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=== Pistol and Sword === 40k is in love with combining a sword in one hand and a pistol in the other and as far as 40K weapon stupidity goes, Games Workshop actually gets it almost right this time. In ye olden times, pistols were slow to reload and inaccurate so it only made sense to have a melee weapon along with the pistol. Pirates were partially famed for this combo. Rather than shoot at range and run the risk of missing, they would close to melee range, deflect the enemy's sword, then stick the pistol in the enemy's gut and pull the trigger. Afterward, they would either drop the gun and draw another or flip it round and hold it by the barrel to use it like a club, only reloading in opportune times. Beyond pirates, this was basically universal practice among all civilian or military sailors at the time. The other and somewhat more relevant reason that 40K uses pistol and sword was because this was a common weapon combination of the assault troopers in World War I; if you look at the Imperium's other tech, they take a lot of "inspiration" from WWI (several tanks are blatant ripoffs of real world tanks of the era). As the war progressed, commanders realized that defending a trench from an oncoming wave of men was handled sufficiently with bolt action long rifles supported by static machine guns, but these were useless when assaulting a trench. Thus, after discussing with the men who had the most experience in taking enemy trenches, they gave them the weapons they requested: small, handheld weapons that were easy to use and wield within the confines of a trench: especially pistols, trench knives, clubs, sharpened shovels (and later trench guns and sub-machineguns). These were much easier to bring to bear in narrow, muddy trenches where the rifles of the defenders were much harder to maneuver. Officers in WWI were also equipped with a sword and pistol as standard, and they weren't just for show, they'd get used both to direct their own troops and to clear trenches, both theirs and the enemy's. Also, there are several additional reasons why it makes perfect sense in the 40k or 19th century context: * A sword can never run out of ammunition. Handy when you are engaging [[Tyranids|a swarm of enemies]]. Though you still need to sharpen and repair it from time to time, this isn't nearly as much of a problem as it is for earlier firearms. * A sword can parry. If you are fighting in melee against [[Orks|an opponent who prefers hand weapons]], and are armed with just a rifle or a pistol, you can only hope to hit your enemy and incapacitate him before he chops you down. Good luck doing that to an Ork. On the other hand, having a sword means you can at least try to defend yourself against other melee weapons. Makes sense now why a sword continued to be an officer's and nobleman's weapon well into the gunpowder age? * A sword is not that noisy compared to firearms (or bolters, for that matter). Sure, a melee fight isn't silent, there are bound to be clangs and screams, but it's not nearly as overt as an unsuppressed firearm discharge which can easily reach an ear-shattering 130 dB. There is a reason why people need to wear ear protection at gun ranges. Never mind it also produces flash and smoke, more so if you are using non-smokeless powder. So if you, say, managed to take an isolated enemy position within a wider front line [[Kayvaan_Shrike|with melee weapons only]], there is a good chance the enemy won't know about it for a while. Granted, you can [[Raptors_(Chapter)|snipe from afar using advanced suppressed rifles and scopes]]- but you don't always have the luxury of doing that and ''swords are still quieter''. All of this is assuming you arenβt using a chainsword of course. * [http://www.military-today.com/life/stab_vest_vs_bullet_proof_vest_the_definitive_guide.htm Bulletproof vests often struggle against knives] (Armor resistance to piercing vs slashing vs. crushing damage is one of the most common "realism" systems done in RPGs and tactics games, both /v/ and /tg/, for a reason.) * 40k has [[Power Armour]], which can only be reliably threatened either by melee [[Power_weapon|Power Weapons]], or goddamn anti-tank guns. And unless you are a Space Marine yourself, you can't just fasten a [[Lascannon]] onto your belt and call it a day, so if you don't want to end up facing a Space Marine or [[Tyranid_Warrior|a similarly armored xeno monstrocity]] with just a lasgun, grab that power sword. On the reverse side, while Space Marines are superior to regular humans at any combat range, this is particularly true at close range, where their shock value is much greater and enemies could not focus fire to capitalize on their numerical superiority or use cover to compensate for their squishyness compared to marines. Whether marines struggle against particularly competent force of humans or [[Tau|shooty Xenos]], finding a way to break through their fire and enter melee (which is not always easy) is a key to victory both on tabletop and in the lore. Also, in fluff (and RPGs), power swords are remarkably good at breaking enemy non-power weapons while parrying or being parried, adding to their value in defense. Two reasons why they are very popular amongst officers and champions alike. **This means there are gradations in weapon/armour interaction; [[Flak_Armor|flak armour]] defeats weaker [[Autogun|firearms]] and [[Lasgun|lasguns]], but falls to [[Bolter|bigger]] [[Shuriken_Catapult|and]] [[Gauss#Necrons|scarier]] [[Plasma#Pulse_Weapons|advanced]] guns, which are nigh useless against [[Power_Armour|power armour]], which can't protect against [[Power_weapon|power weapons]] or [[Plasma_gun|advanced]] [[Meltagun|anti-tank]] guns. So unless you happen to have the latter either [[Incubi|on very fast elite melee units]], on [[XV-8 Crisis Battlesuit|sufficiently mobile weapon platforms]], or simply [[Aspect_Warrior#Fire_Dragons|in abundance]], when Adeptus Astartes come for you, you are beyond screwed, just as in fluff. **While [[Terminator]] armor does protect against most common power weapons, the aforementioned advanced anti-tank guns still have a good chance at hurting them anyway and the greatly reduced speed puts them at a disadvantage against enemies that are either faster than they are or can hit them from far away. And while they do have Power Fists equipped as standard, they're slow enough to give an appropriately geared opponent the chance to kill them before they get a chance to use said power fists. So it all works out...unless you're dealing with Assault Terminators, that is. In that case, you're screwed if you're stuck in melee with them if you're not a Dreadnought or something equally big and nasty. [[C.S. Goto|With that said, sometimes]] [[Matthew Ward|GW takes it a little too far.]]
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