Imperial Armour 3 and 4 discussion thread.

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Connor MacLeod
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

Back with another IA3 update.. we're back into the ground war, and more than halfway through that. When we last left our 'heroes' (I dont even know who that is at this point, I'm starting to loathe both sides) the MIGHTY TALLARN DEATH MARCH has completely fallen flat due to... drumroll.... lack of proper supply. Gee wonder how THAT could have happened?

So now we move to the unintentional comedy that is the... BATTLE FOR THE HYDRO FARMS, and De Stael finds a new way to fuck up the rest of his troops (The ones that arrived on planet, that is.) Basically they need water, so now they decide at THIS point, midway through teh battle and in a crisis, that they need to take a hydro farm so they have a steady, reliable supply of water. Nevermind that the Tallarn offensive is far away, highly exposed, and this would create just another weak point for the tau to attack in De Staels slow march o doom.

On top of that we get the deployment of the MIGHTY TITANS... before they turn tail and run after one defeat. Oh and we get some stuff on the Elysian forces. And the Space Marines get a mention, actually fighting on the ground, but they're still used where they are most useless, which is funny considering how they objected to being diversions beforehand....

Anyhow, this update is about as full of fail as everything else to come so far so, let's watch. This will be a longer update than most, I think, but still full of comedy.


Page 106
The Tallarn regiments were drained of men and equipped, and there was no longer any secure supply lines. The stockpiles of food, fuel and most importnatly water, were now low, with no prospect of quickly building them up again due to the Tau fleet's blockading actions.

..

A lack of fuel supplies had stalled the offensive.
Shockingly, the Imperium's MIGHTY Tallarn assault is fucked long before it makes any progress. Don't expect it to get any better.

And yet, despite half their military force being stalled they have not removed De Stael for incompetence. Nope, he has more valuable assets to waste pointlessly.

Page 106
The men of Tallarn had greater tolerance for dehydration than most, and knew how best ot conserve their water supplies...

..

Under the burning sun, men started to drop from the effects of dehydration.
Again, water was crucial here, they didn't plan properly, and the logistics situation again proves to be the Imperium's enemy.

Page 106
The coastal areas of the Aestus region were the location of the planet's largest hydro-processing plants, which drew the highly alkaline sea water and converted it into clean water before pumping it down pipelines to Tarokeen.
A crucial target, in other words. And yet they made no provision to take it until this point, it seems. Whereas someone competent might have considered it a key target to take EARLY in the conflict. Maybe those Space Marines they're hauling around in orbit could have been handy here. Or the storm troopers. OR the Elysians. Or all of the above.

But no, we'll ignore the water plants, give our troops far less water than they apparently need, and WALK all the way to Taros in a slow and exposed manner.

Page 108
De Stael had already turned down three separate requests from Syckava for drops to aid the advance, but the deteriorating situation at the front now demanded the Lord Marshall committed his carefully husbanded reserves.
Let's see. The whole reason why they brought the Elysians in in the first place was to have a force that could counter the mobility advantage of the Tau... and yet when that mobility is proving a problem De Stael doesn't use the Elysiasn despite their requests? Why are they there then? Valkyries (especially the Vendettas per 5th edition) and Vultures could have done much to help support the ground attack and freed up the Navy to deal with the Barracudas but De Stael did NOt use them.

If we needed proof that De STael was a moron and couldn't have planned his way out of a paper bag, this is probably the proof. Well that and trying to use Space Marines as a diversion. They know that the Tau can outmove them. They know they don't have the numbers or time to play slow and methodical. They can't out-attrition them. They need to be fast, decisive, and powerful. Instead they dick around for weeks doing very little, in a slow, explosed, and OBVIOUS fashion, and baiscally wait for the Tau to hammer them where they are weakest. And they NEVER use their important (EG mobile) assets to counter this ever, because... because De Stael apparently can't be bothered to. Fucking moron.

Page 108
Firstly there were the Raptors Space Marines. From orbit they could directly aid the Elyssians, but, beying independent and separate from 4621st Army's supply problems they would be better deployed on the ground, as an armoured breakthrough force to lead the attack.
They can't do both? The Raptors can't ALL be committed to the armour attack, and there's two bloody companies of them. Devastators and assault marines at least could be deployed to assist in taking and holding the water facility even if the tactical marines could not for some reason. I mean the damn target is VITAL and what else are the Marines good for?

This becomes evne more hilarious later on when the Raptors deploy and singlehandedly hold off ALL the tau on Taros for nearly an entire day,

And even if the Raptors can't help this, waht about the fucking dropships? I imagine the thunderhawks at least could assist in that regard, and they could be deploying an entire (additional) regiment to back up the Elysians against the tau. But those drop ships are mysteirously absent. HOW CONVENIENT!

PAge 108
For the operation, De Stael ordered that the 114th be given top priority for fuel supplies, and the Tallarn regiments should turn ove remaining stockpiles as well, leaving them with only emergency fuel This order effectively ended the five Tallarn regiments capability to conduct offensive operations. The Desert Raiders were now a static defensive force.
Well the Cadians are here. Maybe he should have comitted them to an attack on the Isthmus earlier? It seems to me that the Cadians would have nicely supplemented all the Tallarn mechanised and armoured forces and made the advance much more rapid (and effective) than it was slowly marching the entire bloated mass of troops on foot. AND, they wouldn't have had the logisitcs problems weeks of marching engenders.

Again note noone makes mention of the drop ships and shuttles in this. You'd think the ability to rapidly move thousands of soldiers would be a useful asset in holding against assault.

On a technical note, apparently the Cadian mechanised forces can all cover 1500 km on the fuel they can carry, which matches Defixio, Death and Glory, Gunheads, and so on.

Page 108-109
The 23rd Regiment had approximately enough Valkyrie airborne assault carries to commit hal the regiment in one lift, but not all the carriers could be dedicated to the transport mission. Some would be needed for the resupply mission, whilst the regiments own Vultures and the support of an Imperial Navy fighter wing would provide the protection.

...

The distance from the Elysian airbase to the target was 1,500 kms - the round trip would take between three and four hours. All the Valkyrie transports would already require extra external fuel tanks to get them ot the target and back again. Once back, they would need to be maintenance and battle damage repairs carried out, refuelling and a new loading schedule executed.
...

Two lifts in one day would not be possible, instead the second lift would have to bollow on day two.
- To transfer "less than half" of the Elysian troops (3,000) plus equipment and supplies/resupply for the assault required a round trip of 3-4 hours over a distance of 1500 km. And, due to refueling and maintenance, they could only make one airlift a day, for some reason. It was also noted the Elysiasn had enough Valkyires to transfer "half" the regiment, or 1500 troops, which means there were 30 Vulture gunships available (180 total craft.) It was estimated to tkae several days to transport. I'm rather puzzled/curious that Valkyries can only carry one squad.. given some sources (Eg Bleedign Chalice carrying whole squads of power armoured Sororitias) I was under the impression they miht carry more. Perhaps the need to carry extra supplies reduced crew space. And I don't know where all these other restraints (number of airlifts a day) come from since I'm pretty sure Elysians have done all this shit elsewhere without problem.

One must assume that this particular regiment must have been small, or only partly supplied with craft for airlift.. as contrasted with (say), the Elysiasn in Dark Apostle or the Elysiasn in the third Armageddon war. The fact they had no Tauros or Sky Talons (or other transporters) could explain this. Or maybe, they could have carried the extra equipment on those dropships they have.. if they had remembered they had them. Alternately, it was the equipment they carried (drop pods, etc) that reduced troop carrying capacity.

And to be honest.. 1500 km? Had the assault relied more on mechanized forces, they could have made that in a couple of DAYS (as shown in the novel Gunheads, or the short story Defixio) Sure they might not have been able to make a decisive win, but they could have at least assaulted and held out til the rest of the forces could be ferried up (and there are ways they could have done that faster than on foot.)


Page 109
Only a few aircraft were fitted with night vision equipment, and given the accuracy needed he could not allow his aircrews to attack the hydroplant without night vision targeters. Their bombs and rockets would cause too much damage to the facility.
The elysians in this case appear not to have any NVG of their own issued either, which would put them at a disadvantage against the Tau (who generally do)

Page 109-110
The only option was orbital surveillance and high altitude aerial reconnisance by a specially equipped Marauder bomber of the 2424th Bomber wing.

..

They could provide images of the target area, which could be turned into maps, but they could not give details of any garrison force.
Nonetheless, lack of good recon, lack of aircraft (limiting the speed of deployment) and the distance and perils of resupply were severe problems and taking some real risks (although with the loss of transports.. the supply issue was severe anyhow.) One has to wonder where all the auspex coverage was.

Once more we see that no matter what the Imperium did, they were fucked.


Page 111
160 Valkyries and 30 Vultures simultaneously powering up their engines, creating a deafening roar that shook the ground and rolled out for miles across the flat desert sands.
The scope of the Elysian air power at Taros.

Page 111
Keeping low for maximum concealment form prying eyes, the entire armada swept over the desert floor at just 500 feet.

..

From their hiding places, scatter Tau Pathfinder and Stealthsuit units also witnessed the air armada, and quickly report the sighting to their commanders. A major attack was imminent, but as yet the Tau did not know where the blow would fall.

For the Storm trooper squads in the vanguard of the air-train the flight to target lasted two hours.

..

Twice during jte journey aircraft where targeted by Seeker missiles, lock-on by Markerlights from the ground.
- the entire formation (Valkyries, Vultures... plus fifteen Thunderbolts) flew 500 feet above the ground. Unfortunatley for the Imperium, the scattered/hidden Stealthsuit/Pathfinder teams behind Imperium lines observed and reported the attack, spoiling surprise, although the first airlift goes in totally unmolested. HAd the Imperium actually been able to airlift its forces in a single drop (you know, like if you had drop ship-oh wait!) they could have pulled off a successful defense. And then there are the Raptors...

This leads to another interesting considertion - the Tau apparently had entirely unhindered/untapped communcations, and secure enough they weren't observed. Consequently, they were sniped at by missile attacks from the ground during the move.

It took.. ~1-2 hours to cover the 1500 km at 500 feet.. so 750-1500 kph average speed at low altitude. It goes without saying that those important drop ships/shuttles are again absent.

Page 112
The Drop Trooper's helmet is a type 5 pressure helmet. A bulky and infamously uncomfortable piece of equipment, it is worn for high-altitude drops. As standard it incorporates air lines which draw from dispensers in the trooper's grav-chute to stabilise the trooper's inner ear pressure.
...

Pressure equalizing ear protectors prevent hte rapid increase (in air pressure) from bursting the troop's eardrums.

...

The heavy helmet is constructed of reinforced plasteel, with extra armour protection incorporated into the front of the helmet The basic helmet contains a tinted flash suppression visor and a short-range communications receiver. All vox-operators wear a variant of the type-5 helmet with coms-booster equipment built in.
Elysian helmet gear. Seems to be well protected (if heavy and uncomfortable.. GRIMDARK) with provision for comm beads.

Page 112
The Drop Trooper's armour is constructed of cast, lightweight synthi-plas. This provides a good level of protection whilst keeping weight to a minimum.

...

Each troop is issued a chest and back plate, complet with respirator and air hose attachments for the air supply (reuirqd at high altitude) and attached shoulder pads. Separate elbow pads and knee pads give extra protection in combat and on landing. Some veteran troopers disgard these pads after landing to help reduce their overall weight, especially if operating in difficult terrain. Most troopers prefer the extra protection.
Elysian armor seems mostly hardshell, but limited NBC protection as standard. I wonder if the suit might also incorporate or double as soft flak?

Page 112
He wears a PT-38 jumpsuit, a one piece reinforced coverall made of hardwearing synthi-canvas.
..

The jumpsuit can be worn with a thermal liner for high altitude drops, where temperatures in the upper atmosphere are sub-zero.

..

The jumpsuit is always worn with gloves and a respirator mask, which perevents wind burn on exposed skin. wind burn is a side effect of rapid free fall, much like friction burns, but caused by friction with the air.

The jumpsuit includes thick quilted pads on the upper arms and legs, referred to as the 'impact pads''. These pads help reduce the effects of blunt trauma from impacts and give additional protecton during a collison or hard landing. The pads are filled with foam to absorb and distirbute the energy of an impact.
Elysian Drop Trooper Uniform. The qualities might suggest at least some limited protection against weaponry, but its hard to say.

Page 112
The trooper's Accatran pattern, mark IV lasgun is a lightweight weapon manufactured on Accatran forge world and supplied to the 23rd Elysian regiment. Its overall length is shortened by its "bullpup" design, with the powercell positioned behind the handle.

...

To conserve ammunition and reduce wastage the weapon only has a single shot setting and cannot be used for automatic fire. It uses a standard power pack, good for fifty shots, and operates in the 19 megathule range. The power pack can be recharged by exposing its thermal cells to heat or light. The recharging takes time, and cannot generally be done during combat, so extra power packs are always carried.


The Mark IVc variant lasgun includes an auxillariy krak grenade launcher mounted under the barrel. This is a short-range, single shot weapon, issued to officers and NCOs for additional squad level close support. The lasgun also has a carrying handle and solar converter for power pack recharging. This model of lasgun does not include a bayonet lug.
Elysian lasgun. Honestly though, why no auto fire setting? not even a burst fire? Lasguns are one of the few weapons where ammo should be a minor concern (and carrying powerpacks should be easy.) I mean hell, it should be easy to air drop extra powerpacks, if not some means of recharging them.

Some of the early Elysian rules from Chapter Approved also gae the Elysians options to use hellguns as "speicalist" weapons, but Forgeworld doesn't seem to follow that :P

Page 112
Many Elysian regiments prefer to equip themselves with assault shotguns, for extra close-range hitting power upon landing. Although this is true, General Syckava (the commanding officer of the 23rd regiment), believss this drastically reduces the regiment's firepower in the longer term whilst defending an objective. Some veteran troops still choose a shotgun, but the rank-and-file are all issued lasguns as standard.
This implies that (at least at close range) Shotguns are more powerful than a lasgun, although an exact comparison is a bit complicated (lasguns don't have a physical projectile, and would have to on a series of micro explosions to simulate bullet damage instead of raw burning/thermal power) and the variation of gun ammo can further change things. "longer term" firepower likely refers to the greater ammunition capacity and ability to recharge powerpacks over the shotguns - they'd run out of ammo far sooner for those than they would for the lasguns.

There's also earlier fluff that compares a lasgun hit to a 'bullet or small shell' which could imply comparable damage with shotguns, so any comparison may be relative to the Elysian models alone.


Page 112 & 114
The grav-chute (not shown here) is a complex piece of equipment issued solely to Drop Troop regiments and Storm Troopers for special missions. It is worn across the shoulder,s above the backpack,a nd because of its weight and bulk is usually discarded immediately upon landing...
..

Grav chutes only operate at a set altitude, the troops are in free fall until the grav-chute activates, controlling their descent with their body shape. The grav chute slows the final descent, but impact with the ground is still hard and upon landing troops must roll with the impact to absorb the shock.

...

During a high level jump, from 10,000 feet, it will take approximately two mintues to reach the ground.
Grav chutes are considered "complex" gear, yet easily disposable it seems. A 3 km fall at 2 minutes suggests an average in flight velocity of 25 m/s. The Grav chute presumably reduces this to a fraction (handling at least several gees worth of velocity at some point)

PAge 114
Part of each Guardsman's drop equipment is a respirator mask (worn on the chest plate), and a small oxygen tank (incorporated into the back plate) and used for high altitude deployments. The air supply is not large enough for it to be used in hostile enviroments. The mask covers the lower half of the face, not protected by the helmet. The entire respirator unit is attached to the air supply via underarm pipes.
Again Elysians seem to lack some NBC protection that other Guard have.

Page 114 -
These large containers [Drop canister] are used to land a wide variant of equipment into a drop zone. For heavy weapons teams thy will contain the heavy weapon itself (Heavy bolter, missile launcher or mortar) and spare ammunition...

..

..other drop cannisters will bel anded contain spare ammunition, rations, water, fuel, medical supplies and al manner of spare equipment.

..

..Drop Troops maccabrely refer to drop canisters as 'coffins' and after a battle they rae often put to this use!
Drop troopers use drop cannisters to deploy other equipment to the drop zone (heavy weapons, spare ammo, other supplies.) Useful for extended operations no doubt.

Page 115
The approaching aircraft had been met by ground firea as the garrison, alerted by the rising thunder of approaching jet engines, streamed out to meet the airboren attackers. Lasgun rounds and heavy bolter tracers were snaking up to meet the low flying Valkyries and Vultures. Shots bounced off nose cones and engine cowling as the Valkyries slowed to hover over their objectives.
Implies that lasgun and bolter fire attacking the Elysians from at least 500 feet or so away, probably more than that. At 750-1500 kph they'd be travelling at around 200-400 m/s, and arguably would be several seconds out (lest they pass over) although they arguably would be slowing down, so call it 100-200 m/s) - call it 250-300 meters or so at least, which isn't unreasonable for lasgun range.

PAge 115
As soon as they landed the two storm Troopers squads came under heavy fire from drone sentry turrets. The turrets, equipped with disruption-field generators, had not been detected by the aerial reconnaissance.

..

..first platoon's squads were repelled, falling back before the savage aliens [Kroot] under the covering fire of frag and krak missiles.
- Sentry guns with disruption field generators hiding their presencce. Also can engage targets from hundreds of meters away.

Page 115
The flight of Tiger Sharks over-flew the plant, streaking low and scattering clouds of drones in their wake. It seems the Tau were deploying any forces they had available to defend the site.
..

Over half of first plattoon and the Storm Troopers were dead or injured. The objective itself had taken severe damage in the attack and mortar shelling.

..

Outnumbered and outgunned by the Elysian air-mobile firepower the garrison could have easily broken and run, bu instead they, along with their Kroot allies, had fought hard all day.
The hydo plant conflict is not going well for the Imperium, despite seeming to win. Note the human auxiliaries again seem loyal and determined alies of the Tau.

One again wonders why the Imperium did not favor deploying the Astartes here or other troops via dropship? Things would have been much less messy.

Page 116
The tau diverted their available Barracudas to intercept the air train.

..

Scattered like sheep before wolves the Valkyries tried to escape the BArracudas, but seven were quickly shot down.
Again, the Space Marines could have helped, including helping to fend off Tau fighters by using the Thunderhawks.

Page 117
This time rather than dropping more drones, they [tiger Sharks] unleashed missiles and ion cannons, blasting the hydro-processing plant with massed fire.

...

From all directions came Devilfish transports and Hammerhead tanks.

..

..with them came the Battlesuits. The tau attacked with a calm, ruthless ferocity, blasting the Elysians with heavy weapons and massed pulse fire in a long ranged firefight. The Tau outgunned the Gaurdsmen, but the Elysians were not powerless to respond. Their own heavy weapons, mortars and Sentinels returned fire.
The Elysians vs Tau. Again note the heavy firepower used, and the apparent greater range of the tau guns vs the Elysian ones (the Elysians can apparently only respond with heavy weapons and Sentinel guns)

Page 118
As he ran a stray pulse round struck him through the arm and knocked him off his feet.
Arm injury from pulse round at long range. Strikes "thorough" the arm, but imaprts enough force to knock the guy off his feet, somehow.

Page 118
The [distress] message was heard loud and clear, by De Stael and the Tau Commanders, who were listening in from within their Manta. As the Imperial Navy scrambled a fighter wing ot join the fray, so the Tau barracudas were vectoring in to intercept them. Now the effects of the Tau's earlier daring raid on the airbase was felt.

..

In all, only six air-worthy thunderholts could be found for the new mission. It wasn't enough.
Yeah, pity the Space Marines weren't there isn't it? And again the lack of proper air support fucks the Imperials over when they need it most. Pity the navy fighter pilots didnt get backup.

What's even more hilarious is that at this point you think they would consider redeploying the Marines. I mean speed and quick deployment is their point. Gather at least some of them up, ferry them to orbit (again drop ships!) and drop them down via drop pod. It's not a guaranteed success but its much faster than just waiting for the Cadians to fucking reach them.

Page 119
The Elysians fought back hard, but even with their Vulture air support attacking the Manta they could not hope to win an uneven battle. Slowly the Tau cleared the ruins, sectioon by section.

..

In the mid-afternoon the Tau commander requested a ceasfire and asked that the remaining defenders urrender.

..

Colonel balach, now wounded himself, refused to surrender..

..

By nightfall he was dead and the 23rd Elysian regiment was all but annihilated.

- They managed to take it, but failed to hold it. Lack of resupply hampered the air support (which would prove to be crucial in holding back the Tau) as well as the troops themselves. In the end, the Elysian forces were all but annihilated, and the survivors taken prisoner.

Yet another brilliant deployment of piecemeal, unsupported forces fails and De Stael's caution proves more hinderance than help. And the Tallarn are still dying.

Also given the time it took to hunt out the Elysians, I'm willing to bet they could have redeployed the Astartes for assault.

Page 120
The Tallarns had made small, local advances and continued harassing artillery fire but, short on supplies and critically short on water, they had started to dig-in to conserve what supplies they had.

..

The Space Marines would be the spearhead of the thrust, supported by the Titans of Legio Ignatum. The Warhounds were the Imperium's largets war machines on Taros, it was unlikely the Tau had any answer to them.

..

..sweeping aside any resistance and clearing the way for the mechanized 114th Cadian regiment to strike north ot reach hydro 23-30.
- With the Tallarns stalled and the Elysians failed, now we see that the Cadians (an entirely mechanized force) plus the Warhound Titans and the Raptors Space MArines, are all deployed for a final effort of attack.

To be perfectly blunt, I'm not sure of the in-universe reason why they decided to go at this piecemeal like this, as it simply gave the Tau more time to whittle them down yet again. I understand that in a military engagement you want reserves, and you can't just throw all the units in all at once (troops need to be rotated due to combat strain and such) but really... it could have been handled better. We already know the Raptors did a spectacular job as an opening attack force, so they could have been used alot more (rather than being kept out in space). The Titans could have been more useful in the advance, given their tremendous firepower and range (and mobility). The Cadians and Elysians (alone) would have contributed significantly to the mobility issue, even without the other regiment (the Sarennian engineers). And, most importantly, ,they'd still have had the naval assets. The infantry was still a problem, but those could have been detached and used as a supporting force. Hell, use the drop ships to help move them around. They could also have just advanced in behind the armoured/mechanized forces too.

But if they HAD to have reserves, they could have kept the foot infantry back an deployed the mechanised and armoured forces alone. Backed up by the Elysians (and a regiment in the dropships/shuttles.) they would have been far more mobile and better able to take objectives. Infantry could have been ferried in on Munitorum supply convoys (and provided extra security) or deployed as a distraction on the Eastern side. Or if they HAD to carry them, there's always desant (just as exposed but alot faster than a foot march)

My best guess is that pressure from the higher ups for speed and results (we're told they couldn't wait before totally amassing their forces.), belief that reliably resupply was forthcoming (when in fact it wasn't - the lack of adequate support due to the Black Crusade was a big problem here, esp on the Naval side of things.), ,and a need to conserve what resources they had (IE caution.) We also know one regiment (Krieg) never got to Taros (due to Hive fleet Kraken) and that another was merely company sized despite being a "Regiment". And going back to look (page 43) we know that at most they had only half the initial force deployed, with the rest following on after (The Ttians as well.) The loss of the Dragoons only proved this point.

On the other hand, waiting may very well have given the Tau more time to prepare/fortify (Even though the Tau do not seem to always do this as a rule.. or at least they're not supposed to.) They never bothered using the dropships or shuttles for rapid deployment either (like in Traitor's Hand or the Elysians did in the 3rd Armageddon war.) The only flaw in all this is that if speed was so crucial, why did they decide on a slow foot march over nearly a thousand miles of desert? That's NOT fast. Moreover, why did they deploy from halfway across the Imperium rather than locally? You'd think they could work that out somehow, but I guess not. Speed doesn't seem to explain everything.

Then there was the minimal level of support from the Ministorum and the AdMech. 4 Titans would help, but a Legion (and Skitarrii) would have been better. The Sororitas would have also been a huge help as it was. I frankly still don't understand (in universe) why there were no skitarii. The reverence the AdMech hold for Titans, the vulnerability of Warhounds to enemy vehicles both would have dictated a strong Skitarri escort force. But.. zip.

And of course, there was the fact that the Imperium had virtually no intel on the Tau, while the Tau often had quite a bit of intel on the Imperium. Information was crucial in this fight, and the lack of intel coupled with the logistics failures were two blows that killed the Imperium even from the start. Contrast this with Savage Scars, where information was acquired by various means (drones, satellites/starships in orbit, aerial recon, scouts on foot, etc.) and when info or discoveries were made, they were relayed to the central command for dissemination amongst the other trops. None of which appeared to happen at Taros.

Out of universe, mind, the answer is much simpler. The engagement was contrived to favour the Tau, since if it wasn't hamstrung by limited forces and supplies and such the Tau would have had a much harder time defeating them. But we can't use that in-universe. :P

Page 120
Eight hundred kilometres to the south, the Valkyries and Vultures of the Elysian Drop Troop regiment were just taking off as the Space Marines and Warhounds went into battle.
..

Their objective was to clear all Tau forces, punching a gap for the Imperial Guard to race through.
NOW the Titans go into battle, and all to help just the Cadians get through. Why couldn't they have done this earlier?

Page 121
The Tau's Pathfinder forward observers must have seen the Warhound Titans, standing fourteen metres tall above the desert, as they stalked forward. The Tau were prepared for an attack and, as ever, their Hunter Cadres responded quickly to the call from their forward scouts.

...

The Warhounds engaged the Hammerheads at maximum range, blazing away with massive turbo-lasers.
This implies that Warhound Titans outrange the Tau hammerheads.

Page 121
Hoping to halt the assault [Space Marines] the Tau could no longer simply give ground before the attack, they had to stand and fight. This was to the Space Marines' advantage.

..

Conducted with speed, accuracy and their trade mark aggression, the Space Marine tore into the Tau defenders...

..

Suddenly the Tau were suffering heavy losses. With void shields flaring against railgun hits, the Warhounds strode forwards, obliterating entire vehicles with a single hit form their weaponry...

..

For the first time on Taros the Tau fell back having the worst of the engagement.
Sounds great huh? It won't last long. The sad part is that the Astartes come out of this as the most competent force around for the Imperium next to the Navy Fighters. Even the Titans fuck up, and this is really the last gasp of the actual military campaign.

Again this justfies my assertion that the Astartes should have been used more, and used early on.

Page 121
No Imperial commander had ever encountered this new mark of Tiger Shark before. The aircraft came in fast, skimming the desert so low it kicked up a dust cloud, before climbing over a shallow rise to open fire. Missiles rippled from the aircraft's wings, flaring bright against Warhound Advensis Primaris' void shields. The explosions overpowered the generators which cut out. The following shots from the Tiger Shark's twin railguns struck the Warhound squarely in the hull. with devastaitng power two hyper-sonic shots tore through the thick armour plates in an explosion that showered the surrounding desert in molten shrapnel. Critically wounded the Warhound staggered backwards under the impacts, totered and, to the astonishment of all, fell.
- the Deployment of a Tiger Shark variant specifically designed as anti-Titan weapons. Missiles capable of downing Void shields, and railguns capable of injuring armour. Of course, tehre's virttually no air support either, which would have helped protect the Titans here, due to prior losses and absence of resupply.

Reembmer when I said that it was odd that despite venerating the fuck out of Titans, a AdMech Magos sent this one in without its own organic support, even though everything else ew know about Titans and Admech says this would not happen? Well, this is the result.

You would also think they would expect some sort of response. While they had on reason to expect the new Tiger Shark, they have to realize that Mantas might be used.

Anyhow, note that they had to use missiles to down the shields of a Warhound that had already engaged in combat, before shooting the railguns. And Warhounds are the weakest Titan. How a Reaver or Warlord would stack up is up for debate.

Page 121
Inside the crew lay dead ath the controls, including High Princeps Jernay, killed by the agonised screams of pain that fed directly into his brain from the Titan's mind-impulse controls. The remaining three Titans withdrew rather than face another strafing run.
..

The Space Marines and Warhounds had advanced the required fifty kilometres in just a day of fighting.
MIU ends up killing the Princeps and Moderati. The combined Astartes/Titan force had gone a grand total of fifty km. Seems kinda minor for forces that important.

Page 122
The new Tiger Shark had been upgraded to carry two heavy railguns, sacrificing its standard payload and ion cannons for the kind of firepower usually only mounted on Mantas or spacecraft.
More on the Tiger Shark variant.

Page 122
The Chimera-borne mechanised regiment was to dash to link up with them [Elysian Drop Troops]. They had two days to cover 150 kilometres of hostile desert.

..

Leading the way were reconnaissance troops, squadrons of Salamander scout vehicles. Behind them came the bulk of the regiment, Infantry platoons advancing in formation with thier own Chimera armoured carriers. Lastly was the regiments artillery support. Griffon mortar carriers replacing the far slower Basisliks. Colonel Stranski had already decided the Basilisks hould not take part in the operation. The artillery pieces could not keep up with the pace of the advance, indirect firepower would have to be provided by the mortars and the Imperial Navy, whose aircraft were again overhead protecting the Chimera colums.
- Cadians had scout elements, chimeras and artillery supporrt (mortars such as Griffins instead of basilisks.) Oddly, unlike against the Titans, the Navy was providing air cover fro the Cadians. It may be due to timing and being overstretched due to lack of replacements and prolonged air battle. In any case, the Cadians make it through untouched, and only air support provided trouble. Which again begs the question of why the landing zone was so fucking far away to begin with.

I'm also wondering why they had so much trouble covering 150 km. Or was it supposed to be 1500 km (which would make more sense?) I mean the delaying actions could explain some of it, but 150 km could be handled in a couple of hours tops, and delays wouldnt hamper THAT badly. 1500 KM would be more easy to delay.

Page 122
The Tau had suffered their heaviest losses yet fighting the breakthrough, and had alreay started to laod Hunter CAdres into Mantas to move agianst hte Elysian drop zone. The Chimera columns now driving deep into their territory could not be stopped. The Tau faced a difficult tacticla problem, where to commit their available troops?

..

So the Tau let the Cadians advance. They would not sek to halt or destroy the 114th armoured columns, only to delay it long enough for the battle at the hydro-plant to be won. For delaying actions they would use light forces of pathfinders support by Piranhas and Devilfish-mounted Fire Warriors.
Its strange that due to the need to attack the Elysiasn and the new incursion by the Chimeras, the Tau were actually caught between two opposing needs this time, though they decided to try and delay the Cadians in order to defeat the Elysians at the Hydor plant, though this being a problem suggests that the Tau weren't confident in destrtoying the Elysiasn in time.

Once again we see a case where luck favored the tau again. The battle, despite everything that has gone AGAINST the Imperium up to this point, still might have favored them (in taking the hydro plant at least. Getting that does not neccesarily guarantee victory, mind) but they still lose.

And to be blunt, they ought to have pulled off Operation Comet a whole HELL of alot sooner. Like as soon as the Titans arrived. They could have combined the Tallarn armoured/mechnaized forces (or at least SOME of them) along with the Astartes, Titans and Cadians and taken it much sooner. They knew from the get go that water would be a concern, and if the plant oculd have been vital ot the Tallarn advance. Once they hold the Isthmus and the hydro plant they could start worrying about ferrying fuel and troops and supplies. The Hydro plant would have made a much better base of operations upon which to assault Tarokeen as well. And if they were short on Chimeras? or Needed more troops? convert some of the trojans to vehicle carriers. IA1 says that's been done before.


Page 122
..Pathfinder squads on Tetra speeders raced into the area ahead of the advance to observe the troop movements nad prepare the gorund with Orca dropped Remote sensor towers.
Here, the Tau made use of "remote sensor towers" dropped from speeders, and these allowed the Tau to launch missile attacks to delay the Cadians. Again showing how the tau make extensive use of sensors and the Imperium.. doesn't. At least not here.

Page 123
..Imperial Guardmsen enocuntered distinctive tall, thin obsevation towers, which seemed to contain sensor equipment. Following the sightings several chimeras were destroyed by Seeker missile strikes, seemingly lauchhed out of nowhere Each time the Tau attacked it caused the threatened units to halt, disembark troops and begin ot hunt down the foe. It caused elays...

..

On that second morning alone there were six separate ambushes...

..

and by nightfall they were still thirty kilometres short of their destination.
..

That evening communications with Colonel Balach and his beleagured defenders had been lost...
Implied vox/master vox range of some 1500 km. Considering vox systems are meant to have orbital relay capability this is no shock, and non-LOS would require such anyhow. About the only useful things the ships in orbit are doing.

PAge 125
Tarantula sentry gun, with lascannons, of the 23rd Elysia Drop Troop regiment. Small enough to be carried in a Valkyrie, sentry guns added valuable heavy weapons support ot the regiment's defensive perimeter.
Useful I imagine in holding the plant, but not useful enough. They needed more troops, but they didn't deploy more troops despite having the capacity (the drop ships, again.)

Page 126
Cyclops, remote controlled demolition vehicle. Another small vehcile capable of airborne transportation, only a few cyclops were deployed during operation comet.
Again with the cyclops - why do they stick a bomb on it rather than a gun?

Page 126 - A griffon mortar here has some sort of observation/sensor tower.. I presume it extends indirect fire range accuracy. It had them in 2nd editon as I recall, but the IA3 stuff makes no mention of the device.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Alkaloid »

So, I read a copy of IA 11 the other day, and I think I'm going to do a similar analysis just because it so perfectly contrasts the Taros campaign, but instead of the imperium being pants on head stupid and winning the war for the Tau, the Eldar are pants on head stupid and win the war for the imperium in almost exactly the same way. You will no doubt be pleased to know Connor, that an Avatar is not made the bitch of a militiman with a rusty bayonet(I suspect only because it wasn't summoned), but apparentley eldar armoured vehicles, including superheavies, suffer losses of 4 to 1 when going up against imperial tanks. Who knew.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

I'm glad to hear that. I probalby wont touch IA11 for awhile since I still have to get through 5-7, 8 and then the stuff for Badab. not to mention everything else. I'm always happy to hear when someone else decides to cover something even if it sin a series I know I'll cover (or may cover). Heck I wouldnt care if people wnated to start horus heresy or any of the FFG stuff. More the merrier and it helps break up that 'Connor's 40K analysis' stuff.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Zinegata »

Alkaloid wrote:but apparentley eldar armoured vehicles, including superheavies, suffer losses of 4 to 1 when going up against imperial tanks. Who knew.
Are these verified kills?
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Alkaloid »

Exact quote is
General Ordon had organised Vengeance into mobile blocks of tanks that bristled with guns, and for every Leman Russ or Chimera destroyed, four Eldar craft took serious damage or were blown out of the skies
Note the Imperials seem to be outnumbered as well, but it's difficult to tell as exact numbers for either side are never pinned down.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Agent Sorchus »

Actually that quote is full of it. They are counting all serious damaged eldar crafts versus only destroyed imperial. Who wants to guess that the ratio of destroyed to destroyed, or damaged to damaged is more equal?
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Alkaloid »

Thats not really the point. The ratio, according to everything we have heard before, should hugely favour the Eldar. There is a reason that Imperial tankers give Eldar tanks nicknames like 'death-sleds.' Their skimmers are supposed to be superiour to the Tau, but apparentley hammerheads can do far more damage for almost no losses to Russes.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

Now we finish up IA3. Again two parts. Since every stupid plan has failed up to this point, the Commissar finally takes charge and starts making changes. About time, but its too little, too late. And we learn yet again the hilarity of the poor allocation of forces (nevermind the other fuckery) that utterly hampers the Guard here. There's also the rout when this backfires, more 'SPACE MARINES R AWSUM' in the Brothers of the Snake 300 variety, and the vehicles and such in the conflict.

Part 1



Page 140-141 - not to belabor the point or quote, but due to the defeats the current IG command staff was arrested, killed or otherwise lost when the Commissar took over after the failure. Not good.

Page 141
Van Horcic first order was to shorten the over-stretched supply lines. It would mean a retreat, but better that than total destruction. at the moment it was taking a Trojan and fuel trailer an average of three days to reach the front line, all the tiem risking a gauntlet of roving Stealth teams and strafing Barracudas.

..

Next Van Horcic summoned Fleet Admiral Kotto and informed him that his fleet would be required to find new transports and escort a new series of ocnvoys into the tAros system, carrying more water, fuel and new replacement equipment, especially aircraft for the fighter squadrons. Should these fail to arrive, the Admrial would also be replaced.
[/quote]

Oh, NOW the Commissar leaps into action! Where were you prior to Operation comet? When the fighter swere getting whittled down? These are things he could have, should have been doing MUCH before now if they needed doing. Something tells me this is just more bloody politics (trying to oust Gustavus and De Stael. Considering the latter commits suicide and the former gets arrested.. )


Page 141
Because of his rank, the General was singled out from the other prisoners, given medical treatment on his shattered arm...
The Elysian General's arm was apparently "shattereD" by that pulse cannon round. Thermal damage, in this case, seems minimal.

PAge 141
Tau operations were being conducted from a compact command complex situated in old mine workings underneath a non-descript cluser of old mine buildings just west of Tarokeen.
Not a bad site. Its probably buried some depth below ground, limiting the effect of surface bombardments, very defensible against assault/invasion, and likely terrain quite familiar to the inhabitants of Taros. Probably a good place to keep supplies as well.


Page 141
The Ethereal had an ultimatum for the Gue'la, a ceasefire offer ot end the bloodshed and allow the humans to withdraw unmolested, if they disarmed. The Tau would allow transport ships free access to Taros to evacuate their soldiers and personnel under the ceasefire agreement, as long as the largest war ships withdrew from the system. The Ethereal also offered to turn over the renegeade Planetary Governor Aulis, whom they had under close guard, in a prisoner swap for all the TAu captives the Emperor's forces were holding.

In return for his assistance the General would be assured a new position commanding the human auxiliaries now under the Tau's control on Taros.
- the Tau negotiated a ceasefire for Taros if the Imperium withdrew its forces, and also offered to turn over the Planetary Governor (who had been instrumental in turning Taros over to the Tau, ironically.)

They also offered the Elysian commander authority over the human auxiliaries. as "Commander of the Taros garrison" The commander of course refused.

Just goes to show, however "nice" you think the TAu are, they're just as pragmatic or ruthless as anyone else, so they're willing to toss even their allies under the bus if it serves their ends. For the Greater Good :)


Page 142
There would be no swift end to the war. It was a lapse in security that would cost the Tau dearly.

..

... General Syckava had been observing, taking-in details. As a high ranking officer he had had access to maps and secret information about Taros and the overall campiagn plan that the other prisoners had not.

..

From his observations he had a good estimat eof the location of the Tau command post, and from his transport's flight path a good idea of which mine he was en-route to.
The aformentioned Elysian commander managed to escape from the TAu due to lapse in Tau security. It would, naturally, also reveal the location of the Tau command base and leave it open to attack.


Page 142
General Syckava recalled the entire escapade... to Ordo Xenos interrogators, before undergoing subsequent psycho-corrective surgery and being placed in the hands of the ADeptus Mechanicus for cybernetic enhancement. After his re-education, General Syckava entered service with Ordo Xenos Inquisitor Varius.
Interesting tidbit esp considering what we deal with in IA4.

Page 142
Colonel Scheja used top secret codes to send a priority astro-telepathic message, requesting an Officio agent be dispatched to TAros.

..

a servant of the Eversor temple.

..

The Eversor was programmed via hypno-suggestion, detailing its mission, the location and its targets. Once programming was complete the still slumbering Eversor was equipped with its weaponry; power sword, neuro-gauntlet, excutioner pistol with its poisonous needles. The new poison had been developed by the Eversor temple specifically to effec the Tau's nervous system, it killed in seconds.

..

Should the assasin's bio-readtouts drop below a certain level then it would detonate, killing the assasin and anybody close to it.

It would also bring in the Officio Assasinorum. It makes some sense they couldn't deploy them before now lacking knoweldge fo their base locations (or any other locales), but on the toher hand why couldn't they infiltrate directly into Tarokeen either? (Technically, they didn't have it with them on planet at the time, but they were able to call it in regardless...) IT was an Eversor assassin - Power sword, neuro-gauntlet and executioner pistol (with poison effective against Tau.) and a suicide charge.

Nonetheless this demonstrates yet again the idiot politics and piecemeal application of resources plaguing Taros. The Eversor probably could have been used elsewhere. Such as, for example, Mopping up after a tactical bombardment of the recently-uncovered base. Hell if they could sneak a storm trooper group in, they could have also snuck in some homing beacons. Or do a naval airstrike to drop an Atlas or something on the locale. That would have more reliably killed the command leadership. But again, luck favors the Tau even here.

Page 142
The drop pod made secret planetfall about 60 kms from the target
..

As if animated from death, the assasin carefully stepped out into the sunlight.

..

Red team was closing on the target as planned, by nightfall he would have arrived.
Assasin made 60 kms in 12 hours or less.

Page 143
Skimming over the desert in darkness the Valkyries had escaped notice, until a drone controlled early warning sounded in the Tau headquarters. The surprised security teams rushed to man the defences.
The Valk's were pretty much attacking by then. One of the rare cases the Imperium gets the drop on the tau rather than the other way around.

Page 144
Swift as a cat's strike, the assassin plunged the needle-like spieks of its gloved hand into the warriors' neck. The tau guard died in silent convlusions before he could react, nervous systme shredde,d eyeballs melting.
An effective poison, to say the least.

Page 144
A sustained burst of needle pistol fire stitched two of the surprise aliens against hte far wall, where they slumped, dead in an instant from the toxins coursing through their blood.

.

A third and fourth Tau crashed ot the ground dead. Its magaizine now empty the Eversor discarded his pistol.

..

In a blaze of pulse fire the Eversor was hit, and knocked sprawling sideways by the impact.

...

The bodyguards rushed in and fired again, striking the Eversor square through the chest, spraying blood across the walls and lfoor.
- Eversor assasin takes multiple hits from multiple pulse weaponry.. still alive though dying. And blows up as a result. They only get the Ethereal abut not the commander. Which again highlights the Tau being lucky, because this was perhaps the worst possible outcome yet for the Imperium.

Page 144
The loss of their precious Ethereal sen tthe entire Taros Coalition force into shock and grief. For many days the Hunter cadres were stunned into inactivity by their loss. After the grief came a growing feeling of rage against the men who had plotted this heinous attack. it was an anger that swelled inside each Tau warrior inot a vengeful wrath that the humans would soon feel the weight of. There could be no mercy now, only vengeance. The new Tau battle-cry was no longer "For the greater good!", it was "For Aun'Vre".
This to me seems less like respect and more like drug addiction., REgarldess, the Imperum is going to get its ass well and truly kicked.

Page 144
With the Imperial Guard forces in no shape ot fight back [against hte tau], the evacuation of all the Emperor's forces on Taros was ordered...

..

,, theI mperial Guardsmen fell back pell-mell towards the landing zones.

..

The desert became a dum,ping gorund as Guardsmen abandoned their vehicles and equipment. Hundreds of Chimera and Leman Russ hulls littered the desert. Officers tried to impose order and keep their squads, platoons and companies together. Commisars warned that any man who had thrown away his weapon would be treated as a a deserted and shot. Such rgiid disipline helped but still Guardsmen tossed away heavy weapons, mortar tubes, spare ammunitions and grenades, anything that slowed them down.
- the Tau counterattacked after the Ethereal's death, and "hundreds of Chimera annd Leman Russ hulls littered the Desert.")

Amusingly as well, ,despite all the obsessive value the Munitorum places on equipment over the lives of people (as in the Munitorum manuial) Guardsmen did ispose of heavy weaponry, mortars, spare ammo and grrenades, anything that slowed them down (though they were threatened with execution for throwing away their weapons.)

I should note at this point the initiative is firmly on the Tau's side, from defense to offense. The Imperium has no actual ability to fight, having lost virtually all their key resources and discipline, this becomes a route and the Tau keep up the momentum til the very end.

Page 145
another image:
A target scan captures a Tau Shas'El as he directs his Hunter Cadre in the final attack.
Targeters (again) we see can be captured or the data relayed in some manner.

Page 145
The Imperial Guard were easy pickings, and Barracudas and Tiger Sharks took off ot further torment the retreating guardsmen. Orcas landed combat teams, who mercilessly ambushed the retreating Tallarn Guardsmen, slaughtering them and rounding up the survivors as prisoners.

..

In the wake of the evacuation order, the Tau simply mopped up, taking thousands of men prisoner and marching them away to captivity.

..

Four all intents and purposes four Tallarn regiments had ceased to exist. Of X Corp only the 331st REgiment had managed to make their withdrawl in good order, and thousands of them woudl be evacuated over the following days. The 114th Cadian regiment also fared well, with their Chimeras piled high with men they raced southwards as far as their fuel would carry them, before abandoning their vehicles and marching the rest of the way. Most of the regiment made it...

...

The remaining Titans of Legio Ignatum also returned intact...
- when the Tau counterattacked (in wake of the Ethereal's death), the Guardsmen basically routed. 4 of the Tallarn regiments (the veteran ones two infantry and two armoured) were basically either wiped out or captured (thousands of prisoners) and "ceased to exist." Only the 331st got away (the newest regiment).. and "thousands of them" would be evacuated. The Cadian regiment also fared well since they were mechanised. Most of their regiment (and many Chimeras) made it. 3 of the 4 Warhounds (the one downed earlier by the new Tiger Shark excepted) made it out as well.

And you thought the Imperial clusterfuck coudln't get any worse.

Page 145
The surviving Valkyries of 23rd Elysian regiment were put to good use, ferrying units back to the landing zone. High ranking officers, command units and Stormtrooper squads were givne preference, but after these had all been resuced Tallarn infantry started ot pile aboard the airborne carriers for a fast trip back to the landing zone.

..

The evacuation had been ongoing for eleven days, and much of the most importnat equipment and personnel had already been moved into orbit.
..

High ranking officers were the first to board, along with important Administratum officials. Much space was taken up by equipment, which would be harder to replace than manpower.
Valkyries (Esp Elysians) were used as well to help evacuate troops. (Primarily Storm trooper squads, command units, and High ranking officers, but after all those were recovered the Tallarn infantry were.) You'd wonder why they didn't think of this sooner.

Ironically, during the final evacuations, "much of the space" onboar devac ships was given toe quipment which was "harder to replace than manpower." Except for on all those munitorum worlds like in IA5.

Page 146
... the Tau's thirst for revenge was so great that Shas'o R'myr ordered one last attack, directly against the landing grounds.

..

Standing between the Tau and the landing zone were the Space Marines.
Predictably, it comes down to the one competent Imperial force on Taros to save everyone elses' ass.


Page 146
The first thrust came from the east, supported by long-ranged fire from Mantas hovering on the distant horizon, huge railgun rounds starrted to impact on the defensive positions, tossing rock and earth skywards. Follwign close behind, Hammerheads and Broadside battlesuits joined the fusillade, rounds slamming into the Space Marine positions. Fire warriors and batttlesuits, led by Shas'o R'myr himself, closed in and the pressure grew. Space Marine heavy weapons and Whirlwinds responded. The Tau closed to 200 metres of hte dug-in Space marines, but there the attack faltered. Hammerheads and battlesuits were burning, ,and tau corpses littered the sand as they retreated.

A second assualt came form the wet, in greater force.

... A manta clsoed in , raking the entrenchments with volleys of missiles.
Round 1: Tau vs Space Marines.

PAge 146
Captain KAedes strode frorm dug-out to dug-out, directing counter-fire and urging his hard-pressed battle brothers on, until a plasma blast which immolatd a Predator tank also crittically wounded him, peppering him in molten shrapnel. Kaedes was dragged to safety, his upper torso and right arm horribly mutiliated by the intense heat.
Heat from the predator's explosion or plasma gun? We don't know.

PAge 147
By mid-afternoon the Tau forces were spent. They had battered at the Space Marine positions, but failed to berak them.

...
They [Raptors SMs] had stood as the shield between the Tau and the evacuation all day, ,at great cost, but as night fell the Thunderhawks deployed to lift the battle brothers clear.

By the time the Raptor's evacuation operation was complete the remaining transports and their escorts were already retreating out of the system. The Raptor's battle barge would be the last ship to leave, ,bringing up the rear as the fleet made the warp jump out of the Taros system.
Again we see that the Space Marines on Taros prove themselves to be utter miliatry badasses, once more justifying my idea that failing to utilize them more was a significant contributing factor ot the fialure at Taros. I mean fuck, they had to be horribly outnumbered and possibly even outgunned, yet they won.

It brings up yet another point. Killing the Ethereal had provoked the Tau onto the offensive and into a direct attack. Had the IG not been demoralized and weakened by lack of gear and resources, had they stood with the Marines.. how much different might the outcome have been?

Page 147
The War on TTaros had cost the Imperial Guard in excess of five complete regiments. The 3rd and 12th allarn armoured regiments had lost all their combat vehicles and much of their eqipment. The survivors would be pooled together to reform an under-strength 3rd regiment, which could then be rebuilt. The 17th and 89th Tallarn regiments hasd ceased ot exist as coherent forces during the retreat, most of their men wer enow Tau captives, condemned to labour in Taros' mines for the Greater good. The remnants were given over to the 331st regiment, which had survived the campiagn remarkably well.

..
The 23rd Elysian Drop troops had been all but annihilated during Operation comet, although the reimgent still retained over one hundred aircraft. the regiment would be refomred with a new recruitment of men from their homeworld, to rise and fight again. The 114th Cadian regiment had llost only several hundred men, but over 90% of its vehicles. It could be quickly re-equipped iwth new Chimeras mothballed as war reserves. It would soon be ready for redeployment to the Cadian Gate.
Losses and casualties of the Taros campaign. Horrible in the local sense, but minor in the greater scheme of things. I find it hilarious that the CAdians were easily resupplied from "mothballed war reserves" - remember what Is aid about IA5 again? Maybe they should have deployed some of those war reseves to Taros.

PAge 147
It was estimated at ten thousand killed in action and fifteen thousand wounded. AS many as twenty thousand may have been captured by the Tau. Approximately three hundred and fifty tanks had been lost, over seven hundred Chimeras and two hundred artillery pieces. Aicraft losses totalled sixty eight out of seventy eight.

Fleet Admiral Koto's Taros Invasion fleet had lost the cruiser Hammer of Thrace, the light cruiser Cerebus[/iu] and eight escorts. The Battlecruiser Righteous Power was damaged, as was the Black Duke.


Something like 55,000 men were lost, and nearly 1300 armoured vehicles, not including the support elements. The Navy lost a fair number of fighters and ships as well, plus countless thousands as well.


Page 147

It was esitmated that Shas'o R'myr commanded a Tau Coalition consisting of at least one hundred Huntre Cadres, a grand total of between eight and nine thousand Fire Warriors and maybe as many as five thousand Kroot allies. Added to this were in excess of eight thousand human traitors who fought in the Tau cause. Actual Tau numbers and losses remain unknonw, but must have also numbered in the thousands. The Imperial fleet could confirm kills on one Custodian class carier, the A'rho, and eight escort vessels.


And the Tau of course retained Taros. The Imperium could not muster forces to deal with the invasion for the "foreseeable future" given the 13th Black crusade. If we knew more we might be able to break down the Tau perspective. However something tells me that the loss Ratio still favours the tau horribly, and they paid far less for retaining Taros than they feared they migh thave to.

Page 148

Tarantula Sentry gun of the Tallarn 17th Regiment. These weapons were little used at the front line, but were deployed as part of rear area security, to protect supply dumps,a rtillery batteries, etc from infiltrators.


The Tallarns had sentry guns as well.

Page 155

Although exact figures are unknonw, it is thought that the Tau deployed an estimated 150 such aircraft to tAros, and they [Barracudas] played a major role in their ultimate victory.


- mention of an estimated 150 Barracudas deployed on Taros and that they played a "major role in ultimate victory"


Page 158

The Hammerhead's versatile chassis can be armed with a number of different weapons to fufill different battlefield roles. By far the most common is the fearsome railgun. The railgun is a linear accelerator, which uses super-conductive electrodes to accelerate a solid shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact with its target has devastating effects, even at long ranges. Such is the railgun's killing power that its reputation spreads fear amongst the Imperium's tak crews.


Hypersonic railgun round again, magnetically accelerated, implied ot be highly effective against Tank armor.

Page 158

The Hammerhead's railgun is also equipped with sophisticated sub-munitions. This is a bundle of smaller projectiels, used for suppressive area fire and against "soft" targets, which a speeding solid round might pass through.


"Shotgun" round.or cannister/grapeshot analogue.

Page 158

Other wepaons commonly mounted in the Hammerheads turret are the ion cannon, burst cannons, missile pods and, first encountered during the Taros campaign - plasma cannons and fusion cannons.

..

The rest of the gunship's interior contains the large capacitors and additional ammunition needed for the main weapons, as well as teh gunship's other non-combat systems, such as climate control, comms, etc.


Hammerhead variants and alternate systems.

Page 158


..the Hammerhead is also a grav tank, skimming low over a planet's surface by generating an anti-grav 'cushion' to float on, then being driven forwards by two powerful, multi directionla jet engines. By pivoting the engines downwards these help give the vehicle extra lift, to clear obstacles, by pivoiting bakcwards they give a Hammerhead forward momentum. compared to the Imperium's own jet engines the Tau's engines are reliable and efficient, although still noisy.


Tau antigrav capability. More like a gunship or Eldar skimmer than a dedicated tank.


Page 158

The hammerhead also contains many other systems and equipment, from retractable landing skids (used when the anti-grav generatros are turned off), to navigational, communications, tracking, and targeting sensors, most of which are mounted in teh gunship's chin-turret. One notable feature is the Hammerhead's Markerlight receiver, which reads information from Markerlights and relays this to the gunship's targeting array, which automatically zeros-in on the illuminated target. This means a Markerlight operator on the ground can accurately direc tthe gunship's fire.




Page 159

Hammerhead gunship stats:

Mass: 24 tonnes. LEngth, 8.25 m, width 6.8m, height 4.1M

Max recorded speed: 70 kph

Traverse: 360degrees (turret). elevation +28 to -10 degrees.

Armour: "nano-crystalline alloy".


Page 163

It [Devilfish] can transport up to twelve fully armed and armoured Fire Warriors into battle in relative saftey, and provide heavy fire support for the team once disembarked.

..

The Devilfish is armed with a burst cannon mounted in a chin turret for suppressive fire, and two independent Gun Drones.

..

The Drones provide close support or act as lead scouts for the team, relaying information back to the Devilfish and the Tau team leader.


Devilfish are the Tau chimera analogue, with gun drones.

Page 163

Many systems onboard Tau vehicles are highly automated or drone controlled, allowing the Tau to generally reduce crew numbers in their vehicles.


Tau favor heavy automation, obviously.

Page 163

Primary amongst these [additional systems augmenting the Devilfish] are Seeker Missiles. A Devilfish can carry up to four of these Markerlight controlled weapons. Once a Markerlight illuminates a target it will send a message to the Devilfish, which will automatically launch a missile at the target in response.

The pilot has no control over when, or at what, Seeker missiles are launched. instead, ,the Devilfish just transports the missiles to the battlefield.


Seeker missiles for the Devilsifh.

PAge 163

Other additioanl systems found on the devilfish include improved sensor and tracking equipment, night-fighting filters for the pilot and flechette dischargers to counter infantry assaults. These are mounted on the Devilfish' prow and discharge cloud sof high velocity flechettes into any enemy in close proximity.


Devilfish extra gear. The Flechette weapons are interesting.

Page 163 -

The Devilfish is powered by the same complex dual anti-grav/jet propulsion motive system as the Hammerehad and seems to have very similar characteristics for acceleration, handling, and top speed.


Devilfish are similar stat wise to a Hammerhead.

PAge 163

These advanceed metalic compounds [nanocrystalline metals) are lightweight, malleable, strong, and corrosiove resistant. How the Earth Caste manufactured these alloys is unknown, but for their weight and depth they have remarkable protective properites, and help reduce the vehicle's weight, asissting its speed and flight characteristics.


Tau armor.. compromise of strength and speed.

Page 163

Up to four fully loaded Devilifish can be transported in the lower hull of a Manta, for moving between a Tau fleet in robit and a planet's surface. Being Manta-borne means a Hunter Cadre can react very rapidly to enemy threats, and the Tau rely on this manoeuvrability in battle. It means they do not have to occupy ground or static defensive positions, instead a Shas'el can withold his forces and launch counter-attacks or quickly position blockign forcees to intercept enemy moves.


Benefits of Manta deployment for the Tau.

PAge 164
Devilfish stats (1 pilot)

mass: 14 tonnes, length 8.25m, width 6.8m, height 3.2m

Max recorded speed: 75 kph.

Traverse (Chin turret burst cannon.) 160 degrees. Elevation +30 to -15 degrees. 2000 round capacity. Drones are armed with pulse carbine analogues (2 drones, 4 pulse carbine)

Nano-crystalline alloy armour.



Page 167

It [Sky Ray] is the Tau's heavily armed missile gunship carrying a turret array of six Seeker missiles, either guided by the vehicle's own Markerlight target designators or by an independent ground operator.


Tau answer to the Hydra basically.

Page 167

In the field, the Sky Ray's twin Markerlights sweep the skies to find and lock-on to approaching enemy aircraft, before efficiently guiding their missiles to the target. The Sky Ray's automated systems quickly guage how many missiles to launch at a target, anywhere between one and the full six. This is dependent on range, target speed, and type. So fast and accurate are the Seeker missiles that many enemy pilots are hit and downed before they realize they are under attack and can take evasive manoeuvres.


Sky Ray tracking and targeting systems.

Page 167

It is believed that early versions were required to find and lock-on to their own targets. on Taros it seems that the Sky Ray had been integrated into the wider Markerlight control network, and that Pathfinders were now using their Markerlights to target a Sky Ray's missiles. This upgrading has led to the Sky Ray becoming a far greater threat that it was previously thought to be.


"Markerlight control network" -

Page 167

..such was the Sky Ray's effectiveness that Imperial Navy pilots came to dspise it...
..


When required it has been known for Sky Rays to be used in a ground combat role, but their lack of ammunition means they cannot operate effectively for long, and most wise Tau commanders avoid using them instead of Hammerheads, due to their lack of armour protection and ammunition restrictions.
..

..Sky Rays are rarely encounteered in large numbers. generally a single vehicle will be attached to a Hunter Cadre. Important or vulnerable locations, such as Tau airbases or headquarters, will often include a Sky Ray as part of its defence force.


Like the Hydra, Sky Rays can be used in ground attack (and were on Taros) but unlike the Hydra aren't neccesarily as effecitve due to ammo concerns. They're also relatively less common.

Page 167

Deployed behind a skirmish screen of Pathfinders their multiple Seeker missiles would often be the opening volley of an engagement, directed by Pathfinders' Markerlights onto the Imperial Guard Columns...
..

The Sky Ray is crewed by two Fire Warriors..


Again, an exmaple whee Markerlights proved effective on the ground.

Page 168 (2 crew)
Sky Ray stats

Mass: 24 tonnes

Length: 8.25 m width: 6.8 m height 5 M

MAx recorded speed: 70 kph

Traverse: 360 degrees, elevation +70 to 0 degrees.

Nano-crystalline alloy armour.



Page 171

Large, heavily armoured, carrying multiple weapon systems and include many advanced systems like jetpacks, recoil absorbers, sensors and targeting arrays, ,drone controllers and shield generators, this makes them efficient and lethal weapons of war. The sensors allow a battlesuit to detect hidden enemy uints and movement, information that can be transmited back to Tau command units.


Crisis battlesuit and its capabilities. Only given to the best Tau Warriros (their elite basically) and are the "cutting edge" of Tau attacks. Note data transmission capability.


Page 171

Battlesuits are protected by dense nanocrystalline alloy armour. THese advanced alloys have an impact reisstance structure, as well as helping to keep the suit's weight down. This reduced weight means it can operate effectively using its Tau Jetpack for manoeuuvrability and dropping from transport craft.


More on the nanocrystalline armor of the tau.

Page 171

The jet pack combines anti-gravitic and jet technology to make the battlesuit extremely agile for its size.


Much like Imperial jet packs.

PAge 171

Each Crisis suit has three hardpoints for weapons or support systems. The variety of wepaons available to the suit makes them very versatile. Operating in teams of three.... they can be equipped for a variety of batltefield roles. Many Fire Warrior Septs have developed their own battlesuit tactics and preferred wepaon fits.
..

The Tau, being a young and dynamic race, and faced with growing threats to the borders of their Empire were obviously seeking to improve the performance of their battlefield technology.


Weapons and support systems can include Flamer, Burst cannon, Plasma rifle, Fusion Blaster or missile pod (single or dual linked), Mutli-Tracker, Target Lock, Shield generator, Targeting Array, Blacksun filter, Drone Controller, 1-2 Gun drones/shield drones/Marker Drones.

Also "young and dynamic" again. You could literally do a drinking game to this.

PAge 172

Crisis battlesuit stats

Mass: 2.5 tonnes. Length 1.7m, width 1.9m, height 2.8m.

Max recorded speed: 50 kph on jetpack

Traverse (hardpoints): 120 degrees Elevation: +90 to -90 degrees.

Nano-crystalline alloy armour. Can also be equipped with "tracking equipment, Shield generator, or drone controller.



PAge 175

The XV8 Crisis battlesuit is by far the most common battlesuit encountered..

..
The XV88 [broadside] forgoes mobility and manoeuvrability in favour of heavy firepower, armed with its distinctive long-barrelled twin railguns. Unlike the Crisis suits, which bear the brunt of Tau attacks, the Broadside supports Tau Fire Warriors with long-range firepower.


Crisis suits are more common than Broadsides, but Broadsides are heavier with greater firepower.


Page 175

On the battlefield, the Broadside is a tank-hunter. Its railguns can cut through almost any armour, and it is small enough to utilise cover well. The distinctive whip-crack sound and hyper-sonic speed of the railgun round became synonmymous with the desert fighting on Taros.


Broadsides also have a "hyper sonic" railgun and seem to be effective anti-tank weapons. Probably not AS effective as a Hammerhead, but close mayhap.

Page 175

Carried in Orcas or mantas, once deployed Broadsides, lacking jetpacks, are slow, so they must be deployed with care and only when an engagement was imminent. For accurate deployemnt Broadsides rely on good information from forward Pathfinder teams.


Drawbacks of Broadside over Crisis suits.

Page 175

..Broadsides were widely deployed in support of Hunter Cadres on the defensive. They could not be deployed as part of the fast-moving Pathfinder raiding forces, or armoured counter-attack forces which might be required to operate in the deserts for many days, fighting then quickly withdrawing, then moving to attack again. Instead, when an engagement was imminent, the Orcas or a Manta would quickly move the Broadsides into position, usually holding a ridgeline or an area of higher ground with good fields of fire. The broadsides could then target the enemy at maximum range, singling out enemy tanks and troop carriers, before being picked up again.


Deployment of the Broadside suits. ORcas and Mantas help offset the mobility problem. Orcas mainly is more likely, since Mantas are effing huge and probably not as common.

PAge 176

Broadside battlesuits:

Weight: 3.8 tonnes. Length 1.7 Width: 1.9m, height 2.8 M

max recorded speeD: 15 kph

Traverse: 120 degrees, elevation -5 to +70 degrees (heavy railguns x2, 2 smart missile systems.

Nano-crystalline alloy armour.

Page 178


..Pathfinder squads often operated far in advance of their Hunter Cadre, using Tetras to get into position...
..

Lacking armour, and only armed with twin-linked pulse rifles for self-defence, a Tetra is not designed for surviving in the midst of battle. To assist in this [Tetra scout speeder as recon] it mounts a disruption pod, which distorts the vehicle image in both the visible and magnetic spectra, making it harder to spot and target at long range.


Truth be told, I'm not sure the Imperium has a precise equivalent to this, save maybe the Centaur.

PAge 178

The Tetra's main weapon is its Markerlight, which it uses to designate targets for following vehicles carrying racks of Seekr missiles.

...

Each Seeker missile incorporates a Seeker array - a collection of diode receivers built into the warhead. The diodes are sensitive to Markerlight energy beams. For the missile to 'see' its target, a separate Tau operator, either in a Tetra or on the ground, has to lock-on to the designated target with a high-intensity energy beam, codenamed a Markerlight. The Markerlight relfects off the target, and the missile's Seeker aray picks it up.

EAch Markerlight has its own unique pulse pattern. Before launching, the Markerlight's operator tells the missile's central control system the specific pulse pattern being used (Transmitted via a high-intensity flash download.) The missile processes this information and feeds it into the inertial guidance system. Once complete, its jet engines ignite and it launches.

Once the Seeker missiles is in the air its guidance system is only interested in Markerlight energy with the correct pulse pattern, it will ignore all other patterns. The guidance systems steer the missile, by adjusting its flight-fins, so that the correct Markerlight beam is continually ihtting the warhead's diode array. This keeps the missile heading straight towards the target. The exceptionally high speed of the missile's processing and guidance systems make it very accurate, even over long distances.


Seeker missiles and markerlights in greater detail. I have to say that cumbersome as it sounds compared to self-guided HK missiles theImperium uses, the accuracy and precision is arguably better.

PAge 178

As befits their forward role each TEtra is also equipped with additional powerful surveillance and tracking equipment as well as secure long-range communications.


All the better to scout with.

PAge 179

Tetra speeder stats:

mass 1.8 tonnes, length 4.8 m , width 2.75m , height 1.75m

Max recorded speed: 350 kph

2 pusle rifle armament, non movable. 1000 round capacity

Nano-crystalline alloy armour.


Page 181


Since it was first identifited the combat version [Piranha] has had armour and armament added, usually a chin turret mounted burst cannon and independent detachable gun drones, identical to those mounted on ta Devilfish.

..

the Tau's new light combat speeder was employed for reconnaissance duties or as a weapons platform for launchign Seeker missiles, oftne in support of Pathfinder teams.

..

Other duties in which Piranhas have been identified include armoured support ofr teams guarding Tau airfields... Piranahas also do a simialr job acting as headquarters security.


Tau version of a Land raider basically. Closest Guard equivalent is maybe.. Salamanders.

[Page 181
\
In reconnaissance role the Piranha is a direct match for the Imperial Guard's Salamander.

..

Piranhas were widely deployed in support of remote snesor towers, providing Seeker missiles for the tower's drone-conrolled Markerlighs.


The Piranha is also a match for the Salmanader in Rrecon role.. and is also capable of taking out other light (scout) vehicles.


Page 181
[qote]
The Piranhas and Chimeras fought a day-long running battle which delayed the [Cadian] rlief column long enough for hunter Cadres ot overwhelm the hydro-processing plant.[/quote]

Successfully, too.

Page 182

Piranha stats:

Weight 4.5 tonnes Length: 5.7 M, width 5.4 M, height 2.4M

Max recorded speed: 160 kph

Has brust cannon in chin turret and drone controlled pulse carbines.

Traverse: 120 degrees, Elevation +5 to -45 degrees. 2000 rounds (Burst cannon.)

Nanocrystalline alloy armour.

Can also mount a seeker missile pack... and fusion gun,.

Page 184

Unlike the Imperium, the Tau make extensive use of machine-intelligences, called Drones. All drones consist of an advanced processor unit, which individually has only basic intelligence (approximately that of a small animal.) Notably, they always seem to have bene prorgrammed for self-preservation, and drones will flee rather than face certain destruction.
Drones can be networked togehter into teams. This significantly increases the intelligence and proceessing speed of all the drones, and their ability for independent action. Normalyl a drone would require ordersf rom its Tau master but several drones acting togehter become capable of acting independently for long periods.


Tau drones. Note the animal level intelligence and their programming to avoid "certain destruction" and the need for networking to improve intelligence. According to the Tau codex they still need some sort of manula gudiance often, however. Probably depends on the role as to whether they can act independently or need manual guidance.

PAge 184

As well as being used by the Tau in civilian roles, as domestic servants, messengers, etc, drones
are commonly used by the Tau for many dangerous or tedius duties...

..

The Fire Caste regularly arm drones with a variety of weapons, shield generators, and other military equipment and uses squadrons of them alongside their Fire Warriors in battle. Despit etheir baisc intelligence, the Tau do not treat drones sa expendable forces, but as another useful weapon in their armoury.

..

these drones are usually carried by their Devilfish transport... and these drones detach themselves in combat to act as additional fire support, move ahead as forwards couts for the team, or guard a flank. Tau commanders have personal drones to carry extra shields, sensors or communications equipment.


Various military and nonmilitary uses for drones. Basically the Imperium equivalent of servo skulls, just more common.

Page 184

The Largest drones yet identified are the Heavy Gun Drones. Far larger than Gun Drones, they are large enough to carry multiple heavy weapons (usually burst cannons) to lend direct fire support to Fire Warrior teams. Other heavy weapons have also been mounted on these larger drones as well as a few carrying MArkerlights and operating as forward spotters for Seeker missiles.


Big ass drone with heavy weapons platforms. Probably to supplement battlesuits.

Page 184 -

Heavy gun drone

Drone weight is unknown (varies?)

Length: 2.2 M

Width: 1.8m

Height .9m

MAx recorded speed: 40 kph

carries 2 burst cannon.. 360 degrgee Traverse, ,+20 to -20 degrree elevation, r500 round capacity.

Nano-crystalline alloy armour. MAy also carry markerlight.

Note that "squadrons" of gun drones consist of 2-6 drones.

Page 187

A Drone sentry turret is an automated weapons system; each contains an advanced processor, giving it a basic intelligencee much like a drone. A team of turrets are networked together to form an artificially intelligent defensive perimeter, capable of making its own decisions independently of its Tau programmers.


A more static and presumably bigger drone.

Page 187

Unlike Imperial Tarantula sentry guns, the drone intelligence is capable of making its own targeting decisions, and can differentiate between friendly and enemy units effectivley, choosing to ignore some targets in favour of others.


Page 187

Unlike Imperial Tarantula sentry guns, the drone intelligence is capable of making its own targeting decisions, and can differentiate betwene friendly and enemy units effectively, chosing to ignore some targets in favour of others.

Drone turrets can be deploed onto a battlefield by aircraft dropping them into position. Pathfinder teams equipped with Markerlights will designate target points.


Naturally, Tau turrets are better tan Imperial Tarantulas :)

Page 187

Tau strategic doctrine does not usually seek to hold ground, preferring a mobile form of ground warfare, but often it is neccessary to defend strategically important locations. Rather than waste Fire Warriors in static garrison duty, the Tau will use drones or drone sentry turrets instead.


Unlike the Tau codex, they at least acknowledge here that the Tau recognize the need to hold ground whether they like it or not. Using auxiliaries (and drones) makes sense in that regard, at least.

Page 188

Drone sentry turrets:

mass: 3 tonnes. Length 4.5 m Width 4.5 M, height 3.1 m

(Armed with 2 burst cannon) - 360 degree traverse, +10 to -5 degree elevation. 2000 round capacity.

Nano crystalline alloy armour.

Page 191

The REmote sensor tower is actually an information relay station, which scans the surrounding area and relays data on enemy movements to other TAu units in the vicinity. It incorporates advanced ground sensors, its own Markerlight system, and targeting information, whcih is used to guide other attacks.. tHe tower mounts no weaponry, but is considered expendable by the Tau.

The tower itself looks like a smaller version of the Drone sentry turret, but instead of weaponry it has a tall aerial which telescopes upwards to give the sensor equipment a higher vantage point for scanning.



Note that the Imperium has sensor towers too, but the Tau versions are arguably better.

Page 191 -


the Tau use the sensor towers as area denial weapon... supported by fast moving Piranhas, mounting Seeker missiles, the Tau were able to harry the Cadian Columns and inflict losses far outweighing their own numbers.


the use of markerlights with an available seeker platform enables this, as their use against the Cadians showed.

PAge 192
sensor tower stats:

mass : 2 tonnes Length: 2.4 M, Width 2.4 M, height 6.2 M

Nano-crystalline alloy armour.

PAge 194 -

Faster than the Imperial Navy's marauder bomber, but lacking the flat out top speed of the Thunderbolt or Lightning fighter, it makes up for this due to its sophisticated electronic systems and pilots natural talents. Thunderbolts and Barracudas are very cloesly matched, with the Thunderbolt having the edge in speed, and the Barracudea having the manoeuvrability. The Imperium's pilots often have a hard edge of combat experience that the Tau Air Caste find hard to match.


Barracuda. Peculiarily it isn't all around "better" than Imperial fighters the way Tau ground vehicles are.

Page 194

Air Caste members live almost exclusively off-world in orbital stations and habitats. OVer time their long-term exposure to lower gravity has affected their physiognomy. This means that, even when operating in a gravity well, the Air Caste have developed superior three-dimesnional awareness and marginally better acceleration and gravitational tolernacese than their human opponents. PHysically this makes a Tau pilot naturally better suited to the rigours of air-to-air combat than a human pilot, able to amke tighter turns and hold them longer, and push the grravity envelope further.


Beneits of Air caste forces over normal humans. Probably meant to demonstrate why they are better at turning.

PAge 194

A Barracudes is armed with a nose mounted, pilot aimed ion cannon. This is the aircraft's primary weapon for use in dogfights, backted up by two drone controlled burst cannons in the wings. For ground attacks, it is primarily armed with wing mounted missile pods. When used in a ground attack role a Barracuda can carry additional armament of up to four seeker missiles. These are not controlled by the pilot but by a Markerlight operator on the ground.


Barracuda armament.

Page 194

All Barracudas are eqiupped with escape pods.

..
The entire cockpit capsule disconnects and has limited gravitic mobility...

..

Some [Barracudas] are equipped with night-fighting filters, whilst others use disruption pods and decoy launchers for additional protection.


Night fighting stuff does not seem any more stnadard issue on tau vehciles as it is on Imperial. The countermeasure EW gear is interesting, as is the escape pod.

Page 194

Winning the air war was vital ot the Tau's plans, and Barracudas and Thunderbolts fought daily for contrrol of the skies. Flying from well-concealed desert air bases on the Iracunda Ithsmus.


Speciifcally they were of use in ground strafing of supply lines and other troop formations as well as air to air combat support. Having well established bases helped there (something the Imperium had problems with, predictably.)


Page195

Barracuda stats:

Mass 7 tonnes, length 11.4M width 12.5M, height 3.25M

Max recorded speed: 2100 KPH

Ammunition (burst cannons, ion cannon, missile pods) 8 missiles, 8000 rounds.

Nano-crystalline alloy armour.

Page 198

..it [Tiger Shark] is faster and more manoeuvrable than the Imperium's idrect equivalent - the Marauder bomber - but the Tiger Shark lacks the large bomb payload.

Tiger Sharks are never as numerous as the Barracuda, but have many features and systems in common with it.


Tigershark vs Marauder.

Page 198
All crew come from the Air Caste, giving them the natural advantage of superior three-dimensional awareness and tolerance for higher acceleration speeds, and more Gs in the turn, than a human pilot.


Once again Tau air caste pilot vs human one.

Page 198

Other Tiger Shark variants have been identified armed multipel burst cannons and Seeker missiles.

The tigter Shark's main role seems to be the deployment of drones. Its drone racks can deploy a shower of remote wepaons platforms anywhere over the battlefield, as well as strafing with its ion cnanons and wing-mounted missile pods. It is armed with ioncannons and missile pods for ground attacks, and drone-controlled burst cannons for defence against enemy fighters..


In thise sense they aren't traditional "bombers" but more a ground attack plane with drone deployment capability.

Page 198

Their [crew] cockpit is also an escape pod, which can detach from the aircraft's fuselage and has limited gravitic mobility..


Again an escape pod.

Page 198
[qutoe]
Flying from well-hidden bases on the Iracunda Isthmus, Tiger Sharks were often the first Tau forces to respond to the Imperial Guard's advances, quickly seeding an area with drone squadrons, hwilst other Tau ground forces were moved into place.[/quote]

Again the benefits of having well established bases on the defense favored the Tau.

Page 198

Cofified as the AX 1-0, this heavily armed Tiger Shark replaced its drone racks and ion cannons iwth two heavy railguns and a Seeker missile array. Tese massive weapons, usually mounted on the far larger Manta, turn the Tiger Shark into a formidable ground attack weapon, capable of engaging and destroying super heavy tanks and Titans. It is believed that the AX-1-0 was developed as a direct response ot the Imperium's largest Titans.


The Titan-killing Tigershark variant. It mounts a weapon comparable to what a Manta packs, which confirms the idea that fighters and Titans are roughly comparable in ability.

Page 199

Tiger Shark stats:

Mass: 25 tonnes, Length: 14.1M, width: 20.9 M, height 2.31M

Max recorded speeD: 2100 KPH

ARmed with 2 ion cannons, wing missile pods, and deon controlled burst cannons. Carries 12 missiles and 8000 rounds.

Nano crystalline alloy armor. Can also carry a payload of 14 Gun Drones. Variant replaces ion cannons and missiles with railguns.

Page 202

The Orca is a dedicated orbital transport vehicles - a shuttle for moving troops, equipment and supplies from spaceships in orbit to a planet's surfac.e Unlike the Space Marine Thunderhawk gunship, or the Tau's own far larger manta, the Orca is not a front line combat vehicle..

..

An Orca's large hold can carry up to 48 Fire Warriors and their equipment. Two or three Orcas can transport an entire huter Cadre's worth of troops, drones and batltesuits onto a planet's surface. These would not usualyl be dropped directly in combat, more liekly be inserted onto the planets surface some distnace form the enemy to take up positions before a battle.


Orcs ae arguably better transports than valkyries, especialyl with their orbital to surface capability, but they aren't as well armed (Eg like a Vendetta.)

Page 202

Whilst Mantas transport the bulk of the Tau forces, Orcas allow a Shas'o to be flexible in the deployment of his Hunter Cadres, using the Orca for special missions. On Taros, this was deploying Pathfinders and Stealthsuit teams into the deserts for scouting and sabotage missions. Orcas also carried Drone sentry turrets and dropped them in position in fron f enemy units.

..

The Orca's ventral, po-down turret mounted weaponry is not well suited ot dogfighting, although it provides some protection from interceptors from attacking from below, climbing to intercept the descending Orca. The weaponry's main use is for sweeping a landing zone with fire prior ot a landing.


Orca deployment and armament.

Page 202

It was Orcas, often operating at night with blacksun filters, that inserted Pathfinder and Stealth Teams deep behind enemy lines.

..

Orcas were also the workhorse of the Tau forces, moving troops and supplies to and from combat zones. It was esitmated that at the peak of the fighting on Taros, Tau forces were operating in excess of 200 Orcas- but exact figures are unknonw. There were unconfirmed reports of other vairants of the Orca, armed with multiple missile racks and bomb bays...


In short the Tau had a ton of Orcas at Taros, which helped grealy with the mobility issue (basically they could airlift their entire Fire Warrior force if they needed to on the Orcas alone.)

Page 203

Dropship stats:

mass: 25 tonnes Length: 21.45M, Width: 14M, height: 4.95M

Max recorded speed: 2100 KPH

ARmed iwth burst cannons and missile pod 12 misisles and 4000 rounds. 360 degree traverse, 0 to -90 degree elevation.


Page 206 - misisle pod carries 7 missiles on diagram. Also carries sensors, grav-plates, long-barreled burst cannon Drone transportation racks, secure communicatons boom, exterior air data sensor and attack warning system, a pilot's escape pod, automated locating beacon, Battlesuit transportation rail... and more grav plates.

Page 208


The Manta is the Tau's super-heavy dropship. It is so large that it is actually a small spacecraft. The Manta is the Tau's closest equivlaent of the Imperium's Titans or Ork Gargants, and carries comparable firepower.


Its basically a really large starfigther/bomber analogue like a Fury or Starhawk, and as such carries titan grade firepower. Peculiarly in BFG Mantas were meant to be a cross between a fighter and a small cap ship. Forgeworld predictably has changed this :)

Page 208

Its main weapons are twin heavy railguns. These guns fire a fin-stabilized round for extra lift (And therefore extra range) whilst in an atmosphere. The heavy railgun's submuntiions shell is equipped with a drone processor, which is programmed to direct the shell to its target. This is ostly used during starship combat, to find weak points in the armour of enemy ships (sub munitions lacking the penetrating power of the standard round) but is also useful in ground combat. As back-up to the main weapons, the Manta mounts twin ion cannon batteries in its wings. These provide shorter-ranged saturation fire when in the thick of battle.

The rest of the Manta's arsenal consists of prow-mounted launch ports for up to ten Seeker missiles. These can be controlled by the crew, or by other Markerlight operators on the ground. THe Manta's last weapons are its sixteen drone-controlled burst cannon turrets. These re positioned all around the Manta's hull for close defence whilst landed and as anti-aircraft when in flight. The turrets are positioned so tht all angles of approach are covered by multiple burst cannons.


Manta armamnet. Note the guided submuntions fired from the railguns designed for use in combat.

Page 208

The Manta is the Tau's smallest interstellar capable spacecraft. It has limited etherdrive capacity, but because of its size a Manta can onlymake very short hops, restricting its use. For longer trips it must be transported inside the far largger carriers.


Unlike Imperium starfighter,s the Manta has a limited ability to make FTL jumps, giving them some better offensive/mobility capability. Onthe other hand its possible the Imperium has a few fighter-grade ships that are warp capable (like in First and Only or Bleeding Chalice, although implied to be rare and much larger.)

Page 208

The ship's main body is split into two transport decks. The upper deck holds troops or battlesuits, whislt the cavernous lower dekc can hold up to four (fully loaded) Devilfish or hammerheads. The entire lower transport deck is an elevator, which is lowered to allow acess. It can also be fitted to carry extra troops, battlesuits, Kroot, or just about any vehicle or equipment operated by the Fire Caste.


Manta cargo capacity. In thise sense its a hybrid starfighter/bomber/gunship and transport, so it probably sacrifices capabilities from one role for the other. Unless the transport bays can be configured to carry munitions in space combat (they might.)

Page 208

..each Manta also contains a sophisticated ocmmand bridge.

..

This allows a Manta to act as a forward command post, fire control, and communciations hub.


Another useful feature.

Page 208

..Mantas were widely used to transport the Hunter Cadres and their heavy equipment into the deserts, positioning the troops for counter-attacks and quickly extracting them afterwards. Their fleet of Mantas gave the Tau forces superior strategic mobility over the ground-based Imperial Guard.


Especially since, Warhounds aside, the Imperium would have no easy counters to this, save perhaps the shadowsowrds and those might not be ablet o easiyl target mantas.
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Connor MacLeod
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

Part 2.. and end.


Page 209
Manta stats (8 crew)

weight: 382 tonnes. Length: 32 M Width: 52m, Height 8m

Unknown max recorde dairspeed

Carries the nano-crystalline alloy armour and energy shields of an unknown type.

Page 212
Intelligence sources report that the Tau fleet's experience during the Damocles Crusade is responsible for much of the urgency (in revamping the Tau fleet). The Kor'vattra's first major fleet engagements against the Emperor's ships, especially defeat in the Hydass system, were received as something of a disaster on T'au. The heavy loss of ships and lives probably sent shockwaves through the High Command. Air Caste crews repoted being outgunned, out-manoeuvred, and out-thought by tactics they were unprepared to counter.
Must have been a surprise, considering how often they seem tod o this t the Guard on teh ground (at least in tau-centric novels). OF course the RT novels paint a SLIGHTLY different picture of tau space tactics too..

Page 212
..the Kor'vattra also made its first contact with another threat, outriders of the Tyranid hive fleets, and the Kor'vattra's performance and tactics against a new enemy were again called into question.
..

It is thought that the very best Earth Caste scientists of the T'au Spet were given whatever they needed ot create a new 'experimental' fleet, incorporating all the lessons they had learn into new classes of ship.
Considering the Taros events take place sometime in 998.M41, and the Damocles gulf was some 740.M41, we're talking nigh on 150 years or so between the defeat of their first forces and the deployment of these new ones. And, it seems, while they made imrpovements its still not enough to get parity with humanity. Yet.

Page 213
The Custodian is the largets of the next generation of Tau vessel yet encoutered. It is a huge carrier transporting squadrons of attack craft and Mantas..

..

As well as its own protective firepower, the Custodian also transports three dedicated escort vessles, codenamed Wardens. The Wardens small size limits their etherdrive capability, so in order to operate effectively they are carried by their mothership and launched upon arriving in system.
The Tau seem to favor the "parasite warship" approach of Space Fleet era humanity and of the DAhak universe.

Page 213

The Custodian is classified as a Batlteship. It carries a Gravitic launcher, railgun batteries and ion cannons on broadsides. IT also carries two launch bays with Barracudas and Mantas. (4 squadrons per bay) though this is probably game contrivance and shouldn't be completley trusted.

Wardens carry prow iron cannon and railguns, and are escorts.


PAge 214 -
The Castellan is the Warden's larger cousin...

..

It is deployed in the role of a traditional escort vessel, and is directly comaprable to the Imperial Fleet's sword and Firestorm class firgates.

Castellans are armed with a prow Gravitic launcher and prow railgun battery. Baiscally a frigate analogue.


Page 214
The Protector is the Tau's main fighting vessel, designed and built soley for the purpose of engaging and destroying the enemy in fleet actions.

..

A Protector is designed to meet Imperial cruisers on even terms, and whilst lacking the great bulk and structure of a cruiser, packs comparable firepower.

Protectors are cruiser grade, armed with a Prow Gravitic Launcher, Prow, port and Starboard railgun batteries (which can also fire forward), Prow ion cannons, and Prow launch bays (2 squadrons)

They also have a prow deflector (Tau equivalent of a ramming prow). Not as tough maybe but considerable firepower.

Page 215
These [Emissary[ ships are becomming common within the Tau Empire, and often rove out into the Empire's fringes on diplomatic missions to the Tau's neighbours. They are also used as large merchant vessels, and are becoming something of a workhorse within Tau space.
Cruiser grade. Armed with a prow gravitic launcher, prow/port/starboard railgun batteries (side guns can also fire forward) and port and starboard launch bays, one squadron each side.

Also have a prow deflector. Probably tau equivalent of armed merchant ships/rogue trader/free trader vessels.

Page 215
The Tau Empire thrives on the trade between its Septs, and transports are the workhorses of the trade routes.
Other Tau transports are escort grade. They dont seem to have any other/bigger transports, but they are showing greater specialization this time around.

Page 216
the Tau Empire is linked togehter by a network of small obritals and waystations. These waystations fufill many different roles, but all act as stopping-off points on long interstellar journies. They mark the main routes between Tau septs and are used as communication relay points.
Security orbitals have All round railgun batteries and ion cannons. Also fitted with tracking systems

Waystations seem to serve as a comm and beacon nexus for the Tau,since they lack astrotelepahty and the AStronomican.

Page 217

Its [Great Knarloc] muscular legs are built for travelling long distance and sustaining a good constnat speed, this is due to its well developed hinge like ankles. The creatures lower legs and claw structure mean it is capable of brief bursts of sudden speed aided by its well developed Nymune organ..

..It is capable of standing on its toes in the manner of many fast running creatures, helping it to spring suddenly from hiding onto a unwary prey. It is not capable of maintaining a top speed over long distances.

..

It may have difficulty seeing a prey but a Great Knarloc can effieciently track by scent and sound over long distances.

..

.a creature which is at home scavenging as well as hunting by a vareity of methods.

..

Whilst a Great Knarloc is omnivorous, it has eveolved to hunt..
Kroot Great Knarlocs physically

Page 217
The Great Knarloc's natural characteristics make it useful to the Kroot in several ways, most commonly as a beast of burden.

..

The most common use of the Great Knarloc on the batltefield is for its keepers to goad the creature into aggression... once angered the beast is goaded towards the enemy.

..

Less commonly, the creature's basically placid nature also make it useful as a riding beast. Several Kroot can mount the creature and use it as a stable weapons platform for mounting Kroot guns.
.
More on the Knarlocs as to their uses.

Page 218
The Kroot Bolt thrower is a primitive but effective weapon..

..

AS with Kroot rifles and guns the Tau have aided their auxiliaries by using Tau technology ot improve the Kroot's weaponry. Instead of the basic sharpened bolts the Tau provide impact fused explosive tips...

..

These tips are a smaller version of the warheads used in their own missile pods. The bolt thrower is fired by an ingenius hand crank system which drops bolts from the magazine into position and quickly re-draws the bow string, allowing it to keep up a high rate of fire for little effort on behalf of the crew.
I imagine pulse ammo works simialrly (it explodes on impact).

Page 221
.. Knarlocs are highly prized as cavalry mounts.
..


As would be epxected the Knarloc has much in common with its bigger relative.

..

On Taros, Knarloc Riders were used as shock troops

..

Knarlock Riders were also used as mounted scouts, operating as light cavalry..
Kroot rough riders, basically.

Page 224
It [Basilisk] is produced in vast numbers on forge worlds across the Imperium, and issued to most Imperial Guard regiments.
..

The basic Basilisk retains all the same basic features of the Chimera...

..

The fighting platform exposes the gun crew to enemy fire and hostile enviroments..

..

Variants of the standard Basilisk, and other related artillery like the Medusa siege gun, have corrected this by adding an enclosed fighting compartment.
Basilisks the most common Artillery, and used by a great many regiments it seems. Some are enclosed for NBC and limtied armor protection.

Page 224
The majority of fire missions use high-explosive rounds, but other specialised rounds, such as smoke shells, incendiary shells and illumination shells are issued, in lesser numbers..
Ammo types.

PAge 224
The Earthshaker cannon is a 132mm calibre weapon, capable of firing a shell over 15 kms at a velocity of 814mps. Such is the power of the gun that it is easily capable of destroying enemy armoured vehicles, strong points, and buildings. Fired using the standard 5 powder charges, an enclosed Basilisk cannot use the larger charges 6 and 7, due to the recoil restriction of the fighting compartment. This slightly limits the gun's maximum range when compared to open-topped or platform-mounted Earrthshakers.
Repetition of IA1 data on Earthshakers. the 15 kms at 814m/s is interesting, since (neglecting air resistance) you could only achieve this with a very low (less than 10 degree) trajectory. This in turn hints at far greater ranges than a mere 15 km at the given muzzle velocity (earthshakers in IA1 the old version had half that MV) But of course air resistance could cut down on this quite a bit, and accuracy is a big factor. And truthfully this isnt a 155mm Howtizer, so its accuracy is quite good for that caliber I'd imagine.. its not that much less than modern artillery (without extended range munitions anyhow). But like some sources hint, greater ranges may be possible/

Note that some of the data has changed. It was noted in IA1 that no Basislik could use the extra charges, and that only hte stationary platforms could, but here its mentioned that open topped Baslilisks could (its not the recoil so much as the compartment limiting things.) Then again we know some basilisk (open topped like in storm of iron) could be bolted down for recoil purposes, so this does not seem improbable.

There is of course also rocket-assisted ammo. Powder charges implies separate ammo from the shell (EG not cased i'd guess) yet often in artwork we see casings. Or maybe I'm missing something?

Page 224
The 12th Armoured regiment used them (Basilisks) as assault guns, deployed in direct support of the forward tank companies, ,where they could use their long range to counter the Tau's lethal railgun fire, which gave the aliens a vital edge in the wide-open terrain.

..
..the Tau soon learnt to identify and target the arillery guns first, using Seeker missiles carried on lighter vehicles...
Basilisks used in assault mode outragned the Tau.

Page 225
[Enclosed basilisk stats:

Weight: 44 tonnes. Length: 6.8M, width: 4.8M, height 3.8M. Ground clearance: .45M

MAx on-road speed 35 kph, Max off road speed 21 kph

Traverse - 3 degreese, Elevation 0 to +59 degrees

12 Rounds of main ammo for earthshaker, 300 rounds for heavy bolter.

100mm superstructure armour, 150mm hull armour.


PAge 227 - Basilisk shells are stored underneath the tank, as is the fuel tank

There's also a targeting control panel for the basilisk, near the gunner's seat, and it looks like a computer panel/targeter, but we dont know for sure.

Basisliks shells, amusingly in the diagram, appear to be 250mm in diameter scaled relative to everything else.


Page 229
Unlike other artillery pieces, which use the Chimera chassis, the Bombard is built upon the larger, more robust chassis of the Leman Russ battle tank.

..

Even with modifications, a Bombard can only move slowly. The engines and track units given the weapon limited mobility, but it is not a true self-propelled artillery piecee, and cannot fire on the move.
Powerful yet ungainly, and not very common. Perhaps the only known artillery gun built on a Russ platform (though I bet bigger versions of Earthshakers mentioned in other sources could be too.)

also worth noting is the bit on its slow speed and that bombard are of 'limited ability' and cannot fire on the move (unlike 'real' self propelled artillery, which I'm guessing means that Medusa/Basilisk and perhaps Griffon mortars can all do that.


PAge 229
Loading a bombard is a time consuming proces, each shell being too heavy for a man to lift. The Bombard incorporates a small crane for moving shells into the breech.
Probably hand powered I bet. Still this beats the process starship macro cannons are sometimes employed using (chains). You have to wonder why ground artillery can use cranes and shit, but not macro cannon or anything like that... Not Age of Sail enough I guess.

Page 229
Lacking mobility and requireing time to reload the bombard is not usually deployed on the frontline. Because of these restrictions Bombards are only deployed for sustained bombardments of static targets...

...

Launchng huge rounds over long distances, the plunging fire of a battery of Bombards can quickly reduce walls, buildings and strong points to rubble.
More reasons why the bombard is a specialized weapon.

Page 229
Other features of the Bombard are its large recoil spade, this wedges into the ground and helps absorbed the gun's recoil, stopping it from rolling backwards.
This DOES imply that the Bombard has considerable recoil Considering its mass (71 tonnes) that would bea ton of recoil (35-40,000 kg*m/s assuming a half meter/s backwards velocity. Maybe 2-3x that?) IF the shells mass 100 kg each the shell's velocit yoculd be anywhere from 300-400 m/s to 700-800 m/s or more. Its purely conjecture but probably accurate to within an OoM like most scifi calcs.

Page 229
Many other vehicles must support each Bombard battery. A battery will also include other support vehicles, like a Chimera as a command vehicle and other Chimeras as crew transports. There will also be Trojans towing trailers of ammunition, Sentinel powerfliters for loading supplies, Salamanders for forward observer teams and maybe even an Atlas recovery vehicle to help move a bombard's massive weight...
bombards have lots of supporting vehicles. This has to make them incredibly ciomplex on a logistics scale. And those vehicles could be put to use elsewhere...

Page 230

Bombard stats:

mas: 71 tonnes. Length: 7.7 M, width 4.8 M, height: 4.7 m Ground clearancec: .45 m

Max on road speed: 24 kph. MAx off-road speed: 12 kph.

Traverse 0 degrees. Elevation +10 to +70 degrees.

Armour: 100mm superstructure, 150mm hull


Page 231 - scaling the Bombard shell, the estimated size would seem to be roughly 500-600 mm diameter.. maybe somewhat smaller.. Of course this is physical scaling so...

Page 233 -
The Griffon is much maligned... seeing it as lacking firepwoer and range...

...

.. being a weapon too heavy to be man-portable.. but not large enough to warrant mounting on an amroured vehicle.

Being vehicle mounted, the Griffon needs the fire control and observation back up usually foudn in large artillery companies. Because of these drawbacks, commanders have allowed the Griffon to become something of a relic. Lossesn are often not replaced and manufacturing rates on forge worlds have dropped off steady beacuse of this.

..

..the Griffon does have advantages over heavier arillery...

..

It is the lightest of the Imperial Guard's artillery, and as such an ideal compromise between weight, firepower, mobility and ease o fuse. It can maintain a high rate of fire, and delivers appropriate firepower for engaging enemy infantry and light vehicles, thereby freeing heavier weapons to engage harder targets.
Griffon heavy mortar. Basically the fastest artillery platfrom available, able to keep up with Chimeras. Also seems to have fairly complicated targeting (I'm assuming that lil tower thingy with what looks like a targeter is what the "fire control and observation" bit refers to. Sadly, this seems to be a reasonbaly effective vehicle and seeing it in limited production kinda sucks, although I believe this changed as of fifth edition.

Also interesting is that it implies the 'fire control' systems of the Griffon (which include that sensor/targeter thingy) aren't uncommon on artillery vehicles, which means that Basilisks and others can/do pack them as well.



Page 233
The Griffon mortar fires a wide variety of shells from standard high explosive, smoke and illumination to siege shells. A siege shell's high trajectory means it can bury itself into the ground before exploding, making this type of explosion less dangeorus to infantry but devastaign against buildings and bunkers, whose ofundations can collapse....
Griffon ammo.

Page 233
The Griffons of the 114th Cadian regiment provided important fire support during the regiment's drive to relieve Hydro-processing planet 23-30. The regiment's Basilisks were deemed too slow to keep up with the rapid advance, and so the Griffons became the reigment's only artillery support.
Implies again fire on the move is a common feature of artillery, although whether this has any involvement with 'counter battery' type fire is up for debate. To be honest, not many major enemies I can think of really use indirect firing weapons (except maybe missiles) - most alien artilley is some form of direct-fire weapon (EG the tau or Eldar.)

I'm also not quite sure why the Cadians had slower Basilisks. They've been known to get up to 60 kph on road and 45 kph off road (Inferno magazine 14 cutaway of Basilisk, and that on an 800 hp bio-gas driven arty piece)

Page 233
Imperial Guard siege regiments have used platform-moutned versions of the Griffon's heavy mortar, in static positions for continuous bombardments during sieges.
Like all other artillery, the Griffon has its static version.

Page 234
Griffon heavy mortar stats:

Weight: 38 tons. Lenght: 6.9M. Width 4.8m. Height 3.85 M Ground clearance: .45M

Max on road speed 70 kph Max off road speed 55 kph

TRaverse 3 degrees, elevation +35 to +60 degrees (mortar) 20 round capacity (mortar), 300 rounds (Heavy bolter)

armour: 100mm superstrucutre, 150mm hull.

PAge 236
Being a [Sentinel] walker it lacks the top speed of tracked or wheeled vehicles, ,but, at need, it can run - much like a man.
The running bit may imply the Codex Sentinel speeds are not the uppper limit.

Page 236
Amongst Guardsmen Sentinel pilots have gained a reputation as rogues and mavericks. Often called upon to operate independently of higher command, Sentinel pilots become individualistic, relying on their initiative, traits not generally encouraged in Imperial Guard soldiers.
An example to indicate that not all Guardsmen are slavishly obedient, or at least the Guard can value initiative and independence (if not like it.) This however cannot be used to prove any sort of "rule" though.

Page 236
Their prime role is reconnaissance, ranging out in front of Imperial Guard columns to locate teh enemy..

..

As a light combat vehicle, equipped with a single heavy weapon, they can provide valuable mobile heavy weapons support for infantry. Equipped with a hunter-killer missiles, they become an anti-tank weapon. Sentinels are also commonly used for security duties, patrolling around supply dumps, headquarters and airfields.
Sentinel roles.

Page 236
..the ubiquitous MArs pattern is armed with a multi-laser. The Catachan pattern carries a heavy flamer for jungle clearance. The Cadian pattern has an autocannon. The Armageddon pattern has a lascannon and a fully enclosed cockpit to protect the pilot from toxic enviroments.

The Elysians drop pattern sentinel is a variant of the standard pattern, equipped with either a heavy bolter or a multi-melta and with modifications made to the power plant and cab to allow the vheicel to fit inside a Valkyrie, onc the legs are folded away. The Sentinel can be launched form the Valkrie and landed via a grav-chute...
Differences between drop pattern and normal Sentinels. Presuambly the reduced speed is due to differences in powerplant.

I have to note, that Sentinels are generally noted as around 6-7 tonnes in mass, close to what a light APC could cary. Given what a Centaur or a Trojan converted into an APc would mass, it seems reasonable that a Valkyire converted to a transporter could haul about some form of light armor for the Elyasians or other drop commandos (if not in an orthodox manner.)

Page 236
..the Drop Setinels are vital, providing both mobile fire support and anti-tank firepower. Generally, the elysians do not use Drop Sentinels as scouts, rather they are attached directly to infantry platoons as heavy weapons supports.

..

all of the regiment's thirty-six vehicles were destroyed during the three day battle.
Drop sentinel usage.

Page 237

Drop sentinel stats:

Mass 7 tonnes. Width: 2.3 M, height 4.8m. Ground clearance: 2.22 M

Max on road speed 25 kph. MAx off-road speed: 20 kph

TraversE: 90 degrees. Elevation -30 to +30 degrees, 2000 rounds ammo (Heavy bolter)

45mm superstructure armour, 45mm hull armour.

Page 239
The Support Sentinel is one such modification [of the Sentinel patterns], a heavily armed variant, operating as part of Sentinel companies, they lend heavy and indirect fire to the rest of the company. Because companies sometimes fight en-masse, or operate as mobile heavy weapons platforms in support of infantry platoons, they need their own fire support that does not have the command and control restrictions of the heavy artillery. Support Sentinel suqadrons provide immediate front-line firepower.
Now this is a neat sentinel variant.

page 239
The first and most ocmmon pattern of support sentinel is armed with a multiple rocket pod. This is used for s uppression fire and anti-infantry saturation fire. THe rocket pod fires multiple small fragmentation rockets, highyl effective against massed enemy infantry, such as Ork mobs and swarms of Tyranid Gaunts.
Presumably comparable to the Guard missile/rocket launcher heavy weapon.


Page 239
The second type of Support Sentinel is armed with a missile launcher and equipped with specialised targeting equipment allowing it to fire indirectly. This means the sentinel can function as mobile light artillery. The targeter's distinctive tall periscope allows the Sentinel to "see" over intervening terrain, meaning it can stay well hidden behind cover and still find targets.
no9te the "specialised targeting equipment" and "indirect fire" capability. Given its height, it could arguably fire out to 7-8+ km or more, givne hieght and horizon distance (although "indirect fire" does not neccesarily mean horizon.)

Presumably these features could be adapted ot other vehicles (Chimeras, Russes, etc.)

PAge 239
Support Sentinels are not common, and each Sentinel company is lucky if it contains one or two squadrons of this variant.

...

The pilot is protected from the missiles' jet wash by an armoured screen around his cockpit. The blast screen provides little in the way of extra proteciton from incoming any fire, but saves the pilot from being injured when his own weapon fires.
Predictably, like all near gear Support Sents are uncommon.

Page 239
The support variant also includes extra range-finder and target acquisition scanners. Mounted under the hull (the Sentinenl's normal weapon position) this scanner allows the Support Sentinel to find and engage targets at range.
This owuld seem to suggest a direct fire role mainly, less than the 7-8 km I noted above (maybe half that?)

Page 239
..adding a tarpaulin roof to the cockpit to shade the driver from teh sun...

..

..having the regiment's Techpriests fit sand filters to avoid fine particles clogigng the powerplant.

..

Adaptions can also be made to the feet for walking on soft sand
Sentinel adaptations to enviroment.. At leas tDesert ones.

Page 239
..there is a Drop pattern variant used by the Elysian Drop Troops. This lightweight Support Sentinel fufils the same role, but incorporates the Drop Sentinel's modifications, so it can be landed via grav-chute.
Like most Sentinels, there is one type the Elysians use.

PAge 240
Support Sentinel stats:

mass: 4 tonnes. Width 2.3M. Height 4.8m Ground clearance: 2.22 m

Max on road speed: 45 kph. Max off-road speeD: 40 KPH

Traverse - 90 degrrees Elevation 0 to +60 degrrees, 7 missiles ammo (in pod)

45mm superstructure armor, 45mm hull armor,.

Page 241

- FRagmentation warhead multiple rocket pod mentioned here along with "multi-spectral targeter"

A quad missile lauhcher is also mentioned.. 4 shots instead of 7 with the rocket pod. THe missle tubes are 250-300 mm in diameter and about 2.2 m long. The rockets, by c ontrast look to be maybe 6-8in ch rockets, but lcose to 2 meters long (possibly)



Page 243
The Aquila is a common aircraft, used both in space and inside planetary atmospheres. They are carried by many Imperial Navy warships, alongside their compliment of fighters and bombers.
..

Each lander is only armed with a chin mounted heavy weapon for self-defence. Usually this is an autocannon or multi-laser.
Rare example of a shuttle or transport in IA /FW ciruclation

Page 243
The Aquila uses an unusual wing desgin. Its multiple independent engine vents form a distinctive "wign-feather" appearance, from which the Aircraft gets its name. In an atmosphere, these vents give the aircraft good manoeuvrability, which is the aircraft's best defence if caught in air-to-air combat.
Vectored thrust? This may be something shared by the Lightning and Thunderbolts, given they have a somewhat peculiar wing shape and are also noted (in Double Eagle) as having vectored thrust (which makes sense given their weird launch styles.)


Page 243
The transport compartment holds six men....

..

The official is also provided with a command chair, including communication equipment.
Inertnal features.

PAge 244

Aquila lander stats:

Weight: 12 tons. Lenght: 11.8M, wingspan: 21.45M, Height 8.1M

Max speeD: 1900 kph approx Range: 24,000 km in atmosphere

Ammo: 400 rounds (nose mounted heavy bolter)

armour: 65mm superstructure, 65mm hull.

Note that in its stats the "Aquila" is noted to have VTOL hover, using the aformentioned wing-vent thrusters. (It can hover, pivot to aim, and fire its weapons.)

Page 247 -
Used to quickly move a Space Marine Chapter's vehicles from strike cruisers in orbit to a planet's surface, or from one ground operation to another. The trnasporter does not carry troops unless they are pre-loaded into the vehicles. It is armed with four heavy bolter turrets for self defence, but can also carry wing mounted hellstrike missiles for attacking a landing zone.

..

During planetary assaults, transporters fly non-stop missions ferrying vehicles and supplies to the Spcae Marines on the ground.

..

..the transporter is powerful enough to lift two fully loaded Rhinos or a single Land Raider, using large magnetic clamping arms to lock it scargo in place. It has four arms mounted upon runners on the fuselage, so they can be moved into position on av ehicle's side. The jointed arms then clamp the vehicle and lift it off the ground into the carry position. Upon landing, the arms will be lowered to place the under-slung vehicles on the ground, allowing the transporter to swoop in, drop off its cargo and quickly blast off.
Thunderhawk transporter variant and how it works.

Page 247
..a Thunderhawk transporter can also be equipped with an under-slung supply pod, for moving ammunition, fuel or other important supplies to a planet's surface. Transporters also carry other useful equipment such as winches and a drop pod recovery sling.
can be used to carry supplies as well as vehicles.

PAge 248 Transporter stats:

Weight: 105 tonnes, Length: 28.8m, Wingspan: 26.65 M, height: 8.6M

Max speed: 2000 kph in atmoshepre. Range: 28,000 km in atmosphere.

4 twin linked heavy bolter turrets with 2200 rounds.

Armour: 45mm superstructure, 45mm hull

Page 251
Controlled by the ADeptus Titanicus, the military division of the ADeptus Mechancius, each legion has its base on a forge world. From its forge world home the legion will send out Titans to warzones across the galaxy to aid the Imperium's other fighting forces.

..

Each Titan will fight on countless battlefields over many hundreds of years...

...

The Princep is aided by a crew of two Moderati, a Techpriest and severela servitors. The first Moderati fufills the function of driver and navigator, teh other is the gunnery commander and sensor operator. In their turn, the Moderati control the Titan's complement of remote servitor-slaves. PArt-human, part-machine, servitors are hardwired into the Titan's weapons, void shield generators, and engineering systems.
Titan crews, number of Legions to ratio of forge worlds, age of Titans, etc.


Page 251
They [Warhounds]a re the eyes and ears of the Titan legions, and when on campaign range far ahead of the main batltegroups. They are faster and more agile than a Reaver or Warlord titan, but cannot match these mighty machines for armou ror firepower. Warhounds almost invariably operate in pairs so that they can outmanoeuvre and outflank other larger Titans they might encounter. In a major engagement Warhounds operate on the flanks, and seek to engage enemy tanks and infantry rather than other Titans, where their Vulcan mega-bolters, inferno guns, and turbo lasers (all lighter Titan weapons), can still inflict immense damage.
Warhound roles and armament.

Page 252

Warhound Titan stats:

Weight: 410 tons Length: 12.1 M Width: 11 M height 14m at rest

Ground clearance: 6.5M

max speed on road: 58 kph, 8.25 M stride length.

Max speed off road: 42 Kph

TRaverse: 100 degrgees, Elevation -33 to +36 degrrees

Ammo: 14000 rounds for Vulcan MEga Bolter

Armour: Superstrucutre 95mm, hull 95mm.


PAge 256 - TOE 17th Tallarn regiment:

Attacjhed: 30 Commisars, 1 Confessor and 120 priests, 26 Techpriests
Breakdwon: HQ staff: 6 officers, 208 guardsmen, 5 Salamanders.
Signals company: 1 Officer, 86 Guardsmen, 4 trojan
Recon platoon: 1 Officer, 61 Guardsmen, 6 Sentinels
Medical company: 5 Officers, 157 Guardsmen, x15 Samaritan (Chimera variant for medical use)
Recovery Platoon: 1 Officer, 12 Guardsmen: 3 Trojan, 3 Atlas
Infantry brigades (see below) but there are 3 of em

Artillery Brgiade:
Brigade HQ 2 officers, 42 Guardsmen, 4 chimera
4 Artillery companies, each with: 4 Officers, 49 Guardsmen, 12 Basilisk
Heavy Artillery company: 2 Officer, 48 Guardsmen, 6 Bombard
Heavy Mortar Company: 2 Officers, 46 Guardsmen 12 Griffon
2 Anti Aircraft company, each with: 2 Offiers, 58 Guardsmen, x10 Hydra platform and 10 Trojan

3 Armoured Companies: 5 Officers, 47 Guardsmen 13 Russes Each
3 Sentinel Company: 1 Officer, 20 Guardsmen, 21 Sentinels
3 rough Rider companies: 1 Officer, 64 Guardsmen each
1 Storm Trooper Platoon: 1 Officer, 54 Guardsmen, 6 Chimera


Totals for TO&E

PErsonnal: 1 General, 4 colonels, 43 Captains, 226 Lieutenants, 1003 Sergeants, 9230 other ranks, 30 commissar, 1 Confessor, 120 priests, 26 Techpriests. Total: 10684.

WEapons: 10,233 Lasguns, 675 long las, 620 laspistol, 450 close combat weapon, 216 missile launchers, 162 mortars, ,81 lascannon, 81 heavy bolters, 81 autocannon, 243 plasma gun, 216 grenade launcher, 216 flamer, 216 melta gun

Vehicles: 39 Leman Russ, 150 Sentinels, 49 chimeras, 48 Basilisks, 6 bombards, 12 Griffons, 20 Hydras, 5 Salamanders, 15 Samaritans (medical evac chimera variant), 3 Atlas, 38 Trojans.

Page 257
Th eFirst Section [Operations] prepares field orders, situation maps, plans combat operations, compiles data on the situation int he regiment's area and estimates enemy strengths and movements.
..

The Intelligence section is responsible for collecting, evaulating, interpeting and then dissemingating information about enemy forces. They collate information from reconnaissance units and field officers, interorgate prisoners of war and study captured odcuments. They also provide the Operations section and General Barim-Abas with daily intelligence updates, including reports on terrain and atmospheric conditions...

..

This section has an attached Imperial Navy liason team for aerial reconnaissance work. It also includes a small interpreter team from the Ordo Diologous.
Describes some of the roles of the non-,military side of a regiment.

Page 257
It [comms and signals section of the Regiment] controls and regulats the regiment's vox-net. It also monitors enemy communications and gathers intelligence from signal intercepts which it then hands over to second section [Intel].
They do eavesedrop and probably do some EW/jamming of enemy comms.

Page 257
Fourth section [Transport and supply] cooridnates transportation and supply and evaluates supply requirements. It prepares summaries for the operations section and regimental commander, and regulates traffic flow in the regiment's rear area. It also maintains security in the rear echelon, along supplie lines and around supply dumps.

..

Large scale troop movements whislt not in combat... are also planned and controlled by the Tranpsort and supply section.
Logistics.

Page 257
The Fifth section deals with personnel matters, tables of organisation and equipment, strength reports and replacement troops. It also keeps all the units records and history.
records.

Page 257
The medical copmany must supply medics to infantry companies, who are part of the command section and go into battle with the men. The Medical company is also equipped with an ambulance variant of the Chimera, called a "Samaritan.

..

Each field-hospice is staffed by the merciful sisters of the Ordo Hospatallier.
Note the Samartian variant.

Page 257
Dedicated to the regimental HQ, used directly by the seocnd section. All companies carry out reconnaissance and observation, but this platoon [recon] does not have the usual chain of command delays.

..

It is a small mixed platoon formed by veteran infantry, Rough Riders and a supporting Sentinel squadron.
Special command recon platoon.

Page 257
For administration purposes the regiment is divided into three Infantry brigades. THe brigades are not fighting units, they exist for ease of administration and non-combat tasks, such as resupplying, training and replacements.
Brigade formation used for administrative purposes only. Possibly similar to "battalion" usage.


Page 258 Company-level TO&E
Table of organization: 9 infantry companies per brigade

Company HQ: Command section: 1 Officer (captain), 1 Signalsman, 1 Senior Sgt 1 Standard Bearer, 1 Adjutant

Attached units: 1 commissar 5 Priests, 1 Surgeon and 2 Orderlies with a Samartian [Medical Section]

Recon squad: 3 Sentinels

Forward Observer: 1 Spotter and 1 vox operator

Infantry platoons (5 total)
Platoon command section: 1 officer (Lt), 1 Vox operator, 1 Medic, 1 Gunner, 1 assistant, 1 Missile launcher

Infantry squads (5 total): 1 Sgt, 1 Vox operator, 1 Special weapon (trooper) 1 Sniper, 6 Guardsmen

Heavy WEapons platoon:
Platoon command section: 1 Officer, 1 Vox operator, 1 Platoon Sgt, 2 ammo bearers
2 Mordar Squads, each with 3 mortar teams (1 Gunner, 1 Assistant, 1 Mortar)
2 Anti tank squads with 3 Anti tank teams (1 Gunner, 1 Assitant, 1 Lascannon or missile launcher)
2 Fire support squads: 1 gunner, one Assistant, 1 Heavy bolter or autocannon

Personnel: 1 Captain, 7 Lieutenants, 29 Sergeants, 292 other ranks

1 commissar, 5 priests. 335 total


WEapons: 320 Lasgun, 25 long las, 20 laspistols, 12 close combat weapons, 8 misile launchers 6 mortars, 3 lascannon, 3 heavy bolters, 3 autocannon, 9 plasma gun, 8 grenade launcher, 8 flamer, 8 melta gun

Vehicles: 3 Sentinels, 1 Samaritan

Other equipment: 33 Vox-casters, 5 Medi-packs.


Page 259-260

- action reportts given. OF real interest for the Tallarns in this is that in their engagements, they generally inflicted as many casualites as they took, both in wounded and killed. (At least in terms of personnel) Though as time went on it changed some (though this isnt confirmed, as enemy losses was largely a guess.)

Page 261
12th Tallarn armored regiment:

HQ staff: 6 Officers, 188 Guardsmen, 5 Salamanders
Signals company: 1 Officer, 56 Guardsmen, x4 Trojan
Defence Platoon: 1 Officer, 60 Guardsmen, 6 Sentinels
Medicla company: 4 officers, 116 Guardsmen, 12 samaritan
workshop platoon: 1 Officer, 25 Gaurdsmen, 6 Torjans (AdMech attahcment)
Attachments: 22 commisars, 1 confessor and 26 Priests, 12 Techpriests

Heavy Tank "Regiment" (company?)
HQ: 2 Officers, 10 Guardsmen, 3 Chimeras
Heavy tank Company (3 total) 3 Officers, 27 Guardsmen 3 Baneblade
Hevy Tank company: 2 Officers, 10 Gaurdsmen, x2 Shadowsword
Ordnance company: 1 Officer, 37 Guardsmen, x10 Trojans, x2 Atlas ,4 Techpriest (Admehc attachment)

3 Tank Brigades
Brigade HQ: 2 officers, 42 Guardsmen, 4 Chimeras, 4 Salamanders, 3 Leman Russ
4 Tank comapnies: 4 officers, 36 Guardsmen x10 Leman Russ
Siege Tank company: 4 Officers, 36 Guardsmen, 1 Demolisher
Ordnance company: 2 Officers, 58 Guardsmen, 10 Trojan, 8 Atlas, 6 Techpriest (Admech attachment)

3 Mechanised infantry companies
Company HQ: 2 officers, 8 Guardsmen 1 Chimera, 1 Salamander

4 Mechanised infantry platoons
Platoon command section: 1 Officer, 4 Guardsmen, 1 Chimera
5 Mechanised infantry squads: 10 Gaurdsmen, 1 Chimera
Heay Weapons squad: 6 Guardsmen, 1 Chimera

regiment Artillery
Artillery HQ: 2 officers, 36 Guardsmen, 3 Chimera, 2 Salamander

4 Artillery company: 4 Officer, 44 guardsmen, 12 Basilisk each
2 anti aircraft company: 2 Officer, 48 Guardsmen, 10 Hydra

3 Recon company
Company HQ: 2 officers, 42 Guardsmen, 4 Chimera, 2 Salamander
4 Recon squads: 1 Officer, 15 Guardsmen 4 Salamander scout

2 Sentinel squadron: 1 Officer, 13 Guardsmen, 14 Sentinel.

PErsonnel:
1 General, 1 Colonel, 42 captains, 113 lieutenants, 320 sergeants, 3477 other ranks

22 commissars, 1 confessor, 28 priests, 34 techpriests. 4039 total

VEhicles: 129 Leman Russes, 30 Demolishers, 9 Baneblades, 2 Shadowswords, 90 Sentinels, 106 chimeras, 48 Basilisks, 20 Hydras, 79
Salamanders, 12 Samaritans, 10 Atlas, 50 Trojans.



PAge 263
The enemy launched a swift counter-attack, engaging at long-range with Hammerheads and Broadside battlesuits. Leman Russes returned fire, and a furious exchange of fire lasted for twenty minutes.
20 minute combat engagement.

PAge 264
HQ staff: 4 officers, 40 Guardsmen
signals company: 1 Officer, 17 Guardsmen
Service company: 1 officer, 40 Guardsmen, x30 Trojan, x40 Sentinel power lifter, 37 Techpriests (attached)
Medical company: 1 Officer, 22 Guardsmen,
Recon Platoon: 1 Officer, 44 Guardsmen

Attached: 5 commissars,

2 sets of drop infantry companies - 4 companies each, 8 total. (does not include Valkyries, apparently)

2 Drop Sentinel company
company HQ: 1 officer, 2 Guardsmen, 3 drop Sentinel
5 Drop Sentinel squadrons, 3 guardsmen and 3 drop sentinels
Support Sentinel squadron: 3 Guardsmen, 3 Support sentinel

2 Storm Trooper company: 1 Officer, 154 Guardsmen

Imperial Navy Tactical Wing:
Tactical Wing command: 2 Officers, 16 guardsmen
3 Transport Squadron: 6 Valkyrie
2 Attack squadron: 3 Vulture Each
Service company: 36 Guardsmen, 6 Trojan, 12 Sentinel powerlifter

Elysian TO&E
Personnel: 1 General, 1 Colonel, 23 Captains, 71 Lieutenants, 273 Sergeants, 2454 Other ranks, 5 Commissar, 1 PRiest, 37 Techpriests

2866 total

Vehicles: 182 Valkyries, 30 Vulture Gunships, 42 Sentinels, 54 Powerlifters, 36 trojans.

Drop Infantry company (TOE)
Company command section: 1 Officer, 4 Guardsmen, 1 Valkyrie

Heavy Weapons platoon
Platoon command section: 1 officer, 4 Guardsmen, 1 Valkyrie
Anti-Tank squad: 6 guardsmen, 1 Valkyrie
Mortar Squad: 6 Guardsmen, 1 Valkyrie
2 Fire support squad, 6 Guardsmen each, one valkyrie each.

4 Drop infantry Platoons:
Platoon command section: 1 Officer, 4 Guardsmen, 1 Valkyrie
4 Drop Infantry Squads: Each with 10 guardsmen, 1 Valkyrie

Attack Squadron: 3 Vulture


Page 265 - In the Elysian attack on the Hydro plant 20-30, the losses were: 218 Killed, 370 seriously wounded for the Elysiasn. Loss of 14 Valkyirie, 4 Vultures, and 10 Sentinels. Enemy troops lost was 850, plus 100 prisoner.

Page 266
114th Cadian Regiment - mechanised (Table of organization)
HQ staff: 6 Officers, 208 Guardsmen, 4 Chimera
Signals company: 1 officer, 11 Guardsmen, 3 Trojan
Medical company: 2 Officers, 44 Guardsmen, 10 Samaritan
Ordnance company: 1 officer, 24 Guarsmen, 3 Trojan, 5 Atlas

Attached: 33 Techrpiests (to Ordnance company) , 5 Commissars

3 (brigades?) of Mechanized infantry, 4 companies each - 12 companies total

Mechanised infantry company
Comapny HQ: 2 Officers, 8 Guardsmen, 1 Chimera, 1 Salamander command

4 Mechanised infantry platoons

Platoon command section: 1 officer, 4 Guardsmen, 1 Chimera
5 Mechaised infantry squads each: 10 Guardsmen, 1 Chimera
Heavy Weapons squad: 6 Guardsmen, 1 Chimera.

Artillery Brgiade

Brgiade HQ: 2 officers, 42 Guardsmen, 4 Chimera
3 Artillery company: (each) 4 officers, 46 Guardsmen, 10 Basilisk
2 Heavy Mortar Company: 4 officers, 36 Guardmsen, 10 Griffon
1 anti aircraft company: 2 Officer, 48 Guardsmen, 10 Hydra tanks

Storm Trooper platoon: 1 Officer, 54 guardsmen, 6 Chimera

Sentinel company: 1 Officer, 17 Guardsmen, 18 Sentinel

REcon company:
Comapny HQ: 1 Officer, 3 Guardsmen, 1 Salamander command

4 Recon squads: 1 officer, 15 Guardsmen, 4 Salamander scouts

Cadian 114th TO&E
PErsonnel: 1 Colonel, 21 Captains, 91 Lieutenants, 420 Sergeants, 3376 other ranks
5 Commissar, 33 Techpriests... 3947 total

VEhicles: 362 Chimeras, 30 basilisks, 10 Hydras, 29 salamanders, 18 Sentinels, 10 Samaritnas, 5 Atlas, 6 Trojans.

Page 267

Contingent El'shi'Eldi (projected tableo of organization, 6 Hunter Cadre:) -
1 Shas'el Shi'Eldi (crisis battlesuit)) - Hunter Cadre Shi'Eldi (see overleaf)

1 Shas'el Kai'Aun (crisis battlesuit), 2 Shas'Vre (crisis battlesuits), 1 Shas'La (16 fire Warriors, 2 Devilfish), 8 tetras, 1 Shas'Ui (36 pathfinders), Kor'Vesa (12 Drones, 3 sensor towers)

1 Shas'el K'Irri (crisis battlesuit), 2 Shas'Vre *(crisis battlesuits), 1 Shas'La (36 Fire Warrior), 1 Kor'Vesa (6 heavy drone, 16 Drone, 4 Sentry gun turrets), 4 Piranha

Shas'El Phor'Yinn crisis battlesuit), 2 Shas'Vre (crisis battlesuits), 1 Shas'Ui (12 crisis battlesuit, 3 Broadside battlesuit), 1 Shas'La (72 fire Warirors, 4 Devilfish), 1 Shas'La (16 Pathfinder), 4 Hammerheads,1 Kor'Vesa (6 Heavy Drone, 16 Drones)

Shas'El Ryn'Ya (crisis battlesuit), 2 Shas'Vre (crisis battlesuits), 1 Shas'Ui (12 crisis battlesuit, 3 Broadside battlesuit), 1 Shas'La (72 fire Warriors, 4 Devilfish), 1 Shas'La (16 Pathfinder), 4 Hammerheads, 1 Sky Ray) 1 Kor'Vesa (6 Heavy Drone, 16 Drones)

Shas'El Sua'Ni (crisis battlesuit), 2 Shas'Vre (crisis battlesuits), 1 Shas'Ui (6 crisis battlesuit, 6 Broadside battlesuit), 1 Shas'La (24 fire Warirors, 2 Devilfish), 6 Hammerheads 1 Kor'Vesa (6 Heavy Drone, 16 Drones, 8 sentry guns)

Command of the Contingent, itself a tmeporary organization of between 3-6 Hunter Cadres, is granted ot the most expeirenced Shas'El.

Contingent TOE&E
Personnel: 6 Shas'el, 12 Shas'vre, 124 Shas'ui, 428 Shas'La, 179 Kor'vesa
Vehicles: 14 hammerheads, 15 Devilfish, 4 Sky Rays, 5 Piranha, 10 Tetra, 60 Crisis Battlesuits, 15 Broadside Battlesuits.

Page 268

Hunter Cadre Shi'Eldi (projected)
1 Shas'El Shi'Eldi (Crisis battlesuit), 2 Shas'Vre (crisis battlesuits)
1 Shas'Ui (6 Stealthsuits), 1 Shas'La (8 Pathfinders, 2 Tetra), 1 Shas'La (68 Fire Warriors, 3 Devlifish, 1 Piranha), 1 Shas'Ui (12 crisis battlesuits, 3 Broadside) 4 Hammerheads, 1 Kor'Vesa (6 heavy drones, 24 drones, 2 Sentry drone guns)

Air Cadre Projected table of organization
Personnel: 36 Air Caste,
Vehicles: 2 Mantas, 4 Tigersharks, 10 Barracudas

Page 274
As an air-mobile unit they do not employ the largest heavy weapons, such as lascannons, as these are too cumbersome. Instead they rely on heavy bolters, missile launchers and mortars, which can also be dropped form Valkyries in drop cannisters..
Airmobile forces are limited in what heavy weapons they can deploy and in what manner (yet oddly trantulas can deploy lascannon as can sentinels...)

Page 276
The [Elysian] regiment includes two complete Storm Trooper companies permanantly attached. They perform covert operatons and form the spearhead of many assaults..
The 3000 man elysian unit had 2 Stormtrooper companies (300-500 men?) Suggesting a 1:10-1:6 ratio betwene Storm trooper and Guardsmen.

PAge 277 - Elysian companies are formed by 4 infantry platoons and a Heavy WEapons platoon. Each platoon is a command squad and four infnatry squads.

Page 280 - note Tallarn Rough Riders squads are allowed two "special" weapons, so it doesnt seem that neccearily all squads (As we see with eveteran troops) are limited to a single "special" weapon per squad. Much like Veteran squads and stormies get more options.

Page 281
Water caste diplomats laid an ultimatum on the table before Planetary Governor Aulis - disband and disarm the PDF immediately, or their Hunter Cadres would do it by force!

..

Governor Aulis was outraged at being stripped of military power...

..

Aulis had opened the door to the Tau and he did not have the forces to close it.
Bet Aulis wishes he hadn't dealt with the Tau now. But in any case this implies that the Tau outnumbered if not out gunned the PDF.


PAge 281
The PDF would be disbanded, but any troops who volunteered to fight for the Tau Empire would be allowed to keep their small arms (but not heavy weapons) and come under the command of the Tau military hierarchy. They would mostly be stationed for garrison duty at strategically important locations.

The former PDF squads would be allowed to fight alongside the otehr Tau forces, and those that proved their loyalty in battle woudl e treated by their new commanders and, in time, even given access to more advanced Tau weaponry.
Remember that bit about "respect" and loyalty? This puts a different spin on it, especialyl given fear of being labeled traitor b ythe Imperium.

PAge 281
Under this agreement the Planetary Governor felt he still had some forces in the field (although no power to command them), and the Tau could swell their ranks with human auxiliaries
It was a tactic they had already used with some success in other parts of the Empire. Any troops that laid down their arms willingly but did nto volunteer to fight would be allowed to go free, or used to create new work gangs for the mines. .Any troops that reissted the new edict owuld be shown no mercy.

Many of the PDF volunteered to serve the tau, lured by the promise of fair treatment, whyich was more than they could expect from the Imperium's invading forces. Already heavily outgunned no PDF units resisted the Tau take over.`
Again a slightly different take on the whole "human auxiliary" thing.

Page 282
The Tau Fire Wariror Command on Taros, under Shas'o R'myr, consisted of approximately 80 to100 Hunter Cadres. These Hunter Cadres were organised into larger Battles for specific roles. Whilst flexible and fluid, so Battles can be formed and dissolved quickly, their main role thorughout the campaign were either spoiling counter-attacks against the Imperial Guard frontline, or infiltration and sabotage opeartions against the Imperial Guard's rear echelons. Other Battles were formed for garrisoning duties, using human auxiliary forces...
- Again Tau Fire Warrior forces on Taros consisted of approximately 80-100 Hunter CAdres (As estimated.) That wiorks out to between 8000-10,000 men IIRC.

PAge 282
Markerlights are devices carried by many types of Tau infantry and vehicles. They allow the user to mark out enemym targets electronically, so they can eaisly be targeted and engaged by other friendly units. Seeker missiles are self-guided projectiles that can be fired on targets marked bya Markerlight. Their drone brains allow them ot independently find their way to their designated target, avoiding any obstacles in the way.

..

They have a logn range so can be fired over considerable distances once the target is marked.
More on Markerlights and Seeker missiles.

Page 282
The Tau support craft make use of a highly advanced shield technology similiar to Imperial void shield technology. However, teh Tau deflector shields work slightly differently in that they do not stop the incoming projectile, but is shaped and positioned in such a way as to deflecct the incoming fire (hence the designation.) A further noteworthy trait is that the shield's response will be proportionalyl more powerful with the energy of the attack.
Tau shielding technology. Implies they work less effectivley against direct hits but rely on shield positioning and geomerty to redirec tthe round, so may be dynamic. Power applied relative to strength of attack (possibly forcing them to burn out if they stop too strong an attack)


PAge 283
They [Fire Warriors] are well armoured and equipped with the deadly pulse rifles and pulse carbines, which provide them with a definitive edge over almost any other type of infantry in ranged combat. They are certainly not the fastest, bravest or most endurable troopers by nature, but their technology and extnesive training goes a long way to counter any biological disadvantage they may have compared to humans or Orks.
..

Togehter with their tightly-knit nature and 'mutual support' attitude, this certainl makes them a force to be recoked with.
Fire warriors vs Human/Ork guardsmen. Tech is offset by potential physical limtations of the body, or so it is implied.


Page 283
..the Pathfinder's role has vital battlefield importance, using markerlights to designate targets, and then call down self-guided seeker missiles from tanks, aircraft, spacecraft or fixed installations to take out enemy threats with pin-point strikes.
Pathfinder purpose.

Page 284
The stealthsuit has the unique capability of camouflaging its wearer. This is achieved by a number of disruptors which are arrayed all over the suit and distort the wearer's form, blending him into the background like a chameleon.
Stelathsuit camouflage. Preusmably disruption pods have a bi to fthis feature too.

Page 284
The main weapons systems of the Broadside are its twin-linked railguns, linear particle accelerators capable of punching through virtually any amount of armour.
Broadside railguns again.

PAge 284
The hammerhead is the main battle tank of the Tau Fire Caste, like the Leman Russ for the Imperial Guard and the Predator for the Space MArines, and it is a close match for both.
Hammerhead here described as a "close match" for the Russ and Predator. Advantages are probably mobility and firepower over durability.

PAge 284
The Hammerhead-mounted Railgun differs from the one mounted on Broadside battlesuits in that it can not only fire a solid slug, but also a sophisticated sub-munition, which proves deadly against massed infantry. The ion cannon is a very versatile weapon and can, thanks to its rate of fire and the tank's sophisticated targeters, even engage enemy aircraft iwth some success.
This implies the Hammerhead and Broadside railgun are similar.

Page 286
They [Human auxiliaries commanders] are often gifted superior pulse weaponry and other high-tech equipment by their Tau masters, both to increase their firepwoer and as an indication of rank.
Note the leaders of the human auxiliaries get some neat shit.

Page 286
Many [PDF] joined up [with the Tau], and the Tau treated their human helpers well, equipping them and using them mostly for garrison and guard duties.
Note that thePDF auxiliarys had lasguns with half the range (in game temrs) of a Pulse rifle. Not sure what gear the Tau gave them.

Page 287
The Tau make use of small spacecraft as heavy support units to their battle lines. Fighting so close to the surface, teh greatest part of their energy must be expended to keep them airboren, sot hey are not capable of fast manoeuvres once they are committed to ground combat.

..

Its [Mantas] firepower is withering and easily a match for the largets Imperial war machiesn on Taros. As main armmaent it mounts a pair of heavy railguns, as well as heavy ion cannon batteries, scores of Seeker missiels and drone controlled close defence burst cannons.

In adidition to its impressive armament, one or two Mantas can transport a full fighting Cadre, with supportitng vehicles and battlesuits, into battle and deploy them under heavy coverign fire. As a Space faring vessel, the Manta is heavily constructed, with reinfroced armour and deflector shields (akin to those installed on the major Tau spacecraft) to absorb incoming fire.
The limtiations of using starcraft as ground support units (probably meant to explain the slow movement of Mantas). This also indicates that starfighters are much tougher than their ground based counterparts.

Page 293
The [17th] reigments three armoured companies formed the cutting edge of the advance, with squadrons of Leman Russes and Vanquishers rumbling across the desert sands. Lacking Chimeras the advance would be at walking pace.
17th Regiment had 3 Armoured companies, including Vanquishers. But apparently no mechanised units.

Page 297
In amongst the solar flareds and radiaiton bursts she [A'hro] stood her best chance in an uneven match.
Again mention of fighting in amongst solar flares and radiaiton bursts.. suggesting close range to the star (possibly with potential of getting hit by flares/radiation bursts.)

Page 311
Currently aircraft bombs are quite weak (equivalent to mortar or heavy mortar shells). For reasons of game balance this is Ok, but aircraft bombs tend to be far larger than artillery or mortar rounds. 500 lbs of explosive creates a big bang, and bombers can drop more than a single bomb.
..
General purpose, high-explosive bombs
These are smaller bombs of around 500 lbs., designed for general destructive bombing against infantry, vehicles and defences.

..

Heavy general purpose, high-explosive bombs: these are larger bombs of aruond 1,000-1,500 lbs, designed for heavy destructive bombing against hard targets such as war machines, fortifications and buildings.
Stuff on fighter bombs in terms of yield and effect. This seems like quasi game mechanics, but it has elements of "in-universe" so should be noted for quantitative purposes. It could be inteprreted to hint that mortars/bombs might pack as much explosive as 500 lbs of TNT, but that is clearly not the intentions (even though some shells like in STorm of iron hints at such yields.)


Page 311
Incendiary bomb: these bombs are filled with highly flammable material, such as promethium, which do most of their damage from setting targets alight rather than by the size of the explosion.
B8urning rather than thermobaric (FAE) weapons.

Page 312
smart bombs: Advanced bombs use guidance systems to hit their target.
Considered "rare" (predictably) but guided bombs exist.

Page 312
Hellstrike missile are currently exactly the same as hunter-killer missiles. Judging by the model, hellstrikes are in fact far larger missiles, fired at a higher velocity (given the aircraft is already travelling at high speed when it is launched),

..

A hunter killer missile contains a small logis-engine, which directs the missiel in flight.
[/quote][/quote]

Anti-vehicle missiles self guided. Aircraft speed is added to Hellstrike launch speed.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Zinegata »

They seem to have an awful lot of Commissars per regiment; like 5 each!
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Re: Imperial Armour 3 and 4 discussion thread.

Post by PainRack »

Zinegata wrote:They seem to have an awful lot of Commissars per regiment; like 5 each!
Why is that excessive? While the apoc 10 or more may be considered excessive, 5 isn't really that large, considering that a regiment can has anywhere from 2 thousand to 20 thousand men.


The duties of the Comissar includes discipline and morale cases, just one comissar for a few thousand Guardsmen will be stretching it as it is. Once one includes training duties, operational security, or even command issues as seen in Gaunt Ghosts and etc, 5 may actually be too small a contingent for the larger regiments.

Let's not forget that Comissars are attached as low as company level, or head special squads such as Orgyn, or penal units.
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

Now we move onto IA4, Anphelion project. This one actually isn't a *bad* story, and mainly because it gets away from the 'war' scenario and more into small scale, Aliens like conflicts. It also centers around the Tyranids more heavily than the Imperium. The one bad thing are the chibi-Biotitans, which you'll see when we get up to that.

Like all the other updates I did this time around, we'll get two at once.. I'm going to finish up the IA books and just move onto Vraks because that one will take awhile (3 books).

Part 1


Page 8
- Astorpath message is dated at 8 080 995.M41 I am going to keep tabs of these for.. some purpose. but I think IA fucked them up. Yeah I know, IA fucking things up, big shock that.

Page 9

- response message is dated 8 082 850.M41

Page 8
The transport vessel Cephestus has also been seconded to the Inquisitor's service. This is an unmarked freighter, under the command of Captain Mordin.

..

...and make best course to rendezvous with the Red Scorpions' battle barge in the Urphir system. From there the Cephestus will make course for the Anphelion system, ETA 8194850.M41. Operations to begin no later than 8200850.M41.
If I could again make snse of this fucked up timekeeping we might get something worthwhile.

Page 10
Beta Apnhelion: Type R hydrogen/helium gas giant
Satellite: fourth moon of Beta Anphelion
Gravity .99G
Population: 0. The Research facility supports approximately 1,500 personnel.
Rotation speed: 1,600 mph. The moon's high rotation speed makes for short days, but its orbit aorund the parent planet means it is normally exposed to reflected sunlight, with only short periods of direct sunlight.
Orbit: Distance of the orbital ellipse varies between 270,000 kms at its closest to 310,000 km at its most distant.

..

Climate classifcaiton: Cold - Exotic. Ammonia-based

Mean surface temperature: -2 to +4C
Tropospheric composition: Nitrogen 78%, Oxygen 19%, ARgon 1%, ammonia .2%, Argon 1%, Ozone .8%, Carbon dioxide .2%

Climate: Cool to very cold.

..

The moon's orbitla ellipse exposes it to short periods of direct sunlight, when the mena temperature rises dramatically, to approximately 5-10C. Exact temperature is dependent upon the moon's relative distance from the sun, based on the parent planet's position on its own orbital route. Refelcted light from the nearby gas giant exposes half the moon to a weak sunlight, helping to keep the planet's day-side temperature around 2C. The short night-side period caused by the moon's own rotation sees the temperatures drop significantly below zero. During this period humans without speical cold-weather protective equipment must remain indoors.
Its cold, ammonia filled, the fauna is rather unusual. Bear the conditions in mind because things will matter later.

Page 10
Within the fogs ammonia concentrations will rise to dangerous levels, and personnel must wear full protectiv esuiting and respirator equipment to operate inside a cloud bank.

Inside large fog banks the ammonia level in the atmosphere rises to dangerous levels (for a human), where prolonged exposure to the corrosive mist will cause skin irritation and burning to the eyes. Inhalation will cause burning to the throat and lungs anr prolonged expos(ure) will eventually cause
death due to respiratory tract failure.
Lethal to humans, fine to 'Nids. Again take note of this for later.

Page 10
Society: None. The research facility includes Overseers, Magus Technicians, Servitors, Menials and a garrison of 300 men.
The Anphelion base crew complement.

Page 10
Water is present in large quantities in the atmospherea nd surface water (heavily polluted with ammonia) is available in the swamplands. This water can easily be processsed and purified for human consumption. Part of the research facilitie's infrastructure includes water purification.
Water acqueistion for the base. Probably used elsewhere in similar cases.

Page 10
Large areas of the moon's surface are enclosed by a network of forcefield generators. These are containment aras for the experiments. The containment field network is controlled form the centrla complex and pwoered by a series of powerfield generator stations.
Not void shields or powerfields, but they help.


Page 11

Mission time for astropath message is 8 084 850.M41

Page 12
Mission time for astropath message is 8 194 850. M41

Page 12
My Tarot readings indicate that we will find no survivors.
Noteworthy in my mind because this appears to be more of a tactical use of divination, rather than trying to read things at a larger scale.

Page 12
i do not expect this operation to last longer than your original two-day plan, during which time the Cephestus has orders to withdraw ot the system's outer reaches.
The Chephesuts is a transport vessel, and is expected to take no more than two days.

Anphelion as per page 10 is partt of the Anphelion system, whcih has 3 uninhnabited planets (2 gas giants in the inner system and one ice ball.) the fourth moon of Beta Anphelion 4 is the location in question. There are also two asteroid belts one separating Alpha Anphelion from the sun, and another separating Beta Anphelion (Gas giant) from Gamma Anphelion (iceball.)

Given that Beta Anphelion is at least somewhat habitable (-2 to +4 degrees C as a mean surface temp) it must not be too far from the "habitable zone" of a system
(no more than a few AU out from the star)

As a side note: The astropathic communications between the Inquisitor Lord and the Inquisitor (through his autosavant) giving the reports seems to take no more than a few days as well.. multiple reports are made (at least half a dozen, easily) and we already have above a "two day" timeframe. Possibly a matter of hours, even (though that is far less given needs for deocding and such.)

Counting out shows that approximately 15-20 messages might have been sent (back and forth) total. Over a few days this will work out to roughly 1 message per hour. Figuring on this being an inter-sector event (15-20 LY at least, several hundred Ly perhaps) the FTL speed of the messages is at least hundreds of thousands to millions of c. Not including delays due to warp conditions, dictation, encryption and decryption of messages, time to contemplate, etc.

Page 13
At the sealed doorway his battle brothers stood sentry whilst Sergeant Darak activated his chainfist. With an angry growl the diamantine tipped blades roared into life, a whirring blur as the white lightning of its powerfield crackled in coruscating patterns bout it. The metal of the doorway scramed its resistance in a shower of sparks. The din shattered the silence as the chainfist sliced deep, clean through the door. Four seconds, five seconds, six seconds passed as the sergeant cut a new entrance for his squad. With a resounding clang, the old door fell inwards, revealing only a pitch-black corridor beyond.
Space Marine Terminators using chainfists as a door breaching mechanism. Takes 4-6 seconds (at least?) to slice a Terminator sized hole in a door of unknown thickness and composition. Presumably its something secure though.

Page 13
The Terminator sergeant's built-in auspexes remained clear. No contact.
..

Culln checked the air purity, his visor display flickering to show the chemical breakdown of the air sample.
Terminator auspexes.

Page 15
Originally exo-armour was developed for working inside the high-pressure casings of plasma reactor shields or in the extremely corrosive enviroment sinside the holds of bulk chemical transports.

...

In many ways a Terminator suit has much in common with powered armour, only far heavier in construction. MAde from heavy gauge plasteel covered in a layer of shaped Adamantium and bonded plasteel plates, coated in a ceramite ablative layer, a Terminator suit can withstand even the colossal impacts of high speed orbital debris.
Origins of Terminator armor. Note the conditions they are meant to work in, and also the "shaped adamantium, bondeed plasteel" and the "ablative layer" of ceramite. The "collosal impact of high speed orbital debris" may hint at the ability to take high speed (hyper velocity?) impacts of unknown mass, but this is somewhat conjectural.

PAge 15
Terminator armour is rare. Most Chapters retain a few suits, but even the vaunted Deathwing (the 1st Company of the Dark Angels Chapter) can only boast a hundred suits. Most Chapters have far fewer.
its noted here that most Space MArine chapters only maintain a few suits. Even the Deathwatch (Dartk Angels 1st company) can only boast a hundred suits. This is.. possible but probably varies from author to author - I've never run across a Marine Chapter who doesnt have a substantial number of Terminator suits dispalyed (at LEASt a few squads worth.)


Page 15
Referred to as auto-senses, features include thought-activated comms-link, bio-status readouts, full diagnostic and self repair functions, microphone, amplifiers, ear protectors and an auto-reactive photochromatic visor to prevent the dazzling effect of sudden bright lights. Once plugged into his suit (a long procedure which requires the aid of several tech-adepts) the suits visor also dispalys tactical information such as maps, way-point markers, compass, target recognition friend or foe and range-finder infromation and gives access to all the suit's systems.
Definition of auto-senses and the features. Earlier fluff ascribed the "photochromatic" protection and similar features to the suit's senses bypassing normal human senses, I believe. This seems to have changed (or it varies from suit to suit.) In any case its predictably high tec, like most Space Marine Gear is.

Page 15
The assault cannon is a motorised, mutli-barrel, self loading autocannon. Driven by an internal motor the assault cannon can pour out thousands of shells.

..

The weapon's barrels are forged of a tempered ceramite alloy, which is resistant t o the heat generated by the fast-spinning motor and the wear of the thousands of shells being fired. Despite their heat resistance, the barrels are disposable, and wear ususally requires them to be replaced after each mission. The assault cannon is not the most reliable of weapons, problems with motor failutre and the high speed ammuntion feeds result in it being prone ot jamming.

..

The weapon fires a fixed cartridge round with a dense metallic core covered in a non-metallic sheathe with a diamantine tip for armour penetration. This gives stable flight ballistics at the short ranges the weapon is employed at, and keeps the rounds small for increased ammunition capacity.

When included in a Terminator suit the weapon will have gyroscopic stabilisation, along with recoil coempsnators build intot he suit, ,to assist the gunner in keeping the weapon on target.
Assault cannon described. "thousands of shells" doesnt tell us rate of fire but it does tell us how many rounds the barrels can fire before considered worn out or needing replacing, and giving us a hint of potential ammo loadouts.

The round itself is also interesting with a "Dense metallic core"/non maetallic sheath adn the diamantine tip. Sounds like an APCR or the aforementioend Raufoss bullets.

Also the "gyro stabilization" - probably not referecning something weird like AG though.

PAge 15
A chainfist is a modified powerfist, using for cutting through heavy bulkheads or reinforced airlocks.

The weapon itself has diamantine teeth in an 70cm cutting blade and is optimised with vibration compensators, automatic tensioning and an acceleration drive for extra cutting power, should it be required.

The powerfist itself contains a small powerfield gneerator. When activated it wreathes the glove and blade in a crackling energy field. This field disrupts anything hit at a molecualr level, greatly assiting armour penetration.
The chainfist again. note we have a chain weapon with a powerfield gneerator. Much like some kinds of Eviscerators. Possibly any chain weapon really.

Page 16 - Mission time is 8 199 850.M41

Page 16
This is no fecund jungle, but a dreary place of dead plant matter, where ammonia-rich mists shroud all in a cold, silencing blanket.
The planet has a jungle life of sorts. Again note this to be useful later on.


..Page 18
Mission time: 8 199 850.M41

Harmful levels of ammonia have been detected as the mists rise, and all men with exterior duties have been issued chemical readers and are under orders to carry respirators at all times. These are to be worn when the ammonia readings reach hazardous levels.
Chemical readers of some kind for use in the ammonia atmosphere, which their respirators and uniforms can apparently handle.

Page 20

- Mission time 8 200 850.M41

PAge 20
"Since 745.M41 the threat of Tyranid hive fleets has been continually growing. Losses in fighting have been extreme, and the demand for manpower has strained even the Departmento Munitorum's vast resources. Projections indicate that such heavy losses are unsustainable in the long term. Whilst the Tyranids may be halted, the indirect effect for the Imperium's rule in other segmentums could be disastrous. More efficient ways of defeating the Tyranids must be sought.
This is interesting in light of what recommendations of rthe Imperial response ot the 'Nids has hinted at in earlier editions. This may mean they have attempted to step up tithing to meet the hive fleet threats, but this does not seem to be working as well as predicted (suggesting that the earlier mention from the codex of ramping up conscription was not a sustainable long term option for the Imperium.)

At least they admit they need to seek other options, other than prayer.

Page 20
Ways of interfering in the Tyranid's ability to rapidly evlove, adapt, and overcome new threats have bene sought, with the experiments eventually leading to new anti-Tyranid biological weapon technology. The first successful outcome was the development of mutagenic acids, now deployed in Hellfire bolter rounds by the Adeptus Astartes.
Look! The Imperium doing R&D and developing new things rather than relying on STC (unless the DAoT presciently developed anti-Tyranid munitions ahead of time.) Hellfire rounds being a good example.

Page 21

Misison time 8 200 850. M41 (continuation of previous message)

Page 21
Whilst the Search and destroy operation is underway, a company of Cadians will move overland to the first laboratory site in an armoured convoy of Chimeras.
The Cadian regiment is at least partly mechanised.

Page 21
In all, I expect each operation to take no longer than 8 hours (standard Terran time). The entire operation will therefore take 24 hours.

I continue to plan for a two-day deployment on this perilous moon..

..

After two days I will gladly abandon this planet, and file a request for Exterminatus.
A two day stint. Also interesting that the Exterminatus needs to be "requested" by an Inquisitor.

Page 22
Mission time 8 200 850.M41

Page 22
I have, with all haste, dispatched the Inquisitorial cruiser Fearless resolve to the Anphelion system along with reinforcements. The vessel's captain will be under your command upon arrival in orbit, and should you still feel it necessary, the Exterminatus order has already been signed and sealed.
Inquisitorial cruiser dispatched to do Exterminatus.

Page 23
"Rael. Contact. Enemy movement, 200 metres and closing.

The sudden communication from Serrgeant Rael go tthe attention of everybody in Culln's force.

"Raum, I confirm commander. Contact is closing fast."

"Enemy to the front. All squads move ot engage."

Over the comms-net all heard the familiar sound of storm bolters opening fire - the distinctive bark, bark bark of the rounds launching, followed a split seocnd later by the crumb of the explosive warhead detonating.
engagement at about 200 metres.. Auspex has the same range. Bolt rounds take a "split scond" to cover that range (implied) suggesting supersonic (backed up by False Gods Heresy novel)


Page 23
"Rael. I see them Commander Identified as Genestealers, closing from the east. 100 metres. numbers unknown. Squad engaging. For the Emperor!" Behind Sergeant Rael's brief reofrt was the sound of battle. The assault cannon sounded like the tearing of fabric as it opened fire. The battle brothers of Squad Rael unleashed a wall of fire that cut the Tyranids down like grain before the scythe. The jungle was torn to shreds by the explosive rounds which splintered trees, set smouldering fire to the undergrowth and blasted Genestealer sinto pulp as the armour penetrating rounds punched through the chitinous carapaces to explode within. It was carnage, and in a few seconds it was over.
Genestealers vs Assault cannon. Assault cannon wins and blows them apart.

Page 23
"Auspex reads multiple contacts. Squad engaging."
Auspex again.

Page 23
..the first aliens reached the sealed blast door, claws impacting outside, buckling the plasteel and gouging huge rends as the Genestealers battered their way trhough. For just living flesh and muscle tissue, the power in their claws was awesome. In a frenzied attack the big door was torn apart like it was made of parchment.
Much like in Space hulk, Genestealer claws effectively punch through metal doors.

Page 23
The assault cannon roared, loosing a stream of rounds that turned the first Genestealer in the doorway into a fine mist of blood and ichor.
Assault cannon massacres 'Stealers again.

Page 23
Dayn fired a second sustained burst, and a third. The Genestealers died, arms and claws flailing as if in defiance as the rounds shredded through them.

Again and again Dayn fired, the ammunition counter on his helmet display struggeld to keep up as the assualt cannon sprayed a stream of shells into the swarm. The runes turned from green to oragne to red as his ammunition ran low. The weapon's bearrel was glowing red-hot..


Page 23
The ammunition-warning rune blinked - less than 50 rounds remained. Dayn stepped backwards, less than two seconds worth of firing.
2 seconds nad 50 rounds (less than) ~25 rounds per second - 1500 rounds per minute. Some assault cannon are noted to have high rates of fires.

Page 23
Unseen from his right a Genestealer pounce,d all raking claws and exposed fangs as it barrelled the sergeant over.
leaping Genestealer has enough momentum to knock over a Terminator.

PAge 23
Brother Vjalka turned to see his Sergeant grappling on the ground. He took aim, blasted the closest Genestealer in half with a burst of fire, and ran back to aid his squad leader.
storm bolter (or assault cannon we dont know) bisects 'Stealer.

Page 23
Vjalka launched himself at another Genestealre, swinging his powerfist in an arcing left hook that punched the creature off its feet with bone splintering force.
Powerfist vs 'Stealer.

Page 24
on his helmet display Commander Culln watched the biometric read-outs of Sergeant Raum and Borther Vjalka flat line.
helmet display including biometrics.

Page 24
Through his helmet Jurev could listen to the comms traffic as the pilots and aircrew talked over their link. He could also hear Major Durra, overseeing the entire opreation back at the Operational HQ./
peronsal voxes, as noted.

Page 24
Three Sentinels plunged to the ground, their grav-chutes cushioning the impact on their legs.
Drop sentinels.

Page 24
Sergeants flicked on their surveyor units, short range tracker devices built into their helmets to seek for possible enemy targets. For the moment, all was clear. The chemical reader strips on their uniforms read safe, but many retained their respirator units anyway, avoiding the noxious atmosphere for as long as possible.
Neat piece of gear for the Guard, especially since it fits on the helmet.

Page 24 - mission Time remains 8 200 850.M41

Page 25
Under the directions of a Hive Mind the Tyranids moved with startling speed to react to the Elysians' incursion. It was as if they knew, ,by some strange force of precognitive power, ,that the generator sites would be important to the humans.
Not neccesarily precog, but deductive/predictive skill would work.

Page 25
The squad-net was a chaos of shouted reports and calls of "trooper down! Trooper down!"
Again implies that squadr level personal voxes like micro beads.

Page 25
The Elysian guardsman worked the powerful [laser] cutter over the door, turning it into motlen metal as he cut a bright, smouldering path around the doorway. After maybe fiftene seconds, the door panel fell inwards with a resounding clang on the metal door inside.
15 seconds for the lascutter to cut a man sized hole through a metal door. If we knew more we might do a calc.

Page 25
but before he could react a deafening blast of heat beside him sent Jurev sprawling. He felt his skin singeing. With a roar of super-heated air the melta gun hit, and whatever it was lurking in the darkness died, turning into a slimy pile of oozing ichor by tempeartures that could melt plasteel in a fraction of a second

..

The Lictor had taken the full fource of the melta gun hit at point-blank range, and been turned into molten slag in an instant. Its toxic remains steamed, filling the room with a foul stench.


Melting IIRC is around a few hundred kilojoules per kg (I'm too lazy to look it up now) but if we factored in the silicate/ceramic bit to armor it might be several MJ per kg. That might turn out to be several tens of mj or several hundreds of mj - several GJ. We dont know how long it takes to do this though.

We can definitely say it worse than 3rd degree burns, suggesting multi MJ at least (50-100 j/cm^2 to inflict third degree burns) and a 2.4 m tall lictor.. call it 5-10 MJ at least.)

Page 25
Nothing had registered on the squad sergeant's surveyor helmet.

..

They [Gaunts] had emerged from their subterrnean brood nests, roused from their hibernation and eager to kill. Surveyors were suddenly swampwed with targets.
- the Tyranids initially didn't register on the squad sergneant's surveyor helmets, until they came out of the darkness and subterranean Brood nests. The Guard surveyors don't seem to penetrate very deeply below ground.

Page 26
This Drop Trooper wears the standard pattern armour and type 5-pressure helmet issued to Imperial Guardsmen recruited on the planet of Elysia. The basic helmet incroporates pressure equalizing ear protectors for high-altitude grav-drops, as well as a short-range communications receiver, and a reflective flash suppression visor. It is constructed of reinforced plasteel with extra plates added to the front. This makes the helmet heavy and uncomfortable, but affords good protection.

A variant of the type 5 pressure helmets incorporates a data-display screen. Used by some squad sergeants for displaying tactical data and information relayed from scanner units. The screen fits over the visor and one eye.
Elysian helmet described. Note the comm receiver, and visor. The data display scren is interesting since it involves data relayed from other scanner units in the company/squad (regiment) indicative of some data sharing.

Page 26
[qutoe]
The body armour is constructed of lightweight synthi-plast to help reduce the Drop Trooper's overall encumberance. The underarm air hose line runs to the trooper's respirator (not visible here) from a small oxygen supply.

..

It can be employed as a standard respirator unit for a short period. [/quote]

Elysian body armor. Like cadian armor (and most Guard armor) it seems to involve solid/hard shell components as well as softer stuff (Although no mention of the "soft" flak here - the plates are all that ar ementioend. However, given the Uplifting Primer and Munitorum manual desciribng soft/flexible flak coats/vests as standard I imagine they're under-linings or something.

Page 26
This Drop trooper wears a PT-38 jumpsuit in mid-green. Made of hardwearing synthi-canvas, with impact pads on the upper leg and upper arms, the jumpsuit is worn witha thermal liner for warmth at high altitude,s but also proves useful in Beta Anphelion IV cold climate.

..

The trooper's heavy jump boots provide extra ankle protection upon landing and his jump gloves provide protection during free fall from windburn.
Boots and rest of the uniform. I wonder if the thermal liner also acts to reduce or limit the trooper's thermal signture?

Page 26
This bulky squad support weapon [plasma gun] fires highly energized hydrogen along a linear magnetic accleerator . The super-heated plasma explodes on impact, with devastating results. This pattern incldues a bipod for stable firing when prone.
Plasma weapon. Seems to be a genunine particle beam weapon. Most have them as glorified flamethrowers, but some are explosive.

Page 26
As a last resort the trooper carries a standard issue combat knife. Used for close combat it has a 40 cm blade.
40 cm cmbat knife? That's more like a short sword. I suppose some enemies like 'Nids and Orks (if they are unfortnaute enough to get close up) need that sort of thing.

Page 28

Mission time: 8 201 850.M41

Page 28
Cadian forces, now on the planet's surface in force, are also constructing a strong perimeter defence about the command complex, using Hellhound falme-thrower tanks to clear lines of fire. They have been digging-in their heavy weapons and sentry guns.
The Cadian force has Hellhounds.

Page 28
From only a few initial organsisms their numbers soon started to multiply rapidly, and their racial structure began to diversify with astounding speed, but only into related genus. Even the local flora had been affected, exhibiting alarming new features, such as poisonous spines and accelerated growth. In containment area Alpha the vines grew with such speed around the containment fence generators that they had to be culled with flamethrowers to prevent damage.
The Anphelion 'Nid samples being experimented on turned the tables and evolved. More than that, they co-opted the ecosystem whilst in captivity.

PAge 29 - Time remains unchanged from page 28 (continuation of same message)

Page 32

Mission time 8 202 850 M41

Page 33
The 4th company off Cadian infantry were on the move, loaded up inside and hanging onto the outside of their Chimera carriers. With supporting Sentinels leading the way, they moved out..

..

Whenever a path could not be forced by dozer blades,a Hellhound flame-thrower tank simply incinerated the jungle to clear the way.
- the 266th Cadian reigment on Anphelion IV was fairly mechanised, like the 114th on Taros. Not entirely, since it seems to suggest that some were riding on the outside (like the troopers on Taros could have)

PAge 33
Commander, I have a reading, movement at 300 metres. Advancing to contact
..

"reading is at 100 metres." His suit's asupex was tracking the target;
Auspex reading.. built into the suit, apparently.


Page 33
Zakir stepped past Malek in the doorway, and the air in the corridor was suddenly an inferno. Roaring orange flames engulfed the corridor, incinerating the Genestealers and spilling burning fuel all over Sergeant Darak. Despite the intense furnace-like heat Darak was safe inside his armour, it would reisist the flames long enough for him to escape the Genestealer's clutches.
]


Apparently even Terminator armour paint is fire retardant against flamers

PAge 34
Central to the defence of the laboratory perimeter was 4th Company's long-range ground surveyor unit and searchlight teams.
These may be examples of the scanner units the sergeants displays tied into, possibly also with andheld units.

Page 34 - they had/used ground-mounted searchlights to illuminate the surrounding jungle, to alleviate fighting in the darkness n the jungle.

Page 34
To detect Tyranids, the regiment ws equipped with long range ground surveyors. This equipment, manned by the company headquarters unit, was much like a squad-levle surveyor often carried by sergeants and junior officers, excpet with a far longer range. It would make approaching the Guardsmen's perimeter undetected much harder.

Suddenly, at 202, the surveyor's sweping screen was filled with multiple enemy contacts.
Again scanners deplyoed iwth the guard units similar to squad level surveyors, just more powerful.

Page 34 - Note that the Tyranid forces rapidly evolved wings.. to fly over the fence. Including Tyranid warriors.

Page 35
..felt a round hit him, square in his carapace chest-plate. The imapct forceda ll the air out of him. With horror he saw the acidic round eating away at his armour. His chest was burning from the heat, like he was on fire.
Flak armor, even theh ard stuff, dont oferr much defense against 'Nid weapons.

Page 37 - mission time 8 202 850.M41

Page 37
Unbeknown to me in any pof my previous encouters with the Tyranids, they have shown the ability to evolve flight. This has rendered the containment fence totally ineffective and my forces are now exposed ot the full horrro fo the Tyranid threat.
Nids may use slightly more practical human wave tacitcs than the Imperium is known to sometimes employ, but they are flexible and adaptable.

PAge 40
[quyote]
Other physical features [of the Winged Hive Tyrant] are broadly similar to other Tyrnaid creatures, with regard to carapace and skeletal thickness, and muscle density. The Hive Tyrant's thickest protection is its head crest, covering the creature's synaptic cortex. This complex synapse network is highly receptive to the directives of the greater Hive mind, itself the manifestation of the gestalt consciousness of all the Tyrnaid creatures within range.

..

The Hive Tyrant's synapse acts as a focus or nexus for this intellect, rapidly processing its whims and desires, and disseminating them ot others in the vicinity.[/quote]

Winged Hive Tyrant described.

Page 40
These long (220cms) scything blades of hardened chitin are capable of cutting a man in half, or penetrating up to 25 cm of heavy gauge plasteel. They are augmented with small toxin sacs around the lower end of the claw, which excretee poison along the blade. This poison is a paralytic neurotoxin that quickly renders its target inactive.

..

This [barbed] tongue has been found to deliver corrosive pathogens straight into a target's bloodstream.
Hive Tyrant arm blades. Basically nasty. 25 cm is about 10 inches of armor (meaning they could in theory punch through most ground vehicles.

Page 42
As one brood emerged from the ground an Elysian Drop Trooper darted forwards and slung a heavy demolition charge at it. As the creatures freed themselves from the ground the charge exploded in a fountain of earth, hunks of flesh and a red mist of blood as the Raveners were torn apart.


Demo charge blasts apart multiple raveners. Considering each masses two tons, that can be quite a bit of firepower (single digit MJ per ravner, easily double digit together?, equal to many many grenadses or sticks of dynamite.) Pretty neat from a man portable muntiion.

Page 42
The Sergeant aimed his underslung grendae launcher, fired, and saw the krak grenade impact, its small, intense explosion tearing the creature limb from limb.
Krak grenade blows apart another 'Nid. Again, multi-MJ (Equivaelnt to several grenades or several sticks of dynamite.

Page 42
The autocannons opened fire, explosive rounds detonating about the targets as they banked and dived.
..


The first harridan swooped just over the ground, its claws flashing out to smash into a Valkyrie with a blow so powerful and fast it severed both the tail booms as the aircraft was flipped over.

..

..the two Harridands wheeled away, climbing high as the autocannon turrets tracked them, still barking out a stream of shells.

..

As one creature dived down again the autocannons on the base found their range. Shells impacted, gouting blood from teh ctreauture which screamed in pain as it lashed out. More rounds hit, tearing through its wings and torso.

..

Amidst burnign and smashed aircraft the Harridan came to rest, autocannon rounds still hammering into its dead body.
Hydras vs Harridans. The Harridan's mobility frustrates the Hydras despite the former's lack of obvious speed.

Page 43

Mission time: 8 203 850.M41

Page 44
- same time.

Page 44
One after another the drifting spores [mines] detonated, sending bio-acid and shrapnel spraying out, tearing into the aircraft [Thunderhawk's] hull and melting it sarmour plating.
countless, multiple spore mine detonations. Thunderhawk makes a crash landing.

PAge 44
Mission time: 8 204 850.M41

...

The Thunderhawk's thick armoured belly plates had taken the brunt of the crash. They had buckled and torn, but they had saved the Space Marines within.
Thunderhawk survives said spore mine attack and crash.

Page 45
The journey of ten kilometers would not take long, but the jungle terrain made the going difficult.

...

LEss than a kilometre to go now, he watched the Rhino's control screen as the locator beacon's winking light drew ever closer. Stil no communcation with the Thunderhawk or his commander.
The auspex read-out showed multiple targets just ahead. The armoured convoy raced into the battle, weapons blazing.
Rhinos assault 'nid forces about a kilometre uout with vehicle mounted weapons.

Page 45
[still 8 204 850.M41]

Culin placed the sight reticule of his helmet display on the closest target, Gaunts sliding through the undergrowth, and opened fire. The storm bolter barked and roared, its bolt rounds cutting into a Gaunt and exploding within, tearing the creature apart in a fountain of flesh and blood.
Terminator gunsight, and exploding a gaunt with unknown number of bolts.

Page 45
The Canrifex's claws scythed down, smashing into Brother Halar, barbs tearing away armour plates. But the Dreadnought withstood the blows, grapsing forwards with its own powerfist, servos screaming as it caught a claw, wrenched it backwards hard and tore the limb away whole. The Carnifex staggered, gushing blood and ichor from its wound. Brother Halar didn't pause, but barreled forwards, meeting the Carnifex's ferocity with his own. His powerfist hammered into the Canrifex again, smashing bone and splintering the beasts's armour carapace. It was a blow that would have halted a charging battle tank, but the Canrifex would not die.

..

One blow struck Halar's right arm, severing his inferno cannon, and the ammunition detonated. An orange fireball rose above the melee, ignited promethium sprayed from the ruptured fuel tanks. Heedless, the two great war machines grappled on, still hammering blows at each other as the inferno engulfed them.

..

Halar levelled his storm bolter and opened fire at point-range, round after explosive round riddling his enemy.

..

Impaled, Brother Halar staggered, tehn fell as the weight of the creature pushed him backwards. The Carnifex also toppled forwards, locked in a deathly embrace. Crashing into the swampy water both came to rest, dead.
Carnifex vs Dreadnought.


Page 46 - stilll 8 204 850.M41

Page 46
From a few samples we have ascertained tha tthis planet is now infested with Tyranids of all genus types.
small number of nids unrestrained manage to overwhelm the ecosystem of Anphelion IV/

Page 47

mission time 8 205 850.M41


Page 48

[quyote]
It is thought that the Hierodule is broadly equivalent ot the Imperium's own Super-heavy tanks, and fufils a similar role, deplyoed into the heart of battl where they can inflict maximum damage whilst absorbing heavy fire.

Physically the Hierodule is a massive creature, standing almost 5 metres tall and 14 metres long, in excess of 25 tons of armoured, muscled bulk.[/quote]

- Hierodules are Broadly equal to Imperium super-heavy tanks, yet only mass 25 tonnes. Organic technology!

Page 48
A study across the various Tyranid Genii has identified that carapace thickness increases exponentially with body mass, the thickest carapaces belonging to the largest creatures.
..

Internal skeleton density also increases in line with the external, allowing the body's inner structure to support the extra weight gain. This gives the Hierodule (and indeed all Tyranids) a unique internal and external skeletal system, allowing little in the way of space for internal organs, but making it exceptionally resistnat to damage. The internal sekelton is composed of a dense, silicate rich material, which is both strong and flexible.
more data behind the Tyranid's toughness.

Page 48
Salik's important research work led to the identification of weak points on Tyranid creatures, information that the Ordo Xenos saw fit to distribute to Imperial Guard High Commander sto assist troops on the batttlefield with targeting. According to Salik's hypothesis, the weak points on the Hierodule should be the eyes and mouth, and the rear and lower sides of the head. Significant damage to those area should result in catastrophic failure of the creature's central nervous system, and a rapid death.
Weak points existing, but targeting them almost certainly necessitates high power csettings on weapons and close range (for accuracy reasons.) Like with most 40k enemies, headsjhots seemt ob e a guranrteed solution.

Page 48
This Hierodule will have fewer internal organs as we would commonly understand them.
No discernable liver, kidneys or digestive tract exist. Hierodules have no need for them, they do not eat for sustenance. Instead, the space is used for extra muscle mass and adrenaline or toxin secreting glands..
Not really a big surprise. 'Nid combat forms are highly specialized, and have more in common with a machine or robot than a living being. The fact they are meade out of meat and organic doen't really alter this much.

PAge 48
The creature's main offensive weapons are its four claws. THese long (330 cm) scything blades of hardened chitin are easily capable of penetrating up to 40 cm of heavy gauge plasteel at the charge.
It's secondary weapon system is a symbiote crature,a parasite that lives off the host organism. This creature excretes a potent organic acid as a matural defensive response ot enemies in close proximity.
a bit over a meter long, and can penerate over a foot of armor.

Page 49
Half ot the Elysians' D company had been eliminated.
...
The Cadians had also taken heavy losses; three companies had already been annihilated, the others had taken some losses. In all his force consisted of no more than three hundred men.
six companies perhaps for the Cadians.

Page 50
As the Gaunts closed in, some leapt up, combat knives in hand and rushed them back, screaming like banshees. It was rash,and no training manual ever taught such foolhardy bravery when fighting Tyranids, but it was effective.
Bayonet rushes are considered foolhardy, unless you're from Krieg.

Page 50
Squeezing the trigger he felt the heavy pistol recoil as the shell launched, and watched as the Gaunt's head was smashed apart by the micro-explosion of the warhead.
Inquisitor's bolt pistol.

Page 50
From the jungle's cover the burning vines were suddnely flung apart as a massive bulky form charged forward through the flames. It was huge; six metres tall, all talons tusk and claws. It ran forward through a storm of lasgun fire, smouldering from the flames, and smashed headlong into the front of the Hellhound. The forty tonne armoured vehicle, dwarfed by its attacker, was lifted clear of the ground by the impact, and the beast's massive claws punched down, clean through the ront glacis to where the driver would be sat.
- six metre tall Tyranid of some kind ramms a Hellhound, and sends the forty-tonne vehciles, flying (lifted clrear off the ground by ethe impact. Prboably a Hierodule, given that is what is mentioned chasing them.

Page 50
As he did so, the creatured staggered sideways under an impact. The blinding beam of a lascannon slashed through the darkness, striking the crature and burning through it sthick armoured plates.

..

The lascannons fired again, and this time the creature staggered, then collapsed in a psray of bile and Ichor.
Razorback lascannons, although it was a stab to the head form the Inquisitor's power sword that killed it.

Page 51
Mission time: 8 206 850.M41

Page 54 Mission time 8 205 850.M41 still

Page 55
Mission time: 8 207 850.M41

Even as he finished his dictation to Autosavant Wassily..
meaning the proceeding message took place shortly after this.

Page 55
The skeins of drifting fog parted long enough for Inquisitor Lok to see the approaching Hierophant

..

The biotitan was massive, how could it have avoided being detected?

..

"All fire, target the biotitan."

..

Las blasts simply glanced off its carapace, but the Cadians' lascannons blew huge, smouldering chunks out of the beast.

..

From it [belt] he pulled all six krak grenades and quickly bound them together. HEavy weapons fire was slashing over his head, the biotitan came closer.

..

As he did so another lascannon impact rocked the creature, great gobettes of rank blood and ichor rained down on the Inquisitor, his armour sizzled with acid burns. Seizing his chance he grabbed the grenade bundle, and with his last remaining strength stuffed it between two of the creature's chitin plates.

..

The massive explosion ripped away the underside of the creature, spilling its slimy internal organs out in a torrent of bile.
- heavy weapons fire and six krak grgenades on the underside kill a bio-titan.

Page 62
Tarantula sentry gun with lascannons of 99th Elysians.
In IA books these get used ALOT.

Page 63
Cyclops remote controlled demolition vehicle. The company's attempts to use these vehicles against the Tyranids proved unsuccessful.
So do these. I still think they should put remote controlled guns on them.
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Connor MacLeod
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Re: Imperial Armour 3 and 4 discussion thread.

Post by Connor MacLeod »

Part 2. It just occured to me, the Cadians and Elysians get stuck together a damn lot in these books. First Taros, now this, and then Betalis. The Elysians also have IA8 to their credit (which is probably more than they would hope for.)


Page 76
Various hive fleet and splinter fleets have exhibited different physical characteriticsand slight differences in physiognomy. The Imperium's Magos Biologis have put this down to each fleet's own rapid evolutionray development, with each new world conquered adding mroe genetic material to the bio mass, the Hive Mind can bioengineer new creature strains and volve again. Within larger hive fleets such as KRaken or Leviathan, it is likely that craetures will remain broadly similar, but some Hive Tyrants identified amongst splinter fleets have larger heads, diffrent configuration of claws, talons, tails, etc. This is likely to be because the genetic material avialable to a more isolated fleet dicttates a different development path.
It goes on to mention that the differences in mutation and alterations exist even within distinct types (differnet weapons, but bio-morphication changes) - so mutable is it, that rarely are two identical Hive Tyrants found. Some on Anphelion IV had wings, fror example. The short of it is - 'Nids are highly adaptable buggers.


PAge 76
All Hive Tyrants are highly psychic, and their relationship with the Hive mind is very close. Although Hive Tyrants embody the hHive Mind completely, their destruction will disrupt it, but does not harm the Hive Mind in any way. Every Hive Tyrant that has been killed and subjected to an autopsy has been found to have a vastly expanded synapse network within its cortex. This complex synapse network is highly receptive to the directievs of the greater Hive Mind and is so powefu it is used to overrule the natural instincts of nearby Tyranid creatures, allowing a Hive Tyrant to effectively "think" for them. These lesser creatures then respond, like automatons, to the Hive Tyrant's will. It is this synapse domination that makes Hive Tyrants the highest priority targets for Imperial Forces in battle.
For this reason, Hive Tyrants are seen as a good way to disrupt Tyranid efforts


PAge 77: Hive Tyrants are 2.9M tall, and mass 6.1 tonnes. Also have psychic powers.


Page 78
The Warriors act as psychic resonators, amplifying the pyschic bond of the Hive Mind and transmitting it to the smaller, less developed creatures around them. Like officers in a conventional army, they lead the lesser creatures into battle, directing their actions and atapting the Tyranid's battlefield tactics to the situation they face.
Warriors act as lesser officers as well as offensive troops.

PAge 78
Ranged weapons like deathspitters, barbed stranglers and devourers are complex multi-creatures, which launch a vareity of highly corrosive maggot-like creatures, burrowing organisms, gobbets of volatile bio-acid, or diamond-hard spines. These are wielded with the same instinctive reactions that a human might use to clench is fist and strike an opponent.
- Tyranid ranged weapons can fire corrosive maggot like creatures, burrowing organisms, gobbets of volatiel bio-acid, or diamond hard spines.

Page 78
Tyrnaid warriors were encountered on Beta Anphelion Iv, and to the surprise of Inquisitor Lok's team, some had evolved wings.

..
Having been trapped within powerful containment fields it seems that the Hive Mind selectively evolved creatures that could escape. Not only did it eovolve the creatures, but it had the sense to hide it snew traits from its captors, and patiently build its strength for an overwhelming onslaught.
Some Tyranid Warriors (like those on Anphalion IV) have evolved wings. This capability was not only evolved as a countermeasure to Mandkind's tactics, but the Tyranid fores also managed to hide its presence from them until it could unleash an overwhelming force.

Page 79 - Winged Tyranid Warrior: Average height of 2.4 M, average mass of 2.5 tonnes.


PAge 80
They [Hierophants] are amongst the largets bio-creatures yet enocuntered amongst the swarms of the hive fleets, comparable in size and power to an Imperial Titan.
- Hierophants are among the "lagest" Tyranid constructs, comaprable in size and power to Imperial Titans. Fear the Tyranid Micro-Titan (TM)

Page 80
These symbiote weapons [Bio cannons]are triggered by a massive electro-chemical shock from the host creature, the bio cannon creature then spews forth a ail of highly corrosive maggot like organisms then impact upon the target, spattering gobbets of bio-acid and poison that melt through plasteel, ferrocrete, flesh and bone in seconds, reducing the victm to a steaming pile of bubbling goo.
Nasty.

Page 80
From rends in its amrour plates and body the Hierophant constantly exudes a cloud of highly toxic poisonous spores. These are lethal to all non-Tyranid creatures, forming a drifting vapour about the Hierophant that chokes and burns anybody without proper protection...
Make your own fart jokes, but its pretty nasty (but unsurprising. Other Nid forms have used chemical warfare too.)

Page 80
Combating Hierophants is simply a matter of applying the heaviest firepower available:
Large ordnance weapons and heavy artillery have so far proved the only effective weapons in destroying biotitans.,
Durability of the microtitan. Can't say I'm surprised or intimidated. I do think that its probably false that these re the largest ever known, since they have no way to confirm that.

PAge 81
Biotitans average height of 13.45m, and average mass of 51 tonnes.

PAge 82
It [hierodule] is armed with four huge razor-sharp claws, each capable of slicing clean through a battle tank, and heavily protected by chitin plates, in places up to 30 cm thick.
Self explanatory.

Page 82
..the Scythed Hierodule also bears a symbiote creature...

..

This toxic creature helps defend its host from attack, squirting a jet of potent mutagenic acid against any enemy that gets to close. No samples of a Scythed Hierodule have been recovered for research. Those creatures that have been killed have all been destroyed by large weapons, leaving few remains for laboratory research.


Sort of like a flamethrower I guess.

PAge 83 - Scythe Hierodule height: 4.9M average. Average mass of 14 tons.

Page 84
The Barbed Hierodule... had replaced two of its four huge scythe-like claws with massive bio-cannons. The symbiote acid creature was gone, and the Hierodule's front chitinous armour plates had grown and thickened for extra protection.
- a Hierodule variant evolved replacing two scythe claws with two bio cannons, and thickened armour plates.

Page 85 Barbed hierodule average height of 4.9M, average mass of 17 tons,

PAge 86
The Harridan's fearsome armament means it is capable of attacking just about any target, and the high-speed impact of its [Harridan's] two main claws are capable of punching through just about any armour.
Yep. Ramming aircraft. Only the Tyranids.

Page 86
Being a living creature and relying upon wings rather than jet engines the Harridan cannot match an an aircraft for straight line speed, but its lithe, twisting body is far more manoeuvrable, allowing it to twist and turn to avoid enemy fighters or ground fire. A Harridan lacks the speed to dogfight effectively with flyers...

..

Harridands seem to act as brood mothers fto smaller Gargoyles. It is thought that Gargoyles lack the endurance for very long distance movement, but it is known that they can hitch a lift on a Harridan...
They also seem to serve as a "carrier" for Gargoyles, making them more akin to the Tyranid version of Elysians.

Page 86
Magos Biologis have noted that Harridands have been encountered in a variety of sizes. Some are huge, upwards of 30 metres in length with a wingspan of 40 metres, other far smaller harridans have been identified.
- Harridans can vary in size. Some are huge, as much as 30m long with 40 meter wingspan, others are much smaller.

Page 87 - Harridans are 29m "long" a nd mass 62.4 tonnes.

Page 88
A Trygon's close can burrow through just about any material, carving out underground tunnels as it passes by. These tunnels ar eutilised b yother Tyranid creatures, which follow in the Trygon's wake and move without detection.
Tyranid sappers and bug zapper combined.

Page 88
Savage subeterranean fighting [investigating Trygon tunnels) in few gains, and eventually all the identified entrances were sealed and virus weapons were detonated undeground.
tactical use of virus weapons on 'Nids. I presume because their adaptive nature is less effective in the smaller organsims compared to when this was used in BFG against warships.

Page 88
Alongside its huge powerful claws, the Trygon also generates a strong bio-electric field or aura. Created by constant micro-vibrations across the Trygon's body and chitinous armour, this energy can build up to dangerous levels for anybody too close, discharging in a s udden powerful arc that is strong enough to kill. Whilst the field is building up, it creates a low frequency magnetic field around the creature, which will disrupt the energy of wepaons used against the Trygon, acting like a protective shield.
Another example of 'Nid forcefield defenses.

Page 89 - Trygons are 7.1M tall, and mass 9.7 tons.


PAge 90
The malanthrope's role seems to be to selectively collect and process genetic material from fallen enemies, before itself being reabsorbed along with the Ripper swarms into the Tyranid biomass. This biomass is then used to create more complex creatures.

...

..some Magos Biologis bleieve that it is seeking out unique genetic material for use in creating new Tyranid Monsters.
- Malanthropes - creatsures whose purpose is to selectively collect and process genetic material from fallen enemies before being reabsorbed into the Tyranid biomass.

Page 90
The Malanthrope's tendrils carry a highly venemous, cardiotoxic, neurotoxic and dermatonecrotic poison, injected throught eh skin of just about any living creature it cuases excruciating pain. This disables its target before abosrbing it into the bloated sacks of its toros, where its genetic material is slowly extracted...

..

A malanthrope is also a hihgly intelligent, spychic creature with a strong link to the Hive mind. Like the closely related Zoanthrope, a malanthrope can only move by psychically levitating to skim over the ground.
Like Zoanthropes, they are also highly psychic and move via levitation.

Page 91

MAlanthrope stats: 6.1M tall (Avg), 2.7 tonnes mass (avg.)

Page 92
The smallest Tyranid creatures are referred to as rippers, and va ry from a few cm in long to up to 2 meters in length.

..

The ripper's main role seems to be consumption. They eat, and eat and eat, remoselessly devouring everything they can. In large Tyranid invasions swarms of them, billions strong, advance like a carpet in the wake of a Tyrnaid attack, leaving only bare rock behind them.
Rippers described.

Page 92
During a Tyranid attack, millions of these small 'anklebiters'...

..

..aiding the quick consumption of dead enemy's genetic material. Each individual reaper will eventually return to a digestion pool, to be reabsorbed intothe biomass.
More rippers stuff.

PAge 93

average height (length?) .3M Average weight .1tonnes (100 kg)


Page 94
These large spore sacks are full of bio-acids and toxins and contain smaller spore mines within them.

..

..Meotic spores act much like a larger versions of the common spore mine clusters. Onc etheir tendrils sense an enemy nearby they detonate, showering the area with razor-sharp chitin and bone shrapnel, toxic gases, and corrosive juices. Unlike other spore mines, Meiotic Spores also have gas-filled askc,s which allow them to rise high into the sky and drift on the winds, forming floating minefields.

..

The force of an explosion, much greater than that of a normal spore mine, is often enough to critically damage an aircraft.

..

However, the big spore seems to have evolved in such a way that some spore mines will be flung clear and will contineu drifting to find new targets..
- Meiotic spores are large, floating minefields.. they can detonate releasing toxic gases, corrosive juices, or razor sharp chitin and bone shrapnel. The explosive force is much greater than a normal spore mine, and can critically damage an aircraft.

Page 95 - Meiotic spores average height of 4.2 m, and average mass of .9tonnes (900 kg)

Page 96
..the Hive mind also starts to infect the planet with its own alien flora. Capillary towers sprout from the planet's surface, spore chimneys grow and start puming alien spores into the atmosphere, slowly rendering it toxic and unbreathable.
again we see how the 'Nids fuck up the ecosystem in diverse and myraid ways, so its not just "endless waves of charging monsters".

Page 96
A Tyranid invasion, infestation and consumption has identifiable stages. Frist comes the identification and infiltration of a prey world, when mycetic spores land vanguard creatures such as Genestealers and Lictors. These become active, probing defences and assessing the worlds ability to resist an attack. Next comes the subjugation phase, when the planet's defenders are assaulted and overwhelmed by swarms of Tyranid creatures, from the smallest Ripper to mighty biotitans. AFter all major resistance has been overcome, comes the consumption phase, as the planet's atmosphere is changed and all genetic material is broken down into digestion pools. These pools are harvested by hive ships, adding to the fleet's gene-pool, becomng the raw material for the creation of the next wave of Tyranid creatures.

Tyranid fauna starts to grow during the second phase. CApillary towers push their way up from the planet's crust, growing taller and taller, whislt spore chimneys grow and begin to churhn out aline spores, polluting the native atmosphere. This is just a precursor to teh fauna's real task, which takes place in the third phase.

The Full function of capillary towers is not understood but it seems that where they grow, digestion pools then start to appear. Later, the towers link up with the sucking proboscis feeding tubes of the hive ships in low orbit, which then pump the biomass upwards and distribute it to awaiting bio-vessels.

Spore chimneys pump out alien spores which not only pollute the atmosphere, but quickly alter the native fauna. Local vegetation will be replaced by highly ggressive alien vegetation. As the process of consumption accelerates, the sky darkens and the planet's temperature begins to rise. The surface is soon transformed into a hothouse enviroment, accelerating the process still further and optomising conditions for the next stage of consumption. Within days hordes of rippers will hav econsumed the vegetation mass and added to it the digestion pools, until all biological matter is broken down and ready to be collected.

Once complete, even the planet's seas and atmosphere will have been consumed, leaving only an endless barren wasteland of bare, airless rock.
A somewhat lengthy description of the infestation/tyranoforming process. I am starting to wonder, though, if maybe different hive fleets have their own approaches, or perhaps the 'Nids have altered or evolved their approaches over time.


PAge 98 -
Hidden safely underground, Tyranid creatures are nutured inside the brood nests.

...

Once fully grown they remain in a state of hibernation until the Hive mind requires them, at which time they are awakened and claw their way to the surface, exploding from the brood nest entrance...

...

The brood nests so far encountered vary widely in size, from small nests with just a few creatures inside, to huge complexes full of hundreds fo growing creatures, with many diffrent creatures.
The 'Nids can establish underground factories (for all intents and purposes) to grow new 'Nids rapidly.


Page 98
Within the heat of the Brood nest Tyranid creatures grow at a terrifying rate and gestation periods are short. In a matter of just a few days a brood nest will be packed with fully grown monsters. They may then wait in hibernation for months until needed, but once born they are instantly under the Hive Mind's control.

...

..they do not have the equivalent of a human growth cycle, from infancy to adolescence to maturity - Tyranids are always birthed fully mature.
Fast growth time for 'nids. It doesnt specify for sure what kinds, so we can only guess at the smallest, and larger ones perhaps taking longer, but the implication is that bigger ones don't take long either (or at least some kinds of the larger ones, given Anphelion grew Titans and bigger specimens in a very short timeframe. That they might wait "months" is indiactive of an upper limit anyhow.)

Page 98
Larger cretures are beleived to be grown inside the hive ships, tehse are then deposited onto a planet's surface via mycetic spores or down the long probiscucs' of Hive ships in low orbit. On Beta Anphelion IV larger cratures appeared despite no hive ships being present. Brood nests large enough to nurture Hierodules and Hierophants must also have been present.
I stand corrected. It seems the above excludes stuff like Hierodules and Hierophants (but probably not Trygons or Carnifex, which can be bad enough. If they can grow carnifexes fairly rapidly though, I doubt biotitans and Hierodules would take much longer.

Page 100 - Carnifex average height, 4M. Average weight 8-9 tons

Page 100

Gaunt average height: 1.3M, average weight: .2 tonnes (200 kg)

Page 101

Genestealer average height: 1.9M, average weight .3 tonnes (300 kg)

Page 101

Lictor average height: 2.4M, average weight 1 tonne

PAge 101
Chameleonic scales make a Lictor very difficult to spot with the naked eye, and it seems they have also developed properties to help disguise themselves from auspex and scanners.
Standard Lictor stealth properties.

Page 102 Ravner stats:

5M long (average), average weight: 2 tonnes.

Page 102 Zoanthrope stats:

Average height: 3.5M, average weight .5 tonnes (500 kg)

PAge 102
They [Zoanthropes] are powerful psykers, apparently engineered from harvested alien life forms to create a focus for the Hive mind.

..

Energised by psychic forces, Zoanthropes appear to levitate, drifting over the battlefield and unleashing raw torrents of raw psychic energy. Zoanthropes also seem to be synapse creatures, relaying the commands of the Hive Mind to the lesser creatures around it.
- Zoanthropes are described as "powerful psykers" as well as synapse creatures. They can levitate themselves.

Page 103 - Gargoyle stats:

Average height: 1.1 M, average mass: .2 tonnes (200 kg)

Page 103: Biovore stats:

Average height: 2 m, average mass 2 tonnes.

**note on creature "stats" you may note I have not commented at all on these, but they are pretty much self explanatory. Basically 'Nids are a whole lot heavier than normal people (then again if you run around in the equivalent of rocky plate armor, you'd be heavier too.)

Page 110 -
Hellhounds are issued to dedicated Hellhound Tank companies or as squadrons of s upport vehicles to Armoured Fist and Tank companies. Although some regiments are lucky enough to include entire Hellhound companies, many Imperial Guard commanders on the ground use a flexible approach to the deployment of Hellhounds.

..

Hellhounds do not tend ot fight as complete companies in their own right, as many Leman Russ companies practise.
Hellhounds described. Expect to see them frequently from this point onwards (Eg Siege of Vraks.) Sort of a light tank.

Page 110
In an attempt to avoid catastrophic damage, all Hellhounds have thicker armour to protect the fuel tank.
Good idea.

PAge 110
The Artemia pattern includes a remotely operated turret, whilst on many patterns, including the Mars pattern, the fuel tank is inside the Chimera's standard hull, filling the transport compartment.
Internal tanks also make identifiying flamer tanks harder. I should note that the remote control turret is also nice.

Page 111
Hellhound stats:

Weight: 35 tonnes, Length: 6.9m, width: 5.7m height 4.3M, ground clearancee .45M

Max on-road speed: 70kph, max off-road speed 55 kph

Traverse: 360 degrees, elevation -8 to +25 degrees

Ammo for Inferno cannon (98 shots), ammo for heavy bolter 400 shots.

Armour: 150mm on Turret, 150mm on superstructure, 120mm on Hull.

Page 113
The Arvus, itself only one of a wide vareity of shuttles an dlighters, can also be modified. Imperial Navy crews on long range patrols must adapted their vessels to their own requirements. Arvus lighters have been converted into fuel-carrying tankers, or have longer hulls for icnreased cargo capacity (and reduced speed and handling). some have been armed for self-defence when operating on hostile worlds...
..

At need, the ARvus can be employed as a stand-in assault boat, although it is not designed for this purpose. It can transport a squad of infantry or a small Imperial Navy boarding party in only basic comfort.
I'm sure this isnt the only model of shuttle or lighter or whatever the Navy uses. Its probably a "micro lighter" by any other standard than Forge World though (considering you can get 500+ meter tankers and transports landing on planets in other souces? this is a safe bet.)

Page 113
The interior of the Arvus is very basic, and does not include many advanced systems beyond standard navigational and sensor equipment and proximity alarsm.
Another interesting definition of "non advanced" systems. Again its all relative.

Page 113
The Arvus is the Imperial Navy's equivalent ot the Imperial Guard's Trojan, and fufils many of the same roles.

..

On Beta anphelion IV the Arvus was used to transport men and materiel from orbit down to the base, and then to move small units from teh comand complex to other facilities..
They could have done this on Taros, execept that the models hadn't been done yet, I guess. Pity though since that could have dramatically helped, dont ya think?

Page 114
Arvus lighter stats

Weight: 15 tons, length 8.52m, wingspan 8.2m, height 3.68m.

No operational ceiling (orbit capable)

MAx speed (atmosphere) 1600 kph, Range of 22,000 km in atmosphere.

Armour: 15mm superstructure, 15mm hull.

Page 116
Anything foolhardy enough to try to pass though a containment fence is likely to be vapourized.
This, at least, helps explain why such fences may draw alot of power. Even if you don't take vaporized literally. IT sounds a bit akin to the "gigawatt" security fences used against the Necrons in Deus Ex Mechanicus

Page 116
Containment fences are only used to defend important locations. Due to the amount of power required to keep a fence activated they are no tocmmon, and only very sensitive areas use them. Unlike smaller stasis fences, the containment fence is not mobile, and cannot be quickly set up or broken down; construction of the containment fence is likely to take months.
Sound like a specialized sort of power field, akin to the "portable" void shield generators used to close off doorways in guns of Tanith.

Page 116
Long range scanners are larger, more powerful versions of hand-held scanners issued to officers and squad leaders. THese units, manned by an Imperial Guard specialist, are set up as part of Imperial Guard defensive positions, and are used to monitor the surrounding area for the enemy. They can provide a wide array of useful data on enemy movements and locations, which can then be disseminated over the vox-network.

Once set up, the scanner unit cannot be moved. Lengthy recalibration of the scanner makes it impossible to move during a batlte, and this limits the scanner's usefulness on an open battlefield, but makes it a valuable piece of equipment as part of static defences. As advanced and sophisticated equipment, long-range scanners are not common amongst the Imperial Guard, and are usually only deployed to defend vital locations.
The long range scanner system. Again we note an implication that the Guard has some fairly sophisticated abilities to relay information to its troopers (like the data readouts the Sergeants had.) Probably not trooper level data relay, but at leats at officer levels (Squad/platoon/company/etc.). Without reference to the helmet display from before though, it wouldn't tell us much by itself (data could be transmitted verbally over the vox network - eg target coordinates or such.)

Also, in typical Forgeworld fashion, neat stuff like this is automatically decreed as "uncommon"

Page 116
Sabre gun platforms are static heavy weapons positions. With mutliple weapons on a heavy platfor, they are used for light anti-aircraft defence as well as for engaging ground targets. Sabre platforms are issued to some heavy weapons platoons instead of the stnadard heavy weapons, but the reduction in mobility means the weapons are only deploed when a regimen is occupying static defensive postions. Sabre platforms are also used by Planetary Defence Forces.
A tarantula without the robot, basically. I imagine you could substitute a servitor (servitor controlled guns are pretty common anyhow) if you have them.

Page 117
- Accatran pattern ground scanners and Kantrael pattern ground scanners. This DOEs mean at least the Cadians and Elysians have them, if noone else.

Page 118 - examples of Sabre platforms include twin heavy bolters, twin autocannons, quad heavy stubbers, and twin lascannon

Page 119

The scanner can be set up in one of two modes...

Long-Range Sweep: With the scanner in this mode, enemy units will find it difficult to get close to Imperial Guard positions without being detected.

Short-range Lock:: The scanner locks onto an enemy unit, and the targeting information is passed to a nearby Imperial Guard unit.
game mechanics arguably, but has some value as "in universe" I think. One can never fully tell with 40K books. With regards to the "targeting" mode, targets with voxes can deploy virtually anywhere and receive targeting data (do not need to be close/in line of sight) of the target.

The targeting data "supposedly" does not affect ordnance or barrage weapons, but logically this seems to be a game limitation - there's little logical reason the scanners could n't be used as forward spotters. (Again, think of Support Sentinels, Griffons, etc.)

Page 120
- its noted here that the Containment fence can absorb the energy of "most weapons fire", (qualifying as a sort of cover), though it will apparently only degrade and not stop all weapons fire (or strong weapons fire), suggesting certain power limits.


Page 121
No records remain of the Chapter's founding, or from which Primogenitor Chapter their geneseed was first taken.

..

In five thousand years of service the Chapter has disproved this...
- Red Scorptions Chapter's origins and Primarch is a complete mystery, like other Chapters like the Blood Ravens. The Chapter has been around for apparently 5,000 years. Like the blood Ravens actually. Makes you wonder how many Chapters like this there are and why the mystery.


Page 121
At the end of M.39 the Red Scorpions undertook the Ordon Crusade. It saw the entire Chapter deployed deep into the widlerness space of the Ordon rift in Segmentum Tempestus, operating entirely independently for over 300 years.

..

For three hundred years the Chapter was out of contact and many thought it was destroyed.

..

Whatever happened within the Ordon rift remainds a secret within the Chapter.
- the Ordon Crusade.. the entire chapter deployed deep into the ORdon rift and operated entirely independently for 300 years, though the reasons weren't known.

YET.


Page 121
The location of the Red Scorpions battle fortress is top secret. Few (except for High-ranking members of the Administratum), know where the Red Scorpions are currently based, or where they draw the Chapter's new recruits from.

Since the Ordon crusade the Red Scorpions have been based upon a large battle station in orbit around the moon of Zebus Minoris.

..

Before establishing the Chapter at this semi-permanant base, the Red Scorpions had no permanant homeworld, for they were always on the move in their fleet.
-the location of their recruits is "unknown" They do recruit at an early age where memories are vague and cultural influences (or baggage) is minimal, which means that the Scorpions exhibit little to no cultural influences of their origins.

Page 121
The Chapter conforms to the stnadard Codex Pattern of ten companies. First Company being Veteran sand Terminators. 2-4th company re Battle Companies. 5th-7th are Tactical companies. 8th is an Assault Company. 9th is a Devastator company. 10th is the (reduced strength) Scout company.


As noted elsewhere, this is often taken as proof that they are ultramarines descended. Which, considering how many fucking chapters are Ultramarines descneded due to the actions of the Adeptus Terra, is a pertty good bet.

Page 122 -
The red Scorpitions have a fanatical belief in their own purity... they believe that genseed corrupion weakens the Chpater...

..

.. this has been taken to indicate that the REd Scorpion may be a successor of the Ultramarines, but there is little evidence to support this, and without detailed comparative investigation into the chapter Geneseed (prescribed by the Chapter itself), no evigdence can be gathered.
Again, its a good bet they're ultramarines descended. And considierng how purity obsesed your average Space Marine is, the REd Scorpions must be positivly OCD about it.

Page 123

- the Red Scorpions at Anhpelion IV
Fleet had 3 Thunderhawks and 3 Thunderhawk tranpsorters. Armoury had 3 Heavy bolter razorbacks, 2 Lascannon razorbacks1 multi melta razorback, 2 Heavy bolter tarantula and 2 lascannon tarantula/

had 1st company (3 5-man squads) and 6th company (6 squads, plus a Dreadnought and 4 Rhinos)

Total numbers:
1 Commander, 3 apothecaries with one rhino, 8 sergeants, 93 other ranks: 105 total.

VEhicles: 5 Rhinos, 6 Razorbacks, 4 Sentry guns, 3 Thunderhawk gunships, 3 thunderhawk transporters, 1 Dreadnought.

Page 124 -
With twin barrels they [storm bolters] have a higher rate of fire than the standard boltgun, but correspondingly have a drop off in the accuracy due to the weapon's ferocious recoil whilst rapid firing. The stomr bolter fires the same mass-reactive, armour piercing, high explosive bolts as other 'bolt weapons. Its dual magazine design means it has high magazine capacity - in this pattern, 40 bolts are held.
Storm bolter.

Page 124
It fires a fixed cartreidge round which has a dense metallic core. The round also has a non-metallic composite sheath with diamantine tip for extra armour penetration. which rpovides stable flight ballistics at short range.
Assault cannon again. Note the peculiar ammo again.

PAge 124
When combined with a Terminator suit the assault cannon includes gyroscopic stabilization and recoil compensators as well as targeter links to the suit's autosenses.
Again, self explnaatory, although the autosenses linked targeter is nice.

Page 126
This hand and a half sword (wielded in one or two hands) contains a small powerfield generator in the pommel. When activated, it wreaths the blade in a crackling energy field that disrupts anyything hit at a molecular level, greatly assisting armour penetration.
Power sword. "disrupting" anything on the molecular level is not neccesarily technobabble, note - it could denote thermal or explosive effects as well (how it disrupts isn't specified)

Page 126
- Bolt pistol - magaizne carries 10 bolts.

Page 126
Boltguns fire bolts that detonate after penetrating a target, literally blowing it apart from within.

..

These weapons provide each Space MArine with ferocious short-ranged firepower, and each is easily capable of destroying light vechiles.
Boltguns are noted as antipersonnel and anti-vehicle (although against what kind we aren't told - light military presumably)

Paeg 126
This pattern's magazine [bolter] holds 25 rounds and holds many advanced systems, with targeter and ammunition-counter links to a Space Marine's autosesnes and palm-print genetic identification coding.
Bolters. Note agian the autosenses targeter link.

Page 126
The [plasma] gun fires energised hydrogen plasma, accelerating the 'plasma bolt' via a linear magnetic accelerator. Upon impact with a target the plasma explodes with the destructive heat of a small sun.[

Whilst effective, plasma weapons are very unreliable. The colossal energies generated by the weapon must be contained within a magnetic field. Failure of this field can, however, result in the weapon over-heating in a catstrophic meltdown.
Plasma guns using (it seems) actual plasma. Explosive effects but also suggested to be thermal. God knows. Also implies they dont have variable settings by the usual "plasma guns get hot" fluff.

Page 128
The weapon's [plasma pistol] photonic hydrogen cells are only capable of supplying enough fuel for five shots before needing to be reloaded. thi sis a time-consuming action in the midst of battle.
This limits their usefulness of course, unless you have time to reload. Another reason why variable settings are important.

Page 128
This boltgun includes the "Dark Eye" nightscope, a modification sometimes favoured by Space Marines that have earned the Marksman's honour. It provides enhanced low-light sighting via the weapon's link to the powered armour's autosenses. Increasd magnification and powerful infra-targeting make this scope a useful addition to a squad operating in darkness or engaging the enemy at longer ranges. The scope itself is of little use at close range, where it can actually be a hinderance and must be disabled.
Sniper pattern bolter. Rather hilariosuly its a sniper bolter.. with no stock. Presumably the power armor provides stabilitzation for the firing (locking the power armor in place when aiming or something.)

PAge 128
It [missile launcher] is capable of eliminating hard targets and enemy vehicles at long range with its armour-piercing krak missiles (also shown), or cna provide anti-infantry suppressive fire power with fragmentation missiles.

Despite its size and bulk, the missiel launcher is constructed of ligthweight materials, and to further reduce the encumberance, spare missiles are carried by other squad members as wlel as the operator himself. This pattern missile launcher is a single-shot weapon, and must be reloaded after each shot. Other patterns include a short magazine of missiles.
Space marine missile launcher.

Page 130
It is known that during the Dantris III campaign the Adeptus Mechanicus were sanctioned to conduct various experiments upon several companies of the Lostock 23rd regiment. This was an attempt to allow the Imperial guardsmen to operate outside the seal factory complexes without protection.

..

The Lostock troops had new organs and drug-secreting glands incorporated into their bodies in an effort to boost their combat abilities, such as increased aggressiveness and strengthened immunological systems.
Lostock troops get mentioned various places elsewhere (Inquisitor, Rogue Trader and assorted RPGs, etc) They do not seem to be a unusual thing, exactly (Into the Storm mentions Lostock-like regiments being recurited/trained in other parts of the Imperium for special purposes)

PAge 130
The unit has been surgeically experimented ... Drug enahncing glands int he Guardsmen's system..
bit of game mechanics stuff.. but covering the possibility of "enhancement."

Page 130 - Lascutters literally have a range of "a couple feet"

Page 131
Elysian TO&E
1 Company command section with 5 troopers and 2 Valkyrie, 5 signals squad, 10x service squad, 2 2 squads of Heavy bolter sentry guns and 1 lascannon sentry gun, 2 Cyclops squadron with 3 Cylcops and 3 operators each.

4 Drop infantry platoons, each with a platoon section commander (5 troops and one VAlkyrie) and 4 Drop infantry squads (10 men and one valkyrie), 3 sniper teams (2 men each), and one special weapons squad (5 men)

4 Drop sentinel squadron with 3 Sentinels

1 Vulture attack squadron (4 gunships)

Personnel: 1 Major, 3 captains, 9 lieutenants, 28 sergeants, 279 other ranks (overstrength company, 320 total)

VEhicles:

22 Valkyries, 4 Vulture gunships, 12 Sentinels, 6 Sentry guns, 6 Cyclops.


PAge 132
In combat, the Veterans squads are supported by small, two-man sniper teams. These hardy souls often deploy before the main force, to find good hiding positions from which to target enemy commanders or specialists.
The sniper teams use a lasgun and sniper rifle.

Page 136
Accatran pattern , MkIV "bullpup" design to reduce length and weight. This is a semi-automatic weapon. Powercell capacity of 50 shots. This also powers the weapon's built-in flashlight.
If we assume the flashlight works for 600 hours or so (First and only IIRC) and assuming the power output of the pack is around 1-10 watts (could be a bit less or more..) we get single or double digit MJ power pack capacity, which suggests double or triple digit kilojoule per lasgun shot.

Page 136
Accatran pattern, MKIVe. Modified sniper version (lasgun) with integral bipod, extended barrel with a flash suppressor, and an image-intensifying low-light scope.
Normal lasguns of course do not get a scope. Or iron sights even. Reflex sight maybe?

Page 136
Automatic grenade launcher with a 6 shot revolving drum magazine.
self explanatory.

Page 136
Laspistol: Accatran pattenr, MKII heavy laspistol utilising the same powercell as the lasgun. Only issued ot officers and specialists.
Probably simplifies logistics some. Whether the laspistol puts out the same damage, however, is debatable (a laspistol is still smaller, less room for capacitors, cooling units, etc.)

PAge 136
Accatran pattern, MKIVc. The same weapon as the MkIV, but with integral single-shot auxiliary krak grenade launcher under the barrel.
I wonder if other attachments can be integral/built in.

Page 136
Plasma gun Accatran pattern, MkII. Includes integral bipod and carrying handle, which also incorporates the weapon's sight. Two photonic hydrogen cells screw in underneath the weapon.
The sight looks like a two-part scope, one part in each of the handle ends. Maybe its a reflex sight or something exotic for targeting purposes?

Page 136
Combat shotgun. ACcatran pattenr, model 34. Self loading, semi-automatic weapon with an 8 round internal magazine,
CAn't forget the shotgun.

Page 136
Meltagun Accatran pattern, Mk VIII. With integral bipod, carrying handle and sight. reinforced high-pressure flask contains fuel for 5 shots
5 shot meltagun. Same sight as plasma weapon.

Page 137
Promethium cannisters are worn on the back instead of the large webbing pack. Fuel supply good for 12 seconds worth of firing.
Flamer duration 12 seconds. Assuming ~15-20 kg fuel supply we might figure 1-2 kg of flamer fuel expelled per second.

Page 137

(demo charge) 9kg shaped charge for destruction of bunkers and obstacles.
Remember the demo charges blasting apart Raveners (multiple raveners at that) it was a shaped charge. Yeah you figure it out.

If we knew the amount of explosive or coudl estimate it, we might try to establish some explosives equivalencies.

Page 137
Missile Launcher. Accatran pattern, MKII. A lightweight, man-portable weapon that holds a single krak or fragmentation missile. A attending loader will carry extra missiles and reload the weapon after each shot.
- Missile launcher (elysian) is single shot. Not much different from the Marine version really.

Page 137
Heavy bolter. Accatran pattenr, MkVd. With integral bipod for sustained fire. CArrying handle incorporates the weapon's sight. Belt fed by a loader. The wepaon fires self-propelled, mass-reactive, high explosive armour piercing bolts. Capable of destroying light vehicles.
alot of elysian heavy weapons have built in bipods, handles and built in sights. Like a regular bolter this heavy bolter has an anti-vehicle capability.

PAge 137
Accatran pattenr, MkIX. This automatic mortar is preloaded with a revolving drum magazine of 5 rounds, and once set up it is activated via a short ranged remote control unit. Used for short-range, indirect fire support, the weapon's high rate of fire is moderated by the time taken to reload after the magazine is emptly. Carrying handles allow it to be moved by two men.
remote controlled, automatic mortar. also carryable.

Page 139
HQ staff )56 troops), signal platoon (22 men), Medic company (42 men), workshop platoon (28 men, 3 Sentinel powerlifters, 3 Trojan)

1 Mechanised infantry company: Company HQ (command esction of 5 men and one Chimera, and a Recce squadron of 3 Sentinels), 2 Sentry gun batteries (2 Heavy bolter and 1 Lascannon sentry, 1 Chimera), 1 ground scanner team (2 men), 3 Mechanised infantry platoon (each with a platoon command section of 5 men and 1 Chimera, 4 infantry squads of 10 men and a chimera, and one heavy weapons quad of six men, one chimera, and 3 sabre gun platforms)

5 Infantry companies each with:

1 company HQ consisting of company command section of 5 men and 1 Chimera, a Recce squadron of 3 Sentinel, and one ground scanner team of 2 men.

4 infantry platoons with a 5 man command section, 5 10-man squads, 1 Searchlight eam with 2 men and a searchlight.

1 Heavy weapons platoon with a 5 man command section, 4 mortar squadss with 3 mortar teams of 2 men each, 4 anti tank squads with 3 anti tank teams of 2 men each, and 4 support squads of 3 support teams of 2 men each.

Cadian 266th TO&E
Personnel:

1 Colonel, 13 Captains, 62 Lieutenants, 144 Sergeants, 1402 other ranks: 1622 total.

Weapons:
1459 lasguns, 176 laspistols, 98 close combat weapons, 64 mortars, 32 lascannons, 31 missile launchers, 32 heavy bolters, 32 autocannons, 36 plasma guns, 36 meltaguns, 36 grenade launchers, 36 flamers, 9 sabre gun platforms, 20 searchlights

VEhicles:

24 Chimeras, 31 Sentinels, 10 hellho unds, 6 Sentry guns, 3 Trojans, 3 Sentinel powerlifters.

Page 141
Heavy flamer unit from a Red Scorpions Terminator armour suit. Commonly used by Terminator squads for tunnel fighting, its promethium supply restricts the flamer to only 9 seconds of continous firing, but generates heats in excess of 900 [degrees] C
That's nearly the temps required to cremate the body, I believe. Gives a broad indication of what it could do. Then again I dont know what normal temperatures flamethrowers burn at (I know napalm can compare for example)

Page 142
In the tightly packed corridors the fire of assault cannons and storm bolters could not miss, tearing through swarms of aliens and leaving them as ragged piles of ichor and bone.
...
Culln's squads had lost just 3 brothers in the fighting, and had achieved a kill-ratio of greater than 10:1.
Genestealer kill ratios. Scorpions Captain and Fifteen termiantors vs 1 broodlord, 34 Genestealers and 10 hormagaunts.

Page 151
The Anphelion base ia standard modular construciton, made by interlocking pre-constructed building units together. These modular buildings are manufactured to a standard pattern, and used across the Imperium to rapidly build outposts for many different purposes. PHaeton patern bases are used as military barracks, habitation blocks for colonists, laboratory complexes or administratum buildings.

..

Several other forge worlds now build this pattern of modular buildings, form where they are trnasported, in their constituent parts, to wherever the Administrtum needs them. Although meant as temporary buildings, they often become permanat constructions.

The complexes are constructed by Departmento Munitorum labour corps, under the direction of Administratum engineer-adepts. Once a site is chosen and cleare,d the building uints are landed and then carefully positioned to the engineer-adepts plans, before being locked in place by driving the support pistons into the ground. Over the course of several weeks a complex of rooms and inter-connecting corridors iwll slowly appear.

..

Being used mainly on remote frontier wolrds, the base usually needs its own defences. autocannon-armed defence turrets are locked onto the roof, or can be ground mounted close by. Other defences, such as containment fence plyons, gun emplacements or ferrocrete bunkers, are positioned with good fields of fire to defend the base. Landing pads, control and communications fiacilitise, are alos added. Ultimately it will take several months before the base becomes operational.

Anphleion base was series of four separate complexes, each containing sub-complexes of habitation areas, barracks, control complexes, storehouses and laboratories.
[/quote]

Description of the Anphelion base complex. Like a fair bit of Imperial technology of the mass produced/common variety its modular, which tells us something about their construction techniques (the "common" stuff ismodular/mass produced stuff, the high end or important stuff is often not. EG Titans or battleships or Terminator armor or such.)
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