;&#039;: the &amp;quot;leader&amp;quot; of the Legio/Adeptus Custodes and Chief Custodian to the Emperor of Mankind. By the time of the Horus Heresy, this position comes with the Magisterium Maxima (GWardization of Latin &#039;&#039;magisterium maximum&#039;&#039;, &amp;quot;utmost control/governance&amp;quot;) which grants him absolute authority over anything in the Imperium (yes, even the [[Primarchs|Boss&#039;s petulant children]]). Since the Custodes codex makes it clear that the Ten Thousand still exercise the full authority of the Magisterium Lex Ultima in M42, it is safe to assume that the Captain-General&#039;s power is theoretically absolute should the need for extreme measures arise (like say, the Emperor being incapacitated and his Regent dead). Custodes in general seem to use their authority with great caution however and captain-generals rarely used it openly during ten millennia of imperial history.  Clearly he comically missed the point of the Emperor giving him absolute power over the Imperium wasn’t to sit on it but to use it to protect the Emperor’s vision for humanity.  Nice going Cap, really a bang-up job.&lt;br /&gt;
*&#039;&#039;&#039;Tribune&#039;&#039;&#039;: The most senior officers under the Captain-General, they are the war council of the Legio Custodes and have absolute authority on everything relating to the protection of the Emperor or the Palace. During the War in the Webway, three of them served as the senior commanders of the combined Legio Custode/Silent Sister/Mechanicum forces : Kadai, Jasaric and Ra Endymion. They were believed to be ten in number, so the seven other were probably killed in the first years of the war. The modern-era Adeptus Custodes is led by two tribunes, one of whom personally leads the [[Companion]]s. &lt;br /&gt;
**40k Tribunes are slightly different from their counterparts of the old Legio Custodes. The Tribunate is composed of ten Custodians who formulate policy and advise the Captain-General, but unlike the Tribunes of old the members do not serve in combat, and must serve on the Tribunate for at least ten years. The Tribune not leading the Companions is expected to see combat and will hold the post of Tribune for the rest of his life (indeed, one Tribune died during the battle of the Lion&#039;s Gate when [[Bloodthirster]]s attacked during [[Roboute Guilliman]]&#039;s return). &lt;br /&gt;
**While it has often been assumed that they were distinct entities, 40k Tribunes are probably the members of the aforementioned Tribunate. The HH Tribunes being ten in number and sharing sooooo many similarities with the modern tribunate doesn&#039;t leave much place for doubt and while &amp;quot;Tribunes&amp;quot; are explicitly mentioned in every novel expanding on 40k Custodians there is not a single mention of them in the Adeptus Custodes codex; the Tribunate is the closest thing we have from a reference. It is also worth noting that &#039;&#039;Watchers of the Throne&#039;&#039; features some pieces of lore that aren&#039;t canon anymore according to the Codex (Valoris wielding a spear instead of an axe, Custodes serving among the Companions forever, etc.). Which isn&#039;t that surprising since BL authors often have limited insight on (and zero control over) upcoming official GW material; some elements they genuinely believed to be legit at some point of the writing process may have been revised by GW in the meantime. &lt;br /&gt;
*&#039;&#039;&#039;Proconsul&#039;&#039;&#039;: A senior rank below Tribune. A rank that holds martial and militairy importance. Bestowed by the Emperor to veterans of the Legio.&lt;br /&gt;
*&#039;&#039;&#039;Prefect&#039;&#039;&#039;: A mid-level rank below the tribunes, the title is awarded by the Emperor and indicates veterancy. Its duties are mostly unknown at this time.&lt;br /&gt;
*&#039;&#039;&#039;Lictor&#039;&#039;&#039;: A rank supposedly below that of Prefect, it too indicates veterancy. Its duties are are unknown at this time.&lt;br /&gt;
*&#039;&#039;&#039;[[Shield-Captain]]&#039;&#039;&#039;: Within the Legio Custodes, there exists a range of ranks and seniority of commands, far from transparent to outsiders, to which the more general application of ‘Shield Captain’ is applied, During the 41st millennium, A Shield-Captain is the leader of a battle group of Custodians, charged with seeing the mission done. First among equals for the sake of said mission, a Shield-Captain can be a member of the Legio or Adeptus Custodes of any rank, for each is a peerless warrior and master tactician.&lt;br /&gt;
*&#039;&#039;&#039;Blade Champion&#039;&#039;&#039;: Ranking below a Shield-Captain, these guys are elite swordmasters who have learned a variety of fighting styles for taking on hordes, monsters or rival duelists. &lt;br /&gt;
&lt;br /&gt;
==Specialty Factions and [[Your Dudes]]==&lt;br /&gt;
The 8th Edition Codex has covered several specialty groups of Custodians, each with their own color scheme and basic [[Your Dudes]] style fluff. It also briefly discussed how to customize the paint scheme for the army.  Kill Team: Elites adds Custodes to [[Kill_Team_(Specialist_Game)|Kill Team]], and gives a similar but genericized listing as to the reasons a Custodes force would be out in the wild.&lt;br /&gt;
&lt;br /&gt;
When considering [[Your Dudes]], it&#039;s important to remember that Custodes are not an army or a military force like a traditional 40k faction, they are instead a group of stupidly overpowered individuals -- more akin to a 40k army made entirely of Space Marine Captains or other HQ characters, or a Transhuman version of a Necromunda gang.  They come together not for some standing military force reason, but to do certain tasks or achieve certain goals -- assassinate a specific target, prevent any threats to Terra, recover an artefact, etc.&lt;br /&gt;
&lt;br /&gt;
One example is given in the 8E codex, where a Custodes named Heraclast Vadrian finally realizes the AdMech being too stupid to maintain / fix the Golden Throne is going to fuck the Imperium over in a few centuries&#039; time, so he gathered up some of His Dudes to go out and investigate a lost Forge World that might know how to fix the damned thing.  This provides not only fluff for a Shield Host (an [[Apocalypse]] sized Custodes army) but opens up all kinds of interesting options -- Mars AdMech?  They&#039;d be all for joining in.  Imperial Fists?  I bet Heraclast could get them to join.  Imperial Guard?  They&#039;re everywhere, so why not?&lt;br /&gt;
&lt;br /&gt;
A Custodes force can be something as generic as &amp;quot;Custodes that defend Terra&amp;quot; to something as specific as &amp;quot;Custodes that hunt Orks to prevent another repeat of The Beast.&amp;quot;  Like all Your Dudes headcanon, you can go as far with this as you want.&lt;br /&gt;
&lt;br /&gt;
=== Custodes Paint Schemes ===&lt;br /&gt;
&lt;br /&gt;
By default, Custodians are shining gold -- a &amp;quot;incredibly rare substance known as auramite.&amp;quot;  This can be changed -- not painted over, but changed via alchemy of all things -- to other metallic tints or changed into non-metallics altogether.  Custodians often have leather pieces, especially the Jet Bikers, and also wear tabards, robes, and loincloths on top of their armor that are by default a crimson red color; this color is usually, but not always, the same between the cloth and shoulderpad.  This cloth color is also used in secondary colorings on other models -- for example, the Dreadnought or Terminator shoulderpads, or plates on the vehicles. Custodians also have a variety of gems, all of which are the same color across a given army.&lt;br /&gt;
&lt;br /&gt;
An Adeptus Custodes force -- known as a Shield Company or Shield Host if it&#039;s big enough -- will have a given color to the auramite bits (the armor), the auramite trim and other embellishments on top of the armour, the leather, and the cloth bits and shoulderpad.  Special colors for certain aspects -- for example, the face mask -- are not unheard of.&lt;br /&gt;
&lt;br /&gt;
How this all shakes out with some of the descriptions of the Specialty Factions in the codex -- for example, the Dread Host description suggests his White and Sable cloth parts are specific to &amp;quot;his shield host, which is itself one of several that currently wear the colours of the Dread Host,&amp;quot; whereas the Aquilan Shield specifically mentions their cloth colors are Royal Purple -- is unknown.  To this end, the cloth colors in the examples are included in parentheses.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Default&amp;quot; Custodes ===&lt;br /&gt;
&lt;br /&gt;
As detailed in early Horus Heresy material, before the specialty groups were conceived, the Custodes had a fairly generalized color scheme.  Duncan covers this paint scheme [https://www.youtube.com/watch?v=dm8J-kaezWM here], but in general:  The armor is almost entirely gold, with some silver bits such as the faceplate and some cables and some pipes.  The plume and some bits -- decorative cords over the leather -- are red (other GW painters during the era paint the cords a sky blue), but the pauldrons are not given this base color with gold trim, instead remaining entirely gold.  The guardian spear is majority black in both the haft and bolter, with gold trim, some silver mechanics, and a blue power blade.  Gemstones are painted silver and then a blue technical paint is used to make them gemstones.&lt;br /&gt;
&lt;br /&gt;
The differences between this and the later paint style can be seen throughout page 44 through 55 of the new codex, with page 48 and 49 showing some of the Specialty Adeptus Custodes Groups such as the Solar Watch and the Shadowkeepers, while page 46 has detail pictures of 3 miniatures in the old style, while a batrep style army photo of models in the newer style behind them.&lt;br /&gt;
&lt;br /&gt;
In general, the newer style picks a secondary color -- usually red -- to break up the gold by giving the pauldrons a base of that color, using gold instead to color the trim and detail on top of the pauldrons.  For those who have used Space Marine Pauldrons that have 3D detail, it&#039;s basically that.  Newer models such as the Custodian Warden or Terminators also have more cloth material which is also (but not always, see below) this color.  The newer style also seems to use more silver, although this may be the result of modern GW&#039;s addiction to edge highlighting everything like it&#039;s something out of a bad Tron themed fever dream.&lt;br /&gt;
&lt;br /&gt;
=== Specialty Adeptus Custodes Groups ===&lt;br /&gt;
These are the example Adeptus Custodes Groups mentioned in the 8E codex, alongside their color schemes.  It is unknown if these are intended to be canonical &amp;quot;chapter equivalent&amp;quot; like AdMech Forge Worlds, or if these are just examples of ways you could take [[Your Dudes]].  9th edition has given Chapter Tactics-equivalents to the 6 shield hosts, including adding a new &amp;quot;generic&amp;quot; shield host, although given the vast numbers of people who have modeled and painted their Custodes in various oddball ways, no one&#039;s going to complain about you pointing out that your solid blue armor with pink cloth Custodes count as Shadowkeepers.&lt;br /&gt;
&lt;br /&gt;
The colors used in official color schemes, generally speaking, are:&lt;br /&gt;
* &#039;&#039;&#039;Armor:&#039;&#039;&#039; Gold, black, or white base, with gold trim and detail. Facemasks are sometimes painted Silver or the non-standard armor color (adds contrast to the face).&lt;br /&gt;
* &#039;&#039;&#039;Cloth:&#039;&#039;&#039; Red, white, black, purple, consistent across a Shield-Company or Shield-Host, with the latter taking precedence. This includes the left shoulder guard&#039;s color -- the right shoulder guard is the Imperial Aquila and is usually entirely gold; this is different on units other than the Custodian Guard. The shoulder guard often (but not always) matches the tabard/robes.&lt;br /&gt;
* &#039;&#039;&#039;Leather:&#039;&#039;&#039; Brown, white, red. Gloves are generally brown even if the other leather is dyed.&lt;br /&gt;
* &#039;&#039;&#039;Gems:&#039;&#039;&#039; Blue, although other gemstone colors are mentioned, red is shown in art. Noted that they are explicitly the same across an entire organization (Shield-Company, not necessarily a Shield-Host).&lt;br /&gt;
* &#039;&#039;&#039;Weapon:&#039;&#039;&#039; Black shafts/hilts/frame with gold detail, although a gold hilt/frame is shown in art, and a silver hilt / black frame is shown in one display model. Blades are power weapons, often with a blue lightning effect, although silver/white/etc are also seen.&lt;br /&gt;
&lt;br /&gt;
This leaves many colors to take [[Your Dudes]] if you would like to go your own way. None of the official color schemes use green (possibly due to the [[Sons of Horus]] using that color during the Hersey), blue, yellow, or orange for their cloth. /tg/ has seen some amazing Custodes that use all silver, bronze or brass instead of gold, or even faux stonework instead of metal. Tinted metallic colors, like a base of silver with contrast paint on top, is also an option. Black leather isn&#039;t used in any official color scheme either, but black leather with some grey lines to indicate some light battle damage or wear could work.&lt;br /&gt;
&lt;br /&gt;
The officially named Custodes organizations, with their color schemes and descriptions, are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Emperor&#039;s Chosen:&#039;&#039;&#039; Solid gold armor (black cloth bits).  Newly codified in 9th edition, this is the new &amp;quot;default&amp;quot; shield host, representing the Custodes when they are not actually a member of a shield host.  These can represent shield hosts and kill teams not specifically tailored to a specialist purpose, or the Custodes on Terra itself.  This paint scheme seems to be based on the older Custodes paint scheme from the Horus Heresy, possibly tweaked to represent the mourning after the loss of the Emperor -- when the Custodes infamously placed their armor into storage (leaving it shiny, gold, and unused and leaving them shiny, oiled, and fabulous) and dyed their cloth and the like black in shame.  Notably, the given example does NOT have colored pauldrons, instead being gold everywhere except the topknot, the gems, the tassels, the leather and undersuit.&lt;br /&gt;
* &#039;&#039;&#039;The Shadowkeepers:&#039;&#039;&#039;  Black armor with gold trim (crimson red cloth bits). Keeps watch over the various warp-terrors and archeotech artifacts that the Emperor kept locked up in his basement on Terra since the Age of Strife, each and every one something or someone that would destroy the Imperium if they were ever let loose or even merely known about at large. After the Great Rift opened a large number were spirited away across the galaxy. Whoops. Their leader is called the Lockwarden and hasn&#039;t stepped foot back on Terra since the Great Rift occurred.&lt;br /&gt;
* &#039;&#039;&#039;The Aquilan Shield:&#039;&#039;&#039;  Gold armor with gold trim (royal purple cloth bits specifically mentioned). Bodyguards of Fate. When the Imperial Palace&#039;s personal psykers find someone who is &amp;quot;likely to avert [disaster] before it threatens the Golden Throne,&amp;quot; these people are marked for protection. These fated people are then protected by the Aquilan Shield whether they like it or not -- a small informal sect of wandering Custodians who watch over them up until the exact moment they do whatever it is that will ensure the Emperor&#039;s safety, at which point they leave. This often occurs just in time to see said now-useless person die horrifically to whatever the Custodians were protecting them from. The example given is of a Guardsman whose unorthodox tactics had him slated for execution due to &amp;quot;insubordination&amp;quot; (probably a jealous officer ordered it, even commissars have to follow orders unless it contradicts their mandate). Under the Aquilan Guard&#039;s protection, he rose through the ranks to become Warmaster of a Crusade that successfully repelled an Ork WAAAGH! that would have otherwise threatened the Sol system - at which point the Guard left him to [[derp|be executed by the Commissariat in spite of his success]], because Commissars are assholes like that.&lt;br /&gt;
* &#039;&#039;&#039;The Dread Host:&#039;&#039;&#039;  Gold armor with brass trim, white faceplate (white cloth and &amp;quot;sable&amp;quot; (black) shoulder pad bits). The Emperor&#039;s &amp;quot;anger and punishment made manifest.&amp;quot; They determine direct threats to Segmentum Solar and the Emperor and wipe them off the face of the galaxy. Specifically a terrorist organization in the literal sense of the word -- once they determine a target, they attack, prevent them from surrendering or fleeing, and utterly raze everything to the ground; the goal being not just to destroy any threats they deem appropriate, [[Night Lords|but to put the fear of the Emperor into anyone who hears about what happened]].&lt;br /&gt;
* &#039;&#039;&#039;The Solar Watch:&#039;&#039;&#039; White armor with gold trim (crimson red cloth bits). The first and last line of defense of the Sol system itself. Heavily mechanized -- lots of Land Raiders. Constantly patrolling between the worlds of Sol, the various space structures, and the travel lanes from Sol to the nearby systems and back. Have been known to destroy various cults, Inquisition coups, and even the occasional Eldar or Genestealer infestation, on every world except Mars. In order to honor the autonomy of the Adeptus Mechanicus, they take a &amp;quot;better not to ask&amp;quot; approach to Mars and their... deviants. That&#039;s the job of the Ordo Machinum of the [[Inquisition]] anyhow. Gives those kooks something to do besides blowing up planets and acting on their petty internal squabbles.&lt;br /&gt;
* &#039;&#039;&#039;Emissaries Imperatus:&#039;&#039;&#039;  Gold armor with gold trim (white cloth bits and crimson shoulder pad bits). Originally the Emperor&#039;s gophers and messengers, now his representation in realspace. Some Custodians can supposedly hear the Emperor&#039;s voice when they meditate/sleep; they do not see this as divine inspiration but rather his human will working to direct them like he did before being enthroned. Some can hear him more than others, those that do become Emissaries Imperatus; they gather together and debate what Big E wants them to do. This might include giving special messages to the occasional commander, or giving special wargear from Terra to someone who will need it soon. When the Primaris Marines were about to be unleashed by Guilliman the bulk of the Custodians nearly stopped him (in part because they were wary of the &amp;quot;flawed&amp;quot; nature of the Space Marines and didn&#039;t want to risk a repeat of the Horus Heresy), only allowing it once the Emissaries intervened, who made it absolutely clear that the Emperor wanted it to happen. They were also vital in making sure the various chapters accepted the Primaris Marines, going with the Indomitus Crusade and informing the Space Marines that they were a gift from the Emperor himself. This went up to and including threatening to declare any reluctant Chapters to be traitors on the spot if they refused. Obviously some Chapters were more eager to accept Primaris than others, due to dire need of reinforcements from the resulting crapfest caused by the Great Rift. [[Dark_Angels|Even the most secretive]].&lt;br /&gt;
* &#039;&#039;&#039;Eyes of the Emperor:&#039;&#039;&#039; Not actually present on the tabletop, but represented by a Stratagem. While the Custodians are formidable, even they aren&#039;t entirely immune to old age or injury or at least their effects. When a Custodian judges himself no longer able to serve in combat (bear in mind that this is relative- to a Custodian, one&#039;s reaction time slowing by one tenth of a second is considered &amp;quot;unacceptable for active duty&amp;quot; even if a normal human wouldn&#039;t even notice the decline), he gives up all his gear in exchange for a black robe and travel the galaxy. Some work alone and others build networks of agents and informants, but all keep watch for any situation that might pose a threat to Terra or the Emperor. If they come across such a situation, they use special channels to inform the Captain-General in order to pre-emptively eliminate said threat. No slouches either, one took out a daemon host that had already ambushed and killed a member of the Aquilan Shield. Their numbers have grown for ten millennia. Since each Custodians&#039; wargear is custom made for him personally, it seems likely that the Custodes could drown the galaxy in golden custard at any time and simply choose not to. Thanks, Custodes. The Emperor must be so &#039;&#039;&#039;&#039;&#039;proud&#039;&#039;&#039;&#039;&#039; of you.&lt;br /&gt;
&lt;br /&gt;
==Notable Custodians==&lt;br /&gt;
&lt;br /&gt;
===Horus Heresy-Era===&lt;br /&gt;
[[File:Constantin valdor.jpg|250px|thumb|right|Constantin Valdor, murdering stuff for the Emprah since the Unification Wars.]]&lt;br /&gt;
*&#039;&#039;&#039;Constantin Valdor&#039;&#039;&#039;- The big cheese of the Custodian Guard, Constantin Valdor was the Captain-General of the Legio Custodes during the Great Crusade and the Horus Heresy, the first of the Ten Thousand and personal bodyguard of Big E since &amp;lt;strike&amp;gt;his debuts as a bloody-handed and megalomaniac tyrant&amp;lt;/strike&amp;gt; the Unification Wars and His glorious crusade to make Mankind great again. A monster of a man, he was described as being a head taller than Amon (who was already significantly larger than an Astartes) and the size of a Primarch (Alpharius to be exact). At one point he defeated Horus himself in a sparring match, however, it is never stated how old Horus was when the duel took place (though considering even a baby Angron with his head smashed up took down an entire eldar assassination group this is still impressive no matter Horus&#039;s age). Valdor was one of the Emperors closest friends and his second most trusted advisor (Malcador the Sigillite being #1). He was described as being the mightiest warrior in the entire Imperium with the exception of the Primarchs and Big E himself (he was almost killed by a warp-boosted Phosis T&#039;Kar on Prospero however, only surviving because Phosis [[Chaos Spawn|accidentally rolled 22 on Chaos Boon]] and realized he&#039;d become the &#039;flesh-change&#039; monster he so hated). Naturally he shared a close relationship with a number of the Primarchs, the most notable being Horus, Rogal Dorn, and Leman Russ. Also, he rolls with the [[Officio Assassinorum]], so he earns massive bonus points there.  At the end of the Heresy, he was one of the high lords of Terra, but stepped down sometime after that to be able to look after the Emperor personally. He has since been replaced as Captain-General: in M32 the Custodians are commanded by a new guy called &#039;&#039;&#039;Beyreuth&#039;&#039;&#039;. According to the Codex, he disappeared without a trace some time after the Emperor was ensconced on the Golden Throne; rumor has it that he is still alive and serving the Emperor. It is hinted in &#039;&#039;Master of Mankind&#039;&#039; that Valdor is named after an &amp;quot;ancient king&amp;quot; of Old Earth, probably [https://en.wikipedia.org/wiki/Constantine_the_Great|^ Constantine the Great], famous for being the first Christian Emperor of Rome. The &#039;&#039;Apollonian Spear&#039;&#039; and sun-shaped iron halo worn by Valdor foster the reference to Constantine, whose tutelar deity before his conversion was Sol Invictus. His spear is one of a pair, infused with a portion of the emperors foresight, with the other held by Leman Russ. Valdors version of the spear specifically imparts him with a flashback of the life of it&#039;s victims, and every key(sad) moment in their history that led to them being at the end of the killing edge. Really testing the loyalty of your servants, what a pal E-money was. Unsurprisingly considering the blood games Valdor was a skilled assassin, able to sneak into a palace undetected to assassinate a target, according to the target he has Albian features perhaps meaning that was his birth place.  Participated in the Burning of Prospero instead of preventing it by simply, y&#039;know, &#039;&#039;actually enforcing and obeying the Emperor&#039;s orders.&#039;&#039;  Instead, accepted and obeyed changes to orders delivered by someone other than the Emperor supposedly passing on a message from the Emperor despite the Emperor being fully capable of sending his own astropathic messages or at least ordering an astropath to do so for him.  And not bothering to verify with the Emperor himself.  Despite the change in orders being the &#039;&#039;opposite&#039;&#039; of what the original orders were.  That is to say, &amp;quot;murder everyone and burn their world to ashes&amp;quot; is the opposite of &amp;quot;go to Prospero and arrest Magnus and bring him to me in chains.&amp;quot; Is still alive in the 41st Millennium as the enigmatic King in Yellow, who is building an army in the Webway for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amon Tauromachian&#039;&#039;&#039;- One of the most notable Custodians. In combat, unarmoured, versus three &amp;quot; Migou&amp;quot; ([[H.P. Lovecraft|I see what you did there]]) or Genestock Ogres from Nei Monggol (Ogryns anybody?) Amon is impressive, he is apparently strong enough to effortlessly break an Ogryn&#039;s arm, relieving it of its punch-dagger, then ram it through the poor sod&#039;s skull. One of them grabs him from behind in a bear hug, which he literally shrugs off, then punches his hand through the Ogryn&#039;s chest and rips out its heart. Mary Sue you say? All this is from Dan Abnett himself from his short story &#039;&#039;Blood Games&#039;&#039;. Also, he is probably referred to in &#039;&#039;The First Heretic&#039;&#039; as an instructor of at least 2 other Custodians, even though the &amp;quot;last&amp;quot; (well, gene-stock/family) name of said Amon is not revealed. Protected Kasper Hawser at the Edict of Nikea, was held in place by Magistus Amon of the Thousand Sons, but then subsequently kicked his ass with the help of Bjorn the Fell-Handed. Has managed to get within striking distance from TEH EMPRAH during the Blood Games.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aquillon Marithamus&#039;&#039;&#039;- the &amp;quot;Oculi Imperator&amp;quot; (eyes of the Emperor) and Prefect who was charged with leading four other Custodians, watching over Lorgar and the Word Bearers after the Monarchia kerfuffle. They were kept in the dark about the Heresy until Isstvan V, but left alive because Erebus wanted their blood. Aquillon embarked on a tragic bromance with [[Argel Tal]]. Tal seems to have been born for tragedy in general, and perhaps the most perfect example is how, having already become friends with the Custodians and seen one murdered on Lorgar&#039;s orders, he had to spend four decades getting closer to Aquillon and pulling the wool over his eyes. In contrast with how most Custodians viewed Space Marines, Aquillon actually came to view Argel Tal as a close friend (well, for Custodians, anyway)... until Isstvan V, accompanied by the revelation that the Word Bearers had been ritually torturing astropaths to keep Aquillon&#039;s messages from reaching Terra. It ended badly - Aquillon killed Argel Tal&#039;s mortal waifu [[Cyrene]], and the possessed Astartes [[Rip and Tear|bit his head off]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ra Endymion:&#039;&#039;&#039;A veteran Custodian (871 names bitch!) among the first thirty members of the Legio, and perhaps the only person truly privy to the Emperor&#039;s whole plan to elevate humanity into the webway and cut them off from Chaos (or at least the only one given a direct crash course &amp;amp; debate on why the Emperor had to be a totalitarian dick, Custodes as a whole have inferred the Emperor&#039;s plan from all the info he shared with each one). Told to him in a series of psychic dreams gifted from the Emperor. One of the three Tribunes, he was left in command of the Webway armed forces after the other two were killed while fighting the forces of Chaos that forced their way through in the wake of Magnus&#039;s Folly. When the Emperor briefly rose from his chair to burn out the Daemons and give time for his forces to fall back, Ra was forcibly possessed by &#039;&#039;&#039;Drach&#039;Nyen&#039;&#039;&#039;, the [[Chaos Undivided|undivided]] daemon born from humanity&#039;s first act of murder. Since the Emperor couldn&#039;t kill it, he figured it would be safely stored in a Custodian&#039;s body, and the reason Ra was told the Emperor&#039;s plan was to give him a reason to keep fighting against the Daemon in his mind. By 40k we can assume something went horribly wrong, as Drach&#039;Nyen is now literally in the hands of [[Abaddon]] as his sword and was given to him by some &amp;quot;golden figure&amp;quot;. He is also an absolute beast in battle, slaughtering Astartes legionaries like Astartes do with regular humans (fluffy as hell considering the [[Warhammer_40,000/Tactics/Talons_of_the_Emperor_(30k)|Legio Custodes Tribune&#039;s rules for 30k]]). Smiles like the Joker from Batman.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diocletian Coros:&#039;&#039;&#039; The big cheese in charge of the Terran side of the War in the Webway. An unapologetic arsehole with zero time for anything not covered by his orders, to the point of almost shooting child refugees because they delayed him. He makes it abundantly clear that the Custodians fight for the Emperor and &#039;&#039;&#039;NOT&#039;&#039;&#039; the Imperium, and considers that if enough of the Astartes felt the same way then the Horus Heresy would never have happened. Basically, he is the reason why people think that Custodians are all heartless autistic bastards. Still, have to feel a bit sorry for him, as he was told by the Emperor that the dream of humankind was dead after the webway was sealed. That&#039;s got to be rough. Though he was an asshole well before that, to the point of mouthing off to Dorn, seemingly doing an unfunny impression of an Eldar during a briefing. He also wrote a book about the Emprah, &#039;&#039;the Master of Mankind&#039;&#039; (no fucking joke), which is apparently still a best-seller among the nowadays Adeptus Custodes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sagittarus Malacque:&#039;&#039;&#039; One of the original Custodians and the first to become a [[Custodes Contemptor Dreadnought|Dreadnought]]. Noted to be choleric and wild, he was nearly killed during the battle in the [[Webway]] but survived, having been saved by a formerly-crippled [[Blood Angel]] in a display of utter [[awesome]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vettranio Shapura:&#039;&#039;&#039; One of the third or fourth Custodians to be put into a dreadnought, a Galatus pattern, after sacrificing himself for the Emperor. Notorious as a Custodes commander in the Horus Heresy: Legions card game, where he is a mostly defensive character hiding behind his shield (instead of the rape machine Galatus are on tabletop). His name comes from three people mainly: Jack Vettriano (a scottish painter); Vetranio (with 1 t) who was one of the lesser roman Emperors, originally a decorated officer acclaimed by his rebellious soldiers, he ended up losing in a contest of charisma to determine the true Emperor against his Constantinian rival, who turned Vetranio&#039;s troops against him, forcing the would be usurper to beg for mercy, Constantius II forgave him (even calling him &amp;quot;father&amp;quot; out of diplomatical kindness) and he left to end up his life in peaceful and happy retirement (which is where it ties with the painter); and finally, the [[Chaos|Shapur kings of the Sassanid empire]], the most infamous of whom, Shapur I, treacherously captured Emperor Valerian during pourparlers, forced him into slavery and humiliation for years, until Valerian begged him to be released, promising to pay whatever ransom if he was allowed to see his family again one last time, a request to which Shapur I answered... &#039;&#039;by flaying him alive&#039;&#039;. Ahriman of the Thousand Sons was a descendant, a prince, of the Achaemenid royal dynasty; and Vettranio Shapura was among the Custodians who went with Constantine Valdor and Leman Russ to censure Magnus the Red and his Legion.&lt;br /&gt;
&lt;br /&gt;
===Age of Apostasy(M36)===&lt;br /&gt;
*&#039;&#039;&#039;Longinus:&#039;&#039;&#039; Centurion Longinus was the one who brought Alicia Dominica and her companions into [[God-Emperor of Mankind|the Emperor&#039;s]] presence, thus providing the catalyst for the fall of [[Goge Vandire]], the end of the [[Age of Apostasy]] and the creation of the [[Adepta Sororitas]].&lt;br /&gt;
** Longinus also assists [[Saint Celestine]] on San Leor after the [[Cicatrix Maledictum]] opened.&lt;br /&gt;
&lt;br /&gt;
===41st Millenium Onward===&lt;br /&gt;
*&#039;&#039;&#039;[[Trajann Valoris]]:&#039;&#039;&#039; In the novel Watchers of the Throne: The Emperors&#039; Legion Valoris is the Captain General of the Custodian Guard during the time of the 41st millennium, because there are no records of him in the Imperial banks and no details on his conquests or ascent into the order, he could be a 100 years old, or 5000 years old... nobody outside of the Adeptus Custodes know. Rumour has it he also has over 1000 names inscribed on the inside of his armour and before the return of [[Roboute Guilliman|the Primarch]], was the most powerful and deadly individual in all of the Imperium both martial and militarily. Only a handful of the greatest warriors, mightiest Inquisitor Lords, and a few High Lords gained an audience to speak to him. He killed 20 huge vat-grown rampaging combat servitors as large as enrage groxes armed with heavy chainglaives and other assorted heavy weapons in literally seconds, after kicking a really big door inwards within the Imperial Place. It doesn&#039;t really need to be said, but this guy&#039;s a fucking badass. Is also the only named HQ in the Custodes&#039; codex. After Guilliman returns and fires half the High Lords for being incompetent self-serving twatbags, Valoris is ordered to ensure that the inevitable backlash doesn’t succeed in reversing Guilliman’s reforms. What follows is a series of frankly incredible manipulations: Valoris plays the traitor and loyal High Lords, Imperial Navy, Imperial Guard, Officio Assassinorum, the &#039;&#039;entire&#039;&#039; Minotaurs chapter, Imperial Fists, Sisters of Silence and even his own Ten Thousand like damn fiddles all at once! Seriously, he plays everyone so well that the Imperial Chancellor remarks that the Custodes got exactly what they wanted and nobody outside of an extremely select few (like, maybe five individuals at most) would know that they were a relevant factor in quashing the rebellious high lords. TL;DR the guy is basically Creed and Kharn put together. Crarn. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Valerian]]:&#039;&#039;&#039; Protagonist of the &#039;&#039;Watchers of the Throne&#039;&#039; series of novels. An intellectual among the Custodes, he does not consider himself to be a warrior but a philosopher, and spends most of his free time studying the Emperor&#039;s acts and motivations. Was originally slated to join the 300 Companions, but he failed the first ritual when his body locked up and froze when the time actually came to visit the Golden Throne in person. Its implied later on that this was because the Emperor had another purpose for him, as he eventually ends up going rogue, leaving Terra with a squad he convinced to come with him, and establishing the precedent for the Custodes to finally get their asses out of the Imperial Palace and join the Indomitus Crusade (deepstriking into an enemy battleship and preventing a battleship full of heretic astartes from pushing a big red button would do that). Gets rewarded with a laurel wreath by Guilliman for his actions, which some of his brothers are apparently none too happy about since Custodes don’t usually accept rewards, especially not from Astartes. Says that if violence could solve the Imperium&#039;s problems, it would&#039;ve started working after trying it for ten thousand years, making him one of the few individuals in the Imperium to have common sense. Ironically, his not killing heretics fast enough was the initial cause of the 2nd invasion of Terra.  He also fails to account for the strength of the Imperium’s enemies when making his disingenuous assertion that violence isn’t working.  And that worlds usually don’t have significant PDFs and severely under-equip the Imperial Guard so their worlds’ leaders can horde wealth for themselves.  The Imperium’s violence problem is simply that almost none of its planets are militarized beyond a small and poorly prepared defense force and a handful of cannon fodder sent to the Guard.  So, literally the Imperium’s problem is that it’s not using enough violence. That said, if we’re being charitable, his belief that violence isn’t working for the Imperium might be about keeping the Imperium intact and preventing rebellion instead of a reference to war with invading space monsters. Gets completely played by Valoris in the second Watchers novel, ends up rescuing the Grand Master of the Officio Assassinorum (who was pretending to be one of the traitor High Lords) from the Minotaurs. Almost gets into a duel with Asterion Moloc, one which he wasn’t at all sure he’d win due to being unable to detect any weaknesses in Moloc’s gear or technique to exploit. Thankfully, Moloc is little more than an attack dog for the High Lords and with all the traitors dead, he stood down once the loyal High Lords told him to stand down. Is currently out pursuing a chaos cult leader who escaped Terra through the galaxy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navradaran:&#039;&#039;&#039; A member of the Ephroi featured in &#039;&#039;the Carrion Throne&#039;&#039; and &#039;&#039;Watchers of the Throne&#039;&#039;. He specialized in covert operations outside the Imperial Palace, which is quite an achievement for a giant in golden armor. His time seeing more of the Imperium than just the Palace led to him appreciating regular humans for their potential and not their weakness (compared to other transhumans). He was a mentor for Valerian. Before Guilliman returned, he spent a lot of his time trying to reunite the Silent Sisterhood.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maldovar Colquan:&#039;&#039;&#039; A Tribune, newly elevated to the position on the death of Italeo during the Second Battle of Terra, he was assigned to be the Custodes to the newly-returned Guilliman. Given a passing mention in &#039;&#039;Watchers of the Throne&#039;&#039;, and a cameo in &#039;&#039;Devastation of Baal&#039;&#039;, Maldovar gets some focus in &#039;&#039;Dark Imperium&#039;&#039;, where it is shown that he&#039;s rather pissed at just how much the Imperium has lost over the last ten millennia, including the Ecclesiarchy as Colquan is a hardcore believer in the Imperial Truth (doesn&#039;t stop him from recognizing the usefulness of faith to the mass though). Often comments on minor shortcomings of the common humanity under Guilliman&#039;s command, which just strengthens Guilliman&#039;s opinion that the Custodes&#039; experience as &#039;&#039;actual&#039;&#039; leaders had dulled. He is also known to have been one of the most vocal opponent of the Primarch&#039;s back to power, which led Bobby G to keep him around while crusading among the stars.  Technically a heretic or even a traitor because he’s openly against a Primarch doing both what he was created to do and what the Emperor personally wants him to do.  He is furious about how much the Imperium has lost yet is against the only person able and willing to fix all of that actually acting on that ability to do said fixing. It must be noted though that by the time &#039;&#039;Godblight&#039;&#039; happened, Colquan has learnt to trust Guilliman and believes the Primarch has nothing but the best for the Imperium in mind.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heraclast Vadrian:&#039;&#039;&#039; Mentioned in the 8th Edition Codex, Vadrian watched across centuries as the [[Adeptus Mechanicus]] [[Bullshit|slowly forgot how to maintain and repair the]] [[Golden Throne]], leaving it slowly starting to break down with no one left alive anywhere in the Imperium knowing how to fix it.  He decided that despite the AdMech claiming dominion over everything technological in the Imperium that the AdMech being this stubbornly ignorant was a direct threat to the Emperor, and got permission from Trajann Valoris to figure out a solution.  Vadrian then gathered a Shield Host in the cruiser &#039;&#039;Scion of Argo&#039;&#039; and set off following a lead to a lost forge world named &#039;&#039;Morvane,&#039;&#039; which presumably has knowledge of the technology needed to fix the Golden Throne, created components of it and thus might have blueprints, or might have Hereteks on it that can figure out how to fix it.  In a way he and the Companions as a whole have failed their duty by not making sure the Golden Throne can be repaired and maintained with or without the Mechanicus.&lt;br /&gt;
&lt;br /&gt;
===Non-canon===&lt;br /&gt;
[[File:Pillarstodes.jpg|400px|left|thumb|[https://youtu.be/R9w_uoUHgiE?t=1m40s &#039;&#039;&amp;quot;After the confinement of the Emperor within the Golden Throne, the Custodes abandoned, among other things, the use of their armour, and their traditional colour of red was changed to black.&amp;quot;&#039;&#039;] - Horus Heresy: Collected Visions. Hence, the [https://www.youtube.com/watch?v=ZDEbsZpweDo Pillarstodes] meme isn&#039;t actually too far from the truth.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[If the Emperor had a Text-to-Speech Device#Team_Emperor|Little Kitten]]&#039;&#039;&#039; - known on /tg/ as the Captain-General of the group during &#039;&#039;If the Emperor had a Text-to-Speech Device&#039;&#039;, whose art you might&#039;ve recognized from the second picture in the article near the top. His exact identity is a (deliberate) mystery, with later episodes and shorts confirming that he is neither Constantin Valdor nor Trajann Valoris. What &#039;&#039;is&#039;&#039; known is that he was the Custodian who brought Alicia Dominica to the Emperor during the [[Age of Apostasy|Reign of Blood]]. He&#039;s known for basically telling Big E what is everything, and is called &amp;quot;Kitten&amp;quot; for purring up the ranks of the Custodes. Kitten has a vaguely British accent, and he hates [[Tau|Communist fuckers]] with a passion. &amp;lt;s&amp;gt;(It&#039;s actually because [[Shadowsun|one]] was tsundere enough that she dropped him before he could tap that ass.)&amp;lt;/s&amp;gt; SHIT&#039;S NOT CANON! Also manage to beat a million tons worth of [[cheese]] in [[Yu-Gi-Oh|a children&#039;s card game]]. [[Just as planned|Twice]].&lt;br /&gt;
**Retroactively, he is &#039;&#039;&#039;Longinus&#039;&#039;&#039;, see above.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;[[If the Emperor had a Text-to-Speech Device#Imperials_(So_sorta_good_guys)|Fab-Custodes (Wamuudes, Custodisi, Karstodes)]]&amp;quot;&#039;&#039;&#039; - aka the Pillar-stodes, See 4th picture for an idea of what they look like. They are the codifiers of the Fabulous Custodes from [[Warhammer 40,000: Rogue Trader|First Edition]] (see above), and they are NUTS. The Fabstodes are oily, snickering, gay as [[Slaanesh]]&#039;s hell and love it. Seriously, even Kitten knows this and is worried for the Emperor&#039;s safety around them, saying that none of this was his idea. This said, they are as loyal to humanity as they come, and they&#039;re also Tribunes with all the martial skills that go with the rank, which means they can also fuck shit up when needed. This is demonstrated when they took on [[Magnus the Red]] and did not get reduced to a smear, despite fighting almost naked and while he was raging in his Daemonic True Form. Over time each of the Fab-Custodes gained additional characterization from one another; Karstodes regularly bullies a vox-serf to cover his insecurities though he gradually warms up to the boy, Custodisi had a rather unhealthy fixation on Magnus (though learned to tone it down after receiving a near-death experience from the Emperor), and Wamuudes is the most detached of the three from humanity, but is a neat freak par excellence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Santodes&amp;quot;&#039;&#039;&#039; - A fourth among the ranks of the Fabstodes, Santodes is no less FABULOUS for his lack of screentime. He was present during the sacrifice of [[Ollanius Pius]]. Little Kitten seems to hate the guy... to the point of shoving Santodes right in front of Fucking Horus after Pius died. Santodes &amp;quot;survived&amp;quot;, and commissioned a custom [[Dreadnought]] body shaped like his muscled naked body (&amp;lt;s&amp;gt;erotic&amp;lt;/s&amp;gt; well-crafted enough to arouse [[Skitarii]]) that could show off his luscious golden locks, and now his thermic reactor puuUUlsaaAAttes with EXCITEMEEEENT!&lt;br /&gt;
&lt;br /&gt;
==Getting a codex==&lt;br /&gt;
[[File:1474071012706.jpg|300px|right|thumb|From the Burning of Prospero Horus Heresy boxed set]]&lt;br /&gt;
The Adeptus Custodes &#039;&#039;finally&#039;&#039; received their own rules at the tail end of 7th Edition, with a mini-Codex that was bundled along with the [[Sisters of Silence]] mini-dex in the &#039;&#039;&#039;Talons of the Emperor&#039;&#039;&#039; boxed set.&lt;br /&gt;
&lt;br /&gt;
Suffice to say, the rules didn&#039;t disappoint. Each line-Custodian [[Awesome|having stats equivalent to or &#039;&#039;better&#039;&#039; than your average Brother-Captain]], on top of having &#039;&#039;Eternal Warrior&#039;&#039; built-in. On the flip side they were ridiculously expensive (though oddly enough &#039;&#039;cheaper&#039;&#039; than a [[Grey Knight Paladin]]), and barring catching a ride on a Land Raider or deep-striking, they were stuck foot-slogging across the table. Hmm.&lt;br /&gt;
&lt;br /&gt;
The Golden Boys of the Emperor also received a much-expanded and stand-alone Codex for 8th Edition. It expands on the lore (seemingly trying to make a point that, no, the Custodians were NOT idle for the past ten millennia), introduces specialist groups within the Custodes [[Your Dudes|whose paint schemes players can use]], and fills out the missing Force Organization slots for the Army.  [[Trajann Valoris]] also gets a tabletop-playable model plus rules as well. As an army, they&#039;re still extremely expensive per model, but at least they have more options available to them now - especially now that FW has finally released 40K rules for the 30K Custodes units. &lt;br /&gt;
&lt;br /&gt;
A slight failure on GWs part was not putting the sisters of silence in the codex, considering they&#039;re meant to fight together (which is why they&#039;re collectively called the &amp;quot;Talons of the Emperor&amp;quot;) and the sisters have been made almost useless with the battle brothers rule change. A shame too since they complement each other quite well and fill in whatever weaknesses the other had. This was eventually rectified with the [[Psychic Awakening]] book &#039;&#039;War of the Spider&#039;&#039;, which re-integrated the sisterhood into the Custodes army list without compromising anything. The only thing that would improve this in 9E would be the full re-integration of the various Forge World units into the codex instead of being in the Imperial Armour Compendium.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Grey Knights]]&lt;br /&gt;
*[[Adeptus Custodes Shield Host|Build your own Shield Host!]]&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Talons of the Emperor (9E)|Adeptus Custodes (AKA Talons of the Emperor) Tactics]]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Gold Gold]&lt;br /&gt;
*[https://www.youtube.com/watch?v=7jMlFXouPk8| The one song that sums up everything about Custodes in 40k]&lt;br /&gt;
*[https://www.youtube.com/watch?v=I9n6iMeIW8A| Absolutely definitely their theme song]&lt;br /&gt;
*[https://www.youtube.com/watch?v=SYfK8VlSf6M| Custodes: The Musical]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Adeptus Custode.jpg&lt;br /&gt;
Image:Custard.jpg|Custard Cream. Illustrated by Jon Scrivens. Such a talented little bumpkin, well done Jon! &lt;br /&gt;
Image:Custodies-pic-1.jpg|A Custodes. Pimped out beyond recognition? Maybe. Awesome? Hell yes!&lt;br /&gt;
Image:Custodes_01.jpg|Custodes Squad.&lt;br /&gt;
Image:Custodes-size-comparison.jpg|Size comparison between a Custodes and a Spess Mehreen.&lt;br /&gt;
Image:Seeing double.jpg|I see no difference, do you?.&lt;br /&gt;
File:Custodes_groove_meme.jpeg|Watch yourself around the EMPRAH.&lt;br /&gt;
File:J8l1oms9p1i01.gif|Typical Custodes in action.&lt;br /&gt;
File:Psychic Awakening Consequences in a nutshell.jpg|The Custodes are apparently not as intelligent as previously assumed.&lt;br /&gt;
File:Unknown (6).png|50px|center|Granted it may have just been the Astartes being a bit retarded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Custodes}}&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Elefant&amp;diff=195431</id>
		<title>Elefant</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Elefant&amp;diff=195431"/>
		<updated>2021-12-03T21:04:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:A03F:C17D:A400:242F:AD9C:AED4:B355: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ferdinand Tank Destroyer.png|thumb|&#039;&#039;Whrrrrrrrrrrrr&#039;&#039; *CHUNKIKCK* &amp;quot;Mein Gott Jonas! It did it again!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{topquote|SLOWEST. PORCHE. EVER!|Elefant Commander, Company of Heroes 2}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Elefant&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Ferdinand&#039;&#039;&#039;, also known as the Panzerjager Tiger P (Sd.Kfz 164), or more simply, &#039;&#039;&#039;THAT FUCKING PIECE OF JUNK&#039;&#039;&#039;, was a brilliant combination of everything wrong with German tanks during the Second World War. It is THE example of how to fail at tanks.&lt;br /&gt;
==Mid War==&lt;br /&gt;
[[File:Ferdinand Statcard.jpg|thumb|left|Don&#039;t look at these stat&#039;s too hard &#039;&#039;Freund&#039;&#039;, they just may break.]]&lt;br /&gt;
==Late War==&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Troops and Ferdinand.jpg|thumb|left|Look upon the faces of these men, do you think, they&#039;re having a &#039;&#039;fun&#039;&#039; time?]]&lt;br /&gt;
The abomination of God called &#039;&#039;Elefant&#039;&#039; was one of the many attempts to mount the 88mm AT gun into a vehicle. Overall, it could have been far worse: the general design and weight of the &#039;acht-acht&#039; made this a daunting task, but a skilled engineer could work around this. The problem is that said [[derp|&#039;skilled engineer&#039;]] happened to be Ferdinand Porsche, a man who was known to overengineer anything and everything humanly possible besides the fucking Volkswagen. He designed a mechanical system so complex even motherfucking Adolf Hitler (of all people) found it was too complicated. The hybrid drive Porsche designed was a pain in the balls to repair, small hills could cause the thing to break apart, and on top of that, the already strained drive system was fucked over by additional tons of armor. On top of it, Porsche was [[FAIL|so certain his design would be chosen he started mass-production before being awarded the contract]]. Queue a gigantic waste of one-hundred heavy tank chassis just rotting around.&lt;br /&gt;
&lt;br /&gt;
In order to at least do &#039;&#039;something&#039;&#039; with that ungodly waste, the hundred-odd chassis were converted into Elefants, which were by and large one of the worst German tanks ever produced. The Elefant was also a massive death trap, as it&#039;s large flat space was perfect for an APCR shell to pass right through and slice half the tank crew into mincemeat. The thing required Panzergrenadiers and the addition of an MG34 just for it to not be vulnerable to infantry assaults. But the real kicker? At the Battle of Kursk, nearly half the damn things were detonated by their crews and/or captured primarily because they had mechanical failures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;By a miracle of Hitler or some shit&amp;lt;/s&amp;gt; Because of a combination of the ungodly effective range of the &#039;acht-acht&#039;, the fact the battle of Kursk was widely fought in open plains where said range was put to good use and the Russians kept coming in order to curbstomp the Germans rather than just hold the line; the &#039;&#039;Elefant&#039;&#039; was able to claim tons of kills and make it appear like it was an efficient tank-hunter on paper and kill/death ratio only. They survived until the end of the war, but some units sent to Italy found themselves entirely useless as pretty much any given Italian bridge couldn&#039;t handle the 70 tons of [[Bullshit]] that was this tank.&lt;br /&gt;
&lt;br /&gt;
{{Template:German Forces in Flames of War}}&lt;/div&gt;</summary>
		<author><name>2A02:A03F:C17D:A400:242F:AD9C:AED4:B355</name></author>
	</entry>
</feed>