Deathwatch RPG analysis/discussion thread

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Kuja
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

the Traitor Legion geneseed still exists. this might explain things if the Blood Ravens were indeed descneded from Thousand Son DNa, for example.
GW might as well just come out and say that they are. They've dropped hints about as subtle as sledgehammers not just in the BR trilogy and DOW games but also in the heresy books.

Also hinted at being descended from traitor primarchs are the Minotaurs having Angron's geneseed, as well as his old habits - extreme brutality, highly aggressive up to and including brain implants just like the World Eaters' old MO. This goes hand-in-hand with them being a secretive lot apparently acting as the High Lords of Terra's personal bully stick, repeatedly used to squash renegade Astartes chapters like the Inceptors and Lamenters.

Also lightly hinted at are the Red Scorpions being a chapter of Fulgrim's descent. Their geneseed is extremely pure (at a level only Fulgrim and Guilliman were known for) and they are notoriously cranky in refusing to allow the Mechanicus to study samples. They're so fanatical about it that they actually employ apthercaries at a near-squad level. They also evince an extreme puritanical doctrine, hating mutants and abhumans almost as much as nonhumans, and they're cagey about their chapter origins and apparently disdain veneration of any primarch, reserving their devotion for the Emperor alone.
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

But that would destroy the carefully crafted mysteries that GW has tried to create! :P

Actually between the 21st founding stuff, the creation of all these apparent 'traitor legion' descended chapters like the blood Ravens, Minotuars, etc... it would make more sense for them to try to tie that together into some effort to 're-start' the Great Crusade on some level at various points, or something along those lines.

Of course that might be too disruptive to status quo and we can't have that :D
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

Fuck Chaos and the Emperor alike, in the grim darkness of the far future Status Quo is the true god.

Maybe when Ben Counter wrote that twist he should've made the Soul Drinkers Lorgar's offspring. They certainly fit the bill: batshit mooks misled by a paper-thin Chaos religion.
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Re: Deathwatch RPG analysis/discussion thread

Post by Black Admiral »

Kuja wrote:Maybe when Ben Counter wrote that twist he should've made the Soul Drinkers Lorgar's offspring. They certainly fit the bill: batshit mooks misled by a paper-thin Chaos religion.
It's not unlikely that they are, actually - they almost aren't descended from seven of the loyal Primarchs (Corax, Vulkan, Dorn, Guilliman, Sanguinius, Russ and Ferrus; Dorn's been explicitly discounted and the others have aspects to their genetic heretic the Soul Drinkers don't display) and I think it's pretty unlikely that they're of White Scars or (especially) Dark Angels descent. The Soul Drinkers being descended from the Word Bearers wouldn't be the most unlikely explanation for that (especially since it would explain why the Angels Sanguine didn't figure out who they were descended from, at least as far as Commander Gethsemar informs anyone - they probably don't have Word Bearer geneseed profiles on hand to compare with).
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Kuja wrote:Fuck Chaos and the Emperor alike, in the grim darkness of the far future Status Quo is the true god.

Maybe when Ben Counter wrote that twist he should've made the Soul Drinkers Lorgar's offspring. They certainly fit the bill: batshit mooks misled by a paper-thin Chaos religion.
Actually I think the main problem with the Soul Drinkers was the same problem I had with much of Graham McNeill's Iron Warriors novels: The Guy in Charge. Sarpedon is a horrible character, much the same way Honsou is.. and because they're both in charge it generally means that that horrible-ness tends to permeate the rest, even if in isolation you have likable characters. There were Soul Drinkers and Iron Warriors who, separtae from Honsou, were likable enough.. but Honsou or Sarpedon being present pretty much ruined all that.
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

I guess I can't entirely disagree, since it's been years since I read most of the Soul Drinkers novels, but just the fact that Sarpedon was in charge taints the rest by association. Apart from him I vaguely remember Tellos, the guy trying to be Ash and failing (chainsword hands), and Iktinos. Wasn't there another one that wanted to overthrow Sarpy and go full Chaos? I think I mostly just remember most of the Soul Drinkers being rampaging dicks.

...though on reflection Iktinos is actually less of a fucktard since it turned out he was playing a long term subversion game. Doesn't excuse the rest though.
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Kuja wrote:I guess I can't entirely disagree, since it's been years since I read most of the Soul Drinkers novels, but just the fact that Sarpedon was in charge taints the rest by association. Apart from him I vaguely remember Tellos, the guy trying to be Ash and failing (chainsword hands), and Iktinos. Wasn't there another one that wanted to overthrow Sarpy and go full Chaos? I think I mostly just remember most of the Soul Drinkers being rampaging dicks.
You might be thinking of Daenyathos, the Dreadnought from the chapbook fo the same name. Or maybe you're thinking of Eumenes (from Chapter War) the guy who was (along with Sarpy) responsible for the SECOND pointless civil war in the Chapter's ranks and was an all around nutjob (though to be fair, he wasn't that bad in Crimson Tears. I blame it on Sarpedon, and am amazed more people didn't try rebelling against his leadership.)

Not all of them were rampaging dicks, and their biggest flaw was that they invariably followed Sarpedon and his zany, inconsistent scams. I dont know what Ben Counter INTENDED with the Soul Drinkers and Sarpedon, but the execution fell through massively and much of it can be laid at Sarpedon's feet (or is that talons?)


PS: Interesting you mention the Red Scorpions. another big indicator they might come from the Emperor's Sons - they're fucking dicks. I don't like them at all lol.

...though on reflection Iktinos is actually less of a fucktard since it turned out he was playing a long term subversion game. Doesn't excuse the rest though.
I feel bad about Iktinos. Compared to Sarpedon and Iktinos, I liked the latter much more. My faviorite Soul Drinker was Luko and Graevus. The most interesting chracters out of the bunch, all told. There were also lots of likable secondary characters... the Doom Eagles and Iron Knights were likable in Phalanx, for example (Best parts of the novel, all told.) I also liked many of his non-Astartes characters too. Sister Aescarion is amongst the most well-written Sororitas bar none.
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Re: Deathwatch RPG analysis/discussion thread

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I decided 'screw it' I'm going to post the last update for Deathwatch. You put up with that from me, and you get Ravenor at some point soon to fill in the gap here. You win, I win.


PAge 8
Years began to stretch on and little progress was made; Imperial forces would take a planet, only to lose it to a fresh wave of Stigmartus streaming out of the Anomaly. The planets of the Cellebos Warzone quickly became charred battlefields, barely hospitable to life after decades of constant war.
The aftermath of conventional war if it lasts too long. Not unlike Vraks really.


Page 8
She gathered together all the Guardsmen still aboard the Sword of Macharius, and launched towards the planet with every available drop pod on board the ship.
Drop pod assault from battleship.


Page 9
..they found a system dominated by a fierce blue-white supergiant star. The fury of the star’s heat had long ago blasted every planet to half-molten cinders—save one. An immense jovian world, Pyrathas Majorus (itself a smouldering brown dwarf star) whipped around the supergiant in a tidally locked orbit.
Nature of the star in the system. Obviously important given what they build in this system.



Page 9
...a single moon was likewise tidally locked, heated by the embers of its planet, and containing a breathable atmosphere.
...
The moon that would become known as Pyrathas was a harsh, inhospitable place. Low gravity had created a world of towering cliffs, high mountains, and deep fjords. The constant gravitational stresses generated massive volcanoes, leaving the atmosphere a grey haze, and life had not evolved past hardy lichens and mosses.
...

Legions of Munitorium convict-labourers capped the mountains with adamantium bastions and dug extensive launch bays for Lightning and Thunderbolt fighters into the cliffs. In areas of active vulcanism, they sank deep geothermal shunts to power concealed defence laser batteries. Meanwhile, the Mechanicus constructed large orbital docks around the moon to service the needs of the myriad warships that would soon come. In one short decade, Pyrathas was the Iron Collar’s second largest anchorage for the Imperial Navy, surpassed only by Karlack itself.
Construction of a new fortress world. Note the defence lasers powered by geothermal power, although what kind of defense lasers (EG how powerful/heavy) isn't stated here. Even then we know there can be some geothermal weirdness for planets in 40K (either they really fuck the place up explosively, or they have some bizarre hybrid reactor/geothermal tap effect going.. either atomic, plasma, fusion, or some combination.)


Page 9
...the signs and counter-signs to enter gun range are only possessed by the pilots of system defence monitors who wait on the edges of the star system to escort arriving vessels. Of course, the Navy realised that it could not maintain Pyrathas’ location as a secret forever, and also installed scores of orbital laser and torpedo batteries.
Orbital defenses of the system.



Page 9
The furious glare of the blue supergiant makes approaching the anchorage without the protection of void shields suicidal, and thus far the Tyranid hive ships encountered do not have a suitable alternative.
The sun is such that a ship cannot survive without void shielding. This means Tyranid ships supposedly can't.



Page 10
Adamant is an orbital warehouse, the void-dock for dozens of ships at any one time. Stretching many hundreds of kilometres across the sky, this mid-orbit installation is so large that it is easily visible from the surface.

Scores of defence laser batteries comprise the outermost sections of Adamant Station, linked together with massive adamantium chains and straining grav-links. Together, these stations provide an interlinking field of lance fire covering many of the approaches to the station—with freeorbiting batteries on the far side of the moon defending against the rest.
Adamant station. Interesting feat of engineering for a decade or so. Also note the 'grav links'



Page 10
On the other side, the baleful but muted glare of Pyrathas Majorus warms the world like hands held close to a smouldering ember. Here life is possible, but only just. The constant glow from the brown dwarf keeps its moon above freezing, but the world is constantly lit by a deep red glow.
Planet is sustained by the glow of the brown dwarf star, as well as shielding it from the supergiant.



Page 11
Pyrathas:

Population: Estimated 57 Million
..
Geography/Demography: 65% nominal gravity. The planet mainly consists of craggy, mountainous terrain, much of which has been utilised for housing fortress structures, hanger bays, and other Imperial Navy structures...
...
Government Type: Departmento Munitorum-appointed Commander/standard military hierarchy.
Imperial Commander: Captain Sylas Skor, commander of Adamant Station
The world in question's properties. VAguely a small planet, and sort of habitable.



PAge 11
The system’s primary star is fierce blue-white supergiant. This star is orbited by a second brown dwarf in a tidally locked orbit. Inside this brown dwarf ’s penumbra, Pyrathas also hangs in a tidally locked orbit, shielded from the fury of the supergiant. This unique location affords Pyrathas a distinct defence against outside incursion, making it an advantageous location for an Imperial fortress-world.


Page 11
Any enemy foolish enough to attack Illium would come under fire from Hydra autocannon emplacements and Icarus lascannons upon entering the atmosphere. The mountains around the fortress contained many cunningly disguised air defences, supported by long-range Manticore launchers and their deadly Storm Eagle missiles. Once on the ground, enemies would still have to contend with constant airstrikes from Marauder bombers, and long range shelling from the base’s Earthshaker cannons.

Page 11
Zeta is operated by the Biologis branch of the Adeptus Mechanicus. Here, several gene-magos frantically research possible biological weapons or defences against the Tyranids.

Page 12
the light cruiser Misadventure—an Endeavour class warship—plus a picket force of half a dozen Cobra destroyers retrofitted with long range augur arrays, and a dozen intersystem defence monitors.
Orbital defenses of Pyrathes.


Page 13-14
The only reason the Imperium continued to cling to the surface of these inhospitable planets was a rare metal that was mined from deep under the surface. This jet black metal was fabled to be capable of repairing itself, seeming to almost spring to life in the holder’s hands. All reference to this metal, however, has been completely stripped from Imperial records, even those in the halls of Watch Fortress Erioch.
...
..an entire Adeptus Mechanicus installation dedicated to geological analysis was completely shut down under strict orders from the Ordo Xenos, and all information gathered was destroyed.
Yes they mined a mystery metal they found underneath the planet. Again given its probably necron this is.. interesting and hilarious. Especially given the hints of the nature of Imperium technology from Mechanicum


Page 16
Iobel has acted as the primary launch point for all operations into the Hadex Anomaly, and contains various ancient devices for monitoring and observing the movements of xenos in and around the warp rift.
Watch station able to track activity around a warp rift.


Page 16
...silhouettes of mechanical spiders, a faint green glow emanating from lines on their bodies through the distortion in the storm.
...
But as the Deathwatch focuses on the Anomaly, something has begun to awaken deep beneath the planet’s surface.
I SENSE NECRONS.


Page 17
-Amusing in there's a picture of an IG/Crusade leader woman who is running along the barrel of a traitor Leman Russ. She's literally going to punch a tank. (how she got up there to begin with is a good question as well.)

Also interesting is how the russ is drawn. For one thing it looks a whole lot less boxy - the turret and the body are wider, and I'd guess (subjectively) that the thing is alot shorter than an actual russ (maybe 3-3.5 M tall rather than 4.4 ) The turret itself is about as wide as the woman is tall - call it maybe 1.5m across , and quite a bit longer and I'd say the tank itself is.. call it 2 metres. Quite a bit bigger than the gun usually is. I'd guess the turret is about1/3 as wide as the tnak itself.

The tread arrangement looks moe like a Chimeras as well than a russes, which corrspondes to the much squatter hull diemsnions. Amusingly though, the tank barrel is just as birzarrely huge diametered.

Given the character described on the page I'm guessing its Magratha von Karlack mentioned in aChilus Assault. This could very well mean we're seeing a propoganda poster than an actual drawing depicting anything that actually happened, so the veracity and accuracy should be taken with a grain of salt (like with all artwork and drawing sand generally anything visually done in 40K.)


Page 18
Stirring his fellow captives into action, the Marines Errant led a small but determined slave uprising that caught their languid Dark Eldar captors by surprise. The embattled Space Marines fought their way to freedom, and returned to the Imperium. Vibius bears a badge of honour marking him
Yet another incident where the Imperium manages to stir a revolt and cause trouble inside a Dark Eldar prison. This time they escape.



Page 20
In a matter of moments, Deathwing reinforcements teleported directly into the fray, assisted by pin-point barrage blasts from the orbiting vessel.
Precision bombardment by Dark Angels battle barge supporting an already going ground action and teleport assault. Meaning it can be done under the right circumstances.


Page 24
Members of the Traitor Legions possess the same enhanced physiology and are equipped with power armour that is very nearly as effective as that used by those who have remained loyal to the Imperium.
This suggests that CSM and Loylaists are nearly equal - although probably not factoring in the benefits (if any) of Chaos enhancement. Indeed, Loyalists seem to have a slight edge in gear - whether this is to being more advanced/better, or just better maintained, we don't know.


Page 27
Chaos Space Marines are equipped with armour that is capable of dramatically reducing the efficacy of the standard Astartes Bolter, while some of the daemons of the warp are so preternaturally tough that even a well aimed shot may have little effect.
...
..trained squad members are capable of not only simultaneously targeting the same individual, but also firing upon the same visible portion of that target. In this way, multiple rounds can strike home at the same time, often weakening the foe’s defences in that location.
This would explain burst mode on alot of weapons as well, more shots increasing the odds of penetrating armour (much like, I think, with real life armour as well - resistance is measured in ability to withstands hits within the close proximity of an earlier hit, or something to that effet.) In this case, Astartes armour (or Daemons) are more vulnerable to a burst of closely-spaced hits than a single one.


Page 25
Some Battle-Brothers choose to devote time to studying the effects of corruption upon the mortal form. They closely examine Inquisition records and even participate in the interrogation of heretics taken as prisoners.
Space Marine (or at least Deathwatch) 'research' into detecting Corruption/tAint of Chaos.


PAge 25
Fortunately, continuous exposure to the most common dangers of the warp has hardened this Battle-Brother’s resistance to some of its effects. Though these horrors may be unknowable, the Space Marine has concluded that they are certainly survivable. This simple knowledge has begun to lessen their impact upon his psyche.
Knowing that its possible to 'survive' the horrors of chaos can strengthen resistance to some of its effects apparently. Belief again influencing its power, I think, but this is also not unliek any other unpleasant experience - knowing it is finite makes it survivable.


Page 27
As physical manifestations of Imperial vengeance, Space Marines may rely upon their anger to preserve them.

...there have been several documented instances in which Battle-Brothers emerged from the cauldron of battle against the corruption of the warp with little evidence of damage.
Anger, and quite possibly any extremes of emotion, may offer resistance against Chaos to some degree.


Page 28
Some Space Marines have learned to cope with this twisting reality [warp phenomena] by a stubborn and intense denial that anything untoward is even occurring. Consciously closing their minds to the unnatural phenomena, the force of their disbelief actually seems to calm and dissipate the warping effects around them.
Given their control over their own bodies and brains, this makes sense as a mental defense mechanism, or suppressing the relevant portions of their mind.



Page 29
Even the subtle sin of pride or the cleansing fire of pure wrath against the Imperium’s foes could represent the first step if these emotions are allowed to take control. Every emotion and motive must be carefully examined so that a warrior can be certain they are in keeping with the ways of the Codex Astartes.

The forces of Chaos are a constant reminder that mankind must remain always vigilant against the Ruinous Powers.
When thoughts and emotions influence the warp, intent and belief matter. How and why something is done can be as important as the act itself, because even the slightest unknowing slip can lead one astray, and Chaos can and will exploit such weaknesses.


Page 31
Those vessels fortunate enough to have on board a Navigator experienced with the perils of the Hadex Anomaly have an easier time passing through the section of the Anomaly known as “the Drop”, the Anomaly’s only known semi-stable warp route. This can easily shave weeks off of any journey a Kill-team might make to the outer regions of the Jericho Reach...
The Hadex Anomaly (or any other Warp phenomena) can screw up travel so much that weeks or months of travel time within a sector or subsector is normal (and saving it matters hugely.)


Page 31
Thousands of the stern-faced sisters of the Adepta Sororitas have been dispatched to fight in the Achilus Crusade...
...
The incorruptible Battle-Sisters are an inspiration to behold..
Thousands of battle Sisters in the Crusade, which likely were drawn from the Eccelisarchal contingents of the Scarus, Calixis, and Ixianad sectors supplying it. By extension this can mean that many millions exist throughout the Imperium, and these would only represent those committed to the Crusade, not those who held back to support their duties within the sector.


Page 32
A squad or even a single veteran Grey Knight can slay hordes of lesser daemons, should be a match even for a greater daemon...
Capabilities of the Gray Knights.


PAge 32
They have been known to slay any allied Imperial forces that have witnessed their daemonic foes, to guard against the possibility of corruption and to prevent the dangerous knowledge of the existence of daemons spreading to the wider Imperial population. They have even, on occasions, mindwiped the Battle-Brothers of the Adeptus Astartes that have fought by their side.
They've also been known to slaughter their allies if they need to repaint their armour.


Page 34
Space Marines endure the consequences of the mindwarping power of Chaos differently from the rest of their Imperial allies. Their psycho-conditioning allows them to endure, but the stresses of the grotesque and monstrous nature of the warp still takes its toll.
Psycho conditioning isn't just for loyalty, it imparts a measure of resilience ot the horrific or bizarre shit Space Marines can be exposed to


Page 34
. One of the reasons that Chaos is so dangerous and terrifying, then, is its inherent unpredictability. How can you fight a force of nature, especially one whose only constant is that it changes the nature of all the forces around it? It seems unreasonable to expect peace and calm, or even mere survival, when at any moment gravity can be reversed, the seas can turn to blood, or the sky may set itself ablaze with eldritch energies. When a place has been touched by the warp it is not uncommon for hulking, nightmarish abominations to rip into existence and do their daemonic best to devour every living and unliving thing in sight.
...
Chaos is a very persuasive, seductive force, and there is always the chance that the Kill-team’s previously loyal companions finally succumb to temptation and turn on them. Paradoxically, in fact, the longer one spends fighting Chaos, the more likely one is to succumb to it.
The problems of fighting Chaos. How does one prepare for that? Chaos can seemingly fuck with the laws as we know them, at least when the warp si strongly present, that is a big advantage for them.

This is indeed one of the problems of fighting chaos - it is subversive in the way it can mutate reality, and can fuck with the thoughts and emotions of others to feed itself - its not always that arbitrary, but the ability to enhance fears, angers, hates, greeds, can be a powerful disruptive force.


Page 35
What this equivalency means is that the outcome of any given battle in the Salient is as much a matter of attrition as tactical acumen. If one side or the other attempts to gain the upper hand with a specialised unit, it is likely the other commander will simply bring an equivalent counter to bear. Because the forces of Chaos and the forces of the Imperium in the Acheros Salient are such equal adversaries, most conflicts between them are decided by whichever side has the most resources. This is how the Acheros Salient has developed its reputation as a “meat-grinder.” There are very few options for an Imperial Commander to seize his objectives beyond simply buying his way through with the lives of his men.
Supposedly one of the reasons (at least in Jericho reach) why we get battles of attrition with Chaos. Probably could apply to Orks and Tyranids. On top of that the unpredictability of Chaos (or the multitude of xenos threats) can make accurate preparations difficult - its not hard to see why just throwing resources and manpower at a problem is seen as a simple way to solve it. To a point at least, since neither Chaos nor alienx are totally arbitrary, but it can still present problems.

Moreover ability is still important, otherwise people like Creed or Yarrick or Macharius wouldn't be so lauded, How resources are used against the enemy can still matter even with attrition - and you still can't fight every enemy identically (unless you're the Munitorum. Then you'll make it happen somehow.)

And situations wont' always be the same either - one side or another may not always have the resources they want or hope for.


Page 36
..the Stigmartus have a few regions within the Hadex Anomaly where time flows far faster than it does in real space. Because of this time dilation they are able to recruit legions at an astonishing rate, as those within the Anomaly are born, grow to adulthood, are trained to fight, and are then shipped off to war in a matter of months.
...
The forces of the Imperium, of course, have no such advantage. The Imperial levies compete by recruiting on a vast scale, by the sheer numbers of worlds they can draw upon.
That certainly is an advantage. Probably moreso because Imperial reinforcements have to be trained, brought together through the warp, made cohesive and then transported to teh front throught he gate. Stigmartis troops don't have to travel nearly quite that far, and they have a 'home territory' familiarity (which can go with defenders advantages.)

What's more the Imperium having to funnel in more numbers en masse can create bottlenecks - those troops aren't being constantly supplied, and the logistical issues in supplying and coordinating them are worse than the Stigmartus face.

And there is of course the fact that the Imperial forces are facing a (minimum) three front war.


Page 38
The Stigmartus had spent their time in the Hadex Anomaly putting together a strong naval force, with Chaos-controlled Space Hulks and allied Chaos Space Marine-helmed capital ships forming the backbone of their fleet.
Components of a 'strong' Chaos fleet can include Space hulks, probably in the same role Orks can use them as.


Page 39
The environment on Vanity is so hostile that the main fighting forces of both the Stigmartus and the Imperium are unable to wage war there. Besides the harsh radioactive fallout that blankets the planet, any large cluster of soldiers is subject to attack by the hordes of spectral creatures that make this world their home. The fighting is left almost exclusively to Space Marines, Chaos Space Marines, a particularly tough breed of mutant, and small units of troops who having been heavily augmented (either by the Adeptus Mechanicus or by the powers of the warp).
Use of 'specialised' forces for combatin hostile enviroments. Implies that the Imperium not only has non-Astartes 'augmented' troops (like the Lostock, or the Elysians from Anphelion project) but also mutants able to fight in such regions (Abhumans?)


Page 40
There are over fifty planets in the Cellebos Warzone that see semi-regular fighting.
50 planets in this salient, and thus a minimum in the subsector.


Page 42
it is undoubted that some of the troops and support staff brought to the Jericho Reach by the Achilus Crusade were already tainted by the Ruinous Powers...
...
..it is sometimes within the power of these cults to summon foul daemons, turning once loyal Imperial bastions into charnel-filled, warp-contaminated footholds.
Chaotic sabotage of one variety.


Page 43
Caches of Imperial weaponry, much of it from before the Age of Shadow, still lie scattered throughout the Jericho Reach.
...
Others suffered planet-wide asphyxiation when they couldn’t find the technical expertise necessary to maintain their lumbering terraforming engines.
...
While many of these worlds have since been recovered or pillaged...
...
...there still stand many more undiscovered, devoid of life but brimming with equipment and manufactoria, untouched since the beginning of the Age of Shadows. Some of these long forgotten worlds may even house archaeotech and STC template fragments, holding inside their shattered spires technological marvels now vanished from the wider Imperium.
The interesting thing about this - aside from the terraforming engines, it suggests that like territory and othre signs of 'power', the technological abilities of the Imperium may go through periods of fluctuation.. becoming more advanced (as stuff is rediscovered, new things are found, or the occasional innovation or R&D is done.) whilst at other times conflict, warfare, and politics can cause the Imperium's technology to backslide. Barring actual, physical destruction therefore, it is not truly possible to 'lose' tech in its entirety - it is more likely thta it will become rare or specialized (again due to politics or some other factor - the way Mars controls and distirbutes tech to its subordinate sister worlds is a good example.)



Page 48
Stigmartus commanders frequently direct their operations from within heavily fortified bunker complexes outfitted with heretek systems purchased from the Magi of Samech. Mistrustful of even their own troops, the command and control systems of these bunkers allow them to defend themselves with automated systems slaved to dangerously independent cogitators, all the while directing battles across half a world from inside the ferrocrete walls.
...
Herald Engines use advanced cogitator technology to analyse the stratagems used by the Imperium and respond to them with frightening accuracy. Some commanders even believe enslaved daemons to be used in guiding the analysis, doubting the ability of any machine to be so precise. No matter how a given commander interprets the Tactica Imperialis, while a Herald Engine aids his foe, the Stigmartus are almost impossible to surprise, able to respond to any ambush or feint while directing counterassaults at the weakest points in the Imperial line.
...
Where a normal Imperial officer’s bunker would have a vox array, the Stigmartus rely on advanced cogitator links to direct both the base’s automated defences and deliver their orders.
...
A Stigmartus Command Station could have anything from a dozen long-range automated weapons to keep attackers at bay to scores of point-defence turrets gunning down intruders and unauthorised heretics with equal readiness.
Stigmartus command and control. Stands as an example of what sorts of difficulties the Imperium can face. Daemonically enhanced cogitators are also likely, as they use possessed vehicles and artillery, and starships often have daemons slaved into weapons and other systems. It probably would not only enhance the cogitator's abilities, but give it some limited divinatory ability (by reading the warp).

The Imperium arguably has its own analogues (even the limited precog) but probably not in such a compact and automated manner (typically their command centers involve more people, at the very least - the vox array being manually run or at least run by servitor is one example.)



Page 49
Unfortunately for the Imperium, the heretic army does indeed have the favour of their gods, channelling the power of the warp through immense shrines.
Yet another complication in fighting chaos, since that favour or power can manifest in various ways depending on the god.


Page 49
These sigils are said to shackle the soul of the fallen warrior to the Skull Throne of Khorne, and to grant the slayer their victim’s prowess in battle.
...
As the mound expands to host more victims and blood-soaked dedication rites, the warrior lodges attending it grow noticeably mightier, with corded muscle straining the frames of every warrior, and new, deadly mutations erupting from their flesh.
...
An established shrine to Khorne fills the Stigmartus with unholy vigour, making them capable of shrugging off grievous wounds and filling them with a terrible lust for battle. With enough sacrifices channelling this unnatural vitality into the Stigmartus troops, they become a match for even the Adeptus Astartes in raw physical power.
...
Merely slaying the imbued warriors only strengthens the Blood God’s grip on a world, as the bloodshed acts as a sacrament to Khorne.
One example of 'favour'. Similar for Nurgle or Slaanesh might be resistance to injury or pain (The slaanesh example might be seen by the Roaring Blades example of Sons of Dorn, where their pain centres were altered so that pain causes them greater pleasure, granting them near-superhuman power and resilience as long as their bodies last.) A tzeentch shrine might either bestow psychic might, or allow for some sort of twisted probability manipulation favouring the side of Chaos.

That said the Khornate one is bad enough by itself, but mixing them could be even worse.



Page 50
Rogue psykers, daemon-calling sorcerers, and other strange adepts are counted in the ranks of the Stigmartus [but rare]...
...
When the energies harnessed in the coven’s ritual are sufficient, the sorcerers call a fragment of Tzeentch’s own realm into the material world.
...
They gather in no sane pattern of formation, instead creating a devilish labyrinth that cannot be navigated by any sane man. This restriction matters not to the Stigmartus, crazed as they are in their degenerate worship.
...
The realm of Tzeentch weaves throughout all of space and time, and paths through it can take the walker to impossible vistas that never were—or guide his path unseen past entire garrisons of guards. Even the infinitesimal fragments capable of manifesting in the mate rial realm are sufficient to send whole platoons of heretic warriors across the face of a world.
Yet another chaos-borne advantage. It shows how psykers nad sorcery can be used to influence the battlefield. It's mentioned that simply destroying the maze (brute force - eg bombardment) will cause the contained warp power to be unleashed in catastrophic, Tzeentchian ways so its 'power source' must first be undone.



Page 51
Those of the Stigmartus who revere the Lord of Flies are eager to spread their lord’s “gifts” to the unbelievers. They brew noxious plagues in great rusting cauldrons, releasing a foul mist over nearby battlefields...
...
The toxic miasma can reach for many kilometres...
Nurgle 'advantages' - in addition to transforming the bodies of worshippers into bloated yet highly resilient forms, Nurgle worshippers can create various sorts of chem/bio weapons to unleash - or become walking bioweapons themselvves.



Page 52
The Stigmartus turn to Slaanesh to further the spread of their lies...
...
...these cyclopean edifices emit a seductive call capable of propagating itself over even the most secure and heavilyencrypted vox channels. Imperial forces attempting to coordinate over established vox networks find their messages replaces by a haunting song that calls the listeners to treason and blasphemy.
...
..the forces of the Imperium must operate deaf and dumb, lest they provide the Stigmartus with reinforcements from their own ranks.
Slaaneshi 'edge' bestowed to troops. Combines a jamming/EW function (denying use of command and control assets like vox) with effective propoganda/subversive capabilities that can corrupt loyal troops and brainwash them into turning traitor.



Page 53
Like a festering sore on the galaxy itself, the Anomaly’s red glow blights the orderly workings of space and time with unnatural foulness
The Anomaly hampers the effectiveness of Imperial forces by its presence, fucking up communications, disrupting or slowing warp travel, or even just the same sort of time/space fuckery that benefits the Stigmartus - only used to hamper the Impeirum in some way. This is not unlike the things that the Word Bearers and Horus' own Legions enacted in the Heresy to hamper the Imperial forces and benefit their own (triggering Daemon-instigated warp storms that hampered/isolated the loyalists, whilst allowing the traitor forces to move with the aid of those same daemons.)



Page 53
...small pockets of erratic time float through the area, tearing apart whatever is unfortunate enough to pass through them. Even the enhanced constitution of a Space Marine may suffer when blood is flowing through his arm fifty times faster than the rest of his body!
A more benign aspect may be just time slowing down or speeding up, which can complicate travel and mapping, whilst stasis effects can trap an enemy. Or a nastier version in line with 'time pockets' is that forces may become trapped and age unnaturally fast, decaying rapidly. Or they may arrive too early or too late.



Page 53
...a nasty habit of blinking in and out of reality at odd intervals. This means there is only a narrow and unreliable window to deal with it before it disappears.
...
Enemy interference arrives suddenly, perhaps thrown directly into the midst of the Kill-team.
...
Space itself has gone awry under the warping light of the Hadex Anomaly. Straight paths become circuitous routes covering far more ground than is actually present, and walking between two points in plain sight of each other is like traversing a maze.
...
Even fortified, entrenched targets may end up moving hundreds of kilometres in the blink of an eye. The Kill-team must chase down these newly mobile targets...
Disruption of space in some ways is also a problem of the warp, not just time. Matter phasing in and out of reality, or spatial distortions (which can lengthen or twist routes of travel..) are one example, but I imagine spatial distortions can also be deadly too in their own way. Also it can allow for a sort of teleportation (not unlike the Tzeentch mazes mentioned earlier.) or offer enhanced mobility.



Page 53
The air is rent apart as the warp vomits forth a host of daemons.
...
A phantom or mirage appears to tempt the Kill-team astray. It may be a false vox-transmission or
distress signal, or the apparition of an ally in need.
...
The bulwark of reality against the Immaterium is thin here, and daemons can easily peer across
it. Innumerable entities watch the Kill-team’s efforts and track their every step...
'Daemonic' aid. Fucking with the senses directly (or th minds), warp manifestations that distract or interfere (must be forced through),and up to and including daemonic incursions. Direct warp attacks (flooding the area with the mutable powers of the warp) is also possible. Or the daemons may just spy as noted, which can be dangerous all its own (and which the Imperium may not immediately have a counter for. The Emperor and his spiritual minions are in the Warp of course, but they may not have as direct a means of communicating it. knowledge through sanctioned psykers and astropaths, or perhaps worshippers is a more likely analogue of 'daemonic intel-gathering' for the Imperium, manifesting through the Tarot.

Not just psying but daemonic communication (their version of astro telepathy) should be possible.



Page 56
...the Tau are a foe who fight according to rules, are capable of mercy, honour their dead, and know well the benefits of mutual cooperation to overcome a greater enemy.
Unlike Chaos or the 'Nids, which means some measure of negotiation can occur. Although you shouldn't trust them long term because they're as expansionist as everyone else. And there's still that Imperial xenophobia...



Page 56
The territory covered by the Canis Salient includes dozens of worlds..
'Dozens' of worlds in this salient.. at least 75-80 in the sector. Funny enough they mention this region (where the tau are) as being the frontier regions - that is those that are least developed, more minor, and those that are likely to have both more of an independent spirit and less of an Imperial presence... which makes them easier to take for the tau, but probably less important overall for the Imperium as a whole. Again scale is at work here - what is minor ot the Imperium can be significant ot the tau,


Page 57
..conquer Rheelas, Argoth, Kaggeran and Wrath, overwhelming the expected Tau defences.
...
...with the Crusaders having found only minimal signs of contact with the Tau...
...
...the Imperium descended upon Wrath to find that the Tau were waiting for them, resulting in almost three weeks of brutal conflict before the Tau withdrew their forces...
...
The Crusade’s strategists and eager generals urged Achilus to press the advantage, but the Lord Militant’s cautious nature won out, and over a year passed while supply lines were reinforced and defences bolstered in preparation for the seemingly inevitable Tau counteroffensive.
...
..Adeptus Astartes forces... ...began to push further ahead, raiding and striking against Tau-held worlds....
...
World after world was conquered, creating a snaking path of compliant systems leading to Ravacene, where a Tau counterattack stalled the Astartes-led assault.
...
...Chapter Master of the Storm Wardens, Lorgath Maclir, who led the forces on Ravacene, could see victory within months, but that victory was swiftly slipping from his grasp even as he demanded every available soldier to support a crushing offensive. Maclir planned to overwhelm Ravacene with the massive numbers of men and ships available to the Crusade, breaking the Tau defence and opening a path to Tsua’Malor and the other worlds of the Velk’Han Sept.
...
..worlds previously thought compliant rose up and struck against the Imperium, sowing discord and destruction along the Imperial supply lines. To compound matters, as the Salient’s forces withdrew from Ravacene to put down these rebellions...
A classic case of Tau doctrine.. fall back preserving your own troops (but apparently not doing more except telling the civliians to play nice and give in.. which is a bit of a risk given the Imperiums' take on Heresy and Xenophobia. On the other hand they didn't have much choice and it was a better risk than telling them to resist.) giving ground for time and letting the enemy over-extend until you can hammer him at the time and place of your choosing. It was also apparently the only real option they had, given that it was mentioned in the Achilus Assault they didn't have the ability to confront the Imperium directly and win (and had the Imperium been aggressive they would have crushed the tau - LUCKY TAU!)

All in all it plays out in the tau's favor. They can prepare a trap to really crush them, they force the Imperium to deplete its own forces garrisoning worlds it conquers, and the imperium basically spends itself in assault. And then when things go wrong

That said it's not without flaws. As I already noted, they were gambling on the lives of those the Imperium reconquers - Ebongrave turns out to be a paranoid monster and is not above torturing and killing to keep 'order' - but its probably safer than doing this with, say, the tyranids.

Plus whatever industrial or technical investments they may have made in those planets already would go up in flames and have to be rebuilt. If it were minimal to nonexistent then nothing was really lost, but in a more heavily built up area this would be foolish. We don't know enough and I'm guessing the Tau weren't heavilly committed/invested in those planets yet, so it probably worked out in this case.

Oh yeah and did I mention Ebongrave's a fucking asshole? He's as much a threat to his own people as the tau are.



Page 59
The endless conflict has seen hundreds of billions of Imperial Guardsmen dead to the guns of the Tau and the paranoia of their commanders, and morale has been slipping for years.
Oh dear FOR THE EMPEROR!. Although how much of those losses are to the tau and how much to their own staff we don't know. Over a period of 40 years or so we're looking at at least 5 billion per year lost. That's a huge fucking chunk of military forces for 3 sectors, and that's only just one front. It could easily be several times that (remember tens of billions of frontline troops as per Achius assault.. only 6 billion frontline.) It could also reflect the usage of penal legions, so quality is definitely an issue there.

It may also factor in the Tyranids too, and the political infighting between those who want ot ally with the tau and Ebongrave's loons.

On the other hand that's an impressive long term commitment from a mere 3 sectors. Over a little over a generation no less. That can mean Imperial recruitment within that time (scaling up) can mean hundreds of trillions to quadrillions of guardsmen - although of varying qualities (frontline, garrison, etc.)



Page 60
Wrath oversees matters of security and defence across the Salient, its gaze spread across dozens of worlds thanks to the arcane sophistication of the Eyes of Wrath, a surveillance network linked by the minds of dedicated Astropaths whose every thought is triple-encrypted by the most complex ciphers the Adeptus Astra Telepathica are willing to divulge.
Security of Wrath and Imperial worlds across the Salient. It shows an interesting (impressive) degree of communication and surveillance across worlds - and an effort to coordinate, consolidate and analyze that data. Pity its just for dealing with Ebongrave's paranoid lunacy.



Page 60
The ground war was brutal and swift, with Tau forces continually in motion from island to island to elude the rapidly advancing Space Marine forces, and the Imperial Guard who followed behind them.


Tau mobile warfare again.



Page 61
Population: Estimated 108 Million
...
Departmento Munitorum-appointed Commander/standard military hierarchy
......
65% of Wrath’s population is engaged in actions of a military nature or in support of military operations. Actual armed forces (as opposed to support personnel) comprise 29% of the population, consisting primarily of Imperial Guard and Adeptus Arbites.
108 million, 29% of which is 31.32 million. I'd guess the bulk of that is guard, but even if only 1-10% of that is arbites we're talking hundreds of thousands or millions on the planet. Approximately 39 million are involved in other tasks, which I take to be support and logistical sides of things, or administrative (EG the Munitorum.)

Like a number of worlds in the Crusade, its a military administered planet, more or less a fortress world.



Page 62
Colossal chambers filled with cogitators and infolooms, attended by thousands of lexmechanics and tens of thousands of purity-screened scribes and ordinates, fill much of the upper levels of the Bastion Ocularis, linked to vox networks, pictthieves, spoor-trackers and every other conceivable form of surveillance device, and supplied with thousands of personal testimonies, mission reports and interrogation logs gathered every day from Arbitrator patrols and purity testing. Above that is chamber after chamber filled with sanctioned psykers and astropaths in auto-séance trances or gathered in choirs to perform the vital task of sending and receiving this colossal amount of gathered and compiled data to and from every other world under the gaze of the Eyes of Wrath.
More on the eyes of Wrath. The interesting thing, aside from the implied scope of the information they deal with and the ability to process that stuff from dozens of worlds (which must involve millions if not billions of people, including soldiers and such) is that all that data an be transmitted via astropaths which obviously includes audio, visual, and even sensory (spoor) data. Clearly Astropaths can be used (at least through certain kinds of communication) to transmit that data in some sort of symbolic or data form that can be translated. OF course all data transmitted eeven by mechnical forms is symbolic, so this probably shouldn't be suprrising, and MIU type interfaces shoudl allow the download of that easily (like in some novels such as 'Battle for the Abyss'

I should also note that the scoep for this network can clearly span at least 50-100 LY, as they mention later that it can reach as far as the GreyHell front.


Page 62
...Officio Redigire is ostensibly a minor office of the Administratum..
...
..which grants it access to a startling quantity of information.
...
..the Officio Redigire is a front for the Inquisition...
...
..this minor but remarkably influential office is a façade for Inquisitorial activities, as are many like it across the Jericho Reach and Calixis Sector...
...
...serves as a safe house, prison and listening post for passing Inquisitors.
...
... hidden passages and subterranean vaults lead to interrogation chambers, stasis vaults and even a substantial weapons cache.
...
...the subterranean Teleportarium, constructed decades ago by Inquisition-affiliated tech-priests to allow unseen entry to the facility from anywhere on the planet or any suitably equipped starship in orbit.
One reason for the shitty bureacracy in the Imperium might be that it serves the purposes of the Inquisition and other organizations (A front, an obstacle, etc.) In this case, for the Inquisition. Interesting also that they can have teleporters built at a whim on planets or starships, but not really surprising. Although some sources would have us believe teleporters are lost tech :lol:

Then again what is lost to someone else may just be restricted to another group.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2


Page 63
...having reached the coreward edge of the Jericho Sector, the alien Tau began to establish a strong presence within the region...
...
Argoth was a distant goal at the time, many months travel for even their fastest ships, but it was more populous than any other world encountered by the nascent Velk’Han Sept, and allied with other resource-bearing worlds, and thus a prize to be coveted.
Tau advance into Jericho. Going by the Core Rule map, we're talking more than half the sector to reach Argoth from the Tau worlds. call it 100-150 light years or so. AT absolute fastest, we're talking 600-900c, and quite probably as low as 100c or so. I'd guess its somehwere in between there. And recall that Imperial warp drive is less reliable but 3-5x faster on average.

Also for Tau, a hive world is a a coveted prize. It is in the Imperium too, but not a crucial one.


Page 64
Planetary Datafax: Argoth

All planetary datafax accurate as of issuing of General Order 169

Population: Estimated 61 Billion
...
...
Populace dwells within three atmosphere sealed hives, constructed during the early millennia of the Imperium.
...
Argoth’s pre-existing organised government was replaced by the Adeptus Terra, which has subsequently been removed under General Order 169...
...
...
All Imperial personnel were evacuated from Argoth upon issue of the quarantine order
...
Population and organization of the Hive World as well as government. Interesting how they draw a distinction between 'Imperial' and the 'adpetus terra' government apart from their own government/population.

Also 3 hives to house ~60 billion is roughly 20 billion per hive on average.



Page 64
their proximity and relative safety of interstellar voyages between these systems allowed the worlds to remain in contact with, and in support of, each other using only relatively crude warp-going vessels.
The worlds of the Arkalas Cluster managed to keep in touch through 'crude' warp vessels, which suggests they had the ability to build and maintain their own warp vessels without navigators, which is impressive for a formerly Imperial world.


Page 65
Within months of the supposed conquest of Argoth, The Unity and countless other secessionist groups on worlds regarded as compliant struck against the Imperium, each of them supported or encouraged by the Tau.
The Tau helped instigate what was to become the quarantine and slow decimation of the population of the Arkalas Cluster and other worlds, all so they could further stall and weaken the Imperium's offensive into (more important) Tau worlds. This makes a great deal of sense and was probably their better means of stopping them without massive loss of tau life, but its also vaguely hypocritical (They wanted to improve the lives of these people by having them joine the Empire, recall.) and more than a little brutal. For the Greater Good indeed.


Page 65
Since the quarantine began, Argoth has suffered more greatly than its neighbours, being far more dependent upon off-world supplies than the other two worlds. In the decades following, more than 90% of Argoth’s population is estimated to have died....
...
..observed by orbital augury from Imperial Navy vessels...
if 90% of the population has died in the decades since the Quarantine began, and its population that means little more than 6 billion could remain alive. Initially I thought it might have been current population (61 billion out of 610 billion, which is also roughly consistent with hives) but that seems unlikely :P

Again for the Greater good, and all that. I guess 60 billion human lives are a whole lot less important than however many the tau have (who knows, maybe they do have more. Or them being tau and more 'loyal' Auxliaries they may be valued higher than mere humans. The Deathwatch stuff has given that impression.)



Page 65
Unwilling to see their world starve, the planet’s ruling nobility set about trying to strengthen ties with the other worlds of the Arkalas Cluster, restoring simple starships to defend the systems and carry goods between them and thankful that the distances were small enough to be traversed by calculated warp jump.
It seems Argoth was the one responsible for the warp travel and trade. Note the use of warships for defense and trade both.



Page 65
..the world’s Adeptus Mechanicus congregation found themselves needing to test the limits and tolerances of every machine they could produce and maintain, pushing them further than their doctrine would permit and succeeding in spite of it.
Another indication perhaps of the degree to which Imperial tech is 'governred' - that is, held back from its full potential by AdMech Dogma. This was certianly implied in the 5th edition Necron codex, after all :P

Unsurprisingly, they were deemed heretical and purged by the AdMech for deviant behaviour.




Page 66
...when The Unity rose up against the Imperium, it was from Tiestomadan that the rebels gained their arms and armour, some using designs gifted by the Tau in good faith
One of those rare cases of the tau supplying useful tech to their auxiliary dupes.



Page 66-67
Upon the surface, a bitter conflict rages between armies of fast-moving skirmishers and heavy vehicles, with both sides relying on the protection of advanced rad-warded armour, rebreather systems and the sturdy hulls of battle tanks to stave off the hostile environment as they engage in a long and vicious series of raids and feints. Tens of thousands of Skitarii troopers, their augmetic forms largely immune to the poisons and radiation that would slay normal men, supported by elite Imperial Guard forces clad in hostile environment suits clash against environment-hardened battlesuit teams of ever-more sophisticated design.
Toxin and Radiation proof vehicles and suits for warfare.


Page 68
With sufficient labour and after the development of an appropriate infrastructure, Pelegius is believed to be able to support potentially as much as a tenth of the projected raw material requirements of the Crusade, and the expeditionary government on the surface have advised a Tithe Grade of Exactis Extremis.
If resources were comparable to what was producedon earth (say for Iron) we could be looking at tens of billions of tons of raw ore alone, although what timeframe that occurs we don't know.


Page 69
At the heart of the complex, unseen by all but the tech-priests who work there, is the Aleph dig site, the true reason for the complex’s location. Extending more than sixteen kilometres below the surface, the dig site took the efforts of thousands of servitors, menials and lay-technicians to excavate, and dozens of Archaeosavants and other tech-priests to study and catalogue the artefacts and ruins found within.
Dig site excavating more than 16 km underground. They must have dug theere within a matter of decades or less.


Page 69
The Tirmorodan Mountains themselves have been identified as a particularly abundant source of metals valuable for the production of starship armour,
Mateirals for starship armour can be found onplanet, although to be fair this doesn't mean anything, given adamantium, the preseuce and mtuagentic/enhancing nature of the warp (magic metal for lack of a better word), and the fact certain civilizations like the Necrons can leave behind metallic deposits that can be mined without the Imperium realizing it.


Page 69
...Tau physiology is believed to be far more capable of enduring high temperature/low humidity environments, explaining a greater willingness to establish themselves in places where humans cannot thrive.
Tau biology.


Page 69
[qutoe]The Tau garrison on Pelegius appears to consist almost entirely of battlesuit-equipped infantry, as conventional Tau combat armour cannot provide adequate protection against the hostile environment. Lighter battlesuits are favoured, and armoured environment suits of a similar design (though unarmed) are used by the Earth Caste personnel on Pelegius as well.[/quote]

Apparently the Fire Warrior contingent is a battlesuit only force. Why their vehicles (or body armour) cannot provide radiation protection is not clear, yet the Imperium can evidently do both. Whether this is limitations in Tau vehicle design (radiation shielding being inconsistent with one of the vehicle's technologies) or one of those cases where the Imperium might just have better tech than the tau (odd as that may seem, it does happen.) we don't know. That they have 'better' rad shielding seems unlikely if they can equip their battlesuits with it and their earth caste employ enviroment suits.



Page 69
Located spinward of the Greyhell Front, D’Shas’Ka 4 is several weeks travel from any other world in the Velk’Han Sept, and represents the furthest extent of Tau dominated territory from the Black Reef and Tsua’Malor.
I'd guess it sno more than a few tens of ly away from tau space, close to the Chaos controlled territories near the HAdex Anomaly since they mention it is under threat from the Stigmartus. 10-20 LY in 2-3 weeks is between 170-500c roughly.

They also mention the Stigmartus consider the tau to be relatively unimportant and prefer ot vent their energies on attacking the Imperium for the most part, so actual conflicts are relatively rare. LUCKY TAU!

That said there is one Stigmartus faction that seems to want one of the worlds the tau claimed, so they're not totally ignored. Only mostly :P



Page 70
Tau facilities on Seraph 131 are thinly scattered fortified compounds, defended by Tau warriors, supported by Kroot auxiliaries and drone-controlled auto-defences. The fortifications are somewhat uncharacteristic of Tau settlement, as the Tau are known to dislike defensive warfare, and are believed to exist primarily to fend off the intrusion of aggressive native flora and fauna.
Commentary on the tau's dislike of defensive warfare.



Page 70
Following usual Tau tactics, there are few static defences throughout the system; instead, the Tau rely upon scattered dronecontrolled sentry stations and a fast-responding defence fleet operating from the orbital station above the fourth planet (which also serves as the primary Air Caste habitat for the Tau colony in the system, the Air Caste being unsuited for life on a planetary surface).
Tau don't seem to favor static orbital assets either. Does this mean they'll abandon and flee from even starports too?

One really has to wonder why the tau even bother with inhabiting planets or any sort of fixed/static enviorment at all. With their technology they should be able to exist a nomadic life, which seems to suit their warfare btter. Hell their Demiurg allies do it.



Page 71
Each visitation has heralded a series of high-level negotiations, with the adepts of the Inquisition conferring with Tau diplomats for weeks at a time before departing silently. Unknown to the Tau, these missions are the operations of a Coven of Ordo Malleus Inquisitors who have been observing and working to counter the actions of the Stigmartus...
Tau and inquisition negotiation. It's also mentioned that the Imperium sneaked a covert ops team onto the planet to spy and monitor and generally codebreak them for useful intel. Basically they seem to be helping the tau against the chaos forces due to some prophecy (EG its in their interests, but again.. LUCKY TAU.)



Page 71
...a sprawling complex of scanning arrays, vox-relays and buildings filled with drone-assisted substrate stacks, collating immense amounts of strategic and tactical information from every Fire Warrior Team, battlesuit and vehicle on the planet in order to provide accurate minute-by-minute insight into the state of every skirmish and firefight currently ongoing.

The Tau use of these technologies is commonplace in many warzones, allowing them to respond efficiently and coherently to enemy actions and take best advantage of the experience of veteran commanders.
Tau command and control. Reminds me alot more of what the Stigmartus use really.



Page 71
...this region has been identified as a common place of conflict between Tau and Stigmartus forces, and much blood has been spilt there as a result...
...
...an increased tendency for the Tau to be aggressive and short-tempered, even with bonded teammates, which has forced more than one Cadre to be redeployed elsewhere on the planet, or even off-world, to gather their composure and reaffirm their loyalty to the Tau’va.
...
...they [flora and fauna] have diverged physiologically and behaviourally in a quite drastic manner, becoming increasingly savage and predatory in ways that do not conform to evolutionary patterns known in the xenobiological lore of the Imperium.
...
..they may be the result of an insidious and startlingly swift-acting warp-taint brought to D’Shas’Ka by the servants of Chaos.
The tau are fairly ignorant of the nature and dangers of Chaos (Echoing events in the Fire Warrior novel), similar in the way they show some lack of experience with genestealers. And the Imperium gets it right off the bat. Score one for the Imperium I guess.


Page 72
...an outpost of the Adeptus Mechanicus, claimed long ago by the wiles of the Inquisition to spy upon the many enemies of Man.
...
The rare phenomena that surround the system within the warp made it ideal for longrange observation, and, the Priesthood of Mars constructed upon it an observatory, referred to as the Mirador, to seek paths through the warp.....

...
...employing the Mirador to seek out targets and respond to them swiftly and decisively.A staff of several hundred tech-priests and lay-mechanics serve the operational and maintenance requirements of the Mirador, aided by a dozen Astropaths who communicate the observatory’s findings and project their divinatory powers over great distances.
...
At present, the gaze of the Mirador is turned upon the distant Orpheus Salient, attempting to pierce the shrouding effects of the Shadow in the Warp...
...
...this focus upon the Great Devourer gave the Deathwatch unprecedented forewarning of the Tyranid incursions into the Canis Salient...
...
The Mirador serves as a vital intelligence asset for the Inquisition and the Deathwatch alike, providing both organisations with the means to perceive distant worlds and disturbances in the warp and find pathways through it that are unknown to others.
I gather the device is some sort of ftl scrying mechansim - a technolgoical version of what astropaths and some navigators can do. It's implied that peculiarities of the location make it possible, but that doesn't mean it's rare or difficult. we know about things like Warp telescopes (Eye of Terror novel) and we know Magnus's tower of sorcerrs has a giant eye on top that does similar things (as do Thousand Sons starships.) And as I noted Astropaths do the same thing. So peering through the warp in this manner is possible, but it may not be common. It may be something reserved (mainly) for fixed facilities and not commonly seeen on starships (monitoring stations and outposts in and around the Eye for example.) It also seems to function as a warp 'sensor' - monitoring events in the warp (the passage of objects or the possibility of routes and such.)



Page 73
Designed to fire mono-edged adamantium darts loaded with the most deadly deathworld toxins, the Serpent’s Bite is a far more powerful weapon than a conventional needle rifle, capable of slaying more resilient or more heavily armoured foes.
An armour piercing needle rifle. funny enough, thats what the laser wsa supposed to be for in earlier fluff (and gave it armour piercing qualities, at that!) In any case it stands as another example showing that needlers can inflict damage in ways other than just poison



Page 73
Constructed from similar technology to the Mirador,....
...
The cowl’s technology is fundamentally the same as that of a Psychic Hood, but capable of far more accurately detecting changes to the flows and tides of the Immaterium.
Like the Mirador, only more miniaturised, suggesting the abilities can be at least partly replicated on other scales.



Page 73
The Mirador is an exceptionally powerful asset...
...
...one of the reasons for their ability to respond swiftly, often pre-emptively, to threats across the Jericho Reach. The amount of information that reaches the augurs of the Mirador is colossal, and little of it can be properly interpreted and verified, requiring the intervention of Kill-teams and Acolyte cells to investigate many of the leads the facility produces.
Again the Mirador seems to be an actual scanning mechanism rather than just some sort of warp tripwire or soemething. It may have even some measure of precognitive ability.


Page 75
As a diplomat, Urwin Sire is a member of a group within the Imperium seldom acknowledged and rarely lauded— for reasons historical and sociological, the emphasis of the Imperium tends far more towards exhorting warriors rather than scholars, scribes and others for whom knowledge and language are their weapons.
Not unlike America, really.



Page 75
Where most of the diplomatic missions organised by the Adeptus Terra exist to secure the compliance of newly claimed worlds, or to ensure that an Imperial Commander performs his Throne-given duty, it is rare for the Imperium to enter into diplomatic contact with xenos. Indeed, the great majority of such contact is performed by the Inquisition or by a Rogue Trader, rather than by the Adepts of the Divisio Legatus.
Diplomacy in the Imperium



Page 80
On several occasions, worlds thought cleared of the Tau later proved to still be subject to their influence as hidden resources emerged. These instances have resulted in disruption of Imperial supply convoys and loss of the lives of many loyal soldiers of the Imperium.
..
When combined with the false front of courtesy and friendship that the Tau often pose...
EG Tau are sneaky bastards. That said I dont think they see it as treachery or dishonesty, they see it as being pragmatic and efficient for the Greater Good.



Page 80
...they [the Crusade] are constantly exposed to new Tau tactics and additional Tau allies. Different commanders exploit different strategies as they press the battle. Different auxiliary races have different capabilities and combat styles. Some of these auxiliary races may even have resources that are previously unidentified or all but unrecognisable.
Problems of facing the tau. Probably one of the major ones, in fact.



Page 81
All too often, Tau forces attempt to embroil the Crusade with extended negotiating tactics. Of course, as these discussions wear on, the Tau have ample time to manufacture new equipment, reinforce their outposts, and deliver additional support to their forces. Further, any exposure to the Tau— even over a negotiating table—brings with it the risk of contamination. At the same time, Imperial forces may even be recalled from the conflict so that they can be assigned to more volatile fronts. In this way, the delays offer a tremendous benefit to the Tau but seldom work out in the favour of the Imperium.
Tau are sneaky. Of course again on emust wonder why the Imperium doesn't catch onto this more often given what is implied above.. unless its necessity and the tau are taking advantage of that necessity.



Page 83
Some Space Marines have adapted Ecclesiarchy techniques to purify their minds and souls so that they might more effectively resist these influences. Through careful focus, they close their minds so that the corruption has no opportunity to take root, even while they remain within its presence for hours or days.
I have a suspicion that this is actually Sororitas techniques for resisting corruption,a s it would seem to require things like poverty and general lack of mateiral concern - which most Ecclesiarchs who spend time involved in politics or money making would not bother with.



Page 83
Constant rains of devastating fire have resulted in many battlefields having only the most limited amount of cover. On many occasions, Space Marines are forced to advance towards the enemy in the face of withering fire with only their faith and their power armour for defence.
Space Marines like to use cover in other words. Should we be shocked though? Tau weaponry (and some other races) can be quite powerful.



Page 83
Many Space Marines within the Canis Salient have discovered that this faith is adequate protection. In point of fact, at those times when their actions are most true to their chapter’s teachings, they seldom come to harm. While it is unclear if this is a direct consequence of their belief or a simple statistical anomaly, the evidence is overwhelming. Under specific conditions, which seem to vary between different Space Marine chapters, power armour is more protective than normal.
An example of human 'Red Ones go Faster' in action. Also known as faith/miraceles.



Page 84
...an attacker who can freely target the enemy without fear of return fire holds a substantial advantage. When battling the Tau Empire... ....Imperial forces seldom enjoy this sort of superiority. Their xenos technology includes weapons with substantial range and a variety of equipment designed to offer the advantage of concealment.


Tau not only have mobility, but concealment as an advantage as well as range.


Page 84
...several have worked to improve their accuracy at the most extreme combat ranges.
...
With extensive practice and minor enhancements to their targeting systems, lethality within an extended range may be substantially increased.
Astartes (at least) can compensate with adaptations (Deathwath can, anyhow.) Considering that tau weapons can reach out to 2 km potentially (Savage Scars) this says something about potential ranges.

Also in game iit changes stats around. 'long' range is 3x, normal range is 2x', etc. Suggesting that the 'in game' ranges are more dependent upon context and accuracy, rather than reflecting range at which weapons are lethal.



Page 84
These foes excel at the use of combined arms tactics and at the subjugation of their opponents through psychological as well as physical manipulation.
...
...they [the Achilus Crusade] must also learn the use of psychology and the art of cooperation between different types of units.
Tau tactics again. And to defeat them the Imperium has to learn to adapt to the tau's tactics. not too likely with Ebongrave in charge. But it is possible, the Imperium adapted to fight the Orks at third armageddon for example.


Page 85
...Tau units tend to favour long-ranged combat engagements. While Space Marines are generally capable of matching the Tau in such battles, the forces of the Imperium garner a substantial advantage when they can close with Tau forces to employ their superior close-combat techniques. In these situations, the Tau are unable to fully utilise their ranged weapons, and often succumb to the superior capabilities of the Achilus Crusade.
Space Marines can match the tau at range (although how bolters can do this I have no freaking clue) but the Imperium has an edge at 'close combat' - which I gather is more close quaters battle - which could mean short range firefights or pure melee. Of course if there are Kroot, the Imperial troops are probably screwed (except the power armoured and specialist troops.)



Page 85
These [stealth] suits are far more effective concealment than any comparable man-portable Imperial gear. Typically, Imperial forces are only able to identify the presence of these Stealth Suits when their systems begin to interfere with the normal function of standard sensor systems.
Or just by using their eyes (at least if I remember correctly from Kill Team :P


Page 87
The Tau always favour a strategy that preserves lives, often with the intention that survivors may be brainwashed into an alliance with the xenos forces. This attitude actually forms a substantial portion of the race’s combat tactics. Whenever possible, these aliens use whatever means necessary to persuade their foes to enter into peaceable discussions so that loss of life on both sides might be prevented.
Efficiency more than anything dictates this - the less you have to fight or kill to win, the less resources one is forced to expend, and the more individuals and resources you have for other pursuits.


Page 88
..even those with the most zealous hatred of the alien must sometimes acknowledge the tactical necessity of parlay. Many can even accept the necessity of an extended treaty given sufficient extenuating circumstances.
....
...the various worlds under Tau influence maintain a broad range of relations with the forces of the Achilus Crusade. In some of these systems, the two powers have reached a level of understanding so that they tolerate one another’s presence
There's a definite 'lesser of two evils' effect going on with diplomacy betwene humans and aliens - it lasts as long as practical or neccessary, but rarely further (although there can be exceptions.) In the case fo the Tau and Imperium, they're both too Imperialist for their own good to cooperate.



Page 89
...these units and assets are specially developed to deal with the Tau and the way they wage war..
Example of speical units designed to counter tau tactics - AdMch dudes to 'counter' teh technical side, but they also mention the envoys (like the ones negotiating a truce to fight the 'Nids.)

They mention also sometimes adapintg or using xenos tech when required. Funny enough they also mention prisoner exchanges, although only because the tau value their troops/prisoners.



Page 89
The Eyes of Wrath is a data gathering network spread across the worlds under Imperial control within the Canis Salient and comprises billions of pic feeds, vox traps and modified servitors and servo-skulls.
Eyes of Wrath again.



Page 90
...there those among the orders of Mars whose task it is to understand the function of such cursed objects, so that the Imperium’s armies might better know how to combat their foes and overcome diabolical xenos weaponry...
...
..members of these orders work to defeat Tau technology and help to counter its effects...
Similar was seen in 'Hellforged' to fight the Necrons.



Page 91
...the Tau often meet force with reason, subtlety and manipulation.
...
...found themselves divided and fractured by a foe bent not on their annihilation but rather their assimilation. On the battlefield, the Tau are often more than a match for the Imperial Guard, though they lack the latter’s numbers...
...
...envoys of the Tau Water Caste try to maintain open communications with the Imperium, and its worlds, even as the Tau armies march to war.
It's mentioned tht Tau diplomacy and subversion tend to be the more dangerous aspect of their conflicts rather than military forces (trying to bribe or subvert officials or nobles into joining them and abandoning the Imperium.) There's definite advantage in that from the Tau POV: it allows them to use their skills to subvert or ocnquer without military forces, and in the case military force becomes neccessary it allows them to gauge the responses and what is needed to bring the opposition to the table. And if conquest is needed, it provides a valuable conduit for intel and subversion. And if they get in over their heads, it allows them to negotiate a ceasefire.




Page 91
...sections of their empire have been secured by the expert skills of their Water Caste (the Tau teachers, envoys and diplomats), weaving together a complex web of treaties and pacts with other alien races and worlds...
...
..though the Tau remain firmly at the top of the hierarchy, those who have sworn to join with them to support the Greater Good... ... are placated by their belief in equality and unity, sold to them as part of the diplomacy used to win their trust. This is a key difference between the Tau and the Imperium, and while mankind uses the Imperial Creed and devotion to the God-Emperor to demand obedience in its citizens, the Tau offer a chance to stand at their sides and share their vision of the future as a partner race rather than mere cogs in a vast machine.
Yes, and no. The tau are bigger on diplomacy and 'equality/unity' than the Imperium, and far less on naked aggression (they prefer subtle aggression and only as much as neccessary.) I would not say they are any less 'cog' driven. Everyone has a place in the Greater good, and it offers stability and comfort and most things people could wnat... but you generally give up a good deal of your freedom. Once you join the Greater Good there is no leaving, and you do as the Ethereals say and act for the benefit of all rather than the self. For someone who is highly individualistic (or selfish) or values freedom and choice, life in the Tau Empire is not likely to be the best thing even if it is safe and secure.

More to the point, the tau's notion of the Greater good is alot like the Imperial Creed/Truth - it justifies almost any action as long as it serves the interest of the government in question. Tau are generally less brutal and assholish than the Impeirum in a relative sense but that hardly makes them sunshine and butterflies either.


Page 91-92
The Tau considered mankind a prime candidate for induction into the empire, and in fact before they became aware of the scope and size of the Imperium, numerous human worlds were given that honour.
...
...the Tau continue to use diplomacy as a primary tool when dealing with the Imperium, often ready to listen to human leaders or make alliances even in the midst of full blown conflicts. Mankind’s fractious nature has always been a boon to the Tau in this respect....
From the POV of the tau, this actually shows their ability to find value or use in everyone when it comes to the greater good, since the Kroot, Vespid, etc. are all 'equally valued' - technically moreso if we go by Achilus Assault (despite whatever 'value' they assign humans they still don't treat them on the same level as Kroot after all.) and it probably comes down PRECISELY to that fractious nature. Whilst the Tau will take advantage of human dissatisfaction or even rebellion to suit their purposes, such actions are fairly anathema to the tau way of thinking because they are a very unified, caste-driven society. And that is a big part of why they are so content and unified - they lack human's abilities to be contrary basically.

Of course in the context of the Achilus Crusade, its easy for the tau to look better when the alternative is a fuckwith like Ebongrave. How would that fare if it was someone like, say, Cain, or Gaunt in command? Or maybe Creed?

Funny enough they mention overblown and irrational (EG blatantly dishonest) propoganda of the sort you would find in the Damocles Gulf Uplifting Primer - portraying the tau as bloodthirsty cannibals and baby-murdering cult fanatics and all sorts of absurd Fallout-esque propoganda bullshit.


Page 92
...the Imperium does resort to diplomacy itself when brute force either cannot or will not get them what they want. Like the Tau, the Imperium maintains a diplomatic core of Imperial envoys and military liaisons that will deal with elements of the Water Caste when needed, even during open engagements between humanity and the Tau.
Because not everyone in the Imperium is a crazy, blinkered fanatic like Ebongrave.

It also mentions they review and analyze the data they can acquire on the tau from diplomatic meetings (poorly translated) and then formulate questions and responses during the negotation to facilitate more data. All the data is then crosschecked against intercepted tau communications and info gained from interrogation to get an idea of their intentions and goals. Sometimes the Inquisition may even help.



Page 93
...the Tau have a value for the lives of their warriors and are willing to seek other ways of resolving conflicts if it would mean avoiding an unacceptable level of casualties. Whereas the Tyranids or the Orks will throw their warriors into the fray with little regard for appalling loss of life, and the minions of the Dark Gods are more than willing to spill their own blood for their masters, the Tau see no great glory in such costly victories. Even the callousness with which the Imperium throws away the lives of its soldiers has given more than one Tau commander pause, and made him question the sanity of a race that is so ready to die for a leader practically dead Himself. Neither are the Tau as obsessed with holding ground or making defiant last stands as their Imperial counterparts....
...
A Tau commander will be more than willing to retreat, saving the strength of his men and machines, only to return later when the conditions are more favourable to victory.
Alot of this has to deal with the way the tau are organized and exist. They're a small fish amidst a much bigger pond. They can't breed warriors as quickly as the Tyranids or Orks, nor can they adapt their troops to be better soldiers (Although their technology allows them to compete in other ways.) They lack the sheer amount of territory and populace of the Imperium that allows them to be inefficient. They also lack anything resemblign actual gods or magic the way Chaos (or the others) have. Much like the Eldar, they must preserve as much as possible becuase they never know when it might be needed later. This forces a certain sensitivity to losses which is laudable but it can also lead to decisions which seem cruel or 'evil' because of necssity.

This isn't to say that individual tau aren't caring or considerate of the lives of their troops - like with humans, individual tau can be kind, cruel, bloodthirsty, fanatical or anything.

Also note that from the tau POV the Imperium isn't as attrition-happy as Orks or Tyranids, but they still are moreso than the tau.



Page 93
...the Tau value reason and embrace a military and diplomatic flexibility largely unknown within the Imperium and practically non-existent among the other races and adversaries of the Jericho Reach. For the Imperium, this means the Tau often act or react in ways that can seem strange or unexpected...
It actually reflects something of a differnet mindset really. The tau are more offensively minded - more aggressive. This manifests both in a militrary and diplomatic sense in that they seek to 'win' as efficiently as possible - to win, to grow and expand. They call it dynamic. The Imperium has a measure of this, but it has more of a 'siege mentality' - it fights defensively and reactively - it tries to hold itself together against myriad threats (including the Tau, and including other humans) because they have a great deal more to lose and they face comparatively greater (and more different) threats than the smaller tau, often at the same time. The sort of mindset that the tua have is not completely foreign to the Imperium - the Great Crusade was much in the same vein as tau expansion, and there are people who are offensively minded, or who care for human life - we've seen many examples in the fluff - but human nature is such that there are many other sorts who will be callous or cruel or selfish. The Tau don't have those sorts of people so its not a problem. Nor are they plagued by the warp.

It would actually be kind of interesting to see what might happen if the tau had actually grown to the size of the Imperium - how would they deal with an increasingly psychic population, human greed and perfidy, the threat of Chaos, etc.



Page 93
...sometimes the actions of the Tau are seen by Imperial soldiers as cowardice and an unwillingness to lay down their lives for their empire in the way every warrior of the Imperium is ready (in theory) to die for the God-Emperor. Seasoned officers and elite organisations like the Deathwatch know better and have long since stopped underestimating the Tau or doubting their resolve..
AGain not everyone is an idiot.



Page 95
On more than one occasion, the Imperium has made temporary alliances with the Tau in the face of a greater threat...
...
...the Tau remain one of the few alien races the Imperium can trust even this far, and one whose presence can be stomached long enough to face a common threat.
The Tyranids are the most recurring danger usually, but occasionally Chaos is another (like the Stigarmrtus.) It's mentioned that the diplomacy is generally not premeditated, and is generally fragile (lasting only as long as it needs) or actual coordination, but more a 'enemy of my enemy/lesser of two evils' sort of thing. The Imperium has similar dealings with the Eldar and sometimes even Orks. IT also seems to relfect the Imperium's tendency to ignore the Tau (again when it comes to the Tyranids

Another part mentioned is 'non agression pacts' - components of the crusade (worlds under its control ) will generally co-exist peacefully (and unofficially) with the tau so long as some facet of the Crusade does not take notice and force them to do otherwise, which has a large part of maintaining any sorts o fboundaries between the two..



Page 98
For the Tau, war is always a measured response to a situation, an exact application of force designed to yield the most advantageous outcome. If the Tau can complete their objectives without the need for conflict, then they will often choose this path, preserving the lives of their warriors and their resources. When war is unavoidable, or is the most expedient way to expand or protect the empire, then the Tau will not shy away from it.
The tau fight conservatively out of necessity, usually.



Page 98
Tau warfare is carefully considered and meticulously planned. Unlike the blunt force that the Imperium applies to military engagements, or even the reckless hate and attrition tactics of such races as the Tyranids or Orks, the Tau will only fight where and when they need to, either to break a foe or destroy his command and logistic support.
...
..the Mal’caor Shi fights a constant battle of attack and manoeuvre to preserve its forces in the field...
Tau POV on other races' means of waging war. The interesting thing is how they perceive the Imperium as 'blunt' (meaning idrect and with overwhelming force I gather - eg 'Hammer of the Emperor') but not neccesarily attrition happy the way Orks and Tyranids are. Which they aren't. They will spend lives if they need to (because they usually can afford to.) but its not their default strategy, which is basically as is indicated in other source.

On the other hand, their view on humans could also be skewed by their perceptions of Chaos - the tau don't seem to understand or accept what Chaos is (or even be aware of it, frankly.) Or if they are its just a different alien threat. The Tau are going to be limited in their perception of huamns by the sorts of forces they have fought. Again someone like Creed would be a different prospect from Ebongrave, for example.

It also can be pointed out that from the Ork or Tyranid perspective, 'attrition' is not a bad thing. for the Tyranids their own people are just a means of harvesting more resources and will be consumed alongside the enemy at the end, so the number of losses they take don't matter. And Orks thrive on conflict - indeed fighting is a means and an end both for them, so losses aren't really an issue. Losing or retreating just gives them a reason to come back for a good scrap later.

Focusing on the command and logistic supply is part of that efficient means of warfare. It does not mean that those it faces aren't capable of fighting that way (and the Imperium, Tyranids, and evne the orks have fought manuevre war in their own ways or retreated or preserved their forces if it was neccessary.) The tau really don't *have* the option usually to fight any other way, though. And as noted it works very well, but it isn't without drawbacks. No means of warfare is.



Page 98
The Tau see no wisdom in holding ground simply for the sake of protecting a stretch of dirt or the battered ruins of a city or town. Instead Tau warfare is based around the concept of attack and manoeuvre,...
...
...the Tau always set up their defences, or plan their attacks, with solid tactical retreat plans in place. Experienced Shas’O will often have multiple rally points, escape routes and contingency plans in place for their force.


A bit better than what the Codexes put it, but it basically amounts to them hating to fight static wars. This is all well and good if they can control the battlefield and pick and choose where they fight (and if they have terrain to give.) but if they are cornered or brought to battle this can backfire. Usually though they seem to manage to avoid that. And when they are forced to fight they will fight with overwhelming force (EG to preserve their own worlds.) A good example of this would be early in the Achilus Crusade - they gave ground, and fought a 'manouver' war to stretch out the Imperium's forces, and then attacked the logistics and command sturcture to bring the crusade to a halt before the Tau could be assaulted in territory they needed to hold.

Of course the cost of that was throwing those worlds they ceded to the Imperium (and the humans on it that they had encouraged to rise up) to the mercies of the lunatic Ebongrave, so there's a certain brutality to it as well... Also it was flat out mentioned that had the Imperium pressed on (or massed forces to assault more aggressively than Achilus was wont) the tau might have been crushed because they lacked the forces to fight the Imperium head on.

To be fair, many Imperials wouldn't hold useless terrain for the sake of terrain either, but value is entirely relative, and in 40K even 'belief' can have tangible value. The Tau, not being psychic, cannot benefit from such.



Page 98
Tau armies are often completely mechanised, with ample Devilfish transports for the warriors, allowing them to outpace most enemies.
[/quote]

Whihc is true, but your average Fire Warrior is more akin to a Storm trooper or 'elite' IG trooper than a guardsman, despite being the 'common' tau trooper. They don't have Devilfish for Kroot or their other auxiliaries as I recall.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 3 (yes there are 4 parts. If you think this is bad wait til I finish up Rogue Trader.)


Page 98
...the Tau’s resources are far more modest. This, combined with the value they place on their own troops (even their alien auxiliaries), means that the Tau will try to ensure their soldiers have the best armour, weapons and vehicles they can produce.
...
...any given task will be performed by a machine (such as a gun drone) if possible, rather than place a Tau life at undue risk...
The main problem I have with this is that much of it will apply primarily to tau troops itself. They don't seem interested in heavily arming the Kroot (although the Kroot don't seem to need it much for some reason) and they don't have battlesuits for their human (or other) auxiliaries, nor are their human troops equipped to the same degree as Fire Warriors. Indeed most auxiliaries could be considered more 'Guard Equivalent'.

Note also that despite the 'drone preference', they still utilize human troops (auxiliaries and such) rather than an all drone force, despite the fact they should be capable of fielding such. Hell evne if they can't be robotic, having them controlled or guided by an organic intelligence from far off would be far better than what they currently have.



Page 98
Compared to the relatively poor equipment of the average guardsman, each Tau has at his disposal advanced armour, potent infantry weapons and mechanised support. Tau Fire Warriors are rarely encountered alone and on foot, and usually have their own dedicated armoured transport to protect them, as well as support from vehicles like Hammerhead or Sky Ray Gunships and swarms of drones with a variety of weapon systems.
Again largely true for their tau forces itself, but not so much for the others. And this is akin to saying all guardsmen are like the basic conscript or penal legion troopers, when Guard quality (including equipment) can run the gamut from penal legion/conscript to storm trooper/grenadier/drop troopers and the like.

In actuality, what you can say is tha tthe tau have a far greater uniformity in how they equip troops and utilize their tech than the Imperium does. Storm troopers, Armoured squads and armoured fist squads after all can be very mobile, but they aren't as common as the regular foot troops.


.
Page 102
...a number of Tau drones have been seeded into the station’s base and are intercepting Imperial vox traffic.
...
This has been done by Nai-Ioth (as much an agent for the Tau military commanders as the Water Caste) and in his chambers are stored hours of Imperial vox transmissions..
Water Caste taking advantage of a diplomatic situation to gain military advantage. They're sneaky.



Page 103
..discovered that Tau ships, due to their unique method of warp travel, can penetrate deeper into the reef than their Imperial counterparts before suffering the worst effects of the gravity storms.
TEchnically the Tau don't use wapr travel.. more like a form of pseudo warp travel or sub-warp travel if anything. It also shows that gravity effects warp travle.



Page 104
Sometimes, members of the Imperial forces will even stoop to selling and buying from the Tau...
...
From the Tau perspective, such trade opens up a chink in the Imperium’s armour and allows them gather vital information or spread sedition on human worlds, and support rebellions often for the price of just a few technological trinkets or the relatively rare materials humans seem to crave.
The tau are not above using trade as a means of subversion and sabotage or intel gathering. for whatever odd reason the Tau are interested in Imperial weaponry as well. It could be they are using it to equip their auxiliaries, or it may just be they supply it to rebels to foster more insurrection on Imperial worlds.



Page 105
The unique resonating nature of the crystalline jungle trees (which emit radio waves when hit by strong solar winds) has prevented the local planetary defence force from finding the base using conventional orbital sensor devices.
Magic crystal trees jam orbital sensors of the PDF.


Page 105
The base is largely immune to aerial or orbital attack given the thickness of the jungle overhead and a shield generator provided by the Tau to cover its most important structures.
Tau theatre shielding.



Page 106
This could make the battle for Yeynar City even more chaotic as rebels and Imperials clash amid whole city blocks vanishing to lance strikes.
Lance strikes demolishing city blocks.



Page 108
During that time they surveyed dozens of worlds and set up scores of colonies. They also made alliances with many of the Jericho Reach’s inhabitants as well as numerous human worlds.
Scope of Tau assets in Jericho Reach.



Page 108
Few armies can boast the amount of firepower to soldier ratio that the Tau have and each is equipped with a far more deadly weapon and more sophisticated armour than the average Imperial Guardsman, demonstrating the value they place on their troops.
SElf explanatory, although 'averag'e Guardsman is a matter of debate.



Page 108
Sedition and secession have always been problems for the Imperium...
...
Adding to the usual discontent and rebellion found within more stable sectors is the fact that many worlds...

.... have only just been reintegrated into the Imperium having spent centuries fending for themselves and growing dangerously independent.
Endemic strife and conflict of Imperial society.



Page 110
The territory of the Orpheus Salient covers dozens of worlds, some of which are many weeks’ travel through the warp from the Well of Night.
Assuming 100 LY and 3 weeks we might be looking at a travel time of 1700c.. call it hundreds or thousands of c.



Page 110
...more than sixty star systems were returned to the rule of the Imperium.
Close to 100-150 worlds in the Jericho Reach sector at least.



Pgae 110
The Schwartzmark Subsector...
...
..contained dozens of agri-worlds, mining colonies, and other valuable resource-bearing worlds, the twin hive worlds [castobel and Vanir] producing a vast quantity of the manufactured goods required by the Jericho Sector.
Treating this as a standard and 6 or so subectors we might have close to 200 worlds in the sector, including a dozen 'hive ' worlds (the looser definition of hive that overlap sCivilised.)


Page 111
...Sentinel 434, an abandoned Adeptus Mechanicus warp observatory, reclaimed swiftly by explorators to aid in future advancement through the Reach.
Warp observatory.



PAge 111
With the other Crusade supported by the Calixis Sector—the Margin Crusade into the Halo Stars—failing, the Orpheus Salient took full advantage of the influx of new troops being siphoned off from those who would have otherwise perished serving Confessor Corvinus’ faltering endeavour.
Interesting that Calixis had been supporting tow Crusades simultaneously.




Page 111
Hundreds, even thousands of regiments were committed to the Orpheus Salient’s advance..
...
Deciding that lightning-fast assaults upon disloyal worlds, beheading their corrupt leadership, was the best strategy...
Note a non-attritional, rapid assault.



Page 112
...seven years of fierce trench warfare against savage abhuman slave legions and their sorcerer-tyrant masters saw thirty-five million Guardsmen dead..
Trench warfare!



Page 112
....withdraw almost a third of the Salient’s ships and soldiers and almost all their allied Adeptus Astartes forces, redeploying them to the Acheros and Canis Salient...
Redeployment. Important much later when we learn the scale of the forces in the salient. This happens before Curas is lost.



Page 113
..Operation Onslaught—took a week to plan and mere days to execute, with three weeks of subsequent skirmishes and pacification efforts..
A breakdown of Impeiral offensives in Jericho reach. AS far as timeframes go, planning and pacification are involved as well as the actual fighting.. Given that in some cases it takes months or years... In cases such as the trench warfare it might be more direct warfare though.



Page 113
...the proto-hive world of Beseritor.
...
..made compliant 63 worlds...
63 worlds conquered and a proto-hive.



Page 114
..it has been remade as a world fortified, with every square kilometre of its surface and many hundreds of metres below ground devoted to the protection of its defenders and the repulsion of an invading force.
..
..its structure devised by ancient strategic lore, arcane formulae, and the results of intensive prognostication.
Scope of defenses of a Forterss world.



Page 114
..an Adeptus Mechanicus survey expedition set foot upon Hethgard in 312.M34, evaluating the world as having extensive mineral resources sufficient for several millennia of intensive tithing.
Tapping out the mineral resources of a planet in several thousand millenia. going just by iron alone(5% of the crust), and assuming an earthlike crust. If they dig down 2 km out of 40 km (1/20th the actual depth) across the planet from the http://nineplanets.org/earth.html]mass ... th's crust we get 6.5e16 tonnes of iron stripped out totally. Assuming a 3000 year timeframe we get on the order of tens of trillions of tonnes annually. Even if I am exaggerating it by orders of magnitude we're still tlaking a tremendous amount of material and that just for iron alone (Earth's own annaul iron production is something on the order of several billion tonnes.)



Page 114
By the time the Achilus Crusade reached Hethgard, seven weeks after the fleet passed through the warp gate...
7 weeks to cross maybe 50 LY or so (estimating distance between Warp Gate and Hethgard on the core rule map - 371c.



Page 115
Lord General Antevan Creaigne, was an expert in more traditional forms of combined arms warfare, used to relying on the might of armour and artillery in conjunction with his infantry, and struggled to deal with the brutal tunnel fighting that denied him the use of much of his forces.
Imperila 'combined arms' warfare.



Page 115
Hethgard’s mountains and volcanoes were carved and shaped by the searing fire of orbital lances, clad in massive armour plates and fitted with batteries of macrocannon and surface-to-orbit missile silos.
Surface defenses.



Page 115
On the surface, the standard curtain walls found on each firebase and bastion are ceramiteclad ferrocrete, two metres thick....
...
Enclosed bunkers are tougher still, comprised of three metres of plasteel-reinforced ferrocrete with armaplas internal cladding to minimise shrapnel from damage to the bunker.
...
The majority of tunnels are simple bare rock, but those in secure regions of the planet are faced in machine-fitted slabs of rockcrete.
..

...
These secure sections are fitted with defensive alcoves sufficient to conceal an Imperial Guardsman and provide him with cover against an aggressor, and heavy armaplas bulkhead doors to seal off compromised sections
Surface defenses of Hethgard.



Page 115
The Brass Eye fleet was massive—dozens of ships and millions of Orks
..
The Orks had emerged from the warp mere hours out from Hethgard itself, dangerously close, but avoiding the picket ships and sentry stations and granting them a measure of surprise over the forces stationed below.

Less than 20 hours after arrival in-system, the first Orks had made planetfall, employing crude drop pods to land swiftly and begin their assault.
...
After eighteen months of non-stop conflict, the Orks were still deeply embroiled, having forced their way into the tunnels through several of the smaller firebases. Eventually, through brutal attrition, the Orks’ will was broken...
Orks invade Hethgard. They still have to purge Ork occupied regions due to the spore danger. We dont know quite how far Orks arrived, but assuming ~3-5 hours and ~2 million km or so still can yield single digit gees and would be consistent with what we know (its farther out than at Rynn's world, since they evidently didn't take losses.) It still proves a second case where Orks can pull off close warp jumps.



Page 116
..the picket ship Achilus’ Eye detected a localised warp anomaly approximately seven hundred thousand kilometres from Hethgard. A day later, four picket ships and two of the sentry stations were destroyed, and an unidentified spherical object had arrived in Hethgard’s orbit.
..
The spherical war engines, and their bizarre amorphous occupants, possessed a terrible power to unmake flesh and steel, projecting auras of incandescent fire that turned all it touched to black ash and noxious vapours.
Unknon enemy threat that arrives close and drop pods in to attack the planet for 15 weeks. a full day to cover 700,000 km is damn slow.



Page 116
Bastion Primaris is built within the hollowed out shells of three of Hethgard’s tallest mountains, with the billions of tonnes of rock excavated from within turned into outlying firebases and picket-forts..
Billions of tonnes excavated in a matter of years (less than decades cetainly.) Call it 15-20 years tops.



Page 116
The very peak of the Bastion, 13 kilometres high, is capped with a colossal defence laser battery, greater in magnitude than the weaponry found aboard ancient battleships and powered by a geothermal power plant many kilometres below the planet’s surface. The entire complex is wreathed in many layers of protective void shields and clad in sixty metre thick plasteel-ceramite composite armour plate, rendering the entire fortress nigh-impervious to assault by land or from orbit.
Battleship-plus grade defence laser at the top of the bastion primaris, powered by geothermal power plant. We dont know how much power it actually draws, but there are certain limits. Assuming an earthlike planet's ineterior total potential energy is e31 joules although the actual sustained power (by modern methods) is in the gigawatt-terawatt range. On the other end of the scale, the energy content limits yields in certain ways - eg at e24 joules per shot the internals would be depleted within a few million shots, whilst a teraton-gigaton range shot might last into the billions of shots (if lucky). If we assume a 3000 year timespan before total depletion (for example) that would be 1e11 seconds - 1e20 Joules per shot.

So depending on interpretation and technologies, it coudl be very low or very high. In any event even if allowin gigaton or teraton range salvos (At the cost of more rapid depletion) it makes petaton range weaponry difficult to justify as any standard.

Of course, given RT RPG has also mentioned 'fifteen tetrajoule' las broadsides its safe to say that the defence laser is probably better than terajoule since that was a cruiser and this is a battleship, nevermind other factors. Which would suggest at very good geothermal power tech at the very least.

Then again we've got plenty of examples of weird/crazy geothermal power cases or hybrid sources (atomic/geothermal reactors, and the like..) so magic can't be ruled out :lol:

Another factor to consider is how the defense laser works (does damage) - it may actually be the 'non-heatray' variety which means it can do lots of damage without lots of energy (and which can also mitigate the apparent disparity. LArge energy consumption is not neccesarily an advantage in every case.)

Also of course hugely thick armour and void shielding. Also mentioned are armouries and manfufacturing facilities, generators, and barracks for a million men as well as storage and supply depots for food and raw materials for defense.



Page 116-118
Since that time, the Anchorage has been a hive of activity, operating at all hours to keep hundreds of starships of all kinds active and well supplied.
The Ancheroage above Hethgard can support hundreds of ships (whether thats warships or warships and other kinds we dont know.)



Page 117
Population: Estimated 338 Million
....
As a fortress world, 85% of the Hethgard population is engaged in actions of a military nature or in support of military operations. Actual military forces (as opposed to support personnel) comprise 48% of the population, consisting primarily of Imperial Guard, with contingents of Adeptus Astartes and Adeptus Mechanicus Skitarii in support
287 million total personnel, 162 million troops, and thus 125 million in support, which seems rather small but.. servitors maybe? :lol:

Then again we dont know what percentage of that is going to be skitarii. Probably smaller than the Guard (and the Astartes certianly won't be a major component)



Page 1117
[quote[Hethgard has no remaining natural resources of worth; its sole worth to the Imperium is as a fortress against the enemies of mankind. Hethgard requires extensive quantities of materiel, due to its large garrison and lack of natural production. Internal economy is a Munitorum-regulated rationing and requisition system.
...
Hethgard was founded as a mining world during the 34nd Millennium..[/quote]

tapped out all its resources within 7000 years, Not really impressive in fossil fuels (we can tap those out easily) but it is in the mineral and metals (trillions of tonnes annually perhaps as noted before)

Also it says something about fortress worlds. Like more extreme hive worlds, they tend to be highly dependent on trade and support by offworld (ora at least offplanet) facilities.

Also note the Munitorum regulated system for controlling resource.



Page 117
Billions of tonnes of rock have been excavated to form tunnels and caverns extending for kilometres beneath the surface, the rock shaped into massive interlocking blocks according to STC designs to create an extensive network of fortresses and firebases on the surface.
Scope of mining/excavating on planet.



Page 117
The fortification of Hethgard has been ongoing since it was conquered, part of a decades-long plan devised by the finest siege engineers and strategists in the Crusade, to create a world entirely covered in overlapping fields of observation and fire, where no foe could make a landing without being obliterated by defensive fire from at least three fortified positions.

As of late 811.M41 the fortresses of Hethgard were deemed 70% complete
I assume this is the 'ideal' Fortress owrld.



Page 117
The first and largest fortresses were established within vast mountain ranges, sheathed in interlocking plasteel plates a metre thick and a mile across and fitted with powerful surface-to-orbit weaponry and artillery batteries....

...first tunnels and stasis-locked supply vaults were constructed, eventually forming a labyrinth that now spans almost the entire planet
More fortresses, including stasis locked vaults for supplies



Page 118
..is so named because it exists 1,281 metres below Hethgard’s surface. The deepest extent of the tunnel network, Depth 1281 exists as a demesne of the Adeptus Mechanicus.

..
..Depth 1281 is a temple-forge..
...
...it serves as containment for archaeotech devices of unknown provenance, as well as technology of xenos and heretical origins requiring careful study.
Tech research (even alien shit) and temple-forge 1300 m belowground.



Page 118
... [Depth 1281]...maintaining its outward appearance by overseeing the manufacture of limited quantities of high-technology equipment for Crusade personnel. This consists of items too difficult to produce in conventional field manufactories, but within the means of a significant Mechanicus congregation, such as plasma weaponry, power weapons and similar.
Field construction capabilites of the AdMech.



Page 119
The last stronghold of the resistant population on Hethgard...

...
Much of the surface city was obliterated by orbital bombardment during the campaign to claim Hethgard, leaving little more than ash, rubble and radioactive glass as a testament to the deadly wrath of the Imperial Navy. However, extending below the ruins for almost six hundred metres are the mines and catacombs that the heretic armies used to defy the Imperium for so long.
Last stronghold destroyed during invasion of Hethgard, without more data its hard to calculate :)



Page 120
..Castobel has come under siege by the Great Devourer and a world once responsible for supplying a small but significant proportion of the Crusade’s men and materiel has virtually shut down.
Castobel provides significant (but not the majority) of resources to the Crusade.



PAge 120
...gaining stewardship of Battlefleet Jericho’s primary dockyard..
...
Using what remained of the Sector’s fleets, including loyal remnants of Battlefleet Jericho, Castobel’s Imperial Commander worked tirelessly to maintain the Emperor’s law on several nearby worlds.
The interesting thing about this is that it implies the sector had fleets in addition to the battlefleet that might serve a military/peacekeeping role. Whether they're native navies with shotr range warp capability, subsector Navy detatchments, private militias or mercenary forces, or some combination we don't know but I'm betting merc forces are unlikely. In either caes it represents yet antoher example of an intermediary force between sub-stellar PDF fleets and the 'official' Sector battlefleet. Subsector forces perhaps, or private forces. Or both.

Just a bit below they imply its the sector fleet + some extra merchant ships, which might qualify, since nothing requires the 'Sector's fleets' all be warships.



Page 120
By the end of that year, a further hundred regiments had been raised, with more on the way in every passing year. In the years since, over two thousand regiments of Castobel Reborn have been mustered and distributed across the Jericho Reach, alongside vast quantities of materiel.
the military commitment of Castobel. Between 789 and 817 of M41 (28 years) 2000 regiments were raised, an average of 72 regiments a year, with 101 regiments raised in that one year. thats between 200-600 thousand in that first year and an average of 144,000-432,000 annually after, although thats assuming 2000-6000 srong infantry regiments, no tanks or arty, etc. If we were talking 20K strong regiments we would be talking 2 million and 1.5 million annually instead./


Page 120
Castobel came under assault in the early months of 817.M41, after more than four years of mounting interference within the warp.
...
..Castobel’s forces—its planetary defence force and the three hundred Imperial Guard regiments mustered since 812. M41 but left stranded by increasingly difficult warp travel..
~4-5 years and 300 regiments raised in that time. 60-75 regiments roughly. The PDF must be the equivalent of 600-750 regiments by that standard roughly.


Page 121
Population: Estimated 109 Billion
..
...
Heavy Industrial hive world...
...
Extreme pollution and macro-scale industry over the course of several millennia have destroyed natural landscape and climate, as is typical for millennia-old hive worlds. Six primary hive complexes, with thirty-one lesser/peripheral settlements.

...
Military: Castobel Planetary Defence Force (Light Infantry, 44 Regiments equivalent) commanded by Lord Castellan Lokk, Imperial Guard Garrison (11 Regiments) commanded by Brigadier General Titus Korven.
Castobel. The really well developed, millenia-old hive worlds (different from younger, but still populated and less industrial) Hive worlds. of the Armageddon/Necromunda variety.

Interetsing how the regiments are rather small (44) compared to the IG forces.. tens or perhaps hundreds of thousands each for them? Also there's a regimental garrison of 11 IG regiments bolstering it normally.

And figure with six hives there might be 15-20 billion per hive, not including the settlements. If we figure the settlements encompass 9 billion it might be close to 290 million apiece, and 17 billion per hive roughly.



Page 121
Still, by the time General Curas’ forces reached Castobel, it was more than able to provide billions of tonnes of material and millions of soldiers to the ongoing war effort
The scope of Castobel's contributions. Assuming the 'billions of tonnes' is over the ~20-28 year timeframe we're talking at least 70-100+ million tonnes annually, which is not trivial. Alot depends on how many 'billions' of tonnes we're talking about.


Page 121
the loyal remnants of Battlefleet Jericho fell back to the orbital docks above Castobel, accompanying whatever merchant vessels they could gather...
......
...dominate a cluster of mining colonies and agri-worlds nearby, re-establishing a limited form of Imperial rule and keeping Castobel itself supplied with food and raw materials.
Elaboration on Castobel's survival and post-Waprstorm military power.



Page 121
A further declaration was issued that the world could produce as many as a hundred Regiments of Imperial Guardsmen a year, each numbering as many as ten thousand men, without unduly impeding its ability to produce munitions and machinery.
...
Having already produced the 1st Castobel Reborn as part of the world’s celebration of renewed Imperial rule, Castobel produced its first tithe of a hundred regiments a year later.
Figure 75-100 regiments per year, we're talking 750,000-1,000,000 men annually. If this is 10% of the PDF the pdf has 7-10 million troops. Rather light by Imperial standards but not impossible (THraican Primaris has 8 million men in its pdf from a population of 22 billion, for example - but compared to Armageddon with an annual tithe of 100 million and hundreds of billions.). At 44 regiments the PDF would be aorund 170,000-223,000 men each.

It seems a rather small troop constribution, but the world has recently been discovered and was surviving undera dverse conditions - the requirements of the crusade and the costs of survival may have left it less than optimal as a provider of military troops.



Page 122
Hive Tyralos today is an irradiated ruin, barely resembling the towering city-complex it once was. As a testament to the fury of the city’s destruction, the land a hundred kilometres in every direction around the city’s ruins is irradiated and vitrified ash, utterly inhospitable to even the massively adaptable Tyranids.
Scope of destruction of a hive.



PAge 122
Possessed of a populace of more than twenty billion souls...
Size of hive Trimalov. Not the most populous but one of the largest and most powerful.



Page 123
Kevor was constructed after the Horus Heresy within the spine of a mountain range, burrowing deep into the crust and extending for almost two hundred kilometres across the peaks.
...
Hive Kevor grew out from a string of mining settlements running along the length of the Kevor Mountains...
...
By the time the mines within the mountains had run dry, nearly twelve billion souls inhabited Kevor and the city had become an established part of the landscape..
Size of one of Castobel's hives, 12 billion populace.



Page 123
Hessax is the youngest and smallest of Castobel’s hives, though still several thousand years old and home to more than ten billion loyal servants to the Imperium.
...
Intended to manufacture components with which to maintain the vessels of Battlefleet Jericho, Hessax’s isolation was a deliberate security measure to limit access to starship parts of such rare quality.
The smallest hive.



Page 123
The arrival of the Tyranids saw Orolan and Ibellus subject to brutal orbital bombardment from the orbiting bio-ships, followed by wave after wave of monstrous aggressors.
Tyranids conducting orbital bombardment.



Page 124
...a mandate of secrecy and isolation, limiting contact with the rest of the galaxy. Such a mandate is, typically, only employed to protect the most advanced and arcane of technology, such as archaeotech, rare configurations of Titan, and other mighty war engines such as the unique and terrible Ordinati.
...
..the facility activated a stasis field generator contained within its structure, sealing itself off entirely.
Secret Mechanicus facility with its own stasis shield defense.



Page 124
The last communication anyone received from the facility on the world now known as Phonos was a stream of unintelligible machine code, which forced its way between the minds of hundreds of astropaths, eventually stopping upon worlds containing datacrypts and archive repositories, cleansing them of any reference to the facility.
Transmission of machine code (including some weird scrapcode/hacking like elements, including forcing its way in, finding its own locales and cleansing any reference to it as a protective measure.) Probably MIU linked astorpaths, but its interesting nonetheless.



Page 124
Given that other data-fragments tell of the “Omnissiah’s voice” and “the killing noise,” many who are privy to such secrets believe that the device may be some powerful form of sonic weapon, kin to Ordinatus.


If so it would be cousin to the Ordinatus seen in Dark Apostle, meaning they arne't all unique.



Page 124
...tearing them asunder with bladelimbs, feeder tendrils, bio-plasma blasts and pyro-acid sprays.
...
For eleven straight hours of fighting Battlegroup Argo held off...
...
..but outnumbered fifteento- one..
Qualitative comparison of Imperial and Tyranid ships as well as endurance of sustained combat.



Page 125
[quote...]the Nepenthe Imperative is a meme-virus designed to spread to archives containing the targeted data, in order to prevent something being discovered.Many Magi consider the Nepenthe Imperative to be a myth.[/quote]

What must have eliminated the knowledge of Phonos.



PAge 124-125
...a standardised design from the Adeptus Mechanicus STC canon, a Vosspattern modular structure. of chambers and corridors covering approximately a square kilometre,
Size of a 'Voss Pattern' modular structure.



Page 126-127
Each is laden with arcane technology intended to help the statues endure the ages without being diminished by weathering or brought low by gravity, cunningly concealed so as to be invisible to all but the most meticulous inspection.
...
Each statue is some six kilometres high, carved from the hard yellow-brown stone of their surroundings, maintained by ancient and cunning technologies to help them endure the ages and stand under their own immense weight.
Statues supported by magic tech of some kind (forcefields perhaps.)



Page 127
...a bastion designed to be held by a small number of warriors against many, fitted with batteries of emplaced sentry-guns and servitor-crewed anti-aircraft weaponry.
...
Vast quantities of arcane cogitators and sophisticated logic engines, connected to a colossal array of augurs, auspex feeds and a choir of astropaths fill the deeper chambers of the Temple, gazing upon the void and sending information back to Watch Fortress Erioch continuously
Deathwatch outpost with automated defenses, and some sort of observation/surveillance post that also reports back to the Watch Fortress. 'Continuous' implies it migth be nearly realtime.



Page 128
...these expeditionary forces made compliant over a hundred and thirty worlds within what would become known as the Jericho Reach.
Implied size of Jericho Reach Compliance by Ultrasmurfs, Night Lords nad Blood Angels (reputedly.)



Page 131
...they have departed bearing a precious crystalline datacoil, containing the Watch Station’s augury logs and transcripts of the astropath’s auto-séances...
..
...Varras has a particular talent for prophecy, his psychic senses keen even if his mortal ones are almost entirely gone. He turned this talent to gaze upon the furthest edge of the Jericho Reach...
...
Varras has persisted in attempting to cast his psychic gaze upon the void and attempts to send a new message out to any who can hear it.
Astorpathic 'detection' skills.



Page 132
Phaedas is largely automated, its myriad machine spirits demonstrating sophistication that rivals those of the most ancient and revered of Titans. The vessel—if it can be defined as such—seems to operate based on incredibly complex logic paths, turning augury data into plotted courses, even able to travel short distances through the warp without a Navigator. Phaedas is comparatively small for an object capable of self-sustained travel through the warp—massing far less than the smallest warp-going craft in service to the Imperial Navy or Adeptus Astartes.
Archaeotech starship. Reminds me of the AdMech probe from Rogue Trader: Lure of the Expanse - small, non-standard ship shape capable of limited warp travel, smaller than usual ship designs and virtually automated. can carry a small deathwatch team, has year long supply cache, modest armoury and a Stormraven gunship and drop pod.

implied to have links to the Omega Vault, implying some sort of precise, FTL bond between the two. Apparently it can also make warp jumps despite the Tyranid Shadow in the Warp.



PAge 133
Phaedas more closely resembles an ancient void-station, built into a small asteroid. Clearly of human origin, this archaeotech structure has no evidence of engines, or any normal void-ship structures. How it manages to move through the void has remained a mystery to all who have used it over the millennia.
Reactionless propulsion.



Page 134
...the loss of Battlegroup Argo was costly...
...
Two dozen warships and more than a million crewmen died..
Size of Battlegroup ARgo. May relfect the sizes of other Battlegroups.



Page 135
His inclination towards analytical strategy, where the men at his command are numbers to be calculated and variables to be accounted for, is poorly regarded by Space Marine leaders everywhere...
The Astartes of the Salient seem not to like the ide athat men are just resources to be used.



Page 136
Placed in command of the six Navy battlegroups of the Orpheus Salient—Icarus, Argo, Cerberus, Daedalus, Vishnu and Santos—she was shortly thereafter elevated to Lord Admiral and commander of all Imperial Navy forces within the Salient.
...
Being a fine tactician and a responsible commander, Arkelius understands the weight of command well, and the burdens of the Admiralty are great indeed, with the lives of hundreds of millions of souls on thousands of ancient, venerated and often irreplaceable starships, within her hands.
Thousands of Naval ships in this salient alone. Whether these are all military in this context or mixed bag - it could go either way - that's a ton of ships. On the other hand there are six battlegroups, each of between 24-50 ships (Battlegroup CErberus was noted as being 50 ships in Achilus ASsault) which means there are hundreds of warships in the salient at least (150-300 min). In fact, given that its implied that she was given control of ALL naval forces in the sector, there's probably at least an equal number outside the battlegroups (guarding important planets, running convoy escort, etc.) which shoudl run into scores if not hundreds more.

If we assume 200 million crews on a ship total and that all ships equal 100 thousand (about the crew of a Lunar class or some battlecruisers) that's 2000 cruiser-scale vessels easily. In frigate terms that would be 3-4x that number (25-30K crews) and destroyers 5-6x (~15K crews). Mass conveyors (10+ km ships) and light cruisers are around 60K (so nearly twice sa many hulls) Smaller merchantmen tned to be 15-20K crew, so would be 5-6x the number.

More than that, recall that the salient lost over a third of its forces prior to Curas' death and Arkelius was put in charge of all naval forces. so the pre-Curas numbers would have been 50% greater than they currently are. And this doesnt include ships in the other salients. Its not impossible for the total number of ships in the cruisade to be 9-10 thousand or more.
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

Connor MacLeod wrote:You might be thinking of Daenyathos, the Dreadnought from the chapbook fo the same name. Or maybe you're thinking of Eumenes (from Chapter War) the guy who was (along with Sarpy) responsible for the SECOND pointless civil war in the Chapter's ranks and was an all around nutjob (though to be fair, he wasn't that bad in Crimson Tears. I blame it on Sarpedon, and am amazed more people didn't try rebelling against his leadership.)

Not all of them were rampaging dicks, and their biggest flaw was that they invariably followed Sarpedon and his zany, inconsistent scams. I dont know what Ben Counter INTENDED with the Soul Drinkers and Sarpedon, but the execution fell through massively and much of it can be laid at Sarpedon's feet (or is that talons?)
Eumenes was the guy I was thinking of.
PS: Interesting you mention the Red Scorpions. another big indicator they might come from the Emperor's Sons - they're fucking dicks. I don't like them at all lol.
Bahahahahaha. I didn't hate all the Emperor's Children (Saul and Vespasian broke it up) but yeah. :lol:

Speaking of...actually I'll come back to this.
I feel bad about Iktinos. Compared to Sarpedon and Iktinos, I liked the latter much more. My faviorite Soul Drinker was Luko and Graevus. The most interesting chracters out of the bunch, all told. There were also lots of likable secondary characters... the Doom Eagles and Iron Knights were likable in Phalanx, for example (Best parts of the novel, all told.) I also liked many of his non-Astartes characters too. Sister Aescarion is amongst the most well-written Sororitas bar none.
I agree. It's shame Phalanx came so late in the series and there was just so much slogging to get there.

On the subject of Red Scorpions and descendant chapters, there's something interesting about the setup in M41. The old First Foundings like the Salamanders, Wolves, Ultras, tend to be the most egalitarian in regards to the 'little guys' of the Imperium, while the Second Founding and later groups are full of raging dicks like Black Templars, Flesh Tearers, Marines Malevolent, etc. Obviously mileage varies but maybe as time went on the old legions clung tightly enough to the memory of the primarchs as men of the people, or maybe the direct exposure to the period of the Heresy and the memories thereof that they managed to avoid sliding into the attitude of mortals as a burden to be shouldered rather than people to be protected.
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 4 (and the last for now!)


Page 136
Arkelius is more aware of the comings and goings of interstellar forces across the Salient than almost any other person, with command of thousands of starships both military and civilian (due to the Orpheus Salient being a warzone, military authorities have oversight over civilian and merchant vessels).
In this context at least, thousands of starships in military and civilian roles, which includes merchant as well as combat ships.



Page 137
His oversight onto all Imperial Guard and Imperial Navy activities within the Salient is carried out through the means of thousands of lesser Commissars stationed aboard starships and deployed within Imperial Guard regiments
Thousands of commissars aboard naval ships and in regiments throughout the Salient. This may imply thousands of regiments and warships as well.



Page 137
A dutiful and honourable man, Theren does not suffer the wasteful use of the Emperor’s armed forces, regarding the lives of the Emperor’s servants as something not to be expended frivolously or rashly. Indeed, quite at odds with the archetypal image of the Commissar, Theren cares about the men under his authority.
...
..having executed several senior Imperial Guard officers for negligence over the years of the Achilus Crusade. Further, he has reprimanded several of his subordinate Commissars for being overzealous in their punishments. The lives of the Emperor’s servants are valuable and it is the responsibility of their leaders to ensure that the dutiful efforts of even the least of men are employed wisely....
...
In spite of this atypical outlook, Theren is a stern disciplinarian...
Yet a nother example of a non-Asshole commissar. He'll still put you in a penal legion if you fuck up, and has a personal battalion of vets as MPs. He was even friends with Curas. He's also the guy holding the salient together by pretending Curas is alive, so he's also clever and manipulative - but for noble goals rather than personal selfish ones.



Page 140
A veteran of countless warzones and a master of biological weaponry, Thann gained renown as the mastermind behind the geno-tailored toxins...
...
..taking samples of various Tyranid flora and fauna, or testing recently developed concoctions in the field. To date, he has not yet found a substance that works for more than a single generation, the Tyranids adapting to overcome his creations swiftly...
...
He is working under a theory that worlds beyond the vanguard will contain lessevolved or otherwise purer creatures that are closer to a theoretical genetic baseline that can be exploited.
Apothecary involved in biowarfare. Also a theory on 'Nid toxin resilience.



Page 142
A world’s very atmosphere becomes impossible to breathe as it fills with their spore.
Tyranids infesting atmosphere with spores.



Page 145
...carriers for a broad array of toxins and pathogens. The majority of these substances can swiftly reduce a healthy organism to little more than a puddle of protoplasmic sludge. However, some of these are even capable of infecting a host, turning the unsuspecting victim into an incubator for Tyranid growth
'Nid Biowarfare.



Page 146
Some specimens fly, others swim, and a number of strains burrow beneath the earth or fly through the void. The different specimens exploit their diversity so that they can be certain to extract every bit of bio-mass from a planet, but also to be certain that their prey is under constant attack. By using specialised troops in these different fronts, the xenos forces manage to expand through virtually all portions of a planet’s biome even during the earliest stages of their assault.

As these horrors expand throughout the planet, they are able to launch their attacks against Imperial forces from any of these battlefronts.
Combined arms warfare, Tyranid style. To the examples above, you can add insurgency and sabotage (Genestealers, 'gaunts, etc.), biowarfare (spores in the atmosphere, other chem or toxin attacks), artillery and orbital bombardment (Starships and biovores, spore mines and pods, and the like.), armour and titan-analogues, and so on.



Page 147
The Hive Mind provides a constant network of communication for all of the Tyranid creatures that fall within its reach. During any planned conflict, creatures that serve as nodes for this psychic phenomenon are well distributed...
..
.Tyranid operates as a single mind, coordinating all of its actions so that the every action is complemented by a host of actions from supporting creatures.
'Nid command and control



Page 147
...fonts of promethium flame can scarcely miss their targets. Tissues burn, exoskeletons pop, and their ichor boils..
Effect of (Astartes) flamers on 'Nids.



Page 148
When arrayed to defend a vulnerable asset against Tyranid attack, Imperial assets willingly make whatever sacrifice is required in order to preserve that resource against the ravenous swarm. At times, this may require a noble loss of lives. In other situations, jury-rigged explosives, chemical toxins, or even biological contaminants may be used to sterilise a region against the oncoming xenos.
Imperials will hold terrain when defending an important asset. Usually they are stuck defending said asset (like a city) to the last



Page 148
Because of the Hive Mind, knowledge is readily shared between different members of the Tyranid swarm. This includes shared battlefield memories. With this information, the aliens can quickly discover the vulnerabilities of Imperial assets, enabling the xenos to more effectively compromise such targets. This information sharing remains available to Hive Fleet Dagon even if the organisms that discovered it is slain.
...
Memories of general tactics and even those favoured by individual soldiers may benefit the overriding Tyranid strategy.
Nid target recognition/data sharing.



Page 149
These xenos infest a world from the microbial level, and virtually every organism is capable of growing, mutating, and developing to eventually replicate most other strains of the Tyranid swarm. To eliminate this threat, any portion of a system that has played host to Hive Fleet Dagon must be thoroughly cleansed. In fact, some portions must be sterilised, before native forms of life may be safely reintroduced.
'Nids can be as difficult and pervasive to remove from a planet as Orks are. Says something about the levels of power needed to deal with widespread incursions.



Page 150
On worlds under the assault of Hive Fleet Dagon, it is often vital to preserve some Imperial assets so that they may be used for future battles. In these instances, it may be acceptable to sacrifice raw materials, replaceable stores, or even some military forces so that a vital manufactory, specialised combat unit, or command staff might survive to fight once more.
Again (in theory) Imperial troops are only sacrificed when it is necessary (Although that will depend on the officer greatly.)



Page 152
Orbital defences will expend months worth of ammunition in minutes before being overrun, their magazines empty and their power cores drained,
Orbital resources being exhausted so rapidly suggests that 'outputs' - the quantity of ordnance used and the amount of energy expended may be variable in combat depending on circumstances - eg more resources used in a shorter period can mean greater firepower, but at the cost of endurance that may not be easily replaced. It could suggest that even energy weapons are subject ot this - running on batteries or capacitors that have to be replaced (or it may be something as simple as pyrum-petrol/Photonic hydrogen 'ammo' analogues for most beam weapon. Even laser smight have something like that.)

In either case it suggests that output can vary dramatically for orbital weapons by literally orders of magnitude (hundreds or thousands of times difference perhaps, depending on exact timeframe comparisons.) This can be handy in explaining seemingly vast discrepancies in firepower even in similar instances.



Page 157
They are trying to determine how their behaviour and biology differ from those Tyranids encountered previously throughout the Imperium. For many, this understanding has been limited, restricted to weapon systems and tactical data.
...
The Magi have delved deep into the building blocks of this genus and its very nature, in an effort to understand how Dagon thrives and evolves at such a terrifying rate. In some cases this has led to potent virus weapons or toxic munitions, both of which have had mixed effects...
...
...the Magos have learnt to manipulate Tyranid organisms, either by disrupting the controlling influence of the Hive Mind or by confounding their natural instincts....
AdMech RESEARCH on Tyranids to learn how to defeat or manipualte them. So far with mixed results, but resulting in new weapons or tactics and techniques for the STAGNANT Imperium. It just goes to show that R&D is acceptable under the right circumstances. Or the right kinds of R&D. Or something.



Page 157
To this end the Magos has created the Eye in the Storm, a vast void station permanently situated in the depths of the warp,..
Void stations inside the warp. Not unlike the Space Hulk from Inquisition War.



Page 165
Often a creature that was thought destroyed, riddled with lasgun holes or even partially dismembered, will rise up to make a final attack..
Riddled with lasgun holes.



Page 165
(perhaps even calling in an orbital strike or otherwise vaporising an entire area
Self explanatory.



Page 168
The agents of the Machine God have gathered more technical lore and biological data on the Tyranids than any other arm of the Imperium, the efforts of the Magos uncovering countless hidden secrets about the xenos and the nature of their species. In times of need, the Adeptus Mechanicus will share this knowledge with frontline Imperial forces and agencies such as the Inquisition and the Deathwatch...
Again more HERETICAL research into filthy XENOS to learn MORE about them. And sometimes they might even SHARE that information.



Page 169
As the Tyranids are always evolving to face the Imperium, the forces of the Achilus Crusade must change their tactics, weapons and troops to meet the variety of threats posed by the swarm. Part of this evolution includes the development of toxins and viruses to better attack the Tyranid biology or antipersonnel weaponry better suited to cutting through chitin and bone. While the Adeptus Mechanicus is largely responsible for these creations, the Inquisition and the Deathwatch also make use of them, or benefit from the specified ammunitions produced.
...
..field testing either a creation of the Adeptus Mechanicus or something developed by the Inquisition or Deathwatch.
Again the AdMech is doing R&D and IMPROVING and ADAPTING its weapons and technologies when it needs to to fight the 'Nids. What's more, its stated that the Imperial forces in general are required to adapt across the board to fight the 'Nids.

Now to be fair this doesn't guarantee changes (or the right changes) due to various factors (politics among them) but they're aware of the fact and they do try at it to some degree. The most you can say about the Imperium is that it changes in some ways but not neccesarily in others, but it still changes, adapts, etc. Also in game terms it only apples to projectile weapons mainly (probably because you can't stick a toxin on a laser, per se.)



Page 170
Throughout the Hive Fleet’s advance, it has continuously evolved new Tyranid creatures and alternative tactics. Imperial forces are thus challenged to identify new effective ways to respond to these threats
Again ADAPTATION. :P Its mentioned neither side's adaptations have been decisive and thy aren't neccesarily significant (changes can be revolutionary or incremental after all.) but changes of osme kind DO occur.



Page 171
These xenos are capable of exploiting the raw materials that they have captured to launch attacks that utilise near overwhelming force against prey worlds. With each triumph, their resources are renewed and their capacity for destruction becomes further enhanced.
Conquering a world seems to be a net gain in resources usually for the Nids



Page 171
Crusade and Deathwatch forces have confirmed intrusions by Tyranid Drone ships within more than twenty systems of the Orpheus Salient. Imperial analysts have thus far had no luck in tracing a pattern of how Hive Fleet Dagon’s Vanguard Drone ships have been scouting the Reach. This, combined with a lack of knowledge regarding the lifespan of the Vanguard Drone ships, leaves Imperial forces helpless to defend against these forward scouts of the Hive Fleet. If each such creature is capable of identifying and infecting multiple targets, a single vessel surviving could soon draw Hive Fleet elements to dozens of planets.
The interesting thing about this is that the 'Nids clearly have some stealthy means of the Vanguard ships getting about without being detected. That tends to rule out Narvahls, and the timeframe implied tends to rule out purely sublight journeys (we'd porbably be talking centuries to infiltrate so many systems, especially if they believe a single ship could handle multiple targets). Warp travel of some kind is possible, but even then warp transits can be detected (at least the entry/exits, nevermind the arrivals.) without some fancy tricks (Recall that 2-5 years have passed since the 'nids first entered the scene.)



Page 172
..it is important to note that Hive Fleet Dagon has largely ignored Imperial space stations and outposts on otherwise barren planets and moons.
...
It might offer further evidence that the Hive Mind is operating in a conservative fashion, or might simply be that for some reason the Hive Fleet is unable to accurately identify these elements as worthwhile targets.
They also mention that they make a beeline for habitable planets and gneerally only attakc starships that get in the way. Given that we know Hive Fleet Behemoth attacked space stations I think we can rule out 'unable to recognize target' as an issue. Odds are it's more a matter of priorities or tracking (they home in on the sources identified by their vanguard/recon elements.)

They also mention that some systems have fended off the 'Nids in space and seemingly driven them off. Wehther it was because they were driven away or because a feint (both are mentioned) isn't stated.



Page 172
...the absence of a Tyranid supply line. Once a Hive Ship leaves a system after devouring its habitable planets, nothing is left behind. A Hive Ship and its support vessels effectively carry all of its swarm into each new warzone.
Tyranids have the advantage of having no bases or supply lines to attack, per se.



Page 173
...these examples are consistent in their tactical approaches and seem capable of learning from past encounters..
...
It is unclear if this indicates that the Tyranids have a mechanism for resurrecting these specimens, or if the later encounters are evidence of additional specimens.
A likely reference to the Swarmlord and similar 'champion' Nids.



Page 174
...(though still quite resilient by human standards). The Harpy, like many avian and other airborne fauna catalogued by Codiciers throughout the Imperium, is hollow-bodied and thus unable to survive injuries that might not even faze other Tyranid creatures of similar size.
...
..have observed these creatures turning, climbing, and diving with far greater deftness and precision than even the most sophisticated fighter-craft of the Imperium..
...
Large cysts on the underside of the Harpy’s abdomen produce clusters of spore mines...
...
...a number of bio-weapons, such as Scything Talons and often a Stranglethorn or Heavy Venom Cannon..
...
...the Harpy can also stun and, in some cases, injure its opponents with the high-pitched shriek..
Tyranid Harpies. Basically fighter/bombers with a sonic weapon and claws. Some suggestions hint they are related to the Trygon, but they may also be a separate species.



Page 175
Embedded in the Harpy’s carapace are rows of metre-long, poisoned spines that the creature can fire by means of incredibly strong muscle contractions...
..
...instead of relying on toxins to slay the enemy, Cluster Spines explode upon impact, showering a large area with needle-like shards.
Antipersonnel 'munitions'' Stinger slavoes (poisoned ones) and cluster spines (fragmentation ones) .



Page 177
..measures up to 30 metres in length with a wingspan of up to 40 metres.
...
..the Harridan is capable of flights of indefinite duration and tens of thousands of kilometres in length.
...
..dodge enemy fighter-craft as well as surface-to-air ordnance. While these enormous Tyranid flyers do not have the maximum straight-line speed of mechanised aircraft..
...
..occasional suicide ram attacks to destroy enemy fighters.
Harridans. Noted as the largest airborne creatures. Their claws can open a battle tank, and theycna carry up to 20 gargoyle 'troops' attached. Basiucally 'Nid paratroopers.



Page 179
“The armour of a Land Raider, the strength of a Thunderfire Cannon, the accuracy of a veteran Devastator, and the discipline of the Emperor’s Finest—this is the Tyranid Hive Guard.”
Hive Guard.



Page 179
[quiote]..enormous capillary towers and spore chimneys emerge from the ground, the former growing with astounding speed past the upper reaches of the planet’s atmosphere..[/quote]

"range' of Capillary towers.



Page 179
...Hive Guard have some capacity for telepathy, though not to the extent of the more sophisticated synapse creatures...

..
This low-level psychic capacity enables the creatures both to see through the eyes of their fellow xenos in order to target enemies with their Impaler Cannons and to communicate with the shard-beasts that are fused to the Cannon’s projectiles, long bony spikes up to 2 metres in length. Through the psychic link that Hive Guard and shard-beast share, the Hive Guard can direct the symbiotic organisms to alter the course of the projectiles in mid trajectory, by moving membranous fins to act as wing flaps or rudders that steer the missiles. As such, Hive Guard need not make direct visual contact with enemy targets to fire upon them. Field reports from Imperial troops indicate that the Hive Guard can target unseen foes with uncanny accuracy even over moderate distances.
Hive Guard nad Shard beast (which is up to 2 m long) and its guided, indirect fire capability/



Page 180
The Hive Guard’s Impaler Cannon fires a bony spike 1 to 2 metres in length that is powerful enough to penetrate even Space Marine power armour and the strongest Imperial armoured vehicles
Impaler cannon.



Page 181-182
When engaging infantry, many Tyrannofexes defend themselves by firing a Stinger Salvo, a volley of poisonous spikes a metre long.
...
.,.the most common swarm creatures observed to date are Electroshock Grubs, squat worm-like creatures protected by small armoured plates that generate static electricity as the teeming organisms flow through the enemy ranks. This energy is sufficient to electrocute those caught in the arcing electrical discharges that accompany the writhing grubs’ movements.
...
..Desiccator Larvae, slug-like organisms with hollow fangs that latch onto their victims and drain them of all moisture within seconds, and Shreddershard Beetles, insectoid organisms that are covered in needle-like spines and that instinctively crawl into tight spaces such as gaps in armour and body orifices. Shreddershard Beetles cannot survive for long outside of the Tyrannofex host and explode after a few moments’ exposure to an aerobic environment, thereby showering those nearby in a blast of spikes.
...
Cannon types vary from creature to creature, but the most common are Acid Sprays, which shower the enemy in caustic fluids that rapidly break down organic tissue as well as armour plating and other substances. Another primaryweapon biomorph is the Fleshborer Hive, a pullulating nest of the same small Tyranid creatures fired from Termagant weapons. Yet another is the Rupture Cannon, which fires two projectiles, the first of which is a bloated tick that erupts and covers the point of impact with a sticky, oily substance, and the second of which is a hard seedpod whose armoured shell dissolves instantly in the tick’s remains and then implodes with enough force to destroy even a tank’s armour.
Tyrannofex armaments. Basically organica rtillery of some kind (direct and preusmably indirect fire.) Can also emit a pheremone distress signal to draw lesser creatures to its defense when attacked, but is implied ot be well protected by multiple layers of carapace as well.



Page 183
...residue coating Tyrannofex projectiles...
...
..a complex poisonous cocktail of highly concentrated polymerised toxins...
...
..cause most humanoid life forms to release neurotransmitters, resulting in nearly instantaneous severe pain in local muscle groups. As these toxins enter the bloodstream, they quickly affect muscular nerves, resulting in tetany (i.e., painful muscle contractions), paralysis, and often death within a few moments.
Nid Poisons.



Page 183
...Chemical residues collected from Adeptus Astartes casualties a few hours after the Beetles exploded contain trace amounts of a variety of flammable chemicals...
...
...Shreddershard Beetles explode moments after leaving the Tyrannofex’s thoracic cavity...
Shreddershard beetles seem to be chemical/incendiary frag devices of some kind with 'self guidance'. Not sure how many moments is, but unless they move fast they must not have much range.



Page 183
..the weaponised fluid produced by the Tyrannofex includes not only acids but also a variety of corrosive and caustic substances...
...
...tests detected other agents that my field equipment could not identify...
...
..suspect that the Tyrannofex genus, if not individual Tyrannofex organisms, is capable of producing “acid” weapons with a variety of chemical compositions tailor-made for particular enemy targets..
Tyranid acid weaponry. Or maybe magic acid per se.



Page 184
..Biovore is not in its claws, but in the huge mortar-like symbiote on its back.
...
... [Spore mines]floating sacs of gas and bile, plated in a rigid shell of bone.
...
They then quickly register the presence of whatever target they were fired at and explode in a shower of hardened bone shrapnel or corrosive acid.
...
..an off-target Spore Mine can prove deadly, as it drifts onwards, ready to explode as soon as it senses a new enemy.
...
The amount of bio-mass a Hive Ship must expend to create a Biovore and its clutch of living bombs is not insignificant, and few planetary assaults merit the kind of extended warfare at which the Biovore excels.
...
...once they have been active long enough to blanket the battlefields with a living minefiel.
They mention that Biovores may have appeared in response to use by Imperial artillery.. whether created as a response to or already existing and ismply deployed as a counter noone knows.

Note that in second edition the larger (capital ship) spore mines could be thermonuclear baesd (Hive War as well as from Let the Galaxy Burn) - whether or not this applies to the ground based versions (or if they cna make 'nuclear' spore mines') is up for debate. I'd guess most of them are HE/chemical or something of that magnitude.

In any case like all 'Nid artillery the munitions are self guided to an extent, which gives them something of an advantage over Imperial artillery. Also the biovore can double as a sort of minelayer. On the other hand it seems to be only employed in longer engagements and seems more resource intensive than other 'Nid designs.



Page 186
..Pyrovore is little more than an ambulatory digestive system..
...
..find the choicest morsels of the worlds the Hive Fleet consumes, from living flesh to exotic minerals required by the strange leviathans...

...
..caustic bile dripping between the Pyrovore’s fangs, which can melt through even the blessed plates of Terminator Armour.
Pyrovores. Again they can eat organic or inorganic shit, both of which the 'nids used.



Page 187
Using their alien sense they can home in on their target, whether the thrumming of a tank division’s engines, or the frantic beating of a terrified Guardsman’s heart.
MawLoc sensory capability.



Page 189
127,000 Calixis-standard Thrones value of research equipment.
This might implie Thrones are used as a standard of measurement in other regions of space, hence needing different standards. The novel 'Nemesis' hints this is the case.



Page 190
Nestled deep in the Tervigon’s abdomen is an incubator for scores of dormant Termagants....
...
..the Tervigon acts as a potent nodal relay to the Hive Mind for the Termagants it spawns...
Nid APC. Has claws and talins, as well as the stinger salvo option for Antipersonnel use. can also use psychic powers to strengthen control over local Tyranids, or drive them onwards with greater fervour, etc.



Page 192
...landing precisely through the guidance of the Hive Mind...
...
...it may survive long enough to launch a few salvoes from any bioweapons it possesses...
...
..physiologically enhanced sensory nodes. These nodes are believed to work in conjunction with pheromone markings left by Lictors...
...
By following the trails that the Lictors plant, in conjunction with Hive Mind directives, the Mycetic Spores are capable of targeting key defensive elements far more accurately.
...
...enhancements to the bioweapons carried, with a few even replacing their cargo with additional resources to keep the armaments active...
Mycetic spores and Dagon variants.. they can be armed with weapons as well as function as regular drop pods (meaning they can be like Deathwind pods as well) and like most 'Nid constructs can be self guided (or home in via Hive Mind.) and enhanced 'targeting/tracking' ability/



Page 194
..the Malanthrope is a synapse creature...
..
..selectively devour the genetic resources of a prey world...
...
The Malanthrope’s role seems to be to selectively collect and process genetic material from fallen enemies, before itself being reabsorbed...
...
The bio-mass is then used to create more complex creatures.
...
...some Magos Biologis believe that it is seeking out unique genetic material for use in creating new Tyranid creatures.

This suggests that these creatures could play a direct role in the hive fleet’s genetic adaptability.
Malanthorpes and probable purposes. It's mentioned thy project a psychic warp bubble.



Page 195
The Malanthrope’s tendrils carry a highly venomous, cardiotoxic, neurotoxic, and dermatonecrotic poison..
Malanthrope toxins.



Page 196
For these regions, Mycetic Spores represent an inefficient means to distribute Tyranid creatures to the planet’s surface.

Instead, the Hive Mind maintains slower growing options, which can utilise the planet’s resources, rather than depending upon the materials that the Hive Fleet has retained from prior conquests. These are introduced to the planet’s atmosphere through rains of nearly microscopic spores. Some may be spread by Tyranid flying organisms, while others drift from spore chimneys spouting alien contaminants into the atmosphere.

Brood Nests are one of the products of these spores. From a single malignant spore, an enormous structure can grow under the planet’s surface. As these caverns extend, the nest produces incubator-like structures that fill with growing Tyranid creatures. These are nurtured to near maturity within them, and then kept in a state of hibernation. If the nest is threatened or the Hive Mind requires additional units, these bio-killers complete their maturation within moments and awaken.
Brood Nests, an alternate, planet-based method of producing Tyranid forces. Also probably represents the insurrection approach - even if the hive ships are destoryed they can still fight on the ground as long as the spores resist - not unlike Orks.



Page 196
..Brood Nests can vary wildly in size. Some have just a few creatures, and some are dedicated to the production of only a single Tyranid creature. Agents of the Adeptus Mechanicus theorise that some nests may grow large enough to produce Hierodules or even Hierophants.
Variability of Brood nexts



Page 196
...its accelerated biological processes, Tyranid creatures grow at a terrifying rate and gestation periods are short. .In a matter of just a few days, a Brood Nest may develop from a single spore into a large complex packed with fully grown monsters. They may then wait in hibernation for months until needed...
..
Tyranids are always birthed fully mature.
Tyranids have no growth cycle, and they can be created rapidly. AT least days for the lowest forms, although that includes the Brood Nest.



Page 198
More than thirteen metres tall and massing over fifty tons, the Hierophant is one of the largest Tyranid creatures to have been observed within the Jericho Reach.
chibi titans reborn. CURSE YOU FORGE WORLD!



PAge 198
..Analysts believe that the Hierophant represents the largest shock troop the Tyranid forces have produced to date. Its huge form is covered in thick, chitinous armour, but it is also protected by warp fields, created by the overwhelming psychic potential of the Hive Mind.
...
...scything talons on a scale far larger than any others observed. These are capable of penetrating the armour on anything but the largest Imperial Titans or the most secure fortifications.
..
Its underbelly is littered with dozens of spine covered tendrils that are similar to the lash whips...
...
The bio-Titan also constantly emits a dense cloud of toxic spores from the millions of small pores on the underside of its bony armour plates.
...
Two lengthy bio-cannons are mounted just above its forearms, alongside the creature’s head. These symbiote weapons are triggered by a massive electrochemical shock from the host creature. The bio-cannon spews forth a hail of highly corrosive, maggot-like organisms
...
The biochemicals can melt through plasteel, ferrocrete, ceramite, and unprotected flesh in seconds. Targeted structures and victims are swiftly reduced to smouldering puddles of their component materials.
Bio titan capabilities. They mention variants of bio titans existing which are just weapons combos from other Tyranid forms simply scaled up/writ large.

IT's also hinted that biotitans may only appear in response to Imperiql equivalnets. The Biotitans also emit the same spore cloud other kinds do.



Page 199
The scale of its muscle tissues is extraordinary. Chitinous structures, interwoven with complex metallic alloys, are required to hold the tendon analogues into place. These tissues were discovered to have an extraordinary tensile strength.
...
Specialised ammunition might be synthesised to target them in the future.
Tyranid skeleton and muscles.. note the use of 'metallic alloys' to enhance the structurea nd such. also the use of specialized ammo synthesised to face 'Nids specifically.



Page 201
We further believe that the bio-Titan strains observed on Jove’s Descent may include novel variants. A few of the creatures have been measured at over 14 metres in height. Some of these specimens have a central body structure that seems broader or narrower than is observed in the picts that have been provided for threat recognition
Biotitan variants. They also mention that the 'Nids may be producing Biotitans faster than the Imperium can defeat them (EG they're faster to build than Imperial equivalents, unsurprisingly.)



PAge 201
..so that we might be able to identify armaments better suited to combat the Hierophant. For if we know a weapon is particularly effective against a source strain, it might retain its efficacy against the derived species.


Again adapting 'Nid weapons to a specific Tyranid thread.



Page 202
...[Hierodule] is substantially larger than the Carnifex, though it is being deployed in comparable numbers and roles.
...
...claws are sharp enough to slice cleanly through the front armour of a Land Raider. Its armour plating has been observed to deflect fire from a Leman Russ Battle Tank’s main cannon.

...
The creature is capable of emitting a devastating jet of mutagenic acid at will.
...
..caused substantial damage to vehicles and Space Marine power armour. Samples of the acid have been exceptionally difficult to analyse. It is believed that there may be Tyrannic pathogens present within the bio-acid that contribute to its potency.
Hierodules.



Page 202
The symbiote that launches this potent spray of lethal acid maintains an astronomical respiration rate. In this manner, it isolates reducing agents from the planet’s atmosphere, which can be used to generate the extremely potent acidic spray. The acid’s component elements are then stored in separate vesicles within the symbiote. When it launches its deadly stream, these reagents are combined with pathogenic microbes from several biological passages constructed near the symbiote’s surface. The various components only combine into their lethal form during an exothermic reaction as the stream leaves the Tyranid creature’s body.
Hierodule acid spray. Also incendiary qualities (treated as a flamethrower) Possibly related to Tyranid pyro-acidic weaponry.



Page 203
Based upon the depth of the impressions, the creature that damaged the roadways must have been at least twenty tons. Estimates of its stride length suggest that the creature is a quadruped at least twelve meters in length, though this measure has a very low degree of confidence.

Damage to the outpost’s walls indicate that a creature whose vertical reach exceeded six meters used massive sheering claws to rip through and pull down the ceramite-armoured walls. Given that these walls bore twenty centimetres of plating, it is safe to assume that the Tyranid creature poses a substantial threat to well fortified outposts and military vehicles. The resultant opening suggests that the creature is less than ten metres wide, but this estimate seems excessive based upon footprint spacing measurements.
Estimates of Hierodule dimensions.Also a measure of outpost defenses.



Page 203
Spectrographic analysis may reveal additional properties of this substance...
Spectrographic analysis of Tyranid materials.



PAge 204-205
The base commander had violated standard Imperial deployment regulations and established the temporary promethium storage tanks far too close to the facility’s field munitorium.
...
An orbital resupply run had just topped off the promethium tanks. The munitorium had also recently completed a manufacturing cycle devoted to artillery units. Hundreds of thousands of potent explosive shells were awaiting transfer to an overdue transport shuttle. In combination with the thousands of kilolitres of promethium, the depot was a lethal combination.
..
When the Trygon made its attack, a massive bioelectric pulse ignited the fields of promethium storage tanks. In short order, the intense fire spread to the munitorium. Then, the artillery shells detonated in a cataclysmic fashion.
In any case, hundreds of thousands of shells produced in a 'manufacturing cycle' in a field munitorum, giving indication of production rate/scale (thousands of tonnes of shellss perhaps?) It also implies that the shells may be roughly of comparable yield to the promethium supply (within an ordoer of magntidue at least.) Not only is it effective from a psychologicla nad mateiral standpoint, but it demonstrates thea daptability and ability to pereive weaknesses in the enemy's warfighting ability (exploiting flaws or weaknesses or sloppiness, etc.)



Page 205
Hundreds of Imperial tanks and crews, thousands of trained support staff..
Tanks and crew to support statf ratio.

The fun part is that the 'Nids are noted to be using their Trygons to deliberately set off volatile Imperiaul fuels/reactors/munitions/etc, and cause maximum devastation.



PAge 206
..no depot is to maintain more than a three day supply of fuel or ammunition for the units under its jurisdiction. Any substances in excess of this quantity are to be transferred to Imperial Navy resources in planetary orbit..
An indication of depot supplies of fuel and ammo. If we go by 'defixio' 3 days of supply is enough for a 1500 km range on a Leman Russ. Apparently also an orbital storage of fuel and ammo makes it (relatively) safer, but puts an added drain on crusade supplies in the form of extra shuttle/cargo ship flights to ferry down from orbit to the ground as needed.



Page 206
They are in the process of reconfiguring and reallocating transport shuttles to accommodate the increased workload necessary for the additional resupply flights. To offset this new drain on Imperial resources, Guard units are to restrict their use of naval assets for troop movements. Instead, troops are to use ground-based transport for reassignment whenever possible. Further, additional ground-based reconnaissance efforts are now required. Naval manpower used for aerial reconnaissance has been reassigned to assist with the increase in supply shuttle flights.
Interesting for the mobility/transport related issues for the Guard and the Navy, as well as the balance/tradeoff of resources and issues. Increased supply issues cut into the ability of naval assets being used to ferry guard troops, as well as cutting into aerial recon assets. Which means ground based recon must be used more, and ground based transport (which must also be available in some form - mechanised, motorised, etc. - since they don't seem to be hoofing it around muhc.) This implies the Canis salient has significant ground and aerospace transport assets to it, which may not be unsuual for this crusade.

It also means that when needed they cna provide adequate transport to the military forces in some form or another (unlike, for example, the majority of Imperial armour conflicts.)



Page 208
So efficient are the Tyranids that many of those warrior-creatures initially bred to take the world are themselves rendered back into the raw material from which they were created...
...
Thus dissolved to its essential matter, the remains are returned to the hive fleet, to be reused over and over again.
This tends ot suggest that Tyranid use of biomass - at least those bits for construction of nid creatures, is fairly efficient. Whether any of it pertains ot other aspects (maintennace, feeding, etc) those creatures is up for debate.



Page 209
Even the air is fast vanishing, and the landscape is covered with obscenely pulsing, rootlike matter transferring the last of the planet’s chemical resources to the pools..
This leads to an interesting speculation. do the Tyranids consume fossil fuels as part of the 'chemical' resources' or are we talking p urely organic/biological matter? If thats the case we could be talking billions, or even trillions of tonnes of coal, gasoline or even natural gas.

Also again the atmosphere being removed.



Page 209-210
The tech-priest has constructed an impenetrable bunker so far beneath the surface that it is suspended in the world’s superheated mantle.
..
The facility is a magma-warded, armoured bunker, sunk fifty kilometres beneath the surface of Khnum. So deep is the bunker that it is not encased by solid rock, but by shifting, super-heated magma, marking it as a feat of engineering only seen in the most strategically vital command centres and strategiums in the entire galaxy.
That's quite a base, especially considering it was built in secret using the resources of a couple sectors in a crusade, and whilst not exactly trivial is far from a unique occurance. The Temperatures and pressures involved are probably pretty significant to resist, although the exact mechanisms aren't defined yet, nor is the exact position (It's likely that givne the position and depending on the planet's exact compostiion it is more straddling the crust/mantle boundary rather than being completely submerged in the mantle. It may also be a matter of location - perhpas it is near or inside a volcano.

It's also mentioned that the builders are part of what may be deemed a heretical sect of the AdMech, dedicated to finding any weapon with which to defeat the Tyranids.



PAge 212
Khnum is being consumed in every way possible, and the vast tendrils plunging into its surface in search of valuable organisms and minerals cause the ground to tremble in a manner that cannot be predicted.
Tyranoforming causing groundquakes. They burrow deep for the resources.



Page 213
Against primitives armed with bow and spear, the Hive Mind fielded very different forces to when it engages troops armed with tanks and missiles.
'Nids tailor their combat approaches, they fight primitives idfferent than the Imperium.


Page 213
...these are outnumbered a trillion times over by the microbial life forms unleashed by the Hive Fleet..
Quadrillions to quintillions of 'Nid microbial life forms for corrutping, destroying and mutating the native life.,



Page 213
The air is toxic and in places so blisteringly hot that to breath it would sear the lungs.
...
..the surface is wracked by earthquakes as the subsoil is mined for every last nutrient. All that now lies in store for Khnum is the siphoning off of its oceans, followed at the last by the grazer vessels stealing its very atmosphere.
REsource stripping and the enviromentla dangers. fucking around with climate and temp is anothe rway of attacking the populace indirectly.



Page 217
...One way is the use of the gunship’s auspex array to detect energy emissions, but as the bunker is well hidden, shielded, and masked by hundreds of metres of raging magma
Implied detection range of Thunderhawk sensors (at least 50+ km through rock) as well as the AdMech facility buried at least hundred of metres under magma so its not right up against the crust.



Page 219
...falling into the brood nest...
...
..the only light provided by the opening thirty metres overhead.
Brood nest 30 m belowground.



Page 220
...they are travelling in a wide spiral, taking them deeper and deeper into the planet’s crust.
...
It takes the Killteam around five hours to reach bottom of the spiral, and the temperature steadily increases throughout the journey.
5 hours to cross 50 km depth, although in a more indirect 'round the spiral' method. Call it ~3 m/s roughly at least which is consistent with what we know of Astartes Strides.



Page 223
..pursued lines of heretical enquiry long denied to the Adeptus Mechanicus.
...
..trod the surface of forbidden worlds and desecrated long buried tombs.
...
...entered the sealed archives beneath Mars itself, accessing crumbling data-stacks and recovering details of forbidden technologies...
Technically they are Radicals, although they are still loyal to the AdMech/Imperium because they seek to destroy the Tyranids with their discoveries. I suspect the real issue is the AdMech and their compulsive desire to control information.



PAge 223
Some are masters of alien science, genetics and even physics.
HEretical AdMech who are still not traitors who study alien science nad physics.



Page 223
He has created an artificial virus (itself a heretical process), gene-keyed to the most common elements of Khnum’s bio-mass.
..
...introducing his virus directly into the consumption process...
...
..every Tyranid creature that shares even a small portion of the genetic characteristics harvested from Khnum can be attacked and destroyed at the genetic level.
Micro-machines or nanomachines perhaps? The plan is basically to infect the process where the planet's resources are absorbed, and then let the virus attack creatures made from those materials.


Page 224
Xhenek’s prodigious psychic powers appear to operate at, for want of a better word, a frequency that makes her able to penetrate the Shadow in the Warp...
Given what is said about the Emperor modulating the Astronomican and 'frequencies' it works as well as anything. Variable 'frequencies' can also explain various oddities of astrotelepathy - variable speeds, efficiency/precision, etc.



Page 225
..not subject to the mindwiping and neuro-monotasking of servitors
neuro-monotasking. I guess its how they fuck with the brain that determines whether they are monotask or multitask.



Page 226-227
Other screens show reams upon reams of raw data, endless lines of text representing the collation and analysis of the vast amounts of information being collected by sensors hidden all over the surface of the planet.
...
...a powerful cogitation engine.
...
..to process, analyse and store the flood of data gathered regarding the planet’s consumption.
...
The cogitation array holds a staggering amount of information... ....

...
..no one has attempted to record the consumption process in the way Klute has. Every possible scrap of information has been gathered, covering every stage of the consumption from the moment the first vanguard organisms inserted in their Mycetic Spores, to microscopic observations of the action of Tyranid-spawned hybridising bacteria.
...
In order to ex-load more.......every ten minutes in order to gather around 1% of the useful data the cogitator has stored in its eidetic coils.
Implied scope of the material collected and the time to download it. I'm betting just from visual data alone there would be hundreds if not thousands of megabytes worth of data, nevermind the other (auditory, textual, sensor, etc.) data. It would take the better part of the day to download it (some 60,000 seconds).

Assuming 100 MB of data the data transfer rate is a 'mere' 1.7 kb/s. If its a gigabyte its 17 kb/s. If it is a hundred gigabytes we get up to 1.7 mb/s. And at a terabyte its tens of MB per second.

Of course the rates are nothing special since modern tech can match or exceed that quite easily, but in a biotech form (and given the odd computer tech of 40K) it is interesting, and suggests at least comparable performance in data transmission to modern tech, at least.



Page 227
...it is actually submerged in a lightless ocean of molten rock.
...
..keeping any such structure intact and keeping the occupants alive is a prodigious undertaking, and one that draws upon engineering techniques very rarely utilised.
...
...magma-wards. These devices utilise all but lost technologies that project an esoteric field effect into the surrounding mantle, manipulating the magma in such a way that it ceases to present a threat to the bunker. Exactly how this is achieved is a matter of debate, even amongst those who constructed the facility, and while some claim the field interrupts the local flow of space-time, others hold that it alters the laws of physics in such a way that the enormous heat and pressure simply do not come into play.
Magma wards. Interesting in how its implied to 'cheat' to allow the facility to survive. Not impossible, although this would be bordering on necron-type tech (which it may be derived from, given the origins of the Mechanicum's techbase) in that regard and if so it wouldnt be brute force or calcable in any obvious way. On the toher hand, they dont know how it works, so for all we know its just a magical heat pump of some kind



Page 231
...to teleport to the transport via a teleportarium hidden inside the most secret portion of the bunker complex.
Our underground magma complex has a teleporter too!
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

The Tyranids are the most recurring danger usually, but occasionally Chaos is another (like the Stigarmrtus.) It's mentioned that the diplomacy is generally not premeditated, and is generally fragile (lasting only as long as it needs) or actual coordination, but more a 'enemy of my enemy/lesser of two evils' sort of thing. The Imperium has similar dealings with the Eldar and sometimes even Orks. IT also seems to relfect the Imperium's tendency to ignore the Tau (again when it comes to the Tyranids
Amusingly enough my Space Wolf ended up having to learn this kind of thing on the fly during my Deathwatch campaign. Purge the Xeno, sure, but bluies have to take a backseat to a Chaos invasion. Hell even before that we were having to keep the populace from rioting, ironically the arrival of Chaos helped rally most of the planet back to the Imperium.
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Re: Deathwatch RPG analysis/discussion thread

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Kuja wrote:Eumenes was the guy I was thinking of.
Eumenes was the only guy who could compete with Sarpedon for 'most insanely foolish leader of the Soul Drinkers.' Although I'll note it took more than several novels to actively loathe sarpedon (given that Sarps wasn't too bad in bleeding Chalice), whereas Eumenes managed to irritate me from the get go in Chapter War.
Bahahahahaha. I didn't hate all the Emperor's Children (Saul and Vespasian broke it up) but yeah. :lol:

Speaking of...actually I'll come back to this.
i don't hate everything about the Emperor's children either, more that I've disliked the approach taken as a whole. Its interesting that most Chapters generally get a sense of tragedy and 'different perspective' about them. Some people I've known dislike generally the 'chaos centric' approach to the Heresy and how they seem to score all the victories, but I think it also highlights the self-defeating nature of Chaos (Angel Exterminatus showed this quite well, I think. Although Betrayer had more betrayals than you could shake a stick at. Unsurprisingly in a novel about betrayals.) I think the EC sticks out because they come across as more conventionally 'Chaos Space Mariney' like you originally envisioned them. I mean Thousand Sons wasn't one of my favorite books, but it did change my perspective of CSM and the Thousand Sons as a whole, whilst Angel Exterminatus elevates Perturabo from his 'dour bastard' gimmick from before. Fulgrim... comes across as whiny, childishly spiteful, inconsistent, and generally selfish. And that was BEFORE he turned to chaos. After, it got ramped up to 11. And whats more, The Primarchs took away the only excuse the EC could have for that (THE DAEMON DID IT.) so this is ALL Fulgrim.

Maybe there was some deliberate intention in that, and it might have been interesting.. had Fulgrim been more likable to begin with. But I've been unable to connect with him at all as a character, and that's saying something considering I can feel at least some pity and like for Lorgar and Angron.

I have an ongoing theory that Fulgrims inherent dickishnss somehow gets distilled, concentrated, and then injected into Honsou's gene seed.

I agree. It's shame Phalanx came so late in the series and there was just so much slogging to get there.
I feel that the Soul Drinkers, as a series, fails from being an interesting idea that had really shoddy execution and characterization. I mean the series has that same sort of 'variation' - almost the same pattern, as you got with the Ultramarines. In Soul Drinkers you had a shitty novel, a good novel, and then a 'meh' novel. In the Soul Drinkers it was Soul drinker (horrible), Bleeding Chalice (good), Crimson Tears (meh), Chapter War (shitty), Hellforged (good - possibly the high point of the series and the most likable you ever see Sarps.) and PHalanx (meh.) Had the serires been more consistently on the level of Bleeding Chalice and Hellforged, and had we gotten the Hellforged Sarpedon as our chapter master, the series could have worked out far better. Instead what little does get built up is inevitably wasted in something horrid, and the potential in 2/3 of the book to build something great is wasted on stuff to rage over.

And its not like you can call Ben Counter a horrible writer, either, however much ribbing I'd give him over the soul Drinkers. Parts of the Soul Drinkers series is good, and his Gray Knights stuff is fantastic (best work without a doubt. I even like Hammer of Daemons.) and the guy is one of the best writers of a Chaos-themed novel out there.

But I think he gambled with the Soul Drinkers, and it just didn't pay off. At least we can think Sarps is done, whereas we know Honsou is still around, running away after getting his ass beaten.

On the subject of Red Scorpions and descendant chapters, there's something interesting about the setup in M41. The old First Foundings like the Salamanders, Wolves, Ultras, tend to be the most egalitarian in regards to the 'little guys' of the Imperium, while the Second Founding and later groups are full of raging dicks like Black Templars, Flesh Tearers, Marines Malevolent, etc. Obviously mileage varies but maybe as time went on the old legions clung tightly enough to the memory of the primarchs as men of the people, or maybe the direct exposure to the period of the Heresy and the memories thereof that they managed to avoid sliding into the attitude of mortals as a burden to be shouldered rather than people to be protected.
Not all the second foundings are horrible (Crimson Fists can be good, if you ignore certain outliers), and the Black Templars are a mixed bag depending on who you ask (there's more than a few likable.) And I'm sure Black Admiral could come in and explain why the Flesh Tearers aren't that bad (although I'll note Swallow makes them rather likable.). No argument WRT Marines Malevolent though :P

Interestingly enough, your idea reminds me a great deal of ADB's short story 'One Hate' where a Crimson Fists Chaplain acts precisely the way you describe, until he gets castigated for his uncharitable attitude. It could be that the Second Foundings (and possibly other earlier foundings) have an unfortunate position as sort of 'middle children' They newer foundings are far enough from their progenitors to perhaps be able to forge their own identities and get away with it, and the First foundings (the eldest) have the position and laurels of their accomplishments to draw on. The second and onwards are caught between that, having to live up to the legacy of their first founding kin (esp considering many second founding are nearly as old as the First.) and knowing they can never quite be equal to the Firsts. Indeed, getting back to the Flesh Tearers from James Swallow's second blood angels duology, you do get that impression in the interaction between Seth and Dante.

Amusingly enough my Space Wolf ended up having to learn this kind of thing on the fly during my Deathwatch campaign. Purge the Xeno, sure, but bluies have to take a backseat to a Chaos invasion. Hell even before that we were having to keep the populace from rioting, ironically the arrival of Chaos helped rally most of the planet back to the Imperium.
Yeah. Honestly I feel sorry for the tau and tau players. Even with the 6th ed codex, they've basically gotten nothing but 'half measures' when it comes to the fluff. Their a trivial little empire on the ass end of nowhere, relying on luck and their own insignificance (an the fact there are ever-more bigger threats - which they manage to avoid facing) to stay alive... and the only time they ever present a serious threat is usually when someone is around to dilute the threat/bail them out, or if the Imperium is so busy they leave their border undefended.

The thing is, if they actually got a decent rewrite (like the Necrons), they could be made into a more significant threat that would help them survive. Make them the dominant power on the eastern fringe (The Imperium could have under-estimated their size, its not unusual), give them more extensive use of AI, etc. As they are though, they're basically an afterthought to the rest of 40K and that makes them something of a joke, and the effort needed to make them relevant clearly grates on other factions.
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Re: Deathwatch RPG analysis/discussion thread

Post by Kuja »

Connor MacLeod wrote:Fulgrim... comes across as whiny, childishly spiteful, inconsistent, and generally selfish. And that was BEFORE he turned to chaos. After, it got ramped up to 11. And whats more, The Primarchs took away the only excuse the EC could have for that (THE DAEMON DID IT.) so this is ALL Fulgrim.

Maybe there was some deliberate intention in that, and it might have been interesting.. had Fulgrim been more likable to begin with. But I've been unable to connect with him at all as a character, and that's saying something considering I can feel at least some pity and like for Lorgar and Angron.
I have to agree that Fulgrim and the ECs felt badly handled. Fulgrim was a dick, then a daemon, then suddenly not a daemon (somehow) then a daemon again...or something...

Although I can't really feel any pity for Lorgar. I could probably write an essay on all the ways I hate him and his kids. :lol:
But I think he gambled with the Soul Drinkers, and it just didn't pay off. At least we can think Sarps is done, whereas we know Honsou is still around, running away after getting his ass beaten.
I think the big problem with the Soul Drinkers is that the chapter dug too greedily and too deep.

...rather, that their fall was broadcast beforehand to any reader with half a brain and they dropped into the Chaos stuff way too fast. Maybe if the mutations hadn't started coming until book 2 or 3, if Counter had just worked a little more methodically and put the Soul Drinkers in more of a slow-burn they could have been a touch more understated and thus, sympathetic.

Not all the second foundings are horrible (Crimson Fists can be good, if you ignore certain outliers), and the Black Templars are a mixed bag depending on who you ask (there's more than a few likable.) And I'm sure Black Admiral could come in and explain why the Flesh Tearers aren't that bad (although I'll note Swallow makes them rather likable.). No argument WRT Marines Malevolent though :P

Interestingly enough, your idea reminds me a great deal of ADB's short story 'One Hate' where a Crimson Fists Chaplain acts precisely the way you describe, until he gets castigated for his uncharitable attitude. It could be that the Second Foundings (and possibly other earlier foundings) have an unfortunate position as sort of 'middle children' They newer foundings are far enough from their progenitors to perhaps be able to forge their own identities and get away with it, and the First foundings (the eldest) have the position and laurels of their accomplishments to draw on. The second and onwards are caught between that, having to live up to the legacy of their first founding kin (esp considering many second founding are nearly as old as the First.) and knowing they can never quite be equal to the Firsts. Indeed, getting back to the Flesh Tearers from James Swallow's second blood angels duology, you do get that impression in the interaction between Seth and Dante.
Could it potentially be argued that while the First and Second Foundings have the most honor and laurels to rest upon, perhaps they feel more keenly the weight of responsibility than the other chapters as time goes on? To continue the Seth/Dante example, the Flesh Tearers are consummate warriors and nothing more, with little regard to innocent life or collateral damage, and while they see the Blood Angels' weath as arrogance and decadence, when we get a glimpse into the heresy-era we see the Blood Angels executing planetary conquests with Sanguinius arranging his plan around the fundamental belief that they are coming as deliverers of the enslaved populace rather than conquerors.

As much as I love the Black Templars (they're my favorite SM chapter out of the lot) it seems like there's a humanity to most of the First Foundings in the latter days of the Imperium that's become diluted in the later chapters. They seem to view themselves as cornerstones of the Imperium rather than simply acting as the destroyers of humanity's foes, like Uriel in Nightbringer arguing vehemently against the use of exterminatus.

Yeah. Honestly I feel sorry for the tau and tau players. Even with the 6th ed codex, they've basically gotten nothing but 'half measures' when it comes to the fluff. Their a trivial little empire on the ass end of nowhere, relying on luck and their own insignificance (an the fact there are ever-more bigger threats - which they manage to avoid facing) to stay alive... and the only time they ever present a serious threat is usually when someone is around to dilute the threat/bail them out, or if the Imperium is so busy they leave their border undefended.

The thing is, if they actually got a decent rewrite (like the Necrons), they could be made into a more significant threat that would help them survive. Make them the dominant power on the eastern fringe (The Imperium could have under-estimated their size, its not unusual), give them more extensive use of AI, etc. As they are though, they're basically an afterthought to the rest of 40K and that makes them something of a joke, and the effort needed to make them relevant clearly grates on other factions.
What the tau need, I think, is a better FTL. Right now one of the biggest reasons they're a joke is indeed how tiny their empire is. Give them some manner of non-warp hyperdrive, say the Mechanicus is busting a spring just trying to understand the principles of this shit, and their threat level jumps up a good few notches.

Maybe in-universe have the craftworld eldar and/or a Necron lord give them a helping hand, even if just to fuck with the Imperium. One of the biggest strengths of the tau is their willingness to play diplomancy, have them gather up more allies (coughcoughsaharduinbringemback), start paying off ork freebootas under the table to troll Ultramar's trade routes.
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Kuja wrote:I have to agree that Fulgrim and the ECs felt badly handled. Fulgrim was a dick, then a daemon, then suddenly not a daemon (somehow) then a daemon again...or something...
A DAEMON DICK!

Still, as a self centered bastard, Fulgrim and the EC are GREAT people to hate. I suppose Graham is good at making a character to loathe.


Although I can't really feel any pity for Lorgar. I could probably write an essay on all the ways I hate him and his kids. :lol:
Oh I loathe them still for everything they've done and why, but ADB's writing still makes me pity them, even a little, for what pushed them to it (Big E was a dick in TFH) and I can feel sorry for Lorgar's misguided efforts (in saving Angron, for example.) I have no sympathy for Kor Phaeron and Erebus though. I always take delight in them being frustrated, injured, etc.
I think the big problem with the Soul Drinkers is that the chapter dug too greedily and too deep.

...rather, that their fall was broadcast beforehand to any reader with half a brain and they dropped into the Chaos stuff way too fast. Maybe if the mutations hadn't started coming until book 2 or 3, if Counter had just worked a little more methodically and put the Soul Drinkers in more of a slow-burn they could have been a touch more understated and thus, sympathetic.
I think the problem is that the reasons given for turning, and the reasons that pushed them to being renegades (mutation? really? Architect of fate?) were just too.. bizarre. we're talking unintentional absurdity. And whats worse is everyone literally said they were fucking crazy. Even their own chapter master (who saved their ass) The sheer arrogance of that was unbelievable, and it just makes the entire scene unbelievable.

'unbelievable contrivance' pretty much characterises all the problems with the Soul drinkers.

Could it potentially be argued that while the First and Second Foundings have the most honor and laurels to rest upon, perhaps they feel more keenly the weight of responsibility than the other chapters as time goes on? To continue the Seth/Dante example, the Flesh Tearers are consummate warriors and nothing more, with little regard to innocent life or collateral damage, and while they see the Blood Angels' weath as arrogance and decadence, when we get a glimpse into the heresy-era we see the Blood Angels executing planetary conquests with Sanguinius arranging his plan around the fundamental belief that they are coming as deliverers of the enslaved populace rather than conquerors.

As much as I love the Black Templars (they're my favorite SM chapter out of the lot) it seems like there's a humanity to most of the First Foundings in the latter days of the Imperium that's become diluted in the later chapters. They seem to view themselves as cornerstones of the Imperium rather than simply acting as the destroyers of humanity's foes, like Uriel in Nightbringer arguing vehemently against the use of exterminatus.
I think it depends on the First founding chapter. Yes, the Blood Angels and Salamanders can be very humane, but then there's the Dark Angels and the Iron Hands. The former are so obsessed with their own honour they will even run contrary to Imperial interests (we've seen from Angels of Darkness AND ravenwing) with maniacal obsession. The Iron Hands are so pathologically intolerable of weakness or the organic (as we saw in Wrath of Iron) that they actually weaken themselves. And with certain other chapters like the Ultramarines, it can depend on who you talk about.. the Smurfs have 'noble' types like Uriel ventris who are quite humane... but then you have Sicarius who is pretty much a glory-seeking asshole.

It may be a combination of factors (founding, the Legion/chapter they originate from, the honors they have, etc.) which dictate these things.

If we go with the Black Templars example, we might figure that they encompass the worst traits of the Imperial Fists.. the zealous and fanatical arms, whereas the Crimson Fists represent the calculating and logical. The Fists themselves are a balance between those extremes.

What the tau need, I think, is a better FTL. Right now one of the biggest reasons they're a joke is indeed how tiny their empire is. Give them some manner of non-warp hyperdrive, say the Mechanicus is busting a spring just trying to understand the principles of this shit, and their threat level jumps up a good few notches.
They actually went a step backwards, by implication, since it wasn't til 3rd Sphere they had even the chance of FTL (whereas in BFG era and earlier they had it from first Sphere.) but its not just FTL they need, they need more territory and numbers. As it is they're not much more than an overly-dense Imperial sector in terms of scope and territory, and that leaves them far more vulnerable, which is why they keep needing to be 'protected' from serious losses, serious invasions, etc. They need territory and population to absorb losses, and they continually are denied that and it trivializes them.
Maybe in-universe have the craftworld eldar and/or a Necron lord give them a helping hand, even if just to fuck with the Imperium. One of the biggest strengths of the tau is their willingness to play diplomancy, have them gather up more allies (coughcoughsaharduinbringemback), start paying off ork freebootas under the table to troll Ultramar's trade routes.
They should be using more drone intelligences period, even if the need to sacrifice them (rather than valuing machine intelligences as they do living beings. Living beings need to be valued MORE.) And more use of their auxiliaries. The Fire Warriors are really akin to the Tau Empire's elites - their Storm Troopers, rather than their line infantry. The auxiliaries are like their Guards.
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

REsurrecting this for an update: Deathwatch, Emperor's Chosen.

Part 1:


Page 7
While a Battle-Brother fighting as part of his home Chapter will doubtless see years of bloody and terrible combat, he usually does so shoulder to shoulder with his company, supported by Predator AFVs and Rhino APCs, heavy weapon platforms and orbital overwatch.
Normal combat conditions for Space MArines. note the terminology for predators and Rhinos as well as additional HWPs (I'm guessing like Thunderfire) and the orbital overwatch.




Page 7
Indoctrinated by the unbreakable bonds to his Chapter and his sense of duty to his Chapter Master, no Battle-Brother ever leaves these loyalties behind, but instead adds to them, becomes more dedicated to the cause of the Imperium[..
Deathwatch service, rather than replacing Chapter indoctrination, simply adds to it, probably reinforcing aspects of the original with additional emphasis tailored to said Deathwatch.




Page 7
Combined with missions that will see the Kill-team operate against some of the worst foes the Jericho Reach has to offer, and often without support from any kind of Imperial aid for weeks, months, or even longer, this creates a powerful autonomous fighting unit. Even in such circumstances, the Deathwatch can still rely on these veteran Battle-Brothers to live up to their duty to the Chapter and their duty to the Emperor, where Imperial Guard specialists given such operational freedom often become increasingly difficult to command or direct.
Length fo time the Deathwatch can be expected to operate in the field unaided. Which suggests their resupply comes from alternate sources in some fashion. Also, it seems at least some Guard units can be given a measure of 'operational freedom', at least when it comes to speicalists rather than the regular troops.




Page 8
Many Battle-Brothers will never completely accept the other members of their Kill-team for these reasons and will return to their Chapter with stories of the strange practises of the other Space Marines. Those that become Deathwatch veterans, however, inevitably adapt to these differences, the better to function as part of their Kill-team. Veterans will forge new tactics, teachings, and practises from among those of the Battle-Brothers, learning new ways of fighting and new tactical doctrine which will become unique to their Kill-team and suited to the fififighting styles of its members.
One major difference between regular marines and Deathwatch vets is that the Vets adapt to their individual differences through innovation and tolerance. Its actually kind of amusing to think of Space MArines becoming more broadly minded. Then again that is a big part of Steve Parker's Deathwatch novels, so its not that far fetched either, given how unorthodox by nature the Deathwatch itself is, and its recruitment, and how it operates.

The flip side of this, of course, is that such changes can distance them from their home chapter, and so they could become strangers. Of course its been alluded to in the past that Deathwatch recruits are already considered unorthodox or even strange by their Chapter's standards (for flexibility of mind, and such.)






Page 10
Mordigael is the current Watch Commander of Fortress Erioch and, by extension, the Master of the Vigil. Aiding him in the governing of the Chamber are any recognised Ordo Xenos Inquisitors stationed in the Jericho Reach, one of which will take on the mantle of the Inquisitor of the Chamber so that the Inquisition might have a voice to call for aid from the Deathwatch.

Given the nature of the Inquisition and the secretive nature of Inquisitors themselves, this group is always in flux, their numbers expanding and retracting as the members of the group are always changing. Typically, it will never be more than a handful at any one time, and always balanced out by Mordigael and his favoured commanders so that the ratio of Adeptus Astartes to Ordo Xenos remains more or less equal.
Reflecting the allied but still functionally separate nature of the Death watch. They serve the Ordo Xenos as their Chamber Militant, but they are not strictly speaking subservient (except by the oaths and duty owed through service to said Deathwatch.) That said, it can create a source of friction when the two are at odds, as the Inquisition - whilst technically in 'authority' - in truth only have a voice in the Deathwatch's activities rather than dictating them. The book goes on to mention how much of tis can involve poliitics, which perhaps reflects yet another way in which the Deathwatch Marines can differ from most conventional Marines (although as with those who form the command staff of the Chapter, they face different situations from the 'rank and file' brothers.) Veterans seem to be notable exceptions, as their status gives them more influence but also means they may have to get involved in said politics. Likewise, the fact they cannot remain completely ignorant of the Inquisition means that they can get caught up in the political infighting of the Inquisition itself, or even teh larger politics of the Imperium.


Interestingly is some mention that Veterans may be approached directly by Inquisitors without going through Watch Captains or such, especially in cases of previously-established relationships. Another poitn said to set the Deathwatch aside from more conventional Space Marine Chapters.





Page 11
A Deathwatch Kill-team will also often be called in to deal with the causes of a problem, while the Imperial Guard and Imperial Navy are limited to dealing only with its effects.
It's an interesting perspective on the roles of the Deathwatch, and perhaps Space Marines in a larger context. Whilst the Guard and Navy are, by and large, reactive forces, Space Marines are (like the more specialized and higher echelon forces of the Imperium, like the Arbites and Inquisition itself) both reactive and proactive - used to both mop up existing problesm as well as to eliminate potential threats before they become problems.

The examples given mention the Death Watch even operating like specforce or assassins, such as eliminating leaders 'behind the scenes' or causing the catastrophic destruction of traitorous starships - even if they aren't strictly Xenos dangers

There is also mention that secrets represent both a source of power and another thing that divides them from their former chapters, because the oaths of the Deathwatch and their actions may require them to keep things from their former battle brothers.





Page 13
The Achilus Crusade is a truly epic undertaking stretched across scores of systems and hundreds of worlds, its fronts and salients punching deep into the edges of Imperial space.
The AChilus Crusade (and thus the Jericho sector) encompas 'scores' of systems and hundreds of planets. That gives a broad hint of how many planets per 'system' you might get, but still points out that there is a difference between planet and system.






Page 14
...the Reach is divided into three salients and it is difficult to pass support, materiel, and men from one warzone to another, each salient commander jealously guarding his own resources.
..
Such is the nature of the command of the Crusade that a single office or regiment may have many masters. The Deathwatch is no exception, taking direction from the levels of command within Watch Fortress Erioch as well as trying to deal with the agendas of the Inquisition.
Politics can hamper any Crusade venture, as the fragmenting and insularity amidst factions can hamper efforts, rather than cooperating. We also see the problems of competing politics between Inquisition and Deathwatch.




Page 15
...Lord Commander Sebiascor Ebongrave, who does not merely believe that elements of the Deathwatch are impeding the command of his salient, but that some of them are outright working against him.
Given his paranoia in other ways, can be we surprised he thinks THE SPACE MARINES ARE OUT TO GET HIM? Its implied the madman may have been systematically eliminating Deathwatch kill teams and Inquisitors, which may lead to his removal (self fufilling prophecy that.)






Page 16
According to the Dead Cabal, these enemies, most notably the Necron threat, present a more critical danger to the Imperium than all of its other foes combined. For many Battle-Brothers this notion can be hard to discount after they have seen the danger themselves. The fear remains that, should the Necrons or some other ancient evil of the sector reach the Warp gate, then it could mean doom for the Calixis Sector and beyond. In this light, veterans can see what the Crusade really is: part of an elaborate balancing act, countering the weight of its foes and creating a barrier for a greater evil beyond.

This leads to some intresting speculation. Are the gates Necron technology, or technologies they may know of and have adapted/exploited the way they did the Webway? Most races discover some form of warp rifts or gates and use them, so it would be hardly surprising if the Necrons did also. This also tends to reinforce the notion that the Necrons do not have independent means as fast or faster than this or the Webway, which we knew (although as I've stated before it by no means is an indication taht the Necrons have NO FTL...)

There's also commentary on the fact that the fucked up mess that is the Achiuls Crusade and Jericho reach extend beyond just the obvious threats. Like most 'sandbox' conflicts, you can have multiple major enemies acting at a time - not just the Tau, chaos, or Tyranids, but also the Necrons and (naturally) the Orks. Although the Eldar factions are surprisingly unrevealed for the most part, but the competing demand between threats (and the factions observing/fighting them) and the limited resources within the sector place further strains on the overall conflict.






Page 17
Thus a veteran will likely have hidden scars from their time in the Outer Reach that never truly healed. In the Imperial Guard, even among its veteran echelons, this kind of mental damage can be debilitating and turn an otherwise able soldier into little more than a gibbering wreck, his mind torn and tormented by exposure to the Warping nature of Chaos or the utter horror of unbridled xenos aggression.
Psychological issues can be a non-trivial factor for the Guard, and especially with extremely unusual enemies like certain Xenos races and Chaos, can represent a greater-than-typical problem in coping with.







Page 18
Quite often these trophies are items which would be considered forbidden by the Inquisition, not because they are dangerous to life and limb but because of the dangers their knowledge might bring. These can include fragments of stone scrawled with alien writing, tiny mechanical devices of obvious xenos manufacture, or strange alien crystals or other substances with properties both wondrous and perplexing. To the puritanical elements of the Inquisition, these trophies represent a breach of humanity’s division from the alien and a potential object to subvert those who carry it or look upon it. To the Kill-team, these are trinkets that honour their victory over unknowable and terrible foes, and their ability to reduce them to a mere bauble and a tale of their triumph.
POv differences between Deathwatch and puritan Inquisitors and the 'danger' of knowledge. It really highlights the differences in thinking and autonomy (and the tensions it creates) between those two factions, but also that there are more 'dangerous knowledge' than just Chaos. Although like with some things, there is always an element of overreaction when it comes to the puritans (There is a difference between certain kinds of aliens, like the Yu'vAth (or Saruthi) or the Slaugth, and something like the Tau. Besides as we've known from other sources the Deathwatch makes use of Xenos tech from reluctant necessity anyhow.







Page 21
The Deathwatch of the Jericho Reach is created from Battle-Brothers drawn from hundreds of different Chapters and guided by commanders of Watch Station Erioch.
Hundreds of Chapters recruits comprise the Reach Deathwatch. This might imply upwards of many hundreds of battle brothers, even if only one or two recruits were provided for each Chapter. Which could in turn suggest many hundreds of thousands, perhaps (again) millions of Battle brothers in the Deathwatch spread across the Imperium, depending on how many sectors they operate in. (On the other hand if the Deathwatch headquarters in relatively few sectors, say hundreds, there could be as 'few' as tens of thousands. When you consdier this effectively makes them a Small Legion, if not a large one.. thats still impressive.)

Hypothetical example: 300 marines in Jericho reach, and 10% of the known sectors in the Imperium represent that (2-10K as per the other FFG sources) which might mean 200-1000 sectors. That would be between 60,000 and 300,000 Deathwatch battle brothers potentially.





Page 23
Though it falls to the Watch Captains to make decisions of command regarding these Battle-Brothers, there are many contributing factors at play when selecting new commanders. In the current climate of the Reach, a commander must be able to deal not just with the needs of the Deathwatch, but to navigate the sometimes conflicting meddling of the Lord Militant and the increased number of Inquisitors, both of which must be handled with care.

These are the challenges that a Battle-Brother desiring command must overcome, his past deeds weighed against him and his every dealing with the Imperial power structure under consideration. This is the point at which many Battle-Brothers find resistance; they are adept on the battlefield and skilled with weapons but lacking in the nuances of leadership needed to deal with the complex secrets guarded by the Deathwatch or the recurring presence and influence of the Inquisition within the Chapter.
Much as Chapter Masters must be political as well as military leaders, Deathwatch officers must be flexible enough to operate on multiple fields of battle. Even moreso perhaps for the Deathwatch, given their shadowy ties to the Inquisition and their interactions with many other factions on top of the already unorthodox way they operate to begin with.

And we also see how many Space Marines lack tht flexibility, bringing to mind the Ben Counter Black Templars short story from Let the Galaxy Burn, for example.





Page 24
Even within the fluid and flexible structure of a Killteam’s operating parameters, veterans are expected to be even more resourceful and adaptive than ordinary Battle-Brothers, taking on more dangerous tasks in the darkest reaches of the Reach. In time, a veteran Kill-team can also gain the ability to greatly influence the nature of its own missions within the framework of the Deathwatch’s needs..
Even more of that heretical 'flexibility'. You have to wonder how Codex Chapters manage to survive within the Deathwatch given that diversity and flexibility. And influence, as they get more involved in politics and the related minutae of their tasks.. They may wear the same power armor and have broadly similar abilities, but Deathwatch marines are almost an entirely different breed apart.




Page 25
To date, there are numerous Kill-teams operating within the far-flung reaches of the sector with only nominal links to Watch Fortress Erioch, having been almost completely out of communication for months or years at a time.
Months of isolation without communication is considered, within the sector, unusual in the Deathwatch.






Page 29
As is so often the case within the labyrinthine power structures of the Imperium, even these are but one facet of the truth. Rather, different ranks within the Deathwatch and the Inquisition are granted access to different elements of the truth so that only the most highly positioned officers of both bodies have access to the entire story.
As usual, the Imperium is portrayed as so paranoid about information it won't even share the full story with itself for fear of the consequences. Which is of course itself an irony, as it plays into the 'myth and secrecy' aspect of fluff.




Page 31
The Kill-team’s gunship had been torn apart by a mechanical monstrosity rearing fifty metres and more into the air, its multiple green-glowing eyes set firmly upon the Space Marines.
Some sort of Necron construct, presumably titan scale given the height. Its implied that the oft-commented on doom looming over Jericho Reach may involve the Necrons. Which isn't surprising and in fact quite likely, given what we've learned in all the other sources since then, but as its an RPG there's always an element of probability involved.




Page 33
The process by which a Space Marine in such a state is revived is an arduous one indeed, and numerous attempts are doomed to failure by the continued technological degradation under which the Imperium labours. Before he could be restored to consciousness, the Battle-Brother’s grievous wounds had first to be treated, a process that took several years. It was only much later, once Brother Pardis’ body, brain, and spinal column had been successfully transplanted to a nutrient reservoir, that the Apothecaries and Techmarines were able to revive him and attempt communication.

More gloom and doom 'tech degradation' and how it makes recovery of Space Marines in suspended animation riskier. Apparently it also requires healing at least certain injuries before awakening the marine, which can delay the process.

Also transplanting bodies (or parts of bodies) into some sort of what I gather to be life support. Possibly prior to being interred in a dreadnought, as we know thats what happens to Pardis.





PAge 34
The power armour worn by Brother Pardis throughout his centuries-long suspended animation was recovered along with his body, its self-repair machine systems having healed the damage done to it even as the Battle-Brother’s body lay in deathless repose. Pardis’s armour was already highly venerated when he was lost, for it was a suit of MkIV Maximus-pattern power armour that had, as far as the archives record, been in nigh constant use since the dark days of the Horus Heresy.
Apparently the old Crusade-era power armor, at least the high end ones like the MkIV is purported to be (at least by Forgeworld, for whateve that is worth) can include self repair/healing devices of some kind. STats wise it weighs 125 kg, which echoes the old 250lbs from 2nd edition 'Angels of Death.'





Page 35
Yet fate, the Emperor, or perhaps the machine anima within the suit itself seems to have a way of telling something of its story. Those who have worn the armour often report later of stray signals relayed by its sensorium core directly via its auto-senses and into their mind, especially during periods when their catalepsean node implant is functioning. The armour’s inbuilt senses are exceptionally attuned to danger, alerting the wearer to the presence of unseen enemies long before he or any of his brethren detect it by more conventional means. The armour’s custodians hold that this phenomenon is the result of the armour protecting Brother Pardis for so many long centuries, a mission it continues when taken up by a new wearer.
This isn't unheard of with things involving MIU links - we know Titans and starships both can have similar 'memory' type echos, or even whole personalties imprinted on them which future 'bearers' can experience/encounter. Given that cogitators/machine spirits of various kinds can also incorporate organic bits (at least in some cases) and that power armor can have its own cogitators, it is not impossible for this to happen. Indeed, we know from the Deathwatch novel that memories/sensations/experiences of Space Marines can be recorded (through their armor) and 'relieved' for purposes of training and indoctrination (the Deathwatch kind), so this would simply be an extension of that.

It also highlights a certain amount of variation in technology, or 'personality', which can exist due to differences in technology (age, quality, nature, or a combination of these and other factors) that can contribute to explaining the 'machine spirit' belief (A lasgun is unlikely to have a highly sentient AI involved in its makeup, but an archeotech weapon or suit of armor could have a highly complex 'machine spirit'.)

This would be an interesting explanation for the seemingly 'sentient' nature of Gaunt's sword, particularily if HE could establish some MIU like connection (whilst you need some sort of physical plug-in in many cases, its not true in every case - Amberley's power armor and Soroitas power armor make do without the mind/machine interfaces obviously. And we know 'wireless' MIUs exist amongst the AdMech too..) Especially given Pardis' armor is implied to have a certain level of awareness itself (or at least, to have developed certain automatic 'patterns' of behavior, which at the minimum suggests adaptability if not the actual awareness.)







Page 36
The taint was a poison, the likes of which he claimed was utilised by the peoples of one of the worlds from which his Chapter recruited at that time. A sample of the substance was duly passed to the Techmarines of Watch Station Erioch and, within hours, identified. It was a potent and fast-acting poison, and one of its key ingredients was human blood, the genetics of which were unmistakably those of the natives of the feudal world of Sovereign.
Deathwatch techmarine within 'hours' can identiffy a poison and trace down the location of its components to the degree of specific races of specific worlds. One presumes that at the very least, the search is relevant to within the Jericho Reach sector itself (hundreds of worlds), but it doesn't rule out a larger scope (at least as large as the Imperium - hundreds of thousands if not millions of worlds) in terms of 'identification.'





Page 36
Twelve hours later, Watch Captain Aesalon was en route to the target world, a Kill-team of veteran Battle-Brothers assembled with him.
At a rough guess on the Deathwatch core rulebook map I'd place the distance between Sovereign and Erioch as being at least a good 50-60 LY straight line. Assuming that we interpret this to be a 12 hour or so trip (give or take a few hours we'd get between 35,000-43,000c straight line. Which for in-system speeds is rather fast. As an OoM estimate treat it as in the 'thousands to tens of thousands fo c' range - as even though its not neccesarily 'just' twelve hours' there's no guarantee its straight line either, and the complication between the two probably balances out.





Page 36
The world below knew the light of the Emperor, but the ebb and flow of stellar commerce, the vagaries of fate, and the extremely insular nature of its rulers had all conspired to keep technology levels low.
Factors influencing tech development on a world.





Page 36-37
Then, the skies split asunder with the crack of lightning and an arc of raw white energy leaped high into the air, earthing itself on a random form some distance from the Battle-Brothers. An instant later the arc spat forth to another unfortunate, the body of its previous host reduced to ash scattered on the charged winds.

In seconds, the blinding arc had jumped from one body to the next and to the next, until fififinally it struck the first of the Battle-Brothers, Brother Theclus, his form engulfed in seething, pulsating bands of energy. But Theclus was no mortal human, and his superhuman body was protected by armour as strong as any ever wrought. Resisting the searing touch of death, Brother Theclus roared his defiance into the churning skies, physically casting off the bands of energy as a figure of legend might break encircling iron bonds. Though his armour was molten and charred, and all of the ammunition he had borne detonated, Brother Theclus lived.
..
Pressing through streets blackened with the seared ashes of those whose bodies served as lightning rods for whatever waited at the city’s centre, the Space Marines were subjected to blast after blast of the vile energy. Chaplain Nolasco was struck next, but invoking the name of his beloved Primarch Sanguinius, he thrust his Crozius Arcanum high, somehow channelling and absorbing the otherwise fatal surge. Techmarine Ixion was struck next, though he too resisted the attack, in his case by drawing it into himself as if swallowing the lightning itself.

..
Brother Glaucus fell even as he unleashed a fusillade of heavy bolter fire in an effort to clear the path ahead. In halting, he attracted not one, but a dozen arcs of lightning and his form was consumed even as his weapon continued to fire for long seconds beyond his demise.
Interesting feat of Deatwatch Space Marine (and power armor) durability and related feats. Electrical dischrage (presumably electrical given context) powerful enough to cremate living beings (hundreds if not thousands of megajoules implied in a manner of seconds) and the Deathwatch armor seems to take multiple such impacts (at leats one but fewer than a dozen simultaenously)

On top of that one guy hit has his ammo detonate (which presumably means at least hundreds of bolter rounds if not a couple grenadesa s well) an being unharmed, at least within the context of the discussion. This may suggest that power armor resists the explosive effects of bolt rounds better than the penetration/impact of the round, although proximity and duration matter too (the rounds will be going off probably not all at once, but also in one location and in a group)

The TechMarine by contrast seems to be able to 'absorb' the lightning (tied to the various 'Luminen' like abilities that involve internal capacitor/batteries and the absorption/discharge of energy?) Whereas the Chaplain seems to either have luck or faith on his side for protection. I'm guessing its faith.








Page 39
the deed for which he is most commonly remembered is the moment when he earthed the god-thing’s arcing power through his Crozius Arcanum. It is held amongst the Chaplains of Watch Fortress Erioch that only a weapon truly steeped in zeal and faith could withstand such an attack, and only a warrior equally blessed could bear it.
The DW Chaplains seem to also believe the Chaplain's faith protected him against the lightning.\





Page 39
The reason this deed is so noted amongst the Techmarines of the Jericho Reach is that they understand it as a very real phenomenon, in that Brother Ixion took the power of the lightning through his electro-inductors into the potentia coil implanted within his body. What is unusual about this event is that he is hypothesised to have absorbed energy far in excess of what his inductors should have been capable. Thus, even when a technological basis exists for a supposed miracle, a supernatural element appears to be present. Some adherents of the Cult Mechanicus ascribe the event to the mysteries of the machine, others to the purity of purpose of Brother Ixion himself.
So it happened as I speculated (into the potentia coil), its just it was believed to be far in excess of what was capable (how far in excess, we don't quite know.) It could be supernatural (40K and the warp and that - this applies just as readily to the AdMech as it does to the Ecclesairchy) but its also quite possible that the whole 'lack of understanding' tech that gets purported is involved. Or, it may just be AdMech conservatism - its a well established fact at this point that the AdMech will dial down potential performance for reliability/endurance reasons (EG tanks moving slower than capable, guns outputting more than they are capable, etc.) it could be potentia coils can store far more than most AdMech believe.

Note that it is not neccesarily a feat achieved without tradeoff - maybe the level of storage impacts the duration (EG it could store hundreds or thousands of megajoules, but for only far shorter periods of time than otherwise possible.) Either way its still a pretty impressive indication of the capabilities of such devices. It also gives some intresting implications for the varous 'Luminen' abilities tied to that (storage capacities and suchlike, although I doubt you could geta way with flashlight batteries or lasgun powerpacks packing gigajoules very easily. :P)





Page 39
Accounts of the events leading up to the defeat of the Lord of Lightning rarely fail to mention that Brother Glaucus was observed to remain firing his heavy bolter for some time after he had been overwhelmed by the power of multiple lightning strikes. This assertion is reportedly confirmed by data retrieved from the sensorium cores of several of the Devastator’s brethren as well as the testimony of Watch Captain Aesalon himself.
So even if he went down to multiple strikes, he survived (Seconds, at least, given earlier statements) due to protection of his armor and probably his physiology. Quite impressive really.

Also note that they have sensory data retrieved of the event, which plays into Pardis' armor's 'awareness' as I outlined before.





PAge 39
The fact that Brother Theclus survived being struck by a bolt of energy that had reduced numerous others to dust is hailed as a testament to his strength of will and faith, born of the superhuman body and soul of the Adeptus Astartes. Theclus is hailed as a figure of devotion and an example to the Battle-Brothers of the Deathwatch. Indeed, the fact that Theclus’s armour and weapons were rendered all but inoperable, all while his body withstood the attack, is regarded as proof of the resolve of the Space Marine.
I'm guessing this is DW propoganda really, since others 'survived' it in various ways without problems, even the aforementioned Glaucus was not immediately killed by fully an order of magnitude more strikes than Theclus took.






Page 40
On occasion, the Omega Vault has been known to open not to offer an item, but that one might be returned, and this appears not to have happened in the case of the Broken Spear. Thus, it is held amongst the Masters of Watch Fortress Erioch that the Broken Spear will one day be required again, whether to defeat a new foe or should an old one return.
What happens if they aren't returned we don't know. Nor do we know explicitly if the Spear was returned, but it was suggested this was the case.






Page 42
The device was removed from the body of Brother Ixion when his remains were returned to Watch Fortress Erioch, and examined at great length by those inducted into the mysteries of the Cult Mechanicus. Despite the efforts of dozens of Techmarines and techno-savants, none have been able to explain the device’s ability to absorb such a staggeringly powerful bolt of energy, though they did discover that much of that energy remains within the capacitor still.
..
..the senior Techmarines of Watch Fortress Erioch determined that Brother Ixion’s Potentia Coil should be allowed to be borne by future generations, and to date, a dozen Techmarines have done so. In each case, the Techmarine had the device implanted into his body, drawing upon it as he would any other of the numerous implants such warriors commonly bear. It has been found, however, that the device still carries a formidable charge, which may be drawn upon when needed most. This is a perilous course, however, for once the coil is opened, the power within is all but impossible to master, granting the Techmarine a potent, if unpredictable, source of energy to be used when death or mission failure is the only alternative.
Impplying again that the storage was unusual, but apparently it is fairly long term given the decades( centuries? Millenia) between now and then. Of course this also implies that the storage capacity ofa typical coil is many orders of magnitude less than usual (single double digit MJ maybe, depending on how powerful we figure the charge was.) This is of course balanced by the fact the devices seems able to continue to store large amounts of energy, although the fact that a significant portion fo the initial charge remains suggests the typical storage is far less as well. Heck it suggests the combined storage of a dozen subsequent techmarines is small compared to the overall use.)

Interestingly in game terms its treated like a force field against energy damage, and also generates energy attacks and enhanced strength. The nature of these abilities is again up for debate, but given the larger context of all such 'relics', I'm thinking it might be tied to belief enhancing devices (in this case a 'magic potential coil' in other words.)




Page 43
"Something alien stirs amid the frozen, night-shrouded surface of Andronicus Prime, and the Deathwatch responds. Kill-teams sweep the shattered ground and targeted bombardments take place from orbit. In the aftermath, a Watch Station is established in the turbulent asteroid fields that now strangle the near-orbital approaches to the planet.”"
Useful more as context for events that follow.




Page 43-44
...Andronicus Octus is host to two quite singular facilities. One is the so-called Mirador, an ancient observation array wrought by the Adeptus Mechanicus at the very founding of the Jericho Sector, or possibly even before then.
..
The Mirador has existed in the Andronicus system since time immemorial, no known archives describing the exact date or circumstances of its creation. The facility is centred around a vast array of impossibly ancient archeotech, a unique combination of pre-cognostication engines, meta-phasic filters, and multi-spectrum quantum distillation drives. The net effect of these barely understood devices and functions is that the Mirador is able to observe events within hundreds of light years of the Andronicus system, but without suffering the otherwise crippling effects of what the ancient Terran savants once called general relativity. In other words, being immune to the temporal lag inherent in observing events light years distant, the Mirador can, in effect, see into the future. The Adeptus Mechanicus have made many attempts to investigate this incredible phenomenon, and it was one such experiment that brought about an event recorded in the annals of the Deathwatch as the Scouring of Andronicus Prime, an event in which a being later dubbed the Darkling was summoned to hideous and blasphemous existence.
The Mirador and Andronicus have been described in previous sources (Achilus Assault, Jericho Reach) and in this thread, so not a whole lot to add. WE get more in depth info into how it works, confirming it is basically a FTL sensor that can be used for information and intel gathering (By the AdMech and Deathwatch) throughout the Reach. It seems to be Dark Age lost tech crap, and temporal in nature. Its not EXPLICITLY tachyonic, sub-etheric, or warp based, but we know from those previous sources that it is at least tied to the warp (AChilus Assault mentions Andronicus detecting nids through sub-etheric augur readings, whilst Jericho reach mentions the Mirador being constructed by the Admehc there due to the warp conditions and used as a means to find routes through the Warp, with a secondary benefit of detection.) and since we know the Warp is explicitly mutable both in terms of time and space... we can infer that it is a FTL sensor.

Similar technologies have been known to do this, although they aren't exactly common. The monocle in Eye of Terror for example (and the warp telescope), and the Thousand Sons had similar devices for scrying across vast distances. And psykers are known to do similar feats. The difference seems to be this is more technological than sorcery, so it may suggest that the technolgocial version of these capabilities (At least to the same range, precision, and efficiency) are rare/unknown for the Imperium, although we have neough FTL-like scenes that the Mirador offers a convenient way to explain them (maybe a psyker brain in a box or a servitor doing the scrying rather than a machine, however.) Heck we have plenty of 'sub-etheric/etheric' references tied to the warp (like the rogue Trader novels, the RPG for sub-ether, and plenty of other randomized 'etheric' shit in vairous other novels) that we can definitely make such connections, and that the technologies do exist in some lesser form (shorter ranges, less precision/power/accuracy, etc.)





Page 44
The ability to somehow offset relativity in observing far off objects and events fascinated the Magos, and in seeking to learn how such a thing was possible and might be replicated, he came upon an entirely new use for the Mirador. In secret session with those of his kin who shared his radical mind-set, Magos Carthenis proposed that the Mirador might be turned towards the past, its arcane technologies utilised to scry times and places long ago obscured by the passage of aeons.
As noted before it was the conditions in the system as much as the rare tech which made the Mirador possible, because it does rely on the warp. I suppose we might infer its the Imperium's version of what Orikan the Diviner and other Chronomancers do. Heck, we already know seers can scry in this fashion too to varying distances already, and the fact it was used to hunt out warp routes seems to tie it into what Navigators do (and per Rogue Trader RPG they can divine/precog as well as act as a form of long range detection themselves due to their third eye and ability to 'read' the warp.) so we can make parallels with that as well.

In this respect it hints at the Mirador not just being a detection device but some sort of time machine. Quite possibly that was its true purpose and the AdMech just never realized it and used it to some lesser degree (wouldn't be the first time, and it fits the whole theme of 'using shit they don't understand.')




PAge 44
The array’s mighty processing streams and logic conduits were shunted into a new configuration, one that Magos Carthenis believed would reveal the state of Andronicus Prime at the very moment of its creation. Even as the vast capacitation banks screamed with barely contained power, the entire facility vibrating with the focusing of such unknowable energies, the Magos and his circle gathered in the prime observatorium to witness what no mortal eyes had ever before seen.
Again the main thing that seems to set this apart form everything else I described is.. its technologically replicating the abilities psykers have. Which should be entirely possible to do since those abilities are not arbitrary but measurable, but the Imperium probably lacks the tech base (as well as the understanding) to build and maintain such devices in any major form.

In any case the Mirador ends up dragging back some sort of primordial lava creature/daemon from the past which infests the planet. Which results in the Deatwhatch being called in.



Page 45
Deploying from their landers, a half-dozen Kill-teams spread out to engage the massive, coiling tentacles It is comparatively rare for the Deathwatch to field more than a single Kill-team at one time; this was evidence, were any required, of the severity of the situation.
Size of the Deathwatch force deployed. Important for later.




Page 45
..the featureless landscape was transformed into a writhing forest of suckermouthed tentacles, the weapons of the Deathwatch blasting, disintegrating, shattering, melting, and vaporising limb after limb even as more pressed in at every quarter.
Effects of Deathwatch weaponry.





Page 45
When Epistolary Sabazius’ urgent report was transmitted to the Deathwatch commanders in orbit, the order was given. A concentrated lance strike was directed into the surface a safe distance from the embattled Kill-teams, a strike so focused it bored a crater several kilometres into the crust. The lance strike created a vast wound, hundreds of metres across, from which leaped great gobbets of molten rock, sheets of lava rain, and dense banks of poisonous ash.
A single lance strike makes a 'crater' hundreds of metres across and kilometres deep. At the very least, double if not triple digit kilotons for that first strik based on the 'several kilometres' alone. Its hinted here (and confirmed later) that the shot penetrated through the crust to the mantle, so it could easily be megatons per shot at least. If any thermal effects are involved, it could be even bigger, although we're clearly not talking planet killing.

Ironically if we take crater literally and assume 'hundreds of metres' was just an imprecise way of hinting at kilometers, that hole becomes much bigger (gigaton-level lance strikes quite possible, again likeyl with thermal effects. Even if a km wide, several km deep hole had the edges melted to just a few inches, you'd be looking at many hundreds of kilotons at a minimum, and to the mantle would be megatons at a minimum. A meter deep melting of the sides of a 10 km wide, 40 km deep crater could easily reach a gigaton-plus.)





Page 45
No sign of the terrible beast called forth from the pit of aeons remained, yet the masters of the Deathwatch knew that did not mean it was banished forever. Eventually, the search for the missing was called off and the gathered frigates unleashed such a fearsome barrage on the surface of Andronicus Prime that large fragments of the crust broke away, exposing the planet’s lambent mantle and creating a halo of planetary debris through which only the most insane of pilots would attempt passage. Only once the masters of the Deathwatch and the Ordo Xenos were satisfied the creature was defeated did they depart, declaring the shattered world forbidden, and leaving behind them a Watch Station to stand silent sentinel over Andronicus Prime.
We know that there were six kill teams, which as outlined before typicallh have one escort per kill team, meaning six frigates perhaps at most, but at least two. They blast the planet over an unknown span of time such that a non-trivial chunk of the crust is blasted away from the planet into orbit (hypervelocity ejecta, basically.) We dont know the percentage of crust, its composition, or even the gravity (Except that all seem earth like.) so if we figure blasted into low orbit at orbital velocity (8 km/s or so) and we figure an earthlike crust (2e22 kg IIRC) and figure somewhere between 1% and 100% was blasted into orbit, you could figure some 6e27 and 6e29 J at least. If we figure between a week and six months bombardment time (allowing some time to return to base for supplies as well as to arrive) you'd get between 1e22 and 1e24 watts (for a week) to 2e20-e22 watts (for a year) combined for all six ships, so figure each ship is somewhere between e19 and e23 watts, approximately, firepower wise. Assuming of course, those assumptions hold :P





Page 46
Epistolary Sabazius was gifted with several psychic abilities counted as rare amongst battle psykers, not least of which was the ability to discern the soul of an enemy in the great beyond, and to assault it directly with powers unleashed by his own spirit.

Apparently attacking an entity actually within the warp (as oppoesd to one manifesting within reality from the warp) is comparatively rare. This might suggest that psychic battles on 'on the warp plane' are rare as well. It was also implied he was able to witness their 'deaths' directly, or at least the parts that impact the immaterium.

Possibly of interest is that Sabazius is of the Exorcists chapter, well known for the whole 'Daemonic Possession Therapy' more seriously indicated as becoming possessed then exorcised of the creatures, which gave them exceptional abilities (not unlike that attributed to the Illuminati of earlier editions.)




Page 46
Before any others could intervene or join them at the crater's lip, Sabazius simply stepped forth into the superheated updraft and was gone. Seconds later, the Battle-Brothers who had answered his call followed his example and were gone, their fate unknown. Whatever transpired within the mantle of Andronicus Prime, it must surely have been a battle to equal the greatest legends of the Adeptus Astartes..
Suggesting the lance strike actually penetrated to the mantle, which would coincide with them blasting huge chunks of the crust off the planet wholesale via bombardment.





Page 47
He was seen at the height of the battle for the Andronicus Prime drop zone to be lifted high into the air by a hundred metre long tentacle, only to sever it with his blades in order to free himself. He is reported to have fallen twenty metres and more, to have landed safely, and to have severed another tentacle that had coiled itself about the body of his comrade Brother Frostheart..
Surviving a 20 metre fall unhearmed.





Page 49
With Brother Frostheart’s Tartarus Serial pattern heavy bolter gone, it is not the weapon itself that is hailed as a relic of its bearer, but the shell casings discarded across the blasted ground of the Andronicus Prime drop zone.
..

..hundreds of shell casings were recovered, later identified as coming from Brother Frostheart’s heavy bolter

Yet more shell casings coming from bolters. The hilarious thing is that the bolter shell casing relic isn't exactly uncommon (GW even sells them as baubles as I recall) and they're also in universe awards. 600 or so estimated to exist, giving a lower limit on the amount of ammo a heavy bolter operator carries.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

And... Part 2

Part 2


Page 51
The Deathwatch rapid strike vessel Instance of Fire had been engaged upon its mission to take readings of the ebb and flow of the energies of the Anomaly for several days, its crew bolstered by a number of arcanosavants and Warp-seers whose dynasties had served the Deathwatch since time immemorial.
Warp phenomenon monitoring.





Page 52
..Void-Keeper Cuiris ordered a manoeuvre the enemy captain could scarcely have anticipated. He ordered the Instance of Fire to disengage her Warp drive, and to do so in the heart
of a passing system.
...
The untimely emergence from Warp space cost the Instance of Fire dearly, her structure exposed to impossible stresses born of the sudden and drastic shift from riding the unreal tides of the Warp to facing those at play in close proximity to a star in the physical universe. The rapid strike vessel was very nearly torn apart as she exploded out of the Warp and directly into the gravitational embrace of the dead world that hosted Watch Station Midael.
Deathwatch frigate emerges from the warp within orbit of a planet, although the tidal stresses are severe enough that it almost cripples/destroys the ship in the proess. Clearly the tension between the warp portal/transit and the real world (gravity) causes some sort of extreme stresses on the ship during transition, and this is what can often destroy them coming out this close (such as with the Orks in Rynn's World.) It does suggest, though, a tough warship can survive the transit reasonably well, like Deathwatch quality (or better.)




Page 54
Such information may have been gleaned from esoteric practises such as readings of the Emperor’s Tarot, prognostication rituals, or even necrophonic communing.

Necrophonic probably means dead speaking, but I think its hilarious to think they'd have something called a 'necrophone' around too.




Page 56
Only the most senior of Apothecaries are ever allowed to carry the phial to battle, and because none can be certain how long its seemingly miraculous properties might endure, it is only rarely utilised.
It seems, probably due to the peculiarities of the warp, that some 'blessings' or miracles may only be temporary rather than permanant.




Page 58
On the eve of the Feast of the Emperor’s Ascension, four Inquisitors and two hundred brothers of the Deathwatch arrive the fortress at the same time. All claim to have received a coded message that called them to attend at the Watch Fortress. The source of the message is unknown
Two hundred Deathwatch marines in attendance at Jericho reach, but not garrisoned there.






PAge 58
....for even throughout the long isolation of the Jericho Reach the Inquisition and the Deathwatch had other means of coming and going from the region, means which remain utterly secret. Suffice it to say, these secret routes did not utilise the then unknown Jericho-Maw Warp Gate.
Presumably other than warp travel, unless they were secret and especially reliable warp routes.




Page 59
Ancient defence engrams flared into life, the Outer Wards reconfiguring themselves into an impenetrable maze overwatched by a thousand and more machine spiritguided sentry guns. The fortress was home to around a hundred Battle-Brothers at that particular time, every one of whom was mustered to defend it against imminent attack.
GArrison of and automated defenses of Watch Station Erioch. Lower limit on the numbers.




Page 59
Not one, but dozens of Adeptus Astartes vessels were inbound on the Watch Fortress, each and every one of them broadcasting the correct Deathwatch authentication codes.
Dozens of deathwatch vessels




Page 59
From the Cthugha Nebula to the Veiled Region, Watch Fortresses across the entire galaxy had received the coded plea for aid and dispatched individual Battle-Brothers, and in some cases entire Kill-teams, in answer.
Scope of the communication.




PAge 59
That such a signal could be sent so that every warrior answering it arrived at Watch Fortress Erioch within hours of one another utterly defied all belief. With the transmission of messages and vessels through the unreal dimension of Warp space, such a thing simply should not have been possible.

Coordination of forces across the galaxy to arrive within hours of each other is considered impossible. Given the nature of the warp this is not really surprising over the distances involved.




Page 60
The alien hunter of the Ordo Xenos screened the air for some alien microbe that might be insinuating itself into the belligerents’ brains, a not-unheard-of phenomenon, but he found nothing.
alien bioweapons can induce conflict and rage. Useful too lfor causing chaos.



Page 60
At the last, the Lady Saturn produced a device of evident archeotech ancestry and with it attempted to scan the very fabric of space and time for any clue, but once more, no evidence was forthcoming.
Archeotech time/space scanner.



Page 60
At the very moment the Master of Sanctity declared the presence of the impostor, a plasma blast seared his body to ashes.
Plasma blast cremates deathwatch marine. Presumably unarmored. Hundreds ot thousands of MJ per shot.




Page 61
Steeling their hearts, the Battle- Brothers opened fire, the weight of their fire so ferocious that nothing but cinders remained of the infiltrator..
Anopther cremated Space MArine sized target, except from multiple weapons of unknown number and type.





Page 61
Assuming that the Inquisitors were correct in ruling out daemonic possession, microbial or parasitic invasion, psychic domination, and temporal manipulation, only a handful of possibilities remain. Of these, Necron Mind-Shackle Scarabs, Slaugth infil-traitors, and Lacyrmole Shape-Shifters have all been suggested, even though some sources claim the last of these was laid low ten millennia ago.
Possible sources of creating infighting and insurrection amidst the Deathwatch. Lady Saturn's device also apparently is a temporal sensor of some kind.




Page 61
Perhaps the infiltrator was a pathfinder for some as yet unknown enemy, from some time or place beyond the ken of the Imperium of Man.
Implying the Deathwatch, at least, is familiar with alien threats from different times as well as different places.




Page 62
Brother Vass and his identical twin brother Kato are noted as all but unique in the annals of the Deathwatch of the Jericho Reach, for no other such pairing is recorded.
Twin Astartes seem to be an extremely uncommon (almost unique) phenomenon. And like all rare and precious things, they often get destroyed in stupid ways in 40K :P




Page 63
In the former case, the relics are blackened and scorched, bearing the marks of the plasma that slew the bearers along with the infiltrator despite the best efforts of the Deathwatch’s finest artificers.
Plasma exchange something or other vented and killed the four mraines and the infiltrator. Presumably cremation, which perhaps suggests the durability of Deathwattch gear.




Page 63
Whatever its pedigree, Brother Vass’s weapon was said to be possessed of a fearsome and vengeful anima that guided its bearer’s hand as much as the he controlled it.
We've heard of this before.




Page 63
The plasma cannon is one of the few items that survived the death of its wielder, for while it was exposed to the same ravening energies, it was miraculously unaffected by them Having been recovered from the purged plasma exchange chamber...

Something of an irony, that. I'm guessing the plasma exchange was some sort of routing conduit for plasma. Whether as fuel or as power transmission medium, who the heck knows. A Power halbred also survived and was recovered.



Page 65 - Hilariously the listed mass of the 'Codex' of an ultramarine (which probably means Codex Astartes) is 4 fucking kilograms. To put it in prespective, a 3 volume replica of the first edition Encyclopedia Britannica weighs nealry 16 pounds as per here.




Page 65
In but a short span of years, world after world has been stripped of biomatter and raw resources to feed the ravenous hive fleet, leaving nothing more than a chain of lifeless husks behind.
Multiple Worlds stripped bare by Hive Fleet Dagon in a matter of years.,




Page 65
As a member of the Ordo Xenos, Inquisitor Ghent ordered that the mission be retasked the instant the distress call from Herisor was transcribed and, mere days later, the Bellaron entered orbit over the beleaguered world.
Implying a distance traveled of perhaps hundreds if not thousands of c.



Page 66
As the Herisor intervention ground on, the world was transformed into a vision of the apocalypse. The Tyranids ravaged the barren surface in an effort to turn its limited biomass and reserves of water and oxygen into a resource the bioships could utilise in the creation of still more Tyranid creatures.

Tyranoforming.



Page 67
Ordinarily, the temperature on a planet undergoing Tyranid consumption soars upwards. On Herisor, however, that process had been so drastically interfered with by the actions of the Deathwatch Strike Force that the temperature was plummeting fast.
Screw with tthe 'Nids enough and you can make it snow.




Page 69
Though he is known for many mighty deeds, it was the slaying of a void-wyrm that had long ravaged the coreward reaches of the trans-Cygnus Warp conduit that truly earned him his name.
Space traffic along warp conduits (or rather along the realspace entry/exit points, I bet) can be plagued by space wildlife.




page 71
Though in theory the teachings of Brother Nodens could be transcribed onto any suitable data repository, the words of this venerated hero of the Forge are so valued they are instead stored within a series of crystal data stacks, each wrought into the form of the cog symbol of the Cult Mechanicus. Those judged worthy are allowed to study the contents of these data crystals, and if considered especially strong of mind and soul allowed to carry them into battle.
Magic crystal data storage. Probably optical. The stack weighs 6 kg.



PAge 72
A simple wreath of laurel leaves, wrought from wafer thin leaves of refined adamantium to render it all but invulnerable to rigours of the field of war.
Possible indicator of Adamantium durability, perhaps.




Page 74
A sub-aetheric void-scan captured from orbit, showing an unprecedented distortion of both time and space in the vicinity of the dead world on which the mission is reaching a climax. The distortion is at its most intense at the ritual site and appears to emanate from the metallic megaliths.
Detection system. Thing is, sub etheric/aetheric is often associated with the warp. For example the Andronicus Watch STation mentioned before with the Mirador (and in Jericho Reach) is mentioned in the Achillus assault to have used a 'sub aetheric augur scan' to detect Tyranid movements across the sector. Which in turn suggests similarity of function/operation, although not neccesarily of range/power (from orbit, rather than across light years.)





Page 75
It is common for warriors recently returned from especially arduous or potentially corrupting missions to undergo a thorough course of purification, often involving the combined ministrations of Erioch’s Chaplains, Apothecaries, and Librarians. This ensures that no spiritual, physical, or psychic taint remains upon the warrior and that he may continue to serve the Long Watch regardless of the horrors he has confronted. In the most extreme of circumstances, especially where the Battle-Brother has been exposed to horrors only the Grey Knights are strong enough to confront, he may be subjected to a partial or even total mind-wipe. This is comparatively rare in the Deathwatch, however, for those selected to stand the Long Watch are already counted as stronger even than their fellow Adeptus Astartes, and second only to the Grey Knights in their spiritual purity.
Comment on the purification/cleansing procedures of the deathwatch, as well as the mental resilience of Deathwatch recruits (Better than standard Marines. Whether this is due to technology, or training, or their innate flexibility of mind, we don't know.)





Page 78
Even the most junior Battle-Brother of the tenth company, fresh from his indoctrination, is more than a match for any ten other soldiers. Competent in arms and tactics, experienced Space Marines consistently outmanoeuvre, outthink, and outfight the enemies of the Imperium on battlefields throughout the galaxy.[
Space Marine capabilities.



Page 82
A Kill-team afoot on the battlefield is at a sore disadvantage against enemy tanks, air support, and xenos or Daemonic monstrous creatures. Even their power armour can only do so much to protect a squad of Battle-Brothers from an enemy tank round or the blast of a Tyranid heavy venom cannon.
Suggests a tank round of unspecified type (or Tyranid venom cannon) can take out a whole squad of Space Marines.




Page 83
In their constant vigil against the enemies of mankind, the Deathwatch uses any and all tools at their disposal. While this most often applies to the same host of armoured vehicles usually maintained by the Techmarines of most Space Marine Chapters, it also encompasses many esoteric and, in some cases, unique war-engines of the Ordo Xenos and the Adeptus Mechanicus.
The Deathwatch have their own special toys, including vehicles.




Page 86
Space Marines are well versed in basic battlefield communications from squad to company level. During their training, they learn and memorise the various hand signals, acronyms, ciphers, and codes required to operate efficiently with one another and with other Imperial forces. Some missions require more than just the basic vox systems built in to Astartes power armour and a supplemental vox caster. When facing technologically advanced foes in the field, such as the Eldar, the Tau, or various forces of the Ruinous Powers, a Squad Leader can call upon one of his Battle-Brothers to fill the Role of Herald of Signals. In this Role, the assigned Battle-Brother is responsible for all incoming and outgoing communications in the squad. In addition, depending on the situation, he might be responsible for jamming enemy transmissions, breaking enemy codes, or other feats of techno-arcane ability using vox casters, micro-beads, and even more specialised technology. These responsibilities extend beyond the realm of technology. Using his knowledge of foul sorceries of the servants of Chaos, or the complex psychopheromone signals of the Tyranids, or even the basic concepts of rudimentary communication, the Herald of Signals is responsible for intercepting all manner of enemy communications.
Space Marine EW officer basically. The distinctive bit is that it can encompass more than just jamming or intercepting technology - but also the 'psycho pheremones' of nids or Chaos sorcery, which is a tad different :P




Page 93
Occasionally there comes a time in battle, even for the implacable Adeptus Astartes, when discretion is the better part of valour. Even the most inexperienced neophyte knows that sometimes a position cannot or should not be held. Among most Space Marines, save perhaps for those stubborn Battle-Brothers of the Imperial Fists and their descendant chapters, disengaging from battle when overmatched or about to be overrun is seen as a tactical or strategic necessity. Only a fool would waste the precious and nigh irreplaceable Battle- Brothers, vehicles, and assorted wargear of the Adeptus Astartes on disadvantageous battles that result from poor planning or foolish last stands.

Suggests only Dorn's bunch (except perhaps maybe the Crimson Fists and such) are the only Marines who won't retreat when the situation merits it.




Page 97
It is both lighter and stronger than other MkV suits, a result of the use of light-weight materials and more powerful internal systems, technologies long lost to history. While the increased strength and mobility is surely an asset on the battlefield, the armour’s real power comes from the sophisticated command and control systems embedded in its helm and torso plates. Apparently designed as a squad-level command suit, Brother Titos’s armour is equipped with numerous signal boosters, a powerful multi-spectral ground-level auspex system for locating enemy units, an in-built teleport homer beacon, and a heads-up display that shows the bio-status readouts from every suit of Astartes Power Armour to which the ancient suit is connected. All of these systems combine to make a powerful command and control suite that grants a Squad Leader an incredible level of battlespace awareness and improves efficiency of command through quick and secure vox and data links. The suit weighs 170 kilograms...

Space marine squad leader suit. May or may not be special snowflake.




Page 98
As the archeotech of ages past is a superior form of technology to those utilised throughout the galaxy of the 41st millennium, those men and women who lived through the history of mankind are intrinsically superior to their present descendants.
The 'Older is Better' Dogma seems to extend not just to technology but people as well. Probably means its at least partly propoganda.



Page 98
The grand halls of Imperial governance and power fairly hum with the sound of minute repulsor-lift engines and the creaking flap of mechanical wings each bearing aloft the countless servo-skulls that facilitate life in the 41st millennium. These servo-skulls act as messengers, scribes, pict-recorders and vox-thieves, auspex augurs, and infinite other sundry roles, taking the weight of minutia off the shoulders of those whose attention is in great demand.
The common-ness of Servo skulls. Apparently even Space MArine skulls will be made into em.




Page 98-99
As one would expect of a suit of Artificer Armour, the craftsmanship of this ancient helm speaks of both great skill as an armorer and a great artistic vision. The overlapping plates and hooded optical ports, so distinctive of Techmarine armour, are fitted together with breathtaking precision, and the layers upon layers of circuitry, auspex systems, and other esoteric technological apparatus are well beyond what most common Space Marine forges can muster.
..
..if the technology found in the silicon, ceramite, and data fibre layers of the helm is of his own hand,..
...
The advanced sensors built into this relic are designed to enhance sight and vision, and also to assist a Techmarine in his work of attending to the machine spirits of his squad’s various pieces of wargear.
..
..as well as a multi-featured sensor system designed to assist a Techmarine in diagnosing and soothing machine spirits. This collection of circuit tracers, energy meters, materials scanners, and other arcane technological marvels allows a Techmarine to assess the condition of a machine or vehicle with a glance, and to look through its cover to perceive the mechanical maladies that ail it.
Artificer-armour grade techmarine helm, therefore extra special with all sorts of useful bits hyper miniaturized. Take note of the special sensor system.





Page 99
While they are built in countless patterns and tailored to suit nearly any tactical situation, bolters are typically selectfire weapons designed mainly to deliver a withering barrage of automatic fire with accuracy. Bolt weapons designed for single-shot, long-range, accurate fire are vanishingly rare, as the role of sniper rifle is commonly filled by needle sniper rifle, but they do exist. Bolt guns designed as sniper rifles are typically either hand built, unique weapons built by talented Techmarines, or obscure patterns built in small numbers at the behest of a particular Space Marine chapter for a specific campaign, such as the Stalker-pattern bolt gun.
I think this tends to speak to their 'close combat' role more than anything, designed to be (for Marines) compact (with no stocks, not that you need them with power armor probably), rate of fire, and power. Of course even granting that bolt pistols and guns have ranges as good as or better than many modern assualt rifles bears mentioning.

Also this implies space marine sniper rifles are usually needlers, wjhich probably refers to scout weapons.



Page 99
Nearly two metres long and based on a highly precise action of unknown pattern, it is clearly the weapon of a dedicated professional. The weapon is matte black with a dull green tinge that seems to absorb light. It is mounted with a powerful scope packed full of arcane imaging technology from the Sons of Medusa’s tech-vaults, as well as a suppressor and a shot selector. Its internal mechanisms are constructed in such a way as to absorb much of the weapon’s recoil. The machine spirits that inhabit Lokheira are particularly cunning, and over their long service they have absorbed much of Brother Damastor’s skill and wisdom.
..
..an advanced optical sight that combines the features of a preysense sight, a red-dot laser sight, and a telescopic sight. It is single-shot only, is fed from a ten round detachable clip, and is built to absorb recoil.
Features of pof a specific kind of bolter sniper rifle.




Page 115
The trip from Erioch to the Herisor system is largely uneventful. The voyage takes several relative weeks for the ship and passengers. The Warp is unsettled along the journey, and its influence prevents truly restful sleep— images of horrific xenos and unknowable Daemons haunt the dreams of all the passengers.
Going off the DW mapo I'd guess maybe 50-100 Ly straight line. 2-3 weeks would take between 867-2600c, although its niether straight line and it also implies that the location is turbulent. On the other hand this is also relative to ships and passengers, not normal space, so that could be longer (although not by more than an OoM in all probability, so we'd still probably be talking nearly 100c+ in adverse conditions)



Page 115
...the voidcraft exits from the Warp, at the edge of the Herisor System. Alarm klaxons provide all crew and passengers with ample warning to strap in prior to the transition between the Warp and real space....
...
..the transition seems to take place without incident. Alarmingly, though, after only a few minutes...
...
The expected information is that the Inquisition satellite beacons remain in orbit. These systems immediately identify Herisor as a quarantine world to any approaching ship. Noctem Vigilate has already sent routine queries to the probes, under the authority of the Inquisition, and received its recordings.
Which would imply the Deathwatch vessel emerged from the system about 1-2 light minutes out from the planet, a mere few tens of millions of km away, although that can be fudged depending on your definition of 'few'. Its not impossible to define that as the edge of the systme, but it could be longer.




Page 115
..an Imperial Frigate, identified as the Just Reward. According to Deathwatch records, this vessel was assigned to the Achilus Crusade. It should be actively ferrying troops throughout the Orpheus Salient.
..

However, he can verify its current location—the frigate has crashed onto Herisor’s surface. Even from the edge of the system, he can currently detect the wreckage upon its surface.
Detecting frigate wreckage from tens of millions of km away/edge of system, take your pick. Also being used as troop transport in Crusade (or rather, was.)




Page 116
After all of this information has been presented, Huang explains that it should take roughly three days for their vessel to reach Herisor’s orbit from the system’s edge.
..
He also asks whether the Battle- Brothers would prefer for the rapid strike craft to proceed to Herisor at maximum speed, or if it should go on silent running, so as to reduce any chance of detection.
..
On silent running, the journey to Herisor’s orbit is doubled to six days.
..
If the Battle-Brothers attempt to establish contact with the wreckage of the Just Reward, they are slow to receive any response. This is due, in part, to normal communications lag time between the edge of the system and the planet’s surface.
Time to reach the system. If we go with the original estimate, we'd get a mere few tens or hundreds of km/s top speed, which seems odd as we know Deathwatch ships can achieve faster. If we stretch it out to one AU it gets a bit less crazy 300-500 km/s. At 1 billion km or so you get between 2-4 thousand km/s, which seems more suitable. (Although it would take hours, not minutes, to communicate with any beacons, unless the comms signals were FTL and they can't be unless routine are FTL due to the explicit lag mentioned.)

Either way accel is probably almost certainly single digit gees.



Page 117
During the early stages of the Tyranid attack, much of the planet’s atmosphere and carbon reserve were absorbed prior to the Deathwatch’s arrival. While the planet remains habitable, it is far from a desirable environment.
Suggesting, assuming an Earthlike planet, they absorbed a significant portion of 5e18 kg in about six months tops (the stated time of the conflict when Ghent had his little investigation mentioned earlier)



Page 117
Finding a location that is beyond the horizon of the frigate is the easiest solution to avoiding incoming fire.
Which might suggest a point defence gun rnage of a frigate being in the hundreds of km or more probably.




Page 117
The vessel’s weapons are incapable of depressing far enough to accurately fire at ground-based targets, and even a fully armoured Space Marine is far too small for the targeting systems of the massive cannons. Similarly, while the frigate’s sensors are certain to detect an incoming shuttle and may detect the orbiting strike craft, they are not designed to detect an object that is roughly man-sized.
Limits of the navy frigate's sensors and wepaons, at least crashed onto the ground.





Page 117
At the time, the frigate was transporting a reinforced company of Imperial Guardsmen to the engagement.
...
In addition, a significant number of the ship’s crew and command staff were slain in the process.

After fleeing from the battle in which it was damaged, the Just Reward’s commander chose to press the Imperial Guardsmen into temporary service as crew members.
..
When they saw the hundreds of dead crew members, their morale began to falter.
Frigate loses a 'significant' number of its crew numbering in the hundreds. Suggests perhaps a crew of a few thousand or less.





Page 118
The Just Reward was a Sword-class frigate, measuring more than 1.6 kilometres in length. When it impacted upon the planet, the vessel shattered, strewing components in a path that extends for more than five kilometres. The impact left a swath of devastation that extends for another twenty kilometres, nearly a kilometre in width. While some components—including many of the ship’s sensors and weapons—still operate on reserve power, all of the wreckage is a shamble.
Length of a sword clas frigate and it surviving (partly) collision with the planet. Almost certainly a hypervelocity impact from gravity alone (tens of kilometres per second, if not faster) At probable reentry speeds the KE of the frigate (assuming FFG RPG stats for mass) would be some 45-50 megatons of KE at least. Note that if the frigate were made of iron (or materials comparable to iron) 2-10 megatons of energy would be sufficient to melt/vaporize frigate.. possibly on reentry (although with the reduced atmosphere this may not be a problem) but almost certianly on impact (which more than likely qualifies as 'hypervelocity'. If the velocity was faster (from the in-system velocity of the ship) or if the mass were greater, the KE would of course be greater.

Note as well some of the crew surviving, which further reinforces this.

Some weapons and systems have their own built in reserve power (point defense weaponry, at least.)




Page 118
Once night descends, a fire is lit at each bunker, providing both heat and light. None of the soldiers are equipped with any low light equipment
Suggesting it is possible for IG troops to be equipped with it, either as part of their standard gear or issued specially by the Munitorum.




Page 119
At this stage, the Kill-team is travelling through the ruins of a city that was first destroyed by a Tyranid invasion, and then further annihilated by a concentrated orbital bombardment. Most of the structures have been reduced to rubble. Many bear the taint of Tyranid construction as well as the scorch marks of Space Marine firepower.
We learned earlier the bombardment was from a Deathwatch strike cruiser, and apparently the 'concentrated bombardment is of city-destroying level.




Page 120
Also contained within is a badly damaged suit of heavy carapace armour. By all indications, this is the suit that Phine wore in the service of Inquisitor Ghent.
Hilariously, a picture on page 68 of the dude Phine retreating (its clearly him since he's not in Astartes Plate and he's carrying a foot-diameter sphere in the picture) shows him wearing what looks to be armor similar to what Cadians wear, except with more visible sholder straps, smaller shoulder guards, and some fancy bits of tech gear (like either a camera or laser sight mounted on the left shoulder-guard ) Implying Cadians and similarly equipped troopersmay have access to heavy carapace (or at least chest plates) :P




Page 121
The world that remains is badly damaged. Only extreme effort or the passage of geologic time could hope to return it to one well suited for human habitation.

This is because the planet’s ecological resources were laid waste in the wake of the initial Tyranid assault.
...
However, its atmosphere was oxygen rich, and its climate was well within the acceptable range for human habitation. The ecosystem was largely free of toxins, and water—though scarce—was present in sufficient quantities to sustain a human population.
Habitability of Herisor (and indicatin of resources consumed) Also implies that some limited terraforming would be possible by the Imperium should thye wished to.




Page 121
The status of the Promethium resources remains unknown, but it is likely that they were significantly drained. This is because the Tyranid assault upon the world had advanced significantly before the Deathwatch intervened. The initial invasion decimated the human population, and began to exploit much of the planet’s atmosphere. Oxygen, vital carbon compounds, and a significant portion of the world’s water were all siphoned off to feed the Hive Fleet’s void-based organisms.

..
Even as the xenos continued to scourge Herisor’s surface, the changes to the atmosphere led to longer term climate change as well. With reduced levels of carbon-based molecules in the atmosphere, Herisor became much less capable of sustaining warmth. Consequently, the planet’s surface has chilled to the point that even equatorial regions have year round snowfall.
..
In spite of all this, Herisor does remain a habitable planet. The temperatures are cold and the air is thin, but it remains capable of supporting human life for the long term.
Suggesting both that Promethium is carbon based, and that 'Nids' might go after fossil fuels as readily as air and water. Also the climate changes, presumably occuring with the same months mentioned.




Page 123
...participate in an assault on a Chaos Infidel Raider.
..

The target vessel has a crew of more than a thousand devotees to the Ruinous Powers, but the vast majority of these are crew members who pose no meaningful threat to a Battle-Brother.
Crew of Infidel Raider. Again Escorts seem to have a much smaller crew in Deathwatch vs Rogue Trader.






Page 127
An inarguably barren world, Vanity’s ecosystem was utterly destroyed when its hive cities declared war upon one another. The combined nuclear detonations damaged the world beyond measure. A significant portion of the world’s atmosphere and much of its water was lost when a series of combined detonations blasted matter clear of its gravity well. Disruption to the ionosphere and troposphere also exposed the planet to increased levels of cosmic radiation. As mountains were flattened and the atmosphere thinned, the planet’s ambient temperature dropped by more than twenty degrees.

Consequently, nearly the entire surface of Vanity is a barren desert, covered in radioactive ash. With few exceptions, many of the mountains were flattened. There are no trees or animals to disrupt vision. Lines of site often stretch clear to the horizon, only interrupted by the vicious dust-storms that often swirl through the planet’s thin atmosphere.
As we know from the DW core rules (page 347) Vanity was an Imperial Hive world that used 'forbidden' atomics to fuck up the world. Blowing much of the atmosphere and ocean away from the surface is.. hilarious to say the least. Atmosphere alone is in the same magnitude of e25-e26 joules (depending on atmosphere content and escape velocity, but roughly within Earth standards IIRC) whilst an earthlike ocean would be upwards of e28-e29 joules to blow off.. And that still assumes perfect efficiency of blowing them off (which is unlikely for omnidirectional blasts)

Hilariously most sources suggest atomics are far more primitive (and 'dirty') compared to what the Imperrials use now, so this is a lower limit for Imperial firepower. At least the firepower available to individual hive cities. Even more hilariously, some people actually survived long enough to eke out a living and become mutants on the planet. :P





Page 127
Compared to most other worlds within the Jericho Reach, Imperial forces are represented primarily by Space Marines. This is because even a short visit to the world’s surface spells certain death for any soldier of the Imperial Guard. The heavily modified soldiers loyal to the Adeptus Mechanicus are the only other loyalists who can survive within the radioactive waste for more than a few hours. Because of this, the entire Imperial military operation upon Vanity numbers only a few
hundred soldiers.
Suggesting either the Imperial Guard have no NBC gear at all, they have no NBC gear capable of hnadling the levle of radiation on the planet (remember the level of devastation above), or they have no troops with the needed protection (or avialability of the needed NBC gear/supplies) in sufficient numbers to allow them to invade the planet successfully. ERgo only Space Marines and Skitarii can fight. Given that we know at least some regiments (Steel Legion, Krieg, etc.) are used to fighting on highly irradiated worlds and almost certianly DO have NBC protection, its likely to be either availability of troops or resources, or the severity of radiation being the limiting factor.
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