40K 1st/2nd edition misc analysis thread

SF: discuss futuristic sci-fi series, ideas, and crossovers.

Moderator: NecronLord

User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Kicking out another Rogue Trader update.


Page 97
They [support weapons] may be fired from silos many miles away, or from orbiting spacecraft or overflying aircraft. Some of the larger missiles can be launched from the edge of a solar system towards planets many millions of miles away.
Support weapons ranges. The larger ones (torpedo types?) implied to have ranges in the millions of miles, perhaps even multiple AU (edge of the solar system can be upwards of 30-50 AU away, depending on what one defines as the 'edge')




Page 97
A barrage bomb is a long range tactical missile designed to be used primarily against cities or emplacements.
...
A barrage bomb can be fitted with drives, enabling it to be launched from the edge of a solar system at a target on a distant planet. Before striking its target, the missile divides into 6 fragments.
Another 'edge of system' range weapon, and a MIRV as oppsoed to the 'bolter style' penetrate and detonate warheads. The implied accuracy is also pretty hilarious, given latter editions had it so ships had to get into low orbit to even have a chance of hitting stationary ground targets.





Page 97
Missiles are used to despatch this strange weapon. Each bomb contains special seeds, growth medium and nutrients: The plant that grows from this from thsi material is called bio-wire. Bio-wire grows almost instantly, it is extremely tough, regenerates very quickly, and its sharp thorns will penetrate most armour or lacerate exposed flesh. Rapid speed of growth allows the thick tendrils to move with animal precision, entangling and strangling living creatures. Once caught, acidic secretions will reduce a man-sized creature to bones inside a minute.
Nasty shit. Sounds like a tyranid weapon though.





Page 98
Disruptor beacon: These are missile launched devices. They serve a tactical role on the battlefield, making communication difficult. A disruptor beacon emits a constant signal that dampens all other radio signals..
EW device, basically. Implies vox back then was simply radio (and it may still be in some cases.)




Page 98
Holographic lasers, or skywriters, project words or pictures onto cloud cover that can be seen by anyone on table.

..

Sky-writers are designed to have a morale effect, reminding the enemy of past defeats, taunting individuals, or promising comfort and safety as a POW.
Interesting device. Homing beacons are mentioned and that is self explanatory. There is also a mine missile which acts to deploy micro-mines. There is also a scatter missile which drops grenades

Also the use of skywriting as a psychological weapon. And the fact the Imperium actually takes POWs :P




Page 98
In theory there is no reason why any of the grenade and missile types shouldn't be available in larger support veshions. It would be possible to manufacture a missile of any size: from a weapon little larger than a normal launcher shell, to one capable of wiping out a city, province, or continent.
This is interesting for the 'continent scale' destruction, and can apply to any kind of weapon - vortex, virus, toxin, or even plasma and melta or blast or radiation and the like. That would suggest gigaton to TT range in general, but we might estimate continent scale 'flesh boiling' missiles as well. Assuming a 1000 km diameter 'continent' and a 10 km height we get 750 Gigatons estimated, for example.




Page 98
"A plasma bomb is a large missile typically used by or against spacecraft. They are also used for planetary sieges. The missile energises at launch, converting intoa mass of seething plasma, each missile becomes a ball of boiling energy sufficient to melt a city-block. As it converts to palsma, the missile divids into 6 fragments. This enables the plasma to spread out and saturate its target. A target under plasma attack becomes a blazing inferno which only the very fortunate survive.
The support weapons. melt a 'city block' Assuming a 200x200 m block and only rock (ignoring any buildings) and a depth of 1 m we get around 186 TJ.

Which doesnt sound alot compared to some of my other calcs but..

a.) I believe I'm lowballing it like hell. We dont know the exact block sizes and while there are commonly accpeted definitions it's not definite. Some sources (like Ravenor, or Salamander) hint at km+ hive blocks, and we aren't factoring in anything on TOP of the block. Nor are we really acocunting for depth. Melting a crater in a block is 4.7 MT for example. And it doesn't account for materials.

b.) Not accounting for the stuff on top of the block. buildings and such, and the Imperium can build pretty tall (and strong) buildings (Again hundreds of m, or km, tall or wide or whatever)

c.) inefficiencies of course

d.) a plasma 'bomb' doesnt tell us the manner in which it is used. We know in alot of novels, for example, that plasma submunitions are used and sometimes even called bombs. These might be individual broadside missile warheads rahter than torpedoes as well.

Given what we learned already with 'missiles', and earlier about support weapons demolishing cities, its safe to say that this is very very conservative, despite what some critics migth say.

Also like plasma cannons it converts to plasma en route, suggsting its more a physical projectile.



Page 98
A plasma bomb can be fitted with drives enabling it to be launched from the edges of a solar system against a target on a distant planet - a powered missile of this kind is sometimes known as a plasma torpedo, or plasma lance.
Plasma 'torpedo' - agian 'edge of system' ranges suggesting multi-AU targeting.



Page 107
Landing pods can be launched towards their target form almost any distance, even from the very edge of a oslar system. THey have fuel enough to manoeuvre, but are poorly armed and armoured.
Landing pods also known as drop pods. In-system targeting ranges. Not unlike some missiles as we learn later. Again contrast this with the 'have to be in orbit' from later editions.




Page 114
Carapace armour comprises especailly thick plates of flexible plastic reinforced by synthetic fibre or ceramic.

..

The main advantage of this form of protection is that it is air-sealed, offering protection from gas wepaons when worn with a resperiator.
Carapace - not much different except for being innately air sealed and having plastic plates reinforced with ceramic or syntheetic fibres, where in latter sources its usually just one solid plate of ceramic or such.




Page 114
Against the weapons of the Warhamer 40,000 universe these [chainmail]offer only minimal protection...
Much as in 2nd edition and FFG material, primitive armours are shit against projectile and energy weapons



PAge 114
conversion field: This is an energy field and except when actually taking effect it is invisible. The field converts all energy into light...

...

A conversion field will also protect the wearer's eyes, so that no ille ffects are suffered from his own light blast. This counts as a photo-chromatic visor ot other blinding lights.
Conversion fields. We know that sunlight (as it strikes the earth) is 1.4 kw per square meter (or .14 watts per sqare cm) we could figure several kj from a conversion field to 'blind' at sunlight brightness at least. Several times that more if we account for all sides (omnidirectional blast, which is likely) So at least single/double digit kj for a conversion field to dissipate.



Page 114
This is an all enclosing field...

The field responds to any combat or shooting damage by activating a tiny warp-drive mechanism contained in a belt pouch.

..

A safety mechanism prevents the model transporting into a wall or other solid object.
Displacement fields.


Page 114
Flak: This is a common type of body armour. It is often worn by civilians with dangerous manual jobs. It has an outer layer of ablative material. If struck by energy weapons this will burn away thus dissipating most of the damaging heat. The middle layer comprises a honeycomb of interconnected air bubbles which absorb the neergy of a physical blow. The inner lining is a special, thick plastic. Under normal conditions this is fairly pliable, somewhat like canvas, but it responds to physical pressure by becoming hard and tough. It is very effective at stopping shots already slowed down by the outer layers.

..

Its main advantage is that it does not restrict movement at all.
Flak armour... also the 'ablative and impact absorbent' materials mentioned before, with the 'rigidity' stuff from the Munitorum manual and other sources, which is a tad more sophisticated. I imagine that working in tandem is a bit useful, as the ablative layer will trigger the 'explosive' effects of a lasweapon and both spread the energy over a larger area to the under layer as well as causing the stiffening to trigger. At least as long as the ablative layers last, that is. The stiffenign bit is what will also make it rather effective agianst gunfire, blast effects and fragmentation. The ablative probably helps against flamethrowers and incendiary effects.

It may or may not have the heat diffusing properties of mesh, but it wouldnt surprise me if it does. Incidentally there is something called shear thickening fluid that can imitate that rigidity effect, interestingly enough. Not sure if it could handle the thermal effects (for mesh at least) but some of the fringe tech carbon material shit like nanotubes might.

It is also quite flexible, which is a real advantage (although other sources like Necromunda suggest it is bulky.)




Page 115
Mesh armour is made from the same plastic material used in the lining of flak armour. This material is formed into very small shapes, usually hexagons or octagons about 2mm across. These are fastened together, or meshed, with further material to produce a flexible fabric. This gives the apperance of reptile scales, or old-fashioned mail armour.
Mesh armor. Sci fi chainmail probably. Given that its made form the same lining as flak (inner lining I am assuming) we might figure the heat-dissipating properties of mesh apply to the inner lining of flak (to a lesser degree) I assume that the mesh like nature and the shapes improve its protective properties without relying on the extra layers (better spreading/dissipation of energy) As I noted with flak this has some properties of 'shear thickening fluids' but could also have that energy effect.


Page 115
Powered armour consists of an all-enclosing protective suit, life supporrt system,a nd many technically advanced features. The natural weight and cumbersomeness of the armour is overcome by a system of electrically motivated fibre-bundles which replicate in every way the muscualr movements of the wearer.

..

Auto senses and communicator are included, ,together with respiraotrs which enable the suit to be used in any atmosphere or hard vaccuum. Controls are minimal, most of the suit functions are automatic. Control messages and hazard warnings can be given by the suit either audibly or visually, an the suit's built-in computer will respond to vocal commands.

..

Like carapace it is air-sealed.
Power armour properties.



Page 116
Refractor field: This is an all-enclosing energy field powered from a small pack. When it is turned on the wearer is surrounded by a hazy band of light. This gives away hidden troops in the same way as weapons fire. WEapon and hand to hand combat damage is partially refracted around the field, dampening its effects.
Refractor fields.. disispate energy over larger areas. Unlike latter editions, hand to hand damage is affected.



Page 116
Stasis fields: This is an all-enclosing enery field. It works on a similar principle to warp-drives as used on spacecraft.
Stasis tech is linked to the warp.



Page 116
Small robots are man-sized or smaller, medium ones between 2 and 4 metres tall, and large robots are taller than 4 metres.
Various kinds of robots, back before there were servitors and the Imperium had its own Butlerian Jihad.



Page 120

- Bionics I won't cover this in detail, except that bionic arms can give enhanced strength, bionic legs increased speed (or nastier kicks), bionic lungs can protect against hazardous gases or poisons (Acting as a respiroatr for 12 hours - allowing underwater or de-oxygenated atmsopheres for prolonged periods) Bionic eyes can act as a targeter, a bio scanner, or energy scanner. And bionic ears give enhanced hearing. Basically not a whole hell of alot different from augmetics as depicted in the RPGs and stuff.



Page 121
Auto-sense. These are a combination of different artificial sensory organs that relay information directly into the brain, bypassing the creature's own natural sensory organs altogether.

..

Autosense can be fitted into helmets, vehicles, or almost any item of equipment, and have safety mechanisms that prevent extremes of sensory stimulation. This means that weapons designed to blind (such as photon grenade) will have no effect. Auto-senses are not normally capable of infra-vision, but can be modified with suitable visors.
Autosenses.



PAge 121
Auto systems are simply robotic systems that negate the need for a human operator. They can be fitted to vehicles in the guise of auto-drive (repalcing the need for a driver) auto-aim (taking the place of a weapon crewman) and auto-fac (which operates all other facilities - radios, doors, etc.) Auto-systems can be fitted to any equipment, no matter how small or large. Automatic robotic defence guns featuring auto-aim are commonly used to defend all sorts of installations as well as public buildings, jails, etc.
Autosystems again. In latter editions they are machine spirits and are much more restricted than in earlier editions.



Page 121
A bio scanner detects living matter of any kind...

..

Readings will indicate abnormal concentrations of tissue, such as large creatures or close groups. The scanner can differentiate between animals and vegetation and can read through rock or metal up to 5 metres thick.
Bioscanners. Bakc then they didnt have the fancy names like auspex and stuff.



Page 121
A bombbot is a simple robot. It is desigend to move towards a target and explode.
..

Bombbots explode with the effect of any of the grenade type.
Robot bombs. I suspect they were resurrected as Cyclops demo vehicles in Forgeworld.



Page 121
There are several types of breathing apparatus allowing idnividuals to breathe alien amtospheres or harmful gasses. Most of the gases used as weapons are absorbed through tehs kin, and equipment of the type described here is not effective on its own. The exceptions are choke, knock-out and scare.
...

An artificial gill extracts oxygen from oxygenated water or gas, enabling a character to breathe underwater or in any polluted or poorly oxygenated enviroment - such as a fire. It is worn as a backpack...

...

Filters are inserted into the nostrils. They filter out harmful gases but do not enable a chracter to breathe underwater or in a vacuum.

...

Gills are an internal, bio-engineered implant that enable a character to breathe oxygenated water.

..

Masks are worn over the whole face and are conspicuous. THey function in the same way as filters.

..

Respirators have a supply of oxygen contained in a cannister. THe Character can breathe normally from one canister for up to 12 hours.
Various kinds of breathing/respirator devices. The Gill reminds me of shit we learn about in the FFG RPGs.




Page 121
Cameleoline is a substance that can be woven into the structure of most fabrics. It is unusual in that it offers chameloen-like protection - appearing to merge into the background. The material is fashioned into cloaks, coverings, ponchos and canpopies of all kinds.
Cameleoline. Unchnaged from early days to modern times.



Page 121
A communicator is a multipurpose radio transmitter and receiver. Most communication is achieved using pre-set channels, and communication is instantaneous. Channels can laso be 'closed' so that the signal can only be received on another communicator programmed with the pre-arranged descrambling code.

...

Maximum range is about 50 miles. High pwoered versions have longer range, but are larger and are carried as backpacks... additional 50 miles of range. Vehicle mounte units ... have planet-wide braodcast and reception capabilities, with a total range of about ten million miles - local conditions will usually moderate this maximum.
Comms change of course depending on era, author, etc. They actually got longer ranged in 2nd edition, though in latter stuff the ranges varied or went down (micro beads are from 1-10 km for example.)



Page 121
An energy-scanner detects energy emissions...

...

This will indicate the position of functioning equipment, vehicles, robots, weapons, etc. It will not detect ordinary life functions, but psychci activity will show up as an extremely high reading. Radiation sources will not show up as distinct from other emissions.
Energy scanners. Again pre-auspex.



Page 121
There are several different types of visor, chemcial and devicec that offer protection for the yes against photon weapons and such like.

...

Photochromatic visors fit onto all forms of headgear adn can be worn as goggles.
They darken almost instantly...

..
Photochromatic contacts are simple contact lenses that darken to protect the eyes against sudden light. THey are invisible undedr normal conditions..

...

Photochromatic drops are a chemical that is dropped into the eyes and which is normally transparent. THe chemical remains good for about 24 hours. Under a sudden light stimulus the chemical darkens dramatically.

...

Photochromatic injections are made into the eyes using a light-sensitive chemical. This cannot be deteted in any way and remains effective for about 28 days...
Photochromatic (flash protection) measures. Some still crop up even now.



Page 122
A flight pack is worn on the back. It can be controlled either by a manual control (which requires a free hand) or by direct mind-impulse link. The pack enables the wearer to fly , using a small thrust jet combined with suspensors.
Flight packs seem to have been lost and jump packs remain, although some jump packs have a limited hover/flight capability depending on the author.



PAge 122
[qutoe]Frenzon is the generic name given to a number of psychological control drugs that are available to high level officers of the Imperium. Comparable drugs may be availabe to other advancecd raecs too. A single does of one of the specific types can be used to induce a state of frenzy, confusion, fear, or hatred.

..

Frenzon drugs are favoured by some fighting units of the priesthood. They are administered by means of a device that resembles a wristwatch, but which actually contains a supply of frenzon drugs which are injected directly into the skin.
..

Frenzon is used extensively amongst the penal legions, army units consisting entirely of convicted criminals, debtors, liberals an dother social transgresors. In their case, however, the wrist despensers are permanantly fastened to their bodies and controlled by an officer veia a closed-channel communicator.[/quote]

Frenzon of course is still around. :P



Page 122
A gravity chute is a pack-sized suspensor that allows a character to float safely to the ground from any height. Such devicese can be used to drop troops onto a battlefield, either from a low flying aircraft or from the upper atmosphere.
Grav chutes still exist. Note the upper atmosphere deployemnt range.. that could imply 50 or more km away depending on how one defines 'upper' atmosphere. This owuld be akin to the altitudes from Dark Apostle, for example.




Page 122
Immune is a broad spectrum immunisation that offers some protection against virus attacks, as well as from general disease and ill health. A single dose remains effective for about 100 days.

...

...against disease, and, specifically, from a virus grenade/shgell/missile/or mine.
We never hear about this specifically again in other sources, although various novels (like the Ghosts, etc.) hint at it. And logically one expects the Guard and all starfarers get thse semi-regularly given the variety of worlds and dangers that must exist and be protected against, so I suspect they're fairly common.



PAge 122
Infravision. This is a form of enhanced vision - it enables creatures to see heat, and to see through most forms of soft cover as if it weren't there. This means that an enemy can often be targeted even if it is otherwise hiding. Infra-vision enables a creature to see in the dark as if it were normal daylight.

...

Infra-vision surgery is used to graft artificially cultured heat-sensitive itssue on or in the recipients eyes.

..

Infra-vision visors can be fitted to all forms of headgear (including those with auto-senses) or worn as goggles, giving full infra-vision to the wearer.

...

Infra-vision contact lenses are colourless and cannot nromally be seen. They are not totally effective, giving only a restricted (shorrt) range of vision...
Nowadays these are preysense devices. Although infravision from surgery has never been mentioned since to my knowledge (unless we count augmetic.)



Page 122
A jump pack permits a wearer to make a long, powered jump insted orf a normal move.

...

A trooper can jump into hand-to-hand combat if desired.

...

Grenades can be dropped at any point directly under the jump...
...

..reaching a maximum height suffiicent to clear linear obstacles, vehicles, and human-sized troops. Woods and single-storey buildings can be cleared...

..

Higher buildings can be jumped...
Jump pack capabilities.



PAge 123
A medi-pack is an automatic medic-machine capable of ministering to a wounded or disabled chracter. It is contained in a case about the size fo a portable typewriter.
Not all medipacks are machines, but its ben hinted some are (the Vostroyans are implied to have them in the models for 5th.)



Page 123
Parawings are sophisticated versionf of parachutes, with many of the handlign characteristics of hang-gliders. THey are used to drop from low-flying aircraft, enabling their pilots to glide into battle.
I think these might show up randomly, but under other names.



PAge 123
Phase field generator. This useful tool was originally developed for use in the mining industry, being another technical spin-off from the warp drives employed on spacecraft. THe machine projects a small area into warp space, and holds it there for a short period - possibly several minutes. Living creatures caught in the affected area will be killed. Solid objects literally disappear, opening up a gap or hoel through which troops can move. Once the machine has stabilised the field, creatures or objects can move into the affected area without being affected themselves. THe only problem with the dvice is that the material can only be held in warp space for a limited amount of time. The unpredictability of the machine is a major drawback -individuals caught in the area during a sudden and unexpected re-materialisation of the warped material are killed instantly.
Still exist, but rare or losttech in many respects. Alot of stuff in 1st edition either is no longer accessible to the Imperium (like shuriken weaponry) or is extremely rare (conversion beamers, vortex weapons, stasis weapons, phase field generators, etc.)



Page 123
Polymorphine is a shape altering chemical that breaks down a creature's natural muscle structure for a few minutes, allowing new features to be moulded either by hand, or by use of a former of some kind. It can only be used by individuals hwo have undergone sub-muscular surgery to loosen their muscular structure. Even so, special training is required, and no ordinary creature could benefit from the drug. Only the Assassins of Earth can really make use of it.
Polymorphine.


PAge 123
The porta rack is an essential tool fo the inquisitor - it is used for extracting the truth from recalcitrant subjects. It resembles a small black box, from which protrude many hundreds of fine wires. Placed against the skin these extend, delving deep within the subject's central nervous system, enabling the Inquisitor to control the individual's emotions and state of mind. With a little fine tuning, uncooperative individuals soon become compliant.
Don't show up as often, but have been mentioned occasionally (Inquisition war, etc.)



Page 124
A power canopy is a field generated screen that can be used to seeal off a vehicle from the atmosphere - especially open-topped vehicles.

...

the screen offers no protection for the vheicle from normal damage.
Basically a forcefield to provide cover. The Imperium rarely if ever has these, I think.


Page 124
Power field generator.

This is a dvice which creates a barrier of pure energy around itself. The resultant field can be of any size, depending on the amount of power fed into it. It is invisible, and takes the form of a spherical bubble centered on teh generator. Any object encountering the field will feel a slight shock; this is usually sufficient to discourage animals. Any object or creature trying to force a way through the shield will be stopped, ,whether originating from within or without the enclosed area. It is impossible to destroy a barrier except by overlaoding its power source. Power sources are graded acording to the radius of bubble they can maintain.

..

However, a bubble may be many miles in radius and encompass a considerable area.
These still exist in varying forms.



Page 124
A rad-suit is an all-enclosing sealed suit which will protect the wearer against all damage from radiation. It is very loose-fitting and can be worn over armour or other clothing.

..

SEaled suits are simply self-sustaining life support suits. They are usually flimsy and transparent, and always include respirators. Such a suit isolates the wearer frfrom all gases and harmful atmospheres. A sealed suit is very loose fitting and can be worn over armour and othr clothing.
Rad suits exist still in some manner. Frankly wearing it over armour seems risky (you'd want the armour protecting the suit, not the other way around!)


Page 124
A general purpose stimulant is a chemical that can be injected, ingested, or inhaled. It takes a whole turn to administer and will awaken an individual who is unconscious.

..

Stumm antidote protects the nervous system against confusing effects of stumm gas.
Stimms. Show up from time to time.




Page 124
Syn-skin is a spray-on second skin. It is airtight, watertight and proof against all gasses. Syn-skin can be used to seal a character's natuiral skin, ,covering mouth, eyes, eyes, etc, and will provide protetion against hard vaccuum or gas weapons. Syn skin feeds the body with oxygen for up to 12 hours, after which the user will collapse and die if the material is not removed.

..

Internally worn oxygen/carbon dioxide exhcangers can be inserted into the throat, and will keep a living creature alive foro a further 12 hours. Speech and hearing are afforded by a small communicator inserted into the throat and at the base of the ear.

..

As well as protecting the body against atmosphere, the syn-skin layer also feeds a booster cehmical that heightens the wearers senses, speeds his reactions and invigorates all of his physical functions. ...

..

Syn skin also protects the eyes completely against damage by blinding lights.
Spray on ASsassin synskin.


Page 124
suspensors re small anti-gravity generators, similar to those used in hover vehicles, flight packs, power boards, ,etc. They are quite small, usually no more than 10 cm across, and re usually round and flat like a yo-yo.

...

Each suspensor cancels out the equivalent to ten kilos. An item under s uspension will float freely, and will move around if pulled or pushed.
Suspensors are sitll around of course. MASS LIGHTENING.


PAge 124
Targeter: A targeting device enables a more acurate shot to be made...

These devices combine various optical and electronic sights, togehter with a guidance systme in the case of missiles.

..

Targeters are specific to weapons - a vehicle mounting a lascannon and a plasma gun can have a targeter for either or both, but they are not interchangable. A single targeter can be used if two or more of the same weapon are mounted to fire in unison.
Targeters are around and still more of a category of devices,



Page 125-128
Teleporters: A teleporter is a large piece of equipment and must be built into a spacecraft or building. It comprises a set of centrla controls and teleport chamber. Objects more than twicee man-height can never be teleported..

..

Teleporters will transport cargoes from s hip to ship, ,ship to planet, or vicee versa. They cannot be used to move objects from one part of a planet to another. Teleporrt beams can penetrate only a limited amount of solid matter (about 5 metres) but always travel in straight lines. This is why planet to planet transport is not possible- the curvature of the planet imposes a significant blockign thickness.

Up to six man-sized objects or creatures can be teleported from the teleport chamber at once. A teleporter will rarely place its carggo 100% accuratley, althoguh safety features do prevent materialisation inside another object.

...

Teleporting back into the chamber is similar. The teleporter must be locked on with a homing signal (A communicator iwll provide a source.)

..

The maximum range of a teleporter is 100 kilometres..
..

Note: - all teleporters are built so that a harmful weapon or creature teleported into the chamber can be safely dealt with, u sually stunned by a chemical dart or picked off by an auto-aim controlled laser. Grenades and other explosives (apart from vortex grenades) are supperssed by an automatic power field and will not harm the teleporter - although they will affect creatures in the same cargo.
Teleporters are rare and lost tech too. Its kinda funny though because even in second edition, BFG and such teleporters weren't really all that rare. It wasn't until later that only Space Marines and Inquisitors and 'special' sorts got access to Teleporters. Of course early teleporters mimicked the Star Trek versions (some sort of matter transfer beam) whilst latter teleporters were warp based like the Ork Shokk attack gun. Who knows maybe the two types still exist side by side!



Page 128
Tendril sensors are a special type of implant, similar to a bionic implant, but functioning in a radically different way to normal huhman senses. Each sensor is formed from a metallic trunk about half a metre long, 6 cm thick, and terminating in a bulb of metal.
...

all normal senses are destroyed, but the tendril sense allow the character to be aware of everything...

..

..no matter whether hidden or obscured by solid objects...

..

Radiation, heat, and all communication beams/waved can be perceived...

..

A psyker, or psychic forcec, can be detected by touch. Noises can be perceived..
I believe these are a kind of pre-mechadendrite mecahdendrite.



Page 130
The galaxy contains some four hundred thousand mililon stars of various types.
400 billion stars in the galaxy.



PAge 130
The very size of the galaxy means that, despite the use of faster-than light warp drives, most of it remains unknown.

...
New worlds are constantly being discovered and investigated, along with their attendtant civilisations, creatures and resources.
State of exploration in the galaxy.




Page 130
Warp space is the medium trhough which faster than light spacecraft travel between the stars. It is, in a sense, an alternate reality or parallel dimension in which the laws of time and space are diffrent from those of our own universe. Movement within warp space bears a distinct relationship to distance travelled in normal space, and this relationship can be manipulated to make faster than light travel possible. It is not stirctly true to say that distances in warp space are "shrunk" compared to those of normal space. A more accurate analogy would be to think of warp space as a dense fluid medium which is subject to constant movement, currents, undertows, etc. This is not perceptible in real space itself of course, because the fluidity is only relative to our own reality. A spacecraft can exploit this phenomenon by entering warp space, allowing itself to be shifted along by its natural flow, and then re-entering normal spacec a distancec away from the starting point. A metaphor commonly used to explain how warping works is that of the fast flowing stream. The stream represents warp space, moving rapidly along its motionless banks, representing real spacee. A leaf dropped into the water upstream will move along, ,floatin gon the surface of the water. The leaf does not move relative to the water, but is merely carried by it until it lodges at some poitn downstream from its orginal location. This is a useful metaphor as far as it goes, but it must be remembered warp space is far more complex in its movements than the linear stream, for it can move in all sorts of convoluted and bewildering patterns. Spacecraft are able to make corrective movements in warp space and can enter or leave warp space at a chosen moment. Even so, warp travel is never totally predictable, either in its duration or eventual destination.
The Warp and warp travel. Not terribly different from how its been depicted later on, really. The oceanic/fluidic metaphor is even extended to 'age of sail' type weather and navigation, up to even having 'warp weather' known as immeteorology :P



Page 131
A warp drive, or warp engine, is a device that enables a spacecraft to enter and leave the medium of warp space. Warp drives incorporate their own navigational units, able to briefly glimpse into warp space in order to observe its current movements. From these movements it is psosible to calculate a course, any corrective manoeuvres that may have to be made whilst in warp space, and the moment to return to real spacee. The distance travelled in t his way is called a jump and a jump may be of 1 to 4 light years depending on the conditions prevalent in warp space. Such a journey typically takes between 1 and 6 days of real space time, contracted into 1-4 hours of perceived time for the spacecraft. A spacecraft plunged into warp space at random will travel at 1-4 light years per hour of perceived time/3 hours of real space time. Whilst in warp space a craft is isolated from real space. However, psychics are able to maintain or establish telepathic contact if they are sufficiently strong, if they are human astropaths for example.

It is dangerous for spacecraft to leave warpspace close to the proximity of stars. The mass of a solar body possesses a comparable mass in warp space, and acts as an irresistible attractive force to bodies near it. This makes it almost impossible to leave or re-enter normal space within a solar system without being drawn inside the sun itself. Even with the utmost care, occasional acidents do happen, and this is one of the constant dangers of warp travel. THe usual practice is to aim on breaking warp space well outside a solar system and complete a journey using conventional space drives.
Warp drives. The 1-4 'short range' warp jumps still exist. In warp space this translates to between 2000 and 35,000c. In realspace the speeds are 60 to 1460c WE might treat the 'in warp' speed as the ideal - the more stable and reliable a route is the closert the ratio between warp and realspace would be, and get worse from there. (The "in realspace' days example might be one for a 'less stable' route or general travel. 1-4 LY/hr is treated as the speed is 8760-35,000c and 1/3 that for realspace. (close to 3000-12000c) This is for non-navigator warp jumps as well. This is much slower than 2nd edition or even Epic/Realms of Chaos implied (tens or hundreds of thousands of c or more from those sources.) although its quite consistent with the Space fleet stuff.

We also discover the dangers of warp entry/exit close to a star, which is something that has generally remained true throughout 40K's history barring certain exceptions, although other reasons (risk of contamination by ships and stars passing through warp rifts for example) have been introduced over time.

It is also possible for astropaths to maintain contact between ships in the warp and realspace if the distances are fairly short (a few LY) This probably forms the premise of things like astorpathic relays and such mentioned for navigational purposes in Battlefleet Gothic (and also is the main source of implication for how Astropaths or other psykers could navigate by homing in on these short range beacons.)





Page 131
A warp-gate is a point in real space which is linked to another point in real space by a tunnel through warp space. The tunnel somehow avoids the normal disturbances of warp space, allowing a journey to be made within a fixed time and in perfect safety. The existence of warp gates represents something of a mystery; are they a natural feature or artificial. If arrtificial, who or what craeted them and for what purpose. Some warp gates have certainly been artificially enhanced, beacuse their entrances are delineated by mechanical constructions whose exact function can be only guessed at. Other warp gates are mere black holes in space.

Warp gates occur in different sizes. They occur in the depths of space, at the boundaries of solar systems, within solar systems and even on planets. The largest are easily big enough to permit the passage of spacecraft, and are usually situated at the edge of a solar system, or amongst its outer planets. Other gates are only large enough to permit the passage of small vehicles, or perhaps human-sized creatures. These occur mostly on planet surfacecs and lead directl to other gates on the surfacees of other planets.

...

Planetary gates are often disguisd, or respond only ot electrical , pyschic, or other signals, whcihw ould seem to indicate a certain amount of intended secrecy on the partt of their builders.

..

Many gates appear to be defective, and can dump a ship randomly into warp space.

...

Warp gates have the disadvantage of being pre-determined, permitting travel only within a fixed lane. They are also quite slow, taking 2d4 hours of perceived time and 2d6 days of real time to traverse distances of up to 4 light years. Most warp gates appear to be within the reigon of 20-30 light years apart.
Warp gates.. sort of a pre-webway thing, but still existing (in different form, I think.) Implied speed in warp of 8000c to 17000c for a 4 LY distance. Faster if we go with the 20-30 LY apart speed. Speed in normal space 120-730c. Heck FFG's Deathwatch RPg is formed around the whole premise of some sort of long-ranged warp gate :P




Page 131
The term warp portal is often coined to differentiate these warp space/real space interfaces from warp gates. A warp portal is simply an entrance into, ,and exit from, warp space. It does not lead to a tunnel, and a spacecraft entering a portal is cast to the chance currents of warp space. With careful manoeuvring it may be possible to reenter normal space using the same portal from the other side.

..

Some aliens use warp portals to travel betwewen warp space to real space, specifically the creatures known as enslavers which live within warp space itself. Like warp gates, portals occur in all sizes and places and may appear on a planet's surface.
Basically its a naturally occuring version of what warp engines open up to access the immaterium. The fact aliens can use them can make them dangerous. The Tau are noted to have used wapr rifts (And gates) of this type to facilitate their navigation and I believe the development of their 'ether' drive capability, although with the advent of 6th some implications hold that the tau no longer have FTL (to which I say 'bullshit' lol)
User avatar
andrewgpaul
Jedi Council Member
Posts: 2270
Joined: 2002-12-30 08:04pm
Location: Glasgow, Scotland

Re: 40K 1st/2nd edition misc analysis thread

Post by andrewgpaul »

The teleporter thing was a bit inconsistent even in 1st edition. Not that they're rare, but that they're dangerous. The Realm of Chaos books suggested that the teleport beams took a shortcut through other dimensions (other other dimensions, not just the warp), but occasionally accidentally passed through the warp, leaving the teleportee open to possession by daemons. Later on, the first rules for the Shokk Attack Gun said that humans and Eldar (and presumably Squats and other abhumans) needed hefty shielding to prevent their nervous system from being shredded (hence why it became limited to Terminators only), while Orks, being made of sterner stuff, could wander in and out of the teleporter beams in their underpants with no ill-effects.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

andrewgpaul wrote:The teleporter thing was a bit inconsistent even in 1st edition. Not that they're rare, but that they're dangerous. The Realm of Chaos books suggested that the teleport beams took a shortcut through other dimensions (other other dimensions, not just the warp), but occasionally accidentally passed through the warp, leaving the teleportee open to possession by daemons. Later on, the first rules for the Shokk Attack Gun said that humans and Eldar (and presumably Squats and other abhumans) needed hefty shielding to prevent their nervous system from being shredded (hence why it became limited to Terminators only), while Orks, being made of sterner stuff, could wander in and out of the teleporter beams in their underpants with no ill-effects.
They couldn't seem to make up their minds about what teleporters are or how rare they were. the 2nd edition ones were much shorter range and line of sight (100km/low orbit and could be blocked by the horizon). The warp baesd teleporters were boht longer ranged and not bothered by matter (teleporting explosives inside a moon, as the Deathwtch did on Kryptmann's orders to divert a Hive Fleet) The funny thing is teleporters were still relatively common in Battlefleet Gothic's day.. it was only sometime later that they became rare and precious and Space MArine/AdMech only.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Next Rogue Trader update. Or rather, next to last.

PAge 131
.. humanity is undergoing a serious evolutionary change into a far more psychically capable race, and so the incidence of these powers is becoming increasingly common.
Humanity's future as a psychic race.. like most races (Eldar, Orks, etc.)

Page 132
Occasionally the normal current movements of warp space become amplified into raging storms of savage and destructive ferocity. Such storms may last for only a few moments, or they may last ofr many years. At best, ,a warp storm might throw a ship off course or delay it, at worst a warp storm can make warp travel impossible in some parts of the galaxy. Storms are constantly forming and dying down, at any time at least 10% of the galaxy's solar systems will be inacceessible because of storms. Half of these systems are cut off for less than a year, but many remain isolated for manyn years or even centuries. Indeed, some systems have always been isolated, and sho wno sign of becoming otherwise.
Warp storms. I'm not sure if the 10% of the galaxy bit still remains true. Long term storms seem comparatively rare (probably because they are harder to sustain unless you get activity going on within them, like the Eye of Terror.)

Page 132
Unlike the closely packed empires of other races, the Imperium is flung wide across the entire galaxy, its worlds are often hundreds if not thousands of light years distant.)
Difference between Imperium and other empires. Nowadays we get sectors (islands of planets) separated by vast distances, which seems to work better although lead to a bigger/more complex Imperium as well.

Page 132
Navigators are a sub-species of humanity some of whom resemble humans so closely that they are indistinguishable, others are so physically alien that the relationship is hardly apparent. All navigators are capable of entering a trance-like dream state which they are able to mentally steer a spacecraft through the medium of warp space.

Under the intuitive guidance of the navigator, ,a ship is able to traverse distances of tens of thousands of light years in a single jump. Perceived journey time is 1-4 days per thousand light years, equivalent to 1-6 months of real time. Even so, a journey from one edge of the glalaxy to the other would take between 85 and 510 months of real time. For these reasons worlds remain self-governming even within the Imperium.
Navigators and Navigator-piloted jumps. Note the tens of thousands of light year jump ability, we have that happen fairly often in novels. 1-4 days for 1000 LY is 91,000-365,000c in warp. Whilst in realspace it is 2000-12000c. THe journey across the galaxy takes 2800-17000c (although it assumes a straight line course, whichh is unlikely.) Note that ew could infer the 'perceived time' as something close to a upper limit for 'normal' travel - if the route is stable and the time dilation mininal, for eample, whereas the other end is perhaps the lower limit.


Page 132
In order to guide their spaceceraft through warp space, navigators require a signal to steer by; a sort of real space reference point which can be perceived from warpspace. As only psychic signals penetrate both real and warp space, this signal has to be a psychic one. Some psychics are capable of broadcasting a short range signal of this type (10 light years) but the principal signal is centered upon Earth and is called the AStronomican.

...

The range of the Astronomican is far greater than 10 light years although it is not infinite. Warp storm activity can also affect the total range. But about 50 thousand light years is the usual distance. As the galaxy has a diameter of about 85 thousand light years, with Earth approximately 30 thousand light years from the center of the galactic west, this means that the Astronomican does not cover the eastern fringe of the galaxy at all. The Astronomican marks the effective boundaries of human space: human groups existing beyond it are rare, isolated, and comprise an unknown quantity.
The need for psychic 'beacons' to navigate by. The Astronomican of ocurse is only the largest and most powerful signal, but others exist - astropaths can create short ranged beacons, genestealers create beacons for Tyranids, Ork WAAGGGHs can draw orks to a specific location, and Chaos Cult activity can draw renegades or daemons. And there are others. Battlefleet Gothic mentioned astropathic relays for this purpose, used to facilitate more reliable transit and trade, and we might infer that their lower limit on such range is 10 LY or so.

The Galaxy is alot smaller here too. Astropaths project a 10 LY radius beacon (singly), probably larger for groups. and the AStronomican is 50,000 Ly in diameter.

Page 132
To the ordinary humans of these times, the peasants in the fields and the warriors amongst the stars, scientific thought represents an abhorrent perversity; a corruption of honour and religious virtue. Even to those few humans who dela with the material of technology, the science and the magic have become largely inseparable; the warp engine must have runes upon its side, the laser gun requires the blessing of the Gods of Battle.

..

This is a universe in which the gods, mysticism, and magic are real.
The state of the 40K galaxy. Thematically not much different from nowadays, although as we always know the strength of this statement depends largely on the context.



PAge 133
He [GEoM] is no ordinary man - in many respects he is a god, and is worshipped as such by untold billions. Ultimately the Emperor has absolute power within the Imperium. However, the Imperium is so vast and the task of directing the fate of humanity such an important one, that running the day to day business of empire is as beneath the Emperor as is the fate of a single planet or a mere handful of billions of people.
Big E. Implies single planets of billions of people.



Page 133
The Adeptus Terra is commonly known as the priesthood, it comprises millions of devoted imperial servants, quasi-religious followers of the Emperor whose duty is to interpret and enforce the imperial will.
The Adpetus Terra.

Page 133
The Adeptus Custodes is the Emperor's inner guard, the members of which are priveleged in being permitted to serve upon the Emperor, attending to his needs, receiving and recording his directions.
The Custodes. Back then Big E was more talkative than he is in modern times. I have to say the idea that he was still giving orders in some fashion has a certain appeal to it.

Page 133
The Adeptus ARbites are commonly called the Judges. Judges form both a warrior elite and a law-enforcement body with pwoers over all planetary governments and local police forces. The Judges are the troops of the priesthood - the soldiers and police of the Adeptus Terra.
They were minions of the Adeptus Terra back then, rather than another branch serving alongside and enforcing Imperial laws and decisions.

Page 133
The Adeptus Astra Telepathica are commonly known as Astropaths, they are psychic servants of the Imperium, psykers who have undergone ritual soul-binding with the Emperor, the process that passes some of the Emperor's strength of will into his servant - thus protecting the servant from evil, psychically attuned enemies. Some, very few, Astropaths are judged strong enough to serve their Emperor without the soul-binding ritual - they are the lucky ones, for the ritual is agnosiing and results in blindness.
Astra Telepathica. Few astropaths can go without soul binding, although those are technically sanctioned psykers in more modern parlance. Of course back then everyone could be an astropath, even a Space Marine (and half elf, at that.)



PAge 133
Planetary administration lies in the hands of governors called Imperial Commanders- a title which corresponds roughly to the term 'Lord'. THE comander is appointed by the administratum to oversee a planet or, more rarely, a continent or a special project of some kind.

..

Although duty bound to the priesthood, the Commander is essentially an independent governor, and so long as his taxes come through, his quotas are met and his planet kept in order, he is free to run things in any manner he chooses. Commanders can recruit and maintain their own armies and inter-planetary fleets, ,and may even be permitted access to inter-stellar spacecraft.
Imperial commanders. Note the mention that Imperial commanders may sometimes have access to warp-capable craft of some kind, which echoes FFG material and other sources.



Page 134
The Imperial Army constitutes a reserve of garrison troops which can be moved into major conflicts where needed, but which is essentially an immobile defensive body. Army units are often allocated to Imperial Commanders for duties such as defending important installations. The Army has its own system of organisation, but Army commanders are ultimately responsible to the Adeptus Terra.
The Imperial army, of course, is the name for the Heresy era forces, while the Imperial Guard is the 'proper' name. They still serve a largely defensive, territory-taking role along with their specialists though.



Page 134
Practically all inter-stellar travel is administered through the priesthood, who sanction routine journeys and direct craft to suit their purposes. There are a few independent ships capable of inter-stellar flight but these are very rare indeed. The fleet moves cargo and personnel from system to system, according to the dictates of imperial need. The fleet also has routine duties to perform, such as patrolling frontier worlds and scouting for alien intrusion. In all, the fleet numbers many thousands of ships, and the Imperium has a considerable capacity to build and operate spacecraft.
Space travel in the Imperium.


Page 134
There are over one million worlds in the Imperium, all of which are inhabited by humans or human descended creatures such as beastmen and squats. The imperial administration may choose to consider these mutations as human or otherwise. In any case, they are all citizens of the Imperium - although citizenship confers no rights, only responsibilities.

...

For these reasons the Imperium includes a vast variety of cultural and technological levels.
Scope of the Imperium. Back then squats still existed too. :P

Page 134
Agricultural worlds are little more than farming planets on which a sizable part of the surface is given over to producing food for other, less fertile, worlds. They tend to be sparsely populated. The Imperial Commander of such a planet has the added responsibilities of protecting his harvests and meeting his quotas. Inter-commander rivalry often results in enemies attempting to destroy or steal crops or meat animals, often blaming raids on pirates or bandits. Such petty rivalries are of no concern to the Adeptus TErra - who only demand that quoats are met and conflict contained.
Agri-worlds. Note the mention of inter-commander conflicts being ignored so long as tithing is met.


Page 134
Civilised worlds are by far the most common of all the types of settlement in the Imperium. The people inhabit urban centres supplied by the planet's own natural resources and agriculture. These worlds are self-sufficient, and have reasonable, but not excessive, populations. Their social and technological base varies from world to world, although access to fully-developed technology is usually possible. Although these planets are civilised - in that their inhabitants live in cities- the humans that inhabit them are as bound by superstition, mysticism, and barbarism as are manyn others in the Imperium. In teh cities, sophisticated urbanites pray to the same gods and incant the same rituals as dull peasants in isolated villages. For urban warriors and technological barbarians, rationality and science are as abhorrent as to the most hide-bound rural farmer.
Civilised worlds. One of the broadest, most complex, and numerous 'types' of worlds in the Imperium. Probably making up the majority by this definition.

Page 134
Death Wrolds are planets on which the native flora and fauna have evollved into naturally aggressive and dangerous forms. These eco-systems are finely balanced between continual destruction and lightning-fast reproduction. Humans can, and do, live on these worlds, but it is a never-ending struggle. On many death worlds it is as if the entire bio-mass of the planet were consciously motivated agianst human settlement - concentrating forces against intruders to destroy them. Death Worlds are not usually inhabited unless there is some good reason to do so - such as outstanding mineral wealth.
Death worlds. Like Catachan.


Page 134
Feral planets are worlds which have reverted to savagery, eithr because of neglect, a naturally inadequate eco-system, or long isolation. Human groups roam the surface as wandering hunters, using primitive tools and weapons - these people have a barbaric and aggressive view of life that makes them ideal material for the Legiones Astartes. Imperial commanders on such worlds tend to live as isolated "gods", perhpas in a single civilised city inhabited by outsiders, mostly military staff and their families. Apart from recruiting for the Space Marines, and keeping a check on emerging psykers, the Commander will usually leave his subjects alone.
Feral worlds.

Page 134
Hive Worlds are distinguished by vast, continent-spanning cities, often built high into the sky and deep below the ground. Their populations are enormous, and almost all food needs to be imported. a hive world rendered termporarily inaccessible through warp space will suffer a devastating famine within a very short space of time. It will become a vast catacomb of lunatics driven to excesses of anarchic, urban savagery by starvation and claustrophobia. Hive worlds are dangerous, being too large to monitor safely, and their citizens are typically unbalanced, if not utterly crazed. It has been known for the Adeptus Arbites to cull these planets in order to bring their populations down to manageable levels.
Hive worlds defined.. and the origin of continent-sized cities and the more general 'necromunda' type setup, methinks.

PAge 134
Industrial Worlds are given over to industrial procecsses such as manufacturing and mining. They are only sparsely populated, as most work is carried out by machinery and robots. Most industrial worlds are developed only for mining and, even then, a planet must be extrmeely mineral rich if the effort is to be justified. Normally, manufacturing of goods takes place on ordinary, inhabited planets because the costs and hazards of inter-stellar flight are considerable.
Industrial worlds. What existed before Forge Worlds were made. Also indicates that due to the unpredictable nature of warp travel there is a fair degree of self-sufficiency amongst all worlds, at least for basics.


Page 134
Medieval worlds are feral planets in which a level of medival technology has been reached, and the culture has stabilisesd. Imperial Commanders of such worlds will often stand aside from their subjects, ,and may even remain aloof in orbital space-stations or on a nearby moon. Medieval worlds are self-sufficient, but are of little use to the Imperium. The true position of their place in the universe may constitute something of a culture-shock to the inhabitants, a factor which makes them poor material for imperial service - although selective recruitment into the Space Marines is possible. Control of psykers has to be maintained - but this can be achieved in a clandestine manner;l by infiltrating religiosu and social bodies, or by more blatant means such as kidnapping and assassination
Medievel worlds. Treated not much differently from Feral worlds and their purposes remain largely the same.


Page 134
Paradise planets are worlds of outstanding natural beauty and abundance. Rather than devleop all of these planets, some are retained in an almost completely natural state and used as recreational bases for Imperial servants. On such planets, warriors may train their minds and bodies for war, studying arcane battle-philosophy and practicing martial arts.
Paradise worlds are still places asking for trouble, although its interesting that some are actually some sort of zen military type worlds.


PAge 135
Research stations are recently inhabited, often newly accessible planets in the process of being assessed for development and full settlement. To this end, they initially become research stations, small farming centres, experimental settlements, test mines, etc. Mostly they are just wilderness - a whole planet awaiting exploration.
Research stations. More like colonies or outposts as a prelude to actual settlement. I doubt they count in the 'offiicial' tally, else you'd think the 'million worl'd figure would change more (as colonies/stations failed or died off, or succeeded and new ones were started.)

Also note that the existence of stations dedicated to research implies they actually... do research. How the superstition is meant ot fit in is anyone's guess.


Page 135
At last, over ten thousand years ago he began his struggle, for he knew that humantiy was on the verge of a revolution, a genetic revolution that would create a new psychically aware race, a race of which he was the first and most powerful.. Without his guidance he realised the emerging race of psychics would fall prey to the dangers he had alreay faced, teh perils of entitites that fed upon psychic energy, or who used that energy for their own horrific purposes.
The Emperor's self-appointed task.


PAge 135
The mass of this machine [Golden Throne] is contained within the Imperial Palace; room upon room of twisted technology, pulsing with a life and will of its own - living, ,breathing, reproducing and wirthing like a giant, mindless organism.
The golden throne. The 'living/breathing' aspect is interesting since it would echo some idea that its based on necron technology in modern times (reproducing)



Page 135-138
To this end the Emperor maintains strict control over the development of humanity and contributes directly to its survival by utilising his powers. He plays a vital role in space travel within the Imperium. In order to steer a craft over great distances, a human navigator uses a mental homing signal, a sort of psychci beacon to guide him through warp space. To provide a mental signal throughout human controlled space would not be possible to any ordinary psyker.

...

Even so, the strain of transmitting a continuous signal would prove far too strenuous, ,and he merely concentrates his powers on directing a signal craeted by othrs. These are the imperial sevants known as the Adeptus AStronomica, psykers whose bodies and souls are leeched of energy. This energy is projected by the midn of the Emperor in the form of the psychic beacon known as the AStronomican. The sheer quantity of mental energy is vast, and only the mind of the Emperor is sufficient to handle so much raw power.
The Emperor in the 'current' era Imperium of 1st edition 40K, including the astronomican. Again it implies he's awake, aware, and actively dealing with things within the Imperium.



Page 138
For the Emperor the only viable sustenance is human life-force - soul - and he has a great and insatiable appetite. Nor will just any human suffice for this purpose, for the soul donor must be a very special person in their own right, someone with psychic powers.

..
Given up to the weird machinery that surrounds the Master of Mankind, their souls will be gradually leeched from their bodies to feed the Emperor's spirit. Hundreds must die in this way every day if the Emperor, the Imperium and humanity are to survive.
The sacrifices to the Emperor. Hundreds a day really aren't that much. Even assuming 1000 we're talking hundreds of thousands of psykers annually, a small number compared to the probable cullings from a million worlds.



Page 138
(Human) Personalities have a basic 5% chance of having psychic abilities. This applies generally to all human personalities, with a few exceptions as noted in the descriptions of each human type.
Posibilities of warp capability. This is actually higher than other sources suggest,s so this might actually be considered gameplay.



Page 139
A continuous rota ensures that there are always several hundred of these select warriors [Custodes] active within the palace, as well as a small elite of guardians who never leave the Emperor's side. Their uniforms are traditonal but effective, leather breeches and boots with a long black cloak over naked torso. Their helmets are ancient works of art; all-enclosing and tall they impart a threatening, impersonal appearance as well as providign a battery of protective equipment and communicators. The weapons carried by these guards look very much like spears or spearguns, ,baut are in fact lasers built to resemble the tradtiional and symbolic guardian spear which appears on their banners, badges, and other regalia.
The custodes in 1st edition. They still had lazers.



Page 139
There is still an important role for a universal law-enforcing agency, and the Judges fill that role ruthlessly. Their duties usualyl fall between those of the Assassins, who may be obliged to deal with a single troublemaker, and the Army, which would be called in to wage outright war.


...

Their uniforms are basically black leather breeches and jacket, ,with extra padding at the elbows, knees and shoulders - this elps to emphasize their already considerable bulk. Heavy gloves and boots protect the hands and feet, whilst the head is encased within a simplified and practical version of the helmet worn by the aDeptus Custodes. The uniform conceals an undervesh or mesh armour, although some judges may wear carapace or even powered armour instead.
The arbites. Much different from their future iterations (lasguns instead of shotguns, and no carapace in sight. Highway patrol with lazors)



Page 139
The organisation comprises an administrative elite and a vast pool of young trainees who will one day join the ten-thousand strong corps that actually powers the Astronomican. Trainees are taught how to release their psychic potential by mental exercise, a process which takes but a few months.

...

Few last more than two or three months in this state, up to 100 individuals die every day in the great spherical chamber where they sit, fastened into their chairs,a rranged in circular tier upon tier, physically inert, their life forces eing slowly drained by weird apparatus at the focal centre of the spherical hall.
Astronomican and its consumption rate and arrangement. Also training time of 'recruits'


Page 142
Although most mutations are harmless, if the race is to develop into the new, psychically aware creatures envisioned by the Emperor, other sinister and potentially dangerous mutations must be destroyed. Mutations which affect psykers can produce creatures almost as great a threat as some of the psyhcically attuned aliens.
mutation and the evoluation of human psykers.


Page 146
Psykers represent humanity's future, the ideal creature into which mankind will evolve, a more powerful, more intelligent, and more capable life form.
Much less grimdark than later 40K, at least in this regard.


Page 146
The Adeptus Mechanicus is the guardian body of Earth's ancient technological past. Its ranks comrpise thousands of servants, researchers and technicains entrusted with knowledge of the commonly feared 'old science'. Whilst the more senior ranks are permitted to experiment and revise their inheritance, the mundane task of conducting those routine functions which uccessfuly maintain the satus quo are the preserve of the Technomats. Technomats do not require any special training because all their knowledge is implanted direclty onto their cerebellum by means of a conductive mesh called an electrograft. The electrograft completely changes the recipient's personality and memory. This has the effect of enforcing the Technomat's loyalty as well as 'progrgamming' the servant with selected information. Unfortunately, the electrografts tend to degenrate in time, causing memory loss, personality disorders and even mental breakdown.
The AdMech. Technomats seem to be pre-Servitors, but they could still exist. Also the AdMech was alot less grimdark back then, since they still mention doing research and science and experimenting at least among the upper levels. This is actually how I tend to picture the AdMech working - 'research' and actual science is left to the 'elites' who must know better, while the lesser orders are denied such activities (for their own good, but also to enforce the status quo.) and do all the grunt work.



Page 147
However, over 90% of the psykers in Imperial service are members of the Adeptus Astra Telepathica, known commonly as Astropaths.
This suggests 1 in 10 of the psykers who aren't sacrificed are AStropaths.




Page 147
An Astorpath is an astro-telepath, an individual capable of communicating with others of his kind over vast interstellar distances. In the Age of Imperium, where worlds are light-years apart, this is the only practical means of communication. For this reason the network fo Astropaths is very important to the Imperium, and every spacecraft, research station, outpost, etc. has its own Astropath. Even small planets need hundreds of these useful servants, while large worlds may have thousands and Earth itself is home to tens of thousands.
Astrotelepaths. Hundreds to thousands of astropaths per world means hundreds of millions or even billions must exist every generation or several generations. This means in turn there are tens or hundreds of millions of 'other' Psykers easily. Given the one per one million ratio for psyker to normal humans, this also implies at least hundreds of trillions to quadrillions of normal humans in the Imperium (hundreds of millions to billions average per each million planet.)



Page 147
It takes place in the great palace, where the psykers are led before the Emperor one hundreds at a time. Knelt before the Emperor they must endure several hours of agony whilst the Emperor uses his powers to reshape their minds - imingling a little of his immeasurable power with their own.
I've commented on this before but, if he only does them 100 at a time over several hours.. you'd only get a few million astropaths bound every generation.



Page 148

AStropaths are blind but have a form of near-sense which allows them to sense normally visible objects within 20 metres.
Astropathic senses - psychic sensors.



PAge 148
Astrotelepathy: This is an extremely long-range telepathy that permits Astropaths to receive and transmit messages over distances up to 50 thousand light years. THe message must be brief, taking a single turn to transmit and receive, being no longer than 10 words. The use of this ability is successful only 50% of the time. Messages are often distorted or lost.
brief, 10 word messages take 1 turn to cover 50K LY. Even if a turn takes an hour (And is more probably minutes or even seconds) we're talking many hundreds of millions of c at least, and billions of c or more if faster. OF course thats a brief message too soo.. We might infer from this that the reliability and speed of astropathic communication depends as much on the size/complexity of the message as it does on other factors.



Page 148
This ability allows the Astropath to locate the position of any warp gate/portal within 10 light years. Within warp space this ability can be used to locate warp portals through to real space 10% of the time. Otherwise the ability is always successful, assuming a gate/portal is present.
Warp gate scanning ability.



PAge 148
Psychic Beacon: An Astropath with this ability is able to broadcast a psychic beacon similar to the Astronomican but far less powerful. The range of the signal is a 10 light year radius around the position of the Astropath. Within this sphere of space a Navigator can guide a ship even without access to the Astronomican, beyond the galaxy for example. The ability cannot be used form inside warp space, so an Astropath on board a spacecraft is unable to provide a signal (although if two ships were making alternate jumps it would be possible for each to derive coordinates from the other.)
Psychic beacons. This probably is what astropathic relays/beacons between systems are meant to do. Given the ability of AStrotelepaths to 'locate' others of their kind and send message,s this could imply astropaths could be used to navigate at least short distances.




Page 148
This ability allows an Astropath to place a psychic homer into the mind of a member of a spacecraft crew. It doesn't matter which crewman is affected, the victim wouldn't even be aware of his predicament. The homer can only be placed from a short distance away (up to 1000 kilometres in clear space, but as little as 10 kilometres in a busy spaceport.) Once placed the homer lasts for D6+4 days and its signal can be detected within 1000 kilometres by the Astropath. If during this time the ship makes a warp jump the Astropath will be able to sense its destination. OF cource, to successfuly trail a ship through warp space the trailing craft must remain within 1000 kilometres in real space, otheriwse the singla will be too weak to follow.
Psychic homing device. Saw this done in Draco/Inquisitor.



Page 150
The origin of Navigators goes back ot the Dark Age of Technology, to a time of genetic experimentation when many kinds of mutants were engineered to fufill roles envisaged by their creators. Whether navigators were created deliberately or by accident matters little in the Age of the Imperium, they are a fact of life and an important resource.
Navigators again.



Page 153
Young recruits are subjected to many hours of intensive training and indoctrination, leading to physical and mental changes. Their bodies are toughened by bio-chem, and their resolve is hardened by psycho-surgey. A special black plastic carapace is merged with their natural flesh, forming a sort of identity tag as well as permanant protection.
Space Marine training. alot less ritualized/more simplified than in latter editions (no geneseed/implants.) These sound alot more like the gland warrior/lostock regiment types rather than the Spartan-esque SUPAAR SOLDIERS we have come to know.

also black carapace as a form of body armor.



PAge 156
A typical Marine squad comprises a sergeant, two special weapons Marines and 7 others (total 10). The Sergeant and ordinary Marines are equipped with a kinfe, a bolt pistol, and a bolt gun. The two special weapons marines have no bolt gun but instead substitute a flamer (or graviton gun for one, and missile launcher (or beamer or heavy bolter) for the other. All are equipped with powered armour, including built in commuincator and auto-senses.
Marine squad.



Page 156
Two suspensors are usually carried to negate the move penalty associated with the medi-pack.
suspensors and medi packs. Must be big and damn heavy.



PAge 156
Communications personnel carry the same equipment as the ordinary marines plus energy-scanner, bio-scanner, infra-vision visor (which operates through the normal helmet auto-senses) and a high powered communicator with a range of 320 kilometers..
Communications personnel equipment. Space Marines were quite tricked out back then :P



Page 156
Each Chapter has its own distinctive variation of the basic Marine powered armour. Armour is fabricated by the Chapter's own weapon-smiths, who are not above embellishment and improvisation.
Marine power armor.



Page 157
Auto-senses and communicator are built into the standard armour and helmet, and the complete suit includes respirators and is proof against poisonous atmospheres and gas weapons.
..
Other equipment can be distributed amongst the troops, but small hand-held devices, such as bio-scanners, are typically retained by the Sergeant.
Features of power armour. Again, fancy.



Page 157
The basic 10 man squad is the main element in any battle, but can prove unwieldy in small skirmishes. In these situations it is usual for the unit to split into two grgoups of 5 - often before the actual fighting starts. Each 5 man group can be regarded as a separate unit, and each can be further split if desired.
Squads can break up into units/fireteams. Probably creates some precedence for this idea popping up into the novels.



PAge 160
Ammunition is stored in four separate magaiznes, each wrapped in an individual stasis field and protected by seven layers of laminated armour. Even if an accident were to destroy one magazine the damage would be contained.
Ammo protection emasures. Stasis fields seem useful in that regard :P


PAge 161
the fortress-monastery derives its power from the deep layers of Lucan itself. Four huge crystal-piles penetrate many miles into the planet's core, converting subterranean heat to conventional energy via a phased crystal interface.
Fortress monastery, powered by geothermal and magic crystals. Back in 1st edition Space Wolves came from Lucan rather than Fenris :P



PAge 161
The base is protected by a formidable array of defence lasers mounted in armoured turrets. Thirty two lasers remain permanantly on line. The remaining eighty eight weapons may be borught ot a state of readiness within four days.

..

- the base perimeter is protected by an auto system controlling three hundred and seventeen separate weapon turrets. Each turret houses four laser cannon and a missile launcher.

...

The main punch of the Space Wolve's ground-to space defence system is housed in a complex of missile silos situated behind the perimeter of the base itself. There are over four hundred silos like this scattered over the surface of Lucan.
Space wolves fortress monastery. Nothing compared to the Fang. Note the defence lasers presumably would be powered by geothermal here.



Page 162
The army is the backbone of imperial might, numbering millions of fighting warriors. Unlike the Marines, these warriors are recruited on human worlds by draft. The draft, administered by the priesthood, is a hated and feared institution. Almost anyone outside of the Imperial administration may find themselves drafted into the army. Service is always for life, often in some far-flung corner of the galaxy. The role of the army is to garrison human worlds, and to form the main fighting force in prolonged conflicts.
The Imperial army. Pre Guard IG. In some ways more grimdark (draft/conscription rather than allowing for recruitment/volunteering), and in others less (primarily a Garrison force or to pad out military forces in offensive roles.)



Page 162
Warriors are organised into squads of 10 men including a special weapon trooper and Sergeant. 10 such squads comprise a company led by a Captain. Any number of companies can be combined to make an army, approximately 100 being average (10,000 troops.) Ancillary non-combatant staff are integral to each company, and each army has its complement of coordinating non-combatant staff.

..

The Army Leader would usually be an Imperial Commander and he and his personal staff would usually be appoitned from the ranks of the priesthood.

...

Non-combatant staff include a number of Astropaths, maintenance crews, and such like, but no spacecraft crews. ARmies never have their own inter-stellar spaceships (unlike Marines) and rely totally on the fleet for transport.
Imperial army troops.. regimental organisation was much simpler back then, and had alot more integrated shit (support and such) within the regiment. Army Leaders are implied to be Peers of the Imperium alongside an Imperail commander (or an actual Imperial commander) - this is also before the IG/PDF divisions too.



PAge 164
Where grenades are carried it is assumed each trooper has sufficient of the type indicated to last the entire battle - grenades are quite small and dozens could be carried effortlessly.
Note this is also applied to the Astartes back then, the so called 'micro grenades' we see in Space Wolf and such. The funny thing here is that if the grenades are comparable to a modenr hand grenade but smaller so they could carry dozens (even if we assume 4-6 modern grenades carried per trooper, that would imply Imperial explosives were 4-6x better, allowing for much smaller/compact grenades.




Page 164
Lasguns are favoured by the army because they are simple to maintain, operate and produce. Imperial Commanders can, and do, keep varied stocks of weapons for special use as the occasion demands. Ordinarily, however, a trooper will carry a lasgun and a short-sword or knife. Laspistols are considered to be officer's weapons, and are employed by Sergeants and Captains.

Special equipment is distributed evenly throughout the squads, each squad usually employing a single special weapon - either a basic or a heavy weapon. On occasions special weapons squads can be improvised, or even special weapon companies, although these instances would be rare.

Flak armour is standard. A helmet may be worn, or a hood, although often head protection is altogether absent. Eye protection and breathing devices are not carried as standard. Communicators are carried by Sergeants and high ranking officers, but not by the rank and file.
The trusty lasgun/flak combo of the troops and did not always get helmets, eyegear or breathing devices. Communicators are with sergeants and officers, but not the line troops. On the other hand armament is considered more diversified potentially.



Page 164
Armies have their own armourers, weapon-smiths and technicians. (Drawn from te ranks of the priesthood). These individuals do not manufacture all equipment by any means, most being obtained from planet-based suppliers, but their personal vagaries and preferences do shape the overall appearance of the army. Equipment is individualised by its users to some extent..
'lay technicians' in modern terms, but they might also include techpriests. Again no STC 'everything is sacred don't dare change it' crap.



Page 166
Military service as a warrior of the Imperium is a common sentence for minor criminals. Their offenses might include filling out tax returns incorrectly (willful fraud, however, is a capital offence.) overdue library books, failure to maintain drains, littering, , etc.
Prisoner conscripts. Note the 'overdue library books', implying there were actually libraries (such was implied in some of the early epic stuff when describing Imperial cities and their terrain).



PAge 166
The army is ready to modify its approach depending on the calibre of the opposition, the enviroment, and the nature of the equipment they have at their disposal. On the whole they prefer a more cautious approach than the elite Marines, being less ready to lay down their lives for a cause they probably don't understand and would care little about if they did. Aliens are a different matter. With typical human bigotry and xenophobic blood-lust, the army can be relied upon to vigorously attack and destroy alien life forms.

..

A cautious advance into close range is preferred, but hand-to-hand combat is generally avoided.
Army vs Space MArines. They don't like close range engagements basically, despite the emphasis on sieg ewarfare, mass casualties, and bayonet charges.
Again this was considerably less grimdark and horrible than latter implications (eg bayonet charges are to be avoided. LOL)



Page 166
Licensed and equipped by the priesthood, the Rogue Trader is free to explore the far regions of the galaxy, the areas where the Astronomican does not reach, and those areas within its range as yet unvisited. Rogue Traders have even attempted to cross the voids of inter-galactic space, but over such distances even the astropaths powers of communication are useless, and whether such missions have succeeded is unknown.
Rogue traders and inter-galacitc travel. Astropaths are useless. No idea if such ventures worked.



PAge 166
..the Rogue TRader must decide how to react to alien cultures, new discoveries and threats. IF he judges a race to be potentially dangerous he may attempt to destroy it, or gather as much information about it as he can so that others may do so. If he decides a race may be of use to humanity he may attempt to make contact and establish relations. If merely technologically or minerally rich, a planet may be plundered..
Duties of a Rogue Trader. Note that for Rogue Trader's its possible to have negotiations and trade with aliens more freely than with later editions (at least in the codex fluff.)



Page 166
His total responsibility may extend to a dozen spacecraft, often huge lumbering cargo vessels crammed with a small army, a full crew of technicians and volunteer settlers to establish colonies on new worlds. Most important, however, are the fighting troops, for it is they who will have to deal with any potential threat.
Scope of a Rogue Trader's forces.



PAge 166
Rogue Traders are individuals who have reached a position of power within the Imperial hierarchy. They come from the ranks of the Adeptus Terra, the Inquisition, army or fleet- a few are influential civilians, amongst whom the navigator families are the most famous.
origins of Rogue traders. You could have Rogue Trader Navigators, Navy/ARmy people, or evne Inquisitor rogue traders. Talk about over the top :P




PAge 166
In battle a Rogue Trader would typically appear in powered armour and some sort of armour energy field.
Rogue trader armour. Seems to hearken back to the Hoare novels and shit. Powered armor AND a shield is pretty over the top.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

The last Rogue Trader update:

Page 170
...bringing wayward planets back into the Imperial fold can be achieved in many ways. Outright war is one (much favoured) method, , extermination is another. At the other end of the scale it may sometimes be beneficial to court a governor by diplomatic means, perhaps supportt his rivals or infiltrate anti-government, pro-Imperial organisations. If a planet can be restored to the Imperium by clever diplomacy an expensive, troublesome and destructive war will be avoided. Imperial agents are fully versed in all the tricks of diplomacy, including clandestine ones such as bribery, popular agitation, economic sabotage, terrorism, torture, murder and assassination.

The Assasin is one of the most useful of these diplomatic agents.
Measures for dealing with Rebels and HEretics. Not everyone favors the blunt, direct (and destructive) approach.

Page 170
ASsassins are recruited frrom the feral worlds as infants and undergo ten years extensive training at the School of ASsassins on Eartth, from then on they continue to live at and operate from the secret headquarters of the ASsassins said to lie somewhere on the imperial planet. This is one of the Imperium's better known 'secret' divisions of the ADeptus Terra. Here the prospective assassin is put through a decade of gruelling tests, receiving psychic implants to heighten senses and strengthen resolve, as well as sub-muscular acoustic surgery to enable him to survive the use of the shape-altering drug, polymorphine. Every Assassin must master the weaponry and equipment of his trade, he must know how to drive and maintain all kinds of vehicle from a bike to a spaceship, he must be a technological expert, and he must have professional knowledge of the Imperium's history, organisation, and languages.[
ASssassin origins and training. Note use of psychic implants.

Page 171
An assassin has a 25% chance of having psychic powers (always considered to be protected from psychic aliens). Navigators are sometimes recruited into the ASsassins and there is a 5% chance of an ASsassin being a Navigator.
Navigator-assassins. One of the itneresting things about Early edition 40K was characters could multiclass to sme extent. You could have a half eldar, astropath-Space MArine, for example :P

Anyhow, having Assassin Navigators makes a bit of sense, really.

Page 171
Their leader is the Master of Assassins, a mysterious figure, never seen by ordinary members of the priesthood, but rumoured to have personal access to the High Lords of Terra, if not the Emperor himself. His loyalty to the Emperor must be beyond doubt, for he single-handedly controls an organisation that could feasibly topple even the Imperium should he so wish.
One of the changes in second edition was the removal of the Master of ASsassinas and the control of the organizaiton passing to the Ordo Sicarius.

Page 171
The organization includes a number of ancillary staff, as well as Astropaths, Navigators, and other servants. Although not Assassins as such, these characters live entirely within the organisation and have no contact with the outside world.
Navigator support staff..

Page 174
Abhumans are creatures evolved from human stock, but changed or mutated to a greater or lesser degree. They differ from ordinary mutants in that they conform to a recognizable physical standard, breed true, and are no more prone than normal humans to further mutation. There are many millions of these creatures living within the Imperium, and they are tolerated or exploited by the authorities very much like the rest of the population.
Abhumans vs Mutants, although for some bigots there is no distinction. I'd suspect that most abhumans are genetically engineered/altered humans in some fashion.


PAge 177
Averaging just over two metres tall they are a little taller than humans, more slightly built and more delicately featured. In human terms most Eldar are radiantly beautiful.

..

Indeed, the two races [Human/Eldar] are genetically so close that it is even possible for them to interbreed. Viable offpsinr gare rare but not unheard of...

..

Several theories have been advanced to explain the physical traits shared with humans, the most commonly held of which is that the two share a common ancestor.
Interesting to note, but more than likely overriden given other sources (EG Xenology). I can only recall/remember one possible instance of human/eldar breeding being mentioned and that isnt coming to mind (I'm thinking of of Goto's novels, probably the Deathwatch ones).

Page 178
The Eldar are almost unique in that they inhnabit no worlds. Instead they live in great craft-worlds, huge spacecraft tens of miles across and usually circular in shape.

...

Each is home to several thousand Eldar - often as many as ten thousand individuals. Craft-worlds tavel only very slowly, drifting the currents of space or running before the solar winds, their great sails billowing before them. Inside the craft-world thousands of miles of tunnel and passages connect palaces, huge artificial gardens, wilderness caverns miles across and sealed factory areas where material goods are produced, and air and wastes recycled.

..

Although craft-worlds do have their own spacecraft these are incapable of faster than light travel and are used only for investigating local planetary bodies or inspecting the fabric of the craft's solar sails.

..

They are able to move from world to world by means of an amazing system of warp-gates. Gates are hyper-spaital tunnels leading directly from one partt of the galaxy to another. All Eldar craft-worlds are known to have warp-gates situated inside....

...

A typical craft-world has thousands of these gates - although not all may be functional at any given time.

..

The extent of the warp-gate system is a matter of conjecture, ,but it must be very vast to enable the Eldar to move so freely from one place to another.
Eldar culture of 1st edition. Craftworlds of tens of miles long, thousands of population, and a non-webway webway... wthousands of gates.

PAge 178
Many (eldar) trade not out of necessity but simply as entertainment or as a mean to travel amongst alien societies.

...

Adventurers, as individuals or small groups, are not uncommon in the Imperium. They are tolerated by most authorities, and always attract a good deal of attention.

...

[Eldar] Mercenaries are unwelcome on peaceful, well-ordered planets, but are often sought and employed by malcontent factions, warring Imperial Commanders, or even as protection against alien raiders. The most famous, or rather infamous, mercenaries are composed of renegades from Eldar society; the psychotic, the malcontent, murderous or evil; characters at odds with their kin and shunned by other eldar they may meet. Such groups may even turn to piracy, becoming enemies of the Imperium and huhmanity.
Eldar 'adventurers'. They were more tolerated openly back then, and even in some fronteir or distant regions they may be more accepted than is considered 'appropriate.'

Page 179
Eldar are a psychically sensitive race, and a fair proportion of them develop psychic powers as they mature. The chance of an Eldar personality having psychic powers is 75%/
Implies that some eldar are not psychic, although modern sources suggest they are all psychic to some deree or another (their tech requires it) and only severe injury or punishmen tcan deprive them o fthis.


Page 179
For defence they [Eldar][ favour a combination of mesh armour and refractor fields, sometimes a shield is carried in addition. Helmets are frequently very ornate, and include a built-in communicator, breathing mask and photochromatic visor. Weaponry usually includes at least one long knife and one other weapon, often a shuriken catapult. Other favoured main armament includes lasguns, melta-guns an dneedlers. some Eldar are especially fond of flamers and plasma guns.
Eldar gear and defenses.

PAge 183
Helmets automatically include photochromatic visor, communicator and berathing equipment.

Transport: Eldars use hoverers almost exclusively,
other types being a distinct minority.
..

Craft worlds have the ability to fabricate vehicles from raw materials gathered automatically by robot scavenging and recycling systems. Using a design and construction computer requirements are duplicated within seconds using patterns preserved in teh craft-world's memory.
Craftworlds had automated construction before wraithbone. This might apply to Dark Eldar more now.


PAge 185
Orks are large humanoids, a veraging 2 metres tall, with long powerful limbs.

..

Ork space comprises a a large compact area to the west of the galactic pole. In all it probably numbers as many as ten thousand inhabitable solar systems.
Orks. Contrast 10K systems with SPACE IS GREEN in more modern times.

Page 186
Instead, their worlds are divided into rival inter-warring empires, most comprising only one or two planets, with the lagest about twenty worlds. There are thousands of these small empires, each ruled ober by a strong warlord.
Page 186
As in the Imperium there are many levels of civilisation throughout the ORk domains. Most of their worlds are self sufficient semi medivel planets where technology is largely ignored or reserved purely for the arts of war.
Ork Empires.

Page 186
Orks can develop psychic powers, ,although this is relatively rare compared with humans. An Ork personality has a 2% chance of having psychic powers.
Again this differes dramatically frm 2nd edition onwards.. all orks are psychic to an extent, although only some can actually tap it directly.

PAge 186
Ork warriors prefer to wear mesh or flak armour, their favourite weapons are bolt gun types. Other weapons are used too, including missile and grgenade launchers.
Ork weapons and armour.

Page 191
Powered armour (for Orks) includes communicator, life supportt, etc.

..

Orks favour rugged, tracked vehicles. Often these are captured rather than manufactured by the ORks, but they do make thier own crude and ugly vehicles.

..

Road wheelers are not used. Crawlers are reserved for special missions...
Ork vehicles and power armour.

Page 191
Gretchin vary in height frrom 1 to 2 metres but most are around 1.7 metres. They are thin and wiry, agile and quite athletic but not particularily strong or resilient.

..

There are a number of Gretchin worlds, and even small empires, actually controlled by the Gretchin, and these ape the empires of the Orks in almost every respect.

..

Gretchin rarely develop psychic powers. The chance of Gretchin personality having psychic powers is 1%
The Gretchin. As far as equipment goes at this point the Gretchin copied the ORks (vehicles, ewqipment, etc.) Unlike latter editions its implied the GRetchin cn exist somehwat independently of the Orks, although nothing in modern fluff I am aware of explicitly forbids this either.

PAge 194
The Slaan evolved, matured, and spread throughout the galaxy many hundreds of thousands of years ago. During the heyday of their empire they discovered and nutured many primitive craetures, encouraging the evolutionary proceses on countless worlds, eradicating or moving dangerous species, and seeding many planets with promsiing stock. For millenia they experimented and played with geh galaxy, possibly creating manyn of the races of modern times in the process. But their empire dwindled, the pace of their civilisation slowed, and their genetic experiments were largeyl abandoned.

..

Height is fairly constant, with adult Slaan reaching 2 metres, females ar eslightly larger and bulkier.

The Slaan inhabit an area to the north of the galactic pole, living upon a number of proximate, prosperous worlds. Their society remains closed to other races, but appears to be homogenous throughout, with a similar technological base, language and culture on each planet. Exceptionally, groups of Slann live as primitive savages on a numbe rof worlds beyond Slann space, including planets of the Imperium. Strangely enough, these primitive Slann are scattered throughout the galaxy and probably comprise the remnants of what was one a much larger pattern of Slann settlement.[
..

Slann personalities have a 90% chance of having psychic powers.
The Slann - something that don't really exist in modern 40K as such.. except as occasional mentions and rumours.

Page 195
A typical warband will be equipped with lasguns and may include up to three individuals with special weapons.

..

The slann prefer to rely on energy field armour rather than physical protection. Armour is worn, but mostly a mystic rather than physical proteciton. This takes the form of a padded chestplate, similar to flake armour, and gives the same protection.
..

In addition, all Slann carry communicators, and warriors are given photo-chromatic injections.
Slann gear.

Page 196
Slann use vehicles entirely of their own design, most of which are walkers or combined hoverer/flyers.
Slann vehicles.

Page 196
The Jokaero are a fascinating race. For one thing, no outsider has ever decided whether they are intelligent. They are certainly capable of tremendous feats of engineering, construciton and problem sovling, yet they have no language, culture, or motivation higher than survival. Their physical appearance is of a heavy, orange-furred ape, similar to the orang-utang which roamed ancient Earth. This may or may not be coincidence, for it is an established fact that the Slann crated and modified many races at the dawn of time, and appear to have visited earth on numerous occasions. The most amazing thing about the Jokaero is their technical brilliance - they appear to have an innate, genetically structured understanding of technology. Given sfuficient pieces of battered machinery, ,a group of jokaero can make almost anything, from a spaceeship to a las-cannon. Their comprehension of astro-physics is baffling, they seem to be able to tap power-currents which flow imperceptibly through the galaxy. Their understanding of such matters goes far beyond that of even the mos tadvanced of other known races, with the possible exception of the Great Mages of the Slann. Jokaero spaceecraft are a case in point. A Jokaero spaceecraft looks like no other form of space transport, consisting entirely of an open framed latticec structure, forming a unique polyhedral shape. This structure draws energy from the galactic power-currents simply by virtue of its shape, in a similar way to which force weapons channel psychic energy by virtue of their spiral patterns. Jokaero spaceccraft move, ,manoeuvre, and transcend warp space by means of making physical changes to the ship's shape, thereby altering the craft''s relationship to the universal powers it employs, and modifying its place in the natural galactic order.
Jokaero still exist :P Space monkeys!

I also think their tapping 'galactic power currents' echoes Eldar starships and may explain how they move. works better than sunlight.

Page 197
If the Jokaero could be controlled the ywould be very useful to other races. However, this has proved largely impossible. They tend to build thigns which meet their own immediate needs.Attempts at capturing Jokaero and compelling them to work can have disastrous effects - they build things with which to escape.
..

Jokaero never develop psychic powers
Interestigly the ability of the Jokaero to build like this either suggests they have an Ork like "WAGGGH" bleief effect powering their creations, or (in certain cases) they can psychically engineer (like the Eldar), or that somehow technology is all (at this stage in time) based on some common modular basis. Which is flat out impossible. Of couse Jokaero gear cna be used rather easily by other races.

Page 200
No one knows how many Hive fleets there are buried deep withinthe darkness of interstellar space. The best efforts of the Imperium to scout out the hive Fleets have so far revealed thirteen scattered throughout the western part of the galaxy. However, the galaxy is uncompromisingly large, and there may be many more which remain undetected.

..

Each fleet comprises millions upon millions of craft...
...

A world is nothign more than a resource to the Hive Fleets, a mine of minerals, fuel and biologicla material. The Tyranids find a use for eveything - from each tiny living crature to the very atmosphere of the planet, nor do they leav a world until it is reduced to a bare core of airless rock.
The Tyranids. An estimate 13 hive fleets, with 'millions upon millions' of craft - tens of millions of starships, billions/trillions of nid forms. Even back then they were different.

Page 203
Unprotected psykers are human psykers whose uncontrolled psychic emanations act like a beacon in warp space. Some human psykers are strong enough to control their powers, and these do not count as unprotected, such psykers are often recruited into the Imperial service in some form. Only about 10% of all psykers are this strong. The remainder couunt as unprotected unless they undergo the soul-binding ritual with the Emperor and become astropaths.
Human Psykers. 1 in 10 seem to be strong enough to be useful to the Imperium, suggesting 9 out of 10 are cast out. With the aforementioned astropath numbers we have billions, tens of billions of psykers each generation (or several generations.) Thats a huge number to sacrifice, and the Emperor only sucks up 10K every few months in the AStronomican and a few million annually. That's a LOT left over!

Page 235
High trajectory weapons are the futuristic equivalents of mortars and howitzers, which 'lob' shots over the tops of buildings, woods, and other scenic featurs, at targets beyond. This is called indirect fire.

..

High trajectory weapons include thrown objects, grenade launchers, auto-cannon, macro-cannon, and most large missiles.
Indirect fire weapons.

Page 236
Only weapons capable of firing out of the planet's atmosphere are considered - these being defence lasers, barrage bombs, and plasma bombs (if fitted with space drives).

...

The defences for a typical Imperial world are 1 defence site per 1000 miles of planetary diameter. Each site houses ten defence lasers, or ten launchers capable of firing plasma or barrage bombs.
Space based weaponry and layout. plasma/barrage bombs seem to be early torpedo analogues by this.


Page 267
The main reason for this is simply that theAge of the Imperium is not a technically inclined age, to have included descriptions of 'head-up displays', 'computer links', etc.. would have given the wrong impression entirely. This is an age where problems are solved by brute force and ignorance, where dangers are either too gross or to unthinkable to elicit any other response. The other reason why technical description has been avoided is that the Age of the Imperium lies more than forty thousand years in the future - at a stage in history when those head-up displays and computers are about as innovative as stone circles. What scientific knowledge persists from the Dark Age of Technology is far above and beyond anything we can imagine from the perspective of the Twentieth century.
The 'age of Imperium' and yet it still has a great many technical details and such.



Page 267
Electricity formed the single most important form of transmissible energy for a very long time, and still plays a role in the Imperium. It is one of the primary motivating forces in nature, and has applications which make it ideal as an interface between the biological and physical worlds. The most significant advance in the field of electronics was the development of Stacked Atomic Chains - or 'stacks'. Atoms within a small piece of material are arranged in rows and patterns, forming the basis for molecular level circuitry. Using this technique miniaturisation reached its ultimate form - so that few devices have to be any larger than necessitated by controls or aesthetics. Stacks use an extremely low voltage, depending on perfect refining techniques for their raw materials, and perfect simulation during operation. The natural electricity radiated by a human would destroy an unprotected stack based system.
Electricity and magic crystal technology.. including the stacks. The Imperium has (Had)_ molecular circuitry of a sort.

Page 267
Photon lines are an extremely refined development of the fibre optic principle. Flexible hair-fine strands made from ceramic based materials are used to transmit laser light signals to photon-powered actuators. A single strand can handle a lot of information, but most systems are so complex they require a bundle of cables to function.
Fibre optics make up a key part of Imperia ltech then too.

Page 267
Phased Crystals use crystal technology to transmit a signal - although they provide no power. The conductive matenal is crystalline, exploiting the way in which a chain of crystals change shape when subjected to varying heat/pressure or energy fields. Phased crystals are the chief components in monitoring devices, and act as regulators of other systems.
Magic crystals help too.

Page 267
Hydroplastics transmit power directly by pressure, or activate other systems by the same means.
Hydroplastic lines of a suitably small bore are highly efficient, yet technically simple, means of powering a system. Bore diameters are on the molecular level. Hydroplastic actuators (small motors which transmit energy into physical movement) are perhaps the most common type.
Hydroplastics.. memory materials example I guess.


Page 267
Sucrosol is the usual abbreviation for Sucrose based solution. It is a synthetic blood designed to feed cultured bio-tissues by means of osmotic pressure. Sucrosol is used by all mechanisms incorporating bio-engineered parts, including robots. It is usually white.
Has existed in other forms.. hinted at use in by servitors and other machines.

Page 267
Radio signal is essentially the same as in prior ages, although equipment now has the ability to utilise far narrower wave bands.
Whether vox is radio or related, is up for debate.


Page 270
Crystal Batteries are based on specially engineered crystal structures with the ability to absorb energy modifying thcir crystalline form in the process. The absorbed energy is released slowly as the material's structure reverts back to its original form. Units of such crystals may be rechargcd almost indefinitely. Some units can be recharged by heating (even exposure to daylight), whilst the most powerful are designed to hold an electric charge and must be recharged from an electric generator.
Magic crystal battery tech. They may still have and use this in some forms, but other designs (like lasguns) use liquid metal batteries.

Page 270
Plasma is the purest form of energy it is possible to generate - essentially the component material of stars. It is completely ionized matter consisting of free sub-atomic particles maintained at incredibly high temperatures. Plasma must be transmitted along armoured coils and contained within a magnetic field. Plasma is little used in the Age of the Imperium, the safety margins necessary for its containment are too tight. Regarded as old fashioned, it is still used to power steam or photon based generators and is used for space drives.
Plasma isn't relaly 'energy', but eh. Its acutaly plasma rather than weird magic liquid goo stuff that burns. Also the uses of plasma.

Page 270
Conventional - on most worlds electric or photon power is generated by wind, tide, photo-cell or by burning something. On many other remoter worlds machinery is powered directly by wind, steam, combustible fuels or good old animal power. Isolated settlements make the best use of local resources.
Power generation in the Imperium.

Page 270
Hydraulic actuators rely on hydroplastic pressure to power components. These are commonly used in robotic systems and to power sub-systems on vehicles, in buildings, etc.

Electrically Motivated Fibre Bundles are made from a fibre that contracts under the influence of an electric charge, replicating die actions of living muscles. They form the chief components of bionic parts, and are used in many robots. Powered armour and Dreadnoughts use this technology almost exclusively, as it is far more efficient and faster than equivalent hydraulic or mechanical systems - it is also difficult to produce and therefore rare.
More gears and joints and stuff.


Page 270
Gravitic Reactors are powered from a surrounding magnetic field - such as a planet. They have the ability to counteract gravitational affects, and form the basis for gravity based motors, and suspensors. The technology used in their manufacture belongs to the past. Fortunately a vast reserve of raw material still remains on Earth, from which gravitic reactors can be made utilising conventional technology. Once this store of material is used up, however, further production will be impossible.
This changed in modern times, I think.

Page 270
The actual appearance of equipment is as variable as the populatons of the different planets. With over a million worlds in the Imperium, local tastes and materials will inevitable produce a riot of different forms. Some worlds favour an archaic pattern of instrumentation, believing that the arrangements of buttons and levers form part of a runic pattern itself important to proper functioning. Other worlds prefer to mimic the higher technical achievenents of their ancestors, utilising the more advanced (although no more effective) pure crystal or holographic control systems. When it comes down to it, all are forms of pushing a button, and are equally effective. Only if characters encounter a system radically different from one they are used to will problems arise.

Archaic controls are basically buttons, levers, switches and dials set into a panel and monitored by video, digital or dial display. This is the sort of thing anyone from the Twentieth Century could easily understand and use.
VAriations in technology and how it is employed/controlled.

Page 270
Pure Crystal Technology and stacked atomic chains have no visible components - control panels often take the form of either black slabs of material or transparent sheets like glass. Held by suspensors, an inactive control panel could appear as a floating pane of glass or slab of stone - the same panel could be recessed into fioor or ceilin and might float into position by vocal command, radio-signal, pressure sensors, presence detectors, etc. A panel is activated by coded radio-signal, voice or simply by touch. An active panel displays information visually like a vid-screen. Its equivalent of buttons are differently coloured lights which are touch or heat sensitive.
Crystal tech stuff.

Page 270
Holographic Projection envelops the user in holographic images somewhat a three-dimensional wrap-round vid-screen. Activation is usually by presence, or by any of the methods used for crystal technology - so the operator simply sits in a control seat to activate the 'panel'. The projection can be manipulated to provide monitoring or control functions. Projectors sense the movement of the user's eyes and limbs and translate these into instructions - the user only has to press imaginary buttons! This is the most specialised type of tactile panel, being almost impossible for the uninitiated to use. The slightest gesture will change the entire set-up, and unique arm/hand/finger and eye movements form the basis of the operating procedure.
holographic controls. May exist or be employed in some forms, but not as often as it was. Might be tied to MIUs

Page 270
Mind Impulse dispenses with any sort of panel or control gear, allowing the user to control and monitor a system by thought alone. These system are technically complex and producing them is difficult. Consequently they are rare. Their most common appiication is in Dreadnought suits: some spacecraft employ mind impulse links but this is not usual. Such devices require considerable training to use at all, and a great deal of practice if they are to be used efficiently. The physical component is a headring which picks up and amplifies the wearer's instructions. A cruder, but equally effective, version is the spinal tap. This is engineered into the wearer's spinal cortex and works in the same way as the headring but is difficult to remove without causing physical or mental damage.
MIUs exist.

Page 270
A development of crystal technology is its use for personal ornamentation. Many races apply paint or tattoos and within the Imperium the practice is common. This is true of all levels of society, from the lowly city-scum of the hive-worlds to the most sophisticated of the Adeptus Terra. Amongst government servants and employees of the Navigator families these marks serve as identification as well as ornament. Devices are also used as secret signs by governmental and anarchist agents, psychic covens and pirates. Tattooing is commordy achieved using materials and technology of a very ancient kind - although the inks used can be of any colour (including flourescent) and can be removable, temporary or degenerative when exposed to light, laser light, heat. etc.
Applications of magic crystal tech

Page 270
Skinplants are sophisticated tattoos - very sophisticated. The miniaturisation possible using crystal technology makes it possible to create a functioning device between layers of skin. The device cannot include mechanical components or utilise large amounts of power. The most popular application of this idea is to power and control an electrically sensitive tattoo. So, any citizen with sufficient credit can have a device or logo on their forehead which actually lights up and fiashes! This can be either controllable, light-sensitive or a permanent fixture. The subcutaneous wristwatch is a standard way of carrying the time - light pressure on the wrist activates the digital display beneath the skin. A character could even go to the lengths of having an entire limb or his whole body glow if he wanted! A light emitting patch on the palm will illuminate a small area within 10 cm and is popularly known as the 'thief's light', providing sufficient light to pick locks, operate switches, etc.
Crystal tattoo stuff, watches, etc.


PAge 270
Electoos also utilise crystal technology, but involve a lot more work and a great deal of skill to create. An inert layer of conductive material is inserted beneath the skin, sometimes it is injected and allowed time to form before the process can continue. Crystal stacks are built up on this film and waste material is dissoived out. The Electoo can then be programmed to function as any control or monitoring device. On Earth everyone carries an electoo containing personal details, credit ratings, security grades and details of social record - these act as police files and automatic credit facilities. Sensors at building entrances read the details of every electoo carrying individual that passes them - so a constant record can be build up of anyone's movements. Similarly when an individual buys anything, a till-sensor automatically modifies the credit rating of the electoo accordingly. The system is also used throughout the Adeptus Terra and on some imperial worlds either generally or within specific social levels. As electoos are invisible they are ideal for carrying secret messages - information is coded so as to be almost useless except to the intended recipient. A character carrying a Electoo need not be aware of the fact, and certainly wouldn't be aware of its contents. Electoos carrying secret messages can be split between several people and only work when joined.
Electoos. Still around. The uses are rather interesting and imaginative, I think.

Page 270
Electrografts are a special form of electoo engineered directly onto the recipient's cerebellum. This involves cutting away a portion of skull and creating the electoo directiy on the brain tissue before (usually) replacing the section of cranium or covering with synthetic material. An electrograft reacts with the brain to alter a creature's memory, personality and knowledge. Many of the Imperium's technollogical secrets are passed on by this means, and it is certainly a quick and easy way to learn how to speak new languages, operate machinery, etc. On the other hand, interferance with the mind tends to cause personality disorders, problems with memory recall and occasionally total mental breakdown. Once inserted an electrograft can be reprogrammed almost indefinitely, although repeated re-use accelerates the degenerative process.
Electrografts. Interesting and useful way of imparting knowledge. Probably qualifies as an augmetic of the type similar to the glavian skin circuitry and simialr.
Post Reply