Only War analysis/discussion thread

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Cykeisme
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Re: Only War analysis/discussion thread

Post by Cykeisme »

I like how certain stuff, like the details of the Ramilies-class star fort in No Surrender, tie in with stuff from Battlefleet Gothic (which is what, circa 2nd Edition WH40k?).

It lends a certain degree of verisimilitude (or at least, internal consistency) to the whole shebang, which is very nice.
..and that's more than I can say about GW's own products these days..
"..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: Only War analysis/discussion thread

Post by Connor MacLeod »

Back with a new SDN update for only war.. in conjunction with my SB updating. This time, Shield of Humanity, which covers abhumans, associated organizations (Ecclesiarchy and AdMech types) and a few other fun things. And we also finally get speed values for the Tauros!

figure several updates probably. I'm planning 3, but we know how this usually goes for me.


Page 5
...encompassing not just regiments of guardsmen, formations of armoured fighting vehicles, and battalions of artillery, but also legions of support personnel. These are the men and women who
provide the core regimental formations of Imperial forces in the Spinward Front with a variety of specialised skills and support...
..
..it falls to these auxiliary units to take on the jobs that ordinary Imperial Guardsmen cannot accomplish; maintaining their battle tanks, tending to their morale, and providing specialist battlefield expertise in infiltration, fire support, or assault.
Its interesting that 'support' includes not just nonmilitary roles but certain military ones that you would think the Guard could do but others are beter at. For example. Ogryns are better at 'assault' than regular guardsmen, but we've seen Guardsmen used on the offense plenty of times.



Page 5
Unlike the various allied formations a regiment might find itself fighting alongside, ranging from barely trained local planetary defence force formations struggling to survive to shadowy Inquisitorial detachments consumed by their own agendas, these are dedicated support personnel integrated into the regiment.This permanent attachment creates a strange relationship between Guardsman and such forces, but one that often leads to mutual respect and admiration.
This would seem to be an exception to the 'homogenised' nature of regiments, but its possible the support echelon 'integration' refers to troops attached or added in after the regiment is raised - the same way some regiments will be assigned extra equipment and vehicles that was not part of their initial raising. These might be the 'support companies' that perform the logistical duties within the regiment and liasion with the Munitorum for the needed supplies. But even if they are attached from other organizations (Eg AdMech or Ecclesiarchy) they are distinct from the allied forces, even if they technically come from same organizations (EG Titans and Skitarii, or Sisters of battle.)

This likely reflects the complex web of obligations and treaties which connect the various organizations within the Imperium, but it also reflects the abhuman forces (like the Ogryns.)



Page 5
The number of supporting forces found within almost all Imperial Guard regiments of the Spinward Front is beyond counting: some are there as a result of doctrine others by mere necessity. The most esoteric of these are the red-robed Tech- Priest Enginseers of the Adeptus Mechanicus, attached to the Imperial Guard to maintain their vehicles and weaponry.
The 'support' elements can be as diverse/inconsistent as the rest of the Guard :P


Page 5
..only an Enginseer can truly soothe the temperament of a Leman Russ or coax more firepower from a Basilisk artillery piece by speaking directly to the spirit of its machine.
Considering basilisks fire shells, you have to wonder how 'soothing' the artillery piece increases firepower (Range and muzzle velocity of the shell, or are they blessing the munition?) In any case, it does speak to the Enginseer having a tangible impact on vehicles with its 'belief', which echoes what is told in the Guard codex.


Page 5
Perhaps of equal importance to the Enginseers of the Adeptus Mechanicus are the Priests of the Ministorum, who maintain the morale and protect the souls of the guardsmen under their care. While every Guardsman swears an oath to the Emperor and carries the righteous faith of the Imperial Creed in his heart, the horrors of war can often erode that faith and eat away at his convictions.....
..
To protect them against the taint of these ideas and philosophies, Priests must be ever-vigilant for signs of dissension among their charges, and maintain the rhetoric of the Imperial Creed at all times. When a weak link in the chain of faith is uncovered, it falls to the Priests of the Ministorum to repair it or, if they cannot, remove it altogether lest it spread and multiply.
the 'morale' role of priest.s Not only does it maintain and extend the power of the Ecclesiarchy and its influence within the Imperium's military, but it also reinforces the goals of the Commissar as custodian of morale and loyalty and ensuring they do their duty. It indeed suggests both a degree of cooperation between the Munitourm and Ecclesiarchy agents, as well as a rivalry as they perform the same tasks and contest their respective influence with the troops.

That said, Priests can also serve more of a advisory and even therapy/counseling role than Commissars, due to their religious angle.



Page 5
Priests are also of great value on the battlefield, where their presence acts as a beacon of faith, steadying their comrade’s morale and show them that even in the darkest of places the light of the Emperor shines bright.
Priests, like Commissars, work best leading by example.


PAge 5
Alongside Priests and Enginseers, abhumans are the next most common group found fighting alongside the Imperial Guard. The most oft-encountered of these are the diminutive Ratlings and the towering Ogryns. These abhumans are among the few Imperial sanctioned human variants allowed to fight in the Imperial Guard.
abhumans are the third 'support' element, and the most combat oriented, and Ogryns/Ratlings are the most common. Although given the reintroduction of Squats, one imagines sooner or later they'll make a reapparance in Guard armies (technically, with the 'counts as' rule, its possible to argue they never 'left')

This also suggests there are other 'factions' and organizations that are directly integrated iwth the Guard and offer support, but we aren't told. We can make guesses, though: psykers and astropaths one be one example, as would the Tempestus, or the Navy Liasions and their detachments (gunships and such.)

As of 6th edition I would guess that the Abhumans are governed and organized through the 'militarum Auxilia' mentioned in the 6th edition codex, just as the Tempestus is a spearate organization. Ordinatus (probably vehicles and artillery) whereas the REgimentos are the troops.



Page 6
The Imperial Guard is rightly feared for the strength and size of its artillery. Even the smallest regiments can usually muster a formidable array of guns with which to hammer the foe into submission.
My guess is this refers to alot of the heavy weapons and other (usually direc fire) weapons like autocannons, heavy bolters, lascannon and the like. It can include mortars and missile launchers, howver. It could refer to towed artillery or 'carrier' borne platforms like Rapiers.


PAge 6
While most of these artillery pieces are divided among the divisions and regiments of the Imperial Guard, particularly fine examples are sometimes grouped together and sent to a wealthy or important regiment at the behest of the Lord Marshal.
..
One such example is the 14th Lathe World Artillery Corps. Attached to the Scintillian 17th, it contains four full batteries of Basilisk self-propelled guns, with a battery of Deathstrike Missile Launchers in support.
..
Whereas most artillery is serviced by men and women drawn directly from the attached regiment and overseen by Enginseers, the 14th Lathe World Artillery Corps has its crew drawn from the Lathe Worlds themselves. This is the result not just of the rare forging of the guns and the portents which blessed them, but also the fact that it would be almost blasphemy for the hands of the uninitiated or unfaithful to load, fire, and care for them. As a result the Corps bears its own name independent of its regiment, and is crewed by servitors, fused bodily to their artillery pieces, and guided by a Tech-Priest Enginseer. While the Corps remains highly unusual among the artillery of the Imperial Guard of the Periphery,
Destination of Forge World artillery - usually detachments, but sometimes amassed in special formations. Also an 'example' of such an exception - which features a formation fo extra-special artillery with tis own servitor loading/firing crews (40K version of autoloaders lmao.) It represents yet another example of 'there is always an exception to the formations of the Imperial Guard.)


Page 7
..the mine’s Tech-Priests were taking control of dealing with the dead. Claiming contaminants in the mines, and the need to stop the spread of disease, the followers of the Machine God rebuffed my investigations. The guardsmen would shudder at the sight of the Tech-Priests and their servitors, their arrival heralding the loading of suspensor-carts with bodies.
..
..by chance encountered a servitor in the depths of the Hidris Mine, its face strangely familiar. Only when I examined the creature and saw the faded lines of Imperial Guard regimental tattoos on his pallid flesh did I realise just from where.
They take the dead bodies to make more servitors, which is not unlike what happend in Dark Apostle. Which shows that being dead is not neccesarily an escape from some kind of service in 40K, at least not if the AdMech get their paws on you.

Oh and suspensor carts. Antigrav is still going strong even in the Imperium, albeit in odd forms.



Page 7
The Magos Biologis are active in many systems of the Periphery and on scores of worlds. From the acidic crags of Nox to the wilds of Horizon, teams of Tech Magos and their servitor cadres conduct digs, carry out complex surveys, and hunt down and retrieve indigenous life forms for study.
Activities of the Magos Biologis.


Page 7
...While the Imperial Guard regiments of the Spinward Front have no formal obligation to aid the Adeptus Mechanicus, they are still beholden to the orders of the Lord Marshal, and unfortunately, the Primaris Expedition has great influence with Sector Lord Hax and, by extension, Ghanzorik. This all means that Magos often carry the Lord Marshal’s seal and can demand support from available Imperial Guard assets. Guardsmen that are drawn into one of the Primaris’ expeditions always returned changed, if they return at all...
unlike certain arms of the Imperium (the Space Marines, the Arbites, Rogue Traders or Inquisitors) the AdMech has no formal authority over the Imperial Guard... but they can gain that through politics certainly. Showing once again that politics is the true master/mistress of the Imperium, and knowledge (or technology) is power.



Page 8
..Confessor Helmor Krass, attached to the Cadian 212th Shock Infantry Division.
A Cadian infantry division. We might infer that the Cadian's 'elite' status free them from alot of the so called 'standardized' regulations of the Imperium, and thus they can form more impromptu (or nonstandard) formations if they need to (battalions, divisions, etc.)




Page 9
The Voice of the Emperor is such a formation, men and women of the faith augmented by vox-casters, sometimes sown into their mouths or eyes, and laud hailer arrays grafted to their backs.
...
While a single priest of the Voice can stir the faith of a single Guardsman or rally a routing unit, they are most impressive when gathered together in choirs. Hundreds and sometimes even thousands of priests will gather their voices in a single booming prayer. Such is the power of this incantation that it has been known to inspire men to acts of insane valour and bravery, hurling themselves into the teeth of enemy fire, or fighting on with their bodies mangled by terrible wounds.

It is even rumoured that such a vast gathering of the Voice of the Emperor can nullify enemy psykers, and stories tell of Ork Weirdboyz being robbed of power or Eldar warlocks having their magicks fail. Most impressive of all the tales of the power of these priests is that, in great enough numbers, they can even banish Daemons, the righteous fury of the holy Word casting the hell-spawn howling back into the Warp.
Once again belief can have a tangible effect if harness on a sufficiently large scale (And from sufficiently fervent individuals with a strong connection to the warp.) It may not be on the same magnitude as Orks ability to reshape reality, or the Sororitas 'miracles', but its powerful nonetheless (from a psychological/biological standpoint). Fighting on despite wounds and also fanaticism is a big advantage.




Page 10
have found their place upon the battlefield in assaults and close combat actions where their brawn is most useful. Many Ogryns live up to this ideal and, armed with enormous melee weapons and hefting their immense bulk into mobile walls on the battlefield, as strong as many a fortification. Unfortunately, all of an Ogryn’s might comes at the cost of his mind, and they are notoriously dim-witted, requiring close supervision by officers and commissars to complete their tasks. Even the Ogryn Bone ‘eads are only slightly brighter, though enough so to mark them out as officers and leaders among their kind.

Ogryn squads are a rare and valued commodity among the Imperial commanders of the Spinward Front, and to have access to them is often the result of earning favour from above, or a measure of the importance of the task at hand.
Virtues and limitations of Ogryn, as well as their usage as mobile fortifications. And their comparative rarity.




Page 10
Ogryns are not just valued as bodyguards and shock troops but can also be put to use as wardens in rare instances.

While lacking the intelligence to be truly effective, their size and strength can compensate as long as they are given clear instructions. The 51st Abhuman Penal Suppression Detachment is made up of those Ogryns deemed unfit for frontline duty, either due to permanent injury, or exceptionally limited intellect (even for Ogryns) The Administratum within the Spinward Front has put these “damaged” Ogryns to work aboard the prison barge Oath of Judgement as wardens. The vessel routinely travels around the sector taking on military prisoners, guardsmen who have failed to adhere to the strict regulations of their regiment or committed some minor crime that was undeserving of summary execution.

The upper decks of the vessel remain sealed at all times and the Ogryns patrol the lower decks with the prisoners, told to keep anyone smaller than themselves from causing trouble. So far this practice has worked, with the prisoners for the most part intimidated by the abhumans and the Ogryns too stupid to fall for any of their tricks. On occasion the Suppression Detachment is also used in a policing role on Imperial Navy vessels or Imperial Guard bases, where their heavy handed tactics can be used to quell riots and round up criminals. However, this is usually a last resort, as the abhumans have trouble telling the real troublemakers from bystanders and more than one Guardsman has been caught up in a disturbance....
Ogryns as prison wardens. Also a penal legionnaire vessel.. which is useful for transferring and deploying them where they are needed.



Page 10
The Imperial Guard regiments of Cadia constitute a large proportion of those forces fighting in the Spinward Front.
Suggesting there are more Cadians than Kriegers... considering there are perhaps millions of Kriegers that means many more millions of Cadians.



Page 10
Many of these Shock Troop formations arrive with their own abhuman detachments in tow, having served alongside them in other sectors.
..
In battle, the Ironarm Bulwark Squad is used for holding actions and shock assaults, their mighty slab shields and mauls smashing into enemy formations or holding them at bay.
..
Three times the Goff warbands tried to cross the bridge and three times the Ogryns threw them back, the towering abhumans cracking green skulls in a brutally efficient fashion.
Use of Ogryns in warfare... useful as mobile barricades as of 6th edition :D Even against Orks.




Page 11
Normally, Ogryns are such a valuable asset that they are formed into squads and used as shock troops or blocking detachments, but sometimes a high-ranking officer manages to requisition one for his own personal retinue.
...
Imperial officers also take great pleasure in the intimidation factor that an Ogryn brings to any tactical briefing or even social engagement, the towering abhumans making everyone in the room painfully aware of their own insignificance.
Ogryns as bodyguards.



Page 11
Off the battlefield, in the camps and onboard the massive transport vessels used to ferry countless soldiers from one corner of the galaxy to the next, Ratlings are also favoured for their skills with food, something always of interest to the poorly fed guardsmen of the Front. This makes them well received by most regiments for their ability to do miraculous things with corpse-starch rations, which often barely qualify as food. Other guardsmen, however, are more wary of having Ratlings amongst their number, as the tiny abhumans have a reputation as black marketeers and scavengers of great skill...
Utility of Ratlings, apart from as snipers. Their value as cooks is obvious (even with 'corpse starch' - again dead bodies.) And despite what they say, their utility as scavengers/black marketeers can be useful when you consider the logistical mess of the Munitorum.




Page 11
Ratlings are rightly renowned for their talent with long rifles and sniper weaponry of all kinds and it is said that, even as whelplings, they can shoot the flies off the back of a Grox at a hundred paces.
Implied marksmanship of ratling snipers.



Page 11
Snapping off a shot at some 800 metres and dropping the scout, he reportedly remarked that the weapon was pulling a little to the left, and set about adjusting the sight.
Marksmanship of Ratling sniper again. Definitely a lower limit, especially compared to what is implied in the latest Codex, and the fact it was with imperfect sights.



Page 11
He has also aided in the support of specialist forces, such as the Storm Trooper regiment, providing vital covering fire for incursions into enemy territory.
Existence of a Stormie regiment, and also deployed as a 'specialist' force.



Page 12
Not all Ratlings are utilised in the front lines; some are employed by the Munitorum or Administratum for support roles, most commonly as cooks. The cost of a few supplies going missing from time to time is a small one when compared to what a Ratling can do with corpse starch rations, not to mention local wildlife. Most regimental commanders are happy to have the little abhumans attached to their formations for the morale alone, and more than one colonel has pulled rank to get a Ratling chef transferred to his platoon permanently.
Again Ratlings serving as cooks (this time for the Munitorum) which is considered advantageous, and corpes starch rations.





PAge 15
Abhumans represent stable mutant strains that, while significantly diverged from their human ancestors, are judged genetically sound and no more prone to further mutation than the basic human population. While the Adeptus Terra recognises seventy-three stable abhuman strains, the two most common and most visible are Ogryns and Ratlings. This is particularly true in the Imperial Guard, which drafts regiments of Ogryn and Ratling auxilia for their particular capabilities.


Abhumans defined. Note it mentions seventy three strians, which was from the 6th edition rules, but that was in total (the majority of which were implied to be extinct.)




Page 15
While there has been much debate through the millennia over what exactly abhumans are, the official stance is that they are not mutants but, as the word suggests, divergent strains of humanity. However, acceptance of abhumans remains difficult to reconcile with the teachings of the Adeptus Ministorum.

Abhumans almost invariably evolved in isolation, resulting in particular abhuman home worlds. In some cases, ordinary humans have since come to populate these worlds alongside the abhumans, while others remain solely the domain of the native abhuman population. Most abhuman strains developed during the long millennia between the Dark Age of Technology, when Humanity spread across the stars and colonised uncounted worlds, and the Age of the Imperium. During the dark years of the Age of Strife, many worlds were completely cut off from other human planets. This isolation bred distinctive traits in those populations. Some worlds, due to a particular environmental quirk, produced radically divergent inhabitants that, while human, are so different from Man’s original form as to present a unique strain. These abhumans have met with a variety of attitudes and persecutions in the millennia since the Great Crusade, and Mankind’s many subsequent crusades, rediscovered their lost worlds.
This would again infer there are tons more abhuman worlds than a mere seventy three. This owuld imply again that either there are lots of 'unofficial' abhuman worlds, perhaps because the definitions of human and abhuman are not as precise as the Imperium would like to admit - the 73 may reflect 'major' or significant differences, whilst there may be plenty of ahbumans with much more minor variations (EG ability to see well in the dark, or the void born.) Given the mention of Ministorum prejudice its possible the defintiions are contextual or in flux (religious definitions, administrative ones, etc.) That would definitely be a source of prejudice (abhumans would be just a form of mutant, after all.)

Another equally likely possibility is that the so called 'classifications' are simply broad generalizations and do not take into account any precise/exact differences from planet to planet. Meaning that within even a single category you could have a wide range of 'abhuman' subtypes (after all, how likely is it that two Ratling worlds hundrds or even thousands of light years apart evolve identically?) This would also fit in broadly with the thematic implications of the Imperium where diversity and even inconsistency are paramount.


At the very least, attributing abhuman adaptations to differneces in environment would suggest many of the so called 'baselines' humans in the Imperium are at least certain degrees of abhuman - the number of heavy gravity vs light gravity worlds. And Catachans are in some ways implied to be superhuman (like in strength) also...





Page 15
The Adeptus Mechanicus is not subservient to the Departmento Munitorum, but the Departmento Munitorum does rely on the Adeptus Mechanicus for the supply and maintenance of the more sophisticated of its tools. While lasguns can be manufactured in massive numbers by most any hive world with the proper resources, the esoteric secrets of plasma technology and super-heavy tanks are the purview solely of the Tech-Priests.
Necromunda would beg to differ, since they seem to have no problems producing plasma weapons (at least in quantities that allow undrehive gangers to acquire them.) Heck, even primitive worlds supposedly can make lasguns.



Page 15
On a local scale, the differing responsibilities of the representatives of both organisations tend to keep them apart, as Tech-Priests tend to the vehicles and machines and Adeptus Ministorum priests tend to the spiritual needs of the Guardsmen. Sometimes, however, particularly in armoured or mechanised regiments or those with strong ties to the Mechanicus, the agents of the Ecclesiarchy can cause some tension.
Suggesting that the more sophisticated/teched-up the force is, the more likely it is to be influenced by the AdMech.




Page 16
With little else to offer the Imperium, Cyprian’s Gate pays the Imperial tithe primarily in the form of soldiers for the Imperial Guard. Even so, this tithe is still much smaller than many worlds, owing to poor Administratum record-keeping and a fluctuating and poorly monitored population level. It is also possible that the sector nobility, in order to keep their lush playground in ideal condition, have pulled strings to ensure minimal tithing.
Yet another way in which politics and nobility fucks things up for the Guard - it can influence tithing levels.



Page 16
As with most Ratling home worlds, the majority of regiments raised from Cyprian’s Gate are trained and equipped as snipers, categorised as either light infantry or reconnaissance regiments in DepartmentoMunitorum records. Although the Ratlings of Cyprian’s Gate think little of military discipline or the regimented formality of the Imperial Guard, their abhuman nature leaves them well-suited to the role of snipers. In
Ratlings form recon/light infantry regiments for the Guard, both of which include marksmen/snipers./



PAge 17

Standard kit for ratlings of the Cyprian Huntsmen light infantry regiments: either a good craftsmanship long las or good craftsmanship sniper rifle, both with 4 clips (power pack/ammo mag), 1 stub revolver and 12 shots,, 1 knife, 1 flak vest and flak helmet, 1 chameleoline cloak, 2 each of frag grenades and smoke grenades, a chrono, magnoculars, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, dog tags, Uplifting Primer, and 8 weeks of Ratling-standard rations

Favoured Weapons are the long las and sniper rifle



Page 19
Due to the unique nature of an abhuman regiment, each squad of the Cyprian 5th must be capable of operating independently of its own command structure yet under the direction of other officers. Most sergeants of the 5th Light Infantry have learned to interpret their orders cautiously, as most officers of the regiments to which they are assigned see the Ratlings as more of a resource, putting even less consideration in their safety than they do their own men. Since their duties as forward ranging snipers often leave them relatively isolated from the rest of the regiment they are seconded to, the Huntsmen are able to operate with some leeway when implementing their orders. Generally, they are effective enough that this does not cause problems.

In some cases, however, the officers of their adopted regiment take some offence at this attitude, subsequently assigning the Huntsmen squad or squads to even more dangerous tasks.
I think it goes without saying that there are always exceptions to the so called 'rules' of the Imperial Guard, and that includes discipline or total obedience to orders. And there are LOTS of exceptions to that. LOL



Page 20
The world designated Orcus was found to be unsuitable for colonisation due to its high gravity, yet, paradoxically, was already inhabited. Administratum census proctori and Adeptus Mechanicus genetors confirmed within one year that the human-descended denizens of Orcus were stable abhumans, classifying them as Ogryns.
Again I continually wonder at the precision of these 'classifications.' Something tells me 'close enough' fits very heavily into the process.



Page 20
Despite such success, throughout this initial contact the world’s crushing gravity was a constant problem for the Imperium’s agents and Adepts. Consequently, much of the work of assimilation and governing had to be done from orbiting spacecraft, and later from permanent orbital facilities.

Those devoted missionaries and priests who proselytised to the Ogryns could endure only brief periods on the surface, returning frequently to the ships and void stations in orbit, much to the Ogryns’ disappointment.
Hard to judge without knowing the actual gravityin question, but this at least sounds impressive. Pity they don't have one of those antigravity suits like from that Let the Galaxy Burn short story with the abhuman centaurs :D



Page 20
In 609.M40, the Adeptus Administratum found a use for Orcus. With its high gravity acting as both a natural form of restraint and unusual punishment, the Adepts decreed that Orcus would serve as a penal world
BRILLIANT!



PAge 21
Gear of the 97th Orcusian Stonecrushers:

Standard kit: ripper gun and 4 clips, Best quality Imperial Guard flak armour (just like the regular infantry wearS!), 5 frag gernades, 1 mono-edged great weapon (hahahaha, uniform and poor weather gear, rucksack,toolkit, mess kit and canteen, blanket and sleeping bag, lamp pack (rechargable), grooming kit (for Ogryns? LOL), tags, Uplifting Primer (again for Ogryns?), and 6 weeks of Ogryn-grade rations.

Preferred weapons are autocannon or Ripper gun.



PAge 21
The crushing gravity ensures that ordinary humans can tolerate only short spans on the world’s surface, and so the Arbitrators who manage the penal world cycle through brief rotations on-planet, with the rest of their time spent aboard Orcus’ two orbital stations, situated in geosynchronous orbit above each pole.
Whilst the conditions are clearly debilitating, they're hardly fatal to humans either, or it takes many years (decades?) to be dangerous.



Page 21
Orcan regiments are equipped with extremely heavy and thick flak armour incorporating numerous rigid plates. While still basic and simple to produce, this armour provides greater protection than typical models of Imperial Guard flak armour, enhancing the Ogryns’ already considerable resilience.
Which probably means the 'regular' flak is actually a gaming convnetion - Ogryn 'flak' would be much tougher, not even factoring in the rigid plates.


Page 21-22
As with nearly all Ogryn regiments, the standard-issue weapon of the Orcan regiments is the ripper gun, a massive automatic combat shotgun, far too large and unwieldy for use by a normal human. While the recoil alone could tear a man’s arms from the sockets, the Ogryns of Orcus seem completely oblivious to the kick, happily blasting away at their foes with burst after burst of fire.
As has been the case for many editions now, ripper guns are pretty standard for all Ogryns, whereas in earlier editions (notably first and second) you needed to be a Bone'ead to really be able to wield them. Recoil seems like it would be comparable to (if not greater) than an Astarts bolter (doesn't just destroy one arm, but two!) which alone implies some pretty considerable firepower. Example : We know from the short story 'The Eternal cRusader' bolt pistol rounds are hypersonic. Assuming 50-100 gram bullets that would be a recoil of 85-170 kg*m/s, ignoring propellant. Assuming a KE of around 500 m/s for the shotgun blast, it would be a good 20-40 kj per 'burst'. Which from a shotgun would be pretty devastating, especially if it uses some razor edged shrapnel, flechettes, or something like SCIMITR for ammo.



Page 22
...many Orcans prefer weapons with the feel and effect of the crude stone great-axes, hammers, and mauls of their home world. Similarly, simplistic weapons crafted of more advanced materials are significantly more effective in battle, and their shiny surfaces seem to please the Ogryns greatly.

In addition to their Munitorum-issue kit..
Remember their 'great weapons' are mono-edged, which means that the improvement evidently comes from 'advanced materials'. And this is 'standard' Munitorum issue, at least for these Ogryn. Mono edges on Ogryn-sized weapons driven by Ogryn strength are quite frankly scary to contemplate.



Page 23
Like nearly all Ogryn regiments, both those raised from Orcus and elsewhere, the Orcan 97th is an infantry regiment that specialises in shock tactics and close-quarters warfare. Clad in heavy-duty flak armour and wielding a combination of robust ripper guns and heavyweight melee weapons machined for the hulking abhumans, the Ogryns of the 97th are a terror to behold in combat.
Close quarters specialization of Ogryn. Much better suited to it than your typical Guardsmen (such as we can define 'typical' that is.)



Page 23
Lacking any sort of grasp of strategy above that of an ordinary human child, Clandek is completely incapable of coordinating efforts across the vast distances between squads, even were he to possess an understanding of the logistics of long-range communication.
Bone'ead intelligence/comprehenison of military matters.



Page 24
It was at this time that the leaders of the Adeptus Mechanicus Calixis began discretely building a new fighting force, its original members drawn from military-minded Tech-Priests from across the sector. The force that would one day be known as the Crimson Guard was centuries in the making, built in secrecy at installations hidden across the Adeptus Mechanicus’s holdings. The end result was an elite force dubbed the Venatorii which would remain separate from the still-recovering Skitarii legions, even once they resumed their full capacity.
..
Heavily augmented and endowed with the same unique implants that mark out all members of the Tech- Priesthood, albeit enhanced for combat purposes, the Venatorii are nothing less than an elite formation of militant Tech- Priests.


Origins of the Crimson Guard. They're not just Skitarii, having more in common perhaps with the 'electro-priest' faction of the adMech, or Myrmidons/Secutors. It's not unheard of for there to be 'military-minded' techpriests of any stripe, although a formalized organization of such as this is not common as I understand it.

Hilariously in the image, it looks like the implant weapon the Crimson Guardsmen has is a freaking lascannon :D



Page 24
Each member of the Crimson Guard is clad in sophisticated and lightweight carapace armour, forged under the unique gravity conditions of the Lathe Worlds. Perhaps the most distinguishing aspect of the Venatorii’s equipment is the use of integrated weapons—rare patterns of energy weaponry that draw their power and ammunition directly from the user’s potentia coil.
Weapons and armour of the Crimson Guard. The use of the Potential Coil as the power source is interesting, as it probably would impose some performance parameters on the weapon. As mentioned they never need ammo and are far more powerful than Guardsmen weapons (unsurprisingly.)



Page 24
Even for those Guardsmen whom they fight alongside, the Venatorii present a frightening aspect. Their crimson and black armour is all-enclosing, with the exception in some cases of certain robust cybernetic parts that need no additional protection.
Some Crimson Guard augmetics are as durable as Carapace.




Page 25
Standard Crimson Guard 'kit' Integraded Lathe-pattern lasrifle, venator blade, their special crimson armour, two Common grade or one Good-quality cybernetic, red Admech robes (their uniform), poor weather gear, ruck sack, blanket, sleeping bag, messkit, canteen, anointed toolkit, lamp pack, cognomen, and 2 weeks’ rations. One Bane wolf per squad.

I'm not sure why they need the raincoat, backpack, blanket and sleeping bag, canteens or messkits.. I mean they're freaking techpriests. And their rations should be integrated, one would think.



Page 25
Training for a soldier of the Crimson Guard takes decades. Of course, during this time the aspirant undergoes significant cybernetic enhancement, as well as rigorous training in matters of combat, militarystrategy, and techno-theology. After this period, the newly made Venatorius is ready to join the lowest ranks of the Crimson Guard. As the soldiers of the Crimson Guard rise in experience and rank, they almost invariably gain additional cybernetic implants and replacements, as do all Tech-Priests. In the case of the Venatorii, these augmentations are made to enhance the bearer’s combat potential. For Venatorii officers, of course, this often includes enhancements to their cognitive abilities.
Meaning they take longer ot 'make' and are harder to replace even than Space MArines, but arguably are at least as capable.



Page 25
Experienced Venatorii utilise all manner of arcane and rare technology, including Alatus-pattern jump packs, Het-pattern targeters, graviton weapons, and more
Even amongst the AdMEch, some get better toys than others.




Page 28
While such units are not truly Imperial Guard, they often work alongside Imperial Guard forces. In most cases, the masters of the Adeptus Mechanicus see fit to coordinate their own efforts with the Departmento Munitorum, and such Lathe Worlds Regiments can be found fighting alongside Imperial Guard forces on the battlefields of the Spinward Front.
...

What truly sets the elite Lathe Worlds Regiments apart from their counterparts in the Imperial Guard is not only their training and culture, but the unique cybernetic enhancements that they bear. These implants are fundamentally similar to those of Tech-Priests, but with special modifications toward military applications.
AdMech troops routinely fight along Imperial Guard forces, at least in Spinward front. The Lathe world troops are collectively knwon as 'Lathe World regiments' which may again point ot regiments being an administrative designation rather than an actual fighting formation. Oh and their enhancements. All troops have those.




Page 28
Although the Adeptus Administratum officially classifies seven distinct types of Ogryn, the differences between these strains are minuscule in comparison to those between Ogryns and baseline humanity. Ogryns are massive, and superhumanly strong and resilient. Even the smallest Ogryns tower over the largest and most physically intimidating of normal humans.
Which would indicate that Abhumans actually aren't that genetically diverse.



Page 29
Ogryns are capable of flipping a vehicle with their bare hands and all but ignoring wounds that would cripple or kill a normal human.
Physical strength and resilience of Ogryn.



Page 29
Across the length and breadth of the Imperium, many worlds lie in ruins, testifying to some great cataclysmic event in their past. Such worlds are often little different from feral worlds or even death worlds, depending on the nature of the cataclysm. Some might even be classified as dead worlds, Imperial survey teams having failed to detect the minuscule human population living in the ruins or even beneath the planet’s surface.
...
The societies of post-cataclysmic worlds vary, from marauding techno-barbarians roving the wastes to forlorn survivors hiding in vaults underground, awaiting the day when the surface is once again safe for habitation.

Characters from these worlds tend to utilise technology, but lack any capacity for manufacture, instead maintaining and repairing the equipment left over from the time before. Because such worlds lack infrastructure and are usually too irradiated to even provide foodstuffs, their only meaningful tithe to the Imperium is in manpower, although even this is a limited resource. In some cases, only a single founding is made from such a world, its entire remaining population drafted into the Imperial Guard, leaving only an empty and dead world behind.
In a sense, worlds like this represent an entire Mad Max/Fallout style environment on one end, something more akin to a Tanith type situation on another. The Blood Angels homeworld of Baal is a good example of this kind of world. Technically you might include Tallarn or Krieg (which suffered catastrophes and hide underground) but they clearly haven't regressed technologically.




Page 31
In the Imperium of Man, entire worlds are often given over to a single purpose: manufacturing, agriculture, toil, and war, for instance.
Specialization to maximize production of one resource is common, which reflects hive, factory, agri, mining and other types of worlds. This specialization does create interdependencies that can be exploited by an enemy though (destroying a agri or mining world to starve a hive or forge world of food or minerals, for example.)



Page 31
Immensely powerful, the Ecclesiarchy stands independent of the Adeptus Terra...
..
Entire worlds, known as shrine worlds, are gifted to the Ecclesiarchy for the furtherance of the Imperial Cult. Shrine worlds vary from planet-sized cemeteries for the final rest of the devout, to massive, continent-spanning temple complexes. Under ancient decree, the Adeptus Ministorum is barred from raising men-under-arms, but many citizens of shrine worlds nonetheless find their place serving the Emperor on the field of battle, in the armies of the Imperial Guard.
Shrine Worlds, like the adMech and Space Marines, are quasi-independent and probably immune from tithes. Of course whilst the decree passive prevents them from officially having troops, most Shrine Wrolds still need a personal militia/planetary defence force and the Ecclesiarchy still run said planet, so its another way to bend or get around the regulation really



Page 31
Many worlds in the Imperium feature orbital stations that fulfil a variety of purposes, from agri-domes and trading hubs to defence stations.
Again orbital infrastructure is pretty common



Page 31
Because regiments are most often raised from the ranks of planetary defence forces, most such void born regiments spent time serving aboard a defence orbital. Such troopers have trained extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. Void born regiments are relatively rare, and are often highly valued by the general staff for their unique skills in what are often some of the most vital and hard-fought warzones.
This tends to suggest tithing civilians directly as conscripts is rare too, which makes sense given that would require time and training (ideally) compared to just pulling from th PDF for your routine tithes. Void born regiments would also be rare because the Navy no doubt considers orbitals and other void-based facilities 'their' territory, and likely wouldn't appreciate the AsMil/Guard poaching their resources.




Page 32
While comparatively rare compared to other types of infantry regiment, the Imperial Guard does raise and maintain regiments dedicated to close-quarters combat and brutal assaults. Such regiments typically come from technologically primitive worlds, where melee combat is the order of the day, but might also come from the ranks of hive gangs, post-cataclysmic worlds, or anywhere else where the inhabitants display a propensity for melee combat or close-range fire-fights.


In some cases, these regiments are equipped with a transport vehicle to get them close to the enemy as quickly as possible while protecting them from enemy fire. Others, particularly those from primitive origins, are instead assigned to warzones that utilise their talents without the need to cross open terrain, such as the depths of hives, the ruins of cities, mining tunnels, or dense jungle.
This actually seems to contradict my earlier belief that close combat forces might be common (due to hive worlders and such), which means either that there are far more troops tithed annually than what Hive Worlds put out (possible) or Hive Worlders encompass other kinds (Mechanised, armoured, regular infantry, etc.) than close assault.

This would also potentially be interpreted as 'IG doesn't do close assault very often' or bayonet charges or the like, but in practice this probably means they don't specialize in it and that most 'infantry' is just general purpose (rather, they may be ordered to assault or close fighting if the general decrees it, regardless of their actual specialty. )

Close assault troops that have to cross open ground may have transport assigned to them (presumably by the Munitorum) but its not organic neccesairly to the force.

STarting kit for such regiments is either a shotgun and four reloads or one great weapon/two one-handed low-tech melee weapons. They also get a suit of IG flak (rather than a flak vest or hlemet) and 3 frag and 2 krak grenades. May also be assigned a transport vehicle of some kind.



Page 32
While Sentinel walkers are the favoured vehicle of most reconnaissance regiments, some regiments or squads prefer to give up the all-terrain capabilities of the Sentinel in favour of armour to survive a protracted engagement and the speed to escape it. Salamander Reconnaissance Tanks are swift vehicles based on the reliable Chimera chassis.
Mechanised Recon regiments - Regiments using Salamanders rather than Sentinels. Given you probably have 3-4 troops per vehcile, this probably means each Salamander is a team in and of itself. Ironically the 'Kit' assigns one vehicle per squad, suggesting that it cna carry up to 5-10 people even though its open topped.




Page 32-33
Most associated with the regiments of Elysia, the Tauros rapid assault vehicle is comparatively rare amongst the Imperial Guard, its use requiring special dispensation from the Adeptus Mechanicus. Regiments able to obtain these vehicles, however, find a dependable and swift vehicle, able to traverse nearly any terrain at speed. It is for these qualities that some reconnaissance regiments favour Tauros over the more common Sentinels. While more limited in what terrain they can negotiate, these vehicles’ speed
makes up for the limitation in many environments.
I find it hard to believe a Tauros is really that rare given IA8 specified they find use ofttimes on Frontier worlds or with exploring forces. In any case some recon regiments find a use for it like they do for other vehicles.



Page 33
In the battles it wages against the Imperium’s foes, it is unavoidable that the mighty tanks and vehicles of the Imperial Guard fall in battle alongside the soldiers themselves, despite their mighty armour. However, such is the fortitude of the Imperial Guard’s tanks, that they are rarely destroyed outright—such an event occurring only if the enemy is fortunate enough to detonate fuel or ammunition stores with a lucky shot.
Firepower of the 41st millenium is lethal to man's body, but not neccesarily to machine body. Mind you this ignores things like D-cannon, gravitic weapons or othre similar, but most weapons seem to be implied to cripple or otherwise soft-kill the Imperium's vehicles unless it inflicts catastrophic damage inside. This is not unlike Imperial starships really.. and how their hulks can be salvaged and repaired.


Page 33
When a battle tank or even a Chimera transport is left damaged on the field of battle, it is important to recover it as quickly as possible, before errant shots or vindictive enemies damage the wrecked vehicle beyond repair. It is up to the salvage and recovery regiments to perform this task, braving the battlefield to tow the crippled war machines to safety. This allows the Tech-Priest Enginseers to soothe the vehicles’ machine spirits and repair the damage, that they might roar into battle once more.
A 'support' element of a regimental force- using Atlases and such to recover vehicles for repair by Techpriests and such. Not exactly 'front line' but probably part of any hypothetical 'supply company' in the regiment.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Back with a new SDN update for only war.. in conjunction with my SB updating. This time, Shield of Humanity, which covers abhumans, associated organizations (Ecclesiarchy and AdMech types) and a few other fun things. And we also finally get speed values for the Tauros!

figure several updates probably. I'm planning 3, but we know how this usually goes for me.


Page 5
...encompassing not just regiments of guardsmen, formations of armoured fighting vehicles, and battalions of artillery, but also legions of support personnel. These are the men and women who
provide the core regimental formations of Imperial forces in the Spinward Front with a variety of specialised skills and support...
..
..it falls to these auxiliary units to take on the jobs that ordinary Imperial Guardsmen cannot accomplish; maintaining their battle tanks, tending to their morale, and providing specialist battlefield expertise in infiltration, fire support, or assault.
Its interesting that 'support' includes not just nonmilitary roles but certain military ones that you would think the Guard could do but others are beter at. For example. Ogryns are better at 'assault' than regular guardsmen, but we've seen Guardsmen used on the offense plenty of times.



Page 5
Unlike the various allied formations a regiment might find itself fighting alongside, ranging from barely trained local planetary defence force formations struggling to survive to shadowy Inquisitorial detachments consumed by their own agendas, these are dedicated support personnel integrated into the regiment.This permanent attachment creates a strange relationship between Guardsman and such forces, but one that often leads to mutual respect and admiration.
This would seem to be an exception to the 'homogenised' nature of regiments, but its possible the support echelon 'integration' refers to troops attached or added in after the regiment is raised - the same way some regiments will be assigned extra equipment and vehicles that was not part of their initial raising. These might be the 'support companies' that perform the logistical duties within the regiment and liasion with the Munitorum for the needed supplies. But even if they are attached from other organizations (Eg AdMech or Ecclesiarchy) they are distinct from the allied forces, even if they technically come from same organizations (EG Titans and Skitarii, or Sisters of battle.)

This likely reflects the complex web of obligations and treaties which connect the various organizations within the Imperium, but it also reflects the abhuman forces (like the Ogryns.)



Page 5
The number of supporting forces found within almost all Imperial Guard regiments of the Spinward Front is beyond counting: some are there as a result of doctrine others by mere necessity. The most esoteric of these are the red-robed Tech- Priest Enginseers of the Adeptus Mechanicus, attached to the Imperial Guard to maintain their vehicles and weaponry.
The 'support' elements can be as diverse/inconsistent as the rest of the Guard :P


Page 5
..only an Enginseer can truly soothe the temperament of a Leman Russ or coax more firepower from a Basilisk artillery piece by speaking directly to the spirit of its machine.
Considering basilisks fire shells, you have to wonder how 'soothing' the artillery piece increases firepower (Range and muzzle velocity of the shell, or are they blessing the munition?) In any case, it does speak to the Enginseer having a tangible impact on vehicles with its 'belief', which echoes what is told in the Guard codex.


Page 5
Perhaps of equal importance to the Enginseers of the Adeptus Mechanicus are the Priests of the Ministorum, who maintain the morale and protect the souls of the guardsmen under their care. While every Guardsman swears an oath to the Emperor and carries the righteous faith of the Imperial Creed in his heart, the horrors of war can often erode that faith and eat away at his convictions.....
..
To protect them against the taint of these ideas and philosophies, Priests must be ever-vigilant for signs of dissension among their charges, and maintain the rhetoric of the Imperial Creed at all times. When a weak link in the chain of faith is uncovered, it falls to the Priests of the Ministorum to repair it or, if they cannot, remove it altogether lest it spread and multiply.
the 'morale' role of priest.s Not only does it maintain and extend the power of the Ecclesiarchy and its influence within the Imperium's military, but it also reinforces the goals of the Commissar as custodian of morale and loyalty and ensuring they do their duty. It indeed suggests both a degree of cooperation between the Munitourm and Ecclesiarchy agents, as well as a rivalry as they perform the same tasks and contest their respective influence with the troops.

That said, Priests can also serve more of a advisory and even therapy/counseling role than Commissars, due to their religious angle.



Page 5
Priests are also of great value on the battlefield, where their presence acts as a beacon of faith, steadying their comrade’s morale and show them that even in the darkest of places the light of the Emperor shines bright.
Priests, like Commissars, work best leading by example.


PAge 5
Alongside Priests and Enginseers, abhumans are the next most common group found fighting alongside the Imperial Guard. The most oft-encountered of these are the diminutive Ratlings and the towering Ogryns. These abhumans are among the few Imperial sanctioned human variants allowed to fight in the Imperial Guard.
abhumans are the third 'support' element, and the most combat oriented, and Ogryns/Ratlings are the most common. Although given the reintroduction of Squats, one imagines sooner or later they'll make a reapparance in Guard armies (technically, with the 'counts as' rule, its possible to argue they never 'left')

This also suggests there are other 'factions' and organizations that are directly integrated iwth the Guard and offer support, but we aren't told. We can make guesses, though: psykers and astropaths one be one example, as would the Tempestus, or the Navy Liasions and their detachments (gunships and such.)

As of 6th edition I would guess that the Abhumans are governed and organized through the 'militarum Auxilia' mentioned in the 6th edition codex, just as the Tempestus is a spearate organization. Ordinatus (probably vehicles and artillery) whereas the REgimentos are the troops.



Page 6
The Imperial Guard is rightly feared for the strength and size of its artillery. Even the smallest regiments can usually muster a formidable array of guns with which to hammer the foe into submission.
My guess is this refers to alot of the heavy weapons and other (usually direc fire) weapons like autocannons, heavy bolters, lascannon and the like. It can include mortars and missile launchers, howver. It could refer to towed artillery or 'carrier' borne platforms like Rapiers.


PAge 6
While most of these artillery pieces are divided among the divisions and regiments of the Imperial Guard, particularly fine examples are sometimes grouped together and sent to a wealthy or important regiment at the behest of the Lord Marshal.
..
One such example is the 14th Lathe World Artillery Corps. Attached to the Scintillian 17th, it contains four full batteries of Basilisk self-propelled guns, with a battery of Deathstrike Missile Launchers in support.
..
Whereas most artillery is serviced by men and women drawn directly from the attached regiment and overseen by Enginseers, the 14th Lathe World Artillery Corps has its crew drawn from the Lathe Worlds themselves. This is the result not just of the rare forging of the guns and the portents which blessed them, but also the fact that it would be almost blasphemy for the hands of the uninitiated or unfaithful to load, fire, and care for them. As a result the Corps bears its own name independent of its regiment, and is crewed by servitors, fused bodily to their artillery pieces, and guided by a Tech-Priest Enginseer. While the Corps remains highly unusual among the artillery of the Imperial Guard of the Periphery,
Destination of Forge World artillery - usually detachments, but sometimes amassed in special formations. Also an 'example' of such an exception - which features a formation fo extra-special artillery with tis own servitor loading/firing crews (40K version of autoloaders lmao.) It represents yet another example of 'there is always an exception to the formations of the Imperial Guard.)


Page 7
..the mine’s Tech-Priests were taking control of dealing with the dead. Claiming contaminants in the mines, and the need to stop the spread of disease, the followers of the Machine God rebuffed my investigations. The guardsmen would shudder at the sight of the Tech-Priests and their servitors, their arrival heralding the loading of suspensor-carts with bodies.
..
..by chance encountered a servitor in the depths of the Hidris Mine, its face strangely familiar. Only when I examined the creature and saw the faded lines of Imperial Guard regimental tattoos on his pallid flesh did I realise just from where.
They take the dead bodies to make more servitors, which is not unlike what happend in Dark Apostle. Which shows that being dead is not neccesarily an escape from some kind of service in 40K, at least not if the AdMech get their paws on you.

Oh and suspensor carts. Antigrav is still going strong even in the Imperium, albeit in odd forms.



Page 7
The Magos Biologis are active in many systems of the Periphery and on scores of worlds. From the acidic crags of Nox to the wilds of Horizon, teams of Tech Magos and their servitor cadres conduct digs, carry out complex surveys, and hunt down and retrieve indigenous life forms for study.
Activities of the Magos Biologis.


Page 7
...While the Imperial Guard regiments of the Spinward Front have no formal obligation to aid the Adeptus Mechanicus, they are still beholden to the orders of the Lord Marshal, and unfortunately, the Primaris Expedition has great influence with Sector Lord Hax and, by extension, Ghanzorik. This all means that Magos often carry the Lord Marshal’s seal and can demand support from available Imperial Guard assets. Guardsmen that are drawn into one of the Primaris’ expeditions always returned changed, if they return at all...
unlike certain arms of the Imperium (the Space Marines, the Arbites, Rogue Traders or Inquisitors) the AdMech has no formal authority over the Imperial Guard... but they can gain that through politics certainly. Showing once again that politics is the true master/mistress of the Imperium, and knowledge (or technology) is power.



Page 8
..Confessor Helmor Krass, attached to the Cadian 212th Shock Infantry Division.
A Cadian infantry division. We might infer that the Cadian's 'elite' status free them from alot of the so called 'standardized' regulations of the Imperium, and thus they can form more impromptu (or nonstandard) formations if they need to (battalions, divisions, etc.)




Page 9
The Voice of the Emperor is such a formation, men and women of the faith augmented by vox-casters, sometimes sown into their mouths or eyes, and laud hailer arrays grafted to their backs.
...
While a single priest of the Voice can stir the faith of a single Guardsman or rally a routing unit, they are most impressive when gathered together in choirs. Hundreds and sometimes even thousands of priests will gather their voices in a single booming prayer. Such is the power of this incantation that it has been known to inspire men to acts of insane valour and bravery, hurling themselves into the teeth of enemy fire, or fighting on with their bodies mangled by terrible wounds.

It is even rumoured that such a vast gathering of the Voice of the Emperor can nullify enemy psykers, and stories tell of Ork Weirdboyz being robbed of power or Eldar warlocks having their magicks fail. Most impressive of all the tales of the power of these priests is that, in great enough numbers, they can even banish Daemons, the righteous fury of the holy Word casting the hell-spawn howling back into the Warp.
Once again belief can have a tangible effect if harness on a sufficiently large scale (And from sufficiently fervent individuals with a strong connection to the warp.) It may not be on the same magnitude as Orks ability to reshape reality, or the Sororitas 'miracles', but its powerful nonetheless (from a psychological/biological standpoint). Fighting on despite wounds and also fanaticism is a big advantage.




Page 10
have found their place upon the battlefield in assaults and close combat actions where their brawn is most useful. Many Ogryns live up to this ideal and, armed with enormous melee weapons and hefting their immense bulk into mobile walls on the battlefield, as strong as many a fortification. Unfortunately, all of an Ogryn’s might comes at the cost of his mind, and they are notoriously dim-witted, requiring close supervision by officers and commissars to complete their tasks. Even the Ogryn Bone ‘eads are only slightly brighter, though enough so to mark them out as officers and leaders among their kind.

Ogryn squads are a rare and valued commodity among the Imperial commanders of the Spinward Front, and to have access to them is often the result of earning favour from above, or a measure of the importance of the task at hand.
Virtues and limitations of Ogryn, as well as their usage as mobile fortifications. And their comparative rarity.




Page 10
Ogryns are not just valued as bodyguards and shock troops but can also be put to use as wardens in rare instances.

While lacking the intelligence to be truly effective, their size and strength can compensate as long as they are given clear instructions. The 51st Abhuman Penal Suppression Detachment is made up of those Ogryns deemed unfit for frontline duty, either due to permanent injury, or exceptionally limited intellect (even for Ogryns) The Administratum within the Spinward Front has put these “damaged” Ogryns to work aboard the prison barge Oath of Judgement as wardens. The vessel routinely travels around the sector taking on military prisoners, guardsmen who have failed to adhere to the strict regulations of their regiment or committed some minor crime that was undeserving of summary execution.

The upper decks of the vessel remain sealed at all times and the Ogryns patrol the lower decks with the prisoners, told to keep anyone smaller than themselves from causing trouble. So far this practice has worked, with the prisoners for the most part intimidated by the abhumans and the Ogryns too stupid to fall for any of their tricks. On occasion the Suppression Detachment is also used in a policing role on Imperial Navy vessels or Imperial Guard bases, where their heavy handed tactics can be used to quell riots and round up criminals. However, this is usually a last resort, as the abhumans have trouble telling the real troublemakers from bystanders and more than one Guardsman has been caught up in a disturbance....
Ogryns as prison wardens. Also a penal legionnaire vessel.. which is useful for transferring and deploying them where they are needed.



Page 10
The Imperial Guard regiments of Cadia constitute a large proportion of those forces fighting in the Spinward Front.
Suggesting there are more Cadians than Kriegers... considering there are perhaps millions of Kriegers that means many more millions of Cadians.



Page 10
Many of these Shock Troop formations arrive with their own abhuman detachments in tow, having served alongside them in other sectors.
..
In battle, the Ironarm Bulwark Squad is used for holding actions and shock assaults, their mighty slab shields and mauls smashing into enemy formations or holding them at bay.
..
Three times the Goff warbands tried to cross the bridge and three times the Ogryns threw them back, the towering abhumans cracking green skulls in a brutally efficient fashion.
Use of Ogryns in warfare... useful as mobile barricades as of 6th edition :D Even against Orks.




Page 11
Normally, Ogryns are such a valuable asset that they are formed into squads and used as shock troops or blocking detachments, but sometimes a high-ranking officer manages to requisition one for his own personal retinue.
...
Imperial officers also take great pleasure in the intimidation factor that an Ogryn brings to any tactical briefing or even social engagement, the towering abhumans making everyone in the room painfully aware of their own insignificance.
Ogryns as bodyguards.



Page 11
Off the battlefield, in the camps and onboard the massive transport vessels used to ferry countless soldiers from one corner of the galaxy to the next, Ratlings are also favoured for their skills with food, something always of interest to the poorly fed guardsmen of the Front. This makes them well received by most regiments for their ability to do miraculous things with corpse-starch rations, which often barely qualify as food. Other guardsmen, however, are more wary of having Ratlings amongst their number, as the tiny abhumans have a reputation as black marketeers and scavengers of great skill...
Utility of Ratlings, apart from as snipers. Their value as cooks is obvious (even with 'corpse starch' - again dead bodies.) And despite what they say, their utility as scavengers/black marketeers can be useful when you consider the logistical mess of the Munitorum.




Page 11
Ratlings are rightly renowned for their talent with long rifles and sniper weaponry of all kinds and it is said that, even as whelplings, they can shoot the flies off the back of a Grox at a hundred paces.
Implied marksmanship of ratling snipers.



Page 11
Snapping off a shot at some 800 metres and dropping the scout, he reportedly remarked that the weapon was pulling a little to the left, and set about adjusting the sight.
Marksmanship of Ratling sniper again. Definitely a lower limit, especially compared to what is implied in the latest Codex, and the fact it was with imperfect sights.



Page 11
He has also aided in the support of specialist forces, such as the Storm Trooper regiment, providing vital covering fire for incursions into enemy territory.
Existence of a Stormie regiment, and also deployed as a 'specialist' force.



Page 12
Not all Ratlings are utilised in the front lines; some are employed by the Munitorum or Administratum for support roles, most commonly as cooks. The cost of a few supplies going missing from time to time is a small one when compared to what a Ratling can do with corpse starch rations, not to mention local wildlife. Most regimental commanders are happy to have the little abhumans attached to their formations for the morale alone, and more than one colonel has pulled rank to get a Ratling chef transferred to his platoon permanently.
Again Ratlings serving as cooks (this time for the Munitorum) which is considered advantageous, and corpes starch rations.





PAge 15
Abhumans represent stable mutant strains that, while significantly diverged from their human ancestors, are judged genetically sound and no more prone to further mutation than the basic human population. While the Adeptus Terra recognises seventy-three stable abhuman strains, the two most common and most visible are Ogryns and Ratlings. This is particularly true in the Imperial Guard, which drafts regiments of Ogryn and Ratling auxilia for their particular capabilities.


Abhumans defined. Note it mentions seventy three strians, which was from the 6th edition rules, but that was in total (the majority of which were implied to be extinct.)




Page 15
While there has been much debate through the millennia over what exactly abhumans are, the official stance is that they are not mutants but, as the word suggests, divergent strains of humanity. However, acceptance of abhumans remains difficult to reconcile with the teachings of the Adeptus Ministorum.

Abhumans almost invariably evolved in isolation, resulting in particular abhuman home worlds. In some cases, ordinary humans have since come to populate these worlds alongside the abhumans, while others remain solely the domain of the native abhuman population. Most abhuman strains developed during the long millennia between the Dark Age of Technology, when Humanity spread across the stars and colonised uncounted worlds, and the Age of the Imperium. During the dark years of the Age of Strife, many worlds were completely cut off from other human planets. This isolation bred distinctive traits in those populations. Some worlds, due to a particular environmental quirk, produced radically divergent inhabitants that, while human, are so different from Man’s original form as to present a unique strain. These abhumans have met with a variety of attitudes and persecutions in the millennia since the Great Crusade, and Mankind’s many subsequent crusades, rediscovered their lost worlds.
This would again infer there are tons more abhuman worlds than a mere seventy three. This owuld imply again that either there are lots of 'unofficial' abhuman worlds, perhaps because the definitions of human and abhuman are not as precise as the Imperium would like to admit - the 73 may reflect 'major' or significant differences, whilst there may be plenty of ahbumans with much more minor variations (EG ability to see well in the dark, or the void born.) Given the mention of Ministorum prejudice its possible the defintiions are contextual or in flux (religious definitions, administrative ones, etc.) That would definitely be a source of prejudice (abhumans would be just a form of mutant, after all.)

Another equally likely possibility is that the so called 'classifications' are simply broad generalizations and do not take into account any precise/exact differences from planet to planet. Meaning that within even a single category you could have a wide range of 'abhuman' subtypes (after all, how likely is it that two Ratling worlds hundrds or even thousands of light years apart evolve identically?) This would also fit in broadly with the thematic implications of the Imperium where diversity and even inconsistency are paramount.


At the very least, attributing abhuman adaptations to differneces in environment would suggest many of the so called 'baselines' humans in the Imperium are at least certain degrees of abhuman - the number of heavy gravity vs light gravity worlds. And Catachans are in some ways implied to be superhuman (like in strength) also...





Page 15
The Adeptus Mechanicus is not subservient to the Departmento Munitorum, but the Departmento Munitorum does rely on the Adeptus Mechanicus for the supply and maintenance of the more sophisticated of its tools. While lasguns can be manufactured in massive numbers by most any hive world with the proper resources, the esoteric secrets of plasma technology and super-heavy tanks are the purview solely of the Tech-Priests.
Necromunda would beg to differ, since they seem to have no problems producing plasma weapons (at least in quantities that allow undrehive gangers to acquire them.) Heck, even primitive worlds supposedly can make lasguns.



Page 15
On a local scale, the differing responsibilities of the representatives of both organisations tend to keep them apart, as Tech-Priests tend to the vehicles and machines and Adeptus Ministorum priests tend to the spiritual needs of the Guardsmen. Sometimes, however, particularly in armoured or mechanised regiments or those with strong ties to the Mechanicus, the agents of the Ecclesiarchy can cause some tension.
Suggesting that the more sophisticated/teched-up the force is, the more likely it is to be influenced by the AdMech.




Page 16
With little else to offer the Imperium, Cyprian’s Gate pays the Imperial tithe primarily in the form of soldiers for the Imperial Guard. Even so, this tithe is still much smaller than many worlds, owing to poor Administratum record-keeping and a fluctuating and poorly monitored population level. It is also possible that the sector nobility, in order to keep their lush playground in ideal condition, have pulled strings to ensure minimal tithing.
Yet another way in which politics and nobility fucks things up for the Guard - it can influence tithing levels.



Page 16
As with most Ratling home worlds, the majority of regiments raised from Cyprian’s Gate are trained and equipped as snipers, categorised as either light infantry or reconnaissance regiments in DepartmentoMunitorum records. Although the Ratlings of Cyprian’s Gate think little of military discipline or the regimented formality of the Imperial Guard, their abhuman nature leaves them well-suited to the role of snipers. In
Ratlings form recon/light infantry regiments for the Guard, both of which include marksmen/snipers./



PAge 17

Standard kit for ratlings of the Cyprian Huntsmen light infantry regiments: either a good craftsmanship long las or good craftsmanship sniper rifle, both with 4 clips (power pack/ammo mag), 1 stub revolver and 12 shots,, 1 knife, 1 flak vest and flak helmet, 1 chameleoline cloak, 2 each of frag grenades and smoke grenades, a chrono, magnoculars, uniform, poor weather gear, rucksack, basic toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, dog tags, Uplifting Primer, and 8 weeks of Ratling-standard rations

Favoured Weapons are the long las and sniper rifle



Page 19
Due to the unique nature of an abhuman regiment, each squad of the Cyprian 5th must be capable of operating independently of its own command structure yet under the direction of other officers. Most sergeants of the 5th Light Infantry have learned to interpret their orders cautiously, as most officers of the regiments to which they are assigned see the Ratlings as more of a resource, putting even less consideration in their safety than they do their own men. Since their duties as forward ranging snipers often leave them relatively isolated from the rest of the regiment they are seconded to, the Huntsmen are able to operate with some leeway when implementing their orders. Generally, they are effective enough that this does not cause problems.

In some cases, however, the officers of their adopted regiment take some offence at this attitude, subsequently assigning the Huntsmen squad or squads to even more dangerous tasks.
I think it goes without saying that there are always exceptions to the so called 'rules' of the Imperial Guard, and that includes discipline or total obedience to orders. And there are LOTS of exceptions to that. LOL



Page 20
The world designated Orcus was found to be unsuitable for colonisation due to its high gravity, yet, paradoxically, was already inhabited. Administratum census proctori and Adeptus Mechanicus genetors confirmed within one year that the human-descended denizens of Orcus were stable abhumans, classifying them as Ogryns.
Again I continually wonder at the precision of these 'classifications.' Something tells me 'close enough' fits very heavily into the process.



Page 20
Despite such success, throughout this initial contact the world’s crushing gravity was a constant problem for the Imperium’s agents and Adepts. Consequently, much of the work of assimilation and governing had to be done from orbiting spacecraft, and later from permanent orbital facilities.

Those devoted missionaries and priests who proselytised to the Ogryns could endure only brief periods on the surface, returning frequently to the ships and void stations in orbit, much to the Ogryns’ disappointment.
Hard to judge without knowing the actual gravityin question, but this at least sounds impressive. Pity they don't have one of those antigravity suits like from that Let the Galaxy Burn short story with the abhuman centaurs :D



Page 20
In 609.M40, the Adeptus Administratum found a use for Orcus. With its high gravity acting as both a natural form of restraint and unusual punishment, the Adepts decreed that Orcus would serve as a penal world
BRILLIANT!



PAge 21
Gear of the 97th Orcusian Stonecrushers:

Standard kit: ripper gun and 4 clips, Best quality Imperial Guard flak armour (just like the regular infantry wearS!), 5 frag gernades, 1 mono-edged great weapon (hahahaha, uniform and poor weather gear, rucksack,toolkit, mess kit and canteen, blanket and sleeping bag, lamp pack (rechargable), grooming kit (for Ogryns? LOL), tags, Uplifting Primer (again for Ogryns?), and 6 weeks of Ogryn-grade rations.

Preferred weapons are autocannon or Ripper gun.



PAge 21
The crushing gravity ensures that ordinary humans can tolerate only short spans on the world’s surface, and so the Arbitrators who manage the penal world cycle through brief rotations on-planet, with the rest of their time spent aboard Orcus’ two orbital stations, situated in geosynchronous orbit above each pole.
Whilst the conditions are clearly debilitating, they're hardly fatal to humans either, or it takes many years (decades?) to be dangerous.



Page 21
Orcan regiments are equipped with extremely heavy and thick flak armour incorporating numerous rigid plates. While still basic and simple to produce, this armour provides greater protection than typical models of Imperial Guard flak armour, enhancing the Ogryns’ already considerable resilience.
Which probably means the 'regular' flak is actually a gaming convnetion - Ogryn 'flak' would be much tougher, not even factoring in the rigid plates.


Page 21-22
As with nearly all Ogryn regiments, the standard-issue weapon of the Orcan regiments is the ripper gun, a massive automatic combat shotgun, far too large and unwieldy for use by a normal human. While the recoil alone could tear a man’s arms from the sockets, the Ogryns of Orcus seem completely oblivious to the kick, happily blasting away at their foes with burst after burst of fire.
As has been the case for many editions now, ripper guns are pretty standard for all Ogryns, whereas in earlier editions (notably first and second) you needed to be a Bone'ead to really be able to wield them. Recoil seems like it would be comparable to (if not greater) than an Astarts bolter (doesn't just destroy one arm, but two!) which alone implies some pretty considerable firepower. Example : We know from the short story 'The Eternal cRusader' bolt pistol rounds are hypersonic. Assuming 50-100 gram bullets that would be a recoil of 85-170 kg*m/s, ignoring propellant. Assuming a KE of around 500 m/s for the shotgun blast, it would be a good 20-40 kj per 'burst'. Which from a shotgun would be pretty devastating, especially if it uses some razor edged shrapnel, flechettes, or something like SCIMITR for ammo.



Page 22
...many Orcans prefer weapons with the feel and effect of the crude stone great-axes, hammers, and mauls of their home world. Similarly, simplistic weapons crafted of more advanced materials are significantly more effective in battle, and their shiny surfaces seem to please the Ogryns greatly.

In addition to their Munitorum-issue kit..
Remember their 'great weapons' are mono-edged, which means that the improvement evidently comes from 'advanced materials'. And this is 'standard' Munitorum issue, at least for these Ogryn. Mono edges on Ogryn-sized weapons driven by Ogryn strength are quite frankly scary to contemplate.



Page 23
Like nearly all Ogryn regiments, both those raised from Orcus and elsewhere, the Orcan 97th is an infantry regiment that specialises in shock tactics and close-quarters warfare. Clad in heavy-duty flak armour and wielding a combination of robust ripper guns and heavyweight melee weapons machined for the hulking abhumans, the Ogryns of the 97th are a terror to behold in combat.
Close quarters specialization of Ogryn. Much better suited to it than your typical Guardsmen (such as we can define 'typical' that is.)



Page 23
Lacking any sort of grasp of strategy above that of an ordinary human child, Clandek is completely incapable of coordinating efforts across the vast distances between squads, even were he to possess an understanding of the logistics of long-range communication.
Bone'ead intelligence/comprehenison of military matters.



Page 24
It was at this time that the leaders of the Adeptus Mechanicus Calixis began discretely building a new fighting force, its original members drawn from military-minded Tech-Priests from across the sector. The force that would one day be known as the Crimson Guard was centuries in the making, built in secrecy at installations hidden across the Adeptus Mechanicus’s holdings. The end result was an elite force dubbed the Venatorii which would remain separate from the still-recovering Skitarii legions, even once they resumed their full capacity.
..
Heavily augmented and endowed with the same unique implants that mark out all members of the Tech- Priesthood, albeit enhanced for combat purposes, the Venatorii are nothing less than an elite formation of militant Tech- Priests.


Origins of the Crimson Guard. They're not just Skitarii, having more in common perhaps with the 'electro-priest' faction of the adMech, or Myrmidons/Secutors. It's not unheard of for there to be 'military-minded' techpriests of any stripe, although a formalized organization of such as this is not common as I understand it.

Hilariously in the image, it looks like the implant weapon the Crimson Guardsmen has is a freaking lascannon :D



Page 24
Each member of the Crimson Guard is clad in sophisticated and lightweight carapace armour, forged under the unique gravity conditions of the Lathe Worlds. Perhaps the most distinguishing aspect of the Venatorii’s equipment is the use of integrated weapons—rare patterns of energy weaponry that draw their power and ammunition directly from the user’s potentia coil.
Weapons and armour of the Crimson Guard. The use of the Potential Coil as the power source is interesting, as it probably would impose some performance parameters on the weapon. As mentioned they never need ammo and are far more powerful than Guardsmen weapons (unsurprisingly.)



Page 24
Even for those Guardsmen whom they fight alongside, the Venatorii present a frightening aspect. Their crimson and black armour is all-enclosing, with the exception in some cases of certain robust cybernetic parts that need no additional protection.
Some Crimson Guard augmetics are as durable as Carapace.




Page 25
Standard Crimson Guard 'kit' Integraded Lathe-pattern lasrifle, venator blade, their special crimson armour, two Common grade or one Good-quality cybernetic, red Admech robes (their uniform), poor weather gear, ruck sack, blanket, sleeping bag, messkit, canteen, anointed toolkit, lamp pack, cognomen, and 2 weeks’ rations. One Bane wolf per squad.

I'm not sure why they need the raincoat, backpack, blanket and sleeping bag, canteens or messkits.. I mean they're freaking techpriests. And their rations should be integrated, one would think.



Page 25
Training for a soldier of the Crimson Guard takes decades. Of course, during this time the aspirant undergoes significant cybernetic enhancement, as well as rigorous training in matters of combat, militarystrategy, and techno-theology. After this period, the newly made Venatorius is ready to join the lowest ranks of the Crimson Guard. As the soldiers of the Crimson Guard rise in experience and rank, they almost invariably gain additional cybernetic implants and replacements, as do all Tech-Priests. In the case of the Venatorii, these augmentations are made to enhance the bearer’s combat potential. For Venatorii officers, of course, this often includes enhancements to their cognitive abilities.
Meaning they take longer ot 'make' and are harder to replace even than Space MArines, but arguably are at least as capable.



Page 25
Experienced Venatorii utilise all manner of arcane and rare technology, including Alatus-pattern jump packs, Het-pattern targeters, graviton weapons, and more
Even amongst the AdMEch, some get better toys than others.




Page 28
While such units are not truly Imperial Guard, they often work alongside Imperial Guard forces. In most cases, the masters of the Adeptus Mechanicus see fit to coordinate their own efforts with the Departmento Munitorum, and such Lathe Worlds Regiments can be found fighting alongside Imperial Guard forces on the battlefields of the Spinward Front.
...

What truly sets the elite Lathe Worlds Regiments apart from their counterparts in the Imperial Guard is not only their training and culture, but the unique cybernetic enhancements that they bear. These implants are fundamentally similar to those of Tech-Priests, but with special modifications toward military applications.
AdMech troops routinely fight along Imperial Guard forces, at least in Spinward front. The Lathe world troops are collectively knwon as 'Lathe World regiments' which may again point ot regiments being an administrative designation rather than an actual fighting formation. Oh and their enhancements. All troops have those.




Page 28
Although the Adeptus Administratum officially classifies seven distinct types of Ogryn, the differences between these strains are minuscule in comparison to those between Ogryns and baseline humanity. Ogryns are massive, and superhumanly strong and resilient. Even the smallest Ogryns tower over the largest and most physically intimidating of normal humans.
Which would indicate that Abhumans actually aren't that genetically diverse.



Page 29
Ogryns are capable of flipping a vehicle with their bare hands and all but ignoring wounds that would cripple or kill a normal human.
Physical strength and resilience of Ogryn.



Page 29
Across the length and breadth of the Imperium, many worlds lie in ruins, testifying to some great cataclysmic event in their past. Such worlds are often little different from feral worlds or even death worlds, depending on the nature of the cataclysm. Some might even be classified as dead worlds, Imperial survey teams having failed to detect the minuscule human population living in the ruins or even beneath the planet’s surface.
...
The societies of post-cataclysmic worlds vary, from marauding techno-barbarians roving the wastes to forlorn survivors hiding in vaults underground, awaiting the day when the surface is once again safe for habitation.

Characters from these worlds tend to utilise technology, but lack any capacity for manufacture, instead maintaining and repairing the equipment left over from the time before. Because such worlds lack infrastructure and are usually too irradiated to even provide foodstuffs, their only meaningful tithe to the Imperium is in manpower, although even this is a limited resource. In some cases, only a single founding is made from such a world, its entire remaining population drafted into the Imperial Guard, leaving only an empty and dead world behind.
In a sense, worlds like this represent an entire Mad Max/Fallout style environment on one end, something more akin to a Tanith type situation on another. The Blood Angels homeworld of Baal is a good example of this kind of world. Technically you might include Tallarn or Krieg (which suffered catastrophes and hide underground) but they clearly haven't regressed technologically.




Page 31
In the Imperium of Man, entire worlds are often given over to a single purpose: manufacturing, agriculture, toil, and war, for instance.
Specialization to maximize production of one resource is common, which reflects hive, factory, agri, mining and other types of worlds. This specialization does create interdependencies that can be exploited by an enemy though (destroying a agri or mining world to starve a hive or forge world of food or minerals, for example.)



Page 31
Immensely powerful, the Ecclesiarchy stands independent of the Adeptus Terra...
..
Entire worlds, known as shrine worlds, are gifted to the Ecclesiarchy for the furtherance of the Imperial Cult. Shrine worlds vary from planet-sized cemeteries for the final rest of the devout, to massive, continent-spanning temple complexes. Under ancient decree, the Adeptus Ministorum is barred from raising men-under-arms, but many citizens of shrine worlds nonetheless find their place serving the Emperor on the field of battle, in the armies of the Imperial Guard.
Shrine Worlds, like the adMech and Space Marines, are quasi-independent and probably immune from tithes. Of course whilst the decree passive prevents them from officially having troops, most Shrine Wrolds still need a personal militia/planetary defence force and the Ecclesiarchy still run said planet, so its another way to bend or get around the regulation really



Page 31
Many worlds in the Imperium feature orbital stations that fulfil a variety of purposes, from agri-domes and trading hubs to defence stations.
Again orbital infrastructure is pretty common



Page 31
Because regiments are most often raised from the ranks of planetary defence forces, most such void born regiments spent time serving aboard a defence orbital. Such troopers have trained extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. Void born regiments are relatively rare, and are often highly valued by the general staff for their unique skills in what are often some of the most vital and hard-fought warzones.
This tends to suggest tithing civilians directly as conscripts is rare too, which makes sense given that would require time and training (ideally) compared to just pulling from th PDF for your routine tithes. Void born regiments would also be rare because the Navy no doubt considers orbitals and other void-based facilities 'their' territory, and likely wouldn't appreciate the AsMil/Guard poaching their resources.




Page 32
While comparatively rare compared to other types of infantry regiment, the Imperial Guard does raise and maintain regiments dedicated to close-quarters combat and brutal assaults. Such regiments typically come from technologically primitive worlds, where melee combat is the order of the day, but might also come from the ranks of hive gangs, post-cataclysmic worlds, or anywhere else where the inhabitants display a propensity for melee combat or close-range fire-fights.


In some cases, these regiments are equipped with a transport vehicle to get them close to the enemy as quickly as possible while protecting them from enemy fire. Others, particularly those from primitive origins, are instead assigned to warzones that utilise their talents without the need to cross open terrain, such as the depths of hives, the ruins of cities, mining tunnels, or dense jungle.
This actually seems to contradict my earlier belief that close combat forces might be common (due to hive worlders and such), which means either that there are far more troops tithed annually than what Hive Worlds put out (possible) or Hive Worlders encompass other kinds (Mechanised, armoured, regular infantry, etc.) than close assault.

This would also potentially be interpreted as 'IG doesn't do close assault very often' or bayonet charges or the like, but in practice this probably means they don't specialize in it and that most 'infantry' is just general purpose (rather, they may be ordered to assault or close fighting if the general decrees it, regardless of their actual specialty. )

Close assault troops that have to cross open ground may have transport assigned to them (presumably by the Munitorum) but its not organic neccesairly to the force.

STarting kit for such regiments is either a shotgun and four reloads or one great weapon/two one-handed low-tech melee weapons. They also get a suit of IG flak (rather than a flak vest or hlemet) and 3 frag and 2 krak grenades. May also be assigned a transport vehicle of some kind.



Page 32
While Sentinel walkers are the favoured vehicle of most reconnaissance regiments, some regiments or squads prefer to give up the all-terrain capabilities of the Sentinel in favour of armour to survive a protracted engagement and the speed to escape it. Salamander Reconnaissance Tanks are swift vehicles based on the reliable Chimera chassis.
Mechanised Recon regiments - Regiments using Salamanders rather than Sentinels. Given you probably have 3-4 troops per vehcile, this probably means each Salamander is a team in and of itself. Ironically the 'Kit' assigns one vehicle per squad, suggesting that it cna carry up to 5-10 people even though its open topped.




Page 32-33
Most associated with the regiments of Elysia, the Tauros rapid assault vehicle is comparatively rare amongst the Imperial Guard, its use requiring special dispensation from the Adeptus Mechanicus. Regiments able to obtain these vehicles, however, find a dependable and swift vehicle, able to traverse nearly any terrain at speed. It is for these qualities that some reconnaissance regiments favour Tauros over the more common Sentinels. While more limited in what terrain they can negotiate, these vehicles’ speed
makes up for the limitation in many environments.
I find it hard to believe a Tauros is really that rare given IA8 specified they find use ofttimes on Frontier worlds or with exploring forces. In any case some recon regiments find a use for it like they do for other vehicles.



Page 33
In the battles it wages against the Imperium’s foes, it is unavoidable that the mighty tanks and vehicles of the Imperial Guard fall in battle alongside the soldiers themselves, despite their mighty armour. However, such is the fortitude of the Imperial Guard’s tanks, that they are rarely destroyed outright—such an event occurring only if the enemy is fortunate enough to detonate fuel or ammunition stores with a lucky shot.
Firepower of the 41st millenium is lethal to man's body, but not neccesarily to machine body. Mind you this ignores things like D-cannon, gravitic weapons or othre similar, but most weapons seem to be implied to cripple or otherwise soft-kill the Imperium's vehicles unless it inflicts catastrophic damage inside. This is not unlike Imperial starships really.. and how their hulks can be salvaged and repaired.


Page 33
When a battle tank or even a Chimera transport is left damaged on the field of battle, it is important to recover it as quickly as possible, before errant shots or vindictive enemies damage the wrecked vehicle beyond repair. It is up to the salvage and recovery regiments to perform this task, braving the battlefield to tow the crippled war machines to safety. This allows the Tech-Priest Enginseers to soothe the vehicles’ machine spirits and repair the damage, that they might roar into battle once more.
A 'support' element of a regimental force- using Atlases and such to recover vehicles for repair by Techpriests and such. Not exactly 'front line' but probably part of any hypothetical 'supply company' in the regiment.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Another Only War update:

Page 33
Super-heavy armoured regiments are rare in comparison to other types of armoured regiments, and tend to come only from worlds with close ties to the Adeptus Mechanicus.
Since Forge Worlds only produce Superheavies (usually.) AdMech associated facilities like factory/forge ships can do it as well, like in the Baneblade novel. A relatively few planets might produce their own superheavies if blessed by the AdMech. Counterfeit baneblades and all that.


Page 33
Some represent official Departmento Munitorum designations, while others might reflect the culture of the regiment’s home world or the way its time on the battlefields of the Spinward Front has shaped its members.
Variance in training doctrines :P



Page 33
This regiment is closely associated with the Adeptus Mechanicus. It might hail from a technologically advanced hive world or orbital station, or even one of the Lathe Worlds of the Calixis sector. Due to their lifelong exposure, soldiers from this regiment are much more comfortable with technology than most regiments would consider healthy, and quickly adapt to new technologies given the opportunity.
Ways in which regiments (Like Vostroya) can have close AdMech ties. This reflects yet another way in which technological quality and gear can vary from regiment to regiment.



Page 34
This regiment specialises in demolitions work, relying on powerful explosives and their precise application to bring down enemy fortifications or even to destroy vehicles or infantry formations. This doctrine could represent specialised siege training, or adapted skills from a mining background.
IG demolitihos skills. This can ironically include 'anti armour/tank' munitions like krak and melta bombs. Their starting kit ironically even comes with one Cyclops per squad!



Page 34
This regiment specialises in combat engineer duties, including erecting fortifications, building bridges and other structures, demolitions work, setting or clearing minefields, and tunnelling under enemy emplacements. While the soldiers lack the knowledge and ability of Tech-Priest Enginseers, they are trained to construct, build, and fortify, although they perform such tasks almost purely by rote.
They build (And sometimes tear down, via demolitions) fortifications and other vehicles Sometimes also close assault.


PAge 34
The Imperial Guard utilised many prefabricated structures, designed to be erected and emplaced with minimal time and skill.
reflecting the worst case/lowest demoninator aspect of the Guard. That said, we know of lots of other examples, up to and including the use of orbit-dropped bastions, theatre shields and similar. You can't say the Imperium doesn't have a gift for rapid fortification when it has the resources.


Page 34
Sappers often go beyond the theoretical limits of their duties and abilities, learning to use whatever is to hand when resources become scarce. While such actions might violate Departmento Munitorum edicts,
they are often overlooked by officers so long as the results are worthwhile.
Reflcting agan that 'worst case/lowest denominator' mindset but in a different way - the ingenuity and ability to adapt/improvise inherent to the Guard (And the willingness to go behind the Munitorum's back if need be, including by officers.)




Page 34
Some light infantry or reconnaissance regiments specialise in eliminating their enemies from a distance. Utilising the long las or sniper rifle, the soldiers of this regiment hone their abilities to strike at range, preferably neutralising their targets without ever revealing their own presence. Regiments raised from Ratling home worlds are almost invariably trained and equipped as snipers rather than with the lasguns of normal infantry regiments.
A variation on light infantry/recon regiments, they seem to be entirely (Designated) marksmen or snipers. A regiment, in fact. Ratlings are noted to be almost entirely this, for obvious reasons, but this also suggests such specializations are small if not uncommon (more likely only some of the troops in the regiment are sniper/marksmen, rather than all. Like with mechanised troops.)

Regimental kit is all long las or sniper rifle per troop (rather than lasgun)




Page 35
A wide variety of regiments make use of Tarantula Sentry Guns, using these automated artillery pieces to supplement their own offensive capabilities or to provide additional defence. While sentry guns are especially prized by regiments that are understrength or engaged in seemingly endless wars of attrition or urban campaigns, they also find use supplementing manual artillery pieces or fortifying a drop-trooper beachhead.
"automated artillery' doctrine. One imagines you could have other forms of platforms, even mobile guns like Rapiers potentially :P Anyhow, its one Tarantual per squad in such a case.



Page 35
This regiment is bonded to the Tech-Priesthood of Mars by ancient decree. The regiment’s home world maintains close ties with the Adeptus Mechanicus, producing advanced weaponry that is usually the purview only of the forge worlds. Consequently, the regiment is able to obtain such weapons more easily either from their home world or even directly from the Adeptus Mechanicus.
Again like with the Vostroyans and similar (like the Ecclesiarchy) ties with the AdMech and influence (as much a wealth) shape resource availability. In this case, it allows for increased odds of access to advanced stuff like melta and plasma weaponry, or power weapons, or other 'advanced' technology compared ot other forces. This might even reflect worlds that have a strong adMech contingent and are called 'forge worlds' yet still produce IG regiments or have an Imperium presence like Orestes, or Urdesh, or Fortis Binary.



Page 35
This regiment has very close ties with the Adeptus Mechanicus, or perhaps is even of the Lathe Worlds. In either case, the regiment believes in the superiority of the machine over flesh, and its members gladly accept the blessings of the Omnissiah to replace their biological parts. From bionic limbs to enhanced senses, these cybernetic enhancements serve to increase the regiment’s abilities in battle.
Another means by which a regiment might reflect close AdMech ties. Vostroyans again are like this, and possibly some of the Gaunt Ghost style 'forge worlds' All forces start out with at least two 'common' grade or one 'Good' grade cybernetic in the regiment as a result of this special gear doctrine.



Page 35
A variety of specialised equipment is available for use by siege regiments and other Imperial Guard forces assigned to attack enemy fortifications. Some specialized combat engineer, sappers, or assault units are granted the use of a Hades Breaching Drill to tunnel under enemy lines or undermine existing, enemy-held tunnels or fortifications. Such work can be extremely dangerous, both for the desperate close-quarters fighting that inevitably results and for the lack of structural stability of such tunnels
Specialist breaching tools. One Hades drill per squad. It might even include stuff like Mole moratars or missile launchers adn similar (As the Krieg regiments had at Vraks.)




Page 35
For regiments raised from Ogryn home worlds, or regiments that include a sizeable contingent of Ogryn auxilia amongst their number, it is vital that these hulking abhumans have access to appropriate weapons. Such regiments often attempt to reach a special understanding with the Departmento Munitorum so as to assure the availability of weapons suitable for use by Ogryns.
Special logistical requirements for Ogryn detachments (or full regiments.).



Page 36
While most often seen amongst shrine world regiments, Ecclesiarchy support elements attached to other regiments might sometimes arrange for the presence of a reliquary to inspire the troops or in recognition of their righteousness on the battlefield.
As you would expect, most have psychic or religious/faith benefits such as increasing willpower, bolstering faith and reducing the influences off Chaos and corruption and such. BAsically you could call it a focus for shaping the psychic 'belief' of the regiment.



Page 36
A favorite of line infantry regiments, regiments specializing in anti-aircraft work, and elite regiments with low numbers, Sabre Defence Platforms allow a single Guardsman to man two or more heavy weapons, and even engage aerial targets. Such platforms are also sometimes used by artillery regiments, siege regiments, and others likely to remain stationary, as the platforms are immobile once set up, and dismantling them is a time-consuming affair. This lack of mobility means that Guardsmen issued with Sabres are expected to defend key objectives, holding their ground against all odds with no option for retreat.
Use of Sabre platforms is similar to Tarantulas, although a bit cheaper since its not machine-spirit guided and requires a trooper. Still, if you can outfit a considerable number of troops in the regiment with such platforms (The 'standard kit' option lists one Sabre platform per trooper/character) it can greatly increase your firepower in a static position.,




Page 36
Regiments with close ties to the Adeptus Mechanicus are sometimes known to make extensive use of servitors, bolstering squads with these hardy and fearless soldiers. Such regiments might also rely on their Tech-Priest Enginseers to ensure that mortally wounded Guardsmen continue to fight on in the Emperor’s name, although fighting alongside a lobotomised cyborg with the face of a former friend can inevitably cause morale problems.
Cloes ties to the AdMech can also mean some regiments will have lots of servitors in their 'ranks.' Whilst it implies soldiers mainly, one could figure it could be applied for lots of other ways (support as well as combat.)




Page 37
The Adeptus Ministorum, commonly known as the Ecclesiarchy, brings the word of the Emperor to the millions of worlds of the Imperium.
Millions of worlds again.



Page 37
In a religion that spans the galaxy, it is unavoidable that there are differences in worship and belief. This, the Ecclesiarchy accommodates; in fact, on many worlds the form that veneration of the Emperor takes is adapted from the traditions of the planet’s indigenous culture. Many drastically different beliefs are sanctioned by the Ecclesiarchy in order to ensure compliance and professed faith in the Imperial Creed; what the citizens of one world might consider blasphemy is a matter of inviolable doctrine on another.
As has been mentioned before, the Ecclesiarchy has a talent for endlessly rationalizing inconisstencies and seeming contradictions in its belief structure, in order to co-opt as many faiths into its organization. Its something you have to admire - as much as intolerant as they can be in certain ways (xenophobia) it shows a surprisingly high level of tolerance that many modern faiths would lack (would you see Christians embracing Islam or Hinduism so openly?) I don't think many people think of it in those terms, but its one of those peculiar 'contrasting extremes' that 40K can be so good at, whilst also reflecting what I think could be essential traits of humanity - to have widely divergent, incompatible/conflicting views even when technically under the same 'umbrella'.



Page 37
Yet in spite of this, there are those communities, cultures, and worlds that do not meet the Ecclesiarchy’s criteria for faithfulness. This could be due to minor divergences of theology that put the local faith at odds with the sector synod, or could be a cultural aversion to or rejection of the Imperial Creed.


Such is most often the case on those worlds with limited Imperial contact, and few societies openly reject the Imperial faith...

...a world’s native population might pay lip service to the Imperial Creed while secretly worshiping the gods of their ancestors, or might slowly subvert the teachings of the Ecclesiarchy...
...
For whatever reasons, the Adeptus Ministorum views this regiment as dangerously far from the proper faith, either due to a lack of spirituality or a mode of worship too far from the accepted norm.
Whilst religion is a core unifying element of the Imperium, it is not surprising that some regiments may be less pious than others. After all there are countless examples historically of people paying lip service to a religion they don't believe for whatever reason, and one might even expect some in the Ecclesiarchy not to care as much so long as appearances are maintained (And tithes are paid.)

Likewise, the Adeptus Terra itself does not always trust the Ministorum or its influence (With reason, given the Reign of Blood) - the Administratum/Munitorum and AdMech alone would probably contest for influence over a regiment with the priests, and thus decreased devotion to the Ecclesiarchy may even be seen as a good thing. In any case, less than complete piety will not doom a regiment, at least in the Munitorum's eyes.

It's mentioned in game terms this may result either in the Ecclesiarchy taking overt measures to exert its control (adding more priests, confessors, etc. to the regiment), or it may act more subtly/indirectly (acting behind the scenes to 'martyr' the regiment or otherwise act against its interests.) - at the very least the Ecclesiarchy keeps distant which itself will at least strain relations between the regiment and believers.


An interesting manifestation of this 'problem' may be tied with doctrines/options that reflect close ties with the Adeptus Mechanicus, given that the Ecclesiarchy has always had strained relations with the tech priests. Other interesting options would be close ties with Space Marine Chapters



Page 37
Some regiments drawn from primitive worlds, for all the Departmento Munitorum’s efforts, resist the imperative to adapt to the technology handed them. Eventually, the Tech- Priests’ objections to the Guardsmen using lasguns as clubs can result in a loss of further supplies, leaving the regiment to fend for itself, relying on the primitive weapons and tools its members have experience constructing on their home worlds. These regiments generally come from Feral or Feudal Worlds, although some Death Worlds distinctly lack any meaningful technological presence.
..
Due to flagrant misuse or neglect of whatever equipment it issues them, the Departmento Munitorum is loathe to assign any but the bare minimum of gear to this regiment
Which might be a good explanation why some worlds actually end up fighting with muskets, or bows and arrows, rather than lazer guns. It also reflects that the logistical 'quality' the regiment receives can also be based on perceptions/experiences.. 'trusted' forces obviously will get better logistical support than those considered 'useless'.



Page 38
After facing the denizens of the Warp or their mortal followers, regiments are often subject to extreme measures to ensure they are free of corruption, which may mean every soldier receiving the Emperor’s Mercy. Whether due to seeming purity, ignorance of just what they actually faced, or an oversight by the Departmento Munitorum, some regiments are reassigned despite bearing spiritual scars from their brush with the ruinous powers. In other cases, a regiment might begin to manifest signs of taint with no apparent explanation, while still others enlist bringing with them some taint from their home world, unknown to the Departmento Munitorum.
Ways in which regiments can get 'tainted.'




Page 38
Though knowledge of such treachery might be suppressed, misrepresented, or used as a propaganda tool depending on circumstances, it is an unavoidable fact that squads, platoons, and even entire regiments of the Imperial Guard can and do betray the Imperium.
Traitor Guardsmen may be used as a propoganda tool in some cases.



Page 38
Though the Departmento Munitorum and Imperial Navy make every attempt to compensate for the vagaries and unpredictable nature of Warp travel, some voyages face such delays that no manner of preparation can offset the damage done. It is not unknown for troop ships to arrive decades, centuries, or even millennia later than anticipated. In such cases, regiments might arrive to find the battle for which they were despatched either won or lost, resulting in confusion, the possibility of mistakenly attacking friendly forces, or facing overwhelming odds. Such a regiment might also find the Departmento Munitorum has declared them dead, missing in action, or even deserters.
This reflects the interesting ways time dilation shapes the deployment of Imperial Guard troops and complicates its usage, especially on large scales. Whilst not neccesarily 'common' it still can and does hpapen to such degree We've actually seen how this can impact logistics and deployment of such forces in the fluff (Whether it sthe Cadians arriving to 'aid' the Tau Empire against the Tyranids, or that IG regiment which was lost in the warp and declared AWOL). It also indirectly reflects the mental trauma/sense of displacement the regiment's troops can feel on discovering that the world has 'moved on' without them.



Page 39
“The regiment must function as a properly anointed machine. For this to happen, all elements, including support elements to the regiment and representatives of the blessed Adeptus Mechanicus, most holy Adeptus Ministorum, and any brethren from the other Imperial Adeptus, must fight as one in the service of Mankind and the Immortal Emperor.” –Excerpt from the Tactica Imperialis
A passage from the Tactica Imperium which reflects that the 'Doctrine' of the Imperium recognizes the value of combined arms (even including 'allied' forces.)



Page 39
Ogryns, of course, are quite the opposite, being larger even than an Ork Warboss, with immense strength and physical fortitude.
Ogryn vs Ork Warboss.



Page 42
Depending on the situation, a single regiment may employ its auxiliary units in a variety of configurations and distributions. Sometimes they fight strictly as supporting units assigned to aid in a specific task or operation, while others may become permanent additions to a regiment due to compatibility, expediency, or the seemingly capricious will of the Departmento Munitorum. In rare events, entire regiments of such units may even deploy in response to particularly dire circumstances or extraordinary situations.
Diverse ways in which auxiliary/attached units may be deployed by a regiment.




Page 42
Though such functions are often the domain of uniquely trained individuals from a range of Adeptas and Divisios within the inconceivably vast organs of the Imperial bureaucracy, many are merely the result of happenstance or expediency. The constant threat of war, both from without and within the Imperium’s domain, often forces regiments to field troops otherwise considered unfit or unworthy to serve amongst the Emperor’s servants. Such forces frequently include abhumans, creatures whose distant link with humanity is now tenuous at best.
The Imperium be variable, and all that.



Page 42
The abilities and talents of many Support Specialists are typically the result of such unique training and circumstance as to render them both rare and sought after within the Imperial Guard. Some, such as the enigmatic Enginseers, acquire their skills through secret instruction, rituals, and implants unknown to the uninitiated, while others receive intense conditioning from a young age or perversely benefit from their unfortunate heredity.
Regardles of the origin of whatever 'assets' a human force brings to the Imperium, the Munitorum will find some way to utilize it. Whether they utilize it intelligently is a matter of opinion.



Page 42-43
The staggering diversity displayed within the uncounted regiments of the Imperial Guard means that almost no two forces are exactly alike, and units that may fulfil similar battlefield functions rarely operate in exactly the same manner.
..
The soldiers of the Imperial Guard are drawn from the furthest corners of the Imperium, from harsh and unforgiving death worlds to poverty-stricken underhives. In addition, each regiment may have its own culture and martial traditions, all of which reflect its unique history, its achievements, failures, and the circumstances of its founding.
Because, as I have tirelessly pointed out, it isn't so much that the Imperial Guard is totally inflexible and over-standardized.. it has little or no standardization at all. Which if combined with some manner of inflexibility (in the leadership/officers, the Munitorum itself, or both) can be a huge disadvantage to the Guard.




Page 44
The traitors never knew what hit them as the Mechanicus Cruiser powered into defensive
weapon range before firing a full broadside of boarding torpedoes. Whatever manner of
techno-sorcery or skill allowed their ship’s helmsman to navigate through the fort’s
barrage; I have never seen it’s like in all my years serving in the Imperial Navy. By
contrast, the Crimson Guard gun servitors were far more accurate, concentrating their
fire on any enemy weapons able to damage the Imperial vessel.
AdMech servitor gunnery on its ships, and the use of boarding torpedoes (Although they're called assault boats too.)



Page 44
Every enemy push, every defensive hard point was countered instantaneously and swiftly overwhelmed; many formations even advanced along walls and ceilings, defying gravity in impossibly complex patterns of enveloping fire. They had no fear or concept of pain as they stoically marched through everything the traitors threw at them, and not one paused in their advance except when brought down by the severity of their injuries.


Page 44
Support soldiers often become entangled in the convoluted politics and relations between the various factions that comprise the Imperium, a reality which regularly has a profound impact on their service within the Imperial Guard. Meanwhile the pervasive atmosphere of distrust and secrecy combined with the never-ending threat of heresy among the Imperium’s subjects only serves to complicate such matters.
Politics, and the control of knowledge - cornerstones of the Imperium!



Page 45
Many of the Enginseers who excel in the Spinward Front in the manner of an Architectus Magna are
hand-selected by Archmagos Ralwure the Golden of the Lathe Worlds.
..
Several techna-lingua message bursts are transmitted back to the Lathes on a regular basis, carrying instructions and admonitions from the Archmagos as he keeps a close watch on his interests—and the Architectus Magna.
Since it is unlikely they are using any other form of FTL (which would not be detectable by the Imperium, as the only 'known' method of FTL communication is psychic) it would have to be some form of astrotelepathy or at least a signal that is psychic in nature to be detected (eg a psyker brain in a box, a psychic servitor like the Transmat Link reference from old Epic, etc.) Regardless of origin it is an indicator that the AdMech at least can keep in routine communication with its forces in the field at the sector level.




Page 46
While the Architectus Magna is linked with a vehicle via his mind impulse unit...
...

...
While the Architectus Magna is linked with a multi-passenger vehicle via his mind impulse unit, so long as his Servitor is also within the vehicle, he can call upon it to temporarily enhance one of the vehicle’s systems.
...

...
.. he can either boost the vehicle’s engines or overcharge one of its weapons. .


This ability is not unlike what has been ascribed to Enginseers as of 6th edition... basically its messing with the 'machine spirit' or other systems, which along with the fact he can use a MIU to do it suggests many vehicles (and in this context, specifically Imperial Guard ones are include, since this is Only war) have electronic/computer systems that extend to the control of the vehicles (else how could the Techpriest affect the vehicle's performance via MIU? Heck we knew in 5th edition they had machine spirits even in Russes because of Anrakyr the Traveller and his ability to control tech.)

The ability to 'boost' vehicle performance like overcharging the engines would also suggest once again that Imperial Guard vehicles are governed, thus explaining differences in performance like speed.




Page 46
Even the infantry-focused Catachans and Brontian Longknives make use of Sentinels and other lightly armoured vehicles. In such regiments, an Architectus Magna likely focuses on maintaining and piloting the lighter vehicles like Scout Sentinels and Hellhound flame tanks...
Even infnatry reimgents can still have vehicles of different types, at least in small numbers.



Page 47
Among the more armour-dependent regiments, such as the Mordian Iron Guard and the Armageddon Steel Legion, the value of the specific erudition of an Architectus Magna is beyond estimation. With their mastery of machineappeasement and their knowledge of rites of combustion and gear-calculation, an Architectus Magna can enhance the operation of an entire squadron of Leman Russ Demolishers, or stir the predator-spirits of entire fleets of Devil Dog melta tanks. In such regiments, an Architectus Magna can ensure the safety of an entire platoon riding passenger aboard a column of Chimera armoured transports.
Suggesting either that Mordian regiments are commonly vehicular in nature (rather than just infantry), or that their forces can be much more vehicle heavy than other regiments. Also again vehicular enhamcenent of vehicles, and implication of active 'spirits' (real not imagined machine spirits) in said vehicles.



Page 47
Likewise, the cyclemounted rough riders of the 276th Marioch Dragoons have long enjoyed the favour of the Adeptus Mechanicus and their Enginseers, so much so that their entire tactical doctrine rests upon a foundation of mechanised skirmishes and hit-and-run ambushes.
Motorcycle 'rough rider' regiments and their approach to fighting.



Page 47
My platoon was deployed to Cyclopea to help prepare the world for raising more troops...
..
We travelled between settlements inside a Crassus armoured transport..
Crassus carrying a platoon of uknown size, but also use of a Regiment for prepariing a world for Tithing - probably assessing and training troops.




Page 47
It was actually me who boarded the Crassus last, and I nearly stopped short upon entering the hatch. I saw Tahomus standing next to the engine casing, heavy-gauge power cables connecting his own potentia coil to the damaged machine. Only a flicker of life was in the Tech-Priest’s augmetic eyes, and he stood immobile as the Crassus lurched into motion.
Techpriest's potential coil can actually power a heavy armoured transport (bigger than a Demolisher.) We know Demolishers have in excess of 800 hp, but even a fraction of that (say a tenth of that number) would be a huge power output. - tens or hundreds of kilowatts easily, and quite possibly megawatts. Despite the fact the Techpriest does die by the end (Exhausted power) it does give a good indication of what kind of performance a Techpriest's potential coil can provide (and in the case of some, like the Crimson Guard, its a lower limit on their integrated weapons firepower as this is a Guard-attached techpriest.

It also would represent a tremendous energy storage capacity (even at the expense of life) for the Techpriest. Even over a mere half hour (and probably more than that) it would be tens or hundreds of megajoules, and quite possibly gigajoules or more.




Page 48
The next time the Player Characters encounter a group of Imperial Guard machines—either their own or that of another regiment—one of the vehicles suddenly begins acting very strangely. The machine backs up, lurches forward, lights switch on and off, and turrets traverse seemingly at random. After a few seconds of this behaviour, the machine actively begins attacking...
..
...another Tech-Priest arrives... ... to shut down the machine with an expertly-timed burst of techna-lingua chanting.

The newly arrived Tech-Priest is Cavvus, an Architechtus Magna who has been investigating a number of similar incidents across the warzone.
..
Cavvus has a theory that there is some kind of erratic signal being broadcast from somewhere in the warzone that is causing severe damage to the machine spirits of many war engines, although the atmospherics have made it difficult to track down the signal’s point of origin.
Its partly game mechanics (or rather a 'story hook') but it involves Imperial Guard machines running amok without crew inside, showing again they actually have a tanigble 'machine spirit' inside them (one that can be influenced by wireless signals, either by a Techpriest or by other sources.) and can operate to some degree on their own (autosystems!)




Page 49
Gear of a high end Crimson Guard (Crimson Exemplar) includes an Omnissian axe, a ballistic OR utility mechadendrite (like a servo armo), their usual carapace, a MIU weapon interface,
Best craftsmanship lathe-lasrifle.



Page 49
Often, these Crimson Exemplars end up fighting alongside the most elite and highly trained formations in the Spinward Front, including the Maccabian Janissaries, the Scintillan Fusiliers, and the Terrax Guard.
Which maybe gives some indicator of how some high end regiments can stand up against the AdMech's best.




Page 50
The elite warriors of the Lathe Worlds undergo intense, ritualised instruction, spending decades drilling in vast training vaults learning both the ways of warfare and the esoteric machine-rites of their cult. Their combat drills involve intense focus on highly-coordinated formations that combine both overwhelming firepower and flawless melee manoeuvres. Such expertly-choreographed forms and complex battlefield procedures are rarely seen outside the training halls of Adeptus Astartes battle-barges and fortress monasteries, yet the Crimson Exemplars perform them with unwavering confidence.
quality of Crimson Guard training.




Page 50
The foremost enhancement to the training of Crimson Exemplars is their use of both traditional training regimens and potent mnemonic-coding implantation. During their instruction, each Crimson Exemplar undergoes regular and painful processes during which rote drills and complex battlefield manoeuvres are implanted directly into the memories of the enginseer-soldier through an arcane combination of mnemonic-impulse interface, hypno-binary induction, and ultra-sonic cerebral etching. This process and a number of cortex implants provide the Crimson Exemplar with far greater innate understanding of tactics and heightened situational awareness.
Education and training regimen of the Crimson Guard.



Page 50
...each Exemplar undergoes extensive cybernetic surgery, above and beyond that of their Mechanicus brothers. Whirring servos and thrumming power cables rest alongside taut fibre-bundle muscle replacements and sub-dermal impact plates. Each enhancement is specifically tuned towards combat application, each augmetic limb, organ, or attachment providing the Exemplar with yet greater versatility, strength, and resilience on the battlefield.
Crimson Guard augmentation.



PAge 50
By and large, the Adeptus Mechanicus is not a flexible organisation. Millennia of tradition, centuries of rote repetition, and decades of superstition have all combined to build a cultish super-structure so rigid and unbending that the merest hint of change or evolution could bring down the entire edifice.
People should know my views on this already. Read into it what you will :P



Page 50
...the Crimson Exemplars are a highly flexible military machine. Their implanted combat training and cybernetic enhancements allow them to swiftly and effectively adapt to nearly any battlefield conditions.
Battlefield 'doctrine' of the Crimson Guard, so to speak.



Page 50
the Crimson Exemplars are a highly flexible military machine. Their implanted combat training and cybernetic enhancements allow them to swiftly and effectively adapt to nearly any battlefield conditions.
As this can include stuff like ballistic mechadendrites, I would say its the ability to use their implants to coordinate and employ multiple weapons systems at once which can make the Crimson Guard so utterly effective, especially in numbers and with the aformentioend adaptability (sharing information amongst one another in a 'network' for example, not unlike the Titanicus manifold or a noosphere.)



Page 51
Afterward, Seryf spent several weeks undergoing significant repairs and surgery, and during his recovery, he began to study how the Kasrkin do battle, he poured over tactical plans and made suggestions for deployment of men and machines. He devised unusual strategies based on his understanding of logistics and the astrography of the Spinward Front. After weeks of integrating himself into our regiment, we had grown to respect him in turn.
Crimson Guardsmen advises Cadian Kasrkin on how to fight, and they seemingly listen to him. Totally inflexible and rigid! :P



Page 51
Typically, Lathes’ elite tend to function as one of two roles, depending on the strengths and weaknesses of the regiment to which they have been seconded. Given their flexibility, it is not uncommon for Crimson Exemplars to compensate for any perceived weakness that their assigned regiment has on the battlefield. Providing overwhelming firepower, stalwart melee defence, swift, armoured assaults, or coordinated combined-arms offensives, the Crimson Exemplars are able to complement nearly any Imperial Guard regiment.
More capabilities of Crimson Guardsmen adaptability.



Page 54
During their lives with the Adeptus Mechanicus, prior to their secondment to the Imperial Guard, each such Enginseers showed unparalleled proficiency and control when working with the servitors tasked to their service. Be it in the forges of the Lathe Worlds, in the Enginarium ofa starship, or simply overseeing the servitor-staff of a Hive noble’s household, these Tech-Priests could command greater numbers of servitors and with greater finesse and control than those around them
..
It was then that their experience of commanding dozens, if not hundreds of servitors at a time truly came into its own. Since that time, those known as Enginseers Prime have honed their ability to act as a central command hub for a multitude of support and combat agents..
..
Anyone who has seen an Enginseer Prime in action can attest to their nigh-miraculous ability to interpret, assess, and respond to the data of dozens of active agents with little more than a thought and a punctuated burst of servitor binary.
...
In such circumstances, a skilled Enginseer Prime could passively command several dozen, or perhaps even a few hundred servitors, simultaneously.
Scope of Servitor command/control for Enginseer Primes. To put it in Imperial Guard terms, whereas your average Enginseer might control a squad or smaller, a Prime would control a platoon or even a company sized formation of servitors.

Context-wise, however, it depends on passive vs active control. ACtive control, which involves more influence and direction, means fewer servitors than passive does.



Page 54
When the enemy draws near and every able body musters for combat, the Enginseer Prime shepherds his charges from duties of maintenance and custodianship to defence and repair. Such a change of purpose takes a great toll on the Enginseer’s focus and control and, as a result, during times of immediate hostility, the number of servitors an Enginseer Prime is able to effectively command is greatly reduced, yet significant nonetheless. Even controlling a few score servitors, the Tech- Priest is a highly-valuable military asset.
A prime controlling his servitors actively. Platoon level for active.. which means we might figure roughly company level for passive.



Page 56
Hailing, as they do from the vast Forge World of Vostroya, the 946th have an ingrained respect and even a cultish awe of these machine priests.
It seems 'forge world' can also mean 'manufactory/industiral' world aswell in some cases, which may explain all those aformentioned Gaunt's Ghosts 'forge worlds' that produce Guard regiments.




Page 55
Corbel guides her servitors on the battlefield with masterful control and precision—I have
personally witnessed her direct servitors to repair two damaged Hydras at the same time,
whilst simultaneously firing her laspistol at the enemy and holding up the track chassis of
a Leman Russ with her servo-arm, that her charges might gain better access to the damaged
areas. She has shown great proficiency at working with nearly every vehicle in the Imperial
Guard arsenal, from the most common Chimera to ancient and venerated super-heavy behemoths.
Enginseer Prime multitasking again, as well as strength of a servo-arm (lifting up a battle tank), and reference to Chimera as 'common.' at least on the Spinward Front.



Page 56-57
...a large amount of raw materials and Departmento Munitorum prefabricated buildings have been air-dropped by a squadron of Valkyrie Sky Talons at the base camp location.
...
..the Enginseer begins setting up a field headquarters, a plasma generator, and some hydra air defence platforms.
Prefab mobile facilities include plasma generators lol.




Page 58
Among the dim-witted Ogryn species there exist certain rare individuals who, despite their primitive mind-set, exhibit a rare glimmer of intelligence, problem solving capabilities, memory, or natural drive. Such individuals quickly stand out among their brethren, making them ideal candidates for Biochemical Ogryn Neural Enhancement.

Many are able to remember their own names, count some of their fingers, or even make tactical decisions beyond hitting things— capabilities that quickly mark them as eligible for positions of limited authority. Bone ’eads are often the brains
Ogryn Bone'eads and capabilities.



Page 58
- Bone Ead specialist gear: good craftsmanship cerebral implants, One of several weapon: Good quality ripper gun or a Good Craftsmanship shock maul and Common quality bolter. Ogryns with bolters :P




Page 58
The main difference between a Bone ’ead and his squad mates is the cerebral implants and modifications to their thick skulls. Despite their crude and sturdy appearance, these implants are actually quite sophisticated and capable of withstanding a fairly substantial amount of punishment— particularly useful when such a device is borne by an Ogryn.
Durability of Bone Ead cranial enhancements.



Page 59
However, despite their training and modifications, no amount of cerebral tinkering can completely eliminate the Bone ’ead’s base instincts, and even the most intelligent individuals suffer from bouts of savagery. Some Bone ’eads are even equipped with implants to magnify or enhance these tendencies, turning them into engines of destruction once certain criteria are met or trigger-phrases uttered via their vox-links. Regardless,
Bone' Ead enhancements seem to feature something akin to the Butcher's Nails of the World Eaters.



Page 60
Some Bone ’eads are savagely cunning leaders, executing crude but effective manoeuvres in order to enhance their unit’s effectiveness in combat. The various inhibitors and synaptic intensifiers within their augmetics serve to heighten such abilities, allowing the Bone ’ead to better control his rage while directing the fury of his unit against his despicable foes.
...
Those with sufficient experience often display a rudimentary understanding of tactics and strategy, leading simple counterattacks and even avoiding enemy fire in favour of a safer approach if given time to think
The implants seem to impart a degree of adaptability to Bone'Eads as well.




Page 60
The 204th Cadian Artillery Support Regiment, the so-called “Line Breakers”, commenced its preliminary bombardment at precisely 0700 hours. After approximately 24 minutes of saturation bombing and targeted adamantium-tipped penetrator fire,...
Whether adamantine tip means a hardened penetrator tip or something else, we don't know. Or possibly some sort of dense-cored munition.



Page 61
Bone ’eads are found among almost every Ogryn unit, the implants and surgical techniques needed to create them readily available to all but the most primitive or poorly equipped regiments.
This suggests the process itself is not difficult or unusual, but the limitation sseem to be with the quality of the candidates.



Page 61
Every unit within the Imperial Guard undergoes regular training in order to experience the rigours of combat and ensure they are prepared to withstand the enemy when the time comes.
Training would be common so as to avoid the troops having too much free time.




Page 62
These so-called “cleansings” are undertaken with increasing regularity, as every Ork slain in the dusty wastes releases hundreds of microscopic spores and thereby sows the seeds of future conflict.
Quantity of Ork spores released on death.



Page 62
Sometimes Ogryns of this type are employed strictly in this manner, serving as living battering rams to force holes in enemy lines or to draw attention from other sections of the enemy defences. Units assigned this task usually contain multiple Ogryn with the Bulwark mentality within their ranks...
..
Some are even given amour to supplement their natural toughness and protect them from enemy retaliation as well as powerful weapons capable of smashing through almost any obstacle.
Bulwark Ogryns.. or close combat berserker types. We might consider them a variation of Bulgryn in fact.



Page 66
"And see that warping there, by the shell extractor? Apparently that’s what happens when you fire 5,000 continuous rounds without a recharge.”
Ogryn heavy weapons specialists apparently can carry 5000 rounds of whatever. In game terms this could mean anything from a heavy bolter to autocannon.



Page 66
An Ogryn’s ranged weapon proficiency may vary greatly from individual to individual; often coming down to the Ogryn’s individual dexterity and whether or not he is able remember how to operate the firearm in combat. Regardless, Ogryns are markedly uncoordinated as a rule, and any attempts at accuracy often produce results that are mixed at best. Even the most skilled Ogryn “marksman” rarely approaches the exacting degree of precision expected of the average Imperial Guardsman.



Ogryn Marksmanship, or lack thereof.




Page 66
Such Ogryns are usually are truly colossal creatures, whose bulging muscles and gigantic stature allow them to manipulate their oversized weapons as effortlessly as a normal man might wield a Lasgun while relying on their immense bulk to compensate for any recoil. Many are even large enough to fire their weapons on the move, acting like a sort of mobile fire support platform for their fellow soldiers while eagerly charging into the fray.
..
They are often seen sweeping their great weapons back and forth in wide arcs during a battle, grinning stupidly as they pulverise their targets with concentrated streams of high calibre fire.
Gun Luggers, Ogryn heavy weapons specialists and their key advantages. Like Orks they prefer heavy guns and high volume of fire to precision. The weapons they are listed as being able to carry include Multi-lasers (hah!) and heavy bolters.



Page 67
Gun Luggers are also particularly useful among squads of other Ogryn or similarly equipped assault units, providing crucial fire support until their more “hands on” companions can close the distance to their foe. Even those armed with Ripper Guns tend to wield them to greater effect than other Ogryn, and often the newest and most reliable models within an Ogryn squad are reserved for their use.
Gun Luggers with Ripper Guns are better than other Ogryn, and serve as their equivalent of 'marksmen.' Also note the mention of 'new models' of ripper guns.. older again isn't always better :P




Page 67
Gun Luggers are extremely reliant on the training they receive from their regiments, eagerly hanging on their instructors’ every word regardless of whether or not they actually comprehend anything they are told. Many also participate in numerous simplified weapon drills and extensive live fire exercises in the desperate hope of instilling some rudimentary skill into the Ogryn’s thick hide. Such exercises often prove indispensable to the Ogryn on the many battlefields of the Spinward Front, serving as vaguely remembered reminders as to the proper care and handling of their weapons in combat.

As a result Gun Luggers tend to be slightly better versed in the use of their weapons than their brethren, though such a distinction may not be saying much. A rare few are even loosely familiar with the operation of a range of heavy and support weapons...
Gun Lugger training. Some can use any number of support/heavy weapons, which probably includes some things like multimeltas or plasma cannon. Imagine one with a rocket launcher!





Page 67
In order to accommodate such tactics, most Gun Luggers frequently take extra-large ammo drums, bulky power packs, or thousands of shells set in bristling ammo belts or stuffed into cavernous, Ogryn-sized backpacks
Gun Lugger ammo capacity.




Page 68
Many regiments make use of these sorts of Ogryns throughout the numerous warzones within the Spinward Front. However the exact distribution and equipment these individuals may wield varies wildly from individual to individual in accordance with regimental doctrines and the vagrancies of supply within an Gun Lugger’s sector. In units where weapons and equipment are scarce, such Gun Luggers must often make do with a standard Ripper Gun or older, battle-worn versions of heavy weapons no longer fit for regular service. By contrast, regiments founded on worlds rich in industry or that find themselves deployed in a vital warzone may offer weapons more befitting their enormous stature and physiology.
This supports the 'IG are variable' notion in two main ways. First, the way regiments fight is again variable when it comes to Ogryn (differences in regimental doctrine as well as supplry). The second is again in variations in logistics and equipment quality depending on world of origin and is supplies (some worlds are better simply because they're more sophisticated, like industrial and hive worlds such as Necromunda, Armageddon, or Vostroya.)




Page 68
...even within well-supplied regiments, a quartermaster may not be willing to supply new or well-maintained weapons to an Ogryn, instead providing unreliable or low-quality equipment with the half-hearted assurance that such items are still combat ready
Again reinfiorcing that even with plentiful supply, Munitorum bureaucracy and similar attitudes can deny needed resources to military forces (well maintained supply lists and preserving VALUABLE EQUIPMENT mattering more than enhancing soldier effectiveness.)





Page 70
...those Guardsmen who are familiar with these diminutive humanoids generally only concern themselves with popular rumours and derisive legend. Yet to some Ratlings, the ties of culture, history, and shared ancestry with their human allies are indispensable.

Occasionally, a Ratling with a particular mind for leadership and a protective eye towards his fellow Ratlings, will take it upon himself to act as a mouthpiece for his squad when interacting with their comrades in the Imperial Guard.
..
Using a combination of charm, guile, and sheer false-bravado, this sort of Ratling makes certain that the well-being of those he considers his charges is ensured, regulations and chain of command be damned.
..
In time, as a squad of Ratlings becomes ever-more integrated within the regiment to which they are attached, the Fixer may broaden his notion of who falls under his protection, even going so far as to take human guardsmen under his personal purview.
...
In order to fulfil these self-appointed duties, the Ratling must possess exemplary abilities when it comes to social situations, often employing a profound understanding of social tactics and diplomacy, as well as a perceptive mind and a keen intuition.
Which is an interesting way of saying Ratlings can make good diplomats, confidants/advisors, or generally facilitate positive relations and morale in a regiment. It's an interesting yet still neccessary role, as the diversity of cultures, ideas, beliefs, ways to fight, etc. mean that such coordination is problematic.




Page 70
The shrewd and calculating mind of this sort of Ratling is often well suited for battlefield command, where quick decisions and snap judgments can mean the difference between life and death. Further, their knowledge of their mates and easy familiarity with their habits and abilities often allows him to choose the right comrade for any job and to know when to push his men and when to exercise caution. His self-appointed role as protector also serves his squad well inbattle, ensuring that a Fixer will never needlessly put any member of his unit into harms way if he can help it.
Ratling 'officers' - which again shows how 'doctrine' or tactics for the Guard could diverge from 'intended' ideas (Eg what the Munitorum thinks.)




Page 74
Due to these abilities such units are frequently deployed alongside the regiments of the Spinward Front, and many superior officers choose to tolerate their overly gregarious ways and seeming disregard for protocol in exchange for such valuable skills. Yet, whether or not they are willing to admit it, every soldier who serves beside these diminutive abhumans is grateful for the sharp retorts of their long rifles echoing across the battlefield. However, even among squads widely
Once again, the Guard regiments can and will adapt and ignore 'regulation' to preserve effectiveness.
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Connor MacLeod
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Re: Only War analysis/discussion thread

Post by Connor MacLeod »

Man I forgot abou tthis totally. Last update for Shield of Humanity. Been caught up with the SB stuff.

Page 75
The most common customisations by far pertain to the stock, trigger assembly, and optics of the weapon. Such alterations may range from custom-carved stocks, to salvaged or refurbished parts from former weapons or rare or variant models, to handcrafted innovations that fly in the face of standard regulations. Such parts are usually pilfered from Munitorum depots or won from other soldier’s kits, particularly those of uniquely or wellequipped regiments who often sport one-of-a-kind gear.
..
..all Longshooters are incredibly dedicated to their craft; practicing for untold hours and continually sighting, disassembling, reassembling, and recalibrating their weapons. The optics of these meticulous marksmen are always perfectly sighted and their rifles are meticulously cared for and in immaculate condition. When fired, each shot impacts exactly where the Longshooter wishes without the slightest error or deviation.
Ratling longshooters and the mods they make to their weapons.




Page 76
Many Longshooters are also frequently called upon to provide forward observation for artillery and command elements in order to ensure his superiors have a more accurate picture of the chaos of battle. From their position overlooking the carnage, they efficiently relay coordinates to waiting artillery crews and anxious platoon commanders, their extensive observation experience and keen eyes allowing them to quickly scan the battlefield for any threat or change in the flow of battle.
Presumably other marksman/snipers may fill this role.



Page 78
Trailblazers - Ratling pathfinders, get mono knifes alongside their good quality long las/sniper rifle or sniper rifle and good quality shotgun.




Page 86
The fires of war can bring out the worst in all men, and the preacher is often the last hope for a wayward soul led astray by desperate circumstances or the depths of despair. Some priests make it their mission to rescue such imperilled individuals, to take them under their wing and guide them back into the full glory of the Emperor’s light. There are many who crave spiritual leadership, who thrive only when shown the way through the example of the Imperial Creed...
I like to not under-rate the value of hope and forgiveness in the 40K. You can't have everyone be hopelessly doomed for the wrong decision - it's in human nature to crave redemption and even seek ways to atone for sins, and it plays to contrasts - to have people who can believe in forgiveness just as those who cannot forgive sins is part of the underlying theme of 40K (contrasts, after all.) Especially in religion, and it also helps balance out and contrast the otherwise grimdark bleakness of THERE IS ONLY WAR.

That said, their version of 'forgiveness' is apporpiately grimdark, of the 'Last Chancer' persuasion (EG dying in service to the Emperor)



Page 86
Praecentors in the Spinward Front often gather many troubled men and women to their side, including habitual troublemakers and shirkers from the ranks of the Imperial Guard. Some commanders welcome the opportunity to put all their ne’erdo- wells in one place. However, the Commissariat takes a much more wary view of such gatherings, and more than one argument has broken out between a Praecentor of Penance and a Commissar regarding the potential for backsliding within the Praecentor’s entourage.
Another exmaple of conflict between the Ecclesiarchy and another arm of the Imperium



Page 86
The ultimate goal for many Praecentors of Penance is not just the salvation of a handful of souls that they personally care for; instead, the Praecentors look towards a day when the holy worlds seized by Ork and Severan Dominate alike are brought back into the fold of the Imperium.
Really? Emperor-fearing Orks? That would be novel., if a bit hard to conceive of (The Emperor not being properly 'Orky' and all that, not to mention Gork and Mork being the ork gods .) So either its a typo, or the Praecentors are really idealistic types to believe even FILTHY XEENOSS can be redeemed.
.


Page 87
Amongst the more independent-minded regiments like the Catachans and the Elysian Drop Troops, Praecentor’s of Penance find little purchase. Such regiments do not harbour a strong notion of guilt and penitence and rarely do the rank-and-file of these regiments seek to redeem themselves for dishonour in such a manner as a Praecentor of Penance would deem necessary.
Elysians are as independently minded (seemingly) as Catachans :P



Page 88
On or off the battlefield, a regiment of Imperial Guardsmen is only as good as it is cohesive, so such outbursts are not taken lightly. Most often such incidents are the work of a Commissar, but in some cases, a Commissar is either unavailable or attending to matters above such trivialities. In these instances, a Ministorum priest may be called upon to deal with the unruly soldiers. Where it is the prerogative of the Commissariat to clean up any such messes quickly and as visibly as possible, that they might make an example out of those involved, a Praecentor of Penance, being a likely agent of the Adeptus Ministorum, is more apt to return their fighting strength to the regiment.
..
Indeed, it is a common theme of Praecentors of Penance that their concern is most often with the wellbeing of individual soldiers rather than the downfall of the enemy.
Differneces between Ecclesiarchy and Commisariat in handling Trooper morale/obedience. If the Ecclesiarchy had a valuem it might be for this and balancing out the acts of the Commisars



Page 94
Instead, it is often true that such priests bring quite a bit of hardearned wisdom and knowledge collected by the Ecclesiarchy over the millennia. Such learned priests are valued by many Imperial Guard commanders to provide additional perspective on particular battlegrounds ealing with traitors, heresy, and other moral threats.

Priests that have this kind of knowledge can lend their influence to help Imperial Guard commanders cut through the red tape and bureaucracy of the Administratum. Additionally, many priests understand additional ciphers and traditions of the Ministorum that can be of advantage to a typical Imperial Guard regiment when requisitioning gear from pious Departmento Munitorum agents or delicately translating Imperial Guard orders into a “request” for assistance from the Adepta Sororitas.
Military priests may not only sever a combat or psychological/morale purpose, but also a diplomati and even knowledge role. Whilst the 'utility' of a priest's military knowledge may be variable, their assistance in garnering aid in bypassing the Munitorum or Administratum's bureaucracy would be invaluable.



Page 94
The Cardinal values knowledge and learning, and has worked closely with the Inquisition in the Calixis Sector dealing with such matters over the last several decades Many of these priests are hand-picked by the Cardinal, having steeped themselves for years in ancient lore, studying mouldering texts in dusty catacombs on Shrine Worlds such as the Piety of Seth and Maccabeus Quintus. Another reason that the Cardinal is intent upon having trained and learned priests in the Spinward Front is that the Cardinal—through his Inquisitional connections— is aware more than most of the incipient moral threats posed by the Spinward Front conflict, not least among them the presence of several Chaos Space Marine warbands operating out of the Stygian Deeps.
Priests with knowledge (and Inquisitorial backing) used to combat Chaos forces.




Page 95
Each possesses a massive mental vault of knowledge concerning the history of the Imperial Guard, their foes, their relationships to the other Imperial powers in the Calixis Sector and the Spinward Front, and countless other subjects. Few priests attached to the Imperial Guard rely entirely on booklearning, however, and most Rectors Erudite temper their scholarly education with hard-won experience and wisdom. Their knowledge of battlefield tactics is not only earned from history texts and military strategy tracts, but from standing beside Imperial lieutenants and generals in their command posts as they order their soldiers about the field of war.

Within an Imperial Guard regiment to which they have been seconded, a Rector Erudite is likely the most learned man on any given subject. Even standing next to mighty generals and Imperial commanders, a Rector Erudite’ education concerning military tactics and strategy often remains without peer. For this reason, such priests often act as adviser and military counsel to all ranks of Imperial Guard officers, providing their vast storehouses of learning and experience to those who would see the enemies of mankind laid low. Their knowledge of such nemeses and the tactics used to defeat them is such that the advice of a Rector Erudite has meant the difference between victory and defeat more times than history has recorded.
It's actually kind of amazing to think there would be Ministorum priests who might be of military use other than slicing stuff up with a giant chainsword.




Page 95
Where a priest of this sort is most likely to show a change depending on his or her seconded regiment is in the specialised nature of their studies. Most often, a priest’s scholarly focus lies in areas that are less well-known to the regiment to which he has been attached.

In this way, the Rector Erudite can best complement his Imperial Guard allies. If a commander finds his regiment has been deployed against an unfamiliar foe in the Spinward Front, he may well find himself accompanied by a learned scholar from the Ecclesiarchy to advise him and prepare his men for battle.
Reflecting that they change the advisors of the Imperial Guard officers (At least the Ministorum ones) according to the nature of the threat they may face.



Page 102
It is a constant source of great vexation to the Adeptus Mechanicus that the revered machine-spirits of tank and bastion and cannon are often placed in harm’s way at a much greater rate than the appropriate rites of repair can be offered Since the needs of the Imperium’s war machines are such that it cannot be any other way, skilled and pragmatic Tech- Priests often set themselves to mastering the rites for use at a more practical pace.
The AdMech can be practical enough to modify their rituals to adapt to circumstance.



Page 103
Deep study of the Ecclesiarchy’s rites has taught the character how to prepare the promethium fuel of flame weapons to cleanse the taint of Daemons. Through a combination of blessings and the mixture of certain sacred unguents into the fuel, a weapon’s flames can become capable of harming even the most potent of Warp-spawned fiends.
Preparation of anti-Daemon flamethrower fuel.



Page 103
All those seconded from the Ministorum to attend the Imperial Guard as their flock are skilled in rousing the spirits of fighting men towards courage and battle. A rare few also train in the more merciful aspects of the Emperor’s protection, learning to assuage the guilt and fear and trauma suffered in the course of endless war. By hearing the confessions of Guardsmen and granting counsel and penance, those trained in the Confessor’s arts can ease troubled souls back into their proper focus.
Advice and reconciliation can be part of the Ecclesiarchy's duties, and having a priest act as confidant and advisor (like Ayatani Zweil of the ghosts novels) can e useful.




Page 104
Some in the Imperial Guard develop something of a black market over the course of long service, as errors in requisitions pile up and armaments or other items are shipped to the wrong front to be under-supplied or made overabundant. In some poorly-disciplined regiments, a few individuals make careers out of becoming unofficial quartermasters of such materiel, but the trade can be found even where there is greater scrutiny.


The Munitorum's shitty logistics can sometimes lead to the black market practices - as the regiment (or people within it) attempt to use resources they can't use to acquire something they can. Whether it is something that the regiment can use, as opposed to specific people, is naother matter.



Page 104
Although the deepest mysteries of technology are reserved for those in the ranks of the Red Priesthood of Mars, it is possible for a soldier dedicated to the Cult Mechanicus to learn a number of secrets appropriate to his station. In the Crimson Guard, it is common for the common troopers to learn advanced maintenance rites beyond those disseminated by the Departmento Munitorum. This character has mastered the secrets of the maintenance rites for all weapons within the arsenal of the Imperial Guard. The machine spirits of lasgun and flamer respond to him, and even the volatile war-spirit of plasma weaponry acknowledges his touch.
Reflecting again the Laity mindset




Page 106
The character can now maintain the weapons from his Standard Kit to a vastly higher standard of operation if given sufficient time to enact the proper rites, speak the supplications of the machine spirits, and anoint his wargear and equipment for battle
Its possible to maintain gear to higher standards and greater performance. Or rather, we might figure that like some vehicles they may be 'governed' so as to trade performance for reliability and reduced wear and tear. We know, after all, leman Russes can do that. And we knew it was possible to mod lasweapons for higher output at the cost of greater energy expenditure or other performance, so it makes a bit of sense.



Page 106
The Crimson Guard are said to be as relentless as machines on the march, capable of making journeys on foot with full kit that other regiments could not manage unburdened. While much of this claim can be attributed to their fearsome reputation, the veteran warriors of the Adeptus Mechanicus can achieve feats far beyond the endurance of frail human flesh by drawing on external reserves of power.

The character has learned to feed additional power to his potentia coil through electoo inductors and eliminate any weariness or strain he suffers from.
Use of potentia coil to bolster endurance.



Page 109
The potentia coil implanted in the initiates of the Cult Mechanicus is thoroughly integrated with both the biological and mechanical components of their frame. This most sacred implant assists in the regulation of everything from the devotee’s bioelectric reserves to his heart rate, becoming the lynchpin of his vital functions. In dire circumstances, a hardy servant of the Machine God can draw greater power into his potentia coil to supplement these functions and accelerate his body’s healing.

The character has learned to feed additional power to his potentia coil through electoo inductors..
Man Potentia coils can do anything! :P




PAge 117
The addition of mnemo-analysis capabilities is a favoured choice among the myriad common adjustments and recalibrations possible for servitors among the Tech-Priests who serve with the Imperial Guard. When outfitted with the appropriate optical enhancements and other upgrades, a servitor becomes capable of providing valuable metrics on the combat style and manoeuvres of any enemy on the battlefield. This data is provided to its master in a number of arcane ways, from brief bursts of Techna-Lingua code phrases to vox-transmissions sent to a matching mnemo-implant installed in the Tech-Priest’s skull. Once gathered, this information makes it all but impossible for the enemy under analysis to surprise the Tech-Priest or act in a way he cannot counter.
Basically the Servitor provides intel/scanning functions



Page 117
A damaged servitor is more a hindrance than an aid, which is an intolerable situation to the demands of the Imperial war machine. For this reason, many among the Adeptus Mechanicus integrate emergency compensators and power sources into their servitors to allow them to serve through severe damage. These measures can be more destructive in the long term than the damage they mitigate, but this trade off is often deemed acceptable in the heat of battle.
Damage-control/redundancy measures to maintain a servitor in the short term (at the expense of long term.)



Page 121
The rare and powerful Praetorian Servitors are not a class or pattern unto themselves, but a classification for the most powerful and heavily armed combat servitors constructed by the Lathes. They are typically formed from the bodies of mind-scrubbed Ogryns or gene-bloated vat bulks rather than ordinary humans, and some have tracked units or wheels replacing their legs to assist in bearing the load of their heavy weapon systems.
Praetorian servitor class.




Page 121-123
The rare and valuable Clipaeus-class Combat Servitor is typically reserved for Tech-Priests who have proven their worth to the Lathes. The Lathes Mechanicum maintains limited reserves of these servitors to assign as protectors to those of those attached to the Imperial Guard who have similarly proven themselves as assets to the efforts of the war effort on the Spinward Front.
...
..the whole of the pattern’s advanced construction is geared towards delivering lethal retribution upon would-be assailants. Although armed with a deadly electro-gladius, its greatest value is in the protective field generator that allows it to shrug off deadly blows again and again over the course of continued service.
Bodyguard Servitor pattern with its own shields.




PAge 123
The Incendio-class Gun Servitor is a favourite of Enginseers assigned to the trenches of the Spinward Front, where a gout of burning promethium can turn the tide of a battle. It mounts a flamer integrated in place of its right arm, and stores the fuel in an armoured compartment in the lower torso—a design that limits the vulnerability of such a volatile fuel source to enemy fire.
Flamer-equipped servitor.




Page 123
The Jovian-pattern Gun Servitor has been a mainstay of the Lathe Worlds’ fighting forces for millennia, having been employed to defend Enginseers on the field of battle, and in a variety of other roles since the foundation of the Calyx Expanse. Its STC pattern is ancient and revered, and the heavy firepower of the Jovian-pattern fabricated in the Lathes has heralded victories throughout the Calixis Sector
The pattern is defined by its durable construction, heavy power supply, and massive integrated weapon systems. The entirety of the servitor is carefully constructed to optimise firepower for its main gun.
Jovian pattern combat servitor.




Page 123
Although most commonly deployed to mining colonies, the Lathe-pattern Breacher Servitor also sees considerable combat use among sappers and siege regiments. The adamantium-tipped drills replacing its hands serve just as well in forcing entry to enemy strongholds as they do in unearthing ore deposits far from the front lines. Tech-Priests well-versed in the rites of servitor cogitation mechanisms sometimes find it appropriate to develop protocols for applying the drills to smaller-scale clashes as well, allowing them to direct the piercing bite of the drills at heavily armoured enemies.
..
This Servitor pattern is equipped with diamond-tipped breaching drills...

A breacher servitor for siege work or mining. note that its adamnatium tipped drills are also 'diamond tipped' lol :P



Page 124
The Lathe-pattern Multitask Servitor is one example of a number of common varieties of servitors designed to serve as a general assistant to Enginseers in the field. Although it lacks the dedicated specialities of a more purpose-built servitor, its versatility is invaluable when dealing with the chaotic theatres of war that Adeptus Mechanicus personnel must endure in support of the Imperial Guard.

This servitor pattern is imprinted with advanced cogitator functions that allow it to follow complex instructions and operate in a wide variety of circumstances.
whereas many monotask servitors are utilized inhighly specialized roles (good at one thing and poor at others), multitask servitors are more generalist (versatile, but not as good at tasks as a monotask servitor.) It is also arguably one of the most clever


Page 124
The Calyx-pattern Task Servitor is one of the most commonly seen pieces of technology in the Calixis Sector, possessing thousands of variants and sub-patterns produced on Forge Worlds across the region. At its essence, the design is for a servitor utterly devoted to performing a single technical task with the utmost specialisation. The Enginseers attached to combat regiments are often granted the use of one of a number of sub-patterns designed for maintenance and repair of military equipment.
Monostask servitors, in other words.



Page 124
Pugnis-class Combat Servitors are commonly used as a combination bodyguard and shock troop by the soldiers and auxiliaries of the Adeptus Mechanicus. Its robust frame is equipped with two massive servo-fists that can pummel apart even the hardiest enemies. Many Tech-Priests placed on the front lines of battle owe their lives to the impressive strength these Servitors wield in their defence. The most martially inclined among the Red Priesthood sometimes gather groups of these servitors together for assaults on enemy positions.
Close combat Servitor pattern. Designed for punching stuff.



Page 126
CAtalytic mass drivers - 120m range increment, single/full (5) ROF, and weighs 7 kg

Chem cannon range increment of 40m, 50 shot 'clip and weighs 600 kg


'Emperor's Will' laspistol has a 60m range increment, single/semi(2) ROF, 5 shot clip, and 3 kg weight. With a 300 gram clip (10% of its weight) and 600 kj per kg for battery it would be 180 kj for the magazine. 5 shots would be 36 kj per shot.

Heavy mortar is 300m range increment, 1 shot clip, weighs 400 kg. Ironically this would mean the Mortar shell is 40 kg :P

Lathe Laspistol (integrated weapon) is 40m range increment, single/semi(2), and weighs 2 kg

Lathe lasrifle has a 100m range increment, single/semi(2), and weighs 4.5 kg.


'Longshot' snipter rifle has a 350 meter range increment, single shot, and weighs 6 kg.


Mauler cannon is 60m range increment, single/semi(2), 40 shot clip, and weighs 50 kg. Ogryn proof and twin-linked. Assuming a 5 kg magazine and 1 kg for the clip itself would mean its a 100 gram cartridge. Assuming roughly half the clip is a cartridge, it would be etween 50-100 grams (remember some autoweapons are caseless!)


Phased plasma rifle is a 100m range increment, single/semi (2)/full auto (4) and weighs 12 kg.


Pyrophoric Vambrace is 15 m range increment, 10 shot clip, 4 kg weight and has Corrosive, flame, and spray qualities. 400 grams for a 'clip and 10 shots would mean 40 grams expended per shot. Figure 1-2 MJ per 'shot' to inflict third degree burns, it would be 25-50 MJ per kg. Rather efficient for flamer weapons :P


Volcano cannons have a 3000 m range increment and weighs 8000 kg. Has a 8 m 'blast' effect. hilariously this means upwards ofa 12 km max range, and that is still game mechanics (as noted previouslty, game mechanic 'ranges' are not neccesarily accurate.



Page 126
A weapon unique to the Crimson Guard, the catalytic mass driver is one the few known integrated ballistic weapons in existence. The gun uses energy to propel tiny shards of metal at extremely high velocities, enough to tear effortlessly through most types of armour.
One of hte rare examples of Imperial mass driver/EM gun weaponry.




Page 126
A frightening and hazardous weapon to use, the Bane Wolf ’s chem cannon is often more of a burden than a boon. Firing a dense cloud of exceedingly dangerous chemicals, some so powerful that they dissolve organic material on contact, the chem cannon is a true terror weapon. Exposed infantry die within seconds, reduced to puddles of stinking infected ooze, any survivors lurching away screaming, their bodies covered with steaming chemical burns.
Capabilities of Chem Cannon.




PAge 127
Despite its name, the heavy mortar is one of the smallest artillery weapons in service to the Imperial Guard. As the main armament of the Griffon artillery vehicle, the heavy mortar makes up for its lack of punch with a higher rate of fire and a broad suite of ammunition types, including the specially designed Siege Shell. In addition the specialist ammunition listed in this book, heavy mortars may also fire anti-plant rounds, smoke rounds, and starflare rounds..
Griffon Mortars. Ironically one of the other 'specialist' rounds they used to have back in 2nd was melta shells.



Page 127
Rare even among Spinward Front Ratling units, the MkXVI sniper rifle, often referred to as the “Longshot,” is a small yet highly versatile ranged weapon favoured by the best Ratling marksmen. The Longshot’s main benefits stem from specialist hand-made ammunition types including explosive rounds and even high-pressure toxic gas canisters. Additionally each Longshot breaks down into a more compact pistol form, sacrificing range for ease of use in close quarters.

Nifty toy. Ironically in 'pistol' form it gains a range of 175 m (half its 350m range) which is greater than even a long las. LMAO.



Page 127
An adaptation unique to the Spinward front, the mauler cannon is actually a modified twin-barrelled M34 autocannon designed specifically for use by Ogryns. Rebuilt with a heavier frame, shorter barrels, a fire-limiter, larger handholds, and a triple harness capable of withstanding an Ogryn’s strength, the mauler cannon gives Ogryn units an enormous boost to their firepower. Sadly mauler cannons have picked up the nickname “Six/Twelve” by regular Guardsman, referring to the number of shots an Ogryn will likely fire before they somehow break it or decide to use the weapon as a club.
Basically a Reaper autocannon for Ogryn.



PAge 127
As one of the more dangerous special issue weapons within the Crimson Guard, the phased plasma rifle does away with many of the drawbacks common to Imperial plasma weaponry, all but eliminating the needs for recharge and significantly reducing the excess heat that conventional plasma weapons tend to generate.
Phased plasma weapons better than regular plasma... although this may be the benefit of being integrated weapons powered by the potentia coil.



Page 127
Sometimes seen in the hands of those described as Incinerant Priests, the pyrophoric vambrace is an unusual and easily concealed flame weapon worn on the wrist. A long tube snakes away from the projector to a vacuum sealed case worn on the back. The case holds not promethium, as is common with most Imperial flame weapons, but various corrosive powdered metals that react explosively when exposed to oxygen. A pyrophoric vambrace has a limited range, but its unique design leaves the user’s hands free for other tasks. The weight of the pyrophoric vambrace includes the ammunition backpack.
What is interesting is that its powered by 'powdered metals' rather than promethium, which is interesting given the implied energy dentieis I speculated on earlier. Reactive metal munitions and all that would have interesting implications from this.



Page 127
In the realm of ground-based warfare there are few weapons larger and more powerful than the volcano cannon. Measuring over 13 metres in length, the volcano cannon’s range and firepower make it one of the most feared and destructive weapons available to the Imperial Guard. More commonly seen on the massive God-machines of the Titan Legions, volcano cannons are also found on the Shadowsword super-heavy tank, a variant of the Baneblade chassis. The Shadowsword must remain stationary when the volcano cannon fires and recharges, but the effects are unmistakable; virtually nothing short of an Ork Gargant or Reaver Titan can stand up to the firepower of such an immense weapon.
Good ol' Volcano cannons.



Page 128
The Departmento Munitorum fields thousands of orders every day from across the entire Spinward Front for various ammunition types. With combat theatres as wild and varied as the adversaries that hold them, the Imperium maintains hundreds of specialised ammunition and ordnance patterns that can often be the difference between victory and defeat
Daily order processing for the Munitorum (Doesnt mean they are initiated or completed in that day, mind) and that just for ammunition, as well as maintianing hundreds of types of specialist ammo/ordnance types.




Page 128
Hand built and hard to obtain, the specialist ammunition used in the MkXVI “Longshot” sniper rifle features a heavy gas cartridge that reduces noise and all but eliminates muzzle flare.
Meaning its a glorified compressed-gas/airgun.


Page 128
Designed to punch through personal armour with ease, penetrator slugs are perfect for taking out single targets of high value such as officers, artillery crew and specialist troops.
Another type of AP ammo. How it is armor piercing, we dont know.


Page 128
Designed to explode on impact, explosive slugs mimic the effects of frag grenades, but over a much longer distance.
Micro grenades in bullet form. We know they've had coin sized micro grenades, so this isnt improbable in the least.



Page 128
Hard to manufacture and even harder to aim, toxin slugs sacrifice range due to their heavy construction. However the brutal effects of even a single slug make the sacrifice worthwhile.
Biowarfare slug.




PAge 129
Easily the most common type of warhead used by the Manticore, the standard manticore missile has an enormous blast radius and can tear infantry and heavy vehicles apart with ease.
Given Storm Eagle rockets seem to use submunitions, we migth figure the standard Manticore missiles are single warheads.. perhaps some dual purpose munition (Shaped charge and fragmentation capability.)




Page 129
A slightly longer rocket that is gaining popularity among Spinward Front artillery crews stationed on worlds with heavy Ork populations, the Storm Eagle Rocket deploys multiple smaller warheads that lack the penetrative capabilities of the standard missiles but more than make up for it with their explosive yield.
Storm Eagle missiles



Page 129
Sky Eagle rockets change the mission capabilities of the Manticore from heavy ground suppression to anti-air support. Sky Eagle Rockets are lethal weapons that track their targets with surprising accuracy, making them far more effective than most “spray and pray” anti-aircraft weapons.
Sky Eagle rockets.



Page 129
The standard shell of the heavy mortar, the heavy frag shell lacks the punch of the bigger Earthshaker shell, but covers a much wider area than the standard frag shells used by regular mortars.
Griffon frag mortar rounds. Less poweful than Earthshakers, more powerful than medium mortar.



Page 129
Most often used to block enemy infantry movement, heavy minefield shells scatter multiple sub-munitions across a wide area. The mines are hard to see and easily catch the unwary underfoot with lethal consequences.
Another submunition round.



PAge 129
A shell unique to the griffon, the siege shell contains a specialised fuse that detonates only after it has punctured the hard exterior of an enemy fortification or building. This makes the round excellent at destroying bunkers, but limits its use against standard targets.
Mortar siege shells.



Page 130
Most Imperial Guard regiments never receive anything more than their basic flak armour. Some might be lucky to secure rigid plates to augment their armour, and some wellequipped regiments hail from worlds where sturdy Carapace Armour is the norm, but for the most part a Guardsman faces the enemies of the Imperium with little to protect himself beyond his faith in the Emperor. For the true elite, however, there are armour types far and beyond even the best suits of Carapace, suits of armour that can turn the blow of a rampaging Ork or stop dead the shot of a traitor’s lasgun.
Implying that the rigid plates sometimes included with flak armour is neither flak nor carapace. Oddly it suggests even the best carpaace cannot stop lasfire.



Page 130
Expertly engineered within the Lathes of the Calixis Sector the armour is not only intimidating in appearance, but conceals numerous additional systems that give even lone Crimson Guardsmen an edge in combat.

Crimson armour comes equipped with a Good Quality photo-visor...
It also seems to grant the wearer the 'unusual strenght' trait, implying it has some strenght boosting properites, probably one of the 'additional systems.' It is also environmentally sealed with the helmet on


Page 130
[quote[Light power armour, whilst still incredibly rare, is more common than full suits of power armour. Each suit of light power armour offers similar protection to more complete suits, and has roughly half the strength enhancing and autosense equipment common to the larger suits.
Same protection (impyling same weight) but reduced physical-enhacnement properties to compenste. Other sorts have reduced protective qualities.



Page 130
Associated more with the Adeptus Astartes than with the Imperial Guard, power armour is issued only to officers of great renown. Power armour augments strength, provides a sophisticated auto-senses suite and has numerous other subsystems that make each suit incomparable to standard issue equipment. Tech-Priest Enginseers sometimes enter combat in deep red suits of power armour, the greater protection allowing them aid the machines of war during the heat of battle whilst remaining safe from toxins, gasses and most small arms fire.

The power armour supplied to those with the Mechanicus Implants Trait draws its power from the wearer’s potentia coil, effectively granting it a limitless power source. On those rare occasions that an unaugmented hero is honoured with a suit of power armour, it is fuelled by an external power pack good for 1d5 hours of rigorous combat use.
Whilst rare, its not unheard of for Imperial Guard (At least officers) to wear full power armour. Enginseers smore commonly will have it. Power armour can also be powered by the potential coil, which is perhaps more efficient than running it off a battery or a nuclear power source lol.




Page 131
Drawing power directly from a potentia coil, the Alatuspattern jump pack links directly into the user’s nervous system allowing for far greater control than more mundane jump packs. Often taking the form of a sweeping pair of intimidating mechanical wings, the Alatus is a common sight among the elite of the Crimson Guard and it is a frightening sight indeed to see even a single Crimson Guardsman darting about the battlefield with such lethal precision.
Crimson Guard Jump Pack. Also potential coil powered.



Page 131
he servo-claw is the opposite of that, a form a mechadendrite designed purely for its combat. Consisting of tightly wound bundles of synthetic muscle fibres, the small metal frame ends in a sharp serrated claw that can cut through armour and snap bones with remarkable ease.
Servo claws.



Page 131
It is rare to see two Imperial Guard tanks that are exactly alike, even within the same company. Smoke launchers, pintlemounted weapons, track guards and even basic searchlights appear in numerous configurations and come in all manner of different patterns. Most are common and easy to install by a skilled Operator or Enginseer. Others are more integral however, and are often installed during the vehicles manufacture.
STandard vs integral upgrades. Intergral are added during vehicle creation/construction, stnadard can be added on.



Page 132
A crude and somewhat rudimentary method of enhancing a vehicle’s armoured protection, ablative armour often takes the forms of large sections of plasteel welded or in some cases hooked onto exposed areas of a vehicle’s sides. These types of modifications add to a vehicle’s staying power, but often slow it down due to the excess weight.
A 'standard upgrade' it mentions it cannot be repairad and has to be replaced. In other words, its the 40K version of armour modules. I'd guess its some non-energetic reactive armor potentially, since it ablates (ablation can cause explosive effects to disrupt certain kinds of attacks, as well as disrupting beam weapons and carrying off excess energy.)




Page 132
An uncommon upgrade mostly seen on siege tanks and vehicles expected to face the enemy in close quarters, antigrenade mesh usually consists of thin metal wiring or heavy plastic rings that have a slight spring when pushed, always returning to their original form. An extremely basic form of passive defence, the mesh tends to deflect incoming grenades, pushing them away before they can explode. Attaching shaped explosives, such as melta bombs, is difficult due to the nonmagnetic nature of the materials used.
Protection against non kineitc munitions basically. Also a standard upgrade.


Page 132
Engineered by the finest Tech-Priests, the vehicle’s hull is a rare work of mechanical art. Thrice blessed by hundreds of chanting Enginseers and anointed in several sacred oils even the thinnest sections of the vehicle’s armour can withstand hits that would fell lesser tank in a single hit.
A better 'quality' hull for various reasons.. an integral upgrade.


Page 132
Recovered from the crumbling data-crypts of Lathe-Hadd in the Calixis Sector, the distributed ammunition storage system is an ancient method of storing ammunition, specifically explosive shells, in such a way as to limit the damage from ammunition explosions. The distributed ammunition storage system has yet to see widespread use within the Spinward Front as the STC for the device is highly fragmented, but those vehicles lucky enough to have one fear ammunition explosions far less than unprotected vehicles
Integral upgrade. Cahnges ammo storage in vehicle to provide greater protection against ammo explosions.



Page 133
A simple but effective modification of the standard smoke launcher, frag defenders explode upwards in a shower of hot shards that patter harmlessly off the tank’s hull but are far more lethal to anyone foolish enough to be attacking the tank in melee.
STandard upgrade. A ntipersonnel defense for vehicle.



Page 133
A catch-all term for a number of adaptations, rough terrain modifications give vehicles a greater ability to traverse hazardous terrain. These adaptations include different types of track links, more robust drive wheels, reinforced axles, widely spaced “feet” for walkers and even sophisticated vectored engines for skimmers.
Rough terrain modification - integral upgrade for vehicle.




Page 133
Some vehicles are lucky enough to incorporate rare materials or internal reinforcement within their armour plating, giving them much greater damage resistance than standard armour and certainly more than hastily applied ablative patches.
Higher quality hull materials, another integral upgrade to vehicles protection as opposed to the 'modules' or applique armor.



Page 133
Often the most vulnerable point on any armoured vehicle, damaged tracks spell the doom of most tanks. Unable to turn, move or retreat, an immobile tank is an easy target. The Imperial Guard sometimes issues track guards to both its transports and its main battle tanks in an effort to limit track vulnerability. Similar to ablative armour, track guards can be the difference between life and death on the battlefield.
Track Guards - the protection is similar to 'ablative' armour.



Page 134
Although it carries considerably lighter armaments than the standard Leman Russ, the Exterminator is no less heavily armoured than its more common cousin. A simple modification of the Leman Russ design, the Exterminator replaces the battle cannon with a set of autocannons commonly referred to as an exterminator cannon. The higher rate of fire afforded by this weapon system allows the Exterminator to blast through ranks of infantry and lighter vehicles, and the internal space freed up by the removal of the heavy shells gives the Exterminator deep ammunition reservoirs allowing it to operate for longer periods of time without resupply.

The rest of the Exterminator’s chassis remains almost identical to that of the venerable Leman Russ, but the robust (if inefficient) engine no longer need cope with the massive weight of the battle cannon and its ammunition, making the Exterminator significantly faster for a vehicle of its type. Often used in a scouting role when armoured companies require recon in force, the Exterminator is reliable, easy to maintain and very dangerous.
A 2-4 ton decrease in mass leads ot a 3-5 kph increase in speed (from 35 kph to 40 kph on or off orad depending on source, and 21 to 24 kph off road by Forge world stats.) IF we figure the Battle cannon masses some 1-2 tons depending on mass, and another 1-2 tons for the shell, each battle cannon shell (Assuming 40 shot load) would mass between 25-50 kg apiece.


Only War stats give it a cruising speed of 40kph. Exterminator cannon has a 500m range increment, single/semi(6), 120 shot clip, and is twin linked.



Page 134
The Exterminator originated from the Forge World of Gryphonne IV and vehicles hailing directly from this world tend to have several features not found on more common Exterminator variants. Gryphonne IV Exterminators count as having Armour 42 on any hit that strikes the turret, and their recoil suppressors allow the exterminator cannon to ignore the usual penalties for firing whilst moving.
Special exterminator pattern and its variant.



PAge 135
Rarer than even the Leman Russ Vanquisher, the Executioner features a primary weapon that virtually no Forge World can replicate: the plasma destroyer. Volatile, unreliable and devastatingly powerful, this relic of the Age of Technology disgorges gouts of incandescent death that no personal armour can withstand.
...
Such ancient tech-secrets require dedicated Enginseer support. Prone to massive overheating, the plasma destroyer’s troubles only get worse if errant small arms fire or explosive shrapnel cut the external coolant lines. Overtaxed main guns have led to catastrophic detonations,..
Leman Russ Executioners. 35kph cruising speed (nearly twice its Forge World rating)

Plasma Destroyer has a 50 shot clip, single/semi(3), 180m range increment.



Page 136
Much like the Manticore, the Hydra features highly sophisticated targeting equipment, and the turret is capable of locking onto a single airborne target and tracking it automatically without the need for manual readjustment by the crew. Combined with its prodigious rate of fire most aircraft that find themselves in a Hydra’s sights do not leave in one piece. Deployed by the thousands across the entire Spinward Front, most Hydra crews find their versatile guns pressed into a variety of tasks from standard AA operations, to infantry suppression and even rapid emergency forest clearing.
Hydras. 50 kph cruising speed.

Hydra autocannon are twin linked, have a 1500m range incremnt, single/full (6) rate of fire, 200 round clips,. This means each has a 100 shot magazine, about 2/3 what Forge World states. Also a combined rate of fire of 720 rpm, which is slightly faster than Forge World. Also a freaking 6 km max range, which is close to what Battlefleet Koronus implied (10 km, there.) Ironically if you remember that a round is no more than 5 seconds long, that means a it travels at a over a kilometre per second (1200 m/s, or Mach 4 roughly) at least.


Page 137
Whilst the Basilisk is the mainstay artillery piece of the Imperial Guard, the Manticore stands above it for sheer destructivefirepower. Utilising fairly sophisticated technology by Guard standards the Manticore’s four massive rockets—each one nearly the length of the vehicle itself—possess the ability to level massive swathes of infantry, crack open enemy fortifications, or blast enemy aircraft right out of the sky. Typically a Manticore barrage lasts only seconds as the vehicle’s high rate of fire quickly overwhelms its limited ammunition capacity. Nevertheless, with secured supply lines, rearming takes little time and it is never long before the crews hear the distinctive sound of another salvo racing into the sky to bring death to the Emperor’s foes.
Oddly this implies the manticore has a far higher reload time than both the Codex and Forge World have implied, Stats wise a 60 kph cruising speed.

Rocket laucnher has a 4 shot clip, single/semi(2)/full(4) rate of fire, and a 4000 m range increment.. meaning 16 km max range. Hiarliosuyl this is like half what it could make in other sources, but if it was also crossing that in a single freaking turn iit would also be fucking hypervelocity (multiple kilometres per second. ) Heck even if it were 10 rounds (nearly a minute) it would still be slightly faster than implied by Forge world :P




Page 137
Loading a Manticore requires a separate vehicle such as a Trojan Support Vehicle. Reloading the multiple-rocket launcher takes 3 minutes (36 Full Actions) per rocket
So 12 minutes to reload the entire thing. Better than the several hours implied in the latest codex. Maybe it depends on the ammo type.



Page 137
...the Griffon Heavy Mortar is something of a rarity among dedicated artillery regiments. The heavy mortar lacks the punch of its larger cousins such as the earthshaker or bombard, and the heavy mortar’s significantly reduced range makes it ill-suited to the task of sustained suppressive barrages. Nevertheless as an infantry close support weapon the Griffon shines above more cumbersome artillery pieces, and as each individual shell tends to be smaller the vehicle’s rate of fire is much higher than more traditional barrage weapons.
Griffon Mortars. Cruising speed of 70 kph. Heavy mortar has a 1200 m max range lol.



Page 138
Consisting of four
diamantine-tipped rotary power cutters and a high-power melta-cutter, the Hades can plough through just about any surface. The Hades is used to grind through massive walls and other obstructions, usually in underground tunnels to guard its crew from enemy fire as it is brought into position. Piloted through man-made, braced tunnels, the Hades acts as the final blow, boring through rockcrete, plasteel, and adamantium with equal ease. This unique ability gives the Hades its role as a subterranean ambush vehicle.
Hades breaching drill. Travels at 25 kph.




Page 138
An exceptionally lethal variant of the Hellhound Flame Tank, the Bane Wolf replaces the inferno cannon with a short ranged chemical spray cannon. Each burst from the chem cannon sends a cloud of toxin so potent that it can melt armour and dissolve flesh. More pervasive than even the best types of promethium, the chem cannon is usually the best weapon for dislodging heavily entrenched infantry. The effects of the toxins are horrifying to behold, and exposed infantry often give the Bane Wolf a wide berth, letting it go about its grizzly work before following up the advance.

Bane wolf tank. 70 kph cruising speed.




Page 139
Mostly seen in pairs ranging ahead of Imperial lines, the Salamander Reconnaissance Vehicle is a lightly armed and armoured variant of the Chimera chassis. Used in a similar role to the Sentinel, Salamanders use their high speed to move beyond the main advance and identify important targets. Outside of reconnaissance, Salamanders act as sentries and guards for supply depots where their thin armour and limited armaments make them less of a liability.
...
Capable of covering more terrain types at a greater rate than their walker cousins,...
Faster than Sentinels (which we know from Desert Raiders can pull up to 70 kph on rough terrain) they also have 'thin armor'.. which is kinda funny because they have roughly the same armour as a Chimera (100-150mm depending on location) and this is like vastly thicker than most modern APC/IFVs even allowing for 'conventional steel' equivalents. (Whereas modern vehicles might stop 20-30mm rounds or so at that level you might expect the Salamander or Chimera to stand up to anything approaching 50-90mm, depending on the kind of gun and ammo and range. That's not an IFV or APC, that's a fucking light tank!)

Cruising speed for Salamander scout is 100 kph of course.




PAge 140
An even more specialised variant of the Chimera chassis, the Salamander Command Vehicle often finds itself at the head of Armoured Fist Companies and artillery batteries where it can act as a spotter and coordinate the actions of its fellow vehicles.
...
..the Salamander’s chief strength lies in its multi-spectral auspex surveyor. The device gives the Salamander’s crew a commanding view of the battlefield allowing for better organisation and a more fluid response to enemy movements.
Salamander command vehicle and its special sensors, making it useful for commanding mechanized formations as well as artillery (implication it can direct artillery fire with its sensors?) Anyhow, its max speed cruising is 70 kph.



Page 140
The Salamander incorporates a multi-spectral auspex surveyor, accessible to the driver. This system is capable of scanning for energy emissions, motion, as well as signs of biological life. Due to the vehicle’s energy sources and the surveyor’s additional inputs, the device has a greater effective range and sensitivity than standard auspexes.
..
The standard range for a surveyor is 500m, though walls more than 1 m thick and certain shielding materials block the scanner.
Capabilities of Salamander Command auspex. The stuff like range and penetration are probably game mechanics at least, and thus would be considered minimums rather than absolutes. Active sensor range, maybe.


Page 140
An all-terrain vehicle found mostly in use by Elysian regiments, the Tauros Assault Vehicle’s compact design and sophisticated drive system make it a remarkable asset to regiments that lack traditional armoured support. Featuring a silent-running long-ranged electric engine and set of special galvanic motors that powers each wheel individually the Tauros is very hard to stop, and can still maintain considerable speeds even when half of its wheels are damaged or destroyed. Limited weapons and negligible armour make the Tauros unsuitable for frontal attacks, but the speed and reliability of its motive systems make it a great harassing unit and an excellent scout vehicle
Tauros capabilities. Its cruising speed is 120 kph. Quite fast for a light vehicle, especially off road.




Page 141
A further modification of the Tauros Assault Vehicle, the Venator is larger and more heavily armed, featuring a powered turret and an additional set of independently powered wheels. The increased size also allows for slightly thicker frontal armour, making the Venator capable of withstanding more punishment whilst engaging in flanking or hit and fade attacks. Designed to give Elysian regiments a form of fast-moving heavy weapon support, the Venator’s turret and missile hard points allow it to excel at both anti-infantry and anti-tank duty.
Tauros Venator. 110 kph cruising speed.



Page 141
The Atlas’ engine is powerful enough to tow a fully-loaded Leman Russ, and can even tow something as large as a Baneblade when matched with three or four other recovery vehicles. The Atlas performs its tasks by means of its heavy duty winch and hydraulic spade, both of which allow the Atlas to stay steady during recovery operations and pull even the most crippled vehicles from ditches or craters. Atlas Recovery Vehicles also assist with field repairs as their ability to lift stricken vehicles gives Enginseers the chance to restore what would normally require a full repair facility. With no turret and little armour to speak of,...
Atlases actually have pretty good armor by modern terms (80-90mm, which can stop alot of higher grade autocannon ro even light tank guns.) which says something. Cruising speed is 40 kph, which is fast for a light vehicle like that.. w



Page 142
Atlas Recovery Vehicles may tow a single vehicle up to Massive in size. It requires two Atlas Recovery Vehicles to two a vehicle of size Immense, and four to tow Monumental or larger vehicles. In all instances towing another vehicle halves the Atlas’ Tactical and Cruising Speed...

Upwards of four to tow a Superheavy like a baneblade (Monumenta) and one to tow a russ. Half speed (20 kph) for towing. A Atlas is 40 tons and a russ would be 60 tons at 20 kph hich means it can two 2.5x its own mass in weight at 20 kph easily (or a mass at the Atlases at 50 kph) With a Shadowsword/Baneblade 3-4 Atlases (120-160 tons roughly) tows upwards of 300-320 tons at that same speed which is again several times more massive (2.9-3.5x greater mass) which means if thye could transfer all that power to the tracks (not guaranteed) you could get 58-70 kph out of a 40 ton Russ. Given that is close to Chimera performance, its not TOO surprising, but there are some real ifs in all that.



Page 142
Easily one of the smallest vehicles employed by the Imperial Guard, the Centaur Carrier is an exceptionally versatile vehicle that uses speed and a uniquely modular design to fulfil a number of roles. Centaurs act as command crew transports, supply transports and communication vehicles, but they most often find use as towing vehicles for field artillery as well as transporting the gun crews that operate these weapons. The Centaur itself has few weapons, often just a single pintle mount, but its hull incorporates a modular weapon mount adapted for numerous weapon types. This makes it an ideal transport for small units of well-equipped infantry, such as Storm Troopers or Grenadiers. Not considered fighting vehicles, Centaur crews tend to fall back from concentrated pockets of enemy resistance using their high speed to get away quickly
Another form of troop 'carrier' albeit a small one.. despite only having a 5 crew carrying capacity, it also has a driver and gunner (7 total) meaning that in theory you could carry a fire team or nearly an entire squad (or a 5 man 'fire team/unit' plus a heavy weapons team.)

Another use for it might be for transporting and deploying heavy weapons teams. Its smaller and faster than a Chimera, and could carry up to 3 such teams.

I've often specualted that its quite possible a Centaur could carry an entire squad, if they bunched up, too :P Crowded, but possible.

Centaur's crusing speed is 110 kph.



Page 142
A diminutive vehicle that none would ever describe as a “tank,” the Cyclops Demolition Vehicle is a remotecontrolled siege weapon packed with an inordinate amount of high explosives. Upon command the Cyclops detonates with a thunderous crack, ripping apart fortifications and annihilating exposed infantry over a large area. However against the heavily entrenched forces of the Severan Dominate, the Cyclops more often find itself deployed for mine and tank trap clearance despite its overwhelming explosive power. The small size of the Cyclops allows it to fit inside the hulls of Chimeras, Crassus Armoured Assault Transports and even Valkyries. Always in high demand and low supply, the Cyclops holds a special place in many Spinward Front regiments.
I remain bemused why they still only use Cyclops to deliver bombs, rather than mounting guns on them. Cyclops has a cruising speed of 42 kph.. supposedly is too small to be driven or ridden.



Page 143
A diminutive vehicle that none would ever describe as a “tank,” the Cyclops Demolition Vehicle is a remotecontrolled siege weapon packed with an inordinate amount of high explosives. Upon command the Cyclops detonates with a thunderous crack, ripping apart fortifications and annihilating exposed infantry over a large area. However against the heavily entrenched forces of the Severan Dominate, the Cyclops more often find itself deployed for mine and tank trap clearance despite its overwhelming explosive power. The small size of the Cyclops allows it to fit inside the hulls of Chimeras, Crassus Armoured Assault Transports and even Valkyries. Always in high demand and low supply, the Cyclops holds a special place in many Spinward Front regiments.
Tarantulas.




Page 144
...the Shadowsword’s formidable frame is home to the mighty Volcano Cannon, a Titan-killing weapon capable of punching through massed void shields and sheering titan-sized limbs off in a single blast.

As one of the largest non-starship-based weapons in the Imperial arsenal, the Volcano Cannon is a sight to behold on the battlefield. Each lance of white-blue energy that leaps from its barrel blinds any foolish enough to look directly upon it, and seconds later whatever the Shadowsword targeted is often reduced to a massive smoking crater. The weapon is overkill in most instances, but as most Shadowswords hail from worlds that maintain their own Titan Legions, the Shadowswords act as additional anti-Titan firepower, working as hunterkiller tanks that enemy titans tend to neglect in favour of larger targets. This is useful as the gun must recharge after each shot, leaving the Shadowsword stationary and temporarily vulnerable to counter-attack.
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Shadowsword capabilities. Note the ability to penetrate voids as well as amputating Titan limbs, as well as the need to recharge. Ironically the stats list it as having a 120 shot 'clip' and a 'semi-6' rate of fire. and taking 2 turns (10 seconds) to reload. Short recharge time (means huge horsepower.. ludicrously huge.. like hundreds of thousands easily. and can fire 120 shots max on its powerplant/fuel supply.

Can also pull max accel of 25 kph cruising speed. Assuming 1500 litres of gas (100% efficiency) it would carry some 80-90
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