40K 1st/2nd edition misc analysis thread

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

Post by Connor MacLeod »

Back to this now... gonna hit up the 2nd edition Wargear guide (1993 IIRC). One of my favorite books for fluff content.

Page 7
Crackling forks of blue lightning crawl over the target's surfac and shatter it, and the whirring teeth chew through armour and flesh iwth equal ease.

With three or four well placed cuts, a warrior can cut a hole in a bulkhead large enough for even the bulk of a Terminator to step through.
Chainfists can cut/shatter a 3-4 meter tall (diameter likely) hole in a bulkhead (say half a meter ot a meter thick) in 3-4 blows/cuts. In terms of volume we might conjectuer that this is similar to cratering a 3-4 meter diameter asteroid (not unreasonable, since a bulkhead is going to be nearly as thick ot half the aforementioned diameter.)

Assuming silicon like cratering that would be 4-5 kilos of TNT. Whereas iron like would be ~100 kg of TNT. The actual value probably would fall somewhere between there (not accounting for differences in sophistication). We can reasonably conclude a chainfist is megajoule range (which is reasonable given known capabilities of other power weapons - cf gauntlets of Ultramar.) The "steel" estimate is likely to be generous anyhow since its not just punching, its cutting.

page 7
The powered chainsaw edge is studded with sharp monomolecular teeth capable of slicing through armour and steel bulkheads.
Chainsword descrioption. Note the monomolecular teeth, although this probably more of a variation (some are adamantium, some are monomolecular, some are other things)

Page 8
The Crozius [Arcanum] is surrounded by a crackling blue energy field when it is swung, rending the target apart with a flare like lightning as it strikes.
Crozius will, presumably, blow a target apart (assuming this means grenade like) from a single hit. If the aforementioned conjecture is accurate - High KJ to low MJ range output (hundreds of kilojoules/low megajoule.) This is old as far as power weapons go, since some burn but dont really explode We may consider it to be a specific kind of power weapon, or a particular setting.

"explosive" is not unreasonable, since chainfists are described as "shattering" with the power discharge.
[Harlequin's Kiss] - By punching forward, the Harlequin activates the weapon and releases a tightly curled 100 metre long monofilament wire (A wire only one molecule thick). If the tip of the weapon touches the enemy the wire instantly uncoils inside the victim's body. Within the space of a heartbeat the enemy's insides are reduced to the consistency of soup, and the wire whips back into the Harelquin's Kiss.
Harlequin's Kiss has a 100 meter effective range, ,and is considered a "close combat" weapon (it doesnt have a range). This would imply that pistols and other weapons have a Maximum range longer than the Kiss - say a couple hundred yards for pistols. This would be possible given that alot of "pistol" type weapons technically qualify as SMGs (and hell, some really powerful handguns can reach to 100 or so yards) This is also consistent with bolt pistol ranges outlined in novels like "Angels of Darkness" and "Space Wolf" as well as laspistol ranges in "Draco" and "Soul Drinkers".

Note that uncoiling to ~100 yards in a fraction of a second (.8 second to .5 second, depending onthe actual bpm heartbeat rate you use). Acceleration is tens of gees, possibly implying a supersonic velocity (no surprise there, given what it does.)

The peculiar nature of this weapon is that it seems to be basically a highly-controlled/directable monomocular whip. Given that its likely to be made of psychoplastics, and that they can be psychically controlled, this is no s urprise.

PAge 9
[Lightning Claws]
When the curved blades rake across armour or flesh they discharge crackling energy like small lightning strikes over the target, tearing it apart and exposing flesh and bone to further assault.
Lightning claws are described similar to the effects of the Crozius, but not implied to be neccesarily "explosive"

[MAndiblaster] The Mandiblaster is an extremely short-range weapon, useful only at a distancee of a foot or so.

The weapon is activated by a psychic pick--up in the helmet, and fires a stream of tiny metallic needles straight forward into the target. These needles cannot do much damage themselves, although in the case of unarmoured targets they can tear and lacerate flesh, but they act as a conductive medium through which the Striking Scorpion delivers its intense laser energy sting.

This laser energy vaporises the tiny slivers of metal into plasma which rips straight into the target.
The damage mechanism presumably is thermal/shock effect from the explosive vaporization of the needles (small bullets/grenades) in addition to the kinetic effects of the needles.

No real way to quantify this, though I shoudl note that I suspect some lasweapons (or hybrids, like needlers) are capable of behaving in a similar fashion. Its one reason why I treat this as a separate class of weapons.

Page 10
When the weapon [Power Axe] strikes, this energy is discharged over the victim, rending the target apart with lightning-like power.
Another repeat of the Crozius description.

Page 10
The Power fist or power glove is a heavy armoured gauntlet surrounded by an energy field which disrupts the surface of solid matter, allowing the fist to punch through walls and armour, and grip and tear away solid objects.
Power fist. Note that its depiction differs notably from other power weapons.


Page 11
As a blow is struck [with a power sword] the whole length of the sword shivers with a crackling discharge of energy which then envelopes the target and tears it apart.
Getting repetitive, but also getting a bit goofier to explain (it enguls AND explodes the target??)

Page 11
Rough Rider hunting lance = The lance is tipped with an explosive charge which blows apart on impact, smashing the target and shattering flehs and armour alike. It is essentially a one-hit disposable weapon, but that hit is fully capable of taking out an armoured man.
Basically a Krak weapon on a stick (er a lance), with presumably similar performance.

Page 12
Swords may be made from carbon-steel, but plastic is equally flexible and sharp, and can be coloured to reflect the owner's wealth,s tatus, or alleigance.
All I can say is that is some plastic. Then again its not quite as bad as the plastic spike projectiles in renegade Legion.
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Bedlam
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Re: 40K 1st/2nd edition misc analysis thread

Post by Bedlam »

Connor MacLeod wrote:[Harlequin's Kiss] - By punching forward, the Harlequin activates the weapon and releases a tightly curled 100 metre long monofilament wire (A wire only one molecule thick). If the tip of the weapon touches the enemy the wire instantly uncoils inside the victim's body. Within the space of a heartbeat the enemy's insides are reduced to the consistency of soup, and the wire whips back into the Harelquin's Kiss.
Harlequin's Kiss has a 100 meter effective range, ,and is considered a "close combat" weapon (it doesnt have a range). This would imply that pistols and other weapons have a Maximum range longer than the Kiss - say a couple hundred yards for pistols. This would be possible given that alot of "pistol" type weapons technically qualify as SMGs (and hell, some really powerful handguns can reach to 100 or so yards) This is also consistent with bolt pistol ranges outlined in novels like "Angels of Darkness" and "Space Wolf" as well as laspistol ranges in "Draco" and "Soul Drinkers".

Id say that the effective range of the kiss is less than 100 meters, the wire itself is 100 meters but it needs some of its length to uncoil within the target itself and we dont know how much length it needs to kill someone might be a few meters might be 20-30 or almost all of it.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

More Wargear... more weapons...

Page 14
Pistols are primarily designed to be used at close quarters - within hand to hand combat or in enclosed areas such as buildings and fortifications
This would confirm the earlier conjecture with regards to pistol/weapons ranges and the Harlequin's Kiss.
The autopistol is a rapid-firing automatic pistol which shoots short bursts of caseless ammunition. It is effectively a pistol version of the larger and more powerful autogun.

....

The autopistol is also poor at penetrating armour though its high rate of fire makes it useful against lightly armoured opponents.
.

Despite being a "pistol" its more like a compact SMG or PDW. Performancec is assumed to be corresponding, though the "Caseless" bit may imply performance similar to other caseless ammo.


The bit about "poor armour pen etratation" would be more useful if we could figure out what qualifies as "lightly armoured"

Page 14
Bolt pistols are small versions of the boltgun and fire the same kind of explosive bolt missile.

...

Bolt pistols are also carried by the street gangs of the hive worlds and raider pirates

....

Though the bolt pistol lacks the range of the larger boltgun it is a more handy weapon with the same penetrating power.
Carrying the same ammo (Same dmage potential) yet the range isn't as good. This is rather curious since if its the same projectile the propellant is the same. This might imply that more than the missile propellant contributes to velocity (and thus range).

In other words, there's cased propellant as well as the rocket, and the launch velocity in the pistol is substntailly less than in the boltgun. This is likely to be sincee the pistol has a shorter barrel (almost none) compared to the boltgun. How the two components match up is anyone's gues, though.

Page 16
It [laspistol] fires distinct bursts of laser energy, or laser shells, which explode when they hit their targets. Because the laser's energy is rapidly dispersed into the atmosphere shots at long range tend to be much less acucrate than short range fire.
Laser pistols. Note the "laser shells" bit which implies a projectile type weapon (Which is something Abnett seems to have embraced fully in his latter novels). LAsguns supposedly suffer frfom atmospheric effects (at leas tin the pistol form.)

Page 17
The needle pistol or needler is a smaller less poweful but no less deadly, version of the sniper needle rifle. The weapon is based on the same design as the laspistol and fires bursts of laser energy which propel tiny toxic darts into the target. When the target is hit the laser blasts a hole and the needles slam home, delivering their toxin into the target's flesh.

...

The weapon may be used against any target, including vehicles, robots, and buildings, in which case it is the laser rather than the toxin which does the damage
The interesting thing about the needler weapons for me is twofold:

1.) they fire darts with no specificmeans of propuslion, but quite obviously not chem propellant. The laser propulsion is odd, but it either suggests something exotic, or that it works on a laser reaction of some kind (explosive vaporization of surface material via laser pulse) or something else entirely.

2.) the laser bit does alot. It seems to act as a targeting device ( aswell as propulsive) but also having a damaging component to it (allowing penetration of armour and flesh, as well as doing damage to inorganic targets.)

This is a pistol version of the plasma gun, combining the same level of devastating destruction with the same slow rate of recharging.
...

The weapon fires energy shells of bright glowing plasma. When a plasma shell hits its target tremendous heat and energy are released, destroying the target in an almighty explosion.
Note plasma pistols like plasma guns have variable outputs.

Page 18
The stub or slug gun is a primitive hand gun firing solid bullets - usually one at a time. It is essentially the same as a twentieth century revolver or automatic. These pistols are common on industrial worlds where inceessant gang warfare and insittutional urban tribalism have crated armed populations and a common acceptance of low-level weaponry.
Stub guns differ from autopistols (here) in being semi-automatic as opposed to burst/automatic, it would seem. Its rather intersting that there are no "basic or two handed version sof hte stubber family. (a semi auto or bolt action rifle, for example.) It just has a pistol and a heavy weapon.

It may also imply that auto weapons are a bitmore sophisticated than stubbers in some manner (such as perhaps the use of caseless ammo).

Page 20
The autogun is comparable to a twentieth century automatic rifle both in appearance and operation, though ithe introduction of caseless ammunition and plasteel components has increased the rate of fire and reliability.

The autogun fires bursts of high-velocity, caseless shot made from plastic, ceramics, or metal. Its trong point is that it's cheap and easy to construct, making it popular amongst low-tech frontiersman and Gretchin.
Rifle version of the autopistol. Seems to have a very high rOF, perhaps due to use of caseless ammo. Seems modeled after assault rifles, I guess.
The auto-launcher is a vehicle-mounted weapon used for close-in defence or laying protective smoke screens. it is a simple six-barreled grenade launcher fixed to the hull of a vehicle. When it is triggered it fires off three grenades in a preset pattern.

....

Blind Grenade: blind is a sophisticated form of smokescreen that produces broad spectrum electromagnetic interfrence and dense smoke.
Vehicle mounted automatic grenade launcher. Seems purely for defensive purposes (popping smoke and such)

PAge 21
The bolt gun or bolter is the standard armament of Space Marines and the favoured wepaon of Orks. It is a short, compact weapon that fires a small missile or bolt considerablly larger than an ordinary bullet. The bolt contains an armour piercing tip, an explosive, and a mass-reactive detonator. It is shot from the barrel under low velocity, its own propellant igniting once the missile is clear of the barrel.

The explosive detonates only when it has pierced armour. any sudden incrase in local mass activates the explosive and blows the target apart from the inside.[
Good old bolt guns. Haven't really changed a great deal through the editions. note the interesting "shot from the barrel under low velocity" though we aren't told how low


PAge 22
Bows

Although an arrow can pierce flesh or even thin armour it is relatively useless against efficient armour and vehicle hulls.
Not sure what efficient armour qualifes as.
Crossbow

constructed frrom modern high-tensile plastics and aided by an automatic mechanical draw, the power of such a weapon can rival that of more modern armaments.

...

Although a crossbow bolt can pierce flesh or even thin armour it is relatively usless against efficient armour and thick vehicle hulls in much the same way as an arrorw
again not sure what qualifis as "efficient" and what as "thin".

PAge 24
The graviton gun is a development of the gravitic reaction principle, used in gravitic motors to propel vehicles such as the Imperial land speeder. It affects the local gravitry field and changes the weight of objects making them far heavier or lighter than normal. The graviton gun is useful for demolition and siege work, as it is most effecite when employed against massive structures such as buildings. The effects against living targets is variable; the stresses of increased weight may kill a large individual, but most targets will merely be immobilised.
A rather odd application of gravtech.. seems to be more akin to aritficial gravity or inertial damping than say a tractor or pressor beam.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Bedlam wrote: Id say that the effective range of the kiss is less than 100 meters, the wire itself is 100 meters but it needs some of its length to uncoil within the target itself and we dont know how much length it needs to kill someone might be a few meters might be 20-30 or almost all of it.
I find it highly unlikely that it would be more than say 10 m or so. The wire's meant to slip into gaps and weak points, and its a bloody thin (monomolecular remember) sharp wire. And in other depictions (IE inquisiton war novels) it doesnt neccesairly lacerate the entire body if it hits just any part.. Astartes get hit by it and ismply get their arms slurried, which implies you're not getting a huge quantity of the wire slicing in.)

Another argument against that is possible speed.. You'd really need the wire moving at supersonic or faster speed along its whole length anyhow to get most of the wire in (though even then high speed means it can also propogate very quicfkly in the armor, so again you don't neccesairly need more than 10 meters to lacerate the entire body)

But even if it were 20-30 meters (enough to encircle the entire human body or evne a space Marine 10x over) that still gives the wire a 70 meter range, and thats still better than modern pistols by a big margin (and it would still be a lower limit for pistol weapons.)
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

More Wargear from 2nd edition.. mostly heavy/special weapons now.

Page 25
A grenade launcher is a simple light tubular launcher capable of firing most grenade types with a compressed gas or electromagnetic charge.
Electromagnetic grenade launcher.
The handbow is a pistol version of a crossbow. it is made from modern composite plastics, ,drawn by automatic servos, and is every bit as powerful as a larger crossbow.

...

Al;though an arrow can pierce flesh or even thin armour it is relatively useless against efficient armour and thick vehicle hulls.
Basically the same as the crossbow above, just writ smaller, with the same problems. No idea what "thin" menas. It is worth noting that in the Inquisition War novels, Flak (at least Squat Flak) was only penetrated by a handbow in a weakened/flawed area.

Page 26
It [lasgun] fires an explosive energy blast with a similar effect to a bullet or small shell.A lasgun may not be the most effective weapon in the galaxy, but it is easy to manufacture and maintain, and very reliable even under the thoughest battlefield conditions. The lasgun is powered by rechargable batteries, but carries a residual supply and can be recharged using its own solar converters.
This seems to be whta everyone thinks about when we hear about the lasgun being "equal to an assault rifle". Although technically thats not quite true. What this quote is saying is that it has effects similar to a "bullet or small shell" but odesnt really be more specific than that. We could assume a stub or auto weapon but you could (technically) argue it could mean anything up to or including autocannon or heavy stubber weapons or even a small bolt shell. Generally I assume it means a fairly powerful round (high calibre autogun, IE 7.62mm) or a shotgun shell/slug - both of which impliy putting a rather big hole in your target. Also effect isn't neccearily meaning the same energy - a laser beam isnt going to be quite as effective even asusming a very efficient design and/or setting. The "explosive" effect suggests explosive vaporization (which fits with other descriptions such as third edition) causing shock and thermal (presumably at least - not stated here but implied elsewhere) effects.

The other really interesting bit about this is the recharging bit and the "residual energy". The first part implies that the solar converter is built into the lasgun (or at least some lasguns) which makes more sense since the damn thing would be more likely to have large enough surface areas for that to be actually useful. The second implies that one can fire at least a few shots without a power pack off the "emergency power" although the exact or some such.

Page 26
The melta-gun is also known as the melter, cooker, or vape gun. It works by sub-molecular thermal agitation in a manner comparable to microwave irradiation. The target gets very hot and eventually cooks, melts, or just evaporates. A melta-gun can melt plasteel or plascrete, and its effects upon living tissue are impressive to say the least.

...

The melta gun makes no noise when fired, but the super-heating of the air produces a distinctive hiss which becomes a roaring blast as living targets are hit and their bodies' moisture vapourises explosively.
meltaguns have always been the most descriptive weapons quantifiably. This is laso the older references of the good old "microwave gun" variety. It does imply that the meltagun can vaporize an entire person an do it explosively although this leaves alot of room for interpretation (its a sustained effect weapon after all). I daresay I shouldn't have to state the numbers for vaporizing a person, though.

Page 27
The rifle [needle sniper rifle] fires small darts made from a deadly neuro-toxin chemical. The liquid chemical is frozen into a dart or sliver by the gun before it is fired.

Unerring accuracy is afforded by a low power beam of invisible laser light which drives and guides the chemical dart to its target. If the target is armoued the beam automatically pulses when the rifle is fired, punching a tiny hole which allows the toxic dart to penetrate.

..

The weapon may be used against any target, including vehicles, robots and buildings, in which case it is the laser rather than the toxin which does the damage.
Similar to the pistol in many respects, lincluding the peculiarity. The same beam does the damage (penetration of armour or damage to inorganic matter) as provies the giudance/accuracy for the dart, which sort of implies that lasbeams can have a targeting function as well as destrucrtive onew (laser sight)

I also assume that the damage from the laser is going to be greater than the pistol (bigger dart, more range, better able to punch through armor, makes a bigger hole, etc.) Assuming a ratio between pistols and rifles for modern weapons, I'd guess at least 3-4x greater, possibly more.

Its also possible penetration is alot deeper since the darts take action very rapidly (seconds) suggesting they get close to the important bits of the body fast too, which can also up the calc. Call it double digit kj per shot for this weapon (and thus for a lasgun)

Page 27
The Ogryn ripper gun is a drum-fed automatic combat shotgun developed by the Imperium for issue to Ogryn units. The weapon is of suitably large dimensions and is constructed as solidly as possible because Ogryn have a tendency to use their weapons as clubs. The trigger mechanism incorporates a burst limiter that prevents the firer shooting off the entire drum at once - an entertaining possibility that would appeal to Ogryns and very quickly leave them out of ammunition.
The text of the Ripper Gun has not changed much through various editions, and its been discussed before, including the bit on implied ROF (which I still hold to.)


Page 30
The plasma gun fires energy shells of bright glowing plasma. When a plasma shell hits tremendous heat and energy are released, destroying the target in an almighty explosion. A target hit by a plasma shell suffers the dual effects of searing heat and explosive shock as its substance is instantly energised into boiling plasma. Though the plasma gun is highly effective, it loses accuracy over long range, and requires a massive amount of energy to power it.
Plasma weapons blah blah.. thermal and shock effects (explosive vaporization playing a role, though its probably more accurate to say it strikes and the intense heat turns part of the body into plasma, with the rapid expansion transmitting thermal and shock effects.) and evidently blasting the target apart.

If we take "searing" literally it oculd mean 400-700 kj per kg to "burn" a person (and assume the entire target is affected), assuming a 70 kg person "seared" thats around 28-30 MJ. Maybe twice that for the upper end for this calc.

Page 31
The smooth-bore combat shotgun fries a massive low velocity shot which fragments in flight into several pieces of spinning metal or plastic. Although the weapon has only a short range it is quite dangerous against unarmoured targets.
Low velocity, but sharp (shrapnel) ammo which is why its dangerous. Kinda like a flechette weapon, or a frag grenade type shell. This would also possibly make bigger, more ragged wounds than mere pellets, which would impact the aforementioned lasgun calcs.

Page 31
[shuriken catapult]
The shuriken catapult is built around a gravitic accelerator similar to the gravitic motors which power vehicles like the Imperial land speeder. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at tremendous velocity. A burst of several missiles can be fired in a fraction of a second this way.
Earlier shuriken weapons around 2nd edition became gravitic (apparently even Imperial ones.) but the motors are implied similar to what is used in the Land Speeder. This in turn (if it holds true in modern times) suggests that gravitic motors exert force on something for propulsion.

Curiously the rate of fire is much lower "several" missiles in a fraction of a second, albeit near-simultaneously. Sorta a cross between a shotgun and a railgun, but we dont know how small a fraction of a second (say human reaction time? 1/3 or 1/4 of a second perhaps, indicating semi-auto modes.)

Page 34
It [assault cannon] has six separate barrels which are rotated by a motor, allowing the weapon to spit out a hail of shells which can easily tear a man sized taget apart and throw it several metes.

...

Although made from a special heat resistant ceramite alloy, the hundreds of shells fired every second cause the weapon to overheat.
Assault cannons have a ROF of "hundreds of shells" a second, and the impact of shells can "tear apart" a man sized target and impart enough momentum to throw it several meters. Recoil would be considerable (hundreds of kg*m/s easily) with considerably insane KE values. Ammo requirements would be insane, though.

Page 34
Autocannon are popular weapons in the Imperial forces but are also common amongst Orks, who especailly enjoy the blaze of shells and mind-numbing recoil.
Man portable autocannon also have considerable recoil, even for an Ork (who is at least several times more massive and stronger than an Ork, suggesting they're at least as recoil-intensive as a HMG, if not moreso.)

Page 35
The heavy boltgun is a larger version of the standard bolter. It is sometimes known as the "back breaker" or "bruiser" by the crew who have to carry it because of its great weight. - but also because of the heavy punishment i can deal out to the enemy. It fires a bolt which contains a more powerful propellant and explosive charge than the normal bolter. The heavy bolter is used to support more lightly equipped troops, and is designed to operate as an anti-personnel weapon although with the capacity to destroy lightly armoured vehicles.
Heavy bolters are both antipersonnel and anti-vehicle weapons, and fires a bigger more powerful shell (both in propellant and explosive charge).

Page 37
The heavy plasma gun generates and fires energy shells of glowing plasma. When the shells strike an object they react with its matter to create miniature spheres of boiling nuclear energy. For this reason heavy plasma guns are sometimes called "sun guns"

A target enveloped by a plasma sphere suffers the dual effects of searing heat and explosive shock.
A bulkier version of a plasma weapon. Other sources (codex chaos) describe it as a sort of man-portable bazooka. Also note the aformentioned "enveloped by searing plasma" bit.

Page 37
This heavy and old fashioned weapon is affectionately known as the 'big stubber'. It rattles off a hail of heavy-weight bullets ufficient to stop a man dead in his tracks. to all intents the heavy stub gun is similar to a twentieth century heavy machine gun in appearance and effect. It is especially effective when deployed against massed formations of lightly armoured or unarmoured troops.
HMG basically, up to and including "stopping a man in its tracks". Its also implied here that certain kinds of armor could stop it (But we're not sure what qualifies as light. Presumbly at least carapace and above, but perhaps some flak also?)

Page 41
the lascannon, or laser cannon, operates on the same basic principle as the smaller lasgun. The laser chamber is larger, the power-build heavier, and the shot a single cannon blast rather than a machine-gun like hail of lower intensity laser blasts.

The lascannon is designed to knock out armoured vehicles and in this role it is so effective that it is often known as the "tank buster" or simply as the "buster".

lascannon vs lasgun is interesting. Its implied a lasgun has a "machine gun" like rate of fire, an that a lascannon has a higher intensity (more energy per unit area) shot than a lasgun.

Other sources (uplifting primer) give a lasgun a much slower ROF than a "machine gun", but it could be all about settings or power outputs. Maybe rat eof fire goes up when power per shot goes down.

Page 41
The multi-melta or thermal cannon is named on account of the multiple barrel-elements used on some models. It is also known as 'hotstuff', 'hells's breath' and 'hells halitosis' - its ccewmen noted for their sense of humor as well as the permanantly singed condition of their uniforms.

The weapon is essentially a more powerful version of the standard meltagun. It works by means of sub-atomic agitation, rather like a long-ranged microwave cooker, and can melt its way through even the heaviest armour. It is, however, handicapped by its relatively short ranged.

The multimelta makes no noise when fired, but the super-heating of the air produces a distinctive hiss which becomes a roaring blast when a living target is hit and its body moisure vapourises epxlosively.
Most of the multimelta stuff is a repeat of the meltagun entry, except that its more powerful and involves multiple barrels (making it more versatile according to other fluff.)
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

More heavy weapons and munitions.

Page 43
Melta-missile. Upon impact, the mleta missile undergoes a sub-atomic reaction releasing a blast of intense heat. This missile is capable of melting away vehicles and buildings, and is especially useful for attacking troops huddled togehter in defended positions.
Generally we can infer this weapon has a similar yield to melta weapons in general (roughly GJ range)

Logically, we could infer that since bomb and missile versions of melta charges exist, there probably could be a melta "shell" - its high power and focused discharge would lend itself quite well to Anti-tank roles.
Blind is a sophisticated form of smoke screen which produces broad spectrum electro-magnetic interference as well as dense smoke.

The missile may be aimed against any visible piece of ground.

...

models may not see through, or into, or out of, blind. Models may not use targeters or infravision to see through blind. Psykers may not see or use their powers through blind.
Blind isnt just smoke, its a funky EW blocking technobabble experience, as I've described before.
The plasma missile converts matter to plasma during flight.

...

No model may draw a line of sight through the plasma ball, and all weapons discharged into it merely feed the matter-energy conversion.
Plasma missiles seem to undergo some sort of conversion while en route to the target, rather than starting out "plasma." Also, this seems to suggest plasma isnt just really hot matter - it is some exotic matter-to energy ocnversion process, which suggests other plasma technologies (cannons, reactors, etc.) are similar.

Also, like with melta munitions, it does stnad to reason that these can exist in shell form as well as grenade/missile/bomb.

PAge 44
The multilaser is a rapid firing laser that uses a multiple barrel configuration to reduce a standard laser charrge into a series of rapid pulses. The result is a weapon which retains some of the renowned penetrative power of the lascannon but which can engage a series of targets in rapid succession. It producese a series of distinctive pulsing blasts when fired, followed by explosions as the laser energy shells strike the target and explode.
Basically a multilaser is a multi-barrel lascannon where the energy dischrage is spread over a higher ROF. This ir pboably compromising some of its anti-vehicle/anti-armour/anti-tank capability for greater antipersonnel ability (reduced penetration, basically.) No idea on ROF but the energy output ought to be roughly similar (perhaps somewhat less) and the power output would be much less (much longer period of time over which the energy gets released.)

"explosions" would refer to explosive vaporization on impact with the target.

Page 46
The Cyclone [Missile launcher system] is linked into the laser guider operated by the user's left hand. The laser guider shoots a laser light line towards the target, visible via the fierer's head-up video-viewer screen projected holographically in front of his visor. The same laser guider si used to trigger the weapon. The laser guider is fully integrated into the Terminator armour's onboard targeter system. The Spacee Marine may fire either one or a salvo of missiles and use the guider to guide the missiles to their target.
Terminator armor can be equipped to fire laser guided missiles. This is possibly similar to what Support Sentinels employ. It may suggest that laser guided weaponry is not exactly unknown in 40K (possibly Hunter killer missiles as well?) It would also allow the possibility of "laser guided" munitions.

Page 48
The battle cannon is a very large version of the auto-cannon which fires an even bigger shell and is correspondingly more powerful. It is among the largest and most destructive of the weapons used on the battlefield.
Battle cannon are just basically stronger autocannon, although the two overlap some I think (and some older sources referencing autocannon refer to battle cannon, probably). It is worth noting they mount battlecannon on aircraft (Thunderhawks and thunderbolts IIRC.) which suggests its bloody powerful. Nevermind Titan grade battlecannon.

Page 49
The conversion beam projector or "beamer" projectes a high-intensity energy beam which converts matter to energy. The denser the matter penetrated by the beam the more energy ins converted, so that a particularily solid target will explode and shatter apart with a fearsome rending noise. The beamer is therefore the ideal weapon to sue against vehicles, buildings or other largre, solid targets. Its disadvantage is that the enerrgy conversion takes a little time to build up, so a fast moving target may be able to escape the beam before any harm is done. The beamer itself is exceptionally large and bulky, requiring a huge power sourcec to feed the giant capacitors which line the projector tube. To overcome this immobility conversion beamers are usually mounted on a self-propelled wheeled carriage for battlefield support. The crew of the beamer control it from a safe distance with a radio controlled transmitter.
Another example of matter-energy conversion technology existing for the Imperium. not much use as a beam weapon, but could make a good munition or reactor.

Page 50
the distort or D-cannon is an Eldar weapon that makes use of the same warp-technology that enables spacecraft to move in and out of warp space. The weapon emits a low droning noise which builds in pitch until it fires with a high pitched shriek, spewing a beam of impenetrable blackness towards its target - a momentary rift between real space and the warp. The target is enmeshed in blackness and wrenched momentarily between warp space and reality. The massive internal distortion this causes tears the target apartt, and uisually destroys it. Living creatures are instantly burst aparrt, while vehicles and other constructions are ripped to pieces and wrecked. Local spatial distortion around the target may also cause some apparent movement of nearby troops as part of the fabric of reality is twisted and distorted. The only disadvantage of the weapon is its inaccuracy, inevitable with a weapon which distorts space as it is fired.
The good old D-annon. not much needs to be said about it really, since its basically the high end of high end weaponry (barring Gauss weapons that is, though in some way warpguns are even better.)
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Re: 40K 1st/2nd edition misc analysis thread

Post by andrewgpaul »

Connor MacLeod wrote:
The battle cannon is a very large version of the auto-cannon which fires an even bigger shell and is correspondingly more powerful. It is among the largest and most destructive of the weapons used on the battlefield.
Battle cannon are just basically stronger autocannon, although the two overlap some I think (and some older sources referencing autocannon refer to battle cannon, probably). It is worth noting they mount battlecannon on aircraft (Thunderhawks and thunderbolts IIRC.) which suggests its bloody powerful. Nevermind Titan grade battlecannon.
Thunderolts have 2 lascannon and 4 autocannon. IIRC, the only aircraft mounting a battlecannon is the Thunderhawk, although I wouldn't be surprised if an Ork has strapped one to his fighta at some point. :)
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

I think I saw in Epic there were fighters mounting battlecannon, as well as the thunderhawk. That alone should say alot for how powerful battle cannon are, even if we're talking on the high end of them
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Re: 40K 1st/2nd edition misc analysis thread

Post by andrewgpaul »

I think in 2nd ed Epic, when the flyers were first introduced, the Marauder mounted a battlecannon, now that you mention it.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Page 51
the rapier laser destroyer is a mobile anti-tank weapon mounted with a four-barreled laser known as a rapier. The weapon's four separate laser chambers are designed to focus with precision accuracy at a single point. A tremendous amount of laser energy can be directed against the target, making the rapier far more powerful than the lascannon. however, the rapier is so heavy and bulky tht it has to be transported on a specially-designed motorised track unit. The crewmen control the rapier's firing and movement with a special radio control box which they carry.
A type of multilaser perhaps, albeit equipped on a remote/self propelled platform.

PAge 52
The mole mortar fires a burrowing sub-surface missile, or tunnel torpedo into the ground.

...

The torpedo itself is a very sophisticated self-guided device able to track its target through solid rock.
Gotta love it. Subsurface artillery.

Page 53
The Tarantula is a semi-robotic weapon system capable of moving and firing its weapons under the direction of its controller. Its base has four broad feet into which are buit gravitic reaction jets. These can lift and gently hover the Tarantual into position, enabling the weapon to draw a bead on its target without exposing the firer. The Taratula is designed to carry a pair of weapons, both co-ordinated to fire at the same target. Various types of weapons can be bitted to the Tarantula, but lascannon are among the most popular.
These tarantulas are remote controlled rather than automated, but they can move about.

Page 54
The Thudd gun's crew carry a special radio control box with which they control the wepaon's movement and firing.
Radio controlled arillery.

Page 56
Grenades are small bombs that are thrown by hand, varying in size from a sphere the size fo a cricket ball to no larger than a coin.
Variuation in grenades. Smaller ones of course being more sophisitcated (Marines are seen using them.)

Page 56
Blind of baffler grrenades are a sophisticated type of smoke grenade which release a cloud of smoke, infra-red baffler and broad spectrum electro-magnetic radiation. It is impossible to see through blind-smoke with normal eyesight, and even artificial sight aids like infra-red vision, scanners, targeters, or bionic eyes have no effect. No troops may shoot into or through a cloud of blind-smoke, and even psykers may not use their powers if a blind cloud hides their target.
As mentioned lots of times before, blind blocks sensors as well as sight.

Page 57
All these [frag] grenades are designed to explode and fragment causing havoc among unprotected troopers. Some are quite large (the ork version is a simple can on a stick!), but there are special miniature versions no bigger than a large coin which fragment into hundreds of mono-molecular super-sharp slices and cuase considerable damage despite their lack of mass.
The smaller grenades must be pretty powerful despite being compact, suggesting fairly advanced explosives (your avreage grenade has maybe 200-250 grams of TNT. a coin will weigh double digit grams tops.) the monomol shrapnel probalby isn't bad either.

Page 62
The entire explosive effect of the krak grenade is concentrated against the target so there is no target blast and no blast marker is used.
In principle this suggests shaped charge, but it may be pure energy discharge too.

Page 62
The melta bomb is a subatomic thermal charge capable of melting through heavily armoured targets such as fighting
vehicles and dreadnoughts.

...

The blast of intense heat generated by a melta bomb is entirely directed against the target so it has no blast marker.


- melta bombs are stated here to be "subatomic" implying some sort of parrticle beam weapon. They are also shaped charge like effects and can melt through armoured targets (again single or double digit GJ yields implied.)



Page 62
Photon flares explode with a tremendously powerful flash of light enough to blind or dazzle any troops whose eyes are not protected in some way. Even troops wearing protective visors or goggles may be blinded temporarily, and light-sensitive equipment such as infravision devices and targets will be destroyed automatically.

....

Some special Imperial agents have chemically induced or surgically implanted forms of eye protection. This can take the form of a bio-cultured artifiical implant, a photocromic chemical injection, or a biosolenoid implanted into the optic nerve.

....

Auto-senses are artifiical senses which relay visual images directly into the mind, bypassing the eyes and optic nerve. Auto-senses may look like goggles or the visor of a helmet, but are actually far more sophisticated, automatically shutting off if sensory stimuli reach dangerous levels. Auto-senses are fitted as standard on Space Marine helmets, dreadnoughts, and veihcle view screens but are not otherwise common.
Flashbang/blinding weapons and the countermeasures used to defeat them. Some of it is technological, some of it augmetic, some of it other. Diverse if nothing else... Autosenses seem to be common on power armour and vehicles.

Page 63
Plasma is an unpleasant and unstable material in a highly energised state - when a plasma grenade explodes it creates a shining ball of plasma like a miniature sun.
Plasma is described as "unstable", and creating a "miniature sun" - which might imply a fusion reaction, but may also just mean a ball of incandescent plasma some diameter (a couple metres is probably a safe conservative estimate - say 2 meters diameter. density of air is about 1.3 kg*m^3 see here
about 5-6 kg of air.

Assuming a temp of around say 2 million degrees Kelvin for plasma, and specific heat see here is around 1 kilojoule per kg*K. So basically aorund 1-2 GJ per kg of matter. so, basically a single/double digit GJ even, more or less.

Page 65
It is impossible to see through smoke with normal vision, but troops equipped with infra-red vision, auto-senses, scanners, targeters, or bionic eyes can see clearly through smoke.
The kinds of objects that can see through conventional (non blind) smoke
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

more Wargear stuff.. got some armor and other gear quotest o cover too....

Page 66
In the 41st millenium the diverse lethality of weaponry has only been matched by the myriad forms of protection created to counter it. Personal armour varies in complexity from the simple flak jacket to the fully-power assisted tacitcal dreadnought armour which has an armour thickness comparable to a light tank. All body armour is assumed to include equipment such as respirators, infra-red visors, anti-glare goggles, etc. as standard where appropriate.
Dreadnought armor is considered a "light tank" again a definition which eludes my understanding in 40K terms.

The more significant bit is where its noted that other gear can be included with body armor - including respirators, infrared (or presumably NVG) gear and anti glare stuff and so on as part of the standard kit. What "where approrpiate" means is open to inteprretation - that may refer to the differences in regimental organization and equippping (some are more high tech than others), or it may refer to such gear being assigned on "a case by case" basis, as hinted at in other sources (the uplifting primer and mnitorum manual, for example.) Or it may mean both.

Page 66
In addition to body armour there are shields and personal energy fields which employ force-field technology to deflect, defract, or absorb hits. It is unusual but not unheard of for ordinary troops to be equipped with personal energy fields, but their rarity and expense mean they re more commonly found in the possession of higher ranking officers or leaders.

...

Shields reinforced by energy fields are simpler and are issued as standard to some troops.
personal shield tech and its rarity, particularily among infantry.

Page 66
Primitive armour is still common in many parts of the galaxy where technology has regressed to medieval levels or even lower. Primitive armour is made of plates or rings of ferrous metal or sometimes reinforced animal hide. The protection it offers against advanced weapons is minimal but its still better than nothing! Models wearing primitive armour have a basic saving throw of 5 or 6 on a d6 against primitive weapons such as bows, crossbows, ordinary swords or other hand weapons. Against all other weapons primitive armour gives a saving throw of 6 on a d6.
Modenr weapons (projectile or beam, like lasguns) are implied to be able to rather easily penetrate "primitive" armor (chain or plate armor) or suc. Might be calcable if we know the thickness.

Page 66
Flak armour comprises several layers of different ablative and impact absorbent materials which should absorb the majority of energy from a shot or blow. The protection it offers against a direct hit is somewhat questionable at the best of times, but it is more effective against proximity blasts and the shrapnel from explosions. Flak armour does have the advantage of being vastly cheap and easy to produce, requiring a very low technology base. Models wearing flak armour have a basic saving throw of 6 on a D6. This is increased to 5 or 6 on a D6 if they are hit by attacks which use a blast amrker or a template such as flamers or frag grenades. Flak armour is mostly used by Orks and the Imperial Guard.
Description of flak armour worn by the Guard. While qualities probably vary quite a bit dpeending on who is making it it does seem that its purpose (at the bare minimum) is to make weapons impacts survivable - more sophisticated/heavier versions presumably offer more protection. Further, one might infer that the "light" flak armour worn by light infantry (skirmish troops like the Tanith and probably Tallarn) is also less durable than that worn by heavy infantry.


PAge 66
Mesh armour is formed from tens of thousands of individual pieces of thermoplas bonded togehter to produce a tightly woven material rather like reptile scale or archaic chainmail. When struck the mesh becomes momentarily rigid, ,spreading the impact across a larger area. The thermoplas material also disperses heat very rapdily, giving reasonable protection against energy weapons.
Mesh armour as seen in Inqusition War. Its better against energy weapons than flak is, but we dont know how much better, aside from one incident (to be described later in the Eldar codex) Originally this was "Eldar mostly" armour, though in later editions we saw this specific version disappear from the game (presumbly subsumed as a type of flak)

Page 66
Carapace armour is simply made up of large rigid plates of armaplas or ceramite moulded to fit parts of the body. It may take the form of a complete armoured suit like those worn by the Adeptus ARbites or separate parts such as chest pieces, helmets, etc.

Carapace armour is commonly found in all the military arms of the Imperium such as the Imperial Guard and Navy. Indeed, teh carapace breastplate worn by Imperial Guard officers is as much a badge of rank as a peice of armour. Carapace armour offers good protection but can be tiring to wear in extended battles.
Carapace and all its etails. Hasn't really changed much from 2nd edition onwards, cept we have a much better idea of how tough it is. The weight issue is a bit nebulous though... odds are I'd guess its very heavy.. say 20-30+ kg minus gear. That would be heavy by armor standards.

Page 67
Eldar aspect armour is a unique product of their highly advanced technology in the realms of psychic engineering. The Eldar manipulate psychic energy in the same way that the Tech -priests of the ADeptus Mechanicus use electricity or plasma fission as an energy source. Aspect armour is constructed of a psycho-sensitive material which reacts ot movements of the wearer, moulding and reshaping itself to fit like a glove as the warrior moves and fights. Like mesh armour, Aspect armour stiffens with the impact of a shot or blow to spread the energy of the hit across the body of the wearer, though the armour also includes rigid paltes to further reinforcee it.
Mention of plasma fission, and the construction of aspect armour and its capabilities. A bit more magically effective than Imperial armor, naturally. Bit of a "chain and plate" setup, really.

PAge 67
Rune armour is specially constructed of wraithbone, a mateiral conductive to psychic energy.

The protective psychic energy in the armour deflects a shot or blast before it even touches the Warlock.

....

Even the ravening energies of lascannon and plasma weapons can be diverted by Rune armour.
Rune armor is basically Eldar armor with a magic forcefield, though one powerful enough to stop high MJ/low GJ range weapons.

Page 67
Thiis is a completely enclosing suit of armour as worn by Space marines of the Imperium. It is made from thick ceramite plates and would be heavy and cumbersome but for the electrically motivated fibre bundles implanted in teh armour to replicate the movements of the wearer and supplement his strength. Power armour is fully sealed to provide protection against gas weapons and hard vaccuum and it also commonly includes numerous auxilliary systems such as communicators, auto-senses, etc.
Good old Space Marine armor.
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Re: 40K 1st/2nd edition misc analysis thread

Post by EarthScorpion »

Connor MacLeod wrote:
Carapace and all its etails. Hasn't really changed much from 2nd edition onwards, cept we have a much better idea of how tough it is. The weight issue is a bit nebulous though... odds are I'd guess its very heavy.. say 20-30+ kg minus gear. That would be heavy by armor standards.

Dark Heresy gives a mass of 17 kg for both a full set of Storm Trooper Carapace (covering torso, legs, arms and head), and Enforcer Light Carapace with an added helmet (so that it covers the whole body too). There is also a separate type, in the Inquisitor's Handbook, of "Magisterium Carapace", of mass 16kg for full protection.

It's a bit lighter than your estimates, at least by these values.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Falkenhayn »

Also, the Balaurian Heavy Infantry in Grey Knights wear "Half-Carapace" Armor, albeit it appears to offer no greater protection against bolt weapons of human size. It also mentions that the Balaurians lock their lasguns on the maximum power, minimum range setting.

This "Heavy Infantry" designation is somewhat odd, though, in that it often goes along with partial or complete mechanization and organic artillery. The 5th Ed. Guard Codex notes that guard regiments typically don't utilize combined arms for obvious in-universe reasons.

Come to think of it, "Half-Carapace" could easily describe Naval Boarding Armor from Dark Heresy. It provides light carapace protection for the head and torso and flak armor for the extremities, along with a com-bead and photo visor*. It also incorporates a complete vacuum suit.
Earthscorpion wrote:Dark Heresy gives a mass of 17 kg for both a full set of Storm Trooper Carapace (covering torso, legs, arms and head), and Enforcer Light Carapace with an added helmet (so that it covers the whole body too). There is also a separate type, in the Inquisitor's Handbook, of "Magisterium Carapace", of mass 16kg for full protection.
Stormtrooper carapace also provides a superior level of protection, but Magistratum carapace has integrated support systems (a com-bead, photo visor and respirator) and is environmentally sealed. This I'm assuming is how they have comparable mass.

*Just in case, a Photo-visor is low light/night vision gear, that also protects against the flash effect as found in a flash-bang grenade. It comes in visors, but can be reduced in size down to the level of contact lenses or disguised as reading glasses.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Falkenhayn wrote:Also, the Balaurian Heavy Infantry in Grey Knights wear "Half-Carapace" Armor, albeit it appears to offer no greater protection against bolt weapons of human size. It also mentions that the Balaurians lock their lasguns on the maximum power, minimum range setting.
Or its just a version of some type of historicla "half armour". Some regiments are known to use just breastplates/backplates, like the Krieg. Another possibilty is the hardshell armor we see is partial carapace (light carapace) on all the Guard rgiements (Cadians, Elysians, etc.)

This "Heavy Infantry" designation is somewhat odd, though, in that it often goes along with partial or complete mechanization and organic artillery. The 5th Ed. Guard Codex notes that guard regiments typically don't utilize combined arms for obvious in-universe reasons.
In theory they don't, but like alot of the "practices in theory" they dont neccesariyl match up with reality. The difference is that there's lots of ways they arrange the "combined arms" forces (not all are organic or raised iwth the regiment, though this isn't unheard of or even neccesarily rare.)

I think alot of it ultimately depends in a "relative" sense - as in the kind of planet and systems they raise from, the tech and industrial levels, prestige, and even the kind of regiment. The "combined arms" types are generally either more experienced (special built by using attached forces or assembled from teh remnants of other veteran regiments) but they'll quite readily do it if the case calls for it. (alot of the high tech regiments seem to do this, even in the Forge World books.. like the Cadians, the Tallarn, the Vostryoans, etc.)

Then again the approach the IG uses is pretty much "mix and match" in 5th edition.. regiments are basically (like the Tactica Imperialis book BL put out says) more of an adminsitrative term. Imperial forces are built up REALLY at the company level or even lower (platoons or squads, depending on the circumstances and the type of force.) So in reality a Guard Force may not be composed of individual regiments as elements from various regiments.)
Come to think of it, "Half-Carapace" could easily describe Naval Boarding Armor from Dark Heresy. It provides light carapace protection for the head and torso and flak armor for the extremities, along with a com-bead and photo visor*. It also incorporates a complete vacuum suit.
Or it could be a complete suit of Carapace that leaves out certain parts to lighten the weight or improve mobility or dexterity. Some regiments do that (the Krieg in the latest IA books have Engineer regiments with carapace that leaves some of the limbs exposed)
Stormtrooper carapace also provides a superior level of protection, but Magistratum carapace has integrated support systems (a com-bead, photo visor and respirator) and is environmentally sealed. This I'm assuming is how they have comparable mass.

*Just in case, a Photo-visor is low light/night vision gear, that also protects against the flash effect as found in a flash-bang grenade. It comes in visors, but can be reduced in size down to the level of contact lenses or disguised as reading glasses.
true, but its pretty obvious from artwork (of Kasrkin for example) as well as othe rsources that Storm troopers carry Infrared/NVG gear as well as targeters (probably integrated) as well as comm beads and respirators :P
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Re: 40K 1st/2nd edition misc analysis thread

Post by Falkenhayn »

Or its just a version of some type of historicla "half armour". Some regiments are known to use just breastplates/backplates, like the Krieg. Another possibilty is the hardshell armor we see is partial carapace (light carapace) on all the Guard rgiements (Cadians, Elysians, etc.)
Certainly.
n theory they don't, but like alot of the "practices in theory" they dont neccesariyl match up with reality. The difference is that there's lots of ways they arrange the "combined arms" forces (not all are organic or raised iwth the regiment, though this isn't unheard of or even neccesarily rare.)

I think alot of it ultimately depends in a "relative" sense - as in the kind of planet and systems they raise from, the tech and industrial levels, prestige, and even the kind of regiment. The "combined arms" types are generally either more experienced (special built by using attached forces or assembled from teh remnants of other veteran regiments) but they'll quite readily do it if the case calls for it. (alot of the high tech regiments seem to do this, even in the Forge World books.. like the Cadians, the Tallarn, the Vostryoans, etc.)

Then again the approach the IG uses is pretty much "mix and match" in 5th edition.. regiments are basically (like the Tactica Imperialis book BL put out says) more of an adminsitrative term. Imperial forces are built up REALLY at the company level or even lower (platoons or squads, depending on the circumstances and the type of force.) So in reality a Guard Force may not be composed of individual regiments as elements from various regiments.)
What? Could you expand on the bolded orhanization? It pretty much contradicts everything said about organization in the 3rd and 5th Ed. Guard codexes, and Tactica Imperialis is ~18 months older than the new Guard book. I hate to niggle, but Codex Imperial Guard is one of the few sources that views the Guard as a single organization, and when it says the Departmento Munitorum raised 40,000 regiments in the 700s.m41 alone, I don't want to paint to broadly with novelizations or series dealing with one campaign, crusade or battle.
true, but its pretty obvious from artwork (of Kasrkin for example) as well as othe rsources that Storm troopers carry Infrared/NVG gear as well as targeters (probably integrated) as well as comm beads and respirators :P
Of course. Just saying that there may be a correlation between ST Carapace's increased mass and its superior level of protection, and that weight stated covers only the weight of the armor, which is not environmentally sealed, nor does it include supporting gear. The mass you mentioned initially is probably accurate, but including supporting gear, rather than omitting it.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Teleros »

Minor quibble:
Dreadnought armor is considered a "light tank" again a definition which eludes my understanding in 40K terms.
It's referring to Tactical Dreadnought armour - also known as Terminator armour. Which seems reasonably accurate, although it probably doesn't consider things like SM terminators surviving titans stepping on them, or the design having been based on repair suits required to work inside active plasma reactors (!).
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Teleros wrote:It's referring to Tactical Dreadnought armour - also known as Terminator armour. Which seems reasonably accurate, although it probably doesn't consider things like SM terminators surviving titans stepping on them, or the design having been based on repair suits required to work inside active plasma reactors (!).
I meant I dont know what they define a "light tank" is as far as benchmarks go :P
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Falkenhayn wrote: What? Could you expand on the bolded orhanization?
There's various tidbits throughout the book, but the most direct example is on page 9 discussing the organization of regiments. They can be highly diversified in number and type and yet its flat out said tha ta regiment has no consistent definition - indeed all regiments are considered "equal" as far as the Munitorum cares (which is stupid because the name alone ought to tell you something, and a tank regiment is always going to be nastier than an infntery regiment) The only real uniformity is in the "regiments have companies, companies have platoons, platoons have squads, and they're all lead and have sergeants and there's heavy weapons and special eapons somewhere, and possibly other elements."

Its also mentioned that once forces/armies are assembled, that you might have infantry forces trading some of their men for tanks/artillery/etc. and vice versa - while technically only "attachments" these can become effectively indefinet (at least long enough that the borrowed units integrate using similar insignia and such.)

The whole things smack of "Adminsitrative/bureacratic nonsense" and that the point of Regiments is just to allow a broad allocation and deployment of forces perceived neccesary for a givne purpose. Once "in t he field" those forces may be modified/adapted to suit the circumstances (regiments may be augmented by forces from other regiments, split up, combined, or whatever. is deemed neccessary.) and the units with the most consistent orgnaization are the companies and platoons (and most consistnetly the squads.)

It pretty much contradicts everything said about organization in the 3rd and 5th Ed. Guard codexes, and Tactica Imperialis is ~18 months older than the new Guard book.
I don't buy the "newer always contradicts older automatically" idea. Otherwise why bother lookinat at or citing earlier material? (Not that it matters since they recycle so much of it anyhow... alot of the "contradictions" I find are largely a matter of interpretation anyhow.) Bulk of evidence and overall consistency matter more in the long term than age of material (he ICSs have been "supplanted" by newers oruces according to some, but does that automatically mean we ignore anything they say in favor of the new stuff? Of course not.)

I hate to niggle, but Codex Imperial Guard is one of the few sources that views the Guard as a single organization, and when it says the Departmento Munitorum raised 40,000 regiments in the 700s.m41 alone, I don't want to paint to broadly with novelizations or series dealing with one campaign, crusade or battle.
Actually I find that alot of the Guard codexes seem to flip fop in their ideas about the Guard. On some cases you get something that sounds halfway intelligent, then you get something that simply feeds the "RAR! BAYONET CHARGE!" crowd. For example, in the 5th edition codex its flat out mentioned that if the Guard lets many of its enemies (who are better at close combat than they are) in close they are utterly fucked. Yet on that same page it lauds the Guard for being able to make bayonet charges to crush any foe! There's also the "Guardsmen aren't taught to think" (even though Veteran troops and stuff like Death Worlder troops/jungle fighters tend to be highly independent.) or the "technology is more important than a person" (then they go ahead and equip the Guard with some pretty sophisticated and powerful shit.) - the "rarirty" value of technology always seems ot vary with authorial fiat.

Of course. Just saying that there may be a correlation between ST Carapace's increased mass and its superior level of protection, and that weight stated covers only the weight of the armor, which is not environmentally sealed, nor does it include supporting gear. The mass you mentioned initially is probably accurate, but including supporting gear, rather than omitting it.
It could just vary due to quality of materials or availability of materials. Carapace is as variable as flak when it comes to performance. For example, we know some Carapace that utterly fails to stop bolter fire, but there was Guard issue Carapace that stopped a CSM bolter shell in Wolf's Honour, and we know Vostroyan armor can stop heavy stubber and Ork slugga/shoota fire (which is going to be roughly around the ballpark of a bolt round easily.) - up to a Zoican Storm trooper's armor surviving an impact that flung the body 20 meters or so into the air (Necropolis.)

It could also simply vary according to whether it is a more "general purpose/one size fits all" type of Carapace or whether its custom fitted to the wearer (the latter may require additional mass for a larger body, or less for a smaller, or it may allow for a more specialized/simplified design since its meant for only one person.)
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

More Wargear...

Page 67
The holo-suit, is a programmable hologram field which breaks up the outline of its wearer as he moves. Every time the wearer moves his outline appears to explode into a cloud of tiny mutli-coloured fragments and when he stops his image colasescees back togehter intoa solid image like the pieces of a jigsaw. For this reason the holo-suit is also known as a jigsaw or dominio field.

The faster the wearer moves, teh more widely dispersed his image becomes. Whenever he stops the suit mimics the nearby terrain so that he seems to fade out of view. While strictly speaking a holo suit is aform of personal force field it is included in the armour category because it is normally used instead of armour and may be combined with a personal force field.
Harlequin holo-suit... perosnal shield version of holofields I suppose.

Page 68
Tactical dreadnought armour or Terminator armour, as it is most commonly known, is without doubt the toughest personal armour in thr galaxy. The armor is massively bulky and contains a full exo-skeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramic plates which form the outer carapace. The adeptus Mechancius has deisgned a number of particularily devastating weapons to be used in conjunction with Termintator armour including storm bolters, heavy flamers, ,assault cannon and the deadly Cyclone missile launcher.

...

This means that Terminator armour can potentially survive a shot from even devastating weapons like lascannon ....

...

In addition to its considerable protectie value Terminator armour is equipped with a number of other devicecs. It always includes a targeter which is linked to whatever ranged weapon is carrieda nd a teleport homer to assist in teleport operations. Extensive communications gear and sensory apparatus is also fitted as standard

Terminator armor description.. lascannons probably are upper limit (though not guaranteed.. likely makes it survivable) and (as we know from novels and IA books) plasma and melta weapons. Which really just means anything short of anti-armour heavy weapons isnt likely to do much - at least not without sustained fire.

Also mention of targeters, beacons, sensors and comm gear as standard.

Page 68
Squat Exo-armour is very much like Terminator armour in that it combines a mobile exo-skeleton with heavy armour plating. The Squats developed exo-armour from the stealed enviroment suits they used in asteroid mining operations and other hostile surroundings such as plasma reactor pressure chambers and chemical storage tanks. As the Squats were forced to defend thesmelves during the age of Isolation they converted much of theri civilian equipment into efficient wargear.
Squat Terminator armour analogue and implied durability by comparing hostile surroundings to a plasma reactor's pressure chamber (Whatever that is, its probablyinside the damn reactor.)

Page 68
A refractor field is an energy field projected by a small generator no larger than a pistol holster. It operates by dispersing the energy of incoming shots and blows over the total area of the field. One unfortuante side effect is that when the field is switched on it produces a hazy band of light around the subject which makes it impossible for hte wearer to hide.
Refractor fields... pretty commonly held description. Still dont know why they call them refractors if they disperse the energy of the shot.

PAge 68
A conversion field converts incoming energy from shooting and close combat hits into light.


A successful save causes a blinding flash of light that illuminates a circular area with a radius equal to the strength of the weapoon in in ches. Any models within this area that have no kind of eye protection will be blinded
If I could somehow find numbers for the luminosity and how bright it gets you could probably calc a figure from this., I'm too lazzy to.

Page 68
A displacer field is in fact a miniature warp drive mechanism with a proximity detector which picks up incoming shots, psychic attacks, or close combat blows. The displacer field is very reliable...

...

The field instantly shifts the wearer D6" in a random direction

...

This will cause the attack that hit the model to miss automatically unless hte attack uses a template or blast marker and the field fails to move the model out of the area of effect.
A safety mechanism prevents the model transporting into solid objects such as a wlal, vehicle or another model. A displacer field will not work against a vortex grenade at all - the model is instantaneously sucked into the warp as the field activates!
Displacer fields in depth. Note the following:

"Proximity detector" which can detect psychic attacks.

"Safety mechanism" preventing materialiation in solid objects. Warp-based detection of some manner or another.


Page 69
A power field is an invisible bubble of pure energy created by a large cumbersome generator. Power fields work by deflecting and absoribng the energy of shots. As soon as the "skin" of the field is broken it increases its energy potential at micro-second intervals to push out its normal spherical shape again. To save energy and to permit the wearer to fire the field flickers on and off in a rapid cycle. Presonal power field generators are barely man-portable and are normally only used in siege work and space ship boarding actions. Very large power fields are sometimes used to protect Ork Gargants, installations, space ships, and otehr objects with a big enough power source to energise the generator.

...

However, in hand-to-hand combat the power field offers no protection as an opponent can easily get his weapon isnide hte power field bubble and strrike the wearer.
Powerfields described, and they simultaneously deflect and absorb weapons fire. The fact it operates in "micro-second" timescales suggessts some wepaons (perhaps laser based weapons) do as well.) They are also not continously "on" but flicker on/off (like Renegade Legion flicker shields, but do not seem to share the drawbacks.)

Powerfields also share the same permeability weakness.. anything getting under the shield is immune to it.

Note the particular afficiliation with Orks also, although they are mentioned being used in siege work and boarding actions (whether offensively or defensively or both isnt specified)


Page 69
A primitive shield is a large plate of metal, wood, hide or similar material worn on one armo ro carried in one hand.
..

A primitive weapon offers no protection at all against advanced weaponry such as bolters and lasguns.
Lasguns (and bolters) can penetrate primitive shields including metal ones.. other advanced weaponry may be included.

assuming a 1cm thick shielding and a finger-wide hole vaporized through it, and made of iron is around 200-300 kilojoules minimum. This is, admittedly, a bit conjectural, but a possible result.


Page 69
A storm shield is a large plasteel plate which contains a small but potent power field generator, and beacause of this they are also known as power shields. Once activated the storm shield is surrounded by a glowing blue field of energy which emits crackling lightning when it is used to parry a blow.
Terminator Storm shields are physical barriers reinforced with a powerfield. This is similar to stuff we've seen later on (in Nightbringer an Arbites facilities' walls are reinforced with powerfields also.)

Page 69
The suppression shield is similar to a storm shield but replaces the power field generator with an electro-shock unit.

Arbites shield. not sure if the shock unit is offensive alone or offers defensive properties.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Falkenhayn »

I'm on my pain medication from recent hernia surgery, so hopefully this is coherent.
Connor MacLeod wrote:

The whole things smack of "Adminsitrative/bureacratic nonsense" and that the point of Regiments is just to allow a broad allocation and deployment of forces perceived neccesary for a givne purpose. Once "in t he field" those forces may be modified/adapted to suit the circumstances (regiments may be augmented by forces from other regiments, split up, combined, or whatever. is deemed neccessary.) and the units with the most consistent orgnaization are the companies and platoons (and most consistnetly the squads.)
Ok. That jives with the 1 Regiment of 12 Baneblades = 1 Regiment of 120,000 Valhallan Light Infantry.

I don't buy the "newer always contradicts older automatically" idea. Otherwise why bother lookinat at or citing earlier material? (Not that it matters since they recycle so much of it anyhow... alot of the "contradictions" I find are largely a matter of interpretation anyhow.) Bulk of evidence and overall consistency matter more in the long term than age of material (he ICSs have been "supplanted" by newers oruces according to some, but does that automatically mean we ignore anything they say in favor of the new stuff? Of course not.)
Admittedly, sometimes I wonder why you bother with stuff like Rogue Trader or Draco, but as I've said elsewhere, I'm not going to tell you how to spend your time. I like the new fluff because it provides specific details or important revisions to older fluff. I've said nothing to support the idea you've outlined, and apart from the first sentence, I agree with your framework. But for example, the older fluff speaks over and over again of Chapters 1,000 strong, when the template on which 60% of Marine chapters are based is more like 1200, thanks to the most recent SM codex.

Thanks to volumes of evidence, the 700kj-3MJ range for lasgun firepower is well established. But the principle whereby a "Regiment" describes roughly equivalent mobilizations of firepower is brand new. This is something whereby we can go back and see why 750,000 Gudrunites, lightly equipped and providing their first ever Guard tithe, were considered one regiment. It also means that, if Gudrun ever rebelled, the Departmento would consider 8,000 Mechanized Cadians, or 120,000 Vahallans, or 13 Baneblades, the equal of the Gudruns.

Take this with Inquisitor Kryptmann's Biomass Denial evacuations, and total mobilizations from things like Armageddon and the Sabbat Worlds, and we can actually start talking about how many troops the IoM can put someplace at sometime and how they go about doing it, whereas previously, all we could do is speculate or say the equivalent of "The Sabbat Worlds Crusade Happened" with fuckall about how. We can't really do this with previous "Regiment = Whatever amount of Something" definitions and no guidelines.

Actually I find that alot of the Guard codexes seem to flip fop in their ideas about the Guard. On some cases you get something that sounds halfway intelligent, then you get something that simply feeds the "RAR! BAYONET CHARGE!" crowd. For example, in the 5th edition codex its flat out mentioned that if the Guard lets many of its enemies (who are better at close combat than they are) in close they are utterly fucked. Yet on that same page it lauds the Guard for being able to make bayonet charges to crush any foe! There's also the "Guardsmen aren't taught to think" (even though Veteran troops and stuff like Death Worlder troops/jungle fighters tend to be highly independent.) or the "technology is more important than a person" (then they go ahead and equip the Guard with some pretty sophisticated and powerful shit.) - the "rarirty" value of technology always seems ot vary with authorial fiat.
I'm reading the 1906 Drill Regulations of the Imperial German Army for my research seminar. They repeat over and over that the infantry must go forward by whatever means at every possible opportunity, that they enemy is broken with the bayonet, and that the infantry defeats the enemy with its fire (I was confused as well). The shortest range mentioned in the work is 700 meters, and ranges top out at 1200 meters. Likewise, Stormtroopers were rare and valuable soldiers because their superiors relied on their personal motivation to close with and kill the enemy, whereas previous drill regulations required an officer's leadership and an NCO's direction and encouragement to do the same with regular troops.

If Guardsmen are willing to take on Orks with fixed bayonets, it mean's they've made peace with their instinct for self-preservation, and can be trusted to press an attack without an officer's reinforcement if need be. It seems like pretty stock-n-trade military-bureaucratic language. I'd need the full context to be sure.

It could just vary due to quality of materials or availability of materials. Carapace is as variable as flak when it comes to performance. For example, we know some Carapace that utterly fails to stop bolter fire, but there was Guard issue Carapace that stopped a CSM bolter shell in Wolf's Honour, and we know Vostroyan armor can stop heavy stubber and Ork slugga/shoota fire (which is going to be roughly around the ballpark of a bolt round easily.) - up to a Zoican Storm trooper's armor surviving an impact that flung the body 20 meters or so into the air (Necropolis.)

It could also simply vary according to whether it is a more "general purpose/one size fits all" type of Carapace or whether its custom fitted to the wearer (the latter may require additional mass for a larger body, or less for a smaller, or it may allow for a more specialized/simplified design since its meant for only one person.)
Ok.
Many thanks! These darned computers always screw me up. I calculated my first death-toll using a hand-cranked adding machine (we actually calculated the average mortality in each city block individually). Ah, those were the days.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

This is one of my rare "Massive" updates.. Going ot just totally wipe the slate clean with the 1993 Wargear book.. then move on.

Page 70
In many ways a bionic eye is better than the original, giving sharper focus, magnification, and a broader visible light spectrum enabling the user to see in the dark, detect radiation, and so on. This means the character equipped with a bionic eye gains the benefits of a targeter and a scanner combined.
Bionics/augmetics can be (but not always are) superior to the organic bit they re replacing.

bionic eyes also function as a targeter and a sensor combined.

Page 70
Cameleoline is a rare artificial substance which can be woven into the structure of most fabrics. Morphic polymer chains in the material automatically take on the colours and textures of their surroundings. The result is that after a second or two motionless the wearer appears to fade into the background offering chameloen-like protection from prying eyes.
How cameleoline works, and that it takes a second or two to work.

Page 71
Communicators are multi-purpose transmitters with audio or audio-visual pickup. The device may be a separate hand held instrument or built into a helmet or wrist strap. communicators this size will have a range of over a hundred kilometres, more than enough for squads to keep in contact with their HQs. Larger communicators which are capable of commuincating planet-wide or with ships in orbit tend to be backpack-sized or larger.

All troops and vehicles in Warhammer 40,000 are assumed to have communicators unless specified otherwise. This means they don't need to be given written orders, can react to situations and enemy troops they cannot see, ,request fire suport and so forth.
Capabilities of IG communications gear. Note that this isnt neccesarily "common" to all Guardsmen, but rather the more sophisticated worlds it seems likely their regiments do. Standard comm beads are much shorter ranged (but still significantly so). 100km range is interesting, with the bigger ones having hundreds/thousands of km range.

the "audio and visual pickup" is interesting, as it means data can be transmitted amongst different troops or squads (at least with the backpack mounted versions.) Similar capability has been demonstrated in the Cain novels on the vehicle level and by the Tanith in First and Only (vox operators and vehicle level vox.)

Page 71
A jump pack consists of a small anti-gravity pack which negates some of the weight of the wearer and one or more rocket motors or turbines that give the wearer and extra boost when he leaps into the air. The reuslt is that troopers wearing jump packs leap forward in long, curving bounds, skimming over intervening obstacles faster than a man can run. Though flight packs exist they are rarely used in combat as it is simply too difficult to fly one and fight at the same time. It is relatively easy to train troops to use jump packs and they are commonly used by assautl troops throughout the galaxy.

...

A jump can be made up to a distancec of 18", reaching a maximum height sufficient to clear most obstacles, vehicles, and models. Woods and single storey buildings can be cleared, but the horizontal distancec jumped is reduced to 12" to account for the greater vertical height needed. Higher obstacles/buildings can be cleared but the distance of the jump will be reduced to 6".

Jump packs, like seen in guns of Tanith. I only included the game stats becuase it gives us an idea of the height/distance they can jump. Being able to move "faster than a man can run" implies they can move in excess of 30-35 kph. Clearing a single story building (3-4 m tall) at a standing start would take around 6-7 m/s, which fits roughly within the lower benchmark.

Page 72
Swooping Hawk wings are a special form of jump pack used exclusively by Eldar Swooping Hawk Aspect Warriors. In addition to an anti-gravity lifter and jet propulsion motors the harnes have large wings which allow the user to glide longer distances and even soar high into the air.
Further proof of how advanced Eldar are over many other races.

Page 72
a medi-pack is an advanceed automated medical machine packed with sensors, probes, drugs, and chemicals. With its adi almost anyone can apply battle surgery to the wounded and speed recovery of the injured.
Older edition description of medical equipment, very sophisticated capability for the Guard. Presumably this was replaced by the "resuscitrex" and "autosurgeons" you hear about in the later editions and the fluff. It does not neccesarily mean its been written out, however. Its probably just not common.

I should note that in the 5th edition of the Guard codex, I have noted that certain Guard regiments, like the Vostroyans, have depicted medical officers carryin computerized medikits.

Page 73
The multi-scanner is used to register energy emissions throughout the electro-magnetic spectrum. It can detect heat, radiation, and most forms of energy given off by vehicles or living creatures. The scanner may be a separate hand-held device like a swmall viewscreen or pair of binoculars, or it may be built into a helmet as in the case of Terminator tacticla dreadnought armor.
Scanner or auspex/surveryor. Implies primarily passive capability, but auspex can also have active abilities. The auspex can also be built into a helmet or binoculars (magnoculars). We've seen examples of this (IE IA4 Anphalion project had Elysian Sergeants with auspex gear in their helmets.)

Page 74
Haywire grenades emit an incredibly powerful burst of electromagnetic interference which scrambles delicate circuits and overloads instruments.
40K version of EMP weapons.

Page 74
The Stasis grenade is an unusual and rare weapon developed by the Adeptus Mechancius for use by the special agents of the Imperium. It is not generally issued to combat troops as it is very expensive, but they do occasionally appear on the open market where planetary rulers will pay exhorbitatn prices for a single grenade. It is relatively bulky and cannot be used with a grenade launcher.

AT the heart of the grrenade lies a small time-warp generator that creates a self-replicating time-warp or stasis-loop centered upon itself. Everything close to the grenade is condemned to relive the same instant time and again, in effect that part of space is trapped in a single moment and appears frozen solid to observers further away. The effect of the time-warp field weakens as the distance from the grenade increases, the loop becomes longer and longer, so that while time is slowed down it does not wholly stop.
High end Imperium gear- Stasis weapon. I am not sure what the purpose of it is for the obscurity or advancewment of the device, but I suppose it might be good for facilitating escape.s Maybe it has effects against all creatures (including daemons?)

Page 76
The Virus grenade contains a genetically tailored virus which is released by the exploding grenade. The virus has been genetically programmed so that it mutates very rapidly. As a result its initial effect is devastating but it quickly degenerates and eventually dies out. This genetically engineered self-destruct mechanism means that viral warfare is relatively safe. Indeed, the most effective way of depopulating a planet is with giant viral missiles fired from space.

However, there is always a small element of risk. It has been known for a virus to lie dormant for centuries and reappear only when the planet has been repopulated. Most rare of all, the virus may evolve into a stable but deadly form making the whole world uninhabitable.

These drawbacks are more of a problem with large scale virus bombardment . The amount of virus in a grenade is small, so its potential for unpredictable genetic development is almost nil. Because Tyranids and their constructs are from a different galaxy and therefore of different genetic stock they are largely immune to Virus and will not be affected by it though Genestelar hybrids have abosrbed metabolic weaknesses of their hosts and are affected normally.
Virus weaponry in general, and the scales (grenades vs bombs) and the various problems involved in using them. Note these virus weapons appear to be genuine bioweapons rather than the "decompose all organic shit and then set the amtosphere on fire" variety. Anyhow, It is indicative of how sophisticated genetic and biological tech is among the AdMech. The application in smaller weapons like grenades is interesting, too.

Also of interest is that at this point Tyranids were immune to virus weaponry (or at least bioweapons.) Either this changed in later editions (As they did absorb more host matter here) or we got the aformeentioned technobabble "atmosphere burning" virus weapons.

Page 76
The Vortex grenade is a rare weapon that is very difficult to produce. It is made by the Adeptus Mechanicus for Imperial agents, and it is possible that copies made on advanced human worlds occasionally find their way into the hands of other troops.

The grenade takes the form of a weighty sphere rather like a cricket ball, and it is far too heavy to be fired from a grenade launcher. Inside the outer shell of the grenade is a delicate warp mechanism, a complicated and temperamental piece of technology.

When the grenade is activated it creates a tiny rift between the real unitverse and warp space, a rift which becomes a vortex in the fabric of space like a small black hole. Everything encompassed by the vortex is destroyed without exception. all matter and energy is drawn into the vortex and into warp space where it is turned into the very stuff of the warp,
Ah, the good old vortex grenade. most ocmpact form of the pinnacle of Imperial weapons technology. In practice it is a very compact warp engine, for all intents and purposes.

Page 77
Targeters are devices which combine various optical and electronic sights together with guidancee systems in teh case of missiles.
Targeters seem to be rather more sophisticated than a simple laser sight/rangefinder or a optical scope (even a powered one.) Presumably quite computerized (given mono sights and infra sights are more common and less sophisticated than targeters.) Vehilce mounted targeters are presumed to be likewise sophisticated.

Page 77
A teleporter is a huge device which must be built into a spaceship or building with a considerable power source to operate it. Teleporters can transport material from ship to ship, from ship to planet or vice versa. Teleport beams work in striaght lines and can only penetrate about five metres of solid matter so the curvature of a planet makes it impsosible to teleport from one part of a planet directly to another.
Properties/limitations of transporters - they're line of sight and have limited penetration ability against matter.

Datafax cards
Hunter-killer missiles are one shot weapons for use against heavily armoured targets. The missile is fitted with a robot brain so it is self guiding and doesnt require a crewman to fire it. The missile may nly be fired at vehicles, Dreadnoughts, buildings or similar targets.
Everyone's favorite misisle.. the hunter killer missile.
The vehicle's engine has been lovingly serviced and tinkered with by the driver, including having it rebored, gas flowed and fitted with a huge supercharger. The supercharger can be used in any movement phase to increase the vehicles speeds as shown below.
Imperial engines can be modified and upgraded, which is something we've known from the early Imperial armor sources and later sources.
Seeking ammo may only be used with projectile weapons such as boltguns. The projectiles are fitted with tiny thrusters and a rudimentary robot brain.

...

Seeking ammo can also be fired at targets which are hidden or out of sight as long as the target si detected (by a scanner or another model for example) and lies within weapon range.
We've seen lots of kinds of seeking bullets in the BL fluff, the high end being the super-active seeker ammo used by the Inquisitor in Bleeding Chalice.
Armour piercing ammo is either projectiles with specially hardened tips in the case of projectile weapons or a super-charged power pack in the case of energy weapons.
Interesting mention of "supher charged" power packs, implying power packs can have different output settings or power discharge properties. (differing kinds of "ammo" in other words.) which gives them "armor pirecing' properties.
Immune is a broad-band immunisation which protects the body against bio-warfare attacks, a variety of toxins and dangerous levels of radiation.
I love the "immunize againts radiation" bit. Maybe its nanomachines. Its a neat bit of tech otherwise, though.

A warp jump is an ancient alien device which allows a single model to teleport.
Mobile/portable warp generator. Not surprising given displacement devices and pskyer teleportation abilities.
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

More of the Second edition... the Codex Imperialis!

Page 6
The Imperium of Mankind is spread across almost the entire galaxy and consists of more than a million worlds.

...

The Imperium is actually spread very thinly across space; its worlds are dotted through the void and divided by hundreds, if not thousands, of light years.

The most common "milion world" figure. As a rule (and as I've said before) I take this as merely a minimum figure, as it is hinted they have more (millions, billions.. somewhere in between.)

Also an estimate of the average distance between planet. I wouldn't take this as an absolute, or at most a retcon. It might be considered "betwene sectors" since you can have scores or hundreds of planets per sector, and a sector is at most 200x200x200 light years, suggesting not much more than a few tnes of light years apart on average. Of course, this assumes that the "average" is in fact consistent, when as you read on this seems unlikely.

Page 6
Other races, such as Orks, can only travel short distances through the warp and this limits the size of their individual empires and prevents them becoming united. It is only this factor which enables the Imperium to function as a whole.
Short range, non Navigator travel is possible by other races, so it should also be possible by humans, although the exact means arne't specified. (Other sources like BFG, Rogue trader, and whatnot say computer and astorpathic means as possible answers, though.) I would qualify this statement with "accurate" (relatively speaking) navigation, as we know Orks, Chaos, and other races (Tyranids via genestealers) use Space hulks to randomly travel about the galaxy, which (after a fashion) does give them a means of long-distance travel.

The inability for most (many?) of their foes to unify (especially the Orks!) is a major reason why the Imperium can hold itself together against so many opponents. Supposedly.

Page 6
The reason why the spacecraft of the Imperium can move quickly over the entire galaxy, while other races suffer more restricted and slower spaceflight, is a combination of three factors. The first is the maintenance of ancient technology by the Adeptus Mechanicus - the Tech Priests of Mars who preserve the lore of ancient science on behalf of the Adeptus Terra. Without the technological advantage of efficient warp engines it would be impossible for the Imperium to defend its scattered planets.

The second factor is the existence of human mutants known as Navigators, a race apart which traces its origins to the uncertain times of the Dark AGe of Technology. Only a Navigator can pilot a ship within warp space. His swollen cranium houses a mind which is sensitive to the tides and currents of the warp, enabling him to guide his ship through warp space to its eventual destination. Other races must rely upon guesswork and endless corrective manoeuvres to travel even short distances through the warp.

The third factor which makes warp travel possible is the immeasurably powerful psychic beacon called the Astronomicon. Broadcast by a choir of psykers from Earth, the Astronomicon reaches out through warp space, guiding spacecraft to their destinations. Only a Navigator can sense the guiding light of the Astronomicon, and only he can follow its psychic signal . It is the astronomican which allows a Navigator to use his powers to the full; without it not even the most powerful Navigator could pilot his ship over the immense distances which separate the worlds of the Imperium.


Further explanations as to why the Imperium is as big as it is and why it can stay big. They appeare to have more efificient warp drives than other races (Which may seem odd givne the Eldar, but its worth noting the Eldar as a rule do not like to travel in the warp and do not travel far if they have to usually. And having the Webway also means they have no real reason to bother with warp drives. OF course, the Eldar can make far more compact warp drives than the Imperium, so it may be more of a matter of approach or focus.)

The drives, coupled with the obvious and self-explanatory advantages of Navigators and the Astronomican, explain the size of the Imperium. It also means that for a rival of the Imperium to grow (Say, the Tau) they would have to develop comparable analogues. The Tau would either need to engineer (unlikely) or capture and force-breed (possible) their own navigators to get any real scope. They might be able to devise a pseudo-beacon system, or a short range one, given that astorpaths can be used for this function (So other races in theory oculd as well.) but even then its not likely to be as effective or long-ranged as the Astronomican. (Best guess? Thousands of light years diameter tops, maybe thousands of worlds. This seems to be the upper limit size for Ork strongholds, and the Squats were of similar magnitude. As is, it seems, Chaos.)

The more likely competitor is likely to be the Chaos Space Marines if they ever do unify, since they can either corrupt or capture and breed their own navigators, or probably use daemons in some manner (which I believe they already do to aid them in navigation.) Of course if the CSM win its likely the Eye of Terror would at some point spill out ot engulf the galaxy, so navigational concerns could become moot.

Lastly if we go by novel evidence, its not "strictly" true that only Navigators can sense the astronomican. I believe that other psykers (Librarians and astropaths) have been able to see it in some fashion, as have some supposedly powerfully nascent psykers (IE Gabriel angelos, most notably.)

Its quite likely that astorpathic ducts (as outlined in BFG and Rogue Trader) complenet the "pre-assigned" courses in Dark Heresy to cover non-AStornomicon/non Navigator navigation.

PAge 6


Firstly, warp space is composed entirely of psychic energy. It is this psychic energy which a human psyker draws upon to use his powers, to send telepathic messages hurtling through the warp from world to world, or to propel a psychic bolt of energy against a foe.

...

Daemons cannot exist for long in the material universe and they need to find psychic gateways in order ot leave the warp. Such gateways exist but they are rare. THe most vulnerable gateways of all are the minds of psykers. A psyker's powers open up a path between reality and the warp, a path which a daemon may find and follow to the mind of the psyker himself.


If we go by the earlier statement, range of astropathic messages is hundreds or thousands of light years (average), but could be as low as tens of light years for a densely populated world or sector.

Its also worth noting that the primary condition (which is stated numerous times elsewhere, but is worth noting here again) is that Daemons require some sort of "connection" to the Warp to maintain their presence here, as well as to bolster their powers. They "lose" energy while here (which may imply some sort of "conservation" law at work - energy dranw from the warp does not last here, but returns to it eventually?) unless they anchor themselves in some fashion. Possession as describeda bove is one such anchor, at least if the person being occupied is a psyker of some power (they can draw warp power through the psyker to maintain themselves.)

Of course, human bodies aren't meant to contain daemons, so this is not a permanant solution unless the Daemon has a steady supply of psykers, or is very careful about using its power (although even vvery powerful daemons will deplete a human host rapidly. CF the FArseer novel.)

More likely "gateway"s are Warp Gates/Portals (natural or artificial) that open up for one reason or naother, or places like the Eye of Terror or Maelstrom. Its also possible warp portals opened up by starships can risk letting daemons in, which may serve as a major reason why its dangerous for warp drives to be used inside an inhabited star system. (and such criteria could help influence why warp jump distances can be variable.)

Page 8


Human worlds are scattered throughout the galaxy but their distribution is not even. The greatest density of human worlds is in the galactic west, close to Earth. In the galactic East, in the area known as the Eastern Fringe, human worlds are few and often far apart.


This serves to indicate the earlier statement about "hundreds or thousands of light years" separation is not constant, but can vary depending on the density of habitation. Such distances are likely more common in the Eastern side of the galaxy (Ultima Segmentum, for example), whereas the western side is more densely populated but also occupies a relatively shorter radius of the human Imperium (holding Earth as the center)

This is also an interesting fact to take notice of in light of the "failing of the Astronomican" in the fifth edition. Since the West is more densely populated than to the east, but also is composed of segmentums that are much smaller in terms of volume relative to the east, (I'd guess Ultima Segmentum is 2x the diameter of all the other Segmentums, including Solar) and a reduction in the AStronomican's range will have a far less impact in most of the Segmentums. Ultima is the worst afflicted due to its size, but its density being lower (and most of those worlds being effectively frontier wilderness as it is) limits the impact relative to the size of the Imperium overall. Hell, the Imperium probably could suffer much greater contraction and suffer less from it. Hell, by the time it failed most segemnts of the Imperium (the Munitorum, the AdMech, etc) would likely have pulled out as much from those Sectors as they could and re-establish themselves in range of the Astronomicon. Certainly a loss of territory, but it would likely solidify things for the Imperium in those areas.

Again, in short, despite the constant "grimdark" about how the Imperium is doomed, things won't get really bad until the Astronomican retreats to Segmentum solar or fails entirely. And evne then ther'es a possibility that locally-oriented navigation (astropathic networks and such) could limit fragmenting in at least some areas (the more densely populated regions) although ta this point Chaos would almost certianly render navigation problems irrelevant :P

Page 9


Industrial worlds: These are Factory planets given over to manufacture or mining. They are sparsely populated and most functions are accomplisehd mechanically.


Tenatively, Industrial worlds and forge worlds aren't the same thing. usually they are classified as civiliized worlds form what I remember (civilised owrlds encompasses a whole categroy of sub-classifications like mining worlds and industrial worlds and such) but an Industrialw orld is likely what a Forge World becomes eventually, such as Vostroya. Also by defintiion most Hive Worlds are invariably a form of Industrial world as well.

Page 9


The Homeworlds lie on the edges of the galactic hub and represent the remnants of one of the first areas of human expansion. When human explorers first begn to study this area they found unique and valuable minerals in these ancient stars and on their dead planets.


These likely represent some of the oldest, most populous and most technically advanced planets in the galaxy (and likely among the least resource-rich.)

Page 9


The Imperium is the largest such empire in the galaxy - indeed the million or more worlds that lie under its dominion are spread throughout the entire galaxy with the exception of the Eastern Fringe.

...

Of course the Imperium does not control all of the star systems within this vast area, nor even the majority of the inhabited systems encompassed by its borders.


Note the 'mililon or more' reference, indicating that the number of worlds in the Imperium is, indeed, something of a lower limit. Also note that the Imperium does not "control" all the space in the borders it claims.. so technically there are undeveloped regions yet. And potential dangers (IE Necron Tomb worlds)

It also makes estimating the total number of Sectors in the Imperium just by taking the Astronomican range and dividing by the volume of a sector tricky, since you dont know exactly where or how big or how many such "unclaimed areas" exist. Hell they exist within sectors nad subsectors too...



Page 9


Hives are huge urban conglomerations which can stretch across continents and reach miles into the sky. A planet may comrpise many individual hives divided by areas of polluted waste. Hive worlds have huge, unmanagable populations and rely upon constant recylcing to produce food and basic materials. Such planets are usually rife with anarching and destructive forces and as a result provide the richest source of fighting men for the Imperial Guard.[


Hive worlds. nothing terrifly descriptive here other than the "unmanagable populations" which hints at the fact that the Hive worlds cannot naturally sustain their populations in any way. It's also worth noting that while some sources indicate Hive Worlds rely on food and supplies from offworld to ssutain them selves, this entry indicates that worlds rely on recylcing and salvaging (like Necromunda) It goes without saying this probably is a hint at the "corpse eating" nature of some Hive Worlds (though if shipments don't come in or aren't an option that may always occur..)

Page 9


Galactic Diameter - the galactic disc measures approximately 90 thousand light years across.

Thickness of the Disc - at its centre the disc measures approximately 15 thousand light years thick.

Earth lies approximately 30 thousand light years from teh galactic core in the main western spiral arm


Generally the Astronomican seems to extend between 70,000 ly in diameter and some 90,000 Ly in diameter, depending on the source and interpretation.

If we assume 1000 LY radius between "worlds" as average there's merely ~9,200 worlds in the Imperium. If we go with 200 LY in radius it is 1.15 million worlds. The former is silly, the latter fits roughly but assumes Sectors are far larger than what we estalbished before. But if we assume the former represents (roughly) distances between "sectors" rather than individual worlds (and assuming 200 planets per sector) you get 1.8 million worlds, which seems to work out better. This still assumes a rather even distribution (which it isn't.) but as a general guideline it works.
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Connor MacLeod
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Next Codex Imperialis update:

Page 11
His [GEoM's][ consciousness wanders through warp space, warring against daemons that inhabit it, keeping closed the doors between this world and the next.
The Emperor, as we know, is not just a passive entity who powers the astornomican and sustains Astropaths. He actively keeps chaos and the daemons from overruning this world - particularily humanity. This is an intersting symbiosis - he is sustained both by direct sacrifice of psykers and by the faith of his worshippers, and in turn he uses that power to protect them against Chaos as best as he can. Similar to, but a ,much weaker form of, stuff that Tyranids and Orks have.

PAge 11
Its vast structure [Golden throne] sustaines the Emperor's spirit which watches over and guides humanity from the warp, whilst at the same time battling against the horriffic psychic entities which threaten mankind's destruction.

Though every day the arcane machines consume many thousands of sacrificial psykers, the ultimate suffering is that of the Emperor himself.[
Again the Emperor is actively "guiding" his Imperium and humanity as well as defending it - meaning he is as much a part of the "defense mechanisms" of the Imperium as the Guards, the Space Marines, etc. It also shows yet another important way he is crucial beyond the Astronomican and the astropaths. Without him, the Imperium's ability to fight Chaos and to react to threats effectively would likely be hampered.

Its also further interesting to note that "thousands daily" die to the Emperor. This means each generation (some 25 years) some tens of millions of Psykers are sacrificed (over a million annually) and this is in addition to all those lost to the Astronomican, and probably feeding the Emperor himself (if this doesnt refer to that already)

Page 12
The Emperor's Guard or Custodians are the palace guards of the Emperor, and their duty is to protect the Imperial Palace. As the Imperial Palace covers such a large area of the planet the Custodians act as a defensive army. Only a select inner corps of three hundred, called the Companions, actually serve the Emperor as personal bodyguards.
The Custodes/Custodians described. They are the Emperor's personal army and protect the entire palace (explaining, probably, why we saw Custodians moving about inside it in Draco.) also mention of the Companions, 300 (the only number mentioned) who are personally attached to the Emperor.

PAge 12
Aggressive aliens, serious genetic deviation, political corruption, the machinations of planetary governors, incompetence, treason and heresy are threats enough to keep the Inquisition permanantly occupied.
everything the Inquisition is designed to fight against. Its a pretty diverse writ, since it encompasses many religious, supernatural, external internal and politicla threats, and that, depending on Ordos, they overlap many of the functions of other factions in the Imperium (EG they have a religious, a military, assasination, and a law enforcement/judicial function just like the Ministorum, the Munitorum, the ASsasinorum, and the Arbites.)

It is interesting to note they do not tolerate "corruption" and "incompetence" any moe than they do treason or alien collaboration. And the implication about Genetic Deviation does hint that some forms of mutation are acceptable (like Abhumans and psykers./), which is rather pragmatic.

Page 12
The Adeptus Arbites is empowered to enforce Law in the Imperium. It is a galactic police force, but armed and equipped as a military force. Its troops, known as Arbitrators and Judges, are the fighting elite of the ADeptus, a core of fanatically loyal warrios devoted ot the enforcement of government.

...

The Judges are equipped to wage a minor war, but their main objective is to maintain order.
The Arbites are not superhuman warriors, but they do have many similarities to the AStartes,Sororitas, Inquisitors, and the Storm Troopers. They're more equivalent ot a counter terrorist/SWAT team but on a galactic scale, one could say, but they also have significant surveillance and investigative branches as well as fighting (again as we see in the Shira Calpurnia novels.) Given the "fanatical" bit, its likely that the arbites are drawn from Schola Progenium schools just like most major Imperial recruits.

They can wage "minor war" (like the Sororitas, the Astartes, and so on) and this does include their own starships. They will be discussed more in detail later.

PAge 12
The raw psychic power behind the Astronomicon is provided by a choir of ten thousand psykers.
The well known size of the Astronomican, and an indication of the scale of what the Emperor can do (rather, can do with a fraction of himself.. it just shows how damn powerful he is).

Page 14
Each of the High Lords is a leader of one of the most powerful organizations in the Imperium. A complex web of political skulduggery, promises of support, and considerations of mutual interests, bind them together and determine who will hold office and who will not. In practice, some of the Imperium's organisations are so powerful that it would be unthinkable for their leader not to be a High Lord. Over the millenia different organisations have provided High Lords depending upon which was the most powerful at the time. Ruthless ambition and rivalry characterises all of these great men, and their organisations vie against each other for portions of the Imperial power. The following offices are almost invariably represented as High Lords because they are cornerstones of the Imperium, the most important of its ancient institutions:

The Master of the Administratum

The Inquisitorial Representative

The Ecclesiarch of the Adeptus Ministorum

The Fabricator General o fthe ADeptus Mechanicus

The GRand Provost Marshal of the Adeptus Arbites

The Paternoval Envoy of the Navigators

The Master of the Astronomican

The Grand Master of the Officio Assasinorum

The Master of the Adeptus Astra Telepathica

These nine posts are virtually sacrosanct. Should they beocme Empty due to death or retirement, it is usual for the sucessor to the title to become High Lord. The position of Inquisitorial Representative is not held by any specific Inquisitor, but the seat is retained for whichever individual is sent on behalf of the Inquisition. Similarily, ,the place of the Paternoval Envoy is open to whoever might be the Envoy of the Paternova of the current ruling family of Navigators. THe remaining three posts are most likely to be filled from amngst the following mighty officials:

Lord commander of the Segmentum Solar

Lord Commander Militant of the Imperial Guard

Cardinal(s) of the Holy Synod of Terra

The Abbess Sanctorum of the Adepta Sororitas

Captain-General of the ADeptus Custodes

Chancellor of the Estate Imperium

The Speaker for the Chartist Captains
A rather lenghty outline of the organization and purposes of the Senate, also known as the High Lords. Its probably a good thing that the Imperium cannot micromanage itself with all this political crap and bureacracy, but its interesting nonetheless.

Part of me also speculates if perhaps there are more than just nine seats, or that in some later edition it might have gotten expanded. Its certainly been hinted at in later sources (though off the top of my head Ic an't remember which) that the Senate is bigger than just nine seats. (or at least more permanant posts got added.)

Page 16
The Space Marines are the Imperium's elite fighting troops, a core of highly mobile shock troops trained to fight on land and in space. On the battlefield, they are expected to take part in the most dangerous and important attacks, and to hold their positions no matter how hopeless the situation.

Space Marines are entursted with all sorts of dangerous missions, such as lightning raids behind enemy lines, infiltration attacks to capture vital positions, and tunnel fights in enemy-held cities. THey also undertake long voyages of planetary exploration and conquest on behalf of the Imperium, ear-marking planets which are too well defended so they can be attacked later with the support of the Imperial Guard.
The multifaceted nature of Space Marines and their usages. It must be noted that the "hold their positions no matter how hopless" is conditional - Astartes can nad will fight to their own deaths or the last man if the situation warrants it, but because of their slow replacement process they are also viewed as being more valuable troops so they won't throw their lives away needlessly either.

What isn;'t mentioned often is their usage as conquest and exploration forces (more likely in line with their "Crusade" roles, like the Black Templars.) Its likely this is part of the process that allows veteran (or officialyl disbanded) Guard regiments colonize new planets and newly conquered ones.

PAge 16
Since that time many other Space Marine chapters have been created, the most recent being those of the twenty-sixth Founding.
At least twenty six foundings since the start of things.
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Re: 40K 1st/2nd edition misc analysis thread

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This installment of codex imperialis.. the Space Marines. Including the organs. Yay.


PAge 17
There are approximately a thousand Chapters of Spacee Marines at the current time. The Chapters are distributed fairly evenly throughout the galaxy, some outside the confines of the Imperium, most concentrated around areas occupied by Orks, or other dangerous races. At any one time approximately half the Marine Chapters are engaged in exploratory missions, seeking out new worlds to conquer and hounding hostile aliens into extinction.
Presumably this means "active" marines (IE - doesnt include Scouts, extras like Techmarines, Librarians and Chaplains, or Marines dedicated to special duties such as the Space Wolve's "Wolfblades") It may not include Marines allocated to training purposes (homeworlds, ro whatever.)

It is interesting to note that some Chapters were noted to be "outside the confines in the Imperium" and that many seem to favor dealing with Xenos. It was also interesting (but making sense sort of) that they handle exploratory missions (Although they would ont hold ground, they would merely take it for others like the Guard to hold.) This would suggest the Marines still engage in some measure of crusade-like activity. (Black templars, duh.)

Page 17
A Space Marine Chapter includes a substantial organisation designed to provide everything needed by the Space Marine fighting units. This includes armouries and weapon shops, space fleet and vehicle construction and maintenancee sites, research laboratories, information repositories, communication offices and cult chapels. THese organisations employ many more individuals than the fighting units, but only a small proportion are actually Space Marines. THe majortiy are hereditary slaves of the Chapter. These slaves are born to serve the Chapter. They are well treated, receive a fine education, and fufill a vital role within the Chapter. Slaves regard themselves as part of the Chapter, and their loyalty is beyond doubt.
Space Marines, obviously, are very self sufficient (offset by their small scope and limited numbers per Chapter). They have their own factories and shipyards, and do their own R&D (as hinted at in Space Marine.. this probably leads to some of the Astarted vehicle variants that piss the AdMech off like the Baal Predator.

The Serfs (or slaves) are also probably better off than most people in the Imperium, and as we know from other sources (like BFG) serve as a sort of auxiliary combat force (such as in boarding actions)


PAge 17
During the ten thousand years since the original Codex Astartes, many Chapters have introduced their own variations. In some cases their organisation and equipment differs completely from the rigid dictates of the Codex Astartes. However, in most cases todays Space Marines follow the broad organisational rules laid down ten thousand years ago. A few Chapters regard the Codex Astartes as a holy text and stick rigidly to its contents, regarding any deviation as tantamount to heresy.
I think this may actually have changed in later editions up to and including 5th. The greater prominence of Ultramarines-derived Chapters tends to suggest the Codex is in fact now more rigidly adhered to than not, although it is probably sitll not a rare thing to have osmeone who only follows it broadly or generally.

Page 17
Space Marines are divided into companies, the exact number of which varies from Chapter to Chapter but is typically ten. A company is led by a Space Marine Captain. There are ten squads to a company, and each squad consists of nine Spacec Marines plus a Spacec Marine sergeant.

...

The Tenth company is a training company. Its sergeants are older veterans but its fighting Space Marines are the Chapter's least experienced warriors. After a period in the training company Space Marines are alloted to other companies to replace battle casualties.

Individual Space Marines are trained to use all equipment, but in battle each squad is equipped in one of htree ways: As a Devastator squad, an assault squad, or a Tactical squad.
In 2nd edition the number of companies is not always fixed at ten. This makes some sense, as 5th edition resurrected the idea that Space Marine numbers are not absolute and can fluctuate above or below the 1000-man figure - losses and replacements are never going to be constant for one thing, and of course Scouts are never "fixed" in number either. The "ten companies" figure is likely only a guideline rather than an immutable rule (How are they going to enforce it rigidly anyhow?)


Page 18
Secondary Heart Space Marines have two hearts: their antural heart and a seocnd oen situated on the right dise of their chest. THe second heart grows from an implanted germ cell.

Ossmodula. THe bone strengthener. This small implant made into the lower part of the brain affects bone growth. Spacee MArines have tremendously strong bones and their rib cage is fused into a solid protective shell.

Neuroglottis: By chewing, ,tasting or smellign a substance a Space Marine can test for toxicity and nutritive content. The organ also allows a Space Marine to identify subtle odours in the same way as a tracker dog.

Haemastamen: The blood maker. Space Marine blood is brightly red and far more efficient than ordinary human blood.

Larramans Organ. The healer. When a Space Marine is wounded the blood forms an instant layer of scar tissue, staunching blood flow and protecting the wound. This organ is responsible for producing the special blood cells called Larraman cells which make this possible.

Catalepsean Node: Spacec Marines can rest half their brain at once, and thus stay away for days at a time. The Catalepsean Node, which makes this possible is implanted into the brain where it controls circadian rhythms of sleep and the response to sleep deprivation.

Preomnor: Space Marines have a second pre-stmach which allows them to eat otherwise poisonous or indigestible materials. DEadly poisons are either neutralised or isolated from the digestive tract.

Omophagea Space Marines can gain part of a person or creature's memory by eating its flesh. This special organ is implanted between the throacic vertebrae and the stomach wall. It works by absorbing genetic material from the meal itself.

Multi-lung: Space MArines have three lungs and can close off their normal lungs in favor of the bio-engineered multi-lung. The multi-lung allows a Marine to breathe poisonous atmospheres or even water.

Lymans Ear: Space Marines do not have the internal organs of the normal human ear. These are removed and replaced with the Lymans ear. Their hearing is not only sharper, but they can filter out or enhance specific sounds. The organ also affects balance, so a Marine is unlikely to become dizzy or disoriented as a result of motion.

Sus-an Membrane The suspended animation organ. This brain implant allows a Space Marine to enter a voluntary state of suspended animation in which he can survive for centuries if neccessary.

Melanchrome: The pigment organ. A space marine's skin is photo-chromatic, and reacts almost instantly to the strength of sunlight. THe melanchrome protects the skin and provides limited protection from radiation.

Oolitic Kidney: Space MArines have an extra kidney which filters any harmful substances from their blood. A Marine can enter a trance in whch is hearts pump blood frantically round his body while the oolitic kidney purifies his blood. This emergency detoxification sysem enables a Space Marine to survive poisons and gases which are too powerful even for his other protective organs.

Biscopea: The muscle builder. This small organ is implanted into the chest cavity where it releases speical muscle building hormones. Space Marines are heavily musceled and very strong.

Mucranoid: The skin sealer. This organ responds to chemical therapy causing the Space Marine to sweat a protective waxy substance which seals and protects his skin. Marines are cocooned in this way before they enter suspended animation. The process even protects them from vaccuum and extremes of temperature to some extent.

Betcher's Gland: The poison bite. A space marine can syntehsize poison which he stores in this modified salivary gland. The poison is highly acidic. Not only can the Space Marine spit poison, but he can also use the corrosive acid to gradually burn away even strong metals.

Progenoids. The gene seeds. Every Space Marine has these organs, one implanted in the neck and another in the chest. Theorgans respond to the presence of other implants in the body by creating germ cells corresponding to those implants. The germ cells grow and are stored in teh progenoid organs. Mature progenoid organs can be removed, and new implants artificially cultured from them. This is the only way new implants can be created, so a Chapter depends upon its Space Marines to create other Space Marines.

Occulobe: Thanks to this organ Space Marines have eyesight which is sharper than a normal man's. THey can also see very well in the dark.

Interface: The hardened shell-like rib cage of the Space Marine is covered with a stiff membrane. Nurone connectors from the membrane penetrate the Space Marine's spine and connect his motor nervous system to the interface. Connectors on the interface link up to the Space Marine's power amrour battle suit, or to other types of armour, equipment controls or monitors. This allows the Space Marine to control an armoured suit just as if it were his own body. it also allows the Space Marine's heart rate and other vital life-signs to be read off from a connector point on his armour.
The various organs and the benefits they provide. More or less self explanatory and well known, so I won't bother commenting.

Page 19
A Chapter's Techmarines take charge of its weapon manufacture and development, run its shipyards, and assume command wherever their expertise is required.
Again self explanatory. The Chapter's techpriests.

Page 20
HE created twenty super-human creatures, twenty beings whose power equalled, and in some respects exceeded, his own. The Emperor's plan was that the twenty super-beings would help him reuinite human space into a single empire under his protection.
This implies the Primarchs were largely a match for (or in some ways better) than the Emperor. However, its well known that the psychic abilities of the Primarchs was rather limited compared to the Emperor himself, so the comparison is likely in terms of physical feats or combat ability for the most part. The excpetions (exceeding) likely refer to things like Magnus's psychic/sorcery, Sanguinius' wings, etc.

As far as psychic abilities go, this mostly referred to things like telepathy, precognition and prohpecy, and the like. Such skills would likely be passive and be useful in enhancing combat abiliites (situational awareness, danger sense, anticipating enemie's moves, etc.) Its also possible they may have had some sort of unconcious psychokinetic abilities that may passively boost strength or make them harder to kill in some ways (but not invulnerable. The physical resilience might manifest in increased toughness and/or fast healing, or "lucky misses" passing around the Primarch, etc. Sanguinius almost certainly used some sort of psychokinetic ability to help him fly.)

Page 20
The Primarchs were practically indestructible and possessed warp-enhanced strength. They could scatter whole armies or even the daemonic creatures of the warp. Some had other powers which do not survive amongst the Space Marines at all, such as flight and invisibility.
Further elaboration on Primarch abilities. "practically indesturctible" translates as "increidbly resilient" since obviously they could be injured or damaged. "Warp enhanced" strength probably refers to the psychokinetic boosting I alluded to earlier (and may refer to enduance/resilience and enahnced speed as well.)

Page 20
Although long lived, the Primarchs were not immortal and the last of their kind finally died after fourteen hundred years
.
This implies a lifespan of not more than a few thousand years, but the exact phrasing of this isn't certain (and it may have ben retconned anyhow, considering how old some like the Blood Angels get.. you would expect the Primarchs to be considerably longer lived. and I can't remember for certain any of them "dying" save in battle, which would render the "old age" point moot anyhow.

Page 22
Their [servitor] bodies are grrown from human gene-cells in vats of artificial nutrient, and although physically strong and robust their minds are blank and incapable of development or of feeling much pain.
It would seem there are two primary sources for servitors are already-living (or dead/comatose/insane/etc in some cases) humans such as criminals who are made into servitors, and those that are grown artificially and/or cloned. The difference between the two is not obvious, though the former may be more plentiful, or perhaps clones are easier to work with.

This is also evidence the Admech has and does use cloning and related techniques.. If they pulled out all the stops, its quite likely this, coupled with dead/comatose humans they salvage and make other servitors from, they could field massively powerful armies of their own (Their equivalent to SW droid or clone armies). That said, there may be risks (EG chaos corruption)_ that limit this use.


Page 23
If a space Marine dies these replicating organs can be removed and the germ cells they contain used to grow fresh implants. If a Space Marine dies in battle he can be replaced if either or both of his progenoid organs can be recovered (given a few years) but if he dies and his body is destrroyed or lost then his gene seed is lost too.
You only need one progenoid to replace a marine. The second is likely for redundancy purposes, since they do not always recover a Marine's geneseed

Page 24
Librarians are powerful psykers, they are responsible for all interstellar communication with teh power to project their minds through warp space.

...


Space MArine Librarians are trained to use their powers in battle: To unleash energy blasts, to sense the enemy's movements, and to predict the fortunes of battle. They learn how to read the Emperor's Tarot and to sense the subtle movement of daemons and other extra-real entities through warp space. A Librarian can feel the psychic shock waves that herald the arrival of a spacecraft, or the turmoil that ships leave in their wake as they depart.
Discussion of Librarians nad their abilities. More than just combat, they serve as astropaths as well (Detection and communication) as well as prophecy/precognition (likely a cruder form of what Farseers can do.)
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Re: 40K 1st/2nd edition misc analysis thread

Post by Connor MacLeod »

Yet more Imperial Guard stuff.. all second edition material...


PAge 26
It [Imperial Guard] is divided into innumerable armies and scattered throughout the galaxy across hundreds of war zones.
at least "hundreds" of armies, if not thousands. Probably alot more. How big a war zone is, I have no clue.

Page 26
According to an ancient law, Imperial commanders must provide a portion of their best troops for Imperial service.
The tithes (at least the annual ones) provided to the Guard from the PDFs take their best troops. What qualifies as "best" can vary quite likely based on the world and its tech level, but for a civilised world (basically like our 20th century earth) it probably is telling. (special forces perhaps?)

PAge 26
The Departmento Munitorum supervises the recruitment of new Imperial Guard regiments. Each regiment numbers between 2,000 and 6,000 men, and is named after the planet where it was recruited.
This is part of older fluff and has been superseded many times - we can consider the numbers stated here to be "ideals" or "general" numbers, rather than hard/practical ones. Like many Guard doctrines, what the Munitorum decrees and what actually happens out in the field are often two very different animals.

Page 26
Many Imperial Guard regiments are recruited from the savage urban enviroments of the hive worlds, planets where family or corporate-based warfare is more or less endemic. Such troops are battle-hardened long before they are recruited into the Imperial Guard, and are regarded as the best raw material for a fighting regiment.. Other favourite recruiting grounds are the feral and medeviel planets as these tend to have a natural warrior caste. These primitive warriors must be thoroughly trained to use modern weapons, but they are not discouraged from natice practices such as head hunting and the taking of scalps and other trophies.
This would see to imply that hive worlds contribute a considerable number (a majority?) of troops to the Guard. Given what we know of Hive worlds (like Necromunda, my favorite benchmark) we can guess what this kind of warfare is like (more like military terroists or insurgents given access to assault weapons, heavy machine guns, explosives, etc.) and may quite often be high-teched. Though civilised worlds would also make up substantial numbers (the two together forming the vast bulk of the Guard.)

Others suych as feral/feudal troops would be more "specialist" or (more accurately) cannon fodder. folk like the Kanak Skulltakers. More recent interpretations based on re-analysis of info from BFG and other sources has lead me to believe that feudal and feral worlds are not considered "officially" apart of the Imperium (too low tech) but are more like colonies or protectorates (hence the "mililon world" Imperium yet having millions of worlds.) So they could (potentially at least) contribute a fair numbe rof troops even though both such worlds have rather low populations.

Page 26
The Imperial Guard regiments come from many different planets and their native cultures, style of dress, technological background and wariror traditions differ too.
This we knew. This is a drawback and an advantage. A drawback in terms of standardization and training, but the Imperium offsets this somewhat in certain ways (EG lasguns and flak, as well as some of its training practices). Its an advantage in that many planets are highly specialized in one way or another (a partiuclar kind of combat, they have particular/beneficial mutations that give them good abilities, etc.) which lends quite a bit of diversity to the Guard and its capabilities.

Page 27
While in transit the regiment receives further training as neccesssary. Some hive world regiments need little or no training as they will be familiar with most of the equipment they are likely to use. Other regiments may need longer or more intensive instruction. By the time the regiment arrives at its posting it shoudl be thoroughly trained and itching for battle.
The Time in transit is put to good use given any further training (if needed.) The relatively high technology (and warlike) nature of hive worlds (remember, they oftne carry military grade hardware as standard) provide such regiments with an advantage here. Doubtless this 'familiarity' is an advantage for the Imperium when needing to recruit additional forces - the need for minimal training can speed up deployment greatly (and the large numbers in a Hive means you can also draw off large numbers without making a nasty dent in the population - small wonder Hives are seen as ideal recruiting grounds for the Guard!)

Its also implied such regiments have similar equipment regulartly to what the Guard uses, thereby reinforcing that despite being called a gang, they are more like a paramilitary force in reality. It arguably also makes supply issues with these regiments easier (again particularily in emergencies)

Page 28
The armies of the Imperial Guard are made up from millions of individual regiments which ar recruited from the armed forces of worlds throughout the Imperium. The fighting ability of each regiment reflects the world and society it comes from. Some worlds breed savage gang fighters while other worlds are primitive and barbaric.
"Millions" of regiments in the guard. Many billions of troops low end, although this has been superseded with new low ends (trillions) in 5th edition.

Page 28
Even the Imperial Guard, with its legions of machinery and fighting vehicles weighing thousands of tons each, has a place for mounted troops.

Rough Riders can subsist off the land and are able to infiltrate behind enemy lines frfom where they can harass enemy troop movements with hit and run tactics. Because they use horses rather than bikes or other vehicles they need neither fuel nor maintenance, and unlike machines, they cannot be traced with simple scanners.
Mention of IG vehicles weighing "thousands of tons". REferneces to the "older" super-heavy vehicles (the pre-Forgeworld baneblades, shadowswords, etc.) as well as Leviathans and Capitol Imperialis. WE may take this as proof such vehicle could exist (although likely not named "baneblade" or "sHadowsword, or at least not exactly in that name.)

Mention of the use of cavalry and their assets as skirmishers/infiltrators and raiding forces. The benefits of their independence from supply lines., The bit about "not being traced" by scanners is odd, but we may take this as a relative term - they are much harder to detect with scanners, or the detection methods for them differ from vehicles (needing thermal or bio sensors basically, which may have different ranges to th esensors used for vehicles.)

PAge 30
The [Penal] Legions are home to the killers and psychopaths, to fraudsters and cheats, and to the insane and fanatical. Pick pockets and petty thieves rub shoulders with brutal murderers cackling madman and religious zealots.

...

Amongst them can be found mutants too dangerous to remain at liberty: Beastmen with their twisted half-animal bodies, muto-gene carriers, and genetic-anarchists.

The Penal legions provide a massive and expendable source of manpower for the Imperial armies. Thrown into desperate battles to hold back surprise offensive, or cast against fortifications to test the enemy's strength, the Penal troops are disposable and they know it.
Again, everyone has a use in the Imperial Guard. Even their criminals and mutants (note "mutants" and not "abhumans.") as cannon fodder. It really makes sense when you think abou tit. Even to the Imperium, the investment of resources in a soldier they bother recruitng and equipping and training, and they cannot just TOTALLY ignore that and throw them away at the drop of the hat. That is likely the value of feral/feudal troops as well as the penal ones - forces they can safely expend (if need be) to preserve other, better trained and more valuable troops. The addition of mutants and beastmen also give them the equivalent of Ogryn.


Page 30
Many regiments come from worlds that are civilised , where troopers already exemplify high levels of discipline and commitment.
[/quote]

As noted before when discussing Hive worlds, civilised worlds seem to contribute many of the troops in the Guard - as many and possibly more than the Hive worlds do. Qualitatively, it would seem that civilised forces probably represent 20th century military forces, those qualities probably offsetting some of the benefits Hivers get with the experience of living and fighting in a hive (Hivers are less likely to be disciplined)
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