Dark Heresy analysis/discussion thread [and so it begins...]

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Ritterin Sophia
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Ritterin Sophia »

I wanted to see what you would glean from Ascension that I missed, like the gene-modded Guardsmen.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Cykeisme »

Yeah, reading through Connor's analysis posts is great.


Here's a couple more things I have little observations on:
Connor MacLeod wrote:Refractor fields. Makes you wonder why vehicles that don't use voids use them, given that vheicles are supposed to be so precious. They share void limitations against slow moving and melee objects (but then again so do projected powerfields like the Orks use.) I suspect it may be more a result of shields 'triggering' when a threat is near or some such. (void shields of the 'warp dumping' variety almsot cerainly do.)

Why the power cells are non-rechargable we dont know. seems a rather significnat limitation, unless the power requirements mean the demand can't be met any other way.
It's possible that they're somehow designed to only "trigger" when objects above a certain speed come into the device's radius, but then again, those things also protect a user against laser weapons. Perhaps it's actually a combination of more than one mechanism, and different mechanisms handle EM rays and solid projectiles?
Anyway, alternatively, it's possible it is always on, but it's behaviour can be set to avoid interaction with objects with slow relative velocity. I can imagine that this is necessary so it doesn't interact with the ground and terrain protrusions, and also with dust/water vapour/etc in the air (and even air itself), and overworking itself.
The whole concept of types of sci-fi shields that do not affect slower objects goes all the way back to Dune, right? But it was more extreme in Dune, actually needing attackers to even deliberately slow down their melee attacks (was a rather strange idea actually).

As for why they are not used on vehicles, it's possible these "refractor fields" don't scale well.
That'll be sort of interesting actually.. the Imperium has void shields, which are massive, bulky power-hungry devices only usable for titans and starships. Then they have personal refractor fields, which are a different technology, but don't scale above personal protection size. What do you think, or does this rationalization sound like a cop-out?
Connor MacLeod wrote:They weigh 12 kg, continuing the tradition of insanely overstated masses for chain weapons. This isn't even Astartes territory, either.
While it's true that real swords don't weigh as much as people have brain bugged them to, in chain weapons it might actually be justified (and usable).. if most of the mass is not in the blade, but in the motor in (or just above) the hilt.
They'd still be difficult as hell to use, but then again unlike real swords, they don't rely entirely on the user's swing to do their damage.

Also note that it states the Eviscerator is both a chain weapon and a power weapon (the only other one I know of is the Astartes Chainfist!), which might explain why it's so bloody heavy.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by PainRack »

I'm beginning to believe that the Imperium claims worlds only because the Emperor decreed that all the territories of man should be reunited under the Imperium and the practical reasons for doing so in Wh30k is to weed out pyschics.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Cykeisme »

Painrack wrote:I'm beginning to believe that the Imperium claims worlds only because the Emperor decreed that all the territories of man should be reunited under the Imperium and the practical reasons for doing so in Wh30k is to weed out pyschics.
It's not the only reason, but I'm pretty sure it's probably one of the big reasons, yeah.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Imperial Overlord »

The Imperium (in 40K) isn't that concerned about how a planet governs itself as long as there is an accountable government that upholds Imperial Law and fulfills it's responsibility to the Imperium. The big three responsibilities are:

1) Tithes

2) Maintaining an acceptable version of the Imperial Cult.

3) Controls and rounds up psykers.

So yes, controlling the psyker population is a big deal. There's also a lot more of them in 40K in 30K. 30K has a much more optimistic and idealistic attitude. One of the underlying issues for some of the rebelling chapters is what is going to happen when the Space Marine Legions have finished conquering the galaxy, an event they think will occur within their lifetimes.

As for forcefields on vehicles, earlier editions of 40K actually had some of those but they've mostly been removed. The fields in questions were power fields, which are stated out in several of the RPGs. Power fields grant the best protection but require a heavy backpack generator for the man sized versions. They're also available, although far from common, in a larger vehicle size model. The novel Mechanicum also has Knights, large mecha that are smaller than Titans, being protected by power fields but not being powerful enough to sustain void shields.

If we put those facts together, it's clear that vehicle force fields do exist but are quite rare. Power fields make up most or all of such fields because they scale very well to vehicle size and provide the most protection.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

I suspect alot of the shit that doesn't 'show up' on tabletop exists but aren't widespread: vehicle forcefields (which was old fluff stuff that receives limited resurreciton in various sources), and antigrav vehicles are prime examples of this. Heck, the old 'auto systems' of 1st edition crop up from time to time too. I'm even convinced some worlds would still build Rhinos for non-Astartes/Sororitas/Arbites/Inquisition forces, they'd just be low-tech/shitty ones made out of iron and plastic instead of the high end stuff we usually associate with them (STC! STC!)

This is also why I tend to emphasize that 'Organzied Crime/Pyramid scheme' idea for 40K (mainly becaues I haven't come up with a better analogy yet. I'm sure someone could fix that :lol:) Basically the Imperium isn't so much about controlling or administering specific territories as ensuring all the human worlds under its domain basically contribute the resources it needs to exist and do whatever the fuck it thinks it needs to do, and the actual territory contorlled by the Imperium (in the guise of the High Lords, which is little more than a collection of disparate groups with some common interests and inter-dependency) is a relatively tiny portion of the whole. It only cares about centralization to the extent required to maintain control over key assets and the rest is basically a secondary consideration.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Cykeisme »

Imperial Overlord wrote:One of the underlying issues for some of the rebelling chapters is what is going to happen when the Space Marine Legions have finished conquering the galaxy, an event they think will occur within their lifetimes.
Yeah, I vaguely recall a conversation about this between a couple of characters right in the first book itself, Horus Rising. I think it was between an Imperial Fist and a Luna Wolf (Loken?).

There's a lot of focus on how the traitor Legions were mad, bloodthirsty, power hungry or vain, but not so much about this. Seeing as how the Astartes of old did not age, the Big E must have had a plan for them, but no one knows whether that plan was to their benefit or otherwise, and surely many Space Marines must have wondered about it.

Was the fate of the Thunder Warriors common knowledge among the Astartes? I would expect it to be, but do we have confirmation that it's widely known? Because if so, it's a very valid concern for them.


Connor MacLeod wrote:I suspect alot of the shit that doesn't 'show up' on tabletop exists but aren't widespread: vehicle forcefields (which was old fluff stuff that receives limited resurreciton in various sources), and antigrav vehicles are prime examples of this.
In general I think I've noticed that, too. Come to think of it, the normal Codex series generally only describes units and wargear that we can expect to see commonly deployed throughout the galaxy. Even the least common gear described in the various Codexes would be rather common in the galaxy.

In that line of reasoning, I just happened to have looked through Forge World's Horus Heresy: Betrayal, and there's mention of a sort of vehicle-mounted power field called "Flare Shields", that was not rare during the Great Crusade era. Instances of them must still exist in the 41st millenium, but are never described in the codexes owing to their (relative) rarity in the current era.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Imperial Overlord »

I don't think the fate of the Thunder Warriors was common knowledge, but that doesn't mean that no one suspects the might have been conveniently disposed of. Anxiety about what the future holds continues in a number of books. Some legions don't suffer from it. Know No Fear has a bit where Guilliman is contemplating that future, confidant that his Ultramarines will continue their great work of building a perfect society. It's likely that such concerns were generally stronger in the forces that became the Traitor Legions.
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Next Ascenion update.


Page 124
Sometimes these psykers are identified while still in training on Terra, and claimed by an Inquisitor immediately upon their graduation from the Scholastica. Other times, the Scholastica notices a sanctioned psyker who seems unusually talented, and passes this information along. And of course it is always possible that the Inquisition itself comes across a likely candidate and inducts him into their ranks, only later informing the Scholastica Psykana of their actions. It is far rarer, though not unheard of, for a high-ranking agent of the Inquisition (sometimes even an Inquisitor) to manifest a latent psychic ability.
...

Normally, such an individual would be sent all the way to Holy Terra. However, in some unique circumstances, Inquisitors and Throne Agents are given the change to be judged “in the field” due to their lofty position. In any case, the individual must undergo the rites of sanctioning and gruelling training to become a sanctioned psyker.
Sanctioning.

Page 124
If a psyker survives long enough to be elevated to the rank of Primaris, he learns how to mask his presence from the warp. A psyker can modulate, or fetter, his powers, reducing the the warp energy he syphons through his mind. Doing so has the drawback of reducing the sheer power behind his abilities. However, the psyker’s presence does not stand out amongst the warp’s chaotic and shifting tides.

Of course, sometimes caution must be forsaken if circumstances are dire enough. Just as the psyker can temper the power he taps from the warp, so can he exceed his limits and gather as much as his psyche can hold, and more. This is known as ‘pushing,’ and both the results and the consequences can be truly impressive.
Primaris powers.

Page 125
For Primaris Psykers, and other psykers of similar skill and training, the concept of psychic disciplines begins to take on less importance. Rather than limiting their powers to a particular area of expertise, these psykers tend to focus on perfecting their mastery over several individual abilities, learning to manipulate them with consummate skill.
Primaris psykers stop becoming specialists and become generalists

Page 126
In addition, psykers are not sorcerers, and their powers are innate and instinctual to a degree. Psykers must practice with their powers, and it is possible for a psyker to forget how to use a psychic power after long periods of disuse.
Not unlike any kind of training or conditioning of a body. This is of course bound to help explain why psykers burn out or are at such risk.. either they practice and risk contact with the dangers of the warp, or they don't and they lose their skills.


Page 129
The psyker’s hands glow with otherworldly power as they are infused with a terrible strength. He is unable to hold any weapons, but he does not require them, as his fingers can gouge armour plating, and his fists can shatter ceramite.
...
The psyker reaches into the minds of his opponents, momentarily crushing their psyche with a blank, murderous rage. Rational thought, sense, and even skill with weapons are lost in an overwhelming desire to slay the source of their sudden hate.
...
The psyker’s frenzy for destruction burns hot in his soul. At a thought, it flashes out from him and heats the blood of his opponents to boiling temperatures, cooking them from the inside out.
Collectivley known as the "Maelstrom of Destruction" ability. It's also mentioned they can create and release psychic lightning in a variety of forms.

Page 129-130
The psyker’s mind has grown in potency until it is far too powerful to remain within his skull. At the apex of this power, his psyche roams free, unfettered by flesh, reading the thoughts of others at a whim, and frying their synapses where they stand.
..
The psyker’s awareness radiates out like a blanket, suffusing the very atmosphere around him with his consciousness. All those present feel a strange sensation, like delicate fingers tracing the inside of their skull. Unless they are shielded from his senses in some way, the locations of all creatures within the power’s range are known to the psyker, as are their surface thoughts. Though this is not sufficient to pry forth their deepest secrets, they psyker does know the individuals’ immediate plans and
intentions.
The Will Unleashed power, with the first rank sub-power. This is a bit unlike some of the stuff we see Ravenor doing later on.

Page 130
The psyker projects his consciousness into another, fighting through the target as if wearing his flesh. The psyker may select one human target to project into. The target must be aware of the psyker’s intent and accept it.

If the target is aware of the the psyker’s intent and accepts it, the psyker occupies the mind with little trouble. While the power is active, he effectively controls the possessed as if it were his own body. His own body goes into a trance while the power is active, although the psyker is always aware of it and what is going on around it.

While occupying the possessed, the psyker manipulates the target’s actions, effectively using the target’s body instead of his own. He does not have access to the target’s deeper thoughts and memories, only surface thoughts. In combat, however, he can access any combat training the target has.
...
The psyker may also manifest powers while occupying another.
Akin to Ravenor's 'waring' ability.

Page 130
The psyker’s psyche leaves its fleshy prison, roaming free as an invisible being of etheric energy. In this state, the psyker is all but invulnerable to mundane threats, and can travel great distances while leaving his body behind.

When this power is manifested, the psyker’s body collapses, and for all appearances goes into a deep coma. The psyker becomes an ethereal being of light and crackling energy with the Incorporeal Trait. He is also completely invisible to nonpsykers, although anything with a Psy Rating perceives him normally, and mechanical devices perceive strange ‘auspex ghosts’ or ‘visual anomalies.’
...
The psyker may use other powers in this form as normal. In this state, the psyker perceives the world differently—psy-active beings or items glow with brilliant light whilst more mundane surroundings seem muted and grey.
Again not unlike what Ravenor can accomplish.


Page 130
While maintaining the flameshroud, the psyker is immune to Flame weapons; the fires surrounding him seem to draw the flames into the shroud, making it burn even brighter. The psyker also takes half damage from las, plasma, and melta weapons, and any Psychic Power involving flame and fire (with the exception of Holocaust)
Interesting in that it implies energy weapons are all partily thermal in nature (not just fire.. but they release heat.) whether this means they inflict burning sa well as explosive damage, or this is the power absorbing the energy content of the blast.. *shrugs* I'm inclined to think the former, because it still does explosive damage of some kind.

It goes withotu saying that pyrokinetics are said to be rare, and those that survive their own powers are even rarer.. its sort of Darwinian that way (to use their abilities they need to learn to endure the effects... which is what this power represents.)

Page 131
Some of the most powerful pyrokinetics can wipe out whole hab-blocks or villages by summoning a true inferno.
...
This power is taxing on the psyker, however.
It is not directed, and it is mentioned explicitly as being hard to control or extinguish. Nonetheless its damn impressive.

Page 131
The psyker focuses his mental powers on the bonds that tie the Daemon to the immaterium, snapping it with his indomitable will.
Banishing a daemon.

Page 131
The glory of the God-emperor is channelled through the psyker, causing all who would strike him and those who stand with him to quail against the terrible radiance.
I'm not sure if this is representative of sorcery like abilities, Faith like abilities, or just general psychic abilities devoted ot the Emperor that are duplicating his powers.

Page 132
With a swift blow, he overwhelms the psyker’s control of those strings, inviting the dangers of the warp.


The strings are the psykers "link" to the warp - the portal. In other words, depriving the psyker control of his warp abilities.

Page 132
Most psykers are able to master the ability to manipulate and move objects with their mind to some degree. Somewhat rarer, however, are the true psychokinetics, psykers able to lift cargo-eight haulers with a thought and hurl them at their enemies with a gesture.
Some level of TK seems to be common to all psykers, although brute force is more of a specialization (suggesting that the general purpose is more light weight stuff or may be representaitve of finesse more than anything.) Assujing a "cargo-8" is a truck of some kind we're probably tlaking lifting and throwing tons of matter. Other feats include levitation being mentioned.



Page 133
The psyker’s mind is so agile he is able to swat aside projectiles with a thought, causing them to deflect harmlessly mere inches from his skin. The psyker becomes immune to damage from Primitive and SP weaponry (or any other weapons that rely solely on solid projectiles to deal damage; needle weapons or webbers would be two examples). Bolt, Launcher, Las, Plasma, and Melta weapons (or any weapons that rely both on intense heat or energy as well as kinetic force) deal half rolled damage. Flame weapons deal damage as normal.
It suggests it is an active/reactive power, but it also suggests to me some sort of shielding effect. Interesting as well how they classify weapons. Bolters are (or can be) a "hybrid' weapon having thermal as well as explosive (which I take to mean 'kinetic") effects. laser and plasma and melta do as well (we know meltas can explosively vaporize, and plasma weapons can plasmatize part of the body and blow it apart.. so no shock there.) It also explicitly mentions lasers cna also burn (heat) as well as mechanical/blast effects (kinetic.) Which echoes the old Inquisitor RPG depiction (steam explosions, perhaps.) I suspect "Launcher" weapons refer to krak and frag munitions (missile and grenades) which woudl also include hand thrown variants.. basically saying that both have a thermal as well as a 'kinetic' part as well. That makes them either less efficient or more complex damage wise than RL weapons (having a thermal component may not be a bad thing in allcases.. for a krak munition that gives it an incendiary quality, for example.)

Rather interesting that flamers are totally immune but lasers aren' though. Flamers throw out jellied promethium usually after all. I guess it only deals with attacks that have a high level of force/pressure/momentum (like projectiles and bolts, or explosions.)

Page133
The most powerful psychokinetics can agitate the very air around them, creating swirling vortexes of wind and debris.
...
The psyker summons up what is essentially a psychic storm. The psyker occupies the storm’s eye, and around him, out to the limit of the power’s range, are high winds, freezing temperatures, and possibly rain or even hail. Any unsecured objects lighter than five kilograms are picked up and flung around by the winds...
Most details I excluded were game mehcanics, but it mentions that the psyker can 'direct' the storm at specific directions or areas, battering potential targets with wind-propelled debris.

Page 133
That the warp can have an affect on the passage of time is well known. It is a phenomena experienced by those starship captains who have travelled short times in the immaterium, only to arrive at their destination and discover centuries have passed in the rest of the galaxy.

Less known and understood are those few psykers who use this aspect of the warp to twist time to their own ends. Conventional wisdom of the Calixian representatives of the Scholastica Psykana holds that such psykers simply ‘speed up’ or ‘slow down’ the perceptions of themselves and their fellows, rather than actually manipulating time. Perhaps they can also see glimpses of future events, granting them a far better chance of success in certain actions, but no more.
Psychic time manipulation.

Page 134
One aspect of temporal manipulation that most often manifests in psykers is the ability of precognition—an ability to see the myriad possibilities of the future. Even the strongest psykers can only see the possibilities of the next few moments of their life, and even then, only for a brief instant.
...
Out of combat, this power can be used in a similar way, allowing the psyker to determine whether actions will be successful or not before undertaking them. However, as this power only allows the psyker to see a few moments into the future, each manifestation only allows him to determine the success of an action that would take roughly six seconds.

As an example, the psyker could tell if entering a passcode into a secured door would set off an alarm or not, but could not predict how a suspect would react over the course of an interrogation.
Short term precog described. It is mentioned that exceptional uses (or luck or whatever) can double (tirple) the precog time soo.. its not exactly limited. however as the "overbleed" bit specifies it is possible either for exceptional cases (skill, luck, whatever) it is possible to exceed the above. However, quantifying that is essentially impossible without game mechanics, which I will avoid here.

This has some interestsing uses in other cases (like combat, or such.) Imagine how this might impact space combat, for example!

Page 134
The psyker creates a spherical area in which time seems to completely stop, leaving whatever is inside perfectly frozen in time. When the affect ends, the occupants do not realise any time has passed. The psyker selects a spherical area roughly three metres in diameter that is fully within range of his power.

Anything fully within this area is effectively frozen in time, and may not take actions, move, speak, or do anything. In turn, however, they may not be harmed or affected by any means.
Anything outside the area of the stasis shell may not enter or pass through the area affected by the shell, which is treated as an invulnerable barrier.
Something I failed to include simply to indicate there's an even chance things will be inside or outsie the stasis field if caught in the middle (presumablt they either get pulled in or pushed out). Whether this is a safety mechansim the psyker generates or inherent to the power is unknown.

Page 134
The most powerful psychic adepts of the temporal arts are able to speed and slow the passage of time, both for themselves, their allies, and their enemies.
More temporal stuff.

Page 137
If a player wanted a plasma pistol, for example, it is highly unlikely he could commission one from a hive world artisan. The technology to construct plasma weaponry is very rare, and usually only available on forge worlds (where the Mechanicus guards it zealously). The character would either have to travel to a forge world to make the commission, or (if he already had a plasma pistol of lesser quality), he could commission a hive world artisan to improve the item he already possessed.
comment on the rarity of "plasma weapons" tech, although there are examples (EG Necromunda) of it happening, which might fall under the exceptional categories implied above. On the other hand, we also know Dark Heresy tends to have a much more liberal view on the definition of "hive" world. This is also game mecahnics so there is that..

Page 137
A weapon with the Storm Quality doubles the amount of hits inflicted on the target.
..

A weapon with the Storm quality uses up ammunition twice as fast as usual
Combi weapon.. just basically double barreled, double shot.

PAge 137
A Twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of the button. Twinlinked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target.
..
Lastly, the weapon’s reload time is doubled.
Not quite sure how this varies from storm variant but.. *shrugs* Game mechanics.

Page 137
- Various weapons listed
Hellguns have a range increment of 50m, Singel and semi-auto (3), 30 shot clips, and weigh 6 kg.
Hellpistol are 20m increment, Semi(2) and signle, 40 shot clips, and weigh 4 kg.

Power sources aren't with the gun, but are sparate. assuming they are part of the gun (.6 kg clip) and assuming sodium sulfur battery. 324 kj for hellgun and 216 for hellpistol. 10.8 kj per shot for hellgun and 5.4 kj per shot for hellpistol.

Also note hellguns have much shorter ranges than lasguns this time around.. and unlike in the Inquisitor's handbook (110m there, rather than 50 here.) Assuming around 600-1500 m for a lasgun a hellgun would be from 300 to 1650 m. If anything this might be proof lasguns are alot longer ranged than 600m, because I have a hard time believing hellguns would have such short ranges (they might be custom designed as high power/short range though. Or maybe they have shorter barrels to make them more compact. This variant would be similar to a las-carbine, although for whatever reason it weighs the same.

Exotic weapons:
- digital las is pistol quality, range increment of 3m, single shot, 1 shot clip, and weighs .1kg. Assuming a sodium sulfur battery we get 5.4 kj per shot for the 'power pack'

Digital explosive has a weird range increment and weighs .1 kg also. Assuming it had a yield comparable to a grenade or so (~1 MJ) we're talking an explosive with a yield of ~10 MJ per kg. For contrast, TNT usually is rated at 4.2 MJ per kg... suggesting roughly 2-3x the explosive power of 'TNt"



Purgatus crossbow range increment o 50 m, single shot, 5 shot capacity, and weighs 6.5 kg (reliable and sanctified qualities.)

Executor Pistol for both needle and Bolt components have a range increment of 30, Semi auto of 2 and single shot, weighs 5.5 kg (together) and both have a 16 shot capacity. The needler is toxic, and the Executor bolt pistol setting has the tearing quality. Not going to bother calcing shells or anything, because it sa combi weapon and impossible to separate.

Exitus pistol: range increment 30m, Singel and semi-auto (3), 5 shot capacity, weighs 5 kg.
Exitus rifle: 200m range increment, singel shot, 10 round capacity, 9 kg mass. Both pistol and rifle are designated "accurate") Assuming a .5 kg clip we might get ~50 grams per bullet for the pistol. and 45 g for rifle bullets. Seems odd but... rifle is designed for longer range and two handed use.. so velocity would matter more than bullets anyhow.

Melta weapons:
Hellax Infernus: pistol, 10m range increment, single shot. 5 shot capacity, 2 kg mass. Sancitifed.

Not goign to bother calcing this either. too lazy.

Plasma weapons:
Ryza pattern plasma pistol: range 30 m increment, Single and semi(2) shot, 10 shot capacity, 4 kg mass. "Overheats" .4 kg magazine 60 MJ capacity.. 6 MJ per shot.

Ryza pattern plasma gun: 90m range increment, Single and semi(2) auto shot, 40 shot ammo capacity, 9 kg mass. Overheats. .9 kg magazine 135 MJ shot capacity, 3.4 MJ per shot.

Bolt weapons:
Malleus Psycannon: "heavy" weapon (EG Heavy bolter) Range increment of 120m, single shot and full auto (5) only. 40 shot capacity. weighs 20 kg. Has tearing, reliable, sanctified qualities.
2 kg clips.. 25-50 gram 'bullets'

Ryza-Pattern storm bolter: 90m range increment, Single, Semi (2), Full (4) auto capacity, 60 shot clip, weighs 9 kg, and has "Storm" and "tearing" qualities.

Page 138
There are many different variants of the boosted lasweapons known as hellguns and hellpistols, although as a general rule these weapons hit harder and cut through more armour than the standard lasgun. Their prohibitive manufacturing requirements, reliance on bulky backpack power units, and less reliable nature keeps them from being issued en masse to Imperial Guard regiments. However, hellweapons (or ‘hotshot las-weapons’ as they are also known) are still favoured by the Imperial Guard’s elite Storm Troopers—as well as any number of agents for the Throne—as powerful weapons.
hellgun capabilities. also note that hotshot and 'hellweapons' are treated as synonymous, much as they are from the IA books. (which is interesting as hotshots are also treated as powerpacks and can be stuck in regular lasweapons. Perhaps hotshot packs are meant to be used in hellweapons to boost power normally?)


Page 138
The Calixian Storm Trooper Companies prefer to equip their forces with the Cadian pattern hellweapons. Constant warfare means these weapons have been enhanced to the point that they can cut through something as tough as power armour, making them extremely popular on the front lines.
Calixiain forces use Cadian hellweapons.. which seem to be shorter ranged. However then, what are the hellguns in Inquisitor's handbook repreesnting? They're twice the range (and 10% longer rnaged than lasguns!) Possibly the reduction in range comes from the modification allowing them to better penetrate armor - real life (well hypothetical) lasweapon as Luke Campbell describe it can have their effective ranges dramatically reduced due to armor penetration issues (the need to focuse the beam down to a narrow point varies with mateirals.. tougher materials can shorten the range... so this may be the case here.) Alternately, the Cadian hellguns are modified to increase destructive output in some way that cuts into their range somehow.

Page 138
Hellguns can either be used with a Backpack Power Pack.... ...or smaller backpack units designed to be slung under standard field packs. These smaller units weigh 10 kg, and provide the hellgun with the listed ammunition capacity and reloading times. Cadian pattern hellguns and hellpistols are also equipped with built-in targeters. This does not count towards the weapon’s one-sight limit.
"listed" means listed in the entry for the weapon, which is around 30 shots. Rather interesting considering small powerpacks (hotshots) provide 20 shots per pack, and normal hellgun powerpacks can provide roughly that as well. However, as we know that the Calixian variant is modified for greater firepower, it is quite possible that they traded off in ammo capacity for greater output to accomplish this (rather than more efficient usage of the energy output, eg greater explosive effect.)

10 kg powerpack normal for hellguns and hellpistols. They also come with their own targeters (like we see in Eisenhorn.) For a sodium sulfur battery of 150 wh/kg we're talking 5.4 MJ capacity. 135 kj per shot for hellpistol, and 180 kj per shot for hellguns.


Page 138
Digital weapons, or digi-weapons, appear to be rings or other jewellery, but are actually powerful ranged weapons, either archeotech or of xenos manufacture. The most common of these (if common can be used to describe such wondrous items) are crafted by the ape-like aliens known as the Jokaero. Their creations are so marvellously constructed that even Throne Agents of the Holy Ordos have been known to wear them.
Implication that digital weapons are lost-tech, effectively, although they don't outright say that, either. There are still Jokaero around after all. And someone has to make dig grenades.

Page 138
Digi-las weapons are usually modelled in the form of rings, and can be used in close combat as a pistol. Digital explosives are made to look like a wide variety of jewellery, are armed by applying precise pressure to certain points, and then thrown. Of course, both have their drawbacks: digi-las weapons take considerable time to replenish their tiny power reserves (1d5 hours before the weapon may be fired again), and digital explosives are strictly one use only, making them an expensive investment.
Digi las weapons also emulate laspistol weapons.. the 'estimated' yield from before matchs approximatley. It also takes 1d5 hours to recharge (slowly) suggesting it recharges at a rate of 1.5 watts per hour for 1 hour, or as little as .3 watts per hour! What it recharges from (solar power?) we dont know.. but assuming it charges from light or heat of some sort and we apply the "fire charge' time you might get between 26-260 kj per pack (for a laspistol?) 1-9 kj per shot roughly.

Page 138
The Executor is an unusual example of a combi-weapon. Instead of being one weapon grafted crudely onto another, it is a seamless joining of two individual firearms. The Executor is a bolt pistol with an under-slung needle pistol beneath the barrel, allowing the wielder to choose between the destructive power of the bolt weapon, or the quiet lethality of the needle weapon.
...
The weapon incorporates the heights of arcane tech-lore in its construction. It incorporates a bi-stabilised targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Even if an opponent was able to somehow gain control of an Executor, he would be unable to fire it. In addition, the needle pistol uses a synthesised neuro-toxin to incapacitate its target.
Eversor assassin weapon.

Page 139
Each combi-weapon starts with a primary weapon, often a lasgun, autogun, or boltgun. Slung under the primary weapon’s barrel is a one-shot secondary weapon. This is usually more powerful than the primary weapon; since it only carries one shot, it had better be a powerful one. Combi-meltas, combi-plasma, and combi-grenade launchers are all popular variations of combi-weapons (combi-weapons are usually named after their secondary weapon). Combi-weapons are most common in the Guard, Adepta Sororitas, and Adeptus Astartes...
...
Any two basic ranged weapons or any two pistol weapons can be combined into a combi-weapon.
I shouldn't have to explainw aht combi weapons are (two weapons integrated, one usually a more powerful single shot type.) Not all of course are single shot (like Executor pistol, or needler weapons in general) so I suppose some grenade launchers could be multi-shot too. You could also probably make some sort of rifle/bolter analogue (to emulate say the OICW) or a rifle/shotgun analogue.

I'd guess combi grenade launchers and perhaps combi-flamers are the most common combi-weapons in the guard, but others aren't impossible (needle sniper rifles are a sort of combi weapon for example, part lasgun and part needler. Lasgun and autogun combinations are also possible.)

Page 139
...this rifle is amongst the finest examples of Imperial weaponsmithing. Hand-crafted by a Magos-Artisan of the Adeptus Mechanicus, each Exitus rifle is part of a matched set—both pistol and rifle customised to the specifications of the individual Assassin. The Exitus weapons contain sophisticated machine-spirits and utilise ammunition constructed from special heavy-gravity alloys to penetrate nearly all forms of known protection. All Exitus weapons incorporate a silencer and a selector switch. The Exitus rifle has a built-in telescopic sight.
I assume "heavy gravity" alloy implies some sort of dense penetrator round. Generally that round is designed as a KEP.

Page 139
Unlike the larger rifle, the Exitus pistol is mainly considered a backup weapon for the Vindicare Temple, primarily used in those rare circumstances where the Assassin is discovered, cornered, or in need of rapidfire capability.
...
The Exitus Pistol has a built-in silencer and is manufactured at the Best craftsmanship level.
Its a high powered SMG.

Page 139
...the Infernus is constructed with strange, arcane technology. Its flames sear hotter than even the most potent melta-weapon; hot enough, it is said, to burn one’s very soul.

The Hellax Infernus ignores the defences from Fields and all protective benefits granted by psychic powers
Super inferno pistol with warp power.

Page 139-140
Psycannons are powerful weapons, often reserved for the Ordo Malleus. Similar in form to the Holy Bolter, a psycannon fires powerful ammunition charged with psychic energy and possessing ritually inscribed silver tips backed by a rare isotope explosive. Each blessed round can unerringly penetrate the psychic defences and shields of a target, making them a preferred weapon for Inquisitors planning to hunt the daemon or the witch. In addition, a powerful psyker can imbue each shot with a measure of his mental force, bringing ruin to his target with each shot. However, psycannons are rare weapons, each handcrafted by artisans watched and sanctified by the Adeptus Ministorum and the Holy Ordos.
...
Psycannon bolts ignore all protective benefits granted by psychic powers...
...

Malleus psycannons also have in-built Suspensor technology, meaning that the wielder counts as possessing the Auto- Stabilised Trait.
Psycannon.

Page 140
The Purgatus appears a fusion of boltgun and crossbow, able to fire with more force than a shotgun blast. However, it is its ammunition that is the true marvel; heavy wood and silver stakes inscribed with wards and runes designed to disrupt a creature’s contact with the immaterium.
super poweful crossbow with the punch of a shotgun (slug?)

Page 140
The plasma weapons produced for the Imperium’s militant forces by the Ryza Forge World are of a much higher quality than those made for noble dilettantes, chartist captains, and other ‘civilians.’ The Ryza-pattern weapons are designed to hold larger hydrogen flasks, and a reinforced containment system allows the weapon to be fired more rapidly. Perhaps more importantly, Ryza incorporates a ‘maximal’ setting into its weapons.

The Ryza-pattern plasma pistol is prized amongst the Imperium’s various militant orders. It is often carried by mid and high-ranking officers of the Imperial Guard and Adeptus Astartes, though Ryza plasma pistols are, on occasion, issued to elite units that need heavy firepower in a portable form. Ryza-pattern plasma guns are rare and valued weapons, and Imperial Guard Storm Troopers are among the only forces that can reliably requisition them. Amongst those units they are prized as a man-portable weapon that can destroy armoured opponents and light vehicles equally well.
differences betwee military vs "civilian" plasma weapons.

Page 140
Storm weapons arose from experiments in combining weapons together to achieve greater rates of fire. The Ryza-pattern Storm Bolter links two bolters to form a single weapon that can shred most foes in a single burst. Rarely seen outside of the Adeptus Astartes...
I guess its only a storm weapon if its two weapons of the same kind. Combi weapons are two weapons of a different kind and different capacity.

Page 141
The power maul is a versatile, one-handed weapon with two power settings. At its low setting, the maul’s head delivers an electrical shock powerful enough to stun (and sometimes kill) its targets, just like a regular shock maul. At the high setting however, the energy forms a crackling power field that can sunder steel, armour, and flesh.
Power maul.

Page 141
Daemonhammers are large, twohanded hammers made from rare ores and composites from humanity’s ancient past. Their hafts are covered in hexagramic wards and seals of warding, while their heads are emblazoned with the burning sigil of the Inquisition, from which emanates a crackling power-field.

Daemonhammers are extremely rare, and granted only to the most trusted and respected Inquisitors of the Ordo Malleus.
Daemonhammers. Force and power weapon combined, I'd guess?

Page 141
Arbites Ultima-Pattenr Power Maul (3 kg, carries speical or power field quality depending on setting.

Daemon hammer: 5 kg, Powerfield and sanctified.

Power Stake 1 kg (powerfield and sanctified)

Kineblades .5 kg

Suppression shield 5 kg. Neuro-Gauntlet is 2.5 kg, Tearing and toxic qualities.

Page 142
In appearance, the kineblade can be best compared to a two-edged knife that lacks a hilt. The thin, strong blades taper to a needle point on either end, making them impossible for a non-psyker to pick up and wield. Underneath the outer layers of razor-sharp alloy, kineblades are inlayed with psychoactive materials, granting their user much greater control and finesse. In the hands of a trained user, a cloud of kineblades can fly, swoop, and slash as if they had minds of their own.
Patience kys signature weapon. They dont seem to be too unique. The psychoactive materials enhance their controllability.

Page 142
Prized by assassins and torturers, the neuro-gauntlet is a glove constructed from a flexible adamantine hyperalloy, with neuro-toxin injectors fitted into each finger. Each injector is diamond-hard and incredibly sharp, allowing it to slice through armour and into the vulnerable flesh below.

The cuts from a neuro-gauntlet are deceptively small. However, the poisons they produce are some of the most potent and crippling toxins known to the Officio Assassorium.
...

The toxins within the neuro-gauntlets may be replaced by different toxins (including one that mimics the effect of a Hallucinogen Grenade).
Callidus weapon I think.


Page 142
The Power Stake is another item in the Inquisitor’s arsenal that is designed to be as much a symbol as a weapon. It takes the form of a solid metre-long shaft of cold-forged iron, tapering to a wicked point on one end. The other end is fashioned into a handle, containing a power field generator. All along the shaft are thousands of etched runes, each a prayer against the psyker and an invocation against the warp.
I guess that's useful against space Vampires.

Page 142-143
The suppression shield is both a bulwark and a weapon, a heavy slab of ceramite large enough for the wielder to take cover behind. Each has a builtin arc-lumin at the top, and a powerful shock-plate in the shield’s centre. If the wielder strikes with the shield, he can discharge the shock-plate on impact, delivering a powerful electrical blow.

Suppression shields have the Recharge quality, since the shock-plate takes time to build to dangerous levels.
...
Arbites suppression shields are also designed with lockgrips on the upper corners. These allow a character to fire one basic class weapon with one hand without penalty. Crusader suppression shields are designed for combating the malefic and warp-spawned powers, and are inscribed with hexagrammic wards.
Suppression shields of various kinds.

Page 143
The Departmento Munitorum in the Calixis Sector has long adopted the Cadian pattern carapace armour for its Storm Trooper units, feeling that a design used by one of the Imperium’s most vital fortress worlds has an implicit recommendation.
...
“Kasrkin” carapace is designed to be worn as a complete suit. It has an integral auspex unit with wrist display and attachments for a grav-chute. The carapace helmet is equipped with a rebreather, photo-visor, encrypted micro-bead, and a clip attachment on the side of the helmet for either a lamp pack or a vid-recorder. These systems are powered by a small charge pack (equivalent in size and cost to a lasgun charge pack) that must be replaced after a week of continuous use.
Kasrkin armor with lots of neat gear - photo visor, micro bead, vid and ligth attachemnt (IR is also possible or a targeter by some sources.) all operated by its own power source. We dont know how much this would expend power wise but we might guess.. the bead, visor and the vid recoder/powerpack should all rquire a few watts at least. The US Future force warrior has similar crap all powered by a 2-20 watt system and a similar lifespan. Assuming 2-20 watts for a week.. 1.2 to 12 MJ for a battery the size and cost of a lasgun power pack. It probably is (standardization would make sense), so although it isn't explicit, this might suggest a lasgun powerpack has far more energy stored in it than my own previous assumptions of sodium-sulfur indicate.

A lasgun would be between 20-200 kj per shot (at 60 shots) Lascarbine powerpacks are 75% the weight of a lasgun pack so 900 kj per powerpack (40 shots). 22.5-225 kj per shot. Laspistol is half that.. 15-150 kj per shot (30 shots). Long las are 1.35 MJ per powerpack (40 shots) 34-340 kj per shot. Overcharge packs would be.. interesting (90 kj for a lasgun, 120 kj per lascarbine, 142 kj per long las, 130 kj per laspistol shot, etc.) Lascannon out of curiosity have a 5.5 kg powerpack.. 16-165 MJ per power pack.

A hellgun's 10 kg powerpack is 15-150 MJ.. assuming 30-40 shots we get between 375-500 kj and 3.75 and 5 MJ per shot.

I still wouldn't take it as 'exact' but it should suggest that single digit MJ powerpacks aren't unrealistic for lasguns.

Page 143
The distinctive matte-black and red light carapace armour of the Arbites is as distinctive as it is intimidating, and the armour of an Arbites Judge is only more so. The armour of a Judge is designed to reflect his authority as the Lex Imperialis made manifest, and to sow terror in the criminal and malcontent.

It shares the same basic pattern as Arbites carapace, but incorporates a storm coat and helm topped with a massive golden eagle.

Judge’s carapace armour has a helmet equipped with an integral encrypted micro-bead, good quality photo-visor (granting him Dark Sight and allowing him to ignore photonflash grenades), and a vox-amplifier (allowing the user to amplify his voice to near-deafening levels). A small stab-light can also be attached to the shoulder pads. These systems are powered by a small charge pack (equivalent in size and cost to a lasgun charge pack) that must be replaced after a week of continuous use.
Judge Carapace. Similar power usage as Kasrkin carapace.

Page 143
armor:

CAdian pattern Kasrkin Carapace weighs 15 kg, Hydraphur-pattern Judge's carapace weighs 15.5 Kg, and Ignatus-pattern Power Armour weighs 65 kg.

Page 143-144
Although not as durable as the suits of power armour worn by the Adeptus Astartes, Ignatus Power Armour is a far step above the patterns of armour sold to dilettante nobles and mercantile cartels. Ignatus armour is produced by skilled Mechanicus artisans for the express purpose of equipping agents of the Inquisition.
...
Like all suits of power armour, Ignatus armour consists of an ingenious merging of thick ceramite protective plates and a complex system of muscle-like, electrically motivated, fibrebundles to augment the user’s movements and strength. This technology is so miraculous that one wearing power armour can move and fight as if he was unencumbered, his suit’s augmetic systems compensating entirely for the armour’s crushing weight and bulk.

...

The suit’s removable helmet contains the equivalent of integral Good quality photo-visors (providing the user with the Dark Sight Trait and making the wearer immune to the effects of photon flash grenades), micro-bead, and an integral auspex. These devices can be controlled by speaking to the armour’s machine spirit, or the wearer can commune with his armour directly if he has a cerebral plug, MIU, or similar device.

When the helmet is attached, the suit has a self-contained life sustainer that allows the bearer to ignore toxic atmospheres and gasses, and even survive underwater or in a vacuum. The system operates as long as the armour has power.
...
The suit has an integral backpack power supply that can last for five days of continuous combat operations (if the power armour is not being used in combat, its power supply can last for far longer). If the suit becomes unpowered, it becomes a rigid tomb for the wearer...
...
The helmet’s machine spirit does open exterior vents automatically before powering down, so that its wearer does not suffocate.
...
...it is not uncommon to find suits encrusted with religious iconography, inscribed with holy runes of warding, or inlaid with subtle defensive systems.
Inquisitor grade Power armour. We don't know all the power uses of the systm.. a tw tens of watts maybe for all the various things, but I imagine several kilowatts to operate the basic systems. That it has no reactor is odd, since Astartes and Sisters of Battle armor both do.

The other curious thing is that other power armor variants are sold to nobles and 'mercantile' interests (EG rich civilians) - it suggests power armor is publicly available, limited only by cost (EG cost or availability/logistics are the only thing preventing other arms of the Imperium for using it. EG the Guard.)

Page 145
Force fields: All weigh .5 kg (MAccabien Rosarius, Lathe-pattern Refractor field, Icon of the Just, Null Blocker.)

Page 145
Refractor field devices see service with highly ranked and trusted Imperial agents of all kinds. No smaller than a pistol ammunition clip, they disperse the energy of an attack throughout the total area of the field effect. They are noticeable when activated as they surround the user with a hazy glow of light, making them easily detectible in lowlighting or at night.
A rather compact refractor field variant.. designed to diffuse energy attacks over a large volume rather than absorb.

Page 145
A Rosarius appears to be a square, stylised cross of adamantium or some other dense and durable metal, with a jewel or Ecclesiarchy symbol in the centre. It is worn around the neck or waist on prayer beads or a sash. However, within each is a powerful field mechanism.
...
A Rosarius does not give off the same glow as a Refractor Field. However, they do convert some of the energy they observe into visible light, causing them to flash and spark when they are hit. They are also a holy icon, meaning they do not suffer the touch of the foul enemies of mankind.
I tjust occured to me that we know Vandire in codex SoB 2nd edition was hit by a laspistol while wearing one. Assuming the Rosarius had a 2x1 m field (50,000 sq cm) and sunlight like intensity (.14 J per sq cm) a laspistol shot (like Goge Vandire endured) would be 7 kj at least. This is only part of the laspistol energy.


PAge 145
Like a Rosarius, Icons of the Just are at once both powerful field mechanisms and symbols of the Ordo Malleus. They are granted to the Ordo’s most skilled daemonhunters, to aid them in the work. Often they are worked into the shape of the Inquisitorial seal, though small hammers and iconographs of the God-Emperor are also popular.

Each Icon of the Just is blessed with wards and holy shields against the daemon, so much that the malefic powers cannot stand to touch the field it generates.
upgraded Rosarius, I guess.

Page 145
These small, matte-black boxes do not attract attention. However, they are constructed with psy-inert ceramics, and filled with delicate circuitry that at least partially creates the affect generated by an untouchable. They are issued to members of the Inquisition to provide protection against
psyker and warp-spawned opponents. They can be worn around the neck or affixed to armour, but can only shield one person.

Null-blockers behave like any other field, except that their field ability only applies to psychic powers.
..

Of course, the field is useless against indirect attacks from psychic powers, such as dropping a large stone on the wearer from a great height using telekinetics.
Stops direct attacks not unlike a pariah. Useless against indirect attacks.

Page 145
Depending on the need for secrecy and subtlety, this [Badge of Oficce] may take the form of an actual gene-coded badge with credentials, a concealable electoo on an arm or the torso, or even a message inscribed psychically in the Throne Agent’s mind. In any case, these symbols of authority are difficult to forge and even more difficult to refute.

Whatever form a badge of office may take, it proves the bearer is an agent of the Holy Inquisition, with all the rights and responsibilities that entails. It is not, however, the Rosette of a full Inquisitor.
Symbols for delegating authority.

Page 145
Gear: Backpack Ammo/Power pack weighs 15 kg (generalized). Grav chute is 20 kg. Sentinel array is 12 kg Vindicare Spy Mask is 2 kg. Vindicare stealth suit is 5 kg.

Page 145-146
The backpack ammo/power pack is designed to supply the user with additional ammunition for his personal weapon when on extended missions (or in situations when he doesn’t want to spend time reloading). The backpack power pack is worn like a normal backpack, but has half the standard carrying capacity. The other half is taken up by ammunition storage. For energy weapons, this is an additional source of power, flame weapons have large promethium tanks, while projectile weapons simply have stacks of bolter or stubber ammo. In all cases, feeder lines or power cables connect the ammunition storage to the bearer’s weapon.

A backpack ammo/power pack replaces a ranged weapon’s standard ammo capacity. Most pistols, basic weapons, and man-portable heavy weapons can use backpack ammo/power packs, however there are some exceptions. For example, the ammo for most Launcher weapons is too large and unwieldy to be supplied through feeder lines, and extremely powerful heavy weapons such as man-portable lascannons would drain all but the largest or most advanced backpack power pack in a single shot. The ammo capacity depends on the ammunition used. A backpack power pack can supply 300 shots for Las weapons (except the high-powered hellguns and hellpistols, which drain two charges for every shot), 80 shots for Plasma and Melta weapons, 200 rounds of ammunition for Bolt and SP weapons, or 60 shots for Flame weapons.
200 rounds of ammo for most projectile weapons means.. 15 kg.. assume 7.5 kg of ammo.. damn 38 grams per "shot". That's pretty damn insane ammo wise. It could only be an approximation that way. Assuming 150 MJ per kg for Plasma we're talking ~28 MJ per shot roughly. And las? 15 kg times 540 Kj/kg (sodium sulfur battery)... 27 kj per shot for lasgun, 54 kj per shot for hellweapons both. For flamers? .25 kg of fuel per shot perhaps.. which is interesting in contrast to 1-2 kg for normal flamethrowers (at least 4-8x more effective than RL flamers, in other words.)

Page 146
Cerebral plugs and similar devices are a common sight in the Imperium, where the use of technology to augment (or repair) the human form is commonplace. A cerebral plug is installed in the skull, and links into the brain via several-dozen wires and electrodes. The other end is the actual ‘plug,’ which can be attached to any number of devices.

The cerebral plug allows an individual to link with devices that require a direct mind interface...
...
Most electronic devices can be modified to work with cerebral plugs, allowing the user to use them while keeping his hands free (these are usually auspexes and other augury devices, cogitators, or extremely simple servitors).
A variation on MIUs I suspect.

Page 146
Grav-chutes are the Imperial Guard’s preferred method of deploying elite troops during airborne assaults. Each ‘chute’ is actually a device worn in the same manner as a backpack, with two side-mounted counter-grav generators. Though these generators are not strong enough to fly with—unlike true jumppacks— they slow a person’s plummeting descent to a survivable speed—most of the time. Usually, a chute’s power reserves are exhausted after one jump, and must be recharged before being reused.

Grav-chutes are pre-programmed to deploy at a certain distance above the ground, usually several hundred meters.
...
Once the chute is activated, the wearer falls to the ground relatively slowly, although he is a helpless target drifting in midair during that time. A grav-chute requires a minimum distance of 50 metres to deploy and slow the wearer to a survivable speed.
Grav chutes. Considering that Free fall for a human is somewhere between 56-112 m/s depending on body position it takes at least 1 second to decelerate but 4-6 seconds (several hundred metres) is ideal for the first. Half a second or so for 112 m/s and 2-3 seconds in that case. 5-10 gees at least.. maybe several tens of gees max decel. That's bound to be less than ideal so I expect they use higher deployments to give more time to slow down, but it can depend entirely on circumstances (being tracekd, and such.

Some chutes are noted to be able to allow the trooper to manuver or land. They probably can also allow some 'bouncing" as they provide some sort of suspensor like effect (reduce pull of gravity on body, I imagine.)

Page 146
The Sentinel Array is a highly advanced sensor pack, combining motion trackers, heat sensors, and target acquisition systems. Through the miracles of ancient technologies, the device is only the size of a standard backpack, although it has several antennae and lens-viewers that extend above the bearer’s shoulders.

The wealth of information provided by this incredible device cannot be displayed on a simple screen. Instead, it must be uploaded directly into the user’s brain via a cerebral plug.

This has a very real danger of overloading the user’s mind with data. However, those who can master the Sentinel Array obtain a heightened awareness of their surroundings impossible to duplicate with mundane auspex devices, and are even able to track targets even through solid objects.

The Sentinel Array must be worn on the back, and may only be used by individuals with a cerebral plug, MIU interface, or similar device that allows the Array to connect directly with the brain.
...
The Sentinel Array’s power supply lasts for 10 hours.
...
..may detect targets through walls, undergrowth, trees, or other obstructions.

Solid walls at least one metre thick (and without openings) block the Array. The user may also use the array to ‘lock on’ to a specific target..
..
(..he may load a specific bio-metric readout into the Array beforehand, in which case the Array locks on automatically). The Array may track that target up to 100 metres away, and always distinguishes between it and other targets.
Also mentions gians "unnatural senses" with a range of 50 meters, and can "see" in all directions. Generally a rather sophisticated detection/tracking system. we saw something like it in the second and I think third Eisenhorn novel. Probably not standard issues.

Page 146
Highly rare and reserved for the Imperium’s elite forces, Spoor Targeters are gun-scopes that contain highly spore-sniffers and miniaturised cogitators linked directly to their attached weapon. These targeters inhibit their guns from firing when pointed directly at someone they recognise as an ally, making it literally impossible for their user to shoot his comrades in the swirling confusion of combat.

A Spoor Targeter may be loaded with the profiles of up to 10 allies (a process that takes 10 minutes
...
Once an ally’s profile has been loaded into the targeter, the attached weapon cannot shoot that ally.

Even if pointed directly at the ally, the weapon simply refuses to fire.
...
Spoor targeters are scopes, and only one scope may be attached to a weapon at a time. Any pistol, basic, or heavy weapon may be equipped with a Spoor Targeter, provided that weapon does not have the Flame, Blast, or similar qualities...
Spoor targeters were seen in Malleus on Kasrkin guns.

Page 147
Issued to Imperial Assassins of the Vindicare Temple, this wargear’s systems are incredibly advanced and sophisticated. It is said that the design for the Spy Mask is little-understood even by the Tech-Priests of Mars. The spy mask contains cartridges of concentrated food and water for extended operations, and a multi-channel comm sensor (both vox and pict) for monitoring enemy communications. Its main feature is a wide-spectrum visor which can pick out heat and energy sources at tremendous distances.

The mask includes a built-in auspex, advanced highquality magnoculars, good-quality photo-visor (granting the wearer the Dark Sight Trait and making him immune to the effects of photon flash grenades), pict-recorder, re-breather, and vox-caster.
...

It should be noted that the equipment of a Vindicare Assassin is often gene-coded to that individual and no other...
Vindicaire mask/helmet.
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Bedlam
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Bedlam »

Connor MacLeod wrote:
The Power Stake is another item in the Inquisitor’s arsenal that is designed to be as much a symbol as a weapon. It takes the form of a solid metre-long shaft of cold-forged iron, tapering to a wicked point on one end. The other end is fashioned into a handle, containing a power field generator. All along the shaft are thousands of etched runes, each a prayer against the psyker and an invocation against the warp.
I guess that's useful against space Vampires.
Well they existed back in the original Rogue Traider book, but I cant remember if staking did anything against them.
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Cykeisme
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Cykeisme »

Connor MacLeod wrote:
A Twin-linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of the button. Twinlinked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target.
..
Lastly, the weapon’s reload time is doubled.
Not quite sure how this varies from storm variant but.. *shrugs* Game mechanics.

Perhaps the conceptual in-universe differences between "storm" and "twin-linked" (combi-weapon consisting of two identical weapons) is hinted at by the rules themselves.


For others unfamiliar with the rules, first establishing the way automatic weapons work.
For normal automatic weapons, when you fire autofire at a target, firstly you get a +20 to your test to simulate a higher chance of hitting with at least one (or more) shots, compared to firing a single shot.
More importantly to this discussion, you score an additional hit for each degree of success (meaning for each 10% you surpass the target number). This simulates good weapon control, tracking the target throughout the burst while firing fully auto. The hard limit to this is the number of shots you actually fired, you can't score more hits than the number of shots fired, obviously.

"Storm" weapons always count any hits they score as two hits. Thus, passing the test means you get two hits, and each additional degree of success adds two additional hits.
This seems to indicate that even with the recoil and internal weapon vibrations from fully automatic fire, the shells from a "storm" weapon always tend to travel together side-by-side, in parallel with each other, while more or less maintaining the same spacing as the distance between the actual weapon barrels.
However, there is no increased chance of hitting a target, because each pair of shells is so tightly grouped, if you were to miss with one, they both miss.

"Twin-linked" weapons do give a very significant increased chance of hitting the target (+20%), but you can only ever score one additional hit more than normal autofire.
I'd say this simulates the shots spreading significantly apart from each other, spraying out in randomly divergent trajectories.


So perhaps Storm weapons have the two separate mechanisms (barrel, breech, chamber, bolt carrier, etc, plus the sights on top) mounted on the same receiver block that is mated to the lower receiver with a free-floating mount. Plus, they might be mechanically linked to ensure that both weapons fire in synchronization at the same time. This means all the projectiles travel side-by-side, at least to the tolerances of the precision of the barrel and ammunition (realistically, they would still diverge at longer ranges).

Meanwhile, the twin-linked combi-weapon simply has two separate complete weapons basically strapped together in a bigger housing, with a mechanical linkage so both triggers are pulled at the same time. The synchronization is likely to be off, and they'll vibrate separately which is likely to have the barrels misaligned from each other, and the alignment will probably get worse and require occasional recalibration (though a user probably wouldn't care, as it's meant for close range fire).


Edit: This is entirely my analysis based on how the rules portray the weapons. I'm not sure if the writers even thought about this.
Would appreciate opinions from Connor or anyone else :D
"..history has shown the best defense against heavy cavalry are pikemen, so aircraft should mount lances on their noses and fly in tight squares to fend off bombers". - RedImperator

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Cykeisme
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Cykeisme »

I should note that based on the normal way full auto works, the additional +20 granted by twin-linked weapons means that on a test that was successful anyway, you'll get two additional shots on target.
For a shooter with a high Ballistic Skill who tested well (and would have hit anyway), this doesn't still come anywhere as close to the focused firepower a Storm weapon can concentrate into a target.

A twin-linked weapon is still beneficial in situations where the target is hard to hit, such as concealment, smoke, poor lighting conditions and myriad other reasons you can't get a proper fix on the target.. conceptually, just more ammo spray everywhere!
"..history has shown the best defense against heavy cavalry are pikemen, so aircraft should mount lances on their noses and fly in tight squares to fend off bombers". - RedImperator

"ha ha, raping puppies is FUN!" - Johonebesus

"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Next to last update for Ascension:


Page 147
This item of wargear appears as a matte-black bodyglove, specially fitted for the individual Assassin. The Vindicare Temple has a long-standing pact with the Adeptus Mechanicus to craft these exquisite suits, each one combining Cameleoline laced materials with a complex version of “synskin.” This material bonds with the Assassin’s body, enhancing his reflexes and protecting him from poisons, gases, and other hazards of the battlefield. Each suit is supple and silent, allowing the Assassin to move with perfect freedom whilst still retaining its protective qualities.

The Stealth Suit may not be worn under any form of armour.
...
...incorporates all the benefits of synskin...
...

The Stealth Suit makes the wearer invisible to the Dark Sight Trait, preysense, and infared sensors of all kinds.
It also improves resistance to toxins, enhances stealth and concealment ability, and if stationary makes accurate targeting more difficult. Also like the mask, it is often gene-coded to the individual. Quite a bit better than Callidus Synskin if you ask me.

Page 147
These [Executioner shotgun shells] rare and specialised shells (whose use is often limited to the upper echelons such as Judges and important members of the Castigators and Mortiurges of the Adeptus Arbites) contain miniaturised propulsion and stabilisation systems allowing the shell to lock on and track its target. The mechanisms that achieve this are little understood and extremely hard to replicate, and so remain within the purview of those Magos- Munitorium that provide the Arbites with their sanctioned and ordained arms.
..

The weapon loses the Scatter Quality...
Basically it is not a scatter shot, so it's a solid slug. It isn't explosive, so its probably kinetic. The stat bonuses suggest the round has better penetration and lethality than a normal shell probably due to being rocket propelled.

Page 147
All Exitus ammunition (including all special rounds) contain miniaturised cogitator targeting-spirits that make them nearly impossible to avoid.
...
Exitus rounds can also be programmed to self-destruct. The rounds are disintegrated, consumed as if destroyed by a virus, and leave no trace behind.
...

Vindicare Assassins are normally issued a set of special ammunition when sent on an assignment. These unusual shells are very rare, each extremely difficult and time-consuming to craft. Therefore, the Assassin is usually given a single shell of each type. Occasionally, other special rounds (such as the hyphosphus incendiaries) are issued in their place.

The ammunition described below may only be utilised by the Exitus Rifle and the Exitus Pistol.
Vindicaire get some pretty high tech ammo, not unlike some Ben Counter created inquisitors.

Page 148
Shield-breaker Round: This round is a specially-treated with a psychically-charged
imprint, and contains a complex circuit of anti-phase technology that is little understood even by the Mechanicus.
Basically anti-psychic defense, anti daemon, and antil forcefield defense rounds. I imagine they work a bit simialr to the warp missiles Titans fire that bypass shields.

Page 148
The Hellfire round has devastating effects on organic matter— its core is filled with a vial of mutagenic acid. Thousands of armour-piercing micro-needles inject the target with this acid upon impact, eating away flesh and metal alike with horrific speed.
Not unlike the bolter ammo of the same name. They have actually had incendiary versions which burn the creature to ash though.

Page 148
The turbo-penetrator round is a hypervelocity, adamantine jacketed shell surrounding a special magno-sealed flux needle. These special rounds are renowned for their ability to pierce nearly any armour, and the hypervelocity shell wreaks havoc upon any target, often by the secondary effects of its passage through the target’s molecular structure.
assuming it fires a APDS dart (10-25 gram subcalibre rather than 50 gram full calibre) at hypervelocity (1.5 km/s or greater for small arms, 2-3 km/s is quite likely) ~12 kj and 15 kg*m/s at least 113 kj and 75 kg*m/s momentum. If it were a 50 gram round? 56 kj and 75 kg*m/s for 1.5 km/s.. maybe 100 kj for 2 km/s. Beyond that for a 50 gram round would be silly really.. and at this rate 75 kg*m/s is pretty silly for a rifle. 40-50 kg*m/s is more probable as an upper limit, and 60-75 kj per "shot". for a subcalibre dart that's going to be damn powerful. Call it a 20-25 gram dart at 1.5-2 km/s.

Page 148
A plasma-cutter is a mechadendrite fuelled by photonic hydrogen stowage-flasks. It can cut through a metre of adamantine plating up to 20 centimetres thick every minute (thinner material can be cut through faster). In addition, a Tech-Priest with a plasma-cutter mechadendrite may boost the power past its safety tolerances to use it as a weapon.
..
When used to make an attack, the mechadendrite counts as a Ryza Pattern Plasma Pistol... ...with a range of 10 metres and no option to fire on Maximal Mode. The plasma-cutter may operate for 20 minutes of cutting, or may fire 40 shots before it must be refuelled.
[/quote]

20 minutes of cutting is 400 cm or 10 cm per shot penetration. this suggests the cutting mode is maybe 2x the power of a plasma pistol.

Page 148
Adepts of the Mechanicus working with heavy machinery or other particularly large devices—such as the Enginseers of the Imperial Guard—are often required to move and manipulate weights far in excess of anything their fleshy frame could handle. Therefore, may of them install servo-arms onto their cyber-mantles.

Servo-arms are vastly stronger versions of manipulator mechadendrites, and although they are both shoulder mounted, a properly constructed servo-arm also has stabilisation and support systems running throughout a Tech-Priest’s body. Though they serve roughly the same function, a Tech-Priest with a servo-arm (and the proper bracing and stabilisation systems) can lift one side of a Rhino APC to repair a broken tread link.

A servo-arm is a shoulder-mounted mechadendrite that can extend to a length of 1.5 metres.
An interesting attachment.

Page 150
...the Inquisition employs individuals of unparalleled skill and devotion, to hunt out the signs of the deeds of Mankind’s foes..
..

Once discovered, the enemy is eradicated according to the methods and the whim of the Inquisitor and the nature of the threat. Some are faced down in single combat, while others are ground to dust as entire crusades are launched, millions of the Imperium’s warriors giving their lives that billions might live.
inquisition methods.

Page 151
...the Inquisition is, at least formally, a very flat organisation, with little in the way of formal ranks. All of this is necessary that the Inquisition may take whatever action is needed to ensure the continued existence of the Imperium of Man.

The remit of the Inquisition knows no formal, and few practical, limits. Should an Inquisitor discover the worship of proscribed gods amongst the population of a hive, he has the power to raze the entire structure to ashes, should he deem it necessary. Were an Inquisitor to uncover a planetary government in the thrall of mind-eating xenos, he would be quite within the bounds of his authority to instigate a cull of the world’s entire ruling class. The remit of the Inquisition empowers it, indeed, requires of it, any act, no matter how
ruthless, to protect the future of Mankind.
This approach is a double edged sword. On one hand, it gives the Imperium a greater speed and flexibility in responding to threats that it might not otherwise have (eg Chaos, Tyranids, etc.) On the other hand, it also means a lack of cohesion. Organisational resources get diluted over numerous individual projects, and inquisitors will fall to politicking and in-fighting. Such an approach however is likely given the fear of another Horus Heresy, and that lack of cohesion in the Inquisition - evne the infighting - guarantees that any threat from a rogue Inquisitor will not be as devastating as it might otherwise be.

Page 151
...the majority of the blood shed is human, as brother turns against brother in the savage battle for survival. Civil unrest is ruthlessly suppressed wherever it may appear; the governments of many worlds are ill-equipped defend themselves should an entire population take arms against an oppressive regime.
...
Unless the leaders of the rebellion can impose a new order, the world’s tithes suffer and, whether in a year or in a century, the Imperium’s retribution is forthcoming.

The Inquisition’s response to a rebellion is normally swift and brutal. The instigators are targeted by kill-teams and assassins, or captured, to be publicly executed in order to put down the rebellion. After the event, it is likely the Inquisitor seeks answers as to how such an event was allowed to happen, and a tireless investigation may follow.
...

The blame may even be placed at the very top, the world’s Imperial Commander being executed as an example to those who succeed him.

There are times, however, when a rebellion may be allowed to occur, or when the Inquisition itself is behind events. Such may occur when an Inquisitor decides that a world’s government must be replaced, for whatever reason, but they have not the immediate resources to bring this about.
Inquisition and rebellion/revolution.

Page 151
On other occasions, a rebellion has occurred before any off-world institutions have become aware of the situation.
...
So long as tithes are forthcoming, the Imperium may have no reason to suspect anything is amiss. Even should such an event come to the attention of the Imperium at large, and a subsequent Inquisitorial investigation be launched, it may be determined that there is no reason to revert to the previous regime.
Again the imprium doesn't care who rules as much as that whoever is in charge meets their demands. It keeps everyone happy.


Page 152
"Truly it is said, the Imperium is far greater than the sum of its many parts. Without the humble Agri-World, the Hive World starves. Without the Hive World, the Forge World falls silent. Without
the Forge World, the Garrison Worlds fall. Without the Garrison Worlds, Mankind is lost."
A perverse implication of this statement is that Hive Worlds (as per Dark HEresy definition) are resource-providing (eg mining) planets for the Forge Worlds, rather than being lower-tier manufacturing worlds themselves. If we coupled this idea with the "billions of hive worlds" from Heart of Rage, for example, this might suggest there are billions of "mining" worlds in the Imperium. Makes sense, as there are likely more uninhabitable, but metal rich worlds than there are habitable ones.

Also, we see that Garrison worlds (like Cadia?) are treated as a distinct type of world, specializing in an obviously martial bent. One infers they are the military equivalent of Hive/Forge worlds (eg dedicated to training/producing soldiers for the Guard.)

Page 152
The Imperium exercises very little influence over the manner in which a world governs itself, so long as tithes are delivered and fealty is maintained, and so few Imperial Commanders have any reason to dream of independence from the ultimate rule of Terra. Yet, some planetary governors become so obsessed with their own sense of destiny that they commit the direst of crimes—secession from the Imperium and the rule of the Adeptus Terra.

Such a crime cannot go unpunished, for each year the Imperium loses untold worlds to the ravages of war. Although new worlds are always being colonised, many fail, and it takes centuries for a subsistence-level colony to become, for example, a productive hive world.
Somewhat true, although colonization is not the onl means by which the Imperium gains new worlds. Re-discovery of existing human worlds also occurs, and may even shortcut the usual timeframe. Besides, given that the Imperium has likely been colonizing steadily for centuries, some of the earlier colonized worlds are likely on their way to becoming civilised or even hive worlds themselves. The stated numbers are uusally "hundreds" of worlds.. and thousands are found (and most perhaps even colonized) so it seems on the balance the Imperium grows in numbers (although losing worlds could be determintal in other ways, if the world is sophisticated, populous, well advanced in technology or lore.. A millenia-old forge or hive world is of more immediate value than a large number of newly established colonies, for example.)

Page 152
In all likelihood, agents have infiltrated the governor’s staff, occupying key positions from which an attempt at secession can be crushed. If the governor is a popular figure amongst his subjects, the mission may be tantamount to suicide, for an assassin is forced to escape from an entire world of hostile, mourning secessionists. In such instances, the Inquisition may attempt to discredit rather than assassinate the rogue governor, slowly turning his people against him. They can then establish a replacement, supporting the installation of a more pliant leader loyal to the Adeptus Terra.

There are several bodies at large within the Imperium that attempt to keep a watchful eye upon those Imperial Commanders who might one day betray their oaths. The Orders Famulous of the Adepta Sororitas is one such body, for one of their many tasks is to monitor the bloodlines of the Imperium’s noble families. Should any hint of genetic deviancy or xenos taint come to the notice of the Orders Famulous, then the matter is quickly referred to the Ordo Hereticus and an execution cell dispatched. On many occasions, such a cell has returned from a successful mission with the body of its victim, which, during autopsy, has been revealed to be concealing all manner of mutation. Only the constant vigilance of the Orders Famulous and their close cooperation with the Witch Hunters ensures such tainted bloodlines do not one day inherit the entire Imperium.
Various 'defence' measures both subtle and overt, against seccession. Imperial adepta organs, IG garrisons, ARbites presence, and so on.

Page 153
So long as the essential core of belief is consistent—the knowledge that the Emperor lives and watches over Mankind from afar—then massive divergence in the modes of worship is regarded as normal.
...
It is comparatively rare for the culture of an independent world to be labelled heretical, so much variance is there between worlds. Those institutions that span the entire Imperium, however, can become conservative in the extreme, sporting to their own cultural identities, mores and doctrines.
the 'variability' iof the Imperial Creed once again.

Page 153
It is self-evident that the Imperium is seething with corruption and selfishness..
...

The Inquisition has not the luxury to become diverted by such notions as equality or rights. It must maintain a ruthlessly strategic view, concentrating on those corrupt individuals and organisations whose activities threaten the wider Imperium.

Imperial Commanders who divert resources from their tithes to swell their own coffers, militia leaders who withhold the best of their warriors from the founding of a new Imperial Guard regiment, mining combines that allow output to drop. These are all crimes that, if not detected by any of the myriad of Administratum oversight bodies, eventually draw the notice of the Inquisition, for each has a consequence and an effect upon the Imperium as a whole.
Brutal neccessities of the Inquisition.

Page 155
Although each of the Imperium’s worlds is responsible for its own rule, the Inquisition has it within its power to effect a change of regime where deemed necessary.
..

The Administratum takes little interest in the specifics, and has no concern for the rights of those being ruled. All that matters is that one individual holds the position of Imperial Commander...
...

..Imperial Commanders exercise a massive amount of power, but they must also bear a prodigious weight of authority, for should they be judged weak or corrupt by the Adeptus Terra,
they may find the Administratum moving in to replace them.
the 'burdens' of being an Imperial commander.

Page 155
It may be that an entire ruling body is removed—there are records held in the archives of the Tricorn Palace that describe gene-keyed virus strains being released to wipe out every member of a hereditary ruler’s line. In some cases, the entire apparatus of government is dismantled, and uncounted numbers of civil officials purged, to be replaced by a sizeable Administratum Mission that stays in place for many years to come.
Thereby having indirect control replaced by direct control. in some cases the Adminstratum does this deliberately (against the wishes of the planet in question.)

Also the gene-keyed virus strains again.


Page 156
Some Inquisitors, however, adopt a more belligerent stance, leading in person many millions of
warriors.
Probalby a Puritan.

Page 156
Exterminatus is the last resort in war and punishment, used by the Imperium when all other options are exhausted. To declare Exterminatus upon a world is to visit total and utter destruction upon it. It is to sign the death warrant of every living creature upon a world, and to render the surface a blasted wasteland, inimical to life for millennia. To have earned such a fate, a world’s population must have been judged irredeemable in its crimes, every single individual being found guilty of the very worst of heresies.

There are many forms of Exterminatus, and many ways of delivering it. One method uses a biological agent that renders all living matter to a decaying sludge within hours, releasing a staggering amount of oxygen into the atmosphere as its does so. This oxygen is then burnt off, igniting the entire atmosphere and incinerating everything on the surface. Another method involves the use of Cyclonic Torpedoes, a category of weapons that use varying means of scouring the world’s surface with nucleonic fire, raw plasma or deadly radiation. Some worlds might be virus bombed—sometimes the viral agents might be keyed to a specific gene code, so as to target aliens, mutated humans, or simply rebels with a predominant hair colour.

Exterminatus may only be ordered by the very highest level of authority, and any who enact it are answerable to the High Lords of Terra. While raw manpower remains the Imperium’s greatest asset, worlds are not so easily replaced, and those who squander such resources seldom remain in power long enough to make the same mistake a second time. The Inquisition regards it as both an absolute right and a terrible burden that theirs is the nigh exclusive duty of declaring Exterminatus. Though other bodies may petition for this ultimate sanction, Inquisitors bear the power to destroy worlds at a word. In practice, it is only the most senior, powerful and experienced of Inquisitors who declare Exterminatus. This is because any who do so are not only answerable to the High Lords, but to their peers, whose judgement, if Exterminatus is held to have been launched in error, is harsh indeed.
This is largely the same Exterminatus fluff from The Tactica Imperialis book, including the 'brute force' styles of Cyclonics.. r o the variable virus bombing types. Also note the mention of the long term uninhabitability, but the planet may (eventually) be recolonized (although it also notes that worlds are 'lost' to exterminatus...)

Page 156-157
The Inquisition’s remit places it above all of the Imperium’s institutions, with the exception of the Senatorum Imperialis— the High Lords of Terra themselves. In theory, a single Inquisitor can denounce an entire planetary government, requisition whole armies of the Imperial Guard and hold the fate of populations in his hands. In practice, however, the reality is far more complicated.

...

Therefore, an Inquisitor in such a position has to ensure that there are significant resources at hand to combat an uprising, and to attain them he has to gain the support of other bodies.

In practice then, Inquisitors are essentially ‘peers of the Imperium.’ Although many consider themselves answerable only to the High Lords of Terra and the Emperor Himself, in reality there exists a class of high-echelon Imperial servants, to which Inquisitors belong, all who wield more or less the same levels of influence. Such worthies include Imperial Governors, Imperial Guard Generals, Space Marine Chapter Masters, Rogue Traders, Lord Admirals, Adeptus Arbites Judges, and the sectorlevel representatives of the Administratum. Relations between these various groups are often seething with internecine rivalry and bitterness, and even within one grouping, deadly wars may be fought to gain influence and leverage.
...
The powers of an Inquisitor are not, in practice, defined by the remit of the Holy Orders of the Emperor’s Inquisition. They are constantly shifting in response to their position within the dark and feudal power structures within the Inquisition, as well as being subject to many outside influences.
Theory vs Reality of Inquisitorial power, and how politics dictates the true scope and extent of Inquisition power. That power, as wlel as the unity of the Ipmerium itself, depends on self interest and cooperation, so stepping on people's toes can't be done willy nilly.

Page 158
Conversely, some Inquisitors of a militant mindset are akin to lord generals, studying strategic maps or pouring over logistical inventories. They take command of friendly forces, supervising missions from afar through vox-link and gun-cam. They time their assaults with lethal precision and order the deployment of their weapons, whether Death Cult Assassin or orbital bombardment, as an extension of their own body.
Military operations, whether general or Inquisitor.

Page 161
It is the existence of the factions that has lead to the internecine wars that have riven the Inquisition for millennia. While plenty subscribe to no doctrine other than their own conscience, others believe that this constant shadow war benefits the Inquisition enormously, providing a continuous process of internal balancing and a means by which philosophies may be weighed up, to be accepted or rejected by a manner of natural selection.
...
Even within the broad definitions of Radical and Puritan, there are many and varied splits, differences, and tenets.
discussion of the Inquistorial factions, and the Puritans vs Radicals. Since I've covered factions in DH and other sources like Inquisitor before, I'll probably skip over most of the details.

Page 161
To many Inquisitors of the day, it was obvious that Thor was imbued with a measure of the Emperor’s will and charisma. They believed that it was not the first time that the Emperor had acted in such a way, citing such heroes as Saints Capilene and Josmane as previous vessels of the Emperor walking amongst his people.

The Thorians believe that the Emperor’s near-death at the hands of Horus allowed him to break the final bonds between the crude matter of corporeality and ascend to assume his true nature as a deity.
...
Thorian dogma holds that the Emperor has manifested his spirit through his chosen vessels many times when his people needed him, but that these bodies were able to contain only the barest fraction of his power and soon withered and died. They await the day that he shall be reborn and lead his people onwards in a second, and final, Great Crusade.
I only quoted Thorians tuff because I find it the most interesting as it pertains to the nature and power of the emperor, as well as tying into earlier fluff like the Star child and Sensei stuff.

Page 161
the Thorians closely study the interaction of consciousness, energy and the warp, believing that if they can manipulate these energies correctly they can channel the Emperor’s spirit into a suitable vessel and effectively resurrect the Master of Mankind. There have been many attempts to create a body suitable for such an important ritual, but so far none have succeeded. Followers of the Thorian philosophies constantly scour the galaxy for beings they call Divine Avatars, individuals of such power that they may able to contain the Emperor’s soul once more—or be turned to evil by the Ruinous Powers.

Although all Thorians share the same ambition of seeking out those they call ‘Divine Vessels’—individuals who may one day bear the Emperor’s spirit and become, for a time at least, Divine Avatars, there exists a distinct sub-faction of Thorian thought, with an opposing view to the mainstream of adherents. These believe that no human form is able, or indeed worthy, of containing the Emperor’s spirit, holding that the individual would become an avatar not of the Emperor, but of some other power of the warp. They hunt down the Divine Vessels, slaying them on sight, in what they believe to be acts of mercy and necessity.
Again.. this is repetition of details covered before, but the concept is so interesting I feel it can bear repeating, since it both hints at the nature and scope/powers of the Emperor (and his limitations) as well as being a potential retcon for earlier concepts like the Sensei or Star child.

Page 162
No other faction of Inquisitors resorts to the use of Exterminatus so readily, destroying entire worlds in their quest for Human supremacy of the galaxy.
...
..the Monodominants are one of the few factions who are open with their beliefs, spreading xenophobia and intolerance before them...
...
Many within the Inquisition see the Monodominants as incredibly narrow-minded and frequently doing more harm than good.
Simplified monodominant crap.. they use extreme and excessive methods, are loud and obvious (even for a minority) and genereally aren't liked by other Inquisitors.

Page 162
It is said that eight hundred Chapter Masters of the Adeptus Astartes journeyed from the far corners of the galaxy to join in this renewal of faith. After swearing his oath of loyalty, Lord Solar Macharius took it upon himself to launch a crusade in the Emperor’s name..
That would be some feat.

Page 162
Less concerned with the traditional heresies of witchcraft and mutation, except where they were being manipulated by their enemies, the Puritan Amalathians sought to keep infighting and politicking within Imperial organisations to a minimum, holding to the Inquisition’s original mantra of strength through unity.

Throughout the Imperium, the Amalathians seek to calm volatile situations and prevent rapid change, should change even be necessary at all. They claim events are unfolding as the Emperor has foreseen and to force change in his name is a supreme arrogance.
The irony of that is that in all probability, the Emperor is actively involved in events. Also good luck policing the corruption and politicking.

Page 163
Xanthites by no means advocate the furthering of Chaos and its dark works, but see it as a tool that is already in use by the Imperium, not yet realised to its full potential. Warp travel, Astropaths, Navigators, Space Marine Librarians, abhumans in the ranks of the Imperial forces; all these bear the mark of Chaos, but nevertheless further the goals of the God- Emperor, himself one of the most powerful psykers to ever have existed. The Xanthites cite these as example that there is no question as to whether Chaos can serve Humanity, just a matter of to what degree.
They have a point, to an extent. The Eldar managed to "tame" the warp to their ends in varying ways, even if it did back fire on them horribly, but that doesnt mean that humanity could not learn to do so with sufficient development. Risky of course, but possible.

Also interesting that abhumans here are noted as "bearing the amrk of chaos" when abhumans in other DH sources are noted sa being free of chaos taint (unlike actual mutants.). Especially since abhumans could arise from differing cuases.

Page 163
Bureaucracy, politicking, and stagnation are the enemies these Inquisitors aim to fight, pulling down established governments and replacing them with free-thinking radicals.

Although wary of causing too much unnecessary destruction, the Recongregators’ methods have led to them sponsoring uprisings, stirring up civil unrest, sowing anarchy, causing riots, and advocating political upheaval wherever they go.
For an empire based on propoganda and militarism, this perhaps is not a bad thing, if not taken to extremes that is. The Imperium still has enough genuine threats that will fall on it without manufacturing new ones on top of that.

Page 164
They believe the Imperium becomes stronger through conflict, with only the toughest and most worthy surviving.
...
What most Imperial historians view as the worst disaster to ever befall the Imperium, the Istvaanians champion as the catalyst for many of its greatest accomplishments. Despite their extreme stance and drastic methods, history seems to vindicate their beliefs, as from the greatest periods of upheaval the most profound developments within the Imperium have stemmed.
More extreme Recongregators really. This is, in my humble opinion, pushing matters, even if historically the Imperium's greatest feats have resulted form the greatest trials.

Page 164-165
..several well-respected members of the Inquisition have recently come out in favour of the Kiniel Proposal, a motion proposed by the infamous Istvaanian Inquisitor Gastus Kiniel. The proposal seeks to enforce military service upon all members of Imperial society fit for conscription. Given the current abundance of threats to the Imperium’s future, this may well be considered by the High Lords of Terra, and has already gained considerable support within the ranks of the Inquisition.
...

Needless to say, this militarisation of untold billions of Imperial citizens would be a great victory for the Istvaanians, and possibly even Humanity as a whole.
Sure, as long as you can maintain the logistics and infrastructure to support them. They must be confident of their ability to supply and maintain those troops for it to be a serious possibility to the High Lords. (Then again considering how often we've seen the Munitorum establish insanely massive stockpiles of shit, that might very well be true.) And fuck billions, given the number of worlds and average population, conscription would eaisly be in the trillions if not quadrillions, although carrying it too far risks destructive consequences (killing off a large chunk of your reproductive population, taking away workers from the infrastructure that supports the economy and warfare, etc. Unless they can use servitors to make up the slack. They may even be able to do so. Then agian you can also use servitors in combat.)

Page 165
The Imperium is a feudal society, comprising in excess of a million worlds.
...
None can say how many organisations exist to service every possible function of galactic governance, although several bureaus have been established over the millennia to investigate the matter (none successfully). The relationships between these myriad and arcane institutions are tainted by centuries of jealously and competition, or made untenable by ignorance and distrust. Some of these organisations claim, and indeed exercise, jurisdiction across a wide range of responsibilities, and are nigh ubiquitous across the entire Imperium. Others have extremely narrow interests, or are limited to a sub-sector or system and therefore unknown elsewhere. As a consequence, even the simplest bureaucratic or administrative task is fraught with obstruction and inefficiency.
The Imperial govenrment/administration.. its as big and unwieldy and unknown as the number of Space Marines, Imperial Guard, Inquisitors and other big numbers.

Page 165
Essentially, there are but two ranks: Inquisitor and Inquisitor Lord. This means that, in theory, the vast majority of Inquisitors are equal, and that some are more equal than the others. In practice of course, this is far from the case. The reality of the matter is that the Inquisition is perhaps the single most feudal, arcane, intricate and downright schizophrenic organisation in the entire Imperium. Rather than the simple, two-tier organisation purported to exist, the Inquisition is in fact an impossibly complex web of influence and intrigue. The entire organisation is compartmentalised by factions, ordos and cabals, each of which might overlap with one another one moment and be diametrically opposed the next. An individual Inquisitor might in theory be equal to any other, but in reality it is his influence and his associations that determine just how much power he wields.
...
How then can an organisation with unlimited power of remit be expected to remain uncorrupted? The answer is to be found through constant and continuous internal conflict. By the very existence of factions, Ordos and cabals, every possible philosophy and doctrine is examined, and through debate or conflict, exposed for what it truly is.
...

This process is regarded as purgative, ensuring that no one party ever gains undue power over the whole of the Inquisition, and that only the strongest-willed and most dedicated prosper.
Politics, rather than Inquisitorial fiat, supports an Inquisitor. Thats probably why they don't need much of an organization or oversight.. although the infighting is perhaps the best policing they could do, even if it does hamper their efficiency.

Page 166
The peoples of the Imperium are, by and large, superstitious, poorly educated and brutally downtrodden. They are taught from an early age that the Emperor is watching their every deed and knows their every thought.
True, depending on how you look at it. Given that hive worlds are liekly to make up the bulk of the Imperium's population, particularily the underhives, low or nonexistent education is a definite possibility. Then again, there are factors (like religion) that dictate certain degrees of education (such as reading and writing) existing to support the Imperium, even in arms like the Imperial Guard (gotta be able to read those Uplifting primers, after all.)

Page 167
..on occasion an Inquisitor wishes to identify himself as such, without antagonising the person they address. This is particularly the case when dealing with those who consider themselves the Inquisitor’s equal, a peer of the Imperium. When dealing with Adeptus Astartes Chapter Masters, Rogue Traders and Lords Militant, an Inquisitor calls upon a range of methods to prove their identity. Some imprint their Inquisitorial Rosette with machine-engrams able to communicate the bearer’s authority to any cogitator, activating dormant sentinel-routines in the host system and confirming the bearer’s clearance. Others bear psycho-activated tattoos upon their faces that are invisible until willed to appear, symbols and runes that serve as a hieratic script known only to the most highly placed within the Imperium’s upper echelons of power.
...

Some rosettes are gene-locked, meaning they can only be handled by the owner, whose genetic identity is stored within. Should another take up the rosette, or no genetic sample be provided, the rosette may administer a dose of contact poison or even detonate a miniscule, yet devastating melta charge.

Many rosettes contain data-probes that allow the bearer access to almost any cogitation network in the Imperium. The rosette’s machine-systems are capable of unlocking any network, the Inquisitor’s ultra high level authority bypassing any logic-gates put in place to keep intruders out.
The humble Rosette and similar symbols of authority. also Peers of the Imperium again.


Page 168
It is common for Inquisitors operating in a defined locality to establish permanent holdings, bases of operation to which they can return for rest and recuperation. While most maintain a residence in one of the Inquisitorial fortresses...
Generally, Inquisitors often have their own significant personal assets, troops etc, which make up their "Household" Also the gene-locked stasis vaults. Like their retinues, this can vary from Inquisitor to Inquisitor.

Page 169
The Inquisitor’s untold powers allow the force to be equipped with such weapons and wargear as would be unobtainable to a conventional line unit..
Like with many things (Sisters of Battle getting power armor), money, power and politics play a role in just how good your gear often is. Example is "For the Emperor" when Amberley Vail acquired hellguns and carapace for her 'Penal' troops.

Page 169
It is important to understand that membership of one Ordo does not preclude an Inquisitor’s involvement in matters pertaining to another Ordo. There is no formal demarcation, and Inquisitors investigate and act where they want.
...
...all too often the lines between foes blur. A plague of mutation might originate from an alien infestation for example, or a rise in the number of psykers born within a population might prove the vanguard of an imminent warp incursion.
Ordos are only general "specializations" - they aren't really meant to be hard and fast limitations (EG a Xenos Inquisitor won't ignore heresy or chaos threats.. as we've seen in novels.) Although in terms of politics the Ordos can be as jealous of their prerogatives as any Adepta.

Page 169
Membership of a particular Ordo grants access to what resources and assets its members are willing to share. Much comes in the form of secret knowledge, hidden away by the Ordos members and guarded jealously. Because a member of an Ordo has unprecedented and privileged access to such knowledge, it is considered an act of treachery to leave one Ordo and join another.
Benefits of Ordo access.

Page 169
Most [other Ordos] are largely unknown, even to other members of the Inquisition. Many are little more than cabals of Inquisitors allied against a common threat, while others are in essence specialised sub-Ordos. One group, sometimes called the Ordo Sicarius, keeps a watchful eye upon the agents of the Officio Assassinorum, lest a repeat of the devastating Wars of Vindication ever come about.
Sicarius is perhaps the msot well known 'other' Ordo. FFG introduces alot of others (such as Chronos)

Page 170
Some Ordo Hereticus Inquisitors watch over the organs of the Imperium itself, taking it upon themselves to conduct purges of departments they consider wasteful, while others monitor entire planetary populations for signs of genetic deviation.
Unsurprisingly they are closely alligned with the Ecclesiarchy since Faith is an effective tool of population control.

Page 171
The Imperium is a loose, scattered realm, its million and more worlds spread across three quarters of a galaxy that encompasses hundreds of billions of stars.
Scope of the imperium and galaxy again. They dont know how many alien worlds exist.



Page 171
It is thought that the Ordo came into being as a result of the study of the effects of warp travel and the passage of time. It is common knowledge amongst void farers that occasionally a vessel arrives at its destination much, much later than its Navigator intended, the crew experiencing the passage of mere months for example, while in the material plane many centuries passed. Such events are the subject of many dreadful tales, but are accepted as one of the risks of warp travel. Far less common, however, are those occasions when a vessel has become embroiled in a warp phenomena that has resulted in it being expelled from warp space at a point in time before it actually set out. Though extremely rare, this is the subject of nightmare for superstitious void-farers the Imperium over.

The Ordo Chronos, so it is believed, was established in the Jericho Reach in order to combat any temporal anomalies that might arise from these, and similar events. Its members became concerned that travellers appearing in their past might somehow alter the proper flow of events, potentially interfering with the fate of Mankind and the intentions of the Emperor.
...
And then, the Ordo Chronos simply disappeared. None know how many members the Ordo had, but it appears that in a single moment, every Inquisitor linked to it vanished or went into hiding.
The Ordo Chronos.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Now after a long, holiday delay, I get back to concluding AScension.....



Page 172
Many worlds tolerate the presence of the Eldar at their borders, a degree of interaction occurring. The Eldar are a capricious species however, and have been known to lay claim to a world long held by the Imperium, demanding a population vacates its world or be exterminated. Even worlds populated by Mankind since before the Age of Imperium have been targeted, and bitter wars between Man and Eldar fought for their possession.
Again Eldar are a semi-accepted in the Imperium, so long as humans aren't squatting on what they consider their territory (then they're as big of assholes as everyone else.)


Page 172
Perhaps uniquely amongst self-aware species, the Orks have no fear whatsoever of death, and embark upon the most dangerous and destructive of acts with reckless abandon. There can be no reasoning with an Ork invasion, though many desperate planetary governments have tried to do so. Some have succeeded in bribing the warlord of an Ork host, for a time at least, supplying arms and equipment so that the invasion might take some other path. Most simply find their weapons turned against them.
They say Orks aren't intelligent but thats not wholly true. They're just not complicated thinkers the way that humans are.. their worldview is simple and straightforward. This is hardly a drawback, as complexity is always a problem for humans. In 40K it creates even more problems due ot the warp.

Page 172
The Tyranids for example are a nigh limitless mass of slavering beasts, yet it is generally accepted by those Inquisitors with experience in fighting the race that they are possessed of some manner of guiding, gestalt intelligence. Individually, most Tyranid creatures have no more intelligence or self-determination than a mono-task servitor, yet in large numbers they utilise highly complex strategies.
Tyranids.

Page 172
Some appear based on materials other than carbon, such as the silica-based ‘Stylites’ encountered across several worlds beyond the Periphery sub-sector of the Calixis Sector. The bestiaries of the Ordo Xenos make reference to a host of even more extreme life forms, including some that exist as gaseous clouds, and even one described as an energy being that derives its sustenance from the essence of suns.
diversity of Xenos life forms.


Page 172
Should the Alien Hunter discover a limited threat, they may place sentinelbeacons in orbit around the world, transmitting a warning to any vessels that come near. Some worlds are declared ‘perditus’, trespass upon their surface forbidden on pain of death lest life forms be inadvertently transported back to one of the Imperium’s worlds. Some alien life forms are found to be so vile or dangerous that the Inquisitor bearing witness to their existence may determine that they must be eradicated. In such cases, the ultimate sanction of Exterminatus may be invoked, or, if the world itself is thought valuable enough, the Imperial Guard or Space Marines are mobilised to cleanse it of the alien taint.
Alien hunters are the 'offensive' Xenos inquisitors, those who seek out to eliminate threats. The other kind are the defenders (who hunt out and defeat the threats attacking the Imperium already.)


Page 172
...alien worlds, systems and even empires are to be found not only at the fringes, but also in the so-called ‘Wilderness Zones’ that separate one sector from the next.
The wilderness zones.


Page 172
The reality on the edges of Human controlled space is often far more complicated however, particularly if a world has scant contact with the Imperium at large. Convincing the peoples of a world to turn against the aliens with whom they have been trading foodstuffs or raw materials for generations might prove difficult in such instances, for obvious reasons.
Like the Tau. :P


PAge 173
Many Imperial Governors, faced with an immediate emergency, have turned to alien mercenaries for aid, knowing that a response from the Imperium might arrive too late. In such instances, it is not uncommon for an Inquisitor of the Ordo Malleus to instigate hearings and trials, and to test soldiers exposed to the aliens for signs of corruption. In most instances, the matter may pass with relatively few consequences, but should the Inquisitor in question be of a particularly Puritan mindset, entire regiments might be purged and the planetary government deposed as punishment.

Taking matters still further, there are the Radical members of the Ordo Xenos. These might openly associate with all manner of aliens, some even going so far as to include them amongst their cadres.
Of course, since the world is still around and (somewhat) functioning, we can see the pragmatic approach of the Imperium at work - tolerating aliens when it suits their ends. Rogue Trader: Into the Storm brings in mention of the "sanctioned Xenos" for example. Such as Kroot mercenaries.


Page 173
Knowledge of such beings is strictly prohibited, but every strand of the Imperial Faith admonishes its adherents against that which would devour the human soul, whether they are known as daemons, evil spirits or any of a million other manifestations. In fact, most preachers are just as ignorant as their flocks.
It would seem that, even the "modern" Imperium still has a habit of denying the existence of daemons to the Imperium at large, as duringthe Heresy. Difference being, theere are more people who ARE aware of it and take precuations ot guard against it than there were then.



Page 173
...should one Daemon be allowed to manifest, entire legions are want to follow. In no time at all, a full-scale Daemonic incursion is unleashed, entire populations possessed or slain, and in short order, whole planets lost. The Daemonhunters of the Ordo Malleus concern themselves with the prevention of such manifestations, and with combating them should they somehow come about.
I don't think this is an absolute, but that once started, incursions are hard to stop because of the nature of the warp and the nature of the incursion (possession might be different, but a portal/opening/summoning once noticed, probably draws the attention of other denizens like a chain reaction.)


Page 174
The Ordo Malleus has at its disposal one of the most powerful of military arms in the entire Imperium.
...

...each Grey Knight is a master of the martial and the psychic arts, able to combat the Daemon in the physical and the spiritual realms at once.
Grey Knights. Even moreso with 5th edition!


Page 174
From this fortress, and perhaps others hidden across the Imperium, the Grey Knights travel, at the behest of the Ordo Malleus, aboard the fastest vessels the Adeptus Mechanicus can provide, to combat Daemonic incursions wherever they might be found.
The GK have the best ships too.


Page 174
Furthermore, none are held to be beyond their authority, save perhaps the High Lords of Terra themselves.
Again only High Lords are more powerful than Inquisitors. And even that is not entirely certain.


Page 174
Most of the worlds of the Imperium are entirely independent, at least so long as tithes are forthcoming, but others are the domains of such bodies as the Adeptus Mechanicus, the Officio Munitorum or even the Space Marines of the Adeptus Astartes. Even so, there is an official who holds such a rank—a Magos Prime in the case of the Adeptus Mechanicus, a Supreme Prefect in the case of the Administratum, or the Chapter Master or designated regent in the case of the Space Marines.
Again a strong hint of the "multi-tiered" system of affiliation/alleigance/alliance/adminstration/etc. of the Imperium. pick whatever adjective you deem appropriate.

Page 175
The vast armies of the Imperial Guard are drawn from the finest of the planetary regimental tithes, in which one tenth of a world’s military forces are rendered up to the Imperium whenever it is demanded of them. Some worlds go generations without such a tithing being demanded, while others are drained almost dry by constant demands for troops, often depending on the world’s location relative to any ongoing wars.

Units pass out of the authority of whatever military institutions produced them, and become part of the vast organisation that is the Imperial Guard. Planetary militias are reformed into Imperial Guard regiments, and often locally manufactured arms and equipment are replaced with mass produced models provided by the Officio Munitorum. New regiments are then shipped out to take part in an ongoing campaign, or sometimes despatched to garrison worlds, to provide a strategic reserve while they await their final deployments.
Salient points are: IG tithed from 1/10th of best troops in PDF. Despite the variation they suggest in the time of tithing, we know there is an annual tithe and a "situational' one.. The annual one is likely the 1/10th the pdf.. the smallest but also the best well trained. The situational one is where you likely either get the PDF conscripted in entirety, or the populace (in part) conscripted directly.

The other salient point (aside from the usual 'mass produced' equipment and being outside Imperial commander control) is the use of garrison worlds as strategic reserves. This is probably a typical destination of annual PDF tithing.

Just out of curiosity a breakdown: 34K hive worlds in the imperium. the 5th edition IG codex mentions hives routinely tithing 100 million men.. thats ~3.4 trillion annually. Assuming 2/3 of that gets sent off to the 100K or so wars in the Imperium, and the rest are garrison for 1 million (or so) Imperial worlds. 1.156 million troops per planet as garrison on average (which is actually about what Minea's garrison is.) and 22 million put into wars. Hell even with a million wars (one on every planet!) you still get 2.3 million per planet. And the hilarious aprt is this would grow with every year simply from tithing the hive worlds! Hell the only way this could change is if 90% of those troops were lost annually to the warp, and that's pretty damn ludicrous considering they could never replace troopships quickly enough (nevermind trying to sustain trade with that kind of loss rate!)


Page 176
At the conclusion of a mission, the Inquisition is not above bombing its own troops from orbit, a fate many would consider a mercy, considering what the troopers might have witnessed. Other units are fortunate enough to be mind-wiped, although this is an intensive process normally reserved for skilled troops that the Inquisitor intends to keep in their service and make use of again.
Those facing daemons may be bombarded or mindwiped, depending on the inquistior and the tropos.


Page 176
In the vastness of the Imperium, it is entirely possible for entire regiments, even armies, to simply disappear from the orders of battle, through duplicity or error, or for them to fail to respond to orders issued from many light years away.
Rare, but not impossible.


Page 176
Should an Inquisitor require transport at short notice, they may find it necessary to requisition the services of the Imperial Navy. In most cases, the vessel in question is likely to be one of the smallest of classes, such as a frigate, for the larger capital vessels are dependent upon so many supporting arms that they are rarely able to respond to a request in sufficient time. A small escort vessel might be made ready to make way within an hour of the Inquisitor demanding its services, while a battleship could take many days to make ready and get underway.
Starship size affects its response time and ability to deploy. Destroyers and frigates can be ready within an hour (or so), Battleships take far longer.


Page 176
The Inquisitors of the Ordos Calixis rarely need to requisition Imperial Navy vessels on such a basis, for the region has reasonably well developed trade routes, served by a multitude of shipping concerns, on which an Inquisitor can rely for transport.
I guess peaceful sectors with frequent shipping are of considerable benefit where travel is concerned.


Page 176
...while Imperial Navy vessels are capable of sustained independent operations, they must eventually put in for refuelling and maintenance, and in doing so utilise the services of not just the Imperial Navy but the Adeptus Mechanicus and many other arms. Unless a renegade crew can locate an illegal facility, or can maintain a façade of loyalty out amongst worlds that know no better, they eventually run out of options.
Factors limiting Naval betrayal. Its mentioned to still happen, albeit rarely.


Page 176
The Ecclesiarchy is jealous of its roles as shepherd of Mankind’s soul and temporal representative of the deified Emperor. The Inquisition, of course, regards itself as the ultimate arbiter and judge, and also answerable only to the Emperor. Needless to say, there exists great potential for the two institutions to come to blows. A great deal of mutual distrust often exists between Inquisitors and the officials of the Ecclesiarchy, a state made worse when the Inquisitor holds anything other than an overtly Puritan outlook.
Not only does the Ecclesiarchy conflict with the AdMech and Administratum, but also with the Inquisition as well.


Page 177
Arco-Flagellation is a punishment reserved for the most vile of blasphemers. The condemned is surgically altered in the manner of a servitor, and his mind and spirit are subjected to a ritual cleansing that entirely destroys the personality and reduces the subject to a raving maniac, desiring only to atone for his sins in the uncontrolled frenzy of battle against the Ecclesiarchy’s foes. An even more potent example of the same process is to be found in the Penitent Engine, a purity-seal adorned monstrosity as large as a Space Marine Dreadnought, powered by the raving guilt of a condemned sinner. The Ecclesiarchy creates such constructs by way of punishment of the guilty, setting them loose against their foes. The Inquisition values such machines too, for they are incapable of feeling fear and are entirely expendable.
Arco-flagellants and Penitent engines. The latter put the lie to the suppsoed rarity of dreadnought-like vehicles.


Page 177
Despite their independence, the Space Marine Chapters still rely on many other bodies of the Imperium for their continued existence, and over the millennia have developed pacts with many more.
They barter and trade their 'resources' like everyone else.


Page 177
According to their remit, an Inquisitor has the authority to requisition the services of a Space Marine Chapter in the furtherance of a mission. In practice, however, no such power exists, making the Space Marines one of the few bodies an Inquisitor is genuinely courteous to when seeking aid.
...
Short of mobilising censure against the recalcitrant chapter, a very rare occurrence indeed, there is little an Inquisitor can do to compel a Space Marine chapter to aid them should they decide not to.
Inquisitorial dealings with the Astartes. Echoes the soul drinkers stuff pretty well.


Page 178
These fortresses are armed and armoured to a very high level indeed, and often form a bulwark against rebellious uprisings. As each fortress-precinct has its own Astropath, the Arbitrators are often able to send word to the Imperium of an uprising that might have engulfed the world’s government entirely. All too often, an Adeptus Arbites fortress-precinct has proven the last redoubt against anarchy, the few hundred Arbitrators within holding out with grim determination until aid can arrive from off-world.
Arbotes 'fortress precinct' - note the "few hundreds arbiters" is a minimum per world. It is mentioned that they do sometimes fall.


Page 178
These vast, ancient vessels ply the space lanes on decades-long circuits of the Imperium, gathering at each planet they visit all of the psykers born to that world. These are interred in soul-shielded holds, and eventually brought to Terra...
The black ships. Assuming they travel around the segmentum in decades.. we might be talking 300K LY in decades... (20-90 years.. thousands or tens of thousands of c)


Page 178
The Adeptus Astra Telepathica employs all manner of arcane enumerations in order to predict the number of psykers the population of any given world is likely to spawn in a single generation, and the quantity grows each year. So, when a world’s offering comes up short of this prediction, the Adeptus Astra Telepathica has cause for concern.
Psyker collection is based to extent on detection (or at least it was in the Great Crusade era) as well as predictions (of what kind and accuracy we dont know.. although they have to be pretty reliable if they can be used as a benchmark to figure planetary shortcomings)


Page 178
Psy-cults are pernicious enemies indeed, able to dominate entire segments of a population. Other groups trade in psyker-slaves, drugging the poor unfortunates and subjecting them to all manner of ritualised trauma in order to ride the wave of thrilling madness they radiate. Others, such as criminal figures, seek to use the psykers’ talents to their own ends.
Psi cults. Dangerous when they backfire, due to the risk of possession and the risk of the backfire of psychic powers (or the psyker going berserk and destroying everything.)


Page 178-179
They [Admech] consider themselves outside of many of the laws that govern most of Humanity, and they openly deny many of the teachings of the Ecclesiarchy. Despite that this vast, ancient and highly secretive organisation appears to so openly reject the mores of the Imperium, it is ubiquitous. The reason for this is that the Imperium simply could not function without the Priesthood of Mars—all of Mankind’s accomplishments would crumble and fall within a generation were the Tech-Priests to not maintain them. Without them, no space ship would ply the void, no army march to war, no raw material be refined and nothing more than a stone hovel be constructed.
The Power/influence of the AdMech.


PAge 179
The Tech-Priests know that Mankind has forgotten far more of technology than remains intact, and so fight a constant battle to maintain the machines on which so much of Humanity relies. Yet, this is a losing battle, for with each generation understanding gives way to superstition, and the inexorable descent in to barbarity the servants of the Machine God strive to avert continues. In their quest to avert this descent, the Tech-Priests delve into long-sealed repositories of lost technology, unearth god-machines long buried beneath the ashes of forgotten battlefields, and decode the ciphers of reality itself. There are plenty within the Inquisition, as well as other institutions, that believe the Adeptus Mechanicus walks a fine line between duty and damnation...
Blah blah... grimdark.


Page 179
The Administratum has an interest in every aspect of the running of the Imperium, from the collection of tithes to the proper distribution resources.
...
It is said that nothing occurs in the Imperium that is not at some point recorded by an Administratum scribe, catalogued, filed, copied in quadruplet, processed in one of the organisation’s vast datamills and, perhaps many centuries later, archived. Each phase in this process might take months, even years to accomplish, dependent upon the perceived relevance of the information. Unfortunately, the individuals that determine the relevance do so entirely according to their own set of values, often more concerned with the niceties of data-retrieval systems than with any external consideration.
behold the tedium, attention to minutae, and utter uselessness of the Adminsitratum.


Page 180
The key to a successful investigation involving the Administratum is to bypass or cut through as much of the red tape as possible.
..
Once they have access to the vast reservoirs of data the Administratum maintains, an Inquisitor can filter through millennia of information in the search for patterns indicating the actions of their enemies. Few Inquisitors have the ability or indeed the inclination to undertake such searches themselves however, and most utilise the skills of Sages to mine the data for the information they require.
Inquisitors dealing with the AdMech.

Page 180
Aside from the megalithic institutions of the Imperium, there exist uncounted private concerns, from independent merchants to sector-wide industrial combines. The methods in which such concerns are administered are as varied as the ways in which planets are governed, ranging from sole ownership to mutual investment.
...
..rendering aid to an Inquisitor can quite literally spell the end of a mercantile concern. Assets are stripped, personnel requisitioned and resources drained by the simple act of the Inquisitor displaying their Rosette.
"private' concerns and their run ins with the Inquisition (less than pleasant at times, it seems.)


Page 197
Although the Scholastica Psykana classifies her as a ‘low level alpha’ psyker (especially in comparison to some far more dangerous examples the Inquisition and Imperium have had to deal with)...
...
..is believed to be responsible for the devastating holocaust of fire that consumed the Cathedral Mount on Acreage (slaying the senior clergy of the planet along with more than ten thousand pilgrims, worshippers, and local citizens),...
The Burning Princess. Telepath and PK.


Page 198
Each Eversor is a highly trained, mind-wiped killing machine, trained to kill as quickly and brutally as possible. The assassins themselves have been mindprogrammed to the point where there is nothing human left in them; they are simply berserker killers. They must be stowed in cryo-tubes between missions, because they are just as likely to slay allies as enemies.

Eversors are used in shock attacks, dispatched to rip the heart out of cults or heretical organisations and leave nothing but terror in their wake. Though they have the ability of great stealth, they do not eliminate their targets with any subtlety. With power-sword, neuro-gauntlet, Executor pistol, combat drugs, and melta-bombs, they dispatch their targets in the most horrific and destructive way possible. Even if they are slain, their bodies explode in a wash of bio-toxins and acids, eliminating everyone nearby.

Though Eversor Assassins are normally used against the Imperium’s enemies, certain members of the Inquisition have dispatched them against their fellows whom they suspect have gone rogue.
Eversors have:

For armour: synskin bodyglove with integrated infa-red goggles, micro-bead, rebreather, and
respirator system.


Page 199
Equipment: 3 reloads for Executor Pistol (includes both ammo types), Cerebral Plug, Sentinel Array, Magnoculars, personal medikit, Pict-Recorder, Vox-caster

Combat Drugs: The Eversor has autorig injectors filled with potent combat drugs designed to boost his performance. These injectors use minute amounts of extremely potent drugs (meaning he does not run out of drugs unless cut off from supplies for months).
The drugs include Hyper-metobolics (basically makes the Assassin faster, able to do more actions during combat.

Berserker-Slaught - makes the Assasin charge, gives extra attacks, and the attacks are more poerful.

Anti-coagulants: prevents bleeding, but is treated (in game at least) as having regeneration.

Shock-stims: basically negates the effects of fatigue or wounds on performance, so long as active.


Page 199
Imperial Governor Malaki Vess oversees Zweihan’s World, a minor hive world located in the Malfian Sub-sector. A cool and temperate planet, much of Zweihan’s World’s surface is covered in water, resulting in a rather damp planetary climate. The planet is circled by several long, mountainous and almost serpentine continents, which are straddled by four hive cities near the equator. Zweihan’s World’s most notable feature is not on the planet, but around it: a vast ring system made up of the shattered remains of what used to be a large moon. Now the rock rings are mined, bringing the planet impressive mineral wealth.
...

The Adeptus Administratum has recently determined that Zweihan’s World is not properly exploiting the vast mineral deposits found in its planetary rings. As a result, the planet’s Tithe is set to increase to exploitive levels.

Vess knows what this means; Zweihan’s World will become a blasted, strip-mined, and polluted wasteland where the unlucky inhabitants scrabble for simple survival.
A minor hive world that seems to be still rather habitable.. although this will change once the Adminsitratum decides to do its strip-mining crap (it seems to be rather arbitrary in doing this.)


Page 200
To represent the Zweihan’s World PDF, use the Enforcer from Page 399 in the Dark HEresy rulebook...
..

Replacement Gear: Guard Flak Armour... lasgun...knife... 3 spare clips, micro-bead, lamp pack, respirator.
PDf with micro beads!


Page 200
To represent the Zweihan’s World Defenders, use the Enforcer from page 339 in the Dark Heresy Rulebook....
...
Replacement Gear: Storm Trooper Carapace Armour..., hellgun... laspistols... mono-knives... backpack ammo pack, 2 Frag Grenades..
Like with the PDF, this implies that the PDF of a "minor hive" is rather well equipped by Imperial standards. It could be that this si due to the fact the planet is preparing to rebel and went with preparations to arm themselves... but one wonders how extensively they could do that and remain quiet if this were that outlandish (EG micro beads on PDF.)


Page 204
The Ripper is a weapon outlawed by Arbities edict on several worlds, in spite of (or more likely because of) its popularity with the criminal underclass. Also known as the ‘poor-man’s storm bolter,’ it is actually two autopistol’s attached to the wearer’s wrist, belt-fed to a small ammo pack worn on the hip or back. The rounds for a Ripper Autopistol are specially designed to ape the shells of the holy bolter. Each has an armour-piercing tip, frangiable body, and core of toxic gel. .
Ripper gun (ripper autopistol?) Possibly akin to the weapon Marbo uses.


Page 206
Dire Avengers are able to read and adapt to the ebb and flow of battle, but it is their Exarch who shapes it to his liking.
...
His armour, though no less flexible and lightweight, is able to absorb more damage, and his weapons are more impressive as well.
Dire avengers.


Page 207
The diresword is both a weapon and a symbol of the rank and authority of a Dire Avenger Exarch. These wraithbone swords have a small spirit-stone embedded near in the blade near the hilt. When the weapon strikes an enemy, the stone sears their mind as the blade cuts their flesh.
Diresword.


PAge 207
The eldar shimmershield is a small, innocuous wraithbone device worn on the arm. Used by Exarchs of the eldar Dire Avengers, this device is able to project a shimmering shield around both the individual wearing it, and any nearby, protecting them from both projectile weapons and psychic attacks.
..

The field is projected over a circular area with a five metre radius
...

..and weighs 1.7 kg
Eldar defensive fields.


Page 209
Embedded within it is a device capable of generating terrible necrotising beams that can disintegrate a man in seconds.
...

Little is known about this brutal weapon carried by Slaugth shock-constructs, except they project raking beams of energy capable of turning their victims to clouds of drifting dust.
..

Any victim suffering Critical Damage from this weapon is blasted into a cloud of dust and vapour and completely destroyed.
Slaugth seem to have their varaition on gauss weaponry.


Page 209
The weapon of a Slaugth Intendent, this weapon appears to be a long-bladed spear made entirely of swirling strands of bilious green energy. At the wielder’s command, it can project its energy into a searing beam capable of blowing apart battle-tanks.
A melta-grade weapon?


PAge 209
One of the reasons the Slaugth have avoided engaging the Imperium openly is they are far outnumbered by humanity. A single human is no more a match for a Slaugth...
...
Thus, the Slaugth are well aware that should they provoke open warfare, they will be rapidly defeated.
..
They have a keen and terrible grasp of biological sciences, and instead of training an army, they have decided simply to grow one.

The Slaugth commonly use biomechanical construct creatures to serve them as labourers, guards, and spies
Slaught seem to have some bio-sciences not unlike the Tyranids.


Page 210
weapons mentioned above:

necrotic beam: has a range increment of 80m, ROF of semi (2) or full (8) auto, and weighs 20 kilos. Necrotic lance is single, range increment 100m, and weighs 15 kg.

ripper autopistol has a range increment of 25m, single or full (6) auto modes, a 50 shot clip (though takes twice as long to reload), has twin linked, tearing and toxic qualities, and weighs 3 kg.

Diresword weighs 4 kg.


Page 216
Planetary Datafax: Malfi
Population: Estimated 22 Billion
Geography/Demography: Hot/Temperate, abiding planetary climate is semitropical with a high degree of precipitation and storm activity. The planet’s central super-continual mass, which dominates 70% of its surface, was formerly jungle/rain forest zones ranging to an arid desert equatorial belt, with relatively small polar oceans. The natural landscape, however, has now largely been overwhelmed with diffuse laterally spread hive city urbanisation and industrial development (see subtype reference ‘Solar Hive’), giving way to ‘scav zones’ in arid desert regions. This single masshive structure is accessed through extensive ‘Arteria’ road and transit networks and is politically further subdivided into 1,243 administrative dominions under control of the Malfian nobility.

..

..elected for a life term as Malfian Planetary Governor and Imperial Commander of the Malfian system with secondary authority over the system worlds of Gallowglass (Malfi V-c) and Borusa (Malfi VIII).
...
Adept Presence: Strong/Extensive; all major Adeptus Terra are represented, tasked to duties centred on Malfi itself as a prominent hive world, and as the administrational nexus of the Malfian sub-sector. Notable inclusions feature full Astropathic Choir (sub-sector relay), extensive Imperial Guard mustering grounds/Departmento Munitorum storage depots, Battlefleet Calixis orbital station, and self-governing sub-sector Administratum citadel enclave.

Military: The Legion of Civil Protection (local PDF, low/poor), private armies held by the noble houses (large, elite and well equipped but widely scattered and under independent command). Also Malfi holds considerable numbers of mercenaries and bounty hunters which make Malfi their home (cross ref: Free Companies/Malfian Bloodsworn). Additionally highly violent indigenous culture and extensive nomadic criminal population in Malfi’s ‘scav-zones’ make for excellent Imperial Guard recruits when tithed.
...

Trade/Economy/Addendum: Malfi is home to the Calixis sector’s second-largest hive based economy after Scintilla, (although Scintilla’s output is considerably higher.) It is also the sub-sector production capital and primary exporter for finished goods, metalwork, manufactured materials and arms, as well as a major transhipping port with links across the Calixis sector and beyond. Malfi is a mass-importer of raw materials (particularly metallic ores) and food, and is incapable of feeding more than an estimated 20% of its population without imports from nearby agri-worlds such as Gallowglass.
Malfi data. Note the need for importing foodstuffs as well as raw materials Also note the planet serves as a "sub-sector relay' for the astropaths as well as being an adminsitrative nexus for the Administratum and Munitorum, a storage/depot facility (for the subsector, probably) as well as maintaining faiclities for Calixis naval detachments.


PAge 220
Vespaisia is a senior Sister of Battle who has been assigned as the commander of an honour guard detachment of ten battle sisters from the Order of the Bloody Rose on the nearby world
of Gallowglass.
hohnour guard detachment in the subsector 10 sisters.


Page 221
His three-century vocation in the Ministorum has seen him fight in the front lines of Imperial Crusade...
...
An immensely old and withered man, Cal is kept alive by a combination of arcane technology, indomitable spirit and as he says, “because the God-Emperor has work for me yet.” Although crippled in body, his fierce intellect and zeal remains...
Three century old priest. still has his mind.

Page 223
In the last decade, Husk has risen rapidly as the head of a growing popular faction with the lower ranks of the Malfian Ministorum. To be more precise, those clergy on Malfi without any ties to either the great temples or the patronage of the nobility left to tend to the spiritual wellbeing of the Malfian Hives’ downtrodden and powerless masses. Husk’s puritans, although by no means as wild or destructive as the Red Redemption, are nevertheless unforgiving hardliners, dedicated aesthetes, and merciless when confronted with heresy and abomination. Their talk of the redistribution of wealth among the faithful from the faithless and the casting down of the sinful from on high has made them many enemies, and Husk has already survived several assassination attempts.
religion on Malfi. The talk of wealth redistirbution is intresting... and welcome.. pity it probably wouldn't affect sector scale politics (like preventing the Sector Synod from stealing ships and men from importnat crusades.)


Page 226
...the Martaxus Combine, one of the Commercia trading companies. The Combine is a notable transhipping and trade outfit, based out of Vaxanide, that has scattered holdings throughout the Mafian-sub and a considerable mercantile fleet.
...
The Combine is hoping to curry favour with House Belasco and the newly appointed Archimandrite, particularly in the matter of lucrative pilgrimage contracts that bring the faithful to bask in the reverent glory of the newly restored and ascendant Temple Aleph.
Mercantile house resources.


Page 230
These combat servitors are controlled by orders from the Aleph’s defensive tabernacle...
Serivtors controlled by a centralized machine spirit.


Page 241
Shape-shifting daemon-get that came to the Aleph in the guise of silent mummers, these cultists are soul bound with powerful Sadu’sen Daemons
Daemonic shapeshifters and soul bound.


page 242
Should the cadre venture there, their likely destination is the defence tabernacle, an armoured chamber from where the Aleph’s automated defences and servitors can be controlled remotely.
Automated defences. Earlier they are mentioned to be 'machien spirit' controlled. As are the servitors (again)

Page 247 - Sorotias troopers have micro bead, respirators, photo-visor, and mono-blades along with "light power armour."
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Well, this update for Dark Heresy will be a bit different in that its three separate updates in one post. something I haven't done in awhile. BAsically its the Haarlock Trilogy, which was FFG's attempt to put out a three part arcing 'scenario'. That means that since it focused more on story there wasn't as much technically interesting, and that means I can compress it all up.

Liekwise I'll probably be chucking out the Apostasy Gambit three parter in a single update as well as this.


Part 1 of Haarlock Saga. And yes that seems to be a tribute to the anime series of the same name, which I remember watching once. It was pretty cool because it was sci fi with some mythology thrown in as I recall, and that made it pretty unique and different.

Page 6
Population: Unknown/Variable (resident population estimated to be fewer than 5 million).
Tithe Grade: Colonial Exemption (planet not developed to point of tithing)
Governmental Type: Colonial administration—Central Authority Indefinitely Suspended
Planetary Governor: None (Last Colonial Governor Regent—Thaddeus Haarlock circa 457-690. M41)
Adept Presence: Minor Adeptus Administratum and Adeptus Ministorum presence. Note that due to its unique history, Quaddis is adjudged not to be fully part of the Imperium of Man nor subject to the full weight of its law. Military: None except private vassals of the fief owners.
Planetary stats of Quaddis. Considered a 'colony" world, but its status is unusual due to it being 'perpetually' a colony. This gives us an idea of what happens for colonies - they tend to be small, exempted from tithing (at least of resources, but possibly military.) and have minor importance and adepta presence. Their governors are also colonial administrators.


Page 6
Quaddis was then unnamed and unexplored, and the only habitable planet within this volume of largely empty and otherwise unremarkable space. Haarlock was notoriously farsighted and immediately designated the world as a newly founded open colony...
...
Quaddis was graded as possessing great potential. However, because it was completely undeveloped and existed in a near stellar desert, it would require considerable resources to develop, resources and effort that at the time the Crusade could not afford, and so the matter was given little thought by Haarlock’s superiors. During the normal course of events, matters would have progressed until viable settlements were established, at which time governance of them would have passed to the world’s first fully mandated Imperial Commander. At that point, Quaddis would have taken its place in the Imperium and have passed under central authority, and so it would have (albeit slowly) were it not for Faustino Haarlock’s cunning.
Colonies won't be tapped until they are 'developed' the resources allocated to tapping them. This can mean that at any on etime there are an unknown number of planets who are technically part of the Imperium to some degree, but not actually supporting it (at least not economically.) it offers yet another interesting way to explain variable numbers of planets.

It would also suggest that many feudal and feral worlds operate under a 'similar' custodianship, but prehaps with more limited tithing (EG from the Guard, but also potentially resources if need be.)


Page 7
..if the world were not developed, but kept in its current state with no colony settlements built, then there would be no reason for the system of fief ownership to lapse. The owners then could maintain their exclusive control over their domains indefinitely, and with that control, certain exceptions to the usual run of Imperial law.
..
So it was that with Faustino as their broker and his young nephew Gabriel freshly appointed as first planetary regent, the very wealthiest of the fledgling sector’s powers and out-sector noble houses looking for a base of operations divvied-up Quaddis like spice cake. Dubious though it was, it was also utterly legal. Of course, the Imperium could break the mock pre-colony status of Quaddis if it chose, but by the time the central authority over Calixis was truly established, the die was already cast
More on colonial exemptions vs Imperial rule.

Page 7
Due to Quaddis’ somewhat unique power structure, the ties that bind the Imperium and the rights and titles of common authority are substantially changed here...
..
There is no official Arbites presence on Quaddis thanks to its status, nor is its authority recognised more than is politically deemed expedient by the fief masters.
...
Quaddis houses no Imperial military garrison and raises neither PDF nor tithes in manpower. To the Munitorium the world simply doesn’t exist.
..
The Imperial Creed on Quaddis is kept to a degree by the individual fief owners in their private Temples, and no strong independent Ministorum presence has been allowed to inconveniently flourish to challenge the status quo.
...
The Inquisition cares little for the “rights” of Quaddis’ masters but is mindful enough of the potential repercussions and the possible future destabilisation of the sector to wield its power on Quaddis with subtlety and surgical precision.
The rules for colonial provinces differ from the Imperium at large. No tithing and no troop conscription, no direct administration. This also means no IG garrisons or Arbites presence, and probably would screw them over in the case of a war (a colony that contributes nothing would be of lesser importance than a hive world or a forge world, for example.)

Politics however (and the influence of the planetary nobles) creates a tricky situation, even for the Inquisition.


Page 7-8
The position of Colony Governor Regent in Imperial Law s routinely one of a caretaker leader who guides a recently settled world through its founding until it takes its place and station in the Imperium. It is not intended as a governmental model to last millennia...
..
The office of Locus Prefecta is a functional arm of the Administratum charged with the growth of Quaddis as a colony-administering colony settlements as they spring up and maintaining records and making preparations for a planet’s categorisation and tithing by the Imperium.
..
The owners are made up of great noble families from across the Calixis Sector and indeed far beyond it, with great trade dynasties and even houses of the Navis Nobilite, Imperial Navy, and Rogue Traders each maintaining some holdings here.
The imperial 'commander' such as it was.


Page 12
At the heart of the manse can be found the Theatre of Clocks, a chamber in which a million separate mechanisms are said to faultlessly keep the time of a million worlds across the Imperium, and at its centre sits Haarlock’s legendary Steel Clock, a device keyed in some way to the Grand Conjunction, counting down to some unguessed at future.
"a million worlds of the Imperium" - rather interesting that it keeps time of all of a million worlds, despite the fact that number must invariably fluctuate, nevermind the time/space distortions it must be subject to.... of course that may be part of Haarlock's ominosity :P


Page 12
Through a coincidence of astronomical alignment, the sun above Xicarph is eclipsed for a prolonged period of time on an irregular frequency by the many erratically orbiting planets of Quaddis’ solar system which slide into strange alignments around the sun. This event, called the Grand Conjunction, is viewed as highly portentous and is filled with signs and omens. During it, many strange climatic and spatial phenomena are observed, not the least of which is that for the time the eclipse lasts, Quaddis is cut off completely from Astropathic communication.
astronomical phenomena can screw with astropathic communication somehow.


Page 15
The Beast House is a quasi-legal group that hides its true evils behind a mask of tradition and violent entertainment. It is comprised of beast slavers, hunters, smugglers, and purveyors of bloody sport and savagery whose influence reaches scores of worlds throughout the Calixis Sector, and who have become deeply embedded in the sector’s underworld over centuries of activity
Beast house.. the more extreme and heretical end of the blood sports that keep the populace entertained. Those parts of it without public vox or holo or whatever their local equivlaents are, of course. THe kinds (and sophistication) of entertainment across the Imperium is as variable as everything else, after all.


Page 25
Flanking one side of the vault’s central area is a squat rectangular armoured pod mounted on hydraulic supports some ten metres by five in size. Acolytes with an Imperial Guard background or other appropriate experience will recognise this a standard Departmento Munitorium unit designed to be deployed by drop craft into warzones.
Some sort of drop pod or dropship i guess.


Page 31
During the festival, orbital entry is permitted until the time of the Revel of Darkness, but no one leaves for the “safety” of all until the Revel of Darkness passes, a tradition enforced at the point of automated orbital defences if needs be.
Orbital quarantine.. defenses are automated.


Page 45
There is something not right about Gabriel Chase quite apart from the murderous cultists currently hiding in its walls and the shapeshifting killer stalking its halls. It is, in a literal sense, haunted, its time and space warped and twisted by the forces it contains, forces generated by the power of the Steel Clock. Parts of it are not always where they were, and occasionally corridors seem to shift, apparitions appear, conversations echo when no one is talking, room layouts somehow re-arrange themselves, and guests get lost, and sometimes they stay lost.
Haarlocks warp-baesd engineering. Shows what a determined chaos guy can do.


Page 46
Until the 13th hour, the Steel Clock is protected, phased outside of the normal flow of time and utterly invulnerable to harm or manipulation unless by one of the Haarlock blood. Force, solid matter, and energy directed at it simply pass through it.
Phasing.


Page 50
Erasmus Haarlock had and maintained several holdings and interests on worlds throughout the Calixis Sector. Those of particular interest to him in his later days included the mortuary complex known as the House of Dust and Ash on Solomon and a strange folly he had built outside the city of Sinophia Magna on the planet of Sinophia.
Rogue Trader Haarlock holdings.


Page 56
If the Keystone is removed or the clock itself smashed, the Steel Clock’s power to manipulate time and space abruptly ends, the echoed light of the Black Sun flickers and disappears, and normal daylight soon shines again.
Warp influences again.


Page 59
Years ago, in payment for a terrible service, a nameless servant of a death cult was gifted the greatest prize: immortality. That immortality was in the form of a halo device that even now bites into the flesh of the Spider Bride and is slowly remaking her into a true monster.
halo devices yet again.


Page 62
The archnae servitors are the playthings of the Spider Bride. Each servitor consists of the head of one of the Spider Bride’s former enemies encased in the metal abdomen of a mechanical spider, each face visible in the pattern of the metal. These hideous creations are armed with needle-like, adamantine fangs loaded with virulent neurotoxins.
A rather nasty sort of servitor.


Page 63
Cyborg gladiators have been augmented with all manner of brutal weaponry and have ornate helms and partial armour bonded to their flesh. These are no lobotomised combat servitors, though, but fully functioning humans hungry to kill for the entertainment of crowd.
Differences between servitors and cyborgs.


Page 65
Cyber-bonded to the Spider Bride’s dark and fathomless mind, at the will of their mistress, these beautiful and sinister courtesans change—their skulls elongate, their noses turn into slits, and their eyes transform into unblinking amber pools so that they look like fusions of woman and serpent. Glittering fangs extends from their unhinging mouths, and exotic stimulants fill them with a terrible swiftness.
A Venemous lady.


Page 66
Over their centuries of conquest, they put whole worlds to the sword and plundered the tombs of xenos races passed to dust before man first walked upon the Earth. They acquired terrible secrets and amassed dark lore, weapons, and trinkets enough to found a dozen empires of their own and condemn them in the eyes of the Imperium a thousand times over if it were not for the protection of the warrant and the secrecy with which they guarded their affairs within the Imperium.
Rogue Traders again Of the Haarlock dynasty I think.


Page 66
Erasmus Haarlock slaughtered his blood kin, unified the powers and dark lore that his line had amassed over the millennia, and willed them to a single purpose, a terrifying project that spanned a dozen worlds and brought into play arts and sciences forbidden since elder days.
Haarlock's proposed plan. The curious thing is that it implies he's not just using crazy warp sorcery shit here, but actually tapping into ancient (but long proscribed) technologies.


Page 70
Rogue Traders are all but unique in Imperial culture in that they are given licence to travel freely between the stars, both within the Imperium and without. A Rogue Trader’s charter gives him the right and authority to contact, trade, and make war beyond the Emperor’s Light. Outside the fringes of mankind’s domain, each Rogue Trader is a law unto himself.

The Haarlock warrant goes further, charging the Haarlocks to ”Bring the truth of the God-Emperor of Mankind and punish the foes of man in the darkness beyond.” It authorizes the raising and maintenance of a private fleet and army, going so far as to grant (with certain caveats) title to request arms, vessels, and support from the ”Emperor’s Servants.”

In Imperial terms, this degree of power in the hands of a single individual is staggeringly rare. The value of the Haarlock warrant is almost incalculable, and many would do any deed to possess it.
Rogue Trader's described, with the Haarlock Warrant being especially rare and valuable. Will be gone into more detail in the RPG fo the same name.


PAge 70
With his rivals destroyed, Erasmus was declared the Haarlock by a convocation of Imperial authorities from Solomon, Scintilla, and Ophelia VII.
Different from the Rogue Trader warrant in Legacy, then. But again this is detailed in the rogue trader RPg and in Legacy as well. Haarlock must be one of those wildcat charters, although that can still be of an ancient lineage (hence being quite powerful.) We learn about these more in the Rogue Trader RPG so I'll let that do the explaining.

**

Part 2

Page 10
Population: No reliable estimate (estimated to be fewer than 150 Million, from a recorded previous height of 2 billion).

Tithe Grade: Exactus Minoris (planet unable to maintain regular tithe and placed under special measures as of 017.M41)
..

Adept Presence: Adeptus Administratum, Adeptus Ministorum, Adeptus Arbites—All Minor (presence much reduced from former levels)

Military: The Provost Defence Army (Organized as a PDF or Planetary Defence Force, low/medium, declining, not considered fit for purpose under most recent sector strategic review), private armed cadres of the noble houses (small/medium) Trade/Economy/Addendum: Legitimate off-world trade with Sinophia is limited. There is a long-standing boycott of the world by the Calixis Chartist Captains, although dealings with minor cartels and independents are frequent, if erratic. Thanks in part to its dwindling population, Sinophia is largely self-sufficient in terms of food and industry, particularly in scavenging resources of its former sizable infrastructure, although the heavy tax burden imposed on the population by the local government has led to rampant criminality and corruption, further undermining civil and economic stability.
Sinophia in brief. It has a number of hives, so it probalby qualifies as a "hive world", so its a rather small hive even before its decline. Importance of a world dictated by its trade largely (makes sense givne the warp.) as well as the presence of adepta.

Recycling/scavenging a strong part of a planet's self sufficiency. Sector government also makes analysis and review of capabilities of PDF (relative to what standard we don't know.) It is also possible to place a planet 'under special measures' if it can't meet tithe requirements. What those measures are, we dont know from this.

Page 10
...the world would (a millennium later) serve as a primary staging post of the Angevin Crusade that carved the Calixis Sector into being. In that legendary time, Sinophia was transformed into a vital way-station and a bastion of civilisation on the Imperium’s then-frontier, its coffers swollen in the fulfilment of the crusade’s needs and the booty of conquest..

...

But as the centuries passed and the Calixis Sector coalesced into its own sovereignty and self-sufficiency, Sinophia’s prominence began to wane as its purpose faded.

Increasingly sidelined and marginalised, much of its population—sickened by the excesses of the nobility—began to leave. Lured by the perceived freedoms of life on new worlds, they took up lawful passage as colonists. It was an exodus the rulers of Sinophia were powerless to stop, and as their world’s decline accelerated, they fought back with the only means they had: money. They sought to set up merchant cartels, buy influence on other worlds through bribery, and out-bid competitors in lucrative markets. However, their struggle was ultimately futile. By taking on the new-founded economic and political powerhouses of Scintilla and the Chartist Captains, the Sinophian nobles had engaged in a costly struggle they could not hope to win, and in losing their trade war, they lost all. Major shipping routes were re-routed to bypass Sinophia, the sector governorship grew blind and deaf as far as the world was concerned, and its once-vaunted nobility found themselves burdened by crushing debts and bankruptcy.

Sinophia was bought and sold; its cities slowly emptied and such recoverable assets it did have were carried off-world by rapacious creditors.
Sinophia offersa n interesting insight into the way politicial and economic factors can wax and wane inside of a sector, and how it can lead to the destruction of the planet itself (by economic and political means.)

Also off world creditors, and the ability for the population to be drawn off via 'legitimate' colonisation measures (I imagine this is one way the adepta and various other planets headhunt for viable populations from other, struggling planets.) Aside from pilgrimmages, this is perhaps the only way large numbers of commoners ever move about.


Page 11
Sinophia is a troubled world, but despite a long decline, it retains a sizable infrastructure and technological base that reflects its former importance.
EG it still has assets that could benefit it.


Page 11
Although the office of the Judiciary is also the planetary governor...

..

...he has little control over his own court—let alone the thousands of Enforcers nominally under his command. The Enforcers are divided, corrupt, and unsubtle agents of summary punishment and social control, and most are little more than state-sponsored extortionists at any rate.
..

The Enforcers are intended to support the local laws of Sinophia, maintain order, and deal with such common crimes as murder, smuggling, and extortion, whilst the Adeptus Arbites, in theory, deal with crimes directed against the Adepta and those such as petty heresy, slaving, and corruption that contravene high Imperial Law.
Enforcers.


Page 12
...the Imperial authorities have had little to do with Sinophia, partly because of manoeuvrings by the Calixis Sector’s government to isolate the world and remove any outside avenues of support. Both the Adeptus and the Ministorum maintain a much-scaled-back presence than in more prosperous days. When Sinophia recently fell into arrears with its Imperial tithes—and despite its rulers pleading the effects of a failing population, poverty, and growing lawlessness in mitigation—the Imperium turned its face from Sinophia. Today, the Imperium maintains little more than token presences of most government operations on this blighted world

..

..more than one division of the Imperial apparatus has used the planet as a dumping ground for the incompetent, the illfavoured, the suspect, and the lacklustre in their ranks.
It seems that failure to pay tithes does not always mean the Imperium comes and crushes you or forcibly takes what it needs. It seems that they can also decide to basically "write off' a planet - it may or may not still be part of the Imperium, but it is degraded in importance quite obviously (so effectively cast out, as in this case.) This again can suggest there are lots of 'minor' worlds not deemed important enough to make part of the official 'million world' figure.

It also supports some of the odder bits of canon, like the planet stripped of resources and cast out of the Imperium in the short story 'Mortal Fuel' from the Planetkill Anthology.


Page 12
Only small forces of Arbiters are maintained in the capital city of Sinophia Magna and the desolate, failing hive of Karib City.

..

The only other manned facility in Karib City is chronically short of troops; those few remaining enforcers of Imperial law are housed in an echoing precinct fortress built to hold twenty times their number.
The arbites presence on planet is 1/20th what it used to be.


Page 12
Sinophia’s diminishing population means that it can tithe a very few troops to the mperial Guard, and the Departmento Munitorium maintains only a single office on the outskirts of Sinophia Magna.

..

However, the steady decline, general malaise, and outcast status of the place means that for some centuries now, it has had no permanent Inquisition presence in residence.
Other 'adepta' presence also reduced. I imagine its inability to tithe guardsmen as well as resources means it is at a much lower priority for protection.


Page 13
The highest point of the city—the plateau hill on which the district sits—is in fact a beached star-vessel of Sinos’ fleet graven from an asteroid mass and landed to provide a suitable foundation for the city’s core. Its ancient reactors still provide power to the city a millennia later
starship reactors of some kind providing city power/


Page 16
One thing that Sinophia’s decay has not changed, however, is the paranoid and thorough security demanded by its nobility. At each point, visitors are watched by armed guards and deathly still men with optical augmetics and high collared flak-robes.
Flak robes and optical bionics. Some sort of troopers.


Page 16
Those who enter the court are waited on by clockwork creatures fashioned in the form of angels and heroes from Imperial history. There are thirty-seven ‘servants’ in the court.
..
Legendary on Sinophia, these are no mere servitors, for they contain no flesh.

..

The floor of the court is transparent and reveals the vast whirling mechanism beneath that powers and controls the servants. The workings of the court’s mechanism are a mystery, and it has run without fail since the world’s foundation.
clockwork. The theme of the Harlock series. Also a rare case of 'non servitor' automata (lack of organics seems ot be defining trait here.)


Page 18
In recent years, Haarlock’s Folly was commandeered by Sinophia Magna’s small force of Adeptus Arbites. This force of less than forty Arbitrators and auxiliaries were sent as a fresh replacement detachment following the destruction of the original Arbites precinct fortress during the Logician plot known to the Inquisition as the Empty Men of Sinophia Magna.
At least 800 Arbitrators prior to fall.. prboably far more than that.


Page 22
The Logician agents secreted within the Arbites overloaded the plasma reactor beneath the Adeptus Arbites Precinct, reducing it to molten slag and killing ninety percent of the garrison. The surviving Arbites and a handful of agents of the Inquisition stormed the PDF Medicae facility.
Plasma reactor overload. it was 90 arbites before.. which suggests closer to 2000 at least on planet. Probably several times that (at least)


Page 27
The Spectre Cells are hand-picked Inquisitorial kill-teams that serve the hidden Tenebrae Collegium, the ultra-secret conspiracy at the heart of the Tyrantine Cabal.

..

Spectre Cells are small teams of combat-oriented and highly indoctrinated Acolytes who are used by the secret masters of the Collegium to clean up any circumstances that could lead to dangerous knowledge or artefacts passing into the hands of others in extremis. In unleashing such a cell, the primary intent of the Collegium is to remove rivals and witnesses with deadly force.

Spectre Cell 17 is made up of four highly trained and ruthlessly efficient operatives who are all products of the Collegium’s training programs that produce unbreakable secret operatives.
A specialized, non Astartes Kill Team.


Page 28
Bound by oath and cerebral conditioning, the members of Spectre Cell 17 cannot be turned, bribed, or bargained with, though they may engage in discussion with the Acolytes to discover what they know before executing them.
Loyalty measures.


Page 30
Further inspection with an auspex set up to monitor Geller fields and similar effects reveals that somehow they are in some way out of phase with reality and not wholly within realspace.
Auspex can be set to monitor gellar fields and related tech.


Page 32
Midway to the world of Cyclopea to act in support of an ongoing purge there, the Acolytes receive new orders to deal with a situation that has arisen on the world of Sinophia.
..
Your journey to an unremarkable deployment of Inquisitorial forces on the world of Cyclopea has been cut short by a priority astropathic communication. Your vessel, the merchant scow Tarsus’s Pride, has been diverted to the ill-reputed world of Sinophia. For hours now, the battered old vessel as been preparing itself for acceleration and course change, the bleak-eyed captain muttering at the risk your masters have forced on him and that no good comes of travel to this blighted world. The other passengers of this scheduled flight have taken to shying away from you with a mixture of fear and resentment.

...

The Tarsus’s Pride takes two weeks to reach Sinophia at its best speed during a somewhat troubled journey, as the old ship is tested to its limits.
Going by the Calxis Sector map, Cyclopea and Sinophia are fairly close together compared to some other planets. However we don't know quite for sure where "midway" to Cyclopea means. It could be midway in warp transit (multiple warp journeys for example,a nd being interrupted in one of those), or it may mean in the midst of transitioning from the edge of the cyclopea system to the main planet. Truthfully the difference isn't great, since we are talking inter-sector travel the distance covered cannot exceed ~200 LY or so in a couple of weeks. Meaning htat at best we're talking a few thousands of c, althoug ha few hundred C seems more likely (5-10 LY transit, for example) We dont know if this is a navigator or Chartist vessel either, but the hints would suggest chartist.

Also implied a matter fo hours to arrive insystem, although from what distance we don't know.


Page 36
At any one time, there are around thirty Arbiters and about the same number again in support staff and servitors present in the tower, representing about one-third of the total Adeptus Arbites presence in Sinophia Magna. Any skilled eye realises that this small number is woefully inadequate for a city of this size.
90 Arbitartors.. which again means 2000 minimum at its height.


Page 37
There are three main doors leading off the entrance hall, each guarded by an impassive gun servitor, one in each corner.
....
The armoury contains a number of additional combat shotguns, autoguns, stub automatics, and web guns, plus a handful of more specialised weapons such as grenade launchers, heavy stubbers, disposable missile launchers and long-las rifles. The armoury also contains several thousand rounds of ammunition and a cache of explosives
They have gun servitor shere, at least for defensive purposes, Note they also use long las rifles, but not lasguns or hellguns. Or heavy bolters.


Page 37
Although much of this level remains disused or sealed off, one former library has being converted into a makeshift control room and is crammed with bulky voxapparatus and cogitator cells, auto-scribes, pict-viewers and plotters powered by portable generators.

...

This control room is manned and guarded at all times, and several servo-skulls hover in its shadowy upper reaches.
Mechanical devices in the arbites precinct.


Page 56
Constantine (if he lives) takes over what remains of the Adeptus Arbites force, calling in his scant reinforcements from Karib City and sending a distress call to his subsector command.
Subsector command for arbites. There's probably a sector force too.


Page 58
Though not a true psyker, Colchis Skarmen has been corrupted and touched by a powerful daemon of the warp, who has gifted the fallen Marshal with sorcerous power.
sorcery gifted by a daemon. Again note its an externally tapped power rather than innate capability.


Page 62
Athletic and highly skilled, Arkadia Flavion can disappear into the tangle of rooftops and blow the back of a target’s skull out without him even realising she is there
One of the Spectre Cell 17 kill team. We don't know what weapons he is using tho.


Page 63
Made from the rarest materials and interlaced with psy-reactive and channelling circuitry, force weapons are capable of channelling the mental power and aggression of a psyker.
Force weapons.


Page 63
These animate cadavers used by Skarmen are the corpses of murder victims who were held in the precinct mortuary in the cellars of Haarlock’s Folly. Animated and controlled by sorcery, these unhallowed things are walking corpses, filled with malignant energy...

...

Unlike some foul creatures the Acolytes may have encountered in the past, these creations are extremely potent, extraordinarily strong, and resilient to injury thanks to the powers bound within them. They are also intelligent and possessed of daemonic cunning.
considering they're depicted as using grenades and guns, they clearly are more than your usual undead shamblers, not unlike the warp zombies in "Purge the unclean"


Page 63
The mind of an agent trained by the Tenebrae Collegium is a carefully constructed maze of shutouts and thought dams designed to thwart the attempts of others who would learn the agent’s secrets.
Mental defences against psychic probing.


***

Part 3


Page 6
The Haarlock Warrant is ancient; awarded to the line following the dark days of the Age of Apostasy
Meaning its around the time of Reign of blood and such. acocrding to Rogue Trader, these particular charters are ill-famed, so this is hardly shocking.

Page 8
Erasmus Haarlock’s beloved family was slaughtered by his own kin in a vicious war for the inheritance of the Haarlock Rogue Trader warrant. This single event drove Haarlock to slaughter all others of his line and to seek a means of undoing the past and subverting reality itself.

This has been the cause of untold suffering and death left in his wake ever since, and may one day doom the entire Calixis Sector to an eternity of darkness.
Not unlike events from the novel Legacy, which suggests such actions are not at all unusual.
Also, time travel.


Page 10
During an orbital battle with the Amaranthine ships, the Collegium forces put down a small team on the surface via a dangerous teleport drop (a risky proposition using rare and arcane technology)
Teleport of non astartes, non Terminator crew.


Page 10
The Amaranthine Syndicate is primarily an interstellar criminal conspiracy of smugglers, corrupt merchants, slavers and renegades operating out of the Hazaroth Abyss region of the Calixis Sector.

..

..that the Syndicate’s true masters are a nightmarish xenos species of carrion-eaters known as the Slaugth.
...
They have managed to advance ahead of their fellows by utilising their vast wealth to hire mercenary ships and raiders
The Amaranthine syndicate have their own (warp capable) merc ships. Probably at least short range jobs if they are warp capable.


Page 11
Inquisitor Herrod is a cybernetically resurrected monster who serves as a living weapon for the Tenebrae Collegium.
Frankenquisitor!


Page 12
Clothing and armour that provides protection from extreme cold include: very warm furs, sealed armour, or other heated clothing.
cold weather gear.


Page 16
Somewhere deep in the mine levels is the complex of plasma reactors and hydrothermal engines that kept the ice station supplied with vital, life-giving heat and power.
Ice station using both plasma reactors and geothermal power to survive.


Page 16
The lowest mine levels of the ice station complex were vast, open shafts bored into the depths of the planet from huge vaulted cavern galleries discovered more than a kilometre below the surface, penetrating far into the dead rock of Mara.
Depth of the mines.


Page 19
After the abandonment of the penitentiary on Mara, a bombardment squadron was dispatched to shatter the planet’s crust using cyclonic torpedoes in the hope of ending the potential threat.
Deployment of a "bombardment squadron' of unknown composition to use cyclonics to shatter a planet's crust (exterminatus?) probably to prevent belowground forces from surviving or re-colonizing (probably alot more severe than just mere mass extinction, if not approximating "crust melting' scale yields.) Squadron could mean anything from a handful of destroyers (which can carry cyclonics) to a dozen or more cruisers. :P Of course its not like we also don't know that cyclonics are variable yield and variable use too...


Page 20
Once the Acolytes have been told where they are, and why, they have a two day voyage onboard a very fast warship of the Calixian Battlefl eet, bound to the Holy Ordos by oaths of allegiance and loyalty.
two day travel to wherever they are going. Its got to be inside a sector if not subsector so we're talking less than 200 LY and more than maybe 10 LY. 1800c to 36,500c



Page 20
The Acolytes have command of a ten strong force of elite troopers drawn from the renowned Janissary Cadres of the Imperial Guard. These regiments are raised from the arid planet of Maccabeus Quintus, a place of fi erce and stoic people and iron-strong puritan faith in the Imperial Creed. The Conclave Calixis has oath bonds with the fi fth Maccabian regiment and has called on the honour debts owed to them to procure the services of ten of the most resolute and effective soldiers in the sector, lead by two experienced NCOs.
The picture of the Jannisaries shows them wearing some sort of solid-plate type body armor (storm trooper carapace as we learn latr.. looks like mini space marine armour) they also seem to be wearing a greatcoat. THey have full helmets that look like samurai helmets including a facemask. The lasgun looks like a AK-47. Reminds me of these guys

Only War specifies that the Maccabean Janissaries are an example of a 'high quality' Calixian Regiment (such as what hives like Scintilla produce, or the Lathes, although they're mentioned to be *better* equipped*) So this is a good example of whata high-end Calixian regiment might be packing (and capable) of.



Page 20
Commanding the squad’s two five-man sections are the imposing and iron-hard sergeants Childres and Makrade...
5 man fire teams, eahc with its own sergeant. A rather unusual formation, but not unheard of for the Guard to do that unofficially. They do alot of things unofficially


Page 21
The ship which has been put at the Acolytes’ disposal for their mission, and on board which they begin this adventure, is the Tempest Class Strike Frigate Sigillite’s Word.

...

It has frequently been used for operations of “special circumstance” by the Inquisition as part of a longterm understanding between certain Inquisitors and senior officers of Battlefl eet Calixis.
...

The ship itself is a kilometre long dart of armour, bristling weapons ports, and roaring engines fi lled with thousands of souls whose single purpose is to make it an instrument of the Emperor’s wrath.
...
In return for its service, and with the understanding that it may be called upon to serve the needs of the Inquisition again, it has received a number of refi ts under the supervision of the Lathe-Magos of the Adeptus Mechanicus. Additionally, it always receives the most experienced crew and fi nest offi cers as well as the very best navigators.
Km long 'strike frigate'.. smaller thanrogue trader ships but also far longer than the cruiser from purge the unclean :P Inquisitorial service (much like in the Deathwatch) carries the benefit of having special 'upgrades' to the ships. this means some ships in a Sector under Inquisitorial alliance will be better than average.



Page 21
Two things that Xail says should, however, be emphasised to the Acolytes. First, the Navigators are going to attempt to put them further in system than would be normal; this is only attemptable because of the outstanding ability of the Navigators assigned to the Sigillite’s Word. He wants to ensure that once they are in real space they can reach Mara itself as quickly as possible. As Mara is very close to the edge of its star system, this should only take a matter of hours after they exit the warp.
skilled navigators can get a ship in-system closer than normal.. how close we dont know.. but probably farther than a light second but closer than an AU. millions or tens of millions of km maybe. "Matter of hours' suggests longer though (tens of millions of km maybe?) Alot of it depends on the system and its normal emergence points.. 100 million km when the normal is 2 billion is quite a bit closer for example.

Similar has been done in other novels (EG the Space Wolf novels.)


Page 22
Each Acolyte is given a hooded environmental bodyglove and respirator to sustain them in Mara’s harsh conditions. Their chosen body armour (or if no armour is worn, their environmental bodyglove) is ritually infused with Hexagramatic Ward upgrades.
Cold weather gear, with ward enhancement.


Page 22
The Mara system is under an Inquisition imposed naval quarantine, and no vessel is allowed to approach or enter the system without authorisation from the Conclave Calixis. The quarantine itself is enforced by a squadron of system monitor craft and an assigned ship of the line; usually a light cruiser, which make unscheduled sweeps of the system’s outer reaches periodically, minimizing their exposure to danger.

Formidable though this quarantine force is, its position relative to the planet of Mara can vary as they have the entire system to patrol.
It makes more sense to enforce planetary quarantines with system defense/monitor craft hauled in from another system than to permanantly station warp capable ship shere. I imagine in wartime such vessels also help to maintain or operate blockades and similar. Along the lines of the same way they can move star forts and orbital bombardment/deployment platforms (like mentioned in some batteles in Inferno magazine). They probably would be a kind of "parasite" ship like from the days of Space fleet.. which again makes sense.


Page 23
the Syndicate has brought several pirate and mercenary vessels and Herrod’s Tyrantines have a lithe and lethal looking cruiser of unusual design (the better to hide their identity) that’s holding its own against the rest single-handed.
The Syndicate "merc" fleet.. bolstered by pirates.


Page 28
The Slaugth, being in communication with an orbital sensor drone, are also in possession of the information that The Spear of Destiny has driven off or destroyed all the other vessels in orbit and is now sitting in geostationary position above the Ice station as if waiting for something.
Orbital sensor drone. Whether it is Slaugth or Imperial tech we dont know.


Page 29
Herrod sets up a base of operations in the deeper parts of the Utility Complex and sends his agents out to stealthily survey the area and plant observation devices about the complex (although their efficacy is badly affected by the prevailing conditions on Mara).
remote observation devices.


Page 31
The Maccabian Janissaries have come prepared for the cold; under their armour they are encased head to foot in a skin tight environmental body glove.
The Janissaries' IG body armor is a completely sealed, self contained and (apparently) regulated suit not unlike storm trooper armor. This would suggest it is a fairly high end regiment, which as I mentioned is what Only War suggests. Bear in mind that not all Janissary regiments in Only War had stormtrooper carapace, but its a good indicator of what they CAN get access to still.

The 'bodyglove' is mentioned to be an enviro-suit later on.. enviromental bodygloves were described in the 'Inquisitor's Handbook'.


Page 34
Closer examination reveals bloody Administratum robes of high rank over an environmental body glove, and a signet ring bearing the emblem of the Hetaireia Lexis—a noted university on Scintilla with reputedly radical leanings—easily recognisable to any Adept or other character with scholarly skills.
"radical" leaning universities are tolerated in calixis. :P


Page 34
The second body is fused with a mangled lump of what appears to have been machinery, the metal framework of which has crumpled and run like candle wax exposed to a blowtorch. There is little to be discovered in what remains of the body; a head with its features seared off, connected to a molten fleshy lump, fused with scorched metal and ceramite shards that might have once been powered armour....
...

...this smouldering mess as the result of a botched teleportation transit.
The risks of teleportation. although this is more thermal than usual.


Page 50
The cyclopean shape in the sky resolves to a obsidian-like disk, slowly revolving and fl ickering with a baleful crimson glow at its centre; a vessel of some kind perhaps more than kilometre across and utterly alien.
...
The black disks the Acolytes have seen in the skies are Slaugth Intruders and even now, their harvester constructs are patrolling the blasted ruins looking for the last morsels to gather up for their masters’ table.
The slaught starships ar roughly escort sized it seems.


Page 58
Inquisitor Herrod is a cybernetically resurrected monster who serves as part of the secret inner circle of the Tyrantine Cabal.
.,..
In truth, however, Herrod lives: through the patronage of hidden masters within the Adeptus Mechanicus what little of him that remained was given the blessing of a resurrection to a second life of metal, pistons and gears.
Frankenquisitor again. Reminds me of some of the exotic Admech resurrection methods available and mentioned in Inquisitor's handbook.


Page 59
Clad in a dark, high collared coat woven with impact reactive mesh, and carrying only a single pistol, he prefers to kill with a single shot from his custom forged duelling las.
"impact reactive' mesh.


Page 61 - The Janissary Sergeants Childres and Makrade are equipped with storm trooper carapace, carry Sollex "Death Light" lasguns, plasma pistols, mono swords, and are equipped with a micro bead, respirator and photo-visor.


Page 62
All true Navigators posses the warp eye, which manifests most often as a third physical eye (although in some cases trepanation and a shutter implant is needed). The eye is the focus of the Navigator’s gift and psychic potential. The warp eye acts as a Psy-Focus..
..

Staring into this eye unveiled is to stare unprotected into the refl ected light of the warp. Such a gaze has dire consequences to the sanity of the onlooker and may even prove fatal. Those that look directly into a Navigator’s warp eye may suffer its effects. This only occurs within point blank range (three metres or less)
Navigator's eye.. and the range it is dangerous at.


Page 64
Though not a true psyker, Ghast Priestkiller can wield the power of the Warp through incantation and sorcery..

...

Also, the practice of the dark arts is far from safe, even compared to the use of a psyker’s abilities...
Sorcerer.. differences from psychic power.


Page 65
The Maccabian Janissaries are an elite cadre with the Imperial Guard regiments, raised from the planet of Maccabeus Quintus...
..

Chosen from the most fanatical members of the Drusian sect of the Imperial creed, the Janissary Cadres are highly trained, well equipped and fanatically devoted to the service they do for the God Emperor of mankind. Their training and doctrines are based on the so called Drusian Trident of endurance, devotion and sacrifice....
Janissary troopers here are listed as wearing Storm Trooper carapace, carrying Sollex "Death Light" Lasguns, autopistols, mono-knife, frag and photon flash grenades. Two squad members carry a Plasma cannon and a Flamer.

The other gear includes a Uniform, Envirosuit [as mentioned, same as an enviromental bodyglove], 2 lasgun clips, a Micro-bead, respirator, and Photo-Visor. The plasma gunner and flamer trooper have a Plasma flask and two spare fuel canisters.

Given the equipment they have, this would suggest they are 'heavy infantry' like the Balurians of Gray Knights or the Vostroyans or Jantine or volpone (basically heavy armor and heavy short ranged lasguns) As noted, these guys get an entry in the 'Only War' supplement, although they don't wear carapace there, so these are pretty damn well equipped Jannissaries and may represent the 'high end' of their equipment.


Page 65
Dybuk, or lesser daemonhosts, are created by the Pilgrims of Hayte from humans. A few include predators and animals mutilated and bound with daemonic essences. They are distorted and unnatural things, half-animal and half living nightmare..
'lesser' daemonhosts. I imagine they use weaker, less intelligent daemons bound to human (or animal) form.


Page 66
Splinter Shades are daemons formed in the warp from the shattered refl ections of malicious thoughts, and concealed hatreds that are born in the dark reaches of the mind. When they manifest, they take the form of a shifting mass of ragged, solidifi ed shadow with edges like hooked teeth of darkness. Splinter Shades are particularly drawn to places of brooding malcontent and spiteful violence.
Splinter shades again.


PAge 66
The animated dead found in Ice Station Mara are frozen corpses possessed by infernal spirits, lesser daemons, and other creatures of the warp. Thanks to the thinness of the barriers between reality and the beyond on Mara they are terrifyingly powerful and diffi cult to stop.
again zombies are more like minor daemonic possession.


Page 67
Curse makers are the witches, seers, and prophets of Dusk. These low grade, unsanctioned psykers are relatively common on Dusk and the harvest of the Black Ships rarely manages to fine them.
renegade psykers hidden from the Black Ships.


Page 68
Governmental Type: None, but the Mara system is still nominally held as a protectorate of the Calixis Sector Adeptus Arbites.
Planetary Governor: Lapsed/None Current. Title formerly held by the offi ce of the First Keeper (the highest ranking penitentiary marshal).
A "nominally held" protectorate. Yet another indication of perhaps an 'unofficially' claimed world beyond the normal million world numbers.


Page 70
These structures, combined with the radiation from the system’s violent and anomalous sun and very unusual crystalline mineral deposits, have a profound and unpredictable effect on the fabric of Realspace in the locale of the planet; not only creating fi ssures though which the energies of the Warp can seep unassisted, but also on localised spacetime.
[/quote]

Interesting wapr phenomena.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Actually I'll do another supplement.. purge the Unclean. Unlike Haarlock or Apostasy gambit its one book with three separate adventures, but basically the same idea.

Again single update.. getting alot of these out of the way I should be able to pick up the pace and start wrapping this up. Since FFG has seen fit to create FIVE separate lines, and DH is the oldest, I really want to move onto covering deathwatch and Rogue Trader and try to catch up there (Black Crusade and Only War, being newer, I'm not so worried about, but the first three have built up over time.) Plus I want to start getting around to other novels so Im feeling the urge to pick up the pace again.


Page 6-7
While the low-ranking members of the Joyous Choir truly believe that they are working for a legitimate faith, the Choir is in fact a lucrative front for a group of black market merchants who deal in a particularly dangerous commodity: psykers. The Joyous Choir employs individuals known as Counsellors who specialise in assisting adherents to their cult in becoming True. Counsellors employ a wide variety of methods in assisting their charges’ quest, including workshops, group discussions, individual therapy sessions and stimulant additives—all of which can cost a great deal of Imperial thrones. Cult members that prove their devotion are invited to participate in more “intensive” sessions. Counsellors at all tiers of the Choir’s organisation employ small hand-held devices that they refer to as “harmony meters” which assist in determining how “out of balance” a cult member is and what may help them to become True. While the majority of the harmony meters do nothing more than trace energy patterns through the body, a small portion actually detect levels of psychic activity which the cult’s practices can subtlety stimulate and potentially enhance.
Three points:

1 - This is a rather obvious parallel to Scientology, which is amusing since it pertains mainly to the Imperial cult.

2 - The profit motive in the "cult" (which is Ecclesiarchy approved no less) is also hilarious as it is yet another parallel between Scientology.

3.) Psychic detectors are apparently common enough that civilians of sufficient means can aquire them. This actually makes sense, as individual planetary lords and such would need means of rooting out their population effectively, and detectors is an obvious answer.

Page 10
The images are circuitry patterns though the word “circuitry” is unlikely to mean anything to someone who hasn’t been trained by the Adeptus Mechanicus. What is clear though, is that the harmony meter and the Tarot card have the same xenos technology laced into them.
I spoke too soon. I guess the psychic detectors are xenos tech. Although the fact they're 'approved' by the ecclesiarchy says something about that still. You'd think if something similar like that wasn't in existence alreay they wouldn't have been sanctioned.

Page 11
I have other duties to attend to, but I’ll be expecting your report within a month. I’ve set up some shielded accounts for you to draw upon in order to maintain your cover as nobles; the Strophes will help you with the rest.
"shielded accounts" for money. Banking in other words.

Page 14
In fact, if psykers were more commonly accepted in the Imperium, quite a few crimes would become harder to perpetrate. However, most Imperial institutions remain leery about regular use of an individual who might be a conduit for warp spawned monstrosities—they’re funny that way. One of the many reasons that the Inquisition has such a ruthless and fearsome reputation is its members’ proven ability to get to the bottom of “unsolvable” mysteries, a facility often afforded by the use of psykers.
Psykers have considerable use in solving crimes and tracking down criminals, unsurprisingly. Imaigne what the Arbites could do with such. (Considering Inquisitiors and the Guard and Space Marines use them, why not the Arbites?)

Page 15
Without the appropriate permits from the correct governmental organs, power armour is not allowed in Hive Sibellus.
...

Heavy weapons, however, are also proscribed without express permits. A bolter is a dead give-away that someone is very well connected indeed, though bolt pistols are not unknown amidst noble bodyguards.
"proscribed" technologies. Power armour apparently requires permit for ownership (although price is a barrier too - only nobles are liekyl to own it.) Given Necromunda and other sources treating power armor as some sort of exotic hunting gear, this probably makes sense.

Bolters are restricted tech, but heavy weapons (like lascannon and heavy boltrs) are restricted also.

Page 16
Laurent has the right connections to be able to get any of the Acolytes that requests it a bodyguard licence within a day or so, but notes that any of those licensed are required to register their weapons and give a tissue sample. While the tissue sample could easily be faked, a gun’s owner and registration is put on file with the Magistratum, who check such records frequently
The Imperium (at least on Scintilla) appears to have much more stringent regulation of personal weapons than the United States itself. Given Lord Hax this is not suprrising.

Of course, a place like Necromunda where your average ganger can get military grade hardware (heavy machine guns, grenades and grenade launchers, assualt rifles, body armour, etc.) even when they're dirt poor is perhaps the NRA dream.

Also licensing of body guards.

Page 16
The present fashion in Sibellus is referred to as “aethyr weaving”. The elite wear fairly gauzy outfits strung through with electrographs and other materials to produce various subtle lighting effects
Interesting fashions.

Page 23
..Authwaite is a sturdy looking fellow in his 150s (though he appears to be in his 50s)...
3x age multipler.

Page 23
His features have taken on the amorphously ageless quality that is the mark of anyone who engages in overly frequent rejuvenat treatments.
side effect of juvenat.

Page 24
...farcosia has a warp signature. Warp signatures are generated only by living beings, though they can be left on objects due to intense emotions.
...
...farcosia registers to their psychic senses in a manner reminiscent of a living sentient being, not a warp-touched object.
Farcosia is obviously made from psykers. WHat is interesting here (aside from yet another example of making some sort of psychic intoxicant from people - eg Eye of Terror) is that matter from a dead psyker still has a warp signature that is distinct from mere objects imprinted with emotions/warp stuff. There is an actual/distinct difference, or it means that psychic talent operates on some level greater than the greater whole (EG perhaps individual cells in a freshly-dead body carry the warp "signature" - the person as a whole could be dead but the matter may still be, at least for a time, still alive enough to remain connected to the warp.)

Page 25
Actually, farcosia does allow a user to “emotionally” glimpse, what can only be called, the more “positive” portions of the immaterium. Farcosia can do this because it is a potent narcotic made mainly from the distilled brains of psykers. Caros Shoal set up the Joyous Choir for the Serrated Query as the means to provide them with the “raw materials” for their phenomenally addictive, and therefore profitable, drug.
what Farcosia is made of (duh) as well as what it does.

Page 26
However, Orday never makes it. His head explodes in a shower of viscera and a few rounds smack into his body for good measure.

...

What’s left of his corpse collapses to the street in a bloody ruin.

..

One hand holds a custom matt-black autopistol, the other snatches up Orday’s case.
Autopistol blows a person's head apart. and apparently messes up his body.

Page 26
The assassin runs away from the Acolytes on augmented double-jointed legs while his arms bend backwards and his neck twists around allowing him to open fire at the Acolytes. Theodosia runs straight towards and up the side of a masonry outcropping without pausing in his firing. His augmented legs and feet smoothly take him straight up the broken statuary as his double-jointed bionic limbs allow him to effortlessly pivot and continue to face backwards towards the Acolytes
Augmetic assassin.


Page 27
..but give little hint that his bionic modifications are so extensive that they even surpass those of many senior Magi of the Adeptus Mechanicus.

...


He saved one of the high-ranking members of the Query from an assassin’s vicious assault and, for his loyalty, his masters rebuilt him.
..

Theodosia can go 56 hours without sleeping with no loss of ability. His flexible limbs allow him to contort in inhuman ways and make attacks from unexpected angles.
Again the Assassin's bionic modifications.

Page 31
The entrances to the various sections of the Alabaster Court are heavily guarded by a variety of defences, ranging from well-paid Magistratum agents to expensive security systems leased from the Adeptus Mechanicus.
Defensive systems. note AdMech leasing program.

Page 37
They don’t know much about him other than that he comes and goes regularly by ornithopter, taking psykers with him...
Personal ornithopter.

Page 38
The mercenaries are professionals that have been hired by Theodosia and are not local to Hive Sibellus. They have excellent equipment and operate using methods similar to the Imperial Guard, including constant vox communication between strike team members. Their plan is to set a series of small charges that will cut off all power to House Strophes, allowing them to go in using infra-red goggles. Before entering the house, they’ll have used an auspex to scan for life signs so that they have an excellent idea where all the inhabitants within the house are.
Mercs who utilize methods 'similar' to the Guard, at least in Calixis sector. This includes at least micro beads as usual, but also fighting in the dark with IR goggles and use of auspex. Of course it depends on the regiment, and saying "methods similar to the Imperial Guard" is pretty easy, since the IG is based on a massive book of military knowledge encompassing any and all conceivable forms of warfare from spaceship boarding operations to a cavalry lance charge and fire

Page 40
Strophes also had a series of communication and signal bafflers installed, which leads to the mercenaries getting spotty readings on their auspexes. While they will have a fair idea of how many people are in the house, they will not be able to pin-point their exact locations, meaning they’ll enter the house searching as they come.
Sensor and comms disrupting equipment, kind of EW system I suppose. I wonder if that's part of the Admech lease.

Page 40
..there is a surge of power and the lights kick back on..

...
..the mercenaries’ infra-red goggles unexpectedly flare (though they recover swiftly due to glare shielding).
IR goggles have flash protection.

Page 40
One mercenary is vaporised in a spectacular plasma blast...

...


Strophes carries an elegant plasma pistol and is shielded with a refractor field.
Plasma pistol "vapourises" an armoured merc. Whehter it explodes or vaporizes may define how many megajoules (single to triple digit) its still probably megajoules.

Page 41
Investigation of Pressure Point will reveal it to be a shady outfit that doesn’t ask too many questions of its clients and keeps few useful records on its dealings—which means that they may end up being of use to the Acolytes some day. Various groups within the Imperium, including the Inquisition, have occasionally employed mercenaries from the Pressure Point to fight in diverse hot spots throughout the Calixis Sector.
Merc outfits usually seem a good idea as it's yet another potential source of trained and (veteran) manpower that can be tithed/conscripted when the Munitorum needs them.

Page 42
...a mountain smoothly lumbers over the desert floor below you, leaving a vast trail of fractured earth in its wake. Dozens of long legs slowly lift and fall as the vast beetle-like Ambulon slowly makes its way over the surface of Scintilla. Already ancient when the Imperium first conquered the Calixis Sector, the Adeptus Mechanicus believes Ambulon to be a holy construct, a god-machine on par with their colossal Titans.
Yet another hive world. Only this time it moves.

Page 42
Kronis Estrun proves to be an aging gentleman, appearing to be in his sixties (he’s actually pushing 200) with exceedingly advanced augmented eyes.
Patiarch of a family of gem-makers.. not exactly poor or neccesarily middle class, but not neccesarily noble or wealthy or elites either. About 3.4x age amplifier.

Page 43
The Oracle Ocular, according to Kronis, is an enginseer who is ancient beyond reckoning. Once a member of the Guild Peripatetica, an association of Tech-priests who maintain and study the machines of Ambulon, Ocular had a vision sent to him by the Omnissiah itself. After his communion with the Machine God, Ocular left his post and reinvented himself as an oracle. At first, the city’s authorities considered having him removed, but not only did the members of the Peripatetica immediately declare him holy, his predictions were soon shown to be uncannily accurate.
...
The Oracle’s predictions are due to a phenomenal series of data retrieval and analysis subroutines built into a dizzying array of codifiers and logic engines—not a connection to the warp. With such access to information retrieval and layers of inter-related enquiry and study, the Oracle’s powers can appear “magical” from the point of view of most citizens of the Imperium, particularly those originating from feral and feudal worlds.
Yet more AdMech sleight of hand trickery.

Page 45
This is not xenogen technology… it is human. This circuitry was once incorporated into devices that used or measured aetheric energy in a far more sophisticated fashion than the sacred machines of the Adeptus Mechanicus can presently manage. The circuitry is Adranti, from the days before the Imperium came to the Calixis Sector.
Psychic detection "ciruits" - again we're back to human tech, but archaeotech better than Imperial standard. This at least confirms there are similar devices.

Page 47
The other rooms of the facility consist of a storeroom, which houses various ingredients from other sub-sectors, a cogitator that controls and coordinates the servitors within the facility
Cogitator-controlled servitors. probably what passes (primarily) for automation in the Imperium.

Page 52
Hulks range in size from a single abandoned escape pod to vast conglomerations easily out sizing all but the largest gas giants. Some space hulks serve as vessels for Orks or carry a deadly cargo of slumbering Genestealers, others hold much worse...

Space hulks frequently skim in and out of the warp as the result of spatial corruption caused by long exposure to the immaterium, or the weird interplay of still functioning warp engines throughout the hulk’s mass.
Space hulk sizes.. and reasons for apparent (erratic) warp activity.

Page 52
Space hulks often have ancient vessels buried within them, with artefacts stretching back to the Heresy or even earlier into the Dark Age of Technology itself. The prizes to be wrested from old hulks are frequently worth many risks, as the Adeptus Mechanicus will offer obscene amounts of credits for them. Indeed, while the occurrence is rare, whole ships have occasionally been salvaged, retrofitted and put back into the service of the Emperor.
One of the ways the adMech can be "negotiated" with (Much as the Sisters of battle/Ecclesiarchy have) as well as one of the legit cases of "Older being better"

Page 54
Space hulks hardly ever exit the immaterium within a solar system and certainly not on a collision course for a major planet.
Again close emergence inside a system is unusual.

Page 56
Inquisitor Vaarak (or whoever the Acolyte’s patron is) arranges to have them immediately transported to an Imperial Navy battle cruiser of the Battlefleet Calixis, the Magnus Ecthelion, which is in high orbit above Scintilla.
...

The Acolytes are all swiftly transported via one or more naval transfer landers to rendezvous with an Imperial Dominator Class Cruiser, the Magnus Ecthelion. For anyone that has never seen an Imperial ship of the line up close, the cruiser is an impressive sight. Barely less than a kilometre in length, it is armed with a massive series of laser cannon batteries that stretch more than half the span of its hull to both port and starboard. The forward prow of the ship has been shaped to resemble a magnificent armoured warrior, its raised sword the barrel of a massive nova cannon.
Dominator class cruiser. also called a "battlecruiser.' It's also supposedly "less than a kilometre' in lenght which is likely a typo. laser batteries take up 'half' the span of the hull. Assuming that to mean some 2-2.5 km "long" and a 20 m spacing between guns you get at least 100-125 guns per broadside. Hell even at 40-50m spacings per broadside you get between 40-60 guns per broadside. And what's more is that that can easily be many times greater if there are multiple 'decks' of guns (2-3 is possible for a cruiser at least.

Page 59
A full array of equipment, from auspexes to micro-beads is available, as well as an advanced vox-caster that the naval enginseers hope will be able to cut through the distortion fields surrounding the space hulk.
Naval stores.

Page 60
The Magnus Ecthelion was one of the largest vessels that you had ever seen up close, but as you slowly near the space hulk looming before you, you realise it would take ten or more such cruisers welded together to even begin to approach the sheer size of the Twilight. The space hulk has a roughly ovoid shape, with various pieces of ancient craft sticking out at odd angles from its long central mass.
This could mean the ship is maybe 10 km in diameter (for the 1 km benchmark) to 50 km in diameter (for actual Ffg based cruiser dimensions.)

Page 62
When the Helios is several thousand kilometres out from the Twilight, a vox message comes in from the Imperial Navy indicating that several ships have detected energy fluctuations within the space hulk. While the Acolytes are digesting that particular piece of information, one of the vessels that make-up the bulk of the Twilight opens up on them with a series of energy batteries. Even at that vast (though rapidly shrinking) distance, the pilot of the Helios has very little time to compensate before long blasts of blue-green energy begin sizzling past the craft.
Probably some sort of point defense, which gives a rough range for some guns against shuttles. W ehther it is xenos or Imperial/human, we dont know.

Page 64
Savage warp entities that roam the fringes of the immaterium searching for prey, Warp Beasts are vicious predators thought to derive from humanity’s fear of being hunted.
..
Warp Beasts are roughly analogous to a canine, typically bearing a lean quadruped form excellent for running down prey. They often stand as much as four feet high at the shoulder—though some of the truly ancient ones have grown to vast sizes.
Warp beasts. A type of (probably) unaligned warp entity not unlike Furies.

Page 68
..and some of the machines that Astropaths use to boost their psychically projected messages through the immaterium.
Astrotelepathy isnt just raw power. A fair bit of machinery goes into enhanching (receiving?) and assisting in interpreting the messages.

Page 72
Molochan strayed into areas of research deemed heretical by the Adeptus Mechanicus and was found guilty of blasphemous studies; in his case, this was primarily due to the investigation of practical applications for various xenos technologies. Saved from “deletion” by the Inquisition, Molochan’s pardon is only in effect as long as he works for his new masters—a fact he is bitterly aware of.
a rather interesting and pragmatic way to gain ahold of 'loyal' techpriests.

Page 73
His courage, though, had not gone unnoticed. Trempan awoke several days later feeling fine. In fact, better than fine—he was fully recovered. It was not until some years later that Trempan discovered that the left hemisphere of his brain and several large portions of his spinal column had been replaced with xenos technology.
Xenos augmetics.

Page 74
Wards are legendary creations dating far back into the Dark Age of Technology. Wards are techno-arcane devices that project subtle energy fields capable of influencing warp emanations. They are two types; hexagrammic and pentagrammic.

Hexagrammic wards are designed to protect against psychic attacks, as the wards “siphon” away the energy of the immaterium, channelling it into harmless static discharges. Sanctioned psykers will be all too familiar with this type of ward, having been exposed to them during their “stay” onboard a Black Ship. Pentagrammic wards exist to defend humanity against Daemons and the corrupt energies they wield. Since the knowledge of Daemons is proscribed, the existence of pentagrammic wards is a secret known to few outside of the Inquisition, with the exception of those at the highest levels of the Adeptus Ministorum and the Tech-Priests of the Machine God.
Psychic wards.

Page 75
...all psykers have their worst memories of their time spent on a Black Ship erased after their worthiness to continue in the service of the Imperium is approved, meaning they won’t be any help as guides to the interior.
Time on black ships scrubbed from psykers minds. I wonder if they purge other memories as well? Would make sense as a loyalty or conditioning measure, esp if they use any hypno-indoctrination to train them.

Page 76
The official position of the Ecclesiarchy on the spirits of the deceased is that the Emperor judges all faithful humans after death and, if they are worthy, grants them a place in his celestial army. Differing interpretations of the Imperial Creed offer a wide variety of explanations for what happens to those souls deemed unworthy of joining the God-Emperor’s ranks, but who are not so heretical as to be damned out of hand. Some versions say they are reborn to try again, others, that they must wander the afterlife for a time, braving the dangers of the warp as penance for a life ill spent until their actions have redeemed them, proving them worthy of the God-Emperor’s service. There are also many tales of legendary servants of the Emperor returning from the immaterium to the world of the living when the people of the Imperium once again need them. Some versions of the Creed refuse to acknowledge the sentience of such entities, referring to them in technical terms such as “post-life warp signatures” and “the aetheric charge contained by a residual personality”. Regardless of the fine points of doctrine, the Ecclesiarchy does acknowledge the existence of spirits of the dead. Several branches of the Inquisition take a very active interest in such entities and their relationship to the warp.
An interesting look at Imperial beliefs on 'afterlife" and the idea of 'returning' spirits. Another potentially interesting parallel to Imperial versions of 'daemons' (saints or living saints, or some of the more recent figures to crop up in the 5th edition Imperial codexes) Also interesting is how the Ecclesiarchy will get all technical to dismiss suhc entities. (EG they do more than call it heresy.)


Page 78
Vogel’s psychic abilities still function to a certain degree, though certainly in a more limited fashion then they did in life.
A comment relevant later on towards the end.

Page 79
Clever Acolytes may think to ask how Vogel managed to send a signal through the distortion surrounding the Twilight. Vogel explains that he used some of the bridge equipment of the Black Ship, which was designed by artisans of the Adeptus Mechanicus in conjunction with powerful psykers of the Adeptus Astra Telepathica. He has no idea how it works, though he knows that there is little power left in it, hence his infrequent messages.
It's been noted throughout that messages have been received - this is the source. it's possibel for a normal psyker to send messages akin to astro-telepathy although they are cruder and less poweful than a specialized astropath (just as any psyker is less effective at navigating in the warp compared to a Navigator.)

Page 80
The Black Ships of the Inquisition each have thirteen cavernous holds.
Number of holds in a Black Ship. If oyu knew how many each hold carries you could get numbers.

Page 81
The Liber Daemonica is a very dangerous book, it holds secret and forbidden knowledge that can twists and destroy weak minds.
...

While the book appears to be a normal, opening it will reveal a series of flickering paper-thin screens that contain interactive information that can be brought to focus or enlarged.
...

The book contains the sacred rites of battle for the Grey Knights. Page after page discusses tactics and how to fight the denizens of the immaterium, as well as, listing the True Names of a great many Daemonic entities. The book pulls no punches; it includes an extensive discourse of when to terminate compromised allies and a whole chapter discussing the moral implications and appropriate use of Exterminatus.
Grey Knights sacred book. Earlier it was described as having a sort of sentience of its own, proably due to the nature of it.

Page 83 - Schematic of a "Black Ship" shown. The scale given is in 100x100 meter squares, with ~23 or so squares (as I count it) from tip to rear comprising the ship.. about 8 squares or so at its widest point, and ~10 squares at its highest (including two protrusions above and below at specific points..) The overall shape from the side is reminsicent of typical Imperial space Cathedrals, but with more expansion around the aft section.. from above it resembles more of a guitar-shape than anything. 2.3 km long, 800 meters wide, and 1000 m "tall'

We also see the position of the Black Ship relative to the hulk as a whole.. it's implied that (if the scale can e trusted, at least, and the box-scaling above has any validity) that the black ship is 1/8 the overall diameter of the hulk length-wise, and 5x the length of the Black ship in height. This would make the hulk over 18 km long and 11 km tall/wide.

Page 84
As the fight begins, the darkness doesn’t impede the Dark Eldar as they use helmets that grant them night vision...
DE have night vision capability.

Page 84
They all hear the distinct sound of a bolt pistol going off and several of the corsairs explode in magnificent fashion, their vital fluids spraying over a wide area. “For the Emperor!” roars the inhumanly loud voice of Brother-Sergeant Agamorr as he enters the Twilight’s seventh hold.
DE blown apart by bolt pistol.


Page 85
A psyker character automatically feels the massive build up of psychic energy about their pods as the ghost focuses his will upon them. All conscious Acolytes hear a whisper in their minds “The Emperor protects,” before they are thrust from the collapsing space hulk on a psychic bow wave.
The pod in question is big enough to hold nearly a dozen people, one of which is a Space Marine, and it's propelled out far enough away to be safe from the space hulk getting blasted to bits. Example of TK ability, evne if from a psychic spirit.

Page 89
These elegantly barbed and bladed weapons use gravitic force to hurl tiny splinters of diamond-hard crystal that can easily penetrate armour, lacerate flesh and cause agonising wounds. The weapons’ crystal ammunition core is sufficient for hundreds of shots and a concentrated spray from a splinter weapon is enough to cut a man to shreds.
Splinter weapons. Just a variation of shuriken weapons.

Stats wise the splinter pistol has a clip of 120, Rof of 3 or 6 (semi or full) a range increment of 50 m, and weighs 1 kg. The splinter rifle has an increment of 80m, 3/10 ROF, and a clip fo 200 splinters.

Page 89
A terrorfex is a unique and sinister form of grenade created from twisted wraithbone, it is psychically charged with the fear and agony of the Dark Eldar’s many victims. The terrorfex is used just like a normal grenade and has a blast radius of 3 metres.
eldar psychological and grenade weapons.

Page 89
A baroque-looking alien handgun, the destructor shoots a high-pressure jet of corrosive acid and virulent toxins that has been engineered to eat through armour and consume flesh
Anothyer Dark Eldar weapon, weighs 3 kg, range of 10 m, and 1 shot per clip. Flamethrower analogue?

Page 89
Phage-Toxins: the toxic cocktail of acids and poisons is designed to eat through flesh and creating a necrophagic cascade through cells, destroying organic matter utterly
Sounds as nasty as life eater. Only in a more compact form.

Page 92
The serfs’ condition is enforced by the traditions of a thousand years, which are continuously reinforced by a twisted version of the Imperial Creed, and serfs are an unfortunate necessity on a world that lacks significant Imperial technology.
Implying that unaided/unassisted human labour is unusual on Imperial planets (Technology of some kind assists.) This means Sephiris Secundus is rather unusual as hive worlds go.

Page 93
As is always the case with Imperial propaganda, truth is only to be used sparingly, especially when too much of it will point out a grotesque injustice of the Imperium;
Imperial self-censorship and propoganda, of course.

Page 93
A brilliant and widely-read scholar, Baron Ulbrexis believed that Sepheris Secundus could be dragged out of the dark ages in which it toiled by slowly educating the serfs and by introducing improved mining techniques and technologies licensed from the Adeptus Mechanicus.
it is possible to use more sophisticated techniques to enhance industry on technological planets. Again this tends to suggest Sephiris secundus is an aberration - at least in this region of space.

Page 93
Ulbrexis had educated his serfs. Literacy was the norm in his fief and serfs were even allowed regular days off. The brightest serfs had been instructed by the Adeptus Mechanicus in the proper ritualised care and use of a variety of advanced mining machines that had increased the efficiency of Ulbrexis’s mines tenfold
Like I said... but of course this being so positive you know it can't last ona shithole like Sephiris Secundus.

Page 93
Queen Lachryma ordered her Royal Scourges to remove the Baron and lay his fief to waste, making certain to eradicate any of his “heretically over-educated serfs” that they found in order that they should not corrupt the rest of the populace with their “inappropriate knowledge”. The Royal Scourges swiftly moved to enact the Queen’s command, but Baron Ulbrexis had received more than just mining equipment from the follows of the Omnissiah. The first wave of royal troops was all but obliterated by Ulbrexis’s well-armed serfs.
Local politics where territorial BS rules. One would thinkt hat such "effiicency' would be lauded given its impact on tithing, but the Adminstratum doesn't get involved. Which may not be bad, as they would be apt to leave the place a barren wasteland in a relatively short period of time.

Also interesting is how the AdMech knowingly equips someone on the planet with defneses (whch must be in defiance of local laws) which leads to this rebellious conflict. Either it is their way of promoting influence (or just general politicking) or they are mercenary enough not to care how their tech as used as long as people meet their demands. Or possibly both.

Page 95
They are in within their patron’s study inside the Bastion Serpentis, the Tyrantine Cabal’s fortress on Scintilla’s moon Lachesis.
..
He then produces another pict taken less than seven sidereal days prior, which shows a very much alive Assod Morirr, or a being with his exact likeness, leading the now resurrected Broken Chains on Sepheris Secundus.
to arrive from SS to Scintilla. In Dark Heresy, I did a scaling estimat eof the distance betwene Scintilla and SS as ~40-50 LY (Based on the assumption of the stnadard 200 light year per side" sector). This means a FTL travel speed of no less than 2000-3000c, although we don't know exactly how long it took, how straight line the course was, and what kind of vessel brought it (Chartist, one with an astropath, one with a navigator, etc.)

Page 95

Due to the highly unstable nature of the political situation on Sepheris Secundus, the Inquisition is willing to offer Ulbrexis an unprecedented deal. In exchange for his total cooperation in locating and removing the Broken Chains, when the time is ripe, the Inquisition will assist the Baron in taking the throne of Sepheris Secundus.
unsurprisingly the AdMech will fuck with politics when it suits them. In this case it makes sense, as Sephiris Secundus must be smething of a drawback with its way of doing things.

Page 99
The journey to Sepheris Secundus will take approximately three months, give or take several weeks due to the vagaries of the warp. Inquisitor Vaarak has arranged passage for the group with a Chartist Captain named Kobal Aizdar aboard his vessel, the Pax Behemoth, an Imperial transport licensed to take routes throughout the Calixis Sector.
...
The Pax Behemoth is a merchant vessel meant for cargo hauling, but Captain Aizdar is not above earning some extra thrones by ferrying members of the Inquisition about. Compared to some of the grand ships (and perhaps the space hulk) that the Acolytes have been aboard, the Pax Behemoth may not seem much like its namesake.
40-50 LY in 2-3 months 150-300c or thereabouts for a Chartist vessel.

Page 101
"A miserable world locked in thousand-year-old patterns that no longer have any meaning. Once, the spare resources of the planet made the noble and serf dichotomy make sense, before the coming of the Imperium. Now it only serves to keep the people in a cycle of meaningless drudgery and cruel bondage. What is more, it is unsustainable. The day will soon come when the vast resources of Sepheris finally run out.
...

I realised that even with the hard evidence that I had so painstakingly gathered, which showed that the machines of the Adeptus Mechanicus could improve our world’s lot, the nobility were not interested in change. I created the Broken Chains to disrupt mining operations so that the Imperium would send experts who would hopefully see just how inefficient the mining operations of Sepheris Secundus actually are. "
I sympathize with the guy but.. high tech would likely hasten the resources running out givne the way the Administratum runs things. Maybe he's referring to toher technologies like the sorts of recycling tech Hive worlds employ.

Further, creating disturbances to draw the Imperium's attention is never wise.. although how he could otherwise contact them I have no idea either. But if he could deal with the AdMech without the rulers of Sephiris Secundus detecting them, why couldn't he contact them to let them know about these conditions legitimately?

Page 105

The Adeptus Mechanicus was willing to make a deal with Baron Ulbrexis in part due to the presence of skepsinite, a rare ore critical for crafting the wiring of advanced cogitation units. The Machine God’s followers were exceptionally keen to have access to greater quantities of the precious metal, and their desire encouraged them to turn a blind eye towards Ulbrexis’s more questionable activities.
Ah so it was self interest. That's the AdMech we know and love.



Page 106

The xenos explosives seem to somehow distort space, causing people and the environment to briefly go out of phase with each another, resulting in gruesome damage when realspace “re-aligns” itself, to the detriment of those caught within the effect radius of the bomb.
Xenos (warp?) explosives.

Page 108
Dining on Sepheris Secundus for serfs tends to be a fairly bland affair consisting mainly of stews and ales. The Arbitrators have fresh bread, fresh vegetables and occasionally venison-like meat from some of the hardier herd animals still roaming the icy forests of Sepheris Secundus; otherwise, they eat fare similar to that of the serfs.
mealtime. Its better than some hive worlds and Guard regiments meals.

Page 109
The Royal Scourges wear carapace armour that resembles brightly coloured stained glass, favouring red and yellow tints. Their standard armament consists of lasguns, chainblades and grenades—making them the most heavily armed and armoured unit on the planet.
Royal scourages. Chainblades (good psychological weapons) as standard.

Page 111
Those agreeing will be piled into an Adeptus Arbites’ patrol vehicle, a swift moving hovercraft capable of carrying around six people, accompanied by Rotlan and Mallier.
at least a team of six arbitrators, who have a hover vehicle of some kind.

Page 112
The Broken Chains, specifically Morirr, had carved eldritch runes into the mine face before levelling it with his warp-touched demolition devices.
"warp touched" explosives again.

Page 121
Using explosive devices constructed from metal removed from Eloeholth’s extra-dimensionally constructed rooms, Morirr has been systematically ripping open holes in realspace as he sacrifices serfs by the hundreds to the Dark Gods.
The origin of the daemon bombs.

Page 126
Morirr has called immaterium spirits to animate the bodies of the dead in order to strike down his mortal enemy. The Harrow is filled with the bodies of dead serfs and mutants. The mutant cultist has called up an army of warp zombies, which are now “rising”—emerging from every mine within a couple of kilometres radius!
...
Hiding doesn’t do any good as the zombies can see the “glow of life” of the living right through other matter. Each time the warp spirits possess the lifeless flesh of a new corpse, they become more and more cunning. Their attacks go from being random to planned as they begin to use weapons and start developing actual tactics.
Warp zombies again. And how they detect people. Basically zombies ar ejust a form of daemonic possession (at least in this case) although instead of daemons its other warp spirits. Also unlike some shambler type zombies (EG Plague zombies) they can fight with weapons and think.

Page 128

As for Baron Havalir Saerton Ulbrexis, Vaarak orders the Acolytes to execute him, as his service to the Imperium has come to satisfactory conclusion. Despite Ulbrexis’s help in defeating the terrorists, he is ultimately a condemned man.
GRIMDARK!

Page 134
The Serrated Query typically operates in an extended cell fashion, with each group knowing only minimal amounts of knowledge about the others.
..

Each cell makes profit in various illicit ways, passing information and a regular tithe to their unseen masters in another, older cell. In the way it conducts itself, the Serrated Query resembles a mercantile version of the Inquisition...
...

The cells of the Serrated Query are far flung, stretching from the Segmentum Solar all the way to the edge of the Astronomican’s reach within the Segmentum Obscurus. While the cell organisation prevents the group as a whole from being compromised, it also makes each individual faction vulnerable once exposed. This is acceptable to the higher echelons of the group for it acts as a sort of natural selection for the whole..
Serreted Query - a multi-segmentum criminal organization. Which is both rare.. and dangerous.

Page 135
The Serrated Query tends to engender a great deal of loyalty within its ranks in much the same way that various cults and the Inquisition do: by telling them certain “truths” that the Imperium has hidden from them. Serrated Query members are given access to a wide variety of data-storage units and exposed to a great deal of knowledge about the galaxy around them, though much of it is slanted by the Query’s point of view.
...

The Serrated Query starts by telling its newest recruits that the Emperor is merely a powerful psyker, not a god.
...
Query members are allowed and encouraged to experiment with various tech devices, while specifically being told that they are not to in any way “appease the machine spirit” of the device as there is no such thing. They are told of the existence of Chaos and Daemons, but such are described as “powerful extra dimensional xenos” or by various other monikers. Eventually, they’ll be introduced to a xenos ally and shown that not all aliens are immediately bloodthirsty.
Beliefs and capabilities of the Query.

Page 135
In a galaxy dominated by the enforced feudal ignorance of the Imperium, the Serrated Query is a group of criminally minded, atheistic, cynical freethinkers. They are thus far closer in outlook to those of us belonging to the 3rd Millennium than the majority of the Imperium in their time.
True.. sort of but at the same time i think it fails to address which '3rd Millenium' outlook we're talking about. I mean the world is a pretty diverse place, and American thinking is quite different from countries within its own continent, nevermind other continents. nor is it inherently better. The modern world has alot of bigoted, short-sighted, greedy and fundamentalist people, including in the US, and many of those aspects would fit in perfectly with the Imperium, the Galactic Empire, etc.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

And.. Apostasy Gambit. Last of one of the most massive updates I've done in some time for a single source. Obsession is a funny thing :D

Apostasy gambit was a bit different in that it played into a diffrent part of the Dark Heresy fluff history, but still on that theme of 'Chaos'.. but also into more religious aspects (pertaining to Drusus, especially, as I recall.) I rather found it more interesting in some ways than Haarlock but still... three updates one post.

Part 1 - the shortest really:


Page 8
The Scintillan Protectorate is attempting to take Thrungg alive, if possible, for questioning.
...
The Acolytes are riding on a Valkyrie belonging to the Army of the Scintillan Protectorate.
They describe these forces as "Special forces".. I'm assuming some elite PDF. They're also called "Protectorate Guardsmen." so they may be special Garrison forces.


Page 22
Each of these three linger on as psychic apparitions in the cathedral, bound shadows of their former real selves in the immaterium
Psychic "ghosts' if you will. Probably an extreme variation of a psychic/emotional imprint on some surrounding matter (or location)


Page 22
...Inquisitor has provided them with this rare Medispex Servo- Skull. A type of Servo-Skull, this assistant has a variety of calipers, syringes and chem-scrapers that allow it to analyze corpses for data.
A Medical (forensic even) Servo skull.


Page 23
Baraspine
...
Population: 1.5 billion
......

Military: Northern Arctic Bonded Guard (low quality standing army based near Kephistron Inferior), Divinatory Guard (medium/low quality civil protection units based at Skaltine). Considerable rivalry between the two forces reduces their effectiveness as a planetary defence force.
...
Barsapine’s principal production is cogitator parts, which make up the majority of its tithe. The rest of the tithe consists of raw materials and manpower.
...
Another multi-billion hive world of some sort. Again note the PDF ranking and the production tithes.


Page 28
The ancestor's clock is still ticking, even though no one has been around to wind it for a very long time. Examining the clock reveals that it is not mechanical but runs off a power pack similar to that found in a lasgun – the inside of the clock contains no weights or clockwork,
I'd guess it's been running for years like that. Even with just a watt (or a tenth of a watt!) we're talking megajoule range power packs. At least! Example here they list an electric clock as running off 4 watts.

Of course bear in mind there are lots of kinds of lasgun packs. So this hsould be taken more as an order of magnitude estimate more than anything.. triple digit MJ powerpacks owuld be stretching it I think (except for a purely "heat ray' lasgun, and those would be rare.) low double digits is more my guess. it could also be partly warp or magical (or just insanely efficient) but it cannot be wholly so or they would probably deem it impossible to run off a powerpack (it ought to draw attention.)


Page 46
The Pax Macharia is aware of the Acolytes the moment they enter into the Spinal Shaft. It watches them silently through its pict-orbs stationed throughout the halls and chambers.
..
The Pax Macharia’s machine spirit is a combination of the cogitators on board as well as the mind of the Princeps in command of the machine when it imprisoned the Dei-Phage.
...
The Pax Macharia no longer speaks, but it can puppet the corpse of the Princeps still seated in the command chair.
..
...it communicates by editing pict-recordings of the Princep.
Interior cams, and an aware machine spirit.. a rather interesting approach. Apparently the princeps provides the "organic' element to the machine spirit, the imprint is guided by that. That may suggest it is at least wholly artificial.


Page 48
This is not as dangerous as normal, thanks to a tank of fuel run-off that lies at the bottom of the shaft. Acolytes who fall down the shaft, land in the tank, which is full of foul-smelling brownish gunk.


The titan seems to run off some weird liquid fuel ;P


Page 49
To activate the Titan’s power systems, the shield must be raised and the plasma fuel rods inserted.
...
..the fuel rods are radioactive and should be handled only with appropriate protective gear.
..
Beside it, in four transparent cases, are the fuel rods, each a shiny black rod about a metre and a half long with a faint greenish glow.
'plasma fuel rods' - it sounds like fission maybe, but we get clarification later that its not :P It may not so much be actually 'plasma' is involved, but they're fuel rods important in running the reactor in some fashion, too.


Page 50
The cogitator describes a simple process for performing the Right of Replenishing. The sacred shield is first to be released through the proper activation runes. Once this is completed, the faithful must remove the voided rod and into its chamber place an Isotropic fuel rod. The faithful will repeat this thrice more. The sacred shield is to then be brought to bulwark position.
see? The fuel rods are isotropic fuel rods. Which as per other FFG materials, are basically glorified batteries. I imagine it helps store/provide power for triggering and maintaining the reactor if it cannot be a self-sustaining reaction (EG in emergencies and suchnot.)


Page 50
Inscriptions on the gigantic ammunition hoppers call for the Emperor to lend strength to the guns of the Pax Macharia. A loud rattling comes from one of the hoppers and a shell casing the size of a man rests in the corner.
...
The ammunition hoppers still contain dozens of shell casings and other debris
titan fires "man sized' shells.. we're talking battleship-scale/grade artillery here.



Page 51
A headless corpse holding a bolt pistol sits on one of the bunks with a vox recorder in its lap.
committed suicide by blowing his own head off.


Page 52
The Bridge is the brain of the Pax Macharia. It contains the Titan’s machine-spirit, the ancient intelligence that helps to govern the Titan’s actions. The cogitator needs a lot of power, and until the Genatorium is reactivated, it cannot be switched on, even with a Tech-Priest’s potentia coil.
Machine spirit again for the Titan.


Page 53
"Primary reactor core lit. Weapons at 17 percent capacity. Motive-power at 27 percent standard. Imperator Titan Pax Macharia...operational."
Operational status of Imperator titan.


Page 56
The Pax Macharia, however, has one trick left. The Quake Cannon in the Nave is in bad shape, but it can still fire one last time.
Quake cannon.


Page 60
transfixing the Gilded Cathedral in their blinding, blue white glare. The golden edifice that once appeared so monumental and awe-inspiring seems little more than a toy next to the bulk of the god machine.
The cathedral is alot smaller than the Titan.


Page 60
Finally, leaning out over the Pax Macharias’s left shoulder, you spot the charge coils on the massive plasma annihilator that is the Titan’s left arm glowing as electricity crackles around them.

There is no time to descend to the Titan’s head to stop the machine. Even as you watch, the weapon fires. A blue-white flash sears your eyes and the howling fury of a star’s wrath knocks you off your feet. Slowly, you stand, your ears bleeding, your clothes and hair singed, and your eyes still filled with retinal after-images. Carefully, you peer over the balcony.

The Gilded Cathedral is destroyed, the building’s core vaporised by a direct hit as every building surrounding the square shakes furiously from the weapon’s blast. Even as you watch, the golden walls of the cathedral twist and deform from the furious heat, collapsing into lakes of molten metal that spread across the blackened wasteland that used to be the cathedral square.

All that remains at the epicentre of the devastation is a stone building surrounded by solemn robed statues standing silent vigil. A single, massive defence laser protrusion has been re-purposed into a telescope, pointing at the horizon of Barsapines eternal night sky.
The gilded cathedral has at least a gold exterior. melting all of it off.. is interesting. The building itself is vaporised. Assuming a few cm thick layer of gold across a 20x20x20 meter box.. we're talking 694 tons of gold melted. Melting point is 1337K, heat of fusion is 67 kj/kg and specific heat is 126 j per kg*K. 198 kj per kg roughly. Which comes out to at least 138 GJ.

Assuming a 10 cm thick layer of gold covered a 50x50 m square area you get 900-1000 GJ. So we're probalby looking at anywhere from a few hundred GJ to several TJ possible. considering this is an Imperator titan that isn't surprising. remember as well, the thing isn't operating at full power either.


PAge 62
"To this end I have requisitioned the use of a Valkyrie and forces from the Army of the Scintillan Protectorate."
The Scintillan forces have their own Valkyries.


Page 67
"There is a legend that one such Imperator-class Titan, the Pax Macharius, fought alone against an entire greenskin Waaagh! during the Angevin Crusade. At the conclusion of the battle, only the Titan remained, surrounded by a burning waste, the air choked with tons of ash made from the flesh of its foes."
Titan defeated an entire ork WAAAGH (millions of orks perhaps) , cremating all of them. Many hundreds if not thousands of TJ of energy probably to accomplish that over however long it took (hours? Days?)


***

Part 2

Page 8
Even the Inquisition is not hasty in condemning such a high-ranking member of the Imperial Church, and so the Acolytes’ patron Inquisitor requires proof before Ignato is confronted directly.
Politics again being able to balk even Imperial authority.,


Page 17
The rotator cannon of Warrior-Saint Praxides: This Sanctified Heavy Stubber fi lls an entire case on its own along with a bandolier of twice blessed rounds made from the cobblestones touched by the boots of St. Drusus as he marched through the Exsanguinated Pass.
A gatling heavy stubber blessed with sacred rock bullets.


Page 17
This set of eight small palm-sized polished stone tablets are inscribed with inspirational quotes from Saint Drusus, and received the saint’s own blessing.
...
...the Tablets of Drusian Wisdom are reportedly impervious. This is a relatively easy legend to test, damage does indeed fail to harm the tablets.
Is it literal blessing protecting them, or just fancy sci fi super material? It's interesting to speculate since it could go either way (either literally enchanted by Drusus, or an effect created and perpetuated through the mass-belief altering nature of the warp.,


Page 17
The Daemonhammer of Saint Agamemnon the Just, an Inquisitorial Daemonhunter. Many Inquisitors would be happy to see this weapon back in Inquisitorial hands, although the Ecclesiarchy would argue vociferously that it should be maintained as a relic and not risked in battle.
Another interesting case of politics betwene Inquisition and Ecclesiarchy. Again things aren't clear cut.


Page 18
...while Palatine Oksana commands a small mission of Adepta Sororitas Celestines tasked with defending the inner Cathedral of Illumination and the Sacristy.
...
Oksana and her Celestines are part of the larger force of Adepta Sororitas that are tasked with the security of the cathedral,
...
Palatine Oksana and her devout squad of Celestines are those who will respond to any disturbance in the Sacristy or the Arch-Cardinal’s Quarters.
I'd say there are at least dozens if not more, of Sisters garrisoning this one cathedral. Nevermid across the whole sector. Again there has to be far more Sisters than Astartes, no matter what the official fluff says.


page 19
The Synod Hall is used for meetings of the Calixis Sector’s most senior clergy. It is here that matters of religious law and policy are decided that affect billions of the sector’s faithful
Self explanatory.


Page 22
Its less advertised purpose is as the site of exorcisms carried out by the Cloister’s fearsome inhabitant, Exorcist Amortus. Amortus serves as a spiritual policeman for the Cathedral, and is often called upon to banish daemons from the cathedral’s noble patrons. He does not do this for the Inquisition, who have their own methods of dealing with such matters, but the Imperial Church creates more than enough call for his skills.
...
Exorcising the daemon in Moy is too deep and severe a ritual to be dealt with by one faithful alone, and in the absence of other dedicated exorcists at the cathedral (they are all off elsewhere seeing to the spiritual ailments of the Calixis Sector)....
It is possible to exorcise people and have then actually survive. Who would have thought it possible in 40k?

Also the Inquisition and Ecclesiarhcy seem to have thier own methods. although whether it varies from ordos to ordos... There is also an entire order of guys dedicated ot this it seems.

Of course it also involves branding so it can hardly be called.. nice. One guy also holds them down, and the others throw imaginative curses and insults at the daemon. :lol: I love Dark Heresy!


Page 25
Drusus exhorts the faithful to take up arms when this star rises and puts the sinners to death, for only by violence and strife can the Calixis Sector be made fi t for pious Emperor-fearing citizens to live in.
...
..herald of a great upheaval for the Calixis Sector, which will see either an irreversible slide into sin and depravity, or the rising up of the sector’s faithful to put the sinful to death.
...
It is a philosophical work in which Saint Drusus explains at length the various justifi cations for the use of violence for religious purposes. His conclusion is that it is not only valid for the faithful to use violence to punish heretics and further the Imperial Creed, but that such violence should be viewed as an obligation for the faithful.
Interesting considering that the fluff (codex material at least) pertaining to the Eccelsiarchy would consider this thing regular and proper to be done by Imperial subjects. On the other hand there's the practical angle that such activity is disruptive vigilanteeism, and is likely to cross over into Arbites/Inquisitorial jurisdictions or activities (if not actively interfere with them!). On top of that, I doubt your average Imperial Commander would enjoy routine disruptions or mob uprisings - it would disrupt the normal social and economic activities of the world. A good example of that is the Redemptionists and Red Redempton from Necromunda and how they are regarded.


Page 33-34
The Skarit’s Dragons are worshippers of the Blood God, Khorne..
...
The Skarit’s Dragons style themselves after a noble knightly order, although their actual methods are just as dirty and brutal as any other gangers. They like to wear armour, give themselves noble titles, and speak as if they were educated in the spire. Their leader is Lord Sunderbone, a tyrant who rules his men through violence and inspires great loyalty from those he permits into his inner circle.
Another variation on Khorne worshippers that isnt psychotic berserkers wielding axes. Despite that it's quite appropriate to what we know Khorne represents (esp in older fluff.)


Page 35
There is a small office, behind the bar, which Kris'an rents from Gert to use as a workspace. This office contains her cogitator unit...
Underhive cogitator. The owner is an adminstratum flunky, but it says something about access to such in an underhive-like outside settlement (Basically poor quality by Hive standards.) Mainly holds logs and documents and other numerical/alphabetical type data


Page 37
This surprisingly clean one room building is home to a table just large enough for a man to lay down on and a series of surgical and medical tools on a tray, bathing in green fluid. Many of the implements are clearly those of an Imperial Guardsmen with training as a medic. An aging medic's side bag rests in the corner as proof.
...
Doc Weston was a Medic with the 83rd Scintillan Grenadiers, where he received the best training the Imperial Guard has to offer fi ghting in the Tranch Wars. When his term of service was up, he returned to his home hive of Gunmetal City. A year later, vindictive members of the noble houses made it nearly impossible for him to fi nd paying patients after he gave a middle-hiver a life saving treatment normally reserved for nobility.
Give some hints about IG Medical training, I think. It's also interesting in that the medic was allowed to return home after his term of service - if they serve within a sector/subsector it seems like its possible to do these sorts of things.


Page 37
Weston keeps a hellpistol in his desk, his sidearm from his time in the Guard. His offi ce contains enough equipment to treat even the most severe wounds.
He's not exactly a common trooper, but he isn't an officer either, so its interesting he has a hellweapon (without a back or belt pack source for that matter.)


Page 37
She receives a great deal of her stock from Kris’an, an Adept with the Administratum who recognizes that she can make a decent profi t from selling rejected weapons from the warehouses above to a town on the verge of internal warfare.
Imperial capitalism at its finest. You have to wonder how much potential this has for arming insurgents or cultists or the like. :lol:


Page 40
...it belonged to the family when they were still middle hivers, before economic upheaval banished them to the Infernis, and Khol's father inscribed it in the futile hope that it would bring his son luck.
Hivers on scintilla live a life not unlike that amongst some Americans it seems.


Page 42
...Skirl is indeed a psyker, although she is not very powerful or focused, indicating an untrained mind.
...
Skirl is a low-level psyker who does indeed possess a vague but genuine precognitive ability.
Low level underhive precognate.. although not a very powerful or precise one of course.


Page 43
The Crawler, fearsome though it is, is not real. It is an illusion generated by an archeotech device to protect the chapel inside the cave...
...
...along with the holo-servitor in the middle of the cave projecting the image. This servitor consists of a human body doubled over, with the holo-projector's arrangement of lenses and lights emerging from the small of its back. The rest of the body is bound into position by steel braces and the back of the skull is covered in switches and controls.
A holo servitor. Why it's buiilt into the back of a guy (or you even need a human body) we don't know but hey, this is 40k ITS MAGIC IT DOESN'T HAVE TO MAKE SENSE! :LOL:


Page 43
Destroying the shrine cuts off the source of power that Lord Sunderbone hopes will seal his victory in the battle for Blinding Gulch. The shrine can be destroyed by pulling down the statue and dragging the altar out of place.
Another case where te power tapped from the wapr is dependent upon shape/form or position in space and time. I imagine this might reflec tthe shrine occupying a 'thinness' in the barrier between warp and realspace, and pulling it out of place breaks whatever connection it has to funnel the warp here. This might be something similar to what Daemon Primarch Angron did in First Armageddon to keep his daemon host onplanet after the warp storm died.


Page 50
Behind the portrait of Lord Sector Hax is a dataslate loaded with a pict-file...

...
The image is recorded by a pict-stealer implanted behind Venomskin's eyes.
optical augmetic pict stealer with message transfer capability to a dataslate.


Page 54
...Vraine uses a psychic suicide method to destroy his conscious mind, leaving himself an empty shell capable only of the most basic functions of life. His eyes roll back in his head and a trickle of blood runs from his ear. Though Vraine continues to live, his mind is utterly blank and interrogating him yields nothing.
Psychic suicide to avoid interrogation. Interesting if gruesome technique.


Page 56
The Cudgel of Drusus is a Viper-class Sloop, a small but fast craft with a reputation for the accuracy of its Warp jumps, often used to take Inquisitors and their Acolytes from world to world when time is a factor.
...
The Cudgel of Drusus has a crew of about six thousand men and women and is rather spartan in its facilities, with few concessions made to comfort or leisure.
Inquisitorial sloop with 6000 crew. This is 1500 fewer than the Viper class scout sloop mentioned in Battlefleet Koronus. Also interesting considering usually raider or escort hulls have around 10-20K at least.


Page 56
He sends the Faith Beyond Reason, a voidcraft full of Redemptionists loyal to Ignato, to intercept the Acolytes' ship.
Technically this means an Ecclesiarchy vessel. Probably no navigator, gien they are redemptionists and therefore would hate psykers.


Page 56
Crew Complement: 7,500 crew (6,000 currently).
...

Viper-class vessels are traditionally used by Battlefl eet Calixis as high-speed scouts, with good communications and few weapons.


Viper class. Note the reduction in crew complement.. you can run 40K starships on somewhat less than maximum (or at least it shows its highly variable.) Also the roles of Vipre class. Stats are the same as in Battlefleet Koronus in Rogue Trader. :P


Page 56
The disturbed sleep and oppressive waking hours of the previous Warp jump are absent for the moment as the Cudgel of Drusus lies at anchor.
Implied 'hours' of warp jump to reach the Gethayne system. we dont know where it is, but assuming nearby to cross sector (call it between 10 and 200 LY) we're looking at as slow as 3800c to 876,000c depending on the 'hours' and the number of light years crossed. Neither value is inconsistent with previous calcs, and given the nature of the craft (A modified inquisitorial sloop known for precise warp jumps) affects this performance within the sector anyhow.

Note that since Gethayne and Stonegarden don't seem to appear on the Calixis map (and unless we get more data later on) we can also infer that there are far more planets (Imperial or otherwise) in the Calxis sector than are listed.


Page 56
On the crew deck there are dozens of Redemptionist Narco-Dervishes fl ooding in where the two ships are locked.
"Narco-Dervishes' FOR THE EMPEROR. Oh those wacky Redemptionists.


Page 56
The Cudgel of Drusus is damaged only superficially, but the other ship, the Faith Beyond Reason, has rammed it and the two ships are locked together.
Damage sustained in ramming.


Page 57
A pair of krak grenades, a melta-bomb, or fi ve or more frag grenades should do the trick.
Possibly an indicator of relative power levels of different kinds of explosives. However depending on your benchmark this can mean incredibly powerful grenades of some kind or very weak melta bombs :P


Page 57
The Redemptionist Narco-Dervishes are frenzied zealots, more than willing to die in the service of their Emperor. They believe they are doing the Emperor's work and that all who face them are automatically blasphemers and heretics, and express this opinion vociferously as they set about their enemies with blades in a drug fuelled frenzy.
This pretty much describes all REdemptionists, minus the drugs. Funny enough the accompanying image is of a pale skinned guy with tons of braided hear (dreadlocks?) wielding a chainsword in one hand, a curved knife in the other, and with tatoos and various injectors running into his head arms and torso and wearing blood-spattered white robes. For me, FFG has generally more interesting artwork than normal 40K :P


Page 57
The drug Fervor is distilled from the plant, taking the drug allows the cultists to move with nearly supernatural grace, as their joints and ligaments bend at unnatural angles.
The blessed, Emperor bestowed narco drug for the redemptionists. THat Emperor-bothering fanatics are relying on chemical assistance to bolster their faith is ironic and hilarious.


Page 58
The forces under Captain Phinneus Calavar comprise several hundred armsmen (the remainder of the crew are needed to repair the damage to the Cudgel and keep it operational),
The Inquisitorial Sloop has at least several hundred (200-300) Armsmen out of a crew of 6000.


Page 59
...a Penitent Engine. These engines are similar to combat-servitors, but are controlled by the minds of sinners who have been condemned to serve in a capacity useful to the Imperial Church. Their minds are encased in helms that feed them endless images of war, violence, religious ecstasy, and exhortations to battle. The heretic’s need for forgiveness drives the engine into a frenzy of destruction whenever it is confronted with the Emperor’s foes. Penitent Engines are holy objects in their own right and the Redemptionists on the Faith Beyond Reason have anointed it with sacred machine unguents and festooned it with prayer-parchments and purity seals.
Penitent engine.


Page 59
During that time the Acolytes can search the Faith Beyond Reason. It is an escort-sized ship slightly larger than the Cudgel, refi tted in a similar way to the pirate craft that sometimes plague the Calixis Sector, and while not heavily armed it has been given a strengthened prow and boarding claws to facilitate ramming and boarding other ships.
Interestingly, the Cudgel takes minimal damage form the ramming.


Page 61
At the foot of the lectern is a pile of eight or nine charred bodies.
..
So furious was the passion with which he penned his work that anyone reading aloud from it is liable to suffer terrible burns as the very words ignite in his mouth.
...
A cogitator built into the lectern responds to the sound pattern of the book's words being read aloud. When it detects a passage from the book, a quill emerges on a robotic arm from the lectern and, with a series of painful but brief laser pulses, inscribes the fi rst part of the code-brand onto the reader's forearm. The charred bodies are of Redemptionists ordered to read aloud from the book by Ignato, and who were killed by the resultant flames before one of them was successful and Ignato received the brand from the lectern cogitator.
FAITH IN THE EMPEROR and all that. Except with a little technolgoical assistance. Reminds me alot of Honour Guard and the psychic defenses of Sabbat's shrine. I dont know if it implies that the laser flash burned them to a crisp, or it simply set them on fire, but flash burning the bodies to that degree would require hundreds of kilojoules eaisly. Beyond that we can't really say much. I will note that 125 j per sq cm is neough to ignite cloth.


Page 61
If the Test is failed, the Acolyte suffers 1D10+2 Energy damage to the head, with no reduction for armour (although Toughness reduces this as normal), and fl ames burst from his lips and scorch his face and mouth.
I basically gather this means the laser ignites flesh/skin/hair etc and burns the head of the target. Assuming 2nd to 3rd degree burns (20-50 J per sq cm) and a 20x20 cm head 8- 20 kj to scorch. If its something higher like more towards the threshhold of ignition for cltohing and such (125 j per sq cm) we'rd be talking 50+ kj. The damage stats would suggest it compares (roughly) to a laspistol or rifle or autogun, but thats pure game mechanics and it assumes the laser (rather than the flames) are the primary damage mechanism (there could be warp magic involved too since it describes cleansing the soul and shit as well.)


Page 65
Ignato is vociferous about his delight at the approaching fate of the Calixis Sector, and sprinkles his attacks with threats, predictions, and gloating:

"You should think yourselves accursed you shall not be there to see it! A thousand worlds will blossom in flame! A trillion sinners will howl in anguish!"
Implies there are perhaps a thousand (Imperial?) worlds and a trillion people in the Calixis sector, giving us a rough magnitude of its scope. This may be a conflict with the BC book, which says Calixis has only 200 worlds, but it may also reflect scale and scope.


Page 65
"Think on it, oh blasphemers. How else can strength be bred, but through suffering? Where does the preservation of the human race lie, but through the catastrophe I have created?"
Interesting how Ignatus' actions reflect those of some of the more radical and brutal inquisitors, isnt it?


Page 67
Though the authority of the Holy Ordos is infi nite in theory, powerful enemies in the Ecclesiarchy have the capacity to greatly hinder our work should Ignato be prosecuted and his guilt not be proven.
Politics again.

***

Part 3 the last:

Page 11
Lieutenant Piotr Zokolov is the fiery, no-nonsense commanding officer of the 4th Platoon, 9th Company, of the Canopus Heavy Foot Regiment. .
...
...his command abilities with a combination of ferocity, fearlessness, and a well-honed sense of tactics and strategy.
...
Even though his devotion to the God-Emperor and His church is absolute, however, so too is his devotion and loyalty to the men he commands. The Lieutenant will not hesitate to disobey any orders given by the Acolytes that he feels endangers his troops needlessly or uses them in a foolish or futile way.
Wow a regiment with a siege specialisation that acutally gives a damn about his troops and about tactics. This is so unlike the Krieg as to be hilarious. Shows how much different (and betteR) the FFG stuff is in my opinion. In the story he's actually bitching about the lack of air support (Valkyries and vultures.) Which the Krieg didn't even have (much less complain about the lack. And even if they had the air support they'd probably have used it by crashing the planes into fortificiations to make a breach they could forlorn hope their way up FOR THE EMPEROR.)

The picture of the officer shows the guy wearing body armour that looks pretty much like Cadian armour (not fully body, but its solid/rigid plate for at least the upper body. He's also got better quality flak than regular (as an officer), a chainsword and a combat knife, a bolt pistol, and a hellgun and micro bead.



Page 12
A heavy infantry regiment with supporting elements of light armour and mechanised infantry, these soldiers excel at both heavy assault and siege tactics. The 4th Platoon of 9th Company is a mechanised unit, with a number of Chimera APCs and Salamander Command Vehicles at its disposal...
The Canopus regiments. At least one Platoon of Mechanized forces per company . Interesting to note the following details:

They wear guard flak armour, which means its full body. But they have additional protection for the upper body it seems, like Cadians. Latter pictures in this scene feature them looking basically like Cadians.

They carry hellguns as standard . This may just be the mechanised forces, as the ones in Hand of Corruption were not mentioned as having hellguns, but it could be normal, and these definitely aren't storm troopers. Also note (differently) they use grenade launchers an heavy bolters as support weapons (1 in 10) whereas one in five in Hand of Corruption had a plasma or melta, and 1 in 10 had some sort of heavy weapon.

Their combat knife/bayonets are mono-edged - eg magicallly sharp knives.

They all have micro beads.


Page 12
...the bunker complex has been heavily fortified by sapper teams from the 3rd Fenksworld Mechanized Infantry, a local Imperial Guard regiment..
MEchanised regiments show up pretty common in FFG materials. I can recall at least a couple mentioned in the past few sources for Calixis alone including the Canopus.



PAge 14
Bunkers: Squat and ugly, the thick exterior walls of the bunkers are made of reinforced plascrete...
...
...is at least a metre thick and set with doors of heavy, reinforced steel...
...
...Those bunkers with windows, such as the guard posts, barracks, and command centre, feature armour-glas panes... .... which can be covered with thick, retractable blast shields...
...
Interior walls are constructed of flakboard...
IG bunkers.


Page 14
These are anti-personnel mines called hopper mines or ‘hoppers.’...
...
..hopper mines have proximity sensors that detonate the mine when they detect any bio-signs within two metres.
Hopper mines.


Page 15
...hopper mines, a nasty but relatively uncommon anti-personnel weapon. Used to devastating effect on massed infantry formations or tight-packed hordes of xenos, they appear to be little more than a discarded heavy bolter shell or other roughly cylindrical piece of detritus. Typically hidden in piles of debris along heavily travelled routes, they are equipped with sensitive biomonitors that can sense even the weakest bio-signs at a range of two metres. Once a bio-sign has been detected, a small shaped charge propels the hopper roughly two metres into the air where it detonates, spraying an area five metres across with lethal shrapnel.
Hopper mines again. I think Catachans use them too.


Page 16
..Chimera Armoured Personnel Carriers and a fast, though lightly-armed and armoured, Salamander Command Vehicle. These vehicles add not only mobility and heavy firepower, but also an incredible amount of protection from small-arms fire and moderate protection from light and medium support weapons like heavy bolters and plasma guns.
Chimeras.


Page 16
A variant of the Chimera, this lightly armed and armoured transport is designed to be a mobile field command post.
...
It has room for up to eight men and possesses a number of highly advanced vox and auspex systems that allow it to operate in a command and control role.
Command Salamander. 8 men carrying capbility. Also has auspex for command and control purposes.

Page 16
...bad governance conspired to strip Hive Subrique of most of its 23 million residents. Drafted into the Imperial Guard draft service, people from every level of the hive were packed into military transports and shipped off to fight in the endless Margin Crusade. Poorly trained and equipped, they went through heavy indoctrination during their passage from their home to the war zone.
...
..they took on the name Drusus’ Own Militia, and by the time they reached the Margin Crusade they had reached a level of religious ecstasy rarely seen in the Imperial Guard, especially among conscripts
...
Typically used as cannon fodder by more experienced regiments, Drusus’ Own Militia often finds itself fighting alongside penal regiments and conscripts. It is from these downtrodden conscripts that they recruit new members to replace those fallen in battle.
Many of the 23 million people in Hive Subrique conscripted into the guard... basically cannon fodder. They were mentioned in the Dark Heresy 'Book of Judgement' supplement.

Conscript gear is a lasgun, knife or club, flak jacket and helmet, and that's it. When you think of IG its the conscript you're meant to think of, thematically.


Page 20
The side of the building that faces the bunker complex has four large roll-up bay doors that look like they could accommodate an Imperial Guard Valkyrie...
IG Valkyrie.


Page 20
The smaller calibre bolt shells made for use with lesser, human-scale bolters will not work in this weapon.
Astartes scale bolters have larger calibre bullet sthan smaller. Again which one qualifies as .75 cal is up for debate.


Page 22
..an Adeptus Arbites Rhino, opened for routine repairs. Not as heavily armed or armoured as its Chimera cousin, this tracked troop carrier instead relies on speed and manoeuvrability to survive and deliver its cargo of Arbitrators.
Rhino vs Chimera. I'd generally say that the only edge the Rhino has is usually more sohpisticated tech in its construction. Not sure about the speed advantage - greater acceleration maybe, but that's it. And its redundancy.

Comes with a pintle heavy stubber and gas grenade launcher.


Page 24-25
An unsanctioned psyker, he has undergone extensive augmentation using technologies known only to House Drajkon in an effort to boost his already powerful psychic abilities.

...
Now, after years of gene therapy, neural surgery, and heretical augmentatio n , his son Blaise Drajkon is at once more and less than human.
Psychic power boosting augmetics, albeit heretical stuff


Page 25
Already the head of a leading augmetics consortium, Lord Drajkon delved deep into the dark mysteries of the Magos Biologis. As he exhausted these avenues of research, he turned his increasingly desperate search toward proscribed and heretical technology, falling in with hereteks and radical Magos of the Priesthood of Mars.
Hey look! RESEARCH!


Page 29
This matters little to the Lord of the Manor Viktor Drajkon however, a talented tech-adept and lay member of the Priesthood of Mars.
Lay adept.


Page 42
Small, automated manufactorums each a collection of arcane machinery and a dozen spindly arms full of fabricating tools, are busily assembling House Drajkon augmetics...
...
At the end of the conveyor, a line of servitors takes the finished augmetics and packs them into crates.
Automated fabrication. Seems to be of the non servitor variety, at least as far as construction goes.


Page 42
Using forbidden patterns and heretical technologies, the separate components of each augmetic are thrice dedicated to one of the Chaos Gods (the god depends on that augmetic’s function) and etched with microscopic glyphs and blasphemous prayers to the Ruinous Powers.
Given how shapes, symbols and geometries can corrupt, and entire starship hulls can turn crews to chaos.. why not augmetics that cna corrupt too?


Page 43
The plasma generators, massive, crackling, wicked-looking affairs of copper, adamantine, and molecularly bonded crystal, are connected in series and plugged into all manner of junction boxes and power adaptors that modulate and stabilise their massive power output.
Plasma reactors made of 'molecularly bonded crystal' .


Page 48
It takes a few weeks to make the trip from Fenksworld to Scintilla.


Given the Dark Heresy map we're probably talking 50-100 LY, so we're talking 867-2600c average time.


Page 50
Class: Modified Viper-class scout sloop
Dimensions: .95 km long, .25 km abeam at fins approx.
Mass: 4.9 megatonnes approx.
Accel: 6 gravities max sustainable acceleration
Crew Complement: 7,500 crew (6,000 currently).
Cudgel of Drusus.


Page 51
Hull: Intra-system patrol craft
Class: Mauler
Dimensions: 602 metres long, 210 metres abeam.
Mass: 50,000 tonnes approx.
Accel: 34 gravities max sustainable acceleration
Crew Complement: 25 crew, 970 servitors.
patrol craft. Note the acceleration, as well as the mass. Very high acceleration but the mass is absurdly lower mass than usual. Put it this way if we're talking the usual boxlike ship, you'd have an average ship density about 3x that of air. Assuming the ship were only 80 m wide, 80 m tall and a metre thick hull we might have a starship whose hulld density rivals that of cork. If we assume this is a very tiny needle ship, with most of the fore and aft being fins or empty space and the major bulk of the ship encompassing 300 meters and 40x40 meters, and a foot thick hull (.34m) the ship MIGHT - just MIGHT reach the density of rock or something similar. Sufficed to say the mass is ludicrously low unless you assume some pretty extreme (and unlikely) assmptions about the hull makeup which varies dramatically from typical Imperial starship design.

In all probability, assuming a ~600 m long, 100x100m boxlike vessel and a 250 kg*m^3 average density you might get a starshp massing some 1.5 million tonnes. Considering that dimension wise its usually 1/2 to 1/3 the length and beam of other Imperial starships we're talking 1/8 to 1/2th the actual mass.. which 50 kilotons ain't, not for the size it is. If we assume a 2m thick hull and something between silicon and aluminum/titanium for density, we get closer to several million tons possible.

Of course maybe there's some mass reducing tech going on here :lol:

Also note how the 'highly automated' ship's crew is differentiated between human and servitors.


Page 51
A small ship by Imperial standards, she was initially laid down as a fast-attack ship designed to close with larger, Warp-capable vessels and deliver heavy, keel-breaking ordnance. Fast, stealthy, and durable, she has been completely overhauled and equipped with an advanced medicae suite and many non-standard and quasi-legal systems such as vox-scramblers and interlocutor beacons.
Current design and original purpose of the 'patrol craft' mentioned above. Seems like it was designed as something of a torpedo boat.


PAge 51-52
In response, it shakes its head in a gesture of negation, then the head detonates like a frag grenade, the blast shaking the camera and throwing Voss into the corner where the Acolytes discovered him. Kambyses’ now very dead body shimmers with an evil-looking light, then in a gout of ichor and bruise-coloured flame a creature erupts from the corpse, the aggressive form indistinct due to the smoke in the room and spatters of blood on the pict-stealer.
...
...he ran afoul of a surprise implanted in Kambyses’ brain by the augmeticists of House Drajkon.

Buried deep in Kambyses’ head was a small, techno-arcane device designed as a final safeguard against interrogation. A horrific piece of heretical technology, this device was set to explode when triggered and not only destroy the host brain, but also rend the very fabric of the materium itself. The explosion opened a localised gateway to the Immaterium and called forth a daemonic assassin that burst from Kambyses’ body...
Leave it to Chaos to not only have a technological means of exploding someone's head, but using that to open a warp portal and summon a daemon in the process.


Page 52
His leg is now in thick reinforced spraycast...
Spraycast.


Page 53
As a result of the explosion, a number of vital plasma conduits have been severely damaged, as have some pressure regulating devices and heat extractors. This caused the reactor to shut itself down, cutting 70% of the ship’s power and knocking its drives offline.
...
...the reactor that has already started its re-initiation sequence. This takes roughly 12 hours, though this could be hastened with sufficient effort.
...
They are now adrift in space, with little power, a possibly unstable plasma reactor
Apparently being deprived of the plasma reactor (or multiple, in the case of some starships) will not neccesarily deprive them of all power, just a great deal of it. We dont know what the backup is (fusion?) but it can function independently of the plasma reactors allowing for redundancy. It apparently cannot run the plasma drives.

One possibility is that like in the novel Ravenor, the ship has a dedicated primary reactor (The plasma reactor) for most ship systems and the plasma drive, but a smaller, less powerful secondary reactor dedicated to powering the warp drive.


Page 58
Hull: Raider
Class: Beachhead-class fast attack troop carrier
Dimensions: .9 km long, .22 km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Acccel: 6.3 gravities max sustainable acceleration.
Crew Complement: 6,300 approx.
Troop ship. Note its slightly less than a km long. It actually seems pretty compact for a ship, its not much smaller than a frigate or destryoer mass wise, but its substantially shorter.


Page 58
A once ubiquitous hull class, the Beachheads were designed to approach a planet quickly and deliver their cargo of storm troopers via drop pods and landers, then retreat quickly as the heavier ships in the fleet moved in to provide support.
Basically a storm trooper transport, including drop pods.


PAge 58
...the majority of her sister ships have been retired and sold out of the service. In fact, she was brought out of retirement and recommissioned specifically to transport Explicator Voss’ strike force to Grangold, a nearly unprecedented event in the history of Battlefleet Calixis.
Once agian we're decomissioning 'precious' old ships :P


Page 59
the Scraper-Falcons are an air mobile special forces unit specialising in small-unit grav-chute insertions and clandestine missions. A highly selective unit, recruits endure an incredibly gruelling, and often deadly, training regimen that includes survival training, torture resistance, guerrilla tactics, and numerous high-altitude/low activation gravchute jumps. Highly versatile due to training and inclination, and incredibly mobile thanks to their Valkyrie transports and grav-chutes, this unit can quickly adapt and respond to a number of tactical situations on the ever-shifting battlefields of the 41st Millennium..
Basically drop troops. The funny thing is their Captain (Scipio) dual wields hellguns (rifles one in each hand - there's even a picture of him doing it!) equipped with a targeter and auxiarlly grenade launcher. He's also got bionic sight, bionic arm and mIU. I have no possible description for this.

The Scipio themselves have Wind Rider carapace and the Minerva-Aegis lascarbine (more powreufl and designed for higher rates of fire than regular lasguns - a special/elite model.) all also have microbeads, but only 2 mag clips.


Page 64
It is the Annotated Tome, a massive, heavy volume, with a cover composed of riveted adamantine plates inlaid with bone, brass, and onyx. The pages are ultra-thin sheets of adamantine alloy inlaid with neat gold leaf text, and yellow and black ribbons are riveted into the binding as
page markers.
An entire book made of metal.


Page 67
When initially summoned into the body of St. Drusus, the Dei-Phage suppressed what fragments of the Saint’s spirit remained connected to the body. As it manifested more fully, it fed upon the latent holiness of the warrior-saint, twisting and corrupting the once great soul for its own nefarious purposes.
...
The daemon seeks nothing less than to manifest its power fully and completely in the physical realm, thus becoming a nearly unstoppable avatar of Tzeentch able to resist even the powers of the mighty Grey Knights themselves. To this end, it has been using both the latent holiness and strength of St. Drusus and the powerful worship of his followers to fuel its final manifestation.
...
As the Dei-Phage consumed Drusus’ soul and twisted his power, Drusus’ suppressed spirit slowly became aware of what was transpiring. Slowly, the spirit of St. Drusus struggled against the Dei-Phage’s overwhelming psychic and daemonic powers in an effort to awaken fully and put a stop to the daemon’s terrible plans. Now, as the daemon is distracted with its final ritual and the coming of the Acolytes, St. Drusus’ spirit has made its move against its possessor. Drusus’ spirit has regained some level of control over his body, although the daemon is still firmly in possession of his mortal remains.
Interesting that with a strong/nasty enough ritual and power can lead to a Grey Knight proof daemonic summoning..must border on the chaotic equivalent of the God emperor or something, or the awakening of something akin to a new Chaos God. To manifest fully either requires a strong/permanant connection to the warp or an incredibly strong physical host (possibly sustained through worship/power, which is why its using Drusus dead flesh in this regard.)

It also shows how faith and worship are tangible, legitimate sources of power and how it can be subverted to one cause or another depeindg on how it's carried off. There's a definite metaphyiscal aspect to such things, because that power can influence reality.

Also we get statmeent that a proof that the spirit of a saint that is beloved enough can be as powerful as any daemon. Another interesting idea behind this is that any 'saint' or perhaps even the God Emperor coudl be made to 'manifest' under similar circumstances if the requirements could be met....
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by al103 »

Connor MacLeod wrote: Page 57
A pair of krak grenades, a melta-bomb, or five or more frag grenades should do the trick.
Possibly an indicator of relative power levels of different kinds of explosives. However depending on your benchmark this can mean incredibly powerful grenades of some kind or very weak melta bombs :P
Actually it only gives comparison of krak with frag (2:5), but do not tell power of melta-bomb in comparison to them - as it can be overkill for given task as whether it's as powerful as 2 kraks, 10 of them or whole hundred wouldn't make difference in this case.
Proud Nanoha/Yuuno/Fate, Caro/Elio/Lutecia, Alto/Sheril/Ranka and Honor/Hamish/Emily shipper. Last one even canon.

PS. Also support canon Nanoha/job, Honor/job and semicanon Rein/Agito.
PPS. In process of considering reborn Sankt Kaizer/reborn GEoM.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Next up on Dark Heresy: Creatures Anathema. Basically a book on aliens and creatures in Calixis, for Dark HEresy. 2 part update.

Page 4
Gelt began his career as a Monodominant Puritan, but over the centuries he turned more and more often to the lure of the Radical. He joined the Xanthite faction in 809.M41 and vanished from official records. Thus, his contributions to the book are quite suspect, having been born in such a contrary and inconstant mind. Other contributions are included from Gelt’s allies or contemporaries, and should also receive the same scepticism.
We begin with a warning as to the possiblly erroneous nature of this material. Basically we take it with a grain of salt. It also shows a more "Eisenhorn" like conversion, which runs different to what was conveyed in "Disciples of the Dark Gods' - it was said that any Inquisitior eventually slides towards Monodominant, while here we have the exact opposite happening. In other words, opposites attract :D


Page 6
The most accomplished Tech-priests theorize that mutation is the result of extreme environmental conditions, radiation, or toxins. It is certainly true that the largest concentrations of mutants can be found in the rad-sumps beneath hives or on heavily polluted worlds such as Solomon. However, families have lived in the blighted Interior Zones of Solomon for generations without exhibiting mutation, and some of the wealthiest spire-families on Scintilla have abominations in their family trees hidden away behind locked doors.

..

Most worlds, hive worlds in particular, have sizable mutant underclasses that are emplolyed as serfs or indentured labourers. They are often responsible for handling the jobs no one else will take, and work in hellish conditions with little in the way of rest or recompense.

It is no surprise that while the Ecclesiarchy preaches that the mutant should beg forgiveness for their sins of mutation, many mutants rebel against this line of reasoning.
Mutants in broad. The main problem with the first paragraph is that it assumes all mutations are obvious. Some of the bad ones (Chaos mutation) are, but others (like psykers) aren't neccesarily. And therea re those who get enhanced strength, speed or other qualities who may still look human.

Thus we actually have an Impeirum which discriminates purely on looks, and either kills or enslaves (which often is fatal) those people. Nice huh?


Page 7
Noxt’s flesh is unstable, growing necrotic and falling in clumps as the tissue expires. The only way he can stave off total decay is by replacing the carrion with new flesh, ripped fresh from living humans and implanted where the dying tissue existed. His body can accept entire masses of tissue, including internal organs, limbs, and skin. While the process is extremely painful and it takes time for the new tissue to meld, it does allow him effective immortality.
An interesting mutation. One wonders if he has to have the flesh surgically added in some manner, or if it just adheres magically to replace the old stuff. It also sounds (quite probably) like some sort of warp magick nonsense.


Page 7
Noxt’s criminal activities are worrisome enough, but his mutant abilities are something I would wish to examine and study first hand. Could his mutation be replicated in a more practical form, allowing perfect organ and limb transplantation? Could he be even used as a nearly indestructible agent?
Gelt wants to experiment on Noxt.


Page 8
With the only constant to his features being his grotesque collage of patchwork flesh, even genetic or morphic scans are unreliable at best.
Limits of scanning.




Page 11
The stricken suffered a rapid and dire mutation of twisted bone and misshapen growth within hours or days of contagion—and warping of the mind soon followed that of the flesh.
..

Yet the Plagues were not an act of the God-Emperor or a curse of dark gods, but the work of the heretek Magos Biologis Sar Resque. Resque was declared heretek and Excommunicate by a Mechanicus tribunal in 710.M41, after deliberately releasing a mutation-plague upon Outpost 1253.
...

The hidden truth is that Resque suffers the mind-rust of Transcendency: she denies the Omnissiah’s existence, believing instead that the Omnissiah Who Will Be must arise from the Mechanicus. Resque is creating a grand tech-heresy of genetic corruption—enacting data-psalms upon sacred genes, tainting the pattern of man as though it were a cogitator and her Plagues the key-slate. She seeks the Golden Gene-Pattern, believing it unlocks the race of Men Beyond Men—beings of infinite knowledge, each one an Omnissiah.
Renegade Mechanicus.. in the vein of Fabius Bile.


Page 12
There, as in a hundred hives throughout the worlds of Saint Drusus, the Sinners’ Plague rose again.
100 "hives". Not sure if that is hive worlds or just hive cities though.


Page 14
Much forbidden tech-knowledge exists, all of it declared greater tech-heresy and a blasphemy against the Omnissiah by Calixian Archmagi: twisting the sacred genes of mankind; resurrecting the Iron Men and other horrors of the Dark Age; studying and constructing the vile device-patterns of the Archenemy; protean engineering to return life to the dead; binding daemons by Empyric device; and raising the dead through the arts of Anima Mori.
forbidden arts. Rather interesting that xenos tech is, as a rule, not expressly forbidden (but Choas tech is, or anything pertaining to the warp or genetic engineering.


Page 15
Certain avenues of research, innovation, and development lie outside the strictures of the Omnissiah’s creed, and thus are labeled techheresy. Most Xenos tech and even some advancements from the Dark Age of Technology are considered forbidden by the Tech-priests, and any who dabble in such blasphemous experiments are hunted with righteous fury.
Again rather than absolute forbidding of certain things, we get.. restrictions. Some kinds of Research or 'innovation', some kinds of Xenos tech, etc. are permissable. Whilst there are things from the DAoT (eg "sacred human" ) tech which are outright frobidden.



Page 16
One such device is the bronze malifect, an ugly arrangement of bronze augmetic limbs infused with a murderous spirit of the warp. Inactive, a malifect appears to be a large heap of war-damaged augmetic arms and legs, as though they were removed from dead Guardsmen and thrown in a pile.
..
The bronze autolimbs are plasma-welded together such that the mass is joined into one large device, capable of articulation and movement: a stump to a wrist, legs side by side, an arm projecting from a thigh, and so on. Data conduits and power lines weave throughout the whole, linking small potentia coils and scavenged flexor-devices.
...
The daemon-spirit within guides the machine beast and senses terrified victims through unknown means—the malifect incorporates no ocular components or processing devices capable of initiating movement. It is the warp alone, clothed in metal, hungry for death and pain, that motivates the device.
Daemonic construct.


Page 16
The high Machine Temple of the Barahest Mountains upon Tsade II once sent forth tech–adepts to assuage the machine spirits of harvest–devices and perform devotion over threshing–limb augmetics common amongst harvest serfs.
Common use augmetics.

Page 17 - picture o fa Bronze Malifect. appears to be made from anywhere from 10-15 limbs, rather large, musclar looking metal limbs at that (10-15 cm in diameter maybe?) all arms.


Page 18
"Twas the brig where it started, as I said—and the executioner’s lasgun waited for my neck."
Does the lasgun slice the head off, or is it more a 'bullet to the head' sort of thing?


Page 18
I was to lead the scum who he took within the hulk of the Merciful Saint Surenis, medicae vessel of the Sisterhood of Sorrowed Matrons..
Hospitallers have their own vessels.


Page 18
I’ll never forget the beast of bronze. It was in the wards that it came for us, autolimbs and machine-legs all fused together. It clambered over rotting mattress and rusting frames, with scalpels in every one of 10 bronze hands, lusting for the flesh it had naught of. “Fire, you dogs!” I cried. Rot their hides for not pulling triggers in fear first of all, but they rallied, bless them! Those zealous hands fired ‘til naught was left whole, and bronze-melt ran to the blood-gutters.
10 arms and maybe.. 10 legs? at least 2-4 legs? Assuming an 8 cm diameter arm about 40 cm long, and copper (close to bronze) maybe 40% density. Call it 5-10 kg per arm 15-20 kg per leg. Call it 80-200 kg or so at least. Near as I can tell you get around 386 j per kg*K for specific heat, 1360 K for melting point, and 205 kj/k for heat of fusion. Call it 615 kj per kg.. 50-123 MJ at least.

Now.. the hard part is.. we have NO idea how many people were involved, how many shots, etc. Now granted its onboard a ship, so you probably can't have thousands of men firing on a single spot.. or even hundreds. But you could have say a platoon worth (30-50 men) and if they have to drain a powerpack or so into it (a few hundred shots apiece) that can still be many thousands of shots. Assuming 2000 shots (30-40 men, and 50-60 shots per powerpack) we'r talking 25-61 kj. As a rough, order of magnitude calc, it should work.



Page 18
The lasgun is the God-Emperor’s gift—both droning preacher and censer-shaking priest should set Battlefleet long-arms high upon the altar.
Lasguns in the battlefleet.


Page 19
The hidden truth of Hive Gloriana is that the warp has long stalked the Crushtop alley depths in the form of murder-spirits that possess ruined servitors, summoned and sustained by the retelling of lowhive myths.
Servitor possession and (dead?) spirits doing the possession.



Page 21
Originally a Levelist, he taught a tech-focused form of that suppressed creed of equality: that the God-Emperor provided mankind with technology as weapon and shield against the darkness and that it was His most ardent desire that all men be so armed, equally and in brotherhood. Ryne declared the Mechanicus to be slavemasters and sought to spread techknowledge to all.
An obvious threat to Admech monopoly.


Page 21
The false-man is a machine built to appear as a heavily augmented tech-priest, incorporating all the traditional Mechanicus cybernetic modifications, or at least the appearance thereof. A falseman is capable of volition, speech, and planning—more than enough to cast it as the forbidden Silica Animus, an attempt to recreate the dread Men of Iron and so bring back horrors of the Dark Age of Technology. But false-men are paltry manikins by comparison to the Men of Iron. Their speech is disjointed and often irrelevant, as though mad or mind-rusted. Their reactions to circumstance are similarly telling—unexpectedly violent, strange, or illogical. Their movements are off-key and inhuman, exactly as though a machine pretended to be a man. Yet they can construct techdevices, plan ahead, and perform the functions of a fabricator
tech-adept.
Low quality robots. But they sort of do exist.


Page 23
...sometimes the very shape and movement of objects within the Materium can excite the tides of the Immaterium.
...
Certain complex configurations of rods, spindles, and other structures can conjure forth daemons and the fury of the Empyrean when manipulated in a particular fashion.

..
The Inquisition has never obtained an intact Logos to examine, as the fury of a warp manifestation destroys that which created it. Known Logi have existed within manufactory equipment and moving scaffolds, or were crafted by the insane in the form of folding metal-wicker altars. altars. All recorded daemonic manifestations created by Logi have occurred in crowded holy places: cathedrals, saint’s shrines, and Mechanicus manufactories.
..
An active manifestation begins with the raw light of the warp pouring forth from the Logos, as the barrier of the Materium gives way. The warp-light will drive weak men mad, burn flesh, and set fire to flammable materials. Invisible warp-spirits pour from a Logos to possess terrified Imperial citizens, forcing them to stand and watch the warp-light until they combust—or walk into the warp to be destroyed. More powerful daemons emerge from the Logos as fires start to burn and Imperial citizens flee or die. They ripple forth as streaming ribbons of warp-matter, formed into shifting shapes and outlines that hurt the mind. The ribbons knot into central bodies and create limbs by enmeshing the dead and possessed with loops of warp-stuff. In the midst of fire, warp-light, and insanity, these strange daemons stride about the zone of manifestation until the Logos melts and the grasp of the Empyrean fades.
Perhaps one of the most clever and insidious (and scary) ways that the warp can be used as a weapon - both physical and psychological. the worst part of it, perhaps, is the unpredictability of it - it can be tied to any sorts of shapes, forms, geometries. quite possibly you can tie it to any particular sort of shape/form/geometry (planetary/stellar alignments) or any combination of geometries. and what about other cues? What about gestures, thoughts, words, time? A 'pattern' can be formed of any of those things. and good luck predicting it.


Page 26
These tech-devices are a corrupted and clumsy pattern of neuroaugmetic; when surgically implanted into the brain, an oblivion volitor turns a man into a soulless “obliviate.” Obliviates are empty shells, living on after the soul is consigned to nothingness.
...
To the psyker, there is little difference between an obliviate and an aggressive combat servitor. The Mechanicus Calixis have many times pressed upon the Inquisition that the results of heretek destructive neuroaugmentation are often indistinguishable from many servitor patterns.
...
However, these unfortunate victims of such a process are by no means related to those rare humans who case no shadow in the Warp; Untouchables, or “Blanks” as they are sometimes called. The Obliviate’s soullessness is of a different kind entirely; their minds irrevocably broken and twisted by heretical technology.
Another insidious bit of warp tech...


Page 29
The Lathe world Hadd was at first a repository domain of mighty infotemples set down from orbit, claimed by the Mechanicus while the Angevinian Crusade still swept xenos from the stars. Suspensor Magi, layered menial hives, and great floating manufactory slabs came later, after an Administratum grant of the Lathes—a political gesture to assuage those angered that the Mechanicus had already taken the system.

Manufactory and laboratorium layers have grown high above the surface over the centuries, but the deepest strata of Hadd remain an endless maze of silent infotombs devoted to the Omnissiah: silver walls of binary microrunes, millennia– old data transepts, crystal arrays of machine psalms, archeodata vaults, and sealed tech–librariums and cryogenetoriums.
The Lathes. Interesting that the Adminstratum had to "grant" the territory to the Admech. I guess they can't just settle down wherever they wish in or around the Imperium (in theory.) That ought to give the adminstratum some control (political if nothing else) against the Admech.


Page 29
A schismatical is a memory–cloud of suppressed ideas, an archive of heretical data that should have been destroyed, a folio of vile plans and whispers that has acquired forbidden volitional urges. It incorporates data–patterns by which other machine spirits can be rapidly corrupted into echoes of itself, and so the predatory schismatical awaits the one unlucky machine spirit trespasser that it consumes and supplants so as to bear it to the forge world above.

Once free, a schismatical rampantly converts an army of machine spirits to its cause. It creates machine covens populated by its echoes, each of which is an independent schismatical in its own right. Any vox–aware device can be converted via broadcast, while others require the use of dataconduit links.

Any Mechanicus device governed by a cogitator can contain some echo of the full schismatical. Simpler devices fall under the schismatical’s sway in its presence, but are too simple to house its essence: voxcasters, augmetic limbs, elevators, auto–doors, weapons, servitor components, and manufactory power–manipulators, to name but a few.
A sort of virus or "scrapcode" attack, I suspect. It certainly behaves alot like scrapcode (CF Mechanicum)


Page 31
...and our action soon escalated to an engagement of two full Legio Machina and weeks of ceaseless bombardment by Incendi-pattern voidships
...
It is by the God-Emperor’s grace that I am not reviled as one whose hand was forced to pledge Exterminatus upon a forge world.
..
To the heart of the Archmagos, it is better a million die by plasma-fire and orbital bombardment than a single infotomb be trammelled.
"Incendi-pattern voidships" - possibly a specialized bombardment vessel. This was clearlya surgical operation, not an attempt at mass-extinction.


Page 38
These worlds [Deathworlds] vary from planetwide jungles teeming with carnivorous plant and animal lifeforms to barren rockscapes strewn with volcanoes and wracked by ion storms.
...
..many outposts and other facilities are necessary on such planets for a variety of reasons ranging from system security to the need for a remote research station. In addition, many death worlds harbour precious resources of minerals, biologicals (both animals and plants), gases, and other, unique materials.
Deathworld fluff.


Page 42
It was only when the captain sent a third party equipped with sealed void suits and autonomous servo–probes that the explorators learned Phyrr’s deadly secret.
..

After years of unsuccessful (and often fatal) experimentation, the Magos Biologos declared there was no cure or inoculation against Phyrr, save a contained bio–suit. The only way to safely inhabit the planet was to virus–bomb it first.
you can virus-bomb a planet and still leave it "habitable" after a fashion. The planet in question is totally and utterly lethal to human life in every conceivable way (looks lovely, but everything biological on the planet can kill a person.. spores, animal life, vegetation..)


Page 42
However, as fate would have it, those same toxins so deadly to humanity are also extremely valuable to some of the more esoteric and incomprehensible industries of the Biologus branch of the Mechanicus. Few can comprehend what the Tech–priests do with these bio–compounds, but it is vital enough that the Administratum has bequeathed Phyrr to the Mechanicus as a harvest–world.
Yet another Imperial world "granted' to the Admech by the adminstratum. also interesting that they have a use for human-lethal toxins in the biologus.. weapons testing perhaps?


Page 42
Although the air is quad–filtered, the entire complex void–shielded, and the convicts equipped with bio–suits, a single failure to follow decontamination procedures kills dozens.
Void shields used to protect against biological contamination


Page 43
My once-Interrogator Lyra Morrell, having completed four decades of service to both our satisfactions, chose to leave the Ordos and seek fortune as a Chartist captain.
It seems it is possible in Calixis to leave the Inquisition and seek other ventures. In a way it does make sense, as that gives the Inquisitors connections in other walks of life that may prove useful further along the line. Having ties to a chartist captain can be useful for getting about.


Page 44
These chemicals are what give Zel Secundus its (admittedly meagre) value, as these boiling caldera produce great masses of sulphur, sulphuric compounds, and liquified silicates. After an eruption, these rich fields are mined using immense armoured crust–scrapers, which strip off the upper surface of Zel Secundus and break it down into holding tanks for shipment off–world for processing. These giant machines are similar in size to the largest vehicles in the Imperial Guard armoury, and almost as well protected.
Super heavy mining vehicles.. the proection comparison is interesting.


Page 45
Even the smallest of the planet’s inhabitants, the Sulphur Skimmer, is covered in armour plates capable of turning blades and stopping rounds from a heavy stubber.
Interesting.


Page 46
The harsh environment of Zel Secundus grants the Osedex a natural resistance to las weapons and flamers, meaning one must consider physical weaponry. Slug-throwers may succeed in driving the Osedex away, thus I would think bolters would be more preferable. Their shells can penetrate the soft parts of the Osedex’s underbelly and explode within the creature’s body, hopefully killing it in short order.
Apparently lasweapons are not kinetic/explosive weapons in nature, but purely thermal in this case (like flamethrowres.)


Page 47
The Black Regiment teams spread professionally, nonetheless, and secured a nearby hummock for our initial assay. The drop’s auspex and our personal devices gave no clear indications of what lay beyond the enclosing mists.
Drop (ship?) auspex and personal auspex.


Page 51
Their [ambulls] pronounced hunched simian stance lowers their true height greatly, but when fully upright with claws stretched overhead they can easily reach 4 metres.
..
Despite Delta-level bans on their transport, many ill–informed but ambitious groups (ranging from wealthy nobles to forbidden cults) have endeavoured to import and domesticate them as attack creatures or compound guards.
The good old Ambull.


Page 52
The remains of the Quicksilver Palace on Aryus One lie a mute testament to such folly, destroyed by seismic charges placed my own hand.
Seismic charges.


Page 57
Adept–militant Prandus bore a plasma weapon, and by that we drove it back to the cage–pit, steaming skin hanging in flaps from its charred flanks.
Plasma gun vs a monster known as a "Pit Thing" a creature that is huge (2-3 meters tall) Severe burning but no apparent exploding... no idea how many shots. high kj at least?


Page 67
It was with a quivering hand I pressed the recorder on my magnoculars...
...

... I commenced my recording, so we might better understand this enemy. I have included a number of pict–captures with this missive, but believe me when I say they don’t begin to fully capture the strength of uncleanliness that surrounds each Beast.
Magnoculars with pict recording.


Page 67
I commanded our skimmers forward, through the thickening miasma, where we opened up with all weapons. The Beasts blundered about as our armaments chewed apart their bodies.

...

I fear slug–throwers and lasguns won’t be sufficient to exterminate this threat; instead, we will need to bring plasma weapons and flamers to bear.
Stenchbeasts are large, bloated creatures nearly 3 meters tall. Flamers are more powerful than lasguns, and seemingly comparable to plasma weapons. Why no meltagun.


Page 72
Standard procedure calls for the requisition of Imperial Guard or PDF forces armed with flamers and Hellhound tanks to incinerate fields, forests, and even entire towns. In the case of truly massive swarms, some officials have turned to the awesome firepower of orbiting warships for localised bombardments. Thoroughness is essential, for it just takes one egg cluster for a swarm to grow anew
Yet another alien race where total sterilization is needed, iup to and including orbital bombardment.



Page 73
Once we arrived, I determined the cult had gone to ground on a small island off the main continent. There was only one settlement on the island...
...

Once returned to the Courageous, I ordered the entire island destroyed with precision lance strikes from the frigate’s main battery.
Lance fire to destroy a "small island"


Page 77
How many escaped [The Fall] is unknown, even to the Eldar...
...

The Eldar have little presence in the Calixis Sector, with the exception of Craftworld Kaelor, whose migration route brings it through the sector once in a thousand years.
..
The Ordo Xenos is ever–eager to learn more about the Eldar and their technology, both to combat their insidious influence and to turn their advanced technology to the Imperium’s ’s own ends.
Kaelor is the Craftworld from the Goto novel "Eldar Prophecy" although they present it in a much better format than Goto ever did. This also implies that having one craftworld in a sector is considered "little presence". This could imply a great many thousands of craftworlds (if not more) existing.


Page 77
These were [Maiden] worlds created by the Eldar prior to the Fall, terraformed using techniques far more advanced than those of the Adeptus Mechanicus. These planets were intended for later settlement by Eldar colonists. Few, however, were colonised, instead developing into lush, fertile worlds in the absence of the Eldar.
..

Most historic conflict between the Eldar and the Imperium within the sector has taken place on such worlds, and those colonies that still survive on a known maiden world are often heavily reinforced with Imperial Guard regiments to protect it against the Eldar threat.
The "conflict" bit refers to the generally accepted fact that many maiden worlds invariably get colonized by humans (often unwittingly) making them a focal point of Eldar retribution. Eldar have longer-term but more effective terraforming than the AdMech, which is interesting in how it confirms the ADmech have some form of terraforming to begin with.



Page 77
...the Eldar traverse the galaxy via the webway rather than the Warp, stepping across great distances of space in a fraction of time. The webway is a labyrinthine series of pathways and tunnels that straddles the divide between the real world and the warp, neither truly apart from nor part of either. The webway connects a near–infinite number of points, from the craftworlds themselves to the surface of countless worlds and stranger places still. Some tunnels are large enough to carry entire space fleets, whereas others are barely tall enough to allow passage to a single Eldar.
Webway tunnels


Page 77
These items are known as waystones, and are formed out of a psycho–receptive crystal attuned solely to the mind of its owner. The purpose of a waystone is to capture the psychic energy of an Eldar when it is released at the moment of death. Afterwards, it is known as a spirit stone, containing a large part of an Eldar’s personality, memories, and sense of self; the stone becomes a repository for the Eldar’s soul.
[/quote]

Waystones.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Second part

Page 78
At least one warrior shrine exists on each craftworld, and it is here that the Aspect Warriors practice their art during times of peace. The most common of Aspect Warriors are the Dire
Avengers.

...

...the Dire Avengers are nonetheless the most commonly encountered Eldar Aspect Warriors, for they are skilled and adaptable troops deployed to deal with any external threats. It is to the Dire Avengers that the Farseers turn to for important missions.

Aspect shrines and dire avengers..

Page 78
In battle, the Dire Avengers wield the Avenger shuriken catapult, a weapon that fires a burst of razor–sharp discs. In the hands of a Dire Avenger, these weapons are quite deadly, creating a nigh–inescapable storm of shuriken that can cut most foes to ribbons.
Shuriken catapult.

Page 78
They [Dire Avengers] possess an uncanny ability to read the ebb and flow of a battle, in much the same way as a sailor might read the sea, riding its waves and harnessing its power to overwhelm a foe.
Some sort of predictive/precog ability.

Page 78
A Dire Avenger stands taller than most Eldar, and their ornate blue armour makes them more impressive without adding bulk. The armour comprises a series of interlocking plates, sturdy yet flexible, allowing a free range of movement without ever leaving the wearer vulnerable to attack.
aspect armour.

Pgae 80
Over their long lives, the Eldar master many disciplines, walking a single path at any one time to the exclusion of all else. Whereas most such paths form a key part within their society, there are those paths that take the Eldar far from home. Those Eldar that walk the Path of Wandering are consumed with great curiosity and wanderlust that takes them away from their Craftworlds to travel under strange stars.

Those that walk the Path of Wandering are typically young and restless youths who crave satisfaction they cannot achieve amongst their own peoples. Such a temperament is dangerous and, if left unleashed, can quickly lead to the pursuit of dark passions and a descent into debauchery and decadence. These youths are encouraged to leave the craftworld in the hope that experience of the wider world will lead to their ambitions being cooled, their wanderlust being tempered, and their passions tamed.
The Path of Eldar Rangers, although it implies that the Path of Wandering can encompass more than just rangers. Baiscally treated as a "sowing wild oats/getting it out of your system" type thing for Eldar. It also seems to be the path with those who are either indecisive or non-conformist.

Page 80
They typically wear finely woven cameleoline hooded cloaks, allowing them to seamlessly blend in with their surroundings. Even the coarsest weave of Eldar cloth makes a fine silk garment seem like sackcloth, the colours and patterns shifting in the light as though ethereal. Eldar camouflage, when noticed, is no different, the subtleties of its patterns transfixing and beautiful.
Eldar camo.


Page 80
However, there are those who lose themselves along the Path of Wandering. These Rangers are known as Pathfinders, roaming the stars in a form of eternal exile, never resting long in any one place and shunning the comforts of civilisation.
..
Those individuals that walk the Path of Wandering are inherently passionate, and not all find that the path sates such urges. Instead of exploration, those Eldar give themselves up to experience, lust replacing wanderlust and arrogance, and excess triumphing over ambition and discipline. The Path of Damnation is the dark side of the Path of Wandering, and those exiles that find themselves walking it do so knowing that there can never be any way back.
ranger version of the Aspect Warrior.


Page 82
Battlefleet Calixis has pursued Ellarion’s elusive ship throughout the Drusus Marches for over four centuries. Though he has been brought to battle more than once, the Eldar and his vessel have either triumphed or disengaged in every encounter. Merchant vessels, however, have had even worse luck—over a thousand shipments have been raided by Ellarion’s piratical crew.
1000 shipments in 400 years.

Page 83
It was my honour to serve under Captain Marchand aboard the Dauntless–class light cruiser Argent Herald. A traitor ship, concealed by some blasphemous artifice of warp–sorcery, ambushed the Herald as we emerged from the Empyrean. Dauntless–pattern vessels are a small but tough breed—macrocannons blazed, lances burned with star–hot fury, and by the Emperor, we gave as good as we got.
Dauntless class light cruiser. Macrocannon, 'star-hot" lances...

Page 85
Eldar artefacts, as a consequence, are rare and hugely valuable when traded on the sector’s black market. Eldar weapons are particularly prized, fetching huge sums from private collectors. Shuriken weaponry is one such type—these guns are graceful dealers of death that use sophisticated gravity accelerators to hurl volleys of miniature razor disks to literally slice their victims apart in seconds.

Shuriken weapons use solid core ammunition which Imperial technology cannot replicate;
Shuriken weapons.

Page 85
As is much of their technology, the shuriken catapult is not made so much as grown, from a light substance called wraithbone. When fired, a shuriken catapult unleashes a hail of razor–sharp monomolecular discs—the eponymous shuriken. Whilst lacking the penetrating power of larger weapons, the sheer volume of firepower a shuriken catapult can unleash—not to mention the devastating effects such a hail can have on a lightly armoured target—more than makes up for it. Dire Avengers carry a modified variant of the shuriken catapult known as the Avenger, which features a longer barrel and inbuilt range–finders, making it dangerous even at extended ranges.
Shuriken weapons. They don't penetrate (eaisly) but they cut fiercely, and I suspect the volume of fire makes up for lack of penetration.

Aspect warrior guns have rangefinders.

Page 85
The favoured weapon of the Eldar Ranger is the Ranger long rifle, a long–barrelled sniper weapon not dissimilar to the long las used by Imperial snipers. Whereas the long las is an upgrade to the humble lasgun, the Ranger long rifle is a more advanced las–weapon entirely, seemingly custom grown for the user, tailored perfectly to their eyesight and grip. Whereas the artificial crystals used in Imperial las–technology struggles to maintain a focused beam over long distances, the psychically grown crystals used by the Eldar are able to focus a tight beam over a much greater distance, allowing a skilled user to punch through weak points in armour at great distances.
Ranger long rifles are, unsurprisingly, superior to the long las. Psi crystals are better than 'artifiical' laser crystals.

Page 87
These weapons are often carried by Enoulians and may be relics of their own lost civilisation. Shard weapons use small crystals as ammunition. When triggered, the weapons force a powerful electrical current through the crystal, causing it to tear off small shards from sheering torsion pressure. Ejected at great velocities, the shards can rip open armour and tear into flesh with ease. The crystals can be used in either weapon, making reloading in combat much easier.
Shard weapons. Sound alot like DE splinter weapons.


Page 87
Another sign of the Enoulians’ advanced civilisation is their use of nearly monomolecular cords as lariats and garrottes. These lines are deadly in combat, but only the Enoulians seem able to use them without heavily reinforced gloves.
monomolcular rope.

Page 88
Also known as Psyrens, Krell, Dominators, or Puppeteers, the mysterious Enslavers are possibly one of the greatest threats for not only the Imperium but all living beings. While they live at least part of their lives in the Warp, they have material bodies and can also exist naturally in the material realm.

..
Inquisitorial Scholars are divided as to whether Enslavers are sentient. While they seem to act in an intelligent manner, they make no attempts to communicate or use tools of any kind. Instead they use psychically controlled slaves to conduct any physical work, and it is this power which gives them their name. Enslaver victims become complete puppets to the alien’s will, performing even the most self–destructive or heretical acts without hesitation. While the Enslavers themselves can be felled by regular weapons fire due to their corporeal forms...
The Enslavers. Unlike daemons they actually seem to have physical bodies.

Page 87

Enslavers travel on the currents of the Immaterium and are drawn to the psychic emanations of living creatures, especially from unprotected psykers, who they can detect from many light years away. Once a psyker is found, three Enslavers form a dominating mental bond with the target and bring about a sickening transformation. The host is distorted and twisted over a period of days, falling into lethargy and finally becoming a living warp portal, a pulsating arch of ruptured flesh which permits the trio of Enslavers ingress into the material plane. Once Enslavers have appeared on a world, they seek out and transform more psykers so that more and more Enslavers appear, thus often heralding the end of that world.
...
Enslavers can bind living creatures, including non–psykers, to their will,
More enslavers.

Page 87
Once an Enslaver infestation has begun, it is very hard to stop; soon thousands of the horrific creatures are breaching the Warp, binding millions to their will and dooming the planet. While their presence is still a very rare occurrence in this sector, those worlds which have seen Enslavers appear are now often Exterminatus, as the Holy Ordos have had no other recourse but to unleash unrelenting death on the planet. Only by catching the initial enslavement is there much hope for stopping an Enslaver Plague from claiming a world.
Enslavers are one of those races that warrant exterminatus if discovered.

Page 89
The more recent legends depict Enslavers in an unholy mockery of human form. Worse yet, some decaying texts speak in riddles of Enslaver Plagues that swept our galaxy long before mankind arose to rightfully conquer it. These same tomes contain prophecies that this plague can rise again.
Probably referencing the War in Heaven. Maybe the invasions are cyclical for some reason?

Page 90
Beyond their physical abilities, Genestealers communicate with each other through a form of gestalt psychic intelligence, a “brood telepathy” that links them together and enables the group to act in murderous harmony.
Genestealers have a low level 'hive mind' effect going.

Page 92
Vogen’s information led us to Captain Raoul Sendethian, a Rogue Trader with a charter both ancient and extremely limited in scope.


Rogue trader with "limited" charter

Page 92

Millions of thrones had changed hands, a temptation that the impoverished Sendethian could not afford to ignore. The name and description he gave of the buyer matched some of my own investigations into the Beast House, a conspiracy of bloodsport arenas and traffickers in forbidden xenos lifeforms that spanned most of the sector.
Millions of thrones involved in tracking down Beast House connection.

Page 92
We had been fortunate in that when we had arrived, the Genestealers were not yet fully unleashed—the flamers burned them to cinders in their cells, even as one of my vat–psykers boiled and thrashed at the xenos’s psychic death screams.
Vat psykers.. and flamers cremating Genestealers.

Page 93
The Lictor prefers to strike from ambush, but it is a powerful creature able to destroy an entire squad on its own if cornered. Highly intelligent, Lictors also possess greatly developed sensory organs, able to detect their prey over a great distance.

This xenos creature is adapted to survive in hostile environments, and is a nearly matchless predator. A stalking Lictor exudes a pheromone trail that draws other Tyranid organisms in its wake. A larger concentration of prey stimulates a stronger pheromone response, and correspondingly.

A Lictor possesses a deadly arsenal of bio–weaponry, including mantis–like upper claws, venomous talons, feeder tentacles, and barbed flesh hooks. The Lictor’s feeder tentacles are used to lobotomise victims and absorb their genetic data and immediate memories by consuming their brains. The massively powerful upper claws are edged with fractal chitin, and the lower talons feature venom channels containing a deadly haemotoxin.

...
They [flesh hooks] are formed out of carbon–based chitin with a monomolecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs.
Lictors. Note the monomol fleshhooks and blades with fractal chitin.

Page 93
Lictors are covered with tiny chameleonic scales which shift their colour and texture to match the creatures’ surroundings. This feature makes Lictors exceedingly difficult to spot except at very close range. The Lictor’s body gives off little heat and is capable of remaining completely motionless for days, if necessary, so even energy and motion detection devices are often baffled by the Lictor’s preternatural stealth.
Lictor stealth skillz

Page 95
If we are fortunate, the Segmentum Obscurus will never have to face the terrors even now raging across the Segmentums Ultima and Pacificus.
..

"The stalkers are already here—my research indicates that one is likely to be found lurking in the forests of Fedrid, and my contacts on Mortressa were most specific. We must react at once! I shall begin writing dispatches to the Imperial Guard and the Adeptus Astartes."
The writer/inquisitor was declared traitor and executed, so this is entirely up for debate.

Page 96
The Orks are so violent and numerous that, were they ever to combine, they could sweep away the defences of all the other races, painting the galaxy green.
As I recall its pretty green already according to some maps.

Page 96
A Waaagh! is a great invasion of Orks that can decimate entire sectors if given the time to grow in momentum.

Whilst relatively untroubled by the predations of the Orks, the Calixis Sector is not untouched by their presence, for no sector of the galaxy is entirely safe from the green menace. Many worlds, even those thought safe by Imperial authorities, harbour an Ork presence. Typically, these Orks are so barbaric, not to mention few in number, that they rarely come into conflict with the local populace.
Waaghs pretty typically seem to be a potential sector level threat regardless.

Page 96
Such threats are not taken lightly, for Orks evolve quickly, developing from possessing rudimentary technology to a level of crude mastery capable of launching ramshackle spaceships to invade other worlds, all within the space of one or two short generations. Where possible, local Imperial Guard regiments are deployed to cleanse such worlds. This task is not altogether straightforward, for Ork spores can lie dormant in the soil for years until they sprout into new Orks.
Ork spores taken as fact, and the short 'development' cycle for Ork technology.

Page 96-97
Orks cross into Calixian space via space hulks or roks. A space hulk is a huge, floating mass of space debris, typically comprising untold numbers of wrecked spaceships and other cosmic detritus drifting in and out of warp space. As a space hulk drifts near an Ork infested world, crude tractor beams and teleporters are used to seize it long enough for as many Orks as possible to embark. Once aboard, Ork Meks (Orks that have an inborn natural knack for technology) and Weirdboyz—Ork psykers—guide it back into the warp, navigating it into neighbouring systems ripe for plunder and war. Space hulks are often accompanied by great swarms of orbiting roks—hollowed out asteroids hurled across space, acting as makeshift drop pods and assault shuttles. Also, sometimes such creations enter the sector on their own, propelled by some great mass catapult deep in a neighbouring area of space. Orks have little control over where the roks go, but so long as they smash into an inhabited world (and some Orks survive the impact long enough to fight), they are happy enough.
Space Hulks and roks.

Page 97
An Ork’s body contains the genetic traits of both animal and fungal lifeforms. This plant-like nature is responsible for the Ork’s incredible physique and toughness. Algae flows through an Ork’s blood, breaking down and repairing damaged tissue at an advanced rate. This algae is the reason for the Ork’s greenish coloration and freakish durability.

Ork reproduction occurs by dispersing spores that settle and mature over time. When an Ork dies, this triggers a mass release of spores that can develop into dozens of subterranean cocoons. These cocoons then may hatch Gretchin, Squigs, or just simple fungi depending on the surrounding conditions. A good number of these cocoons will mature into fully-grown Orks after a gestation period.
Ork reproduction.

Page 97
The basis of Ork economics is teeth (known in the parlance of the alien as “teef ”). Not any teeth will do—they must be the sharp tusks grown by Orks and periodically shed by the creatures as they grow. Teeth can be exchanged for almost anything in a crude form of market economics, from a choppa or a shoota to a buggy or bike.
Orkonomics.

Page 97
Outcasts amongst their own kind, these Flash Gitz and Freebooters are pirates, bandits, and mercenaries of ill–repute, selling their services to the highest bidder whether Ork or human (‘umie, to use the Ork’s parlance).

..
It is rumoured that some colonies have come to secret clandestine agreements with the Freebooters, offering them tribute in return for being left alone. Some Freebooters have become very wealthy from such deals.
We might ask why some Orks do this... it probably serves the greater race by a greater variety of fighting, recon (more info about other races) resource acquisition, or a myriad of other reasons. They probably serve as the Ork equivalen tof Rogue Traders or Eldar Pathfinders.

Page 98
Ork Boyz are tough, hulking brutes with thick, gnarly green hides. Fully erect they stand somewhere between six and seven feet tall, but most stand hunched over.
Ork heights and tough skins.

Page 99
...but I heard the Blood Axea were unusually predisposed to more human notions of trading and wealth.
..
He explained that he wanted guns and tanks, ”like the ’umies use.”
Blood Axes.


Page 100
Gretchin are much smaller than their orkish cousins, standing a little under half their height. In many ways, they are similar to Orks in physiology, if not physique.
gretchin are 3-4 metres tall.

Page 101
An integral part of the greenskin ecosystem, almost always to be found in large numbers in the same area as the Ork, are the unusual beasts affectionately known as Squigs. There are countless breeds of Squig, so much so that Imperial xenologists have all but given up trying to catalogue them. Some Squigs are used for medicinal purposes, others for the natural oils that they secrete, and most for food. But, the Orks’ favourite use for a Squig is setting it on their enemies, and there are no better Squigs for that purpose than the Attack Squig.

The term “Attack Squig” is a catch–all name for various fungal beasts of a hostile nature, all of which are employed by the Orks in a similar fashion to the way a human might make use of a particularly vicious dog.
Squigs and their uses. Up to and including as fuel.

Page 102
Snazzguns vary as much in design as shootas, but all are lethal to the extreme. Many Flash Gitz hard–wire their snazzguns to their primitive bionics, incorporating a variety of barrels, scopes and targeting arrays into their gear—not that this necessarily makes them any better shots, but it does make them feel bigger and cleverer as they’re shooting.

An individual snazzgun shoots either bolts of energy or shells, but not both.
Ork versions of hellguns/plasma guns.

Page 103
Choppas include short, wicked meat cleavers, large machete–like swords, whirring chainblades that belch great clouds of smoke, and rudimentary power weapons comprising little more than short metal blades wired to battery packs.
Choppas. including power variants.

PAge 103
Mega armour is the thickest and sturdiest of Ork personal protection...

..

Its sheer bulk offers a level of protection in excess of power armour, although its great weight leaves the wearer with little in the way of mobility. Mega armour consists of bulky armoured plates welded and riveted onto a hydraulic exoskeleton. The armour is so heavy that great smoke–belching engines are required to power it. Should they fail, the wearer would be stuck in one place with no way of moving!
..

Mega armour requires a constant power supply, provided by onboard generators and engines typically powered by solid fuel of some kind. The armour must be refuelled every 1d5 hours.
Ork power armour.

Page 110
The Lord–Bishop argued vigourously for sealing the District Oglef and calling forth the 30 Brother– Generals of the Merov Penal Legion to pump in death gas.
"death gas"

Page 115
Long ago, a mighty daemonic power was torn apart within the warp of Hazeroth. Great warp–storms rolled out from its death, ravaging worlds. One single shred of this huge being, cast far, found salvation from dissolution in a drifting war–vessel lost to the warp. With the passage of time, little remained of the mighty daemon that once was, but its last remnant merged with much that was new—cruelties and knowledge consumed from the dead within the vessel and the fabric and machine spirit of the ship itself. A new daemon lord was born of this union: a lesser, stranger power cast in the form of a warship of the voids.
daemonic possession of starship. It learns and evolves from absorbing the crew and machine spirit data. Born of the fragment of a larger daemon.

Page 115
The daemon lord manifests as an Imperial Heavy Cruiser more than five kilometres in length, but so twisted and wrapped about in warp matter as to obscure its pattern. About its hull stride greater entities of the court: cannon–daemons and thick–limbed hurlers 500 metres tall. Beneath their feet clamber thousands of smaller daemons, hundreds of diverse forms engaged in a cackling bacchanalia of violence and debauchery. Massive rune–shaped fields of burning, roiling warp matter provide a source of ammunition for the greater entities to hurl or vomit across the void. Partially formed tendrils of crackling, empowered daemonic flesh extend more than a kilometre from the hull, dissolving at the edges in conflict with the Materium. A bloodshot eyeball 400 metres wide is embedded in the vessel’s underhull, replacing the location of the command cathedra secondus.
5 km long "heavy cruiser"

Page 115
Long after the daemon lord has forgotten it, one of the most recently manifested munitions drifts through a ruined space hulk left in the voids. It is faded and ghost–like, but still lethal. It is the spirit of a war–device bound within a daemon’s form— single–minded, forgetful, and destructive by turns. It is corrosive, dripping, and clawed. It melts and tears when it remembers how to act, which is becoming ever harder as it fades away within the silent wreck.
Guided cannon munition I guess, onyl daemonified.


Page 117
The Flamer leaps and bounds about with careless abandon, gaseous and oft–explosive gases propelling it in great arcing jumps from place to place.

...
The Flamer is so named for its primary weapon, the magical fire of Tzeentch that burns not only flesh and bone, but also space and time, setting reality ablaze as though it were tinder. The touch of Tzeentch’s fire might cause searing pain or the sweetest bliss, even though all the while the victim’s skin may be bubbling and melting. More often than not, the fire does not burn so much as as it warps and mutates, and more than one survivor of a Flamer attack has found himself sprouting an unsightly mutation the next day. Worse still, these flames often appear to be intelligent, dancing about, mimicking victims, shrieking and laughing in
mocking tones, and generally causing mischief.
Tzzentch flamer.

Page 119
At times, Khorne summons them to the Skull Throne, as a packmaster might call his dogs. He gives his hounds the scent of the blood of some doomed soul, and unleashes them upon the world.

When on the hunt, Flesh Hounds are untiring and implacable. They hunt in both this world and the Warp, tracking the scent of their quarry through time and space. As the Flesh Hounds draw close, their prey sleeps fitfully, disturbed by the sound of faint and distant howling. Soon, the unfortunate can hear his trackers while awake, always at the edge of his hearing. He catches glimpses of red, sinuous forms out of the corner of his eyes.
...
No mere decoration, these studded bands are forged in the heat of the Blood God’s wrath, and ward against the psychic witchery Khorne despises. Many psykers have thought themselves powerful enough to fight the Blood God’s hunters, only to learn their errors as fangs rend the flesh from their bones.
Flesh hounds.


Page 121
At that moment, thank the Emperor, Occitus slew the Chaos Champion with his stormtrooper–issue meltagun. Without the presence of its master, the Juggernaut fought ferociously, but crudely.

Eventually, the Juggernaut was destroyed by massed heavy weapons fire.
Stormtrooper meltagun.

Page 122
They are the voices in the void, the witch–queens of daemons who desire only to sunder vessels and tear the living breath from crewmen’s bodies with a kiss
..
Unlike her lesser brethren who can merely follow the ship ineffectually, a Lady can prey upon a moment of weakness by navigator or astropath, using it to pass through the Geller field and enter the vessel.

To view the bursting of an astropath’s body and nightmare manifestation of a Lady of the Voids, draped in torn flesh and entrails like a cloak of rags, is enough to break the weak of will.
Daemonettes - in SPACE!

Page 123
I commanded security details upon the Bequest of Holy Terra: we bore shotguns and were black–clad and black of heart, every last one of us. There was an end to that assignment, mind, and this is that tale. Five weeks in the warp toward the Almiarch Candles..
Shotgun-toting security details aboard ship.


Page 126
To know the Conceit is to become visible to the Praedatoris, malign ripples of the warp given
form as implacable, invisible hunting beasts. These daemons search relentlessly and slay mercilessly, vanishing only when all who knew the Conceit are dead and torn.

..

Study or discussion of at least an hour is required to comprehend it, but that is usually longer than any would–be tutor has left to live. A psyker who knows the Conceit can project that understanding into other minds instantly, should his talents lie in that direction.

Once the Conceit is learned, a Praedator will soon come from the warp to slay and rend. The Praedatoris perceive the Materium through portals—any door, archway, or other method used by people to traverse an enclosing wall—and are constrained to materialise at a portal. A new victim of the Conceit is safe for so long as he goes nowhere near a portal of any sort, or remains forever enclosed like the vat–psyker slaves of the Starry Order.
An interesting means of Warp-assasination.

Page 127
The unsanctioned psyker’s plasteel vat was broken open and left steaming by lasfire and explosion. The same had slain the master of the heretic monastery, more is the pity; his sundered corpse lay collapsed amidst runes and scrawls of foul ritual.
..

Adept Mamin prosecuted resisting cultists nearby, the crack of hellgun fire echoing through curving corridors and malformed arches. My own squads swept the surrounding storerooms and quarters whilst Medicus Plere attended the wounded. I recall that I had just noticed a las–burn upon the suspensor projection of my attendant psyker’s vat–transport
Vat psyker.. the interior apparently boiled by lasfire of unknown quantity. Again lasburns.

Page 128
A Ruination has power to lay waste in the Archenemy’s unholy name and drive men insane with a glance—but instead, its mad daemonic nature compels it to cajole, threaten, and bargain as a whisper on the wind. It achieves its aims by manipulative subterfuge and seeps warp–taint into the spires of wealth almost by accident.

Tomes of the Schola Impermissus reveal further secrets of the Ruination breed, scattered between the ramblings of broken minds—if the tomes can be found at all, that is. For example, a Ruination abhors incompetence with the conviction of a zealot. Obviously poor goods or inept artisans can act as a ward, and credible accusations of imperfection can achieve banishment of the daemon.
An indication of how despite being insanely powerful, some Daemons may be horribly limited due to their natures.

Page 128
How else can we explain the Daemon of Kinog? This manifestation of Empyric power could have laid waste in the Archenemy’s unholy name, yet devoted its attentions upon a mere six wastrel scions. There too, where it could have manifested to burn their immortal souls to ash and make puppets of their flesh for its ends, it instead cajoled, threatened, seduced, and bargained as a whisper on the wind. It waited, seeping its taint into the spires of wealth almost by accident.
Daemons are unpredictable, and the rules they operate by and the abilities they have can vary in various wys and means. For all we know this was part of the rules or MO it operates by.

Page 130
...the armoured bulk of Kotheme aimed a lascannon draped about with prayer–scripts. The daemon rent itself in inarticulate rage—or perhaps horrified pleasure—and Kotheme fired, vapourising its warp–matter. The entire far wall shattered about the iridescent las–line, a sudden gale bearing masonry and every loose remnant of destruction into the thin spire air beyond.
A sacred lascannon obliterates a daemon and the wall behind it. I'd guess at least worth a few MJ (assuming "vapourise" is merely blasting it apart and we're not talking a particularily large daemon.) Vaporizing it partly, or entirel,y could be orders of magnitude greater of course. I wouldn't say much past triple digit though in this case, if that, both because of collateral effects on nearby beings as well as the recoil (or lack thereof.)

Page 134 - nothing technical, but I wnated to note the "mook" rules they post here, because they offer a "colorful" minion as well as "simple" minion. The colourful ones incorporate critical hits more effectively by giving fewer wounds, I find that hilarious and interesting both for the carnage it would imply, given the silliness of the critical hit charts (Even if I did quantify them!)

Page 136
Most of humanity is fully indoctrinated to believe any non–human is an abomination in the eyes of their most holy Emperor, and therefore a grave threat to all of Mankind. The fact that many alien species do, in fact, want to wipe out humans and take Imperial territory conveniently reinforces this widespread belief.
And this doesn't include those aliens who want to conquer humanity (like the Tau), or corrupt or otheriwse infiltrate humanity on a genetic or psychic level (enslavers, genestealers, etc.) And so on.

Page 137
Entire planets have been destroyed to deny them to xenos threats.
..

While it may sometimes be attractive to take the ultimate way out and eliminate the aliens from orbit, such wanton destruction of the Emperor’s planets is very much a last resort.

So an answer sufficiently violent, but not so devastating to the biosphere may be in order.

Perhaps a bio–agent can be found that will be particularly harmful to the aliens without also killing the human population. Alternatively, it might be that a city’s power source can be used to blow up the local area (killing a few million but saving the rest of the planet).
This is gameplay related stuff, so should be taken with a MASSIVE grain of salt, but it does offer some interesting "in-universe" perspective I think with regards to orbital bombardment and firepower. As well as hinting at the level of destruction a city power source can (typically) involve. it's clearly not talking about some odd, technobabble extmerinatus device as the sole means of planetary destruction (IE you can kill a planet by conventional, planetary bombardment alone.)

Also apparently it is not only routine for cities to use power sources that can 'blow up' and kill millions, but cities with millions do not seem particularily rare. Hell it tends to suggest a great majority of the Imperial planets have far far more than a "few million" people (since wiping them out in the explosion would depopulate the planet.. and in context they're not talking about a substantial portion of the population being obliterated either.)
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

second update: Disciplies of the Dark gods, three parts

Part 1



Page 8
While the fragments presented in this chapter are intended to give you a sense of the doom that has come to Calixis and perhaps has always been here, there are many ways of assembling them. Some fragments may hold the literal truth while others may be distortions or allegories, or even outright lies and misinterpretations of things that the human mind fails to grasp.
This could be interpreted to mean that certain elements of at least this text, at least those definitvely pertaining to the Tyrant Star, probably should be taken with a grain of salt.


Page 9
the astropathic staff attached to the expedition inform me that the obelisk broadcasts a powerful psychic signal into the darkness of the surrounding stars. I believe the purpose of this device is to send its message into the void...
..

...a possible connection with the relative scarcity of Eldar activity within the Calixis Sector.
Some sort of psychic beacon, it would seem. The obelisk emitting it is 7.5 metres tall and has a seam of crystal running to the core of the world.


Page 11
Whispers tell of a secret coterie of heretics capable of driving whole cities mad, who possess mastery of darkness as a physical force, and who can walk between worlds at will. They are said to manipulate others, even other cults, through bribery and threat into doing their bidding.
Pertaining to the "servants of Twilight" a cult pertaining to the Tyrant Star (so the aforementioned caveat clearly applies.) Of course, the ideas of shadowy, city destroying cults is pretty much typical for 40K :)


Page 18

...Tithe Status reduced by Emergency Measures, from Exactus Meridian to Exactus Minima forthwith.
...

...Revised Population Status: Tanis Prime: 0 (Formerly 90,000,000)
Sekmet Orbital: 0 (Formerly 770,000)
St Astrid's Fall: 11,000 (formerly 18,000,000)
...
Designation "Tanis" is no longer to be used. All records, maps, and tithe logs are to be etroactively corrected accordingly, under provision Alpha of the High Lord Emergency Powers Act (Administratum)..
Distritubtion of a population of a system estimate. Also Administratum tithes can be adjusted to varying levels dependign on circumstances. Also apparently the records and such can be altered or purged by Adminstratum decree should the situation warrant it. Akin perhaps to the Inquisitorial purges that supposedly accompanied the betrayal of the Soul Drinkers.


Page 21
When the average Imperial citizen thinks of the Holy Ordos, he imagines the dread Witch Hunter of the Hereticus, black shrouded and bearing fire and steel. There is much truth in this imagining, for the Ordo Hereticus is the most numerous and publicly active face of the Inquisition.
The Hereticus is most numerous (largest) and active, which tends to colour the perceptions of people dealign with any branch. This also tends to suggest that the Hereticus is perhaps the most blunt and violent and prone to torture and such practices.


Page 21
Others, such as the worship of the false godhead known as “progress” and the pursuit of technologies and sciences proscribed since the time when the Emperor walked among his people...
...
The Ordo’s involvement in such matters has brought it into conflict in the past with other powerful groups such as the Adeptus Mechanicus and the Ordo Xenos, who might dispute both its involvement and its methods.
Some in the HEreticus actively oppose "progress" and technological research, which invariably brings them into conflict with segments of both the AdMech and other Ordos. This demonstrates how


Page 21
In practical terms, the crime of heresy covers a multitude of sins ranging from the denial of the Emperor’s divinity and direct rebellion against the rule and rights of the Adepta to all manner of blasphemies and irreligious practice. In broader use, heresy, as expounded from the pulpit by Imperial confessors, is coined as a pejorative term to define any crime, sin, or deviancy of thought that the Imperium’s moral guardians find objectionable. However, the Imperium is a truly vast place with countless variations of culture and doctrine, not all of which fit together comfortably.
The extent of the fervour with which heresy in this sense is treated and just what is considered “heretical” by the fanatics and extremists of a given world over another can vary enormously.
This tends to lend a great deal of subjectivity to many forms of "heresy". As some sources I remember have put it, "one man's heresy in the past is another man's orthodoxy today" - as a paraphrase. The fact you tend to have so many varied competing organizations with different ideas and agendas, and various factions/beliefs within particular organizations likewise competing, cna make any clear definition of "heresy" problematic. In the end it comes down (mostly) to politics and power - as most things in the Imperium do.


Page 22
Many mutants, who are more rightly classed as abhuman because their bodies have been deformed by generations of industrial pollution or exposure to alien biospheres and are thus utterly blameless of warp taint, are still rendered suspect and are often the victims of the zealot’s wrath. However, more measured and reasoning factions within the Ordo Hereticus do see and make the distinction, preferring not to waste their time rounding up a few chem-dregs when real deviants may be hiding behind a wealthy façade. These elements favour a pragmatic approach of brutal enforcement and vigilance. Others of a more Puritan mind favour the simpler solution of simply destroying them all…just to be safe.

This latter course of action meets stiff resistance and can make such Inquisitors powerful enemies on worlds whose entire economies rely on an underclass of abhuman labour to survive and prosper. On the whole and for the good of the wider Imperium, the pragmatist’s approach of the control and repression of mutants wins out.
Here we see a rather sharp distinction: 'abhuman' is any sort of mutation that basically is stable and has a (loosely speaking) 'natural' cause, while mutation is ascribed more towards chaos involvement. A more vivid example would be 'abhumans' generally differe in size and shape and abilities, but still have an internal biology mimicking a human. A mutant would be something that can have limbs growing out of random parts of his body, functioning orifices in strange parts of the body (ears or noses or mouths in the torso for example), animal genetics or features (EG beastmen) or other similarily bizarre shit. Of course the latter definition can also encompass psykers (and some obvious "twists"/mutants are tolerated, as noted in the Eisenhorn novels or the Gav Thorpe stories set on Karis Cephalon) - so there might not be a hard dividing line. some psychic mutations may be tolerated or even accepted, at least in some parts of the Imperium.

Further: I suspect the pragmatism that is mentioned stems more from limited resources (even for an Inquisitor) than anything else - both in tracking down legit threats ('chem dregs' as descirbed above being red herrings) as well as the politicial infighting that may result from such attempted purges (on worlds where abhuman/twist slave labor is valued.)


Page 22
Outside what might be termed the two great cults of the Imperium—the Ministorum Creed and the Adeptus Mechanicus—many other cults exist. The most common take the form of sects of the Imperial faith who devote themselves to a particular aspect of doctrine or the veneration of a particular saint or miraculous event. Second to these are warrior societies of various forms, which are especially prevalent on feral or feudal worlds, followed closely by the numerous cult-like groups, most often preferring the term “guild,” who cater to a particular specialised craft or trade.
...
It is only when a group becomes considered heretical and is judged to espouse an ideology that is contrary to the Imperium’s law or broad strictures of the Ministorum Creed that a cult merits the Holy Ordos’ attentions.
Basically a cult can form up from anything, and the cults of individual worlds (like all other 'internal' matters) will be ignored by the Adepta as long as they are not perceived as causing a problem (perception being the key word. Puritans or Redemptionist-leaning types will see threats everywhere.) they will be left alone.


Page 23
Cults exist in the main for very good reasons, the most obvious being secrecy—the protection and greater resources of the larger group allows it to better organise and conceal itself from prying eyes, rivals, and outside threats. The second is power, as the strength of a cult’s membership united is often far greater than what an individual would possess. This is a truth that remains constant on many levels, from pooled finances to sustaining and reinforcing the loyalty and adherence of its members.
Cults are, basically, also a power base, which may grow into some bigger faction/organization (political, economic, or otherwise) which can gain influence and support in the larger political scheme of the Imperium. It may in fact be one of the few ways the common man can gain such a power - assuming the group is not coopted. Cults can be formed around charasmatic individuals, secret knowledge or objects, etc. It goes without saying that Chaos can emulate or coopt these cults. And Inquisitiors will probably purge them.

The next page also mentions they use the cell system, where the cult itself breaks up into individual "cells" of maybe hundreds of individuals, although it doesnt have to be an exact size.


PAge 24
...death cults flourish within the Imperium, a dark shadow of the more readily recognised sects of the Imperial faith, making them some of the most dangerous heretical cults that the Inquisition can encounter.

Some are no doubt deluded, corrupted by the Ruinous Powers or swayed by far older and more terrible influences, but many are devout followers of the Throne.
Death cults are a sanctioned part of the Imperium. A creepy part, but sanctioned nonetheless. And seem to form a good part of its non Assasinorum assassins.


Page 25
Often honing the skills of the assassin beyond the ken of normal men, such cults are tolerated or at least wilfully ignored by the Imperial authorities despite their heretical and even vampiric tendencies. This tolerance is because they are known to be implacable in their hatred of mankind’s enemies, supplying the Ministorum and the Inquisition with invaluable adepts of murder and fanatical killers loyal to the cause. Some have even more shadowy connections to the mysterious Officio Assassinorum, the secret organisation that provides unparalleled adepts of murder for the High Lords of Terra.
Sanguinary cults, the most commonplace death cults focus on blood and bloodshed. This seems to be yet another way for the Ecclesiarchy to get around the Decree Passive, as well as a source of recruitment (probably) for the Assassinorum (although that they provide assassins for the high lords.. unlikely.)


Page 25
Necrophagic cults are the most blatantly heretical and terrible of all death cults...
...
In desperation and often goaded by outside influence, the people’s faith and devotion take on an increasingly malign turn, with human sacrifice, cannibalism, and necrotic rituals becoming widespread. In such cases the members of these cults rapidly become irretrievably insane and physically corrupt, and are often the playthings of warp entities....
...
Necrophagic cults are never tolerated by the Imperial authorities and are hounded to destruction wherever uncovered.
Blood = good. Sacrifice and cannibalism = bad. Except for the Imperial approved means of sacrifice (psykers ot the God emperor, large numbers of humans on battlefield, etc.) Still given their origins (Death, disease, etc) its natural that they would be breeding grounds of cult activity.
Necrophagic cults are a byproduct of wars, disease, famine and other disasters.


Page 25
Rarely encountered but insidious in nature, resurrectionist cults ultimately seek to conquer the secrets of life and death itself. Some resurrectionist cults preach a doctrine of the Emperor’s triumph over death and the conquest of human weakness, while others entreat darker masters, pursue utterly forbidden sciences, or hide baleful xenos or warp-spawned influences at their hearts. Often they espouse the goal of attaining physical immortality for the faithful and will go to unspeakable lengths to obtain their ends.

Page 27
[Space Slip]You push yourself through the edge of the warp, slipping out of reality for a brief instant and reappearing in a different nearby location.
...

...from his starting location in a direction of his choice without regards to any intervening matter. However, he may not bypass warded barriers, void shields, Geller Fields, or the like.
Basically like a teleporter.. which maybe gives us an idea of how it works. Its a psychic power. Although I prefer gates of infinity (like in salamander)


Page 28
You remove yourself briefly from the normal flow of space and time, flickering briefly out of existence like a failing holo-lantern slide. You immediately disappear…and return to exactly the same spot..
Time manipulation. Sort of like a stasis field I guess, although you're actually gone from space/time as it is known.


Page 31
The Temple Tendency is the vengeful remains of a cult of the Emperor’s divinity that once held sway over the entire Imperium. The Temple Tendency does not have truck with aliens or worship infernal powers; it is composed of the faithful devoted of the Emperor, who claim to follow the heritage of those who first declared the Emperor as a god.

Once their faith was the faith of all the Imperium. Their armies and ships were as numerous as the stars, their power all but unrivalled, and below the Golden Throne none was mightier. This might was long ago lost in the cataclysm known to Imperial history as the Age of Apostasy....
..

At the core of the Temple Tendency lies the absolute belief by its members that they are the true and pure worshipers of the God-Emperor of Mankind. Furthermore, they are convinced the Ecclesiarchy is a heresy of the highest order that has usurped the faithful and damned the souls of countless billions by perpetuating a faith that is a tainted lie. This belief, warped and poisoned by millennia, informs all they do in what they regard as the battle for the Emperor’s soul. To the Tendency, the Ecclesiarchy is a heresy and all who are part of it should be put to the flame.
...
Assassination, misdirection, planting false evidence, re-building identities, and even provoking atrocities and open warfare to distract those who might discover the Tendency are all tactics employed by it.
..

The Temple Tendency’s central aim is to return the control of political and military might to the hands of the pure and the true. Such a grand goal could only be truly achieved by the overthrowing of the Imperium as it currently exists.
This probably represents the remains of the pre-Vandire/age of Apostasy Imperial Cult, which grew out of the Lectito Divinatus. And a rather sort of extreme political infighting in the Imperium (and the Ecclesiarchy). This is probably the remnants of the organization that Vandire co-opted which is why it wetn undeground.


Page 33
At the last, it took the forces of the Mechanicus, Astartes, and the rise of one of the greatest saints ever known to bring down Vandire. The man who broke Vandire’s power and later became Ecclesiarch, reformer of law, and after death was declared foremost among Imperial saints was Sebastian Thor.

He was imbued with great charisma and vision but was also supremely humble and, if the current creed is to be believed, performed miracles by the God-Emperor’s grace.
...
Usurper and corrupt though he may have been, Goge Vandire was the last Ecclesiarch of the Temple of the Saviour Emperor. With his end also came the end of the Temple’s dominance of faith in the Imperium.
So to summarize the Temple TEndency was linked with the rise of the corrupt and uber-powerful Ecclesiarchy that lead to the Age of Apostasy and Reign of Blood under Vandire. And they want to return to those days. Also, Thor was a possible avatar/champion of the Emperor, given his charisma and supposed miracles.


Page 34
Though the old ways of the Temple of the Saviour Emperor were not completely supplanted, the excesses of power and wealth, untempered by sacrifice and humbleness, were the subject of the most brutal change. So it was that the Reformation brought the end of the military might of the Ministorum fleets and the Frateris Templar.
In theory, and publicly at least. In truth it just forced the Ecclesiarchy to more subtle and covert means of maintaining its economic and military power. And I wouldn't say that it has become poor, exactly.


Page 35
Each chantry is guarded by cloisters of mute Chantry Guards, a long distant echo of the lost elite of the Frateris Templars. These devoted warriors have the finest muscle grafting, weapons, and training lavished on them....
Chantries are the temples of the Tendency. Note the implied variable levels of "muscle grafting."


Page 36
The Temple Tendency is also hampered somewhat in that it must always operate under a paradox that further complicates matters—while it hates and despises the Imperium as it is currently manifested, it cannot afford to see it fall to outside forces, for that too would be a betrayal of the Emperor. The Tendency is as firm in its hatred of the witch, the alien, and the tainted as the most hardline Puritan and its faithful act accordingly.
Sounds alot like the Soul Drinkers. Of course in Calixis, they make extensive use of assassins to assassinate Ecclesiarchs.



Page 38

Encased in gilded plate and implanted with synthetic muscle grafts, these warrior-fanatics are a distant echo of the now forbidden Frateris Templars that served as the cult’s vast army during Vandire’s reign.
Chantry Guard, again.


Page 39
The Chantry Guard operate under a vow of silence enforced by the voluntary removal of their vocal cords. They understand spoken language perfectly and communicate in an adapted form of battle sign language (including vox tap) that goes back to the earliest days of the Imperium.
They are equipped with a mono weapon or power blade or shock maul, and a bolt pistol, along with 3 clips, a photo-visor, a micro-bead vox, and a respirator. They wear high quality storm trooper grade carapace (with enclosed helm.) They are also totally silent, a throwback ot the old Sisters of silence.


Page 39
Arco-flagellants are heretics who have been implanted with brutal weaponry and drug injectors and boosted by muscle grafts so that they become terrifying cyborg berserkers who can be unleashed on those who have fallen in the sight of the Emperor. The sentence of arco-flagellation is reserved for the worst of sinners and heretics.

The condemned are mentally and physically transformed into engines of destruction, kept in check by a pacifier helm. With a word, the implanted aggression inhibitors and stream of sacred chanting from the pacifier helm shuts down. Then, huge quantities of combat drugs, muscle stimulators, and pain suppressors are dumped into the arco-flagellant’s body, instantly turning it into a superhuman blur of taut muscle and thrashing weapons.

Arco-flagellants are created and controlled by the Ecclesiarchy, though thanks to the Temple Tendency’s infiltrations, the cult has gained the use of a number of these once-human weapons.
Arco-flagellants have an internal micro bead to recieve/relay instructions. they never seem to have ranged weapons of any kind though.


Page 40
By nature, the Logicians are a so-called “progressive” cult. They favour the advancement of mankind through progress and the acquisition of technology, believing that they should cast off the oppression of the Ministorum, overthrow the High Lords of Terra, and put an end to the Adeptus Mechanicus’ stranglehold on scientific and technical lore. Ultimately, the Logicians aim to bring about a return to the mythic power of the Dark Age of Technology and the enthronement of humanity as the omnipotent and indeed single surviving sentient race in the galaxy.
...

Finding adherents through a secret network of ruthless mercantile interests and power-hungry nobles...
Logicians. Sounds all well and good, but they seem to favor rampant technological and scientific advancement at any cost, and without any morality or standards (which basically goes back to the DAoT again..). Even without the fuckery the warp can inflict on such, this would be a horrible death sentence for a society. Especially with the mercantile/economic and avaricious angles already built in. Although they are as xenophobic as any other part of the Imperium.

Sufficed to say, noone in the current power structure would put kindly to their aims, so they aren't well liked even by the tolerated "progressive" elements of the respective organizations.


Page 41
The book itself promulgates the dangerous philosophy of progress, that the advancement of technology and science should be immediately pursued at all cost and regardless of its source for the ultimate “benefit” of humanity and the restoration of the lost “Golden Age” of mankind.
...
To this end, the work posits the destruction of the Cult Mechanicus and the overthrow of the “stifling grip” of Imperial authority and an end to what the book refers to as the Ecclesiarchy’s “tyranny of lies” concerning the Emperor and the Imperial Creed. Instead, the “logical course” for the restoration of order and a rebirth of humanity’s destiny among the stars is that power be placed in the hands of a new absolutist oligarchy of “forward thinkers” and those “fitted by vision and superiority” to rule—namely the Logicians themselves.

..

The work supports this dangerous creed with numerous worthy sounding and elaborate justifications for any needed enormity of slaughter or sacrifice to gain the ends it glorifies, regardless of the cost in human life or freedom
Like I said. The ends justify the means for this faction about as much as it does for any in the Imperium you could name.



Page 43
Weapons are the foremost goal and desire of many tech-heretics, whether it’s the discovery or theft of heavily restricted designs—such as atomics or the dread life-eater virus used as a tool of Exterminatus, the acquisition of sophisticated relics like the secrets to creating the induction coils used in plasma weapons...
Heavily restricted technologies.. also implied atomics are used for exterminatus. (or some kind of 'atomics')


Page 43
A Gholam is an artificial construct made primarily of flesh and synthetic tissue by the arts of a gene-sculptor. Although a widespread technology within the Adeptus Mechanicus, many branches of this lore are considered heretical and forbidden. These, in particular, include so-called “Murder Gholams”—horrific organic fabrications solely intended for violence, and homonculites—bio-forms fashioned from harvested human organs, alchemical serums, and vat-grown tissue in the shape of a living thing with no natural origin. Rarer creations include “Chimerics”—strange amalgam creatures that combine many sources of DNA to form twisted monstrosities with utterly unpredictable results, forced psychic mutation, and unspeakable “slaver parasites”—artificial organic grafts that subvert the will and the bodily functions of those unfortunates they are inflicted upon.
Rather extreme ends of the servitor/Machine spirit tech tree, methinks.


Page 44
An artificial mind (rather than a simple cogitator) created from forbidden technologies, tradition holds that such unholy constructs are inherently evil and a perverted abomination in the sight of Omnissiah.

Mechanicus doctrine states that the machine spirit of a Silica Animus is a twisted mockery of the soul of man, treacherous and insane. Ancient texts tell apocryphal stories, shrouded in metaphor, of such murderous and powerful creations during the Dark Age, and the legions of iron men that served them, blaming them in part for many of the terrible wars that laid humanity low in that lost time.
Origins of the supposed hating of machine AIs. Except that we know from some sources that they do use pure machine AI types, rather than a bastardized organic/machine type. Unelss the "artificial" ones use artifiically duplicated organics (synthflesh or something.) Titans certianly seem to, as do some form of grapplehawk/CyberMastiff.


Page 44
Perhaps the darkest and most arcane of all sciences is the technology created to manipulate the energies of the warp or psychic force. A necessary evil for the Imperium and a cornerstone of its existence, it is a dangerous and volatile field of study.

At the outer regions of the accepted uses and patterns of this tech lie terrible devices and desires, and the melding of daemonic spirits with machinery and the channelling of the raw power of the empyrean through technology has long been a thing forbidden by the Mechanicus.
The danges of warp technology, and probably why it is so restricted. Think Mechanicum.


Page 44
...the Proteus Protocol is an ancient and heretical technology for transferring not only the engramatic knowledge and memory of an organic brain, but also the personality and will, granting in effect complete mental and spiritual immortality in an artificial physical form.
In the game this was depicted as a "myth" that apparently is something the Logiciians like (in addition to warp tech and artificial AIs). Except that now with the 5th edition codex we have biotransference, so it probably is a reference to this.

What's interesting is that the end result of the Proteus stuff is basically the adMech idea. Flesh is weak after all, so they want to all become Necrons. (which, given the void dragon being the Dragon of Mars in all probability, makes a sense.)


Page 45
In structure, the Ashen Tear appears much like an Imperial Death Cult, somewhat an imitation of the great Officio Assassinorum itself. Its killers are selected from a young age and put through gruelling physical and psychological conditioning, harsh enough that few are likely survive to attain their majority.

As fitting the Logicians’ doctrines, those that graduate to active service are further augmented with numerous discreet implanted cybernetic and alchemical systems to boost their abilities, making them extraordinarily dangerous combatants and highly adept stealth killers.
Implied process of Assassin creation. i dont remember specifics beyond 1st edition or so but that seems right. Of course lots of organizations seem to create assassins this way (eg AdMech assassins)


Page 46
The cluster was dominated by the scavenging Meritech clans, void-born families who maintained ramshackle caravan fleets that plied the space between the sectors, mining, trading, salvaging...

...

Over the years the clans grew stronger and began to monopolise much of the border trade between the two sectors, and the size and sophistication of their fleets grew to be a serious concern to the local authorities.
A dozen or so worlds between two sectors, the routes of which I am guessing are raided by these clans.


Page 46
All but one frigate was destroyed by clan warships...
...

Their vessels were small, but their advanced jamming systems and compact yet powerful weaponry made them more than a match for their Imperial Navy counterparts. In addition, their boarding parties were made up of heavily cyber-augmented shock troopers that smashed through the Imperial opposition with ease.
meritech capabilities. Note the jamming systems. Implies (possibly) Imperial naval ships have jamming systems. (WE do learn this is possible in various sources, including the subsequent rogue trader RPG.)


Page 47
...but a powerful mutagenic virus was unleashed. Many of those that came into contact with it quickly died, their bodies twisting and boiling in biological meltdown as the viral agent ran unchecked within them, but a small percentage were transformed into insane hybrid things....
Sounds like Meritech devised their own version of Life Eater.


Page 48
Used to conduct covert murder and dispose of test subjects, this easily concealed palm unit uses a focused electromagnetic field designed specifically to destroy the delicate neural synapses in a living brain. The unit must be held within a few centimetres of the skull..
Cerebral annihilator. Reminds me of the death ray ring from Lensman that destroyed specific parts of the brain.


Page 48
These highly advanced suspensor systems are no larger or encumbering than a webbing belt. They allow their operators to move with blinding speed and defy gravity, leaping, climbing, and bounding with unnatural ease and facility. The materials and technological lore used to construct such harnesses are extremely rare, and their use is restricted to the finest assassins of the Ashen Tear and other senior killers employed by the cult.
Or they may just be borrowed/stolen from Eldar Harlequins, since I recall them having something exactly like this.


Page 48
When breaching a servitor or similar mechanism’s control system, the penetrating barbs release a cascading pulse of electromagnetic force and poisonous machine sprits that can overload and burn out the imprinted command functions and drive such a machine into an uncontrolled murderous rage.
Berserker Thorn, some sort of dart/projectile weapon that is part EMP and part hacking device.


Page 49
For their most secret intrigues and most dangerous covert infiltrations, the Logicians employ covert agents who have been specifically psycho-conditioned, chemically enhanced, and mind wiped of everything but their loyalty, their mission, and what their masters wish them to know.
...

...as aside from the Holy Ordos itself and the higher powers of the militant Adepta, few within the Imperium have the skill or resources to create such exquisitely empty-minded living tools.
Something like Slate Agents or those mindwiped agents mentioned in the Inquisitor's Hand book. Apparently the fact the Logicians can make them makes the Inquisition suspicious - probably implying someone in one of those factions is lending aid to the cult.


Page 52
...the Pale Throng must rise up and smash the Imperium’s rule by any means necessary. This deeper motivation is based in a belief in the superiority of the mutant.

The cult’s higher circles believe that the future of humanity is as a psychic race.
They basically believe that mutation (I gather this means physical as well as psychic) is an indicator of what humanity is evolving to become. It's interesting in the sense that it echoes what the Emperor is supposed to be doing (At least shepherding in a psychic race).. yet at the same time we know that Chaos is prone to deliberately mutating and twisting humans in unnatural ways, so they are both right and wrong.


Page 55
Within weeks, a hive world of billions spun out of the Imperium’s control and saw millions dead. A full scale counter-insurgency operation was launched by forces drawn from across the sector
The Tranch war. Inquisitior's Handbook mentions the place as being a minor hive world, which gives you an diea of the size of such a place. The counter-insurgency was mentioned to comprise a quarter million troops.



Page 57
In the aftermath of the Tranch War, petty revolts and unrest sprang up on scores of worlds in the Adrantian and Malfian sub-sectors...
'scores' of worlds in two subsectors. Implying perhaps hundreds of worlds in the Calixis sector (which is what the map shows, IIRC. Too lazy to check numbers)


Page 57
On Sepheris Secundus, the name of the Dionides Mine was expunged from records following a rising of the Pale Throng so powerful that, despite the damage it would do to the planet’s production, the mine was collapsed by atomic charges.
I guess they use atomic charges for mining despite atomics being something of a 'lost' tech by Rogue Trader. Of course as I noted with fusion, 'atomic' tends to be of different kinds of weapons...


Page 58
The existence of “accepted” mutant populations (where the direct touch of the warp is not evident) has always been a two-edged sword for the Imperium’s authorities.
..

While Imperial Law and the Ministorum Creed protects the Imperial citizen from the worst privations of oppression on most worlds, those not classed as fully human enjoy no such defence from brutality and exploitation by those in power. The situation is worsened because most “normal” Imperial citizens fear the mutant...
Again we see distinctions drawn between mutant 'classes'. They're not exactly friendly to those not perceived as true human, but not eveyone seeks to destroy all mutants either (only the really zealous fanatics do. The rest just look down on them or exploit them economically or militarily.)

Another interesting thing is that abhumans and mutants are "not fully human" - given how often its emphasized mutation is growing amongst humanity, and how you define "mutants"... there could be a sizable portion of the population who doesn't figure into population numbers. Does this mean mutants outnumber humanity? Not neccesarily, but its an interesting possibility as far as census and population stuff goes (and potentially conflicting numbers.)

Also it seems that Imperial secular and religious laws 'protect' citizens. What sort of mileage they get out of this (and who qualifies as a citizen, and how useful it is as 'protection') is up for debate, but it is interesting nonetheless.


Page 60
Twist hulks are a catch-all term for the largest and most brutally powerful mutants among a sub or abhuman labour caste. Often bulking near an ogryn’s build, their ferocity is usually such that often even their fellow mutants will keep them chained and bound between their labours, or shun them and drive them into the wastes if they prove too dangerous..
Some mutatns are Ogryn like, but not as mentally stable. Note "subhuman" as well as "abhuman" designation. Whether subhuman is "actual" non-warp mutants or not is upf or debate. Sounds pretty dehumanized though.


Page 62
The [Sarcosan Wave] generator releases a strange bio-aetheric radiation waveform that reacts with dead flesh, saturating it and filling it with unnatural life.

The energy alone is enough to bring corpses back to spasmodic and uncontrolled life. However, if the energy wave’s effect is amplified via a special implant unit (which may be attached to almost any reasonably intact corpse), its power increases tenfold, animating, sustaining, and controlling the cadaver. The wave energy is invisible to normal sight, but its source may be perceived by human ears as an eerie discordant moan, which gives the generator unit its other name—the Anima Chorus.
EG Zombie Creating technology.


Page 62
Indeed, for the rich and the powerful, juvenat treatments can extend the natural human life span by centuries, while the arts of the Adeptus Mechanicus can preserve the body (or at least its consciousness) for far longer than that.
Thousands of years depending on some sources.. but "centuries' seems to be the limit for humans.


Page 62-63
Such dark arts [raising the dead] and sciences by which such a perversion of the natural order can be accomplished have been forbidden, it is believed, since long before the Great Crusade.

...

Most commonly the Anima Mori manifests itself in the creation of reanimate creatures fabricated from the dead and brought forth to unnatural life as a creature known as a corpse-thrall or carrionate. The distinction between a servitor and a corpse-thrall can be a fine one, and easily lost to the layman. Servitors, which use recycled living tissue or even vat grown synthesised tissue, are a cornerstone of Imperial technology, and it is also the case that preserved organic components, such as bone, are used in servitor construction (as with the ubiquitous servo-skull).

Anima Mori, however, goes a considerable step further. It seeks to actively reanimate dead and even necrotic tissue to create an unliving servitor beyond the frailty of flesh and, in theory, create an effectively immortal living machine. Numerous forms of Anima Mori are known, some engineered from exotic viruses such as the Lazarus Triox-Cell which has plagued the Segmentum Solar for millennia, others utilizing ancient human technology such as the infamous and utterly forbidden archeaotech of the Sarcos-waveform energy field.
A supposed 'distinction' between servitors and zombies. Servitors are basically either mindwiped cyborgs, or technologically enhanced meat droids - the organic components are little different from the mechanical ones as far as the servitor is concerned, and the thing has no real life or sentience per se, and its animating force is purely technological. Whereas these zombies are animated through magic crap masqerading as technology.


Page 63
The team’s sanctioned psyker attested that Mather’s mind was a dead void and his soul a “cold fathomless darkness,” but unlike some warp-animated carrionate or rotting plague husk, it was “still possessed of faculty, intelligence, and purpose.”
I guess this is distinguishing a difference between regular plague/chaos zombies and the ones created by The SArcosan Wave Generator. An intelligent zombie is still a zombie though.


Page 65
Risen created with a Sarcosan implant gain the Regeneration trait when they are within the effect radius of an Anima Chorus. The effect radius of an Anima Chorus ranges from a hundred metres (for a portable unit) to several kilometres (for a large reactor-powered installation). Such Risen also possess a receptor implant—a large spider-like device clamped to their backs or chests. Destroying or ripping out this device with a Called Shot immediately destroys the Risen creature.
...

The Risen created by warp-sorcery are vulnerable to Blessed and Holy weapons...
..

Such Risen must be controlled by their creator in the manner of a daemon..
Properties and such of the warp zombies.



Page 70
...the Ordo Xenos must undertake the dangerous task of investigating and studying alien races with a mind to destroying any that is deemed to be a threat to humanity. It must learn the nature of its inhuman foes, seek out their weaknesses and learn how to counter their strengths.

More than this, it must be ever watchful, not only against what lies in the void beyond, but against other, often more subtle and insidious threats that arise much closer to home. Such threats are often posed by renegade humans, some corrupt, others merely opportunistic. Such individuals are known to trade in alien technology, or seek to hide alien species within the Imperium’s midst—often for the purposes of experimentation, profit, or bloody entertainment.
Purpose and methods of the Ordo Xenos.

Page 70
No complete or even meaningful control can be kept over this vast, open border, and human and alien vessels can pass largely unobserved and unchallenged despite the best efforts of Battlefleet Calixis and the Imperial listening stations.

This dark horizon is crossed regularly by Rogue Traders, the explorator fleets of the Adeptus Mechanicus, and even by smaller independent merchant and prospecting vessels quite legitimately. Where such legal traffic ends and outlaw traffic (such as smugglers, renegades, non-compliants, and pirates) begins is often a blurred line.
The border/frontier worlds of the Imperium have a particular vulnerability to trade/communication with and attack by aliens, which complicates Xenos' tasks. I wouldn't think this is much different inside, given that there are wilderness regions isolating the Imperium (they haven't explored/conquered the whole volume within its borders either), but there could still be a difference in degree for border regions (within and without, so to speak.)

Also travel beyond the 'borders' seems rather common. Which is frankly unsurprising considering the range of the Astronomican must reach out beyond the galaxy (given the position of terra and such)


Page 71
Warp navigation is likewise deceptively difficult across the Abyss. There are few guidance markers, the light of the Astronomicon grows pale, and there are few established warp-routes. The region is also infamous for sudden aetheric squalls that can throw a ship far off course and numerous unpredictable warp-shoals where a vessel can become becalmed and trapped adrift in warp space.
mention of "guidance" markers for warp navigation. Whether these reference astropathic relyas or some other sort of beacon (technological beacons of some kind? Psyker brains?) I dont know.

Also some of the more interesting aspects of "warp weather" following again a seagoing analogy.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Part 2

Page 71
...the shattered remains of these long destroyed suns contain rare and valuable chemical elements and esoteric substances forged in the violent death of stars worth vast sums to the Imperium’s industry.
Not sure what stuff in 'dead stars' would be interesting to the Imperium but it sure sounds interesting and high tech and such!



Page72
There are always those who through opportunism, avarice, or simple desperation will deal with the alien either for profit or survival’s sake. There is also a market for xenos artefacts, curiosities, lore, science, and even for dangerous xenocreatures amongst the Imperium’s powerful elite. The “Cold Trade,” as it is known in the Calixis Sector, deals with items and commodities such as these, and is mired in a grey area of Imperial law. Although there are numerous objects and artefacts that are outright illegal, there are a great many that are not, in part because the breadth and scale of the galaxy makes it simply impossible to categorise and ban every item, device, or object that may or may not have been made by nonhuman hands.

The waters of legality and control are further muddied by the fact that certain individuals and agencies have had their right to exploit xenos races, conduct commerce outside Imperial space, or profit from alien plunder enshrined in law since the Imperium’s founding. Foremost among these are the Rogue Traders, be they of great and ancient dynasties or the holders of lesser charters. In some cases, they have spent millennia questing beyond the borders of the Imperium. But they are not alone. The explorators of the Adeptus Mechanicus, the Imperial Crusades, and innumerable lesser merchants, renegades, and frontier worlds all have had the potential for contact with the alien and are avenues by which alien plunder and alien devices can make their way onto the worlds and markets of the Imperium’s heartland.
Xenos tech and the Imperium... its not as absolute as the dogma and propoganda make it out to be, which can be good or bad.


Page 74
Shuriken weaponry is one such type—these guns are graceful dealers of death that use sophisticated gravity accelerators to hurl volleys of miniature razor disks to literally slice their victims apart in seconds.

Shuriken weapons use solid core ammunition which Imperial technology cannot replicate.
Shuriken weapons. Apparently the Imperial tech doenst have psychoplastics (or at least not in any widespread usage or to the degree the Eldar create it.)


Page 74
Little is known of the reclusive and dangerous race known as the Hrud other than that they dwell only in darkness and possess strange, warp-based technology which, it is said, allows them to walk between worlds and even corrupt the flow of time with their baleful presence. The fusil is one of a scant few Hrud artefacts that occasionally come up for sale and is always in high demand. It is a form of “plasma musket” that uses an unfathomable mechanism to phase a plasma bolt between realspace and the warp, bypassing its target’s defences. Though somewhat unpredictable, the weapon’s unique qualities make it useful for assassins and Inquisitorial agents alike.

Fusils traded on the black market have been crudely modified to accept Imperial plasma cells.
The Hrud.. this and osme of the more recent material (like from Apocalypse) is all we know. The Fusil is a weapon originating in Inquisitor. Apparently it can teleport plasma bolts into the target, much in the same way of the plasma pistol of the David Weber novel The Apocalypse troll. I actually gather its more a "Shokk attack gun" or teleporter style beaming attack (psychoportive weapon, in other words.) why this should be unfathomable is beyond me - its not like alien races haven't miniaturized teleport tech before.

Hrud warships, if they have them, probably can make teleporting weapons as well, and it explains the weapon's use by the imperium.


Page 74
Glass knives maintain their sharpness by continually fracturing tiny shards from their cutting edges, and these splinters are infamous for working their way into wounds, causing agonising injuries.
...
Accurate knowledge of the nomadic Fra’al is strictly prohibited by the Ordo Xenos, and aside from a few scattered stories, mankind remains blissfully ignorant of this merciless, highly psychic race.
The Fra'al and an example of their weaponry. Despite being unknown, the Fra'al seem willing to trade with the Imperium for whatever reason, and even communicate with them in some fashion that can be recorded (the chapter has a quote from a Fra'al.)


PAge 76
...the Amaranthine Syndicate operates exactly as one might expect of any successful trade cartel. It is made up of a diverse group of private commercial interests that trade between the worlds on the Calixis Sector’s Trailing border and has recently made inroads into the more established areas of the Josian Reach, as well as the northern edge of the Ixaniad Sector. The Syndicate’s membership includes independent free-trader captains and local void born clans, as well as planet-based merchant houses, trade guilds, prospectors, petty nobles, and the like. While these members continue to operate largely independently, the Syndicate acts on their behalf to cement trade agreements, negotiate settlements, and quell discord between its members.

It also works to control markets and prices, massing its power against competition, rivals, or outside threat.
The Amaranthine Syndicate.. apparently represetnative of 'successful' trade cartels and what they encompass and how they act. Basically some sort of middle man or mediator between the different groups, providing a neccessary commodity to the various groups it is connected to, rather than direct conrol. Also, it apparently can span across surrounding sectors, suggesting that (informally) formations larger than sectors but smaller than subsectors can develop (at least for economic purposes.)


Page 77
In terms of structure, the Syndicate follows a simple pyramid layout. The largest, lowest tier of the pyramid is the Syndicate’s production base and markets—local planetbound individuals, such as nobles, guild bosses, traders, prospectors, specialist artisans, and the like. These individuals might be quite powerful locally and control large bodies of men and material; indeed, their own organisations might know nothing of the master’s affiliation to the Syndicate. The middle tier is composed of the Syndicate’s agents and a number of groups with direct Syndicate affiliation. This tier is primarily made up of starship trader captains, their crews, and associated void born clans. However, it also includes a number of mercenary groups and a small dedicated body of scribes, emissaries, and logisters who negotiate for the Syndicate in more formal settings as a legitimate trade body.
Space Amway organized along the cell system. Oh yes, nothing sinister about this. In any case it does show something of the sorts of 'tiers' in a trade cartel/organization on the economic side, so I suppose it is useful.


Page 78
The Slaugth possesses a frighteningly advanced mastery of biomechanical technology and elemental physics that far exceeds human and perhaps even Eldar capabilities, and most mysteriously seem to be able to traverse interstellar distances without recourse to the warp. They grow and augment pseudo-living devices as needed, seamlessly blending flesh and metal to achieve their often horrific ends.
Yet another alien race with non-warp travle and extensive organic/biomech technology.


Page 78
To allow the Slaugth to pass unseen and conceal their terrifying nature, these multi-layered robes and mantles absorb and refract light, and seem to move and twitch of their own accord.
...

The cloaks also allow Slaugth to attempt to hide in plain sight if they remain stationary in an area of gloom or low light conditions. By constraining their bodies and commanding the shrouds to conceal them, the Slaugth can pass for a misshapen human at a distance if they wish.
Some sort of interesting stealth clothing.


Page 78
Disintegrate (New Special Quality): Any victim suffering Critical Damage from this weapon is blasted into a cloud of ash and vapour and is completely destroyed.
Necrotic Sceptre has this. Basically its osme sort of weird, Necron-ish device, which seems to cremate people when it fires. Although since that is a critical hit effect, I'm not sure we can treat it as brute force (and critical hits tend to be pretty over the top anyhow!)


Page 84
Aside from more sedate or spiritually worthy pleasures, the common Imperial citizen, particularly if he lives in the crowded and heavily regulated societies found on most hive worlds, favours his public entertainments in the form of visceral and often violent spectacle. Fighting contests, from simple bare-knuckle brawls and displays of martial skill right up to the rare extreme of prisoners condemned to battle as augmetic gladiators, are all popular in the low hives. Meanwhile, attending duelling schools, sponsoring champions for battle, and hunting dangerous prey are all common pastimes of the elite.

Beast shows and games at the circus or carnivora are somewhat rarer than the more mundane human fighting attractions. However, they are a long-standing tradition on some worlds whose own hazardous life-forms make for suitable opponents, or whose wealth allows such beasts to be imported from afar.
"public" entertainments for the Imperium. We saw one place like this in the first Ravenor novel.

Page 89 - the only interesting thing to me is that the Beast House slavers are equipped with Light carapace breastplates and mesh reinforced leathers, have mono-knives, hunting rifles with custom explosive rounds, and a good-quality cyber eye with Dark Sight and Telescopic sight.


Page 89
Ogryns are abhumans, slow-witted, stoic, and often loyal creatures, whose gigantic frames and ultra-dense muscle tissue and bone structure make them perfectly suited for life in harsh environments on high-gravity worlds. Moreover, Ogryns are genetically stable, and there is some debate as to whether they are mutations at all, or rather the result of bioengineering in ages past. Ogryns, while far from common, are perhaps the most widely accepted and least suspect abhuman species in the Imperium.
Ogryn. What I found interesting about it is that they may be a result of bioengineering rather than mutation. This could actually be said about a great many imperial races (given their variable tolerances for high g) and there is precedence for this (the Barrington J Bayley short story in Let the Galaxy Burn, for example.)

The squats (if they are assumed to exist still) and the Ratlings would probably be similar. I wwould actually argue that bioengineering of various 'human' races was pretty widespread in the past, but this wouldn't rule out other 'abhuman' or warp-inspired mutation either (at least the ones that still leave you mostly human rather than resembling the Toxic Avenger)


Page 89
The Beast House manages these creatures through the implantation of drug injector rigs to stimulate their aggression or render them unconscious when needed and usually replaces their natural chitin-blades with mono-edged implants.
'modifications' to captured animals.


Page 90
Murder Gholams are horrific biological constructs, each crafted from a unique and nightmarish mix of genetically mutilated living human victim, xeno-implants, vat grown tissue, and bio-grafted alien flesh.
Gholams again.


Page 94
...a travelling Administratum scribe detailed to carry out a local census.

..
The scribe recorded the unwholesome sight on his ocular augmetic before fleeing.
I imagine the Adminstratum needs to know how many people in the Imperium (or at least a part of it) if they are to 'properly' assess tithes (or as accurately as they can manage, anyhow.) If nothing else it tells them how many people they can conscript into an army.


Page 96
We proceeded though the rest of the Dream Walker, meeting no one but servitors that performed the functions of a crew.
Ship run mostly by a servitor crew, save for a few command personnel and the captain.


Page 97
All [Halo Devices] share a strange metallic feel, defy analysis by auspexs or scanners, and are nearly imperious to harm. Indeed any force sufficient to breach one will also destroy it...
..

...the devices will indeed grant their possessor what he seeks—youth, vigour, and undying power, but in such a manner only the most deranged would choose. Over time, the devices become part of their possessor’s body and mind, changing him according to alien inclinations and subjugating him to strange thirsts
Yet another example of insidious xenos technology.


Page 99
Rejuvenat treatments, sanguinary cleansing, and other techno-biological rituals can only preserve life so far. Even extreme solutions to extreme age such as full augmetic conversion and life support offer at best a poisoned chalice for those that take them up.
Examples of Imperial life-extension technology.


Page 99
A true Halo Device might change hands in trade once in a hundred years and command prices of tens of millions of Thrones, or things of equal or more specific value such as trade route maps, noble titles, certain dark secrets, and other hugely valuable assets.
An indication fo the value of Halo Devices and its equivalent value to other things (titles, trade information, etc.) This tends to suggest Noble sand Chartist Captains would operate in the "tens of millions" of thrones economic range (needing to possess that much at least to do waht they do, nevermind operating in a sustained manner.) This might give an idea of the economic wealth of the Imperium as a whole (millions, if not billions of chartist traders easily, and probably millions/billions of noble families.)


Page 113
What the Holy Ordos accept as truth is that through the use of certain mimetic formula and esoteric equations and theorem, expressed sometimes as simple verbal and somatic patterns (outwardly at least) or, more complexly through rituals of paradox, murder, and discord, the stuff of the warp can be bled through into reality. Warpcraft can be made to alter and corrupt physical matter, imbue objects with esoteric power, mutate flesh, summon forth entities from the empyrean, and even create deliberate breaches and rifts in the fabric of the universe.
...

As such, the knowledge and abilities of sorcery are often fragmentary and paradoxical, for what one sorcerer may need vials of widow’s tears and burning mercury salts for, another may accomplish with a curious gesture and a mimetic phrase.

Nor is it clear where traditionally understood psychic powers end and sorcery begins.
Alot of words to basically say that Chaos can manifest it self through a myriad of different words/gestures/patterns (and not neccesarily in a consistent pattern) or by certain kinds of actions in certain places or times, which is part of its danger really (because anything knowingly or unknowingly can cause it.) and even sorcerers are not consistent in their methods (nor are astropaths or some psykers.) The only part I'd object on is that psykers are generally "innately" gifted, whereas sorcerers learn their skills (or rather, they gain a conduit to the warp through an extenral source accessed through learning). Psykers can become sorcerers, but sorcerers don't really act as psykers (well they probably could, but their connection would probably be so weak that the effects owuld be trivial unless bolstered in some way - tapping collective belief to perform miracles, for example.)


Page 113
“Chaos ritual” is a catch-all term that covers the diverse weird rites, occult formula, and strange ceremonies by which the warp can be called upon to alter reality or its denizens summoned forth to erupt into the physical universe.
..

Such a ritual acts like a flare unleashed into the endless dark tides of the warp beyond in order to attract the attention of daemons and ease their passage through the veil or perhaps is used to create a specifically desired buckling of physical laws and a release of occult energies that can be controlled and channelled by the ritual’s conductor for his own ends.
'sorcery rituals' such as it is.


Page 116
Sorcery, viewed in an objective and abstract way, can be seen as the application of warpcraft, occult formulae, and the exercise of will in order to achieve immediate physical and mental effects much like those of psychic abilities. But unlike the usual psyker’s disciplines, all that is required to perform such baleful miracles is an understanding of the secret and sanity-twisting knowledge of how to do so and the conviction and stomach to put such knowledge into practice.

This malign and erratic sphere of human knowledge is ultimately based on the power of the daemon, either through channelling the powers of warp entities directly (or accidentally) or using the warp to imbue the summoner with psychic power. Some sorcerers claim their powers are a gift of their gods, but many are apt to delude themselves that they practice what is simply a little understood art or science—perilous, yes, but unjustly maligned. Regardless, sorcery is playing with fire, as the warp is a fickle, uncertain, and utterly dangerous thing with its own inertia and its own diabolical intent.

As a result, “true sorcerers” of great power (individuals who began their quest for esoteric power with no innate psychic ability, but who owe their dark arts purely to forbidden learning and pacts with the horrors beyond), are rare indeed, even among malefic cults and the servants of the Ruinous Powers.
Which is pretty much where I derived my early distinction between psykers and sorcerers. Basically makes alot of sense to me, nor do I think the classification restrict itself just to chaos powers or daemons.. the Imperial versions (or xenos ones) would follow this pattern too, although they would think of them in different terms (EG they have saints instead of daemons, for example.)


Page 118
Certain antithetical forces and energies, such as a starship’s Gellar Field, a pentagramatic ward, or some sorcerous attacks can have a powerful antithetical effect on creatures wholly or in part comprised of matter drawn from the warp, unravelling and disrupting them on a fundamental level. This destructive effect is called Malediction.
Basically what anti-daemon powers/attacks are.


Page 119
The warp can taint unliving matter just as readily as flesh, with a wide range of disturbing results.
Covering artifacts like daemon swords and the like. EG inorganic conduits or foci for warp powers.


PAge 120
By use of certain occult rituals, holy symbols, and even non-Euclidian mathematical formula, wards can be inscribed on physical objects or areas to bar or constrain the presence of warp entities. The secrets and knowledge needed to create such wards are considered proscribed and dangerous, and aside from cultists and magi, they are the sole purview of the Ordo Malleus. The reason for this ban is simple—such wards can be easily altered to help a sorcerer or witch control and enslave rather than simply deny the daemon.
Wards and their risks. Non power, non-daemon, non force weapons can have wards or sacred words or similar stuff inscribed on weapons to make them 'blessed' against warp powers (much as Eisenhorn did with Barbarisater). We've seen similar effects with having priests (or Techpriests) bless weapons (even ranged ones) to inflict damage. Basically, it suggests that any sort of verbal, tactile or symbolic focus could draw upon "belief" to manifest a "blessing" on a weapon. A prayer-etched trooper's knife, for example. It probably wouldn't be as effetive as a pentagrammic blade like Eisenhorn made, but it could still have some effect.


Page 120
The vast majority of daemon weapons are variations of more commonplace or archaic melee arms, although guns and more esoteric weapons are not unknown but are far, far rarer
Daemon weapons are more destrucitve, tougher to destroy and have an intelligence of their own that makest hem hard to wield. They also can vary in type, form, and abilities, but all are dangerous (obviously, since its got a freakign daemon in it.)


Page 128
rather than risk an untried or unperfected ritual [making daemonhosts], many summoners attempt to master their craft by binding far lesser and more easily controlled entities first, condemning the soul and flesh of some unfortunate victim or even animal to become the corrupt vessel of the warp. This process creates a form of lesser daemonhost slaved to the summoner’s will, a being known in some proscribed texts as a Dybuk—literally “a vessel of the unclean.”
A lesser sort of daemonhosts I guess.. the difference being the kind/type of Daemon bound.


Page 133
Ateanism is in essence a terrible consequence of curiosity in a universe where small-mindedness is a virtue for a reason.

Considering that it sat least (theoretically) possible for any action/thought/words to carry some warp based consequnece in them, and it is not easy to predict or or why such occur (combinations of time/place/people/actions/etc.) it is perhaps small wonder the Imperium fears curiosity or knowledge. Of course there's also a sense of the absurd in this, since it is possible for this stuff to occur even amongst the ignorant. Therein lies teh catch.


Page 133
...Ateanos came to the conclusion that a complex but common property underpinned all great art, thought, and human expression.
...
....exploring obscure areas of knowledge and diverse disciplines, he was spurred on by glimpsed snatches of his glorious goal.

..

The product of his long labour was a strange formula written in symbols almost lost to human understanding. It was his key to the magnificence of things created by art and contemplation, for he was sure that the strange formulae would reveal the hidden property behind all truth and beauty.
...
...the world changed around and within Julius Ateanos. A feeling of infinite doors of possibility opened to him, smothering his mind, and his being ran with an understanding of the untapped beauty of all things.
..
...even as he reached this peak of rapture he felt the lie to his bliss and the cold greasy feeling of touching something monstrous and mocking.
...
Ateanos records his final experiences in his journal in a crazed, shaking hand, writing at the last that something was coming for his soul.
I think it stands pretty self-explanatory as an idea of how chaos can be sneaky and random and still kind of inevitable. It's not guaranteed this would always happen, or would repeat itself, but the sheer possibility of things like this happening is simply risk enough, and noone can ever know for sure about it, or anything like it. such is chaos.


Page 135
A practitioner of Ateanism is chiefly concerned with the application of the Eris Transform to works of art and intellect, such as a work of literature or music. To have any use, however, the would-be Ateanist also requires the connected methodology—a cipher which is made up of a mass of strange translation tables as well as geometrical and occult diagrams of equivalence.
...
Almost all Ateanists are ignorant of the daemonic influence they open themselves to by their acts, as if some external force was preventing those involved from discovering the truth (which may, in fact, be the case).
In a way its sort of like the Enuncia stuff from the Ravenor novels, only more insidious and beyond just words. You have these idiots working to replicate Ateanos' work

It is also mentioned that those who succeed end up becoming addicted to repeating the process... which probably only makes the situation worse (eroding the barriers between the warp and realspace perhaps, or making it liklier that the person becomes possessed. This all comes across as a good way to create an unintended summoning or just a gateway into the immaterium. The addiction and "defenses" shielding the individual mentioned above probably is some entity acting throught he work or the worker.)

This haphazard, decentralized form of Chaos activity is not very precise nor rapid as a form of summoning, but its very nature also makes it hard for the Imperium to combat - probability alone guarantees the process owuld succeed, sooner or later.


Page 145
The Vile Savants are a warp-spawned disease made flesh....
...
It said that in the distant past a great hospital ship was sent to tend the outbreaks of sickness and plague occurring as a result of the constant wars around the Eye of Terror.
...

...it secretly carried another deadly cargo, an arsenal of dreadful weapons—biological agents, necrotic poisons, and alien fevers...

...

...the powers of the warp shattered the protective stasis of the deathly vault and sank into the viral samples aboard, filling them with unholy life and consciousness.
...

...a daemon virus possessed them [Medical personnel] and made them its own flesh.
They mention at least a thousand medical personnel, perhaps thousands of others. We've seen Daemon viruses in False Gods and Soul drinkers and (I think) other sources.


Page 146
The Vile Savants are daemonic entities who require no scheming mortal agents.
..

...the Vile Savants are literally a warp spawned contagion. They spread and multiply through the flesh of reality just as mortal viruses spread from organ to organ, choking its host with sickness until it fails and collapses.
..

The Ordo Malleus believes that this most unholy contagion is the design and will of the Ruinous Power called the Lord of Decay, known to some as Nurgle, Father of Plagues and Bringer of Despair. As warp entities, they serve to embody several types of daemonic contagions that are categorised by the Ordo Malleus as the Fydae Strain (named after the area of the Calixis Sector where they were first encountered). The Savants themselves are little more than murderous vessels, avatars of these hell-sent plagues. Each stage of a Fydae outbreak cycle escalates the amount of death and horror until it has reached such a weight of destruction that the barriers between real space and the warp can be breached, the dead walk....
More on the intelligent demon plagues.


Page 146
Outbreaks of various strains of zombie plague or incidents where the dead have been known to rise as a result of a warp-spawned rift, fell-technology, or necromantic witchery have been known to the Imperium for millennia but are thankfully comparably rare. In recent decades, however, the sectors and worlds of the Segmentum Obscurus have seen a marked upturn in such incidents linked to disease cults and the ancient enemy.
...
Animated at the behest of fell sorcery or creations of the darkest of the psyker’s arts, such creatures can make for powerful and loyal servants. Forbidden science can also bring a twitching carcass to a semblance of hungry life.
Zombie threats. Even worse, it mentions they can be made into toxic zombie threats.


Page 147
...the Ordo Malleus believes it may be some deep and dark lesion within a person’s spirit calls out to the contagion and it responds to that call. If true, it would be a dark and macabre despair of such singular depth and malice that it resonates in the warp and calls the disease like a moth to a flame.
...

As healthy as the person seems, his soul is now lost and he has become a fever that walks and a vessel for unholy disaster in the shape of the Fydae Strain. Utterly infectious and yet outwardly healthy, he ignorantly goes about his life, not knowing that the contagion inside him is tainting all he comes in contact with. Thus, the carrier spreads the contagion with a thoroughness that could never be achieved by obviously sick individuals.

...

Unlike mundane diseases, the contagion spread by Subject Zero can take weeks or hours to claim its first lives, dependant on its fickle daemonic nature. It is as if the disease itself is patient and willing to wait to spread to as much of the populace of a locale as possible before it begins the next fatal stage of its cycle. However, if tempted by a particularly choice group of victims (such as medicae personnel) or the threat of discovery, it will suddenly erupt with full force. Its hunger to kill may drive it to full outbreak sooner rather than later as the daemon will not be denied its feast.
Yet more zombie plague outbreak.


Page 148
Dauntless class cruiser The Fifth Hammer of Drusus dispatches boarding parties of armsmen in sealed combat armour.....
Armsmen packing sealed combat armour.


Page 148
Aetheric scans indicate severe and dangerous weakening of warp/real space boundaries in the area
Aetheric (warp) sensors.. probably pertaining to and related to all the psychic-type sensors the Imperium demonstrates from time to time.


Page 149
In this stage, the disease does not simply attack the bodies of the infected but moves to overwhelm the few threads that keep humanity together in the plague’s aftermath or may contest its decaying dominion. Rising from their graves, the plague dead walk in search of the living, the daemonic plague driving their corpses like the many cells of a single vile organism.
The plague acts as a controlling and coordinating element for the zombies, not unlike the way the Hive Mind controls its component elements in an invasion.


Page 149
At the centre of the outbreak, in a silent, dark place bathed in death and despair, reality falls apart to the buzzing of flies. The Vile Savants step through into reality, and in their wake come the daemons of the Lord of Decay.

The number of Vile Savants that appear is dependant on the extent of the contagion’s spread. If a great city is consumed by the contagion and the walking dead numbers are legion, dozens of Vile Savants may come, while the death throes of a small settlement may bring a single savant to perform its final rites. As manifestations of the contagion itself, the Vile Savants can command the throng of walking dead, wield diseased powers of the warp, and consume life like a hungry cloud of locusts.
The end result of the Daemon plague outbreak. They're mentioned as keeping some people alive as future test subjects to work diseases upon.


Page 150
A plague swarm is a daemonic force of mindless destruction that materialises in the corporeal universe as a rippling mass of locusts, beetles, flies, or other such creatures twisted into utterly horrific form and redolent with rot and decay. These hellish swarms move as one implacable and unholy mass, stripping flesh from victims as they pass, tainting and destroying everything they touch.
Yet another form of plague.


Page 153
The cult possesses an insane certainty in the rightness of its cause and is more than willing to make sacrifices in the pursuit of its goals. The cult members are able to maintain a veil of secrecy through their power to change flesh, tamper with minds, and even warp space to their desire. By these means, the cult hides itself from outside eyes and avoids direct confrontation with the Imperial authorities (unless it should wish it).
...

These false fronts serve to conceal the most foully changed of the cult’s numbers and allows it to select its victims from those unfortunate enough to stumble across one of its lesser "performances.” Operating in accordance with an unfathomable plan and timetable of its own twisted devising, the cult reaches out and draws particular victims to it, manipulating minds and perhaps even the flow of fate itself to draw them in.
..

Such is the duplicity and labyrinthine skill of the Menagerie that often no one connects the diverse victims to having attended a given performance of a play or having visited a carnival where they became separated from friends for a time. Even someone collapsing drunk or drugged in a certain location, waking days later with no recall of what befell them in between, is ignored. Each act of inflicted madness is but one part of a grander design reaching out across time and space to an unknown but doubtless malign conclusion. However, whether they work to achieve some dark end or prevent one, none save perhaps the Revelators know.
Capabilities of the cult known as the Menagerie. Overall they sound very much like Tzeentchian cult.


Page 155
(..perhaps the one many members of the Holy Ordos find most troubling) is that it [Menagerie] actively seeks out, consumes, or simply destroys other malefic cults. This phenomenon is not unprecedented, as the disciples of dark gods rarely have anything but contempt for one another unless forced together by a stronger power. In fact, many dark factions are in a perpetual war amongst themselves.
Commentary on the fact Chaos wars on itself. Easily or rapidly doing so, on a large scale, is generally an indicator of a significant threat, however.


Page 156-157
..the “favoured” remember nothing of what has happened to them at the Menagerie’s less than tender mercies, until some pre-set time, condition, or triggering signal occurs.

When this happens, the now dead-eyed victim carries out whatever task the Menagerie has in mind for him, be it strange, trivial, or murderous. After his task is complete, he is often discarded, collapsing to a gibbering, mindless shell or even returned to “normal” again with no memory of what he has done. Of course, even in such a rare occurrence, this individual eventually falls to madness as the echoes of his unremembered deeds haunt his thoughts and dreams.
More on the Menagerie's use of the Favoured as pawns and tools.


Page 157
Daemonic forces of raw Chaos unleashed, these strange entities are endlessly whirling, shifting shapes of blinding light, alive with surging energy, beyond the human eye to fathom, as they roll, scream, and whine in a thousand dissonant voices maddening to the senses. The “Colours,” as the cult knows them, are terrifying things; reality is twisted and broken as they pass, and the mere sight of them is enough shatter the sanity of onlookers.
Warp Spectres, as they are called. used only against other cults or powerful enemies.

Page 160
It is the business of whole divisions of Ordos savants and adepts to collect and shift data. They consider and collate reports on everything from the political manoeuvrings of the great houses on Malfi and the price of the season’s grain from Regulus, to scattered reports of strange phenomena, bizarre murders, lost or overdue vessels in the warp, and countless other factors. It is from the study and assessment of such data that many Inquisitorial investigations first originate, looking into either specific incidents which display signs of special note or evidence of some troubling pattern that deserves more direct attention.

Approximately 11 years ago, a pattern began to emerge concerning numbers of previously unconnected and often seemingly motiveless serial murders, spree killings, and massacres on dozens of worlds. Commonalities of victim, the details of the suspected perpetrator, the method of murder, and often the simple savagery of the killings themselves were striking. In many cases, the murders sowed fear and terror in areas usually all but untouched by such horrors, and the killers (or suspected killers) had often led blameless, uneventful pasts before their murders began. Most telling was that on investigation, the killers often evidenced a period of disappearance or “dead time” in the record of their whereabouts before the killings started. Rarely were the killers in these cases apprehended and never were they caught alive. Most, after a protracted bout of killing, would simply seem to disappear without a trace, leaving authorities baffled and a bloody legend in their wake.

Some within the Inquisition saw the pattern as too defuse, too spurious. They suspected it to be a “false-positive,” a phantom thrown up by the idiosyncrasies of the lexmechanics’ cogitator engines.
Inquisitorial collection of and processing of data across an entire sector, analysis for certain patterns or kinds of behaviour or other indications of dangerous or heretical activity. Says something about their information gathering and processing abilities.


Page 161
Though the Ruinous Power known as Khorne, the Blood God, is primarily considered to be a deity of battle and rage, some also see the Skull Lord as a patron and embodiment of violent death and murder in all of its forms—from the spilling of blood to the screams of the dying.
..
The Murder Room could be a front for such a cult, or perhaps a true phenomenon summoned by them by the very act of ritual murder itself. It could be an altar of blood, half within reality and half within the warp, a borderland for fitting sacrifices to the Throne of Skulls, its victims chosen at random or by some esoteric selection process impenetrable to a sane mind.
I guess this means Khorne could also be a patron of assassins and murderers. Also some sort of bizarre warp phenomena (the murder room) dedicated to Khorne.


Page 161
There are places where the barrier between corporeal reality and the warp wear thin. Some of these weakened veils exist for no known reason save perhaps for ancient accident or mischance of location, whilst others are places where sorcerous rituals have been worked or terrible atrocities committed. The aftershocks of such incidents echo in the warp, and if, by a quirk of cosmology or chance they become trapped in the weave of things, their violence and anger can be reflected and amplified back on themselves endlessly to create a Murder Room.

Like a supernatural trap waiting in the skein of reality for the unwary to trigger it, there need not be any malign intelligence to such a “fold” of tormented space for it to be fatal to the sanity of those that encounter it. Such a frozen moment of horror, caught forever in time, would be a dangerous labyrinth to become trapped within—its reality shaped only by suffering, grief, and pain.
Murder rooms again. It seems to be representaitve of a whole series of related phenomena.


Page 161
There may be a daemonic intelligence, thirsting for blood, at the centre of the Murder Room. If this is the case, then stepping across the threshold to the Murder Room is crossing into hell in a literal sense—it is travelling into a sinkhole of murder immemorial and becoming the plaything of the bloody denizens that dwell in this red abyss. What returns from such a fate will no longer be human. It will either be corrupted beyond reason, fused with utter wickedness, or no less than a daemon wearing the mask of earthly flesh.
More speculation on Murder Rooms.


Page 162
A Blood Wraith is a murderous parasitic entity formed from the fusion of a daemonic manifestation and a human victim, driven by malignant intelligence and an unquenchable thirst for slaughter. The daemon fuses with a living host, snuffing out the soul within and riding the body as its vessel of murder until released by the body’s death. Although consumed by bloodlust and hunger, the Blood Wraith is no mere berserker or mindless beast, but patient, calculating, and cruel. It delights in the terror that its actions sow.
Blood Wraith. A rather higher end Khornate daemon, at least in the terms it can think and plot.


Page 164
Factionalism, rivalry, and millennia old feuds constantly eat at the fabric of the Imperium, weakening it to the attacks of the heretic, the predations of the alien, and the lure of the warp.

Possibly the worst aspects of this cancer gnawing at the heart of the Imperium are territorialism and self-interest. The great and powerful scheme to increase their power and forward their agendas, while those charged with governance become divided by interpretation and corrupted by fractured dogma.
It's basically true, and yet at the same time it's inevitable. They feared another heresy, which meant sacrificing some of its effectiveness to hamper the ability of one man to wield power enough to threaten the Imperium. It still happened though- such as the Reign of Blood, and
further measures were taken. On top of that, there's only one person who ever 'unified' it - the Emperor - and he's stuck in the Golden throne - who can follow his lead? Add in the need for independent local control due to the warp's inconsistency and it's easy to see why the Imperium is decentralized.


Page 165
Such actions are arrived at by a simple and utterly impersonal process of procedure, precedent, tradition, and cold calculation based on long-established criteria—heedless of the level of suffering or upheaval that they will cause at a local level. Likewise, the absolute importance it places on the minutiae of its nightmarishly complex bureaucratic system and the strict adherence to regulations, forms, protocols, and due process, can itself be the source of great friction....
...

....when error creeps into the system, such as when the consequences of inaccuracy, lost data, or simple incompetence manifest themselves. Though exceedingly rare, it is quite possible for the Administratum to simply “lose a world” thanks to administrational error, condemning it to isolation and privation, or wrongly apply a tithe and thus render a world an asset-stripped wasteland.
This tends to confirm my belief that it is a testament to the Imperium that it survives despite its bureacracy. Small wonder the Primarchs and Crusade military disliked the bureacracy, isn't it? That said i suspect the planets they 'lose' are relatively minor worlds, or ones out of the way or off trade routes - they aren't going about losing sector capitals after all. And considering how they can deliberately "asset strip" whole planets and then abandon them, I wouldn't totally buy the accident excuse, either.


Page 165
Many, even in the other Adepta, find them hidebound, petty, and obstructive.
...
The Administratum is also a shockingly parochial organisation, its adepts blindly ignorant of the nature of the world around them and naive of its many pitfalls and dangers.
..

Ironically, the organisation’s greatest defence against corruption is its own vast complexity and inertia.This makes it woefully difficult to derail or subvert in any widespread or meaningful way.
In other words, it just exists and really doesnt contribute much to the greater scheme of things. Meanwhile everyone else passes them by getting on with thier work.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Part 3

Page 166
The written law of the great Book of Judgement, or the Dictates Imperialis as it is more properly known, is unforgiving, but neither is it simple nor brief. The law of the Imperium is vast and considered divine, yet it is not so great in size that it covers every eventuality. In such cases where the law fails to give clear guidance, a case must be judged in line with any precedence set by previous judgements. Between the vagaries of interpretation and the weight of precedence fall many disputes and contradictions, some of which even an Arbites Judge cannot reconcile.
Arbites law is as harsh and unyielding as the Adminstratum in many ways, and yet somehow seems to be more effective at the same time. It mentions though that these unyielding rules can benefit total assholes and psychopaths as well as true guardians.. so it has its problems.


Page 167
Solomon is a poisoned and decrepit hive world, given over almost exclusively to meeting the demands of the Departmento Munitorium by millennia-old accord.
...
Solomon was long ago chosen to house the labyrinthine edifice of the Halls of the Chancellery Court, resulting in the planet’s becoming the Munitorium’s seat of power in the Calixis Sector. The Chancellery Court is a conglomeration of legal apparatus, chambers, and archives that deals in the nightmarishly tangled business of Administratum, Munitorium, and High Terran Civil Law.

The court is outside of the remit and control of the Lord Sector or any other petty authority. Its halls, heavy in solemnity and ritual, process an endless stream of claim and counter-claim, suites, actions, inquests, infractions, disputes of rights, and privileges.
..
In theory, with the direct authority of the High Lords of Terra behind it, there is no greater temporal authority in the Calixis Sector. Even the office of the Lord Sector must obey the rulings of its highest court, the Consistorial Chamber, without question. In practice, however, the effect is somewhat different, as the whole system is soul-crushingly slow, pedantic , and obtuse to the point of insanity, with cases dragged out for years, decades, or even centuries. As a rule, the more important the case, the longer will be spent on hearings, reflective recesses, counter-cases, and endless deliberation and ritual.
...

As might be imagined, such dreadful inertia often leads those who have the means to seek to accelerate the legal process or circumvent it entirely by unsavoury means. Certainly deception, bribery, coercion, assassination and mass murder are all tools to be used when trying to expedite a Chancellery case. Indeed, a twilight community of reclaimators, moneylenders, and information brokers has grown up...
Rather interesting that the Munitorum has its own "court" planet - i suspect that given what is described is actually referring to the Administratum (legal and political situations) since it has little obvious military bearing (although there can be a military aspect to it.) - it basically decides purely on economic/financial/political and related matters (estates/inheritance, governorships, etc.)

it also seems to cover a bit of the Arbites as well on the legal side - the whole "long slogging process of justice" is the same at least. Maybe there is some overlap and this is partly why Imperial law is so sluggish? Arbitrators tend to be more.. arbitrary. :) It mentions petitioners dying of old age before judgements are heard and the existence of "multi-generational" cour ctases as well.

It also (in theory) has more power than the Lord Sector (or individual planetary Lords), but its power is more reactive (unlike the Lord Sector.) In that way it acts as a (potential) check and balance, and helps to guard the power and authority of the Adeptus Terra far away from the planet. A sort of "checks and balances" sort of thing (although whether the Sector Lord i think is Legislative and Executive, while the Chancellery Court is more judicial review.)

It also demonstrates the demarcation between 'directly controlled' worlds of the Adepta and those ruled by Imperial commanders (in the name of the Adepta.) It's akin to Garrison worlds (IG/Munitorum controlled), stockpile worlds like Vraks (Munitorum again), adminstratum record worlds (like mentioned in the Tactica Imperialis book), and the various fiefs of the adMech and Ecclesiarchy and Space Marines (and, to a lesser extent, the Navigators.) This actually could suggest that if the "million world" figure is distinct from the "millions/billions" mentioned elsewhere (including within FFG), that the 'directly controlled' adepta worlds are at least partly independent of the 'sector/subsector' level enviroment (insulated from most of the politicking, for example.)


Page 167
Each judge may command his own armed forces of Arbitrators and may call upon the resources of the Imperium if he requires it.
...
... they are able to hold almost all within the Imperium to account. The power of the senior Judges and High Marshals of the Adeptus Arbites is almost equal to that of the Inquisition—except they are bound entirely by the hierarchy of the Imperium and cannot step beyond the measure of the Dictates Imperialis.[/qote]

The limits of and scope of the power of the Arbites. In many ways they parallel the Inquisition in their duties. Indeed some competition could be said to exist with certain organizations (like the Hereticus), and probalby with others like the military and the ministorum. Indeed, such is the case in the Calpurnia novels.


Page 167
Abstractionism is a term applied to a condition of criminal deviancy in Arbitrators who come to see the letter of the law inadequate to the task of executing their duties in an expedient manner. Instead, they come to rely on summary judgement over evidence and due process. The worst stray into vigilantism, meeting out punishment and death for perceived or even potential crimes rather than real ones.
I can see why - the Imperial law is 'divine' (or at least, perfect.) so it should not need interpretation. And if it does, it must be very carefully and thoroughly considered (over a lengthy period of time.) Which is what the Judges basically do. So arbitrators doing this are both stepping on the toes of Judges, as well as violating the notion the Imperial law is perfect. It takes away from some of that 'summary execution' aspect tied to the Arbites in the past, but I think it fits better overall.

It still probably happens I suspect. not all arbitrators will be the same, and even in their organization there are likely to be factions and politics - which means there are Arbites versions of radicals (who probably advocate and shield the use of this from official scrutiny.)



Page 168
While the mighty Dictates Imperialis contains the writ of the Emperor’s holy word, the rulings of the High Lords of Terra, and the enumerable precedents and judgements of the great and the just among the Adeptus Arbites themselves, it is not the whole of the law.
...
The Corpus Presidium Calixis is the name given to the collected laws, enshrined rights, and traditions of the Calixis Sector itself.
...
Much of it is a reiteration (or interpretation) of the tenets of the holy Dictates Imperialis and other strictures laid down in the ordinances of the Segmentum Obscurus of which Calixis is part. However, a great part of the Dictates is individual and unique to the Calixis Sector.
So in addition to the Legal (law), and the Administrative (adeptus) laws, not to mention various AdMech, minisotrum, and related laws... you can get sector level and local laws. Which gets pretty damn muddled obviously, but I imagine it hleps that at least partly drawing on "higher levels" to establish them can alleviate some of that. But you still end up with alot of variation betwene world and world nad sector and sector.

It [The Calisix sector 'laws'] is also mentioend as the cornerstone for Lord Sector's authority.


Page 168
Many Judges see the letter of Imperial law not only as absolutely unbending, but also without boundary or limitation. It has been known for zealous Arbitrators to seize and execute agents of the Ministorum because they have executed heretics without recourse to the law, or bullishly intervene on the discovery of some cult or secret agency only to later discover that they have jeopardised a covert Inquisitorial investigation. To some foolish or fanatic Judges, such distinctions as the sanctity of a Navigator’s ancient privileges or a noble’s rights and title are subservient to the requirements of the law.
As I said, the Arbites have the potential to step on alot of toes politically (and in other ways.) given their jurisdiction, and probably do. (then again so do lots of other adepta.)


Page 168
Many worlds have their own cadres of enforcers, local agencies provided by the Imperial Commander to enforce their will and the common law of their world. Unlike the mighty Arbitrators, most enforcers hold little loyalty to the law itself or to the tradition of service (although there are notable exceptions to this).
This idea holds that they are basically the 'secret police' of the Imperial commander. Which to an extent is true, but at the same time many Enforcer (or Magistratum) organizations have ties of varying degrees with the Arbites. such a connection (at least a strong one) probably moderates that or instills some measure of 'law and order'. Indeed the Enforcers can become a useful extension of the ARbites on a planet, so some effort at indoctrination makes sense (but probably conflicts with the Imperial Governor at the same time.)


Page 168
The Magistratum numbers tens of thousands of armed men and women, nearly as well resourced as the Adeptus Arbites.
Scintilla's enforcers.. described as a 'paramilitary' force. It is mentioned that some worlds use PDF in place of the Enforcers.. so there migth be overlap (or that the Pdf serves dual functions) in some cases. Feudal and Feral worlds are usually that sort of example, and it makes sort of sense since an Imperial commander there is more of a caretaker and middleman than anything else (has little direct control or contact with the natives, just collects tithes, purges psykers, and so on.)



Page 169
Chief amongst those who come into open and occasionally bloody conflict with the Ministorum’s more excessive members are the Tech Priests of Mars, and more rarely the Space Marines of the Adeptus Astartes.

The openly deviant faith of both these organisations has nagged at the suspicions of the pious for millennia. Some in their pride and zeal feel that it is their right and duty to see the faith of these bodies brought into line and bound to the authority of the Ministorum.
It challenges the absolute authority of the Ecclesiarchy, and they can't have that. It's also the two organizational cults they cannot coopt, although they doubtless try.


Page 171
The Cult Imperialis is broad in its accommodation of differing tones of faith.
...
The boundary between sanctified faith and heresy is thin, and many sects cross it simply because the ruling centre of the Ecclesiarchy shifts and leaves them suddenly no longer accommodated within the Cult Imperialis.
There is very little fixed in 'heresy' and 'orthodoxy', and much of it is amorphous or political. Considering how the Ecclesiarchy goes about coopting faiths, this is pretty much inevitable.


Page 171
..the machinations of various factions, guilds, and economic powers that make up the Combine Commercia, and the rule of the Imperial Commanders all have a direct bearing on the Adepta.
...
By virtue of ancient rights and raw economic clout, these groups have the freedom and power to put into practice all manner of plots and schemes, sometimes concealing the most corrupt practices and beliefs beneath the armour of wealth and position.
...

Powerful aristocracies exist on many worlds in the Calixis Sector. Most are linked by blood and a tangled web of alliances and long-burning enmities, often bound up within the feudal order through which the Calixis Sector is maintained. Many such great houses have direct links to one of the powers of the Combine Commercia and the guilds that dominate and administer industry on many worlds. Others have long ties to the military, the Navy, or even to the rare and dangerous Rogue Trader clans, by which their fortune and position in society is maintained.
The Aristocratic, commerical, and other aspects of the Imperium.


Page 172
However, sometimes a mass purge is the only recourse.
..
It is these actions, which in truth represent only a fraction of the Inquisition’s activities, that strike the most dread and live longest in the minds of citizen and noble alike. As a result, stories of hive spires smashed from orbit, thousands taken in the night and summarily executed, and wars of chastisement.....
We remember the bad and highly visible stuff, and forget the little things.


Page 172
Navigators are a stable genus of human mutation (some say the result of ancient genesculpting).
They form tightly knit clans linked together by webs of intermarriage, hereditary alliance, and patronage, using their wealth and power to remain in privil eged isolation from the bulk of humanity.
...
..no trade can be conducted, no great wars waged, and no exploration mounted without the Navigators’ aid.
Well it could be conducted, just not across truly galactic scales. The Imperium would collapse into individual sectors/subsectors and clusters of sectors. They also stay isolated in small part because some consider them mutants.

Also note the mention of 'genescultping' - eg genetic engineering.


Page 172
Because of their monopolies, ancient lineages, and accorded rights, Navigator families are usually both immensely wealthy and influential, their power extending to all corners of the Imperium. In particular, their influence of matters in interstellar trade is beyond that of any other group.

Perhaps most importantly, they have an Emperor-given right to conduct their own affairs as they see fit and thus are effectively outside of the laws and authority of the Imperium. This freedom is only void in particular circumstances of overt rebellion or treachery,
Basically its the same case as AdMech or Astartes. It doesnt mean they are completely immune (EG the Inquisition can still take them down if there is a clear case) they are just held to a higher standards of evidence and better insulated in general (unlike Imperial commanders or IG officers for example.)


Page 173
The Inquisition is one of the few bodies that can truly move beyond the immunity of the Navigators’ charter, and its eye is ever kept on the Navigator clans. Even the Inquisition must be circumspect and certain in this task.
They have destroyed clans though. And some have turned traitor as I recall.


Page 173
Each Navigator family’s power and wealth is based on the trade it can control, its contracts and pledges to various mercantile organisations, and the courses that its Navigators can plot. All these matters are areas of fierce competition between the different Navigator houses and often the focus of campaigns of espionage, violence, and assassination. Such conflicts can cause huge amounts of damage to the infrastructure of the Imperium, often occurring without the direct knowledge of the nobility or the Imperial authorities until it is too late.

Traditionally, this damage has been controlled by the formal declaration of a “trade war” under the terms of the ancient Navigator Convention. A trade war, once declared, allows all Navigator houses involved to act against their rivals using military and covert means. According to the terms of a trade war, those outside of the Navigator houses involved should not be affected or harmed by its progress. However, in reality, subsidiaries, allies, and associates of the Navigator houses immersed in a trade war are usually dragged into the conflict whether they want to be or not. While a trade war is meant to control and contain competition between Navigator houses, many houses act outside of the constraints of a declared trade war. Such illegal actions usually involve intermediaries, assassination guilds, or armies for hire.
Navigator politics. The novel "wolfblade' speculates this is deliberately engineered to keep them from dominating the Imperium as a whole. Although if it grows too large it can be probelmatic (as described) - one imagines that fear of invoking the wrath of others who can threaten them (EG Inquisitiors) generally keeps such conflicts relatively low key.



Page 173
The most powerful form the triumvirate of House Modar, House Yeshar, and House Rey’a’Nor. Between them, these families hold the rights, bonds, and contracts for the supply of Navigators for Battlefleet Calixis, as well as for the vessels belonging to other branches of the Calixian Adepta and the sector’s commercial powers.

...

A dozen lesser houses and a few outcast bloodlines from distant sectors have subsequently established themselves in the area.
3 major and a dozen lesser houses.. possibly with various othr "subsidary' or isolated unaligned elements. If this were standard across the Impeirum we might see as many as 30,000 major and 120,000 minor houses. Certainly tens of thosuands of Navigator houses of all stripes exist. Given some hundreds, if not thousands of Navigators potential per family. .we're talking at least many millions, if not tens of millions of Navigators, operating individually or in small groups on Starships (hundreds of thousands if not millions of starships at a very minimum) - the bulk of the evidence tends to argue for individual navigators per ship, maybe with one backup sometimes.


Page 174
There are of course other Ordos, dedicated to other domains of Imperial interest, but none is quite as large or powerful as these three. Most Inquisitors (though not all) single out one of these threats for their special attentions and declare their allegiance to the respective Ordo or are inducted into one because of their efforts in the field.
It is mentioned (and goes without saying) that being part of an Ordos (or the Inquisition as a whole) doe snot guarantee unity. In fact, the opposite is true.



Page 174
....Conclaves, which are Inquisitorial gatherings focused on sectors and segmentum. As the three principal Ordos direct the resources and efforts of the Inquisition against a certain foe, the Conclaves help to organise and support all Inquisitorial activities within an area.
...

Conclaves are also particularly useful in keeping local Imperial authorities in line, acting as a constant presence in the sector and a watchful set of eyes.
Conclaves and their roles. the closest thing to 'organization' you get in the Inquisition.


Page 174
Much like a Conclave, a Cabal is a gathering of Inquisitors within an area with a single purpose. Cabals, however, are formed not to oversee or organise. Rather, their purpose is to complete a particular mission, and they usually last only as long as their task remains undone.
cabals.


Page 175
Factions are specific schools of thought...

They are gatherings of like-minded individuals who share a common view of the universe and often see a specific purpose through their unity
Suppoestly they teach the purpose of the inqusiition and the true intent of the Emperor's will. In reality they're just another political/philsohopical divide that creates conflict and disagreement.. which in turn keeps the inquisition from completely dominating. Whihc may have been the point. Whether it was the Emperor's.. who knows.


Page 175
Thorians are a Puritan faction who believe that the will of the Emperor can manifest in the hearts of pure men and in times of great need his avatar will appear to vanquish the foes of humanity.

..
It was this single and miraculous act that led his followers (who would later become the first Thorians) to believe that they had witnessed the divine will of the Emperor in Sebastian Thor. There remains, of course, much opposition to this theory, especially among the Ministorum.

..

It is the Thorians’ goal to seek out places and individuals that they believe are being “moved” or influenced by the hand of the Emperor, aiming to discover, aid, and understand them. this task is not as easy as it may seem, as sorting the merely miraculous from the divine takes considerable insight and skill. It is also a domain that the Ministorum claims to have a monopoly on, and thus they take a very dim view of others who would contradict them as to the will of the God-Emperor.
i will note that they do tend to play it vague (as usual) - one example given has them evaluating an ancient 'hero" as being possibly Emperor-blest, and thus anything pertaining to him and his actions is a glimpse of the Plan of the Emperor. But they also mention many consider the hero to be an incompetnet fool, showing that it can go both ways potentially.

It also fits in with much of the 'Realms of Chaos' stuff from 1st edition.


Page 176
The Amalathians believe that the Emperor’s will is unfolding constantly across the Imperium and that He has a plan known only to Him. A strict Puritan faction, they believe in maintaining the laws and governance of the Imperium above all considerations, convinced that in keeping the status quo they are in fact fulfilling the Emperor’s great vision for His domain.
..

The Amalathians enjoy close ties with many Imperial organisations, providing assistance, overt and otherwise, in order to maintain their control. Thus they ensure a balance within the power of the Adeptus and in the operational fabric of the Imperium.
They're the stability faction.


Page 176
Amalathians have a direct hand in the daily operation of several of the Calixis Sector’s key Imperial organisations. Certainly, many of the most powerful military leaders have their operations in part directed by the faction. Whether they know it or not, both the Imperial Navy and the Imperial Guard have (numerous times) been redirected to further the ends of the Amalathians. Such shifts in manpower and vessels are sometimes so subtle as to have gone unnoticed, and certainly being told what to do is pretty much the norm for those within the military.

Within the Adeptus Arbites, however, members of the faction take a far more direct and visible hand. Acting as advisors, they work to ensure the Emperor’s laws are being enforced and guide the Imperium’s lawmen towards areas most in need of their firm hand.
Amalathian Inquisitors can, in theory, override the reactive nature of the Imperium's forces and compensate for its heavily-decentralized nature. Assuming they know about a threat sufficiently, of course and the forces are there. And assuming they don't see it as destabilizing themselves.


page 177
In the simplest terms, they [Xanthites] believe that only the power of Chaos can fight Chaos and that humans must embrace this power or perish by it.
..

Xanthites are primarily concerned with the garnering of forbidden lore and schooling themselves in its use. They are also, despite the views of most Inquisitors, some of the most zealous opponents to the Ruinous Powers. Of particular interest to the Xanthites are fallen Inquisitors and corrupted acolytes, who they seek out not for retribution and punishment but to better learn how to tread the path of Chaos untouched.
Small wonder they're a radical faction, is it?


page 178-179
Another Radical faction, the Recongregators believe that only through change can the Imperium hope to prosper, believing that the greatest threat that humanity faces is its lack of progress and terminal stagnation. Working quietly behind the scenes, the Recongregators seek to infl uence or engineer events that will lead to change and progress.
..
Of particular interest to the Recongregators are the Amalathians, whom they perceive as their primary opponents.
...
The Amalathians try to suppress progression and reform, maintain the line of the high king, and heavily restrict off-world contact. At the same time, the Recongregators seed new ideas, hopes, and practices with the locals or smuggle in off-world technology in the hopes of altering the world’s destiny.
The counter to the Amalathians.. the progressives to the Amalathian conservatism. They are perhaps one of the more useful factions whilst paired with the Amalathians.. either one by itself probably would do more harm than good, even if their conflict creates


Page 179
..they seek to ferment conflict and crisis wherever they tread. It is their belief that the Imperium requires constant strife to survive (a reasonable assumption given the galaxy’s state of near total war), and if it were ever to find itself at total peace, it would collapse and decay. To this end, Isstvanian Inquisitors seek conflict head on, instigating discord within and without the Imperium, starting wars, leading invasions, and stirring discontent into rebellion.
This idea I think has some merit. It is well known the Imperium relies greatly on propoganda and outright brainwashing to ensure its survival as it is (Xenophobia, extreme religious fervor, etc.), and it is quite likely that they exaggerate the scope or scale of the threat to the Imperium to make sure tha it remains stable and strong (at least if we take the "thousands of wars" and similar statments literally rather than figuratively.) whilst the vast majority of the Imperium is not plunged into total warfare (merely under the threat of it.)

In that sort of situation, provoking a controlled and deliberate conflict or manufacutring a threat (Palpatine style) would benefit the Imperium. The problem is, however, that to really pull this off without harming yourself, you would need a great deal of collusion and coordination.. you don't want the threat spiralling out of control or growing too large, after all. And you don't want to dilute your strength with too many separate threats (that happens enough as it is.) Inquisitors however, typically work alone and often isolated from their peers, so this means that the Imperium could have countless well meaning attmepts to undermine it going off at any one time, which makes the plan quite a bit more dangerous. Which probably makes it good that other factions oppose them more vigorously.


Page 180
Monodominants are the most hard-line of all the Puritans, believing in the complete destruction of all non-humans (including mutants and psykers) and those not willing to swear eternal allegiance to the Emperor.

..

In many ways, they are the heart of the Inquisition’s beliefs and core structure..

...
...the older an Inquisitor gets and the more he has seen, the more he comes to despise everything that is not human and, as a result, becomes more heavy handed in his dealings with his enemies.
Monodominants are the more 'visually impressive' elements of the Inquisition - the ones who will do the massive, violent purges and orbital bobmardments and Exterminatus' to eliminate the slightest potential threat. Since that is the most obvious use of Inquisitorial power, it becomes iconic of the Inquisition even though (as mentioned) it isn't as common as claimed. That's also why they may be considered the 'heart', i suppose.

Also I'm not sure the 'they all become monodominant as they get older' is neccesarily true. A hardliner could become more radical over time if he's forced to compromise his ideals to achieve his goal (much as with Eisenhorn, and to a lesser extent Ravenor.) It might be better to say that extremes tend to get pulled towards the opposite end of the spectrum by nature of their job - noone can be an inquisitor and remain unchanged or consistent.

Some are flexible enough to know that you can't immediately wipe out all psykers, so they only see that as a long term goal. Of all the factions the Monodominants are the least useful (of the puritans) and only the Istvaanians are worse.


Page 181
..today the faction works diligently to uncover alien technology and better understand the alien mind. Inquisitors of this faction believe that there is much to learn from the aliens of the galaxy and only by cooperation with the other races can the true enemy of all sentient life be defeated.
...
There are also rumours that some members of the faction even dwell amid alien civilizations as guests and unofficial ambassadors on xenos home worlds, alien vessels, and even eldar craftworlds.
..
Much of the faction’s operations centre on the investigation of alien civilizations so that members might better understand and emulate them. This understanding is important to the faction as adherents believe that mankind’s understanding of the universe is incomplete and dangerously flawed when it comes to combating its true foes.
....

The second major undertaking of the faction is the recovery of xenos tech. While some artefacts are recovered as part of the faction’s involvement in archaeological missions, most must be stolen, purchased, or traded for.
...
They also maintain ties with “benign” alien races that have nominal contact with the Imperium and only limited hostilities to date. This contact is often performed under the cover of Rogue Trader activity.
Xeno Hybris faction.. a Calixis oriented radical faction of the Inquisition. Known to work with Explorators and Rogue Traders (more 'radical' factions of the Imperium who are not adverse to acquriing or useing or allying with aliens.) Overall it is probably one of the less offensive radical factions, and the one with the least liklihood of having consequences that could backfire (while races like the eldar and tau are no more trustworthy than the Imperium is when it comes to their own agendas, betrayal is less likely to backfire in some spectacular manner - unless you're dealing with Eldrad, that is.)


Page 182
For many years, Xeno Hybris has been exploring the uses of xenos tech with a view to understanding its potential for application within the Imperium. With the help of wayward elements of the Adeptus Mechanicus, it has begun a programme to create pieces of hybrid xenos-human tech.

The first such device that it is rumoured to have created is known as the Immaterios Novis. Fashioned into the shape of a gigantic brass eye whose pupil continually swirls and pulses with reddish light, it is said to possess the power to allow a ship to navigate the warp over short distances without the aid of a Navigator. If this claim is even remotely true, then there will be a great many parties interested in either securing it or destroying all traces of it.
Like the Navigators. Quite a few FFG mateirals make mention of similar devices and the Navigators want to repress this tech for the threat it represents to their own monopoly.

Again note the Inquisitiona nd some elements of the AdMech are not adverse to innovation and research - it is just not something that will be universally or totally accepted without some problems.


Page 182
Others, such as the Seculos Attendous within the Calixis Sector, sees this separation as a progression of mankind’s freedom from the Ecclesiarchy. They believe that the hulking dogma and doctrine of the Ministorum is slowly corrupting man and hampering his growth, and that the light of the Emperor does not need the hand of the cult to reach those who wish to embrace it.
..
Often posing as members of other factions or Ordos sympathetic to the cult, they have been working to place themselves into positions where they can monitor and subvert its activities.
..
The operations of the faction are twofold. First they seek to twist the Ecclesarchy’s power from within, making small alterations in its operation that will ultimately help to weaken its power over the masses, while still maintaining the populace’s firm faith in the Emperor and His glory. The second is managing the cult’s contact with new worlds and remote frontiers, places where a freer, more natural worship of the Emperor is easier to perform.
It isnt so much "Inquisitorial atheists' as it is trying to kick the Eccelsiarchy out of power. Which to be honest, would not be a bad idea. Faith in the Emperor is good as a unifying factor and in strengthening his abilitity to defend humanity, but the Eccleseiarchy itself is about as useful as teh Administratum is (only less so entrenched.) They draw their own tithes, they siphon off valuable resources to their own personal ends (They're doing this from the Margin/Jericho Reach Crusade in point of fact!) and the diversity and number of cults erupting into conflicts causes more problems than it solves (especially when it comes to groups like Navigators - CF Wolfblade.) Nevermind the whole "Reing of Blood" thing.

What's more, the more 'decent' parts fo the Ecclesiarchy such as the Sisters of Battle are more than liekly hampered by the Ecclesiarchy itself. While the Sisters have their own flaws (views on psykers for example) I would say they are better as custodians of Imperial worship than the damn priests themselves are.

Unfortunatly, this is another small, Calixis-based faction, and the Ecclesiarchy is too big and pervasive to easily dislodge. And the faction has to be very secretive, lest the Ecclesiarchy catch on and excommunicate them.


Page 182-183
Members believe that the psyker is a natural evolution of man’s development into a higher being. After all, the Emperor is the greatest psyker of all, who keeps the Imperium intact through His immeasurable strength of will...
...
The faction believes that this transformation of humanity is inevitable and ultimately humanity’s only salvation. To this end, members work to protect and nurture psykers and increase the role they play within the sector. In addition, they work in secret on psy-tech, psy-breeding and other, more questionable, activities, all intended to spread what they see as the psy-gene to as much of humanity as possible.
...
This is not to say that they contravene Imperial doctrine and keep these psykers for themselves; they ensure that as many psykers as possible survive to board the Black Ships. They also work to guarantee that those who take the journey to Terra are as prepared as possible for the terrible ordeal they must face.
whilst there is certianly danger in what they do, we know this was the Emperor's plan all along, so it can be said objectively that of many Inquisitorial factions, they are doing more than most to fufill his plans.


Page 185
...the obscure Oblationist school of Radicalism. She believes that the powers of the warp, the weapons of the alien, and the devices of the unclean are utterly corrupting and any who truck with them must face the ultimate sanction. Yet to the Oblationist, only through the weapons of the enemy can the enemy be defeated and so those of pure soul must embrace the damnation and sacrifice themselves for the future of the Imperium.
The difference between these radicals and others (like the Xanthites) is that they acknowledge the inherent corruption in using the forbidden to defeat the forbidden, and iwllingly sacrifice their lives (or souls) to carry out their agenda knowing that it will lead to their destruction. It actually takes more nobility and courage to do this, as it means accepting the consequences of those actions.


Page 191
...heretics have included rogue psykers, warp dabblers, xenophiles, hereteks, dissolute nobles, corrupt Navigators...
Corrupted Navigators. Another potential means of FTL nav by Chaos (besides using psykers in general and Daemons)



Page 193
The Burning Princess is an alpha-plus level rogue psyker and by some estimates the most powerful currently at large in the Calixis Sector.
...
Already a pyrokinetic of extraordinary ability, she can transform herself seemingly without effort or risk into a walking holocaust of flames, able to focus her abilities with pinpoint accuracy to char a hole through warship armour.
Alpha-class Pyrokinetic


PAge 204
Skyships are low altitude aircraft whose use on Solomon is quite widespread for journeys outside the hive-citadels, especially where the traveller’s chosen path does not follow that of the great atomic steam-turbine rails that tie together the planet‘s sprawling industry. Their use has grown out of locally existing technology (speeder and grav systems are relatively common on Solomon) and the hazards of the local environment which makes ground travel through much of the planet’s interior zones dangerous, slow, and unpredictable at best.
...

...a skyship looks much like a conventional lighter-than-air cylinder dirigible, but its skin is metal and the interior of the upper and lower quarters contain the gravity suspensor arrays. This leaves the hollow central core to be partitioned into propulsion engines (the suspensors provide lift but not thrust), passenger and cargo compartments, and a control deck. Solomon’s skyships come in numerous classes and sizes...
Travel on Solomon. Note the atomic-steam turbine rail (trains) along with antigrav-equipped dirigible-type things. These can be used as noble conveyances, transports, or couriers.


Page 204
The Cygnan Martyr is a medium sized transport. It looks somewhat like a tarnished, gunmetal-coloured fish some 40 metres long by 14 metres wide, terminating in a high steering fin and a cluster of directional thruster units at the rear, with an iris-like control dome and a cluster of arc-lamps at the front. A ridge of tall lightning-conduct spines run long its back.
A skyship.


Page 208
Over the course of the thirty-hour voyage...
The book mentions the Dust of house and ash as being 900 km away.. so we're talking an average of 30 km/hr.


Page 216
Marshrek is, in fact, a Rogue Trader, although he does not advertise the fact. He is a holder of a lesser charter who has been eking out an existence as a beast hunter and mercenary on the fringes of the sector.
A "lesser" Rogue Trader charter. One of the wildcat charters (to borrow a Shira calpurnia term.)


Page 225
PDF Troopers
..

Gear: 2 spare clips, micro-bead, lamp pack, respirator...
PDF troops with micro beads. These seem to be rather common on planets in and around Calixis.


Page 228
Solomon
Population: 13 billon.
..

Geography/Demography: Super-continental hive and industrial structure, which has lead to the eradication of all natural landscape, interspersed with polluted seas.

..

Conditions on Solomon are at the limits of human sustainability and only maintained by a network of macro-atmosphere processing units.


Governmental Type: Parliamentary Oligarchy under the supervision of the Departmento Munitorium.
...
Adept Presence: Very High. Widespread Departmento Munitorium and Administratum presence dominate this world’s political and economic structures. Important centres of power include the Halls of the Chancellery Court, the Planetary Overwatch Orbital, and the Central Tithe Census Fortress. Presence of Adeptus Arbities and Ministorum classified as Below Average for a hive world with Solomon’s population and importance.

Military: Munitorium Security Forces, Parliamentary Guard (local PDF), numerous small private armies of the individual tithe guilds. Medium Quality. As an important military transhipping and supply point, Solomon also has a considerable orbital defence network.
Solomon. I coped many of the details becaues they are so interesting. The size of course (13 billion - a rather small hive by those standards). The atmosphere processing is intersting (the seas probably need processing as well. Population is mentioned as being in decline.

This is also the world mentioned earlier as the Chancellery court, which means it is basically an Adminsitratum/munitorum fief (which also explains the low Arbites/Ministorum presence.) Note as well the Munitorum security forces.. these may be the provosts/similar we've seen (with hellguns!) quite often in the Ghosts novels.



Page 228
...Solomon was declared a client-state of the Departmento Munitorium, with the majority of Solomon’s industrial output tithed directly to that arm of the Adepta. Fulfilling this tithe is the duty of the planet’s guilds, who comprise Solomon’s upper classes. This responsibility gives the guilds the second highest level of political power on Solomon, beneath the Departmento Munitorium.

...

The high tithe rating has resulted in Solomon’s natural resources being almost completely consumed. Centuries of extreme manufacturing processes have destroyed the planet’s biosphere, killing most native life-forms and limiting the majority of human habitation to protected hive cities
Which may explain why the population is so low. It also suggests that, like many worlds I've discussed before, they've virtually tapped out all the resources on the planet (3.6e21 kg of iron, aluminum, and titanium tapped out in centuries is well in the e18 kg range.. which is alot of resources to work with. hell even if I'm off by a factor of 1000 its an insane amount to work with!)


Page 229
Solomon’s population is in terminal decline due to the continuously increasing toxicity of their enviroment, and must be regularly replenished by forced immigration through the Administratum. Along with the relocation of low-class populations from other hive worlds, this includes the establishment of penitentiary labour camps for off-world prisoners and the organization of Solomon’s sizable mutant population into an indentured workforce.
Basically anyplace where people are unnedded or unwanted they pull out to bring here. Probably yet another reason they don't want the Ecclesiarchy here.


Page 229
The power of the Ministorum and Imperial Cult on Solomon is also weak, something the sector Ecclesiarchy has attempted to rectify without success. Ministorum investigations have revealed that the general citizenry regard the Imperial Cult as a “tool” of Solomon’s upper classes and planetary government.
Probably a result of who they kidnap to bring to colonize the planet - underhivers are well knonw for not being very religious (techno-religion or Imperial cult types) Note that the Administratum don't give a shit about this.
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Radical's handbook. 3 parts one update.

Page 9
Zhankis has served the Collegium on many assignments. Following each activation, her experiences are extracted by way of mental probe, and then she is subjected to a deep scan/meta-cleansing ritual. This retrieves a full description of the mission, including the entire range of subjective and objective sensory inputs. These form the basis of the mission archives attached to this archive.
After action data retrieval from an Assassin. Rather interesting overall.


Page 9
... recently tithed 122nd Vaxanide Dragoons while the unit was receiving adverse environment training at Solomon.
....
...leading the Dragoons into a region of acid marshes for which their protective gear was entirely inappropriate.
Suggests protective gear for "hostile enviroment" iof some kind is standard for these Dragoons (Solomon being an aforementioend Munitorum judicial world of some kind and generally a hive-world type shithole) Acid marshes weren't meant for the gear though. Although perversely this implies that such gear might exist for the Guard.


Page 9
Njax is an Astropath of nigh on a century’s experience and leads a chorum of the Hive Sibellus Choir on Scintilla.
100 year old Astropath.


Page 10
...the route engrams implanted during activation.
Some sot of implanted maps or directions to reach a location. Assassin again.


Page 10
..nine individuals being dispatched within 27 seconds using a variety of blade, blunt trauma, and exsanguination techniques.
1 kill per 3 seconds.


Page 11
....commenced preparations to enter the trance-sleep state all of his type must undergo in order to cleanse themselves of any taint picked up during the course of their duties in the Choir.
After Astropathy rituals.

Page 11
...he was able to launch a desperate, unfocussed psychic assault. Zhankis was shielded however, and well disciplined in resisting such attacks.
The assassin has mental resistance to psychic attack from an Astorpath..
Page 13
Maxim Denn has served the Administratum for some 150 years...
150 year old Administratum puke.


Page 13
However, I came to believe some decades ago that he had participated in at least two sub-consular delegations to Terra, and so implemented a series of Epsilon Doctrine vigilance routines, limited exclusively to bonded TerraNet metaprobes.

For years, the Epsilon routines returned only limited signals of intelligence, amounting to little more than background noise. And then, three months ago, the returns increased exponentially. I ordered a cypher-con audit, back-tracing the metaprobes to within a tolerance of seven generations. Though the process was costly in resources and chanced detection, I believe it was worthwhile, for it established firm connections between Maxim Denn and at least a dozen of our most bitter rivals within the Ordos Calixis.
Some sort of computer or astropathic data network? not sure what "Terranet' or metaprobes" are but it sounds like infiltration and tracking/sending of secret data. Apparently from Terra to Calixis no less, and routinely at that (across tens of thousands of ligth years. I'd guess its steady returns taking less than 3 months to arrive, probabl ymore. so it sounds more than FTL easily.


Page 13
...for the Over-Consul Designate is attended at all times by a Psykana Templar Calix who goes by the title “the Mourner.” I have little pertinent information on this individual, but the very fact of his assignment to protect Denn speaks of a hidden and powerful influence at work.
...
The Mourner is, unsurprisingly, highly skilled in the warrior’s arts, and is a Telekinetic of fearful prowess, possibly approaching upper Gamma-class levels.
..
...he served for three years as part of Army Group 13’s High Command close-protection detachment and undertook a number of tactical assignments during that period. These included service as a battle psyker..
A Psychic super warrior. Or rather, yet another one.


Page 14
..Zhankis climbed up and entered the vehicle’s main cargo area by way of a side hatch. Within, she encountered seven armed crew members, which she dispatched within five seconds.
1.4 Men per second. Or about 3 every 2 seconds or so.


PAge 15
It appears that the Mourner is not only a powerful Telekinetic, but has also mastered a number of secondary powers allowing him to sense danger and discern immediate threats to his master.

As the agent approached the Gorgon, time suddenly slowed to a crawl. The Mourner turned and looked straight into the eyes of Agent Zhankis...
The psychic super battle warrior has a number of other useful traits apparently.


Page 15
A moment later a torrent of psychic force passed through the followers, shredding a dozen and wounding scores more.
And nasty psychic powers of attack.


Page 15
Zhankis vaulted high into the air, descending upon the Mourner from an entirely unexpected quarter.
..
As Zhankis descended through the air, stiletto in hand ready to strike, the Mourner summoned a fearsome assault of focused psychic power. The blast caught Zhankis with a glancing blow across the left side of her body, yet the momentum of her manoeuvre was unstoppable.
But not enough of a brute force attack to slow a descending Assassin.


Page 15
Feeling her wounds threatening to overcome her, the agent glanded a powerful concoction of combat stimulants This allowed her to regain optimum combat efficiency and continue pursuit.
Injuries and combat gland implants.


Page 16
Depressing a control stud, Denn was immediately surrounded by some manner of aetheric manifestation, a swirling mass of gibbering, leering faces racing around his form.
...
Even as she did so she felt her soul being torn at by creatures from that place we dare not describe. Breaking through the swirling mass, she was upon her target, and even as the creatures assailed her both physically and spiritually, she dispatched her target and destroyed the device he had activated. The instant she did so, the manifestation blinked out of existence and silence descended upon the assault bay.
A device of unknown type. Some sort of warp weapon perhaps.


Page 17
PLANETARY DATA: MISERY IX
Population: 12,500
Tithe Grade: Exactus Non
..
Government: Colonial council.
Planetary Governor: High Councillor Janghis Rak.
Adept Presence: Very low.
Military: Colonial Militia (equiv. 5 companies.)
Trade: Minimal
...

The Misery IX colony has existed for eight centuries, originally being established as an offshoot of a Machenko Dynasty enterprise in the subsector that ultimately failed to produce any profits. The colony is to all intents and purposes independent, and the High Councillor of its ruling body is treated, if not formally recognised, as an Imperial Commander by subsector authorities. The colony exists at little more than subsistence level and has precious few exports of any value
to the subsector.
A colony of some kind. No tithing. Its an imperial allied world, but of uttlery minor value. 1000-1500 troops to defend 12,500 people A bit more than 1 in 12. Implies the sort of 'primary/secondary" or "major/minor" variaitons.


Page 21
Over the millennia, hundreds, if not thousands of factions have risen to prominence or become extinct with the passing of their members.
Inquisitorial factions (like Monodominants, Amalathians, etc.)


Page 21
They view the universe in terms of right and wrong, enemy and ally, believer and heretic. So it is particularly amongst those newly come to the rosette, for the shining light of the youth’s zeal dispels the shadows and casts all in such absolute terms.

But for others, those who walk a different path and come to be labelled Radical, the universe is not a place of stark, absolute truths.
...
In place of all these things comes the horrible certainty that to defeat the evils that beset the Imperium one must embrace them, one must use them, one must turn one’s enemy into the tool of his own destruction, by any means necessary.
Radical vs Puritan ideology. Puritans are absolutists, the Radicals see more 'shades of grey' - although this is their own view really. Puritans are, to the Radicals, naive types who buy into the manifest destiny of humans, the Ecclesiarchal dogma, the simple absolute truths they hold to.


Page 21
As with Imperial Commanders, Rogue Traders, Adeptus Astartes Chapter Masters and a dozen other classes, Inquisitors stand aloof, above the teeming multitudes of servile Humanity.
These are the peers of the Imperium, and none might judge them but their own.
"Peers of the Imperium" - people of equal standing and power.


Page 22
..the Dismal Texts are those that describe the beasts of the warp, naming them and imparting the rituals by which they might be summoned. These last positively radiate fell power, and whisper vile untruths to those who open their pages, almost as if possessed of some malefic intelligence. Even to touch such a tome is to court damnation.
...
A great many texts are declared heretical, too dangerous to exist. These are burned and anyone who has read them is executed. Others are deemed of potential use to the Inquisition and locked away in one of the many archive vaults that exist deep within the Inquisition’s fortresses throughout the Imperium
...
The archivists that staff such places are frequently mind-wiped, lest a trace of something from beyond lodge itself in a susceptible consciousness and create a portal through which untold horrors might emerge. In some archives the staff are fitted with Soul Wards, arcane devices implanted within their bodies that will detonate upon detecting such a presence, and immolate not only the archivist but, in the direst of circumstances, the entire library.
Data on knowledge and how it might be destroyed, or protected.


Page 23
Though no two Gatekeepers are alike, every one holds a unique position within the Inquisition. Gatekeepers wield the ultimate power to allow— or disallow—access to the archive, and though none hold the rank of Inquisitor, it is a long-held tradition that their word is law.
Gatekeepers to the knowledge.


Page 23
Consulting these texts is not in itself cause to be branded Radical, for even the most Puritanical of Inquisitors knows that some secrets must be kept. Rather, it is the use to which an Inquisitor puts such knowledge that can lead him down the path of the Radical.
Not all Puritans are mindless destructive lunatics, I guess. Although when you think about it people like Eisenhorn (in his early Amalthian days) and Amberley are prime examples of this


Page 23
...on rare occasions an individual [Inquisitor] may allow himself to enter into such a bargain, affording the accused [criminal] a degree of leniency in return for further information.

Others who have trod the path of the Radical have found themselves entering into outright alliances with entire criminal organisations.
Inquisitions and criminals.


Page 23
A few aliens are tolerated to some degree, such as the Eldar with whom the Imperium’s highest officials will treat when circumstance dictates. Other aliens move amongst the peoples of frontier worlds with little or no strife, far from the eyes of the Imperial Church.

For the common subject however, the alien is anathema. Most citizens are kept in blessed ignorance of the galaxy at large, only dimly aware that other forms of intelligent life exist...
...
Yet, as is the case with the Eldar, there are times when Man and xenos must work together for some form of common good.
Circumstnaces where Alien contact is acceptable by the Imperium (as long as the fucking priests don't know.



Page 24
There are some for whom the daemon becomes another tool to be used against the enemies of mankind.
...
The most hideous way in which this is achieved is by the deliberate possession of a living victim, accomplished by way of a forbidden ritual that creates what is known as a daemonhost. The creation of such an abomination is achieved at the cost of the vessel’s soul...
It is mentioned that daemon summoning is considered the worst of crimes an Inquisitor can commit. Small wonder the response to Eisenhorn then. It is also noted that a great many safeguards exist to prevent the knowledge of daemon summoning to be easily obtained. Given the damage Daemons can wreak, i'm not surprised.

Daemonhosts mentioned. This is interesting as I am still not quite sure the difference between daemonhost and a possessed. Perhaps the difference is daemonhosts are "bound' phyisclaly and in other ways, which is a form of control or regulation, whilst the simply possessed are not fettered in any way (except perhaps by alliance or threat that some sorceror or other may banish them.)


Page 24
The word of an Inquisitor Lord is taken as authority by most Inquisitors, and by all Acolytes, for he often holds the power to mobilise the Chambers Militant in the execution of his duties.

To go against the will of an Inquisitor Lord is to court disaster, for one who does so will soon find himself ostracised by former compatriots and beyond the structures that support and maintain him as an Inquisitor.
Inquisitor Lord. Their power like all Inquisitors is political, but more so because they have to gain the acceptance of their peers.


Page 24-25
Bearing a weapon of alien manufacture is no crime in itself, not at least for those such as Inquisitors, Rogue Traders, and others of such rank. For the common citizen it is of course a crime, often punishable by death. Such items as the digital weapons manufactured by the apelike Jokaero are highly prized amongst those who have need of such easily concealed ‘hold-out’ weaponry, and they command a high price when offered for sale.

Many other items are considered too dangerous to be carried openly, even by servants of the Inquisition, in particular those tools of uncertain provenance or recovered from alien races deliberately purged from the galaxy. Even worse are those weapons tainted by the Ruinous Powers, for to wield such is to enter into a bargain for one’s very soul.
Xenos weaponry can be given some leniency in possession, at least to "peers' of the Imperium. Daemon weapons and other "proscribed" objects aren't like that.


Page 25
A Denunciation occurs when an Inquisitor has, or believes he has, evidence that proves that a fellow Inquisitor has passed beyond the pale, delving into forbidden regions of thought, word, and deed. Such an accusation is never made lightly, for doing so is a great gamble for the accuser. The Denunciation must take place at a High Conclave, a gathering of Inquisitors called on the authority of one or more Inquisitor Lords, and the accuser must have obtained the sponsorship of one or more highly placed individuals in order to bring such a conclave about.
I'm too lazy to copy all the salient points but basically a Denunciation can be handled by assasination (if the accused is killed the case is considered close until someone else makes an accusation.) The accused is allowed time to make a defense. The accuser is expected to be prepared or face consequences. This basically means that one Inquisitor or another will be screwed.


Page 25
...plenty of time is allowed for extra-luminary travel and the effects it may have on time keeping. In general, notice of a High Conclave is given several months ahead of time.
This implies that Inquisitors (at least) can reach wheevere they need (and cross whatever distance) within a few months.. at least within a sector. Thousands of c at a very minimum.

Page 26
Acolytes thus severed from their master find themselves cast adrift in an already hostile galaxy made suddenly lethal. The agents of their erstwhile master’s enemies lurk around every corner, and no contact can be trusted.
Acoyltes and minions whose Inquisitor is executed or excommunicated are orphan 'cells'. They may hope for mercy, or flee. Such 'orphans' may suffer the fate of their master.


Page 28
In a heretical aping of the traditions of the Schola Progenium, the Blighted Schola took carefully selected orphans of loyal servants of the Imperium and schooled them to create individuals of iron will, profane knowledge, and terrible potential. Using psychic, surgical, and noetic methods, the ‘progena’ of these secret institutions were generations of highly capable men and women reared to excel in the service of a Radical master...
Sorta like the Cognitae from Ravenor.


Page 28
The Golgenna Coven were a group of Inquisitors and powerful members of other Imperial bodies who, as one of several other abominable projects, subverted the sacred work of the Schola Progenium within the Calixis sector to create the Blighted Schola.
...
Evidence gathered by other members of the Holy Ordos indicate that the Coven where rearing a generation suited not for service to the Emperor but to serve their own radical ideals. The Golgenna Coven was also engaged in removing or crippling the power bases of several important individuals within the various wings of the Adeptus.
It had not only Inquisitors but it also had others (like an Admiral of the battlefleet, in the Adminsitratum, etc..)


Page 29
the Blighted Schola were set up as secret institutions concealed by elaborate cover stories and manipulation of administrative records. Following the pattern of their more legitimate equivalents, these facilities were fed a steady stream of orphans of loyal Imperial servants.
...
Once selected, a pupil would be separated from the normal flow of orphans to Schola Progenium facilities and records altered to indicate their death from illness, or substituted for another’s so that their disappearance would not be discovered. So effective were the methods employed by the Golgenna Coven that their twisted and Blighted Schola functioned without discovery for over a century.
Again all of this sounds alot like the Cognitae of Ravenor.


Page 30
...to the blackly storied far trader Blinded Saint whose seven-year course takes it out into the reaches of the Hazeroth Abyss...
7 year journey of some "darkhold (cursed" chartist vessel. Covering perhaps tens or hundreds of light years in that time (to and back)


Page 30
Livestock and Victual Mass Conveyance Provender Bountiful Beast...
...
..has since the Calixis sector’s founding plied the cold void carrying a cargo of live flesh and dead meat to assuage the hunger of the masses. A vast patchwork relic of ancient days, the Bountiful Beast rivals the largest warships in size and takes the form of an irregular fat cylinder nearly sixteen kilometres long from stem to stern; its hull is heat-blackened and corroded, pitted with ancient scars and haloed with debris and vented vapour mist that shrouds its passage.
...
...it seems certain it first came to the nascent sector as part of the forces of the Angevin Crusade as a long-range supply vessel...
...
..it seems the ship’s master became one of the earliest Chartist Captains, and this independence and license has never been given up by any of the D’Rais family line since.

The Bountiful Beast follows an erratic path around the fringes and backwaters of the Calixis sector from the Periphery to the edges of the Threnos Zone. Garnering livestock for transport and meat for rendering at feral and feudal worlds in return for manufactured goods, before transporting its processed cargo to isolated mining colonies and frontier planets, the Bountiful Beast’s appearance can mean the difference between starvation and plenty for the inhabitants.
...

..it is a mobile, steaming, bustling, stench-ridden and blood soaked industry unto itself. At once a cattle-wagon, breeding pen, abattoir and freighter, it is crewed by thousands of victualers, cooks, coldbloods, slaughtermen, beast-handlers and skinners in addition to the thousands of ratings and crewman needed to run a starship of this size, and they in turn are dwarfed in numbers by the potential tens of thousands of creatures, live or dead, in the Bountiful Beast’s holds. As with most large interstellar vessels, many of those who serve aboard are void born, or more accurately darkholders...

...
In the Bountiful Beast’s case ..many more of its crew are taken on during its many stops as volunteers and hired muscle.
A mobile meat factory, basically, and yet another sort of chartist captain. a 16 km long (huge) chartist vessel at that. Implies that some warships can reach 16 km in length, which is nice to know (although it could not just be length but volume.. assuming 16 km long and maybe 1/6th the length we're talking 2.5 km dimater.. the thing would occupy 80 billion cubic metres and mass perhaps tens of billions of tons..)

Like most chartist vessels, despite its psecializatin it will haul other cargoes (manufactured goods acquired in trade, for example.) It's path takes it along one whole side of Calixis to another 200x200 LY in one plane in an arc apparently (Threnos is in the Hazeroth abyss) One assumes it takes years or decades.. so similar speeds to other Chartist vessels.



Page 31
Hive mutants are the result of a hive population’s exposure to radiation, pollutants, carcinogens, and diseases that are circulated though a hive’s food, air and water supplies. Mutation is common in the largest hives, and relatively minor mutations are tolerated by the main population in most hives within the Calixis Sector...
..

A degree of mutation within a hive population is tolerated in the most part out of of necessity. A hive exists on the toil of its population, and the labour of a mutant is as good as that of any other. Indeed, in many hives where slight mutation not tolerated, the industry and wealth of the hive could not be sustained.
Definition of a 'hive mutant'. Which I gather comes from eating corpses and drinking recycled piss, to put it mockingly. It would suggest a large portion of the hive's populace are mutant to some degree, which is not all that surprising. Whilst not universal, and the reasons are shitty..not everyon purges a perceived mutant.



Page 32
It is not unknown for a properly prepared and loyal servant of the Imperium to use these creatures to the betterment of the Imperium. For example, we rely on astropaths and navigators to maintain the bonds between our worlds, and our valiant Imperial Guard makes good use of stable mutants known as abhumans. So too can His holy servants use mutants against His foes, for the mutant can offer hideous strength, unnatural resiliency, and a host of other abilities useful in our virtuous struggle.
...
While mutants may appear similar, careful study reveals a host of differences ranging from a variety of misshapen body parts to a range of bizarre powers. These mutants may prove valuable assets in the right situation.
Quoted by an ORdo HEreticus Inquisitor, so we can take it as being somewhat valid, since they are the most mutant-intolerant of the bunch. Of course I'm thinking this is a RAdical Hereticus Inquisitor...


Page 36
Amongst the Sisters of Battle, there are a rare few who have been blessed, or cursed, with a strange gift: the ability to see into people’s hearts and divine the tides that flow in their soul.
...
...the slightest hint of psyker witchery must be purged, even at the expense of one of their own.
...
Most die in darkness. A very few, however, are noticed by powers beyond the authority of their former order, such as a member of the Inquisition. An Inquisitior may see the divine truth in the ability of this fallen sister, and raise her to do holy service, but she can never again count herself among the sisters of the Adepta Sororitas.
I suspect this references some specific story or series, but what it is I don't recognize. Maybe Ephrael Stern from whatever comics she's part of. It might also just refer to a few psychic sisters or something similar.


Page 37
To possess a daemon’s name is to be able to command it, to bridle it and have it do one’s bidding.
...
...daemons guard the keys to their nature well. A daring soul may, however, learn a fragment or phrase of an entity’s name through long study and research into matters malefic and corrupt. To possess even a fragment of a daemon’s name is a great prize that can be used to access a portion of the power of the daemon and have to give little in return—besides one’s mind and the slow corrosion of one’s soul.
True names and their benefits. I wonder if this is something akin to a soul binding.


Page 38
Untouchables are extraordinarily rare individuals who cast no shadow in the warp. Their mere presence acts to inhibit and disrupt psychic energy to such an extent that even humans with no psychic ability whatsoever grow uncomfortable and fractious around them.
Untouchables.


Page 38
There are places where the barrier between reality and the warp is thin. Across such thinned barriers the influence of the power of the warp can touch those who are near. This is not the touch of the intelligences that form in the tides of that other realm’s energy and are called daemons. It is a caressing, violating, warping tendril of the boiling psychic energy that leaks across into reality like an invisible fog or a howling gale; marking and changing all that it touches.
...
Those who are touched by the warp may possess strange powers that they carry in their blood, bone, and mind; making them almost inhuman.
For most in the Imperium, they'd be little better than mutants. Part of me suspects it is either a form of 'soul binding' or similar imbuing (and thus akin to sorcery) or it is a psychic means of opening or creating a stronger connection to the warp, making the person a sort of psyker.

Page 39
Wyrds are individuals who possess a small spark of psychic ability. These individuals may not even consider themselves psykers but simply gifted, blessed or lucky—but their powers are very real.
...

A wyrd’s power remains small and stable, and though he will never ascend to the power of even the lesser true psykers, he is nonetheless tempting to the predators that lurk in the warp and hunger for reality and flesh. Many wyrds pass through their whole lives without their power being discovered, but those who are discovered face the same fate as more powerful true psykers: the dark holds of the Black Ships and a life of pain and suffering. A rare few wyrds may come to the notice of an Inquisitor who has use for a skilled individual with a unique edge.
Wyrds.. the least powerful and most common brand of psyker.


Page 42
A Forsaken Priest is faithful priest of the Ecclesiarchy who has been drawn into the service of an Inquisitor of a Radical creed and has sacrificed himself to the learning of dark knowledge and the forbidden arts of sorcery.
One example might be the priest from "Faith and Fire" who intentionally harbored and created psykers.


Page 44
The strictures and dictates of the Adeptus Mechanicus are many and harsh; they form a labyrinthine and iron-clad code that defines every aspect of the lives of the Omnissiah’s priesthood, their outlook and practices. Their purpose is as simple as it is unwavering: to control and regulate knowledge and its use, stifle innovation, and above all maintain the Machine Cult’s stranglehold on the Imperium’s technology. To become a Heretek Savant by that phrase’s purest definition is to abandon this code, at least in the Tech-Priest’s private thoughts. It is to embrace individual innovation, experimentation, and free will and stray from the path ordained by the teachings of the Archmagos Doctrinal.
Heh. Unsurprisingly, the AdMech is all about promoting its own perspective, retaining its power, and control technology in every way, shape and form. Which actually makes them not much different from the Ecclesiarchy, so small wonder there is competition. Likewise i suspect they tend to take an open ended approach to 'heresy' the same way the Ecclesiarchy does (summed up as 'whatever we think is heresy', and that definition can change over time.) And I suspect the 'stifling innovation' plays more into the 'control technology and knowledge' than actually not doing R&D (again "only things done our way matter.. so only our R&D and innovation is acceptable.")

Alternately we can say the above summarizes the largely conservative position of the AdMech. It is not universal, but it may be stronger than the 'radical' angle. (It varies, really.)


Page 44
Heretek Savants can come to their renegade position for a variety of reasons, the most common of which are to do with the simple exercising of their free will away from the structured environments of the Machine God’s domains. Such tech-heresy is particularly prevalent among those Tech-Priests who serve in the Explorator cadres or are assigned to the Inquisition’s service. The consequences of self-reliance and forced adaptation in the field away from help can affirm the Omnissian faith for some Tech-Priests, but for others it can lead them increasingly to question and to innovate in order to overcome adversity and seek their own answers.
Like most of the Adepta, the AdMech has its own tug of war between philosohpical extremes. The Radical see things differently than the AdMech puritans and the influence of one faction or the other can vary with time or region.


Page 46
You have integrated the forbidden principles of the vile Sarcosan Wave Generator into your augmetic systems, allowing you to generate a field of energy that can keep what remains of your flesh animate even after it has been damaged or necrotised.
..
These proscribed augmentations allow you to produce a mixture of subharmonic and electromagnetic interference patterns that generate a primal terror that you can taste and tune through your Cranial Circuitry.
...
You can use the power of your Potentia Coil to power a hidden lattice of techno-arcane circuitry wards which create a resonant aetheric disruption field that can bar the passage of the warp energies and blunt psychic force directed against you—but not without risk of dangerous feedback contamination.
Mention again of the zombie-creation technology from other DH sources (i forget which.)


Page 48
Imperial Diviners are Sanctioned Psykers who have focused their powers and abilities on the hazardous and fickle art of prophecy and prediction. This is a dangerous path, fraught not only with the difficulties and inaccuracies of foretelling itself, but also holds great risks to the sanity and soul of the Psyker involved.
...
The diviner’s arts are strange and esoteric, even in comparison with many other psychic disciplines, a factor not aided by the tendency of the Psyker’s mind to filter the Warp’s revelations through convoluted dreamlike visions, allegory, symbolic representation and subconscious imagery. As a result frequent misinterpretation and obscurity are continued risks even for the most potent Psykers. In order to counteract this and attempt to reach a clarity of vision, since ancient times diviners have used special foci to try and give form and constancy to their divinations. In the Imperium the most widespread of these is the Emperor’s Tarot, a sacred deck of symbolic pictographic cards with labyrinthine levels of meaning believed by some not only to be blessed but indeed to reveal the God-Emperor’s own mind to his chosen people. Aside from the Tarot, there are many other regional and traditional methods..
Some astropaths speicalize in divination via the Tarot. This makes them a crude form of Seer I suppose. Eldar runestones might be a similiar yet more sophisiticated version fo the Tarot. I suspect what is the main difference is that the Eldar farseers/seers directly watch the warp for signs and try interpreting them (aided perhaps by the spirits of former Seers), whilst Imperial divination is trying to figure out what the Emperor is trying to tell them (the knowledge comes from him and his divinations, which prboably are more powerful, but the means by which they filter down aren't very precise or clear compared to how the Eldar do it.)


Page 50
A Malefic Scholar studies and acquires proscribed knowledge concerning the nature of the warp, the power and nature of daemons, and the manipulation of warp by the arts of ritual and sorcery. These are the wizened masters of warp craft who can summon daemons, open portals into the ether, see things far off and days remote, and create artefacts of occult and unclean power.
Example: Orfeo Culzean from Ravenor. This fits as they mention that warp craft (like sorcery but other things) requires experimentation and intelligence (which fits Culzean to a T)



Page 52
...Phaenonites select a trained killer of consummate ability from the ranks of their tried and tested servants. This candidate must also be of considerable mental and physical fortitude to stand a chance of surviving the process, and the Phaenonites have long known that a body and soul that has already felt the touch of Chaos is likely to yield the best results. The candidate is then taken by the sect’s Dark Magos and hereteks and subjected to a series of nightmarish occult rituals and a grueling series of cybernetic and bionic implants.
...
The Stalker’s augmetics are twisted mockeries of those gifted to the Machine Cult’s priesthood, attuned and powered by the malefic energies of the warp, which suffuse the Stalker’s body with unnatural vigour. These systems react more like flesh than metal, and thanks to the malign power that courses through them can even heal when damaged, and have been seen to scar and weep steaming blood, and may even ‘evolve’ as time progresses to better reflect the dark soul within.

The most potent and terrible effect of the Stalker’s maletek implants, however, is to allow the assassin to feed on the lives taken to bolster his own, ultimately acquiring an unnatural hunger for murder even the Phaenonites find hard to control.
Something between an obliterator and a vampiric Daemon weapon, I guess.


Page 54
...both the Adeptus Arbites and many local enforcer cadres have need of hardened men and women whose talent lays in dealing death and summary execution rather than upholding the law or maintaining order. These troopers make up the infamous kill squads under the direct jurisdiction of the local Imperial Commander and are used to guarantee their power; they also form the feared Arbites Castigation Detachments tasked to deliver the Emperor’s wrath on the recidivist and those who would contravene high Imperial Law without fear or favour.
Castigation Detachments must be the exception to the otherwise mentioned Arbites idea that "summary execution is bad" - which means that its only bad when lesser arbites (the arbitrators and such) do it.

In the Enforcer case that i sno surprise, since most Enforcers will just be the exentsion of the Imperial Commander.


Page 54
Singled out and specially trained to operate independently both as snipers and close-quarter gunfighters, the Adeptus Arbites refer to these specialists as Mortiurges.

By the nature of their work a Mortiurge works alone, singled out from his fellows by his differences in purpose and the blood on his hands. In truth little more than judicially recognised assassins, they are often also employed to keep other law-enforcers in check when needs require.
The Arbites equivalent of assassins (at least of the Vindicaire variety.)


Page 55
Executioner Shotgun Shells: These rare and specialised shells (whose use is often limited to the upper echelons and important members of the Castigators and Mortiurges of the Adeptus Arbites) contain miniaturised propulsion and stabilisation systems allowing the shell to lock on and track its target. The mechanisms that achieve this are little understood and extremely hard to replicate, and so remain within the purview of those Magos-Munitorium that provide the Arbites with their sanctioned and ordained arms.
Self guided shells. They seem to be impact rather than explosive.


Page 56
..many methods may be applied to get these forlorn wretches into battle. These methods may include the generous application of lashes by electro scourges, or fitting the penal legionnaires with auto-injectors to flood their bloodstreams with frenzon, slaught, or other combat drugs and turn them into raving berserkers. Decimation of a penal legion that fails to advance is also a common motivational tool. In some cases legionnaires may be fitted with explosive collars which can be detonated remotely to reinforce an order or give instant punishment.
Ah the Penal Legions. It's mentioned that violation of IG rules (any of them) or breaking of the Munitorum regulations (evne the silly ones) can lead to either execution or penal battalions (which is just a postponed execution really.)

I actually suspect when we think of "attrition warfare" that isnt ascribed to Siege regiments (like Krieg) we're talking about Penal battalions. (or conscripts, if the situation is dire enough or the commander inept enough)


Page 56
The penal legions are thrown into the most dangerous and suicidal of engagements where the chances of survival are minimal.
And the Munitorum can't afford to use regular troops I suppose. There are bound to be times, its not like their logistics are omnipotent.


Page 58
Sin Eaters are the chosen and sanctified warrior executioners in the service of an Inquisitor who follows the Radical Oblationist creed. These grim men and women have been trusted with the truth of Oblationism: that the ways of the warp, alien and heretic are paths to utter damnation, but that a few pure servants of the Emperor must tread those paths and walk willingly into damnation if all are to be saved.
...
No matter how slight the sin they must give it voice, and with every confessed sin their body is charred by a brand, cut with a blessed knife, or tattooed with ink mixed from the blood of heretics. The marks themselves are variously sacred, diabolic, or arcane and the ordeal persists until all of the subject’s sins have been confessed and their body is sheeted in marks of damnation and sacred power.
...
Many Oblationists entrust their Sin Eaters with weapons of daemonic or malefic power, trusting
that the will of the Sin Eater is enough to wield such weapons and stay true to his purpose.
More of the Oblationst philosohpy and their tools. Or rather sacrifices. Not everyone can be as pure or incorruptible as a Grey Knight.


Page 62
Warp Dabblers, sometimes referred to as warplocks and petty sorcerers, are individuals tampering often blindly with the malignant arts of the warp sorcery.
...
These are not true sorcerers or savants of the forbidden, but instead are dark-hearted warriors, soiled enforcers, spiteful adepts, and twisted killers who have acquired a degree of warp lore and have made the perilous decision to put it into use.
The Sorcerer version of Wyrds.


Page 62
...one of the Inquisition’s vital tasks is to censor and limit the spread of information deemed ‘dangerous’ or ‘corrupting.’ Meanwhile, the Ecclesiarchy constantly preaches rhetoric designed to inspire dogmatic obedience and abject abhorrence of the heretical in equal measure. To the average Imperial citizen, an education is an unobtainable luxury, daemons are distant horrors portrayed in morality plays, and the warp does not exist.
More on the value of ignorance in Imperial society.



Page 66
A daemon vessel is a human within whom a daemon has nested a portion of its being and power. Like a vile growth it will grow in potency and influence until it overwhelms the unfortunate human, and then the daemon is born into the physical world in a birthing of pain, horror, and shattered dreams. This process of gestation, from infection to the daemon being unleashed from the fetters of the vessel’s flesh, is a long battle of wills in which the daemon’s nature begins to subsume that of the human vessel.
...
...begins with contact between the vessel and the power of the warp. It may be a glance into a cursed mirror, a wound from a daemon sword, a stray daydream of power and ruination in a profane temple.
...
....a human vessel may try to resist the onset of the daemon’s power, or he may believe that he can control it and bend it to his will. Indeed, many who become vessels to daemons can suppress or unleash the power of the daemon, but to hope that they can truly control the abomination that is encysted within them is a wishful lie.
A being like Slyte from Ravenor seems a good example of this (may even be the source for such.) It's basically a nother way of 'birthing' a daemon into reality. how it differs from using a psyker or other means, i dunno. Kage from 'Annihilation squad' may be another.


PAge 70
A person who has been exorcised has been subjected to a full and invasive possession by a creature of the warp and then had that entity ripped out of him by the power of faith and ritual.

People who have had their body and mind slaved to a thing from beyond—and then had that parasite ripped from them—are left with the withered remnants and deep scars in both mind and soul, and are never the same again. Many die from the shock, and more take their own lives shortly after rather than live with the relics of the possession. However, those who do survive being exorcised and can endure the scars they bear are steeled against the corrupting influences of the warp, their minds and bodies fortified against further posession. Many who have been exorcised claim to be able to see the smeared traces of corruption around them, to feel the ebb and flow of the warp nearby, and to hear the thoughts of daemons as maddening whispers in their minds.
A take off perhaps of the Illuminati of 2nd editon and the Inquisition WAr novels, like Zephro CArnelian and Jaq Draco.


Page 70
Accompanied by Black Priests and chanting choirs of blind and deaf monks, the subject is restrained in a hallowed place amongst symbols of the Emperor’s divinity. The exorcism itself is a ritual in which the exorcists command the daemon to leave by the power of the God-Emperor, and compel the daemon further by naming it with its true name. It is an undertaking fraught with risk to both the exorcists and the possessed subject: the daemon within will use any means to prevent being cast out, and many who have attempted an exorcism of a powerful daemon have perished or been possessed themselves in the process.
the Exorcism performed.


Page 78
The strength, which Istvaanians value, is a result of surviving and triumphing over trials; they believe the more severe the trial, the greater the strength that results.
Another way to put it, Istvaanians are extremely Darwinians. Istvaanians, as has been explained many times here and elsewhere, use the horus heresy and its aftermath as a proof of hte viability of their philosophy. This isn't without flaws though, considering the HH left the Imperium without its chief means of central control and pushed it into a completely defensive/reactive mindset.


Page 79
Warfare and the battle for survival tests all aspects of the participants; it has the highest of stakes for all involved and is fatal to those that fail, winnowing out the weak.
...
Istvaanians’ interventions are always a matter of judgment and wisdom, as above all they wish to strengthen the Imperium, not destroy it. It is those who are perceived as weak in their eyes that are the most likely to be subjected to their attentions.
In this context we might view the constant "There is only war in 40K" grimdark and the associated propoganda as a tool of the Istvaanians, since by all available evidence the existing scale of "actual" war in the Imperium is far smaller than implied in the propoganda. Indeed we've had mention (in Dark heresy and elsehwere) about the 'siege mentality' that exists and is perpetuated by the Adeptus Terra and its factions to enhance the military mindset - this can only play into Istvaanian agendas.

Examples given: bolstreing the resentment of planteary populations against something, or paranoias of governors. Disinformation too can work there. Or the creation or manipulation of threats (real or imagined) to achieve their ends. Basically they just try to upset stability and the natural order to force 'change' they believe will strengthen the Imperium.


Page 81
...get suicide-programmed tech-priest and assassin Acolytes aboard the Apocalypse-Class Battleship Tempest’s Child.
...
As flocks of craft jostled in confusion around the docks, the stricken warship ploughed into them. Over fifteen warships, twenty mass conveyors, and countless other craft were lost in an expanding cascade of destruction. The Fenksworld life line was cut, and hundreds of thousands of troops scattered amongst the hostile stars had their support stripped away.
[/quote][/quote]

Istvaanian efforts in action. frankly its dickery in this case :P
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Connor MacLeod
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Re: Dark Heresy analysis/discussion thread [and so it begins

Post by Connor MacLeod »

Part 2 of Radical's handbook

Page 82
The tragedy of the Mara landing massacre began when the troop transport Vervilix, bound for the war on Tranch, suffered a critical navigational error and dropped out of the warp close to the ice world of Mara...
...
..the officers commanding the 100,000 troops on board decided to mount a landing onto the surface..

...
When the Imperial Navy patrol ships reached the Vervilix five days later, only a few hundred survivors could be recovered from the thousands who had set foot on Mara.
Mara gets mentioned elsewhere I believe but its another case of Istvaanian manipulation and dickery. i think the Haarlock series was the source.


Page 84-85
Their principle aim is to save the Imperium, not from what threatens today, but from the oblivion into which it is blindly stumbling as a society. To Recongregators, the threats that their fellow Inquisitors see as most dangerous are lesser when compared to the greater danger of being crippled by stagnation and choked by mouthed tradition.
...
To Recongregator Inquisitors, there is only one choice: the Imperium must be changed. That change may not be accepted, understood, or desired, but it must happen lest all be lost.
reformists, of a brutal sort. They Differ from Istvaanians in that they don't want to 'evolve' the currently exsisting Imperium, they want to tear it down and rebuild it (piece by piece, at least.) They think less of the current and more of the future, I suppose. They also tend to be more sneaky than Istvaanians, as well as employing more than just warfare as a tool for change.


Page 85
Changing the politics, factionalism, bureaucracy, and immense edifices of the Imperium can be effected by changing those who govern and control those structures, or by removing the mechanisms that support and enable those structures to exist.
This could be a double edged sword for the Imperium, depending on what replaces is. nothing guarantees that something bette rthan the currently existing Adepta would pop into existence, for example. The next best thing would be to change the internal structure/politics of those adeptas to facilitate something more progressive (encouraging Radical techpriests or Explorators int he adMech for example.)


Page 87
Transformation can come gradually, with existing authority being slowly undermined..
...
At the other extreme is very rapid change effected by the abrupt removal of a ruling figure or body or the shock of discrediting of convention or custom. Gradual change has the advantage of being less likely to cause reaction to prevent it, as well as minimising any unfortunate side effects, such as destroying what they were trying to change. The faster the change, of course, the more likely it will necessitate violence and rebellion.
The Recongragators take different approaches to their change, depending on situation. At least they aren't absolute about it, and it suggests they think.


Page 89
The Recongregators saw in these dynasties a tool they could use, and in doing so embraced a vile heresy long forbidden. With the aid of rogue elements within the Adeptus Mechanicus, a powerful Recongregator cell poisoned members of several noble families with gene-locked viral agents that would release their potential by augmenting their genetic makeup and sowing the seeds of the same in the next generation. The intent of the manipulation was to breed a great line of charismatic and powerful individuals who would wrest control of the sector away from a course doomed to stagnation. Matches between various infected bloodlines were engineered, and the resulting progeny were monitored over the years.
some sort of admech-bolstered genetic engineering and breeding efforts on the nobility. I imagine the 'bad' part comes from the genetic engineering/viral agent stuff (sounds alot like what was described in Astartes creation in Angels of Death from 2nd edition) rather than the selective breeding, since the Famulous sisters do the exact same thing.

Anyhow the changes were more pronounced between generations, but this lead to things going beyond their control in short order.


Page 89
The Logicians are a conspiracy of so called progressives inspired by a proscribed doctrine outlined in the pages of In Defence of the Future: A Logical Discourse. An agglomeration of merchants, hereteks, and nobles, the Logicians hold the heretical belief in the importance of progress. They pursue technology and forbidden knowledge in the hope of restoring mankind to the god-like state it once held in its lost “golden age.
"
The Logicians again.. the 'replace the Admech with our "progress at any cost for our benefit" group'.


Page 92
...Xanthites believe it is the Inquisitor’s sacrosanct freedom to understand and even wield that which is forbidden in order to better combat it.
...
But despite the appalling dangers the Xanthites court, they are nevertheless one of the oldest and most heavily entrenched philosophies of the Inquisition, and their number includes not only some of the most learned and politically influential Inquisitors, but also some of the most personally powerful individuals
Xanthites.


Page 93
...an important difference remains between Inquisitors who profess Xanthite beliefs and what some choose to call ‘True Xanthites’—men and women who have dedicated their lives and their wills to the absolute mastery of warpcraft in the God-Emperor’s service. Xanthites of this rank and power, usually long-serving veterans of the Inquisition’s war, often become sorcerers and daemon binders equal to any Chaos Arch-Magus or warp prophet.
There are flavours of 'xanthite' inquisitors.


Page 93
Perhaps the most extreme and outlandish Xanthite faction is known as the Horusians.
...
They believe that if a new Horus could be created and invested with great energy from the warp and control that power, he would effectively be a ‘Second Emperor,' a super-being able to unite and lead the Imperium for its betterment and greater glory, rather than enslaving it to Chaos.
A Lunatic version of Horusians, in other words.


Page 94
The subsequent mass colonial expeditions from the overpopulated worlds of the distant Segmentum Solar and from nearer afield in the troubled Mandragora and Gehenna regions created serious problems of their own.
Cross segementum colonial efforts. this tends to suggest that perhaps the core regions of the Imperium (the Segmentum solar and the regions of other segmentum touching upon it) are quite heavily colonized and established compared to the fringes. It may even mean that the threats in such regions (from most xenos threats, at least) is greatly controlled or eliminated (or at least as much as it can be in some cases, like with Orks and 'Stealers.) This would make sense as the Core regions are generally described as being secure and safer than the fringes in many texts.

It would also suggests little or no colonization occurs in Segmentum solar and the surrounding regions as well, hence why they have to go so far afield (which means crossing great distances and spending alot of time and resources to the transport) and that they are the source of some of the most heaviyl populated Imperial worlds (and hive worlds, at that.)


Page 95
In 799.M39 the hive city of Atropos on Solomon, a citadel with a population of more than 100 million...
hive city with a population of 100 million.


Page 98
An extremist outgrowth of the puritan Amalathians, for the Libricar it is not enough to preserve the institutions of the Imperium, but also necessary to ensure that those who rule and maintain them are ceaselessly watched, mercilessly judged, and made pure by bloodshed.
...
..the Libricar’s sole aim is the maintenance of the Imperium’s status quo at any price. This goal is achieved by subverting and destroying any radical or disruptive force or agency before it becomes a threat regardless of the source, or the elimination of authorities that may have become corrupt and unfit.
...
Controversially, many Libricar are also of the conviction that the places that should be scoured first are the halls of the great and the powerful of the Imperium.
...
...if the extremist Libricar’s proposals were to be followed, the victims would be members of the nobility, the Administratum, the Ecclesiarchy, and the Inquisition itself.
Now this is a radical faction I could get behind. This sort of philosohpy, however, is likely to encounter the most resistance, not only from the conseravtive factions like the Amalathians, but quite probably from the various rulers and adepta themselves (they won't want to lose power.)

That said i would love to see the Administratum, Ecclesiarchy and nobility purged.


Page 100
The Amalathian viewpoint is one of the widest held and best accepted of the diverse dogmas and ideologies to be found present within the Holy Ordos of the Inquisition
Making them perhaps the Ultramarines of the Inquisition, minus Guilliman-analogue.


Page 101
..‘Slighting Wars’ that erupted in the Ptolemaic Reach and Crassan sub-sector regions of the Ixaniad Sector
...
..a long burning morass of bitter noble vendettas and bloody trade feuds broke out into a series of interplanetary wars and civil conflicts that saw a volume of space blessedly untouched by direct warfare for more than three centuries bathed in blood. The wars, though brief and swiftly brought to a crashing halt by the intervention of the Battlefleet Obscurous and the Lords Segmentum, were exceptionally vicious and saw the whole of inter-sector trade and supply in nearby conflict zones reliant on their output grind to a standstill for nearly a decade. The repercussions of this economic anarchy lead directly to the failure of the second Meridius Crusade and the loss of a dozen inhabited worlds to Waaagh! Heart’rippa..
What's interesting about this is that this is the sort of 'private' wars mentioned in the Badab War supplement like broke out between Karthan and the Astral Claws. We have here another example of system/subsector nobles having their own warp-capable transit ability (probably chartist and or mercenary analogues) engaged in conflict which required outside intervention to stop (from the Segmentum level no less.) And that it also had extensive consequences for inter-sector trade, which had further consequences (loss of a crusade and a dozen worlds.)

Also 3 centuries of relative peace. So much for "there is only war!"


Page 101
...it was clear from the start that an example was to be made at the highest levels for whole Segmentum. With Battlefleet detachments, an entire army group and thousands of Arbites put at her disposal, and even more potently over seventy other Inquisitors placed under her warrant, rarely has such power been vested in single hands.
...
The principle target of the purge quickly became the Crassan sector’s ancient and convoluted network of governing clans and guilds whose greed and narrow-minded arrogance had caused such ruin on worlds far removed from their own.
Power attributed to a single Inquisitor. Again the FTL nature of the 'local' conflict.

Also note the battlefleet detachments are from Obscurus itself.. suggesting that the segmentum naval headquarters (again) have their own substnatial (greater than normal sectors) naval reserves for deployment in emergencies.


Page 104
They glean their knowledge from a myriad of sources, ranging from the intimate and arcane study of history and the circadian rhythm of the Imperium’s daily life, to the divinations of the Imperium’s own sanctioned psykers and the reading of the Emperor’s tarot. They also use more esoteric analysis of the eddying warp time-echoes picked up by Astropathic choirs and the threads of ancient prophecies disentangled from myth and falsehood. For many Ocularians even this breadth of study is not enough, and they seek more direct and malign sources of information in their obsessive quest for knowledge of what is to c ome: delving in to forbidden lore, studying the works and knowledge of the heretic and the alien, and torturing blasphemous revelations from the mouths of xenoseer and corrupt warp-dabbler alike.
...
All knowledge found within this treacherous sea of fact, supposition, and falsehood is compiled and correlated, and the data sifted by the faction’s oath-bound savants and logisters in search of pattern and relevance.
Once they get the information, they use influence and various methods (shadowy and such, like bribery, assasination, blackmail, etc.) to influence matters to their ends. They're basically like the Eldar in view, they not only seek to know the future, but to actually act on that information to change it for the betterment of the species. The Eldar are way better at it though.


Page 105
Within the Imperium there are many recognized arts of divination and divination, some accepted and controlled, others proscribed and repressed as the blackest witchery.

..
Those educated in matters of high statecraft or the dark sciences of the empyrean know the truth; that actions, emotions, and events each have their echo in the warp, echoes that sometimes defy the human perception of time and space to reveal what has yet to come to pass.
...

But among these echoes, interpreted by a hundred different psykers and sensitives in a hundred different ways can be found little that is unequivocal or without doubt...

...
...many within the Imperium’s power structures, not least of all the Inquisition and the Ecclesiarchy who reject the diviner’s arts entirely, either as dangerously unreliable or as treacherous warpcraft whose use has no place in the hands of the righteous.
The problems of Imperial divination and the reasons why some ignore it. As a rule I would think its quite usefl, although its imprecision means you need to rely on correspondingly greater number sof divinations ( a greater 'statistical sample, so to speak') to gain any reliability.


Page 106
Aetheromancy: By the direct sensory experience of the Warp. Rated as one of the most effective and most dangerous means of divination known. Proscribed outside of the ranks of the chosen of the Astropathica and the Navis Nobilite.
...
Arithmomancy: By the use of ritual data-cogitation or interpretative numeric analogues. Practiced by certain sects of the Cult Mechanicus, most notably the Paracellsan Order.
...
Lithomancy: By the use of psychoreactive or aetherically attuned materials. Toleration varies often by material used. The stones of Sleef and fragments of Eldar Wraithbone are considered the most potent objects associated with this craft in the Calixis sector.

Oniromancy: By the interpretation of dreams. The dread world of Dusk is famed for the prophetic powers of its fickle and dangerous darkling kin.

Onomatomancy: By the use of ‘true names.’ Long forbidden by Inquisitorial authority for its links with malefic sorcery and the command of daemons.
...
Theomancy: By the hand of the divine, such as through the interpretation of the sacred texts of the Ministorum or the use of the relics of the saints. The most widely respected and accepted (and complex) form of divination sanctioned by the Imperium—the reading of the Emperor’s Tarot falls into this category.
The other listed ones are either proscribed (use of shadwos, entrails, or skin and bone) or more supersition, probably (smoke, dice, etc.) But it gives a pretty good idea of the kinds of 'accepted' divination. My favorite is the AdMech version.


Page 107
The secret arm of the Ocularian faction by which it chooses to carry out its redhanded work the Ocularians refer to, not without justification, as ‘the dead.’ These elite destroyer cells are commanded by a secret cabal of Inquisitors either believed lost by their peers or operating far from their assumed territory incognito and in absolute secrecy. They have no interest in glory or show, only in the efficient and where possible secret destruction of their targets.

..
Their chosen weapons are mind-cleansed assassins, infl-traitors, enslaved witches, psychic puppets, saboteurs and whatever ignorant and disposable ‘assets’ might be best manipulated for the task at hand, and often prefer to arrange ‘accidents’ wherever possible to destroy their targets.
The tools of 'change' for the Ocularians.


Page 107
..the Ocularians also strive with merciless intent against those that would master the future to their own ends. Their principal opponents in this long game are manifold, and range from rogue psykers to rival Imperial factions to the manipulations of the accursed Eldar. But of all their foes, the first and most hated among the Ocularian’s rivals are the servants of Chaos, and those in particular bound to the Great Ruinous Power known in many blasphemous texts as Tzeentch..
They are particular opponents of the Eldar (no surprising given similarity of methods) but also of Chaos (esp Tzeentch). Hell when it comes to chaos these Inquisitors might actually ally with the Eldar.


Page 108
According to their secret fractal ciphered records...
Fractal ciphers.


Page 109
..This so-called ‘child of midnight’ would be a true abomination, an alpha-plus level psyker with the power to enslave millions and carve an empire of its own out of the Imperium’s bloody carcass.
A alpha-plus psyker. Note such an enemy is not exactly new (see Teturact in Bleeding Chalice.)


Page 111
At the core of the Oblationist creed is the total conviction that the power of the warp is corrupting without exception or degree: all touched by it are damned. Yet these powers are the most powerful weapon against the enemies that conspire to consume mankind. The Oblationist sees the decision to wield daemon weapons, bind unhallowed servants, and learn the arts of the sorcerer—or abstaining from such methods—as a choice between damnation and the sacred duty to the God- Emperor.
...
..their own purity is nothing but a tool to be used or sacrificed in the service of the Emperor.
...

Oblationists believe that others should not use Chaos, and that only those who sacrifice their purity to wield Chaos against itself in the knowledge that they are damned can truly serve the Emperor.
..
Oblationists believe that their own damnation is an inviolable truth, and so see that in daring to take up the weapons of the enemy their lives are forfeit and their souls tainted. This is a sacrifice they gladly make in the God-Emperor’s name.
Oblationists again, and the key difference that may make them better than most Radicals (like the Xanthites.) To me it makes them potentially more noble and less assholes, although it doesn't mean they aren't still taking huge risks. but hey the Imperium is built on sacrifice, so why the hell not. Of


Page 117
..the Phaenonite creed is centred on the mastery of the warp via technology for a reason beyond the power it may grant—for the future fate of all humanity.
...
..the harnessing of the warp and the enslavement of the daemon by use of arcane technological processes whose nature has been long forbidden to the Imperium.
...
...mankind’s destiny lay as a fusion of man and machine, united and made immortal by the limitless and protean energies of the warp.
They are contrasted as being different from Xanthites (who use the occult methods to harness the warp.), but they are also a bit like Monodominants (fanaticall and absolute in their convictions) as well as Recongregators (the old insrtitutions have to be removed and replaced with something new.)

Of course the Dark Mechanicum tried this as well during hte Horus Heresy, so it didn't really work out did it? The main difference is that they seem ot ignore worship of the Emperor AND Chaos both.. its purely 'logic' or mechanical. Which does not make it any more dangerous.



Page 118
..the principal obsession of the Phaenonites is the fusion of technology with the occult lore they have acquired, thereby investing it with the power of the warp—a development they consider ultimately superior to all other systems. Though dangerously unpredictable, this often–nightmarish category of devices is referred to as maletek by the Adeptus Mechanicus and can prove extremely effective and difficult to counter. Such technology can range from bolt ammunition that unleashes mutating Chaotic energies to aetheric signal generators capable of disrupting psychic powers and decimating psykers over a wide area.

One of their more recent developments is rapidly becoming a signature—the Maletek Stalker. It is an assassination engine, a human killer or death cultist which has been augmented with proscribed bionic systems and graven with runes of occult power, combining a human’s mastery of lethal skill with unyielding metal and a daemon’s fury.
Maletek again. And once more (of course) the parallels betwene the Dakr Mechanicum and the Phaenons are hard to ignore.


Page 118
...he deployed the Life Eater virus without delay. A hive world of fourteen billion souls was slaughtered in punishment for their pride and blasphemy unto the last living thing.
Fate of Phaenon prime. Was described as an "isolated hive world", and afterwards inquisitors and AdMech were deployed to sift the wreckage.


Page 120
..Kobras Aquairre was almost unique in holding both the ranks of Lord Inquisitor Malleus and the Warrant of a Rogue Trader, the latter belonging to him by a bloodline reaching back into the age of the Imperium’s founding. For nearly five centuries, his flagship Omega Thule—itself a pre-imperial relic—led Explorator expeditions and crusades of purgation..
5 century old (at least -probably centuries older) Lord Inquisitior who is also a Rogue Trader. That would wield.. quite a bit of power. also seems to have strong ties to the admech.


Page 120
...the Priesthood of Mars were happy to grant the Calixian Conclave’s’ request. By the dictate of the Fabricator General himself, they marshalled the power of their city-sized voidships and tore a moon from its natural orbit to strike Phaenon Prime, smashing the planet to fragments.
The source of tha Phaenonists supposedly came from some malign influence on the planet that could rapidly corrupt malleus inquisitors 'like a virus' - they dont know how, but they decided to demolish the planet anyhow (even after virus bombardment.)

We dont know how long it took the Admech to move these resources or how many ships.. but we're talking a fuckload of resources (mass energy) employed. Judging by the Atomic rockets boom table we are probably tlaking far above e30 joules, more probably e31 or even e32 joules (depending on whether it simply blows it into an orbit or achieves escape velocity of some kind.) Simply vaporizing a planet would be in the E31 joule range as well. We're probably talking at least moving something on the order of 1000-3000+ km in diameter at a velocity of tens or hundreds of km/s well into the quintillions of tons range in all probability. What's more, the energy expenditure for the ships would be even greater than the KE to impact the planet (reaction drives). And the engineering feat of being able to "pull" a planet like that without disturbing or disrupting the moon (and keeping the ships intact) is... interesting.

Now to be fair we don't know how many ships (other than they're not hauling in a fuckton of ships from across the Imperium to do this - these are only AdMech ships doing it.), nor is it obviously disrupting trade across the whole Imperium (or the AdMech's activities) in any large scale way.

We also have the fact this is a sector level forces making a request of the AdMech.. sectors are unlikely to be able to command the whole of Mars to come to their aid even in the event of daemonic intervention (there are thousands of sectors after all.) It's debatable they also took centuries to do it (there would be easier means to shatter tha planet.. there are Cyclonics and similar warheads that can blow up planets too after all.)

Assuming 10,000 AdMech ships in 100 years each ship would have expended a total of e25-e26 joules annually (and that's only energy imparted to the moon.) and would have hauled e16-e18 kg mass apiece (tens of trillions, or quadrillions of tonnes.) Beyond that its hard to extrapolate, although it is interesting in how it meshes with the rogue Trader in the RT RPG who was able to haul 'trillions of megatons" of cargo or something like that, and that (plus the details I outlined above) suggest that while it is not trivial, it is far from an extraordinary or unique feat for the Imperium either.

This could imply some limits to 40K ship to ship firepower in some way as well, although the exact paramaters are hard to establish simply because we dont know enough about timeframe or numbers or circumstances.


Page 120
The forbidden psycho-sonic weapons of the Emperor’s Children, the gene-atrocities of the hated Fabius Bile, the malign perversion of the techno-viral technology used to create the terrible Obliterators—all have been laid at the Dark Mechanicus’ door. Hellish forge worlds bestrode by cyber-daemonic overlords deep within the Eye of Terror ceaselessly churn out the weapons and munitions that arm the forces of Chaos and fuel the dreaded Black Crusades.
And now we get to the Dark Mechanicus.... and it seems alot of the crazy ass chaostech stems from them. small wonder they are talked about in the same mind as the Phaenonites is it? :P


Page 122
Few in actual number, there are perhaps no more than perhaps a dozen true Phaenonite Inquisitors in the Calixian Conclave and none openly known as such by their fellows, but these are the tip of the iceberg for the Phaenonites’ organisation.
12 estimated Phaenonites, there exist more, and yet they aren't even a significant fraction of the Calixian conclave's inquisitorial contingent.. That suggests scores if not hundreds of Inquisitors per sector, again.



Page 122
...Machine Cult on the minor Forge World of Idumea. Long disadvantaged by its location on the edge of the Hazeroth Abyss and lack of strategic importance, the Forge Masters of Idumea have for centuries considered themselves to be sidelined and undermined by the central authorities of the Lathe system..
Another Forge world aside from the Lathes, considered a minor one in Calixis. Much like with hive Worlds, Forge worlds have 'grades' and qualities. This isn't unprecetdneted, Mars has been described (in Dark Adeptus for example) as being a category of forge world (in its own class literally), and others being in other categories.

It could also explain the odd 'forge' worlds like Fortis Binary and Urdesh (which contribute forces to the Guard for some odd reason.)


Page 122
..a strange artefact—a vast labyrinthine contrivance seemingly spun of dust and magnetism—was encountered by Explorators somewhere deep in the Halo Stars..
...
This vast artefact—perhaps an embassy from an unknown realm of existence—unleashed a wave of horror never before seen on an unsuspecting and unprepared mankind. The xenoforms which mercilessly ravaged forth, if in truth they could be called such, were creatures of such abhorrent terror they are referred only obliquely in the records as ‘The Harrowing.’ These entities disobeyed known physical laws, and close proximity to them alone was enough to kill or drive the unprotected mind insane.
a supposed "lost, unnamed" and expurgated conflict laying in only th emost obscure of Admech, space Marine and Inquisitorial records. Sounds like the B5 movie "Thirdspace" intruded into the 40K universe. It might sound horrific, but 40K has had its share of "reality warping, physics defying" aliens and other menaces.. Chaos, the C'tan, etc... Supposeldy a thousand human and alien worlds were destroyed in a few short years, and unprecetneded military losses (including Astartes) were inflicted.


Page 123
. ...ultimately the Holy Ordos found only a fusion of archeotech and sorcerous lore could hold the Harrowing...
...
...it is said the Mechanicus employed a forbidden weapon of the Dark Age of Technology to destroy their foothold [Echoing Vault/artefact] and seal the breach between dimensions through which they had passed.
This is a legend and probably biased (to justify the use of warp/tech infused devices) since they claim it was the only thing to hold back/defeat the Harrowing (albeit at the cost to Inquisitors doing so.) The DAoT tech that can fuck with diemnsional stuff (variations on Vortex or Necron time/space manipulation tech?) is interesting, although it may be completely apocryphal too.


Page 128
Inquisitors are unique within the Imperium in that they can contemplate ideas and hold beliefs that would be considered heretical and dangerous were they held by any other under the Golden Throne. As peers of the Imperium, they have the luxury and privilege of contemplating the incredible and possess the power to act on their conclusions.
Except that the other Peers of the Imperium (Rogue traders, etc.) are often described as having this ability as well.


page 128
The Polypsykana are a minor ascensionist faction that believes mankind is destined to evolve into a psychic race and that this transformation should be facilitated and guided. The beliefs of Polypsykana Inquisitors are not unique to the Calixis Sector or to the present times; similar beliefs and theories constantly boil beneath the surface of the Inquisition as a whole.
As noted before, a belief which closely echoes the Emperor's supposed intent.


Page 136
There are those Radicals within the Ordo Xenos who seek to manipulate Ork-kind, rather than simply destroy it, whether by bribing them to attack worlds outside the Imperium, attempting to divert their invasion fleets, or by actually seeking to utilise them as a mercenary force.
Dealings with Ork


Page 138
.. sown a network of criminal cells on many worlds throughout Calixis. She both travels and makes use of private astropaths to maintain her network, but few doubt her breadth of knowledge in criminal matters.
'private' astropaths used for criminal purposes by what amounts to an information broker. In theory you'd think this would be impossible (Astorpaths eavesdropped on, or at least being loyal to the Emperor and wouldn't use act against Imperial interests.) but eh. Maybe they are astropaths created in other ways (Soul binding to daemons or such, perhaps/)


Page 139
A kilometre long, the Pale Sepulchre thrusts through space like a splinter of rough graphite, a fifty-metre high bronze and marble angel gazing into oblivion from its prow. Its complement is small and the truly living crew fewer still, but then its passengers are the dead and they have few requirements that need attending.
50 m diameter, 1 km long maybe starship?


Page 139
It may take many years for a passenger to reach their destination—but then the dead are in no hurry.
Years for aforementioned mortuary ship of some kind to reach its destination, but not neccesarily the fastest speed. Of course when we're talking about inter-sector travel times of tens or hundreds of LY typically, I doubt 'months or years' is of small difference.

It also represnets yet another type of 'small' warp capable ship by FFG/Imperial terms (1 km or therabout sis defined as the typical limit, although this may only apply to the Calixis sector or chartist type vessels in particular. Organizations like the Astartes, Inquisition, and rogue Traders may all own smaller vessels - some of which can even land on planets.. although we've seen ships as large as 5001-1000 m land on palnets so this isnt a clear guideline)

The people who are hauled on these ships are "open to the void" - which probably takes speical perparation to achieve.


Page 148
You can attach an image or simple message to an individual, which is triggered into the mind of the designated recipient via touch. The psyker implants the image in the target, who then unknowingly carries it with him until touched by the proper individual. The image or message passes into the mind of the recipient upon contact.
Image/message transfervia psychic power. It echoes the types of "couriers" who have a message or memory implanted into them, which they themselves may not be consciously aware of. This may be related.


Page 148
Placed upon a small item, such as a scrap of parchment or data wafer, you cause the object to disintegrate under a specific set of circumstances. For example, you might cause a letter to vaporize after being read, or a micro-bead to destruct after receiving a message.
it is possible to psychically 'program' an objet of any kind to self-destruct or destroy itself under a particular set of conditions or circumstances. A useful security measure no doubt, and it has interesting implications for warp abilities (EG imagine using this as a timing/fusing mechanism on different kinds of ammunition and such!)

The one possible limit is that it seems to refer to objects which are inherently combustible or may carry some sort of volatile 'storage medium' like a battery, human fat, etc. This means something like a rock may not be prone to this sort of action, but certain metals that can 'burn' might be.


Page 149
You focus disruptive energies into the heart of an electronic device, causing it to temporarily malfunction.
...
By extending your vision into the Warp and perceiving the shadows of the physical universe, you can sense machinery and constructs within the area. This does not grant you knowledge of their function, but simply their form and location. The presence of living beings blocks the line of sight beyond them, as they possess a far brighter presence in the Warp than physical objects.
an intersting sort of psychic detection ability.. the ability to 'disrupt' as well as detect echoes the machine curse some psykers have. Again inanimate objects can somehow have a presence in teh warp (perhaps due to the proximity to or interaction with living beings) but less of one than the unliving. This has all sorts of interesting implications for FTL detection/navigation (like what Navigators do) and it does suggest that warp based 'scrying' detection (EG FTL) can detect intert objects, although it would be less effective than things with an actual warp presence (living beings and psykers.)


Page 150
You leave no tracks or evidence of your passage, including technological systems such as pict-recordings or other data stores. This does not mean that your presence cannot be seen or detected at the present time, and you trigger alarms or pitfalls normally.
Psychic means of 'covring your tracks' so to speka.


Page 151
Proscribed by the Adeptus Mechanicus for its effects on their holy engines, this short, brutish weapon fires large-calibre rounds specifically designed to defeat servitors and other mechanical constructs. The ammunition contains a directed energy discharge that effectively passes through augmetic armour or machine plating.
Haywire rifle. Fires a miniaturized version of haywire grenades. I suspect the cpaital ship munitions may be the opposite (scaled up versions used in anti ship warfare in macrocannon.) it also seems to suggest the Imperium has some highly effective means of developing non-nuclear EMP (or they have some very highly efficient means of creating and controling nuclear-generated EMP), especially in the vacucum. And ground armor (at least for servitors and other mechanically augmented stuff) offers no protection.


Page 152
It fires a snare at the end of a spool of thin adamantine cable, lassoing the target and allowing them to be reeled in.
Snare gun. Adamantine can be made into what seems to be highly flexible cables.


Page 152
Underhivers and low-life enforcers often refer to these gloves as the poor man’s power fist. Crude versions look very much like an armoured gauntlet laced with power cables, while advanced designs look no more obtrusive than a heavy glove.
Shock gauntlets. Combination glove and power maul.


Page 154
Typically only used by the Lathes’ Secutor Skitarii and select Ordo operatives, this armour combines the best traits of Light carapace armour with the masking effects of cameleoline technology. However, it only works against visual detection, making it a poor choice for advanced stealth requirements.
Stealth armour basically. Visual only, does not do anything to block other emissions than visible light (EG thermal/Ir emission.)


Page 154
While visual masking will confound sentries and simple scans, often one’s own body heat will give you away to an auspex with thermal capability. The Mask Bodyglove uses a canister of liquid cooling agent that circulates through capillaries throughout the exterior of the garment, bringing the wearer’s heat signature level with the environment. As those who need such things often find themselves in harm’s way, it also has flak-cloth panels covering most vital areas.
The answer to my previous point about the stealth carapace. One imagines that the cooling system is tied to some sort of heat sink that 'stores' that heat, which suggests a limited (but uknnown) timeframe. This is probably more a "near perfect" stealth measure.. whilst a bodyglove itself without the cooling agents would be less effective (but also less complex.) Such uniforms probably also provide good insulation.

also note the "flak cloth' panels providing protection.


Page 154
Some Xenologists call the Blur field “a poor imitation of an Eldar holofield”—usually moments before their apprehension by an Ordo hit squad. In truth, in an effort to mimic other technologies the Mechanicus created a unique effect. The effect does not hide so much as distort the user’s outline, rendering it difficult to focus upon or identify. The field has the added bonus that it causes a similar effect against electronic systems, foiling those that rely upon pattern recognition. The field generators require a standard power cell to operate, and employ a complex network of wiring that can cause damage to the user when torn or punctured.
Adaption or copying of Eldar technology.


Page 154
Used by the elite “White Hand” Arbites Riot Squads of Scintilla, these formidable suits of heavy carapace have a shock field integrated into their armoured plates, delivering an unwelcome surprise to those that strike them in close combat. Underhivers of Hive Sibellus refer to these suits as Spark Plates and sometimes wrap their hands in paper detritus in an attempt to counter its effects.

Any successful hit to Shock Carapace with a conductive weapon—any close combat weapon not made of wood, ceramite or glass—..
A rather interesting bit of body armor-- combines suppression shields with heavy carapace. also suggests Arbites body armor may come in different weights/qualities - heavy armour would hamper mobility and be more tiring but offer more protection, obviously. the ycan be blocked by some thickness of paper however it seems.


Page 154
This coating mimics the colours surrounding its user, just like the cloak of the same name, but is integrated into an armoured surface.
...
The effects are exactly as if the user were wearing a cameleoline cloak.
Cameleoline adaptation for armor. Useful.


Page 154
Preysense Mask: Artisans can add the fine mesh of cooling capillaries and the necessary circulatory system to a set of armour.
...
The net result is the same as described in the Mask Bodyglove above.
The bodyglove effect integrated into the armor again. I imagine good insulation as a rule would provide at least some measure of defense.


Page 155
Far more difficult to integrate into armours than most other additions, the complex network of nodules cause an individual’s image to distort and fog, making it very difficult to make out their silhouette or features.
Blur effect. Also mentioned is the shock field effect of the Shock carapace. Basically an armour upgrade like the others.


Page 155
Magi of the Mechanicus Biologis working on the water world of Spectoris developed these breathing masks for work in its subsurface processing facilities. They allow the user to filter oxygen from the water, using a synthetic gill system. These filters are somewhat delicate, and require constant immersion lest they dry out and degenerate.
Gill filter. Mentioned in ealrier sources like inquisitors Handbook (I believe) as being an example of Imperial innovation in the AdMech (that wasn't purged violently.)


Page 157
Whilst the red-dot laser sight can be invaluable for improving one’s aim, it can be far too visible for covert operations. The holo visor works in conjunction with a laser sight that has been tuned to emit a non-visible beam. The aiming point shows up in the helmet visor, but will not give away one’s intentions. Despite from the name, this system does not require a helmet. However, wearing the visor on its own would be fairly obtrusive and unusual in most Calixian circles.
Holo visors. Red dot laser sight of the non-visible variet.y This tends to suggest imperial 'lasers' are not quite like photonic lasers, but similar enough in most respects (not unlike the 'massless' theory of turbolasers minus the ripple effect.)
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