Deathwatch RPG analysis/discussion thread

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Connor MacLeod
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Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Technically I'm skipping over Rogue Trader since that was second, but that's okay, because I'm braeking patterns all over so why not? Variety is fun and shit.

Deathwatch is the third in the line of FFG's '40K RPG' lines, and the one that focuses primarily on Space Marines in many of their iterations (albeit under teh guise of the Deathwatch.) Unlike the last two RPGs, where Dark Heresy emphasized exploration of Imperial society and the political/mystery elements so prevalent amongst the Inquisition (EG Eisenhorn: the RPG), and Rogue Trader focused more on spaceships and high adventure and exploration and conquest type shit, Deathwatch is more assuredly war-centric since it involves Space Marines. It involves the Deathwatch acting amidst the backdrop of a larger, sector-scale Crusade involving warp gates and the far side of the galaxy, and an inexplicable confluence of events that bring all the major factions of 40K to bear in one locale (Tau, Imperium, Chaos, Tyranids, Orks, Necrons.. they all make an appearance.)

I actually think that, as far as an RPG goes, Deathwatch is a bit of a step down compared to the last two. Aside from the fact its yet ANOTHER Imperium-centric update (unlike Black Crusade, which at least introduces Chaos' side of things), the return to a more warlike focus slides back more towards 'wargame' territory, and as I've noted before I consider Space Marines difficult to write about because of their rather more limited scope. And yet they're still a part of 40K and the Imperium, and within the limits set up FFG does a rather good job of exploring it as best as they can (I doubt *I* could do any better.) and there is fo course that nerd side of me that always enjoys the booms, so I can shamelssly indugle that side of things I suppose. It also is probably fair to say that I probably won't be as harsh with Only War (the most recent 'iteration') since its IG, and I am most assuredly biased towards the Guard. Plus I've admitted I don't like Marines as much :P

Of the organizations to focus on, the Deathwatch is probably the best because its tied to the Ordo Xenos, which gives you more flexibility (scope, nature of threats, operations, etc.) as well as drawing on a much wider scope of Space Marine forces which can lead to internal strife and conflict. More, it requires a certain sort of person who can be more flexible mentally (by Space Marine standards) to serve in Deathwatch, both by the manner in which they execute their duties as well as the sorts of people they must interact with. The inclusion of things like the Omega Vault and the shroud of mystery surrounding the Deathwatch's presnce in the Reach also adds much to the atmosphere, especially against the backdrop of the current war.

Like with Dark Heresy, I'll start with the core rules and work out from there. I probably won't take as long with the rulebook as I did with DH, because I'm still in a 'don't stretch it out, try to catch up' frame of mind. Its not quite as huge as DH was (since by this poitn alot of details and such got replicated and I could skip over certain things, like critical charts.) and that helps. So call it probably 3 separate updates, in two pieces each.

This is part 1 of the core rules:

Page 11
Of the one thousand or more Space Marine Chapters thought to be in existence...
1000+ Marines


Page 11
...each made using the genetic inheritance of one of the Primarchs, albeit diluted a hundred times for no human body could contain such power.
Implies either that Primarchs are 100x greater than normal men, or 100x greater than Space Marines.


Page 12
The toll numbered in the billions, and uncounted worlds had been left as little more than corpse haunted wastelands as the raging inferno of the Horus Heresy was finally extinguished..
Aftermath of the Heresy.


Page 12
The Horus Heresy had revealed weaknesses in the geneseed of several of the early Space Marine Legions, which had been exacerbated by the need to keep the huge formations up to strength...
...
The insidious powers of Chaos had been able to manipulate this corruption to turn Horus and many of the Space Marines..
As hinted at before, some sources speculate on a genetic predisposition to Chaos. I can't honestly say its impossible, but I'm really skeptical, given both how the Heresy novels pan out and what other source say. It really seems like external factors (politics, the Emperor's secrecy and general handling of the Primarchs, etc.) played a larger role than genetics did, although it's quite reaosnable to figure that it would paly some role.


Page 12
It is not known exactly how many Chapters were created in the aftermath of the Horus Heresy, as many of the Imperium’s records are incomplete or lost entirely, and whole Chapters have been created and destroyed in the millennia that have followed. What is known is that there are just over a thousand Chapters scattered across the Imperium....
They also reference the second founding and all the subsequent ones (24 additional) as we know already.


Page 12
The Codex Astartes decreed that Space Marines would be created and trained over a controlled period of time. The genetic banks used to cultivate the implants that turn a normal man into a mighty Space Marine would be carefully monitored, and cultivated organs would be subject to the most stringent tests of purity. Young initiates would undergo rigorous trials of physical and psychological suitability before they were accepted, and only those of the highest calibre would be chosen.

On Earth, the Adeptus Terra created genetic repositories to produce and store Space Marine gene-seed. These banks were used to provide all new gene-seed for Space Marines and, to prevent cross-contamination, the genetic material of each of the old Legions was isolated. Henceforth, the new Space Marine Chapters would receive gene-seed only from their own genetic stock.
The chapter 'system' - reliability was emphasized over practicality, basically.


Page 12
The gene-seed of the Traitor Legions was placed under a time-locked stasis seal, although at the time, many believed these dangerous stocks should be destroyed. By taking direct control of the genetic stocks, the Adepts of Terra could ultimately control the Space Marines. Now they alone had the power to destroy or create Space Marine chapters at will.
the Traitor Legion geneseed still exists. this might explain things if the Blood Ravens were indeed descneded from Thousand Son DNa, for example.


Page 13
Where the old Legions were unlimited in size, the new formations were fixed at approximately one thousand fighting warriors. This corresponded to the existing unit called the Chapter...
It must be theoretically unlimited, since most numbers for Legions vary between tens of thousands to a hundred thousand for the larger one.s Only the Smurfs had larger (250K, to be exact.)


Page 13
Most of the old Legions were divided into fewer than five Chapters, but the Ultramarines, being by far the largest of the Legions, were divided many times. The exact number of new Chapters created from the Ultramarines is uncertain: the number listed in the oldest known copy of the Codex Astartes (the so-called Apocrypha of Skaros) gives the total as 23, but does not name them.
This is interesting, as it implies there were no more than ~60 or so Chapters to start, and merely a hundred thousand Marines at the beginning. Given what the HEresy era stuff in recent years has said, we know that many chapters had 100,000 marines at a minimum, and some (like the Ultramarines) were considerably larger (something on the order of a quarter million.) Given the Ultramarines size alone, there should be several hundred Chapters. Of course, this is likely a recycling of older fluff, and sometimes in doing that they don't quite make it "synch" with modern thinking or ideas.


Page 13
As a result of the Second Founding, the Ultramarines’ geneseed became the favoured genetic stock of most subsequent foundings.
This was further expanded on in Space Marine codexes, and (in the opinion of some, as per the most recent) pretty much overblown to hell (due to one Matt Ward, usually.) Of course one of the beautiful things about 40K is that often the material is phrased so that something could be slightly, mostly or totally exaggerated, so there is always the possibility to dismiss or reassess a idea in light of other material.


Page 13
Most Chapters, however, do not adhere so rigidly to the Codex patterns laid down for organisation, tactical roles, or other processes. Many Chapters are organised largely according to the Codex, but are further shaped by their home world and the personality of their Primarch.
..
A small number of Chapters are vastly different from the Codex, and owe little or nothing to it at
all.
..
The Adeptus Terra has never decreed it necessary to enforce the Codex absolutely. Indeed, it is doubtful whether it could.
It also mentions how, through their control of the Gene Seed, the Adeptus Terra has indirectly enforced the Codex by favouring Ultramarine stock.. They do say that some have strayed from the letter of the Codex, whilst remaining largely faithful to it in spirit or principle.


Page 13
It is believed that of the one thousand or more Chapters thought to be in existence today, more than half are descended from the Ultramarines, either directly or through one of the Primogenitor Chapters of the Second Founding.
greater than 50% ultramarine-descended chapters (EG 500)



Page 14
Many are based on a single homeworld and recruit solely from that populace..
...
These worlds are often technologically backward with strong militaristic societies...
...
Because feral worlds are rough, primitive, and untamed, their inhabitants invariably provide excellent recruits. For true aggression and nigh-psychotic killer-instinct, however, few recruits can best the murderous city-scum that roam the darkest pits of the Hive worlds.
...
Some recruits are drawn from the more civilised worlds of the Imperium, but not very many.
Recruiting practices and locales. They also mention they routinely observe the genetic purity (the job of Apothecaries) and spirtiual help (no Chaos taint) to keep the Space Marine genetics as pure as possible.



Page 15
The Chapter’s officers might visit the culture once a generation...
They better recruit a LOT of people in that time, cuz Space Marines can take hefty casualties despite all their special-ness. Usually though the novels tend not tho show much in the way of what we might call intelligent recruiting . Save for some chapters like the Fists, who recruit thousands from many dozens of differne tworlds.


Page 15
Other Chapters have no single home world and travel the galaxy in gigantic fleets of battleships, recruiting either from a regular series of worlds or from the war zones to which they are assigned
The Crusading Chapters.


Page 15
Once accepted, the young aspirants become Neophytes and begin their regimen of training and biological enhancement.
...
Each Chapter has its own traditions regarding the initiation of the recruit into its legends and secrets. This process often runs parallel to the bio-genetic treatments the Neophyte must undergo.
Even before the implants, Marine recruits become enhanced in some way. One wonders if they are permanant or if they fade over time. Going by Nocturne, it seems more or less permanant.



Page 15
Such are the rigours of the training that many do not survive.
...
Many possible fates await those who fall by the wayside in this manner. Most are mind-scrubbed and become Chapter serfs—manservants and menials. The less fortunate are transformed into living servitors—mindless biomechanical automatons who exist only to assist the Chapter’s Techmarines in the operation of heavy and frequently dangerous machinery.
The interesting thing is if they become menials, there is a good chance that the menials had some measure of enhancement done before being kicked out. Given that many serfs seem to breed and produce families, this could have implications for the genetics of Chapter Serfs vs the rest of humanity, assuming the changes are permanant and don't fade over time (and assuming they can be passed genetically.)

Rynn's world mentions that The Crimson Fists once tried breeding



Page 15
Over the course of several years, the youth will be surgically altered, a number of unique organs implanted into his body, turning him slowly into a Space Marine. Although much diluted, each of these organs is drawn from the genetic stock of one of the first Primarchs, and through him, of the Emperor himself.
The amusing thing is that this implies that the Primarchs and Emperor had augmented bones and redundant skeletons, although we might read too much into that in the case of the GEOM, since he was an uber-psyker.

Another interesting bit is the physical/genetic connection and what that might imply. Even diluted, this implies the Emperor should have some psychic/genetic bond with all Space Marines, the same way he did with his Primarchs (and the way some Primarchs, like Sanguinius, had strong psychic bonds with the Blood angels) This could perhaps be the "flaw" referred to in the Gene seed, and what makes PSace Marines such good Chaos Champions. At the same time, it also implies all "loyal" Space Marines are/were potential Avatars/vessels for the Emperor's power. It may even give some measure of psychic influence or empathy (which could oftne manifest as the dreams/visions/prophecies some Marines receive, eitehr directly or through some intermediary like a "Primarch".)


Page 15
The various implants cause vital changes in the recipient’s physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become fully-functional, if they are implanted once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly.

The third consideration is mental suitability. Several of the implants will only develop to a usable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment.
...
They must be male, because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening.
...
With the completion of organ implantation and attendant chemical and hypnotic training, the subject is ready to take his place in the Tenth (Scout) Company
The long and involved implantation process for scouts.. this probably goes a long way towards explaining why so few people (relatively speaking) can be Space marines.



Page 15
When a Chapter is at full strength, these misfits may be put out of their misery. However, if the Chapter is short of Space Marines, they may be allowed to live and may be placed within their own special units. Those who display controllable psychotic tendencies can be recruited into suicide assault squads.
The 'misfits' in question are those Neophytes who survive the process physically but not mentally This passage is a disturbing echo of the actions of the Raven Guard post Istvaan.



Page 16
...the efficiency of each organ differs from Chapter to Chapter, depending on the condition of the Chapter’s gene-seed and the degree of debasement of its surgical procedures. In some Chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning has twisted the functioning of implants.

Many of the organs only work properly when another organ is present, the loss or mutation of one organ often affecting the exact functioning of the others. For these reasons, implants must be constantly monitored, and many Space Marines must undergo corrective surgery to re-balance their metabolisms.
Geneseed is complex stuff, and needs to be constnatly monitored and adapted... is also very prone to mutations and failures if the slightest detail is out of whack, it seems. This can lead to some wildly varying results, or evne the loss of abilities (or the creation of others, or wildly varying performance.)



Page 16
...the Neophyte undergoes chemical treatment, psychological conditioning, and subconscious hypnotherapy...

...
...a Neophyte must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of corrupt development treated. This chemical treatment is reduced after completion of the initiation process, but it never ends. Space Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. To this end, power armour contains extensive monitoring and drug dispensation equipment.
...
Some of the implants, specifically the Catalespean Node and Occulobe, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Space Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Space Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes.
From scout to Marine. The hypnotherapy is important not just for indoctrination and knowledge training, but it also facilitates the proper functioning of some of the Geneseed.

Also note the importance of 'maintenance' of the space Marine's body and metabolism.. there are evidently many requirements that are needed to keep them at peak performance (they can survive and function without them, but I imagine they run risks and can degrade over time.



Page 16
..their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers endowed by the implants. For example, a Space Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill a normal man. A Space Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination as well. Some Space Marines develop photographic memories. Space Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.
The 'mental' powers of a Marine. As impressive as the physical abilities are, I'd say many of these qualities are as important, if not more so.



Page 18
Each organ grows within the Space Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years, the neck gland is mature and ready for removal. After ten years, the chest gland becomes mature and is also ready to be removed. A gland may be removed any time after it has matured, and it represents the Chapter’s only source of geneseed.

When mature, each organ contains a single gene-seed corresponding to each zygote implanted into the recipient.
...
As each Space Marine has only two Progenoid glands, the rate at which a Chapter can create new Space Marines is restricted. It may take many years for a Chapter to rebuild itself after heavy losses. Gene-seed is often rendered useless if a Space Marine is exposed to high radiation levels or other forms of genetic disturbance. The efficiency of different Chapters’ Progenoid gene-seed also varies, so some Chapters are able to make up their numbers faster than others.
The Progenoids. As noted before, Progenoid glands can be removed after a fixed period of time and each contains the nucleus of all the implants a recipient has and develops. Each can be used to create a new marine (its a sort of redundancy. gene seed is vulernable to genetic disturbance.

The interesting point is that gene-seed growth and other factors mean that Space Marines can vary the 'recruitment' rate of marines. Some can grow faster than others.

The only bit of the Gene seed listing I cared to quote aside from a part of the Black Carapace. I suppose I could have ddone more, as they tend to go into quite a bit of detail of the various effects, but it's been covered in so many sources look here for a fairly good listing.



Page 18
Within a few hours, the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the subject. After several months, the recipient is fitted with neural sensors and transfusion points, cut into the hardened carapace. These artificial interface points mesh with features integral to the power armour, such as the monitoring, medicinal, and maintenance units. Without the benefit of the Black Carapace, a Space Marine’s power armour would be far less effective.
Interesting mainly for its "self-aware" reaction when implanted, as well as the functions of power armor it impacts. also the implication that they CAN operate power armour without it, just less effectivley than with. (a possible backup system.)

Other sources have noted the Carapace also acts as a layer of armor for the vitals.



Page 19 - Another section I won't detail but briefly. Basically it outlines the path of a marine.. first as a Scout, then as apart of the Devastator squad (first providing escort./support to the heav weapon operators, then operating the weapons themselves) then in the assault squads. Tactical squads, it seem, are the second highest post... with the Veteran squads the highest (aside from the officer ranks of course.)



Page 20
So resilient is the armour that it is reputedly able to operate inside plasma reactors, within volcanoes, and inside highly irradiated areas of deep space. Legend has it that the armour can even survive the tread of a Titan.
..
Most of the time, Veterans take to the field wearing ordinary power armour...
Durability of Terminator armor. The last bit about Titans is a reference to a short story involving a space wolf terminator. It is a bit exaggerated. Veterans also use normal power armor. We also see the fruits of 5th edition popping in, with the mention of Vanguard and Sternguard Vets.


Page 25
"Amongst a hundred men, there may be none fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be one fit for the Deathwatch."
Space Marine recruitment is less than 1% in other words. One in one hundred (or one in fewer than 10,000) good for Deathwatch. It is unlikely tha tthis is physical, but probably more a mindset thing.



Page 25
Space Marines are naturally ambidextrous..
A useful ability.



Page 28
"It is a Godwyn-pattern model with an ammo counter, sinister/dexter locking mechanism, and a sickle magazine containing 30 rounds. Each round is a .75 calibre bolt with a diamantine tip, depleted deuterium core and mass-reactive detonator. It fires in four-round bursts."
Bolter described. The interesting thing is the core.. "depleted deuterium' may suggest some sort of high density (metallic) hydrogen core (which corresponds to other sources) this may explain the detonating ability or it may not. Alot of sources tned to vary and its quite likely bolter rounds all vary in construction and damage mechanisms. It's not as if there isnt umpteen million different kinds of ammo after all.

Also, aside from the four round burst ability, they all fire a .75 calibre bolt.. the same calibre as the human grade bolters.


Page 28
- General armament outlined here (for deathwatch at least): Standard is power armor, bolt pistol, 3 frag grenades, 3 krak grenades, combat knife, reair cement.. etc.

Some specialities (Apothecary, Librarian, Tactical and Techmarine) get bolters with fire selectors. Tacmarines get one clip of special ammo. Devastators have a backpack ammo source for a heavy bolter (at least for that kind of Devastator) and Assault marines have their hand weapon and jump pack, whislt Apotecaries have their medical stuff.


Page 28
Whilst wearing their power armour, an unarmed Space Marine typically stands slightly over 2.1 metres tall and weighs between 500–1,000 kg.
...
Generally speaking, Space Marines rarely vary to a large degree in height or weight...
This implies that much of the "mass" gained for an Astartes comes largely from the implants, with small variations depending on things like height and build. I suppose the young age of implantation and the years of therapy and surgery and suchnot also help to "standardize" the development of marines (make it controllable) to iron out such dramatic variations (Marines are not "left on their own" to grow like normal people are.) You can still get variation amongst marines of course, its just that the 'averages' for the astartes are distinctly superhuman. And then there are ones like Haegr...



Page 39
The Black Templars have no single home world. Instead, they live in their Crusade fleets, upon many battle-barges, strike cruisers, training vessels, and gigantic forgeships
...
The Eternal Crusader is gigantic, even for a battle-barge, having been expanded and refitted over ten thousand years with extra docking facilities for escort ships, additional launch bays for shuttles and Thunderhawk gunships, as well as accommodation for twice as many Space Marines than a normal battle-barge.
Black Templars fleet assets. It is mentioned they are considered a rogue element for their extreme independenc eform the Adeptus Terra.. which is pretty funny considering how zealous they are.




Page 41

Yet, at some time around the end of the Dark Age of Technology, utter devastation was visited upon Baal and its moons. In a nameless, long-forgotten war, viral and nuclear weapons were unleashed, their effects so potent that many thousands of years later, all three worlds are still subject to deadly radiation storms.

Their surfaces are scarred by vast plains of blackened glass and endless tracts of polluted desert. What must once have been oceans are now poisoned seas of toxic sludge, covered in layers of pallid dust. The people of the system must have died in their millions. But somehow, humanity prevailed.
The devastation of Baal.


Page 42
The people of the Baal system became nomads, shifting from place to place, picking the ruins clean, and warring to preserve what spoils could be gathered. They constructed ramshackle vehicles and learned how to make rad-suits—and more importantly, rad-counters—to protect them from their hellish, blasted environment.
This is more or less from 2nd edition fluff.


Page 42
Once fifty or so victors have been separated from the unsuccessful aspirants, they will be taken by Thunderhawk gunship to fulfil the next stage of their trials.
...
Soon after sipping the precious liquid, the aspirants fall into a profound sleep and are taken to the Hall of Sarcophagi. The walls of this vast, cathedral-like chamber are lined with mighty golden caskets, each twice the size of a man. The sleeping aspirants are entombed within, dwarfed by the size of the huge sarcophagi, and attached to an array of life-sustaining nodes. There they remain for a full year, fed intravenously with nutrients and injected with the Blood of Sanguinius.
..
Through this arcane process and lost technology, the scrofulous wastelander is transformed into a being of radiant purity and noble purpose.
The interesting implication of this is that there is a high survival rate for the process. It could be that there are only ever fifty at a time because that's how many caskets there are (functioning.) Which could be something of a bottleneck, although the supposedly shorter cycle time probably compensates somewhat. Or it would, were they not having to deal with the Black RAge and REd Thirst.

Oh and this has some pretty funny implications when we apply it to the Blood Angels novels.



Page 42
The Blood Angels are amongst the longest-lived of all of the Space Marine Chapters, their gene-seed granting a vastly increased lifespan on all who possess it. It is not uncommon, therefore, for a Blood Angel to live for a millennium or more, if death in battle or the Red Thirst does not claim him first
I have to note they seem to pull alot of mateiral from the early second edition on Blood Angels - which is hardly a bad thing from my perspective, cuz I like much of the second edition fluff. The lifespan thing is also interesting in light of what we learn from the HH series about Space marines being virtually ageless. apparently their aging is one of those inevitable changes to the Geneseed, or something.



Page 42-43
The Blood Angels’ cadre of Sanguinary Priests—the equivalent of Apothecaries in other Chapters—tirelessly pursue a cure to the Red Thirst. But each year, more and more brethren succumb to it. Perhaps in an effort to hold the curse at bay, many Blood Angels sleep in the same casket where their bodies were transformed from the ravaged Baalite wastelanders to the perfect forms they emerged as, the arcane machinery filtering and purifying their blood as they slumber. This is even true of many Blood Angels seconded to service in the Deathwatch. Their caskets are stored within a watch station or watch fortress, and the Blood Angel sleeps there to heal any wounds suffered during a mission, emerging whole and unsullied once more.
Sounds like a vampire Space Marines, but it also reminds me of the Sarcophagi from Stargate. Also acutal RESEARCH done to cure the plague. HERESY!


Page 45
The first such allegory a Dark Angel is told recounts the so-called Tale of Two-Heads-Talking, in which a band of Deathwing Terminators returned to the planet of their birth to find their people enslaved by hideous xenos overlords. Daubing their armour white, as was the tradition of their people, the Terminators began their death-quest. They defeated their enemy, but at the cost of the life of their beloved librarian. Similar tales are told at every stage in a Dark Angel’s progression through the ranks, the details changing from one story to the next, but the essential truth remaining. Each tells of a group of heroes returning to their home world to find their people enthralled by a traitor, and only at the cost of eternal shame are the enemies defeated. Even then, some always escape.
This is an obvious retcon for the "Deathwing" short story by Bill King, and to be honest, it's not a bad one for in-universe.


Page 48
The gene works its hideous changes upon the warrior’s mind and body; he reverts to a primal state where his bones split and buckle, hair sprouts across his body, and his only desire is to gorge on fresh meat and blood. His body mass grows by almost eighty percent, many of his bones fuse, and vestigial fangs sprout from his gums as he undergoes the transformation.

...
If the aspirant finds his way back to the Fang... ...he is implanted with the remainder of the Space Wolves’ gene-seed, stabilising the Canis Helix and completing his genetic indoctrination..
Space Wolf processes.. they dont seem to differ from what we know from other sources. notice that the body mass almost doubles... and this is before the full implantation process. A 70-80 kg human becomes (for example) 126-144 kg. Given the size and toughness of Fenrisians i wouldnt be surprised if the males average out at 100 kilos easily though.


Page 50
Ever since this time, the Storm Wardens have redoubled their diligence, and their fortress-monastery mounts sophisticated scanning technology placed reluctantly by the Adeptus Mechanicus as payment for an ancient pact.
What they are scanning for, we don't know... possibly to monitor for nearby threats, or warps torms..



Page 51
Highcastle’s lower halls extend deep below the moon’s surface and contain ancient automated furnaces to provide the raw materials and conditions necessary to craft new weapons and vehicles for the Chapter’s use, overseen by the Master of the Forge.
Like Fenris, the Storm Wardens have deep undeground automated fabrication facilities.


Page 53
The gene-seed from which the original Ultramarines Legion was founded is considered the purest, and it is estimated that some two-thirds of Chapters share their inheritance, being either direct successors or created from tithed Ultramarines genetic material. This shared inheritance often ensures that when the Ultramarines go to war, they are supported by many other Chapters..
Implies closer to 2/3 of the Chapters of Sace marines are Ultrasmurfs. It also means that they are the closest to breaking the rstricitons on Legions .


Page 68
Interfacing remotely with a Battle- Brother’s armour systems, the Apothecary might disable a limb, limit blood oxygen levels or simulate the effects of any number of poisons, all in the cause of maintaining combat readiness.
Apothetcaries can remotely interact with the medical capabilities of power armor.


Page 69
...the Apothecary can create a virulent poison that he can hand out to the members of his Kill-team to help destroy a particular enemy. The Apothecary needs a tissue sample of a particular enemy, his narthecium, and one hour to create the toxins.
They cna also make poisons.


Page 72
In addition, many are protected by such tough armour (technological or biological) that they can only be defeated in the deadly whirl of close combat. Ranged weapons may be all but useless against such foes, or the environs in which they lurk may preclude the use of ranged weaponry.
Some aliens for some reason can only be defeated by melee weapons.


Page 76
This weapon is an even more powerful version of the standard meltagun, and is capable of reducing an entire fortress wall to slag. A Devastator Marine wielding such a weapon must be a master in its use, for it is all too possible to bring down an entire structure on to the heads of the Kill-team instead of burning a tunnel through an obstacle.
Assuming a 3x3 meter wall 10 cm thick (about roughly the area a multimelta is known to effect).. we'd be tlaking 4-5 GJ.



Page 76
Many carry suspensors, small devices attached to the heavy weapon that utilise a miniature anti-grav generator to provide sufficient lift to offset the weight of the weapon. Other devices include additional targeting gear built into the Devastator arine’s helmet and integrating with pick-ups on the weapon itself, allowing him to see his target from the point of view of his weapon’s barrel. Some Devastator Marines utilise rare or exotic systems, often supplied on a mission-specific basis by a Techmarine. These include motion predictors, psych- ocular buffers and wide band electro-magnetic filters.
Devastator add-ons.


Page 79
It is thought that several dozen Chapters have reneged on their oaths of service, some through seduction by Chaos, others through hubris, alien intervention, or the fostering of heretical elements of their particular Chapter dogma.
Estimates on the number of renegade Chapters.


Page 80
[qote]
To be a Space Marine is to be one in a billion—a man judged strong, tough, and bold enough to stand against the horrors of the galaxy.[/quote]

1 Space Marine in a billion (or so) people. That would suggest a population roughly in the quadrillion range.


Page 80
....Librarian is able to unleash withering blasts of searing energy at his foe, reducing them to ashes with but a thought. Often, the energies are directed and multiplied through the blade of a specially crafted weapon uch as a force sword or halberd...
...

.. launching deadly bolts from a staff, an outstretched hand, or through his very gaze.
Librarians can cremate enemies.. apparently amplify the same power through their sword... or shot from the eyes as laser eyebeams.



Page 81
In addition to this, many Librarians are gifted with some degree of prognostication—whether by way of visions, meditation , consulting the Emperor’s Tarot, or seeming intuition, Librarians can often discern something of what will come to pass. Though such a premonition is rarely clear enough to provide complete certainty, it often provides clues that enable an experienced Librarian to make a sound judgement concerning potential dangers that may be faced in an upcoming mission,
Librarian precog.


Page 81
Many Librarians are skilled enough to send messages from the surface of a planet to a vessel in orbit, and more powerful Librarians might even be able to contact a fellow Librarian in another sector. Generally, the further the message is projected the less clear it becomes. However, in several cases, a Kill-team that has been considered to be lost has been recovered due to the efforts of a Librarian, who managed to invoke a simple insight from the mind of a Battle- Brother light years away
Librarian astrotelepathic abilities.


Page 84
Hellfire rounds for example, have been introduced following the lessons learned in costly battles against Hive Fleet Behemoth, each containing a small payload of mutogenic acid that is devastating to organic matter. Dragonfire rounds explode on contact with their foe, erupting in a burst of incandescent chemical fire that soon engulfs the target. Kraken rounds contain a super-dense core that affords them improved range and penetration compared to a conventional round, making them ideal against heavily armoured targets.

Metal Storm rounds are examples of highly sophisticated and barely understood technology, a miniscule proximity detector triggering the round’s detonation microseconds before impact, and lacerating the foe with thousands of razor-sharp fragments, causing him to bleed out in seconds.

Stalker shells are optimised for range and stealth, allowing a Tactical Marine to use his bolter as a makeshift sniper rifle, increasing his flexibility and lethality still further.
Bolter ammo variants.


Page 87
Compared to the teeming masses of Humanity, the numbers of warriors that the Space Marine Chapters can field is utterly miniscule. No census of the Imperium’s population has ever, or indeed could ever, be taken, and the true numbers of Space Marines is also vague. Yet, there can scarcely be more than a million Adeptus Astartes in service, which roughly equates to the number of worlds held to be ruled by the Senatorum Imperialis.
~1 million marines, ~1 million worlds, no accurate number on Marine numbers or on the human population of the Imperium.



Page 88
..the conversion beamer, a rare weapon that works by converting matter to energy in a beam that becomes stronger the further it extends and the more matter is converted. It is only by the constant ministrations of a Techmarine that such a weapon can be utilised
Conversion beamer.


Page 88
There are weapons kept within the Vault the likes of which are thought to be unique in the galaxy, their secrets impenetrable even to the highest of the Tech-Priests of Mars.
...
Such weapons might be lost relics from the Dark Age of Technology, or the product of alien technologies long since vanished from the galaxy. Some are known to be capable of unleashing unprecedented levels of destruction, perhaps laying waste to entire cities in a single blast.
Decimating entire cities in a single blast seems to be "unprecedented" levels of destruction. This may be context dependent of course.



Page 105
Void Combat: Covers starship combat between anything from lightly armoured escorts up to battle barges and space hulks. It is also includes knowledge of high orbit fire support doctrines and the best way to use ships in orbit to aid ground troops
high orbit bombardment. Tens of thousands of km bombardment range.



Page 113
The Battle-Brother spends the time before battle armouring himself against the power of the warp by reciting canticles and litanies of hate and contempt against the unclean powers.
Apparently ritual can fortify against the warp.


Page 134
A creature with this trait can transform its body into an insubstantial state, passing ghost-like through solid objects or barriers of any sort.
...
A creature in a phased state cannot cross psychically charged barriers, holy wards, or energy fields designed to flux space or manipulate the warp such as a Gellar Field or a Void Shield.
Phased ability.



Page 134
Certain spirit-beings and denizens of the warp have the ability to possess mortal bodies. This is a far more insidious and damaging process than most forms of mental control, or even the power of the stron gest psykers to ‘ware’ the bodies of others, as the very fabric of the assaulting warp being is merged with the victim’s living body on a fundamental level so as to allow it to remain in our reality.
...
Note that Daemonhosts, being extraordinary powerful examples of deliberate, ritualistic possessions, designed to bind and control daemons in living vessels,...
Possession and variants thereof.


Page 138
Replacing a suit of Terminator Armour may take years...
Years to fabricate Terminator armor.


Page 140
Imperial governors and the richest noble families are lucky to own a single treasure that rivals the fine make of the most Common Adeptus Astartes equipment.
...
Exceptionally crafted items are produced in venerated forges by senior artificers, and their design reflects the additional effort devoted to their making.

..into which untold years and the most precious and advanced materials are poured.
Posisbly one reason why hand crafted or special itesm are better than regular ones. This could explain things like Titans, or battleships.



Page 141
The Deathwatch draws its arms from a vast array of sources. Countless forge worlds, factories, and artificers labour to supply the thousand Chapters of the Adeptus Astartes, each tithing some portion in turn to the Deathwatch.
Deathwatch supply lines.


Page 141
Many designs throughout the Imperium are simply the best attempts to mimic Astartes designs on a scale that a normal human can control. The original, unadulterated versions of their arms and equipment shame such replicas.
Human simulation of Astartes equipment. I assume this refers to human bolters, human power armor, etc.


Page 144
Volatile matter is charged with potential energy, and reacts violently on a solid hit.
"Volatile" weapons include some of the plasma weapons. I'll include those as i go along. This tends to suggest, though, that 40K 'plasma' is some really fucking weird sort of battery.


Page 145
For the most part I'm going to ignore most weapons, because alot of them will be repeated elsewhere, so I'll just giv ethe AStartes weapons.

Astartes bolt pistol has range 30m, ROF single/semi(3) 14 shot clip and weighs 5.5 kg

Astartes Bolter (Godwyn): 100m range increment, Single/semi(2)/Full(4) 28 shot clip, 18 kg weight

Astartes Boltgun(Stalker) 200m range increment, 24 shot clip, 17 kg weight.

Combi weapon is same as regular bolter but has 25 kg weight.

Astartes HEavy Bolter: 150m rance increment, Full(10, 60 shot clip, 68 kg weight

Astartes Storm bolter is same as regular bolt gun, escept for 60 shot clip and weighing 26 kg.

Astartes Plasma cannon: 150m range, 16 shot clip, Blast (1), Volatile qualities, 70 kg weight.
maybe some 60 MJ per shot.

Astartes Plasma gun (ragefire) 100m range increment, single/semi(2), 40 shot clip, Volatile quality, 27 kg. 9.5 MJ per shot.

Astartes plasma pistol: 30m range, single/semi(2), 12 shot clip, Volatile quality, 6 kg weight.
7 MJ per shot.

Astartes Infernus pistol: 10m, 4 shot clip, 5 kg

Astartes Vulkan Meltagun: 20m, 6 shot, 14 kg

Astartes Multimelta (Maxima): 60m, 12 shot, Blast(1) quality, 72 kg

Flamer is 20m, 6 shot, 15 kg. Hand flamer is 10m, 4 shot 6 kg. Heavy flamer is 30m, 10 shot, 65 kg. All Flame are Astartes scale:

Astartes ASsault cannon (mounted, as on Terminator) 150m range, Full(10), 200 shot clip, 80 kg

Astartes shotgun: 30m, Single/semi(2), 18 shot clip, 10 kg

Astartes Lascannon: 300m, 6 shot clip, 75 kg. Assuming a sodium sulfur battery of 540 kj/kg we're getting 4.1 MJ capacity for the pack. 680 kj per shot.

Astartes Cyclone missile launcher: 300m, single/semi(2), 12 shot clip, 95 kg.

Astartes missile launcher (SoundStrike) 250m, 8 shot, 50 kg.




Page 146
The standard bolter round is .75 calibre with a super-dense metallic core and diamantine tip.
They also refer to them as temperamental. Again note the 'super dense metlalic core' - implying metallic hydorgen.,


PAge 146
As destructive as its full-size counterpart, a bolt pistol’s primary drawbacks are its smaller clip and slower rate of fire.
bolt pistol vs bolter. The similarity in destruction probably refers to the explosive part (the most damaging) as they use the same bolt. They have differing ranges however and fire at different velocities.


Page 146
The Deathwatch-pattern bolter incorporates a shot selector....
Shot selectors a standard modification.


Page 146
It significantly muffles the sound of any shell fired, and produces no muzzle flash.
Silenced capacity of the Stalker pattern boltgun.



Page 147
These weapons are potent in a wide variety of roles, capable of turning entire infantry platoons into a carpet of gore as well as assailing vehicles in a hail of large, armour-penetrating explosions. Heavy bolters fire rounds of a much larger calibre than the standard bolt, contain more propellant and are capable of achieving longer ranges.
Heavy bolters.



PAge 147
The secrets of plasma technology are almost lost outside the Adeptus Astartes, amongst whose ranks these weapons are still uncommon. Plasma technology is frequently found in the hands of the Dark Angels, who have maintained a large number of such weapons and the art of their construction since their Founding.
supposedly uncommona gain, but practice tends to suggest otherwise.


Page 147
Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into plasma, held in the core by powerful magnetic containment fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature.
...
Plasma weapons tax their cooling systems considerably, and the Space Marines push the limits of their own resilience by using hydrogen in a higher quantum state than standard Imperial patterns.
...
..a higher-powered blast with a longer range and higher temperature.
Maximal setting provides the overheat/recharge qualities both. A retcon for the differneces in plasma bolt capability I suppose.

note the 'higher quantum state' of Space marine plasma guns - what that means I dont know - maybe that it stores more energy or something.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

1st update, Part 2

Page 147
The largest portable plasma weapon is the plasma cannon or heavy plasma gun, which is also seen in service on some Adeptus Astartes transports. Rather than using attached flasks, the wielder wears a large fuel canister that attaches to his backpack unit.
Most plasma weapons do, but plasma cannons would without a doubt need backpack sources.


Page 148
Melta weapons emit devastatingly intense but short-ranged blasts of heat which can melt through almost any material. Most types of melta induce highly pressurised gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as the beam reduces the target to charred scraps or molten slag.
melta weapons.


Page 148
The Infernus pistol represents specialised and ancient technology, almost impossible for even the Adeptus Astartes to recreate. Mere handfuls exist in any sector...
Thats still tens of thousands of them.


Page 149
This huge weapon carries more fuel, fires at much longer ranges, and creates a larger blast area capable of vaporising several square metres at a time. It also generates much more heat than its smaller cousins, making proximity to the firer highly uncomfortable for those not insulated by power armour.
Multimelta. Vaporizing sveral square metres of people could mean entire squads (or parts of squads..).. many gigajouels worth of energy.


Page 149
Flame weapons use a fuel generically referred to as promethium. On worlds of lower technology, this could be home-brewed concoctions or other chemicals, but Astartes weapons use only the most concentrated and refined formulas, achieving consistently superior results. Most models carry mono-propellant fuel which ignites via a small pilot flame at the tip of the barrel, though self-igniting models utilising binary hypergolic fuels are not unheard of. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater...
Promethium used in flamers.


PAge 149
This weapon’s incredible firepower can shred troops or vehicles even more efficiently than a heavy bolter, although its size and weight somewhat preclude manportability.
assault cannon


Page 149
Even with the Adeptus Astartes’ access to mankind’s most sophisticated weapons, they still use this staple technology to limited but devastating effect.
...
Las technology is generally of little interest to the Adeptus Astartes, who have access to more powerful weapons and do not answer to the Departmento Munitorum for their ammunition costs. The Lascannon is the exception.
...
Lascannons require separate power packs, which the Space Marines usually affix to their backpack generators.
Many wield lascannon like rifles. I find it rather odd the AStartes don't care about laser weapons.. you'd think they'd be useful for someone with powered armor and a nuclear rector. Its not as if Hellguns aren't nasty weapons too. Imagine the damage an Astartes scale, hotshotted hellgun could do.


Page 150
Blind grenades explode with a burst of dense dark EM spectrum chaff, all designed to block eyesight and even advanced visual detection.grey smoke including IR bafflers and broad-band.
Blind grenades.


Page 150
The Adeptus Astartes fill their large fragmentation (or frag) grenades and missiles with powerful explosives and aerodynamic metallic shards.
Are normal frag grenades using aerodynamic shards? sounds more like a flechette weapon


Page 150
Krak grenades and missiles use concentrated explosives to punch holes in armoured targets such as vehicles or bunkers. The powerful detonations do not produce a blast effect however..
May or may not be a shaped charge of some kind.


Page 150

- grenades and their masses. Most Astartes grenades are .8 kg (Frag, Nova, Krak, etc.) Plasma grenades are 2 kg (and volatile), Inecndiary grenades, Vortex and stasis grenades are 1 kg. EMp and photon flash grenades are .5 kg. Missles are generally 2 kg (Krak and Frag), but Plasma missiles are 3 kg (and again are Volatile)


Page 151
Photo-visors and similar ocular protection are common among the Deathwatch’s foes. This more powerful version of a flash grenade was designed to overpower standard input filtering. Each sphere contains a minute amount of plasma suspended in carbon gas. When ignited, the resulting fusion is similar to the effect of a collapsing star, and the emitted light achieves an extreme absolute magnitude. However, the ability to thwart auto-senses is a double-edged sword for Battle-Brothers, and nova grenades must be strategically utilised lest they blind their own forces.
Interesting sort of flashbang weapon. Implies that Astartes autosenses have photovisor like qualities.


Page 151
These highly lethal grenades use a deliberate plasma containment failure, erupting into blasts of white-hot energy. The dense plasma core of an Astartes plasma grenade is not fully consumed in the initial explosion and leaves a glowing, energized orb that continues to sear the area like a miniature sun. This tiny stellar body...
Non-explosive, magic plasma weapon. Given a round is some 5 seconds (IIRC) we're talking a good 5-30 second duration based on what is noted. It doesnt expand, it just sorta floats there, emitting heat.

the 'deliberate plasma containment failure' angle echoes plasma torpedo engines contributing to the explosive force, and suggesting that plasma munitions are not especially complicated or difficult to create.


Page 151
A larger incarnation of the plasma grenade, a salvo of plasma missiles can easily turn enemy troops into a smoking crater.
...
Plasma missiles have the same continuing effect as a plasma grenade. In addition, they pose an additional threat to vehicles. The plasma core can become fused with the hull, leaving no escape.
Even MORE flamethrower like than te grenade with that clinging ability. Implies it would burn a Crater into the ground - I'd guess several meters in diamaeter at least (multiple troops and given troop heights) It'd be several MJ for a 'plasma' that way, if it were anything like a real plasma at least, but I'd guess between 5 and 20 MJ to make a crater a few m in diameter in the ground. More if it melted its way through (hundreds or thousands of megajoules)


Page 151
Stasis fields are used throughout the Imperium to hold time at bay, essentially trapping whatever is inside them in a single moment. Uses run from mundane food storage to the preservation of the Ultramarine’s Primarch. A stasis grenade is simply an impacttriggered version of the same technology, most commonly used to temporarily neutralize a threat.
...

To call a stasis grenade rare and dangerous is a grave understatement.
Similar duration to a plasma grenade, only a stasis field. note that they use it for mundane food storage, it must be fairly common tech. Useful for interstellar shipping too when it comes to consumable/perishable things.


Page 151
A rare example of xenos technology employed in limited capacity by the Deathwatch, the exact form of such a grenade varies with its origin. The function of an EMP grenade is to generate a field of electro-magnetic static that interferes with most technology and generally causes machine spirits to malfunction.
Mentions Tau and eldar both using them. Also Haywire grenades are the same as EMP grenades.


Page 152
This dreaded example of lost technology tears open the very fabric of reality, creating a rift into the warp. Needless to say, the results of such a desperate action are highly unpredictable and almost as likely to backfire on he who used it. For all the nightmarish stories of daemons crawling through the breach, and vortexes that still re-appear like phantoms on old battlefields, there is no better way to ensure a threat is utterly destroyed than to see it sucked into the immaterium.

The secrets of vortex grenades are jealously guarded by the Adeptus Mechanicus, and some question whether Forge Worlds capable of their manufacture still exist. Certainly, their supply in the Adeptus Astartes seems ever-dwindling, and it is a dire threat indeed that warrants their precious and perilous expenditure.
The oh so lovely Vortex grenade. Some sources have noted they can no longer make them, although this seems to throw it up into the air. they may just be stockpiled.

Vortex weapons also seem to have potential drawbacks.


Page 152
With their super-human strength, Space Marines are capable of throwing projectiles further than some Imperial weapons can shoot. This relegates grenade launchers to a secondary weapon, usually affixed to a bolter or similar convenient location. Missile launchers are the more frequent choice when a Mission calls for long-range firepower.
Implies a throwing range of hundreds of metres


Page 152
The Soundstrike pattern overcomes the single capacity of the launch tube by attaching a special missile rack and auto-loader to a backpack power unit. The auto-loader’s gripping claw rapidly refills the launcher from the back-mounted ammo source, allowing the Battle-Brother to fire the missiles of his choice without interruption until his missile rack is depleted.
Missile launchers, including self-loading capabilities.


Page 152
When a Space Marine’s enhanced strength is not adequate to propel his choice of grenades far enough, an auxiliary grenade launcher can be employed. These compact tubes hold a small row of pre-primed grenades.
Terminator armor can mount a grenade launcher. The stats listed it as adding 3 kg to weapons weight.


Page 152-153
Small number of these rare and deadly archeotech devices circulate through the hands of senior Techmarines. By using the energy stored in atomic bonds, a conversion beamer can annihilate creatures, vehicles, or nearly anything its beam reaches, provided it is given time to build to critical mass.

When fired, a conversion beamer expels a stream of neutronbombarded particles, beginning an atomic chain reaction that converts matter to energy in a blazing beam that hurtles towards the target. As the escalating reaction travels, more and more air molecules are converted into a deadly blast that finally consumes the target in an explosive release of energy.
Conversion beamers suggest some interesting means of power generation for reactors as well as explosives. If the methods arne't lost tech that is.


Page 153
...re miniaturised guns so advanced that most foes mistake them for mere ornamentation until the digi-weapon unleashes the firepower of a full-sized pistol.
Digital weapons.


Page 153
A low-power laser beam propels small slivers of crystallised toxin that, once lodged in flesh, dissolve into the bloodstream almost instantly. Many chemicals can be solidified into such rounds with the right equipment, and a variety are in use by the Deathwatch. The most common compound (and the standard ammunition for this weapon) is a viral toxin that leaves most enemies dead within moments of being wounded. As they have no muzzle flash, needle weapons are ideal for assassinations. The only argument against these exquisite weapons is that the brittle rounds have little penetrating power, making them next to useless against heavily armoured targets.
Needle rifles, as notd laser powered, but have little penetrating power


Page 153
Exotic weapons: Conversion beamer is range 100m, 4 shot clip, 85 kg weight

Astartes scale digital flamer, laser and melta all have 4m increment, single shot, and weigh 0.1 kg

Ammo for the digital flamer is going to be 10 grams. For a sodium-sulfur battery the output would be 5.4 kj per kg (540 kj/kg battery).

For flamer: 20-30% of the body burnt ought to be lethal (40-60x40-60 cm area) call it 30-50 J per square cm for 3rd degree (or severe 2nd degree) 48 kj to 180 kj... 50-200 kj. Scaled up thats 5-20 MJ per kg.

The finger ring can imitate an inferno pistol.. lets say 2-200 MJ (to blow apart or vaporize a body) Output scales up to 200 MJ or 20 GJ per kg.

Astartes Sniper rifle: 200m rnage increment, 6 shot clip, 4 kg.

Page 154
Melee weapons listed. I'm just going to go over the masses for most weapons:
All are AStartes weapons:

Chainsword 10 kg, Chainfist 48 kg, Lightning claw 30 kg, power axe 10 kg, power fist 25 kg, power sword 5 kg, Thunder hammer 18 kg

Astartes combat knife 2 kg

Force staff 5 kg. Force sword 5 kg.



Page 154
Power weapons project a disruptive energy field along the blade or head of a weapon, allowing it to slice armour or strike with explosive impact. In theory, any weapon can be upgraded to a power weapon given the necessary technology...
In practice the Astartes make certain kinds of power weapons. It can have increased penetration, explosive impact, or even both, depending on design.


Page 154
A chainfist combines the matter-cleaving power field of a power fist with the rending adamantite teeth of a chainblade. The field envelopes both the huge gauntlet and the whirring blade, yielding a weapon capable of slicing through armour, vehicles, heavy cruiser bulkheads, or nearly any other substance in the galaxy given enough time.
Powered chainweapon. talk about excess.


Page 155
A power fist generates an energy field so violently disruptive that the weapon inside it is of little consequence. Therefore, instead of surrounding a traditional weapon, the field envelopes an oversized and augmented glove. Backed by a Battle- Brother’s strength, a power fist can sunder even the heaviest armour or rupture flesh as though bursting a bloody, overripe fruit. Keeping these superior energy fields charged requires heavy cables linked to the armour’s power system. The generators are also rare and difficult to maintain, making such a weapon a sign of status, even within the Adeptus Astartes.
Powerfist. Again note the grenade like punch effects.


Page 155
The psi-lattice circuitry in force weapons is said to originate with the Emperor himself when he walked among mortal men. These weapons combine this archeotech circuitry pattern with the same rare, psycho-reactive crystal used in psychic hoods to channel the mental power of a psyker into deadly, reality-rending force.
Force weapons.


Page 155
A force staff houses its core psi-lattice inside a sturdy casing made from polished metal, bone, exotic wood, or any number of other materials. Usually topping a force staff is an elaborate, circuitry-laced concentration icon whose imagery coincides with the weapon’s origin.
Force staff.


Page 156
A force sword’s blade glows with the pattern of embedded channelling circuitry, and flares brightly every time the wielder activates the sword. The composite adamantine alloys are honed to a monomolecular edge. Empowered by both the Battle-Brother’s superhuman strength and his powerful mind, a force sword in a Librarian’s hand can shear through flesh and armour with astonishing ease.
Force sword - note the mono edge.


Page 156
Every Space Marine is issued one of these blades as soon as he recovers from receiving his implants, and he carries it up until his final moment of battle. This large knife—easily the size of a normal human’s sword—holds a mono-molecular edge that never dulls, even through centuries of service.
curiously it doesn't have the mono quality in the rules. In game terms its a freaking large sword (by mass, if not by length.)


Page 156
Sticks, iron knives, finely crafted feudal swords, or giant two-handed warhammers; if made of common materials, none of these have but a prayer of cracking a Battle-Brother’s advanced armour, much less doing him harm.
True essentially, although we should make distinctions between penetration and damage. The joints can be penetrated in theory, (it has happened after all), but even penetration doesnt guarantee harm against Astartes physiology (but again, it has happened.) In context, this just makes such occurances unlikely.


Page 156
This heavy bracing allows a single ranged weapon to be mounted along the arm, with specific hand movements or MIU input triggering the weapon.
MIU firing of weapons.


Page 156
However, the common spear-like attachments made for normal human weapons would be an insult to both a Space Marine and his weapon. The Adeptus Astartes utilize fine, mono-edged blades and whirring chain attachments that are almost as effective in melee combat as a dedicated sword.
"Human" bayonets are usually their close combat weapon (which can be mono-edged as well), so I dont knwo what they're talking about. We know of power bayonets as well too, why not let the Astartes use those?


Page 156
The anti-grav plates and studs of suspensors attach to a weapon or equipment, making it easier to use by offsetting some of the weight. Suspensors reduce the weight of a weapon by half, allowing Heavy weapons to be deployed in a wider range of situations. When firing a weapon with suspensors, the operator counts as having the Auto-stabilised Trait—meaning he always counts as braced
Suspensor qualites.


Page 157
For warriors in power armour, mag-locks are as common as holsters for securing weapons. The typical mag-lock consists of strong electromagnets near a suit of power armour’s surface, and mirrored magnets on the weapon to be attached. A dipole mag-lock can reverse its magnetic field to literally propel the weapon into the wielder’s hand. This is typically accomplished by embedding small proximity triggers in the glove of the weapon hand that cause the magnet to reverse polarity when brought near it. However, versions using verbal and more sophisticated somatic cues also exist.
A feature seen in novels.. the wepaon basically just attaches to the extenral armor at some point and stays there.


Page 157
A complex target-tracking cogitator in this device activates once the user has sighted the desired target. The Predictor then tracks the target, and when the trigger is pulled chases the target with all the rounds in a clip in one long burst.
motion predictor.


Page 157
This is a weapon sight that shows thermal images and reveals the hiding places of enemies who lurk in the darkness
IR sight. (Preysense i think.)


Page 158
These devices can be issued with weapons that use needle rounds, and are often built directly into the holster or carrying case for the weapon. A precipitator crystallises liquid or powdered chemicals into the rounds fired by needle weapons. One dose of a drug or toxin yields one shot of ammunition.
The needler ammo.


Page 158
Raw plasma weapon fuel consists of highly dangerous and volatile photonic hydrogen, compressed and precariously contained within reinforced flasks. It was almost surely a plasma flask whose handling rites were rushed that gave birth to the plasma grenade.
Plasma weapon fuel. Again note how plasma flasks can be easily made into grenades.


Page 159
A backpack supply fits over the standard backpack power unit on Astartes power armour. For energy weapons, the supply is a massive battery or charge-unit. For flame and plasma weapons, it consists of volatile fuel tanks or canisters. Other ammunition packs are simply stacks of regular rounds with a feeder line that links into the weapon. Backpack supplies hold 100 rounds of ammunition for Plasma, Melta, and Las weapons, 250 rounds of ammunition for SP or Bolt weapons, and 75 shots for Flame weapons.
...
Backpack Ammo/Power supplies weigh 40 kg and are automatically issued with any heavy weapon.
40 kg this time around.. the heviest backpack ammo. 80 grams (shell plus bullet I assume) for bolt and projectile weapons. If we assume 140 MJ/kg for plasma weapons (hydorgen ED) its 56 Mj per shot. Sodium sulfur laser battery is 216 kj per shot. one "shot" of flamer fuel is ~ half a kilo of fuel.


Page 159
Dragonfire shells replace their main explosive charge with an air-reactive concentrate. When the round detonates, the payload combusts in a burst of fire, offering area saturation comparable to a flamer.
Even with a short area of effect this is significant from a bullet., considering the energy requirements to inflict second or third degree burns. Probably comaprable to a digital weapon flamer quite easily (tens or hundreds of kj at least, if not several MJ) Which just shows how effective flamers are and how high the energy density of promethium must be.


Page 159
The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimal amount of antimatter; this creates a violently decompressing vacuum when exposed to matter. Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round’s force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim’s body from the inside out—enough to debilitate even a Space Marine.
The Imperium has some level of antimatter technology, although the oddity of the effect here is more akin to some technobabble black hole effect.. the antimatter may only be a side effect.

It also implies that bolters may be like a miniaturized krak round (or that some versions may be like that) which is.. interesting.


Page 159
The superior propellants in kraken rounds provide increased range without sacrificing armour penetration, while their ultra-dense adamantine composition and improved explosive charge provide a final burst of force for puncturing the heaviest armours.
Armor piercing bolt round.


Page 159
Metal storm rounds are tipped with proximity triggers, causing them to detonate sooner than standard bolt shells and release their payload of explosive frag before fully penetrating the target. When employed in a bolter with a high rate of fire, they can decimate groups of lightly armoured enemies.
Area effect fragmentation weapon. The main difference is that it airbursts to spray the shrapnel effect, evne though all bolters can have a fragmentation/shrapnel effect to some degree.


Page 160
However, they may be used in other bolt weapons to reduce their report. A stalker round’s core is replaced with gas propellant and the mass-reactive explosive replaced with solid mercury.
Stealth round.


Page 160
Vengeance rounds were originally created to combat the Adeptus Astartes’ most bitter foe: Chaos Space Marines. Designed to breach power armour of Space Marine calibre, the core of each round contains a spark of unstable matter that creates a micro-fission explosion upon detonation. Each delicately engineered bolt is supremely effective at thwarting armour and eradicating even the most resilient target, but the technology needed to imbue a bolt shell with such power carries great risks.
micro nuke rounds for bolters. what's funny is that this was designed as an Anti-Astartes weapon. This cannot be a normal fission reaction such as we know it, due to the whole critical mass issue.. I'm pretty sure the smallest real life fission weapon we ever made was far larger than a 20mm bullet. This says alot of interesting things about this technology (it may not be be real fission, for example. The same way conversion beamers might be 'fission'.).

These were implied to be the 'intended' anti-Astartes rounds during the Heresy in 'deliverance lost', which suggests that the Heresy interrupted their mass distribution.


Page 160
Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with warp-reductive compounds that disrupt a creature’s connection to the warp.
A variation of psycannon shells, perhaps?


Page 160
Heavy ceramite plates form the basis for most suits, actuated by electrically motivated fibre bundles that replicate the movements of the wearer and enhance his strength. Not only are Adeptus Astartes patterns the pinnacle of power armour technology, but a Space Marine’s unique interface implants ensure that his armour responds with the speed and precision of his own body
...
Astartes power armour contains many complex sub-systems, and it is the synergy of advanced technology with Space Marine physiology that makes a Battle-Brother in power armour so deadly
Power armor.



Page 161
Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.

Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer’s bio-signs, it can administer pain suppressors, combat stimms, and anti-toxins.

Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others’ vitals.

Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle- Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested...
Recoil Suppression: Provides the ability to fire Basic weapons one-handed.
Power armor systems.


Page 161
It takes 20 minutes to remove or don power armour un-aided, but never less than 5 minutes no matter the amount of assistance as the proper rites must be observed.
time to wear/remove power armor. One of the drawbacks.


PAge 162
Incorporating a rare and prized Persecutor Target Acquisition Spirit, this armour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes even anticipating the bearer’s movements.
A useful power armor modifcation to the machine spirit. Not standard.



Page 163
Astartes power armour uses a fusion generator backpack which can sustain power forever with proper care.
Power armor power source.



Page 163
Painstakingly cared for and customised for each esteemed bearer, artificer armour is the rarest form of power armour. The technology and superdense materials used to construct these suits is unparalleled inside the Imperium.
...
In addition to the effects of standard Astartes power armour, the advanced helmet incorporates an MIU. Some suits incorporate even more unusual features, such as automated fibre re-weaving, eliminating the need for Repair Cement to seal most breaches.
..
Only countless hours of labour at the blazing Space Marine forges gives rise to a suit of artificer armour.
Artificer armor. normally hard to create.. the Salamanders (for example) have the means to rapidly fabricate it due to one of Vulkan's gifts. The automated "reweeaving' fetuere is interesting.



Page 164
These exceedingly rare suits are the superlative form of individual protection in Space Marine armouries, and enable a Battle-Brother to unleash firepower rivalling combat vehicles.
...
Terminator Armour incorporates all the systems of standard Astartes power armour with several upgrades. Superior actuator and stabilisation systems allow for Heavy and Mounted weapons to be fired one-handed.
...
The auto-senses are part of a sensorium, which provides the same capabilities as an auspex. If two or more Battle-Brothers are in Terminator Armour, the input-link capabilities of a sensorium...
Terminator capabilities.


Page 164
Terminator armour’s heavy layers of protective alloys can deflect even the heaviest bombardments. In addition, the Crux Terminatus on every Terminator’s shoulder plate serves as a ward capable of turning aside attacks from power weapons, melta fire, and even the baleful energies of the warp. This protection provides the same chance to emerge unscathed as a Force Field...

...
Since this is purely due to the chance of the hit glancing off the armour’s strongest surfaces, there is no possibility of Overload.
Terminator durability.


Page 164
The massive frame of a Terminator is not without limitations. A Terminator cannot Run...
...

...and cannot Dodge...
...
Furthermore, in order for the Terminator’s frame to properly support, aim, and interface with weapons, they must be affixed by special couplings. Arming Tactical Dreadnought units is a laborious and sacred ritual that may only be performed by high-ranking Techmarines with the proper ceremonial accoutrements and facilities. This prohibits the weapon configuration from being changed under other circumstances.
Terminator armour limits.


Page 165
Armor table and weights:
Astartes power armour weighs 180 kg. Artificer armour weighs 100 kg. Astartes Scout armour weighs 30 kg. Astartes Terminator armour weighs 400 kg.

Carapace weighs 15. A diagnostor helmet weighs 30 kg. Masking screen is +0.5 kg. Flak armour is 15 kg


Page 165
While carapace armour may be a sign of status among standard Imperial forces, its protection is substantially inferior to power armour, and it is typically worn only by Space Marine Scouts. Made from moulded plates of armaplas, ceramite, or other strong materials, it can cover the entire body or just sections depending on the desired level of protection. Space Marine Scouts wear carapace plates that allow maximum freedom of movement for the stealth operations of their units, while Tau Fire Warriors wear thick, articulated suits complete with helmets.
Self explanatory. The interesting thing about the weight is that its not much different from the carapace some normal humans wear, suggesting that the capabilities and durability of the two may be similar (and by some sources Scout CArapace is pretty damn high end). One would imagine scouts could wear heavier carapace (thicker/denser plates for better protection.)

Note that Tau apparently have a carapace analogue as well, although it is debtable whether it is the same as Imperial, or if it is standard issue (we've seen fire warriors killed rathe easily by lasgun frie witht ehir armour after all.)



Page 165
Apothecaries often replace their usual helmet with a diagnostor helmet, which contains upgraded sensors and readouts to assist with their charge of treating the injured and maintaining their brothers’ physical combat readiness. A paired infralense and x-ray imager help the Apothecary monitor small changes in a patient and diagnose internal injuries, even through power armour.
...
The improved sensory capabilities also duplicate the effects of a Preysense sight.
Medical purposes as well as enhanced sight in general.



Page 165
...the Deathwatch has captured a limited number of their prized stealth field generators. While the Crucible Resolviate has been unable to produce a perfect equivalent purged of alien taint, painstaking research has created a functionally similar device, if not quite as potent. It combines light refraction with noise dampeners to hide the subject from most senses, even at close range.

The emanator is typically a small, translucent polyhedron that affixes at the shoulder. When it is active, the user appears wrapped in a mirage-like haze as the screen obstructs sound and light wave transmissions through its area. This makes it valuable for covert operations, particularly those performed in otherwise noisy power armour. It also provides an additional measure of defence in combat, but the technology is not perfectly unidirectional, and many warriors do not find it worth the side effects in combat.
Deathwatch has 'researched' to adapt their own version of tau stealth fields for personal use. HERESY I tell you!



Page 165
Finely wrought and perfectly fitted, Master-Crafted armour is like donning a second skin. Master-Crafted armour weighs half the normal amount...
Beter materials probably reduce the weight. An alternate use of this would be to increase the protection (thicker/denser plates, or more coverage.)


Page 166 - Astartes combat shield weighs 3 kg. Astartes Storm shield weighs 10 kg. Iron Halo weighs .5 kg


Page 166
Relatively lightweight and cheap to produce...
...
Many layers of ablative and impact absorbent material go into making each suit, enough to deflect or negate most low-level attacks such as small arms, shrapnel, and proximity blasts. A great many foes in the Jericho Reach have dreaded weapons powerful enough to completely negate flak armour, but a guardsman who discovers the dark terrors absent from his Primer usually doesn’t live long enough to tell others.
Flak using 'ablative and impact absorbent' elements in the 'suit' which can deflect or absorb(negate) most small arms shrapnel and explosive blasts. I assume this means it has at least some limited ability to stop lasgun and autogun/stubber fire (but not heavy stubbers, bolters, or similar) as we have seen this in novels. Also includes the heavier energy weapons.

Oh and I guess the primer isn't all inclusive! HERESY!


Page 166
Astartes power armour comprises the highest quality ceramite and adamantite plating—the strongest protective materials the Imperium can produce. However, the armour-piercing claws of some xenos, and the assaults of their twisted weapons, call for better defences than any armour can provide. In these situations, the Adeptus Astartes utilise force fields, which provide protection of an altogether different level. Force fields are designed to deflect rather than merely absorb incoming attacks; this makes them capable of averting blows from even the most powerful weapons.

Force field projectors are often small devices, easily fitted onto armour, shields, or weaponry. The technology to produce such powerful emanations from such tiny devices is also a highly guarded secret of the Adeptus Mechanicus, and virtually all force fields are centuries old, at least. The Adeptus Astartes and the Deathwatch are fortunate to have more than their fair share of these precious machines and carefully control their deployment.
Astartes forcefield technologies. Note their approach of 'deflecting rther than absorbing' -this is probably more efficient and avoids cetain problems (Heat sinks or overheating issues, for example.)
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next Deathwatch update

Page 166
Within the Adeptus Mechanicus of the Jericho Reach, there exists a cabal of Magos, known as the Crucible Resolviate, who are devoted to the shadowed study of xenos machine spirits. The Omnissiah’s Universal Laws condemn the alien mechanism’s perversion. Despite this warning, the Machine Cult’s quest to recover knowledge and others’ more pragmatic drives for new weapons against mankind’s foes can make it difficult to ignore the opportunity presented by alien technology when it falls into their hands. Organisations like the Crucible Resolviate are a logical corollary to this state of affairs.

Seldom spoken of and barely tolerated, this circle of Adeptus Mechanicus Magi acquires an unusual number of captured alien devices through the Ordo Xenos and other channels better left unmentioned.
...
..they labour to remove the corruption from the machines brought to them, to isolate the knowledge trapped within and bring it into compliance with the Universal Laws.
The Crucible Resolviate, Coggies who study and adapt alien tech. I should note that they are hardly unique, we've seen many examples of the Admech going after alien tech even outside this faction (Necron and tau tech, for example.) It's all part of their desire to control and possess technology of all kinds.


Page 166
A combat shield is a compromise between flexibility and defence, trading the stronger field and physical protection a storm shield’s size offers for a free hand. A combat shield straps to the arm, providing an able parrying tool as well as a smaller energy field.
Astartes combat shields seem to come with power field augmentation still.


Page 166
Storm shields are large and heavy shields that can house extensive webs of field generation circuitry in their thick plating. Its energy field can fend off bullets and blasts from afar, while the physical shield itself protects against melee attacks.
Storm shields. Interesting that the 'field generation' circuitry is incorporated into the armor plating (the shield enhances energy weapon and ballistic protection, whilst the armor provides melee protection.



Page 167
These devices radiate an energy field almost as powerful as a storm shield, while their typical design of a literal halo crowning the wearer’s head leaves his hands free for battle.
The Iron Halo obviously coverage is bette too.



Page 168
The teeth of these icy chain weapons are always cut from nigh-unbreakable substances such as Kraken fangs or tempered diamond. The unique power fields enveloping frost blades have a distinct blue cast.
Frost blades weigh 10 kg. Similar to Ragnar's weapon.


Page 168
The Ultramarine Sergeant’s ancient helm contains the pinnacle of augury sensors and prophesier readouts.
...

unerringly divines the enemy’s weakest point..
..
A dedicated cogitator bank also provides tactical recommendations based on thousands of years of compiled Ultramarines combat theory.
Weighs 18 kg. Rather interesting and useful toy, although all Marine armour given some sources (EG Night Lords novels or most ADB Marine novels) feature targeting systmes that locate weak points.



Page 168
This storm shield adjusts to the bearer’s bio-electric signature and uses his body as part of the circuit to generate its powerful energy field. The crackling nimbus protects the wielder while electrifying his foes. The Shield’s kinetic repercussion plating also unleashes thunderous fury when struck.
weighs 10 kg. Combines storm shield and suppression shield effects.


Page 168
These intricately worked cloaks take their name from the most common variation: small adamantine scales worked into a protective yet flexible defensive covering.
...
Each one is the labour of decades by master artificers, who temper each individual scale and thread for maximum resilience.
Weighs 15 kg. Extra armor. Shows the flexibility of adamantium even as armor.

Weighs 25 kg



Page 169
Techmarines fortunate enough to examine the advanced weapon frequently debate the number and nature of machine spirits necessary to achieve its flawless performance, but the most widely accepted theories place a union of over one hundred machine spirits within the casing of tenebrous alloys.
Weighs 16 kg, has a targeter, good combat knife bayonet, fire selector.. never jams or misses.. super powerful, etc. Apparently each quality represents a 'machine spirit' lol


Page 171
These large rocket thrusters typically attach to the backpack power unit on Astartes power armour.
...
An Astartes Jump Pack allows for a safe, guided fall from any height, and any number of short jumps. Such jumps allow the Battle-Brother to double his Base Movement and travel in any direction without regard for obstacles.
...

Alternatively, the pack can use maximal thrust to duplicate the Flyer... ...for up to a minute before the turbines require a minute to cool.
Marine Jump packs.


page 171
The arcane devices known as psychic hoods are lined with psienhancing crystals that amplify the wearer’s psychic powers. Some would say more importantly, they render the wearer capable of nullifying the effects that other psykers have on the warp nearby.
psychic hoods.


Page 172
Remnants of largely abandoned experiments with inverting stasis field technology, a few of these devices linger in the armouries of Jericho Reach. These small, unembellished boxes are similar in size to a force field projector, but rather than surrounding the user with a protective field, within their sphere of effect time seems to pass at a different rate. While this enables a Battle-Brother to react with unprecedented swiftness to the events around him, the sudden shift in his perceptions can be disorienting.
...
The interactions between dilation fields and force fields can have disastrous consequences...
Dilation fields - modified stasis tech. Rather curious that force fields don't work well with dilation/stasis tech.. is there some similarity in technologies, perhaps?


Page 172
A more powerful form of the anti-toxins found in Astartes power armour, this drug can negate the effects of most dangerous gases and toxins if administered quickly enough. A dose of de-tox immediately ends the ongoing effects, both positive and negative, of any drugs, toxins, or gases affecting the character (unless the effect states that de-tox is not effective against them) and renders him immune for another 1d10 Rounds. Given that natural Space Marine resilience protects him against many of the common chemicals that pose a threat to other beings, de-tox is manually administered to avoid unintended interruption of injector system effects.
Powe armor antidotes.



Page 172
This paralytic chemical causes the target’s muscles to seize, immobilising him for easy elimination or capture without rendering him unconscious. This toxin is most commonly found in the form of needler rounds.
One form of needler ammo.


Page 172

Not a toxin in and of itself, a delay agent encapsulates the molecules of drugs and poisons with a slowly decaying non-reactive microshell that allows the payload to take effect substantially after delivery.
Delayed-effect poisoning.



Page 172
Lethally effective, every dose of genophage is tailored to attack the weaknesses in the molecular structure of a particular individual.
...
Victims of genophage stand little chance of resisting the quick-acting enzymes that immediately shut down circulatory and respiratory functions.

Genophage is so deadly that it only needs to make contact with its intended target to be effective.
Another kind of needler round. sounds akin to life eater a bit.


Page 173
The tool of an Apothecary’s trade, a narthecium contains implements specially designed for Space Marine physiology and for performing first aid without having to remove the patient’s power armour. It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing recovered gene-seed.
Astartes medical tools.



Page 173
pain suppressant: The same chemical is found in most Astartes power armour injectors..
Power armour has pain inhibitors.


Page 173
Repair Cement is a spray-gel composed of dual tubes of polyplas allomers that bond instantly with each other to seal power armour damage. It is typically used for quick field repair of breaches until the armour can be attended properly by a follower of the Omnissiah. A Space Marine learns how to use repair cement as soon as he is issued power armour
Seen in the Space wolf novels.


Page 173
Cluster mines are designed not just for explosive power, but to avoid the enemy’s notice until he is blown into tiny bits. Cluster mines achieve this aim by packing triple-intensity fyceline or similarly potent explosives into dozens of micro-explosive nodules that are linked to a single trigger, typically a tripwire or pressure sensor. The networked explosives have a synergistic effect and produce a massive blast when detonated.

A standard mine array covers two square metres; this can be increased by linking multiple mine arrays, but the area’s smallest dimension must not be less than one metre for the mines to have their full effect.
Cluster mines.


Page 173-174
A signum is a sensorium and transmitter array that can be mounted on a Battle-Brother’s armour. It broadcasts enhanced tactical readings to all members of a Squad, allowing them to benefit from the targeting data.
...
A signum is a useful tool alone, but by equipping the targeting systems of one or more squad members with a signum link, they can make optimal use of the signum’s readings to achieve unparalleled acts of teamwork by forming a web of their interconnected autosenses. This allows all participating members to make a concerted attack on the same foe, striking with a coordinated precision that makes their assault all but inescapable.

The signum. Useful tool.



Page 174
The Space Marine version of a Targeter encompasses several sights connected to a guidance cogitator array that improves overall accuracy. Rather than being hard-wired to a specific weapon, the array fixes at the shoulder or backpack unit and links into the power armour’s general targeting systems, providing its benefits to all ranged weapons the user wields regardless of their Class.

A Targeter combines the effects of a Red-Dot Laser Sight and Telescopic Sight. In addition, its sophisticated target-lock system makes evading a shot from a weapon guided by it extremely difficult.
Space Marine targeters seem more sophisticated and effective than other kinds.



Page 174
This specialised data-slate accepts geographical and navigational information on a planet, either from existing data-banks or gathered by a ship’s Augur Arrays in orbit. Its geo-locator tracks the user’s planetary coordinates, enabling it to provide distance and bearing to any known location.
...
It is also capable of storing detailed maps and schematics, which can be useful for objective approach planning. Many cartographs are also equipped with a small holo-projector that displays three-dimensional maps of its contents.
A useful navigational tool.



Page 174
From hand-copied tomes bound in etched leather to crystal-circuited datacrypts...
'datacrypts' must be the 40K version of a Kindle.



Page 174

Devices: Astartes cluster mines weigh 4 kg. Astartes signum is 5 kg. A signum link adds 0.5 kg to the wearer. Astartes TArgeter is 4 kg. Auspex is 0.5 kg, Catrograph is 0.5 kg. So is a Data slate. Elucidator is 1 kg. Melta bomb is 12 kg.


Page 175
During that time, their language may have diverged radically from Low Gothic. An elucidator is a hand-held device that can analyse speech or text, and translate it into a standard language and dialect (and vice versa). It is most useful in dealing with cultures whose languages have a basis in Low Gothic..
...
An elucidator’s output can display on its screen, project from its vox, or transmit through a vox channel.
Handheld speech translation software.


Page 175
A locus seeker is actually a pair of devices. The smaller component, the locus caller, is a dull metal sphere only millimetres in diameter. The larger component is a small, translucent globe with a needle of identical metal suspended mysteriously inside. The needle, called the locus seeker, is usually carved in the shape of a grasping talon and reaches unerringly towards the caller, with no observed limits on its distance. Occasionally these globes have been unearthed with missing callers, and unlucky men have been sent to search for decades or even lifetimes to locate the other piece, so valuable is a completed locus seeker.

Although difficult to come by, these devices can be invaluable for tracking suspicious ships, cargo, or individuals over not just planets, but sectors.
A fancy name for a traking device.


Page 175
Melta bombs affix to their target with mag-adhesives designed to quickly adhere to metallic surfaces. They detonate with a powerful shaped charge of intense heat akin to a meltagun beam, and are ideal for destroying dangerous alien relics, vehicle hulls, and other heavily armoured targets.
melta bombs.



Page 175
While a reductor is not required for Progenoid removal, it significantly reduces the time. This surgical implement fastens under the wrist. It includes a monomolecular saw for penetrating power armour and Ossmodula-enhanced rib cages, and a diamantine-tipped extractor drill.
Reductor. note the tools and consider why they are needed to retrieve geneseed (EG astartes bone and skin is tough.)


Page 176
Short-range voxes (like those in power armour) lack the range to coordinate across an entire planet or reach spacecraft in orbit. A vox-caster can be used to send signals over great distances, up to and including ships in orbit from a planet’s surface.
Vox caster range.


Page 177
Ports for these detachable appendages are installed at the shoulder, and the Battle-Brother’s armour must also be upgraded with more powerful gyro-stabilisers to use one effectively. So supported, a servo-arm can lift one side of a Rhino APC to repair a broken tread link.
servo arm capabilities.


Page 177
...a full servo-harness integrates with the Techmarine’s power armour and is controlled through the same spin e interface that makes him one with his armour. Radiating from a boosted fusion backpack capable of powering them all, this cluster of auxiliary limbs aid in battlefield repairs as well as combat.

...
At a minimum, a servo-harness consists of two servo-arms, a Combi-tool, a fyceline torch, and a plasma cutter. The torch is identical to an Astartes flamer. The plasma cutter can cut through a metre of adamantine plating up to 20 centimetres thick every minute (thinner material can be cut through faster). It may also be used as though it were an Astartes Plasma Pistol..
Techmarine harnes. Fyceline torch equal to a (more focused) AStartes flamer. Plasma cutter equal to a plasma pistol.



Page 180
Though psykers make up but the tiniest fraction of the Imperium’s population, among an empire of a billion billion they number in their millions.
"a billion billion" humans - quintillion and only 'millions' of psykers. Note that by many other sources psykers are born 1 for every million (or 100,000 depending on source) which means there should be many billions or even trillions (a quintillion is alot of people.)



Page 181
Gathered from across the Imperium by the sinister Black Ships of the Inquisition, psykers are brought daily to the Scholastica in their thousands.
"daily" in the thousands. IT'd have to be tens or hundreds of thousands to feed the need of the Imperium (billions of astorpaths for example.)



Page 181
...many psykers eventually become Astropaths— living links across the void who allow communication between ships and worlds across thousands of light years.
Astropaths implied to hav ea range of thousands of light years. This may depend on the method fo communication, as not all are the same (contrast with the hsort range 'few light years' bucket brigade method from relay to relay)


Page 181
Part of an Astropath’s initiation involves undergoing the ritual of Soul Binding, a kind of spiritual gelding that binds the psyker’s mind to the Emperor’s greatness and helps him to better ‘see’ the Astronomican (the great warp beacon that shines from Terra, guiding all ships through the Immaterium).
Soul Binding makes the Astronomican more clear to a Astropath. This probably helps greatly in navigating.



Page 182
..it has been the Librarians’ role within the Chapter to keep its history and guide its leaders, compiling vast amounts of information

The Chapter Master also turns to Librarians to divine the future, as all Librarians are trained in such arts and can read the Emperor’s Tarot. In fact the Librarians’ role as warrior mystics and sources of intelligence and divination is perhaps their most vital one. Equally as important is their ability to communicate over vast distances (much in the same way as Astropaths), connecting the Chapter even if it is spread out over the breadth of a system or sector.
Librarianroles. It's noted they are also far more powerful than regular psykers.


Page 183
Reporting to the Codiciers, it is the Lexicaniums’ role to aid in the endless task of maintaining, studying and cataloguing the vast amount of texts within the Librarium.
...
Codiciers, like Lexicaniums, spend much of their time within the Librarium. They are tasked with organising and overseeing the efforts of the Lexicanium...
...
By the time a Librarian reaches the rank of Codicier, his command of his powers is almost fully realised and only the truly gifted will advance beyond this point. However, a Codicier’s powers far outclass almost any other kind of psyker within the Imperium, and their psychic abilities are more than sufficient for the Chapter’s purposes.
Librarian ranks.


Page 183
While most Librarians never rise above the rank of Codicier, a few continue to develop their gifts and grow in strength until they attain the rank of Epistolary.
...
...as psychic communications officers for their Chapter’s fleet. In this role they form the basis of the Chapter’s strategic command and control, directing fleets, coordinating mass planet-drops, and providing vital intelligence during invasions and assaults.
Epistolaries and their telepathic roles.


Page 183

Few if any within the Chapter will ever become Chief Librarians. So rare are these psychic lords that many Chapters have but one or only a handful of these mighty warriors.
...
However, when they do take part in a battle, it is a glorious and terrifying sight to behold as, with the power of their mind, they level fortresses, reduce entire armies to rivers of molten flesh, and split the very sky with fire and lightning.
Chief Librarian powers... this echoes some of the chief librarians we've seen (like Mephiston, or the Salamander's Chief Librarian.) Boiling or 'melting' whole armies (thousands to millions of people) is darn impressive (gigajoule/terajoule level 'firepower'?) as is fortress levelling.


Page 186
Sometimes this manifestation of the Warp is unique to the psyker, but in general it is as unpredictable as the Warp itself. Some effects can include a dramatic drop in temperature, ghostly voices, feelings of unease, or nearby vegetation shrivelling and dying. In very rare instances, full-scale warp breaches with the direst of consequences can occur.
Variation in the psyker side effects.


Page 189
Telepathy is the ability to communicate over long distances directly into the minds of others. It is a vital part of a Librarian’s role within his Chapter as it allows him to maintain lines of command and relay orders instantly across a battle-zone. Telepathy also allows a psyker to read thoughts and intentions and steal secrets from the minds of others. At higher levels this can lead to its use as a weapon, breaking a person’s psyche or even changing the way he thinks entirely.
Librarian telepathy.



Page 189
Many psykers are gifted with the ability to see into the future or divine the effects of actions before they are undertaken. Librarians study the discipline of divination so that they might better guide their Battle-Brothers in combat or to read and understand the Emperor’s Tarot, allowing them to fathom the meaning of sweeping events.
divination.



Page 190
sending a message across the stars though is a far cry from communicating with someone on the same world or even a vessel in orbit.
...
It requires one full round to activate for every 10 words or one image it contains..
Not quite astrotelepathy but we're getting there.



Pag 190
The message can reach out to a recipient in the same system.
...
The message can reach out to a recipient in the same sub-sector.
...
The message can reach out to a recipient in the same sector.
..
The message can reach out to a recipient in an adjacent sector
Py ratings determine range.. being able to cross tens or hundreds of light years per round (minutes or seconds).. ranges from millions of c to billions of c or therabouts, depending on length and complexity of message.

I'm not really going to cover the telepathy disciplines here. They should be well covered from other sources and they don't really change. Diviniation (following) is the same too largely, and I won't touch on most of it.


Page 193
Using his understanding of future events and his perception of the flow of time, the psyker surrounds himself and nearby allies in a possibility shield.
Basically gives a bonus to actions performed and a bonus to evading attack (you see them coming.)


Page 194
The Librarian summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path.
A codex power. Listed as being equal to a heavy flamer. It can vary. Space wolves can summon "wolves" similar to this, and the Salamanders can summon drakes. Other 'avatars' can be formed as well.



Page 194
Rending the veil between worlds, the Librarian creates a rift through which he and his allies might pass.
...
This power is incredibly taxing and requires at least 12 hours recovery before it may be used again.
Vaguely interpreting game mechanics it has a failry short range (tens or hundreds of km), a short duration (seconds or minutes, or until the Librarian passes through) and limited size (several meters to tens of meters high/wide.)


Page 195
The Librarian conjurers up lethal bolts of lightning that leap from his hands to burn and blast his enemies into ash.
Cremating enemies again. GJ range.



Page 195
The Librarian attempts to predict the near future, seeing the flow of events and the actions of others.


Other powers are pretty predictable. Physical enhancement (combat power or durability), telekinetic shields, and the like.


Page 195
With an utter disregard for reality, the Librarian opens up a flickering vortex in the fabric of space and time. The vortex is 2 metres in diameter and may be placed anywhere within range of the psyker. Once created, however, the Librarian has no more control over it.
Warp grenade like effects. The funny thing is, this sort of power in Hereticus was deemed to be evil.



Page 196
With a blast of psychic power, the Librarian superheats the target’s blood, flash-boiling it and causing it to burst from their eyes, mouth, and ears.
Blood angles psychic power. PRedictably most of them involve fiery blood or generally imitating sanguinus (or rage. Lots of rage.) Single or double dight MJ, depending on how much boiling goes on.


Page 197
The Librarian summons a torrent of psychic fire to burn and char his foes.
Dark angels power.. can affect a group. How large a group we dont know, but again MJ range.


Page 197
Covering his thoughts in darkness, the Librarian hides his mind from sight, confounding the efforts of enemy psykers or fearsome foes to psychically engage him.
Ninja powers! again Dark Angels only. They also have a power called "Mind worm" that can cause doubt and remorse (guess who they intend that against.) and also skills that weaken resolve. We see it used on the Fallen Astelan in Angels of Darkness.


Page 198
The Rune Priest summons up the spirits of the Thunderwolves, Freki the Fierce and Geri the Cunning, unleashing them upon his foes.
Remember what I said above about Space wolf 'avatars' or warp forms? The rest of their powers are largely control over storms and lightning.


Page 199
The Librarian encases one of his foes in a crackling cage of lightning, searing his flesh and contorting his muscles.
Storm wardens power


Page 199
With the power of an orbital barrage, the Librarian calls down a mighty hammer of psychic energy with the power to lay waste to entire towns. The Librarian chooses a point within range and calls down the Hammer. The Hammer has a radius of 100 metres x PR. Anything within the area of effect is subjected to a moderate earthquake..
...
In addition, the Librarian may not attempt to use the power again for at least 24 hours.
Another Storm Warden power, this one equated to an orbitla strike that can demolish entire 'towns' Like the Space Wovles they can summon up a ghostly/spirit incarnation thingy.

Also I guess it means that an orbital stirke can wipe out a single town in a single shot/broadside (probably) Alongside creating earthquake effects.


Page 213
Though likened to a one-man army, and with the might and strength to best scores of lesser foes in single combat...
One marine equal to scores of lesser foes? All at once or one at a time?


Page 231
Frequently the Imperium’s intelligence about its foes is just plain wrong. Commanders base decisions on unfounded information and send soldiers to pay for their ignorance.
Not always so, but this can be true fairly often.


Page 265
Every day across the length and breadth of the galaxy, on countless worlds and in dozens of sectors and systems, war rages unabated.
Not exactly "a galaxy at war"


Page 284
"Look to the stars, and know that all you behold is but one small part of the Emperor’s Realm. Know too that for every one of the million worlds in our domain, a million times a million lives have been sacrificed, that Mankind might stand but one day more."
Implies a million times a million times a million lives sacrificed.. daily? That's quintillions agian! Its big but.. eh.. I'm not sure its daily Coudl be, but its debatable. but it might suggest populations well above trillions (quadrillions or perhaps quintillions.)


Page 284
Entire armies f scribes attempt to collate how many humans inhabit the Imperium. Such a task is hopeless and without end...
No exact numbers on the size of the Imperium, I guess.



Page 284
All that is left of the Emperor is a consciousness divorced from the material world, a mind incapable of ordinary communication with his trillions of devoted servants.
...
The Adeptus Terra numbers billions upon billions of individuals on Terra alone.
Billions upon billions on Terra alone.. just for the Adeptus terra. Also the state of the Emperor.


Page 284
Astropaths are capable of sending telepathic messages across space and they can receive messages sent by other Astropaths if their minds are correctly attuned. Telepathic messages travel through the warp faster than light, although not instantaneously and not without the risk of becoming garbled or unintelligible.
Astroteletpathic messages are not instantaneous but are definitely FTL.


Page 286
In these situations there can only be one recourse — Exterminatus — the eradication of all life on a planet. Although Exterminatus is only used in the most extreme of cases and is never undertaken lightly, Inquisitors are hardened to the possibility that the innocent may fall alongside the guilty.
Exterminatus measures indicated to be taken in the case of "planet wide collusion and support for a heretical movement or individual", "Worship of Dark Powers" or interaction with aliens. They also mention that "an aggressive response to certain threats can serve as an example to others" involved with the doomed world - a sort of discouragement. This is perhaps the first time I've heard of Exterminatus used in that way, and it seems a bit frivilous, considering what happened to Kryptmann.


Page 287
Entire regiments are raised from the best of a planet’s indigenous defence forces...
IG regiment recruitment approach.


Page 287
..It is responsible for raising and supplying regiments and armies in response to developing threats, and for coordinating their deployment across entire sectors of the Imperium. It is to the ranks of the Officio Munitorum’s general staff that especially successful regimental commanders are promoted, and it is from amongst these glorious leaders that the lords militant who lead armies of millions are drawn.
The Munitorum. Note the "armies of millions."


Page 287
The Adeptus Mechanicus owns and administrates the factory planet of Mars, whose vast orbital workshops turn out the majority of the weapons, spacecraft and other technologically sophisticated machinery used in the Imperium.
Implies that Mars is still producing a significant quantity of goods and materials for the Imperium at large. The HH series has indicated that Mars was carrying most if not all of the industrial load for the Great Crusade, and its possible that only an increase in the number of forge worlds over time diluted the percentage.



Page 287
Rogue Traders form a class of nobility that exists almost entirely outside of the convoluted strata of the Imperium’s ruling structures.
...
Most wield personal fortunes far greater than the average planet’s total wealth,..
Rogue Traders as a noble line provide yet another example of the Radical/puritan, liberal/conservative ideology inherent in 40K. (That is, the Imperium combines elements of both mindsets, in varying degrees. It probably works for their universe, despite the inherent inconsistency it engenders.)


Page 288 - Map. Interesting to note that Calixis and the Koronus expanse are actually BEHIND the eye of Terror. Hydraphur is on the edge between Segmentum Solar, Segmentum Pacificus and Segmentum Obscurus. Jericho reach, apparently is reached by a warp gate that traverses a distance equal to oh... 80,000 to 100,000 or so Light years - It spans the whole of Segmentum Obsucras AND Ultima segmentum, quite easily. It actually is probably larger, since Jericho Reach is far beyond Macragge AND runs at an angle from Calixis to the Reach. Probably closer to 150,000-160,000 LY in that respect.


Page 289
Warp Gates are stable, two-way conduits betwene far distant interstellar locations through the Empyrean. Many of these gates share similar physical structures: vast, irregular crescent shapes hanging silently in the void, immobile and implacably resistant to any force exerted against them. Any solid matter passing within the sweep of the crescent's great arms - a span of distance over 100 km - disappears into darkness and is hurled irresistably to the other side of the gate. AS far as can be discerned, the time taken by the transit is all but negligible; mere seconds of icy black dislocation spanning a distance tht would take years to accomplish via a ship underway using normal Warp travel.
Warp Gates serve a purpose much like the Webway. Their ctual 'speed' varies depending on source and novels. some are more reliable but slower than the warp, and some, like the Jericho Reach Gate or the Webway (or the portal nexus in dark creed) over far faster travel.

The Imperium likes and tries to control such strategic shortcuts for obvious reasons, although they aren't as common as what the Webway provides the Eldar (or, nowadays, the Necrons.)


Page 290
30th Millennium—The Great Crusade

Earth is conquered by the Emperor and enters an alliance with the Mechanicum of Mars. The warp storms finally abate and interstellar travel is possible again. The Emperor builds the Astronomican and creates the Space Marine Legions. Human worlds are reunited by the Emperor in a Great Crusade that lasts for two hundred years.

31st Millennium—The Horus Heresy

Warmaster Horus, the Emperor’s most beloved gene-son, turns upon those he was sworn to serve and leads one third of Humanity’s hosts against Earth.
Less than a 1000 years passing between the treaty with Mars and the Horus Heresy. sets a timeframe om the preparations that the Imperium can spend on getting ready (~800 years)


Page 291
"None can truly say how many worlds Mankind rules. A million seems a sound estimate. But do we count only those with a duly appointed Imperial Commander, and overlook those without? Then shall we count those worlds with which there has been no contact in a generation, two generations, three? What of those worlds known to be populated, but that none have seen any point in visiting? How many lost worlds must exist beyond the light of the most blessed Astronomican? We say a million, for our puny human minds are satisfied with such a number, but only the Emperor, in his ultimate wisdom, knows the truth of it." –Lord High Consul Grasticus Vak
Yet another direct confirmation that "million" worlds is an approximation at best, and reconciling all the different 'scale' numbers. Though to be fair it also reflects that 'claims anything that is basically human inhabited' as well, so it can't really be said to solely reflect all the worlds technically under the Imperium's control, but rather that the numbers are imprecise at best. :P

And its a sort of double edged sword, because that imprecision can go both ways.


Page 291
The Imperium of Man is spread across roughly two thirds of the galaxy and consists of more than a million inhabited worlds. Although a huge number of planets, this is nothing when compared to the hundreds of billions of star systems in the galaxy. The Imperium is therefore spread extremely thin across a vast volume of space; its worlds are dotted through the void and divided by hundreds, even thousands of light years.
the distances are probably the separations between sectors, although they might also specify btween individual worlds in a sector.



Page 291
Within warp space a vessel can cover the equivalent of many thousands of light years within a relatively short time, dropping back into real space many light years from the point it set out.
Not sure what a 'relatively short time' could mean.. it coudl be hours, days, months or years (years is short relative to centuries or millenia.)

If we take inot account 'typical' starship endurances of 6 months, we might figure many tens of thousands of c.


Page 291
The first is the maintenance of ancient technology by the Adeptus Mechanicus, the Tech-Priests of Mars who preserve the lore of ancient science on behalf of the Adeptus Terra. Without the technological advantage of efficient warp engines, it would be impossible for the Imperium to defend its scattered planets. The second factor is the existence of human mutants known as Navigators, a race apart which traces its origins to the uncertain times of the Dark Age of Technology. Only a Navigator can pilot a ship within warp space. His swollen cranium houses a mind which is sensitive to the tides and currents of the warp, enabling him to guide his ship through warp space to its eventual destination. Other races must rely upon guesswork and endless corrective manoeuvres to travel even short distances through the warp. The third factor which makes warp travel possible is the immeasurably powerful psychic beacon called the Astronomican. Broadcast by a choir of psykers from Terra, the Astronomican reaches out through warp space, guiding spacecraft to their destination. Only a Navigator can sense the guiding light of the Astronomican, and only he can follow its psychic signal. It is the Astronomican which allows a Navigator to use his powers to the fullest; without it, not even the most powerful Navigator could pilot his ship over the immense distances which separate the worlds of the Imperium.
The three factors allowing the Imperium to exist as a vaguely unified interstellar power.


Page 292
The vast majority of the Imperium’s worlds are ruled by an individual called an Imperial Commander or Imperial Governor. Those that are not are most likely to fall under the direct control of one of the Imperium’s organisations, such as the Space Marines or the Adeptus Mechanicus, and in such cases a senior member of that organisation holds the additional rank of Imperial Commander.

Each world in the Imperium is, to all intents and purposes, autonomous.
To a point. I mean semi-routine trade and communication happens across within a good many sectors and we have the subsector and sector lords which can hamper true autonomy. And there are all the worlds directly administered by varioua Adepta or allied factions. And the Impreium works hard at building in all sorts of 'safeguards' (like the Arbites) to ensure loyalty.



Page 292
Other planets are ruled by a council, the chair of which holds the rank of Imperial Commander so long as he presides. On a small number of worlds the populace decides who will rule them, though such regimes rarely survive in the age of war that is the 41st Millennium.
Vostroya is an example of a 'council-ruled' world (The tetriarchy.)



Page 292
Although each world is effectively independent, the Imperium is divided up into sectors and sub-sectors. The worlds of these regions are often interdependent to some degree. For example densely populated Hive worlds rely on nearby agricultural worlds to feed their populations. Even if not directly dependent, there exists some manner of federation, for the benefit of trade and mutual defence, which is normally presided over by a Sector Lord, a powerful individual appointed by the Adeptus Terra. Sector Lords do not have direct control over Imperial Commanders and their worlds, but they do have a lot of control over trade and other matters affecting how the world interacts with the Imperium at large, a fact that often gives them great influence and leverage over Imperial Commanders that rely on other planets to sustain themselves.
I have to say FFG did a pretty good job of retconning the structure of the Imperium from all the various sources.


Page 292
By far the most densely populated of all of the Imperium’s planets, Hive worlds are characterised by vast cities, usually separated by trackless, polluted wastes. Such worlds generally serve as centres for the manufacture of relatively low-tech products, goods that require little more than serf-labour as opposed to those that require the jealously guarded techniques of the Adeptus Mechanicus to produce. The age of the Imperium and the largely isolated nature of its planets means that Hive worlds are relatively common, with most sectors hosting at least a handful. They are entirely reliant on nearby Agri Worlds to feed their vast populations...
Without agri worlds, most will descend into revolt or cannibalism (the soylent green effect, again)(. Although I think that oversimplifies (for one thing the bulk of the planet tend not to eat the best quality, and most, especially the underhive, get by on what the higher echelons don't use, so there would be a "trickle down" effect that must take place first. Which probably explains partly why it can sometime take months or even years for such "startvation" to kick in, but if a warpstorm is effectively persistant, or a blockade happens (like in the Gothic War) the Hive is fucked. Some Hives have pretty good recycling capabilities, so they probably can last out longer, and a few (like Necromunda) seem to have evolved their own fucked up ecosystems and can last indefinitely (or seem to, at any rate.)

Also, it depends greatly on what kind of "Hive" world we are talking about, as the definitions of hives isn't totally fixed.

The number of Hives in the Imperium fits roughly with the number of SEctors outlined elsewhere (Deathwatch: Rites of Battle, Battlefleet Koronus) as well as with my own estimates and the 30K Hive world number from 5th edition. The quote implies it could be higher at least in some locations, which (depending on how you define "handful") could match quite closely with the 5th ed number, or imply a significant number more (but not vastly so.. what if "handful" is 4-5 worlds average, but not 3-4? It is stretching the definition, but we just got done noting that the size of the Imperium is by nature imprecise and open to interpretation.)

Bear in mind also that the number of hive worlds can probably depend on type. Necromunda type hives are relatively rare ('hundreds' as per Execution hour) but the lowest grades could be incredibly common (billions of such hives, as per Heart of Rage.) I'd geuss that 'middle' hives (Eg with the tens of billions or high single digit billions populations) would run into high tends or low hundreds of thousands.

My broader definition would likely encompass 'true' Hives (eg necromunda typeS) and major hives (armageddon type), minor (Thracian Primaris/VErgahst type) and proto-hives/sub-hives (basically everything else that has a hive on it and may cross multipel categories. EG Hive mining worlds, civilised, etc.)



Page 293
Such worlds are generally self-sufficient and largely stable, which is not to say that they are untouched by rebellion, merely that insurgent elements are largely kept in check by the iron rule of the planet’s Imperial Commander and his Enforcers. Civilised worlds tend to have an average technological base, although they still rely on more advanced worlds for the provision of more sophisticated technology, such as star ships. Failing any other classification or sub-type, most of the Imperium’s worlds fall in to this broad category.
Civilised worlds seem to be more numerous than Hive worlds, although by implciation these two classifications would make up quite a large chunk of the Imperium as a whole. That is something of an over-simplification even so, as few worlds fall neatly into just a single category. (For example, there can be lots of overlap between "hive world" and "forge world", such as having a hive that has 'merely' billions or tens of billions, and also has a still habitable, or mostly habitable, enviroment.)


Page 293
These worlds are given over almost exclusively to the production of foodstuffs or other vegetable or animal-based goods. They provide raw materials, and sometimes processing facilities, though this is just as often undertaken off-world. The populations of Agri worlds tend to be low, and are entirely devoted to the growing of crops or the husbanding of animals. On some worlds, a large degree of automation is utilised, with vast harvesting machines manned by only a handful of crew able to reap and process thousands of tons of crops in a single day. Agri worlds rarely house populations sufficient to defend themselves against invasion, but many are host to a garrison of off-world Imperial Guard, intended as little more than a deterrent to rebellion or pirate attack. Such detachments are in reality little more than tripwires, intended to get the word out should a large scale invasion occur, for the loss of an Agri world may have dire consequences on other nearby planets that rely on it to feed teeming populations.
Agri worlds seem to be fairly numerous as well, although less so than Hives (it seems to imply that you can feed quite a few "hive" type worlds on a smaller number of AGri worlds, although the exact ratio and numbers is vague. It still tells you something bout Agri output, though, and I'd suspect agri worlds to feed no more than 1-2 "major" hives (or borderline major) per planet. many novels have one agri world feeding a single hive. They can be and are used to feed other kinds of planets that aren't self sufficient (forge, mining, etc.)

Note the mention of automation and "thousands of crops a day" thats probably millions of tons annually, at least.


Page 293
The galaxy is strewn with worlds that play host to human populations that have long since reverted to barbaric savages.
...
...it is in the Imperium’s interests to keep such worlds in their barbaric state. Their populations make ideal recruits into the Imperial Guard and the Space Marines, possessing a fierce warrior spirit that can be harnessed if the subject can survive the inevitable shock of being shipped off-world and confronted with the galaxy beyond. A member of the privileged noble class may be the Imperial Commander of such a world. Alternately, the Adeptus Terra may appoint someone directly. In either case, the Imperial Commander may reside in an orbital facility..
Feral worlds. I wouldn't neccesarily say they are "rare", but they do seem to be held more for highly specific, specialized reasons (much the same way Fortress or Garrison worlds are maintained.) Also the definition of "feral' can be stretched quite a bit (hell even many hives have a fereal aspect in their gangers.. else why would Astartes consider them viable recruiting material?)

other than that Feral worlds seemt o largely be some sort of 'custodian' duty - they arent expected to contribute much to the greater galaxy (except maybe troops in times of war, or the rare minerals or foodstuffs) - the imperial presence there is just to establish dominance and perhaps prepare the planet for eventual colonization.


Page 293
Feudal worlds are a step above Feral worlds in terms of technological and societal development, yet not so advanced as the so-called Civilised worlds.
...
Feudal worlds often have highly formalised warrior classes, the members of which exhibit refined martial codes which make them ideal for service in the Imperial Guard, and occasionally in the Adeptus Astartes.
Feudal are in the same category as Feral, more or less.


Page 293
...it is inevitable that some worlds are lost to the terrible weapons unleashed upon the battlefields of the 41st Millennium. Such planets are classified as Dead worlds, and they are often so blighted by poison, radiation, biological contaminants or any of a thousand other curses that they are interdicted by the Imperial Navy against any setting foot there again....
Interesting that its implied conventional battles can render a planet uninhabitable, not just orbital bombardments. Of course there's lots of ways to do that (biological and chemical weapons, etc.) WE saw that with Siege of Vraks, for example.



Page 293
Despite the dangers, some Death worlds have been settled, though life there is often short and brutal. Death worlders are amongst the best recruits for the Imperial Guard and the Space Marines.
Given Death, Feral, and Feudal worlds, we could theorize that the Imperium embraces a very Darwinian sort of "Sardukar approach" to troop creation, at least for certain kinds or specilaized sorts of troops, since there is is a wide variety of worlds, and militaires to draw upon. Note that under some definitions feral and death worlds are virtually synonymous.


Page 293
Research stations are found on a multitude of worlds, establishing a human presence on a planet not otherwise claimed by the Imperium or ruled by an Imperial Commander. They carry out a wide range of functions, such as weapons testing, the study of dangerous life forms and the development of recently rediscovered technology. Others are watch posts, ever alert for any sign of invasion from the dark voids of the galaxy.
It is posisble some research stations are quite sizable, and this would explain some of the 'billions of worlds" reference attributed to the Imperium. (It would help if some could have hives as well..)


Page 294
On such worlds, the Tech-priests and their servitors construct the mightiest of war machines and create examples of technology that cannot be produced anywhere else. Forge worlds often serve as the base of operations for one of the Titan Legions..
The prime difference (aside from the Ttian Legions) between forge and industiral or hive worlds is the level of technolgoy built, as well as the research aspect.



Page 294
Shrine worlds are the domain of the Adeptus Ministorum...
..
They are populated by millions of priests and clerics..
...
They are often the subjects of vast pilgrimages, the faithful flocking from light years around..
A sort of vacation spot/indoctrination ground, I suppose.

Pleasure worlds are also mentioned, but no point citing them, as we know what they are (perfect worlds that ar retirement locales for the rich and wealthy, and potentially hotbeds of Chaos.)



Page 294
While some Space Marine Chapters are fleet-bound, the majority lay claim to a single planet which is exclusively their own. Such planets are inevitably the best defended in the entire galaxy, for they are home to Humanity’s most potent military forces.
..
Many Chapter-Fortresses are therefore situated in regions of the planet inaccessible to the natives, such as atop the highest mountain ranges or even on a moon.
Other basic details are: generally Space Marines don't interefere in daily life much (except Ultramarines or ones like the Crimson Fists) and may not even be known to the populace ("Sky Warriors"). Space MArine worlds are also mentioned to be chosen based on the notion that they provide "the best recruits" for the Astartes, although many have cultural significance (Baal, Ultramar, etc.)



Page 294
The Imperial Navy sends fleets from its many sector bases to do battle. Most Naval vessels — vast, city-sized constructions — are thousands of years old.
...
Entire battlefleets cross the gulf of space to bring ruin upon the foes of the Emperor; to destroy their ships, and pound their worlds into dust.
Typical navy fluff.



Page 294
As well as fleets of warships, the Imperial Navy is also tasked with the sacred duty of transporting the Imperial Guard from warzone to warzone.
...

Packed into colossal transports, tens of thousands of warriors and their wargear are shipped to distant star systems to fight and die on planets most have never heard of.
Implies 'typical' troopships pack in tens of thousands of troops. Plus equipment.



Page 295
Some maintain that the Imperium is so vast that no force in the galaxy can possibly topple it, for even were great swathes of its territory to fall, others would, in time, rise up to replace them. Each year, entire worlds are lost, yet others are conquered, regained, liberated or colonised. Whether or not the constant struggle balances out remains to be seen, though doubtless the Imperium could survive, barring some galaxywide calamity, for many millennia yet.
I tend to think of the Imperium as being like a zombie. Sluggish in some ways, yet still inexorable, unfeeling to the sensations striking it, and yet no matte rhow much you hack it apart it still refuses to die. The Imperium has had planets, sectors, even entire Segmentums rebel or fight bak, and it has survived through all of it.



PAge 295
As far as the Imperium at large is concerned, these changes in regime often go entirely unnoticed. So long as the tithes are rendered in a timely fashion and the psyker culls undertaken, the Adeptus Terra sees little point in interfering
Sometimes I think of the Imperium as not being a feudal state, but more of a vast club where tithes are membership dues and privilges bestowed, or perhaps more amusingly a protection racket run by organized crime. More often than not it does seem the Adeptus Terra (as contrasted by the Imperium itself) doesn't give a shit about the bulk of the Imperium, or only cares insofar as the resources it can provide.



Page 296
In the main, it is only when tithes are withheld or Imperial Navy vessels denied anchorage that the Imperium takes note, and then vengeance is exacted and a new regime emplaced
Basically as long as noone resists what the Imperium wants, things go well.


Page 296
The Tyranid Hive Fleets have recently appeared in the extreme galactic east, and no one knows how many of the galaxy’s worlds they have already stripped bare of resources, or how many more fleets are bearing down on other regions. The Tau are an example of a small, yet dynamic alien empire with designs on the larger galaxy. While no one empire such as the Tau represents a threat to the Imperium at large, their sheer number means that many will continue to exist, and be a threat to human worlds, for a long time to come.
An interesting contrast of different kinds of threats, especially on the tua side. The "danger" of the Tau is more a symbolic one in a larger sense - they're symbolic of lots of small, up and coming races plaguing the larger body of the Imperium - feeding off it, or picking it apart bit by bit. Individually the damage isnt significant, but if you multiply it by hundreds or even thousands of times.. death by a thousand cuts. Moreover, having to meet each of those threats individually tends to dilute the resources and focus of the Imperial military which hampers concentration of assets.



Page 296

On outlying worlds, some contact with alien races does occur, generally taking the form of limited trading relations. Occasionally, local defence forces make common cause with alien warriors against a threat that endangers both. Although this runs counter to the doctrines of the Imperial Cult, reality on the frontiers often makes such arrangements a necessity. Even worlds well within the Imperium’s borders might be isolated for decades, even centuries, by warp storms or simple neglect, and reach all manner of agreements with nearby races.

PAge 296 - another brief note on Daemons and incursions, unsacntioned psykers are one way, deliberate rituals are another, and "naturally occuring" warp/realspace incursions like Warp Storms (including stuff like the Eye of Terror) are a third.


Page 297
So vast is the Imperium, and so enormous its armed forces, that the majority of wars are fought in response to a specific threat, whether internal or external.

Page 297
In addition to the forces each Imperial Commander is required to render to the Imperium, he must maintain his own armies. These go by many names, such as Royal Guard, Loyal Militia or Planetary Defence Force...
...

Many defence forces are as well appointed as the Imperial Guard, and some even more so, while others are equipped with little more than spears or black powder weapons. In the event of invasion or uprising, these forces are expected to defeat the enemy themselves or, if they cannot, to hold the line long enough for aid to be summoned.
PDFs are variable, basically, ranging from Stone Age tribesmen to Cadian Interior Guard.
bilateralrope
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Re: Deathwatch RPG analysis/discussion thread

Post by bilateralrope »

Why do Space Marine Digital weapons exist ?

How often do Space Marines get into situations where they need to appear unarmed, but the single shot from a digital weapon will help ?
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Cykeisme
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Re: Deathwatch RPG analysis/discussion thread

Post by Cykeisme »

Well, if you take into account what Codex: Space Marines says, it's often a surprise weapon used during duels. You fire into an enemy's weak spot at very close range when he's worried about your sword or hammer or what-have-you.
That's the gist of it, anyway.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next to last DW core rules update.


Page 297
When a distress signal is sent, nearby forces heed the call first. The Imperium may divert Imperial Navy or Imperial Guard units en route to other warzones, or a Space Marine force might pick up the signal and send aid. Otherwise, the Officio Munitorum requires the nearest worlds to muster its most experienced and well equipped defence units and render them to the command of the Imperial Guard. It is always from the nearest world to the warzone that the aid is first sent, though even then it may be long weeks before help arrives. Should the first wave of reinforcements prove unable to contain the threat, then more regiments are raised, with more and more planets, further and further out from the warzone, providing regiments until the threat is either defeated or contained.
If the world in question has IG garrisons as well as PDF, they may be dispatched since part of their role is to act as a strategic reserve, although in significant enough cases a PDF tithe may be sent along with.

Response time can be influenced by other factors - the avialability of transport (chartist vs navigator, whether it is close at hand or has to be dispatched by the Munitorum) as well as whether they go in piecemeal from each world or are gathered together to invade en masse (the latter is a more coherent force, but it takes time to assemble. While piecemeal is faster, but offers the danger of each force being chewed up individually.)


Page 297
Although strategically a reactive, defensive war, in reality the conflict is one of attack and counter-attack. While the vast regiments of the Imperial Guard are fed into an endless meat grinder to hold the line, elite forces such as Space Marines launch attacks directly against key enemy installations and ndividuals or act as a highly mobile reserve to counter enemy breakthroughs.
It could even be more complicated than that. You can have the defenders (bolstered by reinforcements) holding the ground against an invasion, as well as a response force attacking to dislodge or destroy the invaders...the number and size and types of regiments, as well as the various allied forces, can all make it very complicated. Especially on a multi-planet front.


pAGE 297
From time to time, the military might of the Imperium goes on the offensive.
...
Given the ponderous rate at which the Imperium’s forces must be raised and mustered, such events are rare, as they often require years of planning. When they do occur, it is normally as a result of a great undertaking, such as the resolve to retake a lost region of the galaxy or to avenge the fall of an especially beloved hero of the Imperium.
I suspect more often than not you have a sector that is relatively peaceful or stable and is amassing resources, so they send those forces out to do something productive. Or political (someone wants to earn a name for himself or glory and decides to launch a Crusade.) Both Scarus and Calixis field examples of this.

Page 297
While large scale expeditionary warfare is relatively infrequent, more specialised, mobile and self-sufficient forces such as Space Marine Chapters engage in them all the time. Being independent of the Imperium’s military chain of command, a Space Marine Chapter Master can prosecute wars as and when he sees fit
As are Rogue Traders, and Inquisitors.



Page 297
The Imperium’s military might is as varied as it is limitless, each body having its own doctrines, chains of command and even rivalries.
...
The only problem is that forging a coherent military force from such varied units is a task that only the most dedicated, influential and charismatic of leaders can achieve.
...
These individuals [Warmasters] are appointed by the command of the High Lords of Terra themselves, and given the very highest of tasks to perform. Such missions might demand the retaking of entire sectors lost to the enemies of Mankind, or the eradication of an entire alien empire. Many decades might be spent mustering the vast armies these leaders will command, and every one of the Imperium’s fighting arms are represented, from the Titan Legions to the Inquisition.
Part of this is of course deliberate. They learned to distrust coherent, unified military forces with organic combied arms capabilities in the Heresy, so they did all they could to break it up and diversify it. This carries hefty drawbacks of course (in terms of unit cohesion and the like) as well as amplifying the politicking and infighting between various arms (nevermind the command and control and logistics problems!) but it also provides the best security against internal revolt.. and that is not a triival problem in the 40K galaxy.



Page 298
When the forces of two or more Space Marine Chapters find themselves fighting alongside one another, the leaders of each often convene a council and elect a leader to act and speak for their interests.
...
When serving in a larger army, Space Marine Command Councils normally ratify the orders of the Warmaster, and act on them as they see fit.
Intersting that Astartes and Warmaster are never the same person, isn't it? At least, not intentionally.

Page 298
Over ten thousand years of constant warfare throughout the entire galaxy, the Imperium has fought every variation of conflict imaginable. From gruelling sieges lasting decades to the bitter one-on-one fighting of a cityfight, there is no expression of the art of war that Mankind has not experienced, or mastered.
Which one presumes would include manuever warfare (and has been mentioned from time to time.) The problem isnt so much that the Imperium *doesnt* know about it, they have no standardization in the doctrine - quite the opposite in fact. They have too many options they tend to present, and that can daunt and confuse a commander.


Page 298
Every possible resource is mustered in the pursuit of victory, with entire planetary populations turned over to supporting the war effort, no matter the cost.
...
Worlds afflicted by total war soon become a blackened wasteland bearing no resemblance to their former state. Planets once blessed by verdant forests are reduced to ashes, enemies clashing amidst the skeletal remains of the trees. Hive cities are transformed into towering mausoleums, their corridors and domes choked with the dead and riddled with disease.
Warfare in the Imperium largely seems to be a matter of 'beat the enemy before you demolish the planet', because it is quite possibel with the scale and level of firepower they possess to destroy said planet without meaning to through all the pollution and waste generated (heat and material both.) We also get a good glimpse of the omnipresent bunker mentality that enables them to sustain persistant wartime economies on worlds.


Page 298
Planetary assaults are a common type of warfare in the Imperium. Often a world will fall before aid can arrive, and the Imperium’s armies must force a contested landing in order to reclaim it. Some planetary assaults are undertaken by small, elite formations such as Space Marines, striking at the very heart of the enemy.
...
The other type of planetary assault is the massed landing. Far from the surgical strike of Space Marine insertion, a massed drop involves thousands of troops deploying by drop ships large enough to carry entire regiments of infantry or hundreds of battle tanks. There is no subtlety to such landings. The Imperium simply lands as much of its forces as possible in one concentrated mass, and moves immediately to enact a breakout so that enemy reserves cannot be brought to bear on the vulnerable landing point.
"Fast" assaults can be carried out with the Guard as well, usually alongside the Space Marines. Alot of it depends on the kind of planet and the scale of the forces involved (The novel Kill Team and Imperial Armour 8 are examples)


PAge 299
Cityfights develop when a city holds some value to both sides in a war, whether military, logistical or simply symbolic. If only one side places any value in the city, the other is likely to use whatever strategic means it has available to deny it to the other, ranging from long range bombardment to the unleashing of ordnance from battleships in orbit high above.
"city destroying' firepower I suppose :P


Page 299
The industrial might of the Imperium’s Forge worlds and Hive worlds makes it possible for entire armies to be equipped with the mightiest of armoured war machines. These range from agile walkers such as the Sentinel to super-heavy tanks such as the gargantuan Baneblade.
...

Furthermore, there have been many instances when environmental conditions have made it impossible for Imperial Guard infantry to operate, and only the sealed tanks can be fielded. Races such as the Tyranids are capable of wreaking such havoc upon a planet’s eco-system that this is the only way of fighting them face-to-face.
This suggests that Hive and forge world military forces are the most likely to be heavily mechanized or armoured. The need to fight on hostile enviroments can also make such vehicles neccessary (although if you have troops with sealed armour - like carapace or powered, that probably can substitute also) If we take into context that foot infantry is meant to be more numerous, it could argue that the Imperium fields many more times the troops than are tithed from Hive worlds alone.


Page 299
Furthermore, a Titan is able to carry weapons normally only seen in planetary defence emplacements or in the turrets of the battleships of the Imperial Navy.
Which 'turrets' or 'defence emplacements' is up for debate. turrets usually mean lances (which are far bigger than the titans themselves) or point defense guns (some of which are bigger than titan guns as well.)



Page 299
When war grinds to a stalemate and neither side has the ability to break the deadlock, the opposing armies will fortify what positions they have claimed and resolve to defend them no matter the cost.
...
A common feature of this style of warfare is the unimaginable cost in lives of taking any ground at all.
...
War in the 41st Millennium is not subject to moral laws or strategic logic; it is a matter of faith, and faith is the one thing for which men will willingly die.
Trench Warfare: The holy grail of Grimdark. That said, note that 'trenches' only come about when there is no other option really.. (stalemate). That said it also depends on very reliable logistics and access to materials, because they will expend massive amounts of material not only in fortifying the ground they hold, but also in tanks, troops, and equipment, even if they recover much of it. Despite the constant assurance that 'men are easier to lose than machines' we commonly see their trench warfare costing both in great quantities (Imperial Armour 5-7 for example.) - and there is always the costs and effort associated with carting in more men and material to throw into thre trenches. If the imperium lacks the ability to resupply or deliver reinforecements, trench warfare won't be an option either.



Page 299
A suppression is a punitive war, launched against a world for the security of the surrounding region. It may be fought against insurgent elements on an Imperial world, or against the Imperial Commander himself..
...
A suppression might be launched against an alien civilisation that has threaten the Imperium’s worlds or in order to forestall an anticipated invasion.

Such punitive wars are normally intended to be sharp and short, and to bring about a specific set of strategic circumstances.
These sound like the "first option" attacks I've heard about in various sources - Damocles gulf, the first option to take Vraks, Imperial armour 8's assault, and so on. If the enemy isnt too tough or well entrenched, and the objective can be pulled off it is also the least resource intensive.


Page 299
Although the Adeptus Terra prefer to leave the administration of the Imperium’s worlds to the duly appointed Imperial Commanders, there are times when circumstances dictate that elements of that world’s population be removed for the good of the entire region.
...
Few planetary militias will stand idly by and watch as Imperial Guard units from off-world conduct pogroms against their kin and burn their homes to the ground. Unless conducted with swift, overwhelming efficiency, a purge may soon become a war of attrition.
Its easier to be conducted from orbit, but orbital bombardment is rather.. messy.


Page 300
Yet such conflicts are common, as Imperial Commanders vie for territory and seek to settle old scores. Wars of secession, fought between rival factions each believing themselves the rightful heirs to the rulership of an Imperial world, reduce entire planets to wastelands even without the actions of hostile invaders or rebellious elements. Trade wars escalate to open conflicts and the planetary militias are used not to defend against attackers but to capture territory from bitter competitors. It is rare for such conflicts to involve the Imperial Guard or other military organisations, for the belligerents would not wish to draw the attentions of the Adeptus Terra, preferring instead to resolve the conflict with their own forces. As far as the Imperium at large is concerned, these ‘bush wars’ are insignificant to the larger strategic situation, unless of course they interfere with the rendering of tithes or the raising of new Imperial Guard regiments. Should either of these occur, then the Imperium is likely to launch an attack of its own, forcibly ousting the warring parties and installing a new Imperial Commander more likely to maintain the status quo.
This not only can happen on a planet but also between planets (Rogue Star and Imperial armour IX are obvious examples) One would think the Imperium deplores such waste (given the frequency they screech about being beset on all sides and constantly on the verge of falling) but they have no real way of controlling it directly, and it probably keeps aggressions focused elsewhere. It might even serve a sort of darwinian purpose the same way Death Worlds do. As long as the greater peace (or economy, say of the sector) is not disrupted and tithes flow, I doubt the Imperium cares.


Page 300
Every world in the Imperium must look first to its own defence, for aid against external aggression or mass uprising can take months to arrive...
Can but doesn't mean it will.


Page 300
A densely packed Hive world, for example, is able to raise many millions of troops, and due to its huge industrial base is likely to be able to equip its forces well. A less populated world is able to raise far fewer troops, but may be able to make up for the lack of numbers in specialised skills.
like Catachan. This tends to suggests that the bulk of well equipped forces are from hives (and perhaps from industrial and civilised worlds as well), whilst the bulk of specialised forces (light infantry/skirmishers, jungle fighters, etc.) come from smaller worlds.


Page 300
In addition to his duty of providing troops, the Imperial Commander must also render heavy equipment, in the form of tanks, troops transports, artillery, and the like. Due to the nature of the Standard Template Construct, these are likely to be of a standardised type common to most worlds in the Imperium.

Sometimes a world may produce equipment of an unusual pattern, but these rarely join the ranks of the Imperial Guard due to the difficulties in maintaining them.
Two interesting points. First off is the fact that the above implies that its not very difficult for regiments to build and maintain tanks or troop transports, which sort of runs contrary to the idea that mechanised formations are rare because Imperial commanders cannot produce many of these vehicles. This does not mean they can build large numbers of mechanized/armoured regiments (or the equivalent) but it does imply they could (for example) build a small number and/or equip their raised infantry regiments partly with a mechanised/armoured force. If a industrial or civilised planet raises several dozen regiments that each have or or two mechanised platoons, that would be equivalent to at least one mechanised regiment (and the 5th ed rules suggest tithing of millions of troops might be more common.)


Page 300
The Imperial Commander is also obliged to provide massive reserves of arms and ammunition to the regiments raised from his world, and to maintain such stocks against future emergencies in nearby warzones.
Every world, in other word, stockpiles to some lesser degree like Munitorum Depot worlds.


Page 300
When required to provide troops for the Imperial Guard, the Officio Munitorum demands the very best of an Imperial Commander’s defence forces. Withholding his elite units has proven the downfall of many an Imperial Commander...
...
If required by ongoing wars to provide more regiments, it is quite possible for a world’s militia to be stripped of its manpower entirely, making mass conscription a necessity, regardless of the effects on the planet’s economy.
Obviously you get different 'grades' of reserve troops. The first troops will be drawn from already-existing guard garrisons and reserves in a sector. If more troops are needed (or if the IG reserves can't/won't be used - either commited elswhere or too far away) then they start drawing off from the existing PDF militaries, including the militias. Conscription occurs last - or if they need cannon fodder or an emergency force. That of course seems to be the idea, but its possibel not every planet has a garrison (or a significant one), or they may simply choose to handle the tithings in a certain way, or any number of rationales.


Page 300
The Imperial Guard represents the elite of the planetary militias...
...
The basic building block of the Imperial Guard is the regiment, a formation that varies enormously in size, character and method of making war. Most consist of redoubtable infantry...
...
Others are armoured formations..
...
Others still are more esoteric or specialised, such as the Elysian Drop Troops...
..
Some regiments are drawn from the noble warrior elite of the civilised worlds...
IG compositions. Note again they are the 'best' of the troops first, although when ti comes down to it any already trained soldier however their quality is probably desirable. Note as well that the 'warrior elite' of civilised worlds is treated as a separate category - possibly referring to some civilised worlds having 'professional' and well equipped soldiery?


Page 300
At the lowest end of the scale, an increase in pirate activity in a system might result in a regiment being despatched to bring it under control, and the companies and platoons of that unit being split up and deployed across entire worlds. An Agri world threatened by intermittent raids, for example, might have a single company assigned to its defence, intended more as a deterrent than a serious defence. At the opposite extreme, an Imperial Guard force sent to dislodge an alien presence from a strategically vital region might consist of many hundreds of regiments.
IG commitments vary dramatically. It mentions Macharius controlling 7 Army groups. force allocations can depend as much on what the Munitorum has available (or is willing to deploy) as what the situation may actually require. note that 'what the situation requires' can also vary (the reality of the situation may differ from what the Munitorum perceives as being sufficient.) There is of course also the fact that influence and authority of officers can influence deployments.


Page 301
As such, it is merged with other depleted units, creating a new composite regiment from the survivors of previous actions. Very occasionally, an Imperial Guard regiment is tasked with providing a permanent garrison to a world it has conquered..
Ther are permanant and temporary garrisons. This is a way of 'retiring' a force and still getting use from it (providing veteran and well trained troops to assist and bolster an existing PDF, as well as ensuring loyalty.) I imagine colonization efforts by 'reduced' regiments are similar. I imagine it might depend on needs and situation (in some situations combining depleted regiments will make more sense than retiring them.)


Page 301
Those who have shown a propensity for war from an early age undertake a punishing training regime, which turns them into the elite of the Imperial Guard and second in skill and dedication only to the Battle-Brothers of the Adeptus Astartes and the Battle-Sisters of the Adepta Sororitas. Storm Troopers are equipped with the very finest weapons and armour the Officio Munitorum can provide, and they often go to war in Valkyrie airborne carriers, leaping into battle as they descend upon grav-chutes.

The Storm Troopers are never fielded as a whole regiment, but are instead fielded as individual companies in warzones where they are most needed. Unlike the Space Marines, they are fully integrated into an army’s chain of command, and can therefore be relied upon to spearhead Imperial Guard assaults, infiltrate enemy territory or provide a highly effective rapid reaction force to exploit breakthroughs or counter enemy attacks.
Storm trooper regiments 'exist' but again seem an administrative detail. I imagine they could be fielded as whole regiment (EG by inquisitors) but their value and numbers are such they have to be deployed across a battle in smaller formations - battalions, companies, platoons, even squads.



Page 301
...Storm Troopers rarely stay in one theatre of war for long.
..

...many of the Storm Troopers who survive their term of service go on to become Commissars...
Like Astartes (basically because they are an Astartes stand-in) they move about quite often from location to location. This probably accounts for why they may have dedicated transports (probably run by the navy) or are sometimes seen allocated to capital ships as detachments.



Page 301
Its primary mission is to ensure that the scattered worlds of the Imperium remain part of the galaxy-spanning empire of Humanity; that the vital space lanes are kept open and free from attack from any quarter.
...
Should a more concerted enemy threaten a region, the Imperial Navy are likely to be the first line of defence, and many an invasion has been halted in its tracks before even making planetfall by way of mighty battles fought in the outer regions of a threatened star system.
Role of the Navy.


Page 301
By ancient decree, the Imperial Guard may not maintain or operate its own interstellar spacecraft, forcing it to rely upon the navy for transport from one planet to the next. Entire regiments can be transported in the cavernous holds of the Imperial Navy’s troop transports, and deployed via drop ship to the surface of any planet.

A further role that the Imperial Navy performs is that of supporting wars prosecuted upon a world’s surface. Many Imperial Guard regiments have gunnery officers and observers attached to them from the bridge crews of orbiting Imperial Navy warships, the smallest of which carries as much firepower as an entire Imperial Guard regiment.
The last bit has to be taken in context of Titan firepower. Alos, one has to be aware that dedicated planetary bombardment ships do exist. Starships themselves can carry (or be converted to carry) at least a regiment's worth of troops (anywhere from thousands to tens of thousands depending on your source and context.)


Page 302
Titans are immense fighting machines, towering monstrosities several hundred feet tall. They instil terror by their mere presence and little can equal their bristling arsenals of weaponry.
...
Protected by banks of void shield generators, Titans can soak up damage that would smash apart tank companies and infantry regiments.
...
Each Legion is based on a Forge world, and the Forge worlds are spread throughout the Imperium so that at any given time at least one Titan Legion can respond to a call to arms.
Height and capabilities of titan. And there is at least one titan Legion per forge world, probably. Like the Astartes, the distrubtion seems to be more or less uniform, although their deploytment from forge worlds can make it more erratic (you can at least plan where Space Marines are from.)



Page 302
..the Adeptus Mechanicus also commands the might of the Centurio Ordinatus. This organisation controls immense war engines, which are specialised to fulfil very particular roles. Some, like Ordinatus Armageddon, mount a single huge cannon capable of blasting apart enemy war engines and fortifications. Others carry rack upon rack of huge missiles designed to spread wholesale devastation. Some even mount experimental weapons such as the Sonic cannon put to use by Ordinatus Mars, which shatters enemy attacks and leaves the foe vulnerable to a counter-attack by the Imperium’s forces. These Ordinatus are deployed sparingly, and many of them date back to the Great Crusade and have been meticulously maintained for millennia.
For when titans aren't sufficient overkill and you need something even dick-wavingly bigger.



Page 302
The bulk of the Machine Cult’s armed forces are forge guards known as Skitarii: human soldiers with bionic augmentations for communication, weapons links and sensory feeds. With the manufacturing power of the Adeptus Mechanicus behind them, the Skitarii are amongst the best equipped soldiers in the Imperium. Although most Forge worlds maintain whole regiments of Skitarii...
The kind/type of skitarii (and naming conventions.. sometimes Skitarii are tech guard, sometimes they're two different groups) and how they are equipped/augmented varies. Some are little more than IG troops with fancier weapons and a few replacement limbs. In other cases they might rival combat servitors for their augmentations (built in weapons limbs, etc.)



Page 302
The degree to which the Space Marines integrate into the armies of the Imperium depends very much on the Chapter in question, but they never form a permanent component of the orders of battle.
...

..the Lords Militant must negotiate the Space Marines’ aid, drawing on ancient debts of honour and invoking the great victories of the past.
...
...each is able to field a staggering array of devastating weaponry, vehicles and space ships.
Many Chapters have the means to construct such machinery themselves, while others hold solemn pacts with specific Forge worlds, whom they are supplied by in return for aid in time of crisis.
...
..the equipment itself is of a far greater quality than that issued to many Imperial Guard units..
Politics and perusasion (and charisma) play a huge role in gaining the aid of the Astartes. It also matters for the AdMech and their titans as well.. this is a rather obvious drawback in at least some ways, because it can complicate chains of command and authority. but that's the way the Imperium is also set up. It also means a particularily inept or un-charasmatic type probably can't rely on their aid without outside intervention.


Page 302
Every Grey Knight is a psyker, his very mind a keen-edged weapon in the fight against the creatures of the warp..
...
..they are equipped with the fastest warships, which allow them to respond to any threat, anywhere in the Imperium.
Grey Knights. DA BEST!


Page 304
The Imperium of Man lays claim to two thirds of the entire galaxy, a volume of space encompassing billions of star systems and untold numbers of planets...
...
Only one in several hundred thousand of the galaxy’s star systems is host to a human population.
assuming between 200-400 billion stars means 1-2 million star systems (maybe slightly less, depending on how you define "several" - I went with 2-3 hundred thousand.) This obviously presents some.. 'interesting' complications for billions of worlds' type quote, but its an approximate figure and refers to star systems and not planets. It could (for example) match up with inhabited star systems with habitable planets, but not include uninhabited or dead ones. This isn't even imperial worlds per se if you literally interpret it - not all human worlds are part of the Imperium.

Alot of it does depend on sources and how well the 40K galaxy matches up to our own (quite possibly not very, since I've heard Earth supposedly was 'moved' to a new location, if that is even possi ble) and its an approximate figure even then (remember, they don't know for certain how many systems humans colonized or such.) It does tell us its probably not vastly greater than millions (EG its definitely not billions of inhabitable star systems possessed by humanity. At least, not yet.)


Page 304
The Emperor’s Domains are not a discrete volume of space with definable, defensible borders, within which Mankind rules absolute. Rather, each world is but one of many hundreds, even thousands in a sector, only a few dozen of which may be occupied by humans.
...
This situation is as true on the galactic scale as it is on the regional level. The million or so worlds of the Imperium are as tiny islands scattered across a sea that seethes with predators.
Hundreds or thousands of worlds in a sector, with maybe a 'few dozen' occupied by humans. With "a million or so' worlds we're talking 24-50 worlds per sector we're talking 20-40K sectors perhaps. The one caveat to t his (aside from the other references to millions/billions of worlds) is that we know of other mentions of 'hundreds of worlds' being more common. This may reflect differences in teh classification systems (EG only a few dozen important human worlds, with lots of less important ones) or it may reflect variations depending on location (closer to earth and deeper into the segmentum sectors probably are heavily populated compared to the outer edges.) or some other factor (the sheer variation of sector to sector.)



Page 304
The Deathwatch is a Space Marine Chapter, but one quite different from every other Chapter known to exist.
...
Chapter’s brethren are not permanent members, but seconded from other Chapters for a specific mission or a set period of time. Not all Chapters dispatch their Battle-Brothers to serve in the Deathwatch...
...

The origins of this practice are lost to history...
...
..that the Deathwatch is almost exclusively engaged with the fight against the alien. That is not to say the Chapter avoids confrontation with other foes, but the vast majority of its missions are against the many and varied xenos races that threaten Mankind.
The last point mentioned is that the Deatwatch is directed by the Ordos Xenos, making it a Chambers militant. The interesting thing is its more an alliance of sorts rather than a resource under their direct authority. This makes them a bit different from the Grey Knights in that respect.


Page 305
Centuries ago, a conclave of Inquisitor Lords—the Apocryphon Conclave of Orphite IV—convened with the sole purpose of formulating an Imperium-wide strategy to combat the many xenos threats that assailed Mankind. The members of this conclave were, in the main, drawn from the ranks of the Ordo Xenos, all of whom shared the belief that one day, there would come a time when Humanity would be consumed by slavering xenos beasts, or enslaved to creatures of unutterably alien origins.
...
..they determined that no effort should be spared to avert such an end.

The conclave sat for many years, and bitter debate raged back and forth between Inquisitor Lords of many different positions.
...
...a few advocated the formation of alliances with those races that could be tolerated. Some spoke of ancient, god-like beings that have slumbered since before the creation of Mankind awakening to enslave the galaxy, while others foresaw that death would come at the hands of invasion from other galaxies entirely.
...
The conclave would request an audience with the assembled Chapter Masters of the Adeptus Astartes, and ask of them a solemn undertaking.

How many Chapter Masters assembled to hear the words of the conclave is not known, for such an event has only occurred a handful of times in the long history of the Imperium.
...
Each of the Masters and Inquisitors undertook a solemn oath together. They would form a new Chapter, consisting of veteran Space Marines highly experienced in combating the xenos. This Chapter was dubbed the ‘Deathwatch’, for it would stand guard against the doom foretold by the conclave.
Origins fo the Deathwatch. It's makeup tends to make it more diverse and more an allied force rather than direct control (although without doubt the Inquisition wields much influence and command) compared to the Grey Knights, but I suspect it is also a more numberous organization due to its makeup. (less so than the Sisters of course.)


Page 305
..the Ordo Xenos and the Deathwatch are equals, the Inquisitors rooting out the foes for the Deathwatch to eradicate. While neither party is subject to the command of the other, both work in concert towards their common goal, according to those oaths made centuries ago.
Again there is a complex, alliance-based relationship. I suspect individual Deathwatch troops can be given to Inquisitors to command, but the ultimate authority is with their leadership, who are themselves independent of most Inquisitors (within the boundaries of their oaths.) In this respect they're alot more like regular Space Marines.



Page 306
The Kill-team may consist of as few as three Battle-Brothers or as many as a dozen, and their missions are assigned to them by a Watch Captain. A number of Kill-teams are brought together under the command of a Watch Commander..
Composition and size of a kill team. The interesting thing is, its really easy to argue they are larger than a single chapter. Even assuming a handful of DW per sector and only in 1000 or so Sectors they would be many times larger than most Legions.. rivalling or exceeding even the Black Templars. If there are dozens (say 3-4 squads worth) and around 5K sectors hosting Dw we're talking hundreds of thousands... a sizeable fraction of the 'existing' Astartes. Scattered across the galaxy that won't matter much, of course, but the size is.. intriguing.

To be fair I am sure its not quite as hugetastic as some of the higher possibilities imply (its rather unlikyl that the deathwatch comse cloes to approaching or exceeding the existing number of Astartes, but 50-100K isn't too far fetched as a possible upper limit. Thousands to tens of thousands at least.)



Page 306
The role of the Watch Captain is to oversee one or more Killteams.
...
In many cases, the Watch Captain oversees a mission from nearby, often in a Thunderhawk gunship especially equipped to serve as a combination of command centre, emergency surgery, arsenal and quarantine facility for captured foes. From his gunship, the Watch Captain is able to monitor the progress of the mission, seeing exactly what each Battle-Brother sees by way of the multi-band sensors built into their power armour. He can also monitor the physiological condition of his warriors, ensuring that no alien biological contaminants are transmitted onwards on their return.
The 'officers' of the Deathwatch and special armour systems.



Page 307
A Watch Commander and all of the Kill-teams under his command are based in a Watch Fortress. Such places can take a great many forms; some are mighty deep space stations, while others are imposing, fortified keeps on a planet’s surface. Some are impenetrable installations many miles below ground, while others still are hollowed out asteroids bristling with weaponry and protected from prying eyes by arcane cloaking systems.
...
Each fortress combines the functions of command centre, keep, archive, garrison and more.
...
The commander is assisted in his duties by a cadre of specialists, some of whom are Space Marines, such as Techmarines, Apothecaries and the likes, while many more are the equivalent of Chapter Serfs. Some are specialists seconded from the staff of one or more Inquisitors, while the greatest number are mono-task Servitors.
...
Amongst the most important members of the staff are the Astropaths, several of whom are always present in any Watch Fortress.
Watch Fortresses. No idea of numbers given. One per sector might be possible, but i wouldn't bet on it (or if they are, they're not all inhaibted.)



Page 307
The number of Kill-teams stationed in any given Watch Fortress varies enormously. Some are home to only a handful of Battle-Brothers, while others host several dozen Kill-teams.
...
Each [Fortess] bristles with weaponry, much of it controlled by hard-wired Servitors or fired remotely by the Watch Commander’s staff. Some are even said to be protected by great cannons and banks of missiles controlled by autonomous machine spirits.
Watch Fortress defences.


Page 307
It is said that some of these vaults are encased within stasis fields; that time stands still within and even the most ancient and crumbling parchments can be preserved. Other vaults are said to be encased within quantum-displacement fields, so that they are not actually located in the Watch Fortress at all, but exist out of phase with it so that even should the fortress be destroyed the contents at its heart will survive.
Interesting security/preservation methods


PAge 307
Some Watch Fortresses even maintain a stock of the most exotic of weapons, which are kept safe in the vault and only brought forth in the most dire of situations. Here are found the warheads of the cyclonic torpedoes used to enact Exterminatus upon a world. Some weapons are unique and so potentially devastating they may never be disturbed, the singular relics of the Dark Age of Technology. This includes such artefacts as the anti-baryon detonator held in a Watch Fortress at the heart of the Ghoul Stars, and the super-massive ‘starbane’ vortex cascade generator secreted within the eonlocked Ormand Repository near the Ring of Fire.
Some of the more exotic (and devastating) weapons held on the Fortress.


PAge 307
...each fortress contains vast stores of more conventional arms and ammunition. Sufficient stores to last for centuries without re-supply are held in the Watch Fortresses, as well as all of the heavy equipment normally utilised by the Space Marines such as artillery and vehicles.
They stockpile as obsessively as the Munitorum, in all probability.


Page 308

The Inquisitor is more of an ambassador than an overseer, and has no direct control over the Watch Commander or his forces. Rather, he provides a link between the two organisations, ensuring that the ancient pact between the two bodies remains in place, for the defence of all of Mankind.
Again confirming more of the "alliance" like nature of the Deathwatch.


Page 308
While Watch Fortresses are relatively scarce, there are far more of the smaller facilities known as Watch Stations. These are often no larger than a small escort ship, and some are little more than a rockrete bunker situated upon a lonely mountain top. Watch Stations are located so as to provide watch against a specific threat, or to guard a particular location.
...
A great many are silent sentinels in orbit around a world, while others are lonely towers standing guard over a long dead battlefield. Watch Stations provide facilities for littlemore than a single Kill-team and the Battle-Brothers are rarely stationed on one for any great length of time; the resources of the Deathwatch too scarce for every such station to be permanently staffed.
...
..many Watch Stations are home to a skeleton crew of sensor-techs and watch-serfs.
...
A great many Watch Stations are not crewed by men at all, but are controlled by machine spirits. It is only by the blessings of the very highest acolytes of the Machine God that this is possible, for such devices that can be entrusted are rare indeed. Orbiting many a Dead world might be found, by one who knows to look, a silent mechanical picket, its glass eyes scrutinising the surface far below, its transmitters trained upon distant relay stations.
...
The primary task of any Watch Station is to gather information and to pass this back to the Watch Fortress.
Watch Stations. Again no specific numbers given, but they seem more common than Fortresses. We might figure at least one station per sector. This implies some pretty dman substantial resources behind the Deathwatch (non astartes forces and equipment.)


Page 309
The most important Watch Stations are attended by an Astropath, but others rely instead on regular visits for their reports to be collected. In many cases, it is not a sudden and disturbing report of alien activity that draws the attention of the Deathwatch, but the absence of any report at all. Standard doctrine dictates that any unexpected silence must be investigated immediately..
Since astrotelepathy is hard to shield effectively (cf Rynn's World), one imagines this is a security/stealth measure.


Page 310
Deathwatch Kill-ships are automated drone-vessels, guided by the most advanced of war-spirits, which are used in the most extreme of circumstances to enact Exterminatus upon a world that has been lost to the Imperium. They are equipped with the most valuable of cloaking devices, often unique examples of long lost knowledge dating back to the Dark Age of Technology. The mission of a Kill-ship is to enter a system entirely undetected, to slip silently past whatever sentinels the invaders may have put in place at its edges, and to approach the target world unseen. Travelling on silent running, the Kill-ship enters orbit, delivers its lethal payload, and then slingshots itself away using the planet’s own gravity. Even as the Kill-ship departs, the apocalypse is descending upon the doomed world, the final act of vengeance and denial enacted in its wake.
One of the rare but interesting 'automated' warships, not unlike some automated drones, used for delivering Exterminatus munitions. Also are stealthed. An example of such was seen in Tactica Imperialis.

It does show the potential extreme that 'servitor-controlled' or similar Imperial machien spirit automation can achieve.


Page 310
Although the agents of the Inquisition have the authority to order almost any of the Imperium’s fighting forces to serve in their cause, they do not have such overt power over the Adeptus Astartes.
Not officially..they do have indirect control, and of course politics is always an issue.


Page 311
The newly recruited Brother is initially subjected to a gruelling regime of hypno-indoctrination, in which his subconscious mind is filled to overflowing with the details of every known intelligent race, and many classed as mindless, yet highly dangerous animals.
..
Hypno-indoctrination is but the lesser part of a Deathwatch Space Marine’s preparation, however, and he undertakes constant training in the methods required to combat specific enemies.
Deathwatch go under additional 'training' once being recruited. Just one of the ways they differ from regular Astartes.


Page 311
The Inquisition and the Deathwatch have access to a huge range of weapons and artefacts that even the Space Marines do not have. Quite apart from the highly specialised or unique items, every single Deathwatch Space Marine is equipped with the best wargear possible.
...
...much of the equipment of the Deathwatch utilises improvements and modifications known only to the most senior of tech-adepts. It is a testament to the Chapter’s status that it has access to the very highest echelons of the Cult Mechanicus, and to technological marvels beyond even the reach of the Space Marines.
I'd say that they're better than regular Astartes Chapters, but still not as good as Grey Knights. But the fact they can sometimes keep or lend their gear to the Chapter in some ways can go towards modifying that (it may even be an indirect, slow sort of proliferation of such tech as part of the deal. It does seem like the Deathwatch is perpetually researching and developing new technologies and methods.)


Page 311
Through countless engagements, the Chapter has developed specialised poisons keyed to the biology of specific aliens, and these can be delivered by way of specialised bolt rounds. The Deathwatch makes use of tracking devices that utilise otherwise lost branches of technology, including electro-magnetic scanners, motion detectors and co-efficient prognostication units. .
Interetsing examples of 'lost' technology. I wonder what 'coefficient prognostication' is.. some sort of statistical prediction stuff?


Page 312
The most precious and dangerous assets are occasionally fitted with denial-charges, in order to render them useless in the event of their loss.
...

...when the third moon of Liberty became unstable in its orbit and crashed to the planet’s surface, ultimately wiping out all life on that world. This catastrophic event was caused by the loss of the ‘Von Dee’s Multi-phase Catalyst’, a relic of the Dark Age of Technology that fell into the hands of the alien Antipath.
...
..serves to demonstrate the potency of some of the weapons of the Deathwatch, and the consequences of their loss.
Safeguards against the theft or loss of equipment, especially the WMD stuff.


Page 312
The Deathwatch has access to all of the specialised war machines used by other Chapters, and more. Even if a Watch Fortress makes no regular use of such equipment, it keeps mothballed stocks of everything from attack bikes to strike cruisers, for use as and when required.
I find it interesting they have 'mothballed strike cruiser's just lying around. :lol:


Page 313
But a fraction of the size of Behemoth, even the smallest of the splinter fleets is capable of laying waste to an entire world, and the largest that have been faced, in particular those currently active in the Jericho Reach region, consist of vast swarms capable of overrunning entire star systems.
splinter fleets are smaller than behemoth,.. suggesting they are dozens or hundreds of ships tops apiece. Given what Jericho Reach is facing, it might be closer to the higher end of that scale (although it might have grown since then..)


Page 314
Ork Waaaghs! can engulf entire regions of space, their populations being enslaved to make the Orks more weapons, or simply eaten.
Indication that Orks use slaves both as food and as labour. This is a relatively new development, as Orks supposedly subsisted on their own mobile ecosystem. But i suppose it makes some sense.. it helps to infect or modify the existing ecosystem/natife populace and adapt it to the Orks' needs (as well as providing replenishment of resources they may otherwise lack.) Orkforming?


Page 314
Some Historators have even said that the Space Marines’ iconic weapon, the boltgun, was created with the Ork in mind. The weapon’s high rate of fire allows for many shots to be fired as the Orks come on in numberless waves. The bolt’s ballistic characteristics make a mockery of what little and crude armour the Orks wear. When the bolt explodes deep within the body of its target, it is capable of decapitating even an Ork. Unfortunately, many an Ork has been observed to shrug off such a wound and carry on fighting as if oblivious.
Orks may have inspired the bolter. Given its own crazy design, it makes a certain perverse sort of sense.


Page 314
According to the most learned of Ordo Xenos Inquisitors, the Orks believe that one day, a great leader will rise up and unleash the greatest of all battles, which will draw to it every Ork in the galaxy.
Orkageddon?


Page 314
A thousand different theories abound as to why this might be, with some Xeno-Savants advocating the idea that when an Ork is slain, the release of thousands of microscopic spoors is triggered, which lodge in the ground. This, they claim, is how the Orks reproduce and goes some way to explaining their constant need for war. From these spoors, it is claimed, the Orks themselves grow, though this theory is far from universally accepted and outright ridiculed by many. Nevertheless, it is standard Deathwatch doctrine to thoroughly cleanse the battlefield following an Ork defeat. The Deathwatch have become adept in the use of ‘fire-front’ barrages launched from orbit which incinerate every inch of the ground and reduce to ashes every trace of biological matter.
The Spore theory. Again its treated as more of a possibility than a fact - somethign which noone seems to agree on.


Page 315
So total is the warfare that engulfs the galaxy that the Eldar cannot possibly replace the losses sustained in even the smallest skirmish, and each year their mighty craftworlds grow ever more quiet.
...
Despite their dwindling numbers, the Eldar seek to combat Chaos at every turn, for they know that it is their ultimate fate to engage the Ruinous Powers in the final battle that will decide the fate of the entire galaxy, if not the universe.
This tends to suggest the Eldar are in at least a slight negative downward population spiral. considering their 'generations' last centuries and they may lose people yearly, this makes some sense.


Page 315
Perhaps the main cause of conflict between the Eldar and Mankind is the issue of the possession of the Maiden Worlds — planets seeded millennia ago by the ancient Eldar, to be populated once their slow transformation into the Paradise worlds many are today is completed. In the ten thousand years since the fall of the Eldar’s galaxy-spanning civilisation, many of these worlds have come to be settled by Humanity and other races. The presence of any other than the Eldar upon such a world is sufficient to cause a genocidal war as the aliens seek to expel the intruders.
Territorial expansion and possession is always a reason to fight in 40K.


Page 315
Despite the many clashes between Humanity and the Eldar, there have been many occasions when the two races have fought side by side. This is generally when a common enemy, usually Chaos, is faced. However, the Eldar have also lent their power to the fight against the Tyranids.
...
..it is whispered that there exist perhaps a handful of men within the Inquisition who have earned the trust of the Eldar, and gained access to their most terrible secrets. Such men walk a perilous course between damnation and salvation..
Commentary on Eldar-human cooperation.


Page 315
Where a world refuses to join the Tau Empire, all resistance is swept aside, whether it is philosophical or military, for the Tau believe that the Greater Good can overcome any obstacle.

The relatively small size of the Tau Empire belies the real danger it poses to the Imperium. While the race is not overtly hostile, and is perfectly willing to trade and treat with the Imperium, the philosophy of the Greater Good is considered pernicious and insidious.
...
They are guided by a caste of rulers and spiritual leaders called Ethereals, who appear to be able to inspire in the Tau a curious combination of duty and contentment. The Imperium has no concern if its citizens are content, so long as they do their duty; to the Tau the two concepts are one and the same.
Deathwatch has some peculiar attitudes towards the Tau depending on the book. In some cases they say it is 'no threat' yet in others we hear about hypocrisy and forced sterilization. That isn't to say the tau are malicious and evil and the Imperium is good, because that oversimplifies. The Imperium is full of xenophobes, fanatics, oppression and so on.. but by its very nature it is limited in waht it can directly wreak on humanity as a whole and on what scale. You still have a (sort of) freedom, for what little that is worth. In the Tau empire, you have safety and stability and security and you might have nice things and food.. but you are a piece in the greater machien fo the tau Empire, and you do what is demanded of you for the Greater Good. There literally is no option, and indeed for the tau, there isn't even the slightest belief in an alternative. The Greater Good is all and justifies everything. (Replace 'Greater Good' with 'The Emperor' and it sounds similar, doesnt it?)

Also this is the first of two times they mention "though small they are a REAL THREAT" to the vastly larger Imperium. The second follows shotrly.


Page 315
There are those amongst the Imperium’s highest echelons of command that worry that the Tau’s doctrine of collectivism might spread through the populations of human worlds they come into conflict with. Were that to happen, it is feared, surely chaos and anarchy would follow.
FEAR THE COMMUNISM! Yes, the tau are so fearsome and great, that simple knowledge of their existence will lead to uprising and revolution in a fit of collectivist unity. Because I'm sure no other alien collectivist societies or organisations have cropped up (you know, like genestealers. They were pretty big on unity too. And I'm pretty sure Chaos tries that line more than once.)

Of course, the tau also believe this exact same thing too, so who knows. ;)


Page 315
...there has been a fair degree of contact, and at times, cooperation. The Tau, it appears, appreciate that they will not conquer the Imperium by military force, and instead await the time when Humanity will see the wisdom of the Greater Good and join the Tau.
This is perhaps the greatest bit of irony in the entire book. It's more liekly that humanity would fall to Chaos before it decides to join the tau en-masse. Of course I suspect some of the tau realize this, which is why they play the diplomatic manipulation and sabotage game, whittling off bits of the Imperium from the easern fringe a few planets at a time.


Page 315
It is not currently known whether the Ethereals exert some form of low level psychic mind control over their subjects, the effect is pheromonebased, or such obedience is simply hard-wired into the Tau’s very nature.
Given discussions in later sources and Mark of the Xenos, it isn't psychic, and it may not be wholly pheremone based. It also doesnt seem hardwired into tau nature (At least not in an active sense.) because absence of a ethereal can inflict changes on tau behaviour.


Page 316
Though biological, these beings appear to exist primarily in the warp, yet no details of their nature are known. What makes the race dangerous to the Imperium, and indeed to all life in the galaxy, is the fact that the Enslavers make incursions into the material universe which, if not checked, soon escalate into planet-wide plagues. In such a case, Exterminatus is a merciful end to the planet’s enslaved population.
...
..they are able to detect the presence of powerful, yet unprotected psykers in the material realm, and use their minds to create a portal between the two dimensions. This process is a gross blasphemy in itself, for the unfortunate victim’s body is transformed into a distended, writhing archway, the pulsating darkness of the abyss at its core.
...
Punitive Deathwatch actions are launched at the slightest suspicion of imminent plague, for the span of time between the appearance of the first gateway and total, overwhelming infestation can be shockingly rapid.
The Enslavers. Like most alien races, their appaearance can lead to Exterminatus.


Page 316
Inquisitors of the Ordo Xenos and their Deathwatch allies hunt down any trace of these extinct galactic empires, and seek out signs of their continued existence. This is because despite the fact that the lost empires are no longer a power, there are those who would see them returned to their former status.
...
..deluded humans work to resurrect lost alien civilisations..
...
Some amongst the Ordo Xenos believe that Mankind’s doom will not come at the hand of any of the races extant today, but due to the deeds of the ancients themselves. They claim that the Emperor’s Tarot is revealing ever more dire portents, warning of an age when the soulless minions of long dead gods will rise from their tombs and harvest every life form in the galaxy. They speak of alien savages lurking in the jungles of distant fringe worlds casting off the mantle of ignorance and reclaiming that which was once theirs. They speak of the very gods themselves returning to do battle against one another..
Sounds alot like the Necrons, doesn't it? Oh boy how things change quickly....

Though to be fair, it's not impossible for the C'tan to still make a reappearance (at least in some form) since the Necrons keep hunting for C'tan or their shards. The 'deluded humans' bit may have some tie in to the Triarch Praetorians influencing the cultures of primitve civilisations for their own ends.

I'm not sure what the 'alien savages' refer to. A real throwback to first edition and the Slaan maybe?




Page 318
In some cases, the Imperium is content to tolerate the presence of an alien race on a world, so long as its facilities are not threatened, while some xenos races are so vile their presence cannot be born at all.


In othre words they don't always wipe out an alien race.


Page 318
Tyranids for example, are known to exhibit the most extreme hierarchical structure ever observed, progressively higher forms of life controlling each tier below. It appears that even the highest forms do not issue orders, but rather direct the will of the collective, thus killing such a creature can have a highly disruptive effect upon those lower down.
...
A similar effect has been observed when fighting the Tau; by killing one of the Ethereal caste, normally well-coordinated Tau forces can be thrown into total disarray, making them a ripe target for attack.
Eliminating an Etheral is effective, at least up to a point. Give them time to cope and reorganize, and they will respond with vengeance and fury to the death of the Ethereal (Witness the Taros campaign.) The ideal solution would be to assassinate the Ethereal just as you launch some key attack, where maximum confusion/disorganization would be key.

They also mention that some Tyranid fleets may be controlled by a single orgasnism, and eliminating that will disrupt the entire fleet. That there are parallels between the Tau and Tyranids in this way is.. interesting.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

final update for the Deathwatch Core rules.


PAge 318
In the main, it is planetary militias that must be cleansed in this way[corruption or infestation via chaos or xenos means], though occasionally Imperial Guard units lacking the required protection, whether chemical, biological or psychic, must be dealt with. Due to their innate genetic superiority, it is very rare indeed for a Space Marine force to be compromised, though it is known to have occurred...
...
The manner in which the friendly forces are ‘sanitised’ varies greatly. Some have lethal virus bombs unleashed upon them, dropped from orbiting Deathwatch ships. Others might have to be engaged directly.
A throwback to the Bad Old Days of 40K canon when fights with Chaos were an automatic death sentence whether you died in battle or not. Also mention of 'chemical, biologicla and psychic' protection.


Page 319
It is only at the highest echelons of the Imperium’s military machine that there exists any awareness of the existence and mission of the Deathwatch, and even then, there is much hearsay and speculation.
Like the Gray Knights... rumours of the Deathwatch persist but little fact.



Page 322
While the rest of the Imperium turned its face from the Jericho Sector after it fell, the vigilance of the Deathwatch has never wavered. In the long millennia of the Age of Shadow, they have stood sentinel from their Watch Fortress and scattered Watch Stations dotted across the fallen sector..
Jericho sector has a Watch Fortress and multiple Watch Stations.



Page 323
Within a single generation, much of the Jericho Sector had slipped into anarchy and feral barbarism. When the last Segmentum naval patrol was recalled to Kar Duniash to more pressing duties..
I wonder if this means the Sector Battlefleet was recalled to the Segmentum Battlefleet? Otherwise it means it was some sort of temporary "detachment" provided to the Jericho sector from Segmentum headquarters (although in some ways you can treat any battlefleet that way..)

Anyhow, removal of Naval and/or Adepta assets seems to be the 'final straw' in whether or not a planet, sector, or whatever is abandoned. It's odd, but not unprecendeted.


Page 323
During the thirty-seventh millennium, the High Lords of Terra—as part of a great reassessment of the Domains of Man known as the Third Mesericordia Imperialis Mundi—decreed that the Jericho Sector, along with a dozen others along the Eastern Fringe, were no more until a Crusade could once again bring them back into the Imperium’s fold.
...
...warpstorms and temporal distortion that so isolated the Jericho Reach at the beginning of the Age of Shadow have never truly abated. Although they have waxed and waned many times, the Imperium’s claimed borders have shrunken away from it further yet.

...

..it is a task that few outside of the Deathwatch and Inquisition have braved in the past four millennia.
An interesting statement, since it suggests that the Imperium's "borders" have receded somewhat in the passing years post Heresy. Yet, the Imperium has in other sources been hinted to be far bigger now than it was in the Great Crusade/post Heresy era. This may mean that while its volume shrank, its "Density" increased (it colonized/conquered/rediscovered more worlds within its borders even as those borders shrank.)

On the other hand, it may just reflect the periodic (and cyclical) fluctuation of the edges of the Imperium. Being on the fringes where the Astronomican is at its weakest (And far from Terra and the core worlds) has to be rough on a sector. territory gets lost only to be reclaimed later (Eg Sabbat Worlds, various subsectors in Calixis and Scarus sectors, etc.)



Page 324-325 Jericho Reach (Formerly the Jericho sector) Worlds listed

26 "dead" worlds, 9 Fortress worlds (Iron Collar and the two Salients) 6 Death Worlds, 1 Penal world
8 unclassified, 3 feudal worlds, 7 Feral worlds, 2 shrine worlds, 2 Agri worlds (one quarantined), 3 mining worlds (one quarantined), 4 hive worlds (one quarantined), 1 Pleasure world (in the Collar), 6 frontier worlds

furthermore, there are othre classifications: 2 worlds are devoured (by the 'Nids I'd gather), close to 2 dozen are under attack by the Nids, 4 are Tau ruled worlds (one of which is being attacekd by the 'nids).

Lastly, there are the watch station, about sixteen or so of those, most of which are around the dead worlds.


Page 326
The Jericho-Maw Warp Gate joins the lost Imperial sector of Jericho Reach in the Segmentum Ultima to the turbulent warp-storm wracked Segmentum Obscurus that divides the Calixis Sector and the Koronus Expanse.
In other words it pretty much crosses the galaxy.. a good 100,000 LY or so.



Page 326
Warp Gates are stable two-way ‘conduits’ between fardistant interstellar locations through the Empyrean. While extraordinarily rare, they are not unknown to the Imperium, nor are they uniform in nature, appearance, or range. Perhaps the most widespread ‘network’ of such gates is the legendary Eldar Webway, a series of portals interconnecting an arterial network that once spanned the ancient domains of the Eldar race, although it is now much reduced and imperilled since their fall from power. Other Warp Gates seem to be older again in measure, far predating even the Eldar’s rise to prominence, and belonging to beings and races so immeasurably old as to be myths of a godlike age. The Jericho-Maw Warp Gate is of this latter category, according to the Imperium’s xeno-savants.
Warp gates defined. I imagine 'older' gates reference either the Necrons (unintentionally) or the Old Ones. This may suggest that the Old Ones webway network was only loosely tied to the Eldar One (or it may be both are separate and distinct, but the Eldar havea cess to both.) The Jericho Reach one is an 'older' gate, and may be contemporary with the Necrons and Old Ones (whether it is tech of one or the other, we don't know.)

That it has only a 'point to point' access (at this point, later supplements speculate this may not be the case) is odd, given what the webway can do, but it could be that the Old Ones used both 'webway' and 'warp gate' nodes interchangably.

Also note that as per certain sources such as BFG, warp gates can be natural or artificial, and they can vary in speed and performance (time it takes to travel) as well as range.



Page 326
They shimmer slightly to the human gaze almost as if a mirage with no more substance than a dream. This optical illusion is further borne out by continuous and paradoxical gravitic and electromagnetic effects encountered within the gate’s vicinity, and the fact that the entire structure is wrapped in a powerful dimensional shearing effect not dissimilar in nature (although many times more powerful by orders of magnitude) to an Imperial star vessel’s void shields.
the warp Gate is simialr to void shielding. This may refer to its 'dumping into the warp' facility, or it may refer to some sort of spatial disrupting (gravitic) effect that can also be used defneseively (to defelct fire.)



Page 326
Any solid matter passing within the sweep of the crescent’s great arms—which span a distance over a hundred kilometres—disappears into darkness and is hurled irresistibly to the other side of the gate and spat out, arriving on the other side of the galaxy, via what, for want of a more accurate term, might be described as a ‘trapdoor’ in the Warp. As far as can be discerned, the time taken by the transit is all but negligible; mere seconds of icy black dislocation spanning a distance that might take a ship under usual Warp travel a few years to accomplish, if such a direct journey were even possible.
"a few years' to travel across the galaxy.. 34,000-50,000c or so ('if such a direct journey was possible' suggests a linear path.)



Page 326
The passage is not without its perils, however, as although no warp drive or Gellar field is required to use the Warp Gate, the passage through it is a turbulent one. It was quickly discovered that any less than sturdy vessels attempting the crossing were often badly damaged or even shaken apart by the stresses of the transit, limiting the Warp Gate’s practical use to warships and other strongly-constructed craft.
This provides an interesting insight into 40K ship production. Ships in 40K as observed tend to be ridiciously durable as far as structure and serious damage go (minor damage, like gun decks, sensors, etc, not counted here) - they're very hard to break up. Considering this sort of passage, and the generally turbulent nature of warp travel in general, it seems likely that they HAVE to build tough simply to handle warp travel. And tougher vessels (like warships) conceivably could have more options as far as routes and travel is concerned (albeit not without cost in terms of wear and tear on the ship.)



Page 326
The gate exists and it is open; thus, it must be dealt with. The matter is complicated by the fact that the Imperium has divined no way of controlling the Warp Gate’s function short of destroying the physical structure of one of its apertures; an uncertain action that would require something in the order of the firepower of an entire battlefleet to accomplish.
Given what is stated in Achilus Assault WRT destroying warp portals, we're probably talking about firepower equivalent to the KE (at least) of 23 or more nova cannon strikes equalling what a Battlefleet can toss out (which could mean anywhere from gigaton to petaton Nova cannons being equal to scores or thousands of ships depending on context. To be fair, the bulk of them would probably be escorts and only a couple battleships :D)



Page 327
An immense swathe of chill nothingness devoid of stars or worlds, its empty wastes are broken only by drifting invisible dust clouds of particulates that can shred hull armour as surely as a missile salvo and deadly null-energy reefs that can leave a ship floundering and powerless before the merciless cold void.
'null energy reefs?' There are literally regions of space that will deprive a ship of energy? Man space travel in 40K seems exceptionally fucked up. The dust clouds are a bit odd but easier to explain as hypervelocity (or relativistic) collisions at speed. of course we dont know the exact speed so tht makes it hard to calc (it could be as low as kilometers per second - or hell even lower - up to near-c.

This is space aorund the gate, so it implies perhaps that rapid travel is needed between the locations.


Page 327
Since the Warp Gate’s discovery, repeated attempts have been made to fashion a permanent base in proximity to the Jericho aperture. This has met with repeated failure, both due to the transitory perils of the Well of Night itself and the infrequent but deadly gravitic distortions and energy waves put off by the gate. As a compromise, the Adeptus Mechanicus maintains a warship, usually of no less than cruiser class, on rotating station near the gate aperture to monitor it and serve as a relay point for ships transiting through. Although the nominal tenure for these ships is ten months, it is rumoured in Imperial Navy circles that no single vessel during the last decade has lasted more than seven months before having to send for relief and quit its post thanks to hull degradation and mounting damage. In fact, an orbital dock above the Forge world of Lathe-Het in the Calixis Sector is now set aside permanently to attend to this ongoing need for repair.
We dont know quite what of thev arious fucked up conditions lead to the damage - it could be the gate, or it could be the aforementioned stellar hazards (which implies that the dust clouds and other debris has velocity, which may imply some sort of orbit. Perhaps the 'distortions and waves' given off by the gate disturb the debris and impart velocity.)


Page 327
The Deathwatch move between these secret domains using rapid strike vessels and reconnaissance craft, often unseen by both enemies and allies.
The Deathwatch rely primarily on small escort-sized craft (or recon vessels) to do their routes.


Page 328
A brutal mass of armoured basilica, domes, and spires, the Fortress bristles with enough armament to rival a sizable battlegroup of warships..
Firepower of the Watch Fortress. Probably roughly comparable to 23 nova cannon :P


Page 328
Alongside the towering Adeptus Astartes scurry the far more numerous servitors and hooded, mind-wiped serfs..
Like the Malleus, Xenos crews (at least those serving with the ChamberS Militant) are mind-wiped.



PAge 328-329
The Watch Fortress could hold an entire Chapter of Adeptus Astartes with ease, but its records show that there are rarely more than a few score Deathwatch garrisoning it at any time. Even during the grim events of the Council of the Ascension in 756.M41, no more than two hundred Battle-Brothers were gathered within the Fortress.
They also mention the Deathwatch having its own Astropaths and Navigators sworn to it. It generally gives you an idea of typical (and likely) numbers.



Page 330
The armouries of the Fortress are located deep beneath its armoured hull, secured behind the thickest blast doors and internal layers of void shielding of the kind more commonly used to protect Battle Titans.
"internal' void shielding. Whether this is some sort of structural or internal durability measure or if its a security measure against access to the contents is up for debate.



Page 330
There also are billions of rounds, charges, and cylinders of ammunition from the simplest laspack to the massive grav-stabilised macro-shells fired by the fortress’s main batteries.
"grav-stabilised' macro shells? Why do they need to be stabilised? are they guided shells? Moreover, why do they need lasgun powerpacks? Do they use lasweapons?



Page 330
There are believed to be three such rare and mighty ancient Dreadnoughts currently dormant within the armouries of Watch Fortress Erioch..
Why dormant? Aren't they useful as security and watch forces?


Page 330
Most secret of all are the terrible devices kept in the outer catacombs of the Omega Vault, the great sealed chamber at the heart of Watch Fortress Erioch. Such weapons include vortex torrent imploder charges, dread canisters of the life-eater virus, and the imprisoned nightmare childe. These weapons are only yielded one at a time and by the will of the systems that lie at the centre of the Vault’s many chambers, watching and waiting for the future.
More doomsday superweapons, although their acqusition is handled in a pretty unpredictable manner.



Page 330
Its sides are studded with the maws of macro canons, missile clusters, Thunderhawk launch bays, and plasma mortars, while the spires that rise from its surface are serrated with hundreds of defence laser cupolas. The Watch Fortress has firepower enough to vaporise a battleship in a single volley or to shatter a small moon should the need arise from any quarter.

Beyond these fearsome weapons, separate defence platforms spin in thruster-corrected orbits, each armed with deadly lance batteries and torpedo launchers. Additionally, patrols of defence monitors roam in the cold void, cutting secret paths through deadly minefields; heavily armed and armoured space craft that together are capable of matching the firepower of a capital ship.

Watch Fortress Erioch also has extensive void docks in which a dozen capital ships or battle barges could be docked and resupplied at the same time.
...
Both defences and docks are crewed by legions of servitors and ratings that are supervised by human serfs that are oathbonded to serve the Deathwatch all their lives.
Defences and docking capabilities of the watch fortress. Also note there are Deathwatch specific serfs (or even serf families) backed up by servitors. They probably run the facilities in absence of the Marines.



Page 332
There is only one entrance into the Omega Vault; a single door forty paces high. The door is sealed and armoured by layered void shields and adamantine plating as thick as a warship’s prow.
that could mean metres thick or scores of metres thick.



Page 333
Contained within the vault’s air is an appallingly powerful synthetic pathogen that is entirely inert outside the Omega Vault’s walls. This pathogen is an ancient and un-replicable weapon, utterly lethal to all kinds of life save one: Mankind.
Interesting.. we know they have gene-tailored viruses of all kinds that can kill specific kinds of humans (to ridiculous levels of precision) but they can't wipe out all aliens but humans? maybe it just means this specific weapon sint known.



Page 333
Each station is fitted with highly advanced sensors that constantly gather information about the area around them. These sensors gaze far into space, scour the air for communications of all types, and even skim the warp with powerful witch-sight augurs. All the information gathered by a Watch Station is stored in data reservoirs in the heart of the station.
This makes me wonder if they observe surrounding systems, since not every system has a watch station. Indeed, they tend to be irregularly placed and even cluster together. In any event the 'witch sight augurs' are interesting for their ability to peer into the warp.


PAge 334
Small, high-speed, warp-capable vessels known as Dark Hunters are designed to slip unseen through the stars while they make their rounds, harvesting the Watch Station’s valuable data
Specialized escort/recon vessels. They apparently have quite a few of them, along with frigates and other Escorts. This could imply thousands/tens of thousands of Deathwatch warships, hanidly.



Page 334
Watch Stations are maintained, operated, and if needs be, defended by the finest automated systems the Machine Cult can provide.
Automated systems (autosystems?)



Page 334
Most of the station is given over to the systems of its massive sensor arrays designed to both monitor the Arkhas system and gaze beyond it.
...
..the growing shadowy presence that moves in Warp blocking out both Astropathic signals and filling the Watch Station’s augurs with static that buzzes like a swarm of locusts.
Again there seems to be implication they may scan beyond the system, but whether this means the warp or other systems up si for debate.


Page 335
The majority of these craft take the form of destroyers, frigates, and other classes of rapid strike vessel, along with modified Hunter-class destroyers known as Dark Hunters. Larger warships and also several captured raider vessels and merchantmen are held in reserve should a particular mission warrant their use.
...
..the warships of the Deathwatch are primarily crewed by servitors and oath-bonded serfs, with a handful of Battle-Brothers serving as command crew. These ships are often highly sophisticated in design, outfitting, and armament, even over those used by other Chapters of the Adeptus Astartes.
More on the Deathwatch warships in the sector.. implies a fairly sizable flotilla - perhaps a dozen or more all told. If there were one such flotilla for every several sectors (3-4) we're talking 10-15 thousand at least.



PAge 337
..has consumed millions of lives, seen the destruction of dozens of worlds..
Losses to the Crusade so far.



PAge 337
In that rising tide, whole worlds have died, naval battlegroups have been lost to
the howling dark..
Losses are probably due to the Tyranid splinter fleet probably.



Page 337
...countless millions of Imperial Guard, thousands of Adepta Sororitas, and as many as a dozen Space Marine Chapters advanced to conquer the worlds of the Jericho Reach
The combined military forces of the Crusade. Note that "millions" actually means upwards of billions.



Page 338
There is another reason for the deception of no lesser importance: it allows the Crusade to feed on the military tithes to an extent that it could not easily otherwise do. While the Crusade’s masters might simply demand, and keep on demanding, forces and assets as is their right, sector politics would otherwise make such aid grudging at best compared to threats so much closer to home.
...
...the Margin Crusade has been kept in existence on paper as a means to justify the heavy tithing by those sectors close to the gate that leads to the Jericho Reach. This is a fact that, of course, the planetary and sub-sector governors are kept entirely ignorant of, lest they disrupt the flow of flesh and iron into the killing machine of the Achilus Crusade.
The power of politics can extend to even messing with Crusades and their 'needs'. To be fair they have reason to resist - those are resources that could be used within the sector going out of it to suit the agendas of other people - and considering we know at least some of those are being stolen by the Ecclesiarchy, I can't blame the contributing Sectors for begrudging the expense (considering its been 3 decades!) although I doubt the sector would use the resources any more efficiently (Wasted on the various Adepta, nobility, etc.)

On the other hand, losing the war creates a dangerous vulnerability for the Crusade's opposition to invade the opposide side of the galaxy through the gate. It's also quite possible the Crusade will succeed, in which case the Calixis and other sectors have a foot in the door (hopefully) for explointing the sector.


Page 339
- Initial Achilus Crusade forces
Segmentum REserve: 2 Regiments of Cadian Shock, 2 Regiments Iaxian Tithe Guard, 3 Regiments Terrax Guard, 1 Regiment HArakoni Warhawks, 1 Regiment Mordian Iron Guard, 1 Regiment 29th Descaal Lancers, 1 Regiment Tekarn Armoured.

Calixis Sector levy: 2 Regiments Scintillan Heavy Infantry, 3 Regiments Scintillan Guard, the Maccabian 5th "Drusus's Own" Guard, Maccabian 16th Janissaries, Morterssen 14th Highlanders 1 Regiment, Gunmetalican 13th Armoured, Volg 3rd "Mercy Bringers", Landrian 202nd Light Infantry, Monrass 25th Scythewind Recon, Merov Penitentiary Indenture: 4 Penal Legions, Gathalamor Heavy Grenadiers: 8 battalions.

Astartes Contingents (known ones only)
Angels Vermillion ( 1 Company), Space Wolves (1 Battle Company), White Consuls(2 Companies). Dark Sons(3 Companies), Grey Knights [RESTRICTED], Blood Swords (2 Companies), Relictors(1 Special Detachment), Storm Wardens(7 Companies)

Also a "sanctioned Crusader Company" who are guardians of the Crusade Banner. Made up from elements of Death Spectres, Subjugators, Disciples of Caliban, and Iron Snakes Chapters.

Sororitas:
Order of the Valorous Heart(1 Commandery), Order of the Bloody Rose(4 Commanderies), Order of the Argent Shroud(1 Preceptory), Order of the Fiery Tear(1 Mission), Order of the Crimson Oath (2 Missions)
- Arguably not all are Battle sisters.

ASsassins are present, but not listed

AdMech forces: Titan Legion, Legio Venator: 3 Battle Maniples, 2 Scout Maniples. 1 Ordinatus. 4 regiments of Skitarii tech guard. 2 Seige Formations from Ordo Reductor. 2 Formations from Korvath Knight Household, 1 Division of Legio Cybernetica. - quite a nice slice of references from the Heresy era and older fluff of the AdMech - the Knights, the Robots, and the Ordo Reductor.

Navy Forces: only known vessels Emperor class Battleship, Eternal Oberon class Battleship, Vengeance class Grand Cruiser (already lost), Exorcist class Grand Cruiser, Mars class battlecruiser. No mention of other cruisers, escrots or the like.

Munitorum forces: 1 Administratum Assay Corps. 4 Labour battalions, 2 Field Enforcement Regiments, 3 Pioneer Regiments.

Inquisitoiral forces are classified.

1 Rogue Trader force (5 ships of the line, plus 3 troop regiments.)



Page 340
..the Orpheus Salient was once the most successful..
...
... bringing more than sixty systems under the Crusade’s control.
...
Only a few worlds are known to be holding out for certain against the onslaught of the Great Devourer, and dozens are believed to have perished.
Self explanatory: it shattered when they encountered the Nids, and implied they lost over half to the Nid assault.



Page 342
...the Aquilan Pluracy kept the population in order, the cathedrals un-profaned, and the forges and manufactorums fed by resources harvested from the lesser planets in its system.
I wonder if the 'forges' are AdMech territory on planet (like the planet in The Frozen Reaches?) That would suggest most habitable planets have their own forge facilities in miniature (at least.)



Page 342
While two of Castobel’s six major hive complexes have fallen, one turned itself into an atomic funeral pyre while dying, which robbed the enemy of its flesh.
A hive world blowing itself up via atomic something or other (reactor or explosives) to deny the Nids their prize. According to 'Achilus Assault' the hive's plasma reactors were used to destroy the hive. assuming a Necromunda style hive (call it 10-15 km diameter) we might be talking hundreds or even thousands of megatons to destroy, depending on exact dimensions and nature of destruction.



Page 343
The last fragment of Imperial dominion remained in space; a sensor array circling one of Freya’s many moons. This special Astropathic relay was one of many scattered throughout the reach that served the Deathwatch in their secret vigil.
An astropathic relay which is also a "sensor array' of some kind. Suggesting it serves both detection and communication purposes.



Page 343
Many of Hethgard’s mountainsides were sheathed in armoured skins, and generators, storehouses and barracks were sunk deep into the abandoned mine-workings.

...
..chambers deep within the mountain fortresses were converted to vast magazines to feed the thousands of weapon emplacements that crowned the armoured mountain summits. Thus, Hethgard was converted into a mighty fortress to protect the Crusade’s flank and an armoury for its forces second only to Karlack itself.
The creation of mountain fortresses on the fortress world. sounds impressive.



Page 344
Millions of creatures were slain by the guns of Hethgard in the opening hours of the conflict when the enemy first made planetfall.
Hive Fleet Dagon attacking. Still attacking.



Page 344
During the Age of Shadow, Vanir was the seat of the false ‘Kingdom of Vanir,’ a petty empire held together by the military power of the Monarchs. A small fleet of warp-capable ships kept the closely-situated worlds of the Kingdom together through fear of orbital bombardment and the deployment of the Monarchs’ dreaded gene-enhanced Crown Guard.
Possible indicator yet again of local powers having warp capable vessels of their own (independent of the Imperium).


Page 344
Wrecked and scarred hulls of former Imperial Warships filled with harbinger organisms have been observed arriving in advance of the main Hive Fleet..
...
...some are still broadcasting Crusade-encrypted distress calls..
Say what you will of their usual tactics, but those 'Nids can be sneaky bastards sometime.



Page345
The Acheros Salient’s fleet assets were in dispersed formation across more than twenty sub-battlegroups.
...
Dozens of Naval ships were isolated and destroyed, while troop convoys with woefully inadequate escorts were hunted down...
..

...more than a dozen ships of the line where either lost outright, or captured by the enemy.
The latter included a Space Marine Battle Barge. Lower limit on the Naval and military forces lost in this particular salient. We must be talking about hundreds of ships (warships only) total.




Page 345
Swiftly, mountains were levelled to provide raw materials, rolling steppe land planed into mustering grounds for tens of thousands of troops, and vast fortifications raised both on the ground and in orbit. Not to be outdone, the Adeptus Mechanicus hollowed out orbiting asteroids into gun-stations and crafted orbital docks to serve as the Crusade’s primary anchorage.
..
Karlack is also the keystone in a wide arc of listening posts and defence stations known as the Iron Collar...
Karlack also houses the primary Astorpathic choir, Navy repair yard, and command and control elements for the Crusade fleets. Which shows the ability of the Imperium to deploy, fortify, and construct fortifications in new territories. we've seen similar from the HH novels, but its interesting to see the scale/scope remains present. We're talking many billions (trillions) of tonnes of raw material being shifted and shaped in a matter of years (less than a few decades, certainly.)



Page 346
Karlack’s climate has grown unstable due to the alteration of the planetary surface coupled with the rapid industrialisation and forced agriculture methods employed to feed the Crusade’s forces.
And there are downsides to this, as there usually are. The Imperium has the gift for totally destroying a planet when it suits its purposes, without using Exterminatus.


Page 346
..heavyhanded attempts to crush it by the Departmento Munitorum enforcement cadres.
Munitourm response to civil unrest. And yet another example of their own troops.



Page 346
..a war of bloody grinding attrition spanning over fifty star-systems and twenty-five years of struggle.
Fifty systems, 25 years..and lots of attirtion. Yay.



Page 347
A barren, radioactive, and haunted wasteland of shattered hive cities and fallen grandeur
...
Its hive cities erupted into a savage civil war, which quickly escalated to the use of forbidden atomic weapons, rendering the planet into a lifeless cinder-shrouded carcass of a world.
Honestly.. its a hive world, so it may already have been somewhat uninhabitable. That fact may perhaps play into how supposed atomics can do an extinction event (something Rogue Trader said it couldn't do.) Then again 'atomic' and 'nuclear' get tossed around as casually as fusion does in 40K, and all of which can refer to nuclear, or plasma or melta weapons. It's telling that the planetary weaponry could quickly render things lifeless though, it telsl you the kinds of firepower they can amass and deploy.



Page 348
The Stigmartus are named for the ritual branding of their flesh with the sigil of their masters. Although they are brutal and frenzied in the extreme, they maintain harsh discipline and military order from their cultoverseers. The Stigmartus are organised very closely along lines which parody the structure of the Imperial Guard itself.
Jericho Reach version of the Blood Pact.



Page 349
...the Hadex Anomaly rarely stays in the same place for long, having been reported in different regions of space on numerous occasions. The Anomaly’s mobility suggests that it may have some malign sentience. One theory amongst the Adeptus Mechanicus forces in the Achilus Crusade is that the Anomaly spews time from other dimensions into our own, distorting all attempts to monitor it more closely
...
Drowned in its hellish radiance were a dozen inhabited worlds that once made up the core of the Jericho Sector of old.
They mention a stasis effect at the outer edge of the anomaly. It is also attributed to some Chaos ritual that came about during a certain planetary alignment. they mentioned on creation it flared up to twice its current size, receded, then year by year grew by fractions until reaching its current size. All of which sounds alot like the creation of the Eye.

In or near it is a Chaos-fallen forge world supplying weapons and materiel to chaos forces fighting the Crusade. Its also creepy that an anomaly can be said to be both mobiel and sentient - as if the 'energy sapping' reefs and other crazy 40K shit
terrain wasn't bad enough!


Page 350
..its first battles were fought in a Crusade to liberate dozens of human-inhabited worlds from Tau expansion.
The Canis Salient. also a victim of the Tyranids,a lthough also fighting the Tau.


Page 351
It is a world recovering from a terrible attack by human malcontents, widely assumed to have been supported by the Tau, which killed millions and left Spite a ruined and shaken planet
..
Fanatics calling themselves the Vengeance Sept hijacked a factory ship loaded with fuel and crashed it into a major fault line on Spite’s largest continent. The resulting earthquakes and volcanoes devastated several cities and rendered vast swathes of the continent uninhabitable.
This was for the Greater Good, mind you. The kinds of quiakes as well as the devastation implies some gigaton/teraton level devastation



PAge 351
.. and refugees choke the remaining cities in the millions. A great many cities still stand on Spite—the largest is home to tens of millions.
millions/tens of millions city population.


Page 351
The Sorrow is the massive tectonic scar left by the Vengeance Sept’s attack. It is a ruination of crevasses, lava flows and newborn volcanoes, scarring the planet’s surface for over three thousand miles. The Sorrow runs through a dozen major cities, the populations of which are now dead or displaced.
...
The Silent Pilgrim, the container ship used by the Vengeance Sept, also lies as a pile of melted slag somewhere in the Sorrow.
The ship apparently lies intact enough that intel can be retrieved from it. Interesting that it melted but didn't vaporize in the collision, and they can gain data from it. The implied level of devastation again implies at least gigaton range, if not greater.


Page 352
He ordered them quarantined, meaning that no craft were allowed in or out....
...
...and has said on many occasions that he would call down the fleet to bomb their cities into oblivion if he could.
3 worlds quarantined, rather than destroyed. why I have no fucking clue.


Page 352
The Velk’Han Sept is the empire ruled by the Tau and the primary objective of the Imperial Crusade in the Canis Salient. It consists of several dozen populated worlds. While several worlds are properly colonized Tau worlds, many others are mostly human-populated and are ruled by proxy through sympathetic human leaders.
This may suggest the Tau "empire" is actually larger than depicted, if we include all the territory of the proxies. Of course, this assumes that all the proxies are as numerous as this place. Still several dozen populated worlds taken by the tau is quite a hefty addition to their empire. If the ratio of "tau" to human was taken as a average it could mean anywhere from 8-18 "auxiliary' worlds for every Tau world.. we could be talking close to a thousand at least, or severla thousand 'acutal' worlds in the Tau Empire.


Page 352
Imperial religion is prohibited and the Tau Water Caste run education (and re-education) programs that instil an understanding and love of the Greater Good into the sometimes reluctant gue’la minds. Populations are regularly sterilised to prevent population growth outstretching Tau methods of control. Human transgressors against the Greater Good are not publicly executed, as is the Imperial way, for the Tau see no need to publicise the fates of those who oppose them. Instead, such gue’la simply disappear, and it is the way of the Greater Good to convince oneself that they never
existed at all.
As Nelson would say: HA HA! That said, it's not unreasonable to assume the TAu Empire can have its own share of assholes in it. And from their own perspective this probably makes sense - they are big believers in thorough planning of things, both military and civil, and that planning extends to population control and planning (as well as city planning, and the like.) and the reasons given are harsh but not unreasonable (agan from the Tau perspective.) The reeducation/brainwashing isn't unprecedented either -we heard mention of similar in the Fire Warrior novel and it makes sense - again to the Tau this is for their own good, so to speak.


Page 352
The most numerous xenos auxiliaries are the Kroot, with substantial numbers of insectoid Vespid and smaller units of other, more specialised xenos warriors. The Tau also make use of human troops, but they never arm or direct them in person.
Rather unlike Taros in some way, but then again the Tau don't seem to devote a great dela of their technology to augmenting their auxiliaries. They'll trade some basic weapons and devices, and we know what they do for the Kroot and Vespid, but they don't seem interested in supplying any of their high end stuff.


Page 352
The Tyranids and the Imperial Crusade force them to commit huge numbers of auxiliaries.
There's also some crazy Xenos ruins that infect the tau and humans with mandess. We learn later in Achilus Assault and other sources that the Tau are embracing more Imperial style methods of warfare with their human auxiliaries (both against the Imperium and the Tyranids)


Page 352
Stretching around the Desert world’s circumference, it houses millions of Tau settlers and the great edifices of learning and government. The Mal’caor Shi’s ruling council, a small number of Ethereals and ambassadors, gather in the kilometre-high edifice known in the gue’la tongue as the Transcendence.
..
Several billion humans also live on this world, in the planet’s other cities cut from the rocky desert by Imperial pilgrim-settlers thousands of years before.
Sounds equal, doesn't it? FOR THE GREATER GOOD. Note that even the 'auxiliary' worlds seem to have a sizable tau presence. Anyhow, factoring in the Auxiliaries, its not improbable for them to have trillions of population totla. Indeed having several billion humans (if that is an average per world) is going to lead to many tens of billions at least - the tau empire ought to be much larger (hundreds of billions at least.)


Page 352
One such city, Beldar, is home to the Gue’Retha, a research institute and university to which the Tau transport all the brightest and most talented humans to educate them in Tau philosophy and technology.

...
This underground research facility, it is rumoured, is where the Tau conduct psychological experiments on gue’la prisoners. The results supposedly help the Tau refine their methods of social manipulation, but no one can be sure since any heard to utter such thoughts vanish, quite possibly into the Lacuna itself.
Again, its kind of a 'ha ha' sort of thing where they are trying to manipulate and condition people to be more like them, but from their POV they are doing the humans a favor as much as they are by educating them.


Page 353
The world of Iphigenia is, in many ways, typical of the Velk’Han Sept. It is a human world with a population of around seven billion...
..
Its people are all born into one of several dozen tribes, each tribe having its own king in turn united under the High King.
..
..the tribal kings are to hand over the most technically skilled of their people..
Another world of the Tau with billions of humans. Also an example of yet ANOTHEr feral style world running up into the billions.


Page 353
Each station is a huge re-education facility. Many of the gue’la sent here are trained in Tau technology and sent to work elsewhere in the Sept under Earth Caste work teams or Air Caste starship crews.
training and re-education again :P


Page 354
Human pioneers led by Earth Caste archaeologists have tried to examine and enter the Watch Station, but the defences have held them off in spite of spirited attempts to understand and deactivate them.
...
Watch Station Skapula could prove a hugely valuable asset for the Imperium. It is highly advanced and is even capable of short warp jumps..
A warp capable watch station, and the Tau tried to take it.


Page 354
The Reef is a series of gravitational anomalies that few but the bravest human pilots and the fastest ships could hope to navigate. Hundreds of planets and millions of asteroids are caught in the Black Reef...
...
The Reef ’s reflection in the warp is an impassable mass of positive and negative energies constantly colliding and annihilating one another, in a dance of destruction that no Navigator would conscience sailing towards.
A 'warp reflection' of a planet/system.. apparently the reflections are the influence of the gravity on the warp (or vice versa). Interesting for the implied 'detection/scanning' function it might have.


Page 354
...several cadres of auxiliary species well suited to space exploration have been despatched to explore the Black Reef and chart any possible routes through it. These xenos suffer a high attrition rate, even though they can survive conditions that would kill a Tau or a human. The information they are bringing back is worth their sacrifice..
Either the Tau mastered a warp drive, or their ether drives "dive" ability requires charts for navigation. I would bet on navigation, since even if it isnt a full warp jump it still probably can require proper navigational data (to avoid colliding with things coming out of the dive, if nothing else.)


Page 354
Human armies are also fighting here under orders from the Tau, leading to a paranoid atmosphere where any soldier’s squadmate could be an infiltrator sent by the other side. Ebongrave’s purges are most frequent on the Greyhell Front and a Guardsman is almost as likely to be executed by his own side as he is to be killed by the xenos. Life is no better for the gue’la auxiliaries, who are wont to be abandoned by their Tau overlords or betrayed by Imperial intelligence officers who have worked their way into their ranks.
A situation of MAXIMUM GRIMDARK. And the best part - neither side is better!


Page 355
The war on Baraban is a conventional one, with battle lines of trenches and fortifications, attacks and counter-attacks, as each side tries to push the other back.
Conventional warfre in Jericho Reach.


Page 356
...illnesses that result from the ash-choked toxic atmosphere. Even with respirators and chem-suits, every soldier eventually suffers from the corrosive and poisonous air.
Even hazmat gear (which seems common enough in this terrain) is of no help, which must tell you how foul the place is.


Page 364
- Chaos Renegade Militia and Chaos heretic troops. Basically Tactical and Assault fodder. The Heretic Militia have regular knives, flak armour, autoguns or lasgun, 3 reloads, and a respirator.

Heretic Troops pack Flak Robes and "Brazen Carapace" armour, and are armed with an autopistol, a monoedged blade, respirator and 3 autopistol reloads. A pciture shows a red hooded soldier, holding what looks to be an uzi-like wepaon (aotpistol) and has some sort of arm/wrist mounted punching claw/blade. And wearing what looks to be flat, rigid plates of armor, as well as spiked shoulder, elbow and knee pads. And a backpack respirator.


Page 365
It is this unchecked conquest of systems neighbouring the Tau Empire that has brought the species into conflict with Humanity and other races. While Mankind and the Tau sometimes enter into a truce when facing greater threats, the two frequently come to blows..
You hear the word "dynamic" applied ot them quite often in this book. It also implies they fight far more often than the Eldar, which is quite a feat considering the Eldar are far more of a galactic threat.


Page 365
The Tau utilise technology at every level of warfare—even the lowest ranked Fire Warrior is supplied with advanced systems that in some cases approach the level of those carried by Space Marines and far outclass anything issued to an Imperial Guardsman. Even the Fire Caste’s standard issue weapon, the pulse rifle, is a marvel of technology, surpassing even the Adeptus Astartes boltgun in its destructive capability.
Dynamic! As mentioned in "Mark of the Xenos" much of this benefit comes from their short logistical trains and generally reliable warp dives (which is the opposite of the Imperium). Naturally they're inherently 'superior' in all regards to the Imperium (even Storm troopers) and can even match Astartes (even in firepower.) This can of course depend on any number of factors, but I would at least grant them this potential, while noting in toher cases the weapons aren't much more destructive than high end lasguns and their armour isnt much better than flak. Probably depends on teh troops and the mission and availability.

That said, there are drawbacks - they don't seem to waste much time enahcning their auxiliaries the way they do fire warriors - so the qualitiative advnatage is offset by limited numbers - and they don't tend to remove much variety in troop armament (maybe grenade launchers and rail rifles if they are lucky. Battlesuits and stealth suits are the ones getting special and heavy weapons) It is extrmeely resource-heavy as well, virtually dependent upon stable logistical supply llines and at least one fixed base of operations to stock and hold those supplies (to which they must invariably return to.) They also seem to be lacking in the way of artillery (using lots of guided missiles but nothing else.)


Page 365
Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed...

...
These technology bases are carried over into non-military applications.
this could imply the pulse rifle is a combination of plasma and railgun, or that they use both plasma and railgunw eapons. Not a big difference either way, and it is all line of sight.


Page 365
Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment...
...
Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets.
And.. the schizophrenic dogma of the AdMech strikes again. Its heretical xenos tech.. yet they want it for themselves.


Page 366
Tau commanders are equipped with auto-stabilization, Dark Sight, can fly. They have a micro-bead, Auspex, and a suicide charge (for the greater good). They might also have an ejection system if they are deemed too valuable to kill themselves.



Page 366
Many utilise technologies entirely unknown by the Tech-Priests of the Adeptus Mechanicus, and to the order’s horror, the Tau are continuously refining their advancements in an effort to make them lighter, smaller, and more deadly. Tau military doctrine emphasises an ‘all-arms’ approach, in which the various types of unit support one another, compensating for any capabilities lacking in one unit. Fire Warrior teams, for example, do not carry their own heavy weapons. Instead, they work very closely with other units, such as Crisis Battlesuit teams and vehicles, and call in fire support with flawless efficiency.
Which.. is not really all that different form what the IG does, except they do have integrated special and heavy weaponry as well as their conventional stuff. The main difference is tha tthe Tau cadres seem to emphasize training and coordination between the various arms far more consistently (which they can manage given their logistics and the time they put into training, which is SIGNIFICANT.) and their superior logistics allows better standardized equipment. Although the refinement helps (assuming the Earth Caste doesn't fuck up, like they did with the mind link to the rail rifle.) REally its the logistics (especially the antigrav equipment) that permit the tau the flexibility and speed (and firepower) they have.

It has considerable advantages and works for the tau, but it isnt a doctrine without limitations.


Page 366
..Pulse Weapons, as they fire micro-pulses of accelerated plasma at high power and great distance.
Pulse weapon description.



Page 366
Tau weapons listed: Plasma rifle and Missile pod is 90m range, Single/semi(2) Both are Battlesuit weapons. Burst cannon is Range 60m and Full (10). Also mounted.

Pulse rifle is 150m range, single/semi(2), full(4) ROF, 36 shot clip, and Gyro stabilized.
Pulse carbine is 60m, Single and Full(3), 24 shot clip, and Gyro stabilized. Pulse pistol is 30m, Single/semi(2), 16 shot clip.

Pulse rifles have the same range as long las. rail Rifles are in the same category. The novel 'Savge Scars' has a tau sniping a Space Marine from 2 km off. Since rail and pulse rifles have the same range it doesn't matter which weapon per se. Lasguns would be 1300 m based on that.




Page 366-367
Stealth Suits operate in two modes. The default, passive mode utilises a range of technologies to dampen the suit’s electromagnetic signature, so that enemy scanners are far less likely to detect it. This mode is called 'passive' because its use cannot be detected, as rather than attmepting to interfere with enemy systems, it simply masks the suit itself. In active mode, hwoever, the suit's Stealth Field Generator comes online. The suit's matte black finish ripple sand lburs, resolving itself into a nigh-perfect representation of what lies behind, making it all but transparent. In addition, when operating in active mode, the Stealth Suit's systems actively interfere with and jam enemy sensor devices.
Stealth suit sneak mode.

Page 367 - Stealth suits are auto-stabilized, Dark sight, cna fly. Have a Burst cannon, Stealth field generator, a micro bead, and a scanner.



PAge 367
Some Drones are able to interact with thier Masters, obeying simple instructions and even anticipating what duties ar required of them.
..
..while they are not regarded as having equal status to a Tau, they are trated with a degree of respect, perhaps akin to a favoured animal companion. Gun Drones are disk-shaped machines that move around by way of a small anti-gravitic generator and are fitted with a pair of pulse carbines.
..
When operating in such a capacity [squads], the Gun Drones are able to network their processing, targeting, and sensor systmes together..
Drone capabilities.



Page 368
Each [Fire Warrior] wears a helmet into which is built a range of commuincations and sensor devices, ensuring each is constantly in contact with the commander and ready to respond at a moment's notice to his orders. Fire Warrior tactics emphasise fluid manoeuvre warfare over the stubborn, hidebound approach favoured by many human armies. They will give ground and re-deploy when the situation warrants it, always seeking to bring the enemy to battle on the most favourable terms possible.
Fire Warrior armour appears to be roughly 50% better than Flak, bordering on Carpace. They also are requipped with a micro-bead and photo visor. Again this is potential and it can vary depending on situations or circumstance (like with IG gear), but its laso dependent upon stable logistics to carry all this off.

Also more tau loving on the tactica standpoint, although they characterize their 'giving ground at any cost' from the codex as simply redeployment. oh and the guard as 'hidebound' (when the problem si the Guard has too many fucking options and they don't bother to train them in any particular one.)


Page 369
...the Tyranid threat has since ravaged hundreds if not thousands of star systems, principally in the Segmentum Ultima
remnants of Hive Fleet Behemoth, given the timing. Thousands of systems given over to the Tyranids. Imagine the potential biomass that represents.



PAge 369
Each is also a powerful psychic node for the greater Tyranid Hive Mind..
...
..harnessing the Hive Mind’s raw power offensively to drive fragile human minds insane with fear and burn out the brains of enemy psykers...
Hive Tyrant, with psychological warfare abilities highlighted.



Page 370
They ['Nid Warriors] are also incredible fighters, each more than equal to a Space Marine in combat power..
Tyranid wariros equal to a Space Marine. And there are lots more of them...



Page 373

- nid weapons
Barbed Stranger range 80m. Stranglethron cannon, range 80m. Deathspitter: range 40m, Single/Semi(3) ROF. Devourer Range 30m, Full(6) ROF. Fleshborer, range 20m. Venom cannon range 100m Blast (6). Heavy venom cannon, range 100m, Blast (6)




Page 373
Boneswords are living blades of chitin that possess a rudimentary sentience slaved to the will of the wielder that infuses the blade with crackling psychic energy and drains the life-force of its victims.
Boneswords. Vampiric power/force weapons.


PAge 375
- Guard Senior officers wear Mesh woven dress uniforms, carry personal encrypted comm links.

- Field officers have a personal comm link, carry a boltgun or bolt pistol, and wear flak armour with a carapace breastplate.


Page 376
- Guardsmen has lasgun, 3 reloads, respirator, flak, and a combat knife. No micro bead though. Maybe logistics and supplies are running into a problem in the Reach by this point.



Page 376
Many Techmarines upgrade their servitors to assist in battle..
..
.. by the muscle grafts and hardened tissues used to make them capable of dealing and withsnading the sort of punishment faced in the duties of the Adeptus Astartes...
Servitor upgrades.. toughened tissue and enhanced muscle.



Page 384
Tantalus: Population: Approximately 79 million.
...
Tantalus is a world approximately two thirds the mass of Holy Terra in stable orbit around a type III gas giant, whose length of day, gravity, and climatic conditions point to deliberate alteration during the High Dark Age...
...
..and was an agri-world serving the primary Castobel hive world...

...

...
The moon is host to considerable natural resources in sub-strata promethium... and other geologically attendant chemicals...
...
Governmental Type: Crusade Dictatorship/Departmento Munitorum Satrapy
...
Adept Presence: Extensive Departmento Munitorum officio presence, sub-directorate level, minor presence Adeptus Mechanicus/Chthonic, Adeptus Mechanicus/Biologis. Other adept presence not considered noteworthy.

Military: Crusade military forces garrison station: Tantalus used as ‘second line’ rotation post for the Orpheus Salient war zone crusade forces. Median garrison levels approximately ten to fifteen thousand troops on rotation (High/High.)

Additional forces of the Adeptus Munitorum provost command overseer/disciplinary corps are charged with maintaining order and ensuring production, and comprise roughly two hundred thousand operatives (Average/Low.)
Agri world.. 10-15K garrison for 79 million people.

Also note its claimed as a combined 'dictatorship' on the grounds of the Crusade (meaning Crusades have the ability to commandeer planets for themselves for at least the duration of the Crusade) as well as being under direct control of the Munitorum. It also seems to be used as a rotation post for units, using garrison duty as a reason to give them a 'break' from fighting.



Page 397
A judgement of Exterminatus carried out on Tantalus might very well require the Kill-team to carry it out, and as the Tyranids are notoriously resistant to viral weapons, and sufficient fleet-based firepower to turn the moon into a cinder cannot be brought to bear in time, other means might be needed to enact the Emperor’s will. These might include planting seismic charges at geologically weak spots on the moon’s sub-surface, detonating a huge star freighter filled with radioactive waste in the moon’s upper-atmosphere, or even bringing down an asteroid or orbital base on the doomed world like a falling comet.
Tyranids resistant to fviral weapons, which is hinted at in much of the codexes. And "fleet baesd" firepower (EG conventional firepower) can render an extemrinatus on the planet (reducing it to a cinder suggests heating the atmosphere to thousands of K ~e24-25 joule range at least. Assuming 100 ships and a full day, we're talking ~e18-e19w average firepower) Deathwatch considers alternatives for destroying the planet (depriving it of resources.)
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Bedlam
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Re: Deathwatch RPG analysis/discussion thread

Post by Bedlam »

Page 330

Quote:

There are believed to be three such rare and mighty ancient Dreadnoughts currently dormant within the armouries of Watch Fortress Erioch..


Why dormant? Aren't they useful as security and watch forces?

Imperial dreadnaughts generally tend to get shut down when not in use it may be that the deadnaught status is wareing on the sanity of the occupant (Chaos don't worry about that although all of their deadnaughts seem to be crazy even for them).

Another idea is that deadnaught lifesupport is not perfect, the occupant keeps dying just really, really slowly and by puting them in stasis between fights lengthens their combat lifespan.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

I think they mention later WRT DReadnoughts (or somewhere does) that the criteria for making one is very severe - the occupant has to be so badly crippled that chances of healing are nil unassisted, yet they have to survive whatever trauma cripples them, so there's a sort of fine line to walk there. Thus it could be that so many Deathwatch are killed rather than crippled (their job could be argued to be more dangeorus/risky than uusal) that there are relatively few candidates.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next deathwatch update.. rather 3 updates really (3 separate, small ones) - Rising tempest, The Emperor Protects, and First founding. The first two are (IIRC) 'adventure modules' and the last one is pertaining to Chapter stuffs. Basically to clear that stuff out of the way so I can get on to covering the rest.

First, first founding (no pun intended.)


Page 7
They ambushed the Iron Hands, the Raven Guard and the Salamanders, and although the three loyal Legions fought valiantly, Ferrus Manus himself was lost.

Their enemies proclaimed the Iron Hands’ Primarch dead upon the blasted wastes of Istvaan V, the Chapter refuses to accept this for no body was ever recovered. For 10,000 years, the sons of Ferrus Manus have stoked the unquenchable fires of hatred, drawing strength from their bitterness and awaiting the day of their Primarch’s return.
We know from the HH series he was decapitated, and news of that rumour was proclaimed in Outcast dead (I believe other Primarchs like Corax may have seen it, I forget.) but then agian Vulkan was also lost and Corax for a time was also thought dead. It could be that if no body was recovered (likely) that

We alos know from the Iron Hands story that the Chapter has a prophecy about the return, but unless something really magical happens these fuckers will be waiting a damn long time.


PAge 7
Those who are too weak or sick to survive without aid voluntarily surrender themselves to the elements so that they impose no drain on what scant resources exist. The people organise themselves into nomadic clans, and while in times gone by they trudged the land on foot or on the backs of sturdy beasts, now they travel invast processions of ramshackle tracked vehicles as large as fortresses, the acrid stink of a thousand engines adding to the pollution in the air.
Medusa, the Iron Hnads chapter world.


Page 7
The Iron Hands harboured a special resentment for the other loyal Legions present at Istvaan V. They believe that had the Legions been sufficiently strong and fought on instead of retreating, their Primarch would not have been lost, the traitors would have been defeated, and the Heresy would have been crushed.
Talk about butthurt. They're literally angry at EVERYONE.


Page 8
More of his organs and limbs are replaced with bionic augmetics, each inherently superior to the original. To some outsiders, this is a supreme blasphemy, for many of the organs eventually discarded are those that make a Space Marine.
The Iron Hand Augmetic fetish seems to extend even ot their own implants.



Page 8
..a Battle-Brother of the Iron Hands that has reached several centuries of service is likely to appear almost entirely mechanical...
...
A few centuries more and the warrior’s biological body might consist of little more than his brain and his major organs
...
..those that survive the rigours of war and their own hate-fuelled self-mutilation, are no more than a brain encased in a ceramite shell.
space Marne servitors, almost. And it also implies a lifespan of at least 4-6 centuries is possible, if not common.


Page 8
have borne witness to terrifying biomechanical behemoths, fusing man and machine into living weapons....
...
These beings fought alongside the Iron Hands Space Marine Chapter, and bore their heraldry upon their hulls. I have examined the burnt-out wreckage of another such creature, a weapon-studded vehicle that I believe was animated by the essence of an Iron Hands Battle-Brother who has entirely shed every cell of his biological heritage...
Iron hands dont seem to adhere to the Omnissiah as much as they ought to.


Page 9
Bionics are common place in the Imperium, yet the Iron Fathers are able to reconstruct the bodies of their charges right down to the cellular level, replacing the tiniest of biological functions with far superior mechanical components.
...
A fully mechanised Iron Hands Battle-Brother is far more than an automaton controlled by a scrap of grey matter—he is an unstoppable machine of war fuelled by faith and hatred.
A result of their close ties with the AdMech. A sentient servitor-like entity.


Page 9
Blantar flayed his own body of the flesh he was born into, until eventually, only his mind remained. This was implanted into the towering frame of a mighty Dreadnought, and some say that in so doing his very soul was ex-loaded into the machine’s systems so that not a scrap of biological matter remained.
Something akin to biotransference which was, I thought, impossible for the AdMech, and even considered heretical, although other sources imply this is precisely what they seek in their attempt to unify with the machne god. Supposedly he is immortal.


Pag e10
At the very least, replacing organic flesh with steel increases the body’s resistance to physical trauma.
Augmetics seemingly offer greater resilience compared to even Space Marine bodies.


Page 10
...a wide range of bionics that afford them capabilities beyond even the superhuman Space Marines, including highly esoteric augur receivers bonded directly to the nervous system....
MIU linked sensors.


Page 10
Each Battle-Brother’s frame had been augmented with heavy pneumatic bracing that allowed him to carry two heavy weapons, in this case multi-meltas, as well as reinforced frontal blast shielding to protect them from enemy fire.
Iron Hands Devastators.


Page 14
Upon his return to his home world, Corax is said to have brooded for countless days and nights, ordering that the most ancient texts concerning the processes the Emperor used to create the Space Marines be laid before him. Studying tomes not consulted in centuries, Corax found a way of saving his Legion from extinction, though he would hate himself for all time for the choice he was forced to make. By accelerating gene-seed replication and implantation in a manner not attempted since the wars in which the Emperor conquered Terra, the Legion’s numbers could be restored.
...
They warned of the consequences of accelerating the implantation process, consequences that Corax and his Legion were soon to witness first hand.
..
They speak of slavering monsters, some so hideously twisted they could not even hold a boltgun. All were insane, their minds as blasted as their bodies by the rapid changes wrought upon them by the forbidden processes.
Sufficed to say the events in Deliverance Lost paint a different story, and that is likely to be more authentic, since this is mere legend - at least as far as the source of the methods (directly from the Emperor when Corax visits Terra) and the nature of the creatures (they were mutated, but sane, and it was a result of Alpha Legion tampering.)

Of course, we're not at the End of the Heresy and there's plenty of time for more insanity to occur, as well as Corax venturing into the Eye.


Page 15
Deliverance is the satellite of the world of Kiavahr, and in the system’s distant past it was the Tech-Guilds of this heavily industrialised planet that consigned its criminals to serve as slaves on its moon. In the 41st Millennium, Kiavahr’s manufactory output rivals that of many Forge Worlds, a constant stream of container vessels hauling raw materials from Deliverance to the surface to feed the incessant hunger of its countless foundries. Kiavahr is the armoury of the Raven Guard, producing every resource from Land Raiders to bolt shells, and its surplus is exported to warzones across the entire sector.
That's dang useful, I suspect.


Page 15
The acceleration of the gene-seed implantation and replication process instigated in the wake of the Istvaan Drop Site Massacres had implications for the Raven Guard Chapter’s genetic inheritance...
...
Over time the gene-seed has become perilously unstable...

...
As it is, replication of existing gene-stock takes far longer amongst the Raven Guard than it does in other Chapters, forcing ever more reliance on the gene-tithe stocks of the Adeptus Mechanicus...
Cosmetic changes in appearance are among them. Use of Admech genestocks replaces several organs that can't be replicated due to mutation.


Page 16
While they do fight alongside other Space Marine Chapters they have often been accused of failing to share the full extent of their plans with their allies, leading to disagreement and overt conflict on numerous occasions. When fighting in the same theatre of operations as conventional forces such as Imperial Guard and local militia units, the Raven Guard have been known to use their allies as bait in elaborate traps, launching ambushes against common foes, but not always before the unknowing bait has been taken. On numerous such occasions, a furious Imperial Guard Colonel or defence force marshal has lodged the strongest of objections with the Chapter, to be met by nothing but a cold, black-eyed gaze, if even that.
Nice folks that. It'd be nice if some Astartes weren't total assholes but that might be asking for too much from genetically engineered lunatics.



PAge 19
They use data recorded during battle compiled by the Chapter’s warriors to hold post-action sermons to analyse the performance of the Chapter, helping improve their effectiveness in combat.
...
Using a helmet-mounted picter they can personally review the events of the mission...
This suggests helmet mounted data recordings may not be standard (at least for troopers) although we know some like Terminator suse them frequently (Space hulk)


Page 21
Several Chapters created much later in subsequent Foundings may share the inheritance of the Salamanders, but no evidence exists of any Second Founding Successor Chapters having been sired.
Implied there might be some Salamanders derived chapters but none explicitly known.


PAge 21
The people of Nocturne mine the rare minerals and exotic gases thrown to the surface by the intense volcanic activity, and ship materials to the Imperium for the manufacture of highly specialised machine systems in return for livestock, refined materials and the few items they themselves cannot manufacture in their own smithies.
Alongside Deliverance, the Nocturnians trade with the Imperium.


PAge 21
This produces what could be thought of as a mutation, but is in fact a simple by-product of the Space Marines’ unique physiology.
They're not mutants. Despite what some sources hint.


Page 22
While many Chapters rely on the heavy foundries of the Forge Worlds of the Adeptus Mechanicus to produce much of their materiel, the Salamanders produce most of their requirements themselves, and as each Salamander is a craftsman of one type or another, everything created for and by them is of the very highest standard.
The Salamander trilogy also hints that this is because of their acesss to Vulakn's gifts and treasures, one of which is an automated foundry.


Page 28
...the [White Scars] Chapter’s Battle-Brothers have an intrinsic empathy with their environment. Wherever they go, they are able to read the soil beneath their feet and the air in their lungs and gain an instant understanding of how best to fight in such places.
...
...the enhanced physiology of the Adeptus Astartes multiplies the Chogorians’ deep-seated understanding of the land and turns it into an all but preternatural awareness.
An Advantage of the White Scars and their enviromental awareness.


PAge 38
While all Chapters of the Adeptus Astartes are masters of the drop pod and Thunderhawk assault, the Blood Angels have become synonymous with the flawless execution of the aerial assault. They employ an entirely new pattern of vehicle of mysterious origins: the Stormraven Gunship.

This vessel appears as a lighter cousin of the Thunderhawk, and while its smaller size means it carries less weaponry and a smaller troop capacity, it greatly makes up for this in speed and manoeuvrability. While the Adeptus Mechanicus took several centuries to examine and debate the Standard Template Construct imprint of the gunship, the Blood Angels saw its worth immediately, and set about introducing it into their armoury. Lately, the Chapter’s Forge has been able to perfect its fabrication methods to such an extent that the gunship is now being used throughout the entire force. While the gunship is only just beginning to enter service in the Deathwatch, the Blood Angels are already masters of its use, and they have refined methods of aerial assault others are just beginning to learn.
The Deathwatch seems to be using the Stormraven as well. I suspect many of the 'Aberrant' Chapters (EG non Smurf descended or the ones supposedly sucking up to the Smurfs) do as well, like the Space wolves.


PAge 39
By night, he slumbers fitfully in his sarcophagus, his blood being filtered by the arcane machineries so that the Flaw might be cleansed away.
VAMPIRE MARINES.


Page 41
Tactical Speed: 7m
Cruising Speed: 10 kph
Furiouso dreadnought.


Page 42
Frag Cannons are loaded with specially-manufactured hollow adamantium shells, which fracture at the moment of firing. The resultant hail of razor-sharp shrapnel is deadly to unarmoured and armoured targets alike.
Frag cannon. More specifically specialized fragmentation ammo.


Page 42
...the Magna-Grapple is fitted with heavy gauge adamantium chains and powerful magnetic and gravitic field generators, allowing it to be hurled short distances to grab and reel in enemy armour.
Dreadnought Mag/Grav tech!


PAge 47
Yet, the Dark Angels must observe the Apocryphon Oath or risk bringing dishonour to their Chapter and earning the wrath of the Deathwatch, and the Inquisition.
The Deathwatch take their oaths seriously, and even the Dick Angels have to watch out crossing them over their little obsession.


Page 48
The company is equipped with all manner of speeders and bikes, which are substantially augmented
with augur and sensorium gear almost unknown outside of the Unforgiven.
Ravenwing vehicles have fancy gear.


Page 54
The Imperial Fists are the inheritors of the proud traditions of their Primarch Rogal Dorn, his name venerated by countless trillions across the entire Imperium.
Countless Trillions.


Page 54
Though Rogal Dorn was lost to the Imperium subsequent to the war torn age of the Horus Heresy, his legacy remains one of the strongest of all of the Primarchs.
Moreso than Guilliman, it seems. It's also interesting they consider him merely 'lost' and not dead.


Page 55
Stoan has vowed to keep his own counsel on the matter, but it is known that he was taken alive, having been struck by dozens upon dozens of toxic projectiles, his superhuman constitution finally overcome by the xenos poisons.
Number of DE rounds needed to take down Chaplain./ Considering they're 'hypervelocity' sa per Path of the Renegade...


Page 58
Space Wolves being extremely gregarious, if somewhat uncouth to some, they soon come to regard the members of their Kill-team as brothers, treating them as if they too were born of the savage tribes of Fenris. Most learn to accept the Space Wolves’ rough ways, and some even acquire a taste for the Fenrisian ale invariably brought along. The presence of one or more Space Wolves in the compliment of a Watch Fortress can be discerned by the sound of raucous feasting and drinking on the eve of battle, savagely joyous boasts and bold oaths echoing down the usually silent passageways and cloisters.
I love the mental image this creates. Imagine Torin and Haegr as Deathwatch.


PAge 68
The Codex Astartes is such a vast body of wisdom that even the prodigious mental capacity of a Space Marine is taxed with absorbing it all. Yet, the Ultramarines regard it as their duty to do so, and choose to eschew the blunt tool of psycho-conditioning in favour of learning every passage by remorseless study. Each Battle-Brother absorbs and analyses entire chapters of the codex, so that after several centuries of service he is at once a master and a scholar of his chosen area of expertise.
Ultramarines Arrogance or scholarship? You decide!


Page 68
Replacing such losses takes time, especially in the case of the elite 1st Company. The Ultramarines could have resorted to haste in rebuilding their numbers, perhaps accepting neophytes who might otherwise have failed the initiation rites and expediting implantation processes that normally take many years to complete. But the Ultramarines hold themselves to the very highest standards, and they did not hurry the process, preferring to maintain the traditions set down by their Primarch 10,000 years ago
It is possible to 'rush' Space Marine creation even without Corax's methods, at least to a small extent.


PAge 69
It was Brother Scelus who mastered the technique of using a cluster of sync-fused krak grenades to slay the very largest of Tyranid monstrosities...
...
Other Tyrannic War Veterans have mastered the use of various xenos-keyed poisons, coating their combat blades with deadly venom or delivering them by way of special ammunition.
Xenos hunting weapons and techniques.


PAge 70
Typically, any poison employed against Tyranids will be useless against the following generation of creatures, rendering commonly-used toxins largely irrelevant against the Tyranids.


Nid poison resistance.


PAge 73
The Ultramarines prize fluid tactics and adaptability, understanding that the tides of battle can change at a moment’s notice.
...
Where some Chapters cannot abide the idea of retreating in the face of the enemy, the Ultramarines know better, understanding that taking a step back in the fury of battle can frequently prove the difference between victory and defeat. A momentary withdrawal from the enemy can open up opportunities for allies to exploit, bringing victory more swiftly and decisively than might otherwise have been the case.
...
The Ultramarines are disinclined to stubborn, costly defence, preferring instead to adapt their stance to the situation at hand...
Ultramarines thinking, which means its at least Codex Astartes thinking, if not the thinking of other branches of the military, since Guilliman supposedly had influence on them as well. (Which does not mean it is always listened to.)


Page 77
Such warriors fight in squads and make use of military equipment and material, and range in size from a few dozen to several hundred.
Scope of one of the more sizable Chaos warbands. Would be useful for establishing traitor numbers if we knew any idea on the number of warbands. Tens to hundreds of thousands seems a very conservative estimate nonetheless.



Page 77
Wherever warp storms rend and tear at the thin skein of reality, those steeped in Chaos may lurk within.
...
Some such regions appear to be permanent phenomena, such as the Eye of Terror itself, as well as the Maelstrom and the Screaming Vortex.
...
Others are impossible to classify, yet they represent a dire peril to real space. These include the Caradryad Warp Fault, the Hadex Anomaly, and whatever it is that lurks within the Perdus Rift. Many of the regions surrounding these features are garrisoned and fortified against potential invasion.
The Eye of Terror is perhaps the largest garrison, but not the only one. I imagine the Maelstrom and other vortexes have thier own sizable garrisons.


Page 77
The Perdus Rift is deep within Tau space, yet even these xenos recognise the awful threat and have stationed an entire interdiction fleet to ensure that whatever horrors might emerge from the heart of the rift are halted before reaching the Sept Worlds of the Tau.
The Tau seem to be wising up about the threat of Chaos. Good for them!


Page 81
The Night Lords fleet targeted a weak point in the planet’s crust and unleashed every weapon in their arsenal, destroying Nostromo..


Nostramo's destruction via 'weak point'.


Page 81
It is said that some Night Lords sorcerers continue to experience the same bleak visions that plagued their Primarch, foretellings of the worst of all possible futures.
The only one known (thus far at least) is Talos (Who isn't a sorcerer) from the Night Lords novels, but he would not be the only one neccesarily. And sorcerers get their power from other sources than just innate psychic talent.


Page 82
Angron instigated a program of replicating the cranial implants he himself had been fitted with as a slave-warrior, knowing that the devices granted such advantages in speed, aggression and strength that no enemy in the galaxy could stand before his Legion once all had received them. Yet, it was soon found that the implants were based on lost technology of which the Mechanicum was ignorant, and while they used Angron’s own implant as a template, they were never able to fully recreate it. Nevertheless, the Mechanicum did succeed in creating devices that greatly boosted the abilities of the bearer, making him stronger and even more aggressive than he already was.
World Eaters psycho implants.


Page 86
...it was a proposal from a group of Space Marine Librarians that broke the impasse. The Emperor heard their compromise proposal, and accepted it. The pursuit of psychic powers would be severely limited and strictly controlled, and any incarnation of ritual, superstition or incantation outlawed entirely. Magnus was furious, for the Emperor’s pronouncement severely curtailed his Legion’s activities..
Rather an inteestting revisionism, considering the Nikaea stuff in the HH novels has indicated that virtually all psychic activity (save Navigators and Astropaths) was outlawed as sorcery.


Page 87
The Primarch of the Thousand Sons issued his warning, but in so doing revealed his crime. To make matters worse, attending the Emperor at that moment was Leman Russ, whose rage at such blatant disobedience was second only to that of the Emperor himself. In a stroke, Magnus was condemned
Kind of interesting since it suggests Terra to Prospero in a matter of weeks in Prospero burns (less than a month, longe rthan 2 weeks) - however Prospero Burns makes it also rather hard to reconcile Russ being on Terra, since his orders arrived whilst enroute from Nikaea.


Page 92
In a reversal of fortune typical of the grim epoch that ushered in the Age of Imperium, the Imperial Fists were amongst those who laid siege to these Iron Warriors, and while the Traitors were eventually dislodged, it was only after a decade-long campaign that culminated in them detonating their nucleonic stockpiles and reducing Olympia to a blasted waste.
The Nucleonic devastation of Olympia


Page 97
the Angelus Bolter is a wrist mounted, drum feed weapon. This allows the Battle-Brother to keep both hands free while laying down a withering hail of close range fire. Angelus Bolters also make use of unique Bloodshard bolt rounds, crafted with monofilament tips, which can cut through armour with ease to deliver the round’sexplosive payload.
Another wrist mounted bolter, this one firing mono tipped ammo (and is unique)


Page 97
Angelus Bolters are 50 m range incremen, single/Semi(3), and 36 round clip and wiegh 16 kg. Gilded Boltguns have 100m range increments, single/semi(2)/full(4), 30 shot clip, and weigh 20 kg.

Hellfire Flamer: 20m range incremt, 6 shot flip, 15 kg weight

Raven Shotugn: 30m range increment, 18 shot clip and 10 kg weight
Surtur's Breath (flamer?) 40 m range, 8 shot clip, 15 kg weight.


Page 98
A modification of the tech that created Hellfire Bolt Rounds, the Hellfire Flamer was recovered from the Omega Vault shortly after the first reports of Hive Fleet Dagon reached the Watch Fortress. Mixing potent mutagenic acids into the refined promethium mix, the fire from a Hellfire Flamer eats away at chitin and bone with alarming speed..
So either promethium has corrosive as well as incendiary properties, or mutagenic acid can have incendiary properties.. or you can just mix both without any ill effects. either way its like those toxic flamers.


Page 98
A modification of the tech that created Hellfire Bolt Rounds, the Hellfire Flamer was recovered from the Omega Vault shortly after the first reports of Hive Fleet Dagon reached the Watch Fortress. Mixing potent mutagenic acids into the refined promethium mix, the fire from a Hellfire Flamer eats away at chitin and bone with alarming speed
So basically.. a silenced shtogun. heh.


PAge 98
Legend says it once belonged to a particularly vicious Salamander by the name of Surtur who used a unique propellant that made the Flamer shoot at an extended range with terrifying ultraviolet fire.
...
The additional equipment required to store and inject the propellant significantly adds to the bulk of the flamer, making it heavier and more unwieldy than normal.
Flamethrowers officially make as much sense as plasma weapons now.


Page 98
Seemingly heavy and unbalanced upon first inspection, the sword appears more a ceremonial piece than the true weapon of war. When its power field is activated it springs to life, blue radiance arcing from its edge and intricate, hidden suspensors in its hilt making it as light as a feather.
Yet more mass lightening that doesn't really alter mass.


Page 99
Artificer omnissian axe 10 kg. Chogoris Lightning blade 3 kg. Duelling Tulwar (Scars) 2 kg. Honour blades 8 kg. Glaive Encarmine (Blood angels) 7 kg. Neelde of Truth 5 kg (Dark angels) Power lance 9 kg. rune staff 5 kg. Righteous Fist 35 kg (powerist),


Page 102
A tool of both torture and penitence, the Pain Glove is a cage of ancient technology and cunning design that the Imperial Fists have used for centuries to test their strength, punish the unworthy, and cleanse themselves.
The pain glove. Between the engraving of bones and this, Ian Watson's legacy of the Fists lives on.


Page 102
relic of the Dark Age of Technology, the Heart of Iron is a bionic of a kind unknown outside the vaults of the Iron Hands. Worn under armour, it looks not unlike a mechanical spider wrapped around a Battle-Brother’s chest, where it links to his organs via monofilament tendrils and maintains his life (keeping his twin hearts beating) despite even the most terrible of injuries.
Interesitng augmetic. If worn it gives regeneration in game terms but also drains life. I imagine it accelerates body functions at the cost of increased wear. And its an augmetic that is meant to be worn or removed.


Page 103
Gifted to the armoury of Watch Fortress Erioch in a forgotten age, this device is an inverse heat sink, which uses the excess power generated by the motor of a chain blade or the charge core of a power weapon to project flame along its edge. This has little extra effect on the weapon’s damage (a few flames are only a distraction when adamantine teeth are tearing open your flesh), but does have a chance of setting the target on fire,...
I can't decide which is more insane.. the idea of a flaming chainsaw sword (which is even more over the top than a regular chainsaw sword), or the explanation for how the magical flaming chainsaw sword acutally works. All it needs now is a powerfield and rocket boosters.

The 'inverse heat sink' idea aside, that it can somehow tap some of the residual energy used in the chain blade motor to power an incendiary element is pretty interesting.


Page 103
The Iron Father is well known for the ancient upgrades and modification techniques he has learned throughout his long life. Among these is Recoil Baffling, a combination of compensation servos and suspensor cushions to make rapid fire weapons easier to control and easier to fire on the move
Recoil baffling upgrade for semi/full auto weapons.


Page 103
the Suppression Stabiliser is used on rapid fire bolt weapons to reduce muzzle climb and make tighter shot groupings. A Suppression Stabiliser is a weapon upgrade that can be used with Boltguns and Heavy Bolters.
Which is, basically a sort of recoil compensator, which in turn means there is some sort of spent propellant gasses in the barrel significant enough to counter the recoil/muzzle climb to begin with, which is kinda at odds with the supposed idea of ''rocket bullets' that bolters are.... *head explodes*

I just assume there's cased/non rocket ammo and rocket ammo. Much simpler.


Page 105
...for every Battle-Brother who takes up arms in the name of the Emperor, scores of lesser Imperial servants tend to his lodgings, record his deeds, or care for his gear. These servants provide a myriad of services for a Battle-Brother, many simply providing a support role in the background while others may even accompany them into battle.
The support staff for Astartes.


Page 105
Though most Space Marine Chapters follow the Codex Astartes, at least nominally, the reality is that they are often vastly different in both their tactical doctrine and their organisation.
Variations in Astartes doctrine and tactics.


Page 106
On rare occasions throughout the millennia, members of the Dark Angels have been seen accompanied by strange, diminutive robed figures that have become known as Watchers in the Dark. The nature of the creature under the robes is unknown to even the Battle-Brothers of the Dark Angels. These silent figures have been seen bearing the Battle-Brothers‘ weapons into combat and seem near immune to all acts of violence. Any Battle-Brother who gains the honour of being accompanied by one of these strange beings is incredibly fortunate and is clearly destined for great things.
...
Watchers in the Dark are silent attendants that rarely directly participate in events. Because their nature is unknown and they seem to possess powers beyond the understanding of even the Dark Angels they can appear and disappear as required. Watchers in the Dark will never give direct aid in battle...
Watchers in the Dark.


Page 107
Librarians sometimes make use of Familiars, creatures which aid them in their command of the warp and help focus their powers. Familiars can take many forms from tiny mechanical beasts or creatures sensitive to the warp to indentured servants with which the Librarian has crafted a bond.
...
They are psychic-symbiotes, allowing the Librarian to mentally link with them, seeing through their eyes and controlling their actions.
Familiars, like psyber ravens.


PAge 120
Still smouldering in the aftermath of nuclear fires, the destroyed hive city of Tyralos on Castobel continues to be overrun by Tyranid organisms, largely immune to the high doses of radiation clinging to the ruins.
City destroyed by nuclear explosion. Described in other sources (like Achiuls Assault)


Page 123
Rheelas has an unstable molten core, constantly expanding and contracting. The deep roots of its tectonic plates mean that its surface is endlessly wracked with earthquakes..
..

It is this brutal seismic activity which also contributes to the world’s vast mineral wealth, as new streams of ore and precious metals are constantly being pushed up to the surface.

When the first settlers arrived on Rheelas, they set up low orbital stations and tried extracting the planet’s minerals by using gravity hooks and orbital harpoons.
Orbitally mining a tectonically unstable world.



Page 123
With the shifting continents too dangerous, the settlers modified their orbital stations into vast floating cities and set them adrift on Rheelas’ shifting seas. With careful study and finely tuned sensors, the cities were able to detect movement in the surface beneath the ocean and move to safety before sea became land, floating away with the ebbing tides. From the vantage point of their cities, the settlers were then able to send mining machines, ancient serpent-like tunnelling drones, into the planet and begin harvesting its wealth.
Imperial versatility at its finest. The orbitla stations become lava boats.


PAge 124
To extract the mineral wealth of Rheelas, the Hive Captains use ancient multi-headed mining machines known as Tiamats. Fashioned long ago by the Adeptus Mechanicus, the Tiamats are vast serpent-like burrowing factories, each over a kilometre in length and hundreds of metres in diameter. Released from cavities under the hive cities, the Tiamats snake down through the shifting seas to the seafloor where they bite into the rock.
...
Inside each Tiamat, a crew of hundreds of men guide its bulk through the earth and maintain its flickering plasma heart. It is a dangerous job, as hull breeches are common and each Tiamat is designed so that it can be sealed into dozens of separate compartments in an instant, leaving some men to drown while others may finish the job and return to the hive with a load of ore. The Tiamats are also irreplaceable, and over the centuries their numbers have dwindled as some are lost or break down, while the remaining ones are kept going with a mix of scavenged parts and jury-rigged systems.
Lost tech mining machines.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next up, Rising Tempest

Page 5
The Inquisition put together teams of the best and most trustworthy members of the Adeptus Mechanicus and Imperial Guard to assist in the construction of giant mechanical devices to seal away the dangerous energies of the Gates from the populace of the Imperium.
I wonder which component of the Guard assisted. Some sort of Siege engineer or technicians or something?


Page 5
Those members of the trapped Ghanathaar that still held onto their sanity pooled their psychic will into a single consciousness, a being powerful enough to extend his will beyond their prison in the warp and touch the minds of these newcomers. Called the Tal’ek by the Tau, this psychic emissary whispered in the ears of the Tau leaders, searching for a mind willing to let it in.
..
Within the devoutly defended towers of Ea, the Tal’ek found his ally. For long years he whispered of common intent to a young Ethereal, earning trust and sympathy from the earnest Tau. Eventually the Ethereal was not so young anymore, but instead a well-respected leader..
The manipulators manipulated. Amusement at the Tau naivete aside, its an interesting comment on the tau's relationship with the warp. EG they have a connection fo sorts, but its very tenuous and they are still incredibly resistant (but not immune) to its contact. Especially the Ethereals (Again its not so much control as mind conversations.)


Page 5
Rising Tempest introduces a new play for dominance by the Tau. They have made contact with the Ghanathaar, an alien race long thought vanquished, and are seeking to incorporate them into the Tau Empire. The Ghanathaar are small in number, but their telepathic abilities would lend a dangerous advantage to the Tau’s infectious doctrine.
Because as we know, mind control/brainwashing people into accepting your dogma is the best way to go. Remind me again why the Tau are supposed to be good guys? :P


page 7
The zealots took control of a massive cargo ship, the Silent Pilgrim, and, consigning themselves to death, crashed the vessel headlong into a major fault line in close proximity to Javar Prime.
..
..it was done in the hopes that the ensuing tectonic calamity would split the adamantine walls and crumble the rockcrete structures guarding the Gate. Their actions caused untold catastrophe across the surface of Spite, yet the Wards protecting the Javar Gate remained intact. Not only did the earthquakes fail to breach it, but the wards’ strength halted the breaking earth in its tracks.
..
Not only stone and rubble block access, but also layers of adamantine shielding and rockcrete barriers erected by Operation Aegis.
Impressive, but hard to gauge without knowing the nature of the WArds or of the quake itself precisely (although causing widespread devastation on the whole planetary surface suggests quite a massive quake by our standards.)


Page 8
For months, the Tau made agonisingly slow progress, wearing through stolen Imperial mining equipment at an incredible rate. Finally, in exasperation, Shas’Vre Ren arranged for two very large crates to bypass import scans. They contained a pair of Great Knarlocs and demolition harnesses. Finally, with the brute strength of these giant beasts, the dig began to make progress.
More possible indications of durability.


Page 8
Among these detractors was the redoubtable Colonel Septimus Straine...
..

Straine led a regiment-wide disarmament and defi ance. Straine and his nearly one hundred thousand men were quickly contained...
Rather a large regiment.


Page 9
Military command of the Canis Salient occupies dozens of kilometres.
Military command (centre?) size


Page 9
Beneath scores of sub-fl oors lies Ebongrave’s command bunker. Fifty feet of solid bedrock separate it from the floor above, connected by a single passage through the stone. No less than fi ve redundant vault doors secure this tunnel, which is guarded by a host of sentry guns.
Ebongrave's bunke rdefenses.


Page 9
This “Vengeance Sept” crashed a container ship called the Silent Pilgrim into a major fault line on Spite. Speculations run wild on precisely what the Vengeance Sept did to prepare the ship, but it crashed with a furious explosion that triggered seismic activity of an unprecedented scale. Entire cities were swallowed by the resulting earthquakes and ash still clogs Spite’s sky from a devastating chain of volcanic eruptions. The fault line opened up into a massive seismic scar over fi ve thousand kilometres long. This hellish rift has been dubbed the Sorrow.
Implied scope of the container shp impact. Not quite Magnitude 10 I think, but quite high in terms of devastation.


Page 10
Throughout his career, Othram placed undue value on the lives of the men under his command. While this inspired loyalty in rank-and-file soldiers, it earned him the nickname “Soft” Othram among his peers.
...
Contrary to expectations, Othram idolises Ebongrave for his resolve, even though he knows himself incapable of the same intolerance. He considers the Lord Commander the model of Imperial expectations.
Yet another REach IG officer who cares for his troops... which gets ruined by the fact he admires a lunatic like Ebongrave.


Page 11
He has primary responsibility on Spite for its nodes in The Eyes of Wrath—Ebongrave’s Salient-wide network of spy drone picts and monitoring logs.
Implying 'salient wide' encompasses multiple planets.


Page 12
The city sits atop a vast hollow cavern, several times the diameter of the city and kilometres deep.
..
Although a small underground trade remains in the now even rarer ink, hundreds of kilometres of wells and pipelines rust silently in the dark, forbidden hollow beneath the city.
May give an approximation of city size.


Page 13
..recruiters oversee the local tithe of guardsmen to ensure the Greyhell Front’s voracious appetite for soldiers continues to be fed with only Spite’s most able-bodied men
If they can afford to be selective about who they send to the front still after all these years, the attrition can't be as horrible as the grimdark proclaims.


Page 13
The sophistication of these circuitry inlays varies widely depending on their origin. Electoos are characterised by their ability to have multiple states that can be turned on and off. This produces designs that appear to change or move. Many secretive organizations operating around the Iron Collar use the same properties to craft insignias that display only on the bearer’s command.
Electoos.


Page 13
Sometimes called “the poor man’s electoo,” a luminen tat is a tattoo that can be made to glow.
Light up tattoos.


Page 14
Not only do the promethium wells remain active, but the Crusade’s need for fuel and other derivatives taxes the wells’ capacity.
..
The Red Line falls into a more dangerous state of disrepair each day, with the thick, fl ammable liquid dripping from countless small leaks.
Space Oil.


Page 14
..is secretly supplying Straine with corpse starch wafers..
YAY! Corpse Starch!


Page 15
The Enginseer’s highly augmented brain can track each millisecond in the long hours between reconnecting loose power umbilicals and correcting the rites of lower ranking Tech-Priests.
Implies the Enginseer's augmented minds can operate on millisecond timescales, at least in certain respects (counting, calculation, etc.)


Page 15
As Ebongrave re-appropriated more and more resources from the Greyhell Front to help his paranoid witch-hunt amongst his own ranks, he began creating the very sedition he hoped to eradicate. Many offi cers under Ebongrave’s command began seeing this apparent misuse of resources as disastrous to the Imperium’s war effort in the Salient.
Imperial leadership at its finest. Note that its rather hilarious how neither the AdMech or Munitorum blanch at this abuse of their precious resources.


Page 16
..Straine is a good commander who won the loyalty of his men through honest dealings, courageous leadership, and repeated victory.
Another non-asshole officer in contrast to EbonLoon.


Page 18
"The prospect of a stable route to the other end of the Imperium would prompt the Tau to send countless reinforcements to the Reach, forces that even we would have very little chance against."
HAH! The Crusade has literally tens of billions of troops tied up in it, with billions alone as frontline troops. I suppose its possible that if the TAU Empire diverted their full strength into conquering Jericho Reach, they MIGHT be able to overwhelm te Imperium, but I'm skeptical of this assessment. (Remember if we go by IA3, Taros was supposed to be a major engagement by Tau standards and involved a mere tens of thousands of troops...)

Indeed, odds are that the only thing saving the tau from being curbstomped are Ebongrave's total lunacy and paranoia and the fact there are other threats in the REach to fight besides the tau (Chaos, Tyranids, etc.) For that matter, one has to wonder why they aren't more worried about Chaos OR the 'Nids gaining control of the portal...


Page 18
"....the issues at play here are extremely sensitive and are concerned with the Imperial Guard’s intelligence service,..."
The Guard has its own intel services. You'd think they'd be derived directly from the Munitorum, but..


Page 18
As the Kill–team works closely with this new Watch Captain throughout the events of the upcoming mission, he slowly opens up to them, revealing a pious and passionate Battle-Brother, conversant in numerous learned subjects, fl uent in a dozen languages, and possessed of a very, very dry wit.
I'm pretty sure an educated Space Marine with a sense of humor is thematically inappropriate I mean, it takes away from all the killin and praying to the Emperor they could be doing otherwise and would mean they might actually have a personality!


Page 28
If the group has a Techmarine, the Enginseer presents the specifi cation to him. Otherwise, Aesoph explains its contents himself. It depicts a huge hermetic seal constructed from adamantium and other advanced alloys. The annotations reference stress tests indicating it would hold up to the fi repower of a Baneblade tank. The only mechanism to open the colossal locks is the living imprint of someone genesynched to the seal at the time of its activation.
Capabilities of the Ward-gate thingy. That it can stand up to Quakes and Baneblades has some sort of interesting iplications I'd think.


Page 36
Unfortunately, the co-ordinates of the Javar Ward have been secured in a datacrypt that only Lord Militant Tetrarchus can access. Vann—or Ligne—informs the Kill-team that they can send an Astropathic request for the access codes—which takes 1d5 days—
Exact distances can't be known, but between a few tens of light years and a few hundred (its within the sector after all) probably, and weighted towards the lower end. Means thousands ot tens of thousands of c average transit time, although tne time required for days to respond probably isn't evne mostly transit either way.


Page 44
The original glass shrines and extravagant worship spires of the ancient planet were desecrated by the loathsome worshipers of Chaos..
...
..over a dozen centres of faith have already been rebuilt. Efforts to restore more cities to their former grandeur are unending.
...
The Ecclesiarchy’s stated ambition is to rebuild the shrine cities exactly as they were before the Age of Shadow.
..
On each island of civilisation, hundreds of kilometres of ruin still exist. Each is a wilderness of shattered marble and kaleidoscopic broken glass. Huge bridges arch over the wasteland, connecting the scattered reconstruction zones.
This might infer that the Shrine cities are ( at least in certain dimensions) hundreds of kilometres. Unless each is a multiple collection of cities, which is possible. As yet its not specific.


Page 45
..shortly after arriving she had a dream. In it she saw fl esh-masked daemons cavorting atop fallen statues of the Emperor. Beyond them, a beam of light illuminated a tall mountain covered in interlocking aquilas. Beneath the mountain, a foul black cloud swirled. Even as she watched, the daemonic hordes grew closer to the mountain, and she knew that if they were to discover the evil beneath it, the consequences would be catastrophic.

When Ariel awoke, she was convinced the Emperor had revealed her real duty. Following their Palatine’s vision, her commandery braved the warp storms around Eleusis and found the mountain she had seen.
Another example of the Emperor acting through specific agents to intervene in realspace events. I imagine the Palatine was chosen because of extreme faith and that made her easier to communicate with (belief)


Page 46
Grace’s Landing is part spaceport and part church. Its gilded docking ring takes the form of a great halo and the ground facility itself is formed by 4 kilometre-high statues of the gateway’s four patrons: Warmaster Achilus, Warmaster Tetrarchus, Saint Ariette, and Cardinal Llorus. More than a few critics have called it arrogance for the Cardinal have placed his image shoulder to shoulder with the Warmasters and the Saint.

The folds and crevices of each statue hide hundreds of docking platforms and the honour of docking in any of the saints’ hands is reserved for the most venerated vessels.
Shrine world star port.


Page 48
..Originally discovered on the Deathworld of Mahir, the Leaper is a smaller, more heavily armoured breed of Gaunt which has never been witnessed elsewhere.
..
Originally this was thought to be a sign that the original Leapers had been stranded on Mahir, separated from the bulk of the Hive Fleet and left to evolve as they might.
A differnet approach to Tyranid evolution - drop them on Death Worlds and see if they survive. Also labeld as a potentially new vanguard organism (albeit one variation of the Gaunts yet again.)


Page 67
..the Tau are trying to release another alien species from their hiding place in the Immaterium, sealed behind Javar Gates. These Gates were sealed by the Imperium with Javar wards, powerful archeotech created by the Inquisition for this purpose...
The Inquisition can (or could, at least) create 'archeotech' for warding/binding purposes, in this case those super huge gates.


Page 69
..they are safe aboard the Ultima Ratio, Brother- Captain Mordrus sets course for the system’s edge to make his transition into the warp. During the journey to the system’s Oort cloud, a chapter serf approaches the Kill-team’s squad leader with an encoded message from Watch Fortress Erioch
I'm not sure a warp translation point could really lie that far out - the Oort clouds around our solar system is nearly a light year away, for example. Otherwise these would have to be insanely close by such standards. It may be referencing the Kuiper belt (which are tied to Oort clouds in some way I believe) which is more like 30-50 AU out from our sun.


Page 69
You’ve spent a number of weeks aboard the Ultima Ratio engaged in prayer and preparation, and now the time has come to see what the senior members of the Deathwatch make of your actions on Spite and Eleusis.
Which could mean either weeks in transit total (since the mission began) or weeks since leaving the last planet (Eleusis). either way it implies less than a month to reach the Oort Cloud/Kuiper belt. If we assume 2-3 weeks and 30-50 AU it would take a little over 20 days at 1-2 gee constant accel (with a top velocity of 2-3% of lightspeed. In reality that's generous because it ignores warp travel at the very least. And if it includes transits to the other systems, it could be double, triple, or quadruple that figure (closer to 7-10 gees if we assume 1/4 the time..~5-6 days, and over 7% of ligthspeed.)


Page 74
With a hand-picked team of steady and quietly professional guerrilla fighters armed with Stealth suits, Maau has time and again foiled the forces of the Achilus Crusade by attacking supply lines, destroying infrastructure, assassinating important Imperial officials, and generally making a nuisance of himself and his team in the Canis Salient.
Tau stealth suit tactics against the Imperium. Assassination is not really surprising, since taking out key officers is a good way to hamstring the Guard (for the Greater Good.)


Page 75
The report deals with the study of some manner of archeotech item discovered by the Mechanicus on Imbru.
...
The artefact appears to either control or manipulate the Warp in some fashion, likely localised travel or communication.
Non Astorpath/Navigator warp based travel/communication is possible, tehn. The artefact in question was one of the Gates part of the game (meaning a huge ass thing) and probably explains how Xenos trapped in the warp are able to communicate or travel trhough it (warp tunnels for travel.)


Page 76
Unidentified artefact discoverd on Forge World H491, in the Hemic system. Planet classified Imbru.
..

TEchnology not of human design, possibly xenos in origin. Explorator Delphon reports that artefact shows potential as possible warp translation device; requests the establishment of researhc facility at excavation site.
..
Investigation of afflicted lay adjuncts reveals possible warp taint.
..
Device declared heretical by the edicts of the Adeptus Mechanicus. Molecular annilhiation of artefact 297 ordered to commence without delay.

The 'molecular annilhaiton' bit is interesting (albeit method unspeicifed) but the real thing of interest is how Xenos tech was not immediately heretical - rather it was rather when it violated certain limitations (in this case, warp taint) that it became verboten.

Also the 'forge world' was previously identifed as a hive world. Interesting.


Page 77
..engravings and banners refer to battles which took place before the Age of Shadow, making this Dreadnought and the Battle-Brother within truly ancient indeed.
Deathwatch Dreadnought, which is over 5000 years old or more. Probably even older (6000 or more?)


Page 78
Brother Szobczak is an ancient, cantankerous Dreadnought formerly of the Imperial Fists 5th Company.
..
He survived his trials and was inducted into the 10th Company Scouts in late M34 where he served with distinction.
..
Brother Szobczak is extremely cross-grained, gruff, and bitter
..
...he will, at every opportunity, ramble on about battles long since fought, lost Battle-Brothers, and the particulars of why, in his day, Space Marines were better. He also has a tendency to react with surprising and often inappropriate anger or violence to even the slightest provocation. He can escalate any situation, and excels at making mountains out of molehills. In all, Brother Szobczak is a very trying, capricious, and frankly dangerous companion,
The Grandpa Simspon version of a Dreadnought, in other words. And he's more like 7000 years old. :P


Page 78
In early M35, Brother Szobczak was seconded to the Deathwatch and took his Oath of Vigil at a long-lost Watch Station in the galactic East of Ultima Segmentum.
...
At the end of his Vigil, Brother Szobczak petitioned to be allowed another..
...
He was granted his request and served three more vigils..
...
..he was honoured by being placed in a Dreadnought so that he could continue to serve.
Interesting that it may imply he served for close to a thousand years before being a dreadnought.. certainly a good many centuries more than a mere 200-300 is implied anyhow.


Page 78
..he is not entered into the list of Battle-Brothers slumbering in the Watch Fortress’s Chamber of Elders where the few Dreadnoughts offi cially attached to the Deathwatch are kept.
There are at least 2-3 other dreadnoughts in this Watch Fortress as well as this dude.


Page 79
The Battle-Brothers are asked to provide the pict, vox, and auspex telemetry from their power armour to Forge Master Greyweaver via a device used to harvest such data from the suits’ machine spirits. This is then played back for those assembled via a hololithic display and heavily commented on by the assembled officers.
Power armour telemetry data.


Page 80
"Imbru,” and here the room lights dim and a hololithic display flares to life over the briefi ng table, “was one of the lesser hive worlds of the old Jericho Sector."
A 'lesser hive world' and again it change sfrom Hive to forge and back to Hive. It does have a Forge on it though.


Page 80
"Your insertion into the Mechanicus Temple, or whatever structure is extant, is to be via teleporter."
..
"The Ultima Ratio is again at your disposal"
Deathwatch frigates have teleporters.


Page 80
Not to mention the fact that a threemetre tall walking artillery emplacement..
Rather short for a Dreadnought!


Page 81
A vicious impact like that of a full broadside rocks the Ultima Ratio and sends her listing to starboard. Every unsecured item is dashed into the corners of the compartment and the deck slopes like the prow of a Land Raider. The lights in the compartment flicker, and the tenor of the ship’s distant engines changes almost imperceptibly for a moment.
Possible indicator of the momentum effects of a 'full broadside' impact of unknown type.


Page 81
While the Ultima Ratio’s crew is composed of thousands of loyal chapter serfs who are both veteran voidmen and competent warriors...
..
The bridge crew under Brother-Captain Mordrus are all Space Marines, and a small squad of Deathwatch Battle-Brothers serve as the core of the ship’s security under the Ultima Ratio’s Master at Arms, Brother Aleksandr. In all, aside from the Kill-team, there are perhaps twenty Battle-Brothers total aboard..
Which is actualyl a rather large crew, both for human and Astartes, for a frigging frigate. Just how many people serve in the fucking Deathwatch in Jericho Reach? Nevermind throughout the galaxy!


Page 82
..harried Brother Aleksandr sitting before a bank of dozens of monitor-screens and barking orders into the ship’s vox. Numerous loops of fibre-leads run from the console to half a dozen polished input jacks set in Brother Aleksandr’s wrists and skull. Visibly angry, with sweat beading on his gleaming bald pate, the ancient Battle-Brother orchestrates his security forces from his console, reacting with preternatural awareness to threats even before they appear on his monitors, and moving his armed chapter serfs around the ship as if they were pieces on a game board...
Deathwatch Astartes using MIUs to provide him feedback/data on the situation onboard his ship and to more effectively deploy and coordinate its defense.


Page 83
While it is one of the smallest ships in the Deathwatch fleet, the Ultima Ratio is still more than a kilometre long with countless places in which a creature may hide,
'more than' Kilomtre long frigate.. unless that means 1.5 km its probably small by frigate standards.


Page 84
..Imbru was a small but bustling and exceedingly ambitious hive world home to an unusually large Mechanicus mission.


..
..obsidian-faced hive cities, Imbru was home to billions of the Emperor’s subjects.
..
..Imbru toiled to make their world into a military and economic powerhouse in an attempt to challenge the sector capital of Verronus for economic and political primacy within the Sector. Goods from the world commanded the highest prices, craftsmen and artisans from its hives were in high demand throughout the sector, and the soldiers and voidmen trained in its academies were held as paragons of military honour and prowess.
.


A bit on sector economics and again mention of a small/minor hive world with 'billions' population. Also served as a military acaedemy/training center of sorts for ground and space forces (not officers at that!)


Page 85
As this maelstrom of Chaos reached its zenith, Imbru and countless thousands of surrounding star systems were consumed in an instant in the opening of the Hadex Anomaly.
Thousands of Imperial worlds, or just worlds in general? In any case it gives a loer limit to the number of planets inside this particular warp storm.


Page 85
The Ultima Ratio transitions from the warp in the far reaches of the Hemic System...
...
..the peace of lying at anchor in the oort cloud of even as corrupt a star system..
..
Here at the farthest reaches of the Hemic System...
..
Being so far from the inhabited parts of the system, and shielded by the countless, massive comets and ice asteroids of the oort cloud, there is little chance for detection. Unfortunately, there is also precious little vox chatter to intercept, and what little can be detected is garbled and mostly unintelligible.
Emergence distance in this system. Again 'oort cloud' must mean 'kuiper belt' which is pretty damn far out for translations. Also limits on detection and vox (range wise)


Page 88
Plasma Anti-Personnel Mine: Small, pressure activated anti-personnel mines..
..
..
The AP mines deployed by the Iron Warriors in the Maze are an unknown pattern of plasma mine designed to kill Space Marines, that deal an incredible amount of damage to a very small area in very short order
Plasma mine.


Page 88
Typically hidden in piles of debris along heavily travelled routes, they are equipped with sensitive bio-monitors that can sense even the weakest bio-signs at a range of two metres. Once a bio-sign has been detected, a small shaped charge propels the leaper roughly two metres into the air where it detonates, spraying an area fi ve metres across with lethal shrapnel.
Leaper mine.


Page 90
Squat and unlovely, the thick exterior walls of the bunkers are made of reinforced rockcrete...
...
Each wall is at least a metre thick and set with doors of heavy, reinforced steel...
...
Barracks are large enough to house up to eight warriors with storage lockers for their wargear and other accoutrements, and bare steel bunks for sleeping.
Bunkers, wall thickniess and properties Stats (game stats that is) wise the rockcrete walls are 50% more durable than the reinforced steel doors.


Page 90
..tank traps resemble squat fl at-topped pyramids made of reinforced plascrete. Each is roughly three metres on a side, stands about one and a half metres tall, and weighs over half a tonne...
Dimensions and weight of plascrete 'Dragon's Teeth'. Either they aren't solid or plascrte is damn light (less dense than ice.) given those dimensions and such.


Page 93
the Obsidian Forge. Once the heart of the Adeptus Mechanicus mission on Imbru, this vast ebon edifi ce was, like all forges, a combination of research laboratory, manufactorums, and a grand cathedral dedicated to the glories of the Machine God. Once upon a time, the laboratories hummed with hymns of discovery and the forges rang with the song of a thousand hammers as the furnaces, fi red by the fiery heart of the volcano itself, churned out tools and weapons, vehicles and voidship components in equal measure.
..
..the Forge sweeps in elegant curves some fi ve hundred metres from a semicircular plaza at its base to its crenelated parapet.

Admech Forge. Again note the 'research' function as well as manufacture. Also the implied geothermal power tap


Page 94
In its day the room served as chapel, lecture hall, and meeting place, and was a marvel of Mechanicus design, with cunning omnidirectional lighting and passive sound dampening and focusing systems that made the vast, echoing hall seem at once expansive and intimate.
AdMech interior design.


Page 95
Equal parts dormitory and hostel, the cloisters were built to house not only the Tech- Priests and assorted functionaries who lived and worked in the Forge, but also the countless visitors and pilgrims who visited the Forge from around the Sector and who held status enough to secure a spot for themselves.
..
Designed with only the barest of human necessity in mind, these tiny, intimate chambers are nevertheless comfortable in their own way.
AdMech Forge accomodations.


Page 96
Through the shattered doors is the cogitator chamber. The air in this frigid room hums and clicks and chitters with the working of the massive, ancient cogitator banks arrayed within, and your breath steams as you enter. A thin skein of frost lies on every fl at surface. The cogitator banks, each one an ornate edifi ce of brass, crystal, and polymers covered in lights and fl at pict screens, are sealed behind force fi elds to prevent their being tampered with.
Basically, the Forges main computer complex.


page 96
Here lie the cogitator arrays and near endless data stacks that form the Forge’s nerve centre. Billions of calculations per second are performed by the ancient and cunning machine spirits who call the glittering techno-arcane assembly home. Many of the tasks they were designed to perform are long over now, the equipment they operated or the systems they oversaw destroyed in the fall and the coming of the Iron Warriors. Due to age, poor maintenance, and lack of need, much of the cogitator array is currently off-line. The systems that are online are unfortunately deeply tainted by Chaos, and their machine spirits wrathful and insane due to long misuse and disrepair.
Indicator of cogitator capabilities and current state. Whether this reflects optimum capabilities or 'current state' capabilities isn't stated, nor is it indicated whether the 'billions of calculations per second' is per cogitator or for all of them (and its a big room as we learn with the following quote.)

Making much of the quote (in terms of real life comparisons) is problematic as well due to the phrasing. I google 'calculations per second' and you get links to various sites mentioning (amongst other things) Floating Point Operations per second and instructions per second and even then its not directly comparable because those two are more operations/instructions, which can encompass more than just calculations. So if it were literally taken as 'calculations only' (and rather caluclations = operations') you would have a great big, fancy, caluclator basically, which makes it actually more limited than a regular computer. However, with context (and what its described doing and what cogitators tend to be) its basically a computer, but it could be argued either way. We could figure that the 'billions per second' is reflecting a Coprocessor in operation, since the Cogitator is in rather poor shape, for example. On the other hand, the addition of daemons could be influencing the calcs too soo...

If we assume it refers to either FLOPS or IPS and disregard issues pertaining to its condition, then in comparison ot RL computers (as of this time) the cogitator is probably somewhat less capable to just as capable (depending on how many billions you figure, and what computers you compare it too.)

Calcs aside, the other interesting point about the calc is the implied 'self-aware' nature (again possibly due to daemon, hard to say.) and the fact the Forge's systems (quite possibly the industrial processes) were at least partly or heavily automated. Probably not completely, as it was mentioned that people were taken in when the planet fell and put to work in fabricating needed stuff to help defend the Forge, but it does imply fairly substantial automation (perhaps computer controlled servitors, which has been mentioned before.)


Page 96
The room itself is 50 metres on a side and twenty metres tall. Its centre is taken up by the dozens of brass and crystal monoliths, each taller than a Space Marine and weighing hundreds of tonnes, that make up the core cogitator array. Around the perimeter of the room are numerous workstations designed to monitor the cogitators, input data, perform maintenance, and to assist in the countless small tasks undertaken by those tasked with keeping venerable machines like this operating. Due to the immense heat generated by the cogitators, the room is kept at a constant, near freezing temperature to ensure the comfort of the cogitators’ many and capricious machine spirits.
More details on the implied size and scope of the main computer complex.

It's worht noting that there wer stasis tubes with Praetorian battle servitors inside the complex to guard it - apparently they aren't as worried about damage to them given its mentioned the servitors armaments are plasma cannon and heavy bolters.


Page 97
There is little of interest here for the average Battle-Brother, but to any Techmarines among their number this chamber is a veritable gold mine. The information stored in the cogitators’ data-stacks promises to keep the scribes and archivists at Watch Fortress Erioch busy for years. Anything could be lurking in the cogitators from a Mechanicus-centric but quite comprehensive history of the Jericho Sector to years’ worth of experiments, research, and secret projects undertaken by the Tech-Priests who lived here
Implies that the Techmarine could download/store data (in his own suit) from the cogitators. YEars worth of data and research. I think it would be safe to say this could amount to many gigabytes of data for the forge as a whole, at least. If not more.


Page 98
Unfortunately, after a few minutes working with the cogitators, the source of the strange uneasiness sensed when using terminals in other parts of the Forge becomes quite clear.
...
After 1d5 minutes of being connected to the cogitator array..
Accessing (and possibly storing) years of data in minutes.


Page 98
the Forge’s manufactorums, a sprawling open cavern fi lled with conveyors, fabricators, automated plasma welders, and thousands of arcane bits of industrial machinery teeming with slaves, Hereteks, and servitors.
..
..the forges burrow deep into the volcano and contain a multitude of workshops, laboratories, manufactorums, refi neries, and smelters..
Again Forge Manufactorum. Implied to have at least some level of automation, again.


Page 98
.Once these manufactorums rang day and night, producing numerous goods and services for the people of Imbru..
...
...as Imbru fell, the assembly lines and fabricators were retooled to build the weapons, wargear, and raw materials needed to fortify the Obsidian Forge...
...
Within these manufactorums are a dizzying array of apparatus and robotic assemblers all connected by conveyor belts and overhead trams carrying parts, tools, and fi nished products. At one time, the manufactorums of the Obsidian Forge made everything from household goods for Imbru’s middle-hivers to components and ordnance for the mighty voidships of the Imperial Navy and countless products in between.
...
..finished goods still come off the assembly lines to be packed and shipped by monotask servitors at a regular pace.
More on the nature of the manufactorums, including more automation of some degree or another.


Page 98
..Within each manufactorum, of which there are dozens in varying states of readiness, constructing nearly every conceivable item
Dozens of manufactorums in the Forge


Page 98
..The cavern that contains the blast furnaces, crucibles, and smelters that feed the Obsidian Forge’s constant hunger for raw ores and refi ned alloys is nearly two kilometres in length and five hundred metres tall.
Size of the furnaces - the place providing the raw materials ofr the manufactories.


Page 99
Located at the very heart of the volcano and fed by the seething molten heart of Imbru itself, the Forge’s power plant is a monument to the ancient arts of the Omnissiah. Using ancient and mysterious machineries that date from the Dark Age of Technology, the power plant uses the heat and tectonic energy of the living planet to run a series of massive turbines the size of gun cutters in the generatoriums, which in turn generates the incredible amounts of power needed to operate the various systems and manufactorums of the Obsidian Forge.
The Forge's manufacturing powerplant - Geothermal basically


Page 99
Poorly maintained steam pipes as big around as a Rhino APC, and under hundreds of kilograms of pressure, vent live, scalding steam through cracks and loose fi ttings with the force of a plasma cutter.
'kilograms of pressure' is an inappropriate measurement, since kilogram would be a unit of force, and pressure would be 'force per area' - eg pounds per square inch, althoughit may imply something about the capabilities of a 40k plasma cutter ()and its noted they represent a threat to power armoured marines.. for whatever that is worth. This is all partly game mechanics on top of the inaccurate terminology so...)


Page 99
..An explosion, an overload in one of the generatoriums, or a simple over-pressuring of the system could set off a chainreaction that would not only destroy the forge, but could quite possibly trigger a catastrophic geological event that would destroy everything for hundreds of kilometres around the volcano. Doing so would effectively destroy the Javar Gate and neutralise the Chaos problem on Imbru, possibly for good.
Once more you can set off chain reactions and blow up 'volatile' geothermal power taps, although this one is more at worst country/continent destroying (depending on how you define 'hundreds of kilometres, that is.) rather than world-devastating. :P


Page 100
A Seismic Escalation Detonator in a locked case embossed with the symbol of the Imperial Fists. This item is both a tool and a weapon and is ideal for demolitions and siege work. The unit consists of a powerful sound emitter roughly the size of a man that is planted in solid ground or the walls of a fortififififi cation by way of a large spike. Once in place, it broadcasts ultra-low frequency sounds that set up sympathetic vibrations in ground and structures . These units are powered by rechargeable power packs that are good for about one hour of constant operation. The longer the unit operates, its tremors grow more powerful and it causes more and more damage to surrounding terrain and structures.
Basically a sonic demo device.


Page 100
A crate containing a dozen data-slates with full colour pict and vox outputs. Each data-slate bears the cog and skull of the Mechanicus embossed on the cover, and contains one of a twelve volume set of the history of the Mechanicus mission in the Jericho Sector.
AdMech historical slates.


Page 100
Six doses of Sacred Unguents in vials set in a small, baize-lined metal box stamped with the skull and cog of the Mechanicus. Unfortunately, due to their age and exposure to powers of Chaos, these Sacred Unguents are utterly corrupt and have the opposite effect on machines than they were designed for.
Which again suggests that - in universe - the 'religious' crap ascribed to the AdMech really does have tangible benefits - at least it has to if the corrupted Chaos version has the opposite.


Page 100
breaching augur is made of super-dense adamantine alloys and fitted with a matter-wave generator that causes it to vibrate millions of times per second. It can be used to great effect breaching walls and bulkheads and destroying fortifi cations and vehicles. The augur can also be used against individual enemies with gruesome effect, rending fl esh and drilling holes through armour and carapace alike.
Either its a vibro weapon, or a power weapon. Still vibrating that fast sounds damn impressive, destructive, and must need some pretty durable materials to keep the machine intact.


Page 100
A malfunctioning elucidator that is,..
..
..whenever it is used to decipher alien or unknown languages
Elucidator - 40K version of a portable Babel Fish. This particular one is corrupted, so it also gives incorrect translations (leading ot dangerous situations) as well as corrupting the user gradually through its use.


Page 100
..A large, long barrelled bolt weapon with no marks of provenance, built to Space Marine specifications, lying in a steel grey armaplas rifle case. This gun is a bolt action, single shot precision weapon chambered for Astartes bolt rounds and fitted with light absorbing polymer furniture. Obviously built to hunt powerful, thick-skinned xenos, it is a deadly and elegant weapon. Also in the case is a silencer, a rare and valuable Omni-Scope (combines the effects of a red-dot laser sight, a telescopic sight, negates penalties due to shooting in darkness...
...
..can be connected to a MIU or other cybernetic weapon interface
Bolt sniper rifle. Not quite a sniper pattern bolter, but close.


Page 105
the Kill-team is teleported aboard the Ultima Ratio, still at her anchorage in the lee of Imbru’s moon...
..
"Vox traffic has increased tenfold in the past four local hours, and half a dozen ships bearing Chaos markings, two of which are cruisers, appeared in system not half an hour ago."
..
"Leaving this system will not be easy, however, so I suggest you ready yourselves. The next few hours will be trying indeed.”
...
Their only hope is to slip moorings and pull as hard as they can for the system’s edge where they can transition to the warp..
...
...help the Ultima Ratio’s Techmarine enginseers soothe the ship’s machine spirits and ready her for the hard, fast burn to the system’s edge.
It's implied that from the orbit around Imbru to the warp translation point at the 'edge' of the system takes 'a few hours' whcih if we take it literally means 2-3 or so.. but we could probably expect it to mean less than a day (no sleep or anything.) Distance is an issue - we knwo earlier that it *probably* means around 30-50 AU if we go with the Kuiper belt interpretation. Alternately we just fall back on the old '1-10 AU estimate I usually use.

Even at 1 AU, travelling to the edge of the system in a few hours would require tens or hundreds of gees depending on how you define 'a few hours' and the average velocity is somewhere between 1-4% of c. At the other end (30-50 AU) things arc up considerably.. hundreds (and more probably) thousands of gees and velocity topping out at .9+c (and it gets wonkier due to relativity being involved.. I suspect that would affect the calcs quite a bit, in fact.)

So in all probability, either the distance to the edge of the system is alot less than previously estimated, or the 'few hours' can't be taken too literally (although even with 30-50 AU, you could be travelling for over a week to the edgeof the system, and still need 10+ gees to pull it off AND pull close to 10% of lightspeed top velocity.)



Page 107
...One final Astropathic transmission was received by Watch Station Midael seventy-two Terran standard hours after the fi rst arrival of the Anomaly,..
not fast as speed goes, assuming that the 72 hours was all transit time


Page 108
they found in the deepest, most hardened armoury a dozen Astartes Vortex Torpedoes. Truly frightening weapons designed to tear holes in realspace upon detonation,
Vortex torpedoes.


Page 110
..these are Broadside-class battlesuits— plodding, heavily armoured suits armed with sophisticated auspex systems and an array of very heavy, long-range antiaircraft weapons
AAA broadside variant


Page 113
The towering, crystalline structure of the station’s main cogitator array runs floor to ceiling through this massive chamber. Thirty metres tall and shot through with glittering, multicoloured lights that flash and twinkle and trace patterns in the crystal like quicksilver.
Deathwatch station cogitator. Magic crystals again!


Page 116
In an instant the station is gone, and with it the Ghanathaar and many of the Jericho Reach’s Tau.
...
With the Ghanathaar utterly annihilated and the Tau dealt a crippling blow in the Jericho Reach..
I guess the Ghanathaar had some pretty significant influence over the tau and their forces, and this crippled them badly.


Page 132
..siege auspex. These powerful scanners can see through the densest materials to fi nd their weak points. They are used for fi nding stress fractures, reinforced or uparmoured areas, hidden passages, power conduits, and numerous other items of interest to a siege engineer. The machine-spirits of a siege auspex, while canny, can only see so far through solid objects and have a fi xed range of about 20 metres. Things like energy fi elds, thick bulkheads, iron, stone, armourplas, and plasteel can reduce the range of the unit or blind it all together. GM’s should take into consideration the materials being scanned
Siege auspex.


Page 138
Warsmith Zhorisch carries this rifle-sized weapon of incredible antiquity and destructive power as proof of his technical and military prowess. A bulky, deadly looking weapon of unknown provenance, the Atomizer resembles a matte grey meltagun with heavy shielding and a back-mounted power source. The weapon fi res a blast of irradiated particles that effectively melts living creatures, boiling them alive and blasting apart their individual cells. It can even set fire to metals and ceramite before disintegrating these materials. Aside from their devastating effects on living organisms, the Atomizer also irradiates everything in its blast radius.
boiling a human body would be double digit MJ, and in the right circumstances could explode someone (steam explosion) in the process.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Last one, Emperor Protects.


Page 4
The diodes are devices that can be used to manipulate space–time to open a breach into the Immaterium.
Thaumagramm diode, and technological devices at that. Intending their use on the Jericho Reach Warp gate. Interesting bit of warptech.


PAge 4
Antisonate plating. This special and unique plating is typically used to cloak some of the best stealth craft in the Reach. However, in addition to being rare and costly, it is ineffective on large vessels. To allow the plating to maintain its stealth properties over a larger surface area, Vayze has combined the Antisonate with rare Decavane crystals.
...
At the Irradial Forge, construction of their stealth warship, the Ruin Bringer, is nearly complete..
Super stealth space armor plate.


Page 9
...the Crusade is far from self-sustaining. Troops, rations, ammunition, and virtually every other component of the trident assault must flow through the Warp gate, secretly siphoned from Segmentum Obscurus. The Crusade’s masters recognise that sooner or later either the resources or the secrecy that sustains their lifeline will give out..
Crusades it seems are meant to be able to sustain themselves off the resources of their conquests, without any external aid. This could explain the Sabbat Worlds CRusade and some of the issues its faced.


Page 12
The Horizon’s Pride is a massive vessel with a crew numbering tens of thousands.
It's later identified to be the size of a 'raider'. :P



Page 15
The trip to Aurum takes close to a month. Even as charted by a Navigator, the route from Erioch to Aurum requires detours and frequent re-calculations because of the presence of the Hadex Anomaly.
Slow travel.. hundreds of c perhaps.


Page 17
Aurum
Population: Estimated 2 Billion
...
Governmental Type: Indigenous Monarchy
...
Military: The Aurum tribes have a primitive force of infantry and cavalry (roughly two regiments of each)
Light on the military side, but large for a feral world too, not unlike Iocanthos.


Page 17
Decavane crystals can hold an exponentially larger charge than standard crystal batteries, making them highly valued for alternate weapon patterns and other military equipment.
Crystal batteries - an alternative to liquid metal batteries one imagines.


Page 18
Midasaur scale armour is so strong that it confers the same protection as standard flak armour.
yet another organic creature with skin as tough as flak.


Page 19
Decavane crystals are more myth than science.
...
The crystals are most valued as concentrated energy sources for various armaments...
...
No authoritative story exists as to the origin of the crystals. The most prevalent theory connects them to Eldar terraforming. Others point to their exclusivity in the Jericho Reach as evidence that they must have been developed by the civilisation that once dominated the Jericho Sector before it fell to shadow.
...
Alternatively, the power source of any piece of equipment may be modified, increasing any time limits on its operation by a factor of x10.
They can also boost the power of weapons. The only weapons mentioned to be boosted are las, plasma, and powered weapons. 10x greater energy charge. Tells you something about Imperial battery tech.


Page 20
Its handle is common carved stone, but the blade is a large, curving talon of sleek charcoal black chitin.
...
...identifies it as Tyranid in origin. The merchant swears the blade is extremely rare and can cut through anything.
Tyranid chitin claw.


Page 21
He is tall and powerfully built even for an Auran—standing almost as tall as a Space Marine.
The typical Auran is mentioned to be a head taller than Imperial average, which suggests something about this guy's height considering he's reaching Astartes height.


Page 22
...standard terminology has evolved to broadly classify the many types of worlds encountered in the Imperium. The designation feral world indicates a planet with a primitive technology base. While other traits are common with such cultures, such as physiques evolved for survival and savage traditions, these are not universal (or unique) to feral worlds. Even the measure of technology can be subjective, as Imperial-controlled feral worlds may often have acquired tools and weapons through trade. However, their understanding and treatment of such items would make most tech-priests shudder to witness. (Hence the lifespan of a machine spirit on a feral world tends to be as short as that of the planet’s inhabitants.)
Imperial world classification. Like most things, not very precise.


Page 30
Like most Tyranids, Genestealers can subsist on nearly any form of biomatter, but their instincts drive them to hunt animal prey first.
Genestealer 'diet'.


Page 32
The first sizeable generation of purestrain Genestealers matured in this period. One night they made a coordinated push through the fire perimeter...
...
One of the xenos, possibly the original specimen, had grown in power and cunning over the years. It manifested psychic powers and managed to mesmerise one of the sentries..
No more than 4 years by the timeline, possibly less... giving a conservative idea of Genestealer maturation (implied to be far less than a year.) The 'leader' matures beyond the norm in a couple of years, giving it greater abilities.


Page 33
The Battle-Brothers may propose having the Horizon’s Pride raze Grensvayl from orbit. This is possible, although Lan advises against it. The settlement’s depth in the ravine makes it unlikely that the ship could get a clean shot. Some of the notoriously resilient Genestealers would al most certainly manage to survive in the nearby caves and resultant rubble.
...
Still, if the Battle-Brothers insist, Lan agrees to a targeted lance strike.
...
All of the exterior locations become smoking ash and rubble. Several of the infected warriors in the storehouses survive in the cellar levels.
Lance strike against 'stealers. Hard to calc, and its probably a tactical strike anyhow.


PAge 33
...they may be able to obtain and modify a torpedo from the Rogue Trader’s vessel to create a bomb they can plant in the town. The payload has sufficient destructive power to level the settlement..
making an impromptu explosive device from modified torpedo of some kind.


Page 35
A Genestealer is capable of using the same telepathy that links a brood of the horrific xenos together to dominate the mind of a being infected by its genetic material.
Brood telepathy.


Page 35
A Space Marine’s superior physiology added to special Deathwatch treatments makes him immune to the Genestealers’ infection..
Deathwatch get added 'treatments' to enhance their resilience to infection from 'Stealers (and probably other sources.


Page 36
Magos Vayze devised a way to use spent Decavane crystals to absorb the same great quantities of energy they can emit. While the Irradial Forge certainly has more traditional uses for Decavane as a power source, its role as an energy sink is what makes it vital to the Ruin Bringer.
Using magic crystals as a heat sink/energy storage medium as well as a power releasing one. This implies that the magic crystals had already been 'charged' so to speak.


Page 36
The creatures are quite intelligent, particularly Broodlords. Furthermore, they pass a sort of racial memory to their offspring...
...
...even though recent generations of Genestealers have been born in an isolated feral settlement with none but their own alien kin to learn from, some of the recent infected warriors still have a loose grasp of technology.
Broodlords.


PAge 37
The principles of the design have certain patterns in common with teleportation technology. Something in the flow of powers depicted relates to time and space manipulation.
teleporter technology has some similarities to the Chaos diodes mentioned before. Probably explaining why it opens warp rifts. The fact that teleporters are 'time/space' manipulation devices probably also explains how they reduce things to quivvering hunks of fused meat at times.


Page 42
Like all Tyranid creatures, if Genestealers remain through a Hive’s consumption of a planet, they are ultimately re-absorbed into the Fleet’s pool of biomatter. The drive to avoid this fate is the very trait that makes Genestealers effective vanguard organisms. They are driven to flee ever further from the oncoming Hive Fleet, infecting and destabilizing more planets as they go.
Tyranids use genestealer self preservation instincts as a means of driving them onwards to other territory, to find other planets to eat.


Page 56
At the heart of the Crusade’s military power and the centre of the Iron Collar that defends Imperial possession of the warp gate, the fortress world’s perimeter is littered with defences. The first layer of fortified space is a sphere of mechanised battle stations, their augur arrays constantly scanning the void. A few track the Angelus Invictus with their plasma batteries as it passes. Next, on the outskirts of the occupied ring, are the massive space docks where Adeptus Mechanicus adepts repair and slowly construct new ships for the Imperial Navy. These jagged spires and gargantuan platforms berth everything from gleaming new fighters to the war-ravaged skeletons of cruisers who survived battles their crews did not.

Supply stations, more advanced sensorium arrays, and voidfaring troop barracks orbit closer to the faded greyish-green planet
Imperial territory in jericho Reach, especially the defenses and the shipbuilding/repair docks. Also note the orbital barracks.


Page 63
In the Imperium, older is usually better. Anything built in contemporary times is a copy of a copy of a copy of a design only half remembered.
Really what it means is that older tech designs are 'usually' better than new ones. Older vessels may be decrepit on the other hand due to age. But not in all cases.


Page 69
A series of anomalous seismic tremors have been wracking the southern hemisphere, causing rampant destruction and tidal waves. Imperial diviners and the Geomancers alike attribute it to something more than natural activity.
I'm guessing Geomancers are sort of the 40K analogue to geologists, only with more magic to the technology. As we learn, they're ADMech.


Page 70
Even though Magos Geomancer Quezalt has no official rank with the PDF, he is clearly in command of the dozen troops stationed in a facility packed with sophisticated cogitators, augur arrays, and data processors.

Karlack is of interest for the Geomancers for two reasons: the unusual seismic and tidal activity in the south and as Quezalt puts it, “the opportunity to witness a greatly accelerated decay of the natural geologic state due to modernisation.”
See? Geomancers are Admech geologist types.. only more magical seeming.



Page 70
The seismic activity that drew the Geomancers here has grown from interesting to dangerous. Whatever is happening in Inquisitor Vincent’s city beneath the sea is causing catastrophic earthquakes and tidal waves in the southern hemisphere.
...
"I have isolated the main fault line through the island. The local plates can be stabilized for a period of two years by large magnitude applications of opposing force."
...
"Such as explosives. I have already placed sixteen of the twenty necessary devices. However, the last four seismic pivots remain beyond my physical capacity to reach. Were individuals such as you able to place the four charges, I can initiate the stabilisation. Consider in your timing: a seismic wave is about to reach us that will submerge this island in eight minutes.”
Some kind of explosive to avert disaster.



Page 73
Kal’tran is supposed to be home to the most advanced deep sea vessel on the planet, the Jericho Cathurian class submersible.
...
Submersibles are not common vehicles in the Imperial armoury, and the Cathurian is rare even among submersibles.
Considering the rarity with which they need to engage in naval warfare (given their space based fighting) this is no surprise.


Page 74
In exchange for such luxuries as juvenat treatments, Ilvaris has roused discontent and furthered the Alpha Legion’s cause from within on more than a dozen worlds.
Juvenat treatments used for bribes.


Page 74
Surbryte and his closest devotees wield sleek rifles with a vibrant green chamber inset in the barrel. They emit wide beams of disintegrating energy. This deadly polarised lightning scours away skin and armour more efficiently than the most caustic acid. Layer by layer the target’s molecular bonds break. Starting with the armour, then the skin, then his insides, the victim’s body turns into gaseous particles that bond with the beam of the weapon.
gauss flayers.


Page 78
The Necrons do not become known to the Warhammer 40,000 universe at large until 897. M41 when they begin to wake in force. That is decades later than the current Deathwatch setting.
That would be something to reconsider in light of the curret Necron Codex, were I not too lazy to check.


Page 79
The young, slightly plump junior officer apologetically explains that using the augury-only guidance systems of submersibles requires special training
Self explanatory.


Page 80
The energy drain the Kill-team experienced earlier on the sub was the activation of the tomb’s primary systems—the call for its occupants to wake. This process required great amounts of energy, and the alien xenos city is capable of harvesting that from anywhere. Most of that energy came from the life forces of the Reborn xeno-cultists. However, the mechanism continues to slowly leech life from every source available to it— flesh and machine alike.
Necron Tech seems to frequently operate on a concept similar to a lasgun power pack - you can basically charge it from anywhere, so long as the source has energy. Star's probably make the best source because they are (relatively speaking) plentiful and easily tapped. Considering their stasis/sleeping options, it probably isnt surprising.


Page 80
The Cathurian has a single nautical boarding torpedo, built from the same pressure-tolerant metal as the submersible itself.
...
..they can load into the boarding torpedo while the Enginseers adjust its electromagnetic properties. They target what appears to be an unstable portion of the dome, theorizing the altered field may allow the torpedo to pass through.
The "dome" in question is a force field containing and protecting a part of a Necron Tomb city on the planet. So basically they alter the properties of the torpedo to pierce the shield (which is holding back the water.) Rather interesting all told, although nothing says the shield is a void shield. I wonder which 'electromagnetic properties' they're modifying.


Page 81
The gold bridges are flat and only a few centimetres thick, but solid as adamantite. However, an eight metre gap has been melted from each walkway with a high-powered energy weapon...
Necron bridge technology is light years head of everyone else's



Page 82
These are not more buildings, but weapon platforms. Each of their four corners mounts an array of huge energy weapons. These beam weapons look identical in all but size to the alien rifles in the hands of the senior reborn. If their strength increased as much as their size, these weapons could be capable of stripping the hull from a Rhino.
Another sort of gauss weapon I dont know how they scaled it up.


Page 82
The Undying were masters of space and time. Teleportation was a common method of travel for them, as witnessed in the sigils.
Necron teleportation is common, as we know.


Page 84
A virtually impenetrable force dome similar to that covering the sunken city protects the power matrix.
Defensive shield covering important facilities. Necrons appear to have shields as well.


Page 85
If they are outside at the power core, the Battle-Brothers must get inside and quickly to avoid being swept away as the ocean crashes down on the necropolis. The impact of millions of tons of water creates fractures immediately. Large stone chunks fracture from the tombs as they begin to fill with water.
Self explanatory


Page 86
I have personally collected three samples of these translucent tubes in varying sizes, and they are perhaps the most commonly found xenos artefact on Karlack.
..
The conduits have proved highly resistant to heat and energy, suggesting they were used to conduct power in weapons and technology.
Necron technologies from some sort of tech. Its similarity to the super crystals may not be a coincidence..


Page 99
"Samech has been trading for the components of antisonate plating in prodigious quantities.“
...
"Antisonate plating is costly and has mass limitations. We have never encountered it on anything larger than a Defiler. Whatever they are fashioning, it is far larger, and will be all but undetectable to most augurs."

Page 101
Antisonate plating is refined from rare, wave-absorbing ore
magic stealth plating.


Page 104
...the hungry forges of the Adeptus Mechanicus had stripped Samech of resources.

It is a land of poisonous waters, soil that cannot support life, and strip-mining scars that plunge kilometres into the planet’s crust. These trenches and craters made natural sites to build manufactorum and hab clusters.
...
The planet has been plundered to such a degree that the remaining ferrous metals of Samech’s outer core are unevenly distributed and shift frequently. This creates strange magnetic currents and fierce electric storms.
That's.. alot of resources. If they're depleting the 'core' (I'm not sure whether to assume its literally the core or figuratively the core and they mean the mantle) that means that the vast majority of the iron (and other mateirals, for that matter) in the crust must have been tapped out... e20-e21 kg worth of material quite easily. Of course we don't know how long they've been tapping it but even over a period of millenia would be pretty damn insane


Page 104
Synthetic protein supports most of the planet’s inhabitants, but the lack of biological material cannot be fully overcome. Most of Samech’s genatoriums and vehicles use atomic energy. However, promethium is a vital component in certain ancient devices and maintenance rituals that the planet’s Magi have corrupted, but not foresworn.
Food supplies - I imagine they recycle even more heavily than most ancient hive worlds. They must still have plentiful nuclear fuel to run on atomics, unless we're talking one of those exotic atomic/nuclear reactions (like from Salamanders.).
Fossil fuels seem to be at a premium for certain functions though.


Page 104
...and so they devised the Carbon Transmuter. This machine’s twisting maws of pistons and bubbling alchemical vats can take any organic matter and convert it into glistening black promethium. The most common and easily obtained organic resource is of course human menials.
Samech has a well-developed biofuels industry as well, which again indicates that promethium is not just a single source but rather a whole category of fuels. And I thought 'wood burning' tanks was insane. Samech can run their fossil fuel engines on PEOPLE!

They mention that the Magi rely on slave trade and forced breeding to maintain their labour pools, which no doubt explains where the food and fuel come from (eventually)


Page 104
While Samech has its share of both [daemons and mutants], the warp’s influence took root most deeply in the technology for which the planet is renowned.
Adverse effects of being caught up in a warp storm/rift.


Page 104
Millennia of industry stripped kilometres off the planet’s crust; in some cases it came close to reaching Samech’s upper mantle.
nice to have clarification. tHey seem to have again heavily stripped the crust, down close to the mantle. Even if only 10% of the iron in the crust was touched in this way we're talking a whole fucking lot of iron, nevermind other materials.


PAge 104
When the rust decapods evolved, they sought these weak points like boreworms seeking exposed flesh. The creatures are impervious to heat, and therefore capable of feasting on the planet’s metalrich mantle without harm. The resulting breaches frequently erupt in geysers of molten minerals.
It's mentioned that Chaos troops barter for the decapods and use them as weapons against the Imperium. Considering its a life form feeding off the planet's mantle....


Page 104
Another strange but less overtly harmful type of fauna are the simuloptera, which are virtually unknown beyond the planet. The original purpose of these nanotech colonies can only be speculated, but they changed drastically once Samech entered the Hadex Anomaly. With chroma-simulator shells, they are the perfect chameleon. A hive can range from the mass of a bolter to a Thunderhawk, and mimic the appearance of anything with equivalent size.
'nanotech colonies' of some kind. Corrupted nanotech that is. Was it an industry/technology common on Samech before then? we know of others like it (the Admech Colony around Glavia.)


PAge 104
Dozens of orbital docks are locked in orbit; some have metal umbilical cords that plunge through the gray atmosphere to the mechanical placenta of the forges.
Some kind of Space elevator, I'd guess?


Page 106
While Samech is relatively distant from its corrupted red sun, the man-made thinness of the planet’s crust has increased the temperature drastically over the years.
Again self explanatory.


Page 109
There is no doubt that activity in the shipyards has increased of late. The number of menials assigned to labour there has easily tripled in recent years, and vehicles constantly run between the yards and the forge.
The Ruin Bringer's construction time heavily implied to be a matter of 'years'


PAge 110
With no flora and no organic fauna to speak of, the menials are utterly reliant on the Irradial Forge to feed them. A hungry worker is a less productive worker, and the Forge’s Magi run exact calculations to ensure the optimal mass of protein ships to the dispensary each day.
...
Twice a day, crowds form and conflict ignites as the dispensary hands out corpse starch wafers and amino strings.
Feeding time on Samech. This being the AdMech they're very precise about the food requirements for the slaves. Also without surprise, its corpse starch food.


Page 110
To prevent such escapades, the dispensary’s outer walls are coated with heat-intensifying foil. A would-be liberator is lucky to fall back to the ground with major burns. The charred skeletons of a few more stubborn individuals are permanently fused to the building.
It was mentioned ealrier due to greenhouse effects of toxic gases, as well as the artificially thinned crust (due to mining) the temperature of the planet is such that combustibles can easily or routinely ignite. Well it seems on an amplified state you can burn or self-ignite at that rate. Fun place to live.


Page 111
The facility consists of a wide atmospheric platform and two orbital docking towers that stretch into space.
the shipyards.


PAge 111
...the most noticeable feature of the docks is the Mars-Pattern Titan...
...
Even on its knees the god-machine is nearly a hundred feet tall. It appears the noble mind-core could not be subverted by the apostates...
...
Success identifies the Titan as a Mars-pattern Warlord class.
Warlord titan 100 feet tall (~30m)


PAge 112
These colossal machines carry weapons that can pulverise tanks, and their void field generators allow them to ignore lesser blasts like a man might ignore buzzing insects.
Titan firepower.


Page 112
One such task is refining the rare glass and alloys to produce antisonate plating.
...
Nearby lay a few sheets of the finished antisonate material. The thin panels are light-consuming black.

Nothing that touches them reflects, not light or sound or Samech’s implacable heat. They strike the senses more like voids in reality than tangible objects.
the super stealth plating.


Page 113
The docking pinions are above the atmosphere, in the void itself.
...
The infant Ruin Bringer berths along one of the docking pinions, an unreflective black shape against the sickly glare of the Hadex Anomaly. Its skeleton is complete, showing it to be no bigger than a raider class vessel. The antisonate plates are half laid, giving the illusion that darkness swallows the front half of the ship.
..

...they find it actively under construction. More monotasked servitors and several Tech-priests labour to complete the warship.
...
Its plasma drive is installed although the warp drive is not.
State of construction and size of the Ruin Bringer It still needs its plating and warp drive, but I guess its nearing completion as they actually say. The bulk of construction for a starship by this must be the skeleton and fitting in all the components. the Exerior must be pretty quick to add.

It also means the Forge world could build a raider-sized vessel (1-2 km) in a few years, which is about consistent with a Cobra-class destroyer. Of course the special stealth measures could be lenghtening the process (design and modifications).


PAge 114
He gave them freedom from the flesh through an ancient ritual.
..
It allowed the Magi to shed their soft flesh, but their life forces quickly began to ebb from their metal remains. Only a constant infusion of the bright life force of psykers is able to sustain the Magi’s spirits in their divine machines.
Not unlike the Emperor himself. It even needs to be psykers.



Page 116
...manufactorum zone is a combination of soot-blackened structures and open pits. These house slow-moving assembly scaffolds and work pits where dozens of men weld, hammer, and solder. The inner forge holds many completely automated production lines, but the items produced here require manual labour. The products may require manipulation too fine for the industrial machine spirits, or the Forge may simply lack the STC needed to automate its manufacture.
Lasguns are one thing, as are Void shields, and ammo. Automated construction seems typical for forge worlds. Also presence and degree of automation may vary due to either the kind of construction or the precision, not just absence of the ability.


Page 117
Void shields are common defensive energy barriers used on large vehicles such as interstellar craft or Titans. In the centre of this deep pit, huge, cruiser-sized versions are slowly constructed.
...
Layer by layer they apply stabiliser circuitry and projector lenses at the direction of the presiding Magos.
...

At set intervals he flips the Breakers Of Confirmation. These linked switches supply power to the newly-built shields, and unseal valves around the pit’s edge that pierce the planet’s thin crust. Only if the void shield is functional does it spare its creators from the magma jets that erupt from the opened passages into the mantle.
Void shield construction. functionla void shields can deflect 'magma jets' - we dont know what scale of void it is - might be cruiser grade. Not sure if this also means voids used circuit breakers (which shut them off when their threshholds are reached.)


PAge 119
The moulds for each of a Defiler’s parts are cast in stone. The moulds heat and cool with the flux of Samech’s subterranean magma tides. At high tide they grow hot enough to quickly smelt ore, the impurities separated by the electromagnetic fields. The impurities can then be skimmed from the surface of the mould. As the magma tide rolls out, the remaining metal cools—casting the pieces for assembly.
Defiler construction.


PAge 121
Each one stands slightly larger than a Terminator, and it is difficult to tell where the armour plates end and the grotesque misshapen flesh begins.
...
A blasphemous melding of flesh and metal, these hulking abominations bristle with weaponry formed from the stuff of their own tainted bodies. Metal plates overlap twisted sinews and plasma runs through cable-like veins. The fluid transformations of these bizarre cyborgs speaks of a techno-arcana that is only possible through the intercession of the Ruinous Powers.
.
Each is an Obliterator.


Page 122
This receiving station has dozens of spokes for the magnetic propulsion cars that send and receive shipments to other forge districts. The cars also form an unreliable transport network around the massive forge itself.
Forge world transport network.


Page 123
This active strip mine bores ever deeper into the damaged planet, exploiting the meagre copper veins in this location.
They're still mining out resources. From where (in the crust, mantle or what) I don't know yet.


Page 124
...this automated facility took raw ore into its huge receptacles and produced intimidating needle injector assemblies. The manufactorum has either been forgotten or the ore simply run dry, but the production lines continue their empty motions.
More automated factories.


Page 126
The Irradial Forge simply began to apply its principles of “improving” technology through warp infusions to the cogitators. Over the centuries this culminated in cogitators that are both self-powered and self-aware. Of course, this was only achieved through the blasphemous and dangerous binding of lesser daemons into the circuitry, using the same arts sorcerers must master in order to forge daemon weapons.
Daemon-possessed cogitators, as well as a similarity to forging daemon weapons.


PAge 127
Should these be opened, they hold racks of small stasis tubes. Within each one is knife-sized sliver of wires and circuits tracing vile patterns. These processor spores need nothing except a power source to rapidly evolve into impressive cogitator banks.
A computer.. virus? I guess.


Page 128
The supplemental generators are a remnant of that era.
...
The generators are traditional fusion reactors...
"fusion" generaotrs. This might be referencing the 'atomic' power from earlier. Hard to say.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next update: Mark of the Xenos.


Page 3
The most numerous of these auxiliary forces are the Kroot, savage and cunning carnivores that are infamous for their prodigious field craft and their horrible appetite for eating the corpses of those they have recently defeated.
The Kroot are the biggest auxiliary the Tau have. Although I'd bet humans come close.


Page 4
...the Hunter Cadre, a group of Fire Warriors who serve together and are linked by unbreakable bonds of loyalty and duty. This in itself is not too different from the codes that bind such warriors as the Space Marines of the Adeptus Astartes, but it is a bond ingrained not by tradition or psycho-conditioning, but, apparently, by genetics. Fire Warriors possess an innate sense of their place within the Greater Good, which is magnified by the presence of a member of the Ethereal Caste to extraordinary levels. While Fire Warriors willingly sacrifice themselves for the greater cause, when led by an Ethereal they display levels of devotion unseen in any other sentient species.
This isn't the first time parallels between the Astartes and Fire Warriors have been made. The Fire Warrior novel had them as well. not sure I believe it is 'genetic' unless these things have been made in the same way orks are, or if its some side effect of the Ethereal influence (they change it to make it genetic.) Tau don't act like some faceless, mindless drone or caricature of what the imperium wants people to be. They are people with thoughts and feelings and lives. They are a devoted and far more united people, but I do think that it is conditioning of some kind - the tau are just more 'receptive' to that kind of conditioning and to social unity.

Regardless of the why though, it is a fact that the tau are far more unified and prone to 'sacrifice' than the Imperium.



Page 4
In the Imperial Guard for example, regiments are founded and organised according to well established templates, such as infantry, armour, artillery, and so forth. Unless forced to downgrade by irrevocable losses, an Imperial Guard regiment maintains its role and specialisation, and is supported by a vast and rigid logistics train dedicated to its maintenance. A Tau Hunter Cadre is first and foremost a grouping of warriors, and, unlike an Imperial Guard regiment, is able to adapt its role to the strategic reality of war.
While they are intended to generally 'specialise' that is more an adminsitrative and logistical necessity due to the lack of standarization and centralized control. They cannot dictate much in the way of training or equipment beyond certain broad levels, so they never try. Anohter facet that is often described as part of the IG (such as in Tactica imperialis and other sources) is that the regiment is assumed to be of a certain capability and strength equal to any other regiment (including artillery and armour.) This is again largely administrative, but the presence of heavy and special weaponry (anti tank and antipersonnel) as organic to a regiment does permit them to be able to take on a wide vareity of targets. And it is noted in many sources (ilke the Munitorum manual) that IG troops will be issued (temporarily if it can be managed) extra equipment or vehicles (or have them attached) when the situation warrants it. Indeed, while the regiment itself is largely specialized, there is also the fact that regiments can be broken up and recombined in various forms.

That said, the Tau still have the 'organic' advantage of having a unified, cohesive force (rather than piecemeal), but they have better standardization and unity as a rule, so they can pull it off. And it isn't without drawbacks of its own (both in a material and logistics standpoint - a tau force without solid logistics is quite frankly fucked.) That coheison is also dependent upon the leadership (especially the Ethereal.)



Page 4
Tau Hunter Cadres maintain large stocks of specialised equipment such as Devilfish troop carriers and Hammerhead tanks, and can switch roles from light infantry to mechanised assault very quickly. This is partly due to the short logistics train made possible by the dense nature of the Tau Empire, for even its frontline units are never far from a storage or manufacturing facility. However, it also has as much to do with the mindset of the Fire Caste. It is seen as a warrior’s duty to master all forms of warfare and to advance in the service of the Greater Good. An experienced Fire Caste warrior will have started his career as line infantry and received cross training in the operation of every form of vehicle fielded by the Tau. He then progresses to serve first in a Pathfinder team, and next dons a stealth suit to complete his mastery of the arts of infiltration and ambush. The most skilled of warriors eventually join a battlesuit team...
Again the material-oriented nature of the Tau force is very logistics dependent. If they can manage it all well and good. If not... they'r fucked. The IG is almost the exact opposite - they tend to ASSUME shitty logistics and work up from there. Which is why they go with rifles that can be solar powered and tanks that can run on trees amongst other things.

The tau also have a very 'clonetrooper' or 'astartes' like education process.. they seem to do an incredible amount of cross-training before advancing troops, expecting them to master many differetn aspects. This can have advantages, and makes sense for eventual officers, but its also very time and resource consuming as well.. and you lose that investment if you lose the trooper. This isnt so much that 'all troopers should be cannon fodder' but there is a point where you can train too much. Which is one of the drawbacks of the AOTc-Era clones and the Astartes.

The interesting thing will be what will happen as the Tau keep expanding. Logistics will become more difficult as distances grow, and unless their FTL speed increases (comes to match the Imperium) they won't be able to keep up like they currently can.



Page 4
This system renders the individual Fire Warrior far more skilled and versatile than the average Imperial Guardsman and affords the Fire Caste an unprecedented level of strategic flexibility.
...
The Tau mature quickly, but their adult life rarely exceeds forty years. They only show signs of aging towards the very end of their lives, when infirmity comes quickly and death follows soon after.
Greater flexibility traded off against increasing the cost/investment of time and effort in the person. It's quality over quantity. Which is not bad, and works in certain ways, but it has drawbacks. and the Mateiral oriented nature of Tau warfare is its own drawback (EG logistics.) Also bear in mind they still lack in certian areas. The diveristy of weaponry is one (a major drawback against the Tyranids as the 5th edition 'Nid codex demonstrated) - they lack the heavy/special weapon types the guard has as options, both organic to the squad and as heavy weapons units (they put most of it on either the suits or the stealth warriors.) for example. There's also their emphasis on direct fire weaponry - aside from missiles they seem to have no other indirect fire capability (EG no tube artillery) which is a weakness as well.

Fire Warriors really stack up more against 40K Storm troopers in approach and mentality, while the auxiliaries are more like the Guard.

Also the short maturation and seniority is an advantage from a material standpoint.. it maximizes their productivity and minimizes the development time and the time they linger around.. consuming resources.



Page 4
I have come to understand that the Tau regard themselves as occupying some sort of moral high ground in everything they do. They condemn our actions, claiming our methods are excessive or unreasonable, yet have a justification for every one of their own, often equally extreme, deeds. When they hear that Imperial forces have decimated a rebellious world, they call us callous and state that such things could never occur under their beneficent rule. Yet, when they invade a world that refuses to submit to joining their empire, they at first deny all involvement, and then eventually cite the necessity of their vile collectivist creed. They preach equality and the value of every sentient being, yet they allow their auxiliary subjects to make sacrifices they rarely ask of their own kin.
This much is pretty accurate. The thing is I don't think they see it that way. To them the greater good pretty much justifies anything, evne what amounts to lying and double standards. It's a product of their mindset and ideology, and its not really different from the sorts of self serving justifications other races (say, the Imperium) will do.

this pretty much explains the imperialist approach - invasion and conquest, the forced sterilizations you hear about, and other things. For them its simply a facet of the Greater Good.



Page 5
Markerlights are laser designator devices, used to “paint” a target for other units to fire at. The evice can be hand held, mounted on a weapon or carried by a drone. When activated, the Markerlight projects a beam of light at a target of the bearer’s choosing, measuring the exact position of the target relative to the user. This targeting data is then transmitted to other units, who utilise it to guide their own fire.
...
The only downside of the device is that the beam, while invisible in normal conditions, becomes visible when it passes through dense airborne gas or vapour (such as smoke or fog) and in so doing risks giving away the user’s position.
Laser designators are hardly unfamiliar to the Imperium. again the difference is less the capability but more the fact that logistics allows for greater standardization. What passes for their artillery is highly dependent upon designators.


Page 5
Tau, Kroot, Vespid weapons. Airbursting fragmetnation launcher is 60m range. Braodside Railgun and Seeker missiles are 50m. Ion cannon is 200m. Smart missile system is 90m.
Vespid neutron blaster is 30m.

Rail Rifle, Markerlight, Kroot Hunting rifle, Kroot Gun, and Kroot Bolt Thrower are 150m. Kroot rifle is 110. the Kroot rifle is a bolt action rifle, possibly large calibre, so we might figure a range anywhre from 600 m to a mile, depending on parameters and calibre, and I dont remember enough quite to specify. Rail rifles (their sniper/AMr rifle equivalent) have 16 shots (as opposd to 100 in the Chapter Approved stuff) and a range equla to a long las. Pulse rifles have a similar range in the Core rules, and either one or the other was used in Savage Scars to snipe from 2 km away.. suggesting long las have similar range and a lasgun is 2/3 that (1.34 km) which meshes up broadly with the range extrapolations done elsewhere (at least as far as rifles are concerned.)

rail rifle 150m is similar to pulse rifle range and long las range. In the novel 'savage scars' we have a tau sniper take out a Marine from 2 km off, giving long las and pulse rifles that range. A lasgun by contrast would have 1300 m range roughly.

Kroot Rifle has semi(2). Ion cannion has full (3), Smart Missile system has Full (4). Kroot rifles carry 6 shot clips. Hunting rifles 8 shot clips. Rail rifles 16 shot clips.



Page 6
The Tau utilise a wide range of battlesuits for a myriad of tasks both on and off the battlefield.
There are nonmilitary battlesuits. Probably fill a role as the Sentinel lifers.


PAge 6
The suit’s design is a highly effective compromise between offensive firepower, defensive protection, and tactical manoeuvrability. Because of its static fire support role, the suit has been significantly uparmoured, making it one of the most well protected units in the Tau arsenal
...
...frontline Imperial forces submitted corroborated after-action reports of Broadside battlesuits surviving direct hits from autocannon and lascannon fire. The suits are rated as providing as much protection as a suit of Terminator Armour, but unlike the Imperium, the Tau are able to manufacture such heavy suits in huge quantities.
Broadsides. Terminator quality protection. Much different from the crisis suits, which can be penetrated by high velocity/calibre armour pircing rifle ammo.



Page 6
This weapon is part of family that ranges from the manportable rail rifle carried by some Pathfinders, up to the huge rail cannon mounted on the Hammerhead tank. Even larger versions are possible, but most are static or mounted on superheavy flyers or star ships. The basic principle of the technology is well known to the Adeptus Mechanicus, but the Imperium has never been able to utilise it in a worthwhile form due to the myriad issues inherent in the operation of the weapon. In essence, a small, solid conductive projectile is propelled by an electrical current between two charged rails, achieving staggering velocity before leaving the barrel. Because the projectile is capable of achieving a velocity of anywhere between six and ten times the speed of sound, it generates a tremendous force when it strikes its target, far more in fact than an explosive charge of the same size ever could. Because the projectiles are so small, huge numbers can be carried and they can be fired over a very long range. The limitations of such technology relate to the staggering amount of power required to propel the projectile along the rail, and the dissipation of the heat generated by the process. The Tau appear to have implemented solutions to these problems, and many heretical types amongst the Adeptus Mechanicus would very much like to understand how.
Tau railguns. Excludes starships and superheavy versions, obviously. I do object to the idea that the Imperium has no application of the weapon at all (given they have needlers/knockoff shuriken and plasma weapons, some of which have more in common with a projectile weapon than a particle beam weapon) and they have mass drivers and railguns on ships. Again application is better for the tau because of their standardization and logistics, but their technology is not inherently better in this regard. Indeed if we go with chapter approved, their attempts at MIU interfaces for the rifle failed miserably (which is a different matter for the Iperium.)

Also note the AdMech wanting to (again) research Tau tech. Railgun velocity matches up roughly with what was from Savage Scars. One assumes Hammerhead and Rail rifles are capable of similar velocities.


Page 8
..Tau high command massively misjudged the Tyranids’ capabilities.
...
..the Tau’s estimates of enemy numbers were grievously in error, and the Tau stumbled into a far more numerous and concentrated enemy than it could ever hope to defeat. Within days, dozens of Hunter Cadres were fighting for their very existence, cut off from support and massively outnumbered.
Funny enough we get a Tau commander that actually takes and holds territory against the Tyranids for defensive reasons. He also makes alliances with the humans (and honors them, rather than using them as a means to occupy and take over territory) I would mark this as proof of the Tau leadership learning to adapt despite their 'doctrines'.


Page 8
Shockingly, several brawls erupted in the ranks...
...
The fact that Flamewing’s warriors were regressing to such an atavistic state could only mean that the last of the Ethereals on Zurcon Extremis had fallen to the Tyranids.
They're described as falling to the "same barbaric urges" that plagued their pre-Ethereal society. So basically they have this Jem'Hadar like quality where if they don't get a regular fix from teh Etheral, they degenerate. It's not quite as bad in the sense that they die (and it takes longer) but it happens. This is what we can ascribe to the 'unity' of the Tau.. so much for 'genetic'.


PAge 9
The Command and Control Node is a sophisticated drone intelligence communication system entering the final stages of development. The system provides the user with a totally immersive command interface and is wired directly into his central nervous system so that the data is fed directly to his subconscious mind and need not be interpreted or filtered by conscious awareness. The device instantly compiles the user’s intentions into coherent orders, which are fired off by encrypted tight-burst transmission to all subordinate units.
Tau C&C stuff.



Page 10
This item of special issue equipment has been entrusted to a number of senior Fire Caste Commanders
...
The weapon fires a proximity-fused explosive projectile, launched on a trajectory computed by an onboard drone intelligence. The warhead is fired at a high angle and explodes directly above the target, negating the effects of any cover the foe might be using.
A guided grenade launcher. rather nifty, but it underscores how they don't give out interesting/useful gear (like grenade launchers) to just everyone. Why not give these grenades (or the launchers) to Pathfinders for example.



PAge 11
Ethereals command total and utter authority over every other Tau.
...
The rulers of the Tau Empire conduct themselves largely apart from their peoples, residing in great palaces within which they debate the course of their species and guide it forward for the Greater Good.
...
..the lowest formed into councils overseeing settlements, and the highest ruling over entire Septs— autonomous and self-sustaining colony systems.
This is all for the greater good, and does not in any way alter the equality of everyone in the Tau Empire. even though they will sacrifice whole fleets and Cadres to rescue a single Ethereal, and will turn into crazed, berserker fighters to protect or rescue one.



Page 11
It has been theorised that Tau, especially those of the Fire Caste, not operating under the high level guidance of an Ethereal are likely to regress to the warlike state that so nearly destroyed their species at the dawn of its history.
...
It appears however that an Ethereal must be present at the operational or strategic level to ensure the stability of those under his command. When the Ethereals do participate in a battle, it is generally to provide inspirational leadership in order to push the warriors on to achieve otherwise impossible things in the name of the Greater Good. There is a downside to this however, for should the Ethereal fall in combat, the remaining Tau are likely to be consumed with maddening grief. Sometimes they collapse in total disarray, even if they could easily have won the engagement. Other times they become enraged and charge forward to avenge themselves on their foe. Either way, all cohesion is lost and the Fire Warriors lose all vestige of the disciplined and efficient warriors they ordinarily are.
This only underscores the tau's luck in most cases. Consider Taros, where the Ethereal was assasinated. It ended up causing the Tau to go into a rage, which only hastened the defeat and rout of the Imperium. Rather than collapsing into inactivity or infighting. Lucky Tau!

This also tends to rather obviously undermine that whole equality thing, since its objectively clear that the Ethereals are far more importnat than any individual.


Page 11
The method by which the Ethereals maintain control over their species is unknown to the Imperium..
...
Prior to the capture of this specimen, it was assumed that the Ethereals must utilise some unidentified method of biological, psychic or even pheromone control over the Tau. The Ethereals sport an unidentified organ in the centre of their foreheads, a smaller version of which is possessed by other castes. It was assumed that this organ must be key to the control effect, yet the specimen captured has been extensively examined and no functioning system has been identified.
Ethereal's 'influence'. It might be mechanical or similar (think of some sort of viral or nanotech like ability) or some other sort of undetectable signal. Were the nature known it could be quite possible to 'jam' its effects.


Page 12
A Drone Controller works as a micro-bead that allows the user to communicate his will to any Drone under his direct control. Most of the time the controller operates at a default level that simply keeps the Drone obeying its basic programming, but the owner can also use it to issue simple orders beyond the Drone’s normal parameters.


Drone control.


Page 13
...their battle doctrines call upon them to re-deploy in the face of overwhelming odds. When fighting alongside an Ethereal however, the Fire Warriors sometimes become dogged in their defence, redoubling their efforts to repulse their foe and to keep the Ethereal from harm at all costs.
Again the Ethereal fixation.


Page 13
The instant the Tau became aware of our presence, and our proximity to their leader, the entire defence force re-deployed to oppose us. Three hundred and more Fire Warriors deserted their positions and raced for the compound, not in the usual disciplined manner but with visible fury. Force cohesion broke down as individuals yelled angry war cries and literally threw themselves onto our guns in an effort to keep us at bay.

..
..I can scarcely claim any pride in the estimated 1:500+ kill ratio recorded that day.
Yes. You can fuck up Tau plans just by threatening the Ethereal. Imagine how this would have worked on Taros had it been competently executed.


Page 14
The Kroot evolve so quickly that they are in danger of overtaking their own development and becoming so specialised that they are led down dead-end evolutionary paths.
...
Even the slightest alteration in environmental factors can result in the extinction of these hyper-specialised sub-species.
...
...gained the ability to absorb the genetic characteristics of their prey, inheriting many of their features. This is achieved by way of the Kroot’s unique DNA, which is able to store far more information than that of other species, allowing them to incorporate useful DNA strands into their own.
Kroot are therefore extremely darwinian. One expects that for every successful adaptation there are many dead ends, even with the aid of Shapers guiding development.

Other Kroot "gather" the data, the Shapers process and organize it (basically)

Interesting is that it is mentioned that the Kroot are forbidden from feeding on the 'Nids (who they find repulsive for whatever reason.), Chaos (for obvious reasons, although they can't innately tell a chaos worshipper and may therefore fall into mutation themselves) and the Tau (because the Tau are Dynamic and we can't have them as a food source.)


Page 17
It is my belief that on a specieswide level, the Kroot are fully invested into the Tau’s collectivist creed, accepting their place in what the Tau call the ‘Greater Good’. Yet, on an individual level the Kroot are somewhat materialistic, placing great value in practical items such as tools, food and weapons.

...
..considering those Kroot who, perhaps in contravention of the terms of their membership of the Tau Empire, ply their mercenary trade across the stars. They do so in order to acquire a greater degree of genetic variance, and at the same time, I believe, a wider range of tools and weapons.
...
...display an innate, instinctual affinity towards certain forms of technology, generally those with a military application. This must surely have been inherited from the Orks, perhaps by way of the Kroot eating a number of the Orkoid “Mek” class and acquiring something of the greenskins’ almost genetic understanding of machinery.
It does mesh with what we know. One could argue their mercenary approach (albiet secret) has an intel function.


Page 19
..the ammunition has been modified by the Tau. Instead of the solid slug or explosive rounds the guns must once have utilised, they now consist of an impact-fused, high-yield plasma core that affords the round improved armour piercing capabilities for its size and weight. One feed shows the weapon penetrating the side armour of a Rhino, and subsequent examination of the damage confirmed its properties. While the rounds should not be able to penetrate ceramite by chemical effect alone, their velocity and ballistic characteristics certainly make them a threat that all brethren should be made aware of.
The plasma round has armor piercing rather than 'explosive' properties. Suggesting it may behave like some sort of miniature melta bomb or krak round. Indeed the above makes it sound like the 'nature' of the plasma round enhances the velocity (propulsive). Possibly the round is designed to convert to or eject the plasma on impact (or otherwise convert the Ke of the bullet into a plasma jet.)


Page 20
They realised that the Knarloc was not a bird-like creature at all, but more resembled a Kroot Carnivore whose form has become stooped and distended by the rapid development that characterises the species.
Not unlike Ork squigs or squiggoths.


Page 21
A fully-grown and suitably goaded Greater Knarloc is capable of tearing armour panels with its huge beak and smashing an armoured vehicle apart.
...
More easily controlled Great Knarlocs are sometimes used as platforms for a variety of primitive heavy weapons.
We saw these in Taros.


Page 21
Instead of iron bolts for example, the Kroot bolt thrower fires explosive-tipped rounds, utilising the same technology normally seen in Tau smart missile systems.
Antoher warhead adaptation of tau tech. may be indicative of some sort of plasma warhead.


Page 24
They maintain a close watch on the foe while remaining expertly hidden, reporting details of the enemy’s nature and disposition by way of highly encrypted, nigh undetectable communication systems.
...
Pathfinder teams are also deployed in the role of aggressive patrol groups, maintaining dominance over a wide area around a stationary Hunter Cadre and detecting any enemy forces that attempt to approach.
...
Every member of the team carries a Markerlight, a laser designator device attached to his firearm that projects an all but invisible, highly focused beam of light at a potential target. The Markerlight is networked to a support weapon platform such as a Hammerhead gunship, and transmits precise targeting information in order to guidethe fire of such units.
Pathfinders.. their scouts and light(er) infantry.


Page 24
The Devilfish troop carriers used by Pathfinder teams are fitted with a larger variant of Markerlight technology called a Marker Beacon. This is used to designate a position to which jump troops and orbital insertion craft can be guided, allowing units such as battlesuit-equipped Crisis teams to drop directly onto their target
AG troop transport.


Page 24
Some Pathfinders replace their carbines with rail rifles, sniper weapons as accurate and deadly as any similar weapon the Imperium is capable of fielding.
Which pretty much parallels what I said before comparing rail rifles to long las.


PAge 25
The Tau appear to have a reduced mind-spoor. They are not blanks, let me be quite clear on that, but their presence in the Sea of Souls is somehow muted, as if only tenuously anchored in the material universe. I cannot explain any further at this time, but I intend to make the issue a subject for further study.
What is probably the case is.. they didnt get tinkered with by the Old Ones.. they weren't even around back then. The 'enhanced' warp signature of most races in the 40k galaxy is not natural.


Page 26
The Vespids make their homes within these structures, using their diamond-hard claws to hollow them out like termite mounds.
..
They see by way of three pairs of eyes, one pair perceiving the ultraviolet range, one the normal visible spectrum, and the last the infrared.
...
Vespids can fly by way of a pair of hard chitin wings, which also emit a continuous ultrasonic tone with which the species appears able to modulate and control the workings of their crystal technology.
Vespid.


Page 26
The functioning of the wings is a great mystery to the biologis of the Adeptus Mechanicus accompanying the Achilus Crusade, who flatly state that the Stingwings should not be able to fly according to any known laws of bio-aerodynamics.
Then again the same can be said of many Tyranids.


Page 27
Even among the Tau, the technology utilised in the Communion Helm is largely a mystery, as the Earth Caste created the devices following the directives of the Ethereals.

The Communion Helm allows for communication between the two species, although some amongst the Ordo Xenos believe that the helm actually attunes its wearer to the worldview of the Tau.
Interesting tha tthe Ethereals apparently have technical knowhow a mystery to the Earth Caste. Or perhaps an indicator they 'received' it from some other source via the Ethereals. It could be an indicator of someone guiding them. It also hints at some sort of psycho-conditioning/indoctrination element.


Page 27
I have compiled multiple sources, from Imperial Guard battle tank gun-cam exloads to the sensorium feeds captured by our own Battle-Brothers.
Battle tank "gun cam" data which can be downloaded and combind with other data.


Page 27
The sensorium core feeds show the ash-chocked air aglow with arcs of weirdling energy, great cones of radiation pulsing through the jungle. The trees withered and died in seconds and the airborne ash motes flash-burned all around.
...
...
Most of the sensorium cores were too damaged by the radiation of the Vespids’ weapons to be of any use, but one survived to describe something of the effect the weapons inflicted. The Battle-Brothers’ power armour was of scant use, for the radiation bypassed it, inflicting unutterable damage upon the body within. The armour we recovered was functionally intact, even if the contents ofthe sensorium core were severely corrupted. The bodies however were not. Perhaps worst of all, the radiation caused such damage that the Battle-Brothers’ gene-seed could not be harvested, for risk of passing on corrupted material. For that, the Vespids shall surely pay dearly.
Vespid radiation weapons rather interesting in their ability to effortlessly penetrate and irradiate space Marines, given that their armour is SUPPOSED to provide NBC protection and stuff like neutron bombs are known. It may speak to the nature or penetrative qualities of the particle used, or the power of the weapon itself.


Page 28
Essentially a long tube of muscle, the spike rifle fires a short harpoon-like bone into its targets over a considerable distance. Razor sharp and fired with great force, the spike is able to punch through light armour and even right through unarmoured targets. Once embedded in flesh it becomes very difficult to remove as it has tiny barbs which dig into the victim, holding it in place.
Tyranid spike rifle. Glorified harpoon/speargun.


Page 28
...fire a sustained volley of razor sharp darts. The speed at which the Spine Fist can fire, and thus
its rate of fire and its deadliness, is related directly to the creature using it. It has tubes attached to the creatures airways allowing a stronger creature to expel more force into the weapon and fire more darts.
Tyranid flechette/shotgun weapon.


Page 29
...the Strangle Web fires a spray of sticky mucus at its target, enveloping them in strands of glistening web. Almost immediately the web begins to harden and those covered become enmeshed in a cocoon of constricting fibers which begins to crush them
Tyranid webber analogue.


Page 29
Many Tyranid bio-forms possess potent psychic powers, manifested not from drawing the power of the warp but by tapping into the vast gestalt will of the Hive Mind itself. Such is the potency of the Hive Mind that a fully fledged Tyranid fleet can blanket entire regions of space with its presence, casting a shadow in the warp and projecting its ancient and terrifying consciousness across the barrier between Materium and Immaterium.
The Hive mind is a 'god' and as such it acts like a filter for warp power, both insulating and 'purifying' it for use. This is not unliek the Orks tapping the WAAAGH for psychic power, or calling upon a patron chaos power to use the warp (either sorcery, or miracles)


Page 29
When a Tyranid creature with a particularly strong connection to the Hive Mind, or the ability to channel its power, taps into this vast store of will, it can create deadly psychic effects, subverting minds, incinerating flesh or even bending reality to aid the Tyranids’ all consuming hunger.
Tyranid psychic capabilities.


Page 29
Using the raw power of the Hive Mind, the Tyranid creature tears the life-force from a nearby foe, devouring its essence and healing its own wounds
'Nids have their own super-vampire powers.


Page 30
Summoning the power of the Hive Mind, the creature assails its foes with crippling pain, tearing at their nerve endings and filling their minds with agony that makes it difficult for them to stand let alone fight.
self explanatory.


Page 30
These multi-ton monsters act like living battering rams..
Carnifexes.


PAge 31
This bio-plasma ‘vomit’ made a dangerous short range flamer-like weapon. In some instances Screamer Killers were reported using an electrical field around their claws to build up an incandescent bio-plasma ball before launching it at a target over longer ranges.
Funny enough this is treated as being the same kind of plasma as tau and Imperail weapons (going by the plasma syphon.. lol)


PAGE 31
The Screamer Killer is now believed to be just one extreme mutation of the Tyranid warrior...
... with a massively enlarged exoskeleton and musculature.
...
All Carnifex species seem well able to adapt to extremes of environment from arctic cold to desert heat.
Carnifex again.


Page 31
Most Carnifex kills registered come from high energy attacks—lascannon, plasma and melta weapon strikes to critical locations. Carnifexes can shrug off other small arms fire and even bolt gun hits with minimal loss of function.
Carnifex are require anti-tank grade firepower.


Page 32
Commonly called the “Thornback,” these creatures are living batteries of symbiote weaponry equipped with short to medium range ballistic parasites and living bomb projectors. Several of the intimidatinglooking thorns on this subspecies are in fact sensory organs for sniffing out prey
Carnifex Thornback variant. Some sort of ballistic/artillery platform I suppose.


Page 32
A sub-classification of extreme Carnifex variants that meld both pairs of upper limbs into complex ranged weapon symbiotes. Most common of these is the “Venomspitter” Carnifex, a beast capable of launching hypervelocity crystalline shards of pure poison that can knock out a tank or easily kill a warrior in power armour. Carnifex Arbylis generally have improved ocular acuity and excellent depth perception from multiple eyes, although specimens employing a kind of stereoscopic echo-location have also been found on night worlds.
Hypervelocity Tyranid weapons.


Page 32
..these creatures have been converted into walking biological weapons factories. Their carapaces are pitted with bubbling spore cysts and their guts writhe with lethal pathogens and molecular acids that gout from dorsal vents. The combined attack of necrotizing spores and acids used by these beasts will fatally overwhelm most bio-chem defences in moments; more resistant enemies are crushed by the creatures’ crab-like claws and digested by its drooling, acidic maw.
Carnifex "bile beasts"


Page 33
It was also during this dark time that Hive Fleet Dagon took on its own identity among the dozens of other major hive fleet incursions from the Eastern Fringe.
There are "dozens" of hive fleet incursions. Whether these are cumulative or simultaneous I dont know. i also dont know if it is including hive fleets that break up (like Kraken) or if it treats them as separete hive fleets. Given fifth edition, the latter is quite likely since we got alot more minro hive fleets added.


Page 33
They also noted how it adapted and changed with each world it consumed, each battle it won (or lost) and with each light year it came closer to the Iron Collar and the Warp Gate. This kind of rapid adaption had been observed in other fleets of course...
...
In the space of a few short years, this evolution and mutation within Dagon led to a number of unique bio-constructs and weapons never seen before by Imperial scholars.
Implied heavilly that this "adaptation" is geared towards psychological warfare, such as terror/horror tactics. The tau faced a rapid-adaption hive fleet in 5th edition.


Page 36
This command of the air and their agility makes Gargoyles a particularly fearsome foe to fight, especially as they often descend on enemies from hundreds of metres, swooping down to strike lethal blows.
...
..it is not unheard of for Gargoyles to ambush craft many times their own size, latching onto the hulls in large numbers and chewing through power cables, couplings and other vital components to bring them down in flames.
...
Under the direction of the Hive Mind, Gargoyles will even throw themselves into vents, exhausts and exposed gears, fouling machinery and weapons with their bodies.
Flying Gaunts.. terror and sbotage weapons.


Page 37
Part of the creature’s unique genus means that it is capable of literally devouring a victim’s memories by eating their brain, learning more from them in a single bloody meal than hours of brutal interrogation might yield.
Lictor.


Page 37
Another less reliable method of destroying Lictors, and one favoured by many Imperial Guard commanders, is the recon by fire method. Once even the slightest evidence of a Lictor is detected, they will isolate the area they believe it to be lurking in (sometime kilometres across) and carpet bomb it into ash and dust.
Messy but probably effective. Note that We dont know how many guns fire to do this or for how long. Assuming several thousand separate blasts with no overlap we're talking maybe 40-50 m diameter "blasts" zones.


Page 37-38
A Lictor is covered in chameleonic scales which shimmer and shift to match its surroundings and can make it practically invisible to the naked eye, plus most other methods of visual detection such as infrared and ultraviolet scopes.
Lictor stealth measures.


Page 39
They stand almost six feet in height, even hunched over as they are on hind legs, their four arms ending in claws, talons or other bio-weapons capable of cutting through ceramite and plasteel with equal ease.
Genestealer.



PAge 39
Purestrain Genestealers are Genestealers which have been spawned not through the process of infecting hosts but rather by the hive ships themselves in great bio-factories and birthing vats. Not polluted or altered by “inferior” genetic material, they are markedly stronger and faster than a normal Genestealer and possess a wider variety of adaptive biomorphs. This is intentional, as Purestrain Genestealers are the creatures from which all other Genestealers are born, and even a single Purestrain Genestealer can create a vast brood from a local population given time and enough raw material.
Purestrains.


Page 40
Over the past few decades there have been no less than three Genestealer infestations found and purged by the Ordo Xenos, prompting them to consider destroying the entire world so that it does not happen again.
3 infestations within a single generation or so. Exterminatus measures considered.


Page 41
They [Raveners] are twisted, serpentine creatures whose armoured bodies are several times the size of a grown man’s, and yet they move with a lightninglike speed...

...
..they often exploit their ability to burrow through almost any substance to surprise their victims, sensing their way by vibrations as faint as a beating heart, through many metres of intervening material.
..
..able to feel the slightest tremor made by passing footfalls even kilometres away and see into dozens of light spectrums, even following the pulsing waves of a vox transmission to its source.
Raveners,
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2


Page 43
Even while the Tyranids are overrunning a world’s defences, they are in the process of rapidly assimilating the genetic imprint and biomass of every living thing on the planet. Eventually, once all resistance has been eliminated and everything consumed, the world will be stripped down to its bedrock, as all of its moisture, atmosphere and nutrients are absorbed by the hive ships. By the time the hive fleet moves on, nothing but a lifeless ball of rock will be left in their wake.
This implies that they even consume the soil. We know in some cases they will take earth/silicion and even some metallic elements to integrate into the chitin carapace.. a certain degree of that is implied here.


Page 43
In the initial phases, billions of voracious Tyranid organisms are released all over the planet. Vast waves of these creatures move across the surface of the world, constantly multiplying and consuming everything in their path. The empty deserts left behind are devoid of even the bones of their former inhabitants, thanks to the relentless efforts of the ravenous hordes.
Billions released in the first phases. These tend to be the most expendeble nids.


Page 43
Eventually these organisms will be reabsorbed by the Hive Mind and in some cases evolved to perform higher functions depending on the genetic material they have absorbed. The majority become biomass to be rendered down to their base cells and reshaped by the Norn Queens to fulfill the hive fleet’s needs. Tyranid-held worlds have been reported to feature “digestion pools” at the base of impossibly tall capillary towers that project beyond the atmosphere.
Tyranids therefore care nothing for losses because at the end any remaining troops will be recycled anyhow. As far as attrition tactics go, that's a huge advantage.


Page 43
The Ripper’s powerful jaws can bite through flesh and bone with alarming ease, and they have been known to gnaw their way through plasteel to reach food.
...
These gorge themselves on the fallen, tearing apart the wounded and cannibalising the dead. It might appear that an armoured Space Marine would be safe from the attacks of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother.
Rippers. Not so muhc a weapon as part of the Tyranoforming proces, but they can be used offensively still.


Page 43
In certain instances, hive ships have been driven away from a world, leaving Tyranid ground forces isolated. Rippers appear to respond to such circumstances by burrowing below ground and metamorphosing into higher life forms. This has led many among the Magos Biologis to believe that Rippers are an immature form of the prime Tyrancii genus. This would mean they are theoretically capable of gestating into any kind of Tyranid creature with the right impetus from the Hive Mind, from Hive Tyrants to Hormagaunts.
Certain other forms like Genestealers and gaunts and Lictors are of a similar vein in terms of the 'infiltrate and breed' variety. They all do it in different ways of course.


Page 45
The largest Tyranid creatures can become hard to accurately categorise as they increasingly appear as strange aggregations of symbiotes and parasites on a colossal scale
larger creatures may not be single entities but sort of colonies or symbiotic lifeforms.


Page 45
Certainly adult Trygons can reach truly monstrous proportions, with examples of up to thirty metres in length on record, although twelve to fifteen metres is more common.
Trygon size.


Page 45
In addition to offering excellent protection, these specialised scales form an essential part of the Trygon’s natural weaponry. The thick armour plates include high concentrations of silicates and as the Trygon moves they become agitated, generating a powerful biostatic charge that is captured by subdermal platelet stacks. The Trygon directs this energy by exhaling an ionised spray from its gills, to prompt a deadly, high-voltage discharge.
The genesis of the Tyrgon electromagnetic attacks, as well as the defense.


Page 45
Seismic detectors have been used with some success to provide early warning of a Trygon’s approach. Unfortunately, on many worlds, natural seismic activity can mask a Trygon’s motion and in some instances Tyranid swarm activity seems to have been deliberately coordinated to cover the approach of burrowing Trygons. Trygons have forced tunnels through just about every material known to man, although they are considerably slowed by adamantium plating.
Trygon detection methods.


Page 45
It appears that Trygons use their bio-static charge to assist with tunnelling, as their tunnels have been found coated with a fused, glass-like silicate layer on the inside. This effect stabilises the tunnel walls and prevents them from collapsing behind a burrowing Trygon.
Side effect of their lightning powers.


Page 45
Commanders have found static defences become virtually useless once Trygons are operating in the area, unless tunnel torpedoes or mole mortars can be brought to bear to keep them at bay.

...
...Tyrgons are capable of excavating a network of underground tunnels covering a huge area, which makes it difficult to wipe out Tyranid forces even with saturation bombardment.
Underground munitions have a benefit here clearly.


PAge 45
...the Trygon Prime has been confirmed, that appears to have the relevant synapse development to make it a conduit for the influence of the Hive Mind.
...
..the containment spines running the length of their bodies. These are extended platelet stacks that enable the Trygon Prime to store up even greater charges of bio-electricity. A Trygon Prime is swathed in sheets of lightning whenever it moves, and when it opens its jaws, searing arcs of energy leap forth that leave only charred corpses in their wake. The strong synaptic link a Trygon Prime shares with the Hive Mind allows it to dominate lesser Tyranid creatures...
Evolution of another synpase creature.


Page 46
They’d clearly come for the defence laser installation on the flat top of the mountain, wanting to put it out of action before it took more of a toll on the hive ships and spores still in orbit.
...
The defence laser made short work of those flapping clouds though, burning them to cinders that fluttered helplessly downwards into the mass below...
...
We had screamers and tremor sensors up around the perimeter so we felt pretty secure but nothing came all night.
Defence laser cremates Tyranid lifeforms (gargoyles?) in job lots. double maybe triple digit GJ range, although alot of it depends on the number of hits and whether its total or partial cremation too.


Page 47
..Tyranid Warrior Primes, an evolution of the Tyranid Warrior genus with elevated intelligence and a stronger link to the Hive Mind.
...
Primes are also being encountered in greater and greater numbers within Hive Fleet Dagon, perhaps as a direct response to the constantly evolving tactics of Imperial forces and the hive fleet’s need to deal with the elevated Deathwatch presence..
Yet another Tyranid response to the new ways the Imperium tries to dela with the 'Nids.


Page 47
Much in the same way as a Hive Tyrant might lead a host of Tyranids, a Prime will oversee a smaller section of the battlefield or direct a smaller strike force of warriors. When close to a more powerful synapse creature they will defer their control, acting as lieutenants and sergeants...
...
..a Tyranid Warrior Prime is just as capable of directing a swarm as a Hive Tyrant..
Redundancy in the "synapse creature" chain of command, basically.


Page 47
Tyranid Warriors Primes have also earned a fearsome reputation as resourceful and cunning tacticians, directing nearby Tyranid creatures through the Hive Mind to take advantage of terrain, enemy movements and other prevailing battlefield conditions. It is often the failing of the Imperium (and even some xenos races such as the Tau and the Eldar) that the Tyranids are seen as mindless animals, driven forward by the will of the Hive Mind with no thought to tactics or strategy.
The truth is of course that creatures like the Tyranid Warrior Prime and the Hive Tyrant are just as capable as any other commander...
The same is quite true of the Orks. The Third Battle for Armageddon and the fall of Rynn's world are chief examples of this. I suspect its a consequence of their rampant Xenos-hating propoganda... I mean if you look at the uplifting primer look at how often they're told aliens are filthy, degenerate and cowardly, and how poorly their tech works compared to the Almighty Lasgun and Flak of the Noble Guardsmen.... up unitl that 'crude' chopper, or pulse rifle, or shuriken weapon decimates your entire squad. Again the 'theory' and 'practice' in Imperium tend not to match up.


Page 49
Their armoured hides and thick muscles are almost impervious to small arms and highly resistant to even the heaviest weapons which means they can soak up an appalling amount of damage before they are destroyed. Though similar in size to a Tyranid Warrior a Tyrant Guard has more of the appearance of a hound or boar...
Tyrant Guard.


Page 49
Some scholars speculate that the Tyrant Guard, not encountered in the early stages of the hive fleets, were an evolution to combat the tactics of Imperial forces which quickly found that destroying Hive Tyrants with heavy weapons fire was a good way to break up a swarm.
Another example of the Tyranids adapting their capabilities to compensate for the enemy's own tactics.


Page 49
Tyrant Guard seem to have little trouble detecting enemies, and appear to have a kind of sense link with their Hive Tyrant, seeing what it sees...
They're otherwise blind, though. This probably isn't a big drawback, since eyes would be hard to shield and they only need to do as a Hive Tyrant (or whatever they are guarding) directs them to do.


Page 51
Many Tyranid creatures carry toxins on their claws and fangs...
Even their starships do. It's part of the whole 'organic' theme :P


Page 51
Venomthropes are not just toxic to non-Tyranid life forms, but also to any environment they enter. Over time their miasma of toxic spores infects the very ground and air of a world, rendering it hostile to even its own indigenous species. The Hive Mind uses this aspect of the Venomthrope by gathering them together in large numbers and unleashing them on a region to gradually poison it, making it harder for non-Tyranid life forms to continue the fight. Venomthropes can be especially deadly in enclosed areas or underground, where their toxins can fill ventilation systems and foul airscrubbers...
...

..the Adeptus Mechanicus has tried repeatedly to study the Venonthrope and develop either more sure methods of protecting troops against its venoms or to discover an antidote to them. So far no successes have had any large or lasting effects on the Imperium’s efforts against the Tyranid swarms, and as soon as a new method or antidote is found to counter the Venomthrope, it seems the creature quickly adapts and overcomes it.
Despite the poison, its not a very good direct combat model compared to other 'Nids. It seems to be a more direct application of the general tyranoforming biowarfare effects.


Page 52
Due to the extremely toxic nature of the samples (and the bodies themselves) I have for transport placed them in stasis caskets, the only means it seems of completely stopping the spread of the pathogens.
You need stasis tech t stop the Venomthorpes toxins.


Page 52
..it seems an innate trait of the Tyranids that they are toxic to all other forms of life not sprung from the same biological foundation as themselves. Their flesh cannot be eaten or used for sustenance by non-Tyranids, and even those that survive wounds from Tyranids often succumb to the toxins inherent in their touch.
...

Even the most advanced labs of the Adeptus Biologis would be hard pressed to create or replicate such virulent poisons in anything like the potency or quantities of the Venomthrope.
This is yet another suggestion that Nid biowarfare is superior to the Imperium's, right up there with the ability of them to turn life eater back on the humans once exposed (as in Battlefleet gothic.)


Page 53
...a Zoanthrope is capable of conjuring up earth-shattering bolts of warp energy with the strength to smash apart even the most heavily armoured troops or vehicles. In this role, the swarm uses Zoanthropes as psychic cannons, blasting apart strong points and tanks with equal ease or raining warp fire down upon the heads of massed foes, slaying dozens of warriors in a single, blinding flash of power.
Psychic artillery.


Page 53
...Zoanthropes sometimes seem to be victims of their own massive energy reserves and there have been numerous after-action reports of Zoanthropes “burning out” in battle.
Not surprising, they seem optimized for raw, high power outputs, and they probably end up getting consumed at the end anyhow, so why not push them til they burn out? They will just make more anyhow.


Page 53
This resilience stems from their ability to create a powerful warp bubble around themselves, shielding them from all kind of weapons and even turning aside blows in close combat. Like their ability to drift above the ground, the shield seems a constant part of the Zoanthrope and is always present as long as the creature lives. It has been noted that the shield seems to strengthen or coalesce around particularly powerful attacks...
warp shielding, yet another kind of forcefield defense Tyranids use. Other forms (like some of the biotitan sized ones like I thinkt he Dominatirx, as well as some evolved Gaunts, have also used such shields.) Ther'es also the Trygon EM shielding.


Page 54
Creatures like the Zoanthrope exhibit particularly massive amounts of psychic energy, dealing out bolts of power and blasts of fire as strong as any lascannon or artillery strike. Is the power of a Zoanthrope drawn from the warp itself like that of a normal psyker, perhaps channelled through the great consciousness of the Hive Mind, or is it the Hive Mind itself that provides the power for its psychic manifestations?
As mentioned before, I suspect the Hive Mind acts like a "God" to the psychic 'Nids like the Zoanthrope, offering a sort of combination buffer and purifier for tapping the warp through the Hive mind, much in the same way Orks do through their collective gestalt (which is both the WAAAGH effect and their Gods - from an objective POV makes no difference) or to a lesser extent, the human's ability to create "miracles" through sheer faith in the God Emperor (both of which are similar to but distinct from psyker activity.) Or, in a less dangerous way, the way a sorcerer can tap power from worship of a Warp deity/daemon. Or perhaps the way the Eldar use wraithbone as a "intermediary" in tapping the warp.


Page 55
...a Waaagh! is raised—a great invasion of Orks that can decimate entire sectors of the galaxy, if given the time to grow in momentum and size.
Waagh's are sector scale threats. This does seem to be the limit of their potential however.. I've rarely seen one stretch greater than that .


Page 55
Ork spores may lie dormant beneath the soil for years before sprouting into a new generation of greenskins. Despite the best efforts of the local population, some worlds can have outbreaks of Orks rising up every few years.
Implied reproductive/maturity cycle of the Ork.. although this is only into the 'feral' stage. Getting more evolved cna take longer (although far faster than humans.)


Page 56
...Ork Meks (Orks that have an inborn natural knack for technology) and Weirdboyz— Ork psykers—guide it back into the warp, navigating it into neighbouring systems..
use of Ork mekaniks and weirdboyz to nagivate and guide their vessels through the warp.


Page 56
...great swarms of orbiting roks— hollowed out asteroids hurled across space, acting as makeshift drop pods and assault shuttles. Also, sometimes such creations enter the sector on their own, propelled by some great mass catapult deep in a neighbouring area of space.
A rather interesting means of propulsion, or orbital bobmardment, or perhaps both. It doesnt say whether it is FTL or sublight, or how far away.


Page 56
Algae flows through an Ork’s blood, breaking down and repairing damaged tissue at an advanced rate. This algae is the reason for the Ork’s greenish coloration and freakish durability. Ork reproduction occurs by dispersing spores that settle and mature over time. When an Ork dies, this triggers a mass release of spores that can develop into dozens of subterranean cocoons. These cocoons then may hatch Gretchin, Squigs, or just simple fungi depending on the surrounding conditions. A good number of these cocoons will mature into fully-grown Orks after a gestation period.
Ork reproductive and self repair system.


Page 57
Ork Boyz are tough, hulking brutes with thick, gnarly green hides. Fully erect they stand somewhere between six and seven feet tall, but most stand hunched over.
..
Their skulls are thick, their arms long and ape-like, and their torsos extremely wellmuscled.

Ork Height.


Page 62
Crotalids in captivity have lived over seventy years, but Magos Biologis Xenologists have been unable to determine the life span of Crotalids in the wild with any precision. This is due to their curious migratory habits which are, as best determined, unique in the known galaxy.
...
At some undetermined point, the unconscious desires of the Crotalids enable them to move on, not by walking or swimming but by passing through the Immaterium itself.

How Crotalids perform this feat is still unknown, autopsies have revealed no organ or abnormality that might give the beasts the ability to pass through the warp. Certainly no conscious manipulation of the process seems available to the Crotalids themselves, as they can appear on worlds quite unsuited for them including desert planets and even airless worlds. Nonetheless, migratory packs of Crotalids can appear on worlds up to ten light years from their origin point...
A rather curious species (a non intelligent one) that can spontaneously navigate through the warp. I wonder if the Tyranids have acquired examples of this for facilitaitng their own warp travel.. that may explain the 'old' fluff of warp navigation, as the more recent codexes always ascribe the Narvahl to their primary mode of travel.


Page 68
The flechette blaster is aimed and fired by a mind impulse device wired into the Loxatl’s brain, leaving all four limbs free for climbing at all times. The blasters fire shotgun-like blasts of millions of monomolecular shards that shred through armour and leave terrible wounds in flesh.
Loxatl flechette gun. More or less disintegrates the target in a shotgun blast.


Page 68
Las-weapons have been reported to be less effective against Loxatl than solid projectiles, their hides apparently giving them a rudimentary form of photochromatic defence against lasers.
Rather interesting (and probably magical) effect, since mirrors aren't really an effective defense against lasers.


Page 69
We put out screamers and directional mines, but Guardsmen still kept vanishing...
Guard defenses and security systems.


Page 76
Radicals are those within the upper echelons of the Imperium’s command structure who espouse methods so extreme that they appear more like some twisted plot of the enemy than a sane policy for the advancement of the Imperium’s ideals. Some declare that the cyclopean edifice of Imperial rule must be torn down and rebuilt anew, that ten thousand years of the rule of the Senatorum Imperialis have led only to decay and stagnation.
...
Though few openly declare themselves of such a mind, these Radicals lurk at every level of the Imperial machine. The Inquisition is especially prone to such creeds..
The interesting thing here is that Radicalism as a belief system is indicated to extend beyond just the Inquisition, but can inhabit all arms and organs of the Imperium. One imagines that the various flavours of puritanism and everything in between (or beyond) those two extremes exists as well.


Page 77
With the coming of Hive Fleet Dagon, Hakk sought to enact his wild theories, and claims to have uncovered crucial evidence that the Tyranids have visited the galaxy before, perhaps hundreds of millions of years ago.
...
..Hakk has learned of the existence of the Black Library of the Eldar, and believes that forbidden archive must surely contain the key to how the Tyranids were defeated
...
He appears not to have considered that the Tyranids might not have been defeated then at all, and are merely returning to reap another harvest in an eternal cycle of seasonal devastation and regrowth.
An interesting theory, although if the Eldar did know anything you'd think the Harlequins would have interceded by now. There is no doubt that the Tyranids represent an extreme threat ot the survival of the Eldar.

The other major problem with this would be that one would imagine that the Necrons would have known about them as well, since that's roughly their timeframe as well.

That said it is quite possible that the Tyranids are a 'engineered' species, perhaps one of the Old Ones last experiments. Possibly a weapon meant to be usd against the Necron and C'tan - they certainly have similarities to the Eldar and Orks.


Page 80
While the Ministorum operates on a very high level indeed, gathering tithes from entire sectors, it is in fact a vast conglomeration of individual cults, creeds and local sects, none of which are in total doctrinal harmony with its neighbours.

..
Some worship the Emperor, but make all manner of wild claims about his godhead, or deny it entirely.
...
Others venerate figures that may in fact have their roots in the longdead Primarchs of the Space Marine Legions...

...

The Ecclesiarchy preaches that the ultimate end of all of these heresies can only be the worship of the Ruinous Powers. It is certainly true that the Gods of Chaos are well able to plant the seeds of heresy in the souls of the followers of these outcast cults.
The basic idea I draw from this is that, by and large, what qualifies as "acceptable" and "unacceptable" is highly subjective - even arbitrary, due to the divided and inherently fractious nature of the Ecclesiarchy. A cynical sort (like me) might even argue that a strong element of the political governs what is deemed heresy (anything that supports the current regime is good, anything that doesn't is bad.) This can be especially telling given the last paragraph - whilst true, it is also true that the Ecclesiarchy itself is known to be infiltrated and used by Chaos on more than one occasion itself, so saying "do things my way or you'll fall to chaos" is utterly self-serving.


Page 84
...moving through a long-abandoned sub-level of mouldering crypts beneath the Shrine City of Saint Kardia’s Res...
...
Alas, he was long escaped, and so we called down the wrath of the Emperor, obliterating the entire tomb complex with an orbital strike from Thunder’s Word high above.
This may imply they wiped out the city or a significant portion of it (the underground tomb complex) with the orbital strike.



Page 85
Phayzarus succeeded in replicating the Omophagea’s memory-absorbing abilities by grafting a sample of the organ into his own spine. He did not long enjoy his success before the new tissue began to fail.

Without the divine interaction with the source of the Space Marines’ blessings, the Progenoid gland, his illgotten gift began to fade.
It's rather interesting that the absence of the progenoid had such an adverse effect on the Omophagea. This would suggest that the primary value of the Progenoid is that it acts as a osrt of "life support" to the other organs, and without it the organ will shortly 'die'. This must only be a temporary issue, given that it is possible to remove the glands while the Marine is alive - possibly one of the reasons for the whole 'maturation' aspect attached to the glands. Even after being implanted there must be some long term 'adapting' to their new host. Once the Progenoids are matured the other organs will be at their peak and fully integrated, and may no longer be needed.

In this instance, the AdMech dude turned to hunting Space Marines for their geneseed to continually implant into himself. Makes one wonder why he could not implant the progenoids as well.


Page 85
When a larger Deathwatch force breached the vessel to provide support, they found the entire Kill-team dead, and stripped of gene-seed. While their armour was slagged and their corpses charred almost beyond recognition, the Progenoid extraction was performed with surgical precision.
...
..later investigation revealed a delicate modification of the plasma drives that only a skilled Magos could have accomplished.
Plasma drives of some kind melt Space Marine armour without cremating the occupant.


Page 87
...the forge’s auto-defences keep it secure. However, the automated factories and hosts of servitors remain silent objects of worship and fear.
Automated factories and defenses. The (work) servitors seem separate from the automation though.


Page 88
An Irradial cogitator spreads the tendrils of its neural pattern out into technology connected to its location. Installation requires a physical connection and is not possible over vox channels. This limits the rate and range to which an Irradial cogitator can spread its dominion, but that is more than enough to appropriate buildings, hives, or even entire worlds with tightly networked data looms.
...
The Irradial cogitator may control machines upon which its neural pattern has been installed as long as they are within the same star system.
Computer daemon, infused in a machine. Its a bit like a virus/parasite as well as corruption.


Page 90
Samech is pitted with the scars of strip mining, and its crust shaved thin to feed the hungry forges. While the Forge-Districts trade for raw materials with their unscrupulous customers, they also scavenge their planet’s deadly lava wastes for the wrecks and scrap from internal wars and victims of the deadly planet.
they both import and recycle. It may be implied they strip the magma for materials as well. Eithe rway the crust not only seems to have been stripped away (and put someplace? where?) but all the mateiral in it as well. As mentioned before, this is not a trivial feat.


Page 90
Samech suffers an endemic shortage of traditional power sources, having long ago consumed all its traditional fuel resources. A transmuter core allows Redemption Servitors to operate in the planet’s lava wastes without the need for valuable perpetual generators or constant recharging. The core can convert biological matter into electricity, allowing the scavengers to subsist on corpses and vermin found amidst their salvage. However, transmuter cores are more efficient at converting living matter than dead.
The "Emperor Protects" supplement indicats they turn organic matter into promethium fuel, but that they also use atomic power. I'd expect they also use geothermal as well, given the close acess to lava.

The transmuter core is interesting, in that it is a variation of the sort of processors that allow IG tanks to run on wood or vegetable matter. I guess its possible to design adaptors for virtually any organic waste. Which makes sense, in a way. The Imperium has always been efficient about that sort of recycling.

I wonder what "perpetual generators" run on. It does suggest servitors can run on battery power though.



Page 92
Although a War Machine is similar in size and shape to a Stealth Suit or power armour, they hold no living pilot. Instead, ancient transference rites must be used to imbue the machine with the soul that becomes its pilot. While operational, a Slinnar War Machine pulses with the light and heat of a star captured in an obsidian cage. This energy can be unleashed in short but incredibly potent bursts. These blasts appear similar to the discharge of a plasma weapon, but contain enough energy to breach nearly any material with minimal diminishment of the beam.
In visual terms they resemble greatly an Avatar of Khaine, albeit mostly headless and with far more spikes. The stuff contained in the suit is the plasma, which seems to give it the form as well as the motive power. In this way they are not unlike the Brass Thief from Ravenor, or again an Avatar, a Wraithguard, or any other daemon-infused machine. Only with a built in magic plasma gun.


Page 93
During our encounter on Jove’s Descent, Brother-Techmarine Lohk took extensive readings of the dense energy that powers the War Machines. By his calculations the core of one of these devices is many orders of magnitude greater than the reactions which drive our own power armour.

He was particularly intrigued with the ability of their blast weapons to maintain an energised beam regardless of obstacles. Fortunately, he seems to have ceased his efforts to replicate it after breaching several void seals in the attempts.
Considering a space marine can lift many multiple tons above his head, or run in excess of 30-40 kph for prolonged periods whilst in full armour.. we may be talking tens or hundreds of kilowatts of power, depending on armour mass, exact speed, and efficiencies involved The War Machine would thus be well into the single or double digit Megawatt range, and this seems to be greater than a Space Marine backpack fusion source can manage.

Incidentally if we assume that the "rechargable" power armor that other individuals than Space Marines use is roughly similar (call it 5-10 kw sustained output) and can last for about 3-5 hours we get between 50-180 MJ storage capacity for the armor's batteries. However big they are (If it were 15-20 kg we'd get between 2.5 and 12 MJ per kg.)


Page 94
These aptly named weapons have but one purpose: to slaughter the population of an entire hive. Samech’s baleful artisans have long constructed these war devices for clientele set on eliminating capital worlds.
...
...each blasphemous masterwork holds an empyrean-matrix that sustains a powerful bound daemon. The daemon animates the mechanical chassis, and contributes many unique and unpredictable gifts to each Slayer. It also provides a Spire Slayer with the murderous ingenuity necessary to engineer millions of deaths.
..
A slayer’s metal shell is capable of sustaining massive amounts of damage; it must be all but disintegrated before the construct ceases to function.
...
Although each of these creatures relishes personal slaughter, it would only be able to kill a few million victims a year if it hunted the entire population one at a time.
...
The brand of ruin that a Slayer can wreak is as unique as the abomination itself. Mass warp incursion, plague, and seismic disasters are but a few examples.
Some sort of animated chaos weapon. Part terror weapon and part WMD. A rather nasty toy all told.


page 95
Inquisitional reports from the survivors of the assault document that the enemy was armed with crackling power-halberds and pistols that fired daemonically-charged shells able to puncture even the toughest armour.
Chaos weapons carried by a spire slayer. Yes, it can fire daemon bullets too.


Page 98
At the beginning of the history of the Jericho Reach, the expeditionary fleets of the Great Crusade pushed back the darkness at great cost and planted the flag of the Emperor in the soil of a hundred worlds.
100 worlds (at least) Implied in Jericho reach.


PAge 100
While most stand around ten metres tall at their hunched shoulders, the mightiest of their kind are the size of a scout Titan.
Height of a Bloodthirster


Page 100
The first is a mighty axe, the iconic weapon of Khorne. The blade of this weapon is at least the height of a Space Marine, and its haft several times longer. With it the Bloodthirster may strike down the mightiest fortress gate or cleave in two a superheavy battle tank. No mundane armour is proof against the Bloodthirster’s axe and no opponent able to resist its touch. But the axe does not simply destroy the body, it consumes the souls of those it slays, offering them as sacrifices to the Blood God.
Bloodthirster's axe.


Page 100
Their hide is said to be made not of living flesh but of the hardest iron, cast in hellish foundries of Khorne’s infernal bastion in the Realm of Chaos. Only the mightiest of blows has even the slightest hope of causing more than a dent upon the Bloodthirster’s iron hide...
...
Bloodthirsters bear sections of armour adorned with the glowing skull rune of their master. These attest to the blessing of the Lord of Battles, who abhors above all else the cowardly use of sorcerous powers on the field of battle. The runes are proof against the most fearsome of psychic attacks...
Bloodthirster durability.


Page 100
...the daemon relies upon the link between the material universe and its own realm remaining strong and constant. Only upon Daemon worlds such as those thought to lie at the heart of the Hadex Anomaly are such conditions known to exist. Beyond these worlds, the Bloodthirsters’ grip on existence is tenuous, and they can be banished...
Weaknesses of all Bloodthirsters, and indeed all daemons.


Page 102
Perversely, those who embrace Nurgle’s foul contagions are made stronger by them, their ravaged bodies inured to pain, their rotting forms all but impervious to greater harm. The thriving colonies of bacteria gestating within their bloated bodies grant unholy regenerative abilities to their hosts, sealing gaping wounds in seconds and expanding everoutward,
The 'gifts' of Nurgle. They seem to posess regenerative abilities not unlike those of the Orks. Only more icky. It's also mentioned that Nurgles minions have the vampire like ability to control carrion beasts (rats, vultures, etc.)


Page 104
In size they range from several times the height of a man to ten or more metres. Their limbs are lithe and often multi-jointed, enabling swift and unpredictable movement. They typically have four or more arms, one pair terminating in cruelly pointed claws and the other in razor sharp pincers or blades.
Keeper of Secrets.


Page 104
Keepers of Secrets are enshrouded in an aura of scintillating illusion, entrapping the souls of even the strongest of foes.
Much like Eldar defences, only more confusing.


Page 104
..they commonly bear mighty warp-forged blades with which to strike down those few not ensorcelled by their infernal beauty. Such blades are commonly several metres long and encrusted with fell runes that burn the eye and sear the soul. The weapons phase in and out of reality, bypassing armour and slicing through the flesh within. At their touch, the soul is drained from the body to be carried away to the dread Realm of Chaos...
KoS weapon.


Page 104
They are impossibly fast, their form shifting and blurring as they dart and in and out...
...
...the Keepers of Secrets bring prodigious sorcerous powers to bear on their enemies, blasting them with the raw energy of the warp or reducing them to gibbering fools.
KoS sorcery powers.



Page 106
The mightiest psychic powers and spells employed by feeble human psykers and Sorcerers are the idle cantrips of a Lord of Change, for a Greater Daemon of Tzeentch is a creature of undiluted warp energy and the mortal world quakes at its touch. With the merest flick of an elegantly tapered claw, bodies mutate and writhe, buildings twist and melt, and beings of madness and horror spring forth, cackling, from running rivers of flesh.
Capabilities of Greater Daemon.



Page 106
Lords of Change are fearsome fighters, serpent-quick with skin like iron. They are also lore-masters, and possess a thorough knowledge of the great feints and fighting techniques of the galaxy.
More capabilities of the Lord of Change.



Page 107
It stood nearly 500 metres away poised on a cliff overlooking the far side of the canyon, an immense staff clutched in its birdlike claws.
...
Before I could raise my bolter, it vanished with a sickening, stomach-churning pop.
500 m range for a bolter.


Page 108
The planet is now dead, twisted by the powers of the warp into bizarre and unsettling configurations... it is said that entire continents are consumed by balefires, oceans have been turned into seas of gore, and mountains simply vanish and re-appear in misshapen forms. The planet’s moon is pristine and untouched with one startling exception: a kilometres-long blasphemous symbol of the Ruinous Powers, carved from a precise application of orbital lance strikes.
Effect of a planet touched by chaos, and lance strikes used to carve out a Chaos symbol.


Page 109
Bloodletters are uncommonly disciplined daemons, able to form complex formations on the battlefield and manoeuvre for the best advantage.
...
No mortal-forged armour can withstand the assault of a hellblade...
bloodletter capabilities.


Page 111
..Horrors attack by launching a barrage of arcane bolts composed of ever-changing colours that can mutate almost any foe into unrecognisable blobs of gelatinous flesh.
...
..being mostly immune to the effects of many enemy weapons.
...
Pink Horror splits into two halves, which reshape themselves into smaller copies of the original. These two new daemons are known as Blue Horrors...
The Horrors.


Page 112
Plaguebearers carry rusted, heavy blades known as plagueswords. These weapons are infused with foul infections and toxins that can make the merest scratch fatal.
...
Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.
Plaguebearers.


Page 113
One of the more potent abilities that are granted to Chaos Space Marine Sorcerers is the ability to call upon the power and essence of daemons in order to fuel their spells. Psychic power that is derived directly from the Warp is dangerous, but the greatest of psychic feats can only be accomplished through the use of daemonic energies. Sorcerers who make such pacts bargain some service or favour in exchange for a portion of that daemon’s own essence. By forging a conduit into the Warp through this pact, the Sorcerer is capable of unleashing gouts of destructive energy. The grandest of such Sorcerers have dozens of these pacts made to power their spells and abilities. However, dipping into the well of such power comes with its own price, as the Sorcerer battles constantly to retain control over his own soul.
CSM sorcerers have some alternate means of drawing upon power... and many of the more competent ones form soul bindings with many different daemons. It comes with its own risks, of course.


Page 117
Noise Marines arm themselves with a variety of daemonically-forged weapons that produce thunderously loud, discordant blasts. These often work by amplifying the Noise Marines’ constant psychic cacophony of babbling, screaming, prayers to Slaanesh into murderous harmonies able to burst organs and break bones. Psykers are particularly vulnerable to the Noise Marines’ assault, their senses bludgeoned and overwhelmed by the incessant psychic barrage.
...
The most potent Noise Marine weapons focus a thrumming bass note that rises to an explosive crescendo, harnessing a cataclysmic harmonic that detonates at the target point with an ear-splitting concussion. Victims are sent into violent spasms as the sonic backlash scrambles their nervous system, breaking their own bones as they contort horribly beneath the shockwave. Armour provides little defence as it resonates in sympathy with the deadly frequency, liquefying the flesh of the wearer. Even battle tanks can be shattered by the atonal assault as their armour plates shiver into fragments and their hapless crew members burst like over-ripe fruit.
Noise marine weaponry.


Page 119
Obliterators are inhuman, grotesque arcano-cyborgs whose very flesh and blood can transform into white-hot plasma, titaniumfused bones, or internal organs that generate lethal amounts of electricity. Their brains are as much machine as living flesh.


They mention Obliterators as being obssessed with Archeotech.


Page 119
It’s their belief that someone within the ranks of the Mechanicus succeeded through the application of the power of Chaos. However, some (a minority) dismiss such ideas. Instead they believe that Obliterators have contracted some form of daemonic virus that puts their flesh into a permanent state of flux and mutation. It’s their belief that many who contract this virus perish as their bodies eventually rebel against the changes wrought upon it. They think that the Obliterators are those who have managed to exercise a manner of control over the flux—they are able to fashion weapons and armour from within their very bodies by tapping into the transmuting power of the virus. Thankfully, this view is much dismissed as there are many flaws—the least of which is that the abilities exhibited by Obliterators in no way act the way a virus should behave.
Speculation on the nature of Obliterators.


Page 119
...they morph their weaponry from lascannons, to plasma cannons and multimeltas, to specialised weaponry...

Additionally, they can eject spikes and blades from within to engage the foe in close-combat. The only limitation seems to be that an Obliterator is not able to create anything such as a grenade or other type of explosive. Those who study these creatures believe that their weapons are inherently part of their physiology—they could no more create a thrown explosive any more than a mortal man could eject his own heart from his chest.
Obliterator weaponry.


Page 121
Nonetheless a Space Marine can be laid low by certain warp-spawned infections and diseases, their fantastic constitution betraying them and trapping them in a fevered nightmare between life and death.
Limits on Space Marine immunities.


Page 121
A wound inflicted by a Plague Marine’s weapon will fester and become gangrenous within seconds, poisoning the victim’s blood and rotting away their flesh. Their bolter rounds carry payloads of virulent pus and infected bone; the teeth of their chainswords are ripped from the mouths of plague victims.
...
A battleground fought over by Plague Marines quickly becomes a toxic wasteland that can be deadly for years to come. A thorough purgation with flamers is recommended in any area where Plague Marines have been present.
Plague marine capabilities. Much like Orks, they can 'infect' the terrain and cremation is important.


Page 123
While harbouring the daemon within them, the Possessed are granted great speed, strength, and stamina. They are able to shrug off wounds that would outright kill any mortal warrior and slow down a normal Space Marine.
...
Regardless of their strength and will, in spite of their the life of a Possessed can be cut horribly short. Regardless of their strength and will, in spite of their awesome augentations and transformations, sometimes the bodies of the Chaos Space Marines are unable to contain the potent energies of the daemonic essence.
Capabilities of the Possessed. The inability of even CSM bodies to contain the daemon means they can be consumed by warp fire and rampant mutation, more or less.



Page 123
Due to the inhuman senses of the Daemon trapped within them, the Possessed is able to latch onto the warp presence of other creatures. This makes them superb trackers and scouts, able to unerringly track down and hunt enemy positions and potential victims without being seen. Additionally, this ability also allows Possessed aboard the fleets of Chaos Space Marines to aid the Sorcerers with warp navigation. It is without a doubt that the use of this unique ability is what allows many ships of the Chaos fleet to surprise their enemies and arrive from the warp in places where none thought to look.
detection means available to the Possessed, which also makes them good navigators. It also give sthem abilities to pull off jumps of certian kinds more safely than others (EG emerging closer to a system.)


Page 124
Through some little-understood warp method, the daemon within is able to surround the Chaos Space Marine and his weapons with a powerful energy field.
One of the possible abilities of a Possessed CSM.


Page 125
...the Blastmaster is a heavy weapon employed by Noise Marines. This sound is capable of bursting and rupturing organs. Armour offers little protection as it tends to act as a resonator, enhancing the already deadly frequencies, liquefying the bones and organs of those encased within. Armoured vehicles are similarly wrecked, as they crack and shatter under the atonal assault.
Noise Marine weapon. One of the more effective ones.


Page 126 - Blastmasters have a range increment of 250 (explosive) or 150 (hail) On Hail they also have Semi(2) rating. Sonic blasters have a range increment of 100m and are Semi(2)/Full(4).
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Next up: Deathwatch: Rites of Battle.


Page 11
Few worlds of the Imperium are free of adversity, and these rare exceptions are either the holdings of wealthy mercantile combines or pleasure retreats for retired, high-level servants, and are entirely inaccessible to the vast bulk of humanity.
"adversity' is very open ended, and not meaning war. It can just mean some kind of difficulty, and that is self evident, because the 40K universe isn't a nice place.


Page 12
Others, such as the infamous pain-glove used by the Imperial Fists Chapter, leave no marks, interfacing directly with the Aspirant 's nervous system and keeping him conscious long past the point he would otherwise have passed out.
Some bits of Ian Watson's novel still remain canon it seem. :D


Page 13
The process by which a new founding's creation is approved is mysterious and arcane indeed, and subject to decades or even centuries of planning. It is only by edict of the High Lords of Terra that such a great undertaking as the creation of new Chapters can be instigated, for it requires the cooperation and mobilisation of countless divisions within the Imperium's monolithic whole. Establishing Chapters on an individual basis is nigh impossible- the mobilisation of such vast resources is beyond the ability of any single segment of the Imperium.

They mention finding Chapter homeworlds as well as building the fortress monastery. Of course it can involve building ships, armor, and other weapons and equipment, as well as the recruiting and selection process, teh geneseed, etc. It also seems that the process of creating a chapter is so involved and time consuming, as well as expensive (in time and resources), that there are limits to the minimum AND maximum number of chapters to be created (they don't create chapters one at a time because it would not be efficient due to the time and effort starting the process requires, and they can't create huge numbers - hundreds - at a time because of the resources involved vs those available. So they only do this when they have the ability to create sizable numbers.. half a dozen to a dozen, say.. at a time.)




Page 13
..its highest echelons are tasked with creating, testing and developing the gene-seed...
..
Entire forge worlds may be turned over to the manufacture of the mighty arsenal of weaponry, ammunition, armour, vehicles and war ships that any such force will require.
As noted, the AdMech is instrumental in creating Space MArine chapters, which gives them considerable authority in this. As well as a foot in the door to make binding oaths.

Note that its also rather unliekly, based on this, that building battle barges and strike cruisers takes centuries.. most chapters are explicitly mentioned to take decades at most. So Forge worlds can build high end starships fairly fast by Imperial terms.


Page 14
Many First Founding Chapters maintain close links with Chapters created using their own gene-seed stocks, and the Chapter Masters might have a hand in planning future foundings.
The Dark Angels have done so, and even requested the founding of chapters from the High Lords.


Page 14
..it is likely to be at least a century before the new Chapters are ready to take to the field. In times of dire need, faster development has been attempted, but this has often resulted in disaster. Gene-seed cultured in haste is wont to degrade or mutate...
It's an approximate time. The minimum I've heard is 50 years or so for the gene-seed. It may vary from chapter to chapter as well as the potential list of aspirants.


Page 15
While many long-term policy decisions come about due to the work of generations of planners and strategists, just as many are the result of arcane predictions, ritual foreseeings and readings of the Emperor's Tarot. Often, galaxy-wide strategic decisions are a bizarre combination of these two factors, interwoven over decades of debate and analysis until both become one and the same. In some quarters, this esoteric discipline is known as strategic prognostication.
Chapter creation is often created through this method. Cited examples include the twewnty chapters tasked with policing the Eye of Terror, or the creation of some chapters to face the Tyranids (Scythes of the Emperor, etc.) I imagine this sort of planning influences a great many decisions on all levels of the Imperium, both strategic and operational as well as economic and political.


Page 15
Many Chapters have been created at the express order of the High Lords of Terra in order to counter a specific threat.

Generally, the activities of a particular known foe have increased to such a level that one or more Chapters are created specifically to counter it.
This seems to run counter to what was already mentioned about "it not being easy to just create one Chapter." It could mean that

Anyhow examples of threats that can dictate Chapter creation can be to handle Chaos, REbels, Orks, other aliens, etc. There are the Ghoul Stars, which are policed by the Death Spectres. There were the Chapters founded or allocated to watch over Badab. And of course there are the Astartes Praeses devoted to watching the Eye of Terror.


Page 16
Some Chapters are created to operate in a specific region..
...
This is simply a case of the High Lords of Terra identifying a particular region whose . defences are considered lacking, and where the stationing of a Space Marine Chapter would bolster the region's defences considerably.
...
The presence of a Chapter home world in a nearby cluster is often sufficient to deter invasion and insurrection in dozens of surrounding sectors...
the last bit is attirbuted to the speed and ferocity of the Space marines as a surgical strike force. It has often been noted that Space Marine chapters are responsible for thousands of light years of territory in radius, which would fit with "dozens of surrounding sectors' It would also suggest that the Adeptus Terra tries to evenly distribute the Chapters to be able to cover the Imperium as evenly as possible - able to reach any planet within a 1500 LY radius or so. Indeed, some Chapters probably can overlap sectors of responsibility.. although its also possible to argue that 'dozens of sectors' per Chapte rcould imply tens of thousands of Sectors. we know there are at least a good 5-10 thousand of them (which could mean each sector has several Chapters in its purview except perhaps the adjacent ones.)

note as well that "Space Marines" could be said to form an unofficial 'step up' in Imperial organization between segmentum and sector - that is space Marine homeworlds form something of a hub around which dozens of sectors may organize themselves. Given what is mentioned in 5th edition core rules about Space marines being given 'direct governance' of systems in order to preserve stability, this might be seen as an emergency measure (perhaps as a direct result of Vandire and the REign of blood - during that time the Space Marine homeworlds were some of the few pockets of sanity.) I would also imagine that various "directly adminsitered" worlds (AdMech, Cardinal/sHrine, Garrison/Fortress worlds, Administratum worlds, etc.) would also be capable of serving this function.

Bear in mind some of this depends on the exact numbers of chapters on stationary homeworlds, vs the numbers of Crusading chapters liek the fists or Black templars.


Page 16
Many of the Imperium's wars are in fact mighty crusades, raised from the armies of entire sectors to reclaim a lost part of the Imperium or to destroy once and for all a particular foe. Such crusades often sweep up billions of warriors, several thousand of whom may be Space Marines.
They imply that possibly some Chapters were created specifically for certain crusades, although none are mentioned. Average numbers for significant crusades seems to be billions of regualr troops and several thousand Space Marines. It's noted there are hundreds or even thousands of Crusades of varying types of any one time, so this would suggest a significant portion of spaceMarines are on a crusade (It could also point to far more than 1 million marines if one interpreted the data that way.) Also implies hundreds of billions or even trillions of troops on crusade, potentially.


Page 16
No one knows the exact date of every Founding, or how many Chapters were created during each. It stands to reason that with each successive Founding the numbers of Chapters created will have increased, for successive generations of Successors will have provided more and more gene-stock with which to create new Chapters.
It does temper the above by noting that numerous disasters, as well as the possible degradation of gene seed (due to corruption or probably mutation) could alter things. Like Chapter numbers, details tend not to be known, especailly given the secretive and independent nature of most Chapters.


Page 17
..not all Successors follow their Progenitor's traditions or share all of its genetic inheritance. While some Chapters are created using the "pure" gene-seed of the Progenitors, others are created using later generation Successors of the same Legion.
EG some Chapter might be created not from Imperial Fist geneseed, but from Black Templar.
What impact this has on the standings or abilities of Astartes is anyone's guess.


Page 18
While some servants of the Ordo Xenos believe it wise to recover and study the weapons of their foes, these Battle-Brothers believe such a notion is foolhardy at best, and heretical at worse. They often favour weapons that immolate, incinerate, atomise or blast apart their foe, being particularly fond of flamers, meltaguns and plasma guns, all of which are ideal for eradicating the stain of the alien, the fiend and the heretic.
unsurprisingly, Space Marines are more intransigent than Inquisitors are. Note the weapons that are designed to 'incinerate/atomise/blast apart' foes.. which pretty much means reduce it to small, unrecognizeable debris. Cremation or complete pulverization.


Page 24
Vast populations grow or are imported to service the industry that such resources spawns. The world's occupants are packed into industrial centres called hive-cities so that as much of the surface remains as accessible as possible and the workforce can be controlled and focused to maximum effect.
...
Aside from the ready source of recruits afforded by the hive-cities, the Chapter has access to a nigh-unending source of munitions, and it is likely that the master of each city is required by ancient law to provide the chapter with a tithe of its industrial output..
Purposes of hive worlds, and the benefits of such worlds to a Chapter. Frankly they tend to be the best source IMHO, both because the gangers ar more modern, but they also tend to be more numeorus. Of course conditions can be so shitty (esp in places like Necromunda) that mutation is considerably more likely as well.


Page 24
In a galaxy-spanning empire that harnesses the most powerful of technologies, the spear and the axe remain perhaps the most common weapon, for masses of worlds fall into this category, perhaps even more than any other type. With resources focused on key strategic worlds, there is no reason to spare the effort to "civilise" the natives of the numerous Feral worlds. In many cases doing so would deprive the Imperium of a truly invaluable asset, for Feral worlders are by definition amongst the toughest and most accomplished it is possible to recruit.
In this case "Feral" includes worlds like Baal, which resemble planets more akin to a Mad Max world. It has also been retconned to include Death worlds of all stripes and quite possibly prison worlds and more insane an dinhospitable (or abandoned) hive worlds. Given that 'billions of hive worlds' and othr worlds with fabricaiton and industrial abilities for high tech weapons exist (which by definition do not exist on feral/feudla worlds) this would mean there are a literal shit ton of feudal worlds. On the other hand other soruces have said 'civilised' worlds are the most common, so this is a very context related thing. I'd say there's lots of primitive 'colonies' or protectorates with feudal worlds that are maintained for useful cannon fodder in emergencies, much as hive worlds are. I'd further note that as per FFG material, there are a number of feral worlds (like Iocanthos) that have considerable populations, even approaching billions.

Interestingly, the book mentiosn Death worlds but says only a small fraction have been settled.


Page 25
The categorisation "Civilised world" describes a wide range of societies and technology levels, but in general such worlds will be a functioning part of a larger sector, with trade links to nearby worlds. Contact with other planets and peoples is relatively common, amongst the upper echelons of society at least, and the people see themselves as subjects of the greater Imperium. The populations of such worlds enjoy a reasonable standard of living (for the 41st Millennium!) but that very fact makes them less suitable as a recruitment source for the Adeptus Astartes than many other types. In a society where an infant is more or less guaranteed to reach maturity without becoming the prey to some ravening predatory beast or being enslaved by a rival tribe, the survival instinct is comparatively low and unlikely to produce suitable raw material for the Space Marines.
Civilsied worlds defined. Perhaps the most balanced and least shitty world possible. Some of these can overlap into toher categories (agri, mining, hive, industrial, etc.) Civilised worlds (as per 3rd edition, Rogue TRader RPG,a nd a few other sources - and despite what was said about feral worlds just above) are mentioned as being representative of the majority of Imperial worlds. If we take that as fact, then we might thinkt hat the bulk of hive and feral (feudal) worlds are not 'offiically' part of the Imperium (the dual tier system I keep alluding to.

In any case, civilised worlds are defined as being 'part' of the larger galaxy to whatever scope it operates at - they have some awareness of and interaction with it, like at the sector and subsector level (including trade.)



Page 26
Often these are unique artefacts predating the age of Imperium, or in the case of the Dark Angels' Fortress Monastery a vast chunk of planetary debris hollowed out and fitted with the very largest of warp drives. Many of these Chapters travel the galaxy in vast circuits, taking centuries to pass through a single segmentum..
Various kinds of Forteress monasteries. Making a circuit through a segmentum in centuries.. (tens of thousands of light years... hundreds of c?)


Page 29
The vast majority of Space Marine Chapters are descended from the Ultramarines, and as such adhere to the dictates of the Codex Astartes.
Not unlike as depicted in 5th edition SM Codex. Only with far less arrogance.


Page 30
If a Chapter's Master of Forge orders the production of such vehicles as Land Raiders in preference to other weapons, he may be able to mount an entire company, normally the 1st, in them, but they will invariably be acting as highly effective fighting vehicles and not as a tank company in their own right. Most Chapters maintain sufficient stocks of armoured transport vehicles such as Rhinos and Razorbacks to transport entire companies..
Land Raiders, unsurprisingly, seem to be too much of an investment of time and resources to be able to be easily built or replaced. it seems like construction/maintenance of them has to be balanced against other requirements.


Page 30
Very few Space Marine Chapters specialise in stealth tactics...
..
Some of these Chapters utilise subtle modifications to armour and weaponry, shielding them from detection until the very last moment. Silenced weapons, nullshielded insertions and dampered armour are all utilised so that the enemy has no idea of the Chapter's presence, until the killing blow is delivered.
This obviously includes the Raven Guard (save those fuckers from Kastorel Novem) given that most Space Marines optimize for high visibility, shock and terror psychological warfare, close in tactics and speed and power... not opting for stealth makes sense. Thats why they prfer bolters and chainweapons too,I imagine. Hell power armour is not exactly a stealthy piece of equipment iether.

still, ninja marines make sense as well. The stealth measures implied above are pretty darn interesting.


Page 31
When attacking, Space Marines specialising in siege warfare commonly form the spearhead of the assault...
...
When fighting in defence, the Space Marines identify the point the enemy is most likely to assault, and hold it come what may. An army of half a million Imperial Guardsmen might rely upon a single company of Space Marines to take or hold a fortress, so effective are such Chapters.
a Chapter specialising in Siege Warfare still focuses on "surgical" attacks. Space marines are almost alwasy the spearhead - the guys who make the opening and hold it open.


PAge 36
Most Chapters strive to maintain a standing force of 1,000 Battle-Brothers, plus additional officers and specialists, but the tides of war and disaster rarely allow such a luxury. The most fortunate and well husbanded of Chapters may be able to field the requisite ten companies, but invariably each will be at least a handful under strength. In the aftermath of an arduous campaign a Chapter may be well below strength and require several years or even decades to fully recover.
They may attempt to predict/antiicpate losses and 'overstock' as hinted at in 5th edition, but I do suspect as a rule they will be chronically under-strength to some degree, due to losses and ongoing conflict and the random nature of recruitment. That cannot be avoided.


Page 37
Some Chapters maintain more than the prescribed ten companies, though it is rare for more than a handful more to be fielded and even then only temporarily. It may be that the Emperor's Tarot has predicted terrible losses ahead, or that the Chapter simply regards its numbers as optimal and cares little for the dictates of the Codex Astartes.
Much like 5th edition codex says.. they plan ahead with some extra losses to plug up the gaps.. but rarely to exceed 20-50% - far les sthan twice the size. The codex Astartes is just a rough guideline and not an absolute for some chpaters at least, despite what the 'guilliman descended' chpaters are supposed to leave.


Page 45-46
As large as a moon and capable of docking over a dozen cruisers, Phalanx is a marvel of the starshipwright's craft that predates the Imperium, the secrets of its construction lost in the long millenia since the Dark Age of Technology.
Phalanx. Moon sized suggests more than tens of km, perhaps hundreds. The ability to carry a dozne cruisers reinforces that.


Page 46
Another tradition that the Imperial Fists engage in is the practice of scrimshawing the bones of their fallen Battle-Brothers.
More Ian Watson holdover tradition. I like this one.


Page 54
The Codex Astartes stipulated that Chapters should not field more than a thousand Battle-Brothers plus ancillary personnel, or more than ten companies, though several Chapters did push these limits.
Technically true, although as the Black Templars demonstrate, it IS possible to push a Chapter's numbers over the limit without involvement of the Adeptus Terra (althoguh its likely to cause conflict to do so.)

It also has some potential for loopholes. "Not field more than a thousand battle brothers" - which doesnt include garrisons, detachments or forces left to defend a homeworld. It doesn't include 'support' staff like librarians, apothecaries and techmarines. It probably also leaves out scout sergeants and the troops dedicated to training and to operating the fleets, which can ammount to a whole company's owrth by itself. Alternately it also means "more than ten companies' which could mean that you either have companies in 'reserve' (or squads), or allocated elsewhere, or that you alter the size of squads.


Page 54
This testing takes place under conditions of the utmost secrecy, at a small number of hidden Adeptus Mechanicus facilities scattered across and beyond the Imperium.
The gene seed testing. One was on Terra, the other was on Hydra Cordatus originally. This implies there was far more than just those. of course this is just testing, it may not include storage.



Page 54
Because the Primogenitors of the Ultramarines Legion were the most numerous, the vast bulk of archived genetic material is drawn from the descendents of Roboute Guiliman.
...
..the Ultramarines' genetic stock has proven the most stable, even after ten thousand years..
They also mention that the Salamanders have no spin offs, and the Space Wolves had one failed spinoff, but it does allow that incomplete records could mean some exist. Personally I tend to believe they use ultramarines geneseed because they're seen as the most 'polticially reliabiel" and the ones most likely to keep in line with the Imperium. They're the Amalathians of the Space Marines :P


Page 54
In total, there have been twenty-six Foundings, the most recent in 738.M41, and around a thousand Chapters are believed to exist in the late 41st Millennium. Undoubtedly, many more than a thousand have been founded over the millennia, but many have been lost due to irrecoverable defeat, warp accident, gene-seed failure or rebellion.
That leaves it quite open to there being far more than a thosuand chapters. We still probably arent talking billions of Space Marines.. hell probably not even tens of thousands, but some several million Marines in 'active' service (known or unknown) is quite likely.


Page 54
Some new Chapters are built around a cadre of officers seconded from the Progenitor Legion, and these may go on to instil the traditions and 9octrines of their parent Chapter in the new recruits.
This is an intriguing idea, as it may suggest that "over strength" Chapters may tithe off some of their battle brothers to form the nucleus of a new founding.


Page 55
...the "First Born" Ultramarines Successors maintain far closer bonds with theirs than do many other Chapters. The home worlds of many of the Primogenitors are located in Ultima Segmentum, and even those with realms on the opposite side of the galaxy send representatives to the Fortress of Hera, the FortressMonastery of the Ultramarines. There they confer with the Lord Macragge himself, coordinating the Primogenitors' wars, as far as is possible across such a vast area of space, across the entire Imperium.


This is a curious notion, since it suggests the Utlramarines have undue influence over its sucessor Chapters, and indeed may come close ot violating the Codex Astartes. One wonders why noone cares about this. This was mentioned in the 5th ed Space Marines codex as well, which suggests the Ultrasmurfs are coming close to violating the Codex Astartes in acting like a Legion. (Indeed witht he Ulramar defence regiments and controlling territory amounting to an entire subsector, they pretty much act like a pre-heresy expedtionary force in all but name.)


Page 55
..a number of the Primogenitor Chapters contribute individual squads to a standing force stationed near the Eye of Terror known as the Ultramarines Honour Company.
Why I have no idea.


Page 66
According to most versions of the Codex Astartes, the Imperial Fists Legion only sired two Second Founding Successors, although some versions claim that three or more were created from their gene-stock.
..
..the Imperial Fists Legion could only be sub-divided three or four times,
Because unlike the Ultramarines, they were too busy FIGHTING FOR THE EMPEROR. This may be an indirect hint towards the Soul Drinkers being Fists descended, although this was disproven in Phalanx as I recall.


Page 67
..a Crimson Fists Techmarine serving in the Deathwatch discoveres an impossibly faint noospheric trace, suggesting the presence of Ancient Castores, routed through several deep-space shunt-nodes, but, he belives, originating from the world of Vanity..
FTL signal? I guess alot of that depends on how you handle noospherics - i tend to view it as being the "thoughts" and such given phyiscal/tangible "emission" and 'read' technologically. Basically a Wireless variation of MIU, with implications for communciations and perhaps even sensors (NOOSPHERIC RADAR!)


Page 67
The Hammers of Dorn therefore hold that their Primarch as the pre-eminent son of the Emperor, even going so far as to regard the Ultramarines and the Primogenitor Chapters as somehow lacking. For the most part, the Ultramarines maintain a stoic disregard for what they see as the Hammers of Dorns' somewhat unbecoming, and undeserved self regard.
Heh.


Page 75
..the Imperial Fists and their Successor Chapters send representatives ot the Feast of Blades. The Feast is a martial gathering where the twelve Chapters meet to find out which o f them can claim to be the most worthy son of Dorn.
There's at least 12 Dorn descended Chapters.. only 3-4 of those might have been second founding. It almost certainly does not include the Soul Drinkers. The others (like the Subjugators, I think) may have spun off from second founding or subsequent Chapters.


Page 87
Over the course of the last ten millenia following the Horus Heresy, subtle changes in the gene-seed have begun to emerge in some of the Chapters.
..

Most changes slowly find their way into the gene-seed matrix. Whilte the apothecaries strive to keep the seed as pure as possible, it is a losing battle to keep them 100% pure as they are transferred from host to host.
Gene seed mutation.


Page 91
There are countless worlds that owe a great debt to the adeptus Astartes, and countless peoples and organisations which would not exist without their intervention. Sometimes, however, this debt is publicly recognised and formalised..
It goes both ways. favours granted and received. Places like Ultramar, the world in Chapter War, the deals between the AdMech and Iron Fists, etc.


Page 91
Sometimes, however, a Battle Brother will earn an honorary title if he saves a world or aids a people, giving him unique rights and privileges.
A more extreme form of the prior ability. Like all other Imperial Organzations, the Marines maintain themselves through elabroate webs of treaties and obligations and oaths.


Page 98
Hundreds of world shall stand or fall; billions of faithful warriors shall live or die, all at the word of the Master of the Achilus Crusade.
...
Thousands of Imperial Guard regiments have been committed ot the conflict...
...
.. of the dozens of Cadian regiments committed to the Crusade, only two have been decorated. For every regiment whose efforts and safirices are officially recognised, hundreds more go uncelebrated..
...
At the crusade's outset, it is possible that as many as a billion soldiers marched to reconquer Jericho Reach. As the crusade found itself beset by far greater opposition than anticipated, this number steadily increased until an estimated four billion troops were in action. The Officio Munitorum's best estimates suggest that with the comitting of the threatre reserves formally held back by Lord militant Achilus as many as six billion troops may be operational. How many of these are serving in front line combat units and how many in support echelons and services arms is a matter of heated, if ultimately futile debate amongst Officio Munitorum adepts.
Scope of the war. hundreds of worlds (in the sector) billions of worlds (comrpising thousands of regiments.. more like hundreds of thousands) and including 'dozens' of Cadians. 1 billion at start, has risen to 6 billion. Most I suspect come from outside the sector. 5 billion spread amongst Scarus, Calixiis and Ixianad, over a 30 year time frame. ~56 million per sector per year. This isnt including everything skimmed off to either keep up the appearances of the Margin crusade (the illusion of which is supporting this one) or being stripped off by the Eccelsiarchy for their own ends.


Page 98
... strategic planners must also contend with the need to obscure the true nature of the battle from all but the highest rulers of the Calixis Sector. Were the planetary governments of these worlds to discover that the ever-increasing tithes of warriors and materiel were being fielded in the defence of a sector on the other side of the galaxy...
Gee, can you blame them?


Page 98
Of course, not all of the crusade's resources are drawn from the Calixis Sector, for to do so would subject it to an intolerable drain. Individual regiments are raised for service in the Reach from worlds as far apart as Cadia and Mordia...
...
Other Materiel, from lasgun power packs to orbital defence batteries, is produced across dozens of sectors according to an impossibly complex requisitioning system involving an army of scribes almost as large as the Crusade itself.
This means the troops are drawn only from th e3 surrounding sectors, but supplies and such come from dozens of sectors in Segmentum Obscurus (and involving billions of scribes just for that.) "elite" or veteran forces from cadian or mordia are also "exceptions" to the rule.. Garrison forces probably.

Also Calixis alone could not provide an annual tithe of hundreds of millions of troops to the crusade without draining itself severely. It isn't surprising really, considering its a rather peaceful fronteir sector, but it also has to be ready to defend against problems form the Eye.


Page 100
By ancient tradition, a Space Marine with his heraldry obscured may present ihmself before a Watch Commander and petition for admittance to the Deathwatch.
..
The Black Shield is a Space AMrine without a Chapter..
disgraced, outcast or otherwise 'lost' Marines.. perhaps ones whose chapter is no longer around.



Page 106
The challenges facing a Deathwatch Chaplain are unique. The rigours of serving in the Deathwatch can be sorely vexing for Space Marines accustomed to the rigidly ordered life of their own Chapters. Long periods of isolation and privation awiat them...
...
The need to work alongside Battle brothers of other Chapters in the Detahwatch can be challenging in itself...
...
..Battle brothers in the Deathwatch are exposed to horrible truths about the true threat of the xenos lurking just beyond the circle of the Emperor's light.
...

A Deathwatch Chaplain must always stand ready to renew a Battle-Brother's devotion when he falters, and to remind him of his duty and his vows when hope seems lost.
...
More typically, Battle-Brothers find their calling through apprenticeship ot an existing Deathwatch Chaplain that has noted their unflagging zeal in pursuit of the alien. Once a Deathwatch Chaplaintakes his vows he will seldom see his old Chapter again, instead giving himself entirely to the Long Vigil and the duties of the Deathwatch.
It generally also goes to say that Chaplains are expcted to be well versed in the lore and histories and rituals and cults of all the other Chapters os they can serve as Chaplain to any prospective Deathwatch member.. which is probably where the broad minded bit comes. These passages I felt were notable as it provides an interesting contrast with normal chaplains, whose virtues come from their zealotry and inflexible attitude. A Deathwatch Chaplain can't afford to be rigid in his thinking.


Page 110
They make deadly opponents combining the firepower of a battletank with the mobility of an armoured warrior.
..
Only truly monstrous opponents like Tyranid Carnifexes or Eldar Wraithlords can stand against a Dreadnought with any hope of success.
Dreadnoughts are mobile walking tanks. Which is what has also been attributed to Terminators :P


Page 110
Their armour is proof against most handheald weapons...
...
Even the occasinoal lucky hit made with tank-killing power struggles to find purchase on the adamanitum hide of a Dreadnought.
Dreadnought durability.


PAge 111
The Deathwatch possess only a handful of Dreadnoughts in fortresses scattered across the galaxy..
Various factors (difficulty in recovering bodies, the nature of the tactics undertaken by the Deathwatch, the fact any such Dreadnought would remain part of the Deathwatch permanantly, plus getting the permission of the parent Chapter) make this a rare event. And even then, they tend to be knowledge repositories more than tools of war. That said, the text mentions they excel quite well at this role... And they are only risked in times of great importance.

It is also mentioned that Deathwatch Dreadnoughts can receive atypical modificaitons (quad autocannons for anti aircraft roles, extra flamers for anti-Hrud work, etc.)


Page 114
The toughened flesh of a Space Marine makes him a highly desirable host, as it is capable of contaning the ravening energies of a daemon for an extended time.
Why Astartes make good daemonic hosts.


Page 115
..an Epistolary wields devastaitng powers capable of incinerating hordes of enemies...
They also mention the usual precognitive benefits, boosting phsysical abilities, and blocking alien attacks. How big a horde is and what incinerate means.. up to the person :P


Page 115
Their awseome powers are channeled through the conductive wiring of a psychci hood, a piece of wargear linked directly into the Librarian's brain. The psychic hood extends the wearer's consciousness so that he can 'feel' manipulation of the warp and counteract it. Augmetic crystals in the psychic hood help him to focus and enhance his strength in the battle of wills that follows.
Aegis hood.


Page 118
A Forge Master oversees the manufacture and maintenance of Deathwatch armaments of all kinds in a particular Watch Fortress, from Kraken bolt rounds to planet destroying Kill-ships. A Forge Master mus talso deal with all manner of xenotech captured by Kill Teams on their missions, studying, categorizing and determining its potential value or threat.
Forge Masters (its noted) don't have to like studying alien tech, they can despise it yet still study it so that it can be better destroyed.


Page 118
he must decide whether some element of the alien science he sees may be blessed by the Omnissiah despite its unfamiliar guise...
They actually mention that some "xenotech" items have actually been the basis of supposedly rediscovered technology, either in Deathwatch gear, or in technology or munitions of the Imperium as a whole. Once again where the tech comes form matters less than the fact of who controls it.


Page 118
..a lone Forge-Master controls potentially hundreds of mono-task servitors and artisan savants as they hammer relentlessly, shaping new weapons of war.
Watch Fortresses have their own manufacturing capability.


PAge 120
They [Deathwatch Keepers] are often armed with tall powered glaives, double handed chain blades or even incredibly ancient las-lances.
heh 'las lances'



Page 134
These bolters are of exceptional craftsmanship and more compact than typical weapons of their type. Thanks to their relatively smaller size and ease of use, Hesh pattern bolters are well sited to close-quarters combat.

..
..these bolters have an integral folding stock, motion predictor, and preysense sight.
Used by close combat tactical marines and sometimes assault marines. Close assault bolters.


Page 135
While their ability to fire on semi atuomatic and automatic modes makes them versatile and deadly, they use an immsene amount of energy and are more prone to overheating than a typical plasma weapon.
Barrage plasma guns. A pistol variant exists as well. Interesting in that it does link heating to rate of fire.


Page 135
..firestorm multi-meltas trade higher enregy consumption and shorter range for higher damage yield and the ability to fire short bursts. Although modifications of this kind are typically frowned upon by the Mechanicus, the Deathwatch techmarines of Watch Station Erioch have recieved special dispensation to perform this operation on limited numbers of existing weapons.
Shorter range, higher rate of fire, and greater output. cReated by modifying meltas, which needs 'special dispensation'


Page 135
..the Immolation rifle is an ancient, exceedingly rare, and barely understood weapon...
...
..fires a seething, short range beam of intense heat. When used on lightly armoured or unarmored targets, the beam sears and blisters exposed flesh. Thise causes a target intense pain and, with enough damage, these weapons can cook enemies alive.
hundreds of kj to several MJ by flash burning.


Page 135
Brutally effective against Orks and other xenos with natural regeneration, this flamer uses highly refined promethium fuel mixed with a number of radioactive compounds to both burn and irradiate foes. Only rarely deployed due to the collateral enviromental damage it causes..
Balefire gun. Noted to be effective at eradicating Ork infesations.


Page 136
Like their more common cousins, Astartes anti-plant grenades and missiles release a viscious cocktail of toxins, viral agents, defoliants and anti-fungal agents on detonation that reduce even the heartiest flora to a foul-smelling muck in minutes.
antiplant weapons. Anti-fungal agents. which do no good against Orks I imagine.


PAge 136
Appearing as little more than a discarded heavy bolter shell, when their proximity sensors detect bio-signs within 5 metres these mines leap up roughly two metres and spray an area ten metres across with viscious clouds of shrapnel.
Leaper mines. supposeldy unique to the Jericho Reach deathwatch, but we'v eseen similar in the 'toe popper' mines used on Armageddon and as part of Catachan trapping.


Page 137
The Atomizer cannon is a relic from the Dark Age of Technology.
..
The weapon fires a blast of heavily irradiated particles that effectively melts living creatures, blowing their individual cells apart and boiling them alive from the inside. Atomizer cannons have even been known to set fire to metals and ceramite momentarily before utterly disintegrating them.
They also irradiate the area. Neutron gun version of a bolter, basically, only more magical


Page 137
the Deathwatch Graviton Cannon is a higher output and decidedly more deadly version of the more common graivton gun. Where the common graviton gun has but one setting that effects the gravity in a sizeable area, the Deathwatch version can also focus its energies into a continuous tight beam of incredibly dense gravity waves.
Basically it can pin down or knock down targets and crush them to death.


Page 138
Originally designed as a tool for use in mining and exploration, these seismic generators were weaponised..
...
.. the unit consists of a powerful sound emitter roughly the size of a man that is planted in solid ground or the walls of a fortification by way of a large spike. Once in place, it broadcasts ultra-low frequency sounds that set up sympathetic vibrations in ground and sturctures. These units are powered by rechargabe power packs that are good for about one hour of constant operation. The longer the unit operates, its tremers grow more powerufl and cause more damage to surrounding terrain and structures.
...
Used en masse, these tools can crumble the mightiest fortifications and the tallest buildings in a matter of minutes.
yet more weaponized seismic/sonic weapons. May indicate similarity to Eldar sonic weapons (crude variaiton) or it may suggest similarities to oft mentioned 'seismic torpedoes'.



Page 138
Just over two metres in length and weighing close to fifty kilograms..
..

The Mk IX is a heavy needle sniper rifle used by the Deathwatch for long range anti-personnel and anti-mateirel work.
...

30x scope: this powerful telescopic sight...
Apparently needle weapons have both a muzzle flash and a "signature report" needing some sort of suppressor for both. Also has its own in-built cogitator array that links the weapon to the genetic code of its wielder (for whom the weapon is tailor made anyhow)

It is also an 'antimateriel' sniper rifle. Which might mean it uses acid instead of poison rounds (hinted at for necrons IIRC), or the laser is 'antimaterial' or it fires some sort of armor piercing or explosive 'needle' (like glavian needle rifles can.) In any case the needler acts as far more than a glorified plasma gun.


PAge 139
Made of super-dense adamantine alloys and fitted with a matter-wave generator that causes the augur to vibrate millions of times per second, Deathwatch Techmarines often use this tool to great effect for breaching walls, bulkhead sand destroying fortifications and vehicles.
'matter wave generator' that vibrates.. vibro weapon or perhaps some sort of pseudo-power weapon variant.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2
Page 140
Designed to punch through armour, these rounds feature a hardened adamantine dart contained in a discarding sabot.
Can be used in Autoguns/pistols and shotguns. Basically a flechette/KEP type round.. single dart instead of multiple flechtette type (mentioned later)


Page 140
...a razor-web is composed of the rare alloys produced in the unique astronomical and gravitic alignment of the Lathe forge worlds. This metal can be used to create super-thin threads that are adamantine-strong and singularly sharp.
Described as difficult to see, but also shredding the enemy to ribbons with the slightest motion. Basically mono wire fired from a webber, not unlike the Warp Spider weapon.


Page 140
These rounds are packed with shards of razor sharp adamantine and are designed to penetrate light armor and mangle massed hordes.
multi-dart Flechette type round. Shotgun weapon.


Page 141 - Hesh pattern bolter has a 50m range, 28 shot clip, 15 kg weight, and can fire semi(2) or full (4)

Barrage plasma weapons have a range of 120m (Rifle), 40m(pistol), can fire semi(3) for both pistol and rifle. Rifle has Full(5). 9 shot mag for pistol, 30 shot for gun. Both are volatile. Plasma pistol weighs 7 kg and Gun weighs 30 kg.

Firestorm multi metla has a range increment of 100, Semi(2) ROF, 6 shot clip, and weighs 70 kg.

Balefire guns have 20m range increment, 6 shot clip. and weigh 7 kg. Immolation rifles 25 m, 5 shot clip and 5 kg.

Atomizer cannon 50m range increment, blast (5), 80 kg weight, 25 shot clip.

Funny enough the Mark IX has a range increment of 250, 5 shot clip and weighs only.. 4 kg. HAH


PAge 142
Deathwatch scout armour is composed of a hardened ceramite chestplate that covers the Space Marine's toros, shoulders and groin area worn over a reinforced body glove. Armourd, elbow-length gauntlets protect the wearer's hands, while heavily reinforced, ceramite-toed grox-hide boots keep his feet safe and dry.

..

Although it's not enviromentlaly sealed like Astartes power armour, the composition of the body glove and numerous built-in systems keep the wearer relatively safe from hazarodus conditions. The body glove is impregnated with special fibres coated with powerful unguents that provide limited protection from atomic, chemical, and biological threats. It is also woven with small, gel-filled passages that allow the Space Marine wearing it to better withstand heat and cold as it regulates his tempreature. Mounted on the armour's back is a heavy, hardened unit that contains, among other things, both drinking water and an oxygen supply. Water and air are delivered to the wearer througha dual purpose rebreather/hydrator that acts as a gas mask and filters air from the surrouning atmosphere. He also wears an auto-injector glove beneath one of his guanelets that functions much like the auto-injector system found in Astartes power Armour.
Deathwatch Scout Carapace. Part of me suspects Storm trooper/Kasrkin carapace might have many of the same functions built in.


Pshr 142
..the wearer carries an ecrypted long-range vox system that allows him to maintain contact with command , as well as communicate with airborne, armoured and artillery units to act as forward observers and fire controller. The hard plates of the armour are painted with a special coating that makes it difficult to detect with auto-sense, auspex, and augur arrays.
Steallth qualities to armor, as well as vox system for (I think) data transmission.)



PAge 142
The body glove worn under the Infiltator's cermaite plates provides respectable armour protection and does a decent job of protecting the wearer from hostile environs.
..

The sacred unguents and special coatings worked into the armour's hard plates and body glove make it incredibly hard to detect via technological means.
...

Each suit of Infiltator armour carries a long-range, encrytped, multi-band vox system that allows the wearer to stay in constant contact with his unit. The transmitter is housed in the armour's back mouted storage unit, and is heavily insullated from shock and damage. The unit is voice activated, and is operated via a headpiece feautring a headphone/microphone combo.
...

The Scout's vox has a range of 35 kilometres, which can be stretched indefinitely with signal relays like other Scouts or vehicle and power armour mounted vox systems, and can transmit both voice and data.
..

An Infiltrator suit's interlocutor beacon helps identifiy the wearer as an ally to all friendly forces he fights with. Braodcasting on a narrow-band, highly encrypted frequency with a range of ten kilometres, the interlocutor beacon not only identifies the wearer as a Space MArine, but also acts as an emergency distress beacon if he becomes trapped or incapacitated. Each chapter has a unique frequency that all of their beacons broadcast on, and this frequency is constantly changed by the chapter's tech-priests in the interests of security.
Scout armor features again again note the comm can transmit both voice and data (to act as foreward observers or fire controllers) comes with a beacon as well and provides NBC and stealth properties.


Page 143
It (the injector) consists of a number of small vials and an auto-injector system run by a small cogitator array with a bilt-in bio-monitor.
Detects a problem, injects the marine. Pain suppressant, anti-tpoxins, and stimulants.


Page 144
When suspensors are not available, the tactically inferior but widely available mode of bracing a heavy weapon is still quite viable: a tripod.
Indicates that suspensors, as well as reducing weight, act as stabilization akin to a tripod or bipod.



Page 144
This weapon integrates a specifically coded vox receivers into the weapon's trigger mechanisms, so that the user can operate it by voice if needed. Users can also operate the shot-selector ad switch firing modes if applicable merely by speaking the appropriate command. For security reasons each receiver is usually keyed to just one voice pattern.
Voice operated bolter.


Page 144
Grav chutes rely on suspensor fields to counter gravity and slow descent.
Grav chutes are variations on suspensor tech. That suggests they could do a limited "bounce" capability (nullify gravity to increase the ability of a person to move faster.. like leaping strides in a low-gee enviroment.)


Page 144
Many of them combine the effects of photo visors and preysense sights, can detect and see a broad range of radioactivity frequences, can record pict-captures, have a 5x optical enhancements, 5x micro-magnification, and a number of cloured filters that can be flipped in and out of the view ports. These goggles also have an integral laser range finder that allows the weaer to act as a forward observer or fire controller for artillery and aerospace units by pinpointing targets, calculating fire solutions and broadcasting the data to waiting units.
Auto-sense goggles. Note the laser range finder to provide fire control for artilley or air units. :P


Page 145
These hooded cloaks are composed of a mesh backing woven with thousands of ribbons of colour shifting and light-absorbing material
Stealth clokes


Page 145
These thin, resilient tarpaulins ar emade of sheets of photo-sensitive, coulour-shifting fabric that can take on the appearance their surroundings.
Camo stuff.


PAge 145
Created during the dark age of Technology, the workings of the clavis are not fully understood by the Adeptus Mechanicus, but it is known that it interfaces with the Space Marine's nervous system and monitors his vital signs.

The clavis acts as a unique and complex key that contains a myriad of Inquisotiral override codes and other more arcane systems that allow it to bypass nearly any technological seal. The clavis communicates with light, vibration and other, less known means to unseal magnetic lock sand shield barriers at the keeper's command.
It also can activate/deactive auto defenses and servitors. Rather interesting security system.


Page 145
This small, hand-held device contains a number of technological diagnostic tools and a small cogitator array that allows a Deathwatch Techmarine to diagnose what ails a machine's spirit. It has a number of common plugs and adaptors that allow it to be plugged into nearly every machine of human manufacture, as well as sensors and scanners that can see through hulls and casings, detect micorscopic cracks and material fatigue..
TEchmarine maintenance and diagnosis tool.


Page 145
Magos Genetus Iyrzek (Attached to the Mechanicus forces of the Achilus Crusade in the Jericho Reach) synthesized Infiltriol, which takes advantage of the strong scent receptors common in most Tyranids. Infiltriol uses essential pheremones extracted from members of the gaunt genus to mask the bio-signature of the subject receiving tha application of this substance. Infiltriol is formulated for the chem-receptors of Hive Fleet Dagon only. It is currently unknown how it could be created for other Hive Fleets.
Makes other 'nids think the recipient isn't a bad guy. Won't stop a smart 'Nid from spotting you even if you smell right though. Also requires the recipient to be inside an enviromentlaly sealed suit. Basically yet another means of the hated 'innovation' and research that the Admech are reputedly not capable of doing, in order to better fight the enemy. A whole bunch of 'not innovation' happens when it comes to the Tyranids.


Page 146
..grav flares are used to light large swathes of terrain. With a small rocket motor ot get it to altitude and a low-power grav-system similar to agrav plate to keep it there..
Interesting means of marking.


Page 146
The siege auspex is a powerful scanner that can see through the densest materials to find their weak points. These items are used for finding stress fractures, reinforced or up-armoured areas, hidden passages, power conduits, and the numerous other items of interest to a siege engineer. The machine-spirits of a siege auspex, while canny, can only see so far through solid objects and have a fixed range of about 20 metres. Things like energy fields, thick bulkheads, iron, stone armaplas, and plasteel can reduce the range of the unit or blind it all together.
An interesting sort of auspex.


Page 146
Invisible to the naked eye, these small chemical markers can only be detected through photo or preysense sights or by those who use auto-sense goggles.
Stalker flares, used to mark trails and landing zones difficult or impossible for enemies to detect. similar techniques (IR/UV paint marking) is used by scouts in some chapters (EG Crimson fists, as outlined in Rynn's World.)


Page 147 Deathwatch scout armour weighs 30 kg. AStartes helms 4 kg.


PAge 149
The Mk2 "Crusade" armour was a totally enclosed suit, with life-sustainign capabilities, to allow combat on toxic alien planets as well as in the depths of space.
..

The backpack retained a similar shape to tha tof Mk1 suits, but now incorporated advanced equipment such as air-scrubbing, fluid recycling and emergency metical functions.

...

It [the helmet] also contained sensory devices that monitored the surrounding battle enviroment and fed visual and auditory signals directly into the wearer's brain via a neural connector. This enhanced sight to super-human levels, while at the same time dampening any blinding flashes or deafening explosions. These 'auto-senses', as well as the other internal devices, became standard equipment in every subsequent type of power armour.
Crusade pattern armour note the features which are stnadard on all other Armor patterns.


Page 150
The main development of the 'Maximus' suit was to abandon the use of abutting plates in favour of larger, inflexible armoured casings. These were considrably easier to produce and maintain, with only a slight reduction in mobility,a nd thanks to technology uncovered as the Crusade progressed, were lighter as well as being more efficient protection.
Difference in armor design and fabrication between patterns.


PAge 150
With the outbreak of rebellion, supply lines fell into turmoil and it became difficult to repair and maintain the advanced Mk4 suits. Mk5 was created as a stop-gap, a style with the flexibility to use new or old materials depending on availability. In many cases, older, heavy power cabling was used, whcih created a weak point on the chest. The armour was reinforced with an extra skin plate fitted over the top using moelcular bonding studs, thus giving 'Heresy Armour' its distinctive appearance.
The "molecular bonding studs" are interesting as it offers an explanation for the seemingly "riveted" appearance of many 40K vehicles and starships, yet why they don't fall apart when struck by extreme forcs (or in the case of starships, why they hold together at all.) Basically magic rivets.


Page 150
It featured dual technology circuits that allowed the replacement of rare or sophisticated parts with common or basic alternatives. It also included failsafes sucha s duplicate power cabling.

MK 6 "Corvus" (EG the beaked) armour. Largely introduced redundancy as its significant design feature.. It's also noted (in the rules) as the lightest power armour variant.


Page 151
Mk 1 thunder armour weighs 200-250 kg (varying depending on manufacture, as well as the presencre or basence of leg protection.

Mk 2 Crusade armour weighs 280 kg.

Mk 3 "Iron" armour weighs 300 kg

Mk 4 Maximus armour weighs 220 kg Also has 8 (instead of six for all other "normal" space marine armour) doses of pain suppressant

Mk 5 Heresy armour weighs 200 kg
Mk 6 Corvus is 170 kg
Mk 7 Aquila is 180 kg

Mk 8 Errant is 190 kg.

Also Mk 2 and 3 have at least 1 week of nutrient recycling, 4 onwards have 2 weeks (this is actually time that passes between tests, so outside game mechanics it could be longer) Mark 2 onwards all have recoil suppression as well.


Page 151
Only one new Mark of Power armour has emerged in the long millenia since the Horus Heresy, a clear demonstration of how much progress and innovation have stagnated.
..

...
It adds extra plating on the torso to further protect the energy cabling and a high gorget, or collar, covering the weak point at the neck joint (the only drawback is that older helmets are not easily compatible.) It has had limited deployment thus far so tends to be reserved for veteran space Marines as a sign of rank.
Sergeants or higher ranking armour, according to the rules, due to its relative rarity. Amusing that the fact a new suit was produced is sign of 'stagnation' - especially in light of all the 'innovations' introduced to fight the Tyranids or other aliens (In Deathwatch.)


Page 152
It is fairly common to see a Space Marine fighting in battle without his helmet, especially among those of higher rank, and many Battle-Brothers prefer to remove their headgear when there is no immediat threat.
Fighting without helmets. Oddly it isn't all that common in novels, unless the helmet has been damaged or there is some need ot use senses.


Page 155
This suit of armour was completely blown apart by enemy ordnance (along with its occupant) , but the shattered, gore-stained pieces were collected and returned to the Chapter forges. They were painstakingly reassembled by the Artificers, and evetually re-made into a fully functioning suit. The rebuilt armour as weak points in some areas but is actually stronger in others.
That is.. quite impressive. Both in the tedium involved in reacquiring all the pieces as well as putting it together.


Page 170
Jarring blow: The impact tosses the vehicle around, throwing anything inside about the interior compartments...
Critical hit, but implies huge momentum on weapons (like we sometimes see on the fluff) But not very quantifiable even then.


Page 170
Even the most advanced air defence systems have difficulty locking on to a drop pod travelling at up to 12,000 kilometres per hour straight down. At the last moment, powerful retro-rockets around the base fire off "slowing" the pod to a crushing, but survivable, landing.
drop pod velocities and limits on anti-air targeting systems.


Page 171
The landings are devastating, blasting the surrounding area as if a small meteor has struck, and the drop pods act as offensive weapons as well as delivery systems.
...

Normal humans would be killed by the intense deceleration forces experienced during a normal atmospheric entry unless the vehicle was modified heavily in advance.
Drop pod impact and deceleration.


PAge 171
Cruising speed: 12,000 kph. Tactical speed: 200 AUs
Drop pods.


PAge 172
Every Land raider contains a high-functioning machine spirit and command and control equipment. Individual squad status screens allow a commander to observe his squad's bio-status readouts, relayed through the tank's communication dish. Land Raiders contain holographic tactical displays and direct interfaces with the tank's machine spirit.
...
Additional features of the Land Raider include atmospheric sampling gear, rad-counters, air filtration and purification, multi-spectral optic periscopes around the turret rings, gene-coded controls for security purposes and slaved remote targeting systems to control the sponson weapons.
Land raiders have 'modern' equivalent of auto-systems as well as all other manner of fancy gear.


Page 172
Land raider: cruising speed 70 kph
Carrying capacity: 12 Space MArines or equivalent cargo.
Land raiders move faster in this book than they do in Forge world :P


Page 173
All Land Raiders contain a tactical holosphere and squad status displays, but the Promethus [Land Raider] augments these systems with a long-range signals booster for improved communications for co-ordination with allied forces, and transmission monitoring equipment for interception and decryption of enemy signals. In addition, the Prometheus features a multi-spectrla ground surveillance auspex for locating and tracking enemy forces. This information can then be sent to other Imperial forces.
LR command variant.


Page 174
The Terminus Utlra pattern sacrifices all its transport capability to mount a trio of twin-linked lascannons supplemented by two additional sponson-mounted lascannons, granting it a formdiable array of high-powered armament.
...
..the huge power build-up generated when a Terminus utlra fires can cause irrevocable damage to its systems.
Basically the 'more dakka' anti armor variant. The antipersonnel is even more dakka.


PAge 174
"Land's Speeder" as it was called, became a mainstay combat vehicle as the Emperor's armies swept across the galaxy, but the ravages of the Heresy caused many such precious discoveries to be lost again. now few remain, and only the Adeptus Astartes regularly field such wonders.
...

They fly by means of arcane anti-grav plating mounted around the nose to provide primary lift, and twin jet engines to provide thrust.
Land Speeder.


Page 174
Land Speeder: cruising speed: 275 kph
Land speeder speed.


Page 175
The Land Speeder Storm's baffled engines and sophsiticated spy array make it a stealthy vehicle..
Stealth features.


Page 176
Layers of armour plating run along the sides, protecting the oversized engine and fuel tank...
...
The tyres themselves can withstand most small arms fire, and contain bladders of pressurised foam to seal punctures.
Defensive features of Astartes bikes. Space Marine Bikes are 110 kph.

Page 177 - Predator destructor. Only interesting thing of note is the 70 kph speed cruising, as well as the 30 shot lascannon clip, and 200 shot autocannon clip. Both lascannon and autocannon have 300m range increment. I imagine the 'cruising' speed is both on and off road.


Page 178
It is strong enough to withstand most firepower..
..
With the rise of the Emperor and the Great Crusades, it was decided that only the Adeptus Astartes and selected other elite forces (such as the later Adepta Soroitas) would forthwith be allowed to operate them.
And yet many pdf and even some guard units use them (and even predator variants.) I ascribe it mainly to differences in quality. If the guard have them, they are made from shittier mateirals than the AStartes/elite forcs types. Hell it could be that the use of the Rhinos in either the Guard or the PDF is a sign of 'status' or elite formation (liek Storm troopers or Grenadiers using them.)

I'd note that using a Rhino isn't inherently superior, since Chimeras have same capacity and general engine performance, yet are better armed.


Page 178 - Rhino speed: 70 kph cruising speed.


Page 179
The Damocles can help direct a Space Marine force on the ground and act as the central link between orbiting strike cruisers, thunderhawk formations, an the Space Marine commander on a planet's surface.
..

The Damocles contains a suite of notable features, including:
* Comapny or battlegroup command and control systems, including signal boosters for squad-tos-quad, ground-to-air, and ground-to-orbit communications.

*SEcure multi-band communications for co-ordinating with other Imperial forces.

*Multi-spectral ground surveillance auspex for locating enemy units.

*Chapter-wide squad and vehicle tracking information, supplied via orbital relay.

* Teleport homer beacon; the Damocles provides a strong signal for any teleporting units to lock onto, allowing for faster and more accurate teleportation.

* Transmission monitor for intercepting enemy signals and decrypting enemy codes.

* Bio status readouts relayed directly from individual Space Marine's power armour.
More C&C functions, but in a Rhino rather than a Land Raider.


Page 180
Standing three times the height of a Space Marine in power armour, the Dreadnought is a bipedla combat walker used exlcusively by the ADeptus AStartes.
..
They do have substantially less armour ot the rear, but the Dreadnought's exceptional manoeuvrability all but guarantees that getting behind one is a very difficult proposition.
...
..the Dreadnought is well equipped with targeter,s recoil dampeners, massive ammunition stowage, and sophisticated liquid-nitrogen cooling systems.
...
The Dreadnoguht is powered by a thermic reactor located in the core of the vehicle - next to the sarcophagus it is the most heavily protected aspect of the vehicle.
Dreadnoughts again.


Page 181
Very few new Dreadnoughts are constructed today..
But they still get built. Otherwise how would new chapters have them? Same with Terminator armour and similar.


Page 181
Dreadnoughts have a cruising speed of 10 kph.

In other words they're slower than vehicles. Excpet for Brother Jarold of the Black Templars.


Page 183
Each Thunderhawk has more amrour plating than many bunkers, as well as layers of heat-resistant ceramite capable of withstanding multiple orbital re-entries as well as direct enemy fire. Aided by an onboar dMachine Spirit comparable to that of a REaver titan..
Thunderhawk capabilities.


Page 183
Thunderhawk cruising speed 1750 kph. 30 AU tactcial speed.

30 Space Marines or equivalent cargo carrying capacity.


PAge 183

Stormraven Gunship 3000 kph cruising sped (30 AU tac speed)
Can carry 12 Space Marines, or 6 with jump packs, plus a dreadnought, or 12 tonnes of cargo carried by rear cargo grapples.


Page 184 - Vindicator tank: has a cruising speed of 70kph. TAKE THAT IMPERIAL ARMOUR.


Page 185 - Whirlwind tank has 70 kph cruising speed.


Page 186 - Warhound titan.. mentions being 14 m high. As a cruising speed of 58 kph. HAHa It's also mentioned that they have shot down Mantas... giving you an idea of titan firepower.


Page 188 0- Harbinger heavy bomber 1000 kph cruising speed Has Vector thrust engines allowing it to behave like a skimmer. Chaos bomber.


Page 190
The Chaos Hellblade is a fast, agile, and well-armed fightercraft piloted by corrupted servitors..
Servitor piloted fighter.


Page 190
- Chaos Hellbalde fighter: 2000 kph top speed, 25 au tactical.

Page 190 - HEll talon has 3 srvitor pilots 1700 kph cruising speed , 18 AU tactical


Page 190
It is claimed by the Orod Malleus that the Hell Talon is powered by daemons fused into its structure.
Daemon powered fighter1


PAge 191 - Defilers have a cruising speed of 14 kph


Page 192 0 Tau barracuda 1400 KPH cruising speed. Can operate as flyer or skimmer.


PAg 193 - Tau Devilfish. Has vectored thrust engines, and a cruising speed of 50 kph (max 75 kph) Can carry 12 fire warriors and 2 drones.


Page 193
Sophisticated electronic decoys combined with flares and chaff launchers make this vehicle hard to target.
tau ECM functions.


Page 194

Hammerhead gunship 50 kph/75 kph cruising speed/


PAge 195

Orca dropship is a spacecraft: 15 AU tac speed, 1400 kph cruising speed.


Page 195 - Piranha Scout Skimmer 120 kph cruising speed (160 kph max)


Page 195 Remora Drone Stealth fighter 25 AU tac speed, cruising speed of 1800 kph.


Page 196
However the vehicle does incorporate a markerlight and a disruption pod, which distorts the Tetra's image in both the visual and magnetic psectra, making it more difficult to spot or target the vehicle at long range.
More tau EM capabilites.


PAge 196
Tetra scout speeder 275 kph

Page 197 - Tiger shark fighter bomber 1400 kph cruise speed, 14 AU tac speed


Page 214
The bulk of the Imperium is made up of the vast empty spaces between its worlds..
..

These regions are the domain of the Imperial Navy; made up of thousands of sector battle fleets and countless vessels the Imperial Navy patrols the void and protects the Imperium's obrders as well as the darkness betwen its worlds.
"thousands" of Sector battle fleets. At least 100-150 thousand ships, by 50-75 ship epr sector estimate of BFG. Possibly millions as per other defnitions (hundreds even thousands per sector)


Page 215
..the Battle-Brothers can call in a single High Altitude Bombing Run from Marauder bombers. This will allow the Kill-team to glass an area about 5 kilometres in diameter (more or less given the dubious accuracy of the bombers), levelling structures and killing exposed targets.
Glassing a 5 km area assuming 1 m depth and silicon is ~19 MT. The targets suffer energy damage, so it suggests it might be something other than conventional high explosives, (shockwave or sudden explosive vaproization could levle structures too.) This is not neccesarily a single Marauder.. it could be a group. It may also only glass a few cm depth.. so it could be high KT rather than double digit MT



PAge 215
The Kill-team is able to call down a single lance strike from an Imperial Naval vessel in low orbit.
..
The advantage of a strike from orbit is also that unlike any kind of air support it is practically impossible to defend against. When the Kill-Team chooses to use Lance Strike, they must choose a point (which they need not be able to see) and then relay its co-ordinates to the orbiting cruiser.

..
..the lance strike has hit its target to within 1 kilometre (a bull's eye by naval standards).
..
Anything within 500 metres of the point of impact of a lance strike is utterly vaporised. Anything up to 1 kilometre beyond the point of impact suffers hideous wounds.

..
though it may be possible for heavily shielded targets or those deep underground to survive.
Lance strike. 500 m diameter "vaporization" Assuming a 1 km fireball we're talking hundreds of kt to a megaton or so. Assuming it vaporizes a 1 km diameter crater in the ground.. we're talking hundreds of kt "to explode-vaporize.. eg cratering" to several GT (to vaporize a hole in teh ground.)


Page 216
The Kill-team has requisitioned the services of a Naval Tactical Liaison who can offer them tactical advice from orbit. Typically used to direct Imperial Guard commanders and large groupd troop movements Imperial TActicians can also sometimes be called upon to aid smaller formations, such as a deathwatch Kill Team.
Tacticians seem to be naval troops and use orbitla surveillance to help direct IG and other ground troops.


Page 216
The Kill-team has secured a method of orbital insertion and extraction, whether by heavy lander or some other means.
..
The speed and accuracy of the insertion means that the Kill-team will always land within a few hundred metres of their chosen LZ..
Insertion and orbital deployment accuracy.


Page 216
Ships in orbit can use their auger arrays to gain detailed information about ground targets spying from on high
Orbital surveillance.


Page 216
Similar to a Lance Strike, a Torpedo Strike is less destructive though more accurate.
...
Anything within 500 metres of the point of impact counts as being hit with a Krak Missile...
...
while anything up to 1000 metres beyond count being hit with a Frag Missile...
..
The only Drawback of a Torpedo Strike is that it can be shot down during its approach..
Torpedoes are less powerful than a lance strike.


Page 216
A vessel in orbit has the advantage of being able to relay vox transmissions across vast planetary distances not hindered by natural geography or the strength of portable vox units. A series of linked vessels cna also maintain a constant vox net around the world allowing those on the ground to communicate iwth other gorund units far beyond the horizion.
Ships in orbit used as vox relays/satellites.


Page 217
The Battle-Brothers have gained the support of a section of Imperial Guard long range Artillery such as a Deathstrike missile launcher or a Basilisk mobile artillery battery.
..
The artillery barrage has a radius of about 20 metres.
40m area of impact. Hard to calc since we dont quite know the effect.. bu it suggests a Deathstrike can have an effect akin to a whole Basilisk barrage.....


Page 219
..to gain the use of a REserve Comapny of Guardsmen (numbering somewhere between 100-300 men).
IG "reserve' company


Page 222
This support usually comes in the form of a platoon of Predator tanks, lighter but faster than their Imperial Guard counterparts..
Preadators faster than IG tanks, unsurprisingly.


Page 222
Whilst the majority of the Imperial Guard are foot troops almost all Space Marine units are mechanised..
Again not surprising.


Page 228
The Imperium's scant supply of gigantic semi-mobile stations like the Ramilies are vital to the Imperial Navy as forward fleet bases. Each one is capable of shortening campaigns by decades through its deployment.
Mention of mobile starforts and other similar platforms.


Page 229
Here servo-skulls and slow-ticking cogitators record every scalpel cut, amputation and injection made in the quest for knowledge. Toxins and viral agents are tested, pain threshholds measured, vital organs and nerve centres located and categorized for lethality of attack. Even the most fearsome alien predator has a weak point somewhere and in the examination chambers that weak point will be revealed.
Experimentation on aliens


Page 231
Master Jarrax of the Black templars ordered gigantic sealed vessels to be built so that Battle-Brothers could practice their arts under every conceivable trial of the void. The towering vaults he created can be configured to mimic any enviroment from vacuum to the crushing pressure of a gas giant.
..
Jarrax's Eyrie,a 3800 metre vertical vessel, has so far been kept empty for the exercise of zero-G and terminal velocity combat techniques.
Combat training facility.


Page 241
The Battle-Brothers righteously belaboured the towering entity with stormbolter and plasma gun, but it availaed them naught. For every limb burned or shot away, two more grew instantly to replace it...
Bolter and plasma damage.


Page 243
The creature is believed ot be a variform of the Lictor or Genestealer genus with exceptional chameleonic powers. Some believe the powers must be psionic in origin, somehow preventing hte mind from registering the xenos presence even indirectly through augurs and sensors. another possiblity mooted is that the creature has somehow evolved an ability t shift out of phase with its enviroment, though this thesis raises the disturbing possiblity that the being could also walk through walls.
Super stealthy lictor. Not the first time we've heard hints of this, although the psychic-assisted stealth or phasing abilities are. We saw something like that in Medusa V for example.


Page 243
Autosense directed weaponry has been deployed so that in the event of an escape the eneity will be cut down even if the personnel fail to recognise that it has gotten free.
They think autosense-guided guns can detect it.


Page 244
..Skorsa was detailed to spend his Vigil moving between the watch stations of Kabiri, Hestus, Cosel and Cressid...
...
Skorsa was carried aboard the Dark Hunter class destroyer called Darkest Before Dawn, with a small crew of tech-slaves and servitors at his command. Ove rthe course of the next half decade, Skorsa made a wide loop through the watch stations he had been commanded to visit.
On the map, Hestus, Kabiri, Cosel, and Cressid make up a total distance (assuming a 200 LYx200 LY sector) (the map is a rectancle, but figure between 8-11 pixels per LY) and the total circuit between the 4 worlds is some 940 pixels. The transit back and forth between Watch Fortress Erioch is 300 pixels each way (600 total) so.. call it ~1500-1600 pixels

Assuming its a linear transit, and zero time for stopover, thats between 135-200 LY total. for a average FTL speed of 27-40c.

Which is slow, of course... but you also have to realize that they have no navigator (or probably, astronomican) to navigate by.If its anything like Chartist navigation (and it probably is) the short term hops needed to be made could increase the transit time by many times, even an order of magnitude (or more.) So a mroe likely speed owuld be tens or hundreds of c, and this doesn't include potential stealth measures or anything like that.


Page 244
Astropath Varrus at Watch Station Arkhas perceived a weak Imperial Distress call coming from the direction of the Slinnar Drift in 809.M41. This was confirmed and triangulated by witch-augurs on Watch Station Castiel several months later, although the relevant data logs did not arriva at Erioch until 811.M41.
"witch augur" triangulation. some sort of scrying.


Page 245
The xenos of Carmyn were a primitive autochthonous race with some access to high technology gained through visiting traders but with very little threat potential in their own right.
...
The Gladius-class Frigate Thunder's Word carried the force to Carmyn and performed the opening bombardment phase. within seventy-two hours no living xenos remained on the surface of Carmyn and the Kill-team descended to locate and liquidate any survivors. Several extensive systems of underground nests were discovered and the Kill teams methodically swept through them destroying all Xenos.

A desperate reisstance was kept up by the primitive Xenos from the moent the Kill team touched down.

...
The cleansing of Carmyn was achieved in twelve standard Terran days.
72 hours to destroy all life on the planet via bombardment. assuming between 1e8 and 1e9 megatons we get between 386 megatons and 3.86 gigatons per second sustained fireppower.


Page 246
Perhaps once in a century the Deathwatch will be called upon to act in what it temrs "Exceptional Circumstances."

...
In exceptional circumstnaces the true, world-shattering power of the Deathwatch is unleasehd to annihilate whole species and render their home worlds into funeral pyres.
More "world shattering" power and world destroying.


Page 246
A Deathwatch purge is undertakn to clear xenos influence entirely from a designated system or collection of worlds. Evey trace of the alien in the designated region will be hunted down and methodically annihilated. Xenos sships are relentlessly pursued and destroyed. Structures and facilities are demolished, colonies razed ot the ground and populations massacred. By tradition, members of some Chapters symbolically salt the earth where xenos settlements once stood.
..

Most commonly a purge is undertaken to "clean up" a system in the aftermath of Exterminatus, and is focused on destroying any outlying ships, orbital stations or outposts that survived the initial attack.
sometimes a 'cleanup' post Exterminatus is needed. Other additions to the examples mentioned coudl be Tyranid xenos forms that survive the Exterminatus (EG Carnifexes)


Page 247
Rather than expose regiments of the Imperial Guard to such blasphemies [a human-alien coalition], Balhaus sought and wsa granted dispensation to call a Deathwatch crusade. He summoned Deathwatch BAttle Brothers from across the Imperium...
..

..Balhaus' call brought the equivalent of a full Chapter of Deathwatch BAttle Brothers..
That may not even have been all of them, given that they say "a chapter" and not "the Chapter."


Page 247
..there is no hope of it being cleaned. In such exceptional circumstances will the Exterminatus order be issued to expunge all life from the planet. All Space Marine Chapters stockpile dire weapons of mass destruction capable of such terrible work...
...
Some Imperial Guard commanders call for Exterminatus whenever a battle is lost, or an alien storngohld found. If the Imperium can wield the awful power to destroy worlds, they reason, why not simply use that power to destroy the worlds of the enemy? They little apprehend how rare and precious habitable worlds can be in a crowded galaxy, nor that the High Lords of Terra would gladly sacrifice a billion Guardsmen to save a single habitable world from Exterminatus. Every victory won at the cost of a destroyed world is valueless, a transient gain bought for inconceivable long-term loss. Exterminatus is the ultimate sanction, only brought to bear as a weapon of last resort.
Circumstances and uses of Exterminatus. High lords consider worlds more valuable than troops, although this doesn't factor in the stupidly massive conventional bomardments, chemical and bio weapons and other warfare they may employ in the course of that battle (IE didnt work on Vraks!)




Page 247
The teeming billions of an Imperial hive world may welcome their extermination over becoming a rich harvesting of bio-mass for the encroaching Tyranids. A planet might be so irrevocably tainted by the energies of the warp that all life there becomes an anathema to santiy itself and must be expunged. A nest of aliens may even pose a threat of momentus enough to the Imperium that Exterminatus is the only sane response, although such circumstances are mercifully few and far between.
More on Exterminatus circumstances.


Page 247
Within the dread armouries of the Deathwatch rest examples of some of the most devastating weapons forged by the hand of Man. Life eating viruses, cyclonic torpedoes, crust bursters, magma burners and a dozen other engines of death can be carried by Space Marine vessels.
Note the 'crust burster's and 'magma burners' - suggesting gigaton or teraton level weapons at least :P Echoes weapons metnioned in revelation space and Dune


PAge 247
Most terrifying of all are the dedicated Kill Ships found at Watch Fortress Erioch and other secret void docks poised to bring ruin to the enemies of mankind. These small, fast ships are all but autonomous thanks to their banks of cogitators and logic engines hardwired to a tiny crew of servitors and savants, their fierce machine spirits undaunted by mass murder on any scale.

...
..their only purpose is to kill worlds. They rely on a combination of stealth with a sudden, high speed approach to deliver their payloads of death before slingshotting around their doomed target and disappearing into the void. Kill-ships sometimes fall prey to system defences during an attack, but enough are assigned to overwhelm a protected target that some will inevitably get through, a practice sometimes referred to as Over-Kill. In the event of damage, Kill-ships are fitted iwth self-destruct protocols that trigger automatically to prevent capture. IF the weapons and technology of a Kill-ship were to fall into enemy hands it would be a catastrophic loss with unthinkable consequences.

Some whisper that Kill ships verge on techno-heresy and that their crews are little more than puppets of the ship's implacable war spirit. THe Deathwatch cares little for such points of dogma and maintains large numbers of Kill-ships at its fortresses. At WAtch Fortress Erioch, dozens of Kill-ships are clustered along docking ledges on the underside of the bastion...
...

Enough planet-shattering weaponry can be found concentrated here to wipe out every world in the Jericho Reach many times over...
The Inquisition has kill ships of its own (Tactica Imperialis perhaps) Servitor controlled warships designed to stealthily demolish planets.. they can demolish hundreds, perhaps thousands of worlds .


Page 249
The Kroot All-Father shambles forth...
..
..it is a monstorus thing, a being with literally millions of life forms encoded into its DNA. All Kroot are the thing's children in some sense, and they worship it like a living god. Control of the All-Father will yield control of the Kroot, completely tipping the scales against Velk'han Sept..
Super Kroot form.


Page 251
Some regiments were cut off and were left to die as the Tyranids descended on one world after another, stripping them of biomass and dissolving every living thing in nutrient oceans to fuel the hive fleet with biomass for its advance.
..
An Imperila Navy fleet was shattered at the Battle of Themiskos Point, but the Tyranid victory cost the hive fleet huge amounts of biomass. Meanwhle the Imperial guard launched counterattacks to bring the Tyranids to battle over the worlds they were invading, forcing them to commit more and more biomass in the form of warrior-organisms. Unitl the hive fleet recovers the biomass it lost at Themiskos Point, it cannot continue its advance into the Canis salient, and to do that, its organisms must devour the worlds the Imperial Guard are defending in their millions.
Tyranid vs Imperium.


Page 251
The ground batltes are fought mainly by the Tau forces, but also include small armies raised form the Sept's human populations. The soldiers on the ground are told that their sacrifice is essential for the Greater good, but in truth they are merely buying time for the air caste captains to bring Tyranid fleet organisms to battle.
The Tau using their auxiliaries as sacrifices in some cases in battle. For the greater good.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Decided on another double update here: Outer REach, and Ark of Lost Souls. Necrons and Space hulks.

First Outer Reach:

Page 7
What set this world apart lay deep in the southern hemisphere—an imposing edifi ce jutting from the wastes into the night sky. Deep scans revealed tectonic activity across the planet, and the core of Nunc was undergoing a slow, geothermal change unlike anything Sinclair had witnessed. Recent quakes had toppled a number of massive rock walls, exposing this long forgotten structure to the galaxy once more. As his team analysed the ruins, they detected faint traces of power within. At fi rst, Sinclair believed the readings to be an error, but the repeated scans showed that energy pulsed and fl uttered
Given this book is bout Necrons, we're probably talking 'Tomb world'


PAge 10
A second theory postulates that the worlds of the Dark Pattern to be a doorway to another time and place.
..
..these worlds are an ancient precursor of the mysterious Eldar Webway. Perhaps the Eldar used these worlds to test the earliest form of the Webway before perfecting it.
Webway prototype, such as it is. It may also be a remnant of the Old Ones stuff too.


PAge 10
The world held little interest for the Mechanicus and other Imperial agencies since all scans showed little of worth. When a passing Mechanicus probe discovered the ruins in a location previously devoid of all structures...
I'm willing to bet the probe is not sublight.. :P


Page 11
783.M41: Lovat IV
The world of Lovat IV lies near the Slinnar Drift and is one of many dead worlds throughout the Reach. Late in the 41st millennium, an unknown signal began transmitting from the planet. The signal was detected on many frequencies resulting in an alert for all Imperial vessels in the area. The Deathwatch was one of the first to discover the signal and dispatched a Kill-team to track down the source of the transmission. When entering the outer reaches of the system, Inquisitor Ramaeus intercepted the Kill-team’s ship.
Which suggests they detected a FTL signal of some kind. given that its necron tech, and we know the Imperium cn detect Necron signals of various sorts, this is perhaps unsurprising.


Page 13
The Jericho Reach is a massive expanse and monitoring such a large area of space at all times is nearly impossible.
...
..the Deathwatch utilise Watch Stations throughout the many systems and worlds to gather information far and wide. These fortifi ed outposts stand as silent sentinels in the ever-present darkness listening to everything that transpires around them.
Even with psychic mojo, monitoring the entire Reach is impossible for the Deathwatch. More than likely the watch stations reflect prioritized monitoring regions that will permit rapid warning and faster deployment in emergencies.


Page 13
The Watch Stations that have become known as “Dead Stations” are largely dormant structures of adamantine, ferrocrete and plasteel. Their internal cogitators continue to hum with activity as their machine spirits keep a watchful eye on the worlds and phenomena in their vicinity.
This suggests they at least watch the systems they occupy, although it may also suggest they moinotr surrounding systems. If that is the case, it can't be astropathic/psyker monitoring, but rather psyker-servitor (or non-psychic) monitoring.


Page 14
..a deep drilling project to harness the massive amounts of energy in the planet’s core. The Watch Station has detected fl uctuations in the planet’s electromagnetic fi eld and an increase of seismic activity, but there has been no direct correlation between the two.
Dark Mechanicum have the capacity to harness (and apparnetly store, unless they're usiing it on planet for something) geothermal power. Probably not a reactor, unless the drilling is for the tap.


Page 14
..this Watch Station was initially created to be mobile, that it might remain ever on the periphery of the Warp storm. In addition to the usual banks of archeotech sensors, this station also sported powerful Warp augurs to warn of any dangerous expansions of the Anomaly that may place the structure at risk. Sadly, these devices did not provide enough notice when the Hadex expanded to nearly half again its size, sucking the station into the Anomaly and cutting it off from the Deathwatch. At the time, the station was unmanned,..
Watch station with FTL sensors, and apparently mobile (but not warp capable, as it appears light years away form its destination, which evidently is surprising to the Deathwatch)


Page 15
The augur arrays and cogitation engines fitted throughout the Iron Bastion are the most powerful anywhere in the Reach. They are capable of studying worlds far and wide in great detail.
Again while that could be referring to within a system, there's a strong probability this is referring to some sort of FTL detection.


Pag 16
Inquisitor Lord Anchisus served the Holy Ordos of the Calixis Sector for near on four centurie..
Inquisitor lord living for at least 4 centuries


PAge 17
To the common Imperial citizen, the unexplained is a result of the Emperor’s divine guidance or the many saints who serve in His name.
Saints are included as a source of miracles, thus suggesting perhaps a daemon-liek analogue.


Page 24
Even the Knight-Warden’s arrival at Watch Fortress Erioch defies explanation. He arrived, unheralded, aboard an unmanned Shark assault boat which had been fi lled to the gunnels with fuel for its plasma drives. As the ship possessed no capacity for Warp translation, such a journey must have taken centuries from even the nearest system and its engines had long since run cold.

Assuming a 5-10 LY distance between systems and 500 years, we're talking an average realspace velocity of 1-2% of c for the boat. However, beyond this we can't really tell much more. A 5 LY 'constant burn' journey would be near-c even at fractional-gee acceleraitons and wouldn't take centuries. That tells us it took far less time to accelerate (and slow down) but without knowing more we can't determine those details.

The other thing we can note is, it has some hints about the fuel. Assuming that the ship masses 100 tons, and carries between 100 and 1000 tons of fuel, that means the ship carries between 9e17 (200 ton total mass at 1% of c) and ~3,6e19 J (2,000 tons at 2% of c). If I'm doing the math right... at 100 tons of fuel the fuel ration is some 9e12 J per kg. AT 2000 tons and 1000 tons of fuel at 2% of c you get 3.6e13 J per kg, and at 100 tons of fuel at 1100 tons and 2% of c you get something like 2e14 J per kg. And 2000 tons at 1% of c yields another 9e12 J per kg, whilst 1,100 tons at 1% of c is ~5e13 J per kg.

Of course if the fuel is s ubstnatially less than the ship (say onyl 10 tons) the total energy goes down.. but the energy per kg does not change dramatically. 110 tons at 1% of c, for example is 5e17J, 2e18J at 2% of c, and eithre works out to 5e13-2e14 J per kg once again.

This does lead to the question of what the 'fuel' for the drive is - is it plasma, fusion/nuclear, or what? depending on the exact efficiencies it could go either way, although I'd lean towards at least fusion if not 'plasma' fuel itself - fission drives don't seem common even for small craft. Of course, it might be PROMETHIUM. :lol:

One other thing to note is that this is NOT typical assault boat performance, per se. As in, 'not what they do in combat'. Rathre, it reflects what the Shark assault boat is capable of at the utmost (maxed out fuel, etc.), which is still impressive. I'd guess actual performance (say in combat) is within a magintude of the max, but thats just a guess lol.



Page 27
Whispers between these sceptics claim that Ramaeus has learned the use of polymorphine from the Callidus Temple assassins and uses the transformative drug to take the form of any number of individuals throughout the Deathwatch in the Jericho Reach


Interesting if true, as it would suggest its possible for non-Assassins to get hold of polymorphine legitimatley, at least if they have sufficient influence/authority. Considering that the Ordo Sicarius oversees the Assassins now, thats probably not surprising.


Page 28
...the awakening of an ancient and powerful foe, more fearsome than all the Imperium’s enemies combined..
\

Again since we're probably tlaking 'Necrons', this would suggest the full Awakening of the Necron Empire would outstrip the Orks, Tyranids, and Chaos for threat potential combined. Of course, there's a hefty 'matter of opinion' thing here too, since supposedly the Orks (if united) could do the same..



Pag e28
Thus a Vigilant may spend only months or years beyond the reach of the Crusade and his former Watch Captains, his whereabouts and purpose unknown to them...
Wheels within wheels, even within the Deathwatch. Havng 'sub' factions in the Deathwatch that even small numbers of battle brothers might be allocatd to would only suggest the size of the Deathwtach is far larger than a Chapter yet, as Its without doubt the Dark Pattern rgoup is the only cabal at work in the Jericho Reach, nevermind throughout the Imperium.


Page 30
..the returning Necron race, a legion of ancient and unliving warriors whose technology and power, should it ever fully awaken, far outstrips that of the Imperium.
The Necrons at least outperform the Imperium in tech (big shock) and power (not too shocking either), although whether this reflects numbers or what we don't know.


Page 32

- amusingly the artwork here has deathwatch troops pinned down by Necrons amidst shell casings, presumably from the bolter :P



Page 35
Some of them seem to mimic Imperial technology, power blades which cut through plasteel as easily as flesh or suspensor fi elds to keep their alien craft aloft, while others are completely alien, like their gauss flayer weapons, which can strip fl esh and bone from a man in an arc of energy.
Necron/Imperial tech.



Page 35
The weapon is shrouded in an apparent power field, seeming on first glance to be not dissimilar to a power axe or glaive. This is misleading, as the Dead Cabal has discovered, and the field surrounding the Bladed Skull is actually more akin to a stasis field than that used by power weapons. Unlike an Imperial stasis field, though, it has a reversed effect on objects it envelopes, accelerating entropy and leading to extreme decay.

Necron scythe like weapon, accelerated stasis/temporal field that decays shit.


Page 37
Part of the stories of the Black Reef indicate that there is some great device still at its centre, manipulating the forces of gravity and even sending ripples through the Warp.

Influence of gravity on the warp.



Page 37
These rounds are bolt shells, cast with scrap metal and debris scavenged from the Reef, metals which have resided in its reaches since time immemorial. Even such small flecks of steel seem to have an effect on the gravity around them, and with the right casting can cause a boltshell to alter its flight or even jink out of the way of enemy defences. At the very least a Singularity Round has an unpredictable flight that cannot be easily countered, finding its target along a zigzag path. Singularity fragments are also extremely destructive when they explode in flesh or metal, their gravity fields pushing and pulling tissue and innards, tearing and breaking matter around them.
Syrshin singularity rounds... weird propulsion and impact effects. The stuff is called singularity shards.


Page 39
Unlike the reckless hatred of the Dark Powers, the mindless hunger of the Tyranids, or the subversive lure of the Tau, the Necron dynasties are both infinitely patient and organised, their actions part of a plan which has been in motion for millions of years and was set down long before the Imperium or humanity ever existed.
This is interesting, because it suggests that the Necron motivations are far more unified than the 5th edition Codex indicated, Or, at least, the Imperium believes them to be more organized, which isn't the same thing.


PAge 40
Beyond the edges of the crusading forces’ Warp routes, worlds and celestial phenomena are all poorly documented, and charts and maps are often centuries if not millennia out of date if they exist at all.
Again, good maps are important for warp travel.

Page 41
A loyal Imperial mining world...
...
Its once great mining cities, seaborne hive-like structures (continents of Rheelas being far too unstable for permanent settlement), have begun to rust and rot with no market for the ores they once drilled from the sea floor.
...
..several of the great seaborne hive cities were sunk....
Again suggestive that hive worlds can encompass more than just the Necromunda/Armageddon style.


Page 42
..the fi rst is that water must be forced out of the core of the city, and the second is that the great suspensor array at the city’s base must be reactivated.
Hive city has a repulsor array to keep afloat.


Page 43
Hellsmark rests under thousands of metres of water on the fl oor of one of Rheelas’ vast oceans.
The Hive is leaking, but it remains essentially uncrushed by the water pressure of the depths.


Page 43
It was the Eldar that led the Tau scouts to the dead world, and they also had a hand in Ethoan’s discovery, subtly manipulating events around both races to create their desired outcome. The Eldar intend for the Ghost Ark to be activated while on the waystation, the ensuing chaos destroying or crippling the installation and prompting an armed response by the Tau and then leading them back to Sagacity.
Eldar using the tau to destroy the Necrons.


Page 45
The War in Heaven left heavy scars on many worlds of the Outer Reach, leaving planets themselves shattered, broken, and cracked by weapons of unimaginable scale. Just as a battleground between two fl eets leaves the debris of war spread out across millions of kilometres of space, so too are the remains of weapons and their ordinance left behind by the Necrons and their enemies.
Implied firepower of Necron 'War in Heaven' era weapons, as well as the implied combat ranges of space combat (probably guided munitions of various types.)


Page 45
Perhaps a stasis veil pulls their craft from the Warp or a replicating ordinance platform targets their lander, its automated systems tracking their movements and triggering a response. A crater holding an entire hive city might be the result of such a weapon, fragments of the shell which caused it still humming with potent toxic power under it foundations, or a world might dwell in eternal darkness after its sky was scorched by atmospheric incineration.
War in Heaven era Necron weapons technology. A hive city sized crater is not by itself notable, since hive cities can be tens hundreds or even thousands of km across.


Page 45
Some of the creatures are documented (at least in part), such as the legendary Void Kraken, which feeds on ships, or Warp serpents which break through into realspace where the veil between the Warp and real space grows thin.

Space wildlife.


Page 46
While it is accepted that the closer a vessel comes to the edge of the galaxy and wilds of the eastern fringe the more it suffers anomalies and solar perils, there does indeed seem to be a cluster of such dangers along the edge of the Reach.
For whatever reason, the edge of the galaxy in the 40K universe is chock full of anomalies and hazards.


Page 50
Upon making it back to their orbiting vessel the Kill-team expends its entire arsenal of ship-to-surface ordnance, though whether or not the bombardment was suffi cient to destroy the lurking menace is unknown.
Ship to surface ordannce, as opposed to ship to ship. What its cpaable of and how much we dont know.,


Page 52
...he dark star was some form of artifi cially wrought device, one of them referring to it as a “singularity engine.”
...
Blessed with access to the most obscure of writings, this cadre of Tech-Priests knew that should such a device be real, it would surely harbour the power to move the stars themselves.
Capability of the singularity engine, and the AdMech's familiarty with it.


Page 52
Many amongst the Adeptus Mechanicus are blessed with machine systems that link them to others similarly equipped, enabling the sharing of knowledge across entire worlds in the blink of an eye, but also making it almost impossible to keep a secret.
AdMech data sharing capabilities.



Page 52
One theory as to the nature of the object suggests it is a vast concentration of antimatter; some heretics even claim it could be something they deem “dark antimatter,” and that it is contained by the gravitational forces that rage all about by the action of some unknown force.
...
The notion that the object consists of antimatter is nothing more than rampant speculation, but there are those that fi nd such a prospect alluring to say the least. The energetic potential in such a vast reserve would make it a staggeringly effective weapon. One Tech- Priest by the name of Magos Gholenkev has suggested the object could be detonated as a weapon of last resort, his “singularity bomb” touching off such energies as would destroy vast swathes of the Jericho Reach and make even a hypernova appear entirely insignifi cant.
The 'singularity bomb' aspect of the Black Reef and its potential nature as both a weapon and a source of power. The fact they know about antimatter and its uses for power suggests they may have access to it as well, although that does not mean its widespread or commonplace either. For reference, hypernova have an energy potential hundreds of times greater than a supernova




Page 54
Apart from being preternaturally calm, the Warp routes of the Silent Road are also strangely regular. Instead of winding their way through the Warp, the Silent Road appears carved from the roiling molecular clouds of the Drift, as if it were a processional way awaiting some vast, glorious army to pass along its length on its way to unimaginable victories and conquests.

While the Silent Road might be devoid of the usual risks inherent in any voyage through the Warp, this is more than made up for by the preponderance of another. The risk of a vessel fi nding itself becalmed is exponentially greater along the Silent Road than it is in any other region in the Jericho Reach.

Stability and a linear path are benefits for warp travel, but they also carry a greater risk of becoming stuck (becalmed)


Page 56
One particular feature of the Warp Gate has recently become known to the Adeptus Mechanicus of the Jericho Reach.
...
It has recently been determined that the two gates are one and the same object, existing in two locations at once. This observation taxes the understanding of even the most learned of magi, calling into question numerous supposed laws of the physical universe. In an age long passed, such revelations might have resulted in entirely new branches of science and philosophy opening up, leading mankind to undreamed of progress. In the 41st Millennium, however, progress is synonymous with strife, and simple orthodoxy has long been supplanted by superstition. New discoveries lead not to open debate but to open conflict as diametrically opposed factions vie to suppress knowledge that does not fit the dominant paradigm, or to uncover wisdom others believe spells the doom of the entire human race.

Politics and debate of tech in the AdMech, and the fact the JR Warp gate appears to be in two places at once (bilocation) The discussion is interesting because despite the way it tries slanting it towards 'conflict and ignorance' as opposed to 'progress', I'd say this describes the thought process of alot of organizations that have a highly bureaucratic or political element to them. Consider the scientific conflicts created about discussions like global warming, cloning, evolution, etc. - nio 'undreamed of progress' alone - we also have creationsim and climate denial and both cause a ton of strife. Or Peak Oil. Or what about nuclear power? The bogeymen and NIMBYs holding that back are definitely not signs of 'progress' either.


Page 56
Perhaps the Deathwatch knew of the Warp Gate all along, and used it to move silently between distant regions of the galaxy. Perhaps they know of other routes through the Warp storm that cut the Jericho Reach off for so long, or maybe they are blessed with some miracle of technology that allows for another mode of transport entirely.
Speculation on Deathwatch access to Jericho REach. While the third option is tempting (perhaps acess to some form of Tau or Necron FTL. Perhaps they have limited access to the webway even.), the other two seem more likely, particularily option 1.



Page 57
The Jericho Reach is a region largely devoid of the presence of the xenos race known as Eldar. Though there exist a few small, scattered bands of Eldar Corsairs, no craftworld is known to operate within several thousand light years, save the scout-soldiers of Craftworld Alaitoc who safeguard the world of Mackensee, and no extant maiden worlds have been conclusively identifi ed.
Eldar presence (or lack thereof) in Jericho Reach. The notable thing is the range specified for absence of Craftworlds. Assuming that was an average radius (1 craftworld per several thousand LY radius) and given a 120,000 LY galaxy (and ignoring the third plane for the sake of simplicity.) you could easily get many hundreds or thousands of Craftworlds at large iun the galaxy, along with an implied hundreds/thousands of exodite worlds, maiden worlds and colonies, etc.


Page 57
The Dead Cabal believes the Conclave of Tears to represent a convergence of several different factions within the Eldar, including, so far as they can ascertain, representatives of at least one craftworld, a corsair fl eet and even a Dark Eldar Kabal.

Interesting because it would imply there are many different factions in the Eldar society (such as it remains) . We know there are exodites and the Harlequins of course, but there may be others (some sources suggest that at least.)

They go on to mention a number of seeming 'coincidences' during the war where various enemies (Chaos cultists, Tyranids, etc.) are lured or stumble into Imperial forces and destroy them, or the unexpected loss of Imperial troops allows one of the enemies to take advantage and cause further grief for the Crusade. Clearly Eldar dickery is a not-so-minor issue hampering the ability of the Imperium to successfuklly prosecute the war (in addition to its own internal politics and conflicts, facing multiple enemies on different fronts, etc.)


Page 57
When a secret Imperial diplomatic mission was ambushed en route to a parley with Tau agents on an uncatalogued world near the Greyhell Front, both parties accused the other of duplicity, and many months of painstaking preparations were wasted

Diplomatic efforts with aliens. In this case the Eldar fucked it up again. One coukld safelty say that one of their surivval mechanisms involves pitting every other faction against themselves so they fight and deplete resources against everyone but the Eldar.


Page 60
It is said that the Eldar Farseer known as the Voidsinger is impossibly ancient, even amongst a species known to be all but immortal.
...
It is said that the Voidsinger was there when the Eldar fell, and that she foresaw the rise of the Imperium of Man. Certain lines in the few Eldar mythic cycles known to human savants even suggest she has trodden the sacred ground of Holy Terra...
...

Most of these tales are in fact true, while countless more unbelievable truths are yet untold.
I guess eldrad isnt the only supar-old Eldar out there.


Page 62-63
Where the Eldar of the craftworlds might be loath to seek the aid of their dark kin in Commorragh, for example, the Harlequins treat both exactly the same. Outsiders often make the mistake of assuming this is a matter of good and evil, with the people of the craftworlds somehow representing a morally pure side of the Eldar psyche, and the Eldar of the Dark City representing the polar opposite.
...
This typically human point of view might amuse the Eldar were they to spare a thought for its existence, though it does contain a grain of relevance.
Again this is a throwback to 40K as being something other than 'good/evil' either/or dynamics.


Page 66
The civilised worlds were unable to contain the region’s bounty. Mankind outgrew the Sector’s established worlds and began to colonise any worlds that seemed likely to contribute to its wealth. Those planets well suited to agriculture were selected in particular, as several of the hive worlds were extremely dependent upon the import of foodstuffs.

Comment on the prosperity of the Jericho Sector before its fall into chaos (or is that Chaos?) Several hive worlds in the system populous enough to need Agri-world support in feeding them, suggesting perhaps tens of billions of people at least. Also civilized worlds, and mention of expanding beyond 'established' worlds to make more colonies (again pointing at a two tier system.)



Page 66
After Verronus collapsed, there was no local surviving repository of data from the Jericho Sector, and few of the local records were ever transferred to blessed Terra.
Probably wouldn't matter, given the fucked up nature of the Administratum - even if they had sent their information to Terra, it just would probably been catalogued and stored without considering its import. This is why the Imperium thrives despite of the Administratum, not because of it. Each region and world is autonomous/independent enough that it can endure the bureacratic stupidity, although should things go bad (like the Sector falling) it also means valuable data could be lost.

Mind you, given hints about record repositories throughout the galaxy outside of terra (REd Fury/Black Tide) it may very well be this only applies to Terra - the galaxy beyond it may have an easier time functioning, at least to limited degrees.

Page 66
A younger son of one of Verronus’s noble lines chose to establish the colony, using a combination of Imperial resources and mercantile investments. It is clear that someone with infl uence and signifi cant resources took a direct interest in the colonisation process.
Imperial resources and 'mercantile investments' separate sources of income.


Page 66
These suggest that followers of the Machine Cult agreed to aid the world’s agricultural development. Unfortunately, the precise nature of this development is unclear, and different legends contradict one another. The most likely conclusion is that substantial changes were made to the planet’s atmosphere at the same time as several native plant and animal species were eliminated in favour of species adapted from Holy Terra.
AdMech involvement in 'improving' agri-worlds. Naturally, even when it comes to agriculture, the Imperium has no concept of 'balance' or 'moderation' - they agriculture the FUCK out of that planet, no matter the side effects.



Page 67
...the colony had not become self-sustaining prior to the sector’s collapse. The world’s civilisation was entirely dependent upon imported goods and technologies. Their agricultural facilities enabled the world to provide ample foodstuffs for its populace, but even these assets required maintenance from experts who only visited irregularly. Without a capable support network, the colonists were unable to maintain their technological base.
Comment on self-sufficiency and inter-dependency of individual Imperial worlds.



Page 67
...Belissar remains a world that has been severely contaminated by direct and extended exposure to the Warp.
...
...Belissar’s isolated position, far from other worlds of the Jericho Reach, has kept it largely safe from full Exterminatus, though the Ordo Malleus has insisted on a strict quarantine to enforce that isolation.
Two points: One, 'full' exterimatus is mentioned, implying there might be partial Exterminatus measures enacted in at least some cases (although the methods remain unspecified. Context doesn't imply what the purges involved (although 'forces' implied ground forces 'may' be involved) but we know it didn't render the planet permanantly uninhabitable.

Secondly is that the planet's distance making it safe from being blown to hell - either it reflects being too far from some logistics requirements for Exterminatus (unlikely, since even Chaos Marines can carry them and they don't always have reliable logistics.) or it means its so far away that Extermintaus isn't necessary. (Although some argue over that and want it wiped out. Some want to study the planet to learn about it.)


Page 68
Recent interactions with an Astropathic Choir focusing on the Jericho Reach has manifested some information that may be of concern. During routine divinations and examinations,
AStropaths doing sensor duties, of a sort.


Page 70
..analysis of the surviving supply and resource allocation reports strongly suggest the most signifi cant sources of raw materials, warehousing, and manufacturing in the sector. Numerous surviving transaction reports indicate that Cressid represented a signifi cant source for heavy metals, including a number of rare ores. It is difficult for anyone to precisely measure the quantity of materials obtained, but these records suggest that the world may have represented as much as 7% of the metals used by the Sector’s numerous Forge worlds.
An interesting comment on the industrial and resource usage of the sector, at least pertaining to Forge worlds. If one planet provided 7% of the total output, its likely that others provided far less - and you would have to use dozens of planets to make up the full allocation. Given that prior estimates of metal usage may run into the billions of tons (or trillions even - stripping planets bare in millenia) annually, this gives you a good approximation of resource usage t hroughout the sector for the Forge worlds - especially considering there are going to be far fewer Forge worlds than there are worlds supplying it. And this obviously doesn't include the other industrial worlds.



Page 70
Analyses of the remains of the world’s once vast structures suggest that the planet was never heavily inhabited. All indicators point to the systems being largely automated, depending primarily upon servitor labour, only relying upon humans for necessary maintenance and supervision.
Imperial 'automation' - at least on a Jericho REach world prior to its fall.



Page 70
Cressid was clearly incapable of functioning as a self-sustaining Imperial world. Once its support network was eliminated by the Sector’s collapse, the few humans required to maintain operations were incapable of living under its harsh conditions
Another world that was not self sufficient. apparently the ones that suffer the most are the ones where the Imperium seeks to maximize the output or specialize to the exclusion of all else (Agri worlds, Hive worlds, forge worlds, etc.) While some sources point to self-sufficiency being rare (and thus suggesting the vast majority of Imperial worlds are specialized) this would also require a steady and reliable logistical and trade network be in existence and operating routinely so as to prevent worlds from falling apart at the drop of a hat. Self sufficiency is more indicative of the (isolated from the rest of the Imperium) ideal, although the number of civlised worlds implied (and that they are a majority) suggests that many worlds aren't that specialized.



Page 70
This lack of native life also means that there are no known local sources of promethium ore, necessary to power Imperial vehicles. In fact, with its relatively scarce amounts of organic substrates, there are a limited number of materials inhabitants can burn to generate heat and power.
Promethium 'ore', rather than a liquid, but its also still a fossil fuel in this context (based on organic matter, like oil and coal are.) Once agian we're confronted with the fact 'Promethium' is a broad category of fuels, rather than one single typle of fuel. (Remember tha tin Caves of Ice we learn promethium can be found in gas giants as well as being fossil fuels pulled from the ground.)

The interesting thing about this is that we know other kinds of fuel still exist (diesel, gas/petrol, coal, etc.) so whatever Promethium as a category is, its a different kind of fossil fuel than we are used to. (And going by some instances, like the effects of flamers or its use in small craft that can reach orbit, its incredibly powerful.)

As an aside we learn that without the mercnatile interests sustaining the planet, the AdMech found it too arduous to maintain the servitors and shit on planet so abandoned it as well. Showing that interdependent nature between various factions, evne the supposedly 'indispensible' ones like the AdMech.


Page 70
The substantial concentration of relatively rare and complex minerals continued to command attention through the Age of Shadow. These included visits from several xenos races, including surveys of less than ten years duration by both the Eldar and the Tau.
Despite their extensive use of psychoplastic as aconstruction mateirals and devices, the Eldar must still need some sorts of materials for whatever reason or another. That probably means that their psychoplastics ability cannot create/duplicate every bit of their technology.


Page 72
A few of the remaining immigrant workers consisted of more highly trained miners and administrators. These individuals travelled to the world under contractual terms. A few were lucky enough to even survive, fulfi l their contract, and fl ee the planet.
I'm amazed they even got a contract and it was honored.



Page 72
Vessel Class: Light Cruiser
Launch Date: 526.M34
Crew Size: 40,000 + Full Battallion
Size and troop capacity of a light cruiser. Battalion implies 500-1000 men or thereabouts. Maybe a regiment if you're generous.


PAge 72
The light cruiser had a crew of thousands and was reasonably well provisioned for those numbers. It also had substantial capability for hydroponics growth as well as a corpse starch reclamation facility.
Indicators of Imperial starship sustainability - useful for independent operations and emergencies, although still CORPSE STARCH.



Page 73-74
When we examined one of the structures from ground level, we observed a number of insectoid drones, over a metre in length, crawling across the surface of the structures.
..
Visual reports are largely consistent with known examples of the xenos subtype designated as Scarabs.
Necron scarabs.



Page 74
Since the arrival of Tyranid forces within the Falon’s Lament system, the Deathwatch has had no automated systems capable of reporting on the invasion’s progress. Regular updates can only be obtained by regularly inserting Killteams.

The last group sent to the system failed to transmit a report of their mission and also missed their scheduled retrieval.
Leaving one to speculate on how the automated systems reported such activity outsystem.



Page 74
These strongly indicate that the world’s orbit has shifted by more than fi ve degrees. Such a change would require the exertion of extraordinary planetary forces and are likely to induce substantial climate change on the planet. The Battle-Brothers are charged with confi rming this change and identifying its cause. If the change can be reversed, they are to take whatever measures are necessary to do so. If resolving this issue requires additional resources, those must be identifi ed so that an alternative plan may be implemented.
Indicative perhaps that the Imperium (or at least the Deathwatch) has access to technologies or capabilities that can affect small changes to a world's orbit, although how (and in what timeframe) we have no idea.



Page 74
In 811.M41, a Deathwatch Dark Hunter passed through the system as part of a routine inspection. During the course of its scans, the drone vessel...
...
In keeping with standard orders, the craft immediately made best time back to Watch Fortress Erioch
Warp-capable drone ships/


Page 75
..the structural elements including spore chimneys and capillary towers. However, for reasons that remain unclear, none of these have been able to garner a consistent foothold. The massive structures that characterise a Tyranid attack are either absent or much smaller than normally observed. Without these structures to breed new specimens, the vast majority of the attacking biomorphs arrive via mycetic spore rather than breeding upon the surface. As the hive fl eet has begun to deplete its resources, the ongoing invasion has faltered.

Indication that relying entirely on 'orbital' resources and tyranid growth greatly hampers their invasion capabilities, and that to be successful long term they need to take terirtory and build their own shit.



Page 75
..There remains a relatively diverse spread of different biomorphs. However, these specimens are not present in the frequencies more typical of an established invasion effort. For example, there are a disproportionately high number of the larger Tyranid specimens, including Carnivores and Tyrannofexes, relative to the numbers of Termagants and Hormagaunts.

Analysts believe that this disparity is due to the limited number of brood nests and capillary towers upon the planet’s surface. Those specimens that might normally be produced using the target world’s biomass are dramatically reduced in frequency, while those introduced by Mycetic Spore as the invasion continues are still appearing. This suggests that the hive fleet may have begun to deplete its available reserves of biomass..

More on the limitations of Tyranid spaceborne assault. The basic premise seems to be that they rely on taking and holding ground early in the assault, so as to be able to build the facilities they need and obtain the needed supplies to supplement their own. Thus, a Tyranid invasion has to be quick and decisive and score significant victories early, or it will falter and starve.


Page 78
..the presence of life could be an indicator that Klaha might have untapped organic mineral resources in addition to the known heavy metal ones. Such precious commodities would only enhance the world’s value for mining and manufacturing purposes.
Which given previous commments may include the SPACE OIL/COAL.


Page 78
Transports visit the station several times over the course of each solar year. These are believed to deliver necessary supplies for the facility and to accept delivery of materials for use by the forces of the Stigmartus. The exact nature of these munitions is unclear, but—based upon atmospheric sampling data—they are likely to include a number of key components for plasma weaponry, as well as several varieties of armour.
The Imperial (or more probably, Deathwatch/Inquisiton) forces are able to make deductions about military shipments from the planet based on atmospheric data - presumably the byproducts of the manufacturing processes themselves.


Page 80
It is believed that more than one cult leader may even have assembled people and taken their precious resources to lead a colonial expedition to just such a paradise.
The interesting thing about this, as well as many other 'colonial' efforts which (while some) involve at least partial Imperial support, often involve significant or total 'civilian' investment. This in turns suggests at least access to civilian/merchant ships to transport all this stuff, (nevermind the private shipping) which in turn leads to the notion that not all ships are RARE AND PRECIOUS AND IRREPLACABLE. Of course that doesnt say anything about warships but its still interesting.


Page 80-81
Eldar Pathfi nders—of Craftworld Alaitoc—had actively defended the world from Tyranid assault. Mackensee is a Maiden World, which waits in pristine isolation for the day when the Eldar might have a need for it.
...
When members of • the Divisio Biologis discovered how slowly the Tyranid invasion on Mackensee was advancing, they immediately began to pray that there could be a biochemical element that had slowed the advance. Several Magos have implored the Deathwatch to dispatch a Kill-team to identify the root cause behind this slowed assault.
...
Of course, if the Eldar are eliminated, the Tyranid assault can continue without interference.
...
They are unwilling to permit to depart any Battle-Brothers who are aware of the true nature of Mackensee’s defences.

Admech interested in RESEARCH into anti-Tyranid defenses, and Maiden worlds seem to have a natural resistance to Tyranid infestation tactics.


Page 81
A Watch Station just beyond the boundaries of the Shadow in the Warp detects a small Tyranid fleet in transit toward Mackensee.
Indication the watch stations have some FTL 'monitoring' capability and its evidently psychic (or warp based) in nature. Both are evident from the 'beyond the boundaries of the Shadow in the Warp' - given we know the scope of the effects (it can span light years) and they can observe the fleet in transit far enough ahead to dispatch forces to counter it. That its outside the Shadow suggests it is also warp based in nature (since they're not detecting inside it, and if it were some non-Warp/psychic detection the Shadow in the Warp would be irrelevant to detection.)


Page 81
Though the invasion appears to have stalled at a relatively early stage, their mark is present in many of the biomes across Mackensee’s surface and deep below it as well. Dozens of capillary towers have already emerged. Seismological surveys can quickly reveal subterranean activity, the sky is often fi lled with Gargoyles, and there are portions of the planet where all of the native life has been eradicated.
Tyranid attakc on Maiden World. Of interesting note to me is the subeterranean activity, which ehcoes stuff we learned in IA4 and the 5th edition 'Nid codex about tyranids working underground for production and reproduction.



Page 82
A subset of Rangers become so devoted to the path of the Outcast that they become lost upon it, just as Exarchs or Farseers become lost upon the path of the Warrior and the Seer. These Pathfinders become masters of concealment and incomparable snipers, through application of abilities that may be based upon the race’s inherent psychic nature.
Ranger equivalent of Exarchs.


Page 82
Lictors and Genestealers arrived on the world and successfully contacted the Hive Mind to send its fl eet to the system, but these xenos were all but exterminated by Pathfinders prior to the hive ship’s arrival. As the fi rst wave of mycetic spores rained down upon the planet, Eldar were in place to eliminate many of these intruders even as they arrived. As a consequence, the Tyranids squandered a large portion of their reserved biomass during the early stages of the invasion.

Without a solid foothold, Tyranid forces were unable to quickly devour additional biomass from the targeted world. This led to reduced numbers of Gargoyles, Gaunts, and even Capillary Towers. Even as these began to emerge, the Eldar pressed their advantage and eliminated many of the first creatures to emerge. With few Capillary Towers to transport biomass back to the ships of the fleet, they were soon unable to contribute additional mycetic spores to the invasion.
Eldar ranger/pathfinder defense of the Maiden world. We dont know the size of the forces (aside from the fact its part of the larger Jericho Reach hive fleet invasion.) but it shows again that in this case, the invasion fleet expends the bulk of its energy/resources in the early assaults. If it does not make headway in conquering the planet and capture more such resources (which it uses facilities on the ground to transport back up, or use to create in ground based facilities) the invasion can stall.

Note thatthe text mentions that this has lead to the Tyranid Hive Mind dispatching additional resources from another part of its void-fleet to reinforce this world, possibly with more resources, so context and scope of such conflicts do matter.



Page 83
However, their legends remained rooted in the teachings of the Imperial Cult. They continued to venerate the Emperor as the Sky-Father. This belief may have saved these primitives from the infl uence of Chaos that devastated so many other worlds of the Jericho Reach.
The Power of Faith.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2

Page 84
Simply put, Mahir has an extremely limited supply of workable metals. While some exist at low levels within its native organisms, there are very few ore deposits within its crust. The Imperium’s technology base lacks any efficient way to extract enough materials from Mahir to effectively construct a hive.
..
All of the world’s animals and many of its planets are seemingly engaged in an unending drive to consume any source of metals that they can find.

An interesting quote as it may imply that either their technology can't reach the ore deposits (in locations inaccessible, or possibly too deep in the crust) or it may be that weird 'extracting from native organisms' is impossible with Imperial tech, whatever the fuck that means. given the metal eating animals are mentioned, I'm banking on the latter.


Page 85
Reports suggest that the biomorph is an adaptation enabling it to more effectively wage war among the branches of the planet’s massive trees. In these locations, the reduced size and added agility enable it to more effectively hunt in the arboreal habitats.
Tyranids adapting to TREE COMBAT. Useful if they invade Kashyyyk or fight the Na'vi.


Page 85
A few anecdotes do survive, which indicate that at least one Adeptus Mechanicus expedition ventured to the surface as part of a study to search for any xenos artefacts or technology. However, neither the few surviving sector records nor any known Adeptus Mechanicus records exist of this survey.
Admech obsessing about alien tech again.


Page 86
Because of this, the world’s surface is often struck by massive blasts of energy and particles that descend from the void and devastate its surface. This has left the world bathed in a level of background radiation that pervades all who dwell upon its surface. Virtually all life is subject to frequent and unstable levels of mutation. In order for humans to survive, anti-radiation drugs are a necessity— one which the unprepared human colonists lacked.
Imperial anti-radiation drugs, available to colonists (and presumably, soldiers). Wonder why no hazmat suits?


Page 87
Reliable sources indicate that the xenos are in the process of building a massive shipyard in the planet’s low orbit. If these reports are correct, the Necrons could muster a signifi cant void-based presence within the Jericho Reach in disturbingly short order.
Necron shipworld around tomb world, allows them to build a presence within the sector in short order which implies (somehow) their ships can travel throughout the sector. Whether by drive system, webway, or some variation on their wormholes, we don't know.




Page 88
The mechanical Necrons have resumed their ancient role as the dominators of this foreboding desert world.
...
Weapons systems and production facilities buried deep beneath the sands have returned to the surface and begun to create the process of full activation.
...
Multiple Necron vessels have been reactivated and launched into orbit. A number of Dolmen Gates on the world’s surface have also been activated.
The Necrons seem to have production facilities belowground. Also multiple Dolmen gates and ships buried belowground.


Page 89
In the Golden Age of the Jericho Sector, Sagacity was a well-supported and productive hive world.
...
The three major hive cities imported vast quantities of foodstuffs to preserve a population of more than thirty billion souls, but Sagacity also produced huge quantities of refined goods for export and her natural supplies of valuable minerals also contributed to feeding the world’s ravenous manufactorums.
Sagacity seems to be one of those 'intermiediate' Hive worlds.. not quite the overpopulated industrial shithole with a nearly uninhabitable outside, but also not quite what we're used to on Earth. Sort of like Verghast, or Thracian Primaris.


Page 89
Sagacity was struck by cataclysm. A rogue planetoid impacted with the planet. The resultant devastation vaporised much of her oceans and turned the skies black with debris for centuries. Quakes rippled across the planet as its very tectonic plates were shattered by the force of the impact. All three of her hive cities collapsed when the structures were subjected to unprecedented geological shifts. Billions of human lives were lost as the very substance of the world was torn asunder.
devastation of Sagacity and its hive cities by ocean-vaporizing asteorid (well not totally vaped, but substantially so). Devastaiton wrought mainly by quakes and tectonic disruption, rather than other factors it would seem, but its hard to quantify how much devastation the hives themsevles took directly. Still, reminds me a bit of Valhalla in that regard.

If we take 'billions' litearlly that means no more than 1/3 the population could have died, but that isn't guaranteed as an interpretation.


Page 89
A few of the sector’s other hive worlds prepared to send mercy missions, but only a few arrived and none were able to make a signifi cant impact upon the massive crisis. Reconstruction would have taken centuries to complete..
..
Without any external support, the vast majority of those who survived the initial cataclysm were unable to persevere on the remains of their shattered world. More than another sixty percent died off in the few years that followed.
there are more than just Sagacity as hive worlds, at least 2-3 others, and they sent aid to help the planet recover, which suggests at least something of its civilization (and populace) survived the attack - exactly how much survived and where/how we don't know. It also implies a substantial portion may have survived (enough that providing aid was worthwhile. Given the costs ascribed to colonization efforts we're probably talking millions or billions at least.)

Page 89
Millennia of function as a hive world had devastated much of the planet’s surface, so that it could no longer be used for agriculture.
So its not like Vergahst or Thracian Primaris.. its still an exterior shithole, just with smaller populace.


Page 89-90
Millions of years in the past, Sagacity had been a signifi cant Necron world. During the War in Heaven, one faction actually launched the rogue planetoid towards the world. Though they knew it would take millions of years to arrive, these ancient beings had foreseen that Sagacity could one day become a thriving centre for the Necrons. When the planetoid struck, it was intended to shatter the planet and destroy the tomb world, preventing it from ever recovering. The attack failed. Though many of the world’s stasis crypts were shattered, several reacted to the cataclysm by activating emergency defensive measures.
...
The sundering of Sagacity’s crust was not as devastating for the Necron forces as it was for humanity, but it did infl ict a signifi cant amount of damage. Many of the world’s stasis crypts were obliterated in the impact. Others collapsed as tectonic plates shifted in an unprecedented fashion. Huge amounts of cosmic radiation that slashed through the damaged atmosphere destroyed the ancient recordings on a few others, which held the memory engrams of some of the sleeping Necrons.

The (unknown) enemies of the Necrons in the War in Heaven take a page from the Revelation Space universe's inhibitors and engage in STL, hard-sci fi (HAH) style planetkilling. Sounds like an Eldar sort of thing to do, probably precog related. Anyhow, we learn about the magnitude of their capabilities (although not how, so its only useful int erms of mass/energy) and an indication of the scale of the defensive capabilities of Necron tomb worlds, and what it takes to really kill/destroy an infestation. Which obviously has implications for other occurances (Exterminatus in the DoW novels, or certain other sources like, say, Caves of Ice. I love it when my interpretation of things gets a little boost like that ;) )

The scale of devastation needed and the mention of the 'sundering' of the crust suggests the tomb was pretty damn deep belowground (kilometres easily). Of course, given what we know of all the OTHER Tomb worlds, this is hardly a shock now, is it?


Page 90
Much of the planet’s native flora and fauna underwent severe mutations and a great deal of it died off.

However, that environmental damage was trivial compared to the devastation wrought by the planetary collision. In an instant, the seas boiled, the atmosphere exploded, and the plates that underplayed the continents were shattered. Even though this event took place millennia ago, Sagacity’s atmosphere has yet to recover from the sudden infl ux of pollutants. Most of the wildlife that had survived the pollutants introduced by the hive cities was unable to cope with the sudden new changes.
More on the devastation. The animals are mutants (as are the few humans surviving), and few plants remain - most of the plant life being fungal in nature. Suggests less than outright 'sterilization' occured, although the origins of such animals or plant life is up for debate (and where it came from, and how it survived ocean boiling/vaporizing, continent shattering impacts. About the only place would be the Hives, which may be possible given that many hives like Necromudna evolve their own ecosystems. Or maybe they're magically durable animals :P Then again, it could be the boiling/vaping is less severe than I thought. *shrugs*)


Page 91
Through unknown means, one of the populations of mutant humans who yet dwell upon Sagacity managed to send a desperate astropathic plea for help. Though it is unclear how they might have received this cry, the Tau forces of the Velk’Han Sept have chosen to respond.
If this has any truth, then it suggests the tau have some means of astrotelepathy of their own (or are developing it.) Or at least they can receive/intercept such transmissions. The limits of such a capability is not known.


Page 92
Skapula was a world held by the Adeptus Mechanicus and used primarily for the manufacture of medical supplies, advanced medical experimentation, and specialised medical treatments.
...
Components for virtually every health monitoring device in the Sector came from the world. Those who worked in the medical fi eld knew its name through the simple act of using the equipment manufactured there.
Medical planet run by the AdMech. Treatment and equipment manufacturing both. Its described as a forge world and doing experimentation on servitors and prisoners.


Page 92
Their primary area of expertise dealt with implantation technology, but one particular focus included the revivifi cation of necrotic tissue— returning dead tissue to a lifelike state. While this research was primarily used to extend the functional lifespan of servitors, some of the ancient legends suggest that it may have also seen limited use on human patients.
Preservation of itssues to extend Servitor lifespan artificially, although other applications are implied.


Page 93
Tau forces have recently arrived in system.
...
I fear that this could be part of an investigation to recover any lost data that the Machine Cult may have left behind after their exodus from the world. I believe that any archive of humanity’s
knowledge must be kept from these foul xenos.
...
However, if the Tau were able to gain access to these data, they might gain signifi cant understanding into the complexities of human biology. If the Tau were to learn something that could be exploited on the battlefi eld, it would be disastrous for the efforts of the Achilus Crusade.
I guess the DYNAMIC race can't be relied upon to figure everything out for themselves.



PAge 93
Skapula served the Jericho Sector and the Adeptus Mechanicus as a forge world for millennia. During this time, agents of the Machine Cult ruthlessly stripped the world of its varied resources and mercilessly unleashed waste products upon the planet.
Yet another forge world completely stripped of its (available) resources in a matter of millenia.)


Page 95
...it was a hugely successful agri-world. The planet’s food output was capable of adequately supplying two hive worlds in addition to supplying its own needs and that of several other colonies. The output was considered stunningly productive. This was in part due to a year-round growing cycle, but was also aided by a dedicated workforce..
Indication of the capabilities of a 'successful' agri-world.


Page 95
Agents of the Adeptus Mechanicus had deliberately engineered massive machines that were capable of harvesting acres of farmland in moments, so the world’s bounty could be rapidly harvested and fresh seeds quickly planted.

I vaguely recall we may have seen something like this in the Eisenhorn novels, the second one I think.


Page 96-97
When Exterminatus was executed in 809.M41, all of the planet’s native life was completely purged.

Though the planet’s astronomical coordinates are unchanged, its atmosphere and environmental characteristics have been transformed. Massive planetary strikes and devastating virus bombs destroyed the world. As fi restorms swept across its surface, the explosions and toxins transformed every living thing into little more than ash. Huge quantities of carbon dioxide, along with many complex organic substances, were released into the atmosphere. Smoke fi lled the sky and the heat of the fl ames transformed Sovereign’s weather patterns.

Over the intervening years, the planet’s recovery has been negligible. Most of the changes induced by Exterminatus have not yet abated. The atmosphere remains heavily clogged with ash and toxins. Little light can reach the world’s surface through these dense clouds.

The world’s weather patterns remain unstable and massive fronts of hot or cooler air still occasionally sweep across the planet. Where they clash, savage storms erupt, stirring more debris into the planet’s upper atmosphere.
...
There is too little free oxygen in the atmosphere to safely support human life—though with the atmospheric pollutants, a rebreather would be necessary even if there were enough. The concentrations of water vapour and carbon dioxide in the air leave it feeling sticky, as well. An increase in surface temperature, due to all of the atmospheric changes, has only intensifi ed this unpleasantness.
...
There are no known surviving native species of plant or animal upon Sovereign’s surface, in her skies, or under her seas. While it is possible that some might yet dwell deep beneath the planet’s surface or at the very bottom of her oceans, any such creatures have not yet made an impact on the world’s environs.
Effect of Exterminatus bombardment. We dont know ship numbers or timeframes so calcing is pointless, but the effects and method are interesting. I take it 'planetary strikes' suggests a more conventional bombardment, meaning they used virus bombs and regular weapons to blast the planet (the fact they mention firestorms and explosions as well as toxins would tend to confirm that.)

The effects also expend deep into the oceans fairly, which either is from the virus, or from the ocean strikes boiling lots of water and killing the life. Or it may be the pollution, hard to say there. :P



Page 97
Alternatively, some group might attempt to accelerate this process through a combination of technological and biological means. At this time, there are no Imperial forces within the Jericho Sector that have access to the necessary resources to restore the world to a habitable status. In order for the world to become fit for resettlement, substantial resources would have to be spent to seed the world with organisms that could be used to first restore the atmosphere to a sustainable level. Then, organisms more suited for long-term settlement could be introduced. Such a process would require at least a few thousand years if it were monitored closely, though settlers could be reintroduced much sooner if they were provided ample supplies and survival gear.

...
Unless other valuable resources were discovered, there is little motivation for human forces to restore the world to habitability—as numerous other, more suitable worlds could be claimed and exploited during the thousands of years it would take to complete the restoration.
The Imperium can apparnetly terraform or restore a planet, even if it suffered at least certain kinds of Exterminatus, although it takes a hell of alot of time and resources. Probably easier for them to just turn it into a hive world (like Tallarn, or Krieg.)


Page 98
In the course of their fi rst visit, they discovered a complex series of caverns beneath the planet’s surface. These were exposed for the fi rst time in millions of years after the Inquisition’s bombs cratered the surface.
Craters go deep enough to expose Necron tunnels, which probably suggest the craters are at least several km deep (going by Black Crusade, Hand of Corruption as a benchmark) although they could be much deeper. That points to hundreds of megatons at least, probably (6 km diameter, 3 km deep crater.)


Page 101
As the Necrontyr empire spread still farther across the galaxy...
..
War erupted across the stars...
..
In a matter of scant centuries, the Necrontyr empire was reduced to a shadow of its former might.
...
The Old Ones were masters of the Webway and could draw forth powers the Necrontyr could not hope to defend against.
Given that the Necron Codex again says 'much of the galaxy' answered to the Necrons, we're probably dealing with some form of FTL drive, albeit a relatively slow one, pre-C'tan at that, if they can go from conquering 'much of the galaxy' to be within a few worlds in a couple of centuries.


Page 101
The C’tan unleashed such powers upon the galaxy as had not been witnessed since creation. Planets were blasted to ashes upon the cosmic winds and stars were extinguished with but a word. Black holes were punched through the fabric of reality and the foot soldiers of the Old Ones slaughtered by the billion as the storm of the C’tans’ wrath swept the galaxy.
The c'tan unleashed. Its mentioned that they broke into the webway and this unleashed warp-spanwed perils (possibly shit like the Enslaver plague and so on and so forth, although I wouldnt rule out Old One weaponizing the Warp being a contriubting factor as well.)


Page 102
Knowing it was no more possible to destroy a C’tan than to reverse the act of creation itself, the Silent King shattered each into countless shards, which he imprisoned in a tesseract labyrinth for all time. Thus fettered and enslaved, the C’tan were sundered into fragments, each a formidable power yet ignorant of the glorious being it once truly was.

Closely mirriong the nature of the Chaos Gods themselves in that respect (composite beings made up of lots of lesser elements.) and reminsiceint of Khaine's 'shattering'


Page 102
While dormant, each is controlled by a master program that oversees its essential maintenance and defence, mobilising what resources it judges appropriate to any given situation or threat.
Again this probably reflects the Apocalypse/earlier fluff on Necrons being soulless automatons, a retcon of sorts I guess. In any case, its mentioned that over time the procedues birng more and more systems online as the time of awakening approaches, with the lesser Warriors and Immortals being awakened as necessity dictates (and again reflecting the way in which Earlier Necrons acted.) Over time the next higher (and more aware) tier awakens and more authority is achieved over the tomb world, until the Overlord himself (the top necron) awakens. I suspect this part also reflects Apocalypses 'gold to sivler to bronze' tier scheme for the Necrons


Page 102
The process of awakening presents a massive danger to a tomb world. If anything other than miniscule numbers of Necrons are revivifi ed at once, a staggering amount of energy is unleashed, which can be detected within light years and inevitably leads to investigation by ignorant and curious mortal species.

Explanation for a slow awakening. Amusingly this implies FTL sensors of some kind to be detected 'light years' away, unless we're talking really slow (Decades) Awkaening, which is not impossible.


Page 102
At the centre of each of these risen empires is a crown world, the glorious capital and seat of the Phaeron of an entire dynasty. Below it are numerous lesser tomb worlds and other holdings,..
Necron territorial hierarchy.z



Page 103
It is said that Ahmontekh defeated beings the ancient Eldar revered as gods..
Necron Lord purportedly defeated an Eldar 'god', whatever the hell that is supposed to mean.


Page 105-106
The Hollow Sun crown world is, exactly as its name suggests, constructed deep within the raging, nucleonic furnace of a star. The star in question lies at the heart of the Slinnar Drift region of the Outer Reach and bears no outward sign of being any more or less unusual than any of the other countless stars in that vast mass. The artifice that keeps the necropolis from being consumed within the stellar core would seem as mind-shattering sorcery to even the most lore-steeped techno-magus of the Adeptus Mechanicus and it represents the very epitome of the Necrons’ mastery over the fundamental powers of the universe. Somehow, the Suhbekhar Dynasty has slept away the aeons within a tomb as cold as any grave, yet located within the fusion-wracked core of a blazing sun.

A necron Tomb World.. at the heart of a star. Gotta love it.



Page 106
The Suhbekhar Dynasty maintained holdings across the entire region, and while many of these had been reduced to atoms during the War in Heaven, others remained standing. It was impossible to replicate the creation of the Hollow Sun across so vast a territory, so the Crimson Scythe was forced to trust the lower order of royal masons to hide the lesser tomb worlds as best they could.
More War in Heaven scope stuff. They could only make one Hollow Sun, but had lesser domains across the region (presumably referring to the Jericho Sector.) albeit some were destroyed during the war (implying perhaps the worlds were shattered akin to the planetoid attack mentioned earlier, giving an indication of the magnitude of firepower being tossed about then.


Page 106
Thus, numerous worlds within the Jericho Reach, and in particular within the Slinnar Drift, appear preternaturally blessed by valuable elements.
Despite having energy-to-matter conversion/nanotechwank construction/whatever the fuck scarabs and such use they still need raw materials of at least some kind.


Page 107
...the bleeding wounds torn in the fabric of reality at the climax of the war in the webway.
Again probably a cause of that Enslaver shit.


Page 107
The Hollow Sun is a staggering feat of arcane stellar-engineering and dimensional manipulation. The star itself is one of those for which the Slinnar Drift is well known, a protostar that appears to all external observations to have existed far too long in its present state. None can say whether the star was specially created for the purpose of secreting the Necron capital at its core or if the Suhbekhar Dynasty’s masons somehow bored through its raging fabric to transplant their necropolis at the very heart of its core. Perhaps they created the necropolis elsewhere and transported it to its current location using dimension twisting processes lost even to the resurgent Necrons.
Speculation on how the Hollow World reached the center of the star.



Page 107
The necropolis of the Suhbekhar Dynasty takes the form of a city as large as any world, located at the heart of its sun and protected by arcane machine systems that take up many times more space than the stasis crypts they protect from the raging fusion core. Vast, unidentifi able systems shield the necropolis, siphoning off the raw power of an entire sun so effectively that the chambers and labyrinths within are as cold as any grave. Vast, dusty chambers and hallways are lined with coiled machine components many hundreds of metres tall, throbbing with the power to displace dimensions and reshape reality. Within an outer layer of machinery hundreds of miles thick, rest the stasis chambers of the countless Necron constructs responsible for maintaining and defending of the Hollow Sun.
Implied durability, size, and interior of the Hollow Sun necropolis/Tomb. Its interesting both for the size but also the apparent ability to absorb and dissipate the energy of a star. What kind of star we don't know precisely, but its still stellar scale power (or some fraction thereof.) Also, while this is (as noted) a high-end tomb world, and thus not representative of the standard, its unlikely to be TOO far off the base as well, which naturally has implications for attmepting to destroy a tomb. Hell, given that we already know that the Old Ones had to lob rocks at planets to cripple or destroy a Tomb World, this isn't exactly unprecedented either.

Of course another way to put it is that that Connor is making another Horrible Star Comparison. And I am. MUAHAHAHAHAHAHA.

In other non calc respects, the Hollow Sun tomb reminds me alot of the tomb world in 'Hammer and Anvil'



Page 109
The text speaks of “men of metal,” and “men of stone,” and a great war between beings birthed in the outer darkness at the very dawn of creation. It speaks of a time of awakening triggered by the alignment of certain distant stars, and of a cataclysmic release of power that will mask the heralds of the end of all things even as it sweeps away the “watchers.”
...
The “men of metal,” who most agree can only be the Necrons,...
This seems to be a Deathwatch attempt to fit the Necrons in with the old 'men of stone/men of metal' fluff from earlier 40K, which back then was humanity waging war with the robots it created. I'm guessing its retconning the 'men of stone/men of metal' as the War in Heaven


Page 109
In order to dissipate this release and thus maintain his secrecy, the crippled king built a vast network of arcane nodes, his intention being that when he and all of his legions are fully awakened, the power that will mark his arrival will be unleashed through the network.
...
..the Dark Pattern represents a network of worlds that will each be utterly destroyed by the raw release of energy of a hidden Necron capital awakening......
Its not definite that the nodes correspond to tomb worlds of the Dynasty, but it may suggest the sector has as many as 100 Necron worlds.


Page 110
Scarce Ordo Xenos data confi rms that when a Necron tomb world fully awakens, such a staggering amount of energy is unleashed that those suitably equipped to detect such things can do so from many light years in all directions.
Again detecting the awakening of a Tomb World from light years away, which strongly implies a FTL signla of some kind.


Page 114
He fought at the side of the C’tan themselves, and is said to have once struck a blow that slew a god. He bore a warscythe of such potency that it is said to have shattered the planet Maldek into a billion chunks of rock in a single blow, an event which several of the Eldar’s mystic cyclesingers make reference to many aeons later.
Again purported capabilities of the Crimson Scythe Phaeron. The interesting thing is that, as far as 'modern' 40K goes, this could be used to describe the abilities of what we might have thought of as C'tan prior ot 5th.


Page 117
..seeking a means of investing a Necron consciousness into a body of fl esh and bone and, in so doing, of reclaiming all they once had. Ozkan’s researches and secret experiments have led him to the conclusion that only a body as strong and as tough as a Necron’s living metal frame will provide a suitable vessel for such a reawakening..
...
The body Ozkan has identifi ed is, of course, that of the Adeptus Astartes, the sacred, post-human form wrought by the Emperor himself to serve as the champions of mankind.
the plot is to implant the Phareon's mind/consicousness/personality imprint into the body of a Space Marine, because apaprently the Sapce MArines are well matched to the local fauna.


Page 117
As court Chronomancer, it is Rahkoz’s duty to manipulate milestone historical events, whether past, present, or future, to the benefit of the Suhbekhar Dynasty. As the masters of arcane super science and party to esoteric wisdom granted by the C’tan that would shatter the minds of lesser beings, the Crypteks are uniquely positioned to alter the fabric of the universe in ways only the most accomplished of their number can fully comprehend.

The Court Chronomancer.


Page 118
Deep within the portions of the Hollow Sun turned over to Rahkoz are vast engines within which are generated forms of power entirely anathema to any known branch of science. The Chronomancer is said to be able to manipulate these incomprehensible energies and to influence events at almost any point in the spacetime continuum, though exactly how, and how efficiently, remains a secret known only to him. Some of Rahkoz’s peers suspect he is capable of physically traversing the abyss of space and time, and of directly interacting in ways that alter the otherwise inalterable flow of cause and effect. Others believe this to be impossible, though even they concede that Rahkoz has the power to observe past and future events, and that in so doing he must surely have the power to alter them.

More on the capabilities of the Chronomancer in question. At the very least he can observe, possibly manipulate. Its even implied he might have osme sort of teleport or transportation or FTL transit via time/space manipulation, suggesting (once again) that Crypteks might serve as a form of FTL drive.


PAge 119
Even the lowliest Necron Warrior is capable of repairing crippling damage in moments, and it is common for seemingly “slain” Necrons to rise to their feet and continue the fi ght.
Necron durability.


Page 119
Gauss weapons use a form of electromagnetic projection completely unknown to humanity to strip away the constituent molecules of a target. In the case of more powerful gauss weapons, this process occurs so rapidly and completely that the emerald beam of energy may appear to punch through its target, though it may be more accurate to think of it as “digging” its way through. Whether the particles that previously made up a gauss weapon’s target are discarded or somehow stored for later use is unknown.
Part EM forcefield/tractor beam, part disintegrator. Its interesting the beam does not totally 'disintegrate' now, but simply punches holes through shit. Of course they've done this variably before too, so this isn't a terrible shock. It is interesting to note that the fate of the particles 'collected' isn't known.


Page 119
These weapons fi re crackling bolts of electricity that some witnesses claim move as if with minds of their own. These bolts of lightning are incredibly hot, enough to char the flesh from a man’s bones in moments. In some cases, these energetic projectiles have even been observed to crack ceramite and plasteel. What is truly astounding about these weapons, however, is the manner in which the arcs of electricity leap from their initial target to others nearby. In some cases, the lightning makes this leap multiple times, such that a single direct hit from a Tesla weapon might incapacitate an entire squad.
Tesla weapons. While the exact duration 'per shot' isnt known, the implied capabilities are formidable. Assuming between 3rd degree burns and 'flaying flesh off bones via steam explosion' 50-400 j per sq cm, we're eaisly talking at least tens of MJ per 'shot' of a Tesla weapon. On the other hand if 'char' means boiling or cremating, the energy could be much higher, hundreds or even thousands of megajoules per 'shot'.

It is a bit interesting that cremation scale energies (at least for flesh, but not bone) might only 'potentially' damage cermaite or plasteel. Whereas we often know cremation temp weapons (plasma or meltas) can do so (at least as far as thermal damage goes.) Again telling us a bit about such materials.


Page 120
the advanced technological minds of the Necron nobles are capable of evaluating possible outcomes and computing the most advantageous tactical decision with a speed and accuracy that even the most accomplished autosavant could not hope to match.
Some sort of mentat like battle computer in organic form, I guess?


Page 120
This small cylinder, worn by only the highest members of the Necron nobility, contains a swarm of ophisticated nanoscarabs.
...
..releasing the nanoscarabs to swarm over its body, knitting tears in the living metal and bolstering the Necron’s own self-repair abilities.
nanoscarabs!


Page 123
Psychomancers are masters of mind-affecting technologies, including high-frequency waves, neuron bombardments, and other, more esoteric sciences. With the correct application of their sciences, these Crypteks can manipulate a being’s mind to such a degree as to rival the most powerful telepaths of the Imperium.
Necron psychomancers.


Page 123
Temporal anomalies are not unknown to the Imperium; time dilation is a common effect of Warp travel, and some powerful psykers are able to localise the time-disrupting power of the Warp.
The Imperium and time dilations.


Page 123
The crystalline head of an Aeonstave generates a kind of lowlevel stasis field with each blow, encapsulating the Cryptek’s enemy in a bubble of slow-time.
...
The bearer of this arcane device exists slightly outside the fl ow of time, allowing him to glimpse possible futures and modify his recent actions accordingly. A Cryptek utilising a Chronometron appears blurred, its movements sudden and spasmodic like a primitive pict-reel or degraded hololith.
...
The most accomplished of chronomancers can weave together disparate strands of time, forming an unassailable shield against any attack that does not originate from the time stream corresponding to the precise moment of impact.
Chronomancer combat abilities.


Page 125
A large staff enclosing numerous gyro-engines, grav-flux generators, and other sophisticated devices...
...
When a Cryptek drives the tip of his Tremorstave into the ground, a wave of energy is released, travelling in a straight line directly towards his intended target, splitting the very ground open and sending shards of stone and sprays of dirt blasting out with deadly velocity. The fissure created by the Tremorstave is approximately one metre wide ...
Ther'es also a 'shockwave' area of effect around the fissure.


Page 128
When enough punishment is heaped on a Warrior to actually damage it, advanced self-repair protocols undo all but the most severe damage in moments.
Necron Warrior regenerative properties.


Page 128
Gauss fl ayers utilise theoretically impossible science to strip their target apart on a molecular level. These potent weapons can strip the adamantium from a battle tank’s hull as surely as they strip the fl esh from a man. Even power armour and the enhanced constitution of a Space Marine provide limited defence.

GAuss Flayers.


Page 129
Possessed of even more resilient frames, Necron Immortals prove almost impervious to small arms.
Necron Immortal durability. THey're also noted to hav ebetter self repair (As well as better armour) and better reflexes than Warriors.


Page 129
...Immortals armed with an entirely different sort of weapon, one that emits crackling electrical blasts hot enough to melt ceramite, and capable of arcing between multiple targets.
TEsla weapon.


Page 129
Unlike Necron Warriors, Immortals are capable of independently reacting to shifts in battle, adapting their tactics accordingly
...

... Immortals are capable of issuing orders to Warriors...
...

...Immortals must rely on ancient tactics and stratagems, and are little capable of true innovation.
Immortal independence and tactics.


Page 130
Deathmarks are granted some of the most sophisticated and closely guarded of the Necrons’ hyperdimensional technology. This allows these peerless hunters to almost effortlessly leap back and forth from a pocket dimension outfi tted with all manner of advanced surveillance and detection equipment. Deathmarks are able to lie in wait completely undetected by their foes, while monitoring communications, movement, and even the vital signs of their intended targets.
Makes it sound like the Oubliette is some sort of vehicle or room rather than a pocket dimension.


Page 131
Even the mighty weapons of the Adeptus Astartes are hard-pressed to damage the living metal frame of a Lychguard, while a Lychguard’s weaponry and abilities can fell even a Space Marine in a single blow
Lychguard durability and capabilities


Page 131
Lychguards are perfectly capable of deviating from these tactics and stratagems when necessary, adapting more quickly and effectively to new situations.
Lychguar are more flexible than Immortals.


Page 133
This dimensional destabilisation matrix allows aCanoptek Wraith to selectively phase parts of itself, whether that be momentarily phasing its body to avoid a strike, or even phasing its vicious claws in order to bypass armour and rip into the fl esh of enemies.
Wraiths.


Page 133
While phased, Wraiths are extremely diffi cult to detect, as they produce no sound and register no mass on auspex scanners. While the selective phasing that makes them such able combatants requires great reserves of energy, it is comparatively easier for a Wraith to remain completely in or out of our dimension.
Stealth functions of phasing, and the energy requirment. In that respect its like opening a warp portal.


Page 134
Scarabs possess terrifying ability to consume nearly any material, living or dead, natural or artifi cial, and convert this material to energy for storage and later use. Even more impressively, Canoptek Scarabs can use such stored energy to fabricate nearly any device known to Necron science. Scarabs display no sign of intelligence, yet highly sophisticated auto-routines and construct-patterns allow them to build weapons and vehicles of immense power in a surprisingly brief time.
Scarab energy-to-matter (and vice versa) conversion capability.


Page 134
While many of the crew had been reduced to little more than brittle skeletons, seemingly by some manner of energy weapon, others had been brutally slashed and torn apart. Whereas many corridors were flooded with blood, others were bare but for a fi ne layer of ash.
Probably tesla wepaons, reinforcing the 'cremation' aspect at least to some degree.


Page 136
A charging Destroyer Lord can skewer even an Adeptus Astartes in tactical dreadnought armour on his Warscythe; lesser foes are as little more than wheat for the harvest.
Destroyer Lords.


Page 137
..Flayed Ones develop an ability to travel between dimensions. Many Crypteks believe the Flayed Ones inhabit an alternate reality all their own, inaccessible to other Necrons..
...
..Flayed Ones are able to somehow sense when their Necron brethren are in combat, appearing to slaughter the enemy..

...
Flayed one Implied teleport/FTL capability.

Page 137
Annihilation Barges lack the speed commonly associated with anti-grav vehicles, their ponderous movement more akin to the progress of Imperial tanks
Annihilation barge mobility


Page 137
..the tesla destructor fires arcs of crackling lightning, incinerating flesh and melting armour. The discharges of a tesla destructor, however, burn even hotter and brighter. Even heavily armoured Astartes vehicles are vulnerable to a tesla destructor. These devastating bolts leap forth from the barrel of a tesla destructor with shocking rapidity, a rate of fire that is multiplied as each coruscation arcs from target to target. One of these weapons would be deadly enough, but a matched pair backed up by a tesla cannon or gauss cannon means an Annihilation Barge is capable of eradicating entire formations of enemy infantry in moments, bolts of electricity incinerating target after target.
tesla destructors, implying at least GJ range levle outputs.


Page 138
While an Annihilation Barge does appear to lack armour, this is not quite true. The bulk of its
armour plating simply exists only at the moment of impact, leaving the vehicle light and manoeuvrable. As with all Necron vehicles, an Annihilation Barge is constructed of living metal, not so dissimilar to that forming the bodies of the Necrons themselves. This leaves the seemingly fragile vehicle surprisingly resilient to damage. Even more impressively, a living metal vehicle can regenerate its hull and even its more delicate systems, metal plating knitting back together as circuits reconnect and weapons are brought back online.
...
A vehicle with Quantum Shielding is protected by additional armour plating that exists out of phase
with the rest of the vehicle, until the moment the vehicle is hit.
Annihilation barge defneses and durability/ Quantum shielding defined.


Page 138 - Annihilation barges have a cruising speed of 65 kph . Catacomb command bages have a cruising speed of 245 kph. Intersting how the Annihiiation barge's movement and pace was compared ot Imperial tanks, isnt it? :P


Page 138
..Catacomb Command Barges are equipped with sophisticated subfrequency broadcasting equipment, omnivoxes, and hyperspace transmitters. These allow the Lord or Overlord, who is directly linked to his Barge, to issue orders to any Necron forces in the vicinity and in orbit, regardless of conditions or interference that would render Imperial vox-operators deaf and mute.
Necron command and control.


Page 139-140
..the Doomsday Ark is no more or less than a carriage for a Doomsday Cannon, perhaps the most powerful weapon in the Necrons’ formidable arsenal. Powerful enough to bring down a Munitorum-standard M.39 “scutum” prefab bunker in a single bombardment...
...
..even a lowpower blast from a Doomsday Cannon rivals the most hallowed of Adeptus Astartes plasma cannons for destructive potential.
Power of Doomsday cannon. It also tells us about the durability of the bunker given the necron codex's hints at firepower.


Page 140
Due to its living metal hull and extra-dimensional armour, a Doomsday Ark is in fact no more vulnerable to damage from the rear than from any other direction.
More benefits of Necron armor and defenses.

Page 140
- Doomsday Ark cruising speed of 50 kph.


Page 140
..a Ghost Ark stops for each downed Necron, a veritable tide of minuscule repair Scarabs swarming over the dismembered soldier and carrying its components aboard the Ghost Ark. As the Ghost Ark continues its mission of dark mercy, so the scarabs continue their work, rebuilding all but the most thoroughly demolished Necrons in short order./quote]


Ghost ARk repair capabilities.


Page 141

Ghost Arks hae a cruising speed of 55 kph./
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Ark of Lost Souls: Space Hulks

Page 6-7
When a Space Hulk is detected near an Imperial world, the obvious course of action would be to bombard it to atoms. While many wish this were possible, the chance to find lost archeotech or relics of a bygone age is far too great. This is because Space Hulks represent an accumulation of vessels, both human and alien, many of them so ancient they predate the Age of Imperium. The machine systems to be found within these wrecks are beyond priceless in a stellar empire where all technological progress has long ago ceased, to be replaced with superstition and ignorant ritual. Only by rediscovering past technological glories can any sort of progress be allowed. Thus, Space Hulks are scoured for any signs of so-called archeotech..
'reduce to atoms' may not mean vaporization (it could be figurative) but its not the first time we've heard reference of that. Anyhow the other (and more significant) point relies in the value of Hulks - they purportedly are the only 'acceptable' source of technology - the whole 'progress be allowed'. As noted many times before, it isn't so much that research and development or even innovation is carried out, its just not carried out uniformly, or without conflict (because therea re those factions in the Mechanicus who see that as heresy, and try to persecute those who see it as important.) and even when things go well it may still may move at a glacial, incermental pace (although this too is relative.) Given all that, 'archaeotech' recovery is valuable simply because its one of the few ways people can agree on to advance the Imperium's tech base.

It can also be said that the AdMech's obsession with technology is what drives the whole 'board and explore rathe than destroy outrigth because of the dangers' aspect of Hulks, because they deem any sacrifice worthwhile as long as they can get their hands on what they deem 'worthwhile' technology.



Page 7
Another of Mortis Thule’s unusual features is its sheer antiquity. The fact that it was the 427th Expeditionary Fleet that first uncovered evidence of the Space Hulk places it amongst the very oldest of codified Space Hulks in the Imperium’s archives and raises the possibility that amongst the countless wrecks that make up its vast bulk are the remains of vessels from ages known only by titles.
The hulk is one of the oldest hulks known to exist by the Imperium.



Page 7
The last feature of Mortis Thule that sets it apart from so many other Space Hulks is its unprecedented size. It is impossible to appreciate just how large it is, for common frames of reference mean little when applied to an object tumbling through the depths of the Warp.
..
Furthermore, the exact composition, and therefore the size, is different with every sighting as some wrecks fracture and fall away while other vessels are drawn upon the mass and added to the anarchic conglomeration. Certainly, some have likened the scale of the Space Hulk to a continental mass or to a small moon, meaning that any attempt to explore or even conquer it must be considered in the same light as a military operation against a territory of similar scale.
Continental/small moon sized Space hulks are not unheard of apparently, but extremely unusual at that scale although even then its approximate.
Also, a continetnal mass and a small moon are roughly of the same size/mass approximately. Whilst hard to approximate it does suggest a small moon is on the order of high hundreds/low thousands of metres in diameter or so, going by what I am guessing is the inference of 'scale' (although it could be mass. IF we use a land mass between Antarctica and South america as our low end (16 million sq km) and between Africa and North America as a high end approximation (just for example) and assume a continetnal crust of about 35 km (average) and a density of about 2300 kg*m^3 you shoudl get a mass somewhere in the e21 kg range roughly, which is roughly a 700 km planet with a gravity of .05 gee.
I say this because I'm thinking back to the old 'Warp Storm' Cardinal Boras example:
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.
Going by the above inference for a 'small moon' we get about e26 joules to mass scatter at escape velocity. melting would be in the e27 joules and vaporization in E28 joule ranges.
If we go by diameter (call it 1000-1500 km) and several times the gravity we get e27-e28 joules. Obvously melting and vaporiation would be higher, but lets call it wildly somewhere between e26 and e28 joules. over 13 hours the combined lance salvo would be something on the order of e20-21 watts sustained firepower (basically hundreds of gigatons) at least, and e23-e24 watts at the 'higher' end (hundreds of teratons.) Obviously the 'higher' values might infer petatons.
now thats HUGE yields of course, and they're not exactly unheard of for calcs (although they're obviously contested), but remember that just because the ship can generate that firepower hardly means its typical 'space combat' settings. Heck, nothing about it suggests its typical 'bombardment' yields, much less space combat yields. The fact they had to modify the relays to handle the greater yield (either for output or duration, or both, we don't know.) is a big limiting factor in just saying how these yields cna be applied. We can at least say they're capable of achieving it in the right circumstnaces, ro witht he right modifications, but the fact it requires modifications to achieve can also suggest there are perhaps some undesirable drawbacks. One possibility is that it risks damaging/destroying the ship (too much power routed in too short a timeframe), or it may put such an increidble wear on the system components it is normally undesirable (or both are possible together. Nothign says there has to be only one reason..)
On the other hand with that cal, the fact its lances alone and no broadside weapons means its not an upper limit on starship firepower neccesarily either. :P


Page 8
The unimaginable size of Mortis Thule means that its interior is able to accommodate billions of living organisms, whether human, xenos, or other.
Hulk's estimated carrying capacity. In other words its literally a small planetoid.


Page 10-11
...doubts as to the ultimate fate of the Emperor’s Gaze have emerged, many of them voiced by the extended kin of the Navigator that was guiding the vessel through the Warp at the time of its loss. In short, the Navigator’s peers assert that had the soul of one of their own been claimed by the denizens of the Sea of Souls, then every other Navigator within a hundred light years would instantly have known of it and shared a portion of his torment.


Navigators can 'sense' strong emotions from one another over some amazingly long ranges. It implies FTL detection, at least for the emotions of Navigators. Whether it applies in other cases is another story entirely.


Page 11
For those who travel through the void, it is usually not the sheer size of Mortis Thule that evokes unease. After all, officers of the Imperial Navy and Rogue Trader crews commonly dock at Bastion-class ports or converted asteroid stations.
Starports and similar outposts (stationary ones) seem to be of similar magnitude (size and mass) to the Space hulk.)


Page 11
Mortis Thule is this and more, nearly half composed of a homogenous rocklike material that binds the hulls together, dissimilar to other Space Hulks which contain stray asteroids or other debris. Here, there are hundreds of ships projecting from the rocky exterior, uncannily resembling a vast fleet floundering upon terrible seas.
..
These represent only a fraction of the many vessels that make up Mortis Thule...
Hundreds, perhaps thousands of ships at least make up the hulk, plus an unknown quantity of rocklike material. Even more its mentioned that not only are there new editions, the hulk seems to 'churn', bringing other ships to the surface over time, as the 'rock' shifts or shit.[/quote]

If we figure less than half the mass is starship (figure 10-100,000) and we go with e20-e21 kg, the average ship masses would be on the order of e15-e17 kg (trillions of tons.) Which seems, excessive, but there's plenty of leeway for error in that and still have the ships be alot more massive than the RT RPG masses state, so...




Page 12
Some claim she led attacks on unfamiliar targets on the other side of the Warp Gate, mostly in the Koronus Expanse, with no discernible pattern to the often uninhabited planets. Most were reduced to smoking cinders or worse. She expended the remains of her vast fortune in these attacks, but legend says she returned to Jericho and a final reckoning with Mortis Thule.
Rogue Trader dynasty (or at least the daughter of a Rogue Trader) can spend the family fortune on destroying multiple planets. When you consider how many Rogue Traders must actually be in the various sectors of the Imperium as implied in FFG, nevermind the Imperium at large, this is a rather scary/impressive thought.




Page 12
...many other horrors have become part of the legend of Mortis Thule. For many, the only part of the Space Hulk they see are the gigatonnes of debris it sheds with each violent emergence from the Warp, shaking off rock and metal like some great aquatic beast might discard parasites. Even such detritus can ruin worlds, tonnage plummeting to a planet in a shower of rock. For some unfortunate worlds, scores of Orks ride the rubble in force field bubbles and rokkit-wagons with battle-cries that overwhelm the sound of burning atmosphere as they roar to the ground.
The ship sheds 'gigatonnes' with each mere warp transit, and we're apparently not even talking full starships, just bits and pieces of mass and shit. And this is apparently also just a small part of its overall mass. This alone would hint, given an implied 'thousands' of vessels exist in the ship (hundreds alone are visible) at vessels quite probably being much heavier on average than the FFG stats suggest. Not definite mind, but the context and implications certainly suggest that.



Page 14
One reason the Deathwatch is able to work under their own purview, with little to no oversight by the High Lords of Terra, is their relationship to the Holy Ordos of the Inquisition, truly the most autonomous of Imperial organisations. The Deathwatch has learned a great deal from their Inquisitorial allies and perhaps the greatest lesson is the advantage of stealth and secrecy. Beyond the Chapters of the Adeptus Astartes that second their worthy brothers to Deathwatch, the very existence of these xenos hunters is little more than a legend among all but the highest ranked members of the Inquisition and Departmento Munitorum.
One of the most effective ways to remain independetn and 'effective' within the Imperium is to stay hidden from most all of it. They cannot try and control what they don't know about. Although one imagines that the connections to both the Inquisition AND the Space Marines both can help there (whose going to try pissing off both of them? Not even the High Lords.)




Page 15-16
The Argent Crusader has departed Watch-Station Erioch and is approaching the system’s jump point.
..
With Warp translation but a few hours away, the Killteam’s Watch-Captain calls them to the forward observation blister, where he is to conduct his briefing on their duties.
...
..to allow the Battle-Brothers to explore the ship and interact with its crew during the hours before the translation to the Warp.
Implied time to reach the warp translation point of 'hours (less than a day implied?') depending on distance it could be tens or hundreds of gees (around 1 AU or so) to hundreds or thousands of gees (10+ AU) Velocity likewise would vary from a few percent of c to 30-40% of c depending on accel and distance.



Page 16
The Argent Crusader is an unconventional vessel, in that it conforms largely to the pattern of the Gladius-class frigate, a common enough escort in the fleets of Space Marine Chapters..
..
..the Argent Crusader differs in numerous details from the standard template for a Gladius. It is not known if these differences are the result of modifications and rebuilds carried out by the Deathwatch, or if the vessel represents a distinct and otherwise unknown sub-type of the Gladius. Almost all of the differences relate to internal systems, almost all of which are exponentially more efficient and effective than the standard systems the class employs. Power distribution is at least twelve percent more efficient and features numerous failsafe redundancy systems. Fire control is fiendishly accurate and rates of fire far greater than would be expected. Many of the Crusader’s lance batteries are able to operate at higher outputs over longer periods of time than those of the standard Gladius. The ship’s plasma core is rated as producing a yield of eight to ten percent over that of the standard pattern, and its cogitation core is, as far as is known, of an entirely unique type.
The Argent crusader's differneces/advantages over a 'Standard' Gladius. despite the 'exponential' reference many of the listed advantages seem more incremental, but still significant. 8-10% poweprlant does translate to a corresponding increase in accel. Which may not be significant in absolute terms, but can still add up over long periods.




Page 16
..the Crusader differs from other vessels of its type in that the nigh preternatural efficiency of its machine systems means it needs far fewer crew than other ships of its size. Imperial Navy doctrine states that automated systems are too fallible in battle to be relied on, where men can be called upon to perform any duty they are trained for. The crew of Space Marine vessels are generally more technically adept and the machine systems more resilient, resulting in fewer crew being needed. The Argent Crusader displays a finely honed balance between crew and machine systems that has yet to be upset even under the most severe circumstances.

Discussion of automated vs manual/human crewers. The interesting thing is that the implication is not so much that the Navy can't automate to a greater degree; they simply choose not to. The logic seems to be that human 'redundancy' is quicker and easier to replace or 'repair' (by reallocating crew) than repairing complex systems may be. This seems to largeyl be a variation of Munitorum philosophy when it comes to the Guard, basically: the Navy cannot guarantee the existence of spares or replacements for an automated system (because of the variable and inconsistent tech bases spread across the Imperium) but they can generally expect to find someone they can train (or beat) into a role, given enough time.

Space Marines don't quite have that luxury and generally have better supply lines and access to tech, so they can afford more redundant systems (and have greater odds to replace stuff that does get damaged, cuz they're Space Marines.) so they can afford the greater automation.

The obvious question then becomes 'what about servitors' because they are a form of automation that doesn't require computers (per se), Servitors could greatly enhance performance, but are still harder to replace than humans are in most tasks (unless you're grotesque enough to have existing crewmembers cyborged.) but evne then servitor's specialized nature trade increased performance for reduced versatility (except multitask servitors, but those are comparatively less common/more complex.) Besides, you can cyborg humans in most respects the same way you can cyborg humans.

But if a ship captain is willing to accept the tradeoff of reduced redundancy or 'reliability', even the navy could opt for automation (either by machine spirit or servitor.) Indeed, given how variable crew complments can be (EG 10K cruiser crews in Rennie novels vs the tens of thousands in FFG materials) we might argue that some Captains do preciesly that.



Page 16
Even with its unconventional machine systems and reduced reliance on flesh and blood crew, the Argent Crusader’s complement still numbers in the thousands.
As opposed to 'hundreds' by other sources :P


Page 17
Even the smallest Imperial warship is host to scores of chapels, from the bulkhead-mounted reliquaries to cathedralsized sacred spaces, and the Argent Crusader is no different...
Religious accomdoations onboard Imperial starships.




Page 17
..plain-walled cell equipped only with the barest necessities a Battle-Brother needs to maintain his wargear, commune with the war-spirits of his armour, and recharge its power core.
Unless 'recharge' means refuel, then they must be running on batteries rather than a mini reactor.



Page 17
As a rapid strike vessel, one of the Argent Crusader’s primary function is to carry a complement of Space Marines to its destination and to deliver its members directly into combat. The vessel is equipped with a primary launch deck in its armoured prow, and two secondary decks amidships—one port and one starboard. The primary deck is equipped with a Thunderhawk gunship which its crew keeps in a high state of alert. The secondary launch decks are generally used for non-combat or combat support operations, such as ferrying materiel to and from a landing zone, loading the ship’s ammunition stores, and receiving and delivering visitors. The secondary decks are sometimes used to launch smaller vessels such as the Stormtalon gunship, two of which are available should the Deathwatch decide to utilise them.

In addition to the conventional launch decks, the Argent Crusader is host to a Drop Pod assault cradle, in which two Adeptus Astartes Drop Pods currently await use.
Even escorts (at least Space Marine escorts) can have limited attack craft/dropship capability.




Page 18
The Deathwatch in the Jericho Reach is slightly different from conventional Space Marine Chapters, in that it does not utilise failed Aspirants as Chapter Serfs, because it does not select and train its own Brethren. Even a failed Aspirant is likely to be a superior specimen of Humanity, what Adeptus Astartes implants they have received granting them abilities and attributes normal men do not possess. Denied this channel of recruitment, the Deathwatch of the Jericho Reach relies instead on the practise of employing generation after generation of the same families to staff its vessels and holdings.
The Deathwatch is not exactly unusual in this regard, a number of Chapters have used more than just failed aspirants (those who survive) as Serfs and may use conditioned 'families' of serfs as crew and servants and such. But one imagines that the 'failed' serfs that have some measure of a Space Marine's potential can still be pretty effective (although the fact that Aspiriants can 'fail' at different points in time can also mean that those 'advantages' they acquire can vary dramatically, and thus serf 'quality' can vary.)

Even then, we've known from many sources that Serfs often get access to better quality equipment (and augmetics) and that can make a difference as well.




Page 19
Lukan Stark has served the Deathwatch for almost as long as it is possible for a Navigator to perform his duty aboard a vessel not directly owned and operated by his own kind.
The Navis primer implied the Navigators do not 'own' vessels directly, which is interesting here. It could just mean they 'effectively' own them directly (becaues noone can out-pay them) or something similar. Sort of that theory vs practice again. :P



Page 19
.,..for once his mutations fully manifest he will be unable to commune directly with any but his own.
Apparently the reason why some Navigators must leave their jobs and return home once they turn into giant mutants is they cease being able to communicate with anyone but a Navigator. This actually puzzles me, as we've seen 'mutant' Navigators in Wolfblade, and as I recall they could still communicate after a fashion. Even if they couldn't there are plenty of alternatives that would permit that. More likely, this is the Navigator's policy in keeping secrets (because some fanatics, like Monodominants, would probably want to purge Navigators mutated that badly.)

Perhaps because of the nature of their alleigance to the Deathwatch, they had to provide a more plausible reason for such a leavetaking other than 'I'm going to turn into a space fish and you're going to want to purge me, being Space Marines and all.')



PAge 21
...undertake any other tasks in the hours before the vessel translates into the Warp and begins its journey properly,..
Again 'hours' to warp translation point.




Page 22
While the souls of the vessel’s crew are desirable enough, those of the Adeptus Astartes blaze like shining stars in a dark firmamen..
Space Marine Souls seem to radiate more brightly in the warp than normal humans. Why that is is up for debate.




Page 25
..they become increasingly aware of a rapidly worsening containment failure in the vessel’s plasma relay conduits. Background radiation levels rise towards dangerous levels and if left unattended, the leak is likely to result in a fatal plasma cascade capable of scouring the interior of the vessel to ashes.
Plasma 'relay' leak. We dont know what percentage of the ship this rperesents, but its implied the radiation alone is at risk (although depending on interpretation it can refer to EM radiation, which can cook stuff quite easily too. Perhaps a breach in insulation or shielding..)

There are two ways to guesstimate this. One is by cremating thousands of crew, which would require hundreds or thousands of gigajoules at least (depending on number of crew exactly and efficiency. Probably fewer than 10K though, as that would be tens of thousands and we'd be getting close to 'normal' escort sizes.) The other way is to infer that the internal temperatures reach cremation levels. We unfortunately don't know how much intenral space is 'empty', but since I've historically assumed 90% empty space that seems it can work here, but I'll mess with an arbitrary hull thickness. Assuming a 1500 m long, 300x300m wide hull and about 5 m thick hull and ignore decks and just arbitrarily assume half that is empty air we've got 6.3e7 cubic metres of air. which works out to 6.8e7 kg of air. Assuming a 1000K temp increase and the specific heat of air, we're talking some 7e13 J total. Bear that last bit in mind. total. We as of yet don't know how long it takes for the leak to do this, and we have no real way to relate this to overall usage (severity of leak, what percentage of output it represents, etc.) Its assumption piled on assumption, realy, but it gives a general idea of what at leats some of the realys might put up with. although its implied to be a matter of hours or less.

Oddly, its mentioned powerfields do nothing to stop radiation leaks.



Page 28
The voice in the dark is an automated saviour beacon of a type utilised by most warships of the Adeptus Astartes.
..
By deliberately scanning for signals using appropriate equipment (such as a vox-unit, auspex, or even the systems integrated into his power armour) a Battle-Brother could detect the voice in the dark.

...
In the event that a Librarian attempts to use his abilities to “listen” for any sign of life in the vicinity, he finds none...
..
...the Librarian has detected not the signal itself, but the ripples its transmission has left upon the raw stuff of the Warp. The Librarian becomes aware that a distress signal has been made and that the vox-channels should be scanned for any sign of it.
Librarians can 'detect' ripples vox make in the warp. One assumes they do not 'inherently' make such ripples in the warp, but the current conditions mean the ship is infused with warp shit and thus such ripples can be detected. Still it does offer some interesting possibilities about fTL detection or shit :P In a peverse way it also makes some sense, since you can supposedly 'see' Stars and shit in the warp, after all - it may be the sheer quantity of EM energy being detected.




Page 32
The Kill-team could attempt to cut its way through the armoured hull of the Strike Cruiser, though even the least protected area they can find is shielded by over a metre of the most effective armour known in the 41st Millennium.
Minimum strike cruiser hull thickness.




Page 37
The Strike Cruiser’s venerable cogitation core has sustained some manner of damage not easily ascertained, resulting in its physical systems remaining largely intact while its higher function crypto-cerebral and pseudo-synaptic machine processes have clearly been blasted to oblivion. Whatever doom befell the Sword of MacLir, the core’s once awesome processing capability has been reduced to that of a man-portable cogitation slate.
Strike Cruiser machine spirit.. again the impiled structure of such seems very much like an 'artificial brain' alnmost in a literal sense, as in a brain structure replicated in non-squishy materials.

Also 'cogitation slate' -bet thats a lap top lol.




Page 40
While the Navigator’s appearance might cause some measure of disgust in the Battle-Brothers, in itself it is far from unusual for all Navigators to eventually succumb to such extremes of mutation. While some retreat to their House’s estates and palaces, others continue to serve, locking themselves away in an armoured tabernacle or gel-filled vat from which they can guide their
vessel safely through the Warp.
Which suggests Navigators can, evne after the s uper mutation hits, still navigate in the warp, which means that the 'lose the ability' thing might in fact be a lie, or they can rig up an alternate means of communication.



Page 45
..the vessel had served a number of trading houses holding Merchant Charters to ply the lesser Warp routes along the spinward verges of the Calixis Sector..
...
..the vessel was demanded by the Warmaster’s staff, though in common with many operations relating to the crusade, its owners were given no choice in matter, never informed of their vessel’s fate, and despite promissory notes to the contrary, not remunerated for their loss.
...
No longer would the vessel serve as a merchant hauler running high value, no-questions-asked cargoes along the Calixis-Scarus Warp Conduit.
Warp conduit/routes for a merchant ship, until it was conscripted into the Crusade's use. Even starships can be conscripted in a wartime situation, and I imagine this applies to both (private) military and civilian vessels.



Page 45
...it would transport cadres of diplomats tasked with overseeing the integration of newly reconquered worlds of the Jericho Reach into the Imperium of Man.
..
..the ambassadors and iterators of The Emperor’s Gaze found themselves relegated to secondary roles.
The Imperium not only makes use of diplomats, but still has iterators lying around.



Page 46
More rarely, nutrition is derived from the corpses of the fallen, for the vessel was fitted with a reclamation unit able to turn a dead body into enough corpse starch to keep starvation at bay.
Imperial starships can 'recycle' dead bodies. hooray.



Page 47
The Emperor’s Gaze’s plasma drives are functional, but only at the very lowest possible state. Without a cadre of Tech-Priests, Servitors, and stokers it is unlikely the drives will ever be coaxed to full power, but in their latent cycle they produce just enough power to maintain other critical systems, albeit at a very low level indeed.
Plasma drives provide power to ship's systems. This makes me wonder - could starships rely on both reactors AND drives to provide power in some cases? Some sort of redundancy, perhaps?




Page 48-49
The Emperor’s Gaze was no warship, but like all vessels in the fleets of the Imperium was equipped with a rudimentary armament intended to dissuade attacks of opportunity by the numerous raiders that plague the space lanes.
All Imperial starshps, even civilian ones, are armed.



Page 49
The alternative to eating the fungus cultivated in the holds is to consume the product of the vessel’s crew reclamation facility.
...
The facility serves to render down the corpses of dead crew into a tasteless grey gruel known as “corpse-starch.” Such facilities are common in the hive worlds of the Imperium and not unheard of on large warships and exploration vessels, especially those undertaking long or perilous missions and thus guaranteeing a steady supply of raw material.
YAy. corpse starch reclamation facilities. I can hardly be surprised hive worlds use that sort of thing, it must be one reason why underhivers and shit can be crazy (but its perhaps one o fhte few ways large hives would retain ANY ability to sustain its population as well.) I can also understand that such reclamation facilities make a certain sense from the 'recycling/efficiency' standpoint, especially aboard larger ships, but its still pretty damn gruesome and probably dangerous in some way, unless the Imperium's reclamation facilities can remove such risks.

There's mention that its unusual the Emperor's Gaze has such a facility, which means a previous captain may have had a taste for it. Yay, cannibalism.



Page 49
..they found that all but a thousand of the original 18,560 listed crew had perished

Crew complement of a Tarask class merchant ship.



Page 50
Chief Killick was the petty officer in charge of discipline amongst the vessel’s plasma-stokers, one of the largest divisions of voidsmen onboard. Few stokers survive for long in the service of the Imperial Navy, for their duties are so dangerous that dozens fall victim to all manner of accidents every voyage. Even those that learn to avoid the continuous and largely uncontrolled plasma venting and other hazards generally survive only so long as their bodies can withstand the lethal radiation that floods the drive section every time the engines are brought to full power.
Plasma stokers. I wonder if they shovel Promethium fuel into plasma furnaces, like the novel 'Know No Fear' implies :P



Page 52
Not a single member of The Emperor’s Gaze’s cadre of ordained Tech-Priests survived the calamity, but these were not the only crew with some knowledge of the workings of the machine. Several hundred ratings were entrusted with some small degree of technical knowledge, men and women judged intelligent and pure enough of heart to be taught the lowermost tiers of the Omnissiah’s teachings. Such specialists are present in many organisations, for there cannot always be a Tech-Priest on hand to operate every single machine, nor can a Servitor do so in cases where some degree of autonomous thought is needed. The vessel’s “lay-technicians” were entrusted with such tasks as monitoring plasma pressure levels, replacing spent filters on air scrubbing systems, replenishing nonfunctional lumen globes, and a thousand other, equally vital tasks.

Lay-technicians - AdMech standins for when they don't want to do something, or the task is beneath their station (or perceived to be at least.)





Page 60
Though rare, the ensuing “Enslaver Plague” is often so destructive that entire worlds must be devastated to purge the abominable taint. Enslavers can only enter the realm of reality by using the mind and body of a powerful but unschooled psyker to form a literal gateway through which they may pass.
Enslavers. Probably means exterminatus like most xenos 'infestations'



Page 60
They have physical bodies but appear to exist in Warp space for at least part of their life cycle and pose a terrible threat to all living creatures when they breach the material realm.
Possibly another key difference between warp aliens and daemons - the latter do not have physical forms at all, given they are technically formed from thoughts and emotions of living beings.



Page 60
Enslavers travel on the currents of the Immaterium and are drawn to the psychic emanations of living creatures. The strongest emanations come from unprotected psykers, and Enslavers can detect these from tens of light years away.
Things in the warp can be tracked by their 'connections' to said warp, which provides a sort of FTL detection, one supposes. I imagine daemons and other creatures can do similar. I'd imagine Astropaths and Navigators and other psykers could (in theory) also track living things in the warp in this manner (or at least, track large concentrations of living beings in this manner.



Page 61
The Primaris Psyker’s mind might have been transformed into a portal that very moment but for the fact that he was one of the most powerful psychic practitioners of his generation. Instead, a titanic battle of wills ensued, Lord Har fighting with every shred of power to hold the Enslaver at bay. The battle took place in the raging depths of the Immaterium, and set off an unprecedented turbulence that caused Warp storms to erupt across the entire Ultima Segmentum, the cause an unanswered mystery that the Warp-seers of the Navis Nobilite have yet to discern a century later.
Psychic conflict within the warp can create warp storms that can affect an entire Segmentum. Yet another reason for psykers not to fuck around whilst in the Warp, but it actually gives you an indicator either of the strength of the guy or the effectiveness of psychic 'mines' like mentioned in Battle for the Abyss to disrupt warp travel (this psyker is more powerful than an entire 'coterie' of psykers uesd to collapse a single warp route. Quite possibly by orders of magnitude.)




Page 69
On Amenophis IV, Interrogator Thirl sought to bargain with the machine-entity known to its human worshippers as the Array, hoping he could plunder its stygian data vaults for records pre-dating the Age of Imperium.
That such a device can be known yet un-plundered by the AdMech (or purged by puritans) is interesting. It wouldn't be the first time the Inquisition kept such secrets, of course...



Page 69
On Vallia, Interrogator Thirl sought to dominate the malign intelligence that links every living cell on that death world, yet almost succumbed to the planet’s indomitable will..
Yet another self-aware, hive minded 'death world', like in the Catachan novel 'Death World' lol.



Pgae 69
The tables turned, the Harlequins were defeated, though a hundred mutants were slain for every Eldar life they claimed.
Harlequin combat capability



Page 70
..within a scant few months he was able to commune with the dark spirit that lurked deep within the core of the Heart of Glass.
...
The Heart of Glass, Thirl discovered, was a warship of a xenos race thought long-eradicated from the galaxy...
..
This species was the Yu’vath, a long-dead race of powerful beings whose empire stretched through the Calyx Expanse to the edge of the Halo Stars.
The Yu'Vath again. Not only do they apparently have possessed a fairly sizable empire by Xenos terms, they also have sentient (Warp-tainted? PossesseD) warships that can interact with psykers on the levle of the Warp (communication, empowerment, influence.) It can also warp/mutate living beings (stronger and longer lived, but less intelligent.)


Page 76
Were a tri-D map of the galaxy to be overlaid to indicate the territories thought to be occupied by the Orks’ ramshackle stellar empires, the stars would be stained green and those of the Imperium would be cast into insignificance.

..
..possessed as they are of a ferociously warlike nature tempered by instinctive cunning, the Orks are fully capable of overcoming any obstacle the universe puts in their way.

The main factor that holds the Orks from overwhelming Mankind is the fact that the vast majority of their wars are fought amongst themselves. The galaxy is host to countless Ork empires, most of them consumed with internecine war or fighting against their neighbours.
..

The second limiting factor is that the Orks spend so much time fighting one another and have such limited intellects that they have precious little capacity for science and technology. This is overcome to a degree by an instinctive affinity for certain forms of technology that some amongst the more radical of xenos-savants claim must surely be imprinted at the genetic level, though this begs the question of who imprinted it, and why.

Orks are more numerous than humanity and have larger populations, but their general disunity (lack of cohesion that the Imperium possesses, as well as the inclination to fight amongst themselves as much as with anyone else) and their highly specialized interest in technology mean they do not easily sweep all other factions in the galaxy aside. OF course, were one (or both) of those factors to change, it might be another story. The Galaxy has faced the threats of possible galactic unification not just once, but twice (During the Great Crusade, and then after fighting the Beast.)



Page 76
Though their weapons are crude, loud, and inefficient, they are fiendishly simple to manufacture and maintain and, more to the point, extremely destructive. Weapons that refuse to function in the hands of researchers work without fault in the hands of an Ork, leading some to claim the species’ affinity for the machineries of war goes beyond the genetic and is a manifestation of some latent, low level psychic field effect. Needless to say, such heretics are invariably put to the torch, though few can deny there is truth in their claims.
Reference to Ork technology not working for non-Orks and the 'Waaagh' effect purported in the past, with the addendum that dissenters get torched for suggesting that. In reality its probable that at least some Ork tech is 'enhanced' - performance wise at least - by ork psychic power, and some of the more exotic/bizarre stuff may actually not work at all without the 'WAAGGH' effect. On the other hand, there are plenty of Ork guns that still owrk even without that, so it could be a difference of who constructs it. Some shit the Orks make themselves (or at least their meks do) but others are constructed via slave labor.



Page 76
Though the Orks’ do somehow manage to construct spacecraft, their primary means of traversing the deep void is to do so aboard Space Hulks..
...
This is achieved in numerous ways, a more improbable one being the construction of unimaginably vast tractor beam projectors with which a passing Space Hulk is captured and dragged into orbit so that countless thousands of Orks can board it.
This would suggest that the vast majority of Ork starships are not warp capable (Although by no means all, and it may not even be a majority depending on the evidence you go by) and rely on Space hulks as both carriers and troop transports. OF course we know of Orks also making Space Hulks into impromptu battleships....



Page 76
...there is rarely any shortage of such resources on board even the smallest Space Hulk, made up as they are of numerous conglomerated void craft. Invariably, by the time it reaches an inhabited system, the Ork invasion is equipped with the most fearsome of machines of war, including huge phalanxes of battle-wagons, waves of fighter-bombas, and titans the equal of the venerated god-machines of the Adeptus Titanicus.

Hulks can represent resource caches as well.



Page 77
..where one Ork is slain, dozens more are likely to emerge years later.
An indication of the number of ORks which may spawn from a dead Ork releasing spores. That probably means feral orks, so the actual number of 'modern' orks could be less.



Page 77
..the Meks built what they called a “teleporta” from the junk and wreckage of a war none remembered, and used it to beam an advance force of greenskins into orbit.
..
..an inexplicable accident caused the death of the entire wave as they dematerialised not on board the Space Hulk, but in high orbit directly overhead.
Ork tellyportas that are groudn based can reach to high orbit Given that the Third Armageddon ones seemed to have interstellar range, this isn't terribly shocking.



Page 77-78
...it is formed by the interior of one the largest classes of starships ever built. The tunnels are not carved from rock, but from metal, and represent the processing conduits of a refinery the size of a moon. The chambers are not caverns, but cargo holds constructed to transport mega tonnes of refined ore. The vessel was once a Universe-class mass conveyor known as the Toil of Aedir, lost two millennia ago and still mourned by the Adeptus Mechanicus of the Dalthus yards where it was constructed at astronomical cost in blood and treasure.
....
..its skeleton crew of only ten thousand Tech-Priests, bonded voidsmen, and menials were slaughtered in short order..
...
The vessel in which the Orks muster is truly vast, each of its holds the size of a hive city and interlaced by thousands of kilometres of conduits, many wide enough to allow the passage of an entire armoured company...
Universe-class mass conveyor. Battlefleet Koronus depicted them as 12 km long or so which seems to qualify as more of a 'small moon', particulariyl given its holds are reputed to be the size of 'hive cities'. It would seem that the class can be larger given the above. It has four main cargo holes, which much each carry 'megatonnes' of cargo. Also 10,000 is its 'skeleton' crew contrastd to the usual crew of 60,000.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2





Page 84
The first sign of the Space Hulk’s sudden and portentous appearance was when Karlack’s primary Astropathic Choir, the most important communications node in the entire Jericho Reach, was struck by an unprecedented wave of ætheric phenomena. The choir was at that moment attended by over a thousand of the most experienced Astropaths in the entire crusade, but every one of them was struck down in an instant as Mortis Thule ripped its way through the thin layer separating reality from the Warp so close to their world.
Implying perhaps 'thousands' of Astropaths involved in the Crusade alone.




Page 84
The insertion point was well within the system’s defence perimeter, meaning that it bypassed a great many of the early-warning monitors stationed on the outer verges and tasked with detecting threats inbound from the stable jump points.
...
The Warp insertion point was identified within the hour, though three senior Navigators of House Bellisarius died divining its exact coordinates. Five hours later, a squadron of system defence monitors detected the Space Hulk’s probability wake and extrapolated its likely course. Two hours after setting out to track the Space Hulk’s wake, the defence monitors detected its unmistakable return and confirmed its trajectory.
The space hulk emerging close in ot the planet bypassed the Karlack systme's early warning network, but the astropaths' reaction still gave warning and they used a combination of navigator divination and plotting to find it in a matter of hours.



Page 84
Karlack’s high commanders ordered every warship in the system to intercept the massive Space Hulk, but they knew that even the massed fire power of the entire Imperial fleet would stand little chance of inflicting enough damage to destroy it before it closed on the world. Nevertheless, those vessels able to do so were ordered to converge on Mortis Thule..
The Imperial 'fleet' could not destroy Mortis Thule before it reached its destination. The question is, of course, whether this means 'even if it were present, the entire Navy could not destroy the hulk', or 'the fleet present in the system currently could not converge in sufficient time to destroy it.', or it could even mean that 'the entire crusade fleet could not destroy the hulk in sufficient time.' I'm guessing the context is 'fleet in the system' which is unknown in composition and size, but since we dont know (yet) the duration or even have a hard number on the size of the hulk (and given the oddities of its composition) estimating firepowr from this would be difficult to say the least, and vague at best.



Page 84
The finest minds the Adeptus Mechanicus could assemble pored over the data in punishing detail, utilising cogitation routines so arcane the ancient data-stacks required blood to process them and unsealing long forbidden computation formulas.
They needed blood for some reason for very 'ancient' cogitator stuff. BLOOD SACRIFICE :P I wonder if it was just mysticism BS or if it had a point



Page 84
Mortis Thule, the logisters announced with cold certainly, was locked on a trajectory that would see it pass within a hundred-thousand kilometres of Karlack’s capital world...

...

...its trajectory would be altered just enough to guarantee it would not slam into the planet Karlack and destroy everything on its surface. There was one issue, however, and that was the fact that the segment itself would still plummet through space to impact with Karlack, and while total devastation would be averted, millions would nonetheless be consumed in the ensuing destruction.
..
All available warships were to converge their fire upon the compromised section of the Space Hulk in an effort to dislodge it, and in so doing save Karlack.
This will actually be calcable (after a fashion), but I just wanted to note how they intend to blast away a 'smaller' fragment so tha tthe main mass is driven away, via conventional bombardment. The implication is that the plant would be killed by the impact. If we figure a 20 km/s velocity its at least e16 kg mass. IF we're figuring 100 km/s it could go down to e15 kg, trillions of tons basically. We could try to finagle it down lower, but thnen the velocity keeps going up quite a bit (thousands of km/s isn't impossible) but that gets into that whole 'ship can dump gigatonnes of debris and not fall apart or be diverted', nevermind having a smaller fragment which MUST be bigger than giga-tonnes blasted away.




Page 84
..the vessels of the Imperial Navy and the Karlack System Defence force close in to deliver the first of their barrages.
..
Unaware of the Battle-Brothers’ presence, the vessels intend to pound the area with enough ship-to-ship ordnance to sink a continent.
...
..the comprised segment is targeted by the warships in order to alter the Space Hulk’s trajectory. The Kill-team’s only hope of escape is to be found in the very region that is to be bombarded, but the bombardment cannot and will not be delayed.
Navy and system defence force converge. That acutally hints the firepower delivered may be divvied up amongst a sizable number of ships, but that assumes on how many arrive on target to deliver it.

And again they blast off the fragment to alter trajectory (via brute force) although that is calcable. 'sinking a continent' may be, depending on how the quote is interepreted. It isn't possible, I believe, to actually sink a continent into an ocean. I've heard it may be possible to sink into magma (Tectonic plates and all that) but those are fucking huge and I imagine 'sinking' them would involve significant KE given my earlier estimates on 'continent mass. (E20 kg x 100 m/s alone would be e24J easily, for example.)

Thus 'sink' might be more easily inferred as a more generalized' devastate continent' sort of thing, which might be gigaton/teraton rnage, depending on the exact devastation and the size of the continent (although it oculd be bigger with a bigger continent or more devastation.)




PAge 86
Then realisation hits; the form is that of an Imperial Navy vessel pulling alongside. As they look on, the forms of individual weapons turrets become evident against the impossibly thick, scarred, and corroded armour of the warship.
...
..the officer informs the Space Marines that they must get clear as soon as they are able because his ship’s guns are about to open fire in an effort to separate the fragment from the Space Hulk.
..
..informs them that his ship’s actions will save countless lives and rescue the Achilus Crusade from a setback it might not otherwise be able to recover from. Even with his actions, thousands, possibly millions will still die as the fragment will still plummet to the surface of Karlack. Better that millions, die the officer states, than the entire crusade falter.
Unknonw kind of Navy vessel close to the hulk. The curious thing here is that it implies its the only ship shortly to conduct the bombardment, when before other vessels were going to be involved. It could very well be more will show up before thena nd its just the first, or there may be more and just not known yet, but its worth noting.

Likewise, the distance isn't specific, but its within visual range of a Deathwatch Space Marine in power armour (without any mention of magnitifcation.)




Page 86
Not long after the vox link is closed, the Space Marines witness the broadside batteries on the warship opening wide, but in the sudden silence they hear a coughing sound from behind them.
...
Almost the exact moment the shuttle reaches the hardpan, the view through the launch bay portal erupts with blinding fire as the warship unleashes its first broadside against the Space Hulk. A second later, a dozen shells the size of battle tanks slam into the Space Hulk’s flanks, the force of their detonation causing the deck beneath the Space Marines’ feet to pitch violently.
...
Before the smoke of the first broadside has cleared, the warship unleashes a second, and this time the effect is even more drastic.
...
Whatever course of action the Space Marines are attempting, it is obvious that the warship’s mission was successful. The fragment of Mortis Thule they are on has been torn from the Space Hulk’s mass, which although now out of sight must surely be sweeping past Karlack at an impossibly close, but nonetheless safe distance. The fragment however is tumbling straight towards a massive dark stain upon the surface of Karlack, a stain that can only be one of its numerous fortress complexes.
Now, before getting onto the calc stuff, we'll note two things. One the unknown starship in question unleashes a dozen 'tank sized' shells (tens or hundreds of tons) and it takes about a second for them to strike. WE dont know distances again, but however far it is (hundreds, perhaps thousands of km way) it would be pretty fast.

Now we get to the calcing. They unleash a presumed continental level destruciton in about two salvos. The question becomes.. is there one ship, or multiple. I'll assume both one ship, and 100 ships, and ignore variations in type.

Blasting away the fragment (billions of tons at least) can be calced. If we figure they blasted away billions of tons at a minimum and imparted enough velocity (5 km/s) that would be some 5e15 kg*m/s worth of momentum. Assuming a 5 km/s 'velocity' thats 6 gigatons at least. If we figure they diverted a 'continent' sized mass by say, 1 gee (10 m/s) thats e21-e22 kg*m/s of momentum implied, wich would be well into the single/double digit TT range easily (and more likely triple digit or higher.) And of course the continent level would be gigaton/teraton so it seems a reasonable approximation. Let's call it between 5 gigatons and 500 TT just for a very broad category.

Now if there were 100 ships in 2 salvos and 5000 Mt total expended thats 25 MT per ship average. If we go with 100 gt to 10 TT thats 500 MT/s to 50 GT/s. If we go with 500 TT thats 2.5 TT/s per ship average. A single ship would of course be 100x greater. Now that is a very.. broad category, and its very much open to interpretation, but I'm not sure we can nail it down much more precise than that. I suspect its probably higher than megatons.. but we can at least say megaton-gigaton range firepower per ship, if not teraton range, and they all fit within existing potential calcs depending on how conservative (or not) one is.



Page 86
The view through the launch bay door changes drastically as the warship swings out of view, to be replaced by the sight of the planet Karlack.
...

The planet is so close its surface fills the entire scene, mountains, valleys and the formidable fortresses of the planet visible even from thousands of kilometres overhead.
The bombardment occurs very close to the planet, obviously (within visual range, perhaps even orbit, depending on how many 'thousnads' you figure they're meaning.)




PAge 87
The choice is whether or not to attempt to intervene and save the fortress city below. This can be achieved by powering up thetender’s plasma drives and using them to steer the entire fragment of the Space Hulk clear of the fortress. The fragment will still crash into the surface, but hundreds of thousands of lives will be saved in the process
This can be calced of course too, I won't do it here, but I just want to cite it to note the perceived plan.




Page 88
In that moment you witness how utterly vast Mortis Thule truly is, the shuttle an insignificant mote of dust in the shadow of a twisted mass of rock and metal at least as vast as a continent. Tumbling inexorably away from the vast bulk of the Space Hulk is the detached fragment from which you have just escaped, the Imperial Navy tender that saved you visibly melded to its rocky mass.
Again the Thule is continental-sized (massed) at LEAST, which corresponds to the mass figures (estimates) I noted before.



Page 89
The shuttle travels no more than a few kilometres before nucleonic fire flares to blinding light on the side of the tumbling fragment. Your heart swells with pride at the knowledge that the mission to fire up the tender’s plasma drive was successful. With painful slowness, the tumbling fragment alters course, its leading edge aglow with the fires of re-entry. You watch enthralled as the fragment is transformed into a burning meteor, a fiery harbinger not of death, but of salvation. The fragment ploughs on through orbital space, down through the atmosphere, layer upon layer of its mass stripped away to feed the fires of its own doom.

At the last, what remains of the fragment smashes into the surface of Karlack, concentric waves of bright devastation circling outwards from the impact point. Columns of fire ride high into the atmosphere, to be followed no doubt by megatons of debris and dust. But that is for the Adepts of the Machine God to contain, for you know the fortress below was saved.
The lighter's engines can divert a fragment in a relatively short time (minutes tops, if not seconds) away from a city-sized fortress. If we figure a 20 km diameter forteess and it diverts some 10-15 km (5 km or so 'safety margin) and that the debris is travelling at an average reentry speed of 5 km/s and weighs several billion tonnes (the 'giga-tonnes' of debris that is just lying around or gets shaken off in warp transits mentioned earlier, both of which clearly don't apply to this fragment since it is still attached, suggesting it is more massive.) Assuming a minute or so (300 km 'atmosphere' at 5 km/s) it takes around an average velocity of 250 m/s to move the hulk 'safely' aside which is 5e14 kg*m/s worth of momentum for the lighter to push in a given second (This owuld also 'stop' the forward velocity of the hulk int hat timeframe, but I'm being approximate here)

The problem is, however (aside from the assumptins I'm making) is that here we just have the estimated thrust the starship makes. We dont know how big the Navy tender is, or its capabilities. Its alot bigger than FFG estimates for cruiser and escort sized masses are usually in the e11-e12 kg*m/s momentum in a second (how I'm approximating thrust, which shows how I'm both simplifying down a bit for explanation and misusing terms, since I should actually be discussing in terms of force and such.) or literally orders of magnitude higher than usual. It could be this represents 'maximum overloard' (as opposed to max sustainable/safe thrust). or it could be that FFG starships are more massive than I typically sasume. or the acceleration may be higher. Or both.

In any case if we assume a 15 megaton starship acceleration would be some 3300+ gees (which is consistent with HIGHER end estimates for accel like in the Ghosts novels, but not with the FFG stuff.) If we use accel of 5 gees then the lighter masses some 10 billion megatons. Which is impossible given that I assumed a 2 billion ton mass to begin with, and even if I'm off by a factor of 10 I'd still probably be too high. If we go by both.. lets figure 50 gee accel the tender masses some 1 billion tons. And heck I could still be off and its significantly greater than the FFG estimates :P

There is of course the possibility that due to the assumptions made, the above caluclations are off by a significant margin, but unless its wildly off (by more than a factor of 100.. closer to three orders of magnitude off really) the above calcs are still going to be significantly greater by FFG standards (several times greater mass and/or accel EASILY.) I'm not saying I can't be wrong here, because of all the assumptions, but I certianly don't think I am. But let the reader beware.

Also: 'megatons' of debris kicked up by the event. Assuming 5 km/s velocity (from asteorid impact in Mike's planet killer's page) that would be at least 12 MT of KE minimum, which provides an approximate lower limit on the devastation.

Page 90
what happened in orbit and on the ground...

..
..that Mortis Thule’s trajectory was sufficiently altered by the fragment being blasted clear...
...
The Space Hulk passed the planet by at an impossibly close distance and was then “slingshotted” out of orbit. As it powered away, all available warships were ordered to pursue and to hammer it with every weapon they could bring to bear, but no such engagement was possible. Even as the vengeful warships closed on the Space Hulk, its vast form was consumed by the energies of the Warp as it was sucked back into the raging depths of the Immaterium once more.



Page 103
Tyranid vanguard organisms commonly employ Space Hulks to travel to distant worlds and locate new sources of biomass for the Hive Fleets to consume
One form of Tyranid infiltration.




Page 104
even the smallest vessel has many hundreds of metres of corridors and cavernous chambers, and the largest can rival small cities for their size and complexity—but it can be a useful way of changing the tone of a mission.
differences in complexity of internal design of starships.




Page 105
Transport ships undertake the overwhelming majority of interstellar travel, often favouring long-established routes through the Immaterium and short journeys that do not require the precious services of a Navigator. While such travel is safe enough for the Imperium to rely upon on a daily basis, the Warp is a changeable place and disaster awaits the incautious and foolhardy. Particularly during times of turmoil, when the Warp is riven with errant tides and disruptive phenomena, a vessel can be easily pushed off course and end up centuries late, stranded far from home, or worse—trapped within the Warp.
Transports described. Again many transports are described like in Dark heresy - not using navigators and relying on stable, well-established routes and short range jumps to make the transit. WHich obviously has its drawbacks, as during times of upheaveal (war, catastrophe, etc.) or anything that causes adverse warp storm activity, such merchantmen will be delayed or stranded, or perhaps even destroyed due to their means of transit.




PAge 105
A transport’s massive cargo holds are vast and cavernous, able to easily contain hundreds of thousands of tonnes of goods and materials, and are often fitted with sophisticated preservation technologies (up to and including stasis fields) depending on the vessel’s primary cargo—the transport of perishable food requires such things, while metal ores does not.
Transport capacity of individual holds. Take note of the various means of 'preservation' up to and including stasis.




Page 105
Amongst the most commonly constructed of warships, destroyers are small, fast, and lightly armoured craft favoured by pirates and reavers of all kinds for their ability to perform brutal hit-and-run attacks. Their small size, relatively heavy armament, and powerful engines make small crews a necessity, and little space is left over for anything that isn’t entirely functional. Destroyers make up a sizeable proportion of the vessels found within Space Hulks, and most of these are unsanctioned vessels operated by hereteks, pirates, and other voidfaring outlaws, given their propensity for avoiding the normal (and patrolled) routes and their inability to buy the services of a Navigator.
Comments on destroyer construction and usage. They have 'relatively heavy' armaments (EG torpedoes) and powerful engines for their sizes, but their extreme specialization means small crews and no much room overall (which could cut into other things, like operational range.)

Others can run destroyer scale vessels (or build them) but they are much limited than Navy ships due to the lack of navigators. One imagines that if outlaws can, private militaries, merchant groups, etc. could alos build them (either as convoy escorts, or suchlike.)

Destroyers are also the smallest warp-capable craft able to engage in sustained offensive operaitons. BY which I mean that there are ships that may be smaller and capable of one or more of those feats (EG large attack craft can sacrifice wapr capacity and endurance for the ability to damage larger ships, and sub-stellar craft can sacrifice warp capability for same but on a larger scale.) but destroyers are the smallest that combine some measure of all three, and anything smaller would probably either make sacrifices or be of advanced tech (or both.)




Page 105
The interior of a destroyer is given over to battle first and foremost. Reinforced bulkheads and cramped, narrow corridors are the norm across most of the ship for three reasons—the first is to ensure the vessel is sturdy enough to support the guns mounted at the prow, the second is to make boarding the vessel more difficult, and the third is to allow areas to be quickly closed in case of battle damage such as a fire or decompression. Even were these factors not pertinent, the relative size and bulk of the engines and weapon systems mean that space is at a premium and the passage of crewmen to any place other than their duty stations is heavily discouraged. This means that a destroyer is seldom easy to traverse, particularly if many sections have been sealed off.
Destroyer interior. It gives us a good indicator of internal 40K starship design and hints about its durability. The commentary does suggest that starships rely as much on a strong, durable internal structure as they may on thick armor. Indeed as I've speculated before, armour thickness may be distrubited more evenly throughout the hull for that very reason - a ship with a relatively thinner hull than others (5-6 metre thick hull armour, as opposed to say 15-20 metres in other cases) may actually have extra armour distirbuted between internal corridors and sturctures, especially around vital components (munitions storage, reactors, etc.)

Destroyer design also emphasizes prow/forward armament and requires substnatial reinforcement against recoil. Again the parallels for torpedoes is obvious in the case of Cobras, but I imagine it doesn't preclude heavy guns either (or turrets, we've seen destroyers with turrets.)

A useful side effect of all this compromise and intenral design is that there is very limitd internal passages and such, which can be useful defensively (choke points and such.)



Page 105
A mainstay of Imperial Navy battlegroups, frigates are the workhorse of most naval forces, serving as patrol vessels and escort ships in equal measure. Though only a little larger than destroyers, frigates are somewhat more durable and while not as quick, their armament is more versatile. In essence, frigates are almost ideal as a countermeasure to enemy destroyers, hence their common use in patrolling pirate-infested regions.

As with destroyers, frigates are cramped vessels. Due to the close confines and heavy reinforcement of bulkheads and other structural components, access to different areas of the ship is difficult...
Frigates. Much in line with FFG's Rogue Trader RPG, they're 'multi role' designs that can also serve defensively as well as offensively. a bit larger and more durable than destroyers, but also less specialized in aermament. They also share the 'cramped' interiors of destroyers (presumably due to compromise, and also possess reltively smaller crews.





Page 105
A capital ship such as a cruiser or even a battleship is a massive vessel, with even the smallest being several kilometres long. The mightiest of them can support almost a quarter of a million souls as crew and passengers, while carrying weaponry of immense potency in considerable quantity.
Capital ships defined. Smallest is 'several' km long (2-3 km) and biggest have quarter of a million people (which I take ot mean the huge battleships.)




PAge 105
..even the most commonly produced of them—such as the Lunar-class cruiser of the Imperial Navy—is the loss of a potent and venerable machine not easily replaced. The loss of ancient battleships is even worse, for many of them are countless millennia old and might even have seen the golden days of the Great Crusade. The salvage and restoration of rediscovered capital ships is a powerful motivation for salvaging Space Hulk missions, and both the Imperial Navy and Adeptus Mechanicus regard highly those who can secure such prizes.
Loss of capital ships is relatively more severe than loss of escorts. This probably reflects both the time invested as well as the care/technique invested (capital ships tend to be much tougher even on a relatively comparable sized basis to escorts, and thus probably require more resources and take longer to build.) Those factors, as well as the importance of archaeotech seem to explain the value placed on salvaging cap ships (although it is of course hardly the ONLY means of acquiring ships, it is simply the best source for the most advanced/best kinds of capital ship.)




Page 105
Within the lower decks, conditions are as cramped—if not more so—than those aboard a destroyer or frigate. Worse, as such areas tend to be largely ignored by the senior staff, they might even be largely inhospitable or infested with mutant vermin. However, key locations on the upper decks are often connected by an integrated transit system—an internal monorail or mag-lift system—to allow personnel to traverse distances quickly
Obviously the differnces on capital ships differe depending on where you live/work. Probably more of a reflection of the 'city-like' nature ascribed to capital ships.




Page 106
With most, individual sections of the ship are not discretely divided into particular compartments, but overlap into each other without regard for anything except the vessel’s brutal efficiency. Crew quarters and gun decks—often the same thing—exist all over each ship with little regard to placement, and massive lengths of cabling and piles of spare parts clutter corridors. Due to the strange assortment of technologies the Orks employ, many Ork vessels are toxic or radioactive, though never to a degree that bothers the Orks themselves, hardy as they are.

Interior of Ork warships. Predictably, consistency is not a virtue.



Page 106
The majority of Eldar vessels are apparently grown from a substance known as wraithbone, which the Eldar prize for making psychic devices of many kinds.
..
Eldar vessels appear to contain only very tiny crews, and their interior structure—a fluid maze of curved corridors and rounded chambers whose purpose is hidden to human eyes— is extremely difficult to navigate. However, the psychoreactive nature of Eldar ships seems to retard the intrusion of Warpspawned entities somewhat, as if designed to repel the malice of the Warp.
Interior of Eldar warships.



Page 107
While many doors within a starship only open through manual effort, the most important ones are designed to be operated remotely from a control shrine, sealing upon command during emergencies.
Auto-bulkheads. Self sealing or remote controlled doors basically.



Page 107
The location contains a large container and many pipes for the distribution of fuel—most likely promethium aboard an Imperial vessel. Such chemicals are innately volatile, and a breach of the container may cause any remaining fuel to leak out dangerously.
Fuel silo. Whether vessels inside the ship (or the ship itself) uses the promethium, and it can be argued eitehr way dependign on evidence, it exists. (Cue diesel fusion joke.)



PAge 108
All vessels have launch bays, even if they pale in comparison to the flight decks of Imperial Navy carriers. Every vessel requires scores of small craft for carrying cargo and passengers to and from the ship, and as a result, every vessel has numerous small launch bays in key locations. Though small by comparison, these are still cavernous chambers many metres high and fitted with vast loading cranes and maintenance hangars that lead out onto a large, broad deck facing immense blast doors that open to the void.

Even small hangar capacities for starships can encompass scores of small craft. Dedicated carriers, obviously would be much greater.



Page 108
Activating the Teleportarium allows the Kill-team to move to a location where a Teleport Homer is currently functioning, or to another Teleportarium within 10,000 kilometres.
Imperial teleporter ranges.



Page 108-109
The shrines of the Adeptus Mechanicus aboard starships often serve the primary purpose of housing large banks of cogitators, controlling automated ship functions and gathering vast quantities of data. While largely useless without constant power, the datacrypts that store their processes and findings are often filled with valuable data.

The vast quantities of data within any of a vessel’s cogitator banks are such that it would take an army of scribes months to sort and process, though a properly equipped Magos could likely sift the information in hours using secret algorithms and mathematic rites.
Again automation (or the lack thereof) seems to be more of a design choice than a requiremnt, weiging personal tastes/traditions and tradeoffs more than anything.

Also cogitator banks store 'months' of data, although how this translates we can't say.




PAge 109
In addition to the massive plasma drives that serve as a ship’s burning heart, every vessel contains countless smaller generatoriums, macrocapacitors, and other power distribution systems to ensure that every vital system remains operational.Long after its plasma heart has been extinguished, these remain the only hope of restoring power to portions of a derelict ship.
Again it seems like Imperial starships have both dedicated reactors/generators (such as plasma reactors) as well as the power draw from the drive systems. REdundancy, perhaps



PAge 109
"A breach should be sealed using repair cement as soon as possible to minimise exposure to a hostile atmosphere. Application of repair cement should take less than five seconds even during combat.”
Sealing power armor breaches.




Page 110
Radiation is a common hazard across the galaxy, found erupting from crude fission reactors and the blasted craters caused by atomics, as well as occurring naturally in the cold void of space and upon countless worlds for countless different reasons.
RAdiation hazards and sources. Note again 'fission' reactors are considered crude. Oh and the atomics.



PAge 111
Starships of all kinds employ some form of gravity-manipulation technology to provide starships with their own gravity, allowing the crew to walk around and perform their duties normally rather than acclimating to null-G conditions. The secrets to creating these ancient devices are held solely by the Adeptus Mechanicus. However, with proper tending and ministrations from the Martian priests, these devices can operate for several lifetimes. Indeed, some starships use gravity plates salvaged from even older vessels, where individual plates might be thousands of years old and still in perfect working order.
Reliability and usage of gravity plates.




PAge 115
Though a vessel typically contains many logs and archives, many ships house a central datacrypt that stores only the most important records—the infologs of the vessel’s central cogitator and the journals of its captain, senior navigator, and chief enginseer. This allows the datacrypt to be more easily recovered; upon being seriously damaged, the central cogitator automatically transfers these crucial logs to a durable, heavily shielded infocasket the size of a large munitions container.
..
A successfully retrieved infocasket weighs 20kg, is fitted with carrying handles for easy transportation, and is small enough to be carried by hand by a multirole servitor, menial, or other attendant—or, if necessary, mag-locked to a Space Marine’s backpack.
starship equivalent of Black Box.



Page 116
Taking many forms including from data-coils, crystal-wafer stacks, collections of dataslates, holoscrolls, xenos inscriptions, or even something as basic and fragile as paper, this lore is something that scribes and archivists can work with for years or even decades.
Forms of information storage.



PAge 116
However, true fragments of STC data are incalculably rare, and their discovery is the stuff of legends. In most cases, suspected fragments of STC lore turn out to be too incomplete to be of use, a duplicate of material already rediscovered, or otherwise entirely useless. However, this can normally only be discerned after decades, even centuries of research, and the Techpriests of the Adeptus Mechanicus are grateful for even the most tenuous of leads in their quest for knowledge.

STC stuff. Again note the 'research' and the slow progress. lol




Page 119
Perhaps the single most numerous and widespread species in the galaxy after Humanity, Orks can be found almost everywhere. While the Orks do possess starships of their own creation, the means to produce fleets of vessels is spread unevenly through Ork society, and as a result much of Ork space travel is performed by chance—stealing aboard a passing Space Hulk and riding along until they reach somewhere interesting.
Orks are implied here (oddly) to be less numerous than humans, which runs contrary to certain fluff. Also uneven tech levels seem to be the main limiting factor in Ork's having access to any sort of starship, and the preference for space hulks.



Page 119
..while countless billions of tonnes of scrap metal and wrecked machinery are seen by Ork engineers, or Mekboyz, as the perfect raw materials for their bizarre and deadly creations
Space hulks have 'billions of tonnes' of mass just lying around.



Page 119
The greatest and most ambitious of Ork warlords have even turned their ambitions to commandeering Space Hulks for more than simply transport, and several Ork Waaaghs! through history have been accompanied by Space Hulks that have been transformed into colossal mobile star fortresses.
Or battleships, but in the case of hulks it probably amounts to roughl ythe same thing.



Page 122
Evergrowing and expanding, the Tau have found a way to thrive despite their relative youth. This youth gives them great energy and innovation, but it also curses the Tau with a fair dose of naiveté, a dangerous thing in a
universe where knowledge can be deadly to the unwary.
Funny enough, while this should be true they never really seem to suffer for it (although there was that bit with the Dark Eldar...)



Page 122
Utilising flocks of semiintelligent exploratory drones, commanded by a small number of Fire Caste Warriors in specialised void armour, Tau expeditionary forces are small but well equipped. Each adheres strictly to complex strategic doctrines that prioritise the survival of valuable assets over and above direct confrontations.
So why go inside hulks at all? Or why even use living beings at all?

Also note the hilarious bit about 'small number of fire caste warriors supported by flocks of drones' - not quite the same thing as their ground combat. Although the 'complex' shit is typically tau.



Page 123
Though a culture that promotes the sacrifices of the individual for the good of the community, the Tau are few in number and pragmatic in their devotions, seeing no benefit in the expenditure of lives without commensurate gain. As a result, many dangerous or menial tasks are given to drones, limited artificial intellects capable of performing simple tasks alone, or more complex tasks when networked or at the direction of a living overseer.
In most respects I consider this to be a pretty good description of Tau society and its view on the Greater Good (the hows and whys), its the implication that this somehow makes them 'distinctive' that I find silly, because the same applies for the Impeirum. Orks and even the Tyranids. Where the differences lie is what is deemed a worthwhile sacrifice. That's where the tau can be distinctive (but not always - as noted they soemtimes seem quite willing to sacrifice auxiliaries in place of themselves or more 'valuable' auxiliaries. Such as they did during the beginning of the Angevin crusade.)

Also if they used drones as often as implied, they wouldn't need to sacrifice people quite so often. (unless humans are just viewed intrinsically as less valuable than drones or something.)



Page 123
A derivative of the DX-4 Technical Drone, the DX- 11 Exploratory Drone...
..
Fitted with limited armament and an array of sensory and high-powered communications equipment, these drones are typically sent off to roam an area autonomously, searching for anything of interest while an operator views their findings and makes command decisions. If threatened, an Exploratory Drone is programmed to conceal itself, transmit an alert, and await instructions, reserving its limited firepower only for moments of absolute necessity or when operating in direct support or defence of its operator.

Exploratory Drones typically operate as individual units, regrouping into small squadrons only when instructed, typically during search-and-destroy operations.
Use of drones to investigate hulks. Which makes quite a bit of sense, but they're hardly unique in this. (The Imperium can use drones and servitors to assist in such operations too, such as the Space MArine CAT. Although CATs really aren't as sophisticated as tau drones, cuz of DYNAMIC.)




Page 123
..these unique battlesuits have yet to see widespread use among the Tau of the Jericho Reach. As their primary function is the exploration of derelict starships, Vanguard Battlesuits are fairly bulky, but not so large as the commonly encountered Crisis and Broadside Battlesuits, which would struggle to manoeuvre through the restrictive wreckage and cramped corridors. Because of the terrain they are expected to operate through, Vanguard Battlesuits are well armed for close quarters combat, laden with flamers and other short-ranged weapons. To repel foes seeking to engage the pilots in close combat, a variety of electroshock repulsors and photon burst launchers are available.

Given the awkward and often-hostile environments they face, Vanguard Battlesuits are equipped to move primarily by jetpack, and the suits are heavily reinforced with life support systems and protective systems. As a final layer of protection, the pilot is placed within a shock-proof ejection pod, programmed to return the pilot to the safety of the boarding craft. These suits are comparatively difficult to produce, even for the technologically savvy Tau, because of the advanced and miniaturised technology they incorporate. As a result, few of these suits exist.
Tau battlesuit for Space Hulk exploration. Emphasizes a tau's approach to 'close quarter's fighting. Honestly I have no complaints about it, except wondering why (if close quarters is os dangerous) they place 'defnesive' emphasis on stunning and repelling enemies rather than something like shields. Its not like we dont know they have personal shielding.



Page 123
An array of shock dischargers, photon charge launchers, and wide-burst gravity pulse generators are mounted across the surface of the battlesuit, operating on subconscious mind-impulse triggers to ensure the fastest response to an enemy attack.
Defensive countermeasures.. stun and repel enemy.



page 124
A more heavily built and heavily equipped variant of the XV-46 Vanguard Battlesuit, the XV–46–4 is designed to be used by experienced commanders of Shas’el rank or higher. The suits employ many of the same basic technologies as the original XV– 46, but allied with many advanced and experimental systems, following the tradition of issuing cutting-edge technology to command personnel for field testing.

Fitted with extensive command and communication systems, and crewed by a high-ranking Fire Caste officer with years of experience in commanding Tau forces using advanced communications systems, these suits are valuable assets in the field, with normally only a single one assigned to any given expeditionary force.
...
The commander has access to a persistent stream of tactical and strategic information, allowing him a clear view of the theatre of battle. Using that information, the commander can assist his subordinates with precisely timed instructions.
Command version of Space hulk exploration suit. The main difference is the data-link/tac net stuff, which is all pretty preditably tau (but not unique to them either, its just more commonly seen amongst them than amongst, for example, the Imperium.)




Page 125
Eldar force field technology is significantly more advanced than that of the Imperium, and it is employed in a wide variety of ways. Shimmershields are tiny field generators that generate protective wards too small to be of use at range, but which are incredibly effective in close quarters when paired with the wearer’s innate reflexes.
Eldar shimmershield. Seems to be the opposite of Imperial personal feilds (good against melee but useless against range.) Basically more like a intangible storm shield for parying.




Page 126
Amongst the various Corsair fleets can be found a particular type of Seer, known by many names but most commonly referred to as Void Dreamers. These individuals serve as navigators and helmsmen upon Eldar vessels first and foremost, but they also work to ward off the hazards and dangers of the Warp.
Corsair version of seers.




Page 130
Amongst the greatest of mortal Champions of Chaos are the Exalted Champions, beings who approach the very pinnacle of their devotion and power. Their prowess is a match for even mighty champions of the Adeptus Astartes, and they can strike down great hordes of lesser warriors in mere moments.
Chaos Champions can match space marines, at least in combat. Chaos Champions who are Space Marines are probably even more formidable.



Page 131
The Vectori strain represents a classification of Genestealers adopted by the Jericho Deathwatch to refer to the unique Genestealer breed encountered aboard the Space Hulk Mortis Thule. More agile than the purestrains from which all Genestealers derive, this xenos breed is well adapted to moving swiftly and silently through confined spaces, while their lower body mass reduces the energy required of their bodies, allowing them to operate effectively for longer periods without sustenance.
...
However, their lighter physiology makes them ill-suited to direct shock tactics, and their bodies are not as durable as those of purestrains.
Genestealer phsiology can be adapted with regards to mass, trading durability and weight for speed and stealth.


Page 134
While most identified strains of Psychneuein seem capable only of laying their eggs within the brain of a nearby psyker (typically less than 100 metres), the Luctos strain appears capable of nesting in other conditions if necessary—using ambient psychic energy rather than the brain of a psyker to gestate their young. From observed sightings, this appears to be less effective and far slower than gestation with a psyker’s brain, but it nonetheless poses a significant problem to the Imperium, as it demonstrates a xenos breed adapting to the typical methods of elimination.
Warp aliens, like hte Tyranids (or tau) adapt their tactics to the Imperium, and must in turn be adapted to.



Page 137
A trio of Enslavers can condemn a dozen or more worlds to domination and destruction, it is said, though little is known about these beings for certain.
Danger of Enslavers.
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

One Deathwatch update: Honour the Chapter. Then we delve into the Jericho REach background, although those will be separate updates. I'll actually likely finish this one up (to current at least) before I finish Rogue Trader.

Two part update


Page 5
Ten thousand years after the Second Founding, it remains a mystery exactly how many Chapters were created. This is in no small part due to the nature of the Imperium itself. The Emperor’s domains consist of an unknowable number of settled worlds and a greater number still of other planets claimed but barely trod by human feet.
..
travel and communication between each cluster of worlds is only possible by way of what amounts to witchery.

As such, it is difficult to maintain coherent records, and such a task is made all but impossible by the continuous, apocalyptic ebb and flow of planet-razing war. Accounts of the number of Chapters vary wildly....
Comments on the level of uncertainty when it comes to things in the Imperium. Size of forces, number of Chapters, scope of territory, etc. As a rule numbers we derive tend to be approximations of varying levels of accuracy and generally lower limit estimates. And it leaves it open for much bigger numbers, of course. :P
I also like how they literally say 'travel and communicaiton at FTL is literally magic' Gotta love that honesty.

It goes on to say some Second founding chapters may exist in name only as myth and legend.. blah blah.

Page 5
The High Lords of Terra ordered that the Adeptus Mechanicus should undertake the regular “genetic tithing” of the Adeptus Astartes. A vast archive of gene-stock was established, allowing for the monitoring of the genetic purity of each of the Chapters. Those samples found to be tainted were placed under seal, never to be used again, while those found pure were cultured so that they could be used to create new Space Marine Chapters. From the earliest days, it was found that the most reliable gene-seed was that of the Ultramarines Chapter, and so when the Third Founding was called, many of the new Chapters were created from this stock.
The genetic tithe and stockpile. A means of creating and maintaining the existence of Space Marines, as well as represneting one of the only holds the Adeptus Terra has over the Astartes (albeit a potent one.) Also serves a security (against further rebellion) and means of manipulation (as they dictate when new foundings are made and how they are made and suchnot.. they can ensure their reliability by various measures.)
An interesting implication of this is that there might be differences between 'older' and 'newer' foundings, even amongst those from the same Primarch (unless you go by Codex SM 5th, in whcih case veryone follows Calgar and the Smurfs.) - the older chapters being more independent and strong willed (and with potential access to better shit) whilst the newer Chapters are more Adeptus-TErra oriented, more fanatical, and less well equipped.

We also know there were actually two, but the (poorly defended) Hydra Cordatus one was lost due to authorial fiat.

Page 5
With each Founding, and for every Space Marine that takes his place in the ranks, dozens, perhaps hundreds of Aspirants and Neophytes die, their bodies horrifically mutated as unstable or corrupt implants wreak havoc on their systems
This means the success rate of Space Marine creation is at best less than 5%, and probably much worse. Indeed, this doesn't even factor in any potential attrition from the selection process itself (of which scores or hundreds or more can be killed simply to produce one or two possible recruits.)

And all this to create horrifically mutated and altered, brainwashed child soldiers. Not only is this why I laugh at the 'transhuman' idea, but the horror of this idea never truly gets addressed properly. Its always SPACE MARINES KILLTASTIC KICKASSERY type crap. I mean fuck, they address that horror angle better in the Halo novels. Some authors do allude to it, though.

PAge 5
Ten thousand years after the First Founding, twenty-five more Foundings have now passed, the most recent only a handful of centuries ago.
Not including the second founding, that means 24 foundings in 10,000 years. which works out to ~417 years or so on average, well within the 'handful of centuries' bit.



Page 5
The vast majority belong to the line of Roboute Guilliman, though many do not know or acknowledge the familial link.
The bulk of Marines descend from Guilliman's stock (again that Adeptus Terra control/manipulation of gene seed for their purposes) which would have the benefit of making much of the Space Marines existing more loyal towards the Imperium.

That said, this quote is also a massive finger in the eye towards the 'spiritual liege' crap from 5th edition too.



Page 6
..the Hadex Anomaly’s true nature is unknown even to the most lore-steeped Warp-seer, for in a galaxy riven by Warp storms, it is totally unique. Most disturbing of all of the anomaly’s traits is the effect it exerts over the passage of time. The closer a vessel, or indeed a world, approaches the Hadex Anomaly, the more pronounced the distortion becomes.
..
Vessels and worlds known to have been destroyed centuries before might emerge from the anomaly’s flickering light and, very occasionally, vessels from other times and places entirely might appear from its crimson depths.
Properties of the Hadex anomaly. Basically a warp time machine thingy.


Page 6
For several days the Hadex Anomaly had been visibly disturbed, its unpredictable motions seeming to lock into something approaching a stable rhythm as its baleful light strobed and flickered rapidly.
..
This convocation coincided with the arrival at Watch Fortress Erioch...
...
The parchment contained a message from the station’s augur arrays, warning of the emergence of a vessel from the Hadex Anomaly; a Gladius class frigate bearing the name of Sollemnis and bearing livery entirely unknown to the Watch Commander and his adjuncts. It was transmitting a dire message on all available channels.

The message was not a distress signal..
This is.. interesting as it implies both FTL comms AND sensors. The latter isn't so much a problem despite the 'all channels' because we could assume astrotelepathy. The latter, however, is, in that it specifically references augur systems picking up the vessel.

The problem? Watch fortress Erioch (where this is all taking place reputedly) is many light years (tens of light years, easily) from the Hadex anomaly. One cannot argue either that this is relayed from some drone or other watch post closer (ignoring the auguer reference as well) - the only one closer than Erioch was Midael and they haven't had contact with them for a long time. And if it was some sort of FTL drone? well we know they exist but that's an interesting capability in and of itself.

What's more the distances implied and the timeframe implied (matter of days rather than years) implies some very rapid communication/detection times however it all was achieved thousands of c at least.



Page 8
The Chapter is divided into a variable number of selfcontained and highly mobile forces known as Crusades..
...
Under most circumstances, the Chapter is divided into no more than three separate Crusade forces, though during especially calamitous times the number has risen to several times more. Crusade forces are such large and powerful bodies that they are usually sub-divided into tactical bodies known as Fighting Companies, and each of these is led by a Castellan. With the successful conclusion of a war for which a Crusade force has been raised, the various Fighting Companies within it are likely to be assigned a new mission, redeployed piecemeal to bolster other Crusades already in the field, or sometimes amalgamated into the High Marshal’s household until such time as a new Crusade force is mustered.
Composition of Black Templars Crusades and fighting companies. Reminds me a bit of a more mobile version of the Space Wolves approach WRT great companies and the recruitment/training being centered on Fenris, although it has some similarities to the raising of Guard armies - just as each army is made of regiments rasised from a local world's defense forces or populace for a specific purpose, each Crusade is composed of forces drawn from available fighting companies to achieve the Crusade's specific goals. They may be goals set by the Chapter itself or the result of petitions received from other organizations.



Page 9
By a combination of raw zeal, genetic enhancement, relentless psycho-conditioning and the continuous reinforcement of the Chapter’s histories and battle honours,
Measures that affect/ensure the proper mindset of a Black Templar.


Page 9
Only when they have done so will they be granted the right and the responsibility to train a Neophyte themselves, for the Black Templars do not maintain a 10th Company.
reference to the 'knightly' approach BT have towards recruitment and training of new Marines - they have no scout company.


Page 10
..The reason is to be found in the internecine rivalry and feudalism that afflicts much of the interactions between the largest of the Imperium’s institutions,
..
Instead of petitioning the Black Templars for their aid, Saul demanded it. Instead of appealing to their sense of duty, he hectored them. Instead of promising glory, he threatened shame.
'The Reason' being why the BT hadn't participated in the Achilus Crusade from the beginning. Basically they sent an idiot to deal with the BT, and they did not react kindly as the quote above indicates, so they didn't feel inclined to participate. Again politics trumps the theoretical 'power' and 'structure' that can make up the Imperium. Although I wouldn't neccesarily call it inherently 'feudal' - any organization can be hamstrung by such rivalry and politics.

A second appeal, with the backing of the Crimson and Imperial Fists, was much more successful. Again politics.



Page 10
...culminating in the boarding of the Space Hulk codified Scion of Desecration. Raimer and his Sword Brethren squads took control of the vast conglomerate vessel and sent it ploughing into an enemy-held orbital station. Final calculations of the destruction estimated it to have consumed half a million servants of the Ruinous Powers and the catastrophic tectonic destabilisation of the world below

Implied carrying capacity of a Space hulk (chaos troops) and the effects of the impact of such a hulk.



Page 11
..Tactical Dreadnought Armour. Each suit is a priceless relic wrought by master-artificers in ages passed, and given the scattered nature of the Chapter, very hard to replace should the wearer fall in battle.
Hard to replace, but not irreplacable, and the dififculty seeming to stem more from the dispersed and 'mobile' nature of the Chapter more than anything.



Page 12
On the eve of battle, the Black Templars pray, fast, and meditate upon their duty, and it is not uncommon for one amongst their number to be blessed with some form of vision that speaks , to him of his duty and shows him portents of things yet to come. The Battle-Brother then presents himself to the Chaplains and confesses his vision and if he is found true, is declared to be the Emperor’s Champion.
Selecting of Emperor's Champion. This either reflects an innate psychic talent (unlikely in most cases, but possible given the lack of Librarians amongst the Black Templars. Then again their intolerance of psykers means they probably use other means to root them out too.) or a psychic manifestation of the collective faith/zeal of the Black Templars (much as the Sisters of Battle can manifest miracles.) Perhaps it could even be seen as being akin to the 'living saints' of the Sororitas, albeit not exactly the same thing for obvious reasons.

Alternately, its the Emperor picking a vessel to act through, if we assume the Emperor is active in such a manner. It's certainly not impossible.



Page 12
In theory, each Black Templars Crusade force has its own Emperor’s Champion who serves as such for the duration of a protracted battle or a campaign, but in practise each Fighting Company is likely to have one, each battle producing its own champion if one has not come forward already.
commonality of Champions. They can show up (self-appointed) amongst the Deathwatch.



Page 17
..the Storm Wardens are one of the hundreds of Chapters in existence whose deeds go largely unrecorded, whose activities are confined to a relatively contained theatre of operations, or whose histories are as yet largely unwritten.
A lesser Chapter, I suppose, so to speak.



Page 17
This gloomy world is located within the borders of the Calixis Sector, but those gazetteers that even list it describe it as a Forbidden World. Beyond its name, most Navigators and Free Captains have no knowledge of the world...
..
..they would be challenged by an outer ring of automated defence monitors, dire warnings against proceeding any further looped over and over and transmitted into the void.
Any ships that ignore the warnings get destroyed by Space Marine vessels (no second warnings given.) Rather insular, but that's Astartes for you. But it does show one way in which worlds within an otherwise inter-connected sector may be isolated or unknown.

Also automated defence monitors.



Page 17
So deep is the Chapter’s desire to remain isolated from the other worlds of the Calixis Sector that very few authorities or institutions are even aware that a Space Marine Chapter exists in their midst.
Again reflecting the probable uncertainty tied up with the numbers of Space Marines, numbers of Chapters, etc. It's mentioned that only the SEctor Governor of Calixis is confirmed to know about them.




Page 18
..the Storm Wardens make extensive use of armoured assaults. The Chapter Forge maintains ample stocks of every variant of armoured vehicle used by the Space Marines, and perhaps some all but unique to the Storm Wardens.
basically a reflection of riding horses to war, and to get in close.



Page 18
...the Storm Wardens do not know which of the Primarchs is their gene-father, who they should revere above all others. In truth, there are many Chapters that do not have knowledge of the identity of their founding Legion,..
Like the Blood Ravens. Presumably someone in the Adeptus Terra knows, or knew, given they are the likely source of all those legions.



Page 18
Maclir was initiated into the Storm Wardens in 229.M41, and assumed the mantle of Ward-Master four hundred years to the day later, his ascension validated by every one of the twenty-two Chapter Ancients the Techmarines were able to awaken.
They can live to be 400 years old, and the chapter has at least 22 Dreadnoughts. They're earliest known recorts stretch back to the late 36th millenium (almost 37th) so they're maybe 4000 years old or so.



Page 18
..that dragged dozens down beneath the fetid waters...
..
Maclir was instructed to face the other nine who had arrived ahead of him if he wished to join the warriors from the sky.
Again dozens die so even just one possible intiiate is recruited. And then there's no guarantee that initiate will actually become a Marine.



Page 18
He undertook a study of the Tactica Imperialis, committing the entire work to memory within a century, a feat few even amongst the Adeptus Astartes could ever match.
Considering the possible size of the Tactica Imperiails (hundreds or thousands of massive volumes probably consisting of hundreds of pages eaisly) this says something about their memory and learning speed.

But why a Marine would learn IG doctrine, I have no clue :P



Page 19
the Second Magellanic Expedition
This could be.. impressive, if it means an expedition to the Magellanic clouds. And even then it doesn't say whether its the small or large.. the latter is ~150,000 LY away or so, and the former is 200,000 LY or so away. IF it's both, then you add a 75,000 LY trip to that. We dont know the timeframes involved, but even if its decades for a round trip we're talking at least a sustained transit speed of thousands or tens of thousands of c, and such speed is impressive considering how far beyond the Astronomican it would be. What's more, the range and duration for warp travel implied is damn impressive, although it shoudl be capable for the self-sufficient Astartes (Consider Crusading Chapters.)

what's more, that is the second such Crusade implied, assuming it menas what I think.



Page 19
Rogue Trader Tyral “Destroyer” Cathek into the Halo Stars beyond the Calixis Sector, encountering several isolationist pocket empires. The Destroyer lived up to his moniker in razing to ashes each kingdom he encountered despite the growing protestations ofthe Adeptus Mechanicus Explorator contingent accompanying his fleet.
Which one might assume means the Rogue Trader killed the worlds, given the complaints of the AdMech over 'lost' technology and all that. If so it cannot be by Exterminatus devices (cyclonics or virus bombs) since such are typically beyond RT resources.



PAge 20
Known as one of the most skilled Navigators in the quadrant, Jurkantz’ skills were tested to near breaking when the cruiser was engulfed in a Warp flux and spewed from the Warp twenty thousand light years away and several decades before it had set out, through the stellar phenomenon known as the Hadex Anomaly.
Given the probable duration of supplies and shit on board a starship (months to a year) we're probably talking a transit speed of at least tens of thousands of c.



Page 20
Planning for Operation Hammerfall began in mid 773.M41, when Maclir was summoned to attend the Senatorum Imperialis.
Given that the core rulebook mentions the Crusade starting out in 777.M41, we're talking 4 years most for the round trip, and probably less. We're talking 30-40 thousand LY at least (up to 60-70 thousand LY) in 2 years, at least 15-20 thousand c, bare minimum.



Page 20
In many cases, Maclir sent his own brethren to petition his brother Chapter Masters to lend their support to the coming crusade. In other cases, Achilus dispatched his own agents and emissaries, so that in total, almost a hundred Space Marine Chapters were approached.
...
Others, notably those who had served alongside Maclir or Achilus in previous campaigns, agreed outright to lend whatever aid they were able, and within the year several dozen Chapters were committed to the Achilus Crusade.
Implies the 'round trip' was far less than a year, which is closer to at least 60-80,000c, and more probably 120-140,000c. Indeed we're probably talking even faster, given the dispatch/response to over 100 space Marine Chapters within that year.



Page 20
The totally unheralded arrival of Hive Fleet Behemoth on the Eastern Fringe had defied all strategic prognostications,
Strategic divination!



Page 20
Achilus conceived the plan of conducting the build up in the guise of directing troops towards the Margin Crusade on the fringes of the Calixis Sector..

..
Imperial Guard regiments were raised from the worlds of the Calixis Sector and numerous others. Strategic segmentum reserves, including veteran regiments originally drawn from such famed worlds as Cadia and Mordia, were committed to the crusade.
The Margin Crusade fiction (described as a 'fruitless meat grinder' - so much for NEARLY INEXHAUSTIBLE MANPOWER!) and reference to the original sources of troops for the Crusade. While the initial draw was from a much larger pool (including the strategic reserves - discuss that below) the Crusade was later supported more by a handful of sectors at most (Scarus, Ixianad and Calixis as per other sources.)

The strategic reserve is interesting, as it mentiones at thse segmentum level there is a 'strategic reserve' of Imperial Guardsmen just as there is a reserve of naval vessels. One presumes there is also a strategic reserve at the sector level. In other words, we have yet more evidence of the huge level of stockpiling the Imperial Guard engages in, calling into question once more just how 'GALAXY AT WAR' the Imperium actually is, and how much of it is siege/bunker mentality for propoganda purposes (having enemies to fight is a unifying factor, remember.)



Page 21
The Orders Militant of the Adepta Sororitas pledged the zeal of their Battle-Sisters. The Adeptus Mechanicus committed Titans, Knights, and Skitarii regiments.
Mention of the Sororitas assisting, and the AdMech Knights. Meaning they still have em.



Page 21
The Imperial Navy assembled the largest fleet deployed since the Battle of Macragge.
Meaning more than 200 vessels



Page 21
The Departmento Munitorum, by far the largest contingent in the entire crusade, mobilised countless support formations..
Interesting that the Munitorum forces are separate from the Guard, unless we're talking purely in the support/logistical side of things. Unsurprisingly its bigger than all the other formations, showing that they probably had hundreds of billions (or more) involved, given we know a good 20-30 billion guardsman at least involved (and probably many times that forces)



Page 21
Finally, after several decades of planning, years of preparation and months of build up, the Crusade was ready to embark. Incredibly, the undertaking had remained secret, the cyclopean bureaucracy of the Imperium ensuring, even without deliberate effort, that the flow of men, materiel, and information was strictly one-way.
time spent in secret preparation of the Jericho Reach Crusade. Decades of planning, but the prep and buildup were much faster, although the difference between the two is unclear. Buildup is probably the mobilizaiton and transport of the forces to the departure point at least, but I dont know what preparations woudl all entail. (months across an entire segmentum - again tens or h undreds of thousands of c FTL speed.) Overall its slow, but the buildup is supririsngly fast by Imperial Terms (on the offensive anyhow.)



Page 21
..it is suspected that the Inquisition had a hand in reinforcing the issue of operational secrecy, the little known Ordo Redactor purging the archives of any data that might compromise security and tracking down and eliminating any who might let the secret out.
Ordo Redactor... not the Reductor :P Probably the ordos involved with information control and purging. Like we saw in Bleeding Chalice, probably.



Page 21
Despite the potential for destruction, Maclir ordered that those worlds occupied by human populations be spared unnecessary suffering and allowed to rise up against the Tau and join the crusaders.
Which rather fortuitously played into the hands of the Tau's tactics, given the trouble the resulting insurrections caused them, leading to the loss of momentum of the assault well short of tau territory. Which means the tau ruthlessly exploited the Imperium's leniency with the human worlds in its path AND sacrificed those people it had shortly tried to assimilate into its empire simply to preserve itself.

From the viewpoint of their 'Greater Good' ethos, its a sensible tactic and preserves their forces



Page 21
As world after world rejected the crusade, the forces of Operation Hammerfall were forced to divert around planets they had no immediate resources to suppress.
..
With the worlds rejecting the Imperium, the Space Marine strike fleets were forced to operate far from their rear echelons, and their line of communication were becoming more stretched with every world they were forced to bypass.
This could either have been part of the tau's plan, or just the natural contrariness of humanity when it is told to do something it doens't want to do. either way, benefit to the tau.



Page 21
At Spite, twenty Tau battle cadres were utterly wiped out, while the Battle of Kaggeran sent an entire Air Caste picket fleet burning through the skies to crater several thousand square kilometres of the surface. At Wrath, the Tau attempted to mount a rearguard action while they evacuated several hundred thousand of their worker caste. The Battle Barges of the Storm Wardens,

Black Templars, and the Dark Sons Chapters annihilated them from orbit before seven entire Assault Companies made planetfall to destroy what little resistance remained.

Space Marines kicking Tau ass, because the Space MArines ARE TEH BESTEST.



page 22
The Storm Wardens Chapter Master led a teleport assault of the massed Terminator squads of a dozen Chapters, materialising in amongst the enemy formation and tearing it apart before the heavy battlesuits could re-deploy.
Teleporters seem to be a mobility advantage the tau can't quite overcome.



Page 22
The Tau threw every asset they had into a last ditch effort to repel the Space Marine advance, committing Fire Warrior cadres, thousands of battlesuits, and massed gravtank wings.
Scope of the final Tau resistance. It must be said that despite the setbacks, the Imperium NEARLY achieved its goals of crushing the tau in the Jericho Reach. Lucky Tau!



Page 22
All across the Jericho Reach, those worlds that had refused to yield to the crusade rose up, millions-strong armies and ramshackle fleets of ancient system defence vessels smashing into the crusade’s exposed and over-stretched lines of communication. Worse, it soon became apparent that the recalcitrant populations were not motivated by notions of mere misguided isolationism. Underlying the resistance was the hand of Chaos..
So I guess Chaos AND the tau together is what ultimately kicked the Imperium in the balls. I'd say it was more Chaos taking advantage of both sides really, because Chaos is annoying that way, but it benefitted the tau more than the Imperium (lucky tau, again.) Anyhow Chaos (and the Tau, probably) take advantage of this to pretty much shred the Imperial assault and all the advances it made.



Page 25
Their last words have haunted you since, and no amount of confession or psychoconditioning has purged them from your soul. You might have submitted for the rites of mindcleansing, but instead heard of the Apocryphon Oath.
Psycho-conditioning and mind cleansing to control/purge memories.



PAge 25
Out there, your Kill-team boarded a vast, living bioship, overcoming endless tides of Tyranids to plant an experimental virus into its flesh.
despit ethe resilience of Nids against even magical virus weapons, biowarfare is practiced against them.



Page 26
The majority of the records on the Chapter date back no further than early M37, though references to their service in the litanies of other Chapters and Imperial Organisations prove that the Chapter existed and fought the enemies of the Emperor for centuries before this time.
Origins and timeframe of the Blood Ravens.



Page 26
Many of these studies pushed the boundaries of Imperial tenets—often drawing the attention of Inquisitorial elements. The Blood Ravens have consistently exhibited a clear willingness to study their foes prior to eliminating them. However, such knowledge can lead to tragic corruption..

Knowledge is power.. blah blah. Probably not adherents of Calgar's,



Page 27
To fulfil their duties, they possess several battle barges, but their Fortress Monastery, the Omnis Arcanum, is the largest of their fleet and serves as their gene-seed repository.
Implied size of the Blood Ravens fleet.



Page 27
The Blood Ravens overcome this difficulty by recruiting from a number of worlds, with which they have long established relations. These worlds range from feral worlds, colonised by the remnants of ancient Imperial civilisations, to hive-worlds, where gangers fight daily with whatever weapons they can scroung,,
Blood Ravens recruiting practice.


Page 27
A few months later a fleet of Imperial Navy and Inquisition craft travelled to the system and eliminated it by writ of Exterminatus.
Destruction of Cyrene.


Page 28
Even through the course of these countless investigations, the sacred implant has consistently shown a high level of stability and purity. At the same time, it is unusual that it shows no consistent traits that could be used to link it to the lineage of any of the Primarchs.
A fact which would seem to exclude it from origins in the Thousand Sons, but we can't be sure of that. for all we know they may have found a way to cure that. One interesting/ominous possibility is that, given the 'earliest' records of the Blood Ravens is that they stem from the 21st Founding. despite having a history going as early as 37th millenium, they are purported to have origins 'centuires' earlier, which would put them around that time, and if they WERE cursed founding, the reason for the secrecy would make sense.

Moreover, if they were the result of some effort to purge the Thousand Son's gene seed of its taint, this would fit in with the ideas of the other Cursed foundings (altered in some way that had unforunate side effects.)

That said, the hints in the HH novels and such would tend to argue the Blood Ravens origins go back much, much further.



Page 28
..the Blood Ravens have often worked closely with members of the Adeptus Mechanicus. Through the millennia, these Space Marines have uncovered many examples of archeotech, which they have almost always provided to the followers of the Omnissiah without question. At times, the Machine Cult has repaid them for their generosity with gifts of additional wargear, which is well suited to advancing their cause.
Unofficial AdMech connection between them and the Blood Ravens. Possible sources for all the shit they had in DoW2? YEs I am aware of the meme.



Page 29
The Blood Ravens maintain ten standard companies.
..
This is in spite of the fact that the Chapter is fleet based, so companies may be forced to separate due to extended assignments aboard vessels directed to separate portions of the Imperium.
In the DoW novels the Ravens had 2 companies per battle barge and one per strike cruiser, with each pair forming a sort of sub fleet of its own, which would mean 5 or so battle barges (or 4 battle barges and the Fortress monastry, which IIRC was also a Barge of sorts) and 10 strike cruisers. Plus however many escorst ehy have. That would make them a larger fleet than most.



Page 29
In preparation for combat, members of the Blood Ravens invariably begin with intense study of their opponents and their tactics. All forms of reconnaissance and any relevant historical or psychological resources are fully utilised in the course of this exhausting research. Only once all reasonable means have been undertaken to compile data is this information thoroughly analysed.

The analysis process may take days or even weeks, depending upon the reliability of the information acquired and the prior experience that the various Battle-Brothers might have with their opponents. Finally, once a thorough analysis has been compiled, only then is a tactical solution to the issue devised.

..
These talented psykers are expected to use their talents to also plumb the depths of the Warp for additional information upon their foes and to conduct any divinations that might be appropriate.
..
With a thoroughly compiled plan in hand, the commander presents it to the Space Marines participating in the Mission. Generally, these plans contain a myriad of alternative plans that account for an immense number of outcomes, often going into explicit and excruciating detail.

Blood Ravne tactics. About as close to the TAu or IG that the Space Marines get outside of the Iron Warriors, I guess.



Page 33
Blood Ravens Librarians can pierce the fog of war with a thought, casting their mind far and wide across a battlefield, world, or even system for hints and clues to the movements and deployments of their enemies that may have gone undetected by more conventional means.
..
The first application of this power is to gain an immediate tactical edge in combat and is most useful when facing immediate battlefield threats. Used in this way, Battle Sight reveals the position of all enemies within range that have hostile intentions toward the Librarian (i.e. intend to do the Librarian harm). This does not track the movements of these enemies or their actions, but simply informs the Librarian of their presence, direction, and distance from his current location.
..

The second use of this power is to gain a broad strategic overview of an area and information on how better to complete a mission, or overcome a foe.
Pity the power is Blood Raven specific, it owuld have useful applications in a broader scale. almost like psychic recon or a sensor.



Page 35
The forge world of Shaehol had fallen under the influence of a heretical sect of the Adeptus Mechanicus. Its defences were thought to be impenetrable, and the crusade’s command elements feared that it might be impossible to retake without the use of orbital bombardment—an alternative that might render many of the planet’s assets irrecoverable.
This reflects the benefit a well defended ground force/target can have vs orbital bobmardment, if taking the planet intact (or inhabitable) is an issue, it can create conflicts in the amount of firepower delivered from orbit.



Page 35
A convenient cultural phenomenon enables the Red Scorpions to easily secure recruits from the native inhabitants. During the first full moon after a male child’s birth, he waits on a stone altar for judgement by the gods. Some die to exposure, others survive to mature among the native population, but a few are taken by the Chapter’s Apothecaries.
Proving that the Red Scorpions compete with the Doom Eagles for the title of 'total dicks in recruit selection.'



Page 37
In spite of their obsession with dogma, the Red Scorpions are more than capable of innovating novel solutions to unexpected problems. The creation of the Helios pattern Land Raider is the best known example, but it is certainly not the only one. This particular success is best known because the vehicle went on to gain ratification by the Adeptus Mechanicus.
..
While their Techmarines might develop minor innovations, they do not stray from the Omnissiah’s path. Xenos designs or equipment that has survived from the Dark Age of Technology remain anathema.
Remember, innovation is heresy, unless the Space Marines or AdMech does it! Within limits that is, although the definition of 'minor' is rather interesting.



Page 41
The Red Scorpions Librarian focuses his might and will into the blows he rains down on his enemies, filling his arm with righteous vigour. Even blows which would otherwise cause no Damage send shockwaves through his enemy’s body, pulping flesh and breaking bones.
Useful psychic power, I suppose.


Page 42
..the Marines Errant Chapter was founded in M37, as part of the 23rd Founding of the Adeptus Astartes. This founding occurred to make up for serious losses incurred in the preceding millennia. According to Imperial records, dozens of Space Marines Chapters had been inexorably lost to a variety of causes. Consequently, this founding was focused on quickly establishing replacement Chapters focused on reliability, tactical flexibility, and with the capacity to Crusade throughout the Imperium.
Despite the supposed resource-intensive nature of creating new foundings, the Imperium will do so if the losses are considered severe. What's more, they will raise them with a specific purpose/goal in mind that they can be tailored to, which says something (a Crusading force for example needs an extensive fleet presence including battle barges, which again is not a trivial thing for the Imperium to supposedly do.


Page 42-43
During the years of 390.M38 through 433.M38, the Marines Errant Chapter sealed a covenant with the Rogue Trader House of Ecale.

..
To this day, there are always Battle-Brothers of the Marines Errant Chapter operating on detached service among the vessels of House Ecale.
...
Service among House Ecale is regarded as an honour by members of the Chapter.
Not unlike the Wolfblade of the Space Wolves, in some fashions.


PAge 43
lone battle barge survived the expedition. Through the course of the journey, the Chapter lost the majority of its Land Raiders, Dreadnoughts, and numerous Warp capable transports, as well as countless Battle-Brothers.
..
..the Marines Errant Chapter is likely to suffer from the losses to irreplaceable wargear for millennia.
Again suggests its not so much lost tech as 'hard to replace' for some things (like Dreadnoughts)



Page 44
..the Marines Errant Chapter has also sent companies to assist Rogue Trader Houses, other Space Marine Chapters, and even answered planetary emergency calls throughout the galaxy. This willingness to aid the cause of humanity at any time and in any place exemplifies their devotion to service.
Multiple RT houses in 'service.' and across the galaxy, not unlike the black Templars.



Page 44
To enable such dispersion, each company commander is functionally the commander of a strike vessel. These ships are most commonly cruisers, though the Chapter has several light cruisers and one battle cruiser as part of its armada.
At least ten cruisers in the Marrines Errant armada. plus hwoever many Battle barges (pluaral, they have at least two) they have.


Page 45
Replacing a company is an extremely difficult process. In addition to reallocating and requisitioning extremely rare weapons, vehicles, and armour, the Marines Errant must also obtain a cruiser. The Adeptus Mechanicus may take centuries to provide some of this basic wargear, while other requisitions may never be fulfilled.
Wargear replacement.


Page 45
Unfortunately, on several occasions, once a company had been replaced, the original miraculously returned from an extended crusade. This has resulted in the Marines Errant having more than 10 companies and well over 1,000 members in each of these instances. Because of this, it is virtually impossible to accurately gauge the Chapter’s total assets at any given time.
Representing yet another Chapter over 1000 strong, although it's unlikely that they are as large as the Black Templars (noone is). I'd imaginee that Crusading Chapters share this trait quite a bit.


Page 49
Summoning up the potent energies of the Warp, the Librarian folds space between points within the void and brings them closer together for an instant allowing Space Marines to pass between them. Darkness Gate has effects similar to a teleportarium, allowing objects from one point to be transferred to another in a rapid instance via the conduit of the Warp. It only works for a small group of individuals and only across an airless space like the void, but it can be effective for staging hit and run attacks.
..
The Librarian picks a point in space whichhe can observe, such as a distant ship. Provided there are no obstacles or atmosphere between the point he can see and the point he is standing, a momentary gate will open allowing him and his companions to step through. The range between the points can be up to Psy Rating x 500km.
Yet another psyker teleportation ability. Impiled range of thousands of kilometres, at that.


Pgae 49
The Librarian can look out into the inky black of the void and see things mere sensors cannot, reading the ebb and flow of the darkness and the Warp which lies beneath it.
..
..to perceive any objects in space within range of this power, including celestial phenomena and vessels or ordnance.
Yet naother psychic 'sensor' power.



Page 50
These volatile Space Marines revelled in each assault action and continued to cause unacceptable levels of collateral damage. Some reports indicated that during their mad frenzies, Flesh Tearers continued their battle actions against allied forces or even against the innocents whom they were assigned to protect. Their reputation for such savagery has spread through the millennia to the extent that some forces—including a few Space Marine Chapters— are no longer willing to engage in allied missions with members of the Flesh Tearers. In spite of this fact, there are numerous instances where the Flesh Tearers have worked in battle zones with other Chapters.
However broad they may be, even the Imperium has standards*



Page 50
This is believed to be due to a mutation in their gene-seed, but their combat doctrines and military philosophy may also influence the frequency of the tragic psychogenetic syndrome.
The Black rage referred to as a 'Psychogenetic syndrome'



Page 51
The Chapter’s apothecaries believe that the gene-seed also grants its recipients a significantly extended life expectancy, in keeping with its lineage. However, this point is largely moot. The life expectancy for most new initiates to the Chapter is less than two centuries.
This seems to suggest the average 'lifespan' of an Astartes (factoring in all things including risks of death and combat and such) is two centuries or more - at least for Blood Ravens, else Flesh Tearers owuld not be notable for this fact. RAther surprising given some of the probable attrition rates of Marines and such.


Page 54
The Flesh Tearers also have an unique battle cry that they let loose as they attack their foes. While the cry is created by the Space Marines’ vocal cords, it is enhanced and amplified by their power armour’s vox-systems. First hand reports confirm that opponents are often stunned into immediate submission when they hear the terrible sound as defenders come face to face with the savagery of these Battle-Brothers.
Assuming it had any similarity to what Howling Banshees did (minus psychic effects) it might be effective at hampering enemies as the Marines closed



Page 58
Known as much for his massive physical size and prowess as his leadership and tactical expertise, Polux led the Crimson Fists for the first 800 years of their existence.
Crimson Fist Chapter Master who lived over 800 years (at least.)


Page 59
The Chaplain is believed to be over 400 years old—clearly an established veteran prior to his secondment to the Deathwatch.
Crimson Fists Chaplain over 400 years old.



Page 59
While a few had significant technological bases, the Chapter has generally recruited preferentially from feral worlds. However, they never sought out those who engaged in savagery for its own sake. Rather, the most appropriate candidates were characterised by a combination of honour, athleticism, and stoicism in the face of overwhelming odds
Crimson Fist recruiting practicies. Less dickis hthan other chapters.,
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2


Page 60
The Chapter responded by enabling their many tiered, tactically capable, and technologically sophisticated network of orbital defensive satellites. The system annihilated the initial waves of Ork Roks, Kroozers, and planetary assault craft. Then, tragedy struck when one of the planet’s defensive missiles suffered a catastrophic failure. The weapon never made it out of the atmosphere, and instead crashed into the fortress monastery. There, its plasma warhead detonated and in the course of the explosion detonated the structure’s vast and ancient arsenal. Secondary explosions ripped through the fortress monastery destroying it and killing hundreds of Space Marines who had gathered to plan the counter offensive against the Ork Waaagh!
Destrucion of the Crimson Fists Chapter Monastery. Discussed elsewhere before.


Page 60
However, it takes decades to properly train a Space Marine, and even the most masterful sergeant can only handle a handful of Initiates. It is likely to take centuries for the Chapter
to return to a functional fighting strength.
Limits to Space Marine production.


Page 67
Located within the Sangramentia sector, Dennar IV plays a vital supply role as an active agriworld in the sector. Its primary output is processed from the herds of megafauna that dwell upon its vast savannahs. The planet’s slaughter-cities constantly process these creatures to help feed the masses of the region’s hive worlds as well as provide rations for the Imperium’s forces. These vital centres also provide seats of governance for the world.
The Imperium seems to enjoy making a habit out of slaughtering and harvesting huge creatures to supply food. Considering how some can grow to be the size of Titans...


Page 68
In 109.M41, General Jorun of the 15th Heraklon Ironclads led an entire Imperial battle group to turn traitor against the Imperium. An infestation of the Dark Eldar had somehow seized control of Jorun and his personal attaches through the use of their foul xenos treachery. The General commanded the destruction of his commissariat and began to enslave Imperial worlds to the service of the Cabal of the Crimson Libation.

Millions of humans were slain in the service of the dread xenos..
remember, they demand UNQUESTIONING OBEDIENCE form the lower ranks to the higher ranks for a reason! That just makes it all the easier for a small handful of individuals to control and manipulate their troops to their own seflish ends. Just like in the Horus Heresy (which shows that the Munitorum hasn't fucking learned.) Even more hilarious considering that the same general managed to get ahold of starships and attack multiple planets (which isn't supposed to easily happen due to the division between Army and Navy.)

It also demonstrates how sneaky the DE can be, and how they don't need to bring huge numbers of their own troops to wage a war. Between this and Crimson Tears, we get ample proof they can make or borrow them at need.


Page 68
Imperial records clearly indicate that the Chapter has deliberately and artificially prevented the world from advancing beyond a pre-industrial technological base. Through an uncharacteristic degree of covert operations and manipulations, the Howling Griffons have also kept the world’s feudal city-states on a near-constant war footing. This combination of political unrest and technological stagnation has led to a culture that has a poor record of its own origins.
Howling Griffons subtly suppress and manipulate the society they inhabit to suit their own ends. And to be dicks.


Page 68
In addition to Mancora, the Howling Griffons recruit from several other worlds, including Dennar IV. This is a necessity for the Chapter, as without additional worlds, it would be impossible for them to recover the losses they suffer by engaging in endless campaigning. It is important to note that in spite of this option, they still continue to preferentially recruit from Mancora.
Considering the probable attrition rates of prospective child candidates, I'd say they have to recurit from many other worlds.


Page 69
Their tactics are in keeping with those proscribed and only waver in situations where Guilliman’s word encourages innovation. Because of the work’s comprehensive and pragmatic teachings, this is seldom a problem. Even by adhering to the Codex in the strictest fashion possible, the Howling Griffons sacrifice little flexibility.
I'd imagine this is never a contradictory problem (inflexible yet adaptable) because of their enhanced reflexes/reaction time and capacious memory and knowledge due to the educational techniques used to teach the Astartes.

To be fair that oath obsession we saw in Chapter War is mentioned, and it is never (supposedly) permitted to override tactical decisions or endanger the group (which is debatable again given chapter War, but they also mention there are exceptions.)


Page 75
Working in conjunction with the Imperial Navy and an Imperial Guard force from Phyrus, the battle force completed the act of xenocide in less than fifty years. Some of the outposts were destroyed using Exterminatus-class weaponry, while others worlds were attacked using more traditional methods. Imperial colonisation was resumed upon many of the worlds liberated from the foul taint.
Three methods of extermination, (executing an Inquisitorial writ of extermination)


Page 76
Luxor represents a key element in the Departmento Munitorum’s supply chain for the distribution of goods throughout the Ultima Segmentum. Without its support, Imperial Guard forces throughout the region could have been crippled for a prolonged period of time.
Its possible 'supply worlds' like Vraks are acutally meant to simply be links in a chain (points for the temporary storage and distribution/shipment of resources acorss the segmentum) but for whatever idiotic reason the Munitorum made Vraks into a more permanant locale.


Page 76
At the time of their Founding, Roboute Guilliman granted the Novamarines rule over the planet Honourum.
..
When they received the right of its fealty, the planet represented the Northern border of the Segmentum. Since that time, the secured region has significantly expanded, but their responsibility for maintaining security throughout the broader region has not changed.
The Novamarines seem to rule a region of space like the Ultramarines seem to.



Page 76
Their reserves have been sufficient that the Adeptus Administratum is believed to have used Novamarine gene-seed as the basis for the creation of Successor Chapters.
This means that some Ultramarines sucessor chapters may be used as a source for new Chapters. Thus it could be that many of the Chapters in the Imperium descended from Guilliman do not directly come from Ultramarines geneseed per se, but rather from one of its sucessors (or their sucessors)



Page 78
...their supply of Terminator armour is sufficient to equip the entirety of their 1st company. Similarly, the Chapter has a large enough supply of Dreadnoughts...
..
The Chapter’s forge continuously spends its time maintaining and reconstructing this reserve...
They can reconstruct Dreadnoughts and Termiantor armour. If they can do that, building new suits should at least be possible, evne if it is difficult and time consuming.


Page 82
In M37, Imperial records indicate that the entire Raptors Chapter was listed among those Space Marines who had gone missing and were presumed killed in action. All signs indicate that they maintained this status for more than two millennia.
..
It was not until the Caberiad Wars of early M39 that the Raptors resumed their status as a full strength Space Marine Chapter.
A consequences of their effective independnece, Marine Chapters can go missing only to turn up later on. The same happened (and was mentioned earlier) with the Red Scorpions (though they were gone for only 3 centuries.)

It's also noted that the Raptors have established a new home world (again like the Red Scorpions) and likewise practice extreme secrecy (noone knows where it is, not even anyone in the Administrtum)


Page 84
The Raptors Chapter is renowned for the pragmatism of its Battle- Brothers.
..
The Raptors consider the Codex Astartes to be a critical guide to strategy and tactics. They do not, however, consider that its words must be obeyed without question

Ultimately, the Raptors Chapter is focused upon success in all of their endeavours.. Failure is never an acceptable option, but neither is an approach that needlessly throws away the lives of Battle- Brothers or irreplaceable wargear.
...
They study a situation intently, so that they may accomplish their goal with a minimum of risk.
...
Flexibility also plays a key role in their decision making process.
...
These Battle-Brothers are expected to identify any changes that occur through the course of a battle—including unexpected enemy response—at the earliest stages and act upon them accordingly.

Throughout the Chapter, blind obedience is strongly discouraged. All of these Space Marines are expected to act upon their own initiative at the appropriate times. However, such actions must fit within the context of the larger battle scheme.
...
In this same way, Battle-Brothers of the Raptors Chapter will concede the articles of faith and honour in the name of victory, they also willingly concede minor objectives in the interest of achieving overall military success.
..
Flexibility and willingness to adapt to their situation represents the core of the Raptors’ Combat Doctrine.
..
For members of the Raptors Chapter, the only important standard is success.
...
Many Space Marine Chapters exhibit a clear disdain for the use of concealment, secrecy, espionage, and counter-intelligence.
..
However, the Raptors Chapter enthusiastically and consistently applies these techniques throughout its battles.
Raptors philosophy and Battle Doctrine. It's noted that they're very 'deviant' from the Codex Astartes, which probably says something about that. It also makes it a hilariously retarded shame they never got a chance to shine at Taros, as they'd have kicked the Tau's asses.



Page 85
In keeping with their willingness to make use of every available resource, the Raptors Chapter often takes direct charge of any Imperial Guard units available. Rather than deferring to the organisation’s intrinsic leadership, these Space Marines deploy their members among the merely human forces and then take a direct hand in their disposition and tactics.

They should have done this at Taros. It's mentioned that the Raptors excel in hit and run tactics and marksmanship, precisiion surgical strikes.. and have been likened to assassins.



Page 87
..making extensive use of jump packs and land speeders to descend on their foes from unexpected angles. The Librarian can manifest great wings of psychic power with which to bear him aloft.
Warp based flight, like a jump pack.



Page 88
...the Raptors stationed in the Jericho Reach have developed a number of combat sights for use with their weapons, incorporating various aspects of standard Imperial sights but enhanced and improved by the skills of the Chapter’s Tech-Marines. A Raptors Battle-Brother may begin play with a Combat Sight specially developed for his own needs, one he will have trained with and adjusted to his own unique abilities.
the following scopes are basically 'standard Imperial sights' although who uses them is up for
debate. Probably Astartes, but it doesnt rule out othre factions.



Page 88
Laser Tracer: The sight projects an invisible laser targeter which can only be seen by special filters (built into the lenses of the Space Marine’s helmet).
Basically the red dot laser sight with an invisible beam.


Page 88
Long Range Imaging: More sophisticated than a simple telescopic sight, the Imager brings all targets into stark relief even at long ranges.
Alot better than a regular scope. Something like a mon-sight perhaps.



Page 88
Focal Targeter: The sight aids the firer in picking out the weak points on his opponents armour, focusing on joints and seals and guiding the aim to the most vital points.
Quite distinct with its ability to pick out weak spots.

Page 88
Shadow Light: Darkness and optical cloaks are no protection against the attacks from a weapon bearing this combat sight as it pierces the illusion of light and dark to find its prey.
Night vision scope basically.



Page 88
Audible Trigger: Connected to the Battle-Brother’s personal vox, the sight speaks to him and alerts him to targets. Because the sight uses a powerful auspex to discern targets not visible to the Battle-Brother, such as those behind walls or obscured completely by smoke or fog, the Battle-Brother may actually fire at targets he cannot see.


Sensor-operated/guided scope. No other direct equivalent but impressively advanced.


Page 89
The Mythos Angelica Mortis says these Space Marines were dispatched to the “Outer Darkness…"
..
What this text does not reveal is who dispatched this “Carcharodon Astra,” what Founding this Chapter may hail from, or even whom their predecessors are or where their gene-seed originates from.
Basically they were dispatched to terrorize and fuck with potential enemies preemptively, but other than that nothing is known about them. Yet again we have a chapter whose origins is unknown, whose activities operate beyond the knowledge and control of the Imperium proper, and so on. It is interesting to note their origins seem to date back to M32-33, which is one of the older 'unknown' Chapters.. and their actions may have a hand with one of the greater figures at work in the Imperium at that time (or just after). I'd bet a Primarch myself.

In alot of ways they resemble the 'hit and run from nowhere' style of the Legion of the Damned. only less ghostly.


Page 90
Testing his considerable skills as a ship handler, he attempted planetfall aboard the Venger.

The ship did not reach the ground easily, and only through the considerable skills of Horothis and his master helmsman Orgef Keel did the Venger survive at all.
..
All Horothis could do was send out an astropathic plea for deliverance and use the ship’s batteries in an attempt to keep the pirates at bay.
Using ship guns of some kind (presumably weapons batteries?) to fend off pirate attack on planet.



Page 91
When the fastest Scourges were no more than a hundred metres from the Space Marine lines, the Emperor’s chosen sprung their trap. The gloomy surface of Loth knew light for the first time in aeons as searing lance beams split the clouds. In an incredible display of precision targeting, they scoured the ground around the Venger and the Space Marines to boiling lava, incinerating the Eldar to ash.
Precision (presumably orbital) lance bombardment. We dont know how many Eldar involved, or how many lance shots, or the area boiled/melted (they're at least 100 metres away from the Space Marines and the ship is probably more than a kilometre long itself) but it's probably at least GJ range if not TJ total (cremation would require high MJ/low GJ for a single person to cremate, and even if they melted only a 10 m wide strip around a 1.1 km center area to a 10 cm depth it would still require at least a couple TJ total to melt.) The fact the ship and crew were untouched while they decimated the Eldar troops completely (and without warning) is actually the more impressive bit.



Page 91
The Nomad-Predation pattern evolved in use by Space Marine Chapters and certain Rogue Trader fleets operating beyond the Imperium’s boundaries for extended periods of time. It refers to an entirely self-contained force that can sustain itself without any Imperial support whatsoever. A Nomad-Predation fleet may contain as many support vessels as true warships, or it may contain voidships capable of both combat and maintenance/repairs. This second possibility may be more likely in the case of the Carcharodons; given the bellicose Chapter’s propensity for combat, it seems unlikely they would tolerate vessels in their fleet’s ranks that could not hold their own on the battle line.

A Nomad-Predation fleet voyages endlessly, pausing only to identify and engage its foes. It must choose its targets carefully, selecting those within its means to destroy without threatening the fleet’s viability as a fighting force. Once it selects the appropriate victims, it can descend upon them quickly and savagely, engaging and destroying potential threats or launching spoiling attacks against foes too large to attack in force. The fleet obtains resources from the vanquished foe before vanishing, safe from any potential retaliation.
Nomad/Predation fleets described, as a self contained, independent 'hunt/kill' force for certain Imperium agencies. The Navy probably could do it, although they'd need alot more restructuring (since they tend to be far more defensive and operate within proximity to or within the Imperium.) It's notable that this reflects perhaps one fo those ways the Imperium maintains an aspect of its 'Great Crusade' approach to warfare. The fact that Astartes and Rogue Traders commonly use that is a strong indicator this is likely so.



Page 92
..the Nicor was a relic of ancient heritage. Deck plans identified its make as a heavily modified Charibdys class grand cruiser..
...
The Nicor is slightly smaller than the traditional battle barges of more conventional Space Marine Chapters, but if the records are to be believed, the ship is both swift and lethal. Its armour is comparable to a battle barge but the ship sports far stronger void shields, rivalling those of an Imperial Navy battleship. The ship packs a solid long-range macrobattery broadside, with a forward array of torpedo tubes able to launch conventional plasma torpedoes or the boarding torpedoes favoured by many Space Marines in naval actions.
Armament and stats of the Nicor, a Carcharodons ship. If battle barges are 'slightly smaller* this would mean they're usually larger than 7 km. Maybe 8 km or so.. given that some other DH sources listed one battleship class as 10 km long (one of the bigger ones, I think.)



Page 92
In place of the more common bombardment cannons, the archivist-savants found the Nicor appeared to be armed with an unorthodox weapon-system known as a “plasma destructor.”
...
..such a weapon, though short-ranged, could exceed the sheer destructive power of a bombardment cannon’s magma-bombs.
If we go by the Exeuction Hour style Bombardment cannons (nearly a quarter of the speed of light) and figure that with typical bombardment shell masses (like from Fallen Angels.. 5x the mass of a macro cannon shell, which means hundreds or thousands of tons) and that the magam bomb payload corresponds to the energy put into hurling it at the target.. we'd probably get something in the e20-e21 joule range at least. More if it involves multiple shells (a salvo rather than a single bombardment cannon magma bomb)



Page 92
..the Nicor’s plans indicated the ship traded traditional Thunderhawk hangar space for a vast array of mass teleporter systems. If the blueprints of these archeotech devices are accurate, these teleporters would not only be able to teleport whole battle companies at once, they could do so with a degree of accuracy almost unheard of
Company-scale simultaneous transports (at least of Marines) seems unusual. This is interesting given the implied scale of 'teleport assaults' starships would make in BFG but.. meh. By nowadays the only people who really (reliably) have teleporters are Space MAreins, and they're special snowflakes and shit.



Page 92
Such a ship,if it still sails under their command, could easily prove a match for the heaviest space fortifications the Imperium has to offer.
Meaning something like a Ramilies Star fort, or somethiung like the one from Dark Creed.



Page 92
The ship itself is the rough size and make of a frigate, similar in design to the Imperial Sword class. It does contain powerful, even oversized, plasma drives capable of propelling it at impressive speeds, and appears to trade some of its weapon batteries for expanded hangar bays capable of holding Thunderhawk gunships. The remaining macrobatteries appear to be a medley of types, ranging from the traditional laser-based weapons found aboard a Sword frigate to archaic macrobeamers and magno-carronades.

Scylior, Carcharodon warship. Shows that even escorts can do a sort of 'battlecruiser' conversion of sorts (oversized engines on a smaller frame) the same way battlecruisers do, and again some modularity in converting between weapons batteries and hangar space. The 'macrobeamers' and 'magno-carronades' are interesting. Not sure what macrobeamers are (aside from shooting giant beams of some kind. Conversion beamer perhaps?) but I suspect a 'magno-carronade' is a magnetically driven projectile launcher of some kind cut down for short range use (trading velocity for shell size, like a RL carronade did.)



Page 93
The few ships observed to be serving the Carcharodons were wildly different in design and even the era of their construction, indicating the Chapter likely makes use of whatever vessels it can find, and performs extensive modifications and repairs in order to keep them sailing as long as possible.

This carries over into the individual Battle-Brothers as well. Those Carcharodons who have been seen often sport arms of ancient providence. They are far more likely to carry weapons such as the ancient Phobos R/017 pattern boltgun or the Mark V “Heresy” pattern power armour from ten thousand years in the Imperium’s past, alongside other weapons and gear that span the entirety of that ten millennium history. Again, it is likely this is a by-product of the Chapter’s enforced self-sufficiency.
Yet again OLDER IS BETTER. :lol:



Page 94
The Battle-Brother spent years serving as part of the crew aboard one of the Carcharodons’ starships. Unlike many of his brethren, he grew accustomed to fighting his battles across tens of thousands of kilometers of hard vacuum, rather than face to face.
Implied distance of space battles, at least for Space Marine ships (or these particular Marines)


Page 96
These bone talismans are covered with intricately detailed line-work carvings, to the point where the original shape of the bone is lost and the entire surface is a maze of ink-work.
..
At least some of the Battle-Brothers are known to carve their own to celebrate accomplishments..
So at least some of the Carcharodons might be artistic.


Page 98
It is generally held that there are around a thousand Chapters of the Adeptus Astartes active in the Imperium in the 41st Millennium. The exact number is impossible to determine, for with the galaxy consumed by war, the Imperium’s bureaucracy crumbling to dust, and the nature of Warp travel making the concept of universal time entirely irrelevant, the actual number could be far higher or far lower.
Again 1000 Chapters is an approximatino. Not onyl does it fluctuate over time, but its hard to know for sure due to all the problems that hamper coordination and unity.


Page 100
On rare occasions, a Chapter Master of the Adeptus Astartes may grant a Rogue Trader’s request for a force of Battle-Brothers to accompany him into the unexplored voids beyond the Imperium’s borders.
Seems rare that Rogue Traders ever have any Astartes with them. I suspect its the really really old charters that have any pull in that regard.


Page 102
Turning his potent mind upon the ebb and flow of the Warp, the Librarian distorts time itself. To onlookers, he appears to be moving at many times normal speed and none can parry his impossibly swift blows. To the Librarian, his foes appear to move with tectonic slowness, allowing him easily overcome their defences or avoid their clumsy attacks.
The Quickening, psyker power.



Page 103
These battles came to a head with the boarding of the Chaos Desolator class battleship Symphony of Pain...
...
The Angels Encarmine, however, did not disengage before completing their mission, setting structuralcompression charges keyed to a “dead hand” fuse.
...
With the Symphony of Pain crippled by the compression charges...
Yet another magic kind of explosive I guess. Implosion charges? Some sort of force field/spatial distortion weapon? Who knows.



Page 106
The Angels of Vengeance hold little or no regard for the strategies of other forces, relentlessly pursuing their own battle plans regardless of the schemes others might have set in motion. On numerous occasions, this behaviour has led to a battle being won at the expense of an entire campaign, the Angels of Vengeance caring only that their own immediate objectives are obtained regardless of the wider picture.
Proving that the successor chapters can be bigger dicks than the Dark Angels parent chapter. to be fair its mentioned they have on 'numerous times' achieved a victory due to that singlemindedness (against all odds) but still.



Page 107
The fact that the Dark Angels could bring such influence to bear on the Senatorum Imperialis as to bring about the creation of a new Chapter has not gone unnoticed, and is cause for great concern in some quarters.
The Disciples of Caliban, to be specific. I bet the Inquisition is not happy. They seem dedicated to hunting Cypher and othre Fallen at need.


Page 107
..the Battle-Brother discovers a dormant messenger-meme residing in the sensorium core of his power armour. When opened, the message reveals itself to be a special order from the Inner Circle of the Disciple of Caliban.
Dark Angels successors leaving 'hidden' messages inside powera rmour. Not sure what a 'meme message' is.



Page 108
The Halo Stars extend beyond the Imperium’s outer frontiers for many hundreds of light years,..
Distance between Imperial borders and Halo stars.


Page 109
This august group includes some of the most well-known and celebrated Chapters ever to have fought in Humanity’s name, sharing as they do the genetic inheritance and many of the traditions of the Ultramarines themselves.
..
..the Doom Eagles are overtly maudlin in demeanour, the teachings of their Chapter cult very much focused on death and mourning. Central to the Doom Eagles’ traditions is the notion that each and every Battle-Brother is already dying. Many brethren appear consumed by grief, though as Space Marines they are well able to bear their affliction.

The Doom Eagles suffer their maudlin nature with stoicism and dignity...
Doom eagles. Much less grimdark appraoch than in some of the stuff... the acceptance of death is supposed to be liberating.


Page 110
..while they share the genetic heritage of the Ultramarines, the Fire Angels have no special links to the wider body of Ultramarines Successors.
UNPOSSIBLE. SCIONS OF GUILLIMAN.


Page 110
Though only a few centuries old,
...
The Chapter lacks large numbers of the more specialised war machines and wargear and makes extensive use of Rhino armoured transports as well as the many vehicles based on this venerable pattern.
...

Uncommonly amongst the Adeptus Astartes, the Fire Angels’ Chapter Cult adheres closely to the dictates of the Imperial Creed, sharing many of its teachings and beliefs. As a result, the Chapter has close ties with various bodies within the Ecclesiarchy and has even fought alongside the Battle Sisters of the Adepta Sororitas.
Fire Angels: Space Marines with close ties ot the Fucking Priests and a Cult that believes in the Divinity of Big E. IT's worth noting they're a recently founded Chapter, and don't hav emuch fancy gear, but thi smight be an example of the differences 'newer' chapters have. They likely come from stock that has been more deeply indoctrinated by the Imperial Cult and Adeptus Terra in general, which is likely to change their outlook and traditions compared to the Imperium.

Likewise we know of Chapters who recruit from ostensibly Imperial worlds (rather than worlds directly owned by the Chapterr) and such individuals may have their beliefs/perceptions shaped by the Imperial Cult/alrger Imperium.


Page 111
Another characteristic feature of the Silver Skulls’ character is to be witnessed in their use of various precognitive disciplines. While some would label them overly superstitious, the Silver Skulls believe that by consulting the Emperor’s Tarot, the Chapter’s Librarians—referred to as Prognosticators—seek to decipher the Emperor’s will and commit their strength as best suits his otherwise unknowable scheme.
Sarah Cawkwell's view of the Silver Skulls seems to dominate here :D


Page 112
A Successor of the First Founding Iron Hands Chapter, the Sons of Medusa are a highly unusual case, in that they were not created by way of any conventional means.
...

As the doctrines of the Moirae techno-mystics took hold, some Clan Companies embraced them while others rejected them entirely.
..
..and it was agreed that those Iron Hands who would not renounce their new beliefs should leave the Chapter, and that neither side would ever take up arms against the other.
...
In recognition of the exiles’ service during the Great Cull, the High Lords of Terra formally recognised them as a Chapter of the Adeptus Astartes, and the title “Sons of Medusa” was bestowed upon them. Thus, the Chapter was never Founded as such, marking its origins as virtually unique in the annals of the Adeptus Astartes.
An unsuual example of Chapter formation, supposedly unique. One would imagine it might be more common, given the fluctuating sizes of Astartes Chapters and the fact that a larg e percentage are supposed to be Guilliman descended (which means Codex Worshipping.) So new Chapters splitting off existing ones would be a viable way of resolving the apparent contradiction. Hell it oculd even take a page from the Blood Angels from Swallow's novels and combine marines from different Chapters the same way the Blood Angels took in recruits from their successors.


Page 113
The Fire Hawks are a fleet-based Chapter, though they have in the past ruled over at least two former home worlds. Today however, these worlds are blasted wastes, consumed by the wars of the Age of Imperium.
It would be interesting to learn how the Fire Hawks lost their worlds.



Page 113
When the Age of Apostasy pitched the entire Imperium into an age of civil war and anarchy, most Chapters of the Adeptus Astartes focused on their own missions and refused to take sides. The Space Marines saw any involvement in the countless internecine wars of faith and the absolute, maniacal oppression unleashed upon the worlds of the Imperium by High Lord Vandire as a betrayal of their duties. The vast majority looked tp the security of the regions about their home worlds or continued to prosecute long-standing wars against ancient xenos foes.
Example of both the 'Independence' of Astartes Chapters from the broader Imperium, as well as how they often are responsible for the 'regions' surrounding their own territory. Again I suspect they represent an unnoficial 'tier' of coordination between the Segmentum and Sector.



Page 114
The Astral Claws have direct control over a vast body of locally raised troops, numbering, it is estimated, in the many millions of warriors.
The estimated scale of the Forces Huron had at his disposal that weren't AStartes


Page 114
..the Astral Claws have secretly transgressed one of the core proscriptions of the codex, namely that which restricts the size of a Chapter to around a thousand Battle-Brothers. It is possible that the additional numbers actually relate to potential Successors of the Astral Claws themselves, for ancient records do state that the Chapter has sired at least three others, but without an Inquisitorial investigation, the truth may never be uncovered.
That's an interesting interpreation of Huron's actions. It would also imply that the size of his forces was around 3-4 Chapters worth, or maybe 3-4 thousand. It would also suggest that is the 'danger limit' that will trigger other organizations (EG Inquisition) to keep an eye on (or even take action against) the Chapter if it grows too large or becomes troublesome. Obviously in some cases (EG the Black Templars) it may be tolerated (however reluctantly), but such will liekly put a firm limit on how many 'marines' there are assumingl only a thousand or so Chapters. OF course the Astral Claws of this time are also pompous assholes (Again Huron) so that (eg politics) may have more to do with why they were singled out unlike the Templars.

It's also interesting that the Astral Claws are/were a fleet based chapter, marking this as the second such formation that may have greatly exceeded the Codex Astartes.


Page 114
This has led some to postulate that the Exorcists were created on the order of the Holy Ordos, or perhaps as a result of their counsel. What dark mission could require the founding of an entire Space Marine Chapter is unknown, but certainly, the Exorcists are quite unique in many regards.
The Inquisitors had at least one Chapter founded for their own purposes.


Page 114
The Exorcists adhere in most ways to the precepts of the Codex Astartes, the only notable difference being the fact that they maintain not ten, but twelve companies. Instead of just one Scout Company, the Exorcists maintain three,
I'm not sure that having 3 scout companies is all that severe a divergence from Guilliman's book.


Page 114-115
..the esoteric and arduous selection processes the Neophytes are subjected to. The exact nature of the Chapter’s training and conditioning remains a mystery, but there are some who believe that the Neophytes are deliberately exposed to contact with the foul denizens of the Warp in the hope that they will be made strong by the process, or killed by it.
..
The Exorcists are highly intelligent and rational, and each is steeped in the lore of the daemon and of the Warp. Each is said to know numerous wards and can recite the most powerful of daemon-slaying texts. The teachings of the Chapter’s cult focus heavily on defeating the works of the
daemonic, though it must be said that the Chapter is nowhere near as specialised as the secretive Grey Knights...
..
The Chapter cult is divided into a number of sub-cults known as Orisons. Each serves as a lodge of warrior-mystics within the Chapter, the members of each privy to a particular, specialised branch of daemonic lore. When facing a threat that is the domain of a specific Orison, that group may be gathered together to confront it or to counsel others in doing so.
Considering attrition rates with normal Astartes Chapters, this is a truly horrifing thought. The exact reason given in other earlier fluff (and described here is that the Exorcists basically get subjected to daemonic possession and shit and this either kills them or makes them stronger - not unlike what happened to the old Illuminati in that fluff. It gives them resistance/immunity to Daemons or something.

Part of me wants to think this fluff was recycled from some very early idea of how Grey Knights worked, but where I got that idea I couldn't tell you, or if it has any validity.

It's also rumored the Inquisitors involved in the process were Radicals.


Page 116
..the Fire Lords are known for their utilisation of all manner of incendiary weapons, from hand-held flamer units all the way up to Firestorm bombardment charges delivered from low orbit.
Orbital bombardment incendiaries.



Page 116
Incendiary grenades, flame pistols and even Jokaero digital meltas..
Digital metlas



Page 117
The origins of the Minotaurs Chapter are shrouded in mystery, for the formation at large in the Imperium today appears to bear little resemblance to accounts of its past.
..
..Descriptions of the Minotaurs of old describe a force of berserkers that made war with savage abandon and eschewed all contact with other military forces. The Minotaurs of today have either mastered their former curse, or else they are a different body of warriors entirely...
...
...all data relating to the Minotaurs’ origins and the current status of their gene-seed tithes is sealed by the highest possible authority. The Chapter is highly active in the prosecution of the Emperor’s wars, seemingly deployed according to the highest level pronouncements of the Senatorum Imperialis and rarely if ever answering calls to war from any other authority. Many of the operations in which the Minotaurs have been committed are notable in that they are against other Space Marine forces, often renegades or isolated elements within an otherwise loyal Chapter that refuses to suppress its own.

It appears that the Minotaurs undertake such missions with relish...
The Minotaurs. Yet another example of a Space Marine Chapter with less than total autonomy and strong ties (in some fashion) to the Imperium given their purported close ties ot the High Lords.



Page 117
Created during the so-called “Sentinel” Founding of early M38, the Star Phantoms were one of several Chapters whose mission was to take and hold various xenos-contested regions on the very borders of the Emperor’s domains.
Chapter foundings can be aimed at containing internal threats (EG the Astartes Praeses around the Eye of Terror or the Maelstrom Warders. In this case its against an External, Xenos threat.


Page 118
The cause of these grievous losses is highly restricted data, making it likely that the Chapter has been engaged facing the dread denizens of the Warp, potentially alongside the mighty Grey Knights Chapter.
Not much of a secret if one can speculate on the probable reason from the mere fact it's restricted, is it?


Page 118
This time, the tables were turned, for it was the Space Marines that were under strength, their numbers still returning to full strength following the losses they had sustained during the destruction of Craftworld Idharae.
I vaguely recall that by the modern stuff only one Craftworld was ever destroyed. I wonder if this is uspposed to be it. Or if there is a 'CONFLICT' :D



Page 125
A rare psycho-crystalline lattice is woven throughout the faces of this set of divinatory cards.
...
..its unusual construction allows anyone familiar with their Chapter mysteries to utilise the diviner’s arts.

'their Chapter' being the Silver Skulls. Interesting how magic crystals can enhance anything :P


Pgae 125
Chosen from the finest artificer armour available to the Chapter and then inscribed with sacred wards and catechisms of hatred, the armour offers greater protection than any ordinary suit of power armour could...
..
..such is the protections of its wards that some blows and rounds are simply turned aside or flash to nothing in a blaze of divine power.
The 'faith' of the armours wards and shit (or the wearer's faith) gives it ofrce-field like properties (at least in game terms, he has a force field.)


Page 125
This mighty tower shield stands little over a metre-and-a-half tall, forged of triple-hardened adamantium, and reinforced with a potent force field.
Yet another forcefield-enhanced shield.


Page 126
This set of lightning claws is as old as the Astral Claws Chapter itself, a work of forgotten forge-craft beyond the reach of more recent artisans. The power fields incorporate a unique phase disruption envelope designed to tear apart protective fields, making a mockery of even the most advanced defences. It is told how neither psychic fields, relics of technology, or even the unnatural flesh of daemons can resist the Chimeric Talons.
Shield piercing technologies. Probably similar to the rounds Exitus rifles can use.


Page 127
This artificer armour is patterned along the principles of the Mk. 6 “Corvus” pattern of Astartes power armour, but its masterful craftsmanship sacrifices none of its protection for the mobility characteristic of Corvus amour. A double-bonded ceramite coating provides further defence against heat-based attacks..
Specialty Artificer armour.


Page 127
Captain Diomedes of the Raptors had the finest artificers of his Chapter adapt the jump pack he favoured with an advanced suspensor rig and dispersion jets to assist his manoeuvrability in the jungle warfare he had mastered.
Jump pack utilizing supsensor fields (to presumably offset gravity.)



Page 128
Since their Founding, the Iron Lords have kept an unflinching watch on the Grendl Stars where the alien Barghesi dwell, and have developed many specialised armaments with which to assist their age-old vigil.
Heretical R&D performed once more by Space Marines.



Page 128
The Hawk Lords Chapter has long emphasised aerial superiority and rapid deployment, and all the skill of their artificers has been bent towards these ends for untold centuries. One of their greatest successes was the creation of a pattern of jump packs that could bear a Devastator into battle without costing him the use of his heavier armament.

The artisan responsible died after creating but a few such masterpieces..
More heretical R&D.


Page 129
The Astartes shotgun is commonly thought of as a weapon for the Scout Companies, but the death toll wrought on enemy forces by the veterans who have wielded Linebreaker speak to its effectiveness in other hands. The weapon’s specially crafted, short barrel is reinforced to withstand a unique shot made of super-dense alloys. Even a grain of this ammunition impacts with it the force of a slug from a lesser weapon, allowing for a devastating spread of fire.
Super duper Astartes shotgun. If we assume 'grain' references the unit of measurement pertaining to mass of bullets - unsubstantiated but not unreasonable, and assume a 20-30 gram shotgun load (each gram is worth ~15-16 grains) we get between 300-500 'grains'. If we assume each grain hits with the force of, a .22 bullet (which definitely qualifies as a 'lesser weapon') and assume between 100-200 J, we get between 30 and 100 kj for the load. Obviously if you assume a heavier round, or a more powerful 'lesser weapon' this will change, but even with a super weapon recoil and weapon performance will be limiting factors (unless its firing absurdly heavy ammo or firing hyper-velocity pellets, either of which is debatable)

Another point worth noting is that it may not be the KE that matters so much as momenutm, but I'm not sure I want to try comparing that. It may be that the calc is either taken very broadly as a comparison (EG 'alot more devastating than a .50 BMG round probably'). Alternately, of course, its hyperbole :P


Page 129
Lucian was a legendary hero of the Blood Ravens, who some claim could not channel his prodigious psychic powers through any normal force weapon. He had a special force staff crafted for his use, a weapon which amplified his talents tenfold.
Amplification quality of a 'special' force staff. It's not known however if normal Force rods amplify anything, and to what degree that I recall. Reminds me a bit of Eisenhorn's staff really.



Page 130
Some Battle- Brothers use cut down naval boltguns for such engagements where a full sized weapon would be too large or unwieldy.
Sawed-off boltgun, basically.



PAge 130
The creation of Orphean Keys is one secret the Chapter has kept to itself, granting the advanced tools only to the most senior Techmarines of their Chapter
..

An Orphean Key includes all the functions of a common combi-tool..
..
It can also serve as an auspex and multikey, functioning as a normal example of such tools. Its most impressive function, however, is the advanced cogitator package which allows it to analyse unknown or malfunctioning technology.

Fancy astartes tools.. although very high end for the Praetors of Orpheus (again holding back secrets!)



Page 131
Ran-Thawll’s Gaze is a highly advanced auspex with several unique functionalities..
..
...extends its detection range out to a kilometre without penalty. Furthermore, materials that normally inhibit or block auspex scans do not restrict Ran-Thawll’s Gaze.
Range aside (metres in DH terms I suspect) it reminds mee alot of Terrorsight from the DA novels.


Page 132
There are few implements of war that better meld offensive might with defensive protections than the deft guard of this combat shield. The unique resonance of the protective field steadies the sword-arm or firing grip of the wearer and guides it towards his enemies. The most learned Forge Masters believe the shield’s machine spirit can sense those who have struck blows against it and manipulates this deadly link.
The shield's magic forcefield also apparently provides accuracy/guidance properties equally magical.


Page 133
..The Scyphus Vitae has a unique power field permeable to the blood of foes, which it channels down a deep fuller in the centre of the blade, and from there, to an injector linked to the med-ports of Astartes Power Armour. The weapon thus allows the Red Thirst to be slaked in battle..
Technological version of a magic sword blood/life-stealing properties. Useful for Vampire Astartes.


Page 133
..the Shadow Mantle in action. Its cameleoline-bonded plating renders the wielder nearly invisible, and the inbuilt Hunter-Killer Auspex has claimed the lives of hundreds of Chaos Space Marines by pinpointing the weak points in older or illmaintained power armour.
..
The armour has an inbuilt Auspex, which can be used if it were a weapon’s sight..
High tech Scout Armour.



Page 133
The origin and pattern of this highly advanced signum array is unknown..
..
By virtue of the advanced fire-coordination capabilities granted by the signum, Sulla’s Kill-team was able to slay a heretic army on the fringes of the Hadex Anomaly, though the army numbered in the thousands, and the Kill-team was running short of ammunition.
..
All members of the Kill-Team.... ...in support range of the bearer count as having signum links thanks to its advanced tac-net.
High-end signum.



Page 136
The flat head of this power-maul is lined with a miniature grav-plate, similar to those that line the decks of great voidships. Upon striking a foe, the grav-plate activates for a brief instant, multiplying the hammer’s impact many times over by increasing its descending weight.
Fancy ass Astartes scale power maul with some sort of fancy gravtech amplification handwaving.


Page 139
Many initiates come from feudal or feral lands, who know nothing of the Imperium and the greater universe, so it is through their indoctrination into the Chapter that everything they know of the galaxy is taught.
Another aspect of their independence, I think.


Page 141
..a Storm Wardens’ Strike Cruiser arrived on the scene to render aid. Without a word, hundreds of Storm Wardens descended on the battlefield..
Battle barge carrying 'hundreds' of Astartes.


Page 144
..worlds deep in the Jericho Reach reported attacks by an unknown enemy. This mysterious foe seemed to appear out of thin air and was able to overcome defences with ease.The Imperial Navy began hunting for the enemy but was unsuccessful in locating any trace. All the while, attacks on out of the way worlds increased. The attacks were not random, and a pattern quickly emerged to Adeptus Mechanicus Logic Engines. All the worlds were once believed to be part of the same xenos empire that the Tablet of Irrigall came from..
AdMech 'logic engines' can collate data from across an entire sector, suggesting the approximate scale of information coordination/collection - at least for the AdMech (contrasted with the 'Adminsitratum knows fuck all, especially at the segmentum level and higher')
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Decided to start with Achilus assault. This is the second-to-last update for Deathwatch I'll be doing for the immediate future


Part 1

Page 7
As indicated in the holopicts, the upper portion of the object is a shape that approximates a crescent. This crescent has a diameter estimated at greater than fifteen kilometres.


Diameter of Jericho Reach gate.



Page 8
Additional efforts to collect data about the artefact were rendered moot as the sensors recordings were inconsistent or incomprehensible. Sensors alternately suggested signs of life or its absence, gravitic fluctuations, tachyon emissions, and the abrupt conversion of energy to matter— something only seen in the rare effects of a teleportarium in operation, but on a much grander scale.
Readings of the gate after a shuttle is transported away. The interesting thing is the nature of thngs that the sensors can detect both gravitic fluctuations and tachyon emissions. Given that this is the warp gate this has some interesting implications for 40K sensors (they can at least passively detect tachyons, and they may be able to detect/use them in other ways.. some measure of FTL comms or sensors. Necrons probably can....) Given the nature of tachyons (Re: time and space) it isn't too surprising that they may be tied to the warp. Indeed such has been hinted at before in the old EoT website newsletters:



Page 8
Time-Space Distortions Detected

The Waywatcher, a small Imperial scout fleet passing through the Setvan system, noted elevated levels of tachyon emissions in a number of locations they visited. Probes were being prepared to be sent out to investigate the anomalous readings..
Also warp gates seem to involve some measure of matter/energy conversion, which suggests some interesting things about them as weapons.



Page 8
As the vessel’s Astropath was compromised, the crew were unable to compile any reports on psychic comm unications or disturbances beyond the initial event which incapacitated her.
Then again maybe tachyons aren't strictly tied to the warp :P They might permit for the existance of them though.


Page 8
Unless this object is deemed sacrosanct, the Arcadius Dynasty lays claim to it.
How typically Arcadius.



Page 9
Calculations were modified based upon the energy flows, unusual size, gravitic attractions, solar winds, and additional factors. These preliminary data suggest that at a minimum the kinetic energy present in twenty-three direct impact blasts from a Jovian Pattern Nova Cannon would be required. As the artefact seems to possess a rudimentary self-repair system, these impacts would need to occur in rapid succession. Achieving this degree of precision and near simultaneous detonations would require a signifi cant portion of the fleet’s resources.
Durability of the Reach gate. 'direct hits' aren't unheard of and it is a relatively stable structure, but it isn't clear whether the KE of the impact or they are referring to contact detonations of the warheads, or perhaps even both, since they mention blasts and detonations, but if its already in contact its going to be transferring KE. Both components seem to have KE therefore.

Also, Calixis' battlefleet seems to have at least 23 vessels with nova cannon, and they represent a 'significant' portion of the fleet's resources (but not the totality, and perhaps not even the majority.) Since its nova cannon we're talking cruiser and higher, and its probably not even the majority (most cruisers don't have nova cannon, after all.)



Page 9
The artefact causes instability in subatomic motions, likely due to interaction with the Immaterium. There is a possibility, albeit a slight one that its destruction could trigger potent Warp storms for an extended period. There is also the possibility that this might yield a tear in the fabric of reality, enlarging a portal to the Immaterium. Extensive probability modelling suggests that this is an unlikely consequence, but the possibilities are suffi ciently high that the risk must be considered.
Dangers of damaging/destroying warp gates.



Page 9
....it is our conclusion that it may be possible to tune this device to access additional portals aside from the one known terminus. We further speculate that this may require the assistance of members of the Navis Nobilite and are prepared to recruit them as protocols dictate.
...
...each large glyph is composed of a series of smaller glyphs. Each of these smaller designs is in turn constructed of yet smaller designs. Manual examination suggests that these patterns extend to the microscopic level.
...
These variations in pattern suggest that if the patterns could be manipulated, they might trigger the gateways to interact with alternative devices. Though no alternative devices have, as of yet, been identified, the device’s intricate nature suggests that fail–safes may already be in place to prevent the device from being tuned to an unsafe location. We would like permission to recruit a Navigator who would assist us in attempting to re–tune this artefact other possible Gateway termini, as we believe this might be a key step in identifying the entities which created the artefact.
The gate could be 'programmed' to reach different locations, not unlike a stargate (hah 'homage' :P)

I also suspect this may be a hint at it being Necron, as it does sound a great deal like a Dolmen gate. Of ocures the Impeirum knows about them, which kind of argues against this.



Page 10
The fl eet’s transit mechanism is unknown at this time. Neither the fl eet’s sensors nor any of the navigators sensed a Warp transition of the magnitude required for these vessels to enter the system.


Page 12
..its violent beginnings over forty years ago.
...
...the Crusade has consumed millions of lives and measureless amounts of material drawn from hundreds of worlds.
Scope of the Achilus Crusade and the source of those resources. That's alot of men, resources and shit over a scope of decades, and this is hardly the biggest or most devastating conflic thte Imperium faces.



Page 12
At any one moment there are scores, if not hundreds or even thousands of Crusades being waged by the Imperium across the length and breadth of the galaxy. Each one is waged for a variety of reasons...
Reasons given include reclaiming lost territory (or gaining new from someone else), eliminating threats of various types (Xenos, Chaos, etc.), and so on.

Again this gives you a rough idea of the 'offensive' aspect of the Imperium - when it goes to war. Relatively speaking it sounds like it is less offensively than defensively minded (we know there are thousands of battles fought at any given moment too) but its not exactly that trivial in contrast. And of course, the number of crusades is still outstripped by the sheer amount of territory NOT at war (probably.) Even if there were several thousand Crusades, and they were all of the same effort as the Jericho Reach one (which involves ~3 sectors) we're probably talking a drop in the bucket (6,000 out of 10K sectors.. that's alot of territory but its still not the whole of the Imperium. Hell for that matter the Jericho Reach battle is not exactly destroying the sector. Of course this isn't saying much given the usual standard of living but stiill..)

In any case it again drives home the fact that 'galaxy at war' is more a psychological thing for the Imperium than an actual thing - that oft mentioned 'siege mentality' that helps the High Lords keep control and keep the Imperium (relatively) focused.



Page 13
It is beset from within by the rivalry of its commanders, the machinations of organisations like the Inquisition and the Ecclesiarchy, and its own ponderous communication networks.
..
...it is often only by virtue of the vast numbers of men and materiel involved in the Crusade that losses to error, miscommunication or pure simple stupidity are not taken as seriously as they might be.
...

...while the direct control of the Crusade rests in the hands of Lord Militant Tetrarchus, the true command of its day to day mission falls under the auspice of the Salient commanders and often their own agendas. In fact Tetrarchus’ major function seems to have largely become to hold the Crusade together and ensure it has the men and materiel to continue its advance...
...

...reduced to a ponderous Imperial conflict which exists simply so that it might go on existing.
Politics, again the strongest force in the Imperium for good or ill. They also mention that the usual paranoia and witchhunts (sometimes literally) for threats and traitors can cost lives or materiel, but largely its inefficiencies and politics that hamper the war effort. It's actually a good example of the downsides to the way the Imperium does things and the flaws in that approach (rather than lol bayonet charge!)

It's even more interesting when you throw in quotes from other sources, like from Blood of Martyrs where the Ecclesiarchy secretly skims resources and men from the Margin Crusade (which is secretly diverted to the Jericho Reach endeavour) for their own ends. It seems that a good many organizations turn around and use the war effort for goals other than what it was originally intended for. And without a central, charasmastic figure, there is no drive to push onwards. It's a pattern that has been seen before (Sabbat Worlds crusade, or hell, the Great Crusade.)



Page 14
For almost twenty years the scribes and adepts of the Administratum gathered and compiled information on the Jericho Reach and the gate...
...
..as dictated by millennia old protocol, and only after a process of careful study and consideration, the Praefect Maximus of the Adeptus Terra had his audience with the High Lords of Terra...
...
..many of the High Lords had long known of the existence of the gate, as they were aware of thousands of other discoveries, anomalies, and occurrences all across the Imperium. Some had even considered acting sooner on this tempting find, however as always a million other matters contested for their time.
And they act. At last. 20 years to compile data on the region before they decide to report and act. (The reporting is metnioned to have taken 40 days itself. lol) and the competing details and general press of information made it a relatively minor concern (not unlike, say, Taros.) It's an interesting glimpse to show just how and why 'ponderous' can enter into how the Imperium does things - politics and protocol can slow things down (despite what others may want to do), and other matters may crop up at the 'galactic' level (hard to car about one sector amongst thousands) and the bureacracy must have its say... and so on.

Contrast this with how invasions are handled at the local level and spread outwards. Again this reflects the more 'defensively' minded Imperium, and the flaws therein (slower on the offense than on the defense, really.) It also shows why things like Inquisitors, Rogue Traders, etc. have a place, since they represent potentially vital ways around the morass, at least in a limited scale.

Apparently for a crusade (or at least a large one like this Crusade) approval by the High Lords was needed. Although we know of smaller 'unofficial' ones (like the ones in Eisenhorn to reclaim the Ohpidian subsector, or the Damocles gulf invasion. Those tend to involve proportionately smaller numbers - mere hundreds of thousands of troops vs billions.)

Also apparently the High Lords are aware of the tau, and fear the tau using the gate to launch an attack on the far side of the Imperium as badly as they do the Tyranids. :lol:

Selection of the crusade's leader lead to yet more politics, where connections and reputation (who you know, who knew about you, and how you were regarded) dictated who would lead. Again charisma and politics dictate the leaders. Which can be good (if its a Macharius or a Slaydo) or bad (most of the leaders of Imperial armour wars or Dravere.) Alot of it in fact does remind me of what was described in the SWC book pertaining to Slaydo's crusade for the Sabbat Worlds.



Page 15
It was to take several years to gather the needed men and resources for the Crusade...


Which is still far faster than the decision making process to have a war was...



PAge 15
...troops and commanders from nearly every arm of the Imperial war machine and coming from scores of worlds and several sectors, sometimes with bitter rivalries. Literally legions of diplomats and liaison officers worked ceaselessly to ensure that those commanders and units with grudges remained in different warzones.
...
..the Deathwatch, Inquisition, and Ministorum. Loosely under his command, each of these Imperial organisations had their own agendas and ideas as to the role they would play.
More politics and how they can affect war efforts. I thought the need to pacify and accomodate the disparate forces from all those different worlds was an interesting (and not trivial) point since it can affect their ability to coordinate and bond. We also get a mention of the organizations whose support is valuable but who are beyond their direct control. The Mechanicum and Astartes in general also apply, of course. This is a bit worse since they can be a problem (Astartes may choose to go about a war their own way, Inquisitors can have their own agendas, etc.) For example the Ecclesiarchy made demands about authority over the Crusade.

Also, we get mention of mulitple sectors and scores of worlds, again giving the scope of the forces being amassed, and perhaps explaining why it may take several years.



Page 16
Achilus expressly forbade excessive planetary bombardment as the mines were too valuable, and so it fell to the Imperial Guard to root the enemy out themselves.
Another case where politics overides practicality, and thus the need to use ground troops.



Page 16
...the simple farmers and peasants of that green world...
...
..in a few short years much of the world’s forests and farmland had been stripped bare, replaced with hive-like munitorums and factories or mustering grounds for troops.
...
..they harvested the world’s untapped mineral riches.
...
..the Mechanicus performed an incredible feat of engineering as they built a shipyard from space hulks and second line vessels.
A habitable (earthlike?) world converted into a fortress world, crusade headquarters, and industrial zone all in one, within a few years. Four or so other planets suffer a similar fate and they all become the Iron Collar. two other worlds serve roles (t least providing resources if not industry)z`

The shipyard in particular is interesting, as it demonstrates a certain measure of flexibility in the way the Imperium can go about building these things (EG they could make a shipyard anywhere if they needed to.) To be fair it may not be able to build shit, but it certainly can repair or refit ships, at the very least.

The main reasons for taking and creating such extensive industry has been explained elsehwere in the Deathwatch books: basically the Crusade needs to be self-sustaining at some point, drawing the resources to prosecute it from within the sector - the sectors supporting it would not do so forever, and we saw something like this in the Ghosts novels too.



Page 16
In one of the first great treacheries of the Crusade, the people of Spite turned on the Crusaders after welcoming them into their cities under banners of treaty.
...

..the emissaries of the Crusade were cut down in a brutal ambush while all across the landing zones Imperial Guard regiments found themselves suddenly under attack. The rebels of Spite (and their Tau masters) however had badly underestimated...
The deathwatch show up and kick ass and the ambush basically fails. While its tempting to point and laugh at the tau for being dishonest shitheads, several things prevent that. For one thing I doubt the Imperium would have held back from doing it to the tau. Secondly, it actually makes a bit of sense. The Tau have to know what the Imperium's presence here means, and what it means for their own agendas. Unless they intend to surrender or retreat, this would have been an ideal time to cut the Imperium's advance off at the knees (since it hasn't even gotten entrenched yet.) And while it hurts the tau diplomatically (Because it is a sneaky and underhanded trick and shows they can't be trusted to others) it is also a variation on their tau doctines (Kauyon, patient hunter) - in this case luring their enemies in under false pretenses.

Besides, anything can be justified under the Greater Good. :lol:

Page 16
..the key worlds of Karlack, Calisi, Alphos, Hethgard, Pyrathas, and Spite, Achilus had in the space of less than fi ve years secured..
The Iron Collar. military and industrial bastion of the Crusade.



Page 16
Achilus hoped that with overwhelming numbers and by striking all four worlds simultaneously he would triumph over any Tau defenders or Tau sympathisers...
...
..the worlds they aimed to assault existed outside the Tau military cordon, and the Velk’Han Sept Fire Caste had already decided to pull back from the advancing Imperials. In their wake, the Tau left behind stealth teams with the dual purposes of confounding the enemy as well as gathering data on his strength and tactics.
...
This was of course according to the plans of the Water Caste, who in the days before the invasion had cautioned patience in their human allies and a promise that the Tau would return to take their world into the fold of the empire.
This is probably a valid excuse for the tau tendency to withdraw rather than confront directly. Odds are these worlds were recently acquired, so they hadn't had time to fully assimilate or entrench, and thus retreat was easier and less troublesome than defending would be (and they don't lose anything important in the short term.) At the same time they clearly intend to hold at some point, so they're not perpetually falling back. Meanwhile the Imperium's assault wastes its time and effort in taking worlds the tau really do not want, which sort of blunts that initial assault, as well as giving the infiltrtaion and sabotage teams an opportunity to work. They only made one 'stand' and that was more of a test.



Page 17
Using auspex bafflers and echo-sentries scattered along the edges of the system, the Tau Tal’Sha Cadre was able to move its fl eet in behind the Imperial assault forces undetected. As the Crusaders unloaded their vessels from low orbit the Tau attacked, targeting the vulnerable transport ships and strafing the drops as they fell into orbit. In the opening hours of the attack, thousands of guardsmen and millions of tonnes of materiel were lost before they even touched the ground, vaporised or incinerated in their grav-harnesses and cargo cradles.
Do the tau have no inherent stealth systems of their own? How exactly do they intend to get close enough to open fire if their stealth measures are at the edge of the system? IT seems a bit amazing that they'd just be able to sneak up right into low orbit with noone detecting them.

In any case the Tau blindside the Imperium and inflict losses. Millions of tons of material here and thousands of troops.



Page 17
...the Tau Tal’Sha Cadre pulled back toward the Black Reef. The Tau forces disengaged smoothly and abandoned the world in the space of mere hours...
...
This was a kind of warfare that at first baffled the Crusaders, and they could not understand how the Tau could so easily give ground or abandon whole worlds. It was, however, the Tau tactical and strategic flexibility which would make them so dangerous. Veteran commanders quickly learned that Tau retreats were usually only preludes to counter-attacks, often made once the Imperium had advanced and over-extended its lines.
speed of the retreat of tau forces, and again a commentary on their tactics and flexibility. To be fair to the Imperium, these are soldiers from the opposite side of the galaxy and its doubtful they've even heard of the tau much less fought them. And apparently the tau aren't as flexible as they think, if the Imperium learns to predict their tactics to some degree.

I should also note that the tau tactics, as I've mentioned before, largely work because they have a solid, safe base of operations to strike from - there is nothing on those planets that forces them to commit or hold, so they're free to engage in the sort of mobility they like. Holding one of their sept worlds (or the key world of an ally) might not be teh same.



Page 17
Many commanders urged Achilus to press the Tau...
...
..at the time the Tau were still reacting to the arrival of the Crusade and their forces were scattered across the sector (many committed to holding off Stigmartus attacks from those worlds facing the Hadex Anomaly). Thus a decisive and aggressive thrust through their lines might have been successful....
...
Achilus however was mindful of not overextending supply lines and leaving vulnerable worlds in his wake, and so he gave the order to hold, reorganise, and fortify.
Again, caution and luck prove to be the Tau's best ally in war. Again to be fair to the Imperials, they can't know about the tau, else they might have actually pushed ahead knowing differently. And the tau gambled here clearly (although if they are over-extended, there's not really much they can do, is there?) Hell, they may have evne anticipated the Imperium doing this. Hindsight, 20/20 and all that..

Still.. it brings back memories of Taros and hwo caution proved to be detrimental ot the Imperium there.



PAge 18
He had also begun to recruit men from further and further a field, taking regiments from worlds throughout the Calixis, Scarus and Ixaniad Sectors.
...
The true boon for Tetrarchus came when the Margin Crusade was lost within the Halo Stars and he was able to acquire men and materiel earmarked for its resupply and support.
At least 3 or so sectors contributing to Jericho Reach. What's interesting is that they ended up sucking up the resources of the Margin crusade after that failed, and that was hardly a trivial venture either (as we note from Blood of Martyrs.)



Page 19
Advancing further and faster than any of other Salient, Curas was able to capture and control dozens of worlds along the sector’s rimward edge.
...
...making contact with Castobel many years earlier. A loyal Imperial hive world which had somehow endured the Age of Shadow and the millennia cut off from the Imperium, it proved to be a great prize for the Crusade and was to become a lynchpin for its operations within the region. In return, the citizens of Castobel rejoiced at the return of the God-Emperor’s armies and eagerly offered up regiments of men and millions of tonnes of materiel and munitions to aid their cause.
Adding a hive world's industry and (regiments and millions of tonnes) of mateiral and munitions to one salient. At least before the 'Nids arrived.



Page 19
Named Hive Fleet Dagon by the Imperium and believed to be a tendril of Hive Fleet Behemoth...
...
...in a few short years laid siege to and devoured dozens of worlds. Alarmingly they also began to appear in random worlds along the Canis Salient and even on isolated worlds through the Reach...
And the Tyranids appear in proverbial 'bull in a china shop' fashion. As if the Imperium's facing of the tau and chaos weren't bad enough, although both the latter have to worry abou tthe 'nids as well. As well as each other. Gotta love a four way conflict.

The interesting thing is how the Imperium is holding the 'nids' off at all. Even if only 2 dozen worlds are sucked up (thats one world per month!) unless most of them had utterly tiny biomass contributions (which is doubtful - why would the Tyranids waste time attacking them otherwise?) Given an average biomass somethere around e15-e16 kg (Earth as sample we're talking contless trillions of tons worth of mass added - hundreds of starships and many trillions more troops potentially. Even allowing for scores of enemy worlds to conquer (and 3 separate enemies) thats a huge amount of military might to be chucking around.



Page 21
...even though Achilus was a man of power and influence, even he should have had a long struggle to win the hearts and minds of three sectors as well as the favour of the High Lords of Terra to mandate his claim to lead the Crusade. Typically such a political viper’s nest could take years to resolve as families and military commanders circled and skirmished to gain the power to make a petition to the High Lords. In the case of Tiber Achilus it took only months.
More politicking and jockeying influencing the military process and generally muddying the waters, taking 'months' even at its speediest to resolve (and that unusual.) Power is everything in the Imperium, and it takes a singular individual to hold together and balance the various organizations and elements of any combined military venture (Mechanicus, Administratum/Munitorum, Guard and Navy, Ecclesiarchy, Astartes, etc.)

Note as well that we're talking about resources and caniddates from 3 sectors involved in the Crusade (SCarus, Calixis, and Ixianid.)

Even more they spend a great deal of time building him up as a prophetic figure, not unlike Slaydo was in events leading up to his crusades and his death at Balhaut. Although in Achilus' case there is Eldar involvement hinted (xenos ships at his birth, him being spared by a pathfinder who supposedly recognized him, etc.)



Page 22
..during a routine voyage from Alphos to Karlack...
...
Achilus and his vessel were lost on a trip that should have taken days at most and in a Warp route as established and stable as any within the sector. Stranger still is that of the twelve vessels within his fl eet that day only the Wrath was lost..
going by the DW core rules map for Jericho REeach, we're maybe talking 15-20 LY. I'd guess at least 10 LY. assuming 'days' talks about ~3 days, were talking no less than ~1200c. At a week we're talking 500-600c absolute minimum. If the trip more (usually) takes around 5-6 hours and has 15 light years we could have around 25-30,000c. It does suggest 'routine' trips between nearby worlds is not normally 'days' - at least not for warships.

Also 12 ships just in the Warmaster's fleet :P I'd expect theres at least several times that many. Also note that Achilus' loss in the warp was also treated as an oddity (not unlike the loss of Slaydo, once again - they mention Eldar involvement just prior to his loss - once again.)



Page 23
..the Children of Achilus work in subtle ways to undermine the strength of Tetrarchus within the sector, fouling up logistics, slowing down troop transfers and even passing on false or fl awed intelligence to make the new Lord Militant look a fool or incompetent.
More politics to screw up the prosecution of the war.


Page 24
..pushing forward against multiple foes on scores of worlds across a front line measured in light years.
Scale of the Achilus Crusade in current times.



page 24
...each division of the Crusade’s forces represented within the Jericho Reach has its own chain of command and localised leadership, which then form an intricate web of alliance, obligation and favour to other organisations..


..
...each organisation within the Crusade operates independently of the others, following its own agendas and commanders, making the Crusade seem at times more like a grand alliance than the will of single galaxy spanning empire.
As if things couldn't get more complicated.. Again politics.



Page 25
..the Arbites maintain numerous precinct-fortresses and several vessels within the sector..
The arbites are already getting involved in Jericho.



Page 25
...the expeditionary and fighting arms of the Ministorum, millions of pious men and women as well as several missions of elite Adepta Sororitas. Utterly loyal to their cardinal, they act independently of the Imperial Guard and Imperial Navy (the Ministorum maintains several of its own vessels) and therefore largely outside the control of the Lord Militant.
I wonder if those are Frateris Militia, or something like it. Some cynical part of me wonders if some of these troops were sidelined from the Margin crusade for their own purposes.

Also note having their own ships once again. I'd guess 2-3 missions of no mor than 200 each.. probably less than that.. maybe 100-200 sisters tops?



Page 26
...as long as his legers balance and everything and everyone can be accounted for and neatly catalogued away.
They're obssesive about detail, but cumbersome because of it.



Page 26
Without them, the ships of the Battlefleets and the tanks of the Imperial Guard could not be maintained, nor would the billions of tons of new weapons and munitions continue to flow into the sector each month.
Scope of the logistics and supplies flowing into the Crusade on a monthly basis. And that's just for the armaments side of things. replacement vehicles and other equipment probably is at least as extensive, if not moreso. Near as I can gather on the web (I can't find a single source so no links) we're talking around half a kilo to a kilo of food per day, and several kilos of water. We know there are several billion troopers in the Crusade. Thats at least a billion kilos of food, and possibly several billion kilos of food and water a day. Minimum. Over a year that easily translates into a billion or more tonnes of food for the main line troops, nevrmind the support and nonmilitary portions.



Page 26
...he directs the Mechanicus’ military formations, as well as its connection to vital Forge worlds..
...
This gives him considerable power as he can choose what kind and in what amount certain weapons and munitions are made available, even favouring certain Salients and their commanders by choosing weapons suited to their purposes.
...
..he is interested in increasing the Mechanicus’ foothold within the sector and laying claim to key worlds...
...
..he plays the high command off against each other to further his cause..
Rough summary of AdMech operations in the SEctor. In even shorter summary: They act like dicks.



Page 26
...the Jericho Reach Adeptus Titanicus Legio Venator (operating three Battle Maniples and two Scout Maniples)...
Titan forces in Jericho Reach. I dont know how many constitute a 'maniple', but I'd guess dozens - scores of titans, at the very least.


Page 27
several dozen Chapters fi nally came to contribute forces to the Crusade.
AStartes components, although exact breakdown isnt known. Probably more than a few hundred, given thats whats usually given to small conflicts (Taros or Damocles Gulf)



Page 28
...consider the numbers of Imperial Guardsmen serving in regiments assigned to the Crusade’s combat arms, bearing in mind that these represent less than twenty percent of the total commitment, the remainder serving in combat support, internal security, occupation, reserve, lines of communication and rear echelon roles.

At the outset of the Crusade, approximately one billion Guardsmen were assigned to front line combat duties. Within one year of the launch of the Crusade over fifty percent of these had sustained injuries that took them out of the front lines for more than a week, while an estimated twenty two percent fell in combat in the first year.
...
...the enemy presence around the Hadex Anomaly was discovered, an estimated four billion Imperial Guardsmen were deployed in operational front line service—and remember, these represented but one fi fth of total manpower deployed to the Reach.

By my best estimates, something in the region of six billion front line Imperial Guardsmen are now deployed to the Jericho Reach...
..
...the Orpheus Salient will soon have to be reinforced significantly, by redeploying units from the Acheros Salient, re-tasking second line formations, or by the deployment of yet more forces drawn from beyond the [[[DELETED]]].
The crusade launched with one billion guardsmen, and that was only front line (and 1/5th the total numbers, so it was acutally 5 billion.) Which marks it as being larger than even the Sabbat Worlds crusade. That means each of the three sectors contributed several billion troops on its own - just for the initial thrusts. Assuming this was 10% of the total PDFs we're looking at tens of billions of PDF per sector a hundred million average per world for a 200 world sector. More likely, this represents the 'sector reserve' garrisoning various worlds - probably a part of it as I doubt any Sector Lord owuld deplete his own reserves needlessly.

By the time of the Hadex Anomaly (about a decade into the war) the number had quadrupled - 20 billion troops. 26 years later we're up to 6 billion frontline (30 billion probably all told) and that doesn't include losses. If we factor up the losses over several decades I'm sure the number gets closer to hundreds of billions of guardsmen sent in.

The numbers all told are staggering, and this is just 3 sectors over slightly less than 40 years of conflict. This isn't even a *major* conflict - not like the 13th Black Crusade, or the Tyranids, or probably even third armageddon.

And for even more of a mindfuck, these are just the troops within the Guard. Consider the logistical and noncombatant elements supporting them, which must be many, many times greater. Consider the scope of the naval forces (both warships nad supply elements supporting the guard, those guarding or manning various orbital fortifications and stations, etc.), the Administratum and Munitorum, the AdMech, the Ecclesiarchy.... after all that it wouldn't be surprising for the true scope of forces involved in the Crusade ot be in the high hundreds of billions, and more probably trillions of people all told. Feeding, clothing, and otherwise supporting those forces is.. amazing.



Page 28
While we are wont to think of the Imperial Guard in terms of regiments, for it is at that level that histories are written and battle honours preserved, we are forced to consider the numbers involved in far larger terms. Divisions, armies and even entire army groups are fed into the meat grinder..
Regiments are more of an abstraction or an administrative simplification, and even then they can be forced to think in larger terms a tthe numbers they deal with 'tens or hundreds of thousands of people, rather than mere thousands.)



Page 28
How many lasgun power packs pass through the fortress worlds of the Iron Collar each day simply to keep the six billion Guardsmen firing their weapons? How many shells are expended by the hundreds of thousands of tanks employed in the Crusade’s armies? How many millions of tons of fuel and spare parts are required to keep those and other vehicles moving? And what of the consumable foodstuffs and medicinal supplies each Guardsman needs each day?
The implications of daily needs for weapons and armament. Comparing a powerpack to a normal magazine (which matche the FFG 'ammo 10% of weapons mass' abstraction) we're getting around half a kilo for a power pack. A guardsman is issued with 4-6 powerpacks normally, assuming that represents a day's allotment we're talking a good 24-36 billion powerpacks daily.. or 12-18 million tonnes of powerpack daily. It is a bit odd that they need 'daily' replacement, but it may reflect powerpacks having a finite recharge capaity. Or maybe they're using higher capacity nonrechargables (there's going to be tradeoffs in all designs, and authors have treated lasgun powerpacks as disposable/nonrechargable before and frequently discarded..) Figure maybe acccurate to within an order of magnitude (maybe 10% wear out in the course of battle and need replacement.) up to the full value. In any case, this is just lasguns. What about all the solid projectile weapons, the rockets and other munitions, the grenades... 6 billion guardsmen are also going to be using millions/tens of millions of tonnes of grenades. Assuming 1 support weapon (Heavy bolter, stubber, or autocannon) per 10 men and 200 rounds per gun, thats 120 billion rounds of ammo, which probably comes out to tens of millions of tonnes as well (probably far more.)

I'd guess there's more on the order of a million or more tanks. ASsuming 6 reloads a day of 40 25 kg shells we're talking 6 tonnes of ordnance per tank. Assume maybe millions of tons of fuel a day? 6 tons of ordnance? It doesn't seem like alot but the Tank numbers are alot less precise. If there were more (Say tens of millions of tanks) the numbers get a bit bigger. And alot of it is hard to ascrib because we dont know the scale of the conflicts.

And what about food? Or water? we could be talking about tens or hundreds of millions of tonns of supplies just to feed the troops on a daily basis (all the troops) and probably the noncombatants as well. It's quite possible to argue the daily expenditure of resources is on the billions of tonnes daily, which has to be moved about, shipped... and its staggering. Even more? A daily movement of hundreds of millions or billiions of tonnes of anything. The fuel/energy expenditure to simply move those supplies off one planet and onto another will involve something on the order of e19-e20 joules daily at a minimum. Moving it throught the system as well could increase that by orders of magnitude (depending on speed of travel, etc.)




Page 28
...the flow of supplies, ordnance and other materiel through the [[[DELETED]]] is constant, for but a single day’s interference might result in the loss of entire worlds.

Constant supply is probably overstating things, as there isn't going to be precision in this (Warp travel, the distances involved, and the delays in assinging and stockpiling and distributing supplies means delays are inevitable.) but it does suggest that they stockpile alot less than they might otherwise do so (more steady movement of supplies, which is both an advantage and a drawback.)



Page 28
...the most mundane of supplies travelling between sectors is ordinarily marshalled at multiple supply and storage nodes throughout its journey, being composited with the stocks of mass conveyance haulers. In the case of supplies bound for the Jericho Reach, this process is compounded, with multiple staging points existing along the supply route. No single hauler ever plies more than a single stretch of the route, and most loads pass through several dozen nodes and staging points between their point of origin and their fi nal destination.
This seems needlessly complex and time consuming, but given the paranoid nature of the Imperium it may also offer both security and redundancy (losing one ship doesn't compromise the logistical effort. I suspect this reflects the chartist captain supply lines,a nd each 'node' repreesnts a normal dropoff point along their routes. Still, it does suggest that (at least in wartime, if not normally.) they create multiple 'supply dumps' throughout a sector, at least temporary ones.



Page 29
The Achilus Crusade is a massive military undertaking comprising of millions of men and hundreds of vessels gathered together from dozens of worlds and nearly every Imperial organisation.
...
..the vast bulk of its men come from the Calixis, Scarus and Ixaniad sectors, regiments raised from worlds that lie within the shadow of the Warp Gate and close to its connecting Warp routes.
Crusade scope again. Not sure if hundreds means warships and transports or just warships, context would imply it spans both categories. It's also mentioned they do draw some noted regiments from across the region (like Cadian shock troops) but the bulk of military resources, as well as fores from other arms like the Mecahcius and Ecclesiarchy, come from within those three sectors.



Page 29
During the early years of the Crusade, the Landrian Militia fi rst began appearing within Achilus’ fl eets, arriving on pilgrim vessels, supply transports and even Rogue Trader ships, eager to fi ght for the Imperium.

...
...the Departmento Munitorum dubbed this new formation the Landrian Militia (though to date the regiment’s actual strength and assets have never been fully recorded) and assigned the title to all formations of Landrian pilgrims regardless of their actual numbers, world of origin, or where they fought.
This could suggest that their numbers (and the numbers of any similar organizations that exist, if any do) are outside the 'official' troop count. We've known militias exist, but they rarely serve beyond a planet as well (much as with PDFs) so the ability of a normally 'native' force to serve abroad in some capacity is again interesting even if their numbers are trivial compared ot the 'true' Guard.

Page 30

Lokk formed the fi rst units of the Vengeance Company from survivors of Hive Tyralos (which had been destroyed by atomic fi re rather than let fall to the invader)
The atomic destruction of the hive has been referenced in other Deathwatch sources, i believe.



Page 33
Whereas for years each Watch Station was manned only by a handful of Battle-Brothers and a limited number of specialised vessels, now they have the ability to field entire companies should the need arise.
Deathwatch assets in the REach



Page 34
Those who support Veer in his theory claim the Obsidian Army must be a force of Deathwatch Battle- Brothers, perhaps numbering in their thousands, held in stasis for a time of great need...


There must be far fewer than thousands in the Reach currently. Which is hardly surprising since that would suggest the Deathwatch numbers match or exceed the numbers of the Astartes themselves.



Page 37
The Achilus Crusade is a vast and epic conflict engulfing hundreds of worlds across the length and breadth of the Jericho Reach.
Hundreds of worlds involved in the Reach conflict.



Page 41
These were just the first of hundreds of planets to fall before the might of the Crusade...
Implies that at some point the Crusade conquered hundreds of worlds.. many of which may be still contested now, but there's bound to be at least some (most) still out of their control or influence yet.



Page 42
Additionally, General Arkelius and his sister Anastasia had been able to use their highly-placed family connections to speed up requisition requests for their respective Battlegroups. This allowed their forces to be equipped with the best possible gear and kept their general supplies at maximum capacity.
Family (political?) connections influencing the logistics process. In this case, to the benefit of the Guard.



Page 42
...[battle plan] called for a prolonged bombardment of the capital by Lord Admiral Arkelius’ naval fleet. After precisely seventeen hours and thirty four minutes of orbital bombardment, a spearhead would land on the planet’s surface...
17-18 hour bombardment preceding invasion.



Page 42
..General Curas to lead a total of thirty Imperial Guard regiments to Eleusis’ surface. The main thrust of this attack comprised mostly of infantry regiments, but would be supported by an armoured column of two thousand main battle tanks.
Assuming 5-10,000 men per regiment we're talking 150,000-300,000 troops and 2000 tanks. If we scaled up to the 6 billion crusade figure we'd get tens of millions of tanks (40-80 million in this case.) Thats roughly one tank per infantry company. Likely this doesnt include other armoured vehicles, but rather is MBT and heavier stuff.



Page 42
...the Scintillan 84th Grenadiers, under command of General Arkelius..
Another Grenadier regiment :P



Page 42
The next order was to the Gunmetallican 13th that was even now still unloading. They were to take their heavy vehicles and begin circling around the enemy to the left fl ank.
Armour/artillery regiment it seems, so they seem to be mobile forces providing both.



Page 43
...we of the Achilus Crusade High Command do hereby officially commend General Derian Arkelius for his bold and innovative tactics in plotting Operation Onslaught. While the necessity of battlefield fluidity required drastic changes to the original Order of Battle, the plan itself was nonetheless excellently devised and will be distributed to all Crusade commanders as a shining example of a battle plan that is perfect under absolutely ideal conditions.
Oh dear, I do belive this is a thematically inappropriate depiction of the IG. I mean no bayonets, or trenches or anything like that! :P


Page 44
With only two companies worth of Space Marines fighting regularly within the Orpheus Salient...
The Orpheus Salient has only 2 companies. This doesnt include the Deathwatch of course.


Page 44
..Watch Station Tryphon has somehow been able to get an occasional Astropathic message through the shadow created by the presence of the Tyranids. It is currently unknown how they are able to do this.
Puritans say Divine Emperor-provided miracle. Radicals say xenos tech. Knowing the Deathwatch either is possible but I'd bet on the latter lol. In any case it is interesting as an example that it can at least be possible (if rare) to bypass Tyranid 'shadow in the warp' style jamming.



Page 45
Most of the organisms in a Tyranid swarm are nonsapients with an intelligence focused solely on fulfi lling their instinctive behaviour. This limitation is overcome by the presence of the species’ powerful psychic link, known as the Hive Mind. A constant two-way communication between the Hive Mind and the lesser organisms allows for tactical control and information gathering. The massive hive ships are a primary source of these broadcasts, though some other organisms, including Hive Tyrants, Broodlords, and Tyranid Warriors, may also function as nodes to coordinate swarms of smaller Tyranids.

This control requires a phenomenal amount of psychic activity through a region, which some scholars suggest is the root cause for the so-called Shadow in the Warp.
Tyranid hive mind 'command and control' and the theory that it creates the 'white noise' of the Shadow in the warp. They mention that nonpsykers can suffer nightmares and headaches, whilst those who are psychic or have such sensitivity may suffer headaches, madness, uncontrolled bleeding or even pass out. REflects the evolving psychic nature of humanity, that even the 'non psychic' cna be affected to some degree.



Page 45
Members of the Divisionis Biologis have been unable to identify the reasons for this variation.
Divisionis Biologis. Whether they're Adminsitratum, AdMech, or a combination we dont know. lol.



Page 45-46
Spore Mines have been dropped from orbit and fired into defensive outposts by living artillery pieces.
...
...these utilise an exceptionally potent bio-acid. Notably, the enzymes and catalysts that have been identified are not consistent [with Behemoth's samples]....
...
.. an adaptation derived specifi cally to penetrate the ceramite armour used by the Adeptus Astartes.
Orbital and land based artillery fire by the 'Nids. These are chemical/bio, possibly explosive though, Adaptation to enemy in effect again.



PAge 47
The Tyranid threat is unprecedented in its ability to transform a planet thriving with nature’s bounty into a barren orb of lifeless rock.
Depends on context. We know, for example, that Uriel Ventris has compared it to Exterminatus (or at least some forms of such) in destructive capability, and some forms are even worse (planetary mass scattering, for example)



Page 47
The earliest stages of a Tyranid infection are best characterised by their subtlety. At this stage, the xenos evaluate the planet’s viability for attack and begin to infect the native life forms.
...
All of the organisms involved have physiological abilities that are focused upon concealment
..
As there are often a very limited number of Tyranids involved at this stage, these specimens exhibit an uncharacteristic degree of self-preservation. The creatures are clearly aware that they must survive and propagate before the invasion may proceed.
...
The vast majority of known Tyranid organisms are incapable of coordinated activity when separated from the psychic emanations of the Hive Mind. As these creatures must be capable of acting when light-years distant from the swarm, they manifest a greater degree of intelligence and animal cunning than would otherwise be expected.
Vanguard/infiltration organisms in the pre-invasion stages of a Tyranid assault and their primary characteristics. It does represent how 'not like an animal' and how diverse Tyranid bioforms can be made, in terms of capability, intellect, etc.

We also know that other forms like 'gaunts can be used as infiltration organsims at this point as well, and they can be made to reproduce independently of the main Tyranid host as a sort of 'insurgency' force, as can Genestealers after their own fashion.\



PAge 47
Vanguard droneships depend upon speed, their relatively small size, and their reduced psychic and propulsion signatures to enable them to quietly scout out new systems. In many cases, a Vanguard droneship will deposit a portion of its cargo onto the surface of a likely planet, and then quickly leave the system to scout out targets in other systems.
The thing thta is chiefly interesting about Vanguard forms is how they are stealthy, yet they can travel from system to system. We know from 5th edition that Tyranids supposedly use 'Narvahls' to travel from system to system as well as locate new possible systems to attack - which would seem to preclude the use of vanguard vessels (as well as warp travel.) Narvahls however are niether speedy nor stealthy (not when you fuck with the gravity of a solar system)

We might guess that they travel sublight from system to system... except that Tyranid incursions (especially towards the turn of the millenium) become more and more frequent as time goes on, preventing ships from travelling from system to system at sublight speeds. More specifically, Dagon had devoured dozens of worlds in a 'few years' which given interstellar distances seems unlikely at sublight speeds.

Option three is to resurrect the idea of Tyranids using warp travel. Which one owuld think 'contradicts' 5th edition... except that Hive Fleets are not uniform or identical in how they fight or operate. Even 5th edition allows this, so the idea that one fleet might use Narvahls and another uses Warp travel and Vanguard ships is not exactly contradictory (at least no more contradictory than any usual retcons can be.)



Page 47
...these fierce predators also target isolated animals and even sapiens to absorb their memories as they devour them. This information is compiled and sent back to the Hive Mind as soon as a node within range is available. Any Lictor that can be eliminated prior to the start of a full Tyranid invasion can substantially slow the attack, as the invading xenos are less optimised for the planet’s ecosystem.
I suspect this reflects the ability of a Hive Fleet to infest and subvert the local ecosystem and wildlife to Tyranid 'suitability' - eg basically Tyranid bio warfare. The more info they have about the enviroment beforehand, the better prepared they are to infiltrate and corrupt it.



Page 47
...they [genestealers] also infect the planet’s fauna with Tyranid genetic material. The corruption of the planet’s native gene-code eventually results in hybrid creatures that are subject to the will of a Broodlord or other representative of the Tyranid Hive Mind.
Interesting that Genestealers are implied to corrupt not just the human aspects of a world's gene-code, but the gene-code in general (at least for the animal life.) I wonder what animal 'stealers would be like? :P
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2

Page 47
Successful integration of the planet’s wildlife triggers these infiltrators to emit a psychic call to the swarm. This call draws a fleet of vessels, including a hive ship to the system.
All infiltrators, much like Genestealers, make efforts to create a 'beacon' that draws Tyranids. apparently this can be achieved with or without human conversion.

I imagine it also parallels Vanguard ships.



Page 48
The arrival of the hive ship and its escort vessels heralds the next stage of a Tyranid system invasion. As a powerful node of the Hive Mind, the hive ship disrupts the Warp in a radius of several light years.
Range of the Hive Mind's Shadow in the warp (or at least a single Shadow.



PAge 48
Once the hive ship has come into range of a target planet, it immediately begins to launch a rain of mycetic spores into the atmosphere and towards the planet’s surface. Some of these pods are filled with microbial life. These hostile micro-organisms immediately begin to change the planet’s atmosphere, oceans, soil, flora, and fauna. Complex organic molecules are broken down and recreated in formats that are best suited for absorption by the swarm.

Other spores bear more complex Tyranid creatures.
Mycetic spore bombardment.



Page 48
As these [Mawlocs/Trygons] creatures burrow, they plant the spores that can later grow into Capillary Towers. Other organisms may use the tunnels these massive forms create to access a planet’s mineral wealth and subterranean life in the shelter of the tunnels.
The burrowers and their value, both for creating underground 'base's for the 'Nids (which we saw in IA4 and the 5th edition codex can include Tyranid reproduction facilities). Further note 'Nids are stated to utilize the 'mineral wealth' of a planet as well - usually in enhancing the physical carapaces or structures of their bodies.




Page 48
If the hive ship can be destroyed, the remainder of the Tyranid fleet may lose its cohesion, falling into confusion.
...
...destroying mycetic spores as they fall to the planet may also help the cause. Even the massive bulk of a hive ship has a limit to its resources. Each spore destroyed may mean greatly fewer organisms to face on the ground. The Tyranid hive mind possesses the ability to make a tactical assessment and modify its strategy. On admittedly rare occasions, a fleet facing unexpectedly stiff resistance may break off the assault and retreat to attack an alternative target.
Countering Tyranid assault. It is at least possible to drive off (smaller) Hive fleets by resource denial. This may vary from fleet to fleet, however.



Pgae 48
... Gaunts, Gargoyles, and Genestealers—rampage through the skies, across the land, and under the oceans.
UNDERWATER GAUNTS.



PAge 48-49
Capillary Towers, many thousands of metres in height, burst forth from the planet’s crust. These towers consolidate the biomass that the swarm has already absorbed, using it to breed additional organisms to assist in the assault.
..
Capillary Towers extend tendrils throughout the planet that can absorb indigenous species—both plants and any small or slower moving organisms. As they do this, the towers also filter the planet’s atmosphere, absorbing the biomass of microbes and small flying creatures.
CApillary towers apparently have a reproductive function as well as siphoning off biomass (or they contribute to the creation by funnelling said biomass up to the plnaet.)

They also play a role in infiltrating and consuming planetary biomass and creating reinforcements.



Page 49
Specimens of the Dominatrix and the Hierophant strains have been observed which are comparable in size and strength to Imperial Titans.
Bio-titans can rival Imperial titans in size and power. This tends to contradict IA4's chibi-titans of course, but it's not really a contradiction. Nids are living organisms, so concluding that they may be grown to different sizes (trading power and size for speed of growth) makes sense, especially since one of the drawbacks of the larger forms is how slow they are to 'build' compared to larger bioforms.



Page 49
While the swarm will readily sacrifice thousands of biomorphs to take a single metre of ground, it will not waste them needlessly. Alternative strategies are consistently employed, as the Tyranids are clear masters of adaptation.
Essentially true. We've seen examples of this in 5th edition.



Page 49
Like the Capillary Towers, these fl ying organisms devour the biomass of the skies, returning it to the Tyranid swarm upon their deaths. They also serve to block out the sunlight from any photosynthetic life. Over time, this can have an effect on the planet’s atmosphere and climate as plant life is unable to synthesise oxygen.
SEcondary roles of Tyranid flying forms. The 'denying sunlight' angle is interesting, although it would take a great many bioforms to actually do that on any large scale (unless the Tyranids create deliberate forms, like spores or something specific.



Page 49
...depending upon the numbers and types of creatures on the surface, the Hive Mind might still persevere. Even if the Hive Mind were overcome and the majority of the xenos were eliminated, the battles to cleanse the planet completely could continue for millennia. The Tyranid taint extends to the microbial level, and all of these xenos are strongly resistant to biological and chemical toxins. Even the tiniest organism could have the potential to spawn more dangerous organisms given time and opportunity.
Basically, like with the Orks, Tyranid lifeforms are increidbly invasive, and its difficult, if not impossible, to remove them from a planet once the invasion reaches a certain stage. At least, not without sterilizing the planet (EG Exterminatus.) We've seen this with Ultramar as one example.

Indeed, there is a 'point of no return' where destroying the hive mind (or at least its synapse creature nodes) and the ships in orbit will not prevent an invasion.



PAge 49
Some of the substrates collected are used to generate additional Tyranid creatures. In this manner, the planet’s natural resources are turned against it, providing additional tools for the swarm. The majority, however, is set aside to feed the hive ships orbiting the planet. Those massive creatures generally delay their feeding until after the planet has been secured.
Uses of biomass. It does suggest that a large portion of the biomass goes to sustaining the bioships (perhaps repairs, replacing worn out components, etc.) Which may explain why Tyranids are not swamping planets despite the implied level of resources they suck off it. It also makes sense from an efficiency standpoint, since not evne Tyranids can be perfectly efficient (or be perpetual motion machines.) On the other hand it does suggest even small hive fleets can be fairly.. massive. At least more massive than the Rogue Trader stats suggest :lol:


Page 50
As the planet’s surface is depleted, similar biomorphs deplete all of the life in the oceans and within the planet’s crust. Eel-like Rippers swarm through the oceans in massive swarms devouring all of the native sealife. Burrowing variants expand the tunnels dug by Trygons and Raveners, consuming subterranean fungus, root systems, and any burrowing fauna. Mineral reserves are also depleted, particularly rare ores that may be incorporated into the exoskeletons of the various biomorphs.
The Tyranids suck up minerals, underground lifeforms, oceanic life, etc. They take a shit-ton of everything really.



Page 50
Massive Capillary Towers develop in even the deepest parts of the planet’s oceans. These towers, which may stretch several kilometres up through the sea, are capable of withstanding the crushing pressures of the depths and thriving in even the coldest of waters.
More on Capillary towers.



Page 50
The only effective recourse at this stage is Exterminatus.
..
The one positive aspect is that at this stage, the Tyranid fl eet may have expended their resources in preparation for the gluttony they expect as the planet’s biomass is absorbed.
Also known as Kryptmann's biomass denial strategy.



Page 51
The massive living vessels extend tendrils through the atmosphere which make contact with the Capillary Towers, as they grow to pierce the edges of the atmosphere. Biomass is drawn up the towers...
...
..the [Tyranid] biomass may be returned to the fleet to be recycled into new creatures for future conquests. Along with their biomass, their memories, genetic innovations, and the gene patterns of all of the planet’s life forms are also absorbed.

...
...Capillary Towers begin to absorb the planet’s water systems. All of these liquids are transferred into the voidfaring organisms, some of which may grow dramatically in size as their storage vesicles expand to accommodate the newfound resources. As this happens, many of the Capillary Towers are also broken down so that their biomass may be reabsorbed. Finally, the planet’s atmosphere, and then the last few massive Capillary Towers are absorbed into hive ships. Some Magos Biologis theorise that this may require even more massive voidfaring Tyranids than those previously identifi ed. Others postulate that the ships use previously unseen techniques to compress the atmosphere into a solid state.
Absorption of non-biomass, non mineral resources (water and air) which is perhaps the most massive element of all. Sucking it up from the gravity well either requires some fancy technobabble antigrav (although they say its only through pumping organs and suction) or lots of energy and biowank brute force stuff. At a minimum they have to be pulling it up wards against the force of gravity, which is going to be considerable both in terms of force and energy. Even then they fleet is now hauling around all this extra mass, which even at trivial accelerations (or velocities to escape the solar system, etc.) is going to be considerable.

For example, hauling around 1e21 kg of the Earth's oceans at even hundreds of m/s would require energy output (totals) in excess of e26-e27 joules depending on speed.

What they do with all this is also interesting, but essentially unknown.

Also note that not only do they take resources, but also genetic and other data - basically the assault is not just a means of acquiring more resources and expanding itself, but also of evolving itself through learning and adapting against the enemies it faces.



Page 51
...not only was the planet rich in ore, but it also contained vast underground reservoirs of promethium gases.
...
...group of pioneers, with assistance from the Adeptus Mechanicus, to begin construction of a settlement that was expected to produce these resources within a year’s time
Setting up a mining colony, also 'promethium gases' - whether this means gaseous (like natural gas) or gasoline we dont know, but I've never heard 40K refer to gas or gasoline in that context, so I'm betting the former. Yet another example of promethium being a class of materials rather than a specific kind.



Page 51
The Scintillan 84th are General Derian Arkelius’ personal regiment of Imperial Guard. These soldiers are highly trained, modelled after the elite Imperial Guard Stormtroopers.
...
...outfitted to the man with full Stormtrooper Carapace Armour and the powerful Hellgun. It is not uncommon to find at least one member of each squad equipped with a grenade launcher or some other form of heavy weaponry.
IG regiment of grenadiers with storm trooper grade equipment. This shows that not only is it possible for regular troopers to get stormtrooper kit as a whole regiment, it also demonstrates how non-practical (logical) factors play as great or greater a role in Imperial procurement and equipment allocation (if oyu have the politics and connections, you're better off than someone who doesn't.) As you recall the General was noted earlier to use his noble/family connections to get the best gear for his men.

I should note that the'yre noted as the Scintillan 84th Grenadiers, and we've heard of other grenadier regiments before. :P It may not be common, but its hardly a unique case. One possible example being the Volpone Bluebloods from Gaunt's Ghosts, which were similar.


Page 53 - just want to note that the Deathwatch maintains a research lab to test and experiment on Anti-Tyranid weapons and technologies to combat them better :) Along with AdMech support.



Page 53
While the Departmento Munitorum was attempting to calculate what the planets tithe grading would be, it was discovered by an adventurous group of Imperial Guardsmen that the large native beasts had a unique pelt that, when skinned, had the ability to change colouration with the lighting. With this discovery, the planets primary export was quickly changed from baseline foodstuffs to luxury goods.
Interesting in the sense that not all tithes serve a practical or even military purpose, but purely 'commerical' ones as well.



Page 53-54
Over the next two weeks thirty three full regiments of the Imperial Guard, almost the entirety of the Orpheus Salient complement, landed with the Scintillan 84th and General Derian Arkelius at their head.
...
..the task ahead of the sixteen million Guardsmen seemed hopeless.
16 million guardsmen in 33 regiments.. ~485,000 men per regiment. Those are some effing big regiments.



Page 55
...chameleonic scales, which shimmer and shift to match its surroundings and can make it practically invisible to the naked eye, including most other methods of visual detections such as infrared and ultraviolet scopes.
Tyranid stealth measures.



Page 57
...the presence of an Adeptus Mechanicus ship in orbit and a promethium processing plant on the surface.
...
..still processing the raw gases that it was mining from beneath the planet’s surface. The stock rooms were overflowing with barrels of refined promethium.
More promethium amde from gasses pulled from the ground.



PAge 57
The air, soil, plants, and wildlife of Atonement are all heavily tainted with levels of cadmium and other heavy metals that are toxic to humanity.
...
The few million who dwell on the planet today are descendants of the surviving settlers. They are a stubborn and sickly lot...
...
Many have genetic modifications that enable them to better tolerate the planet’s living conditions, though even with these their life expectancies are far shorter than Imperial averages.
Genetic engineering to facilitate planetary survival.



PAge 57
..their technology base is far below that of the modern Imperium, almost entirely dependent upon petrochemicals.
This suggest sthe Imperium relies on far more efficient power sources than just petrochem, although this is interesting since promethium is often hinted at being space oil.



Page 60
Over the ten years since compliance was achieved, an estimated 40% of the planet’s sea life has been processed and shipped off planet to feed the soldiers of the Achilus Crusade. The munitorum insists that the oceans are being reseeded with additional life so that the planet may maintain its newfound status as an agriworld, but the current consumption rate vastly exceeds the rate of aquaculture.
Imperial necessity/greed stripping a world of its natural resources yet again in an unsustainable manner. If we assume they're stripping all the biomass out of the oceans and this is earthlike, we're talking 5-10 billion tonnes total, 2-4 billion tonnes taken in 10 years.. or 200-400 million tonnes annually.



Page 62
..to destroy an interred vessel broadcasting unfathomable Warp-beacon transmissions to parties unknown.
Warp beacon transmissions.. Wonder what those are.



PAge 63
They [Genestealers] are extraordinarily tough, with reinforced circulatory systems and leathery protective skin; even their weakest surface membranes are able to withstand complete vacuum exposure for extended durations. Their flesh and their genetic material itself is resistant to most mutating or debilitating radiation..
Genestealer resilience.



PAge 66
These drones, known as Fire Wasps, are sent in ahead of the main boarding force in order to trip mines and any other traps or surprises. Fire Wasps are extremely robust devices, if not especially skilled in the arts of combat. Most standard patterns of the Fire Wasp include an inbuilt flamer and searchlight luminator to aid in their mission
Hulk drones. not unlike the CATs of earlier Space hulk fame.



Page 70
Stigmartus are unmistakable; mutants, humans, and psykers marching together...
...
...units of the Stigmartus display a surprising level of battlefi eld co-ordination uncommon among the lost souls who fi ght under the banner of heresy. Their ordered ranks, tight formations, and ability carry out complex battlefi eld strategies comes as a shock to most Imperial military personnel, especially those levied from the Calixis Sector accustomed to the disorganised and riotous assaults of the Pilgrims of Hayte.
...
..the less the Stigmartus resembles a corrupted version of the Imperial Guard and the more it resembles a dark reflection of the Ecclesiarchy. Rank and file soldiers are indoctrinated to look upon their commanders as warrior-priests, who in turn worship their superiors as saints.
Deathwatch version of the Blood Pact, basically. but with a greater bent on cultishness for their discipline. Warrior cults specifically, probably not unlike the lodges that corrupted the Heresy era Legions. Battlefield deaths are sacrifices.



Page 70
Without the backing of the Imperium, he [Leader of the Stigmartus) has established an army that spreads across dozens of systems of the Reach. Through his force of will, he has managed to keep that army well supplied and mobile enough to engage the Crusade upon multiple fronts.
...
These units favour a strategy of endless waves of humanity.
...
..the Stigmartus also possess elite units. Some of these are soldiers equipped with gear provided directly from Samech, including effective armour, unusual weaponry, and devices that are entirely foreign to those used by the Imperial Guard.
Note the emphasis on inter-planetary mobility. That said, they use human wave tactics more than any other sort of tactic,relying on numbers and fanaticism (And stable supply), backed up by elite and specialist (albeit less numberous) units. Probably including Stormtrooper analogues, sorceres and psykers, CSM, and probably even daemons.



Page 71
These specialists include units that are adept at infi ltration, subversion, and even the dark arts.
Like I said.. They're noted not to be as effective as CSM tho



Page 71
It is also believed that some of these systems are subject to the time dilation that has been observed in this region. By taking advantage of this shift, Stigmartus forces may have years to breed and train additional forces while only days or weeks pass in the worlds outside of the Anomaly’s influence.
Another advantage of Chaos forces, and one both the Red Corsairs (in the Maelstrom) and the Traitor Legions in the Eye have used to great effect. Such as Abbadon b uilding his planetkiller within the Eye.



Page 71
The Stigmartus fills its ranks in much the same way as the Imperial Guard, with a mixture of volunteers, conscripts, and officers gleaned from worlds beyond the Cellebos Warzone.
...
....the common warrior of the Stigmartus is easily the equal of any soldier of the Imperial
Guard.
Basically like the IG, which means its as much a mixed bag. (also 'volunteers' might be used loosely. LOL) They even flat out note its basically a copy of the Imperial tithing process, and for the same reasons (give us a percentage of your men and we will give you protection in return.)

The quality comparison may be good or bad, depending on what you're looking at. :lol:



Page 71
An object of worship for billions and a selfproclaimed god...
Whether this is all purely stigmartus or includes those outside the cult who worship him (and are purged by Sarda himself) we don't know.



Page 73
Ogryn Brutes are often used as part of a heavy weapons team—the Ogryns lug various heavy weapons such as autocannons and missile launchers into position and hold the weapon steady so that the Stigmartus Infantryman gunner can fire the weapon more accurately.
Interesting use for Ogryn, especially since they're better able to carry ammo.



Page 73
Stigmartus Ogryn Brutes are huge masses of genebulked muscle and heavygrav bone.
They're either further enhanced by augmentation specifically by the stigmartus or this may be referential to Ogryn in gneeral. q



Page 76
Rivers that were once filled with water now fl ow with blood. Much of the plant life—including some that is harvested for food—is predatory and feeds upon those who tend it. The planet’s surface ebbs and fl ows, as though the entire world draws breath. Landmasses—even mountain ranges—migrate on a whim and are often subsumed beneath the world’s surface, only to emerge days or decades later in a different locale.
...
These foul daemons closely interact with the tainted humans; breeding mutants and providing a seemingly endless supply of further soldiers....
...
For unknown reasons, the planet’s environment has consistently remained capable of supporting life and abundant agriculture.
...

The mutated crops provide yields with an efficiency that far exceeds even many of the most bountiful planets of the Imperium.
Yet other ways in which chaos can unexpectedly benefit its forces - should it choose to. Warp instabilities also add to its security.



Page 76
Reports have also indicated that there are substantial orbital emplacements, one of which has been tentatively identifi ed as a Blackstone Fortress.
I kind of doubt this is one of Abbadon's since he only had two to begin with, so it probably means that there were more Blackstone Fortresses than in the Gothic sector alone.



Page 78
Each Dark Apostle of Lorgar leads a host of Chaos Space Marines, with some rumoured to be even larger than an entire loyalist Chapter.
Considering that Crusade era 'Chpater's are supposed to be bigger than modern Chapters, this is not surprising.



Page 79
One of these two hosts has been identifi ed by the presence of the Desolator Battleship Dark Chorus...
...
Currently, the Crusade has no craft in the vicinity that is its equal in firepower. The Imperial Navy has committed only a handful of battleships to the Crusade— these behemoths of the void are highly sought after in all warzones across the galaxy.
...
..the act of delivering such gargantuan craft is challenging, requiring careful piloting just to fit through the Warp Gate.
The Crusade has a 'handful' of battleships committed, all smaller/less powerful than a Desolator.

The interesting thing about that is that its implied something on the scale of a Desolator would only barely fit through the gate. Considering it some 15 km in diameter and the portal itself is probablyn not much smaller than that, we can guess the battleship would be an easy 5-10 km tall/wide, and suggesting it would be in excess of 20 km long eaisly.



Page 80
It is conjectured that the Hadex Anomaly is the source of a flow of time spewing forth into the galaxy from an another dimension..
Considering its a warp phenomenon, the 'another dimension' aspect would be taken as granted. Unless they mean another dimension other than the warp...



Page 81
When the Hadex Anomaly fi rst manifested in 656.M40 it was immediately visible across the Ultima Segmentum, its appearance recorded by observatories and scout stations as distant as Nocturne. The fact that the light cast by the Anomaly was instantly visible across the so vast an area, in fl agrant defiance to the laws of the physical universe, has not gone unnoticed by the Magos Physics of the Cult Mechanicus.
Lensmanverse style 'faster than light' light. It goes without saying that the ability for something to be 'visible' across vast light years instantly has interesting implications for sensors and communications. We have seen similar before - in the Eye of TError when the Imperium invaded their sensor ranges were virtually infinite because of the warp.




Page 81
The Oberon-class Battleship Messier Ascendant..
One of the Battlehsips of the Jerciho reach crusade's Acheros salient.



Page 84
Of the fl otilla dispatched from Calist, a third fell to the Burden of Revelation’s guns. A half dozen vanished beyond the Drop in a futile search for Kokabiel’s sanctuary. Of the remaining vessels, only three are accounted for, arriving at Khazant over a decade later after limping through the Warp without Navigators.
decade to travel inter-sector distances.. probably a matter of tens of light years tops.. without a navigator.

Also the Acheros salient had at least 27-30 ships or so judging by the losses and remains and such. Ths may be a serious loss, but it wasn't crippling or decisive in defeating the Imperial navy there which says something about their forces amassed in this salient.



Page 84
Voidships unfortunate enough to run afoul of the Burden of Revelation must pay the toll or face reprisal. The exact nature of this toll depends upon Kokabiel’s whims and the needs of his vessel. Fuel, provisions, and crew are the most common price for safe passage. On other occasions Kokabiel demands a teratonne of bilge water, spent macrocannon shells, or some other voidship by-product of little apparent use.
Starships of some kind carry a 'teratonne' of bilge water. I'm not sure all ships produce that quantity per se (although they would probalby make it in varying quantities) but it implies some ships (or small groups of ships) can carry teratonne+ worth of mass (whether single ships or groups of ships we dont know, although the fact that the Burden is expected to carry it - and the Burden is an Avenger class Grand cruiser, suggests it can apply to rather large single ships.)

It implies that tonnages for the bigger starships (in this context at least 7+ km) can reach the trillions of tonne range fully laden. Given what Atomic rockets says about Mass ratios we could infer from this the actual starship masses billions of tonnes unladen even assuming a truly ludicrous MR (eg 1000x the mass of the ship itself.) Which of course is yet another indicator of how the 'stated' mass figures are too small by a great degree.


Of course, he doesnt sound exactly sane, so he may not be asking for what is acutally possible (although the context indicates he's not making impossible demands, he just may ask for things randomly that may or may not be of use, and the Tariff is never impossible as far as the data presented indicates.)

Also macro cannon shells.. how they are 'spent' we dont know but.. *shrugs* Maybe it refers to casings :P



Page 84
Warships capable of defending against hit-and-run attacks are stalked for days, hounded by the Burden of Revelation as it flits into and out of the Warp long just enough to unleash volleys of lance fire.
It is possible to launch warp based 'hit and run' attacks, at least in certain situations. We don't know how long 'long enough' would be, though.



Page 85
Still serving aboard the Might of Terra, an Apocalypse class battleship long trapped behind enemy lines in the wake of Hive Fleet Dagon..
That means its with the Orpheus Salient.. so at least one battleship per Salient in the Crusade, and probably more.



Page 85
The Cyclopean Oracles possess the greatest secret of the Congregation. Using the Hadex Anomaly as a guide in place of the Astronomican, they navigate the Congregational Fleet safely and nearly instantaneously across the Jericho Reach.
A rather interesting feat. Although whether he serves chaos (or is just insane) and this faciliates the travel, or if this is some aspect of the anomaly we don't know.. but its interesting nonetheless (tens or hundreds of lightyears near-instantaneously.)

Also of note is the Astornomican-like property of the Anomaly. The next page describes a 'prophecy' where the Astrnomican will fail and only the anomaly will allow interstellar travel. This would suggest that the potential for 'near instantanoeus' travel was also a property of the Astronomican, were all other factors irrelevant.



Page 86
Once tentative trading partners, relations soured after Kokabiel purchased cloning technology to expedite the Congregation’s first breeding program.
...
Though Kokabiel swore revenge and bombarded multiple heretek orbital stations at the edge of the Samech system, he has yet to deal a crushing blow against the heretek Magus responsible for crafting the faulty accelerated maturation chambers.
cloning tech and accelerated growht chambers. I'm also not sure whether it implies he bombarded orbitals on the edge of the system, or bombarded them from the edge of the system.



Page 88
Wanting to create a planet more to his liking, the Plague Father pushed the land masses together until they created three continents where once there were nine.
...
The clouds were moved towards the poles...
...
Any wildlife that survived the change found itself mutated into strange new forms..
Nurgle landscaping.. at least inside a warp anomaly.



Page 90
As with most Imperial sectors, the planets were heavily interdependent on each other and as passage became more perilous each world began to fall into disorder.
Interdependency of worlds within a sector. The fall takes decades but is inevitable.



Page 90
Synthetic vat-pastes were developed to sustain the servitors and their masters. The planet itself was plundered for whatever materials it could provide.
Forge world self-sufficiently



Page 90
The forges were redirected into fabricating massive macrobattery emplacements and orbital defence stations to protect the planet
...
It was only as they approached too close to retreat that the docking tubes were revealed as linear mass driver barrels, glassine fixtures glowing not as viewports but as defence laser lenses.
This may (or may not) suggest Macrobatteries are mass drivers (or that at leats some are.)



Page 90
A colony of the of nanoscopic robots called simuloptera has remarkable adaptive and regenerative properties. Scholars theorize that simuloptera may have been an experiment in forbidden medical technology...
...
..machines took on an enigmatic intelligence through prolonged immersion in the Warp.
And became your stereotypical gray goo-style nanotech terror weapons. I wonder if that was Imperial nanotech?



Page 91
Any appraisal of Samech would immediately reveal its origin as a Forge world. Every planet and planetoid in the system hosts extensive mining operations, with massive machines extracting ores and minerals to feed the forges. Mass freighters connect them all...
..
No sign of the actual surface can be seen, for all is covered with layered factories...
Scope of the Samech operations.



Page 94
...an Imperator Titan, at least 50 meters in height.
Implied (lower limit) height of an Imperator titan.



Page 94
At one end is the mighty fortress world of Karlack, the main supply hub of the Crusade. And at the other is Samech.
...

His sacrilegious propositions of projecting portal openings across the Warp itself were classed as heresy...
...
More worrisome, there was a huge installation on the frozen world, composed of a battery of stolen Imperial Nova Cannons. Somehow the hereteks of Samech had discovered a way to use these Nova Cannons to strike targets hundred of light years away with chilling accuracy. And clearly after these initial test firings, they would commence a bombardment of Karlack that would reduce the bastion world to molten rubble.
[/quote]

Basically a nova cannon attached to a Shokk attack gun (projects a portal through the warp) allowing FTL bombardment. A battery of nova cannons can reduce the planet Karlack to molten 'rubble' although we dont have a depth or duration really so no calcs can be done.

Also 'hundred's of light years implied for the size of the secotr (from Samech to Karlack at least.)
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Connor MacLeod
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Re: Deathwatch RPG analysis/discussion thread

Post by Connor MacLeod »

Part 3


Page 102
The Tau used every technological advantage they could bring to bear in the battles of the Greyhell Front, but ultimately learned to fight fire with fire; drawing on the human populations of the worlds they had captured to fight for them, for the Greater Good of the Tau Empire. Realising they would ultimately lose a battle of numbers, the Tau mustered vast proxy armies to fight for them, human soldiers loyal to their collectivist doctrines.
The tau are forced to use their (human) auxiliaries to adopt Imperial tactics to counter Imperial tactics. I doubt they cease using their Fire Warriors and such in their usual roles, but their tau-loyal human attrition armies probably are effective in pinning Imperial forces in place for the Tau to strike hard and fast as they are wont. It is a bit hilarious to see them using this though, considering how they are supposedly 'above' this sort of thing.

Oh yes they also mention the usual 'Imperium has manpower advantage' bullshit - ;like they'd manage to outnumber Tyranids OR Orks - and they mention 'a million or more' worlds.

Even more hilarious is that whilst the Tau and Imperium had been fighting each other, Hive Fleet Dagon had infiltrated and then their indoctrinated minions rise up and attack both sides.



Page 102
...garrison forces were configured not as armies of planetary defence, but as armies of occupation and subjugation. They had numbers, but they lacked heavy equipment...
...
..few worlds along the Salient had heavy ground-to-orbit defence installations.
Difference between defense and garrison forces. They also mention penal legions using 'crudely mass produced autoguns' as stopgap force against the 'nids.



PAge 103
secreting himself in his personal bunker several miles beneath the surface of Fortress Spite.
Bunker 'several miles' belowground. Tells you how far they may have to worry about weapons hitting to be considered safe :P



Page 105
...a planet teeming with life, and all of it carnivorous, bloodthirsty and entirely inimical to intrusion..
...

...the Tyranids are undergoing a process of frenzied and sustained hyper-evolution as they battle the denizens of Meskaile.
Tyranids undergoing hyper-adaptation in fighting on what seems like a virulent Deathworld.



Page 108
...Adeptus Mechanicus xenos-genitors believe that the Lictors and other creatures present on Scansion Beta are an offshoot of those swarming across Themiskon Point. As no known stable Warp route exists between the two worlds, it is not known how the Tyranids crossed the void in such a short time, for without a stable, plotted passage even the most skilled of the Imperium’s Navigators would have taken far, far longer to complete the journey.
Interesting in that this suggests the Imperium in Jericho Reach belive the Tyranids must be using the warp still.. they must remain ignorant of the Narvahls of 5th edition. They might have been used here however.



Page 110
The Tau Empire has thus far expanded its holdings in concerted, species-wide efforts, the forces of a number of Septs spreading outwards to bring a new ‘sphere’ of space within the Tau’s influence and establish still more Septs within it.
...
The Jericho Reach is quite some distance from the dense stellar cluster occupied by the Tau Empire..
The Jericho reach 'conquest' by the tau is different from their normal 'sphere' expansion by being more directed, the work of a single Sept, and seemingly occuring some distance from the main Tau regions. It's noted that soeme of the humans the tau conquered have resisted their efforts whilst others welcomed them openly.



Page 111
Tau of the Water Caste serve the Tau Empire in many ways, most often as traders, merchants, ambassadors, or diplomats.
Water caste.

Page 111
All drones consist of an advanced processor unit that—individually—has only a basic intelligence on par with that of a small animal.
...
Drones are commonly configured to accept regular orders from a Tau controller, but drones are also capable of being networked together into teams, which significantly increases the intelligence and processing speed of all networked drones. These drone teams also have a higher capability for independent action.
Drone intelligence, individual and networked.



Page 112
...the most senior of the Earth Caste arguing that maintaining and supporting a new sept so far outside of the empire’s conventional spheres would put a huge drain on resources and require significant assets to be diverted from other fronts.
This implies that the Velk'han sept might be straining the tau resources to some degree to support and maintain due to the distance. This would suggest there are limits to the rate of Tau expansion due to logistics or other factors, and may in fact suggest limits to their size by their current setup.

In any case, while Velk'han seems to be carrying the bulk of the burden, all Septs in the Empire contribute to some degree.



Page 112
...the fleet well able to coerce those human worlds that refused to join the Tau into doing so. Tsua’Malor was established as the sept’s principle world, and soon two-dozen systems had fallen under its control.
2 dozen worlds in the Jericho Reach branch of the Tau Empire. Note as well the usage of their fleet to intimidate compliance. This is also all human populations I believe.



Page 112
...the Water Caste envoys worked hard to sow the seeds of the Tau’s doctrine within the hearts and minds of the peoples of the Reach, ready to be reaped at some point in the future as the sept expanded.
It's hard not to view this as some effort at insurrection or manipulation.



Page 112
...the only thing that saved the sept from complete collapse was the actions of the Imperium against the peoples of its former realm.
...
The Tau had only limited experience fighting the Tyranids, and were fortunate indeed to avoid the worst of the ravenous aliens’ attentions. In the short term, the Tau have benefited from the arrival of Hive Fleet Dagon...
Lucky, lucky tau. Not only did they get a delay as the Imperium had to reconquer the recalcitrant worlds of the Reach (who didn't want the Imperium taking over.) but they had time to rebuild and reorganize. Then the Tyranids attack, and they luck out again by avoiding the bulk of their attention.



PAge 113
...we believe the Tau are currently fielding in excess of eighty (80) Fire Caste Commands, one hundred twenty (120) Air Caste Commands, three hundred fifty (350) Earth Caste Commands and thirty five (35) Water Caste Commands.
...
The exact make up of these Commands (Uash’O)–level bodies varies depending on its mission, but in the case of the Fire Caste units we would estimate a minimum of between twelve and twenty Cadres to be present.
An idea of the scope of Tau forces in the REach sector Assuming a 'cadre' is a hunter cadre, we might be talking between 50-100 Tau apiece, so 600-2000+ tau per Command, which is something between 48,000 and 160,000 tau Fire Warriors. A much bigger deployment than at Taros, but still a tiny force compared to the Imperium even if it were off by a full order of magnitude or two (unlikely.) They must have to rely heavily on auxiliaries to make up the difference.

By contrast of course, the Imperium deployed 6 billion front line troops.



Page 114
It has been posited by the Imperium’s xenobiologists that the Tau have very little perception of the Warp, a fact that may serve to protect them against the predations of the denizens of the Empyrean....
Apparently the tau's 'blindness' to the warp is some measure of protection - at least against certain (non physical) effects. They're easily able to be mind controlled, blasted by warp attacks, etc.



Page 114
...the Tau utilise a purely technological solution that allows their vessels to make short jumps, effectively ‘skimming’ the surface of the Warp without immersing themselves in its seething depths. It appears that entering only the shallows of the Sea of Souls allows the Tau to guide their ships by conventional means, and protects them from the perils that beset other species.
...
The downside of the Tau’s method of interstellar travel is that longer jumps are impossible, making it far slower than other methods. To date, this has not been a major issue for the empire’s expansion, because the stellar cluster which it occupies is so dense that each sept is only a short jump away from the next.
Tau ether drive. The interesting thing about this is that it implies that while it is a 'sort of' form of warp travel, it is perhaps slower than even non-Navigator assisted warp jumps. This owuld put the 1/3 to 1/5 warp speed analogies from BFG in another context (calculated rather than Navigator piloted Warp jumps.)

It alos shows that Ether drive has not been a drawback to the tau up to this point because they occupy a densely seeded region of the galaxy - worlds must be much closer together there than they are in a typical Imperial sector.

They also mention they reverse engineered ether drive from the wreckage of an alien vessel.



Page 114
The Jericho Reach was discovered in a very similar and equally serendipitous manner.
...
...the tablet was determined to represent a star chart, plotting a fast and safe route through the Warp to a distant region of space. The discovery was made all the more fortuitous by the fact that using conventional Warp drives the passage would have been impossible, assailed as it was by raging Warp storms. But the Tau’s gravitic-effect drives allowed them to anchor themselves on the emanations of the distant Black Reef, and although the passage was not an easy one, most of the force sent to scout the passage made it through safely.
...
Armed with their knowledge of the passage between Landfall and the Black Reef, the Tau can move forces between the two regions far faster than would otherwise be possible.
Well, isn't this interesting. This little tidbit provides a number of interetsing details. First, ether drive seems to be gravitic, which considering it is based on warp drive also suggests warp drives are partly gravitic (which isn't terribly surprisng given what we know of warp drive operation.) This in turn suggests ether drive may also be what powers tau sublight propulsion and gravitic defenses - again not unlike honorverse Impeller wedges.

Ether drive by its nature also seems less prone to warp storm activity - kinda interesting that the Imperium never developed or borrowed them - they would be a pretty useful backup or substitute for warp drive (and they're based on similar things...)

Secondly, it seems the tau have (luckily) stumbled upon a (limited) means of getting around the limits of Ether drive. These aren't warp 'gates' per se like the Eldar use (or what was used to reach Jericho reach) since its implied warp-drive vessels (like the Imperium) would not be able to pass through the same regions. It may be related to the 'warp portal' type stuff they used in Kill Team, since it clearly does indicate it is a FORM of warp travel, and it seems to be charted (or at least a sort of route) And it is much faster than Ether Drive.

So it does seem the tau can at least work around their ether drive limits to some extent, although this is (I'd guess) a relatively new ability. Funny enough the 'anchor on the emnatntions' bit sounds partly like using the 'currents' to push/pull themselves along the path, or something akin to what the Narvahl does.



PAge 114
The leadership of the Velk’Han Sept has since declared that Ag’Ni should be purged of all life so that it can be reseeded by Earth Caste geo-engineering cadres. This process is still underway, and the planet has come to be used as a weapons testing ground by the Fire Caste, who have been given free reign to test the most destructive of devices without fear of unleashing unwanted levels of destruction. Every form of weapons technology has been tested on Ag’Ni, from planetary defoliant to ionospheric inversion. Mass yield pulse plasma warheads have levelled entire mountain ranges and the detonation of a seismic discontinuity charge brought about the creation of an entire chain of super-volcanoes at the world’s southern pole.

Despite the destruction wrought upon Ag’Ni, the voracious microbial predators continue to exist. In fact, even in regions subjected to high levels of radiation the microbes persist, recolonising the blasted wastes within days.
Tau WMD testing on a planet, gives an indication of their firepower levels (megaton-gigaton range perhaps?) although its clearly not reached 'sterilization' thresholds either. Whehter this is because of raw firepower limitations, or because they don't want to totally render the planet uninhabitable (they do want to geo-engineer it fo rhabitability) we don't know. It is interesting that they can fuck up the planet to this extent and still expect the Earth Caste to make it livable though.

It's also kinda funny to see the Fire caste frustrated by a bunch of bacteria. :)



Page 115
The fourth world of the Amenophis system has been blockaded by the Tau for some time, for its native human inhabitants have been declared beyond redemption by the Greater Good and all contact with them has been forbidden.
...
The population of Amenophis IV have been declared beyond the Greater Good because they are entirely under the control of some form of machine intelligence, which they worship as a creator-deity. The people of Amenophis IV long ago discovered a fragment of lost Standard Template Construct technology and having utilised its knowledge to build an advanced meta-cogitation array, immediately fell under its control.
The population of the planet (like the Orks, and 'Nids in Fire Warrior) are quietly considered 'beyond redemption' by the Greater good. I guess there are limits to tau optimism. The Machine god doesn't like the existence of aliens mucking up their worldview, so the tau were resisted.

Also hilarious is how the self aware machine god has erased all knowledge of the Imperium (including Big E and Terra) from the planet- again jealousy.



Page 115
The machine ordered its subjects to repel the Tau using weaponry resurrected from long before the Age of Imperium...
...
The armies of Amenophis IV proved the equal of the Tau forces sent to oppose them, and a stalemate has since developed.
...
Elements within the Earth Caste would very much like to recover and examine some of the weaponry utilised by the Array’s forces, while other, more cautious voices call for no contact to be attempted at all. One faction within the Fire Caste has voiced the belief that the Array and all its followers should be destroyed by heavy planetary bombardment before it develops the capability to launch warships into space and challenge the Tau Empire’s control of the region
Yet another case of the Tau echoing the Imperium in certain, amusing ways. Including destroying the planet's life by orbital bombardment, studying the human tech, and juts outright ignoring it.



Page 115
The world has no native population and has been sequestered by the members of the Ethereal Caste as a retreat and sanctuary. Only the Ethereals and their most trusted honour guards are allowed to set foot upon Ea, and all others are forbidden from leaving their vessels..
I find this amusing because the Imperium is mentioned as having a Pleasure/Garden world that is only for the highest military officers of the Crusade - knowledge and access of which is restricted to only them. :) They do mention that the Ethereals are believed to meditate in the retreat, so it may not be quite the same, but still, the favoritism is pretty blatant and a contradiction to the 'Greater Good'.



Page 115
The human population was offered the choice of remaining on their world to serve as labour in the Earth Caste strip-mining facilities that would soon arrive, or to be shipped out to live on other worlds...
...
...Earth Caste mining cadres arrived and the process of systematically extracting the world’s natural resources began. Vast refineries equipped with fusion-scourers and held aloft by powerful anti-grav generators roam the surface, following the richest seams of the rarest of minerals. The planet is now a scarred and blackened wasteland, its resources plundered..
Tau strip mining equipment and capabilities. I'll grant them that they gave the human population (who threw in with the tau) more choice than the Imperium would have in a similar situation, so they're better than the Imperium in that regard.


Page 115
Due to its position far beyond the coreward borders of the old Jericho Sector it played little part in sector wide society or economy and its population was largely self-sufficient.
This is an interesting comparison between the earlier references to 'inter-dependency' of Imperial worlds within a sector when we were talking about Samech. It would seem that inter-dependency comes up largely as a result of the Imperial economies of a sector requiring it - probably reflecting a trend towards specializing worlds in particular ways - eg Agri worlds, Mining, industrial/forge/hive worlds, etc. That may nto be true in EVERY case and there's plenty of room for overlap, but it seems Imperial economic and cultural factors which drive the interdependency. Which perhaps improves performance but can also cause problems when those worlds lose their connections (EG warp storm.)



Page 115-116
...they had no reason to doubt the aliens’ messages of peace and cooperation. It soon became apparent to the world’s leaders however that the Tau expected more than cooperation, and desired that Jaya submit to their rule.

The peoples of Jaya had come to value their independence and self-sufficiency and its rulers were unwilling to be made proxies for others.
...
...citizen militias unused to the realities of full-scale warfare rising up in an attempt to expel the Tau from their world. The ensuing battle was a disaster for the natives, and the Tau used the attack as justification for a campaign of rapid and total suppression. Within six months the entire population of Jaya was under the Tau Empire’s rule...
And.. the ugly side of the Greater Good. This isnt' to say the tau ar really mustache twirling villains or that they won't treat people well (we just saw tha in a prior quote) but when it comes ot the Greater Good, the ends really DO justify the means. From their viewpoint they are bringing enlightment and order and purpose to these wayward people and they are doing them a favor, not subjugating them (that's what the Imperium does.) This can also extend to manipulation and the social reenginering/brainwashing, or even outright lying.

This also is in line with the Greater Good - cooperation to them means subsuming yourself completely and fully inot the tau empire and its authority - and that means you give up individuality, freedom of choice, etc. In return you get stability, security, a place (however small) in the greater scheme of things, and a reasonably good standard of life. for some that would be an acceptable tradeoff.



Page 116
The infestation was discovered by the Tau during routine genetic sampling of the human population. The Earth Caste scientists were shocked at the extent of the corruption, yet they had no idea what it might presage.
...
Amazingly, the Tau made rapid inroads in combating the genetic taint, using recombinant gene-recoding techniques all but unknown to the biologis adepts of the Adeptus Mechanicus.
The tau have better luck combating genestealer/tyranid infestation of native (human) populations than the AdMech do, although its not clear whether they ADMech would bother to even try. The code seems to be what triggers the 'beacon' to lure the hive mind in as well,, and its implied that even a small number of the populace so infected could serve to lure the fleet in.



Page 117
The Tau however have far less experience with such worlds..
...
The Explorators and Rogue Traders of the Imperium know that death worlds are more than just dangerous environments, a fact that the Tau are only just beginning to understand.
Tau dont know aobut Death Worlds, it seems.


Page 117
...Water Caste contact specialists knew immediately that they would not easily usurp the population’s faith in their distant, yet still present God- Emperor, and so they concocted an ingenious plan. Over the course of a decade, Tau agents infiltrated the ruling class of Zurcon and insinuated their own proxies into its structure.

By way of a series of all but invisible assassinations, painless re-educations, and subtle coups, Tau agents took over the government without the populace ever knowing of it, or them.
Those tau can be sneaky. Note again the 'Greater Good' can excuse a great deal.



Page 118
..a vast conglomeration of cold-core way stations and sidereal-locked void-wharfs known simply as Anchorage 12. This location fulfill lts many roles, including fleet headquarters, primary staging zone, logistics hub, and training centre, and it guards the rimward terminus of the Landfall-Black Reef passage. At any one time, thousands of star ships are to be found at anchor there, from the mighty Hero-class to the ubiquitous Defenders and Messengers. Anchorage 12 is equipped with substantial void-docking facilities and is able to repair and refit vessels damaged in battle against the Imperial Navy,
thousands of tau starships.. this is only a part of their fleets, but perhaps a large part. We're also uncertain if they are all military or military and transports or what - if the tau make such distinctions that is.

If they're warships, then the Achilus Crusade must have many more than 'hundreds' of ships, else the Tau would have overrun them long ago. Even if they only have 'hundreds' of warships, it's likely that the Imperium must have far more for that same reason.



Page 118
...“Hero” class, a vessel developed in the aftermath of the Defence of the Damocles Gulf as a match for the Imperium’s Lunar-class Cruiser, the most common war ship of its type in the Imperial Navy.
The 'Hero' class. Curiously this and the previous quote imply this might be one of the largest ships the Crusade has available - they must not have many (if any) battleship analogues.

They also mention they've been upgradind the 'gravimetric handling' as well as offensive/defensive/speed/manoeuvrability 'factors' to give a greater edge against Imperial warships.



Page 118
The greatest challenge facing High Admiral Y’eldi is not any one class of Imperial war ship, but the sheer number of vessels the Imperium can bring to bear against his forces. It is Y’eldi’s belief that the Imperium’s approach to naval warfare relies more on quantity, firepower, and attrition than the quality and expertise of its vessels and its crews, yet this is complicated by the presence of the Space Marines and their fleets.
...
..tactical withdrawal is far preferable to a pointless last stand, a doctrine that many of his foes, thankfully, do not adhere to. In truth, Y’eldi’s task would be far more arduous were it not for the fact that the vast bulk of the Imperium’s forces are engaged in the battles of the Acheros Salient and he knows that were they to redeploy to the Canis Salient, his position would be very different.
This is an interesting viewpoint for the tau to take vs the Imperium, given that in virtually all the engagmeents we know of where naval assets were involved: Taros, Damocles Gulf, the Fire Warrior novel (Dolumar IV) - the Imperium was generally outnumbered by the tau and yet managed to more than hold their own. Indeed we've known frm various sources (including BFG) that the Imperial Navy generally held something of a qualitative advnatage (ship and experience-wise) against their tau counterparts, yet this suggests otherwise.

This might be a reflection of his experiences against the Jericho Reach forces, which would be different (seeing as how they're from across the galaxy) compared to the forces in Damocles Gulf. And yet, it was implied that the high Admiral had studied the historical engagements of the Imperium vs tau exhuastively (including Damocles Gulf) so.. why is he concluding this?

It's also not unknown for the Imperial Navy to withdraw and consolidate rather than stand and die for no purpose - this was done in the Gothic War, in Third Armageddon against the Orks, etc. Again one wonders if he's not making an error regarding the Navy, or if he's just concluded this from the specific Navy forces he's fought.

In any case, this might suggest the Jericho Crusade naval assets may just outnumber the tau - at least in this particular salient. Hundreds or perhaps thousands of vessels. Then again the Admiral may be speaking in absolute terms - referring to the fact the Imperium is much bigger than the tau, although context suggests it is purely in the Reach (especially the last part)



Page 119
..the civilian populations of the worlds in the Canis Salient are taught to be eternally vigilant for enemy infiltration, though the xenos are rarely named and no real details are ever given. The common troopers of the Imperial Guard know more of course...
Information is power.. blah blah.. its noted that the Guard doesn't know about their collectivist doctrines (fear of contamination) It strikes me that this sort of policy probably serves the Imperium both with aliesn and daemons and the like.



Page 119
Many of these have come to believe that the Tyranids represent a far greater threat than the Tau, and harbour notions of diverting their forces to face the Hive Fleet. Even higher up the chain, some of the most senior leaders of the Achilus Crusade now believe that some form of contact must be made with the Tau in order to bring about an armistice. Some even dare believe that the Imperium and the Tau should cooperate against the Tyranids, at a strategic level at least.
Again, like with the Eldar, the Imperium will ally with the Tau against the Tyranids - pragmatism forces alliances mroe than anything. OF course once that threat is over... Amusingly this idea of 'alliance' extends to the Warmaster.



Page 121
... Watch Station Andronicus detected via a sub-aetheric augur reading that a substantial Tyranid force was moving through the outer reaches of the system on a heading that would take it towards a known Tau outpost.
I'm not sure whether it is psychic scrying, or if the Tyranid force just happened to drop out in the system, or some sort of FTL sensor, but they detecte/dtracked the Tyranid force. This again may suggest warp travel.



PAge 122
The suits, it transpired, each contained a staggering array of concealed weaponry, and were configured for operating in the void. The Tau guards fought through the Imperial lines and broke free by blasting their way through the bulkhead using high-yield fusion charges...
TAu zero-gee battlesuits.


Page 123
...the Tau Empire has nevertheless made great advances into Imperial space in recent years, spreading at a rapid rate from a handful of worlds to a coalition of dozens of races all gathered together under the strong leadership of the Tau themselves..
...
Were the Tau weaker, like many other minor alien empires, then perhaps the Imperium might have snuffed them out without dwelling overly on their psychology. However, as it stands, the Tau have risen to become a power in their own right and so the Imperium has been forced to take a longer view as to their eventual destruction.
SCope of the Tau Empire. Alsio the tau have grown big enough to stand up to (most) of what the Imperium can manage to throw at them, although to be fair their position so far on the edge of space from the Imperium (out on Ultima Segmentum no less) as well as the fact the tyranids have distracted the Imperium plays a role here as well.



Page 124
To date the largest and most costly encounter with the Tau has taken place in the Damocles Gulf against the Dal’yth Sept.
Since this was also the FIRST encounter with the tau.... of course this might suggest the Fire Warrior events (like Taros) take place after Damocles Gulf.



Page 124
...the Tau possess amazingly advanced military technology and innovative weaponry unrestricted by the dogma or superstition of the Adeptus Mechanicus. Combined with good leadership and a willingness to fi ght, the Tau have proven a serious obstacle for the Imperium to overcome and more than a match for its forces.
...
..the Tau menace has spread all along the Eastern Fringe and in numerous sectors the Imperium finds itself clashing with the Tau Empire and its alien allies.
Scope of the Tau threat.



Page 124
This is in part because the Tau allow all aliens under their control a certain degree of autonomy and do not challenge the culture of a world which enters their empire, so long as it embraces the Greater Good and serves the Tau faithfully.
More on tau life 'under the Greater Good.'



Page 125
Just like the Imperium, the Tau enforce their rule through the presence of their armies and navies, and the spectre of their warships is never far from the minds of those they enter into ‘negotiations’ with. Often they will keep ships in low orbit or garrison troops in a world’s capital under the pretence of protecting the local population, all the while intimidating local leaders into submission. Unlike the Imperium, however, the Tau seldom resort to force and brutality when arriving on a new world, respecting local customs and allowing those in power to remain so, unless they would endanger the Tau themselves.
Tau intimidation tactics. Still probably better than what most of the Imperium does.

It's also worth noting that in rare cases the Imperium and tau have allied (even to the point of aiding or defending one another's ships.) They may be tau propoganda, but its hard to say.



Page 126
A world conquered by the Imperium is usually punished for its transgressions against the God-Emperor. Even should it surrender willingly, it will be subjected to religious purges, Inquisitorial investigation, and having a good sized portion of its population conscripted into the Imperial Guard for off-world assignment, never to see their family or cities again. Not so for most of the worlds which side with the Tau Empire, which are instead welcomed into a collective of alien races, given aid and technology, and ‘invited’ to support the Tau Empire’s efforts to unify their sector with men and materials. Of course such worlds are also subjected to the subtle indoctrination into the Greater Good, a process just as persuasive as the imposition of the Imperial Creed, though usually considerably less bloody.
Tau vs Imperial conquest. Again 'usually' less bloody and vindictive, although I'd say its not always quite *that* vindictive in the Imperial case either (purges, investigation and tithing are all pretty normal even on loyal Imperial worlds after all.) And it doesn't mean it never happens with the tau...



Page 127
Commonly known as Gue’vesa within the Tau military structure, humans, like all aliens of the Tau Empire, are organised into cadres of auxiliary troops, sometimes armed with Tau technology but as often as not equipped with weapons of local manufacture (or those they brought with them when they turned traitor).
...
..they are rarely used as anything more than support or garrison troops when facing the Imperium. Gue’vesa often hold positions behind the lines while pure Tau formations and their more favoured allies (such as the Kroot or Vespid) lead the assault.
Gear of tau human auxiliaries and uses. Some don't care for this.



Page 127
As it currently stands, the Tau have anywhere up to a million or so humans at the command of the Velk’Han Sept, largely deployed to Zurcon but also stationed at various minor worlds around the Black Reef. Millions more are counted among the local militia and planetary defence force regiments of Tau-controlled human worlds, though the Tau Fire Caste does not count these ‘indigenous soldiers’ as part of their overall strength within the Canis Salient.
Ground force strength of the Tau human auxiliaries in Jerchio reach.



Page 127
Despite the open conflict between the Imperium and the Tau Empire, a certain level of trade and diplomacy between the two species continues to exist.
...
...Rogue Traders and merchant magnates move goods from the Tau Empire or ferry envoys from Imperial organisations to Tau worlds. It is the paradox of the Imperium that it officially denounces all alien species as the enemies of man, while men themselves are far less picky about their allies and trading partners if it means profit or protection.
And the Imperium even trade with the tau. Call it pragmatism or hypocrisy, it probably comes out to the same.



PAge 129
...the Black Reef, a briar patch of gravitational madness stretching across a dozen light years and effectively closing off an entire area of space.
...
...the Black Reef is practically impassable to voidfaring ships, its gravity storms reaching into the Warp itself, fouling Warp routes and disturbing the Immaterium
Gravity can apparently 'extend' into the warp somehow. Is this part and parcel of the creation of warp rifts, tapping into that gravitational 'linkage?'



Page 130
...the remains of an ancient, highly advanced xenos civilisation long turned to dust. He also encountered primitive reptilian aliens, which he deduced to be the descendants of the race which once dominated these worlds and this region of space.
Could this be a throwback to 1st edition and the Slann?


PAge 130
The Tau also enjoy a rare speed advantage over the Imperium within the Black Reef as their unusual method of near-Warp travel works more effectively than completely entering the Warp and is less prone to disruption by the gravity storm.
more of the peculiar warp/ether drive interaction that allows travel in and around the Reef.



PAge 133
Added to the distrust and disdain many of his commanders have for each other, Tetrarchus must also contend with the political and jurisdictional nightmare involved in commanding so many conflicting Imperial adepta and organisations.
Imperial military ventures at their finest :P Politics, infighting, and intriguing.



Page 135
of Adjutant to Lord Admiral Gorvus Xant, then commander of the Acheros Salient.
...
.. a chance strike from an orbitla defnece platform destroyed the bridge of the salient flagship Sword of Macharius.
..
As the orbit of the Sword of Machairus decayed, Magratha fled from the crumbling battleship with a host of Guardsmen aboard every drop pod, gun cutter and freight lighter that could be salvaged..
two battleships in the Acheros Salient, and the small craft of said battleship (gun cutters are new, and the damn thing had drop pods!)



Page 137
...the ships of the Golden Chain return to Spite, Calisi, and Karlack, opening their holds to disgorge a broken host of Tau, Kroot, and miserable Gue’la prisoners of war to work the mines and labour camps that fuel the Imperial war effort.
Rogue trader selling human and alien prisoners to the Imperium in a slave trade.


Page 139
When the hive's fall became inevitable, he decided to cheat the swarm and secretly deployed a stormtrooper squad to infiltrate the hive. They set off a chain reaction in the hive plasma reactors which destroyed both the hive and the swarm in a pyre of atomic fire. After the destruction of Hive Tyralos...
Hive city destroyed when its reactors overload.. and 'atomic' fire.


Page 140
...she is the master of the Emperor-class battleship Belial and overall commander of the Calixian 5th Expeditionary Battlefleet.
They DO have Emperor class batltleships in Jericho REach. I wonder what an 'expedtionary battlefleet' is, anyhow?



Page 140
During those first years of the Crusade, she was kept busy smashing worlds to dust and cowing others into surrender with the presence of the Belial.
Does this mean she used her battleship (or battlefleet?) to destroy worlds?



Page 140
it was rare that her Battlegroup faced any kind of serious opposition, the guns of the Belial hammering apart system ships and ground targets from the safety of high orbit.
High orbit bombardment.. say 40-100 thousand km.



Page 140
Thalion and her fleet were among the vanguard of the assault into the Acheros Salient...
That makes three battleships at least in the Acheros Salient, albeit one of them now destroyed. Possibly as many as nine in the Crusade total.



Page 141
It was seen by the Il-Kaithe Farseers that a time would come when the great enemy would rise in the Eastern Fringe of the galaxy. Aided by the forces of discord and destruction, it would lay claim to a gateway to the heart of the world, a gateway the humans would be powerless to defend or to close.
...
Using the wisdom of the Eldar and his own cunning, Syndilian has been subtly infl uencing events across the entire Reach, instigating battles, assassinating infl uential targets and even creating alliances between enemies— all for the purpose of prolonging conflict.
Yet another problem with the Crusade.. the Eldar are fucking things up. Its also likely this guy helped kill of Achilus given what I mentioned earlier. This also probably explains why the Eldar are here, although I wonder if they're fearing a resurgence of the Necrons.



Page 142
Theren is a hard man, but unlike a stereotypical Commissar, he actually cares about the lives of the men and women under his command.
...
..as a Commissar, he always appreciates when a walking morale booster [Space Marine] shows up on the field of battle.
Hey Kids, remember when Commissars did more than shoot people in the head for looking at them wrong? Gotta love the 'stereotypical' bit because it is something of a sterotype. It's worth noting he rewrote battle plans to avoid using a million guardsmen as sacrificial bait against the Tyranids. Gotta love FFG stuff.



Page 142
Before General Curas was killed, he placed her in command of Battlegroup Cerberus. This fleet of over fifty ships ranged in size from her flagship, the Battleship Emperor’s Nobility, to the nimble Sword-class Frigates.
Size of a Crusade battlegroup. 50 ships, including one battleship in the Orpheus Salient, which means there are 2 battleships in the Orpheus Salient the same was as in Acheros. Assuming the at least 4 battlegroups mentioned explicitly (Argo, Cerberus, and Daedalus) are simialr in size we're talking 150 ships or so total, possibly as many as 200. IF we assume 50 per battleship (with at last 5 battleships mentioned, perhaps as many as 9) we're talking 250-450 ships.
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