Black Crusade analysis/discussion thread

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Connor MacLeod
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Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Crazy, I know, but I can actually put this one out quickly and have it done soon, because much of the material isn't duplicated.. its short (not many updates) and there isn't much out (3 soon to be 4 supplements plus the core book.) I might as well get it out now. Don't worry, I'll make up for it with Only War (biggest FFg 'analysis' thus far.)

Anyhow, Black Crusade has the distinction of being (thus far) the ONLY non-Imperium based 40K RPG out there. It deals with Chaos, which means its not THAT much different, but its distinctly non-Imperium. Its actually more interesting than Deathwatch, although I feel it doesn't fully explore Chaos yet. The high points are really presenting a different, non Imperial perspective - it emphasizes individuality and choice (and the self) over the conformity and unity in the Imperium, but also illustrates how those choices, that freedom, that power always has a price when it comes to Chaos. It is a useful check and comparison for other, Imperial-centric, 40K material in the FFG sideline.

It will be three (short) updates for the core rules.

Part 1


Page 10
The vast spiral of the galaxy stretches across over 100,000 light years and swells to 12,000 light years thick at its hub. It contains hundreds of billions of stars and untold millions of habitable planets.
Approximate scope of the 40K galaxy.


Page 10
The Imperium is mighty, centred around the high concentration of human worlds in the galactic west...
...
A million worlds fall beneath the dominion of the corpse-god that the Imperials call the Emperor; it controls countless armies billions strong and fl eets of starships beyond number.
..
For every world that feels the autocratic boot of the Adepts of Terra upon its throat, a thousand others lie undiscovered in the void.
Implied scope of the Imperium. The mainly interesting thing is how its implied humanity is not uniformly scattered - its denser towards Terra and the surroudning regions, whereas the outlying regions (Esp Ultima Segmentum)a re more frontier-like, sparsley inhabited.

Also if we use the ratio as a benchmark, that implies a billion 'habitable' planets (using 'habitable' loosely..)


Page 11
...a place of infinite possibilities where emotion and symbolism hold sway.
...
The flows, swirls, and eddies that it creates can form patterns and designs, drawing similar energies into themselves until they achieve a level of consciousness and purpose. When they fi nd the courage to acknowledge the existence of such powers men call them the Chaos gods.
Many nameless gods have been cast up by the warp only to be swept away again by the slow beat of aeons, but four great powers of Chaos seem eternal...
..
They hold that the ocean of primordial essence that we now see as the seething Realm of Chaos was calm and undisturbed until it began to be altered by mortal passions and desires.
the Warp. This echoes alot of the earlier 'REalms of Chaos' stuff again, by admitting the existence of other gods, and that they come and go almost in a cycle. although it might also refer to racial soul/gods like the Eldar.

One of the interesting aspects being hinted at in various texts in this book is how Chaos is treated as a 'creating' force - for example on estory tells a legend where the 4 chaso gods (in other guys) apparently played a role in creating realspace for their own ends and purposes. Somewhat self serving and probably more benevolent than it is, its still an interesting perspective, especially since the 'creation' of the universe and the origins of life aren't ever addresse (wwe only ever go back as far as the Old Ones, but never earlier.. where did they come from, etc.?)

And we also get reiteration of the whole 'living beings influecne the warp, and vice versa' effect, an almost symbiotic (or parasitic) relationship.


Page 11
They absorb the energies of countless souls in turmoil, waxing ever stronger on the hopes and fears of mortals until they have become truly god-like entities. If mortals truly gave birth to the entities that have become the Ruinous Powers no hint of mortal frailty remains. The gods of Chaos represent absolutes completely unsullied by indecision or mercy.
Gods feed on 'souls' which shows the importance of having worshippers, both living and dead. as living their acts/deeds/beliefs - particularily in a god's name - sustain and empower that god, and in death their souls 'join' with the essence of their god (probably) further empowering him/her/it.

We also get representations about how the Chaos gods represent absolutes. Which is where their danger lies - its not that Chaos gods are evil, its that they represent such tremendous extremes that their worshippers are invariably driven to excesses just to help feed/sustain their patron deity.


Page 11
The gods care nothing for their followers or their machinations, granting them unimaginable power or withdrawing it from them just as quickly as their fickle whims decree. Mortals are mere playthings to them, to be used and cast aside at will, at best the objects of momentary fascination. Perhaps they know that once the process of a soul’s corruption has begun it becomes inevitable, and that the taint of Chaos will bring living souls to the gods whether they declare themselves devout or not. It is more likely the Ruinous Powers are simply unaware of the mass of mortality in any conscious sense because their state of existence and motivations are too vast and alien to comprehend.
I'd guess the latter, since there's more of a 'humans not noticing the ants they step on' angle to it. I only cite this again to emphasize that 'good or evil' is not strictly applicable to Chaos or their Gods - their thought patterns and vision is vast, and alien and dramatically different from humanity, and their danger lies not in their inherent 'goodness or badness' but rather how they can be misused or abused by living creatures. Not unlike a great many things taken to excess.

In that same thing calling them 'fickle' and considering them 'playthings' is ascribing motives that may or may not apply.. this is a very subjective thing. Hell maybe its only the daemons (the lesser aspects of the Gods) that view humans that way, but to the God itself daemons are no different than mortals are.

Even more ominous is the idea that the Chaos Gods might simply view us as a metaphysical food source. How much thought do you give to the crops or livestock that sustain you? you migh ttreat them nice or igve them a treat once in awhile, but you don't even treat them as humans or even equals....


Page 12
Of the four great powers Nurgle is said to be the one most involved with the plight of mortals.
...
Every Chaos power embodies the hopes, fears and other strong emotions generated by mortal beings.
...
The mortal’s unconscious response to that fear— the desperation to cling to life no matter what the cost—gives Nurgle an opening into their souls.
...
The power of Nurgle waxes and wanes as his pandemics sweep across the galaxy.
This is only part of the story of Nurgle really, as it notes the warp also represents 'hopes' as well as fears, and likewise there can be positive as well as negative things. In the case of Nurgle this reflects in one of his other titles - Papa Nurgle. Recall how he is depicted as a fatherly, kind hearted spirit who takes delight in his 'children' and their antics. He is also a jolly soul for a diseased sack of pestilence and enjoys humour. He represents life as well as death, because his nature represents the natural order of things, life to death and back to life. The creative as well as the destructive. He does inflict pain, but life is about pain in some way or another, so how does his make him any different from mortals? IT could even be seen as much part of the 'natural order' as disease - he's trrying to encourage growht and expansion and change as much as any other Chaos God.

I think of the four Nurgle is perhaps the one I like - he represents an elemental force of nature, but one that has positive as well as negative aspects (Whereas Khorne tends more towards violence and bloodshed and death.. I don't really consider honour and knightl virtues to be a compensation for that.) and Slaanesh's emphasis on sensation is too.. selfish. And Tzeentch.. what poitn giving hope if you also intend to betray and take it away? Indeed Nurgle can be said the one closest to humans, and perhaps the ones most favourably inclined to them. That's just my opinion, of course, but I think Nurgle best represents the 'ideal' of what Chaos and the warp truly truly is.

They also mention Nurgle's champions are a threat to densely populated (Hive?) worlds and Starships (like what happened to the Death Guard.) which in a way shows just now sneaky Nurgle can be. He offers them a deal they can't refuse once they're in his clutches..


Page 13
...Nurgle’s daemons are cheerful, energetic beings that show a disturbingly friendly demeanour. They are jovial in their work and show great pride in their accomplishments...
...
Every Great Unclean One is also Nurgle himself in some sense, and their followers often refer to them as “Papa” or “Father Nurgle.” Great Unclean Ones are seldom deathlike or morbid in character; in fact, they are usually motivated by the same trivial enthusiasms that drive the living. They are gregarious and even sentimental in their nature with a remarkable fondness for their followers. They often refer to their followers as their “Children” and take great pride in their appearance and oddly endearing behaviour.
Like I said. Nurgle isn't ALL bad and neither are his followers. Despite the disease and decay, the pain and suffering they cause, Nurgles followers engender a sort of unity and family bond, a positive and humorus, even creative force. It's also mentioned Nurgle is rumored to take delight in creating new diseases to inflict upon the galaxy, reflecting an essential sort of 'creativity' in his nature.

Also the bond between Nurgle and his Greater Daemons shows how the daemons are themselves merely avatars or exntesions of the Chaos entity itself. sort of like a great psychic putsmif dvhrmr. And nurglings are childlike and mischievous, again showing a more positive aspect to their otherwise corrupt appearance.\


Page 13
Nurgle is the age-old enemy of the Chaos Power Tzeentch, the Lord of Change. Their energies come from diametrically opposing beliefs; Tzeentch’s power derives from hope and changing fortune while Nurgle’s comes from defiance born out of despair and hopelessness.
Tzeentch vs Nurgle. Again it reflects some of the more positive qualities that offset the negative ones inherent in a Chaos god.


Page 14
Some hold that it was the will of Khorne that fi rst impelled a primitive to seize a rock and brain one of his fellows...
...
Others declare that it was the fi rst mortal impulses of fury that breathed life into Khorne, and that he represents the primitive lust for violence lurking in every mortal heart.
Probably both are true to some extent, all Chaos gods represent a symbotic link between the warp and realspace... emotions and thoughts feed them, and they in turn encourage those thoughts and feelings in an endless cycle. and therein lies their danger.



Page 14
Some justify their slaughter through honour, bravery or pride but the most fanatical know that only the bloodshed matters.
...
They hold that Khorne is the Chaos Power that embodies mindless and absolute violence, the wild blood lust that, once unleashed, yearns to destroy everyone within reach whether they be friend or foe.
...
..Khorne cares not from where the blood flows.
...
...Khorne is overtly the most potent and active of all the Chaos Powers. Endless wars and bloodshed in the mortal realm fuel it with the skulls of the slain, constantly drawn into its raging depths.

...
The instinct to violence is a necessary one in a hostile universe, and is lauded in protectors or liberators.
Khorne. He's probably the most singleminded god, but he can afford to be becuase the essential nature of what fuels him (anger, hate, violence, bloodshed, death and murder and war) is omnipresent and a very intrinsic part of human nature. Moreso, in fact, than the life/death cycle with Nurgle (because those things can wax and wane.). This makes Khorne the most (consistently) powerful of the Chaos Gods, and that is a huge advantage.

The fact that the violence can spring from both 'good' or 'evil' sides ('defenders or protectors' as well as killers and berserkers) is a further benefit - opposition to bloodshed or murder or even Khornates will feed Khorne just as readily as the slaughter his followers perpetuate. The only way to circumvent that is for the worship to be dedicated more to another (which is why, I suspect, things like blood sacrifice and murder and slaughter are considered okay 'as long as its done for the Emperor - that can steal that power away from Khorne and channel it to the GEoM, as horrific as that idea is.)


Page 15
A desire to protect their loved ones warps gradually into a determination to fight back against those that threaten them. Martial pride and a sense of brotherhood are fostered to protect against hostile outsiders, and the authorities direct the urge to inflict harm against those designated as undesirable.

Under the banners of protection wars are begun that consume whole population...
..
Outside the constraints of the Corpse-God’s Imperium, those that go into battle commonly beseech Khorne in one of his warrior-god aspects..
...
Their [his followers] success or failure is a matter of no import to him, as Khorne waxes strongest wherever mortal ambitions clash, regardless of the outcome
Pretty much a reiteration of what I said. Khorne is basically the most straightforward, singleminded, and most uncomplicated god in existance this side of Gork and Mork. Mainyl because he doesn't have to be. That's probably why there isn't much of a duality to him (unlike, say, Nurgle, or Tzeentch.)


Page 15
The self-indulgent sensuality of the Prince of Pleasure is an affront to the warrior instincts of Khorne. The sense of duty, honour, and self-sacrifice that fuels part of Khorne’s existence is an anathema to the followers of Slaanesh, and the very antithesis of their own philosophy of selfindulgent pleasure seeking.
Even though he's straightforward, you can find (sort of) positive aspects to Khorne, although I'd say they are far more simpler and limited than with the other Chaos Gods. Again Khorne need not be simple, and the virtues he can 'uphold' are simply justifications for the blood and slaughter - which to Khorne are all that matter.

Also given Khorne's hatred of wizardry he and Tzeentch do not get along.


Page 16
It is the Ruinous Power dedicated to the pursuit of hedonistic pleasures and the overthrow of constraints.
...
Slaanesh represents the locus of the fallen Eldar race’s deepest desires; the yearning for luxury and hedonistic over-indulgence, the exercise of cruel and unnatural passions, the pursuit of forbidden vices and unspeakable carnality.
...
The followers of the Prince of Chaos pursue ever-greater heights of experience, seeking pleasure in increasingly extreme and outrageous fashion.
Slaanesh. 'overthrow of constraint' is perhaps a more 'optimistic' motive, since it can encompass freedom of choice and the overthrow of oppression. But it also represents a drug-like 'addiction' to sensations and other extremes, which can get out of control and self-destructive.

The insidious aspect of Slaanesh is how that it can embrace more than just one 'kind' of person. Slaanesh can appeal to warriors (striving for martial excellence or the pleasure in fighting.) as well as sorcerers and academics or poeple who learn. Which is unlike Khorne or Tzeetnch (for example) That sort of flexibility is an asset of sorts.


Page 16
Slowly, over many centuries, the projected lusts and desires of the highly-psychic Eldar coalesced in the warp to create the new power. As the entity grew, the Eldar themselves were increasingly affected by its influence, driven to new heights of depravity in pursuit of their jaded lusts. The spiral became tighter as the increasingly frenzied activities of the Eldar spurred Slaanesh towards full wakefulness, even as its dreams stirred their darkest desires.

The Eldar race became trapped by its own dark nature, one that asserted itself more and more as Slaanesh’s influence grew.
The birth of Slaanesh and the fall of the Eldar. It illustrates well the nature of gods in the warp--- both in their 'formless' nature where they can still exrt some basic influence on things, but also in their 'sentient' nature where they can directly take control once they reach a certain critical mass. It also illustrates the 'absolute' nature of the Chaos gods and the way it can (for some at least) lead down a path of self destruction as extremes are pursued. Which is, of course, the fundamentla danger of the Chaos gods, not that they are 'evil'.


Page 17
Even the most pious pontiff must rest sometime, and when he does the unconscious desires in his dreams betray him to the Master of Carnal Joys.
...
As leisure becomes widespread the unconscious wants of the many are led down dark paths by the subtle infl uence of Slaanesh.
In a way Slaanesh's power is as fundamental as Khorne or Nurgles. Taking joy and pleasure in any act feeds him, and its hard to deny that, because pleasure and enjoyment is part of being human (and in our unconscious desires.) Rooted even in our base and biological urges even (such as the desire to reproduce.) which makes it hard to resist. But given that Slaanesh is particulariyl driven by extremes of sensation, this makes him also quite dangerous because it invariably means being driven to those extremes, regardless of the approach.

And in a perverse way oppression and corruption feed it, especially in the Imperium. The nobility are especially prone to it, and the need to escape the drudgery and bleakness of life can lead people into Slaanesh. Hell, the harder the Imperium squeezes, the more people may even be driven towards things tha can put them at risk of Slaanesh.


PAge 17
Slaanesh is said to have little interest in the other Chaos Powers, being too caught up in his own pleasures to be interested in alliances or co-operation.
...
Slaanesh’s comparative weakness in direct confrontations is balanced by his endless capacity for corruption...
Slaaneshes weaknesses and assets. One thing they don't quite touch on (unlike othr Chaos entities) is that Slaanesh's push towards sensation and extremes can make him something of a muse or a poet, as well as encouraging the striving towards perfection. We see this best in the novel 'Fulgrim' with the Thousand Sons, whose particular nature made them especially prone to Slaanesh. Thus if Slaanesh can be said to have any positive sides, its freedom, creativity/artistic expression, and a drive towards self improvement.


Page 18
The hopes and plans of every man and every nation whisper through its many-chambered mind. Its all-seeing eye watches as plots unfold and intrigues alter the course of history.

..
The hopes and plans of every man and every nation whisper through its many-chambered mind. Its all-seeing eye watches as plots unfold and intrigues alter the course of history. All men dream of wealth, freedom and a better tomorrow. The confluence of these desires creates a powerful impetus for change.
...
Perhaps Tzeentch plans to overthrow the other Chaos Powers, or to extend his dominion across mortal realms, or to achieve some unguessable apotheosis. Perhaps Tzeentch plots endlessly because that is its driving force, and its schemes can never achieve fruition as they twist constantly into new plans and conspiracies.

Whatever Tzeentch’s ultimate purpose, he pursues it by manipulating individual lives and thereby altering the course of history.
Tzeentch. This perhaps gives some of his most positive traits - he is an agent of change and evolution, of growth and a desire to improve. But he is also a plotter, and a manipulator, as well as a gifted prescient, and those are perhaps both his strengths and weaknesses. What's more, he apparently either has no strict goal other than plotting and change, or he is so paradoxical that he is destined to defeat himself. Which makes Tzeentch his own worst enemey.

Of course being an agent of change means Tzeentch is somehow essentially more tied to the warp, since time, space, and the mutability of reality are essnetial parts of the warp, and of wapr magic. Which is an advantage and a disadvantage.



Page 19
Tzeentch’s energy is derived from the excitement and will to change, the desire to forge one’s own destiny, refashion fortune and gain power. Nurgle’s power comes from a defiant brand of hopelessness and despair, a moribund acceptance of the way things are born out and a determination to keep plodding forward regardless.
Tzeentch vs Nurgle. Tzeentch of course is, as I noted, his own worst enemy, as betrayal is part of his nature as much as change is. And since Tzeentch embodies magic, he is also sometimes in conflict with Khorne. coupeld with Slaanesh's general disinterest in alliance means that Tzeentch, despite the insidious power of his ties to the warp, and plotting means he is perhaps the most volatile and inconsistent in power (Nurlge for example is more cyclic, whereas Khorne's is pretty stable and consistent.)


Page 20
A million worlds united in the name of Humanity; monotheistic, xenophobic, paranoiac, and fuelled by war. With its vast fleets and uncounted armies the Imperium remains probably the single most powerful entity in the galaxy.
The Imperium is supposedly the most powerful (Coherent) force in the galaxy. Whether the Nids or Necrons can contest this at some point is up for debate. The Orks are more numerous of course but they are far from unified.


Page 20
They hold the worlds of the Imperium in a constant state of terror, proselytising their zealotry and feeding the fears of the populace to keep them cowed and malleable. An Imperial citizen is raised from birth to believe that unseen forces are gathering to attack them and that their way of life could be destroyed at any moment, and that only the Emperor stands between them and damnation.
...
The Imperium thrives on war and oppression. Its weapon factories and shipyards run night and day, arming its forces, and faceless conscripts by the billion are hurled into conflicts they cannot win. Imperial citizens are indoctrinated from birth to hate and fear outsiders, and at any given time the Imperium is fighting dozens of genocidal conflicts. This perpetual state of war and fear has served the Imperium well over its many centuries of existence, reinforcing its self-righteous declaration of itself as defender of humanity while driving a wedge between itself and other races.
...
Some joke that an outbreak of peace would be the greatest disaster that could ever befall the Imperium, but in truth the Adepts of Terra are quite able to fi nd enemies in their own ranks. Planets groaning too loudly beneath Imperial tithes are quickly branded as “traitors” or “heretics”....
All said this can be considered quite true. the FFG books have called this a 'siege mentality', where the Imperium promotes an idea of a hostile galaxy that is out to destroy every human, and thus they must destroy them first. To be fair there is a certain measure of truth in this (Orks and Tyranids for example) but its not wholly true (The tau for example seek only conquest, and the Eldar want to be left alone.) And we know of countless worlds in the Imperium that go decades, centuries, or even millenia without any serious invasion or threat of attack. And yet propoganda, that 'siege mentality' is perpetuated both to feed the military machine and to maintain the control of the Adeptus TErra. That control is, sadly, neccessary, to an extent but it often is exaggerated due to greed, corruption, fear, etc.

In alot of ways you can say that the Imperium's worst enemy is indeed itself.


Page 20
..often decades apart...
...

...Black Ships and the agents of the the dreaded Inquisition come to each Imperial world to demand its crop of psykers for processing on distant Terra. The slightest flicker of potential is enough for the Inquisitors, and their holds are filled with thousands..
...
..their souls are fed to the Emperor and that a thousand are sacrificed every day just to keep his guttering life-spark vital. Others say the psykers are blinded and castrated in both their bodies and powers...
Another detail that is true in its cruelty, but neglects the reasons given why this is the case. Psykers (astropaths) are important to the running of the Imperium, but they also represent something of a danger, since an untrained psyker is a potential portal through which daemons or other warp entities may invade realspace, which can be dangerous to a settlement, city, continent or evne a world. Nevermind the occasional alpha-level PSyker who is insane. What's more, the Emperor is perhaps one of the few things preventing the Chaos gods from overwhelming humanity as a whole, which might be good for some but I doubt everyone would choose to become a worshipper of Chaos (they wouldn't exactly have a choice) and Chaos would swarm reality (which the Eldar don't want. Not evne the Dark Eldar I imagine.) So the sacrifice, while horrible, is also something of a necessity, both for usstaining the Emperor AND the AStronomican.

And on top of that, don't forge the prejudices that psykers (or 'witches' ) are regarded. WHilst the Imperium encourages this (whilst simultaneously taking and using same witches for their own ends - hypocritical though that is) it isn't wholly just the Imperium. The AFtermath of the Age of Strife taught humanity the dangers of unrestrained psykers, and in that sense the Imperium protects them and gives them a purpose, which probably is more than they would otherwise get. Which is ironic considering how humanity is progressing towards becoming a psychic race.


Page 20
The Imperium is said to encompass a million worlds but accurate numbers are impossible to gauge. In the time taken for reports to cross the galaxy conquered worlds are regained and new ones are lost more quickly than Administratum scriveners can update their ponderous data stacks.
Helping to explain why the Imperium can range from a million world to billions. New worlds are always discovered, conquered, colonized, and old worlds are lost to war, natural disaster, warp storm, rebellion, etc. that keeping a straight number at any given time is probably as futile as trying to gauge military numbers.


Page 21
The worlds of the Imperium include every conceivable type, from isolated colonies to thriving hive worlds, from mono-culture agri-worlds and vast orbital forges...
The interesting thing here is that 'world' is not speicifcally taken to mean planet. It could mean particularily large stations, moons, etc. Which would also help explain some fo the 'billions' of worlds references.


Page 21
..if the forces of the Imperium could ever be unified and set to a single purpose there is nothing they could not achieve.
...
..thwarted by the unthinkable distances involved in their sprawling empire, internal dissension, and inter-departmental rivalry.
...
..parts of the Imperium tens of thousands of light years apart can do little to support one another in practical terms. Instead rulership often devolves down to loosely aligned sub-sets of the most influential worlds colluding to exploit their immediate neighbours under the guise of Imperial authority.

The Imperium has been far more successful in creating a common cultural and philosophical centre by dominating science, education, and the arts on worlds from one side of the galaxy to the other.
Centralized control is impossible, and the nature of humanity and the Imperium defeat it's efforts at direct control. Instead you get sectors/subsectors as 'islands' of humanity all linked together by common cultural, religious, and economic threads.


Page 21
...interlocking series of Ordo and Adeptus organisations set up to spy on one another while keeping planetary populations in line. They are also frequently blind, autocratic and counterproductive..
Essentially true.


Page 21
The core organisation of the Adeptus Terra is unthinkably huge, the ancient priesthood of Earth billions upon billions strong just on Terra itself.
Scope of the adeptus TErra on Earth itself.


Page 21
Each sub-department of the Administratum has their own writs, legislation, authorisations and areas of responsibility painstakingly preserved and passed down from generation to generation of its membership.
They mention that the Adminsitratum can have parts reporting to parts that no longer exist, or parts responsible for witholding or destroying data so noone can see it. Basically it is one gigantic, useless, self-perpetuating bureacracy.


Page 21
The history and viewpoints of the Imperium change drastically, depending on whom you ask.
...
Which is correct? Both, and neither. All depends on one’s point of view.
...
..the following text is penned from the viewpoint of the Disciples of the Dark Gods
...
Is it correct? That is for the reader to decide.
This represnets perhaps the closest thing that 40K ever has to a 'canon', and for me its a surprisingly good one, because it emphasizes not so much what a particular source says, but rather the overall consistency of everything. We take and judge a source by its own individual merits, as well as its merits relative to the rest of the body of work. Which is cumbersome, time consuming, and prone to change at a moment's notice.. but it's also probably the only way you make sense of anything if one is inclined to do so.

I've always liked the 'point of view' aspect of the various FFG, and that's probably the value of Black Crusade. It contributes a different perspective that can, hopefully, provide elements to ferret out the truth from the mass of data.


PAge 21
..much of the planet’s surface that grass and water have long since become forgotten memories buried under kilometres of rockcrete and plasteel.
Purported height/depth of the hives (if not the surface) of Terra. Whether it is a true, coruscant like city world is a matter of opinion, but it really wouldnt surprise me


Page 21
To undertake a journey to Terra is far beyond the means of most citizens, but millions do so each year...
That's far more than I'd ever expect really.. given how travel is supposed to be limited and isolated.. of course it could be just withint he sector or segmentum. But an annual travle of millions is still impressive by 40K standards.


Page 22
The cult owns and administrates the planet Mars, the seat of their power and the source of many of the ships, weapons, and technically advanced machinery used in the Imperium.
Other Mechanicus Forge worlds exist scattered across the galaxy, places of incalculable value to the Imperial war effort.
Forge worlds are, unsurprisingly, industrial cornerstones of the Imperium, and MArs seems to contribute a substantial percentage of that on its own.


Page 22
The Adeptus Mechanicus is as much an arcane cult as a scientific body, obsessed with finding and restoring ancient sources of technology but placing little value on research and development of new ideas—indeed, such pursuits are viewed as a dangerous form of heresy by some. Older technology is valued the most, rote-learning and repetition have replaced understanding, and much of the Mechanicus’ greatest knowledge is completely forbidden to outsiders as well as its most of its own membership.
Which is basically true, but it doesn't mean this is unneccesary. The warp can have an adverse effect on technology, and the 'cult' belief can give a measure of protection to this. The downside of course is that like all Imperial organizations it is riven along 'puritan' and 'radical' lines, with the radicals being more in favor of R&D and the puritans the rote learning and aversion to R&D.


Page 22
Only a handful of planets are administered directly by the Adeptus Terra, the Ministorum or the Imperial Space Marines.
True, although given the number of Space Marine homeowlrds, Admech Forge worlds, and the presence of Shrine/Cardinal worlds in every sector, we can say that 'handful' is purely relative (meaning thousands of worlds, contrasted perhaps to millions.)


Page 22
A Planetary Governor holds the nominal rank of Imperial Commander within the Adeptus Terra and is in turn held directly responsible for the order and productivity of their world. If they are successful, the Administratum is content to take no further interest in their world beyond collecting its tithes, leaving the governor free to rule as he sees fit.
..
...he or she must continually walk on a knife’s edge between the wants of their own society and the requirements of the Imperium. The exchange with the Imperium is not always entirely one-sided; the trade and technology gained may improve a world, and Imperial forces backed up by more rigorous laws make it a safer place. However, with so many worlds living under a continual state of martial law, the populations they control are often opposed Imperial rule, and their higher echelons especially so.
...
Some Planetary Governors try to balance the needs of their society against the demands of the Imperium with varying degrees of success, although liberal agendas are frowned upon by those in high office. Most Planetary Governors take the easy route and dedicate themselves only to appeasing their Imperial masters no matter what the cost to their homeworld. Indentured servitude, strip mining, and mass industrialisation become common practices on such “civilised” worlds.
It's also mentioned how the demands of the Imperium can make the Commander unpopular with his populations, and thus he is more reliant upon the Imperium to maintain control (which enables the Imperium to squeeze more wealth out of the planet.) Againg iven the pro-chaos slant to this its more self serving (especially the 'people are just waiting ot overthrow the Imperium') but it is true enough that it cna sound convincing. And as the text says, it has upsides (technological improvement and safety and order.) no system is perfect and there are always tradeoffs, especially in the fucked up 40K galaxy.

That said the bits about strip mining, indentured servitude, and mass industrialisation have merits - one just has to look at any Hive world for proof. The way things are phrased are also interesting in how it treats the Imperium as something of an outside entity.. more an ally or confederate (albeit one in a position of power) rather than a direct ruler.


Page 22
While he remains a loyal member of the Adeptus Terra, a Planetary Governor has some measure of authority over the elements of these powerful organisations stationed on their world.
However, the moment a world attempts to leave Imperial rule, these vital organs of justice, technology, communication, navigation, security and transportation are duty-bound to violently resist.
The organizations being the AdMech, ARbites, Navy, Guard, Astra telepathica/and AStronomican, the Adminstratum, etc.

Again the context speaks more of the Imperium being something of an alliance or a confederacy, where they are bonded by mutual interest or exchange than by direct rule. Which tends to suggest there are diffrent 'tiers' to the Imperium. The directly ruled (EG Shrine worlds, forge worlds, Astartes homeworlds, etc.), and the indirectly controlled.


Page 22
On some worlds Space Marines are hero-worshipped as liberators, but on most they are known as terrifying oppressors...
...

...extensive genetic modification of feral children specially bred for the purpose on planets artificially kept at a particularly nasty stage in their development by their Imperial commanders.
..

..developing adolescents are weeded out, hypno-conditioned, and indoctrinated to become loyal killers for the corpse-throne on Terra.
Which echoes alot of the view you see of Space Marines in Soul Drinkers, or the Horus Heresy series, so there is a fair bit of truth to this. The Space Marines can both be heroes/liberators but they can also be viewed as terrifying figures, because both are part of their essential role. That they might also be recurited (as children) from worlds deliberately kept primitive is not suprrising, but this is more a funciton of Space Marine traditions and desires than any influence in the Imperium itself (The Astartes are independent, remember.)

Again Chaos has it in its best interest to paint the Astartes negatively (They neglect to mention the 'Imperial Commanders' are themselves Space Marines - chapter masters in fact.)


Page 22
..and armoured black carapace bonded to his flesh.
Black carapace is also armour.


Page 22
Each Space Marine is worth a hundred warriors in battle, their deadly prowess greatly magnified by the fear they strike in ordinary humans.
Again unsurprising - psychological warfare aspects of the AStartes (shock and terror) and their general reputation/hero worship can enhance their performance, both literally and figruatively (remember the warp and its influence by thought and emotion!)



Page 23
...two branches of the Imperium fall outside the direct auspices of the priesthood of Ancient Earth; the Adeptus Ministorum, also known as the Ecclesiarchy, and the offices of the Inquisition.
Since when is the Priesthood independent? The AdMech is, but I doubt the fucking priests are.


Page 23
The head of the church, the Ecclesiarch, is one of the High Lords of Terra and entire worlds fall under his direct jurisdiction. Untold billions of Imperial pilgrims travel to far-flung Shrine Worlds and Holy Terra... ... creating vital economic links between disparate parts of the Imperium.
...
...crusading armies of Frateris and Sororitas billions strong, and many Imperial servants learned their first duties in the Ecclesiarchy-run orphanages of the Schola Progenium.
The scope and power of the Ecclesiarchy. Interesting how 'billions' of pilgrims travel to Shrine worlds or Terra for economic purposes, and the Crusading armies' of Frateris and Sororitas 'billions strong' which suggests the Sorotitas are fairly numerous (Although not all woudl be sisters of battle.) and of course the influence they wield through the Schola Progenium.

They also mention how the Ecclesiarchy embraces differnet creeds, tries to modify them to be more 'Imperial appropriate', etc. as well as the infighting due to power struggles.


Page 23
In practice there are frequent conflicts of interest between cults on far-fl ung worlds as the intolerance that underpins the Ecclesiarchy virtually tells its adherents to view each other as heretics.
True. The Ecclesiarchy can beu nifying in some ways, but its desire fro control and power make it as divisive as it can be unifying, especially with itself and the bewildering number of creeds it encompasses. Which can bring it into conflict with toher parts of the Imperium.




Page 23
An Inquisitor is subject to no one; the only censure he might receive must come from his fellow Inquisitors,...
'
Not true. any 'Peer of the Imperium' can theoretically balk an Inquisitor depending on how politics, influence and personal power play out.


Page 23
..a world deemed irretrievably corrupt by an Inquisitor can be subject to Exterminatus—the systematic annihilation of all life.
Exterminatus wipes out all life.



Page 23
Whole worlds were terraformed by these first waves of colonists..
Between human and Eldar terraforming, the apparent abudnance of inhabitable worlds (to varying degrees of 'habitable' can be easily explained, methinks.



Page 24
It appears that the technomancers of the earliest times created a robust automated factory program to support their emerging colony worlds, complex systems that could be adapted to local conditions and use a variety of raw materials. Templates have been found for everything from gigantic plasma reactors to steam-driven traction engines that were created to fulfil the needs of the colonists.
The STC.



Page 24
..of entire regions becoming isolated by raging warp storms and turning against themselves in crippling wars.
..
..mutations and psychic powers became increasingly prevalent, and predatory beings from warp space used such open conduits to feast on the living
The rumors of the origins of the Age of STrife. They mention that Chaos worshippers consider this a triumph for Chaos, because Chaos manages to throw down mankind's efforts at ruling the galaxy. Which goes to show you just how GREAT it is to be a chaos worshipper. :P


Page 24
In perhaps his greatest coup before the creation of the Imperium itself the Emperor convinced the Tech- Priests of Mars that he was the living embodiment of their deity, the Omnissiah, and so won their fealty.
...
Despite their propaganda the link was not an entirely comfortable one and, as would be proven later a large number of the Tech-Priests did not truly accept the Emperor as their living god.
Again true, but 'proven true' is a bit overstating it, since Chaos played a hand in usurping the Mechanicum away from the Emperor for their own ends.


Page 24
...the Emperor set about creating mankind’s replacement: the Primarchs. The Primarchs were genetically engineered super-humans with god-like powers, bred for strength and loyalty. The Emperor’s intention was to create an entire race of super-humans from the genetic template of the fi rst Primarchs. He hoped that his efforts would create a laboratory-bred purity completely immune to the influences of Chaos.

...
...the Chaos Powers perceived the Emperor’s schemes and seized the foetal Primarchs before they could reach maturity. Seeing the potential value of the Primarchs the Ruinous Powers did not deign to destroy them, instead scattering them far and wide across the galaxy.
This is rather funny, considering that Chaos told the opposite story to the AStartes - that the Emperor intended to cast aside the Primarchs and Space Marines in favor of humanity, and a great deal of the HH revolved around that (which was bolstered by the apparent fact that the Emperor had abandoned the Astartes and handed the Imperium over to the nascent Adminsitratum.)

They also declare their snatching the Primarchs away from the Emperor and scattering them was intentional and a 'victory' for Chaos (and a loss for big E.) Which is matter of opinion, although I'm skeptical. Certainly the Emperor didn't intend the Primarchs to be scattered (although its been hinted he did.) but its equally possible that Chaos intended to destroy or subvert the Primarchs.


Page 25
The Emperor sought after them with his psychic powers and was drawn across time and space to the places where his offspring could be found.
Implies that recovering the Primarchs was the Emperor's first goal and he actively sought for them across the galaxy.


Page 25
It’s certain that such stories are used to mask the ugly truth that several of the lost Primarchs had to be physically subdued before they would agree to join the Emperor.
First time I've heard of this, although it might be skewing some of those 'challenges' faced by the Emperor (EG Leman Russ or Vulkan, for example.) Unless they mean Angron, which while true probably doesn't count given how much of a lunatic he is.


Page 25
The Emperor’s followers found many strange and terrible worlds where humans and aliens coexisted, or Chaos reigned triumphant—these they purged most mercilessly of all. Alien empires were driven back and defeated by the Great Crusade; enslaved populations of captive humans were set free.
...
Many aliens learned to hate and fear the Imperium during the Great Crusade, and the rabid xenophobia of those times has been attributed to all humans ever since.
They also mention psykers/mutants destoryed and Chaos worshippers forced into hiding. All that is true, and its one of the greater hypocrisies of the 'Great Crusade' and 'Imperial Truth', but its not without reason, because Chaos is hardly benevolent in all this. At least with the Emperor you can say he had a noble goal even if his methods were brutal and hypocritical.


Page 26
...human worlds had survived the Age of Strife and many of these attempted to resist the Imperialist onslaught...
...
The Crusade’s indiscriminate use of virus bombs and cyclonic torpedoes obliterated secrets...
Again true, although the scope and frequency of this is up for debate. They also mention the establishment of the various organs of the Imperium we are familiar with and their taking control of the conquered regions. Funny they neglect to mention how positive things were prior ot Chaos fucking things up (like we see in the HH series.)


Page 26
The Primarchs had not escaped their brush with Chaos entirely untouched. As the Great Crusade wore on their dreams became disturbed by the insidious whispers of the Ruinous Powers.
...
Fully half of the Primarchs eventually failed the test and were seduced by the Ruinous Powers, their corruption occurring in ways so subtle that they never even suspected that their own loyalties were changing until it was too late.
At least their honest about it.


PAge 26
He entrusted Horus with leading the crusade along the eastern fringes, little realising that by doing so he was planting the seeds of his own betrayal
This suggests Horus' activities just prior to and after his fall were conducted on the EAstern Fringes, which meshes with Istvaan being 'half a galaxy away' from TErra.

It goes on to comment on things we more or less see/hear in the HEresy - the 'Imperial Truth' was a sham, the Emperor was discarding his noble intentions for personal, selfish ones, turning the Imperium over to the bureaucrats and abandoning the AStartes and Primarchs, trying to become sole ruler and god of the galaxy, etc. And this just after Chaos admits to seducing and corrupting the Primarchs away, no less. :lol:


Page 26
The Warmaster was unwilling to be drawn into a planetary campaign just as his schemes were coming to fruition and chose instead to virus bomb Istvaan III from orbit. Twelve billion souls died in a matter of minutes, their rapidly rotting carcasses consumed by a firestorm that enveloped the entire planet for days afterwards.
We know that Horus used Istvaan III and V as traps, 3 to get rid of the loyalist AStartes in his own ranks and V to dispatch the legions sent to crush him.


Page 27
He had recognised fi nally that the rebellion could only be brought to an end by eliminating its figurehead and inspiration: the Warmaster Horus. More precious months were lost organising and mobilising the forces to reach the other side of the galaxy.
Months to 'organize and deploy' to the other side of the galaxy. Call it tens of thousands, even hundreds of thousands times lightspeed.


Page 28
The Alpha Legion did much to ravage the Eastern Fringe during the Heresy, pursuing their own set of objectives far from Ancient Terra.
This tends to suggest the Alpha Legion operated mostly in the Eastern Fringe, although we know they had operations in other parts (fighting the White Scars and Space Wolves, or infiltrating the Raven guard in Delivreance lost..)


Page 28
The Iron Warrior’s Primarch, Perturabo, excelled in the arts of siege and trench warfare above all else, and his treatise on fortifi cations and their reduction formed the basis of several sections of the Tactica Imperialis.
Wait wait wait. You mean that only part of the Tactica Imperialis is bout siege and trench warfare? But the pictures make me think that's all the IG knows! :lol:


Page 29
Bitter fighting marked every phase of the siege as it dragged out for over a month.
Other sources say 55 days. And it's also mentioned that Horus had to win quick because the Space Wolves and Dark Angels were coming.


Page 29
..outside Imperial space some remember Horus differently, as a proud warrior who was unafraid to stand against the machinations of the Emperor and whose vision for humanity extended beyond autocratic rulership of Earth.
Which is true. Some do believe in and wish to carry out the 'Long War' s they call it, in Horus' name. Although alot of that has been coopted into simply feeding and sustaining Chaos too.


Page 30
Some are peoples who seek to escape from bondage and go to any lengths to secure their release. Others resist the power of the Imperium without truly knowing why they do so, motivated simply by a conviction that they must fi ght against the tyranny it represents. All of these peoples are the servants of Chaos and knowingly or unknowingly they continue to fight in the Long War...
Freedom is all well and good, but being pawns, worshippers of the 'uncaring RUinous powers' (the text actually describes it thus) hardly seems like freedom. There's a certain irony in that, throwing off the Imperial oppression making you a pawn of Chaos...
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Kuja
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Re: Black Crusade analysis/discussion thread

Post by Kuja »

Anyhow, Black Crusade has the distinction of being (thus far) the ONLY non-Imperium based 40K RPG out there. It deals with Chaos, which means its not THAT much different, but its distinctly non-Imperium. Its actually more interesting than Deathwatch, although I feel it doesn't fully explore Chaos yet. The high points are really presenting a different, non Imperial perspective - it emphasizes individuality and choice (and the self) over the conformity and unity in the Imperium, but also illustrates how those choices, that freedom, that power always has a price when it comes to Chaos. It is a useful check and comparison for other, Imperial-centric, 40K material in the FFG sideline.
Black Crusade is also a goddamned nightmare to run, and that's all I'll say on that subject.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Page 2

Page 30
..there are vast swaths of space unknown to the Imperium of Man.
Outlands, Wilderness space, and Halo Stars. Basically places where humans, aliens, or even Chaos worshippers and renegades can prosper and live outside Imperial control. Sometimes even within Imperial space.


PAge 30
..feral tribes existing on worlds deemed too insignifi cant to warrant an Imperial presence, their only contact limited to ambitious missionaries and periodic orbital surveys by passing patrols. Others may be independent ships, mining operations, and whole colonies existing in regions too difficult for Imperial ships to reach.
These may represent places indpenednet of the Imperium, or only loosely 'allied/controlled' by the Imperium due to location or difficulty of access - but may still be claimed (or tithed) if anyone remembers them. They also mention planets cut off by warp storms that my try to hide from the Imperium.



Page 30
...extended clans that share their knowledge only through their blood relatives, maintaining a level of knowhow about ancient technologies or local warp space conditions that astounds outsiders. The Adeptus Mechanicus is particularly sensitive to the existence of such hereteks..
REflecting the obsessive control over tech the AdMech possesses, although not wholly without reason. The Meritech clans are one such example mentioned.

They mention alot of people fleeing the Imperium to 'renegade' or Chaos controlled haunts, although whether this is good or bad is up for debate, because it sounds very much harsh and darwinian (survival of the fittest/the strongest rule, which is very much part of the Chaos ethos.)


Page 31
Memory blocks and synaptic tampering are used by some groups.. ..to protect their operatives
Security and proteciton measures against capture and interrogation. supposedly to protect the operatives, or their friends and loved ones.


Page 31
Psykers and mutants face a terrible fate at the hands of the Imperium, at best existing as a shunned underclass where they aren’t executed on sight. Political parties, labour movements, guilds and even criminal organisations that were once vilified by the citizenry can sometimes become their outlet for anti-Imperial sentiment...
...
The lure of arcane lore and unearthly power exercises a fatal attraction for the ambitious and the desperate...
Avenues of access for potential pawns of Chaos. The Imperium does in fact unwittingly create its own threats sometimes - like with mutants, or psykers, or aliens, because they are shunned and mistreated. Although they hardly can expect a better fate under the Ruinous Powers. And knowlege and power of magic is alwas a dangerous tool that can backfire (and harm others around it.)


Page 31
Some cultures devote themselves to Chaos in its unaligned glory and see the Powers of Chaos as a pantheon of gods..
..
Ecclesiarchy missionaries usually try to insert the Emperor into such belief system...
..
..holy men may transpire to be followers of “saints” who possess, upon closer inspection, decidedly daemonic aspects.
The struggle for worship and souls of mortals, basically. The Ecclesarichy tries coopting worshippers to the Emperor through manipulation, and Chaos tries coopting them right back.


Page 32
No one knows the exact number of Daemon Worlds in the galaxy, nor whether all of them could truly be said to even exist within the galaxy any more. Imperial Navigators have reported worlds in the deep tides of the Immaterium light years away from any star systems and severe warp storms are said to have shifted entire planets across time and space.
Certainly true, although warp storms like the Eye and the Maelstrom are the greatst concentrations.


PAge 32
Untold billions of mortals exist on Daemon Worlds..
Population of daemon worlds. Which tend to be chaotic and defy logic, or may be places of prayer, or places of eternal conflict.


Page 32
Even once the Imperium rallies its vast resources to reconquer territory lost to a Black Crusade, the indelible taint of Chaos is left behind.
Are the planets in the Eye, or merely adjacent to it?


Page 39

Narrative time movments are given in 'per minute, per hour and per day, for ability bonuses 0-10, Listed as following 0;1;2;3;4;5;6;7;8;9;10

per minute, in metres: 12; 24; 48; 72; 96; 120; 144; 168; 192; 216; 240

per hour, in km: .75; 1.5; 3; 4; 6; 7; 9; 10; 12; 13; 14

Per Day, in km: 7; 15; 30; 40; 70; 90; 100; 120; 130; 140;

This is walking/jogging, whilst hurrying is 2x, and running is 3x, albeit for limited times (hurrying only a number of hours equal to toughness bonus - which means 10 hours tops) without risking fatigue. Running is harder and risks a cumulative penatly for every hour whihc menas even reaching 10 hours is increasingly unliekly.. maybe an hour or two tops.)

It's all game mechanics, but it might give a *rough* idea of movement speeds for characters. It goes without saying that it has no real actuall 'consistency' and at best should be taken with a grain of salt. At worst its game mechanics and should be ignored.

Given how this is Chaos forces, and the ratios play out, this probably isn't all that useful (there's literally a 5 pt difference between Marines and people)


Page 42
Lifting/carrying weights. Again game mecahnics but may be of some merit. Toughness + strength bonus determines this 16-20 is lifting weight which ranges from 1350-4500 kg.


Page 49
A Chaos Space Marine is generally incapable of blending in with human society. Their enlarged physique and extensive modifi cations are distinctive amongst virtually every human population. Their dedication to the art of war and ceaseless training limits the time spent studying other subjects. Their deliberate isolation from mundane society suggests that their social talents are likely to have atrophied from decades or centuries of disuse. They may also be unable to relate to some of the basic conceptual challenges faced by those who live a mundane life within the Imperium—after all, a Chaos Space Marine seldom wants for food, shelter, or basic conveniences.
Much of those could apply to regular astartes too. Although the 'fitting in' can and does happen.. the Fallen Dark Angel Cadmus in Sons of Fenris for example.


Page 60
The line between psychic power and raw sorcery is blurred, and every time a Librarian uses his powers he is risking corruption.
Again psychic power and sorcery are distinct things.


Page 62
Traitorous members of the Administratum may redirect funds and supplies into their own coffers, starving entire planets to feed his own greed. Meanwhile, treasonous Munitorum agents may subtly alter orders so that entire Guard regiments are redirected from critical warzones, or even assault the wrong worlds
Some cases of Imperial 'inefficiency' may in fact be deliberate sabotage.


Page 64
...Hereteks, a dark mechanicus, corrupted Tech-Priests enthralled to the warp and heretical technologies.
...
..their research often extends specifi cally towards areas that are forbidden to loyalist Tech-Priests. These include sapient technological artefacts, the physiology of the psyker, the ways of the Immaterium, and the vast array of xenos technologies.
...
Hereteks may shun the Omnissiah as a false god, worship him as a part of the Ruinous Powers, or simply ignore their former beliefs to focus on their research.
Hereteks. Note that some of this may actually apply more to RAdical Techpriests instead of just heretks, so there's no solid line of division (a fact which may help enrage the more entrenched conservatives in the AdMech itself.) A good many loyal Techpriests (or groups of them) embrace or research Xenos tech for example.


Page 64
Even among the open-minded Explorators of the Adeptus Mechanicus, there are subjects which must be avoided at all cost. A Heretek enthusiastically violates those strictures, exploring xenos technology, archeotech from the Age of Strife, and dabbling in matters of the warp.
..
Now he actively seeks out new technology and continuously experiments with new techniques in matters that his former brethren forbid. He no longer believes that any information, experiment, or device can be ignored.
Which is dangerous in some ways given the nature and effect of the warp, particularily warptech. There's reasons why the Dark Mechanicus generally do some crazy and destructive shit (DArk adeptus comes to mind, as does Mecahnicum.) THe way they enslave, misuses, or abuse human slaves is a good example (although the adMech can do this too..)


Page 64
..there are countless fi efdoms and Forges, each ruled by a fallen Magos (or several Magi) powerful enough to dominate cadres of their fellows and enslave thralls and servants
Heretek 'organizations' such as they are.


Page 64
Hereteks often follow a path of constant innovation. He may be capable of powering devices directly from the warp and controlling them with summoned spirits.
..
..mechanical sapience, memory transference, or even attempt to capture and preserve souls within his devices.
Heretek 'innovation.


Page 66
...this monolith sits upon a foundation of countless trillions of citizens and, with such numbers under its control...
'countless trillions' of Imperial citizens.


Page 68
The Adeptus deliberately ensures these sanctioned psykers are unquestioningly loyal and meticulously trained, as well as both hidebound by nature and infl exible in their approach to the powers they wield. This is no error on the part of the Imperium, instead it is a deliberate defence cultivated by the psykers’ tutors.
..
The entities of that alien realm are drawn to those [psyker] souls like moths to flames..
..
..a dullard’s mind is far less appetising to a Daemon and likely to be passed over
An interesting 'defense' against daemons, and it does make some sense when you think about it. an untrained psyker is more liekly to be detected than one conditioned and indoctrinated.


Page 70
Humanity has diversified tremendously over the millennia, but even spreading across the stars, the basics of anatomy can only be stretched so far. Adult humans range in height from about 1.2 to 2.1 metres in height.
...

a very short person might be healthy weighing as little 30 kilograms.

...a very tall person could weigh in at over 100 kilograms without appearing obese.
Height and weight ranges for humans in 40K. I imagine this covers most 'abhuman' types too (like ratlings) perhaps. While large (Bragg like) humans might border on Space Marine height.


PAge 70
When clad in power armour, these characters typically stand 2.1 metres in height. Depending upon their gear load out, they may range in weight from 500–1,000 kilograms.
AStartes dimensions.


Page 84
Some followers of Khorne are crazed killers, infused with his wrath and empowered by rage.
...
Other devotees of Khorne are martial paragons, driven to self improvement so that they might seek out worthy and dangerous foes...
...
Neither follower of Khorne has use for mercy or compassion, though martial honour can be a common trait amongst certain groups of his devotees. Interestingly, a Khornate warrior is not necessarily a cruel individual. Though cruelty amongst his followers certainly exists, many feel their god does not care how one’s blood is spilled, so long as it is through violence. Simply put, acts of sadism waste time.
The Gamut of Khorne worshippers, from berserkers to forces who might actually resmble soldiers (like the Blood Pact.) Again honour can be part of Khorne's 'positive' side, but I actually found that 'lack of cruelty' made a certain bit of sense. When you usually think of Khorne you think of World Easters and Khorne Berserkers, but its quite true that an efficient killer would not waste time with sadism.


Page 84
Though no less dedicated to the Blood God, they plan their violence with methodical precision and careful strategy and scorn reckless rage as less effective than sharply focused anger.
Again Khorne embraces all manner of warfare and bloodshed, so this makes sense. Although he is specially identified with close quarters, melee combat by strength of arm.


Page 85
...as paradoxical as it might seem, Nurgle encompasses life as well as death and survival as well as decay. Rot and corrosion result in new life, virulent plagues, bacteria, and fungi feeding on the corpses of the dead, growing stronger on entropy. Thus, in a certain way, Nurgle represents the cycle of life and death..
Nurgle's paradoxical nature as I alluded to before.. and also the source of the supernatural endurance/immortality his worshippers can have. They also tend to be greatly patient.


Page 86
Not all devotees of Slaanesh are devoted to physical debauchery. Gastronomic delights, novel sounds and smells, one’s own appearance, or even the thrill of victory in battle are all pleasures pursued by Slaanesh’s devotees.
..
...the only thing analogous to a punishment might be the endless repetition of a tedious act or the complete isolation from the world of sensation.
...
...their seduction may proceed from works of art or philosophy. They present awe-inspiring pieces as bait to entrap those who are drawn to their magnificence. Some of these Heretics even seed the galaxy with artefacts they have crafted...
...
These masterpieces invariably bear the taint of the warp. A painting may bear a spectacularly rendered malformation, or a poem or symphony might have an unnatural rhythm that corrupts the mind..
...
..philosophical texts could alter the mind of the reader as he engages it, twisting him..
Slaanesh. Note now Slaaneshi worship and corruption can involve ideas, philosohpy and artistic pursuits as wel as anything physical.



Page 87
Many who follow Tzeentch cannot abide a mystery. These characters amass knowledge in all its myriad ways. Often, they are the purest of researchers—coveting knowledge for its own sake, rather than for some useful purpose. They strive for the thrill of discovery, and each new revelation offers new vistas of research.
..
Tzeentch expects those who follow his path to earn his devotion.
...

..they must also provide him with infl uence and revelations. He expects his followers to discover the most intelligent of minds and draw them into his paths.
The good and bad sides to Tzeentch.


Page 87
Without its [Chaos] influence, the universe would remain a statically consistent place, with no hope for change or development. Only through the fi res of change can evolution and progress occur. That which is must be broken down so that it might be supplanted by that which has yet to come.


An interesting view on Chaos - again not so much as a good/evil thing, but as something neccessary and inherent to the universe, as time, space, or the motions of planets and stars. This tends to encompass not only those who, like the Word Bearers, worship Chaos undivided, or as a pantheon, but also people who do not knowingly worship chaos, but may be renegades seeking to tear down or fight the Impeirum. They may be good or bad.


Page 102
Both the Imperial Navy and the Imperial Guard employ a battle language which comprises mostly of numbers and acronyms. Incomprehensible to those who do not know its meaning, it allows them to quickly signal for reinforcements, identify enemies, and call down fire support or artillery barrages.
Battle cant, basically.


Page 107
A voidship is a large (often hundreds of metres or even several kilometres in length) starship, a vessel designed to travel in deep space. Some are capable of travelling through the warp, and even those that are not are still massive vessels.
..
Operate (Voidship) covers the ability to pilot large voidfaring vessels often kilometres long.
Void ships defined. We might say anything smaller than 'hundreds of metre's is an attack craft of some kind (Shuttle, dropship, assault shuttle, fighter, bomber, etc.)


Page 121
Such [sorcerer] beings, whether truly blessed by the Dark Gods, or merely insane, are willing to burn his flesh in exchange for power, gathering the corrosive power of the Warp and holding it within muscle, bone, sinew and hair until the time comes to unleash it.
Drawing too much of the warp can have nasty side effects.


Page 126
The character has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques, by arcane methods kept secret by the guardians of technology and knowledge, or a dark pact with the gods for secret lore.
Basically implanted knowledge


Page 153
A common variant of the man-portable lascannon used by the Imperial Guard, the Hell Hammer is a large bulky weapon that usually has a crew of two or three men, or one Traitor Legionnaire.
Implies a lascnanon that requires a crew of 2-3 is also one a CSM can carry and fire, and that the AStartes versions are like the Chaos versions.


PAge 153
Produced in the trillions, the lasgun (created in hundreds of local and Imperial patterns) varies in shape and appearance but remains a reliable and functional infantry rifle.
'trillions' of lasguns, and hundreds of variants.


Page 153
Lasgun variable setting: Certain patterns of lasguns have a variable setting option, allowing them to fire higher-powered bursts. This is especially true amongst the renegades of the Screaming Vortex, who are not forced by Mechanicus strictures to maintain their weapons to some
artificial standard. Lasguns may be fired on overcharge mode... ...using two shots worth of ammunition per shot fired. Additionally, they may be fi red on overload mode..
...
In this case they use four shots worth of ammunition per shot fired..
Variable lasgun settings. Despite the implication that this is somehow an 'illegal' modification we know most lasguns have at least two or even three settings typically, so it can hardly be viewed as uncommon (unless only military guns have the multiple settings, in which case its probably illegal to modify civilian lasweapons for variable setting.)

Overload mode also makes them 'unreliable.' THe interesting thing is.. how messy does this get when you mix it with an overcharge pack? :P x4 to x8 damage potentially, although limited shots.

Overload shots also gain added penetration as well as damage.. penetration equal to a hand cannon or a multilaser, and nearly the penetration of a heavy stubber.

In damage terms (if we were to buy that) overcharge would put the weapon in the hand-cannon range for damage, or shotgun/assautl cannon range. Whilst overload is in heavy stubber range or bolter/bolt pistol range.

Normal damage falls into the stub automatic/recolver/stub rifle/autogun range.

Laspistol, longlas, lascarbine, and lasrifle all benefit from variable settings.


Page 153
Often found mounted on vehicles as a counter to infantry and light vehicles, the multi-laser is a multi-barrelled gatling laser with an impressive rate of fire. However, its blasts lack the penetration of the lascannon, making it less effective against heavy armour.
Multilasers.


Page 153
Favoured by snipers, the long-las is a specially modified version of the lasgun constructed for added range and accuracy. As it’s name implies, a long-las has a much longer barrel than a lasgun, both to increase range and prevent overheating.
Longlas.


Page 153
Autoguns are cheap and easy to produce weapons, popular when lasguns are not available. A typical weapon may not be incredibly accurate or as reliable as a lasgun, but will make up for it with a high rate of fi re and cheap ammunition.
Advantages and disadvatnages of autoguns vs lasgun.


Page 154-155
Hellhammers are 5 shot clips, 300m range increment, and weigh 55 kg.
M41 Multiasler is 150m range increment, full(5) ROF 100 shot clip and weigh 35 kg.

Assault shotgun is single/semi(3), 30m range increment, 12 shot clip, and weighs 5.5 kg.

hEavy stubber is 30 kg, 75 shot clip, full(8) range increment of 100 (same as lasgun or autogun. heh.)

Legion shotgun is 30m range, single/semi(2), 10 shot clip and 10 kg weight.

M34 autocannon is 300m range increment, single/semi(4), 40 shot clip, twin linked, and 60 kg.

Stub automatic pistols have single, semi(3) ROF.

Stub rifle: 120m range increment, single shot, 5 round clip, 5.5 kg weight.

Heavy bolters are 40 kg, range 150, full (6), 60 shot clip

Legion bolters 100m range, Single/semi(3), 24 shot clip, 10 kg weight - 3 more than human bolters.

Legion bolt pistol is 30m, single semi(2), 8 shot clip, and 5.5 kg.

Combi bolters are 32 shot clip, 80 m range increment, single/semi(4), 15 kg and twin-linked.

Legion heavy bolter is 150m, full(6), 60 shot clip, 45 kg weight.

Legion meltaguns have a 6 shot clip and weigh 17 kg (regular are 5 shot and wiegh 15 kg)

Legion plasma guns and pistols are the same as regular plasma, except a better range increment for rifle (100 vs 90) an dworse for pistol (30 vs 40) . Legion versions also have 4 more shots for the gun, and 2 shots for the pistol (24 and 12, vs 20 and 10)


Page 155
However, against power armour (and even the flak armour of the Imperial Guard) such weapons are woefully ineffective.
Flintlock pistols and muskets ineffective against flak.


Page 155
A heavier version of the stub gun, hand cannons are popular with those who have the arm strength to wield them. They fire massive slugs that can turn unfortunates into chunks of meat, but generally have a low rate of fire and small ammo capacity.
I guess this basically can pulverize the target - with single shots or a full clip we dont know though. I'm guessing the latter. Overcharge lasguns do damage like this.


Page 156
Heavy stubbers are large, belt-fed heavy weapons, often with long vented barrels. Though not as devastating as a heavy bolter or autocannon, they lay down an impressive rate of fire and can shred infantry and unarmoured vehicles. Heavy stubbers are typically employed with a bipod or tripod mount to avoid the punishing recoil, though some tough individuals may be able to carry them with extensive bracing harnesses or suspensors.
Heavy stubbers. Note that suspensors or bracing hanresses can help counter the recoil (like in Munitorum Manual for autocannon) or substitute as a bipod/tripod mount. Also note the ability to shred infantry/unarmoured vehicles. Overload lasguns can do this level of damage (per shot.

It also mentions a 40 round drum and 100 round belts.


Page 156
An autocannon is a crew-served heavy weapon, a self-loading high calibre cannon that uses dense solid shells to punch through armour. Though unable to fully penetrate the ceramite of Space Marine power armour, they decimate light to medium vehicles and see widespread use in the Imperial Guard and many renegade armies.

The M34 autocannon is an older version of a common Imperial Guard pattern in the Jericho Reach, and uses a tripod mount. It can be manned by one person, though it ideally employs a crew of two to move and set up.
autocannon, dense shells, but cannot fully penetrate Astartes armour


Page 156
Shotguns fire a smoothbore cartridge full of pellets (though some Heretics prefer to fi ll the cartridge with wire twists or even glass shards for particularly painful wounds.)
Specialty shotgun ammo.


PAge 156
The stub automatic fi res larger-bore projectiles than the autopistol, in single shot or semi-auto modes.


Stub automatics fire larger bore rounds


Page 156
The stub rifl e is a common sight across the galaxy, a hunting rifle firing large-bore stub rounds. Like most solid projectile weapons, its primary benefi t is ease of construction and maintenance.
Probably basically a full power round or a botl action rifle (or somethgin like an M1 Garand)



Page 156
The standard bolter round is .75 calibre with a super-dense metallic core and diamantine tip..
Bolter ammo.



Page 157
Large and intimidating pistols capable of decapitating a man with a single shot, bolt pistols are rare outside of elite Imperial forces..
Bolt pistols can 'decapitate a man' Bolt pistols do the same damage as a 'overload' lasgun shot, by the way :)


Page 157
The fully automatic, tripod or bipod-mounted weapon spews out a torrent of mass-reactive bolts with a much higher calibre than regular boltgun ammo. The armour-penetrating explosive rounds can destroy vehicles and make mincemeat out of even heavy infantry.
HEavy bolter.


Page 157
Just as the Adeptus Astartes of the Imperium wield weapons beyond the heft of mere mortals, so to do the Traitor Legions arm themselves with larger bolt weapons that fire far more powerful rounds.
...
The Legion boltgun, bolt pistol, combi-bolter, and heavy bolter share many design similarities with their non-Legion variations, the most sizeable difference being the more powerful rounds and more reliable mechanisms.
Astartes vs non-astartes bolt weapons. This means they can do far more than just decapitate someone.


Page 157
...inferno pistols are relics that are almost impossible for anyone within or outside the Imperium to reproduce. Arcane processes compact melta technology down to the size of a pistol, and although they have extremely limited clips, a single shot at close range can slag a Terminator in his tracks or burn through the hull armour on a Land Raider tank.
Infenro pistols. Considering Terminator armour weighs in excess of 400 kilos and Legion Termy armour is 450 kg melting the armour alone can be anywhere from 400-500 MJ (assuming iron) two twice that if silicon (ceramic). And thats pretty effing conservative!


Page 158
..the plasma cannon drenches an area in molten plasma when it fires—burning, melting, and dissolving almost everything it touches.
Plasma supersoakers live on..


Page 158
The ravaging energies held in check by the magnetic containment fields sometimes burst from their restraints and pour out of the weapon’s specialised cooling vents.
the venting/cooling process vents the total energy of the shot, which telsl you something about the weapons yield perhaps (EG many might be less than total cremation.. at best they might boil the body or do flash burns.. single to double digit MJ maybe, and possibly only high kj)


PAge 158
The Traitor Legions have long made use of larger plasma weapons containing hydrogen fuel in a higher quantum state, making them both more powerful and more dangerous to wield.
Astartes vs normal plasma weapons, only reinforcing their inheretnly magical nature.



PAge 161

Blastmasters are 250m/150m range and weigh 41 kg.

Doom Siren 18 kg. Sonic blaster (single/semi(2)/full(4 100m range increment and 21 kg.

Reaver long rifle is 150 m range increment andweighs 3 kg. 4 round clip. Splinte rrifle a 200 round clip, 100m range incrmeent, single/semi(3)/full(5) and weighs 2.5 kg.

Static repeater: 80m range, single/semi(4), 4 shot clip, 3 kg.

Warp cannon is 30 kg. 100m range increment.


Page 161
Using the same tech as a conventional Imperial webber or web gun, the razor web fi res a solid spray of web material, mixed with long barbed mono-filament strands.
Poor man's Deathspinner.


Page 161
A common sniper rifle variant within the Vortex, the reaver long rifle fires heavy glass and iron darts loaded with virulent toxins guided by a coherent sighting beam.
Chaos sniper rifle


Page 161
..the splinter rifle fires crystalline ammunition shattered and propelled by a powerful magno-electric pulse. These shards are covered in incredibly virulent and fast-acting toxins, the better to ensure a painful death.
DE splinter rifles.


Page 161
The static repeater fires bolts of electromagnetic energy from a revolving chamber, bursts that disrupt and destroy technological artefacts, or at the very least cause them to malfunction spectacularly.
haywire rifle basically.


PAge 161
This weapon is massive, built around a black and unstable core that can destabilise reality, opening brief portals to the Warp within a target, to spectacular effect.
HEretek version of D-cannon.



Page 162
...disruptive energy field comprised of crackling discharge that runs along the weapon’s striking edge. This field impacts with terrible force, enough to slice apart most armour and rend limbs with horrific ease.
...
..the actual design of power weapons does not always matter—some, such as the power sword, utilise regular weapon designs, while others (such as the Crosius of the Adeptus Astartes Chaplains) appear to be harmless badges of office until the power field activates
Power weapon disruptive effects, as well as the fact the nature of the weapon does not effect the damage it can potentially do.



Page 163
...a chainfist combines the disruptive energies of a power fi st with the rending strength of a chainblade
Chainfists. the best (worst) of weapons technologies.


Page 163
Commonly they take the form of thin daggers and rely on the strength of their power field to maintain the integrity of the blade when used to strike.
Power blades. The powerfiled not only adds to the damage but strengthens the blade.


Page 163
Power fists are the ultimate in crushing force, amplifying the user’s strength many times such that little can withstand their might. When activated, energy fields surround the oversized gauntlet and when the wearer punches or grips a target it results in showers of flesh and bone, ruptured armour, and holed hull plating.
Power fists.


Page 164
Arm mounted chainblade 5 kg chain dagger 2 kg Chain greatsword 16 kg Chainaxe (human) 13 kg. Legion chainaxe 14 kg Chainsword 6 kg.

Legion chainsword 10 kg Legion chainfist 48 kg Lightning claw 30 kg

Power axe 8 kg (human) Legion poweraxe 10 kg Power blade 3 kg Power fist (human) 13 kg Power fist (legion) 25 kg Power mace 8 kg
Power sword (Human) 3 kg. Power sword (legion) 5 kg.


Page 166
Legion combat knife 2 kg.

Armoured gautnlet 1 kg.


Page 166
Most are perhaps a meter long and made of special ceramics that can hold the edge despite their thinness.
Ceramic blades.


Page 167
They can take the forms of almost any normal hand weapon such as a sword, axe, halberd, or hammer, though they may appear unusual with crystalline lattices running through the blade or elaborate runes along the hilt.
Force weapons.


Page 169
The addition of a drum magazine or extended sickle clips gives the weapon more rounds before it needs to be reloaded. This upgrade increases the weapon’s clip size by 25 percent, rounding up.
The opposite of overcharge packs. sort of. A 60 shot lasgun would have 75 rounds for example.


Page 169
A magnetic plate attached to the character’s body allows him to holster a melee or ranged weapon simply by sticking it to the outside of his armour


Mag locking


Page 170
Mono weapons have specially-fashioned blades with superfine edges, which can easily cut through armour and never lose their edge.
Mono edge weapons


Page 170
This is a weapon sight that enhances ambient light levels, improving the user’s vision and ability to see in the dark.
Photo sight


Page 170
Though the use of cunning compensators and countervelocity breaks, the weapon is much easier to handle when fired on full auto.
Recoil compensation


Page 170
An extended barrel and chamber compressors mean that each round in a burst or shatter shot retains a closer grouping.
REcoil comepnsation again.


Page 170
A power weapon can be fitted with an overcharged generator to increase the output of its power field, though it is not without risk as the cracking halo of energy can sometime be as dangerous to the user as his foes.
Storm fields.. powerfield augmentation


Page 170
These anti-grav plates and studs attach to a weapon or piece of equipment, making the use of heavy or cumbersome devices much easier by offsetting some of their weight. Suspensors reduce the weight of a weapon by one-half. When fi ring a weapon with suspensors, the operator always counts as braced.
Suspensors.


Page 171
Quite often the easiest way to make a weapon easier and cheaper to manufacture is to simplify its design. Like the well known Las-Lock, a single shot weapon is a version capable of only firing a single round at a time, sacrifi cing rapid fire and reload speed for ease of use.
Makes the weapon more reliable though


Page 171
Poor power supply or damaged conduits means the weapon fires slower than it normally would as it needs time between shots to build back up its power.
slower ROF basically.


Page 172
Explosive and fi lled with micro-shrapnel, these bullets are designed to shear fl esh and shatter bone, shredding bodies and blowing limbs away.
Amputator rounds. Adds +2 to damage, so in practical terms for most weapons it might equal overcharge or overload (with a shotgun or or stubber for example, its overload. For a


Page 172
Barbed rounds are hollow shells or glass-tipped bullets filled with hundreds of tiny razor filaments which scatter within the wound and continue to rip and cut the target until removed.
Another nasty ammo type.


Page 172
These heavy blunt bullets cause maximum tissue damage and can tear apart soft targets, though they are less effective against armour.
Dum dums.


Page 173
Most promethium is poorly refined or has already been through the engines of a shuttle or generator before it finds its way into the canisters of a flamer; high-grade promethium, as the name suggests, is of a much better quality and allows a flamer to fi re further with a cleaner jet.
High grade promethium is +20 to range.


Page 173
These densely tipped bullets are designed to punch through armour.
Manstopper bullets


Page 173
With experience and the right equipment an armourer can create a more pure mix of plasma for plasma weapons mitigating their reputation of constantly overheating.
Not sure how you 'purify' plasma, but it makes the weapon fire cooler.


Page 173
Tipped with proximity detonators, these rounds explode after leaving the barrel, spraying out cones of shrapnel and making them ideal for dealing with massed foes or those behind cover.


Metalstorm bolt rounds. They should be normal.


Page 173
Designed to be easily mass produced for armed forces, fl ak armour contains layers of ablative and impact-absorbent material and is effective against most small arms and nearby explosions and resultant shrapnel.
Flak armour.


Page 174
Flak jackets are 5 kg.. chainmail coats are 28 kg, both provide the same protection.

Light carapace is 15 kg. Heavy carapace is 17 kg

Legion power armour weighs 100 kg. Termiantor armour 400 kg. Legion termiantor armour is 450 kg.


PAge 174
Mesh armour is made of thousands of linked thermoplas cells forming a fabric like material. Most are sophisticated and lightweight, able to withstand most impacts or heat energy by becoming momentarily ridged, spreading and dissipating the attack.
Mesh armour.


PAge 174
Made of layered plates of armaplas, ceramite or other highly durable material, carapace armour is effective but generally heavy to wear.
Carapace


PAge 174
Power armour protects the wearer with massive ceramite plates, and offers not only superior defence, it also augments the user’s strength from electrically motivated micro-fibre bundles running along the ceramite plates
Power armour.


Page 175
During the Great Crusade and in the 10,000 years since, suits of power armour have been constructed for human physiology. These “human” suits of power armour do not possess all of the complex subsystems of the Legion power armour, but they make humans formidable warriors nonetheless.
Human power armour.


PAge 175
A standard power supply lasts for 24 hours before it needs to be replaced or recharged.
Power armour power supply, usually a backpack/


Page 175
Auto-senses: So long as the bearer is wearing his helmet, he gains the Dark Sight Trait and Heightened SenseS
...
Input filtering provides immunity to photon flash grenades and stun grenades.
...
Osmotic Gill Life Sustainer: With the helmet on, the armour is environmentally sealed and can maintain an adequate oxygen supply as long as the armour is powered.

...
Magnetised Boot Soles: These electromagnetically equipped boot soles allow the user to adhere to metallic surfaces such as exterior hull plating.
..
Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. If the suit has a working bio-monitor, it can transmit information through this link, permitting other power armour wearers to view an ally’s vitals.
...
Sustainable Power Source: Whether a miniature stacked atomic pile or something more esoteric, the backpack power supply of this armour is effectively everlasting.
General power armour upgrades.


Page 175-176
Enhanced Ceramite Plating...
...
Bio-monitor and injectors: More extensive than stiminjectors, if the internal cogitator detects a problem with the wearer’s vital signs, it can administer pain suppressors, combat stimms, and anti-toxins.
...
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 the wearer for some time, but not indefinitely.
..
Recoil Suppression...
...
Astartes only upgrades.


Page 177
Ablative is constructed from thin layers of material designed to burn or break off when struck as it absorbs the impact or energy of the attack. This is especially popular in chest and shoulder plating.
Ablative upgrades to armour


Page 177
This popular heat-resistant coating offers excellent resistance to heat-based weapons such as flamers or melta-weapons.
ceramite coating. Singe lasweapons in many sources offer half thermal damage, we might infer that outside game mechanics it would provide partial protection against lasweapons.


Page 178
This armour has been modified with cooling regulators and fl uid dispersal tubes under the plates, to allow for greater survivability in adverse environments.
Insulated armour
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

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Last part

Page 178
Reflective or Refractory armour coatings can redirect and dissipate laser bolts through layers of microscopic crystals embedded in its surface. Highly expensive and hard to maintain (as simple mud can render it useless), it is also decorative and easily disguised as an ornamental affectation.
applies only to Mesh, a reference to Vitrian glass armour I suspect.



PAge 178
These extra layers of cloth or electrically-powered heaters fitted under regular armour allow the user to better survive in arctic locations.
thermal insulation


Page 178
This armour has been modified with seals around joints, and has a helmet rebreather and self-contained air supply
Vac sealed... lasts for 6 hours.


Page 178

Ablative adds 2 kg to armour and applies to flak, mesh, carapace and power armour

Ceramite upgrade adds 2 kg and applies to any armor

Insulated upgrade 1 kg added and applies to any armour

Refractory adds 1 kg and applies only to mesh

Thermal upgrade is 1 kg and applies to any

Vac-sealed is +2 kg and applies only to Mesh, carapace or power armour that covers all locations (fully enclosed, In other words.)


Page 178
Perhaps the most common type of field protection, refractor fields are generally the size of an eyepiece and can easily be worn as a disguised broach or other ornamentation. When active, they disperse an attack through the wide area of the field effect, effectively negating it. When active, though, they surround the wearer with a soft haze of light, making them easily noticeable in low lighting or night.
Refractor fields.


Page 178
Also known as Flare Fields, these work by converting the energy of an attack into blinding light, allowing them to negate much higher forces and delivering a disorientating visual blast as well.
Conversion field.


Page 179
Instead of absorbing or shunting away the energy of an attack, they instead shift the wearer away from the attack using miniature warp-jump technologies. This action is usually automatically triggered by the attack through unfathomable sensors, though a user can manually activate the device if desired.
Displacer field.


Page 179
While most field devices are small enough to be easily disguised or concealed, power fields, though highly effective, are also the most obtrusive and overt. The smallest are heavy backpack-sized affairs, while larger models are the size of sentry weapons and can defend entire vehicles or installations. The force wall they project can deflect away the strongest of attacks, but sustained use drains energy very quickly. Personal units can only be active for an hour before depletion, and are so large that users are automatically Encumbered. Larger units can protect entire vehicles or emplacements, and are so large they cannot be carried.
Powerfields.


Page 179

Conversion fields weigh 1 kg Dispalcer fields 2 kg. Powerfield (personal) is 50 kg, Powerfield (vehicle or emplacement) is 500 kg, Refractor field is 2 kg.


Page 179
Venom nails are a false coverings affixed over (or replacing) the user’s actual fingernail. Sandwiched between the layers that make up the false nail is a layer of poison, released to the blade-like tip of the nail when it is compressed and readily applied to any target by scratching or cutting the flesh.
Assssin poison injectors.


Pgae 179
Cameleoline material is made up of mimic fibres that blend the coloration of the wearer into their surroundings...
Cameleoline.


Page 180
The mark of specialised labourers and higher ranking operatives in the Long War, these form-fi tting suits can range from softplas sheaths to enhanced materials with integrated cooling coils.
Bodygloves.


Page 180
Each of these devices can limit high-volume sonic disturbances such as explosions by automatically detecting and dampening the excessive noise down to a tolerable level.
Ear protection.


Page 180
These advanced lenses are designed to enhance low-level light so that even in the darkest nights users can see almost as well as in daylight.


Photovisors or contacts. Also provide flash protection


Page 180
Preysense goggles allow the wearer to see thermal images in low lighting, revealing hidden bodies (and other heat sources) against the coolness surrounding them. Poor Craftsmanship models cannot belie their true nature and are bulky goggles with glowing lenses; Good and Best Craftsmanship models can be disguised to appear to be normal (if elaborate) eyeglasses.
IR goggles.


Page 181
No matter if it is too hot or too cold, the suit can maintain proper body temperature and hydration via excellent insulation capabilities. Using the differential between body temp and outside temp to drive thermoelectric power cells, it also has reclamation systems for turning sweat into drinking water. Most suits come complete with a hood, as well as goggles to protect the head and face.
Survival suit. Note the water reclamation and thermoelectric recharge cells. They're very rare and weigh 5 kg.


PAge 181
Synskin is a bio-reactive body glove with an inert nonreflective surface that moulds itself to the wearers form.
Synskin. Provides extra armour, helps in sneaking, and protects frm infra-red/night vision detection.


Page 183
Most wastrels of the nobility use this biomorphic chemical to mildly alter their facial features for such frivolities as romantic assignation or humour. Others apply it in stronger doses to let them meld their flesh more painfully, rearranging the flesh into new forms and new identities for clandestine rendezvous’ or other more serious applications. When applied to the skin, plas softens it to the consistency of soft wax for roughly five minutes, allowing the user to reshape it into new forms. Multiple applications allow even the flesh underneath to be moulded but with intense pain.
Poor man's polymorphine.


Page 184
Flat and rectangular, data-slates are widespread throughout Imperial space and are used to store text and other media. Cheap versions can only hold a single fi le and cannot be altered, while superior slates can be reconfi gured with different information from manual input or machine transmission and even transmit the data to other devices.
Data slates.


Page 184
Poor Craftsmanship models are no more than maps loaded onto a graphical data-slate, while advanced models can store entire worlds in multi-level modes and even link with orbital satellites to provide exact current location and heading.
CAtographs - mapping tools with other functions.


PAge 184
A heretical item unless properly consecrated by Mechanicus lackeys, a comm leach allows a Heretic to tap into vox signals or data transmissions. Advanced versions can copy broadcasts, allowing them to be hidden for later retrieval.
Comm Leach.


Page 185
..these can take many forms from cheap low-tech disposable syringes up to sophisticated hypo-sprays and even bio-attuned skin patches.
Injectors and their variable tech levels.


Page 185
Even for those who see clearly amidst the smoke and lies of the Imperium, there are times for aids to vision. Magnoculars offer aid in long distance imaging, with advanced models also providing ranges, heat signatures, target positions, and even pic snapshots for later analysis.
Magnoculars.


Page 185
Small, compact, and reliable, medi-kits are an essential part of anyone operating outside of Imperial society or away from easy access to medicae support. Each has a diagnostic cogitator complete with bio-scanner and probes, along with chemicals, drugs, and other means to treat a variety of injuries and ailments...
...
Advanced models include such items as tox wands, synth-skin applicators, and other aids usually available only to the wealthiest of the Imperial elite.
Medi kits


Page 185
..a micro-bead or commbead provides short-range communication out to about one kilometre (depending on weather conditions and intervening terrain however). Each fits discretely in the ear with higher Craftsmanship models nearly undetectable in casual inspection.
Microbeads.


Page 186
Promethium is the common name for Imperial petrochemical based liquid fuel refi ned from a variety of raw minerals and ores. It is also the catchall brand for most the chemicals that make fl amer weapons so deadly, as it will burn without oxygen and adheres to targets to excruciating burning effect. It can also be used to create improvised anti-personnel explosives and bombs...
Petrochem made from varitey of 'minerals and ores'.. I wonder if its supposed to be something like.. coal?


Page 186
When coupled with most sanctified Imperial machine spirits, it will inflict electronic virus-patterns into the datacurrents, disrupting the currents and inducing electronic seizures. The shattered remnants of the machine spirit can be reformatted into a more pliable and useful configuration, with new loyalties and functions.
Scrapcode generator. 3 kg weight.


Page 186
As the name suggests, this device acts to overpower local vox, data or other transmissions so that outsiders cannot receive them Basic models are overt and obvious, such that the transmitting agencies will know they are being jammed. Sophisticated versions will emit precisely-tuned frequencies that dampen out transmissions without anyone detecting the action.
Jamming device.


Page 187
Simple but obvious, this emits a powerful sphere of white noise across commonly used transmission frequencies within 30 metres. Comm devices will not function, but it will also be clear to all users that they are being disrupted and the device easily located. Still, when set on a timer and placed next to a transmission tower they are effective for short-duration sabotage.
comms jamming.


Page 187
A vox is a standard and reliable communication device used to transmit over long distances, including to and from orbiting vessels. This allows communications with other who have vox-casters. Standard ranges are 100 kilometres, though higher Craftsmanship versions have longer ranges.
Vox


Page 187
Gravitic suspensors slow down a falling wearer for a manageable landing; at high energy settings they can even create a short-duration hovering effect.
GRav chutes. Allow govering.


Page 187
While a basic helmet will offer simple cranial protection, specific upgrades can also add advanced vox links, targeting feeds, visual augmentations, combat data readouts, and more. These can include the benefits of wearing such items as preysense goggles, a rebreather, photo-visor, vox-caster, or micro-bead, with standard upgrades containing all but preysense goggles. Good Craftsmanship models contain the goggles as well, while the user can only choose two of the above for Poor models.
Conisdeirng we're talking about heretic 'upgrades', its reasonable to conclude that IG and other Imperial forces might use them Considered rare (same availability as grav chutes and jump packs) weigh 1 kg.


Page 187
They are more powerful than grav chutes and allow for multiple uses in a combat engagement, but they are also much more expensive, noisy, and cumbersome to use. Most are used by Legion assault forces but smaller versions can be worn safely by mere humans.


There are still human jump packs. weigh 25 kg.


PAge 187
Perhaps the most powerful portable explosive in existence, melta-bombs use mango-adhesives to adhere to metallic surfaces where they detonate with a lethal shaped charge of intense heat, similar in effect to a melta weapon. They are ideal for destroying bulkheads, vehicle hulls, and other heavily armoured targets. The common Imperial variety is roughly domed in shape but heavy and unwieldy. Handles on the casing instead allow the user to heft the bomb and slap it into place against the target surface but are impractical to throw..
Meltabombs. Weigh 12 kg.


Page 188
Psychic Hoods are ancient and arcane devices that allow a psyker protection against psychic attacks through networks of psychically-attuned crystals woven into the material surrounding the wearer’s cranium. They are primarily integrated into Power or Terminator armour, though some are worn simply as a helmet or elaborate headdress.
Psychic hoods.


Page 190
Long, thin blades sprout from one of the Heretic’s hands, razor sharp and useful as scalpels or cutting weapons.
...
..most versions feature long, spindly fingers that can extend past the blades to allow for dextrous tasks.
...
Good Craftsmanship versions can vibrate the blades at high frequencies, increasing the cutting power.

..
Best Craftsmanship versions also include drug producing bio-mechanical glands, with thin tubules to carry the venomous liquids to small openings underneath the blades.
Implant blades plus vibro and poison qualities


Page 190
A combination of microtech from the Dark Ages and obscene xenos biotech flows though veins now forever tainted. The minions of the Omnissiah refer to this as Autosanguine, but those who call themselves the Dark Mechanicus know it as Black Blood.
Mechanical self repair


Page 190
Commonly used to repair a severely damaged brain or hopefully augment its abilities..
Brain implants.


Page 190
Microstrips of plasteel are bonded directly to the skull in subdermal layers, allowing for extra protection against head injury.
skull armor./


Page 191
This implant system allows a Heretic to reinvigorate themselves by drawing on the energies of external machines. When in contact with a functioning machine, fully-charged battery, or other power source, the subdermal induction ports can allow the user to siphon off energy into their own body
counters fatigue


Page 193
More a chemical treatment than an implant, metallic fluids are injected into bone marrow in a series of painful operations. The skeletal system incorporates them into the bone structure, making them heavier, stronger, and more damage resistant.
Not unlike Astartes. Or wolverine.


PAge 193
Ropey strands of vat-grown muscle tissue, thick with slurried nutrients and laced with flakweave, are woven into existing muscle groups granting increased strength of varying levels.
Muscle augmentation.


Page 311
The servants of the Emperor, in their supreme arrogance, claim to rule a stellar domain encompassing two thirds and more of the galaxy.


Claimed territory of the IoM. At a ~100,000 or so LY galaxy it implies a 70,000 LY or so diameter. I'd guess that's conservative. At 120,000 LY they might occupy 80,000 LY Or so.


Page 311
Strategic-prognosticators pronounce what resources a given region will require in decades or centuries to come, and entire armies are raised to garrison fortress-cities long ago reduced to rubble.
Like some organizations, the Adminsitratum uses 'strategic prognositcation' to divine what sorts of resources and allotments it needs for the near and distant future. The accuracty of such measure sis, like their reading of the tarot, entirely up for debate.


Page 312
Most, however, are judged undeserving of life, and these are fed to the Emperor, millions every year, to feed his insatiable hunger and, ostensibly, to power the blinding beacon of the Astronomican..
Scale of 'sacrifices' to the God Emperor. Probably an understimate, considering that even with hive worldsa lone and 1 per 1 million psyker births we're looking at billions of psykers off just the hive worlds. millions of those would be useful psykers (astorpaths and the like.) Hell we know there are billions of astropaths alone, and the number of sacirfices should be far greater.


Page 312
..Imperium’s million and more worlds..
Million plus worlds.


PAge 313
The only practical limitations on an Inquisitor’s powers are those imposed by his peers. In theory, and often in practise, they have the power to raze planets. Despite their unifying mission, the ranks of the Inquisitors are fractured and divided by a myriad of wildly divergent doctrines.
The Inquisitors are fractious, but they are limited by other organizations politically, not just by their peers. And wanton extermination of planets is frowned upon as a waste of valuable resources. Even from an Inquisitor (CF Kryptman getting kicked otu for gettting exterminatus-happy.


Page 313
...the turning of a single Space Marine has been the equal to the servitude of a thousand mortal supplicants...
The value of a Space Marine worshipper over normal mortals. That said, there's way more mortals than MArines.


Page 313
In a galaxy of corruption and betrayal, it stands as a startling testament that no Grey Knight has ever turned from his duty to tread the path of glory. It goes without saying that were this to happen, the Dark Gods would find a servant nearly as mighty as Warmaster Horus himself.
A 'corrupted' Gray Knight supposedly would rival Horus for power. Don't tell Abbadon.


Page 313
Each of the five Segmentae into which the Imperium is divided has a Segmentum Fortress world, from which many hundreds of warships set sail across the void to prosecute the Emperor’s wars.
We know Segmentum have more than hundrds of warships each, so we might take this to mean the fortresses keep a ready reserve of 'hundreds' of ships on hand to dispatch when they need to.


Page 313
Every world in the Imperium is required by ancient writ to provide one-tenth of its military for service off-world, and every planet with sufficient population levels, regardless of its technological base, must do so. Warriors clad in primitive chainmail fi ght shoulder to shoulder with men protected by shock-actuated carapace shell..
IG tithes from the professional military - the interesting thing is that its not absolute- it's contingent on 'sufficient' population levels (EG they probably dont go out of their way to stirp planets bare, since that can have bad consequences in the future.)

Not sure whether 'shock actuated' carapace refers to some sort of defensive mechanism (EG going rigid like some flak and mesh armour does on impact) or if its some allusion to powered carapace, but it sounds high tech and more than just solid plate. - high end troop armour.


Page 313
Based on the Red Planet, the so-called ‘Priesthood of Mars’ jealously guards its technological secrets and the common man is entrusted with barely enough knowledge of the machine to activate a lumen bulb. The Adeptus Mechanicus is, in essence, an entirely separate division of the Imperium with its own religious doctrines, its own planets, and its own armies. Just like the greater Imperium, the Tech-priests are riven with factionalism..
sounds pretty accurate to me.


Page 313
Renegades dedicated to the Ruinous Powers utilise both rogue vessels through the shifting tides of the Empyrean, steering not by the sickly illumination cast by the Astronomican, but by other, more powerful beacons only they can look upon.
Chaos has its own beacons, and can use sorcerors for navigation.


Page 314
The Warp storm screaming vortex noted: Gravity range varies from -3.2G to 7,021,475,403G. Which seems effectivley FTL and probably impossible. But hey its the warp.

Temperatures range form -274c to 100,000,000C. volume occupied fluctuates as well.


Page 316
Some Temples favour killing by poison, others by a well-placed hyper-velocity bullet. Some utilise assassins able to change their very form and infiltrate their target’s inner circle, while others are in effect living bombs, monsters powered by the warp.
The various assassins: Venenum, Vindicaire, Callidus, and either Eversor or Culexus, possibly they mixed up the two.


Page 316
..only an infinitesimal fraction of systems are controlled, let alone settled, by the Imperium or even by humans.
...
...each cluster is as a chain of islands in the midst of a vast ocean.The million or so worlds directly controlled by the Imperium are, therefore, to be found in fairly dense groupings called sectors, and the gulfs between each is known as Wilderness Space. Even amongst the two hundred or so settled worlds within the average sector....
Sector-based organisation of the Imperium, 1 million worlds, 200 worlds on average 5,000 sectors Probably more of a lower limit since they're less in a position than the Imprein to know the trues cope of said Imperium. Only a fraction of the worlds/systems in teh galaxy are settled by humans (duh.)


PAge 316
Like so many other sectors, it is vulnerable to attack from both within and without, but unlike the older sectors nearer to the Terran Marches and other heartlands, it does not have innumerable armies or fleets to call upon, nor are its worlds the fortified bastions of regions such as the Cadian Gate.
Unsurprisingly, the densely populated core regions around Terra are better defneded than the outlying regions. In a way it makes some sense.. sence keeping it more towards the center of the Imperium not only protects Terra better (which is vital to the existence of the Imperium) but also gives a central point for forces to deploy from to counter most threats, which improves response time.


PAge 316
Calixis is comprised of over two hundred worlds, ranging in character from little more than frontier colonies to teeming hive worlds with populations in the billions.
...
..ironclad Forge Worlds of the Adeptus Mechanicus.
..
..some live out their entire lives in the artifi cial gravity of orbital space stations the size of cities.
Calixis is a typical sector, forge worlds are 'ironclad' - which might mean completely metal sheathed - or at least covered in buildings, and worlds apparently include 'city sized' orbital stations.


Page 317
...disproportionate number of Inquisitors operating in the sector. While some sectors are entirely bereft of Inquisitorial presence, Calixis is host to hundreds of Inquisitors and, in all likelihood, thousands of their agents..
Number of inquisitors in Calixis. Treated as unusual, but I'm pretty sure Scarus had that many too.


Page 318
Most Wilderness Space zones are entirely uncharted, while some are slowly opening up to exploration, some previously legendary warp routes having been discovered or forged. Such regions form the ragged frontiers of the Imperium, where humanity vies with the xenos, the outcast, and worse for control of the stars. The laws of the Imperium do not apply in such places, except where they can be imposed by force of arms or force of will.
Wilderness zones. Warp routes/activity seems to dictate whether a place is 'wilderness' or if its settled in Imperial terms (Basically if you have acess to it, its settled or potentially settled - because the Imperium may technically claim some place yet ignore it mostly unless it provides something it needs.)

The Koronus expanse of Rogue trader is treated as a Wilderness zone, separated from the rest of the galaxy by Warp Storms until a route was found through


Page 318
Cautious explorers established a number of waypoints along its length, the “Stations of Passage” that formed a string of stepping-stones through the raging tides.
Charting a passage thorugh warp storm activity I wonder if they are astropathic stations.


Page 319
Thanks to the actions of the courageous scouts, the object was found to be one terminus of a Warp Gate, a stable passage through the warp with the other end and an identical object situated thousands of light years away beyond the Eastern Fringe. Traversing this vast distance takes mere seconds.
'thousands of light years' beyond the eastern fringe.. 100-120 thousand LY in seconds. tens of billions to trillions of c depending on number of seconds. That gives you an idea of how fast the webwya or Dolmen gates are.


Page 319
The exact location of the station is unknowable to non-sorcerers, for it takes the form of an empty region in the void several hundred kilometres in diameter.
...
..
It is, in effect, a branch of the Koronus Passage, and the only route into and out of the Screaming Vortex its denizens routinely utilise (though there are certainly others). Other routes are too dangerous for most, and the 13th Station of Passage is only attempted after due obeisance and sacrifice has been made
...
...Via the 13th Station of Passage, the denizens of the Screaming Vortex can access both the Calixis Sector and the Koronus Expanse.
Chaos controlled warp routes, available only to sorcerors. Probably of more value due to their secrecy from the Imperium than just speed. And of course daemons and other warp creatures can influence local warp activity to speed up (or slow down) warp travel.


Page 320
It is commonly held that the Imperium is so beset by conflict and anarchy that there is only war, and for the vast majority of the corpse-god’s subjects, this is quite literally the case. No world in the Imperium is immune to the touch of war...
...

...while billions-strong armies of the Lost and the Damned pour through the Cadian Gate...
The Imperium is only 'mostly[' at war. Also billions strong chaos armies from the Eye.


Page 320
Although it is not always known by their planetary populations, many of the Imperium’s worlds fall within the boundary of a warzone.
Most worlds exist within a warzone of some kind, although the planets may not know it (its contained enough that its peaceful.) Again only 'mostly' at war, not totally.


Page 320
Entire worlds can be depopulated at a single command, and turned into vast, planetary-scale bastions, weapons testing grounds or training facilities. A planet’s entire industrial capacity might be ordered to be turned over to the production of war materiel, perhaps even billions upon billions of examples of a single item such as lasgun power packs or flak vests.
Conditions inside a war zone. Gives a good indication of the scale of mobilistion or industry involved (millions or billions of people removed - probably via constricption, or making billions of an object.)

They also mention sometimes that the Imperium may deliberately allow worlds to fall so that counter-attacks may be made. Which is.. sometimes true, but the threat of some (like Chaos, or Tyranids) is of such a dire nature that such tactics are foolish. They may not care about the loss of human life all that much but having the planet razed (by the 'Nids) or corrupted (By Chaos, or by Orks) is too high a cost. and some worlds are too valuable for some reason to be disrupted (like Armageddon, or Cadia) Again this is a bit of a self serving Chaos-bias that doesn't fully account for all possibilities (sometimes the Imperium is slow to respond or even become aware of a threat.)

They also claim Crusades are the most common sort of war, which suggests there are more crusades than there are defenses of invasion or attack.


Page 321
...the Acheros Salient, where billions of warriors are committed to an effort to rid the central area of the Jericho Reach of the servants of Chaos.
Billions fighting against Chaos.


Page 322
The Chaos god Slaanesh was born and its birth cries decimated the race, drawing the spirits of billions of Eldar into the warp to be consumed by the newborn god. The worst destruction occurred at the heart of their galaxy-spanning empire, where the warp erupted into real space. An area almost twenty thousand light years across was engulfed in the very stuff of Chaos, known today as the Eye of Terror.
Billions of eldar lost (probably an underestimate) and 20K light years across for the Eye. That's probably one estimate, though I've heard 10,000 LY.


Page 326
Daemon Worlds were once planets created and ruled by the processes and laws of nature. Yet, through some cataclysmic incursion, they are now entirely claimed by the warp, forming permanent islands of the Immaterium in the midst of real space. A daemon can move unhindered from the warp to one of the Daemon Worlds and the four Great Powers continuously compete to possess them.
...
When a daemon prince takes control of his hard-won world he uses his mighty powers to reshape it to a form that pleases him.
Daemon worlds.


Page 328
Q’sal is a rich and prosperous world that would seem familiar to the inhabitant of a civilized world of the Imperium. The clean lines of its glass-towered cities overlook plains covered with welltended agriculture, its air is alive with the movement of flying craft. In space, a docking ring and shipyards work constantly and a variety of sleek-hulled vessels can be found moored there.
Reflection of a well off Imperial world perhaps.


Page 328
...daemon-forged engines to voidships powered by runeinscribed menhirs. Spells and cantrips are implicit in every kind of technology in an arcane fusion of magic and science.
Chaos technology.


Page 330
The astronomer-scientists of Velklir strive to carefully track every heavenly movement and astral conjunction in the Screaming Vortex.They obsessively make complex calculations, plot horoscopes, and predict the flux of the warp to discover the most auspicious periods for their undertakings. It’s said that a sorcerer from Velklir can guide a vessel through the Immaterium with astounding accuracy, rivalling even the mutant Navigators of the Imperium..
Supposeldy their sorcery and knowlege of astronomy give them Navigator-grade navigation of the Warp. Wouldn't it be ironic if Navigators were a byprodcut of Tzeentch? :P


Page 332
This world is known as the Hollows, and the name aptly describes its bizarre nature—from afar, the Hollows resembles a half-eaten fruit, little more than a single hemisphere with a thick stem of rock extending beneath it. Once, the Hollows was a relatively normal planet, but the rivalry between two Dark Magi has stripped enormous amounts of the planet’s once-abundant resources until nearly half of it was fully consumed by massive-scale deep core mining. The planet’s molten heart cooled and congealed long ago—were it not suspended in the reality-bending realm of the Screaming Vortex, the Hollows would have long since broken apart into asteroids.
Another potential scale of Mechanicus mining (although of the Dark Variety). The planet is held together literally by 'magic' due to the proximity of the warp. We're talking billions of trillions of tonnes of matter consumed in.. centuries? Millenia? Even at that rate its insane, and ranks up there iwth other insanes examples of rsource usage.

It may be fudged by warp activity in ways other than just mentioned, howveer, so that must always be born in mind. Still even a fraction of that usage would be.. insane.


Page 332
This is one of two Dark Mechanicus installations on the planet that constructs twisted devices that are often possessed by daemonic entities or are designed to manipulate warp energy as both weapon and power source.
Warp used as weapon and power source.


Page 332
Ultimately, the world was embroiled in a firestorm of savage war, where unspeakable weapons were unleashed in search of a final victory...
...
Ongoing toxic chemical reactions have created seas of simmering fi re, and the remaining continents are marred by massive irradiated pits, many of which extend down to expose the planet’s molten core.
Ongoing result of DAoT wepaons.



Page 334
A mighty Eldar warhost of the Craftworld Kaelor and a dozen corsair fleets bore down on Sacgrave.
..
Sacgrave provided no protection for those that fl ed to it. The Eldar swept in to pound the fortress like the fists of an angry god. Mighty towers shuddered under the impacts of torpedoes and pulsar lances until they cracked, toppled and melted into lakes of slag. Elegant craft descended to the surface, disgorging troupes of brightly hued warriors whose grinning masks mocked those they slew.
...
The bombardment ruined Sacgrave but it did not completely destroy it. Even the hellish fury of their warheads was not enough to topple all of the towers or penetrate the deepest vaults. Over time, scavengers and pirates have crept back in to Sacgrave to occupy the surviving towers.
Eldar attack on a Chaos world. We dont know if or how chaos might have affected things (its inside Chaos/warp interface territory I think) but it didnt completely destroy (wipe out all life) on the planet. Of course the durability of the structures is another issue - for all we know the devastation was a side effect, they didnt intend to bombard the planet otherwise they wouldn't have landed troops. still it could be argued as an upper limit on Eldar firepower, if we knew how many ships there were :P


Page 335
A mighty Repulsive-class Grand Cruiser with powerful reactors and heavy armour in sloping facets of adamantine and ceramite scores of metres thick, the vessel carried a weight of armament and ordnance that could reduce a continent to ruins with a single salvo.
Armour scores of metres thick and the ability to ruin a continent in a single salvo. Continent scale destruction is on the order of gigatons or teratons (or more) depending on the size of the continent of course and the nature of bombardment. Myth says it was built by sorcerors (which may suggest this is an outlier) but its also a Grand-cruiser scale vessel, and the abilities of such is what the quote is dealing with.

Repulsive class are 7.4 km long, assuming 1 km x 1 km width/height and a 40 m thick hull (average) and iron density yields a ship that is about 9.5 billion tonnes in mass. The hull may not be uniformly that thick (although you can't aruge that being prow by any stretch of the imagination) but even if its an order of magnitude off we're talking close to a billion tonnes. FFG lists the cruiser as being 39 million tons.


Page 336
The Tyrant Star is a baneful phenomenon that appears randomly throughout the Vortex,..
Yes that's the same Tyrant's Star form Dark HEresy. It's suggesting it may not be directly the act of some Chaos faction (as they seme to suffer form it) but it may be some other entity, god or otherwise.


Page 341
His warband is large, with hundreds of elite warriors that report to him and thousands of lesser soldiers who die at his bidding.
Scope of a large Chaos Warband.


Page 341
He reduced the Gardens of the Exquisite Delight to swampland by commandeering a hijacked Iconoclast Destroyer and crashing the kilometre-long warship into an ocean on the far side of the world, wrecking the planet’s climate in the processes.
km long destroyer whose collision wrecks a world. A bit smaller than 1.3 km for the Iconoclast in BFK, unless its just an approximation (1 km = anything under 1.5 km)


Page 341
When the warlord arrives over a world, he offers one chance to surrender unconditionally. Should the cowering populace accept, Korgin honours their surrender. Though a devotee to the Blood God, he believes only the skulls of worthy adversaries should be sent to the throne of his master. Those who surrender are certainly not that, and he and his band merely plunder valuables, supplies, and slaves to fi ll their hold and leave.
Another reasonable, 'honourable' Khornate. Althyough it mentions he takes something of great value the world cherishes, hoping they may challnege him again in the future.


Page 342
The cloud-wracked sky shattered, sundered by a ferocious barrage of missiles. Each missile’s warhead contained the tools of Exterminatus, the dreaded Life Eater Virus, and the epicentre of the strike centred on Calvarius and the Great Unclean One. The virus consumed all life on the world, releasing so much oxygen into the atmosphere that the very air caught fire and burned out.
Exterminatus on a plague world, against Nurglites no less. Somehow I can't see using virus weaponry being all that effective, can you?


Page 344
The second group calls itself the Children of Thorns, and represents a Kabal of outcast Wyches, Hellions, Reaver gangs and disgraced nobles.
Rather interesting. The Children of Thorns in Rogue Trader were a Eldar Pirate band, wheras here they're acutally Dark Eldar.


Page 357
Grandfather Nurgle’s daemonic followers are his children, his beloved family. Delighting in their successes and playfully cajoling in their failure, the Father of Plagues is ever watchful of his offspring, encouraging them to ever greater antics in his name. As near-facsimiles of their putrid creator, the Great Unclean Ones are bombastic abominations of infection and decay. Despite their truly vile existence, Great Unclean Ones possess a near limitless capacity for joviality and morbid joy at the horrors they inflict.
Nurgle and his folk are the most optimistic and interesting of Chaos types, you have to admit that.


Page 357
Their immense bodies, often towering over a dozen meters, are rife with weeping sores and split flesh...
Height of Great Unclean ones. To be fair, they're pretty bulky so being short doesnt mean they're small.


Page 362
The tools of war crafted by the Adeptus Mechanicus vary wildly, including such extremes as tiny weapons the size of a single finger to massive Ordinatus engines capable of levelling entire mountains.
Capabilities of Ordinatus.


PAge 362
A Tech-Assassin may lie in wait for weeks at a time, patiently motionless, until the chosen enemy is detected by inbuilt augur arrays.
...
Gravity plates allow the Tech-Assassin to move effortlessly over nearly any terrain. Its torso contains a powerful quantum field generator that shrouds the creature from detection, confounding tech-sensors and confusing the naked eye with shifting patterns that blend with its surroundings.
...
The Maestro pattern’s hands contain a series of serrated.retractable power-blades and it is usually equipped with an MIU-linked shoulder-mounted hellgun. However, the most dangerous weapon employed by the Maestro pattern is the tesseract bomb. When activated, this devastating weapon shunts a portion of its surroundings into a pocket dimension, violently disrupting the molecular structure of anything caught in the blast.
Dark Mechanicus Tech ASsassin. Seems like it borrowed tech from the Necrons.


Page 363
A galactic empire as vast as the Imperium of Man is not a simple thing to manage. The Administratum exists on nearly all of the billions of planets under Imperial control, collecting taxes, managing resources, and conducting near-infinite number of other administrative duties each world requires for support and inclusion in the Imperial whole. For these tasks, there are hundreds of thousands of adepts in the employ of the Administratum on each planet.

Page 364
The sheer numbers involved in an Imperial Guard engagement are often staggering, hundreds of thousands of soldiers and support personnel directed to one purpose in any given theatre of war

Page 364
Most Guardsmen are soldiers trained with a baseline of combat skills...
...
Many Guardsman platoons are made up of citizen-conscripts or even penal world inmates sentenced to years of service for their crimes. All told, the average Guardsman is a mediocre soldier at best, armed with the common lasgun or autogun and armoured in inexpensive flak armour. Their training affords them the bare minimum in battlefield manoeuvres and coordination...
They have Uniform, respierator, micro-bead, 4 clips, and Guard flak armour. Funny thing is they have certian talents: Nerves of STeel, Rapid Reload, Takedown - which suggests a fair degree of combat training/experience.


Page 365
...the Grey Knights are Space Marines said to have received their geneseed directly from the Emperor himself.
Rumours of GK origins.


Page 365
Each suit is adorned with holy amulets, anointed with sacred oils, carved with arcane runes of warding, and laced through with psycho-conductive latticework. In this way, the wearer is girded against the attacks of psykers and warp-spawn in addition to the incredible physical resilience offered by the ceramite and adamantine shell.
Grey Knight armour. Forged in the flames of cremated psykes.



Page 365
Each Grey Knight is also armed with a blessed storm bolter, often loaded with psycho-reactive shells which shred the resilient husks of daemonic entities.
Grey Knights. Bestest of the best! as we know those shells all cost the life of a good man (sacrificed, even) if we believe the Ben Counter short story 'sacrifice' :P


Page 366
Their prayers gird their followers against physical harm from the creatures of the warp and the psychic lashing of errant witches.
...
Indeed, the prayers and rites of these blessed warriors spell doom for the daemons of the warp, their blades wreathed in holy fl ames and their souls armoured with words of faith
Confessors have a tangible effect on the creatures of the warp.


PAge 367
A tall woman, just under two metres, she wears her characteristic storm-coat (concealing protective mesh armour and other, more esoteric defences).
2 metre tall Inquisitor chick


Page 368
Carried aloft on miniature anti-grav generators, Scarabs are made of the same living metal as the rest of their kind...
...
Their tiny mandibles contain a miniaturised disrupter field which they use to carve their way through enemy armour and dismember their fallen comrades, that they might be reassembled easily.
Necron scarabs.. carry thier own disruption field.


Page 369
Standing over two metres tall, Immortals resemble enormous Necron Warriors with armour and armament to match their incredible size. Their armoured frames can withstand volleys of small arms fi re and, given their living metal composition, can shrug off even the mightiest artillery.
Necron Immortals.


Page 370
..each individual Warrior is shaped from some sort of self-repairing metallic substance. This material, dubbed “living metal” in official records, is entirely unknown outside the Necrons themselves. This substance is capable of repairing even the most grievous damage, given enough time, and it is not unknown for disabled Necron soldiers to return to a functioning state several times over the course of a single engagement.
Necron living metal resilence.


PAge 370
The mainstay weapons technology of the Necrons, the gauss flayer and its derivatives, use arcane sciences to magnetically strip their target of its armour, flesh, and bone, one atom at a time. These horrific devices leave no trace of their victims, literally vaporising them, and work as well on the thick armour of vehicles, buildings, and even bunkers as they do on human flesh—devastating weapons against which there is little protection.
Gauss weapons.


Page 370
It uses its powerful senses to trail its prey from miles away and can sense the frenzied rhythm of a panicked heartbeat through hundreds of metres of solid stone.
Tomb stalker sensory capability.


Page 371
This innocuous-looking weapon rests on the back of the forearm and consists of a sharp tapered tube backed by a compact casing filled with monofilament wire. This wire is vomited forth into a victim after the tube has pierced the armour or hull of the intended target. It takes only a split-second for the filament to fl ail around the innards of the intended target, liquefying them from the inside out.
Harlequin's kiss.


Page 373
The Lord of Dark Delights claims a tight hold on the soul of every Dark Eldar, forever draining their essence to feed his own wicked thirst. To stave off this draining, the Dark Eldar indulge in deeds of the vilest sadism imaginable, performing acts of terror and pain on others so that their victim’s suffering might, for a time, replenish their own withering souls
Dark Eldar methods for avoiding Slaanesh. That would tend to suggest that spirit stones, craftworlds, and the like offer some shielding capability against slaanesh's pull.


PAge 373
The majority carry a cruel weapon known as the splinter rifle. Utilising anti-grav technology, this sadistic weapon fi res thin shards of poisoned crystal at phenomenal speeds, piercing armour with ease and inflicting horrifically painful wounds on their targets. Many splinter rifles bear wicked monoblades at the end of their long barrels..
Hyper-velocity as per the Path of the Renegade novel.


Page 373
The Mandrake is a creature of pure hatred and shadow, come from another dimension to slake their avarice for souls and the intangible manifestations of pain and suffering.
not only do other dimensions exist and are accessible in 40K, but it seems creatures exist there. Mandrakes may not even be true eldar (possessed in a different manner?)


Page 383
..feed and maintain its inhabitants. These include preservative-laden and non-perishable foodstuffs, water rations (since most of the water on Kymerus is in its atmosphere), and basic supplies to support the world’s few functioning corpse-starch vats.
I'm not usre which is worse.


Page 389
Long ago, he acquired a Tesseract Box from the infamous Hereteks of Forge Polux. Inside the labyrinthine twists of the pocket dimension..
Dark Mechanicus can make their own Tesserect boxes, it seems. Or they can get them somehow.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Kuja wrote:
Anyhow, Black Crusade has the distinction of being (thus far) the ONLY non-Imperium based 40K RPG out there. It deals with Chaos, which means its not THAT much different, but its distinctly non-Imperium. Its actually more interesting than Deathwatch, although I feel it doesn't fully explore Chaos yet. The high points are really presenting a different, non Imperial perspective - it emphasizes individuality and choice (and the self) over the conformity and unity in the Imperium, but also illustrates how those choices, that freedom, that power always has a price when it comes to Chaos. It is a useful check and comparison for other, Imperial-centric, 40K material in the FFG sideline.
Black Crusade is also a goddamned nightmare to run, and that's all I'll say on that subject.

Really? Why is that?
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

I've decided to shoot off all 3 Black crusade books so I can just finish this up, and rogue Trader. That just leaves Only War at some future date (at least until FFG releases a NEW line.. :P)

There's supposed to be another upate for Slaanesh soon too so might as well get current.

First off, Tome of Blood, the Khorne-oriented book for Chaos Characters. Two part update (but small ones at least)


Page 4
For his glory, battles without end wage across the galaxy. Even those who fight and kill with no knowledge of the Blood God serve him, some even through his myriad aspects throughout mortal lands.
...
Khorne is also the god of martial prowess, and prizes combat excellence in all, even in his foes.
The Warp, even in the guise of Khorne, be sneaky. Being influenced by all thought and emotion, it naturally follows that any action invariably influences it. There are, however, degrees of influence, and some actions (or at least the way some actions are carried out) have more influence than others. So the above passage is a bit misleading as it invariably suggests such activities benefit solely Khorne and even strongly so.
Also a reflection that Khorne has (at various times) represented more than killing and blood and violence. Possibly hinting at his more noble sides, at that.


Page 6
Khorne is conflict embodied to its most violent extreme, and thus Khorne is eternal and omnipresent.
....
His attentions have had a hand in determining the outcome of seemingly every antagonistic confrontation..
Like most Chaos Gods, Khorne will do what he can toe enhance/prolong that which sustains him.




Pgae 6
The fundamental conflicts that drive mortal life forward sustain Khorne on a base level, much as bread and water might sustain a creature of flesh. But just as a mortal body craves more substantial food, so too does Khorne desire greater conflicts.
All kinds of 'conflict' empower him, but like most 'godlike' beings in 40K (up to and including the C'tan.) they have preferred sources of 'sustenance.'



Page 6
Primitive human cultures have followed Khorne since the time they first were able to hunt game and make war upon their neighbours. Many of them are not even aware that the god they venerate is the Blood God himself. Some do not even think of him as a god. To them he is a force of nature to be appeased or a spirit to be persuaded.
Awareness of a God's true nature, or even recognition of it as a deity, seems not to be neccesary for Khorne to benefit from said worship. Whether this influences the effect of such worship or not, we don't know.



Page 6
Khorne’s favour can also come to the brutal Orks, despite their own gods Gork and Mork.
...
They need only pledge blood and skulls to their master to receive his strength in their arms and his rage in their hearts.
An interesting passage for a number of reasons. One way to interpret it is that Chaos Orks are back (at least under Khorne's banner.) although many other sources have indicated why this is rare or impossible (for various reasons.) Another (and more likely) interpretation is that Khorne will benefit anyone who serves his purposes knowingly or unknowingly, simply to further his own ends (or sustenance.) Thus Khorne can 'aid' Orks without them actually (knowingly) worshipping him. Although how this relates to the worship of Ork gods is another matter (Who benefits more from Orkish activities? Ork Gods or Khorne?)

An interesting and similar implication is whether Imperial activities also support Khorne despite the Emperor's guidance/worship.




Page 6
Even deep within Imperial space, there are those who would unwittingly turn to the worship of Khorne
...
In praying for help to commit such a murder, the assassin runs the risk of attracting the notice of Khorne, the Lord of Murder. The assassin’s masters may or may not know that they end up serving Khorne. They may think they are offering sacrifices to some other deity, or could simply not care to whom the blood of the kill is consecrated as long as the temple gains power and influence. Regardless, Khorne offers his help and claims the blood in payment.
Referring to my 'secondary' speculation above, it seems to clarify my earlier question. This would strongly suggest that Khorne will aid/supprot those who unknowingly act in his name (simply by waging war or violence) for his own purposes, without them necessarily being his worshippers. Oddly enough this is consistent with Khorne's nature, as we are oftne told he does not care who provides the skulls and blood, so long as skulls and blood are provided.



Page 7
Khorne demands slaughter on a planetary scale, the murder of entire species, and, most of all, unending battle. Warfare—constant, epic, and merciless warfare—is required to reap the blood and skulls required to feed the cravings of a god.
The scope of 'sustenance' Khorne needs/desires. Again while a god can have many potential 'sources' to sustain them, they may have preferences or needs/desire above and beyond those basic needs. This may reflect KHorne needing to sustain elevated levels of power greater than merely 'surviving', but making him a major player amongst the Chaos pantheon, for example.



Page 7
All races wage war upon their rivals, even those that claim to seek unity and enlightenment. Those that do not willingly submit to the cause of another’s greater good are brought to heel through armed force. For reluctant soldiers, war is a duty performed in service to a higher cause. It serves its purpose as a means to an end of peace. Many, though, find the means of carnage to become an end in itself.
Blah blah GALAXY OF WAR. In another vein it reflects the varied and sundry ways in which Khorne's 'sustenance' will manifest, willingly and unwillingly. In that respect one might say that Khorne is as 'elemental' as the other Chaos Gods in his own way, embodying the basic nature of all living beings.. the drives to survive, procreate, grow... etc.



Page 10
...locations throughout the Blood God’s treacherous domain where the power of the Warp collects and stirs.

...
Eventually, the Warpstorms break apart, sometimes seeping into the very pits they created. When this happens, Khorne commands his minions to intensify their efforts to harvest blood from the mortal world, using the most violent, destructive, and devastating methods they can possibly bring to bear. The souls that perish in such a campaign give their blood to a special, dark cause. Their crimson essence is collected in the pit, where it is mixed with molten brass and a measure of Khorne’s own murderous bile.

...
It is from the Blood Pits that new Daemons of Khorne arise. Bloodletters, furnace-Daemons, and many lesser fiends steadily emerge from the Warp and bile infused blood...
Where little Khornate Daemons come from.



Page 11
..a planet I now recognized as Corrania.
..
...
drenched in the blood of 12 billion Corranians..
Some formerly Imperial planet had a population of 12 billion.



Page 13
A Bloodthirster is more than capable of defeating an entire army on its own..
...
Warriors that stand their ground against fury manifest rarely survive beyond the Bloodthirster’s first stroke, so prefect are the martial skills of Khorne’s Daemon generals. Any who do are granted the briefest moment of silent respect before their bodies are sliced, smashed, eviscerated, lashed, or otherwise reduced to small unidentifiable chunks of flesh, entrails, and bone.
Bloodthirster capabilities in combat, including a reflection of the 'martial' nature of Khorne and a twisted sort of 'honor'.


Pag 14
Their fingers end in wicked claws, sharp enough to make a mockery of armour as easily as flesh.
Bloodletter claws,



Page 14
....Flesh Hounds, inescapable hunting beasts twice the size of any mortal canine.
flesh hound size.




Page 15
..each Juggernaut, or Jugger as they are also known, is a blend of Daemon and hellforged machine, vaguely resembling a hulking, armoured bull. According to legend, each beast begins its existence in the furnaces at the base of Khorne’s Rage. Brass-armoured plates, metal cogs, and other fabricated components are fused with Daemon flesh, sinew, and bone..
Juggernauts seem to be something akin to a daemon engine than an actual creature. Or more accurately a daemon cyborg.


Page 15
When a Juggernaut is set loose upon the enemies of Khorne, it charges headlong into them, its feet rising and falling with a force that rivals that of a Warhound Titan’s legs.
Juggernaut feats.




Page 15
Where once the champion could have temporarily pleased Khorne with the mere killing of a small regiment of Imperial Guardsmen, he must now wipe out a battalion..
'small' regiments are smaller than bAttalions, perhaps reflecgint the regiments of a 'few companies' or a few hundred people. Otherwise battalions can get freaking huge.




Page 15
For followers of the Blood God, devotion can be born from noble ideals. The power to defend his homeland from invaders, or to right wrongs that have been committed against his loved ones, can be granted to a worshipper of the Blood God. These easy paths are enticing but all too often more dangerous than they seem at first. Power is addictive and, once it is gained, it is not easily given up. Defeating one invader only means that others are likely to come. Punishing those who have done things worthy of vengeance naturally leads to wanting to prevent those things from happening again.
The origins of Khorne's worshippers. Emphasizes the insidous and corrupting nature of Chaos (the raod to hell paved with good intentions and all that.) and that 'slippery slope' approach it so often entails. It also perhaps ties into that 'dual nature' of Khorne. Whiel he's a deity who thrives primarily on the dark, sadistic and brutal side of living beings (conflict and killing and blood), he also has a more positive side (nobility, honor, chivalry) which is why even the best of things can lead down that dark path - such is true of human nature, after all. An urge to defend and protect can become hate and a desire to destroy.



Page 17
Given the terrible nature of many Imperial worlds, however, locals often barely notice increases in violent crimes, missing persons, and gory dismemberments, allowing Blood Cults of Khorne to flourish below the rot of society.
Once again the Imperial system shows why it is the best approach. Although as I'm sure others would point out (and I am aware) the Imperium may not have a choice in this, damned if you do, damned if you don't is often a reality for many in 40k.




Page 17
The raw stuff of Chaos permeates the fabric of reality, warping and twisting it on a whim. Inquisitors and others who deliver Imperial justice hunt down and kill mutants as part of their duty to keep the foul taint of Chaos from destroying all that their God-Emperor has built. Even being a loyal citizen does not spare these mutated people from the purging fires of judgment. This can easily be seen as a betrayal to the mutants
Small surprise really. Its interesting to wonder if there is truly a threat in Chaos mutants due to the physical mutation - does warping the body and mind actually create a 'connection' that Chaos can exploit (as is the case with psykers.) or is it merely Imperial bigotry and fear of what is different from it driving these acts?




Page 17
Razor claws replace hands, muscles triple in mass, acid blood seeps from wounds, and more.
Khornate mutations.



Page 18
...in avoiding the Dark Gods they deny men a chance to grow, achieve, and overcome—to be more than they are. For every disease Nurgle visits upon a population, after all, its people have the chance to see the wisdom of treasuring each day while accepting the inevitable. Each empire that collapses due to Tzeentch’s manipulations can give rise to a new and stronger regime. When a disciple of Slaanesh pushes a pleasure too far, he teaches others the limits of their own flesh. A man who accepts the power offered by Khorne and kills those who stand in opposition becomes a symbol of strength and determination to those around him and, for his own part, learns the virtue of self-reliance.
Once more the 'double sided' nautre of Chaos and its Gods. For all the bad shit they promote (and they promote alot of it) there seems to be a positive side to it as well, as minor as it may be. Such is the paradox of chaos - it is not meant to be purely good or bad, its more 'order vs chaos.'


Page 18
Perversely, the lies of the Imperium please the Ruinous Powers and often work to benefit their ends. In their desperation to keep men from walking down the path toward Chaos, the servants of the Corpse God would keep Mankind in a state of perpetual ignorance.
...
As their race languishes, the strongest, most cunning, and most resolute individuals reject the Imperium in search of power beyond the constraints imposed on them.
So there is a darwinian aspect to the whole lies and ignorance approach of the Imperium that benefits Khorne. Again we see that either hilarious fact that the Imperium's actions are counter-productive, or that 'damned either way' aspect Chaos seems so fond of. (Ignorance to protect people from Chaos, leads them to being more susceptible to chaos, things lke that.)




Page 19
It is said that if Khorne is ever to lift his great sword and risk possible oblivion for all that exists by striking down one of the other Ruinous Powers, it will be Slaanesh who pushes him to do it.
Apparenlty slaanesh is worse than sorcerers, and this implies that a war between Chaos Gods (an actual, all out war) woudl be catastrophic for reality. At least it would be if it involves Khorne.


PAge 19
...scorched my receptors with each guttural word. The very engrammic brands lacing my cerebellum..
'engrammic brands' branded into the brain . Probably for protection, showing the Imperium can literally put a tatoo on anything.


Page 19
Khorne is eternal. As long as man has murdered his brother, wolf has hunted prey, and planets have been consumed by the death spasms of their stars, Khorne has existed. Until such time as all these things cease, he remains. It is impossible to vanquish Khorne completely, since the very act of fighting against him gives him strength.

Only through complete apathy can sentient races hope to even so much as lessen the power of the Blood God. Khorne knows this.
...
When the tides of blood retreat from the shores of the blasted realm, Khorne’s rage becomes nearly uncontrollable. At these times, the galaxy trembles in fear. Long dormant Warp storms blaze with hellish light, churning and spitting raw Chaos into space. Nearby planets are cracked in two from tendrils of malice that reach out from the void and strike them like a Bloodthirster’s whip.
The astral forms of Farseers travelling the webway are vaporised in rushing currents of searing rage.
In its own way, Khorne's nature is as cyclical as Tzeentch, although it probably has greater consistency due to conflict being omnipresent in the 40K galaxy. His 'eternal' nature is a bit misleading. Khorne as a 'force of conflict and violence and killing' has always existed, but one must note that the sentient, self-aware reality of the Chaos God Khorne is not nearly so eternal (again recall Slaanesh.)

The effects of Khorne's 'rage' in an ebb is interesting, as it has some pretty damn catastrophic side effects (destroying planets, fucking over stuff even inside the webway etc,)



Page 19
...Wars already rage constantly across the galaxy, so fanning the flames of those conflicts would have only slight increase on the flow of blood. Instead, the armies of Khorne descend upon worlds that know relative harmony and have grown complacent. Here, armies dwindle and soldiers become weak.
Makes a bit of sense. Khorne thrives on war, but existing wars already sustain them, and intensifying them probably would not provide much of an increase (if anything, it might weaken him in the long term as it burns the conflict out faster.) So Khorne benefits more from starting new conflicts in that regard. It also, ironically, suggests that as a rule there are lots of regions at relative peace, as if the Galaxy was truly, completely, at war, there would be no peaceful places for Khorne to exploit.




Page 21
It also gives them a perspective unique among Khorne’s champions and other minions. Because they begin as mortals but taste immortality, they develop what vaguely resembles patience. Khorne may not have patience of his own, but he knows the value of it in these champions. He allows them to bide their time and hone their skills...
Khornates are often seen as crazed, bloodthirsty berserkers, but as we know with some like the Blood Pact, they can be calm, patient, even intelligent. This is consistnet with Khorne embracing all aspects of conflict and bloodshed.




Page 21
No scouts or Astropaths are able to adequately pierce the veil that obscures the activities of these forsaken domains and, even if they could, the distortion of time and vagaries of the Warp would make any knowledge gained nearly useless..
Astropaths again as a detection mechanism, but warp storms (at least in the eye or on Chaos/Daemonw orlds) can be distorted by time and space to make it unreliable.



Page 22
It is a poor general indeed who thinks that all battles are won and lost on the strength of a lasgun alone. Khorne knows this and seeks to plant the seeds of conflict in even the most mundane facets of existence. The Blood God wages war wherever he can, knowing that even seemingly minor disputes can speed the downfall..
This may seem 'lol stupid' as a reflection of the Imperium's silly approach to warfare, but recall that the Warp's dependent upon belief and emotion and thought. On a great enough scale, such belief can have extensive influence on reality. We've seen it with the Orks, we see it with Sororitas Mircales, so why couldn't it impact warfare.

Also Khorne is subtle in certain respects, such as the way he infleunces conflict to promote even greater conflict.


Page 24
The path of devotion to Khorne is fraught with honourable intentions, often stemming from a desire to defend homes, livelihoods, and loved ones against those who threaten them.
Again Khorne is not just the bad shit, he can be tied to the more positive side of things, and the way the good can be twisted into the bad...



Page 25
During his recovery, bio-neural implants that heightened aggression and strength were surgically grafted to the Primarch’s cerebral cortex...
The 'Butcher's Nails' - enhance strength as well as aggression.




Page 25
For years, the planetary rulers sent armies after Angron and his warriors to no avail.
..
Unbeknownst to anyone, the Emperor had for some time been secretly observing from orbit Angron’s escape from the arena and the skill with which he led his army.
Wait, what? The Emperor watched Angron fight for YEARS before going in to pull him out? Did he do this often with Primarchs before intervening, or what? seems rather silly. Then again I can't say the whole 'Angron meeting Emperor' scene makes much sense to begin with. IF this is a human world, why the fuck isn't Big E descending to conquer it and bring it into the Imperium? He could quite easily stop Angron's forces being slaughtered rather than simply taking Angron and abandoning the rest.



PAge 27
They were utterly ruthless and without pity or remorse, often razing entire continents to defeat their opponents.
Night Lords. I dont know if it actually means anything quantitatively (may or may not) but in terms of sheer persistance thats... insane. Think about the united states alone as a 'continent' and we're talking hundreds of million. And its unlikely they have decades to do it in in any individual case (Since the Great Crusade was a couple centuries at most.)



Page 27
Once in orbit, the Primarch’s fleet targeted the crater which his arrival had made decades before, and destroyed the shrouded world in a brilliant ball of light.
Destruction of Nostramo.



Page 34
Chem-Hunters are constantly exposed to all manner of pollutants and toxins in the scorched wastelands, and, should they survive, become naturally resistant to such chemicals. However, these individuals also suffer from a unique poisoning that makes them dependent on the very compounds that afflict their bodies.
..

This particular concoction enhances the subject’s vital functions with each dose, leading to increased aggression and muscle function. Unfortunately, this hyper-state eventually takes its toll, with excessive use inevitably risking heart-failure and death.
...
..a Chem-Hunter’s altered physiology means he has an unusually high tolerance for such drugs
Chem-hunters.. reflecting the peculiar nature of 40K humanity and the 'resistances' it can evolve due to warp magic or mutation or whatever.



Page 36
“Target sighted. Three hundred metres. Khorne guide my shot.
Pity we don't know the weapon in question. Probably a rifle of osme kind. The quote is attributed to a Bloodsworn assassin.


Page 36
A simple design found on many low-tech worlds across the Vortex, the boiler cannon consists of a large tank and power supply plus a crude channelling tube that projects a torrent of white-hot, toxic steam. It scalds skin quickly, but also burns lungs with foul mixtures of pressurised poisons.
It boils AND toxifies. They must make a tank based weapon from it!



Page 36
Combi-meltas give their owners a single-shot blast of superheated gas that can melt virtually any armour in an instant.
So meltas that shoot.. superheated gas. Go figure :P



Page 36
..a locally produced variant of the Echon-Pattern assault stubber, the Mk.IV Thresher Support Gun..
..
Its shells are not likely to penetrate armour, but are lethal enough against foes such as the mutants that stalk Messia’s surface.
Some sort of heavy stubber lite, or someting. man portable, high ROF, but not as devastating, either due to the ammo or whatever.




Page 37 Boiler cannon weighs 30 kg, (including wieght of back pack supply), 10 shot clip, and a 20m range increment

Combi weapons weigh 18 kg, Legion combi-weapons weigh 25 kg and both have a 100 m range increment, 24 shot lcip, and single/semi(3) ROF.

Thresher support gun weighs 23 kg (again including backpack ammo supply), 200 shot clip, Full (6) Rof, 120m range increment. So it seems to be some sort of man portable heavy stubber. Assuming that 10% thing, 2.3 kg for the 200 rounds, which workds out to 11.5 grams .. but that includes the catridge and casing.




Page 37
The head of the mace crackles with a low-intensity energy field that builds as the weapon is swung, unleashing its power with a concussive shockwave that can send adversaries flying.
Low quality thunderhammer, basically.



Page 37
Few but the massive pit brutes of Kurse can lift this weapon, let along use it in combat. It combines the heavy striking power of a great hammer with the terrible ripping action of a chain weapon, using multiple rows of spinning metal teeth projecting from the club-like head to tear apart flesh pulped in the smashing impact.
A.. chain.. hammer. At first when I'd heard rumors of the weapon I thought 'WTF' as if that was possible.. but the description makes it sound more like a chainaxe combined with a lightning claw (several rows of chainswa blades across the flat head.) Which still does not sound terribly practical, but we're also talking about chainweapons in general. I prefer to think of it as the hammer version of a chainfist :P


Page 37
..the Ironfang features a thick, bladed area with chained teeth nearly twice as wide as other chainswords. The power from the backpack-mounted supply provides greater tearing strength, and the weighted nose of the sword allows the user to strike with heavy slashing blows.
When regular chainswords aren't enough, you get one with EVEN BIGGER TEETH. reminds me of the covers of some of the Cain novels. :lol:


Page 38 Bonecrusher mace weighs 16 kg, Castir Chain/greataxe weighs 18 kg. Chain hammer 20 kg. Chain spear 7 kg. Ironfang chainsword is 12 kg (also includes backpack power source)



Page 39
When a Daemon is freed from a Daemon Weapon there is often little left to salvage. Some cults scrape fragments together to use in rituals or to forge into some new weapon or icon,
...
In some very rare instances the weapon remains untouched—its blade as sharp or internal mechanisms as functional as the day it was first constructed.
...
Rune swords are basic blades once said to have been the prison for mighty daemonic entities. How they survived the violent expulsion of their former inhabitant is unknown, but each weapon retains something of the Daemon that once gave it its power. Even these small fragments of daemonic essence...
The only way to make Rune weapons. Funny enough, as I recall the Emperor used a Rune Sword... The origins of rune weapons do make a kind of sense, since the touch of daemons (or most warp thingies) tend to alter or mutate themm, so you would kinda expect any weapon that had held a daemon to be changed in some way.



Page 43
Part mutation and part armour modification, Skinhidden Plate melds the Heretic’s armour with their own flesh..
Another 'blessing.' Cannot be removed, but restricts blood loss. going by alot of fluff this happens to most Chaos Space Marines.



PAge 44
Similar to a power field generator, the Sky-Splitter lessens the impact of Xoson’s unceasing heat and creates a protective bubble to block acid rain and windstorms. Fitted to the drill rigs and outrider bikes of the wealthiest drill-barons, as well as the holdings of the elite rulers of Mekonta..
Variation on powerfields, designed to protect from foul weather. Would be useful on some Hive Worlds.


Page 44
Each protects the wearer from cowardly sorcery or psychic powers, and once attached they can never be removed as long as the champion lives.
Collar of Khorne, like Flesh Hounds wear. weigh one kg each.



Page 46
The followers of Khorne do not dabble in the arts of Warp-magic and psychic trickery as the minions of the lesser Chaos Gods would.
..
Sometimes blood is needed, and within the Screaming Vortex this need for blood has created a slave caste of pathetic, mewling psykers called Bloodcallers..
Method of Khornate summoning.



Page 50
While many Heretics continuously seek out new, more powerful weapons with which to equip themselves, some discover a kindred spirit in a particular armament. When a Heretic discovers such a weapon, he is likely to wield it in every battle from that time on, eschewing all others as he forges a bloody bond with his weapon. Some may question such a Heretic’s choice to forgo more powerful or sophisticated devices in favour of his signature armament. Such doubts are put to rest once they witness such a warrior and his Legacy Weapon in battle.
...
A Legacy Weapon grows in power along with the Heretic who wields it, surpassing other weapons of its kind so long as it is in the hands of its owner.
Refleciton that such a 'bond', due to the nature of the warp and the things that affect it, can imbue power to something or someone far beyond what the device (or the persons abilities) may allow. Again symbolism is quite important in the 40K galaxy in many ways.

One imagines if Imperial 'heroes' might benefit from this as well, depending on the signautre weapon.



Page 53
The Warp does not only affect living things. Given time, its power twists and corrupts stone, steel, and adamantium as surely as flesh.
Big shocker there. the way it affects nonliving things can differ from living things, but is just as tangible in its own way.




Page 54
A recently fallen Chaos Space Marine may have the battle doctrines of the Codex Astartes too firmly ingrained to ignore, even after defiling and destroying his own copy. Likewise, a rogue Naval officer may find that the dictates of the Tactica Imperialis work just as well when employed against the Imperial war machine he once served. Legacy Weapons with the Versatile Pattern complement a Heretic who fights pragmatically and adaptively. The Legacy Abilities this Pattern grants are often less powerful than those the others grant, but are also more flexible.

Which would not only imply the Imperium knows ways other than 'throw a bunch of men at the fight/trench and siege warfare for all', but that they might actually USE them. A 'versatile' Imperial Guard is not impossible, although what the tactics are in reality (rather than theory) is of course dependent upon a great many parameters.



Page 61
..a great Bloodthirster sometimes referred to as Ka’jagga’nath the Unbound. Little is known of this powerful Daemon lord other than his ability to summon forth a great corrupting wave known as the Bloodtide.Little is known of this powerful Daemon lord other than his ability to summon forth a great corrupting wave known as the Bloodtide. What the Bloodtide truly consists of is as unfathomable as the goals of Ka’jagga’nath himself, and some say that it is blood given purpose or perhaps pure unbridled Warp energy. Others even claim it to be a machine or weapon of ancient and unholy design.
Canon-wise, there seems to be disagreement over what the Bloodtide exactly is, and the quote above reflects that. The 5th edition codex material tends to imply its a daemonic menaifestation from the Bloodthirster mentioned, whilst the novel "Hunt for Voldorius' represents it as a nanotech weapon. It coudl be that they are one in the same (chaos corrupted nanotech?) or it may be they are two different unrelated phenomena with the same name (indeed, confusion about origins may lead one to be wrongly associated with the other.


Page 62
The Rite of Many Eyes is similar to other rituals where the goal is to summon a Daemon; the main difference, however, is that the Daemon is not being drawn out of the Warp. Instead the rite attempts to give the Daemon sufficient power to partially bleed through the veil, enough that it might communicate directly with the Heretics.
Sort of 'half and half summonation, or partial summonation. A variation of divination like the Imperial Tarot



Page 63
Before a Greater Daemon can be summoned, the Heretics need to obtain a Host, someone to act as the bridge between the Warp and the material plane. The Host must be a living being—not necessarily human, but at least sentient— and the Host can either be willing or unwilling.
Summoning Greater Daemons and the importance of a host body.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Part 2





Page 63
Where the Rite of Terror Untold differs is the degree of requirements. If 8 warriors must die in ritual combat in order to summon a Bloodletter, then 800 warriors must die before a Bloodthirster even contemplates appearing before the Heretics. If it required 6 days of endless torture on 6 unfortunate captives to bring a Daemonette into the world, then it might take 6 weeks of torture to entice a Keeper of Secrets through the veil.
Differences (at least as far as rituals go) between a lesser and greater Daemon. whether this reflects a difference in power is up for debate.




Page 75
For some followers and these minions, travel through the region is more a matter of force and battle than one of careful calculation. Not all travel needs to even involve a voidcraft, as unstable gateways connect many of the worlds at unpredictable intervals. Often, they appear at unknowable times or within the context of an invasion effort.
...
Upon slaying a massive Daemon, its body might transform into a passage between worlds.
Travel in the screaming Vortex. Webway-like transit is not unheard of amongst Chaos, we knew of those giant Chaos worms linking locations for logistical purposes in the Ghost's Series, for example.



Page 76
the Kroot have spread across the face of Asphodel using their racial ability to absorb the genetic information of other creatures, evolving new traits and, in extreme cases, even into new sub-species of Kroot.
Kroot adaptation. It is mentioned that being isolated from the other Kroot and forced to survive on crude fare (other beasts and themselves) has made them barbaric and primitive. Feral kroot (technologically at least) in other words.



Page 76
...the Shapers teach the secrets of black powder, their poorly understood alchemy of rare mountain minerals and ground fungus harvested from the swamps below, and the manufacture of simple flintlock rifles.
Apparently most Kroot retain some technological ability to build firearms, even if just crude ones.



Page 77
The Kroot digestive system is capable of detecting and isolating useful genetic strands in consumed flesh. This also allows a Kroot warrior to bind useful DNA within unused sections of his own genetic structure and to pass on these genes to successive generations, driving the race to evolve along specific lines. This has led these Kroot in becoming efficient swimmers and climbers, and developing entirely new sub-species.
Kroot digestive system and adaptation.



Page 77
..each is surprisingly strong, with corded muscles capable of viciously fast contractions. This allows a trained Kroot warrior to deliver a flurry of powerful blows in a very short space of time, and makes him a swift-moving terror on the battlefield.
Kroot muscles. It can be said that unlike other races (like say, the Orks) Kroot muscles seem to be more about sudden, rapid applications of power rather than sustained power (such as leaping rather than running)



Page 79
A Krootor is a large, quadrupedal creature, its short legs terminating in hooked claws used for scaling obstacles in the swamp. Its wide body is low to the ground, and Krootor spend much of their time swimming, using their thick tails to glide silently through the water. Although primarily aquatic creatures, they are capable of surprising speed on land.
..

Similar in appearance to the avian beak of all Kroot, the Krootor’s mouth is much larger. Long, wide, and filled with serrated teeth, its bite leaves terrible wounds that either kill outright, or cause terrible damage as the poisons within its maw take effect.
Aquatic Kroot variant, with gigantic beak-mouth full of poisoned teeth. Does not seem to be sentient, more like a beast - more specifically a Kroot hound alternative.



Page 80
..an empty desert world bombarded with intense stellar radiation and scoured with endless winds.
...
The terrible conditions have made these Orks tougher and larger than many of their brethren scattered across the galaxy.
...

...On other worlds, a healthy population of Gretchin would support the Orks in their day-to-day life; here, they are little more than a food source. Unable to cope with the lethal sunlight and flesh-stripping winds, many simply do not survive; those that do are often seized as food and consumed to feed the Boyz. The terrible planetary atmosphere has also led to a preponderance of wild Squigs, and endless species of these feral creatures have evolved under the glare of Berin’s toxic star.
An extreme version of Ork durability and adaptability, although these seemingly qualify more as 'feral' orks than actual orks. Still its interesting to show how extreme of conditions Orks can thrive under






Page 80
Lacking proper resources, many do not carry complex weapons, relying on weighty blades called choppas and the rare heavy pistol.
...
The tribes have become particularly adept at constructing a bewildering array of vehicles for crossing the endless deserts. Rocket-driven sleds and buggies race across the parched plains, while Ork outriderz mounted on Racer Squigs scout ahead. Huge hide-stitched airships filled with hundreds of Balloon Squigs lashed together, or in some extreme cases a single Squig bred to a gigantic size, lurch through Berin’s skies as their rocket engines cough and sputter. Some
Again 'feral' orks.. but an interesting sort of feral. Not unlike the 'Mad Max' feral human tribes you may run across in some ways.



Page 80
Who or what the Daemon, known to men as Warfiend...
...
Despite its defeat, Warfiend was not destroyed and raged against its imprisonment.
..
Such was his wrath that the winds of Berin echoed its call, stirring into a great and terrible storm that lashed the planet in a desperate attempt to crack it open and free the Daemon within. Even now, the dust storms that ravage the planet, destroying all in their path, are but a fraction of the true power trapped at the heart of Berin...
Daemon Prince (I think) power level, or at least part of that power. Interesting to note for the implications, given that storms are (at least in total energy) often comparable to nuclear weapons (doesnt mean a daemon can release that energy all at once, mind...)


Page 81
Equally simple and effective is the snappa gun. The Snappa Squig is a large ferocious breed notable for its massive, tooth-filled maw. Ork Boyz trap these creatures and chain them inside heavy cages with hinged doors and a quick release mechanism, which releases the Squig on activation. The enraged beast leaps out, quickly attacking anything in front of him in a burst of jagged teeth, leaving nothing but shreds of flesh behind before being dragged back into the cage to attack again.
Ingenious Ork firearms. leave it to them to make a gun from a squig.


Page 82
Something within this planet often infests some Boyz with even greater rage and fury than usual, leading them to abandon proper Orky Kulture and their gods Gork and Mork to follow a darker, even bloodier path.
Again Orks can be unwittingly influenced by Khorne, but this doesn't make them neccesarily Khornates, although it is strongly implied that they might be in at least certain, extreme cases (isolation from greater Ork-kind and subjected to extreme warp exposure seems to be the case in this book.) This may reflect that the level of Orkish 'reslience' to outside warp/psychic influence depends upon their own numbers and the strength of their gestalt more than any innate resilience the orks may have. Or it could be that the gestalt's innate protection simply cannot match a case where Orks get caught inside a warp storm or other warp/realspace interface.




Page 82
Orks possess a little-understood form of genetic memory, and are born with pre-learned, instinctive knowledge. This is most prevalent in the Mekboyz ability to design and construct weapons, armour, and vehicles despite having no training or contact with other Orks. Mekboyz far removed from each other are also somehow create remarkably similar devices. Those of Berin are particularly adept at creating explosives, perhaps as there are few metals to make more elaborate items.
Mekboyz and genetic memory.



Page 82
Weirdboyz are Ork psykers, who draw their powers from the Orks around them rather than directly from the Warp
..
...act as a conduit for the latent psychic energy generated by all Orks.

...
..they are able to sense the presence of the great sandstorms that batter the world’s surface and can thus guide their clan safely around the destruction. Some are also able to sense water and mineral deposits in the planet’s crust,..
Weirdboyz.. and some of their non-offensive uses, at least on this planet.

Also interesting in how it implies the Orks draw indirectly on the warp, via their psychic gestalt, in a sense acting in a way similar to the Tyranid synapse creatures, or the runes of an Eldar Seer.



Page 83
Orks do not interact with the Warp in the same way as other Psykers, instead drawing on the latent psychic energy generated by all Orks.
Again suggesting a different, more indirect way of accessing the warp.



Page 83 = Berin Choppas are 5 kg. Rookit launchas are 30 kg and Snappa Guns are 7.5 kg.



Page 84
Feasting on the stringy flesh of Icebloom mushrooms, hordes of Kroot begin to excrete a waxy resin that protects them from the harsh temperatures and other perils of the journey.
Kroot measures to survive low-orbit/high altitude travel. SPACE KROOT.



Page 84
Across the void on Berin, Mekboyz begin to construct great rokkit ships and vast trakta-beam generators to hurl entire strongholds into the sky. Other tribes use their assembled Weirdboyz to tear entire chunks of the planet’s surface free and propel the cheering Greenskins, encased in glowing force fields, into the air.
..
..each race commits to its invasion. In a flurry of activity, thousands of rokkits blast off and swarms of great beasts race to the sky. Inevitably, the two invasion forces meet in the black of space.
yes thats right, our feral orks build GIANT rockets even though they can' tbuild firearms. And they launch into space to attack the Kroot. Both awesome and hilarious for the sheer non grimdark absurdity in that. Mind you I dont think they meet in actual 'space' as the Kroot rely on giant flying beasts to make war (although how the beasts reach escape velocity is another good mystery..)

We also get the feral ork idea of Roks - tear out huge chunks of the ground psychokinetically and hurl it into th esky. ASsuming millions of tons on a low end (given a rok) thats a hugetastic amount of mass and energy to be throwing aorund, even if we're talking hug enumbers of Weirdboyz. Small wonder they can also double as lances :P



Page 84
Soon, though, the native xenos briefly unite again to rid their world of the enemy, with each Ork burned to ashes and each Kroot rendered down for fuel.
How the orks get cremated I dont know, but its even more interesting that Kroot get reduced to orkish fuels.



Page 85
Some Navigators posit that as a location near the centre of the Vortex, travel to this place is accomplished as much by a mindset as by physical transit. It may be possible that changes in the location’s appearance and nature are linked to comparable changes in the minds of the beings that are present there.
Navigators making theorie sabout the nature of some chaos world within the screaming vortex warp/realspace interface and how its nature and location may be tied to the whole thought/belief influencing nature of the warp.


Page 86
The consensus opinion is that when another power comes to ascendance, its reign triggers philosophical and mental changes among the place’s inhabitants. All who dare to dwell upon Crucible as a change takes place are transformed so that they embrace these new beliefs with the entirety of their beings. Through the nature of the Warp, these mental changes are reflected by physical transformation as well. In this way, the essence of the location and its inhabitants remains malleable.
...
It might also be that as human souls reach Crucible, their beliefs and loyalties have a significant impact regarding the allegiance of the location as a whole. Similarly, when souls are slain or convert their allegiance, it might change the ratios.
More mutability of the Warp on matter in a warp-realspace interface like the Screaming Vortex. Basically the change in 'control' amongst the various Chaos Gods leads to the enviroment's appearance, and the mindsets and beliefs of the people on planet, get changed as well. Sort of a Chaos god 'seasonal' shift. The reasons why this happen again of course, tie into the nature of the warp and the way thought and emotion affect it, especially on large scales. It really goes to show what extreme impact such 'belief' can have on things.

Page 86
As each manifestation of a Bloodthirster has its own characteristics, any physical description is prone to be inaccurate in some way. Most appear massive, standing nearly twice the height of a Land Raider. While humanoid, they are characteristically hunched, so have a much longer reach than even this height might indicate.
Part of me wants to say this is due to Siege of Vraks and the 'odd' Bloodthirster there.



Page 91
Sailing vessels crafted from the scavenged bits and pieces of stranded starships provide the bulk of transportation on Furia. It is not unusual to see a large sailing ship, its hull the sleek shell of a cutter or lander, its masts the support struts or sensor aerials of larger ships, while its billowing sails are the scintillating fabric of grav chutes or solar sails.
Solar and gravitic 'sail' I imagine the latter harnesses the pull of gravity in some fashion between different worlds (and stars) to move itself along



Page 93
The enormous carcass left behind is often a boon to any scrap-town that manages to secure it, but thousands of native creatures vie for its twisted flesh, sinews like iron cables, and bones with the consistency of steel,..
Mutated sea creature... at least they recognize that huge creatures need to be correspondigly durable to handle that increased size/mass :D



Page 95
Stockpiles of ancient weapons were breached, and soon all of the glorious wonders of the Dark Age of Technology were unleashed upon the already tortured world. Test beds for the most destructive powers Mankind had harnessed devastated the planet. Waves of engineered plagues swept the surface of the planet, decimating the biospheres and scouring the planet. Dreaded atomics were detonated in every configuration known to the ancient weaponsmiths, from the refined airbursts that destroyed the technology of entire regions to the brutal efficiency of megaton fusion bombs capable of levelling entire city-states. The furious power unleashed cracked the very mantle of the planet, the crustal plates collapsing into growing lakes of blood red fire that swallowed cities whole. Battle raged overhead, as well, as each faction attempted to wrest control of the planet’s moons from their rivals. A particularly savage spread of anti-matter warheads shattered all of the moons in one massive, excessive strike, leaving nothing but a belt of charred and blasted rock orbiting a planet howling for its own blood.
Given shit like this happening seems to be par for the course for tha Age of Strife, its small wonder they sometimes speak of the 'curse of technology'. With the warp fucking things up like this I'd think it woudl be a terrible burden too.

In any case we get the joys of intense, violent and destructive world depopulation City destroying 'megaton (range?) fusion bombs which are 'atomics' (Ha ha), as well as a scope of deployment fucking up the entire planet's crust to some degree (letting out magma/lava a tthe very least.)

Oh and the antimatter warheads destroying moons. We dont know how big the moons are, but the existence of antimatter weaponry from the DAoT is interesting. Assuming the Imperium still has it. we know they can make anti-spacehulk antimatter bombs, and we know they have specialized (rare) botl rounds using antimatter, and we know that some exotic forms of exterimantus used large quantities of antimatter too (DAenyathos) so who knows.

Remember that by some definitions 'atomic's are old and inefficient weapons by *imperial* standards and they do have more impressive means of devastation.




Page 95
Serenis, had her leaders remained true, had her people hewed to reason and logic, had been in an ideal position to survive the vagaries of the terrible storm. With the technology and ingenuity that had established them as one of the more advanced and accomplished worlds, their civilisation may well have survived even the madness of the Immaterium. Instead, however, they surrendered to Mankind’s basest instincts, and only bloody insanity was their reward.
The amusing thing about this is that it may suggest 'logic and reason' may influence the warp in such a way as to have protected humanity in this situation, had they remained logical. Falling to their base natures was what doomed them once they were enmeshed in the warp.

This may suggest that, indeed, the 'calm' and unified 'greater good' nature of the Tau is what affords them some protection from Chaos and its influence.





Page 95
The planet bears no resemblance to its former self. A massive hole, like a single baleful eye, reveals the guttering magma core through an enormous crater, vast cracks in the crust of the planet reaching out in glowing tendrils half way across the world. From orbit, the planet has a mottled appearance, ochres and mouldering greens brushed through the dominant reds of the desert wastes. Lakes of fire reach across the blasted landscape, remnants of ancient super weapons whose flames have yet to die out despite the death of the civilisation that spawned them.
Again scale of devastation. Crusts in the crater down to the mantle (rather than the literal core) suggest gigaton range explosions, for example. Although what weapons caused it are up for debate (its not explicit here in other words.)




Page 97
High above the tormented world of Kurse, girding it as an ancient belt around the swollen belly of a dying giant, is the debris field that was once the planet’s many moons. Although the vast majority of the wreckage is made up of small chunks of blasted rock, still jagged and sharp from their initial splintering,..
which suggests those antimatter bombs were suspiciously non-thermal, or the splintered remains were only part of the moons mass.


Page 102
...who began the drilling process and the tales say that this baron was the one who created the planet’s mutants, seeking new liquid promethium strains from their dissolving flesh. Some tales state that Magyar eventually fell prey to the very disease he introduced..
producing promethium from living beings. This apparently means 'promethium' can now be expanded to incorporate biofuels lol. How exactly this mutation came about is interesting given the odd 'day/night' conversion those mutants undergo.



Page 102
New mines had discovered substantial veins of metallic ores, which in turn led to refineries to convert organic ores into promethium, manufactories to build weapons and raw materials for buildings..
'organic ores' I gather means shit like coal, rather than living emtals or something. But again promethium seems to exist in liquid and solid forms highlighting its more general 'fossil fuel/chemical fuel' nature rather than being one specific type.


Page 103
..the common risks that are universally associated with gathering any volatile resource, such as raw promethium..
..
The stifling heat of the planet’s lightside can be potent enough to spontaneously ignite the raw ores if an expedition’s cooling systems fail.
Promethium in this case is highly volatile. And again an ore.



Page 103-104
Under the direct light of Xoson, the planet’s harsh star, they shed their normal bulk and become far faster and more agile, while their brains seem to enter a hyperactive state. Under these conditions, the roaming hordes not only become more destructive, they also become dangerously clever in their attacks.
...
There is ample evidence that the mutants active upon the dayside are capable of utilising weapons and enacting complex plans against their targets.
...

When the mutant hordes cross the line from the dayside of Messia to its nightside, their bodies enter a brief state of suspended animation. After a short time of putrefaction, each mutant begins the transformation into its nocturnal shape. The bodies gradually take on additional fluids as the climate begins to cool from the scorching heat of the dayside. Their mass increases substantially, with decreased movement and general reaction speed. New mutations, including limbs, tentacles, and expanded sensory capabilities often emerge. The change seems to be a physiologically programmed response to the time of darkness or a consequence of the mutants’ arcane origin, rather than an unusual intrinsic effect of the star, as no others show similar effects.

At the same time as their bodies slow, their minds slow as well. The mutants become far less aware of their surroundings, and most weapons that were prized during their time in the daylight are discarded during the putrefaction and ignored without thought upon their restoration. There is no indication that the nightside mutants are capable of employing an ambush, using sophisticated tools or weapons, or even exhibiting any significant signs of teamwork.
The aformentioned 'schizophrenic' mutants created as a result of attempting to create organically-produced Space Oil. The intersting thing about the 'mutations' is both their extremity of behaivour as well as their 'programmed' nature. It was hinted earlier that they might have been deliberately created, and this may hint at some sort of technological, rather than warp/chaos origin, although the two are not mutually exclusive (cf Obliterator virus.)



Page 106
The Onir are the most magnificent of their creations, mechanical constructs granted cognisance with the souls of those the Svartlings ritually murder.
Some sort o corrupted variation of Wraithguard I suppose. Chaos robots reborn!



Page 106
Others are used for refining the planet’s resources into a promethiumlike fuel, cultivating their rheumy fungal agriculture...
...
Other mines provide the organic fuels which provide motivating fuel..
Promethium like organic fuel..



Page 109
Each has a heavily armoured shell, with a carapace that constantly belches smoke and steam, Onir have dozens of limbs, most designed to effectively burrow through the planet’s crust and create new tunnels to better assault unwary prey. Other limbs are equipped with a variety of different blades, used to quickly overpower those who dare to oppose them. Their gaping “mouths” typically incorporate a flame-based weapon...
..
...Svartling sorcerer-priests are able to utilise mortal souls to grant the machines a limited degree of sentience for a few hours at a time. Without a steady supply of souls, an Onir is little more than a machine that a Svartling engineer may manually control.
More on the Onir including design and armament. Unlike Wraithguard, the onir seem more aware, but their sentience is temporary.


Page 109
..promethium dust
Must be the 'ore' type Promethium. Probably an analogue to black powder, given one of their weapons is a musket.


Page 110
Though not fully understood by any scryer or seer, the planets do not require the heat of a star to survive, relying somehow instead on the thermal output from its own core. The sorcerers of Q’Sal have sought to attain the knowledge of how this is possible as well as how to replicate it using their arcane arts, but all of their excursions to the War Moons have met with either disaster or capture.
Possibly more evidence of those 'naturally occuring' fusion fuels that occur inside planets and ocacsionally blow them up :P The natives believe its Khorne's anger (or an aspect of him at least) keeping them warm.




Page 111
Those stationed on the moon are tasked with protecting the lone settlement within the plateau from any and all predators, and the clans hold those who take a voluntary post in high esteem. Each is branded after they survive their tour, a visible mark of status across the moons and beyond.
...
Unlike many other tribal cultures, the Talax are not primitive. Roving according to the edicts of Gorgeth, they have also established settlements that act as protection for those unable to travel, such as their elderly, infirm, and injured.
An interesting variation on Khornate worship, it likely exemplifies more the 'martial virtue' aspects and the rarely mentioend aspects of honour and chivalry he's supposed to also represent.
It also reflects that not all ferals in 40K are low tech. Much as with tha 'mad max' style tribes, or places like Iocanthos, you can get some degree of sophisticated technology.



Page 112
The people revere him as hunter and warrior, few knowing of the actual Blood God of whom Gorgeth serves as an aspect.
Daemon, or is 'aspect' something akin to the way Khaine is an aspect of Khorne?



Page 114
Each construct acts as both prison and new body for the Daemon, bound into service by its new master but given a corporeal form that it would otherwise struggle to maintain.
Daemon engines made by the ferals.



Page 114
Built into each is a set of bindings known collectively as a Venic Noose, a simple construct filled with the blood of the freshly slain making it almost irresistible to charnel entities and the minions of the Blood God. Once the Daemon emerges to feast on the blood, the noose tightens and the construct is quickly sealed shut around it, locking the Daemon inside. The Daemon’s rage provides the construct with an almost unlimited supply of emotional energy to fuel it.
Means of imbuing the Daemon engines with their daemonic host, as well as providing the power source.




Page 117
Designed to look like the poisonous arachnids of many worlds and roughly the size of an Imperial Baneblade, the Brass Scorpion is a devastating engine of war.
Super Heavy daemon engine!



Page 118
Armed with four heavy mortars, this creation operates far from the front lines, destroying enemies with its long-reaching weapons.
...

Made from the bones of those who have fallen to the engine, a Doom Blaster usually lingers on the battlefield for hours to consume the skeletal remains of those it has killed. After consumption, the construct uses its new material to create its ammunition for the next battle, recycling the remains of its victims for endless years.
Khornate artillery, such as it is.



Page 118
Slightly larger than a Warhound Titan, over the centuries it has morphed many of the mechanical aspects to more closely resemble a monstrous Bloodthirster. One fleshy arm houses a turbo-melta gun, capable of reducing all but the most heavily protected fortifications to molten slag. The other arm holds a massive chain axe, but unlike the rigid joints of a Titan, the axe arm is fully articulated as if it were alive.
...
Though the engine primarily resides on Cho’unda, it has also been seen on other worlds across the Vortex...
...
Rumours also put Titans of its shape on warfronts elsewhere in the galaxy, spawning fears that there may be more than one or that the Ruinous Powers are able to project this daemonic construct wherever and whenever they desire.
Titan sized daemon engine, or possibly a mutated titan. The 'turbo-melta' is intresting, possibly GJ range or higher depending on how big a fortification you figure (a big castle might take alot of energy to melt, for example.) Its also interesting to speculate that it might either have galactic treleportation ability via its Godly patrons, or there may be multiple kinds of it.



Page 128
Even as the raucous celebrations continue, the clan’s techs drive their slaves to consolidate their prize. Hundreds of thousands of tonnes of unprocessed promethium is transferred to waiting tankers, while the captured rigs are repaired for new use.
Indication of the scope of acquisition of one partiucla rmining clan on Messia, as well as implications of promethium usage.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Next up: Tome of Fate, the Chaos book for Tzeentchian characters. bit bigger than the Khorne one, but still two updates.

PAge 4
Others with a greater knowledge and appreciation of the True Mysteries know that Fate is never random or meaningless, no blind series of happenstance or coincidence. There is a Grand Scheme to all things, and thus a Grand Schemer.
Given the nature of the Warp and how it can be influenced, that the truly 'random' may be unlikely in the 40K universe is not hard to believe.


Page 6
Tzeentch, the Changer of Ways, is the god of sorcery, scheming, mutation, and change. He embodies mortals’ desires for evolution, improvement, innovation, and progress as well as their dreams of wealth, prosperity, and a better tomorrow. While many perceive these motivations as healthy, wholesome, and perhaps even necessary to mortal existence, Tzeentch, the Great Conspirator, works to corrupt the aspirations and ambitions of humankind and xenos alike, and to leverage these hopes and dreams for his own nefarious ends.
This is important as well: It isn't so much that Chaos (or the Chaos gods) are 'Evil' - any more than the Imperium could be labeled as 'good' - but that Chaos represents very 'human' emotions taken to unhealthy or unnatural extremes, which is where the problem ultimately lies. There is no moderation, no reasoning, no compromise when it comes to Chaos - they are what they are, and their nature alone is what represents the danger to humanity (and hence the reason to oppose them.) How good and evil fit into that is a bit more complex, but it can (at least) agreed upon generally I think that Unrestricted Chaos would be a bad thing for humanity (and the galaxy at large).



Page 6
The other Dark Powers tend to act upon mortal society more directly..

..
The Changer of Ways favours subtle weapons: flattering words, enticing temptations, healthy ambitions stoked to traitorous or immoral ends, and above all, schemes within endless schemes.
..
Even with the best of intentions, or perhaps because of them, these people are vulnerable to the machinations of Tzeentch, who conspires to turn such individuals into cogs in his infernal machine, fuelled by endless schemes, lies, plots, and deceits.
It's mentioned that many do serve him willingly as well as unwillingly, but even the deliberate servants are vulnerable to his deception and treachery - Tzeentch plays no favorites when it comes to his nature and betrayal and change. Even his daemons are vulnerable (Eye of Terror novel is a good example.) Heck some sources say Tzeentch will even betray himself.

And while Tzeentch favors subtlety and manipulation, I wouldn't say that he's the only god that does it. We know Slaanesh has to use subtlety as well (seduction, enticement, corruption) and even Nurgle can be subtle in his own way (properly carrying off a plague requires some stealth.) Only Khorne could truly be said to be totally, utterly direct, and that's both a result of his nature more than anything.


Page 6
Tzeentch is one of the four major Chaos Gods, and his areas of influence include sorcery, scheming, change, and knowledge.

..
Everything related to the master of change shifts, mutates, evolves, and transmogrifies. One can go mad—and many have—trying to study even the smallest threads of the Great Schemer and to perform the impossible: to describe him and to fix him to one shape, one form, one motive, one truth.
Tzeentch's areas of expertise, so to speak. That said, the comment is made that Tzeentch is not truly, utterly arbitrary (remember there is a 'Great Scheme' and nothing is truly random), so there is certain 'patterns' ot him, although they can be as unfathomably complex and variable to seem random and unpredictable.

Which is interesting given it suggests Tzeentch cannot be truly, completely paradoxical - he may not 'defeat' his own purposes truly, but may act in ways that seem self-defeating to serve his higher, grander scheme.


Page 7
Some of the Ordo Malleus daemonhunters, however, realise that these perceived consistencies, like so many things associated with the Great Deceiver, may constitute a ruse of one kind or another. After all, consistency is often part and parcel of the most convincing lies and confidence schemes.
Tzeetnch can be consistent if he wants.. although its probably donet o confuse and madden his opponents.

Symbolwise it has been noted that Tzeentch is big on a fish and bird motif.


Page 7
Still others have posited that Tzeentch’s physical forms are simply images that mortal minds create to try to perceive and understand something far more abstract, an agent of pure change, mutation, and flux. Such a form is more akin to metaphor than reality,
Such could be said to be true of the warp in general, not just Tzeentch. Navigators in fluff have commented on more than one occasion that what they see in the warp tends to be very subjective, and differ from person to person. If normal people could gaze at the warp, I'd imagine the same would be true.


PAge 7-8
His Daemonic Princes once served the Changer of Ways as mortal champions. After they gained sufficient favour from their dark master, or perhaps simply became the focus of his unknowable whim, Tzeentch elevated these once-mortal servants to daemonic status and bestowed upon them immortality and powers that rival those of the Lords of Change.
Tzeentch's Daemon Princes seem to be comparable in power to Greater Daemons.



Page 8
Other Traitor Space Marines, such as the Scourged and the Oracles of Change, though less well-known than the Thousand Sons, fight for Tzeentch with equal fervour
tzeentch commands Astartes other than the Thousand Sons.



Page 8
...from the behaviour of Tzeentch’s followers and the ends they seem to pursue, careful observers can ascertain certain goals, values, or tenets of what one might call his ideology. For one, Tzeentch and his followers seem to value information, particularly knowledge that is forbidden, mysterious, or difficult to discover.
..
In addition, Tzeentch and his followers seem to value evolution and progress, particularly when plots, schemes, and conspiracy serve to catalyse these changes.
Again certain things favored by Tzeentch which qualify as a sort of 'pattern'



Page 8
Man and alien alike tend to assume that, if a plot exists, so must a goal. Indeed, some purpose—such as the conquest of the galaxy, warp space, or the other Chaos Gods— may in fact exist inside the mind of the Architect of Fate.
...
Such individuals sometimes posit that Tzeentch’s conspiracies and actions to initiate change have no intention, no goal. Tzeentch’s only purpose may be nothing more than change itself..
..
Still others suggest that ascribing something as mortal, temporal, and worldly as a simple goal to an enigmatic Dark Power like Tzeentch results from limited reasoning that erroneously attempts to anthropomorphise a Chaos God...
debating the nature of Tzeentch. I think it relaly just overthinks it. For one thing, we can posit that Tzeentch is enough like other Chaos Gods that he wants to grow in power and influence through the furtherence of his aspects (knowledge, change, evolution, etc.) and so simply being an agent of change is enough of a goal in that respect. And we already noted that things in 40K probably are not trully random, so there has to be a sort of pattern and goal, even to Tzeentch. Likewise, since the Warp and the Chaos Gods are a result of the thoughts and emotions of living beings in aggregate, they more than likely share other human aspects given their source. The nature and plans/goals of such beings may be beyond the efforts of mere men to figure out due to the sheer scope and complexity involved (esp Tzeentch) but that doesn't mean there isn't one.


Page 9
..the Changer of Ways stands in opposition to the Lord of Pestilence, just as Khorne, the god of blood and skulls, opposes Slaanesh, the prince of decadence and depravity. Where Nurgle represents Chaos as entropy, Tzeentch represents Chaos as energy. Where Nurgle promotes decay and atrophy, Tzeentch promotes potential and progress. Where Nurgle fosters deterioration and ruin, Tzeentch fosters germination and development.
Tzeentch in relation to other Chaos Gods. In this case, Nurgle.


Page 9
Tzeentch and his sorcerers can immolate their enemies with warpfire that burns flesh or ceramite with equal ease. Expert practitioners of Tzeentch’s dark arts can manipulate the raw stuff of the warp itself, the very touch of which can transform even the most devout into those monstrous gibbering mounds of oozing protoplasm..
..
Followers of the Great Deceiver are also masters of illusion who can bend the perceptions of others.

Capabilities of Tzeentchian sorcerers.


Page 9
..When Tzeentch does cry havoc and resort to direct assault, he first creates weaknesses in his enemies by spying on them to learn of their vulnerabilities or by engaging in psychological warfare that sows dissent and foments discord through propaganda, fear-mongering, and innuendo. The Great Conspirator corrupts key military and civilian personnel who will, at crucial moments in battle, fail to convey important orders, misdirect needed materiel, or conduct acts of misinformation, sabotage, and assassination. To Tzeentch, war is the ultimate game..
Tzeentch at war.


Page 10
Tzeentch chooses the most subtle tactics imaginable. He influences the workings of the mortal world quietly: revealing or concealing important information at opportune moments, infiltrating the institutions of the mortal world to learn their secrets and direct their activities, influencing organisational policies both large and small, bestowing power and rewards to those who follow him knowingly, and tricking frustrated scholars, latent psykers, desperate politicians, and ambitious military officers into doing his will.
SOP of Tzeentch


Page 10
Vexa was a low-level scribe working for the Departmento Munitorum; for decades, he laboured aboard as their representative to the Imperial Navy freighter Pococurante. Vexa’s responsibilities included cataloguing the tithes collected from manufactorum worlds and hive cities. Many of these tithes took the form of replacement parts for machines and munitions that supplied Imperial Guard forces defending Cadia and other planets throughout the Segmentum Obscurus.
The Munitorum collects the military-related tithes - not just troops or weapons/munitions, but all other military material it seems. Which makes alot of sense when you think about it.


Page 10-11
She asked for twenty crates of 5-millimetre left-winding cogs when she had intended to request 25-millimetre left-winding cogs. She asked Vexa to correct the records so that her erroneous request was the official one, explaining with a wink that no one need be the wiser. Vexa complied and falsified the requisition documents. Months later, Cadian Munitorum Sergeants discovered that the 25-millimetre cogs they needed to repair over a dozen Basilisk tanks of the 266th Mechanised Company had not arrived. As such, the tanks would not be available to defend Kasr Derth against a daemonic horde that descended on the world..
Insert your own Tzeentchian joke here. Also Cadian mechanised regiment has its own tanks (well artillery, but close enough).


Page 11
Instead, while the Orks’ blood was up from his exciting story, he declared that they would re-create the race of Gork and Mork and, in so doing, become the Waaagh! of True Speed. The Orks hastily divided themselves into two teams and mounted their bikes, buggies, and battle wagons. The enormous greenskin army raced after the Changeling into the Tenebrian night and, soon after, drove off a 500-meter cliff, thus ending the Waaagh! of True Speed and Waaagh! Grubbz to boot.

And people wonder why I so like the FFG stuff. This is downright hilarious and appropriate to 40K.


Page 13
While the passage of time in the warp fluctuates and does not correspond to its regular, linear flow in the space-time of the Materium, the inconsistency of time’s progression is even more pronounced in Tzeentch’s realm.
This suggest Tzeentch's control over time is considerable in the warp.


Page 14
Tzeentch’s weapon that poses the greatest threat to the servants of the Emperor is knowledge: knowledge of the past, knowledge of the present, knowledge of the future, and most importantly, knowledge of what motivates the hearts and minds of the weak-willed, those who might one day swell the ranks of the Changer of Ways. While we can, with the Emperor’s blessing, overcome Tzeentch’s armies and sorcerers and learn to see through his plots and schemes, there is little we can do to bolster the willpower of the impressionable and the weak. Ultimately, then, our only defences against Tzeentch’s greatest weapon are constant and ruthless vigilance.
At first I was thinking 'LOL IGNORANCE' crap because thats how it sounded. But on reflection it is kinda true - knowledge of the Imperium's subjects and methods and suchlike is actually a pretty hefty advantage. Of course, we know Big E can play the same game Tzeentch can (Eye of Terror) so he's not the only one with knowledge and insight, it would seem.


Page 14
Legend tells of one being —the only one in all history—who answered all nine of the questions correctly. Strangely, many versions of the story posit that this individual appeared in the guise of a young girl who was accompanied by a small black dog. Factions within the Ordo Malleus wage scholarly battles of the hidden significance of this, or if the tale actually happened, or was yet another metaphorical wisp of smoke from the Master of Lies.
The 'girl and her dog' story from one of the Chaos codexes :P


Page 16
However, the daemons of Tzeentch do have certain features in common. For one, daemons are creatures of the Sea of Souls that can normally only exist for short periods of time in real space, as the material realm is not their natural element. Some initiating incident usually occurs for the daemons to broach the barrier between the soft, shifting realms of the Immaterium and real space. They may be summoned into the material plane by a sorcerer or Chaos cultist conducting an ancient, forbidden ritual, or perhaps when a psyker loses control, enabling the daemon to tear his way into reality, or some calamitous sorcerous or psychic event occurs to weaken the barrier. In spite of the instability of their presence in the Materium, daemons can be remarkably resilient to most forms of physical damage; poisons and disease do no harm to these creatures of the warp though many force weapons, holy relics, and psychic attacks can harm them with comparative ease.

Properties of daemons - non-possession manners in which they manifest into realspace, and their reslience to damage.


Page 16
As Tzeentch is the Chaos God of magic, it follows that his Lords of Change are sorcerers without peer.
..
..transform mortals into gibbering creatures of Chaos, and create deceptions that can force enemy soldiers to attack their comrades. As masters of transmogrification and illusion,...
Sorcerous abilities of Lords of Change


Page 16
As immortal beings, Lords of Change have aeons to collect information, so much so that these entities are effectively omniscient. Indeed, many believe that these daemons have the gift of prophesy and can see into the future. Whether these beings are truly prescient or simply so intelligent and intuitive that they seem to be so is subject to debate.
The Eye of Terror and Blood Angels novels would suggest Lords of Change do have some prescience, although this may not be a consistent or innate ability.


Page 17
Almost as powerful as their older cousins the Lords of Change, Tzeentch’s daemon princes are among the most potent beings in the galaxy
Again power of Tzeetnch's daemon princes.



PAge 17
All daemon princes maintain a measure of the individuality and independence they enjoyed as mortals, and many daemon princes have more free agency than even greater daemons.
Differnces between Greater Daemons and Daemon princes.



Page 17
In addition, Tzeentchian daemon princes tend to share some of their dark master’s visionary prescience and can see the strands of destiny as easily as mortals perceive light and shadow. As such, like Lords of Change, Tzeentchian daemon princes are master manipulators and strategists in the service of their god’s Thousand and One Plots.
This would seem to answer that earlier divination question :P


Page 18
Less powerful than the Lords of Change and daemon princes but high above the lesser daemons like Screamers and Horrors, Tzeentch’s daemonic heralds are the field officers that lead his troops to battle. Some heralds are indistinguishable from the lesser creatures they command, and some of the Ordo Malleus feel that many are nothing more than especially powerful Horrors.
..
Most can manipulate warp energy and cast spells. When Tzeentch’s daemonic hosts march to war, his heralds often function as squad leaders and organise the fiery, morphing mass of daemons into a devastating onslaught.

Page 18
..individual Horrors are not the most fearsome of foes. Their fighting skills are rudimentary at best, and they are no stronger than the average human.
Physical capabilities of Horrors.


Page 18
Like many daemons, Horrors can withstand terrible injuries that would destroy most mortals. Lost limbs regenerate instantly, and their enemies have difficulty targeting vital or vulnerable areas on the Horrors’ bodies, which are constantly changing shape. When an enemy does manage to land what would be a fatal blow to the body of a Pink Horror, remarkably, it splits into two creatures, and its colour changes from pink to blue. Though Blue Horrors are half the size of their pink counterparts, they are no less deadly.

Horror resilience.


PAge 19
Further, some reports posit that groups of Horrors can function as gestalt sorcerers of a kind. The spells they cast tend to involve manipulating the warpfire that wreathes theirbodies and channelling it into deadly blasts to destroy the enemy, but other types of Tzeentchian magic have been witnessed as well.

They also mention Horrors that mutate to carry Tzeetnch standards, which act as foci for warp power, or provide musical insturments (which is not noted to have any adverse effects but probably is magical.)



Page 19
Should a ship lose its shields or experience other mechanical difficulties, the Screamers will attack in an instant, their powerful jaws capable of tearing through even the densest of armour plating.

Capabilites of Tzeentchian Screamres.


Page 20
Pyrodaemons close with the enemy, their leaps become more energetic and seem to defy gravity. Some observers have reported that the daemons’ conical trunks emit gases from the base that propel the creatures forward like a jetpack of sorts. As the Flamers approach the enemy, they unleash a devastating short-ranged attack from the orifices in their arms. Most often, this attack takes the form of blasts of warpfire and alchemical heat which can burn almost anything. Reports claim that these flames can sometimes take the form of those they have immolated and perform a kind of danse macabre to mock the recently slain.

Capabilites of Flamers of Tzeentch.


Page 21
Upon learning of the failure of the Rubric, Magnus banished Ahriman. This was the first of many schisms that split the Thousand Sons, divisions that eventually caused estrangement from their own Primarch. As a result of internal strife, the Thousand Sons effectively no longer function as a Legion. Instead, they fight as isolated warbands and individual warriors. Some serve Tzeentch devoutly, others begrudgingly, and others as mindless conduits for the devastating sorcerous power of the warp.

Seems like the Thousand Sons have no unity or guidance, even from Magnus anymore.


Page 21
Imperial scholars have determined that the incidents of the Psyker mutation among the human population increases with each generation. It therefore follows that the risk Tzeentch poses to humanity has increased commensurately. As such, organisations such as the Inquisition, the Adeptus Astra Telepathica, the Adeptus Astronomica, and the Scholastia Psykana must remain forever vigilant and prosecute any trace of the influence of Chaos with extreme prejudice. Many checks and restraints exist to prevent the influence of warp creatures on the minds of Imperial psykers, but any security system and the individuals who maintain it are fallible, capable of errors in judgement, and themselves subject to temptations and dark influences. Even with these safeguards in place, Imperial Commissars operate under strict orders to execute Sanctioned Psykers at the first sign of possession or daemonic influence.
Imperials are aware more psykers are being born every year, although whether they know humanity is becoming a psychic race is another matter. And because Tzeentch targets psykers, the Imperium makes sure to take every measure they can to protect or eradicate potential psychic threats amongst Sanctioned pskyers (including preemptive execution, but that is clearly not the first option since Psykers are important for the functioning of the Imperium as well.)


Page 21
Of course, many psykers willingly turn to the gods of Chaos for personal gain and to increase their psychic potential. These “Rogue Psykers” operate without the fetters of the Adeptus Astra Telepathica and, thus, can develop into some of the most powerful individuals in the service of the Dark Gods.
This suggests that 'unsanctioned' psykers can actually have more raw power than an Imperially Sanctioned psyker, which. This says the Sanctioning process may either impose a hard limit on the potential power that a psyker is permitted to safely tap (thus reducing the chances of things going wrong), or it may be that the Sanctioning process is inherently less efficient than a 'wild' psyker. Of course, unsanctioned psykers are alot more vulnerable to the Warp and daemons, which means their life/sanity/soul is at greater risk.

A prime example of this are Alpha-class psykers. We know that Chaos can often find and employ them, but the Imperium rarely (if ever) has them (the only examples I remember offhand are either potential ones artificially enhanced like Eisenhorn, or the ones referenced in Rynn's world.). But Alpha class are dangerously unstable and insane, which is a pretty significant drawback if you ask me.


PAge 21
Tzeentch and his minions are drawn to mortals who use psychic powers and even those with latent potential. A common ploy in the Great Conspirator’s eternal game is to make tactical use of these talented mortal pawns by helping them to tap hidden talents or fully realise their sorcerous potential in exchange for services rendered.
This would seem to suggest a sorcerer might be a person who has 'latent' psychic powers - eg some sort of connection, but either one not strong enough to employ those powers naturally as a pskyer does. On the other hand most sorcerers are basically provided artificial 'channels' through deals or worship of a particular warp entity (EG soul binding), so its not exactly the same thing as 'latent' psykers (and a latent could have their connection to the warp strengthened or even tapped/opened without becoming a sorcerer, one imagines.)


Page 22
Some mutations are the result of humanity’s malleable genetic structure, easily twisted by both environment or the whimsy of the Ruinous Powers. Actively using sorcerous powers also invites mutation, as does association with creatures of the warp.
Oddly, this seems to suggest humanity's genetics in the 40K univers are less stable than in real life. Whether this is because of the warp (and humanity's connection to it) or some other factor (tinkering by the old ones?) we don't know. But it may be an attempt to explain how 'natural' factors like radioactivity, gravity, etc. can have profound effects on the human body I suppose. I still prefer blaming the warp for the vast majority of it though, but maybe its effects are rather varied (EG it doesnt always directly mutate, but the 'thought/emotion influencing' aspect of the warp may induce alterations in some manner that triggers such enviromental changes.)



Page 23
The Great Conspirator does not discriminate, nor does he recruit only from the social and intellectual elite. He also prizes those cunning and ruthless low-born individuals who must lie, cheat, steal, and deceive simply to survive. Anyone with the right combination of strengths and attributes might catch Tzeentch’s attention..


Tzeentch is an equal-opportunity schemer, and will betray anyone regardless of their station.



Page 24
..cunningly coordinated military strikes on vital targets by cultists and ruinous Space Marines calling themselves the Oracles of Change.
...

..
Thus far, sabotage of key vox relays, orbital auspex systems, and tactical cogitators has thwarted our counter-offensive.
Military and planetary systems important to waging war (offensively or defenisvely) against chaos insurrection. Also note the name of the Non-Thousand Sons Tzeetchnian CSMs.



PAge 36
These magi often dabble in the forbidden arts of sorcery, and most include such studies in their dreadful creations. Idolitrex Magi must rely heavily on rituals and arcane lore to enhance their sorcerous talents, as a result of the severe biological augmentations they regularly undergo. Ironically, their rituals often draw upon the discarded rites of the Adeptus Mechanicus, though these rites are irreparably corrupted by this dark purpose.

Interesting that the rituals of the AdMech can be tapped to sorcerous ends. It may in fact suggest that the AdMech's loony rituals may have some tangible (religious-based?) influence on the Warp and actually provides a benefit of sorts to Imperial technology. Although any such benefit leans more towards the Orkish 'Red wunz go fasta' mentality than it does to, say, Eldar psychic engineering.


Page 38
the Q’Sal Crystal Caster itself is actually mundane tube that uses compressed air to propel a projectile over a very short distance.
..
These exotic warp-based crystals splinter within the flesh, causing immense pain through uncontrollable waves of cell-destroying energy. The crystals can be deadly even when they fail to penetrate, as they unleash a short blast of warp lightning when they shatter against enemy armour. Crystal Casters are silent weapons, often fashioned as pistols or as wrist-mounted launchers...
Chaos version of needler, I'd wager.


Page 38
Most of what makes up the Soul Cannon appears to be quite ordinary—it has a wide barrel, a simple trigger mechanism, and several handholds—but the rest of it acts as a form of grotesque harness, with a series of metallic cords or tentacles wrapping around the user’s shoulders and mid-section, converging at the base of the wielder’s spine. These cords are always handmade, and are designed to fit the body shape of one specific user.

The Soul Cannon is fuelled by a psychically warded container that houses the essence of the gun’s previous victims. Each time the weapon is fired, it lets out a tortured shriek as one of the stored souls is crushed and projected outwards in a bolt of warp lightning. Those not incinerated instantly are often set alight, and the Soul Cannon itself seems to feed on the death and destruction it causes. The monstrous harness is even capable of drawing power from its own user, although this can be fatal as the owner of the Soul Cannon’s essence is ripped from his body to feed the gun’s blasphemous operation.
I'd be tempted to say its a chaos version of a D-cannon, but it doesn't really act that way. Its a chaos flamethrower more like it, with soul sucking properties. Incineration suggests megajoule to gigajoule range magic.


Page 39
crystal Casters have a range increment of 15 m, and weigh .5 kg (meaning the ammo probably weighs something like 50 grams)

The soul Cannon has a range increment of 75 a 10 shot clip (but special reloading) and weighs 45 kg.


Page 40
Inferno Bolts are standard Legion bolter shells inscribed with runes of power dedicated to the Changer of Ways.
...
When fired, the bolts explode in brilliant displays of cobalt and vermilion fire, destroying all nearby with baleful warp energies.
Inferno bolts. Warp version of explosive/incendiary rounds.


Page 40
These small iridescent shells are incapable of reaching high velocities but their razor-sharp points are capable of cutting through most forms of protection, after which the crystal itself splinters inside the victim’s flesh. From there the power of the warp takes over, leeching through the crystal shards to annihilate the target from within.


Crystal caster ammo in greater detail.


Page 40
Magma Suits were originally designed to keep valued mining overseers safe from sudden surges of molten rock, but have proven quite adaptable for use in combat and have become highly desired throughout the Vortex.

A Magma Suit is a suit of human power armour that has all the standard abilities of power armour, as well as the following sub-systems and upgrades: Osmatic Gill Life Sustainer, Vox Link, Sustainable Power Source, and Recoil Suppression.

Magma suits - power armour that doesn't bleong to Astartes or Sororitas. Indeed it seems to be civilian/industrial use, making it more like those exo suits/armor thingies from earlier fluff (like show up in Draco.)

In stats the magma suits weigh 90 kg. and naturally they provide good heat resistance.


Page 40
The amulet does more than simply break light apart though—it is capable of splitting reality itself. Those that attack the wielder often find their shots fractured and refracted, as they bend around the wielder and dissipate as though they never existed.


..
Beautiful to behold, these finely woven robes are quite common among sorcerers, especially those that call Tzeentch their patron. Colours dance across their surface as they flutter on unseen winds and, despite their fragile appearance, they can stop the most powerful of blasts or turn aside the heaviest of blows.
Sorcerous defenses courtesy of Tzeentch.


Page 41
Glimmerstone is a type of porous grey rock often shaved into tiny spherical stones. It is used as a form of psychic ward. The grey stones burst on impact into a cloud of dust that shifts colours as it descends, disrupting the flow of psychic energy.
Psychic disrupting magic rocks.


Page 42
It is not unheard of for powerful sorcerers of Tzeentch to surround themselves with small gaggles of lesser psychic beings, leeching off their essence as both a form of protection and a form of power.

There seems to be a parasitic/vampiric relationship between a greater wizard and his lesser thrall wizards. Not unlike Count Palpatine in Dark Empire :P


Page 44
Through it, minds can reach across the galaxy from the Segmentum Tempestus to the Ghoul Stars and from the Screaming Vortex to the Hadex Anomaly. Potent psykers scour life from planets and exact their will on the multitude; such is the desire of Chaos
Psyker capabilities.


Page 44
Powers of those who have aligned with Chaos have a particular essence to them absent from those powers manifested by the weakling Imperium. They are wrought not only from psychic energy but from the strong emotions and great energies of the warp, its daemons, and the Dark Powers. While an Imperial Sanctioned Psyker might mysteriously divine information through his focus and faith in the Corpse-Emperor, the Chaos Psyker accepts litanies of foul truths whispered in his mind by entities too horrific to comprehend.

Differences between Imperial and chaos psykers


Page 45
The warp is a repository of unfettered emotion, dense with energy ever engaged in a turbulent dance. Among these emotions, the strongest are those that the masses of humanity fear the most: anger, hatred, rage, hopelessness. For the worshippers of Chaos, these emotions must be embraced before they move one further on the path to greatness. A psyker may utilise the resonance of these emotions in his work, causing them to bleed from the warp into the minds of those around him. Thus, his allies rage in battle whilst his enemies struggle in hopelessness.
Emotions and the warp, and an effective way in which they can be used to influence minds and actions.


Page 46
In the warp, time flows according to its own unlogic. Space faring vessels travel the galaxy precisely because of this property, arriving at their destination in a matter of weeks rather than over the course of generations. A powerful psyker may call upon such temporal effects to age his enemies prematurely by manipulating the eddies of the warp.
'weeks' rather than generations suggests anywhere from 2-4 weeks, across 50-100+ LY (dependin on how many generations.. presumably fewer than centuries.)

At the low end the warp speed estimate is 600c, while at the higher end its 2600c

Also the time dilation effect of the warp (which seems to be the primary element pertaining to speed, a lthough we know that sptail distortion plays a role too) it can also be used to unnaturally age a person.


Page 46
As an enemy sorcerer draws on the warp to fuel a psychic power, the psyker may respond by disturbing the veil with a Phantom Parry, causing his foe’s control to falter and allow the warp loose to corrupt the fragile materium. Psychic Phenomena abound from the parry and thus the unbalanced target must centre himself and refocus his concentration.

Screwing with the Warp to disrup tpsychic powers.


Page 46
A vortex of energy emerges to collect all matter within its core; men fall towards it as air rushes past and a small sphere of debris forms at its devastating centre.
Psyker version of the common sci fi misconception of a black hole typ ethingy.


Page 48
Through this power, rust coloured Tendrils of Corrosion caress materials of a more apparently timeless sort than flesh such as plasteel, adamantium, and ceramite. Corroded but not worthless, items suffering from Tendrils of Corrosion malfunction; data-slate screens crackle with interference, power weapons become no better than primitive blades, and lasguns jam with frequency.
This may have something to say abou tthe durability/manufacturing of magic materials in 40K.


Page 50
Through this power, rust coloured Tendrils of Corrosion caress materials of a more apparently timeless sort than flesh such as plasteel, adamantium, and ceramite. Corroded but not worthless, items suffering from Tendrils of Corrosion malfunction; data-slate screens crackle with interference, power weapons become no better than primitive blades, and lasguns jam with frequency.
Psychic multitasking/attention booster.


PAge 52
Though not the perfect defence, the Æther Worm created many centuries ago on the planet of Q’sal has played its role in the machinations of many a magister immaterial.
..
This psychically implanted parasite burrows deep into the mind of its host and infects it in the most peculiar way. At first it appears as a boon, strengthening the host’s mind against the telepathic invasions of enemy psykers whilst bolstering his psychic powers. However, the Æther Worm serves the sorcerer master who implanted it, giving him privileged access to the host’s mind.

40K version of mind control worms. Reminds me a bit of the Hydra from Inquisition War.


Page 57
Thus, those biomancers advanced in the mysteries of their study have uncovered the ability to manipulate, control, and even alter their own cellular structure to suit the demands of their environment. This versatile power allows, among other things, the psyker to survive extremes of temperature and pressure, to process oxygen more efficiently, to resist toxins, or to draw on reserves of metabolic energy
Psychic control of one's biology.


PAge 57
Scavenging from his own body’s nutrients, bone, and muscle, the psyker constructs organic protective plating to defend weak points left open by his synthetic armour. This armour contains dense carbon deposits set within a bone-like plating. Though it reduces his coordination and reflexes, it also grows as the psyker wills it and adds no weight to what he already carries. It is extraordinarily tough, and provides the sort of protection necessary to survive dreaded threats such as bolter fire or chainsword slashes.
Using the Warp to grow organic armour vaguely similar to waht the Tyranids do, except it only covers certain gaps.


Page 60
On Xurunt, the few psykers that manifest powers most often grow to control the elements, predicting the weather, calling lightning, and whispering over great distances. Thus, the rare fire-caller is a valued treasure indeed, for they are tasked with shaping and forging the metal harvested from the Onir that rise from the world’s depths.


Page 60
On Kurse, on the other hand, a pyromancer is hated above all other psy-casters. The shattered and irradiated war-world has some malign effect on the pyromancer’s gifts and he becomes a conduit for the terrible toxins that plague Kurse. His powers do not just burn; they scour with harsh radiation or caustic chem-scalds.
The Warp has ways of making pyros even more horrible. Not unlike some fo the Imperium's nastier flamethrowers.



Page 60
When using this power, the psyker manifests a small globe of fire in his hands.
...
..the real benefit of this power is that it provides a flame for the psyker to manipulate with other abilities.
...
Pyromancy often specialises in manipulating fires that already exist, and the manifestation of a flame is one of the most fundamental powers of the pyromantic arts.
Pyromancers (at least of the chaos variety) need an existing flame to manipulate - they cannot create it spontaneously (or at least, they can, but its not instantaneous, so they need a sort of 'starter' flame, a pilot light I suppose.)


Page 60
A simple trick, the psyker flicks a bolt of fire he has manifested or finds conveniently nearby at a foe.
This might imply that the power of the bolt is limited by the strength of the flame, but I suspect the 'power' of the flame can be psychically augmented. The manifest-flame ability mentions that it will burn for as long as the power is sustained, indicating the flame draws energy from some other (than natural?) source.


Page 61
The psyker summons an intense conflagration from a single source and hurls it through the air at his target. The air itself often ignites, burning the poor foes to cinders.
Fire Storm power.. alows the pyro to cremate multiple people. Almost certainly drawing on a non-natural source.



Page 61
Truly one of the most difficult tricks of the pyromantic sorcerer is the ability to call forth the inner flame of another being, incinerating them from within.
...
...the forge-masters of the Hollows laugh at this notion, speaking of exciting the sub-molecules within the body until they generate the plasma fury of a star. Whatever the means, the results are the same: a spectacular self-immolation.
We know its more difficult and spectacular than mere cremation, but I'm not sure I'd believe it turns the whole body (or even a large part of it) to plasma, since that means EXPLOSION.). Unless we're talking very cool plasma (like thousands of degrees - cremation is usualyl about a thousand degrees or so) which might be possible without turning a living being into a bomb. Then again, human bombs might be part of it.

On another level this is could be a reference to spontaneous combustion, and it could be argued that much of the 'fuel' comes from within the body. However, note that its still more difficult (and energetic) than the earlier cremation, and I kinda doubt that you could get any serious 'plasma' state form wahtever fuel is in the human body (~40 mj per kg of fat, and about 15% fat content in the average human male IIRC is for an 80 kg male would be ~12 kg. which is slightly less than 500 MJ assuming perfect conversion and perfect efficiency..


Page 62
To have transcended the physical form and become an avatar of pure energy is no simple feat, and thus only the wisest and most learned have mastered such a trick. In this form, the psyker does not merely destroy, but consumes all matter in fire.
...
All equipment and weaponry carried by the psyker immediately bursts into flames and disintegrates at his feet. Even metal fails to resist the heat being so close in proximity to the psyker in this state.
I doubt its 'pure energy', and 'consume in fire' you cant consuem metal in fire (well not every metal.) so its either poetic license or technobabble. :P



Page 63
While it is true that those cursed (or gifted) with the ability to manipulate the warp and draw forth its energies can use it to cause destruction on a tremendous level, the reality is that even the most formidable sorcerer can only use but a fraction of the might the warp holds. In an effort to enhance the potency of their abilities, some sorcerers have learnt of a ritual that can break the veil between reality and the immaterium. Known as the Rites of Sundering, this series of risky and potentially devastating rituals can cause raw energy to bleed through into reality, allowing the psyker greater access to the warp. The effects of the rite tend to escalate quickly, and once started the sorcerer has virtually no control over the scale or magnitude of what they have wrought .
chaos psykers have a ritual for greatly augmenting their power by (basically) openning a bigger rift to let more energy through. Obviously this is risky for various reasons, but that's never stopped Chaos.



Page 64
Daemons are immensely powerful beings within their hellish realm, but even the most dominant greater daemon can fade back into the warp if it spends too long in the natural world. Many mortals and would-be warlords have recognised that tying a daemonic entity to an object, such as a specially designed machine chariot or rune-encrusted cannon, keeps it grounded in reality for greater lengths of time and, through arcane lore and special rituals, even greater daemons can be bound to objects or devices so that they might lend their unending fury to its operation.
Binding ritual. As we know with various daemonic objects (like weapons) putting a daemon in them gives them a more solid 'form' and allows them to exist in the warp indefinitely. In alot of ways its just a form of inorganic possession, with the vessel in question (usually) being more durable than flesh.


Page 65
For the Heretic that wants to ensure total and utter obedience in all things, as well as the ability to see through the eyes of his minions and know what they know, there is an ancient and dangerous ritual that can be used to achieve this. The Ritual of Bonding allows a Heretic to psychically tie a minion to his own psyche, giving greater control as well as greater situational awareness.
A familiar for lack of a better term.


Page 66
Many psykers harness the Ruinous Powers in order to gain a glimpse into the future, hoping that even a few moments of such visions will grant them dominion over their adversaries. Many fools have lost their minds attempting to divine what is to come, and even those with the proper training and discipline can risk madness from even the briefest glance into the strands of possible fates.

Chaos Divination. I'd say like most things Imperial vs Chaos, while the Chaos one might come through in degree (more accurate/complete/comprehensible information) it's far riskier and generally chancy, whilst the Imperial method has some semblance of safety (one hopes.)



PAge 74
In the Screaming Vortex, the standard laws of physics, science, and time do not always hold true. The fabric of the warp blends into what was once real space. Planets and other celestial phenomena that were swallowed up by the encroaching whirlpool over the many millennia now bear little resemblance to what they were before and, in some cases, exist where they should not. Navigation here requires direct connection to the warp, either by sorcerer, psyker, or daemonic guide.
Conditions inside the Screaming Vortex, and means of warp navigation. Note how any sorceror (or Psyker) or daemon can do it, although in more normal conditions I'd wager its less effective than a true Navigator.


Page 75
Self-sufficient, largely peaceful, and highly industrious, Q’Sal is in many ways what any world in the Imperium would strive to be. It has no discernible pollution, very little in actual crime, and a trade balance that would be the envy of any sector capital world. The Imperium, however, would raze the planet to the ground simply because all of it is made manifest by the freedom of its inhabitants to use the benefits of the warp, especially foul sorcery. They would doubly raze it if they knew of the dark secrets buried under the seemingly calm façade.
Chaos world which exemplifies everything an ideal Imperial world would strive for (minus the rampant freedom and sorcery.) Also note 'raze to the ground'.

Note references to trade balances.


Page 75
Malkys is a collapsing gas giant, filled with all manner of fuel sources and poisonous substances, both useful in the crafting of new charms and weapons.
Fuel sources from gas giants. Wonder if that means promethium, or if its some sort of photo hydrogen crap?


Page 75
There is a massive void-docking ring that literally surrounds the entire planet, shipyards where the most sought-after vessels are crafted, and the multiple forge complexes of the three cities from which various arcane creations emerge.
Orbital infrastructure of the Chaos planet in question. Wonder if the Forge worlds can match this? porbably.


Page 76
Here the Golden Ships are built and docked for travel across the Vortex. These ships are sleek and gleaming, forged more from insane imagination than blunt metal..
...
..these arcane constructs founder once they depart the Vortex though, for the sorcerous calculations used in creating the ships are not viable in base reality. Q’Sal manufactures more common ships to fill such needs, smelted in cold void and hardened to survive away from the warp-effluvient that permeates the Screaming Vortex.
Warp-manufactured ships that cannot survive in realspace. Much like the ships made by Chaos DAemons in 'Eye of Terror' really.

Also more mundane ships 'hardened to survive' away from the warp.



Page 76
The docking ring is spined with lance batteries and warp cannons, as well as hidden pens of fighter craft and daemon engines. Thrall wizards stand eternal watches, soul-bound to vast ocularies to scry for approaching threats
Orbital ring defenses. The warp cannon are interesting (what nature? Lilke Eldar D cannon, ro something else?) but the real interest is the space based daemon engines, and the Thrall wizards doing sensor duty. Why do they use wizards? Do their senses/perceptions/powers provide a better/more reliable detection than mere sensors?


Page 76
Many theorise that Q’Sal needs them to use as bait to capture the daemons for their engines of war. This is true, but only a fraction are needed for such simple activities.
...
Nations of souls are smelted down to oily elixirs only used to lubricate the tremendous daemon-lathes themselves. The remains of entire populations end as distillations, their souls refined through passage across hot coals of roasting daemon-flesh into pure essences of endless, pathetic pain which burn with a pure, blue flame hot enough to melt adamantium. Endless numbers of souls come to Q’Sal in payment each day, and while many do indeed drive the planet’s arcane industries, many are desired simply on the whim of the planet’s mad rulers for no other reason than it amuses them.
A planet's industry running on souls.



Page 76
Many find their souls attenuated into threads of purest despair and strung into the musical instruments the sorcerers of Tarnor favour to play for their valued guests. Others are woven into shimmering clothes that shift as the souls within are tormented through the mere contact with their owner’s warp-tainted skin. More are mixed with the mortar used in constructing especially unnatural towers in Surgub, the better to help them attain such impossible heights. It is said those who wore the Rosette are fed through portals crossing insane dimensions impossible to comprehend, and the blasted remains fed into glittering gardens of cerulean and fuchsia. The fruits of these labours softly cry with each bite, weeping streams of thin blood from the fleshy pulp.
More uses for souls.


Page 77
Other than the Hollows, there are virtually no other competitors to Q’Sal in the manufacture and development of weaponry and power sources. There are others in the outer ring of the Screaming Vortex, such as the Binders of Dwimmer, who are able to create similar items, but no others have the capacity for mass production save the Mechanicus.
The planet compared in output to the AdMech. Which may suggest they can build those orbital docking rings around their planets too.


Page 77
Surgub The island city of Surgub lies in the southern hemisphere of Q’Sal at the Bay of Crelix. Roughly 25 kilometres long and 8 kilometres wide (though the dimensions change with each measurement), the island portion of the city serves as the main hub of trade.
Yet another large 40K city.


Page 78
..Where Tarnese artisans do excel and push the limits of their capabilities is in refining materials beyond their natural limits. The resilient fabrics of the Aether Rays as well as the gossamer hulls of the Golden Ships are products of this city, making some of their wares the most valued in the Vortex. No one on Q’Sal doubts the reliability and strength of what Tarnor builds,
Tzeentchian shipbuilders can through warp manipulations make stronger than normal materials. We've known that other Chaos types could do this (the brass and iron of many Khornate war engines for example tends to be stronger than the materials used to build them, due to the warp.) and we know about Wriathbone of course. The issue with the materials in this question is whether they last that way outside of a warp-based enviroment (the Golden Ships, for example, cannot leave the Screaming Vortex without coming apart.)
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Part 2

Page 79
These gardens contribute a unique fungi found only in this area. Originally only a minor strain, it was strengthened with rendered fats and diets of the last visions of dying slaves, and is now a major food source for the city’s elite rulers.
Tzeentchian version of Soylent Green. reminds me of the elixirs made from human beings in Eye of Terror.


Page 80
Daemon engines are bizarre and frightening hybrids of mechanical ingenuity and arcane impossibility. Fusing a daemon to a mechanical construct requires the most precise calculations on both ends of the ætheric spectrum. Any mistake in the incantation often lets the daemon loose, or worse. Any defect in the construction results in the daemon having complete control of a mechanism of mass destruction that was to be its prison.
..
Unlike vehicles or war engines, daemon engines trade off the overt durability of total mechanisation for increasing their shock value through fear and warp-spawned abilities.

Daemon engines.


Page 81
Built on a light alloy chassis and draped with metallic fabric daubed with runes that burn the eye, the main chassis is massive and smooth, more akin to ocean life than the air. Once infused with the essence of bound Screamers of Tzeentch, however, it shows its true nature. The fabric hardens as the foul energies permeate the material, translating gross matter into a fleshy alloy that ill-refracts light and brushes off gravity. Sharpened wings grow out from the sides, and an iridescent fluked tail emerges from the rear. Quasi-organic strands extrude along the back, ready for those who dare ride atop the beast to grab hold for their very lives. When the change is complete, the form reveals the daemons used in its creation, a huge flattened metallic ray now ready to take flight. The very air around it shimmers with the contained hate of the daemons bound within, eager for escape and destruction.
...
Further research suggests that warp travel is also possible, though no one is known to have tried.
Daemonic transport and mount both. The interesting parts for me lie primarily on how the fusion of warp and technology result in a sort of alloy that apparently is refractive and anti-gravitational.


Page 82
Slightly smaller than a battle tank, it appears as a glimmering, polished beast that reflects base reality into constantly altering shapes on its silvered surface. Shaped like one of the giant beetles of the desert, it moves with an unnatural grace and speed that contradicts its massive form. When on the ground, the body is supported by six spindly legs that do not seem capable of supporting its weight, with insectoid wings of spun light that somehow allow it to scuttle through the air as easily as it does on the land.

Trapped in each shell is a named greater daemon of the Architect of Fate, furious at its imprisonment and eager to wreck its vengeance upon all mortals. The originally dullen lead vessel shimmers as the daemon merges with metal, a fraction of its essence transmuting the base shell into a reflector so perfect that light appears to shy away from its surface with disdain, eager to bounce away from such matter.

Chained into its metal cage, the daemon within the Mirrorfiend exerts what power it can onto the outside world through its psychic powers and the metal claws of its new body.
..
When sent into battle, massive pincers of daemonflesh emerge, each a symbol of the soul-lust barely constrained within. Its power also emerges as invasive tendrils of warp energies, delving into those near it with twisting visions that reflect the memories of its foes with doubts and fears even as its surface reflects their visages into mutated shapes.
..
Depending on the soul-chains used to bind it, the daemon engine may also display a wide range of psychic talents. While armour falls to its mandibles, other targets fall prey to blasts of raw sorcerous energy
Another daemon engine. Again the interesting thing is how the materials it is made of are transmuted (via the warp) from one form to another. I also suspect there is some anti-gravitational stuff.



Page 83
..the Auruntaur literally stands above any war engine produced on Q’Sal.
..
This created the single largest war creation to come from the planet.
..
would break the pact which has maintained the peace. Only slightly smaller in height than a Reaver Battle Titan, the Auruntaur is a golden, four-legged creature of destruction, built largely of ensorcelled materials and housing a daemon of immense power. Where the main body is entirely mechanical, the centaur-like upper torso is mostly daemonic.
..
The right arm is mechanical, covered in spines that almost appear alive but are made of hardened brass. It is tipped with a huge, rune-etched blade of capable of slicing vehicles in half. The left arm is akin to that from a gargantuan Flamer of Tzeentch, fleshy and mutable. It vomits forth great gouts of warp flame, and creatures and vehicles alike are either altered or destroyed under these iridescent fires.
..
...mounted firmly in the chest of the torso, are a single red, cyclopean eye and a platform jutting out mid-abdomen, ringed with spikes suggesting a fanged under bite. Atop the platform, bound by the final incantations of the master artificer, R’Suleir’s most accomplished apprentices still struggle to maintain control of the daemon.
Titan sized Daemon engine, at least made in the Screaming Vortex on the planet.


Page 84
Like a rotten, half-eaten fruit cast into the stars, the Hollows is a world that could only exist within the reality-bending zone of a warp storm..
...
..once, when it was whole, this world bore the name Hellwhisper. Rich in natural resources, habitable by a wide array of biologies..
..
..Hellwhisper was a rich prize that drew the attention of a group of outcasts from the tech-priests of Mars. Led by Arch-Magos Elikous, the Hereteks established three massive forge complexes on Hellwhisper and swiftly earned a reputation for producing large quantities of useful technology to the denizens of the Vortex.
...
..the survivors of both remaining Forges wasted no time in declaring themselves the true heir to Elikous’ legacy, triggering a struggle for control over the planet’s abundant resources that has gone on for six centuries.


Hellwhisper was carved up like a feast between the two warring Forges, stripped of vast amounts of heavy metals, chemicals, and precious ores. Deep-core mining devoured huge amounts of the planet’s lower hemisphere, depleting nearly half the world’s total mass and beginning what was perhaps inevitable from the start. Hellwhisper was gone, and only the Hollows remained.

Now, the planet is consumed by the flames of war; armies of barely-trained menials equipped with bionic war-implants and shock-pikes clash with sophisticated battle servitors while orbital strikes lance down into formations of scuttling Velocireapers threatening the flanks of disciplined mechanical troops. The two Forges employ much more unusual forces as well, willing to utilise ludicrously destructive weapons, soldiers, and stratagems to settle their ancient grudge once and for all.
In six hundred years, they've depleted nearly half the planet's total mass, although I doubt all that was used in conflict, but they've tapped half the planet's usable resources. Assuming it was anything like Earthlike, that's a shit ton of iron (seen here 1/3 the planet's mass is iron. although 2.4% is iron and .05% is titanium and everything else. Even if they only use a fraction of that it would be insane (although I'm 99% sure Iron is a heavy metal.)

The implications of this are interesting, given it may hint at the potential resource-extracting capabilities of other 40K factions (since Chaos is hardly dominant in any respect), although it's possible to argue that the resource extraction was only possible because of the warp (as the first passage indicates the planet's shape is only possible within a region like the Screaming Vortex or the Eye. That could mean either the planet's ability to retain its shape despite being only half a world, or both that and the ability to harvest those resources. In any event I'm sure someone would have pointed to that even if I hadn't so might as well get it out there..)

One bit of evidence to point towards the Imperium at least being comparable is that only the Hollows were previously stated to be able to match Q'Sal in terms of manufacture (at least of weapons and power sources) and that specifically included mass production.



Page 85
“Let me tell you how much you have failed, Garthin. There are 387.44 kilometres of runemarked circuits in wafer-thin layers filling this sub-complex. If the word “failure” was engraved upon every nanoangstrom of those thousands of metres, it would not equal one one-billionth of the failure you have displayed at this singular moment.”
Man I know he's a chaos Techpriest and shit, but that was just greatly sarcastic.


Page 85
The Exospectre has already located and plundered a Necron tomb, claiming its technology for his own uses. This act has spurred Magos Onuris to try to establish contact with Necron forces in the Screaming Vortex, hoping to locate a Necron Lord with whom he can bargain for assistance against his hated foe.
Wow, Necrons INSIDE the Screaming Vortex? They'll live anywhere, won't they? Interesting that there are multiple worlds there too, one of which was apparently plundered.


Page 85
The very highest level is crammed with humming cogitators, lovingly maintained by a hand-tuned host of servitors. These cogitators are purpose-built with specific data-matrices to collect and study individual machine-spirits, assigning different areas to catalogue and segregate them by complex occult formulae.

Some Hereteks whisper that entirely new machine-spirits are crafted in the upper levels of Forge Castir, synthesised from the forced combinations of the strongest, most aggressive, or most insane of machine-spirits that the Forge has carefully selected for such traits. These gene-locked infotombs and data-transepts are engraved with minute lines of binary microrunes and charms to ward off unauthorised access. However, from time to time, a memory cloud of suppressed data escapes even these precautions and infects servitors and Hereteks alike until it is brutally expunged by the Excrucimancers.
It's quite likely that most of this stems again from 'reality bending' of Chaos, but the way they speak about machine spirits (as being actual spirits) that are tangible enough to be analyzed and measured is still interesting. Or even be created.


Page 86
Some agents of the Inquisition have claimed that the Exospectre possesses multiple bodies, each kept in its own stasis chamber connected to a transmat altar.
Is that like the Transmat link and high altar on Mars?


Page 86
Nearly every portion of Forge Polix is given over to mass production; huge assembly lines churn out arms, armour, and other devices as automated stamping presses and die-castings create blades, bionics, and vehicle hulls. Much of the raw labour force of Forge Polix comes from the ranks of twisted mutants, with overseers cracking whips and guiding the efforts of shambling Chaos Spawn chained to gargantuan cogwheel assemblies. Workers expire daily in great numbers attempting to meet the ever-rising quotas and demands of the Forge’s master.
Mass production on our half-planet.


Page 86
Vast amounts of the Forge actually lie beneath the surface, extending deeply down into the Hollows’ crust. Here, Magos Onuris has built his research vaults, gene-lathes, ecoliae-cells, and aenigmatoriums—areas where he keeps his most unusual and dangerous experiments. The more interesting and unstable mutations are kept in a “pain garden” of transparent vats filled with writhing flesh.
Below the surface of one of the Forges.


Page 86
Stymied in his desire to study and craft new technologies that incorporated warp energy, he was cast out from the Adeptus Mechanicus after a savage struggle that spread strife across three Knight Worlds.
Mention of the Knight Worlds.

As an aside, the 'in universe' tone of all this text seems to suggest its from an Imperial POV about the pasts and histories of individuals and the places under discussion.


Page 87
Portions of the Magos’ body remain biological, kept by his own preference. However, these biological portions are often renewed or switched out with vat-cloned tissue so that the Magos may personally study the results of new and interesting mutations.
Vat-cloned tissues and transplants.


Page 87
Like a suppurating wound, the Forgeflow is a massive magma tap that once led to the planet’s molten core. Since the Hollows’ diminution, the flow has slowed to a trickle, yet it still provides unfathomable amounts of raw materials directly to Forge Polix.
..
Clans of mutants called “scrap-scavs” dutifully scavenge chunks of ore, corpses of the fallen, and any salvaged metal they can find to dump into the immense rendering facility at the Forgeflow’s edge, separating out every last useful gram.
Again an indicator of the scale of resource usage on this particular planet, and how significant it is. Also implication of considerable recycling abilities (at least when it comes to certain things like metals.)




Page 87
Ramshackle shuttles transfer out to the corona of asteroids in orbit, breaking them down chunk by chunk to transfer down into the Forgeflow’s starving maw. Many claim that the Forgeflow can melt down entire starships belonging to intruders or unwary visitors. There is a well-known bounty for such ships that has led Covenant X to tow wrecked voidships here
They'll even recycle starships. Implied that voidships (at least some kinds) can be melted in lava flow from 'core' of the planet.


Page 88
Travellers have described the creatures as being simian-like humanoids in profile, cannibals that feed upon the corpses of the fallen. Cal-noran, a Heretek of Forge Castir, asserts that the creatures are in fact the alien Jokaero, inexplicably drawn to the region by the astounding variety of technology to be found lying amongst the open graves of fallen warriors.

Jokaero make an appearance.


Page 89
The Scraplands have seemingly always been part of the Hollows and, from time to time, pockets of strange matter are encountered within its boundaries; portions of xenos terrain, flora, fauna, and even chunks of starships have been found here. Magos Onuris has hinted that the Scraplands may, in fact, be one of an unknown number of termini for weapons such as the dreaded vortex grenade and other such warp-based weapons—the dumping ground for when such devices open temporary rifts into the Empyrean.
A rather interesting detail. Usually when it comes to vortex weapons we assume stuff is more or less 'destroyed' by being dumped into the warp. This would suggest such weapons behave more like a wormhole, transporting things (or parts of things) from one location to another. Or they may just eject/deposit matter dumped into the warp randomly at some later (future) date (some sort of conservation law?)

An amusing aspect of this relates to void shields and how they displace mass/energy into the warp as a defensive measure. That would imply that at some point that same mass/energy gets dumped back into realspace, which could be... nasty for anyone or anything unfortunate enough to meet them.


Page 89
Tech-assassins prowl the crumbling edges, taking ruthless advantage of the gravity fluctuations to leap gracefully from rock to rock in pursuit of their prey. Burrowing Termite transport machines relentlessly drill new paths towards flanking positions, and entire regiments of mole mortar teams fire coordinated barrages at enemy strongpoints.
Man this tome of fate is a treasure trove of old fluff references. Now we get mole mortars and termites.


Page 89
The Exospectre has a number of his hand-picked Prophitects seeking to craft some way to use the planet’s core itself as a weapon, although many have counselled their master that doing so would irrevocably burst the Hollows apart into a collection of asteroids.
This implies Chaos Techpriests could devise some means of blowing the Hollows apart. (the half-planet in question.)


Page 90
Not quite a living creature and much more than a combat servitor, a Death-Masque combines the unstable form of a Chaos Spawn with a massive metal skull-mask from which extends a number of electrodes, wires, and conduits deep into the spawn’s shifting flesh. The mask itself contains a number of simple augur arrays and a complex arcanocogitator that, in combination with a regimen of forbidden drugs and bloody rituals, forms a control system to direct the creature’s actions and can even stimulate its own flesh to contort and change upon command.
Sort of a Chaos T-1000


PAge 91
To correct this flaw, Onuris forged a psyber-link between the Harrowhound and a possessed operator guiding the creature from the safety of a rune-carved war casket.
Psyber-link. some sort of psychic wireless connection, I guess.


Page 91
A Hollowkynd’s body has bound within it a gestalt of many tortured machine-spirits. The Hollowkynd constantly keen in binary static, the screams sometimes rising in pitch and volume when tracking prey or leaping to the attack. The howling mob of machine-spirits within a Hollowkynd’s body
Hollowkynd. Seems to suggest machine spirits talk in binary.



Page 93
Known as the Cat’s Cradle, this area is a playground for daemons and powerful sorcerers, speckled with dozens of worlds—some that orbit stars normally, others drifting alone in the void. A number of these worlds are merely illusion, a glamour cast upon the void to fool the eye and sensors of any passing being or vessel.
Cat's Cradle. Magic illusions can fool even sensors.



Page 93
The realm of the Cat’s Cradle is linked together with ancient, interstitial paths that connect each world to the next in a bewildering pattern. These “Cradlethreads,” as they are known, are similar to the Webway of the Eldar in that a traveller may pass along them from world to world without the need for a starship. However, few Cradle-threads are known to exist beyond the Cat’s Cradle region itself, and many believe that there are none large enough to accommodate starships in the first place. To walk a cradlethread is to step into a column of scintillating light, which becomes blindingly bright at the core. Somehow simultaneously made of all colours and yet none, the radiance of a cradlethread can be spotted from some distance away under normal conditions and reaches to great heights, attenuating towards the upper reaches of a world’s atmosphere (assuming it has one).

All that is required is a few short steps, and the traveller finds himself elsewhere, transported to another world of the Cat’s Cradle. The arrangements of the cradlethreads and the ease with which they are found vary from world to world, but there is a pattern to be discerned.
Chaos/Tzeentchian version of a webway. Different in some ways, at least in the method of transit. If you go by old fluff we knew that the Tyranids had some sort of worm transit ability, and the Archenemy forces in the Ghosts novels fighting against the Sabbat Worlds Crusade have some sort of chaos worm creatures that act as giant FTL transit conduits (except for materials.)



Page 93
Worlds within the Cat’s Cradle appear and vanish often at random..
..
There is no guarantee of permanence.
..
At the very edge of the Inner Ring floats a golden orb, a scintillating lure and terminus of hundreds of cradlethreads.
That Wacky Tzeentch! Making a network where planets appear and disappear at random. Also there's at least hundreds of such connections.



Page 94-95
To many visitors, Recondium and the One Archive appear as a sombre place of learning, an exemplary vision of order and solidity amongst the Cat’s Cradle. However, this appearance is a thin veil over a multitude of ongoing savage conflicts between camps of scholars.
...
Known as the Canonicults, these bands of fervent scribes relentlessly scour the books of the One Archive attempting to make sense of the universe. Such an impossible task is taken to absurd heights within the One Archive, for new and contradictory volumes appear at irregular yet incessant intervals, driving the canonicultists into frenzied struggles over the “correct” interpretation of reality. The graven stones of Kezzel, kept within a high orrery in the One Archive, claim that the transition of knowledge on Recondium is the result of a cruel game orchestrated by a powerful daemon lord of Tzeentch.
..
Any obsessed researcher may occasionally come across a cleverly hidden passage that describes how to access myriad variations of “the truth.”
I have to wonder if this is a jab at one of the many discussions of 'canon' that seems to crop up in any franchise - I'm most familiar with the sci fi types, but I've seen shit like this crop up in 40K, STar Wars, etc. Hell my own 'analysis' could apply in this - that whole 'relentlessly scoure books to make sense of the universe' and 'new and contradcitory volumes appearing' that create 'frenzied struggles over the "correct" interpretation.'

Who knows? maybe I'll get sucked into some Tzeentchian research hellhole if I keep at it :P


Page 96
The Hereteks of the Hollows have taken a special interest in the star itself, noting that by their best estimate it should have died many millennia ago.
...
What the Hereteks have also noted is that the star’s orbit is perfectly regular, somehow ignoring the fluctuating tides of the Vortex and allowing it to slip through both the Gloaming Worlds and the Lower Vortex.
..
Though no explanation exists yet for the orbit, the star seems to gain energy and density as it makes its passes through the Lower Vortex, almost as though it has consciously changed its path as a matter of survival over the long ages.
...

Korvaska also goes through periods of great upheaval where the actual physiognomy of the planet’s crust shifts and roils into new shapes and configurations.
..
During such times, the planet’s surface shifts, roils, and turns, folding parts of its surface back towards the centre and moving other sections around the circumference. These upheavals happen without any apparent sign of tectonic activity or geological catalyst...
Yet another planet in the Screaming Vortex. Its either a Necron construct or a sentient planet, I'm betting. :P


Page 97
..deserts, some claimed to feel the presence of something or someone around them almost begging them to help. Fearing for their safety, the original visitors quickly departed, several of them soon degenerating into incoherent babbling about “a defiant one” and “the clutch.”


..
The high scryers in Velklir have supposed that the Winnowing is the result of some living force within the planet trying to manifest.
Sure sounds like a living planet, doesn't it?


Page 101
Within the babble of any given tribe one can hear the accents of Mamon, Hindrance, Q’sal, the Hollows, Furia, and a hundred other worlds of the Screaming Vortex,
At least 100 worlds in the Screaming Vortex.


Page 104
The favoured weapons of the Flamers of Tzeentch, when roused to anger, are bolts of polychromatic aether, pouring from the gaping, gibbering mouths that form at the end of the daemons’ sinuous, multifarious arms. This eldritch flame coalesces into coherent balls of warp energy that can spray a large area, pounding even the war plate of the Fallen Legions into submission. These same yawning maws, ringed with vicious, spittle-coated teeth, can be deadly in melee as well, chewing through armour, muscle, and bone with equal ease. When necessary, the Flamers are capable of altering their appendages into strong, graceful gripping appendages as well.
Capabilities of the Flamers of Tzeentch.


Page 107
Long before the rise of man, at a time when Terra was little more than a carnosaur-infested death world..
Prehistoric Earth defined as a death world, including dinosaurs - er carnosaurs.


page 107
Even once their technology allowed the Necrontyr to depart for the stars aboard slow burning torch-ships, they were a morbid people.
Necrons had torch ships at one point after all


Page 107
The C’tan made biotransference possible for the Necrontyr, who gave up their weak, dying flesh for everlasting metal. Yet they also sacrificed their souls, onwhich the C’tan feasted. It is impossible to say if the Necrontyr realised the price they would pay for immortality. Yet many Necrons long for a return to the flesh, for to live a cold eternity as a machine is no life at all.
The 5th edition Necron fluff stuff.


Page 107
Some Necron rulers awake from their epochs-long slumber with defects in the engrams and neuro-circuits that house the remnants of their personalities.
Neuro circuits.. I'm thinking of the circuitboards from Hellforged. lol


Page 107
While the Necrons wield powers that may appear as magic to the ignorant, they are in fact the result of technology more advanced than imaginable. They do not use psychic powers to navigate the warp, yet somehow travel across the stars with terrible speed. Some believe the Necrons may even possess the secrets of the fabled Eldar Webway. Even this possibility may tempt a sorcerer to seek out the accursed tombs of the Necrons, and it is whispered that the greatest sorcerer of the Thousand Sons Legion seeks the truth of this rumour.
Interesting that unlike 5th edition codex for the Crons, it speculates they only MAY have access to the webway. This leaves it open for alternate (prior) examples of FTL transit - it only confirms that the Necrons (at least, some Necrons) have an incredibly fast, non-Warp means of travel.



Page 107
To the tech-priests of the Adeptus Mechanicus, the advanced, theoretically impossible technology of the Necrons is fascinating yet heretical. The Necrons themselves are clearly an utter abomination—xenos machines that possess a malign, soulless sentience. The Dark Mechanicus, however, are not burdened by the ignorant superstitions of the fools on Mars. For them, the Necrons and their technology represent a great opportunity.
A bit amusing, because there's plenty of examples of the AdMech officially dicking around with Necron technology.


Page 109
Carefully calibrated systems must operate in sync for the Tomb World’s denizens to awake properly. The Screaming Vortex disrupts the flow of time and may even cause errors within the Necrons’ strange technological systems. While the Necrons are resistant to the corruption of the immaterium, they are not beyond its damaging effects; for while their science may master the laws of physics, their power ends where the warp begins. It is for this reason that the Necrons often equip their Tomb Worlds with massive null-field matrices, strong enough to shield an entire planet from the baleful effects of the warp and the powers of the psyker.
necrons were described as 'soulless', and yet they are only merely resistant, rather than immune to the touch of the warp (and their devices and such can be affected by it as well, such as the time dilation.) Hence their null fields to block the warp and psyker powers.


Page 109
..these devices have been repaired, but the energy required to push back the warp on such a massive scale is monumental, and to fully activate the null-fields would deplete the energy needed to revive the Necron legions.

The power to awaken a Necron legion (millions or billions of troops) matches the power needed to run the matrices and protect the entire planet.,


Page 109-110
..the Black Catacombs that lie buried deep beneath the ice. Scattered fissures and caves lead to extensive tunnels of smooth stone and metal that descend deep into the planet’s crust. How far these catacombs go is unknown, for few who descend ever return..


...
The stories also tell of such marvels as impossibly large chambers filled with hundreds of thousands of steel skeletons..
Hints of the scope of the Necron Tomb



Page 110
Not so the Necrons. These soulless automatons offer little satisfaction to the servants of Chaos. They cannot be corrupted, nor mutated, nor even truly killed. Their hollow metal frames offer no sustenance for daemons, for they feel no fear, no emotion, and their souls were already devoured long ago.
..
The Necrons, and all their works, are immune to the warping effects of Chaos, to mutation and corruption. Their nature makes them highly resistant to the powers of the wyrd and sorcerer, while their advanced null-field technology is powerful enough to banish daemons and render the strongest psykers impotent.
Necrons are more useless to Chaos than the Tau are. Its also mentioned that they're immune to disease (nurgle hates this), they can't be tempted (Slaanesh hates this) they teleport their bodies away and thus deprive Khorne of Skulls (which he hates), and Tzeetnch loathes the logical and organized (They use the term 'scripted') court intrigues.



Page 110
The Necrons, however, receive no benefit from the warp. They have no psykers to draw upon the Immaterium, while their advanced technology gives them power over the material universe that rivals the abilities of the strongest psykers. Without psykers though, the Necrons are unable to bend the warp to their will; at most they can reinforce the veil and block the effects of the warp.
The soulless bit goes both ways. One might speculate that Pariahs were some effort at finding ways to manipulate the warp, though.


Page 111
The fabricator claws which allow the Spyders to make such efficient repairs are more than capable of ripping through armour, flesh, and bone, and they sometimes sport additional ranged weaponry.
Canoptek (Tomb) spyders.


Page 112
Perhaps the most notable feature of a Canoptek Wraith is its hard-wired phase shifter. This highly advanced dimensional destabilisation matrix allows Wraiths to selectively phase parts of their body, and to do so almost instantaneously. This makes Wraiths terrifying foes in battle, as they are able to phase their claws through armour to rend organs and slice bone, or to phase their bodies so that an enemy’s blows pass through harmlessly.

Wraith powers. One wonders why, if the Wraith's have such a useful ability, they don't make more use of it than this. Certain weapons (EG hyperphase swords and void blades) imply certain possible applications, but you'd think they'd be able to make (for example) projectiles that can phase through a target's defenses and then detonate inside it, (think of a bolt round or cannon shell that could phase through and explode.)



Page 113
Armed with Synaptic Disintegrators, deadly weapons that fry neural tissue with focussed beams of subatomic particles, once they have marked their target few survive for long. The arcane technology that creates this mark is unknown, but it is a powerful beacon that the Deathmarks can view through the thickest stone, the heaviest metal, and even the walls of dimensions. The mark is formed of a mysterious energy known to overload and destroy auspices directed at it.
Deathmark weapons effects and the 'marking' ability. Again, its multi-dimensional which perhaps hints at a FTL nature.


Page 114
The Necron royalty retained their personalities and minds through the process of biotransference, although due to errors in that original process or damage caused by faulty stasis systems, many Necron Lords exhibit strange eccentricities and what could perhaps be considered the Necron equivalent of madness.
Implying that Many Necrons are, to varying degrees, crazy (or their Necron equivalent)


Page 116
Originally developed for void combat, as their exposed pilots have no need for air and do not feel the cold of space, Tomb Blades are also perfectlycapable of atmospheric flight. With hyper advanced antigravity engines, Tomb Blades are beyond manoeuvrable, defying gravity and inertia as mere suggestions to their movement.
Tomb Blades. Given their 'space based' origins (despite being rather tiny) and the mention of 'inertia-defying' effects, I wonder if this means they have an inertialess drive (or that has partial anti-gravitiational properties) or this is what the 'cron Inertialess drive is.


Page 116
While Tomb Blades are crewed by Necron Warriors, in truth they can only be considered pilots in a very limited sense. Necron Warriors lack the independent thought or reflexes to make even poor combat pilots, and rely in large part on the preprogrammed courses and attack patterns of the Tomb Blade.
Which hints that Necrons operate a Tomb Blade in a manner not unlike the way Shadow Ships (from B5) operated.


Page 116
Nebuloscope: Some Tomb Blades are equipped with this advanced multi-dimensional targeter.
Multi-dimensinonal targeting. again implied FTL?


Page 116
†Shadowloom: This small unit absorbs and dissipates photons, creating an unnatural area of darkness for 3m around the Tomb Blade..
..
In addition, las weapons inflict half damage against a Tomb Blade with an active Shadowloom.
Photon shielding of a sort I guess, which counts as both a defense and a countermeasure. Interesting how it implies lasweapons have a photonic component at least (whether or not they are partially or completely or not at all las weapons depends on your source of course, but we can say that for the most part photons are involved somewhere in the process!)



Page 117
Void Blades inflict horrendous damage in each strike as the weapon phases between different dimensional states, severing molecular bonds and causing a chain reaction of atomic disintegration.
I wonder if this is a lighstaber-like adaptation of gauss weaponry, or something? Or might it have something to be related to wth Wraith 'phasing' except on a different scale.



Page 117
Like all Necron particle weapons, Particle Casters fire nearly invisible bursts of anti-matter granules that react explosively on contact with matter, utterly annihilating both.
Necron 'particle' weapons seem to be antimatter based.


Page 118
Ka believes that it was the loss of their souls, and not the loss of their frail, fleshly bodies, that was the true tragedy of biotransference. And while other Crypteks may be loathe to touch on the matter, Raunek Ka realises full well the intrinsic connection between souls and the warp.
..
..Raunek Ka has bent all of his resources and advanced technologies to studying the flow of the immaterium, the currents of the Screaming Vortex, and the connection between physical body and transcendent soul.
Which would tend to suggest necrons originally had some connection to the warp (a 'soul') however slight. Or at least, this Cryptek believes so. I expect the soul loss was merely a side effect of having their life force vampirized by the C'tan of course, since the C'tan do not feed on the warp.

And since its unlikely that the Necrons were touched by the Old Ones in any way, its likely they were 'born' with that connection. Which tends to suggest any living being starts out with a small warp connection at least.



Page 118
..Raunek Ka has gained great insight into the function of the warp and has applied this knowledge to make improvements and subtle alterations to established nullfield technology and other anti-psyker equipment. Among his inventions is the Voidstave, a weapon utilising a focussed nullfield to disrupt the minds of psykers, and the Aetheroscope, a sophisticated scanner designed to detect warp activity.
Specialised Necron warp tech. Interestingly enough this suggests they have no warp sensors of any kind (which 40K does, not including psykers themselves.)


Page 118
An example of Raunek Ka’s unique handiwork, these small creatures are similar to Canoptek Scarabs, though even smaller. Each Locust contains an arcane energy generator capable of disrupting warp activity in the immediate vicinity, causing psykers to lose control of the power they channel.
Anti-psyker scarabs.


PAge 119
..this weapon vibrates between dimensional states and can cut apart armour plating or flesh with equal ease
Hyperphase swords. Again is thi


Page 119
..these miniscule automatons can control the minds of mortals by attaching to their brain. Once in position, Mindshackle Scarabs may wait for months or years without revealing their presence, until orders are received from their controller. These interstitial broadcasts may be transmitted from even a distant star system, travelling along the cracks between dimensions.
The mindshakle Scarabs and their FTL capability.


Page 119
Another sign of the mastery the Necrons have over the material world, these weapons project incredibly small grains of antimatter at their targets which, being made of ordinary matter, explode with impressive results. Particle Beamers and Particle Casters are perhaps the most widely known of these weapons, but undoubtedly there are more awaiting emergence from the tombs.
Again Necrons have a ton of antimatter weaponry now.


Page 119
This small cylinder, often worn by Necron nobility, contains a swarm of sophisticated nanoscarabs
The Phylactery repair units. I wonder if this hints at the nature of Living Metal.


Page 119
..Resurrection Orbs are glowing, green spheres of unknown material that focus energy into the living metal bodies of nearby Necrons, enhancing their self-repair protocols.
This implies that power output is a prime limiting factor in Necron self-repair capability. Although the fact Resurrection orbs only 'enhance' self repair as opposed to being some general purpose 'power booster' can make this doubtful.


Page 120
The method by which Necron weapons generate the power for their devices is ill-understood. Gauss Blasters and Tesla Carbines draw their power from the very body of the Necron wielding the weapon, so others must use a backpack power supply good for 3d10 shots.
Necron weapons are linked to their wielders. That suggests NEcron power sources (at least for their bodies) are pretty robust.


Page 120
Much more than a status symbol, a Rod of Night is able to siphon energy from technological devices, pulling it through the air along invisible pathways and storing it to be expended at the desire of the Necron noble wielding the weapon.

Note that there are some significant defensive benefits to such a technology.


Page 121 Necron weapons shown

ranged weapons: Gauntlet of fire (ranged mode) has a 15 m range increment and weighs 3 kg. Gauss cannon 100m and 35 kg, Heavy Gauss cannon 200m and 50 kg weight. Particle beamer (heavy weapon) 70m and 25 kg weight. Has blast and concussive effects (EG explosion) too. Particle caster (pistol) 30m range increment and weighs 4 kg (concussive but no blast effect) Single/semi(3) ROF. Rod of covenantn (ranged mode) 15 m range increment and 6 km. Rod of Night 50m range increment, single/semi(3), and 7 kg. Staff of light (ranged) is 25 m range, Single/semi(4), and 10 kg weight. Tachyon Arrow 300m range increment, 5 kg weight. Tesla carbine: 75m range increment, shocks, and has a 20 kg weight.


Melee weapons: Dispersion shields are 20 kg. Hyperphase sword is 10 kg. Void Blades are 15 kg. Warscythe are 12 kg.


Page 121
Sempiternal Weave The Lord’s body is threaded with phase-hardened Adamantium as well as other, rarer, metals.
Structural enhancement


Page 121
Shadow Ankhs contain a small, powerful null-field generator, far more sophisticated than those fashioned by the Adeptus Mechanicus.
Personal anti-psyker device.


Page 122
Even by the standards of Necron weaponry, the Tachyon Arrow is astoundingly powerful. Small enough to be mounted on a Necron Lord’s wrist, a Tachyon Arrow transmutes a small sliver of inert metal into an energetically unstable projectile capable of collapsing a fortress.
The uber-destructive Tachyon Arrow. equivalent to packing the firepower of mobile artillery into an arm projectile.


Page 122
bulky, intimidating weapons fire arcs of living lightning capable of melting plasteel and charring flesh. The bolts of lightning fired from a Tesla Carbine arc from target to target, almost as if possessed of a mind of their own, and can decimate whole groups of enemies with a single shot.
Tesla carbine.


Page 122
The appearance of these small cubes of metal belies their incredible effectiveness. Utilising the Necrons’ mastery of hyper-geometry and phase technology, Tesseract Labyrinths briefly open a portal to a pocket dimension through which nearby creatures are pulled.

The Tesserect Labyrinth.



Page 122
For the Imperium, the Disciples of Chaos, and even the Eldar, teleportation means short ranged travel through the warp. This method would be unthinkable for the Necrons. However, their mastery of dimensional physics, artificial wormholes, and hyper-geometry have given rise to such devices as the Veil of Darkness.
Necron teleportation. Note that it's all tied to the Deathmark's Oubliette or the Tesserect Labyrinths as well as wormholes and trans-dimensional shit, so they should have at least some means of FTL teleportation beyond the webway. Whether or not there are limitations on its use (and what those are) is another story. Yet another nail in that 'Necrons are only limited to STL' complaining that cropped up when 5th edition came out.



Page 122
When activated, the user of a Veil of Darkness vanishes amidst a rippling shroud of energy, only to reappear momentarily in a nearby location.
..
..A Veil of Darkness can be used to teleport the user and any number of Necrons within 10m of him to another spot within 200m.
Not unlike the backpack teleporters of the Imperium/eldar use, or displacer shields.



Page 124
..the balance of power on Q’Sal has been maintained by way of the binding pact each of the world’s sorcerers has entered into, a pact that requires them to never turn their world-shattering powers upon one another for fear of destroying their entire realm.
..
..should they fail to contain their powers and intrigues then they must surely destroy one another in a planetwide maelstrom of warp-spawned mutually assured destruction.
[/quote]

Implied power of the factions of Q'sal. Warp power (EG magic) that is, not neccesarily brute force.


PAge 127
Nurgle and Tzeentch are in many ways diametrically opposed, for at the heart of the matter Tzeentch seeks to build ever more complex and improbable webs of power, while Nurgle embodies continuous growth, destruction, and renewal.
Nurgle and Tzeentch again.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Last update: Hand of Corruption. One of those three-adventure compilation books they do for every 40K system.

Two parts.

Page 5
Numerous veins of rare and precious elements were found beneath Limoges IV’s blasted surface, along with deep, vast deposits of promethium. Limoges dutifully catalogued the world’s vast mineral wealth in his report, never once believing that the Calixian Administratum would spend the time or Thrones to send men and materiel out to this God-Emperor forsaken corner of space for one planet’s worth of ore. He was mistaken, and within a year of his reports reaching Scintilla, the first of the massive factory ships and mass conveyors arrived to begin the laborious process of stripping Limoges IV of its natural riches.

Now, centuries later, Limoges IV, renamed Saint Annard’s Pennance, is home to a massive, sprawling penal complex with hundreds of manufactorums, thousands of kilometres of mines, and millions of prisoners.
Colonizing a planet and turning it into a mining/industrial world,



Page 6
A major producer of fuel, composites, and war materiel, Saint Annard’s Pennance is administered by the Adeptus Arbites and guarded without and within by elements of the Imperial Guard and Imperial Navy.
A planet 'administered' by the Arbites. In other owrds they have their own territory.


Page 6
Ten kilometres across, Casimir Station is an Imperial Caer class orbital defence station. Home to 50,000 souls, the station serves as the Imperial Navy headquarters and the command centre for the system defence apparatus.
......
His flagship the Ardent, a Dauntless class light cruiser, is in semi-permanent dry dock alongside the station. Other ships in the squadron include Pious Spear, a Sword class frigate commanded by Captain Jotham Lentillus, the Falchion class frigate Samshir under the command of Captain Galen Fortesque, Vigilant, a Viper class scout sloop commanded by the young Commander Aubray Malcolm, and roughly a dozen heavily armed gun-cutters of assorted class and weaponry.
Naval defenses of the system. One semi-permanent, 4 ship squadron of 2 frigates, 1 light cruiser and one sloop, plus a bunch of gun cutters and one station.

Assuming each of the Imperium's hive worlds had a garrison of this size, we'd be talking some 30K light cruisers, 60K frigates, and 30K sloops.



Page 6
...prisoners from all across the Calixis Sector have toiled to their deaths in the mines and manufactorums here, producing fuel and materiel for the Imperial military machine and the burgeoning civilian markets in the rimward regions of the Sector. The penal colony itself is massive, covering an area nearly one thousand square kilometres in size and surrounded by near impenetrable walls. It is home to roughly fifteen million souls, the majority of whom are condemned prisoners from all corners of the Sector.
Prison labor to support military and commerical markets across the secotr. Just a kind of slavery.

Also the size of the prison - about 35x35 km roughly.



Page 7
The walls of the penal colony at Saint Annard’s Penance are capped with hundreds of guard towers and heavy weapon emplacements
..
There are also countless pict-recorders equipped with dark-sight and preysense monitoring the area of the complex immediately around the walls.
...
The heavy weapon emplacements are placed every five hundred metres and consist of a small rockcrete bunker big enough for a weapon team
...

...
Every kilometre along the top of the wall is a heavily reinforced guard tower that rises an additional ten metres above the wall itself. Staffed with full squads of ten Arbites Enforcers, these guard towers mount extremely heavy weapons similar to those mounted on fighting vehicles to ward off the dangerous mega–fauna that range at large on the plains outside the prison walls.
The Prison. NV and infrared cameras, and perhaps a thousand or more arbites. hundred easily, and more probably thousands. We know these are arbites and probably not guardsmen becuase the Guard have their own fort.


Page 7
Fifteen metres high and half again as thick, the walls are honeycombed with corridors, maintenance tunnels, Adeptus Arbites precinct sub-stations, armouries, and defence control centres...
...
The broad base of the walls contain a two-line industrial mag-train of the type typically used to move ore and heavy machinery around manufactorums.
The wall. The mag train is useful for mobility.


Page 7-8
...and what little exploration of the planet that takes place, typically by members of the Adeptus Mechanicus making mineral surveys or taking samples of the native flora and fauna, is done via flyers and skimmers.
...
There is also a highly secure area of the spaceport where the Imperial Navy keeps a number of shuttles, trans-atmospheric gunboats, Valkyrie transports, and Vulture attack ships, along with their associated crew and support personnel.
They have their own flyers and skimmers. I'm guessing the gunboats and vulture/valkyries are those craft.


Page 8
The penal colony at Saint Annard’s Penance is broken up by the deptus Arbites into hundreds of small administrative districts called precincts. At the heart of each precinct is a precinct house—a massive, blocky structure that resembles an Imperial Guard bunker commanded by a Senior Arbitrator and staffed by dozens, or even hundreds in the case of larger precincts, of Arbitrators, Chasteners, Verispex Operators, and various and sundry functionaries.
Thousands, if not tens of thousands of arbites on the planet, although only some of those are arbitrators.



Page 8
...each cruciform [hab] tower houses thousands of prisoners packed into cramped cells.
...
Each one houses an Adeptus Arbites substation in the ground floor where Arbitrators maintain strict discipline and monitor the comings and goings of prisoners. Hundreds more Arbitrators patrol the corridors of each hab, keeping an eye on the prisoners and enforcing order.
taking 'thousands' literally we're talking between 2,000 and 1 million. 15 and 7500 habs. I'm guessing probably more like dozens or hundreds.. We're probably seeing thousands of Arbitrators for the habs at least, if not tens of thousands.

The map lists at leats 5 hab locations, so we might assume at least 5 exist. which again is at least a thousand.


Page 11
The 10,000 soldiers of the Guard actually come from three separate units, rotated to this relatively quiet duty to offer some time to rest and replenish their ranks before being fed into the meat grinder of the Imperium’s endless wars.
...
Hailing from the fractious hive world of Malfi, the 81st Light Infantry makes up the bulk of Imperial Guard forces stationed at Fort Saint Annard. Commanded by Major Barl Felthan, the 81st is a light, highly mobile infantry force specializing in skirmishing and urban combat.
...
...
The Hussars are a mechanised infantry unit from the hive world Laskin, under the command of Captain Althea Harskin. Specialising in lightning attacks mounted on armoured fighting vehicles, the Hussars make heavy use of the Chimera APC and its numerous variants.
...
...
The Engineers of the Canopus Heavy Foot Regiment are a highly trained body of veteran Imperial Guardsmen hailing from the bustling hive world of Canopus. Led by the dashing Captain Bail Ordh, the Engineers are masters of fortification and siege warfare with a reputation for professionalism and coolness under fire.
IG garrison of the prison planet. It probably gets a garrison and naval forces because its an important industrial/mining hub. Note the use of Guard forces rotated out of military duty (like on Tranch) as Garrison forces for rest and recuperation as well as maintaining a reserve. We have one light infantry, one mechanised, and one heavy infantry siege/fortification.

Light and Mechanised infantry. The Light make up the bulk and both are 'highly mobile.'

Having the siege forces be heavy infantry (which probably means access to heavy weapons and possibly armour) - which would put them higher on the totem pole than Krieg meatdroids.

similar garrisons across the Imperium would be 10 billion guardsmen in garrison. If we go by population (1 troop per 1500) we get roughly 4.5 trillion in garrison.


Page 11
The troopers of Drusus’ Own Hussars fight from a number of infantry fighting vehicles including the ubiquitous Chimera and its cousin, the Hellhound, that grant the unit mobility and heavy firepower. These vehicles are the lifeblood of the unit and are well cared for by the unit’s technomats. Along with their weapons, the Hussar’s vehicles grant them an incredible amount of protection from small-arms fire, and can even protect the troopers from attacks by light and medium support weapons like heavy bolters and plasma guns.
...
The robust and versatile Chimera is the premier armoured personnel carrier used by the Imperial Guard. Easy to operate and maintain, it has been in service with the Guard for millennia. With room for twelve Guardsmen and the ability to mount a number of different weapons to its hull, the Chimera can operate in a number of roles and its weapons loadout can be tailored to whatever tactical situation it finds itself in.
...
The Chimeras in service with the Hussars are equipped with a turret-mounted autocannon
...

The thick adamantium armoured hide of the Chimera...
the mechanised infantry vehicles and the protective qualities of the chimera. It suggests plasma and heavy bolters might be of similar magnitude, or it may refer to certain classes/settings of plasma weapon. Or it may mean the weapon is more thermally than mechanically resilient. resisting heavy bolters would suggest (limited) durability against 25mm grade fire, and perhaps suggest the autocannon turret itself is heavier (30-40mm?) Also note the adamantium hull.



Page 12
The facilities for the military and administration are relatively comfortable and clean, with private convalescent chambers, healthy food, and high-quality care. Patients are free to move about their wards and the common areas of the medicae centre at their leisure, and have access to the courtyard and chapel at all hours if their care and condition permit. In stark contrast, the facilities for ill and wounded prisoners are designed to diagnose and treat them with as little comfort and recovery time as possible. The penal wards are sterile and cold, with four to six convalescents per room. All doors are locked and most prisoners are chained to their beds at night. Prisoner-convalescents are constantly monitored by pict-recorders in every room and corridor and fraternising, even conversing in their rooms, is forbidden. Every day at mid-day, those prisoners who are ambulatory are taken to the medicae centre’s chapel for their compulsory worship and penance, then immediately returned to their wards. While every effort is taken to keep the prisoners in working condition in accordance with the tenets of imprisonment laid down by Saint Annard and strictly followed by Sister Rak, the prisoners are neither coddled nor even made too comfortable...
Hospitaller medical care for prisoners and the military/admin straff.



Page 12
Each a city in its own right, they contain countless foundries, smelters, ore processors, generators, and all the other facilities of heavy industry.

...
Sprawling around the centre of the prison complex lies the fiery, Manufactoria Districts. These are hundreds of square kilometres of foundries, factories, refineries, and fabricators.
Size and scope of the manufactories. Call it 10-15 km per side at least.



Page 13
..prisoners toil in shifts around the clock producing weapon and ship components, civilian goods, machine parts, and refined fuels to supply the civilian and military populations of the Malfian Sub-Sector.
Output of the slave mines.



Page 13
They are little more than an office overseen by a junior Arbitrator commander and staffed by a squad of ten Arbitrators. Each one has a communication suite, a handful of holding cells, a small armoury, and a sheltered, secure area for the squad’s Rhino.
ARbites substation. Suggests there are enough Rhinos to haul all the crews.



Page 15
The ancient technology spoken of is, in fact, the pattern for a long forgotten explosive compound used in mining and other heavy industrial applications
Even their explosives have different 'patterns'


Page 16
..He still bears the shock maul with him, unknowing that the weapon has a connection to that daemon, Skarathaoritx the Plaguebearer. The warp, however, knows of this bond,..
Such is the way of the warp... such things create connections, and they last, and they have power


Page 16
Instead of the usual small defensive squadron their initial intelligence suggested, a full Imperial Navy battle-group is at anchor above the penal world. Led by the Gothic class cruiser Spirit of Wrath, the battle-group is composed of a dozen Imperial warships of various classes....
Size of a Navy Battlegroup.


Page 20
In other places, ancient and unimaginably powerful weapons blasted craters straight down into the planet’s molten core. The only creatures that live on Kurse are savage and emaciated predator-forms and the cannibalistic feral humans that hunt them and are hunted in turn.
Potential power of DAOT weapons, although we dont know the diameter of the holes either.


Page 22
Within these tiny crystal vials is a viscous and luminous purple liquid said to be a distilled portion of a human soul. Drinking it produces feelings of extreme euphoria and pleasure...
Someone read Barrington J Bayley's Eye of Terror novel.



Page 24
Four Souls of Charity, Law, Piety, and Security
...
In point of fact, the De Orbis Mysteriis does not intend any individuals in particular. Such are the mysteries of the Warp, that the book describes ideals, rather than specifics.
More likely, the presence of four such beings in the Warp and the existence of this book (and knowledge of it) leads to one of those aforementioned 'connections' that can be a source of power. That is, having some fo the elements on the ritual at hand on that particular planet is what makes it susceptible to the ritual itself at this particular point and time - a bit of self-fufilling prophecy in fact.



Page 27
If a ship’s captain could be persuaded to part with a shuttle, they might be able to journey from the edge of the system’s space to the station, but this would cost them several weeks of travel time.
2-3 weeks from the ege of the systme to Port Wander. Depending on how far Port Wander is (It's supposedly inside an Asteroid belt so it might be between 2-4 AU from the sun were it anything like the Solar system) If we just assumed a 1-2 AU distance we might get between 80 and 250 km/s average velocity. Which for an insystem shuttle is quite good.



Page 28
...she conceals a vast smuggling capacity and features designed to avoid any sort of Imperial entanglements.


Hah! Star wars reference!



Page 28
The voyage from Kurse to Port Wander aboard this vessel is uneventful. It takes four weeks..
basically from the Screaming Vortex through the Koronous expanse and into the edge of the Calixis sector. ASsuming the other two regions are sector-sized and that Kurse is in proximity to the Hollows (reasonbable, since Forge Castir hopes to plunder it) we could be talking somewhere around 300 LY or so. In ~4 weeks in a straight line course that's 3900c.



Page 29
Klee is the captain and owner of his independent vessel. While he has associations and obligations with a number of different criminal groups, he is ultimately a free trader.
...
Within the Imperium, Klee and the Rite of Fortune survive on his status as a Chartist captain, a status he constantly exceeds with his illicit activities.
Free Trader and Chartist Captain.



Page 29
This ramshackle vessel—best classified as a modified Iconoclast destroyer...
...
The Final Piece is a small voidship, not much more than a kilometre from prow to stern. However, her flanks and bow bristle with macrocannons and defence turrets.
km long Iconoclast.



Page 30
Instead, it lurks on the edges of the Rubycon II system and drops off a small inter-system shuttle that takes the Heretics to the station. The journey is cramped, unpleasant, and takes several days..
Several days instead of several weeks (2-3 days vs 14-21 days) is ~7-11x shorter duration. At 1 AU we're talking 580-870 km/s.



Page 30
Settlers from the overcrowded hive worlds visit the station as they try to find a way to reach the frontier worlds of the Expanse.
Settlers from overcrowded hives, who seem to be VOLUNTARILY traveling to Koronous expanse.



PAge 34
The massive Chartist transport constantly journeys on a commercial route through the Malfian Sub-Sector.
...
Her journey through the Sub-Sector takes most of a Terran year and requires just over a week’s layover at most locations.
Considering that the Malfian Sub contains over two dozen worlds it could possibly visit we're talking about stripping alot of time off that and alot of distances covered.. effectively hundreds of light yers per transit.

Assuming they just make a circuit it might be 50-75 ly on a side. call it 200-300 LY Making that within under a year is going to be 200-300 c at least average. Assuming it makes a stop at every world, and there are about 10 LY average betwene worlds we're talking ~250 LY, which fits in with the above. Assuming 25 weeks stopover out of that year and 27 weeks in transit.. around 480-580c. Not a great differnece but we're talking hundreds of c either way, but less than 1000c or so.



Page 34
Passengers typically include Inquisition Throne Agents or Adeptus Arbites Arbitrators, Administratum adepts, and occasionally those in service of the Ecclesiarchy. However, Imperial nobles seeking additional information, merchants attempting to make arrangements with the manufactories...
...
Replacement units for the prison world’s Arbites and Imperial Guard typically travel aboard Bellum Commercium and her sister ships
Sanctioned crews for ships (and what qualifies as passengers.) Note that as this is to a prison world as well, security is pretty tight.



Page 34
...many of the supplies carried from other worlds of the Malfian Sub-Sector are those required for growing the necessary foodstuffs. These include specialised fertilisers as well as nutritional supplements for the guards.
...
...as no weapons or ammunition are created on the planet, the supply vessel must carry these supplies for the Arbitrators and Imperial Guard units stationed on the planets. Similarly, any time one of the planet’s manufactorums breaks down, the vessel carries the replacement parts supplied and guarded by agents of the Adeptus Mechanicus.
They keep the guard healthy at least. Note they don't manufacture ammo on the planet but they do make weapons (which helps keep the prisoners from being armed. The other cargoes tend to suggest they rely on fairly routine deliveries of supplies.



Page 34
Several different prison ships, officially commanded by the Adeptus Arbites,..
In addition to their official ships they run prison ships.



Page 35
As with Bellum Commercium, these transports complete the journey between Port Wander and Saint Annard’s Penance in about three weeks. However, their transits take them throughout the Malfian Sub-Sector, so their visits to the station are irregular.
3 week transit around the subsector it seems. Straight line would be roughly 50-60 LY I'd guess, but around the sub would be double or triple that, 50-60 LY in 3 weeks is 866-1000c. If the route was the same as the Bellum (200-300 LY) we might be talking as high as 5200c.



Page 35
They spend the transit in massive, barren holds, dressed in their prison fatigues. There are dozens of these within each vessel, and each is often filled with more than 1,000 prisoners.
Scope of the prison vessel Dozens of holds, each fild with 1000 prisoners.. we're talking tens of thousands of prisoners potentially per trip. Given roughly one trip a month thats less than a million annually. Gives a rough indication of imprisonment rates in Calixis for this particular facility. (Although this doesnt' say anything humanitarian about the Imperium or arbites per se - they can and do employ summary execution, and Goreman - the guy running the sector Arbites - is just the sort to prefer that approach.)


PAge 35
When the vessel reaches Saint Annard’s Penance, prisoners are extracted using anti-gravity platforms. After the prisoners are removed, the hold portal and ventilation systems are sealed. The hold is then sterilised by pumping plasma from the engines through it. Afterwards, the exterior wall is opened and the ash is vented into the void.
Rather interesting considering they're venting what is basically hot stellar matter from the drives into bare metal and it doesn't do a thing to the ship. that isn't to say they use anywhere even close to the full output of the drive to do this, but cremation and sterilization of organic materials requires very high temps (1000-1500+K easily.) and they dont expect this to do any lasting damage to what probably is not a warship (more than that these are the bare insides of a ship!)



Page 35
Trying to capture one of the vessels at Port Wander would be virtual suicide. The voidstation is well defended by its own armaments as well as several vessels of Battlefleet Calixis.
Defenses of Port Wander.


Page 36
Imperial vessels are several kilometres long craft with tens of thousands of crew.
[typical?] sizes and crews of Imperial starships.



Page 37
According to the numbers he has received, the plants are using almost a full percent more raw material than they should to generate their manufactured products. That lone percent translates into hundreds of thousands of tons of raw mineral ore annually.
roughly a percent of material usage being equal to hundreds of thousands of tons. That eaisly equates to an annual usage of tens of millions of tons of raw material each year, and certainly doesn't include the promethium usage, nonmineral usages (plastics, etc.) and such. And that is just taking it literally (it could be hundreds of millions or even billions of tonnes. Then again this isn't a 'large' industrial planet like a hive or Forge world, what with a population only in the millions, so it may not need so much material. In any case it's a good measure of resource usage by the industries.



Page 39
The manufactories represent a significant asset for the Subsector.
A significant, yet perhaps not vital, component of the subsector's industry.



Page 41
However, the system’s defenders have active satellites and orbital watch installations that safeguard all approaches.
Part of the prison security involves orbital watch stations and satelilites.


Page 41
Standard shuttles and rescue pods carry adequate supplies to keep the group alive and healthy on the planet’s surface for two weeks.
Supplies of shuttles and escape/rescue pods.



Page 42
The prison does have an Astropath assigned to it, but the world’s proximity to the warp storms of the Halo Margins make astropathic communications unreliable. It takes 2+1d5 weeks for the prison’s astropath to send a message and receive a confirmation that the Heretics are, in fact, impostors.
2-7 weeks for astorpathic transmission back and forth. That's 'average' speed, allowing for time to send a message, for identities to be checked, and to get it back, and it is with a good deal of interference at that,

Assuming a 100 or so LY distance thats a comms speed of about a few thousand c though, and that IS definitely a lower limit :P



Page 42
The attackers would need to first overcome the Imperial Navy’s voidstation and its defence craft. For, if the planet were lost to Chaos forces, those vessels would not hesitate to launch an allout attack against the planet’s surface. The Imperium would far rather see all life on the planet lost than see the world and all its secrets change allegiance to the Ruinous Powers.
The Navy picket above the planet could wipe out all life on the planet than let it fall into enemy hands. Mind you, this isn't exactly an earthlike planet (although it does have wildlife) and the human population is safest in its cities, but this does suggest something at least within the low end of the mass extinction threshold. On the other hand, no timeframe is given, so the actual rate of firepower isn't known. Still considering its a light cruiser and a pair of frigates for the most part, that says something.

The forces amassed have also been compared to 'several cruisers' or a battleship to overcome.

All that said, page 87 hints that the force (or any responding navy force) has or may bring virus bombs, so its quite possible the above refers to that and not to conventional bombardment.



Page 43
..he [Warden] might well order the prisoners executed en masse so that he could focus on the invasion from without. Such actions would be exceedingly drastic, as it would cripple the prison’s production capability for years or even decades.
executing all the prisoners would cripple the industry for 'years or decades', again giving a rough idea of how long it would take to replenish the population.. As with the prison ship carrying capacity example this isn't a huge number of 'prisoners', but it also may mean that CAlixian justice simply is of the more final, summary variety.



Page 51
“Mine was a political, rather than a criminal conviction. My crime was one of birth, of lack of influence, of competence, and of care for my men and the holy war materiel entrusted to me by the Departmento Munitorium. I was sent here not for dereliction of duty, but for performing the impossible and in doing so making powerful men look bad.”
...
Hollum, formerly a well respected and highly decorated Colonel of the Imperial Guard..
...
Despite her ill usage by her superiors in the Imperial Guard and her lengthy incarceration here on Saint Annard’s Penance, she still has a deep seated love for the Imperium and believes it to be the last, best hope for mankind.
Gotta love Imperial politics. Sadly this is an entirely plausible situation to crop up. Makes you wonder how many penal legion officers are good, competent men.



Page 51
A thousand metres beneath the surface of Saint Annard’s Penance lies the remains of an ancient mine known simply as Shaft 4.
One of the mines runs up to a kilometre below the surface. Given the mines have been mentioned to extned for hundreds or thousands of km in all directions, this gives us a good idea of the mining efforts.


Page 52
The chamber is full of abandoned heavy machinery once used to root the precious ores from their stone beds interspersed with huge piles of worthless slag...
Automatically making it a more sophisticated operation than Sephiris Secundus, which relies on serfdom.


Page 52
Even with the maps programmed into the cartograph, navigating the twisting, dizzying warren of tunnels, pits, shafts, and caverns is a daunting task indeed.
Cartograph. Some sort of powered device with maps programmed in. I wonder if its also a navigational aid.


page 52
Despite its depth and isolation, Hollum’s cavern has all the comforts of home—power is provided by a number of repurposed geothermal generators, and running water from a deep well tapped into a clean aquifer.
[/quote]

The mine facilities have geothermal power.
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Connor MacLeod
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Part 2. With Necrons.

Page 54
..the unit insignia of the 18th Paolan Dragoons, a heavy infantry unit from the minor hive world Paolia.
...
..Bolt Pistol of unknown pattern equipped with a Photo Sight and an Extended Magazine..
...
...Heavy Carapace Armour... ...bearing the 18th Dragoons’ insignia on one shoulder and the rank of sergeant on the other...
...
...a pair of ... ...Preysense Goggles...
Tells you perhaps how well equipped this 'heavy infantry' force was even if was Sergeant's stuff. And that's from a 'minor' Hive world (minor, major, sub-hives, etc.) THe bolt pistol is probably not trooper issue.



Page 56
Generations of prisoners toiled here, producing everything from delicate scents sold to fashionable Calixian noblewomen to promethium additives used in the tanks and armoured vehicles of the Imperial Guard. Thanks to reorganisation, accident, and general entropy, most of these refineries are shuttered, held in reserve as the bulk of their production has moved to newer and larger facilities closer to the district’s core.
some of the goods produced on-planet, as well as the fact old facilities are held in reserve (in case more prisoners come I'd gather, and they need to open up another manufactory.)


Page 61
He even escaped the terrible mutations suffered by much of the prison populace, although exposure to noxious gasses and long work in the mines has sharpened his night vision and toughened him beyond that of most men.
Mutation can be a side effect of industrial/prison planets it seems, and not all bad. This can mean something for certain types of worlds (industrial worlds, hive worlds and thier underhives.) and regiments (EG penal legions, although obvious mutants probably get culled.)


Page 63
..formerly a colonel in the 44th Dragoons, an Imperial Guard mechanised infantry unit from the hive world Fenksworld...
Mechanised infantry unit.. whether this is the same as the Paolia Dragoons or not we don't know.


Page 63
Once a well respected and highly decorated officer renowned for her courage under fire and her tactical prowess, she was laid low by a conspiracy between her unit’s Commissar and her Regimental Commander. In a highly publicised and politically motivated trial....
Politics, a corrupt commissar, and a actual tiral.


Page 63
While she toiled away in the refinery, news of her incarceration reached the Imperial Guard garrison on the penal world, where she had many admirers and sympathisers..
The fame of some Guard officers seem to spread throughout the sector even despite politics. The power block she sets up through her connections to the Guard allow offworld contact throughout the sector, which allow for her to get revenge on her betrayers.


Page 64
Using Thrones he had saved over his lucrative career and the assistance of his former colleagues in the Sappers and Miners, he was able to regain his sight and mobility through augmetics and long term therapy.
Therapy and augmetics to regain sight and mobility. Presumably the therapy is in using the augmetics. This is also a PDF trooper who apparenty is paid (And can save his money.) so it can't be terribly rare and expensive stuff.


Page 64
..House Oglanov made its fortune as respectable merchant traders, buying low and selling high and moving billions of tonnes of cargo through the Empyrean with their green and gold liveried mass conveyors. For centuries House Oglanov plied the spaceways in Segmentum Pacificus.
...
.. once proud dynasty possessed of dozens of voidships to little more than a handful of poorly maintained Raider-class vessels and an ancient, permanently dry docked mass conveyor in orbit over Scintilla that served as the dynasty’s home.
Sciope of a Rogue Trader dynasty and its trade. Whether billions of tonnes is cumulative, or per voyage, or per ship we don't know. Either way its a single Rogue Trader controlling dozens of ships.



Page 66
“We’re all alone out here, you realise. It’s nearly a month long Warp passage to get here, and that’s with clear sailing."
"nearly a month" to reach the prison planet, but we dont know from where.


Page 73
While he always despised crime, his attitude toward those who perpetrate crimes has always been “Hate the sin, love the sinner,” and has such gained a reputation for creative sentencing and for rarely sentencing those who come before him to death.
Wow a non-asshole Judge.


Page 75
On the flanks of the Hall of Justice are the public execution sites; suspensor gibbets, adamantium cages, and racks where that judgment is carried out.
Suspensors used for execution purposes.


Page 80
Long before humanity grasped its first primitive tools, Saint Annard’s Penance was once a minor world of the Necron Empire.
A minor tomb world which is indicative of its scope.


Page 81
Corrosion caused some systems to fail and, with the failure, many Necrons were lost. Other portions of the tombs collapsed due to the planet’s tectonic shifts and the effects of cosmic radiation. However, the planet had more than 50 million inhabitants when it entered the Great Sleep.
Implied number of Necrons present on planet (Warriors, etc.) when it goes into hibernation. This sets something of an upper limit on Necron numbers totally, but recall that the planet is 'minor' in the Necron scheme of things.


Page 81
This eliminated Kalugura’s entire ruling leadership in one swift blow. When the master program attempted to restore the tomb world to wakefulness, there was no Overlord to command the master program. Shorn of leadership, it nevertheless faithfully attempted to rally the tomb world’s defences on its own, slowly and mechanically waking the legions slumbering under its charge
...
Those remaining in Kalugura’s tombs, the Necron Warriors and Immortals, are hollow shells of the beings they once were, without self-determination or even the barest hints of autonomy.
The Legions are thus on autopilot. There's a Cryptek who survived in a hyperspace oubliette, but he does not have direct control of the world and is trying to bypass it.



Page 81
Over the first few days after its awakening, the master program awakens thousands of Necrons, though being forced to direct them in all but the most basic tasks stretches it to its limits.
Limits on the ability of the MCP to control necron troops. AT least initially. Once the immortals and other units start waking up the command and control seems to get easier.


Page 81
The Necron tombs are located in vaults deep beneath the planet’s surface. While the Imperium has operated mines for generations upon the planet, none have yet had cause to dig deep enough to penetrate into the tombs. Nonetheless, many of the deposits that the Imperial forces have recovered are, in fact, the remains of the ancient civilisation..
...
As a fringe world, this planet was never densely inhabited. The Necron cities and structures only took up a small portion of the world, and most of those were not located in the same hemisphere as the Imperial prison.
...
The Great Sleep eventually degraded until geological forces left little but veins of unusual minerals in the planet’s strata. As the Imperium has mined some of these...
Apparently the Imperium has been mining and using Necron building materials in its own endeavours, and never once realizing it. Gotta love magic metals. Given that they haven't noticed anything extraordinary about this, this suggests Necron materials are incredibly mundane, the Imperium makes routnine use of special materials, or the sheer diversity/disparity of Imperial tech means that the Imperium is used to making equipment of divergent quality from divergent materials.

Also again this is a 'minor' and sparesely populated world by Necron standards. It also seems to occupy only a small portion of the overlal planet, but how extensive that is we don't know. Given that they have been (among other things) Mining necron metals and given the deptha nd scope of the mines, we could easily reconcile hundreds or thousands of km across the surface, and more than a kilometre deep.



Page 82
There, with his personal guard, he would slumber within a hyperspace oubliette, protected in even the most dire circumstances. This feat of architecture reached through the planet’s core, allowing the Overlord and his guard complete access to the Necron’s underground tomb complex.
Implied depth of at least parts of the tombs.



Page 82
Every pan-dimensional neuro-circuit was placed so that its temporal resonance would touch, but not overlap.
Not sure what 'pan dimensional neuro-circuits' are but they suggest that necron computers or machinery is multi-dimesnional (for whatever term we use 'dimension.)



Page 82
The planet’s core was supercooled and omni-ray pressure sinks ensured that it would not heat up until commanded to do so by the master program.
The Cryptek had control of (thorugh his technology) the temperature and output of the planet's core. Interesting capability since it implies some measure to siphon off and store that energy, although the rate of cooling/heating it isn't specified nor are the temperatures given. (what is 'cool' for a core?)



Page 83
5 days after ritual: Hundreds of Canoptek Scarabs and Necron Warriors.

10 days: Thousands of Canoptek Scarabs and Necron Warriors; Hundreds of Immortals.

20 days:Tens of thousands of Canoptek Scarabs and Necron Warriors; Thousands of Immortals; Limited Tomb Stalkers

30 days: Hundreds of thousands of Canoptek Scarabs, Necron Warriors, and Immortals; Hundreds of Tomb Stalkers;
Limited numbers of Lychguard.

40 days: Hundreds of thousands of all units.
Timeframe and scope of Necron forces awakening. There are still some Lychhguard in unknown numbers, hundreds of thousands if we take the last bit equally as well as hundreds of thousands of tomb stalkers. At least hundreds of thousands of Immortals, more probably millions (I'd imagine they'd vastly outnumber the Lychguard). I'd bet on there being definitely millions of Warriors at least (there consistently seems to be at least an order of magnitude more Warriors than Immortals.)

Upper limit of course is fifty million period. From this we might infer tens of millions of Warriors, millions of Immortals, and perhaps hundreds of thousands of Lychguard for a 'minor' Tomb world.


Page 83
...certain Necron units, specifically the Necron Immortals and Lychguard, endured the biotransference process with a greater portion of their mind and personality intact. Though such individuals are still completely loyal to the master program’s limited sentience, their skills in war begin to provide more tactical innovation.
...
This takes the Necrons two weeks of research.
two weeks after waking (or perhaps 24 days total if we factor in the first ten days or so) the awakening of Lychguard and Immortals enhances the command and control abilities of the MCP, probably a combination of being able to draw on their own minds and knowledge for processing and coordinating attacks, as well as allowing the MCP to focus on controlling the less numerous higher units, relying on those to control the lesser units in turn.



Page 87
is expecting the Navy to arrive shortly and regain control of the planet or virus bomb it....
The Navy picket here must have virus bombs.. one of the Guard officers in the Garrison expects this as an outcome. This might explain their ability to wipe out all life on the planet earlier.



Page 87
The majority of the 81st obeys him, even though such static warfare in no way plays to their strengths....
...
Hussars: As a rapid response force, Captain Harskin’s forces were decimated by the riots,...
...
..she is using her much-reduced forces (as few as several hundred soldiers) to affect rescues of cut off Guard forces and stay on the move...
The 81st and the Hussars are both 'mobile' rather than static forces. The other force, the engineers., is the siege/static force.



Page 88
Due to their blind loyalty to the Imperium and their intense training, these units may not be swayed to the forces of Chaos.
Whilst one Arbitrator was noted to have been corrupted to Chaos through drug addiction, the vast majority seem resilient and thus must be purged. Shows how resistant they are.



Page 88
...there are still several thousand armed and organised Arbitrators that could be working against them.
...
All of the Arbitrators are well-versed in the laws of the Imperium and are also cognizant of the chain of command. While they follow the orders that they receive, they question any that might be contradictory to the existing legal system.

Consequently, the Heretics are unlikely to be able to corrupt or coerce any of the Arbitrators, with the specific exception of Arbitrator Zenobia Pike, who has fallen under the influence of Lord Oglanov.
Still several thousand Arbiters after the transit throught he warp and the riot. And this is the military forces, not including other branches.



Page 89
At the same time, the Arbitrator forces are distributed in their precincts throughout the prison’s population centres. This grants them the ability to send hundreds of individuals to respond to a crisis in extremely short order.
This tends to imply that 'hundreds' of arbitartors was more common than dozens (despite what was hinted earlier.) so this could more strongly say tens of thousands of Arbitrators.



Page 92
..the master program is not creative or imaginative in its strategies, and thus must follow very basic strategies to deal with the threat. This strategy basically boils down to escalating attacks. If each attack is repulsed, it increases the size of the next assault and tries again, focusing forces at the sites of greatest resistance. It continues this procedure until it succeeds in eliminating the threat.
Tacitics of the Necron MCP



Page 92
Each of these obelisks links to a sub-tomb that connects to the main tomb complex via hyper-spatial connections which can be severed if that sub-tomb becomes overrun.
Tunnels through the planet as means of delivering Necrons into an attack. The obelisks breach thr ground from below.



Page 93
Necrons ascend and descend the tunnel through a magnetic resonance field.
This implies these Necron bodies are at least ferous in nature, which is interesting because the Hellforged novel suggests that the living metal making up Necron bodies does not behave like normal metals.



Page 94
...to properly place the complete contents of a Demolitions Kit or its equivalent (a dozen krak grenades or half a dozen melta bombs..
Implied destructive power of a Demo kit and its equivalent ink Krak and melta charges.



Page 97
As the Necron forces are well aware of the essential nature of a manufacturing base, this represents one of the earliest targets for their assault.Even the literal thinking of the master program identifies them as obvious targets and begins to direct forces towards them.
...
The first Necron attack upon the Manufactorums begins 15 days after the Necrons begin to reanimate. At this stage, the undying legions number in the tens of thousands.
15 days after awakening = tens of thousands of Necrons. Also the limited tactics of the MCP are good enough to at least recognize the military importance of manufacturing sites.



Page 99
Travelling the mines always incurs some risk. Kilometres beneath the earth, there are countless tons of stone and dirt held above you only by the questionable structural techniques of desperate prisoners.
Evidently the mines extend far more than a kilometre belowground, hence the Necrons are even deeper.


Page 99-100
This is complicated by the absence of an astropathic network. Communications between the worlds of the Screaming Vortex are somewhat limited by the constant flux of the warp storm’s influence. Generally, vessels carry messages between the various worlds as they travel from planet to planet. There is no central authority that oversees these communications, so messages between worlds that trade actively might take days or weeks while those with limited interaction could take a decade or more to arrive.
Speed of message traffic. Assuming betwene 10-100 LY we're talking hundreds or thousands of c perhaps, more towards the lower end probably.



Page 102
The central tomb complex of Kalugura is arranged as a series of concentric rings, forming a facility that’s almost 100 kilometres across and two kilometres beneath the planet’s surface.
..
The outmost ring consists of numerous minor complexes such as storage facilities and power generation systems...
...
The second ring consists of chambers designed to construct Necron worker constructs such as Canoptek Scarabs, Canoptek Wraiths, and Tomb Spyders.
..
There are eight intact synthesis chambers, with four others destroyed by the same tectonic disturbances that eliminated Kalugura’s royalty.

The next ring contains Kalugura’s primary tomb facilities. The ring of passages actually only links to the reanimation facilities at the tops of vast tombs—tombs reaching many kilometres into the depths of the world.
..
There are ten intact reanimation facilities, with two damaged beyond repair.
Main Necron Tomb layout. It extends some distance deeper into the planet. Funny enough the innermost area had the Lord's tombs, the power core, and a structure housing a C'tan shard.



Page 102
..three dimensional corridor annexes that Kalugura uses to transport its forces across the entire planet. Each is a gateway to any of the smaller tombs scattered throughout Saint Annard’s Penance,
There are smaller tombs throughout the planet.


Page 103
Canoptek Scarabs to gather resources and synthesise additional Canoptek Scarabs. They mine raw materials from the surrounding region, extracting them at a molecular level from any resource at hand—including organic life. Once these materials are assembled, the tiny robotic forms perform the delicate work of assembling new Canoptek Scarabs, working one atom at a time to build the hardened shells and delicate internal structures.
..
In minutes, a swarm of the robotic Necrons can reduce a servitor or a complex tunnelling device into its component atoms.
Necron resource acquisition and scarab manufacture.



Page 104
All along the walls are ripples of movement, the chamber’s nano-systems constantly working with the Canoptek Scarabs to construct the minions of the tomb world.
...
The master program can ill-afford to lose any of the synthesis chambers that represent the basis for the Necron manufacturing capability.
Necron manufacturing.



Page 105
Small sarcophagi are scattered throughout the planet. Those minor structures represent caches of a few thousand robotic Necrons. In contrast, each of the Reanimation Facilities contains more than a million dormant Necrons awaiting reanimation.
1 million + necrons in the 8 of 10 reanimation facilities. At least 8 million necrons still 'available' onplanet, nevermind the lesser tombs.

(If we figure 8 million necrons in the primary complex out of the initial 50 million and 2-3 thousand or so per other facility, figure some 10-20 thousand smaller facilities across the planet. If only a few thousand of those survived we could be talking millions more necrons.

In turn if we figure the earlier ratios held, there are at least ~800,000 Immortals on the planet.



Page 105
The first three Reanimation Facilities that the Heretics discover are currently focused on reanimating Necron Warriors.
..
Each reactivation wave requires eight hours of time. When complete, 500 Necron Warriors step forth from the chambers, armed and fully operational.
...
There are 8 Reanimation Facilities that have survived the aeons. All are located within the ring of the synthesis chambers, though their storage supplies of inanimate robotic forms extends for over a kilometre into the planet’s crust. Two of these are devoted to Immortals and the remaining six focus on Necron Warriors.
8 Reanimation facilities. thats 8 million Necrons total, 6 million warriors and 2 million Immortals. That actually suggests a 3 or 4 to 1 ratio between Warriors and Immortals. Which suggests there may have been as many as 17 million Immortals on this 'minor' world.

Also with 10 reanimation facilities, the World could reactivate 5000 Necrons (warriors and immortals) everry 8 hours, or 15,000 per day. At its height at that rate it would take ~9 nears to fully awaken all the Necrons.

Given what is stated about Osiskor (and thus presumably the Lord itself) being able to reactivate the tomb in its entirety once control is gained, this reflects the limited capabilities of the MCP itself, not an absolute limit on reactivating the Necrons in total.

Also those same facilities extend about a kilometre or so below the crust. Figure being 3 km or so belowground.



Page 106
...they shattered their essence into countless Shards and bound them so they might never take control of the Necrons again. These Shards were stored on Necron tombs across the galaxy, and one was placed on Kalugura.
This implies there could be millions of shards potentially, givne the implied number of Necron worlds.


Page 106
The master program has no intention of awakening this being, as it is a puissant and dangerous thing barely held in check by its necrodermis skin.
The MCP could also awaken the Shard but won't due to the dangers. IT's not that insane. Also the necrodermis making up its form serves as a form of containment as well as a vessel for its powers I guess.



Page 106
In fact, they are physical manifestations of the hibernation tesseract and exist in 20 dimensions at once.
The tesserect containing the shard is 20 dimesnional.



Page 106
The Dormant Monolith resides just west of the central point, protecting the tunnel that descends to the Energy Core far deeper within the planet’s crust.
The tomb World's power source extends into the core of the planet.



Page 107
The Dimensional Corridor Annexes are nothing less than massive generation facilities that control captive wormholes linking the main tomb complex with the sub-tombs scattered all over the planet.
Use of wormholes (the hyperspatial stuff?) to deploy forcs across planet. Apparently the sub-tombs serve the purpose of staging areas for deploying troops where needed.


Page 109
The “blessing” of Osiskor is a complicated mnemonic encoding transmitted via sub-space quantum frequencies..
Necron 'blessing'


Page 111
..in the centre of the vehicle is a captive wormhole similar to the ones used by Kalugura’s dimensional corridor annexes. This captive wormhole can be used to travel vast distances quickly or can be used to suck opponents into a temporal vortex from which there is no escape.
Wormholes used for travel across the planet also same as ones in Monolith


Page 111
In order to protect the energy core, Kalugura’s builders left no physical means of reaching it from the rest of the tomb complex. It is another three kilometres beneath the surface, directly below the main tomb complex. Communications were only enabled via quantum resonance systems so sophisticated they could not be blocked or jammed and undetectable by any human sciences.
Power core.


Page 111
...the large captive wormholes in the dimensional corridor annexes, as they were tied to specific locations on the planet.
The wormholes on the planet are fixed. This could explain perhaps why monoliths or some other physical Necron object must be present to use this power.. they need two anchored points.


Page 115
Rare or esoteric explosives, such as atomics, vortex weaponry, or a cyclonic torpedo warhead
Vortex and Cyclonics seem to be on the same order of 'exotic' explosives as atomics.


Page 115
the equivalent of 4,000 kilograms of demolition charges or roughly 700 melta bombs
...
This requires only 400 kilograms of demolition charges or 70 melta bombs...
4 tons of demo charge. Assuming thats equal to 1 kg of TNT we're talking for tons of TNT. A meltabomb is therefore equal to nearly 6 kg of TNT. A Krak grnade is worth 3 kg of TNT. Probably would be accurate to within an order of magnitude, since most chem explsoives are only a few times more powerful than tNT and something exotic like a FAE is still onyl bout 10x.

Funny enough this would imply atomics, vortex , and cyclonics might be of equal yield (4 tonnes). On the other hand they could also be powerful enough to destroy the entire complex (which is 100 km across and at least a good 6 km deep.) which would be well into the gigaton range. Quite a scope of possible yields ;)


Page 115
This could be through simply unbinding the wormholes and allowing them to consume the complex, although unleashing such energies is dangerous enough that it could destroy the entire planet.
Unbound wormholes can destroy the entire planet. That indicates a pretty huge fuel supply for the Necrons.



Page 118
The Heretics need to make short work of the C’tan shard whether or not it is under control of Osiskor, since they are sitting on tonnes of explosives timed to detonate in short order.
Again 'tonnes' of explosives.


Page 118
Once the chain reaction begins in the power core, escaping the crumbling Necron tomb is a daunting task indeed. They are hundreds of kilometres beneath the surface of the planet, at the bottom of a nearly un-climbable shaft in the midst of a catastrophic explosion that promises to tear a hole in the planet itself and destroy the last remnants of the Necron tomb.
Full extent of the tomb extends for 'hundreds' of kilometres below the planet. Assuming it does blast a hole in it we're talking probably a massive continent-sized (or at least approaching that, if not a large country) hole in the planet.


Page 118
They could also attempt to set a long enough timer on the explosives that they have time to get clear of the blast radius. However, the blast radius promises to be in the many hundreds of kilometres, and the longer the timer is the more time the master program has to notice potential sabotage and stop it.
Again a blast radius 'in the hundreds of kilometres' to wipe out a necron tomb complex.

Also funny ehough they suggest that its not impossible that it was the onyl tomb on the planet :P


PAge 127
This scanner can see through walls, allowing the user to locate stress fractures, reinforcements, hidden compartments and passageways, power conduits, and other items of interest to someone laying siege to a structure


Siege auspex.


Page 130

- interesting to note is that the Canopus Engineers - 1 in 5 troopers can be armed with a melta or plsama gun, rather than 1 in 10. This menas they have 2 special weapons per squad.


Page 130-131

Mechanicus Skitarii have autosanguine (self healing), they are unnaturally tough, have bionic arms, legs, eyes (with telescopic vision, preysense, and photovisor), ears (built in microbead), MIU, and respiratory system - all good quality. They also wear heavy carapace. Weapon is a hotshot lasgun ( 70m range increment, single semi(3), 30 shot clip.) and 1 in 10 carry a plasma gun.


Page 135
Despite their short, painful lives, their drive for immortality spread them ever-wider across the void, expanding the boundaries of their empire until they held the great swathes of the galaxy in their sickly grip.
Soon enough, the unity of the Necrontyr was stretched to breaking, and they began to war amongst themselves. For thousands of years, conflict raged among the dynasties of the galactic empire...
Interesting in that this suggests the pre-War in Heaven (EG before Old Ones and C'Tan) Necrons had the ability to travese the galaxy in relatively short periods of time (EG thousands of years, yet the galaxy is tens/hundreds of thousands of LY across.. they'd have to at least be able to achieve double/triple digit c to cover it or wage war effectively across galactic distances in any reasonable timeframe.)

Of course with Hellforged and Dark Creed we know the Necrons had/have some form of FTL drive.


Page 135
These star gods had also gone to war with the Old Ones and been defeated...
Apparently the C'tan had gone to war with the old ones?


Page 135
With their wars won, the Necrons were now masters of the galaxy once again, but at a terrible cost. As the C’Tan had been weakened by their war with the Old Ones, so too had the Necrons become weakened by their war with the C’Tan. Knowing that his people lacked the strength to hold their great empire, the Silent King ordered his people to lay down in a great slumber, to hide from prying eyes and would-be usurpers for sixty million years. Remorseful, the Silent King ordered millions of Tomb Worlds sealed and buried beneath the surface on as many planets throughout the galaxy.
The supposed reasons for the Necron slumber, as well as the fact there are millions of Necron Worlds. Given what a 'minor' tomb world had population wise, we could be looking at upwards of 100 trillion Necron troops if the ratios held consistent. If the 'current' minor world were taken as standard (at least 6 million Warriors and 2 million immortals, plus hundreds of thousands of Lychguard and other units) we'd be looking at a potential tens of trillions of warriors, trillions of Immortals, and hundreds of billiosn of lychguard and other units at a bare minimum. And probably a good many millions of Lords and such A reawakened and unified Necron Empire would be a dangerous thing for anyone to face.

Some might argue the 5th edition codex overrides 'trillions' of Immortals by explicitly saying billions.. but they're not irreconcilable, since the above estimate is more of an order of magnitude figure thana precise one. It could reflect 'only' hundreds of billions of Immortals for example and still fit. On the other hand theres no reason to treat the Necron Codex's numbers as any more fixed or precise so it could be greater.



Page 137
The Tomb Stalker is an enormous mass of living-metal carapace teeming with flashing legs and possessed of a murderous will. Easily the size of a dozen men, this centipede-like construct makes use of arcane phase-generator...
[/quote]

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Re: Black Crusade analysis/discussion thread

Post by Azazal »

Connor MacLeod wrote:We see this best in the novel 'Fulgrim' with the Thousand Sons, whose particular nature made them especially prone to Slaanesh. Thus if Slaanesh can be said to have any positive sides, its freedom, creativity/artistic expression, and a drive towards self improvement.
Minor correction to the first posting, should be The Emperor's Children
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Decided I might as well toss out the latest Black Crusade update, tome of excess. Its a small one anyhow, and that only leaves the Nurgle book to do at some point.





Page 6
As horrifying as they are powerful, the Ruinous Powers are real, a truth made apparent thousands of times each day as their actions manifest in the material world.
Purported daily activity of Chaos Gods.



Page 6
Because of their powers, passions, and unique connections to the Warp, the disturbances their depravity touched off were singularly dangerous.
..
A mind freed from all concerns of reciprocation or fear of reprisal is able to turn fully inward and wander into unknown places, seeking previously unconsidered diversions and sensations. When an entire race unshackled its minds in this way, unusually powerful energy was cast into the Warp, and the unnatural essences that reside in the Warp responded.
This suggests the parameters of Slaanesh's birth was unusual and not typical, which probably reflects Old One intereference. Making both the Eldar and Humans anomalies as far as Chaos God creation. It might even be argued that without that interference to create the artificial psychic connections in either race (at least doing so without the sorts of safeguards like the Orks or Tyranid have) they faciliated an abnormal situation where 'stable' Gods were created.
Certainly if we go into the older fluff the rise of the Chaos Gods was a factor in the abilities of highly psychic beings (the Eldar as a race, or human shamans like those who created the Emperoro) being unable to reincarnate. Such beings must by nature be deisnged to be transitory in awareness, lest their motivations/impact on the real world become destabilizing (like it has here.)



Page 7
The powers of Chaos hold sway over so many not because they represent some esoteric concept with rare appeal; no, they are so insidious because they are precisely the opposite. With Khorne, it is the inherent nature of conflict and struggle. For Nurgle, it is the inevitability of death and decay, and to these certainties unto the end. For Tzeentch, it is the ever-changing nature of the universe and the need to feel some measure of control. These are all base instincts, primal parts of the lives of every living thing. Slaanesh is no different. His appeal is grounded in such seemingly innocent ideals—every being’s pursuit of happiness and the desire to improve.
Desire, like ambition, life and death, and conflict - is very much a universal quality. It is this 'broad' appeal that gives Chaos Gods their strength, because the slightest thought or deed can contribute, however slightly, to their overall power. And the only thing that seems to trump this is 'racial' belief - racial souls as the Dark Eldar novels describe it. Whether its the Tyranid Hive mind, or the Ork Gods, or the purported existence of the Star Child/human God or the God Emperor himself, since being a certain kind of creature is the only thing more fundamental to feeling certain ways.




Page 8
There are so few that have had the pleasure of seeing entire squads of Space Marines evaporate under the fire of a Subjugator Titan.
I'm not sure if a Subjugator is actually a titan or just a giant walker (Slaanesh version of a Knight) - sources do not seem clear (I've seen it referred to as a scout titan or just a walker.) Anyhow assuming we're talking vaporizing 2 squads of Space Marines, and we figure 150-250 kg for power armour (per Deathwatch) and around 150-250 kg for the Marine (and assuming vaproization IS literal) we can get 375-625 MJ for the Marine and around 1.1-1.9 MJ for the armour (assuming Iron.) which woudl be 1.5-2.5 GJ 'total' for vaporization over an unknown timeframe.

If we assume something less literal we might figure tens of MJ to 'blow apart' an armoured marine easily, which would be hundreds of MJ worth of 'fire'.





Page 8
Fewer still are those who have heard a million voices cry out in fear and then nothing but dripping stillness as nucleic-acid bombs dissolved away flesh.
Acid bombs. Something like a Virus bomb perhaps? Also an obvious star wars reference lol.




Page 8
Slaanesh is unique among his brother-gods. He does not try to keep others out. He invites them in. Through a series of tests, he defends his gleaming palace against assault.
One could say subtelty is Slaanesh's mark, as much or moreso than Tzeentch, as temptation is something that is sneaky as a corrupting force (whereas you might view Nurgle and Khorne ad bieng a bit more.. blunt.. in their approach.) Entrapment of various kinds is Slaanesh's forte, whereas Tzeentch (who is similar) relies more on sabotage.

Much of the text goes on to describe examples of such temptation.. whether its fleshly desires of variosu sorts, or feasting or drinking, or fame and adulation, or artistic endeavour of various sorts (excellence in any field really.) Sights, sounds, smells, any sensory experience can be used and exploited by Slaanesh.

Militarily, Excellence and adoration are the ways Slaanesh best enslaves.





Page 11
When the Corpse-god of the Imperium created the Space Marines, legend has that he faced the difficult task of engineering a warrior that was eager to serve him through great deeds of heroism and by achieving the impossible in his name. At the same time, these soldiers needed to be humble enough to realise that victory earned in the name of the Emperor is not personal, that they are simply weapons to be wielded in his hands, unquestioning and obedient.
Whilst the context of this argument is clearly biased and self serving (at least towards Chaos) it probably has some grains of truth to it. Space Marines as extensions of his will (Champions) would have tangible efects (in the same way Chaos Champions can further and enhance their patron deities.) Likewise instilling humility and otherwise limiting most emotions would have benefits in hampering the extent to which Chaos coudl benefit from their actions. And they are weapons, although I dont think they were JUST weapons to Space Marines - presenting them as 'just weapons' is more in line with the Black Crusade theme of emphasizing the authoritarian and dehumanising aspects of the Imperium (whilst minimizing the flaws of Chaos down to 'its all about free will.' lol)

It goes without saying, though, the Emperor was kind of flawed in his handling of Space Marines and Primarchs, which is one reason the Heresy happened. More honesty and trust in his Champions and Generals might have averted much of the misery.






Page 11
Life in the 41st Millennium is hard, short, and brutal. For many, each day is a struggle to simply survive to the end of the day. Even races that do not suffer the oppressive yoke of Imperial rule are not without burdens.
What strikes me with this quote is that the same could be said for many Americans too. Those who are at or near the poverty line or otherwise poor, who have to work multiple jobs just to stay afloat, etc. There is that same sense of struggle, of futility, or even of an uncaring society that sees you as little more than a resource to be exploited. Indeed, if there are differences, it can only be in degree.





Page 12
Mortal followers can never become one with Slaanesh in the same way his Daemons can, still they throw themselves into his arms as willing servants, jealously seeking that which Daemons come by naturally—perfect unity.
Does 'mortal followers' include those elevated to Daemonhood? I kinda doubt it but that is one potential interpretation.





Page 13
Each Keeper of Secrets is a unique and incredibly powerful being, second only to Slaanesh himself in terms of influence over the whims of mortals, ability to corrupt, and physical perfection.
..
It is the ability of a Keeper to find inroads to the soul that makes it the most dangerous of foes.
...
Intrigued for even an instant, a warrior can find that he has lost the battle and laid down his arms without realisation.
Keepers of Secrets... highly customised, and also very much into the indirect uses of power to achieve victory. Get them to surrender and then you can dictate their fate.




Page 14
The accomplishments a mortal must achieve to receive this blessing vary from god to god. For some, the path is straight.
...
For those who wish to enjoy the Lord of Excess’s complete embrace, the path to greatness is less clear. Many avenues are open to be explored...
The methods of achieving daemonhood for mortals vary form patron to patron. In Slaanesh's case there seems to be no real endpoint.. they have to push the limits of sensation and perfection and shit to achieve daemonhood, and then continue pushing it in Slaanesh's name or risk failure.



Page 14
When they do join their lesser sisters in excursions of slaughter and warfare, the entire band enters a state of blissful psychic union that pushes their physical bodies beyond normal limits. The Daemonettes and their Herald become a blur of claw, skin, and carnage.
Heralds of Slaanesh exert a synergistic effect in conjunction with their lesser allies.





Page 16
The life of a loyalist Space Marine is the very definition of denial. Denial of lust, denial of wealth, denial of independence—denial of self in all things. Yet even a resolute Space Marine is not without desire. He seeks glory, pride, recognition, promotion, achievement. The devotion of a Space Marine to his Emperor is fervent to a degree most cannot fathom.
...
His every thought is consumed with the idea of service. Within the secret corners of such a mind, denial and devotion entwine as strange and dangerous serpents. The conflicting concepts fight for dominance..
The mind of a Space Marine. I think its shows how even with all their enhancements and changes from baseline humanity, they are still human in certain, fundamental ways and this can sometimes conflict with what they have become or been conditioned to. You can't totally erase the human aspect of the Marine without making them a soulless automaton.. and yet that is why it is still possible for MArines to turn even post Heresy.





Page 17
He rewards lesser beings who sufficiently tickle his fancy with gifts of mutation, the better to twist their forms into ones more pleasing to his languid eyes.
Interesting how Slaanesh likes mutation, given that many mutants are pretty damn hideous (at least to human eyes.) Maybe its meant to reflect the diversity of Slaanesh's tastes.





Page 18
It is no surprise that Slaanesh often finds ways to facilitate the exploits of pirates, granting them exotic weapons, realityaltering drugs, flamboyant vessels, and other rewards that they can use to pursue their unfettered obsessions.

Slaanesh: Patron of Pirates. Rather fitting really.




Page 18
One captain may steal an Imperial cruiser and ram it into a planet’s ice cap, just to hear the sounds of ice and metal tearing each other apart in an insane concert of destruction. A reaver could burn a world to the crust, only to pluck one sparkling gem that caught his fancy from a still smouldering skeletal brow. Another might detonate a star to provide just the proper mood lighting for a private liaison with his latest obsession.
you know I'm sure this was meant to sound suitably apocalyptic and interesting, and I suppose it kind of does.. but 'burning a world to teh crust' doesnt sound too good since the crust is kind of the outermost level technically. I mean i suppose you could take that to mean 'it boiled off the oceans to reach the oceanic crust' or 'blasting the planet tot he bedrock' sort of thing, which might involve blasting some 10-15 metres of surface off (or otherwise destroying it). If it was ocean vaping it could be alot (3e26-27 joules for something vaguely elarthlike) although I dont think that would be survivable. Blasting off the soil horizon might be harder to calc, but if it involved say imparting a 1 km/s velocity to it it might take some 2e24 Joules (call it e22-e24 joules.) Or we might just oversimplify to a mass extinction event (e23-e24 joules or therabouts) It still doesnt tell us the kind of ship or timeframe but its interesting (if its a raider its probably not much bigger than a escort or cruiser, and even with just the 'blowing off topsoil' bits wecould expect e15-e17 watts of sustained firepower estimated even over a whole year.)

like alot of calcs in this nature it depends on your assumptions :P




Page 19
“Mere killing should never be enough. How much more intense is the feeling of inhaling the mist created when you vibrate a foe’s body until he vaporises? How much more completely have you explored all a person can offer you than when you breathe them into yourself, leaving only the memory of them still a part of this world?”
I guess this might imply that Noise MArine sonic weapons might literally vaporize by causing molecular agitation, or something. Rather than exploding or blasting apart.





Page 19
Many of the factions of the Adeptus Ministorum and Adeptus Terra embody restraint and denial of base enjoyments. Knowing that the easiest path to corruption for most Imperial citizens is freedom, they impose harsh rules and ultimately a harsher existence on their people within the Imperium. For the greater good and the defence of all the Emperor has created, they dictate that each moment of a citizen’s waking life be filled with labour, prayer, and punishment. They believe that a mind left to reflect on anything else is liable to wander toward selfish thoughts and desires.
Some do.. at least the true 'Imperial creed' adherents (like in the schola progenium) might, but we've seen plenty of examples of vairous nobles, Inquisitors, priests, rogue traders, and whatever who clearly don't follow this. Like most things in the Imperium what is dictated may or may not be followed (theory vs practice, radical vs puritan, etc.) and the Imperium or its population do not fall into neat categories. That said there is quite a bit of truth in the emphasis on unity and 'for the good of humanity' over the individual, because survival, support for and belief in the God Emperor, and indeed continuation of the Imperial government as it is depends on that suceeding at least to some degree.

It is also true that 'freedom' can be suppressed because it can lead to the risk of heresy and knowledge. But the irony is (and the book goes on to discuss this) is that suppression can ALSO lead to Heresy, because it breeds resentment, corruption, etc. and those will contribute towards disunity and chaos just as readily as freedom can. In many ways its a 'damned if you do, damned if you don't' and simply triyng to pick the lesser of two evils. And then there is of course the fact the Imperium has no ability to effectively micromanage its massive empire, so its ability to impose this sort of order is limited and random at best.






Page 20
...it looked like someone high above had tired of the slogfest and decided to finish it off with an orbital bombardment. That both sides were caught in it didn’t seem to have been a concern.
Use of orbital bobmardment to resolve ground conflict.





Page 20
When the Dark Prince tore a hole in reality with his coming, his nascent form knew only hunger and cruelty. He consumed billions of Eldar souls, revelling in their horror as they greeted eternal damnation deep within his form.
Comment on billions of Eldar dying when Slaanesh was born, and being incorporated into his essence (their souls at leats.)





Page 20
Each boltgun recoil that jars the shoulder of the Chaos Space Marine firing becomes a lover’s caress.
Bolt guns have recoil. :P





Page 20
Even the other Dark Gods of Chaos can satisfy the desires of Slaanesh, through the actions of their servants. A Berzerker who kills in the name of Khorne is proud of his achievement and takes satisfaction from his gory deed, and Slaanesh feels that pride and the drive for greater glories. A spy whose actions topple a regime is rewarded for his service to Tzeentch, and delights in his stealth; Slaanesh feels that spark and increases the mortal’s need to perfect his abilities. A diseased plague victim that draws strength from Nurgle to survive rests with comfort, and Slaanesh fuels his love of indolence and serenity.

What this ultimatley shows is that the inter-relations between different patrons/entities - power can be 'shared' because living beings are complex and can often feel multiple emotions at the same time (and thus feed/benefit multiple deities of that particular aspect.)





Page 21
Unlike the billions of souls that continually wage war for control of resources and for the ascendant domination of their race over all others in the galaxy, the gods of Chaos recognise that a twisted form of cooperation is in their best interest. The brotherhood of Dark Gods is uneasy at best, but it does serve to speed the demise of the mortal realm.
Again somethingI sort of agree with but not totally. Plenty of races can cooperate as well or better than chaos - the tau, the Imperium - evne the Orks, can achieve better unity than the four Chaos Gods can. Unity except in the face of extreme self interest is generally anathema, and that's why cooperative ventures invariably fail, because ultimately the interest of the Chaos god overrides the collective interets of the group. Although when they do cooperate they are remarkably effective - Khorne's Brute force and Nurgle's decaying of strength and foundations are complemented by Tzeentch's sabotage and Slaanesh's seduction.





Page 22
There are, however, places where the rules that govern reality are suspended, where time can be slowed, stopped, or even reversed. Warp storms such as the Eye of Terror and the Screaming Vortex are such places. Within these treacherous domains, the ancient veterans of the Long War experience time differently than those who fear to enter.
...
The Emperor’s Children and other Space Marines whom the Dark Prince released from the shackles of Imperial dogma have had thousands of years to revel in their freedom.




Pgae 25
Of Fulgrim’s fate nothing is certain, though the Inquisition is rumoured to maintain a strike force dedicated to responding to rumours concerning the fallen Primarch.
I wonder if they maintain strike forces dedicated to hunting down all the Daemon Primarchs? Could this have been a reaction to Angron's attack on Armageddon, or might it have been even earlier than that?





Page 26
Though Imperial authorities swiftly and brutally censored the official reports from recovery crews, tales of ritualistic massacre and glorifications of excess that defied comprehension or rationalisation soon began to circulat
..
Instances of madness, heresy, and suicide were rampant among the recovery teams , and the mass execution of crews who uncovered such heretical works became increasingly necessary.
This paints a different picture of the brutality and 'purges' the Inquisition can wreak contrasted with, say, the debacle after First Armageddon (Angron's stuff... Emperor's Gift is pretty strong in my mind here.) In that case the purges were more of a 'save a few now and risk the majority later if we're wrong' sort of thing, whereas here the purges are only enacted when it becomes obvious that exposure to the chaotic aftermath (the torments and horrors inflicted on ships captured by Emperor's Children) are having a negative impact on those exposed to them. Obviously the Inquisition is not uniform in how it approaches these things (because the Inquisition is not a uniform organization itself) but it also depends on the ethics of those involved and a calculation/weighing of risks.





Page 26
Yet subsequent events have cast doubt on this glorious legacy, and it is possible that the Legion secretly planted seeds of treachery and corruption on many of the worlds it liberated.
They probably did before the Word Bearers came out against Big E.





Page 30
Dark Apostles are skilled orators capable of converting entire cities, Imperial Guard regiments, or planetary populations to their unholy cause with promises of power and recognition from the denizens of the Warp.

Through their honeyed words, they establish vast networks of cultists and false churches...
ACtually something of an asset given what we saw in Dark Apostle and Dark Creed, as the ability of the Word Bearers to corrupt and convert populaces provided them a ready source of manpower (military and labour) from existing Imperial populations (as well as depriving the impeirum of local manpower), it also facilitated the summoning of daemons and other allies ot further bolster their forces. In that respect the Word Bearers are quite well equipped to 'live off the land' in a sense, when it comes to military ventures, as could any CSM band who could exploit similar abilities (I bet the Alpha Legion could.)





Page 36
Plasma weaponry holds great appeal for followers of the Dark Prince, as there is a visceral thrill when each blast can also burn the user. The truly devout require more, and Ghibelline answered this call with the creation of a modified ectoplasma cannon. Each blast channels Warp energy into bolts powerful enough to reduce a man to cinders. Some energy also bleeds out of the chassis, washing over the user in a boiling, delectable wave.
Well its magic plasma.. but its HONEST about it being magic plasma. Its also a plasma cannon, which is the high end of plasma weaponry, but the 'cremation' aspect is not unprecedneted either - high MJ/low GJ range implied pre shot at least (as a thermal weapon.) Probably only a fraction of that to the User obviously (maybe 'only' second or third degree burns? :P)





Page 36
The smallest of the non-Legion sonic weapons, the sonic pistol is often found among the pirates of the Ragged Helix where its thrumming blasts of psychosonic energy are enough to dislodge a man from the Helix’s limited gravity.
To be hoenst that sounds powerful with the whole push thing, but I'm not sure how it would be measured :P also note that sonic weapons are 'psychosonic' much like Banshee Masks.





Page 36
A complex weapon from the forges on Ghibelline, this sonic wave cannon can turn bones to jelly, blast apart ferrocrete walls and liquefy adamantine with its endlessly alternating barrage of sounds oscillating in frequencies faster than matter can withstand.
Sonic cannon. If literally true we might infer that sonic weapons could have a melta-like 'thermal' quality with them (agitation/vibration of matter.)





Page 37
Man portable Ecltoplasma cannon has a range of 60m, 12 shot clip, and weighs 50 kg

Shrieking pistol 40m range increment, 12 shot clip, and weighs 8 kg (for a pistol???)

Howler rifle is 90m range incrmeent, 36 shot clip, and 16 kg.

The Hyperwave Clarion Cannon is 40m range increment, 24 shot clip, and 45 kg. Also has melta and overheat qualities (for some reason lol.) but that fits my earlier speculation.





Page 37
æthéme blade holds various types of poisons or other foul liquids within specially designed channels. A simple press of a small button releases enough to coat the edge of the blade, allowing each slash to bring about more pain than a simple knife ever could
So basically blades with a poison dispenser built in.





Page 38
Aehteme blade i 1 kg, Accursed Crozius (stuff Dark Apostles wield) is 16 kg.

Lash of torment is 7 kg, Membrane Dagger is 1 kg. Needle of Desire is 4 kg. Human Thunder hammer is 16 kg, Legion thunder hammer is 18 kg (that 2 kg makes ALL the difference lol)




Page 38
thin, double-ended spike nearly as long as a man’s arm, a Needle of Desire is not held in the hand but instead imbedded within the arm of the wielder. There it channels the user’s own cursed blood to form toxins so virulent that they utterly overwhelm the senses of anyone stung.
so is it a weapon an augmetic or some sort of daemonic symbiote?






Page 38
Expertly crafted, each of these knives is so thin that in the right light it can virtually disappear from view. Made for thrusting rather than slashing or cutting, any wound that a membrane dagger opens is difficult to close and takes a lengthy time to heal.
So something like 'mono edge' with the 'doesnt heal' bits.






Page 38
Thunder hammers gain their name and reputation from the concussive blasts sent forth by each shattering blow. Enemies that survive are often sent sprawling, unable to react as their senses recover.

Thunder Hammers.






Page 39
An ancient armour modification to standard power armour that stretches back to the early days of the Imperium, it is rumoured that the sonic shrieker draws its origins from xenos technology.
...

Equipment that protects against sound-based attacks function as normal. Sonic Shriekers must be fitted to an existing power armour helmet; they draw power from the suit’s power cells and require an hour to recharge after each use.

Sonic Shriekers. Probably something like Banshee masks or what Raptors have demonstrated sometimes.






Page 39
The strange and unnatural materials that make up the various islands of the Ragged Helix mean that most traditional scanning methods are useless. Warp Smiths, though, have created ætheric sights that detect souls as bright burning objects in even the blackest nights, making a mockery of concealment.
Soul Sight. Some sort of scope or targeting sensor or sensor like thing, sort of like a psychic prey sense thingy.







Page 40
The Pendant of Slaanesh is a powerful device that once active buries itself deeply within the wearer’s chest, affixing itself to his heart. Each time its host is wounded, the pendant pulses with unholy energy, infusing its owner with rage, adrenaline, and agonising ecstasy.
...
Infused with the essence of thousands of followers of Slaanesh who died in blissful slaughter, the Rapturous Standard overwhelms nearby allies with feelings of invincibility, steeling their resolve against all opponents. Though forms vary, a Rapturous Standard is often
Stuff like this reminds me of Slaanesh IG troops like the Roaring blades from 'Sons of Dorn.' and just how dangerous Chaos cultists and troops can be because of the magic and their ability to push human bodies to their limits (or beyond). Its not something to be discounted.






Page 42
Sweetmeats are made from the harvested progenoid glands of captured loyalist Space Marines, deliberately removed prior to their death. Carefully soaked in rare oils and slowly roasted as the dying Space Marine watches, such delicacies are sometimes seen as insulting to Chaos Space Marine Legions desperate to use them for creating new members, but for true gourmands this is of little concern

Progenoid snacks. Mentioned to grant temporary regeneration gift to the wielder. Whether this is innately because of the Space Marine stuff (like the blood from Brothers of the Snake) or because of warpcraft, we dont know.






Page 52
Whether due to brainwashing, charisma, hypno-doctrination, or even a blessing from Slaanesh himself, this Heretic’s Minions are devoutly loyal.

Hypno-indoctrination seems alot more common than I previously ever assumed.





Page 54
Throughout the Vortex, there are many words known to hold tremendous and unholy power. Used in complex and intricate rituals, these mighty words bring forth all manner of maladies and afflictions upon their unfortunate victims.
Words have Power, when it comes to the Warp.





Page 57
For reasons unknown to the minds of mere mortals, the subjects of numerology and Daemonology go hand in hand. Each of the four Chaos Gods hold a peculiar and unexplainable fixation with a particular number, and the followers of each Chaos power often find greater favour when they act in accordance with this number.
Tzeentch is 9, Khorne is 8, Nurgle is 7, and Slaanesh is 6. The first three are intresting as at various points in novels the nubmers, 7, 8 and 9 have popped up in significance.

For an odd reason 8 is also the number of Chaos undivided in many sources. Multiples of that number also work.





Page 58
Though mortals might know a Daemon by its name, very few realise these are but common labels that have no real meaning or power. The wisest know that all Daemons have True Names, which are perhaps the greatest secret a Daemon can hold. Daemons guard their True Names closely, as anyone who knows a Daemon’s True Name—or even a part of it— holds power over it, and there is nothing a Daemon hates or fears more than being under the command of a mere mortal.

Again words (or symbols) have power.





Page 76
The Heretic has captured or acquired a deadly experimental weapon of an insane Tech-Priest formerly of Forge Polix. The player and GM should jointly decide on the weapon’s function, power systems, size, and other specifics including its reputation across the Vortex. Initially, the doomsday weapon is believed devastating enough to affect an entire planetary continent, but for every additional Degree of Success made on the Acquisition Test, the scale is increased to affect multiple continents, hemispheres, the entire planet, then its system. Threatening to use such a device could easily be more effective than actually attempting to fire it, for no one knows if it can work or not.
Chaos Doomsday weapon of some type.. ranges from continetal to planetary scale of devastation.





Page 77
Desire itself can also provide methods to move across the realm. In a place where emotional intensities can warp space itself, horrific appetites can distort reality like wax before a flame. Certain locations have become so permeated with debaucheries and excesses that they seep through the void into far-off reaches, linking space with barbed tethers made of longing and lust.
Apparently emotional intensities (like Desire) can warp the fabric of space inside warp-realspace interfaces like the Eye (if sufficiently strong) and create webway-like tunnels.




Page 78
Contrition is a world unlike any other in the Vortex, as its surface is covered with one gigantic city not unlike an Imperial hive but on a planetary scale. But where hive-cities are functional and industrious..

Intersting, as some hive cities actually cover most if not all of the planet themselves.





Page 81
A Steed of Slaanesh is capable of great speed and agility, able to leap extraordinary distances and change direction in an instant. Their heads are narrow and tubular, with a round almost jaw-less mouth. Similar to Fiends, Steeds posses long, flickering tongues capable of detecting scents and complex tastes. The favoured of Slaanesh claim a steed can even taste a mortal’s desires and are capable of tracking their longings for thousands of miles.
Capabilities of a Steed of Slaanesh.




Page 81
Legend has it that each can hear anything said anywhere, and no whispered words or furtive conversations are safe from their ears, though what they do with such secrets is itself a secret.
..
Each is gigantic in stature, equalling the size of most tanks, and all feature six limbs. Four heavily muscled arms, two of which terminate in monstrous pincerlike claws and two shapely legs ending in animal hoofs.
..
..their terrible claws able to rip open a tank or reduce a power-armoured Space Marine to a beatific spray of blood and entrails.
Capabilites of Keeper of SEcrets.




Page 84
The masses are implanted with a sensory implant tied directly to their ruling Meinloka member. As the noble feels extreme emotion, it is passed to their subjects at a lesser level. Over millennia, filters for negative emotions were added and improved so that now only the pleasurable emotions reach the populace. The resulting happiness and devotion to the ruling family is unmatched across the Vortex, as Ghibellines glow from pure joy and eagerly strive to ensure those who rule the city-states as well as their Emperor, collectively known as the Libertine Council, are always as happy as possible. The Libertine Council in turn makes sure that their subjects experience only the finest of emotions, surely greater than mere currencies or other physical rewards.
Intresting population control measure.




Page 85
Incorporating the pulsating rage of a Daemon requires strong bindings, powerful enticements or coercions, and terrible sacrifices. Each construct acts as both prison and new body for the Daemon, bound into service but given a corporeal form that it would otherwise struggle to maintain.
Sort of possession of an inorganic body.





Page 87
Quite possibly the most offensive melding of Space Marine and Daemon, the Heldrake is a perfect flying engine of destruction. Hanging like bats on the underside of Legion vessels, these huge predators detach upon reaching orbit, swooping down to rend any potential threats in the air before turning on other targets. Though a raptorian Daemon largely controls it, inside the Heldrake are the last foetal remnants of the former pilot, who can do nothing more than scream in horror at what he has become, voicing the unearthly howls that come from the beast’s mouth.

Heldrakes. Seem to have Space Marines inside them as the pilot. That would kinda limit how many there could be, wouldn't it?





Page 88
Unlike Space Marine Dreadnoughts, Decimators are empty of even the vestiges of the living. Housed instead is a Daemon wishing nothing less than the rending of its enemies and the destruction of their works. Though rare with in the Vortex, their numbers are growing.

Decimators.




Page 88
Looking like a Warp-spawned centaur, they share a common chassis with the mechanical Defiler, but incorporate the fleshy upper torso of a powerful Daemon. The visual presence of the Daemon presents the fearful visage of wrathful gods while harvester cannons and giant claws remove any obstacles in their path.

Soul Grinder. Daemonic Knight.,






Page 89
When Imperial battle titans walk on a planet, their humanoid forms make them seem like giants of legend striding to do battle in the heavens. It is a stark contrast to see the Subjugator darting across a battlefield akin to a nimble predator seeking its next meal. A monstrous combination of the Steeds and Fiends of the Prince of Pleasure, this two-legged sprinting beast is as deadly as it is graceful.
...
Its Tormentor Cannon is capable of turning entire regiments of troops into rows of twitching, groaning bodies absorbed in their own ecstasy, while its hellslicer claws are powerful enough to break heavy armour apart like broiled crustaceans. Outside
Subjugators which were mentioned before.



page 91
Integrated into the defensive structural design of the palace was a vast array of void shields, ancient beyond measure, pulled from the guts of vanquished battleships from half a dozen worlds.
Battleship grade surface defences.



Page 97
...rom orbit, the planet Mammon appears to be a duncoloured, lifeless rock marred with huge, circular scars of craters, some of which stretch across entire continents.

This is not due to natural occurrences, but instead the work of its natives. War dominates life on Mammon, and has for as long as living memory within the Screaming Vortex. Ancient wars heated the planet very nearly beyond human endurance, boiling off the oceans, killing most plant-life, and leaving instead a barren desert that stretches from pole to pole and all the way around the girdle of the world. What water remains is polluted beyond use from forge run-offs to become foetid morasses of effluvia and concentrated poisons.

Two factions have battled their way across the planet for thousands upon thousands of years, knowing only warfare and strife, with no interruption to the violence and the acrimony.
Continent sized scars, boiling off oceans, destroying the biosphere, nearly-fatal atmospheric temps... Over a peroid of thosuands of years no less - disregaridng energy loss we'd be talking kilotons or megatons of firepower per second. Massive firepower regardless either way, in the context of ground combat. The funny thing is they believe they're fighting for the Emperor :P



Page 97
Life upon the degenerate world of Mammon is a brutal struggle for survival against not only the hated foe, but against the very planet itself, as the dun orb has suffered such great indignities of warfare that only within the twisted realities of a Warp rift might any life cling to it at all.
Implying only magic is keeping the people alive :P




Page 97
In the extreme conditions that dominate much of the planet, the holy warriors are forced to eat their own dead, denying even unto death any form of glory or dignity that might be recognised by the wider galaxy. The soldiers of Mammon do not fight for glory in death, but for the return of the Emperor and the salvation of future generations, and thus even the raw materials of the dead are seen as merely fodder for the eternal struggle.
Meaning that despite the whole Corpse Starch thing eating your dead is frowne don largely.





Page 98
Reproduction upon Mammon is one of the greatest mysteries to those intrigued by life there. A small number of natural children are born to the true believers of both sides each year, but hardly enough to feed the ravenous needs of their eternal holy wars. No regulated attempt has ever been made to ascertain where future generations are produced, but many theories have been bandied about. Some believe that each faction has discovered ancient cloning facilities beneath the ruins of Mammon’s lost glory, and use these debased factoria to create poor copies of themselves to carry out the fight. Others opine that the gods themselves seed the planet with fresh fanatics, dropping them unnoticed into single-minded mobs too absorbed in their own hatred to even notice. A few more fanciful theories speak of the spontaneous creation of human simulacra springing forth from the utter rancour that pervades the planet.

Sources of fresh soldiery. Funny enough these people make the Death Korps look humane.




PAge 100
The darkest consequence of the ever-evolving pageantry of Mammon, however, is a constant low-grade fear that exists in the hearts and minds of those fascinated with the planet. Occasionally events begin to unfold, either on the planet or elsewhere within the Vortex, and rumours surface that the Emperor has taken a hand upon Mammon, that the constant torture of these lost souls has finally caught his attention. His ire raised, he has moved to descend upon the planet in all of his righteous fury to smite those responsible and take these loyal souls into himself for eternity. These rumours are almost always met with mirth, but there is always an undertone of anxiety as well. If belief defines reality in the Vortex, surely such absolute belief in his return must eventually become truth, and if so, what reckoning would he bring but utter destruction to those who degraded his subjects so?
Suggestion that Big E might be acting even in the midst of a Warp storm.



PAge 108
Caged beasts of unrelenting fury, Helbrutes usually march to war under the banners of the Chaos Legions, but here these hulking monsters run wild, killing everything they see. Although once proud and noble Space Marine Dreadnoughts, all Helbrutes despise their existence and yearn for the time when they could still directly experience the thrill of a fresh kill and savour the taste of victory.
Described in context there are whole packs of wandering, free range chaos dreadnoughts.





Page 109
Now corrupted beyond even their darkest dreams, Warp Talons act as harbingers of doom across the Vortex and beyond. Their grotesque claws are sharp enough to rend holes in reality, and they can appear almost anywhere without warning. They even seem to feed off their victim’s fear, and spend a seeming eternity taunting their prey before making the final killing stroke.

Warp Talons.





Page 110-111
The truth is still far beyond their grasp, but Q’Sal scholars have discovered the Portal responds to psychic stimuli, though to what end is still beyond them. These same scholars suspect that the Portal might be linked in some way to the webway, the labyrinthine network of tunnels and locations that exists between realspace and the Warp.
...
..on occasion it has opened all by itself, allowing strangely garbed warriors to emerge. These warriors have proven to be sworn enemies of all who follow Chaos...
..
The inscrutable warriors that pass through the Forbidden Portal to make war on the Screaming Vortex are none other than the Eldar Harlequins.
...
The Laughing God has perhaps granted some knowledge of how to use the Forbidden Portal to the Harlequins.
Eldar webway gate, used solely by the Harlequins, int he screaming Vortex.






Page 111
When Slaanesh was birthed out of the catastrophe known as the Fall, billions of Eldar souls were consumed. Still millions of others were bound to his existence and can only stave off his predations by sealing their souls inside spiritstones or feeding on the pain of others.
If we hold to this as ratios, we might guess that a thousandth of the surviving population was Dark Eldar. Probably fewer in Craftworld/Exodite terms.





Page 111
But not every Eldar was cursed that day; some were protected, hidden away by a clever trickster god. These fateful Eldar have become the Harlequins, warriors of the Laughing God and sworn enemies of Slaanesh, known to the Eldar as She Who Thirsts.

Exactly how the Laughing God was able to shield the Harlequins from Slaanesh’s ceaseless cravings is a mystery
Harlequins are protected from Slaanesh, but the exact method is unknown.





Page 111
The Harlequins are peerless warriors, each easily a match for all but the mightiest of Chaos champions.
Harlequin capabilities.





PAge 111
The Kiss, in particular, is a rightly feared weapon. Consisting of a sharpened tube mounted on the back of a Harlequin’s arm, the Kiss is punched into an enemy before being triggered. In a matter of seconds, coils of mono-filament wire burst from the tip of the Kiss, shredding the victim’s insides and turning solid flesh into a liquefied morass.
Harlequin's kiss.




Page 112
The expanding Eye of Terror soon overcame the vessel, and the craftworld was drawn inside the Warp and pulled into billions of pieces. Each piece was scattered across the length and breadth of the galaxy, the millions of Eldar on board were fused with their vessel, each screaming soul bound within a small fragment of the now obliterated craftworld.
Eldar craftworld with millions of Eldar aboard, giving hints at their populations.




Page 112
After tens of thousands of years, it is unlikely the lost Avatar could be roused from its endless slumber if found, but the tales say that Harlequin Shadowseers believe most fervently that the attempt must be made, if for no other reason than to ensure the Avatar is not corrupted by the powers of Chaos. Should such a thing happen, the results would be unthinkable for the dying race,...
It is theoretically possible for an Avatar of Khaine to be 'lost' or corrupted to Chaos, and after tens of thousands of years they cease to be active. MY guess is that it has somethign to do with the spirit fragment they sometimes house.





Page 114
Death Jesters act as the heavy support for a Harlequin Troupe, carrying the lethal and rightly feared shrieker cannon into battle. This devastating weapon is similar to the more common Eldar shuriken cannon, but uses bioexplosive ammunition. These unique shuriken are infused with deadly toxins that drive a victim mad with agony. If the initial wound does not kill the target, the toxins cause his flesh to split apart and explode with dreadful effect.
Death Jester Shrieker catapults and their bioexplosive payloads.



Page 115
In such times, the asteroid-smithies are surrounded with interstellar craft and dread barges of war.
Orbital asteroid factories.





Page 118
Can The Jilted open pocket gateways to skim along the Warp and rapidly close the distance?
Speculation that a Chaos warship may make pocket gateways to mak ehsort range jumps and catch up with prey.
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Ahriman238
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Re: Black Crusade analysis/discussion thread

Post by Ahriman238 »

Mechanised infantry unit.. whether this is the same as the Paolia Dragoons or not we don't know.
I actually like this bit. Mechanized infantry are essentially the same concept as Dragoons, and it's just like the Imperium to use the anachronistic phrasing to apply to everyone wherever they ride horses of Chimeras.
The fame of some Guard officers seem to spread throughout the sector even despite politics. The power block she sets up through her connections to the Guard allow offworld contact throughout the sector, which allow for her to get revenge on her betrayers.
Or often enough, because of them (HERO OF THE IMPERIUM!!!)
Apparently the Imperium has been mining and using Necron building materials in its own endeavours, and never once realizing it. Gotta love magic metals. Given that they haven't noticed anything extraordinary about this, this suggests Necron materials are incredibly mundane, the Imperium makes routnine use of special materials, or the sheer diversity/disparity of Imperial tech means that the Imperium is used to making equipment of divergent quality from divergent materials.
I blame the Mechanicus. To the vast majority of the Imperium even a light-switch is a black-box technology they could never reasonably hope to understand. This, and the desire of tech-priests to study and exploit new materials and tech, leads to things like the Blackstone Fortresses being occupied for decades at least with no one understanding what they truly were or could do. Or employing Necron materials to shore up their mining shafts.
Evidently the mines extend far more than a kilometre belowground, hence the Necrons are even deeper.
Surprising exactly no one who read Caves of Ice.
Mechanicus Skitarii have autosanguine (self healing), they are unnaturally tough, have bionic arms, legs, eyes (with telescopic vision, preysense, and photovisor), ears (built in microbead), MIU, and respiratory system - all good quality. They also wear heavy carapace. Weapon is a hotshot lasgun ( 70m range increment, single semi(3), 30 shot clip.) and 1 in 10 carry a plasma gun.
Nice to get some specifics, even if the canon of the games is debatable (what isn't in 40K?) and I'm sure every Forgeworld has their own variant on this theme.
I wonder if they maintain strike forces dedicated to hunting down all the Daemon Primarchs? Could this have been a reaction to Angron's attack on Armageddon, or might it have been even earlier than that?
Even if it didn't come up often, having a reaction force for Daemon Primarchs sounds like something the Inquisition would do, both for practical reasons (these aren't your average daemon princes) and emotional (always stand ready to hurt the traitors and thwart their intentions.)

It would be painfully easy to retcon the company of Grey Knights Grimnar pulled out of his ass at Armageddon as that force. Heck, coountering Daemon Primarches could be one of the major purposes of the Grey Knights as a whole.
thin, double-ended spike nearly as long as a man’s arm, a Needle of Desire is not held in the hand but instead imbedded within the arm of the wielder. There it channels the user’s own cursed blood to form toxins so virulent that they utterly overwhelm the senses of anyone stung.

so is it a weapon an augmetic or some sort of daemonic symbiote?
Sure sounds like the latter. But it could easily be mechanical too.
Tzeentch is 9, Khorne is 8, Nurgle is 7, and Slaanesh is 6. The first three are intresting as at various points in novels the nubmers, 7, 8 and 9 have popped up in significance.

For an odd reason 8 is also the number of Chaos undivided in many sources. Multiples of that number also work.
That's probably because the pictograph traditionally used to depict chaos is the eight-point star. One point, and eight arrows representing that it could move in any direction, unpredictably. It was around for a while in math and philosophy before being used by Games Workshop, but they've certainly gone a way to make it their own.

Why Khorne should share his sacred number with anyone I don't know. On the plus side, 8 is also the magic number of the Discworld, so now I'm picturing World Eaters and Bloodletters in Ankh-Morpork.
Harlequins are protected from Slaanesh, but the exact method is unknown.
Doesn't the Laughing God reclaim their souls from Slaanesh in some kind of game?
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Ritterin Sophia
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Re: Black Crusade analysis/discussion thread

Post by Ritterin Sophia »

Connor MacLeod wrote:Wait wait wait. You mean that only part of the Tactica Imperialis is bout siege and trench warfare? But the pictures make me think that's all the IG knows! :lol:
No no no, it just says that Perturabo wrote several sections of the Tactica Imperialis about siege. Obviously the other half of the book is written by Dorn. :P
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

General Schatten wrote:
Connor MacLeod wrote:Wait wait wait. You mean that only part of the Tactica Imperialis is bout siege and trench warfare? But the pictures make me think that's all the IG knows! :lol:
No no no, it just says that Perturabo wrote several sections of the Tactica Imperialis about siege. Obviously the other half of the book is written by Dorn. :P
Actually I was mockingly commenting on the fact that 99% of 40K (especially IG) discussions of 'tacitcs' revolve around select pieces taken from one of the codexes, and a bunch of images combined with a bunch of generalizations. To be fair the 'pro-tactics' side tends to go with isolated examples too (like the Ghosts) but the entire discussion is pretty much a massive pile of shit because its more focused on 'good/bad' than an actual, detailed discussion of positives and negatives.

For example you almost never hear anything about logistics, political considerations, and technology is often handwaved away (although the pro-tactics side has an unusually high focus on technology to balance that out, which is equally silly.)
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Back from almost a year ago with a new Black Crusade update. Yes it took them that long to release Tome of Decay, it seems. FFG got caught up in their acquisition of the Star Wars RPG license (as well as expanding the shit out of that) and a bunch of new things, as well as fleshing out only war. And then there was the 2nd edition of Dark Heresy which just came out as well.. so alot got put on a back burner it seemed. But its there. Whether they do more with Black Crusade or not is up for debate, as Star wars and 40K duke it out (Wasn't impressed by Edge of Empire, but we'll see...)

Anyhow, quick update. Most of my updates of course are going on over on Spacebattles nowadays because I'm that busy. I'll probably be infodumping 6th edition over there too, at some point (soon, probably, I'm starting to amass tons of 6th edition stuff to go over.) Being a SB mod is busy work, it seems.

Page 4
Nurgle represents this seemingly contradictory state of both loathsome decay and energetic struggle. Despite embodying entropy and the foulest of appearances, he and his Daemons are filled with vitality. All enthusiastically offer their gifts of ruinous diseases to both the lowly and powerful, for Nurgle embraces all to his loathsome bosom. They delight in sharing these blessings to mortals, offering escape from the horrors of death but at the price of utter corruption to their flesh. None are beneath his notice, from the smallest of underhive hovels to the most lordly of sectors. Each new disease, each new mortal brought low, is carefully recorded in a never-ending tally of his loving beneficence. Nurgle exists everywhere, for all living things erode and fail, and with each fall his power grows.
Nurgle is always one of the more interesting Chaos gods to me. and if I had to say I had one I liked, it would be him. Nurgle is by nature many contradicitons, death and life, ending and renewal, vitality and mortality... but even more than that he embodies joy in life and in other beings, love and brotherhood (in a perverse sort of way), caring abou tothers. Its a massive and tragic (even horrible) irony that someone who might be deemed 'evil' is acutally one of the more positive beings in existence, views itself as a benificient being, etc. It makes Nurgle satisfyingly complex, something he has retained throuhgout the editions (Wheras others, like Khorne, seem to sometimes lose that 'honorable warrior/battle' element because it gets drowned in BLOOD AND SKULLS.)



Page 6
Of all the malign influences foisted upon the mortal realm, only one can be said to genuinely carry with it that singular commodity unlike any other in a bleak and forlorn existence—hope. Only the gifts of Nurgle, the Plaguefather, offer their recipients the chance to become greater in the face of unavoidable diminishment. Through Nurgle and his rancid visitations, a soul can find renewed purpose and the will to raise its face to the heavens, stare back into the void of dissolution and reclaim a life worth living. Endings are new beginnings, and Nurgle offers both in abundance.
Which is true. Part of Nurgle's cyclicanl nature is that renewal, and with reenewal comes hope - another chance, another possibility. And even if this chance doesn't pan out, you can always count on another one when the cycle starts again. ITs another of those Paradoxical things that makes Nurgle such an interesting Chaos God to me.


Page 6
No civilisation forever endures the machinations of its rivals. No king survives the plotting of his enemies. No life avoids decay. Not even the False Emperor, with all his deluded sacrificial supplicants and thousands of attending Tech-Priests, will elude the ravages of time and his eventual demise.
Whilst all the Chaos Gods represent entropy in some fashion, Nurgle seems to come closest in terms of decay, nothing bieng permanent, etc. All things end, and even reality will fall to entropy. Order (The Imperium) vs Chaos.



Page 6
Each inevitable ending brings with it an equally certain start to something new.
More cycles.



Page 6
Truly there is no being, no action or outcome that does not further Nurgle’s aims. In truth, Nurgle could simply sit back and wait for the universe to unfold according to his design. He is not content, however, to wait. He has too much energy, too much enthusiasm for his work to just sit idly by
Which suggests that its not just Chaos that will win ine the end via Entropy, but Nurgle. That would suggest even the other Chaos gods strive in vain. Nurgle may have the long term advantage, but its not in his nature just t wait passively for it to happen. HE does stuff!



Page 6
He welcomes the resistance of those who attempt to deny him, for each time they erect defences against his advances, he learns new ways to circumvent the opposition. Each cure breeds a newer, more powerful disease. Every victory for his enemies is pyrrhic, coming at a cost so great that it leaves the defenders open to the tender predations of Nurgle’s ever-evolving poxes. This is the nature of Nurgle. Resistance is self-defeating. Change is a delay, nothing more. Running and denial only buy time at a cost of suffering, and time has no meaning in the Realm of Chaos.
Even though Nurgle embodies the futility of resistance, it can be said resistance is still essential to who he is and what he represents, because resistance pushes him to improve again and again. If at first you don't succed, you try harder, and produce better results. Which paradoxically pushes the other side to 'improve' and do better to resist next time, and so on and so forth. Thus, while Nurgle opposes change (resistance, which also puts him in opposition to Tzeentch) he also serves change by providing the impetus to motivate change, and in turn to push his own changing (which in a way serves Tzeentch.)

This also means Nurgle reflects acceptance and facing one's fate, rather than avoiding or ignoring it or trying to alter it.




Page 6
Records of the many races of the galaxy often say that Nurgle corrupts, that he brings ruination to all. To a small extent, they are correct, but their evaluation is narrow in scope and fails to grasp the greater truth.
That being, Nurgle represents a cycle, of life as well as death. Decay and corruption is simply a part of that larger process, and people focus on it simply because its unpleasant and inconvenient to them.




Page 7
Yet it is so. Even the decrepit Emperor of Man, ensconced in his Golden Throne, sits as a testament to Nurgle’s greatness. Each day a thousand souls give their fleshy bodies and immortal souls to this false idol in a vain attempt to preserve his rotting presence. It is a losing battle, but the ammunition spent in the conflict, the human bodies sent to their wasted doom, does indeed serve a purpose—Nurgle’s purpose. Each mortal that falls begets new life and new hope. This is the trade in which Nurgle traffics.
Ah, isnt that another irony? The Emperor represents hope for humanity and its future, even as he, and the Imperium, decay. And even though they oppose Nurgle, they still benefit from the cycle he represents as well!




Page 7
All Chaos Gods have a dual nature, but Nurgle, more so than any of the other Ruinous Powers, understands that the supposedly separate elements of his essence actually work together in a self-sustaining cycle rather than standing apart from one another as different explanations of the same thing Khorne, for instance, is a god of bloodshed and killing—of utter carnage—and also one of martial pride and a sense of accomplishment or betterment. These two halves can be seen as two sides of the same coin, but the coin must be flipped to view and appreciate its obverse.
Which is both true, and ironic, given my previous references to Khorne.




Page 8
It is Nurgle’s great ambition to speed this universe toward its end by eroding the foundations of reality much as a disease can erode the spirits and bodies of those infected.
...
There will come a time when they collapse entirely and the universe will begin a massive transformation. The old ways will be swept aside like a troublesome fly. All that was will cease to be, and from the rotted ruins a new and glorious reality will emerge—one dominated by Nurgle and his beloved children.
Its kind of amusing to consider Nurgle the ultimate Rebel or revolutionary :P




Page 18
No, most mortals who find their way into Nurgle’s foetid embrace wish only for an end to some sort of suffering.
...
These mortals have their doubts and fears cast aside. They find that they are no longer caught in the paralysing grip of despair and misery. Their afflictions, however, linger, and are usually joined by other blights.
...
If all things decay, each moment is a gift. Why not use these moments to shape what is to come and secure a place in it? Why sit idly by wallowing in pain and sorrow when there is so much to do and so little time in which to do it? As these thoughts race through the minds of the newly converted, it dawns on them—their pain is deadened. Even with so many new afflictions, so much rancid corruption of the flesh, the suffering has abated. Hope arrives.
With Nurgle, there is no real hope for power or wealth the way there are with other Chaos Gods like slaanesh or Tzeentch, but one might say Nurgle's gifts are more subtle.. the ability to endure, to ressist and persevere and to find hope and joey in things, even the finite nature of life and the world before decay and rot creep in.



Page 19
Great Unclean Ones understand Nurgle in a way that no mortal—not even one elevated to the rank of Daemon Prince—ever could. They are nearer to their god than any mortal, and more closely involved in his plans than any Plaguebearer or other daemonic servant. There is little place for jealousy or scheming in the Garden of Nurgle or any of his domains beyond, and his Daemon Princes know this. Though they wish for nothing more than to be one with the Plaguefather, they also know they will never be as close to him as the Great Unclean Ones are. As they do with so much else as a result of Nurgle’s teachings, they accept their lot. This relationship to their god differs from that of other Daemon Princes.
...
Nurgle, on the other hand, knows most of his mortal followers turned to him as a last act of desperation, but his daemonic minions, most especially the Great Unclean Ones, have genuine affection for Grandfather Nurgle and serve him out of love. Nurgle delights in reciprocating, reminding him as it does of a kind of a cycle, and therefore takes great interest and pride in the efforts of his daemonic champions. The desires of Nurgle and his champions are one. Each knows that the Great Corruption is a higher purpose that must be served, and they do so with great resolve and satisfaction.
It can thus be said Nurgle has a great deal of unity amongst his daemonic follwoers and allies


Page 20
It seems that Nurgle alone comprehends the meaning ofthis, the distinction. Where his brother gods each envision a destination at the end of the path, Nurgle knows that the journey turns ever back upon itself in a loop, leading to rebirth, revitalisation, and new beginnings. It is this fundamental divergence of views that sets Nurgle at odds with the other Powers, for it means that they are not actually working toward the same thing that he is.
Whereas other Chaos gods 'think' in linear terms (start to finish), Nurgle thinks in cycles.



Page 20
Tzeentch, however, is another matter entirely. He refuses to give Nurgle his due or to allow him to pursue his own path.

...
He is constantly looking to modify the rules to his advantage so that his desired ending is the one that will come to pass, even if it means interfering with Nurgle’s desires, no matter how small the consequences of those desires may appear to be. Nurgle knows that such meddling is pointless.

...
The actions of Khorne and Slaanesh are a small inconvenience, but Tzeentch’s games play havoc with Nurgle’s plans, creating setbacks that are needless and counterproductive to not only Nurgle’s own goals, but also those of the other Dark Gods.
Tzeentch and Nurgle's endless conflict and the reasons why they stand in opposition.





Page 25
The Imperium of Man is the largest endeavour in humanity’s long and largely forgotten history, encompassing millions of worlds and untold billions of subjects. This massive realm was forged during the legendary Great Crusade, when the Immortal Emperor led his armies across the stars in an unprecedented campaign of conquest and exploration.
Size of the Imperium. Again




Page 27
Whether acting autonomously or as part of a larger warband, each member of the Black Legion utilises a highly flexible tactical doctrine which enables them to adapt quickly to any combat situation. No tactic is too dangerous or weapon too terrible for these highly resourceful warriors, and many will go to any lengths to accomplish their objective. The legion is also known for its highly efficient chain of command, assuming that the current leader is able to enforce his position with the occasional display of strength and ruthlessness.
Two traits set the Black Legion apart: They Diversify their abilities rather than overspecialize, and they maintain greatly efficient chains of command.




Page 29
Throughout their campaign of destruction, the Legion has acquired various weapons of siege warfare which they employ to great effect including Termite Tunnellers, Dreadclaw Assault Boats, and numerous other transports and artillery pieces. Such war machines are highly valuable to the Traitor Legion, and marauding Iron Warriors are always quick to scavenge additional equipment whenever possible. There are even reports of the Legion operating alongside various Chaos Titan Legions including the Forsaken Reavers that have long plagued the Calixis and surrounding sectors
Iron Warriors hardware. It implies Termites and such may tsill be around farily much.




Page 34
Many warbands make extensive use of the infamous Chaos Warpsmiths who labour ceaselessly within the scattered Warp Forges and towering Chaos Foundries of the Screaming Vortex
...
Warpsmiths are Chaos Space Marines who have embraced the use of bionics and other more devious enhancements to rid themselves of the frailties of the fresh. They are powerful servants of the ruinous powers who frequently serve their malevolent patrons through the creation of horrific engines of war and the maintenance of the vehicles and wargear of the corrupt Traitor Legions.
...
Regardless, these Chaos Space Marines are united in their adversity to weakness, and are all completely obsessed with expunging their physical frailties. They are more machine than flesh, most little more than a brain and spinal cord housed within a mechanical construct resembling the terrifying visage of a Chaos Space Marine.

Many are also quite fond of other, less subtle enhancements, frequently sporting numerous mechatendrils tipped with grasping pincer claws, shearing chainblades, fusion blasters, and other vicious weapons that writhe with seemingly unnatural life.
...
Warpsmiths are master artisans and pioneers in the insane and blasphemous art of Mechamorphosis, often boasting a depth of knowledge comparable to even the most accomplished of their Space Marine counterparts. Yet instead of worshiping and revering technology, a Warpsmith strives to corrupt and subjugate it, twisting the sacred forms and functions of their captive machines to fit their own twisted designs
When you need an alternative to the Dark Mechanicus, this is it. The interesting implication is that apart from their mechanical aptitudes, that intolerance of flesh and weakness really echoes the Iron Hands obsession (and look where it drove them nearly.)




Page 41
Medicae Cruisers are common within the Departmento Munitorum, often seeing extensive service during the many brutal offensives perpetrated in the Emperor’s name. The Forlorn Hope was one such vessel; however, its massive surgery theatres and pristine apothecariums were swiftly overwhelmed with contagion following a cataclysmic brush with Chaos renegades
The Munirotum has hospital ships of some kind under its control.




Page 43
Seen in the hands of dreaded Plague Marines, the Plague nife is a long, thin blade caked with grime and dripping with disease. Small cuts can transform into raging infections within seconds, and the blade can fell even the largest of creatures with a single swipe.
Lethality of plague knives


Page 43
...the ancient Fathers of Blades have spent millennia spreading corruption. Their cracked and rusted lengths deaden the senses of those nearby, and any who mistime their swings find their attacks deflected off its corroded edge.
An interesitng form of defnese - throw your enemy off balance to make his attacks eaiser to parry.





PAge 43
Difficult to find and manufacture, Rad Grenades contain tiny radioactive particles that blink out of existence within a second of exposure to air. Despite the short duration effects, the cellular ruination they cause is often enough to leave the toughest of foes gasping as radiation saps their vitality.
..
Similar to Rad Grenades, Rad Missiles spread their lethal cargo over a wider area.
Rad grenades and missiles, radiation weapons.



]
Page 45
Cybernetic implants are common throughout the galaxy, but for those who serve the Ruinous Powers, bionic devices are more than mere tools. Every snakelike tendril or snapping claw a Warpsmith has fused into his metallic frame can kill, and few such devices remain unbloodied for long.
Augmetics, esp Chaos augmetics.




Page 50-51
However, the binding process changes many things as the trapped Daemon twists and warps its new cage into something more deadly than a simple machine.
..
Daemon Engines display an almost limitless variety of powers, many of which manifest within the structure of the Shell.
..
The creature is a hybrid of Daemon and machine, fusing technology and sorcery in a way that is seamless and horrifying, providing incredible protection against virtually all weaponry.
Daemon engines I suppose you could consider an inorganic sort of possession. That includes modifying it to the Daemon's purposes (its a 'body' of sorts', albeit one more tangible than a flesh and blood one, but like a Dreadnought its not terribly 'feeling')




Page 55
Often appearing as a looping gyroscope with an ever-moving liquid core, the Time Sphere channels the energy of the Vortex to shift the Daemon Engine back and forth in time, if only for a few seconds.
Tzeentchian Daemon Engines can have limited temporal capabilities.



Page 56
Although a Daemon manifested in reality can appear to be formed of flesh and blood, this is but an illusion, for it is truly formed of the dark energy of the Immaterium, held together by the will of the gods. Consequently, a Daemon can only exist in reality for a relatively short time, and only as a result of a great effusion of eldritch energy, such as that brought on by a ritual, a powerful Warp storm, or Warp rift.
Limitations of Daemons in Realspace



Page 56
In areas where the Sea of Souls spills into reality, such as the Eye of Terror and the Screaming Vortex, a Daemon might be able to exist semipermanently, but even here there are limitations.
Warp-realspace interfarces are better than normal space for DAemons, but still not ideal.




Page 56
For a Daemon to be assured of its stay in the material universe, it must have a living host.
It's more accurate to say they need some sort of material anchor. Remember that daemon engines are surprisingly persistant in realspace.



Page 56
Daemonic possession can come about in a number of ways, from a Daemon taking advantage of a psyker’s moment of weakness to a void ship’s Gellar Field failure. Such instances are often short-lived, however, as the presence of the Daemon proves too much for the host’s frail flesh to bear, banishing the Daemon back to the Warp. In such incidences, the host’s own will also battles the Daemon, which might weaken it, although few individuals are mighty of will enough to do anything but slightly delay the inevitable. Distinct from such uninvited possessions are those enacted with purpose, with the host carefully prepared and the Daemon summoned and bound through ritual. Whether or not the host is willing, a ritual possession results in a stronger bond, ensuring that the subject’s body is not obliterated by the Warp energy.
Deliberate or ritual possession is stronger/more reliable than opprotunistic possession (possessing a psyker or a vessel by breaching a vessel in the warp.)

Also you can potentially 'resist' possesion, although its rare. Note that in 2nd edition such people who could resist or even cast off possession were the Illuminati.



Page 76
Existing naval assets controlled by the Heretics can potentially grant them Fleets at the start of a Black Crusade. A Fleet typically consists of at least one powerful capital ship and a small number of frigates or destroyers to escort it. Landing Fleets have fewer warships and may lack capital ships entirely, but require bulk transport vessels to ferry troops and munitions.
FFG/BC definition of 'fleets'. Probably closer to a squadron in size, but because of its mixed nature rather than uniform it uses a different label.



Page 76
Cults within the Imperium can be used to weaken the defenders through sabotage and corruption. They prey on supply lines and weaken the resolve of planetary populations.
Use of cults. They can also serve logistical and manpower purposes, which eases the burden of the Black Crusade - this can include cannon fodder/troops, supplies/resources, intel, etc.




Page 77
The strength at arms of a Warmaster’s forces may be supplemented by the powers of the Warp if he has access to Cabals with which to call them down. Cabals are groups of sorcerers, wyrds, and ritualists who wield the power of Chaos to assist the battles of the Warmaster’s Hosts.
Warp powers and daemons provide their own benefits (CF the Word Bearers novels and their benefits for invasion, or Know No Fear.)



Page 78
Even the greatest Warmasters cannot assault the whole of the Imperium at once. The crumbling edifices of the Corpse- Emperor sprawl across the entire galaxy, protected against total destruction as much by the vastness of space as by any efforts of their deluded guardians.
This is often why I describe the Imperium as zombie-like in its resilience.. it takes time for information to pass from one side to the other, and this includes collapse.




Page 80
Key worlds within a region of space usually owe their status to a confluence of stable passages through the Warp, allowing easy passage to and from their ports. These passages are represented as Warp Routes on the Crusade Map.
Value of Warp points and routes for military action.



Page 84
Though the Imperium mobilises for war with a slowness born of galaxy-spanning bureaucracy, even a trivial deployment of its considerable resources can halt a warhost in its path.
Suggesting that sluggishness is a result of the bureacucracy and occurs at the truly high levels (galactic, segemtnum, etc.)



Page 88
A second war broke out as the once unified Tribes broke apart, unable to coexist. This second war continues today, centuries later. The death toll is beyond counting, but this is no mindless slaughter like those perpetrated by the minions of the Blood God, nor is this a tactical masterwork of feint and counter with each side jostling for the advantage. The war on Pyurultide is a slow, inexorable march toward oblivion, a meat grinder where a thousand souls a day are cast aside so one army can move ten feet of trench line. The technology of the past is long gone, replaced with the most basic las and solid projectile weapons the Pox Tribes can scrounge together. Sometime past the tribes unleashed deadly viral and chemical weapons against each other in an attempt to gain an advantage. These awful creations, while pleasing to Grandfather Nurgle, have scarred the planet, resulting in the corrosive clouds of death that now shroud the planet.
Nurgle seems really fond of WW1 style warfare, which in a way can make sense. So much of what people think of that are reflected in what Nurgle means - attrition, disease and filth and corruption, chemical and even biological weapons, etc. If anything it sounds more attritional than any depiction of the Imperium, and given Nurgle's 'blessings' to his followers this makes them vastly better than the Imperium (resistant to disease, pain and injury, speed isn't as vital.)

Note as well that not all lasguns are of the same quality.. some are more primitive than others. And ones that can be made in an post-apocalyptic wasteland must be pretty low tech.


Page 89
Although robbed of more advanced technology, the Pox Tribes are still capable of maintaining and constructing simple Las and solid projectile weapons. Occasionally, a tribe discovers a functioning manufactorum or military forge from before the war allowing it to field tanks, artillery, and other larger scale weapons of war. The corrosive atmosphere of Pyurultide inevitably ruins these delicate machines, but for a time, a tribe will make great gains in its tireless pursuit of the enemy.
Again 'simple' lasweapons. This might reflect las-locks, or something even worse, but its lower tech. I wonder if they even might be chem-powered (solid state or chemical lasers, maybe.)

The implication too is that when they discover new factories is that they are either so simple to utilize that you don't need much training, or they are fully automated. Heck even if they require manpower they could still be partly automated.




Pag e94
Most of the food consumed by the Guelphans comes from Folgrat, either as imports from other planets in the system or as vat-grown products known for their nutritional value but certainly not their flavour.
Vat grown foodstuffs.


Page 96
Each construct acts as both prison and new body for the Daemon, bound into service by its new master. The Pit Lord’s Warpsmiths on Guelph specialise in altering existing engine constructs to better serve the Great Corruptor.
Daemon engines again.



Page 97
Forgefiends are imbued with the direct power of the Immaterium, manifesting as white-hot, large-bore ammunition rounds tinged with daemonic residue or balls of plasma seething with the raw essence of the Warp. These foul creatures move across the battlefield, searching for any enemy troops or light vehicles they can raze and consume, stopping only rarely to gorge itself or refuel. Though most versions of these constructs have only two weapons where the primary limbs would normally be, newer variants have been seen with a third weapon mount in the head. These variants, often called Cerberites, have proven to be exceptionally adept at clearing out pockets of resistance, and as such are in high demand.
Forgefiends and variants.




Page 97
Made for assaulting fortifications and heavily armoured targets, Maulerfiends are given massive power fists capable of punching holes in even the thickest plating available. Along with that are twin magma cutters; high powered but extremely short range armour-breaching implements capable of cutting a light tank or transport in half with little effort.
...
Some variants trade the magma cutters for two sets of mechadendrite-like tentacles used to prevent assaults by walkers or heavy infantry. These so-called “Lasherfiends”...
Maulerfiends and their Lasherfiend variants.



Page 110
Travelling to the moon is an almost suicidal endeavour; any ship that does so discovers that Megaria possesses a gravity well that is completely out of proportion to its size. While the moon’s radius itself is less than a thousand kilometres, it registers to the systems of any approaching vessel as possessing a gravitational field equivalent to dozens of solar masses, triggering klaxons and alarms throughout the ship, as the hull flexes and shudders under the pressure. No ship that has travelled to Megaria has ever returned: instead they have plummeted to the surface, crushed under their own immense weight, which is magnified many thousand fold by the moon’s bizarre gravitational field.
...
The moon thus possesses many of the properties of a neutron star, though its size and stable (if eccentric) orbit around Hindrance, a medium-sized terrestrial planet, suggests that it is in fact something else.
And yet its a moon of a planet, and people can visit it, which shows you how weird the warp can be.




Page 111
No diplomatic visit was required before Inquisitor Vardask deemed it unworthy of re-integration and called down the order for Exterminatus Extremis. Miren fortune-tellers foresaw the death of their world in the entrails of their victims, brought about by the False Emperor from afar and carried out with the most violent pathogen known to sentient beings...
...
Nurgle saw fit to protect these supplicants. The Ruinous Power briefly manifested near Mire, playfully swatting the Nihilo Ordere from orbit, causing the space flotilla to pull back and withhold most of their firebomb payload, and trusting that the Life-Eater virus would do its job. The Great Corruptor then wrapped his pestilential arms around the devoted in Virulous, absorbing the Life-Eater virus that the Imperium of Man dropped onto Mire.
Nurgle purportedly neutralizies a Virus bombing and flings a starship aside. Note the mention of 'Exterminatus Extremis' - which may reflect that there are different magnitudes/degrees of 'Exterminatus.' Also note that there are separate firebombings separate from what virus bombing sometimes is purported to cause. It is possible the Life Eater still creates firegas, but of the type that needs to be independently triggered (like in Galaxy in Flames and Isstvaan, where the virus bombing firegas had to be ignited via lance.) - the firebombs would trigger that, and maybe even magnify their effects as well.





Page 111
As the Ruinous Power’s attentions left Mire, the vessel’s reactor finally exploded; the proximity to the Plague Father’s presence caused the huge energy signature to jump the entire world into the Warp, careening through the Empyrean to eventually land in the Screaming Vortex.
Warp drive malfunction leads to warp travel of an entire planet.
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NecronLord
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Re: Black Crusade analysis/discussion thread

Post by NecronLord »

Reading that last bit compelled me to get my own copy out, I find it really interesting that Nurgle actually manifested in person and outside the Screaming Vortex (the planet is later moved as a side effect of Nurgle's presence) no less.
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Re: Black Crusade analysis/discussion thread

Post by Connor MacLeod »

Technically its always been possible to manifest outside of the warp, it just takes a Chaos God IIRC a huge expenditure of power to do so, and in most cases they would deem it a risk (leaving them weaker against the other Chaos Gods.) If true (this being 40K) it would be interesting to speculate why Nurgle just did it - was the planet important to some long term goal that made it worth protecting? Did he simply have the power to spare (or were the other gods too distracted to exploit any weaknesses this left him?)

Or, even more interesting, maybe it was just him acting according to his nature. The book goes to great lengths to emphasize how Nurgle is one of the most caring and benevolent (in his own way) gods as well as the upbeat and optimistic, and 'Papa Nurgle' intervening to protect his children WOULD be in keeping with his character and attitude. That's actually another part I liked about the book, because rather than just being the usual CHAOS IS GRIMDARK it actually played up some positive roles for Nurgle that makes him out to be more than just a 'bad guy' (which as I noted they play up quite a bit). Its a nice return to the older depictions of the Chaos gods as someone other than for the Imperium to fight against, but more of a 'Order vs Chaos' sort of thing,
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