WH40K 3rd/4th ed misc analysis thread - part the 2nd

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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Firnagzen »

Connor MacLeod wrote:Like alot of things Promethium has become "whatever the author feels like" in a given source, much like any weapon you could name except maybe a knife (And even there it varies). Other similar fictional materials like fyceline (which is supposed ot be an explosive in one case, is a propellant in another, and can be made into alcohol in yet another..)
Since I've apparently started posting on this forum, I felt I should pipe up on this one. Gunpowder, black powder, cordite to name a few are both explosives and propellants. Point of fact is that a propellant is merely a slightly more controllable explosive. And potassium nitrate, a major component of of gun powder, is a commonly used food preservative. It's not hard to imagine a substance which can be made into an explosive, a propellant and alcohol. Further, consider petrochemicals*. Plastics, medicine, fuel, flamethrowers...

*Of which promethium apparently is, by the way. Amberley's annotations in the Caves of Ice notes that promethium can be made into plastics, medicine, fuel, flamethrower fuel, foodstuffs (yuck. But then, not inconceivable)...

Promethium, at this point, is probably a generic term in much the same way as petrochemical is.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Serafina »

[R_H] wrote:The Sisters which use faith powers, are they psykers?
No, absolutly not. Faith powers and psionics are excplicitly very different. There are no psionic Sororitas, tough faith powers and psionics are not necessarily mutually exclusive (at least there is nothing that says so and the rules permit it).
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by [R_H] »

Serafina wrote:
[R_H] wrote:The Sisters which use faith powers, are they psykers?
No, absolutly not. Faith powers and psionics are excplicitly very different. There are no psionic Sororitas, tough faith powers and psionics are not necessarily mutually exclusive (at least there is nothing that says so and the rules permit it).
So Sororitas are like Black Templars when it comes to psykers, they don't use them, even though they (a minority) use faith powers.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Serafina »

Yes, pretty much - that's because faith powers aren't psy powers, both mechanically and in-universe.
Faith users don't invoke perils of the warp, they are not affected by anti-psionic effects and weapons, they can't be canceled out by psykers and so on. That's true for both game mechanis and every observation of them in the fluff.
Even if they would somehow involve the warp (we don't know much about how or why they work), they are very different from psionics.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by [R_H] »

Doesn't that imply that the Orks use something like faith powers?

So Saints, like Sabbat, aren't psionic?
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Black Admiral »

[R_H] wrote:So Saints, like Sabbat, aren't psionic?
No, Living Saints haven't ever shown indications of psychic powers; Sabbat Reborn's abilities - superhuman strength, speed and agility, healing touch, inspiring courage in Imperial forces and fear in Chaos ones, etc. - fit pretty much exactly with the faith-based powers Serafina described earlier.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by [R_H] »

Are faith powers present among Chaos/Renegades? (I'm thinking of the Night Lord Talos ("Soul Hunter"). Would his foreknowledge ability (like Kurze's) be considered a faith power, as it is not psychic?
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Serafina »

We don't know much about the in-universe mechanics of faith powers, so it's hard to give a answer there

Here's what i know:
-Faith powers are related to a deeom strong belief into the god-emperor. Those without such faith can't use them.
-None of the powers we know so far are always active, they always need to be activated (by prayers and the like).
-They do not work like psychic powers - effects that only work on pykers of psychic powers don't work on faith users/powers. A null field would not block a faith-based power, an anti-psy weapon would not affect a faith user.
-However, Pariahs/Blanks can not have faith powers (at least according to DH-rules) themselves, tough they may be affected by them.

My theory is that faith-powers draw on the users own soul-energy. This would explain why they are not affected by things that target psy-powers. Psy-powers draw on the rest of the warp, and things that target psykers target their connection between the warp and their own soul - a faith-user would have no such connection. Things that disrupt psy-powers disrupt that connection, which is not present with faith powers. Null-fields presumably don't disrupt the connection between a living being and it's soul, but pariahs don't have a soul to draw upon.
This explains pretty much all of the above effects and results.

This still doesn't explain for sure whether such things as Kurzes precognition are similar to faith-powers. However, precognition would presumably require assensing the rest of the warp and would be more similar to a psy-power that way.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Bedlam »

[R_H] wrote:The Sisters which use faith powers, are they psykers?
Not under the rules.

You could argue they are minor or 'flavoured' psykers but rule wise the two are completely seporate.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Cykeisme »

Story-wise, a lot of female Schola Progenium graduates tend to join the Adeptus Soriritas. Likewise, virtually all Sisters are from such Scholas.
This is a certain indication that they are not psykers, as under the scrutiny of being raised in a Schola Progenium, psykers would almost definitely be detected and shipped off on the Black Ships.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

Warp powers/manifesting are not strictly "psyker or nothing". Daemons aren't psykers strictly speaking, but can manipulate the warp. And any possessed body can exhibit spychic powers (or warp-infused weapons or devices, like Eldar Tech and Chaos blades.) Sorcerers are also a variation on psykers (receiving power directly from a "god" I believe) and may not even have to have a strong psychic connection. Then again there are the Orks and Nids, who have psychic powers/capabilities, but aren't directly connected to the warp in any obvious way.

The Sororitas exhibit some sort of extraordinary and probably warp-based powers, but they aren't neccesarily innate (for the most part, unless one bases it on the inherent, boosted warp connection all humans who aren't Pariahs and such have). The power probably comes directly from the Emperor as a temporary or collective bestowment.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Cykeisme »

Yup, faith powers can be manifested by those who are not psykers, but they are most definitely warp based.

Same goes with sorcery.. but aren't most sorcerors psykers anyway? I'm thinking in the vein of the Thousand Sons, where the non-psykers are just regular Astartes (ultimately ending up as the hollow Rubric Marines), while the psykers are sorcerors.
Do non-psyker sorcerors appear elsewhere in 40k?
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Todeswind »

Cykeisme wrote:Yup, faith powers can be manifested by those who are not psykers, but they are most definitely warp based.

Same goes with sorcery.. but aren't most sorcerors psykers anyway? I'm thinking in the vein of the Thousand Sons, where the non-psykers are just regular Astartes (ultimately ending up as the hollow Rubric Marines), while the psykers are sorcerors.
Do non-psyker sorcerors appear elsewhere in 40k?
There are numerous examples of people with powers that seem to defy the laws of physics but aren't warp based, not the least of which are the C'Tan God's themselves.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Cykeisme »

The 40k definition of the term "sorcery" seems to refer specifically to a form of warp manipulation, I was wondering if there have been any non-psyker sorcerors in 40k.

The C'tan, on the other hand, have been described as having an innate understanding of (and ability to use) natural physical laws which the Imperium (and even the Eldar) have yet to discover. They've been explicitly stated to be unable to tap into, or even comprehend the, Immaterium and are thus unable to properly protect themselves against its offensive applications.

What other kinds of non-warp based powers did you have in mind?
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Imperial Overlord »

You can be a sorcerer and not a psyker. Since the warp and the material universe interact, a sorcerer operates by either getting a warp entity to do his will or creating conditions which allow for a warp intervention. Even a non psyker human still has a warp presence so the connection already exists.

As for Faith powers there is a close analogue to them in the superhuman abilities that are gifts of Chaos Gods. They are both warpy and affected by Untouchables, but aren't sorcery.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

Basically as Imperial Overlord says, but I'll elaborate in my more typically long-winded fashion :D. The "traditional" 40K definition of a sorcerer is basically more akin to the stereotypical definition of a fantasy RPG cleric. You basically devote yourself (sell your soul, dedicate yourself, whatever) to a more powerful entity (such as a Chaos God, daemon, or similar) and they grant you an ability to manipulate the warp as a psyker. This means that someoe who is not a psyker can wield powers, whilst one who is a psyker can augment their power (or be better protected when accessing the Warp.) That is why many Chaos sorcerers are dedicated to one particular god and have special abilities others may not. The "soul binding" ritual Astorpaths go under is also quite similar. My guess would be that the worshipper gets some sort of special "conduit" to the warp implanted in them in some manner.

In that context you can look at the Sororitas as being collective sorcerers, only using "white" magic (derived from the Emperor, one of his saints, angels or whatever the fuck term you want to use) rather than from the Chaos gods and their minions.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

I've decided that I'm just going to finish it all off at a stroke. I have 3 more updates for 3rd/4th edition, the 3rd and 4th edition core rules, and the second 3rd edition IG Codex released (I used to think that was 4th, but I found out they released two versions in third edition, and 4th never got one).

First off the 2nd 3rd Edition IG codex, released in 2003.

Page 2
The Imperial Guard is the largest and most diverse organisation the galaxy has ever seen. It contains billions of men from a million different worlds.
Standard IG size/recruitment fluff. However many "billions" that means, we know it really goes into the trillions as of 5th edition.

Page 2
Whole worlds are dedicated to the production of the war machines of the Imperial Guard which, while inelegant, are fearsomely practical.
yes, we call those hive and forge worlds. And feel free to chuckle at the Leman Russ or Sentinel as "practical" I've no doubt some will (with some reason, admittedly).

Page 2
In any army, balance is the key to success. A commander who puts faith in heavy weaponry alone will be outmanoeuvred. A commander who relies on close combat without support will lose his force to enemy fire. Each element must work in harmony, so that the effectiveness of the army is greater than the sum of its parts.

- The Tactica Imperium
sounds reasonable to me.

Page 3
A shell whinnied down low across his position and dug a hole the size of a drop ship behind the rear breastwork of the trench. Liquid mud drizzled down on him.
From the first GG1 story. I calced it already, but its interetsing to see it upheld in non novel fluff :)

Page 3
Caffran crused and wiped the sight-lens of his lasgun clean of filth.
Lasgun with scope.

Page 4
.. extensive records can be found on the 13th/5th Imperial Army formation of 'Hylgar's Hellraisers'. These are listed as a contemporary unit of the 41st millenium (circa 975-988.M41) but this is patently a later copy from an earlier reference.

..

Furthermore, the units of the formation exhibit a frankly puzzling assortment of weapons and troops, including mutants and grav-vehicles. All such units were outlawed after the Horus Heresy according ot the earliest volumes of the Tactica Imperium. Therefore it is eminently likely that the 13th/5th date back to before this time, probably to the early 31st Millenium.
An interesting detail we've seen covered in the HH novels. Guard units DO have grav vehicles, but modern forces do not. Supposedly according to this it was "outlawed" but not sure why. (Then again grav tanks were being made on some forge worlds like Stalinvast..)

Likely this is an effort to link modern 40K with earlier sources (when the Guard had beastmen and land speeders and jump infantry.) with more recent stuff. Of course, the IG do have grav tech in some other ways and they still use mutants (psykers and abhumans) so it seems more of a semantics type distinction. One possibility is that once the Emperor and Primarchs were gone, there wasn't anyone with enough pull to get the AdMech to keep producing the vehicles for the regular troops (at least officially. It still happens that mutants are used, and the guard grabs hold of grav vehciles like skimmers in an unoffiicla capacity although not for combat puproses per se. In any case alot of unofficial stuff tends to go on under AdMech noses in the Guard and Marines.) What is more likely though is that it is simply a conscious descision to remove grav vehicles from the Guard (at least from standard formations) on the basis of standardization and reliability. Most Guard Vehicles are designed to be durable and easy to repair and just generally lower tech to meet standardization. A grav vehicle probably can't match other Guard vehicles in that respect, given some of the problems in logistics.

Page 4
..troops in what appears to be archaic mesh armour and wielding rifles of unidentifiable type can be seen participating in the liberation of an unknown world...
It would be interesting to know what the rifles were. The Mesh armor is interesting too, since its not exactly unique (but not common) to hae that happen.

Page 4
Many sources concur that the basis for regimental formations is what would fit into the interstellar ships available for the crusades - typically producing three thousand man regiments which can be carried by a single transport vessel or one of the many available classes of cruiser. In the crusades, army and fleet functioned as a single entity, with army commanders exercising overall command of both elements. Regiments were commonly assigned to a specific vessel, and deployment of tha tship intrinsically brought a large body of fighting men with it who could undertake landings and garrison duties as required.

This approach ensured that an individual regiment was deployed with each ship.
Sort of the way we see it in the HEresy novels, although transport cpaacity is shown to be much more varied than described here. Given the ways in the novels that we have seen Crusade fleets vary in size and composition, this could be more of a general guideline rather than an absolute rule.

Page 5
However, over the course of campaigns, regiments are invariably whittled down by casualites, necessitating the combination of shattered formatiosn into ad hoc groupings.

..

Likewise, some specialised troops, such as xeno-cavalry or Ogryns, have apparently always been split between larger formations to bolster their efforts. Their specialised capabilities make them unwieldy to operate at regimental scale, except in certain rare and often excessively emphasised campaigns. The ancient tradition of splitting specialised regiments and recombining remnants are the subject of heated debate between Imperial commanders to thsi day.

Many commanders declare that the reduced efficiency of combined regiments makes them barely worth their rations; infighting and mistrust make the diverse elements function as less than the sum of their parts and mutinies are commonplace. Others are interested only in the number of men at arms that can be fielded - their successful integration as fighting units is of less interest than their physical size. The Tactica Imperium presents both viewpoints as equally valid.
Arguments over the splitting up and combining of regiments, especially specialist formations and depleted regiments. For my part I tend to think its more beneficial, since it can combine differing specializations of individual regiments to make the overall force far more flexible.

Page 7
The link between fleet and army was severed - never again were Imperial Guard commanders given direct control over interstellar ships.
Having the effect of taking away some of the speed nad flexiblity of such forces, but also ensuring that threates like mutiny or rebellion are less effective overall.

Page 7
The Tactica imperium is the most widespread manual employed by the Imperial Guard. It is not a single tome, however, and has no one author; instead it is a whole colelction of documents, doctrines, manuals and notes approved for inclusion by the Departmento Munitorum and the offices of the Lord Commander Militant of the Imperial Guard. The collection of books comprising the Tactica is therefore constnatly being updated, often at a different pace, as the sheer sie of the imperium precludes any true standardisation.

The Tactica's origins lie in the days of the Emperor's Great Crusade. In those times, vast forces were being raised quickly and it was apparent some standardisation was needed to make them function as a whole. Any available texts were seized on and distributed to provide at least some guidance. Over time this initial collection expanded.

Now contained within the Tactica are treatises on construction of field fortifications, the correct evolutions of close order drill, the oaths of alleigance to be made by new recruits and the statues of military law. Many of these are adopted verbatim, although some are best viewed metaphorically. The tactical treatises in particular are subject to many different interpretations. Their value lies in provoking thought and, through it, understanding of the core principles so these can then be applied by a good commander as needed.

The tactica cannot be taken too literally though. In war, circumstances change too quickly to refer every decision to a book. Its virtue is thta it provides a reference for new officers and there is always a chance that guidance can be found on a critical issue.
Tactica Imperium described, which goes some way to explaining (in my mind at least) the incredible variability in competence you get with Guard commanders. Much like with the troops themselves, there does not neccesarily seem to be any "standardization" in training or education. (If there could be.)

Page 8
Across the million worlds that constitute the Imperium of Man, the primary defence against any alien or heretical threat is the Imperial Guard. There are more specialised organisations; the Inquisitorial Ordos stand ready to oppose the direst threats. There are organisations with more firepower; the Titan Legions of the Adeptus Mechanicus and the war fleets of the Imperial Navy can lay waste to entire cities in a matter of hours.
Million worlds of the Imperium and both Titans and Navy fleets can lay waste to entire cities in a matter of hours. We don't know how big a fleet or how big a city, of course. It could mean anything from one or two squadrons to a battlefleet or more, and a city a few km wide to a continent-sized hive city.The fact that Titans and the Navy can both do it also tends to suggest its not a "limit" on firepower in any sense (not that ew have neough data to say that anyhow.) But the quote is less interesting for its calculation potential than it reflects an admission that deploying the Guard is generally less effective than simply using the WMD/bombardment option. Which in turn suggest the Guard tend to get used when they don't want to just blow something up (at least not right away - warfare tends to destroy things pretty thoroughly in the long term as well, at least the way the Imperium can conduct it.).

Also note neither I nor the quote say anything about the Guard being deployed intelligently, since politics tends to dictate military use in the Imperium as much if not more than it does in real life (with similar results.)

Page 8
Within the Imperium, the sheer diversity of ancient cultures breeds countless types of soldier but within the Imperial Guard this diversity is controlled and shaped to fashion an almost unstoppable weapon of war. Given the sheer size of the Imperium, this is a remarkable testament to the organisation of the Imperial war machine.

The Imperium is so vast that central control of its widespread domains is practically impossible. Often it is difficult enough to ensure that far-flung worlds remain loyal to the Emperor's cause, so controlling the day-to-day acitviites of these planets is a hopeless task.
Its amazing the place functions with the craptastic buereacracy it has. Its probably because of its decentralized nature. If the Imperium could micromanage itself the way the Adminstratum almost certainly wishes it could, it would fall apart. With more reactive, localized control that exists, its more flexible (within limits) and rather self contained (up to the sector level.)


Page 8
Because of this, the building blocks of the Imperial Guard are firmly based on the military forces of individual worlds. Some Imperial Worlds are governed by the Ministorum, the chruch of the Divine Emperor, while others are controlled by the Adeptus Mechanicus. There are even some garrison worlds administered as military societies by the Imperial Guard itself. These are in a minority however. The majority of worlds are independently goverened by Imperial commanders, nomrmally with the approval and support of the Adpetus Terra, although events sometimes move faster than the distant bureacracy can keep up with.
It's possible that "directly governed" and "independently governed" is a distinguishing trait between what qualifies as an "Imperial world" (in the sense Dark HEresy uses the word, since naturally as we know any human world is part of the Imperium and thus an Imperial worlds.) Of course Space Marine worlds and AdMech worlds are probably exempt. I'd probably lump naval bases in too (subsector, sector and segmentum level) and Administratum and Munitorum worlds that may stockpile information or equipment and uspplies or whatever.

Page 8
Without local defences, an enemy could overwhelm a world before any forces could be despatched to its aid, even were such aid available. Local forces are categorised as planetary defence forces, they are intended to be fully capable of defending their world against most attacks and to be able to keep even a powerful enemy at bay long enough for Imperial support to be despatched.
The role of PDFs, in addition to providing a source for Guard units.


Page 8
The tithe is assessed according to the wealth and resourcecs of the world and can be taken in the form of men or materiel. The method of assessment is arcane to say the least, and taxes the abilities of countless adepts and scribes. When a tithe is taken as troops, soldiers will be recruited in much the same way as the planetary defence force is recruited. Sometimes, the regiments raised are identical, ,the tithe being drawn frrom the PDF. On other occasions, the regiments needed are raised specifically for sevice in the Imperial Guard. Normally, a tithe will be in two parts, the first being a regular obligation that is supplied regardless of circumstances, the second being an obligation that can be demanded in response to unusual circumstances.
How tithing is handled. There are two kinds of tithes and several ways they can be met.

With regards to "regular" obligations vs "unusual" obligatons, the former is more likely to be applied either to ongoing wars, (reinforcements) or in the case of some attack or invasion being planned (EG a Crusdae.) The latter is more likely to happen when an Imperial world is attacked.

Page 9
The Departmento Munitorum is responsbile for all aspects of the Imperial Guard. It deals with providing training, equipment and supplies for the diverse arms of the Guard. It controls their mustering, transportation to and across war zones, medical and technical s upport, planning and discipline. Its most impressive facilities are on the garrison worlds established throughout the Imperium, but any world with a substantial tithe obligation will hae a Departmento Munitorum presence.
Departmento Munitorum. somewhat less worthless than the Administratum.

Page 9
The Departmento munitorum is organised at the sector and subsector level, and each level has enough autonomy to respond to local problems, normally acting to support Imperial commanders who need aid. They are empowered to raise regiments from worlds close to a crisis point in increasing radius as required by the crisis. The degree of response will escalate to the level of the threat. If an Imperial world is invaded, the immediate defence will be provided by the Imperial Commander and his planetary defence forces. If these are indaequate then the sub-sector command of the Departmenot Munitorum will deploy its standing Imperial Guard regiments to augment the local forcecs. If more forces are needed then the sub-sector command will raise additional troops, initially from nearby worlds and then from any worlds in the sub-sector. As the commitment of troops grows, sector command of the Departmento Munitorum will become involved and reinforcements will be drawn from more and more worlds. The effect is that the harder an enemy strikes the Imperium, the grreater the response will be. Central control is not required as the system reacts to the threat posed.
Like wth the Navy and other factions of the Imperium (probably), the Munitorum and guard operate at subsector and sector level at least. They probably can operate at the system level (helping to operate bases, some naval defenses at least on some worlds, etc.) and at the segmentum level (Bases like Mars and Hydraphur and such).

We know that many worlds, especially key ones, will have their own Guard garrisons of varying size. There may be standing forces kept on hand for emergencies on other worlds (like those run by the Munitorum.) In cases of invasion, the Guard garrison may act as the nucleus of a defense to assist the PDF, and other garrisons may be transferred on short notice to assist in the defence. If more troops are needed then they will be raised or (if possible) pulled from other worlds.

Page 9
Whilst individual regiments will be commanded by their own officers, normally drawn from the nobility of their home world, when dozens of regiments are mustered then a higher level of command is required. This is provided by the general staff of the Departmento Munitorum. This staff is formed from the best of the officers in the tithed regiments, recommended by their previous service or their family connections, and they receive additional training to prepare them for their greater role in commanding armies. At the highest levels, these men will be known as Lord General Militant or Lord Commander Militant. However, there are many other titles in regular use. This is rarely a problem as such high appointments are singular in nature with only one Lord General active in a sector at any time.
How officer corps are assembled, epsecially at levels above the regiment.

Page 9
There are very rare circumstances in which a higher level of command is necessary. This may be the case when a major crusade is being organised and resources from multiple sectors are needed. This rank is that of Warmaster. It is not avialable to the Departmento Munitorum without the express consent of the High Lords of Terra, and such an individual is said to wield authority bestowed by the Emperor of Mankind Himself. A Warmaster has carte blanche to do what must be done. Because of the unrivalled power of the office, there is rarely more than one active Warmaster in the Imperium, and centuries can pass without one being appointed.
..

Other titles have therefore been used, the most famous of these being the rank of Lord Solar, most gloriously held by St Macharius in the early years of the 41st Millenium.

..

Some regard a Lord Solar as being of higher rank than even a Warmaster, but to all intents and purposes the titles are interchangable.
The titel of Warmaster, also known as Lord solar and other ranks. Basically the guy who is put in charrge when the shit hits the fan and they need a single voice telling everyone what needs to be done.

Page 10
Shown here are twelve companies (almost 4000 men) of the 8th Cadian Shock Troop regiment on parade at their Kasr Rorzann castellum. Roughly half of the regiment is present.
This implies that the Cadian infantry regiments can range in size from 4000 to 8000. I tend to interpret it as the latter, but the former is also possible. Cadian regiments seem to vary somewhat in size anyhow depending on role or nature. Infantry companeis are large like this, while smaller mechanized formations like armoured fists might have only a thousand men or so.

Page 11
An infantry regiment is often supplied with a number of Chimera transports. They allow a commander the option of mounting a number of squads to provide Armoured Fist units for greater tactical flexibility. In addition, they are used to transport command squads which can make good use of the long-range vox casters they carry. Some regiments are entirely mounted in Chimeras but this is relatively rare.
While fully mechanized regiments may not be common, it does seem fairly common that a regiment has at least SOME Chimeras, probably supplemented by other, lesser vehicles (low grade Rhinos or local variants or even just halftrack sor trucks)

Page 12
The intent of the Volscani's trason was revealed as they swarmed aboard the Leviathan command vehicle of the Governor Primus of Cadia.
Leviathans still existed, at least in 4th edition.

Page 13
Above the Battleground strode the mighty Titans of the Legio Ignatum, whose weapons disabled the void shields of the Volscani's Leviathans, enabling Creed's charge to crash home into the ranks of the enemy.
And they were void shielded, to an extent that titans had to be used to breach them.

Page 14
The soldiers of Cadia form the Shock Troop regiments, famed throughout the Imperium for their skill and discipline.
Hence why they are probably considered the Elite of the guard (outside the stormies that is).

PAge 16
Standard short pattern lasgun. This weapon was manufactured on Kantrael and, like all similar variants, operates in the nineteen megathule range and can therefore utilise any Departmento Munitorum sanctioned power packs.
the oft repeated "nineteen megathule" range, although the context we see it used in so often, we can't really tell much from it.

Page 16
Laser technology is reliable and easy to replicate, and although the weapons are not the most powerful they are certainly the most trustworthy. A laser power pack will last for many shots and can be recharged from a standard power source or by exposing its thermal cells to heat or light. In an emergency a pack can be recharged by placing it in a fire, although such treatment tends to shorten the life of the pack and increase the probability of it failing.
Power packs are rechargable. I gather from this that the recharging ability is built into the pack, although in earlier sources the solar power bit was either on the weapon or a separate device.

Page 16
The peaked cap is an option for ranks above sergeant but is generally replaced with a helmet when facing opponents known to utilise snipers.

..

The illustration is clearly an officer as he is wearing the distinctive gorget used by Cadian regiments to protect refractor field circuitry.
Guessing by the sizeof the gorget plate relative to the head, I'd say the refractor plate is between 15-20 cm wide and ~10 cm "tall".


Page 16
The Standard Cadian tri-dome helmet and mark XI re-breather are fully compatible and provide an excellent defence against most commonly-encountered gasses and pollutants as well as allowing the soldier to operate in airless enviroments for limited periods. It has also proven useful against plague weapons.
Also, in the image the helmet also looks like it has goggles (photo visor) and some sort of red-lensed electronic equipment mounted on the left side of the helmet (some sort of infrared scope or sensor perhaps?) This MAY be a storm trooper's helmet though, but it doesn't explicitly identify it as such, nor does it indicate that other troopers are incapable of having it.

Forge world's Cadian models also duplicate this feature on normal CAdian helmets, so it probably is standard. Cadian special and heavy weapons troopers also have osme osrt of monocular targeting scope often, as do (potentially) some regular troopers.

Another possibility is that this is a camera - the novel Cadian Blood indicates that Cadian troopers do carry pict devices.

A number of cadian drawings often depict Cadian troopers seeming to have eyepieces of some kind. Assuming its not an augmetic, it may be relate dto the "mono sights" or "infra sights" lasguns were said to be carrying in 3rd edition.

Page 16
Upon enlistment, squads are issued with a unique three digit sequence number. Command squads are issued a two digit number with a central skull motif. Numbers beginning with one or two zeroes ar enormally reserved for Kasrkin squads or special veteran squads formed from survivos of other squads.
Cadian numbering systems for squads and such.

Page 18
Commissars enhance the discipline of officers and troops alike, while Sanctioned Psyker make use of their power to defend the army from the psychic assaults of the enemy.
Commissars and Sanctioned psykers.

Page 19
Alongside these squads, the army commander can rely on a small squadron of Sentinels to provide fast moving firepower and reconnaissance.
This would seem to be considereds a "standard" addition to forces.

Page 23
Conscript platoons can be used where superior numbers are more important than training.
In other words "cannon fodder." This is also penal legions.

Page 23
Armoured Fist units lend speed and tactical flexibility to the often slow and rigid infantry formations of the Imperial Guard.
Mechanized units. As I said before, while not totally common you probably could expect a high tech regiment to have at least some.

Page 24
An infantry charge would be a costly affair without the firepower of whole platoons of heavy weapons and large numbers of Leman russ and Basilisk tanks providing support.
Self explanatory.

Page 26
The Cadian pattern Sentinel is armed with an autocannon, making it effective against light-to-medium armoured vehicles and armoured infantry. The Sentinel shown ere has also been upgraded with extra armour.
Sentinels of course come in many patterns, all armed differently.

Page 26
The Mars pattern Sentinel carries a multi-laser, making it effective against lightly armoured vehicles and infantry.
Multilasers seem to be the laser version of an autocannon.

Page 26
The Armageddon pattern Sentinel comes with a lascannon, making it ideally suited to the role of tank-hunter. This Sentinel has also been given an armoured crew compartment.
Again self explanatory.

Page 26
The Hellhound tank is fitted with an Inferno cannon, making it effective against enemy infantry and light vehicles in entrenched positions..
Flamethrower tanks are a beloved part of the Guard.

Page 30
There are millions of Imperial Guard regiments, all with their own distinctive uniforms.
"millions" of Guard regiments. As of 5th edition, this can safely be taken as an under-estimate.

Page 31
Even though the forces of a single world maintain the same basic uniform, there is still a great diversity in camouflage schemes between different regiments and theatres of war.
Like with lots of things about the Guard, even their clothing can vary.

Page 34
These [bionics] allow an Imperial Guard character who has suffered a crippling injury to return to service but they do not improve his abilities in any way.

However, there is a chance that an attack will damage a bionic part rather than doing any real harm.
Not quite true. Some augmetics do enhance (EG Domor's eyes, or the Valhallan officer from Ice Guard)

Page 34
Carapace armour is made up of large rigid plates of armaplas or cermaite moulded to fit parts of the body. This provides better protection than the flak armour which is normally worn by the Imperial Guard.
sci fi plate armor.

Page 34
The Eviscerator is a two-handed chainsword capable of inflicting horrific injuries on living creature,s slicng through walls and even damaging vehicles.
According to Rogue Trader they also have powerfields.

Page 35
The [Macharian] Cross is awarded only to Imperial Guard Officers in recognition of innovative and successful tactical thinking. The bearer can be expected to use his initiative in battle.
Its interesting they have an award for that.

Page 35
The vox-caster attached to the army's command HQ is the hub of all communications into, through, and out of the Company. It can be upgraded to a master-vox, a far more sophisticated version capable of maintainin gseveral channels simultaneously.
vox casters.

Page 35
A rosarius is a badge of faith incorporating a powerful conversion field that protects its wearer.
Officers or such can wear a rosarious too it seems.

Page 35
Medi-packs (also referred to as Narthecium)
40K first aid kit. Sometimes computerized.

Page 35
Signum: This is a special form of communication device that allows a Techpriest enginseer to access a myriad of useful battlefield targeting information, and then pass it on t o his companions.
useful device.

Page 36
Communications between Imperial Guard units on the battlefield are dealt iwth by troopers trained to use speical comm-liniks. The size and appearance of a vox-caster depends on its place of origin but in game terms they all have the same effects.
despite haivng comm beads, its likely that squads still need a separate vox for carrying longer ranged signals, and for boosting the range of the beads as well


Page 36
Hunter-Kilelr missile: These missiles are treated as krak missiles with an unlimited range
interesting to note but really isnt infinite.

Page 36
Improved Comms: These upgrades take the form of long 'whip' aerials or other large aerial set-ups. A vehicle with improved comms can communicate with other Imperial Guard formations, such as nearby reserves or artillery support.
Comms would seem to be simple gear to stick on vehicles.

Page 36
Pintle-mounted weapons are located on the outside of a vehicle and can be used by a crewman from an open hatch or by remote control from inside.
remote controlled pintle mounts.

Page 36
Track guards protect the vulnerable track mechansim of an armoured vehjicle.
tanks and other vehicles can have trakc guards.

Page 37 - nothing here except a neat picture showing former Cadian Guardsmen of 2nd edition (or3rd) firing lasguns. The lasguns have visible scopes, and what is interesting is that there are red beams being emitted form the scopes, which osunds alot like how Larkin's sniper scope sounded in the earlier Ghosts novels.

Page 40
These sombre and solitary individuals are able to use their psychic powers to advise the senior officers of their regiment. They can augment the officer's ability to command, protect him from psychic attack or, in the direst circumstnaces, fire bolts of lightning from their hands.
roles of sanctioned psykers.

Page 40
Telepathic Order: This power allows the Sanctioned Psyker to extend the zone of influence of an Officer he is accompanying.

Psychic Ward: Sanctioned PSykers are particularily useful in countering the heretical abilities of aliens and traitor scum.

..

Psychic Lash. The Sanctioned Psyker focuses his powers on nearby opponents, mentally ripping open arteries and puncturing organs.

..

Machine Curse: the Sanctioned Psyker presses his hands against an enemy vehicle and calls upon his powers to pronounce a curse on the machine spirits of his enemies.

...

Lightning Arc: Lightning leaps from the Psyker's hands, surrounding his body before being hurled at his enemies with a gesture.
common psychic powrs for sancioned psykers.

Page 41
Rigid adherents to the Imperial Creed, Commissars are ruthless, fearless individuals whose dedication to the serivce of the Emperor overrides any compassion or mercy for the men they must sometimes lead in battle. Universally feared by those around them, Commissars have the power to execute any troopers (or officers) found wanting.
Say hello to the "shoot on sight" style of Commissars. GRIMDARK!

The game aspect really tends to exaggerate this angle. While commissars are hardly "buddy buddy" in the sense of Ciaphas Cain or Gaunt, many of them display actual tendencies towards inspiration and being respected as well as the cold blooded executioners we know. Because its true that there really are certain things that may make that needed (EG chaos)

Page 42
Guardsmen who survive long enough become experts at moving covertly trhough all forms of terrain and are extremely adept in close-range firefights. These grizzled survivors funciton bes when allowed a certain amount of fre reign, and they provide valuable experience in battlefield operations.
..

..

Two veterans may form a single heavy weapon crew. A heavy weapon crew must be armed with one of the weapons from the following list:

* lascannon... autocannon... mortar... heavy bolter.. missile launcher..

Up to 3 Veterans not acting as heavy weapon crew may be armed with one of the special weapons from the following list:


* meltagun... plasma gun... grenade launcher.. flamer...
Vets may have krak or frag grenades.

Verteran squd detials. Its interesting to note how they can differ from less experienced troops.

Page 43
The Storm troopers have hellguns with targeters. All Storm Troopers have frag and krak grenades.

..

Up to two Storm Troopers may be armed with one of the following special weapons..

* melta gun.. plasma gun... flamer.. grenade launcher..

Storm Trooper squads may have meltabombs...
Stormtroopers. Note the targeters.

Page 44
The Infantry Platoon is the bakcbone of the Imperial Guard and is composed of a Command suqad and two or more Infantry Squads.
..

An infantry Platoon consists of a command Squad... and from 2 to 5 Infantry Squads.
composition of a IG Platoon.

Page 45
Up to one conscript per squad may be armed with a flamer... or a grenade launcher...

..

Up to two Conscripts per squad may form a heavy weapons team with a heavy bolter... a missile launcher... or an autocannon..
Conscript squads.

Page 46
Any number of models without hunting lances may substitute a lasgun or shotgun for their laspistol...

..

Up to two troopers, without hunting lances, may be armed with one of the following spcial weapons:

* meltagun... plasma gun... flamer... grenade launhcer.

..

The Squadron may be equipped with krak grenades... and/or meltabombs...

rough riders are sometimes issued with a long hunting lance tipped with a shaped explosive charge.
Rough riders.

Page 47
Sentinels are ideal scouting vehicles, and their pilots are often forced to use their own initiative - qualities not always fostered in Imperial Soldiers. MAny of these pilots are highly individualistic and have a reputation as insubordinate mavericks.
See, the Guard does have a use for such qualities, even if the don't encourage it as a rule.

Page 49
A fearsome piece of artillery, the Basilisk is capable of elevating ot angles tha tallow it to fire at targets out of its field of vision. Its powerful shells are capable of smashing apart both infantry and vehicles with ease and the shriek of it sincoming shells is rightly feared by the enemies of the Emperor.
Basilisk.


Pgae 49
The Earthshaker crew may be trained to fire their artillery gun indirectly at targets that it cannot draw a line of sight to.
Range is 240 instead of 120.. double range. This ironically meshes up a bit with the IA stas of 15-16 km, since "direct fire" in a basilisk would be around 7-8 km.

Page 50
As an officer, Ursarkar Creed was demanding of his men and himself. His personal example earned him unconditional respect. In important matters, he maintained the discipline expected of a Cadian unit but knew when to turn a blinde eye, a quality that displeased many a Commisar. Creed rarely had to repeat an order; instead he exuded an intensity that compelled obedience form all around him. His greatest strength though was his understanding of how a Cadian force should fight - not for him the unthinking exchange of lives so beloved of other Imperial Guard officers.
Why Creed joins the ranks of Great Guard Leaders, although this passage makes it clear that his way of doing things is evidently unusual.

Page 54

- The Last chancers here. Its worth noting that in the game they can have any number of "specialist" troopers (4-20 troopers in all), or heavy weapons, and may be sprit up into a maximum of 5 sub units. Its an interesting variation on the Guard, anhow.

They also can choose from the Guard Armory list.. the rationale seems to be they plundred/robbed officers.

Page 56
Drop Troops: This regiment comes form a world where grav-chute use is commonplace and has been trained in their use for dropping into combat.

..

(As an aside, this Doctrine could be rationalised by stating the troops are emerging from Imperial tunnelling vehicles although this would be much rarer.)
Drop troops can use either parachuting, or (rarer) tunnelling vehicles like the termite.

Page 56
Grenadiers: This regiment comes from a world wher the best Imperial Guard recruits are combined into elite formations and receive superior training that is the equal of that provided to Storm Troopers.
This implies that the regiment as a whole are equal to storm troopers (Grenadiers) and Grenadier regiments have had mention, but it could be simply referring to the regiment having certain units that are Storm troper equivalents, rather than the regiment as a whole (it could also be both ways.)

Page 56
Mechanised: The regiment is uniformly mounted in Chimera transport vehicles and specilaises in mobile warfare.
Armoured fists, like the Steel Legion

Page 56
These abilities represent techniques developed initially by veteran troops, which are then incorporated into the regiment's regular training drills to ensure successive generations of troops learn from their predecessors. Additionally some abiliites are a consequence of the homeworld on which the regiment was raised.
A bit of insight into how training can be handled individually in the Guard.

Page 57
Sharpshooters: Sometimes war has been a way of life for successive generations of the regiment, and consequently they are formidable marksmen, having undergone military training at an early age.

..

The Sharpshooter ability has no effect when firing plasma weapons (which few men survive using long enough to master) or sniper rifles (where the slightest inaccuracy ruins the shot.)
Sharpshooters would seem to be distinct from snipers, at least here.

Page 57
Some regiments are equipped with a piece of non-standard equipment that is a specialty of their world or follow a training regime substantially different from that of most Guard regiments. Whatever the reason the regiment has a special trait. The Tanith 1st's cameleoline camo-claoks for example come into this category.

..

It is therefore possible to have troops with cameleoline and carapace armour, this coudl be rationalised as armour with 'stealth' qualities.
One wonders what other kinds of gear might qualify.

Page 57
Cameleoline. Some units are able to use the rare cameleoline material in their uniforms or as cloaks. Cameleoline automatically blends in with the surrounding terrain making the wearer harder to spot.
Best known as being part of the gear of the Tanith 1st.

Page 57
Cyber-enhancement. The regiment is recruited forma world where extensive use is made of cybernetic enhancement or replacement. This is most common in the servants of the Adeptus Mechanicus.

.. representing enemy attacks bouncing off their augmentations.
Apparently such could be done outside of the Skitarri/tech guard. It may also represent other regiments who the AdMech experiment on with augmentations for a particular battlefield.

Page 58
Cadian Regiments are highly disciplined, make excellent shots and use elite shock troops to lead their attacks. Such is the reputation of the Cadian Shock Troops that many other regiments mimic their appearance, although their doctrines may differ.

Preferred specialw eapon: Grenade Launcher
Preferred heavy weapon: Autocannon
Grenadiers
Sanctioned PSykers
Speical WEapon squads
Strom trooper squads
Iron Discipline
Sharpshooters
Conscript platoons.
Cadian abilities. Note the grenadiers, storm troopers, AND sharpshooters. No wonder they kick ass. Also note the "often imitated, never duplicated" intent of the last line.

Page 58
Regiments raised in the frozen hive cities of Valhalla have a formidable reputation for unwavering courage when on the defensive. Normally the only way to capture ground held by Valhallans is by wiping them out. When attacking, they combine massed artiilery barrages with infantry wave assaults.
Preferred speical weapon: Flamer
Preferred heavy weapon: Mortar
Heavy Weapon platoons
Priests
conscript platoons
Xeno-fighters: Orks
close order drill
Veterans
The Valhallans.

Page 58
The Tallarn are mobile guerilla fighters, evasive and opportunistic. They are especially well known for their hard-fighting Sentinel squadrons and are masters of hit-and-run warfare.
..
Once the enemy are sighted the Tallarn will stalk them relying on their practiced marksmanship and lightning-quick curved knives to achieve victory.

Preferred speical weapon: Plasma gun
Preferred heavy weapon: Missile Launcher
Priests
Hardened fighters
Rough Rider squadrons
Light Infantry
Sharpshooters
Like the Cadians, the Tallarn are excellent shots.

Page 59
In battle the Iron Guard present a solid wall of brightly-uniformed, perfectly formed troops to the enemy, cutting them down with precisely timed volleys from behind a hedge of bayonet points.

Preferred special weapon: Grenade Launcher
Preferred heavy weapon: Lascannon
Sanctioned psykers
Ratling squads
Heavy Weapon platoons
Sharpshooters
Close Order Drill
die-Hards.
Despite eveidently preferring poetntailly silly tactics, they have ab utload of marksman/sniper ability.

Page 59
Fully mobile in their Chimera transports, they [Steel Legion] are able to launch rapid attacks in which the Chiemeras overrun enemy lines before the Steel Legion infantry dismount to finish them off. Fighting in proximity to the great Hives of Armageddon, the STeel Legions are sometimes supported by hive militia conscripts eager to join their ranks.

Preferred special weapon: Grenade Launcher
PReferred heavy weapon: Missile Launhcer
Mechanised
Storm trooper squads
Xeno fighters: Orks
Ratling Squads
Conscript platoons.
Steel legions.

Page 59
They [Tanith] carry with them the wilderness skills learnt on their homeworld tht make them superb light infantry. Led by the inspirational Colonel-Commissar Gaunt, and drawing new recruits from the worlds they fight ot defend, their reputation continues to gro with each victory.

Preferred special weapon: Flamer
Preferred heavy weapon: Missile Launcher

Light Infantry
Priests
Sharpshooters
Veterans
Hardened Fighters
Independent Commissars
Special Equipment: Cameleoline
The Ghosts. Also sharpshooters, but Veterans as well.

Page 60
It is not surprising therefore that the men forming the Catachan Regiments are tough, resourceful and uncompromising warriors, deadly up close with their wicked knives or from ambush with their lasguns. In jungle terrain they are unsurpassed with each Catachan being worth ten of any other regiment.

Preferred special weapon: Flamer
Preferred heavy weapon: Heavy Bolter

Veterans
Jungle Fighters
Hardened Fighters
Special Weapon squads
Ogryn Squads.
Catachans being worth "ten of any other regiment".. interesting.. considering the same has been said of Space Marines.

Page 60
Motivated by the right to keep what they looted and the threat of return to Salvar, they excelled in the cramped, noxious hive battlefields. In many ways the Salvar would only be tolerated in a war zone like Armageddon - much of their equipment is stolen from other Regiments and much of their courage comes from the use of nitro-chem inhalers.
Preferred special weapon: Flamer
Preferred heavy weapon: heavy bolter.
Rough Rider squadrons
Ogryn Squads
Special: equipment: Chem-inhalers
Light infantry
Xeno fighter: Orks
The Salvar Chem dogs.

Page 60
Terrax is the site of a major Schola Progenium facility, the Schola Exubitos. The Schola Progenium train many Imperial Agents for war, notably Storm Troopers and Commissars, and their methods are rigorous and effective. The tithed regiments raised on Terrax have been trained under the auspices of the Scholae Excubitos and are truly moulded in its image almost as an entire regiment of Commissars.

Preferred speical weapon: Meltagun
Preferred heavy weapon: Lascannon

Independent Commissars
special equipment: Carapace Armour
Close Order Drill
Grenadiers
Storm trooper squads.
The Terrax regiments it should be noted have Grenadiers AND storm troopers, as wlel as carrying carapace as standard, as well as battlefield commissarS (acting as elite troops). All they need are hellguns.

Page 61
Harakon is a low gravity world with towering hives whose spires reach into the upper atmosphere. The Harakoni use grav-gliders to hunt Vapourwyrms int eh mountain passes below; making them fearless of altitude and expert at judging air currents. THese skills are put to good use by the Imperial Guard and many Warmasters owe their laurels to the courage of the Harakoni Warhawks.

Preferred special weapon: Plasma gun
Preferred heavy weapon: Heavy Bolter

Drop Troops
Storm trooper squads
Special equipment: Carapace armour
Heavy Weapon platoons
special weapon squads.
The Harakoni warhawks are equipped as drop troops, but laso have storm troopers and carry carapace as standard. I'd love to see them in novels.

Page 61
Krieg was laid to waste when Rebellion led to a 500 year campaign of atomic purging.
..

The Death Korps ifght without fear of death, disdaining retreat and surrender. They excel in grinding their enemies down in battles of attrition, making extensive use of razorwire and entrenchment.
Preferred special weapon: Mletagun
Preferred heavy weapon: Heavy bolter
Rough Rider squadrons
Iron Discipline
Die-hards
Hardened Fighters
Strom Troopre Squads
Heavy Weapon platoons.
Atomic purging.. prior to IA5 and such I always inteprreted this to mean the Guard had access to nukes. But of course, with deathstrikes, plasma weapons and melta munitions they don't really need them.

Page 61
The volcano-wracked world of Kanak is home to many fierce barbarian tribes, some of which are closer to Ogryn than human.
..

Like many feral regiments, service in the Imperial Guard is intended to teach them Imperial ways so that if they ever return to their homeworld they will be a civilising influence.

Preferred special weapon: Flamer
Preferred heavy weapon: Rarely used
special equipment: Warrior weapons
Ogryn Squads
Hardened Fighters
Rough Rider Squadrons
Die Hards
Also called the Canak skull takers. Genetically must be heavy g worlders to be ogryn like at all. Possibly tougher than Catachans.

Page 62
Augmetic - cybernetic/bionic, usually in the sense of body implants or repairs.
Chart table/chart desk - small, porrtable easel-like device for displaying tactical hololithic maps and three-dimensional terrain models. A chart desk is a heavier and usually non portable version.

codifier/cogitator/logic-engine - device empowered by the Machine Spirit to perform complex calculations and battlefield metriculations.

Counterseptic - antiseptic and analgesic fluid used to combat infection.

Dataslate - hand-held devicee used to store and transfer information, imagery, and orders.

Det-tape - tape peeled off to detonate tube-charges (time delay determined by length tape is trimmed to). Also used as general-purpose detonator material.
Flakboard - general purpose sheet mateiral for defence and repair. Fitted to the inside walls of defensive positions to prevent spalling material - dislodged by weapon impacts - causing injury.
- Fyceline - principle chemical ingredient used in the manufacture of standard Imperial Guard explosive.
Hololithic - three dimensional machinery.
Interior Gurad - general term, a world's PDF, or a Guard regiment given colonial duties.
Juvenat - as in 'juvenat process' or 'juvenat drugs'. Techniques of prolonging youth and vitality. Usuually highly expensive and reserved for senior officers or Imperial nobility.
Lamp-pack - standard Guard issue, compact lamp with internal (limited) power supply, designed to be hand held, or fix onto lasgun bayonet lugs.
Long las - any model lasgun modified or designed for sniper use (as the name implies, they are usually longer than standard pattern weapons).
Magnoculars - powerful optical device for the magnification of distant objects. Can be modified to varying levels of complexity, with range-finders, azimuth metriculators, and heat-sensing equipment.

Micro-bead - (also micro-bead link, micro-bead intercom) small, short range vox system for inter-trooper communications on the field. Usually a small ear-plug with a tiny wire mouth-stalk. Generally only found on regiments from civilised or industrial worlds.

Multikey - universal key/lock pick

Pict - a video feed equivalent of vox

Promethium - a general term for fuel, but commonly used to refer to the highly volatile and incendiary jelly used as fuel in flamer units. Designed to adhere to the target and rapidly immolate them, promethium reaches extremely high temperatures within seconds of ignition and even continues to burn underwater.

Resuscitrex - officio medicae device incorporating a number of specialised devicecs, most frfequently used fo fibrillate patients who have suffered cardiac arrest.

Scope - general term for powered spotter sights: may be the telescopic sights on a long las, or a hand-held "telescope" used by an officer.

Sweeper/sweeper set/sweeper broom - man-porrtable mine detector

Tube-charges - 20cm (approx) long metal tubes filled with explosives for demolition work or grenades-type use.
Vox-caster - a powerful, usually backpack-carried communications gear. A "vox set"
Fun list of IG equipment defined.. Pretty much self explanatory.

Page 64

The following quotes are basically a image of a pile of document relating to the Guard an squad ocmposition and as a reuslt not all are fully listed.. so the documents will look incomplete. They all seem to be about the third Armageddon war though.

..(anti?)tank heavy weapons squad: 3 Lascannon, 6 gunners (22 manga-Q pattenr cells)
..support heavy weapons squad: 3 autocannons, 6 gunners (12,000 rounds)
12,000 rounds divided amongst 3 autocannon team - 4,000 rounds. EAch man probably carries ~2000. ASsuming the loadout weighed 20-30 kg, each shell would be 10-15 grams.

Page 64
1st Platoon
Command section: ..flamer (3x canisters prom/phos V), meltagun (2 pyrum-petrol flasks).
Squad 1:..missile launcher (5x X-IV, 8 V),
Squad 2: ... missile launcher (6x X-IV....)
Squad 3: Plasma gunner... (.."flasks") [more than one at least?)
Squad 4: heavy bolter... (500 rounds..)
45 MK IX rechargable cells, x56 T/D23 (unknown?)

2nd Platoon
Squad 1: .. heavy bolter (600 rounds)
Squad 2: ... heavy bolter (500 rounds)
Squad 3 ...plasma gunner...

51x MK IX rechargable (cells?)
Squad weapons. 500-600 rounds for heavy bolters seems common.

Page 64
..I confrim that the 72nd Sebastian Defneders are currently at 69% operational strength.
+Following recent Ork incursions into the Death Ridge aera, the regiment suffered 103 fatalities and 337 casualties. 213 of these casualties were treated at the Munitorum field Medicae at the Death Ridge HQ, 174 of which were returned to service within four (4) days. The remaining wounded were transported to the Adepta Sororitas Order Hospitaller convent at Hellstrom Fortress. +Further to these cataulties, 7 (7) chimera were severely damaged, and two (2) destroyed. +Ammunition is currently extrmeely low, with..(each?)
..trooper now down to four (4) standard pattern cells, and each company being in po-(ssesion) of only fifteen thosuand (15,000) heavy bolter rounds and forty (40) standard mi(ssiles?).
supply and medicla report. The mainly interesting noe is that each trooper having 4 power cells for lasguns is considered being "extremely low". Normal loadout presumed to be several times that? (although uplifting primer suggests that would be standard, and Munitorum manaul suggests 6 power packs is standard.) It may be that "battlefield practice" dictates that the Munitorum/Primer values are conservative and should be higher unofficially.

Page 64
..will be aware that my command now consists of a mere five galleon class troop transports, three of which sustained significant damage during the Noctan III suppression . By my best estimates, we are able to transport 40 to 50 companies of standard Guard infantry, barely enough to cover the minimums required for the continued action on Armageddon...
assuming 150-200 troops per company, this would be between 6,000 and 10,000 troops. Amongst 5 galleons that would average to 1,200-2,000 troops.


From the rear cover, also stated in 5th edition (Included for shits and giggles)
"I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialised drop troops, stealthers, mechanised formations, armoured companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool that stands against me, for I shall not."
Warmaster Demetrius, at the outset of the Salonika Crusade, 733.M38
One crusade or army force. Not neccesarily a large one, but a very versatile one.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

Part 2 of the third edition core rules.


Page 101
Warp space can be likened to an ocean, and like the ocean, has its currents and its still spots, its whirlpools and its tempests. Storms sweep through this immaterial realm, spinning craft out of control for light yeaers around, destroying all those embroiled in its merciless energies. In addition to the physical and spiritual peril of those caught in a warp storm, these maelstrroms of energy obscure the signal of the Astronomicon, making navigation in the vicinity difficult if not impossible. It is whispered, but not proven, that some do survive, and there are tales of ships being thrown thousands of light years off course, or hurled backwards or forwards through time, destined to wander the stars for eternity with no chance of ever returning home.
Ocean analogy to warp space.

Page 100

Worlds can be cut off from the rest of the Imperium by warp storms that last for months, years, or even centuries. These tempest can appear from nowhere, engulfing stars and planets for an unknown length of time . Some are permanant, while other warp storms may sometimes 'blink' for a few months, making travel possible, though still highly dangerous. During these brief moments of peace the ships of the Imperium arrive, demanding the emperor's tithes and recuriting new warriors for its fleets and armies. Many worlds are only barely aware of the Imperium's existence, a dimly remembered name or legend that tells of a powerful Emperor and his mighty armies who stand in readiness for the day of judgement.
Warp storms.

Page 101
I ordered the planet fusion bombed, but as our weapons were brought to bear, the despicable heathen scum unleashed their planetary defences, totally vapourising the Sword of Retribution and the Capital ships Emperor's Mercy and Emperor's Judgmeent. We were forced to retreat from this baseless attack and sowed quarantine markers before dropping into the Immaterium

Planet was fusion bombed.

Page 101
Occasionally the link between warp space and the material realm is weakened and energy from the warp will burst through and create a vortex of power, destroying stars and planets. There are several such warp/real space interffaces throughout the galaxy, the largest of them being the Eye of Terror and the maelstrom. These regions cannot be traversed except by the most experienced navigators, and such are the hazardous conditions that virtually no expeditions into these areas return. Those that do speak of a nightmare region where where nature and physics are forgotten, and madness and confusion reign. They speak of worlds whose skies burn with fire, of planets seething with seas and rivers of blood, disc-shaped worlds, heavenly bodies with screaming faces and other tormented features shaped by the merest whim of the powerful deities that are formed from Chaos.
warp storm emergences can be dangerous.

Page 101
Warp travel between some areas is vastly improved by the presence of ancient warp gates. Although their creators remain a mystery of the dim prehistory of Earth, warp gates can be found across the galaxy. THese portals into the immaterium link to anotehr warp gate through a stabilised tunnel, enabling ships to travel through them with only negligible risk. However, the stability of the tunnels often means these journeys are slower than those through ordinary warp space, and most warp tunnels are no more than a few light years from gate to gate. Many experienced cpatains, especially those with perishable cargoes, prefer to risk open warp space rather than using a warp gate, in the hope of catching a fast-moving tide of power to their destination.
Warp gates. Seem separate from webway, but yo dont need warp engines to use them, and transit is slower than warp drive.


Page 104
Above and beyond these planetary governors, vast organizations attempt to hold back the seething anarchy that constnatly threatens to engulf the Imperium. The innumerable clerks, scribes, logisters and archivists of the administratum attempt to instill some form of order to this haphazard empire, recording, requesting and analysing a torrent of information from the furtherst corners of the galaxy.
Administratutm. attempting to make sense of the galaxy since M31

Page 104
Imperial Guard regiments, each numbering tens of thousands of soldiers and tanks, are raised and transported to distant war zones every day, their efforsts supported by the millions of quartermasters and logisticians of the Departmento Munitorum.
IG regiments numbering tens of thousands each (including tanks).


Page 104
The ancient Adeptus Mechancius sends forth its Explorator fleets to investigate and explore, uncovering ancient technologies for their masters on Mars to decipher and study.
Explorator fleets.

Page 104
This seemingly haphazard morass of wars and politics, faith and retribution is bound together by loyalty to the Emperor and the common goal of racial survival. Complex agreements of trade and protection bring these organizations to common ground, ancient loyalties and debts are exhcnaged for favour and goods. While the competition for power is strong, no one world or organisation can truly stand on its own against hte horrors that threaten humanity. Despite the intrigue and double dealing, the clamouring for resources and the endless wars and battels to be fought, mankind struggles on through history on some pre-destined course towards destruction or greatness.
In this context the post Heresy Imperium is less a Empire and more a confederation.. or a feudal society. That's how it seems to me at least.

Page 105
The Golden throne is unique in the way it fuels the Emperor's needs, for the Emperor cannot eat as a man eats, or drink fluids or breathe air. His life has passed the point where such mortal things can sustain him.

For the Emperor the only viable sustenance is human life force - souls - and he has a great and insatiable appetite. Nor will just any human suffice for this purpose, for the soul-donor must be a very special person in their own right, someone with psychic powers. Sacrificed into the bizarre and archaic machinery of the Golden Throne, their lfie essence is slowly, agonisingly, leeched from their body to feed the Master of Mankind. Every day, hundreds must be consecrated to the Emperor in this dire manner if he, and therefore the Imperium and humanity, are to survive.
Golden Throne, again.

PAge 106
The High Lords of Terra form the supreme council of twelve of the most powerufl men of the great galaxy of mankind. It is they who rule the Imperium in the name of the beneficent Emperor of humanity.
The high lords.

Page 106
The Tech Priests of Mars are the guardians of ancient knowledge. Their vast orbitla workshops turn out the vast majority of the weapons, spacecraft and other technologically sophisticated machinery used in the Imperium.
The Admech. The implied production ability here is not significant - given what is stated or hinted at for the tens of thousands of Forge Worlds, nevermind the hundreds of thousands of more "normal" (eg civilised/developing) worlds (which are generally thought to be somewhere comparable to "modern" tech levels, depending on context and source) - a mere "thousands of Worlds can match or exceed that combined with just their orbital infrastructure (EG not including the stuff on the ground.)

Of course, given the implied construction capabilities for the Forge Worlds in the HH series (Mars Esp) this is hardly a shock.

Page 108
Telepathic messages travle through the warp and so travel faster than light, although they are not instantaneous.
Self explanatory.

Page 108
AStropaths serve in the Fleet as ship-board and planetary communicators. THey also serve in the Imperial Guard, the Inquisition, ,the Adeptus Ministorum, the Space Marines and throughout the Adeptus Administratum. Confidentiality can be assured, as an Astropath need not understand a message to transmit it. In this way, with various secret languages, codes, and ciphers, covert orders and other sensitive information can be passed across the galaxy without anyone other than the intdended recipient understanding its contents.

The Imeprial Commanders of distant worlds must have astropaths if they are to communicate with the rest of the Imperium. Similarily, ,Astropaths are an essential part of civilian life, working for commercial shippers and anywhere where interstellar communication is needed. The vast body of the ADeptus AStra Telepathica make up a network covering almost the entire Imperium, facilitating the transfer of information from one end of the galaxy to the other. Although teh range of a single AStropath is not vast, only several light years, by means of rebroadcasting a message via a relay of other AStropaths, a communication ca theoretically be sent from one corner of the Imperium to the farthest flung reaches.

However, as with everything associated with the warp, astrotelepathy is an erratic process. Like the Astronoican, an astropathic message is affected by the currents and storms of the warp. Messages may take days or weeks to traverse the distance or even wander off course and be picked up by the wrong receiving Astropath. It has been know for messages to be delayed for many years, even decade,s so that a plea for help or a report of a war may only come to light long after an yaid would be useful or a campaign has been lost.
Roles of astropaths. Astrotelepathy uses coded messages, are used in imilitary, government and civilian life.

HEre its implied that a single astropath cannot transmit messages very far on his own - they need to either work in groups ( ac hoir) or send a message via relay (from one astropath to another.) Also mention of astropathic relays (which may also serve as ducts for such transmissions. Transmissions can take days or weeks over unspecified distance.

Page 108
No ordinary psyker could transmit a message through the warp, nor could he receive a telepathic message over such vast distances. AStropaths only gain this ability as a result of their many years training, culminating in a special ritual which combines some of the Emperor's own power with their own. This ritual, known as Soul Binding, brings the mind of the psyker close to the psychic greatness of the Emperor. In the process, some of the Emperor's vast energy is transferred to the Astropath.

The transference of energy is traumatic for the psyker - not all survive despite years of preparation, and not all those that survive retain their sanity. Even the survivors suffer damage to the sensitive nerves of their eyes, so that almost all Astropaths are blind. In fact their increased psychic skills tend to make up for this loss of sight, so that hey would not appear blind were it not for the distorted, sunken and empty eye sockets.
Astropaths and Soul binding.

PAge 109
In these situations there can only be one recourse - Exterminatus - the eradication of all life on a planet.
On Occasion it may be that the Inquisitor comes across a situation that is so prevalent and widespread that there is no possibility of solution or redemption. Such situations could include planet-wide collusion and support for a heretical individual or organisation, where the removal of the individual or organisation would only strengthen the subversive cause they preach. Intervention by aliens may grow to such an extent that it brings a large segment of a population beyond salvation.

Worship of dark and proscribed powers can also spread in this alarming manner, either overtly or covertly, holding sway over the populace of a world or worlds. Also, it is a proven theory that an aggressive response to certain threats cna serve as a powerful example to those in contact with a subversive world, discouraging others of a heretical leaning form contemplating their treacherous designs.
Ordo Hereticus Exterminatus doctrine.

Page 110
"There is less than one Space Marine for each world of the Imperium. Nevertheless they are number enough for the task in hand.
This implies there are more worlds in the Imperium


Page 110
Space MArines can live for hundreds of years. Their senses are sharper and their muscles stronger than those of a normal man. Their bodies contain organs unique to Spacec marine shwich enable them to survive poisons, heal wounds in a matter of moments, and to see through the dark as if it were day. A Space Marine's power armour is connected by special interfaces so that it acts as thick armoured skin - moving as they move, recting as a living component.
Space marine capabilites. note the lifespan.
....the Space Marines are highly trained in matters martial and religious from an early age and subjected to intense hypno-psychotherapy. All this preparation is turned towards making every Space Marine an awesome, disciplined servant of the Imperium.

Space Marines are entrusted with all sorts of specialist and highly dagnerous missions, such as lightning raids behind enemy lines, infiltration attacks to capture vital positions and tunnel fights in enemy held cities. The human fighters of the Imperial Guard would be hard pressed to survive agianst the likes of Orks, Tyranids, and Eldar in these battles, but Space Marines are renowned for their ability to take on potentially suicidal odds and survive.

They also undertake long voyages of planetary exploration and conquest, pushing back the borders of the Emperor's realm.
Astartes indoctirnation.


Page 110
The Adeptus AStartes is not a subtle instrument to be delicately wielded like a surgeon's knife. Rather it is likened to a mighty hammer whch smashes asunder that which stands in its way."
Space marines vs other arms of the Imperium.

Page 111
There are reputed to be a thousand regiments or Chapters of Spacee Marines active in the Imperium, each with its own proud history, hearldry and heroes. None can be sure of the exact number of Chapters as new ones are founded over time and as old Chapters die or amalgamate.

A Chapter of Space Marines is a complete army in its own right. Numbering a thousand men-at-arms a Chapter is quite small in comparison to the immense legions of the Imperial Guard. However, each one is a powerhouse of elite warriors able to crush an enemy force many times larger than itself.
"regiments or Chapters" and a million impreo

PAge 111
Known to some as the Priesthood of MArs, the Adeptus Mechanicus design and construct many of the weapons of war used by the Imperium's armies. THe research and development of technoarcana, and the uncovering and protection of ancient knowledge from teh Dark Age of Technology are the goals of the Magi of Mars and the untold billions of servants spread across the galaxy on the Forge Worlds.
AdMech again

PAge 113
The human galaxy is a complex society of countless billions of people and more than a million worlds. Although these many worlds are part of the Imperium, it would be foolish to imagine that organisations such as the Adeputs Terra or the Ministorum are able to exercise much control ove rtheir distant domains. In almost all respects worlds are self-governing, or rather they are ruled by their own governments nad their own masters.
..
Amongst the most important of his [Imperial Commander's] duties is that of providing regiments for the Imperial Guard.
"more than a million worlds"

PAge 113
Despite the development of warp travel many worlds lie years or deades from their neighbors. It can take years to mobilise troops and even longer to travel to localised warzones. Under the circumstancese it is hardly surprising that some Imperial Commanders come to see themselves as above the rule of the Imperium
"years or dcades" between planets and "years" to assemble troops.

Page 114
Hive Worlds: Surface generally inhospitable, even deadly to human life after centuries of processing. Urban conglomerations called Hives, many miles in height, are principle population centres. Factory, mining, and atmosphere processing are main industries. High import/export ratio, partticularily foodstuffs and fresh water incoming.
Hive worlds. Industries are interesting (can include mining and atmosphere processing)

Page 114
Civilised worlds: This is the widest category comrpising any world, generally self-suffiicent, with a contemproary technology base that does not comply with any other specificatin. Includes major sub-categories CArdinal Worlds [cc], Garden Worlds [cg], Mining worlds [cm]
(note: Tallarn is considered a "civilised world" rather than a "dead world") Civilised worlds have sub-categories.

Page 114
AGri World
No less than 850 parts per 1,000 given over to the cultivation of crop, hydroponics, animal fodder, or animal husbandry. Few conurbations, population spread widely across planet surface.
Agri Worlds.

PAge 114
Feral Worlds: Technical base considerably pre-black powder, even pre-ferrous or lithic state in most regressed cases. Sometimes good source of army and ADeptus Astartes recruits if culture shock survived. Low tithe due to unfocussed production processes. Imperial Commanders often distant, in orbit usually with infrequent surface forays to establish purges of psychic talent and mutation.
Feral worlds.

Page 115
Ships are protected from intrusive daemons by a psychic bubble or Gellar field which bends space around the ship enclosing it in a shield of sub-reality.
Gellar field

Page 115
Dead worlds: These worlds have minimal, even nonexistent life traces. This results from ecological catastrophe, devastating internecine war, Imperial or alien intervention or no attributable cause.

(Includes Istvaaan 3, ,Naogeddon, Prandium, Truan IX, Zhoros)
Exterminatus'sed worlds. Gives us an idea of what an Exterminatus does, if we needed more.

Page 115
Feudal Worlds

Technical base just prior or just post-black powder state. Establishment of wide surface cultural and political organisations. Some useful recruiting for Imperial Guard and ADeptus Astartes. Slightrly higher tithes than feral worlds, compensating for wider farming and animal husbandry.
FEudal worlds

Page 115
Death Worlds: Planets which are too dangerous to support widespread human settlement. Types vary from world-wide jungles that harbour carnivorous plants and naimals to barren rockscapes strewn with volcanos and wracked by ion storms . These worlds are near-impossible to colonise but must be properly explored which necessitates the provision of outposts and other facilities. Some harbour rich mineral, vegetable, andimal or gaseous resources.
Death worlds and the reasons they get inhabited.

Page 115
Sovereign Domains of the Adeptus Mechancius, these are planet-wide factories. A forge world often also serves as a base of operation for one of the Titan Legions. Forge worlds are essential for the supply of arms and armour to the Imperiums' combat forces.
Forge Worlds, operate one of the Titan legions and are planet wide factories.
research stations

Includes wide variety of locations such as orbital stations, asteroidal emplacements an dother major facilities of dead worlds, death worlds, or on other planets. Responsible for a wide vareity of research, from animal breeding and domestication to weapons testing and geneengineering. Also listening and watch posts for planetary and sysem defence of major planets.
research stations (and other sorts of stations) count as planets. These could be a fair chunk of the "billions" of worlds mentioned in other source.

Page 115
The divisions and departments of the Priesthood number hundreds of thousands of independent, quasi-independent, federal and subsidiary offices. Entire lives are spent in ceaseless shufflint of paper and checking of rosters, the assessment of planets for tithes and counting of holo-clips. Together these billions of petty and largely aimless activities turn the wheel of the tireless engine of government. All intelligent self-awareness vanished from the process millenia ago. Whole department exist to serve worlds or agencies that have long since disappeared. Applications and petitions arrive daily form citizens and are duly processed and acted upon, though the process takes several lifetimes to complete so the citizens in question are inevitably dead by the time their reply arrives.
Hundreds of thousands of Administratum offices, and a ton of grimdarkitude.

Page 116
The majority of Eldar live on immense spaceships, much larger than anything any other race could construct. These artificial worlds float through space their movement erratic and contradoctory at times. It is speculated that tehse immense vessels are cpaable of entering the warp and achieving faster-than-light speeds, there is no definite evidence of this.
Craftworlds are theorized to be warp-capable.

PAge 116
Spread as they are across the entire Sector, in numbers rivalling that of humanity, these savage creatures know only war.

...

Orks have been fighting against us on hundreds of worlds and throughout the depths of open space, especially around the Denebian astroid belt.
Ork numbers "rival humanity." and fight humans on hundreds of worlds.

PAge 116 - 117
Although usually stooped, an Ork stretched to its full height towers over a man, and Ork leaders older and subjected to years of violence, are massive creatures able to crush a man's head with a clawed fist. ORks have a thick, leathery skin, varying from sickening green to almost black in colour, which is extremely resilient to damage. In fact, their whole phsiology makes them very difficult to injure and quick to heal. Rows of fangs, up to a finger's length, jut from their bucket jaw, and slab-like muscles move under their rough, warty skin.

...

In combat they are viscious and pitiless, with a total disregard for life - theirs or their enemy's. THey show little tactical or strategic sophistication, but their bloodthirsty nature, mixed with a degree of savage instinct and low cunning, make them fearsome adversaries.
Ork physiology and mentality.

Page 116
Tyranids vary considerably in size an dshape. THe warriors stand about twice the height of a man, while smaller Hormagaunts, termagants and gargoyles spill forward around them. Hulking monsters such as the Hive Tyrants and Carnifexes rival the mighty Space MArine Dreadnoughts in size and power.
Tyranids - equal to Dreadnoughts.

Page 116-117
All are armed with wicked barbs and calws, and a variety of symbiotic weaponry that uses biological manipulation to fire clawing, biting beetles, acidic venom, strangling seed pods or other horrendous living ammunition.

A vast controlling force, a kind of all-seeing overmind, pervades the Tyranid Hive Fleets. We call this the 'Shadow in the Warp', this 'Hive Mind' blankets all psychic powers and even nullifies the Astronomicon. It is impossible to say quit ehow this omnipresent sense was created or is sustained, but it is surmised that it is comprised from all the consciousness of the Tyranids - a mind greater than the sum of its parts. Somehow, the hive mind can instill the needs of the Tyranids into the creatures that create it, through various 'Synapse' creatures sucha s Hive Tyrants and Tyranid Warriors. When these nodes of control are destroyed, the Tyranid swarms an dbroods degenerate into their natural instincts.
The Hive Mind and synapse creatures.
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

The 3rd Edition rules. This will be split into two parts, since the update was so fricking big (3rd edition was the last fluff heavy one, at least til 5th. 4th for some reason cut down on that.)

There will be brevity here because my updates are skirting close to the character limit for text (also why it's in two parts)


Page 8
A veritable Legion of warriors ready tolay down their lives without doubt, for the beloved Ward of Mankind. none pass through the Imperial Palace without their knowledge: steeped are they in the arcane secrets of the labyrinthine edifice. Ten thousand blades await the call to arms: to defend against any threat from without or within.
"Legion of Warriors" and "ten thousand blades" = probably the Custodes, although the numbers mentioned in more recnet fluff make it doubtful they really are that numeorus.

Page 19
The LAnd Speeder Tornado mounts a heavy bolter for gunning down infantry and a multi-melta for vapourising enemy vehicles.
Multi melta "vaporizes" enemy vehicles. Assuming a Chimera and iron composition this is easily triple digit GJ.

Page 22
The Falcon and the Vyper let fly with the heavy weapons mounted in their turrets, targetting the Space MArines amidst the ruins. Shot after shot is deflected by the Space Marines' power armour, but a single Space Marine is felled by the awesome power of the Falcon's lascannon, his power armour reduced to bubbling slag.
Most weapons from the Falcon and vYpr vehicles seemed to be reissted by Space Marine armor, save the Falcon lascannon. Melting/boiling Space marine armor requires t least 1-2 MJ per kg. Could be anywhere from 100-150 MJ (100 kg suit or so) up to 500-1000 MJ (for some of the bigger armor mentioned.) Not including the fate of the person inside (which depending on assumptions regaridng melting, incinerating, etc could add double digit to triple digit MJs to the estimate.)

Page 39
A hundred thousand worlds, ten hunderd thousand wars. There is no respite, there is nowhere to hide. Across the galaxy there is only war.
a million wars? 10 wars per world. can't be all that big of conflicts though.

Page 40
A typical unit of troops is between five and ten warriors strong.
unit/squad size.

Page 40
A cavalry unit is typically five models strong and operates in much the same way as an infantry unit, although it is faster moving into an assault than foot troops.

....

Vehicles include all war machines - Land Raiders, Rhinos Dreadnoughts and Ork Buggies all fall into this category. VEhicles can move more rapidly than infantry but need to stick to open ground to avoid getting bogged down.

Cavalry units are smaller but faster. Vehicles seem to move faster than infantry (exces of 30 kph?) but of course this defends on the kind of infantry unit (Orks and Space Marines for example can run faster..)

Page 42
Warriors on foot move 6 inches n the movement phase. This represents most creatures moving at a run but stopping several times to observe the surrounding landscape for enemies, snap off a few quick shots with their weapons and so on.
Partly game mecahnics, but representative of in universe style. So it may be useful.

Page 43
Though the Imperium of Man extends from one edge of the galaxy to the other it is spread unimaginably thinly - its worlds divided by thousands of light years of empty oceanic space. There are over a million star systems wihtin the Imperium - yet this is but a tiny fraction of the number of stars in the galaxy. The Imperium is constantly discovering new worlds and uncovering ancient human colonies settled thousands of years ago during the time of the Stellar Exodus.
Supposedly the worlds of the Imperium are divided by "thousands" of light years. I find this hard to beleive. More probably, the individual subsectors or sectors are divided by thousands of light years.

Also note "there are over a million star systems within the Imperium." Millions of planets could comprise a million systems (many key worlds seem to be rather densely populated with multiple kinds of worlds inhabited.)

PAge 50
With the advent of lightweight armaplas allows, ceramics, ,and synthetic fibres there is no movement restrictions for warriors wearing a great deal of armour
.
This would *imply* that a great deal of protection can be acquired from still fairly lightweight armor.

Page 50

Power armour: This is a completely enclosing suit of armour as worn by Space Marines. It is made from thick ceramic plates and would be heavy and cumbersome but for electrically motivated fibre bundles implanted in the armour that replicate the movements of the wearer and supplement his strength. Power Armour is fully sealed to provide maximum protection against gas weapons and harsh atmospheres. It also commonly includes numerous auxilliary systems such as communicators, auto-senses, etc.
Power armor capabilities.

Features wrote: Auto reactive shoulder plate

Bonded ceramite/plasteel outer skin

Reinforced greaves incorporating gyroscopic stabilisers

Helmet: Short range comm-link spine

Olfactory nerve conductors

Auto-sense pickup array

Mark IV backpack incorporates main power plant & additional stabilizers.
More Space Marine stuff. Note the multiple ceramite/plasteel armor, the gyroscopic stabilizers in greaves and backpack, etc.


PAge 50
Tactical Dreadnought armour, or Terminator Armour, as it is more commonly known, is the best personal armour in the galaxy. The armour itself is massively bulky so it contains a full exo-skeleton of fibre bundles and adamantium rods. These support the heavy gauge plasteel and ceramite plates which form the outer carapace. The immense power of the Terminator suit means that troops using it can wield the heaviest weapons without restriction, handling autocnanons and missile launchers like an ordinary man would handle an autogun or a bolter. THe secrets of the manufacture of Terminator suits are known only by a few, so the ones that remain are very valuable and old and are reserved for use by only the most highly trained brethern of the elite Space Marine Chapters.
Relative comparison.. autocannons and missile launchers become like autoguns or bolters. This could give us an indicator of the kind of firepower a Terminator suit is meant to carry.
Features:
Triple layered ceramite/adamantium shoulder plates.

Integral storm bolter

Adamantium-exo-sekelton reinforcement

High density ceramite/plasteel greaves incorporating double-redundant activators

Titanium core reinforced techno-armour

Integral power fist.
Features of Terminator armor. Not the storm bolter and power fist are descirbed as "integral".

PAge 51
Mesh armour is formed of tens of thousands of individual pieces of thermoplas interwoven to produce a dense material rather like reptile scales or archaic chainmail. When struck the mesh becomes momentarily rigid, spreading the impact across a larger area. The Thermoplas mateiral also disperses heat rapidly, giving reasonable protection against energy weapons. Mesh armour is commonly used by the alien Eldar.
Mesh armour is used by certain specialist guard regiments as well.
Features (Eldar)

- Sealed helm, surmised functions include communication and enviromental systems.

Rigid thermic dispersal plating (unknown material)

Flexible mesh section (unknown organic/polymer construction)
Gears associated with Eldar Mesh armor. Note the support systems, the "thermic dispersal plating (rigihd componets) and that the mesh is "organic/polymer" construciton, probably indicating psychoplastics.

Page 51
Flak armour comprises several layers of different ablative and impact absorbant materials which should absorb the majority of energy from a shot. Flak armour is cheap and easy to produce, requiring a very low technology base. Flak armour is mainly used by the Imperial Guard.
This makes Flak armor's main purpose to be make the wound survivable rathre than to stop it. OF course we know flak can sort ofs top it, but they need rigid plates to do it.
Multi-layer carbon-fibre helment


Inter-layered plasfibre/thermoplas body armour

Thermal absorbant combat fatigues
Guard "features" - the body armor and the helmets. Note the helmets are "carbon fibre". Also note the "thermal absorbant combat fatigues", hinting at the fact Guard uniforms are meant ot reduce IR signatures (at least thats one thing I infer "thermally absorbant" to mean. It could mean it retains warmth too.
By means of their ancient genetic-replication vast the High Technomagi of Mars are able to extend their lives for thousands of years. Thus these shriveled husks maintain their stranglehold upon the secrets of technology that lie buried beneath their planet's surface. Tragically their minds continue to decay, and as the centuries pass they grow increasingly insane as their grip on reality slips into a miasma fo superstition, blood-sacrifice, and madness.[
Potential lifespan fro the AdMech high ups of "thousand sof years" thorugh genetic replication, although I have to wonder at this given how often they seem to prefer augmetics. (Maybe the brain and stuff need to be replicated, but this seems unliekly if their minds decaay.) Apaprently living thousands of years drove the higher up sin the ADMech bonkers, and they ascribe the mysticism of the AdMech to this (in part)

Page 53
Even though a creature might have multiple Wounds there are plenty of weapons in the 41st Millenium that are powerful enough to kill instantly. If a creature is wounded by something that has a Strength value that is double its toughness or greater it is killed outright and immediately removed. It can be imagined they are vapourised, burned to a pile of ash, torn limb from limb or otherwise mortally slain in a suitably graphic fashion.
Sefl explanatory. Thermal weapons like plasma and melta weapons probably mainyl do this. But also lascannon.

Page 56
Blast weapons fire shells, missiles or energy bolts that explode on impact, potentially injuring several victims with shock waves and shrapnel.
some energy bolts are explosive.

Page 57
Self loading weapons that carry a reasonably large amount of ammunition are called rapid fire wepaons. THese are very common and usually come in the form of sub-machine guns or assault rifles. They can lay down a withering hail of fire, especially at close range if the firer is stationary and concentrates on aiming and firing. Their high rate of fire also means they can be fired effectively "from the hip" when a squad is advancing, ,spraying shots into the enemy whenever they present themselves.
Implies lasguns and other rapid fire weapons (like plasma guns) can hae assault rifle/SMG like fire rates, at least under certain conditions.

Page 57
Pistol weapons are similar to rapid-fire wepaons but are light enough to be carried and fired one-handed. As they are lighter they often have a less powerful charge that limits their range.
Pistol weapons are lighter and more compact, but arguably less poweful. (which is intresting for bolter weapons considering the yuse the same shell.)

Page 57
Heavy weaponsa re heavy man-portable weapons such as heavy bolters or lighter weapons which need to be recharged between each shot, carefully set up, or whatever.
Heavy weapons are "man portable", although this doesnt neccesarily mean they can be easily carried. I'm guessing that its a tradeoff between mobility and ROF given the description 9lighter weapons need to be recharged between shots, for example)

Page 57
Assault weapons are used to support units as they charge forward into the attack. They either fire so rapidly or are so indiscriminate that you don't have to do much more than point and shoot.
Assault weapons seem to incorporate more than just melee stuff. Any CQB weapon.

PAge 60
All bolters require regular maintenance rituals and cleaning to keep them fully operational.

bolters fire self-propelled armour piercing mass-reactive explosive missiles called bolts. These detonate a split second after penetrating a target, blasting it apart from within. The force of the explosion can destroy even armoured vehicles. Bolters are normally set for rapid fire, each pull of the trigger firing a burst of three or fore bolts in quick succession.

...

Being caught amidst the thunderclap explosions of bolter fire is a frightening expeirence, ideally suiting the standard shock/assault role of Space Marines. For covert fighting special low-velocity solid core bolts are used.
Bolter fluff. Description is pretty standard, although the bit about destroying armoured vehicles is telling. Also the "burst fire" option (3-4 bolts per trigger pull, assumine 2-4 trigger pulls, could be betwen 6 and 16 rounds per second or 360 to 960 RPM)

Natrually of course, bolters are more complex weapons than standard slugthrowers and hence need more maintenance. Psychological value (for Marines) seems to be a big reaosn why the AStartes use that so much (since the Astartes are highly emphasized on terror tactics and the like) Low velocity bolts are one of several kinds of ammo used.
Magazine types: Sickle (Standard magazine 20-30 roudns staggered.) Drum (carries 40-60 rounds but tends to cause ammo jams) straight (carries 12-20 rounds, easier to load.)_\ Duplus X (two magazines strapped/welded/taped togehter) boltpistol clip (6-10 rounds.)
Different kinds of bolter magazines.
Features:

Autosense sighting link

Tecnos self-repair circuits

Multidirectional ejection port (manual ejection port trigger)

Piezo-electric ignition chamber.

Palm-print sensor (includes genetic identification code)

Blast compensator (Presumably, vents to allow the gasses to escape upwards and control recoil.)

Backup kick sight

Rifled barrel (.75 calibre)
Bolter features. With the sensors and the links and self repair circuits the darn thing seems pretty sophisticated.

Curiously though, bolters are rifled in this example. I'm not quite sure why a rocket assisted projectile would be rifled or need rifling, but oh well. Probably means it isnt fin stabilized.
Standard bolt: Outer casing, propellant base, main charge, mass reactive detonator cap, depleted deuterium core, diamantine tip, spin stabilised .75 calibre.)

Inferno bolt: Deuterium core replaced with oxy-phosphur gel.

Hellfire round: Core and tip replaced with mutagenic acid vial

Metal Storm frag shell: Mass reactive cap replaced by proximity detonator
diamantine tip and deuterium core replaced with increased charge and fragmentation casing

Stalker silenced shell: Propellant base and main charge replaced by gas cartridges, ,detonator cap replaced by solidified mercury slug.

Kraken pattern penetrator round: Deuterium core replaced by solid adamantine core and heavier main charge.

Bolter ammo variations.
The ancient technology required to construct plasma weapons is only known by an inner circle of Adeptus Mechancius Artisans and munitions adepts. Few are constructed today, and each is individually crafted and blessed by the Machine God before being allowed into service. Most Space Marine Chapters continue to maintain a few plasma weapons in their armoury, revering them as ancient and irreplaceable wepaons from a former age.

Ammunition for a plasma gun consists of a photonic hydrogen cell or flask. Two of these vessels are usaully screwed into plac inside the weapon before battle. THese two flasks feed a fusion core, where the hydrogen becomes highly energised and converts into a plasma state. The plasma is held in the core by a powerful magnetic field, then allowed to escape along a linear magnetic accelerator, speeding the plasma "bolt" towards its target. The molten gas explodes on impact, generating the destructive heat of a small sun before dissipating.

Plasma fuel flasks, usually good for approximately ten shots, are not reusable after firing. Reloading a plasma gun is time consuming as both flasks have to be unscrewed and new ones carefully screwed into positions.

Plasma weapons use similar technology to that used in plasma reactors and drives. The colossal energies generated are constrained within a powerful magnetic field. It is the magnetic containment field which is so difficult to replicate and maintain. Field failure can result in the plasma becoming unstable and the weapon overheating in a catastrophic meltdown. Emergency venting for escaping super-heated steam is a vital feature of plasma weapons.
Lengthy discussion of plasma weapons. For something so rare, many regiments (Even in the Guard ) seem to have them, nevermind ganger son hive worlds like Necromunda. 3rd edition plasm guns were apparently a literal plasma, despite being described as "molten gas"

Ammo capacity of ten shots.

The interesting thing about the gun is that it has a linear accelerator, and the magnetic confinement for the plasma being the difficult part. This would suggest, in theory, man portable EM weapons are not wholly beyond the Impeirum in some form. (We know they have them in needlers as per Rogue TRader and Dark heresy, but they are sitll a specialist weapon)

Also plasma weapons are related technologies to plasma reactors and plasma drives. An important tidbit to keep in mind.
Features:

Adjustable firing stock

recoil absorber

fuel flask ports x 2

Magnetic containment field generator

Linear magnetic accelerator

Photoinc hydrogen fuel flask; 2 per weapon, enough for 10 shots

Thermal resistant foregrip (micropore adherent surface)

Ceramite armour shielding

Emerrgency venting (around the barrel.)
Plasma gun featuers/


Page 61
By far the most numerous weapons in the Imperial Armoury are laser or las weapons. Cheap to manufacture and easy to use and maintain las weapons are issued in vast numbers to the Imperial Guard and are readily available on most Imperial worlds. Laser weapons emit a beam of focused light. The short duration high energy beam produces such a rapid temperature change on the target's surface that it vapourises in a small explosion. Lasguns are driven by a fast discharge generator, which comprises most of the lasgun's mechansim and stores energy for each shot. Actual beam energy is regulated to prevent overpowering, making the lasgun very reliable.

Lasguns fire with a searing flash of light and a distinct snap or crack. In lasguns and pistols each pull of the trigger fires a single laser shot. Lasguns can maintain a high rate of fire in the hands of a trained Guardsman with a good firing drill.

Power packs feed the discharge generator. Rechargable power packs or batteries, ,usually with a highly efficient liquid metal core, vary between small internal packs used in lasguns and pistols to massive power packs the size of crates that power lascannons and multi-lasers. Powerpack capacity varies immensely but most are good for about 40 shots. In contrast to maintain maximum power output efficiency lascannon powerpacks need replacing after every shot. Overpowered laser packs, ,like the so-called "hotshot", provide weapons with a more potent charge but give fewer shots. They cannot be easily recharged after use and the extra stress on the barrel requires much more maintenance.

There are many different designs of lasgun and pistol, and most worlds produce their own versions, made of locally available amterials, be it ceramite alloys, thermo-set plastics, or even wood fittings. Many lasguns and pistols include solar converters for recharging powerpacks and various optics sights as standard, such as iron sights, mono-sights, or infra-red sights.
Good ol lasweapons. Lots of detials to note:

1.) lasguns apparently workon mechanical damage - the rapid tempreature change and surface vaporization creatin ga small explosion suggests it relies primarily on mechanical damage mechanisms. It does not seem to be (in this depiction) all that penetrative, as per the "surface explosions" along with the short duration high energy beam. It also seems to use a single pulse rather than a "train of pulses." which may be a design feature trading effectiveness for reliability.

2.) Lasguns are specifically semi-automatic here. Doesn't apply to all lasguns since we quite clearly know therea are non-semi atuo lasers.

3.) liquid metla core lasgun powerpacks, although lasguns and pistols seem to also have "small internal" packs as well as the "crate sied" packs for lascannon and mutliasers (suggesting mutliasers have a similar output ot lascannon, but release it in a diffrent manner.)

Powerpack capacitiliy can vary 40 is seen as a minimum, as we have seen other capacities (50, 60, 150 depending on source and settng.) Lascannon seem be good for one shot. And of course "hotshots" are mentioned, although it seems implied they can be used in any lasgun (they aren't restricted ot snipers or Storm troopers)

4.) lastly lasguns can come with solar converters (not specified wehethre on the gun or part of it) and optics as standard. Iron sights are possible but seem less common (some sort of scope is usually seen, at least in artwork, and some versions have a laser beam emitting from it) while "infra and mono sights" are definitely sophisticated kinds

features:

Stock, various materials

Integral optic sights

Mark IX rechargable powerpack, liquid metal core

Charge setting

XC 48/3 pattern replaceable barrel

flash suppressor

Bayonet lug
Variou lasgun featuere. only truly notable one is the charge setting.
Melta weapons, sometimes called fusion guns, melters, or cookers, fire a sub-molecular thermal blast over a short distance, causing massive molecular breakdown and turning the target into molten slag and steaming vapour in a matter of seconds.

Most melta guns use highly pressurised pyrum-petrol gases, charged to produce a fearsome blast. Melta guns use a two part injection system to force the gas into a sub molecular state, which will vaporize just about any target. This results in an awesomely powerful blast at short range, with the heat dissipating rapidly at longer ranges. The two part reaction makes melta weapons slow to fire but the devastating results make them a popular support weapon on the battlefield, especially useful in an anti tank role, or when attacking enemy strongpoints. Many commanders prefer melta weapons over the less reliable plasma gun.

A melta gun makes very little noise when fired except for the high pitched hiss of vaporising moisture which becomes a roaring blast as the target detonates.
Melta weapons are seen as a shorter ranged, reliable plasma gun alternative, suggesting the two are of similar power. They can vaporize "any target" and sometimes explosively (target detonating) - for a human sized target ~200 MJ would do it. In "seconds" implies an output of double/triple digit MW (depending on how many seconds.) On the other end, melting vehicles (one feat linked to such guns) could eaisly get into single/double digit Gigawatts.

Pyrum petrol gases have to be technobabble fuel, given how insane the energy density is for doing all the described melta feats as a rule.
Features:
Regulator valve

Reinforced high pressure pyrum-petrol flask - 5 shots

Reinforced metamorphic firing stock

Primary gas feeds to charge chamber

thermal shielded micropore adherent grip

Adamantium heat shielding

Kick sight (rarely used)

venting shrould
"high pressure pyrum petrol flask" - with 5 shot capacity. Doesn't tell us much else.
The assault cannon is a six-barreled, ,self-loading autocannon. Driven by an internal motor the assault cannon has a very high rate of fire. It is carried by Space Marine terminators and is used in confined areas and tunnel fighting for clearing rooms and corridors. Assault cannons are forged of a tempered ceramite alloy, reisstant to the intense heat generated by the fast spinning motor and the wear caused by the thousands of shells fired. Despite this barrels are regarded as disposable and are usually replaced after every mission. Motor and barrel failure are common problems wiht the assault cannon, resulting in the weapon being prone to jamming.

Assault cannons fire a fixed-cartridge round, a dense metallic core covered in a non metallic composite sheathe with a diamantine tip. This gives good armour penetration and stable flight ballistics at short ranges and keeps the rounds small, so that more ammunition can be carried.

Assault cannons include gyrostabilization to help the gunner keep the weapon on target and recoil compensators are built into the terminator suit.
Assault cannons fire "thousnads of shells" over unspecified time frame. Assault gun ammo is a fixed cartridge round with a dense armor piercing round designed for penetraiton. Am guessing they are relatively low caliber (for marine weapons ) and probably not using lead. No explosive round, which owuld hold interesting implications for their ability to tear peopel apart. Also in the hundrds of rounds/sec ROF, 10 seconds ammo lasts
Features:

Gyrostabilizers

Expanded armoured sleeve protection

autosense sighting link

Primary motor

Ceramite alloy barrels

recoil compensator

Ammunition injection regulators

Integral ammunition hopper, 2000 rounds maximum capacity.
Assault cannon capcactiy ()this model) 2000 rounds, autosense link.

The techs of the aDeptus Mechancius make imperfect use of the ancient knowledge that they zealously preserve. Though the principles and practice of sub-atomic circuitry and crystal-stacked molecular power cells are far beyond the comprehension of these techno-mystics, tehy are none the less able to utilise and maintan the machinery of ancient days and therefore make use of technology far in advancee of other races.
AdMech grimdarkery. Molecular power cells and "sub atomic cicuitry" is a bit interesting though.

Page 62

Some maintain the orks are the decayed remnant of a vast galaxy spanning civilisation, others that they spread from world to world by inter-stellar spores.
theories on Orkish origins. The former is true.l

Page 66
Power weaposn splinter ceramite armour plates and melt plasteel in teh blink of an eye, smashing through even the toughest armour like paper.
Power weapons seem to work rapidly (blink of an eye) and have considerable thermal/mechanical damage effects.

PAge 78
This is not true flight (antigrav skimmers) but rather gravitic repulsion in a limited plane. The space Marine land speeder is the only Imperial vehicle with this capability as the helio-prismic engines are very difficult and expensive to produce, limiting their use to only the Emperor's elite troops. The Land speeder is a highly manoeuvrable, light reconnaissance and fast strike craft. It is capable of high speeds and can execute very tigh turns but is limited in its vertical movement by a climb/dive incidence of no more than 35 degrees from the horizontal due to inverse flux anomalies which arise beyond this point.

...

They [Eldar] build nearly all of their vehicles around sophisticated tri-polar phased crystal engines.

...

The falcon is perhaps the best example of Eldar skimmer technology. It is a large tank that is not only capable of low altitude flight but can also climb and dive almost vertically. Orks on the other hand are not sufficiently advanceed to fully comprehend anti-grav technology.[/quote]

Skimmer vehicles described, including reasons why Imperial skimmers aren't common.


Page 80
Most vehicles can move up to 12" in the movement phase. This is relatively slow, but it represents a cross-country speed rathe rthan oving flat out.[/quote]
[/quote]

Vechile movenet speed.

Page 80
Note that these [skimmers] are not full blown flying machiens, they generally hover at a few metres above ground level but are capable of making a powered boost to gain height and cross obstacles.
Skimmer flying height.


Page 80
Walkers move just like infantry
Wekll. duh.

Page 85
Most fighting vehicles are heavily constructed from steel and tough alloys and their hulls are protected by thick armour plates, sloped or angled to deflect shots.
armor plats angled.


Page 85
Ordnance weapons fire such enormous projectiles that they can smash through armour or hit with such force that the target vehicles' crew are turned to mush.
Implies mass more than velocity the cause, but thats kinda supposition.

Page 86
For there is no time in the warp and whilst weeks or months pass within a ship's warp envelope there is no accounting how many years might go by in the mortal world. Thus too often a battleforce dispatched in haste arrives at its destination centuries later to find the battle lost and themselves pitched into an alien infested hell. In this manner armies are wasted in ignorance and lives thrown upon the wreckage of time.
Warp/normalspace time dilation strikes again

Page 87
The massive impact [ordnance weapon beats armour]
slews the wreck D6" in a direciton determined by rolling the scatter dice. On a roll of a HIT the wreck flips over onto its side or roof.
Implies that momentum of the round knocks a vehicle about. or knocks it over.

Page 87
An explosion slews the wreck D6" in a direciton determined by rolling the scatter dice. On a roll of a HIT the wreck flips over onto its side or roof
Same as above, save an explosion does it.

PAge 90
Specialist tank hunting troops are often equipped with melta bombs - fusion based thermic charges which can reduce a battletank to a burnt-out wreck in milliseconds.
Meltabombs having fractional second detonation.

Page 90
Some troops are equipped with krak grenades, a special type of grenade designed to implode, shattering arour and (hopefully) stopping vehicles in their tracks.
Krak grenades implode, which may be indicative of their shaped-charge nature.

Page 92
For example, Space Marine assault troops and Ork Stormboyz use screaming jet turbines to provide the lift needed to move a fulyl armed warrior across a battlefield, wile Eldar Swooping Hawk Aspect Warriors soar aloft on raptor wings of light alloys powered by a silent gravitic motor. Jump pak troops also include more exotic types of warrior such as Eldar Warp Spiders who use teleport devices to achieve their mobility and Chaos Daemons who use their supernatural powers.
Implied Space MArine and Ork jump packs operate soley on brute force. Somehow I doubt thsi.


Page 94
The Eldar use bikes powered by anti-gravitic engines s that they can hover a few metres above the ground and make powered boosts over obstacles. This means that they combine the utility of bikes with the best aspects of skimmers.
Eldar jetbikes.

Page 98
With over a million worlds and a population running into the countless thousands of billions, it is the largest empire in the galaxy of the 41st Millenium.
"thousands of billions" population.

Page 98
Though the Emperor is a shattered, withered creature, he still watches over and guides humankind from the restorative essences, elixirs and billowing alchemical gases of the Golden Throne of Terra.
Through his vast psychic powers, the Emperor directs the Imperium's warships through the nightmare realm of warp space. He forsees the possible futures of the human race, and steers humanity so that it may overcome the many trials an dchallenges ahead.
Emperor is implied to be in charge of thigns still.

Page 98
Without the Emperor, the Imperium would be unable to move its armies and fleets to combat its enemies and enforce its rule. The Imperium would degenerate into a hundred small empires clamouring for power while aliens and other monstrous creatures devoured and destroyed Mankind.
small empires of thousands of systems each?

Page 98
Millions of soldiers fight over a thousand worlds against every conceivable type of foe: from the all-consuming Hive fleets of the Tyranids and the rampaging invasions of the warmongering ORks to rebellino and insurrection from within.
scale of fighting.

Page 98
Space Marines are the deadliest fighting force humanity can send to battle - just a few squads of these genetically engineered warriors can crush an army fo foes many time their number.
Partly due to psychological benefit of astartes.

Page 98
Internecine wars are commonplace and often mankind faces its greatest threat from within. Rebel governors, corrupt commanders, alien-possessed officials and even the Primarchs of the Space Marines have all turned against their peers and spilt human blood in the Imperium's long, war-torn history.
This sort of implies intenral problems create more of the overall conflicts the Imperium faces than the public ones do.


Page 98
The Imperium itself is inconceivably vast, spanning many thousands of light years that require months, even years, of travel to traverse it. A million worlds with a million different cultures make up humanity, and the discovery of new star systems and new planets are forever expanding the Emperor's domains, fuelling mankind's eternal hunger for more resources, more space.
"months or yearS" to either cross thousand so flight years, or just the Imperium. The former is thousands to tens of thousands of c, the latter is going to be much faster (hundreds of thousands of c easily)


Page 98
Even to systems close to Earth, the Emperor and the Imperium he embodies are but names for distant, almost supernatural forces, that are revered and praised from afar. Many citizens labour their entire lives, overcoming strife and toiling hard to survive the adversity of life in the 41st millenium, without even being aware of the Imperium except as a children's story. For others the Imperium is very real, the iron fist of control tight around their lives, instilling the law and order mankind must have to prevail.
GRimdark stuff.

Page 99
If these rogue psykers are not controlled or purged, the erratic and awesome forces they can unwittingly unleash may destroy whole settlements, even worlds.
..
Citizens with psychic talents who are left free to roam will often become unwitting pawns of malevolent warp entities, who use the increased mental powers of untrained psykers to bridge the gap between their realm in warp space and the galaxy of mankind. From here they spread their dominance, creating slaves of whole planetary populations and destroying the fabric of the Imperium from the inside.
Psyker dangers.


Page 99
Mankind's worlds are spread thin across the 200,000,000,000 stars that make up the galaxy. Within the Imperium's vague borders are rebellious enclaves of human worlds, domains ruled over by alien war leaders, colonies of creatures too aloof or basic to disturb mankind or draw the attention of their war fleets. The Imperium is engulfed in a constant state of war, sometimes continuing its wars of expansion, other time sfighting against foes who threaten the survival of the entire human race.
200 billions tars in teh gaalxy. Earlier editions said 400 billion. Note wars of expansion.

Page 99
Warp technology concerns itself with the study and exploitation of the warp, and its most important achievement has been the development of warp travel.
Warp tech defined.

Page 99
Space craft can navigate vast distances across the galaxy by dropping into the alternate world of warp space, where time has no meaning and distance is constantly fluid and deceptive. A journey that may take centuries in real space can be traversed in a matter of weeks in the warp. The warp is a realm of eddies, currents, and tides. Just as a river or ocean may have swirling eddies and raging maelstroms, or deeper, slower portions, so does too the warp.
CEnturies of distance (light centuries?) in weeks - thousands of c to a few tens of thousands of c.

Page 99
Ships in warp space do not navigate as such, but merely move from one stream of energy to another, cruising the flow of the immaterium to their jump point into real space. Short jumps, although by no means safe, can be made with a fair degree of reliability and precision. Longer jumps are unpredictable and dangerous.

The tides of warp space move in complex and inconsistent patterns; ships attempting longer journeys often end up wildly off course.

...

It is possible to make prolonged jumps of many light years by steering a ship within the warp itself; directing the craft towards a point in the material universe b y sensing and responding to its current movements.

Warp navigation. Short jumps are reasonably accurate, longer jumps without a navigator are risky. It is posisble to iether just let currents drag you along (propel you) or to manuver within the warp. The latter can be tricky, given you may have to fight currents and stresses (which can at best slow you down) , and fuel supply is invariably limited.

PAge 100

Projected from earth by a ten-thousand strong choir of specially trained psykers., this beacon [astronomoicon] acts as a focus for ships in the warp. THe prodigious amounts of mental energy needed to contribute to the Astronomicon drains a psyker of his life essence in a few short months and hundreds die every day

AStronomican.

Page 100
The psychic beacon stretches across 70,000 light years of space, a focus for the millions of commercial craft and warships that navigate through the tumultuous waves of the warp. The Navigators who guide human ships need the Astronomican, and without it the Imperium would fragment as warp travel became utterly hazardous and Imperial authority would be impossible to enforce.
AStronomican either encompasses 70,000 LY diameter, or a radius of 70,000 LY (140,000 LY total diameter)

Also "millions of commercial craft and warships." that either means "millions together" or millions of commerical craft and millions of warships. Given the ratio from BFG (estimate) and noted in Space Fleet, we could infer hundreds fo thousands ofw arships at least from millions of craft total. Of course in 5th edition the Imperium lost millions of ships in a single warp accident and didn't blink.
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Connor MacLeod
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Re: WH40K 3rd/4th ed misc analysis thread - part the 2nd

Post by Connor MacLeod »

And the final thread update.. 4th edition core rules.

Page (open pages)
They are the Lord Commander Militant, whose Imperial Guard wage war in the Emperor's name on a hundred thousand worlds.
100K worlds at war at any given time (preusmably) would be 10% of the Imperium. A sizable percentage, but still a small portion relative to the whole (and that doesn't consider the scale of the conflicts - most are probably small ones.
They are the Master of the Administratum, whose minions are numbered greater than the stars, and through whose realm all data passes.
\

Considering there are 400 billion or so stars in the galaxy, that suggests there are a rather large number of bureacrats.

Page 27
Even though a creature might have multiple wounds, ,there are plenty of weapons in the 41st millenium that are powerful enough to kill instantly. If a creature is wounded by something which has a strength value of double their Toughness value or greater and fail their save, they are killed outright and removed as a casualty. It can be imagined they are vapourised, burned to a pile of ash, blasted limb from limb or otherwise mortally slain in a suitably graphic fashion.
An indication that some special or heavy weapons we generally consider to be nasty (like plasma, melta, or other such) really are as sufficiently violent as we sometimes figure them to be. Vaporizing or burning to ash a human sized target is well into the high MJ/low GJ range. Blowing them apart is considerably less energetic of course (around the energy in a stick of TNT or a grenade) but that is from mechanical and not purely thermal effects. (plasma weapons or grenade launchers could do that eaisly, although melta weapons and flamers are more thermal. Although I dont think they would wholly vaporize.

Page 29
weapons which are self-loading and carry a reasonably large load of ammunition are called rapid fire weapons. These are very common and usually come in the form of sub-machine guns or similar. They can lay down a withering hail of bullets, particularily at close range. Their high rate of fire means they can be fired effectively 'from the hip' when a squad of advancing, spraying shots into the enemy whenever they present themselves.

An infantry model armed with a rapid fire weapon can shoot twice at targets up to 12" away.
Interesting in the context that most "rapid fire" weapons have half the effective range of aimed fire, at least according to game mechanics.

Even as a game mechanic it might have some use in practice in the novels and such. It also implies a roughly similar ROF capable between weapons that can do it (lasguns, bolters, plasma weapons, autoguns, et.c)

Page 29
If a model armed with pistol weapons remains stationary, it can shoot twice at targets up to 12"
The flip side of the rapid fire bit. given pistols can do it at same ranges rifles can, and implies not very rapid rate of fire either.


Page 29
Assault weapons are fired by warriors as they charge forward into the attack. They either fire so rapidly or are so indiscriminate that you don't have to do much more than point or shoot.
Flamers as one such weapon, but it probably would include area effect weapons or just area target weapons as well (MGs and such arugably). Meltaguns could do this too in theory (although they are pretty bulky) as can shotguns (of course.)

Page 30
Blast weapons fire shells, missiles or bolts of energy which explode on impact, potentially injuring several victims with the shock waves and shrapnel.
Some energy weapons can have proximity effects (primarily mechanical damage) The higher end plasma weapons have been known to.

Page 32
Rending weapons fire a hail of shots so focussed they can literally chew through flesh, bone and armour alike.
Either really high ROF weapons or shotguns.

Page 34
"Hellgun" Mk 2 Gyro-stabilised, backpack power-source
Backpack battery and gyro stabilization (a device to improve accuracy by smoothing out human motion while holding the gun and basically increase stability)


Page 34
M36 Cadian issue lasrifle with adamantium bayonet.
Adamantium bayonet

Page 34
Mk 6 rechargable power cell: fluid metal core.
I'm not really sure a "fluid metal core" would have any value as a means of storing power, although one could interpret it as being, say, a means of coolant or something I suppose.

Page 34
12 shot solid slug magazine.
For autogun or shotgun maybe, probably autogun.

Page 34
Plasma containment flasks; 10 shots.
Ammo capacity of the plasma flasks. considering a plasma gun screws two in, I'm ont sure whether that is apiece or together. I'm also not sure if you need to screw in two to fire the gun or you could fire them on just one either.

Page 34
Melta guns use a two part injection system to force the pyrum-petrol gas into a sub-molecular state, which will vaporise just about any target, reducing it to a bubbling pool od molten slag.
Rather than the microwave-type beam weapons of earlier editions, we see they have become some sort of magic flamethrower type weapon on steroids (pyrum petrol = diesel fusion? lol) Of course this just serves to make melta weapons in general more confusing and magical, since they clearly aren't merely flamethrowers.

Page 35
Standard bolt depleted deuterium core

Variants include Inferno bolt, Hellfire round, Metal Storm frag shell, Stalker Silenced shell and Kraken Pattern Penetrator round.
Various kinds of bolter ammo.


Page 35
Bolt Pistol Astartes Mk III 6-10 round magazine

Bolter Astrates MK Vb Godwyn Pattern 20-30 round sickle magazine

Stormbolter Astartes Mk VII Terminatus Pattern 40-60 round drum magazine

Heavy Bolter Astartes MK IVc Man-portable powered feed or high capacity box magazine.
Magazine capacities and magazine/ammo feed types of various bolter weapons.

Page 39
Rather than the crude fragmentation grenades used by other races, the Eldar employ plasma grenades to stun their enemies and drive them out of cover when they charge into close combat.
Eldar plasma grenades seem to be some sort of stun weapon, thereby cementing the notion that 40K "plasma" can be incredibly bizarre.

Page 39
The Tau employ a defensive grenade which blinds and disorientates their attackers with multi-spectral light and a sonic burst.
A sci fi version of a flashbang or a photonic flare grenade.

Page 35
Flamer MK IIIa, 'Heretic' Pattern 6 burst promethium tank.
Flamer fires six "bursts." Assuming oh a 10-15 kg fuel capacity for the tank you'd get between 1.5 and 2.5 kg of fuel per burst.

Page 52
Some [psykers] can send bolts of lightning arching from their fingertips while others can hurl aside tanks with the powers of their mind, or rip their foes asunder with but a glance.
Example of extreme offensive TK powrs. considering tanks can weigh many tens of tons (lik ethe russ which masses some 60 tons) we're talking about a considerable ability to lift and toss it aside, especially implied to be a fairly non-strenuous feat.

Page 62
This is because Pskyers find it hard to pinpoint the mind of an opponent with any clarity in the heat of combat; generally they all blur and merge in a confusing swirl.
GEnerally this means (in game) they are treated like ranged attacks, but its a limitation nonetheless. Psykers seem to target by seeking their targets out psychically (fof course)



Page 52
It requires intense concentration and inner calm for a Psyker to use his power, which is not always easy to attain in the midst of a firefight!

..

In order ot use their psychic powers a Psyker must draw deeply upon the power of the Warp - a very risky and dangerous thing to do, fo rthe Warp is inhabited by hostile entities that can attack an unwary Psyker during the few moments that he draws upon its power.
Dangers and problems of using psychic powers in combat.

Page 54
Jetbikes are powered by highly advanced anti-gravitational technology that allows them to hover a few metres above the ground and make powered boosts over obstacles. They are ideal for making raids on unsuspecting enemies , able to strike without warning from behind dense terrain before using their superior speed and handling to escape.
Jetbikes seem to have a minimum hover height of a few metres, but can arguably go higher.

Page 54
Jetbikes are solid and fast moving constructions, and are often fitted with protective armour and shields to deflect and absorb incoming fire.
This same stat applies to Bikes above.

Page 55
Some creatures are terrifying beings that tower over their opponents, capable of hurling tanks out of their path and slaying a score of men with a single sweep of an arm. Greater Daemons, Eldar Avatars and the feared Tyranid Carnifex count amongst their number.
Implies stuff of the magintude mentioned (Carnifexes, AVatars, etc.) can lift tank-like masses (or at least shove really violently.) Also suggests a roughly similar level of capability between the three mentioned eamples, although I find it a bit hard to think of a Carnifex taking on just any Greater Daemon.

Page 60
These vehicles [walkers] are usually capable of carrying as many weapon systems as a tank on a significantly smaller and lighter chassis. They combine the armour and weaponry of a tank with the manoeuvrability of an infantryman.
Implies a sentinel or other similar, non-Titan walkers can carry as much firepower. True up to a point (missiles or lascannon or autocannon/heavy bolters maybe, but not something like a battlecannon.) IO also have doubts they could be as durable as a tank.

Page 60
While most vehicles travel across the ground on wheels, tracks or legs, some advanced machines are fitted with jets or anti-gravity drives that enable them to swoop and hover a few metres above the battlefield. This is not true fligth, but rather a limited version of it.
Like jetbikes, some AG vehicles (like Tau or Eldar ones) hover "a few metres" above the ground.


Page 61
Many armoured vehicles are fitted with powerful engines, allowing them to cover open ground more quickly than infantry, ensuring that their mighty guns can get where they are needed on the battlefield.
Worth noting that "on road" increases vehicle speed (in game) by 50%. "fast" vehicles move twice as fast as normal vehicles. This is about what is approximated in the Forgeworld books.

Page 61
Skimmers are capable of making a powered boost to gain height and cross obstacles.
Sorta like jump infantry. No idea on max height though.


Page 66
Ordnance weapons fire such enormous projectiles that they can smash through armour or hit it with such force that the target vehicles' crew are turned to mush.
High force or momentum projectiles. Mushing crews implies significant acceleration, but only the biggest ordnance guns would be doing that methinks.

Page 67
The vehicle is seriously knocked about by the attack, scrambling targeting information and temporarily losing control.
"targeting information" - sensor data?

Page 70
On one hand, massively armoured vehicles can scatter infantry before them, as no one in their right mind would wish to be caught beneath the tracks of an eighty tonne tank bearing down on them!
"eighty tonne tank" - probably a land radier.

Page 72
Specialist tank hunting troops are frequently equipped with melta bombs - fusion based charges which can reduce a batlte tank to a burnt-out wreck in milliseconds, or krak grenades, a special type of grenade desgiend to implode, shattering armour and (hopefully) stopping vehicles in their tracks.
Meltabombs are "fusion based" charges which can detonate in milliseconds, and Krak grendaes "implode"

Page 75
Warriors in certain parts of the galaxy have developed nocturnal tendencies by fighting in perpetual night, or perhaps carry equipment that gives them such abilities.
Night fighting.

Page 76
Bolters have a 'pistol grip', allowing them to be fired with a single hand. This takes considerable practice and skill and is not normally encouraged.
Bolters can be fired one handed with training. The difficulty likely comes from the bulk of such a weapon, even for the augmented capabilities of a Space Marine.


Page 91
And henceforth be it known that the Imperium shall be divided into five fleet zones to be known as the Semgentae Majoris. These shall each have a Segment Fortress, from whence the orders of his glorious magnificence, the Emperor shall be enacted. Imperialis Command Decoriatum shall reside in each and with just duty be issued over the realms within their boundaries.

For the Segmentum Solar, this shall be Mars, World of the ADeptus Mechancius and this Segment shall extend about Mars, Beneficent Emperor's Imperium. In the north of our most majestic domains shall be Segmentum Obscuras, being in fiefdom to the world of Cypra Mundi. To the South it shall make Segmentum Tempestus, with overlordship residing with the planetary estates of the hereditary Bakka.

To the West shall be Segmentum Pacificus, under the auspices of the Lords of Hyrdaphur. The most turbulent East, a region of much strife and dissention and of many lost worlds shall have its overlordship known as Ultima Segmentum, and its guarantor of safety shall be the planetary Governor Kar Duniash. The Segment Fortress of the Imperial official of the Administratum shall be known as the Master of the Segmentum Solar. Lastly, the region of Segmentum Pacificus, and the Master of the Ultima Segmentum. In this the Emperor is most benevolent and thus shall the Emperor's charges be authority over such domains and reside with those who have the faith and temperament to dictate to the will of those others and take from then that which is the Emperor's due.
The Various segmentum and the segmentum bases.

Page 92
Entire armies of scribes attempt to collate how many humans inhabit the Imperium, but such a task is hopeless and without end, as the Emperor's realm encompasses every kind of world imaginable;
At best we can make estimates on the total population in the Imperium. I'd guess that we can treat population estimates as lower limits, at best.

Page 92
Its [Terra's] oceans have long since boiled away, and beneath the countless layers of metal and stone that have built up over the aeons, Terra is a lifeless ball of rock.
Probably a result of a combination of industry and the battle of Terra.

Page 92
Far from the congested queues of pilgrims, a billion serried ranks of scribes and lexmechanics toil in the depths of Terra, locked in enormous, candle-lit scriptoria, gathering numbers and records of a thousand years ago, whose purpose and meaning has long been forgotten. Archives the size of continents delve deep underground in gloomy wings, their floors dusty with antiquity, sprawling with stacks of parchments, scrolls and data crystals that, in all likelihood, no one will ever read.
More pointless grimdark.

Page 92
The highest and mightiest of all are the High Lords of Terra, the supreme council of the twelve most powerful men in the Imperium who rule in the name of the Emperor. THeir orders are passed to one of hte five Segmentum commanders before reaching the sector and sub-sector lords. Thus do the Imperial Commanders of each world receive their orders and thus is the divine will of the Emperor enacted.
The High Lords. Given the problmes of communication and travel, micromanaging isn't possible and they can at best handle large scale matters (Eg the Tyranid threat) and/or issue broad decrees.,

Page 93
The entire surface of the forge world of Gryphonne IV is encrusted with massive machine shops and cathedral-like manufactorums. Factories the size of cities clank and hiss, belching pollutants into the ravaged atmosphere as rank upon rank of lobotomised servitors nad devout Techpriests toil ceaselessly to churn out a constant stream of munitions and tanks.
Forge worlds appear coruscant-like although devoted to industry rather than populace.

Page 93
The Titans of Legion Gryphonicus, bipedal god-machines with the firepower to level fortresses, tower over the scurrying facotrums that form the lifeblood of this eternal machine..
Firepower to "level fortresses". Which in some cases (ie the fortress city destroyed in 13th Legion) can also mean cities.

Page 93
Further from Terra, there are vast expanses of wilderness space, where Imperial law is all but ignored and beyond the Emperor's Light, out towards the far-flung regions of the Eastern Fringe, there are whole tracts of space where the Imperium itself is nothing more than a half-remembered myth. There are many Imperial worlds in this far distant past of the galactic east, but so distant are they from Terra, that they can often go for centuries or more with no contact from the Imperium.
blah blah.. wilderness areas, remote areas far from the Imperium, etc etc. Yes possible, but not neccesarily common, and the bulk of the data tends to make it far from "common" (although I hesitate to say rare either, since this depends on the size one settles on. On a million worlds or so, the bulk are probably civilised worlds. But if we extend that to say, hundreds of millions or billions, then many many more small-population worlds would have to exist)

Page 94
Beneath them [High Lords], billions of souls make up the ranks of the Adeptus Terra, from the lowly scrivener who fills the inkwells of the Scriptoria to the High Lords themselves. Like any huge bureacracy, the Imperium is split into separate divisions, each a gargantuan organisation in its own right, and each with its own customs, practices and secrets. Every facet of Imperial life is, in theory, governed by these organisations, from planetary tithes, religion and military crusades. From teh tiniest detail to decisions that affect entire star systems, the Imperium has an organisation whose entire existence is dedicated to it.
Billions in the Adeptus Terra and the Administratum in general.

Page 94
Far beyond the pulsing, ancient machineries of the Sanctum Imperialis of the Hall of the Astronomican, where the psychic beacon utilised by the ships of the Imperial Navy to cross the vast guls of space is generated by thousands of psykers of the Adeptus Astronomica. Working on close conjunction with the Adeptus Astronomica are the psykers of the Adeptus Astra Telepathica, specially trained Astrotelepaths who can utilise their mysterious powers to communicate with others of their kind across the vast interstellar distances that separate the worlds of the Imperium.
Astronomican.

Page 94
Only the spirtiual energy of those with psychic powers may sustain His immortal existence and though hundreds must die every day to nourish Him, the Preachers of the Ministorum tech that htis is a small price fo pay and those that must pay it do so gladly.[
the Emperor goes through hundreds of lesser human psykers a day (although whether they need to be daily replaced, or if this is leeched out over a prolonged period as some sources suggest) isn't specified.

Page 98
Site of the Synod Ministra, its surface is covered in mile-high cathedrals and bell towers, linked by avenues lined iwth statues of the Imperium's thousands of saints.
"Mile high cathedrals." Starships hav ebeen compared to Imperial cathedrals too.

Page 100
Vast, city-sized constructions, most Naval vessels are thousands of years old, ancient gothic leviathans with terrifyingly powerful weapons and whole squadrons of fighters and bombers within their hangar decks. Entire battlefleets cross the gulf of space to bring ruin upon the foes of the Emperor, destrroying their ships and pounding their worlds into dust.
"city sized starships" that pound "worldss to dust".

Page 100
Forbidden by ancient decree from maintaining their own fleets, the Imperial Guard is beholden to the Navy to ferry its regiments across the galaxy. Packed into colossal transports, tens of thousands of soldiers and their wargear are shipped to distant star systems to fight and die on planets most of them will never have heard of.
Transports carrying "tens of thousands of soldiers" plus equipment. Which may include vehicles. Such transports are mentioned in BFG. Also implied regiments may number "tens of thousands" of troops.

Page 100
The vast armies of the Imperial Guard are the sledgehammer with which the enemies of Mankind are smashed asunder, covering the battlefields of the Imperium in their millions.
"armies" numbering millions.

Page 100
The soldiers of the Emperor are as numerous as the stars themsevles
"hundreds of billions of stars" at least, if we take this to mean stars in the milky way galaxy. Probably much more though if we include other galaxys and such. In that case taken literally, you could have up to the sextillions... which while POSSIBLE, seems a bit unlikely since the Imperium's population is unlikely to be that high, nevermind the military.

On the other hand it coudl suggest the 40K "universe" has fewer than quintillions or quadrilions of stars. Again, assuming this is taken literally. In all probability though they lack enough data to make that assessment, and it at best offers a lower limit number.

Page 100
Raised from every world in the Imperium, the Imperial Guard is a hugely diverse organisation, with each regiment having all manner of special skills that they can bring to bear. The Catacahn regiments come from one of the most lethal death worlds in the galaxy and are expert jungle fighters, the Tanith First and Only are stealth troopers without equal and the Narmenian Armoured brigades specialise in lightning-fast attacks with heavy tanks.
The Narmenians I believe either were invented by Abnett,. ro just showed up in his novels. Perversely this quote would also suggest a possibility that the Tanith are sitll around evne to modern times, and may have found a world to colonise and produce new regiments.

Page 100-101
The number and type of these [PDF] forces vary enormously from world to world and are, essentially, the Imperial Commander's personal army, ranging from feral, spear-wielding warriors, hive gang militia to forces indistinguishable from Imperial Guard regiments.

...

Though many Imperial Guard regiments look down on Planetary Defence Forces, their fighting spirit and courage is not to be underestimated.
PDFs


Page 101
The Imperial Guard undertakes vast crusades to liberate entire star systems or sectors from alien or rebel dominion. Led by Warmasters, powerful men in whose hands the fate of billions rests
Implies Warmasters, when appointed, commonly can command forces of billions in Crusades.

Page 101
Sometimes the Imperial Guard is too ponderous to react to developing war zones, and when a rapid strike is required, it is the Space Marines of the Adeptus Astartes who take up the fight.

..

Each Chapter Maintains its own fleet of ships and armouries and, unfettered by the stifling bureacracy of the Departmento Munitorum, is able to swiftly and decisively respond to an entreaty for aid, or to actively seek out and destroy threats to Mankind.
Space Marine Chapters - more rapid response than Guard forces (due to better tech as well as smaller size and self-contained nature.)

Page 101
STronger, ,faster, and tougher than the greatest of normla men, their bio-engineered bodies can fight in any enviroment and survive the most traumatic of wounds, enabling a Space Marine to fight until his body has been utterly destrroyed.
Space Marine physical capability.

Page 103
A space marine can survive wounds that would kill a normal man thrice over
3x (at least) tougher than normal humans.

Page 109
This [IG] mighty force is Mankind's primary and most numerous defence, numbering billions upon billions of soldiers raised as tens of thousands of regiments from all the myriad types of worlds found in the Imperium. Regiments vary enormously across the galaxy and include all manner of warriors, from disciplined ranks of infantry, glorious cavalry, whole regiments of tanks and artillery to the leviathen-like super heavy tanks and
titanic Capitol Imeprialis.
"billions of troops" as "tens of thosuands of regiments" would suggest again tens of thousands of troops (or hundreds of thousands) per regiment.

Page 109
The Imperial Guard fights at every level, from a platoon assigned to defend a small frontier colony, to massive army groups fighting wars that stretch across dozens of star systems. Though its armies manoeuvre ponderously, the Imperial Guard can bring to battle an unending tide of infantry, supported by countless armoured vehicles and guns.
some frontier colonies (EG Eastern segmentum) warrant merely a platoon of troops, to (on the high end) wars that seem to fight simultaenosuly across multiple systems (subsector or sector level.) the "ponderous mobility" is likely on a very large scale (as a whole) , since we know individual components of it can be used quite rapidly if need be.

Page 118
The entire war was an attmept to secure the ancient, monolithic weapons known as Blackstone Fortresses. THese moon-sized artefacts date back to long before the Emepror rose to power, and Abbadon found the key to unlock their arcane secrets.
Blackstone fortresses are described as "moon sized", suggesting diameters perhaps thousands of meters wide. I doubt they're large moons (EG death star sizeD) but one never does relaly know.

Page 119
It [Port Maw, Sector Headquarters for BF Gothic] is ringed with hundreds of bastion stations, monitor ships, defence satellites and minefields, and proved to be virtually impregnable to attack during the Gothic War.
Scale of the defences in port maw. "hundreds of bastion stations, monitor ships,e tc." Upper limit on defence ships anyhow.

Page 120
The ADeptus Mechancius is centred upon Mars but its influence stretches across the galaxy through its hundreds of forge worlds.
"hundreds of forge worlds" Other sources have said thousands. not a *dramatic* inconsistency though.

Page 120
On the forge worlds are billions of Tech priests toiling ceaselessly to fufil manufacturing and research quotas, knowing the outside world only as a set of algorithms and pict-transfers. Their industry is carried out by an uncountable mass of servitors - half man half machine creatures whose minds have been partially programmed to perform specific duties.
"billions of tech priests" on one (or more) forge worlds. Servitors also appear to make up a great deal of the workforce also. Also Admech DOES do research of some kind, although that doesnt guarantee its FAST research.

Page 120
One result of the STC system and its pivotal placee in human colonisation is that human material culture is very similar, even on worlds which are many thousands of light years apart.
despite potential differences and varieties ther eis still an essential similiarity in technology.

Page 120
These [STC] were created during the Dark Age of Technology to provide all the technical information needed to construct anything the settlers might need.

..

today there are no known surviving STC systems, and only a very few examples of first generation texts.
STC stuff.

Page 121
A Magos is dedicated to researching a sphere of particular knowledge, be he a Magos biologis, a Magos Genetor, a Magos Cybernetica, or an expert on one of dozens of other disciplines.
Magos in other words all seem to be specialists in many respects, but some can be generalists.

Page 121
The Bulk of the Adeptus Mechanicus' armed forcecs are forge guards known as Skitarii - human soldiers with basic bionic augmentations for communications,w eapons links and sensory feeds. With the manufacturing power of the ADeptus Mechancius behind them, the Skitarii are amongst the best equipped soldiers in the Imperium, rating alongside such forces as the Imperial Guard Storm Troopers and DRop Legions. Although most forge worlds maintain whole regiments of Skitarii, their dominant role is to bolster the already considerable power fo the gigantic war machines of the Ttian Legions and crew the massive mobile supportt weapons of the Centurio Ordinatus
Skitarri and other AdMech forces described.

Page 121
Titans are giant walking battleships capable of fighting in the most hostile conditions and carrying enough firepower ot level city blocks.
Titans can "level city blocks" rather than whole ctiies here. Not neccesarily inconsistent, since it could be simply a matter of timeframe.

Page 122
The galaxy is so vast as to defy comprehension by mortal minds, covering distancese so enormous they require centuries or even millenia to traverse.

...

Shielded from the destructive wrath of the Warp by the protective energies of a Gellar Field, ships that enter the Immaterium can complete a journey that might noramlly take centuries in a matter of months
Journeys that take "centuries" in a matter of months. Hundreds of LY in months at a minimum. Thousands of c.


Page 122
Only psychic signals can penetrate the barriers separateing the material realm and warp space
Unless you're the necrons of course. Generally though, this suggests any example of FTL stuff that isnt directly astropath related (and they do exist) be they sensor or comm is probably psychically related somehow.

Page 122
The astronomican is projected through space from a vast, tiered chamber carved from a single mountain peak, where a ten thousand strong choir of trained psykers is agonisingly leeched of their life energies to empower its divine light. The sheer quantity of such psychic enerrgy generated is vast, and only the mind of the Emperor is mighty enough to direct such raw power.
10K psykers powering the AStronomican.


Page 122
One side effect of such travel is that time passes differently in the Warp and while the crew of a starship may perceive days or weeks passing, months or even years may have passed in the mateiral realm. Like a sea, the Warp is sometimes wracked by storms and these can throw ships wildly off course or vastly alter the effects of the time dilation.
More on the "dilation" effect of warp vs realspae and how it affects travel.

Page 123
Astropaths also have powers of divination, able to glimpse fleeting hints of unwritten futures through readings of the mystical Emperor's Tarot or other, more barbaric rituals such as the readings of entrails ro the casting of bones.
More primtive version of what the Eldar can do.

Page 123
These powerful individuals [Battle psykers of the IG or Space Marine Librarians] are capable of directing the energies of the Warp in hugely destructive ways, smiting their foes with bolts of psychic energy powerful enough to obliterate a battle tank. Space Marine Librarians are amongst hte most terrifyingly powerful psykers in the galaxy, though it is only through a lifetime of ddiscipline and training that they are able to use such abilities.
Sanctioned psykers. Some can "Destroy" a tank.

Page 123
No ordinary psyker could transmit a message through the warp, nor could he receive a telepathic message over such vast distnaces. AStropaths only gain this ability as a result of their many years training, culminating in a special ritual which combines some of the Emperor's own power with their own. This ritual, knonw as Soul binding, ,brings the mind of the psyker closer to the psychic greatness of the Emperor. Inthe process, some of the Emperor's vast energy is transferred to the AStropath.[
Astropath training and osul binding.

Page 124
Warp storms are not mereyl confined to the Immaterium, and can bleed into the materiel realm; shimmering, livid wounds in the fabric of real space that feed on the fears of those who witness them until they become raging tempests. Worlds can be cut off from the rest of the Imperium for months, years, or even centuries.

..

Some hope remains for these benighted worlds, for warp storms sometimes recede for a few months, making travel possible though still ighly dangerous. During these brief moments of calm the ships of the Imperium may arrivel demanding the Emperor's tithes and recruiting new warriors for its fleets and armies.
Warp storms. May be a reason why some worlds don't see the Imperium for long times.

Page 124
Once Enslavers have appeared on a world they seek out and transform more hosts so that more and more Enslavers appear. Once an Enslaver infestation has begun it is very hard to stop, short of the ultimate sanction of Extrminatus.
Enslavers are psychic aliens.. smae yet apparently different from DAemons. infestation necessitates exterminatus to ensure it is stopped.

Page 125
For a thousand days the great Black Ships of the Adeptus sailed towards Earth. In the thirteen holds, each as cavernous as a cathedral nave, our human cargo sent up a great wailing and moaning. I counted twenty thousands psychic souls bound for eservice.

...

Most would serve by giving their lives. The remainder would serve in more dangerous way. Their powers would be trained to provide the Emperor's Psykers, astropaths, and thousands of other functionaries.
20K psykers collected by a Black Ship (at least) in 1000 days.

Page 125
Occasionally the link between warp space and the amterial realm is weakened and energy from the Warp will burst through and create a vortex of power destroying stars and planets.
Warp storms that bleed out into realspace can be hazardous to planets or stars.

Page 125
Alpha-level psykers can turn a man inside out with a glance. A mere flick fo the wrist can snap a Battle titan in two, or a muttered syllable turn an army upon itself in a frenzy of bloodlust.
Taking down Titans with a casual bit of power is.. impressive to say the least.

Page 129
Superhuman warriors invigorated and changed by the wapring power of Chaos, these renegades are awesome killers whose abilities outstrip even those of the loyal Space Marines.
CSM > normal SMs

Page 132
Thus Imperial law is imposed with an iron hand - not only to control wayward subjects, but to prevent predators from another dimension entering the mateiral realm.
Supposedly one reason why the Imperium is so repressive.

PAge 132
Mutation is a scourge upon all Mankind, a black reflection of the evolutionary process perverted into something far more sinister by the forces of Chaos.
Mutation is directly attributed to Chaos corruption rather than other means.

Page 134
Across every system within ten thousand light years it can be seen clearly with the naked eye: a pulsing ocean of sickly purple form CAdia, a vast sore eating at the sky from Fenris, a baleful, glowering malignancy from Terra.

..

It is so massive that a full quarter of Imperial space sleeps under its malevolent stare.
Visibility of Eye of Terror to other systems, occupies a full quarter of Imperial space.

Page 138
In stark contrast, the savage, green-skinned warriors of the Ork race stain the stars in numbers that, should they ever truly unite, would wash away all before them in an orgy of violence and death. The Imperium has culled Orks time and time again, only to see them thrive and be strengthened by the very wars waged against them.
The obligatory (if they had better coordination they'd take over the galaxy" spiel for Orks.

Page 138
Those worlds that refuse to swear allegiance to the Tau are oblitereated by the alien race's incredibly firepower.
Tau aren't quite so nice seeming now are they?

Page 157
A polluted industrial wasteland of ash and metal, it [Armageddon] is a vital node at the centre of the Imperium's navigational channels nad its sprawling, clanking munitions factories supply arms and tanks to thousans of Imperial Guard regiments across the segmentum.

..

The defenders of Mankind, however, will not stand idly by whilst the vital hive world is besieged, and uncounted millions stnad ready to defend Armageddon to the last.
Armageddon.

page 163
Every living thing is consumed, brough back into ht ehive ships and dissolved into a rich biological gruel from which new Tyranid organsisms are born. When the Tyranids move on in search of fresh play, they leave nothing but a ball of scoured rock in their wake.

Tyranids do not make their weapons and starships out of metal nad plastic, but use gene-splicing and bioengineering to grow them from the living organic mateiral harvested from the worlds they have devoured. Tyranid hive fleets consist of millions of sentient craft. each home to untold numbers of monstrosities evolved fromt he bubbling geno-organs of the ship's reporductive chambers.
..

Even when dead, they are nothing more than bio-matter to be reconstituted into new forms.
Obligatory Tyranid grimdark, millions of craft, consume all organic material, etc all.

Page 226
The Kill Team have with them a powerful scrambling device that disrupts enemy communications and temporarily disables their alarms.

..

The Kill-Team had their ranged weapons specially modified so that the first salvo they fire makes littel or no noise.

..

The Kill Team can use this equipment to maks their appraoch [Smoke or Blind grenades], making it extremely difficult for enemy squads to pinpoint them in the artifiically generated haze.

...

Stummers, devices designed specifically to deaden noise and make detection that much more difficult, can cut out one of the sentry's main tools of the trade; a sharp pari of ears.
Stummers, scrambling devices, modified weapons for silence, use of smoke/blind grenades.
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