The Fantasy Flight Game material is.. interesting. It's some of the most prolific (almost as much as Black Library) and it is very fluff heavy, but this isn't bad. Indeed, I've grown increasingly fond of the FFG perspective on things - it combines aspects of the Codexes and the novels and somehow manages to make it feel less retarded than the codexes, whilst encompassing a bigger scope than the novels. Now granted a fair bit of stuff contradicts some of my own earlier assertions (say bye bye to my earlier acceleration and power generation figures..) but that's not really a big loss for me, I think. That isnt to say that there aren't problems or contradictions, but in general it holds together better than alot of the codex material does and even the novels do. If one were going ot restrict themselves to a particular source of evidence the FFG stuff is a good choice.
Each separate 'series' focuses on a different aspect of the Imperium or the 40K galaxy, but it all fits together in broad ways (It all takes place in roughly the same segmentum, albeit in different parts.) It covers society, technology, starships, people... all those things you need for an RPG. And like an RPG it tends to take a looser approach to some of the 'fundamental' aspects of 40K (like grimdark) but this is hardly a fault, since the grimdark was pretty silly to begin with.
Dark Heresy is the first series. Much like its predecessor Inquisitor, it follows the Inquisition and their agents, but it takes that and builds on it massively. Set in the self-created sector called Calixis (which is technically canon, as Calixis shows up in the 5th edition core rulebook, so. CANON.) In terms of feel and setting.. well it feels alot like Eisenhorn and Ravenor as well as Inquisitor, which again is not bad because Abnett is a good source for that sort of thing when it comes to world building (he did a good job with Scarus after all..) It captures that feel of detective and investigation, and alot of the interpersonal interactions that drove those books. Dark Heresy has also spawned two novels by Sandy Mitchell, and those novels really do a good job of capturing the strong points of Dark Heresy. More novels set in that universe (or in Rogue Trader or Deathwatch) would be good, I think. At least it might be a nice variation from the Space Marine battles stuff.
The Core rulebook (and all the DH stuff) largely tend to be info dense because of all the fluff, moreso than novels and such.. so this will probably take longer to dig through. Hell, it probably will take multiple updates and I will eventually have to be running them in tandem (one reason I want to finish Imperial armour.. I can start Rogue trader and/or Deathwatch and start playing catchup) but I should be able to catch up.. eventually. I may even take breaks and overlap the series, depending on my mood.
so, with all that said, here we go into the Calixis sector...
Page 14
It's noted that these places may be so primitive because they are largely ignored (out of touch) with the Imperium, which is a reflection of the whole Star Warriors/Sky Warriors thing from early fluff, or the Imperial commander residing in an orbital facility above the planet and only coming down to collect tithes (or psykers). Pre black powder/stone age for the most part though.When a feral world lies in a war-zone, the Imperial Guard may supplement the natives’ armaments and train them in the use of lasguns, heavy stubbers and the like. Despite a rudimentary knowledge of such weapons, the feral worlders have no concept of how to manufacture or maintain them.
Feral worlds military value seems to be largely of the "conscript" variety - quickly trained, easily acquired, and largely expendable. And then only when near a war zone. again they don't seem to be considered very important in the greater scope of things.
PAge 14
For DH terms Feral and Death worlds are related. The main benefit and purpose of dealing with Death worlds is either the resource benefits outweighing the costs/risks, or because its some sort of Darwinian process to create super soldiers (EG Catacthans). This isn't neccesarily an absolute either - we know that Krieg for example can be pretty Death-worldish in its surface, and is used for training grounds, but it isn't a feral world. Stalinvast in the Inquisition War too had super duper death world qualities to it outside its hives. (Some Death Wrolds in other words might be Hive worlds.)...jungles, which harbour man eating plants and fearsome carnivorous animals, or barren rock-scapes strewn with volcanoes and wracked by nuclear storms.
...
...close to a sun and mostly consist of parched deserts...
...
...worlds are covered largely in ice and arctic tundra, utterly inhospitable and inhabited only by the most resilient humans. Death worlds are almost impossible to colonise, but are often explored as they can harbour rich minerals, gas deposits, or other attrtactive resources.
..
They could be remnants of an ancient colony, long since fallen into ruin. Perhaps they are the researchers and Imperial Guardsmen from an outpost gone feral ...
Page 14
This suggests more of a custodian ship than anything.. a world that may contribute to the Imperium in the future but for now is merely claimed and tithed from but no other interaction/benefit is provided. Whereas a major world like an agri or civilised world will have both give and take - trade, recruitment, etc....feral worlds are controlled by a planetary governor. In many cases, this ruler governs his planet form orbit, travelling to the surface only to establish purges of psychic talent and mutation.
Page 14
Again training and quality don't seem to be the prime assets of Feral worlders as troops, which tends to push them into the same "conscript" category that your average hive ganger might be (except a hive ganger has the benefit of being knowledgable about some of the basic weapons. Feral worlders won't even have that.)...[Feral World Guardsmen] are sometimes trained en masse in vast drill camps or ship holds, ,whilst others are merely shown a lasgun and trusted to get on with it. Also, there are those instrtucted by members of their tribe, using rote-learned rites and religious rituals.
Page 14
As hinted above, it seems that most, but not all, "feral" worlds are low tech to begin with. Some merely are high tech worlds that regressed (either from lack of contact and trade, or catastrophe, or whatever.) This is probably best represented by a sort of post-apocalyptic "Mad MAx" or "Fallout" type world, differing from Hive Worlds in that it is both lower tech and not taking place inside a giant metal volcano. Although as I onted above its possible some "feral" worlds might cross over with the hive category in some ways - we know for example even necromunda has its ferals (ratskins or the ash waste nomads.)Some hang around colonies and outposts, thereby becoming semi-civilised, whilst others have come from post-apocalyptic worlds where theft and gang warfare are the norm.
Page 15
An interesting take on some of the "Fantasy-esque" or brutal aspects of 40K. Interesting as well that Catachans (after a fashion) are considered a sort of "feral worlder" which makes an odd bit of sense (although you could also treat Hive Gangers as being similar under this broad definition.) It does tend to suggest why they view such individuals (from either a high tech, former high tech, or genuninely low tech) setting is important, although I suspect the truly "feral" (EG pre-black powder) worlds are not as useful to the Guard compared to others (EG Catachan or similar) due to their primitive-ness, and are probably rarer. Whereas the "feral" types more reminisicent of hive gangers and the like are naturally more likely to be common.The survivalist mentality and physical prowess of feral worlders makes these planets good recruiting grounds for the Imperial Guard or even the Space Marines. Sometimes, removing a feral worlder from their familiar environment will be an unnerving experience for them, and their primitive mind will be unable to cope with the knowledge of basic concepts such as space travel.
In these instances, madness ensues and the poor feral worlder must either be imprisoned or put out of his misery. Even those who make it into the wider Imperium retain many of their tribal traits and traditions. Sometimes this can be incredibly useful—the Catachan jungle fighters or the Space Wolves of Fenris are prime examples—but sometimes these traditions can appear to be strange affectations or social hindrances...
Page 16
Hive Worlders are used to technology. Given 5th edition's breakdwon on troop tithes and Hive world populations (nevermind the "billions of hive worlds" implied in Heart of Rage) this is probably more representative of things in the Imperium than anything, especially since "hive world" definitions in FFG mateiral seem to represent Necromunda/Armageddon like worlds as well as stuff that would be classified as "civilised" in the main 40K game - eg a broader category.The great hives are not like the other worlds in the Imperium, and you are not like the common man. Technology has surrounded you all your life, and you find its rarity elsewhere bemusing.
Page 16
Seems rather contradictory, at least if you take it seriously. It doesn't really offer much in terms of hive world density or population density, but its more an approximation. I also omitted the details regarding the "factory world" aspect of hives, churning out lots of equipment and chemicals and whatnot, since it basically is covred elsewhere and adds little here.Hive worlds are home to countless teeming millions. The population is so dense that frequently the entire surface of the world is covered with enormous cities stretching from horizon to horizon.
Page 16
The usual characteristics of the hive worlds. The "inhospitability" seems to vary from world to world - some may only be dangerous long term, while others may be outright fatal regardless. This tends to reflect the fluff pretty well - on Armageddon for example you have people who can go unprotected in some parts of the world (eg the jungles), whilst even on Necromunda you can endure short term exposure or or at least go out side if you're properly prepared (Ash wastes nomads, mutants, etc.) Probably depends on the nature of the 'inhospitability' - the idea of a hive by FFG terms seems to be a "artificial, self contained and self supporting city enviroment with large population density" - which means that airless/dead worlds or even death worlds could technically be Hives (Krieg and Tallarn could represent the former, Stalinvast the latter.)Hive worlds are vital to the welfare of the Imperium. They are industrial worlds, producing munitions for the Emperor's armies in vast factories, mining valuable minerals and refining fuel for the Imperial fleet.
These planets are usually barren and hostile with the much of the hive world's surface inhospitable, sometimes deadly to human life after centuries of pollution. The hives themselves are astonishingly large - massive urban conglomerations, spires of adamantium and rockcrete that can cover continents and stretch for miles into the sky. Each hive houses millions, even billions, of Imperial citizens.....
Repetition of "upper limit" sizes of hives, although this isn't neccesarily consistent (EG 10 km Necromundan hives.) - hive nature and shape can vary dramatically. Population also can vary of course... but this probably again reflects the size of each hive as well as its importance. Some hives can be minor (millions) and others major (billions) and there can be multiple of each type on a world.
Page 16-17
There is also the gang warfare and the fact tha tmost inhabitants are basically factory monkeys for their entire life. Basically hive life is shit, although this again depends on the kind of hive. Some of the ones closer to "civlised" rather than "true Hive" (Eg Necromunda type) probably aren't as much of shitholes - both because they aren't as polluted and the population densities are considerably lower. Verghast and Thracian Primaris/Eustis Majoris are good examples.....the hives rely on constant recycling and imports to provide food and basic materials for the teeming masses.
...
Conditions are squalid and unsanitary. The very air breathed by the countless hivers is recycled from the spire above and pumped through the rest, growing ever more bitter and poisonous the further down it filters. Even the water is distilled from the discharge of the upper hive, and food is factory-produced, sometimes algae based or spun from corpse starch.
Page 16
Probably represents the gamut from "professional" tithing (EG formal military forces of some kind, or at least some with some level of training) down to the conscription/cannon fodder grade (hive gangers.) Again considering the sheer population density and number of hive worlds in general across the board, hives come closest to representing the "standard" in 40K, such as it may be (note that even then, there's a wide range of capability and variation just within hives that can make standardizing at best a headache if not impossible. Especially on the "billions of hive worlds" scale.)Hive world Guardsmen are often from the ranks of the hive militia or Imperial Guard tithe—trained troops who act to defend the hive against rival cities, attacks by out-wall savages or internal strife. Others are “Privates”, foot soldiers drawn from the ranks of the personal armies controlled by nobles or trade houses. Others still are brutal gangers, adept at dealing death and defending their gang territory.
Page 16
Uses of psykers in a hive - they seem to be used in some form of "human resources" role - either influence or control of the populace, for entertainment, or security/protection purposes.Hive world psykers are usually plucked from their birth class and dragged into the service of the nobility. Many endure a life of indentured servitude, truthsaying business dealings or reading fortunes for fashionable noble matrons. Others are recruited to dampen the psychic resonance of the millions of souls packed within the metal skin of the hive. Some soothe and numb the workers, whilst others hunt out the seditious, mutated or secretly psychic.
Page 16
This would imply that some Hive worlds are little more than mini/quasi-Forge worlds, with their own Admech faction (if not in direct control.) The same is probably true of "industrial" worlds or "industrial/hive" worlds (like Vostroya or Aerius from Ragnar's Claw.)Hive world Tech-Priests are usually recruited from hereditary castes dedicated to maintaining the fabric of the hive itself. Many Tech-Priests view other hivers as little more than organic components in the glorious machine-spirit of the city.
Page 17
- Mention of the "Underhive" as well as plague zombies and other things. This basically all sounds very much like Necromunda just in variations of the same theme. Necromunda can even have orks, Nids or the like.These underhives are creations of catastrophe—explosions, water pollution, power failure and collapsing access tunnels are common occurrences in the lowest parts of the hive-cities. Sometimes the damage is repaired, but more often than not the appeals of the refugees fall on deaf ears and the underhive expands.
...
...normal habitation is impossible, but the underhive still serves as a refuge for hive scum, outlaws and the mentally unstable, though in some rare instances entire sub cultures manage to develop and subsist in this inhospitable realm.
..
Underhives are frontiers in more ways than one, and are often seen as a necessary evil.
...
Sometimes these foul creatures find their way into the underhive, and in a hive-city, parents scare their children with stories of sump spawn and plague zombies.
I imagine the 'neccessary evil' is twofold: one it provides a potential recruitment ground for colonization and military purposes (new planets or new wars, basically), and it is a safety valve that gets rid of unwanted elements (eg those who crave freedom or cannot conform to the overworld society) without much trouble.
Page 18
Yet another quirk (but not an unprecedented one) of FFG material - "Imperial world" seems to represent a distinct and separate category from everything else. It's a bit confusing, but again I liken it to "member worlds vs colonies/protectorates" like in teh GE. This would also help explain some of the inconsistencies in the numbers of worlds in the Imperium. Various other sources (Inquisition War, the Various Chapter approved, etc.) have also lent credence to this idea.You hail from an Imperial world, one of a million planets united by belief in the immortal Emperor.
In practical terms I'd guess "Imperial world" is one directly under the control fo the Adpetus Terra or one of its components (EG Munitorum, Administratum, Ecclesiarchy, etc.) or has some direct tie to it in some other way. They repreesnt the major, important key worlds that are perhaps the most sophisticated, the best equipped, and the most loyal. The keystones of the Imperium. Everything else (the millions or billions of others) are secondary.. they are the ones that are allied with the Imperium on a more feudal basis.. they obey certain rules and restrictions in return for protection, but are largely left to their own devices most of the time.
This defintiion would also exclude certain other "allied" factions - eg the AdMech and the Astartes obviously, since they are their own little independent fiefs within the greater Imperium.
Page 18
The bewildering variety. I'm not going to say what is common or not, because frankly that would be silly. I'd guess that not many "democratic" societies are part of the imperium proper (EG direct control of the Adeptus TErra) but are more common in the "allied/loyal" category.A bewildering variety of worlds are known to the Imperium. From hyper-technological democratic societies to drudging medieval worlds, many planets offer their fealty and devotion to the immortal God-Emperor of Man.
Note that the arbites entry mentions a "technocratic capital" - whatever that means.
Page 18
This tends to suggest Imperial world guardsmen are a cut above the usual group. Again probably the most loyal, best eequipped/trained, and the like. They are liekly also to be the least numerous (especially if we adopt the "member world/protectorate scheme")Given up as part of their home world’s obligation to the Emperor, these [Imperial World Guardsmen] Acolytes have been trained and equipped with the best their world had to offer. Other Guardsmen may have been seconded from mercenary or private armies controlled by the rich and powerful.
Page 18
Imperial World psykers are also considered "sanctioned Psykers", and seem to be more respectable than other psykers. I'm not sure how this compares to "non Imperial world" psykers... are they also sanctioned or is there some lesser degree of sanctioning... I suspect the difference may be again one of quality/loyalty more than anything.Psykers from Imperial worlds are sanctioned by the Throne of Terra, thereby gaining some measure of respectability and acceptance. Most are servants of some Imperial institution...
Page 18
Oddly, they also differentiate "Imperial World" techpriests from other worlds (IE hive world techpriests) Not impossible to believe, given that despite being an empire within an empire the Admech is no more unified than any other part of the Imperium (EG it has its own factions, politics and infighting.,, and may not trust itsefl anymore than it trusts the greater Imperium.)Imperial Tech-Priests are often the children of a forge world. Some are brought up to be part of the Adeptus Mechanicus, whilst others join due to natural skill. They attend the rites of technology for their world, be it tending the harvester machines, spaceport cogitators, governmental vox mechanisms or colonial mining gear.
Page18-19
"Imperial worlds" mentioned include Agri, Mining, Cardinal (Shrine), and garden worlds... this may refer to general "Imperial worlds" rather than "Imperial proper" as I defined above. Hard to say. the lack of contact would also tend to reinforce that, although there are myriad ways for contact to be lost even with an important world (warp storms, etc.)The Imperium covers such an utterly vast area of the galaxy that it is almost impossible to conjure an image of a "typical" Imperial world. In truth, no such thing exists. Amongst the million worlds of man, there is endless variety.
...
Some Imperial worlds are utterly remote, having no contact with the rest of humanity for centuries.
...
The closer a world lies to Holy Terra - the home planet of mankind - the more important, advanced, and well-governed it is likely to be. Those far-flung planets on the fringes, on the other hand, ,are likely to be frontier worlds, left to their own devices for much of the time, and lying under the constant threat of attack, both physically and spiritually. Many worlds have a technological base akin to Holy Terra, while many more have devolved into feudal backwaters with little more than black powder technology. Such worlds make excellent recruiting grounds for the Imperial Guard, the Space Marines, and the Inquisition...
The main interesting thing is that proximity to Terra has an effect on technological capability, governing and the like. This has interesting implications, as a fair bit of fluff often happens in places far away from the core worlds.. but this can also help explain discrepancies in technolog yor capability.
This also meshes with the disposition of the Imperium, much of which is in the western half of the galaxy which is (by fluff IIRC) more densely/heavily settled than the edges of the Imperium or much of Ultima segmentum (For that matter) There's also the fact The Fire Warrior novel mentioned that Ultima Segmentum was generally lower tech in terms of starships and other stuff relative to the other segmentum (pacificus or obscurus IIRC.)
Page 19
Mention of the variable technology levels in the Imperium - part of this is due to inconsistent recollection or possession of STC data and such, part of it is Admech politics (they don't share with ech other any more than they share with the rest of the Imperium, which is why some places like Ryza are known for plasma tech, why one forge world which was lost was solely responsible for Vanquishers until others tried to replicate it, and why there were 'counterfeit baneblades.')Most major scientific advances in the Imperium come from rediscovery of forgotten secrets form the Dark Age of Technology. The reliance on these ancient templates creates a mishmash of tech-use on many worlds. For example, it is possible for a planet's industry to rely on gigantic steam-powered monorails for long-distance transport, yet still be unable to produce smaller versions of these aged devices, resorting instead to horse-drawn carts for commuting.
That said "most" is not all, and i suspect the rest comes from either people (EG space marines) doing an end run around AdMech conservatism, or the more radical elements of the AdMech itself doing an end run around its own conservatives. This is more turbulent and unpredictable though, for obvious reasons.
Page 19
Note that there still are some vast "class distinctions" - Imperial Worlds can still have nobility/wealthy, and "lower" classes forming the working classes (slaves, militia, workers, etc.) Really Imperial commander is just a organizational convenience for the Adeptus TErra - someone they can deal with easily, and without getting involved in micromanaging worlds (which they can't do.) It doesnt neccesarily impact on the world's own governing style itself.Governmental organisation is equally as varied. Most Imperial worlds are ruled by a planetary governor, who assumes absolute control either by birthright or by election.
Page 19
- Schola Progenium recruits may be officers in the Navy, commissars (in Guard or Navy), or be employed in the Ministorum, the ADeptus TErra, or one of the "Emperor's Armies" (storm troopers?). This probably supplements the Imperial Worlds in terms of producing reliable/loyal Imperial citizens to help curb the excesses and maintain some measure of reliable local control on otherwise independent worlds.The millions of orphans produced by constant warfare, within and without, are taken in by the Schola Progenium. Many Imperial Worlds are pocked with vast orphanages, where the strict drill-abbots of the Ecclesiarchy produce faithful servants of the Emperor. Those of noble blood may become officers in the Imperial Navy, or even commissars, while the rest will undoubtedly find employment with the Ministorum, the Adeptus Terra or one of the Emperor’s armies.
Page 19
Arbites may be present on many/most worlds, but not everywhere it would seem,a nd in such cases the Guard garrison (or equivalent) may assume security/peacekeeping roles as well as military/civil defense. I'd expect this to be true on frontier worlds or colonies, far from direct Imperial control, as well as less important/minor/forgotten allied worlds.Law and order within society is often kept by the Adeptus Arbites. Sometimes, however, more remote worlds employ civil militias instead. On such planets, mercenaries- sometimes even off-worlders -are hired to bulk out the standing garrisons that not only provide domestic security, but also form part of the Imperial Guard.
PAge 20
How short is a short time? no idea. Its ranged from hours to months.Within the warp, a ship can cover many thousands of light years within a relatively short time.
Page 20
time in the warp can vary.. for a single month in the warp, several months (Six months) to several years may elapse. I'm not sure if this is typical or potential time dilation either, if it reflects common differences in courses, or if its just as variable as other things. Certainly in novels like Eisenhorn or such, we don't seem to see significant time dilation going on. It may be this reflects one of the dangers of "non-route" based warp travle, or dangers of less reliable or commonly plied routes.There is also the constant danger of turbulence, warp storms and loops. Ships can be sent thousands of light years off course, or trapped in stasis forever. In the warp there is no time and distance—only the constantly flowing stream of the immaterium. 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 elapse.
Page 20
Some starships it would seem, can have enforcers and their own asssasins. These seem to be "allied" forces, although It makes me wonder why they don't mention the arbites own space blased/fleet elements (mentioned in Exeuction hour and the Shira Calpurnia novels). Maybe they extend this influence through influencing enforcers. Assassins may be another means of enforcing shipboard security (probably even on naval vessels.) alongside the conventional forces.Void born Arbitrators stride the corridors of the ship ever alert for trouble and sedition. Some work at the behest of the captain, watching for signs of witchery and rebellion in the crew. Others maintain close links with the Adeptus Arbites, and instead watch the officers for signs of corruption.
..
Void born Assassins frequently take orders from the high-ranking officers of the ship. These Assassins kill off troublemakers and suspected cult leaders before any corruption or sedition can spread through the ship. Others are members of strange death cults, mandated by the enginseers...
Page 20
Various roles for psykers onboard ship aside from communication. They may also offer defense against daemons (suggesting a defenisve role whilst in the warp) or the "soul bleed" to aid navigators, which resembles an "astronomican" like effect somehow (establishing communion with beacons or other navigators perhaps?) Others probably include various security or monitoring functions (scrying to detect ships or other things in a system, watching over the condition/location/thoughts of crews, etc.)Some are employed to detect emerging psykers within the crew, hunting them out before they can become prey to some malefic horror of the warp. Others act to maintain defences against such intrusion, whilst others bleed out portions of their soul to aid the ships’ Navigators, and some are trained to receive astropathic communications.
Page 21
Origins of "void born" - between this and the unquoted but mentioned fact that some spaceships have whole families/generations raised onboard and who may never set foot on a planet, there is a whole segment of Imperial population independent of the ground/land based parts.Some void born are raised on huge space stations—asteroid mining bases, battlefleet refit stations or research platforms. The rest come from a variety of backgrounds: the crew of merchant vessels or warships, miners, prison guards (or prisoners) or even the servants of a Rogue Trader.
Page 21
Ususal starship fluff.The largest ships are vast, city-sized constructions, many of which are thousands of years old. Lobotomised servitors and tech-adepts scuttle about their business, while menial crew, passengers and merchants co-exist in cramped corridors and tiny quarters.
Page 21
Hundreds of psykers per world it seems seems the average tithe. Considering there's a million or so worlds in the Imperium.. thats hundreds of millions of psykers every century.. which seems odd given the attrition of human psykers to find viable ones, as well as the lifespan of astropaths and other "useful" human psykers in general (CF the billion or so astropaths lost in a single event not toppling the Imperium.)These [black ships] vessels are part of a large fleet traveling the Imperium in a huge circuit, visiting each Imperial world on their route once every hundred years or so. Their mission is to collect the psychic levy from each world - hundreds of psykers rounded up and handed over to the authorities for some unknown fate.
Page 25 - DH "Guardsmen" may not neccesarily be part of the IG. They may be thugs, mercs, or even PDF, or also part of the IG. The distinction must be noted. The same seems to apply to most classes and such (although they mention arbitrators always serve as part of the arbites.. even though they use arbitrator to define non-arbites personnel too.)
PAge 26 - not technical but a interesting dune reference. "You are uncomfortable around bald, robed women" (Bene gessrit and the pain box)
Page 27
Mind/machine and human/machine interfaces extend to more than just MIUs and augmetics.. it extends appaently to tapping and powring systems and such.. from the human body. It's even been implied in some fluff that you can run it vice versa (sustain the organic parts on the mechanical or vice versa.) An interesting ability, but with tradeoffs no doubt.These [Electoo Inductors] are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, where they derive power from the bio-electrical emanations of the flesh. They can be used to emit or siphon power in many ways.
Page 27
Basically a sort of cybernetic power generator/battery thing of some kind, only more technobabblish and probably with skulls. I think it can charge from other sources, or from the own internal (human) power. It also acts as the central point at which all other implants link into or are expanded from, I guess. Sort of the implant "skeleton" in a way.This [cyber-mantle] is a framework of metal, wires and impulse transmitters that is bolted on to your spine and lower ribcage. As you gain further implants, this mantle will act as a sub-dermal anchorage point.
..
Cradled within the cyber-mantle is a power unit known as the potentia coil. This mass can store energy and produce various types of fields. Coils come in many types, from small crystal stack affairs, to bulky electrical galvinators salvaged from vehicle engines.
Page 27
I am not sure if this is similar to the Rite of Pure Thought or not, but it's an example of the general "borgification" of a Techpriest. What's interesting is that this implies they can replace quite a bit of the brain with mechanical components.. but this begs the question of just how much they can replace without totally destroying the brain? More than half I'd guessThis [cranial circuits] is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations.
Page 29
An implied average number of acolytes/recruits per Inquisitor. May or may not be an average, and even if it is this is at least in the Calixis sector and may or may not apply beyond that....Acolyte is freshly recruited to the Inquisition, one amongst the hundreds conscripted by each Inquisitor.
Page 30
I'll leave this up to others as whether there is significant sexism/discrimination in the Imperium or not (or to what degree).Few [women] get the opportunities of their male counterparts, but by the same token they also do not get exposed to the dangers out there in the wilder parts of the galaxy. Certain Imperial Guard regiments recruit females to fight alongside men; the Ecclesiarchy and the Inquisition likewise employ females at all ranks, but again their numbers are not in proportion to men.
Page 30
Interesting "Build" chart that gives height/weight approximations for all potential acolytes from the four world types. I'll summarize rather than wholly reproduce the chrat:
Feral World:
Male: 1.9M/65kg 1.75M/60kg,1.85M/85kg, 1.65m/80kg, 2.10M/120kg
Female: 1.8M/60 kg, 1.65m/55kg, 1.7m/70kg, 1.55M/70kg, 2m/100kg
Hive world:
Male: 1.6M/45kg,1.7M/55kg,1.75m/65kg, 1.8M/65kg, 1.75M/80 kg
Female, 1.55m/40kg, 1.6M/50kg, 1.65M/55kg, 1.7m/60kg, 1.65M/75kg
Imperial World:
Male: 1.75m/65kg, 1.85m/70kg, 1.75m/70kg, 1.9M/90kg, 1.8m/100kg
Female, 1.65M/60kg, 1.75M/65kg, 1.65m/60kg, 1.8M/80kg, 1.7m/90kg
Void-born:
Male: 1.75m/55kg, 1.65m/55kg, 1.8M/60kg, 2m/80kg, 2.10M/75kg
Female: 1.70m/50kg, 1.55m/45kg, 1.75m/60kg, 1.85m/70kg, 1.95m/70kg
The interesting conclusion to draw from this is that very tall and heavily built folk are not at all unusual in the Imperium, including some well over 7 feet tall (close to or over 2 meters) When you couple it with the prevalence of mutation, of heavy gravity worlds, and the potential for genetic engineering, it implies quite a bit about the capabilities of a baseline human (and how it may have come about.)
Page 33
- Feudal worlds are defined as being swords (iron) and black powder, but still simple, primitive worlds.
Page 33
"Dead" planets arent really dead, but of the same venue as research and monitoring out posts or relatively "small" facilities.Dead Planet: Your home world is little more than a habitat perched upon some blasted rock.
Maybe a mining colony upon an airless moon, or perhaps an expedition to uncover some longdead alien race...
Page 33
while it osunds nice, its equally possible/likely that you're enslaved into servitude for the nobles and aristocrats who inhabit and control the planet.Your home world is one of the rare and coveted paradise planets, where it is forever summertime, and the living is easy. Aside from being objects of envy and scorn for the rest of the Imperium, your people are likely to be somewhat bemused by the cruel nature of the universe, with a naive optimism that others find highly foolish.
Page 33
Which says some interesting things about populations or numbers on such facilities, considering some (like star forts) can get pretty darn big.Orbital: You were born upon a vast and ancient satellite, orbiting some star, moon or planet. Likely part of a scientific mission, isolationist retreat or military stationing, you grew up in a world of routine and repetition, with endless orbital cycles, rituals of observance and maintenance rotes
Page 33
This implies that "chartist" captains have a traditiona nd history of their own which may be different from, but as noble/important as those of rogue traders and other "ship people". They also mention being born on warships as well.Chartist Vessel: You were born upon one of the great trading vessels of old. As part of a crew endlessly plying a traditional route, you grew up within the gloomy holds, packed with exotic riches you could never own.
PAge 44
So um.. yay bureacracy and stuff? The only thing saving this in the inability for the massively bloated hereditary bureacracy cannot effectively micromanage. Imagine how much worse it would be with reliable and speedy FTL comms.Billions staff the Administratum...
Many are in hereditary positions...
...
..it has been known for whole departments to become lost in a sea of complex bureaucracy only to resurface centuries later. Entire divisions have been founded and dogmatically continue to exist, even after their original intent has long since expired.
Page 49
Various types and subsets of adepts. It implies that despite the burecratic crap, they might be capable of something - individuals may be cybernetically or otherwise enhanced (mentat-like) or even something vaguely psychic (Magister, etc.) It at least sounds impressive.Logisters apply their phenomenal powers of reasoning and logic to the toughest of problems, slicing through quandaries with the keen scalpel of their intellect.
...
“If there’s one thing worse than a psyker, it’s a psyker that knows everything.”
Magisters possess an implicit understanding of the nature of the galaxy, and man’s place within it. Through the study of this forbidden knowledge they unlock hidden powers
...
“They say even the mysteries of the Tyrant Star are not beyond the mind of a sage.”
Few secrets remain hidden from the mind of a sage.
Page 50
Millions of worlds.Throughout the millions of worlds of the Imperium, crime is rife.
Page 50
Scope of criminal activities in the Imperium. It says something about the ability of the Imperium to interact and coordinate, at least at these relatively low levels. On the other side of the coin, the fact that sector (or higher) criminal groups seem uncommon says something about the quarantine/segregation measures (and general isolation) of the Imperium, which can be both an obstacle and an asset.Entire sub-sectors and planets have been in the thrall of illegal cartels and criminal organisations.
Page 50
- Judges and Arbitrators are treated as synonymous here.. which seems odd. Unless they're using "arbitrators" in a more generic sense (for Inquisitorial purposes) for "police types" (the same way they lump PDF, mercs, Imperial Guardsman and such into "Guardsmen."
Page 52
Arbites detective types.Investigators learn the arts of inquiry, using contacts, charm and dirty tactics to uncover the truth.
Page 53
Inherent toughness seems to be a common trait of the arbitrators, and not just because of their armour it would seem. Given how often they are outnumbered this can be important.“Took sixteen slugs to the gut, but he still got his man. Now, there’s a real arbitrator for you…”
...
Implacable, unrelenting, and nigh-on impossible to kill...
Page 53
Higher level investigators/Detecitve-espionist types (liek in the Calpurnia novels.)Intelligencers are spymasters, tacticians and forensic experts. Their powerful intellect is matched only by their dedication to the Imperium.
Page 54
- Mentions the Magistrate and Justicar. The former is a specialist in ruling upon heresy and sedition, the latter specializes in dealing with decadent nobles. EVen with the labyrinthine and massive scope of Imperial law, there is specialization (which only shows to demonstrate how large and frighteningly huge those laws must be given the time it takes to investigate and pass judgement on matters.)
Page 56
All assasins are noted to be distinctly superhuman, including Death Cultists. The really interesting thing is that it seems to be accepted practice for virtually everyone to have their own personal brand of assassins (from nobles to cartels to the various Adepta. We know the AdMech had their own assassins for example.) but its not really surprising, given how Imperial politics goes. One imagines that the ASsassin from Wolfblade (who didn't seem to be part of the official assasinorum) would be an example of a non Assasinorum Assassins.There are many Orders, Guilds and Death Cults that thrive in the Imperium. Though there will be an element of penitence to the Emperor, in the duties they perform the Orders are either a functioning off-shoot of some monolithic Adepta or may even have a commercial interest, so some sort funding or tithe would be required to gain their services. Unbeknownst to even the aspirants that belong to these semi-legal organisations and cults most, if not all, are fronts for the Assassin Temples that form the highly secretive Officio Assassinorum, for this is where the Temple Masters recruit and induct the most promising individuals. The Assassins of such Orders are highly trained killers capable of feats far and above that of mere humans.
That the Assasins are all fronts or under the secret control of the Officio makes sense as well, since that is their purview and they would likely want to exert control over other people's hired killers if they can (to prevent them from being used to topple the Imperium, for example, as well as for recruitment.)
page 62
the size of a diocese seems variable - it can mean a sector or a single world, depending on your source. Originally I was taking this to mean hundreds of thousands of sectors but that seems to be unlikely (even given the mention of billions of worlds.) hundreds of thousands of subsectors maybe. If its hundreds of thousands of worlds, then its an approximation at best (or just another way to say million worlds.)...the Ecclesiarchy is a vast and powerful institution comprising millions of clergymen and hundreds of thousands of dioceses...
I'll note that it tends to vary.. for example "Blood of Martyrs" likens a diocese to a sector, and hundreds of worlds, but it also says there are only "several thousand" such places like that tops. It's not exactly a massive inconsistency either way.. If we assume there are only "several thousand" literal diocese then the "hundreds of thousands" could refer to diocses that are smaller than a sector (which is possible under other interpretations). But if there are hundreds of thousands of "sector sized" Diocese, each with hundreds of worlds, that's tens of thousands of worlds.. which isn't impossible either (billions of worlds in other references, again.) although it would also be fairly.. generous fleet sizes for that many sectors
Page 68
Pretty typical IG fluff.It [the Imperial Guard] is made up of billions upon billions of soliders, all recruited from the many worlds of the Imperium. The Departmento Munitorum is tasked with supervising, supplying, and sourcing the regiments of the Imperial Guard but even this organisation has no idea of exactly how many troops are under arms as the continuous toll of casualties and influx of recruits will run into millions in a single day.
Page 68
Another way to describe it is "the IG has only a passing familiarity with anything resembling standardization" In fact, it's not even a guarantee that they are trained to use a lasgun (or will even get one) although it is not common either.The Guard regiments come from many different planets and their native cultures, styles of dress, technological background and warrior traditions are all different too. The Guard does not even try to impose a standard uniform, preferring to exploit the unique strength of each company, be it a tribal warrior clan, or a highly drilled and regimented unit of Cadians. To this end there is no formal training; each regiment is trusted to instruct their own troops in the war craft they have developed in their own culture. In fact, the only kind of unity within the Imperial Guard is the use of standard equipment such as the lasgun.
To be fair though, this mainly applies at very broad levels - segmentum or higher. At the sector and subsector scales, things like transport, logistics, etc. can be reasonably reliable and standardized. I imagine doctrine could be reasonably consistent too. Hell it wouldnt be impossible for it to remain so even across adjacent sectors, even - at least if they aren't too far apart. But the greater the distances get, the more the problems creep in.
Page 71
- Guard Assault Veterans can wield chainblades.
PAge 72
- "Shock troopers" are noted how to "storm bunkers" and that they are "well armed, well trained, and well feared." Whether this tells us what the Cadians specialize in or not, I don't know, and I dont think modern definitions help much, since it looks like "shock troop" and "storm trooper" and "grenadier" are used interchangably in real life paralance, when they are all distinct things in 40K. They may be variations of "elite" troops (and certainly Cadians are considered elites of a sort) but that's it.Shock Troopers know how to storm bunkers and lay down their life for the Emperor. They are well armed, well trained, and well feared.
Page 72
From the Marksman entry.. Marksmen are noted to be included in most forces to provide "long range fire support" Whether this is like "designated marksmen" in RL military forces or just another term for sniper is up for debate, because in 40K terms it could go either way (the Ghosts as I recall use marksmen and sniper interchangably, for example.) In turn it could mean that the above range means iether a lasgun, or a long las... which could suggest lasgun range is anywhere from 600 to 900 metres (At least) for a aimed shot."I may not look like much but I can take out your left eye with this baby from a thousand yards"
Most Imperial forces include a Marksman to support the rest of its members with accurate long-range fire support. They are adept at digging in and picking off the enemy.
Page 73
Sniper class commentary. This tends to suggest Marksmen and sniper are distinct things, at least in the context of FFG. Then again nothing suggests that marksmen can't use long las alongside snipers. The above may or may not mean lasguns can make heads explode - by the game stats at least lasguns are as damaging as long las (then again they're also roughly as damaging as carbines and pistols and autoguns and such) but by other fluff (like the uplifting primer, ghosts novels, etc.) long-las typically use enhanced ammo. We have seen regular lasguns blow heads apart on another hand, but we've also seen regular lasguns use enhanced ammo too."There's something really satisfying about making a man's head explode like a blood melon."
Snipers are masters of their art, able to kill at a distance, then melt away from view. They are silent, skilled and often have a grim sense of humour. Many find them hard to understand.