Battle missions (maybe)
The various Chapter Approved stuff from 3rd/4h and earlier
The Spear of Vengeance campaign (maybe)
Planetstrike (maybe)
Quite possibly all the Apocalypse stuff, including IA apocalypse. I'm actually debating putting the Apocalypse and Planetstirke stuff in a separate thread because it kinda belongs there, along with battle missions and the rest. One of these days I may actually do the REalms of Chaos books too and do that, or maybe rogue trader. i've kinda fallen out of doing 1st edition stuff, but I do have rogue trader stashed away, the quotes at least.
various Forgeworld stuff I couldnt think to put anywhere else (I have a few)
Index Astartes and various other misc stuff.
anyhow: this will at least be the chapter approved stuff with which I shall start. and that shall take us way back to first edition, briefly. I actually dont know if it has any canon value - it may not - but like with Rogue trader itself, or the space Marine novel, it is at least an interetsing glimpse and it might serve some purpose to know a bit about it.
So now, we start with Chapter approved 1: Book of the Astronomican. It's actually a single, self contained update. But its interesting in its own way. 1st edition stuff is always odd to see how things 'were" before they formalized it into what became 2nd edition. I mean early 40K was where warp travel varied from a few thousand c tops to being able to cross hundreds of thousands of light years in hours, you had holonet like astropathic network capabilities, etc.
I'm focusing on preparing stuff for the FFG material (at leats Dark Heresy.) Yeah i know 5th edition lies on the horizon, but there isnt alot of that and frankly, I tend to be bored with it. i may start posting it once 6th edition makes its appearance. I still have a shit ton of stuff to cover.
(intro)
The Catachan Barking toad circa 1st edition. Like many things, its lasted until modern times. Gotta love CAtachan!Did you know...
The most poisonous recorded creature is the Great Barking Toad of Catchan (CAtachans Bufo Moribundus). When starrtled, this creature emits a poison so potent that every life-form within a kilometer is killed within seconds - including the Great Barking Toad itself! THe poison is so strong that it can even penetrate a sealed suit or powered armour. Respirators offer no protection. Because of its unusual powers, no-one has been able to study it so successfully, and the details of its life-style remain a mystery. Fortunately, the Great Barking Toad is extremely rare.
Page 2
A subsector with 500 worlds, although not all are human, and this IS early stuff so the canon isnt as formalized. Still, it's interesting. That the warp route also was accessible within a year woudl be itneresting if we knew the distances involved, but it lays down the idea of stable "warp routes" between systems.In the year 981.M41, Durlan Ocellati, a navigator with the Western Imperial Fleet, chanced upon a warp-route into eastern spiral sub-sector '4' (known as 'The Wheel of Fire') This large tract of space, surrounded by warp-storms, was long thought to be inaccessible. Ocellati, however, successfully mapped a psychic corridor through these storms and re-emerged into real space. This corridor has since been named 'The Straits of Ocellati' after its discoverer. The straits provide access to over five hundred worlds, many of which are inhabited. Some were settled by Human groups before the time of the Imperium, others have been colonised by Orks and other alien races.
Page 2
This being 1st edition, the Emperor was sitting on the Throne but still talking. The Space Wolve's home world also wasn't Fenris.In the year 982.M41, the Emperor announced a five-yeaer crusade into The Wheel of Fire and appointed the Spacewolves Chapter of the Space Marines to undertake the mission.
Page 2
Enoch and the planet Lucan for the Space Wolves, instead of Logan Grimnar and Fenris. I prefer the latter. The Chapter mobilizes for a 5 year crusade in a mere week, and take less than a year to get through the path.Navigator Ocellati was sent to the planet Lucan, with orders to place himself under the command of Enoch Lord Lucan, the Commander of the Spacewolves. Less than a week after his arrival, the Chapter was at full readiness and its equipment stored aboard the Resittution and her sister ship, the Vengeance. Before the year was out, they had passed through the Straits of Ocellati and into the very hub of the Wheel of Fire.
Page 2
Two starships are able to support themselves an the Spacewolves for five years. And the Space Wolves are able to cleanse out and capture 500 planets. 100 Planets per year, and one planet every 3-4 days. They must have been busy.The voyage sof the Spacewolves' five-year mission to uncover new worlds and cleanse them of the Emperor's enemies would provide sufficient mateiral for a TV series, if not several high-budget feature films. But soffice it to say, the Marines did their duty. By the year 987.M41, the Spacewolf Armada was approaching its final target, the planet Xit.
Page 2
Orks had a means of navigating the warp back then, but had the same navigational skils they do now. We meet the Ork navigator later (who in modern terms would be a Weirdboy, but we know that Weirdboyz have been used for navigation, communication and other purposes, so this really isn't contradictory save in terminology and that's largely semantics too.)Approximately fifty yeaers ago, a Chardonian Warfleet made a navigation error that resulted in a warp-jump into that area. The fleet was supposed to be heading towards Gundastol for a refit. Having accidentally jumped into the Wheel of Fire, the fleet found itself unable to escape, since the entire area is isolated from the remainder of the galaxy by a surrounding veil of powerful warp-storms. Reasoning that if there is a way in there must be a way out, the Orks have been looking for it ever since. In the process they have settled several dozen worlds, divided into many groups and, predictably enough, started kililng each other. The original warfleet is now reduced to one or two hulks which ply between the settled worlds on an irregular basis.
The Ork fleet settles several dozen worlds in being lost.
Page 3
I suppose in modern times this would be debatable, but if the ecosystem is minimal to nonexistent its probably hard for the spores to take root and grow, so it could happen. (its not like you could grow the ecosystem on a barren world. Of course I could be wrong.)Xit is just one of a number of independent Ork planets, contact betwene which depends upon the infrequent visits of fleet ships. Xit is rich in mineral ores but incapable of supporting much that Orks care to eat. As a result, the Xits depend upon trade with other Ork worlds to replenish food stocks.
Page 5
Out of date info. Included simply for posterity. Like I said, their homeworld wasn't Fenris til 2nd edition. It's not the worst. I've seen Gene-seed in some 1st edition stuff for the Ultramarines refered to as "gene sperm" alongside the mention of a half-eldar Astropath.Five years ago, Commander Enoch, with nine of the ten warrior companies that comprise the Spacewolves....
Soon they would retgun to their own world of Lucan and the fomrmidable fortress-monastery that was their ancient home.
Page 6
Surveillance Unit Fury, of the Hunting Wolf company...
Bio-scans reveal considerable habitation, whilst high energy usage is indicated by energy-scan readings.
..
It is surrounded by a strong powerfield and appears to contain heavier defensive armament.
...
Unit Fury ceased transmission as this report ended. Simultaneous energy flashes emanating from the stronghold were picked up on the Restitution's grorund scanners.
Scout group had sensors, use of a ground defence powerfield by unknown forces, and orbital surveillance by a starship. The facility in question is Orkish, built partly from teh remains of an ork ship, which is why it has powerfield defenses.
Page 6
Implies normal method would have been bombardment (at least in support of the assault or in substitute of ground assault), but they are cautious that the enemy might have the firepower to harm them (and their ship is already badly damaged after a 5 year crusade.)With the Restitution's main armament badly damaged, and the ground-to-space defences of the stronghold potentially devastating, this can only be achieved by a ground attack.
Page 8
Fission reactor inside a mountain fort. This is part of three different generating stations powering the defenses protecting the Ork base. The second one is unknown initially (but turns out to be basically lava powered), and the third is geothermal.Your detachment has been chosen to assault the mountain fortress that houses the island's fission reactor.
..
The exact wheeabouts of the atomic generators is unkonwn. However, thermal scans and rad surveys indicate that the reactor lies deep inside the mountain.
Page 8
Words that have been mentioned in subsequent editions, although back when this was first published there were no Primarchs, and Russ' disappearance was never explained (although several versions of it have occured over the editions). It does explain the pecularities of why it suggests he died - it can be regarded as mere legend.Listne closely, Brothers, for my life's breath is all but spent. There shall come a time far from now when our chapter itself is dying, and our foes shall gather to destroy us. Then my children, I shall list'n for your call from whatever realms of death hold me, and come I shall no-matter what laws of life and death forbid. At the end I will be there. for the final battle. For the Wolftime.
Last words of Commander Leman Russ, Founder of the Spacewolves.
Page 9
Gunsights that can penetrate mist and presumably fog, outfitted to Astartes. Not terribly surprising.Although the mists are heavy, this does not affect weapons fire. You may assume that all weapons have sights which will penerate the mist.
Page 12
Fusion grid. Another power source. From what I gather they are referring to the fission reactor in this way too so.. go figure. Its fission and fusion.. or a fusion grid is something else entirely. "botching" I should add is pretty much synonymous with Ork technical knowhow at this point. you hear the term alot.After a bit of tinkering and alot of botching, the Orks managed to activate what turned out to be a huge fusion-grid. Such a device could only have been built when the planet was first colonised more than 10,000 years ago.
..
Today the temple provides much of the power used by Kulo's Castle. In better condition the station could provide far more power than the Orks need, but the generators are on their last legs and the Orks do not have the expertise required to fix them.
Page 13
Again, its a fission reactor. Maybe its powering the fusion grid, sort of a intermdiary power source to power the fusion reactions, or something.The six columns are the tops of the giant fuel rods which power the fission reactor deep inside the mountain.
Page 13
A pre-second edition mentioning of the Heresy, although again this is before the Primarchs entered into canon. And once again it could be regarded as simply another legend.The Horus Heresy is reckoned by many to rate as the greatest single disaster ever suffered by the Imperium. The specific details are known only to the Emperor, but is broader hisotry is the stuff of popular legend. According to one version of the tale, Horus was once the most trusted servant of the Emperor. But in his heat there dwelt a hidden evil, and he became seduced by this evil, and came to nuture demons and other forces of destruction. Horus marched upon earth with a thrid part of the hosts of the Imperium which he had seduced to his purpose. For seven days and seven nights the hosts battled until the Emperor caught Horus by the heel and cast him to the Eye of Terror and with him the third part of the hosts of the Imperium.
Page 15
Like I said, geothermal, more or less. Although maybe "steam powered" is more accurate.You represent a small team of technicians and guards who have been posted to the northern area of "The Rock" where the technicians have built a generating station powered by subterranean pressure. Beneath the slate that forms the upper layers of the island in this area, extensive geo-thermic and seismic acitvity produces titanic presures which blow through a network of natural tunnels and caverns. Some of these fissures open out on the surface in virttually bottomless pits from which scream tornado-strength winds. Occasionally the massive subterranean forces split open the rock itself, opening new pits with explosive violence.
By blocking off carefully selected pits in a localised area, the technicians have succeeded in diverting pressure through a single powerful turbine.
Page 18
Included for amusement purposes. 1st edition was so wacky! Plus "Runic Spaceflight" is a cool name.Should the machine not function upon striking the panel marked 'on' this is an omen of great ill. The reasons ascribed may be as follows. Firstly, the function of inadequate preparation on the part of the operator. Secondly, the action of the machien whose spirit may refuse the binding of the operator. Thirdly, the malintent of some third party upon the operator or machine. The operator must repeat the ritual from the beginning, repurifying himself, enscribing the runes, intoning the incantations, and striking the panel marked 'on'. An accompanying oath may be made. Should this procedure fail, the operator must recourse to consulting the instruction manual.
Runic Spaceflight - an Introduction: Naval Flight Manual W1110E
Page 21
Lava-based power generation. I'm pretty sure this would qualify as geothermal too.To exploit this natural resource (lava pits), the Orks have built a crude heat converter, using materials salvaged from their defunct spacecraft. This imposing, if rather ramshackle station provides almost half of the power required by Kulo's Castle.
Page 28
Page 30Like most Orkish navigators, Fogg is psyschic. ORks navigate by a crude process of intuition and primitive divination. So long as they stick to relatively short warp-jumps this works well enough.
As I mentioned before, here we find out the defence lasers and the powerfield are part of the downed ork ship's systems, powered by the two geo-thermal/lava/steam powered and one fission/fusion powered generators.They are protected from the wild beasts of the forest by means of a force field called a powerfield., This is one of the ship's systems that still works. Anotehr is the main armament which comprises a battery of six defence lasers. If the three generating stations have been destroyed, however, ,these systems are deactivated.
Page 36
Teleporter based supply line. Pretty useful I'd say.Prior ot the assault, fresh provisions are teleported down ot the Spacewolves' rendezvous site.
Page 37
The Defence lasers are basically ineffective against the starship, despite their fears. It can (somehow) interrupt teleportation however (either by forcing shields up or by knocking the ship around or something.) Also the lasers probably aren't anti-ship to begin with, if they can track and target infantry groups in any way (anti-fighter perhaps).The castle's laser defences are effective and deadly. If they are operable, the Ork player may use them to attack any one Marine unit...
This represents laser fire against enemies moving from cover and towards the ship. All laser fire is automatic - the system requires no operator.
..
If the laser defences are operable, they may also be used against the Spacewolves' orbiting spacecraft, the Restitution. Although this can't damage the ship, it can prevent Spacewolves teleporting down fresh supplies.
Page 42
Squat fluff. The primary detail I found here is that the Imperial army/Guard of the time recruited heavilly from Squat worlds (or worlds with a large squat population.) Sometimes the armies might be mixed and sometimes singular. In 2nd edition of course they become an "allied" force, and in third.. they get eaten. Although one could argue post 2nd edition the remnants basically get treated like any other abhuman force (a specialized Guard unit.) I believe Jervis Johnson posted words to that effect when considering their unofficial use in post-2nd edition games (Eg they get treated as a Guard force.)Squats are common inhabitants of the Imperium. They are humans, although time and circumstance have altered their physical forms and, to a degree, their minds too.
..
Imperial worlds inhabited entirely, or largely, by Squats are amongst the prime recruiting grounds for Imperial Armies. Imperial Armies usually comprise both Squats and ordinary humans (and indeed other varieties of human too). However, when whole armies are recruited upon one world they will inevitably consist of the main racial type. Squat armies, recruited from Squat worlds, have their own distinct traditions of emblems and uniforms.
Page 43
Eldar at this point were mostly pirates. Yriel was well dveloped even then, although his ties to IYanden craftworld weren't established.It is with regrget that we must report the increasing incursions of Eldar Pirate forces throughout the North Galactic Quadrant. The attacks of these alien-forces on Imperial Worlds must be regarded as a long term threat to the security of several worlds in this quadrant. The escalation of Eldar activity in the area may be traced directly to the rise of the cmpany of Eldritch Raiders led by the self-styled "Lord Prince" Yriel (see holoscan visual.) It is now evident that Imperium-fostered rivalries between Yriel and other pirate companeis resulted in factional fighting. Yriel's conquest and absorption of two other groups (Xian's Black Raiders and the Scarlet Command) now makes him the single most pwoerful Eldar pirate in the galaxy.
Note reference to "holoscan"
Page 46
[quiote]
Imperial Investigation team "nexus" reports the ending of civil war within the Ork empire of Glorrt. Defeated elements of the rival factions have now banded together into a pirate fleet within the Buchoizi Nebula sector. Imperial Commanders within the sector are warned to increase sub-stellar patrols following the massacre of settlers on Farou. [/quote]
Dispatch of "investigation teams" to observe the results of ORk battles. Also reference to Sub-stellar patrols in sector (Eg non warp capable warships existing.)
Page 47
Rogue Traders described. Usual numbers of troops seem to be in the companies (at least for armies) but even possible for Astartes. Curiously in 1st edition such forces swore personal loyalty ot the Trader, which suggests Rogue Traders back at this time were perhaps one of the most powerful groups in the Imperium. Even more powerful than space Marines, Admech or the Inquisition.The Rogue Traders of Earth are a unique breed. They are the ultimate human adventurers, explorers, and conquerors. Operatiung beyond the frontiers of Imperial space, it is their task to uncover alien civilisations, eliminate possible dangers to the Imperium, and to investigate new and potentiall yuseful technologies. The hidden dangers of the galaxy claim many Rogue Traders every year, but there is still no shortage of volunteers. Every Rogue Trader receives a charter from the Emperor as well as a special banner and badge.
..
in addition, each Rogue Trader is entitled to recruit fellow volunteers, and may even be put in command of whole units of Marines from the various Chapters. Troops from units of the army are also allocated, often numbering many hundreds. All of these crusading warriors swear alleigance to their new master, adopting his badges and wearing his colours upon the special tabard which is worn over their armour.
Page 48
Its gameplay stuff yeah, bt this is probably I'm guessing where the unofficial 5 man "fire team" concept may have come from.In actual play, of course, these squads may be broken down into 'tactical' units of 5 models each.
Page 62
land speeder used by many groups, even and includeing Imperial commanders and civilian use back when.The Land Speeder is a patrol and light battlefield attack vehcile. It is used by the Imperial Army as well as by Marine Chapters. It is also a common civilian vehicle, and has found its way into the personal retinues of many Imperial commanders.
Page 62
Tarantula. Another bit of fluff that has survived, albeit changed, into modern times. Robot controlled, though the auto-aim and targeter insure it could operate independently.The 'Tarantula' mobile weapon paltform is a single robotic attack weapon. It combines a gravitic poweed base with twin las-cannon, each with its own auto-aim and targeter, allowing each cannon to be fired at a separate target within a 360 (degree) fire arc. It is controlled by a crewman who moves the tarantula from place to place and selects its targets..
Page 64
An Imperial army group with jump packs AND power armor. That would be incredibly rare back then, and probably virtually unheard of in recent times (save amongst officers or perhaps certain highly elite units. but mayb that would be just semi powered carapace.)Mayn tacticians feel it is a cmplete waste of time to equip the army with anything more compelx than a lasgun. AFter all, men can be replaced, and equipment is precious... too precious for grunts at any rate. Still, there are oddities and exceptions in every field. The Elite jump troopers of Army 61 provide an example: They are equipped with jump packs, powered armour and lasguns, a combination especially formulated for attacking defended installations.
Page 65
In 1st edition the White Scars assisted against Hive Fleet Behemoth. And peculiar to see the 'Nids regarded as "minions of Chaos" (although it could be argued they spread anarchy wherever they go.)The Chapter [White Scars] has been instrumental in achieving many improtant victories for the Imperium, not least of which was their part in the destruction of Tyrannid Hive-Fleet 'Behemoth' (745 of the current millenium) Strangely enough, this remains the Whitescars only action against these foul servants of Chaos.
Page 65
They have retained their mobility, but more on a ground/tactical level than in space. They also have a homeworld, but they may also have such a Battle barge/monastery, and that many ships (though it woudl be large for a Space Marine fleet.)The Chapter is a mobile one. Its headquarters is the vast space barge/monastery 'Conastantius', and the White Scars fleet numbers ove ra hundred craft. The majority of these re fully Warp capable and so the Chapter has an unusually high number of AStropaths and Navigators attached to it.
Page 65
Heh. Soul Drinkers. I think I like this version better than the Ben Counter one.One unit which is unique to the White Scars is the Soul Drinkers. This is a special Assault group of which all the members are veteran hand-to-hand combat specialists. The number of squads in the group varies but there is normally at least one available to the Commander. All of the Souldrinkers have Champion status and are armed with power swords and Refractor fields in addition to their powered armour.
..
The Souldrinkers have full Company status but rarely have more than 3 squads extant and do not have any higher officers. The squad leaders (Sergeants) report directly to the Lieutenant commander.
Page 65
"Cobra" jump pack squads. In 1st edition not every Assault squad had jump packs.The Chapter also has the capacity to field specially upgraded "Cobra" squads. These are equipped with jump packs so that they can deploy rapidly and remain highly mobile.
.
Each of the Chapter's companies is able to equip a portion of its men as a Cobra force. Companies 4 and 7 maintain a permanant list of 4 squads each for Cobra Squads...
PAge 69
The Grav ATtacks were equipped with multi lasers and bolters in a fixed mount (forward)Anotehr standard Imperial design, the Grav-Attack is the most common hover vehicle used by both Marine Chapters and the Imperial Army. It is solidly based on Eldar origin, although Imperial designs tend to be less streamlined. On worlds of suitable terrain, the Grav-Attack takes over the battlefield role normally performed by the stalwart Land Raider. Medical and Communications variants are included in most munitions stores, as well as troop carriers and assault versions.
The Eldarian Grav-Attack forms the grgreater part of most vehicles used by that racee. Most other races use them infrequently - when captured models are available.
The stat block lists a turret mounted multi laser and 2 bolt guns, the latter being fixed mount and forward firing. Also has auto-drive, auto-aim, targeter, and energy scanner. Part of me wonders if this was the "shampoo/deoderant bottle" attack ship of olden times,
Page 70
This makes me think Space Romans.The 13th/5th (The thirteent Imperial Army of the fifth quadrant) is commanded by the erudite Julius Hylgar of the Priesthood of Earth. Hylgar is a senior member of the Administratum and was assigned to military cooridnation duties at an early stage in his career. Having shown a high level of enthusiasm and dedication to this particular field of the administratum's work, he was soon appointed to the personal staff of the great General Marcus Aurelius.
Page 70
12 Army Brigades of 10 companies, all Garrisoning one system. In 1st ed: a company is 100 men, which means 1000 men per Brigade (which is rather small, since modern brigades can be between 5-10,000 men.) Depending on definition of "brigade" this could mean 12,000 to 120,000 troops for a single planet. If this were an "aveerage" garrison force, this would mean 1 million armies, and a total of 12-120 billion troops devoted to Garrison duty.Hylgar is assisted by a personal staff of over 100 -including members of the priesthood and other supernumeraries - and has direct control over the 12 army brigades which comrpise the 13th Army. Hylgar is also able to call on the servicees of a contingent of the Imperial Fleet, and has three Warp-capable craft for his private use.
The Hell-Raiser's 12 brigades are garrisoned in the Korlane system and Hylgar has his headquarters on the paradise planet of Durla V. The Garrisons are each led by a senior officer of the Imperial Army with the rank of Brigadier General, the highest non-Prieshood rank in the army. As is tradition, each Brigade is divided into 10 Companies, led by a captain.
Note acesss to a "Fleet conteingent" and three personal Warp capable ships (a million contingents and 3 million "private" warp capable ships as a total.)
Page 72
- many of the officers (Sergenat Magjors, lieutenants, captains, etc. have force fields (refractor or conversion fields, mesh armour, or mesh and flak armour combined, communicators, ifra-vision visors, and photocromatic contacts or visors. Even an Ogryn Veteran Sergant has flak/mesh armour, a photochromatic visor, communicator, laspistol, and a power glove. That must be a smart bugger.
Page 73 - squad arrangement: all flak armor and lasers. Sergeant has communicator and photochromatic visor.
- "striker squads" have flak and mesh, las guns, frag grenades. Also a heavy bolter heavy weapon with two suspensors and a targetr. Sergeant has communicator and bio-scanner.
Page 74
Guard Squads (Champion level) - all troopers have helmet with photochromatic visor, flak armor, bolt guns and frag/krak grenades. Additional mesh armor as well.
Sergeant has communicator. Other units have missile launchers with frag/crack missiles. Additional equipment is targeter snad suspensors for heavy weapons, the sErgeant has a bio and energy scanner.
Recon squad - again photochromatic visor in helmet, flak armour with cameleoline, and lasguns and blind grenades. 1 Trooper has plasma gun. Sergeant has bio scanner, energy scanner, and communicator. One extra communicator. Recon squad may also have jump packs.
Page 75 - Assault squads - Flak armor, mesh armour, laspistols. Sergeant also has communicator and power glove.
Page 75
-
Ogryn Power squds - 6 troopers with hand weapon and primitive armour, 1 sergeant with autog un and flak.
PAge 75
Implied here that flak is considered superior protection to plate and chain and hides, at least against most kinds of attacks.Ogryns are particularily slow-witted and the standard troopers cannot cope with even the simplest of Imperial technology. Because of this they are poorly armed and generally only wear the most primitive armour. They are rarely uniformed and the appearance of a suqad can be very varied - odd figures aving bits and pieces of primitive plate and chainmail mixed with furs and hides. The cumulative effect of this is to give the standard troopers a basic armour saving throw of six. Heroes are batter equipped and will usually have at least flak armour for protection. The standard Ogryn troopers carry only hand or hafted ewapons; their feeble brains being unable to cope with the intricacies of shooting guns.
Page 76
Multi lasers are standard armament, but they also carry multimeltas and lascannon. An early sort of Chimera, perhaps?Small tracked carriers are a feature of many armies across the galaxy. The carrier provides a convenient method of transporting large and unwieldy pieces of heavy weaponry into position on the battlefield with relative ease. The Imperial Army favors their use, as do Orks and pirate groups. The Marine Chapters tend not to employ them, ,preferring instead to reply on man-portable s upport weapons. The carrier is, quite simply, a heavy weapon mounted on a set of tracks, ,and is treated exactly as a small vehicle. The crew, which normally numbers two, sit on the tracked superstructure while it is moving, and may dismount when the main armament is firing.
..
Equipment space is limited, and is normally taken up by an Auto-drive facility and a Targeter for the gun, which is aimed and fired by the crew.
Page 76 - other vehicles in clude Black Shadow bikes with side car (multi melta) Hellfire class Land raiders, Imperial (Land) speeders, and the Rapiers.
PAge 77
Mole mortar. Described elsewhere.The mole mortar employs an inversed mortar launcher and special ammunition to launch a a subterranean shell or "tunnel torpedo" whch burrows its way underneath the battlefield. The mole mortar was actually developed to attack tunnelling vehicles,..
Page 77
As before, taratnulas are noted as being equipped with auto aim and two targeters. They can equip tow pair of any kind of heavy weapon.The Tarantula has three basic components, a mobile gravitic-powered base, a body including auto-aim and targeter systems, and armament. It is, in effect, a robotic weapon mount controlled by a crewman who can move the Trantula from place to place and select targets.
Page 78
"normal" duties of a Rogue Trader leaving the Imperium on a task/En, route, he has numerous minor duties to perform, including a policing visit to the rebelling Horne's World in teh Claw Nebula, and an investigation of the lost world of Diarack, inaccessible for nearly three generations because of Warpstroms. These have recently abated, and Astropathic studies have discenred a possibel navigation corridor; the Administratum are keen to establish the genetic purity of the world's population, and Borodin has authorisation to take any necessary action - potentially a dangerous and time-consuming task.
Page 85
In modern terms such an area would probably be termed" frontier" or "wilderness" space, although its unlikely that human habited worlds would be just ignored like that.The Nebula is not a hazardous itself, but since the systems within the Claw Nebula are "border" types, where the full weight of Imperial ifnluence is not often felt, it is the perfect breeding ground for rebellion and other criminal activity. The Imperium is in an almost permanant state of war with various Claw Nebula factions, including a string of minor Pirate nations.
..
Crangor has a reasonably wide range of troops and equipment at his disposal. This is partly luck, and partly because he has managed to extract an oath of fealty from a Squat Clan leader of the Kalak-Azrum system. This has provided him with access to a range of contraband Imperial equipment and a sizeable contingent of Squat warriors. The Clan leader;s third son is now Crangor's Bosun and the Squats are unswervingly loyal to both him and Crangor, een to the point of fighting alongside Eldar.
Also one of hte pirates managed to suborn Squats. Much like happened in the Space Marine novel. Squat pirates! And working with Eldar.
Page 90 - Eldar squads all have Mesh armour, refractor fields, laspistols, photochromatic visors, communicators and respirators. Some are armed with shuriken catapults some with flamers, or meltaguns, or missile laucners. They can also get flight packs., targeters, energy scanners, and bio scanners.
Page 93
FAbrication tech of a sort.The many monastery fortresses of the Legiones AStartes all have maintenance facilities that allow the creation of new armour camouflage shcemes and insignia designs. THese are controled by SID robots and operate automatically. Reprogramming is only required for occsaional standard uniform updates. Often, those who have failed the Marines' initiatino process stay on at the fortress (assuming they remain mentally and physically intact) to become artisans and adminsitrators working in just such fields.
Page 93
I'm not sure whether this means just the armor is vaporized, the part of it with the heraldry is, or the armor and the person.Sometimes, exquisitely detailed scrolls containing proverbs or evne portraits of the Emperor himself have been painted onto a uniform one week, only to be vapourised in battle the next.
Page 93
Personality changes are inflicted by chemical and hypnotic treatment, not much surprise there.But parade ground armour inevitably loses its layers of lacquer and paint. Not only does it become battle worn and weathered, but it is also subjected to the changing tastes of the trooper wearing it, as he becomes a different being, scarred by the horrors of conflict and moulded by the chemical and hypnotic treatment administred by members of the Apothecarion.
Page 101
More of Eldar pirates (who wont work with humans or Orks if they have a choice) and the Zoats who "fled" the Tyranids.Eldar pirates also make regular use of mercenaries, but since they feel a natural antipathy towards Orks, and find Humans irksome, their favoured choice are the massive Zoats. Mercanary groups of these weird creatures are very rare, however, and the few groups to be found within the Imperium are renegades from the Hive-Fleets of the dread Tyrannids. Either abandoned by, or escaped from their former masters, they have little choice but to fight fo rwhoever pays the best and complains least.
Page 102
Ornithopters. Assuming 32 km in 2-3 minutes is between 640 and 960 kph.The 'Thopter wa sa local model, ancient and noisy, the dull beat of its engines dwoning out any attempt at conversation.
..
"How far are we form the place?" he asked.
"About twenty miles. It's impassable overland of course, but only a few minutes in a 'thopter."
Page 106
Imperium salvaging alien tech for study. And an electrograft that baiscally gives photographic memory.Acquisitors can be found on many battlefields, salvaging and removing alien artifacts and items for later study, often under the guns of the enemy.
..
As a virtual Earth Native, the Adeptus Terra inducted him as soon as he left the training creche. His scientific aptitude was noted, and he was assigned to the Adpetus Mechanicus.
Erasmus has had his brain augmented by an electrograft, which gives him a complete memory of many of the technological items the Adeptus Mechanicus have studied. In turn this allows him to rapidly evaluate alien items on the battlefield, and reject those object swhich are of littel worth.
Page 107
Astartes weapons (eg bolters) have casings.Often he is so involved in noting that Space Marines fail to pick up spent (but nevertheless expensive to manufacture) cartridge cases that he doesn't relaise the enemy wants to kll him.
Page 108
Hive world assasins are considered a specialization, and teenage Assassins are rare.Most assassins are taken from feral worlds during infancy, but Jaku is something of a rarity. He is form a hive world, and was recruited at a very late age: 14. The reasons for these breaks with normal practice were simple: The assasins required an operative who was at home on hive worlds, to remove troublesome Imperial Governors.
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[/quote][/quote][Psi-Assasin]
A highly trained and dangerous assassin. Tarik enjoys nothing more than frying his victim's brains before finishing them off by more orthodox means. His abilities to cause fear, and even route whole units, make it a relatively easy task to neutralise any guards around his target.
Psychic assassins. The Assasinorum probably has them, and I bet they form their own temple. (something like the Culexus, but only the opposite.)
Edit: Though I only learned the detail later, I believe book of the Astronomican features one of those mentions of Ollianius Pius, who is of great importance to a certain Guard-loving subset of the fandom as I understand it. At least I remember a picture of him being on a flag and being a patron saint or something appeared. Whether this is THE FIRST reference or not, I have no freaking clue.