Imperial Armour 1&2 (new version) analysis thread

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Connor MacLeod
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Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Yep! We're starting up the much-deridedbeloved Imperial armour series by Forge World. Truth be told, despite some of the criticisms of the series, I'm rather fond of it. YEs, Taros was a tau wankfest based primarily on luck (and novellizing the gameplay.) The Imperium tends to come across as more incompetent and inept to compensate for their sheer size and numbers. Forge world has a fetish for WW1 and WW2 (Siege of Vraks.) They made the Raven Guard Pakleds (don't mention Imperial armour 8 to Captain Orsai, ever.) But they do bring some interesting ideas to it. Much like CS Goto, there are things to hate, but there are things to like about the series as well. Like pretty much any 40K source, its not so much what one source or another says, its how you can weave it into the larger tapestry.

Besides, like alot of other evidence, the hatred of Forge World hinges more on the way its interpreted rather than the evidence itself (much the same way people hate certain SW authors or sources because of the favored "inteprretations". such as WEG.)

That said, Forge World does have some oddities, even in terms of internal consistency (both between different books and even within books.) 3.5 ton chimeras, for example. WEirdly variable Leman Russ speeds. Tanks that carry 40 battleship-scale combat shells that your typical 40K tank loader can load manually. Inability to keep ammunition types straight. Take your pick. We'll get to it all in time.

anyhow, before getting into vehicles we'll touch on the introductory stuff. HEre we go!

Page 8
A brief overview of some of the Adeptus Mechanicus principal Forge Worlds, and, where present, their honoured Titan Legions. Aggregate: 1,000.
I dont know what "aggregate" means.. but probalby not the overall number of Forge worlds, since the same source mentions thousands existing. Likely the major ones.. the most important, productive/powerful, etc. Others may be less important or minor worlds.

Page 8
Accatran; Ultima Segmentum. Situated on edge of the Ork Empire of Charadon. Homeworld to Legio Destructor (Beasts of Steel). Production Grade: IV-Secundi.

Agripinaa: Segmentum Obscuras. Close to CAdia and the Eye of Terror. Principal Supplier to forces holding the Cadia Gate. Production Grade: I-Extrimis.

Antioc: Segmentum Obscuras. In the Prath Veil subsector. Captured by Chaos Incursion from the Prath Nebula. Production Grade: IV-Secundi/Non.

Estaban III: Ultima Segmentum. Third planet of Estaban system. Homeworld of Legion Tempestor (Stormlords)
Production Grade: II-Prima

EstaBan VII: Ultima Segmentum. Seventh planet of the Estaban system. homeworld of the Legio Magna (Flaming Skulls). Production Grade: II-Prima.

Graia: Segmentum Tempestus: Homeworld to Legio Astramana (Morning Stars). Production Grade: I-Secundi.

Gryphonne IV: Segmentum Tempestus. Threatend by approach of Hive Fleet Leviathan. Homeworld to Legio Gryphonicus (War Griffons). Production GRade II-Extremis.

Incaladion: Ultima Segmentum. Incriminated in a conspiracy connected ot techno-heretics and worship of proscribed xenos-lore. Production Grade: III-Secundi.

Lucius: Segmentum Obscuras. Homeworld to Legio Astorum (warp Runners.) Production Grade: III-Prima.

Mars: Segemntum Solar. The Largest Forge World in the Impeirum. Centre of the Cult of the Machine and seat of the ruling Fabricator Gneeral. Mars controls the entire archives of the Adeptus Mechanicus and as such is the repository of the sum total of Mankind's technological knowledge. Homeworld of three Titan Legions: Legio Ignatum (fire Wasps) and two other legions (classified.) Production Grade: I-Maximus.

Metalica: Ultima Segmentum. Situated close to the Ork Empire of Charadon. Homeworld of the Legio Metallica (Iron Skulls) Production Grade IV-Prima.

Mezoa: Segmentum Obscuras. Gothic Sector. Cyclops Subsector. Also a naval shipyard. Production Grade: II-Tertius.

M'Khand. Segmentum pacificus. Production Grade: IV-Secundi.

MPandex: Segmentum Obscuras. Gothic Sector. Gethsemane Subsector. Production Grade. III-Tertius.

Phaeton. Segmentum Solar. Originator of a common Leman Russ pattern. Production Grade IV-Extremis.

Ryza. Segmentum Solar. Renowned for plasma reactor and magnetic confinement field technology. Once was unsuccessfully invaded by Orks. Homeworld to Legio Crucius (Warmongsers.) Production Grade: I-Prima.

Stygies VIII: Ultima Segmentum. LArge moon orbiting massive ringed gas giant on the outer fringes of the Vulcanis system. home to the best munition weapon artisans and producers of a Leman Russ Vanquisher pattern. Once homeworld of Legio Vulcanum I and II, which both turned traitor. Now homeworld to the Legio horoum (deathbolts.)
Production Grade: II-Extremis.

Tigrus: Ultima Segmentum. Overrun by Orks of the Warlord Arrgard the Defiler in M35. Originally developed the Vanquisher cannon. Still under Ork dominion. Production Grade: IV-Prima/non.

Tolkhan: Segmentum Tempestus. Homeworld to Legio Palldisu Mor (Pale Riders). Production Grade: III-Tertius.

TRiplex Phall: Ultima Segmentum. On the Eastern Fringe, threatened by Hive Fleet Kraken. Homeworld of Legio Victorum (Foe Slayers.) Production Grade: I-Extremis.

Urdesh: Segmentum Pacificus. Principal supplier of the Sabbat Crusade: Production Grade: III-Prima

Voss Prime: Segmentum Solar. Closest forge world to the Armageddon system. Lacks good knowledge of plasma reactor technology. Homeworld of Legio Invigilata (Emperor's Guard.) Production Grade II-Extremis.
Samples of Forge worlds. DEtails of particular note: Gothic sector has at least 2 Forge worlds in it. Some forge worlds can have 2 Titan Legions. Urdesh "principal supplier" of SWC (yet its also known to supply IG regiments, rather than having Skitarri, which is a peculiar setup to say the least. And yet it appears to actually be a Forge World..) If we had benchmarks for production, we could probably compare/rate forge worlds.


Page 9
STC was a system developed to aid isolated settlers on distant planets to maintain a high technology base and avoid them slipping back into a subsistence existenc and barbarism.
It was a great store of knowledge which enabled colonists to build efficient shelters, power plants, communication equipment, transports, weapons and the like, by using local materials and without requiring vast amounts of highly technical and specialist knowlege.
A bit of STC fluff.

Page 9
Despite its decline, many practical STC creations endured and were copied, passed down from generation to generation. The familiar machines were still discernible in the common shapes and utilitarian designs. Of course, the millenia wrought their changes but the basic designs were always retained. The science required to re-invent such technology had been lost, there could no longer be any technological progress. The Imperium could not hope to create an entirely new vehicle, all it could do was replicate what had gone before.
Usual "Imperium never innovates or does scientific research." line, which tends to hold true only so long as the author(s) wish it to. In reality, like much of the Imperium, you tend to have both happening (some individuals or factions do research, some behave as the quote above outlines it.)

I'm also skeptical of the idea tht the IoM cannot create a new vehicle, as it has been known to happen. The problem here is, that this is open ot quite a bit of semantics as ot how one defines "new" (for example, some f the Predator variants the Astartes made could qualify as "new"...)

Also note that despite STC standarization, changes and variations in pattenr can exist.

Page 9
"For their day, STC designs were large, ,bruitish, hard to damage, dependable, easy to repair, and with a high level of standardisation from one machine to another. They were adaptable, so a power plant might run off any fuel. They had to be able to operate in any enviroment, so simplicity and efficiency was key over considerations of form.

...

For example, a chimera's track links are still exactly the same as a Leman Russ battle tanks. Power plants also have many similar or standard features and can easily be adapted to run on different fuels.
Design critreia for Imperial vehicles. The Standardization bit does lead me to an intersting speculation, was STC set up to allow for "dual use?" EG a civilian vechiel migth be, with some effort converted over to a military one, which gives us the Leman Russ - for example. I have heard that IG tanks and such are based on farm vehicles supposedly.

Page 9
Such is the reverence in which the Adpetus Mechanicus, the guardians of science and technology, hold STC designs, mayn features that were originally modifications have now been accepted as STC and duplicated as such. In this way, what the Techno-Magi currently think of as pure STC deisgns are not, but lost in the mists of time. It is now impossible to separate original from adaptation. The 'canon' of STC designs has been widened to include many similar vehicles.
- the AdMech, in their "wisdom" have come to accept what were originanlyl variations or modifications on basic designs as being "standards" of their own. which in turn means that the Imperium appears to have a wide variety of variations on basic designs. (It ma be they have a huge library of such potential designs, but hav elimited knowledge/access of only certain ones.)

One also has to keep in mind that more recnet fluff like Mechanicum also indicats that STC is NOt the sole and only source of AdMech technology, what with the Dragon and all on Mars, so the idea that they don't innovate or step outside the bounds of STC is hard to justify. What actually happens is, quite probably, that regardless of the "origins", if the AdMech finds it useful or conveinent it will get labeled "STC" and that's that. AFter all, who is going to gainsay them?

Another factor to consider is that, like any Imperial organization, the AdMech is subject to varying degrees of radicalism (innovation), and puritanism ('don't change a damn thing') This attitude likely varies from forge world to forge world and sector to sector, helping to explain inconsistencies (why on one hand the AdMech might be interested in Xenos tech, whilst in another they decry its use in any and all forms.)


P{age 9
once, in the Dark Age of Technology, perhaps Mankind could have improved upon them, made them faster, quieter, or added extra labour saving devicees to make a crew man's job easier, but now thy cannot.
Another declaration that I am skeptical of. In theory it could be true, yet in practice evidence tells us otherwise. Russes can and have been made to move faster (Various novels and short stories, hell we know tanks can be tweaked for greater speed unofficially.), they can carry computer and electronics gear (like targeters and auspex) if not full computers. Some even might have some sort of autoloading system (even if its servitors.) Hell some vehicles can have a quasi-nuclear or plasma reactor for crying out loud. It doesn't help that IA contradicts itself here (which is not the first time you'll hear me point this out either) since they mention vehicles that can have a MIU attached.. and how often do we see THAT?

People can argue back and forth what defines the "real" Imperium as far as tanks and gears go, but the answer ultimately is the same: it depends. The Imperium's tech base is so variable, its military so diverse, that you can literally cram any sort of combination into it and it makes sense. But on the other hand, this means that important things like "standardization" take at best a secondary role to everything else, nevermind all the other issues (the fact they classify regiments as equal regardless of composition or casualties, the nature of warp travel, etc.) Hell even when you have a "sophisticated" regiment, logistical problems can mean that certain high tech capabilities may not be usable or inaccessible (our Cadian tank regiment didn't get in the rigth kind of anti-tank ammunition, so we're fucked!. Oh, and the spare parts on auspex are also gone, so we're left with using spotlights.") Factor in bureacracy, corruption, you have it and well.. you have 40K. GRIMDARK!

Page 9
In the 41st Millneium, technology is not widely understood, and most of those who can understand it have been gathered together under the auspeices of the Adeptus Mechanicus...

..

Technology, lost in the depths of time, which is rediscovered is revered in a manner more akin to a religious artefact than a simple electric gneerator or fuel pump. Knowledge has become so debased that advanced systms are more comparable to witchcraft or magic. Working machines are always treated with reverence, it has a will or soul of its own, or as a manifestation of the machine god.
Typical AdMech flavour fluff. AGain, the veracity of this statement varies with authorial fiat - some follow it quite closely and others less so closely. And similarily, varying degrees of plausibility can (sometimes) be attributed to things (Such as the fact a computer or robot, in 40K, can be possessed.) There is the aformentioned "Dragon" bit too.

Besides, real life tends to have an inconsistnet record when it comes to "understanding science and technology" too. I can't even count the things people fail to understand properly or deliberatley misreprenset, from evolution, to the nonsense about immunizations causing autism. Even in a milder case, people might have something of a vague idea of how a computer works, or a car, but they won't neccesarily be able to fix or build one, or give a detailed explanation of it. But not knowing does not preclude them from using it or even (sometimes) fixing it.

Page 9
The Adeptus Mechanicus see anything involving STC designs as reflections of the will and divinity of the Machine God and, ultimatley, the Emperor himself. To change them would be heresy, a challenge to the will of the gods, and is unthinkable for a faithful servant. Innovation is seen as deeply suspicious and strongly discouraged, even for those few who might have the skills to attempt it. Many of the most advanced forms of technology are considered as "black" technology and outlawed, surrounded by superstition.

...

Simply developing better, bigger, more accurate weapons does not occur to the Adeptus Mechanicus.. Problems are solved by brute force (i.e. the use of more men....) or blind faith (the Emperor will eventaully protect Mankind, and if he does not then it was because our faith was weak!)

The obtaining of knowledge through experimentation and scientific method has been replaced by faith, which requires no proof or evidence, only trust in the truth of the doctrine of the Machien God.
More flavour text. I'm not really going to belabour the point any further but to note that again, the truth of this statement, while not wholly false, still must be taken with a grain of salt. To be honest this isn't really all that unrealistic an idea - like any religion, it is dogmatic and consrevative when it can get away with it but ultimately the successful ones change and adapt to reality (even if they refuse to acknowledge it, or rewrite history to alter their perceptions.) Christianity (for example) has done so to varying degrees.

I will note though that the Imperium DOES in fact improve its technology (Power armor is one notable example.) it just may not do it all the time or uniformly so.t should be noted that the whole "Omnissiah/Emperor" angle has traditionally been a divisive topic in and of itself in the AdMech, so that alone tends to indicate that the beliefs espoused here are not neccesarily gospel. Hell, later on IA even admits that interpretation does occur. Like every other aspect of 40K, the Imperium's problem isnt so much whether it does or doesn't do something, but whether it does so consistently, and to what extent it ca be distributed.

Page 9
The upper echelons of the Techno-Magi, whilst dogmatic and rigid in their demands for adherence to the Cult of the Machine, know that Mankind once commanded technology far in advance of their own. Rather than striving to emulate former achievements through experimentation and research, science is now an archaeological study. Tech-Priests seek hidden or forgotten traces of past machines. Those found are replicated slavishly, but this can only happen once it is established that STC systems are present and thus the Machine God's blessing is given. Understanding how or why things function is not seen as important, just that (by the will of the Machien God) it does function is enough for the Adeptus Mechanicus.
Again, not going to belabour the point, but I quote it here for posterity and comparison.


Page 10
In this way, nearly all the vehicles currently fielded by the fighting forces of the Imperium came into being. Handed down through the years as the heirs of past STC designs pieced togehter from discoveries on backwater planets. Some of the latest re-discoveries include the Lightning Fighter, the designs for which were found on the planet Karnak II but still took nearly 500 years to verify, and the Sisters of Battle Immoaltor, a variant on the common Rhino hull. These are the great discoveries of the Explorator teams that scour the galaxy in a long quest to find lost STC machinery and slowly rebuild Mankind's technological knowledge.

A the same time as new discoveries ar emade, older technological knowledge is lost. When a final piece of working machinery breaks down there may no longer be the knowledge to repair it. If blessings and praise cannot reivve the machine's spirit, there is nothign the Adeptus Mechanicus can do, such is the will of the Machine God. For every new discovery, there is also a piece of knowledge lost forever.
- the designs for the Lightning interceptor/fighter took 500 years to "verify".

Also, technology is "lost" as it is acquired, as machiens decay or break down the knowledge to maintain or repair it may not exist. Again, how this plays out in novels and such (Eg "practical" terms.) can vary.

Page 10
This decay and rediscovery makes for very eclectic technology. There is no uniform technology level across the Imperium. Some technology is very advanced, others is very primitive. Many vehicles incorporate both extremes. This creates vehicles which might include sophisticated targeting systems or mind-impulse links, whilst being driven by a steam-powered turbine! Imperial starships are a good example of this fusion, whilst capable of sophisticated astrro-nagivation and warp jumps, many other onboard tasks have to be accomplished by manpower alone, such as men hauling upon chains to position guns.
I should note that the fact that some guns have to be manuvered by hand (probably broadside guns) has implications for ship to ship combat. It would be rather hard to travel at very high speeds and manuver guns by manpower. So one should keep in mind that Sabbat Martyr's space combat is NOT typical in any way. and I wish people would stop portraying it as such. Again, to point out, 40K tends to be highly variable.

As far as the "high/low" tech combination things, the above makes this sound all very nasty nd grimdark, but there is nothing neccearily wrong with a "low" tech solution. Gunpowder firearms are relatively "primitive" comapred to a lasgun, but the fact they might still be used in the future is not at all unreasonable. Or hinges. Or wheels or tracks. Or ball bearings. Low tech can have its place and its benefits too as much as high tech does. (then again you get to insane stuff like hand powered comm units on starships, cog wheels everywhere, and similar absuridties.... GRIMDARK!)


Page 10
The adepts of the orbital shipyards of Monsk had spent many generations gathering information from archives, ,cross checking with the central archives on Mars, slowly piecing together tens of thousands of partts of a vast jigsaw, to create a new class of ship.
..

Several years later, a new class of enemy raider was identified in the Damocles sector, not far from Monsk. It was a remarkably similar configuration to the Monsk vessel. The Imperial Navy hierarchy classified the vessel as an "Infidel' class raider.
A new "heavy escorrt vessel." Note the (apparently) short build time for what amounts ot an escort (which is basically lifted from BFG fluff on the Infidel.)

Page 10
Forge worlds are planets ruled by the Adpetus Mechanicus. They do not pay tithes to the Administratum as other planets in the Imperium must. Instead, they supply the Imperium with a major proportion of the arms and munitions it requires to maintain its vast armies and continual wars of conquest and defence.
The implication here being that Forge worlds can match the combined output of most/all of the other Worlds of the Imperium on their own..including the Hive worlds (which are many times mor productive than EArthlike civilized worlds already.) That "thousands" of worlds can do that is.. impressive to say the least.

Page 10
Forge worlds are the industrial heart of the Imperium. Ruled and maintained by the Adeptus Mechanicus they are planet-sized factories, producing the raw materials of war. Each [forge] world has billions upon billions of sevitor slaves working in manufactorums that never cease production. Everything from simple lasguns, powercells, bullets and shells to Chimeras, Leman Russ, Baneblades and massive Warlord Titans roll from the production lines of the Forge Worlds.
Note the servitor based construction force on forge worlds (40K analogue to automation) and that Titans are still being built (which some sources say they aren.t)

Page 10
Each world [forgeworld] imports massive amounts of minerals and chemicals from mining planets across the galaxy. These must be refined befoe being turned into the weapons of war. To support the planet's factories, tehre are also space docks for inbound cargo ships and outbound transports, refineries, fuel depots and storage facilities, foundaries, warehouses, power stations and massive scrap yards hundreds of miles square. These have spread to create entire continents covered in the trappings of heavy industry. On the grreatest Forge Worlds, industry has spread to cover the entire planet's surface.
Associated industries in/around Forge Worlds. Like many of the older and more effective Hive and industrial worlds, the Forge Worlds tend to be highly specialized towards construction, but rely on materials coming in from elsewhere to maintain that output. In some (lucky) cases the world may still have resources relatively close by (probably not on planet, but perhaps on other planets in the system, or asteroid belts or the like.) Importing from outside a system may still be required though, especially for the high end producers I imagine.

It goes to say that Forge Worlds also sound very Coruscant like. Moreos than Hive Worlds can. I daresay this either implies lots of automation or far larger populations than hinted at.

Page 11
There are thousands of Forge Worlds dotted across the entire galaxy. All are the soverign domain of the Adpetus Mechanicus and many are also bases for the Adeptus Mechanicus' own fighting forces, the Titan Legions and the Skitarii. Each Titan Legion is based upon a Forge World, where it is supplied and equipped and from where Titan battle groups are sent to join the other armies of the Imperium in wars across the Galaxy.
Generally its believed that each Forge World has one (maybe two) Titan Legions a its disposal, but this may not be true in all cases - just that many (most) fo them do. Exceptions could be places like, say, Urdesh (Which does not seem to have its own Skitarii forces.)

Page 11
The largest and most productive Forge World is Mars.
..

From its ancient hive facotries to its orbital dockyards Mars is revered as the fount of all technical knowledge. Mars is also unique in being the homeworld of three Titan Legions, such is its eminence.
Page 11
Although all Forge Worlds are utlimately governred from Mars, stellar distances mean that centralised control is all but impossible. Whilst all Forge Worlds strive to adhere to the dictates of the Cult of the Machine, one world's idea of faithful adherence can differ from another, especially if separated by thousands of light years. One Forge World may interpret the laws differently, beliving their version is correct. This affects vehicle designs from one Forge World to the next. Slight changes and variations of style do occur. Theologists within the Cult of the Machine will argue the validity of any changes, but try as he might, the Fabricator General cannot control what happens on every far-flung Forge World.
Simply put- The Admehc is about as cnetralized as the rest of the Imperium, so things can be variable in many an sundry ways.


PAge 11
One of hte worst cases of deviation from cult rules resulted in the infamous 'Contagion of Ganymede', when unlawful experimentation with warp coil technology resulted in the creation of a warp gate. On the Forge world of Artemia Majoris the Hieronymites, follower sof High-Magos Alcehmys Hieronymus, were outlawed and eventually destroyed for their investigations into prescribed bio-chemical compounds. Such innovators are shown little mercy.
- partt of the reason of the strict control or regulation of tech and experimentation in the AdMech is that alot of teh tehcnologies are dangerous. Example being the "Contagion of Ganymede" where warp coil experimentation lead to the craetion of a warp gate.

This passage illustrates two things. On one hand, silly as it is, the AdMech's POV holds some merit. 40K is a galaxy where magic and gods and demons literally exist, and everything, even technology, must be made to conform to that. So silly things like incense and runes painted on devices and prayers may actually serve some beneficial purpose in some cases (while in others they are obviously pointless - not every ritualistic aspect can be explained away.) The second thign we are told is that innovation still occurs in the AdMech regardless of what the rules say (again centralized control is impossible.)

Page 11
Most Forge Worlds, small variations apart, only seek to faithfully replicate the designs that have gone before. The will of the Machine God is such tht some Forge Worlds have more success in replication than others and, as a reuslt, have developed reputations for specialist knowledge in certain areas. For instance, Ryza excels int he replication of plasma technology, including the complex art o fmagnetic containment fields. The munition artisans of Stygies VIII produce the best gun barrels, recoil dampners and finest quality propellant chemicals. Only Mars is the master of all technical arts and can command access to the archives of any Forge Worlds. It suits the lords of Mars that no other Forge World should be able to threaten its pre-eminent place as the great repository of all Mankind's technical knowledge.
Note that while certain forge worlds (Ryza, Sygies VIII, ,etc.) may be known for specializing in cerrtain knowlege, Mars is their equal (if not superior) in all areas. We see here that politics and suchnot play a role even in the AdMech.

Also note the bit on STygies VIII about propellants recoiil dampners and suchnot.



Page 11
Through thousands of years, no vehicle has remained completely uncahnged.
...

Adaptations, eventually officially sanctioned, have evolved into new patterns.

A Pattern is the titel given to a vehicle design discovered by a particular Forge World.
Patterns and how adaptation/variation fits in.

Page 11
For example, the Ryza pattern Leman Russ turret was a design pieced together from the archives of Ryza Forge World. After long debates and much testing, the Adeptus Mechanicus deicded that there was evidence of STC technology within the design and hence it became part of the official canon of sanctioned Leman Russ Design. Ryza was given the go ahead to start production and the plans were handed over to Mars and added to their archives. From Mars, these plans can be distributed as they see fit. In this way other Forge Worlds can produce the Ryza pattern, not just Ryza itself. There is often fierce competition betwene forge Worlds, as each belives they should be re-producing any design sanctioned by the Machine God, not to do so could be seen as failing in their duty.
- to add above, the basic idea is that the fragmented knowledge amongst the vairous Forge Worlds, as well as the varying "patterns" of technology or components, cna lead to a great deal of variation among designs/vehicles. Note that the Ryza example sounds alot like a bullshit story - "piecing together" and "Testing" sounds like at least some research and experimentation goes on, its just that it is done in a way that suits the AdMech (which is to say, Mars.) Indeed, one has to note this particular quote indicates just how MUCH politics and power play into how technology is handled in the Imperium. Technology is pretty much the source of the Admech's power, and its currency both within and iwthout, and like any single, valuable resource (like oil), it will be strictly regulated (even dishonestly so.)

Two main inferences can be drawn: 1.) - Power and greed outweigh practicality in the AdMech and technology (sad to say) which plays a huge role in technology being what it is in the Imperium. That said 2.) it is debatable just how much is "lost" since Mars retains pretty much everything, and they decide who can produce what ultimately. That means that the only thing preventing MArs from changing its rules is Mars itself, and it is quite possible external factors could change things (EG threat of invasion.)

Page 11
So despite their rigid dogma, the Adeptus Mechanicus can actually produce a wide vareity of broadly similar vehicles. A Forge World might produce a Mars Alpha pattenr hull, onto which is added a Ryza pattern turret, inside hwich is placed a Phaeton pattern engine. In the end, it is still a Leman Russ battle tank but with superficial differences.

So vast, compelx and fragmented ar ethe technical archives of the Adeptus Mechanicus that who knows what ancient STC deisgns have bene lost or lie long forgotten, only to be rediscovered, sanctioned, and eventually go back into production again.
Again we note that what is taken as gospel before in practice may not always hold true. Such is the way of the Imperium.

And again the hwole "STC snaction" process sounds like a bullshit power game.

Page 11
Most well populated planets have their own industries and the highly developed planets are capable of manufacturing vehicles and weapons to supply their own planetary defence regiments and "tithed' Imperial Guard forces. Hive worlds have huge factory complexes, employing millions of hive-workers, often run by autocratic merchant cartels or representatives of the Hive's ruling aristocracy.

These secondary sites lack specialised technical knowledge but are fully capable of replicating plans grranted to them by the Adeptus Mechanicus. These plans must be strictly adhered to and the ADeptus Mechanicus monitors output closely. Non Adeptus Mechanicus worlds only ever produce the commonest weapons and vehicles, such as lasguns or Leman Russes...
Hive Worlds in the Imperium. Not as advanced or as prolific as Forge Worlds, but still considerable. Note again the control the AdMech exerts over tech by limiting what such worlds can produce.


PAge 11
As sole guardians of technology, the Adeptus Mechanicus have no difficulty in regulating what vehicles ar made for whom. Whilst Leman Russ and Chimeras are manufactured in huge numbers for the Imperial Guard, the largest vehicle entrusted to Imperial Guard commanders (whose loyalty has sometimes proved questionable) are the superheavy tanks and the Leviathan command vehicle.
Again, the AdMech has the ability to control and dictate to others as suits their needs and whims.

Note the mention of Leviathans. Note that superhavies are not all that bad, nor is the IG being limited ot such a bad thing. Titans frankly are sucky designs that onyl work either due to magic (psychic manifested belief) and/or having better tech behind them, and Ordinatus are not much better (too big or unwiedly to be practical save in strategic terms.)

Page 11
The Adpetus Mechanicus keep the largest and most potent engines of war for themselves. The Titans remain firmly under the command of the Adeptus Titanicus, the Adeptus Mechanicus' military division, which includes the Titan Legions and Skitarii regiments. Other more exotic war engines are also kept under their own control, especially those using very advanced or alien weaponry.
Such gear also probably includes Stuff only the AStartes use (like Land Raiders and Dreadnoughts) as well as war robots of all kinds, all manner of combat servitors (like the nasty stuff seen in Dark Apostle) and so on.

Note use of alien weapons as well.

Page 11
Ordinatus are huge war machines towing large arrays of exotic weaponry, such as sonic weapons, Vortex missiles or massive Nova cannons. Each is irreplaceable, a weapon from another age whose mysteries have been lost. There are also many other one-off vehicles, failed experiments, captured alien technology or unique vehicles recovered fro
long last backwater planets.

...

In the most extreme circumstances, such as the defencec of their home world, Skitarii regiments have fielded exotic weapons and vehicles to devastating effect.
The Ordinatus. Note that "sonic weapons" Vortex missiles, and "nova cannon" (not to be confused with what is mounted on starships) are all Ordinatus grade stuff. Even though Titans and Deathstrikes can use vortex warheads. Hell there are ven Vortex Grenades still.

PAge 12
By necessity those planets closest ot dangerous war zones, Ork Empires, or approaching Hive Fleets, often produce and export more vehicles and military equipment for shipment directly to that warzone. An example is Armageddons' production of Chimera armoured carriers. The Hives of Armageddon are a major manufacturing site for Chimeras because of the planet's close proximity to dangerous and unstable Ork space.

..

The thousands of Chimeras which roll of production lines are used to equip the Armageddon Steel Legion regiments nad the large Planetary Defence regiments, whislt many others are transported off world to other Imperial Guard regimetns already facing the Ork Threat. As such, the hive-factories of Armageddon act as a re-supply facility closer to the frontline (in this case too close to the frontline, given the massive Ork invasion.) This means that the most vital equipment can be easily and quickly transported to where it is needed and does not face months or yers of long warp journeys form distant Forge Worlds.
- Hive worlds can be seen as closer sources of resupply for the Guard, especially those in a War Zone, than Forge Worlds are (not having to face "months or years of long warp journeys from distant Forge Worlds.) This tends to imply Forge Worlds are less common than Hive Wrolds.

This tends to illustrate how proximity to supply lines and overall logistics will influence the sophistication of a regiment. Location, distance from high tech worlds, and other factors all go into dictating what a military force will have, and thus explaining the vast dispairty that may be seen even amongst regiments from the same world. (If they can't get replacement or resupply readily in a given locale, then they may not always have the gear they may normally have or be used to.)

Also note the "months or years" warp travel over unspecified distnaces (thousands of light years?) Considering that ARmageddon is noted to be a main supply line for worlds within hundreds or evne thousands of LY, we might be talking a considerable distance (tens of thousands of LY?)

Page 12
During the invasion of Armageddon, the many Chimeras produced in the Hive-factories were also put to a new use. The basic Chimera chassis was converted to create a tank to bolster the planetary defence force agianst the overwhelming Ork threat. Called the APDS-6a 'Defender', it mounted a laser destroyer in a Chimera hull and was a stop gap measure which proved effective.
This was during the Amrageddon war. Intersting that the Chimera can and has been made into a light battle tank in the fashion of a Predator or such. It also hints that Chimeras are so bloody plentiful on Armageddon that they can afford to divert some of their production into variants (Even whilst equipping their own IG and PDF forces, and shipping offworld ot other regiments.)

Page 12
Separate from the entire Departmento Munitorum system of production and supply are the ADeptus Astartes Space Marine Chpaters. Each Space Marine Chapter is an independent, self-sufficient force, which provides its own fighting forces and weapons of war from the Chapter Forges. For the most part, these are constructed by Techmarines and servitors under the watchful eye of the Chapter's "Master of the Foges", but for some Chapters, the alrgest vehicles must come from the Adeptus Mechanicus.
- the Space Marines have their own factories or "Forges" to provide their gear and vehicles (Chapter Forges) but some of the largets vehicles in some Chapters still come directly form the AdMech.

The "self sufficient" angle is largely true, although within certain limits. Whilst away from their planets for example, resupply can be limited (unless a Chapter is designed for deliberate prolonged activit,y such as Crusade fleets/Crusade Chapters like the Black Templars or Imperial Fists.) which may very well force them into an unofficial reliance upon the Imperium for aid. The logistical angle of the Astartes is in fact one of their key weak spots, something I have no doubt deliberately placed there to keep them from being a significant threat.

Page 12
Some Forge Worlds bound to supply Space Marine Chapters by ancient charters and mutual oaths of service ot the Imperium, do manufacture Rhinos, Land Raiders, and Thunderhawk gunships, but each vehicle can only be supplied to the specific Chapter it is meant for and strict monitoring ensures they do not fall into the wrong hands. Space Marine vehicles, unlike the mass-produced vehicles of the Imperial Guard, contain much classified technology and complex internal systems, making them the foremost weapons of war in the Imperium., They cannot be allowed to fall into the wrong hands.
Frankly that's bullshit, since we've seen captured Space Marine gear in enemy hands (Chaos, et all.) Indeed, its quite an arrogant presumption that Imperial Gear might automatically be better than anything the other side has (The Eldar would doubltess disagree.) or that the enemy would even care (The Orks owuldn't give a damn anyhow.) The real reason, of course, is prestige and power: The Space Marines are the most influential and elite force of the Imperium, and thus they get the best stuff. Same with the AdMech itself, the Sororitias, the Arbites, the Inquisition, etc. Hell, even within the IG prestige tends to mean better shit. There are storm troopers and grenadiers, and the high end regiments like the Elysians and Cadians and suchnot tend to be better equipped than a more obscure regiment might.

Page 12
Many Chapter forges have the ability ot manufacture the STC Codex vehicles, Rhinos, Land Raiders, and Predators. Being descendants of STC technology, these vhicles often used the standardised same parts.
The Chapter forges are also capable of making one-off vehicles for special operations or enviroments, such as siege equipment. This is a prospect that would appal any Tech-Priest, but the Adeptus Mechanicus have no power to intervene or dictate what hpapens within the walls of a Chapter fortress-monastery.
STC standardiation and the fact that TechMarines usually dont give a shit about AdMech rules, which forces the AdMech to invariably adapt (with muchc omplaning) to the pragmatism of the AStartes.


Page 12
Field workshios are part of this [Departmento Munitorum] support system. THey provide armoured regiments with the tehcnical knowledge to keep vehicles running. Manned by Departmento Munitorum specialists they can repair battle damage, fix simple mechanical problems or replace entire parrts if a malfunction is beyond them. They also salvage and cannibalise equipment and parts from destroyed vehicles.

A field workshop will usually have ADeptus Mechanicus advisors attached to it to provide specialist knowledge, protect the technology, and serivce the Machine Spirits as is their holy duty.
The Munitorum apparentl has its own non-AdMech technicains, although overseen (and regulated) by the AdMech naturally.

Page 12
In the course of its repairs, a field workshop can create its own hybrid vehicles. Salvaged hulls can be repiared, have new weapons added or replacement weapons 'jury rigged' in place. Any Adeptus Mechanicus advisor is likely to take a dim view of this kind of meddling with STC designs, but hard pressed Imperial Guard commanders take a more pragmatic view. Expedient field conversions are not uncommon, welding new weapons to old hulls to create new vehicles. The Thunderer is believed ot have been originally created in this manner, and over the years has become an accepted vehicle - some Adeptus Mechanicus have even claimed to have evidenece for its inclusion in the canon of STC designs. The Thunderer probably started out as a destroyer, but when its weapon was lost, a demolisher cannonw as added as a replacement. Sometimes such 'unique' vehicles prove popular and more are made, sometimes they last for a single campaign. Often they remain unique vehicles which once destroyed are gone forever.
IG commanders are pragmatic too, like the Astartes, and may ignore AdMech stircutres as needed. (Albeit with greater risk, since the IG won't eneccesarily have the influence or independence of the Astartes and pissing off the ADMech can be troublesome. ) Still it happens, and this is bound to offer many IG troops working knowledge of those vehicles (EG tweaking Salamanders for greater speed.)

Its noted as well that Field workshops can, ,through salvage or juy rigging, create "hybrid vehicles" of their own. The AdMech won't like this, but Gaurd Comamnders will be pragmatic about it. Some "o ld" designs are in fact believed to be a result of this process.

In the last bit we also see again the "rationalization" game the AdMech can and iwll play when it suits their puproses. If they can't prevent something from existing or perpetuating, then they'll coopt it and put it under their direct control.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by lordofchange13 »

Probably a stupid question Connor, but: will you be covering imperial guard and space marine aircrafts, or strictly ground based vehicles.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Ahriman238 »

Well begun, and some interesting things. It always amazes me how common servitors really are in 40k.

Hmmm. "Aggregate" means a compound or a set with many homogenous parts. So, if an airplane contains many people of varied class, ethnicity, religion, etc. we'd call that an aggregate sample of people. In context, I just don't know. Perhaps it is referring to the Titan Legions?
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

lordofchange13 wrote:Probably a stupid question Connor, but: will you be covering imperial guard and space marine aircrafts, or strictly ground based vehicles.
I plan on covering anything I consider noteworthy from the book as a whole, both air and ground vehicles, as long as there is something of a technical or other useful nature I can find. And some miscellaneous stuff as well.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

Next update for IA1. Now we get into some of the meat and drink, with the vehicles.


Page 14
The Leman Russ is easily the most widely deployed battle tank currently in service of the Emperor. It is the mainstay of Imperial Guard armoured regiments, produced in its millions on forge Worlds and Hive Factories across the galaxy, to provide the Imperial Guard and Planetary Defence Regiments with a powerful backbone of armoured support.
Implication that other non Russ Battle tanks exist, although they aren't as common and are unspecified. This may just mean the Chimera tank variants, or the Predator/Rhino variants for example. Or maybe just the baneblades or Macharius type tanks.

Produced in "millions" and is used by both Guard and PDF forces.



Page 14
The Leman Russ is not a sophisticated vehicle and contains little in the way of advanced targeting or control devices.
As noted before, this sophistication will vary from world to world and on logistics. Some regiments get very sophisticated tanks (again Narmenians and PArdus come to mind.)



Page 14
A Leman Russ can survive the most extreme of climates and keep operating. From the freezing chill of methane swamps and ice worlds to the blistering heat of sulphur deserts.
Range of versatility in enviroment for the Russ.


Page 14
Although the Leman Russ is a slow, lumbering vehicle in comparison to many vehicles in the Imperium's armoury, its efficient engine will run on any available fuel. Secondary weapons, electrics, and life support systems run from the tank's internal generators.

The tank is robustly constructed with a reinforcecd cast plasteel hull and turret, strong enough to withstand the impact of most enemy shells and weapons. Most of the tank's armour is on the forward facings, thinner on the sides, and thinner again on the rear. This allows the engine to move the chassis' weight withoug overheating or overstraining the transmission. The tank can be constructed of different materials as local availability dictates.
Comments on Russ design. Performance is not always a primary goal, but durability and versatility is. Of course, if the tech is available, the Russ can be made into a decent fighting tank, although its shape and design invariabley carry flaws (the height is a tradeoff by modern tank design philosohpy, since it is too exposed to LOS, and the armour sloping is inconisstent.debatable.)

Mind you, sloped armor is mentioned on the hulls in other cases, so its possible that other Russ hull pattenrs modify those flaws somewhat if design considerations allow it. Again it will be a case by case basis thing.


Page 14
The Mars Alpha pattern hull is constructed by riveting armour plates together.
Sounds bad, but as noted with Space Marine power armour the Imperium has some magic/bizarre sort sof "molecular bonding" rivets so such methods could possibly work better. Hard to say. The novel gunheads at least suggests that the Alpha pattenr hull is pretty damn durable (moreso than realistically possible anyways, so something exotic is going on.)

Besides this isn't nearly as bad as the cases where you get multi-km starships being riveted together :D

Page 14
The basic diesgn is also easily adaptable to other roles and the proven hull design is also used in many other vehicles.
- The other vehicles include the Demolisher, the Exterminator, the Vanquisher, and the Atlas as well as "bridging vehicles and minesweepers", but really there's as many as gw wants to make models for and thinks they can get people to buy.


Page 14
Due to the tanks simple and functional design, it requires minimal traning for new crews to become familiar with the tank's operations. This is no substitute for hard-earned battlefield experience though.
Low tech again has some advantages, depending on circumstnace (where speed or numbers might be deemed important, for example.) I imagine though where expeirence exists, they seek to match it up with better quality tanks.


Page 14
Insude a Leman Russ, there are few crew comforts. It is cramped, hot, and very noisy. Due to the din, communication is only possible through the tank's intercom system.
Again depends on who makes the tank. Some Russes have internal enviromental controls (like heating for winter enviroments, or air ducts/fans for cooling and keeping the atmosphere clear.) That is of course not to say that many or evne most Russes are high tech marvels, but that really depends on who where and what you are takling about.


Page 15
Stats for the Leman Russ:

Mass: 60 tonnes. Height 4.42 m Width 4.86 m Length 7.08 m. Ground Clearance .45 m Max On-road speed: 35 kph Max off Road speed: 21 KPH

Turret traverse: 360 degrees. Elevation -8 to +22 degrees Main cannon ammo 40 rounds. Secondary (lascannon or heavy bolter) unlimited (lascannon) or 600 rounds (bolter)

Armour: 200 mm on turret. 180mm on superstructure. 150mm on hull. 100mm on Gun mantlet.

Not much to really say on the stats. Speed varies as will be shown and discussed later (faster speeds have been known, such as a 30 kph off road in gunheads and Honour Guard.) The height of the Russ is a disadvantage in terms of detectability since at that height it can be observed for quite some distance (up to 7 km or so away by horizon.) On the other hand, the height could give the tank the ability to direct fire to that range as well, if the gun is up to it (and there are indications that the capability could exist.)

Russes can sometimes have exposed tracks which is a vulnerability too.

Something that applies to all stats that should be commented on, the signature and date of these statistical "Datasheets" are given and they're listed as M38, nearly 4,000 years old compared to "modern" 40K. Now, bearing in mind that the Imperium is supposed to be stagnant and such, but 4 millenia is still alot of times for things to change, and this could help explain potential inconsistencies (such as in tank performance.)



Page 16

Demolisher variant, same, except:

Mass 62 tonnes. Max on-road speed 28 kph Max off road speed 17 kph

Main ammunition: 25 rounds

ARmour 200 mm on turret 200mm on superstrucutre, 180mm on hull, 120mm on Gun Mantlet.

These demolisher stats vary a bit from the ones from Inferno magazine. It is possible sub-variants of the Demolisher exist as well. Note that despite being only slightly heavier, the Demolisher has considerably worse on/off road performance despite arguably having the same engine.


Page 20

- Tank regiments generally operate 3-5 companies, and 3 squadrons of 3 tanks each. Overstrength companies may have a 4th squadron, and additional tanks may be attached to a squadron as needed. Regiments may be all of a single type (for ease of maintenance or logistics) or diversified for greater tactical flexiblitiy.

Tank regiments may also have a Commissar tank. IT may also include scout vehiciles (Sentinels and Salmaanders) as well as suppoert vehiciels (supply and recoverY) and mechanised infantry/armoured fist support, and hydras.


Page 29
13th Valstadt armoured regiment.. 40 tanks overall. Had 2 Armoured Fist companies, several Recoevery sections, a Tank destroyer squadron, several AA quadrons, Supply and Maintenance sections, and one superheavy. 3 Tank companies. Plus associated recon and ushc elements (Sentinels and the like.)


Page 29
One tank was disabled by an enemy proximity fused plasma mine.
Given that later skimmer vehcilces of Eldar designed are mentioned.. its the Eldar.


Page 31
The Leman Russ Vanquisher is a more sophisticated version of the basic Battle tank. The Vanquisher is becoming increasingly rare as the skills and technology required for the constructon of the long Vanquisher battle cannon were lost when the forge World of Tigrus was overrun and scoured by Ork Warlord Arrgard the Deflier in M35.
...

Since the loss of Tigrus, the Adpetus Mechanicus has made strenuous efforts to reproduce surviving Vanquisher cannons on selected Forge Worlds, those renowned for devotion and favoured by the Mchine God with the most skilled Munition-adepts. By the will of the Machien God, these Forge Worlds have been granted som esuccess. Although progress has been slow and fraught with difficulty, Gryphonne IV and Stygies VIII have both resurrected their own verisons of the Vanquisher cannon. Other Forge Worlds still continue their own work and pray for similar success.

- the Vanquisher is a more "sophsiticated" version of the Russ, albeit becoming increasingly rare as the "skills and technology" required to made it were lost with the Tigris Forge World to the Orks. Presumably, though, Mars has the information, given what was said before. The AdMech has made efforts to reproduce the Vanquisher on selected forge worlds, and with some success. Gryphonne IV and Sygies VIII are both known to produce Vanquisher variants, though other Forge worlds still work at it. Other pattenr Vanquishers have been mentioned.

It is als assumed that Vanquisher cannons are special from longer barreled battle cannon somehow.

Note that alot of the above WRT Vanquisher cannon tends to cast doubt on the "lost tech irretreivable" and the whole "science and experimentation are nonexistent" bits from before. Despite how they phrase it, a certain amount of R&D had to go into attempts to replicate the Tigrus Vanquishers.

Page 31
The Stygies VIII Vanquisher utilises a version of the Vanquisher cannon that, whilst lacking the immense length of the Gryphonne IV guns to generate shell velocity, utilises a slightly smaller calibre shell with no barrel rifleing. Secret knowledge, jealously guraded by the ADeptus Mechanicus of Stygies VIII, is used for better gun stabilising and recoil dampening after each shot to counteract the worst effects of the weapon's violent kick. Crews report that the increased velocity from the smoothbore gun aids accuracy with the first shot, but due to increased barrel movmement does not aid the follow-up shots. The rulers of Gryphonne IV and Stygies VIII have never allowed comparative tests ot take place Such accurate data is the reserve of the Adpetus Mechanicus.
Differences betwene STygies and Gryphonne patterns. Note that some cannon apparently are rifled, others aren't, and that calibre can vary, which fits iwth observations. Note that if a smaller (sub-calibre) and smooth bore is used this implies either fin stabilized sabot ammo or some sort of finned HEAT round. The VAnquisher ammo discusssed later is only of some help here.

I should note Battle cannon are similar - they've been described as beihg both rifled (in IA) and smoothbore (Chapter approvd.)

Page 31
The Gun's high level of accuracy, long range and high first-hit kill ratio make it the anti-tank weapon of choice for most commanders.
..
Such is the pwoer of the gun and the sophistication of the ammunition that there is no known armour a Vanquisher cannot penetrate, even the thick armour of a Titan can be punctured.
Vanquisher cannon are arguably longer ranged than Battle cannon, more powerful and more accurate. Penetration is substantially better. The "armour titan penetration" is debatable, since it doesnt say waht kind of Titan and some novels like Titanicus have proven that not all Titans are vulnerable. If it was true it would imply the Vanquisher could shoot through metres of armour easily (many Titans have metres thick armour.)

Note that normal Russes have downed Titans with their battle cannon (explosive warheads though) but only in large numbers. It also must be noted that penetration does not neccesarily mean inflicgint severe damage. Putting a hole in a Titan is all well and good, but if it doesnt hit something important the Titan will just kill the tank n its next volley.



Page 32

Stygies VIII pattern Vanquisher is similar to the Russ in stats, save the following:

Mass: 63 tonns. Elevation -8 to +25 degrees

Main armament ammoc apacity 28 rounds

Max On road speed of 32 kph Max off road speed of 19 kph.



Page 33
the Gryphonne IV pattern is same, save it has a 30 kph Max on road speed and 18 kph max off road speed. and weighs 63.5 tonnes.

Again note the disparities in performance stats.


Page 40 - interior diagram of the Vanquisher. Scaling the Vanquisher cannon ammo suggests the calibre of the gun is around 210mm.. or roughly an 8 inch gun shell, if you go by the projectile diameter. THe casing itself is Around 250-260mm, which suggests more like 9-10" calibre. This conflicts with Gunheads where the Vanquisher is stated to be 120mm smoothbore. Generally, I'm inclined to take the scalings with a massive grain of salt since they tend to be drawn based off the models. The fluff/text descriptions of Russes tend to differ anyhow - there's no way in hell any Russ is carrying dozens of shells equal to 8-10' gun shells, nevermind that a single person could consistently load them unless they recruit nothing but guys like Bragg to load. Chalk it up to "design differences" mentioned before. Impracticla as fuckoff huge gun barrels like that is (you couldnt' carry much ammo - certainly not the listed loadouts - and the rounds would be effing heavy) using Saboted ammo you could generate some nasty projectile velocities with a long, high calibre barrel.



Page 41 - interior details given include:

Primary radio and communication equipment (including crew inter-comm controls)

Weapons targeter consoles - primary sights and rangefinder console.

Co-axial storm bolter

VAnquisher high explosive and anti-tank ammunition.


Page 47
the Exterminator is also slightly faster than a Leman Russ, the reduced size of its main weapons allowing for a higher top speed. A tank company commander will often look to include at least one Exterminator in his unit and utilise it in the reconnaissance role, as the lead tank of the company seeking out the enemy for the following tanks. Exterminators are often attached to the regimental reconnaissance comapny to add heavy firepower without overly affecting the company's all important speed and mobility.
Exterminators are faster than Russes, onyl slightly less massive.

PAge 47
Its rapid-firing weapons can be used as a stopgap measure for anti-aircraft defence. Whilst lacking the elevation and targeters to fufill this role effectively, when eneded tank commanders have used Exterminators to throw up a wall of fire agianst enemy air attacks with some success.
AA defences includ elevation/targeter data.

As well as anti-personnel roles.


Page 48

Exterminator's stats are same for the regular Russ save the following:

WEight: 58 tonnes. Max on-road speed- 40 kph Max speed off road 24 kph.

Elevation: -8 to 26 degrees.

Main ammunition 360 rounds.

Again note that they are only a bit less massive than the average Russ but considerably faster.



Page 53
The Leman Russ Conqueror is not a common variant of the standard Leman Russ. Records show that it is currently only being produced in significant numbers on the Forge World of Gryphonne IV, where the original pattern blue-prints were rediscovered sometime in the 38th Millneium. The plans currently reside with Mars, though several other Forge Worlds are lobbying for acess to them.
- Conquerors are only produced on Gryphonne IV in signigicanf numbers, and thus it is not a common variant.

Page 53
Original fears that the smaller conqueror cannon would produce an excessive loss in firepower and result in poor battlefield performance were allayed when field testing showed the reduced recoil from the gun's torsion bar counter-balancec gave the tank better accuracy for firing on the move. This allowed the Conqueror grreater mobility and the smaller shell size allowed loaders to keep up a high rate of fire. The turret space saved by smaller shells also allowed for greater ammunition storage, meaning the Conqueror was less reliant on re-supplying during offensive operations.
Benefits of Conquoer or ver other Russ. Curiously here, Conqueorrs are siad to use smaller diameter barrels than Battle tAnks, even though honour huard mentions the Conqueror cannons being bigger than the Chaos 105mm tank guns.

Page 53
Specific features of the Conqueror turret include additional armour plates rivted on the forward turret sides. T here is a co-axial mounted storm bolter for anti-infantry defence, alleviating the need for a pintle mounted storm bolter and thus the tank commander's esposed firing position.
Coaxial weapon.

Page 53
There are also improved air-intakes and venting,s ealed against enviromental hazrads by modified mufflers and closure valves. The turret rear includes an armoured ammunition access hatch, which makes re-arming the tank fast and easy.
Other conqueror features.

PAge 53
Operating in conjunction with a battle-group of War Griffon titans, the Conqueror equipped units were easily capable of keeping up with the Titans as they encircled and trapped the besiegere sof hive Castra Septus.
Implies either that Conquerors are faster than the speeds listed given Titan top speeds, or Titan speeds are overrated. Note that in IA3 a Warhound (the titan most likely in need of tank suppport) can move up to 58 km/hr.

Page 53
Well liked by frontline crews for its speed, mobility and high rate of fire, it has become unofficialy known as a "breakthrough" tank because of its common tactical deployment, advancing to exploit gaps in the enemy lines.
Implied that Conqueorrs are faster than normal Battle tanks. Stats do not bear this out.



Page 53 - Augur shells are no longer produced as their use to improve Conqueror firepower was deemed a failure.


Page 54

Conqueror stats: Same as Russ save...

Weight: 62 tonnes. MAx speed on-roard 34 kph. Max speed off road 24 kph

Elevation: -8 to +20 degrees Main ammo capcity 46 rounds

Secondary armament: Storm bolter. ammo capacity for secondary 1000 rounds.

Note once more difference in engine performance. Despite the implication of higher speed and mobility than a normal Russ, it does not have a significant difference. It actually has worse on-road speed than the Russ while having a slighty better off road speed.

I should note the Pardus tanks in "Honour Guard" are Conquerors and have an off-road speed of "better than thirty kph" Normal Russes on a heavy G world in "Gunheads" also can make an offroad speed of 30 kph.



PAge 55

- another conqueror variant on a Mars Alpha Pattenr hull (larger hull) is the same as above save it masses 63 tonnes and has 49 rounds. i find it a bit hard to believe that another 3 rounds would mass 1 ton, however.


Page 61
The Executioner is one of the oldest variants of the standard Leman Russ tank. Ancient records from the archives of Mars show that during the Great Crusade the Executioner equipped entire Imperial Army armoured regiments. Gradually, over thousands of years, plasma weapon technology has been lost. Now the Executioner is rarely fielded.

Onl one Forge World still manufactures the Executioner for issue to the Imperial Guard: Ryza, renowned within the Adeptus Mechanicus for its devout worship of the mystical arts of plasma reactor and magnetic containment field construction. Ryza's own Skitarii regiments are almost exclusively equipped with Executioners.
- Executioner Russes were more prevalent in older times. Supposedly "plasma weapon" tech has been lost, although this isnt dramatically evident in modern 40K (they aren't uncommon weapons on Hive worlds, for example, if even underhigve gangers can get some kind of plasma weapon.)

Only one forge world still producecs EXecutioners... Ryza. I suspect this is yet another case where politics comes into play. I assume Mars could make them if they chose, and other Forge worlds could/would if they chose to. The Executioner seems to be more a prefrence for Ryza than anything. I'd wonder why they couldn't rig up a pair of plasma cannons on a turret (or even just one) a'la an Anniilator. Youc an get plasma cannon sponsons, after all.


PAge 61
As with its smaller cousisn, the Plasma Destroyer cannon is a tremperamtental piece of equipment, relying on ancient technologies that are barely understood. Difficulty in containing the vast energies make the Executioner an unreliable but potentially devastating weapon of war. Commanders compalin that the photonic fuel cell lacks the power to maintain the plasma wepaon's efficiency over an extended engagement, and reloading the cell is overly time consuming in the heat of battle.
Photonic fuel cells and the unreliability of the weapon. Again one wonders they they don't just use a normal plasma cannon (or twinned plasma guns/cannons. They are man portable.)

PAge 61
The Ryza pattern turret incorporates emergency vents to disperse the heat from each shot, tehse are positioned on the forward turret sides. The crew are screened from the weapon by protective heat shielding. This shielding is enough to save them in the event of a catastrophic containment field failure, allowing them time to escape.

...

Many Ryza pattern turrets incorporate a chemical coolant flask towards the rear, for use in emergencies. Twin coolant feed lines run across the top of the turret to the wepaon, but these are exposed to battle damage and an be serveed by enemy fire.
Even the cooling/safety measures seem somewhat unreliable. A laser tank or a plasma annon equipped one would be more reliable.

Page 61
Imperial Guard tank crews do not favour this vehicle. Many old superstitions surrounding the blessing of the gun are still ritually observed before battle. Most tank crews prefer the tried and tested batlte cannon, but those men who do ride to battle as Executioner crews enjoy a reputation for foolhardy (many would say insnae) bravery)
Frankly I can't blame them.


Page 62

Stats for the Executioner are same as the Regular russ, save the following:

Weight: 63 tonnes. MAx on road speed 30 kph. MAx off-road speed 18 kph

Main ammunition: 12 shots from photonic fuel cecll.

Aside from that, Executioners are not very fast tanks compared to others. (The Annihilator for example is faster than a normal Russ, while the Executioner is actually slower all around.)



Page 67
Once it was a common vehicle amongst Imperial Guard armoured regiments, now it is rarely seen and numbers are still declining. Whilst the hull can be mass produced, the laser Destroyer cannot be easily reproduced, and only a few Forge Worlds have the skills to be able to hand-craft each weapon. This is a painstaking and laborious proess, resulting in demand far outstripping supply.
- only a few Forge Worlds can replicate the Laser Destroyer for the DestroyeR Tank hunter.


Page 67
The Destroyer utilises the old Mars Alpha pattern hull design, modified due to the removal of the standard Leman Russ' turret ring. In place of the turret ring, the roof includes the main crew hatch along with forward and rear maintenance access hatches. There is also the primary gun sight, fitted front and centre, and accessible by both the vehicles gunner and commander. The gun is positioned off-set to the left side of the hull in a limited traverse mount. The destroyer retains the same engine, transmission and drive train components as the standard Mars Alpha pattern hull.

- the cannon has a limited traverse mount, and retians the same engine, transmission, and drive train components of the standard Mars Alpha pattern hull. Note the last part for hilarity's sake.

Page 67
Destroyers are generally issued to specialist tank destroyer squadrons and occasionally enough vehicles are gathered to form an entire Tank Destroyer Company. An armoured regiment is lucky to have a single squadron attached, and most do not, relying on their tanks or infantry anti-tank teams ot fufill the same role.

..

Once lost, a regimental commander knows he is unlikely to get any replacements. Wrecks which can be reconstructed are high priority salvage after a battle. Even if the wreck cannot be repaired, the hull can be patched up and a new weapon added. In this way, there are many field conversions of the basic Destroyer hull, replacing the laser Destroyer with a Demolisher cannon or a Battle Cannon. Even the Vanquisher Cannon has been used in this way.
Blah blah.. lost knowledge.. etc etc. Truthfully though this may not be a bad thing here. The laser destroyer is powerful but IMHO kinda sucks as a weapon. PRedator and Leman Russ Annihilators mount two lascannon which make them decent tank hunters as well, and they do so in a turret (giving better flexibility). Probably could even add a third lacannon if you needed extra firepower.

Also amusing that the Vanquisher cannon is apparently more common than the Laser Destroyer despite being supposedly made on a couple Forge worlds.


Page 67
Tactical doctrine dictates that Destroyers are best used on the defensive, deployed well back, in hiding, weapons trained ready to ambush enemy armoured columsn. After a couple of long-range shots, the Destroyer will quickly change firing positions to avoid return fire should they have been spotted.

..

Wise commanders know that it lacks the versatilit of a true tank and it is generally relegated to a supporting role behind the spearhead units.
Sniper tanks, IoW. as I said the Annihilator seems better.


Page 68

Destroyer tank hunter has same stats a a russ, save the following:

Weight : 52 tonnes

Height 3.4 M

MAx on-raod speed 50 kph Max off road speed 36 kph

Traverse 5 degrees Elevation -3 to +12 degrees.

Main ammo capacity: 20 shots from powerpack

No turret armor. Supersturcure 200mm Hull 150mm and gun mantlet 150mm armour.

Some hilarious bits from the fluff. On one hand the Russ apparently has a metre-tall turret which is.. interesting to say the least. The second bit is that th etank is 10 tonnes lighter but over 50% faster.. despite having the same stuff as other tanks save the Laser Destroyer. Somehow though I find it hard to think that the battle cannon, turret, and shells all managed to mass some eight to ten tonnes however, especially since that doesnt factor in the weight that the Laser Destroyer and its power cells would add back in. Like I said, IA stats should be taken with a grain of salt.

We could maybe attribute it to the "Mars pattern' design stuff, but I would point out that Mars pattern hulls and components do not exactly seem to be unusual, super-rare designs (In Gunheds the tank protagonists get a old Mars Pattern hull as a replacement tank for the one they lost in the Mercy Run short story from Planetkill. as I recall the replacement tank wasn't really well thought of in contrast to the one they lost.)

Page 73
The Thunderer Siege Tank is a conversion of the Tank Destoryer Hull. The Thunderer probably originated in a Departmento Munitorum field workshop as a stop-gap armoured vehicle for use in close quarters street fighting. In such situations, there are often not enough Demolisher Siege tanks to support all the front line infantry platoons.
This quote, I think, kind of proves that despite all the ranting about how :"sacred" the STC crap is they'll change, redesign, modify, enhance (et al) any vehicle at least to a certain amount if they need to and can get away with it. And as long as the AdMech retains precious control of its technology they ultimately don't give a shit (other than making a show of bitching.) Ain't semantics grand:?

Page 73
Because the Destroyer's main weapon is difficult to manufacture and almost impossible for field workshop units to repair when it is damaged or malfunctions, it was found that an otherwise fully functional Destroyer chassis could be retro-fitted with another weapon. Once the Laser Destroyer was stripped out, along with its capacitors and batteries, enough space could be created for a battle cannon or demolisher cannon and ammunition. Due to the size of the Demolisher cannon's shells, ammunition storage within the Thunderer has always been problematic. Fully loaded, only 18 rounds can be squeezed in, significantly reducing the time a Thunderer can remain fightinb efore requiring re-supplying.
Laser Destroyers have capacitors and batteries, and in that same space you can fit the Demolishter cannon and 18 rounds. It would be interesting to contrast this iwth the Demolisher, massing 62 tons and carrying 25 rounds

Page 73
The Demolisher cannon's role is to engage enemy-held buildings or bunkers, using its armour tipped shells to pierce the defender's walls before the delay fused high explosive detonates within, cuasing massive damage to the occupants and the structure itself. It is not unkonwn for a single Demolisher shell to cause an entire building to collapse. The weight of the shell can easily destroy enemy vehicles, but its size reduces its accuracy, making it an ineffective tank killing weapon at anything but close range.
Purpose and "power" of a single demolisher shell. If we knew more it might be calcable. Its implied that the momentum of the round may be the anti-tank bit, although on the other hand it may refer to the high explosive effect. Hard to say.

Page 73
The Thunderer retains all the hull features of the Destroyer, but extra bracing and armour plates are welded inside the roof. This provides protection from attacks from above whislt the vehicle is operating in urban terrain.

It is possible that, given the difficulty of manufacutring Destroyers, some Thunderers have bene produced as newly-built vehicles.
Extra armor added inside the tank and some Thunderers may be custom built.


Page 74

Thunderer siege tanks have the same stats as the Russ save the following:

Mass 52 tonnes height 3.4 m

Max speed on road 32 kph. Max speed off road 22 kph

Traverse: 5 degrees Elevation -3 to +12 degrees

Main ammo capacity 18 rounds.

More hilarity. The Thunderer masses the same as a Destroyer tank hunter, yet has speed worse than a normal Russ (which is heavier.) Remember what I said about inconsistnet numbers? This shows that even though the only functional difference betwene the two is in the weapons added, the thing suffers dramatically worse.

Also I guess the turret makes a huge difference, since this tank carries 7 less shells than a Demolisher AND is 10 tons lighter. Of course its also a bit faster than the Demolsiher (28 kph and 17 kph for the Demolisher respectively.)



Page 79
Created using Dark Age Standard Template Construct technology, it uses many systems that are now unique to its construction. This ancient STC data is limited to only a handful of Forge Worlds, and most of the original Baneblades come form Mars itself.
- Baneblades can only be produced on a "handful" of Forge Worlds. But others have bene producing "counterfeit" ones.

Page 79
It is claimed that in the past there were whole divisions of Baneblades in the Emperor's serivce, but today an Imperial army is fortunate to have a company of three, and more suually only a single Baneblade will be available.

...

For these reasons, the millenia have seen a slow but sure increase in the number of 'counterfeit' Baneblades seeing service in the Imperial army.
"Oh, but it doesn't adhere 100% ot the oh-so-sacred STC! Also the usual bit about how everything wsa better when the Emperor was still around.

Page 79
These Baneblades, produced by Forge Worlds eager to secure large military contracts and trade concessions, do not incorporate all of the available STC data that is on those from Mars and the few other favoured Forge worlds. While a true Baneblade uses amuch more powerful rocket-propelled shells in its main battle cannon, a second generation Baneblade (as the Adept sof Mars refer to these tanks) use only standard battle cannon ammunition. Similarily, the reinforced mount of the Demolisher cannon in a true Baneblade allows it to lay down a dveastating bombardment as it advancees, while second-generation Baneblades normally mount a second battle cannon in the huhll. These are not the only differences, for the original Baneblade design has imrpoved internal armour bracing, greater engine performance and transmission, superior comms and tactical logic engines, and all maner of other secondary systems which are far superior to thsoe of the second-generation war machines.
Differences between a true and counterfeit. I find the whole "counterfeit" idea to be rather hilarious, both because it means the STC data gets altered when circumstance suit but also because it serves the great Grimdark (although to be honest a qualitative vs quantiative tradeoff is not wholly unreasonable, depending on how much lower tech counterfit baneblades are supposed to be.) This also came about before forge World cooked up the idea for the Macharius design and then began churning out variants of that like hell, which is ALSO supposed to be a "fill in" for true superheavies.... I've got no clue how to make sense of all this shit by now. i guess some produce the counterfeits because they can, and those that don't simply opt for churning out Macharius tanks. That's alot of superheavies and near superheavies than we typically hear implied no matter what.



The bit about bidding for military contracts and trade concessions is interesting. What scale, for example, does it operate on? Do they have to compete on a segmentum/Galactic scale, or are we talking on a local sector or inter-sector scale? WHo are they getting conessions and contracts from? What are they paid with? ETc.

Note the "rocket propelled shells" the Baneblade Battlecanonn uses as well. One wonders if it is an upscaled bolter (And if normal battle cannons had it or could have similar at one point.) Also even the counterfeits have some computers and electronics gear.

Page 79
Each Baneblade constructed and consecrated on thoes forge worlds that have the original STC is logged and registered with Mars, and is given its own identity number and name. Its whereabouts, the warzones it has fought in, the crew rosters and all its other history are reported regularly to the originating Forge world so that the fate of each and every Baneblade might be known - if one knows where to look..
That's something I find a bit interesting, since it implies the AdMech has some ability to track and compile data on a galactic scale.


Page 80

Lucius pattern Baneblade:

Weight 319 tonnes. Length 13.5 m Width 8.4 m height 6.3 m

Ground clearance 1.2 M

Top on-road speed 25 kph Top off-road speed 18 kph.
Main armament: Battle cannon, Demolisher cannon

Secondary armamnet: autocannon, 2 lascannon, 6 heavy bolters.

Traverse 360 and 5 degrees (BC and DC respectively)

Elevation -2 to +28 degrees

Main armament ammo capacity 22 rounds (BC) and 18 rounds (DC)

Secondary ammo capacity 300 rounds (autocannon) and 1000 rounds (heavy bolter)

Armour: turret 220 mm Superstructure 210 mm Hull 190 mm Gun mantlet 180mm



Page 81 - Mars pattern baneblade.. like the others, save for the following differences:

weight 316 tons

traverse 360 and 6 degrees (BC and DC respectively)

Self explanatory.

Page 88
Close up shot showing the massed armament of a Baneblade. Note the vent ports around the end of the Battle Cannon and Demolisher cannon barrels. These are to allow gases released during firing of the rocket-assisted ammunition to escape.
The existence of the ports, I believe, indicates that the rocket assist is not meant to make the round "recoilless". How it offers a benefit over conventional propulsion I dont yet know, but it would not be very accurate if it wasn't fired out of the barrel or guided (I believe Sea Skimmer made note of that.) Then again, considering how rare true Baneblades are, maybe they are guided.



Page 91
Like the Baneblade the Shadowsword uses STC technology, and it sproduction is limited to a few priveleged Forge Worlds, but 'counterfeit' Shadowswords are produced on other Forge Worlds.
- Like with the Baneblade, Shadwosword production is limited to few forge worlds, and likewise there are "counterfeit" versions.


Page 91
These vehicles lack the original Shadowsword's advanced tehcnology, and may be gunned with a different main weapon. Large plasma cannons, turbo-lasers or huge battle cannons are not unknown. The remote-controlled sponson weapons are replaced by crewed versions, targeting equipment and logis engines are more primitive and the capacitors and engine are less efficient.
"Counterfeit" Shadowswords. Again note the implied lever of computer/electronic tech (although the true SS's are better, and have remote controlled guns.) Basically the fakes are meant ot be big ass platforms for Titan weapons.

Page 91
True Shadowswords are armed with a Volcano cannon, a huge laser powered by capacitors which draw power directly from the tank's engine. THe generator and capacitors need constant supervision, and each Shadowsword is crewed by an engineer, sometimes a Member of the Adeptus Mechanicus, sometimes a highly trained specialist from the Imperial Guard. His job is to control the power flow from the engine through the generator as well as keeping the tank running.

To draw power, the enginseer must disconnect the engine's main drive and connect the generator in its place. This power is then transferred to the capacitors which hold the titanic energies required for the Volcano cannon. A single shot will drain teh capacitors completely. This requires the vehicle to be stationary, as the engine is disengaged. Oncec charged, the vehicle can move again, but to rechage the capacitors, the tank must wait.
If we knew the horsepower or what the engine/fuel runs on or similar details we might calc something. I think real life superheavies had something like around a megawatt range power outputs from enginges (give or take an OoM for perfromance and such) though, so assuming a 2 minute recharge time and say, 10 megawatts you'd get 1.2 GJ per shot.

While other Shadowswords have shown greater performance (the one in Gunheads for example, melting a titan sized Ork metla door) my calc above is just an approximation. Also, it depends entirely on the effects gone for - not all Volcano cannon need be made equal. Perhaps some go for more mechanical effects (a rapidly pulsing laser) over thermal (melting through, which is what the Gunheads Shadowsword seemed to do) - that would be more sophisticated and efficient, whereas a lower tech design might have to rely on brute force.

It also of course depends on what kind of engine it has, how its designed, and so on. Just because they run the engine and the cannon off the same powerplant does not neccesarily mean one or the other have to be of equal power usage or capacity. They may have just stuck a shitty engine system onto the Shadowsword for all we know (much slower/inefficient than it ought ot be.)

Page 91
Its massive gun [Shadosword's Volcano cannon] is a titan weapon, and is capable of severing a Titan's arm or leg. For this reason, Shadowswords[ are only made on Forge Worlds which raise Titan Legions.
It doesnt indicate whether it can do this through shields, or shields have to be knocked donw first. Or the kind of Titan for that matter.


Page 92
Shadowsword stats like Baneblade, exceept for the following:

Mass- 316 tonnes

Traverse 2 degrees Elevation -2 to +12 degrees


Secondary ammunition capacity (for heavy bolters) 1600 rounds.

Page 99
Not every Forge World has access to the STC data required to manufacture true Shadowswords, but many have sought to produce tanks that fufill the same 'Titan-hunter' role.
Instead of a Volcanon cannon, these vehicles can mount turbo-lasers, massive battle cannons, or adaptations of other Titan-sized weaponry. In the case of the Stormblade, the Plasma blastgun is modified and mounted into a Shadowsword chassis.
Counterfeit Shadowswords again. Man, STC must really be AdMech speak for "excuse for monopolization and generally justifying whatever the shit we want to do to an ignorant populace."

Page 99
Whilst the Stormblade lacks the most advanced features of the true Shadowsword, including the long range targeting devicees and the redundant main generator and capacitors for the Volcano cannon, these are replaced by massive photonic fuel cells to power the plasma weaponry. Space created by the removal of the capacitors is taken up by the weapon's extensive cooling system. Much like its smaller cousin, the Executioner, the crew are protected by extra heat shielding, but the vheicle's larger size allows for a more efficient main cooling system, making the Stormblade more reliable vehicle than the Executioner.
- Like the executioner, the crew is protected by heat shielding, but the Stormblade has a better cooling system.

Curiously this seems to imply photonic fuel cells provide both the energy and the "mass" for the shot. In other words it sounds alot like a projectile weapon or a Hammers Slammers type powergun.


Page 99
To compensate for the loss of long-range firepower, the sponson turrets both mount lascannons, adopting the fire control system from the Baneblade.
I bet that's not STC.

Page 99
A final identifying feature is the addition of bolted on armour plates along the side and around the superstructure. Due to the relatively poor quality of ore, this has no additional protective value, although the increase in weight ads extra strain to the engine and power transmission, in turn requiring exta maintenance time.
Now, I know its Imperial Armour, and IA is known for insane shit like this but even for them this is absurd. I mean, there's no POSSIBLE reason anyone could think this is a good idea, and ignorance could not excuse it. This is not an STC tank There's no conceivable benefit to adding armour you know is not going to be protective and when you know its going to strain the engine you have no reason to leave it on. Hell, the stormblades are among the lightest superheavies of the Baneblade variant (save for the stormsword) so... yeah. It makes no sense even by 40K standard.s Fucking IA.


Page 99
To aid the tank when facing the heaviest Titans, some stormblades were fitted with external Hellion missile racks. These proved to be highly unreliable, being exposed ot enemy fire and prone ot sudden, catastrophic detonation of the missile warheads if damaged. After three Stormblades for the Phyressian 31st Heavy Tank Company were destoryed by their own missiles, the Hellion racks were deemed too dangerous and withdrawn from service.
- Some Baneblades were equipped with external "Hellion" missile racks, though the destruction of vehicles due to missile detonation caused this to be removed.

Annoying as I find IA stuff sometimes, their willingness to make a nod towards earlier stuff like this is nice. And at least this explanation has some plausibility to it.


PAge 100

Stormblades hae the same stats as a Baneblade, save for the following:

Mass 310 tons.

Traverse 2 degrgees

Main ammu capcaity: 16 shots from photonic fuel cell

secondary ammo: 1600 rounds (heavy bolters)

Again note that the "photonic fuel cell" seems to be some sort of sci fi projectile weapon for plasma - it provides the mass and energy for the shot both.


Page 105
When a Shadowsword or Stormblade is knocked out, the salvaged chassis is rebuilt and new weapons are added to create the Stormsword, as troops have christened it. This is common practice with other vehicles, such as the Thunderer and many unique variants of other Imperial Guard vehicles. Whilst such conversions are 'unofficial' and frowned upon by the conservative upper echelons of the Adeptus Mechanicus, Imperial Guard ocmmanders facing the enemy on the ground must take a more pragmatic view. Any vehicle that can fufil a battlefield role can and will be utilised.
- some shadowswords are conveted into big siege tanks. These conversions are frownd upon by conservative AdMechs, but the Guard cmomanders still do it out of pragmatism. One has to wonder if the AdMech even is willing to touch them, or they force the Guard to dismantel them or turn them over to AdMech control when discovered.

One interesting possibility is that the AdMech is not of a single mind regarding the practice. The fluff above speaks of offending "conservative upper echelon" coggies. It may be that those in the field are either more pragmatic or more liberal (indeed there may even be more liberal elements in the AdMech that embrace and defend such practices: we know that like any good religion the AdMech is not wholly unified.)

Page 105
Whilst the Shadowsword excels at long range and the Baneblade is an 'all rounder" equally at home in the open fields or in street fighting, the Stormsword lends its weight and firepower ot troops at close quarters. The main armament's restricted range leavs it dangerously exposed in open terrain and most commanders will onyl commit them to battle in the enviroment they were built for, in the heart of a city fight where the fighting is at its most intense and fierce, leading the attack, crunching through rubble and smashing through walls.
Stormsword roles. Self explanatory.

PAge 105
Each massive siege cannon shell holds enough explosive to flatten a building with a single shot. Gunners are taught to aim at the ground floor of the building, with the intension of cuasing the entire building above to collapse. The siege gun barrel has a restricted elevation, which reduces the weapon's maximum range. This is compensated for by the shell's integral rocket propulsion system.
Each Stormsword siege shell hold senough explosive to flatten a building with a singl eshot. Demolisher cannons can do that too, though less consistently. The shell also has a "integral rocket propulsion system."

The elevation bit is interesting, since it implies that Stormsword (and Demolishter/Thunderer) shells are not exactly "direct fire" weapons but rather like mortars (they rely on some angle to achieve any range.)

Page 105
The Stormsword siege gun fires huge rocket-propelled siege shells, each weighing in excess of 180 kgs. Rather than firing a shell by conventional means, a Stormsword literally launches each shell. Exhaust vents on either side of the gun barrel allow the gas discharged by the rocket enigne to escape during firing. The size of the shells limits the vehicle's ammunition racks to holding just twenty rounds. Due to the weight of each shell, the vehicle's loader is aided by an automated loading tray, which is hand cranked to move a shell into the barrel. This is a time consuming process and the Stromsword cannot maintain a high rate of fire.
Siege shells weighs 180 kg (including the rocket propulsion presumably.) This sets an upper limit on how massive Baneblade shells are, and how much explosive they carry. (~90 kg or so, assuming half the shell is HE). Of course, basing it off Earthshaker shells (EG Storm of Iron) it could be easily equal to several tons of TNT or so.

Also, stormswords use automated loading trayst o assist the loader (Hand cranked to amove the shell into the barrel.) Predictably IA. Note that Baneblades have been known to use servitors for loading purposes.

Page 105
..The stormsword, whilst still rare, has earned a place within the Imperial Guard's arsenal and it is possible that some Forge Worlds have started to produce them in limited numbers.
[/quote]

Take note. A super heavy design that is not STC, disapproved of by conservative AdMech, and yet it is conceivable that some forge worlds build them. NO EXPERIMENTATION AT ALL!



PAge 106
Storm sword has same stats as a baneblade save the following:

Height 5.85 m

Weight 302 tonnes.

Traverse 2 degrees

ammunition capacity 20 rounds.
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Connor MacLeod
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

Next to last IA1 update, and last update for all the ground stuff. Next up we cover the hilarity that is the ammunition, and the Imperial Navy stuff.


Page 111
The basic Chimera chassis is used for more vehicles than any other, providing the basis of vehicles as diverse as Basilisk artillery and Hellhound flamethrower tanks to command vehicles and ambulances. The most common version is the armoured personnel carrier with turret-mounted multi-laser and hull-mounted heavy bolter, but these weapons can be replaced with other heavy weapons to fufil a variety of roles.
Chimeras seem to be more versatile than even the Leman Russ hull. you can even make light tanks out of the Chimera. Presumably other heavy weapons include lascannon, although not many variants of that I've heard of.

Page 111
Standard tactical doctrines state that after racing towards its objective, the Chimera's access ramp will crash down, disembarking the infantry who will move forward rapidly. Meanwhile, the Chimera's heavy weapons lay down a barrage of fire on the objective. As the squad near the objective, the Chimera will reverse away, to find a new firing position in cover for itself but still able to fire in support of the squad. There it will wait on standby, ready to race forward again and collect the squad should they need evacuating or moving to another position on the battlefield.
Chimera doctrine. They provide protection, heavy firepower, an dmobility.

PAge 111
As well as firepower, proteciton and mobility, a Chimera offers its squad other advantages. They do not have to carry hevy equipment by hand and are therefore less likely ot suffer from fatigue during long advances. The vehicle carries extra equipment such as med-kits and radios, giving the infantry fast access to new orders and information on teh battlefield situation. Extra storage means more ammunition is close at hand. All of which make mechanised infantry a far more efficient instrument of war than their footslogging counterparts.
- One of hte benefits of Chimeras as that they allow a troop to avoid carrying heavy equipment, like medical supplies, extra ammo, comm gear and (probably) auspex. One other benefit not provided is that the Chimera has side mounted gunports (3 per side) allowing for troops to fire their lasguns at outside targets within range.

Page 111
Variants of the basic Chimera are common, mounting different weapons. The heavy flamer varieant is a popular model amongst troops operating in dense terrain, where the enemy can be close by, such as buildings or jungles. Usually one heavy flamer Chimera will be deployed in every three standard Chimeras, as a stand in infnatry close support vehicle, if Demolishers, Thunderers, or Hellhounds are in short supply.
- flamer chimera variants (hellhounds) will be deployed in one for every 3 regualr chimera.

Page 111
The Forge World of Gryphonne IV produces its own unique Chimera variant, armed with twin-linked heavy bolters. Although not as powerful against armoured vehicles, the heavy bolters can lay down a hail of high explosive bolts that make it particularily effective against dense infantry formations, Tyranid swarms and Ork mobs.
Considering a heavy bolter is osmething like a 20-30mm shell with explosive properties, that is saying something.

PAge 111
Chimeras equipped with auto-cannons are used ot fufill a light anti-vehicle role.
I wonder how "light?" Clearly not tanks, but anything smaller I imagine. Given what they said about twin linked HBs, this probably means the gun is alot bigger 40-50mm at least perhaps? But smaller than a full fledged tank gun (100-120mm?)

PAge 112
Chimera stats:

38 tonne mass, 6.9 m long, 5.7 m wide, 3.72 m tall. .45 M ground clearance.

Top speed on road 70 kph. top speed off road 55 kph

Armament varies as can ammo - 1000 rounds for twin heavy bolters, 400 for single, or 10 shots for a heavy flamer. Turret mounted heavy flamers have 20 shots.

traverse 360 degrees, elevation -8 to +25 degrees

armor: 150mm on turret, 150mm on s uperstrcuture, 100mm on hull,

Not much to say on Chimera stats really.

Page 127
Chimera interior details:

- Radio/comm equipment.

- Oxygen tanks (for use in hostile enviroments)

- Seating, twelve men

- Ball mount and lasgun handle

- med kit

Fuel tank is also on bottom of tank.

Page 129
Equipped with Salamanders and Sentinels (although motorcycles, horses, or other riding beasts are not unknown), a reconnaissance squadron is often at the forefront of an attack, fufilling the vittal roles of reconnoitiring routes of advance and locating the enemy for following forces to attack.
Elements of a recon squad. Note that Salamanders/Sentinels seem to be more common, but the other methods have their place apparently.

Page 129
Operating in front of the main fighting force, these scout units need to be able to provide their own effective fire support. The Salamander scout vehicle, equipped with an autocannon and heavy bolter, fufills this role, providing the scouts with the majority of their heavy weapon support. Sentinels are highly mobile and are able to operate in just about any terrain, but they are lightweight and unlikely to survive a protracted engagement with the enemy. This is where the heavier Salamander comes in. although no match for a tank, it is very fast and therefore capable of getting out of trouble quickly and surviving to tell the tale.
Armament and a bit on the role of Salamanders. Again I'm guessing the autocannon is alot heavier than 20-30mm since that's about the caliber of a heavy bolter (and even some stubbers) by some sources.


Page 129
Because they may operate far in advance of the main combat units the crews of Salamander scout vehicles often overcharge the engines of their vehicles in order to make a swift escape should they encounter strong enemy forces. Whilst this is a breach of regulations, given the dangers faced by lightly equipped scout units operating independently of support, this modification is overlooked, although extra strain placed on teh engine by such tinkering is a constant source of grievance amongst maintenance units.
The supercharged Salamander engines. Presumably if you could do it to Salamanders you could do it to most other vehicles (the Chapter Approved Vehicle Design rules hint that a Russ could do it too, anyhow.)

Page 129
For mutual protection, Salamnders often operate in pairs, teaming up tio support each other.

...

Salamanders are often the vehicles at the very front of any advance, and as such are likely to be ambushed or encounter a strong enemy unit or position. By its nature a reconnasisance unit's main task is on the offensive, leading the way. When a regiment is on the defensive Salamanders are often relegated to rear area policing and security duties. Like Sentinels, it is not unusual to find Salamanders guarding supply dumps, headquarters units or patrolling important supply routes.
A bit on Salmanders and recon roles in general.

Page 129
During a major offensive, such is the demand placed on reconnaissance units that they often do not have enough vehicles to fufill all their missions. In this case it is usual for the shortfall to be made-up by Armour Fist squads operating in Chimeras. A squad will be detatched from its parent platoon and company, and temporarily given to the reconniassance company. In this way Armoured Fist patrols and Salamanders often operate together.
More on vehcile roles.

Page 129

The Salamander's four-man crew consists of a gunner and driver inside the vehicle and a commande rand comms-operator on the rear fighting platform. Due to its role each Salamander is fitted with powerful communication equipment to allow it to report back to command units well to the rear. Direct links to regimental command units, such as Leviathans and to Armoured Company command tanks, are not unusual.
Salamander comms capability. Note the mention of Leviathans (another nod to 2nd edition/Epic stuff.)

PAge 130

Salamander stats similar to chimera, save:

Weight: 33 tonnes.

Max on-road speed: 100 kph. Max speed off road: 68 kph.

Traverse (autocannon) 22 degrees. Elevation: -3 to +24 degrees

Main ammo capacity (autocannon) 500 rounds. Secondary ammo (heavy bolter) 600 rounds.

Armour: Superstructure: 150mm, Hull 130mm.

The ammo capacity on the Salamander cannon puts some constraints on the caliber, although it isnt really possible to say more than that.


Page 131 - Autocannon ammo in diagram is scaled (Based on Salamander scale) of between 70-80mm. Again while this might be the case I have to say that I am.. hesitant to use. It is certainly possible anyhow (I did speculate that the guns are bigger than 30mm after all) but this would be more in line with a small tank gun and in general I disturst the IA scalings as being too big since they tend to duplicate the models.


PAge 131
Salamander equipment includes:
Primary communications and navigations equipment

Long range communications equipment and backup commuincations equipment

Magnocular

Autocannon sight.

[No engine is shown in this cutaway, this is because the vehicle's twin engines are housed in the track sponsons on either side of the main hull, from where they provide power directly to the drive wheels.
Interesting stuff, especially the dual engine setup.


Page 131
Autocannon diagram:

Rangefinder and main sight viewer

Protective housing for sight electrics

Main sight lens

Smoothbore barrel.
Autocannons smoothbore. This means that to have any accuracy they would have to rely on fin-stabilized projectiles and thus a sabot. It could be with AP rounds (kinetic kill) or it could just be HEAT rounds. I'd bet on the latter. Being smoothbore also tends to, in my mind, suggest that these probably are fairly large guns (again larger than 20-30mm)

I would also venture a guess that some autocannon can and are rifled, since Battle cannon can't seem to make up their minds in that regard either.

Page 131
Ammunition is loaded via a feed tray. The tray holds 4 rounds, and extra ammunition is dropped into the tray by hand, which is then fed automatically into the weapon's breech.
If it uses a feed tray its probably not going to have all that high a rate of fire.. maybe a few rounds a second? That probably suggests a higher caliber again too. Ammo can't be very heavy tho so the caliber can't be too big. I'm betting it doesnt require two hands to load, so we're probably not talking ammo (projectile + casing) more than a few kg or so each. 40-60mm seems reasonable.

Page 137
There are many vairants on the STC technology of the Chimera chassis - a rugged flexible design that Imperial Guard commanders have relied on for centuries. It forms the basis of vhiecles lik ethe Hellhound, Basilisk, Bombard and Hydra. Some of these variants are more common than others. The Salamander is one such variation, most commonly used to equip Armoured Company HQ units and Armoured Reconnaissance squadrons.
As of 5th edition there are LOTS more variants.

Page 137
The standard Salamander is issued to comany command units as a combined transport, liaison and communications vehicle. Chimeras fitted with improved communications equipment also fufill the same role in many units. The Salamander command is armed with a hull-mounted heavy bolter and either a second heavy bolter or heavy flamer for self-defence.
Frankly this puzzles me a bit.. Salamanders are based on a Chimera chassis.. so tehy technically are chimeras with improved comms gear... there's not much difference.

Page 137
The rear platform contains extensive long-range communications equipment to keep a company commander (usually a Captain) in touch with his own units, regimental command and other comapny commanders. Each vehivle has a dedicated comms-operator trained to use this equipment as part of the crew.
Like scout variants, Salamander command vechiles have their own dedicated comms gear.

PAge 137
In the Vanaheim pattern Salamander command vehicle, the driver is provided with a multi-spectral surveyor, fitted as part of his overhead hatch. This is an advanced piece of equipment, providing the vehicle with magnification, tracking, and night vision equipment.

..

Some artillery units adopt Salamanders for use as mobile forward observation posts to call in indirect fire.
Rare example of an IG vehicle in an Imperial Armour bok having some form of decent sensors.

Page 138

Salamander command variant similiar to chimera, save for:

MAx speed on road: 70 kph

Max speed off road: 55 kph

Main ammo: (HEavy flamer) 10 shots. Secondary ammo (Heavy bolter) 600 rounds.


PAge 139
Drop down viewer for driver's surveyor. (in down position) Fitted with magnification, scanning, and night vision equipment.

Driver's surveyor

Communications and navigational equipment

Med-Kit

Fuel tanks on bottom of tank, and there is stowage for camo nets, rations, crew gear, and weapons. And like the other Salamander it is dual engine in the track sponsons.
Main thing of note are the Drivers surveryor

Page 143
Chemical fuel, called "Promethium", is stored in two parts and pumpeda long the feed lines into the weapons mixing chamber. Once mixed, the fuel becomes highly flammable. The firing mechanism then forces the pressurized fuel through the ignition nozzel. Excess gases are vented.
Sounds a bit like flamer weapons are binary in nature rather than mono

Page 143

The Trojan is the workhorse used by Imperial Guard armoured regiments as a tractor for towing weapons platforms and as an armoured munitions carrier, ferrying extra ammunition to the platforms once in position or to frontline units in need of supplying.

The Trojan is not a combat vehicle and rarely sees service at the frongline. Behind the lines it is a common sight, trundling to and from supply dumps to forwar dunits. Using the basic Chimera chassis and engine, it is quick to manufacture and efficient in its role, with good road and cross-country performance.
Cheap, simple , and effective. The IG way.

PAge 143
It [Trojan] lacks the frontal defensive armour of a Chimera and has no requirement for the Chimera's other features, such as targeters and medi-kits., leaving more space in the hold for supplies.

Each Trojan is equipped with a crane to lift heavy crates of ammunition from its hold. Whislt strong enought o move these crates, the crane lacks power to lift or tow heavy armoured vehicles..
The crane is interesting/useful, but the main thing is that it mentions Chimeras seeming to have targeters as standard (else why would the Trojan not have them?), which suggest sother vehicles (like the Russ) have em too.

Page 143
There are three main types of resupply trailers towed by the Trojan. A large fuel tanker, an armoured ammunition trailer and a general supplies trailer for food, water, clothing, etc.
Trailers. Nuff said.

Page 143
Although it is not meant to be committed to battle there have been many examples of Trojans being converted in field workshops for use in combat. As an (all be it weakly) armoured vehicle, it can be pressed into forntline service by desperate commanders. Some examples of such expedient field conversions are: Adding autocannons to create a makehsift anti-aircraft weapon, bolting on extra armour plates to crete a small personnel carrier, packing the rear with communications equipment to create a headquarters comm hub, and creating ad-hoc engineering vehicles by adding minesweepers or even a light bridge layer. These vheicles are never as successful as their authentic counteparts, but most commanders would rather explain themselves to an irate Adeptus Mechanicus Enginseer than be seen to fail in the eyes of their superiors or Commissar.
- the Trojan has been adapted to other variants: adding autocannons for an anti-air platform. Extra rmour plating converted it to a personnel carrier. Adding comm equipment to make it a headquarters comm hub, or an engineering vehicle (adding minesweeping equipment or bridge layers.) They fill thier purpose, but never as successfully as the actaul counterparts.

Again to owe see the politics revolving behind MEchanicus dogma and pragmatism.

Page 144
Trojan has all the stats of a Chimera save for the following:

Weight 3.5 tonnes

Max on-road speed 80 kph

Max off road speed 60 kph

Traverse 10 degrees. Elevation -1 to +18 degrees

main ammo capacity (heavy bolter) 300 rounds.

Armour- superstructure, 90mm hull 80mm.

3.5 tonnes? Youre kidding me. I know the thing is supposed to be stripped down some but I doubt your average Chimera's armament, armour, comms, targeters, troop carrying shit, etc. all manage to add up to 30+ tons. Yet again IA weird stats strike again.

PAge 147
Towing a Leman Russ tank that weighs in excess of 60 tonnes requires an immensely powerful vehicle.. By removing the turret, stripping down a standard Leman Russ's armour and supercharging the engine, the Atlas can provide enough power to tow its heavy weight cousin. When required to tow a super-heavy tank three or four Atlas tanks ar eneeded.
The ability to Haul a Russ along (nevermind 3-4 pulling along a 300+ ton superheavy) with supercharged engines is pretty damn impressive. I'd be hesitant to assume a linear relationship with the engines though, so I'm not really sure how to go about determining how much better it is. I'd assume, at least, it indicates Russ engines CAn be supercharged for greater performance, though, so Russes can go faster.

Page 147
Less serious damaged vehicles, such as those that have thrown a track,c an be immediately repaired by the Atlas crew and sent back into combat. For this purpose an Atlas crew will often be accompanied by an Adeptus Mechanicus Enginseer and his servitor assitants, to see that the correct blessings are administered to the vehicle's machine spirit.
Atlases also serve as in-field vehicle repair units it would seem.


Page 148

Atlas stats are the same as a Russes, save where noted:

Height. 3.75 m Mass 43 tonnes.

Max on road speed: 34 kph. Max speed off road 20 kph

Traverse 10 degree Elevation -1 to +18 degree ammo 300 rounds (heavy bolter)

armour: superstructure 90mm, hull 80mm.. no armur on gun mantlet or turret.

Page 151
The Cyclops is a small, tracked armoured vehicle used for battlefield demolitions. Inside its hull the Cyclops carries a large demolition charge which can be triggered by a radio signal.

..

The Cylcops' primary function is to attack enemy bunkers, strong points and obstacles, but in the field troops, find it can be used ot attack other targets. Cyclops are commonly deployed for minefild clearance and to destroy obstacles such as tank traps and razor wire. They have been used during street fighting to attack enemy held buildings or targeted at structural weak points on bridges. Although not designed for the task, the demolition charge is also large enough to damage enemy vehicles.
Basically its a mobile remote controlled bomb to blow shit up.

Page 151
Each cyclops has a single controller - a guardsman specially trained to operate the remote control device and guide the vehicle to tis target. The control device is a handheld set connected to a backpack full of communications equipment.
The remote control aspect.

Page 151
A chimera can carry a single cyclops onto the battlefield. Those that do are fitted with internal remote control devices for the operator. Even a Valkyrie can carry a Cyclops inside its hold.
Cyclops can be transported in VAlkyries or chimeras.

PAge 151
The Cyclops is a specialised piece of equipment and is not common. They are uusally only issued to units as and when they are needed, but when they are deployed they are well liked by infantrymen, relieving them of many hazardous tasks.
If they're so uncommon why do they rig them to blow themselves up? Wouldn't it make sense to outfit the damn thing with its own heavy weapon? A missile or rocket launcher, or a grenade launcher or a meltagun or lascannon or multilaser or something else??? Especially given Tarantulas later on... GAH!

PAge 152

Cyclops

Weight: 1.5 tonnes

Lenght 2.5 m. Width 1.8 m Heioght 1.2 m Ground clearance .25m

MAx speed on road 42 kph

Max speed off road 24 kph.

Amour: superstructure 30mm, hull 30mm

Note the small size. It could still carry a heavy weapon I bet. They'd make quite good remote HWP actually.

Page 155
The Sentinel is another versatile vehicle commonly fielded by the Imperial Guard. Its cunningly articulated legs mean it is capable of operating in almost any enviroment. It can move in areas where tracked or wheeled vehicels cannot, and unlike heavier vehicles is not reliant on roads when operating in dense terrain such as jungles, swamps or mountainous regions. A sentinel's main role is as a light scout vehicle, issued to reconnaissance companies, many of which operate entirely with Sentinels.

Sentinels are often caled upon to fight in support of Imperial Guard assaults, their mobile heavy weapons adding extra firepower to the infantry squads. AS a lightly armoured vehicle, Sentinels are also commonly used for rear area security operations, from anti-insurgency patrolling to routine sentry duty.
Standard sentinel fluff.

Page 155
They [Powerlifters] are a utility vehicle, used by rear echelon units for loading and unloading supplies. In rear areas, they are a common sight, stomping backwards and forward carrying crates of ammunition and pallets of supplies.
..
Powerlifters are often used on airfields and space ship flight decks to arm aircraft before missions, carrying missiles and ammunition form the magazines to the waiting aircraft. Artillery positions also find a few Sentinel Powerlifters useful for moving heavy ammunitions, and they are occasionally called upon to defend the guns, but this is a desperate last measure.
Generally, the closest thing the Guard ever gets to power armor. The fact they're used for arming fighter son starships is interesting too.


Page 156

Sentinel power lifter stats

Mass 7.5 tonnes. width 2.34 m Height 5.34 m

Max speed on road: 45 kph Max speed off road: 40 kph

Armor: superstructure 45mm Hull 45mm.

One assumes that the speeds apply ot military Sentinels as well.

Page 159
The Basilisk is the standard Imperial Guard artillery piece. It is a self-propelled field gun designed to provide medium to long range artillery support to units on the frontline. Utilising the versatile and rugged Chimera chassins to mount an Earthshaker cannon, the Basilisk is the mainstay of the Imperial Guard artillery regiments, although within a regiment it is likely to be mixed with other types of artillery such as Manticore missile launcher,s Griffon heavy mortar carriers or even huge Bombard siege artillery pieces. All these other weapons have their place, but the Basilisk is by far the most common and called upon most often to fire long barrages.
Basilisk fluff. Predictably its more common than alot more sophisticated kinds but is also more common than the siege gun crap.

Page 159
Most missions use high explosive round, but other more specialized rounds are often issued to Basilisks, such as smoke shells, incenadiary shells and illumination shells for lighting up a battlefield at night.
Basilisk ammo. Not a comprhensive list (See Earthshaker listing later.)

Page 159
The Earthshaker is a 132mm calibre weapon, capable of firing a shell over 15 kms at a velocity of 814 mps.

Such is the power of the Earthshaker cnanon that its shells are easily capable of destroying enemy vehicles, strongpoints or buildings. Basilisks are often required to add their firepower in direct support of combat troops.
If we knew more about the weapon I expect we'd be able to make osmething of the variables. 15 kms would be achievable at a ~10 degree angle with the stated velocity, but that of course ignores air resistance so the estimate is probably questionable. (If at 45 degree angle and 814 m/s, it would reach out to 70 some km.)

I should note that Basilisk have had longer rnage (Necropolis, although this is inferred since the artillery is generic there, but Earthshakers are supposed to be bloody common, and Tactica Imperialis.)

Page 159
The Earthshaker's l ow agnle of elevation means it can be fielded as an assault gun, engaging targets at short range with devastating effect. It is not seen as a replacement for a battle tank. Its lack of armour and open topped platform making it too vulnerable to enemy fire to lead assaults instead, it is fielded in a support role. A vehicle wihc is to fight as an assault gun will be detached from its parent Artillery company and temporarily placed under the command o the Tank company or Armoured Fist company HQ it is to support.
Presumably the ability to direct fire means that a tank gun arguably could achieve at least as fast (probably faster) velocity, since the Earthshaker "Assault gun" role is a close in thing. (although how "close in" is debatable.. at a nearly flat trajectory 814 m/s could reach out to several km)

Page 160

Note that scalinrg the earthshaker shells.. they are more around 200-250mm, rather than 132mm This should tell you something about the reliability of the images.

Also, considering the ammo is cased and the mass of the projectile... the weapon's propellant must not mass a whole lot, else a person could not lift it (and the basilisk has one loader.

Basilisk stats:

Weight: 40 tonnes

Length: 7.08 m Width 4.86m height 4.38m

On road speed 35 kph Max off road speed: 21 kph

Traverse 3 degrees Elevation 0 degrees to 59 degrees

Main ammuintion 20 rounds (Earthshaker)

Armour- 100mm superstructure, 150mm hull, Gun shield 50mm.

(note: Some basilisks are fully enclosed. Some are not.)

Slightly heavier than a chimera. Implies the Earthshaker + shells masses some 2 tons. The shells we know mass some 38 kg (minus propellant?) so the cannon has to weigh around 1.3 tons.

PAge 164
The Griffon is a close relative of the Basilisk, replacing the Earthshaker cannon with a heavy mortar. Used as close support for infantry attacks and during sieges to throw shells high over enemy walls.

The mortar shells fired by the Griffon (Heavy mortar) are extremely heavy and their high trajectory mean sthey can bury themselves in the ground before exploding...

This reduces the blast radius, making this type of explosion less dangerous to infantry but devastating against buildings and bunkers, whose foundations can collapse, bringing the building down with it.
Griffin mortar.


Page 165
Siege Warfare is common inthe battle zones of the 41st Millenium.

..

The Imperial Guard are well equipped to deal with such tactics, and few walls are thick enough to resist the pounding of the MEdusa Siege gun.

..

..The Medusa fires heavy shells directly into the wall,s turning them into rubble and dust and opening a breach for assaulting infantry to attack through.
Medusa siege gun. Pay attention to the "Siege warfare is common" bit...

Page 165
Once inside the city or foretress, the breach secure, the Medusa will rumble forwards to support the assault, levelling buildings with a single shell. STreet by Street, the city is blasted apart, leaving no hiding place for the enemy.
Single shell to level buildings. Again. You dont need a demolisher or a superheavy tank to do it.

Page 165
The Medusa is regarded as an aging warhorse who setime has passed. It is no longer regarded as an important or necessary part of an armoured force. It lacks the range of a Bombard, Manticore, or Basilisk, or the thick armoured protection of a Demolisher or Thunderer. BEcause of this Medusas are no longer a common vehicle amongst the Imperial Guard. They are generally only deployed when a fortress wall needs to be breached or a strongly held bunker line must be assaulted and Demolishers are in short supply. An armoured reigment might have a battery of Medusas kept in reserve in case of need, but most commanders would avoid deploying them in the frontline if possible.

The Medusa has been tried in other roles, but nver with any real success. It's gun's short range does not allow it to be used as conventinoal artillery. It has been deployed ot directly support infantry squads, but its open fighting platform leaves the crew exposed at close range and the vehicle too vulnerable to enemy fire. DEmolishers and Thunderers are the preferred vehicle for this task.
Remember th "Siege Warfare is common" bit from before? Well apparently its os common that the one dedicated bit of equipment the guard might commonly field is considered outdated equipment and no longer common. Why would the Guard throw it out if Siege Warfare was common? Oh yeah this is IA.

Page 166

Medusa siege gun

mass 38 tonnes. Length 5.29 m. Width 3.78m Height 3.72m Ground clearance .45

Max speed on-road: 50 kph Max speed off road: 35 kph.

Traverse: 3 degrees

Elevation 0 degrees to +40 degrees

Main ammo: 18 rounds

Armour: superstructure 100mm

hull150mm

Guh shield 60mm

Like other guns, it can be fully enclosed.

Self explanatory. Note the Medusa is a bit faster than a Chimera.


Page 167-169 - Scaling of the Medusa's siege mortar suggests the ammunition is between 300-350mm in diameter. Have I mentioned that scaling is inaccurate and unreliable in IA books?

Page 171
The Hydra flak tank is a speicalized vehicle, based on the Chimera chassis and used for mobiel air defense. The Flak tank can often be seen defending Imperial Giuard columns and artillery positions form aerial attacks, its four long barreled auto-cannons sweeping the skies and unleashing a wall of explosive shells. The Hydra's turret is equipped with tracking and targeting equipment, and an automated turret, which means once it is locked onto an aircraft, the guns will remain aimed at the target regardless of any evasive manoeuvres it may attempt.
The Hydra does not work on direct hits, but rather on explosive proximity effects, but still has an automated turret and targeting system (sophisticated by Guard standards!)

Page 171
Hydras are issued to the flak company of a regiment, but of all the companies they are the least likely to see service together. The company's existenc eis merely an administrative aid, as the squadrons, evne the individual vehicles will invariably be split up and attached to different units for air defence. Demand for Hydras always outstrips a Regiment's supply and commanders must choose carefull ywhich units require AA cover and which do not. Artillery often receives priority as they are a primary target for enemy bombers, and many Basilisk batteries have a Hydra permanantly attached.
- Hydra group organization. Demand for Hydras outstrips the supply.

Page 171
Frontline tank companies are also vulnerable to air attack without hydras to protect them, and tank columns will often be ccompanied by a Hydra as they roll forwards. Should there be no Hydra available then some other means of air defence must be found - this might mean employing an Exterminator as a stnad-in AA tank, or using a Chimera or other converted vehicle.

Next in line for air defence are HQ units and important supply depots, but these are often stationary enoughf or a hydra platform to be used ove ra valuable mobile weapon.
More on organziation and doctrine. Also hydra alternatives.

Page 171
When the threat of air attack has receeded, the flak tank is often pressed into frontline service to engage gorund targets. Its long range and high firepower making it useful against infantry assaults and lightly armoured vehicles. The hydra has proven so effectivle in this role that Imperial Guard commanders overlook this breach of official regulations.
Hydra's long range and high firepower also make them effective anti-infantry/anti vehicle weapons.



Page 172

Weight: 38 tonnes, Length 5.29 m, width 3.78m, height 5.10 m Ground clearance .45m

MAx speed on road: 50 kph. Max speed off road: 35 kph.

Traverse: 360degrees Elevation 0 to +79 degrees.

Ammo: main ammo 600 rounds (autocannon). Secondary ammo 300 rounds (Heavy bolter)

Armour: 100mm on turret, 100mm on superstrucutre, 150mm on hull.

Hydra tanks are fast too.


Page 173 - picture of Hydrao autocannon scaled against human head... scale indication explicitly mentioned in image. The rough difference seems to suggest that a Hydra is perhaps a 40-60mm weapon, maybe slightly more (70-80mm?) like the Salamander autocannons. This amy actually be the one sole, semi-accurate scaling. I guess a stopped clock is right occasionally.

PAge 177
By far the most common guns in the Imperial arsenal are the Basilisk and the Earthshaker cannon. Less common is the Manticore, a mobile multiple rocket launcher variant buitl on a Chimera chassis. The Manticore's main advantage over other artillery is its versatility. A Manticore launcher is capable of firing a variety of rockets, from standard high explosive fragmentation warheds to oxy-phosphor incendiary warheds, from air gas to high altitude surface-to-air interceptor missiles. Compared to the Earthshaker cannon, a Manticore is a highly sophisticated piece of equipment, utilising audio-modulated radio control systems, gyroscopic roll stabilisation and radar tracking.
Manticores can fire a vareity of rockets, have radar tracking, and "radio control systems" which means they can be radio guided, I assume. Less common than Earthshakers though. he variety of warheads are interesting however.

Page 177
Each manticore missile is divided into five parts: fuse, control and guidane equipment, electrical unit, explosiev warhead and propellant container. Each is poweed by a two part solid-fuel rocket, consisting of a starting rocket and a main in-flight rocket motor. This generates speeds of up to 300 meteres per second once airborne.

It is the restriction on the number of missiles available that means Manticores are not as common as Basilisks and means most barrages are sitll fired by breach loading artillery.
Makeup and airspeed of Manticore missile launchers. Epic Armageddon gives the Manticore a range of ~30 km. At 300 m/s, each rocket has a flight time of ~100 seconds or so. Call it two minutes with acceleration.

Despite the comments above, this is not the only missile platform the IG has used. Some chimera variants use some sort of hunter-seeker missile launcher (either a self loading single shot one, or a multi missile rack, depending on version and edition of source) Some higher tech Guard groups may use some variant of a Whirlwind as well (as they did in earlier sources.)

Page 177
Imperial Guard commanders find the Manticore's flexibility compared to the 'work-horse' Basilisk very useful. A Manticore can be used to fill a number of roles and make up any shortages, armed with anti-aircraft missiles it stands in for a Hydra, armed with oxy-phosphor incendiary warheads it becomes a devastating anti-infantry weapon, armed with high-explosive warheads it can even be used ot attack enemy tank formations.
Manticores are multipurpose.

PAge 178 - Manticore similar to Hydra, save for the following:

Height: 3.29m

Max speed on road 60 kph. MAx speed off road: 45 kph.

TRaverse: 360 degrrees. Elevation 0 to +45 degrrees

Faster than a Hydra or Medusa.

Page 184
Not all the Imperial Guard's weapons are self propelled. Many are mounted upon carriages and towed into position by Trojans. These are referred to as weapon platforms. The most commonly deployed weapons are Earthshaker cannons, Hydra turrets and Manticores, although other weapons are sometimes mounted. Each platform has its own Torjan to tow it and carry extra ammunition.

The Earthshaker platform forms the backbone of many artillery companies. This is exactly the same weapon as mounted upon a Basilisk but on a standard cruciform platform.
Static weapons platforms. This is IA and the IG after all!

Page 184
The cannon [earthshaker cannon] itself is a model of reliability and consistency. Using its standard 5 powder charges, the Earthshaker can reach out to approximately 16 km with a 38 kg shell. Earthshakers mounted on platforms are sometimes issued with chargges 6 and 7, in an attempt to increase this range. This inducecs considerable strain and eventually leads to erosion of the firing chamber so that correctly sealing the breach before firing becomes impossible. Firing of charges 6 and 7 is occasionally allowed, but must be authorised by higher command, and is only ued with good reason. Not more than twenty rounds are allowed through a single gun, and crews often keep a tally of overcharged firing on the gun itself. Basilisks do not use overcharging, as the Chimera chassis is not considered stable enough, making shots wildly inaccurate.
Another bit of peculiartiy. A 38 kg shell but a range of 16 km instead of 15. A slightly higher muzzle velocity implied there (840 m/s roughly?)

Also implied that these EArthshakers run on bagged propellant even thought the diagrams show shells. Not sure what velocity is with 6 or 7 charges, but I doubt its linear.

PAge 184
The vast majority of Earthshaker's barrages are fired using high explosive rounds, b ut other types of ammunition can be issued. althoough rarer, smoke shells, incendiary shells with an oxy-phosphor gel core, illuminations shells and diamantine tipped armour-defeating rounds are all part of the Earthshaker's arsenal.

Different types of shells allow the Earthshaker to be deployed in different ways. Most are part of artillery batteries, dug in far to the rear, but it is not unknown for weapons to be detached from the company and given over to frontline units for close support. Fired on alow elevation, the Earthshaker can easily destroy an enemy vehicle or bunker.
Earthshaker ammo and use. Note the expanded round inventory including armor piercing.

Page 185
The Hydra Platform utilises exactly the same quad autocannon turret as its self-propelled cousin. Hydra platforms are deployed to defend important static positions agianst air attacks. Bridges, command bunkers, airfields, and artillery positions will often have a Hydra platform close by.
static hydra platform.

PAge 185- earthshaker platform scaling suggests the rounds are 250 mm calibre. again.

PAge 185

Earthshaker stats:

weight:21 tonnes Length 12.6 M, width 12.6m height 4.92 m

Traverse: 360 degres elevation 0 to +59 degrees

Page 192
The Earthshaker can be modified to fire 'indirectly' at targets it can't see in the same way as a mortar or Whirlwind.
In game terms it doubles the range. Whirlwinds can do this as well. "direct{" fire range would be half that, or ~7.5-8 km. Funnily enough the range to horizon from the height of a Basilisk or so is ~7.5 km as well.


Page 194
Many veterans refer to sentry guns as 'Tarantulas'; the origins of this name are unknown. Whatever their name, sentry guns are automated weapons systems utilising simple logic engines and infused with the Machine Spirit to allow them ot operate without a controller. Once placed, set and armed the weapon will remain active until it runs out of ammunition or is destroyed.

They are used in a variety of roles, often placed to cover appraoches to key positions, such as roadblocks or to defend a perimeter from surprise attacks. They are well liked by the troops, as sentry guns free them from long lonely cold nights on guard duty. The advantage of a Sentry gun is that, unlike normal snetries, they never doze off or reminisece about the girls back home!
Another bit of peculiarity in the Guard. They use logic engines in static platforms, but not in vehicles.

Page 194
There are many types of sentry gun, the most common by far are those equipped with twin-linked heavy bolters or twin linked lascannons, deployed in anti-personnel and anti-tank roles respectively.
Two main kind of Tarantula.

PAge 194
As a relatively light support weapon, Tarantulas can be carried in the back of a Chimera or Rhino and are also often used by Storm Troopers and Drop troops, rapidly deployed from the rear of a Valkyrie. THey can even be packed in crates and airdropped on a grav-chute into a battle zone.

Many Space Marine Chapters also keep a small supply of sentry weapons i ntheir armoury, finding them especially useful for routine guard duties due to their relative lack of manpower.

Other fighting forces of the Imperium also make use of sentry guns of one kind or another. Arbites use them for crowd control and riot suppression as well as for defending their precincts.

Tarantulas are only deployed for static defence, their lack of mobility severely restricitng their use during fluid battle.
Others than the IG use TArantulas.

PAge 195

Taranmtua stats:

Wegiht: 1.1 tonnes height 5.3 m width 5.3 m Height 1.6 m

Traverse 360 degrees elevation 0 to +70 degrees

Main ammo - 600 rounds (Heavy bolter)

Armour 10mm on torret, ,10mm on superstructure.

PAge 198
Turret emplacements are small strongpoints, mounting a single weapon and crewed by two or three Imperial Guardsmen. They are commonly used to defend important locations, and offer excellent protection for the turret mounted heavy weapon. Many locations require static defences, from star ports, to bridges, to any administratum building, Arbites precinct, ammunition store, etc. Turret emplacements also form integral parts of defence lines and trench works.
Generally I would infer these to be similar to or the IA version of wall guns and other fixed location defenses mentioned in other novels and stuff like that.

Page 198
It is designed to accomodate the turret of many standard Imperial Guard vehicles, it can be armed iwth a wide vareity of heavy weapons, from the Leman Russ Battle cannon or Vanquisher cannon to Chimera multi-lasers, heavy flamers, or heavy bolters. Some have been used to mount Tarantula sentry guns, others have turrets specially manufactured to fit the emplacement, armed with just about any heavy weapon in the Imperium's arsenal.
They have enough Vanquisher cannon to stick on static formations now?

Page 199
Turert emplacement:

Weight 2.5 tonnes plus weapons

Length : 4.6m Width 4.6m Height 1.3 M plus turret.

armour: 160mm superstructure

Curious that here the turret emplacement does not include weapons.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Purple »

Connor MacLeod wrote:If they're so uncommon why do they rig them to blow themselves up? Wouldn't it make sense to outfit the damn thing with its own heavy weapon? A missile or rocket launcher, or a grenade launcher or a meltagun or lascannon or multilaser or something else??? Especially given Tarantulas later on... GAH!
I have not red the book and am limited to reading what you posted here and other 40K fluff that I know sort of. The way I understand it the thing is not rare as in too rare to issue. Instead, it is rare becouse it is specialist equipment that is issued for specialized tasks. Just like say trench digging vehicles or bridging vehicles are rare in a modern army becouse they are only issued to combat engineers. Judging by the description of having specially trained controllers and being deployed by air and transport I would say that my assessment is consistent. But that is just an opinion.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by andrewgpaul »

Connor MacLeod wrote:Next to last IA1 update, and last update for all the ground stuff. Next up we cover the hilarity that is the ammunition, and the Imperial Navy stuff.


Page 111
The basic Chimera chassis is used for more vehicles than any other, providing the basis of vehicles as diverse as Basilisk artillery and Hellhound flamethrower tanks to command vehicles and ambulances. The most common version is the armoured personnel carrier with turret-mounted multi-laser and hull-mounted heavy bolter, but these weapons can be replaced with other heavy weapons to fufil a variety of roles.
Chimeras seem to be more versatile than even the Leman Russ hull. you can even make light tanks out of the Chimera. Presumably other heavy weapons include lascannon, although not many variants of that I've heard of.
Shortly after the Chimera was first introduced in 2nd edition Epic (and back then, the Chimera was an APC adapted from the Basilisk chassis, not the other way round), there were three variants introduced with different turret armament; one mounted a battlecannon, one mounted quad autocannon and the other had the standard multilaser and a Hunter-Killer missile launcher system (with multiple missiles).
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Raxmei »

Connor MacLeod wrote:EArthshakers run on bagged propellant even thought the diagrams show shells. Not sure what velocity is with 6 or 7 charges, but I doubt its linear.
Sounds like semifixed. That's when you have a projectile and a case but the two are not stuck together as they would be with fixed ammunition. The powder comes packed inside the case in little numbered bags on a string so you can easily remove the unneeded charges. To shoot you remove the excess charges, put the fuzed shell on top, pick the whole thing up and go load it (Short version. In real life this takes multiple people).

That bit about charges could have been lifted out of a manual somewhere. Cannons have this thing called equivalent full charge, or EFC, used for tracking barrel wear. The first few charges are (for example) .1 EFC, the normal maximum charge is 1 EFC, there's often an charge somewhere in between like .4 EFC for the second to last charge, and sometimes an overpowered charge with EFC > 1. Yes, the progression is nonlinear. If your tech support guys literally worship their hardware and abhor excess wear you'd expect a certain degree of conservatism so only the low EFC charges would be authorized most of the time. You'd have to move the guns a lot (assuming a mobile battle) and keep them nearish to the front. Was it established somewhere that Imperial tanks have ridiculously robust drive trains?
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Gunhead »

They could just ram the shell first and then the powdercharge. A 152mm shell can easily weight something like 40-50kg and adding the weight of the charge makes the whole thing really hard to manage manually. Loading any artillery piece manually takes several people anyway if you are trying to attain any sort of usefull rate of fire.

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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Ahriman238 »

WRT Basilisks, in WWI there was a one-off gun (the Paris Gun) that shot 90kg projectiles 130 kilometers. Even the M114 155milimeter Howitzer in common use by the American Armed forces since WWII fires a 40-ish kg round 15 kilometers as the standard round.

I know that autoguns, stubbers and many of the tank guns in 40k are supposed to use the same tech as their modern equivalents, with a few tweaks from improved chemisty/material-sciences. But the low-end Basilisk numbers sound awfully close to a Howitzers. I tend to favor longer estimates for an Earthshaker, largely because of the Cain books. In the parts where he's attached to an artillery regiment, he's awfully happy to be in the thick of it, and a lot more comfortable than I imagine him being if the enemy were only 16 kilometers distant.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

Purple wrote: I have not red the book and am limited to reading what you posted here and other 40K fluff that I know sort of. The way I understand it the thing is not rare as in too rare to issue. Instead, it is rare becouse it is specialist equipment that is issued for specialized tasks. Just like say trench digging vehicles or bridging vehicles are rare in a modern army becouse they are only issued to combat engineers. Judging by the description of having specially trained controllers and being deployed by air and transport I would say that my assessment is consistent. But that is just an opinion.
It could be, but I wouldn't put it past FW to simply say that its ultra rare like they do with Manticores, Hydras, and anything with a smattering of high technology or usefuless to the IG. The Forgeworld attitude on tech is generally that the high-tech/good stuff is all reserved for the Space Marines and higher, and the Guard can just go fuck off. Even though they use laser cannons, laser small arms, etc. extensively.

What's even more hilarious is that the Cyclops would be an ideal platform to resurrect ideas like the mobile Sentinel patterns, or the Rapier Laser destroyer, given that Forge World has 'recycled' ideas from early 2nd edition and epic like this.
andrewgpaul wrote:Shortly after the Chimera was first introduced in 2nd edition Epic (and back then, the Chimera was an APC adapted from the Basilisk chassis, not the other way round), there were three variants introduced with different turret armament; one mounted a battlecannon, one mounted quad autocannon and the other had the standard multilaser and a Hunter-Killer missile launcher system (with multiple missiles).
Yeah I have heard of the Chimedon, Chimerax and Chimerro designs and there's still some stuff floating around on the internet about them. I actually discovered there are two different iterations - the "40K game" proper versions and the Epic versions. There are some differences I think as well (The Epic ones showed up in citadel Journel I think, which is the one I've seen.) The Chimedon and Chimerro were the more interesting ones - a light tank and a multi-missile launcher different from a Manticore. Although there were actually two chimerros - one that had a self-loading missile launcher attached to a turret, while the other one had a multi-missile launch rack more like a Whirlwind. I've seen the "self loading" version in CJ. I'd have loved to read the variants that popped up in White Dwarf though, but I've never known anyone who had it or where it might be located.

Anyhow I'm not sure on their canonicity either - I mean in IA1 we're told about a Chimera variant that mounts lascannon in an anti-tank role, so maybe that is a nod to this. *shrugs*
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

Raxmei wrote:Sounds like semifixed. That's when you have a projectile and a case but the two are not stuck together as they would be with fixed ammunition. The powder comes packed inside the case in little numbered bags on a string so you can easily remove the unneeded charges. To shoot you remove the excess charges, put the fuzed shell on top, pick the whole thing up and go load it (Short version. In real life this takes multiple people).
That's one possibility. however, considering how the Guard operates, it wouldn't surprise me if there are different "patterns" that operate in different ways. There are at least 3 variants (stat wise): the two Imperial armour versions (old IA1 and new), and the Inferno magazine one. And there's also various "Earthshaker" variants that crop up in various fluff - like the one mentioned in "fifteen hours" which is an upscaled Earthshaker variant and has a huge shell.
That bit about charges could have been lifted out of a manual somewhere. Cannons have this thing called equivalent full charge, or EFC, used for tracking barrel wear. The first few charges are (for example) .1 EFC, the normal maximum charge is 1 EFC, there's often an charge somewhere in between like .4 EFC for the second to last charge, and sometimes an overpowered charge with EFC > 1. Yes, the progression is nonlinear. If your tech support guys literally worship their hardware and abhor excess wear you'd expect a certain degree of conservatism so only the low EFC charges would be authorized most of the time. You'd have to move the guns a lot (assuming a mobile battle) and keep them nearish to the front. Was it established somewhere that Imperial tanks have ridiculously robust drive trains?
Good to know, and I can't remember anything WRT to the drive trains, but considering how often they emphasize the INSANELY DURABLE TANK idea for the Guard the drive trains are probably ludicrously tough - everything else about the tank is supposed to be (Barrel life for a Baneblade's battle cannon was some 20K rounds, which was supposed to be ludicrously over done compared to modern tanks, IIRC what Sea Skimmer said.)
Gunhead wrote: They could just ram the shell first and then the powdercharge. A 152mm shell can easily weight something like 40-50kg and adding the weight of the charge makes the whole thing really hard to manage manually. Loading any artillery piece manually takes several people anyway if you are trying to attain any sort of usefull rate of fire.
They might do that with the Earthshaker variants. I remember the Fifteen Hours version requiring like four people to carry the shell, so they probably could. Normal Earthshakers (at least those that are mounted in Basisliks) seem to be more of the 5" category - 125mm from the old IA1, 132mm from Infero and IA1 (I guess that's where they got it from?). An interetsing note here is a discrepancy in shell masses between Inferno and new IA1 - the Inferno Basiliks had some 19.5 kilo shell, while the IA1 shell is nealry twice that mass - and this is supposedly for the same calibre. The Inferno Basilisk has a 690 m/s muzzle velocity, and a stated range of 15,742 metres.
Ahriman238 wrote: I know that autoguns, stubbers and many of the tank guns in 40k are supposed to use the same tech as their modern equivalents, with a few tweaks from improved chemisty/material-sciences. But the low-end Basilisk numbers sound awfully close to a Howitzers. I tend to favor longer estimates for an Earthshaker, largely because of the Cain books. In the parts where he's attached to an artillery regiment, he's awfully happy to be in the thick of it, and a lot more comfortable than I imagine him being if the enemy were only 16 kilometers distant.
autoguns and stubbers actually can vary quite a bit in performance, ammo, etc depending on tech level and availability. autoguns can come in cased and caseless varitieis, all sorts of calibres, and ammo ranging from the mundane to exotic. the "tech hierarchies" of the game are less evident in the fluff, and this sort of variation is probably why you see some Inquisitors or other "high end" factions running around with stubbers, autoguns and laspistols, even though they are amongst the weakest weapons game wise.

The problem with most of the "long range" numbers is that they aren't very precise and we dont know all the variable.s Necropolis is interesting, but the sort of armour/artillery bombardment isn't really given, and in any case they're blasting a city, so accuracy isn't an issue. More relevant to Basilisks is the 100 km or so bombardment range indicated in "Tactica Imperialis" but for all we know that was the IG version of Excalibur or something. Then gain there's a few "20 km" Earthshaker gun ranges floating around, mostly the FFG books and IA3 IIRC.

All we can really do is note the potential capabilities, we can't really standardize them to any degree (except conservatively.)
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by andrewgpaul »

Connor MacLeod wrote:Yeah I have heard of the Chimedon, Chimerax and Chimerro designs and there's still some stuff floating around on the internet about them. I actually discovered there are two different iterations - the "40K game" proper versions and the Epic versions. There are some differences I think as well (The Epic ones showed up in citadel Journel I think, which is the one I've seen.) The Chimedon and Chimerro were the more interesting ones - a light tank and a multi-missile launcher different from a Manticore. Although there were actually two chimerros - one that had a self-loading missile launcher attached to a turret, while the other one had a multi-missile launch rack more like a Whirlwind. I've seen the "self loading" version in CJ. I'd have loved to read the variants that popped up in White Dwarf though, but I've never known anyone who had it or where it might be located.
Actually, the Epic versions came first - WD 185 (May '95), a month before the plastic kit for 40K was released - and the Journal (issue 11) had the (2nd edition) 40K stats. The missile launcher version basically fired the same Hunter-Killer missiles usually mounted as one-shot weapons.

The original miniatures can be seen here. I don't recall a multi-launcher-armed variant. Unless you mean the original Manticore.
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Re: Imperial armour 1: Imperial Guard and Navy analysis thr

Post by Connor MacLeod »

LAst update for IA1: we cover the silly ammo examplex, and the Imperila Navy stuff. enjoy!



Page 204
In an age of laser, plasma, and melta weapons, the vast bulk of the Imperial Guard still rely on projectile weapons, firing high-explosive ammunition, to wage wars and win battles. The well-known and simple principles behind this time-honoured method of delivering death to Mankind's foes are the main reasons for this.

Imperial Guardsmen are drawn from a wide range of societies and cultures. Many (most would say the best), come from violent backgrounds, such as hive gangs or penal colonies. Others come from feral worlds, primitive tribesmen and savages, barely evolved from the stone age. Once recruited and indoctrinated, all these guardsmen must be trained to fight with the same arsenal of weapons. The weapons must be robust, easy to use and maintain, and simple to make and mass-produce. Whilst more complex weapons, such as plasma guns, are employed, it is in far smaller numbers. Conventional projectile weapons such as battle cannons, demolisher cannons, earthshakers and autocannons fufill all these criteria and remain efficient and deadly.

For battlefield effectiveness, the Imperial Guard rely upon simple principles to deliver high-explosive to a target. Ever has it been, and ever will it be, whilst the Adpetus Mechanicus holds sway. There is no need for advanced or sophisticated weapons when it comes to the Imperial Guard's method of waging war. Brute force, more men and more guns is the strategy relied upon by the Imperium.
Blah blah primitive Imperium grimdark fluff. Except they stick lasguns on every single trooper they own, and probably on some regimental animals too. So its not all just "projectile" weapons, is it? That said, if you look behind the grimdark stuff, the idea isn't wholly unreasonable. There is nothing wrong with projectile weapons, even the chem propelled variety, depending on how one figures on the Guard using them. How they use them, however, is the part that will be argued.

Page 204
The development of new ammunition for these 'battle-cannons' (sometimes used as a general term for large calibre projectile firing weapons) would be a long and difficult process for the Adeptus Mechanicus. The sophisticated knowledge of matters such as metallurgy, chemistry, physics and ballistics are the premise of the Adeptus Mechanicus Magos. Each Magos is a master of his subject, but few have all the knowledge needed for the complex requirements of making ammunition. Instead the Adeptus Mechanicus rely on tried and tested techniques handed down through the years, methods that have always worked and never changed. Simplicity of production, to meet the huge demands placed on ammunition manufacutre by the Departmento Munitorum, is always the highest priority. Countless millions of guns, spread across the galaxy, must be constantly supplied with ammunition. The Production lines of every Forge World never stop. They produce a never-ending stream of shells and bullets for transportation to far flung war zones. Though there are many types, each is relatively easy to make.
Note that things have changed from "STC is holy, no R&D" to "R&D is hard!!!" which in IA terms I suppose is improvement of sorts, even if it is bloody inconsistnet still.

Nevertheless, setting aside the grimdarky aspects, the idea of prioritizing simplicity to facilitate greater production is not wholly unreasonable either, since everything has a tradeoff. Its just a matter of scale (and as I noted before) what kinds of shells we assume (Therein is the problem, again.)

Page 204
Most explosive battel cannon shells, of whatever type, have many common features.

Ballistic cap. This is not a hardened armour-piercing cap, but is only added to improve the in-flight ballistics of the shell, making it more accurate.

Fuse: This detonates the explosive material inside the shell. Usually the impact, either with the target or the ground, will cause the fuse to detonate. Timed fuses and delay fuses can also be used.

Explosive Material. The commonest high explosive used is called Fyceline, although other explosive compounds and chemicals ar eknown. The explosive is the shell's main destructive force, fragmenting the casing into shrapnel and cuasing a sudden, potentially lethal, pressure difference at detonation.

Shell casing: This is the main body of the shell, which is designed to fragment into sharp jagged shards of metal upon detonation. These pieces of shrapnel fly out in all directions at high speed, causing great damage

Propellant charge. This is the powder that, when ignited, burns with such ferocity that the very rapid pressure buildup of gases behind the shell propel it forwards,a long the barrel at high speeds. Obviously heavier shells require more energy to move and thus more propellant to burn to create this energy.

Tracer. This is an aid to accuracy. The tracer is a brightly burning chemical mounted in the rear of the shell. It allows the gunner to see the shell's flight towards the target, helping him to see if he has hit the target and adjust for subsequent shots. When fired, a shell with a tracer is nothing more than a speeding dot of light but without it, the shell would be invisible.
A breakdown of a "typical" Battle cannon shell. It implies they're all explosive by nature, which I take to include krak/Shaped charge types for AT purposes (as we know from the existence of krak warheads, from mention in various novels, and described in the Munitorum manual. IA however, is not that intelligent, as we shall see.)

Basically its a chem propelled slugthrower, nothing too exotic here.

Page 204
Some ammunition is rocket assisted, notable in the BAneblade's main battle cannon and "bolter" weapons. Rather than relying upon a separate propellant charge the ammunition itself contains a miniature solid-propellant ruelled rocket. The propellant is shaped in such a way as to control the time and rate of burning, and hence the thrust and duration of the rocket. The resulting accuracy and range of the ammunition are impressive, and far more efficient in its use of propellant than the conventional firing method.

One drawback of rocket assisted ammunition is that, confined inside a barrel, the rocket blast creates over-pressure problems, variously cuasing the barrel or shell to deform, severely upsetting the shell's flight chracteristics, or at worst, bursting the wepaon's barrel. This can be alleviated by venting ports. In the Baneblade, this involves a double sleeve for the gun barrel, with venting ports around the muzzle. When ignited the rocket gases are directed into the outer sleeve and thus escape from the muzzle and the gun. The shell exits under its own blast pressure and subsequent "booster" burns maintain the shell's speed and range. Each booster burns out and ignites the next "burn" before falling way. THe shell is stabilised in flight by rear mounted fins.

Some bolter rounds use a combination of both systems to good effect, drastically reducing recoil whilst maintaining the range and accuracy of the "bolt" and alleviating the need for fin-stabilisation. As a personal weapon, a standard bolter has no need to maintain the long range of a Baneblade's battle cannon.

Similar rocket-assisted ammunition has been used to increase the range of artillery shells in Earthshaker platforms and bombards, but are generally thought to be too complex to waste in sustained artillery barrages.
This basically hints that the rocket asissted stuff is just a giant scaled up bolter rounds. If baneblades and Earthshakers can do it, nevermind bolters, in theory Russ ammo could do it too.

Mind you, with rocket propelled ammo I'm pretty sure you need fin stabilization AND guidance to make any sense of it.

Page 205 - chart showing different calibres/comparisons of rounds. Its hard to scale, but briefly:

Baneblade and macro cannon shells are abou tthe same size as Medusa siege shells, and perhaps 50% greater diameter than Demolisher/vindicator shells.

Autocannon shells are about 1/3 to 1/4 the diameter of a Leman Russ shell.

Leman Russ shells are about 2/3 the diameter of a Demolisher or Vindicator siege shell, about 1/2 the diameter of a Earthshaker

Conqeruor rounds ae about the same calibre as Russ shells, but swith less propellant charge (about half?)

The listed rounds include: Leman Russ HE, infernus (incendiary), Anti-Tank (AP) and smoke. Vaquisher has Anti tank and HE. Earthshaker has HE and Ilumination listed. Conqueror has HE, antit ank and Augur (see below.) Also: Vindicator and Demolisher siege shells, Medusa Siege mortar shells, Baneblade AT, Siege, and HE shells (all rocket asisted), a Macro-cannon AP and HE shell. Various autocannon rounds. and a Hunter-Killer missile.

Truthfully though, I take all of this "scaling" with the same grain of salt I take with the rest of it.

Page 206
A High explosive shell (HE for shortt) is the standard explosive round. The shell has a thin walled case, inside which is an explosive charge with an impact fuse which detonates the explosives when it hits a target or the ground. The explosion shatters the case, sending sharp, jagged, red hot metal shrapnel fragm,ents flying in all directions at high speeds. The explosion also causes a blast shockwave, the sudden pressure difference being lethal to those close by.

Because a HE shell does not require a high velocity ot penetrate armour it does not require a large propellant charrge with the shell, leaving more space for explosives. A HE shell will also be fitted with a pointed ballistic cap, not for armour penetration but to improve in-flight ballistics and hence the shell's accuracy.

The HE shell can be used against most targets, but is most effective against infantry and light vehicles. The sheer size of the explosion can damage armoured vehicles, break tracks, damage running gear or engine parts. The external blast can affect the crew within, stunning or even killing them, but HE's main drawback is that it lacks the direct penetrating power of anti-tank shells.
Nothing too objectionable here for HE rounds. As you would expect, they are mostly antipersonnel and not very effective at tank killing, which is the notable point here. HE rounds would not be used against tanks at all unless one were desperate or had no AT/AP ammo.

Page 206
HE round diagram lists:

1.) Impact fuse,
2. ballistic cap,
3. case,
4.'Fyceline' explosive material
5. driving band, spins shell through barrel rifling

I'd guess that propellant makes up ~2/3 to 3/4 the volume of the shell.

Note the driving band and rifling bit. Here IA is assuming Russ barrels are rifled.

PAge 206
The anti-tank or armour piercing shell (AT or AP for short) is used against hard targets, such as enemy tanks or bunkers. The anti-tank shell is a solid round with a hard adamantine tip. Over this tip a soft metla cap is added. This cap melts on impact, creating a "sticking" effect, which helps prevent the following adamantine tip from glancing off sloped armour or breaking up on impact.

Some AT shells also contain a small high-explosive charge and will explode on penetation, aiding secondary damage within a target. Most AT shells do not contain explosives and rely upon sheer velocity (kinetic energy) and the heat of impact ot punch through armour. Such is the violence of the impact that a penetrating hit will send shrapnel and molten metal spinning through the tank's interior, doing terrible damage to the crew and interior workings. To generate enough kinetic energy for the kill, the anti-tank shell must be fired at very highs peeds, requiring a large propellant charge.

In AP rounds with the kientic penetrator having an explosive charge.. the penetrating parrt makes up over half the volume., and likely most of the mass.
This is.. I can't begin to describe it. Taking it at face value and disregarding all other sources you basically have AP ammo being full calibre of insanely high diameter, fired from very short barrels which would give shitty velocity (less than 1km/s certainly, possibly less than mach 2.) KE is said to be important, yet they rely on absurdly huge masses and short barrels and low velocities. If, as I say, one relies wholly on IA sources.

Fact of the matter is other sources dont agree. The munitorum maunaul mentions Anti tank (shaped charge) rounds, nevermind the krak grenades while the kinetic rounds are AP (APHE is rare). Having a Russ firing a shaped charge of huge diamater out of a short barrel is alot less silly than what is described above.

To complicate matters, some sources give considerably higher velocities (in excess of 1-1.5 km/s or "hyper-velocity" by one defiition) to Battle cannon, even the stubby conquerors in Honour Guard are as fast/faster than that. Which is a bit unrealistic from a real life chem propelled gun of such short barrel dimensions and without a sabot. Barrels could be longer (vehicle design rules in Chaper approveds - also shown with the varying barrel lenghts in autocannon.) the use of some sort of saboting is also possible (more like a .50 SLAP than a APDS or APFSDS, givne the Vanquisher entry. Then again a number of sources mention non-Vanquisher saboted ammo.) Or failing that something like the Raufoss or an APCR round (basically a denser core with a lighter surrounding outside) and/or use of some more exotic propellant type like ETC technology. ETC or something similar is fairly reasonable given what we know of IG gun performance, the existence of weird ass kinds of "plasma" and other related technologies, and so on.

Regardless, the idea is that IA descriptions do not make alot of sense by themselves, and they conflict with other sources, so they have to be interpreted with an eye to both sources (rathre than ignoring one over the other, since that way simply leads to both nitpicking.) For example, a full caliber round is possible if the velocity is high enough (since there is a limit on density and how much mass you can cram into volume.) Such weapons would be imperfect but not totally implausible (ballistics would suffer and penetration would be less than optimal compared to a sub-calibre APFSDS dart, but there are always tradeoffs. Modern tank rounds have continued to trade mass for velocity even in the age of APFSDS.) As far as short barrels and insane barrel diameters go, those could be some sort of high power HEAT round you dont need as much velocity or even sub-calibre with a heat round, and greater diameter helps with penetration IIRC.

Page 206

The anti tank round:
1.) soft metal cap
2. Adamantine cap
3. Penetrating projectile
4. Small explosive charge
5. Driving Band
6. Fuse
7. Tracer, allows spotting whilst shell is in flight.

I'd guess the explosive component takes up maybe 25-30% of the shell volume. APHe obviously. Again note the driving band and obviously rifling.


PAge 206
This is an advanced version of the basic anti-tank round. Also called sub-calibre munitions, high velocity anti-tanks hells or "Vanquisher" shells (Because they are only fired by the Leman Russ Vanquisher tank) a Vanquisher shell is a solid dart of super dense metal contained within a light weight exterior "shoe" or case. The dart is only about a third of the calibre of the acutal shell (hence sub-calibre). Once fired, the ase will drop away leaving just teh speeding dart.

The Vanquisher shell is fired by a super charrge of high energy propellant powder to generate incread velocity down the barrel. The combined effect of the heavy dart and high velocity creates massive kinetic energy upon impact. A Vanquisher round is capable of penetrating any known armour.
basically it sounds like an APFSDS round. Hell since its sub calibre one could even argue larger barrel diameters make a bit of sense if the sub caliber element is sufficiently small (larger caliber equals greater surface area to push the round along the barrel at, and consequenyl more force to act on a smaller round.) Of course this has diminishing returns (as 140mm rounds demonstrated) andammo capacity drops sharply but..

Page 207
Vanquisher round listed:

1. Ballistic Cap
2. High density armour piercing core
3. Mild steel case
4. Tracer

Small problem here is.. it shows an APCR as shown here, while the text describes APDS round. Once more IA consistency strikes agian. I really dont even know how to begin rationalizing it. Anyone has an idea they're free to provide it.

Page 207
Siege shells
- these large shells are only issued to specilaist "siege" vehicles such as the demolisher. They combine the technology of the Anti-Tank and High Explosive shells into one round.

Siege shells have the armour piercing tip and heavy case of an AT shell, but also contain a large charge of high explosives within. This explosive is fused to explode micro-seconds after impact, allowing the armour piercing tip to peentrate through a building or bunker wall before the shll explodes inside, doing maximum damage to the structure and anybody inside!

To achieve a high enough velocity for penetration, a Siege shell must have a large propellant charge to fire it. THe combination of a heavy case, ,large amount of propellant and high explosive within the shell mean sit must be large and heavy, and sisge cannons are invariably of a large calibre. The weight and size of the shell means it rapidly becomes inaccurate over longer ranges. This is balancecd by the devastating effects at close quarters.

A drawback of usch large shells is the space they take up within a vehicle, significantly reducing the ammunition capacity of specialist siege vehicles.
Whilst most effective against bunkers and buildings siege shells are easily capable of destroying armoured vehicles at close range.
Basically a really big APHE round. Not much more to sya about it.

Page 207
Demolisher siege shell:
1.Ballistic cap
2. Hardened armour piercing tip
3. Heavy Case
4. Explosive Charge
5. Delay fuse
6. Tracer

Note that there is a complete absence of driving band. I mean I know demolishers have little range or velocity but still...

I'd guess the explosives are maybe 1/4 the overall volume, maybe a bit less, but the larger size supposedly makes up for it I guess.

Page 207
Illumination (Illum or Flare shells for short) are fired at night to light up a battlefield and allow other vehicles to find enemy targets. Once fired high into the sky, they burn slowly, drifting down to earth on a parachute whilst burning brightly. Illumination shells are general fired by artillery or mortar units, but versions ar emanufactured for tanks involved in night actions.
A cheap alternative to IR and sensors I suppose.

Page 207
Infernus Shells:
Also referred to as Phosphorine, Incendiary, and Thermite shells. Inferno shells work on a similar principle to HE shells, except instead of explosives, the interior of the shell is filled with a combustible substance, such as oxy-phosphur gel, white phosphorous or thermite. This instantly burns, setting the target on fire
I guess the oxy-phosphour gel is similar to WP or thermite in effect.

Incendiary round listed
1. Ballistic cap
2. Penetrating warhead
3. Remote tube
4. Casing
5. Incendiary material
6 Propellant (for scattering incendiary materials.)

Again note lack of driving band. I'd say the incendiary material takes up less than 1/8 the volum eof the shell. HE is a minor part The penetrating warhead is an interesting bit - its significnatly smaller (denser) than the rest of the round - makes me thin of the aformentioned Raufoss round.

Note that in rules "An Infenro shell has the same effects as a high explosive shell, except any infantry unit that is hit must make an immediate fall back move, just as if it has been hit by a Hellhound's infenro cannon." Game mechanics but.. why HE?

Truthfully its not clear whether this is meant to be a purely antipersonnel round or whether it has anti tank qualities too (the peentrating bit)

Page 207
Sometimes used instead of vehicle mounted smoke launcher,s a smoke shell can be fired to hide a vehicle from enemy fire or create a smoke screen.
Yes, but blind grenades and such still exist. And are much better.

Page 208
Developed on Gryphonne IV specifically for the Conqueror cannon, the augur shell was an attempt to up-gun the lighter Conqueror cannon when faced by heavy enemy armour or fortifications. It is another variation of the common high-explosive round. The warhead consists of a soft explosive in a thin shell that is designed to open on impact, spreading the explosiev over the target's suface for a short microsceeond delay before the base-mounted fuse detonates it. This causes cratering and cracking on the outer armour. On the inside of the tank, however, teh blast often auses some of the interior layers of armour to break off and ricochet around inside the vehicle. This will kill or wound any occupants, and can also disable controls and instruments, making the vehicle inoperable.

It was not regarded as a success and few shells are produced now.
I'm pretty sure this is just the HESH round with a fancy name/

Augur round
1. Impact detonator
2. Directional cone
3. Steel funnel
4. Explosive charge
5. Thin casing
6. Secondary detonator
7. Tracer.

Again, note no driving band.

Page 208
Once the cutting edge of battle cannon technology, the Hunter shell was developed on Tigrus and only ever produced on that Forge World. The knowledge of its construction was lost with the Forge World's capture by Orks. A few shells are occasionally found in storage and issued, but the vast majority of tank crews will never see a Hunter shell, let alone fire one.

The Hunter shell is blessed by the Machine Spirit and contains a small logic-engine, similar to that in a hunter-killer missile, which directs the shell after firing. upon locking onto a target, it will track its movmeent. Just before impact the shell will rise up, and drop down on top of the target, hitting its thinner top armour.
No diagram for hunter shells, but basically its a fancy seeking shell that is also lost tech. Predictably. What ver happened to that "Mars has a copy of all the info other Forge Worlds get" again? There is alos the fact that the Hunter round is a bit more sophisticated than just guidance, since its esigned to execute a "top down" kill which is a bit more complicated than simple guidance (HK missiles and the missile Sentinel can do that with smaller rounds.) Again, IA for you.

Page 210
At the age of 14, he [Maximillian Weisemann] entered the ranks of the Planetary Defence forces and by the age of 16 was leading a Rough Rider squadron.

At 18, he was drafted into the Imperial Guard along with his entire regiment, where he swapped his horse for a Leman Russ battle tank...
They recruit them young into some PDFs yes they do. Interesting to note that a Rough Rider got elevated into Tanks.

Page 211
Ordering his driver to full speed, Weisemann's tank rumbled on towards the bridge into the heart of the Ork force. Tech Adept M'Gala prayed ot the Machine Spirit as he pushed the engine to its maximum 25 kilometres per hour.
Baneblade, so this means it was probably a true baneblade.

PAge 211
The fog was starting to lift as Weisemann watched the bridge through his scanner.
The Baneblade had a scanner.

Page 211
Ork shells broke against the Baneblade's armour as it closd relentlessly on the bridge. The driver was wounded when a splinter of armour from the interior flaked off and struck him through the shoulder.

..

The first fighta-bommer came racing in low across the river, loosing rockets that cracked off the tank and snet mud and water fountaining about it.
- Baneblade armour proved highly resistant to multiple impacts from multiple Ork vehicles, including presumably battle wagons. Ork rockets from Fighta-bommers also bounced off the armor.. but a second barrage destroyed the tank.

Page 212
The Theocracy (of Varoli Secundus) see it as their holy duty to supply regiments to the Imperial Guard, and every genreation, a nwe regiment is forcibly conscripted by means of press gangs, and shipped for service across the galaxy.
If its ruled by a theocracy wouldnt it be an Ecclesiarchy world? I didnt think they could raise arms or anything due to Vandire, even for the guard (indoctrination anyone?)

Page 212
The Tank Company of the 254 Varolian regiment are nicknamed the Steel Dogs. Originally equipped from the foundries of Gryphonne IV, they are unusual in that they have several Vanquishers. Originally, the Company was entirely armed with Vanquishers, but as tanks have been destroyed and broken down they have been replaced by standard Leman Russ supplied from teh closest Forge World to their current battlezone. Currently, the company has only three Vanquishers and eight Leman Russ of more common variants.
I should note that Obadiah Schfeer, the dude who leasd the company, is completely crazy and prone to leading his troops into the enemy at point blank range (bayonet charge in tanks!). So yeah, they've given one of of the tanks best suited to long range engagement to a guy who likes to charge up close and personal. I laugh at the absurdity and weep at the stupidity.

Page 213
Cadian regiments serve across the galaxy, and new units are being formed for shipment to the Imperium's warzones all the time. Stranski was posted to the newly formed 114th Mechanized regiment. The regiment was being readied for shipment to the Atalia warzone, freshly equipped with new Chimeras for each squad.
..

Stranskiy believes the only way to win a war is to take the battle to the enemy. He is always dirving his Captains and Lieutenants forward, often taking command of the regiment's lead units personally. Mounted in Chimeras, Stranski knows his troops' main advantage is the speed and firepower of their vehicles.
Cadian regiments of the Armoured Fist variety seem to be all mobile. OF course they seem alot smaller too (see below)

Page 213
The regiment is organised into three companies, each made up of three platoons. The three companies are commanded by Captains, whilst the platoons are lead by Lieutneants. All the squads, be they command squads, infantry squads, or heavyw eapons squads are mounted in Chimeras or Chimera variants.
Fewer than a thosuand men all told. more like a Battalion really. But its not unprecedented or unusual (Cadian Blood, or the Valhlallans from the Cain novels - both of which are considerably smaller regiments than normla infantry.)

Page 214
Under the command of their esteemed General, the 1st Narmenian Armoured Regiment has developed a reputation as an elite tank force. General Grizmund demands the highest standards form his men, and has organised the 100 plus tanks o fhis regiment around a central cadre of veteran crews.
Well this answers the question I wondered in Necropolis pretty well as to how big a Narmenian tank regiment was.

Page 214
Here [Verghats/Vervunhive] Grizmund carefully planned a counter attack form the stricken hive city which destroyed 200 rebel armoured vheicles in one day of fighting.

..

Since the battle for Vervunhive, the Narmeina 1st armoured Regiment have countined to serve with honour in the Sabbat Crusades, Segmentum Pacificus, under the overall command of WarMaster Macaroth.
- the Sabbat Crusades are in Segmentum Pacificus. Note the implied killr atio.

Page 214
It [Grizmund's command tank] is distinctive with its elongated Mars Alpha pattern hull, containing all the communications equipment he needs to command his regiment in the field.
Grizmund's command tank contains extra comm equipment to command his entire regiment in the field rrelated to its alpha pattern hull.



Page 216
The plans [for the lightning] immediately placed in the hands of the Adeptus Mechanicus lords of Cypra Mundi. These ancient lords then sat in judgement, took readings of the Emperor's Tarot and the advice of their odlest and wisest technicians. The plans were cross referenced with the archives of Mars before deciding that the omens were favourable, and they could begin work on the fighter with the Machine God's favour. It took over half a millenia of research, trials, testing, and devotions to the Machine God before the first Lightning saw service with Battlefleet Obscurus. After intiial problems with the swept wing design were corrected, the fighter was given approved status and went into full production, supplying the fleet carrier and cruisers.

Slowly, the STC technology has been disseminated to two other major Naval centres at Bakka and Hydraphur, and Lightnings are now in service alongside the more common Thunderbolts in the fleets of Segmentum Tempestus and Segmentum Pacificus as well.
Remember the bit I posted about the Lightning at the start of this? Well here it is again in glorious detail. Note again we've transitioned from "The AdMech dare not do research and experiment to defile the holy STC" to "we do research and experiment, just very slowly and with som religious stuff thrown in."

Page 216
The fighter's main role is engaging enemy aircraft and establishing air superiority over the battlefield. Based on orbiting spaceships or on rapidly established forward air bases, squadrons of Lightning fly patrols, intercept missions and supply fighter cover to Marauder bomber missions. Plummetting from orbit or scramling from ground airfields, lightning sare given license to engage targets of opportunity on the ground should they identify an enemy threat.
Lightning roles. Note that they can deplyo from orbit or from the ground.

Page 216
Although this is not their primary function, the addtion of up to four Hellstrike air to surface missiles make the Lightning an effective ground attack aircraft.

The Lightning 'Strike' variant is actually the same aircraft as the Lightning, only with a different weapons fit. The ventral-mounted autocannon is removed to save weight, and missile racks added under the fuselage. Along with the wing hardpoints, this allows a Lightning Strike to carry up to six Hellstrike missiles.

This weapons fit is only used on Lightnings that are in a dedicated ground attack role, with the primary mission of targeting enemy armour.
GRound attack capability of Lightnings.

PAge 217
Lightning stats:

Weight 10 tonnes empty. (Strike variant 9.8 tonnes empty) Length 10.8 m Wingspn 13.75 m Height 3.4m with landing gear down.

Operational ceiling: 36,000 m with jet engines Max speed: 2400 kph, range 8000 km

Main armament: 2 wing mounted lascannon (30 shots each frrom battery packs) Ventral long-barreled autocannon (100 rounds)

Seconday armament: 4x hellstrike missiles (6 hellstrikes without autocannon)

Armour: 45mm superstructure, 30mm hull.

Lightning stats. Note that this is almost certainly for the "atmosphere only" variant. Due to some authors, we're left with Lightnings and other kinds that operate in space. As a rule space fighters tend to be much much larger (hundreds of tons easily for the bigger ones, and the smaller ones are going to out mass atmospheric marauders at 60+ tons) so we must infer that the space based version is also bulked out somehow (they need bigger engines and fuel tanks to operate in space, for one thing.)

Page 219
[quote[
Lightning on hydraulic 'fast launch' ramp. Such ramps allow for faster take-off than conventional VTOL,m and better acceleration. On the airfield, three or four aircraft will be placed on launch ramps in a constant state of readiness, as a rapid response force. Thunderbolts can also be launched this way.[/quote]

Lightning snad Thunderbolts don't need long landing strips to take off, which meshes with what we see from "Double Eagle." This implies some VTOL or vectored flight capability (again which is carried through to Double Eagle.)

Page 223
Durable and dependable in a fight, the Thunderbolt's main role is as an air superiority fighter, to see k and engage enemy aircraft in dogfights or hunting enemy bombers to establish air superiority over the battlefield.` One of hte Thunderbolt' strength is its versatility, with good performance as a high altitude escort fighter or a low level fighter bombar, as a night fighter or even as a reconnaissance aircraft.
- Thunderbolts ar eprimariyl air superiority, though they can perform various roles (escort, fighter bomber, night fighter, and recon craft.)

Page 223
The Thunderbolt's wing hard points can carry bombs, air-to surface Hellstrike missiles, or, more rarely, air to air missiles. The Thunderbolt can be equipped with fuel tanks to increase the aircraft's range, but as the Thunderbolt already has a long range for a fighter this is not often neccessary.
Frankly I'd wonder why Air to Air missiles are rarely used, given they're a possible option in Aeronautica Imperialis, but its possibly just a supply issue. In theory (and just in theory mind) a lascannon could have as much range (and move faster) than a missile, but it depends on alot of factors (durability of target amongst them. In practical terms I have yet to see a 40K lascannon used at tens or hundreds km range )

Page 223
Quad nose-mounted autocannons and twin linked lascannons give the Thujnderbolt a reputation for packing a big punch for its size. The lascannons are mainly used in the ground attack role to engage enemy vehicles, whilst the autocannons are the weapons of choice for dog fighting and strafing enemy infantry.

Whilst the Lightning is faster, with better rates of climb and dive, it is also a lighter aircraft, less rugged in design and more demanding of maintenance crews.
- supposedly, the lascannons are mainly for ground attack and the autocannons are for dogfighting and strafing. In practice lascannon tend to be used for both as much as autocannon.

Page 223
The Thunderbolt, like the Lightning, is equipped with a rocket booster engine. This can be engaged to give the fighter limited operational capability in space. This is only for transport and deployment, not for combat, and Thunderbolts are not true "star-fighters," a role left to Imperial Furies. The rocket engine allows a Thunderbolt to deploy from a space ship in low planetary orbit into the atmoshpere, and can be engaged once the aircraft has reached its atmospheric ceiling with its jet engines to boost the fighter back to its waiting mothership. THe rocket engine is also used in fast launch ramp-takeoffs.
Rocket booster engine is given as the excues for their ability to reach orbit as well as apparently why they don't need long landing strips. Again, like with Lightnings the whole "not a true star fighter" thing isn't really so, ands ome authors do make them space fighters. At Least IA was nice enough to differentiate their stuff from Furie and STarhawks.

Page 223
Imperial Navy Wings vary in size considerably. They usually consist of between ten and twenty aircraft although some are much larger.
This can carry some interesting implications. Although it leaves one wondering if it applies to merely atmospheric craft, or includes starfighters.

Page 223
[wuoyr]
Yhere are "many thousands" of wings stationed on Battlefleet space ships, space sations, and ground bases across the galaxy.[/quote]

Self explanatory. I kinda doubt its meant to be all that literal.

Page 224

Thunderbolt stats:

WEight 14 tonnes empty. Length 14.2 m, wingspan 16.2 m, height 3.5 m with landing gear down.

operational ceiling: 39,0000 m with Jet Engine

max speed: 2200 kph Range 12,000 km in atmosphere.

Ammo: (can carry 4 hellstrike misisles and/or 4 bombs) Lascannon 30 shots each. Autocannons 400 rounds.

armour: 45mm on superstructure, 45mm on Hull.


Page 225

- picture of a 500 lb "general purpose" bomb.

Page 229
Like all aircraft, the Marauder comes under the command of the Imperial Navy, not the Imperial Guard. They are often based on orbiting spacecraft, and can operate in the vaccuum of space. In prolonged campaigns, naval airbases will be established on the ground.
Like the other two aircraft, Marauders can go from orbit to ground and vice versa or launch from the ground. Note that we know of a few IG oriented air groups, although none (YEt) with Maraudrers. Note however that there are two kinds of marauders. IA is the "micro" marauder, atmospheric mainly, while the other (Gav Thorpe) Marauder is useful as a starfighter and a ground attack plane.

Page 229
Due to the Marauder's long range, these [naval airbases on the ground] can be far from the frontline, safely away from enemy attacks, better still, on another continent!
Marauders have continental range.

Page 229
Commonly, Marauders are used in one of three roles.

Fristly, in a strategic bombing role. These are long range attacks on enemy held cities, spaceports, industrial centres and supply routes. In this strategic role, the squadron can operate at high altitude, beyond the range of most anti-aircraft weapons, with Thunderbolt wings escorting to provide anti-fighter defence.

Secondly, in a free ranging interdiction role. Squadrons fly deep into enemy territory seeking targets of opportunity; supply convoys, fuel dumps, troops in the open, etc, to attack. These targets may hve already been identified by aerial or orbital reconniassance but the aircraft are not acting in concert with ground troops.

Thirdly, in a dedicated ground attack close support role, flying directly in support of ground troops and engaging specific targets on the frontline. These are by far the riskiest missions, being much closer to friendly forces and generally taking place at very low altitude.
- MArauders can be used in strategic bombing roles (or are strategic bombers) as well as interdiction or dedicated ground attack roles. They do these roles to varying degree of success.

Page 229
Some units mark targets with weapons fire or colourd somke to indicate a target to a pilot.
..

Some regiments deploy forward air controllers. These are usually Imperial Navy personnel who volunteer for the task of going in with the ground troops. These can be pilots,w ith the experience needed to guide their comrades onto targets accurately. riding in communcations vehicles, they can talk directly to the pilots ovehead.

A third tactic calls for a more co-ordinated approach. Pre-warned ground forces will withdraw prior to an air strike...
bombing methods. Not very sophsiticated in all honesty.

Page 229
The marauder is capable of flying all of its three mission types successfully, but it is felt that its payload is a little too small to be a truley effective strategic bomber, and it lacks the correct weaponry to be at its most efficient in a dedicated ground attack role. It is in the second, interdiction role that a Marauder is at its most effective.
IT is noted that the Marauder's payload is a bit too small to be a truly effective strategic bomber, and it lacks the correct weaponry for true ground attack roles.

Page 230

Marauder bomber stats:

mass: 41 tonnes empty

Length: 19.2 m Wingspan 24.6 m, height 4.8m with landging gear down.

Operational ceiling: 41,000 m with jet engines Max speed 1800 kph Range 15,000 km in atmosphere

Armament: 2 nose mounted lascannon (40 shots in battery packs) , 2 rear heavy bolter sin turret, 2 dorsal heavy bolters in turret. (4000 rounds with bolters)

6,000 pound intenral ordnance payload, 6,000 pounds exterenal.

Armour: 45mm on superstructure, ,30mm on hull.

again note this is the IA-oriented micro fighter, whereas the Gav Thorpe marauders are much heavier (3x mass of a battle tank) - presumably to accomdoate their starfighter roles.


Page 234 - image of "10,000 kg guided bomb", carried on a modified Marauder variant. Marauders can be used in recon and suirveillance roles as well



Page 235
The Marauder Destroyer specialises in low level attacks. It has a reduced bomb payload in favour of increased firepower. It bristles with weaponry: its nose cone mounts six autocannons capable of unleashing a maelstrome o ffire. Under the wings are eight racks for Hellstrike missiles. The tail turret replaces the standard defensive heavy bolters with two assault cannons..
Mrauder destroyer variant. Trades payload for increased firepower 6 autocannons in the nose, eight racks of hellstrike missiles, two rear heavy bolters are replaced with assault cannons.
It is noted this variant is a close groupd support type, and sucks at bombing (obviously).



Page 235
Tech-priests added tracking and sensor systems, which enabled the Destroyer to fly and fight in dark at heights as low as 100 meters and speeds exceeding 1500 kph.
Night fighting rig, which the AdMech can deploy if they want to. Note the ability to fly at 100 m at Mach 1.2. Not sure if other fighters can do that, but I presume they could. Considering it's a bomber, though...

Page 235
If attacking such targets [HQs, airbases, supply depots, etc] with the standard Marauder, the Imperial Navy might use an entire squadron, carpet bombing the enmey positions from high altitude. The Destroyer, however, crewed by hand picked Imperial Navy pilots, allows Imperial commanders to strike hard at these key targets with far less risk of failure.
One has to ownder what other specialized Marauder variants there are.

Page 235
..the deafening roar of a low flying Marauder Destroyers quad ram-jets...
Marauder engines.

Page 236
Marauder destroyer variant - same stats save for the following:

Mass : 43 tonnes empty

Payload: 3,000 lb internal payload, 8 hellstrike missiles (External?)

Main ammo (autocannons) 300 rounds SEcondary armament (assault cannons/heavy bolterS) 2000 rounds.

Self explanatory


Page 241
In addition to providing the Imperial Guard with a core of well trained infantry, special operations such as insertion behind enemy lines for commando raids, resuces and sabotage missions are all part of the Storm Troopers' regular assignments.
This makes them out to seem like Special forces as well as commandos and elite normla troops.

PAge 241
The Valkyrie utilises vector engines for verticla take off and landings, giving it a very high manoeuvrabilit yand the ability to hover in the air by directing the engine thrust through its wing exhausts. It is an atmospheric aircraft and cannot operate in the vaccuum of space, although it can be sealed against hostile enviroments.
- Valykries are atmospheric craft and cannot operate in space, though they can be sealed against hostile enviroments. Part of me does wonder if their design and flight might require some sort of AG though.

Page 241

This [landing troops] can be done by a variety of methods.

Conventionla vertical landing: This is rarely used in hostile ares as being on the ground makes the aircraft too vulnerable.

Low hover: Just two or three metres above the ground, allowing troops to quickly jump to the ground.

Fast roping: slid ing down ropes from 10-15 meters above the ground.

Rappelling: Abseiling on a harness down ropes from 20 meters plus above the ground. Slower than fast roping, but useful for descending through jungel canopy or when the distance to the ground cannot be accurately judged.

Grav-Chute: jumping from higher altitude, usually from the back ramp with grav-chutes to slow descent.
Valkyrie deployment methods.

Page 241
The Valkyrie is an advanced piece of hardware, containing many systems comparable with those found in Space Marine vehicles. Only a few forge worlds manufacture them, and all the Valkyries that are buil are supplied to the Storm Troopers or "Drop Troop" Imperial Guard regiments, such as those recruited on Elysia or Harakon..
Basically only to the elite regiments. This would confirm the idea that the more high end a Guard regiment is the better the shit they get.

Page 241
As well as carrying troops, a Valkyrie can also be used to transport support equipment, such as Cyclosp, Tarantula sentry guns and other heavy weapons. When carrying heavy loads or travelling long distances, the aircraft must be equipped iwth fuel tanks. These replace the under wing Hellstrike missiles but give the aircraft extra versatility as a heavy lifter.
- Valkyries can be used to transport supporrt eqiupment (Cyclops, Tarantulas, or other heavy weapons). Long distance travelling can require the use of fuel tanks under wing (replacing ground attack missiles.) Nowdays of course there are some Valkyries that can carry light vehicles.

Page 242

Valkyrie stats:

Mass: 13 tonnes empty. Length 18.5 m, Wingspan 16.9 m, height 4.8m

Operational ceiling 13,000 m

Max speed: 1100 KPH. Range 2000 KM in atmosphere.

Armament/ammo: 150 shots from powerpack (multi laser), 1000 rounds (door mounted heavy boltes.) Plus 2 hellstrike missiles (or missile racks?) Later its mentioned that rocket pods may aslo be carried.

Armour: 75mm superstructure, 75mm on hull.


PAge 244

Valkyrie interior has:

- Comms and trackign equipment.

- Sensor equipment and navigational antennae units.

- hull weapon powerpack (Adjustable for lascannon or multi-laser)

Oxygen supply (internal, for hostile enviroments)


Page 249
The Vulture is lcosely related to the Valkyrie. Whilst the Valkyrie is a transport aircraft for carrying troops and equipment into the battle zone, the Vulture is a multi-role gunship, replacing the transport compartment in favour of a large weapons load. Like the Valkyrie, it is far slower than a Lightning or Thunderbolt, but carries a far larger weapons payload for its size. Its ability to hover over the battlefield means it is always close to the action and in direct support of the ground battle.
- Vultures are closely related to Valkyries. Helicopter/gunship analogues.

Page 249
A flight of Valkyries will generally be supported by a single vulture, whose task is to engage the enemy with its full firepower at the moment of insertion, when the infantry are at their most vulnerable. They also provide heavy hitting power for lightly equipped drop troops regiments, who lack tank and artillery support. The Vulture's highly variable weapons configuration means it can fufill any role the drop troops need it too, from anti-tank fire with its hellstrike missiles, to strafing infantry with cannons and fragmentation rockets, to attacking a strongpoint with bombs.
...
What combination of wepaons the Vulture actually carries depends upon what its mission is and the enemy it is likely to encounter. For increased range, a Vulture can be fitted with external fuel tanks, and although this reduces the weapons payload, it does not allow the Vulture to accompany Valkyries on long-range insetion operations.
..
The Vulture is an atmospheric aircraft, and cannot operate in the vacuum of space.
One Vulture to a Valkyrie flight, however many are in a flight. Hellstrike missiels are an anti-tank weapon. Weapons payload can vary according to mission and enemy (fuel tanks can be used for increased range)


Page 250

Vulture stats:

Mass - 9 tonnes empty Length: 19.2 m, Wingspan 14.2 m Height 4.9 m

operational ceiling 11,000 M

Max speed: 1100 KPH

Range 2,000 km in atmosphere

ARmed with a nose mounted heavy bolter (200 rounds) and has 4 under-wing hardpoints for various weapons.

Armour: 75mm on superstructure, 75mm on hull.


Page 250

weapon types include:

Lascannon, multi-laser (both with powerpacks, apparently extenral) autocannon, Mk23 Quad missile launchers, multiple rocket pods with fragmentation warheads.


PAge 256
It [IG] is huge, billions upon billions of men at arms and millions of tanks and arillery guns stand ready to fight for the Emperor.

...



Many units are formed as infantry regiments, with tens of thousands of men. But others are traind and equipped as Armoured regiments. The tanks and carriers of the Armoured regiments form the cutting edge of the Imperial Guard's fighting force.
failry typical guard fluff... regiment sizes getting up to tens of thousands of men can be interesting though.

Page 259

19th Krieg armoured regiment had:

1 colonel, 17 captains, 48 liuetenants, 5 commissars, 210 sergeants, and 1064 other ranks.

Vehicles included

45 Leman Russ

10 Demolishers

12 basilisks

9 Hydras

11 Sentinels

9 Sentinel Powerlifters

13 Salamanders

3 Destroyers (Than hunters)

3 Medusa

9 Cyclops

3 Bridges

94 Chimeras

35 Trojans

6 Atlas

3 Baneblades

1 Shadowsword


Weapons: 695 laspistol 166 close combat weapons (various types), 865 lasguns, ,19 heavy bolters, 19 mortars, 19 lascannon, 11 autocannons, 11 missile launchers, 20 meltaguns, 20 plasma guns, 20 grenade launchers, 20 flamers, 9 heavy flamer.

1345 personnel, 266 vehicles, 1894 weapons.

An interesting organization structure of an armoured company. Particularily since they're frakking Kriegers.

Page 261
Rather than deploy the full fighting force of a regiment in one place at one time it is often more advisable for a commander to split his regiment into 'Battlegroups.' Instead of a sledge hammer approach of a full regimental attack (still favoured by many commanders), Battelgroups are smaller, more flexible fighting forces. Depending upon its total strength a regiment might be divided into two or three Battelgroups.

..

The core of each Battelgroup will be one or more of the regiment's Tank companies. Attached to the tank company will be an Armoured Fist company or two, as well as other assets, an AA battery, siege guns, tank destroyers, etc. The exact division of these supporting assets varies widely, depending upon what enemy the Battelgroup is facing and the terrain it is likely to encounter.

Only one or two of the Battlegroups will be a fighting force. One will be held as the reserve Battlegroup, ready to move forwards to exploit a breakthrough, or move quickly to meet enemy counter-attacks. The reseve Battlegroup also provides an immediate pool of replacmeent vehicles and men for the forward ifghting groups as casualties begin to mount.

A fighting Battlegroup will commonly be given the lions share of the regimental s upport assets.

..

In this way the bulk of a regiment's strength will be found in a fighting Battlegroup, with more specialised vehicles, such as siege guns or tank destroyers held back as part of the reserve to be committed quickly at need.

Artillery batteries are usually deployed in the rear to support the fighting Battlegroups with no batteries kept in reseve.

A reconnaissance company is generally deployed in the front of the fighting Battlegroups, with the aim of locating and identify enemy units as well as finding routes of advance, reporting terrain, etc. As such, the reconniassance company is unlikely to be divided between any of the Battelgroups and operates as its own independent force ahed of the main spearhead(s). Once battle proper is joined the reconnaissance company will either be withdrawn from the frontline to form part of the reserve battlegroup, be moved to defend an exposed flank, sent on a diversionary attack or used for an outflanking manoeuvre itself.
Battlegroups explained.


Page 263 - Guard vehicles may be equipped with track guards.

Page 263 - Fighters may be equipped with:

- ejection seats,

- flare or chaff launchers to spoof enemy fire. Since this will largely onyl work against missiles, this serves as a strong indication that air to air missiles can and are used in combat.

- Armoured cockpit

- Infrared targeting (for night fighting)


Page 274 - its possible to have coaxial weapons now, apparently (like we see in Honour Guard with the PArdus)
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Connor MacLeod
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Since my posts are becoming more info-dense but also shorter, I've decided to lump together the first two books, as well as lumping together books 3 and 4, and 5-7, and.. well I'll work onwards from there. I haven't really thought past Vraks yet. You'll also note that the same was done for Eisenhorn or Dawn of War. I'll be doing the "Omnibus" edition of analysis (3 books in one thread.. or in the caes of DoW 4.) plus short stories n stuff.

Anyhow, this brings us to IA2, which is basically every Imperial Organization that has a chance of having models in 40K but is NOT part of the Guard or Navy. Space Marines, Inquisition, Sisters of Battle, etc. The first two books in the series basically outline "Imperium vehicles as standard" more or less. Enjoy!

Page 8
Despite being beset by alien attacks from without as well as treachery, mutation, and heresy from within, it is the greatest empire in human history, encompassing over a million worlds.
..
Counltess billions of Imperial Guardsmen form the backbone of the Imperium's fighting forces, aided by the Imperial Navy, the holy Sisters of Battle, the Skitarii, and the Titan Legions.
Million worlds.. blah blah. billions of guardsmen.. blah blah..


Page 8
Space Marine recruits are brainwashed into fierce loyalty to their Emperor. Many have a xenophobic hatred of all alien races, or anybody they deem to have betrayed their master. As the "Protectors of Humanity" any means justify the ends. All traitors must be punished, all rebellions crushed, all mutants cleansed. It is their holy duty, and they must not fail! Because of this ruthless attitude Space Marine Chapters are viewwed with fear and awe, and long ago earned the nickname - the Angels of Death.
WEll, at least they're admitting Astartes get brainwashed and (many) are psycho killers. Pity this refers to the Pre-Heresy Astartes, which is a rather imperfect picture of the Crusade Era Space Marines.

Page 8
Specific examples are covered later in this book, but it is known that recognisable vehicles, like the first Rhinos and Predators, were operating during the Great Crusade. At the time they wre not restricted to use by the Space Marine Legions, there is evidence that the Imperial army also used the same standard vehicles.
This is probably a direct retcon of earlier editions when the Guard still had access to what is now Marine only stuff (Supposedly.) Of course some sources still give The Guard Rhinos and Predators at least.

Page 8
In the thousands of years since those legendary times many vehicle designs have been lost. Knowledge and science have become so debased that the Adeptus Mechanicus are not willing to recreate them. Some vehicles, like the Land Raider, have been lost and rediscovered. Other designs have been handed down from generation to generation, for thousands of years, with very few changes.
Obligatory "AdMech are secretive superstitious lunatics"

Page 8-9
Construction of most space Marine vehicles takes place in the Chapter's forges.
..
Each Chapter has an officer responsible for supplying the armouries with vehicles and munitions. "Maser of the Forge" is a high ranking and honourable position amongst the Chapter Master's headquarters staff. The Master of the Forge reports directly ot the Chapter Master. Under the Master of the Forge are all the Chapter's Techmarines, Servitors, Techno-mats and the forge's slave workers.
SM vehicle construction. Note the reference to techno-mats.

Page 9
Although each Chapter has its own traditions and rituals of construction they follow a broadly similar pattern. Manned by servitors, Techno-mats and slaves, the Chapter forges manufacture the required components and assemble them. The complete chassis - be it Rhino, Land Raider, Land Speeder, etc, is then belssed and omens are forecast and read. Interpreting the omens indicate swhat type of vehicle the Machine spirit within is, so a Rhino chassis may then be earmarked to become a Predator Annihilator, RAzorback, or Vindicator. The vehicle is then returned to the forges to be completed. The additional equipment is fitted before the ceremonies of naming and awakening are performed. The naming ceremony gives each individual vehicle its unique name...

..

The ceremony of awakening is the initiation of the Machine Spirit of the vehicle into the Chapter. The Machine Spirit within is awoken from its slumber. Once this ceremony is complete the vehicle has been passed fit for service and is handed to the armouries for storage until required. The Master of the Forge will allocate new vehicles to the fighting companies in need of replacements, or store them as part of the Chapter's central pool of heavy armour.
[/quote]

The Space Marines apparently don't know what the vehicle (variant) it may be when they start to build it.

Once awakened vehicles are kept in a "pool", indicating ath teh Space MArines generally have a large reserrve of vehicles.

Page 9
Not all Chapters have the facility to make very vehicle they require. For instance, the largets vehicles, such as Thunderhawk gunships, require vast manpower to construct. Some Space Marine Chapters have ties to local forge worlds. The Adeptus Mechanicus and Space Marines have sworn mutual oaths of service to the Imperium and ancient charters exist which require forge worlds to supply Space Marine Chapters where needed. In these cases the vehicle will be constructed to order, and can only be supplied to the specific Chapter. Strict monitoring ensures that these vehicles do not fall into less trustworthy hands.
Starships, logically, would be included in this. And its possible the oaths go both ways (For the logistical aid the AdMech can call on the aid of ac ertain Marine Chapter. Such is the case, for example, with the Iron Hands)

PAge 9
The strict security around such arrangements is required because Space Marine vehicles are amongst the most advanced technology available to the Imperium. Many of the systems within are secret, and help to give the Space Marines an edge in battle. They cannot be allowed to fall into the hands of rebels or spies who might turn them againt the Imperium.
AdMech dickery explained away as a security measure.

PAge 9
Space marine combat doctrine is very different to that of Imperial Guard forces. It is largely dictated by the size of a Space Marine Chapter. Space Marines are only required ot take on the most important and toughest missions. Combat doctrine can be generally described by the terms "rapid response, rapid strike." Space Marine Chapters lack the numericla strength to hold or dominate large areas of ground, instead they provide forces for short deployments with specific objectives.
Basically, Astarts are a small group with limited staying power, so speed and power are important to achieve their goals.

Page 9
The Space Marines operate a very flexible command structure and although each Chapter is divided into 10 companies, these only provide a pool of troops which can be freely mixed to create Strike Forces, Task Forces, or Battle Groups. A company may fight together as a single unit, but is more often split up into smaller combined arms forces. Strike forces are generally organised around a core of Tactical squads, supported by specialist assault or Devastator troops and armoured units.

Each company has its own complement of Rhino transports, Land Speeders, Dreadnoughts and Bikes, but the heavier armour is all drawn from the central armoury, which is another 'pool' from which resources are drawn at need. The only exception to this is the Chapter's First company, who maintain their own complement of Land Raiders as transports for their Terminator squads. No comapny will permanantly have Predators, Vindicators or Whirlwinds as part of its strength, but will be allocated them on a mission to mission basis.
More on Astartes doctine and command structure and resources.

Page 10
The crews for armoured vehicles are full Space Marines, and are often referred to as Custodians of a vehicle. most crews are drawn from the Tactical Squads of the Chapters Sixth and Seventh comapnies. All Space Marines have some training in the use of armoured vehicles. Driving Rhinos and armoured formation tactics are part of a recruit's basic training. Later, Space Marines specialised in armoured operations and tactics, being trained in the operation of larger vehicles and basic maintenance. All Space Marine vehicles are fitted with spinal interfaces which a Custodian plugs into their powered armour and Black Carapace allowing a Space Marine to become part of his vehicle, giving him an intuitive 'feel' for a vehicles controls an systems.
This may depend from Chapter to Chapter. Some let their serfs crew at least some vehicles (like Thunderhawks.) as well as starships for example.

Page 9
Black Carapace: A black plastic like material implanted directly underneath the skin, and fitted with neural sensors allowing a Space Marine to plug-in to his powered armour suit which will then respond to though commands, and for the suit to monitor medical and maintenance systems. Without a blakc carapace many of the power armour's systems will not function.
Black carapace described.

Page 10
The combat task of a Space Marine armoured unit is to deliver the decisive blow to an enemy at the critical point. It is deployed to break an enemy defensive system, and in close co-ordination with other arms, to destroy the most dangerous hostile units. The paramount principles of tank deployment and tactics are co-operation with the infantry squads. The infantry-tank assault force conentrates a Space Marine Chatper's fire and shock power into a narrow sector for breakthrough and deep penetration operations. This is the preferred offensive method used by most Chapters for gorund operations in the 'open field.

The deployment of heavy armuor by space Marine Chapters is always for a specific mission or role. Tanks are not used for general advances, operations to seize or hold ground or for prolonged siege warfare. A Chapter of only 1000 men cannot sustain long deployments. Short term operations, rapid strikes, attacking fast and with overwhelming force is the Space Marines' modus operandi. During an extended campaign, after each deployment troops will usually be recalled to their Battle Barge to re-arm and refit, before being redeployed to the surface for subsequent missions.

Many common missions preclude the use of heavy armour. Examples include ship-to-ship boarding actions, infiltration missions for sabotage or intelligence gathering (often carried out by lightly equipped scout units), tunnel fighting and planetfalls - which require a landing zone to be secured befor heavier equipment can be landed safely.
More on combat doctrine for Space Marines and how their setup and limitations dictate their fighting style.

Page 10
To a Space Marine commander, traditional artillery is of littel value.

..

Artillery is invariably of the ombile, close support variety, able to move with the rest of the force and deliver salvoes of fire to saturate a target before or during an assault. Space Marine Chapters do not possess heavy artillery capable of reducing enemy bunkers, pillboxes, or walls at long ranges.
This is one trait they share in common with the Tau, at least.

PAge 10
The heaviest firepower available to a Force commander is provided by the Chapter's fleet. Orbital bombardment by the heavy weapons of a Chapter's Battle BArge or Strike cruiser is a very blunt tool for a surgical strike force.
Inaccurate, although devastating, an orbital strike is used to prepare the ground for a major assault, ,for destrructive fire against largge targets or fore harassing fire. It might be able to hit a city or a map grid, but it cannot be relied upon to hit a specific target, such as fortifications within that city or a moving target, su ch as an enemy tank column. It lacks the speed to react to new targets or the accuracy for counter-battery fire. Other factors also restrict its use. space ships must be pre-positioned in low orbit around the planet, which is not always possible during rapid assaults.
Orbital bombardment, even from lances, even from Space Mrine vessels, is not considered a very precise attack method. I do find it amusing that IA claims they can't even hit a tank column or stationary fortificatons within an immobile city.

Page 10
Battle Barge: The largest vessels operated by a Space Marine Chapter. Most Chpaters command two or three Battle Barges, with each capable of deploying 3 companies plus support and supplies.
Battle barge defined.

Page 12
Robust and versatile, capable of withstanding the most hostile of enviroments, the Rhino has become the basic squad transport vheicle of all Space Marine Chapters. It also sees service with other trusted fighting arms of the Imperium, such as the Adeptus Sororitas, Adeptus Arbites, and the Inquisition.
The Rhino is basically just the Chimera of the non-IG forces.

Page 12
Ancient records show that the Rhino started life as the "RH1-N-0 Tracekd Exploration and Multi-Purpose Defence VEhicle, a Standard Template Construct for use by colonists and explroeres as Mankind spread throughout the galaxy colonising worlds.
Rhino origin.

Page 12
Capable of being constructed from any locally available material, and powered by any fuel source, the popularity of the Rhino spread.
Like any Imperial vehicle, Rhinos can be made from anything and run on anything. Even wood.

Page 12
Today, only the most trusted Imperial organisations have access to Rhinos. The technology involved in their construction is too valuable to risk with any but the most loyal of troops. The Adeptus Astartes, Adeptus Sororitas, Adeptus Arbites and the Orders of the Inquisition all use Rhinos as their principle armoured transport vehicle.
Despite what this says, the IG HAS been observed using them (or at least certain kinds of Rhinos). Given the "older" marks no longe rin service, we might assume that the Guard inherits decomissioned vehicles, or perhaps the ones they get are simply of lower quality.


Page 13
Most Rhinos are constrtucted of a bonded ceramite layer over a cast plasteel hull, although others use composite carbon compounds or conventional hardened steel, depending on their origin. A Rhino's engine can run on almost any combustible fuel.
Like some STC vehicles, they can be built from anything and run on anything.

Page 13
A Rhino is crewed by a single Space Marine driver who also controls the remotely operated storm bolter, although a pintle-mounted weapon can also be operated directly by a passenger from the gunner's hatch. All Space Marines are taught to operate the Rhino as part of their training.

Within its armoured hull a Rhino can carry up to ten fully armed Space Marines in power armour. Access is via four dors and hatches. The rear hydraulic ramp and two side hatches provide for rapid disembarkation of a squad.
The doors have benefits (easy deployment) but can be a disadvantage (give the enemy more than one way to get into the vehicle.)

Page 13
The Rhino is powered by four MKII "Mars" pattern adaptable thermic combuster reaction engines. Each engine runs a dynamo, which in turn powers two electric motors (and recharges the engine's batteries.) Each dynamo is attached to the motor via a power coupling, and is independent of the other engines. Should an engine be damaged, then there will be a reduction in power but the motor will continue to turn the drive wheel. Even if both engines on one side are lost, power from the other side can continue to provide power to both drive wheels through the auxilirary drive shaft and a lockable differential. This will slow the vehicle down to about half maximum speed. Even if all engines are lost then electrical power stored in the batteries can be diverted to the auxiliary electrical motors to keep the Rhino mobile for a short period of time. This system means a Rhino is able to keep moving despite damage which would cripple almost any other vehicle.

The engines are fed by a fan-assisted air intake, providing the oxygen for the combustion chamber. Each engine has its own fuel tank, and also an oxygen supply. this means that should there be no oxygen, or the enviroment requires the air intakes to be sealed (such as deep wading or on airless worlds), the engines still have the oxygen they require.
Rhino engine system. This, along with the supposed "hull" probably are what is supposed to make this so high end. but as noted, Rhinos can be made from any material or powerplant. Of course, I tend to think the Chimera is better, but that's just me. :D

I'd love knowing what a "Thermicl Combustor reaction engine" is supposed to run on. The oxygen bit implies its a chemical reaction of some kind, but you don't normally call such "reactors" (and IG vehicles run on Promethium as it is. You'd think if it was anything like that they'd mention it.)

Page 13
The Adpetus Mechanicus have established strict guidlines ruling the construciton and maintenance of these valuable vehicles. The purity and spiritual welfare of the vehicle's machine soul is thought to be as important as the skill of the aritifcers who built the vehicle.

..

They must be cared for using the correct liturgies of maintenance, divined from the runes of engineering an dthe Machien Spirit must be blessed to prtoect both the vehicle and its occupants in battle.
..

At every stage the correct oils must be applied and incense burnt to sanctify the process and ward of daemons and gremlins from getting into the vehicle and working their mischeif. As they are cast, each armoured panel is inscribed with protetive sigisl to ward against damage and help protect its future passengers. Components are checked and blessed before being installed.

..

The final blessing is the Naming ritual. A new vehicle must have a batlte name worthy of the Chatper's Great history.
[/quote]

Rhino construction and maintenance, including some of the silly religious bits.

Page 14
Rhino stats

Mass: 30 tons Length: 6.6 M Height 3.6 m, width 4.5M Ground clearance .44M

MAx speed on road: 70 kph Max speed offroad 55 kph

traverse 360 degrees, elevation: -65 to +45 dergees (storm bolter)

Main ammo: 800 rounds (storm bolter)

aRmour: Superstructure 60mm, hull 60mm.


Rhino stats. Note that performance wise, the thing is not vastly better than a Chimera, although it is somewhat lighter.

Page 15

- Mars pattern rhino with reinforced armour

- Mars Pattern Rhino with spaced armour.

Basically most Astartes vehciles listed will have mention fo spaced or reinforced armour. Rather than list them all individually I am just going to make note of it here. If I listed every one I'd be here forever.

Page 23
Rhino interior detials:

Control console (tactical display, engine status display.

Air ducting from filtration unit

Narrow band long range comms array.
Interesting interior details

Page 24
The Rhino MkIIb is the oldest surviving mark and pattern of Rhino armoured personnel carrier still in service with Imperial forces. Once, the MkIIb was produced in vast number,s so many Space Marine Chapters, Adpetus Arbites precincts or Inquisitorial fortresses have surviving examples of this once-popular vehicle. Today most Chapters consider it to be an older pattern that is psat its best but is still honoured and deserving of high respect for its long and successful service.

No MkIIb's are constructed today; all Masters of the Forges look to the MkIIc to fufill their current battlefield needs. All the 'Rhino-chasis' based vehicles also have their MkI equivalentsm, so Whirlwinds, Vindicators, Razorbacks and Predators have also seen some service with this basic chassis..
The older Rhino pattern I mentioned before, and the differences between the two. Doesn't seem quite likely that there are "earlier" decomissioned ones that the Astartes might hand off, but I still suspect the idea has merit.

Page 24
The main difference between the marks is the construction of the vehicle's engine and drive system, which is far more robust in the MkIIc, with a resulting slightly higher top speed and load bearing capacity. The MkI lacks the built-in system redundancy which make the Rhino sucha reliable vehicle, although the MkI's more straightforward engine design has some benefits, such as in maintenance time, should the Machine Spirit of the vehicle fail or become corrupted.
The older pattern has different propulsion, trading off durability for ease of maintenance.

Page 27
Back in the Dark Age of Techonlogy all Predators were of the 'Destructor' variant.
How long Predators have been in use.

Page 27
Generally a Space Marne Chapter will maintain between 20 and 30 Predators of all types.
Average number in service in the Chapters (tens of thousands all told, barring others in use by other branches.)

Page 27
The Predator first saw service during the Dark Age of Technology...

..

It was first built as a repsonse to a newly encountered threat from a violent and warlike alien race - the Orks....
- PRedators came into use as a weapon against the Orks.

Page 27
The first Predators were constructed with a small troop carrying capacity, but during the campaigns of the Great Crusade this capacity was gradualyly lost in favour of more ammunition stowage space, especially if the Predator was mounted with sponsons which became stnadard during the Great Crusade.
Early Predators were hybrid troop carriers and tanks. I believe this might be another reference to earlier 40K editions. Note that Predators were common during the Great Crusade.

PAge 27
The Predator's armour is constructed of three main layers. The inner layer provides the main protection. Its a bonded ceramite/adamantium alloy which provides protection equal to over five times the same width of conventional steel. The second layer is a reinforcing thermoplas with a sub-dermal energy dissipation fibre mesh, providing protection against extremes of heat and radioactivity. The outer layer is a non-magnetic acrylic identification sheath. In all, this corrresponds to over 200mm of conventional steel on the front of the vehicle.
Predator armour setup. Note that this quote among others is long a source of argument as to what "conventional steel" means in 40K terms (EG is it anything like RL steal, or is it something more exotic like "dura steel" or other similarly magic materials.) Either is possible, although given 40K the "magic" angle seems more likely.

PAge 27
On the common Mars pattern MkIVb Predator desturctor, the main turret weaponn is a Syrtis pattern autocannon, with automated ammunition feed, muzzle flash suppressor and discharge extractor. The main weapon is slaved to a multi-spectral remote targeting surveyor and accuracy talisman and controlled by teh vehicles commander, who is also the vehicles' gunner.

sponson weapons are remotely operated from the turret, controlled by a multi-spectral remote targeting surveyor and protected by armoured cowling. The mount allows a variety of weapons to be fitted, with heavy bolters commonly chosen for close defence and lascnanons for additional anti-armour firepower.
Predator armament. Sensor and targeting info remotely controlled. Maybe a retcon of earlier fluff giving Predators and similar vehicles "auto-systems."

Page 27
Because the Rhino is an extremely adaptable design, which features built-in compatibility with many standard weapon and drive systems, it is used as the basis of many Space Marine vehicles. It is easily converted into many stnadard and specialised variants, of which the Preadtor is among the most common.

..
The Techpriests will earmark a set number of Rhino chasiss to become Predators, Whirlwinds and other variants.
In addition to ease of conversion I imagine it simplifies logistics allows for improved repair.

Page 28
Preadator destrtuctor stats:

Mass: 44 tonnes, length 6.6 m width 6 m with sponsons, height 4.4M Ground clearance .44m

Max on-road speed: 68 kph. Max off-road speed 50 kph

Traverse (autocannon) 360 degrees, -15 to +28 degree elevation.

Ammo capacity (autocannon) - 120 rounds. Capacity for heavy bolters 11000 rounds

armour: Truret 65mm superstrucutre 65mm hull 55mm gun mantlet 65mm

note: Sponsons can use lascannon. Note as well that like whit the Rhino, there are Preadator destructor "older" variants.

Further note: While there is no obvious example of predator autocannon ammo in the entry or diagram, scaling on the muzzle brakes tends to suggest that the autocannon's calibre is somewhere on the order of 80-130mm, though I'd say anything over 100mm is unlikely. Given references in 5th edition fluff (fist sized projectiles or something to that effect) and its implied dual anti-tank/antipersonnel role, this seems reasonable. Ammo count would argue for less than 100mm though.

Page 31
Predators are not true amphibious vehicles but, like the Rhino, its air intakes can be sealed to allow it to ford deeper rivers or marshes.
Useful ability I imagine.

Page 37
In the wake of the Annhiilator's introduction (see Service Record) the Adeptus Mechanicus were outraged at the Space Wolves Iron Priests for their blasphemous alterations to an STC design. But the vehicle's success was undeniable, and an investigation was launched to see if the pattern was acceptable to the Machine god. The investigation lasted two hundred years, with trials, examinations, and debating councils held. After many prayers had been offered and the spirit of the machine supplicated it was decided that the Annihilator could go into production, indeed the investigation found that the facility to retrofit a lascnanon in the turret had been an intentional feature of the original STC template.

Regardless of the Cult of the Machine God's blessing the Space Marine Chapters had already been fielding Predator annihilators for 190 years.
Again we see the AdMech throwing a hissy fit because someone other than them plays with technology. Of course, being Space Marines, there's not much they can do about it except trying to retcon it into their "canon" and try to exert authority over its design. Of course, by that time the thing had long been in production, seeing as how the Astartes are more practical than the Admech.


Page 37
The Space Wolves are renowned for their ingenuity and refusal to be defeated, even in a seemingly impossible situation. The Great Company's Iron Priests prayed to Leman Russ for aid and were granted a vision. After consulting every portent, an casting the runes, they saw the signs were good and set about modifying the Predators. Using the Long Fangs lascannons they created the first Annihilators...
Predator annihilator cannons use a pair of Long Fang Astartes lascannons, giving us a rough idea of firepower.

PAge 37
The Mars Pattern MKIVb PRedator mounts twin-linked "Stormbringer" lascannons, with flash dampeners and focussing rings, powered by diaquartzoid crystal batteries for maximum efficiency Each lascannon barrel is good for about 1000 shots before warping means it must be replaced.
The aformentioned lascannon.

Page 37
Additional features include, self sealing hatches to protect agianst hostile enviroments, spinal implant interfaces and umbilical pickups to plug itno the vehicle's systems through the power armour.
Since predators and annihilators follow the same construction proecss, the same is probably true of the Destructor.

Also, Note that on the diagram the Annihlator has "auto senses networking" a "tactical display", and a "Targeting array" The auto senses feed probably refers to the "linkages" mentioned, and the targeting array or tactical display are the targeting surveyors the Destructor has.

Page 37
Sponson weapons can be added or changed as battlefield situations dictate. For a Techmarine, changing a weapon sponson is a relatively siple task, as long as the alternative weapons are available. Most Predators are equipped with either heavy bolter or lascannon sponsons for the duration of a campaign and remain so equipped until returned to the Chapter armoury.
An Annihilator with lascannon sponsons would be a good tank hunter.

PAge 38

Annihilator stats:

Stats same as Destructor, save for the following

LAscannon: traverse, 360 degrees, Elevation -15 to +28 degrees.

Page 40
Preadator Annihilator diagram stats:

Weapon power packs with diquartzoid crystal stacks.

Targeting array

Narrow band long range comms array

Auto senses networking

engine status display

tactical display
Some sort of weird (magic) crystal battery?

Page 45
The Adeptus Mechanicus have claimed that this variation (baal Predator) has never been officially sanctioned, and that STC templates have never been verified. The Blood Angels deny this claim, but have never allowed Adeptus Mechanicus officials to investigate the Chapter's archives or armouries. This ongoing enmity between the Blood Angels and certain High Lords of the Cult Mechanicus has contributed ot the Blood Angels 'tainted' reputation, although the Blood Angels deny any accusations that they are operating beyond the bounds of Imperium control.

..

Baal Predators have been in service with the Blood Angels since the earliest days of the Great Crusade. The STC template was recovered from the ruins of the fortress of the arch techno-heretic Lord de Ladt on Atium III, after the Blood Angels stormed the breeach and captured de Ladt's inner sanctum. The STC pattern found within was never retunred to the ADeptus Mechanicus. Instead the Blood Angels retained the original, returning it to Baal, where it remains stored in a stasis-cell to this day, a relic of the Chapter.
This provides an interesting contrast ot the Annihilator example when it comes to the AdMech bitching about technology. However despite whatever enmity exists and whatever rumors the AdMech spreads, it seems there's very little the AdMech could do to get their way, especially since this seems to have been going on for well over 10K years now.

The "certain high lords" of the AdMech is interesting, as it hints that only some of the AdMech are mad about this (how do the others view it?)

Page 45
The Baal Predator's main differentiating feature is its twin-linked assault cannons and sponsons designed to take heavy flamers and promethium fuel tanks.

..

it is ideally suited for fighting large numbers of lightly armoured enemy infantry, such as Ork mobs, Tyranid swarms or Chaos Cultists, as well as for close support in street fighting.
Given a flamethrower and what amounts to a gatling gun, small wonder its a good antipersonnel vehicle.

Page 46

Baal predator stats: same as Annihilator/Destructor, save for the following:

Traverse: 360 degrrees (assault cannon) elevation -15 to +28 degrees.

Main ammo (Assault cannons) 1200 rounds. Sponson heavy flamers 20 shots.

1200 rounds seems a bit.. undergunned. Hell a couple Terminators with asssault cannon can carry nearly as much (if not more) ammo than that.
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Tasoth »

An interesting little fact: They list Graia in IA1 and in the Spacemarine game, it is the setting. The info matches up too.
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Yeah I saw the "steel rain" intro in some other discussion. Interesting things about that. They consider various options for dealing with the Orks (orbital bombardment, exterminatus, etc. Hilariously Exterminatus is the FIRST option.) But they mention a liberation fleet taking 5-30 some days to be mobilized to Graia. :P

Then they send the space Marines.

Oh yeah and there's some implication of fTL detection of some kind (like astropathic scrying) in that intro too.
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Tasoth »

Yeah, I wondered about the travel thing. The 'Hey, Space Marines are here. Wait, no one else is? Is Graia inside Ultramar? Hey, why did they send only one Thunderhawk with four guys on it down?'

I would have thought the full company would have hit the ground and locked down the area as soon as they could.
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by PainRack »

Tasoth wrote:Yeah, I wondered about the travel thing. The 'Hey, Space Marines are here. Wait, no one else is? Is Graia inside Ultramar? Hey, why did they send only one Thunderhawk with four guys on it down?'

I would have thought the full company would have hit the ground and locked down the area as soon as they could.
Meh. Why should there be a whole company? If the Strike Cruiser was undermanned or marines detached for other roles, there could have been only a few squads of Marines available to Captain Titus. As it was, we saw a single squad, and Titus made contact with the squad later, ordering them to secure the Titans while he responded to Drogan distress message.
Connor MacLeod wrote:Yeah I saw the "steel rain" intro in some other discussion. Interesting things about that. They consider various options for dealing with the Orks (orbital bombardment, exterminatus, etc. Hilariously Exterminatus is the FIRST option.) But they mention a liberation fleet taking 5-30 some days to be mobilized to Graia. :P

Then they send the space Marines.

Oh yeah and there's some implication of fTL detection of some kind (like astropathic scrying) in that intro too.
I don't know why,but that introduction just screams cogitator engine . I can just imagine some Skynet device at sector command examining every single scenario that pops up. Imperial governor secedes! Exterminatus? Dark Eldar incursion. Exterminatus? Riots run wild! Exterminatus?
Let him land on any Lyran world to taste firsthand the wrath of peace loving people thwarted by the myopic greed of a few miserly old farts- Katrina Steiner
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Connor MacLeod
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Next IA2 update. Two more to go.

Page 49
The STC template for the Razorback was rediscoveredin M36 by Chief Artisan Tilvius whilst on expedition across the soutern Rim.

..

After rediscovery the template was rapidly adopted as part of the STC canon, and in just under two hundred years the first Razorbacks were being field tested.
It took 2 centuries for the Razorback to be allowed in.

PAge 49
Orioginally, the Predator was also a troop carrier, and it maty be that the Razorback design is a hangover from those early days. The Razorback, capable of carrying a demi-squad of 6 battle brothers, and providing heavy weapons support for the squad on the ground, is a useful addition to the Space Marines' armoury.
again the "troop carrying Predator" mentioned. Despite that I cannot help but think that the Razorback, with its tradeoffs in ability, show that the Chimera is just a more versatile design (it can mount a heavy weapon without sacrificing troop carrying capacity, even if its just normal troops.)

Page 49
Other commanders find it useful in a number of roles. Fristly, providing protection for squads ins upport of armoured attacks by Land Raider and Predators. Secondly, it is used in a heavy reconnaissance role, supporting bikes or attack bikes as they seek out the enemy and launch lightning strikes ahead of a Space Marine main force. Thirdly, some commanders mix Razorbacks and Rhinos freely, with Razorbacks providing instant suppressing heavy weapons fire as Space Marine squads debuss for an assault.
Razorback deployment.

Page 49
Different patterns of [razorback] turret have been used, from remote control turrets to open-topped, single crewed turrets, with the crewman protected by a gun shield.

The remote turret uses the same targeting logis-engines as the Land Raider, providing efficient and rapid threat response and reduces the crew requirements of the vehicle from two to one.
interesting development given what we learn about the Tarantula later on. UInsurprising that tech might be shared, but again one wonders at the inconsistency: both the IG and Space Marines use Tarantulas in a quasi-expendable manner, but such tech is related to Rhino/Razorback and Land Raider tech, which is all supposed to be super advanced and top secret and not for the lesser beings to know of or have access to.. unless it's in the Tarantula.

PAge 50

Razorback stats: same as other predator variants, save for the following:

mass: 31.5 tonnes Width 4.5M, height 5M with turret

MAx on-road speed: 70 kph

Max speed off road: 55 kph

Main armament (twin linked heavy bolters, but can use any weapon in a twin linkage)

Traverse: 360 degrees, Elevation -5 to +$5 degrees

Main ammo (Heavy bolter) !600 rounds.

ARmour: 50mm turret, 50mm superstructure, 60mm hull.

Again, I'm a bit hard pressed to wonder why Rhinos are so high end vs Chimeras even allowing for the tech disparity.





Page 57
As rapid strike or shock troop,s Space Marine Chapters have no requirement to fire sustained artillery barrages to reduce enemy positions before an attack.

..

As a strike force they need fast, highly mobile artillery, capable of delivering a brief but highly effective barrage agianst specific tactical enemy targets. A Whirlwind can quickly unleash a high volume of firepower, albeit at relatively short range, against critical targets as assault troops identify them. Being able to react very quickly to the battlefield's tactical situation is one of the Whirlwind's chief advantages over slower, heavier artillery deployed by Imperial Guard regiments.
Space marines and Artillery.

Page 57
Being able to fire indirectly means the Whirlwind can make best use of cover and does not need to expose itself to enemy fire. Its mobility means that after a fire mission the vehicle can rapidly change position to avoid enemy return fire.

Using the Rhino chassis means it can easily be deployed and can keep up with the rest of a fast moving Space Marine Strike force.
Whirlwind's indirect fire capability. Apparently also usage of the Rhino chassis is meant to convery advantages in allowing a Space Marine armoured force to keep up together without sacrificing too much speed, as borne out by the vehicle stats.

PAge 57
The Hyperios [Variant of the whirlwind] is equipped with automated tracking and targeting equipment and guided anti-aircraft missiles for close air defence. The HYperios' missiles each contain a small logis-engine, similar to that used by the hunter-killer missile, to seek out and desrtoy its target. Although anti-aircraft defence is its main role, the targeting array is versatile enough to be able to engage ground targets, effectively becoming a large rack of hunter-killer missiles.
The HK missiles the Astartes use are good in surface to air and air to ground roles both. I belive are used in the Guard too, but I dont remember if there's a qualitative difference (I dont pay attention as much to game stats.)

Page 57
As well as its logis-system and warhead, most of the actual missile contains the fuel it needs to fly relatively short distances at very high speed, intercepting fast-moving incoming aircraft. THese missiles are not large enough to reach high altitude, like a Manticore AA missile, but are effective against low flying enemy aircraft as they make straginf runs.
This might be useful if we could quantify the altitudes. Beyond that we can only infer that the thing has less than 30 km range (and that assumes the Manticore AA missiles have similar range to the surface to surface variant) It's implied to move a whole lot faster though.

Page 58
The other anti-aircraft pattern of the Whirlwind is called the 'Hunter'. It is a far older STC variant than the Hyperios, but still sees service on many battlefields.
No idea what this might reference or if it even has anything beyond a name.

Page 58
The first is a scaterable mine warhead, which, upon detonating, showers the target area with small proximity fused mines, creating an instant minefield. Mines being a purely defnesive weapon means Space Marine Chpaters do not often have need of them, but during attacks denying the enemy easy routes for counter-attacks can make the difference between sucess and failure.

The second missiel type is the short range anti-aircraft missile. These missiles can be used to provide close air defence for a Space Marine force, although the Hyperios and the Hunter are specialised vehicles specifically designed for the role. The issue of AA missiles can turn a standard whirlwind into a standard air-defence vehicle, but after several Whirlwinds belonging to the Exorcists Chapter failed to engage incoming Ork Bommerz most were withdrawn from service.

The final type of missile is the extended range variant. Techmarines of the Iron Fists Chapter first developed this type of missile to turn the short ranged support of the Whirlwind into long range bombardment arilltery, during the Assault on Hive Vortis. It was not regarded as a success, but several other Chapters have since attempted to emulate the iron Fists. The neccessary increase in fuel, and the size of the missile's rocket engine, resulted in a reduction in the amount of high explosive carried in the warhead, and a reduction in the size of the resulting explosion. The loss of destructive power meant that the long ranged missiels failed to cause sufficient damage to be effective in the bombardment role.
Whirlwind Missile alternatives

Page 58
The number of missiles carried by a Whirlwind varies by pattern. For example, a fully loaded Helios pattern carries just six missiles, although they are larger than the ancient 'Thalia' pattern, with its distinctive box-shaped launcher, which carries twelve smaller missiles, or the "MkII Mars' pattern which holds ten missiles in twin clusters of five.
Interesting how the missile payloads vary. Possibly a reference to earlier Whirlwind types as well as just different designs. Does the difference in missile numbers affect the payload or fligth charateristics ofmissies (are the 12-rack missiles shorter ranged/less powerful than the 10-rack missiles?)

PAge 58
In a Whirlwind the transport capacity of the Rhino chassis is turned over to ammunition stowage, containing racks of extra missiles. These must usually be loaded into the launcher manually. This is a time consuming process, meaning once a Whirlwind has fired all its missiles it ususally withdraws into cover to rearm. Moving after firing is standard practise, to avoid counter-batery fire, limiting the vehicle's vulnerability is another advantage that the fast Rhino chassis gives the Whirlwind over slower or static artillery.
Whirlwinds have the same limitations of the Manticore. I imagine the more missiles increases its endurance (assuming the entire rack doesn't get volley-fired) but the implication seems to be that Manticore missiles might have better range (and I imagine a larger missile can carry a bigger warhead regardless.)

Page 58
Some Chapters equip each whirlwind with a servitor, specifically programmed for the task of reloading; this helps speed up the process and reduces the vehicle's 'downtime' between fire missions.
One wonders why can't the Manticore do this too.

Page 58
The Chassis of each Whirlwinds are chosen from the Rhino production lines in the same manner as those chosen for Predators or Vindicators...
- Whirlwinds are chosen in a same manner that PREdators or Vindicators are from a Rhino production line.

Page 58
The Mater of the Forge will maintain a pool of between twenty and thirty Whirlwinds, although this can vary conisderably from Chapter to Chapter.
It does seem interesting that Whirlwinds will be as numerous as tanks in a Chapter, although given the greater number of variants and the limits of payload (to say nothing of the fact its the only artillery they have) greater numbers may be needed.

Page 58
By Imperial standards, individual Whirlwind missiles, like much of the Space Marine equipment, contain advanced systems that make them far more efficient.
Big surprise. I imagine this is relative to IG stuff, like it usually is.

Page 58
For example, a high expplosive "helios" pattern whirlwind missile contains a proximity fuse in its nose cone. The fuse is a photo-electric reaction. THere is an 'active' sensor in the missile tip which emits an infra-red light source which is reflected back from the target and into the missile' photo-electric receptor cell, thus triggering the fuse and the warhead's detonation. This usually occurs when the missiles reaches about 5 metres from the target. Should the missile miss its target altogether (or the pxomitiy fuse malfunction) then the missile contains a self-destruction timer. This comes into action about one minute after firing to blow the missile apart. This fail-safe avoids the potential of live ammunition littering a target area during a subseeuqnt tack. As a final piece of insurance there is also a standard impact fuse, which functions in the event of a direct hit.

The proximity fuse means the "Helios" Whirlwind missile will detonate close to a tarrget, as well as in the event of a direct hit, exploding 5 to 10 metres above the ground in an 'air-brust' and showering the area with shrapnel. This is highly effective against infantry and light vehicles, ,but is achieved at the expense of armour penetrating power agianst armouerd vehicles.

All non-AA Whirlwind missiles are tube-launched, spin-stabilised, free-flight (unguided) projectiles. The fuel burn from each missile is always the same, so the only way to adjust the missile's range is to adjust the launch trajectory during firing, a simple and fast method of re-targeting.
Design of a Helios pattern missile. I do wonder whty they don't have krak missile variants for anti-tank use. (Maybe they dont see a need for it? Space marines love specialized designs, even if this is a specialized kind it may overlap too much with the Annihilator and Land Raider.) The non-AA missiles are all same performance wise as well, if we knew velocity/burn time we might estimate range somehow.

Page 59

Whirlwind Helios same as other PRedator variants save the following:

Mass 33 tons, Width 4.5 M, heigh 5.0m

Max Speed on road 68 kph Max Speed off road 50 kph

Traverse (missile aluncher) 360 degrees, Elevation -0 to +55 degrees.

Main ammo 60 missiles

Armour: 30mm turret, 60mm superstructure, 60mm hull.

Whirlwind stats. Performance wise about the same as a predator, but on a lighter chassis. One wonders why they ave the same speed..

Page 60

Hyperios variant same as Helios, save:

Height 5.2 m,


Traverse: 360 degrees, Elevation -0 to +65 degrees,

Main ammo: (Hyperios missiles) 40 missiles.


PAge 67

{quote]
Mounting a powerful demolisher cannon for close support, the Vindicator's main role is in breaching enemy walls and fortifications and attacking enemy strong points, pillboxes and bunkers, where its heavy demolisher cannon can flatten defences with a single shot.[/quote]

Much like the Leman Russ Demolisher.

Page 67
The best armoured fighting vehicle chassis available at the time was the Rhino. Although it was felt its forward and top armour did not suit the weapon's role, it was capable of such a conversion. Additional armour was added to the fornt and a suitable high-calibre weapon was found and fitted. Transport capacity was entirely sacrificed for ammunition stowage space.
All this extra weight [the additional armour up front, the demolsiher cannon, and the ammo capacity) added a large strain on the engine, reducing the vehicle's top speed significantly but, given its projected role, this was not felt to be a serious restriction.
An interesting conversion.

Page 68
[qutoe]
No force is as well indoctrinated or as well equipped for the tactics of 'street-fighting' as the Adeptus Astartes. The Vindicator provides assualt and tactical squads with direct firepower to blast enemy positions at point blank range. The demolisher cannon is used to blow passageways thorugh the walls of buildings and the assault dozer is used to bull its way through obstacles and smaller structures. This is vitally important as the Codex Astartes advises that the worst place to be during urban fighting is exposed in the fire-swept streats. Instead it advises a Space marine squad should advance from building to building by blasting holes in the walls of adjacent buildings, after their supporting vindicator, outside in the street, brings the target building under devastating close range fire. Once the target building has been hit by a siege shell, the squad, using krak grenades, missiles, or melta weapons, make a hole large enough for a power armoured space marine to smash thorugh.[/quote]

Space marines as urban warfare specialists and the role of the Vindicator in this. They also mention using it to knock out bunkers or firepoints or sniper posts safely. Also note krak and melta weapons are hinted at being of roughly similar destructive capability.

Page 68
The Vindicator is armed with a demolisher cannon, which fires rocket-assisted siege shells. The round contains a small, solid-propellant fuelled rocket engine which powers the warhead. The propellant is shaped in such a way as to control the time and rate of burn, and hence the thrust and duration of the rocket in flight. This produces good accuracy for the size of shell being fired.

The major drawback of the rocket-assisted shell is that the gases produced by the rocket blast build up to dangerous levels in the barrel behind the shell. With no way to evacuate the over-pressure crated by the gas build up, the shell or barrel can deform during firing, or at worst cause the barrel to burst. Venting the gasses during firing solves this problem. When ignited, the rocket gases are imediately extracted and directed, via ducting, to two exhaust vents on top of the hull. These vents are positioned just behind the targeting array.
The Vindicator, unlike the Demolisher, uses rocket assisted ammo. I wonder why the difference in ammo? Can the Demolisher use rocket assisted ammo too? Possibly the tradeoff is in size - Vindicators carry only 18 shells while Demolishers carry something like 25 (the Russ and Rhino hulls aren't vastly different.)

The venting issue is interesting. Baneblades needed venting as well for its rocket-assisted ammo but the ports were on/around the barrel, while here the vents are placed on the tank itself. I'd imagine that if they could vent it in any direction they could vent it to the back as well, which might help counter recoil (backblast in the same way as a recoilless rifle.) Likewise it would not neccesarily give away the tank's position the way venting forwards or upwards might.

Page 68
Inside, most of the hull space is taken up by ammunition racks, which hold 16 rounds. With another shell stored in the loading ramp and a second already in the breach this means the Vindicator can hold a total of 18 rounds when fully loaded. The collapsible loading ramp is equipped with small rollers, which move the heavy shell into the cannon breach. The shells are moved onto the ramp with the assistance of a crane-winch, the gunner swings the shells forward from the rack.
Thunderes and demolishers don't need or have those features. Again size of the shell seems to be a big issue.

Page 68
The front armour is thickened, as well as the top armour to protect against hits from enemies occupying tall buildings. Extra interior bracing is required for this armour, all of which adds weight to the chassis, reducing the vehicle's top speed.
Not a significant difference, really as far as the stats go. I don't believe the stats bear out this statement, given that the Predator masses more, yet moves faster, has a turret, and has about the same armor. Again IA stats just don't always seem to add up.

Page 68
Just as with the Predator, the TEchmarines will earmark a set number of Rhino chassis to become Vindicators, Whirlwinds and other variants.

..

Turning a basic Rhino into a Vindicator is a long process...

..

A Chapter might retain a dozen or so of these specialised vehicles in its armoury.
Vindicators and the Chapter as a whole. Given their specialized nature limited numbers make sense.

PAge 69
Vindicator stats:

Weight: 42 tonnes Length 7.5 m, width 4.5 m, height 3.6m

Ground clearance .44M

Max on-road speed: 64 kph. Max off road speed 48 kph

Demolisher cannon (Armament) Traverse 2 degrees, elevation (-0 to +45 degrees)

Main ammo: 18 demolisher rounds

armour: 65mm superstructure, 65mm hull, 55 mm gun mantlet.

Again compare the stats between this and a Predator. Or a Whirlwind.


Page 71 -
Vindicator diagram.

- multi-spectral targeting surveyor

- gunner's targeting console

Demolisher cannon stats:

- Automated elevation and limited traverse control unit

- Reinforced titanium barrel.
Note the titanium barrels.

Scaling the internal shells yields a diameter/calibre of around 300-350mm roughly. If that matters any.


Page 72
A Vindicator of an unidentified Chapter opens fire, using a high trajectory to lob its heavy siege shell onto the target. Note the propellant gases escaping from the top vents.
mention of the venting feature in action.

PAge 77
It [Damocles Command Rhino] is a standard Rhino equipped with sophisticated communication and trackiing equipment, helping direct a Space Marine force and acting as the main comms link between orbiting stirke cruisers, the fleet of Thunderhawk gunships, and a Space Marine commander on a planet's surface.
Command and control capabilities for Space Marines.


Page 77
A small surgical strike force is unlikely to have need of a Damocles' specialised support. A full company battlegroup, deployed in strength, with Rhinos, Land Speeders, Land Raiders, Thunderhawks, drop pods, teleporting Terminators, and every weapon in the Space Marine's formidable arsenal, would benefit greatly from a Damocles Command Rhino to monitor and co-ordinate operations.

The Damocles is not a combat vehicle and is rarely committed to front line action. If deployed it is usually kept well hidden from the enemy. Each vehicle is permanantly crewed by a driver and a two-man command team, provided from the Chapter Master's headquarters staff. One is a communications controller, the other the tactical operations controller - who monitors squads, tracks their positions and enemy movements. These brothers are both full Space Marines in their own right but each will have undergone additional traning by the Chapter Techmarines to use the sophisticated equipment.
Usage and limits of the Damocles.

Page 77 -
A Damocles is full of special signals, communication and monitoring equipment, including the following:

Company or battlegroup Command and control hub, including signal boosters, squad-to-squad, air to air, ground to air and ground to orbit comm-links.

Secure mutli-band communications for coordinating with other Imperial forcees in the area of operations. This can be anything from orbiting spacecraft and Imperial navy aircraft to Imperial Guard, Adeptus Arbites or Adeptus Sororitas command units.

Multi-spectral ground surveillance auspex for locating the enemy.

Chapter wide squad and vehicle tracking information, supplied via orbital relay.

Teleporrt homer beacon - the Damocles providing a strong singal for any teleporting troops to l ock-on to, allowing for safer/more accurate teleportation.

Transmission monitor - for intercepting enemy signals, and decryption engine for breaking enemy codes or scrambling.

Bio-status readouts directly relayed from individual Space Marine power armour.
Damocles' intenral gear. Sounds complicated.

Page 78

Damocles Rhino stats are:

Mass: 30 tons. Length 6.6 M, Width 4.5 M Height 5.1 M, Ground clearancec .44M

Max speed on road 70 kp[h Max speed off road 55 kph

Armour: 60mm on superstructure, 60mm on hull.

The diagram lists:

- secure mutli-band communications antennae, Satellite receiver dish, comm link unit (as backup)

Scanner and tracking systems control panel, Squad control and bio-logis monitors and readouts, tactical operations control panel, multi-spectral ground surveillance unit, Tacitcal and comms controlelr seats with spinal implant interfaces... data relays..etc.



Page 83
The main aim of Land's expedition into the Labyrinth catacombs of Mars was to find functioning STC databases. In this he failed, but two other discoveries were made which revolutionised technical thinking for millenia to come. The first was a near complete dataslab image of STC information about a heavily armoured battle tank. The second unearthed information on rare anti-gravitic plates, and theories on their uses, which eventually led to the construction of the first 'Land's Speeder."
Who here hates the "Land's Speeder" name? In any case note the "revolutionized technical thinking" and playing with the "theories" to make the Land Raider.

Page 83
As the new Emperor's fleets took to the stars in the Great Crusade it is thought that they carried with them the first combat-ready Land Raiders. At that time all human forces were equipped with Land Raiders...
Land Raiders were used by everyone in the Great Crusade. another throwback reference to earlier editions.
Such was the demand for Land Raiders during the Great crusade that an entire forge world was founded just to manufacture them. Anvilus 9 supplied thousands upon thousands of vehicles to Mankind's forces.

..

Anvilius 9 was captured by renegade Tech-Priests aligned with Horus. Other forge worlds seceded from the Imperium rather than join the fighting, and overnight the Imperium's supply of Land Raiders was reduced to a trickle. It was a severe blow, the Land Raider was one of the few vehicles which could (when deployed in sufficient numbers) destroy enemy titans.
I bet Mars could do it again if they weren't so obsessed with technological superiority.

Page 83
With Horus' forces advancing on Terra itself and threatening ultimate victory, the Emperor decreed that all remaining Land Raiders still in loyal service should be recalled and the Adeptus Astartes, his favoured Space Marines who stood at the fore front of Terra's defence, be given exclusive use of the powerful tanks.
..

After his 'ascension' no one dared to change the emperor's decree. The Land Raider has remained a vehicle exclusively used by Space Marine Chapters for the past 10,000 years.
An excuse to explain why Land Raiders only belong to the Space Marines. As good a rationalization as any, I suppose.

page 84
Commander Sien, in his Land Raider 'Cesuts', led five vehicles against rebel forces, and endured 132 hits in the process of capturing the heat sinks.
The tank took the hits, not the commander. If we knew what they were specifically other than "heavy weapons" it might be interesting/useful.


Page 84
The Land Raider is arguably the most advanced tank still in service with Imperial forces. It contains many special and complex systems. Hermetically sealed, a Land Raider can operate in just about any enviroment, from hard vaccuuum to underwater, ,up to a depth of over 35 meters.

Every Land raider contains a Machine Spirit. In the Phobos pattenr vehicle this is an M32 'Cyclops' class. Alembic shielding, pseudo-synaptic relays and aehteric feed coils give it a cogitation speed of 30,000 co/second. This is extremely high for a vehcile of the Land Raider's size, comparable to that used in a Warhoud and even some Reaver titans.
The Land Raider is also a submarine of sorts, and carries a Titan grade computer system. Not sure what Alembic shielding or aetheric feed coils are, sounds psychic tho.

Page 84
The primary power is provided by a Mars pattern adaptable thermic combustor reaction engine. Situated at the rear of the vehicle, the power supply is cooled using nitro-ammonium, and protected from malfunction and daemonic possession by purity seasl and Adeptus Mechanicus manufacturing sigils. The reactor provides power to all internal systems and to the main drive wheels through the vehicle's transmission. A Land Raider is capable of a top road speed of 55 kph.
Again the Thermic combustor reactor. Also note the "protection from daemonic possession." which in 40K is probably a genuine threat.

Page 84
Each Land Raider also contains command and control equipment. Individual squad status screens allow a commander to observe his units bio-status readouts. These are relayed through the vheicle's communication dish. There is also a holographic tacticla display, and direct interfaces to the Cyclops (machien sprit). These provide the vehicle commander with access to all the battlefield information he needs, and makes a Land Raider a command and control hub as well as a front line fighting vehicle and squad transport.
Basically according to IA, Land Raiders can do EVERYTHING. They're just that uber. Which just underlines how GRIMDARK the Imperium is.

Page 84
Other features of the Land Raider include atmospheric sampling equipment, rad counter, air filtration and purification units, multi-spectral optic periscopes around the turret rings, gene-coded controls for security, and salved remote targeting systems for the sponson weapons.
More cool features of the LAnd Raider.


PAge 84
The Land Raider's armour plating represents the very peak of the Adeptus Mechanicus knowledge and similar techniques are utilised on other vehicles , such as the main armour plating on Titans. The STC design menas locally available materials can be used to replace the advanced alloys, but all Space Marine Chapter forges are capable of manufacturing the materials needed ot produce land raiders.
Land Raiders use Titan grade materials evidently. Also, STC apparently means that the designs can be repaired using any materials, but that does not necesarily mean that those materials are all equally good (EG some materials are still better than others) and thus there can be a qualitative difference in designs even if they follow the same pattern.


Page 84
The inner armoured layer and structural supports are constructed of Adamanitum. Above this is a titanium/plasteel composite rolled plate. This is used to reinforce the locations on the vehicle tha tare most exposed to enemy fire, such as the assault ram, front glacis, outer hatch doors and hull side. Next is a thermo-plas fibre mesh followed by the first of two ceramite layers. The first is desigend for energy absorption and dissipation, an effective defense against high eenrgy laser weaponry. The second is an ablative layer, the vehicles first line of defences against extreme heat and melta weapons. The construction of this composite armour involves bonding the layers in huge high pressure cookers, where extreme heat and pressure are applied to the various layers to form the complete whole. The front armour is 98mm thick, but provides protection equivalent to approximately 300mm of conventional steel.
Again the "conventional steel" dispute, same argument applies. Design is similar to what the Predatory carries but more extensive.

Page 84
Disciples of the venerated Techno-archaelogist Arkhan Land, discoverer of the Land's Raider and Land's Speeder STC, form their own sub-cult within the Adeptus Mechanicus called the Landites or Landists. They continue their founder's work and research the many potential STC variants of Land's discoveries. Their work has lead to many innovations, such as the Prometheus and Helios Land Raider variants.
Again we see the term "research" cropping up.

PAge 84
The cult's [Landists'] esoteric research has revealed that once, during the Great Crusade there was an armoured vehicle which was heavier than the Predator, but lighter than the heavy assault transport of the Land Raider. Others within the Adeptus Mechanicus hierarchy dispute this, and in M.39 several members of the Landist cult were arrested for techno-heresy and condemned to Arco-flagellation for their crimes. Ever since the Landist have been highly secretive about their work. They believe that within the very blueprints of the Land Raider exist system compatabilities and redundancies, down to a microscopic level, that could help reconstruct the missing tank.
- rumors hint (although deemed heretical) that there was a Crusade tank heavier than a PRedator but lighter than the Land Raider. We've never seen this yet.

Page 85
Land raider stats:

Mass - 72 tonnes Length: 10.3 m, Width 6.1 m, height 4.11 m

Ground clearance: .45m

Max speed on road: 55 kph MAx speed off road: 48 kph

Traverse 180 degrees (lascannon.. 2 twin linked)

Elevation: -32 to 42 degrees (lascanon)

TWin heavy bolters (Secondary) 2600 rounds ammo

Armour: Superstructure 95mm, hull 95mm.

Land Raider stats. Note that one detial I omitted in the powerplant entry is that the Land Raider runs on a Thermic combustion reactor like all other vehicles, but it has an auxiliary reactor as well.

Page 86
Land Raider details:

Auto sealing crewman's hatch

Auto sealing commander's hatch

Ceramite/Titanium bonded armour cowl

Omni-directional, gene-coded control column

Morphic commander's seat with spinal implant interface

Mk VIII 'Avenger' hunter killer missile

'Mars' pattern B Adaptable thermic combustor reaction engine

Nitro-ammunium cooling system

Nitro-ammonium cannisters

System status display

Squad status display

Auto-tarot reader

Tactical holo-sphere

Magnetic bolter rack

Commander's augur, linked to 'Cyclops' class machine spirit
Land raider features Bask in all the neat technical gear that the Imperium can barely produce.

Page 86
Sponson weapon details:

Ceramite/titanium bonded armoured cowl

- "Godhammer" twin linked astartes pattern lascannon barrel, replacmenet required every 2000 firings.

- Slaved- multi-spectral remote targeting surveyor.
Land Raider uber-lascannons.


Page 90-91

- Land Raiders can have reinforced and spaced armour as well.

PAge 99
The Land Raider 'Crusader' variant was first developed and deployed during the Jerulas Crusade by the Black Templars chapter, in 304.M39, and as such is a recent addition to the 'canon' of Land Raider variants.

..

To aid their assault troops the Chapter's Techmarines mounted 'hurricane' pattern bolters in each sponson and twin linked assault cannons on the hull.

..

As the word spread a delegation of Tech-Magus from Mars arrived to see the high Marshal, wishing ot investigate the Black Templars work. In 763.M39, after long debate and testing the 'Crusader' pattern was given 'Chapter Approved' status by the Adeptus mechanicus, and was officially recognised. Of course, many Chapters had already been producing this variant for several hundred years.
Close in land Raider variant.


Page 99
Both sponsons replace the lascannons with 'hurricane' pattenr bolters, six bolt guns in a single mount. Twin-linked assault cannons repalce the hull mounted eavy bolters, for forward suppressing firepower as the Crusader closes on its target. The final addiiton is a conversion of the standard turret ring pintle-mount, to allow a multi-melta to be fitted. The multi-melta wasn't included on the first Crusaders, but experience taught the Black Templars that the tank would need heavy firepower to open breaches in defences and to clear barricades or anti-tank obstacles as it broke into a position.

..

Removal of the large generators required for the lascannons creates the extra space for an additional five Space Marines. This gives the Crusader the largest transport capacity of any Land Raider variant - fifteen power armoured Space Marines or eight terminators.

Because a Crusader carries so many men, each is constructed with extra armour plating and structural supports, to protect the precious cargo within as it closes on its target. This adds strain on the vehicle's engine, and reduces its top speed slightly.
More on the Crusader and its "close in" armament rig. Take note of the armor additions.

Page 100

Crusader LAnd RAider variant.. same as LAnd raider save the following:

Top speed on road: 50 kph Top speed off road: 41 kph

Main armament: 6 twin linked heavy bolters

SEcondary: Twin linked assault cannon, Multi melta pintle mount

Traverse 180 degrees, Elevation -32 to +42 degrees

Ammo capacity 4000 rounds (Bolters) 2000 rounds (Assault cannon)

Armour: superstructure 95mm, hull 95mm.


Note rather amusingly that the mass and armor is the same as the Land Raider and same armor, yet it is slower.
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andrewgpaul
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by andrewgpaul »

The "Hunter" Whirlwind variant is this thing (the Blood Angels vehicles on the left of the picture). Introduced in Epic Armageddon before the Imperial Armour hardbacks were published. Along with the Space Marine Landing Craft and the Imperial Guard siege tanks, they're one of the things Forge World never got round to doing a 40K-size model of. I did hear rumours of some rivalry between Forge World and the main GW design studio at the time, which led to Forge World making up their own Thunderhawk Transporter instead of the Landing Craft, and the Design Studio feeding the Forge World writers' favourite Forge World Gryphonne IV to the Tyranids.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
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Connor MacLeod
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Next to last IA2 update. I may decide to finish this and Armada off later before the other stuff, because frankly I want to keep going. I still have some old stuff I want to cover.



Page 105
The Helios variant of the Land Raider was developed as a stopgap measure to provide additional artillery support. It replaces the stadard hull mounted heavy bolters with a Whirlwind missiles and additional targeting and tracking Equipment.

The Helios was first developed by the Red Scorpion Chapter. The Red Scorpions are renown for their puritanical beliefs, and their deep-rooted mistrust of man other Ipmerial fighting forces, especially those that utilise abhumans or psykers. They are a very independent Chapter who rarely ally themselves with other Imperial fighting forces, except the Adeptus Astartes Chapters they rate as loyal and pure.
Land raider converted to artillery. Unlike the Rhino it retains some offensive capabiilty in its lascannon. Also the Red Scorpions sound like assholes.


Page 105
Rather than seek the aid of the Imperial Guard regiment's heavy artillery, the Chapter Master turned to his Master of the Forge and Techmarines for a solution. They developed the 'Helios' pattern Land Raider as a response, converting all the Chapter's Land Raiders deployed on Helios, a dozen in all, to carry Whirlwind missile launchers.
The Scorpions had at least a dozen Land Raiders.

Page 105
The main difference is the Whirlwind missile launcher mount and the extra ammunition stowage space required for the spare missiles, reducing the vehicle's transport capacity to just six power armoured Space Marines.
Ammo storage reducecs the Land Raider's internior troop space to just 6 Space Marines. but it still carries lascannons and the missile ability. ALL HAIL THE LAND RAIDER!

Page 106

Helios stats same as regular Land Raider save the following:

Mass 73 tonnes, 10.3 m long, 6.1 m tall, 6.7m tall. .45 M ground clearance

top speed on road 55 kph, top speed off road 48 kph

Travere 180 degrees, Elevation -32 to +42 dergees.

SEcondary ammo (missiles) 24

Slightly heavier than a normal Land Raider, yet it moves just as fast.


Page 111
The Land Raider Prometheus is a variant of the standard Land Raider, used by Space Marine force commanders as a battlefield command vehicle, due to its additional sensor and communications equipment.

Land Raider prometheus - command and control variant, along the lines of the Damocles.

Page 111
Others believe it was developed on Noctrune by the Salamanders Chapter, as that Chapter retains more examples of the Promethus than any other Chapter (although even then they retain only four.) The Salamanders deny this claim.
The Salamanders have only 4 Prometheus Land raiders, and are considered to own the most. Suggesting most may only have a couple (which is confirmed as later its mentioned that most Chapters have no need for more than 2-3 Prometheus variants) This is in addition to everything else they have (normal Land raiders, HElios, etc.)

Page 111
The main difference between the Land Raider and the Prometheus is its weaponry. The Quad-mounted heavy bolters in each sponson replace the Land Raider's lascannons. These heavy bolters provide a storm of fire, to cult swathes through enemy infantry and light vehicles.

It is standard practice that all Prometheus' are armed with a pintle-mounted storm bolter, for anti-infantry defence, acting as a stand-in for the hull mounted heavy bolters, which ar eremoved to make space for the extra communications equipment.
The Prometheus basically combines a fierce close in combat capability (in place of Anti tank) along with some improved C&C functions.)

Page 111
All Land Raiders contain a tactical holosphere and squad status displays, but the Prometheus augments this with long range signals booster for squad-to-squad, ground-to-air, and grround-to-orbit comm-links. As well as the booster, the Prometheus has some features in common with the Damocles, and can act as a strike force command and control hub if a Damocles is not deployed or is somehow disabled. The Prometheus also utilises secure mu tli-band coomunications for coordination with allied forces, and the transmission monitoring equipment, for intercetping and decrypting enemy signals. It also incorporates a multi-spectral ground surveillance auspex for locating and tracking enemy forces, and this information can then be forwarded to all other Imperial forcecs.
Communications abilities of the Prometheus.

Page 111
The advantage a Prometheus has over the Damocles Rhino as a command and control hub is that it is also a front line combat vehicle. In battle it can lead from the front, and whilst a Prometheus does not contain all the advanced features of the dedicated command Rhino, it makes a good stand in as a force command and control hub.
Unlike the Damocles (rhino command variant) is that the Prometheus is a front line combat vehicle, due to its offensive armament and durability. The Damocles however is clearly a better Command and control hub.


Page 112
Prometheus lik eother Land raider, ,save the following:

Height: 4.31 m

Ammo (4 trwin linked heab yolters) 4800 rounds, ,storm bolter 1000 rounds (pintle mount)


Page 113
As they are command vehicles, there is no need for a Chapter to retain mor ethan 2 or 3 Prometheuses in their armoury.
Again, this is in addition to all the other Land Raider variants.

Page 117
The Land Speeder is a high-speed reconnaissance and attack craft, utilising anti-grav plates for battlefield mobility. It is one of the few vehicles employed by the Imperium's fighting forces that still uses this rare and secretive technology.
Basically: "GRAV TECH IS RARE AND FORBIDDEN TECHNOLOGY!" read below

Page 117
It is thought that Mankind once made far wider use of anti-grav technology. Today, it is an almost lost art. Whilst other alien races, like the Eldar and Tau, have developed far superior anti-gravitic drives, the Adeptus Mechanicus regard it as a 'black' technology, and any Magos found to be experimenting in xenos-tainted gravity technology could expect to face the strongest sanctions.

..

It was during Land's search that he discovered information on anti-gravitic plates, and the theories on their uses. It toko many years, (and Land did not live to see its fruition) but these finds would eventually lead to the development of Land's Speeder.
This statement implies that there are other vehicles than the Land Speeder using AG tech, although this being IA I wouldnt be shocked if we're talking about Land Speeder variants. Naturally, I'd dispute the whole "lost art" angle, since grav chutes, jump packs, inertial damping, suspensors and other similar tech is still produced. Hell some worlds still have grav-cars in civilian use. What we have here is more of a "inconsistently applied" technology, which probably has more to do with AdMech retardation than anything (It's not like we're accumulating a vast store of examples of them being possessive and inconsistent dicks when it comes to tech, after all.) After all, we see here the whole "cna't mess with alien tech" prohibition, yet that is frequently applied inconsistently depending on source and individual AdMech.

Eldar and Tau arguably have better developed (or is it more reliable) grav tech, but I would note that their application of such is not vastly different from the Imperium. Despite some vehicles being called "grav tanks" tey are more like gunships, the main difference being that the gunships (mainly the Tau variants) are heavier. No true "grav tanks" seem to exist (or if they do they are just light tanks at best.) This implies a certain mass limit for AG tech to operate effectively, even for the Tau and Eldar.



PAge 117
The first of these high-speed, ground-skimming vehicles entered service towards the end of the Great Crusades. Then they served in all arms of Mankind's forces, but now those that remain, and all those that are newly constructed, are alloted only to the Space Marine Chpaters./ They are far too precious and complex to be risked in the hands of Imperial Guardsmen.
- all arms of the Imperium used to use Land Speeders, but nowadays only hte Astartes use them. An actually prescient comment, as the Imperial Army in the HH novels has been observed having grav vehicles of some kind (Legion)

Page 117
Since its first use there have been many variants and patterns of Land Speeder. The most common are the Tornado and Typhoon. These two are the heaviest armed variants, with multiple heavy weapons to lend a Chapter a strong, flexible core of rapidly deployable firepower. Land Speeders are often called upon to operate as a strike force's rapid reaction force, held in reserve to quickly intercept enemy counter-attacks. STriking fast and hard they fight delaying actions, harassing enemy columns whilst the rest of a Space Marine force moves into position.
There are many patterns/variants of the Land Raider, with the most common being the Tornado and Typhoon (heaviest armed variants with heavy
weappons) And are utilized primariyl as a scouting and rapid reaction force.

Page 117
... the majority of a Chapter's LAnd Speeder force is contained within the four reserve companies. In total, ,a typical Chapter might be able to field 50 plus Land Speeders of all types.
Land speeder numbers per Chapter, on average.

Page 117
The mysteries of how such technology (anti grav) works is the reserve of a few high ranking Tech-Magos and the Techmarines, who are inducted into the art of anti-gravitic construction as part of their training with the Adeptus Mechanicus.
Becaus we can never have enough emphasis on just how RARE AND FORBIDDEN grav tech is, except for all those examples I noted above. Also note that if Techmarines can get trained in it, I have to wonder how rare and specialized it is, since TechMarines aren't exactly uncommon. And if they teach Techmarines, they could teach Magos.

Page 117
The grav-plates are positioned around the vehicle's nose and cockpit. When activated they work by creating an inverse gravitic field, which is repusled by a natural gravitic force, thus forcing the vheicle upwards. It is givein forward motion by two afterburning ramjets. Using its grav-plates and engines a Land Speeder can climb up to approximately 100 metres, but at this height it becomes vulnerable to faster enemy aircraft.
Performance parameters of the Land speeder and how the AG works.

PAge 118

LAnd Raider stats

Weight: 3.5 tonnes Length: 4.7 M, Wingspan 5 m, height 3m Operational ceiling 100m

Max speed: 350 kph, Range 4000 KM in atmosphere.

Ammo capcacity: 500 rounds (Heavy bolter)

armour: 15mm s uperstructure, 15 mm hull.

Land Speeder stats.


PAge 119

Land Speeder Tornado:

Same as regular landspeeder, save:

Mass: 3.6 tonnes

ammo capacity: 10 shots (heavy flamer), 500 rounds (heavy bolter.)


A variant. Note that there have existed variants using multimeltas, assault cannon


PAge 120

Typhoon variant Land speeder varies from other stats accordingly:

Mass: 3.7 tonnes

Max speed: 330 kph

Ammo capcity (12 missiles for missile launcher), 500 rounds (for heavy bolter.)


Another variant.


Page 125
The tempest is a fully enclosed, heavily armed and armoured variant of the standard Land Speeder. It forgoes the Land Speeder's usual long-range reconnaissance and patrolling role and is instead a pure gunship, carrying heavy firepower with which to engage enemy infantry and armour.
t

Land speeder tempests are fully enclosed and heavily armed, used as a gunship.
The White Scars Techmarines developed the variant to provide fast moving fire support for the lightning raids of their bike squads. A squadron of three White Scars Tempests, commanded by Veteran Sergeant Jegun, were credited with the destruction of a Flaming Skulls Traitor Titan Legion REaver during the Campaign.

Its noted the White Scars originated the design, and a squadron of 3 Tempests were credited with destruction of a Traitor Titan Legion Reaver. How it did and with what weapons, we aren't told.

Page 125
A tempest is slightly larger than the Codex Pattern Land Speeder, with additional armour plating to the front and the increased weapons load this makes it heavier as well. To try and reduce weight the Tempest was reduced to a single seat vehicle, with the pilot being aided by slave targeting systems and the vehicle's own machien spirit to fufill the fire control duties of the missing gunner.
The Tempest is single-piloted, the pilot aided by slave targeting systems and teh vehicle's own machine spirit to supplant the missing gunner. By IA Grimdark standards this means that it is even rarer and more unusual than a normal Land Speeder.

PAge 125
With anti-grav plates keeping the Land Speeder airborne, the twin engines drive it forwards. With a straight line maximum speed of approximately 350 kph (using afterburners) it is not as fast as aconventinoal aircraft, but very fast for a low level anti-grav skimmer. In combat it generally operates at far lower speeds, better for utilising cover, nap of the earth flying and identifying enemy targets
In the stats below the Tempest is noted to be capable of only 300 kph tops, which suggests that if it can achieve 350 kph on afterburners then other vehicles can do likewise (meaning for example a normal Land speeder ought to be able to make 400 kph or so on afterburn). This does assume, of course, this isn't another case of IA text fucking things up.

Page 126
LAnd Speeder Tempest:

Weight: 4 tonnes, Length 5.9m, Wingspan 6.2 m, height 3 m.

Operational ceiling 100m Max speed 300 kph, Range 4000 km in atmosphere

Ammunition capacity 8 missiles (missile launcher), 1000 rounds (Assault cannon)

Armour: 20mm Superstrucutre, 15mm hull.

Normal Land speeders mass 3.5 tons and have 15mm of armor on both superstructure and hull. Assuming 100-200 kilos extra for weapons (based on variants) - 5mm of extra armor on the upper half adds between quarter of a ton and half a ton to the vehicle, it would seem. 5mm of armor adds .55 M^3 of volume to the ship, by my estimates. Armor would have a density between 450-900 kg*m^3 if I did it right. Which I may not have. It's actually a bit hard to estimate. However, even if I'm off by a factor of two or more, we're not talking super-dense armor for this vehicle. Which makes sense given the AG tech (you want the thing as light as it can be without sacrificing protection too much.)

Page 127
tempest diagram:

-multi spectral targeting surveyoer

- gravity repulsor probe

- Pilot's seat with spinal implant interfaces

- missiles , frag and krak warheads.
Technical details off the Tempest diagram.

Page 131
Dreadnoughts are some of the oldest war machines still in active service in the 41st millenium. Some 'Venerable' Dreadnoughts are said to date back ten millenia, to the years of the Great Crusades.
This implies Bjorn the Fell Handed is not the only "Hersey era" Dreadnought still living, something WR confirmed recently as well. Just how many there are.. who knows. Its not like Dreadnoughts are that numerous to begin with though.

Page 131
Nothing is known of the origins of the Dreadnought, the secrets of their construction are all but lost.

..

Secret and arecane knowledge is used to keep those Dreadnoughts that do exist functionig, but very few 'new' Dreadnoughts are constructed today, and only by the few skilled specialists who have preserved the required knowledge.

Over the course of ten thousand years there have been many different marks and patterns of Dreadnoughts. There is no definitive list or study into these marks, and much conjecture about which came first, whcih are originals, and where or when such patterns came from
- supposedly, the secrets of Dreadnaught construction are "all but lost." and few new dreadnoughts are constructed. At least they ARE still constructed. (This also argues that Terminator armor is still constructed, and presumably faster than Dreadnoughts are.)

page 131
The 'mark IV' is one such variant, although many believe it contain some in-built flaw, leaving it prone to daemonic possession.
..

Those that still serve with loyal Chapters are invariably well protected with purity seals and daemonic wards.
Again we see a peculiarity where vehicle design can contribute to possession or corruption (like with the Despoiler class Battleship.)

Page 131
The oldest surviving Dreadnoughts are known by the honorific title of 'Venerable'.
..

Names like Bjorn the Fell-Handed of the Space Wolves, Brother Damos of the Angels Porphyr and Moriar the Chosen of the Blood Angels are righly revered and rank alongside the greatest heroes of the Imperium.
Examples of "venerable" Dreadnoughts. I doubt they are all exactly as aged as Bjorn though - it's just an example.

Page 131-132
On a battlefield a Dreadnought has little to fear. In close combat few foes can match them, and only the heaviest enemy weapons represent a threat to the Dreadnought's thick frontal armour. Dreadnought's are incredibly resilient and difficult to destroy. Only a direct hit that penetrates the pilot's heavily armoured sarcophagus will 'kill' a Dreadnought. They continue to function even though arms are torn off, armour buckled, etc. Along with the sarcophagus, the legs have the thickest armour, as they are a vulnerable location on any walker. Whilst the loss of a leg will not destroy the Dreadnought it will immobilise it, or worse still, topple it over.
Dreadnought durabilitiy.

Page 132
Space Marines will fight remorselessly to recover a damaged or destroyed Dreadnought from the battlefield. Retrieving a fallen Dreadnought is vital for two reasons. Firstly, so that the hero within can be laid in the Chapter's sepulchres with other honoured brothers, and secondly, so that the hull can be restored, to awiat the next hero to be interred.
- Dreadnoughts are also recovered at all costs even if destroyed, so they may be restrred. Seems irrational, but I guess Space Marines are more replacable than Dreadnoughts, if not by much.

Page 132
Like their living battle brothers, these Dreadnoughts have access to the Grey Knights specialised armoury of psycannon bolts, hulls engraved with protective runes and sigils and the blessings of Ordo Malleus Inquisitors.
Grey Knight Dreadnoughts. A Dreadnought would make quite a good daemon fighting tool, methinks.

Page 132
When not in action, Dreadnoughts are kept sealed inside stasis vaults, deep in the crypts of a Chapter's fortress monastery. The stasis vaults preserve them from the ravages of time, extending their already long lives even further.
- when not in use, Dreadnoughts are kept in stasis vaults until needed.

Note that many Dreadnoughts are thousands of years old..t his tends to suggest absolute limits on the age of a Space Marine (not much over thousands.) Then again, as I've noted before the HH novels imply they are effectively ageless barring being killed in some manner so...

Page 132
Dreadnoughts are covered in great slabbed plates of cast adamantium armour. Their shoulders, sarcophagus and legs have the thickest plates, to protect the most vital components, with less armour plating on the rear.

One of the chief advantages o Dreadnnoughts is the versatility of their weaponry. They can be armed for any battlefield role, from close support with multi-metlas and heavy flamers to suppressing fire with an assault cannon, autocannons, and storm bolters, to tank hunting with lascannons and missile launchers. The Dreadnought's great bulk provides a very stable firing platform even when moving which, combined with targeters, recoil dampeners and greater ammunition stowage, means a Dreadnought can keep up a higher rate of fire for longer than the heavy weapons used by Devastator squads. Liquid nitrogen cooling systems also mean that Dreadnought weapons are less prone to overheating and jamming than man-portable heavy weapons.
Dreadnoughts can carry virtually any weapon: Multimeltas, heavy flamers, assualt cannon, auot cannon, storm bolters, lascannon and missile laucnhers, or close combat weapons.

The fluff about targeters and ammo storage and the cooling system comes from 2nd edition fluff. I guess Forgeworld does read that stuff, but only chooses what it likes (pretty much liek any author, really.)

PAge 132
Armed with a close combat power weapon, incorporating magna-coil servos to increase arm strength. These weapons can grip, rotate and tear, punching through the strongest materials and armour, rending gaping holes in enemy vheicles and defences, or ripping flesh limb from limb with ease.
Dreadnought close combat capability. I presume the power weapon is some sort of claw or fist.

Page 132
A Dreadnought is powered by a small thermic reactor core. Well protected behind the sarcophagus the reactor core provides power for life support systems, sensors, weapons and motive systems, like the electro-motive fibre bundles which power its heavy limbs and allow the Dreadnought to respond instantaneously to the pilot's thought controls.
I'm not sure if this "thermic reactor core" is the same as a thermic combustion reactor, but I'd bet so, and IA just fucked up the wording (again.) Part of me wonders if this shit is related to the "pyrum-petrol" type melta weaponry (eg just another exotic/magical flamethrower type wepaon like some "plasma" guns.)

PAge 132
[qujote]
The techniques for constructing dreadnoughts are all but lost. Very few new Dreadnoughts can be built; each one must be hand-crafted by a skilled Tech Magos and takes many years to complete.
Again they can build Dreadnoughts, they just take a long time. I'd bet its faster than Terminator armor though.

Page 132
A chosen pilot is suspended in amniotic fluids and surgically implanted into the armoured sarcophagus. He is then wired to mind-impulse leads for sensory input, allowing the Dreadnought pilot to hear and see if he was still flesh and blood. Once the sarcophagus is ealed the pilot will remain inside until destroyed in battle. The sarcophagus and stasis vault will effectivley make the pilot immortal, though as the centuries go by the pilot's grip on the material world begins to slip, as he spends more and more time dormant his mind becomes more distant.
The "pilot" of a Dreadnought.

Page 133

Dreadnought stats:

Mass: 12 tons, Length 2,2 M, width 3.4 M, height 3.7m Ground clearance .45m

Top on raod speed of 10 kph, top off road speed of 5kph

Traverse 360 degrees, elevation -90 to +90 degrees

Ammo (with lascannon) 100 shots from powerpack, 8 misisles (missile launcher)

armour: 75mm superstrrucutre, 75mm hull.

Alternate configuration: same as above, save the following

weight: 11 tones

Top on road speeD: 8 kph

Ammo (twin linked heavty bolter) 2000 rounds, 8 missiles (missile launcher.)

Rather amusing, Brother Jarrold (A Dreadnought) from the Armageddon novels and Black Templars was clocked running alot faster (as can other Marines.) We're talking 45 kph.

Given how fast A Sentinel can move (which is basically just a Dreadnought without the MIU, better armored, and more weapons) I'd be surprised if they couldnt make a Dreadnought move that fast. Perhaps its a tradeoff in armament/weapons and protection (then again Jarrold was pretty damn tough)

Page 143
Drop pods are one-way, sealed, armoured landing craft. Once released they plummet through a planet's atmosphere, streaking across the sky, firing retro rockets to slow the descent before landing.

..

Fast and efficient, drop pods can be launched from strike cruisers or battle barges in low orbit to alnd anywhere on a planet's surface.

Being small and travelling at high speed drop pods are very difficult to hit with anti-aircraft fire, and almost impossible to intercept with aircraft, should they even be close enough to react to a drop pod launch. This makes them a reliable method of delivering troops directly into battle. A single drop pod is also difficult to detect and track, making them useful for inserting scout teams.
Drop pods. This would tend to suggest limits on "anti-aircraft" interception ability, if we knew ranges and velocities and what kind of "anti-aircraft" fire we're talking about (for example, defence lasers can apaprently still have a chance of hitting, as per Grey Hunter.)

Page 143
There are many different patterns, models and sizes of drop pod. From large Dreadnought variants, which carry a single Dreadnought, to the standard five-man combat team drop pod, although larger ten man variants and Deathwind weapon systems are also used during drop pod assaults.
there are manyy kinds of drop pod.. from single-dreadnought types, to five man drop pods, to 10 man drop pods, and the deathwind weapons systems. Pity we're not told how massive the 10 man pods are. Despite IA claims though, I'm betting there are roomier versions even yet.


Page 143
The Deathwind variant carries multiple atuomated heavy weapons. Once landed, a Deathwind will crack open to strafe the unsuspecting enemy in all directions, unleashing a brief but deadly hail of missiles or bullets before its ammunition runs out. Deathwinds are one-shot weapons, used to thin out the enemy ranks before the main sassault arrives. Those pods that survive the battle will be recovered by the Chapter's Techmarines and rearmed for the next attack.
Deathwinds are one shot, pod deployed multiple automated heavy weapons platforms. I believe most are meant to carry heavy bolters, but other kinds of weapons have been used.

Page 143
They [Drop pods] are not large enough to carry heavy vehicles, such as Rhinos or Land Raiders, which means an attack must forgo its heaviest support units.
A point which I can find amusing. As per Planetstrike they can airdrop entire fortres from orbit but they can't airdrop a light tank :D

Page 143
The Machine Spirit of each drop pod controls the vehicle's descent, guiding it to its target co-ordinates and relaying telemetary information to its mother ship. Commanders on the mother ship can make slight adjustments to the drop pod's flight through control of its retro rockets and control fins making for a high degree of accuracy.
Rather sophisticated by Imperial terms, but again these are SPACE MARINES!!!

PAge 144

Drop pod stats:

mass 14 tons. HLength: 5.2 m (Width?) Height 7.7 m

MAx speed: 12000 kph descent.

Armour: 60mm superstructure, 70mm hull.

Page 145

Dreadnought drop pod same as other drop pod, save the following

weight: 19 tons, Lenght 7.5 m, height 11.1 m

WEapons pod (Deathwind):

same as personnel pod save following:

Mass 16.5 tons,

Ammo: 200 fragmentation missiles (5x missile launchers) - other weapons like heavy bolters or autocannon or whatevre can be used.

Drop pod stats. Note the Deathwind carries "frag" missiles. I'd guess the 10 man variant maybe falls into that range somehow.

Page 154
A versatile aircraft combining orbital drop ship, gunship and medium bomber roles, it is a Chapter's fleet of Thunderhawks that allow its forces to rapidly assault anywhere on a planet's surface from strike cruisers in orbit.

As well as providing additional firepower and tactical manoeuvrability on a battlefield, Thunderhawks also perform a wider strategic function for Space Marine Chapter commanders. Thunderhawk gunships, properly used, have the ability to transform the character of a whole campiagn. They cannot transform every campaign, ro do it to order, for it requires the conditions on the ground ot be right. When committed to battle, a Thunderhawk borne strike force can shift the focus of fighting to any point on a planet they wish, even to a different continent. They can suddenly open up na new battlefield, forcing the enemy to fight where he is least prepared, on ground not prepared for defence, or unfamilar to him - but already well reconnoitred by Space Marine Scouts. Most importantly, they force the enemy to fight on terms and to a timetable dictates by the Space Marines. The transofrmation is achived by careful tacticla strikes, by which the Thunderhawk gunship allows the Space Marines to claim the overall strategic initiative in a campaign.

This sudden transforming effect is not achieved through the Thunderhawk's speed or its capacity to destroy the enemy on the ground, for even a space Marine force that assaults the enemy without regard for supporting elements, resupply, or reinforcement will have a short life expectancy. Ammunition and fuel will run out quickly, they will become isolated, surrounded and eventually will be overwhelmed. Space Marines must make careful preparations and plan thoroughly to achieve a significant campaign changing victory. More than any other vehicle, it is the Thunderhawk gunship's mobility that is the means through which victory can be achieved.
And.. thunderhawks. Basically I derive from this that the Thunderhawk is basically the aerial version of the Land Raider (EG it can do anything). but is even more Land Raider than a Land Raider.

Page 154
As well as the standard gunship, there are other variants of the basic Thunderhawk. A heavy lift variant is used to move vehicles to a planet's surface. This variant lacks the weaponry and advanced logis equipment but provides a vital support role to a Chapter on campaign.
I believe BFG had a "fighter" variant of the Thunderhawk dedicated for space based combat use. It might have been the cobra gunship, but that might just have been from the Goto Blood Raven novels too.
The lifter variant is neat though anyhow. heck I'm pretty sure BFG had Thunderhawks being larger than IA thunderhawks as well (bigger than fighters, which could mass hundreds of tons in BFG). But like with superheavies, they got restructured.

Page 154
A Thunderhawk gunship is amongst the most advacned and technologically sophsiticated vehicles deployed by any Imperial force. Each gunship is packed with advanced targeting, sensory, communications, avionics and navigational equipment, protected inside a heavily armoured hull.
Again, Land Raiders IN SPAAACEE (or in the air)

Page 154-155
The armour is constructed using the same techniques as those used in the Land Raider. The armour is a layered composite of ablative ceramite layer, over a ceramite absorption and energy dissipation layer, over a thermoplas fibre mesh, over titanium rolled plates, voer an adamantium inner hull. This provides superb protection from all incoming fire. The ceramite layers and thermoplas fibre mesh in the Thunderhawk are increased in depth to provide extra heat shielding during entry into a planet's atmosphere. The thunderhawk must be able to withstand repeated atmospheric entries, and as such the ceramite layers are thicker than a Land raider's. A useful side effect of this is that the hull of a Thunderhawk is also resistant to other heat based attacks, such as melta weapons or Eldar fusion guns. To compensate for the added ceramite the inner titanium and adamantium layers are thinned, to reduce weight.

...

Strongly constructed to withstand enemy fire and the worst atmospheric conditions. A Thunderhawk can take an immense amount of damage and keep flying. This allows a Thunderhawk to bludgeon its way through enemy interceptors an flak fire to land its cargo safely into the heart of any warzone.
Thunderhawk armour. understandably, its better than what a Land Raider carries. As a rule though I'm not sure it doesnt vary from design to design. Thunderhawk masses and durability seem to vary according to source and author. Like with is noted for previous space marine vehicles, blame it on STC (using different mateirals to build or repair a Thunderhawk.)

PAge 155
As well as armour construction a Thunderhawk has other systems in common with the Land Raider. Multi-spectral remote targeting surveyors control the primary dorsla wepaon and forward heavy bolters, relaying information to the aircraft's gunner on the flight deck.
Further reinforcing the notion that a Thunderhawk is an airborne Land raider, only better.

PAge 155
The vehicle's primary narrow-band, long-range communications transmitter is situated on top of the fuselage. It is controlled by the navigator and co-pilot, along with the Thunderhawk's sensor array and electronic counter measures, for jamming enemy sensors and tracking equipment. The hunderhawk also has its own navigational equipment, which also rleays information to Spacee marine command units. Should a thunderhawk be shot down then the vehicle's emergency location beacon will start to broadcast its position, so a rescue party can rapidly locate the crash site.

As part of a Thunderhawk's defences a decoy flare launcher is included in the lower rear fuselage
Thunderhawk defenses, decoys and comm systems. The becaon is nice though.

Page 155
All systems are governed by the vehicle's M33 "Cygnus" class Machine Spirit, with a cognition speed of 40,000 co/second, and a maximum contemplation capacity of 10,000 kilobrains, aetheric feed coils, alembic shielding, pseudo-synaptic relays and phlogiston feed coils, this powerful machine spriit is a highly revered item, comparable to that in aREaver class Battle Titan.
They have the same machine spirit in a Thunderhawk as they do in Titans and Land Raiders.

Page 155
One of the unusual features of the Thunderhawk is the addition of two 'attack' wings. These are used to give additional directional stability for accurate gun attacks with the dorsal weapon or the lascannons. These small secondary wings are mounted above the main wings and engines. Their movement is syncrhonised and during normal flight they are locked into position by bracing mounted on the upper main wing. These braces are released when the Thunderhawk is approaching a target, and make the aircraft a very stable gun platform for accurate engagement of ground targets.
I frankly cannot see much of a conceivable point to attack wings.

Page 155
In an atmosphere a Thunderhawk is powered by triple RX-92-00 'Mars' pattern, combination rocket/afterburning turbofans mounted on each wing and under the fuselage. These provide enough thrust [in atmoshepre] to reach approximately 2000 kph (dependant upon variable planetary conditions such as gravity, air pressure, etc. This is a little faster than a Marauder bomber, but not as fast as a true fighter like the Thunderbolt or Lightning.
Thunderhawk air performance. Note that this is probably the "Codex" airspeeds. We have a number of cases where the Thunderhawk excceds this, reaching hypersonic/near hyprsonic speeds in atmosphere (EG Red Fury) and thunderhawk's exceeding "codex" performance in other sources (EG Warrior Coven, although that may be due to Deathwatch status which cannot be ignored)

Page 155
Fuelled by the aircraft's onboard fusion reactor, the forward turbofan part of the engine can be isolated from exhausta nd combustion chambers. Fuel generated in the reactor is pumped into the combustion chamber, where it burns to create a high-pressure, high velocity stream of gases. These gases flow through teh engine's shaped exhaust nozzle, accelerating them even further. The forces generated by the gases leaving the engine rapidly accelerate the Thunderhawk forward.

Additional retro exhaust nozzles are positioned around the Thunderhawk's hull, and these vent off some of the gases to control the thunderhawk's direction in zero-gravity conditions, allowing it to manoeuvre effectively.
Thunderhawks use a fusion reactor. One piossibility is the airspeed depends on how the powerplant is used too.

Page 155
Its primary weapon is a limited traverse dorsal mounted weapon, either at turbo-laser or battle cannon. For additonal power in ground attacks it mounts twin lascannons, and, for engageing enemy interceptors or sweeping landing zones with s uppressive fire, up to eight heavy bolters in remote turrets. The gunner, assisted by the Thunderhawk's machine spirit, controls all these wepaons from the flight deck.

In addition, a thunderawk can carry various payloads of missiles and bombs for specific bombing missions.
Thunderhawk armament. That "battle cannon" must be damn powerful compared to waht the Guard uses (and use some sort of exotic propulsion to work, even in space or to match a turbo-laser.) This also implies some measure of anti-titan capability.

PAge 155

Thunderhawk payloads:

Troop insertion mission: 1x dorsal mounted turbolaser (or battle cannon, 2x Lascannons on attack wings, 4x heavy bolters in twin-linked mounts on forward fuselage, 4x heavy bolters in twin-linked mounts under wing tips.

Close Air support mission (low level attacks against identified targets): 1x dorsal mounted turbolaser (or battle cannon, 2x Lascannons on attack wings, 4x heavy bolters in twin-linked mounts on forward fuselage, 4x heavy bolters in twin-linked mounts under wing tips, 6x Hellstrike, long-rainge air to surface missiles under wings.

Saturation bombing Mission (low level interdiction attacks): 1x dorsal mounted turbolaser (or battle cannon, 2x Lascannons on attack wings, 4x heavy bolters in twin-linked mounts on forward fuselage, 4x heavy bolters in twin-linked mounts under wing tips, 18x bombs mounted on triple pylons under wings (some incendiary)

Long range bombing Mission (demolition against hardened targets): 1x dorsal mounted turbolaser (or battle cannon, 2x Lascannons on attack wings, 4x heavy bolters in twin-linked mounts on forward fuselage, 2x externa auxiliary fuel pods under wings, 4x Large guided bombs under wings (delay fused), 2x large guided bombs (melta warheads) under wing tips

Spaceship intercept (Zero gravity bombing mission) 1x dorsal mounted turbolaser (or battle cannon, 2x Lascannons on attack wings, 4x heavy bolters in twin-linked mounts on forward fuselage, 6x large guided bombs (plasma warheads) under wings, 2x large guided bombs (melta warheads) under wing tips.

Varying thunderhawk payloads. Note the variety of bombs (up to and including guided melta and plasma warheads for space use.)

PAge 156
Thunderhawk stats:

mass: 121 tonnes Lenght: 26.6 m Wingspan 26.65m, height 98 m.

Orbit capable, no upper limit operational ceiling

Max speed: 2000 kph in atmoshpere, range 28,000 km in atmosphere.

Main aammo (Battle cannon) 28 rounds. 4 twin linked heavy bolters have 2400 rounds.

Armour: superstructure 55mm, hull 65mm.

PAge 157

Thunderhawk orbital transporter variant. Same as other thunderhawk, save for following:

Mass: 105 tons Length: 28.8 m, height 8.6m

Armament only 4 twin linked heavy bolters, with 2200 rounds.

ARmour: 45mm superstructure, 45mm hull.

Thunderhawk stats. Note the IA thunderhawk is quite a bit less massive than your typical Starhawk or Fury fighter or Gav Thorpe Marauder. Thunderhawks seem (assuming euqal armor) a bit less armored than a Land Raider.

Page 166-168
Thunderhawk Gunship interior detail key:

- Auto-surveyor (only used when landed)

- Fusion reactor

- Turbo-laser multi-spectral targeter

- M33 'Cygnus' class machine spirit

- Atmospheric sensor.

- Sensor controls

- electronic counter measures

- Emergency Locating beacon

- Energy convertor

- Underbelly armour, reinforced ceramite and heat dissipation layers.
Neat onboard gear of the almighty Thunderhawk.

Page 171
The Thunderhawk Transporter is a logistical support variant of the gunship.

..

It is only rmed with heavy bolters for self-defence, but it is not expected to engage the enemy.

Twin winged and powered by four engines the transporter can carry two Rhinos or a single Land Raider using its powerful magnetic clamping arms to lock its cargo in place. It has four arms mounted upon runners, so they can be moved into position on the vehicle's side. The jointed arms clamp onto the side of a vehicle and then lift it off the ground into the carrying position. upon landing the arms will be lowered to place the under slung vehicles ont he ground, allowing the transporter to swoop in, drop off its cargo and quickly take off. During planetary assaults transporters fly non-stop missions ferrying vehicles and supplies to the Space Marines on the ground.

As well as carrying vehicles a Thunderhawk transporter can also be equipped with an under slung supply pod, for moving ammunition, fuel or other important supplies to a planet's surface.

The transporter is noted to be able to carry one Land Raider or two Rhinos at a time. I imagine this includes the Rhino variants.
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Connor MacLeod
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Last IA1 and 2 update. Next up is 3, 4, and perhaps 8 at some future point. Not sure if I want to go out of order or not, but 8 probably meshes with the first two supplements more than vraks, and 5-7 is going to be lumped together (at least as much of 6 and 7 I could tolerate)


Page 173
Sentry guns re automated weapon systems, utilising simple logis-engines and infused by the Machine Spirit to allow them to operate withotu a controller.
Pretty much like the IG one, actually.

Page 173
Many Space Marine Chapters keep a supply of sentry weapons in their armoury, finding them especially useful for routine guard duties due to their relative lack of manpower, but the weapon's lack of mobility sverely retsricts their use on the battlefield.

..

Sentry guns are mostly placed to cover approache to key positions, such as at roadblocks or for perimeter defnce. Space Marine Scout squads sometimes infiltrate forwards, man-handling a disassembled sentry gun with them to pre-position and disguise, creating an automated ambush...
..

Another use for sentry guns is to defend landing sites and extraction routes.
Again, alot like the IG version, although the Astartes seem to have come up with more imaginative uses as well.

Page 173
Space Marine sentry guns utilise the same basic automated turret and weapona as the Razorback conversion of the Rhino. Razorbacks lost in combat in combat can sometimes have their turrets salvaged and repaired ofr use as sentry gun turrets...
..

A Space Marine Tarantula can be transported in a Land Raider, Rhino or RAzorback for rapid re-deployment. They can also be air-dropped on grav-chutes from Thunderhawk gunships.
Again, not much different in terms of deployment from IG, save in vehicle types. The interesting bit is how the Sentry gun stuff is linked to the Razorback. Which in turn was linked to the targeting setup for the Razorback was aslo linked to that on Land Raiders. Which means they all share same components. Very STC, but considering the Tarantula is used by both the Guard and Astartes... well. It just leaves me to conclude "typical IA" logic and shrug.

Page 173
Mounting a Hyperios anti-aircraft missile launcher and controlled via a command platform, a battery of remote Hyperios launcher scan be used to defend the most important strategic locations against air attacks. These automated weapons are controlled by the command platform's logis engines, and are not as efficient or accurate as a Hyperios launcher controlled by a Space marine gunner..
One variant of the tarantula that the IG may not actually have, although performace wise is inferior to an Astartes.

PAge 174

Tarantul sentry gun

Mass 1.1 tonnes

Length. 5.3 M Widht 5.3 M height 1.5 M

Traverse 360 degree,s elevation 0 to +70 degrees.

Ammo: 20 shots from powerpack (lascannon)

Armour: 10mm turret, 10mm superstructure.

PAge 175

Hyperios tarantual variant same as other, except the following:

Mass: 2.1 tonnes, height 1.8m

Main ammo: 20 missiles (twin linked hyperios missile alunchers.)

Space MAriuen strike cruiser (Blood angels 3rd comapny) Are shown to be escorted by 2 Glaidus escorts, and have 4 thunderhaks Plus 2 thunderhawk transporters. Commanded by Captain Tycho (his own Rhino, 2 Sanguinary High priests plus their own Rhino, 2 Librarians (Epistolary and Codicer).

Forces for 3rd company are 1 Chaplin, 60 Tactical marines, 20 Assault Marines, 20 Devastators, 8 Rhinos, 3 Dreadnoughts, 4 LAnd speeder, 2 Land Speeder Tornado, 4 Land Speeder Tyhpoon, 10 scouts (10th company). Armouy is 3 Baal predator, 2 Predator destructor, 1 Predator annihlator, 2 Razorback with heavy bolters and 2 Razorback with lascannon.


An ultramarines forcec (joran IV retaliation force) had 2 strike cruisers, 3 gladius escrots, 12 thudherahawks, and 8 thunderhawk transporters. HQ was Captain Ardias with his Damocles Rhino and Prometheus Land Raider. 1 Apothecary with Rhino, and 4 Librairans (Codicer and 3 Lexicanum). Forces include 10 Terminators and 2 Land Raider 1st), Chaplain (3rd company), 35 tactical marines, 8 assault marines, 20 devastators, 6 Rhinos, 2 Dreadnoughts 2 each of Land Speeder, Typhoon, and Tornado variants, 20 scouts (10th)

Armory was: 2 Land Raiders, 6 Predator destructor, 4 Predator annihilator 3 Razorbacks with Hevy bolters, 3 Razorbacks with lascannons, 4 Vindicators, 3 Whirlwind, 1 Hyperios, 5 Rhino (with bolters?)


Warmonger's chapter had 1 battle barge, 3 gladius escrots, 1 nova escort, ,9 Thunderhaskw, and 8 thunderhawk transporters Captain Balthus (HQ) Damocles Rhino and rnormal Rhino. 5 Librarians (Epistolary, 2 Codicier, and 2 Lexicanum), 2 Apothetcary and 2 Rhino.

5 Termiantors and Land Raider (1st), Chaplain (2nd), 60 tactical marines, 20 Assault marines, 20 devatators, 10 Rhinos, 3 Dreadnoughts, 3 Land Speeder, 2 Land speeder Tornado, 4 Land speeder typhoon, 30 asault marines from 8th company, 10 scouts.

Armoury had 1 Land Raider, 3 Predator desturctor, 1 Preadator annihlator, 2 heavy bolter razorbacks, 2 Vindicators, 5 Whirlwind, 2 Hyperios, 1 Land Raider Helios.


Doom Eagles chapter had 1 Battle Barge, 3 strike cruisers, 3 hunter escorts, 4 Gladius escorts, 1 Nova escort 15 Thunderhaksk, and 18 thunderhawk transporters. HQ was Chapter Master Hearon, with 2 Damocles and 1 Land Raider. 12 Librairans (1 Chief Librarian, 2 epistolary, 4 Codicer, and 5 Lexicanum). 5 apothecaries and 3 Rhinos.

Troops: 50 Terminators, 5 Land Raiders, 3 Rhinos, 3 Dreadnoughts - all 1st company. Captain (2nd comapny) 60 Tacticla marines, 20 assault and 20 devastaotr marines. 10 Rhinos, 2 Drednoughts, 3 Land Speeder, 2 Tornados, 4 Typhoon Captain (4th company), 60 tactical marines, 20 assault and 20 devatator marines. 9 Rhinos 3 dradnoughts, 5 Land speeders, 2 Tornado 3 typhoon. Captain (6th Company) x10 tactical marines (meant to be 100?), 10 Rhinos, 4 Dreadnoughts, 3 Land speeders, 1 Tornado, 2 Typhoon. 50 additional devastators and 5 Rhinos (9th company). 10th company with a captain and 70 scouts.

Armoury includes 5 Land Raiders, 2 Land Raider crusader, 7 Predator desturctor, 6 Predator annihlator, 4 heavy bolter razorbacks, 3 Vindicators, 9 whirlwinds, 4 Hyperios, 3 Sentry guns.


Some Chapters may have more or less thunderhawks, as thunderhask can also be used as a fighter analogue in space combat (presumably piloted by serfs) - though this was largely a BFG convention.
The distributions of forces both space and ground are interesting for reference and comparison, but that's it.


PAge 192
The ORdo Heretics protect Mankind against hte emergence of dangerous psykers and police the Ecclesiarchy to prevent the Imperial Creed from being corupted by heresy. The Ordo Malleus are daemon hunters and Chaos fighters, seeking out cults of the Dark Gods which would overthrow the Emperor's rule. The Ordo Xenos are alien hunters, defending Mankind against the threat of alien domination.
The three (major) Inquisitor Ordos.

Page 192
To fight their battles the Inquisitors have many powers and access to forbidden knowledge and arcane technology denied to others.
..

Bearing an Inquistorial Mandate they (Inquisitor Lords) can question anybody, investigate crimes and seek out those who they deem are failing in their duty to the Emperor. Every citizen, from Planetary Governors and Imperial Guard Colonels down to the lowest Administratum menial worker, can be requisitioned to aid an Inquisitor in his mission.

..

Each [Inquisitor] requires aid, and most are accompanied by a retinue of specialists, such as interrogators, sages, lexmechanics servitors and veteran guardsmen seconded (often permanantly) to his service.

..

Often when the enemy is greater in strength than an Inquisitor and his retinue can deal with, he must requisition othr fighting forces to aid him. These can be drawn from a number of sources. The first source is from an Inquisitorial fortress.
A brief on Inquisitorial retinues, powers, and capabilities.

Page 192
These fortresses (some secret, others well known) are scattered across the Imperium and act as a base of operations for the Inquisitorial orders. They house prison cells, torture chambers, research labatories, defensive bastions, armouries and stores of supplies. Each fortress is guarded by Inquisitorial Storm Troopers. These Storm Troopers are trained and equipped similarily to Imperial Guard Storm Trooper Companies, with Rhinos, Chimeras and Valkyries to provide Inquisitors with a core of well-trained, well-equipped troops should he need them. A fortress will maintain an armoury of vehicles and these are issued to the Storm Troopers or can be issued directly to the Inquisitor himself, as a personal transport for him and his retinue.[

The second sources are the Chambers Militant. Each Inquisitorial Order also has an associated Chamber Militant. These provide a pool of elite military forces they can draw upon at need. For the Ordo Hereticus it is the Adepta Sorotias, the holy Sisters of Battle. For the ORdo Malleus it is the awesome Grey Knights, an entire Chapter of Space Marines dedicated to combating daemons. For the Ordo Xenos it is the Deathwatch, an order recruited from many Space Marine Chapters to guard against dangerous aliens.
Inquisitorial forteresses and the Chambers militant - two additonal sources of support for the Inquisitor. Fortresse s of course provide more than just potentially troops, of course.

Page 192
As a Space MArine Chapter the Grey Knights rely upon many of the same vehicles as their brother Space Marines. The one major difference is the Grey Knights wide access to arcane and dangerous teleport technology. Most Chpaters maintain teleporters, but all Grey Knight strike cruisers are equipped with teleporters as standard, to allow squads to react instantly to daemonic incursions, teleporting into the location to neutralize the threat. Once transported to the surface Grey knights are usually transported in Land Raiders. The Chapter maintains a large armoury of Land Raiders at its base on Titan and takes special care to ward them against daemonic possession.

..

Grey Knights Dreadnoughts are also specially consecrated to fight daemons with purity seals an hulls engraved with prayers to protect the hero's soul from the horrors of theWarp he must face.
Grey Knights in brief. Note that teleporters are considered more common for GK than for standard Marines. GK Land Raiders are also especially protected against possession (I guess all that ritual could serve a purpose than to make us laugh at the backwards Imperium).

Page 192
The Orders Militant of the Ecclesiarchy's (to give them their full title) day-to-day duties are defending the CArdinal Diocesis' which cover the entire Imperium. Pilgrims must be defended, cathedrals and shrines garrisoned and great lords fo the Ecclesiarchy protected. Scattered across the Imperium, based in Convents and PReceptories, the six major Orders and many lesser ORder sof the Adepta Sororitias are ideal for reacting to requests for assistance from Ordo Hereticus Inquisitors.

Each Preceptory, or smaller Commandery, will maintain a number of vehicles to transport and support its Sisters in combat. Many are unique to the Adepta Sororitas, although most are based upon the Rhino's reliable chassis. The Immoatlor and Exorcist are used exclusively bythe Sisters for battlefield support. Both are arecane STC designs, manufactured exclusively for, and jealously guarded by, the Ministorum.
One thing I forgot to note is the obvious fact that while they are the Hereticus Chambers Militant, they are under teh command of the Ecclesiarchy (nominally.) The Sisters of Battle described.


Page 192 -
Deathwatch Xenos kill-teams are drawn from many Space Marine Chapters. Those Chapters which owe service to the Ordo Xenos provide the manpower. Eahc is a hand-picked champion of his Chapter, temporarily seconded to the Deathwatch.

..

When these squads need transport it is provided from a Chapter's armoury, so Rhinos, RAzorbacks and Land Raiders are all available o the Deathwatch.
The Deathwatch. Equipment seems provided by the Marines to the Xenos as well as the troops, although based on short stories Deathwatch troops do get improved gear (part of the trade in providing troops and equipment? This may facilitate technological advancement at least amongst Chapters associtaed with the Deathwatch, of a sort.)

Page 192
By the power of the immortal Emperor of Mankind invested in each Inquisitor, he can demand that local Imperial Guard and Planetary Defnece Forces aid him. Very few Imperial Guard commanders would dare oppose an Inquisitor's will, and risk his wrath.
Whereas Space Marines could do so if they choose. Of course the IG is under the Munitorum, so saying that the Munitorum could tell an Inquisitor to fuck off is a different matter. Ah, politics!

Page 192
Inducted Guardsmen must fight equipped with the weapons and vehicles they already have, they do not generally have access to the armouries of the Inquisition.
This basically is noted in reference to "For the Emperor", when Amberley requisitioned Cain and some of his men for her use. The Carapace and hellguns they had access to we can conclude were from the Valhallans own stores based on this, rather than Inquisitorial largesse. THe fact that later on Cain is noted to have kept his own carapace and not "returned it to stores" is another indication.

Page 192
Space Marine Chapters have long associations with the Inquisition, and are honour bound to respond to a request for aid by ancient oaths of service. The wise Inquisitor will not abuse this powe, and will only look to the Space Marines in the vent of some dire emergency that the Chamber Militant cannot respond to in time.
I'd call this "chambers militant backup."

Page 202
Inquisitorial Storm Troopers are assigned to protect Inquisitorial fortresses, and are issued with the same equipment as the regular units. Valkyries allow the Storm Troopers, and the Inquisitor leading them, to become a rapid response force, racing to meet the threat of any enemy...
Neat, but I'd always figured Inquisitorial storm troopers would be better. Ah well.

PAge 202

- Valkyiries use vector engines for VTOL and hovering (by directing engine thrust through wing exhausts).. it may or may not have limited antigrav, dpeending on the thrust needs.

Stats for Valkyrie in IA2 same as in IA1, so I'm not going to repeat them. the only difference is that it has a "hull mounted multi laser" with 150 shots from powerpack.


Page 210
Although they are the Chamber Militant of the Ordo Malleus, the Grey Knights are organised along the same lines as other Space Marine Chapters. Divided into ten companies, with each company supported by its own Vehicles and war machines.
Basically 1000 GK.


Page 210
Because they have access to the arcane (and scarce) technology of teleporters (All Grey Knight Strike cruisers are equipped with them), they do not often need the Thunderhawks for direct airborne assaults or planetfall missions...

More often the Thunderhawks are used for deploying support units. Once the teleporting assault troops have attacked they need the heavy support of Land Raiders, Dreadnoughts, and Purgations squads quickyl, tis is where the Thunderhawks come in.
Again GK have more teleporters than anyone else, but they still need thunderhawk support (esp for vehicles and such) Presumably drop pods as well.

Page 210
A Thunderhawk's turbo-laser or battlecannon, lascannons, and multiple missiles give a Grey Knights strike force its heaviest "conventional" weaponry. Thunderhawks also provide a strirke cruiser in orbit with eyes and ears closer to the battle. Relaying battlefield information to a waiting strike cruiser, a Thunderhawk can observe for and direct an orbital bombardment agianst the strongest enemy positions and large troop concentrations.
Thunderhawks seem to compoes a GK's most extensive support weaponry.

Page 211
Grey Knights Thunderhawk:

Mass 75 tonnes, Length: 26.6M, wwingspan 26.65M Height 9.8m

no operational ceiling, max speed 2100 kph (atmosphere). Range 28,000 km in atmosphere.


Main ammo: "Unlimited" from capacitors (Turbo-laser and lascannon?) 2400 rounds for 4 twin-linked heavy bolters (Secondary)

superstructure: 55mm Hull 65mm.

Lighter than normal thunderhawks.

Page 215
Each of the ten companies has its own Dreadnoughts.

..

They are usually past Grnad Masters of the Chapter and Brother-Captains, or in specialcases, lower ranks who have shown exceptional courage and heroism in battle.
- Each Grey Knights company has its own Dreadnoughts.. so at least (?) 20.

Page 223
On the world of Fornost a force referred to in the sources as 'the Frateris Templars' captured an ancient factory complex. Aided by a ministorum missionary team....
... they investigated the factory ind etail, evnetually discovering old databanks dating back to the Dark Age of Technology.

..

They knew this find would be greatly valued by the Adpetus mechanicus, and kept the discovery on Fornost a secret, planning to use it as a future bargaining tool.

In subsequent years the rulers of the Ministorum and Adeptus Mechanicus negotiated a deal. In return for the location of the datbanks and free access, the ADeptus Mechanicus would allow the Ministorum exclusive claim to any new technologies the databanks stored. In the end the only new design to be culled from the Fornosian databanks were half completed files detailing a flame-thrower tank. When these files were combined with STC designs for the Rhino already stored on Mars, the Immolator was created. The agreed contract meant the Tech Priests of Mars had to manufacture the vehicle exclusively for the Ministorum, who used it to equpi the Adepta Sororitas.
- the Ministorum has managed to acquire STC data as part of they're missionary efforts, and in the case mentioned here (Immolator tank) they negotiated a deal with the AdMech - in return for the location of the data and free access, the Ministorum gained sole access to any new tech in the databanks. (A flamethrower tank, in this case, which was "combined" with other STC data to form the Immolator.)

Page 223
Most immolators are armed with twin heavy flamers...
..

Some Immolators known as the 'Justice' pattern, are armed with fearsome multimeltas. A few vehicles, known as the "Sanctis" pattern, are equipped with heavy bolters.

In battle the Immolator can carry a squad of Battle sisters...
..
Like all Sororitas vehicles the machine spirits are protected by wards, sigils and purity seals.
SoB love their flame and melta weapons. And they can carry a squad as well, so it sdual purpose.

PAge 224

Immolator stats:

Mass 31 tonnes. Lenght 6.6M Width 4.5M Height 4.1M Ground clearance .44M

Top on road and off road speed same as regular rhinos: 70kph and 55kph repsectively

Traverse: 360 degrees, elevation -15 to +45 degrees

Ammo: 20 shots with heavy flamers

ARmour: turret 60mm, superstructure 60mm, hull 60mm.

Self explanatory.

Page 228
Some Exorcists in serivce today are the original vehicles from that period (Age of Apostasy), and as such are greatly venerated. These are now ancient machines of war and are barely understood by the Adeptus Mechanicus Tech Priests of today. Being so old these Exorcists have a reputation as temperamental and difficult, with a Machine Spirit that requires constant attention to prevent malfunction or corruption.
So is it better because its older, or is it just outdated and used for the sake of tradition?

Page 228
Like the immolator the Exorcist is part of the Ministorum's unique canon of war machines, a tool for prosecuting holy war, and it would be inappropriate for other armed forces, such as the great unwashed masses of the Imperial Guard, or the Space Marine Chpaters, with their deviant customs and worship of 'patriarch' figures, to have access to a holy weapon, and risk tainting the Machien Spirits or incurring the displeasure of the Emperor.
Yeah, except the IG and space Marines have their own versions, whicha re more reliable.

Page 229

Exorcist tank:

Mass: 32 tonnes Length 6.6 M height 5.3 M, width 4.5M .44M ground clearance

Top speed on road 55 kph, top speed off road 35 kph

Traverse 360 degrees, ,elevation 0 to +65 degrees

Ammo: 48 exorcist missile (launcher)

armour: 80mm superstructure, 100mm hull

Page 233
Extensively converted by extending the transport compartment, including firing slits for the passenger's weapons and adding a small forward turret and new cupola...

..

Originally the vehicle [Repressor] was issued to the Adeptus Arbites for crowd suppression, equipped with a large dozer for clearing a path trhough rioting mobs, with a cupola-mounted water cannon or a grenade launcher for firing stun and gas grenades.
I cannot imagine using a dozer blade for riot duty. Does the water cannon shoot ice shards too?

Page 233
In need of aid, the Battle Sisters of the Order of the Sacred Rose Precptory guarding the Cardinal of Avignor's Palace offered to assist the besieged Arbites precincts. The Battle Sisters crewed a dozen of the Arbites Repressors, first replacing the non-lethal weaponry with their own favoured heavy flamers, and took to the streats to purge the heretics and their followers from the holy ground of Avignor.
This would probably suggest around 30-50 SoB at least.

Page 236
Both of these pictures are from the defence of the Magdellan Preceptory by Battle Sisters of the Order of the Ebon Chalice.

...

As a stronghold of 1000 sisters, the Preceptory was a main target for the Traitors.

..

The Preceptory held out, but at a terribel cost to the defenders, of 1000 sisters in the order, only 340 survived.
size of a preceptory. May not be standard, maybe it is.

Page 234
REpressor stats:

weight: 33 tones. Length 8.7 M with dozer Width 4.5M Height 4.3 M Ground clearance .44M

Max speed on road 55 kph Max speed off road 35 kph

Traverse 180 degrees, Elevation -15 to +35 Degrees

Main ammo (storm bolter) 4000 rounds. Secondary (10 shots) heavy flamer.

Armour: 60mm turret, 60mm superstructure, 60mm hull.


Page 250
The most basic form of ammunition used by Space Marines is the same as that commonly used by the Imperial Guard and Planetary Defence forces. Large and small calibre projectiles are fired using a propellant charge, laucnhign a shell containing high explosive that is fuesd to detonate on impact. The Space MArines do not rely heavily on this antiquated technology, but autocannons and battlecannons are still used as vehicle and DReadnought-mounted weapons.
Except for bolters and heavy bolters and auto cannon and so on...

Page 250
The simplest of all the Space Marine weapons are their autocannons. Few in number, the autocannon is widely thought to be a weapon that neither successfully fufills an anti-personnel or anti-tank role. Lacking the rate of fire of a heavy bolter, or the hitting power of a krak missile or lascannon. They are too cumbersome to be man-portable, with a large recoil, restricting them to vehicle mounts. The main advantage an autocannon has is its versatility, it can fufill either role satisfactorily, and so most Chapters retain a few auotcannons.
Autocannon are dual purpose anti tank/antipersonnel. This might argue they're alot bigger than 20-30mm, although one could technically argue (eg Avenger cannon) that it is "anti tank". autocannon have lower ROF than bolters but less powerful than a shaped charge or lascannon.

Its clearly BS that autocannon aren't man portabe, because there are examples of them that are. What it probably mens is tha tthe "anti-tank" autocannons, the bigger ones, are not man portable.

Page 250
The Predator Destructor tank mounts a large autocannon as its main weapon. Loaded with high explosive or armour piercing ammunition it is a versatile weapon for a light tank, which cannot mount the far more destructive battle cannon but can be equipped for anti-tank or anti-infantry roles on its sponson weapons.
Again autocannon with anti-tank roles.

Page 250
Battle cannons are common within the Imperial Guard, but not favoured by Space Marine Chapters. Some Thunderhawk gunships mount a large battle cannon, others are used as part of a fortress-monastery's defences.
Part of this is repeated from IA1 (the makeup of a Battle cannon shell) so I won't repreat it. The only differnece from the IG battle cannon and the SM battle cannon is persumably size.


Page 250
Rocket propelled ammunition (also called self-propelled ammunition) is a more advanced form of the basic projectiel ammunition. Rather than containing a separate propellant charge, rocket-propelled ammunition has its own buitl in solid-propellant fuelled rocket. The propellant is shaped to control the time and rate of burning, and hence the thrust and duration of the rounds' flight. The resulting accuracy and range compare favourably with conventional firing methods and make far more efficient use of the propellant charge.

Rocket propelled ammunition has several drawbacks though. The first is the over-pressuring probelm caused when the rocket propellant is ignited within the confines of the weapon's firing chamber or barrel. The blast of gases caused by the rocket are trapped inside the weapon by the round. The pressure builds up rapidly, causing the barrel or shell to deform and severely upsetting the shell's flight. At worst the barrel might explode, burst aparrt by the built up gases, destroying the weapon and risking injury to the user.

Over pressure can be alleviated by the use of extraction venting. Extraction venting sucks the launch gases out of the barrel and releases them through a venting port. Different weapons use diffrent methods of extraciton venting.

A second drawback is unstable in-flight ballistics of self-propelled shells. To maintain range many self-propelled rounds use multiple propellant burns. After launch a second burn will boost the shell onwards, followed by a third and fourth burn. EAch "booster" burn ignites the next before dropping away. As long as the shell is heading directly at the target this is fine, but should trajectory be slightly out or the shell be yawing slightly the thrust from the booster burns will force the shell further off target. Fin stabilisation minimizes this effect, but significantly increases the size of the round, reducing ammunition capacity.
PAge 250
Whether pistol, carbine, or heavy support version all bolters fire armour piercing, mass-reactive, high explosive ammunition, which detonate after penetrating the target, literally blasting it apart from within.
Liek a grenade basically.

Page 250
A bolter's rocket-propelled bolt works in an ingenius way. To avoid over-pressuring the bolt is fired using a small conventional powder charge in the cartridge, just enough to force the bolt out the bareel and ignite the bolt's own solid fuel propellant. The used conventional cartridge is then ejected, clearing the breech for the next round. The bolt's solid fuel propellant is timed and shaped to ignite just after it exits the barrel, alleviating the over pressure problem as the gas is not trapped. The bolt then accelerates away towards the target under its own power. This 'two part exterior ignition' system also drastically reducese recoil to manageable levels for a hand-held weapon of such high calibre. As a personnel weapon the bolter does not need subsequent booster burns for long range, and so the bolt does not require fin stabilisation either, keeping the round small, and so the ammunition capacity of the weapon's magazine higher.
PAge 250
So efficient is this method of firing that a bolter can rapid-fire bursts of three or four rounds in quick succession. HEavy botlers can maintain a higher rate of fire, and use a larger bolt with a larger bolt with a larger propellant charge for extra range and hitting power.
Rate of fire of Bolter. Heavy bolters fire larger shell.

PAge 250-251
Bolter ammo types:

standard bolt - outer casing, solid fuel propellant base, high-explosive charge, mass reactive fuse, depleted deuterium core (Dense material adds weight and velocity for penetration), hardened diamantine penetrating tip.

Inferon bolt - deuterium core replaced by oxy phosphor gel which ignites causing secondary fires.

Hellfire round - core replaced by mutagenic acid vial

Metal storm frag round - mass reactive fuse replaced by proximity fuse, deuterium core and diamantine tipe replaced by increased high explosive charge and fragmentation casing.

Stalker silenced shell - propellant base and conventional charge replaced by gas cartridges for silent low velocity firing. Fuse and explosive charge replaced by solidified mercury slug.
Types of bolter shells. Note that the stnadrd bolt is mentioned as having a "depleted deuterium core" that is a "dense material". Maybe they mean depleted uranium. I don't see how a denser material is meant to add velocity unless it means its like an APCR or Raufoss round ro something (sub caliber slug with a lighter outside shell)

PAge 251
These large shells (vindicator siege shell) have an armour-piercing tip, heavy shell case and a large high explosive charge. Fused to explode micro-seconds after impact, allowing the armour piercing tip to penetrate through a building or bunker wall before the shell explodes inside, doing maximum damage to the structure and occupants.

To Achieve a high velocityfor penetration the shell also has a largge propellant charge to launch it. The combination of heavy case, large explosive charge and large propellant charge means the shells must be large and heaviy, drastically reducing the vehicle's ammunition stowage capacity. The weight and size of the shell means maintaining accuracy over long range is impossible, even using stabilisation and booster burns.
Note that Vindicator Siege shells are compared to Demolisher (or other siege shells) in Imperial Armour 1, and they are of roughly the same size, so the rough "calibres" I've estimated are probably closely accurate to true calibre (and meshes with other sources, like the demolisher cannon muzzle in 13th Legion..)

It also reinforcs the possibility of the Guard using "rocket assisted" ammo, since the demolisher int he vindicator is described firing such and the shells are not drastically different.

Page 251
Whirlwinds fire free-flight unguided missiels with high explosive warheads. There are many known patterns of Whirlwind, with missiles that vary from single large warheads to smaller, multiple launched area saturation misisles.
- Repetition of Whirlwind missile types (mine warhead anti aircraft missile, and extended range missile.) which I won't repeat.

PAge 251
Hunter-Killer missiels are the most sophisticated guide missiles in the Space Marine's armoury. They are vehicle mounted to lock-on, seek and detsroy a target. Once the controller has the target locked-on in his sights he can launch the missile and it will seek this target.

In the Mk IX Voss pattern hunter-killer missile the attack sequence works as follows. It begins when the 'hunter' element of the warhead (in the nose of the missile) is given a 'locked-on' target by the controller. The hunter sensor will then seek this target, ,disregarding all others. The controller then fires the misile, the rocket engine is activated, and the missile launches, accelerating rapidly towards the target.

During flight the hunter sensor tracks the target's movement and relays information to the logis engine's guidance controls, which then adjusts the missile's flight. IT does this by rotating the missile's stabilising fins. The fins give the missile lift to keep it in the air, but when rotated slightly they create drag, causing the missile to change course. Extreme movements in the fins allow the missiel to make rapid course changes to match the movement of the target and avoid obstacles. The internal gyroscopic stabilisation resists the natural lateral movement of the missile, which would force it to roll as it flies, counteracting this effect and keepign the missile, and most importantly, the hunter sensors, upright.

The missile's warhead is an impact fused shaped charge. The force of the explosion is channeled in such a way as to direct all the blast at the target, concentrating its energy to cut through armour.

A hunter killer also contains a small battery to provide power to the hunter sensor and the logis-engine.
Hunter Killer missiles - the Land Raider of munitions. And the IG and SM both can use them.

PAge 251
The Hyperios is equipped with automated tracking and targeting equipment and guided anti-aircraft missiles for lcose air defence. The Hyperios' missiles each contain a small logis-engine, similar to that used by the hunter-killer missile, ,to seek out and destroy its target. although anti-aircraft defenec is its main role, the targeting array is versatile enough to be able to engage gorund target, effectively becoming a large rack of hunter-killer missiles.

AS well as its logis-system and warhead, most of the actual missile contains the fuel it needs to fly relatively short distances at very high speed, intercepting fast-moving in-coming aircraft. THese missiles are not large enough to reach high-altitude, like a Manticore AA missile, but are highly effective against low flying enemy as they make strafing runs.
More on the Hyperios missile and tracking capability.
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Connor MacLeod
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Re: Imperial Armour 1&2 (new version) analysis thread

Post by Connor MacLeod »

Well this thread is getting an unexpected resurrection, mainly because Forge world put out revised editions of IA. I thought I was done with the series but.. guess not. It's not a huge update compared to last time.. less than half the size because I skipped over alot of the stuff I covered already by and large (and alot of the stuff is repeat or rehash.. some of which I might have recycled anyhow. I was too lazy to cross reference.) but it does give me a opportunity ot update and revise some of my ideas that percolate thorughout various IA books. And there are some changes.

The first one is IA1 which got revised. Mostly a buncha IG vehicles (like the Crassus, some superheavies, etc.) got added and that's it. We actually see more changes in IA2 with the Space Marine stuff. Overall its an improvement over the first one, but still sort of a mixed bag (I'm still more fond of the HH books than I am of the IA books, although it does show the relative 'improvement' to Forge world by my standards.)


Three part update (so yeah I'm going back to chucking out these things en masse for this, but its because I want to throw it out there and get it out of the way. Besides since its less than half the size of the original it shouldn't be a huge issue.

Part 1

Before I started I wanted to re-cite something (unusual I know) from Epic Armageddon as it will have relevance later, I think:



Epic armageddon
With a water-cooled jacket surrounding the main gun and a transverse turbine engine, the Leman Russ ‘Mars’ pattern is the most widely manufactured Imperial Guard tank and is second in numbers only to the ubiquitous Chimera transport.
guess I forgot I'd attached this because I was using it as reference in context to stuff in here. Oh well, never can hurt to repeat (well it probably can.) Of note are the turbine engine (which I presume is different from the V12 we have listed in IA) as well as the fact more Chimera than Leman Russ evidently are manufactured (although that may be in terms of hulls total rather than IFV, since we know there are more Chimera variant sthan Russ Variants. Arguably.)


Page 11
The expertise and knowledge required to re-invent such technology however was long lost, and all the artisans of the Imperium could hope to do was replicate what had gone before.
STC fluff, and basically nothing new. Forge world has always taken that 'older is better, humanity is ignorant' line which tends to be adhered to inconsistently depending on source/edition/author/etc. I suppose we could consider it more 'traditional' even if they themselves aren't consistent in using it :)



Page 11
..STC designs were large, brutish, hard to damage, dependable, easy to repair and provided a high level of standardisation from one machine to another. They had to be capable of operating in any environment, so simplicity and efficiency was key over considerations of form.
Prime traits of STC and Imperium descended vehicles, which pretty much sums up the Guard's approach to logistics as 'plan for the worst, because it will happen.' Of course 'standardization' we long have known is more a hoped-for ideal rather than a reality, as the warp, politics and secrecy (even amongst the AdMech) and a number of factors prevent anything approaching a truly standardized tech/logistical base, the same as it is with the training and recruitment practices of the Guard.

And of course if one wishes to joke 'efficiency over form' might be called into question for a tank designed to look like something out of WW1. :P


Page 11
Once, in the Dark Age of Technology, perhaps Mankind could have improved upon them, made them faster, quieter, or added extra labour saving devicees to make a crew man's job easier, but now they cannot.
Supposedly. Again how true you believe this depends on your source and interpretation, as even the IA stuff doesn't always adhere to this. More, its a reflection of how things are decentralized and inconsistent - worlds with advanced technology and industrial bases can exist alongside feral and medievel worlds or post-apocalyptic wastelands, and this produces tremendous variation. Like the mind-operated steam tanks.


Page 11
In the 41st Millneium, technology is not widely understood, and most of those who can understand it have been gathered together under the auspices of the Adeptus Mechanicus...
..
[technology] is revered in a manner more akin to a religious artefact than a simple electric generator or fuel pump - the Tech Priests believing all machines have a will or soul of their own.
The Adeptus Mechanicus see anything involving STC design as reflections of the will and divinity of the Machine God, and, ultimately, the Emperor himself.
Its mentioned that they are incapable of distinguishing between 'original' STC stuff and shit made by colonists and treat it all the same. IRonically it also says 'many' consider changes to STC as a heresy - a challenge to god, basically.' Again this is not terribly new for the IA perspective, and has its roots in the whole inside joke aspect of the AdMech. Nowadays, of course, whether its a joke or not is a matter of taste, but even back when 40K was less seriously the nature of the Warp as laid down gave plenty of reason for there to be a religious element to technology (Curses and magic are real, after all, so a magic engine might actually do better than a nonmagical one, or a blessing might actually protect it against corruption/failure/whatever. Such is the nature of belief affecting the Warp.)



Page 11
Innovation is seen as deeply suspicious and strongly discouraged, even for those few who might have the skills to attempt it. Many of the most advanced forms of technology are considered as "black" technology and outlawed, and any who dabble in such forbidden tech, in particular that created by other races, risk the strongest sanctions...
...
With such an attitude, new or better technology is not seen as the solution to the myriad of dangers facing Mankind, many sub-cults within the Adeptus Mechanicus actually seeming to fear it as one of the dangers which could bring about its downfall. Simply developing better, bigger, more accurate weapons does not even occur to the Adeptus Mechanicus, a viewpoint shared by many within the highest levels of the Imperium, who consider that most problems can be solved by brute force (i.e. the use of more men, manpower being one of the Imperium's greatest resources) or blind faith (the Emperor protects). The obtaining of knowledge through experimentation and scientific method has been replaced by ignorance and faith, which requires neither proof nor evidence, only trust in the truth of the doctrine of the Machine God.
I think they made it actually sound MORE grimdark than the earlier iteration, but I'm too lazy to check really. Again the merit of the statement depends on your interpretation greatly - we can find plenty of non-ignorant/superstitious AdMech, and we can find plenty of examples where they are ignorant and conservative.. just as well as finding radicals who are progressive (even innovative) and manage to fuck up because they delved too deeply. Again with the Warp being a factor there is room for either interpretation, and neither are mutually exclusive. The Warp makes technology, Faith, War, and many other human endeavors even more of a double edged sword than they otherwise might be.




Page 12
..nearly all the fighting vehicles currently fielded by the Imperium came into being, handed down as the heirs of past STC designs or pieced together from discoveries on backwater planets.
Which in turn gives plenty of opportunity for them to inadveretantly innovate. After all, if they're ignorant of the true origins to the point they can't distinguish STC that was modified in the past, how do they know the stuff they piece together is the truth? It's like assembling dinosaur bones in alot of ways. And the more cynical of me suspects the AdMech actually know this (or at least some of them do) and simply use 'STC' as the excuse for exerting their control over technology. There's certainly enough in Forge World itself to justify this interpretation.

Heck, if you've ever done any real 'research' you know piecing together shit by rote never works. Its not passive. You have to have some understanding/comprehension of what you're piercing together in order to make the pieces fit. For all the jokes you might make about the Imperium or STC it really isn't 'legotech'.



Page 12
.the Lightning Fighter, the designs for which were found on KArnak II but still took nearly half a century to verify..
That's an order of magnitude faster than last time!
Anyhow we get more of the usual fluff.. machines break down and cant be replaced, ignorance and superstition blah blah... I swear that for all the changes you can still do drinking games to them emphasizing that whole 'ignorance and supersition' stuff.



Page 12
This decay and rediscovery makes for a very diverse range technology, particularily amongst the Imperium's vehicles. Some contain incredibly advanced systems, whilst others are primitive, and many incorporate both extremism, making use of sophisticated targeting systems or mind-impulse links, whilst being driven by a steam-powered turbine.

The Imperium' s starships are another example of this uneven fusion as, whilst capable of sophisticated astro-navigation and warp jumps, many other onboard tasks are accomplished by manpower alone, the vessels massive guns often manhandled into firing position buring battle by hundreds of indentured crewmen.
I guess they don't even get chains this time :P But we get meniton again of the steam tank. Anyhow, as interpretation go it emphasizes more 'lack of true standardization' more than 'ignorance and superstition' to me - a throwback to Ian Watson's 'anti grav robots in feudal society cuz Wheels are Evil.' type stuff really. There could literally be any number of reasons driving the variation and disparities - a highly develpoed tank in one industrial base getting damaged/repaired by a lesser one (eg the steam tank described above.), politics or religion dictating influences on technology or design (the Ian Watson example I mentioned) are just two examples.



Page 12
In the late 40th Millenium work was well advanced on a new design for a heavy escort vessel. The adepts of the orbital shipyeards of monsk had spent many generations gathering information from various archives, cross-checking their efforts with the central archive on Mars...
..
Several years later, a new class of enemy raider was identified in the Damocles sector, not far from Monsk. of a remarkably similar configuration to the Monsk vessel. The Imperial Navy hierarchy classified the vessel as an "Infidel' class raider...
The Infidel raider was stolen and put into construction in a couple of years, tops. Just wanted to reinforce that yet agian, because its one of the few consistent indicators we have of escort construction (Rogue Trader RPG reinforced that with Cobras too.)




Page 12
..Forge Worlds do not pay tithes to the Administratum as other planets in the Imperium must. Instead they supply it with a major proportion of the arms and munitions it requires to maintain its vast armies and continual wars of conquest and defence.
..
From their production lines roll everything the great war machine of the Imperium requires from simple lasguns, powercells, bullets and shells to Chimeras, Leman Russ, Baneblades and massive Warlord Titans.
Which is really just semantics when you get down to it. The military and logistical chain of the Munitorum (not to mention the social, economic, religions, and industrial) is held together by diplomacy and negotiation and oaths and accords, many of which are ancient. Every faction of the Imperium sustains itself by making deals with the others, bartering the resources they have to do so. In the case of the member worlds, it is the Imperial commanders bartering manpower and resources for access to trade and technology and protection. The AdMech does much the same - bartering its technological and industrial power for economic, political, and military gain. They're both deals, both sides gain something in the process, its just a manner of perception and power. An Imperial Commander is a minion, whereas the AdMech is a peer - calling it something other than a 'tithe' just makes it seem less like the AdMech is beholden to the Administratum/Munitorum. :P

The second point to note is that the AdMech provides a non-trivial - indeed perhaps a significant or even majority, percentage of the industry and materials the Imperium requires for warfare. Which is interesting - we know that tens of thousands of Hive Worlds are industrial powrehouses too, but apparently the Forge Worlds match or eclipse that in terms of total output (and probalby quality and diversity, since they probably build stuff that even Hives can't build.) Given what we know about tank and armoured vehicle production (severla million vehicles annually tithed to the Guard, 10 million battle tanks annually) we can probably at least double what the Forge Worlds make.
Also mention of Titans being produced, so despite the 'ignorance and superstition' they can't be all lost tech.



Page 13
All of the thousands of Forge Worlds dotted across the galaxy are the sovereign domains of the Adpetus Mechanicus..
IA Apocalypse 2013 mentions thousands of Forge worlds too, as did the Soul Drinkers series. Of course what is a 'forge world' can be debated nowadays, as its not neccesarily a planet (there are moons (the 'forge world' Deimos), parts of planets/planetoids (the Lathes in Dark Heresy), etc. so it may be less impressive than it sounds.

On the other hand 'thousands' can mean lots... tens of thosands or evne hundreds of thousands. :P This does, of course, also reinforce that 'hive world' is a pretty open ended term too, and could refer to more than just 'planets' (but also moons, planetoids, planetary fragments, ginormous asteroids, etc.) Note that I'll be propounding on this theme throughout the IA 1 & 2 updates, as there will be other hints pointing to it (EG Deimos in IA2)
Just as a note since Pluto was declassified as a planet there may be dozens or more smaller bodies that qualify as worlds. When you consider there are over a hundred (166 as I recall) moons in the Solar System, that can lead to alot of potential 'worlds'.



Page 13
Although all forge Worlds are ultimately governed from Mars, stellar distances mean that centralised control is all but impossible. Whilst all Forge Worlds strive to adhere to the dictates of the Cult of the Machine God, one world's idea of faithful adherence can differ radically from aonther, especially if separated by thousands of light years. One Forge World may interpret its lore differently, believing their version is correct affecting vehicle designs from one Forge World to the next. Slight changes and variations of style do occur, and theologists within the Cult of the Machine have argued their validity for centuries, but try as he might, the Fabricator-General cannot control what happens on every Forge World.
The AdMech, like most of the Imperium, has very little central control over its subordinates. This invariably means Forge Worlds, to varying degrees, may do their own thing, as they often politick and argue and compete (they trust themselves about as much as they trust the rest of the Imperium,) This, of course, produces 'variation.' of assorted kinds.
Supposedly it's only small variations, but this is a bit hilariosu given they can't control or regulate that much, and that likely includes adherence to dogma and such - the AdMech aren't going to be any more unified in their beliefs or philosohpy as the rest of the Imperium, so why should they all be equally ignorant/supersittious? For example, the 'Counterfeit' Baneblades.
So really, interpretation and semantics as far as this shit goes. If there is no real progress, its because the Imperium isn't unified and centralized like, say, the Tau are. For any step forward they take you can guarantee someone will take a step back, which can only heighten the diversity/disparities (like in technology.)


Page 13
.. 'Contagion of Ganymede', where unlawful experimentation with warp coil technology resulted in the creation of a warp gate.
The Congation of Ganymede as hinted at in earlier stuff that had the 'neoplasma reactors' and zero point murblewurble. Oh and 'INNOVATORS ARE SHOWN NO MERCY.' Now with the caveats I mentioned before, this is perhaps a valid example.of why rampant experimentation and fucking aorund with technology is risky, because the last thing you want to do is open a permanant stable warp rift on an inhabited planet.



Page 12
For example, Ryza excels in the replication of plasma technology, including the complex art of magnetic containment fields, whilst the munitions artisans of Stygies VIII are said ot produce the finest barrels, recoil dampeners and finest quality propellant chemicals.
Both of which are 'specialists.' in their field. This is largely a consequence of that distrust and lack of tech sharing that actually hampers the Imperium ina more tangible manner than alot of the gloom and doom stuff I poke fun at because it reinforces that lack of standardization. I suspect Ryza keeps its specialty STCs secret from the other Forge Worlds due to jealousy/competition and same with Stygies VIII. But since they're not sharing that data/expertise, that means there's bottlenecks in production, and if that world is lost, the technology is lost with it (As with Tigrus) - at least until someone tries to replicate it (see Stygies and Gryphonne.) Heck, it wouldn't surprise me if Mars actually encourages this, as it makes their own position all that more secure especially given what is said below.

Also its nice to know recoil dampeners and similar mechanisms ARE employed (ie Honour Guard recoil force calcs.) even if the specifics aren't there.


Page 12
Only Mars is the master of all such technological arts available to the Imperium and can command access to all the archives of any Forge World. This suits the lords of Mars who believe that no other Forge World should be able to threaten its pre-eminent place as the greatest repository of all Mankind's technical knowledge, and so vast, complex, and fragmented are its technical archives that no one knows what ancient STC designs have been lost or lie long forgotten within them, only to be rediscovered, sanctioned, and eventually go back into production again.
Its mentioned a page later Ryza had a pattern of Russ turret approved and an archive got sent to Mars. So in theory they should have everything that any other world has made, although they dont know neccesarily where it is.. either because their record keeping is shitty, or they are just bigger technological hoarders than the other Forge Worlds. But it does sort of mean that the whole 'decline in technology/lost tech' stuff occures more in a relative rather than absolute sense (eg 'its lost because Mars hasn't bothered to send anyone to look for it in its archives or doesn't want to find it.') You also have to wonder why Mars isn't producing it sown Vanquishers. They ought to have the tech from Tigrus on hand.

On the other hand, given stories of people like Arkhan Land and such, discovery and catalogue of such technology may be more like archaeology in the 'Indiana Jones' sense of the word. Imagine a TechPriest having to survive a nuclear explosion by hiding inside an Archeotech fridge

Oh and further amplification of that 'in fighting' bit I was talking about WRT Ryz and Stygies. Mars doesn't trust its subordinates any more than they trust each other, and will obsessively control access to technology amongst other Forge Worlds as it will with the greater Imperium. Which of course, is one big reason why the Imperium can't have nice things, unless there is a long standing agreement/contractual obligation/something else that forces the AdMech in order to make it. (which is why The Space Marines and Sororitas and Inquisitors get nice things, but the Guard rarely does.)



Page 13
Whilst Leman Russ and Chimeras are manufactured in huge numbers for the Imperial Guard, the largest vehicles entrusted to the Imperial Guard commanders... ... are the super-heavy tanks and the Leviathan command vehicle.
Whilst its not quantitative any more than the stuff hinted at elsewhere (like in the Codex) it does suggest that Chimeras aren't exactly vanishingly rare either. Its just that there are more infantry than mechanised infantry (we just don't know the ratio, other than it can't be too tiny.)

Also Leviathans are still being made. Which is nice. One of these days I bet they'll even make a model lol.


Page 13
..there are many other one-off vehicles, the result of failed experiments, captured alien technology, or unique vehicles recovered from backwater planets.
So much for extreme sanction against tech-heresy. Only applies to other people. :P I mean we have 'failed experiments' and 'captured alien tech' being hoarded, by the Admech. Even if they are Ordinatus, those are still supposed to be, you know, HERESY. But I guess its okay if the AdMech is the one doing it, because they're guardians of technology and supposed to know what they're doing and all that. Again, relatives rather than absolutes.



Page 13
...no vehicle of the Imperium has remained completely unaltered, the majority evolving over the centuries into a myriad of new patterns.
..
So, despite their rigid dogma, the Adeptus Mechanicus can actually produce a wide variety of broadly similar vehicles, and have been known to amalgamate designs as necessity dictates
'variation' such as it is. And again not much hardcore standardization either. Only 'broadly' similar.

And likewise, since they supposedly can't totally know what they're doing, that means their ability to 'faithfully' replicate it perfectly is suspect at best, and probably needs a certain amount of understanding (or innovation, in the sense they may interpret ambiguous or hard to understand stuff differently.) to make it. accidnetal progress is still progress, just very inefficient. Which as we know, is the Imperium way.



Page 13
Whilst Forge Worlds are the powerhouses of the Imperium's military machine, they are not the only manufacturing sites. Most well populated planets have their own industries and the more highly developed worlds are capable of manufacturing vehicles and weapons to supply their own planetary defence regiments and 'tithed' Imperial Guard forces.
Indicative that the Forge Worlds provide (again) a significant (if not majority) of materials to prosecute wars, althoguh most Imperial Worlds seem to have industrial capabiliteis at least capable of making vehicles as well as weapons, at least to a small degree. So the really primitive shitholes either a minority of the 'million worlds', or if they are the totality aren't part of that million 'known' worlds (colonies, protectorates, client states and the like. Basically the less important shit that is more liekly to get ignored than CAdia or Armageddon.)

It also does tend to reinforce that whilst the Imperium's industry may not always be HYPER ADVANCED tech, it is still significantly industrial. Althyough bear in mind that by our standards 'industrial' encompasses well over a century of progress, and that even within that century ther ecan be quite a bit of variation in terms of capability and technology. Probably moreso for the Imperium proper.




Page 14
During the latter invasions of Armageddon, the many Chimeras produced in its Hive factories were turned to a new use, under the ever-watchful eye of the Adeptus Mechanicus naturally. Having seized control of a number of manufactorums on the Hive World, the Orks began to equip their forces with an increasing array of heavily armed vehicles. To counter this threat the Imperium's own manufacturing facilities were converted to create a heavily armoured Chimera variant as a stop gap measure which proved very effective in dealing with Warlord Ghazghkull's new engines of war ...
The chimera mentioned earlier was " Called the APDS-6a 'Defender', it mounted a laser destroyer in a Chimera hull.." to quote the passage. I'll touch on this later, but I just wanted to note it because we'll run across several such weapons.



Page 14
In the course of its repairs, a field workshop can create its own hybrid vehicles. Salvaged hulls can be repiared, have new weapons added or replacement weapons 'jury rigged' in place. Any Adeptus Mechanicus advisor is likely to take a dim view of this kind of meddling with STC designs, but hard pressed Imperial Guard commanders take a more pragmatic view. Expedient field conversions are not uncommon, for example, welding new weapons to old hulls to create a new vehicle...
More sources of 'variation', despite the ignorance and threat of 'TECH HERESY' at unsanctioned shit. ACtually its pretty amusing because field modifications of gear and vehicles seems to be not at all rare (and randomly punished, depending on cricumstances) and even some of the AdMech must tolerate it, given how prevalent/consistent is is and the fact the AdMech and Munitorum haven't gone to war over it (EG all those 'jury rigged' Salamander engines, which we know can also include Russes and other vehicles.)

Or it just reflects that alot of the AdMech's obsession with STC and Sanctioning may stem more from excuses to control said technology as their powerbase rather than absolute truth.




Page 16 - Leman Russ entry. Not much new really. I did want to note one thing from the old edition I never touched on but was left out from the earlier book
!A1 wrote:Although the Leman Russ is a slow, lumbering vehicle in comparison to many vehicles in the Imperium's armoury, its efficient engine will run on any available fuel. Secondary weapons, electrics, and life support systems run from the tank's internal generators.
We knwo from the Inferno Demolisher entry its lascannon charge at some 3.9 megawatts (5228 hp), but that the tank itself has an 840 hp tank (627 kw) which is rathr a significant difference in performance, all told. Either there is a significant variation in lascannon outputs from model to model, not all lascannon run off 'internal' generators (or the internal generators are separate form the engine interpretaiton wise), or the Russ is typically 'governed' in output, with the majority of power going to charging the energy weapons. If we assume a 20 shot cpaacit yand requires 2 hours to recharge (as per Inferno, but also the FFG standardon recharge) if we assume between 10-1% of the battery charges the gun (6.3-63 kw) you get between 2,3 and 23 MJ per shot.

Now one caveat that I should add is, that an alternate way than how I traditionally interpreted the Demolisher entry is that its 3.9 MJ continuous output. Might still be a pulsed laser, but it is designed to fire continously for an hour at that rating (14 GJ basically) rather than charging up in that time. If that's the case, then the figure is off by a factor of four (I shoul divide 3.9 to get 1.95 MW charge time, rather than 7.8 MW.) AS an Order of Magnitude calc its not a huge difference, but it can throw off precise calcs and some of my other asusmptions.

Another detail to comment on that I've never addressed is the shape and role. The shape is obviously nothing like we use for modern vehicles - elevation is too high, its too WW1-esque looking, its inferior in terms of modern design and erquirements. Key emphasis, its inferior from a modern perspective and for modern purposes. Inefficient does not mean its ineffective (because of magic tech if nothing else.), but its clearly designed for other purposes and roles, and that invariably means compromises. In alot of ways the basic Russ is like alot of Soviet tanks, only moreso. Its designed for mass production, ease of use and replacement, and versatility. That means it sacrifices some of the specialization that other tanks like the Abrams would have, but that doesn't mean its objectivey 'bad'.' Good and bad are context dependent.

And lets face it, 40K combat encompasses a far greater variety of warfare styles, enviroments, enemies (and the ways in which they fight) and suchlike. It will be used in warfare that can be static, mobile, or anything in between, and there is no gaurantee it can be tailored perfectly to adapt it (not with the Imperium's logistics and the situation it faces.) So you go for 'worst case scenario' obviously.. it can achieve a certain level of performance (especially in numbers) in any particular situation. General-purpose always loses to specialization, but that doesn't mean general purpose is inherently bad, depending on your needs. There are always tradeoffs to anything.

Further, I suspect the Imperium may employ certain tricks to enforce at least a limited, broad consistency in capability (or rough adaptability) even so (if for no othre reason than not even quality of vehicle can be controlled. I believe the Soviets faced a similar problem, although agan not quite to this degree.)



Page 16
..it can be constructed from a vast range of materials as local availability dictates and its highly-efficient engine will run on almost any fuel, both useful features in an army that fights on any number of different types of battlefield across the galaxy. The tank is also robustly constructed, with a reinforced cast plasteel hull and turret strong enough to withstand the impact of most enemy shells and weapons. The majority of its armour is concentrated on its forward facings, being thinner on the sides and thinner again on the reare, which allows the Leman Russ' powreful engine to move its considerable weight without overheating or overstraining the transmission.
Another clarification to make with regards to the nature of the armor, thickness, etc. We know from Inferno, IA2 and various other sources (even the rules) that armor can be added or reinforced. We know they use composites (at least combination K, as per Inferno) reactive (again Inferno magazine), spaced (inferno and IA2), and ablative armor (Imperial Armour and the IG codex) at least. They protect against a wider variety of weapons than modern too (a variety of energy weapons as well as chemical and kinetic muniitions) and that complicates armor protection as well (in terms of compromises to balance vs optimize protection.) The 'added' armor probably reflects attempts to standardize the more than likely variable nature of construction and quality (different industrial base and technology levels, differences in materials, etc.) much in the same way we know engine performance and even gun performance can vary.

An interesting pecularity of this is that the demolisher functionally adds about 20-30 mm to the front (and possibly half that to the sides/rear) or perhaps more to the tank, given its role. Demolishers may in fact not have the optimization other tanks do, but it only adds an evident 2 tons difference regardless. Oddly most Russe variants despite differences in mass have the same level of armor. The Destroyer tank hunter actually has slightly more armour on its superstructure (200 vs 180) and even without the turret its still considerably lighter. Which again suggests variability.

Even more interesting is that stuff like honour Guard and Gunheads also point to side armor being different (15-20cm thick) even though this suggests the side armor is generally thinner than the front or rear. We know from Chapter approved and earlier IA that Russes had a 45 mm armor minimum (probably top, rear, and underside) and they wre thinnest, so I'd guess sides would be somehwere in between - call it 75-100 mm or so (half frontal, but twice rear given 150-200mm front armor.) This in turn tells us that armor thicknesses are much more variable - they can add more armor to the sides and rear (and this is just hull, no add on stuff like plates or panels or blocks for reactive/composite/ablative armor.) so that means any armor thicknesses are conservative or 'basic' at most, and could be several times thicker depending on construction, in addition to whatever qualitative difference or add ons we might get (Eg again ablative, reactive, etc.)

Although if you want really funny, a Chimera is based on hull thickness alone (ignoring quality or othre factors) nearly as well armored as a Russ (150mm turret, 150mm superstructure, 100mm hull, vs 200, 180, 150 We're talking literally an inch or two difference overall for most respects, even with presumably the same materials and nearly double the mass difference (A 120mm gun, a tiny turret like the Russes, and 40 rounds of ammo won't add *that* much, nor would a lascannon.) Again, comedy.


Page 16
There are many different patterns of Leman Russ. As with all STCs its design is easily adaptable to a variety of roles and many of its components are held in such high regard they are incorporated into other vehicles.
You have to wonder why there was never an APC version of the Russ, perhaps based on the Mars pattern hull or something. They occasionally use it for Artillery as well as the Atlas, after all.
That sort of modularity has some advantages in other ways, at least in terms of potential customization (or makgin the tank less 'shitty' for a given task in a variety of ways. Although even that is still not going to be able to totally match things purpose-built for a given role. That's simply the nature of tradeoffs, again.)


Page 17
The Gryphonne IV pattern turret, distinguishable by its heavily armoured gun mantlet and guard and additional armour plates bolted onto the turret's sides, has twin autocannon with recoil dampeners which are just visible where the mantlet ends. It also lacks any kind of muzzle brake or flash suppressor.
Turret variations. Note the recoil dampers on a Exterminator pattenr tank for the autocannons (Although no muzzle brake) - which means that recoil handling capabilities may not be consistent. Also, armoring (thickness, quality, nature) is not likely to be variable. We know Russes can have composite armour, reactive armor, ablative armor, spaced armor, and other kinds. (Inferno mentions many of those, and even lists a Demolisher as carrying 'Combination K' which is a Soviet style of composite armor.) Much like with flak armor and its 'inserts' or rigid components, I suspect mass producing certain basic elements can give the normally 'variable qualit'y Guard certain minimum levels of standardization. They can probably rely on Forge Worlds, manufactory worlds (like Vostroya) and Hives to have better quality controls and generally better tech levels, and so mass produce 'modifications' that might provide even temporary protection/firepower boosts even to a shitty tank (or to a shitty infantryman.) As well as a cheap way of upgrading or adapting performance.



Page 17
..the Exterminator is also slightly faster than a standar pattern Leman Russ battle tank, the reduced size of its main weapons allowing for a ihgher top speed.

2 ton difference apparently (60 vs 58). It may or may not include the ammunition difference (40 Battle cannon vs 360 autocannon rounds.) If we assume the difference in gun mass is between 1-1.5 tons and add the ammo of battle cannon factoring in (800 kg if we assume 120mm) it would be between 1300-1800 kg for 360 shots which is 3.6-5 kg per round. Even if we assume the 2 ton difference was all in the gun, the weight in ammo would still be over 2 kg for the guns we'd probably be looking at something between 40 and 70 mm caliber roughly, and I'd guess at least several hundred rounds per minute. If we figure 700-1000 m/s velocity you might get between 450 kilojoules and over 2 MJ per shell. Upper limit for recoil (assume 900 n-s per ton, 30% of recoil propellant) would be close to this. I'd guess more like half that value for firie on the move, so call it roughly 18-20,000 kg*m/s total recoil for the guns, or about 2-3000 kg*m/s per shell at a rate of fire of 400-600 rpm. Not really beyond what such weapons can do, but it would fit with the AA role and the no doubt ludicrous caliber of autocannon in the diagreams at least. :P



Page 18
Such is the power of its gun and the sophistication of the weapon's ammunition there is no known armour a Vanquisher cannon cannot penetrate, even the thick armour of Titans has been known to have been punctured by a direct hit.
Vanquishers are more akin to Abrams than conventional Leman Russes in terms of their dedicated anti-tank capability, although whether they are, like Abrams, more heavily protected, is up to debate. The Vanquisher is slower and arguably heavier (even if slightly) so I'd argue on that being the case. I doubt ALL the difference in weight can be in the gun (especially since it carries only 28 rounds vs 40.) There could even be other tradeoffs.

And its ability to hit/penetrate titans is open to inteprretation (which kind of Titan ofr one thing.) We know in Titanicus that a Vanquisher did fuck all, for example. On the other hand, the interpretation coudl also give Vanquishers ludicrious penetration, as we know some titans (Warlords, and Imperators) have metres thick armour easily. It could go lots of ways.



Page 18
Those Imperial Guard regiments equipped by certain Forge Worlds are now starting to field small but increasing numbers of Vanquishers again. Since the loss of Forge World Tigrus, the Tech-Priests of the Adeptus Mechanicus have made strenuous efforts to reproduce surviving Vanquisher cannons, meeting with limited success.
I guess reverse-engineering tech isn't forbidden somehow, as long as its Imperium approved. What was that about 'ignorance and supersition and not understanding?' Or maybe this is like the 'counterfeit' baneblades, and you just get worlds unofficially producing them to gain contracts or whatever (numbers at the expense of quality.) I mean lots of sources have described non Stygies/Gryphonne Vanquishers.

It also goes without saying that this goes far beyond merely cosmetic changes, since this clearly aren't strictly STC but variations on STC (if it were 'pure' STC, they wouldn't have to resurrect it, they'd have already been producing it.)



Page 18
The Stygies VIII Vanquisher utilises a version of the Vanquisher cannon that, whilst lacking the immense length of the Gryphonne IV guns to generate shell velocity, utilises a slightly smaller calibre shell with no barrel rifling. Secret knowledge, jealously guarded by the Adeptus Mechanicus Tech-Priests of Stygies VIII, has been used to incorporate better gun stabilising and recoil dampening after each shot to counteract the worst effects of the weapon's violent kick, and tank crews report that the increased velocity from the smoothbore gun aids accuracy with the first shot, but due to increased barrel movement does not aid follow-up shots.
Which suggests, rather hilariously, that Vanquisher might use both rifled AND smoothbore. Of course so do Battle Cannon, noone ever seems to be able to quite agree on this, and its a bit of a standardization problem (smoothbore ammo and rifled ammo would take some effort to adapt) - but that's 'standardiztion' by Imperial terms for you.



Page 18
Work is believed to be under way on Stygies VIII to rectify this, but given the sometimes decades or even centuries long approval process all adaptations to existing STC designs must endure..
Again suggesting some alteration/research/adapting of the STCs does happen (even if not outright innovation), its just that the AdMech proves to be its own worst hinderance with its practices and infighting and all that other shit. The approval process is no doubt as fractious and political as the rest of the group (think US politics, only with cogs and mechadendrites.)



Page 18-19
..the Eradicator's powerful Nova cannon fires heavy high-calibre shells. Due to the unstable nature of these shells' highly reactive core, Imperial Guard commanders expect a small percentage of their own force to be wiped out due to the shells prematurely exploding whilst being loaded into a Nova cannon.
..
Although it does not possess the long range of the Leman Russ Vanquisher or the Exterminator, its crews can still engage targets at a much greater distance than the Leman Russ Punisher, for example.
Naturally this is considered acceptable attrition, even though it involves vehicles (new editions seem to have steppeda way from ALL TECH IS INHERENTLY PRECIOUS) mindset - the Guard will now happily toss aside tanks as readily as men.
It also has better anti-vehicle/armour capability than other tanks, it seems. It does seem to be a pseudo-nuclear charge though, so that isn't terribly surprising :P




Page 19
Like the Leman Russ Executioner and Demolisher, it is more heavily armoured ot protect against attacks at close range, but where the Demolisher has been created to smash apart enemy fortifications at range, the Leman Russ Punisher is most effective at destroying enemy infantry close up especially during attacks mounted by massed horde armies such as those of the xenos Orks or Tyranids.
With the tremendous rate of fire of its Punisher gatling cannon, the tank's crew can scythe through enemy enemy numbers with devastaitng effect, potnetially breaking a charge or, at the very least, thinning down enemy numbers sufficiently for those following behind to deal with. This makes the Leman Russ Punisher predominantly an infantry support vehicle and squadrons of them will often be placed at the head of an advancing Imperial Guard force to clear the way ahead.
It complements the Demolisher's anti-armour/fortification capability with heavy duty short ranged firepower. Good for suppressing enemy I imagine during charges (as Demolishers lob shells at them) and the tanks can act as extra protection to advancing infantry. Whilst on the defensive it can do what it says. Unlke the Exterminator, the Punisher has zero AA capability.

Oddly this is what the Exterminator supposedly did, so once can only assume the Exterminator is more a 'multi-role' vehicle - it maybe has some anti-vehicle capability (but not tank) whilst retaining anti-personnel properties. As the text notes earlier, Exterminators seem to be used as scout vehicles due to their increased speed.



Page 34 - Vanqiusher internal diagram.. scalings remain no different, and still hilarious with the ability of the Russ to store these 'bigge than head sized' tank rounds in significnat numbers.

Page 35 - Vanquisher described as having a 'targeter console and Primary sights/range finder. Which probably fits in with its 'more advanced' design.


Page 42 - Conqueror is still freaking weird. Same armour as a Russ (despite mention of having armor bolted on to the turret at least), it weighs 2-3 tons more despite having a smaller, lighter gun... its on road speed is 1 kph less, even though its off road is slightly better (3 kph better.) Go figure, but as I've said I always considered the FW numbers to be a bit odd sometimes.



Page 47
Like its Adeptus Astartes namesake, this Leman Russ variant exchanges its battle cannon for a twin linked lascannon and this shift in firepower makes the Annihilator a very able tank destroyer, although not as highly regarded as the more powerful Leman Russ Vanquisher. However, given the relatively straightforward nature of its armament as opposed to the increasingly rare technology required to create and maintain the Vanquisher cannon, the Annihilator finds favour in war zones where tank attrition rates are high and resupply problems problematical.
Twin lascannon are inferior to the power (or penetration, or both) of a Vanquisher cannon, but clearly superior to a single battle cannon. Fluff I didn't quote mentions the Krieg variants having significantly reinforced hulls/heavier armour. Also like the Exterminator it has a higher top speed. Indeed stats wise its baically identical to the Exterminator.

And like usual I've always wondered why turreted lascannon had to be a variant rather than the rule. A co-axial lascannon makes more sense to me, but eh.
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