40K spinoff game analysis thread (Necromunda-Inquisitor-etc)

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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Next BFG update

Page 27
The term ordnance is used to describe all kinds of weapons that are launched from ships and then travel independetnly to their target. This includes everything from missiles the size of skyscrapers to swarms of small attack craft such as fighters and bombers.
Missiles the size of "skyscrapers", though this seems to imply torpedoes rather than the "Weapons battery" missiles. These also must represent the battleship torpedoes, because cruiser grade are usualyl around 30-60 meters (100 meters at most.). Some have been smaller. the Retribution in Dark Disciple had 40 meter diameter, 80 m long torpedoes.

It's also implied that fighters are smaller than torpedoes, so its likely torpedoes mass more than fighters (hundreds of tons at least per torp, in other words, going by fighter masses from the Rennie BFG novels. It is implied that a torpedo may qual a whole squadorn of fighters, even... which would be thousands of tons itself.) Fighters manned nature do make them more effective long-range strike weapons, ,and more reusable ones at that. We know from Let the Galaxy burn that torpedoes are 10x more massive than macro cannon shells (and Fallen angels mentions bombardment cannon shells being 5x more massive than macro cannon shells, so we're getting approximate benchmarks there) - suggesting hundreds or thousands of tons for torpedoes again (Assuming a macro cannon shell equal to one or more batlte tanks, as often hinted at in aformeentioend sources.)

Page 27
Ordnance weapons are not shielded like larger ships, so they may be destroyed i fthey pass through any Blast markers.
Not totally true. Torpedoes don't seem to be shielded (consistnetly at least), but fighters are in some manner (Execution Hour mentions it) Given that some superheaveis as well as titans are "Shielded" even partly (LEviathans, etc.) and the existence of smaller scale shielding this isn't unreasonable. Apart from differences in guidance this may be yet another benefit of fighters (being quite durable despite a smaller size.)

Though a power field/refractor field type defense would not be impossible (they can be used not just for protecton, but for offense in penetrating, akin to a macro weapon. We know Kriegs employed muntions with power field heads in the IA Siege of Vraks supplements.) Or those small scale "void" shields mentioned in stuff like Guns of tanith or Ravenor.

Page 27
Ordnance may be fired at in the shooting phase with direct fire weapons. Weapons batteris firing at ordnance use the ordnance column on the gunnery table. This is because ordnance is small and relatively fast-moving.
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If an ordnance marker is hit it is removed from play. Any Ordnance markers caught in a nova cannon detonation are also removed form play.
Point defense against ordnance. As much of it iwll be proximity kills as direct hits, though (as depicted in BFG.) It's hard to hit, but the proximity effect (or sustained fire ability) of weapons batteries or lances can offset that some (even if it is wasteful. Eg using a nova cannon as point defense.) Such weapons will also be powerful if they hit, and have longer ranges than dedicated point defence turrets.

One obvious example of direct fire weapons in point defence mode is in the various Armageddon sources already cited where Ork fighta-bommas were shot down with lance fire.

Page 28
The term "torpedo" has always been used ot describe any long-range missile carried by a spaceship. A typical anti-ship torpedo is over 200 feet long and powered by a plasma reactor, which also acts as a sizeable portion of its warhead, turning it inot a devastating plasma bomb. The area of a ship given over to the torpedo tubes is a massive space criss-crossed by lifts, hoists and gantry cranes for moving the huge missiles from the armoured magazine silos where they are stored to the launch tubes.

Once a torpedo is launched, the plasma drive propels the torpedo forward at high speed, whilst beginning an energy build up which will culminate in its detonation. torpedoes have a limited ability to detect a target and will alter course to intercept if they pass within a few thousand kilometres of a vessel.
"typical" anti-ship torpedoes are around 60 meters long. They are also "plasma bombs", lending credence to the idea that nova cannon (at least the explosions) are equal to about a double salvo of torpedoes. Funny enough the old Rogue Trader mentions plasma torpedoes as ship to ship weapons and gives them ranges of millions of miles, possibly even usable from the edge of the system against a stationary target.

The torpedo is a "multi-stage" weapon, the plasma reactors themselves acting as a major part of its "warhead" (but not the only one.) Most sources will even suggest more stages (last second "boosters" to add more velocity, shaped charges designed to facilitate penetration of the hull, etc.) The torpedo can add its own kinetic energy and momentum to the attack as well, as torpedoes are designed to penetrate before detonating under most cases. There may be tradeoffs in this (more explosive/thermal potential the more fuel remains in the engine, but the shorter the range and lsower the missile. And some enemies coudl be more vulnerable to a physicla impact prior to detonation anyhow.)

Torpedoes are apparently massive enough that they need lifts and cranes to help lift the torpedo in (unlike some guns, even nova cannon. Although one imagines there are SOME nova cannon that have such loading methods. Presumably the larger varieties of macro cannon need it also.)

The "intercept within a few thousand km" bit is interesting. How do they normally home in? Andy Chambers inferred they were manually guided in (some sort of wire guided bit) until they got closer, but novels tend to vary in this regard (some of them, and not at all uncommon, seem to be quite self guided and have little problem trackingships). The "telemertry" bit may not work givne such torps were considered "specialist" ammo latter on (they become an explicit kind, like short burn torpedoes, or melta torpedoes.)

The range bit of the intercept quote also matches with the base ranges as described earlier and mentioned below, which holds interesting implications for torpedo speed and point defnese range.

Assuming a torepdo masses between 200 and 2000 tons (size of large macro cannon shell or as outlined in Let the Galaxy Burn short story) at 1-6 kt per kg a torp woudl be worth between 200 and 12,000 megatons. Allowing for the 1000x modifier from spacefleet.. 200 to 12,000 gigatons. If that was just the warhead and the plasma reactor was included, double it.

If we go by space hulk torpedo yields it could be single digit TT range (allowing for plasma reactor and ignoring spacefleet 1000x factor) or single petaton./triple-digit TT range (allowing Spacefleet 1100x factor)
Assuming a 60 meter torpedo was 12 m diameter, and density of water, the torp masses 6.8 thousand tons.. yield would be a bit over 3.5x the yield I established already for 2000 ton torps.

We can also try to guess at yields from engine performance. We know torpedoes rely on a plasma engine, and that the engine forms a not-insiginificant part of the destructive capability of the torpedo (at least half, ideally.) as does any possible kinetic impact (which can be KE and/or momentum, both are significant for torpedoes.) The warhead, in any case, ought to be potentailly as powerful as the engine's total (sustained) output.

This can be calced relatively simply. Generally we know that the "per second" output would be based on mass times acceleration and the velocity of the propellant, but we can simplify it somewhat. Since we're measuring total output over time, we can skip over acceleration and just use velocity. Known torpedo velocities (as noted) can range from tens to hundreds of km/s, depending on source. We'll stick with between 20 km/s and 200 km/s. Assume the 2000 ton torpedo mass. (It can scale down with mass, if all other assumptions remain the same) Momentum is around 4e10-4e11 kg*m/s,
The tricky part, however, is exhaust velocity, and we don't really know that. It could be (conceivably) quite low if a substantial portion of the torpedo mass is propellant. Ironically, a larger torpedo mass actually would mean that the velocity could go down quite a bit more for a given thrust - a not-unreasonable conclusion. More room for more propellant, which means you can trade mass for velocity and save energy. This has limits, though. Beyond a certain point (say 10-20% of the overall mass) the propellant mass will contribute significantly to the momentum (1.5-2x for example, if we assume the pre-fired torpedo's mass was 30-50% reaction mass.) although this won't be as significant a change as, say, a 1.5-2x increase in velocity. In any event, exhaust velocity should be far higher than torpedo velocity itself, so tens/hundreds of km/s is the lowest it could go, and it would likely be several times that figure due to inefficiencies in translating thrust to forward momentum (EG if 50% of the torpedo is mass, the velocity will have to be roughly 2x greater to account for that difference, if I'm doing the math right.) At that velocity, the engines would put out roughly half a megaton to several megatons of KE (depending on how fast you figure - call it single digit MT) AT higher exhaust levels, the velocity goes up considerably (and the propellant mass goes down, at least for mometum to stay equal it has to) single to double digit Megatons with an exhaust velocity of hundreds of km/s. At thousands, you get tens to hundreds of megatons, and so on.

Really, this approach is more of an approximation for support purposes than anything. We lack alot of knowledge about the composition of torpedoes to do more than make a rough estimate. On one hand, whilst the warhead probably isn't significantly greater (at least for BFG definition torpedoes.) by an OoM of the engine output (if that), I basically treated the torpedo like a dumb projectile. I didn't account for any manuvers that might have to be taken. And without knowing the design it is hard to say how much of the internal volume is propellant regardless (torpedoes are depicted as heavily armoured. Guidance, warhead, and the armouring could take up quite a chunk of internal volume. Hell if the engines are anything like on starships, that could too.) There are of course short burn torpedoes as well. For all we know there may be torpedoes designed to trade propulsion for greater warhead as well - you do not neccesarily WANT a high velocity exhaust for your torpedo. Higher the exhaust, the more energy needed (wasted).

Lastly, I should point out torpedo sizes can vary quite a bit, from the light torpedoes some strike cruisers (Soul Drinkers) and torpedo bombers (BFG armada) can carry, to the ones the largest battleships might pack (which are probably the "skyscraper ones.) REtribution-class torpedoes, for example, were 40 meters in diameter in "Dark Disciple", whilst "Legneds of the Space Marines" featured a 10 metre long, 100 ton torpedo teleported in by the Black Templars. The above calcs are more guidelines and general values, rather than absolute figures (pretty much liek all the figures I generate. Precision is rare and difficult to achieve.)

I'll be interested to see how Battlefleet Kornous (when released) treats with torpedoes (and Nova cannon, for that matter.)

Page 28
Torpedoes may be launched by a ship with torpedo tubes. These are normally fitted to the prow of a ship.
Siome (smaller) torpedoes have been used as broadside weapons, although these probably are more accurately missiles. Or guided shells. Hell by this point distinctions have blurred all to hell.

Page 28
Unlike shps, torpedoes may not vary their speed and must make their full move in each ordnance phase.
A bit peculiaur, since changing course or turning would by definition mean changing speed... unless torpedoes always accelerate to maintain a set speed. Probably best to just infer an abstraction here.

Page 28
If the torpedo marker hits the ship's base (friend or foe) it attacks.
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Torpedoes will pass through shields before they impact, so ignore any shields when applying damage. The torpedo salvo continues moving after the attack but its strength is reduced by one for every hit it inflicted. Replace the amerker with a smaller one as neccessary.
Remember that earlier in the analysis the "base" represented a range of a few thousand km or so around the ship (point blank range) basically. This infers a potential range for the point defnese turrets against such weapons, attack ranges for fighters (or at least the ranges they begin attack runs.. though Avenger torpedo bombers can attack beyond this range so it suggests that other bombers can engage at this range while the Avnegers can from further away. May depend on payloads, or the need to get under shields.) It also implies torpedoes travel fairly quickly, but exact velocities cannot be derived cuz we have no exact timeframe.

Torpedoes (and fighters for that matter) also have an inconsistent record getting through shields. The exact mechanism, as has been discused many times before, is not ever specified, so we must simply be aware that it is not a foregone conclusion that void shields can be penetrated by "slow moving" munitions (however you want to define slow). As I noted with the flares though, the velocity/penetration relationship need not be a well defined threshhold. It could vary with probability ( EG the slower it moves, teh better the chance to penetrate), trading off sheer velocity for other factors (increased chance of interception, for example) Tacticla situations can naturally dictate many changes in how torpedoes are deployed, so stats like speed, range, etc, can all vary.

Another thing to account for is abstraction. Just being able to hit something doesn't mean you hit it accurately (2000-3000 km may be a potential range, but it may not have a good chance of scoring. In point defense, a low chance is better than nothing if it means saving your ship from a hit.) The kinds of torpedoes and how they approahc (velocity etc.) an the nature of the point defence weapons can also affect this,a s can the quality of the targeting systems. Again, like most things, the variables can allow for variaiton, and like in all things, its ultimately a matter of tradoeffs.

Page 28
A salvo of torpedoes can be triggered prematurely by the following circumstances:
On a D6 roll of 6 if it komves through any Blast Markers.
If the Salvo is fired on by direct fire weapons and any hits are scored.
If it hits another torpedo marker.
If one torpedo goes up.. it seems they all do. Again, probably a gaming abstraction, although it is possible if they are closely spaced together.

Page 28
Boarding torpedoes are designed to punch through the outer hull of an enemy vessel and plunge a squad of hgeavily armred troops inside ot sabotage the target ship's systems.
These torpedoes are manned, so they can turn up to 45 degrees at the start of the ordnance phase.
Boaridng torpedoes (basically shuttles) can penetrate the hull and are more manuverable. It's worth noting they have been clocked at hundreds of km/s (Iron Hands novel) so regualr torps could move that fast at least. If we knew the mass of a boarding torp we might figure out something about penetrating the hull (hundreds of tons? Thousands of tons?) Tenatively we might say a multi hundred/thousand ton boarding torp travelling at upwards of hundreds of km/s can peentrate unshielded ship hulls to allow troops onboard (whether it does so on brute force or technomagical assistance is unresolved. it coudl go either way.)

Page 28
Attack craft are tiny vessels that normally enter battle carried aboard warships. In combat they are launched to assist their mother ship or make long range stirkes agianst the enemy.
Attack craft can vary from sleek one man fighters to lumbering heavy bombers. Attack craft make difficult targets for warships: their small size and high speed enables them to evade the worst fire. However, all attack craft have an extremely limited endurance and can only operate away from their mothership for a short time before they must return to rearm and refuel.
Attack craft described. I recall hearing Andy Chambers saying they're as large as a 747 or some other large cargo carrying plane, which amkes them many times larger than many SW fightes (opr hell, even the smaller IA fighters.) Size may influence carrying capacity (nubmers of fighters) -hell it probably does.

Mass wise, what we know from Let the Galaxy Burn and the BFG novels suggests the "big" fighters (not the IA inspired micro fighters that fairly often pop up) also mass hundreds makign them roughly Titan mass/scale and presumably with similar firepower and durability. Indeed, many known Titan scale weapons (Deathstrikes) seem to be nuclear level weapons (with multi thousand km ranges, EG deathstriek), and we konw the Atlas ground attack nukes (From the Blood Angels omnibus) are also titan killer weapons. Hell some fighters (like in IA Apocaylpse/Apocaylpse I) are noted as being capable of titan killing firpeower explicitly. We don't know an exact upper limit, as some sources hint that the upper limits of what constitutes a "fighter" could overlap the starship definition (a possible throwback ot the sublight parasite "destroyers" of Space Fleet, perhaps.) Meaning some "fighters" could mass thousands of tons (or more) as well. Some might even be warp capable if they're large enough (also hinted at) but I wouldn't consider that very common or numerous if true.
Smaller masses do exist too, although most of the 10-20 ton ones (for example) are strictly atmospheric attack. The smallest possible hybrid I recall is the 60 ton fighter from Emperor's Mercy, and that was a stripped down/stealthed craft for insertion purposes.

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Launch bays are rated by the number of squadrons they can launch at once, for example a Dictator class cruiser with four bays can launch four squadrons.
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Unlike torepdoes, attack craft can move in any direction, up to the distance indicated by their speed on the ship's characteristics. Any attack craft that come into contact with Ordnance markers or ships may attack as explained in their relevant sections that follow.
Dictator class cruisers have 4 bays and 4 squadrons. Fighters are more agile than torpedoes. This varies depending on source. I'd say that we could ascribe this to abstraction as well, but also to the fact (in-universe) that the definition of "fighter" is so variable. A carrier might carry lots of smaller, lower mass fighters, or fewer, individually more massive ones, or a combination of both. Again, tradeoffs.

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Most fighting ships mount numerous weapon systems and turrets for shooting down torpedoes and attack craft during their final attack run. A ship's main armament is too huge and slow to track ordnance at close ranges.
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A ship's turrets can fire against every torpedo salvo that attacks in an ordnance phase. Alternatively, the turets may fire at every attack craft wave tht attacks in an ordnance phase. Note that turrets can be used ot defend against torpeodes or attakc craft but not both in the same phase. This makes it possible to overhwlm a target with combined attacks.
Main armaments cannot track at "close range" (thousands of km?), but can at longer ranges (though lances have to do the tracking beam thing, and braodsides use proximity kills more often than not.) Hence, the turrets. THe actual makeup of turret defence isnt specific (could be manned, automated, or a cobmination of such guns. up to and including a Phalanx like automated defence as described in Execution Hour.) Much of this really dpeends on how you define "close" ranges - it could mean tens or hundreds or even a few thousand km, at least with regards to "small" targets.

This may seem gameplay, but it actually makes some sense. When you consider the probable size/mass of a turret or even a broadside weapon, they aren't very good at tracking due to sheer mass and momentum (it takes alot of effort to move a more massive turret, but that will cost you precision. And recoil issues can further complicate precision/tracking speed.)
Longer ranges will actually help heavy weapons in this regard, as the further away something is, the less of an arc turret has to turn to track it (the ship has to cover a greater arc.) Of course, long ranges can impose their own targeting problems (especially with visual targeting - the need for magnification, etc.)

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Figthers are small, fast and extremely agile. They are only armed with weapons suitable for destroying ordnance, including other attack craft. In combat, the fighter's job is to protect the vulnerable bombers and assault craft on their way to and from their target.
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The fighter squadron's puny weapons make no impression on the ship at all.
Figthers are designed to damage/destroy other ordnance (attack craft and torpedoes.) Rather interesting insight. Potentially implies that fighter weapons are less than "gigawatts" (if contrasted to earlier statement about armour resisting "gigawatts" of energy" but it is not definite.

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Bombers are slower, heavier craft with destructive anti-ship weapons. Though vulnerable to enemy fighters, bombers can be a serious threat to ships.
Bombers, they have variable payload As I recall.

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Assault boats are designed to clamp on to a target vessel and breach its outer hull, allowing squads of elite warrios to storm on board. Once aboard the boarders plant demolition charges, massacre the crew, poison the air and generally cause as much damage as possible before retreating.
Assault boats.. I'm not sure what difference they hav betwee these and boarding torpedoes. Largely capture/sabotage weapons.

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Some of the blast markers are removed from the table, as the energy and debris they represent is naturally dissipated [by the end phase.
Again, blast markers seem a persistent phenomenon, even allowing for abstraction.

Pgea 31
Repiar crews will be working continuously ofc ourse, welding up hull breaches, re-routing power conduits, putting out fires and generally trying to keep the ship functioning.
Damage control parties described. the rerouting bit implies the redundancy speculated to exist on Imperial ships. Given their long-range, potentailly independent operations, a greater emphasis on durability and redundancy (trading off more specilization for things like firepower) makes some sense.

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With time, the debris and shock waves represented by Blast markers will dissipate sufficnelt yot be of no further impediment to ships or their weapons.
Again, Blast markers (including shock waves) persist and dissipate slowly (relatively speaking). This would tend to suggest that most warheads are nothing like conventional nuclear or HE (or even antimatter) warheads, unless they're firing off a literal shit-ton of them.

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For example ships ramming and boaridng are both viable tactics but don't happen that often.
The Imperials as a rule do not seem to favor ramming as a viable tactic except in extreme circumstances. Chaos, however, can quite enjoy it, as can orks (who have a whole ship dedicated to ramming tactics.) And quite likely the 'Nids. the fact it is possible goes hand in and with the knowledge that Starships have considerable momentum and tends to argue against the existence of "mass lightening" as many think of it (lensman inertialess drives or Trek style "mass lightening" as is traditionally understood) Hell Orks have a dedicated ramship that is virutally a solid mass attached to rocket engines, and it has been used against imperial starships (EG warp storm, Armada.)

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A ship moving at All Ahead Full may attempt to ram an enemy vessel as it moves.
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Obviously, its easier for an escort to ram a battleship than the other way around.
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Damage form rams is not deflected by shields..
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The ramming ship may well suffer damage too...
More on ramming. The interesting bit is that ramming is not stopped by shields. This suggests that shield "breaching" (EG fighters or torpedoes) may in some way have osmething to do with mass prmomentum, but it is not sure (a starhsip has vastly more momentum, even more than a fast moving fighter or torpedo). If a void shield acts like a barrier against impacts, then having too high a velocity (but not enough mass or gneeral defense to handle that impact) could be more destructive to the impactor than the target.

The idea also seems to be that momentum is an "effective" attack, so any sort of impactor could, with sufficient time or abuse, breach shields. OF course, its still a relative thing, but may go some way to explaining the use of physical impactors (maybe momentum allows "lucky" hits to bypass shields via momentum or something? Alternately, even if the void shields can indefinitely dissipate the energy of an attack, they cannot do so with momentum and could eventually be worn down that way.)

Another possibility is that starships are to big for shields to deflect/damage/destroy/turn aside at the probable velocities they could achieve before impact (which is unlikely to be more than thousands of km/s, unless we assume a target sits in place while the ship literally accelerates for hours over a long distance. Heck, hundreds of km/s can be problematic in that regard depending on how you define a ship's max acceleration.)

Likely, it is a combination of various factors I've already alluded to. I wouldn't try to ascribe it to just one thing.

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The classic approach to disengaging is to make a sudden course alteration and then cut all pwoer so that the sip cannot be detected by its energy emissions. With luck teh vessel will simply drift out of the immediate battle area dn can set couse for home once its clear of the fighting.
Except as commony alluded to.. there isn't really any significant stealth in space.. at least not at system level ranges. This suggests that BFG ships (imperial and otherwise) rely on a combination of cutting emissions and some sort of shielding capability to prevent detection. Possibly a dual role for void shields.

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The boarding vessel manoeuvres close to an enemy ship and sends a wave of armed crewmen across via teleporters, shuttles, life pods and in pressure suits to grab a foothold on the otuer hull fo the enemy vessel. The attackers then blow breaches in the hull and swarm in to try to overcome the defending crew in viscious fistfights and hand-to-hand combat.
In BFG it seemed, teleporter attacks were not restricted technically to space marines. apparently even normal crews could do them. (preusmably you could beam over other stuff too.) These may be different than the "warp based" teleporters we know that the Space Marines and AdMech oft employ. Less versatile perhaps, but safer. Even allowing for this possibility, I will state that it does not make teleporters commonplace, or a reproducible tech or anything like that. There are lots of "old" ships in reserve fleets, in active service, recovered from Spacehulks, etc. (Of course there are examples like Ravenor where even nonmilitary, non-astartes types have teleporters.)

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A ship may attmept a boarding action if it's in base contact with an enemy vessel in the end phase before damage control has been attmepted or Blast markers are removed.
As I said, teleport seems to have limitations.

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In a hit-and-run attack, a select force of warrios is dispatched to attempt to attack a specific location on an enemy ship, platning charges to take it out of action. An enemy vessel can be left helpless form damage inflicted by a hit-and-run raid, leaving it ot be finished off with conventional gunnery at leisure.
Sabotage, basically.

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Assault boats attack by clamping onto the outer hull of an enemy ship and then cutting their way through to allow their crew to attack isnide.
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If an assault boat moves into contact with a ship's base, it can be shot at by turrets in the same way as bombers.
Again, contact with the ship's base represents ranges of a few thousnad km.. and assault boats (arguably) can be engaged out to this range.

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Boarding torpedoes carry dedicated assault troops and can be partially guided while in flight. They punch through the armour of the target, disgorging their cargo of warriors into the midst of the enemy. Boarding torpedoes are launched like ordinary torpedoes...
I'm guessing the difference between boarding torps and assault boats is largely in speed and violence (the same as the dirfference between drop ships/shuttles and drop pods.)

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Ships which are close to their enemies may attmept ot initiate a small-scale boarding action using their teleporters. However, active shields interfere with teleport beams, so such attacks can only be made against an enemy whose shields have been knocked down. Onmly the largest ships have the teleport capacity ot move enough men onto their target to inflict the neccessary amount of damage and such teleport attacks require prodigious amounts of energy form the ship's reactors.

A ship may make a teleport attack in the end phase against an enemy ship, that has no shields, within 10cm.
Again, teleporters seem to be less rare in BFG than suggested elswhere. This may infer that some Navy ships may posses teleporters of some kind. The need to drop shields and the large energy requirement may limit its use tactically, of course. (nevermind the crew numbers, but I suspect that this would be less important if you, say, beamed over a bomb or some such. Teleport attacks of that type have been done before.) Again, this says nothing about teleporters suddenly becoming more commonplace in the Imperium, because we still have all those examples citing how unusual and rare they usually are, but we can (like certan other cases of supposedly "lost" technology, like 3 dimensional holographic viewers) take it with a certain grain of salt.

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As you can imagine it takes alot more manpower to disable the weapons battreis of a batlteship than it does a destroyer's. Therefore, escorts and defences with only one damage poitn left cannot make teleport tatacks. In addition, a ship can't make a teleport attack against a target with more hits at the point in the battle than it has itself.
Escorts can in theory make teleport attacks. This explanation makes more sense too if you realize that Andy Chambers figured on a starships "hits" representing a certain amount of crew. Generally suggesting boarding actions involve beaming over hundreds or perhaps thousands of crew in a short time period. Keeping in mind the caveats above, I would doubt that many escorts have this ability built in, so they would probably be very large, and very venerable/veteran starships to have that. (And very lucky not to have been destroyed yet,, at that.) Although its not impossible for even escorts (Say frigates) to be recovered the way capital ships often are.

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All races use some equivalent ot planetary defences to form networks of armed satellites and ground installations to keep enemy ships at bay. Planetary defences also include system ships (vessels which have no warp drives and so are incapable of leaving the system they are stationed in), minefields, etc.
Description of planetary defences.

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Satellite units may not move as they are stationed in orbit around a planet or moon, or occasionally in deep space.
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Ground units protect planets form spaceships getting close enough to sned troops down to the surface. These anti-ship weapons are unable to move because they are concealed in deep underground silos for protection.
Difference betwene ground and space weapons. Note that anti ship weaponsa re explicitly stated to be below ground ( as we see in Macragge battle descriptions, Execution hour, etc.) This differs from exposed, turreted, and smaller defence lasers, which seem to serve a more point defense role. Being aware of this distinction is important, I should add (WRT titan descriptions or the capabilities of various lasers.)

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Some large defensive platforms, such as spce staions and the huge Blackstone Fortresses, have multiple hits. When it ocmes ot taking damage, these work just like capital ships.
Game mechanics, but may be useful at some point.

Page 36
Orbit Lost. The defences' thruster assembly is disabled. The defence falls D6cm towards the plnaet's surface in each of its movement phases until either the damage is repaired or it hits he planet and is destroyed.
Defence system has stationkeeping thrusters, but apparently can also survive atmospheric reentry (implied)

Page 37
Small ships, such as escorts, stand little chance of damaging larger ships on their own, so they are normally grouped into squadrons. A squadron will manouevre closely together and mass its weaponry to attack more effectively. Although cruisers and battleships normally operate alone, they can also be grouped into squadrons for major battle, where their awesome firepower can be put to good use.
Escorts and other smaller ships need to be in squadrons to have a chance to damage larger ships. A tactic which apparently can benefit even larger vessels too (though battleships can get along without it it would seem.) This I believe is tactics based on how void shields supposedly work. It alos suggests the disparity between larger and smaller ships's firepower isn't as great (defenses may be anotoher story.) although there is still leeway there, depending on how that firepower manifests.

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Squadrons may have all sorts of different names, such as formations, flotillas, packs, groups or forces, but they all work in the same way.
As I noted in my "CAves of Ice Battleship bombardment" analysis, 40K "squadrons" for ships go by other names, including flotillas and whatnot, but they mean the same thing (a certain number of ships.) This is useful for analysis involving such terminology (again, like the "Caves of Ice" analysis.) This still gets disputed because supposedly other references "contradict" this with metnions of larger "flotillas", but it is silly to assume that it's an "either/or" situation. The above quote is more an indication of the general rule rather than an absolute, within limits. (It's doubtful you'd call a fleet or battlefleet sized formation a "squadron" for example.) It is also quite possible one or more other supposedly "contradictory" examples are more informal. Context DOES matter.

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A squadron can contain up to six ships which must all be of the same type - ie, you can have an escrot squadron, a cruiser squadron, or (yikes!) a battleship squadron.
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To count as being part of a squadron, ships must remain close to at least one other vessel from the same squadorn during battle. Each ship must be no more than 15 cm from another ship in the squadorn so that the whole squadron forms a continuous chain with "links" of up to 15cm between each ship.
If we incorporate the 1000 km = 1 cm ratio provided by Andy chambers, this means squadron ships can operate up to 15,000 km away from each other in a "chain." With six ships, this could mean the entire squadron is spread across some 90K km, but (in theory) can still combine fire on targets. (problem being though that the 1000 km = 1 cm works with weapons ranges too, and that wouldn't mesh, hence the "in theory" bit)

Secondly, depending on interpretation this could provide evidence of "squadrons" exceeding their stated sizes (you might have a double or triple strenght battle cruiser squadron, assuming sufficient numbers of battleships existed within reasonable distance to amass that force. Such a force almost certainly repreesnts all or nearly all the total battleship strength of a sector, if not more than that, so I doubt they would be "common" formations at all. Of course, if someone wants to argue a sector battlefleet has dozens of battleships, I won't argue.)

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"Opticon reports enemy squadrons closing to starboard."
..
His lectern flared into greenish light, showing the starboard view from the opticons. Predatory outlines of Chaos ships appeared, scrolling numbers and ltters giving their estimated course and speed
..
"Then hail Fury squadron. Have them close up to twenty thousand and engage the enemy when they begin their attack run on us.
"twenty thousand" is apparetnyl a range, but we aren't given an identifign unit. Presuambly it refers to kilometres, which fits with the "tens of thousands of km" bits in the book. We certainly know form lots of other sources that engagements can happen at that range (or greater.) and that "kilometres" is the standard unit used for ship to ship battles (sometimes miles, or other more esoteric units like "leagues")


Page 41
For example, dust clouds and asteroid fields are enough to force a ship to slow down as it passes through the area, making it an ideal spot for an ambush. Equally, caputring or raiding worlds will always be an bojective of enemy ships, ensuring that space combat will often happen in close proximity ot planets.
Factors affecting combat locales and "terrain". I have to say for dust clouds to be a danger a 40K ship would have to be travelling pretty damn fast (and the same for an asteroid field, iunless we're talking TESB type dense.) same thing for alot of terrain really, space is BIG after all.

Page 42
With a large proportion of hive worlds and mining colonies, the Quinrox Sound ws a major source of materials for building and repairing ships, and both sides took heavy casualties attempting to control the sub-sector. In the Corilia system alone, known to amny as the Hulk's Graveyard, there were the remains of at least thirteen Imperial and Chaos capital ships, and two dozen or more escorts, creating a field of debris and shattered hulls spreading across the inner system.The hulk's Graveyard itself became a focal battlezone, as Imperial and Chaos forces tried to salvage as much as they could from the derelict vessels to be found there. Quinrox Sound became the scene for daring raids to capture prize ships and a gathering place for pirates and other renegades to steal whatever resources they could find.


Salvaging hulks to rebuild, and holding the territory during the Gothic War for building as well as repairing. That suggests starship consturction did continue (possibly even completed) during the Gothic war, since only replacement of lost ships would make sense.

PAge 43
The flare region is closest to the system's sun. It is an area scoured by incandescent flares of super-heated gas from the surface of the sun and fierce radioactive winds. Planets this close to the star are almost always death worlds, places too ravaged by the sun's heat to be habitable to life.
...
At the mercurial zone the sun's ferocity is still awesome to behold but solar flares less frequenlty reach out to burn everything in theri path. Occasionally a planet can be found in the mercurial zone which can sustain limited life dee p underground or constnatly moving aroudn its darkside to shelter from the sun's x-rays.
Flare region is basically being close enough for planets to get hit by eruptions from the surface of the sun (radiation and gasses). The mercurial region (EG mercury distance presumably) is more survivable, although it requires either constant movement or subsurface installations (either of which the Imperium could do.)

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As the inner biosphere is reached, planets become more hospitable, though often their atmospheres are a noxious soup of harmful gases. Nonetheless colonies and hive cities occur in the inner biosphere of certain systems.
...
In the primary biosphere a balance is struck between the burning heat of the suna nd the icy cold of the void. Most inhabited worlds lie within this biosphere and it's here that the bulk of a system's defences are built.
"biosphere" regions seem to still have some variation, suggesting it encompasses are moe than just the immedate 1 AU (orso) range for a "habitable" planet (nevermind an Earthlike one.)

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The outer reaches of a system are the realm of gas giants and worlds generally too cold and harsh to support life. Many battles between ships occur here as the system's defenders attempt ot prevent enemy ships reaching the primary biosphere.
..
Ships coming out of the warp must appear some distance away in deep space or risk destruction among the graviton surges in-sysem. many civilised worlds have specific jump points marked by beacons to assist navigation. An ambushing fleet will often lurk near a jump point in teh hope of catching an emerging foe unaware.
Gravity is speficied here as the primary reason that prevents ships from dropping from the warp in-system. Earlier sources give specific explanations (which will be covered as they come up), but we can draw certain conclusions form this fact:

First, a sufficiently strong gravity well will interfere with the transition to warp.Gravity is not strong enough to physically "harm" the ship, so the danger must be in gravity fouling up the warp transition in some manner (and the forces/energies in the transition destroying the ship itself.) It is implied though that a ship COULD emerge in-system from the warp unharmed, but that it's gambling the ship's destruction. Daemonic/warp tainting of a habitable planet is another possible danger, as is the "truly stellar levels of energy" needed to open a warp portal. That ships can come out at high velocity is also a danger if the portal can be disrupted or thrown off course by hundreds of thousands or millions of km (and that is possible even at the edge of the system. Probably worse in system.)

Second, while the vast majortiy of sources suggest that a ship must arrive "out system", this source implies that the ship must only appear "some distance away". Given the inconsistent distances given in some sources (tens of millions of miles in Eye of Terror as opposed to billions of km in Chaos Child, for example), ,its possible the "Warp limit" is not always a fixed quantity, and may vary according to the system (how strong of gravity wells it has, number and type of planets, etc.) and other factors (orbits and whatnot.) Perhaps, for example, "gaps" in gravity may appear where emergencee from the warp in-system is possible. But since detection of realspace from the warp (and vicee versa, save by psychic ability) is not possible in 40K, it would be virtually impossible to detect such without some sort of assistance or planning. The best example is Rynn's World, where orks appear a mere 100-150 thousand km from the surface of a planet. More commonly, ranges of 1-2 AU (Ravenr novels, Rogue Star novel) or a mere tens of millions of km (sons of Fenris implied it, explicit in Horus Rising and Eye of Terror novels.) On the other hand, they can get iup to billions or tens of billions of km out for various reasons (50 AU or more implied in Flight of the Eisenstein, and also in Chaos Child.) The recent novel "Savage Scars" suggests that the closest "Safe" distance is some 2 million km, and even then only Inquisitorial (or comparalbe) craft can do that.

In all probability the main factor determing emergence distance will depend on the route and the gravitational conditions of the system (size of the system, orbits, number of heavenly bodies, type of star, etc.), the quality of the engine system and the navigator, and other factors. Hell, safety and the fact you'r eopening a hole into realspace (osmething you don't want to do around vunlerable planets or stations) is going to be enough reason to warrant playing it safe and emerging outsystem. It doesn't necceairly mean closer isn't possible if the situation warrants the risk.

We do know that a number of smaller "warp-capable" devices (displacement devicecs like the dispalcement shields or Eldar Warp Spider packs.) as well as weapons (Warp missiles and vortex grenades/warheads.) as wlel as the Eldar Webway can work within a gravity well, so emergence within a gravity well should be possible. (perhaps they have to counteract the gravitational field.)

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Gas and dust clouds represent areas of space with a notably greater density of (mostly) hydrogen gas or tiny particles of matter. These cloud smay be fragments left over form the formation of stars and star systems, the outer fringes of nebulae or protostars, or even gasses ejectd by solar flares. They represent a moderate navigational hazard to shipping: basic shielding is sufficient to prevent damage occuring but ships are slowed somewhat passing through them. Gas and dust clouds impair targeting by weapon batteries and may destroy ordnance which passes through them, making them potentially useful areas to exploit in ship to ship combat.
"basic shielding" can protect ships during passage through dust clouts (at unknown velocity), although for unspecified reasons velocity is reduced (either friction or deliberately slowed for safety reasons - it does not specify but the former seems more in context.) They also seem to exist thick enough to exist as a dense space fog of some kind, affecting targeting (which seems to be a common sci fi "trick") and threaten fighters and torpedoes (although again, for that to be a danger one would imagine the speed has to be very high.) I really want to scream gameplay here, though.

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Asteroid fields orbit most stars at varying distances. They are generally thought to be debris fragments left over from collisions between planets during the formation of a star system. Asteorid fields may also be left over after the destruction of a planet or moon, or represent an area of wreckage reuslting from a space battle.
Asteroid fields . Another sci fi staple. Again probably best to assume gameplay influences this more than anything.

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Occasionally, a temporary rift can occur between normal space and warp space, particularily during a powerful warp storm or fter a large fleet has dropped out of the warp. Moving into such a rift is highly dangerous, but may well provide an edge for a desperate or foolish captain.
A realspace/warpspace interface apparently is a distinct risk in space travel or space combat, especially when accompanied by the aforementioned large disturbance. And, predictably, it can be dangerous for starships in its vicinity.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Small addendum: As a supplementary note, I just wanted to comment on something many may have noticed. I'm not as "definite" in my ship to ship calcs as I used to be. Partly its due to some of the more valid (and less pants on head insane) objections I've read, but also it's partly becuase the influences that affected my lasgun analysis (as well as discussions with people like D13 or reading SFConsim) have influenced my perspectives on how I treat those values. Briefly, the same way I'm more open to "lower" lasgun figures as well as the higher ones applies here. I don't mind "lesser" starship firepower figures neccesarily (although within certain limits), and the different values may not even be as contradictory as they may seem (depending on variables, tradeoff, context, etc.)

Like my small arms (or tank) calcs, years back I tended to take a far more (and far stricter) literal minded approach to dialogue. That gave consistency (which was my intention, at least at the time) but it also tends to lead to more conflicts or problems than a more flexible, open ended approach does. And limits to my own knowledge blinded me to other considerations - like practicality or efficiency in design. Even if a universe possesses massive planet killing rayguns on their ships (or their engines could do that), it's still quite possible and reasonable to figure they'd opt for a more efficient means of doing things if conditions permit.

One such example is weapon ranges and various "cannon/projectile" velocities. Examples allowing for both high (and low) velocities exist (especially the Nova cannon), and often some consider this a contradiction, but does it really HAVE to be? Weapons ranges are not fixed. Sometimes they occur at ranges as little as hundreds of km, sometimes across a light second (or more, although that mostly involves beam weapons rather than projectiles) For many kinds of "macro-cannon/weeapons battery" type that use a warhead (EG shells or missiles), velocity is not important because it is not necesarily a primary kill mechanism - it's purpose is to simply ensure an accurate hit and to reduce chances of interception. Which in turn means the projectile need only travel as fast as it takes to hit the target or get close (depending on the weapon.) Heck, one could argue (despite the fact rules don't account for it) a lower velocity could aid in shield penetration even if you get close enough. Reduced velocity can mean lower recoil and less energy spent "per shot" allowing that energy to be used in other ways (or allowing you to fire more shots)

Of course some weapons like mass drivers/railguns probably DO rely on impact to do damage, and so velocity does matter there. And there are cases where even the explosive shells score direct hits, so you might very well choose to go with a high velocity (to increase penetration or just add to damage.) The same is quite true of nova cannon as well.
Nova cannon in particular can be greatly influenced by efficiency. Even allowing for the probable fact that the warhead is exotic rather than a more conveintonal type (barring the Warriors of Ultramar one anyhow), there admittedly is very little reason for them to want to ramp up to .99c just because that qualifies as "near-c". The difference in velocities between .9, and .99c are very tiny, but the energy requirements are not (for not even quite 30,000 km/s increaes in velocity, you require five times the energy.)

Hell if you're talkinga range of say, one or two light seconds, a .7-.8 velocity isn't a whole lot more significant than .9 c either. 4x an energy increase for ~45,000 km/s more is a bit better than the difference btween .9 and .99c, but not by a whole lot., and at 2 light seconds, the time difference isn't even quite half a second.

Of course, if it comes to longer transit times, the situation is different. We know from WoU a nova cannon shell can still accurately hit something (roughly) after 15 seconds travel time, so why should that be any less true at higher velocities? That could imply a good 7-15 LS range depending on velocity. However, as distances increase, teh differences in velocity can become significant. If range was (for example) 3 million km, a shell at over .67c would take 15 seconds to cross the distance. At .8c , it would take a lil over 12 seconds. At .99c a little over 10 seconds. Quite a bit of difference, isnt it? And if velocity went lower (say half c) for 3 million km you're talking over 20 seconds, more than double an increase in time to strike.

Generally, it seems plausible to consider that a starship captain will tailor the firing speed of the Nova cannon to the situation. There are likely to be cases where high velocity is desirable (propogation time or direct hits, and cases where a low velocity is (less recoil, reduced need to rely on engines to counter recoil, need or desire to conserve energy, etc.)
Another not-insignificant reason for variance in the calcs may lie in the way 40K ships operate. That is, many ships in the Navy are designed to operate on extended patrols of many days, weeks, or even months away from base. Much can happen in that time, and the nature of the warp and the distances involved mean that one cannot rely on easy resupply for EVERYTHING. A cautious (and canny) Captain will be wary of expending fuel, munitions, and other ships resources in such a situation - only using as much as he deems necccesary to achieve an end (or even employing alternatives that conserve his supplies even if he could do it himself, such as Exterminatus.) and nothing more. After all, the munitions or energy expended to defeat one enemy may be something that means difference between victory and defeat in some future battle. The general unpredictability and variety of the Imperium's foes (and their varying capabilities) almost demand such an approach - even for the Impeirum, resources are not infinite.

Additionally, an enemy might lack the raw firepower of the Imperium yet still be able to threaten the ship in some way. Some weapons of xenos races can bypass or othewise ignore void shielding, for example (hell the Imperium has missiles that can do that!). Or they might rely on torpedo-like weapons, high force/momentum attacks, or some other method other than brute force/raw energy. Defences may or may not follow similar logic (or they may not - not all enemies are as durable as Imperial ships after all.)

Accumulated wear and tear, especially battle damage, is also a factor in performance. A captain may not want to push his ship to full performance because of damage, or because it will strain his ship unneccesarily. This can apply to weaponry as well as other systems (engines, shields, etc.)

Other, similar reasonings can apply. Quality vs quantity (more powerful ships are rarer becuase they take more time/resources to build, are harder to maintain, etc. A starship version of the lasgun vs hellgun discrepancy basically.) Differences in construction techniques, design variations, or even resources (again, similar to the way variations in Guard vehicles can crop up depending on where, why, and how they are built.) Conservation of fuel or avoiding wear and tear can apply (as I noted) to other systems like engines, shields, etc. This can account for (as an example) variations in acceleration which crop up.

I should note that accepting that calcs have a wider latitude than I assumed does NOT mean that I think all numbers are equally valid - there are certain limits of course unless you adopt ludicrous assumptions like mass lightening - but it is certainly true that the evidence can accomodate quite a variety. And I still believe that the Imperium's firepower falls within a certain, definite area (or even range ), but I won't demand it, because I vastly prefer flexibility because it allows more diverse evidence to better suit the overall continuity. Hell I still think my old calcs are pretty valid, just not the ONLY answer :P

I also feel this approach is far less dogmatic than my old one, which also fits my feelings better. I get tired of having to insist on a particular point of view, and I think that simply acknoweldging other possibilities exist does not invalidate my own views, theories, etc. I just have to remember that theory/interpretation isn't neccesarily the same thing as fact (and ultimtel,y its the greater scope that matters, not specific, individual examples.) Also, a big part of this is simply my changing attitude WRT vs debating. Back when I started I had some ideas about doing this analysis with some eye towards vs debates like SW vs 40K (before things grew out of hand, at least.) By this time, the project has taken on a life of its own and I generally want to stay away from vs debating. Especially since much vs debating focuses on simply taking single examples and ignoring the larger context (and this is something that isn't restricted to one side or the other.) Of course, not everyone does it, but enough people have (and I know I've done my own share of doing that in my own past, which causes me my share of wincing at my own stupidity) that I want to avoid it. I know people will probably use my calcs for vs debating still, I have no control over that. Hell my critics will keep stealing the quotes for their own ends too. They can do it, but I'm not going to guarantee that simply because I say it, or I make up a calc, it will neccesarily mean anything in the larger scale. Take that as you will.

(Of course, I do hope some intelligent vs might still be possible. Like maybe 40K vs Renegade Legion. I always thought that might be a fun one.)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Next BFG update... getting to the end of the Blue Book at last!


Page 45
Less than 1% of systems have planets orbiting a solitary star in the manner of ancient Terra. Even so, there are millions of star systems containing billions of worlds scattered across the galaxy. Most planets are either dsolate, empty, and airless, or surrounded by an atmosphere too noxious to support life. In the Gothic Sector there are over two hundred inhabited worlds and tens of thousands of other planets. Planets often become the focus of space battles as opposing fleets attempt to estalbish forward bases or extend their control throughout a system.
1% of planets ("milliosn of systems") have systems. Given hundreds of billions of stars in the galaxy (200-400 billion being varying number) this might suggest hundreds of millions or billions of systems with planets. If we work back from "billions of worlds" with millions of star systems (assume 10 planets average per system_) there would have to be hundreds of millions of star systems at least - which works to within an OoM.

We don't know percentages of habitable worlds, but we know the Imperium occupies at least a million world, although "millions" (up to tens of or hundreds of millions) to billions (inhabited in some form, as per Rogue Trader and Dark Heresy and the novel Relentless) more are also under the aegis fo the Imperium.

Assuming the gothic sector is "average" (not an unreasonable supposition, given later statements) and the 1 million worlds (and not neccesarily key worlds or systems) would yield 5,000 sectors, a reasonable lower limit (given that Andy Chambers says there are thousands of Sectors). It can certainly go higher. Some sectors vary in the number of worlds they have for some reason (some sectors have as few as 50-100 worlds, or less, though I aven't heard of any larger.) and it assumes that all the inhabited worlds are "significant". There's also the fact that "millions" of worlds has been mentioned in many, many sources (BFG, space wolf, etc., neermind what Rogue Trader/Dark HEresy says.) which could increase it by a factor of two, three, four or more (Rogue Trader even mentions that there are "hundreds of thousands" of dioceses across the Imperium, and the 2nd edition Sisters of Battle codex defined a Diocese as having "hundreds of worlds", which means the number of dioceses should reflect the number of sectors.)

With between 2000 and 5000 sectors, and 50-75 ships (At least) per sector you get betewen 100,000 and 150,000 ships and 250,000-375,000 ships. That could double, triple or quadruple depending on assumptions and actual sectors. Either way it easily works otu to hundreds of thousands, perhaps miillions of warp capable, navigator driven warships.

I'll note that the Deathwatch RPG material (Rites of Battle, IIRC) recently mentioned the Imperium having "thousands of Battlefleets" and the recent Rogue Trader "Battlefleet Koronus" mentions that there are "thousands" of sectors per segmentum alone, so I feel more than justified in my initial assessments.

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small planet (eg the size of mercury, pluto or mars) up to 15 cm diameter. .
Medium planet. (EG equivalent ot Venus or earth) 16-25 cm idameter .
Large planet (EG the size of Saturn or Jupiter) - 26-50 cm diameeter.
Again, if one were inclined to do game mechanics based analysis, we might derive some benchmarks from this.
if going by the stated benchmarks a small planet is 2200 to 7000 km.. a cm is going to b hundreds of km

A medium planet? (12-13,000 KM) yields 500-800 km per cm.. still less than Andy Chambers said
A Large planet? 120,000-140,000 km roughly - a cm will be thousands of km (2000 to 5000 approximately, give or take a few hundred metres) alot higher than what Andy said.

In general, we're left with a good reason why he didnt give precise figures.. BFG is geared towards relative values and approximations, and thus game numbers shouldnt be considered too precisely.

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Most planets have many small moons around them and most of these are no larger than generously sized asteroids. These rules are confined to dealign with larger moons several thousand kilometres in diameter.
The size of "moons" in Battlefleet gothic. note that this tends to confirm to the "close range" idea established before.
This may also be interpreted as to mean "moons" in BFG are by definition "several thousand kilometers", though that is admittedly stretching things. But Warp storm mentions a moon with a rebel outpost, so this might be useful. Then again a "generously sized asteroid" can mean alot, since ASteroids can eaisly be many hundreds of kilometers. Again best not to read too much into this or rely on this too heavily.

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In battles close to the centre of a system, the presence of the local star has powerful effects on the ship's ability to detect other vessels. At extreme range, the glare of the sun will tend to obscure the energy signature of enemy vessels, making them difficult to target accurately. In close proximity, an opposing ship with the sun behind it is easier to pick out and track using reflection surveyors and image capture devices
..
In the outer reaches and deep space the light from the distant star has no effect on combat. In battles taking place from the flare region to the primary biosphere, fighting sunward has the following effects:
.

We're not told how "close" to the centre of a system "close" is, but the fact that a ship's own emissions can be "lost" amidst the output of a sun at long ranges tends to suggest they don't leak much energy as a rule. (This cannot include high-energy uses like engine use, however.) This is consistent with the "running silent" idea as well. Alternately, 40K ships may have some form of active "shielding" that is designed to mask and redirect such emissions away from enemy sensors, making them harder to detect at range. (such cloaking shields areknown to exist, after all.) Being in the flare region suggests we're far, FAR closer than Mercuery, however.. close to or even inside the corona perhaps? Hard to tell.

Additionally, it does suggest from the "close in" example that they have some fairly sophisticated means of targeting (including optical ones as well as other sensor-based ones.) It also suggests there is a "blind spot" where 40K shisp have trouble targeting vessels in/around a sun. (a potential limitation, if avaguely defined one.)

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Most stars periodically release explosive bursts of energy over small areas of their surface. Of course, small, in solar terms, means areas hundreds of millions of kilometers across! These huge flares of energy rush outwards at tremendous speeds, flooding the vicinity with highly charged particles and magnetic shock waves. A shielded vessel can find its protection virtually overwhelmed by these events and a vessel without shields is sure to suffer damage.
Certain folk have claimed that this represents "proof" that 40K ships are easily damaged but this ignores a great many counter examples (The Essene hiding in the corona of a star fro 66 hours, a Word Beares strike cruiser also hiding in a Corona in Dark Disciple, etc...)

Of course, this should be considered game mechanics, because as a rule it doesnt tlel us enough for quantification? What kinds of stars? It could mean anything from a brown dwarf to a blue supergiant. It doesn't account for ranges either, or the kind of starship or condition (shielded starship could mean a freighter or transport, a small warship, or a Emperor class Battleship.) - yet it seems to generally equivocate all those into having the same effect - which is absurd.

There's also the possibility its not just a solar flare[/b].. it could be [url=http://www.windows2universe.org/sun/cmes.html]coronal mass ejections (based on the inclusion of the "magnetic shock waves" - the best explanation for it other than something bizarre.) Flares consist of both charged particles and EM radiation, but so do CMEs. The only thing that tells us something is that the type of star they talk about having a flare occur across a "small" area as "hundreds of millions of kilometers" which would suggest a truly insane star - either a supergiant or hypergiant arguably, and that could be incredibly energetic (although that itself coudl have its own problems for a habitable system...)

Another point to observe with regard to CMEs - they are variable in velocity and sometimes composition of the ejecta. That can have a dramatic effect on the overall momentum, an the argued "velocity based penetration component" of void shields could be impacted by the ability of CMEs/Flares to harm shields. Since its silly to assume that the boundary for penetration/not penetrate due to velocity woudl be a binary, absolute value, its likely that velocity influences the probability of penetration. IE the lower the velocity the better the chance at breaching. But even if it doesnt wholly penetrate, the shields might be partly penetrated by lower velocity still which could have an impact. The possibility certainly can't be ignored.

No matter how you spin it, its not nearly as straightforward as claimed and likely better of taken with a huge grain of salt like the rest of the game mechanics. Especially in light of what we know from other sources.

Page 47
As well as solar flares and often in conjunction with them, a sun will frequently emit bursts of radiation including electromagnetic and radio waves. THese temporarily scramble any communications traffic between ships and even disrupt ship-board comnets. Commanding a ship in these conditions is extremely difficult and for this reason most commanders assiduously avoid the flare region of the local star.
Again flares seem to suggest a CME more than an actual flare, since near as I can read a solare flare relases EM radiation with particles and a CME is the one usually throwing out the particles with other mass (and associated iwth magnetic fields n shit - see the links above.). The former "flare" bit omits the EM radiation as part of a shipboard hazard but mentions it here, which tends to lend credence to the CMEs being dangerous but not so much the flares. The funny thing here is that aside from comm disruption, it doesnt seem to have any extremely adverse effects on the ship even though the "flare" 's em radiation can be as energetic as a CME. Go figure.

Page 47
In certain circumstances, ships can enter low orbit to attack a planet. Achieving low orbit is essential to any such attack, since a drop ship's range is very limited and any attempt ot bombard ground forces from a greater distance is purely up to chance.
The necessity to get to low orbit range is the ranges of drop ships and the accuracy of precision bombardment. I should note that low orbit is fairly common but geosynch bobmardment (at least with the bigger guns, or lances) has happened. It could be that it depends entirely on the kind of weapon, or the settings or guns being used, or the targeting method...
Its generally better to say "hundreds to thousands of kilometers" usually and "thousands ot tens of thousands" occasionally for bombardment range.

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To represent interference from the the planet's gravity well and the outermost edges of the atmosphere, all firepower shooting in low orbit suffers...
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Ships which move within 45cm of the planet edge will be gripped in the heart of the gravity well and must use their engines to keep station if they don't wish to crash.
..
Escorts and transports which voluntarily move off the planet are said to have landed and are removed from play; capital ships annot land.
Interesting that some escorts and transports can land.. we know that some transprots up to half a kilometer (Caves of ice) to a kilometer (one of the anthologies.. I forget which lol) land on planets. Never heard of escorts though. some measure of their propulsive ability though can resist the pull of EArth's gravity, or pull out of it, telling us a fair bit about their orbital capabialities (it doesnt seem to imapir manuvering at least.) Given suspensor tech however, this probably shouldn't be too surprising.

Page 47
With the bridge presumed destroyed, I was left as the highest authority on board. I ran into a party of ratings trying ot jettison the blazing remains of the tertiary starboard lance turret and I ordered them to get to the saviour rafts.
..
Running up to the secondary aft bridge, I took stock of the situation. We had lost all helm control, the fifth, ninth and eleventh reactors were discharging plasma and the number three reactor was going into endphase overload.
...
Plasma was slowly engulfing the whole of the engine section.
..
We had perhaps got 12,000 away when the reactors blew, sending a sheet of gas and flame surging towards us. It passed by about 4,000 away, but the shockwave buffeted us badly, and the engines cut.
...
The loss of the Invincible by 4th Lieutenant Burns, one of only 1,250 survivors.
Various shipboard stats of interest. Ship has at least 3 broadside lance batteries per broadside, eleven reactors. Also, getitng some 12,000.. something.. meters or kilometers can give an indication of the thermal and shockwave danger an exploding ship represents. Ships of the Gothic sector lists the Invincible as a Gothic Class. (points to Black Admiral for pointing that out to me.)

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Some fleets are intrinsically better than others at launching attacks and picking where and when they fight their battles. This may be due to a skilled admiral, faster ships, better organisation, or access to powerful psykers who can scry the future and predict the enemy's actions.
The psyker bit is the interesting part of the quote, since it gives us an idea of the use of psykers in battle on shipboard. not only do they provide comms and detection, but also divinatory/precog functions. This meshes with what we learn from other sources, particularily the recent FFG material.

Page 67
Pott maw is the capital system of the Gothic Sector. The planet itself is the most productive hive world in the region, with a population of over 200 billion people. Orbiting above the world are three Naval stations, including Fleet command for the hwole of Battlefleet gothic, Nexus Station - the Gothic Sector's largest shipbuilding and repair station. Port Maw's orbital defences outmatch even those of the Blackstone fortresses and the Chaos fleet wisely decided not to launch an all-out attack against this base. Instead, the naval base was blockaded continuously for seven years by Chaos ships. Durin this time only a handful of vessels managed to slip into or out of the systme and the need for food and supplies became great. After seven years, a brief break in the warpstroms around the sub-sector gave the battlecruiser, Sword of Redmeption, and several other capital ships the opportunity to launch an effective attack, driving the Chaos blockade from the system and allowing the navy to make much-needed use of Port Maw's considerable shipyard facilities.
Port Maw: type and population given. Note that it implies more than one Hive World in the sector. Lasted seven years against Chaos blockade. It also suggests at least one shipyard per sector for naval bases.

Page 72
"we have three orbital batteries, a pair of laser platforms, and thirty five thousand square kilometres of minefield. I think we're safe enough."
Last words of Golam Perez, PDF commander, Escallio II, attacked by Eldar 145M41
Example of defences.

Page 78
The attacking fleet is escorting Exterminators, ships capable of laying waste to entire planetary populations or even obliterating all life on a world in a matter of hours. The exterminator fleet must be stopped and every ship in the vicinity is rushing to defend the threatened planet.
I've done the calcs before. Basically a single capital ship (Cruiser or battleship) can destroy all life on a world in "a mattero fhours". At a minimum, a billion plus megatons. For a 2-20 hour timeframe you get between 14-140 GT/s for prow weapons. Arguably broadside, dorsal, and engines woudl be capable of similar power outputs. It may even be argued that it repreesnts part of the power draw (given usual combat distirbutions), but the conservative approach woudl be to assume all power diveretd to prow guns (at least double/triple digit GT/s). But like BDZ, Exterminatus can be alot more than just killing off all life. We can get global firestorms, ocean vaporizing, atmosphere removal, so the energy outputs could go to e25, e26, e27 or higher. That would allow yields up to TT/s range. Another key point is that both cruisers and battleships, literally defined, would be capable of this, so battleships would sitll have more firepower than the cruisers. (technically some frigates and light cruisers are comparable, so large escorts could have that firepower as well.

On the other hand, and one thing I never addressed the last time I did these calcs, it is quite possible for there to be multiple exterminators doing this, which would decrease the calcs. It doesn't change the fact its POSSIBLE for a single ship to do it, but it muddies the water some. Indeed later comments (which I'll address in turn) do hint that it is quite possible for single exterminators to do it as well as multiple.

That is also for what we might call a "strict" interpretation of the scene. In truth we almost certainly must take a wider view on it since the examples of Exterminatus in other cases don't quite neatly fit up. For example, a agri-world, or a feral/feudal world probably could be wiped out by the 1e8 megaton "proable extinction" threshold. Heck, a few tens of teratons probably could do it, since everyone would be aboveground, and quite probably located in more tightly clustered areas on a planet than with say, a civilised world. On the far end of the spectrum are some of the higher end Hive Worlds that have huge continent-spanning hives, underground hives, or have their surface covered with artificial sprawl (like Thranx, or Aerius from Ragnar's claw). as well as "inhabited" dead worlds like Tallarn, Valhalla or Krieg. Such worlds would laugh at attmepts to depopulate simply by wiping stuff out on the surface, and likely would need deeply penetrating bombardments to succeed (indeed quite probably melting the crust of the planet, like in Cyrene.) The more simple bombardments would result in lower overall numbers for the same assumptions (megatons to gigatons/sec as opposed to gigatons/teratons per sec). On the other hand, they quite probably could represent "less than total" effort to conserve resources, power, equipment wear and tear, and so on. While the larger 'crust melting' cases would quite probably involve longer bombardment durations, greater numbers of starships, or both (we already know this is likely: in addition to the Cyrene example, there was mention of a similar feat in Rynn's World which also involved multiple ships.)

Under the above perspective, I could technically plug in say, "ocean vaporizing/boiling" or "atmosphere removal" numbers with the single ship/hours timeframe and get a much higher number (And I'm pretty sure I have before LOL.) But it is not neccesarily a conclusive value (same issue with applying the "hours" timeframe to the Cyrene calc, really. It could apply, but its also possible the "weeks" timeframe the Blood Ravens Index Astrates entry mentioned is also valid.)

It's also worth noting that whilst some forms of Exterminatus aren't directly brute force (or even technobabble) like virus or cyclonic bombs, there are LOTS of other brute firepower method (BFG mentions mass drivers and fusion bombs, and we know from the Witchhunters/Daemonhunters codexes that lances and torpedoes can do it also.) it is reasonable to derive a brute firepower estimate from this. As it is, it probably provides the least ambiguous and most definitive firepower estimate from the whole book.

In any case I'm not worried about precise yield. The variables are consistent enough to suggest gigaton to possible teraton range conventional-weapon firepower is possible, no matter how you finagle it (literally or otherwise.) and that fits with everything else. Lower yields (even sub gigaton) will not automatically contradict higher yields simply because they are higher - there are a wide variety of targets fo ran exterminatus to handle, and not all of them will have the same requirements. Some planets may be the targets of multiple ships due to availabilty, or just one ship due to lack thereof (EG wartime.) Some may be done with efficiency in mind (thus minimal energy with max effect, such as a surface saturation bombardment via bombs or missiles.) whilst others may involve "overkill" (to make a statement, to ensure deeply rooted enemies are wiped out, etc.) Some bombardments may be brief or some longer, for various reasons.

Page 78
Nominate any capital ship to be an Exterminator: the ship's prow armament is replaced by an Armageddon weapon, which can only be used against planetary targets (in effect the prow weapon is lost.) An attacking Chaos fleet may choose t include an active Blackstone Fortress (with the rules given in the Chaos Ships section) instead of using modified capital ships.
Again prow weapons provide power ot the array, so it could be argued that the Exterminatus firepower only represents part of the overall firepower of the ship, but conservativism would argue assuming the full reactor output devoted to the prow. This doesn't apply to all Exterminatus weapons of course (munitions for example) but would to stuff like mass drivers, or (obviously) conventional bombardment (say by lances, nova cannon, etc.)

Page 78
Gazing through the opticon I saw another torpedo salvo arrowing in towards her. At around two thousand the turrets opened up with an impressive show of firing and knocked down some of the torps, but they were already splitting, each one spwaning a swarm of a dozen smaller fireflies which plunged through the criss-cross of defensive fire like meteors. A half-second later they struck and pillars of orange flame geysered up from the impacts. The fiery pillars died away, leaving more glowing red pocks in her surface, but to our amazement the Destroyer heeled slowly about and fired another salvo, weaker now but still blinding against the blackness. We increased our speed to maximum and as we turned to port to fire our torpedoes, we headed into the expanding pattern of shock waves left in her wake. We sliced into them, but our speed made the ship shake and rattle from bow to stern. One particularily solid impact struck the bridge, perhaps a piece of debris moving too slowly for the shields. By the time we had recovered, the opportunity to launch our torpedoes had gone. We couldn't have fired them anyway since the battering we had taken had jammed the tubes. The final minutes of the battle where like a melee as destroyers darted around from every quarter of the void. The Virago bore down on us from dead ahead after her torpedo run and we passed down her port side far too close for comfort."
Ensign Bulter of the destroyer Opportune on the destruction of the Chaos cruiser Heartless Destroyer at the battle of Duran.
Lots of interesting details here. First off the turrets open up at "two thousand" - I'll discuss this in detail later. The torpedoes act as MIRVs prior to impact, releasing multiple submunitions at range prior ot impacting just half a second later - each torpedo therefore can represent a potentail dozen targets for point defense, at close range (up to 70+ targets to shoot down.) This presumably is different from the "single torpedo mass that impacts and penetrates the hull by brute force" type of torpedo, since sub munitions won't be as effective as one huge mass at penetrating.

Another bit, a "piece of debris moving too slowly for the shields" - infers a velocity dependent nature to the shields (not mass or momentum), but does not seem threatening despite shaking it quite a bit. Perhaps the shielding only activates when a certain velcoity strikes it, or it relies on high velocity to destroy the projectile. Also the battle lasts at least "minutes." now, back to the turret range. Earlier I asserted that "two thousand" doesn't specify the unit, but we can draw inferences as I alluded to earlier. Kilometers seems to be the best bet, given what we derived earlier for turret ranges against other Ordnance (and Ordance attack ranges, which are similar) as being "several thousand kilometers. They also have half a second to intercept, telling us the torpedo velocity woudl have been somewhere in the 4000 km range. This is possible, as that range is hinted at earlier.. but it implies that torpedoes can penetrate at velocities of thousands of km/s.. possible but.. it seems a bit unlikely. Or if it is, it wouldn't stand a good chance. Another possibility is that there was a short, unspecified time between the turrets engaging and the torpedoes MIRVing.. so it could be alot lower (say hundreds of km/s instead of thousands.)

Another possibility is to infer the range from other sources. For example, BFG has turrets engaging at around 1000 km or so, which would be 2000 km/s. But it also has an "auto-defense" range of a mere 100 km, which would hint at 200 km/s closing speed. And likewise, if we assume that a greater (but still short) timeframe existed.. it might stretch out anywhere from "tens to hundreds" of kilometres per second. Overall, this is better substantiated and fits with what we know better. Other novels I believe have simialr range,s but for the life of me I can't remember them at this exact moment.

Broadly, we could treat this as proof torpedoes as being capable of velocities in the hundreds or thousands of kilometers per second range. This does not neccesairly mean that they ALWAYS use such velocoties, as there ae good reasons not to (reducing the explosive potential by expending onboard plasma engines, possibly increasing the difficulty of breaching shields, etc.) However, since the "thousands of km/s" variable hinges on an interpretation which may or may not be accurate, the other numbers are the more probable of the two examples.

Page 79
At the start of each turn that an Exterminator is within 45cm of the planet table edge, roll a dice. On a roll of a 4 or more it activates its Armageddon weapon and triggers a catastrophic event that will obliterate all life on the planet!
This suggests that the mass extinction event occurs in a fairly short timeframe (within one turn at least) and obliterates "all life" not just all people. In a strict interpretation, this can be double edged. On one hand it shortesn the timeframe quite a bit. On the other, it also means "hours" is the time it takes for the bombardment to completely wipe out the planet (via secondary effects.) This might make sense for a single ship doing a short bombardment (say via mass driver), but not neccesarily with say, nuking. And a group of ships could do it faster and without relying as much on secondary effects.

I'd guess that if it takes a turn (which we might estimate as an hour or less), to bombard the planet, then the entire process takes "hours" to propogate. For wiping out surface life this probably would be quite easily done with 100 million mt. a billion megatons may even be too generous, depending on how the bombardment goes. It might be plausible (or allow for a slightly greater vlaue) if fortified targets or underground shelters and theatre shielding is factored in, but probably not too much. Crust melting/atmospheric steriliziation/ocean boiling probably is out for most cases (not amny Imperial worlds have aquatic or deeply fortified facilities.) For an hour or so timeframe at 1e8 megatons, call it tens of gigatons/sec.. maybe hundreds if the timeframe is shorter or we go with the 1 billion (or a few billion) megaton timeframe. Teratons is not impossible if the timeframe were sufficiently short, although it can also be argued. It could be lower than gigatons too, if we factor in multiple ships, a long timeframe, and a low bombardment figure (under 100 million megatons by say, mass warhead bombardment)

Page 79
The system becomes uninhabited, mark it as such on the subsector map.
..
The system's primary world is destroyed but one or more other planets still bear life.
..
The game ends when one fleet disengages, all the attacker's Exterminators are destroyed, or an Exterminator destroys the planet.
..
If the planet is destroyed then the attacker wins!
This suggests the planet is "destroyed", which clearly does not mean mass scattering or anything approaching that (A harder to perform and rarer feat.) This also clarifies that it should be possible for a single exterminator to achieve the event (but does not rule out groups) We might assume in a somewhat looser context (Despite the rules) that squads could be small cruiser squadrons or escorts (we know escorts can do it, at least in groups anyhow.)

Page 80
Fleet actions are normally fought in the primary or inner biospheres to keep a particular world outside bombardment range, but they could take place anywhere.
More on general fleet doctrine, but from the defensive perspective.
Page 81
Open gunports. Load main batteries and charge lances. Ready attack craft for immediate launch.

..

Admiral Mourndark, commanding the Legatus Stygies at the third Battle of Savaven...
Implies lances might run on a capacitor that takes more than several seconds to charge up before firing - a prolonged charge up time anyhow.

Page 82
There were also several reports of bomber crews making suicide runs against enemy ships, driving their craft into the hull of their target when their bombs and missiles had run out.
..
The boarding parties set their Sharks to self destruct after they had deployed onto the enemy vessel, ripping gaping holes in the side of the target ship...
Here bombers and shuttles self destruct and inflict damage on starships (ramming or exploding). This differs from HH era stuff where fighters did zippo to shielded tagets. MAybe they weren't shielded here, or fighter tech has advanced over the millenia.

Page 83
In most space battles, victory went to the fleet with the best trained gun crews. It was not unusual for a fleet commander to order his captains to concentrate on gun drill training above all else.
Rather like the Napoleonic era British navy, If I remember.

Page 83
Meteor storms were a major cause of damage to ships.
Self explanatory, although essentially unquantifiable.

Page 83
Due to increased warp storms, Astropaths were frequently unable to communicate between star systems, so escort ships used to carry orders instead.
Use of couriers instead of astrotelepathy. apparently ships have a better chance of getting through than signlas when Warp storms abound.

Page 83
Many ships were used in smaller numbers as long range patrols or scout fleets. In a good many battles, one side or the other had its strength unexpectedly bolstered by being joined by one of these roving ships or squadrons.
Some warships (probably cruisers and escrort squadrons) operated independently from bases and other formations/battlegroups.

Page 84
Both sides tried numerous ploys to gain whatever edge they could over their enemy. Strategy and tactics would be changed and one area of experiment was ship design itself. Many ships were fitted with one-off weapons, engines, or shield systems and their performance was closely monitored. Even recovered ancient technology or alien artifacts were sometimes retrofitted ot a ship to change its performance in one way or another. Unfortunately there was no perfect combination and whenever something was improved, something else had to be sacrificed to acocmodate the new systems.
Here we see that when the situation is dire and when the chips were down, The Imperium got vastly more pragmatic than it normally was. They adopted more rapid changes in tactics and strategy, the AdMech got offf their asses and started improving shit faster or even toyed with more experimental (Even alien) stuff. Of course, nothing is perfect and there are always tradoeffs. That is a reasonable assessment (Ships have limited supplies and resources, like power or volume.)

Something similar is also described happening in the third armageddon war in Armada too.

Page 84
All weapons batteries/lanes +50% range.
...
Speed +5CM
..
Ship may make 90degree turns..
Adavantges ships can get from "imrpvoements" - better targeting, better powerplants/engines, or better manuvering basically.

Page 84
All weapons batteries/lances are at 50% range
...
Speed -5cm
..
Weapon battery firepower/lances at 50% strenght (rounding up)
Disadvantages.. again tradeoffs happen, and this can also help explain further variations (Eg inconsistnecies) in s hip performance if we needed to.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

I decided on a second update for the blue book, partly to make up time and partly just to get it finished so I can move on. I think after this one there will be one or two more updates. I may just decide to post the last two at the same time and move on, if I waste enough time or get impatient enough.


Page 85
For ten thousand years the Imperium of man has endured, under the rule and guidance of the Immortal Emperor of Terra. Humanity populates over a million worlds stretched across the entire galaxy....
..
Wars are commonplace and millions die each day...
...
It is spread over tens of thousands of light years, its armies alone numbering many billions of soldiers.
"billions" of soldiers in the army alone, at a minimum, but this is clearly a minimum, the Imperium spread over "tens of thousands" of light years (more like 100,000 LY tho). The usual "war is everywhere" grimdark and the millionw orlds.

Page 85
The mighty bureacracy of the Adeptus Terra, known by many as the Priesthood, attempts to make sense of a seething mass of information from this gargantuan empire - reports of wars and battles, tithes from distant star systems, men and materials being shipped to far flung stars - but to try and truly understand such a massive realm is to invite insanity.
Again the Imperial bueracracy is, in most respects, functionally useless when it comes to governing. At best they just collate and file the information to make it available to others (like Inquistors.) That the Imperium continues to exist despite this is probably more a testament to its decentralized, largely 'hands off' approach to governing (EG the feudal one), a generally hostile universe and an overly motivated military mindset (esp propoganda) and quite literally, divine intervention. I mean it. The GEoM is perhaps the most influential and knowledgable component of the Imperium (duh, since he's a quasi-godlike warp entity for all intents and purposes) and were he not distracted by other Warp Entities (or just had a more reliable means of directly interacting with his subjects/followers) he probably could get alot more shit done.

Page 85
Only by travelling in the warp can the immense distances between stars be covered within a single lifetime, though even warp travel is not instantaneous. On board a ship in the warp a single month of perceived time may pass, yet in the material realm anything from six months to several years may have elapsed. This can mean that fleets and armies responding to calls for aid may turn up weeks, months, or even years too late to help and this further adds to the anarchy and confusion of conducting hundreds of wars across the whole galaxy.
Time dilation between warp and realspace ratio of 1:6 to 1:24 are described, although how "common" this is is unknown. And of course, ships can arrive horribly delayed.

Page 85
It is possible for a ship to make short warp jumps of about four or five light years with a certain degree of accuracy.
Non-Navigator warp jumps. Good for sub-sector/inter-sector travel I suppose.

Page 85
However, over longer distances it is necessary to steer through warp space itself. The warp is like an ocean, with currents, storms and tides that must be used or avoided. For the Imperium, only the mutated Navigators are able to see the shifting eddies of the warp and direct a ship between them, thus steering the ship towards its ultimate destination.
Standard warp analogies and the roles of navigators. Lesser psykers can also serve this role,a lthough to far lesser effect.


Page 85
Even the Navigators need a point of reference, and this is provided by the immensely powerful psychic beacon known as the Astronomican. Guided by the minds of ten thousand specially trained human psykers on Terra, the AStronomican pulses outwards 70,000 light years to the furthest reaches of the galaxy. A Navigator can sense the beam of the Astronomican and use it to plot his course. Weaker, shorter-ranged astropathic ducts and beacons are also used to mark out shipping lanes and aid navigation through treacherous areas of the warp.
A back up to Navigators is also used in the form of "astropathic ducts and beacons" (which cogers a 10-20 light year diameter, IIRC.) as well as aiding navigation in section sof the warp where navigation is dangerous. In some cases it no doubt facilitates inter-sector warp travel even without navigators (as I noted, lesser psykers can steer by such signals, just not as well, so its likeyl Astropaths could stand in for a Navigator.)

An interesting concept (and one hinted at in the third Dawn of War novel) is that starships can act as mobile, miniature "astronomican" beacons for travel. It's not as far fetched as it sounds either - Rouge trader describes astropaths doing preciseyl that and groups of ships leapfrogging acorss the galaxy in this manner. Anyone could in theory do that. Or have a single navigator guiding fleets in this manner too.

Also note the same "10,000 psykers running the AStronomican" bit, indicating a benchmark on at least the fraction of the Emperor's power post Throne, and the range of the AStronomican at this rate of usage is 70,000 LY.

Of course, this all works only so long as the Emperor exists. HE dies, everyone is fucked, regardless of whether its astropaths or Astronomican.

Page 86
Almost every ship in the Imperium is part of the Imperial fleet controlled by the priesthood: the relative handful of vessels that are not belong to a few special organisations such as teh Adeptus mechanicus, Space Marine Chapters and the Inquisition, or a small number of honoured and ancient merchant families. Even Imperial Guard regiments must rely upon the Imperial fleet to transport them to distant warzones. This fleet is divided into the civilian vessels of the Merchant fleet and the warships of the Imperial Navy.
The AdMech, the Space Marines, the Inquisition, and certain powerful merchant families (probably inluding Rogue Traders) have "privately" owned ships, but these are the minority compared to the Navy's assets. This sets some interesting benchmarks (for example, Space marines typically have 2-3 battle barges, 5-10 Strike cruisers, and a many squadronds of escorts.. that alone is many tens of thousands to hundreds of thousands of ships, and the Navy would have many, many times that number. Thousands, tens of thousands of battleships, tens or hundreds of thousands of cruisers, hundres of thousands or even millions of escorts quite possibly.

Page 86
To aid organisation, the Imperium is split into five Segmentae Majoris, each of which has its own merchant and naval fleet. THe fleet stations for these vessels are on the Segmentum Fortress in each Segmentum - Mars for the Segmentum Solar, Kar Duniash in the Ultima Segmentum, Bakka in the Segmentum Tempestus, Hydraphur in the SEgemntum Pacificus, and Cypra Mundi in the Segmentum Obscuras. The Segmentum fleet commanders, the Lord High Admirals, are powerful individuals and sometimes may even be one of the fabled High Lords of Terra.
The five segmentae.

Page 86
All human-inhabited space is further broken down into sectors, whcih are most usually cubes of space roughly 200 light years to a side. Each sector is comprised of a number of sub-sectors ranging from ten to twenty light-years in diameter, centered on densely populated star clusters, important worlds, or meeting points of various trade routes through the warp. The areas between sub-sectors and sectors - unexplored or uninhabited regions, alien empires, areas inacessible by the warp, etc. - are known as wilderness space or wilderness zones and make up a far greater proportion of the galaxy than that controlled by humanity.
Sectors and subsectors described. Sectors and subsectors in essence form little "islands" of humanity scattered within the expanse of the Imperium, probably separated by tens or hundreds of LY (subsectors within a sector) or hundreds to thousands (between sectors) of space. It also sets the definite limits on industry in a manner of speaking. EVery sector is basically a self-contained entity, more or less. Which we have seen with the Scarus Sector, the Calixis secotr, etc.

Page 86
For all practical purposes, a sector's battlefleet is the largest operational naval organisation, under the command of a Lord Admiral. Each battlefleet is then divided into a number of battlegroups. Battlegroups are not permanant organisations, but are instead task forces, convoy escorts, patrol flotillas and other fleets that have been assembled to perform particular functions. A few battlegroups are almost permanant institutions, such as the famoust 1st Terran Battlecruiser Armada, but most are gathered and then dispersed as necessity dictates.
In this context a battlefleet is defined as being the largest active (militarily usable) organisaton of vessels. I presume this does not include ships in reserve, drydock, or detached to other duties (EG battlegroups.)

It does seem that the most commoon "battlegroups" are those assigned to various naval bases throughout the Sector (like Port Maw) - cF wolf pack short story in Warp Storm.

Page 86
Each battlefleet normally consists of between 50 and 75 warships of varying size, although in some sectors this willb e more or less, according to the importance of the sector and the number of enemies it must contend with. As well as these destroyers, frigates, cruisers and battleships, a battlefleet also has access to countles smaller vessels such as transports, shuttles, messenger craft and long range patrol craft. In addition to interstellar vessels, a sector will also be protected by numerous ships incapable of warp travel, such as system patrol ships and defence monitors. These are backed up by stationary defences - space stations, orbital defence platforms, ground based defence lasers and missile silos and orbital mines.
"Normal" allocation of Battlefleet vessels, although its meant as a guideline rather than as an absolute since it can vary. Not sure if "countless smaller" vessels is just support, recon and courier stuff, or it might include some sort of military craft (the patrol craft, corvettes, etc.) It probably has exceptions to the rule (EG sector reserve fleets, probably vessles on detached independent operation, etc.) since the BFG novels explicitly describe the Gothic sector as having "hundreds" fo warp capable combat vessels and even implies this might be common. Some source even hint at bigger (thousands per Battlefleet) or "smaller" (a few dozen ships total - both were found in Battlefleet Koronus For the record.)

This may seem contradictory, but it is not inconceivable. Whilst a "battlefleet" is a permanant fixture, there is alot of variability in actual numbers for a variety of reasons. First and foremost, there are the reserve fleets. We know that the segmentum commands (at least) manage their own reserves, and quite possibly at the sector levels. They may form new battlefleets (for new systems) from this reserve, or dispatch ships to enlarge an existing battlefleet if situations manage. It stands to reason that they may also withdraw ships from a battlefleet for whatever reason (perhaps the sector is considered peaceful or pacified, they may pull ships off to place elsewhere or put in mothballs.) If Sector level "reserve" fleets exist as well, then they probably would do the same thing, which in turn means that the size of a battlefleet could change over time.

On top of this, even if sector-level battlefleets don't exist, it is quite possible that the 50-75 ship figure represents the typical "active" strength of a battlefleet - there may be other ships that remain in drydock most of the time and are rotated in and out of patrol rosters periodically (say, one half or one third of the fleet on deployment, the rest back at base.) This is hinted at in the BFG novels as well (Especially the short stories from Warp Storm.) A third possibility is that the 50-75 ship figure is the minimum for a "typical" sector starting out. As ships are salvaged and refitted, constructed, tithed, found, lost, assigned, recalled, or destroyed the size may go up and go down.

And then there are the sub-stellar ships. In theory a battlefleet should not include non-Navigator warp capable ships either (all the ships in the battlefleet have Navigaotrs which may be part of the subsector-level "battlefleets/bttlegroups" and fillt he gaps in between the Sector and system level forces (As mentioned in the RT novels, the Soul Drinker and Grey Knights novels, etc.) Sub stellar ships seem to be alternately operated by the Navy in some cases (esp in Navy controlled systems like Port Maw) and technically part of the planetary PDF. I suppose there may be some inter-mixing, since the local planetary space forces probably represent the best rcruiting grounds for the Navy (analogous to Guard recruiting from local PDFs.)

Another detail we may note is that a number of post-BFG sources have indicated that some local navy forces may have short-ranged, warp capable starships (without navigators, likely.) - they probably aren't included in the battlefleet proper either.

Page 86
This may seem like a formidable armada, but the area they cover is huge and the navy must be ready to perform many varied and difficult tasks. An average sector, perhaps one in the western spiral arms where humanity is most dense, can contain tens of thousands of stars and covers an area of 8,000 cubic light years. within this vast wilderness, only a small fraction of systems will have planets and a small proportion of these will be inhabited, or indeed inhabitable. However the ships of a battlefleet must constantly scour this area for enemies: protecting merchant shipping from pirates and alien attacks, transporting and escorting Imperial Guard armies, not to mention providing exploration fleets and routine patrols.
Problems facing the Battlefleet. Note a key one in escorting IG armies. Also note an "average sector" can have tens of thousands of stars and covers the same volume as a sector.. this suggests that the Gothic Sector can reliably considerd "average", and barring the inconsistency in overall size (millions to billions depending on source), the "per sector" sizes seem fairly reasonable, within limits.

Page 86
Although the warp is a distinct dimension, generally separated form the material realm, there are a few areas in the galaxy where the boundareis of the warp and realspace are broken and the two intermingle with each other. These regions ar roiling tempests of destructive energy, where the laws of physics are broken and the raw energy of the warp spills into our realm.. The EYe of Terror is the largest of these, a tempestuous area where nature and nightmare are found side by side - worlds with seas of blood and skies of fire, moons that scream into the ether, stars that roam across the heavens, clashing togehter in gigantic supernovae The Eye of Terror is the strongest fastness of the follwers of Chaos..
Eye of Terror and warp/realspace interfaces

Page 87
Send discord and terror through a thousand worlds.
Witch's prophecy to Abbadon, heralding the upcoming Gothic war. Implies "a thousand worlds" in the Gothic secotr, even though it has only 200 habitable worlds. I wonder whta the other 800 would be? REsearch outposts and listening posts nad the like, I suppose. Of course given the feudal nature of the Imperium, and the "variation" in how many worlds they actually have, we could reconcile it as being a total of "imperial controlled" and "imperial aligned" worlds in a Sector.

Page 88
The Divine Right
Recommissioned: cypra Mundi: 234-298.M36
Fleet trials: 300-306.M36

..

Refits: 341-367.M36, 598-607.M37, 194-197.M39.
Dates WRT the Emperor class ship the Divine Right.

Page 91
Ratings attend to tasks which need muscle, not training, hauling shells, clearing debris, etc. THey also make up boarding parties.
Note the duties that require muscle power. I suspect boarding ops are the big one, but hauling shells is too. The "Trusted" low level crewers. The need for boarding parties and long distance operation ar the primary criteria for large ships and doing shit by hand (they have to have something to keep themselves occupied, and as a backup it never hurts.)

Page 91
Over a thousand Logisticians monitor the flow of technical data aboard the Divine Right.
Logisticians and their role on the battleship.

Page 91
Indentured workers are ratings who have been press-ganged or taken from penal colonies to atone by serving the Emperor.
Slaves, basically. They do the shit work.

Page 91
Engineers fight a constnat battle to keep the thousands of systems running as well as being at the forefront of boarding parties.
Those who aren't techpriests but are needed to run ships.

Page 91
Working under a Gun Captain, the crew's job to charge their weapons and be ready to fire on command.
Self explanatory. Very Age of sail.

Page 91
Servitors. Half-man, half machine, their higher brain functions erased, servitors carry out simple tasks without independent thought.
I can see ervitors getting ALOT of use onboard ship when neccessary.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Serafina »

Time dilation between warp and realspace ratio of 1:6 to 1:24 are described, although how "common" this is is unknown. And of course, ships can arrive horribly delayed.
According to the Rogue Trader RPG-rulebook, it is the norm that time appears shorter while in the warp. For every day that passes while you are in the warp, about a week passes in real space - normally. Travel times are generally measured in real space, after all that's the only reliable thing.
So if your travel time is a month in real space, it's just 4 days for you.
This is supposedly one of the reasons for the apparent long live of far-traveling individuals - a human can die 300 years after he was born, because he spent half of that time in the warp and is therefore only 121 years old from his perspective.

Of course, as with everything in the warp, this is not a reliable figure. It can be much more or much less, and it can even reverse. That month-long (galaxy date) journey could take you 7 months of your time if your navigator messes up or you're unlucky.
Oh, and IIRC, the time dilation effect is worse for long journeys than for short ones. A half-day travel to a nearby system would appear more like 6 hours (half dilation) than just 1.5 hours (normal dilation). A two-year trip across the galaxy would appear more like one or two months (about 50% more) rather than 3.5 months (normal dilation). Again, just a general rule.


Oh, and IIRC, one of the disadvantages of Tau-FTL-semi-warp-travel is that it does NOT profit from time dilation like that. That's another thing limiting their range, because they need a month wort of supplies for a month-long journey, rather than just a few days - and they also age appropriately, which is worsened by their short lifespans.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Next BFG blue book update. This time we're delving into the historical side of the Gothic war.


Page 92
Although the bulk of the Imperium's defences around the Eye of Terror are based in the area known as the Cadian Gate, there are many monitoring stations throught the Segmentum Obscurus.

..

Due to its low priority and importance, Arx was inhabited by only a skeleton garrison of Imperial Guard, whose duty it was to protect the few Tech-adepts required to maintain the station's observation equipment.
These monitoring stations must have some long range (multi LY) "detection" method to be able to monitor the eye From a system. The likely choice is that it has astropaths for detection and commmunication purposes. One possibility is that its an astropathic relay or relies on astropathic detection/scrying. Or perhaps something akin to Inquisitorial Null ships.

Page 92
Early in 139.M41, the scout frigate Ascendance recieved a garbled plea for elp from Arx station's ageing Astropath.
And.. as predicted Arx has its own astropath. Note the reference to a "scout frigate." - I wonder if that would qualify as one of the numerous "recona nd patrol" vessels not part of the battlefleet?

Page 92
However, over the next three years a number of similar attacks were reported throughout the neighbouring sysems and spreading into the adjacent sectors, and Inquisitor horst began to suspect that some larger scheme was in motion.
A pattern develops.

Page 92
While Inquisitor Horst investigated the Chaos activity around Arx and its neighbouring systems, events began to take an even more sinister turn in the Gothic Sector, 2,500 light years away.
Arx is 2500 LY from the Gothic Sector.

Page 93
To make the situation worse, several naval vessels were destroyed in dock, by reactor overloads and magazine explosions. Though official reports declared the incidents the result of poor maintenance, faulty ammunition or other ordinary causes, many readily believed the tale of sabotage and rebellion within the Navy's own ranks.


Mention of naval vessels in dock. As w see later, and in the short story in Warp Storm, there are a number of ships docked at different naval bases throughout the Sector.

Page 93
There was one thing which pade Purgatory different fromthe dozens of other raids - the device known only as the Hand of Darkness.
Hand of Darkness - I'm sure its been mentioned in some second edition source (regular or Epic) but I am damned if I remember where.

Page 93
A powerful sesimic detonator borught down the [mountainside of the] Great Belly, sweeping away seven towns and 82,000 Ratlings, in a tide of crushing boulders and boiling mud slides.
"Seismic charges!" Also, lots of Ratlings die. They do survivethough, unlike the Squats.

Page 93
As Horst sped towards it on the fastest ship he could comandeer, a report came in of an attack on the Ratlings. A small force of renegades had landed close to where the Eye was embedded in an ancient statue, worshipped as ag od by the Ratlings in pre-Imperial times. After a brief skirmish, the Imperial Guard recruiting force stationed near to the Chaos force's landing site drove off the intiial foray. However, a month later Chaos ships blockaded Ornsworld and a full scale invasion began.

...

A month after Horst arrived in the Sector, three years after he had begun investigating the Arx raid, a cataclysmic shockwave passed through the warp.
It implies a month or two passes between Horst leaving Arx and reaching the gothic sector. Ignoring the fact he made at least one stop on the way, and assuming a straight line course and ignoring other delays (investigation, etc), minimum warp travel speed here is 15,000-30,000c.

Page 94
...as the Chaos fleets targeted a dozen major Imperial bases in the Gothic Sector. With no warning, the renegades struck hard and fat, ambushing Imperial warships as they were in dock or orbiting around their stations. Caught unawares and already overstretched by the increasing tension within the sector, the Imperial Navy was poorly prepared to respond to this sudden offensive.
At least a dozen "major" bases in the Gothic sector had ships in dock or in orbit but not in active use. This may suggest they weren't formally part of the battlefleet.


Page 94
At Bladen, the Rhadamanthine had her starboard flight decks blown clean off by torpedoes, while at Cherys, Doomfire bombers form the Heartless Destroyer damaged the warp engines of the Lord Sylvanus so severly tht it took nearly two years of constant repairs for the ship to be able to make warp jumps greater than five light years.
Warp jumps are still possible with damaged warp engines but range may be reduced. Two years of constnat repairs just for that one system, too.

Page 94
Orbiting stations also fell to the Chaos invaders, destroyed or captured by the swiftness of the attack. The loss of many of these orbital shipyards, sucha s Tripol Docks, Port Imperial, and Gathara Station, was doubly felt - not only were Imperial ships badly in need of refitting, but the means to do so were being put to use by the enemy. Captain Grove of the Admiral Drake, an old Relentless-class Cruiser used as a training vessel, was one of the few survivors of the attack at Halemnet Base in the Cyclops Cluster, which typified the style of attack used by the Chaos vessels.
There seem to be at least 3 oribtal shipyards in the sector, aside from the Forge Worlds and Port Maw. Taken as an average, that's at least 4-5 per Sector, meaning tens of thousands of dedicated shipyards, nevermidn that anything up to a Lunar can essentialyl be buitl anywhere, and I suspect Hive Worlds could build any type of cruiser or escort.


Page 94
Long range torpedo strieks have destroyed the Vanguard [a Dauntless class light cruiser] and crippled Indomitus Imperious [a Lunar class cruiser].
..
Casualties estimated at 5,000 or more, many of them gun crews on the starboard decks.
Dauntless Cruiser and Lunar cruiser have at least 5,000 crwe total, probably more.

Page 94
..the Chaos fleets were not normally disposed towards lengthy battles, preferring instead to hit hard and then retreat, leaving the Imperial Navy suffering heavy losses, with many capital ships destroyed or needing months of repairs and refitting.
"months of repair" for damaged ships. Also Chaos prefers hit and run tactics to straight up fights. Although I bet a Space marine commander thinks othewise.

Page 94
Our nova cannon struck the reviled renegade soulless full on, crippling the vessel in a huge blast of gas and debris.
Implies the shell actually struck the vessel, rather than acting as a proximity damage hit.

Page 94
Having just received orders to help put down a rebellion in a neighbouring system, the Imperial battlegroup, led by Captain Compel Bast on the battlecruiser Imperious, was just preparing to break orbit.

..

Arkham's ship, the Deathbane, had its bridge smashed to pieces by a volley of fire from the Iron Duke...
Battleship has at least several battlecruisers/cruisers, and probably as many escorts.

Page 94
Several of our bomber wings were instrumental in reducing the Deathskull to a hulk. Unfortunatley, we were unable to claim our prize as the hulk was gripped by Orar's pull and broken asunder in the upper atmosphere/
damaged/crippled hulk of a ship breaks up in upper atmosphere around an unkonwn type of planet.


Page 95
The initial Chaos attacks truck at important installations such as Adeptus Mechancius Forge Wolrds and Naval bases. Of the seeventeen bases in the Gothic Sector, six of them were founded upon the Blackstone Fortresses.
Seventeen bases this time. Implied multiple Forge Worlds and multiple Naval bases (seventeen Naval bases, ot be exact.) all of them have shipyards. Again, implied upwards of 10 thousand forge worlds and at least as many (probably more) Naval bases throughout the Imperium each, with accompanying shipyards.
Battlezone cityfight, as I've mentioned, does mention the Hive world of Bladen in the Lysades subsector as being a "Naval anchorage" and that it was attacked in the surprise attack, which would reinforce this idea.
In all probablility, all the bases not only had shipyards, but also naval docks with ships in them. Even with just a handful of ships (a couple cruisers, and a couple escort squadrons) you could get close to 80-100 vessels.

Page 95
Within [the Planet Killer's] central cavity, we could detect a massive power surge. Energy crackled from a number of ports on the hull. Then, with a blast that blotted the sun from our scanners, it opened fire. The energy beam lasted for about a half hour. Emperor knows how they could generate that much energy. We linked in to the planetary surveyors to see what was happening on the surface. That bolt bored its way through miles of the planet's crust and seared through the mantle beneath. As the attack finished, the magma surged forth through this continent-sized wound, breaking apart Savaven from within. The seas boiled into the skies, the ice caps melted and whole continents sunk beneath the tidal wave. With such an unimaginable release of energy Savaven was blown out of her natural orbit and flipped over on her axis. I guess nobody was alive by then, but if they were they didn't last long. Like a rations pack crushed in your fist, Savaven just crumpled in on herself, then broke up into thousands of fragments. There's just an asteroid field there now, really dense, impossible to navigate. There were fourteen billion people living on Savaven. Fourteen billion dead in an hour.”
I've calced this before, won't bother. blowing a continent sized hole can go up to e30-e31 joules, boiling/vaporizing (and probably removing) the oceans can be anywhere from e27 to e29 joules on its own. All of this occurs ina relatively short period of time . But technobable (warp magic) continues the devastaiton even after the beam fires. Flipping a planet on its axis or pushing it out of orbit would likely require more than the E32 joules of energy needed for mass scattering, but there's no way you could push the ship out that way by raw firepower and not disrupt it. (again warp magic) - perhaps a side effect of the impact. Planet also broke apart, but did not appear to reach escape velocity. Destruction less than E32 joules.

In all, tis fair to infer that the primary effect of the beam "somehow" pushed the ship out of orbit, but everything else (The big ass hole, vaproized oceans, breakup of the plant) were all secondary ffeffects. And this was all because the Planet Killer had a technobabble warp magic based weapon.


Page 96
All had heard of Exterminatus with fusion torpedoes, virus bombs and mass drivers, but to know the enemy had the ability to destroy an entire planet, not just all life on it, must have been the most chilling thought that any naval cremwman had ever faced.
Extinction level events are not "shocking/horrifying" events from a Naval/military standpoint, but physically destroying the entire planet (at least with a single ship) is. We again get severla important facts WRT exterminatus. It does kill "all life" on the planet, and at least two of the means of it are brute force (fusion torps and mass drivers.) Hell, they even seem to be likened as comparable to virus bombs (which can include the nasty "global firestorm" triggering effects.) suggesting an energy threshold well above the 1 billion mgaton range.. 5-10 billion megatons, say.

Page 96
Admiral Koburn, of the second Battlecruiser Fleet, noted bitterly..

..
"I even heard of one band that docked in a station in the upper atmosphere of a gas giant in the Fullarn system."
Gothic sector had a second battlecruiser "fleet. Wonder what happened to the first. And a pirate base in the upper atmosphereof a gas giant.

Page 96
Losses were high and the shipyards and orbital stations fought an ever increasing battle for supplies and manpower.
suppy became an issue. Agian multiple shipyards.

Page 96
Estiamtes very from eight enemy fleets to twenty or more. Each was a rival to any battlegroup Lord Admiral RAvensburg could muster at the time.
If we assume between 50-200 vessels for the battlegroup, with 8-20 fleets, implying at least 400 and 4,000 Chaos ships in this incursion. Alot to pit against a single Battlegroup, but the Imperium didnt feel totaolly overclassed by this so it says something about their own ability to mobilize assets.



Page 96
Sub-sector after sub-sector fell out of Imperial control and with them a number of shipyards and orbital docks. As the Imperium faced increasing difficulties in repairing its vessels, buidling new ones became ever more unlikely.
This is in 144.M41. Again we get an implication that iwth control of yards the Imperium coudl build new ships within enough time to counter the threts of the Chaos forces, despite the warp storm.


Page 96
There was some hope for the Imperial Navy. On a desolate moon orbiting a gas giant in the Lukitar system was an Adeptus Mechanicus facility. The Tech-Priests were already researching the wisdom of their predecessors to uncover knowledge of more powerful weapon systems, more efficient drives and better shield generators. A few Imperial ships were fitted out with these improved systems, but the results were never entirly satisfactory.
A ship could provide only so much power and if gunnery was imrpoved, communications would suffer; if the engine power was increased, the shield generators could not be sustained. The search continued, with each new development slightly more successful than the last.
See? The Admech when under pressure will pull out the stops and produce new and irmpoved systems. Of course, tradeoffs being what they are, you never get anything free.

Page 97
2nd Dog Watch, 19th day of Aphrodael, Lukitar system.
The reports from the guardian stations were correct. Our assayers have pciked up an energy pulse of unimaginable magnitude.
..
We ar proceeding at full power to investigate.
..
9th Watch, 19th day of Aphrodael, Lukitar system.
...
Several renegade capital ships are heading in-system, with a dozen escorts. with them is a Blackstone Fortress!
..
Emperor's Blood, they're building up energy to fire, even at this range.
Self explanatory.

Page 97
The Fortress has pummeled Lukitar station to rubble, taking only a few minutes with all its armaments brought to bear.
It took a Blackstone Fortress with all its firepower "a few minutes" to destroy an Imperium orbital station. Since it sthe Blackstone this probably means without shields.

Page 97
The personal log of First Lieutenant Elijah Borgia of the Vindictive was recovered from the hulk of the ship..
Vindicitive a hulk.. we dont know what kind of ship it was. Possibly a Frgiate or cruiser. Probably not a Battleship.

PAge 97
"The two Blackstones have taken up station five htousand leagues from each other, some seventty-five thousand leagues from Fularis II and just out of range of the weapons platforms, except for the torpedo launchers.
This quote was brought up in the "Grand 40K quantificaiton thread" long ago, so it should be aware to anyone. 1 League is about 5.6 km, so the range given is 420,000 kilometers. This was considered "just out of range" of all the weapons platforms (lance and weapons batteries) save torpedoes (which were in the range still.) Considering how many examples in the novels of hundrds of thousands of km range (BAttle for the Abyss, Dark Creed, Execution Hour, Nightbringer, Sabbat Martyr, etc.) this is hardly surprising.

Page 97
Other recovered evidence points towards an energy beam being unleashed towards Fularis II. The Vindictive was caught full on ,her shields overloaded instantly and outer hull vaporised as the energy wave passed over the ship. Fularis II was later found with tis atmosphere stripped off and the surface scoured to a rocky plain.
Stripping the atmosphere off of a planet requires around 3e26 joules against an inhabited planet - "scouring the surface" could imply similar magnitude (call it e26-e27 joule range.) but without more detail we can't really draw much inferrence (unless we take it to mean it removed the oceans, if any, in which case E27 joule, and stripping off the atmsophere goes up to e29). It is safe to conclude that the Vindicitve took a fair fraction of that energy, since the energy beam had to pass over/trhough the ship.

We have no idea what vessel the Vindictive is, but its either probably a cruiser or frigate, ,most smaller escorts are usually in squadrons and battleships would be too rare.

Page 98
For five years the battles continued, with the death toll on both sides running into millions.

..
Convoys were captured, raiding parties sacked cities and on dozens of worlds millions died form disease and starvation.
"dozens of worlds" suffering, but "millions" is either an underestimate ( a drastic one) or the losses thus far really aren't that bad for the Gothic sector yet. 5 years of battle by now.

Page 98
On the Hve world of Stranivar three hive cities, with inhabitants running into a hundred billion souls, were overcome with rioting due to shortages of drinkable water. With no incoming supplies, the world's own recylcing centres were unable to cope and four-fifths of the population died from dehydration before the next convoy managed to break trhough the Chaos blockade. The docks and shipyards were frquently starved of supplies and ships which put in for repairs and re-arming were often sent into battle with only makeshift refits and half-empty magazines.
At least two other Hives (Orar and Port Maw) exist in addition to here. Stranivar has at least 100 billion people. This makes three Hive Cities per sector, all apparently with populations in the 100-200 billion range. Note as well the mention of "docks and shipyards" for the hive.

Unfortunately, they are also apparently of such a size and state that they aren't very self sufficient, and need resupply to stave off catastrophe.

Page 98
A rough confedreacy of nearly two dozen pirate bands had gathered in the Quinrox Sound. with over 50 escort-sized vessels, a Captured Gothic class cruiser and two salvaged Lunar class cruisers, the marauders had become a serious threat to the security of shipping in the sub-sector.
Pirates seemed to b able to amass quite a bit of firepower to do piracy in just a subsector.

Page 98
Mourndark drew ships from battlegroups across the sector, including the Sword of Orion, Havock, Uziel, Fortitude and the fearsome Cypra Probatii... Along with these capital ships, Mourndark also took command of the 24th Destroyer Squadron [Widowmakers], the 1st Frigate Echelon [Eagle Claws], and the Sword class frigates of the Anvil 206 Patrol Flotilla. With a large convoy of empty transports, Mourndark lured the pirates itno attacking.
5 Capital ships and 3 squadrons of Escrots plus the transports



Page 98
The Cypra Probatii herself claimed fifteen kills that day and their losses must have been in excess of thirty sips total. Many fled to the surface of Barbarus III thinking themselves safe from our guns.

...
Using plasma torpedoes modified by magos Urilun of the Adeptus Mechanicus, we set fire to the atmosphere of the near-deserted world, burning them out. Only three vessels emerged from the conflagration, asking for clemency.
A task force of unknown size used torpedoes to superheat thea tmosphere of a planet to destroy pirates. Let's say 20 ships (5 cruisers and 15 escorts) and each has 1000 torpedoes.. soo.. 20,000 torpedoes total If we assume by "set fire" they heated it to 2000K and that it was an Earthlike world the energy intput to heat thea tmosphere would be.. 1e25 joules. for 20K torps that works out to 5e20 J, or ~120 GT per torp. Also no more than twenty or so escorts try landing/hiding on a palnet, and get burned out.. only 3 survive. tells us a bit about the durability of pirate vessles. Its not an unrealistic firepower estimate, maybe a bit conservative as torpeod calcs go, but the assumptiosn going into it could be argued. So again, another "supplementary" calc, nothing more.

Page 99
For the first seven years of the Gothic War, the Imperium had been fighting defensively across an extended battlefront. As 150.M41 passed into year 151.M41, Lord Admiral ravensburg decided to take the fight to the enemy and claw back what had been taken.
Batle ongoing for 7 years now.
Page 99
Knowing that although the Chaos ships were more numerous overall, they were divided into many smaller fleets, it was Lord Ravensburg's hope that he could destroy his attackers if he could bring the weight of Battlefleet Gothic to bear against each of the Chaos fleets individually. This was a very risky ploy, because to amass the battlefleet in any strength meant weakening convoy escorts, system patrols and squadrons on anti-pirate duties.
Problems facing the probable allocation of fleet resources.

Page 99
With seventeen Capital ships (including two battleships and two battlecruisers) and twenty escorts under his
command, Ravensburg pursued the enemy fleet into the Gethsemane region.
At least 2 BBs, 2 BC and 13 cruisers in Batlefleet gothic. 37 capital ships seems alot, but it does not seem to be the bulk of fleet strength in Gothic.. maybe half, probably less than half.

Page 99
Suddenly becoming aware of their plight, the Chaos forces headed out-system to try and get far enough away from Gethsemane's star to make a warp jump. Ravensburg detached the fastest vessels in his fleet to pursue and a week-long sternchase ensued. What happened next was recorded in the memoirs of Captain Blythe of the Guardian:
..
"Bolstered by a further twelve ships...
.. Even in doing so we lost three destroyers nad four frigates in a series of small skirmishes. The enemy losses totaled at least five escorts and maybe as many as ten or more.
A week of running battles to get out of system. No idea why it took so long, but if they were fighting it probalby meant alot of course changes, and power being divverted to other systesm. It may also simply be indicative they never had enough time on a straight line course to build up much velocity (or chose not to in order to be able to manuver better.)

Page 99
..but even with Ravensburg's capital ships, the Imperial forces were still outgunned to a serious degree. For three days the two fleets circled and dodged each other through the system, neither fleet commander prepared to commit the bulk of his ships against an enemy whose exact position was unknown.
3 days of manuvering through the system. Assuming the idstances encompassed straight line travle between 20-25 AU and two passes through the system (1.5 ays per pass) we could be talking tens of gees at least.. possibly 80-100+ gees or more. That doesn't account starting or ending velocities (it assumes from a perfect stop really.)

Page 100
The Imperial fleet tore through their adversaries, crippling four capital ships and destroying eleven escorts in the initial pass.
Damage inflicted through a single pass against Chaos.

Page 100
Caught between the attacking Eldar and Ravensburg's fleet, the Chaos ships were annihilated, although a dozen more of the Emperor's vessels were crippled or destroyed before victory was finally attained.
A dozen more ships lost in defeating the Chaos fleet.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by wautd »

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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by andrewgpaul »

The Hand of Darkness is first mentioned in the 2nd edition Codex: Chaos. The short stories throughout the book detail a series of raids by Abaddon's forces on various Imperial planets. In that book they were only random raids - although the Hand of Darkness was mentioned in rather ominous terms. :) It was only when Battlefleet Gothic came out several years later that the threads were woven together.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

The hell with it, I'm going to finish off the blue book and give two entries, half and half, because I can't fit it all into one.

Page 100
In the late months of 151.M41, the warp storms that had isolated the Gothic Sector began to abate and several ships from neighboring battlefleets arrived to reinforce the Lord Admiral's bloodied fleets. The battle barges and strike cruisers of several Space Marine Chapters also arrived, bringing fresh, elite troops to the fighting.
Support arrives.

Page 100
On the edges of the Gothic Sector, Taratnis was a common gathering ground for ships entering or leaving the region from Tarnahl Sector and so it was here that Abbadon tried to stem the flow of reinforcements coming in.

His main fleet, accompanied by all three of the missing Blackstone Fortresses, swept aside the few Imperial ships close to where it broke from the warp. Closing rapidly into the system, the cruisers and battleships of the Chaos armada punched a hole through the defenders to allow the Blackstone Fortresses to break through. Countless millions of navy personnel and Imperial Guard died, planets were destroyed and an uncountable number of innocents perished as the two mighty fleets clashed....
In one system, ableit a vital staging area resulted in losses of "millions of Gaurdsmen and naval personnel."


Page 101
Combining their power together in the same fashion as at Fularis, the Blackstones unleashed a massive energy wave into the Tarantis star.

..

For a whole month, the Tarantis star raged and boiled. tortured storms moved across its surface, its corona expanding to engulf the two nearest worlds. Any that could leave fled the system, but to evacuate the populations of three worlds was an impossible task. Four weeks after Abbadon's attack, TArantis' star went nova, wiping out everything for many thousands of billions of miles in every direction in a storm of gas and plasma. Tarantis, a whole star system, was no more and Abbadon had the power to unleash this destruction wherever he wished.
Several blackstones cause a star to go supernova/nova within a month. Highly technobabble

Page 101
..the Eldar had located Abbadon's fleet in the Lower Lysades and were able to use their sophisticated ships to trail him through the warp.
Eldar could track Chaos ships through the Warp.

Page 101
Using ancient warp gates shown to them by the Eldar, the Imperial Admirals sped across the sector and arrived five days before Abbadon was due to reach the area. With a constant stream of information concerning Abbadon's actions, the Imperial ships and Eldar lay in wait.
I wonder if they were webway potals, or separate but similar warp gates. If we knew how long the Imperials took to cross the sector via Warp gate we might be able to do some FTL estimates.


Page 101
For three days the two mighty fleets battled, inflicting horrendous casualties on both sides. After the third day of fighting drew to its bloody conclusion..
The battle against Chaos and Imperium space fleets is implied to last "three days" although whether this was straight out fighting, or if it included manuvering, is not known. It should tell you the combat endurance of 40K fleets, however. My bet is that it involved at least some manuvering, so the actual combat probably was a number of "hours long" engagements with various interludes between, but the end rsult is not going to change the end result greatly.. either way.. 3 days of sustained operations (manuvering + some fighting, or straight up fighting) its an impressive dispaly of endurance.

Page 101
Only the Flame of Purity was close enough to attakc, but the battlecruiser's weapons had little effect against the huge stations.
As the Fortresses built up power for their cataclysmic attack, they were agian linked by powerful energy beams. Seeing only one chance, Captain Abridal ordered all power to the shields and drove the Flame of Purity into the middle of the converging energy waves. The ship was destroyed almost instantly, scattered into its constintuent atoms. However, the detonation had expended the Fortresses' power and, as Abridal had hoped, the blackstone Fortresses would take some time to accumualte the energy reuiqred for another attack.\
..
Their power systems drained, the Blackstone Fortresses could do little.
It was possible to interrupt the Blackstones effect.. and the nova attack apparently tooka fuckload of energy.

Page 101
Abbadon managed to escape into the warp with two of them, and after a lengthy chase to the eges of the Schindlegeist system and a jump into warp space dangerously near to the gravity well.
Not sure if this means he warped out close to a planet near the edge of th systme or what.
Page 101
The Imperial fleet closed in on the third, unleashing all of their weapons, although still to little effect.
Blackstone is durable enought o shrug off an Imperial fleet of unknown size.

Page 101
The walls themselves pulsed with energy, the surface of which had become a deep-veined black - totally unlike the harsh white-painted corridors and rooms I had called home for six years.
This from a Navy ensign. It's simila to Eldar tech but more advanced having been built by Vaul. seems even like its more organic than Eldar tech usually is.

Page 102
The warp storms had decreased to almost their normal level and scores of ships poured into the Gothic Sector.
..
Four battlegroups, each consisting of several dozen capital ships and escorts...
96 ships, plus scores more support ships in the sector.. Its probably not all native BFG craft though

Page 102
In the Port Maw sub-sector, titanic running battles between Admiral Storn's second cruiser battlegroup and the warfleet of Heinrich Bale lasted for two years as the Chaos ships slipped form system to system...
Multi year, system to system battle.
Page 102
Although the battles across the stars were drawing ot a close, it took a further eight years to retake the worlds that had been captured by the Forces of Chaos. Many of them were utterly devastated, their populations enslaved or sacrificed to the Dark Gods, the lands ravaged by war. Slowly but surely, the Imperial Guard scoured these planets of the taint of Chaos. The missionaries and Confessors of the Ecclesiarchy set about restoring faith in the Emperor and the Inquisition hunted down those who had collaborated with the followers of the Dark Gods.

..
There are still worlds in the Graildark Nebula that still await the Emperor's fleets to free them; there are scattered Chaos ships, and even two or three fleets, that still raom the darkness between the stars of the Hammerhead Deeps and the Cyclops cluster..
AFtermath of the gothic war.

Page 102
Twenty years of war had left deep scars and it would still take centuries of blood, sweat and toil to repair the harm, both physical and spiritual, that had been wreaked by Abbadon and his minions.
Centuries to repair the damage of the gothic war.

Page 102
The High lords of Terra recognised the efforts of the entire sector fleet and the name of each crewman who served in the war, from Lord Admiral Ravensburg to the lowliest rating on the smallest merchant ship, was engraved upon a specially constructed monolith, which stands ten times the height of a man in the Chamber ofHeroes in the Imperial Palace itself.
Neat memorial I suppose. Better than nothing.
Page 105
For example, the Minotaur, a Lunar class cruiser, has a prow-mounted nova cannon instead of torpedoes.
Variations in weapons designs can occur. Lunar class can power nova cannon and handle the recoil.

Page 105
Escort ships must be formed into squadrons of between two and six ships each.
..
Cruisres, heavy cruisers, and battlecruisers may be formed into squadrons of two to four ships.
..
Grand cruisers and battleships may be formed into squadrons of two to three ships.
Sqaudron breakdowns an dcompositiosn. Battlecruisers count as cruisers, as do heavy cruiser.s Grand cruisers are battleships.

Page 106
The ancient hull of the Divine Right was recovered from the space hulk Inculcate Evil after its capture near the Charos system in the 36th Millenium.
They apparently will even recover ships from space hulks if they can, not just archaeotech.

Page 106
The Legatus Stygies was laid down at the Stygies forge world in the Vulcanis system around the 30th Millenium but was left incomplete in orbit for over two millenia after heretics sized the world and destroyed the majority of Stygies' manufacutirn gfacilities. Work is believed ot have resumed some time in the 32nd Millenium, but suffered further delays due to warp storms, accidents and Chaos raids, leading to its commissioning not occuring until the very end of the 32nd Millenium.
Big battleship took ~1000 years to build, but suffered multiple and repeated delays, meaning this cannot be considerd its "usual" shipbuilding time. although how much less it could be.. unknown.

Page 106
Famous Ships of the Gothic War: (Emperor class BB)
Legatus Stygies, Divine Right.
2 Emperor class BBs in Gothic sector.

Page 106
"Oh great Machine god, we implore thee to cast your benevolent gaze upon this vessel, the Divine Right.

..
Let your mighty anger spit forth destruction and vengeance through the great mysteries of laser and plasma and missile.
Humorous invocation of ADMech technology.

Page 107
The two Retribution class battleships of the Gothic Sector fleet are believed to date from teh earliest days of the Imperium.
Gothic sector has 2 Retributions as well.

Page 107
Famous ships of the gothic sector: [Retribution class battleship]
Bloodhawk, Cardinal Boras.
The two REtrubitions.

Page 108
Reckoned to be undergunned by many captains, the Mars class battlecruiser Imperious earned its laurels at the outset of the war during a surprise attack on the hive world of Orar. Early in the engagement the Imperious managed to get underway and scored a devastating hit on the Slaughter class cruiser Soulless with its nova cannon. While Soulless was still reeling from the damage a salvo of lance hits from the Imperious detonated its plasma core and annihilated it.
Imperious vs Slaughter class cruiser. Nova cannon crippled it, follwoed up by lance strike.

Page 108
A wave of Starhawk bombers form the Imperious crippled a second Salughter class cruiser which was subsequently destroyed by Orar's orbital defences, breaking the back of the Chaos attack with minimal damage to Imperial forces.
bombers cripple the other ruiser to be wiped out by robital dfenses.

Page 108
Imperial ships originate from four main sources: those salvaged from hulks drifting in space or (very occasoinally) in the warp, those built by planetary overlords as part of their tithes ot the Imperium, those built at the major fleet bases of the Imperial Navy and those built at the forge worlds of the Adeptus Mechanicus. Salvaged hulks (which are highly sought after for their superior technology and construction) are traditionally named by the captain who first located the hulk and so usually have names relating to their point of origin, the ship which discovered them or the events of their recovery...

..

Planetary overlords are permitted to name ships built at their worlds, normally taking the opportunity to name them after their august selves and giving rise to names like Lord Daros, ARchon Kort, Demiarch Vespasian. Ships biult at the main Naval yards and forge worlds are either given a hereditary name, which previously belonged to a ship that had been destroyed or lost in the warp for more than fifty years (as in Fortitude, Rigtheous Fury, and Imperious,) or they are named in High gothic in relation to their point of origin (as in the case of the Cypra Probatii and Legatus Stygies.)
Tithed ships are intersting, as it hints that such vessels are built well within the lifetime of the builder (the Lord Daros is a good example, built within 11 years)
Page 109
Based on the Acheron clas heavy cruiser design, the Overlord class batltecuirser was built ot provide the Imperial fleet with a cruiser-sized vessel with the long range punch of battleship weaponry.
BC;s are cruiser sized vessles, but in this case can carry the punch of a battleship. How it does it is up for debate, and carries different implications. One possibility is an upgraded powerplant, although this would carry a corresponding incease in speed (or at least a potential increase) as well as frirepower and possibly carrry drawbacks (increased fuel consumption and a corresponding decrease in range, cooling problems, etc.). A second option is Battleship guns with a prolonged recharge rate at Cruiser level powerplants (slower ROF but greater punch.) A third option is carrying Battleship-grade munitions (macro cannon, missile, or such).
Page 109
Because of difficulties in power transmission the Acheron's prow weapons batteries were replaced by stnadard cruiser torpedo tubes and armoured prow. However, this arrangement allowed the Overlord's dorsal lance turrets to be upgraded, giving them a range comparable to the vessel's other long-range laser batteries.
This suggests that the Overlord's cruiser upgrades may indeed have been powerplant related, with most of the firepower devoted to the energy weapons armament.
Also, the lances and laser batteries on the Overlord might have similar range.

Page 109
Difficulties in building the Overlord class meant that only limited numbers served in the Segmentum Obscuras fleet, each vessel being painstakingly constructed at the Cypra Mundi shipyards. Three vessels served in the sector fleet during the gothic War: the flame of Purity, Sword of Retribution, and Cypra Probatii. The latter was completed during the war and arrived in the Gothic Sector only after a difficult and hazardous journey through the warp.
I won't do famous ship so fthe gothic war for this, since it already said 3 ships there. The implication is that the Cypra probatii was built during the war, although whether it was started is up for debate. If so it would have been built in far less than a decade. 3 more batltecruisers, plus the Mars.. is 4.
Page 110
The Lunar class cruiser forms the mainstay of Battlefleet Obscuras with over six hundred ships serving throughout the segmentum and more than twenty ships fighting in the Gothic war. The uncomplicated design of this class ensures its enduring utility, enabling vessels to be built at hive and industrial worlds normally unable to muster the expertise to construct a capital ship.
The suggestion that some hive and industrial worlds (lesser ones?) cannot build most curiser designs, but could probabl build smaller warships. On the other hand it does suggest some Hives can and do (We know Necromunda has shipyards and can build battlecruisers).

Page 110
Perhaps the most remarkable example of this is the Lord Daros, constructed at the feral world of Unloth. The primitive tribesmen dwelling there were influenced to mine and smelt metals which were then presented as 'sacrifice at sky temples established by the Planetary Lord. The raw materials were then lifted into orbit at each vernal equinox. After a period of eleven years the tribes were rewarded for their efforts with the sight of a bright new star moving across the heavens as the Lord Daros boosted out-system.
- the "Lord Daros" construction example quoted elsewhere (1 Lunar cruiser from a Feral world in 11 years). It is safe to conclude that any Civilised world and Hive World could perform similar feats - in other words the vast amjority of the Imperium, if not all, shoudl be capable of producing ships as large (or smaller) in a similar timeframe. I'm guessing alot faster, since having ferals mining and smelting the materials would be a huge bottleneck.

Page 110
famous ships of the gothic war (Lunar class cruiser)
Iron duke, Retribution, Agrippa, Minotaur, Justicar, Lord Daros:
- The Lunar class cruisers Minotaur and Lord Daros can replace their prow torpedoes with a nova cannon...
Again some Lunar class can gain nova cannon. 5 Lunar class mentioned. At least one or two more were mentioned in the BFG novels that I remember.

PAge 110
Its [Tyrant's class CA's] superfired plasma batteris are capable of launching a boosted salvo considerably further than comparable cruiser wepaon decks, yet still deliver virtually the same weight of fire at close quarters. This had eluded ship designers since the sercets of building very long range ship weaponry had been lost after the Dark Age of Technology. In practice, however, the Tyrant's long range firepower lacks sufficient strength ot make it a serious threat to anything larger than an escort-sized vessel. Two of the Tyrants assigned to the Gothic Sector fleet, Zealous and Dominion were eventually upgraded with weapons salvaged from wrecked Chaos ships. These pushed their firepower up to battlecruiser levels, making them very dangerous opponents at long range.
Tyrant-class have "battlecruiser" grade power, after being refitted with Chaos weapons, before that their long-range firepower is only effective against escorts.

Note as well the implication that "modern" weapons ranges are alot less than they were capable of in the DAoT. though the factors implied seem to be with the power/weight of fire - plasma weapons seem to be implied to lose damage with range, at least with cruiser-grade vessels.

Page 110
Famous ship so fhte gothic War: (Tyrant class criuser)
Lord Sylvanus, Zealous, Dominion, Icendrious.
Tyrant class sips in the Gothic War. 3 of them.

Page 111
It [dominator class[] was designed ot hang back and use its massive nova cannon to bombard the enemy at extreme range. Dominator class cruisers are far more common to Battlefleet Ultima than Battlefleet Obscuras, the vast majority bieng built at the fleet base at Kar Duniash. The only Dominator class vessel serving in the Gothic sector at the outset of the war was the Hammer of justice under the command of Captian Grenfeld.
(the Hammer is the only Dominator in gothic, so I wont do the famous ships here either), although Shadow point mentions the Fearsome, which means it was pulled in later. 9 cruisers so far.


Page 111
A potent force in its own right, the [Gothic] class carries the heaviest lance array of any Imperial cruiser in the Gothic sector, making it a deadly adversary for enemy vessles of all sizes. however, in the course of the war it became apparent that it could only operate successfully in the company of other vessels...
..
Powerful as the lances were, they could not damage an opposing vessel fast enough in duels.
Limittions and capabilities of cruiser-grade lances.

Page 111
A change in tactics, pioneered by captain Hodge of the Righteous Fury, saw Gothic class ships paired with their own squadron of escorts or another cruiser.
..
This used the heavy lance armament to good effect, by knocking down the enemy's shields and allowing its consorts to attack, while preventing the its enemy form moving away.
Lances seem to be good anti-shield weaponry.

Page 111
famous ships of the gothic War : Gothic cruiser
Invincible, Emperor's Wrath, Righteous Fury, Sword of Orion
at least 4 Gothic cruisers. 13 cruisers, plus 2-3 more from the BFG novels.

Page 112
Dictator class cruisers are built around Lunar class hulls, with the lance decks entirely rebuilt into launch bays for attack craft. This stop-gap measure was originally undertaken as a simple method of delivering large numbers of atmospheric craft, like the Thunderbolt fighter and Marauder bomber, to low orbit, for ground support operations.

Thunderbolt and Marauder craft apparently are capable of reaching low orbit from the surface of the planet, ,and vice versa (atmospheric reentry.). This suggests they not only are significantly more durable than modern mateirals (they don't burn up on reentry), but their powerplants are probably better than chem propulsion (even promethium.), since the Dictator does not deploy them directly into the atmosphere (But frfom low orbit.) This suggests that there are several classes of "attack craft" carrier types usually employ. space only or space/atmosphere combined, atmosphere only (possibly with some capability to reach orbit) and possibly atmosphere only refitted for limited space combat.


Page 112
However, successive upgrades to the Dictator's communications and detection systems expanded its capabilities for launching long-range strikes agianst ships in deep space. They were increasingly equipped with Fury class deep space fighters and Starhawk bombers and operated as fleet support vessels and independent patrol ships throuhgout the Sector. A single dictator with a handful of escorts proved an exceedingly flexible force capable of running down pirates and raiding hostile worlds with waves of attack craft.
This implies that the effective striking range of fighter craft is comparable to the sensor communication/detection ranges of the vessel in question. This may also imply some FTL sensor/comm system associated with these sorts of operations, although it could be astropathy doing this quite easily.

Page 112
As demand for supporting attack craft in major actions grew, a number of badly damaged Lunar class cruisers were reconfigured as Dictators at the main fleet bases. By the end of the war, seven more Dictators were in service, more than compensating for the loss of the Rhadamanthine and Archon Kort to Abbadon's fleets.
This implies there were 7 more Lunars in the Gothic war than started. 20 cruiser grade, plus 2-3 extra.

Page 112
Famous ship sof the gothic war (Dictator class cruiser)
Archon Kort, Fortitude, Rhadamanthine
2 of those were lost, 1 more.. 21+2/3) call it 23-24 cruisers./

Page 112
Light scouting cruisers like the Dauntless class have always been a feature of Imperial fleets throughout the Imperium. An ideal light cruiser carries enough firepower to drive off opposing escrots and enough fuel and supplies to remain away from bases for months at a time.
Light cruiser's firepower is at least twice that of an escort's.

Cruisers have operational endurances of "months".

PAge 112
The Dauntless is a popular class, as fast and manuverable as a frigate but with a ferocious frontal lance armament.
Dauntless-class cruisers have the acceleration craft and manuverability of a smaller vessel.

Page 112
Famous ships of the gothic war (dauntless light cruiser)
Abdiel, Uziel, Vigilant, Baron Surtur, Havock, Guardian.
6 Light cruisers at least.. 29-30 cruiser types total.

Page 113
The Sword's [Frigate] laser-based wepaons batteries and substantial turret array have an exceptional ready level of 88.2%. Its plasma drives are simple, sturdy units copied many times on other ships and can be serviced by artificers with minmal training.
The Sword-class frigate makes use of laser weapons and apparently has a large point-defense capability. A "readiness" level of nearly 90% is considered exceptional.

Page 113
Famous Squadrons of the Gothic war (sword class)
blue Squadron, Red Squadron, Omega squadron.
3 sqaudrons.. at least.. 6-9 Frigates at least.

Page 113
Firestorm class friagets are a comparatively recent innovation within Battlefleet Obscuras. The design was crated in an effort to balanc ethe manoeuvrability of escort class ships with the hitting power of a lance armament. The Firestorm is built around a sword-class hull with major reconfiguration of the central laser cores to direct power to a prow-mounted cannon.
Firestorm frigates are comparable in size to Sword-class, with the addition of forward lance batteries (or rather one cannon, implied, though its known lances are "multiple" emittors combining into a single beam.)

The lance is also laser-based, apparently, given that the Sword's "laser cores" simply were reconfigured to power the lance array forward. This also implies that the lance is of comparable power to the forward batteries. (sucking up half the weapons power, and therefore being twice as powerful as its wepaons batteries?)

Page 113
Only five squadrons of Firestorms served in the Gothic War, and these wer all understrength in most of the engagements they fought, due to a lack of available replacement ships.
5 x 2 = 10-15 frigates at least.? 2-3 dozen frigates total, maybe.

Page 113
The two Firestorms intercecpted a group of Infidel raiders flanking the main fleet to attack the Emperor-class battleship Intolerance. Three of the raiders were destroyed for the loss of one Firestorm, enablin the Intolerance to complete the despatch of twenty-four bomber wings against the Chaos Desloator class battelship Eternity of Pain.
Emperor-class battleships carry at least 24 bomber "wings" Presumably this means they carry at least that many fighter/itnercecptor wings as well. Could imply many hundreds of craft total (close to a thousand?)

Page 113
Famous squadrons of the gothic war: [Firestorm clas frigate]
Patrol Group Erinyes, LExus Squadron, Costa Barbarus Patrol

Page 114
Cobra class escorts form a significant proportion of Battlefleet Obscuras, their versatility making them a favoured vessel for scouting, patrolling and raiding.
Cobra destroyers seemingly most numerous.

Page 114
The 24th Destroyer Squadron (Widowmakers) carried experimental long-range detection gear.
Not sure what made it experimental.

Page 114
hundreds, perhaps thousands, of transport ships participated in the gothic war. The vast majority wre chartered merchantmen pressed into service to mov war materials to systems under blockade, while many others were Imperial Navy support vessels used to resupply the fleet and form temporary repair bases in isolated systmes.
Scope of the Gothic Sector merchant arm, presumably does not include military transports and such.

Page 114
Most transport ships carry some weapons to protect themselves against pirates and other raiders, but without decent sensors and fire control by experienced officeers the chances of getting a shot at the enemy is miniscule.
Sensors and fire control are related, and have a direct impact on weapons accuracy.

Page 115
The Imperial Navy has always employed an amazing variety of light craft aboard its vessels. From brigs, ,dories, pinnaces, couriers and lighters for transporting personnel, materials and documents between ships, to deep space bombers and intercecptors, almost every ship has a selection of craft obtained locally from dozens of worlds or, in many cases, built by artisans aboard the ship itself.
Attack craft may be built onboard the ship, but may also carry many other kinds of vessels aside from bombers and fighters (their own freighters, shuttles, whatnot.) This also reinforces the earlier "space fleet" concept that starships have their own workshops/foundaries/factories onboard (facilitating their operational durations of months or years - they can replace or repair many things while away from shipyards or docks.)

Page 115
Furies carry a crew of between two and four and are typically equipped with several banks of forward-firing lascannon and missile bays. Starhawk class bombers are larger, slower craft witch carry a heavy paylod of plasma bombs and armour-piercing missiels for attackign enemy ships. Starhawks have large crews, mainly to man their numerous short-range defence weaponry. Shark-class assault boats are built around a powerful central engine and an armoured troop carrying compartment.
Fury-fighters carry multiple lascannon and missile bays. Bombers are equipped with "plasma bombs". No idea of the warheads of "armour piercing" missiles, however. Starhawk bombers also have their own defence weaponry/turrets it would seem. The crew complements alone imply huge sizes.

They also seem to be of simialr size to the assault shuttles, which can carry squads (platoons) of troops in boarding actions (suggesting they are considerably larger than, say, SW fighters.)

Page 117
A belief in the strength of attack craft as the ultimate weapons in space warfare pervaded the Battlefleet Tempestus and plans were made for fifteen Despoiler class battleships. However, as history shows, the true battleship was not outmoded by attack craft and the program was ended after the consturction of just three vessels.

..

Roughly two hundred and fifty years after being laid down, the Merciless Death went missing whilst on extended tour through the Amerikon Sector.
It took less than 250 years for the Mercliess death and its 2 compatriots to be built. Presumably they were built sequentially, as only 3 of 15 were built. (We learn later this wsa part of the GAerox Preorgative, and this implies that they intended to build 15 battleships simply as a test of a thoery at a shipyard in a matter of decades.. certainly less than centuries. For 40K, thats impressive shipbuilding in terms of scope and speed.

Page 118
The Desolator class battleship dates back ot the very founding of the Imperium and utilises technology long since lost to the Adeptus Mechanicus.
Yeah. Technology lost by the Admech. big shock there huh?

Page 119
the Grand cruiser was a precursor to the battlecruisers which are now more prevalent in most Imperial fleets. almost rivalling battleships in its ability to withstand damage and lay down a barrage of fire, the grand cruiser fell out of favour when the means for constructing sufficiently powerful engines was lost (more recently buitl engines were incapable of attaining a useful combat speed.)
Grand Cruisers probably qualify as ligth battleships. They apparently cna't be built anymore cuz of the lost engine tech. Which is interesting, becaues a fair number of Grand Cruisers that get highlighted are depicted as decomissioned reserves (older ships not considered as useful in a "modern" Imperial navy...)

Page 119
A few ancient grand cruisers can still be found in reserve fleets of the Segmentum Obscuras and Segmentum pacificus, but they are largely obsolete.
Mention reserve cruisers, and how (oddly) Grand cruisers are obsolete.

Page 119
The four enemy destroyers, Iconoclasts, made absolutely no effort ot escape, and indeed gave no indication that they had even spotted us. I closed at high speed, until at a range of about four thousand, I felt that the moment had arrived and gave the order to open fire on the nearest target. At four thousand, my guns couldn't miss.
Again range s but no units mentioned.. 4 thousand whatever. It seems to be close or point blank range.

Page 120
We pressed closer, to within two thousand. The starboard weapons came back into action. The crew had ejected the burning magazine into the void and brought up another. Wth a belch of flame the Iconoclast crumpled like a paper model.

..

The next Iconoclast was now only about five thousand away, slightly ahead, firing at us.

..

he was turning rapidly to get away, as I increased to full speed ot overtake him, and drew up on his port side at a range of about four thousand."
more "thousand-something unknown."

Page 121
This base treachery was only discovered with theoutbreak of the Gothic War, when the Warmaker opened fire on Jarnu Orbital station, shortly after breaking from dock. The wreckage of the space staiton fell onto Jarnu Capital, killing nearly three and a quarte rmillion Imperial citizens in the resulting mass conflagration.
The Warmaker was once a heavy cruiser in the Gothic sector battlefleet.

Page 121
My guns were hitting him heavily, we had him cold, then the forward lasers overheated.

..

We hit about twenty yards from his drives. The sharp adamantium beak of my prow bit into metal as we lifted and rode partly ove ths stern of the Iconoclast. I could feel us scrunching through, deep into its vitals as the Iconoclast broke in two. The stern tore off and slid down my starboard side, and the remainder tumbled away down the port side: we had bitten straight through.

- Captain Bayforth of the frigate Greywolf..
Frigate does a ramming action against a Raider.. survives mostly intact.


Page 122
As far as records can show, there was only ever one vessel of the Acheron class, constructed as a test bed for new weapon systems devised by analysis of ancient, possibly alien vessels discovered in Sector 51.
Messing with Xenos tests again. this one built specifically as a testbed.

Page 122
If the Emperor's Wrath was surprised, the damage could be even worse...

..

"Starboard batteries ten through fourteen down."
Cruiser.. 14 battries per broadside, at least.

Page 123
Formally known as the Righteous Fury, the vessel was accompanying fourteen Navy transports (carrying thirty two thousand Imperial guardsmen, fifteen hundred battle tanks and over ten thousand auxiliary staff and vehicles.)
14 transports carry 32K troops, 1500 tanks and 10K support. 3000 peronnsel per transport and one hundred odd tanks (not including other vheicles) per transport. They must not be very large. And in any case, the ship is of course escorted.

Page 123
Before being replaced by Lunar class cruisers, the Murder class was the mainstay of Battlefleet Obscuras. Almost five hundred were built betwen the 33rd and 37th millenia..
500 cruisers built in 4 millenia. If they had been built sequentially thats one every eight years. Its unlikely that is the case, however.

Page 123
Several of these vessels (Murder class cruisers) combined can cripple the largest battleship, and it was a force formed from the Doombringer, Steel Fang, and Monstrrous that destroyed the Imperial Battleship Relentless Persecution.
Several (three) murder-class cruisers can "cripple" (or destroy) a large battleship, giving us an approximate indication of power differencecs between battleships and cruisers. (less than an order of magntidue)

Page 124
The Slaughter class cruiser utilises a Scartix engine coil, that provides the ship with a thrust considerably more powerful than any other vessel's. When the Dutiful, a Slaughter class cruiser, was laid down in 126.M34, turned renegade and bombarded the sethelan Forge world, the design for the Scartix coil was destroyed. Some think the attack had the sole purpose of preventing the construction of any more vessels of this design. The dutiful was re-named the Soulless by Admiral Dorez for this despicable deed and was mercilessly hunted across Imperial space for the nexts even millenia.
The cruiser's speed is 30 instead of 25, giving it a speed equal to attack craft and escorts.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Part 2.. and we're done!

Page 125
Little is known of the whereabout sof its construction [Idolator], though rumor has it that they are built on the excommunicated forge world of Xana II near the Eye of Terror. Idolators incorporate many systems and features which are of obviously non-human origin, probably bought or stolen from other space faring races, such as the Kroot mercenaries and the Fra'al raiders. They show remarkable gunnery at long ranges and it is speculated that they benefit from some kind of imrpoved targeting system which cannot be widley replicated by the Adeptus Mechanicus.
Chaos forces use alien tech to enhance their ships. Admech tries to replicate some of the tech with little success.

Page 125
Designs for a larger escort ship to fufill the role of the Cobra destroyer disappeared from the Monsk orbital shipyard in the late 40th Millenium. Several years later, vessels of a remarkably similar configuration began raiding Imperial outposts and convoys.
The Infidel class raider (a Cobra destroyer replacement) appeared "several years later" after the plans were stolen, suggesting it took less than a couple years to build (less probably, allowing for time for the plans to spread, prototypes to be built and tested, and whatnot. More likely a year or less construction time.) other escorts would presumably have similar construction timeframes.

Despite being a replacement for the Cobra, its rather obvious this is a frigate-sized vessel going by armament and defenses, and the fact there is a smaller destroyer-grade vessel called a destroyer (The Iconoclast).


Page 126
Mainly used by pirates and other lawless bands, the Iconoclast is simialr in design to a vareity of smaller escort ships turned out by almost every shipyard. Although compact, they carry a fearsome amount of firepower and when encountered in numbers can be a threat to even a capital ship.
Iconoclast class destroyer. At least two (possibly a suqadron?) can "threaten" a "capital ship" (presuambly at least cruiser grade.) Again, an indication of the differenecs in firepower between different ship classes.

Page 126
.. and it was a wave of Doomfires that delivered the killing blow to the battlecruiser Cypra Probatii during the Battle of Gethsemane.
Cypra Probatii bit it at Gethsemane, but this gives us an idea of when it was around the Gothi sector (and how long it might have taken to build.)

Page 126
Using ancient phase field generator technology, the Dreadclaws were able to burn through the thickest hull in minutes, deploying their raiding parties before any organised defence could be mustered.
Using phase field generator tech for penetration technology.

Page 127
A fully operationla blackstone Fortress was the most devastating vessel in the galaxy at the time. Its many weapons utilised a knowledge of warp technology which far surpasses that of even the Eldar. Whatever the exact processes involved, it seems that the Fortress' primary weapons were able to slice through the barriers separating the warp and realspace, unleashing a beam of pure immaterium. The fluctuating energies within the beam could, most worryingly, bypass a vessel's shields and rend ships paart. This technology could be used to tear through the fabric of space and unleash an unstoppable warp-shockwave which would obliterate anything in its path. During the Gothic war, Abbadon managed to use the power of three Blackstone fortresses to destroy the Tarantis star...
As a Talisman of Vaul, Blackstones naturally are more powerful than Eldar tech. Theeir warp weapons can penetrate shields. The beam is known to have thermal effects, but the primary effect is probably more like a D-cannon, and even worse could be used in a variety of ways.

PAge 127
"Sir! the Blackstone Fortress appears to be scanning us. It's making our surveyors go haywire!"
Blackstone active scanners powerful enoughto fuck with Imperial scanners

Page 128
Whatever the truth of the rumours, seventeen vessels operating independently around Behin Morr disappeared over the course of the war, more than double that of any other sub-sector.
Losses during the Gothic War per sub sector.

Page 129
Eldar ships move by capturing stellar energy through their sails and using this to power their movement. The amount of energy they can capture and therefore the distance they can move, depends on their facing with regard to the nearest star. Their ships are graceful and extremely manoeuvrable, allowing them to dart in and launch an attack and then pull back before their slower moving enemies have a chance to react.
Despite how its described, ,the Eldar cannot really operate their ships off of solar energy any more than Dooku's sailer or TIE fighters do. the power they are tapping is therefore more exotic (warp based, or tied to the webway in some manner perhaps, since Eldar ships can IIRC navigate inside the webway despite the absence of suns and such there.)

Likewise I'm pretty sure Eldar ships can fight even in the depths of space where thermal energy would be minimal to nonexistent. (Craft worlds would be undefended otherwise when traveling in-between stars.)

Page 129
Eldar ships are protected by holofields which distort targeting sensors and make them very hard to hit, rather than offering any physical protection. However, attacks that do strike home tend to cause considerable damage to their sophisticated but fragile vessels.
..
However, if the enemy is able to bring sufficient force to bear, Eldar ships re not sturdy enough to withstand the furious bombardment of a full fleet engagement. Therefore, strength in numbers and a compact defence have always been the best tactics to use against an Eldar attack.
It should be noted here that the game rules do not specify that Eldar use shields, only holo-fields, which is patently absurd: The Dark Eldar have some quasi-force field defense to deflect fire, as do the craft worlds themselves. Moreover, we KNOW the Eldar have power fields of their own, and some ground vehicles (IE Wave Serpents and walkers) have shielding of some kind as well. It would be beyond idiotic for them to fail to apply such technologies to their own ships (in game terms, one could conclude that such forcefields act as another layer of armor.)

Page 130
Pulsar lances fire volleys of high energy laser bolts.
Puklsar lances, it seems implied here, are rapid firing lance batteries.

Page 130
Eldar weapons batteris are short-ranged weapons that unleash a torrent of fire. They employ sophisticated targeting systems which make them very accurate even at extreme angles of attack.
Eldar weaons batteries.

Page 130
Eldar torpedoes use sophisticated targeter scrambling systems to make themselves virtually undetectable until they strtike.
...
In addition, the highly accurate targeting sensors on Eldar torpedoes...
Eldar torpedoes have their own ECM.


Page 131
The Shadow class cruiser is typical of all Eldar capital ships. Its multiple solar sails give it tremendous speed and manoeuvrability, able to outrun even the escort ships of other races.
Eldar cruiser faster than human escorts.

Page 131
Famous Eldar ships of the gothic war: Shadow class cruiser.
Black Star, Child of Khaine, Celestial King, Chariot of Mathurir, Fhianna Rethol (untranslatable), Bright claw
Eldar cruisers The Black sTar is a deliberate B5 reference. 6 total.
Page 131
While most carrier type vessels must maintain considerable distance from the enemy, thus increasing the amount of time fighters and bombers spend approaching their target, the Eclipse can deploy its Darkstar fighters and Eagle bombers withins triking distance and then use its great speed and agility ot withdraw from the firing line.
..
In particular, the Stardeath caused the destruciton of at least fourteen convoys, acocunting for over twenty eight merchant and military vessels itself. The Stardeath was eventually caught and eliminated by frigates of the Skargul patrol when its holofields were destroyed by a fortuitous torpedo hit, after a dogged three day chase through the Graildark Nebula.
Eldar carrier policy tactics. Also note the three day chase.

Page 131
The Silent Warrior gained much notereity in the Port Maw region after the Walpurgis ATtack, during which its piratical crew boarded and captured the Vigilant, which was on station to escort several Penal Legion transports to the Imperial Guard fighting on Lethe. The Eldar corsairs forced the Vigilant's captain to transmit the all-clear signal and as the undefended transports left the planet's atmosphere for the rendezvous, they were mercilessly destroyed by Eagle bombers...
Again troop transport (this time for mere Penal legions) given. Transports too could land on planet.

Page 131
Gothic setor ships: [Eclipse class cruiser]
Silent Warrior, Asruyan's Chosen, Stardeath, Eliarenath's Gift.
4 cruiser-carriers.

Page 132
Although unable to withstand much damage, it [Hellebore frigate] carries enough weaponry to match even an Imperial light cruiser and to inflict horrendous damage on larger vessels. When deployed in squadrons, the Hellebore is a lethal combination of speed, flexibility, and hitting power, combining the long-range capabilities of torpedo launchers with the solid firepower of a pulser lance and laser battery.
..
In fact, it was a squadron of three Hellebore frigates that reduced the Fortitude to a hulk and crippled the Sword of Orion during the abortive Picus Offensive in the final years of the Gothic War.
Frigate has firepower of light cruiser. LAser weapons as armament.Squadron of 3 Hellebores took on two cruisers.

Page 132
The Aconite class frigate utilises the best Eldar laser technology, giving it a powerful punch which far surpasses that expected of a vessel this size. Usually operating in squadrons of three or four ships, they [Aconite class frigates] can level a fusillade of fire which can match the broadside battereis of a battleship....
A handful of Eldar frigates can match the firepower of a (Imperium, presumably) battleship, which suggests the firepower of Eldar vessels is considerably greater than its Imperium counterparts (thought he Imperium vessels are still far more durable.)


Page 133
Eldar torpeodes have highly sensitive target acquisition and final approach control sysems and are also often armed with highly volatile neutron or vortex warheads. The Adeptus Mechanicus has therosied that this makes them almost twice as likely to inflict damage on an opposing ship as standard Imperial plasma torpedoes.
Description of the warheads used by Eldar craft. Vortex warheads should be explanatory, but I hav eno idea what Neutron warheads do (enhanced radiation weapons, perhaps? Or just some sort of particle beam "shaped charge" weapon?) They seem to be implied to be of similar nastiness to a vortex weapon. No mention of the sonic/seismic warheads used on some craft (liek fighters) mentioned in Shadow Point. Either/or are both twice as impressive as normal plasma torps.


Page 133
This was amply demonstrated during the Eldar attakc on Naxos, when the Chaos Battleship Damnation's Fury was crippled by three sucessive torpedo runs from a three-strong Nightshade squadron, despite the proteciton of several other capital ships and escort vessels.
Torpedo runs from 3 Eldar destroyers cripple a battleship.
Page 133
With the power needed for the stellar drives and pulsar lance, even considering the advanced Eldar engine technology, the Hemlock probably cannot generate a stable interior enviroment for much more than the crew members needed for steering the ship and firing the pulsar.
Rather curious that despite being propelled by solar wind (supposeldy), the drive system needs power.

Page 134
Eldar Darkstar fighters are possibly the most accomplished interceptors there are. Not only are they highly agile and extremely fast (utilising some form of interia-dampening field that enables them to literally turn on the spot.) but their crystal power generation systems allow them to operate for longer periods than other fighters. This means in a dog fight with with enemy interceptors, even if the Darkstar cnanot shoot down its enemy, its adversaries will often be forced to break off earlier, due to lack of fuel and ammunition.
Eldar "inertial damping" tech give eldar ships extreme mobility - either because they can compensate for engine accelerations in very very short time frames, or they provide some active propulsive force on their own.

The Imperium has inertial damping tech too (even on tanks) but the eldar version is clearly better.

Page 134
The Eagle bomber benefits from a modified version of the holofield generators found on larger vessels, designed to distort the craft's sensor image at close range. Eagle bombers often carry highly destructive sonic charge,s which are not only delivered iwth remarkable accuracy, but are capable of punching through even the thickest armour.
Eldar bombers have some field protection. Also sonic bombs. In space (presumably more seismic/shockwave munitions against armor, rather than transmitting sound through space.)
Page 135
One thing Orks need very little encouragement to do is go fast. Their ships commonly mount a plethora of excess( and excessive) thrusters, boosters, and extra drives- uusally all wired up to a prominent red button in the cockpit.
Ork ship design apparently always includes the afterburner function.
Page 135
Ork weapons are mostly limited to fairly crude but efficient slug-throwers and missiles, mixed with other captured weaponry salvaged from hulks and defeated ships.
Orks like projecitle weapons on their ships too. "crude but efficient"

Page 135
Ork attack craft are known as fighta-bommas and perform the roles of both interceptor and bomber. They carry heavy bombs and rockets for attacking at closue range, but gladly pounce on other attack craft they ocunter. This hybrrid approach means that they function as fighters normally but can attack ships as if they were bombers.
Ork attack craft.

Page 135
The Mekz were in the middle of a mass of wires, twisting and soldering for all they were worth but the spottin' screen was still blank and dead looking.

..

He pulled the squawking box from the side of his throne, thumbed the lever and was faintly surprised ot hear an obedient crackle of static - something still worked. then. He shouted for gunz down the first sized box, and got a response on the third shout. He told them to get ready and he got onto enginz and told them to start going right.
..
Urluk ignored the resulting pandemonium and slammed his fist down on the big red button on the arm of his throne. An instant later everyhting not secured hurtled to the back of the bridge as the ship lurched forward.
I thought it was pretty funny. Orks apparently don't have much in the way of inertial damping though, but they can use comms units.

Page 136
the Butcher attacked six convoys in the Quinrox Sound over the course of the war, destroying a total of fifteen badly needed transport ships, seven escorts and one cruiser, the Admiral Lenox.
Losse to this particular Ork ship.

Page 137
Terror ships carry a mixture of Ork fighter bombers and large numbers of assault boats. Fighter bombers are equipped not only to intercept enemy ordnance but also carry bombs and missiles capable of damaging a warship. Ork assault boats are basically armoured shells with an engine at one end and a piercing beak at the other, more akin to giant boarding torpedoes than the more sophisticated craft employed by other races.
Terror ships.
Page 137
Even as the base was being overrun, a scouting patrol comprising the Dauntless light cruisers Abdiel and Uziel together with four Firestorm class firgates arrived in the vicinity for resupply and were set upon by Terror ships.
A patrol squadron/group/

Page 138
However, as discovered by Admiral Sartus aboard the doomed Laertes, a swarm of Onslaughts can lay down a fearsome hail of fire from their multiple forward gun batteries.
Ork firepower is concentrated in the frontal batteries.

Page 137
Like all Ork attack ships, Onslaughts are capable of landing on planets as part of an invasion force and can carry a large Ork warband plus their vehicles and artillery.
All ork ATtack ships are atmosphere capable.

Page 138
I ordered battle stations, commanding the Drake and Renowned to keep station with the transports while myself and the Guardian investigated. Our surveyors were unable to register the exact nature of our attackers until they were within 25,000 of us. They were Ork pirates, roaring towards us as fast as possible. I counted seven Savage gunships, three Ravager attack ships and the horrifying form of two Terror ships.
The Guardian was foremost in the fleet and she had to heel round sharply to bring her lances to bear. She scored telling hits agianst the lead Ork escorts, but apart from a few desultory salvoes of fire, the greenskins ignored her and beared down upon me. Ordering the engine room to burn retros, I swung us around for a full broadside and waited for them to get into range.
25,000 units.. kilometers maybe.

Page 140
As well as relying upon the invention of interstallar warships, a planetary system may also be protected by local defences. The first of these are the high orbit defences, that are capable of attacking enemy ships as they approach the planet. These defence platforms are armed with ship weaponry, such a gun batteries and torpedo launchers, providing a solid ring of protection around the world. Larger installations can also be found, such as space stations and orbital docks which bristle with weaponry and attack craft launch bays. Most supreme of all are the six Blackstone fortresses of the Gothic sector, with an immense battery of weapons capable of obliterating capital ships and cutting through whole squadrons of lighter vessels.
Oribtal defenses.

Page 140
As well as sstationary defences, many systems also use system defence vessels. Unlike larger warships, these ships have no warp engines and are therefore confined to the system. They are slow compared to the sleek frigates and destroyers of the Imperial Navy, but their guns are still potent enough to damage the largest enemy vessels..
system defence vessels.. seem to be destroyer/frigate sized (escorts)

Page 140
In addition to high orbit defences, a planet may also have a number of gorund-based laser silos, missile batteries, and airfields which can attack ships that enter low orbit, intent on bombing the planet's surface or deploying troops for planetary assault.
Ground based (last ditch) defences.

Page 140
Defence lasers are massive high-energy weapons similar to a ship's lances. Built around a powerful plasma reactor, a defence laser platform is armed with several of these large cannon, giving it the ability to direct fire in every direction. Defence laser platforms are particularily effective at destroying fast-moving escorts ahead of the main fleet...
Defence lasers are likened to lances, which are in turn also lasers apparently. These defence laser platforms also rely on a plasma reactor for power.

Page 140
Orbital torpedo and missile batteries are one of the greatest deterrents to enemy intent on attacking a world. They can attack from a distance to disrupt an anemy's advance and deliver a lethla blow against vessels which move too closely to a planet.
Orbital torpedo launchers are paried with "missile batteries" in range and performance.

Page 141
An orbital weapons platform normally mounts several laser batteries capalbe of striking at the enemy before they get too close to the planet. Many orbital batteries are manned by Imperial Navy personnel, although some are built and crewed at the expense of the planetary Imperial commander. The most sophisiticated orbital platforms, such as those found protecting Port Maw and the Adeptus Mechanicus forge worlds, have no crew at all and use complex logic engines to detect and ifre at vessels which do not braodcast the correct identification codes.
Orbital weapons platform suse laser batteries. Navy personnel seem to exist on stationary in-system defenses (possibly sub-stellar vessels as well) and such. The highe nd stuff is automated.

Page 142
An orbitla mine is a piece of heavy ordnance placed to protect a location such as a planet, moon, or space station. With its own small engine it will home in on any energy signature it detects which is not accompanied by a friendly beacon signal. At close range it detonates a powerful warhead, which can cripple even the largest vessel.
Space mines.

Page 143
As well as solitary mines, some systems are protected by minefields covering several thousand kilometers. If an enemy appraoches too close, the motion-tracking surveyors may detect the intruder and activate several of the mines ot seek out the target and detonate.
Scale of minefields they can use surveryors. Possibly gives us an indicator about torpedo guidance

Page 143
Fire ship is the name given to a variety of de-comissioned warships, merchant transports and other old vessels which have been packed full of unstable plasma and incendiary explosives. They are guided into the enemy fleet by a skeleton crew, who sets the ship to explode then evacuate in escape pods, although there were several incidences of fire ship crews staying with their vessel to the end ot ensure that they caused as much damage as possible. The massive explosion caused by a fire ship detonation will pass through a ship's shields and can cause horrendous damage to the structure of a vessel caught in the blast.
That they can use old warships, transports or other vessels (when often they have ships many millenia old) as disposable bombs, it says something I think about how big their fleets must be when ou include reserves.
Page 144
System ships are a mix of short-range strike vessels and other starships incapable of interstellar travle. They often have civilian crews and lack the sophisticated targeting systems, superior engines and manoeuvring thrusters of a warship, but when used in numbers can still pose a real threat. During the Eldar attack of Misere in 153.M41, the Governor's personal fleet of luxury cruise ships were quickly fitted with gun decks and sent into battle. Although eventually destroyed, they accounted for two Eldar escorts before their demise.
system ships.

Page 144
Defence monitors are dedicated defence ships crewed by Imperial Navy personnel, designed to hammer the enemy at close range. Much of the power generation systems are linked to armaments rather than engines, whichmeans that they pack alot of weaponry for their size, but are relatively hard to manoeuvrable. However, when fighting an enemy who is intent on attacking a world and who must therefore apporach closely and directly, this ungainly handling is not so much of a handicap.
Dfence monitors. Sluggish but also incredibly powerful.

Page 144
During peacetime, orbital docks are loading and unloading points for an interstellar transport's lighters and boats, transferring incoming goods and passengers down to the planet's surface and relaying outgoing cargo ships due to leave. If the system is attacked, the orbital dock's extensive facilities can be turned to preparing and launching military craft to fight off the enemy. Orbital docks also have construction and repair faciliites for smaller ships, but lack the specialised workshops required to build and re-supply warships.
Orbital docks are dfense platforms, construction/repair facilities, supply ports and also a nexus of commerce and a transit point between ground and orbital traffic.

Page 145
The term space station covers a large number of orbital installations whose roles include commercial and military shipyards, ADeptus Mechanicus research facilities, Naval command bases and stations built purely for habitation. The largest are capable of handling several large military capital ships at once, although most can only cope with a singel cruiser or squadorn of escorts at any one time.
Kinds and varieties of space stations.

Page 145
Most shipyards are controlled by the Imperial Navy or Adeptus Mechanicus, although a few worlds in the Gothic Sector, ,such as Luxor or Verstap, operate independent space stations under ancient contract to Port maw.
The AdMech seems to own space stations (as do the Navy), but like with starships, there are a few not "directly controlled" by either organization (IE independent.) This adds a few more (2-3) extr ayards to the Gothic sector (over a score maybe?)

Page 145
Space stations are sizable and well armed, capable of fending fo themselves against small raiding fleets and bear the brunt of much of the fightin in a system. In the Gothic war control of space stations capable of re-supplying and re-fitting warships was of paramount importance and they became the focal point for many battles. The Chrysalis shipyards at Arimaspia were fought over eighteen times...
Space stations are armed too.

Page 145
The mighty Blackstone Fortresses were the foundation of Imperial Naval strategy and presence in the gothic Sector. with the Exception of Port Maw, each sub-sector was based upon the location of a Blackstone Fortress, which functioned as the primary naval base for the sub-sector.
..

The Adpetus Mechanicus linked numerous weapon systems to its alien and near-incomprehensible energy grid, opened up vast chambers to be used as attack craft launch bays and installed defence turrets over its surface.
And,, the Blackstone forts.. when still under Imperial control.

Page 146
It is particularily important to realise that ordnance launched form the ground cannot move up to high orbit - the fuel expended to achieve escape velocity means that the ordnance is rendered useless by the time it gets there.
ground based torps only carry enough fuel to reach orbit.

Page 146
These huge installations house several massive laser weapons that fire hundreds of miles out of the planet's atmospphere. Planet-based lasers require even more power than ship lances, to compensate for the unavoidable defraction of the energy beam caused by firing through the atmosphere. The bulk of the silo is normally built undeground, adding the protection fo hundreds of feet of rock to the metres-thick walls of the silo itself.
Range of ground based defence lsaers. Note the silo is mostly underground, under "hundreds of feet" of rock. Not difficult for most heavy broadside or lance weapons to hit, but you dont want to deliver that firepower indiscriminately to the surface either.

Page 146
There are many different types of ground-based missile defence systems. Some are simply one-shot launch tubes dug into the planet's surface, relying on the missiles' own mechanical brain to locate and move towards targets in orbit. Others are mobile launchers, which can be moved about on the planet's surface to provide orbital defence for armies on the ground, often using their own long range surveyors to detect approaching ships and guide their huge payloads to the target.
GRound based launcher type systems. Some are similar to Deathstrikes apparently.


Page 146
Many fighters and bombers are designed to operate in a planet's atmosphere s well as in space. From surface airstrips and underground launch bays, these attack craft can fly up from the planet to attack ships which take up a low orbit or intercept incoming bombers and torpedoes directed towards ground-based targets.
Gruond baesd assault craft.

Page 155
A skilled Navigator can steer a ship anywhere through the warp, in theory at least. However, this task can be made much easier, and even allow vessels without a navigator to make longer warp jumps, along certain shipping routes. These routes have a relay of Astropathic beacons along them, giving ships' captains and Navigators guidance along a pre-set path. Some shipping routes are part of a system of warp gates which link areas of the Gothic Sector together through stabilisesd warp tunnels. During the gothic War, as warp storms made travle through any area of space around the region extremely difficult, the control of the shipping routes became vital. Important meeting points of the trade routes, such as Port Maw and the Lysades sub-sector, were the site of several major fleet battles, as whoever dominated these areas could move their ships around the sector much more quickly and with greater accuracy.
More about astropathic relays and ducts. They can even work without navigators, allowing inter-sector warp jumps to be more effective than the 4-5 LY ranges known about. The fact it can establish "pre set" routes can help explain the warp commerce in the Calixis sector in Dark Heresy and Rogue Trader (EG the Misericorde) and all those descriptions, as the Astropathic ducts would explain that.

Such ducts like the astronomican also impact speed and accuracy of warp jumps.

Page 156
The ship's engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion.

..

Secondary Reactors: The ship's additional power generators allow it to put on a tremendous burst of speed for short lengths of time.
..
Evasive Jets: The hull of the vessel is studded with powerful short-burn engines which allow it to drastically turn to avoid incoming fire.
..
Manoeuvring Thrusters: additional thrusters along the length of the ship allow it to turn much more quickly.
..
Arrestr Engines: The ship has a number of secondar engines mounted near its prow, which enable the vessel to reduce speed rapidly.
..
Auxiliary Power Relays: The rear of the ship is criss-crossed with additional cables nad pipelines, feeding more power to the engines. The ship gains +5 to its speed.
..
Navigational shields: The ship is enveloped in low-frequency shields designed to shunt aside debris and other impediements as the ship moves. The ship does not suffer reductions to its speed for moving through blast markers (this includes gas and dust clouds and similar effects.)
Variety of shippgrades. Implied starships have a power surplus. Note the navigational shields as well.

Page 156
The structure of the ship is improved in some ways, new equipment is installed, or bette trained or specialised crew members are brought in.
..
Improved Sensor Array: The ship's assayers and long range surveyors are particularily attuned to pick up energy emissions and signals from enemy ships.
..
Additional shield generator: The ship has additional shield generators to deflect incoming shots.
..
Superior Damage control: The ship benefits form an improved auto-repair system, or more highly adept engineers and techncians.
..
Reinforced hull: The ship's hull is fitted with additional armour and internal barcing, increasing its damage by 25% (rounded up) but reducing its speed by 5cm.
..
Improved Logic engines: The ship's countless metriculators and mechanical cogitators enable the crew to perform with full effectiveness even in the midst of the fiercest battle.
..
Overload Shield capacitors: Specialised power relays and generators allow the ship's engineers to temporarily divert extra power to the shields. For each hit against the shields, roll a D6. On a roll of a 6, the hit is ignored and no Blast marker is placed.
More upgrades.. this time dealing with the toughness of the ship and detection ability.

PAge 156
The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness.
..
Extra turrets: The vessel is studded iwth numerous close defence weapons to shoot down enemy torpedoes and attack craft.
..
Turbo-weapons: The ship's weapons have been given additional punch and accuracy at long range.
..
TArgeting MAtrix: The ship's weapon systems are linked together through a massive targeting network so that they can maximise their fire.
..
Auto-loaders. The ship's crew are aided in their task of readying torpedoes and attack craft by huge semi-automated machinery.
..
Superior Fire Control. A powerful fire control system has been installed in the ship's bridge, enabling the command crew to direct the ship's fire with greater effect.
..
Motion Tracking TargeterS: a complex analytical array linked ot the ship's navigational systems enables the gun crews to fire with greater accuracy when the ship is performing special manoeuvres.
WEapons and offensive upgrades, including loading aids, "turbo-weapons" (EG turbolasers), variety of computerised and sensor assisted targeting options, etc.

Page 157
The ship's gun crew are amongst the finest in the hwole sector, able to lay down a devastating barrage.
..
Skilled Engineers: The crew responsible for running the engines are highly adept, able to respond quickly to orders for more or less power.
..
Adept Trimsman: The officers and crew responsible for the ship's manoeuvring boast that they could get the ship to turn on the head of a pin!
..
Excellent Pilots: The ship is famed for the skill of its pilots. The well-timed attack runs of its bombers can cause horrendous damage while its fighter pilots fly rings around the enemy attack craft.
..
Disciplined Crew: The ship's crew bend to their tasks with enthusiasm and loyalty.
..
Elite command crew: The ship's command crew work well as a team, able to respond quickly to the orders of the fleet commander.
Skilled crews.

Page 158
The forces of Chaos constantly assail the Imperium and attack the servants of the emperor.
..
you implore the Chaos god for their unholy gifts, but the dark powers smite you for your impudence.
..
The Chaos gods show you a glimpse of the future.
..
The Chaos gods send a force fo daemonic entities that swirl about one of your ships and attack nearby vessels.
..
A mighty Champion of the Dark Gods agrees to join your retinue of followers.
..
The Chaos Legions gather to your side.
..
The Legions of Chaos grow strong and your fleet is aided by many deadly warriors such as Berserkers of Khorne, Noise Marines, and the dreaded Chaos Terminators.
..
Piratical renegades flock to your cause.
..
With their cabalistic rites and lbood sacrifices to the ancient gods, your Sorcerers bestow the gifts of chaos onto one of your shps.
..

The Chaos gods use their foul magicks to create a ward of Chaos around your fleet.
...
The Chaos Gods se the fiendish powers to create a swirling vortex of Chaos about one of your ships. Nominate one capital ship in your fleet. In the next battle, any emeny ship within 15cm of this vessel counts as having one blast marker in contact with its base.
Chaos benefits.

Page 158
A sub-sector contains many stars, but of these only a few will have any planets orbiting. The vast majority will be gas giants or planets locked in sub-zero ice ages. This means that any given sub-sector will have relatively few star systmes acutally worth fighting over. Of these, the majority will be mining worlds, agri-worlds, and other worlds with a sizeable population and contemporary technology level (categorised as civilised worlds.) A few systems may have a forge world, hive world, or other such planet. Occasionally uninhabited systems also have strategic importance as jump points or gathering places for assembling war fleets.
Composition of a sub-sector. Not all of them have hive or forge worlds, but some may.


Page 158
In theory it is possible to travel anywhere through warp space. However, the warp's shifting tides make it easier to travel from some systems to others, and short warp jumps are always more accurate than longer ones. This is particularily true when moving a large fleet, which may become spread across several light years of space. For this reason, the systems on a sub-sector map are connected by a number of warp channels to the other systems.
Why there are jump points, warp channels and whatnot. A ship can probably navigate most anywhere in the immateirum or through it, but there are paths of least resistance that offer the fastest and safest travel points, so breaking off those paths is likely only done if need be (to change routes or channels, perhapss, or to navigate around dangers) since you have to fight against storms, currents, andwhatnot.)


Page 158
Each system will be of one of the following types: uninhabited, agri-world, mining world, hive world, penal colony, forge world or civilised world. The system may actually contain more than one owrld, but the political power and the bulk of the resources will be concentrated on the type of world shown. The system type will influence how much ship damage it can repair and the level of its orbital defences.
An interesting concept. Each "system" has one major world (a capital, if you will) and a unspeciifed number of other worlds This could get quite numerous, and help explain the million/millions dispartiy somewhat.

Page 158
Port Maw is the largest naval base in the Gothic Sector and the headquarters of Battlefleet Gothic. Any planets in the Port Maw system (not to be confused iwth thw Port Maw sub-sector) have double the normal amount of planteary defences.
Port Maw's defences are specified elsewhere, but the system defences can be assumed to represent twice the normal ones (defence ships, stations, etc.) at least as a guideline. In reality the numbers will vary quite a bit (and in quality, especially once you start throwing FFG material into the mix.)

Page 160
Accidental collisions: The observant player will have noted that there's no chance of accidental collisions in Gothic. This is deliberate - amidst the vast gulfs of space the chances of actually getting that close to another ship (unless deliberately trying to ram it) are tiny.

..

Halted ships: sometimes a combination of critical damage and blast Markers will bring a ship to a halt, or a ship may be using a gravity well to remain stationary. In either of these cases use the Defences column on the Gunnery table if they are fired at - a halted ship is just a sitting target.

..
blast markers: These take effect as soon as they are placed, and will even effect subsequent shooting by the same ship in the same shooting phase (here's a hint: always fire your weapons batteries before lances). A ship that moves away from Blast markers in contact with its base always suffers the 5cm speed penalty, even if it moves directly away and not through the markers- the buffeting it receives still limits its speed.

...

Bombers attacking a ship with more than one armour value always roll against the lowest value. Torpedoes, however, attack the armour value of the ship on whichever facing they strike first.
..

Shields: These are knocked down or 'regenerated' by the presence of Blast markers.

..
If you want your shields back up keep moving! They'll recover automatically once you're out of the salvoes the enemy is plastering you with.
More misciellanoues rules and hints. The bit about asteroids is nice to know. It also tells us blast markers can (in theory) halt a ship and again they're sustained phenomenna
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Before I dig into Armada and Warp Storm (the next two big BFG entries), I thought I'd take a moment and post some more miscellaneous tidbit info: Fabric of the Imperium, Doom of the Eldar,, from 2002 annual of BFG, etc. mostly It's just to clear out some of the small bits before I start tackling the big ones. And Ireally havent decided whether I want to do Warp Storm or Armada yet anyhow.

First, 2002 BFG annual

Page 10
Reacting quickly, several flotaillas of system defence ships were deployed on intercepting trajectories. The Shrouds danced through the slow system ships their lightning arcs ripping through the hulls of any that managed to get within range.

...

A single volley from the lead Shroud then destroyed the well shielded Javelin'.

..

Momentarily surprised the orbital platforms of the Phobos line opened fire. Initially ineffective, the fire built in intensity. Inevitably one Necron ship began to drop off the pace as the mighty defencec lasers overwhelmed the hull's capacity for self repair. An easy target, it was hit again and again and again as the gunners followed their instincts and training. With a chilling ruthlessness the nearest Shroud swung around enough to bathe its stricken comerade in carefully directed arc lightning. The resultant explosion overloaded every augury array in the Phobos line for a second.
Battle around Mars between system defenses and Necrons. Of note: The "several flotillas" (squadrons) of System defence ships (a dozen or more perhaps) and possibly at least another vessel. Also orbital defence platform lasers powerful enough to damage Shroud.

Page 26
Few [Executor-glass Grand cruisers] were ever constructed, mostly in the ship yards of Hydraphur and its surrounding forge worlds.
Multiple forge worlds around Hydraphur.

Page 34
Weirdboy Tower: During the last battle, the power of the Waaagh was too much for one of the boyz on board, and he manifested strange powers. Always inventive, they have chained the new weirdboy up and are using him as a weapon. The Weirdboy is the equivalent of a Strength 1 Lance with a range of 15cm.
I think this might safely qualify as a bit of an extreme high end of weirdboy output if it acts like a frigging lance.

PAge35
Polarisation field - a low level energy bubble surrounds the ship, channeling the debris of space around the vessel.
..
An intricate system of particle flow rudders and graviton impellers are fitted to the vessel allowing for drastic evasive manuvers.
...
A sizable colony of crystal spiders have been introduced to the huhll, greatly enhancing her chances of survival.
...
Special dampers and cross specturm jammers hide the intentions of the crew.
...
A refined holofield design coupled with a absorbative masking layer make this ship a "needle in the haystack".
...
The cores of the ship's wraithbone supports are partially replaced with a fluidic medium that dissipates damage throughout the hull.
Eldar "enhancements" - a sort of navigational shield, an enhancement to their sail shields which seems to include some sort of reactionless drive, crystal spiders for self repair, an "absorbative masking layer" to the holofield for increased stealth, a "fluidic medium" in the wriathbone for energy dissipation...
Page 36
VEssel has been fitted with an aft moutned weapon system which ejects a Warp distortion charge into the vessel's wake.
...
Gravitic ACceeleration launchers: An extra boost is given to torpedoes or attack craft as they are launched.

..
The ship's scanners are now able to compensate for localised spatial distortions. Blast marekrs do not cause a colum shift..
..
Rare ultra-pure crystals and delicate realignment in the firing mechanism raise the power transfer ratio of teh ship's weapons, significantly increasing their range.
Sensory and other systems I'd guess. Launch boost for torpedoes, some sort of "warp mine", blast markers described as a "spatial distortion", magic crystals increasing the "power transfer ratio" of lasers, increasing their range (and presumably damage)

*********

Doom of the Eldar
Although Eldar Corsairs are a constant threat to merchant shipping, they very rarely pose a major
threat to Imperial battlefleets. The same cannot be said of the dozens of fleets of Eldar ships that
protect each Eldar Craftworld. Each of these Craftworld warfleets is a deadly and highly potent force
that is capable of laying waste to an entire sub-sector.
Eldar craftowlrds have "dozens" of component fleets, and can "lay waste to a subsector" whatever that means.
Craftworlds, though spacecraft, are vast beyond
comprehension. They are not merely huge capital ships
ploughing through space with a surrounding escort of
smaller vessels. They are not even akin to vast cities, as
some of the largest star forts of the Imperium might be
considered, but rather are immense spacefaring worlds
accompanied by vast armadas, the likes of which might
otherwise be set aside to defend an entire system or even
sub-sector. Whole battlefleets cluster around key points
and stations all across the thousands of miles of the
craftworld’s exterior as smaller, nimbler craft rush and
surge across its surface in a constant shimmering patrol.
Craftworlds implied to be "thousands of miles" in length, width, or diameter. Craftworlds again have multiple battlefleets,
and thoese fleets are compared to the forces that might defend a "system or subsector." Interesting in the sense that it
cannot be referring to warp capable, navigator driven vessels (EG typical Imperial Navy ships) since systems
usually have their own defenses. Apparently there is a sub-sector fleet as well, and both system and
sbusector fleets can apparently be similarly sized to craftwolrd forces.
The Webway is a legacy from the days when the Eldar
ruled the galaxy from the many trading ships which would
later form the beginnings of the craftworlds themselves. In
these merchant vessels the Eldar journeyed across the
galaxy through a series of intricately connected warp
tunnels, returning to real space by means of warp portals
or ‘wraithgates’ which the Eldar had seeded across the
stars. By means of this Webway the Eldar could move
almost unhindered throughout the galaxy. It is still this
same ancient system which the Eldar use when moving
their armies to war.
The Webway is not perfect, however, and the birth of the
Great Enemy, Slaanesh, did much to make its use
hazardous to the Eldar. Many portals had to be
permanently sealed to prevent the forces of Chaos spilling
from the Warp, and the millenia of struggle which the
Eldar have since endured continues to diminish the once
great extent of their Webway.
Eldar webway.
It is possible for an Eldar to simply traverse the Webway on
foot, moving directly from a craftworld to a wraithgate on
some far distant world. Such portals, however, are
invariably far too small to quickly deploy an entire army,
and hence such methods are used by few amongst the
Eldar – only the Rangers, the Harlequins and other distant
wanderers tread these slender paths.
Some portals are personal-use, others are more for mass transit of larger forces (even whole starships.)
On occasion however, the Eldar’s destiny will draw them
to fight on a world disconnected from the Webway by the
millenia of tragedy which have befallen the Eldar. The
Eldar warhosts may be dispatched aboard vast wings of
Eldar attack craft – Vampire Raiders and the like – which
are able to ferry susbstantial forces rapidly via the Webway.
At other times, a force so vast may be required that the
aircraft and skimmers of the Eldar army itself are
insufficient. It is at such times that the Eldar battlefleets
will be readied.
Eldar starships seem to be used mainly when the Webway alone will not serve to easily deploy a strike force, or when the fore is going to be quite large.

The warhosts of the Eldar will assemble aboard the fleet,
which will then depart the craftworld, itself using the
webway. As such, a craftworld’s docks are not really simple
holding areas for its fleet, but rather they are immense
wraithgates attached to the craftworld itself from where
the fleet may enter the Webway. Such a fleet is then able to
exit the Webway by another point elsewhere in the depths
of space using are the largest of the Eldar’s wraithgates –
portals so sizeable that whole fleets may emerge from
them when activated.
Battlefleet Wraithgates.
When it is the Eldar’s will to attack a world, the emerging
fleet will take up position around their chosen planet as
quickly as possible. The largest craft in an Eldar warfleet
possess internal wraithgates, through which they can
swiftly deploy their armies to the ground while at the same
time providing orbital support and further landings from
their notoriously fast attack craft. If the world to be
attacked no longer possesses any viable warp portals, the
Eldar will instead descend upon it in a howling flock of
Vampire Raiders, Phoenix bombers and Nightwing
fighters, tearing apart their enemies so rapidly that
defence is all but an impossibility.
Wraithgates also used like transporters to deploy Eldar troops onplanet (if the
planet has a wriathgate at least.)
A craftworld’s course is also aided greatly by the many
wraithgates spread across the stars. As a craftworld’s Seers
scrye out its course, small shoals of Shadowhunters move
far ahead through the Webway, hunting out potential
enemies and scouring the way clear. If encountered,
enemy fleets or patrols who may present a danger to the
craftworld’s safe passage will likely find themselves the
unsuspecting targets of the Eldar’s powerful warships
long before even becoming aware of the craftworld’s
imminent arrival.
Craftworlds appear to sometimes be able to use the webway to navigate. Shadowhunters seem to be the Eldar equilvaent of system defence ships.
The sheer size of a craftworld means that each individual
vessel possesses several full battlefleets, stationed at
convenient points along the craftworld as it journeys
through space. Each fleet might typically number from ten
to twenty warships and is commanded by an Eldar
Admiral, though it will inevitably also rely greatly on
advice and counsel from the craftworld’s Seers. The
vessels themselves are crewed by those Eldar who have
chosen the Path of the Mariner, symbolised by the blue
and white feathered birds of Eldar myth who guide the
Eldar southward and westward over the seas. Helmsmen
and Wayfarers, dedicated specialists within this path, each
provide their own valuable skills as part of a vessel’s crew,
allowing the Eldar to navigate the Webway with a mastery
unknown to most
"several full battlefleets." Can this mean dozens, given the earlier quote
at the start of this analysis? Hard ot say.

On the low end at least, several means 2-3, meaning betwene 20 or 60 warships (warp capable at least.)
With "dozens" it could mean anywhere from 240 to close to (assuming 8 dozen) 2000 ships.

The Shadowhunter patrols usually remain independent of
these battlefleets, moving to and fro about the craftworld
as they please. These smaller vessels lack the dedicated
crews of the larger capital ships and are often crewed by
those Guardians who were once embarked upon the Path
of the Mariner. The compact size and customary agility of
these sleek escorts allows them to approach much closer
to the craftworld than would be expected for true
spacecraft. Shadowhunters put these unique traits to good
use as they defend the craftworld’s delicate wraithbone
exterior from encroaching asteroids or space junk which
might be attracted by the force of gravity, blasting such
interlopers into pieces small enough to rain harmlessly
down on the craftworld below. At other times the
Shadowhunters can be seen playfully stalking the Eldar
fighters which patrol the craftworld’s lower atmosphere,
tracking and chasing the smaller vessels with a precision
unthinkable for escort sized vessels. As need dictates,
small groups of Shadowhunters will eschew their normal
role, band together and join their larger counterparts in
defence of the craftworld.
Again Shadowhunters seem to be a combination of attack craft and system defense ship, but are specifically stated to be escorts with insane agility.
The debate on the action to take against the Tyranid hive
fleet was heated and prolonged. The more conservative
elements of the craftworld argued for a policy of isolation,
shielding the craftworld behind a powerful psychic shield
in an attempt to avoid all contact with the Tyranids. The
more aggressive elements wanted to attack the Tyranids
immediately, dispatching the fleet to destroy the Tyranids
before they reached the craftworld.
Methods to deal with the 'Nids. Psychic shielding seems one option (etiehr from detection or approahc), or obliteration.
When an Eldar
dies their spirit is released into a gem known as a spirit
stone, which is grafted into the very structure of their
craftworld to preserve the dead Eldar’s consciousness.
Thus, each Craftworld is a living thing which preserves a
little of the once great Eldar civilisation. By risking the
destruction of the craftworld’s spirit stones, Kelmon risked
the destruction of lyanden’s culture and racial memory. It
was a grave chance to take, but Kelmon knew that the
Ghost Warriors could make the difference between victory
and defeat in the struggle that was coming.
Infinity circuits and the risks of "Ghost Warriors" - EG Wraithguard.
Already the ability of the
craftworld’s forges to replace destroyed Eldar spacecraft
was being outstripped by the casualties being suffered in
the deep space battles that raged around the Craftworld.
The Eldar fleet was being ground down in a massive battle
of attrition; a battle that only the Tyranids could hope to
win.
In context it seems likley this refers to craft like Shadowhunters.
Dragonship is the collective name given to the
larger classes of Eldar vessel. The term
Dragonship does not refer to any particular
armament or configuration, but rather to a variety of
vessels adhering to the same basic principles,
designed for the same basic roles. Within this larger
grouping, individual configurations or combinations
of weapons give individual classes their proper name
– always a variation on the phrase ‘Dragon’,
representing different aspects of the creature of the
same name from Eldar myth. Those Dragonships
which are piloted in large part, or even exclusively,
by spirit stones, for example, are referred to as
Ghostdragons, while larger vessels which have been
designed to operate away from the craftworld for
great lengths of time are often referred to as Void
Dragons. Different styles of Dragonship can vary
greatly, with different numbers of sails, different
armaments and even variations in size.
Eldar Dragonships. Note that some starships can be completely spirit-stone controolled.
Wraithships are made from wraithbone, a
material drawn as raw energy from the Warp
and shaped into matter by psychic craftsmen known
as Bonesingers. The Wwraithbone forms the living
skeletal core of the spaceship around which its other
structures are arranged. The wraithbone also
provides channels for psychic energy. This facilitates
internal communication, transmits power and
enables the spaceship to act as an organically
integrated whole. The wraithbone core of a
spaceship is surrounded by a structure which is
literally grown into the required shape by
Bonesingers. These Eldar use their psychomorphic
talents to shape bulkheads, walls, floors and
conduits into a shell that completely surrounds the
wraithbone core and forms the hull and major
internal divisions of the spaceship. Most of a
spaceship’s operating systems are connected directly
to the wraithbone core. The many thousands of
systems draw power through the wraithbone and are
constantly monitored and controlled through it.
Wraithbone benefits - serving as power generation and transmission system
communication, and so forth.
Because of the unique practices of Eldar psychic
engineering, Eldar spaceships resonate with
sympathetic psychic energy. The Wraithbone core
provides a psychic channel through which an Eldar
can control mechanical functions. In this way, Eldar
attuned to the very essence of their spaceship guide
it, making countless minute adjustments to the trim
of the great solar sails to draw every fraction of
energy from the solar winds. This is also the key to
the legendary elegance and almost birdlike agility of
the Eldar Wraithships. Their pilots literally feel the
solar wind on the ship’s sails, they sense the flex of
the ship’s structure, the tension and movement of its
Wraithbone skeleton. Like a hawk soaring on a
thermal or diving to clutch at its prey, a Wraithship
can turn in the wind, circling and swooping to hunt
its own prey – the spaceships of its enemy.
Wraithbone also seems to form the key elemetns of the control systems for Eldar spacecraft - a more sohpisticated version of the Mind Impulse link.
Shadowhunters are the smallest type of vessel
employed by Iyanden, operating in vast shoals
which shimmer and weave a short distance above the
craftworld’s surface as it ploughs through space.
These Shadowhunter packs function as a constant
patrol, guarding the approach of friendly vessels
coming into dock, or spinning and bobbing around
the craftworld with horrifying speed to drive off
would-be attackers at a proximity where larger
vessels would find it difficult to function effectively.
Because of this defensive role, Shadowhunters have
a very limited range, designed as they are to repel
attackers which manage to actually approach the
craftworld itself. Weapons and power systems on the
Shadowhunters are correspondingly compact,
making the Shadowhunter one of the nimblest and
most agile of vessels, even by Eldar standards.
Shadowhunters are so nimble, in fact, that they are
capable of pursuing their enemy so closely that even
enemy attack craft find it hard to evade them.
During the Tyranid invasion of Iyanden,
Shadowhunters typically formed a last line of
defence close to the craftworld, while the larger
vessels broke down the main Tyranid waves in deep
space. The scattered remnants of these waves which
were able to pass the Eldar cruisers and approach
the craftworld were then easy pickings for the
nimble Shadowhunters. As more and more waves of
Tyranids descended on the craftworld, however, the
Eldar fleet was overwhelmed by sheer weight of
numbers, forcing the Shadowhunters to disperse
and join their larger counterparts in fighting
desperate counter-actions in the depths of space.
More shadowhunter fluff. Again they seem to be more PDF/systme defence ship type vessels.
Ghostships are those vessels which, through the long slow
dying-years of the Eldar race, have reached the point of
near-abandonment through loss of crew. Into these vessels
the Seers of Iyanden incorporate spirit stones – sacred
reliquaries bearing the souls of those Eldar already lost in
the struggle for survival. Sometimes Ghostships will be
entirely without living crew, perhaps even embued with
the spirit stones of their original pilots, gunners and
navigators, continuing to guide their race through the stars
even beyond death. Sometimes the Ghostships will bear
spirit stones of much older Eldar, some perhaps even with
memories of the Fall, unceremoniously denied peace by
the desperate hardship their people still face. For the living
crew of Ghostships, the presence of these ineffable
ancestor-souls creates an equally daunting and
empowering burden of expectation.
Ghost ships - wraithguard version of starships, with similar limitations (EG they need a living person to guide it)
These spirit stones bring sentience to the living, but
otherwise unthinking, wraithbone from which all Eldar
vessels are constructed – a curious amalgam of the living,
the inaminate and the undying. The spirit stones allow the
Ghostships to function with an impossibly tiny number of
crew and, when combined with the living wraithbone of
their vessels, make Ghostships exceptionally resilient.
Their formless thoughts are far harder to destroy than the
frail bodies of living pilots, able to simply flit from one
transient vein to another. They are at complete freedom
within these wraithbone skeletons, diverting both reliance
and function to almost any location on the ship should any
given system become damaged. But the reliance which the
Eldar of Iyanden have to come to place upon Ghostships is
not without difficulty. Spirit stones are already ancient and
possess the temper of souls that should already be at rest,
seemingly winsome and vacant, distant and unresponsive
if left to simply wander the infinity circuits away from the
will of the living Eldar Seers who bind and direct them in
unlife.
In order to function, a Ghostship must always be
commanded by a Spiritseer – a powerful Eldar psyker who
has chosen to dedicate his powers to communing with the
dead. Spiritseers are some of the most lonely and sinister
members of a craftworld, required, as they frequently are,
to spend periods of time alone aboard Ghostships,
surrounded by nothing more than the souls of the
reluctant dead.
ADvantages and disadvantages of Ghostships.
Ghostships do not represent a particular class of vessel,
but rather they are those vessels which are substantially
controlled by spirit stones, having only a small or even
non-existent living crew. The use of Ghostships is strongly
disliked by the Eldar, since it requires disturbing the spirits
of the dead and forcing them to return once more to battle
that they might aid their living kin. It is for this reason that
the vessels are known as Ghostships, representing an
undeniably powerful entity which straddles the boundary
between life and death, yet equally represents a force that
the Eldar would be wise to leave undisturbed in all but the
most dire of circumstances. The Tyranid invasion and the
ensuing decimation of the population make Ghostships an
abhorrent necessity to the Eldar of Iyanden, however, and
they are a far more common component of the
Craftworld’s fleets than the Eldar would wish.

More on Ghostships.

*****

Fabric of the Imperium
It is a given fact that through the might and valour of the Imperial Navy, the raging tides of foul aliens and vile heretics that infest the galaxy have been stayed from overrunning the millions of worlds that over the millenia have come under the Emperor's benificent rule.
Millions of worlds in the Imperium.
While these hulking, powerful warships are the most visible representation of Mankind's command of the stars, it is actually through the millions of humble merchant freighters, lumbring heavy transports and sleek fast clippers that make up the vast majority of Mankind's interstellar spacecraft by which its vast domain is held together.
Millions of freighters.
Only a very small fraction of the incalcualable worlds which make up the Imperium can truly be called self-sufficient, and many rely on a steady stream of foodstuffs and raw materials to maintain their productivity and way of life. With the Navy constantly stretched thin defending its many worlds from grave threats both without and iwthin, it falls to the slow, ill-equipped and poorly armed merchant vessels to keep the lines fo commerce and communication open in a vast, uncaring universe filled with many dangers to both the bodies and souls of Man.
"self suffiicency" in this context could be open ended. In general it seems to mean alrgely that some worlds need something to remain wholly effective. It does not necesarily mean the planet instantly and automatically collapses, but it may lack some crucial capability if s upply lines were cut. (For example, Civilised worlds can generally produce their own food and mine their own resoruces for their industries, but they may lack alot of the high tech, highly specialised stuff that can come only from a Hive or Forge world. And the latter two, of course, often depend on Agri and Mining worlds to provide both food and raw materials to their purposes - at least to supplement, but sometimes to totally fuel. And Agri worlds too need high tech gear or industrial stuff only a civilised, industrial, hive or forge world could provide.)

Interdpendency could also have significant economic roots. War is costly, even by a tithing system, and the ability of the Imperium to wage war rests heavily on its economies being robust and viable. Disrupting trade can disrupt the economy, and thus end support to the military in any for,
Just like the Impeiral Navy itself, the Merchant Fleet falls under the auspices of the Adeptus Terra, who rarely countenance private ownership of interstellar vessels. This is expresed in the form of charters, which grant varying rights and freedoms to the trade guilds, syndicates, and merchant families that own and operate vessels and fleets. These charters are granted by the Adpetus Terra, allowing their bearers to form part of the Merchant Fleet, and be registered through the Segmentum Fortresses and numerous other Adminsitratum departments and officios throughout the galaxy.
Imperial fleet and Merchant Fleet. Titles mentioned in passing in Space Fleet. And the charters which govern all forms of trade.
Nearly all of the more lucrative trade routes are also managed through route licenses, purchased by merchant vessel operators for unrestricted or even exclusive rights to handle shipping to a particular world, system or small group of systems. The most valuable (and expensive) of these govern operation over long-established and profitable routes between primary worlds, and it is not uncommon for several competing consortia to operate simultaneously on the busiest routes.
One imagines that this not only provides a measure of control over interstellar traffic and trade, but it also erves as a valuable source of income to the Adeptus TErra even apart of the tithing.
Some of these [smaller operators] are fortunate enough to acquire less profitable licenses to operate betwene the more sparsely populated secondary worlds of the man ythousands of sub-sectors scattered throughout the stellar main. Still other small corporations, mercantile families and individual Free Traders operate under charter but without a route license at all, forced to eke out a livelihood operating one, or at most, a very small number of vessels carrying whatever cargo they can, heading to dangerous or remote locations in the hope of generating enough income to recover the heady expenses of operating interstellar craft.
Charters and licenses seem to be totally different things, but to be successful both are needed.
If that were not enough, merchantmen could at any time find their ship and its cargo conscripted by an Imperial Navy task force needing logistic support, an Inquistor or other such notable individual requiring transport, a passing inconvenience considering they may just as easily blunder into a rampaging pack of Ork pirate,s Eldar corsairs, or the foul minions of Chaos...
Risks of the merchantmen.
to limit the moral pollution caused by contact with alien and non-Imperial cultures in millenia past, the Adeptus Terra outlawed trade and dealings beyond the Imperium. Only those individuals with warrants of Trade or other similar documents are allowed to explore planets not yet under Imperial control, encoutner alien civilisations and regressed human societies and claim barren worlds richin minerals or other resources. Such men are Rogue Traders.
AGain, Rogue Traders basically allow the Imperium to deal with "foreign influences" they so distates, without embracing it wholesale.
Rogue Traders must journey vast distances, and hence are graned their right to maintain their own vessels, and on occasion entire fleets. AS befits their maverick nature, the Rogue TRaders employ an incredible variety of vessels. Rights of Requisition allow many Rogue Traders to acquire Imperial Navy vessels, while others use their vast wealtha nd power, or other dubious means, to acquire vessels form a variety of sources - custom-built vessels, refitted merchant hsips, captured vessels, or evne craft acquired form non-Imperial worlds.
sources for Rogue Trader ships.
Though their business is their own, from time to time a Rogue Trader may be accompanied by, or even granted command of, an entire fleet at the behest of the Priesthood. Liekwise, thoguh a Rogue TRader himself maintains no army, he may well be granted Imperial Guard, or evne Space Marine forces, if it is felt that his mssion warrants it.
In theory, Rogue traders have no troops, but in practise this does not neccesarily prove true. (secuirty forces can be military). reiteration of space marines sometimes serving under a Rogue Trader,
Imperial cruisers are vast constructions, most of them centuries or even millenia old. Those few which are constructed anew are often the result of years of toil by the popultions of an entire world - gigantic shipyars which might produce just a single vessel every few decades.
Cruisers take alterantely "years" to build and "a few decades". Seems like the former is mre liekly, givne the BFG "Lord Daros" example. OF course the really big cruisers - the 5 km "nearly battleship" sized ones could take decades. The classifications for "cruiser" are wide and varied.
Many cruisers are in fact part of the warrant of trade itself, an undeniably powerful aid gifted to the Rogue Trader by the Administratum as a gift to their agent abroad. Other vessels are loaned to Rogue Traders more temporarily, perhaps being themselves Navy vessels given over to a Rogue Trader for a time where Imperial command thinks it beneficial. under such circumstances, a Rogue Trader may even be called upon to lead an expeditioneary force with a full attendant fleet, perhaps numbering several dozen vessels.
Rogue TRaders are often awarded vessels along with their Warrant. a large fleet by rogue trader standards semms to be sevreal dozens hips.
Rogue Traders typically favour vessels which make use of alien energy technology, since the huge power supplies and impossibly difficult upkeep needed for the Imperium's own lasr and lance weaponry generally makes them unusable by Rogue Traders, isolated, as they often are, for years at a time, far from Imperial docks.
Lance and laser weaponry, perversely, seems to be incredibly maintenance intensive in Imperial starships, where it is ridiculously easy to maintain in the Guard variant laser smallarms.
Rogue Traders being the opporutnistic individuals they invariably are, it is not uncommon for them to 'acquire' old Navy vessels which have either been de-commissioned or relegated to a segmentum's reserve fleets. Such vessels are typically in rather poor condition, though it is well within most Rogue Trader's
SEgmentum reserve fleets seem to have old and decomissioned vessels as well. Note that the idea that they have reserves, decomissioned ships, sold off ships (such as to Rogue Traders) and generally ships they consider to be "old" or unusuable tends to run against the common propoganda blurbs that hold shipbuilding as some sort of infrequent, rare, mysterious art and they have a tiny, finite number of totally precious, irreplacalbe ships. It is true that ships aren't easy to come by (at least truly interstellar ships) and they do end up losing the technology for some things over time (like certain kinds of automated systems, although this doesnt prevent use of servitors in place of human crews in such cases either.) and they generally aren't quickly or rapidly produced (the way SW ships might be, for example.) But they still have them in enough numbers and can produce them sufficiently that they can replace ships eventually.

**************

BFG merchantmen
Every Imperial fleet is supported by hundreds
of secondary vessels, mostly chartered or
commandeered merchant vessels used to
transport supplies between embattled systems.
The most common of these ships are the
Imperial transports, but across the Imperium
there are a vast array of different space faring
vessels, any of which can be pressed into
service at need.
"hundreds of trnasports" support an Imperial fleet (Battlefleet?)
Super heavy transports are used to support
large fleet actions, such as planetary assaults.
Each is capable of carrying tens of thousands of
men and thousands of vehicles. They are also
used by Adeptus Mechanicus Titan Legions for
moving their huge war machines or enough
munitions to supply an entire army. Such a
concentration of vulnerable forces needs
protecting, and most fleet commanders assign
dedicated escort vessels to a squadron of Super
heavy transports, and position them at the
centre of the fleet’s formation for maximum
protection. The loss of one of these vessels
during a planetary assault can have huge
long–term effects on the ground campaign.
Transport capability of super-heavy transports is tens of thousands of troops (multiple ergiments) and thousands of vehicles. Big enough to serve as Titan transports. Are always escorted (at least 2 per squadron)
As well as their military role Super heavy
transports are also used as bulk ore or grain
carriers, and damaged vessels have been
converted into supply bases, hospital vessels
and forward repair facilities for fleets operating
in isolated or primitive systems.
Fuel carrying variant, as wel as carrying other kinds of stuff or serving in other roles.
Every Imperial Guard army requires vast
amounts of supplies, not least amongst them
fuel. Every tank, armoured carrier, aircraft and
vehicle needs it to operate. Fuel supplies will
often need to be shipped to an army, and a
secure, constant supply is always a high
priority for any ground commander. This
supply is often carried on one huge tanker. A
Super heavy fuel transport can carry enough
fuel to support an entire campaign. As such
defending them is vital
Considering an army is hundreds of thousands if not millios of men,, thats a lot of fuel.
Just like Imperial forces Eldar fleets need the
support of transports. Unlike Imperial forces
these transport are fast, stealthy and hard to
the catch. Because they are harder to catch and
considering that Eldar cargoes are likely to
contain more valuable items than Imperial
food supplies, the victory conditions of the
Convoy Run scenario are changed when the
Eldar are defending the convoy.
Like eldar starships, Eldar transports are FAST.

*********

Merchant Ships for BFG: from Fanatic online (I believe)
Extremely fast vessels for their size, fast
clippers utilize improved main drive engines
that take up more than half of the vessel’s total
mass. Most of the power from these
engineering plants is directed to propulsion,
these ships are virtually unarmed and rely
solely on their great speed to keep them out of
trouble.
Unlike other vessels, these craft have hlaf their total mass
comprised of engine.
With the Imperium besieged on all sides by the
enemies of mankind and the Imperial Navy’s
fleets thinly stretched, there has been a
resurgence in the use of these vessels, as
merchant guilds seek to protect their cargos.
The strength of the Galaxy class was aptly
demonstrated when an unescorted convoy of
these vessels was intercepted by a six-escort
strong pirate band in the Adventium subsector.
Retired Imperial Navy officer and Ship’s
Master Horatio Braun of the Dyenna’s Pass
skillfully directed the lumbering transports to
fight off the rogues for nearly a week for the
loss of only two Galaxy transports. The convoy
was eventually rescued by a Space Marine
escort squadron responding to distress signals.
Galaxy class troopship. Mentioned ifrst in space fleet, it has shown up in a few novels (like Traitor's Hand.) Does not seem to exactly be a rare vessel.
Goliath class forge tenders are
light cruisers typically operated by
the Adeptus Mechanicus and have
been contracted by guilds, military
units and planetary forces to
perform maintenance repairs on
remote outposts and merchant
vessels throughout the Imperium
for endless centuries. Despite
their size they only have the
capacity of a standard transport
Forge tender rather than fuel processing ship. May be that the same structure has a number of variant designs.

****
BFG tyranids - Fanatic Online:
Discovery of potential targets is under taken primarily by warp-capable drone-ships which disperse among the star systems close to a
hivefleet. Over the course of decades these living ships methodically investigate planets and, upon discovery of likely candidates, seed
worlds with ‘vanguard’ organisms such as Lictor and Genestealer infiltrators and various Gaunt species. It is believed that the psychic
signature of these creatures draws the hivefleet to them proportionally to their numbers. If the Tyranid nests are fruitful and multiply quickly
the hivefleet is soon drawn to the apparently rich feeding grounds, less successful colonies appear to be given a lower priority.
Tyranid drone ships are warp capable. May have been overriden in 5th edition, but frankly I see no reaosn to assume the 'Nids as a whole do away with
warp jumps since it offers certain benefits over their own new method (Stealthier for one.) Much like the Yuuzhan Vong these drone ships take long periods of
time to observe and infiltrate planets. The 'Nids are nothing if patient.
Likewise Genestealer infestations are commonplace enough that the High Lords have issued no less than eighty
decrees pertaining to their cleansing by Exterminatus in the last decade.
Yet another indication of Genestealer infested worlds getting a dose of Exterminatus. Which 100,000 fusion bombs can deliver.
If all else fails it is believed that the hive-ships
perform some form of spectrographic analysis
of the radiation from the nearest stars to select
a destination. This has been born out by the
fact that 72.3% of encounters with hive-ships
(as opposed to the smaller drones) have taken
place in systems containing class F2IV -K9V
stars. This spectral band covers 81% of the
worlds inhabited by humanity
This seems to be the slowest but most fool proof method of planet detection by the nids, barring the new 5th edition stuff implied (unless the Narwahl does this too)
The arrival of the hivefleet is preceded by what
the Adepts term ‘The Shadow In the Warp’, a
psychic disturbance which renders Astropathic
communication impossible, blots out the
Astronomicon and renders warp travel
extremely unpredictable. Both the relativistic
distance and size of the Hivefleet affect the
intensity of the warp-shadow, but in several
reported instances entire sectors have
disappeared beneath it.
Shadow of the Warp.
The bio-ships which comprise the fleet may
either exit the warp simultaneously at the edge
of the system or, in many reported instances,
exit in deep space and drift towards their
objective. This latter approach renders the
Hivefleet virtually invisible to long-range
augury and Astrotelepathic detection. There
has been speculation that some hivefleets may
actually drift through realspace for the entire
voyage between systems, but as this would
entail a journeytime of decades or centuries of
hibernation it must be consigned to the realm
of conjecture
Tactical options of the hive fleet when it comes to invasion of the world.

Also note the "astrotelepathic detection." hinted at in more than a few novels (Battle for the Abyss, etc.) AStropaths and other psykers seem to serve as FTL sensors as well as FTL comms.
The Tyranid invasion is begun by the hiveships
releasing spores into the target’s planets
atmosphere. The mix typically includes mycetic
spores for landing ‘vanguard’ and ‘main force’
ground assault swarms, spore ‘mines’ of a
corrosive, poisonous and/or explosive
capability, zoomorphic symbiotes and
parasites, plus fertilisation, weather
modification and necrotic varieties. Flying
creatures are also dispatched, primarily swarms
of winged Gaunt species tended to by the
dropship-sized Harridan brood organisms
Various forms of biowarfare Tyranid invasions can entail.
Initially emerging Tyranid feeder organisms
spring up in the wake of the ground swarm’s
advance, mobile ones following hard at its
heels while sessile varieties spread and
multiply at a ferocious rate, hybridising or
absorbing native life. Carrion from the
battlefields is quickly consumed and used by
several species to pupate and metamorphose
into larger lifeforms. Bio-factory organisms
harvest and transmute the remaining feeders
into nutrient gels which are employed to feed
the fighting swarms and droneship-haulers
which replenish the hiveships in orbit.
During this period, climate and humidity is
subject to modification, as increasing numbers
of Tyranids organisms manipulate weather
patterns to achieve maximum growth, carbon
dioxide and nitrogen are leached away, leading
to an increasingly oxygen rich environment. As
resistance is overcome more and more of the
planet’s surface is stripped bare by continuous
harvesting until the hivefleet concludes its
actions by draining the planets’ atmosphere
and seas. At this point many hiveships will
calve, adding to the numbers fleet’s numbers of
drone-vessels and immature bio-ships. The
attack complete, the hivefleet will then move
into deep space again to seek a new target.
Tyranoforming process.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

One more thing for this update: back when I was redoing BFg, i decided for shits and giggles to try and doing some scaling, much the same way I tried to from Forge World. I didnt expect much consistency, but I thought it might be interesting to see what I yielded. The results are/were.. interesting.

What follows are some of those scalings, as well as some general musings and ideas. None of it is neccesarily canonical, nor is it anything I would support 100%. At best, it would be useful as supplementary evidence, nothing more. I don't suggest (nor endore) anyone else using it as primary evidence in an argument or anything like that. If you do, you're on your own to defend it.

The non-scaling stuff (like gun counts) is fairly reliable, however, and I am rather convinced the Divine Right may be a reasonably accurate scaling.. at least its not likely to be dramatically off the range I figure by more than a few km or so, but the safest bet is still to probably take it with a grain of salt

I am also going ot skip posting images simply because I am lazy, and because if anyone is serious at using this or looking it up, there are plenty of places around where the images can be located online.

BFG cover. God thats a big fucker. Class wise, I'm not sure if it matches any known battleship.. at least not one I've seen depicted in the various rules supplements (I could be wrong, though.) It kinda looks like a Retribution and kinda like a Emperor class with the prow, but not quite like either. It might be a whole nother class. We do get some scaling benchmarks, cobra destroyers, a frigate (Sword class I think) and what I suspect is a Dauntless class light cruiser.

As a rule, angle isnt good to go by, so I'll go by height and assume height is 1/4 to 1/5th the length. as a rule that generally works for most 40K ships.

Height of prow of the unknonw BB: 240 pixels

Height of Sword class cruiser's prow: 12 pixels

Height of Dauntless class Cruiser's prow: 19 pixels

going by the sword class (1 mile long and about ~400 meters tall) the BB prow is 8 km tall

going by the Dauntless (about 2 km long and ~500 m tall),its about 6.3 km tall.

This means the BB by the frigate is maybe 32-40 km long, whereas by the Dauntless its about 25-30 km long.

Either way, its going to be one of the more ENORMOUS battleships in 40K. I'm more inclined to lean towards 20-30 km range as accurate, mainly cuz I'm not entirely sure about the sword class (its some distance from the Dauntless, so it could end up being bigger. Of course, so could the battleship...)

There is also what looks to be at the far right in red a Chaos "infidel" class raider, although going by scaling it could be 20-25 pixels tall, meaning its as big or bigger than the Dauntless itself (a very VERY large frigate!)

The torpedo tubes are scalble as for height too.. about 8 pixesl tall. Making them 1/30th the height of the battleship.. between ~200-270 meters tall.



Page 15 - Angle is bad and its hard to tell if the vessel is a firgate or light cruisre. Assuming between 400-500 meter "height" based above, it is about 30 pixesl tall . The battleship/cruiser/whatever is 330 pixels tall. That means its between 4400 and 5500 meters "tall" broadly, corresponding to a length between 17.6 and 27.5 km long (length being 4-5x height.)

We also see torpedo tubes there. They appar to be orughly 20 pixels "tall", which corresponds to some 260 and 330 meters in diameter. Big fucking torpedoes.



Page 17

Again in background we se some battleship or battlecruiser, with a cruiser of some kind (light or regular) in the foreground.

The first cruiser (closer ot us) has a height of 115 pixels for the prow, the other has a ~112 pixel height (clsoer to the battleship) What we can see of the battleship's prow (nearly all of it) is ~190 pixels tall (or nearly so)

Assuming a 2-3 km long frigate means a height roughly 500-750 meters tall. The actual pixel heights ownt make much difference here, so we'll go with the 112 pixel figure. Call it 850 to 1300 meters in height. HEights would vary between 3.2-4.3 km long (for the 850 m height) to 5-6.5 km long for the 1300m tall height. It owuld be either a large battlecruiser or a small battleship.

Torpedo tubes on the battleship/cruiser are 11 pixels tall and the ones on the cruiser are about 8 pixels tall. For the battleship/cruiser.. 50-75 meter diameter torpedoes. For the cruiser between 35-53 meters in diameter.


Page 29

Prow is ~230 pixels tall, torpedo tube is 26 pixels tall.
the torpedoes launched are about 38 pixels in diameter and 328 pixels long (although may be lsightly longer due to angle)

Its hard to identify the actual classification of the vessel, but it may be anywhere from large frigate/small cruiser to small batlteship Call it between 2 and 8 km tall. Tube to torpedo ration is 1/9 which for a 500-2000 meter "height" works out to between 56 and 223 m in diameter.

Length/width ratio of a torpedo as the pic depicts is between 8-10.. so big torpdeos of cruiser ot battleship scale can reach up to hundreds of meters if not thousands.

On the other hand if we scale by the "average" torpedo size in bfg of 200 feet or 60 meters long, we get ~ 6-7 meters in diameter roughly.. which works out to a 54-63 m tall prow. Yeah.. doesnt work that way. Those 200 foot long torpedoes are clearly meant to be small ones (destroyer grae, perhaps)

This does assume scaling is accurate, however...


Page 40
Dauntless class cruisers here.. we can see the torpedo prows. Prow height appears to be 170 pixels as oppsod to ~ 9 pixels for the torp tubes or 1/19th the height of the prow. Assuming a 500 m tall prow.. ~26 m diameter.


Pages 88-89

The Divine Right, an Emperor Class. Best scaling benchamrks are what look to be sword class frigates.. the cruiser is too far behind. to be completely accurate for low end. The prow hiegh tof hte background frigate is 70 pixels, in the foreground 100 pixels. The divine right appears roughly to be 540 pixels tall, meaning the DR is 5.5 to 7.7 times taller (at the prow) than a frigate. assuming a 400 meter frigate prow height, you get between 2-3 kilometers tall.

Assuming a length is 4-5x greater than height.. you get between 8 and 15 km for the Divine Right, at least. The frigates are closer to the camera than uss, so this might be fudged a little. But not too much, I think. You can see cruisers in the background, and they (subjectilvey) do not look to be much over 10 ship lengths relative to the DR, suggestin 20-30 km upper limit (generous)

The other thing oyu notice is just how insanely heavily gunned the bloody ship is. I tlooks to have multiple twin gun turrets (at least 3-4) every several tens of meters of its length and width.. big guns as well as small guns. It looks, subjectily, like it has at least hundreds if not thousands of big guns per broadside, and many thousands of small guns (easily). Some of the biggest/most obvious guns appear to be 25-30 pixels tall.. well over 100-150m tall/wide... frigging HUGE, with gun barrels many tens of meters long.


Page 106 - Emperor-class Battleship side diagram. Has at least 5 big, dorsal mounted turrets. They appear 32 pixels wide and 15 pixels tall. The bow is 140 pxiels tall (1/10th as tall as the prow, and the length/width is 1/5th the heigh to fhr prow).. making them 200-300 meters tall and 400-600 meters in diameter. Again, bloody huge guns. Maybe four or so really big guns, but sa we saw from the Divine Right picture, the thing is literally crawling with guns too small to see, so we can't assume that they're all shown.


Page 107 - REtribution class battleship has 5 turrets as well on top, similar dimensions. If we sasume the prow is roughly 1.2-1.5 km tall, (~160 pixels) we get roughly the same ratios (1/5 diameter, 1/10 height) for between 120-150 meter height and 240-300 meter diameter.

Torpedo tubes are 8 pixels, so 1/20th the height .. 60-75 meters in diameter, which maks them between 500-750 meters long.

Not sure on other guns. Possibly som efixed big guns (a dozen or so?) per broadside, though like with Emperor class ther ecould be others we can't see.


Page 118 - The AMrs Class Battlecruiser has 2 turrets on top. We dont know and can't approximate scaling, and I'm not gonna guess, so turret size isnt known. It does look, however that the ratios/dimensions migth be same with the turrets on bigger ships. And they're bigger than cruiser but perhaps smaller than battleship. Again, potential "dozen or so" big guns per broadside. Same about turrets not being obvious like on Emperor class apply.

Incidentally, the prow nova cannon on the MArs looks like the bore diameter owuld be roughly similar to a torpedo tube. Useful for scaling, I think.


Page 109 - Overlord class BC - again we can't scale but the stuff that I mentioned for the Mars applies here. Again two big turrets, and torpedo tubes but we can't scale those.


Page 110 - Lunar and Tyrant clas cruisers. No turrets we can see.. maybe a dozen or so big guns per broadside. Same rules about turrets not being obvious like on Emperor class apply. Torpedo tubes 5 pixels in diameter relative to ~70 pixel prow.. so a ~53 meter diameter tube.


Page 111 - Dominator cruiser. No torpedo tubes, turrets, or such to scale. Looks visually similar to other "cruiser types" we see. Prow is 60 pixels tall, nova cannon is ~5 pixels tall, or 1/12th the prow height.. call it 50-60 meters in diameter, about roughly consistent with what we know.

gothic also here.. lance boat... with torpedo tubes, Possibly 4 turrets per broadside. Rest as above.


Page 112 - Gothic class cruiser. fighter carrier, nothing new here.


Page 112 - Dauntless class light cruiser - prow lances, nothing else really to note except maybe 6 really big ? broadside guns. Multiple lances implied, but one only on nose ? Possible multiple guns? Does same apply with other prow weapons (EG nova cannons?)


Page 113 - Sword and firestorm class cruiser. Dorsla weapons turret.. firestorm has prow lance (one) Turret on Sword is 24 pixels wide and 10 pixesl tall, prow is 60 pixels.. 160 meters diameter, and some 67 meters tall (roughly?) big turret. Same roughly for firestorm.


Page 114 - Cobra class destroyer. Prow is ~45 pixels tall, (call it 250 meters tall, if we assume 1 km destroyer), turret is 20 pixels wide and 10 pixesl tall, and 6 pixel diameter torpedo tube.. 33 m diameter torpedo tubes, and 112 m diamter turrets and 56 m tall turret.


Page 115 - Fighter sizes: Assault boat is ~180 pixels long, Fighter is ~98 pixels long, bomber is 175 pixels long. I've heard attack craft are jumbo jet sized (75-80 m long) so if we're going by bombers, you might figure that starfighters are between 40-50 metrs long. If fighters are 75-80 m long, the bomber is between 140-150 meters long.


Page 116 - Chaos battleship, scaled off the two cruisers in the foreground (probably regular 3 km cruisers), seems to be between 30-37 pixesl tall (background and foreground rspectively), the battleship is around 870 pixels "long". Assuming ~700 m tall cruise, suggests between 16 and 20 kilometers length. It looks to be a Desloator class.


Page 117 - Despoiler class battleship. Its one heavily armed motherfucker.
2 massive gun turrets, what looks to e between 5-8 "midsize" turret, and 10 or so small single shot turrets on the broadside. We can't really estimate the two big guns, but if the Despolier is 10 km long, it would be 600-1000 m in diameter! Its worth noting that some of thoe turrets are on the underside.


Page 118 - Desolator. Its got a big forward dorsal turret, about 8 or so smaller turrets, maybe 8 more broadside turrets.... The broadside is heavy though, 3 twin turrets and 3 single big turrets. The Desolator is 792 pixels long. at 16-20 km it would be 20-25 m per pixels.

The broadside double turrets are about 38-40 pixels wide both and about 15-16 pixels tall. The turrets would be 780-975 meters wide and 300-400 meters tall.

The turret on top is 25 pixesl wide and 11 pixels tall, or 500-625 m wide and 220-275 m tall.
The smalle rturrets along the spine are 8 pixels tall and 12 pixels wide.. for 160-200m tall and 240-300 m wide.


Page 119 - Repulsive class Grand cruiser. We don't know its size so we can't scale the guns, but it has 4 or so big turrets on its dorsal spine, and maybe some 15-20+ smaller (but big?) guns.


Page 120 p- Styx class heavy cruiser.. can't scale again cuz we dont know exact size, but they seem to have 5 side mounted dorsal turrets, 1-2 bigger turets on the dorsla side, and maybe a dozen or so broadside guns.


Page 121 - Hades Class heavy cruiser. Again we can't scale but it seems to have a dozen+ smaller guns on broadside, and two really REALLY big turrets and two smaller on top. The turrets are probably lances.


Page 122 - Acheron class cruiser is a lance boat.. and has ALOT of turrets. 2 big turrets on the dorsal side, 4 big broadside (quintuple mount it looks), and an uknown number of prow ewapons. 5 per side maybe?


Page 123 - Chaos Devastation class cruiser. At least one triple turret, maybe six "stacked" double turrets around it, and six forward side mounted single guns.


Page 123 - Chaos Murder class cruiser. Lots of guns, hard to count.. maybe a dozen or more. No big turrets.


Page 124 - Carnage class cruiser. Again, no large turrets, but probably lots of little ones.


Page 124 - Slaughter-class cruiser - 2 big ones, triple, probably lance batteries. Six or seven extra twins per turret. At least a dozen or so side mounted guns perhaps (although that may be what those extra turrets around the lance battery are, too.)


Page 125 - Idolator class radier 6-8 guns on braodside, maybe. One big turret, and one forward lance.


Page 125 - Infidel class raider.. no obvious turrets.


Page 126 - Iconoclast class destsroyer. NO obvious turrets or guns.


Page 126 - Chaos attack craft. Its worth noting hte Doomfire bomber and Swifdeath fighter look to be nearly the same size, although the doomfire is slightly longer (245 pixesl as opposed to 235 for the Swiftdeath.)


Page 131 - Eldar Shadow class cruiser.. at least 4 visible guns (possibly 3-4 more on the other side, for 6-8 small guns) plus 1 big one on dorsal mounting.


Page 131 - Eclipse class cruiser - at least six visible guns - (6-9 total, if we assume 3 on top, 3 on either side)


Page 132 - Hellebore class frigate - ne big pulsar weapon, one big gun on a topside turret, and 3 or so smaller guns (6 total perhaps)


Page 132 - Aconite class frigate. At least 5 guns visible (seven maybe total?) and possibly one underside gun (spinal mount?)


Page 133 - Nightshade class destroyer - 4 visible guns (5-6 total?)


Page 133 - Hemlock class destroyer - 4 guns visible (6 total?), one big spinal one, probably the pulsar lance


Page 134 - Eldar Darkstar fighter and Eagle bomber... the Darkstar appears ot be about 60% the length of the Eagle (175 pixels as opposed to 300 pixels).

Am not going to scale the Ork stuff.. too hard to od (and there is no standard ork ship anyhow1)



Page 157 - we're given a torpdeo or a big ass cannon shell (if it is its rocket assisted.. macro cannon perhaps or a weapons battery missile) People and cranes hauling on it.. dozens or hundreds perhaps. There are two bodies I use for the scaling, one is full body on the ground (~48 pixels) and another on a tower near the torpedo but partially obscured (24 pixels).

The torpedo/shell is about 80 pixels in diameter and about 480 pixels long, though only 400 or so is actually cylindrical. (so the length to width ratio is 5:1 or 6:1)

Assuming a 1.8 m tall human (or that ~1 meter of the body is shown), you migth get about 3-3.5 meters in diameter. The length would be therefore between 15 and 21 meters. This would be either a msall missile or a large torpedo, in all probability. Going by the hauling of dozens or hundred of men, assuming each pulls at 100 kg, the thing may way several tens of tons, at least. Assuming water density and a cylindar (about 15-18m long, 3-3.5 meters diameter... volume of 106-173 m^3, the mass would be between 106 and 173 tons.



Page 159 - Gothic sector subsector map. There are 7 sub-sectors total. This is probably fairly "canon" insofar as the term applies to anything BFG, since they have this in Armada as well.

from the top: Bhein Morr subsector has 4 civilised, 1 hive, 1 uninhabited, 2 agri, and 3 mining worlds for 11 total. Bhein morr (the planet, civilised world) is probably the subsector baes. Stranivar is probably another.


Gethsemane sub-sector. It has 2 hive worlds, 1 Forge world, 1 uninhabited world, four agri worlds, and 3 mining worlds.. again 11 worlds.
Fier (mining world) has a Blackstone fort, so its a sector base, but Gethsemane and Herys (the hive worlds) and Zpandex probably are as well.


Lysades sub-sector. It has 3 mining, 3 civilised worlds, 3 Agri worlds, one Hive world, and one forge world... 11 worlds total. Schindlegeist has a Blackstone, and is a civilised world so is a naval base. Bladen (the Hive world) and Vindalex (forge world) likely are too. Bladen had an Imperial Navy Anchorage as per Battlezone Cityfight, so this would seem to bear out my speculation.


Port Maw subsector - Has 2 uninhabited, one Hive, 3 Agri, 1 penal, 2 civilised, and 3 mining planets, for a total of 12 systems. Port maw is the sector naval base and the only Hive world in the sector.


Cyclops cluster sub-sector: has 3 Agri, 2 uninhabited, 4 mining, 1 Penal, 1 forge, 2 civilised, and one hive world for a total of 14 worlds. Rebo (civilised) has a blackstone, and is anaval base. halemnet (hive) and Mezoa (forge) probably do as well.


Quinrox sound sub-sector. Has 1 uninhabited, 5 mining, 1 hive, 1 Agri, and 2 Civilised worlds - 10 worlds total. Brigia (civilised) has a blackstone and is probably a naval base. Corilia (Hive world) is likely one as well.


Orar Sub sector. Has 1 uninhabited, 1 Penal, 4 Agri, 2 Hive, 4 mining worlds.. 12 worlds total. Anvil 206 has a blackstone and is a hive world, probably a naval base. Orar is as well (since its the name of the sector)


It's worth noting a few things:

- My estimations on Naval bases is reasonably accurate, given the "seventeen" mentioned before, but there may be a few I missed (so as may as twenty or twenty two, if the Forge worlds are independent) The Hive world Stranivar was one (had at least one battleship, several cruisers including the Lord solar macharius from the Rennie stories there) so any Hive world and forge world probably counts as a place holding up vessels.



- There are nine Hive and three forge worlds int he sector. This may be an average, as the Gothic sector was noted to be an "average" sector. This suggests a ratio of 1 forge per 3 hive worlds in a sector.

If we work backwards from the knonw number of hive worlds as per 5th edition (~33,000) we get between 3,667 sectors, which we can roughly say 3,500-4,000. Allowing for some variation betwene worlds this would match up well with the "5,000 sector" idea. It must be noted though that I assume all hives mentioned are "old hives" - where the population are 100-200+ billion, which probably isnt the case.

At one forge world per 3 hives, that means there's maybe 10,000-11,000 Forge Worlds in the Imperium.

If we infer seventeen naval bases as average (minimum) and 5,000 sectors, thats some 85,000 naval bases. Which suggests a minimum of nearly 100,000 major shipyards (Navy yards + forge worlds). Ignoring possible overlap and include the "really old hives" that could go up to 130,000 or so.

If we include only sub-sector bases (6-8 per sector), that would be 30,000-40,000 for the naval bases with shipyards.. or 40-50 thousand total. If merely sector bases, then 5,000 (15,000 total.)

Either way, you get many tens of thousands of major yards, and probably over 100-150K (since its mentioned there are some non-naval yards.. at least several, which if taken as "standar"d could mean another 10-15 thousand)


- It's worth noting that there are ~81 systems in the gothic sector, and 200 worlds.. which works out to 2.5 inhabited worlds (most of them inhabited) in the sector on average. It may mean that "million worlds" may mean major systems, but not include multiple worlds per system (hence why we also get "millions" refrenced at times)

Also note that alot of "minor" worlds like research stations, feral and feudal worlds are not mentioned at all. This suggests they are too minor to be worth mentioning in most cases in a sector, and thus only truly "modern" worlds count towars the "millionw orlds" figure commonly stated. If we assume that its 80 "major worlds" per sector and a million such total.. we get 12,500 sectors.. so betwen 10-15K might seem reasonable, which is reinforced by the absence of "minor" worlds mentioned.


- Population with 9 hives, assuming 100 billion on average.. nearly a trillion people there. Thirteen civilised.. assume ~4 billion on average.. another 52 billion. forge worlds maybe another 3-4 billion. 25 Mining worlds (assume 1 bililon or so) 25 billion roughly, agri worlds likely not more than a billion... call it over 1.1 trillion, at least.. likely more. Does not include any possible "void born" population.

Assuming 1% recruitment rate into the PDF per world (as estimated via 5th edition), you might get some 10 billion PDF soldiers at least, and 1 billion Guardsmen at least in the sector. This is conservative, since a smaller sector (corribra) which was basically a backwater had billions of guardsmen, so we could expect tens or hundrds of billions of PDF and billions of guardsmen already.

With 5,000 sectors and a billion or so Guardsmen per sector, taht would suggest at least 5 trillion as "permanante" garrison, which is a reasonable estimate given estimated annual tithes.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by the atom »

Interesting analysis Connor. I always thought that the upper limit for 40k ship lengths was around 7.5km.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Black Admiral »

Actually, that gets kind of complicated and depends where you look. There are a number of different stated figures even leaving aside image scaling; some of them for the same class of ship (and sometimes from the same author - Gordon Rennie, notably, has given sizes of 3 and 30 kilometres long for the Dictator-class Lord Solar Macharius, although my understanding is that the latter was a typo).
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Bear in mind that alot of those scalings are a best meant to be taken with a grain of salt... in 40K I tend to take the opposite atittude taken with Star Wars.. visuals aren't meant to be 100% accurate becuase most of the visuals are freaking DRAWINGs. I mean fuck's sake, think of the proportions of many pieces of armor and guns. And ormal humans would have to be insanely superhuman to wield a drawing-depicted chainsword. Even old farts like Yarrick and his fuckoff huge power claw.

Well next up on my BFG coverage, I wanted to do Warp Storm, because I like it more than ARmada. IT has some interesting stuff, including a couple fun short stories by Gordon Rennie which predate the BFG novels and Inferno short stories (the latter of which formed the first few chapters of Execution Hour. Funny enough the same is true of Brothers of the Snake.)

In any case I should be able to cover Warp Storm in 2 entries or so. So, part one here we go!


Page 4
Short burn torpedoes have more poweful engines but a limited amount of fuel. They are considerably faster than ordinary torpedoes but will "burn out" and lose engine power very quickly in comparison to ordinary torpedoes which are designed to curise at speed for longer periods.
Higher accel rates for torpedoes result in lower overall fuel supplies (or rahter enduanrce. This can affect guidance range and manuverability.

Page 5
Guided torpedoes are directed via telemetry from the ship which launched them, allowing them to be guided onto a target or even directed against a specific enemy ship amidst the confusion of battle. Although tigh tbeam communication links are used for control from the parent ship guided torpedoes are still vulnerable to enemy interference and jamming.
A potential alternative to seeking torps is "guided" munitions. Note that without FTL communications, lightspeed lag can be a problem at very long ranges.

Note that this quote also does establish that the Imperium engages in and uses EW in general in space combat, as does its enemies, beyond the special types like Holo-fields the Eldar use. Funny enough, Andy Chambers figured there were the "standard" torpedoes.

Page 5
The art of self-guided torpedoes is almost lost to the Imperium but they are still manufactured at the great Adeptus Mechanicus temples on Mars. Logic engines and metriculators aboard the torpedoes themselves enable them to identify the attack vector most likely to result in the salvo reaching the target. The disadvantage of seeking torpedoes (other than their rarity) is that the surveyors seeking torpedoes use to detect enemy ships can be easily blinded by blast and debris, leading to premature detonation.
Self-guided or "smart" torpedoes is supposed to be rare to be "nearly lost", although we've seen many examples of guided (or semi-guided) weapons, and similar devices (Executioner rounds) Are still quite commonplace. Hell, we know surveyor-guided/seeking weapons are used in macro cannon shells [Star of DAmocles] and bombardment cannon shells [Nightbringer] nevermind fighter/bomber missiles [Let the Galaxy Burn short story].

Page 5
Barrage bombs are configured specifically for penetrating the atmosphere of a world and bombarding planetary targets. In comparsion to ordinary anti-ship torpedoes barrage bombs have a relatively diffuse blast radius, being designed to achieve maximum saturation of the target area
Specialized orbital bombardment weapon. Note that they have a "diffuse blast radius" to achieve "maximum saturation." - this tends to suggest regular torpedoes have much more focused/confined effects, if not nearly as much as a melta weapon. Or, given that typical torpedoes may penetrate before detonating (as opposed to the MIRV types) they may not be proximity weapons the way a barrage bomb is.

Page 5
Melta torpedoes are fitted with multiple melta bomb warheads which detonate into mighty conflagrations of nuclear fire when they impact. The fires will burn through even the outer hull of warship, threatening to consume the entire vessel in a hellish inferno.
Melta bombs are implied to be nuclear warheads (or a kind of nuclear reaction, at least). It is unknonw how they stack up compared to plasma warheads, but its unlikely they are merely "fusion" weapons. Funny enough, its possible the "hellfire" missiles from Space hulk were melta missiles/melta torpedoes. We do know such weapons exist and are used (melta weapons have been descirbed as fusion weapons before in more advanced versions, and here they're called nuclear..) And a multiple warhead weapon on top of that.

Of course, in that case I don't think that plasma torpedoes would neccesarily be many OoM greater in yield than a melta torpedo, but who knows . :) It's just a possibility to note. Note melta weapons, liek barrage bombs, are MIRVs.

Page 5
Vortex torpedoes carry warheads which implode to create a highly unstable and dangerous rift in warp space. The damage inflicted by even a single vortex torpedo is horrendous, whole sections of the ship and its crew are ripped asunder and sucked into the warp.
Gotta love Vortex weapons.

Page 6
Torepdo bombers were ordinary bombers reconfigured to carry a paylod of (relatively) small anti ship torepdoes. This gave them the ability to stand off from their target at greater range and launch an attack.
Some bombers are designed to carry torpedoes. They carry a "strength 2" t orpedo salvo. considering that normal bombers can engage up to several thousand km away, torpedo bombers arguably have several times this potential range.

Page 6
During the Port Maw blockade, Chaos Raiders used Devastation and Styx class vessels to make rapid attacks to seed the primary biosphere with orbital mines fired from specially converted launch bay.s Carrying mines into combat proved exceptionally dangerous and the Chaos Devastation class cruiser Unoforgivable was eventually crippled by Sword squadrons of the Port Maw patrolw hen its own orbitla mines detonated within its launch bays. This allowed Captain Grenfeld's Hammer of Justice to catch the vessel and complete its destruction at long range with nova cannon fire.
Mining vessels.

Page 6
"Red Leader to Canticle of Pain, we've taken up position five zero zero beyond your turret range. If they want to get to you they'll have to come through us first." Rebel comm-intercept, blight Shoal 144.M41.
500 km beyond turret range.

Page 7
Just as ships learned new tricks to offset the power of ordnance, attack craft squadrons evolved new tactics to press home their attacks against ships. Early in the Gothic War, the practice of accompanying bomber waves iwth supporting fighter suqadrons fell into disfavour as commanders found it more effective to keep their fighters separate to hunt down opposing ordnance and perform long range intercetps. However, with experience, fighter squadrons perfected a technique for using their lighter weapons to strafe and suppress turret emplacements on target ships, leaving the bombers free to deliver their payloads without having to dodge incoming flak.
Fighters can "soft kill" certain exposed weapons or systems on ships (EG turrets, sensors, probably other related.)

Page 7
As ordnance became more and more prevalent in the gothic War, ships began to adapt to the new enviroment where attack craft and torpedoes were often as great a threat as enemy guns. Some vessels like the Cypra Probati were upgraded with additional turret systems, but the lack of refit time and dockyard space made the mass conversion of ships impractical. Instead, hard-pressed captains developed a tactic of manoeuvring close to eah other and massing their turret fire together to present a wall of fire to incoming ordnance. While this tactic was effective at stopping ordnance, it presented a marevellously close-packed target for enemy gunners to range in on. This ensured it was mainly used only when ordnance was a considerably greater threat than direct-fire weapons.
Imperial ships could be, given time, upgraded with extra torpedoes. Alternately, ships could group together for mutual defense and overlapping turret fire (but presented a greater target for direct fire weapons)

Page 7
"Auspices show bomber waves incoming! Port quarter bearing 125 by 80 range 4,000 estimated 50 plus craft." Captain Lefevere was pale and drawn. "fifty?" he asked of no one in particular. "emperor's teeth, where do they get them from?" He gazed across the tactical slab at the red darts of the renegade ships which were now departing the tumbling ruins of Kilrath station, their work already done. Nothing was in range except the red swarm of attack craft rapidly closing on the port quarter. Small flares of energy showed that the squadron's gunners were trying to break up the waves before they arrived but there were simply too many. "Bring the squadron to close fromation for massed turret fire." he said "and prepare to brace for impact, we'lll give them a welcome they'll never forget."
4000.. units of some kind. 4000 km maybe for point defense, We do know they are starting to engage beyond the effective range of the attack bombers

Page 8
How many times had he himself snapped to attention at those words, first as a young cadet officer and latterly as Flag Lieutenant to Admiral Haasen aboard the squadron flagship Czar Nevsky?
Squadron flagship a battleship. One of the sector Battleships, brings the BFG total up to 5. I'm guessing the squadron refers specifically to capital ships. Could be as many as 6 ships (5 cuirsers and 1 cap ship) plus however many escorts (at least as many cap ships?

Page 8
Only the half-human, half mechanical servitors, hardwired into the electronic pulse of the ship's operating systems, did not acknowledge the presence on deck of the Macharius' new captain.
Macharius servitors.
Page 8
"We are on spacedock stand-down orders awaiting the rest of the squadron's final resupplying. All senior officers are aboard with the exception of Commissar Kyogen, whose shuttle has been delayed by an ion storm on Stranivar."

No commissar watchdog to keep an eye on me thought Semper, staring out at the eerily hypnotic cloud patterns of the planet that dominated the scene through the command deck's arched viewing ports.

..

"Let's take her out and see what damage a few weeks in spacedock has done to us!"
Ion storm on a hive world. The spacdock housing the ships (including the Machairus) is in orbit around the planet. This becomes important in Execution Hour, as far as out-system acceleration times and ranges go (90 minutes or so to reach warp distance, IIRC.)

Page 8
he closed his eyes, imagining the frantic activity now happening below decks. Petty officers sotmring through crowded crew quarters, screaming orders and lashing out any crewmen not moving fast enough to get to his station. Sweating gunnery crews toiling to load the huge macro-shells hoisted up by elevator from the ship's arsenal. Tech-priests and engineering officers intoning the proper rites of protection as they monitored the enormous energy levels now flowing through the ship's wakening power systems.
The ship has macro cannons.

Page 8
"we are now leaving spacedock." reported Ulanti as Semper felt the lurch of the cruiser sliding away from its orbital berth. Glancing through the port viewing bay, he could see the familiar shape of the Nevsky still cradled in the latticeowrk of its own spacedock. Even from this distance - about fifty kilometres, Semper estimated with a practicsed spacemen's eye - the venerable old battleship looked enormous and the swarm of maintenance ships and supply shuttles buzzing about the spires of its superstructureonly added to the impression of a bloated insect queen being fed and pampered by minion drones. Beyond, he could see a long series of other spacedocks and orbital defence platforms, the home base of Battlegroup Stranivar, strung out like a long necklace of pearls around the world and its triple moons.

Semper frowned, noticing how many of the spacedocks were still occupied. We should have more ships out on patrol, he thought.
Battlegroup Stranivar, with the flagship the Czar Nevsky.. Presumably one of the sub-sector naval bases (of which there could be 12-17.) We can infer at least one Battlegroup per base, wih much of this base's fleet still in dock. That means the Gothic sector fleet could amass hundreds of ships total, including close to a score of battleship or near-battleship types, which meshes with the BFG novels and Rogue Trader.

The planet is also closely ringed by defence platforms and other spacedocks. Seems quite heavily fortified, which is unsurprising for a naval base.

Note that in a bit of amusement, the latter story Wolf Pack implies the Macharius is 30 km long. How large must a battleship be?

Page 9
The Nevsky could not engage its void shields while in spacedock, and a ship of that size and age needed time - too much time - to pwoer up its engines and weapons batteries. Czar Nevsky was a sitting target, and everyone on the command deck knew it.
Problems iwth a ship as big as a battleship remaining in spacedock - simply cannot get underway as quickly as a cruiser, much less under attack.

Page 9
Semper hedl on to a deck rail as the bulk of the Macharius swung ponderously round in space bringing the scene in orbit around Stranivar into sharp focus. Explosions and energy beams filled the void asthe Chaos ships - all fast escorts, Semper saw - savaged Battlegroup Stranivar. He saw one Lunar class cruiser explode, falilng to the incandescent fury of several plasma torpedo hits amidships as it struggled to clear spacedock. One of its sister ships avoided a similar fate by going to full thrusters and smashing its way out of spacedock, violently severing its still-attached umbilicus. In the light of the explosions, Semper could see a cloud of debris spreading from the fractured accessway, and he knew it was those trapped inside the umbilicus spilling out into hard vaccuum. Elsewhere, a munitions platform disintegrated in a spectacular fireball, the blast annihilating everything around it. And then there was the Nevsky, caught helpless in spacedock as deadly energy lances punched deep wounds into its hull.
At least 3 cruisers (Macharius and 2 Lunars) plus a battleship in Battlegroup Stranivar. And many escorts.

Page 9
Suddenly he saw a group of three Chaos Raiders racing alongside the Macharius, heading for the stricken flagship. At his command, the weaponry of the Macharius opened fire as one. The Lead Raider exploded in a hail of macro-shells and lasblasts. AS they passed along the prow, the other two were forced to break off their attack and evade sharply as the Macharius sent a spread of torpedoes rocketing towards them. Semper allowed himself a grim smile of satisfaction as he saw one of the missiles erupt into smaller warheads catching one of the targets in a storm of fiery detonations.
Macharius weaponry. In addition to fighters, it has laser and macro cannon batteries, and its torpedoes are the MIRV type that seem to be able to bracket a ship (such torpedoes showed up in a BFG rulebook, and in the first Last Chancers novel.)

Page 9
The sight was both awesome and terrfiying: the Nevsky in its death-thrones as a long series of internal explosions ripped through her hull. Semper saw its port side split open and a long plume of white-hot plasma erupt out into spce. He knew then that he only had seconds to save his own vessel. "Core Breach!" he screamed at his ashen-faced command crew. "Hard to starboard and divert all power to void shields!"

..

First came the light, brilliant and searing, and then the darkness as the photochromatic filters of the command deck's viewing ports turned pure black ot protect the crew inside. After that came the blast wave, overloading the void shields and lashing againt the hull of the ship. Semper picked himself up from the deck, wondering why he did't hide himself away inside an armoured command shell as so many other Captains did, and ordered the viewing filters off, steeling himself for the sigfht outside. The Nevsky was gone. All that remained of it were several huge still burning fragments which were slowly sinking down into the gravity well of STranivar, where they would alight city-sized bonfires that would probably burn for months.
Overload of battleship's reactors overload's Macharius's void shields. Semper wonders why he doesn't use an "armored command shell" rather than staying out in the open. Remains of battleship will light "city sized", month long fires


Page 9
"The raiders are retreating back into the warp, sir," reported Ulanti "estimate about half the battlegroup has survived, although none of us are spaceworthy enough to go after them."

..

"The .. the Nevsky, that seemed to be what they were after.. a hit-and-run attack on the flagship."
half is just an estimate. Execution hour, taking place mere hours after this attack, tells us 2/3 of the Battlegroup was crippled or destroyed., and that the Macharius was the only (capial ship) to survive intact. This suggests 3-4 cruisers at least, possibly as many as 6-9, depending on how the data is interpretd. One battleship, and an unknown number of escorts. Ship numbers total could be as fwe as 10-12, or as many as 20 or so.


Page 12
The batlte for control of Callavell was one of hte largets 'set-piece' battles in Imperial history and is still used by Training Acadmeies throughout the galaxy as the model by which a large-scale escalating engagement should be fought. It took place during the Third War of Realtiation, in the period known as the Age of Apostasy. Loyalist ships under control of Admiral Jielsson were seeking a fleet of renegade ships that had sworn alleigance to the heretic Lord Pelver and his Regime of Iron. For his part, Pelver was looking for a decisive fleet engagement to rid himself of his adversaries so that he could continue with his plans for domination of the Callavell system.

..

Mustering the largest number of heavy ships of the line ever seen in the Segmentum Solar, the fleets circled the outer worlds of Callavell for several days before they finally picked up the telltale signals of their foe.
several days of circling or manuvering.


Page 14
The batlte of Callavell was the culmination of months of patrolling and skirmishes and all of the ships involved had been out of dock for some considerable time.

..
AT callavell both fleets suffered heavy losses, which are detailed in the chart below. With little ordnance flying around, it was the big guns of the largest capital vessels that swayed the battle. Approaching in line abreast and then moving by echelon into line astern, the main Imperial battleline managed to encircle the traitors, surrounding them with a murderous crossfire of heavy guns from the battleship sand battlecruisers, their superior weight of fire proving terminal to the renegades.
Months of patrolling and skirmisihg, without resupply or redock. In the absence of torpedoes, guns are a deciding factor.

Page 14
Loyalists: start/lost/crippled:
Battleships: 8/2/4
Grand Cruisers: 3/0/2
Battlecruisers: 6/3/3
heavy Cruisers: 5/3/1
Cruisers: 9/5/2
Light cruisers: 6/2/1
Total: 37/15/13

Renegades:Start/lost/crippled
Battleships: 6/3/2
Grand Cruisers: 4/1/0
Battlecruisers: 6/4/2
heavy Cruisers: 9/2/4
Cruisers: 11/7/5
Light cruisers: 8/4/3
Total: 46/21/16
Fleet numbers and losses.

Page 15
"All that matters is that the rest of the conoy makes it safely to Orrar. Need I remind you that, as a senior adept of the Departmento Munitorum, the safe delivery of the three Guard regiments this convoy carries is my responsibility!"

Leoten Semper, Captain of His Divine Majesty's Ship the Lord Solar Macharius, stared at the flickering green image of the gaunt-faced ADeptus Terra official on the opticon screen for a moment before giving his carefully worded reply.

"Indeed. The cargo may be your responsibility - but the transports carrying them are mine. As commander of the Navy's escort, it is my decision to recover the two lost transports. This system is a pirate nest. We lost four transprots here on our last run and five the time before. I'll not lose any more this time. We will leave you the frigate escorts and as many attack craft squadrons as we can spare."
3 Guard regiments in convoy, guarded by Navy escort. At least 4 or 5 transports, escroted by 1 cruiser and several frigates. The 3 regiments imply at least 3 transports, plus the other two (one of which carries gear.) We might infer at least another two or three carrying gear for a total of eight. Call it 5-8 transports.

Page 15
"Even with those three frigates still there, he's not leaving enough firepower to protect the convoy's flanks."
3 frigates.

Page 15
Captain Madsen chen of the Vanya looked round the battered command dekc of his ship, steadying himself against the side of his captain's pulpit as another explosion rocked his ship. Somewhere, thousands of kilometres of space behind them, their sister ship the Magnar was in its death-throes, bleeding out into space as the enemy used lance weapons to punch holes through its hull. Both ships were what were scathingly called 'junkers', ancient decommissioned hulks hastily refitted and pressed back into active service at the onset of the war. A convoy moves at the speed of its slowest ship but, travleling through pirate-infested wildenress psace between the Bhein Morr and Orar sub-sectors, the limping speeds of the Vanya and Magnar had put the rest of the convoy in too much danger and so they had bene left behind as the other transports raced towards the safety of the next warp-jump beacon.

Another impact, stronger this time, rocked the command deck.

..

"No incoming wepaons fire, Captain, but something just penetrated our hull. One of the enemy ships is launching assault craft."
2 transports, decomissioned ships refitted into service due to need. Also, warp jump beacon.

Page 15
Underarmed and undermanned - most of the other convoy transports had holds filled with thousands of Imperial Guard troops, but his carried only equipment and supplies - the Vanya and its crew would be little challenge to any determined attacker.
Some transports carry "thousands" of troops, others carry the gear and supplies.

Page 16
He flinched as, several kilometres off to starboard, one of his wingmen suddenly exploded apart. The servitor behind him, hardwired into the ship's surveyor systes, counted off the range in ten kilometre increments as they closed in on their targets. Latest reports now showed fifteen pirate vessels prowling around the fringes of the convoy. They wre keeping a wary distance from the fomridable prow lances of the three Firestorm frigate escorts. But the escorts couldn't cover the entire convoy, and the pirates were making quick probing attacks up and down the line of trnasports, testing the four Starhawk squadrons left behind the Macharius as a makeshift secondary line of defence.

..

Approaching optimum strike distance the targets came into view through the cockpit's opticon-enhanced viewing ports. They were system-class vessels, too small to be fitted with warp engines, and the pilot's experienced eye picked out the detials of half-a dozen other vessel types cannibalised in their construction. The remaining STarhawks launched as one, the engine trails of ten plasma missiles streaking away twoards the pirate ships. Two of the pirates broke off and retreated, but a third was too slow, a line of missile strikes raking it along its midships. The pirate gunship's hull burst open and seconds later it exploded as its breached reactor went critical. Nemesis squadron peeled away to avoid the debris cloud thrown out by the explosion. In his occkpit, Nemesis leader checked his instrumentation, seeing that his bomber's payload and fuel reserves was now less than fifty percent. Attack craft such as the Starhawks had a severely limited operating capacity, and without mothership support, Nemesis and the other bomber squadrons would soon be unable to protect the convoy from the attacking pirate pack.

The comm-net link crackled into life, his navigator feeding him co-ordinates of another reported incoming pirate attack further down the line of transports. Nemesis One relayed the orders to the rest of his squadron, bringing the swooping gull-winged craft raound to the new heading.
Starhawk bomberl has its own servitor and is counting off range in ten km increments (would suggest a closing speed between 10 km/s or several km/s possibly, unless it ocunds multiple tens which is possible.)

Starhawk launches ten plasam missiles, apparently representing at least half its payload, possibly more (1/4 instead, suggesting between 20-40 missiles in this loadout). Macharius has at least four transport squadrons.

Starhawk also has opticon-enhanced viewports.


Page 16
\
the Macharius powered forward, armoured blast doors sliding open along the launch bay sections on either side of its baroquely armoured hull to unleash a wave of the deadly silver dart shapes of its Fury interceptor squadrons.
..

In the vanguard of the attack, Storm Leader eased back on the power flow to its engine systems and allowed the armoured limpet shell shape of its target to drift through its weapon sights. Storm leader watched a row of runes on his instrument panel flash green - Lock On! - and stabbed the firing trigger, sending volleyed streams of lascannon fire from his wing mounted weapon banks. The Pirate assault boat disintegrated and in the flare of burning gases escaping from the destroyed craft the Imperial pilot could see the bodies of the assault troops inside spilling out into space as he peeled away, alreay in search of his next target.
computerized targeing systems on Fury interceptors as well as wing mounted lascannon banks.


Page 16
"Helm, give me ramming speed. All decks, brace for impact!"

The Imperial cruiser's plasma core engines sent it surging towards its target, and in the last few seconds before impact, Semper could clearly see the manoeuvring thrusters suddend along the hull of the pirate ship flare into life as it futilely tried to slide out of the path of the oncoming thirty-kilometre long juggernaut. The Adamantium-armoured prow of an Imperial cruiser was specifically designed for ramming attacks, although tactical orthodoxy, as taught in the naval academies on Cypra Mundi, said tha tsuch attacks shoudl only be considered as a last resort. Thrown to the deck by the tremendous impact of the collision, feeling the shuddering tremors of his ship smashing a path through the body of the enemy ship and hearing the exultant cheers of his crew as the Macharius carried through the debris cloud of twisted wreckage of what only seconds ago had been another vessel, Leoten Semper could only disagree iwth his naval academy tutors.
Here the Macharius is dfined as a 30 km long ship, but this must be an error, considering in EH and SP it is only 3 km long.

Prows are fore ramming as well as defence, but ramming attacks are "laguhed at" and considered unorthodox and last resort.

Page 17
+Firedrake reporting: only two of us left, all payload expended+

+Harginber reporting. Payload nil; engine systems are running on vapours and prayers
+Mantis reporting. Minimal payload and five percent fuel reserves remaining. Requesting assistance - three enemy vessels incoming on our position+
3 other bomber squadrons.


Page 17
Now with all surviving Starhawks safely recovered and the Vanya escorted safely back by four squadrons of Fury intrceptors, the convoy had reached the edge of the system and was preparing to enter the warp.
4 squadrons of fury interceptors.


Page 19
Armed freighters: Often freighters operating in dangerous areas would install military gun batteries and fire control systes operated by warship crewmen. It sometimes even helped.

* an armed freighter reduces its cargo capacity to carry bigger guns and reactors; it therefore only counts as half a freighter in scneairos that involve them.

..

Escort carrier: Freighter hulls were often converted to "escort carriers", installing fighter support equipment into their cramped cargo bays and launching craft out the cargo doors. The difficult conditions meant that accidents abounded, and few squadrons of craft could be carried in any case.

..

Escort carries do not ocunt as freighters for victory conditions.
..

Q-ship: Freighters were occasionally fitted with hidden guns and upgraded shield generators and mixed in with convoys as "Q-ships". These ships would remain undercover until the enemy came within close range, at which time they would reveal their suprrising firepower.

..

Q ships do not count sa freighters for victory conditions.
Its worth noting they all are classified as "escorts". Q ships carry the same weapons battery as a Armed freighter, but also carry a forward-firing lance battery. (the weapons battry is dorsal mounted.) These all represent freighter variants.. armed merchant crews. Armed freighters sacrifice half their capicty for more guns and enahnced reactors to increse firepower. Some are converted into escort carriers only carrying a few squadrons. And of course Q ships are surprise attack vessels.


Page 22
A sub-sector contains many, many stars, but of these only a small propotion will actually have any planets orbiting. The vast majority of these palnets will be uninhabitable gas giants, rocks scorched by their closeness to their star or locked in sub-zero ice ages in the distant reaches of the star system. What this means is that any given sub-sector will have relatively few star systems actually worth fighting over. Of these, the majority will be mining worlds, agri-worlds, and other worlds with a sizable population and contemporary technology level (Categorised as Civilised worlds). A few systems may have a Forge World, Hive World, or other special planet. Occasionally uninhabited systems also have strategic importance as jump points to more distant systems, or gathering places for assembling wra fleets away from base.

In the campaign rules presented in Battlefleet Gothic, we assume that a sub-sector will contain roughly 12 systems to fight over. If you wish, you could generate the number of systems in the sub-sector randomly. 3d6 systems or 2d6+6 systems would give oyu a variety of sub sectors,
Sub sector composition, and the assumed average of 12 systems per sub-sector, varying between as few as 3-8 to as many as eighteen. Given roughly 6-8 sub sectors per sector this implies average numbersa re betwene 72-96 (70-100), with nubmers oing up to 144 (~150) or as few as a couple dozen (18-24) at 70-100 systems per sector you'd get between 10 and 15 thousand sectors. At 50-75 ships per sector that works out to betewen 500,000 and 1.125 million ships for theImperium.

Page 22
in theory it is possible to travel anywhere through warpspace. However the shifting tides of the warp make it easier to travel from some systems to others, and short warp jumps are always more accurate than longer ones. This is particularily true when moving a large fleet, which may become spread out across several light yers of space over an extended journey. For this reason, the systems on a sub-sector map are connected by a number of warp-channels to the other systems.
Again limits of warp travel and the need for warp routes.

Page 22
Each system will be one of the following system types: uninhabited, Agri-World, Mining World, Hive world, Penal Colony, Forge World, or Civilised World. The system may actually contain more than one owrld, but the political power and the bulk of the resources will be concentrated on the type of world generated.
Types of worlds.

Page 28
Not all merchant ships fall into the standard "small transport' category. Some of the larger trading galleons and ore carracks approach the size of warships, though most commonly these accompany Rogue Trader fleets exploring beyond known space or ply the major trading routes of Segmentum Solar.
The vessel in question is "cruiser" scale, so it implies some transprots can get as big as cruisers, or perhaps even battleships.



Page 28
Most famous of all heavy transport vessels is the Santiissima Terra which accompanied the fleet of Rogue Trader Lukurius Vanlessa inot the eastern fringes in the 39th Millenium. Long delays by warp storm and alein action (as well as the inevitable time distortions caused by warp travel), meant that the Santiissima Terra and its attendent escorts did not return ot Imperial Space for over four centuries.

The ship which returned was virtually unrecogniseable as that which had left. Whilst separated from the rest of the fleet, her captain, Inigo Portfell had discovered a volcanic death world of incomparable riches, so blest with precious metals and gems that even after refinement by shipboard factories they filled the holds to overflowing. In an effort to carry away as much wealth as possible before warp storms closed in once more, Captain Portfell resorted to cladding the outer hull of his ship with solid gold. Every arch and buttress of the Santiissima Terra glittered with the lustre of pure gold and it is said that none who gazed upon her could avoid feeling the stir of avarice in their heart. The wily captain had the good sense to proceed directly to Terra with his prize and after an eventful journey, pursued by every pirate and corsair within a thousand light years, he presented the ship to his guild house. Through great endeavours, the ship was landed and now forms part of the Paternoval palaces on Terra.
interesting tale.


Page 30

"In ages past a capital ship was called a "Ship of the Line" does that give you a clue, boy?"

"Er, the basic fleet formation is a line, sir?"

"Yes cadet, ships fight in lines. They fight in lines because their weapons are mounted on the sides of the ships. This is the way it is now and the way it has always been."
Age of sail style tactics.. but with turrets and torpedoes!

Page 31
"Capital ships can be divided into two basic types: Ships whose primary firepwoer is forwards and ships who fire mainly ot the sides. Forward firing ships should attack in 'line abreast' formation' put any side0-firing ships in the battelgroup on the flanks of the formation. Similarily, side-shooting ships should be placed in a 'line astern formation', with any forward-firing vessels leading the formation. These formations maximise firepower while each ships vulnerable quarters are protected by the next spacecraft in the chain.

..

If you have a large battle group with equal numbers of each type of warship then it is worth considering forming two mutually supporting battlegroups, each one fighting line astern and the other line abreast.
I do wonder why they ignore dorsal or other turret mounted weapons.

Page 31
"A ship is obliged to remain a part of its given formation. Commissars have standing orders to shoot any captain who leaves the battle line iwthout the express orders of the Admiral."
The Navy has its own "executin'" Commisars.

Page 31
Each ship fires at its opposite number, knocking down shields and occasionally inflicting the odd point of damage. Only lucky critical hits will have significant impact.

..

But even if you cross a flank where the foe is able to shoot back, he is still toast. By swinging round, you should be able to get maybe six ships into a firing position. He will be able to fire back with maybe two. You have six to two, a three to one advantage, yes? Well no, actually you have a nine to one advantage. an ancient scrivener called Lanchester calculated that combat firepower is equal to the square of the number of units. So six firing ships are acutally 6x6 or 36 points of firepower. two ships equal 2x2 or 4 poits of firepower; 36:4 eqals 9:1.
Imperial tactics seem to favor "ganging up" on individual ships with several other of similar class or firepower in order to get through shields. This suggests the durability of void shields is as a rule generally in excess of the ship's own firepower, and can, for the most part, resist it indefinitely (barring momentum)

the Lanchester bit is interesting. I wonder who originated it and what it was meant to explain.

Page 31
"Ships never encounter each other in the empty space between the stars. They do not go there and if they did they would never find each other. Spaceship combat occurs in strategic star systems, and oslar systems are not empty."
40K combat is almost always oriented around planets or similar (stations or whatever) and in systems.

Page 32
"Torpedoes are long range missiles carried by ships. A typical anti-ship torpedo is over 200 feet long and powered by a plasma reactor which also acts as a sizable portion of its warhead."
200 feet long torps. Plasma reactor acts as a "sizable" portion of the warhead. Contributes maybe 2x the yield (going by space hulk torps, this could be TT-PT range per torp, potentaily.)

Page 32
Many Imperial ships of the line carry a decently-sized forward battery of torpedoes on what is otherwise a side-firing ship. There is a good reason for this but to explain this seeming anomaly we have to study both the properties of capital ships and torpedoes. Capital ships markedly lack the flexibility of escorts. There is very little possibility of such a ship pivoting and ddashing in against the enemy to launch a sneak torpedo attack, and to do so would wreck fleet formations. Besides torepdoes are best used in mass to saturate an enemy position. Then, whichever way the enemy battlegroup twists or turns, some hits will be scored.

The best chance Imperial capital ships have of launching a substantial torpedo attack is early on in the encounter.
limits of cap ships and the use of torpedoes.

Page 32
By definition escorts cannot stand up to the fire of a capital ship. Escorts should prevent enemy bombers, mines and torpedoes reaching your line before battle is joined.

..

Escorts are only sent against capital ships in two circumstances: The first is to pick off crippled foes. Crippled enemy capital ships that fall out of the opposing line should be immediately shadowed by friendly escorts. This achieves the immediate effect of making it dififcult for the crippled ship to disengage and the escrots should try to work their way around to the rear of the crippled ship and blast it out of space.

The second circumstance where escorts might be sent in against the enemy line is in desperation. For example, when forced into a scheer turn it is often helpful to make torpedo runs on the foe. Anything to distract your opponent for those critical moments when your capital ships are vulnerable.
A Scheer turn is a 90 degree turn in formation. Role of escrots.

Page 33
"attack craft make difficult targets for warships, their small size and high speed enables them to evade the worst fire"

..

"Successful completeion of the 'break' manoeuvre could earn Imperial Admirals the privilege of being shot on their own bridge by the Fleet commissar, though this will often depend on the reason for the admiral's breaking of formation.

..

There are only two valid reasons for breaking formation. The first is that you have been soundly beaten and oyur entire fleet faces imminent destruction. At that point you signal break convoy and flee, and the fleet explodes apart like a shoal of fish threatened by a shark. If your opponent stays in formation he can only kill a few before the others flee or disengage. Which breings us to the other reason for breaking formation, to sound general chase when you have your opponent soundly defeated. The object is to smash as many ships as possibel before the stricken, contemptible foe can escape your righteous fury.
Sme detail on attack craft tactics and the valid reason for brekaing formation.


Page 33
On the table stood a single green bottle of wildsnake. Rethmon justified the expense of the imported liquor by telling himself that it was a reminder of his humble origins in the underhive. And an Imperial servant needed to be humle, especially if he was a vnerated ADmiral. In moment sof self-knowledge, Rethmon admitted that he also liked the taste.
wildsnake is a Necromundan liquor. This suggests the dude's origins are from Necromunda.

Page 46
First of all, the Eldar use solar sails rather than warp engines to provide the power for their ships.
Imperial ships implied to use "wapr engines" to power their ships (or their propulsion) rather than solar sails.

Page 46
The second reason its normally best to mass your ships is the way shields work. Battlefleet Gothic is very finely balanced in that a single ship will find it difficult to do more in one turn than simply drop the shields of a ship of a similar class, and so conventional tactics tend to revolve around concentrating firepower from several ships on one target at a time.
Again, ganging up is the favored tactic for Imperial naval tactics, due in large part to the nature of void shields.

Page 48
The Void Stalker is the pinnacle of Eldar stellar technology, combining strong armament with high speed and maneuverability; the match of any ship in the Gothic Sector.
Including battleships I'd guess.

Page 49
Although there were no Space Marine Chapters stationed in the Gothic Sector at the outbreak of the Gothic War, there were several Adeptus Astartes vessels in the area, responding to calls for aid due to the rising number of rebellions. Also as the warp storms that had isolated the Gothic Sector began to abate, ships from the White Consuls, Red Talons and Exorcists Chapters arrived to combat the Chaos invasion.
Gothic Sector had no Space Marine chapters stationed within it.

Page 49
A typical offensive against a rebel or alien-held planet begins with the arrival of strike craft which clear away defending system ships. The strike craft then neutralise orbital defences, ground-based defence laser silos and missile bunkers. By preference, if the system defences are weak or still under friendly control, the Space Marines will deploy directly onto the planet’s surface, often directly into the midst of a decisive engagement to take advantage of the considerable shock of their arrival.

In conclusion I would surmise that the Adeptus Astartes command powerful fleet forces, capable of overwhelming even a heavily defended system. In a fleet action they would be at a disadvantage in comparison to Imperial Navy vessels, due to their special adaptations for planetary assaults. However it is hard to imagine that the Adeptus Astartes would accept a ship to ship fight on any but the most favourable terms, instead operating against shipping lanes, dock facilities and other vulnerable assets.”

– From the lectures of Lord Captain Morley of the Fleet Insturum of Alien Studies.
Space marine offensive operations against a planet, in particular anti-space and ground assault. We als oget a naval assessment of their capabilities as best as the officer knows. Basically they would be shit in space against the Navy but good in planetary assault and commerce raiding/wolf pack/infrastructure tactics. While the latter is almost certainly true regardless, I'd note the former is a "depends on." situation. Space Marine space assets can vary quite dramatically in capability and firepower. Some Battle Barges and Strike cruisers are optimized quite well for ship to ship combat, especially for the spacegoing chapters. So some chapters would be shit, some would be not shit.

Page 51
Unlike the vessels of the Imperial Navy, a Space Marine ship has a relatively small crew. A Space Marine is far too valuable to waste in manning a gun or watching a surveyor screen, and so only the officers aboard a vessel are likely to be Space Marines, as well as the few Techmarines who oversee the engines and perform other mechanical duties. Almost all the ship’s systems are run and monitored by servitors; half-human cyborgs who are wired into the vessel’s weapons, engines and communications apparatus. There are also a few hundred Chapter serfs to attend to other duties, such as routine cleaning and maintenance, serving the Space Marines during meal times and other such honoured tasks. These serfs come from the Chapter’s home planet or the enclave they protect, many of them Novitiates or applicants who have failed some part of the recruiting or training process. These serfs are fanatically loyal to their superhuman masters, and indoctrinated into many of the lesser orders of the Chapter’s Cult. Although human, they still benefit from remarkable training and access to superior weaponry than is usually found on a naval vessel, making them a fearsome prospect in a boarding action – even without the support of their genetically modified lords.
Space Marines favor small human crews and large numbers of servitors and automation. This seems largely a matter of doctrine and opinion between Navy and MArines, and we've seen variations of both before (such as the Oceanid and Essene, both ships with heavily servitor crews. And of course the AdMech.)

In wartime or severe cases where lots of ships are needed, I do expect Servitors to become more common. Hell the Guard and other ground forces have used servitors to man and load guns before, so they could do so in space as well.

Page 52
Space Marines excel at planetary landings and attacking enemy-held systems. Their entire organisation and the weapons and ships at their disposal are designed solely for the purpose of reclaiming or destroying planets that have fallen into enemy hands.
...
In an Exterminatus scenario, a battle barge can be used as an Exterminator, unchanged from the following data sheet (battle barges are equipped with virus bombs and cyclotronic warheads as standard).
All space marine vessels (supposedly, it seems) can "destroy" a planet in some manner. Not surprising since we knoe evne Cobras can carry cyclonic or virus bombs and do so as well, despite what BFG says. In rules though, only Battle BArges seem to carry them routine (although in novels strike cruisers often enough have such muntions as well.) Also note the "cyclotronic" warheads. Maybe cyclonic is a abbreviation or a corruption of the original term- cyclotronic would suggest it has something to do with accelerating particles.

Page 52
Space Marine battle barges carry a heavyweight battery of bombardment cannons as part of their main armament. Bombardment cannons are huge, turret-mounted linear accelerators, capable of launching a salvo of heavy magma bomb warheads. As their name implies, bombardment cannons are used primarily for pounding planetary defences into rubble and giving devastating orbital support to Space Marine landing forces. Bombardment cannons are equally devastating in ship-to-ship combat, capable of blasting apart any capital ship in just a few salvoes.
Bombardment cannons described. Devastating in combat and can "balst apart any captial ship in a few salvos" though how isn't specified. Note that they are explicitly linear accelerators.

Page 52
Rather than the bombers and fighters employed by Imperial Naval forces, the Adeptus Astartes make exclusive use of the Thunderhawk gunship. They also make use of other types of ordnance not widely used in the Imperial Fleet.
..
Thunderhawk gunships combine the abilities of assault boats and fighters...
Thunderhawks are used in place of assault boats and fighters. No bomber analogue (likely thats what the stormbirds were)

Page 52
In addition to standard missiles and torpedoes, the Adeptus Astartes utilise three main types of ordnance; drop pods, boarding torpedoes and Thunderhawk gunships. Drop pods are basic ablative capsules which descend to a planet in a rapid drop, controlled by a ring of retro burners, closely resembling a simple ship’s life pod in operation.

Boarding torpedoes are large, self-guiding missiles which appear to carry a significant number of troops and are used for ship-to-ship boarding actions. […] With both drop pods and boarding torpedoes, the troops in transit are vulnerable during the transport period, but detection of these small craft is very difficult, limiting any defensive measures to the last moments of their approach.“

Thunderhawk gunships are employed as intra-system transports, moving troops and war material between ships and planets or between planets, moons or asteroids within a star system. Thunderhawks also carry a substantial armament of missiles, rockets and cannons for their size, and are used to give direct fire support to the Space Marines once they are on the surface. Though Thunderhawks are relatively ponderous, their heavily armoured heat shielding and flexible weaponry make them a prickly proposition when it comes to interception.
Drop pods, Thunderhawks, and Boarding torpedoes. Boarding torps and drop pods can be targeted, but due to their small size they are supposedl hard to hit. Thunderhawks here have a significant space travel capacity between planets and systems. As well as having a significant transport capacity. implied multi-AU ranges as well within a fairly short period of time (days at best?)

Thunderhawks apparently are resistant to fighter-grade fire. although I woudl note THESE thunderhawks seem to be alot bigger than fighters we know of (Starhawks and such) not the Forgeworld Thunderhawks.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Black Admiral »

Connor MacLeod wrote:Page 31
Each ship fires at its opposite number, knocking down shields and occasionally inflicting the odd point of damage. Only lucky critical hits will have significant impact.

..

But even if you cross a flank where the foe is able to shoot back, he is still toast. By swinging round, you should be able to get maybe six ships into a firing position. He will be able to fire back with maybe two. You have six to two, a three to one advantage, yes? Well no, actually you have a nine to one advantage. an ancient scrivener called Lanchester calculated that combat firepower is equal to the square of the number of units. So six firing ships are acutally 6x6 or 36 points of firepower. two ships equal 2x2 or 4 poits of firepower; 36:4 eqals 9:1.
Imperial tactics seem to favor "ganging up" on individual ships with several other of similar class or firepower in order to get through shields. This suggests the durability of void shields is as a rule generally in excess of the ship's own firepower, and can, for the most part, resist it indefinitely (barring momentum)

the Lanchester bit is interesting. I wonder who originated it and what it was meant to explain.
It's referring to this this.
"I do not say the French cannot come. I only say they cannot come by sea." - Admiral Lord St. Vincent, Royal Navy, during the Napoleonic Wars

"Show me a general who has made no mistakes and you speak of a general who has seldom waged war." - Marshal Turenne, 1641
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Ah the "mathematical" means of victory.

also I've discovered today that for some reason I totally missed out on one epic Armageddon source, called "swordwind" so it looks like I'm going to be backtracking a bit.
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

And Part 2 of Warp storm. Next up: Armada and then I'm done with BFG and the spinoff stuff! Maybe I'll do Dark Heresy next or more books. What would people like to see? More books or maybe a start on the FFG stuff? The latter might be more time consuming and slower, since I have more data than I think I want to post, so it needs editing down as well as adding in the commentary.



Page 53
Most Space Marine Chapters control two or three battle barges.
With 1000 Chapters this means 2-3 thousand BAttle BArges, estimated. The Navy ought ot have many times this number of Battleships, easily.

Page 53
As might be expected, a battle barge, is configured for close support of planetary landings and carries numerous bombardment turrets and torpedo tubes. A considerable amount of hull space is given over to launch bays for intra-system craft and drop pods, observations indicating that up to three companies can deploy simultaneously. The vessel is extremely heavily armoured and well shielded, presumably so that it can breach planetary defences without harm coming to its cargo[...] Naturally the battle barge would make a frightening opponent in any situation where boarding is involved.
Battle barges also carry torpedo tubes. A fair bit of the battlebarge is given overfor carrier like functions, meaning that its battleship role is probably likened more to a carrier vessel rather than a dedicated combat ship.
Page 53
Famous ships of the gothic sector: Punisher, Redeemer (Exorcists Chapter), Sword of Truth (White consuls Chapter), Emperor's Blade (Red Talons Chapter)
Battle barges.

Page 53
Strike Cruisers are fast, lightly-armed vessels which mass slightly less than the Imperial Navy’s Dauntless class light cruisers. Their primary function seems to be that of rapid response, reports indicating that they are invariably the first craft to arrive at a threatened planet[...] Strike cruisers appear to carry approximately one full company of Space Marines (including support vehicles) and have been observed to deploy them within twenty minutes of arrival in orbit.
Strike cruisers are light cruiser analogues. Built for speed and deliver a company of Marines quickly.
Page 53
Famous Ships of the Gothic War: Titus (Imperial Fists Chapter), Hermes, Eternal Faith (White Consuls Chapter), Captain Augusta, Eternal Defiance, Hunter (Exorcists Chapter), Holy Execution, Claw of Justice (Red Talons Chapter)
Famous strike cruisers.

Page 53
All Space Marine Chapters make use of ships known collectively as rapid strike vessels. These ships are mainly used for patrols through the Space Marines’ domains, and for providing a mobile escort for the battle barges and strike cruisers. Rapid strike vessels are crewed by the Chapters’ serfs, overseen by a cadre of Techmarines and other specialists
Space marine escorts.
Page 54
The Orks are not the greatest space-faring race in the galaxy. Their ships are usually nothing more than rusty hulks, kept going by the constant efforts of Ork Mekboyz. They make great use of salvaged hulks and their largest vessels are often refitted Space Hulks or asteroids (or Roks as the Orks call them) that have drifted too close to one of their worlds.
Ork construction methods.

Page 54
Orks Roks are basically large asteroids hollowed out and fitted with drives, guns and crew quarters. Though Roks are incapable of travelling through the warp any system containing Orks will quickly accumulate a growing number of Roks as the Orks ‘build’ them at prodigious rate. For example in 147.M41 an Imperial cruiser force swept the Kaloth system for Ork pirates and destroyed seven escort class ships and four Roks. In 148.M41 another expedition encountered twenty one Roks in the same system and was forced to disengage after the battlecruiser Stalwart Warrior suffered crippling damage and was in danger of being overwhelmed by Ork boarding parties
Its good to note that stat wise they are equipped with shields. These seem to be "cruiser grade" and have armor durabilty roughly equal to an Imperial ship (but slower and with less effective guns). Mostly, they seem to be fast-build. Like alot of other ork "constructs" (Hulks and such) they may use powre fields and other forcefield tech for atmospheric containment and structural support (or possibly just WAAGH effect in extreme cases. It's hard to actually quantify that effect in some cases, or how it can be applied. If the WAAGH effect can push fossil fuelled ork fighters to multi km/s speeds in short order, it can do all manner of bizarre thing.)

Page 55
Space hulks are gigantic agglomerations of ancient wrecked ships, asteroids, ice and other such flotsam and jetsam as are cast together after millenia of drifting in and out of warp space. How and why space hulks appear from the warp and are then drawn back to it is unknown, although there is plentiful evidence for some being controlled or navigated by their inhabitants or some external force. Some space hulks are infested with alien life forms, Chaos renegades or even worse horrors but most are simply empty, ghost ships plying the void forever. Tales of greedy scavengers meeting a horrible fate aboard a space hulk are told throughout the Imperium, but there are just as many tales of vast fortunes made from the ancient technology they carry.
For the Orks space hulks are their primary method of travelling between the stars. When a space hulk appears in an Ork-held system it is soon seized and converted into a huge invasion craft with cavernous launch bays for innumerable assault boats and hundreds of thousands of Ork warriors and their war machines. Once completed the space hulk is sent back out of the system with an attendant fleet of attack ships, roks and kroozers. Once beyond the outer reaches the space hulk will eventually be drawn back into the warp and, if all goes well, arrive at some point at a world ripe for conquest. No Ork space hulks were reported in the Gothic sector during the course of the war, but by their very nature a space hulk could appear at any place at any time.
Inhabitants of Hulks are speculated to have some form of navigation, or be navigated by external forces. discussed further in the Space hulk supplements, so won't repeat myself here. Other than to note it as an exmaple of non-Navigator navigation. also the use of Space hulks by the Orks.

Page 55
++Opticon reports tewleve.. no, thirteen wrecsk making up the main body of the hulk.
++Augurs divine power sources emanating from eight of the wrecks.
++No indications of guidance or active weapons.
Sensor capabilities vs hulks

Page 61
The origins of the massive stellar vessel known simply as the Planet Killer are a mystery to Naval authorities. It bears no resemblance to any Imperial ship design and is assumed to have been constructed within the Eye of Terror by Abaddon’s forces, just prior to the Gothic War – in fact several of the Adeptus Mechanicus doubt whether its construction would have been physically possible outside of warp space. Built around a central energy cannon of immeasurable magnitude, the Planet Killer is also studded with numerous long range lances, weapons batteries and torpedo launchers. Well armoured and protected by a plethora of shield generators, the Planet Killer’s only weakness seemed to be its ponderous speed. It was this lack of pace which was to lead to its eventual downfall, as it was destroyed by salvo after salvo of torpedoes, fired at extreme range by the Lunar class cruisers of battle group Omega, shortly after the destruction of Kharlos II.
The Planet Killer may have only been possible within the Eye of Terror, suggesting something abnormal about it in some way.. its size, capabilities, or whatever. Crippled/destroyed by Lunar Class squadron/battlegroup.

Page 62
982M40 - The tech-priests begin construction of massive stellar vessel within the eye of Terror, using data recovered by Abaddon's forces from the halo world of Lanamorgstein.

...

139M41 - the Planet Killer is completed and a massive effort beginst o find enough crew to man it. Zaraphiston binds severl daemons to the huge vessel, grgeatly reducing the manpower needed to run it.
157 years to build the Planet Killer in the Eye of Terror. While hardly conclusive, it would suggest that far smaller battleships would not take as long to be built at forge worlds. Also, daemons for automation.

Page 62
139.M41 - Zaraphiston's visions show him the Arx Gap, a stable route out of the Eye of Terror which bypasses the heavily defended Cadian Gate. Abbadon sends a vanguard fleet to destroy the Imperial monitoring station on Arx.
..

C140.M41 Abbadon leaves the Eye of Terror through the now-clear Arx Gap, ordering the tech-priests to follow once the Planet Killer is operational.
We learn why the Arx Gap monitoring station was attacked (and likely the surrounding areas.) Again suggestion that some forms of FTL, multi LY detection present on the monitoring outpost, probably psychic/astropathic.

Also the Arx Gap is big enough to let a small raiding force (including the planet killer) through in an unknown timeframe (months or less than a year anyhow). Given the scope of forces estimated for Abbadon in Gothi cwar (hundreds of vessels or more) this is a sizeable fofrce to go through such a gap.

Page 62
143.M41 - Abbadon enters the Gothic sector, using the Hand of Darkness to capture the Blackstone Fortress at Rebo V.
..

His first target [for the planet killer] is the world of Savaven, populated by members of the Ecclesiarchy. Cardinal Klein orders the Imperial commander to refuse Abbadon's demand for unconditional surrender. Abbadon uses SAvaven as a trial for the Planet killer, destroying the planet in less than an hour and kililng fourteen billion people.
Savaven destroyed in "less than an hour" here.

Page 62
144.M41 The Planet Killer arrives at Saviour, a highly populated system in the Lysades sub-sector. After revealing the Planet Killer, Abbadon demands that Saviour's orbital docks begin producing ships for the Chaos fleet. The commander of Saviour has little choice but to agree, the lives of eleven billion people are at stake.
11 billion trop populaton. Saviour, in another sub sector, has shipyards and agrees to build ships for chaos. Again given the relatively short timeframe of the Gothic war, that tells us something about construction speeds even if we're just talking about Escrots (given that ~6 years later the warp storms basically end.)

Page 62
M144.M41 - Abbadon takes the Planet Killer to Fularis, where Blackstone 1 orbits Fularis II. While the captured Blackstone Fortresses destroy Fularis II, Abbadon uses the Planet Killer and its attendant fleet to shatter battlegroup Merlin which protects the system. Unopposed, the Planet Killer destroys the second moon of Fularis III, long suspected of being the lair of an Eldar Pirate band.
Also described in the BFG blue book IIRC.


Page 62
146.M41 - the Planet Killer is spotted moving towards Stranivar at Bheinn Morr, Stranivar has been blockaded for two years, but still refuses to surrender. Communications are lost with STranivar, an investigating fleet discovers much of the hive world devastated by meteors created by the desturction of all three of its moons.
Stranivar is a hive world, blockaded, and lasts for two years. Abbadon destroyed its three moons and devastated the planet. This was the dockyards the Macharius from the Rennie novels came from, incidentally.

Page 62
Trikali crystal is mainly used in the anti-magnetic containment fields of warp generators and plasma reactors.
Magic crystal tech in warp generators and plasma reactors. As usual, suggests a connection between the operations of both.

Page 62
Page 148.M41 - Abbadon invades Drakula system and enslaves the two million inhabitants of the system's main planet, an agri-world. It is widely believed that many of these ended up as sacrifices for Zaraphiston's magics, the remainder being forced into service as crews on the Planet Killer and other vessels.
2 million on an Agri world.

Page 62
150.M41 - Zaraphiston predicts that the warp storms will end soon. Abbadon quickly moves his fleet out of Drakula and meets with the Blackstone Fortresses. News reaches Abbadon of reinforcements gathering in the Tamahl Sector, ready to counter-attack through the Tarantis jump point. He sends the Balckstone Fortresses to destroy the Tarantis star and thereby prevent enemies from using the jump point, while he takes the Planet Killer to neighbouring Boetia. Using the power of the Planet Killer, Abbadon eradicates the Adeptus AStra Telepathica facility in Boetia's asteroid belt, cutting off the navigational beacon that would have helped any Imperial ships daring to jump through the warp storms.
asteroid belt houses a Atsropathic duct facility that provides a useful navigational beacon. I wonder if the "warp beacons" mentioned in the BFG novels are also astropathic (giving reference to emegence/exit points for given planets.)

Page 62
151.M41 Abbadon is defeated at Schindlegeist, but the Planet Killer succeeds in destroying two of the five planets that make up the Arimaspia system.
Planet killer fucks over two more planets. The system had presumably 5 inhabitable.

Page 62
154.M41 Arkham is discovered by Omega squadron, freshly arrived from outside the gothic Sector. With no vessels to support him, Arkham still decides to attack, but the Planet Killer is eventually destroyed by the continuous torpedo fusillade of the four Lunar class cruisers.
4 Lunar class torpedos bombard the Planetkiller with torpdeods. Battle group has at least a squadron and 4 Lunars.

Page 62
156.M41
An expedition is launched by Inquisitor horst to recover the hulk of the Planet Killer for study by the Adeptus Mechanicus. No trace of it can be found, and there are worrying rumours of a Black Legion vessel being sighted in the vicinity.

The ultimate destruction of the Planet Killer cannot be confirmed, yet in the years since the Gothic War there have been no confirmed sightings of it either.
Abbadon took the PK with him.

Page 63
Macro-projectile weapons systems - massive calibre weapons capable of firing large rounds to an extreme range. Other than their unusual size, these are of similar pattern to those observed on other renegade vessels..

Execration Pattern Tri-diotic Laser array - This weapon system has been in continuous use sincec mid M23, although it is currently classified Perdita by Imeprial Naval Commisioners.
...

Torpedo tubes - Unusually configured to allow a wider arc of launch than is standard on our own vessels, These are capable of launching a torpeod spread commensurate with the size of the vessel.
...

Unidentified structure = Possibly an extra-spatial pickup device of sorts. Some have hypothesized that these are simply communications and/or sensory arrays, i nwhich case their configuration is such that interference form the warp core would make them all but useless.
...
Unidenfitifed structure - Postulated functions include teritaryy warp-core phasing accelerator or some kind of "charging coil" for the vessel's primary wepaon system. Certainly no identifiable system on this vessel is capable of generating the phenomenal levels of energy which the weapon must require.
...
Ventral Stabilisation and Trans-Etheric relay A common structure seen on many renegade vessels and older pattenrs of Imperial shipping. The size of these is inconsistent with the estimated mass of the vessel, so ti is possible that other systems are also incorporated into these structures.

..
Armageddon gun projeciton barrels: These elements are unique to the vessel and we are as of yet no closer to fully understanding the manner of their operation. That they are capable of focussing and projecting an energy beam of immense power is beyond doubt. However, the type of energy involved and exactly where it is generated remain a mystery. The reason for the larger size of the central barrel is equally shrouded in uncertainty. Many hypotheses have been put forward but none bear up to close scruitiny or sustained logic.
...

Note Regarding External Dimensions: Unfortunately no reliable assay has been made of the vessel's size, but it is without doubt significantly larger than our battleship classes. Captain Vinrex of the Felicitas estimated gross displacement as being in excess of 400 million!
Various PK structures. an interesting laser array (weapon/lance?) Macro projectile turrets (macrocannon?), torpedo tubes apparently with launch capability. The PK can launch "dozens" of torpedoes, and this ability apaprently is comparable with the vessel's size (suggesting some battleships can throw larger salvos than 6 torpedos.)


A magic warp core powering the PK gun, hence its magical nature. Also apparently can interfere with sensors. the projection barrels bit still hints at the imperium knowing little about how it works.

"stabilization and trans etheric relay" - no idea what it means, but perhaps related to the warp, given "etheric."

Deimsnions mention it being signficiantly larger than existing battleships. considering some transports (and battelships woudl be at least as big) can get ot 60 km or more in length.. this vessle could be quite big. Displacement "in excess of 400 million! again million what (tonnes megatons?) we aren't told.

Page 64
With a gesture Zaraphiston sent renegade techpirests scuttling around the bridge. The deck began to throb as the mighty battleship's engines pushed the huge vessel into orbit, while the whine of power building up reverberated off the bulkheads. For several minutes the gigantic starship forged through the void towards the Imperial planet. About the world were several orbiting stations, and as Abbadon's flagship approached, the defences opened fire. Missiles streaked across the ether only to be obliterated by fierce volleys from the dozens of turrets studding the ship's hull. Orbital defence lasers opened fire, most of their energy beams scattering harmlessly off the powerful protective shields of the battleship, the few hits thta managed to penetrate barely leaving a mark on the massively armoured hull.
A few lucky defence laser hits penetrate Planetkiller shields.

Page 65
A few heavily armed defence monitors clumsily manoeuvred into position to attack the approaching vessel, but, as the Chaos ship closed the range, it returned fire. A fusillade of destruction lit up space as the Planet Killer's batteries targeted the defence ships, smashing them aside in a few deadly salvoes. Torpedoes roared form the battleship's dozens of tubes, erupting across the surface of a defence station in blossoms of fiery destruction, the wreckage tumbling out of orbit to burn up in the atmospher eof Savaven.

Still the battleship continued its relentless advancee, the ravening energies fo lances slicing through orbital docks, while plasma drivers and fusion cannons obliterated eveything within range. Even as it entred low orbit, the gigantic vessel contnued the bombardment its powerful weapons striking against bunkers and missile silos on the planet's surface, leaving palls of smoke doznes of kilometers long drifting across Savaven's night sky.
There are a "few" defence monitors.. 2-3. A lower limit per system probably. Also note the dozens of torpedo tubes, plasma drivers and fusion cannon.

Page 65
An aura of energy built up around the core of the ship, a storm of lightning arced from the edges of teh aperture until, with a blinding flash that eclipsed the light of Savavens star, the Planet Killer fired. A storm of destruction struck Savaven, its atmosphere began to boil away,[ the immeasurably powerful beam boring through its crust causing earthquakes and tidal waves to sweep across the Cardinal world's surface. The ice caps began to melt and chains of dorman volcanoes erupted across the globe, ,vaporizing the seas and sending socrching steam billowing into the air. With a continent-sized detonation, the planet's core erupted, the massive release of energy thrusting the planet out of orbit and sending it spinning wildly off its axis. with a final death-spasm, Savaen disintegrated into a billion shareds of molten rock, which spread across the heavens like glowing dust.
I've calced this so many times.. I won['t bother again. But I'll quote it for posterity's sake. Close to Planet-destroying level, but still fairly magical.

Page 67
"And furthermore it is our conclusion that such a machine therefore does not exist and any personnel claiming to have seen it are deluded.
It has been proven to a high degree of probability that the destruction of Kharlos II is wholly the result of coincidental seismic activity.”
– Conclusions from the preliminary report on the destruction of Kharlos II by the Imperial Commissioner for Moral Truth
Humorous yet wholly accurate response of the Imperium. Especially the bit where planets just blow up (then again I've known a number of people IRL think that can happen soo...)
Page 68
The LEgatus Stygies survived a suicidal ramming attack in the Battle of Callawell...
Warship surviving a ramming attack.

Page 68
They are a popular class, as fast and manoeuvrable as a frigate but with a ferocious frontal lance armament.
Dauntless class ligth cruiser as fast as a frigate.. has lance armament forward.

Page 69
The Despoiler class battleship ws developed out of a belief that attack craft would be the ultimate weapons in space warfare/ However, the true battleship ws not outmoded by attack craft, so only three despoilers were ever built. The first Despoiler turned traitor 250 years after its intial construction and it soon disappeared.
Despoiler class. silghty diff fluff from in the blue book. Since the blue book is latter stuff (this appearing in a WD preview) I would take that as more accurate.

Page 69
..the Adpetus Mechanicus were able to tap into their power grids.

...

The next time a Blackstone appeared it had changed; it moved with a life of its own and possessed a weapon that semeed to tap into the warp itself. This could unleash a beam of energy that would bypass shields and tear a ship apart.
Blackstone weapons "tap into the warp"


Page 70
Due to its powerful lances, a Desolator is ideal for attacking Imperial ships as they close into range for their gun decks or manoeuvre for a torpedo strike, their thick frontal armour negated by the tremendous energy beams. The Torment used this to good effect when Battlegroup Hermes tried to break the Elysium blockade, crippling the Justice and Intolerance, and forcing the attacking Imperial fleet to break off.
Desloator weapons effective against prows of Imperial ships.

Page 70
Three Apocalpyse class battleships and two Vengeance class battleships from the Ultima segmentum fell to its guns before the Gothic War and during the war the vessel added the Holy fire (an Emperor class battleship) and the Meros Celesita (A refitted Judgement class battleship.).
Other battleship classes used in the Imperium. I dont think Vengeance or Judgement classes have ever made an appearance.


Page 70
Desolator-class battleships were never fitted with inertial gyro-thrusters which alter became standard issue o nnearly all warships. for this reason they ar econsdierably less manuverable than most capital ships.
"inertial gyro thrusters" are some sort of manuvering system. We dont know how they work (reaction? reactionless?) but the "inertial" part could be itnerpreted to mean they rely on gravity or forcefield sin some way. Maybe they "reduce mass" somehow. :P

Page 71
As part of Battlegroup Sartus, the Cardinal Boras earned great acclaim during the Gothic War.
The Battlegroup which the Retribution Class Cardinal Boras ws from.

Page 71
The Ancient Retribution class battleship saw fifteen major engagements during the war, including the famed Battle of Gethesemane, during which the Cardinal Boras crippled then boarded the Despoiler class battleship Unending Agony. The Cardinal Boras was instrumental in the destruction of the renegade-held moon of Delphi III; using specially constructed power relays to overcharge its lance battery, the Cardinal Boras reduced the small moon to dust with a thirteen hour bombardment.
We dion't realyl know the size of the moon, else we could calc this. The fact the renegades could hold it against apparent invasion or boarding, the name also implies it might be somewhat unque or planet like, and referencing "moons" in BFG (as per blue book), it ought to be fairly large. Hundreds if not thousands of km across. Unfortunately, that isn't definitive enough.

If we assume a 1000 km moon, it might take anywhre in the e25-e26 joule range to mass-scatter. (mass of 3.7e20 kg-1.8e21 kg, density between 700 and 3500 kg*m^3, and gravity between .01 and .05. Could go more though) could be larger or smaller though too, so it doesnt really give us definitive proof of firepower, but tells us what it might be.

13 hour bobmardment (Half a day), disregaridng breaks for maintenance or whatever yields an output somewhere in the e20-e22 watt range, again depending on how you define moon.

In general, we might infer gigaton/TT range firepower unless we're talking about a very small moon, but i't's really too vague to be helpful (not that, in vs debates terms, anything is 100% bulletproof. A determined enough adversary will find any sort of loophole or excuse to throw stuff out like this was a court case, rather than an attempt at a more scientific evaluation.) At best it should be treated as supplementary evidence, at worst it's useless on its own . It does have some merit in context of other sources (like say, Caves of Ice and "lance durations" LOL) and it at least sounds impressive.


Page 71
Along with the 23rd Frigate Flotilla (Six Sword Class frigates), the Bloodhawk sucessfully broke the 146.M41 traitor blockade of Anvil 206, escorting much needed supplies back to the fleet stationed at Orar.
Frigate flotilla having 6 ships.

Page 71
Perhaps the most famous of all though, is the Bloodhawk's four hour duel with the Desolator class battleship [/i]Torment.[/i] In the Armia system, the two behemoth starships excahnged long range fire. THE Torment's lance earmament did telling damage against the [ii]Bloodhawk[/i] at long range, but Fleet Admiral Fraser, aboard the Bloodhawk, managed to close the distancee and rake the enemy's prow with two successive broadsides at close range. The Toremnt finally mangaed to disengage after the intervention of a suqadron of Iconoclast destroyers, though it wsa three years before the vessel was seen in battle again. The Bloodhawk had also suffered terribly and it took eight months of refitting and re-crewing before she was battleworthy once more.
Battleship duel lasting 4 hours at long range. Was not decisive, but the Bloodhawk needed extensive refitting.


Page 71
The Retribution class battleship, in common with most battleships does not transfer power very efficiently between the main drives and manuever drives. For this reason, most commanders prefer not to make tight or sudden changes of course.
.
Possible reason why some battlehsips can be sluggish. "efficiently" may mean it does not transfer it as quickly, cannot transfer as much energy in a given timeframe as other vessels, suffers losses in the transfer, etc.


PAge 73
Thus a fleet commander has the terrible weight of deicison thrust into his hands first of all. His ships are finite in number so every loss is doubly felt, and the destructive energies wielded by warships can cripple or destroy the most heavily armoured battleship within minutes.
Firepower of ships can destroy even battleships within "minutes". Truthfully though its unlikley a cruiser could do this by itself.

Page 73
Planetary defenses such as orbital weapons platforms, space stations, and minefields can protect a world against small raiding forces almost indefinitely. However, only the most heavily defended hive worlds and naval bases can withstand an entire enemy battlefleet. This is why ships ar ekey to a comprehensive defence. If defending ships are avialable they can eithe rremain in close proximity to the planet and gain an advantage by fightin under the guns of the defences or sally forth to engage the approaching fleet before it reaches its target.
high end planetary defences (like important hive worlds, and naval bases, but also presumably forge worlds) can hold off whole battlefleets. (STranivar perhaps being a good example, as is Port Maw.)

PAge 74
"An enemy fleet confronted by strong defences may choose to remain in the star system and blockade the planet, attacking any ships going to or from it. Most worlds rely on at least some trade ot supply them with food or materials which cannot be produced locally, and an extended blockade will soon cause shortages that erode the defender's ability to fight. In addition, all but the most primitive worlds have hab-sealed mining and manufacturing facilities on other planets, moons, and asteroids throughout the system, which become vulnerable to capture or destruction by an enemy fleet prowling unchecked."

...

"In time the enemy fleet can establish bases and utilize the system's resourcees for itself. Successive raids can be used to whittle down planetary defenses until they are weak enough to be brushed aside in a major attack.
Supply/trade important to at least some worlds in a system or sector, giving the enemy avenues for attacking it directly or indirectly. Also note that almost all worlds have mining/manufacutring facilities on othe rplanets, moons/asteroids throughout the system. This could explain "billions of planets" in the Imperium or some of the other "more than million" numbres, or cases where like (with the Boros gate from Dark Creed) Star systems seem to have an insane number of habitable systems.


PAge 75
The Marquis Lex held the record for ship on longest patrol [some one thousand, sevne hundred and foty one days] and required eighteen months of refitting afte rthe Gothic War
or, 4.7 years. This suggests that multi-year "patrols" are abnormal, and absences (and hence warp travel inside a sector) is substantially faster than that (since a patrol will visit many worlds in the course of events.)

I would not interpret this to neccearily mean that the ship itself went without resupply for that long. It is conceivable the captain stopped in at one ore more planets over that period to restock certainthings, although others (replacement parts, and whatnot) would still be in limited supply. Fuel may or may not be replaceable on patrol.

Page 75
Roving scout ships and early warning beacons floating in the outer reaches of the star system cna raise the alarm at an attacker's approach. Astropaths and Navigators will also be able ot sense the arrival of ships from the warp, so heed their warnings well, gentlemen.
Some means of warning/detection of incoming enemies from the warp.



Page 75
"Under normal circumstances ships are made visible to their opponents only by their energy emissions and, at closer ranges, by being tracked visually. Should your enemy reduce their energy emissions by cutting power to engines and simply drift into the systme, they will become virtually invisible."

...

"Of course, you might try 'active' detection by reflected energy pusles. But this always suffers problems picking out ships as opposed to all the gas, dust and meteors flying around."

...

"Active detection pulses also serve to bradocast the position of the hunter to his prey and so under most combat situations are worse than useless.
Active vs passive scanning. Again "cutting emisisons = invisibility" in BFG, suggesting it is more than just cutting emissions (that probably won't work.)

Page 76
A five-strong Idolator squdron known as the retalitators...
...
It was this weakness that finally saw the destruction of the raiders when they attempted to ambush a convoy escorted by the Emperor's Wrath [A Gothic class cruiser].
5 Idolators can't tackle a Gothic cruiser. Convoy is also escorted (yet again)


Page 76
The salvoes fired by weapon batteries are timed to arrive in the region of the target, ,allowing micro-second delay for the shots to cover the intervening distance, and the fact that during this time the target will probably have moved more than a hundred leagues. This is why it is easier to hit enemies who are closing on or moving away than targets which are abeam to you. A target abeam could turn towards or away from you at any moment, and the slightest change in its speed will reduce the effectiveness of your salvo. A target on an approaching or departing vector is considerably more predictable and hence a tighter salvo of fire can be directed agianst it, with more potential hits as a result.
Timing and cooridnation of battery fire. Given that any sort of reasonable range with "micor secont" (hell even with a few kms range, which is basically hand to hand in space) would be effectively FTL, this case we cannot take "micro-second" literally. We could take it to mean "fraction of a second, though, telling us alot about the firing and targeting systems of guns (they may often be loaded manually or prepared, but targeting/firing isnt neccesarily so. Given that a starship can be "a hundred leagues away" when an impact hits (less than a second) this could implie a combined approach speed of two vessels being in the hundreds of km/s, prehaps thousands. Weapons propgoation speed is going to be considerably faster than that, especially the projectiles (although depending on range, the exact fraction of a second, etc.) - it basically would confirm the defiinition of "direc tfire" weapons batteries from the blue book.


Page 77
A full strength squadron of Cobra destroyers can launch a torpedo salvo large enough to cirpple even a battleship, and their speed and manoeuvrability allows them to deliver this devastating attack within a wide area.
Cobra squadrons at full strenght (6 ships?) can launch enough torpedoes to overwhelm a battleship.

Page 77
The 24th Destroyer squadron (Widowmakers) carried experimental long range detection gear. This mainly consists of banks of Ultra High Frequency IF equipment coupled to a Tacitcal Augur which decodes the impulses from a target's drive and navigation systems, allowing the Imperial Commander to second-guess his foe with a degree of accuracy. This equipment occupies the entire gun decks, necessitating the removal of the weapons batteries.
Such was mentioned in the Blue book, and this gives us a bit of a better idea about it.


Page 77
Any battlegroup of size will include at least one squadron of these versatile vessels, and many of the Imperial battleships in the fleet had a squadron of Swords on permanant escort duty (for example, the Divine Right's Gold Squadron).
This could imply there are MANy battlegroup sof sword frigates in the gothic sector (over a dozen?)

Page 77
Instructor Harlen paused, gazed around the eager young afaces in front of him and inwardly desparied. Within a month these fledgeling officers would be sent ot their first postings aboard ships. If the current rate of loss continued, half of them would be gone a month after that. They were already trying to teach them two years worth of study in six months. If the war in the Gothic Sector didn't imrpove soon they would be down to three months schooling and sending half-trained cadets out to command warships.
training cycles in wartime and other times for Navy officers.

Page 78
Then we [Shadow class cruiser] will attack, using his vessel's high speed to get into extremely close range before unleashing a volley of fire more effective than a full broadside from a Retribution class battleship.
Shadow class cruiser has BB grade firepower in a cruiser hull.

Page 78
It was not until Lord Admiral Ravensburg ordered all battleships to be closely escorted by at least three firgates at lal times that an effective defence was found against this tactic.
Given at least 5 BBs in the Gothic Sector, thats at LEASt 15 frigates dedicated solely to defense. Meshes with the "one squadron per battleship" estimat etoo.

Page 80
Squadrons of Henmlock class destroyers can easily outpace enemy frigates and other escorts, quickly bringing them into range of their pulsar lances. One salvo of fire is usually sufficient to destroy an equally sized enemy squadron befor the Helmock squadron rapidly breaks off to evade a counter-attack. Theonly real weakness found is a lakc of crew, as the Hemlock uses almost all of its output to generatethe pulsar beam.

Hemlock class outruns and outguns equivalent classes.. and its power gemeration almost all totally devoted to powering the pulsar beam.

Page 81
This is coupled with the ihghly advanced nature of the torpedoes themselves, which seem able to detect even the weakest energy emission. These torpedoes are also obscured from targeting matrices by the sophisticated holofields which are also used to protect all Eldar vessel.
Eldar Ordnance.

Page 82
Doubltess the Orks hoped to seize the rich, civilised worlds of Moab before the Imperial fleet completed operations agianst the Chaos marauders plaguging the Sector. Fortunately, the fourth cruiser battlegroup, led by the Mars class battlecruuiser Imperious had completed a recent cleansing operation at Mezoa...

..

After a three week hunt the battlegroup successfully engaged the Ork fleet around the seventh planet, following a sighting by the Group's Cobra squadron. The Fourth cruiser group included no less than four capital ships armed with Nova cannons - the Hammer of Justice, Minotaur, Lord Daros and the Imperious. It was anticipated that the combined firepower of these awesome weapons would be useful in shattering Ork attacks as they had been against Chaos vessels. However, Admiral Haines discovered to his great dismay that the Ork ships were made of sterner stuff, and the Slaughta King led an outright charge against his battlel ine without a moment's hesitation. Lord Daros was boarded and destroyed, and other cruisers all damaged and the Imperious almost overrun by Orks.
4 cruiser battlegroups, each of which (preusmably) has at least 4 cruisers/battlecruisers.

Page 83
The trnasports in the convoy scattered but as it closed, the TError ship launched successive waves of assault boats. These easily overhauled the fleeing merchantmen and ravaged five before the convoy escorts could return and intervene. The one cargo ship which escaped the assault boats, Oleg's Triumph was blown apart minutes later by salvoes from the prow gun batteries of Mork's Blade

...

At close range, the heavy guns and prow batteries of Mork's blade blew apart three Sword class frigates in moments.

..

Bereft of their charges and with the prospect of a further beating as Mork's Blade came about, the surviving escort vessels disengaged, leaving the Orks to their spoils.
6 transports in convoy, one destroyed in "minutes" by ork gunfire, plus at least 5 escors including 3 sword frigates.

Page 83
Savages mount an array of the notorious Ork 'heavy guns' on their bows - enough firepower to blwo an escort ship to pieces with a single hit or knock down a cruiser's shields and tear a substantial hole in the hull. A squadron of these gunships can rip apart a capital ship ina few salvoes of fire.
"heav yguns" can destroy an escort in a single hit, which will also knock down a cruiser' sshields (cruiser shield = Escort overall durability) or put a bit hole in the hull. An entire suqadron can blast a capital ship (cruiser or battleship) apart in "a few salvoes."


Page 85
However, this illusion was shattered when a squadron of Brutes made an attack on the Lord Daros during a raid at Verstap. Instead of pulling away at the end of their attack run, the stubby, new Ork ships suddenly blasted forward on a collision course. Two of the vessels struck the Lord Daros amidshipsm one tearing away its forward sensor mast and starboard opticon gallery, the other crashing inot the starboard weapons battery and wrecking three decks and seven guns before exploding. Crippled, the Lord Daros[/i[ was forced to disengage.

..

Subsequent examination of the wreckage showed that the vessels which attacked the Lord Daros were incredibly heavily built, with an estimated 80% of the ship being a virtually solid mass. A section of the prow of one vessel was also recovered from the third deck - it mounted a ramming "beak" of solid adamantium. Unbelievable as it appeared, the Orks had bult ships intended specifically for ramming and were aggressive enough to us ethem.


Lord Daros crippled but still operable, afer result of being rammed by 2 ramships. Note the "80% virtually solid mass." assuming iron and a 1 km long, 200 meter wide rectangle, the ship might mass as much as several hundred million tons. At between several gees or several hundred gees (it apparently could match cruiser accel, which could put it in single gee to thousands of gees dpeending on source) we're talking between e12 kg*m/s and e15 kg*m/s. Quite a bit of momentum.


Page 102

17:42 SST. Red Alert! Energy spike is definite engine signature. filtering now. Identified as Monstrous, renegade Murder class cruiser. All hands at gun positions. Nova cannon power relays are active.

..

17:43 SST. [..] Captain has given comm order to fire nova cannon. We are remaining in orbit, as is Havock. Nova cannon firing - detonation short of target, we lack the Captain's keen eye!



Nova cannon apparently charges and fires in no more than a minute.

Page 103

17:49SST [...]
Nova cnanon firing. Target well hit! Surveyors indicate all shields overloaded. Target badly damaged.Captain Bast well pleased. Dorsal lance turrets, thirty second salvo. Target well hit! Monstrous on fire from starboard galleries to aft engine decks.


Page 103
17:54SST
Monstrous continuing on course. Surveyors indicate energy outlay directed towards repair Fire still burning on target. Nova cannon firing. Target well hit! Energy readings of Monstrous at minimal. Target is a hulk, continuing to drift. Explosion has extinguished fire.


Page 105
Torment and squadron of Idolator escorts bearing down on flagship, all power to weapons. They've locked on to the battleship. Enemy firing. Horrific, twenty second lance salvo at Cardinal Boras, stripping flagship's shields. Idolators firing, weapons batteries at close range, forty five second lance salvo. The Cardinal's shields are down. Structural damage along engine housing and aft decks. Torment opening fire on Cardinal Boras, dorsal weapons and sixty second lance salvo. Cardinal Boras hit severely, surface damage to port galleries and prow. Still fully operational.


Torment is a Desolator class BB, IIRc.

Page 106

Horrific directing power to defensive systems - they're bracing for Imperial attack.


Page 106

Retribution fires on Fellclaws, shield of lead vessel depleted.


Page 107

Horrific directing power to repair systems, no major repairs detected


Page 107

Frigate of Squadron Secundus destroyed by twelve second lance salvo from Torment


Page 108

Havock attempts teleport attack on horrific, once again boarders are repelled.


Page 108
Havock's shields stripped by fire from Horrific. Horific's lances score damage on Havock with twenty second salvo.
Page 109
Brace for Impact is a special order...

...

But reduces the effectivensss of its firing...
..
(more energy has been put into protection and the crew is concentrating on damage control duties.)
Page 109
Cardinal Boras targeting thirty second lance salvo at Expulgators Target not hit.
Page 110
Its a good rule of thumb ot assume that you will need the concentrated fire of two ships to damage one of similar size. So two cruisers should be able to cripple an enemy cruiser over a couple rounds of firing, whereas one cruiser would probably only knock its shields down and cause no damage. Even with the help of a squadron of Idolators, the Chaos batlteship Torment was unable to cripple the Cardinal Boras before Imperial reinforcements arrived and was itself destroyed by the massed firing of several Imperial ships.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Page 103
17:49SST [...]
Nova cannon firing. Target well hit! Surveyors indicate all shields overloaded. Target badly damaged.Captain Bast well pleased. Dorsal lance turrets, thirty second salvo. Target well hit! Monstrous on fire from starboard galleries to aft engine decks.
30 second duration lance strike. I assume its for all lance batteries. Whether it is without stop or multiple shots I dunno. I'm also not sure whether this qualifies as a direct hit by a Nova cannon or not, but the shields seem knocked down.

Page 103
17:54SST
Monstrous continuing on course. Surveyors indicate energy outlay directed towards repair Fire still burning on target. Nova cannon firing. Target well hit! Energy readings of Monstrous at minimal. Target is a hulk, continuing to drift. Explosion has extinguished fire.
"energy" is diverted into repair. Does this mean the ship had some sort of automated self repair capability?


Page 105
Torment and squadron of Idolator escorts bearing down on flagship, all power to weapons. They've locked on to the battleship. Enemy firing. Horrific, twenty second lance salvo at Cardinal Boras, stripping flagship's shields. Idolators firing, weapons batteries at close range, forty five second lance salvo. The Cardinal's shields are down. Structural damage along engine housing and aft decks. Torment opening fire on Cardinal Boras, dorsal weapons and sixty second lance salvo. Cardinal Boras hit severely, surface damage to port galleries and prow. Still fully operational.
Torment is a Desolator class BB, IIRc. Note the twenty second lance salvo and loss of shields, followed by a 45 second lance salvo and (apparently) loss of shields. It's not a clear cut thing, but it is indicative. Also a sixty second lance slavo (longest one in this account anyhow.)

Page 106
Horrific directing power to defensive systems - they're bracing for Imperial attack.
Defensive systems presumably include shielding, but I'd guess it might mean other things (EW and point defense, perhaps? Evasive manuvers?)

Page 106
Retribution fires on Fellclaws, shield of lead vessel depleted.
Battleship firepower depletes shields of Fellclaw. I dont remember what vessel that was and I'm too lazy to check.

Page 107
Horrific directing power to repair systems, no major repairs detected
Again implied mechanical/automated self repair.

Page 107
Frigate of Squadron Secundus destroyed by twelve second lance salvo from Torment
12 second lance strike directed at a frigate and destroys it.

Page 108
Havock attempts teleport attack on horrific, once again boarders are repelled.


Navy ship doing teleport attack, so at least some naval vessels have teleporters, although that still doesnt rule out archaeotch systems.

Page 108
Havock's shields stripped by fire from Horrific. Horific's lances score damage on Havock with twenty second salvo.
Another twenty second lance salvo. Based on this alone, 30 second or less durations or therabouts seem to be the most common. Definitely less than a minute consistently. Guess where my logic leads in context with this? (IF you said "Caves of Ice" you get a cookie.)

Page 109
Brace for Impact is a special order...

...

But reduces the effectivensss of its firing...
..
(more energy has been put into protection and the crew is concentrating on damage control duties.)
the "in universe" logic between brace for impact - this could mean I suppose some sort of mechanical, forcefield, or other non-inert system designed to improve the defensive qualities of the ship. My guess would be magic forcefields, since it seems to be a significant energy draw (reducing firepower) and we know of plenty of such technologies existing and being used on starships (Eg Battlefleet Koronous).


Page 109
Cardinal Boras targeting thirty second lance salvo at Expulgators Target not hit.
another thirty second lance salvo.

Page 110
Its a good rule of thumb ot assume that you will need the concentrated fire of two ships to damage one of similar size. So two cruisers should be able to cripple an enemy cruiser over a couple rounds of firing, whereas one cruiser would probably only knock its shields down and cause no damage. Even with the help of a squadron of Idolators, the Chaos batlteship Torment was unable to cripple the Cardinal Boras before Imperial reinforcements arrived and was itself destroyed by the massed firing of several Imperial ships.
[/quote]

This is the BFG "logic" behind shields and how they are oercome. Its not bad, but in practice it doesnt always work out that way in the novels (depends on the author.) I'm tempted to say it might depend on the design/configuration of shields.. like most things each starship probably handles attacks differently and its shields will have different capabilities, strengths, or weaknesses (modificaitons or suchnot.)
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Well we're into the last actual source for Battlefleet gothic. That being, Armada. Should be able to tackle it in four parts, unless I get impatient agian.


Page 4
"Armada describes the vast battlefleets which clash amongst the stars - fleet so vast that their actions can deicde the fate of entire systems or even sectors, bearing weaponry that can reduce whole planets to smouldering rocks or even destroy them completely.
fleets have weaponry that can "reduce whole planets to smouldering rocks" or "destroy them completely" - basically referencing I presume the ability to exterminatus a planet by raw firepwoer, and not just by technobabble means. It could apply to individual ships weaponry, indvidual weapons, or to the battlefleet as a whole. Of course "destroying" a planet in BFG context must mean something far less than DS-style mass scattering (EG St Josemane's hope) and the latter isn't common (if it were a commonplace event the planet killer wouldn't have been so terrifying.) Suggesting it is a very resource intensve/event (you need to get an scores or hundreds of ships together. Which meshes with the fact 100 Nova cannons could fuck voer St Josemane's hope)

Whole fleets can of course rapidly sterilize planets as well (although a single ship can do it in hours as well, esp with munitions like virus bombs and cyclonics)

Page 4
"A hundred men may die to slay but a single enemy, if luck is against them. A million men may die to capture but a single city while a hundred such armies might tussle and writhe over the surface of a world and yet come to control or even contest only the tiniest portion of its lands. And yet, when the time comes, but a single warship will render this all of no consequence in the blink of an eye."
- From Exterminatus: Ends and Means A treatise by Inquisitor Durick Burgen.
Supposedly from an Exterminatus essay, it implies that a single warship of unknown class can by Exterminatus the whole planet (it does not mean the effect will be instantaneous, just that the ship can deliver it so.) We aren't told the method, although in context it can include brute force. If brute force (that is to say, DET type) attacks are included, this either means a very large ship (eg battleship or bigger) delivering it, (given the "within a matter of hours" bit from the BFG blue book) or it means the ship bombardment lasts a very short time and the effects themselves have prolonged effects (which puts its own limits on things as I earlier addressed with Exterminatus.) It could also refer to a Cyclonic or virus bombardment or something similar, which are easily delieverd (and which can be brute force or technobabble.)

Still, it does give us some hints about capabilities even if it is interpreted not to deal with brute force firepower applications

Page 5
The galaxy is a massive place, taking months to traverse, even by means of the Warp, and inevitably those races which populate it display quite marked differences between the forces of different regions, affiliations, or loyalties, even within a given race. The Imperium, ofr instnace, possesses an incredible array of vessels, some of them found relatively uniforrmly throughout human controlled space, others unique to particular forge worlds or shipyards and yet others still created uniquely through centuries of repairs and refits.
Galaxy takes "many months" to traverse.. warp speed being at least hundreds of thousands of c. May or may not refer to Astronomican/Navigator guided travel, since in this case the context seems to reference travel in general and not just the Imperium's ability. Moreover, hundreds of thousands of c assumes a single jump of a straight line course, which of course isn't realistic (or if is, isn't very common.)

Another interesting detail to pull from this is that again the Imperium's vessels, display incredible amounts of diversity in design and performance for various reasons.

Page 6
Several human worlds defected to (or were conquered by) the Tau during hte Damocles Gulf crusade, so you might like to include a few Imperial escorts in a Tau fleet to represent this. Likewise, Chaos fleets already possess several ships using illicit, alien technology, so the inclusion of a few Tau, Kroot, or Demiurg vessels in that fleet would not be entirely out of character.
Tau managed to snag some small Imperial ships it seems (or allied with planets and groups that had escort scale vessels, presumably warp capable since we know some planetary systems have small warp capable merchant vessels and warships.) And Chaos ships seem to make use of extensive alien tech (although I bet CSMs don't neccesarily do so, since they often share the xenophobic prejudices of their loyalist counterparts.)


Page 6
Dark Eldar capturing Eldar vessels would undoubtably be capable of making use of them, while under extreme circumstances outright alliance is not impossible either, so a fleet consisting of a mix of Dark Eldar raiders and Eldar corsairs..
Despite hating and seeking to kill one another, there seems to be enough racial unity left in the Eldar that both sides can sometimes unite. although it probably amounts to the same thing as an Imperial/Eldar alliance. Also Dakr Eldar apparently would make use of Eldar ships.

Page 9
Of course, the changing tide of war inevitably makes it neccessarry to make alterations to these fleets as events change. Reinforcements may be sent for, new vessels may be built or existing ones modified and so throughout the course of time, a fleet may well come to contain vessels not normally found there.
"changes" presumably includes upgrades and improvements as well as repairs. (EG refits.) The new vessels during wartime is interesting, as it implies that during a span of war (years, sometimes decades) can see new vessels of some kind (escrots at least if not cruisers also) being built and added to a fleet.

Page 12
The superior technologies used to construct the multiple lance turrets on the Apocalypse have now all but been forgotten and so the small number of examples of this ship can never be replaced
There are twelve turrets on the ship, 4 port, starboard nad dorsal. According to the stats. the broadside are lances, and the dorsal are weapons batteries. And there is a prow nova cannon. Gives us a approximate idea of the armament of the vessel, althouth other ships would arguably be less.

Page 12
TAW plus 1:37: First invaders of our skies sighted. Heard that the orbital defence platforms are performing superbly, keeping
the enemy at bay. Taking the Long Knives to engage the few enemy craft that have broken through
TAW - Third Armageddon War, probably 1 1/2 hours in from the point the Orks made orbit. Defences lasting this long.

Page 13
Often used in dangerous armed patrols with little or no escort, the Oberon is able to utilise its superior sensor probes to allow a captain to judge the nature of potential threats long before they are aware of the battleship’s own presence, a factor that makes the Oberon superior to most other ships in this role. In combat, the Oberon lacks the hard-hitting power of the Retribution and Apocalypse classes and the massive attack craft wings that an Emperor can deploy, but it has consistently proved itself to be a very capable ship of the line that has the potential to defeat any enemy it may face
Seems to be more of a "generalist" ship, possibly more of a command and control platform due to sensory capabilities.

Page 13
Like the Emperor class, the Oberon dispenses with the normal armoured prow and instead carries a mass of sensor probes that it uses to direct its attack craft to the enemy.
Most, but not all ships have prows. Again, the ability to direct attack craft suggests it serves more of a command and control or ELINT craft function.

Page 14
The active Vengeance class grand cruisers that are part of the Segmentum Obscurus fleet are generally deployed in squadrons whose ongoing mission is to patrol and defend the systems lying around the Eye of Terror in a constant vigil against Chaos incursions. Other Vengeances are scattered across Imperial fleet reserves throughout Segmentum Obscurus and Segmentum Pacificus as second-line units, replacement squadrons and mothballed as war reserves.
Again we get a bit more elaboration on the "quality" of units, and that tehrea re different grades. We have "fleet reserves" and "second line units" (as well as first line units), "replacement squadrons" and "war reserves.". In context we can treat disparities betwene the 50-75 number and others (EG the BFG novels "hundreds" of ships) as being due to this (EG 50-75 refers to first line and maybe second line units, or maybe just first line units, and ignores fleet/war reserves, replacement squads/mothballed ships, perhaps decomissioned ships and AMCs, etc.)


Page 14
TAW plus 2:41: Reports that the orbital defence network has been penetrated. Enemy activity intense. The primitive Ork
attack craft are strafing our ground defences. Far less comforting engaging such numbers without the support of our surface-
based missiles and lasers. Long Knives III & VII shot down within first few minutes of combat during Ork ambush as
we attacked their strafers. Currently heading back to base to refuel, pursued by full strength enemy squadron.

TAW plus 2:43: Just sighted a burning orbital platform high in the atmosphere, plummeting to the surface. Starting to hear
reports of the complete failure of our defences
nearly 3 hours in, defences have been breached and fail minutes later. Fighter pilot reluctant to engage Orks without "laser and missile" defences. At least 7 craft in the Long Knife squadron. Probably more like eight due to wingmen and even numbers.


Page 15
Some squadrons were mothballed in fleet reserves, but, when hard-pressed, the Avenger can once again
be seen racing into the heart of the enemy
More mention of fleet reserves/mothballs.
Page 15
TAW plus 3:27: Target of opportunity. Ork landing craft spotted with light escort. The Long Knives engaged and acquitted themselves well, sending three craft to the ground in
flames before the escorts rallied and drove us off. Long Knife IX did not make it.
at least 9 craft in the squadron. Given pairs, and the fact they're likely even numbers this means 10

Page 17
Almost without exception, Armageddon class ships are built from the recovered hulls of crippled Lunar class vessels, making them one of the easiest battlecruisers to construct, though many fleet commanders have proved unwilling to sacrifice large numbers of their main front-line cruiser. The very first example to depart the extensive St. Jowen’s Dock was the Ex Cathedra. Originally named the Orion as a Lunar class, the ship suffered heavily whilst engaging Chaos raiders above the world of Pyran and, as it limped back to the Armageddon system, the decision was made not only to repair the venerable vessel, but to upgrade it to battlecruiser standards.

Power relays were re-routed from the ship’s main plasma reactors to provide a substantial increase in efficiency for the existing weapons batteries, whilst long-ranged lance turret arrays were built upon a modified dorsal spine. This alone gave the ship a much greater punch at medium ranges and the ability to engage at distance. An immediate drawback became obvious as nearly three and a half thousand extra crewmen had to be drafted in simply to man the additional weapons and to maintain the short-lived relays that powered them
Rebuilding older craft into newer, bigger craft. Extra weapons needed 3500 crew. assuming all with the crew, this could mean up to 6-7 lances added. Probably not like that many (3-4 more likely.)

Page 18
Its heavy gun batteries can almost match the firepower of larger cruisers and it is capable of holding its own in the midst of a pitched battle. Many Endeavour class light cruisers were sent to the Armageddon fleet during the latest Ork invasion, where, during fighting against Ork vessels, the Endeavour’s relative slow speed for its class was not found to be a hindrance. The Endeavour, and its sister vessels, became a stable of the Armageddon fleet as replacements for lost ships
Light cruiser with redirected power (at the cost of engines) has firepower nearly of larger cruisrs.

Page 18
The Endurance class is an Endeavour with its weapons battery refitted to carry lances. A common tactic amongst fleet admirals is to pair up Endeavours and Endurances for mutual protection, and a fearsome combined firepower. Given that the Endurance is produced in less numbers, a lack of Endurances does not always make this possible. It is more likely that a mixed squadron will contain two or three Endeavours and a single Endurance in support. Operating in this manner, the Ad Liberis was responsible for the destruction of nine Ork escorts as the War for Armageddon began above the high-g world of Pelucidar during a savage three-hour engagement, before their withdrawal was ordered by Admiral Parol.
Three hour engagement. Light cruiser squadron of 3-4 cruisers.

Page 19
When traitors made off with the designs for a larger escort ship to fulfil the role for the Cobra destroyer from the Monsk forge world in
761.M40, the Magos set about reconstructing the records of its design with what little information was left behind, and brought it to Voss.
...
An all round escort much in the mould of the widely built Sword class, the Falchion is versatile. It is used for patrolling, convoy escorting and as close
escorts to the light cruisers, guarding its larger cousins’ rear in battle.
Seems to be bigger than a Cobra. a small frigate perhaps?

Page 20
Of the most extreme options on offer, it was ventured by some that the Space Marines should be denied any vessels at all, barring intra-system transports for movement between homeworlds and attendant moons. Corax, amongst others, protested strongly that in fact had the Space Marines been better equipped with fleets of their own his own Legion might not have been so horrendously decimated when trapped on Istvaan V by Horus and the newly revealed traitors. Instead, a compromise was reached which limited the Space Marines to vessels whose primary role was that of transport, delivery and suppression designed to facilitate planetary assault. Only the smallest of vessels would be permitted to act exclusively as gunships, with the larger battlebarges and strike cruisers remaining predominantly as aids to invasion, ensuring the Space Marines would never present a threat to the Imperial Navy proper. Inevitably, the wrangling over interpretation of a ship’s ‘primary role’ leads to some chapters possessing rather more versatile fleets than the Imperial Navy is entirely comfortable with
Debate over post Heresy allotment and equipping of Space Marine fleets. While in theory this sounds nice, in practice it, like all other Astartes practices, is adhered to by varying degrees. Some chapters, including some "codex" ones (like the ultramarines) maintain some truly fearsome cruisers and battlebarges and can easily match the navy in size and firepower.

Page 20
Unlike the vessels of the Imperial Navy, a Space Marine ship has a relatively small crew. A Space Marine is far too valuable to waste in manning a gun or watching a surveyor screen, and so only the officers aboard a vessel are likely to be Space Marines, as well as the few Techmarines who oversee the engines and perform other mechanical duties. Almost all the ship’s systems are run and monitored by servitors; half-human cyborgs who are wired into the vessel’s weapons, engines and communications apparatus. There are also a few hundred Chapter serfs to attend to other duties, such as routine cleaning and maintenance, serving the Space Marines during meal times and other such honoured tasks. These serfs come from the Chapter’s home planet or the enclave they protect, many of them Novitiates or applicants who have failed some part of the recruiting or training process. These serfs are fanatically loyal to their superhuman masters, and indoctrinated into many of the lesser orders of the Chapter’s Cult. Although human, they still benefit from remarkable training and access to superior weaponry than is usually found on a naval vessel, making them a fearsome prospect in a boarding action – even without the support of their genetically modified lords
Again a Space Marine ship is heavily automated, or at least has tons of servitors and smaller crew complements. In theory I bet the Navy could do the same, although at the cost of versatility (a servitor manning guns or sensors can't be sent down as a landing party, or double as repair crew, or be used in boarding actions.)

Chapter Serfs are also better equipped and trained as troopers. I imagine at need the Chapter can recruit from their world and pad out their ship complements (The Ultramarines raise regiments for this purpose at least)

Page 21 - covered in Warp Storm, so not going to re-cover this. Frankly without looking I dont even remember what it is :D

Page 22
Most Space Marine Chapters control two or three battle barges. They are very brutal vessels, with only one purpose behind their design. As might be expected, a battle barge, is configured for close support of planetary landings and carries numerous bombardment turrets and torpedo tubes.
A considerable amount of hull space is given over to launch bays for intra-system craft and drop pods, observations indicating that up to three companies can deploy simultaneously.

The vessel is extremely heavily armoured and well shielded, presumably so that it can breach planetary defences without harm coming to its cargo. Naturally the battle barge would make a frightening opponent in any situation where boarding is involved.
Again 2-3 Battle barges per chapter, thousands of warships. Each carries up to 3 companies, althoug this can vary some due ot various factors. Presumably (by battlehsip scale) to be quite tough.

Page 23
Strike Cruisers are fast, lightly-armed vessels which mass slightly less than the Imperial Navy’s Dauntless class light cruisers. Their primary function seems to be that of rapid response, reports indicating that they are invariably the first craft to arrive at a threatened planet.

Strike cruisers appear to carry approximately one full company of Space Marines (including support vehicles) and have been observed to deploy them within twenty minutes of arrival in orbit
Strike cruisers are Light cruiser grade (2-4 km, depending on source) and carry about a Company of troops.

Page 23
Strike cruisers, first and foremost, need to be swift vessels, with a substantial transport capacity and various means of delivering those troops (be that a mixture of teleporters, drop pods or launch bays equipped with Thunderhawks). Within these parameters, strike cruisers can, and do, take a variety of forms.

The Grey Knights, perhaps the most secretive and unusual chapter of all, have their base within the Solar System itself, within easy striking distance of Mars and hence their strike cruisers are sleek vessels, utilising quite the simply the most advanced systems available, even by Space Marine standards. Other chapters, too, possess widely differing forms of strike cruiser, each shaped by centuries of tradition and varying doctrine amongst the chapters of the Adeptus Astartes
Grey Knights have the best cruisers, predictably. Strike cruiser design is also highly variable, aside from their deployment and speed parameters/ We prett ymuch see this in the novels.

Page 24
All Space Marine Chapters make use of ships known collectively as rapid strike vessels. These ships are mainly used for patrols through the Space Marines’ domains, and for providing a mobile escort for the battle barges and strike cruisers. Rapid strike vessels are crewed by the Chapters’ serfs, overseen by a cadre of Techmarines and other specialists
Space Marine escorts.

Page 24
The Hunter class destroyer, although based on a design long available to almost all Space Marine chapters, was pioneered primarily by the Dark Angels, whose deep distrust of other factions within the Imperial hierarchy made acquisition of vessels from shipyards and forgeworlds far more problematic than for most other chapters. As such, the Dark Angels chose the Hunter class destroyer as the most viable counterpart to the Imperial Navy’s cobra and maintain large flotillas of the vessel in all their battlefleets.
Dark Angels have multiple battlefleets and multiple flotillas/squadrons of Hunter destroyers.

Page 25
Invariably the Gladius is the most numerous escort within a chapter-fleet, being one of the few escorts in relatively uniform usage across the chapters. The vessel, although larger than any genuine gunboats likely to be in use, is relatively small by Space Marine standards, seldom carrying much more than a single squad of Space Marines who are invariably spread across its decks and control centres supervising the much more numerous chapter serfs upon whom the chapter relies for actual operation of its vessels. As such, the Gladius lacks the genuine punch of other Space Marine vessels, and is of little use in their favoured planetary assaults, but instead earns itself an admirable place as the foremost ship of the line when it comes to more mundane border patrols and deep space blockades.
There are more Gladius frigates than Hunter Desttroyers it seems. Carry no more than a squad of Space MArines a tmost, but if you have a dozen or more ships, that can easiyl be a company or more by itself. This alone tends to lend credence to the idea that the "thousand man" limit applies only in certain ways and can be "exceeded" in certain others (EG fleet assets, deployed for other duties like wolfblade, etc.)

Page 25
Of all the vessels in the service of the Adeptus Astartes, the Nova class frigate is commonly the single class to which the Imperial navy take the most exception. It lacks sufficient size to really fulfil the deployment and assault roles for which Space Marine ships are primarily intended and its lance armament and speed make it a menacing gunboat in its own right. As such, the Nova remains rare in most Space Marine fleets, a trend the Imperial Navy, the Inquisition and other institutions perpetually concerned by the balance of power would dearly love to see continue.
A bit on politics of the Imperium and how it affects ship acquisition.

Page 26
Honoured lord, I have instituted the study of Adeptus Astartes naval assets as you requested. My initial findings are below and as you will observe the available information is scant. The Chapter Masters I have contacted have all refused to render detailed information regarding the strength and location of their fleet units, giving only hazy details about individual ship types at best or stony silence at worst. Their repeated implication seems to be that they are more likely to have to fight against Battlefleet Obscura than alongside it, hence their interest in joint fleet operations is minimal.
Space Marine secrecy at work.

Page 26
Fortress Monasteries
Several Chapters, most notably the Dark Angels and the Fire Hawks, operate from mobile space fortresses. These gigantic craft contain sufficient accommodation, workshops, training areas and dock facilities for the entire Chapter and operate as a mobile base for Chapter operations. While their defensive/offensive capabilities are alleged to be equivalent to a Ramilies class star fort, they are not only mobile but warp-capable. The warp drives for these structures must be enormous, far exceeding those of our own Emperor class battleships. However the loss of the Fire Hawk’s fortress Raptorus Rex during a standard jump from Piraeus to Crow’s World in 963 may indicate that these craft are dangerously unstable. Allegedly no Chapter possesses more than a single fortress, on this basis I would estimate that there are between two and five of these behemoths operating in the entire Segmentum, and at most one in the Gothic Sector.
Fortress monasteries equal in firepower to Ramillies, Are far more massive than Emperor class BBs (which means the star forts probably are also) which suggests they are far in excess of 60Km or more. Estimate of 2-5 per segmentum perhaps..

That the Fire Hawkes (A successor chapter) could get ahold of such a vessel tells us, in some fashion, large scale engineering of mobile battlestations (which could again include the Ramilies) is not wholly beyond them, although at the same time it may not be trivial either.

Performance wise, in addition to firepower, we could infer from the Rock (dark Angels Monastery) that it could potentially withstand some fraction of mass-scattering firepower (desturction of Caliban) as well as extreme orbital bobmardment (vaping oceans/removing atmosphere, likely) and the Fire Hawkes example gives a FTL benchmark, as they were alleged to be capbel of travelling 120 light years in 12 hours (and probably a lower limit benchmark for other craft. Iexpect the Fortress monastery is not the fastest warp capable vessel ever (~500,000c) eithergiven its size and power requirements.

Originally I figured the Fire HAwks had built their own Chapter monastery (or had one built) within a few centuries. But I believe Forge World decided it was yet more lost tech that had been magically discovered and arbitrarily bestowed on the Fire Hawks.

Page 26
In this engagement a battle barge of the Harbingers Chapter identified as the Unrelenting Fury intercepted the Scylla and delivered a series of punishing salvoes against it. The Unrelenting Fury was observed to suffer severe engine damage from repeated attack-craft attacks but was otherwise unharmed. If the Unrelenting Fury is a typical example of an Astartes main fleet unit the following conclusions can be drawn: As might be expected the vessel is configured for close support of planetary landings and carries numerous bombardment turrets and torpedo tubes. A considerable amount of hull space is given over to launch bays for light intra-system craft and drop pods, observations indicating that up to three companies can be deployed simultaneously.

The vessel is extremely heavily armoured and well shielded, presumably so that it can breach planetary defences without harm coming to its cargo. The Unrelenting Fury was apparently “slow and very stately in its movements” indicating that engine strength is comparatively low in relation to mass, although this may have been due to damage from the fighter attacks. In ship-to-ship combat I would rate this vessel as comparable to an Emperor class battleship, its lower acceleration and closer ranged weapons weighing off against superior armour and shields. Naturally the battle barge would make a frightening opponent in any situation where boarding is involved.

I have been unable to find any definitive information about numbers of battle barges in operation but I have located twenty eight separate reports of incidents involving them in the Segmentum over the last 20 years. From these reports I have identified eleven different craft, five appearing in the Gothic sector.
Indications of the durability of Battle barges. This may be offset by their apparently slower accelerations (greater mass relative to engine strength compared to other battleships?) although ti could be due to engine damage as noted above. Battle barges are rated as equal combat wise to Emperor class in firepower (but with shorter range and less accel compensated for by greater durability.) This owuld tend to suggest that the Navy has at LEAST as many such vessels, probably more times that. And even more battleships of other variants.

5 Battle barges in the Gothic sector suggests 10-50,000 such. Which is.. excessive to say the least. Which just to remind why thees are at best approximations. It tells us the actual value is probably of by an Order of magnitude or so (downwards, that is)

Page 26
Strike craft are fast, lightly-armed vessels whose mass is slightly less than our own Dauntless class light cruisers. Their primary function seems to be that of rapid response, reports indicating that they are invariably the first craft to arrive at a threatened planet. Strike craft vary in configuration but share common features of large bays for deploying ordnance and powerful warp engines. Strike craft appear to carry approximately one full company of Space Marines (including support vehicles) and have been observed to deploy them within twenty minutes of arrival in orbit. The sheer numbers of reported sightings of strike craft indicate that they also perform patrol and pursuit functions across a vast area of space.

I would estimate that there are approximately one hundred craft of this class operating in the segmentum as a whole, of which twenty to thirty appear in the Gothic sector on a regular basis.
I assume "strike craft" is meant to mean "strike cruisers". Preference for ordnance is understandable given drop ods and thunderhawks and boaridng torpedoes, though such tactics could also be adapted to suit normal torpedoes or strike craft (making them oversized torpedo boats or carriers.)

Given the strike cruiser numbers per sector, that might hint at tens of thousands of such. I'm of the opinion it is more towards the lower number (a few tens of thousands most.) unless we infer there to be many more than 1000 chapters. Given the earlier ratio, 10-20K Strike cruisers seems reasonable. Of course, the Navy is going to have many many many more times that number of cruisers, nevermind light cruisers and heavy cruisers and battlecruisers combined.

Page 26
In addition to standard missiles and torpedoes the Adeptus Astartes utilise three main types of ordnance; drop pods, boarding torpedoes and Thunderhawk gunships. Drop pods are basic ablative capsules which descend to a planet in a rapid drop controlled by a ring of retro burners, closely resembling a simple ship’s life pod in operation. Drop pod shells examined on Larras Landing show they carry five to ten warriors in exceedingly spartan conditions. Boarding torpedoes are large self-guiding missiles which appear to carry a similar number of troops and are used for ship to ship boarding actions. The tip of the boarding torpedo contains magnetic clamps, shock absorbers and explosive charges for breaching a target vessel’s hull. With both drop pods and boarding torpedoes the troops in transit would be vulnerable during the transport period but detection of these small craft would be very difficult, limiting any defensive measures to the last moments of their approach.

Thunderhawk gunships are employed as intra-system transports moving troops, supplies and ammunition between ships and planets or between planets, moons or asteroids within a star system. Thunderhawks also carry a substantial armament of missiles, rockets and cannon for their size and are used to give direct fire support to the Space Marines once they are on the surface. Though Thunderhawks are relatively ponderous, their heavily armoured heat shielding and flexible weaponry make them a prickly proposition when it comes to interception. Most Astartes strike craft appear to carry at least three Gunships, which between them is sufficient to transport a company of Space Marines simultaneously. Battle barges are thought to carry at least nine Thunderhawks each and fortress monasteries might be able to carry thirty or more.


Drop pods, thunderhawks and boaridn gtorpedoes. Self explanatory.

Page 26
Despite their impressive fleet assets the Space Marine’s naval assets are primarily directed at transportation, supply and support of ground forces. A typical offensive against a rebel or alien-held planet begins with the arrival of strike craft which engage and clear away defending system ships and may establish a hidden base located within an asteroid field or on a small moon if a protracted campaign is being undertaken. The strike craft then move on to neutralise any orbital defences, ground-based defence laser silos and missile bunkers. Orbital defences are boarded and captured (as occurred on Larras Landing, Bray, Magdelon, Vanaheim and many others) and then turned against ground defences or simply destroyed. Surviving ground defences are sabotaged by scout forces or captured by main force assault troops inserted via drop pods. By preference, if the system defences are weak or still under friendly control, the Space Marines will deploy directly onto the planet’s surface, often directly into the midst of a decisive engagement to take advantage of the considerable shock of their arrival.

In addition to the delivery and support of ground forces Astartes vessels will undertake patrol operations to secure a system against pirates or raiders for a limited duration. However they obviously view this as a role which should fall to the Imperial fleet and Chapter Master Verchen of the Iron Fists even went so far as to pass comment on the number of raiders which have recently penetrated the Purgatory system and the lockade around Dudzus. In conclusion I would surmise that the Adeptus Astartes commands powerful fleet forces, capable of overwhelming even a heavily defended system. In a fleet action they would be at a disadvantage in comparison to Imperial vessels due to their special adaptations for planetary assaults. However it is hard to imagine that the Adeptus Astartes would accept a ship to ship fight on any but the most favourable terms, instead operating against shipping lanes, dock facilities and other vulnerable assets. I only pray that they remain on our side
More space marine offensive operations.

Page 28
Even within a single segmentum, battlefleets can vary massively from sector to sector having been shaped over the course of millennia, responding to their own particular need and circumstance. For example, Battlefleet Gothic forms a component part of the Segementum Obscurus battlefleets, as do its neighbours, Tamahl and Odessa, as well as the more distant battlefleets Cadia, Agripinaa, Scarus and Corona, among others. Even though these battlefleets all hail from the same segmentum and rely on many of the same forge worlds and naval bases, there is still great variation within them. Battlefleeets Cadia, Agripinaa, Scarus and Corona, in particular, are collectively known as the Bastion Fleets. These fleets are given over to guarding the region of space around the Eye of Terror, or the Sectors Ocular as these bordering regions are sometimes known. By their very nature, the Bastion Fleets are some of the most extensive and best equipped battlefleets of the Imperium, forced to exist in a state of near perpetual warfare against the frequent raiders from the Eye of Terror. More rarely, these battlefleets are forced to assemble into vast armadas and repel the amassed threat of a Black Crusade, and to this end maintain substantial reserve fleets ready for action when the existing Navy are.
Battlefleets apparently are highly variable in number and composition, as if we didnt know.

Page 29
BATTLEFLEET CADIA
The constant turmoil surrounding the Cadian gate requires Battlefleet Cadia to be far more active than many other battlefleets. The whole sector exists in an almost perpetual state of readiness, and as such the demands on manpower and resources are huge. Vast numbers of new, inexperienced sailors frequently have to be drawn up to replace those lost in the constant fighting (many of them drawn from worlds within the Cadian system itself such as Vigilatum and Macharia). Because of this, the ships and squadrons of Battlefleet Cadia must roll two dice and pick the lowest score when determining leadership.
However, those that survive the harsh first years or military service around the Cadian Gate rapidly mature to become some of the most capable leaders in the Imperium. To represent this, Battlefleet Cadia uses the additional fleet list entry below.
Battlefleet cadia, which numbers in the many, MANY hundreds of ships, is considerd to be "far more active" than other battlefleets. This may suggest that it has a higher percentage of its ships in operation rather than in drydock/mothballs (CF the attack on the base the Macharius was stationed at prior to Execution Hour.)

Page 29
THE RESERVE FLEETS OF SEGMENTUM OBSCURUS
As with all highly militarised zones, it is important for the Imperial Navy to maintain substantial reserves of vessels around the Eye of Terror, ready to deploy as reinforcements should the need arise. Whilst it is possible to keep the vessels themselves ready in this manner, Battlefleet Obscura simply does not possess the manpower to keep reserve crews stationed aboard these vessels as well. Instead, whole shipyards are filled with rows of silent, inactive vessels, often representing classes of ship now outdated or scarce. In times of great need these ships will then be brought into service and crewed with sailors from destroyed or crippled vessels or even with hastily mustered new recruits, meaning the crew is unlikely to have any familiarity with their new vessel. As such a posting to a reserve fleet is an unnerving duty, forcing a sailor to enter deep into an unfamiliar vessel which may have lain dormant for centuries. Much superstition surrounds such fleets and perhaps because of this, unusual behaviour of both crew and vessel is rather too commonplace.
Reserve fleets are used only reluctantly by the Imperial Navy, and only in the most desperate of circumstances, but an invasion the size of Abaddon’s Thirteenth Black Crusade without doubt qualifies as exactly that – the most dire of circumstances, the most desperate of times.
Reserve fleets. It is implied that Reserve fleets may exist only at the segmentum level, although hints of sector level reserve fleets has existed too. It may exist at both levels.

The chief reason reserve fleets exist is one of manpower, which also means logistics. It makese sense though. While ther eare times (like Black crusades) where more ships could be needed, as a rule the Imperium cannot rely on being able to constantly field a large as force as they wish for various reasons (interruptions in supply lines due to war or other trouble, warp storms, bad luck, etc.). Hell, fleet sizes could fluctuate constnatly due to manpower and logistics issues (Shortfalls forcing fleets to downsize, shifting more vessels into reserves, while in other cases other demands may allow an expansion.)

In emergencies, reserves can be drawn on and fleets expanded, although clearly not without cost and under certain limits. Unless the support elements nad logistics train/network grows to accomodate, then those extra ships will probably be far more limited in range and operation (mainly defensive in naturre.). And even with the "limitless" manpower of the imperium, it is quite likely that manning such ships is both costly and time consuming, or may require pulling off such personnel that other areas of the Imperium (EG the merchant fleets, the galactic or sector level economies, etc.) may suffer correspondingly. They may not hvae the money or resources (parts, fleet yard space, etc.) to maintain such fleets in action indefinitely. There are lots of variables to consider.

Page 31
The Ramilies class star fort has formed a vital lynch pin in Imperial strategy since the earliest days of the Great Crusade. It was designed, according to Mechanicus legends, by the hitherto unknown Artisan Magos Lian Ramilies from STC materials captured in the purgation of the ‘Stone World’, Ulthanx. The Hyper-plasmatic energy conduction system used by the Ramilies is barely understood by the Techpriests in current times, but thanks to the STC system it is still reproducible and has guaranteed endurance of over 3,000 years. The greatest advantage of the Ramilies by far is that its powerful generators can erect a warp-bubble over the entire structure enabling it, with the aid of seventeen navigators and an attendant fleet of tugs, supply ships, warships and system craft, to enter the Warp and be towed to different star systems.

This operation, always perilous, has resulted in the loss of over twelve hundred Ramilies stars forts in their ten millennia of service to the Emperor. However each journey has shortened Imperial campaigns by years at a time by allowing the Imperial fleet to move repair, command and resupply facilities right up to the front line, saving its ship’s lengthy return trips to temporary supply bases or full repair dock facilities far behind the warzone.

The Ramilies itself is heavily armed as befits its role and fully capable of fighting off a fleet of attackers if need be. On occasion they are commandeered to be placed as permanent orbital bombardment emplacements over embattled worlds, or act as part of the defences of a vital system. At any one time Cypra Mundi will include between six and eight of these gigantic fortresses as part of its orbital ring. Some are used as Adeptus Mechanicus deep space research facilities for projects too secret to be placed near any inhabited world. Others have gone to the Inquisition to be used as hidden fortresses for that clandestine and all-powerful organisation. Over the centuries blasphemously altered rebel star forts have been sighted likewise supporting Chaos renegade fleets. Such abhorrence is attached to these twisted parodies that they are pursued doggedly by Imperial Navy captains, but the last accreditted destruction of one was in the Tauran Annulus in M.39.
There have been, ove rthe 10K years, at least 1200 Ramilies, and probably many many more as a result. Even assuming just a handful per sector there would be many tens of thousands of such.. And while quite probably not Death Stars, or fortress monasteries, they are probably quite a bit largert han the largets known spaceships (in excess of tens of km in size.. 60+ km in fact.. probably alrger since we know the Furiou abyss was far bigger itself.)
Ramilies plasma system grid or whatever has an endurance of 3000 years. Clearly not a conventional reactor.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Another Armada update. Two more to go, I think.


Page 38
The Retaliator class was part of the Galan V garrison fleet that mutinied against Imperial rule in M35. After a two day pitched battle around the planet’s three moons which saw four of the traitor vessels destroyed, taking three Imperial cruisers with them the rebel squadron disengaged, fled out of the system and made the jump into the Warp, led by the squadron command vessel, Foebane.
A two day battle in the orbit of the planet. Much of that, however, seems unlikely to be long term manuvering.

Page 38
When vessels of a certain class are already known traitors, Imperial Admirals must think long and hard about employing the services of remaining vessels. Individual captains and their ships may turn traitor
regardless of class, but when substantial numbers of vessels of the same design fall to the Ruinous Powers, some fallibility must be suspected. By accident, or perhaps by design of some already corrupted Techmagos, the ship may lack proper protection from the influences of the Warp, or its architecture may contain certain geometries, proportions or combinations of material which act as conduits for the dark energies of Chaos, making all such vessels vulnerable to the worst of taints, no matter how loyal, brave and honourable their captain and crew may be.
Yes, ships can be deliberate factors in corruption of crews, either by accidnet or design.

Page 39
Not all crew aboard a treacherous vessel are necessarily willing participants. A corrupted captain may have turned little more than a handful of officers and quartermasters, whom he will conspire with to effectively enslave the ship’s remaining crew, turning them into unwilling serfs to Chaos. Under such conditions, most inevitably succumb and turn to Chaos themselves, or else are broken and perish in their servitude. Sometimes, however, the brave fight goes on. The traitor vessel, Desmeria, for example, was destroyed when intercepting forces from Battlefleet Artemis managed to teleport a supply of melta-bombs to surviving loyalist sailors, holding out deep in the bowels of the Desmeria. In a series of guerilla raids the valiant loyalists used the melta bombs to blast their way through to the ship’s anterior plasma coil before finally sacrificing themselves in the Emperor’s name, overloading the plasma drive itself and committing their treacherous comrades to the oblivion their actions so deserved.
Ships from antoher battlefleet teleport multabombs onboard to loyalists.

Page 40
Who can say how the Daemon ships came to be? Some say they are created when ship’s crews sacrifice themselves to the Dark Gods, seeking immortality in return for daemonic servitude. Alternatively, it is argued that they are ships of the damned, condemned by acts so heinous as to defy description, their crews and captains in thrall to the Dark Gods forever. Those who know something of the Warp claim that Daemonvessels are ships lost in the Warp. For centuries or even millennia, they disappear from the real universe only to re-emerge with a crew of Daemonkind.

Tales of Daemon ships go back to the earliest days of the Imperium. Often the ships are mere manifestations, appearing to spread terror but disappearing as quickly with no tangible evidence that they were really there. The great orbital space dock above Sorraspair 3 was said to be plagued by such an apparition prior to its destruction by the Thousand Sons in M.37. The legend says the apparition took the form of a great battleship built in an ancient style, which circled the station, its hull wreathed in bale fire, transmitting a continual plea for admittance. There are rumours exchanged by Navigators of spectral ships that ply the Warp. The Navigators
perceive these ships both as twisted parodies of normal ships and as convocations of Daemons.

There are tales of these Daemon ships pursuing their prey back to the material universe. This has led to the theory that Daemon ships can only leave the Warp by following in the wake of another vessel and that at other times they are trapped in an endlessly shifting ocean of madness. Typically, there has never been enough reliable evidence to confirm any hypothesis. Although most of the tales of Daemon ships describe them as lone hunters captured renegade navigators have, under close interrogation, suggested that pacts can be made with any of the Daemons of the Warp. Normally, the time that a Daemon can spend in real space is severely limited. Without the power of the Warp to sustain it, then it will be diminished, gradually losing its stability before translating back to where it came from. This process can be prevented by ritual worship or by binding the Daemon in an object or living thing. To know exactly how this is done is forbidden knowledge but it stands to reason that possessing a great ship would give a daemonic host greatly enhanced stability. In time of war, one could expect the sorcerers of Abaddon to add to the strength of his fleets with such apparitions if they are able to.

The incidence of sightings of Daemon ships has been tenuously linked to the incidence of flares of the warp storms comprising the Eye of Terror. If this connection is verifiable it gives great cause for concern for no less than seven warp storms are currently in flare, the most for centuries. If ever it were possible for such monstrosities to be bound to the service of renegades and heretics then that time is now.


Mythology aside, Daemon ships are interesting for several reasons. One, they suggest a peculiar means that Chaos may "automate" or "crew" a warship (or even a war fleet) (in limited ways Chaos daemons can possess other vehicles, computers, etc. or be bound into ships systems to cut down on crew requirements.) Hell the Imperials think that Abbadon may do this exactly.
Exacly why though that binding ot an object should "preserve" a daemon is a bit ocnfusing to me (anchor pehaps) although possessing a person is easy enough (most if not all humans have some level of warp connection, after all.)
Another ability (discussed later) si their greater precisona nd flexibility with warp transitions - which tells us that given the right factors it is entirely possible to emerge from the warp closer insystem.
Mention of renegade navigators too.

Page 41
WARP TRANSLATION
A Daemonship may be kept off table at the start of a game. The rest of the fleet is deployed as stated in the rules for the mission being played. The Daemonship(s) are actually lurking in the Warp waiting to either be summoned by one of the on-table Chaos ships or drawn to the ripe souls aboard an enemy ship.
..

The arriving Daemonship is unaffected by celestial phenomena and does not trigger attack by ordnance markers it may happen to land on. If it would appear in contact with an enemy vessel, reposition it by up to 1 cm so that it is out of contact.


the defining factor for their "translational" abilities, it would seem is having some sort of precise beacon to home in on (either a ritual, or a victim.)


Page 41
SPECTRAL DAEMONSHIPS

The Daemonship has now pierced the fabric of real space and has started to manifest itself. It is not entirely present in real space, however, although it is real enough for enemy vessels to track its location and react to its presence. It is in effect a spectre.


Sort of like the B5 Wars Shadow "half phase" mode. This does seem to hint at a more gradual transition time than "realspace" ships usually do. It is possible the caution makes the transition smoother (handling it bits at a time) but humans could not normally do this because of differences in nature, physiology, etc (I doubt humans could endure being "half in" and "half out" of things... but of course there is the Eye..)

Page 41
HAUNTING
A Daemonship may disengage at the end of any Chaos Movement phase without having to make any dice roll. It simply drops back into the Warp leaving no trace.

A disengaged Daemonship may re-enter play on any Chaos turn following the one in which it disengages. This is done following the translation rules detailed above.
Returning to the wapr seems easier. This makes sense, since whilethe warp can have currents n shit, it doesnt have planets or other physical objects to collide with

Page 41
Likewise, it may take just a handful of unseen traitors to condemn an entire vessel, perhaps without even the knowledge of the captain or any high ranking officers at all. A lowly engineer left alone in some remote engine compartment may not be subject to routine inspection for months on end, ample time in which to slowly make minute, undetectable adjustments to the operating frequencies of the vessel’s warp drive. Over time these adjustments will amount to the point where the distorted warp frequency becomes a screaming beacon of Chaos, calling out to the traitor’s Daemonic masters with each new journey the vessel makes through the warp. Warp entities will be drawn to the vessel and slowly infest it, running throughout its core and allowing the Dark Powers to slowly apply their corrupting influence over every inch of the vessel and over every member of its crew. In this way, that same single lowly engineer is able to offer up the souls of every one of his thousands of comrades and condemn them all to damnation long before they will ever suspect his treachery.
chganges ot a warp drive can draw in daemons if done incorrectly.

Page 42
Through his warp eye Captain Vassenna saw the frigate rock as his heavy plasma batteries hammered into it, shattering its shields and cutting through its armour. From his crypt Vassenna was mind-linked to all his ships systems, even though his withered body lay in its sarcophagus he still found joy in slaughter. His amplified laughter echoed around his ship chilling the souls of the long lines of slaves labouring beneath the lashes of Vassenna’s Black Legion overseers. The Darkside was a Carnage class cruiser, unbelievably ancient but still a sleek hunting shark with superior speed, range and weight of fire than any Imperial ship of the same displacement.
‘Keep firing, yes ALL weapons, I want those destroyers dead before they can release their torpedoes’.

On the gun decks Vassenna’s crew, renegades, corsairs and freebooters all, redoubled their efforts, urged on by their Captains words and the watchful attention of the Chaos Space Marines.
Vassenna watched the bright explosions, the incoming Cobras were easy targets once locked into their attack runs.

The Darkside’s Captain felt the waves of energy from their destruction and exulted in it. His warp eye opened, matter faded, and his gaze pierced the real universe studying the tides of the Empyrean, judging his moment.

‘Warp engines, NOW’.

The Darkside’s hull shrieked as its warp engines tore a bloody wound from reality and slid into the vibrant, pulsing, unreality of the Warp that lay beneath and drifted onward carried on a tide of mortal dreams.
Chaos champion with a "warp eye" Seems to be able to do some limited navigating by it.

Page 48
"Come about, Disciple, come to a new heading on my starboard side."
The comm-link remained deathly silent as Admiral Corran awaited a reply to his order.
"Disciple, come about. Disciple?"
Just as silent as before.
"Disciple, come in, Disciple."
Again, Corran waited in silence for a few seconds. He drew in a breath, lips pursed to again issue his order, before exhaling
in relief as the comm-link suddenly burst into life at last. What Corran was about to hear, was not nearly such a relief.
"Target identified, Admiral, preparing to fire."
Corran stood back in surprise, turning his gaze onto the helmsmen and ensigns around him. Each looked back at him with
an equal expression of bafflement.
"We see no target, Disciple, identify."
"Target identified, Admiral, preparing to fire," was the only reply that came.
"We see no target, Disciple, come about to my starboard side, now," Corran’s voice finally buckled and rose into a shout as
his anger, frustration and confusion grew. The silence took over again and the comm-link fell menacingly silent. At long last,
the comm-link crackled back to life and that same feeling of relief which had accompanied its earlier transmission flooded
over, Corran.
"Coming about," came the brief communication from the Disciple. Corran sighed with relief before being cut short by a most
unexpected post-script.
"Target locked at new heading, preparing to fire."
All of Corran’s cool was gone, he leapt forwards, bent over the comm-link and bawled.
"What?! Disciple, what are you doing?"
"Firing --" came the singular reply. The look of astonishment on Corran’s face was instantaneous, though it took longer for
his thoughts to register, leaving Corran barely a second to ponder the mysterious communication before he felt the floor fall
away from him as a dozen searing plasma projectiles tore through the hull of his vessel.

One final transmission crackled over the comm-link before all fell silent.
"Target… crippled," boomed the voice of the Disciple’s treacherous captain...
A dozen "plasma projectiels" cripple an unknonw ship, although it has an Admiral. They took a second to propogade, which woudl be nice if we knew what kind of weapons we were dealing with (macor cannon? Plasma guns? Probably not torpedoes given the orientation and number of shots.) If plasma guns it might be projectile or beam (tens or hundreds of thousands of kilometers, maybe) but if it was definite projectile probably slower (thousands/tens of thousands of kilometres maybe.)



Page 51
Even though Eldar cruisers are fast, the Aurora has the added benefit of the speed and manoeuvrability of an escort but carries firepower to match a cruiser.
Eldar cruisers have firpeower of a cruiser and agility of an escort.

Page 51
The most noted example of the deployment of the Auroras came during the closing stages of the Gothic War. An uneasy alliance was formed between the
Imperium and the many Eldar pirate fleets of the sector after the Battle of Gethsemane. This seemed to spur the appearance of many previously unseen
Eldar vessels such as the mighty Void Stalker and Aurora light cruisers. The Aurora’s first significant engagement recorded in Imperial annals was during an
encounter between a fleeing Traitor fleet and a large (and rare) Eldar-Imperial battlegroup deep in the Graildark Nebula.
As the Imperial and Traitor fleets ponderously closed in on each other, the Eldar typically peeled off and speed past the Chaos fleet. Admiral Vortigue, who was
controlling the Imperial force, was convinced they had done a runner! Shortly after the first long ranged lances began to fire the Eldar reappeared. The
majority of the Eldar fleet was directly behind the Traitor ships, however, roughly a third (containing a number of escorts but mainly Auroras) attacked
from the flank.

The flanking force sped into action flying straight at the Chaos barges, making suicidal strafing runs against the Chaos cruiser hulls. The Chaos fleet was
thrown into confusion, ships began to break off formation as their corrupted captains began to take evasive action. A second Eldar squadron approaching
from behind then opened fire. Caught facing the oncoming Imperial fleet the Chaos ships could not return fire. Unlike the flanking force a third Eldar
squadron held in the rear did not engage up close but maintained a perimeter, to make sure the more manoeuvrable Chaos ships could not turn and escape.
Vortigue took his cue and presented his broadsides to the now shambolic
Chaos fleet and crossed the ‘T’ to deadly effect.

The Traitor fleet was trapped between two fleets and with a fast and manoeuvrable force taking the Chaos ships close up itit was only a matter of
hours before the Traitors were utterly destroyed.
"matter of hours" to demolish a Chaos fleet.

Page 53
Dark Eldar ships are not protected by the vast energy shields which surround the vessels of other races, but rather employ the form-altering shadowfields. These create an eerie and uncertain fog around Dark Eldar vessels
through which little information can be ascertained. Pinpointing the exact location or speed of a Dark Eldar vessel behind shadowfields can prove very tricky indeed.
Dark Eldar shadowfield defences.

Page 54
A Dark Eldar vessel equipped with mimic engines is able to assume the apparent dimensions of enemy ships, thus allowing the Dark Eldar to sneak up on their prey unseen.The Dark Eldar are able to mimic Imperial, Eldar, Ork, Chaos and Tau ships, but not Tyranid or Necron vessels, so the mimic engine has no effect against either of these fleets.
Mimic engines.

Page 55

Phantom Lance
This is the Dark Eldar equivalent of the pulsar, using dark matter powered lasers.
Dark matter laser. don't ask me how that works.


Page 60
How and why space hulks appear from the Warp and are then drawn back to it is unknown, although there is plentiful evidence for some being controlled or navigated by their inhabitants or some external force.
A prevalant theory. Space hulk suggests that Hulks are tied to and propelled along warp currents, and emergences into realspace are represented by a osrt of warp storm/realspace interface.

Page 63
Orks will quickly accumulate a growing number of Roks, as the Orks ‘build’ them at a prodigious rate. For example, in 147.M41 an Imperial cruiser force swept the Kaloth system for Ork pirates and destroyed seven escort class ships and four Roks. In 148.M41 another expedition encountered twenty-one Roks in the same system and was forced to disengage after the battlecruiser Stalwart Warrior suffered crippling damage and was in danger of being overwhelmed by Ork boarding parties.
Ork Rok construction rates.

Page 66
Unable to properly regulate the massive energy circuitry required to power the Gothic class’ broadside lance batteries, the Meks who constructed the Slamblasta instead pillaged the systems in an attempt to build two much larger lance type weapons. Ork technology being what it is, the weapon ended up much larger in size than in power, but nonetheless the Slamblasta remains an impressive achievement in providing the Orks with a lance-armed vessel.
Ork lances.

Page 67
ORK ‘BATTLESHIPS’
At the outset of the Third Armageddon War, it soon became apparent that the Orks had managed to manufacture ships of a previously unheard of size. Unlike the Roks and hulks upon which they had previously relied for their larger vessels, the Orks now boasted ships of a size comparable to the largest of Imperial cruisers, rivalling the size even of an Imperial battleship. Not expecting such vessels, these Hammer class battlekroozers, as they came to be known, took a terrible toll on the Imperial fleet during the opening weeks of the war. They possessed a typically Orkish resilience coupled with a brutal array of firepower that allowed them to stand a good chance against most battlegroups active in the defence of Armageddon. These vessels, it seemed, had been constructed from the wrecks of crippled Imperial cruisers and battlecruisers. Battleships apparently possessed systems unfathomable to the Orks and subsequently battleship components were never known to appear in these new battlekroozers. Fearing that a conflict on the scale of Armageddon might serve only to provide the Orks with ever more wreckage from which to build such vessels, a policy of destroying ships who had no hope of escape or survival was reluctantly adopted by naval command. Being the clunky, jumbled masses of components that they are, these battlekroozers seemed also to grow in size and firepower as new victories allowed them to plunder or salvage additional systems, even if the Imperium prevented them capturing complete new hulls. Like the Orks themselves, amongst the Hammers a few vessels grew ancient and bloated to such a degree that their sheer size defied any description other than the rather imposing nomenclature of ‘battleship’. Though far too varied in design to represent a class as such, no less than four such battleship-sized vessels were prominent within the Orkmada during the Third Armageddon War, each carrying a uniquely deadly assortment ofbastardised systems.

Orks apparently have some sort of battleship post 3rd Armageddon war, aside from using spacehulks, although they build them from cruisrs/battlecruisers meaning they would come into the small end of the scale. Battleship tech (at least on Imperial scale) seems to be beyond them.
They also seem to be highly customizable, moreso than normal ork ships in that they grow and become more powerful (the most extreme of the normal kroozer/battlekroozer customization at least). They and the others like them appear to be enough of a threat that the Imperium would rather demolish hukls than let the enemy grab them.
Page 68
The prow launchas commonly seen on the Hammer were originally invented to satisfy the insane desire of the Tyrant Uzog Armripper to have both torpedoes and big gunz on the front of his ship. Mekaniak Garzog’s ingenious solution was to rig up parts of the nova cannon conduits to big tubular launchas that could either fire torpedoes or heavy bombardment shells. The upshot of this is that a Hammer Klass cruiser can either fire torpedoes or use bombardment kannon in a turn if the launchas are loaded at the time, but the launchas can only be used if they are loaded using the Reload Ordnance special order after each shot. Garzog thus got it half right and Tyrant Uzog only ripped one of his arms off!
\

Nova cannon components used to fire torpedoes or bombardment cnanon shells. The interesting upshot of this is that it suggests a correlation in weapons diameter between the three weapons types, providing us with a number of ways of estimating bombardment cannon and nova cannon projectile firepower.

Page 72
All this changed in the year 666.M40, when the first recorded incident of a Necron ‘harvest’ took place in the Yuctan system close to the Eastern Fringes. Although sparsely inhabited, the system included an Imperial Naval depot. At the time of the attack the depot was being used by small Imperial squadron consisting of the Dauntless class light cruiser Farsight and half a dozen escort craft. Squadron Farsight was undertaking a long range patrol, and was visiting Yuctan to refuel and re-arm, when it received distress messages from an Imperial colony on the outlying planet of Merida. The squadron moved to intercept and took part in the first recorded encounter between Imperial battlecraft and a Necron fleet. Only one of the Imperial craft survived to tell the tale (the Cobra class destroyer ON37452). The Necrons suffered no losses. By the time a full Imperial fleet could be despatched to the Yuctan system the Necrons had disappeared. And of the human colonists in the system there was not a single trace…
Necron force totally obliterates Imperial fleet save for one Cobra.

Page 72
\
In every encounter so far the Necrons have only been defeated by superior numbers of enemy ships, and wherever the numbers have been even the Necrons have prevailed. Fortunately for the Imperium all of the Necron fleets encountered so far have been small in size, and what should happen if the Necrons should ever attack in force remains to be seen.
more indication that Necron ships are, if we didnt already know, qualitatively superior to Imperium vessels.

Page 72
As we dug its shape become apparent. It was a ship, no doubt it was a ship, yet buried by hundreds of feet of rock. It must have lain there for millions of years, but even after all this time it appeared neither destroyed nor abandoned. It appeared intact, and functional too, and many runes, seams and panels hinted that there might be space within for something else to survive. But what lies within, fear we to ask.
Necron ship buried in hundreds of feet of rock. In an exterminatus situation that suggests a depth you need to go down to hit the 'Crons, and their ships.

Page 73
When the Sepulchre is used make a Leadership test for the enemy vessel being attacked, as a wave of palpable psychic force is generated from the Necron ship. The crew are paralysed by visions of horror, and if
discipline is lost then the crazed crew are likely to do damage to their own ship as they rampage uncontrollably.
'Crons seem to use some psychic weapons technology.

Page 73
Lightning Arc
Stored solar energy is released as a forest of living energy tendrils which envelop targets probing for weaknesses. Lightning arcs function as weapon batteries with two differences.
Firstly, they don’t suffer the normal column shift to the right when attacking vessels who have holofields or shadowfields (the bolts do not need to see) and all targets are treated as
closing.

Lightning arcs seem to be powered by solar energy. May be technobabble like other necron weapons, or maybe they charge them up when they go close to stars (or draw power from them in some exotic way - cf Danw of War Ascension.)

Page 73
Gauss Particle Whip
This is the preferred ranged weapon of the Necron Raiders. A particle beam is projected along a magnetic field across a short (at source) arc, the arc is sufficient to crack the particle
beam like a whip. When a target is hit the beam is energised focusing power similar to the lightning arc batteries, but on a much smaller target area
A gauss weapon, despite being called a particle beam, seems to be a high speed cutting/raking weapon and also likely technobabble like the gauss ground weapons. suggested to be of similar power to the lightning arcs, but simpyl faster/more highly concentrated. (given the yields demonstrated in DoW Ascension, this would be considerable.)

Page 73
Portals are more precise than conventional teleporters and are able to flood enemy ships with a relentless host of Necron Warriors and swarms of Scarabs. Each portal confers an
additional hit and run attack to the Necron vessel
'Crons clearl yhave better boarding capability.

Page 74
“Closing on unidentified spatial anomaly EXK99-0002. Distance 10,000… 9,000… 8,000… Wait… that’s odd… augers are starting to
detect energy fluctuations… -subject gasps- by the Emperor… that’s impossible, these readings are off the scale! ABORT, get us out of here n…”
- Final message, research craft God’s Eye
Imperial vessel destroyed by Necorn vessel at 8,000 somethin g(km?) in one shot. Readings "off the scale" suggests vastly more firepower than Imperial counterparts.

PAge 74
Necron ships are made of a unique sentient metal. To represent these factors all Necron ships with a reactive hull are immune to Damage, Leadership and Movement modifiers from solar flares, radiation, gas clouds and blast markers. All Necron ships are Armour 6, representing the difficulty of targeting them, and in addition receive a special save against each hit to represent the hull’s adaptive qualities. The save is 6+ for Raiders, 5+ for
harvesters and Scythes and 4+ for tombships. If the Necron vessel uses Brace for Impact then the save is modified to 2+ but its stealth properties are instantly compromised. A Necron ship on Brace for Impact orders is reduced to
Armour 4. Last, but by no means least, all Necron Critical repairs are made on 4 or more as the sentient metal attempts to self repair.
Necron reactive hulls remind me of how Vorlon "bio armor" supposedly worked from the b5 series.

Page 74
INERTIALESS DRIVE
Necron drives are capable of interstellar travel without the need to enter the Warp. The drive is fired whenever All Ahead Full orders are issued; instead of obeying the normal rules for this order the ship gains D6 x 10cm additional movement and can make a turn for every 20cm it travels.


An allusion to lensman inertialess drive? It seems to double as both realspace and FTL drive. Its rathr odd that despite being "inertialess" it should still have momentum, given what the Blue book said about starships keeping momentum (WRT turning and shit)

Page 75
Tombships are the largest Necron ships yet encountered by the Imperium. Tombships are large and terrifyingly wellarmed craft, perfectly capable of defeating any Imperial battleship currently in service. Fortunately for the Necrons’ enemies, Tombships are by no means always present in a Necron raiding fleet, and so far have only been met on seven occasions. In each case the tombship was part of a large force, and so far no tombship has been met that was not escorted by at least three of the Scythe class harvest ships described later[
Necron Battleships (Basically), and can easily take out a battleship

Page 75
Whether there are different or larger classes of tombship so far remains a mystery, though one account of an engagement between an Ork fleet and the Necrons mentions a ship so big that it dwarfed an Ork space hulk. Wheter this is true or simply typical Orkish exaggeration remains to be seen
If true, it could be in excess of 50-100km or more.

Page 76
Although the harvest ships appear lightly built compared to the solid designs used by the Imperium, these looks are highly deceptive, and they have proved to be incredibly resilient and difficult to destroy. So far there are only three cases of Imperial ships being able to disable a harvest ship, and in all three cases it required the firepower of several capital ships to achieve the feat. The harvest ship’s resilient design combined with the sophisticated and devastatingly effective Necron weaponry they use makes them a match for all but the largest Imperial craft.
This suggests at least a 2:1 ratio needed to tackle 'Cron ships
Page 76
666.M41 Yuctan: Squadron Farsight destroyed, harvest ships implicated
962.M41 Bora Culpa Incident: Sighted around Bora Culpa, population found to be vanished after recon by Space Wolves Space Marines.


The 'Crons can apparently disappear an entire population (millions or billions?) How we dont know.

Page 76
The Farsight banked steeply away from the enemy, all her port weapons batteries blazing. Squadron Omni turned in her wake, also pouring fire as the remaining battleline crossed the enemy prow. Such well versed tactics proved ineffective. Stauffen could see no evidence of damage to the enemy mothership. Two more enemy vessels appeared, each a flat crescent shaped disk, glowing with a strange light against the blackness of space. They where closing so fast he hardly had time to react. Again the Destroyers fire seemed ineffective, the energy just seemed to dissipate upon impact. As the destroyers continued to turn an arc of lightning from the speeding craft disabled the rearmost vessel in the line. All communications with the stricken escorts bridge where down. ‘Too late to save her’ thought Stauffen, if any where to escape from this disaster then they would have to run. He ordered the destroyers back to Yuctan station, and brought the Farsight round to interpose it between the destroyers and the mothership, which was accelerating after them.

The Destroyers completed their turn and fled away from the ambush, they scattered to best avoid pursuit. Meanwhile the Farsight sat awaiting the mothership’s attack, all gun decks at the ready. The mothership closed with unreal speed. A whip of lightning crackled from the prow, spiralling around the Farsight’s hull and holding it tight in its grasp. Stauffen’s bridge crew wrestle for control in vain, as systems began to fail. Control panels exploded sending bodies flying across the bridge. All targeting systems had failed. The Farsight was a sitting duck. Stauffen commended his crews souls to Emperor as he ordered the plasma reactors to be overloaded.
A vessel fo unknown design (cruiser?) and a squadorn (destoryers) prove incapable of severly damaging an unknonw 'Cron ship. Imperial ships.. not so resilient.

Page 77
The Shroud is an especially stealthy vessel. Its hull is a further refinement of the normal Necron design, which is even harder to detect.
As long as it is not crippled a Shroud will never activate orbital mines or grant the enemy bonuses to their Command checks if it is on special orders.
The Shroud’s superior sensors are capable of relaying information gleaned to the rest of the fleet. If a Necron fleet has any uncrippled Shrouds on the
battlefield the whole fleet will get an extra +1 to their Command checks when any enemy vessel is on special orders.
Necrn hulls are both stealthy and durable.
Page 77
Necron fleets have so far always included numbers of smaller ships roughly equivalent to Imperial escort vessels. Although there have
been two instances of such craft operating on their own, this seems to be the exception rather than the rule, and it appears that they are usually very
closely controlled by the tombships or harvest ships in the fleet.


Smaller necron ships seem to have less overwhelming superiority, although "escorts" is a relative term and we dont know how big these craft are..

Page 78
Dirge class raiders, although never formally identified at the time, are now believed to account for many of the vessels occasionally sighted by Imperial Explorators even before the Yuctan incident and the first known Necron harvest. In 692.M41 an impenetrable layer of unidentified metal was found several hundred metres beneath the surface of Angelis, later to be revealed as some form of alien spacecraft when the vessel rose entirely out of the
sand and departed without trace. In the light of later events, it would seem probable that the ‘Angelis Boat’ was in fact a Dirge class raider.
Buried necron craft "several hundred meters" below the planet

Page 78
Necron fleets, just like their armies, are composed of a horrifying array of unthinking machines intent only on fulfilling their C’tan master’s ancient plans of conquest. Because of this, Necron fleets have no Fleet Commander in the conventional sense,
A bit on C&C. They probably are as remote controlled as the rest of their armies.

PAge 78
The boy had been lucky, or so we had thought. He had escaped the aliens’ holding pens where many of the colonists had proven less fortunate and been taken aboard the alien vessels
to a fate unknown. He could tell us little, he was silent and broken from what he had seen and fell quickly into unconsciousness. The Apothecaries nursed him as they could, but only when he died
and autopsis was begun did the nature of his malady become apparent. Fully thirty of the boy’s needed glands had been cut from his still living body with a precision we could not have thought
possible for such alien monstrosities
Why they took some glands... who the fuck knew. This apparently gives us an idea why they do the Harvest though.

Page 80
As the menace of the Tyranid Hive fleets Kraken, Behemoth and Leviathan stretch across the southern and eastern arms of the galaxy, great swathes of space and even entire sectors have disappeared from the Emperor’s Light beneath the vast shadow of the Hive Mind.
The 'Nids have consumed whole sectors. Nasty, but not ac rippling loss to the Imperium.

Page 80
Imperial scientists believe that hive ships and their attendant drone ships have a deep connection to the Hive Mind – the over-arching gestalt consciousness of the Tyrannic race. This pervasive psychic contact permeates the area around the hive fleet to such an extent that Warp space is distorted for light years around the fleet’s position. Travel through the Warp becomes increasingly uncertain near the Tyrannic fleets and astrotelepathy exceptionally unreliable or completely useless. Many Astropaths have lost their minds in battle with the Tyranids, and entire squadrons have been crippled by dangerous Warp eddies. Thus, as the
hive fleets advance, confusion and terror precede them beneath the suffocating shadow they cast over the doomed worlds in their path.
Apparently its not jus tthe presence of so many ships that creates the Shadow, but the nature of the Hive mind itself and its influence.

Page 80
Hive ships
These void-swimming behemoths act as primary nodes for the Hive Mind and direct the activity of the entire swarm. Hive ships function as living mother ships, bio-factory vessels breeding
and hatching endless swarms of Tyranids to pursue prey across void and planet alike. Though most swarms will typically contain more than one hive ship, in some circles it is believed that there is still a single ship that maintains central control of the entire collective and acts to coordinate the assault, though this cannot be confirmed. There are also unsubstantiated reports that there are a very small number of hive ships in every swarm that are much more massive than the rest. Dwarfing even great battleships, these immeasurably vast creatures arrive very late in the process of planetary assimilation and are believed to be those responsible for the method by which even the atmosphere and oceans are consumed from orbit, as the final stage of the world’s consumption by the hive fleet. Though such a gargantuan organism would explain how once lush and fertile worlds are left barren, airless and sterile, there are as of yet no recorded sightings of such a monstrous creature.
Like iwth ground forces, 'Nid fleets have "synapse" ships that act as command and control nodes. Hive ships (the biggest at least) would be implied to be many tens of km long, given some of the largets battleships we know of (possibly in excess of 60 km as well.) That they appear at the end of a Tyrnaoforming and are suggested to consume the greatest portion of the air and water off a planet (especially if multiple ships are employed) would cororobrate the idea that they might be truly of the massive scale (space hulk size or greater)

Logic dictates that the largest veesles are also probably the key nodes.


Page 80
Kraken, Cruisers and Droneships
These bio-ships range in size from comparable to the escorts of other races to massive ships nearly the equal in size of the hive ships they accompany. Ever evolving, some of these creatures of the void are called Kraken, named after the hive fleet in which they first appeared, identified as specialized biological entities which accompany hive ships in a swarm and defeat each new foe they encounter. Hive ships are known to respond to new threats by birthing more of these Kraken to overwhelm the defences of any sentient race or hapless world they encounter.
Though the Imperium has come to learn much about these creatures of the galactic ether, the distinction between the so-called classes of ship remain unclear. It has only recently, for
instance, been ascertained (through careful observation of the subdual and consumption of Bonnis II in the Coronet Sector) that many of the escorts and cruisers found in typical Tyranid swarms are immature hive ships in various stages of development. It is believed that the Hive Mind nodes in these space-dwelling organisms remain dormant until they are mature enough to project their will across vast reaches of space, though when this takes place in a creature’s life cycle has yet to be determined. Many of these beasts are developed with very specialised abilities that were probably evolved over the Tyranids’ long experience against various races throughout the galaxy. Found in a wide variety of forms, these creatures exhibit bizarre forms that can be quite unlike one another. Unlike the far larger hive ships that have shown a basic pattern of growth despite their great variety, these beasts have shown a diversity of forms and functions so numerous as to defy conventional classification. First described in detail by forces opposing Hive Fleet Kraken, these creatures demonstrate characteristics that are obviously evolved to counter specific threats, and they usually appear in the forefront of a swarm as it approaches insystem to break up enemy formations. It is believed that because some of these ships are evolved to fill such a specialised role, their size varies greatly dependant upon need. Many within the Imperium fear that if such mutability can exist within the lower orders of the Tyranid race, that hive ships and their gargantuan kin could also evolve rapidly and effectively pose an even more direct threat to the forces that oppose them.
Variance from cruiser to escort basically, with a great dela of variation and specialization depending on task. In practice what we have is just one "kind" of creature that grows and evolves into specific roles or purposes (or sizes) depending on various factors. It's implied that the big ships, like their smaller cousins, can 'hyper adapt" to situations. (which is borne out by at least one example.)

Page 81

Vanguard Droneships
These fast scouts are the only type of Tyranid bio-ship that have ever been observed operating independently of a hive fleet. These creatures quickly develop their psychic connection to the Hive Mind, allowing them to be sent far ahead of the hive ship and other synapse vessels, but this comes at a price. They mature quickly and remain slight, flimsy creatures in comparison to their much slower growing (and longer lived) brethren. Vanguard drone ships possess great speed and agility, but are only lightly armed. They appear primarily to act as scouts and travel light years ahead of a swarm to locate and seed suitable prospective planets for assimilation. They may well also act to illuminate enemy vessels for attack by later contingents of the invading swarm. Agents of Mankind have struggled against death itself to gather information about the Hive Mind ever since humans first encountered them in the Tyran system. And, at a huge cost to themselves, they have ascertained more detailed information about the operating activities and
tactics of Tyranid swarms. It is such sacrifice that will allow the Imperium to bolster its defenses.
'nid Scout and recon vessels. Seem to have a FTL (realtime?) connection to the Hive fleet. Apparently capable of independent FTL of the Hive Fleet too. Also act as Elint ships.
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Next to last BFG Armada update, then I am done. Not sure what I'll start covering after that. Probably start chucking out some more of the novels I have stocked up until I've caught up.


Page 83
The nightmarish innards of a bio-ship are an environment hostile enough to rival the worst death-worlds. Even finding a target amongst the organs, nerve centres and arteries is difficult, and in the face of a horde of enraged Tyranid bio-constructs it often becomes fatal.
This probably passes for interinal defenses against boarding.

Page 84
Bio-plasma is treated like a lance shot – roll one dice per point of Strength, and it hits on a 4+ regardless of armour. Because it is a relatively slow moving attack, like that of a bomber squadron, bio-plasma ignores shields.
Unfortunately, this factor also limits the range of bio-plasma to 15cm. Bio-plasma is affected by special orders and crippling just like ordinary lance batteries.
Bio plasma weapons seem to be an exception to the "direct fire" rule. That siad I find it hard to believe they oculd have ranges comparable to Imperium weapons if they moved at single or double digit km/s. hundreds or thousands of km/s is just (barely) beleivable given the relatively short range implied for 'nid weaponry and bio plasma in particular (15 cm = 15,000 km. A few seconds to propogate could be comparable to upper limit velocity torpedoes can achieve.)

Page 84
Feeder Tentacles
Many Tyranid ships have huge tentacles which they use to ‘feed’ on planetary atmospheres, and which can also be used to punch through the hull of a ship allowing the Tyranid organisms inside to assault the enemy.
The "melee" attack of 'Nids. Mighily exaggerated
Page 84
Massive Claws
Tyranid vessels are terrifying in combat at close quarters. Not only are they packed full of bioengineered killing machines, often the ships themselves have specially evolved claws designed to rip through the armour of its target,
or crushing mandibles that latch onto the ship’s prey and then slowly but inevitably tear through decks and gantries.
More melee.

Page 84
Pyro-acidic Batteries
These Tyranid weapons work by launching compact organic shells containing virulent toxins and pyro-acids. These can cause considerable damage on impact, but it is the release of their ravening payloads into the confines of a ship that can prove the most deadly
These seem to qualify as projectile weapons, possibly related to spore mines (which are similar, but also suggested to be thermonuclear in nature.) Otherwise they're clearly technobabble. Presumably they're faster firing than bio plasma too, so they probably have a fair kinetic impact too.

Page 85
Tyranid ships do not have turrets or shields in the normal sense, and instead rely on emitting a constantly replenished physical barrier of spore clouds. Every spore is a Pandora’s box of viral compounds, acids and even nucleonic mutagens capable of eating through hull armour with alarming speed. The combined effect of the millions of spores produces an ablative armour effect as they absorb weapons fire and ordnance directed at the bio-ship they surround.
Spore defneses substitute for shields and point defense. Probably still technobabble.

Page 85
Some Tyranid ships may have launch bays or torpedo batteries. Tyranids may only launch boarding torpedoes, fighters and assault boats, or rather their biological equivalents in the form of giant hull-boring worms, ether- swimming brood carriers, protazoid enzymes, ravening limpet mines and the like. It is also possible for the Tyranid fleet to contain ordnance independently of launch bay equipped vessels.
Tyranid "torpedoes" and "attack craft".

Page 85
Tyranid bio-ships are virtual living factories, spawning their ordnance as needed. Furthermore their broods are virtually autonomous and do not require maintenance or refuelling and rearming in the same way as conventional craft. As such bio-ships have no restrictions on the number of ordnance they can launch during a game and do not run out of ordnance. However, if a bio-ship becomes crippled its generative capacities will be turned completely to self preservation and it may no longer launch ordnance (note that spore clouds will still be produced as noted above).
Tyranid fleet advantage: fairly independent from logistics (maintenance and fuel) and can regrwo their munitions as needed. The obvious limit of course is having organic material on hand

Page 86
Discharge vents wounded. One of the huge biological valves that manoeuvre the ship through the ether are crippled. The bio-ship may not turn until the damage is repaired.
'Nids seem to use some biological reaction drives. Probably one possible use for organic mass/water.

Page 86
Synapse severed. The nerve bundles which connect the ship to the Hive Mind are badly damaged. The bio-ship cannot have its instinctual orders overridden by the Hive Mind until the damage is repaired
Tyranid equivalent of command and control.

Page 86
Bio-plasma detonation. With a blinding flash the ship’s main arteries explode with bio-plasma engulfing the creature and spraying dangerously in all directions. Remove the ship from play, leaving behind a number of blast markers equal to its starting number of hits. Make a bio-plasma attack against every target within 3D6cm, with a Strength equal to half the exploding vessel’s starting damage. Shields and holofields are not effective against the detonation.
Bio plasma seems to be the Tyranid equivalent of a power generation/reactor system. Or perhaps some sort of energy storage system.

Page 87
Tremendous physical variety has been observed in these behemoths, although thick, stone-like armour plates and dense clusters of weapon growths are common features. Despite their seemingly impossible size, hive ships are living creatures incorporating millions of bioengineered organisms. Each is a biological factory capable of creating millions of Tyranid organisms, of replicating genomes and splicing together new creatures perfectly adapted for each new world encountered. Tens of thousands of Tyranid warriors are carried aboard hive ships, the cocooned officers of nightmare hordes yet to be born.
"Stone like armor" and incorporating millions of organisms.. capable of making millions more. Carries tens of thousands of warriors as a rule.

Page 87
A fatal error, ‘twas, listening to that damned old fool. We were carrying virus bombs for the planet below, but Hergol told us since we were in a jam, we might launch a few at the things in space, only it didn’t do a thing to ‘em. Well, so we thought until the damned things rammed us a week later and got hold of the ship. They spat this acid, this burning spittle everywhere, and within and hour, those that didn’t die from the burns
were sick as hell with the same virus we’d hurled at the beast to begin with
'Nid warships immune to virus bombs, but even worse actually adapted them and turned them on the crews in boarding attacks within a week.



Page 88
Tyranid cruiser class vessels represent a mixture of immature hive ships and overgrown escort drones. They are aggressive in their attacks, storming out from the hive fleet in response to any threat to the massive hive ships, often using claws and tentacles to make direct attacks on ships in an effort to physically smash them to pieces. Cruiser sized Tyranid bioships are seldom found far from the hive ship, however, and it has been theorised that they receive their nourishment from them in some manner. Tyranid cruisers are arguably the greatest threat within the Tyranid fleet, since they are themselves massive and well-armed, whilst not being relied upon as a synapse creature. This allows cruisers to attack far more aggressively than hive-ships, since their loss will not greatly endanger associated elements of the fleet. As with most Tyranids vessels, however, their threat is only really effective at close range.
Cruiser class ships. Unlike the hive ships, they seem to receive some measure of resupply from them somehow (probably feeder tentacle.)


Page 88
A moment later, brave Lysander and three thousand other souls were no more as a catastrophic plasma drive overload tore apart the Ashes
of Melchiott.
3000 crew on board a ship.
Page 89
Gigantic organisms perfectly adapted to become predators of the void, Kraken represent a serious threat to shipping as they range around far from the hive fleet seeking prey. Kraken manifest all manner of bizarre and deadly bio-weaponry from the beaked prow of the so-called ‘Ramsmiter Kraken’ to the huge acidic projectile launcher of the Deathburner. Although they represent no direct threat to planets, being entirely space
borne, the Kraken have been known to render entire systems indefensible due to their voracious appetite for transports, space stations, sealed environments and other outposts.
Commerce raiders and dedicated attack ships.

Page 89
Vanguard drone ships range far ahead of the main fleets at times, seeking suitable worlds for the hive ships to feast upon. They carry specific Tyranid infiltration organisms, such as Genestealers, Lictors, Hormagaunts and Leapers which they seed onto likely worlds with spores from low orbit. Vanguard drone ships in close proximity to the hive fleets are those which have either recently returned with such scouting information, or are about to depart with their cargo of woe for more worlds. The threat posed by these organisms to countless planets is such that they are often priority targets in raids against the hive fleets
Scout and recon vessels.

Page 90
Slow and heavy in comparison to the other Tyranid escort class vessels, escort drones are heavily armed for their size and usually come mobhanded. They are often the hive ship’s last line of defence and cluster in dense shoals about the behemoth’s flanks.
Strictly defensive ships.
Page 92
As the hive fleet sails relentlessly on through space, it is continually evolving to meet the enemies that it faces. Individual organisms adapt and refine themselves with each new encounter, while the hive ships perpetually alter the morphology of the new organisms birthed by the fleet. As such, the hive fleet is a continually changing mass, both individually and collectively. This natural adaptation is represented in the Tyranid fleet list in the way that other races have special refits.
As we know, 'nids are constantly changing.

Page 92
Solar Vanes . . . . . . . . . . . . . . +15 pts
The ship has bio-engineered solar wings that spread to absorb the smallest amount of
ambient radiated energy from surrounding space. The ship gains +5cm speed
Solar wings either for propulsion and./or tapping power.

Page 92
Adrenaline Sacs . . . . . . . . . . +10 pts
The primary propulsion valves and constrictor muscles at the rear of the bio-ship have grown in
size and strength. The ship gains +1D6 when on All Ahead Full special orders.
'nid afterburner I suppose.

Page 92
Psychic Scream . . . . . . . . . . . +20 pts
The bio-ship’s connection to the Hive Mind is so pervasive that an indelible psychic reverberation
surrounds the ship, marring its visage to one even more ghastly and fearsome than normal
and instilling visceral terror in any that approach.
Psychic terror weapon.

Page 92
The number of discharge vents along the beast’s length has increased dramatically. The creature
reduces the distance it needs to move before turning by 5cm. Not intended for escorts.'
Again, 'Nid propulsion emthod

Page 92
Reinforced Carapace . . . +10 pts each
The creature has grown to an inordinate size with correspondingly reinforced internal
endostructures and additional ablative carapace, increasing its total mass and capacity to sustain
damage
"ablative carapace"

Page 92
Mucous Membrane . . . . . . . . +20 pts
The bio ship is covered with a slimy coat of mucous making it difficult for relatively slower moving ordnance to attack or damage it
effectively. Bombers and assault boats suffer a -1 modifier (in addition to any other modifiers) when rolling their Attack roll, and all torpedoes must roll +1 to hit (maximum of 6+). Ranged
weapon hits remain unaffected.

Not quite sure how this provides defense against ordnance (probably against bomber muntiions) Some osrt of whipple shield perhaps?

Page 92
Accelerated Healing . . . . . . . +10 pts
The bio-ship has enhanced its ability to heal critical wounds, enabling capital ships to roll
two extra dice in the End phase when attempting to repair critical damage. Not
intended for escorts.

Ships can regenerate too.

Page 92
“We fought them the first day, and our guns tore through them with ease. We fought them the second day and saw our missiles bounce
off a thickened skin they seemed now to bear, so we turned out lances on ‘em. We fought them the
third day, and no cursed thing worked!”
Adapting tougher defences after a day of fighting.

Page 94

Three corrosive acid bolts struck Heroic Endeavour on the lower section of her engine compartment. In panic, her Adeptus Mechanicus enginseers shut
the engines down, venting her combustion chambers as they realised the acid was eating away at the plasma cells that powered the engines. Their quick
thinking undoubtedly saved the ship and, to their immense relief, emergency procedures were able to halt the damage before the acids could breach the
volatile fuel stores. Four hundred and thirty-seven men lost their lives in the attack, but her sister ship, Von Becken, was not so fortunate.
The full force of the Tyranid weapons struck Von Becken broadside on, just behind her swept prow. The sheer force of impact smashed the bolts
through the first layered sections of armoured panels, before the bio-acids ate through the remainder and the full force of the Tyranid weapons engulfed
the mid-level decks of the ship.
Hundreds died in the first moments of impact, smashed to pulp or sucked into space as explosive decompression blew out adjacent sections of the hull.
The acids filled compartments with burning fluids that dissolved flesh and metal in a heartbeat, the fumes as lethal as any nerve agent devised by the
Adeptus Mechanicus. Blast doors rumbled closed, sealing off the area of the impact, but the corrosive fluid liquefied the doors and spilled onwards,
dissolving decks and pouring down onto the screaming men below.
The Von Becken’s hull, already weakened by the acids and under stress from the violent manoeuvring screeched in protest, finally buckling as the venerable
ship split in two.
Torpedoes launched from the Cobras of Hydra squadron streaked through space on blazing tail plumes, arcing for the nearest of the giant manta-like
creatures. A cloud of spores drifted before the ship, and as the torpedoes closed the gap, a swarm of them surged forwards to intercept the missiles.
Explosions rippled through the cloud of spores as the torpedoes smashed through them, some detonating prematurely, some broken apart by the acidic
explosions of the spores.
Not all the torpedoes could be stopped and a handful slammed into the body of the mantis creature, the primary warheads vaporising a chunk of its
hide, before the tail sections exploded, thrusting the powerful centre section of the weapons deep inside the creature to detonate.
The monster’s belly heaved as the torpedoes exploded one after the other and it listed drunkenly as its lifeblood poured from its gaping wounds. But
as grievously wounded as it was, the creature was by no means finished, and it could still fight back. A swelling of intercostal motion pulsed along the
top of the creature and a flurry of jagged spines rippled from its flanks, thousands hurtling towards its attackers like enormous javelins. At such range,
the odds of hitting a relatively fast moving target such as a destroyer were huge, but if you factored in the sheer number and density of the spine
cloud the odds changed dramatically.
Two Cobras exploded as hundred metre spines hammered through their armour, smashing through the armaplas and ceramite hulls with horrifying ease.
The lead vessel’s bridge was destroyed upon first impact, penetrated from prow to stern by a dozen spines, while the second was reduced to a blazing
hulk as three giant spines penetrated her engine core and started dozens of uncontrollable conflagrations.
The last vessel, shielded from instant annihilation by her sister ships, was nevertheless struck several glancing blows and suffered horrendous damage as
several torpedoes being readied for launch exploded in her launch bays. Her crews fought to bring the damage under control, but her captain was forced
to disengage from the battle. His ship’s primary weapon systems were damaged beyond immediate repair and there was nothing more he or his ship
could do to alter the outcome of the battle.
– From the novel ‘Warriors of Ultramar’ by Graham McNeill, courtesy of the Black Library
Self explanatory. will cover in more detial in WoU probably.

PAge 96
The Tau Empire has only expanded into space during the last thousand years. Despite this they have made remarkable progress in developing
both civilian and military starships, and have now reached a level where their ships can be compared to Imperial designs.
Tau progression. Supposedly their vessels "compare" to Imperial designs (early stuff no.. latter stuff muchbetter.)

Page 96
By M39 they had spread through the T’au system and ringed their homeworld with orbital research and
manufacturing facilities
Tau home system.
Page 96
Tau vessels already used a form of gravitic drive. This projected a sheath of gravitic energy ahead of and around the vessel which was continually
re-projected further ahead, drawing the ship behind it rather like an archaic sail.
Sounds a bit like honorverse impeller wedge minus the "re-project further ahead")

Page 96
Tau theorists had long reasoned that other life forms existed and the verification helped confirm the belief that there was a greater
destiny awaiting them. No Tau commented on the sheer good fortune of finding the technology that they so desperately needed on their
doorstep just when they needed it.
Tau are lucky, or were deliberately aided in their advancement.

Page 96
The Tau were able to duplicate the warp drive of the alien ship but the initial test flights were disastrous. Achieving transition to the Warp
required more than technology, it required psychically attuned minds and the Tau race boasted no psykers. Without them to guide the
transition no amount of power could breach the dimensional barriers. The best the Tau could do was make a partial transition, forcing
themselves into the void that separated Warpspace and real space before they were hurled out again like a ball held under water
then released.
Data gathered at great cost during the test flights was studied closely. The Water caste scientists made the observation that the
boundary between real space and warp space was not a neat line. It was closer to being a turbulent ocean fomented by the tempestuous
warp tides below. By carefully angling their descent toward the Warp and extending the field generated by the gravitic drive into a wing,
shaped to hold the vessel down a Tau vessel could extend the duration of the dive considerably. The speeds achieved in the ascent
back to real space were staggering and this coupled with the effect of the Warp on time and space ensured that the real distance covered by
the dive was immense. Early tests lost several drone ships because they inadvertently passed far beyond the sensor range of their recovery
vessels.
The details were soon resolved. There was still a major constraint, only the most powerful (and bulky) drives could sustain the gravitic wing
throughout the dive and the power drain meant that considerable recharge time was needed between dives. Also by comparison to actually
navigating the warp the pace was still very slow. Taking typical Imperial Warp speeds the Tau drive was slower by a factor of five. The speedwas consistent though, did not expose the Tau
to the perils of the Warp and enabled the Tau to expand beyond their home star for the first time.
Best case for "Average" speed is maybe between high tens/low hundreds of thousands of c for warp drive.. so Tau might get thousands or tens of thousands of c. Slower, but infinitely more reliable.
This depends on if we're talking about Astronomican + navigator or without, because other races (like the Kroot) seem to have better propulison even though they lack Navigators. Plus the Tau in the Medusa V campaign were trying to unlock the secrsts of warp travel.

Page 96
The Orks however posed a major problem. Their ships were faster, better shielded and more heavily armed. Against such a dangerous enemy
the Gal’leath class was simply too expensive a resource to risk.
Some Ork vessels in or around Tau space seemed to be better than Tau initial offerings.
Page 97
Firstly a better method of linking space and ground forces was needed. The result was the Manta, a machine capable of fighting in space as a very heavy bomber (it is almost large enough to be considered an Escort) and within an atmosphere as a drop ship and heavy fire support. The use of Oribtal platforms to augment the fleet's firepower became part of stnadard Kor'vattra doctrine as did the imaginative stratagem of using small stations (called Waystations) to create harbours and rendezvous points in deep space where they were safe from detection. The problem of communication over interstellar distances had to be resolved as well. Lacking telepathic communication a Tau fleet, once despatched, was immediately on its own, unable to communicate with its superiors or other elements of the fleet. Strings of waystations were established to relay messages but this was only effective over relatively short distances. Accordingly the Skether'Qan (trans. Messneger) class starship was built. The Messenger was tiny by comparison to the rest of the fleet and crewed by a single pilot aided by the most advanced drones. By reducing the crew to a minimum the messenger was able to be fitted iwth the smallest gravitic drive capable of performing warp dives. Its systems were optimised for storage and relay of vast quantities of data. Urgent messages can now be transmitted by relays of messengers each diving in turn and passing its data to the next vessel in the chain. The method was still clumsy, and coordinating separate fleet formations remains a Kor'vattra weakness necessitating extremely rigorous planning.

Page 98
Tau turrets are extremely sophisticated combining a range of weapon types with overlapping fire zones. Note the Tracking Systems special rules.

.Ion cannon shots vaporise the object struck magnifying the energy discharge. Armour is of no value against them. They function as lances in
all respects.

Railguns of the size mounted on warships require massive amounts of energy to fire despite Tau superconductors. Because of this,
power is routed to a single barrel at a time. The sequence is timed to ensure the first barrel is reloaded before it is charged again. Railguns
function as standard weapons batteries.

Gravitic launchers are massive railguns where mass drivers trigger the initial acceleration before the ships gravitic field is pulsed to
squeeze the missiles toward the enemy at enormous speed. The missiles are dronecontrolled and exceptionally dangerous. See the
ordnance section for more details.
Various tau weapons. Ion cannons magnifying the energy discharge via vaporization suggests they create a mechanical blast/shock effect, relying on that more than raw energy transfr to do the damage. (different from Lances?)
The power usageon railguns is odd, since Imperial ships have railguns too but not this problem. Gravitic launchers seem to be the Tau version of nova cannon/torpedoes I'd guess.

Page 98
Tau shields are formed by shaping the gravitic field to repel incoming fire. They function as normal shields in every respect.
The deflector is a specialised shield generally mounted on the prow of the latest Tau ships. It turns the gravitic sheath around the vessel into
a dense wedge, which is far more effective against incoming fire. If fired at from the front the deflector augments the passive armour
which counts as armour 6.
Tau equivalent of a prow, along with their shields equivlaent.

Page 98
Tau Messengers boast highly advanced data storage and processing facilities to cope with the vast amounts of information they carry.
When linked to ship sensors though this processing power can be used to provide a direct feed to the ships turrets. In fleet actions
Messengers can route this data to nearby Tau vessels.
Tau starship networking/datalink I suppose. An advantage against the Imperium I could imagine.

Page 100
Based on average speeds using full warp travel, not that the average means a great deal, the drive was slower by a factor
of five. It was adequate though and the Explorer could also boast massive cargo capacity, extensive research facilities and
most importantly the ability to serve as a mobile dock for semi-independent ships. Its cargo bays were large enough to carry
modular orbital units, waystations and even (more recently)message boats. It was the galleon of the Tau Empire and for
nearly a hundred tau’cyr it was the only class of ship continually in production.
During this time it moved from mark I to XXIII benefiting from a succession of improvements and special adaptations.
Conflict with the Orks was the class’ death knell. It was not a specialist warship and its weaponry was incapable of keeping
Terrorships and Killkroozers at a distance. Work on the Merchant class was accelerated. When it was complete
production of the Explorer dropped 85%. Refits have proceeded though and the profiles represent the most common
variant in service and the most recent
upgrade.
Ether drive variability. Again it seems like Ether drive is 1/5th "average warp" (tens of thosuands of c maybe.
given a 100 tau'cyr (slightly less than ay ear IIRC) they possibly can build ships faster than the Imperium given all the marks.

Page 100
This vessel may be the last of the Explorer class starships to be built on Dal’yth. Explorer construction is now being wound down and
most work involves converting the older Mk XXIII’s to the Mk XXIV design developed by the Water Caste of Bor’kan.
I'd guess every Tau world can build ships.
Page 102
The Merchant class was originally developed to be the new workhorse of the empire. Its reactors were a fraction of
the size of the Explorer’s power plant but were capable of reaching a third of average warp speed, essential to bind together the
emergent Tau empire. Conflict with the Orks caused significant revision of the design with field modifications that
allowed virtually all the cargo space to be converted to weapons systems if needed.
1/3 warp speed.. better than the early ether drives.

Page 103
The pinnacle of Tau technology, the Hero class was the product of Tau experience during the Damocles Gulf
Crusade. The Tau were determined that they should have a ship that could match the Imperial Lunar class. As it became
evident, they failed but they did succeed in producing a credible ship of the line.
So much for having Imperial equivalents.

Page 103
From
its baptism of fire when it hunted down and destroyed no less than three Ork Onslaughts with a single salvo of
missiles to its most recent encounter with the Dauntless class cruiser Jarrall’s Bane when its Mantas got inside the
Imperial vessels shields and set it ablaze the Khas’a’tah has enjoyed unrivalled success.
Tau seem to do better against Orks now.

Page 104
Just as the Lar’shi is the Tau response to the Imperial Lunar class the Kir’Qath is their answer to the Imperial Sword class. The Kir’Qath is the
only true escort in the Tau fleet and is used in squadrons to provide close support for the larger vessels. Its main weakness is the lengthy recharge
time for its drives. It can make up to half a dozen warp dives in succession but will then be unable to do any more for at least a rot’aa. This means it
is not suitable for scouting as it either travels slowly across interstellar space or risks being unable to retreat when it arrives. This can make it a
liability in rapid fleet manoeuvres consequently squadrons are spread through Tau space where heavier units can call upon them for support if
required
Their ether drives on smaller ships seem to have recharge limits of some kind. Perhaps cooling issues? Or they ruun it off capacitor?

Page 104
The Messenger is the smallest self-sufficient Tau vessel. It mostly comprises a gravitic drive and a hold but it is occasionally used as a fleet
scout as it is quite manoeuvrable and has unmatched data handling and communications facilities. These systems were soon adapted for combat
applications.
Elint vessel?

Page 105
As with their starships, Tau attack craft is operated by the Air Caste, who provide pilots for the Barracuda fighters and Manta bombers. Both of these
forms of attack craft also form an important part of Tau forces planetside, with the Mantas transporting whole Hunter cadres consisting of dozens of
Fire Warriors while Barracudas provide air support. Tau missiles are perhaps the greatest triumph of Tau ordnance, using
drone technology to seek out enemy ships and pursue them relentlessly.
In short their missiles are smaller and have better guidance systems. MAntas transport whole hunter Cadres.

Page 105
Tau missiles are drone-guided and are fired in salvos, each point of torpedo strength represents about 10 actual missiles.
In game terms this makes no difference.
So if they have 6 tubes they could fire up to 60 missiles. Another way to look at it is an individual missile has 1/10th the firepowre of a torpedo.
Page 106
A core module supplies the command, communication, energy and
sensor facilities for an array along with habitats for all key staff. A
core module and all its ancillary modules are treated as one
model for game purposes.
...
Each security module adds 1 turret to the Core module. Also each
security module includes one of the following defence systems, at the
points cost shown:
...
Each manufacturing module provides habitats for its workforce and
greatly expanded energy reserves.
...

Habitat modules are used to allow more Tau to dwell on the array. These
modules do not expand an arrays capabilities but they do make them
larger.
Various modules of Tau orbitals.

Page 107

As the Tau Empire expands out from its homeworld, the Tau inevitably encounter new races previously unknown to them, and to each of
these an offer of allegiance is made. There are many aggressive, arrogant and selfish races in the galaxy, however, and even the Tau often find first
contact results in nothing more than yet another bloody war. There are other races however, who readily accept th e message of the greater good and
take up their place in the Tau Empire. Some of these races are small, perhaps located on just a single world, or else primitive with little useful
resource to offer the Tau, in which case their accession to the Empire is simply a formality, with the benevolent Tau offering protection to these
lesser races while they can expect little other than appreciation and friendship in return.

Other additions to the Empire are advanced in themselves, and the union of two such cultures provides valuable new knowledge, technology and
understanding for both parties. Such races, where able, fulfil their debt to the Tau Empire by a series of tithes which suit their own particular abilities. Able
craftsmen, for instance, may be called upon to provide manufacturing capacity, while aggressive or warlike races will be obligated to provide troops to
the armies of the Tau. There are other races still who do not wish to fully submit to the Empire, but who likewise have no wish for war with the Tau and will
instead strike up armistices or treaties of neutrality, opening up lucrative new markets or providing new allegiances for mutual protection. Such races are
also likely to hire themselves out as mercenaries to the Tau Empire when the opportunity arises.

Tau fleets inevitably reflect this varied mix of peoples and resources, and many Tau fleets will be composed in part of vessels manufactured,
designed or even crewed by other subject races of the Tau Empire. Some of these appear in Tau fleets by way of tribute, fulfilling their obligation to the
Empire. Others are simple mercenaries, lending their particular talents to the young Tau in exchange for rather more tangible reward, while
others may simply be allies by choice, choosing to fight alongside the Tau in the name of mutual safety. Principllay, there are three races commonly
observed as part of Tau fleets – the Kroot, the Nicassar and the Demiurg.
A brief overview of Tau philosohpy (propoganda?) and their alliances.
User avatar
Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Last Armada update.. rounding up (I hope) everything pertaining to Battlefleet gothic I've gotten my hands on, as well as the spinoff thread in general (I hope)... Not sure what I'll cover after this. Enjoy!

Page 107
The Nicassar were the first addition to the Tau Empire and continue to provide ships for the Empire as they are ill-suited for ground combat.
Nicassar have powerful minds though and rely on their telekinetic talents in particular to make up for their own limited mobility.. Their extended
families are semi-nomadic and are driven by insatiable curiosity. This led to their exploration of their home system, as they are most content when
travelling. Because they can survive for long periods in virtual hibernation, they have travelled far from their home world, albeit slowly..
First contact with the Tau came when a Tau Explorer class vessel was setting up a Waystation in interstellar space and sighted a Nicassar flotilla
that had been in space for centuries. As subjects of the Empire the Nicassar must serve the greater good and do so by providing fleets to scout
and explore systems on the fringes of the Tau Empire. They are transported to their station by Tau vessels and commence a leisurely
circuit reporting anything they find.

The Tau have carefully kept the Nicassar from the Imperium as they realise the Nicassar’s psychic powers would fuel the worst excesses of human
xenophobia.”When a family travels numerous dhows travel docked together forming a larger community in which some members will be hibernating while others remain on watch.
Nicassar dhows are small but elegant yachts that are propelled by their captains’ psychic powers. These are very manoeuvrable but lack any
practical interstellar capacity and until recently any significant firepower.

Since being incorporated into the Empire however their weaponry has been updated to Tau levels.
The fact they use TK skills to push the ship is rather impressive even if in groups


Page 108
Unlike the Tau, the Kroot are capable of true warp travel but the exact method has been kept secret from their employers. To the Kroot, warp travel is almost
migratory and they seem incapable of navigating anywhere other than systems with habitable worlds. It appears they are drawn to functioning eco-systems
The famous Kroot Warspheres are self-contained towns wherein is kept the retained knowledge of Kroot technology and the choicest items they have
received as payment for their services. As such they do not risk them in battle willingly and try to avoid direct action against warships unless the need is great
or they are being exceptionally well rewarded.

Warspheres have a single drive running through their core from north to south pole and manoeuvring thrusters along their equator. These engines are reliable
but very basic making Warspheres very slow. They are powerful enough to allow the Warsphere to land and take-off from a planet although the process is not
elegant. When dirtside the manoeuvring thrusters will normally be used to bury the Warsphere.
Kroot vessels. Despite being warp based they seem optimised for long term travel

Page 109
Once a supremely rare sight, the gigantic stately commerce vessels of the Demiurg have been seen with increasing regularity in the Ultima Segmentum over recent centuries. Although known in legend among many indigenous races through the region, Demiurg vessels avoid Imperium-claimed space scrupulously unless specifically invited in. Unfortunately, less than scrupulous planetary governors have been known to employ Demiurg forces to bolster their own positions, inviting Inquisitorial censure for their truck with aliens.

Fleet strategists have postulated a link between the ships and the expansion of the Tau Empire on the Eastern Fringe, citing three confirmed sightings of Tau/Demiurg or Kroot/Demiurg fleets in the region of the Damocles Gulf. Others have suggested that the nomadic movement of the mysterious Demiurg demonstrates only an opportunistic desire to capitalise on the disruption caused by the Tyranid hivefleets
...
The curious shielding arrangement of Demiurg vessels dissipates the effects of ionised gases and repels larger obstacles in its path.
...
The cutting beam is a short ranged but devastating ionisation beam usually employed for gouging out recalcitrant moonlets.

..

Demiurg ordnance is reconfigured from its automated mining machines within the cavernous dorsal launch bays. Some Demiurg
ships are equipped with launch bays which are also permitted to fire torpedoes.
Demiurg, rumored by many to be the replacement space dwarfs for the squats. "ioniszation beam" = ion beam? The mining gear seem to b multi-function.

Page 110
Strongholds appear to act as factory/processor vessels and bases for a fleet of intersytem asteroid mining pods, haulage flyers and prospector
probes (it is theorized that many of these are automated). Typically, lone strongholds have been encountered in the flare or mercurial zones of uninhabited star sytems, hanging motionless and prow-on to the star with a cloud of small craft busily hustling to and fro to exploit local resources.
Orbital mining capacity.

Page 110
A notable trait of the Stronghold class is its employment of an array of electromagnetic fields around its prow to scoop up
interstellar hydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet effect but the complex shielding it requires evidently produces
numerous other benefits. This process is little understood by the Adeptus Mechancius and they would dearly like to secure an intact Stronghold for
investigation, but thus far the opportunity has eluded them.
I guess Strongohlds use a bussard ramjet type design.


Page 110
astion class vessels appear to be more heavily configured for asteroid mining than the stately Stronghold, which is known to function as a factory/processor. Presumably resources and finished goods are exchanged between these vessels but there are no eye witness reports of such Scattered reports by Rogue Traders indicate that a Bastion class vessel is crewed by a ‘brotherhood’ and that Strongholds are homes to typically two or three brotherhoods, it is possible that Strongholds and Bastions form some extended affiliation but if this the case each group must be widely scattered in different systems light years apart. The one
exception to this is when the Demiurg muster for war, when two or three Bastions gather to protect each Stronghold.

As warships, Bastions compare to cruisers in most respects, though impressive lance turrets and battery firepower at close ranges make them a thorny prospect. As
with the Stronghold class, Bastions have the capacity for launching mining craft and probes reconfigured as attack craft and torpedoes. Also, like the Stronghold, the Bastion uses an e lectromagnetic field to scoop up interstellar hydrogen and accelerate it to the rear of the ship to provide motive power and energy for the specialised cutting beam it employs for cracking asteroids or enemy ships.
More Demiurg ships. They seem to run on "brotherhoods" much lik ethe Squats did, and like the Squats are miners. Could the remnants of the Squat race who had survived the 'Nids become the Demiurg?


Page 117
Not all trnasport vessels are quite so slight and so fragile as the typical escort sized ships used in the role. Also available to merchant fleets are cruiser-sized, heavy transports, such as those shown below.
"Heavy transports" are cruiser sized. Smaller transports (more typical ones) seem to be escort sized. 2.5-5 km or so for cruisers, maybe 500-2/3 km for escorts.


Page 130
The Second Armageddon War, Ghazghkull’s first invasion of that ill-fated planet, had cost the Imperium dearly. As the Imperium finally repelled the Ork invaders, their forces pushed outwards to reclaim worlds and systems which had been cut off for years, finding most of them to be little more than smouldering wrecks. Rebuilding even a tiny portion of the carnage wreaked by the Orks would stretch the Imperium’s resources to the limit. More pressingly, ensuring a sturdy defence during this time, to guard against further opportunistic attacks, would be a tall order with the depleted, dilapidated and demoralised forces now
available to the Imperium.
Ghazzie's attack on Armageddon, as noted before has encompassed multiple systems. REcovery from this war seems to be harder for the Impreium to handle, despite the Gothic War, various Tyranid wars, and various Black Crusades. Go figure. Could the damage have extneded beyond a sector?

Page 130

A generation later, when further Ork attacks on systems surrounding Armageddon started to drastically cut the amount of merchant shipping voyaging to the main system, the Triumph and other ships of the Imperial Navy found themselves stretched to breaking point. There were simply too few ships to cover so much space and it was the merchant transports that were feeling the effect. An appeal for reinforcements was met by the arrival of Admiral Parol on board His Will, accompanied by three first line cruiser squadrons.
need for additional ships to provide shipping escort.

Page 130
The Third Armageddon War began in earnest when the Ork fleet re-entered normal space at the very fringes of the Armageddon system, converging immediately on Monitor Station Dante, one of three stations specially designed to guard against just such an attack. Dante survived barely long enough to open a communications channel, let alone broadcast a distress signal, but for the defenders of Armageddon, already convinced that attack was inevitable, the breakdown in such communications was all the proof they needed that Ghazghkull had returned. While the ground forces in Armageddon and its
neighbouring systems were placed on high alert, preparations were made for deep space conflict. Admiral Parol, commanding the fleet from his flagship His Will, led seven cruiser groups against the invading Ork fleet, intercepting them close to the high-gravity world of Pelucidar.


Events that have been recounted many times.


Page 130
Regardless, perhaps feeling the burden of hope placed upon him, Parol felt forced to commit his entire fleet to an action staged around Pelucidar.
Within five days of leaving St. Jowen’s Dock, the Imperial fleet had encountered leading elements of the Ork fleet, decoying enemy
escorts with the battleships as the faster moving Imperial cruisers used Pelucidar’s gravity well to swing around the Orks’ flanks.
5 days to cover around 5.1 AU (IIRC) is not terribly impressive.


map

Page 130
The Triumph and His Will worked in concert, combining their fearsome lance armament to create a lethal web of firepower that no Ork vessel could survive for long. Over sixty enemy escorts were blasted apart for no loss on the Imperial side.
two Battleships using lances frag 60 ork escorts.

Page 131
As the bulk of the alien fleet moved further into the Armageddon system, the Imperial ships suffered greatly as the Orks’ combined numbers and suicidal rushes threatened to overwhelm the Naval line


Page 131
Almost immediately, an oversized squadron of kroozers took advantage of the break in the Imperial line and surged forward, taking little damage from His Will’s long ranged broadside fire, before bracketing the Triumph and bombarding her with massed fire. Triumph’s shields failed within seconds and its ancient hull was soon battered by crude but heavy Ork weaponry. As the kroozers moved closer to the battleship, a series of boarding attempts by attack craft and teleporters took the battle into the very heart of the Triumph, where its crewmen fought valiantly hand-to-hand against the Orks. As crew were diverted from their main duties to fight the boarders, the kroozers in the void outside found it easier to continue their bombardment of the increasingly sluggish Triumph, heedless of the lives of the Orks they had already sent to board the battleship.

...
The fighting to clear the Ork boarders from his vessel reportedly took another four days to complete.
Ork assault on the Battleship. Ork Kroozer squad (no idea how many.. more than 6?) pulled it off. Orks use teleporters to board. Possible indicaiton of days of battle too.


Page 131
With the Triumph out of action and three more Ork fleets detected entering the Armageddon system, Admiral Parol was forced to disengage the remainder of his ships and regroup them to slow the Ork advance through Imperial space by any means he could.
3 more fleets detected entering. Implies some measure of fTL capability.

Page 132
In the event, the Orks seemed to care little for the Imperial fleet, obviously viewing a fleeing enemy as good as a destroyed one and instead sped forward as fast as they could towards the glittering jewel of Armageddon itself


Possibly a mistake on the ork's part, ultimately.


Page 131
First to feel the wrath of the Ork fleets was the sector naval facility of St. Jowen’s Dock, as facility commander, Captain Starrkos, recorded in a transmission to Admiral Parol in the days after Pelucidar: “I must now report on our own situation here on St. Jowen’s Dock. As the Ork fleet swept past your line, we prepared for multiple boarding actions but, incredibly, the Orks opted for simple bombardment. Few enemy vessels attempted orbit of our dock, preferring instead to simply unload ammunition into our hull as they continued their headlong rush towards Armageddon itself. I feel that we were in no way a target for them – St. Jowen’s Dock was just in their way. Over ninety percent of our surface defences were destroyed in the first seven hours of the attack, negating our ability to strike back at the invaders.
St Jowen's dock bombarded for days, with defences negated in merely th first seven hours.

Page 132
Almost in unison, more than a dozen battlebarges and several dozen strike cruisers pummelled Ghazghkull’s fleet with torpedoes and bombardment cannon, virtually demolishing the first wave of escorts and crippling the hulk, Rumbledeth.
Space Marines vs Orks.


Page 132
In the Imperium’s long history, combined actions where Imperial Navy elements acted principally as transports for the lumbering Imperial Guard armies, or as reserves guarding supply chains and patrol routes were common, as were the many space-bound wars which the Navy had become accustomed to fighting.
"Traditional" navy roles and doctrine.

page 132
Simply using the Navy to defeat the Orks in space had proved impossible, since Ghazghkull had no reason to allow any portion of his fleet to be drawn into combat where superior Imperial discipline would probably overwhelm Ork brutality. Likewise, relying on the speedy deployment of ground forces to counter the Orks as they landed was ineffective. The Ork horde was simply too great in numbers to be conclusively beaten in a solely planetside conflict, but likewise too vast, and what’s more too reticent to be properly engaged in space. Instead a new strategy had to be devised – one allowing the Imperial Navy to operate effectively in deep space, despite being overwhelmingly outnumbered, whilst maintaining enough of a transport capacity to ensure that no single enclave of the system became overlooked or cut off from the Imperial effort. For virtually the first time since the Heresy, a system wide war had broken out which required the complete integration of ground and fleet actions.
The Armageddon war demonstrates that, when forced to, the Imperium can overthrow the oft stated "stagnation" and get shit done, even if just temporarily.

PAge 132
These problems, initially at least, were not easily overcome. Unusually, the majority of the Imperial fleet was made up of Space Marine vessels, and their role in this mixed campaign was initially unclear
complications in coordination, considering the autonomy of Space Marines.

Page 132
Commitments on the ground led to an undermanned Space Marine fleet, and one further stymied by the need to remain close to their attendant ground forces should the need for sudden movements arise.
further problems imposed by the Astartes contingent of the space based forces.

Page 132
After several horrifying defeats in the early part of the war, the Space Marines quickly came to realise, however, that the almost unstoppable numbers in which the Orks were arriving on Armageddon itself was only being exacerbated by their failure to deal with the threat effectively in space. Angry at his counterpart’s arrogant dismissal of the Imperial Navy, High Marshall Helbrecht of the Black Templars restructured firstly his own men, then gradually all Imperial forces, to better fight the war system wide. Helbrecht, like many descendants of Dorn, had always prided himself on his willingness to cooperate with other elements of the monolithic Imperial institutions, and his skill at negotiation and delegation proved pivotal. Helbrecht himself assumed joint command of the fleet, taking responsibility for organised movement and transport affairs whilst Parol was freed to dedicate his time solely to the actual matter of fighting one
of the Imperium’s largest ever space conflicts.
I have to say, Helbrecht impressed the hell out of me here, preferring unity over Space Marine ego. Reminds me a bit of the Fists Captain from Storm of Iron.


PAge 132
Indeed, the Salamanders, one of the Chapters hardest hit in the early stages of the conflict, reluctantly reported to Helbrecht that two of their much needed battlebarges would be unable to attend as they had been left in a state of near abandonment for several weeks following an overzealous commitment of their crews to the fighting around Acheron Hive.
Implied usage of even the serfs in ground combat.

Page 133
At the battle later dubbed ‘Helbrecht’s’ Revenge, a Space Marine fleet acting in wedge formation (a tactic allowing powerful forward bombardment whilst retaining as many defensive attributes as possible) closed upon the Ork hulk, Rokdroppa.
space Marine space based fleet tacitcs.

Page 133
Against the wedge of vessels, Rokdroppa was unable to move itself into a good firing position without leaving itself vulnerable, even with the sizeable armada of escorts, kroozers and roks which accompanied it. No matter which way it turned, Rokdroppa found itself pummelled by bombardment cannons. The Orks, unable to resist the urge to close with the enemy, only brought themselves closer to the hungry guns of the Space Marine fleet.
At the loss of two thirds of its escorting vessels and the apparent death of its Warboss, Rokdroppa finally turned to disengage, though it was too late and its hurried flight served only to bring it into the sights of Ebon Flame, a Black Dragons battlebarge operating in the honour position of the left hand flank of the wedge.
Mere moments after it came into range, the Rokdroppa was torn clean in two, even its wreckage pummelled by the astute Helbrecht for fear such a large chunk of a hulk might fall planetward if left simply to float through the ether.
Space marines obliterate a space hulk, its supporting escorts..


Page 133
Parol deployed a cordon of battleships and cruisers to the rear of the Space Marines while determined packs of Imperial escorts saw off the already intimidated
Orks. Parol’s manoeuvre allowed the Space Marines the time needed to disengage from their highly effective, but woefully immobile, wedge formation in safety.
The Wedge formation seems to optimize firepower and defense at the tradeoff of mobility.

Page 133
Insurgencies beyond the blockade were still frequent however, and when they did occur, Parol carefully monitored the movement of the Ork hulks in question, waiting for them to approach within precise ranges of other key points of the blockade. At meticulously timed opportunities, battlebarges would make a single speedy movement towards a rendezvous point before disabling their own systems and gliding coldly and silently on a straight collision course with the invading hulk. Several hulks and the battleship Gorbag’s Revenge were lost to this new ‘silent running’ tactic, where battlebarges would suddenly engage their systems and appear to emerge from nowhere to quickly cripple their unsuspecting prey. Ever the masters of hit-and-run warfare, silent running quickly became a favourite tactic of the White Scars elements of the Imperial fleet, keenly rejoicing in the unexpected ability to fight by their own favoured means, even in the cold blackness of space. The White Scars’ battlebarge Plainsmaster was even renamed The Silent Horseman in honour of this newly adopted mode of attack.


Space Marine battlebarges can run stealthy


Page 134
Ground forces on Armageddon itself reported a brief, three week long period when, at initially unconnected times of day, the tellyporta drops seemed almost to stop completely, with those that did arrive presenting an extraordinarily high number of dead Orks, hideously mutilated by the process. Captain Fitzmander, a skilled pirate hunter, realised there were only two possible causes – a sudden failure of the Orky technology (unlikely, since as far as anyone knew, Orkimedes was still alive and well), or some unexpected change in the conditions from which the tellyporta was operating. Fitzmander narrowed down the likely causes to the area around Namara, where a fluke alignment of planets had captured the tiny world of Chosin exactly equidistant between its gigantic neighbours, Namara and Gramaul, exerting countless unpredictable astronomical forces upon all three. Most acutely, as revealed by long range sensor probes conducted by Green Lake, was the distortion of energy and electrical activity around Namara, where the gravity of the other two planets had conspired to distort such signals. Working on the theory that this must be the source of the tellyporta disruption, the Green Lake headed as swiftly as possible for Namara.

Sure enough, in orbit about the planet Fitzmander located the Ork hulk, Skullbanga. The Green Lake closed quickly, attacking from close range with substantial broadside firepower. Lacking the fighta-bommas that would be the customary response to a lone battleship such as this and with only limited numbers of escort vessels, Skullbanga was so badly mauled that it was crippled as it attempted to enter Warp, the strain of which utterly destroyed the hulk.
Hunt for the Super genius Ork Mek and the uber-teleporter. The tellyporta seems to have insane (millions of km? AU?) range.

Page 134
Dethdeala it seemed, also bore a tellyporta, perhaps without sufficient range for planetary landings, but nonetheless sufficiently powerful to flood the Green Lake with Orks at a distance where ordinarily only the most long range weapons should have been effective.
This implies the range might be alot shorter (hundreds of thousands ot a few million km)

Page 135

The destroyer squadron, Brothers of Cale, made a long distance sighting of another Ork hulk in the debris of Mannheim station. Tortured by the
loss of his old friend Fitzmander, Parol led the attack on the hulk in person. Just as Skullbanga had done, the hulk, never properly identified by Imperial sources, broke from orbit and fled, attempting to enter the Warp.
spotting a new hulk.. apparently ,there may have been more than initially reported.

Page 135
Similarly concerned that the Orks might simply use their retreat as a means to attack nearby worlds whilst such substantial numbers of men
were tied up on Armageddon, Yarrick ordered that all ground based Imperial Guard reserves return to fleet transport to be ready for any new
planetary assaults, should the need arise.
using fleet transports as a launch off point for further assault.

Page 135
[quot]
The Imperium of Man is a vast and nigh immutable thing, unchanged in millenia as much through its own reluctance as through any lack of means.
Typically for such a lumbering organisation, the bold and courageous kind of reforms which Helbrecht and Parol had instituted to win such
a victory as they could were all too quickly forgotten in their absence. As the conflict in space relented a little, pedantic Imperial
captains quickly fell into the old habits of needless bureacracy, insisting on pointless movements of vessels solely to restore old and
unnecessary arrangements of battlegroups and fleets, as much for their own comfort and sense of place as for any good strategic reason.

With such pointless deeds, the Imperial Navy, having achieved such remarkable success from so pitiful a position at the start of the war, now
just as astonishingly neglected its advantage, content simply to patrol and defend the blockade which Parol had intended to act as a
base for later campaigns, not simply as a place of rest for the lazy or cowardly. A hard won advantage rests in Imperial hands, though
whilst Parol remains missing presumed lost, it is hard to imagine when, if ever, it will be decisively pressed.[/quote]

As I noted, they managed to overcome idiocy and inertia, but with the threat over the status quo invariably took over.

Page 142
Justicar sub sector
:
2 mining, 1 Agri, 2 hive, 1 Uninhabited, 3 Civilized worlds - 9 total

Capital - Justicar (hive world)

Voss subsector
2 Hive, 2 mining, 1 Forge, 1 uninhabited, 1 Penal, 3 civilised - 10 total.

Capital ? Voss (forge world)

Desedna & Paleoth subsector

5 uninhabited, 2 agri worlds, 1 mining, 2 civilised

Desedna (agri) Paleoth (civilised)

Armageddon sub-sector

7 Agri worlds, 3 mining worlds, 1 Hive world, 3 civilised worlds - 14 total

Armageddon capital

Note: Other worlds are noted to have contributed regiments: Noctan (civilised), Pyran (civilised), Krourk (Ogryn, Mining world), Jopall (Agri), Minerva (Civilised), Semtexia (Mining)...

Golgotha sub-sector
1 Mining, 1 forge, 2 Agri, 1 Civilised, 5 Ork infested - 10 total

Golgoth - capital, infested.

Subsector maps in and around aRmageddon and the major worlds.

Page 142
Around these warp flares, small Chaos fleets emerged to prey upon those Imperial vessels stranded in small numbers by the inhospitable
conditions, brutally massacring them all. Most horrifically, alongside these emergent Chaos fleets, there came reports of weird, ethereal
Daemon ships, seemingly creatures of the warp carried into material realm on the tides of Chaos. Imperial fleets engaged these vessels
where they could, though many reported them intangible and elusive, translating to and from the warp at will, making their ambushes and
raids all the more deadly.
more on the random and precise ability of Daemonships to jump to and from the warp.

Page 142
The massacre on Cadia, however, meant that the Imperial fleets’ numbers were bolstered dramatically in the following days, as reinforcements arrived
from neighbouring sectors, including an almost unprecedented number of Chapters of the Adeptus Astartes also responding to the call for aid in the aftermath of Kasr Tyrok. The Gothic class cruiser, Abridal’s Glory, even filed a report of a Fortress Monastery entering the region, suggesting that even to the Space Marines, coming events were of the greatest importance
Response tim ein "days" from surrounding sectors.

Page 143
A patrol group, delivering Cadian Kasrkin to the planet of Urthwart, were to make the discovery. They came upon Urthwart to find it already lost,
enslaved utterly by Chaos. Nothing there could be saved, and the Kasrkin made ready to withdraw, perhaps suspecting they had arrived
too late. In truth, the fact that they had arrived at all was the enemy’s ultimate success. As the Cadians made ready to withdraw, the space
around Urthwart was eclipsed by a Chaos fleet emerging from the Eye of Terror. At the centre of this armada of the Dark Gods, horrifying and
incomprehensible, came the Planet Killer. In a matter of hours, Urthwart became a victim of the aptly-named Planet Killer – the world and
all it had ever contained committed instantly to history by this greatest of Abaddon’s machineries.
Kasrkin company? Battalion? regiment?

Implication is that the Planet killer made close emergence from the warp near the planet, thoguh how close we dont know. Alternately, it took mere "hours" from emergence to reach the planet and destroy it, which hints at substnatial acceleraiton over the typical "emergence distances" (tens of millions to billions of km)

Page 143
Captain Agenager, adopting control of the fleet after Pulaski’s demise ordered the fleet into a cross formation, arranging their broadsides against the Chaos fleet where vessels could defend one another with massed firepower and turrets, fending off enemy attack craft and creating a vicious zone of crossfire to their port and starboard. The immobility of the formation left Agenager with little hope of escape, but would at least stall the Chaos advance.
Another Imperial formation, again with mobility limitations.

Page 144
The Imperium’s defences were thinly spread, even around the Cadian Gate where the so called Bastion fleets stand as the
largest permanent Imperial Navy element outside of the Solar system
Solar systme defenses are bigger than The Bastion fleets.

Page 144
The Imperial Navy is, ultimately, an inevitability. Stretched out across the thousands of light years of Imperial Space, dispersed across a hundred warzones, patrol routes and shipping lanes it is far from the most reactive force in the Emperor’s service.
self explanatory.

Page 144
The Imperial Navy had been forced to divide its assets across hundreds of worlds at the outset of the war.
..

Where Imperial defences had been overstretched at the outset of the war, they soon stood reinforced by dozens of
neighbouring battlefleets. Tiny patrols, at first hopelessly outnumbered and overwhelmed by
Abaddon’s invasion, mustered together into battlefleets numbering hundreds of vessels.
"battlefleets numbering hundreds", and small forces having to defend hundreds of worlds. could imply many tens of thousands of ships deployed to stop Abbadon's incursions, from "dozens" of battlefleets.

At the very least you get many many hundreds of ships from dozens of battlefleets, and not getting totally depleted in the process.


Page 144
The fearsome reputation earned by the Mars class battlecruiser, Imperious, was such that the order was given to refit all returning
battlecruisers of the same class with the same targeting matrix that the Imperious had adopted after the battle of Orar, as and when
their re-commissioning became necessary. Few such vessels now remain with the original Mars class configuration, much to the chagrin of the
rather conservatively minded members of the Adeptus Mechanicus.
They upgraded all the Mars class to have the Imperious' targeting system for nova cannon, something the AdMech apparently didn't care for.

Page 144
To prevent against any counter attack by the traitor fleets in the immediate aftermath of the Gothic War, a plea for aid was sent out to the Adeptus Astartes and within fifty years large contingents of White Consuls and Exorcists vessels (many of whom had fought briefly in the war) became near permanent fixtures in the sector. By the end of the 41st millennium many of these remained still within the Gothic sector for at least part of their lengthy tours of duty, and as such a considerable number of Space Marine vessels journeyed with the rest of Battlefleet Gothic towards the Eye of Terror
Post gothic war the White Consuls and Exorcists chapters made permanant homes in the Gothic sector.

Page 145
A thousand small battles were already lost for the Imperium – worlds engulfed by cults and treacherous defenders, worlds decimated by the Plague of Unbelief and other forgotten battlefields were already far past the point at which they might be saved. Indeed, fighting the war across a front scattered like a thousand broken shards had undoubtedly stymied the Imperium in the early days of the invasion, forced to spread its already hard pressed assets, uncertain of where the hardest blow might land.
Chaos winning a "thousand battles" in the 13th Black Crusade, efforts that stymied the Imperium in the early days in deploying its assets. Implies deployment times of days over hundreds, if not thousands of LY.

Page 145
As an act of vengeance, Abaddon despatched the Planet Killer to Macharia. A desperate boarding action by Space Marine Honour Guard companies failed to prevent the Planet Killer firing, but damaged its shields. As a consequence, debris from the shattered world struck the Planet Killer, which was last seen tumbling away into wilderness space critically damaged.
Withous shields, debris from the planet killer's destroed victim damaged it and sent it reeling.

Page 146
Sailors are largely uneducated men, and if knowledge that would otherwise be beyond their ken can be imparted to
them in the form of superstition, its validity matters little.
The power of legend, does not merely grasp the hearts of the sailors of the Imperial Navy, however. In a society
as stagnant and unchanging as the Imperium, memories dwell long in the conscience. Word of mouth perpetuates
the deeds of heroes and villains centuries after their flesh and blood has passed to dust. Terrifying monuments and
uninhabited, abandoned cities across worlds once ravaged by war stand as totems to what has passed there, while
the sight of ever-ready patrol groups, battlefleets and infantry regiments prowling the stars serve as a constant
reminder that wars which may have raged and burned out centuries before still flicker brightly enough to return
and engulf mankind at any moment.
Obligatory bleak grimdark.

PAge 146
So it is that across the Gothic sector – a place ravaged by Abaddon’s twenty year war in hungry pursuit of unspeakable goals – the infamy of his deeds, the bitter cost of his predations and the dread of his very name is still writ large upon a thousand worlds.
Again implication of a "thousand worlds" (or at least relevant worlds) in the Gothic sector. Of course we aren't told about what kind of worlds (some could be very minor.)

Page 146
As rumours began to emerge of a vast monstrosity, dubbed the Planet Killer, in action around the Eye of Terror, many wise Imperial commanders gave thought to that infamous vessel’s past. While many doubted the Planet Killer had ever existed at all, and more still doubted its return, those most erudite members of the Admiralty realised that if the Planet Killer did indeed exist it had been defeated, if not destroyed, at least once
before.
Ther'es stilld oubt about the existenc eof the Planet Killer.

Page 146
So it was that the order was given for the original member vessels of the Omega squadron to relocate to the Eye of Terror on special
detail to find and destroy the Planet Killer. Alongside them, almost two thirds of Battlefleet Gothic would venture to sectors outlying the Eye of Terror to
reinforce the beleaguered Battlefleets Cadia, Agrappina and Scarus already valiantly engaged there. By the time Battlefleet Gothic arrived in the region,
however, the war effort was a sorry state of affairs. The Cadia and Agrapinna sectors lay under siege, annexed by the pincer movement of Abaddon’s own Black Legion fleet and Typhus’ Plaguefleet. Quarren had already ordered the fleet to withdraw from the vicinity of Cadia and much of Agrapinnaa – the war effort there would have to rely on the valiant Imperial Guard and Adeptus Astartes assembled there. Instead, Battlefleet Gothic and the other Imperial reinforcements joined Quarren in prowling space around the Eye of Terror making opportunistic attacks against smaller elements of the Chaos fleet where they could, slowly scouring the smaller systems and sub-sectors that some kind of advantage might be restored.
2/3 of Battlefleet Gothic, alnogside Omega squadorn, deployed.Implied transit time far less than a year. The Gothic sector seems to be at least 30K LY from the Cadian sector and the EYE. Tens to a few hundred of thousands of c assuming "months")


Page 147
A Chaos fleet led by the Planet Killer heads towards the Cadia system to join Typhus and his Plague Fleet. Imperial forces on patrol detect
the fleet and quickly change course. Their only option is to stop or at least stall this advancing Chaos fleet before they can join the main
warfleet around Cadia.
FTL detection?


Page 148
Forces sector wide have been split up into smaller patrols and sent in to cripple or destroy as much of the Chaos rearguard as possible
before they are destroyed themselves. The targeted Chaos forces are experiencing radar malfunctions due to the presence of jammer mines
scattered in their way. The time to strike is now. If the Forces of Order cause enough damage, then these rearguard fleets will be rendered
temporarily ineffective, buying the systems ahead some time to organize their defences. The odds are stacked against the Imperium, but
stealth may just triumph over numerical superiority.
Rader jamming mines. EW.

Page 151
To make matters even more difficult, there are reports that the ruinous powers have infused orbital mines with Daemonic power. This can only be a bad thing.
daemon mines.

Page 152
Warp Storms have ravaged several sectors, making travel through them difficult at best, and in many cases impossible. Many warp rifts
have opened up along transport channels as a result of these storms. These vital channels have been rendered doubly dangerous by the
disturbing fact that the arriving Chaos fleets have found a way to use the Warp Rifts to their advantage. The transports must continue to
deliver their important cargo on time and so convoy escort fleets have doubled in size to repel any would-be attackers.
In some casses, Warp rifts can be used (by Chaos at least) for navigational purposes.

Page 154
Scelus subsector
1 Forge, 1 Uninhaibted, one Mining (Scelus is a Forge world)

Medusan subsector

2 Uninhabited, one Hive, one Penal (Medusa an uninhabited world)

Caliban subsector =

2 uninhabited one penal (Caliban ruins uninhabitable)

Eidolon subsector - both unknown.

Belial IV subsector: 3 uninhabited, one mining (Belial 4 uninhabitable)
Subsector maps. I'm pretty sure they're limited.


Page 154
Scarus sector: 2 forge world, 5 hive world, 2 uninhabitable, 2 agri worlds, one civilised world
Scarus sector is pretty heavily developed it would seem.

Page 154
Nemesis Teessera

One hive, one unhianbitable, one penal, one Agri (Nemesis Tessera uninhabitable)

Sentinel worlds:
8 uninhabitable, one agri world

Chinchare sub-sector

3 mining, 2 uninhabitable, 1 agri world. (Chinchare mining)
More subsectors.

Page 155
Corona Sector:
1 Hive, 1 agri, one civilised (Belis Corona = civilised world)

AgripinAA sector
1 Forge, 3 Hive, 1 penal, 4 agi, 3 civilised (Agripinaa civilised world)

Cadian sector:

2 Forge, 4 agri, 2 hive, 2 mining, 1 penal, 1 civilised (Cadia is civilised)

The Bastion forces. They all seem to have alot of hive and forge worlds around there.

Page 159
Freighter hulls were often converted to “escort carriers” installing fighter support equipment into their cramped cargo bays to launch out the cargo doors. The difficult conditions meant that accidents abounded, and few squadrons of craft could be carried in any case.
Escort carriers.


Page 160
Freighters were occasionally fitted with hidden guns and upgraded shield generators and mixed in with convoys as “Q-ships”. These ships would
remain undercover until the enemy came within close range, at which time they would reveal their surprising firepower.
Q ships.

Page 160
Often freighters operating in dangerous areas would install military gun batteries and fire control systems operated by warship crewmen. It
sometimes even helped. Less common, but still not unknown, is for these freighters to actively engage in military duty, lending what little support to an outnumbered or isolated battlefleet.
Armed mechant vessels.

PAge 160
Not all merchant ships fall into the standard ‘small transport’ category. Some of the larger trading galleons and ore carracks approach the size
of warships, though most commonly these accompany Rogue Trader fleets exploring beyond known space or ply the major trading routes of
Segmentum Solar.

Despite their size, these heavy transports mount relatively little weaponry
and remain substantially more vulnerable than a true warship.
Cruiser sized presumably.. maybe battleship sized?
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Connor MacLeod
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Re: 40K spinoff game analysis thread (Necromunda-Inquisitor-

Post by Connor MacLeod »

Yes a much delayed series of updates and.. I STILL have alot of old crap to toss out. Yeah I know, info overload, I can't help it I keep finding shit I forgot about.

Some time ago when I was dealing with and preparing the Eisenhorn stuff I turned this up. It's one of those "randomly discovered bits of insanity" I find periodically. I think it's the Inquisitor RPG (or maybe BFG who can say lol) concerning the Glavians. Considering I'm doing eisenhorn and there wasn't much on Glavians otherwise I figured what the hell. The source can be found here
not sure of its canonicity, but it's damn interesting technical wise. And short too.

Canon wise, I'd say its at least possible, given with the FFG material we've had lots of 'tiny machines in people's bodies doing neat shit' and I'm peversely interested in the idea that 40K might have some limited scale nanotech fabrication (it seems oddly appropriate in the same way it works for the Posleen or Indowy - "pray for your tech" MUAHAHAHAHA.) but like with all the semi canon stuff you use it at your peril and take it with a grain of salt.

Here we go!
The Imperium needs millions of pilots for small military-ships throughout its forces, from Aerial Planetary Defence Forces to Imperial Guard Drop-Ship pilots and untold squadrons of fighter, bomber and interceptor pilots for the Imperial Fleet
Millions of pilots for various purposes. Note the aerial PDF. One wonders who tithes from them: the Guard or the Navy? Perhaps both (eg like the Phantine Air corps? We know of other "air corps" too..)
Glavian pilots are sought after across the Imperium for their unrivalled skill behind the stick of any small craft
Glavians, like many high profile regimens such as the Cadians and Catachans, have galactic scale reknown.
. Glavia has one natural satellite, a small moon (Galath) that is home to a Mechanicus Cult and Forge colony. Additionally, Glavia has an orbiting Imperial Navy Training Academy space station.
Glavia also seems to host an AdMech facility/colony, which likely explains both its highly technical nature and its close ties to the AdMech (as discovered in Malleus)
Also runs a Naval Training academy. I wonder whether they tithe to the Guard too, and if so what form does it take?
However, Glavia has a high pure silicon content, this is unusual in itself as silicon is almost never found un-combined in a natural state, this is found primarily in large dark grey crystalline structures which are dotted throughout the planet and often extend miles below the surface of the planet as well. The silicon is mined and used in vast amounts by the Mechanicus forges.
Glavia is also a mining world it would seem, although it seems to tithe directly to the AdMech. On one hand you'd think this would suggest it is an Admech controlled world, but this does not seem to be the case. Perhaps the situation on Glavia is much like on Vostroya (Eg jointly held.)
Admech uses "vast amounts' of silicon.
Fully a third of the population are involved directly with the silicon mining industries and it is worth mentioning that one in ten Glavians suffer from the lung-disease Silicosis as a result. Another third make livings as pilots in one form or another; in fact air travel is almost universal in Glavia, as no-one travels the harsh landscape more than necessary
I imagine this is similar to what Coal miners and other miners may face. Another third are pilots. I wonder what the other third do? Everyting else I guess. And like certain worlds (again like Phantine, Harakon, and I suspect Stratos) air travel is common place.
There are Pilots to fly hover-buses around the conurbations, pilots to transport mined materials to the Mechanicus moon base, ‘floating retail-outlet’ pilots that trawl the tower blocks selling food and wares and even professional race-pilots. There are, in fact, pilots for just about everything in Glavia.
Almost every family in Glavia will own at least one Glavian Long Prow, an atmospheric craft that is essentially the largest engine available strapped to a tiny cockpit, an aerodynamic nose cone and two short stubby wings.
They have AG vehicles and common ownership of other flying vehicles. again this seems like a highly sophisticated tech planet.
(other entertainment on the day often comes from the playing of the extremely versatile, traditional instrument called the Glavian lyre).
The lyre Midas betancore played was not unique to him.
Winners of the Rites of Majority contests are held in high regard and the most common reward is known as ‘the silver’. This is cybernetic bio-circuitry augmentation conducted in a ritual by the local Tech Priests, and is usually paid for by the clan or in more urbanised locations by a contribution from the winnings of any wagers made on the event, a practice which the local Ecclesiarchy seem to tolerate as long as generous donations are made and penance sought the following day
the Glavian circuitry. It seems to originate with the AdMech, but is a Glavian tradition and status symbol. Ecclesiarchy shows its pragmatism (so long as proper.. obeisance.. is made after.)
The bio-circuitry significantly enhances the reflexes and co-ordination of a pilot as well as allowing direct interface with any ship via a modified MIU. These have the effect of drastically increasing the pilot’s skills and winners of ‘the silver’ are highly sought after and often able to select any profession they please. Accordingly many are offered places at the Glavian Imperial Navy Pilot Academy on the orbital space-station
The benefits of the bio circuitry... enhanced performance as well as quasi-MIU like abilities. Many turn into pilots, which tells you something about flrying and controlling navy aircraft in this region of space.
This again begs the question: If they tithe to the guard how do they do it? Pilots like the Phantine? Do they provide drop commandos? something airmobile?
The Glavian Training Academy is possibly the most highly regarded flight school in the Imperium, and training is hard and unforgiving of failure. Around three-quarters of the pilots stationed there are Glavian born with competition for the remaining spaces incredibly fierce. This is possibly one of the few Academies where ability is the only criteria for entry and many influential-born but mediocre pilots have been rejected from its program. However this policy is more easily justified when you consider that the Academy has held the title of Dog-Fight Champion (a competition held every decade across the Imperium’s major Flight Schools), for over 150 years.
Suggestive that Glavia is perhaps more democratic than most places in the Imperium (and given what we learn of Medea, it may even be downright corporate.) This would suggest it is probably one of the better places in the Imperium to live.
The Adeptus Mechanicus outpost on Glavia’s moon Galath, plays an important part in the reputation of Glavia. It is the hub of a sub cult within the Mechanicus called the Cult of the Micro-Omnisiah.
Though they are, like all Tech-Priests extremely secretive, after extensive discussions and unprecedented access to one of the Magos, we were able to glean the following.
The Cult believe that the Machine-God Omnisiah resides within the spirit of all machines, and so the smaller the machine, the closer you can come to the final resting place of the Omnisiah and the more perfect the machine is.
To this end, the Tech Priests work with micro-forges to create some of the finest and smallest machines in the Imperium. In particular, their crowning achievement is the creation of nano-genic machines so small that they are invisible to the naked eye! It is because of this obsession with small technology that the Cult requires such large amounts of silicon from Glavian mines, which they use to create these tiny machines. It is also with the help of nano-genic technology that the Tech-Priests can weave a pilot’s body full of the Glavian bio-circuitry for which the planet is renowned.
Admech nanotech "micro-forges" They're in no small part responsibel for the glavian circuits (which suggests other places that can duplicate the circuitry may also have access to nanotech,a s outlined in the FFG material for Dark hEresy like the Inquisitor's Handbook.) THe machines are made from silicon (how valid this is, I dunno.) Gives you an idea of the technical capbilities of the Imperium in this region of space, at least.
Despite it’s fame, it appears that the Cult doesn’t install that many bio-circuitry systems. The Tech Priests of the Micro-Omnisiah primarily seem to work on ship’s internal control systems for the Imperial Navy. However, thanks to their micro-forges they also have a reputation as the finest manufacturers of needle-weapon technology in the Imperium and, it is rumoured, the contract to produce needle weaponry for the Officio Assassinorum.
Uses of the nanotech.. the bio-circuitry almost seems to be a side-task. The crews seem to be primarily involved with internal "control systems" for navy ships (Internal repairs? Upgrades? Do all naval ships use nanotech in some way? That would make some kind of sense....) as well as manufacturing exotic or precision weapons (such as the glavian needlers, explaining their origins.
The piloting suit is a full body, figure hugging jumpsuit with the following properties:
• It contains a re-breather system with a small canister in the
back panel of the suit.

• Tear-resistant fabric
• Pressure retaining bands all over the suit prevent High-G blackouts by keeping the blood moving to the brain and constrict to stop pressure loss if ripped.
Pilot jumpsuit. Whether this is specific to Glavians or standard I dont know, but I assume the latter. I assume the pressure bands might be suspensors (like something in Warriors of Utlramar, or similar to the "grav armor' in Double Eagle.) SEems to make the suit sort of a glorified "Inertial damping" field of a sort as well as tourniquet like functions when needed.

This is a full arma-plas helm with inbuilt Comm Link). It has
Average Auto-Senses and a Range Finder.
Pilot helmet.. comms, and useful visual/opticla gear for flying and targeting
This special ammunition for Needlers has been designed by the Cult of the MicroOmnisiah to act like a miniature form of Bolt Round. It is designed to explode after impact but because of the size of needle ammunition it cannot deliver as much damage as a bolt round.
...
..explosive rounds glow when fired, eliminating the stealth advantage of needle weapons using them.
Glavian explosive bolts, as seen in the Eisenhorn novels. basically low grade bolter rounds (kinetic impact and explosion)
This silver in-laid bio-circuitry is laced throughout the pilot’s skin and nervous system. Tiny nano-genic machines re-wire nerves and lay bio-circuits, which is incredibly painful.
...
Overall reaction time is also improved.
...
• The circuitry is sensitive to electrical hits...
...
Because the bio-circuitry is riddled through the pilot’s
system..
Mor eon the bio-circuitry process. Circuitry is electricla, tied into the bio-electrical/nervous systme of the body, and seems to have sensory imputs. electiricty can shock/stun, and the biocircuitry can be hacked (EG scrapcode, or remote wireless access)
This implanted gyroscope and compass means the pilot is never disoriented by spins, g-forces, or falls, which can be essential for a high-speed pilot.
That's quite a useful implant.
The Tech Priest is implanted with a Micro-Factory in their chest (this requires the re-arrangement of some internal organs) that manufactures swarms of nanobot machines.

They are also fitted with specialised dispenser mechadendrites that feed into the micro-factory. The nanobots are tools used in a number of roles, including
in the ritual used to implant bio-circuitry and in the construction of ship’s internal systems.
Nanotech production inside the bodies, dispensed via mechadendrites. Note the repetition of function: construction fo biocircuitry and internal systems on a ship (as well as possible repair)
Constructors: sample the target’s cellular structure and use passing unbound atoms to knit any breaches or tears.
...
The nanobots also repair machinery & inorganic materials..

REgeneration/healing of organic and inroganic elements.
Deconstructors: These nanobots strip atoms away from the target area, effectively destroying it at the molecular level.
Likened to a gauss flayer. Indeed, much of this nanotech stuff emulates Necron nanoscarabs and similar.. an interesting parallel considering the age of the material.
This also makes me think perhaps that gauss weapons are partly EM weapons and partly nanotech
3. Linkers: These nanobots make temporary connections in a target’s nervous system where none existed before.
Given the effects... I guess it imparts knowledge/abilities or perhaps some way of remotely controlling/influencing the body of others. The three kinds are listed below: burrowers, controllers, and connectors. i'd expect it could do other things than this though, depending on your imagination.
Each linker stage seems to be progressive.. a follows b follows c, and blocking one may not block the others.
Burrowers: dig into the target, they are so small they ignore all armour (including fields and shields) and replicate the effects of Bloodfire Toxin.
I guess they replicate toxin effects (bloodfire stuns... nervous system paralysis of a sort.) I'd imagine they oculd replicate others. Or possibly inflict neural damage by heat or self destruct. I wonder if it could replicate, for example, a virus bomb?
. Controllers: follow the paths of the burrowers, attach themselves onto nerve-endings and test their connection with small electrical jolts. This is a disorienting experience that replicates the Hallucinogen Toxin.
Messing with the nervous system and perceptions I expect.. sending conflicting or contradictory/misleading data via the electrical jolts.
Connectors: attach themselves to the Controllers and form artificial chains linking nerve endings that would not originally have had any connection to each other. This enhances some neural pathways and baffles other.
...

These chains will biodegrade...
Again this seems to have the effect of granting or creating abilities where they would otehrwise not exist.. or blocking/removing them. Such as creating enhanced reflexes.
Interestingly the "biodegrade" suggests the nanotech may be of partly organic nature.
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