Rogue Trader RPG analysis/discussion thread

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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Now the Navis Primer, three parts


Page 6
There are few laws that apply across every one of the million and more worlds of the Imperium of Man, and those that do are mostly concerned with the duties and responsibilities of its subjects and never with their rights. ASide from veneration of the Emperor and obedience to His duly appointed representatives, each planetary commander must ensure his world renders the proper tithes or else be stripped of his office and replaced by one who can do so. Perhaps the most onerous requirement is that every Imperial commander must conduct regular and painstaking sweeps of his worlds population for those born into psychic powers.
Million Plus worlds in the Imperium, and their jobs, which is pretty much familiar fluff by now, but is a good lead-in to the psyker shit in this book.


Page 6
Many of those found to have some latent ability are judged too weak to control it, their minds potential gateways through which the slavering denizens of the warp might burst forth at any moment...
..
Many more are allowed to live only so long as the Black Ship takes to complete its grand circuit of the Emperor's realm and return to Terra. There, following ritual preparation, they take their place amongst the countless thousands of other psykers rendered up to the Emperor to fuel the psychic beacon that is the AStronomican. A scant few, a handful from the multitudes of wailing, filthy creatures..
The fate of human psykers in the Imperium and the implied 'suitable' candidates.



Page 6
By looking upon the Warp and reading the ebb and flow of its shifting, unknowable tides, Navigators can guide starships across impossible gulfs of space. Without Navigators, Warp voyages of more than a few light years are impossible and vessels are doomed to become hopelessly lost...
...
Without the capacity to voyage further than the nearest star, the Imperium would be no more than a scattering of worlds, each cowering in isolation...
How a Navigator Navigates. We also learn (again) that without them voyagers are unavoidably short (a few years at most, which depending on your source may mean 4 or 5 LY.) Interestingly, this implies that short range, non Navigator warp travle is sufficient for travel betwen nearby stars if nothign else, which reinforces its utility in subsector/sector level travel as a supplement to the more limited Navigator-piloted warp jumps.


Page 6
...such communications are far from conventional, transmitting not words, but notions, emotions, and impressions. Even the strongest of astrotelepathic signals is little more than ritual and might very well cost the sender and the recipient their very souls. Both attempt to form a communion across gulfs of space haunted by soul-devouring monstrosities...
Astrotelepathy and the contents of the message and methods. This isn't absolute, as we know from many other sources that words, and even voices can be sent, it probably depends on the astropath. It may even be a factor of power. The weakest may not be able to do complex sendings, while the more powerful ones can actually send words (or symbols representing words, say like a psychic version of morse code) or even voice.


Page 6
Astropathic messages are hideously difficult to understand and sometimes even the greatest of AStropaths cannot unravel the layer upon layer of obscure allegorical allusion. Yet, aside from delivering messages by interstellar spacecraft, there is no other means by which the scattered worlds of the Imperium can remain in contact. Usually, they simply do not, marshalling their astrotelepathic resources for times of greatest desperation.
Astropathic message translation. Apparently usage of Astropaths varies from world to world (and probably by importance and hence availability) some worlds probably only have a few (or less, like Moma Parsheen in Inquisitor) and thus do not use them often. Other worlds. like in the Scarus Sector, can use them for anything (up to and including commercial services.) And Inquisitors can use them up like candy.

Page 7
For Rogue Traders, Explorators, and others, exploration beyond those sectors the Imperium controls would be all but impossible. [without Navigators and/or AStropaths]
Navigators and Astropaths facilifate effective 'beyond the borders' exploration.


Page 7
To plunge blindly into the abyss between worlds without the aid of the most skilled Navigators is utter madness, risking a hundred thousand souls being cast adrift on the Warp..
Which may give an indication of ship crews, or the size of a Rogue Trader's expedition.


Page 7
Every Warp-capable vessel numbers amongst its crew a cadre of Astropaths, generally formed into an Astropathic Choir and led by a Choirmaster Telepathica.
]
Presumably this is the 'important' Imperial ships, the ones they directly control (like warships and such), as we've known some starships that have only one astropath before. WEalth, position and connections, and availability probably are big factors dictating that for anyone who isnt part of the Navy, or the Astartes, or the Rogue TRaders/Inquisitors.

Page 7
To travel beyond the haven of the Emperor's Light is, for an Astropath, a dreadful prospect, for the ever present song of so many other, similarily attuned minds is replaced with the limitless void, where the cold, alien thoughts of unknowable xenos species, some aeons dead, resound.
..
..the majority inevitably perish or go mad amongst the aliens tars beyond the Imperium's reach.
Which implies that astropathic messages are fairly commonplace and traverse the galaxy fairly quickly. Its not the first time we've had this sort of symbolism conveyed - again in the Inquisiton War novels, the Andy Hoare Rogue Trader novels, etc. convey similar impressions about astrotelepathy in the Imperium. Indeed, with the soul binding and their astropathic skills the astropaths themselves must feel uncommoonly bound together and unified in purpose, so being cast out from that would be frightening.


Page 7
So exacting is the process of steering a vessel through the Warp for any length of time, especially beyond the relatively well known, if still perilous, routes within Imperial space, that no single individual is equal to the task.
Implies that others (with or without psychic powers) can steer a ship through the warp, only Navigators are best at it. So its a matter of degree, more than anything, rather than necessity.


Page 7
Without the most skilled and experienced of Navigators, a thousand fates might befall a voidship...
...
Some vessels break up upon dense stellar clusters, while others stray too near to a black hole or similar phenomenon.
Interesting fates. Do they emerge from the warp on top of such catastrophes, do they get pulled out forcibly, or does running into them while in teh warp cause it? Maybe those phenomena themselves interact with the warp.


Page 7
"sanctioned psykers" wield their powers in the service of the Imperium, some as diviners of strategy, others as living battlefield weapons.
Sanctioned Psykers and some roles. Divination is a big part of the Imperium and how it functions (indeed given its otherwise sluggish and bureacratic nature, divination may be one of the few ways it manages to function as a single entity at all.)


Page 7
..ever-greater numbers of humans have been born with the ability to wield psychic powers, and others sitll come into such powers later on in life.
..
Some claim that Humanity is undergoing the birth pangs of a new phase in its evolution, and can look forward to an age when the entire race transcends to an entirely different level of existence.
..
Others still hold that this gradual and ever-increasing evolution is the doing of the Emperor himself, who exists to shepherd the entire species into its new age.
Reference to eht 'evolution' of humanity into a psychic race, much like the Eldar. Much of this comes from earlier fluff and is essentially accurate, although some have suggested the Emperor has a direct hand in manipulating events to this end (EG Faith and Fire) Which he may very well for all we know, it wouldn't be beyond his agenda.


Page 7
Those of a notably Puritan persuasion hold that for every pskyer born, a thousand twisted mutants are spawned first..
Given that depending on your source there are one pskyer born for every hundred thousand or million normal people, this would suggest that one in one hundred (or one thousand) people are mutants. Incidentally thats roughly analogoues to the number of potential Space MArine recruits that exist in the Heresy :P


Page 8
The Astropath who stands attentively by his master's command throne must constnatly strive to block out the alien whispers that assail his consciousness, each a death scream or a siren call of a long dead xenos species.
..
..to the Astropath it [the void] frequently echoes to a vile alien cacophony. Only the most skilled AStropath is able to pierce the atonal din and cast his message back across the trackless void. Only the very strongest of minds and souls can make themselves heard by their compatriots in the Astropathic Choirs of the Imperium hundreds, even thousands of light years distant.
Indication that there is psychic 'white noise' or background chatter that can interere with or fuck up messages. Which may be one reason why some astorpathic messages have limited range.
Also strongest astropaths have ranges in the hundreds or thousands of light years (or only choirs do.) By contrast normal AStropaths tend to have a range equal to maybe single or double digit light years usually.


Page 9
..haven for the most intolerant of puritan outcasts..
..
Several such settlements are thought to exist in the depths of the Expanse, places ruled by apostate caridnals and others cast out by the Ecclesiarchy having been judged too extreme to be allowed power.
ITs rather ironic (And scary) that there is such a thing as 'too fanatical' even for the Ecclessiarchy. Of course this is probably more a matter of orthodoxy and politics rather than liberality - the Imperial Creed tends to encompass the most conflicting of beliefs (which conflict even with its own tenets amongst vairous sects, since the Ecclesiarchy forcuses more on the 'butts on pews' philosophy of religion) and views that stray outside of the somewhat subjective orthodoxy tend to get labeled 'heretical' as a convenient way to get rid of problems. Given that the Ecclesiarchy is probably as dependent upon astropaths and Navigators as the rest of the Imperium, they have to be tolerant.


Page 9
The terms under which such psykers [Navigators and Astropaths and others] serve the Rogue Trader dynasties are couched in ancient pacts and subject to laws so complex that an army of Terran scribes is required simply to ensure they adhere to the ten thousand years of precedent and legislation that governs their terms.
As I've noted previously, the Imperium functions largely by all its disparate elements horse trading amongst themselves, peddling their specific specialities for wealth, power, or whatever the hell they need. In this case, the Astropaths and Navigators peddle their psychic talents to achieve whatever ends they desire. Its less pure feudalism and more self interest/political necessity binding the Imperium together in that sense.


Page 9
The Navigators of the Navis Nobilite serve on Rogue Trader vessels under an incredibly complex contract negotiated at the very highest level...
...
In return for the service of one or more Navigators, the Rogue Trader dynasty grants the Navigator House a portion of whatever profits it comes into throughout the term of the compact.
The exact terms are variable dependent upon the house, and specific navigators may modify them as the situation warrants. Much like any business transaction, the Navigators trade their skills for the wealth and power they need to survive and thrive.

Page 9
..the manner in which new Warp routes are charted as the vessel explores the outer darkness. In reality, this is the source of the Navigator Houses' unimaginable wealth - in serving aboard a Rogue Trader vessel, a Navigator is amassing vast amounts of data in regards to new routes, which in turn makes him and his house able to command still greater shares of future endeavours. Over the millenia, each Navigator House has amassed a vast library of astrographic data, but to remain competitive this must ever be expanded upon. New routes must be forged in order to maintain a lead over competing Houses, and so the Navis Nobilite and the Great Rogue Trader dynasties share something of a symbiotic relationship..
Information is as much a source of power for the Navigators as it is for other organizations like the AdMech. In this case, its knowledge of warp routes and such.
Whats more this furthers the 'variable' nature of Warp travle, as each House (and there are bound to be many) will have their own particular sets of routes and nav data through the warp, meaning that even for two vessels of the same class could have drasticallyl different warp speeds as they could have Navigators of different houses (each using different routes.)


Page 9
In the case of Astropaths serving on board Rogue Trader vessels, the arrangement is not one of commercial interest, but of duty. The most ancient of laws requires the Adeptus Astra Telepathica to play it spart in the ongoing expansion of the Imperium.
Even though both Navigators and Astropaths are, in effect, hirelings of the Rogue Trader dynasty, they often gain such high status on board its vessel that they becomre more like partners.
I'm not sure I quite buy the idea that its purely obligation. AStropaths as noted ar vital for keeping the Imperium together, and the Astra Telepathica has things it needs from the other organizations to survive, so they invariably have to trade on their utility in order to get what they need/want from the rest of the Imperium. That's just how it works. Its quite likely they are given no choice in the matter (as in they can't ever refuse not to be astropaths) but in a sense that's also true of Navigators as well.


Page 9
..once a vessel has plunged into the Sea of Souls, it is almost entirely under the control of the Navigator, not its captain. It is even within the power of a Navigator to override a captain's orders, for while it is possible to travel a light year or two without his guidance, onl the most foolhardy or desperate of Rogue Traders would ignore a Navigator's word and enter the warp without his acquiescence.
A Navigator's role and power within the Warp. Jump distances are much shorter here than in other sources.


PAge 9
Even if the message is couched in such terms that the Astropath himself is unable to decipher its meaning, he nonetheless retains memory of it and its intended recipients. It is within the power of an Astropath to undermine or betray any endeavour or transaction his employer enters into..
And of course, it permits the Astra telepathica (and ADministratum) to collect information and knowledgea bout activities within the Imperium, learn secrets, etc. Its actually interesting in that it menas information is also important to them, and it may give them another bargaining chip with the rest of the Adeptus Terra (whether they admit it or not.) Of course the security and sanctity of Astropaths is also vital, so they can't just break those trusts without good reason (or need) either.


Page 10
So-called Sanctioned Psykers are a relatively common category of psyker and the term covers a broad range of individuals wielding incredibly diverse powers. Some seek out heresy and rebellion by reading the thoughts of others, while some scry the future in an effort to forestall the staggering range of calamities that confront Mankind. Some Sanctioned Psykers wield their powers as weapons in battle, unleashing freasome blasts of arcane power or causing a victim's blood to boil in his veins with a single glance.
Sanctioned PSykers and their abilities and roles again, including telepathy and divination. The latter two are probably more useful than fighting in battle, which is a rather more direct (and limited) application of their pwoers.


Page 10
.. it is possible, though rare, to find powerful Rogue Traders, Inquisitors, and assassins able to wield psychic powers.
Given that some sources have indicated it is also rare (but not impossible) for Inquisitors to also be made Rogue Traders, this leads to the incredibly munchkin idea of a psyker-Inquisitor-Rogue Trader. :P
We knew of at least one psychic Rogue Trader in Janus Darke from the Farseer novel, but he really wasnt aware of his power either.

Page 10
No region of space is immune to the incursion of the Immaterium, even the smallest of Warp storms making black holes, hypernovas, dark nebulas and vacuum instability fronts appear pathetically insignificant. When a star dies, deadly gamma radiaiton scours the nearby worlds, and when a black hole is spawned, entire clusters might disappear down its light-swallowing gullet. When a Warp storm comes into being, however, gods themselves might be birthed, or ocuntless billions consigned to an eternity of anguish as the things that lurk in the Immateirum feast upon their immortal souls.
Warp storms are apparently worse than fucking hypernova and black holes. That's... interesting and hilarious as a comparison.


PAge 10
Any vessel attempting to traverse the Maw is likely to sustain horrific damage as it is subjected to tremendous tidal and aetheric streses, unless it is under the control of the most skilled and experienced Navigator available.
I'm not sure whether or not the stresses are 'legitimate' forces acting on it, or if this is just the mutational or 'affected by thought and emotion' aspects of the warp magic at work. I mean there is that whole weird gravity varation in Black Crusade for example.. This also puts the warp being worse than a black hole in an interesting context lol.


Pge 11
Were it not for the Navigators that guided each Expeditionary Fleet, the Great Crusade would have taken millenia to prosecute, not the scant two centuries it actually took..
Implying that Navigator travel is at least an order of magnitude fater than non-navigator travel, but you can still move.


Page 11
It must be presumed tha ta number of Houses fell to the insidious lies of the Wamraster for it would not have been possible for Horus to deploy his fleets with the speed and cunning he did were this not the case.
I wonder where they all went. Some of them must have become Chaos Navigators, and weve seen some in the Night Lords novels. If anyone controls them (and if they let themselves be controlled) it would be a hefty bargaining chip for Chaos.


Page 11
Every starship that plies the Warp routes of the Imperium and beyond has at least one, and most likely an entire cabal of Navigators to guide it safely through the Immaterium. The Navis Nobilite uses the wealth that accures from this critical task to amass still more.
Again this probably varies depending on wealth and influence and avialability. We've seen novels that have multiple navigators, but we've seeen others where they only have one. Heck some don't even have them :P
And we learn again that the Navigators have big influence in trade.

Page 11
The Navigator Houses act as backers and investors in some of the most ambitious undertakings, especially those of the most powerful of Rogue TRader Expeditions.
Not only dealings in trade, but also in finance. They're probably the closest to loan and banking on an intergalactic scale that the Imperium has.


PAge 11
Unlike Rogue TRaders and Chratist Captains, nor do they operate fleets of starships bearing their livery and, unlike the great merchant combines, they do not maintain their own trading centres or industrial installations. Instead they own part interests in all manner of such endeavours and sometimes the hand of the Navis Nobilite is very well hidden indeed.
If they don't 'own' ships, they sure as hell rent them, as we know frm the Space Wolf novels that Belisarius had some ships under its own charter/colours. And we know they also own territory (again Belisarius from the Space Wolf novels) although it may be they don't openly or directly own them (it may be more of an open secret, although this isnt what the Space wolf novels imply either. Then again due to their relations with the Space wolves, they may have some latitude in this.)

Page 12
They do not generally maintain large standinga rmies, although many Navigator Houses employe a cadre of highly trained, well equipped and sometimes gen-hanced household troops utterly loyal to their bloodline. When circumstances dictate, the Navigator Houses draw on their vast wealth to employ the very best mercenary forces avaialble and, with sufficient warning of impending war, field composite armies rivalling an robital defence force in size and resources.
Source of whatever military forces Navigators have. It also suggests that there are significant numbers of wapr-capable mercenary outfits in the galaxy. Something that I suspect benefits the Navy as well in times of emergency (forced conscription is always so useful.)

Page 12
Thy are genetic rejects and hideous by-blows of the long millenia of intermarriage and genetic manipulation. They are mindless, puking monstrosities...
...
Many are destroyed soon after birth, while others are allowed to live so that the House genitors might study them in the hope of avoiding such mistakes in future generations..
The Navigator 'failures' so to speak. Also geneticists, not unlike the Blood Angels and similar Chapters.


Page 13
It is not uncommon for various Navigator Houses to concentrate their resources more in one region than any others, and so most sectors ae host to the central holdings of at least one, and possibly several dozen, Navigator Houses.
Many Navigator Houses serve the Warp routes of the Calixis Sector, but three of these dominate over all of the others.
Given this as a truth, and thousands of sectors, we can figure there are at least many thousands if not tens of thousands of Navigator houses, if not more.
Further mention is made of Xan'Tai who contracts with Battlefleet Calixis, Aleene and Vor'cle, and House Benetek, and Nostramo (an outcast house for it sties to Haarlock.)


PAge 14
Visscher Navigators serve on the vessels of several dozen Rogue Trader dynasties operating in the Expanse..
Scope of Navigator operations.. at least several dozen Navigators in this one particular venture. As well as an estimate of Rogue traders per 'sector' perhaps.


Page 15
Over several years, his blood-brokers arranged dozens of marriages between the sons and daughters of House Ortellius and those of numerous other Houses, sometimes accepting unexpected dowries and other terms clearly not in their best financial interest. Eventually every available scion of House Ortellius was married off...
..
In a single year, House Ortellius produced a score of offspring, some to sons still in the House, others to daughtrs married off elsewhere.
Gives a hint again at the size of Navigtator faimiles


Page 16
Cassini has interests in all the major trade routes within the Calixis Sector and was actively seeking a monopoly of Chartist vessels plying the Warp route betwen the Calixis and Scarus sectors.
Navigators are crucial in 'greater than sector' level trade, which is to say they have vast control over it. 5th edition notes Scarus and Calixis are separated by some thousands of light years, so thats definitely long distance that would be only possible by Navigator.


Page 16
Sadly for House Cassini, several dozen of their brightest sons and daughters were operating Chorda vessels at that time and many were slain int he viscious battles that ensued. Most Navigator Houses would be able to absorb such losses, for all are well-versed in the perisl of dynastic succession.
again implied scope of Navigator houses, or at least minor ones. Given the implied number of houses before, we're perhaps talking hundreds of thousands or millions of navigators, which is consistent with the approximat enumber of warp capable ships the Imperium has.


Page 17
AT one time, the Navigators of House Brabazon were counteda mongst the most able in the entire Segmentum, their star charts the most accurate, tehir ability to plot the ebb and flow of the Warp without rival.
Comment on Navigator scope and capability


Page 18
..A novator by the name of Magulax declared that he would chart a route out of the galaxy towards one of the numerous smaller dwarf galaxies orbiting it and there establish his own stellar empire in the name of the God Emperor of Mankind.
..
Some within the ranks have uncovered evidence that Magulax Mercator sank his stolen welath into a joint venture with an outcast Rogue Trader and between them sought a passage out towards the Canis Major dwarf galaxy said to orbit the galaxy at a distance less than that between Terra nad Kar Duniash. None believe that the rogue Novator could possibly have navigated the empty void between the two regions;
..
Most would denounce the idea that a stellar empire could have been founded a mere 25,000 light years from teh seat of the Emperor'srule..
Comment on colonization of dwarf galaxies in or around the Imperium. Makes you wonder if they've done anything like that. Interesting that a 25,000 distance from the galaxy was considered beyond the ability of a Navigator (given its outside the Astronomican at least.)
Amusingly in real life, Canis Major is only some 4900 LY from Earth sooo... a nice reference to 40K earth not being where it should be in real life.


Page 19
House Malaspina has also frequently found itself in conflict with the PAternova, most prominently during its notorious trade war with House Dakkar during the Angevin Crusade.
Yet another Navigator house and mention of the trade wars described later.


Page 20
At any other time or place, the matter might have been resolved within the terms of the Navigator Convention...
..

Because the region had yet to be formally constituted as a Sector of the Imperium, neither House considered the Navigator Conventon to apply and the result was all-out, unrestrained war.
The conventions seem to be what dictate conducts and conflict between Navigator houses, for the stability of the Imperium as a whole. But it only applies to 'properly' constituted sectors.

Page 21
Though the numerous Houses of the Nobis Nobilite are united under the nominal rule of the Paternova, each is linked by an impossibly complex web of fealty and/or rivalry.
..
Yet, despite the rivalries, the Houses need one another to survive, for without organised and highly formal marraiges between bloodlines, mutation would bring the entire sub-species down in scant generations. Each House employs a veritable army of bonded genitors, blood-brokers, chirurgeons, the sworn duty of which is to ensure the genetic purity of the Houses.
Navigator politics and their essential love/hate relationships. The Space Wolf novels imply this may have been deliberate to keep them from capitalizing on their monoploy of long-distance warp travel, as if they weren't fighting each other they might be able to grab the Imperium by the balls, so to speak.
Also the importance of arranged marriages and breeding and genetics to the Navigators.

Page 21
Two or more houses go to war with one another, but the process is actually highly ritualised and subject ot a sprawling canon of ancient law, beginning with a declaration defining the belligerants and the scope of their conflifct. The aim of the declaration is to contain the war so that the business of administering the Imperium is unaffected. Within the terms of the delcaration of a Trade War, the participants may underatke whater attacks they deem appropriate to settle th amtter, so long as those not directly involved are unaffected. In most cases, a Trade War is carried out behind the scenes..
The Trade War. Also mention of assasination, infiltration and sabotage. Sometimes mercenaries in more extreme cases although this may invite the intervention of local defense/police forces.

Page 21
It is perhaps inevitable that other parties will be drawn into the conflict, especially if an attakc is aimed at a Navigator who is serving a vessel owned by a Chartist Captain, Rogue Trader, or similar. When this happens, the Paternova must often intervene to settle things, lest the Imperium be forced to deploy its own military forces to separate the combatants and restore order.
even with the rules, collateral damage (or reprisal if you choose the wrong side) is possible in Trade Wars. In such a case the Paternova is the final arbiter of matters and keeps the peace, which apparently one reason he is a High Lord. It probably also has something to do with wanting to keep their sovereignty and independence from the rest of the Imperium (as discussed in Wolfblade.) As Navigators disrupting the fuck out of Imperial order would bring the other factions down on their heads, and I can just bet that some like the Inquisition are waiting for that opportunity.


Page 21
Holdings have been attacked with no regard to collateral damage, entire cities ravaged by orbital bombardment or depopulated by the release of toxic agents long forbidden within the Imperium.
Trade Wars gone out of bounds. Orbital bombardment wasting cities, bioweapons depopulating cities..


Page 22
..a period when he was part of a larger Astropathic Choir and not yet fully able to perform an astrotelepathic sending on his own - certainly not over the vast distances of an uncharted region like the Koronus Expanse. Many Astropaths who survive their tenure in an Astropathic Choir go on to perform a more specialised role. Some ascend in the ranks to become masters at directing the mind voices of their choirs. Others are scattered across the galaxy to serve as the personal Astropaths and adivsors of powerful adepts sucjh as Inquisitors or Praefects, or are seconded to organisations such as the administratum, the Adeptus Arbites, The Imperial Guard, or even the Adeptus Astartes.
Astropathic choirs seem to be a sort of quasi-Darwinian 'testing nad training' ground for Astropaths to gain more seasoning.. those that survive can go on to bigge and better things.



Page 22
Such [astropathic] choirs are generally found aboard Imperial Navy defence stations guardin ght eouter marches, or perhaps those sitting on the very fringes, in the anarchic grey area between the fronteirs and the lawless places.
Mention of defence stations, which are probably orbital facilities to defend key locations, routes, and the like. (or to serve as waypoints for substellar ships hte Navy may operate.)


Page 22-23
Like any other Imperial Navy frontier station, Port Wander is served by a substantial Astropathic Choir.
.....the storm known as the Screaming Vortex is said ot emit a shrill dirge that, when it reaches a periodic crescendo, can cause dozens of Port Wander's Astorpaths to fit and convluse, cutting off communication for days.
Port Wander is a frontier/defence station like mentioned above, it seemsm, and 'dozens' is a substantial astropathic choir.


Page 23
The so-called Pit of Voices is a tragic, ramshackle imitation ofa true Astorpathic Choir, one served entirely by outcast or masterless AStropaths. While few are actual renegades, the majority of AStropaths serving the Pit of Voices are broken in some manner. Some have been judged wanting in their abilities, or perhaps unsuitable in some other way, and somehow escaped being shipped to Terra to fuel the AStronomican.
An impromptu astropathic choir, populated by 'broken' ones This tends to suggest that the number used up exceeds the number usd by the Imperium, which might be useful to someone (commercial reasons) if not for that 'feed to the Emperor' bit.


Page 23
Like many psykers, AStropaths who do not exercise their abilities grow afflicted by a cruel malaise known as 'psi-sickness'..
psi-sickness.


Page 23-24
When the Adpetus Mechanicus travle into the outer void, they often leave behind them a trail of way stations. Staffed almost entirely by mono-tasked servitors overseen under the care of aged Explorators approaching the end of their serivce to the Machine God, tehse way stations act as storage depots, repair facilities, data depositories, and often as Astropathic relays.
..
..when the Choir does receive a message to relay back to the Imperium, it is inevitably formed according to the unique frame of refrence of the adeptus Mechanicus.
AdMech 'way stations' for explorators. Sort of temporary/mobile relay stations. Probably help in navigation too.


Page 24
The Koronus Expanse is scattered with the ruins of colonies established as some grand endeavour...
...
Most of these colonies are little more than a few thousand 'volunteers' desperately trying to survive in a hostile enviroment. A smaller number are provided with some basic resources such as a light defence force, sub-stellar fleet assets, and in some cases, a small Astropathic Choir. To acquire such a choir, a Rogue Trader dynasty must be exceptionally rich, influential, or just plain lucky, for the masters of the Adeptus Astra Telepathica are none too keen to risk their valuable Astorpaths in such a way.
Some colonies rate astropaths, at least as established as private ventures. Also mention of what constitutes basic resources for a colony.



Page 24
The task of an Astropathic Relay is to serve as a conduit through which the astrotelepathic traffic of entire sectors is sent and received across the vast, trackless depths of the void between each sector. The psychic interchange is relentless and constant, and the burn out rate phenomenal. At times of all-out war or other calamity, dozens, even hundreds of astropaths might be sacrificed each day, simply to keep the relay open and communication flowing to and from the affected region. Were the relay to fall silent for even the blink fo an eye, untold thousands of lives might be lost and entire worlds could fall. Needless to say, such relays are vital to the continued existence of the Imperium...
AStropathic relays described. This is the 'bucket brigade' approach to messages, as opposed to a 'point to point' contact between just two astorpaths. The advantage of this is that hte reliability and ease of sending is better since you have a bunch of astropaths sending it over shorter distances. The drawback is, teh more astropaths in the chain, the slower the message can become (each having to mentally prepare, encode, send a message that has to be intercepted, interpreted, and evaluated, only for the process to begin over again.) Point to point over longer distances is probably faster, but has its own problems (reliability and safety becomes harder, and only powerful astorpaths can probably do it.)


Page 26
However, by entering the realm of the Immaterium, where time and space cease to exist as meaningful concepts, vessels can potentially travel between distant worlds in the blink of an eye.
Implying they can make hundreds or perhaps thousands of light years in an hour potentially. Realisty is another story.


Page 26
This is the domain of the Astropaths, who stretch their minds deep into the Immaterium to connect with the psychic resonance of their own kind throughout the Imperium to pass information, messages, or warnings in an instant.
Implies they make direct contact with their brethren over some distances at least, (astorpathic messages are not instantaneous, at least not in all cases.) Which implies close realtime transmissions.

Page 26
Decades of training and the torment of the Soul Binding ritual strengthen the will of these psykers..
Astropath training.


Page 26
Charts plotting routes through the Immaterium are not at all like conventional charts of real space. They exist as abstract ocncepts, communicated between Navigators by psychic means. The information could be stored in a roll of psychically charged parchment, a staff impregnated with the navigational lore of the family, or a servo-skull fashioned from a revered ancestor. A Navigator can mentally retrieve thsi information by touch, often after reciting a secret mantra, and can instincitvely hone in on the particular lore he is seeking, the knoweldge of the Warp route flooding into his mind. To rpevent rivals accessing the charts, the information is disguised by impenetrable ciphers.
Navigator charts. This probably reflects both a security measure and a necessity igven the manner in which Navigators operate.


Page 27
Note that voyage lengths within the Warp do not correspond with the actual distance in realspace between the physical points connected by the Warp route. For example, a star system many light years away might be reached via the Immaterium in a matter of days in real time, but a planet in an adjacent system might take months to reach by Warp travel.
In other words, Astorpathic travel is very unstandardized and very random, which we kinda knew already.


Page 28
..his Navigator must perform a complex ritual, which includes perusing any existing navigation charts, to determine whether the auguries are favourable for a safe translation into the Warp.
The ritual/auguries can be re-perfomed every 1-5 days. further, rites of appeasemant may be performed to prepare a ship against adverse warp conditions (taking another 1-5 days) and improve the odds in the event of warp storms. Purification rites of this sort require re-reading the auspices. These things probably can go a long way to slowing down the 'effective' warp speed I often calc, but I suspect along fairly 'stable' and predictable (and well travelled) routes some of these things can be bent for the sake of speed.

Page 28
..a Navigator may first perform a ritual of prognostication to help him predict the turbulent and capricious flow of the Warp. These rituals vary greatly in scope and specifics based on a Navigator's clan, but often take roughly a half-hour to perform. A Navigator does not need to perform such a ritual, but many senior navigators refuse to translate without performing one.
Navigation involves a certain amount of divination it seems, which may help explain why Navigators sometimes have precog attirbuted to them.


PAge 29
Translation is more or less instantaneous. However, a wise captain shoudl dedicate a few hours beforehand, taking extra precuations to preserve his vessel and crew against hte warp.
..
Any wise captain harbours deep-seated superstitions concerning travel into the Warp.
..
If a captain does not devote at least one hour to warding off bad luck before translation...
Luck and belief influenceing warp passage. Indeed much of the described 'travel' process a Navigator undergoes tends ot reflect the inherent subjectivity of the warp as is influenced by thought and emotion and perception of the Navigator.


Page 29
A Navigation station is a highly sophisticated and littel understood console of ancient tech. By plugging himself into this arcane throne via cybernetic implants in his skull or spine, a Navigator can meld his mind with the ship's machine-spirit. Tihs allows him to interface his psychic penetration of the warp with the cogigators on the bridge, so that his mental commands can be translated into signals that the officers on the bridge can recognizse.
Navigators share similarities with Titans and similar conveyances that involve a mind/machine interface. I imagine this assists in piloting the ship in general out of warp as well as in.


Page 30 - Table 2-4 indicates Voyage durations can vary by as much as 1/4 the estimated time to 4x the estimated time depending on degree of success or failure. Which is pretty much how it was in the Core rules.


Page 30
..the Navigator must now steer the ship through the Warp. He does this by peering into the Warp using the power of his third eye, scouting ahead into the aether to perceive the dangers lurking to ambush the vessel.
..
Their third eye allows them to construct a path through the Immaterium that their consciousness can rationalise. If a Navigator traverses these dangers during this reconnaissance, he 'steers' the ship safely past the threats. If he does not avoid the challenges that he perceives, the Warp may manifest as a physical relaity aboard ship.
Which only reinforeces that 'bad luck/omen' thing and why the rituals and shit are important.. its as much to create the proper mindset aboard ship and with the crew (and thus to impact how their thoughts/emotions influence the warp during passage) as it is any 'ignorance and supersititon' thematic crap.
It also tends to reflect the 'human minds influencing the warp' aspect and shows exactly why Navigators are important, as well as why the way a Navigator navigates (and how he or she views the Warp) can differ. We can say that in addition to their precognitive and sensory 'first warning' role in Navigating, their knowledge and understanding of the routes, and defense againts its dangers, we could also say that Navigators are important for imposing stability on the warp passage to facilitate the journey, that is, they use their eye and powers to try to impose some sense of order on the Warp (or rather a small part of it) and make the journey a bit easier and predictable.



Page 30
As the vessel passes through the Immaterium, the Navigator psychically roves the aether, seeking and (ideally) avoiding each hazard before it ensnares the ship.
..
A physical encouter is one which affects the fabric of the vessel itself, such as a warp storm, reef or shoal. The Navigator must use his enhanced senses to locate the perils and instruct the helmsman (via his navigation station) on how to evade the threats. More dangeorus are psychic encoutners, where the Warp attmepts to trick or beguile the Navigators consicousness, or overcome it in order to manifest aboard ship. This is a battle of wills between the Navigator and the Warp itself..
Navigator in action and the description of physical dangers as well as psychic ones. Basically mind and matter at risk.


Page 32
A Navigator who detects a physical encounter in time can use his navigational skills to help the officers on the bridge to steer clear of the danger. He senses the appraoching danger, rationalising the turbulent force of the Warp as a raging seascape, perhaps, or a desert storm or ice-lashed tundra. His unique ability is to picture the unfathomable force of the Immaterium as something understandable, to bestow order upon his perception of utter chaos.
Navigators seem to work in conjunction with the bridge crew and the ship's machine spirit, rather than alone, although some ships have the Navigators operating solo too. and again a key part of the Navigator's talent is in imposing order upon the chaos against the physical dangers.


Page 32
..the Navigators mind might rationalize the Warp [psychic encounter] as a dark forest of tall trees. He might have to run through the forest, perhaps searching for a way out, while being hunted by a pack of ravenous, mutated wolves. He can either try to flee or stand and fight, or trick his way to safety. The wolves might represent the Daemonic entities of the Warp, attempting to wear down the Navigator's psyche, so they cna breach the physical reality of the ship.
..
Whne the Navigator acts in this vision-world, his actions are rationalised representations of the way his psyche is manipulating and evading the Immaterium to make the ship avoid the potential hazard.
Navigators imposing perception on the psychic dangers mentioned before, as well as that whole 'impose will on the warp' aspect of things.



Page 32
The NAvigator is assailed by whispered temptations...
..
He perceives the Warp as a place of beguiling sights, fragrances, tastes and music...
...
If the Navigator succumbs, he opens a door for the horrors of the Warp to flood aboard his vessel...
More of the risks and dangers the Navigator faces and guards against.


Page 32
The Navigator must test his fighting skills agianst enemies lusting for his blood. He perceives the Warp as a place of conflict, such as a war-torn city, a gladitorial arrena, or a gargantuan chessboard. He must surivve all opponents who challenge him..
..
If he defeats this final foe, the vision dissolves and the vessel avoids the enocunter. If the Navigator 'perishes', the encounter spills partially into reality; the encounter manifests aboard ship.
[/quote]
Yet another risk.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2
Page 32
The Warp constructs itself in the Navigator's perception as a bleak, inhospitable wasteland...
..
The Navigator must journey through this wasteland, surviving poisonous plant life or hiding from the slithering beasts that are hunting him down.
Again like all other encounters, success means the danger is past, failure means the danger manifests aboard ship. Yet another visualization. some are tests of strength or power, some of endurance, some of skill or stealth. It just reflects the variation and randomness even when the Navigator imposes his or her will.



Pgae 33
The Navigator finds himself lost in a place of confusion and deception, such as the never-ending corridors of a labyrinthine library, the dark alleyways of a vast, unmappable city, or a bewildeirng maze of mirrors. He must find a way out, solve a series of puzzles to avoid traps and locate a hidden artefact, or perhaps find clues to help him answer an impenetrable riddle.
Mental dangers/challenges, or at least the rationalization of such.


Page 34
.. It is the Navigator's duty to ensure tha tthe vessel arrives at its intended destination and as close to the intended time as possible. However, sometimes a captain may demand an emergency re-enetry...
..
Doing this virutally guarantees that the ship is catapulted into reality far from the intended destination and perhaps years, decades, or even centuries away from the intended time.
Navigators also help in ensuring that their travel encounters minimal time/space dilation.


PAge 34
A Navigator who successfully plies an uncharted Warp route can attempt to chart that route for future reference.
..
A warp route that shifts from voyage to voyage cannot be charted.
REsult is a chart whose accuracy can vary depending on the effort to create it. given how 'belief' plays a huge role in the actual navigation, one imagines that a 'charted' route is easier the next time, and as it gets used more and more (and more people believe in its safety) it can even become stable .

Page 34 Inaccurat re-entry table (2-9)
1-5 days of relaspace travel from destination
1-10 days of realspace travel from destination tHsoe are best case scenarios If we assume 1 billion Km and depending on how many days, we could be talking as little as 1 gee (or slightly less) or upwards of 80 gees And speeds between 1.3% and 11% of c.

Worst case is randomly determined location in random region in the same sector and 1-5 years before or after original departure.. Worst worst. Is lost in the warp, either permanatnly, or may show up in a differnet part of the galaxy, centuires out of time.

Page 35
Steer the vessel: The actual duration of the passag eis automatically four times the original duration. Physical encounters cannot be avoided and psychic encounters automatically manifest aboard ship.
..
Leaving the Warp: The vessel is catastrophically off course.)
Non Navigator warp jumps are (at least) 4x slower automatically, and worse in other ways too, such as emerging out of the warp much further way (1-10 days away) AT BEST. Moreover, the odds of translating into a warp storm ar ehigher, they cant locate the Astronomican or do any prognoistications, etc. With a safe. reliable, already chartred route in ideal conditions (Eg cross sector travle) this probably does not matter as much, so we can say Chartist (non navigator) jumps are 1/4 the speed of Navigator-assisted jumps.


Page 38
What follows is basically time between two routes via warp travel in the Koronous expanse, along with my estimates of distances involved. Thse assume that the Expanse corresponds roughly to the size of a Sector, which is possible but completely assumed, and the accuracy (or lack thereof) of my calcs stem from there. nonetheless, as an 'order of magnitude' calc they probably won't be off by more than a factor of 10 either way, so it probably isn't a huge issue either. I figure the fact I'm generally assuming a straight line, uninterrupted course will be a bigger issue. Also bear in mind I made some very rough estimations of distances even allowing for the above, which may also affect accuracy.
Navigating the Koronus Passage (between Port Wander and footfall) including the stopoffs, seems to be about 50-100 LY near as I can estimate, and the rough duration is '5 days in either direction' and roughly translates to a speed of ~3000-7000c. Whether that calc incorporates stopoffs at the stations of passage (and the delays therein) is not specified, but I'm guessing not.
An interesting bit seems to be that entry points correspond to the routes here, which I gather are 'entry points' to the regions, linking differeing regions together. Another interesting bit is the passages seem to be essentially 'one way' paths, as the transit times to a place may differ from what it is back to that original destination. (Eg Rain to Damaris is 75 days, but there is no route from Damaris to Rain, effectively making it one way.)

Table 2-10 lists the routes for Winterscale's realm
From footfall to: Burnscour 3 days (6,000-12,000c , Egarian Dominion 9 days (405c-1200c), Jerazol 30 days (120-365c)
From Burnscour: to footfall 6 days (3000-6000c), to Egarian Dominion 6 days (2400-3000c), to Jerazol 10 days (1460-1800c)
The Egarian Dominon: 10 to footfall (360-1100c), 8 days to Burnscour (1800-2300c), 7 days to Jerazol (260-520c)
Jerazol: 30 days to footfall (120-365c), 1 day to Burnscour (14,600-18,250c), 9 days to Egarian Dominion (200-400c)
Distances:
Footfall to: burnsocur - 50-100 LY, ED 10-30 Ly maybe, and simialr for Jerazol
Burnscour to: ED: maybe 40-50 LY, and similar for Jerazol
Jerazol to ED is maybe 5-10 LY


Page 2-11 Foundling worlds. etnry points are Footfall, Grace, Rain Iniquity.
From footfall: To Grace: 90 days (324c), To Rain: 60 Days (486c), To Iniquity 90 days (400c), to Damaris 150 days (110c)
From GRace: to footfall 60 days (486c), to Rain 8 days (450-900c), to Iniquity 4 days (2300c), to Damaris 40 days (320c)
From Rain: To Footfall 120 days (240c), to Grace 5 days (730-1500c), to Iniquity 50 days (180-300c), to Damaris 75 days (225c)
From Iniquity: To Footfall 90 days (400c), to Grace 40 days (230c), to Rain 2 days (4500-7300c), to Damaris 60 days (300c)
From Damaris: to Footfall 200 days (82c), to Grace 25 days (511c), to Iniquity 3 days (6000c). No route from Damaris to Rain.

Distances:
Footfall to: Grace: 80 LY , Rain !80 LY, Inquity: 100 LY, Damaris 45 LY
Grace to: Rain: ~10-20 LY, Iniquity 25 LY, Damaris: 35 LY
Rain to: Inquity 25-40 LY, Damaris: 45 LY
Iniquity to: Damrais: ~50 LY or so.


Page 212 accursed dmenese
From Footfall: To Lathimon's Death 10 days (3600-5500c) , To Dolorium 6 days (5500c), to Processional of the Damned, 8 days (4500-6800c)
From Lathimons' death: 150days to Footfall (240-360c) , 9 days to Dolorium (1000c), 10 days to Processional of the Damned (1800-3600c)
From dolorium: 90 days to Footfall (360c), 60 Days to LD (150c), 10 Days to PotD (2500c)
From Processional of the Damned: 10 Days to Footfall (3600-5500c), 7 days to LD (2600-5200c), 50 days to Dolorium (511c)

Distances:
Footfall to: LD ~100-150, Dolorium: ~90 LY, PotD: 100-150 LY
Lathimons' Death to: Dolrium: 25 LY , PotD: 50-100 LY
Dolroium to: PotD: 70 LY maybe


Page 40
Table 2-13 Heathen Stars route:
From Jerazol: To Agusia no route, to Naduesh 120 days (150-300c), to Zayth 120 days (150-180c), No route to Raakta or Vaporius either
From Agusia: no route to Jerazol, 10 days to Naduesh (1480c), 5 days to Zayth (2500c), 6 days to Raakta (2100c), 10 days to Vaporius (1640c)
From Naduesh: 90 days to Jerazol (200-240c), 4 days to Agusia (3650c), 2 days to Zayth (2700c), 2 days to Raakta(900-1800c), 30 days to Vaporius (120-240c)
From Zayth: 60 days to Jerazol (300-360c), 6 days to Agusia (2100c), 40 days to Naduesh (135c), 50 days to Raakta (36-72c), 20 days to Vaporius (450c)
From Raakta: no route to Jerazol, 4 days to Agusia, 2 Days to Naduesh, 3 Days to Zayth, 10 days to Vaporius
From Vaporius: No route ot Jerazol, 8 days to Agusia, 3 days to Naduesh, 3 days to Zayth, 20 Days to Raakta.
Distances:
Jerazol to: Agusia 50-100 LY, Naduesh 50-60 LY, Zayth 50-60 LY ,
Agusia to: Naduesh 40 LY, Zayth 35 LY, Raakta 35 LY, Vaporius 45 LY
Naduesh to: Zayth 15 LY, Raakta 5-10 LY, Vaporius 10-20 LY
Zayth to: Raakta 5-10 LY , Vaporius 25 LY
Rakta to: Vaporius 15 LY

Table 2-14: Unbeholden REaches routes:
From Dolorium: to Concanid 50 days (365-550c), to Illisk 90 days (200-300c), to Orn 30 days (600-900c)
From Cocanid: to Dolorium 40 days (450-675c), to Illisk 240 days (60-90c), to Orn 10 days (180-360c)
From Illisk: To Dolorium 120 days (150-225c), to Cocanid 60 days (300-450c), to Orn 240 days (75-115c)
From Orn: To Dolorium 50 days (360-550c), to Cocanid 7 days (260-520c), to Illisk 18 days (1000-1500c)
Distances:
Dolorium to: Cocanid 50-75 LY, Illisk 50-75 LY, Orn 50-75 LY
Cocanid to: Illisk 50-75 LY, Orn 5-10 LY
Illisk to: Orn 50-75 LY


Page 41
Each House's reputation is dependent on the Warp charts it has recorded and amassed over millenia and each House protects these charts from their rivals. The various Houses employ entire private armies and servitor security systems to protect the data secured deep within the bowels of major Navigator Houses headquarters.
Again the importance of navigational data to the power of a Navigator House. Theft still goes on, but the effective result is that knowlege of the required nava data and charts and shit is nowhere near uniform. It also reflects the utter lack of cohesion and unity when it comes to warp routes and how it can impact transit speeds.

Page 42
..even the strongest vox-caster would tkae years, decades, or longer to transmit a signal, and its reception, if it arrived at all, might be faint or garbled from astral interference or void anomalies.
...
AStropaths reach their minds across the madness of the aether, relaying messages to each other across unthinkable distances...
Implying worlds might be seprated by single or double digit light years at least, as well as the distances AStropaths typically operate over.


Page 42
A rogue trader's forays into the unknown are usually the first tentative steps of Imperial rule into uncharted space and it is vital that the secrets he unveils find their way back to the authorities so that they can plan the annexation of new worlds...
...
It is also important for a Rogue Trader ot keep tabs on his holdings back home and instruct his proxies how ot divert crises or deal with challenges to his influence. In addition, keeping the officers and crew abreast with matters from home is good for their morale. If one severs that link, despair very often settles upon a ship - a captain should broadcast news of the Imperium's latest victories to his crew to keep their spirits high when possible.
Use of Rogue tRaders in expansion and colonization, as well as their needs for AStorpaths (to report back to the Imperium as well as keeping abreast of news and their own dealings.) The last few bits imply fairly regular contact and fairly high speeds.


Page 42
..the Astropath is the ship's only means to summon help. Aid might never be forthcoming because of the vast distances from Imperial space that Rogue Trader vessels often operate...
..
It might take many months or even years for a stricken ship to be rescued..
Other uses for Astropaths and the response times implied. Given that reach could involve months or years across the segmentum, that gives you an idea of transit speeds.


Page 42
An extnesive ritual has to be performed to ensure that the Astropath is fully protected against the rigours of the Warp before he can impart his message, and he has to mentally shroud his message to protect it lest it be intercepted by malign intelligences that traverse the aether.
Importance of rituals for Astorpaths.


Page 42
Ideally the Astropath should remove himself to a quiet retreat to prepare for the projection. He must centre his mind, unperturbed by the mateiral world. Most Astropaths insist on having their own quarters separated from other officers and crew...
..
These quarters are set out according to the individual's taste.
...
The setting prepares the Astropath's frame of mind for his task, and helps him clear his psyche of all distractions. He must spend time contemplating the mental odyssey ahead, cleansing his mind of all unneccsary thought. Many Astropaths find that external stimuli help with this process and resort to practices such as physical deprivation, bodily punishment, the ingestion of psychotropic substances or the incantation of religious dogma. Some Astropaths might have servitors suspend his fleshy frame on hooks swinging from the ceiling, or plunge their places of meditation into extremes of heat or cold, so that the physical anguish focuses their mental effort. Others might consume rare poisons that lift their mind free of physical baggage...
..
They might achieve a similar effect by inducing religious ecstasy with sacred mantras and hypnagogic prayers ot the God-Emperor.
When the AStropath finds himself in a heightened state of consciousness, he can begin to strengthn his mind against the dangers of the Warp..
Incidentally the rooms mentioned are of all kinds: sensory-deprived aesetic cells, tapestry-laden grottos and hexagrammic wards with candles and incense, gigantic libraries with documents and books and servitors reading, or rooms laden with religious iconography and relics. Much as with the 'heightened awareness' bit and the rituals of astrotelepathy, the practices seem to be personalized to the astropath - each having their own methods, quirks, and such..
This all basically just highlights that like with most things pertaining to the Warp and done by the Imperium, there is no single, standardized way of going about it, everyone has their own approach, which is not much different from the Navigators in that respect.


Page 43
..the base amount of time he spends is 5 hours minus 1 ohur per degree of Success.. (to a minimum of 1 hour), or plus 1 hour per Degree of failure..
An Astropath can attempt to send out an astro-telepathic signal immediately, without any recourse to any of these rituals. If he does so, he finds it much more difficult to send out a coherent message and the risks of projecting his mind into the Warp increase significantly.
The achieving contemplation time can vary (and is game mechanics) but gives a rough idea of the preparations involved and the time it takes. as I said, when you have lots of astropaths involved relaying a message over long distance, all the ritual and preparations slow odwn the speed somewhat.

Page 43
Before an Astropath sends out his signal, he should claok his message in psychic wards to protect it from interception. The creatures of the Warp can pick up stray thoughts projected through the aether. Mindless entities might simply consume the signal, feeding on its psychic residue, especially if the sender instilled fear or panic within the message. More cunning denizens delight in twisting the message to cause confusion and disorder upon its receipt.
...
It is not just Daemonic intelligences that can prove a problem - xenos and heretic sorcerers are known to scry the Warp precisely to apprehend Imperial signals, and even another Astropath might attempt to tamper with the contents of a rival's message.
Basically psychic stealth measures against message interception and cracking, because the Warp (and the entities in it) can do nasty things to the message (or the sender/receiver.
And also message interception/monitoring is possible, as a number of other sources have noted.

Page 43
As well as attempting to hide their signals from the prying Warp, Astropaths encapsulate their message sin obscure mental ciphers known only to other Astropaths. Signals are often not just relayed as simple images or sentences. Infromation might be projected as whispered, coded message,s bewildering hallucinogenic vissions, psychic puzzle boxes that must be mentally solved and unlocked, prophetic dreams masked in obscure allegory, solemn hymns whose sanctity repels the unclean, or even grand operatic performances whose subtle metre and notation hide clues to the meaning of the experience.
Astropathic encryption. Note that rthe ability to send images and sentences (not just impressions or feelings) is intresting as it means you can actually send a coherent, understandable message. Words and letters are, after all, jus ta kind of symbol. Also mentions of the various security measures against cracking/interception.

Page 43
An Astropath shrouding his signal does so as part of the ritual described earlier and the base amount of time spent performing his contemplation increases by 1d5 hours.
If he does not encrypt his message, there is a greater chance that his signal is intercepted by a malign intelligence within the Warp, as described later, and of its meaning being understood if it is intercepted.
More time consuming rituals that can delay a message's transmit. But also neccesary.

Page 43
The final stage of the Astropaths act of astral telepathy involves the projection of his thought-signal into the Warp. To do this, he must open his psyche to the Warp - an extremely hazardous act that might lead to madness, Daemonic possession, or death.
First step in astrotelepathy. Many novels often depict it as a sort of 'out of body' experience, and this one doesn't seem much diffrent.

Page 43
..an Astorpath must decide whether he wants to send a focused message or a broadcast message. A focused message must be sent to a specific Astropath (or group of individual Astropaths) known to the sender. A Broadcast message is simply projected out into the Immaterium in the hope that it is picked up by an Astropath.
One imagines there are 'middle ground' - omnidirectional broadcasts are one extreme, while focused ones are the other, but you could perhaps focus a wide 'broadcasst' in a specific direction (spcific segmentum perhaps), or you could direct your thoughts at a specific ship or planet rather than a partiuclar astropath. Presumably the more focused a signal is, the harder it is to detect (while broadcast signals are easier to pick up.) The game doesn't make this distinction - at least not in those terms. But given that an astropaths message is actually composef os psychic energy (from the sender) we might imagine the focused nature means it involves less energy, or can just concentrate the same energy into a narrower focus.


Page 43
Focused signasl are intended for a psychic recipient. This individual is almost always another Astorpath and, at the very least, must be trained in the psyniscience Skill and have a PSy Rating.
Point to point transmissions basically. Interesting that you dont have to be an astropath to receive it, at least to certain degrees, but you do have to be psychic. We know sorcerers, daemons and librarians can receive them of course. One imagines that one not trained in astrotelepathy has a harder time interpreting or understanding such messages, however.


Page 43
..broadcast signals grow unstable much more quickly than focused signals. A Broadcast signal must cover a massive area, while a focused signal need only find a path between two points. As with focused signals, braodcast signals can only be picked up by individuals and entities which have the psyniscience skill and a psy rating.
More differences between broadcast and focused, which seems to highlight my earlier comments and other 'advntages.'


PAge 43
Table 2-15: AStropathic signals and broadcasts
Distances and time is given. Instant from ground to orbit
1d5 rounds to 'nearby solar'
1d10 rounds to 'distant solar'
1d10 minutes to 'nearby system'
1d5 hours for 'subsector' distance
1d5 weeks for 'SEctor' distance
1d5 months for 'segmentum' distance.
This is bascially the same as in the core rules, so I'll repost that info just to be lazy:
Between this and the other stuff we get quite a bit of variety. For example, 5 and 50 seconds to send a signal across a solar system. That's 20,000 light seconds if we assume an Earth like system (From Earth to Pluto roughly) meaning an average FTL 'velocity' of a few hundred or a few thouand c. And remember, astropath signals are supposed to be FASTER than warp travel.

Get's better. Nearby systen is 1-10 minites. Your average planet, if we use the Calixis sector map, is ~10 LY or so. Some are longer (15-20 LY) and some are quite a bit shorter 2-5 LY maybe. Assuming 2 LY and 10 minutes you still get a FTL velocity of, oh, around 100,000c Much better than the last. If we go with 10 LY and 1 minute you can get a some 5 million c. This meshes roughly with Eisenhorn's 'Xenos' lag times... (10-20 LY in 10 min or so).

Then we get to sector and subsector. A sector is on average maybe 50-100 LY on a side, roughly. A sector 200 Ly on a side. Subsector varies from maybe 90,000c to a few hundred thousand c again.. worse than before, but not too bad. Sector however... 200 Ly in 1d5 weeks we're back to thousands of c. And we skipped "days" . We went from minutes, hours.. then to weeks and months. What the fuck? Assume between 20,000-50,000 LY or so for a segmentum and agan we get to tens or a few hundreds of thousands of c. This isa different result compared to earlier calcs (Sector in weeks instead of days).
I shoudl note that it is possible an alternate interpretation, given the 'nearby' stuff is that its not 'across' a sector, subsector or segmentum, but rather 'nearby subsector' or 'nearby sector' or 'nearby segmentum' In that case we might figure that the subsectors are at least a few tens of LY (say 30-50) to 100-200 LY apart (depending on the subsectors communicating.) AT 5 hours and 30 LY you get as low as 50,000c, but at 200 LY and 1 hour you get 1.75 million c, which is a bit more consistent. Between sectors may mean hundreds or thousands of light years (Such as betwene Calixis and Scarus) as I've discussed/hypothesized before (worlds separated by hundreds or thousands of light years may mean sectors instead) Assuming between 200 and 10,000 LY you still get low thousands/tens of thousands on the other end, but 'thousands' at least can mean hundreds of thousands potentially. And betwene segmentums pretty much means tens of thousands of LY (or huge chunks of the Imperium... say a good 30-40 thousand LY at least - and more if we're doing it between Ultima and elsewhere which is hundreds of thousands again to millions.

Page 45
There is a chance that the message might be intercepted by malign Fforces. Frequently, these are Warp entities, but sometimes mortal agents such as sorcerous renegade psykers or even other AStropaths might attempt to intercept a message.
...
The interceptor decodes the message and understands it completely. HE (or she, or it) either simply destroys the message or corrupts it, changing as much of the contents as he sees fit.
..
The Interceptor only partially (or does not) understand the message, and either ensures that it never reaches the intended recipient or changes part of the message as he sees fit.
..
The sender becomes aware of the interceptor... learn something about the would be interceptor's identify and his general position (if he is in the Mateirum)..
Message interception and some of the possible results.


Page 46
If a focused message gets through to the intended recipient..
...
The recipient can make this test oce each day (either when he declares he is searching for signals or at the end of the day)..
...
In contrast to a focused message, a braodcast message is sent ot every possible recipient within the range of the signal's strength.
..
..he may repeat his search once per day..
Implies that messages may take (on average) less than a day to arrive. Wehther or not tis is true, or if its dependent upon distance we dont know.


Page 46
An Astropath who picks up the signal may still not understand the message encrypted within it. He might receive it as a blur of conflicting images or a faint whisper in the back of his mind. His mind may have to sift throught he message and make sense of any hidden meanings or puzzling oracles contained therein. This might involve not just strenuous mental agility but also the perusal of arcane lore. A Powerful astropath can employ an entire army of scribe-servitors to pore through an archive of tomes, ancient data-slabs and oracle bones to interpret the garbled utterances he pronounces as he imparts his vision inot words. Less influential Astropaths might only have a few scraps of parchment recording obscure prophecies that may or may not help decode the signal.
Message reception and the need for decrpyting and trnaslating it. in game terms time may vary from as little as 1 hour to 20 or more hours, and may understand it fully, mostly, partly (half or a quarter) or not at all. Again its another delay that slows down the 'point to point' bucket brigade style transmissions of astrotelepathy.

Page 46
The Explorers might send a broadcast message - especially an urgent call for help..
..
..no idea how far it is to the nearest recipient or even who that might be... to decide if anyone is within range...
..
Frist Responders..
..
Time elapsed.. 1d5 months Recipient is.. in a nearby segmentum
1d5 weeks. .. in a nearby sector..
1d5 hours.. in a nearby sub-sector
1d10 minutes.. in a nearby system
1d10 rounds... in a distant solar system
1d5 rounds in a nearby solar system
instant - in the same orbit.
I'm not sure if this is again the 'message time' or the time it takes for the guy to arrive. given that the above matches the normla times given for astrotelepathy above I'm thinking that. How this is different from normal messages I dont really know, either. lol



Page 49
Orks are fundamentally genderless. Their reproductive system is based on the spores they shed form their skins all through their lives and in the moments of their deaths...
Ork spores.


Page 49
Orks in service to the Chaos Gods, or even succumbing to the corrupting influence of the Warp, are so rare as to be essentially unheard of. Simply put, Orks aren't so easily tempted by Chaos and they are far more resistant to the warping influence of Chaos than humans, for reasons that nobody has been able to accurately define.
This is again a throwback to old fluff, and which has been mentioned in Tome of blood as well. Orks not onyl have a natural resistance to the warp (due to their simple and straightforward mindsets, as well as an unshakeable faith in their gods) but Orks have a tendency to distrust and destroy that which isn't properly 'orky', and a Chaos-afflicted ork will definitely qualify. That means that if this is to actually happen, it would be under very limited, specialized circumstances.

Page 49
Nearby orks can be filled with a portion of the Weirdboy's power, giving them massive strength and increasing their ferocity.
Weirdboys can enhance Orkish capabilities. As if they needed to be stronger and more aggressive. this actually means that when you have a weirdboy, the WAAAGH's psychic power can be self-prepetuating, at least up to the limit of the Weirdboy's abilities.

Page 49
Other races have navigation systems that rely on precise calculations, and technical execution, faith in gods, or even eldritch incantations. Each of these ssystems of travel has some coherent, reproducible, understandable method that makes sense on some level, at least ot the races that employ them. What Orks do makes no sense, not even to them.
Like much of the rest of ORk technology, their space travel systems just seem to work. There's no rhyme or reason to it othre than the one thing that holds true for all of it - Orks believe it will work, sor it does.
..
When called upon to use their powers, they [Weirdboyz] are pusehd into position and things just happen.
..
When a weirdboy wants to guide his ship to its next destination or wants to communicate with other ships, he starts plugging himself in to the various gizmos he sees. From one session to the next, there is no consistency.
..
just about the only consistent element is a horn or other funnel like device into which the Weirdboy shouts and to which he listens.
Weirdboy navigation.



Page 50
With so much of an Ork's knowledge being instinctive - a quirk of his genetics rather than something learned - the matter of Ork training and dvelopment becomes a little more muddled. Do Orks learn, or are their skills something that continue to develop as they grow or age? The truth of the matter is probably something between the two, with aptitutdes and physical traits becoming more evident and more pronounced as the Ork ages, grows, and wages war and learns new things. Certainly, Ork leaders seem to demonstrate increased cunning and ruthlessness compared to their lesser kin...
Orkish knowledge. We do know they 'learn' from outside sources - its all not innate. Gargants for example were something that (At least in early fluff) Orks learned from humanity, and we know Kommandos are another such, as are Stormboyz. and Many ork Warlords 'learn' from fighting their enemies. This knowledge, it seems, can under at least some circumstances become 'genetic memory', although the mechanisms and reasons for this are unknown.


Page 52
Orks are extremely resilient, their bodies capable of withstanding and surviving injury that would kill humans, and recovering swiftly enough from even the moust grievous wounds to get back into the fight within days.
Orkish resilience and healing speed.


Page 54
The Weirdboy feels the aggression and violent desires of creatures other than Orks. While not as potent as the Waaagh! these energies are nonetheless a useful source of power.
Some orks (apparnetly) can tap other beings under the right circumstances. Which again highlights that the WAAAGh power is derived from the warp, its just that the means of tapping it is indirect and probably acts as a filter against the dangers. (or in the case of a weirdboy, imposes an entirely diffreent set of dangers.)


Page 54
The Weirdboy has found that he can project his voice across the cold,d ark void for others like him to hear.
Like AStropaths, only Orkier. We've seen this happen in some short stories too.


Page 54
Orks use different rules for Psychic techniques than Imperial psykers (mostly characterised by markedly less restraint, concern for collateral damage, and subtlety.)
I though thtis was amusing.


Page 55
The Ork is extremely resilient, to the point where even normally fatal wounds barely phase him.
even greater toughness on Orks.


Page 56
The Weirdboy has learned how to stare into the depths of the Warp and guide starships..
..
Lacking the ritual and careful observances of a Navigator's trade, a Weirdboy guides a vessle by instinct rather than hard-won skill.
Weirdboy Navigation -they wing it.


Page 66
Few adepts of Mars would turn to the techno-sorcery of xenos in the belief that it might bring them closer to the mind of the Omnissiah, and most of those who do are simply slain by their more zealous brethren.
Again that schizophrenic way the AdMech regards alien technology and its acquisition/usage. Sometimes its a-okay, and other times not.


Page 68
The powers of unsanctioned psykers vary even more wildly than those of their sanctioned counterparts. Some develpo abilities that are startlingly similar to the powers of a Sanctioned psyker, divining the future, moving objects with their minds, or keeping the powers of frost and flame at their beck and call.
Unsanctioned psykers and their abilities, as well as the similarities to sanctioned psykers. Knowing that they can create cold as well as heat is interesting.


Page 68
..those rare few who can conceal (and survive) their unique talents often find themselves in positions of conisderable influence aboard the ships of Rogue Traders who ply the Koronus Expanse. After all, what captain would not want a Void-Master who can evade before the enemy even fires, or a Seneschal whose hunches about investment futures are never wrong?
More unsanctioned psyker abilities. Precog would definitely be useful in gambling, business, or ship movements (and the Navy and ADministratum probably take advantage of this.)


Page 71
The Explorer has trained his intellect to be like a steel trap, and it snaps shut at the slightest provocation by psychic presences. Psykers who attempt to transgress the boundary of his mind oftne find themselves confronted by confusing images and cunning mental ruses that leave them exhausted and disoriented.
Non-psychic defense methods against psychic intrusion. Wherher this is peculiarities of mind, or training, I am not sure.


Page 72
Without vast hive worlds to provide an endless source of manpower, the unquestioning labour of servitors is even more valuable in the Koronus Expanse than within the Imperum proper. Servitors are common enough sight in the Koronus Expanse, from simple drones shuffling about the vessels of Rogue Traders to labour units handling cargo to battle servitors guarding Machine Cult shrines and patrolling the corridors of voidships.
I'm not quite sure why servitors and human labour is mutually exclusive, but there you go.
Also mention of voidships having their own battle servitors, as some sources have hinted at again.

Page 72
Though ideal servants and labourers, servitors' inability to think or react with anything but rudimentary intelligence makes them of somewhat limited use..
Servitor limitations. OF course we know of lots of examples of 'non-stupid' Sevitors, but they probably aren't as commonplace (or cheap.) as monotask.


Page 72
..a psycho-cerebral motivation device called a 'Colchite' implanted at the base of his cerebellum, which provides a link to the simple minds of servitors who have been specially modified to incorporate the same xenos device. By directly controlling the servitors' actions, virtually anyone with enough mental acumen can turn these otherwise simple and clumsy drones into virtual extensions of themselves.
The funny thing about this is.. we already know that cogitators can be used to control servitors.. and if you used a MIU to link to the computer... you'd get the same effect. THis approach simply cuts out the middleman via xenos tech.


Page 83
..the AStropaths that have returned from the Witch-Cursted world bear undeniable effects: the bond between these AStropaths and the God-Emperor has somehow been sundered. Many have compltely losed their sanity due to this profound loss, but others have discovered that they possess unusual traits that linger on from their ordeal. Known as Hexicars, tehse psykers are somehow able to twist their psychic talents in such a way as to inflict dire curses upon their enemies.
An interesting variation of Astropath, specializing in curses. We know that astropaths and other snactioned psykers can do machine curses and similar, but this seems to be something a bit more impressive and epic. It also seems to stem from having their soul bond cut (an intresting proposition, and not impossible, but something I'dnever heard of happening before this.)


Page 84
..by some trick of fate or genetic fluke, these people have no Warp presence and can inhibit and disrupt psychic energy simply by existing. Other humans, even those with no psychic ability whatsoever, are extremely uncomfortable and fractious when an Untouchable is nearby. Despite the best efforts of some of the brightest minds in the Imperium, the manner in which thse 'blanks' and 'untouchables' operate is barely understood.
Pariahs/untouchables.


Page 88
A skilled Navigator can use this power to mark a point of calm in even the most tumultuous Warp Storm. On a smaller scale they can also use this ability to find a stillness in the Immaterium flowing aorund them that dampens psychic powers and even pushes Daemons back towards the edge of the dark pit from whence they came..
Other uses for Navigator skills. Again imposing their will on the warp around them is a big part of their training and powers.


Page 88
..a technique taught to Navigators to help them penetrate the densest of Warpstroms and find a safe path. However, when turned on an individual, this power allows the Navigator to look past the facade of material reality, and thus exploit the knowledge he gains from staring so deeply into a foe's soul.
And again navigator 'vision' and detection is yet another important aspect of their powers, which seems to have quasi-telepathic like benefits.


Page 88
Time can flow in a strange manner when travelling through the Immateirum, and over the years many Navigators have learned to move with the temporal unpredictability of the Immaterium that underlies reality. By unleashing a vision that strips away the presumptuous facade of linear time before an attackers eyes, the Navigator can slow an enemy to a crawl. even if the power's effect is extraordinarily subtle, many have found it to be just enough to stay an assasin's blade by a few precious moments or prevent a feo escapeing..
Time and space manipulation, another asset of Navigator powers, which can be utilized to their advantage in combat. Whether this is temporal or precog or a combination, I'm not sure.


Page 89
..techniques exist that can cause a person to attract the malign spirits of the Warp, drawing hungry things to them that slowly siphon away their very mind and soul. This power is reserved for the Navigator House's most loathed enemies, and these unfortunates soon find tha ttheir luck fails them and their allies treat them with disdain.
Called the evil eye, in game terms its basically a curse. Which may explain the mechanisms of 'cursing' in psyker terms (like machine curse and shit) although thsi implies vampiric properties as well.

Page 89
The Navigator snaps open his Warp eye and traces the vital lines that bind a creature's animating force to its mortal shell. By striking these places with the utmost precision, the Navigator can inflict harm on the target's very essence, and thus defeat foes that might otherwise seem inviolable.
Probably includes severing one's soul from their body, or attacking them via their connection to the warp (at least.)

Page 89
..it is entirely possible to discover hidden knowledge and a degree of inner calm using its own unique brand of introspective meditation. Many of the Older, more cloistered members of the Navigator dynasties spend prolonged periods in their REclusiam Chapels, meditating upon philosohpical issues and esoteric lore.
Basically an analogy to the 'third eye' wisdom crap you sometimes get cropping up, only applied to mutant navigators.

Page 90
The Navigator uses his pineal eye to peer through the Immateirum around him, piercing the churning clouds of the Warp to find the causeways of least reisstance to his target and assessing the paths of reaction before it can even move to defend itself. In this way, the Navigator guides his own attacks to their destination while circumventing his foe's desperate attempts at defense.
A form of combat precog, basically. Would have implications in ship to ship combat obviously.

Page 90
Navigators must be ever watchful for danger when guiding a vessel through the Warp, and be capable of reacting at a moment's notice to the caprices of the shifting realm of Chaos. On the battlefield, a Navigator can turn this power to his advantage, reacting to strikes seconds before they arrive or even calling allies to move from harm's way moments before the enemy can land a telling blow.
Again, combat precog, 'seconds long' into the future. What's more, this is explicitly linked to the Navigator's role as detection and navigation in shipboard, suggesting that the abilities have a correlation and can be used in iether case (or in space cobmat even.) It also means the Navigators have some fairly reliable near-term precog, and has detection implications (again FTL 'knowledge' of events.

Page 91
Though a Navigator never follows this order unless no other option remains, some daring captains have been known to call for an emergency entry into the Warp to avoid a devastating shot. This is a last chance action to avoid destruction, as an unplanned jump is perilous in the extreme.
..
The ship re-enters at the start of its next STrategic Turn in its original position (if another ship occupies this position, botha re destroyed as the two vessels merge and then promptly explode.
..
..to determine what horror has latched onto the vessel during its split second in the warp.
Fractional second warp jumps as an evasion to attack. That means its at least technically possible, although hazardous close to a celestial body (Rynn's World for example.) It still shows its possible to make in-system jumps if one takes the risk, though.


Page 91
The Navigator penetrates the Warp to sense what lies unseen beyond mundane relaity, looking for telltale signs of danger, foes, and Warp manifestations.
..
..counts as having successfully performed an Active Auguery Extended ACtion..
..
..but with a range that extends a number of VUs equal to three times his Perception Bonus. In addiiton, if the vessel's auspex has been damaged or destroyed, it counts as being operational until the vessel's next Strategic turn.
Basically, acting as space sensors again.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 3

Part 3
Page 91
A Navigator leads his vessel in between the invisible skeins of the twisting Immaterium, finding a tangled patch in which to hide from the baleful stare of his enemies.
..
..he chooses one enemy vessel within a number of VUs equal to three times his perception bonus. That vessel suffers a -10 penalty to its detection for one STrategic round...
Basically warp stealth. It acutally sounds like it involves a translation or partial translation (or at least incrusion of warp power to mask the ship.)

Page 92
Among the stars of the Koronus Expanse, thousands of Astropaths plumb the depths of the Warp as they pass messages betwene those loyal to the Imperium of man.
Number of astropaths in the Koronus Expanse. It also mentions that many astropaths beyond the Imperium experiment with their powres to find new ways of doing shit.

Page 92
As they travel the far stars, often shrouded from even the sacred glwo of the Astronomican, many Astropaths spend countless hours searching for any psychic resonance among the void. As they stretch their minds even further into the darkness...
Psychic scanning/detection.

Page 92
..the psyker [using the Voidfrost discipline] gains a greater degree of comfort in dealing with the harsh chill that the empty void inflicts upon the soul. In doing so, he may detect hints of life and mental activity within the void beyond the vessel's hull.
..
..the psyker may sometimes become unconciously aware of any anomalies or signs of life in the void withins everal VUs of his craft....
...
..the psyker often has an intuitive reaction to all things which disrupt the ebb and flow of the void throughout his current system. Efforts to explore space seem intuitive, but planetary atmospheres feel unnatural.
Sort of a psychic lifeform/heat sensor, as the power grows its range grows (eahc quote reflects an increment.. first just outside the ship, then tens of thousands of km or more, then across millions of km/AUs of a solar system. And apparently FTL.)

Page 92-93
..Establishing the necessary techniques for claling forth a survivable enviroment from the depths of the Warp...
..
..some psykers inadvertently exhibit this ability under life and death conditions..
...
..the psyker is able to focus his energy, to draw power form the Warp to ward against the isolation and chill of the void.
hours long void protection.. Another pwoer mentioned is basically the ability to put a ships crew in cryogenic suspension for a matter of days.. and is implied to be able to use it against the enemy.

Page 93
Many psykers who embrace the Voidfrost Disicpline do so as part of an effort to find other minds amongst the expanse of the void.
...
As these characters continue to extend their minds into the void, they become ever more capable at identifying any signs of sentient life - including the minds of Xenos.
A psyker who activates this power extends his mind deeply into the void, searching for any other active minds.
..
..the direction and distance to any concentrations of sentient life within range are immediately identified, regardless of any shielding or attemps at concealment.
Again more psychic detection. More precision can result in the number of minds, the species as well. Range is perhaps tens or hundreds of thousands of km by game terms.

Page 94
One of the first stages of this process is the mastery of a technique that siphons warmth from objects or individuals into himself, ripping the heat out of any objects between himself and his target, creating a frozen path straight to his foe. The attack seems slow moving at first, but rapidly accelerates as the psyker directs it on towards the object of his enmity. It is also notoriously difficult to avoid this power, as the psyker can easily redirect the trail of frost with his mind..
Psychic cold. A more hilarious use of this power also mentioned is to create bolts of 'cold energy'.. which I have no idea how to explain.

Page 95
A character who masters this ability becomes capable of surviving and acting normally without warmth, pressure, or breathable air, and can also use this power to blunt the effects of extreme cold or toxic atmospheres.
More psychic resistance to adverse conditions.

Page 95
The stories tell that they drop the temperature of a room with thier entrance...
..
The psyker is said to draw a chill wind from the lightless depths of the void down upon his foes, surrounding them with enveloping layers of ice and freezing their blood even as it pumps through their veins. Targets of this power die an agonising and rapid death, wracked by hours of exposure int he blink fo an eye, shatteringor crumbling in the unforgiving ethereal gaze. This is a rare power, yet it has caused countless nightmares for those who have seen it used.
Consdierng a human body is some 310K and a 70 kg human... if we assume the temp gets lowered to between 150 or 3 K (150-300K lets say temp difference) we're talking between 30 and 70 MJ of energy siphoned out of the body.. which is.. impressive to say the least. Wher eit goes is another matter.

Page 96
.. Practitioners of the Soul Ward discipline exploit their divinely enhanced essence to protect them and to grant the divine blessing of the god-Emperor to their allies.
Sort of like a miracle I suppose.

Page 96
Psykers who learn the Soul Ward discipline expect to really their allies so that they can hold the line against any threats to the Imperium. While a portion of this abilitiy comes from their divine faith in the God Emperor, a far greater portion comes from their direct connection to His grace in the form of their soul binding. By calling upon the power of the Warp through this connection, they can share the power of His grace with their allies. This can swiftly bolster their faith in their cause..
Psychological or morale boosting effect.. its mainly interesting for the way it interacts iwth the soul bond.. allowing the Astropath to be a literal conduit for the Emperor's power.. as well as a tangible manifestation of faith and belief.
Other uses of the power mentioned include stunning the enemies with the manifestation of their soul bond/power, or using it to distract the enemy with that tangible display making them lose focus. It can also be used in other 'inspirational' or enahncing ways, such as to grant strength or mental clarity, remove fatigue or bestow superhuman endurance.

Page 97
After focusing his will through a moment of prayer, the psyker hones in upon the essence of his Soul Binding. Channelling the energies of the Warp through his focus, he grants the target a temporary physical manifestation of that sacred protection
Basically a psychic barrier agianst physical attack. A more sophisticated version of this may actually return the damage to the enemy launching the attack.


Page 98
There are no limits to the number of ways the God Emperor may bless thoe who act in his name. He may reach across time and space to aid those who act in his service for the good of all Mankind. Those who receive the blessing bestowed by this technique may begin to realise just how far his reach can extend. Targets can feel the flow of time slow for their enemies as they become more capable of granting justice to those who have offended Him.
Time manipulation via proxity. we know from the Inquisition war that Golden Thoned GEoM can manipulate time, so this is possible. Of course its also possible this is just a psychic manifestation of collective faith rather than just the God Emperor acting throught he psyker, although that too is possible. Or even a combination of the two (Big E reaching out through the psyker to bolster their faith and belief to the point where miracles happen spontaneously, for example.)

Page 99
Any astropath or Astropathic Choir aboard a vessel can perform these actions...
..
..this TEst may only be made at the Unfettered or Push levels, given the scale of pwoer required to have a noticable effect in the cataclsymic battles between voidships.
Meaning that they represent feats at the limits of a Astropaths abilities, or pushing beyond it, even in groups. Also bestows tremendous fatigue, so its not something they can do extensively. Choirs do make things somewhat easier though, although at 'Push' levels the risks of burning out weaker astropaths groews.

Page 99
The Astropath reaches out and temporarily controls the mind of a gunner on the enemy ship, making him fire on a chosen target.
supposedly within 1 or more VUs of their target, but basically mind control. Also suggests the gunnery aboard starships is controlled by a singel guy (either giving the commands or actually firing themselves.

Page 99
The Astropath disguises th einterior of his ship, shrouding it with drak shadows and illusory twists and turns.
Psychic internal defense.

Page 99
The Astropath attmepts to cause psychic flames to burst alight aboard the enemy vessel.
One of the more blatant forms of direct psychic attack. Range of 60,000 km. They can also do the opposite to put out flames aboard their own ship.

Page 99
The Astropath spreads unnatural terror among enemy boardres, blunting their assault and eroding teir will to fight.
Psychic manitpulation of enemy attackers aboard ship.

Page 99
The astropath makes his ship appear to perform a manoeuvre to trick his foes. The vessel shimmers and warps, seeming to be in more than one place at once.
performed on a single enemy vessel, sort of betsowing a holofield like effect.

Page 99
The Astropath attempts to deflect an incoming shot with his spychic might, turning aside a blow that might fell his ship.
Effect is basically like having one or more void shields (depending on success.) which also suggests that voids deflect attacks rather than suck them into the warp. Then again that might qualify as deflection, and its easier to believe that a psyker might displace enemy attacks into the warp than it is they'd telekinetically deflect the shot. Then agian depending on the circumstances in which it happens, some attacks may not need much deflection to miss!

Page 99
The Astropath dampens the crews' primal instincts with psychic energy, making them supernaturally fearless
They can not only demoralize enemies, but fortify their own crews.

Page 100
Typically it is only those with limited knowledge of their own power who are granted an opportunity to enter training and evnetually nudergo Soul Binding (if they survive) for to look too deeply into the Warp is to invite corruption of the soul itself.
Meaning only untrained psykers may ever be trained. Those with some knowledge already often are considered preemptively corrupt.

Page 100
One of the most common ways that a person can first exhibit psychic aiblities is with a powerful blast of mental energy. It might be used to save a life, destroy an object, or simply unlesh an inhuman burst of strength. Most psykers' first, instinctive forays into warp-born powers are arbupt and unexpected, especially by the psyker. This psychic power may become more powerful through training, but it is never suited to fine manipulation; it has all the subtlety of a hammer and can only be affectively applied to similar ends.
Burst telekinetic attacks, in other words.

Page 100
Some untrained psykers first exercise their blasphemoous powers when they desperately need to convince someone of something. This might be a lie told to an authority figure, a treu but unbelievable tale told in desperation, or even a negotiation made to their advantage. REgardless of the precise movitations, the rogue psyker taps into previously unknown talents to focus Warp energy to bolster his persuasiveness.
Psychic persuasion. Another variation mentioned is using their power to avoid notice, not so much invisibility as diverting attention from themselves.


Page 101
Those who have learned of their abilities to manipualte others minds soon attempt to push these abilities evne further. This psychic trick can be used either to completely erase the memory of a single event or to impalnt a new memory. In either case, this may cause poroblems for the victim when he is unable to later reconcile the missing or new experiences with his real memories, and a sufficiently deeply planted and influential memory might even fundamentlaly change the subject's deep seated opinions, values or beliefs.
Mind alteration. More advanced powres include inciting rage in their enemies.

Page 101
..any psyker can learn to manifest his Warp-spanwed powers with finesse rather than with simple brute force.
..
Some discover that they can use their minds to perform even the most delicate of tasks from a distance and conceptualise this ability by manifesting invisible limbs.


more precise, sustained psychic (TK) manipulation. The rules state they can 'thin' the hands for slicing damage.

Page 1`02
For every benefit they receive, there is invariably some price to be paid...
..
..
these psykers peer deeply into the writhing pattenr that underlies the convenient and sanity-preserving masqureade that some sentient species call 'causality' finding a way to avoid even the most dire of straits at any cost.
Basically allows them to teleport away (probability manipulation) and appear elsewhere to avoid attacks.

Page 102
Many untrained psykers ascribe to a bleief that the Warp holds boundless information and that all sentient creatures share a link to its nature. Some who follow this philosophy attempt to use its ways to establish communications with those whom they might not otherwise understand. This could include other humans who speak a different dialect, xenos, or even entities of questionable degrees of sentience.
Psychic version of a universal translator, In other words.

Page 103
With enough experience, many psykers learn to channel the Warp directly into their bodies to enhance their natural talents. When the Imperium formally trains an individual, such techniques are reserved for masters who hav ethe willpower necessary ot overcome the substantial risks.
Physical enhancement (strength and thoughness.)

Page 106
Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fires of their bttle frenzy to devastating new heights.
Orkish augmentation.

Page 106
The weirdboy calls upon the Waaagh! channeling his impatience to acelerate whatever mode of transportation he happens to be using (Be that his feet or a mighty voidship) in a swell of brilliant, crackling energy.
TK acceleration, like Red.

Page 106
The Weirdboy appeals to the primal force of the Waaagh! for good fortune, an unearthly glow filling his eyes and those of his allies as they rush forward..
probability manipulation.

Page 106
The weirdboy unleashes a burst of ravening green electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag.
Cremtaion energies are enough to melt the toughtest 40K alloys, it would seem. Alot of ork abilities seem to involve some sort of large scale and devastating direct attacks (physical/telekinetic or energy, like the above)

Page107
The weridboy opens a temporary rift throught he Warp, helping his allies get to battle more quickly in a flash of green luminescence and an instant of screaming terror.
Ork teleporting.

Page 108
..gene-enhanced mastiffs provide scent hounds for aristocratic hunting parties and vox-implanted avians are used as couriers.
Familiars of some sorts.

Page 108
Psychic familiars are normally controlled by their master via complex psy-receptive circuitry knonw as a 'psyber lure' which is implanted in both master and Familiar. With this particular method of command, the master is able to perceive everything that the Familiar does and can remain in control of it even over large distances.
Commands must be issued in order for the Familiar to perform specific tasks. These are generally made up of single words or a short sentence by the controlling character (a lthough it can also be done in an instant by a mind-impulse with the psyber-lure, provided the Familiar is equipped for use with such a device.
..
Due tot he nature of the psyber-lure, anything that the Familiar detects, its master also notices, and vice-versa.
..
..whilst the Familiar may not be in direct contact with its master, the psyber-lure is a strong neural link that taps directly into the mind of both creaturea nd master.
Psychic wireless communication and control. The interesting bit is that they can psychically transmit and receive sensory data as well as give/receive commands. One expects that with sufficient power or scale, this could be done over greater (interstellar!) distances. The linked nature also points to a two way 'bond' which may also be solid over great distances.
It also has many Kilometres in range (possibly tens of km or greater), and psykers may use them as a psychic focus. There's also mention that a familiars senses could be technologically augmented, which hints that the master could benefit from such augmentations.
In one way you can think of a familair as being a osrt of 'drone' or probe, only in animal form. they may also be unnaturally toughened, or gain regneration.

Page 112
Telepathic Relay: The Familiar is able to act as a miniature astrotelepathic amplifier owing to xenos-technology or anicent psionic rites performed by cunning Adeptus Mechanicus artisans,
Suggesting that Familiar abiliiteis might be replicated by an astropath. Other powers include being a psychic reservoir (extra power to draw on) shielded against the warp effects or acting as a psychic lightning raw (drawing perisl of the warp attacks from the master), act as a boostd psy focus, , perform its own psychic feats, or act as a psy detector. Oh and being emapthic.

Page 117
This bulky helm is the Culexus Assassin's primary kililng tool, as well as the apparatus by which he controls his incredibly disturbing anti-psyker aura. Packed with sensors and techno-arcane circuitry designed to enhance and help control the assasins gifts...
..

Bulky apparatus that appear to be auspex arrays are connected to each side of the head via thick cables...
...
..has a sophisticated built-in auspex that mimics the abilities of an Omni-Scope.
...
Psyocculum: The inbuilt psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers.
Animus speculum powers and sensory abilities

Page 117
Aracne Eye: This blast of potent negative energy inflicts terrible damage on psykers, daemons and psychically active creatures but causes no damage ot mundane tagetes.
Anti psyker weapon.

Page 117
Etherium: This armoured body glove is laced with dozens of kilometres of fine, techno-arcane circuitry that allows thea ssassin to step out of phase with reality, letting physical and psychic attacks pass through him,a nd granting him the ability to pass throughs olid objects at will.
..
.. allowing him to pass through psychic barriers, holy wards or force fields.
Phase out ability

Page 117
Similar in basic principle to frag grenades, tehse weapons are impregnated with a potent anti-psyker agent distilled from teh metabolic by-products produced by the Golden throne. Full of negative psychic energy they are incredibly lethal to psykers as well as daemons and psychically active creatures, but are harmless against mundane targets.
Psyk out grenades have the same benefit as the arcane eye, suggesting that the 'metabolic byproducts' migth be shot out by the Animus speculum :P

Page 118-119
There are, of course, other means by which a voidship can be guided through the Empyrean - but few are willing to pay the price for such desperate measures. Only the truly desperate consider the dark bargains required to travel this way...
...
To pass safely thorugh the Warp without a Navigator, the Seekers of the Daybreak found but one option: bargaining with the beings that eixsted in the shrouded madness of the Immaterium. By treating with Daemons and paying tribute in blood and souls, its allies' ships could once again pass through the SEA of souls unscathed. Of course such creatures are capricious and wicked, and often ships lead by Daemons found themselves in the twisted depths with no means of escape and no signs of their guides...
..
A Warp Guide unlocks the ability to traverse the Warp through human sacrifice..
..
By sacrificing a ritually prepared individual, the Warp Guide enters a fugue state in which he perceives the Astronomican, the energies of the Warp, and even the very strands of time and causality itself.
Warp Guides and alternate means of warp travel.

Page 121
Most Warlocks learn the Embolden technique so that they might share a portion of their courage with their fellows, aiding them as they endeavour to fufil their duties. In this way, the psyker instils an unshakeable sense of bravery and invulnerability upon his comrades, reaching into their minds with visions of mighty heroes and great victories.
Warlocks enhancing Guardians mentally.

Page 121
Those who read the harsh, ascetic Path of the Seer often do so for untold aeons, slowly but surely unlocking the secrets of each technique and mastering it to a degree impossible in short human lives. However, the Eldar do not rely on these slow and steady methods simply for tradition's sake, or because their life-spans permit it; the maw of Slaanesh, the Doom of the Eldar, ever gapes before them...
Psykers are more cautious and indirect (and slow) in their use of the warp, meaning they are probably more precise and efficient - achieving greater effects without tapping as much warp power (and minimizing the risk.)

Page 122
The Conceal power allows a Warlock to guide his forces in battle while minimalising losses amongst the troops he leads. Rather than actively assisting his fellows, he instead clouds the minds of on-looking opponents. Those who fall prey to the technique become incapable of accurately identifying the location of the Warlock's companions. This enables the Eldar forces to move about the battlefield with relative impunity.
cloaking ability for Eldar warlock and his troops.

Page 122
When working in concert with more experienced warriors or when engaging lesser foes, a Warlock need not focus his skills on bolstering the courage of his allies. Instead he has the luxury ofusing his psychic abilities to increase his comrades' abilities, so that the Eldar's enemies can be overcome more swiftly. With the Warlock's psychic guidance, even the least trained of warriors are capable of fighitng like battle-hardened veterans
Instead of bolstering morale or psychological elements, it seems to focus on making them more capable soldiers (imparting part of experience or training, or improving on what the training teaches, or whatever.)

Page 122
When activating this ability, strands of incandescent energy stream from the Warlock's outstretched ifngertips and weave themselves into a monstrous glowing form near a foe. The form is a psychic projection of the Warlock, which immediately springs forward to attack the enemy in hand-to-hand combat. While the projection may be capable of destroying an opponent, the foe is unable to physically injure the remote caster.
Sort of like the ghost ninja that would accompany Ryu in Ninja Gaiden 2.

Page 123 - singing spear weighs 3 kg, Void sabre weighs 2 kg, witchblade weighs 1.5 kg.

Page 123
Singing spears are weapons that ar related to the witchblades wielded by Farseers and Warlocks that take the form of a long spear, thus providing greater striking range and penetrating power. THey are also known for their odd property of returning to the user's hands when called. This quality is particularily useful for Farseers and Warlocks who hurl their spears in battle..
Singing psears.

Page 123
..these wraithbone swords are embedded with shards of strange crystal formations found on certain worlds in the dark fringes of space.
Void sabre. What the magic crystals do we don't know.

Page 123
Witchblades are psychically attuned weapons that Eldar walking the Path of the Seer often carry to battle. These blades resonate with their users, enhancing their strength ot terrifying levels; Farseers have been known to slash through the heaviest of power armour or cleave battle tanks clean in half with devastating blows from these weapons.
The strength-augmenting function of witchblades is interesting - usualyl you just get mention of them shooting energy bolts a'la Legend of Zelda.

Page 124 - Rune armour weighs 6 kg, Void armour weighs 12 kg, and Ghosthelms 1 kg.

Page 124
The armour of a Farseer is etched with arcane runes of protection and provides innate defences to psychic wearers.
As I recall Warlocks and other Seers could wear it though

Page 124
This elegant Eldar armour functions as both battlefield protection and a sealed enviroment. Thanks to its superior Eldar construction, the signature 'Wings' that sprout from the back to grant added stability but weigh shockingly little, and improve the balance of the wearer during both atmospheric and void flight.
This armour is considered a sealed enviroment so long as the character wears all of it and also provides a long-range vox, an auspex..
..
The armour's integrated void impellers...
..
Thanks to the wings and inbuilt micro-thrusters..
Sort of space armor I guess. With flight. also has night vision like abilities.

Page 124
Covered in spidery, arcane runes, a ghosthelm is a potent and ancient device worn by Farseers to protect them from the dangers of the Warp.
Ghosthelm

Page 124
Farseers often embellish their equipment with defensive runes that interfere with the psychic powers of their foes, and thus protect the Farseer from harm. On the field of battle, these baleful runes cast their gaze upon the Farseer's foes, cursing these adveraries with ill fortune.
defensive runes that seem to disrupt warp activity.

Page 124
Farseers carry countless trinkets, esoteric devices, and runes to assist in their divinations and panoply of other rituals and powers. Runes of witnessing are designed to help lead the Farseer to the destinies he chooses, without becoming lost in the ineffable web of fate.
Help with precog. Both these runes and the warding runes weigh .5 kg by game rules

Page 124
Craftworld Eldar carry empty spirit stones to capture their psirits as their essence departs their bodies, snatching t hem from the thirsting maw of Slaanesh. These empty spirit stones have no effect besides providing this psychic assureance to the wearer.
Farseers carry spirit stones that have taken on the spirits of their powerful predecssors into battle, so that they may call upon the psychic might of those who came before them in battle. Because spirit stones contain the essence of revered ancestors and represent the only way for an Eldar spirit to evade the incomprehensibly agonsiing embrace of Slaanesh, the Eldar value spirit stones in a way tha tmost species cannot trulyunderstand and do not hesitate to kill members of 'lesser' species with the gall or bad fortune to come into possession of these treasured relics.
Spirit stones. In game they weigh 1 kg, which seems incredibly heavy unless this is referring to the stones farseers carry (meaning eldar spirit stones that are 'filled' gain weight for some reason lol.)

Page 125
Powerful and prescient, Farseers are Eldar who become trapped on the Path of the Seer. Responsible for leading the slowly dwindling Eldar diaspora in its twilight, Farseers typically guide their people as leaders of the Massive Craftworldsthat roam the trackless void. They use their not-insubstantial psychic powers to peer into the fture where they pluck apart the strands of time and possibility...
..
While the results of their divination are quite accurate in the short term, even the mos tpowerful Farseers have difficulty seeing into the distant future.
..
Their foresight and powers of precognition allow them to foretell an enemy's actions and relay this information to their allies and subordinates.
'short term' is open to debate, esp given the long lived Eldar probably view time differently than humans.

Page 126
..it is not uncommon for them to see visions of those that they know. Particularily stressful situations, often including physical conflicts, can become focal points for fate. Different destinies can interewave leading to alternative outcomes, and a talented psychic may learn to twist and manipulate these strands as they learn to predict the actions of their opponents. Learning an opponents common strategies is nowhere near as reliable as foreseeing the actions that he is most likely to take based on following the chains of causality itself. With such knowledge in hand, the psyker can carefully prepare for a future that has not yet arrived, assuring his people are capable of dealign with the mostly probable outcomes.
Eldar precog. AS we know in the Eldar novels this is viewed as the 'skein.

Page 126
Just as a fArseer can gelan the best path for an Eldar to preserve his life, he may also determine what path could be most destructive to the enemy. With this knowledge in hand, the psyker may be able to see to it that his forces can destroy their opponents before the Eldar sustain meaningful losses, or decide that a sacrifice is necessary for the good of the Eldar.
Battle precog.

Page 126
By carefully studying the skeins of fate as they are linked to a group of individuals, the Farseer can direct them so that they can study and react with seeming preternatural quickness to situations. Because of their divinations, such actions become the work of careful training and direction to events that have been foretold rather than the reactions of a moment's notice. In this way, the FArseer's allies are better prepared for a conflict than virtually any other force.
Pre-cog assisted pre battle preparation, basically. IT can help at least with allocating the proper resources and suhc efficiently.

Page 127
..he may be able to call upon the services of those who have come before. Within any given conflict, the spirit of an ancestral Eldar may be able to assist in any psychic conflict. AT times, the FArseer may have to call upon these ancient ones for assistance.
The question is, where do they come from? Are they in the spirit stones he carries, ro what?

Page 127
A farseer can learn how to permit an Eldar to remain in control of his physical body for a few moments after his apparent demise.
Useful for a brief, last moment action,b ut thats about it.

Page 127
A Farseer's abilities are focused tightly upon his knack for manipulating the skeins of feate. One hwo becomes particularily adept at these techniques may directly influence how anothers strands are interwoven into the webwork of the galaxy. Using his psychic abilities, the farseer may choose to render a subject's thread completely isolated...
..
Such isolation leaves the subject incapable of acting upon any other targets. Generally, Farseers are reluctant to use this ability, as it may have consequences upon the future.
Sort of like stasis except via probability manipulation

Page 127
The psyker chooses a foe and, focusing his mind, delves into the myriad threads of causality to find the ones in which blows strike true against this enemy no matter how robust its defences. Some of the few who have survived being the target of this technique describe feeling as if the psyker's blows had landed before he even attacked and that his strokes wove in and around their defences of their own accord.
More probability manipulation to improve striking and lethality.

Page 128
Similar to Farseers, but substantially less powerful..
...
..Void Dreamers are eldar blessed with preternatural foresight. Where the Farseers use their gifts to sift through the endless possibilities of fate and the far future to guide their people, Void Dreamers see that which is near at hand and use this foresight to guide their Corsair ships thorugh the WEbway. Their gifts allows them to clearly see the matrix of causality, the ebb and flow of time in the immediate future, and to determine the ideal course of travel.
Sort of like Farseer- Navigators. This would imply Farseers could serve as a navigator (which is actually true as we saw it in the Dawn of War novels.)

Page 128
The connection that a void Dreamer shares iwth the Immaterium is such that he can track other vessels through realspace or the Warp the same way a bloodtracker trails his prey.
Range of hundreds of thousands of km by game terms.

Page 129
..the Void dreamer looks into the immediate future and teasing apart the tangled strands of fate and happenstance and taking the measure of his companions courage and dedication. In doing so, he sees what will work and will not work to inspire or drive them and uses the information accordingly.
More precog battle planning.

Page 129
This power allows a Void Dreamer to gaze into the black gulf around his ship and divine the nature of any and all celestial objects within his range. It can reveal hidden dangers such as mines, debris fields, void creatures and even other voidships.
..
[if especially successful].. the void dreamer also detects the immediate intentions and desires of any living beigns within range unless they are aware of his psychic vigil [and take measures]..
Defintiely hundreds of thousands of km range at least, perhaps even millions of km.

Page 129
Drawing forth the very stuff ot he Warp, the Void Dreamer forms a deadly spear made of pure amber energy. THis spear is a deadly weapon when hurled at a foe, but on top of its impossibly sharp edge, it also withers those it strikes with the fury of time itself, inflicting ravages of years in the instant the strike lands.
Nasty.

Page 130
They [weirdboyz] commonyl carry tall copper rods to ground the power they naturally gather - this can hardly disperse the energy produced by an Ork warband in the midst of battle, but it is usually sufficient to keep them safe day-to-day.
..
Still, all Orks are capable of generating some Waaagh! on their own. Even the small amount a Weirdboy creates on his own or with just his Minderz can lead to surprising, explosive results.
Low level Waaagh based Weirdboy stuff, and the copper rods as an earthing agent for psychic power. Whether that is because copper has a legit effect on the warp or the weirdboy simply thinks it does we don't know.

Page 131
... if a Weirdbooy does happen to survive the deevelopment of hi spowers..
...
..he will go on to push himself to impressive (and undeniably insane) heights of psychic prowess, becoming more and more puissant and unhinged..
..
They learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies thorugh cover with waves of Waaagh! energy.
Warpheads.

Page 131
These [copper] staves can serve as a primitive psy focus and also occasionally act as a grounding rod for the Weirdboy, channleing the energy of the Waaagh! away from him.
And as weapons. Agian the comments I made before re: the rods still apply.

Page 133
They harvest them [other races] for their technology and their knowledge. Other races are used to sharpen the murderous skills of the Rak'gol, to enhance their capabilities, and to lead them ever closer to caches of Yu'Vath artefacts.
I guess the Rak'gol have yuvath connections after all.

Page 133
These [techno shamans] creatures are terrifying destroyers, blurring the line betwen mind and machien and unleashing burtal torrents of invisible annihilation from strange, crystalline implants that seem to have grown into their bodies.
..
..have the ability to corrupt machine spirits to their own destructive ends, though numerous reputable Explorators in the exapnse have dismissed these claims..
..
..there is one connecting factor between all appearances of Techno-Shamans: The lost technology and lore of the long-dead Yuvath
Techno-shamans, Rak'Gol psykers.

Page 134
..their particular abilities enable them to fuse their bodies with technology, merge seemingly disaprate machines into coherent and functional systems, and even to stalk the Warp so that they can achieve their unknowable goals.
Techno Shaman abilities.

Page 134
Techno-Shamas have an unholy affinity for technological devices. Even those guided by a machine spirit may fall prey to their corruptive advances. It is unclear if this is due to the strange and forbidding technology that they integrate into their bodies or some other eldritch source of power.
..
..it is certain that these psykers are capable of exploiting this affinity in ways that are inordinately destructive to those they face.
Rak'Gol techno-corrupting powers.

Page 134
After a Rak'Gol attack, vessels are seldom in adequate condition for repair. Rather, the ships are often scrapped and various components used for salvage. Rumours circulate that the machine spirits in some of the salvaged components have begun to share stories of the Rak'Gol. Only the Explorators who hav einteracted with the damaged devices know the truth of the matter, but the stories state that the Rak'Gol can combine seemingly mundane devices into deadly killing machines.
Rak'Gol seem to be able to make psychic constructs from tech or something. Also we learn that many starship components seem to have active machine spirit elements to them.

Page 136
A well placed bit of information or a concealed fact can destroy a whole star system just as quickyl as the massed killing power of an Imperial Navy battlefleet.
A Navy Battlefleet can destroy systems.

Page 138
..Known throughout Battlefleet Calixis as unreliable, unrepentant, and a serial malingerer, he gained a reputation as the laziest man in the battlefleet, a title he accpeted with honour.
..
..Mallone was a man who cared little for work and instead made his way through life avoiding it, a task easier than one might believ aboard a massive Imperial Navy voidship.
Its a bit amazing a Navy 'anything' could have a reputation without having been executed.

Page 138
..Mallone contracted a disease from one of the Daemons.
..
..he showed no signs of illness or taint, and his affliction went unnoticed. While he did not suffer from teh disease, he carried it, and over the next few decades spread the taint of Nurgle among the battlefleet. Thousands of voidsmen and Imperial Navy functionaries died over the years...
..
While he kept his human appearance upon apotheosis, within he is a roiling mass of poison and disease.
Nurgle can be sneaky in the delivery of his diseases it seems.

Page 140
When creatures of the Warp enter the material world, they do not lose their abilities to interact with the Immaterium. Rather, they are fully capable of channeling that energy into the galaxy...
...
The majority of these entities have abilities that are comparabel to the talents of the most gifted psyker. As if Daemons' physical talents were insufficient to the task of devastating humanity, their psychic abilities are often far superior to those of mundane mortals.
..
To such a creature, manipulating the Warp through the power of the mind is a routine and unconscious gesture. Fiurthre, these immortal spirits may have spent countless millenia identifying novel ways to manipulate the Warp for the purposes of their unholy causes.
Daemon psychic abilities coompared to humans,
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Into the storm. a good five or six parts

Page 9
There are numerous frontier worlds scattered across the borders of the Imperium..
...
A frontier world is more than simply a world or system that sits upon the edge of the map; it is far away from centres of power, the protection of the military,...
...
Due to their unique position on the frontier, it’s not unusual for the populace to have extensive dealings with xenos and abhuman species.
...
There are no Adeptus Arbites Precinct-fortresses to maintain law, no PDF to protect the citizens from invasion, and no Fleet waiting in orbit to take them to safety.
Frontier worlds defined. Things are more or less more dangerous (no insulation of having other systems and military forces around you like in the core of the Imperium), but also less restricted (reduced Adepta presence and influence, more exposure ot xenos elements.) In some ways they are bound to be more flexible/tolerant and more knoweldgable than those in the core worlds because of those facts. Of course that's bound to make them more heretical as well in some ways. The constant exposure to danger means they are bound to be more used to conflict, but also more deeply brutalized.

It could also be argued that 'frontier' worlds represent worlds that are only loosely or indirectly controlled by the Imperium because of that distance.

The other interesting thing is the reference to abhuman.. that suggests there might be some (heretical or non-Imperial) abhumans out there (another indirect reference to the squats perhaps?)



Page 10
..there are numerous gaps on the map where the light of the Golden Throne does not shine. It is within these places that corruption, greed, lawlessness, and villainy often take root.
Within the Imperium these are generally the wilderness regions.


Page 11
To contain the greatest threats, whole worlds have been established to act as bastions. Called fortress worlds, the entire populace is immersed in warfare; they constantly train for the day they may be called upon to defend the Imperium, and they take their duty very seriously. Fortress worlds are established as bulwarks against the enemy. Every citizen is a solider, trained to fight from the moment they can handle a weapon.
...

The Imperial Guard’s best and most celebrated regiments often come from fortress worlds.
Fortress worlds. The most obvious one of course is Cadia, which is also one of the most famous regiments in the galaxy. Fortress worlds may or may not be the same as "Garrison worlds" mentioned in the previous IG codex (the ones directly adminsitered by the IG/Munitorum) - or perhaps they share similarities (warrior factories not unlike Krieg, more or less. Although most probably aren't as insane about it as krieg is. at least the Krieg of IA5 standards.) I'd guess at least any 'commonly named' regiment (like Cadia) is a garrison-world.



Page 11
Fortress worlds are uncommon, but necessary, planets. They are established to act as military strongholds, staging points, and physical deterrents.
I'm not sure what context 'uncommon' should mean - In Deathwatch the Jericho Reach crusade established quite a few fortress worlds, for example.



Page 11
From the moment the citizens wake until they go to sleep they train and operate as a military unit.
..

Cities are giant fortresses studded with artillery weapons, and industry is focused almost exclusively on manufacturing machines of war. Those old enough to enlist in the Imperial Guard or Planetary Defence Forces are often required to do so, and even those too young or infirm find ways to serve.
Again this pretty much describes Cadia to a T.



PAge 13
On these Penal Worlds live the criminals of the Imperium, the guards that keep them there, and any luckless denizen unfortunate enough to have been born there. Penal worlds are, very often, barely-habitable planets. Here, the criminals labour and toil at various menial tasks while serving out their sentences; and only a few parole out.
...
...murderers and rapists might mix with petty thieves and con-men. From this melting pot comes a brutal society...p
Penal Worlds might actually be called Feral or Death worlds by some stnadards. They at least share some similarities (and evoke tha twhole Sardukar-like training approach yet again.)



Page 18
...while others still are false-men, wrought or remade in flesh-vats and genetic vaults, their lives and bodies as clay to the whims of others.
"false men" - I'm guessing it hints at replicae or clones or similarly genetically modified (look but don't act like humans?)



Page 19
It is the product of an arcane science only barely understood by those that wield it, who seek to emulate the Emperor’s mastery of genetics. Your form and your nature are manufactured, the result of tampering by those who seek to make men more able to perform certain tasks. You are a rarity in the Imperium and beyond it, a human being wrought by artificial means..
This implies cloning and similar genetics in the "modern" imperium are uncommon, or at least rare enough it cannot be easily produced on a large scale (except perhaps for simple applications, like servitors. This could also mean it is a tech 'reserved' for the sole use of the AdMech.


Page 19
The Imperium is built upon the toil of untold trillions of men and women...
...
To serve the Emperor is to serve the ideal of conquest.
This implies the "trillions" are the segments of the population who work directly in the Adepta themselves, rather than in the general civilian (or PDF/enforcer and related) populace. Of course not all will be soldiers either.. there's plenty of scribes and such too. Of course from 5th edition we know there are annual tithes of trillions of soldiers, so it goes without saying this is one fo the possibilities (it might even set a lower limit on it.) This would just mean they move far greater numbers of 'tithed' people about the Imperium than just the troops.



Page 19
...people of many worlds given up as a tithe to the Imperium. You may have served in the Imperial Guard or been conscripted into the Imperial Navy. You may even have been a conscript-colonist for a newly-settled world, a menial for the city-offices of the Administratum, or something else entirely.
We knew the Guard and Navy could tithe, and colonists might be pulled off other worlds by various adepta.. but I hadn't heard of that being done by the Administratum. Although its not unprecedented for them to enslave planetary populations to their whim (Tactica Imperialis.)



Page 21
The Imperial war machine is ever on the lookout for those with a natural aptitude for close combat. They take a special interest in those trained in the martial arts before they ever learn to shoot. Such people tend to come from savage places such as death worlds or hive worlds. The Imperium employs them as shock troops and assault specialists. Each and every day is spent honing their body and skills into a weapon for the Emperor.
Considering how populous many of the "true" hive worlds are, this could be a very common role in the IG. This also makes them sound more professional/veteran than alot of guard types. Then again it also suggests that a substantial portion (of the PDF derived troops anyhow) are shock or assault troops.



PAge 21
...some are simply places where the arbitrators of the Adeptus Arbites cannot or will not go. Frontier worlds at the edge of Imperial space and even worlds beyond the Halo Stars are excellent hiding places for wanted men and women to flee. Sometimes an individual or organization has a rogue agent on its hands and doesn’t wish to concern the Adeptus Arbites or other Imperial Adepta with its problems. This is where a bounty hunter comes in. These hardened men and women occupy a unique position within Imperial society.
The role of bounty hunters in Imperial society.


Page 25
There are long-lost worlds being discovered all the time by members of the Imperium. The Explorator fleets of the Adeptus Mechanicus chart and record planets, sending that information back to be analysed. Some are worlds that were once part of a Rogue Trader dynasty, now lost to antiquity. Some are bizarre and upset the laws of physics: rogue worlds torn from their stars to float in the voids, alien constructs, space hulks of enormous size, and other equally strange phenomena.
discovery of new worlds.



Page 35
A charter granted during the period known as the Age of Rebirth is not only a potent symbol of its bearer’s power and influence, but a sacred relic in its own right. The charter would have been signed by the hand of one of those men now venerated across the entire Imperium as the very highest of saints. In all likelihood the charter itself will be held within a nigh impregnable stasis vault, possibly even in one of the catacombs far beneath the surface of Terra itself.
...

It was born in the immediate aftermath of the terrible, galaxyspanning civil war that was the Horus Heresy.
Probably like a Primarch or an early officer of the Imperium. Just below the Emperor-given charters in all respects.


Page 35
...the Adeptus Terra consolidated its regime across the entire Imperium, and codified the rights and responsibilities of such peers of the Imperium as Imperial Commanders, Space Marine Chapter Masters, and Rogue Traders.

A Warrant granted during the Forging is likely to have been issued as part of that great drive to consolidate the primacy of the Adeptus Terra. During the Forging, the Imperium’s borders were pushed outwards to almost as far as they were before the Horus Heresy destroyed so much that the Great Crusade had accomplished, and Rogue Traders played no small part in this great endeavour.
The HH collected visions mentions the Imperium conquering some two million worlds prior ro the HEresy, which suggests they had at leas tthat many by this time. Again it is another rather old charter.


Page 35
These in time became formalized sectors, the line of the original bearer becoming a ruling nobility with power over dozens of worlds.
Implied size of some sectors - at least those which as of The Forging had been established by Rogue Traders.



Page 35
Vandire was an unstable and paranoid man, prone to fits of anger and contradiction. A recipient of a charter he himself granted days before might be declared a heretic before even undertaking his mission, or a favourite promised the highest of rewards executed upon the day of investiture. As such, very few of the Houses that came into being during the Age of Apostasy are extant in the 41st Millennium, and those that are keep the details of their founding far from prying eyes. Some have disappeared entirely, though even millennia since, rumours of far-flung empires established by Vandire’s favourites continue to surface.
...
Some of those charters were revoked, it is suggested, for they were judged to have been granted for deeds later found contrary to the good of the Imperium. Others were ratified, the recipients bending knee before Thor and pledging the fealty of their Houses for all eternity.
A blessing of sorts because of its age, but also tarnished because of its origin. We also learn that charters can be revoked (up to a point) or ratified, so there is at least some process of checks and balances to them, which sets them apart from certain other peers.


Page 36
The Age of Redemption was a second great time of re-conquest and expansion beginning in the immediate aftermath of the Age of Apostasy, which some believe increased the Imperium’s size to its greatest extent, however temporarily.
...
...many of the Rogue Traders commissioned were men of great outward zeal, while others were warriors and captains rewarded for their deeds both great and terrible in the Apostasy’s wars.
More contraction/expansion of the Imperium due to the cyclical periods of conquest and retaliation.


Page 36
As the crusades of the Age of Redemption ground on into centuries and the centuries into millennia, more resources were ploughed into their maintenance. Many became simple wars of attrition, meat grinders on a galactic scale, spurred on by fear, xenocidal hatred and worst of all, simple habit. Inexorably, the worlds of the Imperium began to be stripped of their warriors, and the Imperium’s resources and fleets spread ever-thinner as the demands of eternal war at the fringes of the galaxy required.
They basically organized to take worlds lost during the Age of Apostasy, then pushed beyond into expansion, over-extended, and depleted themselves. This again seemed to be somewhat cyclic.



Page 36
...the Imperium is slowly descending into another dark age of anarchy and war. So depleted were the defences of many worlds by endless crusade that internal strife soon erupted into outright rebellion, and small-scale alien raids escalated into full-scale invasions. Most dreadful of all, as the grip of the Adeptus Terra weakens across countless thousands of worlds, psykers have been left to come into their powers...
...
Within a comparably few generations, the Imperium has lost untold numbers of worlds to the traitor, the alien and the daemon and humanity’s future seems bleak.
And we're into the bottom of the cycle.



Page 36
Yet even in such a turbulent age, the High Lords have continued to grant new Warrants of Trade. As war and strife has claimed more and more worlds, so the need to redress the balance has grown all the more apparent, and nor is the weakening of the Imperium’s fabric by any means universal or irreparable. Many Rogue Traders have been granted their charters in recent centuries with the express condition that they undertake missions of to re-conquer worlds lost to anarchy and invasion.
...
Many of these charters are little more than political tools, granted in the hope that the Rogue Traders will have the drive to succeed or at least wear down an enemy where depleted local forces either had failed, or been redeployed away to more vital duties, leading some Rogue Traders of more ancient pedigree to mockingly name them “suicide notes.”
We see that rogue Trader charters are a way both to carry on the 'Great Crusade' concept in some form that does not endanger the Imperium or upset the balance created post Heresy, it is also a political tool for disposing of problems. That tends to make a rogue Trader something of a privateer.



Page 37
Countless numbers of Rogue Traders lose their livelihoods each year. Indeed, the entire institution of the Warrant of Trade could be said to rely upon a constant ‘pruning’ of the dynasties as a form of natural selection, ensuring that only the most driven and skilled of individuals continue to prosper.
Yet another deliberately 'darwininan' process inside the Imperium.


Page 38
By way of a myriad of utterly incomprehensible cogitations, vast armies of scribes and factors plot the needs and the means of the Imperium’s worlds, and attempt to allocate resources in such a way as to allow future generations to continue their work. Such a process has no meaning or function, and has long since become an end itself, the worlds of the Imperium merely carrying on as before regardless.
Yes, apparently even the Administratum forecasting is meainingless.



Page 41
the economy of the entire Calixis Sector came to be dominated by a mighty commercial interest known as the Tellurian Combine. The fortunes of dozens of Rogue Trader Dynasties became entwined with those of the Combine, which had interests on almost every world in the sector and many beyond.
A multi-sector business organization, and an implied dozens of rogue traders within the sector.



Page 43
...that the Rogue Trader starship is crewed almost entirely by servitors. Perhaps the vessel was blessed by a particular Magos of the Adeptus Mechanicus or is owed a favour from the Machine Cult from an ancient pact with the Rogue Trader’s ancestor.
Servitor crews require some sort of 'assistance' from the AdMech to pull off. Makes sense in a way considering they'd need programming, maintenance, replacement, etc.



Page 44
In a galaxy in which literally billions of lives are lost every single day in the service of the Emperor..
Hundreds of billions, trillions lost annually.. and the Imperium doesn't die off somehow. Indeed it seems hardly significnat.



Page 46
The Imperium believes in the manifest destiny of the human race to rule the galaxy...
...

Whether this attitude is abhorrent or laudable is debatable—there are many xenos races who are just as eager to destroy the Imperium as the Imperium is to destroy them. In any case, non-humans are manifestly unwelcome in the Imperium.
We hate them, they hate us, it all goes round and round.



Page 47
Kroot are courageous, tenacious, and often proud. They are well-known for honouring any agreement to the letter. Kroot are often confused by advanced technology, but they learn quickly and have adapted to many improvements made to gear that they are already familiar with, such as the enhanced ammunition and the Kroot rifles adapted to fire that ammunition, both provided by the Tau.
This tends to suggest that perhaps the Kroot actively aviod much in the way of high technology. This may explain why the tau don't give them very much high tech gear (while they will at least share pulse rifles or sell them to the highest bidder, at least in limited numbers.)


Page 47
The Kroot digestive system is a marvel of efficiency, capable of breaking down almost any organic material into a form of energy stored in specialised organs called nymunes scattered throughout their bodies. By far, the strangest quirk of Kroot digestion is their ability to extract potentially useful strands of their food’s DNA. Much of the double-helix structure of the Kroot’s own DNA is somehow “blank,” used to separate those areas that do contain useful genetic information. The Kroot have inherited a unique mutation that gives them the ability to incorporate useful DNA codes into their own genetic structure. With guidance from the Shapers, successive generations of Kroot may exhibit special qualities of those gene-codes.
Kroot super adaptive abilities.


Page 51
Many Shapers seek guidance from their ancestors in visions and dreams. Often, these visions may grant the Shaper insight into the future, although such glimpses are quite difficult to interpret. The Kroot may enter a trance during his normal sleep cycle.
Possibly the closest the Kroot get to psykers. Its not unlike the Squats and their old Ancestor worship.


Page 52
The Tau Empire has entirely integrated the Kroot homeworld of Pech, but that is not to say that all Kroot fight for the Tau. In fact, many mercenary forces of Kroot can be found fighting alongside Eldar and human forces...

...
Kroot mercenaries hold no prejudices against any particular race, and care only that they are well paid for their services. Naturally, such behaviour is anathema to the Tau’s philosophy of the Greater Good. Thus, the Kroot hide their mercenary activities and avoid contact with Tau forces if at all possible.
The Kroot ar ementioned to be truly grateful and loyal to the tau for all they've done to help the Kroot (which you have to admit they have) but at the same time their need to 'evolve' pushes them to stay mercenaries despite whatever the tau wish. It kinda shows you how provincial tau ideas are, givne the Kroot can span across the entire galaxy (and have warp drive) yet the tau don't have a clue.


PAge 52
Like all Kroot, the mercenaries can interpret sensory information very quickly, and their senses are all finely tuned, linked through a series of ganglia that run the length of their crests. This makes it very difficult to hide from a Kroot, and some mercenaries have been known to track prey across hundreds of miles of inhospitable terrain in order to make the kill. Kroot mercenaries are also content to wait out their prey if necessary, and can initiate a state of hibernation at will— sustained by the energy stored in their nymunes.
Kroot sensory capabilities.


Page 56
...Orks revel in such warfare, and grow larger and stronger through constant battle.
Ork adaptive abilities in warfare. It's also mentioned Orks are alongside humans as the most numerous race in the galaxy (Orks are more numerous, and I suspect the Nids could be numerous too.. but they aren't native to this galaxy. Necron numbers are up in the air.)

It's also said that Orks may have been the first race humans ran into.


Page 56
Viewed as unintelligent, Orks possess a straightforward mindset that has little time for refined or ephemeral matters and concerns itself primarily with base needs—food, drink, shelter and aggression. Their technology is more sophisticated than many will comfortably give credit for, patched together from what appears as little more than scrap metal and junk yet capable of devastating effects that escape the comprehension of all but the finest scientific minds of the Adeptus Mechanicus.

Their society is one with apparently very little internal strife—while violence is endemic to them, they consider it a natural part of life and seem to bear no ill-will towards their enemies.
...
...issues of heresy and sedition are almost unknown amongst the Orks; lacking the inclination to muse about the nature of existence and being frequently quite content with the state of things, few Orks ever think of rebellion or the worship of the Ruinous Powers at all, let alone consider them as alternatives to the Orks’ own belligerent deities; entities known simply as “Gork” and “Mork.”
Ork culture, mindset, technology, etc. Chaos Orks (something form very early editions) are possible but rare (probably killed as 'un orky'.) The 'no ill will' part I suspect can vary as much as intelligence does. More intelligent orks might bear grudges, and even if they are more striaghtforward and lacking in the sorts of mental baggage humans do, they cna range form being simply belligerent and brawling to being outright nasty and cruel.

That said, Orkish mindset has alot of advantages in 40K, what with the warp and all.



Page 57
Ork anatomy is more than a little different from humans, and while many equivalent organs exist, the details of their function.
...

With Orks in particular, this is alleviated by the fact that their anatomy is so resilient that few mistakes will have a noteworthy impact, let alone be life-threatening.
...
Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which Orks interact with technology (the details of which are largely unknown and the subject of many wild theories). Simply put, a bionic built for humans won’t necessarily work in the way its intended, if it works at all...
...
an Ork Bionik won’t work for a human. However, there are plenty of Ork bionics that duplicate the effects of human bionics.
Ork biology and comment on their intense durability. It's known that they have respiratory and digestive systems of some kind, and they have to urinate and excrete to get rid of waste matter. They have mouths and noses and generally bipedal limb arrangements. The main difference is deals with the blood algae and their fungal nature.


Page 57
Orks rampage between the stars looking for a fight and loot what they like from the ruins they leave behind, and in this Freebooterz are no different. (In fact, many items of Ork technology are made from the scavenged remains of human devices). However, when encountered in small groups or as individuals, the collective enthusiasm of their species is less pronounced, and reason becomes an option.
It seems that it can be said that the collective WAAAGGH effect has an ability to override reason and generally motivate (drive) Orks into their more direct (and violent) tendencies - which has its advantages for them in battle obviously, but being able to interact with smaller groups can have a benefit as well (for both sides.)


Page 57
As an Ork’s teeth, referred to as “Teef,” are shed naturally on a regular basis (and may come out as a result of the Ork’s frequent brawls anyway), few Orks are ever lacking in funds for long, and larger Orks tend to be able to afford larger purchases by literally ripping the Teef from smaller Orks. Teef degrade over time after falling out or being forcibly removed, meaning that hoarding them is seldom successful, keeping the crude—if oddly effective—Ork economy moving.
Orkish economy.


Page 58
Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring.”

–Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist.
More on Ork biology.


Page 58
The average Ork stands approximately as tall as a human, to the top of the back—an Ork’s hunched frame means that the head generally sits level with the shoulders—and weighs roughly 60% more due to thicker bone and muscle. However, the nature of Ork physiology means that a more aggressive, more successful Ork wil grow in size, and some of the largest known examples stand as much as three metres tall and weigh approximately half a tonne if some reports can be believed.
Ork height/weight ranges... Its not impossible for them to weigh half a tonne - we know of Orks from Ghostmaker who weighed 400 kg for example, and one in (I think) Chapter war weighed over a tonne. On the other end of the spectrum, the 'lowest' weight for an Ork seems to be around 128 kilos, although most Orks seem to weigh far more than that (severla times the weight of a human.) Given their ability to grow in conflict this isnt terirbly suprising, and I expect the ewight represents the youngest 'mature' orks.

Note as well the bulk of the mass is in muscle and bone. about Muscle makes up about 40% of the human body weight and bone 15%. Orks would have 51 kg of muscle (compared to 32 in a 80 kg human) and 19 kg of skeleton, compared to 12 kg of human. and those are lower limits.



Page 58
The head, set in front of and between the bulky shoulders, is solid and bony, with a large protruding jaw, great yellowish tusks, a pair of beady, almost luminescent red eyes and a short, hard forehead. The mouth of an average Ork is almost big enough to fit an adult human head entirely inside
Another salient point is that their skin is tough and leathery, which is one componet of their resilience. It's also mentioned that they have tough, sharp, clawlike fingernails.


Page 58
...they’re actually two creatures—the animal body, and the algal/fungal strain that saturates their blood and flesh. This algal symbiote provides the Orks with many of their most unusual traits. The Ork body, for example, is insanely resilient—wounds that would be instantly and irreversibly fatal to a human being may only incapacitate an Ork for a matter of hours, and even the traumatic experience of having a limb stitched back on (it doesn’t even have to be the Ork’s original limb) will only hinder an Ork for a day or so. Decapitation isn’t immediately fatal, and heads can be re-attached up to half an hour after removal with no lingering side-effects. The rate at which Ork bodies can heal themselves is quite astounding, and even Orks that seem dead may simply be rendered unconscious by their wounds, recuperating until they can awaken and slay the enemy.
More on Ork biology.


Page 58
More significant still is that this algal component of their physiology serves as their reproductive system as well. Orks shed spores as they move, and unleash a great number of these spores upon death. Given the right conditions, these spores mature into other Greenskins—Squigs, Snotlings, Gretchin, and eventually other Orks. Consequently, battlegrounds where Orks have been encountered must be thoroughly cleansed in order to minimise the risk of re-infestation at a later date. This is seldom entirely successful, and many worlds which have never had any recorded Ork invasion are known to have periodic Ork infestations, perhaps resulting from conflicts predating the Imperium.
I think it might also be their digestive system, although I'm lazy to check into all details of Ork biology.

It is also hard to completely eradicate them due to the sporelike nature. It's quite probablt that the only definite way is Exterminatus (which has it sown problems obviously)


Page 58
Orks emerge from the ground almost entirely mature, with most of the skills they will ever require already present.
...

In sufficient quantities, and if left to their own devices for long enough, Orkoid creatures (the collective term for Orks, Gretchin, Snotlings and all manner of Squigs) and assorted species of fungus tend to spread across a planet’s surface, usurping and overwhelming native flora and fauna in many cases, and gradually “Orkiforming” a world. Thankfully, the process has only been observed on worlds dominated by Orks for long periods of time, but the threat of such contamination is not to be taken lightly.
Orks spores can be said to represent a kind of biowarfare in the sense they 'corrupt' the world which can make removing them hard. The reproductive system is also the source of their 'genetic knowledge - the stuff they need to know (language, fighting, as well as the 'oddboy' skills.) Another uesfully simplified aspect of their culture.


Page 59
...an Ork at war will grow larger and stronger as a matter of course. This is not merely an increase in physical fitness, but a physiological change—muscle mass increases, and the skeletal structure grows to accommodate the enhanced musculature. Even more significantly, Orks preparing to challenge the leadership of another will undergo a sudden increase in strength and mass, allowing them to more effectively challenge their erstwhile leader.
Ork war-based adaptive nature. They literally thrive on war.


Page 59
Orks are alone in their lust for the fight, not the kill. They don’t possess a true notion of victory or loss, because such things are meaningless to a creature whose idea of paradise is an eternity of battle. Yet, all this focus on warfare does not mean that Orks are fearless. Indeed, while the Ork mind views defeat differently than that of a human, it still recognises the need to flee from battle. The Orks themselves rationalise this by claiming that running away doesn’t signify defeat, but instead just means that the Orks can come back later and try again.
This has some interesting implications for Orks as a whole. For one thing, it tends to suggest that the race would almost never collectively unify on a galactic scale. While no doubt they could do so if need arose, it would likely be detrimental in the long term - orks thrive on conflict, so they must needs HAVE other races besides themselves to fight with. Indeed, the tendency for WAAAGHs and other Ork conflicts to inevitably lose momentum and even withdraw may be seen as a means of giving potential opponents "breathing space" in which to recover, rebuild, and prepare for the next cycle of war. Indeed, we know that Ork growth/birth rates via spores can be heavily regulated by their psychic gestalt.

Ork mindset, as well as their resiliency and interesting means of reproduction also mean that they are well adapted to the "try again" philosophy. Individual losses aren't an issue because there are always more Orks, and even in losing they gain some value. This is what sets them apart from the Tyranids (another highly adaptive, specialized life form whose focus is on the acquisition of biomass and genetic material, as opposed to seeking new conflicts/challenges to drive them.)


Page 59
...but broadly speaking Ork society is lacking in any societal ills. Certainly, Orks appear almost entirely immune to the corrupting influence of Chaos, and lack any of the difficulties with sedition or heresy that must be so brutally crushed in the Imperium.

A strange facet of Ork psychology is their psychic potential. Largely unconscious, Orks produce a high level of psychic background noise which increases during periods of excitement. In the presence of other Orks, this collective noise can have strange effects. Most obvious is the way an Ork’s confidence and resolve are bolstered further by the presence of other Orks, making large groups difficult or even impossible.
This is reflective of origins in older fluff. Ork uncomplicated mindsets and lack of alot of the uhman negative feelings (doubt, fear, etc.) mean their reflections int he warp are remarkably straightforward, and generally contriubte minimally to the Chaos Gods. That coupled with their psychic gestalt nature of course (or racial soul.. which manifests as the Ork Gods.



Page 60
...the ability of Ork psykers (known as “Weirdboyz”) to draw on this powerful mass of psychic energy and direct it as a weapon in its own right, manifesting the collective aggression of the Orks as blasts of lurid green energy or other strange effects.

In sufficiently large numbers, and with a leader of appropriately grand ambition (called a Warboss or Warlord, an Ork whose size and confidence in turn generate a stronger field), Orks can generate a psychic field so strong that it compels the Orks to greater and greater heights, as Oddboyz (particularly Mekboyz) who possess scientific and technical knowledge) are inspired to work on stranger and greater projects and the mass of common Orks puts aside their usual squabbles in anticipation of battles to come. The resultant horde of Orks, and the interstellar rampage that the horde undertakes, are both known as a “Waaagh!” and will typically only end when defeated (normally by the death of the Warlord leading it) or when they simply run out of enemies to fight, breaking up and returning to their normal state of raiding and internecine warfare..


Page 60
Orks are extremely resilient, their bodies capable of withstanding and surviving injury that would ill humans, and recovering swiftly enough from even the most grievous wounds to get back into the fight within days.
Ork healing rate.



Page 62
Do Orks learn, or are their skills something that continue to develop as they grow and age? The truth of the matter is probably something between the two, with aptitudes and physical traits becoming more evident and more pronounced as the Ork ages, grows and wages war and learns new things.
We might say that Ork Learning is externally driven, based primarily on their enviroment and how it influences them (particularily warfare. They learn only when they "need" to to adapt, survive, or win. I imagine that while their knowledge is genetic, that knowledge is not, by nature, omnisicent, but rather a genetic library that evolves over time from the collective shared experiences of the entire race (more or less.) After all, if they were omniscient, there wouldn't be much point to their society and race being driven towards conflict to adapt or evolve them.

A more amusing way to think of it is that Orks can loot anything, even ideas.



Page 66
The lifespan of Orks is unknown, and it has been speculated that they simply continue living until they die in battle, growing ever larger and more battle-scarred as years, decades or even centuries of warfare pass. Some of the Orks in the Expanse, carried there by the uncertain tides of the Warp, may be centuries-old veterans, bringing with them the experience of a lifetime of unrelenting violence.
...
...their great size and strength unsurpassed by any unaugmented human being and their resilience sometimes even surpassing the mighty warriors of the Adeptus Astartes.
Comments on Ork lifespans.



Page 74
Augmetic implants are ubiquitous throughout the Imperium. From the prosthetic limbs of Imperial Guard veterans, to the life-extending sanguinary actuators of ancient savants, to the multi-jointed mechadendrites of the Adeptus Mechanicus, one is hard pressed to find a resident of a civilised world who does not sport some form of bionic implant. Within the upper classes of Imperial society, where money is freely spent in service to status and fashion, the scions of nobility strut like peacocks displaying a plumage of coiling wire and ribbed augmetic tubing. But for some, bionic modification is more than a mark of status, age, or devotion to the Omnissiah. For some, it is an obsession. For these few, known as Augmenticists, there is no greater goal than physical and aesthetic perfection. It is through repeated bionic surgery that Augmenticists believe such a goal can be attained.
Augmetics are common, although in highly variable qualities. And it can be both fashion, cultural/religions, or even obsession.



Page 76
Bound to the power blocks of the Calixis Sector by special clauses, known as Letters of Marque, buried deep within the punctilious language of their Warrants of Trade, these select Rogue Traders are empowered to prey upon the interests and ventures of their patron’s rivals in the Expanse.
..
Privateers protect their benefactors’ interests in the Expanse in exchange for a safe port of call, the political capital that comes from friends in high places, and a certain amount of legal dispensation for their more questionable activities. Officially, a Calixian Privateer’s mission is to protect and defend.
Privateers actually seem to be a variant of Rogue Trader.. small wonder they seemed similar to privateers as I mentioned earlier. It really shows how Rogue Traders can represent a tool of flexibility.. for conquest, for defense or even of political expediency. it can be a workaround for the bureacracy or the military without invoking extreme measures (like appointing a warmaster.)



Page 76
All one needs to become a Calixian Privateer is a patron and a Warrant of Trade amended with a Letter of Marque. Viable patrons include corporations, Imperial nobility, merchant houses, Navigator Houses, Planetary and Sub-sector Governors, Rogue Trader Dynasties, and wealthy guilds.
Requirements for a Privateeer.


Page 80
These [Navy] pilots hone their skills in atmospheric attack fighters such as the famous Thunderbolts or Lightnings.The finest of these may pilot voidfighters, duelling in the blackness of space with huge Fury Interceptors and Starhawk Bombers. Such craft are enormous, requiring a small flight crew to augment the pilot’s abilities.
Difference between void and atmospheric fighter.s The former are almost all single person, even their hybrid (space and atmosphere capable0 variants while true voidfighters are multi-crew typically. There was also mention of the usual bit about the Navy being responsible for both air and space fighter assets.



Page 82
“Subject species “Ork,” height is 218.6cm, 25.56cm above observed mean. Mass is 163.15kg, consisting mostly of dense skeletal structure and musculature, and 31.4% above observed mean. Epidermal layer is thick and lacking in nerve endings compared to the human norm"
Ork stats. 2.2 m tall Implies observed mean height of Orks [In Calixis? Koronous?] are 1.9 M and ~124 kg. This suggests Orks in this region are much lighter (on average) than orks elsewhere on average.



Page 84
...submit to the flesh manipulations of the Adeptus Mechanicus and become a Gland Warrior.
....
The Adeptus Mechanicus favour a more direct approach, simply replacing troublesome flesh and blood with the purity of plasteel and circuitry in order to create forces like the Skittari Tech Guard. However, the secrets of these processes are jealously guarded and often too time-consuming for the needs of the Imperium’s war machine, so other techniques have been explored.
PArt of me thinks that it has more to do with the "jealously guarded" bit than time consuming. Even then there is quite a bit of difference between Skitarii level augmentation (and the kinds of Skitarii) and the stuff more commonly available, and even that stuff can provide some enhancement (even if it is incremental it still counts.). Of course there's quite a bit of variation in Skitarii troops as well. Some are only slightly modifieid treulgar troops, while some are virtual Battle Servitors. FFG Skitarii lean more towards the latter category, reminisicnet of the Mechanicum scale troops. If anything, I'd say that logistics and maintenance may be bigger issues.

And don't forget not long ago (with the Augmenticists) it was noted that augmetics are pretty damn common. It may not be something you can do in the middle of a war but its not something that you can't do in other cases (preparation for war, etc.)

Here as well the Skitarii and tech guard are synonymous. In any case Gland warriors seem to be the 'cost effective' alternative.



Page 84
For many centuries the Genetors of the Adeptus Mechanicus strived to improve the flesh itself via series of operations and implantations which could be done in a relatively short period of time. Finally, on the forge worlds of Dantis III, they achieved success. An unexpected Tyranid invasion had caught the system unawares, and only the nearby Imperial Guard regiment on Lostok was able to offer any defence. Unfortunately, the heavily-polluted planet was already covered with vile Tyranid organisms, rendering combat outside the factory complexes nearly impossible. Several companies of the toughest guardsmen volunteered for experimental surgeries to allow them to fight effectively in the deadly environment. Implanted with series of new vat-grown organs and drug-secreting glands, those who lived through the process could now fight unprotected on the surface and counter the horrific creatures with an inhuman aggressiveness and ferocity of their own. After many months, the swarm was repulsed and the few survivors of the combat were recovered for further study and examination.
Gland Warriors as outlined above represent an interesting means of enhancement, offering short term enhancement via specialized glands and organs, which makes them (in a way) low grade Astartes. It's simpler and more straightforward than genetic engineering or raising clones, and it echoes similar 'civilian' practices, like enhanced 'vat grown' muscle, or rarer enhancements like reflex/muscle boosting (the bodyguard from Verghats mentioned in the post Necropolis Ghosts novels.) Considering what the Necromundan Goliaths are capable of, the potentials of this approach are.. impressive.



Page 84
The process of creating Gland Warriors is more art than science, like much of the Imperium’s works. Despite this, many more of these augmented humans have appeared in wars throughout the Imperium, and have acted more covertly as assassins.
...

While most Imperial Guard armies in the sector do not normally contain Gland Warrior units, some elite formations do feature these specialised squads. It is even whispered that entire fighting regiments of these fleshaugmentics operate in the more desperate and hellish warzones of Calixis.
Naturally they're not a normal formation, but specialised "elite" units, which makes sense.. and some armies do have them normally. What's more Calixis is not a particularily special sector, so this practice is probably replicated across the Impreium to varying degrees, and more militarized sectors may do it more extensively. As I said, given what your average Hive Gangers and nobles can do for enhancement, it doesn't seem insanely rare (although not as common as a basic augmetic, either.)

Other methods, like combat drugs probably still are superior as quick/short term alternatives, but this is a viable long term alternative to augmetic enhancement. And to be fair, a good many Guard regiments feature genetically engineered or enhanced types (Ogryns or human-derived Ogryn/Ogryn like stock, heavy grav worlders, etc.)



Page 84
While the surgeries that produce these once-men are somewhat short, it takes many months for the recipient to learn how to properly utilise their new biological additions, assuming the soldier survives the process. Even soldiers already used to fighting with the aid of combat drugs must re-learn how to use their body in order to make use of their newly-heightened motor functions and more-durable physiology. The physical changes can also bring about mental ones, increasing one’s focus on killing and combat until there is little else driving them but impatience for the next battle.
Again it's not without drawbacks.. like with Astartes implanting there can be a bit of mortality rate and it still isnt something you can do (easily) in the middle of combat. And the mention of combat drugs as a hsort term alternative.. it throws the similarities beteween the two as well, and the side effects are quite similar.



Page 84
The Lostok process introduces a series of new organs and glands to a Gland Warrior’s body, allowing it to survive in more toxic environments as well as fight even more fiercely than before. These duplicate the effects of a Respirator and make them immune to most Toxin
...
Their new glands also act as Injectors containing Frenzon, Slaught, Stimm, and Spur.
...
Other newly added organs are designed to filter away any chemical by-products of the dosages, so the user does not need to take any tests afterwards for ill effects. The augmented physiology will also ward off any effects of excessive drug use.
Again a Space Marine light of a sort. I'd guess from that that most of the effects are centered around improving the abilities to deal with toxins/poisons (either by increasing the resistance or improving the ability to remove them from the body), which has a side benefit of allowing said body to endure combat drug-like effects for longer and without the side effects. While it does not out and out describe any sort of surgical or mechanical/biomechanical augmentation (like bionic implants, structural enhancement or reinforcement like Space Marines receive, etc.) that is possible as well. Alot of it depends on the degree of improvement. It is also quite possible that they simply heal/recover better from the physical damage (as long as they aren't pushed too far, at least.) And as I noted we know muscle grafts are fairly common.

I'm still betting a Space Marine scout is better though, capability wise. This really doesn't do much in the way of the skeletal/muscular enhancements Marines get, which allow them to better endure the punishment their body can take (And their enhanced performance can dish out.)

On the other hand, this doesn't have the extreme compatability requirements (or mortality rate) AStartes do.


Page 85
Many become mercenaries, prized through the sector and beyond. In the Expanse there are also Genetors both authorised and renegade willing to work their operations on existing warriors to transform them from human to more than human.
Not surprising, when you consider what sorts of enhancements hive gangers and such can do. It again goes to show that while costly and not without drawbacks, this isnt super-special 'lost tech' enhancement either.

It also represents another of those 'rare' cases of 'innovation' and R&D related stuff.



Page 85

- It is.. interesting to note all the qualities listed to the Gland Warrior: Battle RAge, Blind Fighting, Chem Geld, Light Sleeper Nerves of Steel, Paranoia, Sound Constitution (twice), Berserk Charge, Sprint, Swift Attack, and Autosangine, Also quite a bit of chem use. This is in addition to the trait described last page (basically getting benefits of cobmat drugs inherently)

This means they exert a controlled/directed rage (Battle Rage), heal rapidly (autosanguine), immune to temptation/seduction (Chem Geld), higjh level of alertness even when asleep and quick reactions (Light Sleeper), general calm during battle (Nerves of Steel), high awareness/danger sense (paranoia - basically expecting attack, although this might also reflect general twitchiness so its not all good.), enhanced toughness (sound constitution - means can generally take extra damage.) Faster than normal movement (sprint), can attack more rapidly (At least in melee - Swift Attack)

Generally we can figure that the enhancement improves speed and toughness, possibly some enhanced physical strength. I'd also imagine its quite variable, that other qualities might be tweaked depending on how the process is done (After all they can vat grow extra muscle even for civilian use...) Something like muscle grafts and perhaps subdermal armor and even some nervous system tweaking could be further viable enhancement along with this. To be fair they wouldnt be very good 'long distance' troopers, they'd be more better close assault/shock troops or maybe special forces types, but they'd be quite effective.

The interesting possibility here is to tailor variations on the gland warrior to specific duties. Ditch the battle rage, berserk charge for example, and boost reflexes and vision, and you migth get good marksmen.



Page 85
While some careers are the result of specialised training or years of intensive studies, the transformation to a Gland Warrior is due primarily to a series of surgeries. These introduce tox-filters into their lungs and bloodways as well as artificial vat-grown organs and drug-producing gland implants, all designed to greatly augment an already formidable fighter to levels normally impossible to attain otherwise. Only those of sufficiently strong constitution and combat expertise would be selected for the process, and only those with a sufficiently strong will to live despite the agonies associates with the process will survive it.
More on Gland Warriors. Again the selection process emphasizes more 'assault' types than marksmen.



Page 86
Shapers possess a unique ability to analyse the content of their stomach and extract from it characteristics that may be of use to the Kroot genetic code. This task is performed rapidly and intuitively, meaning that a Shaper will know whether or not a meal will be beneficial to his Kindred within a few bites. Once a characteristic of the prey is identified, the Shaper directs members of the kindred to consume this particular prey animal. Afterwards, the Kindred’s breeding is controlled to ensure that those who have absorbed the chosen genetic morsel fix it as part of their own DNA. This rapidly advanced evolutionary eugenics program ensures that the Kroot remain the dominant species of Pech and continue to advance—none are certain what the upper limits of such evolution are, or even if such limits exist.
Although never outright stated (unlike with the Orks or Tyranids) one suspects that the Kroot are a "deliberately engineered" race much as the Orks are, given the nature and general effectiveness/versatility of their peculiar adaptive qualities. They may be a lesser experiment, less populous (and effective perhaps) than Orks or 'Nids, but still fairly successful.



Page 86
...each Kindred possesses a fractionally different genetic code.

This diversity is necessary, for the Kroot, like many lifeforms native to Pech, risk being trapped into a single DNA structure that is effectively a dead-end, with no m ore variety possible. There are a number of other, related creatures from Pech that have suffered this fate—Knarlocs, Krootoxen, and Kroot Hounds are just a few examples. These beings are all closely related to the Kroot, and may have, in fact, even been Kroot at some point in the distant past until they encountered an evolutionary roadblock.
This diversity serves the race as a whole it seems.. and it is mentioned each shaper deliberately guides towards these divergent specializations. It has a vaguely 'experimental' quality to it, and it makes you also wonder how they coordinate (through the ancestors perhaps? Some osrt of Shaper-held psychic bond?)


Page 90
Though the rumour that a Navigator’s third eye can glimpse the future is only partly true, that does not stop most Scions from acting as psychic advisor..
Navigators have (very) limited precog, which is no doubt a useful trait for navigation in the warp. I'd guess it would manifest most probably as an extremely precise, extremely specializd short term 'immediate future' precog... not unlike some of the divination/precog abilities Imperial psykers can have of the same style.



Page 92
Rare enough that many Imperial Guard commanders refuse to believe in their existence, Kommandos are nevertheless an example of Orks breaking from the stereotype of witless, bestial monsters that most humans believe them to be.

Many Kommandos are Blood Axes in origin, having learnt from and adopted a range of human battlefield tactics, such as the use of camouflage, stealth and surprise.
...
..they are remarkably successful in their chosen role as infiltrators, guerrillas and masters of psychological warfare, turning the belief that Orks could never sneak up on someone to their advantage by doing just that. The shock of their success at closing on enemies unseen is a terrifying thing, for even a small Ork (small being a relative term) is a deadly combatant in its own right, more than capable of tearing apart enemies with only the most basic of weaponry.
Ork Kommandos. While rare, this is not neccesarily an absolute, as it is the 'evolving' nature of the Ork that drives their creation and frequency. They only create as many as they need, and if they fought an enemy where large numbers of Kommandos would help, I'd imagine they would show up sooner or later (assuming the Orks were not defeated or wiped out - their growth cycle still takes time - but the 'genetic learning' angle is again an asset here.)

It also tells you something about human tactics, since that's where they larned this from (even if they Orkified it.)



Page 92
...other Orks have come to the conclusion that sneaking towards an enemy and putting bombs on them without anyone noticing is not only great fun, but is also highly effective. Consequently, many Kommandos are experts in demolition...
...
...both a matter of tactical effectiveness and of mutual competition—seeing which Kommandos can sneak the closest, plant the biggest bombs, and cause the biggest explosions without ever being spotted.
Interestingly the Ork seems to be wearing NVG. This has been mentioned mor ethan a few times (like the Rynn's world novel.) How it works (or why) is entirely speculative.


Page 92
..smearing their bodies in paint and wearing camouflaged clothing (neither of which is necessarily in the correct colours to actually conceal the Ork; Ork camouflage is of extremely variable effectiveness)..
..
..even smearing their weapons with soot or mud to eliminate a telltale gleam. Their inclination, as masters of stealth in a society that barely understands the concept, is to be “sneaky” at all times...
Ork stealth doctrine.


Page 94
As with much of Ork knowledge, the technical skill possessed by Mekboyz is innate, found within their genetics, more an instinctive talent than a learned skill. In spite of this, or perhaps because of it, Ork technology at its peak—normally when Mekboyz are at their most inspired and erratic—is able to accomplish things that human science struggles to achieve. The ramshackle appearance and unstable mechanisms used in the most sophisticated of Ork devices—which are normally used by Mekboyz as well, as few other Orks have the patience or inclination to figure out how such things work—seem not to hinder their function, yet when examined by the Tech-Priests of the Adeptus Mechanicus, are built in such a way that while the science behind their creation is sound, the device should not function at all due to a variety of crucial flaws and defects.
In many ways it seems appropriate to liken Ork technology to Eldar psychic engineering. They may not create the materials from the warp, but its clear that they can utilize the warp in some way (through their belief) to engineer it to work, and to make it work reliably. This has certain advantages (immediacy) over the Eldar approach, even if it lacks refinement and consistency.


Page 94
..a Gargant (a massive Ork war engine, equal in size and destructive power to an Imperial Titan) or starship..
Gargants stated to be equal to a Titan (of some kind)



PAge 96
Other Initiates are even more active in their faith, seeking out the ignorant and the faithless that they might be made to repent and accept the will of the God-Emperor. Astropaths on such a self-appointed mission are said to rewrite the contents of heathen minds, defending their actions by stating that there is no free will, only His Will.
Astropaths who also become religious zealots.



Page 97
Most Rogue Traders are more than willing to take on a Transubstantial Initiate, as their fervour and conviction tends to translate to vastly increased psychic power.
we see yet another benefit of belief in astrotelepathy - it enahncs their psychic power. Whether this is a consequence of the soul binding enhancing the sorcerous bond, general 'belief affecting the warp' effects, tapping into the psycho-religious gestalt in the way the Sisters of Battle do, or what... it apparently helps a great deal.



Page 98
Other planets may provide nothing but a Ministorum beacon designed to attract their attention, left behind by ancient Missionaria Galaxia probes.
Even the Fucking Priests use probes and beacons.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2

Page 100
Within the borders of the Imperium one can always find a handful of academics and eccentrics who are self-proclaimed experts in the realm of xenos lore For some, it is not enough to cobble together fragments of legendary and gawk over relics of indeterminate history and purpose. For some, the alien is not something to be feared and exploited. For the Xenographer, the inhuman beings of the universe are to be sought out, understood, and harnessed.
It seems it is semi-tolerated (or simply not noticed) Then again Xenos fascination is not quite as immediately or insidiously fatal as fascination with Chaos and the Warp. For one thing, few daemons can manifest due to peculiar and completely accidental combinations of words, times and/or geometries.


Page 100
..free from the dictates of Imperial law, Xenographers are found indexing the remains xenos ruins, disinterring the contents of alien tombs, and entreating extant xenos breeds to parley. It is this firsthand experience that separates a true Xenographer from the poseur students of xenoarcana that pollute the halls of academia with their petty conjectures.
...
During his travails, a Xenographer not only amasses vast repositories of alien lore, but a collection of relics.
They're sort of Alien archeologists/natural philosohper types (or possibly biologists.) Examples of the type show up in many different novels (The Magos Drusher short stories, the noble-born chick in Emperor's Mercy, etc.) It shows once again that the whole 'everyone is ignorant' thing is a variable/selective trait.. it applies in some cases but not in others.

Page 101
Thankfully, there are Xenographers who are not motivated by outright fascination with all things alien. There is no weapon in this galaxy more powerful or dangerous than knowledge, and for many Xenographers, it is a weapon that they gladly wield against the enemies of Mankind. For men such as this, there are few sights more cherished than that of a xenos impaled on its own weapon. Like their enamoured fellows, these Xenographers seek out living examples of various xenos breeds. Unlike them, they do so that they might capture and interrogate where others would interview and bargain. When the Xenographer has learned all he can through cunning and force of will, all that remains is to perform vivisection. The pulsing organs and convoluted viscera of the howling subject hold secrets all their own.
Such individuals would likely also be welcome by Inquisitors, but I'm betting the AdMech would hate them (KNOWLEDGE IS OUR BAILIWICK!)


Page 104
With new worlds, forgotten enclaves of humankind and lost knowledge of immense worth to be found beyond the reach of the Imperium, the Ecclesiarchy and the Adeptus Mechanicus both are eager to send agents out to find and exploit these resources. The Missionaria Galaxia of the Ecclesiarchy and the Explorators of the Adeptus Mechanicus are the most overt agents these organisations possess, but others are used as well.
...
No less significant are Administratum and Departmento Munitorum Archivists, who record in exacting detail the exploits of their subject, or representatives of Lord-Admirals of the Imperial Navy and Lord-Generals of the Imperial Guard who wish to keep a close eye on the realms they may one day be crusading to conquer in the Emperor’s name. Even the Navis Nobilite is wont to indulge in secretive intelligence-gathering, another part of the great game of intrigue that runs all through the Great Houses of the Navigators.
Other 'agents of the Throne' of the vairous adeptas.. paralleling the agents of the Inquistiion.



Page 106
In the most extreme cases, some of the oldest Arch-Magi have long since become little more than artificially sustained brains linked to vast meme-vaults and data-crypts, driven insane by possessing far more knowledge than any human mind can truly comprehend and willingly locked within a steel prison of their own design for centuries. For men such as these, the pursuit of knowledge is something worth paying any price for, and such a disembodied existence, basking in the purity of absolute and incalculable knowledge unfettered by the weaknesses of the flesh, is something that more than a few Tech-Priests aspire to.

To discard all but the brain in the pursuit of knowledge is not as uncommon as it might seem.
More extreme versions may do away with most of the brain itself, only holding fragments inside a mostly cybernetic/computer construct, not unlike a machine spirit (hell they already dispose of parts of their brains as part of the Rite of Pure thought.) One such example was in the TechPriest computer Magos controlling the Hydra Cordatus facility.

To be fair, I dont think the process makes them inherently insane, it depends on a variety of factors.


Page 106
...a process known to the Disciples of Thule as the Rite of Duplessence. This procedure requires that one of the two Tech-Priests shed his flesh and most of his implants to become a disembodied brain, which is then implanted into the body of the other Tech-Priest, their brains linked together so that they can work together more closely. To undertake this rite is looked upon favourably by many Tech- Priests, who particularly applaud the one who willingly takes on the burden of remaining clothed in flesh so that another can be freed of it.
Sort of like a Siamese Techpriest.


Page 107
The union of a Binary Cortex—as the resulting symbiosis of two brains is called—is not always an easy one, however. Each mind within the union is still an independent, freewilled entity possessed of its own memories, experiences, opinions and beliefs. While the Rite of Duplessence is seldom performed on two Tech-Priests of radically differing perspectives, differences of opinion can arise, particularly as both Tech-Priests have no way to be distanced from one another. Even the purest-minded and most logical Tech- Priests are sometimes prone to becoming irritated by such close proximity with a colleague.

The benefits, however, are vast. When working perfectly in synch with one another, the two Tech-Priests can collaborate on tasks with impossible speed, completing research and solving technical problems faster and more efficiently than either of them could have done alone, able to receive an alternate opinion on their theories instantaneously.
it's an interesting apporach, all told.



Page 107
Though the Imperium was founded upon a creed of intolerance towards non-humans, peaceful contact with a variety of xenos species actually happens frequently. In most instances, these are short-term alliances or matters of temporary mutual convenience. Just as frequently, illegal contact with xenos cultures is sufficiently commonplace that the Inquisition and the Adeptus Arbites keep a constant watch for potential contamination through contact with xenos; in spite of such vigilance, the “Cold Trade” of xenos goods on the black market still exists. A number of xenos species hire themselves out as mercenaries to a number of other species, for reasons all their own, and there are more than a few unscrupulous Imperial Commanders willing to hire such creatures to bolster their forces, seeing them as the ultimate expendable mercenaries and caring little for their fate.

Rogue Traders, and a few other individuals, have the power to do more, and do so legitimately. These men and women, freed from the normal strictures and feudal requirements of the Imperium, have the influence and authority to make peaceful contact with xenos species for trade, temporary alliance or even to hire them as mercenaries.
Again the duality (hypocrisy?) of the Imperium's policy (versus its actual interactions) with Xenos.



Page 107-108
However, so long as they remain in the company of an ally who can vouch for their service (assorted documentation in copious amounts is provided for this purpose), and agree to be visibly marked to prove that they are Sanctioned—this mark is typically a brand or tattoo on the face or hands, where it can be clearly seen. The permanence of such a mark is of no concern—without a human employer to vouch for the xenos, the mark is essentially meaningless, and should the xenos cease to serve the Imperium, its life is forfeit anyway, and the creature is slain as soon as possible.
"Sanctioned" Xenos. An example of which might be a Kroot Mercenary. Only someone like a Rogue Trader or Inquisitor (or a similar Peer, I suspect) can pull this off, but it allows the Imperium to be pragmatic in its dealings with aliens. This could extend to even the tau (Arcadius apparnetly having dealings iwth the Tau.)


Page 110
Many las weapons can be recharged from almost any power source, some even from the sun’s light or fire’s warmth.
It implies that sunlight or fire may have similar efficiencies/recharge times perhaps, but it also implies this recharge feature may not be common. It may refer to 'direct charging' of the gun itself, rather than the pwoer pack (maybe all powerpacks recharge like that?)



Page 111
The Dervish laspistol was originally created by the Hox Conglomerate in the Calixis Sector as viable las-weapon alternative to the cheap and reliable slug-weapons produced in Gunmetal City on Scintilla.
...
The Dervish offers them a combination of reliability and power that is appealing to those who do not have access to a steady supply of bullets
Considering the kinds of auto/stub weapons you can get in Gunmetal City, that may be saying something about the weapon's firepower.


Page 111
Designed purely for close range assaults, this gun is heavily reinforced and has a bayonet built into its short and heavy frame. Slots for two power packs are included so the gun can switch to a fresh pack with no reloading. Since the firefights it’s designed for are typically over long before two packs are exhausted, it serves its design perfectly.

Each Merovech Assault Lasgun may be used as a spear with the Mono upgrade in melee combat
An 'assault las'.. rather another with the dual-powerpack feature (we saw another one like that in 13th Legion.) It also has a built in (mono) bayonet.


Page 111
Used mostly for cutting through bulkheads and sealed doorways, lascutters emit high powered daggers of energy which can allow Imperial forces to bypass barricades or rip through vehicles and bunkers. While not as powerful as a plasma cutter or meltagun, many prefer them as they require less training and are less dangerous to operate. However, Mezoa-pattern lascutters are one of the few versions small enough to be considered “man-portable.”

A lascutter can also be used to cut through plates of hullmetal or adamantium up to 5 cm thick...
lascutter.


Page 111
Less advanced than the standard military needle sniper rifle, this solid projectile weapon is more easily obtainable and very effective against lightly armoured targets. Complete with a tripod brace, silencer, and telescopic sight...
...
The integral noise baffles built into the rifle make it very quiet.
If it has a silencer it probably uses subsonic ammo. I'm guessing 'lightly armoured' means flak butnot carapace.



Page 111
A more specialised and advanced variant of the heavy stubber, this weapon has two barrels that spew out stub ammunition to lay down a dense barrage of shells.
..
The Echon is designed to be used with a backpack ammo pack, weighing 25 kg and carrying 200 rounds of ammunition.
Depending n how much you figure the ammo pack weighing, you could get quite a few variations for the stubber output. Assuming between 10-15 kg you get 50 to 75 grams per round. Which seems alot, but remember that more than likely includes the casing. Even assuming that the whole mass applies to the slug you'd get 125 grams. Nothing superhuman, but it's not trivial either, especially since subbers can go between "full power" rounds to ".50 BMG" or bigger for a stubber.

In real life terms, the estimated mass is perhaps somwhere between a 7.62mm NATO and .50 BMG. Judging by cartridge/projectile weights for those two rounds (Projectile weight being 1/2 to 1/3 the cartridge mass) the bullet could weigh as little as 16 grams to as much as 63 grams.



Page 112
..A combi-weapon contains a primary weapon, usually a lasgun, autogun, or boltgun, plus a one-shot secondary weapon mounted alongside the primary barrel.
combi weapons, as mentioned in the other FFG materials. And as in those examples, the single shot weapon is (usually) more powerful.


Page 112
...this modified auto-pistol fires specially designed armour-piercing rounds containing a vicious cocktail of venomous chemicals. It is designed so that if the vicious impact of the bullet doesn’t kill the target, the poisons flooding into its bloodstream will, and thus can bring down the largest opponents in a single shot.


Not to be confused with Ogryn Ripper guns. The Signature weapon of the Catachan Sly Marbo (probably.)


Page 112
The “Solo” is a bolter variant looked down on as heretical by some elements of the Adeptus Mechanicus, with much less sophisticated workings. It can only be fired in single-shot mode, trading automatic fire for a slightly longer range and more reliable mechanism, making it popular for PDF forces and insurrectionists alike. The weapon’s simple mechanism also has the added advantage of making it more accurate. This weapon may be equipped with any bolter ammo.
A Semi-auot bolter, it has a significantly longer barrel (I'd say about 6-8" longer than normal, judging by the handgrip) It still has no stock or scope, so its value of improved accuracy is.. questionable. It also seems to be something avialable to PDFs, which would make it a rareity.


Page 113
Ranged weapons entry.
Assault lasgun Range increment: 50m, single shot and Auto(5) ROF, 120 shot clip (2 packs), and weighs 4.5 kg. Since it carries 2 powerpacks, this implies the power packs are .5 kg apiece (or close to) 540 kj or thereabouts.. 4-4.5 kj per shot maybe.

Mk 4 Dervish range increment 25, ROF is single and Semi (4), 20 shot clip and 1.5 kg mass. 4.1 kj per shot for a sodium sulfur battery.

Mezoa Lascutter weighs 8 kg, a 5m range increment, and a 10 shot clip. 54 kj per "shot"

Assault stubber has 200 shot clip, weighs 21 kg, a full (6) ROF, and a 100 m range increment.

Civilian firearm (rifle type) 60m range increment, single and semi(2) fire mode, 6 shot clip, 3 kg mass. disposable, mas produced gun. 25-50 gram shell.

Ripper pistol has a 30m range increment, Single Semi(2) ROF, 8 shot clip, 4 kg mass. 25-50 gram shells.

Sniper rifle mentioned: 220 m range incremend, 6 shot clip, 4 kg mass. 30-60 gram shell.

Solo boltgun 100m range increment, 8 shot clip, 7 kg mass. 44-88 gram shell.

Beamer meltagun: 40m range increment, 6 shot clip, 9 kg mass

Clovis plasma gun: 60m range increment, single, semi(3), full (5) ROF, 40 shot clip, 20 kg mass. 7.2 MJ per shot (assuming hydrogen.)

Wraith plasma pistol: 40m range increment, 8 shot clip, 5 kg mass. Assuming hydrogen 8-9 MJ per shot.

Assault flamer: 10m range increment, 12 shot clip, 6 kg weight.


Page 113
Launcher weapons:
Auto launcher: 15m range increment, 3 shot clip, 30 kg weight 1 kg projectile.
Disposable launcher: 200m range increment, 1 shot clip, 10 kg weight 1 kg projectile.
Hunter-Killer missile: 350m range increment, 1 shot (obviously) and 64 kg weight Missile itself is 64 kg.

Mole mortar: 50-200m range increment, 1 shot per clip, 50 kg weight, (Shocking and blast (4m radius) quality)

Voss pattern Mortar: 50-300m range increment, 1 shot clip, 41 kg mass, blast (5m radius) quality

Locke pattern mortar 50-300m range increment, 6 shot clip, 48 kg mass, 5m radius blast quality.



Page 114
The Beamer style of meltagun was an attempt to create a longer-range melta-weapon that was still light enough to be easily carried into combat. Using fragments of decaying scrolls describing several ancient design patterns (and after much divination and prayer) the Zepherus pattern was developed. Though it still uses specialized gases melded and ignited into a sub-molecular thermal state, this weapon features a longer barrel with a radiation beam surrounding the gaseous discharge. This low-level radiations acts as a harmonic wavefront for the super-hot release, allowing it to strike at longer distances. The necessary tuning for the beam to match the discharge proved impractical in the field, however, and only those willing (or able) to spend many hours of difficult correction after prolonged use still stand by the weapon. Almost no fighting units still utilise them despite the superior range, and their manufacture ceased after the first production run.
An interesting 'hybrid' ort of melta weapon - part microwave part flamer.


Page 114
...this gun represents a genuine attempt to imitate an ancient high-quality weapon using recently-sanctified designs discovered just decades earlier. The goal of manufacturing a more powerful plasma gun met with failure, however, given the near-impossible task of properly applying the underlying holy sciences involved...
...
The Mark IV pattern nevertheless became an accidental success of sorts, as its weaker collimation system produces smaller, more diffuse plasma spurts. Though it has lesser power than standard (and better manufactured) plasma weapons, the Mark IV allows the user to spray several blasts with one shot, providing effective suppressive fire against even heavily-entrenched enemies.

This weapon may be fired on Maximal Setting, but not while on fully automatic—single shot and semi-automatic only.
Setting aside the "GRIMDARK IGNORANCE" song and dance, it is interesting to note that the weapon is still used despite being a "modification" of a "holy" ancient design. I guess innovation is okay as long as noone is actually TRYING to innovate... Or its the Admech's right time of month to innovate. Its also a full auto plasma weapon, which is quite useful.


Page 114
...it uses a lighter fuel mixture at higher pressures, with inert propellant gas mixed in. The firing barrel has a large, thin nozzle, resulting in a wider but less powerful spray of promethium. Against lightly armoured foes like insurrectionists or Gretchin mobz, the weapon worked wonders..
...
Assault Flamers use backpack-mounted fuel canisters to lessen the weight of the gun itself and provide a more extensive fuel reserve. They also fire in a 45-degree arc as opposed to the normal 30-degree arc...
Modified flamer.


Page 115 - interesting note. Javelins can get the mono-upgrade.


Page 115
While relatively simple in construction, this weapon provides a medium-range attack capability, particularly against targets behind cover or out of sight, as it fires its explosive rounds in a high, indirect arc. Unlike basic versions such as the Voss pattern, the Locke model incorporates a drum magazine of 6 rounds and can be fired via remote control.
...
Many are operated in teams, with one manning the weapon whilst the other acts as a spotter to provide targeting information and often communicating the data in via voxlink.
Mortars. Vox link targeting data transmission (although whether this is visual or direct data transfer..)


Page 115
Mole Mortars are odd devices that look much like regular Imperial Mortars, but they fire their shells under the ground rather than through the air via special tunneling torpedo rounds. The rounds penetrate the earth then arc back up in almost a reverse of a normal mortar round, timed to explode just underneath the surface. While not particularly accurate, they can often catch the enemy unprepared, and the resulting underground explosion can be devastating, since those enemies not killed or injured outright are typically knocked off their feet.
Mole Mortars. Mortars that fire underground rather than trhough the air.


Page 115
This specialty missile launcher is often mounted on vehicles, and fires an advanced krak missile. Fitted with advanced guidance systems and fuel, it has longer range and better accuracy than standard launchers, as the internal cogitator’s sensorum suite guides it to the target. Each comes in a complete launching package, good for one shot only.
Everybody's favorite Hunter-Killer missile.


Page 115
A one-shot version of the standard rocket auncher pre-loaded with a single Super-Krak Missile. It is cheaper, but of course can only be used once.
Disposable missile launcher



Page 115
These semi-autonomous weapons are normally mounted on fixed emplacements, defensive barricades, or vehicles. Each pre-loaded canister contains either three pairs of Frag or Smoke grenades, and can be triggered remotely from nearby crew or set to activate based on detected movement or sound. When fired they shoot out a pair of grenades in a 45 degree arc from the front, designed to either disrupt or disorient nearby infantry.
Auto launcher.


Page 116
Choke gas is commonly used by enforcement agents in the Calixis Sector and the Expanse for riot and crowd control. The reagents released in the gas cloud cause effects ranging from burning eyes and incapacited breathing to acute respiratory failure in the weak and elderly.
A variation of teargas I suppose. And despite its dangers to old people I suppose its fairly amazing they may only try to incapacitate them rather than just opting for summary execution.



Page 116
Haywire Grenades use a violent EMP pulse to disrupt all electrically based devices nearby, including energy weapons, powered armour, force fields, bionics, and most vehicles. All electrical devices—including energy weapons, bionic systems, and vehicles—in the blast radius cease to operate...
...
These fearsome weapons are extremely difficult to come by—some say they are the weapons of the mysterious Eldar. This grenade may only be thrown.
Haywire grenades.



Page 116
These grenades are designed to explode with a sustained burst of sonic energy...
...
..intended more to deafen and disorientate than wound. They generally cause no actual harm except for loss of hearing and are used more for incapacitating enemies, though the piercing noise can also be extremely painful and debilitating.
Howler grenade. Flashbang without the flash.



Page 116
These thermal devices use a powerful incendiary fuel designed to violently melt their outer casing, causing an explosion of liquefied metal shards to fill the blast area. While they are not as powerful as standard melta-bomb technology and can only be used to destroy smaller barricades or doorways, they offer a wider area of destruction and can easily ignite enclosed areas into blazing conflagrations.
Inferno Grenade. Melta-variation technology (explosively formed penetrator?) or may be related to MAHEM.



Page 116
An example of lost miniaturised repulsor technology, a Kinetic Grenade releases a rapidly-expanding sphere of kinetic energy.
Can also knock individuals down. Imperial version of pulsa weapons... may be related to all the 'seismic' weapons we get in the FFG mateiral (or orhter 'blast effect' weapons.



PAge 116
These shells are designed to splinter open at the highest arc of their trajectory, releasing a plethora of sub-munitions with two impact triggers. Once the first is sprung upon contact with the ground, the second trigger deploys—awaiting only a single, unlucky step to unleash its powerful explosives.
Easy to use and safe from a distance, minefield rounds are an effective way to lay down a protective cordon around a bunker or other defensive location. These rounds can only be used in either mortar or missile launchers (not grenade launchers) and cannot be thrown.
Minefield rounds.


Page 116
Scatter Rounds combine much smaller and less-powerful frag grenades type into a single missile launcher round. These are generally fired in a high arc and disperse into separate microexplosives, spreading the explosive effect over a huge radius. These rounds can only be used in either mortar or missile launchers (not grenade launchers) and cannot be thrown.
'micro-explosives' again. Probably like the small coin or egg sized grenades Space Marines carried in dispensers. Reduced yield (or greater yield out of a given mass) allowing more to be carried.


Page 117
Milder than most gas types, this disorientates the target through neurological bio-agents which cause a stupefying effect but no actual physical harm.
Stunner gas.. again 'nonletha' alternatives.


Page 117
Tanglefoot Grenades create concentrated fluctuations in the gravitational gradient at the detonation site much in the same way as a Graviton Gun. The area of disorientating gravity acts like a tripwire, dragging infantry prone to the ground and causing severe difficulty in movement.
A variation on grav technology.. rather miniaturized. some tanglefoots use some osrt of tnagle weeds as I recall.



Page 117
Deadly and fast acting, toxin grenades use lethal chemicals and viral agents which can permeate skin and even light protective gear.
A hand held virus bomb, basically.



Page 117
These weapons fire masses of filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle the filaments constrict even more, further entrapping them.
Webbers. more nonltehtal weapons



Page 118
The precursor to bolt gun technology, the rocketfire launches large-bore rocket-propelled shells which ignite in the barrel, moving slowly at first then gaining velocity quickly as the shell’s solid fuel burns. The shell spins as it travels thanks to small, angled exhaust vents, providing some measure of accuracy. Unlike bolter shells, the actual round carried is small and only explodes on impact with little of the dramatic carnage of a true bolt gun. Rocketfire guns have little recoil and are relatively silent, but are not as accurate or powerful as most other imperial weapons. Ammunition is also specialised and expensive, and consequentially are used primarily by aficionados or collectors of exotic weaponry.
Sounds alot like gyrojet rounds. Bolters then are a related, but not identical technology.



Page 118
Most sonic weapons require a huge weapons-support platform in order to generate enough power to be effective. In the tight spaces on board ships, however, rifle-sized weapons can generate enough power to rupture eardrums and cause severe, disorienting pain. The Screamer is used aboard some of the warships of Battlefleet Calixis, and has gained a solid reputation for stopping attempted mutinies with little or no collateral damage to the ship.
Sonic weapons.



Page 118
This weapon fits onto the user’s forearm, with a wide thin barrel projecting beyond the fingers. Cylindrical canisters provide the ammunition, kilometers of hyper-condensed monofilament lengths held in a power field. When triggered, the filaments emerge in what appears to be gouts of smoke. Users attempting to pull away from the strands are cut into ribbons by the impossibly sharp threads. While the weapon itself is thought to be of human manufacture (though reminiscent of some alien devices), the filaments are believed to be of xenos origin and thus no reputable manufacturer will take credit for the gun’s production.
Variation of Warp spider's primary weapon (web spinner)



Page 118
They are assumed to be of human origin, if only because the weapon conforms to standard human physiology. Also known as Dustmaker or Heat Death, these weapons are known for the horrific effects they cause. When used, each emits a slight humming sound, belying the impossible effect it is having on its target. Victims struck by the invisible beams find their metabolisms shutting down as chemical reactions fail or flow too quickly, causing organ shutdown and higher cerebral functions to collapse. Complex molecules such as plastics or fabrics begin to deteriorate, and the entire target deforms as the component substances of flesh, bone, and metals become a horrific, melded mass. While the weapon seems to require no actual ammunition, perhaps drawing on the raw spatial tension between the Materium and the Immaterium to fuel its baleful energies, it does require time between uses to properly recharge.
A nasty weapon overall.. but the interesting part is the 'raw spatial tension' between the warp and realspace being implied to be some sort of tappable pwoer source. That may be the 'warp fission' many earlier sources referred to (and what the Squats had.)



Page 119
Made of ceramics and glass, when triggered a micro-beam of ionizing energies is focused on the target to create a large electrostatic charge differential between the target and the gun’s spiked barrel tip. The longer the trigger is held , the larger the charge created. When the trigger is released, a powerful bolt of lightning leaps from the gun to the target, accompanied by a huge thunderclap.
Sounds impractical.



Page 119
Unlike most other solid projectile weapons, this archeotech device fires thin needles of liquefied metal. It can operate with almost any raw material; the user simply feeds metallic chunks or pellets into a large hopper at the rear of the gun, and its internal batteries melt them into an ammunition reservoir. When discharged, the weapon accelerates a thin beam along the barrel, firing short lances of super-hot, super-sharp metal in bursts of 4-6 spines.
Not onlike the thanix cannon or the simialr weapon from the novel 'earthlight' - it is also a rather interesting weapon as far as ammo goes.

The weapon's stats list it as 5 kg, meaning it may have a 500 gram battery or 500 gram total ammo capacity.. melting 500 grams of metal might indicat e(assuming iron) 600 kj per half kilo 'battery' which is slightly better than the sodium sulfur battery. Of course if it metls more, the battery could be higher (a few Mj perhaps although not more than 5 kg the weight of the gun which is 6 MJ)



Page 119
..the Dragon’s Breath is more sophisticated and efficient than bulkier Imperial flame weapons. It utilises a trio of rare, highly-compressed chemicals designed to ignite when mixed, forming liquid gouts of flame that arc outward in a deadly spray. The chemicals do not need air for combustion, and the heavy spray adheres to most surfaces, making extinguishing the flames difficult.

The Dragon’s Breath flamer must be used in an atmosphere, but that atmosphere does not have to be the standard oxygennitrogen mix.
Eldar flamethrower.


Page 119
It fires a stream of mysterious dark energy, still under investigation by the Adeptus Mechanicus and the Ordo Xenos. This energy is similar to laser emissions in some respects, but rather than punching holes through armor and flesh it instead rips apart targets in explosive blasts—leading to its common Imperial designation as a “Blaster.” Such is the potency of this energy that even the thickest armour can be compromised with ease.
Eldar laser (like?) weapon. May Imply Eldar rely more on 'blaster' type wepaons as Luke Campbell defines it - or they have better/more penetrative versions than the primitve human ones (more pulses etc.) There can certainly be a case made for human weapons being far more primitive.


Page 119
A weapon favoured by Eldar Aspect Cults, the Deathspinner fires a shroud of monofilament thread in a deadly gossamer shroud. Able to fire more quickly and lethally than any Imperial version, they can also entangle small groups, as its wide arc is capable of blanketing several foes with a single shot.
Deathspinner.



Page 119
The Eldar are masters of laser weapons, and use a variety of elegant and lethal light-based devices. Their Lasblasters can release a fury of laser strikes at medium ranges, easily outperforming even the most advanced Imperial las weapons.
..

A more advanced version of the Lasblaster, a Sunrifle sacrifices a longer range for even more firepower. Each discharge fires as many bolts of energy as a squad of Imperial guardsmen.
Lasblaster and eldar las weapons unsuprisignly better than humans. Rate of fire noted.


Page 120
Exotic ranged weapons:

Razorweb launcher: 3 kg, 1 shot clip, 10m range increment

Rocketfire gun: 80m range increment, 6 shot clip, 4 kg mass

Sonic rifle: 30m range increment, Single and semi(2) ROF, 8 shot clip, 3.5 kg mass.

Entropic acceleator: 40m range increment, 1 shot clip, 5 kg mass

Lightning cannon: 60m range increment, 2 shot clip, .5 kg mass

Quill Blaster: 50m range increment, single and full (6) ROF, 50 shot clip, 5 kg mass.

Eldar weapons (not going to bother calcing las weapons, since we dont know their battery tech.)_

Dragon's Breath flamer 30m range increment, 20 shot clip, 4 kg

Eldar blaster: 30m range increment (basic weapon), 24 shot clip, 1.2 kg mass

Deathspinner: 40m range increment, 30 shot clip, 4 kg mass (2m blast radius)

Lasblaster: 120m range increment, Single, semi(3), full (6), 90 shot clip, 3.5 kg mass

Sunrifle 90m range increment, Single, semi(4), full(8) ROF, 60 shot clip, Storm qulaity, 4 kg mass.


Kroot:
Pulse pistol: 40m range increment, single and semi(2), 16 shot clip, Gyro-stabilised, 3 kg mass

Pulse rifle: 150m range increment, Single, semi(2), full (4) ROF, 36 shot clip, gyro stabilised. 8 kg mass

Pulse carbine: 60m range increment, Single, Full (3), 24 shot clip, gyro-stabilised, 6 kg mass.

Dark Eldar:
Splinter pistol (50m range increment), single and semi(3) ROF, 120 shot clip, 1 kg mass
Splinter rifle: 80m range increment, single, semi(3), full (5), 200 shot clip, 2.5 kg/



Page 120
Often Kroot Mercenaries are seen using weapons far more advanced than their regular rifles, weapons that rival many of the finest Imperial devices. They refuse to reveal their origin, only saying mysteriously that they were given in payment for services “for the good of all.” These weapons are commonly referred to as Pulse Weapons, as they fire micro-pulses of accelerated plasma at high power and over great distance, comparable in effectiveness to Imperial Bolter weapons. The specialised Pulse Carbine variant sacrifices distance in order to incorporate an under-slung grenade launcher.
It does seem the Kroot sometimes use p ulse rifles.. which are what we see here. Pulses equal to bolter (whether human or Astartes we dont know.)



PAge 121
The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal angle for firing.
implies gyro stabilization may be partly gravitic.



Page 122
A popular concealed weapon for the nobility and powerful civilians, this can be sewn into capes and cloaks. When the cloth is snapped outwards it clicks into position, turning a simple gesture into a strike that can knock a man out.
Weighted memory wire. We saw this in the second Shira Calpurnia novel.



Page 122
It is heavy but when activated, micro-gravlifts negate most of the weight so that it can be hurled, utilising a central grip for a spinning throw with great range. The rotating action signals the internal motor to roar into life and fire the chained teeth into rapid rotation, tearing apart flesh and bone on contact in a spray of blood and viscera.
It's what you would have if you mix a chakram with a chainsword.


Page 122
Some of the more maniacal wielders of chainswords use customised models with two ripping edges, created by removing the protective carapace surrounding the near side of the weapon.

This modification (also available as a finished product due to demand) makes the weapon dangerous to the user as well,
Ciaphas cain has one, if we believe the artwork.



Page 122
The melding of a brutal steel whip with shock weapon technology, neural whips can stun or kill outright through the massive electrical surges they impart as their long metallic lashes hit flesh. At low settings they can be used to goad workers or slaves to increased productivity. At higher settings they become lethal, and even without the electrical discharge each blow from the whip can lacerate bare flesh with ease.
Neural whip.



Page 123 - Double edged chainsword masses 12 kg Drusian chainsword masses 7 kg

Burning blade (power weapon) 3 kg, Loi Pattenr Power Axe 9 kg, Power discus .2 kg, Thunder hammer 15 kg.

Neural whip 4 kg. Suppression shield 5 kg.

Eldar powersword 2 kg, Forearm powerblade 1.5 kg. Inertial hammer 4 kg, Macro hammer 8 kg, null rod 3 kg, soft sword 1.5 kg.



Page 123
These tiny metal throwing discs contain small power cells as well as the usual sharpened blades, imbuing each with a powerful electrical charge. The damage they do from the lacerating strike is compounded by the incapacitating shock administered on contact.
shock stars, each weighs .2 kg



Page 123
Suppression shields are common equipment for the Adeptus Arbites, though such is their effectiveness that a host of other organisations and individuals use them as well. The suppression shield is both a bulwark and a weapon, a heavy slab of ceramite large enough for the wielder to take cover behind. Each has a built-in arc-lumin at the top, and a powerful shock-plate in the shield’s centre. If the wielder strikes with the shield, he can discharge the shock-plate on impact, delivering a powerful electrical blow.
...
Tarsus-pattern suppression shields are also designed with lock-grips on the upper corners. These allow a character to fire one basic class weapon with one hand without penalty.
Suppression shields. we saw these quite often in Dark HEresy.



Page 124
Power weapons surround their blades in a disruptive field of crackling energy, amplifying their destructive force far beyond what a simple melee weapon can do.
Power weapons. Described as having an 'amplifying' effect on the destructive effects (rather than simply enhancing penetration or exploding)



Page 124
What started as a series of malfunctioning power swords from the disreputable Clovis Munitorum became a new weapon type after users discovered the faulty field conduits raised the temperature of the blade to over 600 degrees. Loi Metalworks investigated and created what are now known as burning blades, power swords that deliberately create intense heat along their blade so as to burn flesh to the bone with each strike. Heavily insulated so that the user feels little of the inferno raging inches from their palm.
Regardless of whether its K, C (probably not F) the temperature is going to be reddish at 600 degrees. I'm going to assume Kelvin. Assuming ~300K starting temp and the blade is 1-1.5 kg mass.. if we assume iron, the Burning blades would require 126-189 kj to heat up to that temperature. For the sake of argument if we did assume that the temp was Fahrenheit the temp would only be slightly less in Kelvin: 588K. On the other hand if it was 600c, the temp goes up a bit.. 873K and would require something onthe order of 240-360 kj to heat.

That's alot of energy, and more than sufficient to burn. It says a little bit about the power cells, although there are lots of unknowns (how much does the blade lose to the air and must be constantly injected into the blade, how long in general it takes to heat, how long it lasts, etc. Generlaly one would imagine the weapon lasts for more than a few minutes, and is ready for use in a matter of seconds (you don't want to insert the blade into a scabbard while its hot, or draw it out already heated.) That said, the power cell is probably many times the output, and probably tells us something about the capacity of similar packs (EG used in lasguns, etc.)

Also interesting is that this weapon implies power blades are not normally thermal weapons, despite many examples of power weapons inflicting thermal damage (cauterization, etc.)



Page 124
Huge hammers featuring oversized heads, these weapons store energy and then release it in a violent explosion upon impact. The tremendous concussive force released is equivalent to a concentrated grenade explosion, strong enough to punch holes in vehicles and knock those nearby to the ground.
...
..they are often used by Ministorum priests to both smite the wicked and invigorate the faithful. Lathe patterns are lighter than most Imperial versions, designed for use by unaugmented humans. They also have only a single concussive front.
Space Marine versions owuld be heavier, and even more powerful, in other words.



Page 125
A defensive weapon, powerblades are short, wide blades attached to the forearm and designed primarily for parrying. Often of xenos manufacture, their energy field allows them to parry almost any attack, but offers less in the way of offensive capability.
Powerblades... forearm weapons rather than handheld.



PAge 125
For those who must face psykers without any psychic ability of their own, a null rod is extremely useful.
...
They also offer personal protection from psychic attacks...
...
Writhing with energies baneful to those who channel powers from the Warp, a null rod contains such furious force that it acts as a power weapon when used as a club or truncheon.
Basically it makes things harder for Psykers. Something like it had its origins in early 40K fluff, and we saw such a device in Inquisition War.



Page 125
The other end is surrounded by what are thought to be power cables and the esoteric engines that drive the device. When swung, the head seems to gather inertial energy exponentially, so the weapon seems lighter and swings more easily the further it moves. On impact the inertia is transformed into kinetic energy, allowing it to strike in a single arc with enough concussive force to rupture a tank hull.
Inertial hammer. Xenos weapon. Possibly an indicator of weird mass lightening tech.



Page 125
These puissant archeotech weapons are thought to date back to the Dark Ages of Technology. However, thus far they have only been discovered on a long-lost citycache hidden amongst the ruins of the warworld of Zayth. The Disciples of Thule seized the majority of the weapons, though a few have found their hands into other members of the Machine Cult in the Koronus Expanse.

Glowing with circuit-runes, the ancient tech-relic mounts a suitably large hammer head covered with nano-sized warp portals which burst open on contact. The impact of the portals creates intense, localised warp disruptions, causing microexplosions which devastate the enemy.
a hammer that makes warp explosions to blow apart the target via microexplosions. Implies that warp weapons (like vortex warheads) might have an explosive as well as implosive and the warp effect.


PAge 125
...these weapons are formed from a polymorphic material discovered on several planets near the Heathen Stars. Normally flexible like thick cloth, when stimulated by an electrical current the material will stiffen to the consistency of strong metal.
Sounds like a Magnetorheological Fluid

Page 127
One attempt to compensate for the dangers of plasma weaponry (or other weapons that overheat or overload), soc alled “calamity vents” are emergency purge vents designed to direct the superheated exhaust away from the firer. They have never become widely popular, as their new and somewhat inferior design interferes with the ancient and superior workings of certain weapons, such as plasma weaponry (sometimes with disastrous results).
Emergency cooling measure.



Page 127
Although smearing a poison on the blade has the advantage of simplicity, technology has since provided a better solution. A series of micro-dispensers allow a wielder to coat his weapon with poisons by simply pushing a button.
A more useful means of coating a weapon.



Page 128
As the name suggests, these specialised shells contain vials of powerful acids, strong enough to eat through almost any material. Against armours they can dissolve deep into casings, greatly reducing any protection they might provide. Against exposed flesh they can melt tissue down to the bone in moments. Only extremely large-bore weapons can use these shells.
Only shot or bolt weapons. Not unlike hellfire rounds.



Page 128
Whilst regular melta weapons are known for the tight focus of the superheated blasts they generate, Airtorch ammunition allows them to burn even hotter in a barely-controlled reaction that can almost set the air itself on fire. Indeed, the heat is so intense that it generally overwhelms the barrel allowing the blast to escape in a wide swath.
enhanced melta ammo.



Page 128
Filled with much higher concentrations of heavy ions, Microburst flasks allow a plasma weapon to fire smaller but denser bursts at farther ranges and with greater armour penetration. Microburst plasmas are cooler, however, but many users prefer it this way, given the normal thermal temperament of the weapon.
Less damage, more penetration and better range, and can't fire on max mode. The flasks add 1kg to the weapon weight. Says some interesting things bout plasma weapons. makes it more like a particle beam (ions) rather than a solar flare.



Page 128
Flame weapons use liquid fuel, commonly promethium. When promethium is laced with encapsulated nephium motes, a potent secondary ignition takes place a few seconds after the promethium is lit.
"multi reaction" flamers. Even omre magical now! :P



Page 128
These shells contain a fluid similar to that used in webber weapons, and on impact explode in a mass of ensnaring sticky filaments. Contact with air causes them to solidify, making it almost impossible for the target to escape. While not as capable as a proper web gun, snare shells are a handy accessory for any shotgun user as no extra training is needed to use them.
Making a shotgun even more horribly adaptable.



Page 128
Where most ammunition types are designed to either kill or subdue, organgrinder shells are designed for a lingering, excruciatingly painful death. If the round penetrates into the flesh, spiralled ridges emerge and the shell slowly twists its way through the body, slicing tissue and bone in a pulp of viscera. There are rumours that this horrific ammunition was an attempt to recreate an actual xenos round, and those who have seen organgrinder shells in action know they are not in a hurry to meet anything that they might be patterned after.
Hand cannon, heavy stubbers, bolt weapons. Seem designed to cause even more devastating damage than simply just making a large hole.



Page 129
As most solid projectile weapons rely on a chemical detonation to provide thrust for the ammunition, they are normally ineffective in a void where the gas pressure in the barrel leaks away. Void Rounds contain special sabot-like coatings around each shell to ensure a better seal when fired, ensuring each round emerges at maximum velocity.
Void rounds. A probable example of 'saboted' ammo, which could be replicaed elsewhere (EG tanks.)



Page 129
The Delphis Mark II is a variant of standard power armour that features increased personal protection at the cost of agility, with huge plates of plasteel covering the flatter areas of the body. Exposed servo-mechanisms run along the legs and arms, and elaborate bracing runs across the spine. The helmet is small in comparison, with the high metal gorget rising from the neck almost to the cheeks.
...
The power cell system in the rear has several thermal fins protruding to shed away excess heat.
...
Ranks of power cells mounted on the rear provide 12 hours of continuous operation before recharging is needed, but require a day of recharging after each prolonged use.

...
The suit also counts as an enclosed void suit and incorporates an inbuilt auspex, good craftsmanship photo-visors, an incorporated vox, and a pair of recoil gloves. Finally, built-in servos in the arm joints grant the wearer the Auto-stabilised trait. If the suit becomes unpowered, vents open automatically in the helmet to ensure the wearer does not suffocate.
A civilian imitation of what I woudl guess be terminator armor for them.



aRmor listed: Eldar raider armour is 4 kg, and covers the whole body.

Flexsteel armor covers arms, body, and legs, weighs 7 kg. About the same protection as Guard Flak

Heavy Power armour fully enclosed and weighs 150 kg

Thermal armour is 12 kg.


PAge 130
Eldar pirates wear armour that functions in much the same way as basic Eldar armour, but is covered with spikes and cutting blades after the fashion of their weapons.
By Pirate they mean Dark Eldar.


Page 130
Flexsteel armour uses a metallic weave that appears to be solid metal but flows with the wearer’s movements. Most of these suits are ancient relics dating back centuries. The techniques for cutting and rebonding the material are not commonly known to even the high Magos of the Mechanicus, and many users have to pad the interior of their suit so it better fits their body shape, as finding a suit which is actually their size is often impossible.
Flexsteel is actually fairly common, at least when it comes to power armor.


PAge 130
Thermal Protective Wear (commonly called Frost Armour) was originally developed for work in high-temperature environments such as on inner planets or in reactor heat exchangers. They offer no more protection than a light flak suit, but are specialised to negate the effects of extreme heat. With a combination of slick flame-resistant fabrics and thermally conductive weave, the suits wick away almost all of the intense heat the user might face, and are a favourite in close quarters fighting, where a warrior knows he may face flamers or similar defensive weapons.

Frost Armour comes with a re-breather to protect against flame and smoke inhalation.
Basically a cooling suit.


Page 130
Resembling a strange kind of ornamentation, archeotech mirror shields consist of a large reflective surface surrounded by elaborate wiring and tech-glyphs. They are normally worn on the forearm, and when struck by energy weapons can absorb and redirect the force, reflecting it back onto the attacker.
An interesting holdover from the Necromunda Spyrers..

Page 130

field devices: Archeotech shield weighs 1.5 kg, Conversion field 1 kg. displacer field 2 kg. Refractor field 2 kg. Eldar Forceshield .2 kg

Personal powerfield 50 kg, Vehicle/emplacement powerfield 500 kg. Salvation shield .05 kg.

Availability wise (important) all are extremely rare, or almost unique. Power fields for vehicles are rare, personal powerifelds are near unique, and refractor fields are very rare (the most common.) Conversion field are exteremely rare.


Page 131
Conversion fields steal the force of an attack, rendering it less harmful, and then release that force in a blinding flash of light that can stun or disorientate nearby foes. Conversion fields are contained in the iconic Rosarius devices worn by Space Marine Chaplains and agents of the Ecclesiarchy, but are also mounted in more esoteric settings.
Conversion fields. ASsuming it creates a sunlight-scale brightness effect we're talking a good 7 kj or so of energy for a lasweapon.. probably several times that.


Page 131
Unlike most force fields which absorb and defect attacks,archeotech displacer field devices work by moving the wearer out of harm’s way. The wearer can activate the field manually, but the device also somehow detects incoming attacks and automatically activates a miniature warp-jump engine. This flicks the wearer out of the Materium to avoid the attack, restoring him to the Materium some distance away an instant later.
...

2d10 for the number of metres travelled—the wearer will always emerge on solid footing and in a suitable empty space.
Similair to warp spider jump ability, only less controlled and purely defensive.


Page 131
Rather than relying on cumbersome (by their standards) physical armour, many of the higher-ranking Eldar leaders instead turn to field protective devices. Forceshields are one such item, often worn on the arm or belt. These provide protection on par with the more powerful Imperial fields, but without the bulk or weight
Eldar forcefield defenses.



Page 131
While most personal force fields are small and unobtrusive, power fields are heavy, cumbersome devices ranging from backpacksized generators for personal use to large field emplacements for protecting important installations or vehicles. They all work by projecting a force wall to deflect away incoming kinetic and energy-based attacks. This wall can be varied in strength and size, but drains power at a prodigious rate—a personal unit can only be active for an hour before burning out its generator. So cumbersome are Power Field generators that any personal unit automatically encumbers the wearer.
...
A power field causes the air to visibly ripple and crackle with static discharge
...
The Power Field does not function against ranged attacks made within 3 metres, or melee attacks.
Vehicle powerfields are a throwback to early 1st-2nd edition 40K, especially the late Rogue trader pre-2nd edition era.. vehicles had been defined somewhat (predators, Rhinos, and Land Raiders emerged) but hadn't been broken down quite as narrowly (EG The Guard could use Land Raiders). And auto-systems were still very common. It's nice to know that they got resurrected in some form at least.

They are also a useful variation on theatre voids.



Page 131
Refractor field devices see service with highly ranked and trusted Imperial agents of all kinds. No smaller than a pistol ammunition clip, they disperse the energy of an attack throughout the total area of the field effect. They are noticeable when activated as they surround the user with a hazy glow of light, making them easily detectible in low lighting or at night. Many are fashioned in the shape of a gorget and worn around the neck.

Refractor fields. Dissipate attacks over a much wider surface area. Possibly may be volumetric as well.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Page 3


Page 131
Reportedly created by the mysterious Jokaero, although other reports claim they are relics of human technology from the Dark Age, these tiny devices resemble a button or small broach. When activated by a coded series of touches, a button shield generates a silent, invisible field of roughly one square metre projecting outward half a metre. The field is strong, on the scale of a power field, but can only last a few minutes before the charge dissipates; once used it requires several hours to recharge itself. These are worn singly on the chest, but for the few individuals with access to several button shields, they can be worn in a pattern to protect more of the body. The more daring wear them as rings...
More compact Jokaero related ttech.


Page 132
In the Calixis Sector the local offices are headquartered on Scintilla and work with several main forge worlds and hive-factories to supply their needs, thus maintaining the various ongoing crusades and campaigns and ensuring the continued security of Calixis space....
...
Of the major forge worlds and manufactorium-hives, Gunmetal City and the Lathes are perhaps the best known in the sector. Other manufactoriums are devoted to more specialised armaments, notably the Sentinel hive-factories of Grove’s Fall. Others are more exotic, such as the “Orbital Forges,” void-shield repair and production facilities that share the complex orbits of the Lathe worlds.
A glimpse at the industrial might of the Calixis Sector as it pertains to the supply and logistical components of the Munitorum. I imagine the variety of places adds redundancy and helps to offset the sheer logistical nightmare regiments would otherwise become.


Page 132
This Malfi-based corporate house specializes in clothing and flak armour uniforms, with smaller sub-factories dealing in carapace and stronger armours, and well known for superior fire resistance qualities. Praxis flak capes and cloaks are highly desired by defensive forces, as they can withstand burning promethium just long enough to be easily and safely discarded.
A possible allusion to how some versions of flak in certain game systems provided protection against flamers as well as blast weapons. In general the flexible component of flak is noted as being resilient against 'large area' effects (blast and flamethrower type weapons), but only reducing severity where it comes to focused weapons (projectile or las-bolts), depending on exact type of flak (composition, thickness, etc.) Probably one reason why they use inserts to supplement it where they can.

Also note "clothing and flak' are one category, while 'carapace and stronger' Is the other. Basically the 'soft/flexible' vs the 'rigid/hard'.


Page 132
This could be as they have a somewhat deserved reputation for weapons that barely meet Munitorum standards, all somewhat shoddy and prone to malfunction. As they are much cheaper than many other manufacturer’s products though, as long as they continue to just pass quality checks they will remain a major supplier. They are a favourite for arming large conquest fleets where quantity is more important than quality.
Basically (and not surprisingly) IG equipment comes in varied quality. This has.. benefits and drawbacks. It simplifies costs that come with equipping and supplying a large force (EG conscripts, penal legions, or other simple cannon fodder who are likely to get the cheap stuff), but it can also complicate logistics (you have to supply and maintain for several differnet 'kinds' of lasweapon, for example. Parts at least, but possibly evne stuff like powerpacks.)

Depending how and where those troops are used, it could be a minor inconvenience or a hefty drawback. The supplier in question is on Scintilla in Gunmetal city (of course.)



Page 132
New ownership in the last century successfully converted the factories to producing rations and food packs. The existing machinery for refining and packing chemical propellants and explosives transitioned smoothly, and now the company imports vast quantities of agri-world products and turns them into processed meal kits. They are a staple of many survival packs and many portable habs even include them as part of the ready-assembly.
A hive world that used to produce ammoc onverts to processing food. I imagine it's as full of chemicals as most American Junk food would be, but probably without the taste.


Page 132
One of the largest ammunitions producers, supplying nearly a quarter of all frag grenades used across the Calixis Sector and beyond. They also produce untold tons of autogun and autopistol rounds each day, along with countless mortar and tank shells, heavy rounds for autocannons, and more all carrying their curled snake-symbol. While technically not a Forge world, their main facilities on Lind dominate the planet. Their highly rated PDF forces have also been hired out to many an expeditionary force, with the Armoury gaining a stake in any worlds conquered.
Hundreds, if not thousands of tons of ammo annually from that one city. Plus, when you consider there must be many countless millions if not billions of troops in the Imperium and each trooper must be carrying several grenades, we have to be talking thousands, even millions of tons of grenades alone, easily. nevermmind the hundreds/thousands of tons of rifle/pistol ammo.

Also PDf troops used basically as off-world mercs, indicating yet another case where a planet's military is a resource for conquest/gain (like in previously mentioned examples) as well as hinting at the relative commonality of some non-Adepta warp transport of some kind.



Page 133
Simple in design but essential in many situations, blast goggles serve two main purposes. The first is eye protection, essential in many close quarters fire-fights when small shrapnel may be flying in all directions. The glassteel lenses can withstand fragments that would puncture many armours and keeps the user from falling prey to threats to his vision. The other main purpose is in diminishing the effects of high intensity bursts of light, such as close range lasgun fire or even photon flash grenade blasts. Overall blast goggles are part of many the gear for both boarding raiders or defending armsmen.
Shipboard eye gear.


Page 133
Void suits are protective suits worn by the workers who make their livelihoods mining asteroids, carving comets for ice, cold ship repair work, or any of the other dangerous but lucrative professions to be found in the void.
...
The models feature a solid torso carapace over layers of thin but tough voidproof fabrics with extra padding on the knees and elbows. The helmet is large, and completely clear. It sports a backpack to provide a re-breather and power supply. The main feature of the suit is the cold-gas micro-jets which surround the torso carapace, to be used for locomotion in limited or absent gravity.
...
Each suit can sustain the user in the void for 15 hours of operations, and includes a vox-link, suit-patch kit, helmet, protective eyewear including a photo-visor...
Another kind of void suit. Again fairly sophsiticated and probably can double as body armor.


Page 133
A Targeting Monocle does both—it gives the impression of someone more willing to wear a cumbersome affectation than receive normal ocular augmentics, while secretly providing a dazzling display of information to the user via translucent projections directly to the eye. Distances, wind velocity, infra-red detections, target movement, and more are visible overlaying the normal visual image. Advanced models can link into specially upgraded guns to also include precise firing solutions, ammunition count, and weapon status. A targeting monocle can either be a Motion Predictor, Photo Sight, Preysense Sight, or Telescopic Sight (this is determined when the monocle is acquired).
...
The Monocle must be linked (usually via a low-power vox connection) with a weapon..
Sights like these are not exactly unusual by other sources (indeed they're common enough that the Gaurd can come equipped with them. Hell on the oldest hive worlds you can get people using stuff like that in the underhives.) They may not be as sophisticatd as this one, though.


Blast goggles are .5 kg, Rockhound Void suit 30 kg. Targeting Monocle .02 kg (monocle counts as "very rare")



Page 135
...some explorers use the famed bloodlock bolt, a special chest combining stasis technology with sophisticated auspex medicae sensors. Once the chest is secured, the combination lock is set by dripping the user’s blood into the lock portal which sequences not only the exact blood makeup and gene-patterns, but also any other chemicals in the blood such as alcohol levels, drug types, and the like. By carefully dosing himself with an exact set of liquids and chemicals, the user essentially sets the exact combination to open the chest back up—for it will take not only his exact blood but also the exact combination of drugs and consumables as well. The stasis field, set within the chest, ensures that until the lock is properly opened the contents remain safe—if the lock is simply blown apart, the field collapses and destroys the contents.
Interesting security lock



Page 135
Also known as Dry Death, this concoction of several liquids can be sprayed as an aerosol or even simply poured directly onto almost any surface. As long as it stays liquid it is safe, but once dry it will react to any sudden impact (such as a bullet strike or even a thrown rock) with a violent detonation. While not as powerful as regular manufactured explosives
Spray on boom power.



PAge 135
...many traders incorporate hidden holsters with fast-action draws...
...
Fancier models include mechanical rapid-access devices to quickly slam a pistol into the hand from a forearm or bicep mounting, granting a lightning-quick response to the situation. Such holsters can only be used with compact pistol weapons.
Interesting holster technology.



Page 135
Disguise kits range from basic makeup and prosthetic flesh appliances to elaborate skin dyes, vocal augmenters, and even false dermal layering to fool gene scanners.
Disguise kits.



PAge 135
This heavy cloth can be formed into a very durable shelter with the simple addition of water, either from the user or from nature. When exposed to water (or most liquids) one side of the material stiffens into rockcrete, while a layer of silicasheet on the inside acts to keep the hab dry. Most kits come with simple support rods to provide shape to the cloth as it sets, allowing users to form a variety of hab shapes as desired, with room for up to three people. Needless to say, the cloth is stored in a very water-proof container (which can then double as a water bag). Good and Best Craftsmanship versions can contain four and six people, respectively.
Emergency Hab shelter.



Page 135-136
This spray is often used by covert operatives, as it can be dispensed by a seemingly innocuous applicator. Sprayed onto regular fabric it bonds rapidly, turning it into impact armour strong enough to shield against most blows. The effects fade quickly, however, as body movement gradually breaks down the adhesion and the protection wears away..
...
Flak Spray makes any clothing act as Guard Flak Armour.
A rather interesting bit of gear that can (temporarily) turn any sort of clothing into soft body armor equal to kevlar/flak. Useful for covert and other protective measures (without seeming obvious) it also provides a rather strong indicator that evne IG trooper uniforms can serve as full body armor in addition to its NBC/insulting qualities (of course we knew this with flak greatcoats and similar, but its a nice corroboration of this, as I've known some odd folk in the past to claim that the clothing could not do this...)


Page 136
This thin fabric turns utterly rigid when a small electrostatic charge is applied. It is part of many emergency shelter kits, as it is very light weight and needs no supports; users can simply unroll and activate to form a strong shelter against the elements. When the charge is deactivated, the fabric collapses and can be reused if needed, making it a popular item in long distance marches.

Common Craftsmanship versions hold two people, Good and Best hold three and four people, respectively.
Flex tent is another interesting look at the potential mateirals technology the Imperium can use.


Page 136
Anti-grav Flip-belts are used by the decadent Eldar of the socalled Harlequin cult, in a sheer affront to the laws of physics. They allow the user to partially negate the effects of gravity; the impossibly acrobatic movements allowed by the belt along with the wearer’s natural agility and skill..
Sort of a like a belt sized grav chute that makes you more acrobatic.



Page 136
These large metallic folding wings are made of multiple flat plates resembling long feathers. Combined with suspensor fields, they allow the user to glide long distances and even fly for some time.


Glide wings.. might be like grav fliers on some low g worlds (like the Haraokni have)



Page 136
Bulk versions of the standard grav plating found on all Imperial voidships and stations, gravity generators are huge squares of metal which can be laid out on the surface to replicate the feeling of Blessed Terra either by increasing or reducing the local gravity field. They are useful when operating in areas of much greater or lesser gravity than is the norm, for meeting with natives, negotiating trade accords, securing cargo, or other short-term dealings. They can also be used as portable restraining cells, keeping prisoners secure under very high gravitational restraint.
Imperial AG tech for when you aren't on planet.



Page 136
Designed for speed of deployment and ease of assembly, these pre-fabricated units can be set into place by landing craft or even drop pods. Once in the desired location, rocket pinions anchor each unit into place, then each is connected into the larger overall base via enclosed corridors. Modular habs such as these (or the Phaeton pattern) can be used in a variety of environments including inhospitable or even toxic atmospheres.

A Common Craftsmanship Modular Hab Base includes: one barracks for up to 40 people, commissary, medicae facility, command and communications hub (complete with vox and auspex arrays), two storage sheds, a small genatorium, and a prefab landing pad. Good Craftsmanship bases include a prefabricated bulwark, capable of surrounding the base, and two Sabre defence platforms armed with two twin-linked heavy stubbers. Best Craftsmanship versions also include a laboratory facility.
more prefab modular facilities, this of a more exploration/military bent.


Page 136
..a Lingua-Vox Servitor is a specially designed servo-skull equipped with an advanced linguistic cogitation engine. The Lingua-Vox hovers just over the shoulder of its master, aiding him in translating and understanding unfamiliar tongues.
40K version of a protoocl droid. Of course it has skulls.



Page 136
This is a larger and more powerful version of the hand-held auspex devices used by Imperial agents, usually mounted on a large, transportable chassis for added stability. Though bulky, it can scan huge areas of terrain as well as the sky above and the ground below to detect movement patterns, vox signals, seismic disturbances, and other programmed criteria. Its onboard cogitators analyse and display detected information. The Long-range Auspex counts as an Auspex in all respects, save its range is 5 kilometres and it can penetrate walls up to a metre thick. Good Craftsmanship versions increase the range to 10 kilometres
higher end sensor gear.



Page 137
While fabulously rare, the stasis pods produced by the forge world of Locke are exceedingly well crafted. Each will preserve one humanoid-sized item in a state of unchanging time for as long as power can be maintained. Though used infrequently given the more widely-available nature of saviour systems, stasis pods are ideal for containing dangerous xenos or animal life during transport without the risk of escape or damage.
Stasis tech again for storage.



page 137
The origin of Nephitic Acid is one of the many secrets of the Adeptus Mechanicus. It is unknown whether this grey-green liquid was derived from a xenos breed or devised through the aid of ancient STC datavaults. It quickly dissolves most materials in seconds and then fades into an inert grey paste. Only pure silicate glass can hold it...
...
A single dose can eat through the equivalent of five centimetre thick square metre of adamantium in that time [ne round].
more magic acid stuff.



Page 137

Used frequently on many newly-colonised planets, these systems are formed from dozens of large pylons bristling with power relay nodes, all linked together in line to form an invisible protective barrier around important installations or structures. They draw a great deal of power and can easily keep most native animals or civilians at bay, but will normally falter against aggressive attacks from armed forces or monstrous creatures.
Perimetr Defence system. SOrt of a force screen/defense/security measure.



Page 137
Filled with basics such as needles, scalpels, bandages, antiseptics, gauze, pain-killers, synthetic flesh spray, wound glue, and more, it is ideal for most minor wounds suffered in combat.
Physik kit.. basically mentioned as a primitive medkit.



Page 137
Power Boards are very much real, most older than many a starship but still gleaming and unmarked. Each allows the user to glide through the air, using anti-grav engines of unknown design. Internal power cells recharge slowly after use, but each charge can last hours depending on the speed and distance desired. Users operate a board with their own body orientation, and most affix footholds to prevent falls.
Power boards were, IIRC a throwback to earlier fluff.



Page 137
The common Imperial petrochemical-based liquid fuel, most often used to refer to the jelly-like chemical used to power most Imperial Flamer weapons. It can also be used to create antipersonnel explosives and bombs as it is often readily available in most war zones. Most voidships carry huge reserves as well, both to power many systems as well as for trading with local systems. Refined Promethium is valued across the stars, and is the basis for many bartering cultures.
Promethium here (and within ffg) is designed as Space Gasoline (or in this case Space Naphta) although it seems to work as an incendiary/flammable as well as an explosive (Space molotovs?). That it is carried onboard is not much of a surprise - a good many small craft could use promethium (landers, drop ships, for example) and this being Imperial ships it wouldnt surprise me if they have systems onboard that run on an Internal combustion engine or something similar. Hell I wouldn't be surprised to find 'coal fired' plants inside some starships.
hell some sources actually indicate promethium as a power source for the reactors (either fusion or plasma, take your pick) which may be hilarious or interesting, depending on the magical abilities you ascribe to the reactors in question. It might explain the multi-gigaton FAE from 'a few million tons' of fuel in Caves of Ice :P


Page 138
Skinplants are a more sophisticated version of the electoo— entire devices can be built just under the skin using crystal technology provided by the Machine Cult. Users can replicate electronic ID systems, lamplights, chronos, and a host of other non-mechanical items.
high end electoo technology!



Page 138
This advanced item is a staple in many medikits. It uses sonic waves that penetrate deep into the flesh to staunch bleeding. Wrapped around a limb, it closes off arteries and can be tuned to stop bleeding without interfering with regular blood flow, thus preventing anoxia and possible loss of the limb.


It's called a screaming tourniquet, and seems fairly common and perhaps actually sueful.



PAge 138
Once prisoners (or bounties) are caught, strait-capes are often used to secure them. Made from heavy, durable fabric, each is lined with memory wire so that when thrown over a body and activated they constrict and wrap the foe into a tight bundle.
we see these (or something similar) in the Shira Calpurnia novels.


Page 138

Bloodlock bolts are 125 kg. Bomb spray .02 kg, Emergency hab is 10 kg, Flak Spray is 4 kg, Flex tent is 2 kg. Flip belt is 2 kg. Glidewing 25 kg. Gravity Generators (grav plates) 500 kg, A lingua-Vox servitor is 2.5 kg. Long Range Auspex 175 kg. Perimeter system 175 kg per pylon.
Power Board is 15 kg, Stasis pod is 250 kg, Screaming tourniquet is 2 kg, Strait cape is 4 kg.



Page 140
...Holo-suits to project dozens of distorted illusions of their mocking image as they move. When they fall still, the suits rapidly activate mimicry cells so that the user appears to fade into the surrounding terrain.
Sophisticated stealth device, or Eldar-like costume.



Page 140
While the search for priceless archeotech is one of the most profitable endeavours a Rogue Trader can undertake, there are those who dedicate their lives to the suppression and elimination of many wondrous items from the Dark Age of Technology. One such item sought after by both camps is the Void Abacus, most famously unearthed on the cursed Munitorum planet of Soloman in the Markayn Marches but also recovered in the bowels of many an ancient hive spire or nameless space hulk. For these can do something very valuable indeed—when integrated into a ship’s auspex and propulsion systems they can allow a ship to make accurate void jumps four or five times longer than normal without a Navigator’s aid. This allows many more types of ships to travel safely, something the Navigator’s Guild cannot allow. While the Guild cannot directly outlaw their use, they can act to buy, destroy, or sabotage any and all they can find.
...

Having an Abacus networked into a ship’s systems allows the crew to safely plot warp jumps of up to 5-10 days in duration...
Considering non-Astropathic/Navigator assisted warp jumps can make 4-5 LY distance tops (with anything like accuracy) we're talking 20-25 LY top ranges.. which is impressive, but hardly in the lague with what a Navigator can do long distance (thousands of LY) and hell even Astropaths probably could match this performance. It's useful for inter-sector travel (hell 5-10 day duration is travel more or less within a subsector, less than 100 LY distance. It's useful tech, and not illegal, but hardly a dangers to Navigators except at the most local level (and chartist captains will likely have that locked up anyhow.)

Frankly its either a game mechanic to keep it rare, or its just the Navigators being obsessive controlling dicks. either is possible. I expect however, that various other organizations (Inquisitors, Rogue Traders, and without a doubt the AdMech) would oppose such activity.



Page 140
..but even they would cringe from using these archeotech mechanisms. Warp Jump Packs come under a variety of names and in a multitude of shapes, but are usually worn as a backpack under heavy clothing or a cloak. No sane person would deliberately use one unless it was an emergency of the direst sort, for these packs allow the user to make short teleports (usually no more than several hundred meters) through the Warp, unprotected by a Gellar Field or other warding device. Even these short-range jumps though the warp are incredibly risky, and often those teleported are never heard from again, or appear far away from their target spot
Curious that they seem less reliable than a displacer field. It's basically akin to the Warp Spider's capability.



Page 140
Void abavus weighs 65 kg, Warp Jump Packs weigh 25 kg. The Abacus are "near unique"


Page 141
The replacement and repair of the human form with machines is commonplace within the Imperium....
...

Bionic eyes, limbs, cranial jacks, and other augmetics are a part of life for many Imperial citizens...
Again augmetics are common.



Page 141
Some or all of the user’s bones are wrapped with a lattice of plasteel to strengthen them and prevent damage. This implant is commonly provided for fingers, forearms, shins, and ribs both to offer a stronger punch as well as grant more protection in combat.
Blackbone bracing. Gives "bulging biceps" and "Iron Jaw" talents (the former allows a person to remain standing when recoil of powerful weapons would knock them over or send them flying, allowing for use of full auto or semi auto bursts without bracing. The latter talent gives greater resilience against stunning and heavy blows) In non-game terms it helps the body both absorb more damage and endure greater strain. Would be quite useful merged with grafted muscle.



Page 141
This replaces the stomach and intestinal tract with a mechanized digestive system, allowing the user to digest almost any organic material and even many non-organic materials, so long as there are nutrients to be found. It will handle most dangerous poisons and harmful bio-motes as well. This implant allows the user to ignore the effects of any ingested toxic foodstuffs or poisons. Best craftmanship implants allow the user to survive by eating anything organic (although they may not enjoy doing so, as the bionics do not protect against flavours, textures, spines, spikes, or splinters).
Not unlike the Space Marine implant, I suppose.


Page 141
These implanted power cells use body heat and movement to recharge, requiring a day to gain a charge roughly equivalent to a lasgun power pack. Unlike a Potentia Coil implant, this does not generate enough power to operate complex machinery but is smaller, more easily concealed, and still useful in an emergency. Wiring leads to ports in the skin that accept most standard power conduits. The Power Cell can act as an ammo charge pack for a standard Lasgun or Hellgun and will take a full day to recharge after use.
It's not easy to get definite numbers on this, because while the technologies exist IRL they're rather new (although the walking one seems easier.) The sources I found for walking include here, here and here. in general the individual approaches generally provide single digit watts (5-7 watts for the last two), but potentials for double digit watts is projected, and that could be achieved by combining methods (we dont know eactly what kinds of motions above might add, so it can vary quite a bit.)

Recharge off body heat is harder to derive, but sources here and here - the latter is more general than just body heat but it helps, are promising - single digit watts is possible, and indeed the body generates lots of heat even when sleeping - tens to hundreds of watts, and even capturing a small fraction of that would be considerable.

Assuming a 10-15 watt 'combined' charge rate from heat and motion (not impossible) would yield between 864-1.3 MJ 'power cell' capacity, which is equal to a 14.4-21.6 kj lasgun bolt (2-4x that for hellgun, depending on source.) Of course if the capacity were lower (single digit kw) it might be only half a MJ or so, for example (400-500 kj might be 6-8 kj per bolt.) And much less if it was milli or microwatts (although given the sophistication implied in powerpacks, the general scope of the modification, etc. I'd consider it unlikely) and of course something like 100+ watt recharge is close to double digit MJ capacity. Pity they are such a rare modification, that would be downright useful (very rare to be exact.) especially for troopers.

An aside from this is a rather interesting implication that normal batteries probably can do this at least partly - Recall that lasgun powercells can recharge from both light or heat, and the body generates heat like most any other source (sunlight, a fire, etc.) A human standing will generate ~130 watts of power, 160 watts walking, and up to 1000-1500+ watts running (depending on the running type) and even 81 watts sleeping. Assuming ~150 watts for the 'standing/walking/sleeping' bit, we might figure on 2-3 watts generated for a lasgun-sized powerpack (assuing it rests flat to the body), which over the course of a day would generate 173-260 kw (more if time is spent running.. assuming an 8 hour run/jog you might get 250-300 kj, plus another 100-170 kj for 'off time') When you add sunlight to the possible mix, or a fire (200-400 kj perhaps extra) you might geta 600-1000+ kj powerpack. But powering it off the body adds versatility to the weapon (or any other system an Imperial trooper might operate.)



Page 141
The pain ward implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience that pain as colours, hallucinations, or tastes.


An odd but probably useful sensation - it still provides indications of pain, without totally incapacitating you (or risking shock, possibly.) although colours/hallucinations could be distracting, so this wouldn't neccesarily be useful for combat.



Page 141
This is simply an emergency life support system built into the chest and wired into the spine, intended to sustain fragile flesh when it fails. It can oxygenate blood via electrolytic microfabric implanted in the lungs, keep blood circulating via backup pumps, and send necessary electrical stimulus to the rest of the body when it senses catastrophic injury. While it won’t last for longer than a few hours, the actions of the Vitae Supplacement are usually sufficient to prevent death until the medicae arrive. Vitae Supplacement grants the Autosanguine Talent...
Meaning it includes a measure of self healing. And the funny thing is is that this is somewhat more common than the internal power cell implant... (merely "rare"). Rather amusing really.


Page 142
...the green menace has created a wide variety of flame weapons simply named burnas. While most burnas are little more than cans of fuel hooked up to a pump, they are devastating on the battlefield. Orks use burnas for more than just incinerating enemies.
...
...converts a burna into a powerful blowtorch capable of cutting through anything from personal armour to a voidship’s hull—treat this as a Burning Blade...
A 600 degree malfunctioning power weapon, remember... this means that the burning blade is similar in nature/effect to a freaking blowtorch (and vice versa.) I wonder if regular flamers can be modified for this effect - it would be surprisingly effective at the right range, and we know flamers are variable range/performance/aperture anyhow...



Page 142
..deffguns are heavy weapons of exceptional size and potency. A deffgun is so large it must be mounted on a special firing rig strapped to an Ork’s broad shoulders. This cumbersome rig is needed to absorb bone-breaking recoil each time the deffgun is fired. It is impossible for a human to fit into a deffgun rig without heavy augmentics or thick slabs of vat-grown muscle.
Implying that it is possible to either cybernetically or surgically enhance a person to (or close to)Ork like performance. Again Necromundan Goliaths come to mind, but the various Bragg-type troopers (and bragg himself) in the IG come to mind as well, since we often see them toting heavy weapons quite effortlessly.


Page 143
Big shoota 80m range increment, single, semi(3), full (10) ROF, 40 shot clip, and weighs 6 kg.

Burna has 8 kg and 8 shot capacity

Deffgun: 90 m range, Single, semi(4), full(8) ROF, 50 shot clip, Storm weapon, 45 kg weight.

Rokkit Launcha: 120m range, single shot, 15 kg.


Page 144
For some unexplained reason, Orks get as much use out of a slab of metal with a handle as a seasoned swordsman with a power weapon.
We know its because of the 'waaggh' effect, its basically a psychic enhancement (enchantment!) to the weapon. Not unlike Tyranids and some of their weapons or a force sword, really.



Page 144 Power klaw is 17 kg, Big Choppa is 10 kg.


Page 144-145
A longer barrel and crude rifling give this weapon additional range....
...
Somehow, room for additional ammunition has been added to the weapon, often in the form of additional clips or dangling ammo belts, doubling the weapon’s Clip size.
...
A slightly more complicated firing mechanism and a longer barrel make this weapon’s shots “hit ‘arder.”
...
Though this Kustom Bit is little more than a small red light bulb, Orks swear it improves a weapon’s accuracy. This upgrade functions as a Red-Dot Laser Sight
...
The weapon has been fitted with capacitors and a cluster of prongs that release massive electrical discharges on contact.
Properly 'orky' Upgrades. I like the laser sight and the cattle prod attachment (bayonet?) although the fact they can rifle their weapons is useful to know as well.


Page 145

Made from a slab of metal beaten into a rough bowl shape and embellished with rivets, an ‘ard hat complements the protection offered by the Ork’s legendarily thick skull.
Rather standard for Ork body armor. i suspect their body armor suffers from the same 'enhancements' that their melee and range weaponry can.



Page 145
Consisting of thick metal plates that have been strapped, bolted, and welded together, ‘eavy armour is a robust alternative to squighide, and the favoured armour of ‘Ard Boyz. ‘Eavy armour has a ramshackle, improvised appearance. Often assembled from scrap metal scavenged from the battlefield, ‘eavy armour offers far more protection than its humble origin would suggest.
Ork Armour seems to be made from hammered plates as well as squig (ork?) hide, which I assume is their versions of flak and carapace. Again strong implication that WAAAGH effect can enhance protective qualities (human equivalent found in blessings and litanies if the guardsmen has actual faith.)



Page 146
At first glance, it appears to be nothing more than an unusual, if primitive, crossbow. Closer inspection reveals that considerable upgrades have been applied to this weapon, utilising unusual advanced magnetic technology of alien origin.
...
...Krootbows possess a rotary firing system that allows the weapon to fire a flurry of quarrels with a single pull of the trigger. The quarrels possess mono-edged metallic heads and are often poisoned by the Kroot with various toxins.
Hey the Kroot have copied Wookiee bowcasters! Note the monoedge tips to the arrows.



Page146
A variant on the normal Kroot rifle, this weapon lacks the normal close combat attachments and is a single-shot breechloader. The Kroot hunting rifle uses the same charged pulse ammunition as the Kroot rifle, but it is far more accurate and performs admirably when sniping at long range.
Sniper version of the Kroot rifle. I suspect if the Imperium could acquire and replicate the pulse ammo it might be able to enhance its projectile quite effectively :P



Page 146
Kroot hunting rifle: 150m range increment, 8 shot clip, 4 kg weight
Krootbow: 40m range increment, single, semi (4), Full auto (8), 20 shot clip and weighs 6 kg.



Page 148
There are thousands of different types of starships in the Imperium, from the vast warships of the Imperial fleet and Mechanicus mass conveyors to tramp freighters and lean sprint traders. In addition, even two starships of the same “class” may be wildly different, based on the shipyards they were built in and centuries of service and repair.
The predictable 'diversity' of starship design in the Imperium, not only are there thousands of 'types' (classes), but individual types can be modified or customized or repaired in various ways.



Page 148
...from the educated and highly trained command staff aboard a starship’s bridge, to the specialist crew-members who know something of the vessel’s arcane inner workings, to the armsmen who enforce discipline with the truncheon and protect the vessel with shotcannon and sabre. At the very bottom of the pyramid are the ratings, the dregs of society drafted aboard the ship. Only rarely do ratings prove their worth and are subsequently elevated to serve amongst the upper ranks of a starship’s crew.
Starship crew. Ratings of course have shitty (harsh and dangerous and poor quality) living conditions, and are what is usually 'thought of' when it comes to non officer, non AdMech crews (although you have several diffrent qualities of crew as noted above.) You could probably use sevitors for the lowest ranks, but that requires servitor maintnenance, it usually limits their versatility (at least using monotask servitors, multitask types would be different, but are more complex/costlier.), and you can't really train/promote a servitor to higher positions.



Page 149
Often, the understanding of the marvellously complex technologies woven into a certain ship’s design have been lost to both its creators and its crew. Although a ship’s systems may have once performed certain vital tasks simply and effectively, none remain who can operate them—or the systems themselves have degraded to the point of uselessness. Raw manpower is a crude but effective substitute, whether employed in the sweating chain gangs who haul a ship’s macrocannon into firing position, or the groaning, foot-powered tread wheels that open and close the louvres shielding a starship’s mighty attitude jets.

That being said, it is possible for many Imperial ships to operate with smaller crews than their optimal crew compliment. Some do just that, especially the smaller system ships that operate within civilised and defended Imperial systems, and never leave the protective embrace of local Navy patrols.
It's mentioned that large crews (first reason given) are becuase of accidents and attrition over time (its redundancy, basically.) Muscle power (because its gothic and grimdark) is the other. Again this doesnt preclude some form of alternate means fo doing it (servitors, or 'gasp' automation.) but the above stated methods are simply naval preference.

The funny thing is are all the sources that state vastly smaller crew complements (EG 10K crews for cruisers as opposed to the ~100K numbers in Rogue Trader), which suggests that the latter number is excessive redundancy (also meaning that alot of the crap work is just busywork) or may point to ships actually using substantial servitors or automation rather than pure human crews (which would mesh with the 'possible for many Imperial ships to run with smaller crews' bit stated above.)



PAge 149
...a single ship is extremely valuable—representing decades (if not centuries) of construction, and centuries or millennia of service. There are planets worth less to the Adeptus Terra than a single transport. Therefore, it is common practice for even the most unassuming tramp freighter or mass conveyor to be outfitted for war. Adamantium armour and void shields for defence, a few batteries of macroweapons to hopefully drive away a foe. And, of course, a crew population beyond the minimum needed for day-to-day operations....
This suggests that unarmed vessels are rather rare or unusual in the Imperium, and that all freighters/transports and such are all just a variation of an 'armed merchant cruiser' or such. Given potential difficulties in transport and the need for transports to (sometimes) support warships, this isn't surprising.

The construction time is interesting, it doesn't give an exact context though - ship consturction can vary from world to world, and hsip to ship (we know a feral world can build a Lunar Class in about a decade for example, and most escorts require less than a couple years to build, tops.) The ones most likely to take decades or centuries are the large, important cruisers (or grand cruisers) and battleships, and even then that's not definite (Battlebarges can be built in decades, as can even large battleships - at least Mars can, as the HH demonstrates.) It also might be hyperbole, given they say that ships are more valuable than planets (despite the fact the Imperium can't build habitable planets or any kind of planet, but it can still build starships even if they're built slowly.) 40K has developed a very schizophrenic atttitude towards starships and waht they represent ( a mix of old attitudes and new. Technology in general tends to suffe from the same.)



Page 149
In exchange for their specialised skills they are given larger quarters, better meals, the opportunity for shore leave at friendly ports, and even the dispensation to form relationships and raise families.

Often, these families pass down duties—and the knowledge to perform them—from parent to child.
'skilled' crews aboard starships. The ones who aren't treated like shit, basically.



Page 149-150
The primary advantage to these dynasties, of course, is that the ship’s crew essentially trains itself in many matters. Invaluable knowledge is passed down through generations, carefully preserved so that the families in turn may preserve their privileges and pride amongst the crew. That being said, there are certain risks as well. To protect their valued positions, these crew dynasties often make sure that their knowledge of how to operate their systems or perform their duties remains a secret known only within their clan. So long as they remain aboard their ship and at their posts, this is not a problem. However, should the status quo change, a ship could find itself in a precarious position.
advnatages and drawbacks of void born 'dynasties'



Page 150
..the practice is much less likely to be tolerated aboard a Navy vessel—and a proper warship’s crew turnover is usually too constant for such things to be established anyway. It is more common aboard transports and Rogue Trader vessels, where discipline may be more lax and a ship may go years without seeing combat.
Given naval approaches it makse sense. Of course it can deprive a ship of a certain camaraderie and coordination/sense of cooperation that can be an asset (a well trained crew can matter.) It mentioens suh ships being a community) of sorts.


Page 151
There are thousands (if not more) of different hull types in the Imperium alone, and many are used in some form or another by Rogue Traders
Again thousands of 'types' of ship.


Page 151
Loki-class Q-ship
Dimensions: 2 km long, .4 km abeam approx
Mass: 8 megatons
Crew: 18000 crew, approx.
Accel: 3 gravities max. sustainable acceleration
Q-ship stats.


PAge 151
The Loki class is actually a “catch-all” class of several different types of transports that have been modified as Q-ships. Although it is the Navy’s sacred duty to protect Imperial commerce, there
are too many trade lanes to defend, and too few warships to do so.
...
Q-ships offer the Imperium a way to turn the predators into the prey. Disguised as helpless merchantmen, they actually pack powerful macrobatteries and even lances.
...
Although this can often defeat their opponents in a single crushing broadside, most Loki-class ships are still as slow and unwieldy as other merchantmen—not designed for sustained combat.
The distinction tends to blur when you recall them mentioning that they tend to arm all transports and erchant ships as a matter of course. We might think of a Q-ship as being a heavily militarized merchant ship, with more emphasis on combat rather than self defence. They may even be built from the gorund up with this role in mind, rather than just modified.


Page 151
ORION-CLASS STAR CLIPPER
Dimensions: 3 km long, .4 km abeam at fins approx
Mass: 8 megatons
Crew: 14000 crew, approx.
Accel: 5.4 gravities max. sustainable acceleration
Star clipper.


PAge 151
Orion-class starships are constructed to transport smaller, high-value cargoes that must reach their destination quickly or through hostile territory. Rather than rely on armed escorts, Orions travel alone. They trust in their speed to see them clear of most predators, and count on their weapons to send off those quick enough to keep up.
...

The redundant internal bulkheads and exterior armour that would normally be added to human ships has been forgone in order to increase speed and cargo capacity. As a result, a few stiff hits can easily cripple an Orion.


sort of a 'battlecruiser' version of a merchant vessel, really. Note the comments on ship durability and protection, its as much about the internal layout as thickness/density of armor.



Page 152
Cobra-class Destroyer
Dimensions: 1.5 km long, .3 km abeam at fins
Mass: 5.7 megatons
Crew: 15000 crew, approx.
Accel: 7.6 gravities max. sustainable acceleration
This is a familiar design. Note it's nearly as large as a Sword-class frigate, which suggests the two types can be built in similar timeframes.



PAge 152
The Cobra-class destroyer is one of the smallest warp-capable ships in the Imperial fleet, and also one of the fastest. It fills two roles in the Imperial Navy. The first, and most common, is a torpedo vessel.
They dont mention the second one really, but I'm betting it's either scouting and recon (which they have been used for) or escort duty/anti pirate duty. Basically it fills the role of 'torpedo boat' the way a Firestorm frigate is a lance boat, and a Sword frigate is a multi-role escort (attack or defence.) Cobras are, unsurprisingly, also built for speed. The irony of this is they have nearly twice the acceleration (7.6 as opposed to 4.4/5) but are only slightly less massive (5.7 vs 6 megatons) so they actually have more raw power available for weapons and defenses. If you stripped out the torpedoes and put some energy guns in (lasers or plasma) the ship would be quite powerful for its size.



Page 152
Although no ship could be said to be mass-produced in the Imperium, the Cobra is one of the simplest to build, with a well-equipped shipyard able to construct one in only several years.
Any shipyard. One presumes a high end industrial/hive world or a forge world would do so quicker. Hell considering that Chaos/pirate yards can build the much larger Infidel within a few years, it probably is an under-estimate.



Page 152
Firestorm class Frigate
Dimensions: 1.8 km long, .3 km abeam at fins
Mass: 6 megatonnes approx
Crew: 25000 crew, approx.
Accel: 4.4 gravities max. sustainable
Firestorm. The lance probably is why the dimensions are greater than the Sword.



Page 152
The Firestorm is a relatively recent innovation in Battlefleet Obscuras, an attempt to merge the manoeuvrability of escort class ships with the ship-killing power of a lance weapon. The Firestorm is essentially a redesigned Sword, with many of the weapon batteries removed to make space for a prowmounted lance that runs most of the length of the ship. In fleet engagements, Firestorms often hunt other escorts, their lances letting them out-range and outgun most frigates and raiders.
Basically its a homeworld ion cannon frigate in 40K or an escort version of the nova cannon minus proximity effects. That means it also shares the same drawback, that being that you need to move the ship itself to aim the thing, and it can only hit what is in front of the ship.



Page 152
Secutor-class monitor-cruiser
Dimensions: 4.3 km long, .5 km abeam at fins
Mass: 24 megatonnes
Crew: 50000 crew, approx.
Accel: 3.9 gravities max. sustainable acceleration
an AdMech warship.



Page 152
The Secutor class vessels are a modification of the Lathe class unique to the Calixis Sector. The first Secutor monitor-cruiser was adapted from the existing design when the forge world learned that the existing light cruiser was insufficiently armed for heavy starship combat.
...
Secutors are significantly better armed than their cousins, and have higher defensive capabilities as well. In exchange they are less manoeuvrable, and with so much of their frame devoted to weapons and defences, they are useful only for war.
...
The Secutor is designed solely for combat, and in anticipation of this her masters have equipped her with the heavy power couplings and projection arrays required to maintain multiple void shields. The Secutor can use ‘cruiser only’ Void Shield Components.
Basically an upgunned light cruiser with some of the defensive (if not offensive) features of a full cruiser. This may be beceause it is optimized for its role (not unlike Astartes and Arbites strike cruisers), or because its Admech and thus uses more sophisticated technology, or possibly both.

This passage also shows how tradeoffs in ship design work in 40K. Many ships, particularily naval ones, favor a more broadly generalist approach, combining a variety of combat systems (different kinds of weapons, attack craft, torpedoes, etc.) as well as the ability to operate for extended periods of time in space (large crews, more cargo/consumables, built in industrial/fabrication ability, etc.), while other ships may favor a more specialist approach (exploration, space combat, ground attack/support or orbital bombardment, etc.) which can enhance their capabilities in one area at the expense of others. Likewise they may deliberately trade performance in one area to enhance another (EG engine performance for offensive/defensive capabilities, or vice versa)
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 4


Page 152
Lathe-class monitor-cruiser
Dimensions: 4.2 km long, .5 km abeam at fins
Mass: 20.9 megatons
35,000 crew, 25,000 servitors
6 gravities max sustainable acceleration
The less militant version of the Secutor.



Page 152
The primary role of the Mechanicus fleets are exploration, not combat, however. Explorator fleets traverse the galaxy, looking for lost archeotech and ancient relics of the Dark Age of Technology. The Lathe class monitor-cruiser is a perfect example of the ships the Explorators utilise in their fleets.
An example of a 'standar'd explorator ship. Explorator fleets, apart from the big ass transports and conveyors (like for Titans) seem to be the bukl of their interstellar ships, although by no means their only ones. They also tend to operate the foundry and forge ships (like are deployed in Crusades, for example.) Technically they're violating the rules that 'all ships are under teh Navy' but since the Navy (nevermind the other Adepta) need the Admech to build and run those ships, its debatable whether they would complain.



Page 153
The design differs from many light cruisers, with an emphasis on long-ranged detection and endurance rather than speed and manoeuvrability. Outfitted correctly, a Lathe class can operate without refit and resupply for decades.
Or Centuries. months to (sometimes) years is more typical for such ships. Again we see how design and role can dramatically alter capabilities even within a hull class/type.


Page 153
Tyrant-class cruiser
Dimensions: 5 km long, .8 km abeam at fins
Mass: 27.2 megatons
Crew: 90000 crew, approx.
Accel: 2.4 gravities max. sustainable acceleration


Page 153
The Tyrant’s design was designed at the end of the 38th millennium around the principles of superfired plasma weaponry. In the attempt to give the Imperial Navy a warship with a powerful, long-range macrobattery broadside, the Tyrant was developed.

Early versions mixed short and long-ranged plasma macroweapons, in an effort to reduce total power draw on the ship’s reactors. However, the firepower at long range was unspectacular enough that the Navy began retrofitting Tyrants with longer ranged weaponry recovered from space hulks or disabled renegade warships, in order to boost range without boosting power draw.
...

... replace the superfired plasma weapons with less space and power intensive macrobatteries.
"plasma' macrobatteries. 'superfiring' refers to turret arrangements where guns are placed in a line on progressively higher decks which doesn't apply much to range. What's interesting in the quote is that the range is directly tied to the power draw (but apparently, damage isn't?) It could mean that the guns are firing higher-velocity 'shots', or it may refer to firing more energetic shots (to compensae for energy loss however it happens) It's quite obviously a brute force approach given the retrofitting of turrets from captured hulks or vessels (which are probably more quality designs and achieve greater range through greater effiicency or more cohesion in the shots.)

Plasma cannons draw more power than other 'macrobatteries' it seems (which I take to mean projectile firing macro cannon, rather than lasers, although that could be too.)


PAge 153
...the Explorators are granted vessels specially crafted by their brethren, vessels equipped with the most powerful secrets and arcane technologies the Mechanicus possesses.

Although the Mechanicus may use a myriad variety of basic hull designs, the end result is always designed and suited primarily for exploration. The Mechanicus prefers to use frigates and light cruisers, tougher vessels with long ‘legs’....
Again specialization towards particular goals, and Admech vessles gneerally being better quality technology wirse than other ships.



Page 154
The Crusade to conquer the Calixis Sector took hundreds of years, and thousands of vessels. Ships of the line, cruisers, and escorts of all stripes formed the ranks of the crusade fleet. In addition, the fleet was supported by an even vaster fleet of transports, each a veteran of the Crusade as well.

As the Crusade drew to a close, the vessels accumulated for its prosecution dispersed. Many of the Naval warships returned to their original battlefleets, or formed the nucleus of the new Battlefleet Calixis. The Rogue Traders left to explore the new frontiers. The transports were divided into trade fleets or auctioned to chartist captains, the beginnings of the trade-lanes that would establish the sector.
The calixis crusade involved thousands of warships, and many times that number in support ships. We also learn the fate of the ships.. Even assuming most of the warships returned to their original battlefleets (90% say) they would still be left with hundreds of warships. Even more interesting is the various thousands/tens of thousands of transports which get set up as chartist vessels or as 'trade fleets' (whatever they are.) It is implied that this is fairly common practice in such cases.



Page 154
One of the traditions said to have been established by Angevin and carried on by his lieutenants is the inscribing of a vessel’s deeds on the outer hall, shielded by powerful localised stasis fields to preserve them against the ravages of time and war.
Stasis shielding on ships to 'preseve' inscriptions. One imagines stasis fields can be used to likewise enhance/preserve hull durability in other matters (indeed the stasis fields likely provide that as well.) Yet another ay to protect the vessel (alongside void and power fields.)



Page 155
In fact, since much of the technology used to create the ships of yesteryear has since been lost, individuals and organisations often go to great length to recover and restore ancient void ships to use. All-too often, these ancient vessels are simply better in almost every way than their modern
counterparts. Therefore, those in the Imperium of Mankind often gos to extraordinary lengths to recover them.

Space hulks are a common source for ancient vessels, and salvage operations can make space hulks as profitable as they are dangerous. Other ancient starships may be recovered as derelicts in orbit around a forgotten planet, or some may even have been in continuous use for the ten millennia of the Imperium.
In some sense this is true, since many such vessels have Archeotech onboard. This is perhaps one of the few (perhaps the only) case where 'older is better' has merit. It is not going to be uniformly the case though, else there's no point in mothballing ships. Again its the schizophrenic attitude of 40K fluff to ship design (every ship is ancient and precious and valuable, and the older ones are better than newer, yet they retire/sell off/mothball old and unrealiable warships in favor of newer ones, or scuttle them an dbuild new ships..)



PAge 155
Most often, a starship suffers some catastrophic mechanical failure in orbit around a world. Unless it wants to suffer a fiery descent to the world below, it may be forced to attempt a more controlled descent. Making such a landing is extremely difficult. Imperial starships are not designed to enter an atmosphere, and it will take every bit of skill from the ship’s captain and tech-priest to ensure such a large vessel does not succumb to gravity’s embrace. A small few are able to reach the surface, however, and there they stay.
...
For most of these ships, the flight to the surface proves to be their last. Crippling gravity crushes their spines and vital systems, and they remain planet-bound forever. Some, however, remain largely intact, and sleep away the millennia beneath their earthy cocoon. Eventually, an enterprising captain may find one of these forgotten treasures, and with grav-lifts and bulk tenders, pry it from its prison to sail the stars once more.
Crashing on a planet.



Page 156
The Lathes have long advocated increasing the size and power of a drive in exchange for space. The mis-named “Sprint Trader” Drive (it can be equipped on most smaller vessels), takes that philosophy to an extreme.
Another case of performance tradeoffs.



Page 156
The Markov series of warp engines is designed to propel smaller courier vessels more quickly through the Immaterium. Overcharged: Reduce the base travel time for a journey through the Immaterium by 1d5 weeks.
subject to further modification of course, but interesting nonetheless. That has the potential of considerably cutting down on time you would say, it could be as little as a 10% reduction, a 30%, or even 150-200% or more depending on the kind of journey wre' talking about.




Page 156
The Markov 2 was adapted to decrease the travel times of light cruisers. However, certain problems with up-scaling the design led to decreased effectiveness compared to the Markov 1. Overcharged: Reduce the base travel time for a journey through the Immaterium by 1d10 days.
An interesting quirk with implications beyond just the game... warp engines may be less efficient on larger craft. This could be telling because some cases of slow warp travel can involve whole fleets rather than small groups, and quite often the examples of "fast" travel tend to be single ships, especially of the small cruiser/escort class (or notably fast because of who runs them, like the Space Marines.) When you throw in other concerns with fleets (like keeping together and not getting separated in the Warp) that can explain alot.

And again the 'modification' it applies to warp travle is variable depending on interpretation, reflecting the somewhat 'game mechanic' oriented nature of this.



Page 156
Some captains equip their Gellar field generators with emergency cogitation circuits that activate the field automatically upon detecting the warp. Though many scorn the idea because of the extra power draw, and others are distrustful of automated circuitry, such devices have saved ships in the past.
Automatic Gellar field activtion. Another case of automated systems.



Page 156-157
Repulsor Shield: These standard void shields have had their frequencies adjusted to better brush aside stellar debris and detritus. Void Shield: This Component counts as a ship’s Void Shield, giving the ship one void shield.
...
Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Rather interesting (peculiar) that void shields require 'frequency' modification to handle stellar debris/detritus - maybe it has some sort of connection to the whole 'velocity threshold' for voids (stellar debris might bypass because it doesn't trigger the velocity threshhold for example.) Then again it only says its makes it 'better' at such deflection, so it may do that but just not very well. In context of the game mechanics the implication might be its optimized towards 'small' debris.



PAge 157
Repulsor Shield Array
These standard void shield arrays have had their frequencies adjusted to better brush aside stellar debris and detritus.

Void Shield: This Component counts as a ship’s Void Shield, giving the ship two void shields.

Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Same as above, only for cruisers or larger.



Page 157
Cold Quarters
While the ship has regular quarters for its crew, this ship also has ranks of cyro-stasis tubes filling its deep chambers. Here the captain stores ‘surplus’ crew...until they are needed. This component does include regular crew quarters, in addition to the cryo-stasis tubes.
An interesting means of handling the redundancy. Costs power though, but can save on space and supplies.



Page - 158

There's a fun picture posted here of a shell being loaded.. presumably its a macro cannon shell, because that's what the parge is mostly describing. I tried doing a scaling based off of it.

The shell: ~342 pixels long, 131 pixels wide approximately.

Our scaling benchmark is 2 figures nearby.. between 56 and 65 pixels dependin gon the figure. Average at 60 pixels, and assume 1.8 m tall (about 6 feet) for about 3 cm (.03 m ) per pixel. Roughly speaking, the shell is 10.26m long and 3.93 m tall. Ironically, this is the approximate length and height of a land raider - accurate considering that many macro shells are compared to tanks (and at least once to a land raider directly) in terms of size/mass.
Assuming a density somehwere between what is used for honorverse ships (250 kg*m^3) and water (1000 kg*m^3) the mass of the shell comes out to somewhere between 31 and 124 tons, which again fits roughly with the "tank" sized shell descriptions from various sources.
We also see the breech of the cannon.. breechblock is 213 pixels. The breech itself is ~150-160 pixels roughly by scaling. (I hope I got the terminllogy right - I think I did.) The shell is ~130 pixesl maybe so it might be smaller (or its a drawing, it might be messed up or I messed the scaling) Anyhow the "breech" is anywhere between 60% of the height/width of the breechblock (its roughly square anyhow) to 75% or so. Since its assumed macro cannons scale up from ground weapons we could infer the same for nova cannon and bombardment cannon. For a 50 meter breech (Warriors of ultramar) you get a 30-38 meter diameter shell. For the 30 m shell (BFG magazine mentioned) you get between 18 and 22.5 m diameter.
Assuming a 30 ton shell at 2000 km/s (for Warriors of Utramar) the KE is around 6e16 J (~15 megatons). 3000 km/s is 1.3e17 J (twice that). And 20,000 km/s is 6e18 J (1.5 GT) for a ~30 ton shell. the 120 ton shells would obviously be 4x the energy since its four times the mass of the 30 ton shell, approximately.

Page 158
Macrobatteries are similar to many types of ground-based artillery, but much, much larger. They fire massive ordinance over tens of thousands of kilometres in huge salvos, to overwhelm their targets
How that 'similarity' works is open for debate. It may simply mean that it fires the same type of projectile (an explosive shell, an energy beam, etc.) Or it may suggest similar operating principles (although I doubt they use many chem propelled cannon in starships, although they've been known to release propellant or have shell casings. LOL. Then again good luck firing chem propelled over tens of thousands of km.)



Page 158
Jovian-pattern Missile Battery: This unusual weapon system relies on medium-ranged missile pods rather than more ‘conventional’ macro-batteries. The pods are mostly outside the hull and can fire all their missiles in one immediate, devastating salvo, an advantage tempered by the lengthy time it takes to reload them.
missile 'macrobatteries'. I dont know if the pods are flsh to the hull or some sort of turret. Also implies that macrocannon normally don't fire off in one salvo (more like a rolling broadside?)

Interestingly stat wise they have the same range as macro cannons, implying they may travel at the same velocity. If we assume macro cannon (and missiles) travel 120,000 km in half an hour (which is pretty silly, as it assumes single broadsides and projectiles that are only slightly faster than torpedoes - why arne't they vulnerable to point defense and ignore voids? we know torps can move much faster) and assume a 100 ton missile which is 25% propellant, we might figure 9.8e14 J per missile in total energy expended to reach the target, suggesting each missile alone is hundreds of kilotons minimum (if not several megatons.)

If we assume a velocity closer to 200 km/s for the missile, and the mass remains the same (with the same propellant ratio), the eeergy expended for the missile jumps to 8e15 J per kg, which is multiple megatons. If we figure 1000 km/s velocity (slightly faster than the 800 km/s torpedoes from The Primarchs), KE jumps to 2e17 J per missile, which is tens or hundreds of megatons per missile, easily. (For comparison, If we assume the warhead is 10-20% of the warhead's total mass, and has a yield to weight ratio not much better than modern nukes - 1-2 megatons per ton - say - we get a 10-40 megaton missile.)

It goes without saying that if the missile velocity is even greater, the implied warhead yield is also greater (GIGATONS! *snicker*)



Page 158
Lathe-pattern Grav-culverin Broadside: The strange orbital dance of the three planetoids that make up the Lathe forgeworlds has given the magos there a unique insight into the ancient art of grav-weaponry, using strange forces to hurl warheads at tremendous speeds. Due to the unique methods of propulsion, variant warheads can also be fired through the grav-culverin, including self-propelled ordinance for greater range.
...
Self-propelled warhead: Before firing this weapon, the firer may choose to increase the range of this weapon by 2 VUs. If he does so, the damage of each shot is decreased
Intresting both in the context its a gravitic weapon fo sorts (or rather a grav propelled munition, not unlike some kinds of nova cannon) and it allows for self proplelled ordnance not unlike an 'extended range' rocket asissted munition. Which may or may not be guided. The shell guidance provides at least 11 km/s extra velocity, assuming 20,000 km/30 min.


Page 158
The forge world of Mezoa has long advocated a modification of the standard Mars-pattern Macrocannons to increase damage at the cost of range and space.
Mezoa pattern macrocannon... trade range for power. I'd guess that 'space' means reduced ammo capacirty (each shellt akes up more space) and reduced range refers to reduction in velocity due to increased shell mass. Basically each shell is bigger and carries more explosive payload.



Page 158
Pyros Melta-cannons: These squat, oversized, and highly insulated macrocannon are designed specifically to fire shells tipped with powerful melta-charges that detonate with furious heat.
Basically a gun firing upscaled meltabombs. Dfiferent from a fusion cannon (in that that is just an upscaled melta beam weapon.)

Sunsear la-broadsides are mentioned here as well.. will be dealt with later.



Page 158
Lances are mighty beams of energy generated by dozens of projectors, designed to circumvent a starship’s armour by cutting straight through it.

Sunhammer Lance: Narrowing the focus aperture on the STC Titanforge allowed the Lathes to boost range without unduly decreasing its power.

Sunhammer Lance Battery: A single Sunhammer lance proved successful enough that they have also been constructed in batteries.
Interesting that its 'dozens' of separate projectors (per turret) rather than just a couple here. Implies something like a 'phased array' laser, or a 'composit beam' superlaser like weapon.



Page 159
- Weapons stats:
Jovian missile battery has a range of 6 VU (60,000 km) and is for all ships.

The LAthe Grav-Culverin broadside is for light curisers and cruisers and has a range of 5 VU base (7 if propelled shells) (50-70,000 km)

Mezoa macrocannon have a range of 5 and are for all ships. (50,000 km)

Pyros Melta-cannons ar efor all ships and have a range of 4 (40,000 km)

Sunsear las-broadsides are for light cruisers and cruisers, and have a range of 9 (90,000 km)

Sunhammer lance and lance battery have a range of 9 for both types, and are for "all ships" (bearing in mind the limits for escorts/frigates) (90,000 km)



PAge 159
Behind and beneath each standard cargo bay is hidden a second, ‘mirror hold,’ void-shielded and static-screened against any prying auspexes.
Fun stealth measures. If they can do that for compartments, they should be able to for the whole ship. Or bigger parts of it anyhow.


Page 159
A ship’s drive can produce more power if equipped with extra banks of plasma generation and containment systems. Of course, there is a danger associated with housing additional hab-block sized containers of plasma aboard a starship.
"hab block' sized plasma conainters. could mean hundreds of metres or kilometer (or more) thats' between 8 million cubic meters and a billion cubic meters of fuel storage. If we knew density..


Pgae 159
Honeycomb launch structures cluster along the vessel’s keel, ready to spit drop pods full of assault forces on helpless planets below.
Drop pods must be pretty common if Rogue Traders can mount them, but torpedoes are considered insanely costly (or fighters for that matter.) Go figure.


Page 159
Empyrean Mantle:
..
With the right energy baffles and screens to diffuse and mask energy signatures, a ship can become nothing more than a hole in the void.
It improves the odds of running silent, and is an external component (as outlined in the Rogue Trader core rules.) This implies that "silent running" in fact does require more systems than just "shutting shit down".


Page 159
Though not as imposing as the titanic adamantium beaks of cruisers, a reinforced prow can offer crucial protection to smaller vessels, or any ship that wishes to mount forwardfacing weaponry.
Its a compromise basically.. you dont get a prow (durability) but you can mount fore weaponry and still have some durability. It's basically just extra adamantine plating.



Page 160
- Auxiliary plasma banks can be mounted on transports, raiders, frigates, light cruisers and cruisers(8 extra power for non cruisers, 10 for LC and CA). Drop pod bays on all ships. Empyrean Mantle and reinforced prow on Transport, Raiders, Friagets, Light Cruisers and Cruisers. Mining facility and Astropathic choir chambers are for all ships.


Page 160
For some traders, trading minerals and materials is not enough. They prefer to harvest their profits directly. An asteroid mining facility consists of bays of mining lighters, tractor fields, adamantine drills, vast internal refineries and stowage bunkers for the minerals mined. A single ship can remain amongst an asteroid field for decades, accumulating a vast wealth in minerals. However, an asteroid mining facility dominates a starship.
An extreme sort of specialization, but it has its uses.



PAge 160
Though all ships have a specific area set aside for the use of their Astropathic Choir, some ships have vast chambers specifically designed to amplify astropathic signals and boost the power and effectiveness of the ship’s Astropath Transcendent.
A side effect of this is improving all space combat psychic power ranges by 5 VU. again there are various technologicla means of enhancing psychic range and power.



Page 161
Some of the oldest Imperial vessels are blessed with “Castellan” class void shields. These shields are far superior to current void shields, and their multiple banks of fail-safe circuit breakers means they can remain up under far-greater stresses.
an interesting reference to Castellan Shield Ships from the Space Fleet era, I suppose, although its not quite the same thing.


Page 161
Only a very few Imperial ships are blessed with “Castellan” class void shields, and even fewer are ships of the line. These shields’ multiple banks of fail-safe circuit breakers take up a great deal of room, but mean they can remain up under even more stress than a single Castellan Shield.
Shield arrays are cruiser grade and higher only. It seems like its basically much more built in redundancy. I guess this means 'array's are just more 'layer's of void shielding (EG a 'thicker' shield)


Page 161
Cogitator Interlink: Though the creation of true artificial intelligence is one of the darkest heresies of the Adeptus Mechanicus, this was not always so. The Men of Iron were the most infamous example of such technology, but the Dark Age of Technology generated many others. The cogitator interlink is designed to amplify the starship’s core cogitator, enhancing the ship’s operations considerably.
It may imply 'true' AI still exists in some forms in the Imperium, perhaps tethered to a 'human' intellect. We know of both types (cybernetic/organic and truly inorganic) intelligences for starships existing.



Page 161
Energistic Conversion Matrix: Ancient technology from mankind’s dark past, the conversion matrix allows raw power to be diverted directly into a ship’s drive tube when required, giving the ship an increase in thrust. Redirect Power to Engines: The ship’s captain can choose to activate the conversion matrix at any time as a free action. When he does so, he decreases the amount of Power generated by the ship and increases its Speed value.
Sort of an afterburn I guess. Not quite sure how to explain it (dumping more plasma into the reactors perhaps?)


Page 162
Gyro-stabilisation Matrix: Ancient stacks of gilded calcu-logi cogitators aid in the computations of the starship’s manoeuvres, compensating for human error and ensuring maximum performance
Target assistance.


PAge 162
Though a weapon such as the Staravar does not do substantially more damage than other laser macrobatteries, it uses substantially less power to do so.
Implies that laser macrobatteries might not be just heat rays, but some sort of 'blaster' type weapon (explosive/mechanical blast effects)



Page 162
The Star-flare Lance is a dangerous relic constructed at the pinnacle of mankind’s technical prowess during the Dark Age of Technology. The massive lance is powered by an ill-understood power source that keeps the beam focused on its target for a sustained period of time, raking across enemy ships.
No idea what to make of this. Exotic power source?



Page 162
Staravar LAser Macrobattery has a range of 12. (120,000 km) The Star-flare lance has a range of 7. (70,000 km)



Page 162
One of the reasons few Imperial starships are alike, even when built from the same basic template, is that over the centuries a starship is in service it undergoes innumerable customisations and modifications.
Probably also because they never mass produce the damn things, or at least that's whats claimed.



Page 163
Atomics are ancient weapons of widespread destruction, terrible devices that haunted humanity long before it reached the stars. In the Dark Age of Technology and the Age of Strife, atomics turned many worlds into scoured, radioactive wastelands. They were some of humanity’s most powerful weapons of war.

In the age of the Imperium, however, atomics have since fallen out of favour. Simply put, the militant Adepta and the Imperial Inquisition have better ways to destroy worlds. Cyclonic torpedoes and virus bombs can slay whole planets in a matter of hours, or even minutes. On the other hand, even hundreds of atomic warheads will not destroy a world outright—instead polluting the biosphere and slowly choking life with palls of intensely radioactive soot.

In game terms, a single atomic has the power to destroy a hive spire between five and 10 kilometres across. It can also be adapted to be mounted in a torpedo or fired from a macrocannon.
...
If an atomic was detonated within a starship or station, however, its destruction would be guaranteed.
Rather peculiar.. in game terms the thing does a bit more damage per hit, but has the potential to score some more hits... although the "hits" seem to represent the explosive effects compared to other shells (it only affects one cannon per battery) which in turn implies it is more powerful than a single cannon, perhaps close to or equal to the whole battery in terms of effect. Ofcourse, alot of this is gameplay, even by direct quote, so the "analysis" is iffy. Especially given that they flat out also say here (and in other sources) that atomics are primitive compared to what the Imperium has now. (hell compared to fusion devices even.)

Maybe its the magic radiation, since they seem to consider that relevant for killing the planets. I should note that 'atomic' has about as much consistency as any other weapon category - atomics have referred to anything from nukes to plasma warheads (which have also been termed as a kind of cyclonic, I should add.) to other stuff. It's also been mentioned that atomics have killed planets. So it probably pays to keep a flexible interpretation here. I'm also not sure atomics would be all that rare.. we've seen them used fairly often (as reactors, as tactical weapons, etc.) There's even mines still used that pack atomic payloads (IA IX/X referencing Badab)

In any case, assuming a cratering of a 5-10 km hive spire and depending on mateiral composition it could be tens to hundreds of megatons per atomic to several gigatons. Bear in mind this is more an upper limit, since Hives are not even remotely solid structures, and placement can matter in demolitions.

It's also mentioend that atomics can be fired from a macrobattery if its a projectile firing type (as opposed to a laser or plasma..)



Page 163
Most Imperial starships have a population of cherubim servitors. Though they are useful for aiding in menial tasks, the lowborn crew distrust them and say they cause harm and mischief
Familiars of a sort.



Page 163
In some cases, a starship captain will choose to forego a crew of flesh and blood. In their place, he will command a ship of servitors. Often he will keep only a close cadre of trusted senior officers. More rarely, he may be the only unaltered human left on his ship. Servitors are less skilled than a human crew, and unable to adapt to changing situations. However, having a crew that is resistant to injury and will always follow orders can have its advantages.
In game terms it means suffering a reduced skill with weaponry and commanding crew. Plus you can't do boarding actions. Also you can only replenish crews on hive or forge worlds, and not through pressgagning or prisons. Crew losses are reduced and morale is perfect however. Outside of game mechanics I suppose it means increased specialization/loss of flexibility (and you can't shift crew resources from one task to another if you take too many losses in one area) and it means different/additional maintenance issues (to maintain the cybernetic as well as organic elements) which could be more difficult or complex (bad for extended missions?) On the other hand a servitor likely woudl perform a specific task faster and more reliablly than a human and have greater endurances/tolerances.



Page 164
It is a very lucky ship’s captain that has access to a collection of starcharts, and even more so if those starcharts are actually accurate. Such starcharts are full of information about the Koronus Expanse—stable warp routes, lost words, and safe havens to replenish crew and supplies. Often, this information is hard won, costing countless ships, and the lives of their crew. A starchart collection allows a ship’s Navigator to reduce warp travel times by 1d5 days, to a minimum of one.
...
Good charts reduce travel times by 1d5+5 days (to a minimum of one..
Charts, unsurprisingly, can help reduce travel times as well.)



Page 164
Shipboard Storm Troopers are specially trained in boarding activities and ship security.

...
A Storm Troopers detachment has too few numbers to launch full-scale boarding actions against other ships. However, when it comes to hit and run raids, Storm Troopers are deadly efficient, and when put in charge of defending against boarders, they are likewise skilled and ruthless.
...
There are no Poor Craftsmanship Storm Troopers; a Storm Trooper is by nature extremely well-trained. Good and Best Craftsmanship detachments have even better training in shipboard and zero-gee tactics
Storm trooper detachments seem to be a relatively common occurance now. They've been mentioned in som enovels (EG Fire Warrior) as serving aboard for special tasks, They may also be used to support/supplement ground actions in emergencies (troop deployments.) I imagine the dedicated transports for storm troopers mentione din various sources might just be a Detachment writ large for a transport.



Page 164
Turbo-weapons are not actually weapons, but a class of upgrades built into macrobatteries. Increased power, recoil compensators, and even more potent propellants all can be used to make shots fire further and more accurately. The turbo-weapons upg rade allows a single macrobattery
weapon component to ignore the penalties for firing at double it s normal range. This upgrade may be acquired multiple times, once for each macrobattery.
..
Poor Craftsmanship Turbo-weapon Batteries decrease the Range of the weapon component they upgrade by 1. Good Craftsmanship Turbo-weapon Batteries increase the range of the weapon component they upgrade by 1
They're basically just more powerful versions of weapon batteries.. not turbocharged.. although that might be the case given the mention of 'propellant' :P


PAge 165
Hull: Light Cruiser
Class: Repurposed Lathe-class Monitor-cruiser
Dimensions: 4.3 km long, .5 km abeam at fins approx
Mass: 20 megatonnes, approx.
Crew: 52000 crew, approx.
Accel: 4 gravities max. sustainable acceleration
2/3 the accel of a normal Lathe, .9 megatonnes less massive too.



Page 166
The Measured Response is a heavily converted Cobra Class destroyer.

...
..it spent the next 250 years serving uneventfully throughout the Calixis Sector until it was decommissioned from Battlefleet Calixis and sold. The buyer, a wealthy noble’s son, removed the ship’s torpedo tubes—replacing them with multiple plasma macrocannons—and used the torpedo stowage for cargo holds.
Ships are supposed to be.. rare and special and important.. yet they apparently can decomission and sell them off to rich nobles of planetary systems. This isnt even a Navy vessel or a rogue trader per se, it apparently is just some local noble, again indicating warp capable vessels can be acquired for private use or local military use.

It also tells where old naval vessels go. One supposes they can be conscripted or deputized back into service in emergencies. Maybe this is part of some scheme to make money and expand the fleet while trimming maintenance ocsts (letting local systems help maintain or crew the ships)


Page 167
Hull: Transport
Class: Re-appropriated Loki-class Q-ship
Dimensions: 2 km long, .4 km abeam at fins approx
Mass: 8 megatonnes, approx.
Crew: 18000 crew, approx.
Accel: 6.6 gravities max. sustainable acceleration
The Bounty of Scintilla. Rather fast.. for a Q-ship. Nearly as fast as a destroyer, and much heavier.



Page 167
The Bounty of Scintilla retained its masked weapons, and the interior is full of hidden sniper-holes, secret passages, and trip-lasers that make it a hazard for enemy borders.
Interesting internal defenses.



Page 168
Hull: Cruiser
Class: Heavily modified Tyrant-class Naval cruiser
Dimensions: 5 km long, .8 km abeam at fins approx
Mass: 28.5 megatonnes, approx.
Crew: 100000 crew, approx.
Accel: 3.6 gravities max. sustainable acceleration
Tyrant class cruiser. Funny enough, it is 50% faster AND 1.5 Megatons heavier, and carries 10,000 more crew. In game terms its speed is no different. we're seeing alot of uprated vessels and such I must say.



Page 168
Multiple decks of macrobatteries, heavy armour, and the ability to transport entire regiments of soldiers mean players can do more than trade and explore.
Soveregin venture.. same modified cruiser I stat'd above. Note it still retains heavy weapons and armour, and even has a huge ass troop transport capability.


PAge 170
Ground vehicles commonly use treads or tyres as their means of locomotion. They’re as fast or manoeuvrable as skimmers, and can’t handle rough terrain like a walker, but they’re usually reliable, easy to manufacture, and cheap. In the Imperium, where skimmer tech is a dying and arcane art more than a science, ground vehicles are easily the most common.
i wouldnt exactly call skimmer tech dying, considering all thsoe novels where we have ships that have suspensor or AG tech installed. hell even the Valkyries and Vulture shave it, if Apocalypse is to be believed.

In any case Skimmers and ground vehicles seem to have similar performances characteristics, so one or the other can be used as rough benchmarks (although I'd give skimmers potential for better preformance since tires can have limits due to friction and such)


Page 170
Skimmer or hover vehicles use vertical jet engines or antigrav technology to ‘skim’ above the ground. Skimmers are not high altitude vehicles, and not as fast as true flyers. However, since they do not rely on aerodynamics to keep them aloft, they are much more versatile, able to move as quickly or as slowly as needed, make sharp turns, and even hover in place. The Imperial Guard Valkyrie and Space Marine Land Speeder are both skimmers.
Skimmers. Not alla re antigrav, but some are. They seem to be a hovercraft/helicopter analogue - rather odd since we never see any actual copters (except amongst the Orks) despite teh fact they migth be useful. We do see lots of ornithopters thougfh



PAge 170
Flyers are aircraft that use aerodynamic principles of lift and powerful engines to remain aloft. They must be moving at least half of their cruising speed at all times other than takeoffs or landings to remain airborne—lest they crash into the ground in a ball of fire. This means flyers are not as versatile as skimmers. However they can fly faster, higher, and farther than any other vehicle besides spacecraft.
differences between flyers and skimmers. Doesnt mean flyers can't/don't use AG.. i wouldn't call some Imperial or Ork fighters very aerodynamic :D



Page 170
Spacecraft come in many different shapes and sizes, but the ones dealt with here are on the small end of the spectrum: shuttles and fighter craft. These are used to transport goods and people from a planet into orbit to rendezvous with larger spaceships, or fight other fighter craft in the cold vacuum of the void. Spacecraft are the only vehicles able to leave the atmosphere of a planet.
fighters/bombers and shuttles are all considered spacecraft.

Also its not true that only spacecraft leave atmosphere. We know the rocket booster equipped atmospheric fighters have limited abilities in this regard.


Page 174
Aerial combat is unique in warfare. Swift flyers cross vast distances in minutes, lumbering bombers pummel targets on the ground from high above, and 2,000 metres in the air, sleek fighter craft duel at supersonic speeds.
Aerial combat.


Page 174
Aerial combat is handled in Structured Time, just as regular combat, with one round equalling approximately five seconds...
...
In a combat situation, the distance a flyer moves is represented by Air Units (which are equivalent to roughly 100 meters). The reason for this is one of simplicity—vehicles move fast enough that if combat distances were measure in metres, the numbers would be very large, very quickly. Note that the Air Units a flyer may move in a single round is often far less than the flyer’s cruising speed in kilometres would suggest. This is because when forced to manoeuvre in a combat environment, most pilots are forced to move somewhat slower than their “full” speed, so they can react to an opponent and line up shots.
Distances, times and air units. Interesting, but mostly game mechanics, so taken with a grain of salt.


Page 176
Flyer and Spacecraft weapons have their range given in AUs and metres, as they can be used in aerial combat and against ground targets. Note that sometimes the two ranges do not match up. This is done for both game purposes, and to represent that it is easier to line up longer shots in the open atmosphere (or open void).
...
A vehicle-mounted weapon cannot be fired at more than four times the weapon’s range.
More on range stuff.


Page 176
Space combat for small craft, fighters, and shuttles can easily use the same ruleset as aerial combat. Although these rules do not create scenarios that adhere to the laws of physics, they do make for cinematic and exciting dogfights and duels in the void.
...
Also, although space combat for fighters and shuttles uses AUs for weapon range and vehicle movement distances, this does not mean that an AU has to equal 200 metres in this situation. For those players and GMs who want their void dogfights to place at longer ranges, simply increase the range of a single AU to 1 kilometre, or 10 kilometres. This is one of the reasons for employing an abstract measurement system. (Of course, this may conflict with the ranges of some of the vehicle’s weapons, but remember that weapons are able to fire further in a vacuum.)
Again taken with a grain fo salt 'do not adhere to laws of physics' as such. That doesn't mean they're completely arbitrary, of course, it just means its an abstraction. Likewise, AUS can also be an abstraction - rationale is a difference betweem atmospheric and void weapons range.)


Page 177
Armour represents both the innate hardness of the materials used to construct a vehicle, as well as the physical protection built into a vehicle to defend against attacks. The adamantium hull of a Fury, for example, is extremely good Armour, while the ramshackle hull of an Ork Truk is extremely poor Armour.
Armour is even an abstraction to an extent.


Page 180
Type: Spacecraft
Tactical Speed: 24 m / 12 AUs
Cruising Speed: 2,200 kph/7 VUs per Strategic Turn in Space
Crew: Pilot
Carrying Capacity: 10 people or equivalent in cargo.
..
1 Pilot-operated Autocannon (Facing Front, Range 300m (3 AUs
Aquila Lander
Single, Semi(2), auto(5) 60 shot clip..

38 km/s or so in space (7 VU/30 min), and possibly 3/30 km void ranges given previous abtraction values.) I'm guessing 12 AU a 'round' - 240 m/s


Page 180
Type: Spacecraft
Tactical Speed: 20 m / 22 AUs
Cruising Speed: 1,600 kph/5 VUs per Strategic Turn
in Space
...
Carrying Capacity: 12 people or equivalent in cargo.
Crew: Pilot, Co-Pilot
Arvus Lighter. It's mentioned that most void craft carry several Arvus or their equivalent.

28 kps void velocity (cruising), 440 m/s tactical speed,


Page 181
The Fury interceptor is actually a broad classification for a variety of different Imperial starfighters. Many sectors have their own variants on the Fury, but the starfighter remains broadly the same in design and role. The Fury is a space-superiority fighter craft, designed to protect Imperial bombers from enemy interceptors while they deliver their payload, and intercept enemy bombers in turn. Although designed primarily for space combat, many patterns of Furies are also designed so that they can enter a planetary atmosphere. Here their armaments, designed for deep-space combat, are extremely devastating.
Like everything else in 40Km there's multiple kinds and classes of Fury (probably to cover all the iterations differen authors have made up.)



Page 181
Type: Spacecraft
Tactical Speed: 30m/20 AUs
Cruising Speed: 2,500 kph/10 VUs per Strategic Turn in Space
Crew: Pilot, Co-pilot, Forward Gunner/Crew Chief, Tech-Priest Enginseer
1 Forward Gunner-operated twin-linked long barrelled lascannon (Facing Front/Left/Right, Range 600m (6 AUs),
2 Pilot-operated long-barrelled lascannon banks (Facing Front, Range 600m (6 AUs)
...
Each of these weapons is actually five lascannons linked for rapid fire.

12 Co-pilot operated Void-capable Missiles (Facing Front, Range 75 km (750 AUs)
..
The co-pilot may fire two of these missiles per turn, at two separate targets.
Fury interceptor . 400 m/s tac speed, 694 m/s cruising speed, 56 km/s cruising speed in space.

Space weapons ranges are.. interesting, even if they are lascannon 600 m range incremnet (2.4 km tops?) and 6 AU (6 km? 60 km?) The void capable missiles are a bit better (75 - 300 km? 750-7500 km?)

Each lascnanon has a 250 round clip. Twin linked lascannon that are gunner operated are twin linked. The Lascannon banks are pilot opreated and triple linked despite being 5 lascannon.

Note as well that Furies have quite an extensive crew too.. again its a small starship in its own right.



PAge 182
Although a Rogue Trader’s ship can orbit above a planet and take in its entirety with a single augur-scan, often this is insufficient to discover a world’s secrets.
Sensory capabilities (and the need for scouting craft)



Page 182
Type: Flyer
Tactical Speed: 30 m/ 16 AUs
Cruising Speed: 1,200 kph
...
Crew: Pilot, Co-Pilot (who also serves as Auger Operator)
...
Vector Thrust Engines: The Chiropteran Scout may count as a Skimmer (and follow all the rules for a Skimmer) for up to 2
minutes before it must return to counting as a Flyer. It may do this once every hour.
Long Range Auger Array: These sophisticated augers provide a detailed view of the land below
...
..allowing scans in the same manner as an Auspex up to 50 kilometres away
Chiropteran Scout. 320 m/s tac speed, 333 m/s cruising speed (wow big diff there)



Page 182
drop pods are one-way planetary assault vehicles. Launched from orbiting starships, they scream through the planet’s atmosphere with oversized rocket thrusters boosting them far past terminal velocity. They use an on-board cogitator to guide themselves on a collision course to their targets. Even the most advanced air defence systems have difficulty locking on to a drop pod travelling at up to 15,000 kilometres per hour straight down. At the last moment, powerful retro-rockets around the base fire, “slowing” the pod to a crushing, but survivable, landing. Drop Pods are rarely used by anyone other than the Space Marines, however some Rogue Traders in the Koronus Expanse have acquired modified Drop Pods for use with non Space Marines.
4.2 km/s average velocity for drop pods.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Page 5.. and done!

Page 182
Type: Spacecraft
Tactical Speed: 100 AUs
Cruising Speed: 2500 kph
...

Carrying Capacity: 10 individuals in power armour (which works to cushion the impact), or 10 individuals with specialist drop cocoons (which also help absorb the impact, in the absence of power armour).
...
Weapons: Storm bolter (Facing All, 120 shot clip, range 90m)
...

This weapon may only be used after the Drop Pod has landed, and is controlled by the drop pod’s machine spirit
Heh drop pods have a "cruising" speed of 2500 kph even though it said 15,000 kph above also 2 kps tactical speed.. which is SLOWER than the cruising speed


Page 182
They cannot engage in manoeuvres, although provided they are at least 500 km above the
planet’s surface, their destination may be changed in-flight to any location within 25 km of the original destination.
Drop pod 'guidance'



PAge 183
The term “Gun-cutter” refers to a variety of armed and armoured spacecraft that can be used for orbit-to-ground transport, hostile landings, or even dogfighting. They can also be modified to add crew quarters for as many as six and are prized by organisations such as the Inquisition and Rogue Traders (for whom a multi-purpose spacecraft is a great asset).
Naturally, Eisenhorn's guncutter springs most easily to mind.



Page 183
Type: Spacecraft
Tactical Speed: 25 m/ 14 AUs
Cruising Speed: 2,000 kph/ 5 VUs per Strategic Turn in space
...
Crew: Pilot, Co-Pilot (optional), Tech-Priest Enginseer,
2 Gunners
Carrying Capacity: Quarters for 6 people, max
room for 30 or equivalent cargo.
...
Weapons: 2 Pilot-operated Long-barrelled Autocannons (Facing Front, Range 450m (5 AUs)
...
2 Gunner-operated Twin-linked Heavy Bolters (Facing Front/Left or Front/Right, Range 120m (2 AU)
Guncutters. 280 m/s tac speed, 556 m/s cruising speed, 28 kps Cruise speed in void. autocannon have 1.8 km range (500 AU, or 5 km, or 50 km?) 480 m for heavy bolters (200m/2km/20km range for void?) Funny thing is if the cruising speed is some tens of km/s, the shells ought to have at least that vleocity plus whatever they already ave which is.. interesting. (assuming a 200 gram autocannon shell for example you have 5600 kg*m/s momentum per shell and 78.4 MJ of KE) Go figure.

Heavy bolters have a ROF of Full (10), 400 shot clip. Autocannons have a single/semi(2)/full(5) ROF and 500 shot clip.



Page 183
Halo Barges are mass-haulers, designed to move bulk cargo from a planet’s surface into orbit. Large, slow, and unwieldy, their only benefit is that they are both practical and efficient.

Type: Spacecraft
Tactical Speed: 20 m/ 9 AUs
Cruising Speed: 1,400 kph/ 4 VUs per Strategic Turn in space
...
Crew: Pilot, Co-Pilot
Carrying Capacity: 40 people, 40 metric tonnes of cargo
180 m/s tac speed, 388 m/s cruise speed, 22.2 km/s space speed (cruise)


Page 184
..the Hephaestus is an ambulatory mineralogical survey vehicle and ore extraction platform. Having fallen out of favour in more established sectors of the Imperium, decommissioned and abandoned Ore Seekers have been repaired and put back into service across the Expanse.
...
A Hephaestus Ore Seeker is a gigantic boxy crawler, more than 35 metres tall and propelled by numerous treads. Enormous drills, rippers, and rotary grinders tear away at rock and soil, leaving deep trenches, sunken pits, and mounds of scree in the Seeker’s wake. Thick smoke bellows from countless chimneys bristling from the vehicle’s back, a sure sign that the smelters within are working at full capacity.
A superheavy mining crawler vehicle thingy.



Page 184
Type: Ground Vehicle
Tactical Speed: 5
Cruising Speed: 40 kph
Crew: 3 Drivers, Foreman, 6 Enginseers, and 20 Miners
Carrying Capacity: 20 additional crew, 750 tonnes of processed ore, 1 hanger
capable of holding 1 Massive vehicle or 2 Hulking vehicles
Has a mining laser and mining drill. IT also moves faster than a Leman russ. :P



Page 184
Life Support: A fully outfitted Hephaestus Ore Seeker contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.
Life support of the superheavy mining thingy.



Page 184
Counter-grav technology is rare and valuable, making Land Speeders a plaything of the rich. The advantages of these vehicles, however, are obvious, as they cover great distances at speed and ignore even the roughest terrain. Due to their rarity, the vast majority of Land Speeders are used by the elite Space Marines, and the few speeders available to Imperial nobility and Rogue Traders are from the same STC
Apparently rich people can have Land speeders, but not guardsmen :P



Page 184
Type: Skimmer
Tactical Speed: 30 m
Cruising Speed: 275 kph
...
Crew: Pilot, Co-Pilot
Carrying Capacity: certain varieties of Land Speeders can carry up to 5 passengers or equivalent cargo)
Weapons: None (may be modified to carry one heavy weapon such as a heavy stubber or heavy bolter, manned by the co-pilot. In general, no weapon heavier than 40 kilograms may be mounted on this vehicle)
Land speeders.


PAge 185
The ubiquitous Rhino APC is found on almost every Imperial world, although its use is largely limited to the militant Imperial Adeptus and Adeptus Astartes.
...
Those in the field often find they can repair all but the most grievous damage using only items in their personal kits.

Page 185
Type: Ground Vehicle
Tactical Speed: 15 m
Cruising Speed: 70 kph
...
Crew: Driver, Gunner.
Carrying Capacity: 10 soldiers with gear.
Rhinos have a 70 kph 'cruising' speed (general use?) Note the limitation mostly only to the AStartes and the imperial adeptus.. that doesnt rule out Guard use! :P



Page 185
The Scout Bike is a tough and robust machine, able to traverse almost any terrain and easy to repair and maintain. It is also armed with twin-linked bolters or a grenade launcher and targeter arrays allowing the weapons to be fired on the move—granting the rider impressive firepower.
Scout bikes have grenade launchers, bolters AND targeters.



Page 185
Type: Ground vehicle
Tactical Speed: 18 m
Cruising Speed: 90 kph
Crew: Driver
Carrying Capacity: Personal gear in side-mounted saddlebags.
Bike stats.



Page 185
It can be equipped with a wide variety of weapons or loading claws, is easy to pilot, and can even be dropped into combat zones via over-sized grav-chutes, making it a valuable support vehicle to guardsmen in the field.
Vehicle grav chutes.. And yes we're talking a Sentinel.


PAge 185
Type: Walker
Tactical Speed: 8 m
Cruising Speed: 45 kph
...
Crew: Driver
Carrying Capacity: None/ roughly 1 metric tonne with powerlifter
armament of course varies.. atocannon, multi laser, lascannon, etc.



Page 186
Type: Skimmer
Tactical Speed: 30m
Cruising Speed: 120 kph
..
Crew: Pilot, Co-Pilot, Tracker, and 2 Gunners
Carrying Capacity: 3 passengers, and 6 beasts of Average Size.
Venator pattern air yatcht. Apparently equipped with antigrav or vectored thrust or something. since it can hover on the battlefield. And it has guns.



Page 186
Predator Auspex: Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a Venator’s crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 metres..
Venator sensor systems.



Page 186
Type: Ground vehicle Tactical Speed: 18 m
Cruising Speed: 85 kph
Ork Warbike.


Page 188
Without a Navigator, a ship is limited to small ‘jumps’ of only a few light years; a completely inefficient method when one considers the size of the Imperium of Man.
Non warp jump navigation.


Page 188
With the powers of their genetics and the clarity their Warp Eye presents, Navigators are capable of sensing the currents and tides of the warp; they can ‘feel’ the space surrounding their vessel and detect the objects around her. They can stir those same warp currents to mask their trail, and some study those same currents for tell-tale signs of passage, allowing them to track vessels through the Empyrean and realspace.

Some even have the power to look at the events of past and future and manipulate them as a weaver assembles cloth It is also known that with their Warp Eye, the Navigator can stun, kill, and even strip the soul from a living being—casting it off into the warp to be devoured by hungry beasts.
Navigator navigation.. its enhanced sensory (sight/sense of the enviroment and 'weather' conditions, and some precog/probability manipulation. One imagines an ability to calm or manipulate the time/space distortion of the warp favorably can onlyhelp....)


Page 188
They can provide vital information for negotiations or when encountering xenos parties. An Astropath can utilise empathic powers to determine what another being is feeling or thinking, useful when bartering or for locating a hidden foe. They can also act in a combative role, providing both offensive and defensive psychic abilities. Astropaths can dominate a foe, or read the mysterious currents of the past, present, and future; and can also manifest their awesome psychic powers physically, throwing objects and creating energy bolts to hurl across physical space with the power of their minds. Though by no means as powerful as a Sanctioned Psyker, Astropaths can assist with ship combat by providing much-needed support..
Astropath abilities.


Page 188
Called Astropathic Choirs, these psychically-tuned groups of Astropaths are often directed by the ship’s Mind-Speaker (an Astropath who has been specially trained for the task). This specialised Astropath can find the calm within the maelstrom of the Choir’s minds to receive and direct messages across the cosmos—far more than a lone Astropath ever could. With the aid of the Astropathic Relays, the Astropath can connect to the network of telepathic ducts scattered about the Imperium and can send and receive messages far faster than any other method. Additionally, within the gestalt mind of the choir, an Astropath’s powers can be magnified ten-fold.
...
...an Astropathic Choir is typically kept aboard in a special area of the ship called a Choir Vault; it is there that they spend their time in absolute serenity, often floating in zerogravity, free from the physical and psychic distractions that can interfere with their message-sending and receiving abilities. However, the stress of directing such awesome power is not without a price, for the minds of lesser Astropaths can become fractured leading to a condition called ‘burn-out’ that leaves the Astropath unable to properly use their powers.
Astropath choirs and the Vault. The itneresting facts are an order of magnitude increase in a choir (2 or more), and that FFG seems to be going with the "bucket brigade" astropath relay effect, whereas other sources/authors (like Graham McNeill with outcast dead, or Blind in the Shira Calpurnia novels) have Astropaths throwing their messages across the galaxy point to point using symbolism and the like (more vague, but more 'direct'.)


Pag 189
Without a Navigator, a ship can only travel a few light years at a time, a paltry distance when compared to the distances a Navigator-driven vessel can cross.
again "a few light year' distances without navigators. astropaths can help though



Page 189
Through little-understood methods of psychic manipulation, the Navigator is able to churn up the local area of warp space, in essence, creating something akin to a miniature warp storm in local space. This has an effect on ships attempting to exit and enter the warp. Ships wishing to enter the warp will need to travel out of the area of disturbance or risk damage. Those ships wishing to exit the warp must do the same.
This "churns" an area of realspace equal to 1-2 VU times the "willpower bonus", which suggests something of an upper limit of less than a LS in radius. 40K versio nof interdiction tech.



Page 190
By carefully channelling the power of the raw Immaterium, a Navigator can cause flesh to blister and spontaneously combust. In fact, it seems that the more corrupt a person is the quicker and more savage the burning processes are.
Effects of the Warp Eye.

Page 190
Using arcane knowledge of warp physics and even special techno-arcane devices (such as a ship’s warp vanes), the Navigator can influence tides in the warp and attempt to obliterate any trail left from his ship’s passing through the Immaterium and even real space, making it difficult, if not impossible, to track. Using this ability is distracting and physically taxing, however, as the Navigator risks unconsciousness and physical damage
Warp Vanes are described as force/power staves of some kind which aid in warp navigation. This is a 'stealth' feature for FTL travel against detection.



Page 190
It takes stamina and fortitude to be able to sit at the Navigator’s Station day after day making sure a ship stays on course. Needless to say, not all Navigators are up to the challenge and so a smart captain has several Navigators on board to rotate out through lengthy voyages. By tapping into the power of his genetic heritage, a Navigator can offset fatigue and exhaustion allowing a longer vigil than normal. While this isn’t the same as the Adeptus Astartes’ Catalepsean Node that allows a Space Marine to keep half of his brain awake so he can become alert at a moment’s notice, it does provide a close second—and without the side-effects of using drugs like Stimm. This does not erase a Navigator’s fatigue, it merely postpones it. Once he has the means, the Navigator must either sleep or risk collapsing into a coma-like state that can last for days.
This does assume a ship has multiple Navigators. Some only have one, which can put limits on travel times/speeds and ranges. Considering the 5000 LY range, we might figure they cna cover that in a matter of days (from ship POV at least) - hundreds of thousands of c. Otherwise, they have to use their powers (or rely on their throne) to help them endure.



Page 191
..he is able to ignore any levels of Fatigue and go without sleep for 1d5+1 days (though he might become cranky and irritable!). However, once this period of time passes, the Navigator falls into a coma-like state and will remain in such a state for a number of days he was able to remain awake minus his Toughness Bonus (minimum 1 day). At any point before the duration expires, if the Navigator can sleep for at least 8 hours, he will not succumb to the comatose state. Note that unless the Navigator is connected to his Navigation Station or taken to a medicae bay and put on some manner of life-sustainers, he may succumb to thirst and starvation while in any coma-like state
More on the 'extended endurance' - sets an upper limit of less than a week to endure this. It's an extreme, of course.



Page 191
...the Navigator calls upon the full fury of the warp and brings forth a scouring tide of warp energy that jets forth from his fully-opened third eye. Flesh is seared to the bone, and vital fluids boil away as the victim’s soul is consumed in the attack. So powerful is this energy it can distort and even damage physical matter. However, using this power can jeopardise the Navigator as well; and is generally only used as a last resort as the power of the warp comes flooding through into real space consuming all in its path.
more Navigator attack.. double/triple digit MJ, not neccesarily brute force.



Page 191
With this power, the Navigator is able to quickly snap open and close his Warp Eye, unleashing a whip-quick blast of energy that immediately sheers flesh from bone. In a gruesome display, a Navigator who knows such powers can reduce an opponent to a pile of steaming bones and quivering meat in a matter of moments!
Same as above, just over longer period and more focused, I suspect.



PAge 191
Travel through the Immaterium can be a tedious a lengthy affair. To believe that a single Navigator would be able to persevere through the entire trip is to invite calamity. Without a refreshed and alert Navigator, a ship could easily become lost in the riptides and eddies of the warp. When a Navigator is plugged into his station he is connected to all manner of support systems and cogitators designed to aid in steering the ship through the Empyrean and keeping him alive in the event of catastrophe. These systems vary from ship to ship and sector to sector, but the current trend in the Calixis Sector is to run Navigators in shifts. The times of these shifts also vary, but are designed to keep a Navigator at optimum efficiency and the ship on course.
And yet some Navigators are required to run ships alone. It happens, Navigators are a rare and precious resources. Also, ships systems designed to aid in navigation and in keeping Navigator alert/awake.



Page 192
Navigators, by their training, are taught the basics of starship naval combat. Navigators are also able to perceive flickering shadows of possible future events. By peering into the streams of time and space and studying the currents and eddies of the warp, the Navigator can attempt to position his vessel for a more optimum firing solution, angle it such a way that the ship’s armour is able to better deflect an incoming attack, or even point the ship in the best direction for a tactical retreat.
Navigators can use their powers for short term precog (whicha lso aids in wapr navigation) to optimize manuvers in combat (best position for firing/optimal accuracy, or best defense/avasion, etc.)



Page 192
While most can kill with a look, other Navigators can stun their opponents. By only partially opening his third eye, the Navigator can shock the souls of living creatures. Sometimes this merely stuns the opponent, but there are other times when the Navigator may wish to ‘push’ a bit further into a foe’s mind causing him to suffer fear and shock as the warp assails both minds and spirit. This has the added results of forcing the opponent into fleeing or suffering a complete mental melt-down as his grip on reality shatters from the power of the warp.
'variable yield' effect on some warp eyes :P




Page 193
...Astropaths are trained to hone and control their abilities so that they can become part of the great network of telepathic ducts through which interstellar communications are committed and received.
..
They are potent psykers in their own right and a few have abilities that can rival even sanctioned psykers.

Within the Calixis Sector, the majority of Astropaths reside within the Adeptus Astra Telepathica complex on the capital world of Scintilla. Others are sent throughout the sector to other worlds where there are established astro-telepathic hubs and Astropathic Relays.
The most powerful astropaths reach Sanctioned PSyker level. Also, mention again of th telepath/astropathic ducts and relays. In Calixis, most ducts/relays are onplanet, though other sources mention them being placed out in space on stations and other outposts where needed.



Page 193

With this power the psyker is able to create a small psychic beacon within the Empyrean that can only be seen with psychic senses. With the beacon in place, the psyker is able to determine how far away he is from that beacon as if it were a fixed point in space. The maximum range that he can perceive the beacon is equal to 5km x Psy Rating. However, due to the fact that they can sense psychic anomalies further away than normal psykers, Navigators may be given the location of the beacon.
..
..he is able to locate the beacon within a number of light years equal to the psyker’s Psy Rating. By knowing the location of the beacon (and being able to sense it) a Navigator who is unable to locate the Astronomican...
Basically it's another useful means to navigate the warp by. Navigators are better at homing in than other psykers (providing additional points to fix on and establish location), but it isn't impossible for them to do so (Astropaths can see the astronomican, and with their soul binding they are a form of sorceror, and we know sorcerers can navigate the warp. Additionally, we know Librairans can also navigate teh warp, so sanctioned psykers of some kind probably can also. As can farseers and Ork Weirdboyz, and the daemon possessed.)



Page 193
The psyker is able to form a bridge between his mind and the mind of the target. Through this connection, the psyker is able to pour through the raw power of the warp into the target’s mind, blowing out blood vessels and causing a psycho-induced stroke.
Mindfuck! There's another power that's basically the opposite, shielding the mind against attack or intrusion.




Page 194
Astropaths are far more than mere telepaths. With their psychic abilities they are able to peer into the streams of time and space and see events from past, present, and future. A hallmark power taught within the hallowed halls of the Adeptus Astra Telepathica, the auto-séance is a power by which the psyker opens up his mind and analyses the auras and psychic resonances around him. Through this power, he is able to augment and enhance the powers of another psyker. By doing this, he also acts as a buffer—preventing the worst parts of any psychic feedback or attacks as a result of using other psychic powers. The most common use of the auto-séance is to enhance another psyker’s use of Psychometry to read the auras of other objects and to detect any taint of warp-craft or other warp-intrusions.
Psychic scrying/detection/divination.



Page 195
With this power, a psyker is able to snatch a glimpse of the future and see briefly the outcome of his actions. Through this flash of insight, the psyker may be able to correct his actions and avoid tragedy.
Short term precog. Much like with Navigator, this has implications in combat.



Page 195
Using the power of his mind, the psyker is able to create a telekinetic grip on a living creature’s vital organs and squeeze them. Needless to say, this can simply stun the target or cause immediate death.
More effective form of Force choking. :)



Page 195
The psyker is able to call upon his telekinetic abilities to be able to lift himself into the air. By the time a psyker learns this power, he is able to maintain his delicate concentration to block outside distractions and keep his focus on the task at hand.
Levitation



PAge 196
By calling on the powers of the warp, the psyker is able to conjure up a psycho-kinetic material that can be shaped by the psyker’s mind. With this power, the material manifests as a hazy, gauzy, white vapour that obscures vision of all within its area.
...
The psyker is able to mentally shape a psycho-kinetic mist into a barrier capable of withstanding physical attacks. The barrier only protects a 90 degree arc around a character
The mist makes attacks hard and implies they might be deflect, although tha tmay only be with the focused bit.



Page 197
Theosophamers are able to detect the small and fragile cracks that exist between the material world and the Immaterium. This includes gateways and passages, and also daemonic incursions and uses of psychic powers that draw upon the very realm of Chaos.
Rifts of all shapes and sizes.



Page 197
...Astropaths can learn to tap into their bond with the Master of Mankind for use against the unholy daemon. Psykers other than Astropaths who might make use of Theosophamy have found a way to tap into their boundless faith in the God–Emperor and use that power to stand against the horrors of the warp.
Warding/repelling unde-err daemons.



page 198
By tapping into the ability to sense tenuous connections between the warp and warp–entities, the psyker is able to attack the ties and create a discordant resonance within them. Banishment disrupts the connection between daemons and the warp...
Banishment. There is also methods of using the wapr to shield oneself.


Page 199
Seal the Breach allows the psyker to sever the connection between the mortal universe and the warp. Creatures with the Daemonic Trait that draw upon this energy will have their power leeched away as they attempt to exist within real space; they will perish if they fail to re-establish a connection with their realm..
...
In addition, this technique will also affect other psykers and those who draw upon the warp...
Rather a useful ability considering connectiosn to the warp are vital conduits to 'feed' upon.



Page 199
By tapping into the streams of warp energy that pass through the mortal realm, and through their faith, the psyker is able to temporarily wrap a single melee weapon with this energy. This energy only lasts for a short amount of time, but during that time, the weapon becomes insubstantial and passes through the toughest armour.
It's implied this is an exceptional feat, as a psyker needs "undying" faith in the GEoM to pull it off.



Page 199
The most common use of the Astropathic Choir is to boost astropathic signals across space. This might be done in order for a message to be able to reach a far-off Astropathic Relay, or to send a clearer, more complex message.

To form an Astropathic Choir, there needs to be at least two Astropaths—however, this is an extreme minimum...
...
The Adeptus Astra Telepathica of the Calixis Sector considers an optimal Astropathic Choir to consist of at least five Astropaths in addition to the Choir Leader. On worlds like sector capitals, an Astropathic Choir would consist of dozens if not hundreds of Astropaths. Many of these choir members are weaker psykers who can only function effectively within a choir..
The game provides a simplified 1d10 AStropaths (1-10) Given the differences in numbers of Astropaths per world or locale, the effect can vary from world to world. Thousands is more common on some worlds, although others may only have one or a handful.



Page 200
By using his telepathic powers, the Astropath is able to link together the minds of the bridge crew or nearby ship-mates. This is a rudimentary link that enhances the actions of those under its influence.
One in combat astropath ability. An extremely useful sort of coordination (like for, say, gunnery.) Indeed, when coupled with the precog abilities of Navigators AND the psykers, we can come up with decent explanations as to how/why STarships might engage in combats involving velocities of hundrds/thousands of km/s or more.. or hell even relatvisitic. Psychic powers can compensate for alot.



PAge 200
Opening himself up to the Immaterium, an Astropath is able to generate a type of ‘white-noise’ that serves to block out all astropathic communications.
the jamming is 1 VU in radius for every "success" - genreally tens of thousands of km.


Page 200
Astropaths who are schooled in the Divination Discipline have a number of powers at their disposal. An Astropath who has the Divination Discipline can tap into that power to study the
portents and skeins of future events.
Another described "in combat" Astropath power. Again much as Navigators do they can divine and anticipate attacks.


Page 201
By utilising their powers of foresight, an Astropath can see into the near future. He can check the positioning of enemy ships and use that information to his advantage.
It is also mentioend that in boarding actions AStropaths can psychically bolster the attacking members if he/she is present (inspiring them, basically) It is more intangible (emotional/psychologicla) rather than physical. Not unlike Jedi Battle meditation.



Page 201
Navigators are intimately familiar with their starship’s capabilities in terms of manoeuvrability and speed. Many also pick up some of the intricacies regarding naval combat—a skill many pick up from their ship’s captains. A Navigator can assist the helmsman with positioning the ship for optimum fire or to help manoeuvre it out of harm’s way.
As a linked capability but separate power, its also mentioned Navigators can use their powers to improve the abilities of ships to get away/escape engagement.



Page 201
By using intuitive leaps of logic, the ship’s Navigator can determine an escaping ship’s course. This can aid the pursuing vessel in trying to prevent their enemy from escaping.
The opposite of "getting away"


PAge 215
Using donations from his followers, many of whom were powerful political leaders and captains of industry, Simkin was able to amass enough wealth and influence to finance the construction of three massive, warp-capable colony ships...
This kinda rogues against the whole "rare/hard to produce/uncommon" idea if it is possible for a civilian to comission building, as well as the idea that individual/locla planets are limited only to sub-stellar ships.


Page 215
A race began on each planet to develop ships capable of travelling between the worlds, and networks of communication satellites were sent up to better facilitate communication between the planetary governments...
...
Tensions began to rise among the three homeworlds and various outposts, mining stations and colonies scattered around the system. Governments splintered, moons declared their sovereignty..
...
They have only recently redeveloped Warp technology, as the number of psykers among these people is infinitesimal, and there are probably no more than a dozen warp-capable ships in the cluster. Their paucity of Warp technology makes their exploration of the cluster painfully slow..
It is fair to note that while they originate from the Imperium of millenia past, they aren't officially of the Imperium. Nonetheless, its yet another potential example of individual Imperial or Imperial aligned systems developing/possessing their own warp travel.



Page 217
There are roughly a dozen worlds of human habitation centred around two systems. The inhabitants have sub-stellar space technology, but little evidence of Warp capable ships.
...
There also seems to be seems to be a large, organised force of naval ships preying on both planetary warships and shipping that give every appearance of being corsairs.
..
Planetary governments, colonists, stellar corporations and pirates have been at each other’s throats for generations now
self explanatory.



Page 217
The truth is that the pirates are operating from a huge, ancient battleship of unknown provenance, using it as a mothership and mobile resupply station. This ship easily dwarfs the Explorers’ ship, and is actually one of the original colony ships, lost in the dark outer reaches of the home system.
The 'colony ship' was freaking battleship sized, and it took at most some decades to build (as it was well within the lifetime of the people who comissioned it)



PAge 219
The Explorers now have trade goods and a pliable government; what they need is the infrastructure to get their goods from SH-01-0151 to markets within the Imperium.
...
setting up mining and smelting operations, plotting warp routes, negotiating compacts of trade...
Basically all the industrial, adminsitratum, and logistical infrastructure to do the trade (ships, equiment, scirbes, crews, etc.) They also have to investigate the Imperium for "markets", which could be close or far away. And they also have to find warp routes to get the stuff where it needs to go (which can be a limting factor on the markets)

A bit later they even mention a Member of the AdMech helping to set up a "cold trade" (contraband/proscribed archeotech or xenos tech provided to willing buyers.) Figures some of the bastards are materialistic as everyone else.



PAge 221
A Rogue Trader’s wealth, and that of his select officers, also comes from his ship, residuals from trade routes, standing in Imperial society, investments on a hundred worlds, and countless other sources.
Sources of rogue Trader money.



Page 226
An Imperial void-ship can muster numerous small armies: security companies, boarding parties, the common crew armed with rusty blades and stub-guns, and often entire barracked regiments of mercenaries, Imperial Guard, or other steadfast troops.
Military forces onboard a starship. It makes it sound as if it is rather common for starships of all kinds to carry tropos (or ferry guardsmen about) or perhaps just have them stationed onboard for whatever reason (mobile garrisons, perhaps.)

There's also a distinction between 'boarding parties' and 'common crew'. as well as the security companies. Boarding parties may references armsmen, or perhaps boarding crews drawn from the skilled/trusted ratings.

Either way they can provide fast, large, and effectve attack forces, at least.



Page 228
The etheric voices of Astropaths resound throughout the Immaterium. When these voices are united by a single will, they combine into a psychic harmony capable of touching minds half a galaxy away.
Range of astrotelepathy


Page 230
The machine spirit of a starship is a slow but fickle intelligence, demanding the veneration and respect of hundreds if it is to function properly
Implies "hundreds" of AdMech for a void ship of unkown type.


Page 234
Port Wander originated as a standard Xerxes Mark IV Naval station, made from prefabricated and pre-blessed sectionals and transported into the system by mammoth Greatholds over many months. Assembly took only seventeen years; the station was consecrated, declared operational, and thrusteranchored into position orbiting Rubycon II far ahead of Thamos in a stable position a year later. Though smaller than many Naval stations, it is large enough to handle battlecruisers and other huge vessels.


Port Wander.



Page 234
..given its distance both physical and political from subfleet headquarters..
"subfleet headquarters' Probably a subsector or detached force (some sort of battlegroup, in other words.")



Page 235
In many ways it more closely resembles a small hive city than a station, and within it bustles a changing population of strange and exotic individuals.
Implies Port Wander is akin to a small hive (in size, population, or whatever.)



Page 238
Port Wander has a population of roughly five million, and the majority of these are civilians, all of whom must be housed within the port.
Population of Port Wander. Note the aformentioned 'small hive' refernce.


Page 239
Numerous docking ports line the edges of the station, managing the off-loading of hundreds of ships, from small inter-system ships to gigantic mass conveyors..
Deals with 'hundreds' of ships routinely, it seems. It's also mentioned that Port Wander has yards that can accomodate the largest battleships/mass conveyors.



Page240
The Main Enginarium is located not far from the Mechanicus Hall, and its enormous reactors provide power for the station’s various systems, station-keeping thrusters, weapons systems, shielding, life support, and more. Extensive backup systems are in place in case of emergencies. With so many demands on its limited capabilities, however, large power drains such as void shield activations cause lights to dim across the port.
Interesting that void shield "activation" is specifically noted as energy intensive. This may mean that void shield power draw is not consistent and/or uniform (a large investment to "create" the shields, and then perhaps a variable amount to maintain it) - something that makes eminent sense if it is a warp-baesd phenomena (it will onyl draw large amounts of power opening and maintaining wapr portals.)



Page 240
Some of the larger asteroids have been converted almost entirely into vast shipyards and drydocks, while others have been converted into habs, low-gee farms, foundry stations, refineries, and sustenance processors. The population of these asteroids is roughly equal to that of Port Wander, though spread out over a much wider area.
Asteroid shipyards and other associated facilities around Port Wander.



Page 240
The largest shipyard in the system, B/017 is a gigantic gothic-tiered scaffolding almost twelve kilometres long, designed to house all but the very largest Imperial warships and mass conveyors. It is controlled jointly by the Imperial Navy and House Krin, and its clients are a mix of military and civilian vessels. Although there is little new ship construction in the Port Wander system, B/017 does turn out a new heavy transport every half-century or so.
The largest shipyards... implies some Imperial warhsips and Mass conveyors are larger than 12 km long. heavy transport (of unknown size) produced every 50 years. May refer to large (large rthan cruiser) type ships (something akin to a mass conveyor perhaps.)



Page 240
A chain of mined-out asteroids turned low-gee farms, the Bounty Ring provides half the foodstuffs for Port Wander and the surrounding space. All aboard the station recognise just how important the Bounty Ring is to Port Wander’s existence, and the Navy keeps an intersystem defence monitor and two orbital weapons platforms on station at all times.
Orbital food production.



Page 240
Batteries of macrocannon dot the outer edges of the station. Interspaced between them are multi-laser, autocannon, and Vulcan mega-bolter turrets for point defence and ordinance suppression.

The station’s main offensive weapons are the dorsal and keel long-range lance batteries in the central bastion. In addition, the station has a dozen orbital weapons platforms in close attendance. Together, Port Wander’s defences rival a Naval cruiser squadron.
System defences.



Page 240
For offensive operations in the Rubycon II system, Port Wander maintains five defence monitors—slow but heavily-armed intersystem vessels—and the starfighter and bomber squadrons of Vanguard Wing.
System defence forces.



Page 241
They operate the huge auspex arrays located below the port, monitoring the Maw’s relative calmness and surrounding warp storms, the better to advise the captains who would make that passage.
AdMech facilities.



Page 242
The population of Port Wander is roughly five million, and the surrounding asteroids’ population is roughly as large again.
Again populations, but here we get mention of "off station" asteroid population totals. they also mention thousand of servitors being important and neccessary.



Page 250
III: Port Wander
The most notable features of the system are the two large gas giants orbiting slowly far away from the star.
...
Both planets are mostly hydrogen and helium, but Thamos has a larger percentage of ice, in the form of water, ammonia, and methane.
...
Vast scoopships mine both planets for their gases, selling them at the port for processing into fuel and organic base matter.
Importnat gasses/gas giant planets that are mined for organic base matter (food processing) as well as fuel.


Page 250
While Port Wander was largely constructed from prefabricated hull sections, a station of its size does need a regular supply of raw materials for upkeep and repairs, especially given the constant if unconventional growth it sees. The nearby asteroid field is instrumental in feeding these expansions. Although it is not as rich in metallic ores as the dense inner planet of Rustrock it has a wider variety of lighter minerals, including the materials used in plasteel and ceramite.
Prefabricated stations, of which Port Wander is a kind. 'light' minerals (silicates? light metals?) used in both ceramite and plasteel (implying the latter has a ceramic or metallic quality to it as well as palstic.)



Page 251
At the cloud fringes lie the standard system beacons established by the Imperial Navy to aid in navigation for approaching and departing vessels, and the flickering astropathic boost-relays to aid warp-communications.
beacons and relays.



PAge 252
Though the squadron—Passage Watch 27 Est—is not large, especially compared to Battlefleet Calixis as a whole, it is comprised of several cruisers, light cruisers, and battlecruisers, supported by multiple destroyer and frigate escorts.
...
Passage Watch 27 Est is hardpressed but vigilant, and on occasion has sent its distinctive crimson-prowed vessels on counter-actions and reprisals into the Expanse. This has led the ships’ crews to refer to themselves—only half-jokingly—as “Battlefleet Koronus.”
Battlefleet Koronous, as we will discover from the latter stuff. It's pretty sizeable, with lots of large cruisers (and battlecruisers) as well as amny firgate.s ASa detachment it again implies Battlefleet Calixis is pretty effing huge.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Last update: Battlefleet Koronus Its going to take a good six updates to do this.

Page 4
...Commander Victoria Horne...
...
..the Hawk is as fit for duty as can be made.

The sight of those teeming multitudes pressed together beneath a hostile sky, where a minute of battery fire from my ship’s guns could kill millions makes my heart quiver. If only they knew what peril they live in beneath those smiling, deceptive skies… skies that might open one day to rain death with tongues of atomic fire.
Ships unleashing 'atomic fire'. A minute of battery fire from unknown number of guns from a light cruiser. hard to calculate since its hard to know whether they're all out in the open, how widely scattered they are, how many millions (it could be demolishing a city, or it could be demolishing a small country/nation) We don't know the weapons or the rate of fire, either. Still its an interesting indicator of what an orbital bombardment can do.


Page 6
While expensive to maintain, these weapons possess considerable destructive potential, and many captains use an enemy’s tendency to avoid torpedoes to dominate a battle, forcing enemies to move in particular directions.
The most common form of torpedo is over 60 metres long and contains both a powerful warhead and a short-lived plasma reactor similar to, but less stable than, those used in starships and Titans. each torpedo is built to accelerate quickly from its launching tube into the void, hurtling in a straight line towards the enemy.
...

....each individual weapon can do significant damage to a voidship, and thus are feared by many captains.
Pretty standard torpedo fluff, borrowing much from BFG as well (the size 60 m is about ~200 ft) as well as dhe dual warhead/reactor payload system. Apparently in the same way photohydrogen containers lead to impromptu plasma grenades, plasma reactors can lead to larger plasma warheads.

They also mention that on vessels of Grand Cruiser and smaller size, torpedoes are only forward firing (implying that battleships and others might fire in other directions.) That said, there are some cases of "light" torpedoes being used by smaller vessels, and sometimes torpedoes and missiles are mixed up.


Page 6
Guided by a crude and murderous machine spirit and the calculations of a ship’s Master of Ordnance, a torpedo uses basic augury techniques scanning for the heat from plasma drives, target silhouette, electronic output, and even an enemy ship’s mass to locate enemy vessels. Once the machine spirit acquires its target, powerful manoeuvring thrusters to adjust course to intercept. Upon impact, the forward momentum drives the torpedo’s body deep into the vessel’s structure before the warhead and plasma reactor both detonate, inflicting damage far greater than that of a single lance strike or macrocannon shell.
guidance sysems are more sophisitcated descriptions here than in earlier fluff. Also torpedo damage mechanisms. Considering their sizes, that torpedoes are generally more destructive is not surprising, although it might not be absolute (battleship lance or macrocannons vs a single escort torpedo?) There's also the fact that macro cannons and lances will have numbers over torpedoes to make up for raw damage. These are also the 'penetrate and detonate' torpedoes rather than the 'break up into large numbers of submunition' MIRv torps.



Page 7
Normally, it takes a full Strategic Turn in combat to reload any empty tubes on a vessel, at which point the torpedoes may be fired in subsequent turns
No more than half an hour to load torpedoes then, although it implies they may be able to load faster (half time maybe?)



Page 7
As with macrobatteries and lances, a single torpedo launcher weapon Component actually comprises several launch tubes.


All weapons 'components' are actually multiple numbers of weapons for a single s hot. This does not seem to apply to Nova cannons usually, but who knows? lol.



Page 7
....a Salvo travels directly forward a number of VUs equal to its Speed. The torpedoes continue to travel in this manner until they have travelled a total number of VUs equal to their Range, at which point their reactors’ limited fuel is depleted and the torpedoes shut down, cold and inactive.

If, at any point during movement, a Salvo passes within 1 VU of another vessel (friend or foe; a torpedo’s machine spirit is unable and unwilling to make such a distinction),...
The Salvoes basically travel X VU in their value each Strategic turn (30 min). Game mechanics but.. eh.

Passing within one VU basically makes the torpedo home in for a kill. They do make a slight mention that if you use a grid map they actually have a 3 VU diameter coverage, which is closer to 1.5 VU. Not a big difference, although its a homing range of around 5-15K km contrasted with the 2-3 thousand implied in BFG (although that depends on how you defined 'several' as I recall lol.)



PAge 7
Torpedoes are not stopped or hindered by void shields.
Unsurprising, but why is never explained. at least not here.



Page 7
While macrobatteries, lances and attack craft can all guide their attacks to various degrees, the final approach of a torpedo is largely automated and fairly clumsy by comparison.
innteresting that macrobatteries and lances can 'guide' attacks. It may suggest projectile weapons of all kinds have some measure of guidance (like attack craft), while energy weapons are 'tracking/conitnuous weapons (like lances) and can shift aim to hit a target.



Page 8
Plasma warheads: These explosives are the standard armament for Imperial torpedoes. These systems are designed to blast through a spaceship’s armoured hull, using their high speed to punch deep into the target vessel. The plasma reactor that powers a torpedo’s drive forces it deep
into the bowels of the ship and then overloads, contributing to the fury of the warhead’s detonation. This reduces complexity, making their manufacture comparatively simple. Thus, these torpedoes are the staple of Imperial Navy warships.
Plasma torpedo.. they're baiscally part kinetic impactor (low velocity, but high momentum), and part explosive (well dual-charge explosive.)



Page 8
More manned spacecraft than torpedo, these fulfil a comparable role to assault boats. However, boarding torpedoes are less manoeuvrable and less armoured than assault boats. To offset these flaws, they are also much smaller targets. The crews of a boarding torpedo are able to make minor adjustments to the torpedo’s flight path.
Boarding torpedoes.



Page 8
Melta warheads: These weapons are even more feared by starship captains than standard torpedoes. Mercifully rare and extremely brutal, melta warheads detonate a precisely-organised series of melta charges upon impact with a target, burning through hull plating and consuming sections of the vessel’s interior in a roiling conflagration.
..
Carrying these extremely volatile weapons is nearly as dangerous for a vessel as it is for its targets.
Basically a space incendiary charge :P



Page 8
Virus warheads: In cases when a vessel must be captured intact, but the target’s crew are considered expendable, virus warheads are considered an ideal solution.
You would also think useful against organic enemies, but they've been tried against Tyranids with disastrous results (cf Armada.) On the othr hand this does help explain why torpedoes might carry vortex weapons.



Page 8-9
Vortex Warhead: Only a few remaining Forge worlds still maintain the technological craftsmanship to manufacture these rare weapons. The Vortex Warhead is not a crude explosive charge, but an arcane device that tears open a rent in the very fabric of reality, consigning vast chunks of its target into the warp. The swirling energy within this tear in the fabric of reality immediately draws all matter in its blast radius through it, leaving gaping wounds in the target vessel.
..
Maintaining and safeguarding these weapons requires rituals that have been lost to most enginseers.
The last bit means they are more volatile than they ought to be. Considering they can involve a.) a release of energy, b.) a spatial distortion both expanding and collapsing in the vicinty of the target, and c.) the fucking warp, they're horridly destructive weapons.

The funny thing is that some sources imply vortex weapons can't be made anymore :P



Page 9
All torpedoes are equipped with a guidance system, a machine spirit that detects targets and steers them into a terminal embrace. Most torpedoes use similar guidance systems, but some rare weapons possess advance systems. These specialised systems often enable a torpedo to cleanly avoid the lion’s share of a target vessel’s defences, making every torpedo a much more effective weapon. In addition, some torpedoes might have guidance systems designed specifically to work at higher speeds due to boosted engines.
Torpedo guidance.



Page 9
Standard guidance systems: Most torpedoes possess these machine spirits, which use augury systems to scan their flight path for ship sized mass readings, radiation output, heat, and other identifiers.
Standard sensors.



Page 9
Guided torpedoes: Tight beam communications from the vessels that launched them continuously control the flight paths of guided torpedoes. This enables a talented pilot to redirect these weapons up until the very last moment before impact. The additional navigational thrusters and communications equipment are rare, but the patterns are still in production at a number of Forge worlds.
..
...the target vessel seizes control of the guided torpedoes and may redirect them towards any target within their remaining flight range.
Basically piloted by remote telemetry - wire guided torpedoes in space.



Page 9
Seeking torpedoes: Only a very few of the major Forge worlds maintain the capacity to manufacture seeking guidance systems. Torpedoes equipped with these systems employ adaptive cogitators and logic engines that continuously analyse their target’s defensive actions.
Self guided torps (as in actual complex, intelligent guidance) - naturally the rarest.



Page 9
Short-burn torpedoes: These torpedoes are equipped with an engine that burns much hotter, but for a significantly shorter length of time. This change in the engine dynamics leads to an increased acceleration that grants these torpedoes a higher velocity, at the expense of a shorter flight time. This, however, has a tendency to overload the augurs of a standard guidance system’s machine spirit, meaning a quicker and more aggressive machine spirit must be used instead. These torpedoes move at a speed of 15 VU per turn, rather than the 10 VU of all other types. However, their massive fuel consumption reduces their maximum range to 30 VU.
Short burn torpedoes. Regular torpedoes travel at 10 VU (10,000x10 = 100,000 km in 30 min.. 56 km/s average velocity. If we try to measure accel for such (100,000 km in 1/2 hour we get around 6 gees or so.. I'll assume 10 gees. you get 100+ km/s, although that assumes it accelerates for the whole half hour. :P

Anyhow, a short burn torpedo gets ~83 km/s and 9 gees and 166 km/s for half hour accel.

Also range is 60 VU, 600,000 km top range for normal torpedoes, but only 300,000 km for short burn. Of course this is FFG range, which puts an upper limit of 120,000 km for macro-cannon (whereas we know Macro cannon can have hundreds of thousands of km range, wihch is 2-2.5x - 1.2-1.5 million km for torpedoes, and 140 km/s velocity, and upwards of 200 km/s for short burn (but half the range).

IF we go by torpedo velocities (which is hundreds of km/s for some sources, like Iron Hands, The Primarchs, or Age of Darkness) we get a 3-5 (or more) times multiplier depending on exact speed, which definitely gets into millions of km. Another ay to look at it is that regular torpedoes have a max 3 hour endurance, short burn have a 1.5 hour endurance. at 200 km/s we get 2.16 million km, for example.



Page 9
Torpedoes are different than macrobatteries, lances, and Nova Cannons, because the weapons are largely self-contained.
...
No matter how quickly or competently the crew loads a torpedo, it does not affect the weapon’s machine spirit’s ability to hit a target
This suggests the bulk of weapons battery fire (macro batteries, etc.) are unguided weapons (torpedoes being guided.) It probably doesn't include 'special' weapons like missiel batteries or guided macro cannon shells, for example.



Page 10
The average launch bay on a cruiser—few smaller vessels can spare the internal volume needed to support attack craft operations—carries an assortment of craft, from an abundance of cargo lighters and personnel shuttles, to larger troop dropships, atmospheric craft (sometimes in storage containers, sometimes with limited void-capability for orbital deployment) to anti-ship heavy bombers, assault boats and fighters. This sheer abundance of different craft allows carriers to undertake a wide variety of missions either directly or in support of other vessels
Carrier capacity for ships so designed.



Page 10
...numerous Rogue Traders find carriers to be ideal for their purposes, able to as easily serve mercantile interests as military ones.
..
..maintaining dozens of light craft and the skilled crew needed to maintain and operate them is beyond the resources of all but the wealthiest individuals.
dozens of craft in a carrier.



Page 11
Each point of Strength in a launch bay equates to enough room for one squadron of starfighters, one squadron of bombers, and one squadron of assault boats, support craft, or Aeronautica. These berths can be refurbished to handle different types of small craft...
...
...for every point of Strength in a launch bay, the bay can hold three squadrons total....
1 point = 3 squadrons of any kind. Starfighters/bombers are also disitnct from Forgeworld 'fighters' Given the number of bays (and strentgh) we can get many squadrons of fighters or bombers and many scores worth of fighters/



Page 11
Aeronautica can be grouped by type in the same way spaceborn attack craft are—fighters, bombers, and transports. However, Aeronautica are generally smaller than their spaceborn cousins. A squadron of Aeronautica can be up to twice the size of a corresponding spaceborn attack craft—so a wing of 40 Thunderbolt fighters would take up the same space as a squadron of 20 Fury Interceptors.
Craft complmeents. this would also tend to suggest fighters and bombers are at least 2x the mass of existing fighters (although that might be volume, rather than mass.)

It would be interesting to see how Thunderhawks fit into this...

Bear in mind this is probably an abstraction, since thunderbolts and lightnings are different size/masses.



PAge 11
...a useful guideline is that a ship has room for one lighter, shuttle, or heavy lifter for every 5 points of Space its hull has. In general, these vehicles shouldn’t be larger than 50 metres.
Implied scale of some space-based small craft. It gives another benchmark aside from eisenhorn's gun cutter :P



PAge 11
The craft contained within a launch bay can be grouped into five categories for this purpose:
• Support Craft (small craft designed to support diplomatic and mercantile operations).

• Aeronautica (small craft designed to support planetary military operations, including atmospheric fighters, bombers, and troop transports).

• Fighters (void-capable craft designed to combat enemy attack craft and ordnance).

• Bombers (large void-capable craft designed to attack enemy starships).

• Assault Boats (void-capable armoured shuttles designed to deliver boarding parties onto enemy vessels).
The classifcation of various craft type. Note that for drop ships having 40 drop ships per strength per bay (80 per cruiser bay, and up to 4-5 bays - 300-400 drop ships.. depending on platoon size you could get as little as 9000 troops deployed at once up to 20,000 troops.



Page 12
..fighter wings may move freely a number of VUs up to the speed of the slowest squadron in the unit. They may continue to remain away from their carrier in this manner for no more than four Strategic Turns, as fuel and life support supplies begin to run low and the fighters are forced to return to their carrier. Squadrons on intercept operations may attack any enemy torpedoes or attack craft within 1VU of their position (whether they enter this range during their movement or enemies enter range during their own turns).
Attack range on attack craft and fighters implied to be 1 VU = 10,000 km, implied hundreds or thousands of km maybe?

100,000 km per turn for starfighters equals a 400,000 km 'range' or 2 hour endurance. bombers are about 60% of that and a velocity of 33 km/s.



PAge 12
While Void Shields are a more than adequate defence against macrocannon shells and lance beams, they are useless against slower-moving attacks such as torpedo salvoes and bombers.
Slow moving stuff bypasses shields.. given the tens and hundreds of km/s velocities implies we're probably talking shells moving at high hundreds/low thousands of km/s at LEAST.



Page 13
Massive and lumbering compared to other attack craft, bombers carry vast arrays of energy weapons, missiles and bombs designed to damage the thick armoured hulls of starships.
...
..a bomber can be devastating, using deft manoeuvring to deliver their payload to the weakest parts of a vessel with a degree of precision that cannot be matched by longer-ranged weaponry.
It seems bombers have energy weapons that they can use to attack starships, in addition to the warheads, although precision seems to be important (targeitng weak points rather than brute force)



Page 13
...the bomber wings may move freely a number of VUs up to the speed of the slowest squadron in the unit. They may continue to operate away from their carrier for no more than six Strategic Turns (four if the wings include fighters), as fuel and life support supplies begin to run low and the bombers are forced to return to their carrier. Upon moving within 1VU of an enemy vessel, the bombers may commence an attack run, closing quickly upon their target to deliver their payload before retreating back to the carrier.
60,000 km per turn, 6 turns.. 360,000 km. 1 VU attack range (well bombing range?) much like fighters.



Page 13
Each torpedo bomber forgoes its normal payload in favour of a single comparatively small torpedo, which it can launch at any point. While seldom as destructive as a true bombing run, the technique can allow for torpedo attacks to come from an unexpected angle.
..
Each torpedo bomber can launch one torpedo. A squadron of torpedo bombers is comprised of three torpedo bombers.
Torpedo bombers. Torpedo bombers must also be effing huge if a squadron comprises only 3 (contrast with 10 bombers in a suqadron.)



Page 14
Torpedo bombers can launch any type of torpedo, however any torpedo launched from a torpedo bomber has its range halved, as the bombers cannot haul torpedoes with a full load of fuel.
Implies that torpedo bombers haul the same kind of torpedoes as captial ships just with less fuel (although tehcnically they could coats along in space like any ship, they dont need to constantly accelerate.) This runs contrary to BFG, where the Avenger torpedo bombers had smaller torpedoes.



Page 14 - Assault boats have 4 strategic turns worth of movmeent.



PAge 14
ATtack craft ratings:

Imperial:

Fury interceptor: 10 VUs, 20 craft squadron

Starhawk Bomber: 6 VUs, 10-craft squad

Shark assault boat: 10 VUs, 8 craft squads

Chaos:
Swiftdeath fighter: 11 VUs, 30 craft squads
Doomfire bomber: 7 VUs, 15 craft squads
Dreadclaw Assault boat: 11 VUs, 15 craft squads

Eldar:
Darkstar fighter: 12 VUs, 12 craft squads
Eagle Bomber: 9 VUs, 6 craft squads

Rak'Gol:
Bloodflayer: 9 VUs, 15 craft squads

Orks:
Fighta-bommerz: 8 VUs, 25 craft squads
Assault boats: 10 VUs, 15 craft squads.

Assuming 2 3-squadron bays for an escort (or light cruiser) to 2 6 squadron bays for a cruiser it comes out to 6-12 squadrons (remember each 'point' of strength on a hangar bay counts as 3 squadrons, and cruisers can carry 2 strength bays.) an escort can therefore carry 120 Furies, 60 Starhawks, while a cruiser could carry at least 240 furies or 120 starhawks (or twice that if it forgeos any offensive weapons in favor of a pure carrier role.) or any combination thereof. Aircraft woudl be twice that (cruisers could carry 480 thunderbolt/lightnings, or 240 Marauders of the aerospace variety.)



Page 15
While variation exists, a typical Nova Cannon consists of an array of potent gravimetric impellers designed to accelerate a projectile to a fraction of the speed of light. These projectiles vary more than the nature of the cannons themselves, ranging from sophisticated plasma warheads which burn with the ferocity of a small star for a fraction of a second, to implosive devices which exert destructive gravitational forces upon all those caught within several thousand kilometres of the detonation.
Oh boy there are lots of variations, in terms of velocity, warhead, means of propuslion, etc. The 'implosive' devices were the 'traditional' BFG ones and are gravitic destruction (or possibly black holes, if we go by hints in Cadian blood) while plasma warheads 'merely burn' with the 'ferocity of a small star' (sounds like stellar scale outputs to me, but I'm sure someone will insist it's merely referecning a fusion reaction, as if plasma reactors were fusion..)



Page 15
Nova Cannons are extremely powerful weapons...
...
Due to the lethal nature of their warheads, nova cannon shells are not armed for a fraction of a second after firing, allowing them to travel many tens of thousands of kilometres through the void before they become truly deadly.
...
When firing a Nova Cannon, nominate a single point anywhere within the weapon’s maximum range that is more than 6 Void Units from the ship and in the vessel’s Fore firing arc.
Like torpedoes they spend a full STrategic Turn loading.. or maybe 30 minutes, although shorter times have happened. Also minimal range of 'tens of thousands of km' 6 VU implies 60,000 km in a fraction of a second, suggesting the shells move faster than .2-.25c. Considering bombardment cannons can creach .25c, this isn't surprising.



Page 16
...any vessel within 1 VU of the target point will be hit by the shell’s detonation...
This is hilarious for destructive purposes when you consider a VU is some 10K km. Even assuming a few MJ per square meter lethality (which is unlikely to do much against a starhsip, given their ability to spend hours in a star untouched) the shell would need to releast at least 500 GT. and probably more like 5+ TT to have any hope. Funny enough this would be roughly consistent with 'ferocity of a small star' despite the objections some would make :P On the other hand this is probably better proof that nova cannons aren't conventional nukes, because a single nova cannon detonation would bathe (and threaten) a considerable part of a battlefield with that kind of blast effect and it probably wouldnt be something you would want to use in close orbit of a planet or within weapons range of defense platforms.

Still, trying to explain thousands of km potential damage range would be interesting no matter how
youa rgue it! My guess is that there are differnet kinds of shells.



Page 16
However, due to their rarity and the difficulty in producing them outside of a Forge world..
...
Like torpedoes, nova cannon shells are difficult to manufacture, and unless one is serving in the Imperial Navy, even more difficult to procure.
....
As with torpedoes, starships carry a finite supply of small craft, although they often are equipped with large stocks of spare parts, and may even scavenge damaged and derelict interceptors and bombers after battles to refit and reuse them.
Problems with Nova cannon. Frankly the fact it requires turning the entire ship and the fact it fires only a single shot is rather obvious to me.



PAge 17
Usually products of better craftsmanship take up less space or power, due to the more-efficient workings of their ancient designs.
Improvement in the Imperium is more of tweaking existing devices towards greater effiicency, greater miniaturization or such (scale rather than completely new stuff, in other words.)



Page 17-18
..there are hundreds of shipyards devoted to the removal, repair, overhaul, and fitting of such Components. Within the bounds of the Imperium, these fall into two broad classes: Adeptus Mechanicus facilities, and installations run by other Imperial bodies that utilise indentured tech-priests under the terms of ancient charters. The former are rare, but produce ships and devices of superlative quality. There are only a handful of these within a year’s travel from the boundaries of the Koronus Expanse, the most famous being the latticed dockyards in orbit around the Lathe Forge worlds in the Calixis Sector. There are also countless examples of the latter class of shipyard, docks operated by Imperial institutions, planetary governors or even private concerns.
"hundreds of shipyards' - both admech and run by others (Eg coporrations.) Basically the starship equilvaent of forge vs hive. There are a 'handful' of yards close to Koronous, implying much of them are in the Calixis sector itself (implying more like thousands to tens of thousands of formal yards, at least.)



Page 18
Outside the Imperium, there are, naturally, fewer docks capable of installing and repairing the vast starships produced by humanity.
Most are pilot/outlaw, Heretek/Dark mechanicus, or unaligned human.



Page 18 - only thing about improved weapons quality is the (up to 1-2 extra VU to weapon range, for example)

Also generally component installation/modifications take weeks (or months) to install, depending on ship points (like one week pe rship point or something like thyat)



Page 18
Civilised system: These represent the majority of systems Explorers will use when seeking repairs or new Components...
...
Habitable planets host a network of orbital docks ready to service any size of ship, and suppliers are ready to sell or barter for whatever equipment they require.
all around average, in other words. Some (if not most) probably can build at least small or less complicated starships (escorts or low-end cruisers.)



Page 19
Colonial system: Struggling settlements on newly colonized worlds, colonial systems still have semi-civilized populations with access to technology.
Vital systems can be harder to acquire. Its doubtful that they can build much in the way of starships, at leats not without significant effort.

Page 19 - other systems are Liege systems (all power in one ruler - facilities are advanced but expensive) mining system (lots of facilities and advanced tech, easy to repair due to knowledgable workers and plentiful materials), Feral/feudal (no tech to speak of, but lots of potential recruits), Deep void stations (intergalactic bazaars), and naval installations (advanced, but don't usually sell their supplies to civvies.) And Backwaters (unimportant, tech and supplies are rare)



Page 20
"Five kilometres long if a metre, clad in adamantium 10 metres thick, and a statue of Celestine herself on the prow."
...
–Yard-master Hale, launching the first Ambition cruiser
ambition cruiser with 10 m thick hull armor. What's hilarious is that this is a civilian ship rather than an actual warship... so warship armour is likely to be thicker.

This is also hilarious in the sense that you consider the masses of ships. I'll discuss this in the Ambition class entry, just note this for later.



Page 20
Grand cruisers are vastly powerful and archaic warships, remnants of a more technologically advanced era of Imperial history. Only battleships carry heavier armour or wield more firepower. These vessels were once the core of battlefleet squadrons, tough warships designed for concerted broadside actions and punishing void-duels.
..
Very few grand cruisers have been constructed in recent millennia, the entire concept having fallen out of favour in many battlefleets. Their revolutionary and highly sophisticated warp and realspace engine designs are now poorly understood, leading to many well publicised disasters and warp calamities.
...
Regarded by many suspicious senior staff officers in the Imperial Navy as dangerous, temperamental, and constructed using dubious and possibly heretical technologies, the surviving grand cruisers of the 41st millennium are largely relegated to the reserve fleets. These are motley collections of outdated and mothballed antique warships, held cold and silent in orbit around munitorium depot worlds, ready for one last call to arms. Although incredibly costly, complex, unpredictable and massively demanding in terms of maintenance and manpower...
Grand cruisers. There's an almost schizophrenic attitude towards them. They're supposed to be all sophisticated and advanced (the 'older is better' line), and yet they're temperamental/outdated/unpredictable (which is in line with the old BFG stuff.) FFG seems to try to retcon this with the whole 'Imperium is losing the ability to effectively maintain them' because they're so advanced. It works in aw ay, but it is frustrating that that is always the excuse used to explain inconsistencies. It also doesn't help that they then go on to explain how raiders can field them (or traitors), or how they are sold off to rogue traders. That, plus the ability to still build them (technically it says thye ould still be built, they just aren't due to maintenance issues.) tends to ruin that line of logic, much in the same way having a cruiser built for civilians kind of ruins the whole 'ships are rare precious and unsuaul' schtick. On the other hand the whole 'lost the ability to build the engines for grand cruisers' would fit with this, although I would still view it as an exaggeration (again IMPERIUM IS IGNORANT blah blah.)

I suppose we might argue that the Grand cruiser design was just a very ambitious one - they tried to cram a bit of everything (firepower, durability, etc.) into a package smaller than a battleship, and while it worked it had maintenance and manpower tradeoffs not worth its tonnage.




Page 20
They are vastly powerful ships, with continent-shattering firepower and ironclad armour that enables them to sweep aside entire squadrons of lesser vessels. As such, these vast craft are surprisingly common among the wealthier rogue trader fleets, especially given the willingness of cunning battlefleet lord admirals to divest themselves of what they regard as expensive and hazardous anachronisms.
'continent shattering firepower' and the ability to stand up to entire squadronds of lesse ships (cruisers or escorts I suppose.) And despite being 'poorly understood, hard to maintain' technology its entirely possible for a single rogue trader in a single sector to maintain at least ones. we get this strong idea that its simply the whole Gaerox Prerogative again - the reason they aren't used is more because they don't fit in with the ideas of the Admiralty.

and so we get what are supposed to bge 'rare, precious, and irreplacable ships' getting sold off into civilian hands (more or less.)



Page 20
Avenger-class Grand Cruiser
Dimensions: 7.5 km long, 1.8 km abeam at fins approx.
Mass: 40 megatonnes approx.
Crew: 141,000 crew, approx.
Accel: 2.2 gravities max sustainable acceleration.
Avengers. Note I am not going to calc their mass/acceleration power outputs here either, so I'll save this for another time.



Page 20
In many ways the archetypal grand cruiser..

..mounts colossal close-ranged macrobatteries in broadsides that run for kilometres along its flanks. While regarded as unusually reliable and faithful for grand cruisers, the Avengers are now amongst the rarest of their class.
..
... then crushing their opponents at short range with tetrajoules of energy from their oversized broadsides.
km long weapons batteries. note the 'tetrajoules of energy from oversized broadsides'. We dont know hwo many tetrajoules or in what context (length of time to deliver, etc.) so its not terribly useful, especially since they got done saying above that Grand Cruisers have 'continent shattering' firepower.



Page 20
Repulsive-class Grand Cruiser
Dimensions: 7.4km long, 1.5km abeam at fins approx.
Mass: 39 megatonnes approx.
Crew: 134,000 crew, approx.
Accel: 2.4 gravities max sustainable acceleration.
The Repulsive class



Page 20
Their design cannot be duplicated, as the secrets of constructing powerful enough plasma drives has since been lost. Only a handful of these ship hulls remain uncorrupted, and these are either mothballed, sealed, and guarded in the Reserve Fleets of the various Segmentum Fortresses, or under the command of certain Rogue Traders.
"Their" being Repulsive Grand cruisers. Again note the 'lost tech' angle. And despite being a rare, irreplacable or precious ship that cannot be replaced (supposedly).. they sell them off to Rogue Traders. Again.



Page 21
Exorcist-class Grand Cruiser
Dimensions: 7.3 km long, 1.1 km abeam at fins approx.
Mass: 37 megatonnes approx.
Crew: 112,000 crew, approx.
Accel: 1.99 gravities max sustainable acceleration.
Exorcist grand cruiser.



Page 21
The Exorcist was originally developed for long range patrols,capable of extended self sufficiency.
...
...the Exorcist has been replaced by ships such as the Mars battlecruiser, though some were kept on in reserve fleets or requisitioned for long patrols.
This makes them good for rogue traders. Yet another grand cruiser sold off to civilians.



Page 21
These [Grand cruisers] had been built around advanced experimental drive systems, which ultimately proved to be unacceptably prone to catastrophic malfunction during warp transit. As a result of these issues, grand cruisers came to be regarded by many as cursed ships.

Furthermore, during the internecine conflict of the Age of Apostasy, several of the skills required to safely maintain the arcane technologies of the grand cruisers were lost, rendering them hazardous.

see what I mean about schizophrenia? "advanced' yet 'prone to catastrophic malfunction' (older is better!) and then the whole 'ability to maintain grand cruisers lost' (yet the implicaton being they could still be built.) So they sell them off to Rogue Traders. :P



Page 21
Yet there was still a gap in the Imperial armoury for a heavy cruiser, a vessel which straddled the gap between a “classic” cruiser like the Lunar class and a full battleship. Numerous small task forces required a powerful flagship, yet the potent and precious battleships could not be spared for every such engagement.

Using the simpler technologies of the latter Imperial cruisers, and the power systems of battleships, the master tech-masons of the Adeptus Mechanicus produced an elegant hybrid, the battlecruiser, during the latter 36th Millennium. Designed to provide the fleet with the long range punch of battleship weaponry in a cruiser-sized hull, battlecruisers are forged purely for heavy engagements between vast capital vessels, and excel in this narrow speciality. They overpower cruisers by virtue of their overcharged weaponry; very few ships can out-shoot a battlecruiser.

Typically somewhat smaller and more lightly armoured than their predecessors, the grand cruisers, battlecruisers are nevertheless more economical, safer and more reliable.
Battlecruisers are just basically the cheaper, lower tech replacement for Grand cruisers. not an exact replacement, since many are just uprated cruiser hulls, but they are close. And they lack the durability of the Grand cruiser, but they seem to have close to the same firepower.



Page 22
Overlord Class Battlecruisers:
Dimensions: 5.3km long,0.85 km abeam at fins approx.
Mass: 31 megatonnes approx.
Crew: 100,000 crew, approx.
Accel: 2.4 gravities max sustainable acceleration.
Its just a slightly bigger normal cruiser. go figure.



Page 22
Most Rogue Traders find the [Overlord battlecruiser] ship is poorly suited to anything other than combat, as its enormous weapons systems place a colossal strain upon the plasma drive.
Again weapons seem to represent a significant power draw from reactors/engines, indicating a strong correlation between engine performance and firepower.



Page 22
Manufactured in the vast orbital shipyards of Cypra Mundi (as well as at other shipyards in lesser numbers), the Overlord is a difficult vessel to construct..
..
...most designs use powerful long-range macrobatteries and lance turrets, backed by prow torpedo tubes..
Overlord design and armament. since its advance and effective, its hard to buil d of course.



Page 22
The design is an ancient but successful one, and new examples of the class are still commissioned every decade or so.
This implies Overlord battlecruisers may be built within (approximately) the span of a decade. Not impossible, given that a Lunar class (of unknown length) can be built within 11 years at a mere feral world. And in this context, Overlords are difficult to construct (albeit built at higher quality yards, which likely offsets that) hinting that other battlecruisers are built in less time. (The long serpent class further confirms this idea.) The Cypra Probatii from the Gothic war was also implied to fall within that timeframe as well, both in the Blue book and in the novel shadow point (IIRc.)



Page 22
Mars Class Battlecruiser
Dimensions: 5.4km long,0.85 km abeam at fins approx.
Mass: 33 megatonnes approx.
Crew: 107,000 crew, approx.
Accel: 2.3 gravities max sustainable acceleration.
The Mars class.



Page 22
Equipped with powerful weapons batteries, launch bays, dorsal lances, and a Nova Cannon, the Mars had a diverse weapon load.
...
The Martian shipyards discontinued production of the warships more than two millennia ago, and since then few shipyards continue to build this battlecruiser in limited numbers.
Mars-class is still in (sort of) production, which like the Grand Cruisers may be intended to shore up the frequency with which they appear in fluff :P



Page 22
Chalice-clas Battlecruiser
Dimensions: 5.1 km long,0.8 km abeam at fins approx.
Mass: 29 megatonnes approx.
Crew: 98,200 crew, approx.
Accel: 3.4 gravities max sustainable acceleration.
Note that the Chalice class is specifically said to be unique to Calixis.



Page 22
During the bleak middle years of the Angevin Crusade, much was made by Imperial propagandists of the new, locally manufactured “super-cruisers”..
...
Even though they only came into service as the crusade ended..
According to here The Angevin Crusade started in 322.M39, and ended in 384.M39. From the above we might speculate it took no more than 30-40 years to design and build the class. Longer than implied by other vessels of comparable size, but the Calixis sector was just being settled then, so they probabyl weren't built under optimal conditions (if they ever are.) and its better than centuries. "middle years" is open to interpretation too, but it could mean less than decades.




Page 23
Armageddon-class Battlecruisers
Dimensions: 5 km long, 0.8 km abeam at fins approx.
Mass: 30 megatonnes approx.
Crew: 98,500 crew, approx.
Accel: 2.5 gravities max sustainable acceleration.
Design wise, they are the "classic" real life battlecruiser, fast, light armour, and powerful weapons that can outrun what it can't fightm and outfight what it can't outrun. They're also only a bit bigger than a normal cruiser :P



Page 23
They are constructed from the hulks of ruined Lunar-class cruisers, upgunned, upgraded and recommissioned into battle anew.
...
Given their extensively redesigned power relays and enhanced weapon systems, they are more demanding in terms of manpower and resources than the Lunar class, and so are rarely constructed from scratch, but hard-pressed battlefleets are quick to utilise them where they are available.
Its implied that the opportunity to build these happens often, so they may be quite numerous. That said they're little more than an uprated Lunar of slightly greater mass. It only carries 3 months of supplies due to the crammed interior and the overgunning.

It does also suggest that 40K ships are typically not designed to optimize one particular trait (EG firepower) but for a more balanced, "generalist" approach nad long-range, independent operations. (A fact also borne out by Space Marine vessels and their performance relative to Navy ships.) This makes the Armageddon pattern a 'specialist' type of vessel like a Destroyer or a Space Marine stirke cruiser (as opposed to a more genreralist frigate or cruiser.)



Page 23
Conquest-class Star Galleon
Dimensions: 5.1 km long, 0.7 km abeam at fins approx.
Mass: 30 megatonnes approx.
Crew: 65,000 crew, approx
Accel: 2.1 gravities max sustainable acceleration.
Star Galleons. A cruiser sized vessle, basically an armed merchant cruiser.



PAge 23
..those Star Galleons found in the Koronus Expanse are usually ancient vessels bearing design elements lost to modern shipwrights.
..
..capable of voyaging for years at a time, they were conceived as heavily armed hybrids of cruiser and transport..
...

..capable of safely transporting back the spoils of war by the megatonnne.
Basically heavily armed freighters rather than true warships But also typical examples of the "OLDER IS BETTER, but lost tech" philosophy.



Page 24
Ambition class cruiser
Dimensions: 4.9 km long, 2 km abeam at fins approx.
Mass: 25 megatonnes approx.
Crew: 89,000 crew, approx.
Accel: 3 gravities max sustainable acceleration.
This was the one with the 10 m thick armor plating quoted earlier. Its listed as 25 megatons, but if we assume a 10 m thick hull, a 4.9 km long, 1 km wide/tall ship and titanium composition you get between 850 and 950 megatons. now to be fair hull thicknesses won't be uniform, but I also could be lowballing the widths as well and its doubtful that the hull is made of something as lightweight as titanium (iron may be too low give some descriptions of Adamantium) but you coudl still argue the stated figure is many many many times lighter than it should be. Hell even assuming the hull was a mere *1* metre thick at the above dimensions and titanium, we're still looking at some 85-95 megatons. The only way to get around this is for the thickest portions of the ship to be no more than a few feet thick, and then the bulk fo it probably has to be no more than a foot thick.

It's liek the Ork Roks in Frozen Reaches and the AdMech probe in the other supplement (edg eof the Abyss I think). The sad part is 10m isnt neccesarily the thickest either. Black crusade notes a grand cruiser with a hull scores of metres thick (!)

so really, mass, like acceleration, seems to be really lowballed in these books.



Page 24
The Imperial Navy is by far the most important purchaser of warships in the Imperium. The economies of entire sub sectors are devoted to supporting the manufacture and supply of these mighty craft, principally in regions which serve the greater Forge worlds such as Mars or Cypra Mundi. It is extremely rare for private customers to have the resources to purchase a whole new cruiser outright.
And yet, it happens, and there is an industry for it. It also implies that each subsector can build at least one cruiser - likely without difficulty.



Page 24
The Imperium, despite its complex feudal hierarchy, does occasionally produce the extremely wealthy individual, or dynasties with the financial wherewithal to commission the manufacture of a bespoke cruiser. These are not rusty and echoing mothballed, second hand cruisers from the wrecking yards or reserve fleets, but shining new vessels built to the quixotic specifications of eccentric and boundlessly conniving individuals.

The Ambition is representative of such a type of ship. A handful of ships of this rare class have emerged intermittently from the orbital Kormisoshi Dockyards of the Calixis Sector over the past thousand years,
Yes. Civilian built cruisers. Not only that you have 'wrecking yards' for cruisers and the ships given to Rogue traders are 'rusting, second hand cruisers' - remember they give Rogue Traders grand cruisers too!



Page 24
..the Ambition class is a briskly efficient craft that lacks some of the ultra-conservative redundancies built into true naval vessels. Some commentators have observed that as such these ships are likely to be somewhat more brittle than many “true” cruisers..
Redundancy (rather than just damage resistance) contributes to the durability of 40k ships. indeed it may suggest Imperial starships have an extreme level of redundancy built in. Again its that 'tradeoff' thing in action.



Page 24
Dictator-class cruiser
Dimensions: 5.1 km long, 0.8km abeam at fins approx.
Mass: 29 megatonnes approx.
Crew: 85,000 crew, 15,000 pilots and support personnel, approx.
Accel: 2.5 gravities max sustainable acceleration.
Dictators.



Page 24-25
Originally designed for launching Thunderbolts and Marauders against planetside targets, successive upgrades to the Dictator’s communications and detection systems expanded its capabilities for launching long-range strikes against ships in deep space. Increasingly, they were equipped with Furies and Starhawks, until this became their standard.
The class of our beloved Lord Solar Macharius of Battlefleet gothic. Also like Armageddon class, made from damaged Lunar class, meaning it probably is not an uncommon design.

Also noted that fighters have vastly longer range than guns, apparently.



Page 25
The Dominator class was originally conceived as a planetary assault and fleet-support vessel, built around the colossal energies of the graviometrically-driven Nova Cannon.
...
The majority of Dominators are constructed in the Ultima Segmentum at Kar Duniash, and are relatively rare in the Segmentum Obscurus.
Similar ot a lunar class (it is noted) Calixis has only one because it is a relatively "peaceful" sector, fleet actions are rare and no large-scale conflicts in general. Nova cannon is used for fleet support and planetary assault. Which is interesting considering that here its said


Page 25
Even more so than torpedoes, Nova Cannon ammunition is hideously expensive, and requires purchase. In addition, the weapons fire slowly and have a fixed minimum range (too close and they could easily destroy their own ship). However, when one has enough firepower to scour the face of a planet, one tends to see such concerns as trivial.
That doesnt suond like a very precise orbital bombardment weapon :P
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2


Page 25
Dominators typically mount macrobattery broadsides instead of lances, as the additional power is needed for the Nova Cannon.
Implies lances consume a fair bit of power devoted to Nova cannons, but that macrocannon don't consume as much compared to lances (probably depends on the macro cannon though.)



Page 25
The powerful Gothic class Cruiser is a familiar sight throughout the Imperium and has a presence in each Segmentum battlefleet. The class carries one of the heaviest lance broadsides in the Imperial Navy, making it a threat to vessels of equal or larger size.
Lance broadsides for a cruiser that is. The ability to threatne larger ships might be due to the way lances deliver energy to the target rather than raw firepower (sustained/piercing/cutting beams rather than blast effects.) Voids, however, can give them problems.



Page 25
However, without the saturating fire of macrobatteries, lances are often unable to bring down targets fast enough, meaning the Imperial Navy often pairs Gothics with other cruisers or escort squadrons. These ships bring down an opponent’s defences, allowing the Gothic to finish them off.
This says something about the nature of void shielding.

This probably explains why other similar "dispersed" attacks (artillery barrages, high ROF weapons etc.) are noted for depleting or otherwise weakening void shields - they either make them work so hard they overheat, or they drain all the available energy to knock them down (reqiring power being diverted to charge them back up), or the scattered hits overwhelm the integrity of the shield and create gaps. We've seen this happen in other similar cases (artillery bombardments like in the Legned of the Space Mrines short story "hell night", or the Ghosts novel Necropolis, or similar. Single, increadibly powerful hits can still locally overload void shielding, of course.

Given the increase in mentions of void shields being a warp-based defense (dumping attacks into the warp), this could help explain it.



Page 26
Light cruisers are often characterised as scout vessels, but some Forge worlds produce true “pocket cruisers,” slower, uparmoured and well-armed light cruisers that offer a cheaper alternative to full cruisers. They are often easy to maintain and less demanding in manpower...
These are mainly the BFG-era "Voss Pattern' ships Another 'tradeoff' specialized design, much in line with strike cruisers. Reduced engine performance and acceleration in exchange for greater firepower and durability.



Page 26
Endeavour-class Light Cruiser
Dimensions:3.8 km long,0.5 km abeam at fins approx.
Mass: 22 megatonnes approx.
Crew: 67,500 crew, approx.
Accel: 3.9 gravities max sustainable acceleration.
Endeavour class.



Page 26
Given its relatively slow speed and heavier armour, the Endeavour is typically used as a stopgap ship of the line, convoy flagship or battleship escort in gigantic set-piece naval battles.
It's still faster than a Lunar class, but only a bit lighter . By thrust/mass values, the Endeavour's greater accel gives it 20% better performance than a Lunar. It still wouldn't be as durable, but in crew terms you could field 3 Endeavours for every 2 Lunar.



Page 27
Defiant- class Light cruiser
Dimensions: 3.8 km long, 0.5 km abeam at fins approx.
Mass: 22 megatonnes approx.
Crew: 61,500 crew, approx, 6,100 pilots and support staff, approx.
Accel: 3.8 Gravities max sustainable acceleration
A "lighter" carrier variant.



Page 26
Falchion-class Frigate
Dimensions: 2.2 km long, 0.3 km abeam at fins approx.
Mass: 6.5 megatonnes approx.
Crew: 27,000 crew, approx.
Accel: 4.6 gravities max sustainable acceleration.
An escort, and also one of the few torpedo-carrying frigates.



Page 26
... [Falchion-class] is a thoroughly well-constructed and innovative design. the capacity to carry torpedoes.
It mentions that it has been treated as a "heavy destroyer" hinting perhaps at classes of destroyer larger than Cobras, despite being ona frigate hull.. and it carries torpedoes. ;P



Page 27
Claymore class Corvette
Dimensions: 1.4 km long, 0.3 km abeam at fins approx.
Mass: 5.9 megatonnes approx.
Crew: 21,000 crew, approx.
Accel: 4.6 gravities max sustainable acceleration.
The only corvette.



Page 27
Corvettes are specialist escort craft, usually slightly smaller and less powerful than true frigates, but slower and more heavily armoured than raiders. Typically constructed rapidly in times of war, Corvettes utilise simple components and rugged designs.Their normal mission profile is to escort vulnerable transports, protecting them against light raiders, thus freeing more valuable true frigates to accompany battleships and cruisers.
These might represent ships that aren't ofifcially apart of a battlefleet's numbers. given their specialist/stopgap and 'mass produced' nature, I'd doubt many of them carry navigators routinely.



Page 27
...more than fifty of these stopgap vessels were constructed during the Angevin Crusade to cover losses in the Sword-class frigate squadrons, churned out by Adeptus Mechanicus mobile shipyards and small civilian concerns orbiting stronghold worlds like Sinophia.
A vessel that can even be produced in civilian yards.. but there's also AdMech mobile shipyards. That tends to imply they're bult much mor equickly than even a Cobra.



Page 27
Few of these ships currently serve in Battlefleet Calixis; they were rewarded for their bravery by almost immediately being relegated to reserve fleets or sold to opportunistic Rogue Traders.
The latter appreciate them for what they are; cheap compared to most warships, easily maintained and relatively common.
As i noted already: it seems likely that corvettes and smaller "raiders" form the class of "long range patrol" ships and simialr classes that aren't purely military (EG warships like destroyers, frigates, etc.) as listed in BFG. I also suspect these probably aren't ships that get assigned Navigators, so they probably fill that gap in between "truly interstellar (EG navigator guided) warships which are the rarest, and sublight warships (eg monitors and System patrol vessels and the like) which are more common - the "subsector" battlefleet vessels and the naval equivalent of Chartist ships, in other words.



Page 27
Turbuluent-class Heavy Frigate
Dimensions: 1.95km long, 0.3 km abeam at fins approx.
Mass: 7.5 megatonnes approx.
Crew: 25,000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration.
'heavy' frigates now, to parallel 'heavy' destoryers. and probably 'heavy' cruisers. I wonder if there are light and heavy battleships/battlecruisers as well?



Page 27
Intended to drive ahead of the main fleet and engage rival scouting units when encountered,..
...
Some armchair admirals dismiss the Turbulent, citing its comparatively inefficient energy weapon transfer systems and deriding its antiquated internal communication network of brass vacuum pipes and electric lights.
This did, I admit, make me laugh, because of the whole OLDER IS BETTER and its so typical of 40k. Besides, its not as if this is commonplace, they even note its old communications means it suffers. And it sounds better than the hand-cranked, GEARS AND SPROCKETS type crap Ben Counter inflicts on us. :D



Page 27
For some reason, the plasma drives on a Turbulent tend to burn hotter than on comparable vessels. Though this isn’t enough to compensate for the added mass, it does give more power.
This implies that plamsa drives operate less like a particle beam and more like a "make the plasma hotter to go faster" fusion/fission type drive (EG it relies less on EM acceleration to push the ship than it does on a reaction or reaction byproduct.) That can carry certain implications as far as exhaust velocity are concerned, although with "magitech" this can be compensated for somewhat.



Page 28
Meritech Shrike-class Raider
Dimensions: 2 km long, 0.25km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Crew: 15000 crew, approx.
Accel: 5.9 gravities max sustainable acceleration.
Enemy raider vessel.



Page 28
A lithe, incredibly advanced vessel that utilised heretical technologies unknown to the Adeptus Mechanicus...
...

Shrikes include kilometres of sophisticated linkage cabling, which at one time allowed a highly advanced core cogitator to exercise extreme control over the systems.
Extensive automation of course. And its all HERETICAL :P



Page 28
Iconoclast-class Destroyer
Dimensions: 1.3 km long, 0.4km abeam at fins approx.
Mass: 6.1 megatonnes approx.
Crew: 16,500 crew, approx.
Accel: 7.2 gravities max sustainable acceleration.
Iconoclast destroyer, another BFG holdover.



Page 28
...the majority of Iconoclasts are in fact more often used by opportunistic pirates who may have no connection to the Ruinous Powers. The ship’s design is similar to any number of small escort ships turned out by every shipyard.
...
...many Iconoclasts are produced in shadow ports and shipyards that lurk beyond the bounds of the Imperium...
...
...the Iconoclast is a simple, compact and easily constructed vessel which can be assembled in even the most primitive shipyard, given time. Well armed for its size, many pirate fleets consist entirely of swarms of Iconoclasts, which in sufficient numbers are capable of bringing down even the mightiest battleship.
I assume this means that the same facilities that cna build a Cobra class could build this one just as fast (if not faster) Given their abilities to be built in 'renegade' yards they must be fast and easy to build.



Page 28
Viper-class Scout Sloop
Dimensions: 0.95 km long,0.25 km abeam at fins approx.
Mass: 4.9 megatonnes approx.
Crew: 7,500 crew, approx.
Accel: 6 gravities max sustainable acceleration.
Scout vessel. Again I suspect this is outside the formal 'battlefleet' registry.



Page 28
The Viper is the smallest warp-capable vessel used in Battlefleet Calixis. The Viper is a fast scout ship, with immensely powerful realspace engines. It is used for shortterm spy missions aimed at specific hostile regions..
..
There it uses powerful auspex and augur scanners to collate as much information as possible...
Smaller warp-capable vessels have existed (Inquisitorial couriers, ancient Rogue Trader and Inquisitor personal ships like the ones from Eye of Terror and Inquisition War, and the 500 meter Dark Angels vessle from Angels of Darkness.) but it may be that beyond a kilometre or so in length compromises in design may be needed (the Angels of Darkness vessel, for example, seemed to have far weaker engines or less operational endurance to its realspace drive, in addition ot the specialization Space Marine vessels enjoy compared to Navy vessels - smaller crews with greater automation for example.)



Page 28
Given its specialist role, the Viper is unsurprisingly limited in many ways. It is a tiny ship, with very restricted space for additional Components. Furthermore, it is not heavily armed, as extensive weapon batteries would draw vital power from the sensor arrays and engines.
This again makes me wonder how the Dark Angels built a 500 metre long warp capable transport and what sorts of tradeoffs they built into it.



Page 28
The Imperium swarms with transport vessels. Millions of these civilian craft plough the space lanes, ferrying pilgrims, ore, foodstuffs and luxuries to untold billions of eager consumers across the galaxy.
You know, the interetsing part of all this is that Rogue Trader's core rules revived the old "Space fleet" Civil/War/Merchant fleet distinctions. If we were to take "civilian" at face value, this means that millions represents only a fraction of what the merchant fleet possesses. It would even imply the Navy has roughly comparable numbers (far less to within an OoM anyhow) depending on how percentages work out. The numbers in that case are.. interesting, but not inconsistent with all the other stuff that has hinted at such sizes. Hell - could have warship fleets in the millions (or tens of millions) and merchant fleets in the hundreds of millions or billions!

The safer assumption is that "millions" encompasses merchant and civil fleets, and that would mean only a "mere" hundreds of thousands (or millions) of warships and civilian vessels (with the majority being warships, since private vessels are supposed to be comparatively rare.)

Another interesting possibility is that the civil fleets represent all non-navigator merchant traffic and private defences forces (such as what Rogue Traders have.) This could also mean the "battle/war-fleets" comprise such ships as well, explaining the huge numbers (I'd expect the non-navigator warships to be mostly escorts and light cruisers anyhow - they'd largely be needed for patrol and supplementary defence.)



Page 29
Carrack-class transport
Dimensions: 2.1 km long, 0.4 km abeam at fins approx.
Mass: 8.5 megatonnes approx.
Crew: 19,500 crew, approx.
Accel: 2.3 gravities max sustainable acceleration.
in Star Wars, carracks are ultra durable cruisers with small numbers of ultra-heavy guns. In 40K, they're a small transport.



Page 29
The Carrack class is a recent attempt to recreate the ancient star galleon concept. The increasing impression amongst commercial shipbuilders... ...that the galaxy is becoming a more dangerous place...
...
Certain Chartist captains place their faith in solidly built, well armed freighters, designed from the ground up to be capable of carrying heavy loads while also tackling light raiders or other miscreants.
Some chartist captains use armed merchant cruisers, and it implies some commercial shipbuilding has at least some military infrastructure to build armed cruisers.



PAge 29
...these stout craft give the lie to the trite accusation that Imperial shipbuilding is a dying art. Though the design is less than 1,000 years old, these ships are as bold and strong as any transport of their size in the history of the Imperium,
Possible propoganda, although we have to remember the Imperium's actual technology problems arise not so much from "gain/loss" of tech, as it does from secrecy and lack of standardization of much of it. for example, consider Ryza and its "specialities" with plasma tech that it doesn't share with anyone else, or how baneblades are built on onyl 'cetain' worlds (while others built counterfeits) and the Vanquisher cannon was replicated on only a few worlds when Gryphonne IV was lost.

That, more than anything, is the chief problem of the AdMech. The religious crap is more window dressing and a necessity due to magic actually existing in 40K, but the secrecy, the paranoia, and the general politicking fuck things up within the AdMech the same way it fucks things up in the Munitorum and military, the Inquisition, and other factions.



Page 29
Goliath-class factory ship
Dimensions: 4.9 km long, 0.9 km abeam at fins approx.
Mass: 16 megatonnes approx.
Crew: 41,000 crew, approx.
Accel: 1.5 Gravities max sustainable acceleration.
A holdover from the Space Fleet Era.



PAge 29
The Goliath-class factory ships are Mechanicus vessels, gigantic energy-processing vessels that harvest the very essence of stars. They devour solar plasma to power their own arcane fuel production techniques, in order to sate the endless hunger of the Imperium’s Hive worlds. Even larger than the Jericho class, they are fragile and potentially explosive craft treated with much respectful caution by other spacefarers, given their propensity to detonate in catastrophic explosions that are capable of scouring the atmosphere from entire worlds.
This is semi-original, but much of it is pulled from Space fleet like alot of RT stuff.. they did away with the 1000x nuclear fuels bit, but included this interesting tidbit. First.. the detonation of a goliath class factory ship can 'scoure the atmosphere from entire worlds.' which frankly.. is amusing as hell. The Atmosphere of Earth, for example, masses some 5e18 kg and to 'scour' it (remove from escape velocity can require 1.6-3e26 joules, depending on the escape velocity used and assuming 100% efficiency. hell even if it was 100% efficient, there's the fact that the blast would be omnidirectional, so at least half the energy is lost to space anyhow. Thats a huge amount of energy.

The second interesting bit is that they produce fuel for hive worlds. Presumably starships and forge worlds and other places as well, but you have to wonder what they use all that energy for on Hives that they need to be replenished every few years.



Page 29
The Goliaths plod slowly through certain traditional trade routes...
...
The full round trip—which can take up to two years— begins at Sepheris Secundus, where the Goliaths take aboard millions of tons of unrefined ore, hacked from the frozen surface of the ice world by billions of serfs. The ship refines this ore to extract the priceless rare elements contained within, converting them in primal furnaces to their base molecules—suspended in a plasma state and stored within fragile spinning containment fields. These plasmas are highly desired to fuel the most powerful reactors. This hugely demanding process drains the ship’s own enormous power plants, so it plunges from the warp to scoop the plasma of the brilliant blue-giant star Delta 7815, restoring its own power reserves, before slowly propelling itself back to Scintilla to off-load its precious cargo of energy-rich plasma fuel.
2 year round trip Apparently the blue giant is somewhere along the route betwene Scintilla and Sephiris Secundus.. call it 50 LY or so either way, so the warp travel takes an average of a few tens of c. They take on 'millions of tons' of unrefined ore which they extract precious elements that are in turn converted to plasma. I'd guess that the plasma is important because these elements can 'hold' a great deal of enegy in a plasma state or some such for some reason - meaning its a 'battery' like power source akin to antimatter. The energy to produce the fuel comes from the star. Basically its a magic fuel source, and not anything like nuclear fusion.

The interesting bit is that the energy the ship has to absorb from teh star and 'carry' has to be without a doubt many times greater than the explosion, because this is unlikely to be an efficient process. (It would also need some damn good cooling systems, even over the process of a year!)

We can draw two conclusions. The first is - the ship uses at least as much power (in a year) as it draws from the fuel. assuming e26 joules we'd be talking at least e18-e19 watts of 'sustained' power usage. The engines (at 1.5 gees and the stated masses) use 'only' 2.4e17 watts (assuming a 2000 kps exhaust velocity) which is close (esp when you consider the probability that mass figures are off at least) That also matches starship performance in other cases.

The other interesting bit is energy density. We dont know for sure how much fuel is 'produced' but they take on 'millions' of tons. The old Space fleet stuff said you'd get millions of tons back. Let's assume 10 million tons 1e10 kg. for 1.6-3e16 J that.s.. about 1.5e16 to 3e16 J per kg. For comparison antimatter releases 9e16 J per kg at 100% efficiency, fusion is 6e14 joules per kg at 100% effiicency, and fission is 8-9e13 joules per kg. Heck even if you went with 1 billion tons (about the upper limit for 'millions') you're looking at eacg kg carrying hundreds of terajoules per kg, which is rivals the fusion reactions powering the sun (for per kg output and efficiency) - that is not trivial. What's more, it tends to suggest some pretty hefty firepower for torpedoes and macro cannon shells, considering how trivially easy it is to blow up plasma containment flasks (plasma grenades) up to plasma reactors (in torpedoes) Consider a 'tank sized' shell. if it was 25% explosive (10-15 tons) and plasma fuel had around 2e15 j per kg you'd get around 2-3e19 joules for the shell. (or several gigatons.) hilarious, no? i'm sure it will generate outrage at how I'm getting things wrong and distorting the facts but... *shrugs* some people argue nova cannons must fire mass lightened shells as well :P




PAge 29
...they are of interest to Rogue Traders because of their potentially infinite range (subject to finding stars of the correct type to recharge their plasma engines) and their not inconsiderable transport capability.
'recharging' plasma engines. What's more you need certain 'kinds' of stars to do it. remember plasma reactors are just fusion reactors :lol: That said, considering that it give the Goliath a year long operational endurance, its a rather impressive feat.



Page 30
..a Plasma Refinery, used to create high-grade fuel for plasma engines. This is a huge facility mounted amidships. This grants the ship the ability to scoop plasma from the stars, refine it, and sell it on. The profits gained by this enterprise are closely matched to the costs of running the vessel, however the Explorers can use it to augment their own endeavours. The refining process simply requires a large supply of low-grade ore, however the plasma harvesting process is more involved. The ship must enter a retrograde orbit around a blue-giant star, a manoeuvre that takes three days...
...
.. the ship gains enough additional plasma to convert one full load of ore...
...
Powered by Stars: Provided the Goliath harvests plasma roughly once a year...
Implies that the Goliath's fuel producing capacity lasts a year, although this might be the endurance of its drives (propellant + fuel.) If so that might suggest their engines work differnetly (trading power for reliability ease of recharge perhaps. I wonder if other plasma drives could have that ability, to extend endurance perhaps.)

Note again the need for the weird magic ore as well as being around a blue giant star to produce the magic plasma fuel (again note star type matters. blue giants are larger and generally more luminous than Sun type stars.. this might matter.) Not sure why they need to enter into retrograde orbit, considering that such orbits woudl be fuel and energy intensive.. but.. *shrugs*

It also suggests the Goliath can happily endure a close orbit aorund a blue giant star to scoop up the plasma from the stars.. without taking damage or trouble.. blue giants are IIRC bigger but vastly more luminous, and thus output more energy (especially closer up) which ranks right up there with the Essene, considering the 'days' involved. Of course I'm not sure we can calc it since we don't know the distances or exact timeframe involved, and it coudl be pretty variable given all that.



Page 30
Universe-class Mass conveyor
Dimensions: 12 km long, 1.3 km abeam at fins approx.
Mass: 60 megatonnes approx.
Crew: 60,000 crew, 200,000–500,000 potential passenger capacity.
Accel: .5 gravities max sustainable acceleration.
A mass conveyor. A bit smaller than the 16 km one I recall from First and Only.



PAge 30
..some of the largest are the mass conveyors. Stretching some twelve kilometres from stem to stern, a mass conveyor appears at a distance to be a slim, elegant craft.
...
...what appear to be radio masts resolve into gigantic towers the size of hive stacks.
Fun. Basically battleship sized cargo ships.


Page 30

To construct a Universe class mass conveyor is a massive undertaking. To build one requires such an immense outlay of resources that they can only be constructed above the richest Imperial worlds and voidstations.
...
Simply unloading the vessel is a mighty undertaking, requiring months at a time. There are larger ships (the Bountiful Beast of the Calixis Sector is 16 km long, for example, and the Misericord approaches that length while being substantially more massive) but the Universe class still dwarfs most Imperial ships it comes across.
Hell, they had 60 km transports (and bigger battleships, at least some kinds) in the Crusade/Heresy era. We also learn the Misericord is nearly 16 km long but much bulkier/massive.) most impieral ships are bigger than the mass conveyor. They're bound to be resource intensive for most systems, but they carry a shit ton of goods and that can be important, especailly given some of the insane logistics of the Imperial military. One of those ships would be very useful on a crusade.



Page 30
The Universe class is so large it comes pre-equipped with a unique Component, a Secondary Power Genetorium.



Page 31
"Over two hundred Vulcan mega-bolter defence turrets, fifteen tetrajoule Sunsear las-broadsides, prow plating ten metres thick, the finest auspex masts in the battlefleet.
..
...the embarkation of the Fire of Heaven.
Grand Cruiser of unknown class. 15 TJ 'sunsear las broadside' 10 m prow plating. Again I'm sure some will crow about the whole 'tetrajoule' thing but there's still the same problem of context - is that per gun or per shot? what duration is it being released as/ is it a heat ray or a 'blaster' style laser? How many guns in the broadside? (remember grand Cruisers can have some pretty hefty broadsides) and so on and so forth. remember that grand cruisers also have 'continent shattering' firepower, and it can take alot of tetrajoules to do that, especially from a laser weapon :P

On the other hand one could argue the data is wrong. I mean a 10 metre thick prow? The core rules mention prows being at least 20-30 metres thick.. and that civilian-built cruiser had thicker side hull plating. Grand Cruisers are supposed to be better armored than cruisers. (Ther'es also a grand cruiser in black crusade with the 'scores of metres of armor' too.)



Page 31
Although they burn cooler than other Jovian drives, they are far more robust, able to absorb crippling damage without performance loss.
Again temperature of the exhaust/drive seems to dictate engine velocity. Curiously they can build a "reliable" version of this for anything from escorts to grand cruisers.. yet Grand Cruisers aren't supposed to be reliable... go figure. RT is pretty schizo when it comes to incorporating other fleet based sources (like BFG.) Oh well, I still love this fluff shit far more than the codexes.



Page 31
A logical progression of the trend towards ultra-fast clipper style engines, the Theta-7 is a massively powerful and hugely spaceintensive civilian plasma drive designed purely for speed. The Theta-7 is constructed using potentially unsafe techniques that involve shoehorning deliberately semi-unstable plasma chambers into the cramped confines of existing transport vessels.
The opposite end of the engine spectrum.



Page 31
The popularity of the battlecruiser concept led to a general acceptance that it was theoretically possible to overload the hulls of existing cruisers with weaponry capable of challenging the grand cruisers of previous millennia. The existing powergenerating systems of most cruisers were simply not capable of supporting the immense demands of such upgraded systems, so cunningly redesigned plasma drives capable of being mounted within the confines of existing cruiser hulls were created by the adepts of Mars. These engines are now revered by many magi as the pinnacle of human technological achievement
Again indicating that battlecruisers come close to matching the firepower performance of grand cruiser.s As I recall many battlecruisers simply used a modified form of battleship drive on a cruiser hull. It also goes without saying that this is GASP adaptation, research, and innovation, and yet the AdMech not only isnt screaming, its revering the approach :P

That isnt to say that upgunning a cruiser to match a grand cruiser doesn't have tradeoffs. Cruisers are still smaller than grand cruisers, and 'overloading' or 'overacharging' the guns has to carry some sort of tradeoff (greater wear and tear, risks of overloads, etc.) Overlal though it does show what the limits of 'cruiser' firepower can reach (EG the ability of a 5 km long ship to destroy a continent in a broadside. lol) It also invariably costs armour durability relative to a grand cruiser (smaller ship still remember) but the battlecruisers are probably much faster (potentially faster, anyhow.)



Page 31
...the grand cruisers of the Imperial Navy have traversed the stars in stately majesty, huge and powerful vessels lined with banks of heavy weapons capable of destroying small moons. The power demands of these regal craft are immense, necessitating gigantic engine rooms larger than whole transport ships. These drives are not spaceefficient, but generate more pure power than anything save the engines of the mighty battleships.
Now heavy weapons that can destroy 'small moons' - whether that is per weapon or per broadside, or what we dont know. We dont even know what qualieifes as a small moon and in what manner the destruction happens, but it sounds impressive (more than megaton range?)

This suggests that Grand cruisers are less technological marvels then perhaps over-specialized and overgunned "hybrids", trading efficiency for sheer power. I assume "efficiency" means use of volume - quite likely due to increased cooling and power distribution (and less reliable due to smaller safety margins and fewer redundancies/safeties.) The Imperum has a history of not liking high-maintenance vessels (or weapons)



Page 31
Many ancient vessels, particularly cruisers, heavy cruisers and grand cruisers of the early Imperium utilised a variety of highly advanced experimental technologies. Many of these technological advances have since been discredited in the eyes of the adepts of Mars, and are now regarded as unreliable and prone to catastrophic malfunction.
Again we get the contrast between 'old stuff is better' and 'old stuff is shit because its old, worn down, unreliable, or blows up'. I suppose the fact its experimental can mean it may or may not work out - we know during the gothic war they experimented and not all designs worked out. We also know the adMech is generally quite conservative and they prefer 'tried and true' versus 'the new' (although there are exceptions as there are for every aspect of the Imperium.) And there is the whole 'no longer able ot maintain' angle...



Page 32
The Forge world Belecane in the Calixis Sector has long been associated with the construction of protective barriers, void shields, stasis fields, and Gellar fields. The 90.r was an experimental type of warp field which offered enhanced warp-handling capabilities..
...
Unfortunately it was prone to an inexplicable “flicker” during prolonged use..
interesting that all those defenses are seemingly related, particularily the stasis and gellar fields (which have benefits in warp and temporal manipulation.) That tends to not only reinforce the 'warp based' nature of starship voids, but also other protective barriers in general.



Page 32
The ancient grand cruisers...
...
..possess titanic layered banks of antique void shields that fill cavernous field decks the size of small towns. These are hellish compartments, rank with the stench of ozone and prone to unpredictably deadly arcs of lightening from copper discharge points as the onion-layered void shields are pounded by enemy ordnance. Grand cruisers are capable of mounting triple layers of void shields, making them more durable than all but battleships.
Grand cruiser voids... again 'many layered' voids providing resilience like some sort of ablative forceifeld defense. At the expense, i woudl gather, of immense size (small towns?) to fill for all those shield systems.



PAge 32
Void shields are an ancient standby of human defensive technology, an almost un-improvable design.
...
Voss Forge world attempted, more than six millennia ago, to reduce power demand by reducing the phased shield pattern output. While more energy-efficient, this reduced the protective value of the shields.
void shields are 'un-improvable'. Voss tried making what, I gather, are flicker shields



Page 32
Enhanced vox systems, autocogitating holopict projectors..
Fleet flag bridges... greater command and control.


Page 32
Adapted from designs used by the Imperial planet-razer squadrons, this bridge is built to support planetary invasions by delivering pinpoint bombardments to ground-based targets
'planet razer' squadrons bombardment squadronds designed, i suppose for orbital bombardment, perhaps even for exterminatus (not unlike the contninet destroying doomships form Battle of the Fang, I suppose.) Either way we still get indications of starships that are dedicated to planetary bombardment, and which are more accurate than other starships (dedicated bombardment ships show up in various fluff sources.)



Page 32
This sustainer augments the traditional water filters and air purifiers with thousands of individual emergency-oxygen tanks and void suits stored in pressure-sensitive lockers at regular intervals throughout the ship. Such extensive redundancies as well as multiple pressure bulkheads reduce the impact of hull breaches upon a ship, allowing the crew to rush to patch them before too many are lost to the void.
Emergency measures to preserve crews. OF course in some novels or short stories (like Ancient History) crews are routinely expected to don and wear void suits for protection dring battle for that reason...




Page 33
Optimised for the support of planetary invasions, these scanners are designed to pinpoint the power sources of both planetary and orbital installations, the better to rain fire upon them
again pinpoint bombardment optimizatin for osme ship design.



Page 33
This system of sensors provides the vessel with a broad spectrum of constant data of all events in the void beyond its hull. This is accomplished through a series of highpowered emitters sending out a huge array of electromagnetic wavelengths and subatomic particles.
interesting sensors.



Page 34
Disruption Macrocannons: This macrocannon variant fires a “shell” of highly charged, ionized deuterium atoms. These particles cause minimal physical damage to their targets. Instead, they are intended to overload and shut down power transfer systems throughout the target vessels. These weapons are particularly useful for vessels that need to capture their prey intact.
...
Disruption weapons compromise the circuitry and wiring required to transfer power from the ship’s engine to her other components.
They never inflict physical damage. Basically, WEG ion cannons or a scaled up haywire grenade, i suppose.



Page 34
..an ancient variant of plasma macroweaponry that refocuses the power of the plasma “blast,” concentrating it into a compressed photonic packet that can be fired over extremely long distances.
...
Few ships can match the power requirements necessary to equip a full broadside of these weapons, so these weapons are almost exclusively the providence of battlecruisers and larger warships.
I have to note that "broadside" variants seem to be larger as well as more numerous. Go figure.

also we learn that like all plasma weapons (including the samller ones) this cannon uses 'photonic plasma' and thus is subject to alld the neat stuff and the oddities of such.



Page 34
...these devastating weapons are designed to reduce planetary defences to rubble and support military landings. Most often they use linear accelerators to launch massed salvoes of heavy magma bomb warheads, and though relatively short ranged can also be used in naval combat.
...
When used as part of a planetary bombardment, bombardment cannons double the affected area...
Bombardment cannon.



Page 34
This variant of the macrocannon is designed to fire heavier ordnance than the Mars Pattern. These alternative shells contain an adamantium core that cuts through the heaviest armour.
Macrocannon version of the Vanquisher, basically.


Page 34
The Godsbane lance is a near archeotech relic-weapon. The lengthened focus apertures and quad lense-arrays give the weapon extreme range, to the point that beam dispersion becomes a problem. The technological demands of these weapons is intense, and only the older grand cruisers or the most powerful warships possess the structural requirements to mount them.
...
Beam Dispersion Effect: When firing at targets over 20 VUs away..
A super duper near-lost tech lance array. 20 VU = 200,000 km. Whether this is the 'double' distance or half distance, I dunno. It could be up to 400,000 km though lol.



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- Bombardment cannons have a range of 4 VU (40,000 km). Disruption macrocannons have a range of 5 VU (50,000 km). Hecutor pattern plasma battery have a range of 11 VU (110,000 km)
Stygies pattern macrocannon (The AP ones) have a range of 5 VU (50,000 km)

Note that for bombardment cannons having a range of 40,000 km and the execution hour velocity of near quarter ligthspeed, it takes less than a second to strike the target. Applying this to other weapons, about .55 seconds.. macro cannon would hit at round 90,000-100,000 kps, plasma cannon at 200,000 kps, etc. Although hittin at nearly a second is half that velocity. And this wouldn't work well for Nova cannon (which would needa few seconds to hit a target.. although taking a few seconds to hit is not exactly 'slow' velcoity either.)


Godsbane lance is 12 VU (120,000 km). Las burners are 3 VU (30,000 km). Mezoa Lances are (40,000 km) 4 VU. Voidsunder Lance batterys are 6 VU (60,000 km)

Mars Pattenr nova cannon is 6-40 VU 60,000-400,000 km. Ryza pattern nova cannon is 6-36 VU. 60,000-360,000 km.

The torpedoes don't have such units, as they're based on speed. Torpedoes all have a range of 60 VU (about 600,000 km) although short burn have a range of 30 (300,000 km.) at 10 VU per turn, they take around 3 hours to reach their max range. Short burn take 1 hour (half the distance but 50% greater speed.)

The odd thing I notice about these component rules? Lances and Macrobatteries take FAR less power (but more space) than Nova cannons. 3-4 Power units for the nova cannon, whereas lances range from 9 (for single lances) to 13-15 (for batterys). The plasma cannon takes 12 Power units (for a broadside, 8 for single), disruption macrocannon take 4-6, Bombardment cannon take 5. And Stygies pattern macrocannon take 4. Go figure.

Of course, if you took the "terawatt/etrajoule" figures and applied them (through sunsear lasers, for example) you could get interesting figures that way too :)



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Battlecruisers and grand cruisers tend to mount their lances in paired turrets for increased firepower. This is especially true for the Godsbane, as a single hit tends to do insufficient damage.


I'm not sure if this means two turrests slaved togehter, or two guns per turret.


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Las-burners are a scaled down version of true lances, utilising focused, high power las beams to cut through a ship’s armoured plating. Though these weapons do far less damage, the turrets are smaller as well, allowing smaller ships to carry them. However, their relatively small size also allows them to be used in boarding actions, cutting open the outer adamantium hull to allow armsmen access to an opponent’s vitals.
they're also shortar ranged. The 'boarding action' function is peculiar but interesting though. They're still presuambly more powerful than las broadsides though. Also escorts can mount them, which is useful.



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This recent development from Mezoa remains highly controversial. It substantially sacrifices range, but increases damage potential by integrating an emitter into the lance design.
What kind of emitter, i dont know, nor how it enhances damage at the cost of range.



Page 35
Commonly mounted on the Dauntless-class light cruisers..
...
..the Voidsunder Lance Battery sacrifices flexibility for raw power. Mounted in massive housings hanging off a ship’s prow and rear fins, these weapons provide a light cruiser with a ship-breaking punch. However, only grand cruisers are large enough to potentially mount these weapons on dorsal turrets instead, limiting their usefulness.
Some sort of scaled up super lance. It turns a light cruiser into a Firestrom frigate.



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Lathe-pattern Landing Bays are characterised by the huge opening that offers an unobstructed view of the void. Only the occasional crackle of an energy field disrupts the view of the yawning black.
...
Jovian-pattern Landing Bays are equipped with dedicated launch ports for launching attack craft and magnetic guidance coils for steering them safely back on board after a mission. The absence of an outer exposed landing bay is believed to make the Jovian pattern less prone to damage or catastrophic depressurization
There are also main hold fighter bays (repurposed cargo holds for fighter use) and escort ship-sized bays (for light cruisers to be converted to carrier duty.) Alot of variety in launch bays.



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Very few weapons are capable of creating a blast effect that can encompass multiple warp-capable starships
Nova cannons, obviously. I gues macro cannon and torpedoes don't do this.


Page 37
Though Nova Cannons are quite rare, even by standards of starship construction, the Mars pattern is the most common construction template. These massive cannons—hundreds of meters in length—fire an enormous shell that echoes a traditional explosive shell, though on a much larger scale. These shells are accelerated to near relativistic velocities, causing an explosion that detonates with more force than dozens of plasma warheads.
Nova cannon are 'hundreds of metres' in length, fire shells that echo an upscaled explosive shell with an unknown (high explosive?) warhead and are thrown at 'near-relativistic' velocities.. whichever that is supposed to mean (can mean anything from 14% of c to 30-50% of c to near-c)



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This variant replaces the massive explosive shells with a highly unstable plasma-based macro-bomb. These weapons are even more power-hungry than a Stygies pattern, but are believed to be slightly more effective as well. With this additional power does come some additional questions of stability, as weaponising such a huge quantity of plasma carries its own danger.
Plasma macrocannon.



Page 37
The most common template used for destroyers, raiders, and other smaller missile boats is the Gryphonne pattern. They are almost always mounted as a primary prow weapon. This Component is capable of firing four torpedoes in each salvo. It can store 24 torpedoes, plus an additional four if the ship’s captain does not mind keeping four “in the tubes.”
note the torpedo payloads.



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Most Voss-pattern ships are armed with a pair of Torpedo Tubes to complement their other weaponry. These tubes are capable of firing two torpedoes in each salvo. It can store 12 torpedoes, plus an additional two...
Voss pattern tubes.



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Larger vessels are capable of supporting far more massive installations of torpedo tubes. In addition to a larger ammunition capacity, these Components are also capable of firing six torpedoes in each salvo. It can store 42 torpedoes, plus an additional six...
Cruiser grade.



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A modified variant of the Mars pattern, the Fortis pattern has comparable ammunition storage and rate of fire. Vessels with this Component are designed to fire their torpedoes towards targets at an accelerated rate. This pattern has been copied and is now used on refits at the Mars and Jovian shipyards. This Component is capable of firing six torpedoes in each salvo. It can store 42 torpedoes, plus an additional six
...

Enhanced Magnetic Coils: These torpedo tubes grant an additional +2VU speed to the torpedoes during the turn they are launched. Next turn, they return to their normal speed.
Suggests the torpedoes use EM accleeration to provide intial boost velocities.



Page 38
As shipboard systems become damaged beyond repair or outright destroyed, only spare parts can help. If the ship has sufficient storage, a wise crew can stow backup Components for just such emergencies
Interesting, as many Naval ships are noted to carry their own onboard facilities for fabrication and construction of parts "on the fly" permitting supplies. I supppose thise is one of those tradeoff things - having your own fabrication facility can be useful in keeping a ship running away from base, but it takes up valuable internal space as well.



Page 38
Defensive countermeasures: The vessel is equipped with a package of false auspex reflectors, thermal buoys, vox screamers, and other devices designed to keep an enemy vessel from accurately firing on it.
EW/ECM systems and the like. Don't seem to be standard, sadly. :P



Page 38
Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used.
This implies normal point defense is about precision more than about proximity kills, but this is a good backup.



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Field bracing: The ship’s hull and structural supports are ribbed with powerfield generators, which can greatly reinforce the vessel’s structural integrity as long as they are powered.
Powerfield generators used to boost the hull's damage resistance. we've seen similar devices in other short stories (Planetkill) or used to reinforce devices (storm shields and other shield devices) as well as structures (Arbites precint in Nightbringer.) So this isn't terribly surprising.

In game, the bonus is 2x the power supplied in Hull integrity.



Page 38
Not all Rogue Traders are able to make their way back to proper port facilities to repair damages from combat, and often they must make do in safe asteroid fields or backwater systems...
...
In order to hasten their repairs, they call on auxiliary power sources such as Lux Nets. These huge solar energy collectors use micro-thin sheets spread across hundreds of square kilometres to generate additional power. They are especially useful when the main drives are damaged, but can draw unwanted attention to a crippled vessel.
..
Lux Nets are only functional (as in, they only generate Power) on stationary vessels inside a solar system, taking 2 hours to deploy and 10 to retract.
Energy draw depends on distance, but assuming within 1 AU fo the star (Earth distance) you're generating hundreds of megawatts of power each second. Perhaps gigawatts if you get closer. I'm guessing they basically provide an alternate power source to power the self-repair/manufacturing functions (making new parts, powering the computers that run repair servitors, life support, etc.) it doesnt seem to be designed for much else in this particular configuration, but I could see uses for it in other cases (generating fuel, perhaps.)




Page 38
An often-used tactic among pirate fleets is to strew a heavilytrafficked shipping lane with mines, and then pounce on any unfortunate ship crippled by their massive explosions. Starship mines are huge and can explode with catastrophic effect. Most are automatically triggered via an on-board passive auspex to home in on nearby vessels, but some can be remotely operated to achieve greater effectiveness.
...
...deploy mines in a spread covering an area 4 VUs wide, deep, and high behind the ship
Minefield tactics.



Page 38
..and sheath an otherwise unremarkable ram beneath their ship’s prow with power-field generators. When activated, the ship’s ram glows with hazy light and is often the last thing an enemy captain will see before impact.
Another throwback to space fleet - power rams.



PAge 39
Armour and void shields protects against mines as normal. Mines are too small to be located via normal Detection..
3-6 mine "hits" per roll. Of course all mines exploding cause 1-10 hits to vessels within 1 VU of the minefield soo... the thing to remenber is that its an abstraction (Ex: Macrocannons can represent 'dozens' of guns, but may only score a handufl of actual hits) Differs from BFG in this respect too (mines ignored voids.)



Page 39
The ship is equipped with specialised tethering grapples and distillation holds, so that it can process valuable comets discovered in their lonely orbits surrounding a star. The resulting waters and minerals can be used to replenish the crew and ship, or more profitably left as frozen chunks and sold to connoisseurs...
Comet mining too!



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Hydraphurian KL-247 Jamming system: This device creates a violent and constantly shifting energy field that interferes with the scanners of nearby ships.
An external component. Jammers. Non combat use but similar to the EW systems I noted before.



Page 39
These small construction facilities are capable of synthesising additional parts required to perform Extended Repairs for a damaged starship. These parts are synthesised from raw materials—generally obtained by mining a nearby asteroid.
...
Manufactorums are equipped with a variety of templates for construction...
...
..the Manufactorums may be able to manufacture small numbers of personal items.
These represent the 'factories and forges' mentioned in early space fleet fluff I suppose. Whether or not a warship uses them or needs them probably depends on its role and purpose. Ships that don't venture far from their base of operations or act very mobile probably don't need such facilities, but those that are constantly mobile, operate far from base for extended periods of time (EG Explorators) or house lots of attack craft probably can find this useful.

I also suspect it might be used to fabricate useful munitions for starship use (antimatter or fusion, would be my guess.)



Page 39
A Melodium provides uplifting tones designed to instil feelings of duty and loyalty throughout the vessel, from the lowly ratings and voidmen to the officers. That sometimes this is due to subliminal infra-harmonics lacing the melodies is kept a guarded secret.
considering some sources note how they drug food and drink, this is hardly surprising. I'm just surprised the Imperium at large doesn't do stuff like this more. then again maybe they do and we don't notice it.



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These devices are usually only found on the specialised mining vessels designed purely for entering the atmospheres of gas giants to collect fuel for plasma drives. They can be fitted on other craft with suitable hull bracing to withstand the additional strain they place on atmospheric entry.
..

..ignoring Void Shields (the deadly embrace of gravity does not care about shield barriers!). Success grants the ship a month’s operations without needing to refuel..
I'm not sure if 'fuel' means propellant or it means actual fuel to power the engines. Context goes either way. And rather than a year (for the mining ship) its only a month. Whether they absorb less fuel, or they're using the same amount at a greater rate I dont know.

i'd be inclined to guess we're either talking a.) propellant for the engines, b.) fuel for some sort of subsidiary fusion reactors to supplement main plasma reactor operation, or c.) both. Might nto be a bad idea to stick fusion reactors in a ship, honestly.. they'd be a good bakcup and fuel is far more plentiful out in space than plasma reactors. Heck, maybe the plasma reactors (and fusion reactors) are multi-fuel like tanks. Some sources do suggest that. :P


Page 40
Ships fitted with massive Salvage Clamps can anchor to the wreckage and strip away useful hull sections or other Components using colossal mechanical arms, mega melta-beams, and other devices.
Also mention of a small craft repair deck as a separate feature. This being 40K and all that, I imagine you could use these to suppelment ramming attacks with close up melee fighting as if it were Outlaw Star.



PAge 40
Larger vessels are often expected to act as mobile fleet headquarters as a Rogue Trader’s squadrons move into regions unknown. Specialised fittings and gigantic deployable piers are even added to some, allowing it to act much like a regular space station and allow smaller vessels to dock. These support vessels can refurbish and resupply the other vessels in the fleet, allowing them to venture further and longer..
Mobile spacedock facilities.



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Cypra-pattern Drives use a series of additional baffles, magnetic fields, and hyperefficient coolants to reduce their energy signature.
Archeotech drives with stealth features.



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One of the rarest of all Nova Cannons, the Jovian pattern replaces the explosive shells with vortex warheads. The resultant rifts into the warp have been known to rend target vessels cleanly in half.
Jovian pattern nova cannon ave a range of 6-35 VU. These aren't the 'gravity disruption' type, but these are vortex warheads, which are just as nasty.



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In the early days of the Imperium, certain Forge worlds produced weapons and starship components of a quality now lost to mankind, and torpedoes were no exception. “Plasma accelerated” torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. These weapon systems utilize plasma from the ship’s drives to “hot launch” the torpedoes, while integral guidance systems constantly update target profiles to the torpedoes’ machine spirits. They are even safer than their counterparts, with multiple reinforced adamantium-alloy blast hatches. This component can store sixteen torpedoes, plus an additional four...

...
Hot Launch: Torpedoes launched from this Component gain an additional +4 VU speed on the turn they are launched, after which they revert to normal.
Archeotech, although what it is really describing is an electrothermal launch platform (without, near s i can tell, vaporizing the plasma.) sort of like the propulsion of certain kinds of needler weapons. It's an impressive feat but i'm not sure why they would consider this more 'lost tech' than the EM acceleration of the Fortis pattern tubes. Irl we're closer to electrothermal weapons than we are to EM weapons, after all.



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Warp Antenna: As the Imperium first began to expand away from the glowing light of the Astronomican, many navigators were much less adept at finding their way through the warp. To assist in this technique, massive force staves were added to the exterior of some vessels. These functioned as antennae, allowing a navigator to more easily hone in on the Astronomican’s signal.
...
Beacon: In addition to increasing the navigator’s sensitivity, this Component also makes the vessel much more noticeable to others in the warp.
Archeotech. What's so rare and precious about these is beyond me, its not like 'force staves' are lost tech.. or other kinds of 'warp antennae' They seem to recieve/reflect signals from other sources and possibly emit signals of their own (hence why the component enhances 'warp visibility.)



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Warp Sextant: This massive submersion tank enhances a Navigator’s ability to safely sense the ebb and flow of the warp outside of the vessel. A broad spectrum of sensors measures the intensities and currents in the warp outside of the starship. This information is then relayed safely to the Navigator so that it can be more easily analysed and addressed. The Sextant’s array of cogitators further aids the Navigator in identifying known routes and calculating their current stability.
More Archeotech.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 3

Page 44
Few can cross the stars as readily as humanity, with its millions of ships scattered across the Imperium. The projected power of the Imperial Navy alone is sufficient to keep threats at bay light years away from the industrious citizenry. When the actual big guns are required, the Imperial Navy can pull together whole armadas of city-sized warships to pound the enemy into oblivion.
"milions of ships scattered across the Imperium". Whether this is just navy ships or ships combined we dont know, although context suggests just the navy.

They also mention that maintaining ships is hard with the "falling technology levels' of the Imperium. Which of ocurse is why they keep building and selling ships ot rogue traders and the like.,



Page 44
Common Interplanetary craft:
Asteroid miners: These range from single-pilot craft right up to semi-mobile gigacomplexes.

Booster: A powerful engine with wings for pushing cargo up into orbit, often servitor-controlled.

Brig: A small ship for carrying personnel or prisoners.

Courier: A fast ship for small, important cargoes.

Cutter: A fast interplanetary vessel, often armed.

Hauler: Mid-size interplanetary cargo vessel.

Lander: Winged craft suitable for flying in atmosphere.

Lighter: A light cargo mover, slow and boxy, with little thought given to any details save cargo moving.

Lugger: A heavy cargo mover with powerful thrustengines, suitable for High-G environments.

Monitor: A slow but heavily-armed system defence ship

Passenger liner: A large vessel purpose-built for carrying people. Rare in all but the most populous
systems, as few can afford the luxury of space travel.

Pinnace: A small ship capable of orbital and interplanetary travel.

Pleasure craft: Yachts and other playthings for the elite.
In-system craft of all kinds.



Page 44
Interplanetary craft make up the bulk of space-borne traffic around Imperial worlds. A reasonably advanced star system will have surprisingly large numbers of craft in attendance...
...

...interplanetary warships are commonly referred to as system ships.
Non-warp capable of course, and the aforemtnioned listing of craft types covers pretty much the described kinds of in-system craft. they tend to be much smaller than actual interstellar ships, escort sized or smaller usually.



Page 44
Some star systems feature highly specialised vessels to farm, mine or otherwise exploit whatever resources are available such as giant lenses, comet hooks or plasma scoops for example. Interplanetary smuggling and piracy can also become prevalent...
mining operations.. fuel, resources, etc.



Page 45
Most systems with interplanetary vessels feature orbital stations of some kind too. At a frontier world these could be limited to a few dour administration and hanger facilities. More populous worlds could boast zero-G factoria, docks and ship yards, planetary defence satellites, and even cathedrals and hab blocks. The oldest of Mankind’s worlds like Mars and Holy Terra have forged entire orbital rings about themselves over the millennia.
Orbital stations too.



Page 45
A jump of more than a few light years is extremely risky without a Navigator to guide the ship, and any ship with a Navigator is effectively controlled by the Imperium. Trade charters between stars are strictly regulated, jealously guarded and often hereditary. Most Chartist Captains spend their entire career piloting a single, well-established route between two stars.
And of course, they mention RT as the ones who can plot their own courses or chart new routes (within the limits of the Warrant, of course.) we know of Free Captains, and hereditary charters and similar in the Space Fleet stuff they resurrected, of course. What we get here is that 'all Navigator vessels are Imperial warships, while everythign without a navigator may or may not be an Imperial ship operating in Imperial space.



Page 45
The events of the Age of Apostasy and the Horus Heresy led to rigourous decrees forbidding planetary governors control over interstellar ships. Civil war, epidemics and corruption can be strictly contained by controlling access to interstellar space flight and so this rests firmly, if distantly, in the hands of the High Lords of Terra.
Like most things, their control of this is imperfect, so it still happens.

Page 45
The difference between interplanetary and interstellar ships is that interstellar ships are fitted with a warp drive.
..
The smallest warp-capable ships tend be at least the size of the largest interplanetary vessels, and are usually much larger. As such, it’s extremely rare to see a warp-capable ship smaller than a raider or good-sized interplanetary merchant hauler, though the Inquisition and Officio Assassinorum are whispered have access to smaller, specialised vessels more suited to their needs.
...
The function and operation of warp drives are a closely-guarded secrets of the Adeptus Mechanicus and the Navis Nobilite.
Interplanetary vs interstellar, comparisons between the two ship sizes, and the like.



PAge 46
Most void-going vessels are built at “local” shipyards by a planetary authority or commercial concern, perhaps as part of a tithe to the Imperium. The Imperium normally only tithes interstellar ships from major systems capable of building them, but interplanetary types may be called for where system defences need to be bolstered.

Building a void-ship from scratch is a massive undertaking; it can take years to complete an escort-class vessel and centuries to build a capital ship. Such a vast effort requires countless numbers of workers and huge amounts of refined materials. A great work like this might not be completed for generations.
years for escorts, centuries fo rcap ships (or generations). Interplanetary ships may be 'tithed' - perhaps explaining where the Imperium gets them for blockades or garrisons.



Page 46
From the Imperial Commander’s point of view, such effort is well rewarded. A single capital ship or several squadrons of escort ships can satisfy a huge part of a developed world’s tithe burden to Imperial authority. Tithing ships finds particular favour with the Adeptus Terra as it leaves the Administratum only the minimal burden of supplying Navy crews to man the ships and take them anywhere they are needed. By comparison, tithes of manufactured goods, Imperial Guard regiments or, worse still, raw materials only add to the logistical burdens of the Imperium and can sometimes find short shrift with Sector-prefects. In contrast, the construction of commercial void-ships is heavily regulated by Imperial authority and can only proceed with the appropriate charters already in place. A ship is rarely built to be sold outright; the investment it represents is one that can only be recouped by long service trading between the stars.
Tithing ships vs other goods. Interesting tha a single capital ship is comparable to several squadrons of escorts. Also note the bit on 'selling' ships, this despite a entire cruiser hull designed for commercial sale :P



Page 46
The Imperial Navy builds most of its fighting ships at major fleet bases and Segmentum fortresses.
..
Warship design has changed very little over the millennia and Navy ships are solidly built to a high standard using only the most tried and trusted technological templates.
...
..no ship more dependable than one from a Navy dockyard, where every rivet has been thrice blessed and every weld triple checked.
Naval warship construction. I'm honestly not even sure you can build a 5 km long vessel with rivets and welds (normal ones, at least.) Navy ships seem to be known for solidity and reliability.


Page 46
Thirty meters or more of solid adamantium surmounted by a reinforced ram in the form of a proud aquila is the norm.
'normal' prows. Again contrast this with the '10 m prow plating' mentioned for a grand cruiser...



Page 47
The vast majority of these [constructed] vessels go to the Mechanicus’ own Explorator fleets to fuel their unceasing quest for knowledge. Others go to the Navy, particularly escort vessels in large numbers. Some few find their way into the hands of Rogue Traders...
...

Forge world ships are a marvel of engineering, equipped with many systems that are barely understood in the current era. They are particularly renowned for having the thickest possible armour thanks to the great adamantium smelters and casting courts that are found only on Forge worlds. Even as the huge cast plates begin to cool, ranks of servitors and menials swarm over them to begin riveting them into place over the ship’s skeleton. Only once the outer plating is complete do the Engineers and Magos come aboard the empty hull to begin the arcane rituals of “fitting.”
Forge world shipbuilding. And again with the riveting. Admech ships apparently have better hulls/armour than other ship designs.



Page 47
Materials shortages and other unforeseen events can leave dozens of half-finished ships hanging in orbit over a Forge world awaiting completion for decades at a time.
An indication perhaps of the state of construction of various ships and numbers left incomplete.



Page 47
Wrecked ships are salvaged and refitted when possible. The time and resources required to build a new ship are so tremendous that refitting even a badly wrecked hull is always preferable to building one from the keel up.

Aside from purely economic considerations, older salvaged hulks are greatly valued for their often-superior construction. So much knowledge has been lost since the Dark Age of Technology that ships built in more recent eras are often weaker, slower and less well-armed than their predecessors.
I'm not sure you can just refit any hulk. It would have to be largely intact to begin with, not have any major structural damage (no broken spine/keel, major cracks or seams or anything like that.) Otherwise it would be little diffreent than building from scratch. Given the durability of 40K ships and the tendency to leave them as hulks (and barring catastrophic plasma/warp drive detonations) this probably isn't a bad option.

Of course, "older is better" again too. At least that gives a further potential way of explaining possible inconsistencies in performance. I suppose I should be glad for that. :D Also it can explain the discrepancy between 'rarity' and 'common'



Page 47
A space hulk can comprise dozens or even hundreds of wrecked ships crushed together.
..

Despite Imperial Navy injunctions against approaching space hulks, every ship in the system makes a beeline for one when it appears. Riches beyond the dreams of avarice await a crew that can board a space hulk and salvage its archeotech before the Navy or the Adeptus Mechanicus arrives on the scene.
Which of course explains why Genestealers, Orks, and Chaos use them for infiltration.



Page 47
A number of the Navy’s most illustrious warships have been recovered from space hulks.
...
To the Adeptus Mechanicus, a space hulk is a treasure house of lost technology and forgotten lore to be captured at any cost.
And to both organizations, yet another reason for grimdark sacrificing of coutnless human lives. It also gives Terminators something to do.



Page 47
Battlefleet Calixis possesses ships accumulated from the fleets of the Angevin Crusade, Segmentum fleet reserves, and vessels tithed since the sector was established. At one time it had been over a hundred years since a ship was assigned to the sector from the Segmentum reserve due to its relatively “quiet” status from a Navy perspective. However, with the increasing exploitation of the Koronus Expanse the fleet has been steadily built up over
recent decades
Origin of Calixis sector warships. building up the fleet in recent 'decades'. It is possible for ships to go long periods without adding to fleets due to 'peactme' conditions.



Page 48
It’s [Spine/Keel] a massive spar of adamantium that the majority of the ships decks are constructed on top of (in the case of a keel) or suspended from (in the case of a spine). Keel-built ships tend to have a flatter aspect to their design with fewer, wider decks while spine-built ships tend to carry more narrow decks stacked vertically and look high-sided.

...
Out of necessity the rearmost part of the ship is given over to its thruster arrays. Engine rooms come next, although some warship designs bury them deeper under armour amidships and route power outward from there. Traditionally the command decks are placed above all others and towards the stern of the vessel...
..
On a warship the majority of the remaining decks are given over to weapon batteries, attack craft launch bays, torpedo tubes, and thick armour plates.
Ship design details from the ground up.



Page 48
A void ship’s cavernous decks might carry ranks of glittering macro weaponry for ten generations and then be converted to host pious pilgrims for a dozen more.
And probably be converted back if the situation warrants it. I do wonder how many "freighters" or "merchant" ships are just outdated or decommissioned warships rahter than purpose-built freighters?



Page 48
Engines and reactors of a warship occupy a third of its mass; gun decks usually constitute three quarters of what remains. Even individual macroweapons are giant, housesized affairs covered with gantries, cranes, power lines and pipes with a crew hundreds strong. Lance turrets are even bigger—the size of a city block with a crew numbering in the thousands. Macroweapons of all kinds are hugely labour-intensive to run as few automated systems can be
relied upon in battle.
engeins and reactors are 1/3 of a ship's mass, about half is devoted to gun, and about 16% to everything else. Macrocannon crews run into the hundreds, lance turrets thousands and can be 'city-block' sized (hundreds of meters long?) Oh yeh and 'automated systems are unreliabile' - guess you have to justify the age of sail theme somehow, even if it doesn't explain hwo lunar class crew complements vary from 10K to 95K :P

I suppose if we knew the numbers of crew in engine compartments and for torpedoes we might estimate how many guns the ship has.

Also, assuming 1/3 of the gun deck 'mass' is for ammo, you might figure a cruiser sized vessel carrying 100,000 50 ton shells or so. Or assuming 100 guns per broadside, 5000 ton salvos. Which meshes roughly with the 'opening salvoes' quote from Daemon h unter (millions of tons of ordnance.)



Page 48
Laser, melta and plasma weapons are typically fed from generator stacks inside the gunrooms and multi-tonne reaction cells hoisted up from a magazine below.
...
Much of the crews’ time is occupied reconnecting or replacing components or wrestling sparking power lines back into place with insulated gaff-hooks.
'multi tonne' reaction cells. I suppose those are meant to be the energy weapon equivalent of loading macro cannons, although why they need those as well as reactor feeds. Maybe the reaction cells are for melta and plasma weapons (the ammo.)



PAge 48
Projectile-firing macrocannons require much larger crews to handle and load their enormous shells into the waiting breaches. Macrocannon crews also have to contend with sitting on top of a magazine full of enough munitions to level a city. Many captains still prefer the reliability of macrocannons despite the medieval toil they inflict on the crew.
As I recall, many ships tend to have dedicated armouries or munitions storage more towards the center of the ship (EG Rogue Star), to limit the damage explosions can cause, so they're only carrying part of the total loadout, but again we don't know how many shells might be in a magazine at any given time. Or what kind of city to level. Projectile firing ones may take relatively less energy to fire, but probably more crew (and have lower refire rates.)



Page 48
Macrocannons tend to be mounted in individual gunrooms to contain the damage if their magazine explodes. Energy weapons are normally mounted in multiples on gun decks for greater accessibility.
Differences in weapons design. Intersting that its implied that a starship can limit the damage from a magazine exploding considering they just said it can unleash 'ciy destroying' firepower.



Page 48
Simple hard labour and little required experience are needed to haul and push multi-tonne ammunition into place.


"multi tonne" ammunition hauled by human powe rof course.



Page 48
Impressively thick rails follow overhead gantries from great slots in the deck to the individual tube entrances sealed by their towering pressure doors.

Torpedo handling is even more labour-intensive than operating the ship’s guns, and crews can number in the thousands. Each torpedo is an enormous device up to sixty meters long and packed with volatile sub-munitions and plasma warheads.
This makes torpedo crews more veteran than gun crews for safety reasons. Also since torpedoes are bigger they get mechanical aid for loading. Also the differences in crew sizes probably reflect the differences in tonnag between shells and torpedoes.

also note torpedoes *this* time have submunitions and (multiple!) plasma warheads.



Page 48-49
It begins with ritual checks of the pressure in the torpedo tubes before their inner doors are painstakingly cranked open. The torpedo is then hoisted up through the slots in the deck from the heavily-armoured torpedo store several decks below...
...
Massed work gangs thousands strong then drag the huge missiles along the rails into the open tubes.

The torpedo shackles are then removed and finally the tube inner doors hauled shut, the outer doors unsealed, and the crews hurry to ceramite bunkers to await the command to launch. Even with the thick inner doors locked in place the awesome energies unleashed by the torpedoes firing up their plasma drives creates a backwash of heat and radiation that kills anyone exposed.
Loading a torpedo tube.



Page 49
...an open central hangar area surrounded by tiers of machine shops, weapons stores and maintenance areas.
...
Most launch bays are built to open directly into space with a power field over the entrance to keep atmosphere within the hull, although ships with launch bays are notoriously “leaky” in this regard. Armoured shutters are used to seal the bay fully between launches and retrievals during a battle and for transitions through the warp. Heavy bulkheads seal off launch bays from the rest of the ship in case a stray shot enters the bay and triggers the munitions waiting to be loaded.
Launch bays.




Pgae 49
The engine decks are the pulsing heart of a ship. They are vast, cathedral-like spaces dominated by thundering plasma reactors and armoured conduits coursing countless gigawatts of power out to the ship. A capital ship might have as many as a dozen reactor chambers linked together to supply its titanic power requirements. A smaller vessel likely has just one squeezed into an armoured transept.
The engines produce 'countless gigawatts' of power and a capital ship might have up to a dozen reactors, while a small ship (escort) might only have one. Aside from the number of 'gigawatts' (and how literally some are going to take that reference) we also get a relative comparison of power between cap ships and smaller vessels.




Page 49
..the shield generatoria deserve special mention. These thick-ribbed chambers house endless ranks of thrumming generators that project the major void shields and the masses of minor shielding needed to enable hull integrity. Re-routing power through the generatoria in battle is a vital function of damage control parties.
Interesting that voids and 'minor shielding' exist for evidently enhancing/maintaining the hull integrity. This suggests that there is more than just 'bare metal' to the ship, like some novels (like Planetkill) suggested. How this differs from the 'field bracing' described before (which was more optional) we don't know - possibly one is dedicated to combat, or the effect is more significant for the field bracing. Or it coudlb et he field bracings are 'variable' enhancement, whilst the 'minor shielding' is static (it already factored into existing structural strength, and this is a bonus on top of that, perhaps because its extra/additional' systems to strengthen the effect.)



Page 50
The bridge is dominated by ranks of muttering servitors and ticking cogitators monitoring the myriad functions of the ship.
..
Uniformed officers stride among the lobotomised slave-servitors and tech-priests issuing the hundreds of individual orders necessary to keep everything functioning optimally. High above in the captain’s cupola the senior officers and the Captain himself reside. From here they observe the progress of the ship in a vast holo-tank, assess augur sightings, monitor readiness levels and plot the vessel’s course through the void.
The Bridge. they're not afraid to use servitors on the bridge.




Page 50
..all the decks given over to the organic functioning of the ship. Bilges, sumps, cisterns, holding tanks, reclamation plants, laundries, hydroponics, battery farms, slaughterhouses, cold storage, kitchens and much of the accommodations are on the lower decks.
The lower decks. Inexplicably they mention gangways over vats full of excrement.. I wonder if thats part of the "reclamation" process (fertilizer perhaps?) It might also be some sort of 'convert waste into food' approach like the mycoprotein vats from 'Savage Scars'. Basically it gives a good idea of the level of self sufficiency you might find inside the ship.



Page 50
All vessels have access tubes and crawlways to reach out-ofthe-way corners of the ship. An incredible amount of pipes and wires also snake their way between decks carrying power, air and water with all the attendant valves, governors and junction boxes that go with them that must be maintained.
...
The fury of the weapons used in ship-to-ship engagements can gouge huge craters even in the meters-thick armour vessels carry for protection. The resultant repairs can leave a chaotic forest of spars and bracing, a hidden warren inside the ship. Areas might even be closed off because the ship has been reconfigured in some fashion centuries in the past such that passages or rooms have become redundant and fallen into disuse.
Basically just plenty of unused or hiding spaces for various dangers or "treasures', reinforcing the 'city in space' aspect. Various reasons for 'closing down' or sealing off portions of the ship imply that there are parts of the internal mass or structure unused (under-crwed or variable crew complements perhaps.)




Page 51
Inevitably some of those on the lower decks that succumb to warp madness escape into the maze of ducting and bracing between the habitable spaces in the ship. Some failed mutineers are desperate enough to flee to these lightless spaces to escape righteous retribution.
..
Heightened exposure to the warp and radiation from the engines leads to rapid mutations.
Hullghasts. They can breed if mixed-gender




PAge 51
There are a number of unpleasant creatures that somehow manage to thrive and multiply between decks. Only species of a particularly tenacious bent can survive in such harsh conditions with little food, light, water or air to live on. Unfortunately hive cities and Death worlds breed plenty of contenders.
As if the Ghasts weren't bad enough.



Page 51
Some ships may even be taken into dock to have their innards flushed with poison if the problem is proving impossible to eradicate.
They can fuck up food supplies or carry disease, nevermind the danger they represent to crew or systems.



Page 51
Every foe slain, every world burned, is recorded in the annals of the ship so that those who come after know the mark it left upon the stars.
Again starships 'burning worlds'



Page 51
Every sub-sector has scores of systems in “wilderness space” without an Imperial presence of any sort. In theory, the Imperial Navy has a duty to patrol all of these to guard against the encroachments of xenos, pirates and smugglers.

In practice, a ship could spend thousands of years on patrols and not cover even a small portion of a sub-sector. Only the most commonly used trade routes and a few likely locations for perfidy near inhabited worlds are patrolled regularly and the rest only intermittently.
Patrols in subsectors and their general layout.



Page 51
Forbidden worlds are seldom statically covered by Navy ships unless under direct orders of interdiction. Instead, automated markers are placed to alert nearby patrols to the presence and identity of any transgressors.
Or they deliberately station platforms and defence ships that aren't warp capable.




Page 51
Long-range auspex stations and sentinel satellites make up for some of the shortfall. However, patrol commanders are always looking for information that could lead them to action.
Again this suggests FTL sensors unless they can dispatch ships designed to receive data periodically from the outposts (or the Navy does so as part of the patrol.)



Page 51
Patrols around inhabited worlds and trade routes are usually allocated destroyers and attack craft carrying ships for antipirate operations.
Makes sense.



Page 52
A typical convoy might comprise as few as a half-dozen merchant ships to twenty or more commanded by an elected senior Chartist-captain. The number of Navy ships allocated to protect them depends on the cargo and the circumstances. If no major enemy warships are known to be prowling the area there may be a single destroyer or frigate for five or six merchantmen—still enough to give many pirates pause.
Rarely are capital ships devoted to convoy duty, since they have more important duties. They may be placed in close proximity to cover multiple convoys in case of emergency, however. This applies mainly, I suspect, to civilian convoys. Military convoys (like transporting IG troops) seem to always get a transport barring some emergency.

of course considering many warships tend to be armed to some degree or another as well, or Q ships, or corvettes and similar, escorts might not be needed very often. Another alternative is to create old space hulk 'cobra destroyer' parasite type warships that can be hauled along with a warship. When they drop from warp, deploy them as an escort or defense.

The rough ratio might also suggest the ratio of military to nonmilitary in a system, which fits roughly with BFG (hundreds or thousands of transports for 50-75+ or 'hundreds' of ships in a battlefleet, depending on your source..)



Pgae 52
Weeks can be spent in the slow, deadly dance of two fleets closing in on each other. The nature of starships means that combat can always be declined, so the enemy must be artfully pinned in place to a world they cannot leave undefended or persuaded to engage by a feigned flaw or weakness before a fleet action can commence..
Weeks preceding a combat, days or hours can be spent manuvering or chasing for position. Its a bit like a prolonged age of sail engagement, or a joust.



Page 52
Such heavily-fortified worlds have to be reduced by bombardment before they can be approached.

Sustained assaults from Nova Cannons, torpedoes and attack craft are used to knock out defence platforms and monitors from a safe distance.
Nova cannons, at least, would be quite useful against stationary platforms.



Page 52
A crusade is a righteous event wherein by declaration of the Ministorum and authority of the Administratum a fleet is gathered to conquer or eradicate a succession of worlds. Only volunteer crews are sent on crusades, but since the captain decides if the crew volunteers, all Navy vessels volunteer by default.
Crusade fleets tend to be balanced between what the Minisoturm wants and what the Navy can provide. It's described as an unhappy arrangement (less than the church wants, more than the Navy wanted to give.) although they mentioned adjacent sectors contributing some ships.



Page 53
Most interstellar warships are always on the move...
...
Key worlds often have a few warships on semi-permanent station as a fleet in being, but static defence is more properly the province of interplanetary vessels.
Sector and subsector bases probably. I'd bet thse are the 'stationed' ships that are on standby (between being on active patrol and in reserve). But how many are in active service or standby probably depends on how many active crews the Navy has in a sector, how peaceful it is, and how much is needed to maintain the force (transports/logistics as well as money/resources.) I'd still bet you'd have quite a few warships in mothballs unless they are needed.

Still considering 6-8 sectors thats a good 12-24 warships at least on standby at permanant station
perhaps



Page 53
...putting in place institutions that keep the new acquisition on the straight and narrow in the long term: Adeptus Arbites adjudicators, Ministorum functionaries, Adeptus Mechanicus logisticians and more.
..
It can be decades between visits from interstellar ships, so the institutions put in place bolster order on a local level and remind any potential secessionists that the Imperium is here to stay.
As well as safeguard against emergencies (warp storms, etc.) Again this is how the Imperium does things - it can't interfere directly (rarely) so it has to rely on agents and surrogates (who are fanatically indoctrinated) as well as the other key organizations (AdMech, Navigators, Ministorum) to help keep people on their side. And of course there is the military side (The arbites, any potential IG Garrisons, Navy Garrisons, etc.)



Page 53
..a lucky weapon strike in the midst of roiling combat can turn the product of centuries of industry into an expanding ball of plasma in the blink of an eye. Many ships end this way as the furious energies they contain consume them in a brief orgy of destruction.
Centuries of industry for starships. And also 'lucky hits' totally destroying a ship.



Page 53
Fire can also bring a quick death.
..
.The high temperatures reached can make metal run like wax and render ordinary fire-fighting techniques worthless.
..
..it is often only a matter of time before a spreading fire triggers a magazine or reaches the engines.
'fire' in 40K is about as normal as 'plasma' then. They might even be the same things, given how many plasma flamethrowers there are. (or melta.)

Page 53
However, Imperial Navy ships carry very large crew compliments in comparison to most of their adversaries, and arm most to fight off boarding attempts.
This at least makes some sense for having large crews - It woudlnt do to have no defneders when the Orks come to board.



Page 53
...relatively few ships meet their end in combat. More common by far are losses due to accidents, starvation and disease.
I imagine this refers to the crews being 'lost' and leaving the ship unmanned, rather than destroyed.



Page 54
..ships are frequently at more risk from accidents when in port than out in the void.
Comforting.



Page 54
For every ship whose doom is known a dozen more can only be listed as “lost.”
Nice.



Page 54
Imperial Navy ships are universally equipped with saviour pods and aether rafts, and every crew member has at least a basic void-suit on hand.
...
Most emergency craft have basic facilities for piloting to a nearby planet or moon to await rescue.
..
..castaways have been found that travelled for months in their tiny craft and then spent years at their destination..
Well better than nothing, I guess.



Page 54
Aided by several escort squadrons, the remaining half-dozen ships of the line formed the nucleus of the new Battlefleet Calixis.
One Battleship (Fist of Adamant), 3 Grand cruisers (Fire of Heaven, Loci Veritas Lux, Loci Veritas Lumen) and two battle cruisers (Chraiot of Wrath and Bellicose). Assuming 6-9 escorts we might have 12-15 warships.



Page 54
The battleship Fist of Adamant and the grand cruiser Fire of Heaven unleashed the rain of fusion fire that finally wrought the end of those corrupt xenos and their traitor allies.
'fusion fire' - possibly melta weapons of some kind.



Page 54
..the Apolcalypseclass battleship Tempest’s Child into the Fenksworld orbital docks, immolating himself and a dozen other warships.
This was, as I recall from Dark Heresy stuff, the doing of radical (asshole) Inquisitors.



Page 55
Over time the sector stabilised and vessels constructed at worlds under Imperial tithe began to expand the fleet. Even so, when the battlefleet faced its first true test in 467.M39 it was barely equal to the task.
The sector was "founded" in 384.M39, so we're talking a little less than a century. Assuming 30-50 warships (low end for a 'battlefleet' we might figure on a couple dozen ships (escorts mainly perhaps?) being built in under a century. Probably more cruisers (like Chalice class)



Page 55
...four capital ships had to be assigned to the protection of convoys...
...
..in 123.M40 after the loss of a capital ship task force led by the Fire of Heaven and two Chalice-class Battlecruisers..
..
In 570.M40 a cruiser squadron formed near Sinophia for a special mission. It consisted of the light cruisers Intemperate and Intractable along with the Chalice-class battlecruiser Triumph of Saint Drusus..
They've built at least 3 batltecruisers and 2 light cruisers.



Page 55
A score of raider-sized vessels attempted escape through the dense asteroid fields..
Eldar corsair band in Calixis had at least a score of escort sized vessels, plus at least one flagship and however other many vessels.




Page 56
Several capital ships were withdrawn to reserve status as unsuitable for the patrolling and escort duties that became the norm.
Ships put in reserve status when unneeded.


Page 56
- two Chalice-class battlecruisers (Hosiana’s Hand and Hel’s Promise) mutiny from BF Calixis



Page 56
Battlefleet Calixis found itself caught short-handed by the turn of events, and fleet personnel made heroic efforts to get reserve capital ships ready for action.
Including the Battleship fist of adamant (which took "weeks" to get ready, and still wasn't ready..)



Page 56
Battlefleet Calixis enjoyed a brief but rapid expansion under the governor’s patronage, particularly among its escort squadrons which added scores of vessels to their number.

Over the next decade and a half, Battlefleet Calixis methodically hunted down and crushed the Meritech clans in space before pounding their worlds into lifeless rubble.
Implies in a relatively short span of time (decades?) they expand extensive number,s including 'scores' of escorts. Fleets also destroy worlds (render them uninhabitable), presumably by orbital bombardment.



Page 56
- Mention of a Lunar class cruiser: Pride of Scintilla, destroyed by an Ork fleet. Grand Cruiser Loci Veritas Lux and six extra ships come to aid.



PAge 57
The Margin Crusade..
...
..did much to strip away the strength painstakingly built up by Battlefleet Calixis in previous centuries.
...
Despite the ongoing drain of ships to the Margin Crusade, Battlefleet Calixis has quietly expanded again and again over the last few decades.
- The Margin crusade stripped off sevreal capital ships including the Chariot of Wrath and a great many escorts. If we're to believe other sources in DH, it continues to do so (in part due to the perfidy of the Ecclesiarchy itself, and in part to bolster the Jericho's REach crusade.) Its been mentioned that 'dozens' of warshisp had been stripped out initially, then dozens more for jericho Reach. Of course this was also spread out amongst Calixis and other Sectors.

also the fleet expansion over a few decades, despite the Jericho Reach/Margin Crusade.




Page 57
The Fist of Adamant is an ancient and potent Retribution class battleship..
They have at least one Retribution class.



PAge 57
[Loci Veritas Lux and Lumen] This ageing pair of Exorcist-class grand cruisers are variants of the old Vengeance class..
...
.Vengeance sacrificed prow armour and weaponry for improved broadsides and turrets—the Exorcist class fitted launch bays in place of the broadside lances and increased stores so the ships could operate self-sufficiently...
Carrier roles make it good for anti-pirate duties.



Page 57
Despite such mutterings the handful of Chalice-class built are acknowledged as fine ships...
The Triump of St Drusus is a Chalice class. It is rumored ot use some of the interior structures and conduit relays of old Hades-class heavy cruiser.



Page 58
Officially known as Passage Watch 27 Est, this fleet detachment is nominally under Sector Command...
...
..the detachment’s unofficial name amongst Navy personnel and civilians alike— Battlefleet Koronus.
'battlefleet Koronous' is not an official battlefleet. More like a detachment/battlegroup from Calixis.



Page 59
As the Cauldron drew near the Pellucidan system, the Rogue Trader and privateer Esme Chorda met with Vice-Admiral Soarn Voyle, commander of Void Patrol Septimus Est, in orbit over Pellucida’s primary habitable world.

As the Cauldron came around the primary star, the ships of Septimus Est brought it under long-range fire with torpedoes and Nova Cannon. Unable to launch its small craft so close to the star’s corona, the space hulk closed to savage the Navy warships in turn.
..
Shielded by the sun’s hellish glare, Chorda’s ships closed from behind. Their shortranged fire crippled the Cauldron’s engines...
...
... the space hulk fell into the star.
Ships (cruisers, escorts) can get in close to the Corona of a star during ship to ship combat, but attack craft aren't able to stand it. Depending on the ships involved and how close it might be a few TW across the hulls (for something like a Cobra destroyer or frigate) to tens of TW (for a more cruiser sized vessel). A fighter would be more in the high MW/low GW (assuming ~50 m length and maybe 5-10 m height/width) which gives a rough idea of fighter endurance.

Also the hulk is clearly in the corona. Either the starships are some distance outside the corona or they're close too and inside it. THe former case suggests long range bombardments (quite a bit given the distance the corona of our Sun extends- some millions of km.) or it suggests yet another case of starships enduring close proximity to stars with little ill effects - literally orders of magnitude difference in surface area between a fighter and cap ship in this case.

Even if they're close to the star, unless they're practically on top of the star and deep inside the corona, the bombardment range is going to be significant - the hulk orbits around the star into line of sight and the ships open fire on it. For a star like our own that would be well in excess of a million km, so we'd be talking hundreds of thousands if not millions (or more!) of km easily. On the far end we're talking multi-AU ranges, as they engage possibly from in orbit around the planet (We don't know whether or not they move for sure, or how close they move, so that remains a possibility.)

There are also velocity implications, as the projectiles as well as the starships are keeping in orbit around (and outside the gravity of) the star, which is easily going to be relatively considerable velocities (tens of km/s probably) and quite a few gees of accel (our sun's gravitational pull is IIRC around 60 gees, but alot of this depends on distance, and the mechanism of keeping orbit matters - AG can simplify alot of this.) It goes without saying that the direct firing nova cannon (and likely macro cannons and similar had they been used here.) would travel considerably faster than the torpedoes, which are likely to be travelling much faster than the ships.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 4.. halfway thorugh..



Page 59
It [BF Koronus] is one of the few fleet detachments not to lose forces to the ongoing demands of the “Margin Crusade,” and has even seen a slight growth in strength as exploration and interest in the Koronus Expanse grows.
..
Battlefleet Koronus stages from several locations, including Port Wander in the Rubycon II system..
..

..Copernicus Depot at the edge of the Drusus Marches, and Fleet Base Metis in Zone 15
BFK's territory and staging points. Like Calixis, it has grown slightly despite the constant drain of ships into the Crusade.



PAge 59
Battlefleet Koronus consists of a dozen cruisers and several battlecruisers, supported by a number of light cruisers and several squadrons of frigates and destroyers.
...
Battlefleet Koronus includes several carrier vessels...
the Mars Class Battlecruiser, Gryphon, the Overlord class balttecuriser Stromwind, the Lunar-class cruisers Siriusand Hand of Redemption the Gothic class cruiser Gethsemane, the Tyrant class cruiser Drake, the Dictator class Cruiser Warspite. the Dauntless class light cruiser Swiftsure, the Defiance class light cruiser/carrier Hawk, and at least one squadron fo sword class frigates and cobra class destroyers.

We dont know if the carriers were part of the above listing, or in addition. Probably the former.

But we're talking a good 14-15 capital ships, plus however many light cruisers there are (at least a couple) and however many escorts there are (at least 2-3 squadrons which suggests over a dozen ships) we're probably talking about 30-40 ships at least.. which is normally a good chunk of a BFG-era 'battlefleet', and probably represents less than half (maybe a third?) of the Calixis Sector's total fleet disposition. And this is a quiet sector.

On top of that there's the drain of vessels and assets from the Margin crusade (many dozens of ships at least.)



Page 60
..this Gothic class cruiser is newly constructed, built within the last century at the Drystan Construction Yards.
A civilian (tithe) buitl ship presumably. The ship took less than a century to build.



Page 60
Horne is an older man well into his second century..
200+ year old Admiral. Unsurprising that Naval Admirals have access to Juvenat. Funny enough this can probably help explain any stagnation in the military if you have long living officers who hold their positions for long time.



Page 61
These vessels travel deep into the Expanse, often remaining on patrol for years, even decades, at a time..
"Long Patrols". One example of such (observing the orks of the Undred-Undred Teef is noted as being specifically retrofitted for an extended, several decades long, deployment. Suggests a bit of modularity to the BFK warships, if not Imperial warships in general (considering how they can convert from warship to carrier to transport...)



PAge 61
...discovery of a marvellous relic, an ancient warp gate that allows ships to travel across the galaxy to the far-flung Jericho Reach.
..
Anyone looking for a warp gate would focus their attentions on a known Navy fortress, and not think to explore the void a several thousand astronomical units distant.
Approximate distance from the JR warp gate to the BFK base guarding it. If we knew the times involved we might do some calcs. Assuming 3000 AU and a month of constant acceleration travel time, we're getting ~15 gees acceleration. 3 months would be 1.5 gees. one month of travel is 174,000 km/s. 3 months is ~58,000 km/s. 1 year (about 2x the endurance of most starships unless specially refitted is 14,500 km/s roughly.



Page 62
The base itself is an extremely powerful bastion—a Ramilies-class star fort. Originally designed by Artisan Magos Lian Ramilies from STC components, the Ramilies is as heavily armed as a squadron of warships and can remain self-sufficient for decades if not indefinitely More importantly, a Ramilies can erect a warpbubble over the entire structure, enabling it to enter the warp and be towed by fleets of tugs to different star systems.
...
Metis and its surrounding installations have a large crew of nearly half a million individuals, the vast majority Navy crewmen.
..
Each quadrant is heavily armed with multiple long-range lance turrets and macrocannon broadsides rivalling the strength of a Navy cruiser, as well as multiple launch bays for attack craft.
..
..a number of smaller installations have grown up around it. These include several space docks, over a score of orbital supply depots, several hab-installations dedicated to food production, and a number of auxiliary weapon platforms for defence.
It also has facilities to repair any BF koronus ship. Rather nice they have a Ramilies available like that.



page 65
The vast majority of their interior space is taken up with torpedo tubes and stowage space, with only a few macrocannons for defence.
Cobra class destroyers. I'd have to expect them to be far more powerufl without the torpedoes, though.



Page 66
There are a dozen Swords in Triumph Squadron, and they are often spread across Battlefleet Koronus’s areas of operations.


at least twelve escorts, probably at least 15-18 with the destroyers.



PAge 66
Attempts to modernise the fleet and update its protocols have always been doomed by the sheer size and inertia of an organisation spread across 100,000 light years of space..
Scope of the Imperium. As I said with the RT core rules, the Imperium is far bigger than a mere 50,000 LY. Also note that they do make attempts to 'modernise' the fleet and how it operates, but that the size of the Imperium, coupled with the inherent flaws (bureacracy, corruption, politics) coupled with the problems in communication and travel make it hard to instigate any true galactic standards. This tends to lead to the usual state of things being more 'centralized' on a sector level or cluster of sectors.



Page 67
In the Calixis Sector, a certain number of officers are generated by the “commissions” issued to planetary governors and Schola Progenium worlds each year to fulfil. Each commission is for a single child of ‘good character’ to attend Port Wrath..
Planteary commissions are typically used for political or monetary purposes (A bribe or a rent)
The Progenium, typically, send their best. There is of course, the good old Patronage route as well. This all tends to create a very mixed back as far as officers go. Given hundreds of worlds in Calixis (probalby) we're talking hundreds of potential commissions. That isn't an absolute I suspect, some worlds (like hive worlds) might generate several commissions while others (like Feral worlds) may not generate any. but its an average. This means each generation you might expect some 5000 or so commissions to enter the Navy. That said not all are going to be for warships (or even starships) - there are plenty of outposts and stations that can need commanders, and there are always sub-stellar warships if it is to be a warship command.



Page 67
..lord high-admiral is the highest rank of the Imperial Navy. Only five of these august individuals exist, one for each of the Segmentae Majoris. Each is responsible for the Imperial Navy’s fighting forces across the thousands of sectors in their allotted quadrant of the galaxy, or in the case of the Lord High-Admiral Solar, the substantial volumes around Holy Terra itself.
The Segmentum Admirals. Note 'thousands of sectors' in each Segmentum for at least the four surounding segmentum. At least 8000 sectors, more probably like 10,000 given that Solar is as big as most of the others, and if anything is more densely habited. On top of that Segmentum solar is easily 2-3x bigger than any of the others, so it should encompass far more than a mere 2,000 sectors on its own. It's quite possible that there are several tens of thousands of sectors, in fact.

Note that with 10k Sectors you have a minimum of 500,000-750,000 warships comrpising 10K battlefleets. Which again is very much a lower limit. It is quite possible to argue at least several million warships (BFG novels mentioning 'hundreds of ships' in the Gothic sector for example.)

Territory wise this also means at least 2 million or more 'habitable' systems in the Imperium, each likely to have a great many colonized planets, moons, orbital facilities, and the like. the novel "Emperor's Mercy' suggests a small and relatively unimportant fringe system had 19 billion people total in it (IIRC) while in Dark creed a major system had something like 400 billion.. we're talking tens or hundreds of quadrillions of people estimated, which is quite a bit (but consistent to within an OOM) of the populations of 34K imperial Hive worlds. heck with 10K or so sectors thats 3-4 Hive worlds per sector, which is roughly consistent with my own estimates from long ago based on extraploation from the BFG maps. I love consistency like that :lol:



Page 67
A lord-admiral, or sector commander, is responsible for all naval operations in a given sector and has direct command of units of the Segmentum warfleet allocated to that sector.
...
Deploying ships and men to patrols, permanent stations and reserve fleets in a way that satisfies both military and civilian needs...
Again we have mention of the sector commander being 'alloted' a nubmer of units from the segmentum warfleet (its own 'reserves') which I suspect can be increased, decreased, or otherwise adjusted depending on circumstances and needs. This may in fact explain supposed 'disparities' between fleet numbers from BFG (50-75 ships per sector) and other sources (the BFG novel mentionin hundreds of ships) - quite likely the Sector allotments will periodically fluctuate depending on circumstances (ships shifted from peaceful sectors to cover war torn sectors, or drawn off for crusades, invasions and other offensives, recalled into the sector or segmentum reserves for various reasons, etc.)

We also get the 'breakdown' of active (patrol), standby (permant station), and mothballed (reserve) fleets which break up the sector allotment even further, which can also explain dispartiies between ship numbers: a ship may have hundreds of ships in a sector, with the bulk of those in standby or reserve fleets, whilst the 'active' fleet' is only 50-75 ships.

In fact, given the two above points, I would treat the 50-75 figure as more of a 'minimum' standard.. that is a sector cannot be expected to execute its responsibilities with fewer than this number.



Page 67
...the cruisers Gryphon, Sirius, and Gethsemane, escorted by a reinforced squadron of frigates and destroyers...
existence of "reinforced squadrons"... This could explain some depictions of 'flotillas' (like in Xenos.)



PAge 68
..it’s far more common for solar admirals to be dispatched to war zones in command of a reinforcing fleet or kept busy on “special duties” with their own independent flotilla.
Solar Admirals are those who go to Terra seeking appointment to a sector. As you might expect, demand always exceeds supply. They remind me ab it of the 'yellow admiral' idea, although I might have gotten that wrong (and no doubt some historically minded reader can and will correct me. :P)



Page 68
An admiral is allocated command of a portion of a sector’s fleet and responsibility for the security of a handful of star systems and the vast tracts of wilderness space that lie in between.
...
Perhaps twice a century the fleet might be mustered for a punitive strike or to defend against a sector-wide incursion.
In other words, he's probably responsible for an entire subsector. he gets a detachment of a fleet (a battlegroup, a 'subsector' fleet/battlefleet, subfleet, whatever you might call it.) and is guarding a 'handful' of star systems (whether these are major, major and minor, or what, I don't know.)

After Admirals come Vice Admirals, who control the vanguard (patrol/recon and escort forces, light cruisers and frigates/destroyers)



Page 68
In ancient times when an entire Battlefleet might be massed together, the thousands of ships present would be divided in to three commands, each under their own admiral. The rearadmiral was the youngest and least experienced and so would be given charge of the rearmost division as the one least likely to see combat.
Baiscally logistical and adminsitrative - coordinating repair and refuelling facilities, handling convoys,e tc. The mention of 'thousands' of ships is interesting, as it implies there are millions/tens of millions of ships across the Imperium in the Navy. The major question is - are these all warships, or do they include quasi-military and military transports and the like? Honestly, it could go either way. And as tempting as it is to claim that there are thousands cruisers and escorts in a sector navy, I dont think it could quite work out (unless like 90% are reserve ships and escorts at that.) It could be that the bulk are 'calculated jump' rather than 'piloted (Eg Navigator controlled') ships of second or third line use - stuff like old destroyers and corvettes, armed merchant cruisers and Q-ships, corvettes, and so on. Heck it coudl be both that and 'transports' Still even if the bulk are nonmilitary, this can point to there being a good few hundreds warships in a sector (not unlike what the BFG novel says.)

The other ranks are commodores (seniormost captain in charge of a squadron), Lord Captain (single ship on detached duty - speaks with the full authority of Battlefleet), and Captain (runs a ship of the line.)

Commanders run individual escorts, under Captains/Commodores (leading the squadron). Commanders might also lead system ship squadrons, be wing commander of attack craft, or run an orbitla station.



Page 69
System-defence ships and monitors occasionally fall under the direct command of a lieutenant. It is more common for them to be found acting as second-in-command aboard escort-class ships, as part of the vast bridge crew found on a capital vessel, or in an attack craft squadron acting as flight leader.
There are differnt grades of lieutenant (sub lieutenants, flag lieutenants, and 1st -3rd lieutentnat. Ensigns are technically also lieutenants. Midshipmen are lower thoguh. It seems that there are a considerable number of navy-run system defence/substellar ships, which makes sense (Naval garrisons owuld benefit from that. They could 'loan' them to local systems, which gives them a garrison/reserve of trained navy crewmen to draw upon in emergencies, whilst reducing costs.)



Page 69
It’s common practice to promote warrant officers from among the ratings already on board a ship, but large numbers of warrants are also issued to civilised worlds as part of their Imperial tithe of experienced personnel, often with a promise of reward to entice skilled individuals.
They basically are the NCOs I believe, they carry out the directives of the officers.



PAge 69
A sergeant-at-arms has charge of a squad of armsmen anywhere between six and twenty strong with responsibility for close action in naval combat
Armsmens quads.



Page 70
Contrary to popular belief, many Navy ratings are volunteers—the pay is good and the conditions are better than those on many Imperial worlds. The Navy can make generous promises when it knows barely half the ratings will survive a cruise and collect their gelt at the end.
...
..he always has the right to send press gangs to tithe more crew directly from any planet along his way. This can mean anything from emptying penal colonies to pressganging collections of citizens out of hab-blocks. In practice this is often achieved with the collusion of the planetary governor, but an Imperial Navy captain does not need permission to take crew from any world.
"ratings" are either armsmen (the troops) or voidsmen (the crew). This would tend to suggest that the bulk of crewmen on the warship are not relegated to the 'shithole' conditions we see where the criminals and such are kept. Of course, everything is relative (naval ships could be relatively better than a hive world or underhive, for example) and conditions can eaisly vary from ship to ship, so this probably shouldn't be taken as an absolute. Still, its suggestive.



Page 70
Hiveworlders are favoured as voidsmen due to their familiarity with technology and the fact that they are inured to the worst of the noise and claustrophobic conditions found on ships.
...
..those who are smart, lucky, and dutiful may advance in rank after many years of service. On many ships, these individuals are called able voidsmen...
..
..a voidsman with both brains and ambition may become a leading voidsman.
Convenient, since Hive Worlders are perhaps common as dirt. We also see that there is a somewhat darwinian process involved with voidsmen, not unlike that practiced amongst the Guard honestly.



Page 71
The Navy sees these unfortunates as much a resource as fuel for the drives and food for the crew, and they are given duties such as hauling guns into position, turning flywheels, and carrying supplies, heavy equipment, and macrocannon shells. Most ships must replenish their crews of indentured workers every so often, as a steady stream die to malnutrition, accidents, and disciplinary actions.
The Indentured workers.. the unskilled labour, and the grimdark fodder. These are the ones who are treated like shit and are what we most often think of when we think of life aboard a Navy ship. tHey're the pressganged (or the criminals) whereas voidsmen(shipmen) all will be recruited.



PAge 71
Smaller void ships only carry a handful of astropaths but capital ships commonly boast an entire choir for long-range communication.
Numbers of astropaths on ships.



PAge 71
The title is allotted to the most qualified individual onboard whether it be a magos biologis extremis on a capital ship, a medicae servitor on a destroyer or someone with first aid training on a gun-cutter
The ship surgeon.



Page 72
For every 100 crewmembers, there will be:

• 80 or more shipmen or voidsmen of various types. Generally, warships have higher numbers of basic shipmen, as they often suffer high turnover rates.

• 5-10 armsmen. Warships usually have a higher ratio of armsmen than Chartist ships and merchantmen.

• 5-9 warrant officers of various types. Generally, Chartist ships and merchantmen have fewer
warrant officers, making up the difference with Able Voidsmen.

• 0-1 officers of various types. Generally, there is one officer for every several hundred crew, with the
ratio being slightly higher aboard warships.
This is noted to onyl be a rough guideline, and it may change depending on the nature and type of ship, amongst other factors. For a 95,000 strong Lunar class this works out to:

4750-9500 Armsmen, implying that Navy ships will lean towards the higher end of the scale (if not a more favorable ratio.) What percentage of that are the 'storm troopers' or naval elite.. we dont know. This is also highly dependent upon where the indentured workers fit in - while the passages above imply voidsmen are more common (as does this) it is possible that indentrued workers make up a non-trivial percentage of the overall population. Perhaps even a majority on some ships.



Page 72
..few captains are ferocious enough to execute their crew as often or as viscerally as the regulations demand. The best command through respect as much as discipline, and for most the threat is enough to wield absolute authority.
They go onto mention that captains are to be respected, not loved, and a perceived failure of duty can warrant action (EG shooting) by the Fleet Commissar. It tends to echo the leadership of Leoten Semper from the EH novels, really.



Page 74
..Their technology is surprisingly sophisticated, capable of feats that should be impossible for contraptions of scrap metal and scavenged machinery.
...
..behemoths that rival the greatest of Imperial Titans in stature and power,
Ork technology.



Page 74
Ork ships are extremely durable, able to withstand greater punishment than an Imperial vessel of similar mass, and often clad in thick armour that turns aside all but the most concerted assaults..
They also tend to be easily constructed/replaced, and more numerous. This actually tends to run contrary to their ground vehicles, and even some numbers, but it is not impossible for them to be both tough and heavily armed (they aren't always fast, but they can be.) The biggest problem one can ascribe to Ork tech is unpredictability - the weapons might be devastating or could miss entirely. The ship could be fast moving, or it might not move at all, etc. Like on the ground, they make up for this with numbers. But with a storng WAAAAGH effect going on, they can be quite deadly (Rynn's world and Armageddon stand as recent examples.)



Page 75
The heavy armour and massive superstructures of Ork vessels afford them considerable resilience, a trait bolstered further by the innate durability of Ork technology, which remains functional almost in spite of damage. For additional defence, crackling force fields wreathe Ork vessels, whether projected from salvaged void shield generators or bizarre mek-built “kustom” force field projectors.
I think it goes without saying that the WAAAAGH aspect of their tech explains its supreme durability - given that Ork tech in non-Ork hands will be unrealiable at best (and fail to work or explode at worst), the Ork's belief in its functionatily plays a considerable role in its ability to continue working. That is, Orks can keep their tech working by strnegth of will (after a fashion) if they truly believe it. This is of course harder to achieve than I make it sound, but this is where the straightforward and uncomplicated nature of Ork minds is an asset - they lack the doubts, fears, and worries that might plague or hamper a human, especially in large numbers.



Page 75
Their starships are more heavily armed than Imperial vessels of comparable size.
...
In a matter of minutes, an Ork vessel can unleash thousands of shells at a target, filling the void around an enemy with debris, shrapnel and unexploded shells. Powerful, unstable explosive warheads are loaded onto Ork fighta-bommaz and into torpedoes...
Compensated for perhaps by inaccuracy and reduced range compared to their Imperial counterparts, they still pack a heavy punch though.

More heavily armed but again more unpredictable/inaccurate. Still, thousands of shells in a matter of minutes is interesting.. perhaps hundreds of shells per volley per minute, or 17 per second (assuming 2000 shells and 120 seconds.)



Page 75
Ork warp travel is an uncertain and erratic process, and the warp drives that allow it are similarly unstable. Some are rebuilt from the ruins of salvaged warp drives, while others are bizarre contraptions built around the disembodied brains of the Ork psykers known as Weirdboyz.
Considering weirdboyz can also double as communications/command and control, sensory, and even energy weaponry, this probably isn't surprising. Orks also use totums and "teef" made of hull plating and glyphs in place of gellar fields (WAAAGH effect again - which they actually admit as a possibility.)

Reactors/drives are also generally pretty unreliable, save their innate belief in it working.



Page 76
Orks seem to have possessed power field technology as long as the Imperium has. Their ships sport protective energy barriers comparable to void shields...
Life sustainer technology is unknown. Probably more "WAAAGH" effect in action. I'm picturing something involving grots, bellows, and perhaps a treadmill.



Page 77
Orks simply refer to their myriad scanners as “searchy grubbinz” no matter whether they’re powerful aetheric scanners or gigantic telescopes.
Aetheric scanners - warp scanners of some kind.



Page 77
Above all other weapons, Orks favour massive shell-hurling macrocannons..
...
...these weapons fire volley after volley of solid shot and explosive shells..
Ork weaponry.



Page 77
Though this encompasses any number of different types of weapons, most fire projectiles of some sort or another. It’s fairly common for Orks to loot weapons from defeated vessels, so many guns are “improved” versions of Imperial macroweapons.
Useful to know.



Page 77
Alongside more conventional macrocannons, the Orks commonly employ short-ranged but extremely powerful guns. Firing dense slugs of scrap metal massing thousands of tonnes, as well as a jury-rigged plasma bombs, these shells quickly become inaccurate over long range.
These are, as i recall from all other examples, just variations of macroweapons. Its interesting, especially when you consider the core rules describing Imperial macro-cannon flinging 'kilo-tonne' shells, which lends credence to the idea that it is mass (the same way starship masses are described) instead of yield.

Yield wise.. assuming they move as fast as torpedoes (EG from Iron hands) 200-300 km/s and 2000 tons.. we'd get between 4e16 and 9e16 J of ke per shell, and 4-6e11 kg*m/s per shell. It goes without saying that the recoil is considerable, and that far more than one gun would be firing (at least several per battery, probably more like a dozen or more given the number of 'hits' - the 'strength' of a heavy gunz battery.) if we use the 300-500 km/s torps from Age of Darkness, or the 800 km/s torps from the Primarchs, we get between 9e16 and 2.5e17 joules per shell, and 6.4e17 J for 800 km/s.

Assuming anywhere from several up to a dozen we're talking somewhere well into the e17-e18 J range per gun at a bare minimum., although momentum will still be more impressive. If they fire warheads of roughly comaprable mass, and 1 ton mer megaton.. assuming 10% of the mass is payload at that rate we're talking 200 MT per shell.. and its quite possible to argue gigatons per shell (and this assumes atomics yield only!)

All around its low end, and both velocities and payloads could be considerably greater, which further indicates absolute firepower figures of 'only terajoules or gigajoules' is silly for 40K (or Ork) warships. For tha tmatter it tends to reinforce the idea that the mass (if not acceleration as well) figures are under-stated for the bigger ships if not all vessels. If we went with the 'thousands/tens of thousands of km' as implied for 40K cannons by Warriors of Utlramar (at least for Imperial ships) or BFG, we get between 4e18-4e20 J of KE for a 2 thousand ton shell moving between 2,000 and 20,000 km/s.



Page 76
Often rebuilt from the largest broadsides of Imperial Cruisers, these guns protrude menacingly from the scowling armoured prows of kroozers, ready to unleash salvoes of heavy explosive shells. Kannonz often have extra-long barrels, so the shells fire further.
Yet again Ork guns get rebuilt (like the lesser macrocanonnons) from Imperial cruisers, which suggests the heavy guns flinging thousand-tonne ordnance is not far fetched for Imperials (thorwing kilo-tonne ordnance.. lol()



Page 77
..lances occasionally found on Ork ships are rebuilt from Imperial lance weapons, often ending up far larger than the weapons they are based on, for negligible gain in effectiveness.
They mention lance weapons are gneerally rare in ork fleets, and if they do exist tend to be mounted on the largest ships. THey also fire green beams. That said, they do use weirdboyz as lances sometimes.



Page 77
Ork Torpedoes are far from reliable...
...
The Orks make up for this as only Orks can—by firing more torpedoes.
Makes sense to me.



Page 78
Trakta Field: This field projects gravitational forces that draw enemy vessels closer, making it easier to board or ram them.
Orks have effective tractor beams.



Page 78
Weirdboyz’ Tower: Protruding from the top of the ship is a twisted brass tower, crackling with green lightning. Within the tower are groups of weirdboyz, their brains surging with the combined psychic noise of the thousands of Orks in the ship below. Every so often, a great arc of green energy shoots out from the tower.[/quote]

They can also stick an even bigger red button (go fasta!) extra huge armor plates (tougher but even more sluggish) or extra shield generators) But i love the weirdboy towers the most.



Page 79
Kroozer
Dimensions: Varies; 4.5 km long approx, 1.1 km abeam approx.
Mass: 30 megatonnes approx.
Accel: 2.7 gravities max sustainable acceleration
Classified as a cruiser hull, subdivided into Kill Kroozer or Terror ships. The former specializing in guns, the latter in attack craft and boarding. Like with Imperial ships I ain't going to bother doing calcs on this one.




Page 79
a “kroozer” is broadly analogous to the cruisers of the Imperial Navy in mass and armament.
Also to be noted is that the Kannonz have range 9, Heavy Gunz range 3 (VU), Zzap Cannons (lances) range 6, Torpedoes range 35, Gunz a range 5, and Kustom Kannonz (flash gunz) are range 6.



Page 80
Attack ship:
Dimensions: approx 1.5 km long, 0.4 km abeam approx.
Mass: 9.5 megatonnes approx.
Accel: 2-4 gravities acceleration
Ork Eskort.



Page 80
Ork escort craft resemble those of the Imperium in size more than anything else, generally lacking the speed and manoeuvrability that characterise most frigates and raiders. Typically lacking in armour along their flanks and rear...
Ork escorts range from macrocannon equipped (onslaught class), Savage-class (heavy gunz) and Ravager (torpedoes). Lance escorts are rare.

The weapons range stats are same to the Kroozer, except that on escorts Heavy Gunz are big enough to totally occupy the prow weapons positions.



Page 81
Brute Ram ship
Dimensions: approx 1.1 km long, 0.5 km abeam approx.
Mass: 6.5 megatonnes approx.
Accel: 3-5 gravities acceleration
Oh my. The ramship. my favorite. 6.5 megatons and 3.5 gravities acceleration. I wont measure thrust, but I will note that even at a relatively low 2-3 km/s the ram ship is worth at least a few MT of KE, and a shitload more momentum.. and they won't totally obliterate an Imperial warship on impact (EG Lord Daros from Warp Storm.)




Page 81
..the ram ships using their mobility to close with enemy vessels swiftly and collide with them at full speed. Their heavy armoured prows, comprising two-thirds of the vessel’s mass and fitted with drills and spikes, allow them to cause significant harm to even capital ships.
...
Half of the vessel’s volume is taken up by a dense metal ramming beak, tipped with sharp protrusions designed to tear at the hulls of the ships it collides with.
Game stats they have "speed 8 (VU) per strategic turn, which it could possibly double, triple, etc. with a "flank speed" move. It can also add 1-5 VU to its move if its moving straight. Rules stat ramming can occur within 1 VU of the target. Between this and BFG rules, the Kroozer should be moving at least at several km/s, if not several tens of km/s.

Also amusing is how they retconned the BFG 'kroozer' having a heavily armoured prow comprising 2/3 its mass. recall that in warp storm the prow was virtually an 80% solid mass for over half its length or so. assuming a 500 long, 200x300 meter 'ram' 80% solid iron ram, we're talking about 187,200,000 tons just for the ram alone. with the rest of the ship we're up to 280,000,000 tonnes. For a 1 km or so escort. Which provides just yet *another* indicator of how ultra-light these masses are. hell even assuming the ram isn't a virtually solid mass of iron but had a density of water, its absurdly light. it takes quite a bit of handwaving to work around this (ulralight hull materials and design, ultra-tiny ram, lots of empty space inside said ram.. none of which remotely fits Orky asthetic or other depictions of the ram.)



Page 82
Rok
Dimensions: varied; up to 4 km in diameter
Mass: varied
Accel: 1-2 gravities acceleration
They learned their lesson from frozen reaches and didn't specify the mass. However, a 4 km rok even 99.9% is going to be several times more massive than a Imperial Lunar class. :P
A spheircla rock with 10 m thick walls and the entire inside empty void will be over a billion tons. And even at a mere 5 metres its going to be 587 million tons. Hell a shperical rock with a half metre thick hull would *still* be over 59 million tons, nevermind the interanl passages or sturctural support or anything like that.

Of course its possible the Roks are just that massive, but then this would lead to some.. 'interesting' engine output performances for orks (imperial and Ork ships are going to be by defintiion magically unrealistic torch ship designs, which means that there are limits to how much mass you can throw out to reduce velocity and still move the ship even at a couple gravities.



Page 82
Within the Koronus Expanse, however, some enterprising meks have experimented with adding warp drives to Roks, allowing them to accompany Ork fleets in raids across the region.
They pack lots of Gunz with range 6, every other weapon is similar to other Ork ships. Bout time they made warp capable asteorid ships!



Page 83
HAmmer BattleKroozer
Dimensions: 4.8 km long, 1.2 km abeam
Mass: 30 megatonnes approx
Accel: 2.7 gravities max sustainable acceleration
It's rated as a battlecruiser hull.



Page 83
..others claim they are scavenged Imperial cruisers formerly armed with Nova cannons,
...
Certainly, the unique weapon system on the Hammer’s prow was invented by Garzog, due to Uzog’s insane desire to have both torpedoes and big guns on his vessel. Garzog is said to have rigged the Nova Cannon’s conduits to massive cylindrical launchas that could fire torpedoes or bombardment cannon shells, but not both at once.
This reinforces the assertion from Armada that bombardment cannons and torpedoes share similarity of dimension with nova cannons and vice versa, at least as far as the ammo goes. this means a nova cannon (or bombardment cannon) shell can correspond to the mass/size of a torpedo, and a torpedo to each of those. Considering they easily mass hundreds or thousands of tons, this is both intersting and useful as far as wepaons calcs go (and reinforces the whole horrid GIGATONS firepowre thing some people seem to despise being reminded of, as if there were some vast retroactive conspiracy to insert such weaponry into canon to cheat.)



Page 84
A tremendously longlived people, with life-spans measured in centuries, the Eldar are also a slowly dwindling race.
..
..mostly dwelling on planet-sized spaceships known as Craftworlds.
Centuries old Eldar, planet sized craftowrlds.



Page 84
Their ships are significantly more advanced than those of the Imperium, and are equipped with technologies far beyond the abilities of the Adeptus Mechanicus to understand, much less duplicate.
..
The hull of an Eldar ship is made not from adamantium plating, but from a material called “wraithbone.” Molded by Eldar craftsmen known as Bonesingers, wraithbone is literally grown into what ever shape is needed, be it armour, weapons, buildings, or kilometres-long voidships. Durable, difficult to damage, and even capable to a certain degree of self-repair, wraithbone is psychically active and on Eldar ships replaces the vox units and cogitators found on Imperial vessels. Wraithbone also manifests innate psychic shielding, partially protecting the vessel (and its crew) against certain manifestations from the void.
Durability of wraithbone and the sophistication of Eldar tech.



Page 84
..the Eldar use vast solar sails to collect the light of the stars. These sails allow Eldar ships to move swiftly and securely, and are one of the reasons behind their impressive and unparalleled manoeuvrability. Small craft may only have a single solar sail, while larger craft may have two or three, giving the ships the appearance of winged creatures
Maybe they use mass lightening to make their ships light enough for the sunlight to push :lol:



Page 84-85
..Eldar forego the use of void shields and instead rely on their holofields for protection. A holofield confuses a ship’s targeting sensors by creating multiple “ghost ships” randomly across an area of space. These ghosts mask the actual location of the Elder ship. While this means an Eldar ship can be nigh-impossible to hit, their lack of void shields renders them vulnerable to those shots that do find their target. While immensely sophisticated, even Eldar construction is not as durable as multi-metre thick adamantium armour layers and thousands of redundant components and replacement crew.
Eldar holofields. psychic stealth. Note that despite being more advanced, Eldar ships are less durable by virtue of thinner hulls and generally less blocky/massive construction.



Page 85
..many webway tunnels have planet-side terminus points, allowing the Eldar to land almost anywhere they choose both quickly and safely. This also means Eldar do not need to rely on the dubious mechanisms of a warp drive or Gellar Field.

For those worlds without webway access, the Eldar utilise the nearest webway egress to come as close as possible, then move in at top speed.

..
..the largest Eldar ships contain internal webway points (known as “wraithgates”), which are used to open warp portals to planetary surfaces so the Eldar can swiftly deploy ground forces while simultaneously providing covering fire from orbit.
Webway gates. Corsairs (and the Dark Eldar) also use the webway.



Page 85
..the Eldar utilise advanced laser and plasma weaponry backed by highly sophisticated torpedoes. A common macrobattery weapon is the “starcannon,” consisting of clustered plasma generators mounted in turrets.
...
Once their starcannons have battered down an enemy’s void shields, the Eldar turn to their pulsar lances, which fire volleys of intense laser bolts, each capable of ripping through a target starship.
Eldar use energy weapons purely, save for some high tech torpedoes.




Page 85
Similar in design to human lances, the Phantom Lance is used on smaller vessels as it requires less energy to power.

In contrast, the Pulsar Lance fires a burst of high-intensity laser bolts. The energy requirements for this weapon are tremendous, but a single Pulsar Lance can strike multiple devastating blows.
..
The Eldar disdain using shells and crude warheads on their starships, preferring elegant and deadly laser and plasma-based macrocannons.
...
Eldar torpedoes are equipped with holofields of their own, to ensure they go undetected. In addition, they contain highly sophisticated tracking and targeting systems...
this suggests that like hellguns and other similar kinds of laser weapons, the weapons rely on mechanical/explosive damage to penetrate and inflict injury rather than just being oversized heat rays.



Page 85
Eldar attack craft possess holofields, making them nearly impossible to hit when they make their attack runs. When coupled with their armour-cracking sonic charges, this makes the Eagle one of the most feared bombers in space.
sonic charges must be Eldar versions of seismic torpedoes.



Page 85
..many Eldar vessels are controlled in part (or whole) by an Infinity Circuit containing the souls of dead Eldar, further reducing crew requirements.
A form of automation. Rather than using cybernetic zombies, they use psychic ghosts.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 5


Page 86
...the ship does not have any protection against a Nova Cannon exploding within 1 VU of the vessel—a massive plasma explosion does not care if a holofield equipped ship is actually a few hundred kilometres away from where it appears to be.
This tends to implt that nova cannons are typically plasma explosions. It could be variants of nova cannon do different things with the plasma or use different kinds of plasma (EG mars vs Ryza patterns.)



Page 86
The typical Eldar Corsair vessel is the size of an Imperial light cruiser and as well armed.
Same volume/size wise but less massive and generally more fragile.



Page 87
Hellebore Frigate
Dimensions: 1.8 km long approx, 0.3 km abeam approx.
Mass: 5 megatonnes approx.
Accel: 9.5 gravities max sustainable acceleration
Defined as the "most heavily armed frigate" in the gothic sector.



Page 87
Hemlock (destroyer/frigate, it says it is a destroyer but uses a frigate hull)
Dimensions: 1.4 km long approx, 0.2 km abeam approx.
Mass: 4 megatonnes approx.
Accel: 9.5 gravities max sustainable acceleration.
Hemlock destroyer. Considering the frigate is more massive yet pulls the same accel, why do they bother with this one?



Page 88
Nightshade [Again using frigate hull despite being a destroyer.)
Dimensions: 1.3 km long approx, 0.3 km abeam approx.
Mass: 4 megatonnes approx.
Accel: 9.5 gravities max sustainable acceleration
It claims to be "larger" than the Hemlock, although the stats don't bear that out (unless its broadly speaking of volume)



Page 89
Aurora class light cruiser
Dimensions: 3.4 km long, 0.4 km abeam approx.
Mass: 12 megatonnes approx.
Accel: 9 gravities max sustainable acceleration
Rather small for a light cruiser, but its only slightly slower than a frigate/destroyer too. Less massive than a Dauntless too.



Page 89
Eclipse class cruiser
Dimensions: 4.7 km long approx, 1.4 km abeam at wings.
Mass: 18 megatonnes approx.
Accel: 8 gravities max sustainable acceleration
Nearly half the mass of a Lunar class, many times the acceleration.



Page 90
Shadow class cruiser
Dimensions: 4.7 km long approx, 1.4 km abeam at wings.
Mass: 16 megatonnes approx.
Accel: 8 gravities max sustainable acceleration
Antoher cruiser.



Page 91
The size of a small planet (or even larger)...
...
Craftworlds are usually well guarded by large battlefleets. Normally, these fleets remain close to their respective worlds, as there are space-borne threats enough to worry about. But, there come times when the Eldar fleets will amass in force and venture forth to do battle.
...
Craftworld ships range in size from small raiders (used for close-in defence of the Craftworld itself to immense battleships equal in size and power to the greatest of Imperial Navy vessels. Their ships tend to be slower than those of the Corsairs, but also sturdier and capable of enduring more punishment in a traditional ship-to-ship engagement.
I'm guessing Craftworlds are hundreds to perhaps a few thousand km long, maybe less in height and width since they tend not to be spherical.

Also the Eldar have their own battleships. Craftworld warships also tend to be tougher but slower than corsair ships. considering Craftworlds hips are for defensive or attakc purposes and Corsairs are raider, this is not surprising. I do like to see the variety in Eldar ship design though.



Page 91
Shadowhunter escort
Dimensions: .8 km long approx, 0.15 km abeam approx.
Mass: 3 megatonnes approx.
Accel: 10 gravities max sustainable acceleration (minimum)
Like their predecessory variations, (and unlike the cobra 'destroyers' of space fleet) they are quite agile, as agile as fighters. Shadowhunters were a carry over from Space fleet era, where they were the eldar equivalent of Cobra destroyers (sublight attack craft which were the closest Space fleet got to actual fighters. Of course some BFG era fighters aren't that much smaller than capital ships either..)



Page 92
Wraithship class light cruiser (although it says it is a cruiser hull)
Dimensions: 3 km long approx, 0.4 km abeam approx.
Mass: 12 megatonnes approx.
Accel: 8.5 gravities max sustainable acceleration
Annother light cruiser.



Page 92
Wraithships are almost the prototypical Craftworld Eldar vessel.
...
A mainstay of craftworld fleets...
Prior to this I thought wraithships were largely the province of Seers and Farseers, but I guess they're more common than that. (or they're alot more diversified in design and capability.)



Pgae 93
Dragon-class cruiser (Dragonship)
Dimensions: 4.5-5.5 km long approx, 0.4-0.6 km abeam approx.
Mass: 16-20 megatonnes, approx.
Accel: 7-8 gravities max sustainable acceleration
I dont recall if Dragonships wer ein Space fleet but they probably are.



PAge 93
The name “dragonship” doesn’t refer to a specific Eldar vessel per se, but instead to a wide variety of similar ships designed along the same basic layout. These ships are usually identifiable by their size—they’re among the largest in the Eldar fleet, and by the use of the name “dragon” as part of the ship’s class.
Three listed Dragon variants are Night Dragons stealthy with good sensors, Nova Dragons, which pack in heavy starcannon batteries, and Star Dragons, which have extensive pulsar lance arrays.



Page 93
As the Eldar decline, and their numbers dwindle, some ships become near-abandoned.
...
..place additional spirit stones on these ships, so that they may be piloted by the spirits of the Eldars’ dead ancestors. These spirits may augment the operations of the remaining crew, or the ship may be crewed entirely by the dead through the ship’s Infinity Circuit. However, in all cases, such vessels must be commanded by a Spiritseer, a powerful Eldar psyker who has dedicated his powers to communing with the souls of the departed.
Starship equivalent of Wraithguard/Wraithlords.



Page 94
How, Nathan, can a ship move like that? They have a grace and elegance unlike any I’ve seen and make our frigates and cruisers look ponderous by comparison. To make matters worse, their holofields confuse our auger arrays and cogitators, rending them nearly impossible to target and destroy.
Eldar are stealthier and more agile than human ships, unsurprisingly.



Page 94
Nova Dragons have one purpose, the destruction of their enemies. Their starcannons allow them to vaporize enemy ships, and their keel bays are filled with torpedoes.
Nova dragon firepower.



Page 95
Stryxis Xebecs vary tremendously. They are caravan vessels in the most literal sense of the word. Each Xebec consists of a vessel (usually a bulk transport, although raiders, frigates, and even light cruisers have been used) retrofitted with massive plasma drives. Stretching behind it on hundreds of huge chains are the stripped hulls of additional vessels, as many as four or five to a Xebec.
...
..some Xebecs bear the latest Imperial technologies, others rely on truly primitive spacefaring techniques, such as the use of centrifugal force to create artificial gravity.
Stryxis caravan ships. Note that centrifugal force turning to provide gravity.



Page 95
These seem to protect against warp incursion by keeping a vessel slightly out of phase with its surroundings during transit.
Phase reality field. Gellar field eqiuvalent.



Page 95
Certain Mechanicus agents would dearly love to obtain a sample of this technology, as it provides more robust protection than that found on Imperial vessels for what seems to be the same power draw.
ghost field array Defenses.



PAge 95

The scanning devices the Stryxis use are extremely potent. However, even when they actively scan an opponent, they are all but undetectable.
Ghost-Eye deep void scanner. So basically all theri tech is maybe.. ghost based. Either in name or in actuality.



Page 95-96
The Stryxis do not utilise lance weapons, tending to prefer exotic energy weapons that have an utterly lethal effect on the crews inside starships.
..
..crewmen keeling over dead without a mark on their bodies.
Ghostlight macroweapons. Void shields do block them. It's possible that these are variations or adaptations of Dark Eldar technology, I bleieve the 5th edition codex mentions the DE using similar weapons against the Tyranids.



Page 96
Forth Eye Currents (Xenos Warp Engine):
...
..works in the same way as a Warp Drive, but when used has a 40 percent chance of decreasing a voyage time by 1d10 months, to a minimum of one day.
They can also use their scanners to do active scanning whilst remaining stealthy.



Page 96
Stryxis Xebec [Light Cruiser hull, merchant trader]
Crew: 10,000-30,000 crew approx (most will be non-Stryxis).
Mass, acceleration and dimensions vary wildly, of course.




Page 97
The cylindrical core, balanced upon a crude fission-powered drive, extends the length of the ship.
...
Fortunately for their potential victims, the fission-drives that they use are unshielded. This likely subjects the crews to unimaginable levels of radiation but offers a tremendous benefit for targeted ships. These engines glow brightly on any auspex.
..
Anecdotal reports identify larger Rak’Gol vessels, equipped with large atomic beam weapons.
Multimegaton starships running on a supposedly fission-powered (fission pulse) drive. You have to love 40K



Page 97

Instead of the plasma drives of humanity, the Rak’Gol rely on something referred to as a “fission-pulse” drive. These drives are far inferior to the plasma drives of Imperial vessels, based around an atomic reactor core and relying on explosive “pulsed” fission reactions to move their ships through space. In general they can accelerate to a decent speed, but fall far short on manoeuvrability.
..
However, Imperial captains tend to underestimate the brutal force behind them, sometimes to their peril.
as I said, multimegaton warships running on fission-pulse drives. Just so we get an idea of what we're talking about you can look here a 10,000 ton starship at 4 gees requires a 15 kt charge and about 3 tons of mass each second. Keep the details in mind for later.

Also note that these drives are inferior to Imperial plasma drives, so we might get some performance parameters from them.



Page 97
...these gigantic beam weapon clusters seem to run the entire length of the largest
Rak’Gol ships. They fire rad-beams that voraciously eat through the toughest armour
Radiation weapons seem to do rather well against Imperial armor for some reason. First Vespid neutron blasters, and now this.




Page 98
Rak'gol Butcher
Transport
Dimensions: 2 km long, 0.6 km abeam at widest point, approx.
Mass: 9.4 megatons approx.
Accel: 1.8 gravities max sustainable acceleration.
Rak-gol Transport.




Page 99
Rak'Gol Mauler [Frigate]
Dimensions: aprox 1.3 km long, 1.0 km abeam at widest point, approx.
Mass: 8.4 megatons approx.
Accel: 6 gravities max sustainable acceleration
Rather interesting.. despite being shorter they must be blockier, as they are heavier and have slightly higher acceleration (Sword class is 6 megatons at 4.5 gees for example) We're talking maybe 1200x greater thrust than the aforementioned orion rocket. With a 15 kt nuke fired to propel.. ~19 megatons. To get around that yield requires chucking out around 4,000 tons of mass at 125 km/s each second, which means that the engine could fire for about.. 2000 seconds if you assumed almost the entire ship's mass is propellant. Getting beyond that.. messes up the calcs because your mass ratio starts going over one, and that starts upping the numbers. It's also highly doubtful that the engine only runs for such a short length of time - Imperial ships run for hours, or days - we're talking tens or hundreds of thousands of seconds worth of endurance EASY. Rak'gol need to be that to within an order of magnitude to match up. 1250 km/s ups the endurance to 20,000 seconds, which is better. I'd bet on at least 12 ours endurance at least (~40,000 seconds) which is 200 tons of mass.. and 2500 km/s.

At 125 km/s the engine output is 3e16 J. At 1250-2500 km/s, we get 3-6e17 J for every second. Bear in mind, however, that the powerplant is not 100% efficient. For the 10 kiloton orion rocket you get 120 km/s exhaust velocity and 3 tons of mass and about 21.6 TJ of Ke from a 15 kt nuke (63 TJ), which is ~34% efficiency. So we're actually lookint at 9e16 somethig J of KE for the direct scaleup, and 9e17-2e18 J for the alternate interpretation. I would expect similar performance at least from Imperium plasma engines, probably much better (not so much in raw power but in efficiency at least, but it would be pulling roughly the same performance. Hell I'm greatly overestimating the mass being thrown out by the Rak'Gol engine, which is going to cause interesting problems regarding the pusher plate.)

I should note for this sort of thing to work the fission engine has to be insanely (magically) efficient, not only is the pusher plate going to be literally massive (as massive as the ship itself) but you're going to have to be expending tons of fission material to push at that rate (which means maximized energy usage.) At a minimum we're talking many tons of fissile material, and stockpiling at least hundreds of thousands of tons of it, if not millions. The mass thrown out (and the pusher plate) should be much, much smaller (at least anothe order of magnitude) but that only increases the KE (at 20 tons per second and 25,000 kps exhaust velocity) we're talking 6e18 J which translates to close to 2e19 J expended to push the ship, which in turn requires 250 tons of fission fuel each *second* at close to maximum efficiency just to propel that. You'd need more than the ship's mass in fissionables to pull that off.

Some way or another its not literal fission. it may be some magical fission-like reaction, or maybe its fission/fusion hybrid. It's a torch drive either way (eg magic and ludicrously powerful engine) so some level of magic is needed to make sense of it to begin with. It could still be a 'pulse' drive of course, you just need a more powerful/energetic reaction to make it mass-effective. Especially if, like other 40k ships, these mass/acceleration figures are grossly off.




Page 99
Uncharacteristically, the invaders took a number of Imperial starship repair parts with them when they withdrew.
...
Looted Warheads... This ship adds +1 to the damage profile of all macrobatteries aboard. In addition, the Carmine Claw has two loads of looted Imperial plasma torpedoes it may use instead of boarding torpedoes (10 total)
Looted weapons from Imperial ships.. Imperial weapons are somewhat better then at least in some respects, as well as the plasma drives. Considering Rak'gol performance that is.. interesting.



Page 100
Rak'Gol Mangler [Light Cruiser]
Dimensions: aprox 3.1 km long, 1.2 km abeam at widest point, approx.
Mass: 18 megatons approx.
Accel: 5 gravities max sustainable acceleration
A bit better. A Dauntless pulls 4.3 gees at 20 MT which is only slightly better than the Mangler. Of course its better than a Lunar's engine performance, but so is the Dauntless :P (the same way a Sword class is outperformed by a Cobra, despite being close to the same masses.)




Page 101
Their hulls are formed of huge cylindrical interlocking plates, which seem able to be positioned in different configurations depending on factors such as threat status or desired velocity, often opened to reveal interior constructions of unknown purpose. Traders have reported different sizes (though all quite large). Indeed, as some Warspheres seem to have grown in size over the decades many believe that all start as smaller and grow in size as their Kindred crew grow in wealth and power, adding additional structures and armaments as they enlarge. Tales even speak of sizes approaching that of small moons, but surely those must be apocryphal.
Warsphere construction. Not unlike Space hulks or Eldar craftworlds, they grow.



Page 101
Kroot Warsphere [Battleship scale]
Dimensions: 9 km in diameter approx.
Mass: 47 megatons approx.
Crew: 300,000+ Kroot, approx.
Warsphere stats.



Page 101
The Warsphere is a gigantic structure—easily the length of a battleship: each encompasses a volume greater than many space stations. Their axial plasma drive alone is larger than many warships, blazing with the might of several suns to move the massive bulk through space.
Gives a mass/volume idea of what many space stations and some Imperial battlehisp go performance wise.

Also note the 'blazing with the might of several suns'. No doubt that is sheer hyperbole and not an indication of how powerful the drive is. clearly it means the ship runs on fusion, despite the fact plasma drives have as much in common with fusion as a steam engine does with a waterwheel.



Page 101
Unlike many voidships of comparable size, Warspheres are capable of planetary landing, an especially useful ability to aid in repairs or escape an enemy. This is truly a fearsome sight as the enormous mass slowly eclipses the local sun as it rides the great fusion flames to the ground. The powerful drive engines tear apart mountains of earth as it settles, with the numerous thrusters blasting the terrain as to cocoon the vessel.
They would have to have some hefty suspensor/antigrav or some weird mass lightening tech to pull this off.



Page 102
...some theories claim that corrupted Magi of the Mechanicus intentionally introduced a lack of sufficient protection from the Warp, whilst others say that the ship’s architecture involves certain sinister geometries, proportions, or combinations of occult material which act as conduits for warp-taint...
It's possible to actually design a ship so that it can turn people to Chaos, it seems. not surprising, considering that in Discipels of the Dark Gods there are certain geometries, words, or even combinations of text that can invoke chaos. This is nothing.




Page 104
Soulcage Slaveship [transport]
Dimensions: 2 km long approx, .5km abeam approx.
Mass: 10 megatonnes approx.
Crew: 30,000 crew plus hundreds of thousands of slaves, approx.
Acceleration: 3 gravities max sustainable acceleration
Chaos transport. Probably gives a good idea of potential troop transport capability 30K crew plus nearly an order of magnitude (or more) slaves.



Page 104
...they are perverted into mindless thralls, ready to fight or die as their master’s desire. Properly prepared, they fetch fine profits at Chaos or even xenos controlled worlds. However, some remain untainted, kept in stasis pods to preserve their purity for ritual sacrifices, meals, or other gruesome fates.
In a way it makes fucked up sense. Chaos leaders will have need of cannon fodder troops, and Chaos is best at corrupting people to Chaos. And the Chaos Gods benefit by both gaining more worshippers and those worshippers being inflicted with those actions that feed them. Everyone wins.

Also note the use of stasis pods. I guess Stasis tech is pretty common, at least around Koronous.



Page 104
Hellbringer class planetary assault ship [light cruiser hull]
Dimensions: 4 km long, .5km abbeam approx.
Mass: 22 megatonnes approx.
Crew: 40,000 crew plus 100,000 raiders, approx.
Acceleration: 5 gravities max sustainable acceleration
Light cruiser that performs better than Imperial designs (slightly)




Page 105
..first assaulting outpost vessels to gain proper vox call signs and frequencies to use along with onboard auspex scramblers in obtaining a cleared passage directly to its unsuspecting prey.
Auspex scramblers.



Page 105
Devastation class cruiser
Dimensions: 5 km long, .8 km abeam approx.
Mass: 28.5 Megatonnes approx.
Crew: 80,000 crew approx.
Accel. 2.4 Gravities max acceleration.
Roughly the same performance as a Lunar class, engine wise.




Page 106
Retaliator Grand Cruiser
Dimensions: 6.2 km long, 1.4 km abeam approx.
Mass: 38 megatonnes approx
Crew: 140,000 approx
Acceleration: 2.5 gravities max sustainable acceleration.
Perhaps one of the smallest grand cruisers ever. Note it has accel equal to a Lunar.




Page 107
Amongst her crimes is the destruction of a Missionaria Galaxia outpost in the Heathen Stars—it is said that Nostomo laughed as her ship’s lances ignited an entire continent from orbit.
Lances 'igniting' a continent from orbit in a relatively short period of time (as in she's watching it happening.) strong evidence of grand cruisers devastating continents in a short period of time - GT or TT range firepower. Of course we clearly have no idea how long or how many 'barrage's are meant by the quote so its vague and useless ;)




Page 107
Pestilaan light cruiser
Dimensions: 5 km long, .9 km abeam approx.
Mass: 39 megatonnes approx.
Crew: 50,000 crew approx., plus countless lesser daemons
Acceleration: 2 gravities max sustainable acceleration.
..
It is thought that the Pestilaan class is a long forgotten ancient light cruiser, upgunned and armoured at the price of speed.
Rather a big "light cruiser".. but like the Voss pattern ships they note it was "upgunned and armored" at the cost of speed, so it serves as further indicator of the customization starship classes can undergo.



Page 107
Port and Starboard Hellus Macrocannon Broadsides..
...
Dorsal Melta-cannons..
Macro cannons on the Pestilaan light cruiser. Melta cannons are range 3, Hellus Range 6.



Page 107
Slaughter class cruiser
Dimensions: 5 km long, .8 km abeam approx.
Mass: 28.5 Megatonnes approx.
Crew: 80,000 crew approx.
Accel. 2.4 Gravities max acceleration.
virtually identical to the other chaos cruisers.



Page 107-108
Amongst one of the fastest Imperial capital ships ever built, the Slaughter class cruiser utilises a special plasma drive design—the Scartix engine coil. This advanced pattern provides onsiderably more thrust than any other comparably-sized drive. Scartix coils are rugged and reliable, although complex and time-consuming to repair. The design for the Scartix coil resided in the data-vaults of the Sethelan Forge World until 126.M34, when it was destroyed by a surprise attack from the Slaughter class cruiser Dutiful (later renamed Soulless).
And here we have "thrust" and "speed" confused. Also, hilariously, the "fastest" capital ship has an acceleration equal to the Devastation and a Lunar (or slightyl worse than a Lunar) Not sure if th eentire forge world was destroyed by Soulless or if just the data vaults were. could go either way.

Also you wonder why they can't just produce counterfeits like they do with baneblades or othre 'sacred' dsigns.

note it is said to have "high yield lance turrets" and "turbo-linked destructor cannons" in both broadsides, thus having 'considerable short range firepower.'

the destructor cannon battery has a range of 5 VU.



Page 108
Scartix Coil: This powerful plasma drive technology means that Slaughter-class Cruisers are capable of startling bursts of speed.
This implies that the listed starship speeds are not the "absolute" top end, but rather highest possible for long-term acceleration (optimized for general purpose, but not neccesarily other roles such as emergency or combat.) which could help to explain the incredible variation in acceleration, as well as why the Slaughter has identical accel to all the othr cruisers while supposedly having vastly more powreful and efficient plasma drives.



Page 108
Carnage class cruiser
Dimensions: 5 km long, .8 km abeam approx.
Mass: 28.5 Megatonnes approx.
Crew: 80,000 crew approx.
Accel. 2.4 Gravities max acceleration
Another identical design to the Devastation/slaughter class etc.



Page 108
...the Carnage suffered from numerous problems during its construction, including many technical difficulties with the power systems for its long-ranged phased plasma batteries
It's rumored these are one of those ships whose design deliberately turns people to Chaos.



Page 109
Prow, Port and Starboard Phased Plasma broadsides..
12 VU range Nearly as long as lances. Amazing what phased plasma can do.



Page 109
Hades class heavy cruiser
Dimensions: 5.2 km long, .8 km abeam approx.
Mass: 33.5 Megatonnes approx.
Crew: 130,000 crew approx.
Accel. 2.4 Gravities max acceleration.
Heavy cruisers. Just another 'pseudo-battlecruiser type.



Page 109
Once a design considered for the backbone of a battle fleet..
..
It is suspected that the Hades Class contains certain non-euclidian quirks of architecture, perhaps placed deliberately by its planners, that inexorably lead towards madness and worshipping beings of the warp.
Yet another chaos-inspiring ship design.



Page 109
.the Optimus Nemesis has engaged dozens of ships from Battlefleet Calixis...
Presumably they are substantial ships, since we're talking about a heavy cruiser. Dozens of cruisers, perhaps, although it might also mean whole squadrons included. It also doesn't give timeframes either.



Page 109
Deathstrike Missile Broadside..
If its the same as mounted on Titans and IG platforms.. *shrugs*



Page 110
Infidel-class Raider
Dimensions: 1.5 km long, 0.25 km abeam approx.
Mass: 6 megatonnes approx.
Crew: 24000 crew, approx.
Accel: 5 gravities max sustainable acceleration
Raider.


Page 110
It is widely believed that the Infidel-class Raider was developed from stolen plans for a larger Imperial escort ship destined to replace the aging Cobra-class Destroyer. The Infidel is a relatively new design, combining a battery of punishing macrocannons with a sizeable array of torpedo tubes in the prow
TEchnically it was stolen tech. It was also considered larger than a Cobra, although its only slightly so here. The main advantage seems to be increased broadside firepower, although this comes at the cost of greatly reduced accel (5 gees instead of 7-8 gees.)



Page 113
Squadrons are composed of two or more vessels of similar size. Under normal circumstances, only vessels of the same hull type can be grouped into a squadron. In some cases, however, it may be desirable to group frigates and raiders into the same squadron, or to group cruisers and battlecruisers or grand cruisers.
Technically, unlike BFG, this would set no upper limit, although it doesn't disallow them either. We migth rationalize it as varying in some cases (different OoB within Sectors, although dramatic differences impose their own problems.) alternately, its possible that larger than BFG sizes (which do exist are "reinforced squadrons" which have been mentioned



Page 113
Regular communication is required between vessels in a squadron, using vox and astrotelepathy to ensure that every vessel knows what it’s meant to be doing at any given moment.
This means (in game terms) staying within 3VU of at least one other squadron ship, all in a "chain." This qualifies as a "short" communications line, although its clearly a game mechanic (in universe there is probably an inverse relationship between range and communications skill - the closert hey are the better and faster communications, while the opposite happens.)




Page 114
"Target sighted at seventy-thousand kilometres and closing; plotting firing solution...”
– Master of Gunnery Augustin Maechenko,
If "Master of gunnery" is the same thing as a "gunner's master", this probably refers to guns and lances, rather than torpedoes (ordnance, again.) Given in-game VU units, its not impossible
range-wise.




Page 114
All ahead full: The ship’s enginseers prepare the vessel to surge forwards, diverting power to the engines.
..
Prepare to manooeuvre: The enginseers divert power to the manoeuvring thrusters, preparing for a sharp turn or sudden change in speed.
the Bonus to speed for "all ahead full" is the only notable one, since its a VU based. At least 1 VU (incompetent crew), up to 2-10 VU for elite crews (3-7 for Veteran, 2-6 for Crack, 1-5 for Competent).

The interesting thing is that it implies that any ship could pull at least a few more gees than listed, even the huge ships (but only lasting for that turn) The fact its a "one turn" thing would imply there is a deceleration as well (its part of an overall manouver), though since its game mechanics and thus abstraction we probably shouldn't be too precise with numbers. This could justfiy the 'max sustainable' simply meaning the most efficient prolonged acceleration, and that higher accels can be achieved by tradeoff (diverting power from other systems, burning more propellant or fuel at reducede fficiency.. essnetially an 'afterburner' mode.. etc.) It coudl even be something as simple as a 'maximum reasonable power' vs 'maximum throttled to the redline no safety margin' power.

It also means they had to pull energy from somewhere, either its a reserve that is already maintained (for emergencies) by the ship to divert to other systems (like engines), or they pulled it from somewhere else (weapons, shields, etc.)



Page 114
Target Lock: Augurs and targeting systems are calibrated and anointed to better detect and assail the enemy.
This one benefits targeting as well as sensor detection rnages and accuracy. We might say they call down the proper litanies and blessings to enhance their effort.



Page 116
..raiders are configured to carry potent firepower, but cannot stand up to a great deal of return fire..
...
The majority of a raider’s firepower is forward-facing...
Essentially glass cannons, and most of that firepower is generally torpedoes. Presumably they emphasie other ordnance too (missiles, poweful cannons, etc) for any non-tporpedo firepower, which means that they're not designed for protracted engagements but brief, extreme bursts of firepower.




Page 116
In many ways the counterpoint to raiders, frigates are less agile but have better armour and greater versatility in their firepower.
Not neccesarily bigger than destroyers (but they can be), but more "general purpose" - more diverse weapons, tougher, but with less overall speed/thrust. In other words, more tradeoffs than anything.




Page 116
There are, broadly speaking, two varieties of light cruiser. The first variety is swift and manoeuvrable, able to attack flanks. The second is heavier and slower, serving more as a cheap alternative to a true cruiser.
Basically just an upscaled version of destroyer vs Frigate. The former probably is similar to the DAuntless class (meaning its good for scouting and recon), while the latter is more epitomized by the Voss pattern ships. They do note that their bigger size allows for more diversity in weapons than escorts though.



Page 116
...the number, power and versatility of a cruiser’s weapons are such that they can easily engage multiple targets, or lay down withering fire against a single adversary. This does depend on how the weapons are configured and the specific nature of the cruiser involved..
- Cruisers are just mini-battleships. Slow, but designed for heaviy firepower and armour. Eldar and Ork favor prow mounted weapons, Imperium favors broadside, which divides firepower evenly betwene sides, implying Imperial ships are perhaps less powerful than the previous two. It does suggest the Imperium's design philsoohpy is more choice than requirement, and they could (possibly) favor a more prow type armment like Eldar or Orks (hell the lance-armed frigates show that.)

Battlecruisers are mentioned, but they're basically just bigger, more powerful cruisers, although depending on the ship, they can also be the battleship versions of ligth cruisers (differnt "types")

Overall the Imperium does tend to favor alternating between "narrow" classes (Cruisers, battleships) and "diverse" classes (escorts, light cruisers, and battlecruisers) as scale rises.




Page 116
..grand cruisers as the Imperium employs them tend to be capable of far more potent broadsides at the cost of a relative lack of versatility, lacking any weaponry capable of firing in more than one arc, and lacking any prow armament.
More extreme specialization, although depending on where they mounted, I'd be surprised if some turrets couldn't fire forwards though (dorsal for example) A less versatile sort of battleship in some way I suppose. Heavy cruisers seem to be the battlecuriser analogues, just perhaps with less firepower.




Page 116
Terrifyingly potent vessels, battleships normally mount the equivalent armament of two cruisers or a small squadron of frigates or raiders.
Battleship firepower relative to other ships.




Page 117
Rapid-firing but imprecise, macrobatteries tend to be good at overwhelming shields and, against unshielded and/or lightlyarmoured targets...
..
However, against heavily-armoured targets or targets with considerable shielding, it requires a lucky hit to deal any damage beyond removing the shields
...
Compared to macrobatteries, lances are powerful and precise but slow-firing. Effective against heavily-armoured targets..
...
...a lance is unfortunately somewhat ineffective at overcoming shields, due to its low rate of fire.
Lance vs weapons batteries. Lances are anti-armour, batteries are anti-shield (anti light target too, considering the numbers issue.) This tends to suggest that quantity of fire rather than quality influences the capabilities of voids more than anything.




Page 117
..torpedoes deal considerable damage and completely ignore void shields. However, the true value of torpedoes is in area denial. Due to the indirect nature of a torpedo attack – where the weapons travel across the battlefield”
Unsurprisingly, torpedoes travel much slower than lance/macrocannon attacks. This proves that macrocannons and lances have roughly similar (and vastly faster) velocities than torpedoes. fuck we know nova cannon do and so do bombardment cannon.

Same is true of attack craft really. Nova cannons are "omfg" huge, area of attack daamge weapons, although more devastating if they make direct hits.




Page 119
Though their Warrants may technically allow them the right to requisition troops, the reality is many Imperial Governors and senior members of the Imperial Adeptus have the political and military power to resist these requests.
Rogue Traders, like Inquisitors, can be balked by politics and must work within the system much of the time.



Page 120
The ongoing defence of the Cadian Gate in the Gothic Sector
Cadia isn't in the Gothic sector, though. If it were, Abbadon wouldn't have had the luck he did considering how heavily defended Cadia IS.




Page 121
..some Rogue Trader Warrants allow the bearer to requisition units of the Imperial Guard.
..
Units are often unavailable for one reason or another, and a local Imperial Governor may find it convenient to ignore a Rogue Trader’s request rather than give up well trained and well equipped soldiers. As Imperial Governors are as powerful as many Rogue Traders, this obstacle can prove insurmountable, no matter what their Warrant says.
Unlike inquisitors, Rogue tRaders need a specific provision to requisition troops for the Guard. One imagines the provisions limit the number and size and even frequency of such requisitions, lest they strip a planet (or form an army and go rogue.) This probably doesn't affect their ability to raise their own 'house troops' though.

Imperial govenrors can, of course, use politics to ignore the request.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Last part!

Page 121
Light infantry are highly mobile units whose basic mission is to provide a skirmishing screen..
...
..they also operate in numerous speciality roles..
includes mountain troops, jungle fighters, raiders, scouts, guerillas, spec ops and drop troops.




Page 121
Medium infantry are the average, workaday infantry units that make up the bulk of the Imperial Guard.
the Cadians probably, but also the generic 'cannon fodder/attirtion fodder' troops you think of.




Page 122
Perhaps the most infamous medium infantry units are the penal legions, divisions of condemned convicts from a thousand penal worlds. Despite the fact that they typically operate in platoon size or smaller units, engineers and sappers are also considered medium infantry..
some specialists are 'medium' infantry it seems. As far as the penal legions go.. does that mean there are a thousand penal worlds in the Imperium, in a segmentum, or what? This would imply not every sector has one, which I find hard to believe. (I'd figure several pre sector, really.)




Page 122
Heavy infantry units are the most heavily armed and armoured units in the infantry. They field heavy weapons, can deal and take massive amounts of punishment, and are typically used to break massive formations and take and hold particularly hard targets. Grenadiers, heavily armed veteran infantry wearing carapace armour and bearing a plethora of grenade launchers, plasma guns, meltaguns, and flamers, are one type. Dedicated anti-armour troops with missile launchers and lascannons are another.
Jantine Patricians, Volpone, Balurians, Vostroyans, Fornux Lix Firedrakes, are all examples of heavy infantry I suspect. It's interesting also that there are dedicated anti-armour regimetn/troops - or it may just be referring to dedicated heavy weaons squads. They're the ones who probably complement armoured fist and armoured units on the offensive - to take territory, whilst the medium infantry holds it. Light infantry probably do the scouting, skirmish, infiltration and sabotage work.





Page 122
Cavalry units are fielded by feral, feudal, and some industrial level societies.
..
...skilled at lightning strikes, raiding and harrying enemy forces, and causing mayhem on the battlefield.
...
..light cavalry units tend to be raiders, skirmishers, and scouts.
...
..medium cavalry are the main line troops of any cav squadron. These troops make up the bulk of cavalry...
..
..most famous medium cavalry units are the Death Riders of the wartorn world of Krieg and their vat-grown mounts.
...
..heavy cavalry are the shock troops of a cavalry squadron.

...
Heavy cavalry units even employ giant beasts topped with fighting platforms that can carry a dozen or more troops. The nigh-mythical Thunderwolf Cavalry of the Space Wolves are one such example.
Depending on your source, cavalry/rough riders are most often used as scouts and raiders, so they would be a more mobile type of light infantry. Only a few cases (like with the Kriegers) does it seem like the cavalry is used in any heavy shock or offensive role.




Page 122
Mechanised infantry, fielded by late-industrial, technological, and Imperial worlds, are well trained and well armed soldiers that travel and fight from transports and armoured troop carriers.
...
Mechanised Infantry units are typically deployed in support of standard infantry..
...
Light mechanised infantry are utilised as fast attack units and share many of the screening and harrying duties as standard light infantry.
Light mechanised are usually motorbikes or trikes, like Space Marine fast attack. You can clearly expect sophisticated (hive, industrial, and forge) worlds to be able to field mechanised units of some kind and in some numbers.




Page 122
Medium mechanised infantry are the mainstay of mechanised forces. The Imperial Guard’s mechanized forces are often mounted in the Chimera..
...
Heavy mechanised infantry are heavily armed and armoured shock troops usually tasked with destroying enemy infantry, cavalry, and artillery units. These units are also commonly used to support armoured and artillery units.
Heavy mechanised infantry is stuff of the scale like, say, a Land Raider. Or probably something like the new Crassus or the Super Heavy troop carriers that sometimes exist. Nothing is said about commonality or rarity, although the types of worlds bound to field them can influence this.




Page 122
Light, medium, and heavy armoured units pilot the numerous heavy armoured troop transports and main battle tanks in use throughout the Imperium. Like cavalry units, armour is used to conduct fast, heavy strikes against enemy positions, counter enemy armour, and to generally spread great amounts of sorrow among the enemy.

...
Only worlds of Industrial and higher tech levels can field armoured units.
Largely because, unsurprisingly, tanks are harder ot make and maintain than a soldier is.




Page 122
Light Armoured units consist of light tanks and scout vehicles such as the Salamander and Sentinel Scout Walker. Like light cavalry, they are used to scout and cause havoc among the enemy’s lighter units and forward elements. They are highly mobile, if slightly slower than their cavalry cousins...
Sentinels count as armour of a sort. Not all sentinels are slower than cavalry.. if anything most are faster (I dont think 45 kph is slow for a horse.. evne a genetically engineered monster.)




Page 122
Medium Armour units are the main armour units, and frighteningly powerful. They typically consist of main battle tanks like the Leman Russ and its variants..
...
Composed of heavy and super-heavy tanks like the Stormblade and Macharius, heavy armour units are some of the most feared and deadly units on the battlefield.
..
Due to their massive weight and size, heavy armour units are somewhat limited in where they can be deployed...
Medium and heavy armour units. The obvious drawbacks (and one you rarely here) is that weight and size can limit deployment. A fact that is quite true in real life and has affected armour deployment as well as transport.




Page 123
While they are still considered artillery, anti-air forces units are equipped with different weapons..
...
AA units are typically either embedded with infantry, armour, and cavalry units, or permanently installed in fixed positions. They share the same power level, ranges and ranks as standard artillery..
Anti aircraft. Rather interesting tht they have the same 'range' as artillery, as this would imply Hydras could get ranges compareable to a Basilisk - not impossible given the ranges in some sources. Of course they don't have to be direct fire on a target and some AA has had artillery like range in the past but.. its interesting.




PAge 123
Light AA consists of heavy bolters, stubbers, autocannon emplacements, rocket launchers, and man-portable missile launchers. Light AA has a range of 5 kilometres..
Autocannons rocket and missile launchers have a 5 km range, as do heavy bolters. I'd think battle cannon could at *least* match that. Heck I'd expect fighter mounted autocannon to be capable of this sort of range.




Page 123
Composed of medium vehicle and installation mounted twin-linked autocannon, rocket and missile launchers, and anti-aircraft tanks like the Hydra..
..
Medium AA has a range of 10 kilometres..
I guess hydras have a 10 km range, as do some rocket/missile launchers. Again I'd expect possible performance for Battle cannon from this, althougth it probably would be indirect and proximity fire rather than 'direct hit' type fire - hydras are explosive shells. maybe extended range battlecannon munitions could pull this.

Fighter missiles might be able to pull this as well.




PAge 123
These units tend to be placed in permanent or semi-permanent fixed positions and are made up of heavy and super-heavy cannons, Manticore missile batteries, and the like. Heavy AA has a range of 30 kilometres...
manticore and super heavy cannons have a 30 km range. Again I'd expect some fighter missiles to reach tis range, and this suggests there is at least some heavy artillery that can make this
range.




Page 123
..artillery fights from over the horizon..
...
...using indirect fire to level buildings and fortifications. Like armour, only planets of industrial tech levels and higher can field artillery.
Artillery.




Page 123
Light artillery consists of a number of heavy, man-portable weapons like light mortars and shoulder fired rocket launchers. These units are fast, highly mobile and typically embedded with or working in close support of infantry units. Light artillery has a range of 5 kilometres.
Moartar and rocket launcher ranges once again. This might include the Griffons. Battle cannons might work in this role as well.




Page 123
Medium artillery consists of light and medium towed artillery pieces, siege tanks like the Medusa, and medium self-propelled guns like the Basilisk. They typically fight from over the horizon at their maximum range, and need either powerful augur arrays or constant, real-time information from forward observers to deliver their ordnance. Medium artillery has a range of 20 kilometres.
Basilisks and Medusas (and similar) have 20 km ranges. they can use sensors or real time relay from observers to deliver ordancne on target. Considering a basilisk is 125-132mm this is pretty good range-wise.



Page 123
Heavy artillery is composed of the slowest and most powerful of the artillery units like the Manticore missile batteries, Deathstrike missile launchers, and giant siege guns. Heavy artillery has the longest reach of any current battlefield weapon, and can engage units up to a range of 40 kilometres.
Manticores in surface attack mode have a 40 km range. Other super heavy guns probalby do as
well.




Page 123
Air forces are composed of numerous types of atmospheric and trans-atmospheric fighter craft, bombers, and gunships...
...
..are peopled by highly-trained, highly-specialised, arrogant niche officers who are good at only one thing: flying. Only planets of technological and modern tech levels can field air units.
Air forces.




Page 123
Light air units are composed of lightweight, lightly armed, and very fast aircraft like interceptors, reconnaissance aircraft, and fast, unarmed transports. The Lightning of the Imperial Navy is a good example of a light air forces unit. Light air units have a range of one kilometre for guns and five kilometres for ordnance.
Eh. I guess for guns..autocannons maybe, lascannons should have longer rnage. and so should missiles, although that meshes a bit with Rynn's World i think, or the Phantine stuff. Of course 'range' can be open to many interpretations, whethre its limited by accuracy, effectiveness of the weapons (penetration, damage.) or other factors.



Page 123
They are composed of attack craft like the Lightning Strike, air superiority fighters like the Thunderbolt, and heavily armed transports and gunships like the Vulture and Valkyrie.
..
Medium air units have a range of one kilometre for guns and 10 kilometres for ordnance.
10 km for the Thunderbolt is better.. I wonder if that's air ot air or air ot ground though.

I'd love to know what has a range of 10 km on the valkyrie or Vulture, though.




Page 123
Heavy air force units are used to deliver thousands of tonnes of ordnance to targets from high altitudes. These units are typically made up of bombers like the Marauder or super-heavy fighters. Orbital or space-based fighters like the Fury Interceptor and the Starhawk bomber also fall under the auspices of heavy air forces. Heavy air units have a range of one kilometre for guns and 20 kilometres for ordnance.
kilotons of ordnance! I always like how gun range stays fixed but ordnance range isn't. Even for the space fighters its fixed. That seems kinda.. arbitrary. Especially given implications in 'Into the Storm'. Of course this is somewhat abstracted large scale combat soo..

Also bastractions can be good or bad (Eg 20 km Basilisks and 40 km Manticores.. LOL)




Page 124
Each unit has a movement characteristic, a number that represents how many kilometres a unit may move in a Strategic Round.
As we learn on page 130, Strategic rounds last 4 hours, whereas in normal they last 30 minutes. This is an important distinction.




Page 124
Units and Formations are the basic building blocks of any military organisation. Units are smaller, homogeneous military organisations composed of troops of one type (infantry, armour, etc.). Military groups from platoon to corps size are considered units. Formations are composite organisations composed of integrated smaller units of different types. Brigades and divisions are considered formations.

Despite the edicts and guidelines laid out in both the Tactica Imperialis and the Imperial Infantryman’s Uplifting Primer, formations and formation sizes vary wildly throughout the Imperium. What one world calls a company another may call a battalion and vice versa. This can lead to organisational and logistical nightmares when units from different worlds work together for the first time.
Variability in 'units and formations'.




Page 124
note: Unit type( movement in kilometres)
Infantry (20), Cavalry(60), Mechanised Infantry(280), Armour/(140), Artillery(100)
Air Units(2400
Note that this is not absolutes.. they note you can vary it according to size/power of the units. given what other books say and the fact medium units are most common, I'd say these apply to "medium" units the most. Infantry can make 5 km/hr (faster for light, slower for heavy) Mechanised make 70 kph. Armour makes 35 kph. Artillery makes 25 kph Air units 600 kph.

They probably aren't absolutes either, since air units can travle faster. It also doesn't acocunt for on or off road speeds in this case.



Page 124
Companies [or flights] are the smallest multielement units fielded. They are composed of a number of platoons and have generally have 50-100 men.
...
Battalion (Squadron): Battalions are made up of a number of companies of the same type (infantry, armour, cavalry). They have generally have 100-500 men

Brigade (Wing): Brigades are formations composed of several battalions of a different types (armour, artillery, infantry, etc.) and have 2,000 to 20,000 men.

Division (Air Division): Divisions are massive formations with enough soldiers to populate a small city, and are collections of brigades of different types. Divisions can either be assembled to have a balance of all types of units, or skew heavily toward one or the other. Divisions are massive and unwieldy things led by a senior officers with large command elements. Divisions typically contain 40,000 to 100,000 men under its various commands.
Names in parentheses apply to the Navy designations, or those used by military air force units or planetary air forces. This represents the Calixis Sector Munitorum guidelinds, and it shows that while the Regiment is (in theory) king, in practice it tends to be handled vastly differently. Like in all things, the ideas promulgated at the top don't always filter down precisely to the bottom. Overall its quite a departure from what you usually see in fluff.. especially getting away from regiments. Of course a number of sources treat regiments as an adminsitrative convenience, and that they are meant to be broken up/traded or reorganized as needed.




Page 125
Army or Crusade: Typically the sole purview of the Imperium, Chaos renegades, and massive xenos powers, armies or crusade forces are led by a general, lord-general, lord-militant, or even a warmaster depending on size, and contain millions of men under arms. They often combine forces from disparate organisations, such as the Imperial Guard, Imperial Navy, the Titan Legions, and even the Space Marines.
Army/Crusade.



Page 125-126
..units may have tens or hundreds-of-thousands of men, not all of these are combatants. Infantry units come close, as the majority of their elements are combat oriented by nature.
Other units, by contrast, require significant command, support and adminsitrative elements. One reason perhaps why the Imperium at the large scales tends to favor infantry - it makes bureacratic sense and the general uncaring nature of the Adminsitratum doesn't value individual life. Yay grimdark.

Though to be fair 'not caring' doesnt mean they'll pull a Zap Brannigan. They actually treat the Guardsmen fairly well... in the same sense a military man treats his equipment well, or a owner might treat his pet, or a rider his horse, well. It's also fair to not that since most infantry regiments will be assigned to some world for either garrison duty or to carry out a task, the fact they are just infantry won't make much difference (either they'll be defending a fixed location, or they'll be able to use/requisition necesssary resources from the local forces.)



Page 126
The lowest of the low, Conscripts are farmers, scum, criminals, madmen, and the poor and destitute of a thousand worlds. Used commonly as cannon fodder for human wave-type attacks,
...
and are given the meanest training, a lasgun...
...
Conscripts are found in every army, such as the the penal legions of the Imperial Guard.
Conscripts, and the penal legions in particular. Basically the low end for troop quality. This may also represent cases where normal people are conscripted from a world and given little or no training and simple equipment simply because there is lack of time (EG militia forces, basically.)




PAge 126
A step up from Conscripts, tithed soldiers often make up the bulk of planetary defence forces, Imperial Guard, and Rogue Trader House Troops throughout the Imperium. They can be volunteers or draftees, but are are generally better trained and equipped, and are relatively capable combatants.
Regular citizen soldiers i'd expect. Something like the National Guard. Probably citizens or normal people conscripted into the guard and given training, or pressganged (without further training) from the PDF. Possibly second or third tier pdf (EG militia)




Page 126
Professionals are soldiers who have seen their share of combat and have made the waging of war their chosen profession. Professionals compose the junior officers and more decorated and experienced units within the Imperial Guard, as well as many mercenary companies.
This might also represent forces from fortress/garrison worlds (places directly adminsitered by the Imperial Guard or the Munitorum) or particularily high end tithed regiments (elites, such as it were.) I'm not sure whether PDF tithed troops would fall in this category or the first, but it could fall somewhere in between, since PDF can also represent plantary defnece forces. Maybe professionals can be PDF troops fo the first line, or PDF troops given further training to bring them up to standard.




Page 126
Veterans have fought countless battles, lost friends and brothers-in-arms, and have seen the best and worst humanity has to offer, becoming some of the best warriors and soldiers on the field of battle. Company grade officers and elite units within the Imperial Guard are often Veterans.
Above that are Elite which ar basically space Marines, Storm Troopers, and probably the least numerous.

Also worth noting is that quality is variable. It varies from poor, to common, to good (for higher end forces, like Veterans and elites I'm betting.) It's also implied that, within the Imperium, it is quite possible if you have the resources, you can raise your own personal troops the way Rogue Traders can. That gives something of an interesting (private) alternative to the Guard.




Page 127
Imperial Guard Regiments are special formations raised by Imperial planets as part of their tithe to the Administratum. Similar in organisation to Brigades and Divisions, these large, multi-element formations are raised to supply the Imperial Guard with fighting men and war materiel.
Depending on the type and population of the regiment’s homeworld, a regiment can be anywhere from battalion to division size. Designed to be self-contained and selfsufficient, Guard Regiments are composed of smaller elements such as companies or battalions (although different worlds may have different unit designations) and may have a broad mix of different unit types (infantry, artillery, and some logistics) to handle most tactical situations. However,
Regiments often have a certain focus, whether heavy infantry, armour, or artillery, depending on the world they were raised on.
Noted exmaples being Elysians, and the Armageddon Steel Legion (who are principally mechanised.

Anyhow, this is a rather interesting distinction from the previous stated stuff, as well as depictions of the Guard in other places (EG Deathwatch RPG especially in contrast to the Tau.) It's fairly ccurate, especially the 'self-contained/self sufficient' bit and being able to handle all situations while at the same time having a focus.

This would also suggest that the earlier 'force organization' chart depicting units of companies, battalions, divisions, etc. Might not apply wholly to the guard - it may just be calixis sector troops in general (PDF and mercs and guards..) basically a combined arms formation. WE do know individual planets can deploy their PDF forces in that manner.



Page 127
..while the Armageddon Steel Legions are principally mechanised infantry, due to the manufacturing facilities (and inhospitable climate) of their home world.
Armageddon is stated to be an exception in multiple sources, this does suggest that hive worlds would produce at least a small or fair number of mechanised units for similar reasons.



Page 128
Armour and Uniform
Regimental Combat Uniform
4x Undershirts
5x Pairs Socks
5x Pairs Undergarments
Greatcoat
Inclement Weather Coveralls
Combat Boots and Laces
Blessed Flak Armour
Load-Bearing Gear
Leg Gaiters
Internal Frame Rucksack
Blessed Helmet with Micro-bead
Arms, Ammunition, and Weapon Maintenance Items
Blessed Standard Issue Lasgun
4x Spare Clips
Bayonet/Combat Knife with Sheath
Auto-pistol or Las-Pistol (officers only) w/4x spare clips
and holster
4x Frag Grenades
Weapon Maintenance Kit
Field Tools
Entrenching Tool
Hand axe
Multi-purpose Tool Kit
Standard Issue Lamp-pack
Personal Effects
4x Sandbags
Mess Kit
Medi-pack
Canteen
Canvas Sack
Bed Roll
Field Glasses
Gas Mask
Spare Boot Laces
Rations
Dog Tags
Tent with all accessories (per two men)
Whistle
Imperial Infantryman's Uplifting Primer
Adhesive Tape
Fire Starter
Grooming Kit
Stated as the Gear of the Cadian 484th. Carried by the Light Cruiser Hawk (a whole regiment, as well as assault landers, thunderbolt fighters, etc.) Carriers seem to be good as troop transports. Note as well that this is pretty much similar to the uplifting primer loadouts.

In some cases lasgun and laspistol clips may be interchagable.. so the troope rmay carry up to 8 clips :P



Page 128
Today there are countless mercenary organisations operating in the galaxy, ranging from small companies of militant individuals, to entire planetary defence forces “sold” by an unscrupulous Imperial governor to a neighbouring planet.
...
..the Imperium tolerates the existence of mercenary companies so long as they do not interfere with the Imperium’s greater interests. This is not generally a problem, as most mercenary bands do not have their own starships, and are limited in scope and operations to a single star system or planet. Another limiting factor is that in general, the Adeptus Terra of the Imperium find it more expedient to induct mercenaries into the Imperial Guard than “hire” them.
Given how some mercenaries in the fluff are equipped, this seems rather pragmatic from a bureacratic POV. Gives you a potentailly instant and easy to use professional troop unit.

Further, sectors are left to their own devices in regulating mercenaries, it would seem.

I do believe some mercs have their own fleets though, so they can be hired. (But probably are ilmited in range and size anyhow) Rogue Traders can be mercenaries.




Page 130
A Strategic Round lasts roughly four hours
This tells us what speeds are, as noted before.




Page 132
Open ground can be large plains or gently rolling hills, without many trees, rocks, or other obstacles. Open ground grants no cover and does not affect a unit’s movement.
...
Scrubland, ancient ruins, cities that have been pummelled to destruction, snow, shallow marshland, and sand are all examples of broken terrain... .and reduces a unit’s speed by 25%.
...
Light urban terrain could be anything from a sprawling feudal city, to an automated factory or small habs..... ... reduces a unit’s movement by 25%.
...
Mountain ranges, thick forests, deep snow, and ragged ice fields are all examples of heavy terrain.
......reduces a unit’s movement by 50%...
..
Heavy urban terrain is found in hives, aboard space stations, and deep in the bowels of forge worlds.

It is extremely dense with numerous hiding places... ...reduces a unit’s movement by 75%.
Terrain modifiers. This generally means that the aforementioend 'speeds' of tanks and other vehicles was 'open ground' speed.. or in other words 'off roads' So tanks (like the russ) can pull up to 35 kph off road. Rather nice compared to IA stats.. must be using good fuel. lol

Also, considering that 4 hours is a 'turn' and we probbly have a good many turns per battle, we could be looking at something like 500-1000+ km ranges for tanks and such. Possibly unaided! That woudl fit in with novels like Defixio or Gunheads or Death or Glory.



Page 133
If a unit needs to get somewhere in a hurry, they can push themselves and their machines to the limit to increase their movement.
...
..a unit can double the number of kilometres it can move in one Strategic Turn.
Naturally this is a strain on the troops/vehicles, so it can't be maintained, and generally requires some downtime equal to the time spent. Although out of game I bet you could push it beyond that (albeit with delterious/catastrophic effects, since you're basically pushing beyond safe limits.) It does nomianlly suggest that tanks and other vehicles can increase their speed (At the cost of damage or ruin to their vehicles) again showing speeds are not fixed.



Page 133
When used in a planetary bombardment, the initial impact area of a lance weapon is relatively small, typically no more than a few hundred metres. Anything directly hit by a lance is completely annihilated, with no chance of survival. However, the ensuing blast wave affects an area of roughly one square kilometre, setting buildings afire, boiling away bodies of water, and leaving little behind but ashes and molten stone.
Lances will 'boil away' bodies of water and leave behind moltens tone in a square km. Assuming a arbitray 1 m deep pond.. 2.5 PJ at least, and probably much more than that (its going to be metres deep) - suggestive of high kt to low MT range firepower per lance. remember as well that each lance 'battery' is multiple shots (several to several dozen, depending on source.) and these are only tactical bombardments. What's more, it leaves 'molten stone' Assuming it metls a 1 m deep km square area we're talking another 4-4.5 Petajoules, again reinforcing the 'multi megaton' nature of the bombardment.



Page 133
Macrobatteries saturate their target with massive, hab-sized artillery shells, missiles, seething plasma energy, or crackling las beams. Like a lance, each separate shell or energy blast affects a relatively small area of little more than a few dozen metres across, and anything directly hit is completely destroyed. However, the sheer volume of fire and the ensuing kiloton explosions, raging plasma fires, and hellish blast waves affects everything within ten square kilometres.
'hab sized artillery shells' - big as a buildign proberly. Implies that a energy blast or shell affects the area its involved in in a similar way.

kiloton explosions mentioned. With 10 square km affected and a few dozen metres per each shot (call it 40 m each) we'd be talking... 6,250 shots. LOL. We could figure 6,250 'kiloton' shots which is then 6.3 Megatons per battery barrage. vaping a few dozen m area of water would be about 3-4 TJ. melting a similar area of stone is 6-7 TJ. so we're talking 9-11 TJ.. call it 2-3 Kt.. not much different than single digit KT. call it 14-16 MT per battery. A simpler way is to just take 10 sq km, one metre depth, and vaporize the water (25,000 TJ) and melt the stone (46,600 TJ) Wchih is.. 17 Mt. again not much differnt.

Option 4 is to note that a single macro battery is dozens of guns. IF we divide 10 square km by oh 24-100 rounds we get each shot affecting between 100,000 sq m and 416,667 sq m which is 700-3000 TJ per cannon. Bear in mind that if depth is involved it could get greater for al lthese calcs.

either way single or double digit MT per macro battery seems reasonable. If you're wondering why I don't do blast effect estiamtes rather than jsut assuming purely thermal that's because.. It already mentions 'kiloton' explosions os i woudlnt assume any less.. and having a laser do explosive effect can't be any more effective than a nuke or a kinetic impactor (it could be less though due to the nature of the weapon) so assuming 1 kt applies across the board seems likely. I suppose if you really want to be conservative you could assume a few dozen kt level shots are hitting.. which would be 24-100 kt for a macro battery.. but that's not impossible or unreasonable,, not eveything has to be a multi-megaton bombardment.. and it can go either way. Its not like these are max power strikes either :P



Page 133
..information supplied regarding the use of virus bombs, cyclonic torpedoes, and other Exterminatus weapons fielded by the Imperium. These types of weapon are outside the scope of these rules, and typically beyond the grasp of even the wealthiest Rogue Trader dynasty.
I would imagine so! The funny thing implied by this is that conventional bombardment aren't considered 'official' exterminatus munitions, despite the fact conventional bombardment can destroy a planet like a virus bomb or the like. this also does not rule out exterminatus weaposn being brute force, as we know plasma, fusion, and mass drivers can all be exterminatus weapons. As can nova cannon and lances. And even nukes.



Page 133
Once elements of one unit are within one kilometre of elements of another, they are considered in contact and combat may begin. This doesn’t mean that all combatants are within a one kilometre area, or even that all troops are engaged. It simply means that the units are close enough to
see one another and deal damage, and that combat may now be joined in earnest.
..
While this holds true of “direct fire” units like armour and infantry, artillery and air forces operate in a slightly different manner. “Indirect fire” units, artillery and air forces, can attack from
over the horizon.
Direc tifre ranges seem to be largely a km. On the plus side this applies to small arms (such as weapons) but on teh bad side it also means tanks, and anti tank weapons. If you really wanted to get ludicrous it would imply pistol and shotguns have simialr range. Again this is just an abstraction. Its probably not too unreasonable for 1 km to be an upper limit on most small arms, but pistols and shotguns would not apply. It could be deemd as effective range for support weapons as well. As far as tanks and vehicles, this is effective range as well (to penetrate armor and such.) it would not rule out longer range from other weapons.



Page 135
By turning their massive lances and batteries of macrocannons on a planet and unleashing a storm of deadly ordnance, a ship can perform a Planetary Bombardment. Unspeakably devastating, a planetary bombardment from a single ship can lay waste to armies and cities, while a concentrated bombardment from a battle group can turn an entire continent to ash.
In context this is a bombardment in support of gorund conflicts, of the same order as artillery and aristrikes (although vastly more devastating for obvious reasons.) A single ship executing an orbital strike/bombardment can destroy millions of people or destroy cities. A battle group (scores of ships perhaps, but smaller than a battlefleet) can demolish an entire continent. .Not unliek a Battlecruiser, grand cruiser, or battleship :P This means a 'battlegroup' can pack in gigaton-teraton range firepower. A single ship megaton to gigaton perhaps depending on the type and nature of city and how it is 'wasted'. Same wit the army.



PAge 135
Using the unit’s vox equipment, the Explorer is able to disrupt the communications of the enemy unit.
Defined as "electronic warfare.



Page 136
Reconnaissance teams are the eyes and ears of any unit. By using specialised augur arrays and auspex systems, along with physical observation, a recon team can study the movements and composition of enemy units and report them back to their command.
Reconnaissance efforts. recon groups make extensive use of sensors.



Page 140
Typically about fifty-five meters in length, these Shark-class assault boats are dedicated to delivering troops through a spaceship’s defences directly into combat.
..
Consequently, virtually all patterns of the Shark carry only defensive weapons, with every cubic meter of space dedicated to engines, armour, or troop-carrying.
...
...assault boats will usually have engines that are nearly capable of matching a starfighter’s acceleration.
...
In the Calixis Sector they are typically organised into squadrons of eight craft.
Size of assault boats. gives us a good benchmark for other craft (fighters and bombers. bombers are bigger.. but fighters should be approximately the same size, maybe a bit bigger. This might mean bombers would be as big as eisenhorn's gun cutter, which meshes with the Marauder from Gav Thorpe's raptors stories.. which was 260 ft/79 m or so.)



Page 140
Cruising Speed: 2,400 kph/ 10 VUs per Strategic Turn in Space
..
Tactical Speed: 28m/18 AUs
..
Carrying Capacity: 50 soldiers
The Shark assault boat. Travels as fast as a torpedo (56 km/s)



Page 140
Slightly smaller than an assault boat, Starhawk-class bombers are slower and less armoured. Instead of troops, they carry a payload of plasma bombs, armour-piercing missiles, and (in some cases) torpedoes. The Calixis-pattern has forward racks for up to 10 large anti-ship missiles with powerful krak warheads, and mid-bays containing multiple bomb-firing cylinders. Starhawks launch volleys of missiles at precise targets on an enemy ship, then close and make “bombing runs” on the hull, pumping out flurries of plasma warheads.

Crews of ten to fifteen man these weapons as well as less-potent armaments designed for defence against starfighters and incoming missiles. Like the Fury interceptor that often accompanies it, the Starhawk has cramped living quarters that allow these spacecraft to be used for extended assignments. Starhawk bombers are typically organised into squadrons of ten craft.
Oddly the Marauder from Gav Thorpe's short stories is closer to 80 meters, larger than this STarhawk. For that matter the pictures in the BFG blue book portray them as bigger than furies AND sharks, I wonder if they suffer from "variable sizing" the same way capital ships do. It might mean 'smaller' in terms of mass or volume, rather than a specific dimension.

I also like how Furies and Starhawks have living accomodations :P

Note here they have no energy weapons designed for attacks on target.s Unless they;'re some sort of 'disposable' energy weapon, perhaps. Something akin to a disposable missile launcher or a bomb pumped laser (or casaba howitzer munition) -that could be possible.



Page 140
Cruising Speed: 1,800 kph/ 6 VUs per Strategic Turn in Space
..
Tactical Speed: 15m/10 AUs
..
Crew: Pilot, Co-pilot, 5 Gunners, Bombardier, Tech-Priest Enginseer
..
Carrying Capacity: Forward rack of 10 anti-ship missiles, rear bays with 40 plasma bombs.
Weaponry is 1 forward twin linked lascannon (range increment 600 m, 200 shot clip), 2 twin linked long barreld multilaser turrets (range 500m), 2 wing mounted remote gunner operated twin linked heavy bolter turrets (120m). The multilasers are powered by onboard reactor, the bolters have 1000 shot clip.

500 m/s in atmosphere, 33 km/s in space. Most guns have greater range in the atmosphere than in the 'mass war' stats (1 km for guns, 20 km fo rordnance IIRC)



Page 141
Cruising Speed: 2,750 kph/ 11 VUs per Strategic Turn in Space
...
Tactical Speed: 30m/25 AUs
Swiftdeath fighter. 3 forward focused plasma cannons (500m), 50 shot clip.
6 Co pilot operated Hunter-Killer missiles, range 50 km (50 AU).

I love the hunter killer missiles used as air to air weapons.. and that they have a 50 km range.



Page 142
The “Iniquity-pattern” seems to exclusively use melta-missiles, rather than the Starhawk’s plasma bombs. This gives it greater targeting ability, but more Doomfires must focus fire to match the sheer damage dealt by a Starhawk bombing run. Some Rogue Traders have reported seeing a variant of the Doomfire retrofitted for carrying troops and supplies for ground assaults, though this version is uncommon. In this role, the Doomfire trades its melta-missiles for space for 25 troops or equivalent cargo.
Differnece between Doomfire and starhawk and melta vs plasma weapons.



Page 142
Cruising Speed: 2,200 kph/ 7 VUs per Strategic Turn in Space
..
Tactical Speed: 18m/12 AUs
...
Crew: Pilot, Co-pilot, 3 Gun-slaves, Heretek
...
Carrying Capacity: 30 melta-missiles
1 forward long barreled lascannon, 900m range 200 shot capacity.
3 Gun-slave operated Heavy autocannon turrets (450m range), 200 shot clip.



Page 142
They are can be launched from launch bays or even fired like an unmanned torpedo, and use ancient phase-field technology to cut through the thickest hull in minutes, deploying their raiding parties before any defence is mustered.
Dreadclaw drop pods. Phase field tech for hull breaching.



Page 142
Cruising Speed: 2,500 kph/ 11 VUs per Strategic Turn in Space
..
Tactical Speed: 15m/15 AUs
Carrying Capacity: 10 individuals with power or 20 individuals without.
Crew: Self-aware machine spirit armour
...
..Dreadclaw is launched and travels directly downward towards the target planet (counting it’s tactical speed as 100 AUs) until it hits the ground..
...
destination may be changed in-flight to any location within 25 km of the original destination...
..
..has powerful phase-disruption field to cut through a hull.
'phase disruption field" - some sort of powerfield.



Page 143
Its radcannon can cut through a larger vessel’s hull in a few minutes, while wingmounted flechette cannons serve admirably against starfighters.
...
Cruising Speed: 2,200 kph/ 9 VUs per Strategic Turn in Space
..
Tactical Speed: 18 m / 18 AUs
..
Carrying Capacity: 20 heavily-armed xenos.
Rak'Gol Bloodfury assault craft.
1 Radcannon (150m range, 100 clip) and 2 Flechette cannon (300m, 500 clip)


Page 143
An extremely fast fighter, it’s also extremely manoeuvrable. A sophisticated system of inertia dampeners allows turns of nearly 180 degrees, as the crews of many an enemy attack craft have discovered moments before their destruction. They also use a crystal-powered generator that allows for farther-ranging missions than the fighter craft used by the Imperium. Darkstar fighters rely on a less powerful holofield to protect it against incoming fire, rather than thick armour.
Eldar tech.. note the inertial dampers.. 180 degrees in moments. also crystal powered generators.. batteries perhaps?



Page 143
Cruising Speed: 2,750 kph/ 12 VUs per Strategic Turn in Space
..
Tactical Speed: 30 m / 24 AUs
2 bright lance (600m) and 2 Starcannon (400m) 67 km/s in space.



Page 144
Slower then the Darkstar, Eagle bombers use a modified version of the same holofield generator carried by capital ships to protect them from enemy sensor and targeting systems. Although armed with starcannons for protection against other attack craft, their true weapons are the highly destructive sonic charges they carry. These charges are delivered with pinpoint accuracy due to the Eldar’s highly sophisticated targeting systems. When they impact, they release a shattering seismic blast whose shockwaves can rupture metres of armour.
Sonic charges again.. seismic weapons!



Page 144
Cruising Speed: 2,000 kph/ 9 VUs per Strategic Turn in Space
...
Tactical Speed: 20 m / 19 AUs
..
Carrying Capacity: 50 self-propelled sonic charges
3 Starcanon clusters (400 m)



Page 144
There is no such thing as a “standard” design for Ork attack craft, although those unfortunate enough to fight them note that they tend to fall into broad patterns.
..
..fighta-bommas are also used as ground-support aircraft planetside, and as far as anyone can tell, the only difference is space-born fighta-bommas may be slightly bigger. The learned magos are at a loss to explain how something apparently designed for atmospheric operations also works in the void.
Ork attack craft. WAAGH effect allows for atmospheric fighters to work in the void. :D



PAge 144
Cruising Speed: 2,200 kph/ 8 VUs per Strategic Turn in Space
..
Tactical Speed: 20 AUs
..
Carrying Capacity: Assorted bomms, rokkitts, and Grot-guided ordinance
Crew: Ork Pilot, 2-4 Grot Riggers, 1-2 Grot Gunners
4 Big shootas (400m), 1000 clip. and 1 Grot operated Bigga Big Shoota turret (1000 shots, 400m range increment.)

Ork equipment. Once more Grots are Ork versions of automated systems.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Rogue trader, Faith and coin. Religious stuff mostly.. I keep wondering if this might be the last RT supplement we get. Time will tell.


Page 6
Though the Imperium of Man contains more than a million worlds, there are countless others within the galaxy that have forgotten the grace of the Emperor or never known his blessing. It is the responsibility of the Missionarus Galaxia and its servants - missionaries - to spread his word to those who do not know the Emperor's Teachings.
Aside from the million+ worlds bit, ti implies that the Imperium may have lost (not through destruction, just isolation) more worlds than it actually holds. Another possible way to retcon some of the bigger numbers (Its not beyond the Imperium to claim territory it does not have access to, after all.)

Also the purpose of the Missionarus Galaxia



Page 6
The Missionarus Galaxia works under authority granted by the Cardinals Palatine on distant Terra, but individual missionaries seldom have any contact with higher authorities. Instead, they operate autonomously on the very fringes of the Imperium.
Rather appropriately making them the Ecclesiarchal version of Rogue Traders.



Page 6
..the missionary must first absorb and learn the ways of the native society and its religion, if one exists. As he comes to grips with the culture, he must identify practices and teachings that can be refined to become consistent with the ways of the Imperial Creed.

A missionary's ultimate goal on any new world is to convert its existing populace to the Imperial Creed..
...
Missionaries frequently begin implementing such changes by integrating portions of the Imperial Creed into the planet's native belief system. This might be a simple matter of substituting the Emperor and his saints for the role of deities within the world's pantheon. In other circumstances, a solution could require more extreme, violent actions or could take long-term planning.
..
By placing facets of the Imperial Creed subversively into the culture, a missionary can help lay the groundwork for his successor....
Basically this means they must be both mentally flexible, tolerant, and extremely persuasive if not manipulative. And patient.

Its interesting that saints can be substituted for deities, which can have interesting implications given the way the Warp works.



Page 10
For reasons that remain unclear, the Lux Salvationis delivered Almace to Nazhdureyah less than two weeks after leaving footfall.
We dont know the exact distance, but if we figure somewhere between 10-200 LY (nearby system to nearby sector distances) we might figure a few hundred c to a few thousand, for straight line.

Context elsewhere implies that because the difficulties Almace represented aboard ship, the planet was probably close by to Footfall, relatively speaking, suggesting a few tens of LY probably at most.



PAge 11
Nazhdureyah had hundreds of millions of human inhabitants.
..
The various monacrhs and oligarchs across Nazhdureyah were all memebers of ancient psyker bloodlines. They held power through a combination of their well-established authority and their innate psychic talnets, both of which they used to keep the normal human population throroughly represeed. Even though non-psykers outnumbered the rulers by nearly a thousand-fold, the world had never known a successful revolution against the ruling nobility.
..
..the various nobles maintained vast standing armies of soldiers, large portions of which were continuously under mental domination.
Suggesting hundreds of thousands of psykers onplanet. This is a rather high ratio by Imperial standards as a rule, but probably not unusual. It also mentions they had large standing armies under mental domination, suggesting that on average each psyker coudl dominate scores or even hundreds (perhaps more) soldiers.




Page 16
Based upon investigatve process, scholars who have documented Keefe's life believe that at the basis for the crimes included failure to properly acquire the planetary tithe and reassignment of Imperial assets...
..
For reasons still unknown, Inquisitor Schtooring chose to execute the planetary governor along with his family and entire household.
..
Nicodemes' survival depended upon two key decisions. The first was his choice to abdicate all rights to the familial legacy. In so doing, all of his father's personal assets were ceded to the Imperium, under the auspeice of an additional tariff.
A bit of Imperial economics. They can, if accused of crimes and if all claim to it by surviving members is abdicated, claim a noble's assets/resources for Imperial use. It may be connected to the failure to properly tithe and assign such resources (renumeration, in other words), or an extra tax. We also discover that, at least in Calixis, execution (at least of an entire family/houeshold) is considered extreme for such crimes.



Page 18
Some of the legends suggest that those crimes [committed by Keefe's father] included absconding with a very large sum of resources that included several years worth of Laskin's Imperial tithe.
An implication perhaps as to the personal wealth/resoruces of a Peer of the Imperium, sucha s a Plantary governor.




Page 18
The transport also carried a vast number of passengers travelling to the distant worlds. The vast majority were colonists. These people were by in large criminals who had chosen the task of taming a distant world for the Imperium as their sentence instead of service within it sbounds.
Colonization rather than imprisonment.




Page 35
Marquette aggressively pursued his mission in Winterscale's Realm for nearly a century. During this time, he gradually built up a network of more than two dozen planets that he had successfully converted to the Imperial Creed.
At least 2 dozen worlds in the Expanse, also the missionary was able to live for more than a century, despite any obvious access to juvenat (unless the destroyer he travelled aboard or his rogue trader/planetary contacts had it.) e must have been in his 20s-30s to start.




Page 38
Marquette's campaign to seize the soul fo these renegade worlds continued unhindered, and he seemed at the height of his powers of persuasion despite the toll of many years. Some even whispered that Marquette's vigour and persuasive power could not be natural, but his followers insisted that it was divinely inspired.
Quite possible. It happened with Sebastion Thor likely, after all. Although whether it is a self fufilling faith effect, or direct intervention by Big E, we don't know.




Page 42
Studying a culture can be the work of years or decades for a lone missionary, especially if the language of the locals is not a derivation of Low Gothic or another commonly spoken tongue. While some missionaries have Sisters Dialogus of the Adepta Sororitas to assist them in translation and the study of regional mythologies, others rely on the aid of fellow scholars of a more secular bent. A Rogue Trader's Seneschal can prove invaluable when the crew's Missionary needs to research an obscure dialect or construct a functional lexicon in a new tongue from nothing, given how these individuals are often trained in both scholarship and dozens of codes, cants, and other languages. Exploratorrs can also be extremely helpful in this capacit,y using the mastery of arcane technologies to process vast quantities of linguistic and behavioural data far more rigorously and rapidly than a Missionary could do alone. Once the representative of the Imperial faith has cracked this problem, he must analyse their beliefs, determining which ones are harmless divergences, which ones can be twisted to fit the Imperial Creed, and which ones must be purged. Certain practices, especially as relates to the place of psykers in a population, can be intolerable to the Imperial Creed, but most of the time, missionaries are more concerned with inserting the appropriate elements of the faith into the belief system of the natives rather than removing anything.
Missionaries have to be clever yet manipulative sometimes in order to induct people into the Imperial Creed, which is rather interesting given the level of research and analysis required of supposedly 'ignorant' types. Also the code cracking capabilites accessbile to a rogue trader and his minions can help solve. Also note the interest in manipulating the soceity into the fold (getting asses on pews) rather than ensuring conformity or doctrinal consistency.

Given how much information is rougly estimated to exist in the world here, on the order of terabytes to petabytes, and that in order to decode the language (and understand the society) you'd probably have to process and analyze all that would require moving around and processing tens or hundreds of kilobytes of information each second at a minimum, and probably megabytes (single double digit) each second, if we assume year to assimilate and sift the data. Probably would reflect starship computer capability/resources in this context.






Page 53
[quoteCaptin Mordakka's flagship, the Take 'Dat!, uses the following profile:

Hull: Cruiser (modified)

Class: 'Kustom built dakka-kroozer'

Dimensions: 7 km long, 2 km abeam

Mass: 60 megatonnes

Crew: Hordes of Grotz and Boyz:

Accel: 2.3 gravities max sustainable acceleration.[/quote]

Ork Cruiser.. rather large for a FFG cruiser hull (more on Grand Cruiser scale) but this is orks too, Also a bit heavier than typical grand cruisers, but performance wise roughly identical too.





Page 54-55
..the Marmor system is that rarest of phenomena in the Expanse - a populous and stable collection of human worlds. The eight planets of the system orbit the powerful bright white star Marmor, whose searing, hard-edged light fills the system like a sustained blast of a massive photon flash grenade, overwhelming augur and auspex arrays and blinding those who look directly at it. The worlds that make up the system ar eall solid, high-gravity terrestrial worlds with thin atmospheres and little standing water. Each one is blessed with an inordinate amount of natural wealth in the form of minerals, ores, and precious stones, many of which are exceedingly rare and in demand in commercial and industrial applications throughout the Calixis Sector. They also have a strange regularity of size, mass, and colour about them that puzzles those who have an intterest in such things.
..

Due to the sheer amount of heat, light and energy generated by Marmor, all but its two closest planets exist within its habitable range. Of these, the first four are highly urbanised and populated by hard-working people who toil away in the many mines, refineries and foundries that make up the bulk of industrial and commercial activity in the system. The last two worlds far at the edges of the system are surrounded by shipyards and space stations, a veritable rat's nest of warehouses, slips, drydocks, beacons, navigation buoys, hangers, and orbital habs that are the main port facilities of the system. All stellar traffic entering the Marmor system is subject to impost inspections and numerous fes upon arrival, and all cargo is loaded and unloaded from these facilities, with smaller haulers delivering it to in-system destinations. While the Marmor system is nominally loyal to the Imperium, it has no centralised government and very few Imperial officials call it home. Instead, each planet is a sovereign world that is part of a loose confederation overseen by a council of representatives. This body is mainly responsible for collecting taxes from each planet and maintaining the unique and complex system-wide trade, transit of resources, and industrial infrastrucutre, including the aforementioned port facilities and fleet of inter-system haulers.

Brimming with nautral resources, populated with millions of industrious men and women, and possessed of a reltaively efficient system-wide infrastructure by the standards of the Imperium...
..
An indication of the scope and industry of an Imperial world, given that it is at least nominally loyal and 'relatively efficient' in Imperial terms. This can give us an idea of a typical Imperial system's population density, habitable territory, orbital and industrial assets, starship activity, etc.

It also gives us an idea of what orbital details might occupy a system. Quite a bit advanced from the old 80s and 90s of Rogue Trader and 2nd edition in some ways :P




Page 55
For decades after her journey thorugh the Marmor system, the tithes collected from the system swelled to unprecendented levels.

Eight shrines were erected in Aleynikov's honour, one on each world in the system.
Despite being nominally Imperial, it still provides tithes, suggestin gthere are major and minor imperail worlds (offering explanation for the disparities in numbers, yet again.)

Also eight worlds colonized, even though two were mentioned explicitly to be close to the extreme thermal output of the Star. Given eight planets and even if we figure the distance is only 8-9 AU from the star and suggest it is maybe tens or hundreds of times more powerful than our own sun, in turn suggesting planets closer in system get hit by orders of magnitude more energy routinely. That any sturctures could survive that close might say something about the Imperium's ability to set up facilities in some fashion in such adverse enviroments, although it doesn't necesarily mean they endure such outputs (starships, might have to though. Indeed its suggested there is a pilgrimmage route throughout the whole system, or at least possible to set one up.)





Page 62
The number of worlds within the Koronus Expanse is truly staggering. Among the countless stars within the boundaries of the Expanse are millions of planets of every conceivable description, most of them completely unknown to the Imperium. Indeed, in the millenium since the opening of the Koronus Passage, only a scant handful of the region's star systems have been explored and charted. While most of these worlds largely worthless, uninhabitable death worlds or massive gas-giants that can crush a battlship like a flimsy canister with their gravitational forces, a few habitable worlds have been discovered.
Scope of the Expanse. Rather a lot of worlds (even if most are worthless or uninhabitable otherwise) but thats still like, tens or hundreds of thousands of systems implied. Rather large for a sector (or at least the Expanse was implied to be a sector.) this could mean its bigger. Heck the implication would be its bigger than the Imperium even if condensed into a smaller space. Yet the Imperium, whilst only familiar with a fraction of them is still quite a bit. Alternately, going by the 'altnerate' intepretations of the Imperium's scale (millions or billions of planets) this might reinforce the idea the Imperium is quite a bit bigger than a mere million worlds.

Of course, its also possible that 'planets' also includes moons and shit too, since we know those get inhabited.

Also gas giant of unspecified type would crush a battleship with its gravity. Says something about acceleration and other abilities (in terms of escape velocity, and suchlike) although I suspect context wise it might be implying not just the gravity inside the gas giant, but also the sheer pressure of its depths)


Page 62-63
"No definitive evidence of Previous Imperial contact. Scattered ruins on larger islands and a single abandoned hive-sized object adrift in the planet's equatorial current, suggest that techno-arcane secrets might lie beneath the waves."
..

Of even greater interest to the Explorator mission than the Ikerans themselves, however, was the huge floating object wandering the planet's seas. After scrutinising it with their scanners, the Tech-Priests realised that the floating hulk was in fact an ancient vessel for faring the stars, its designation unknown and its exact pattern unrecogniseable.
Hive-sized starship of some kind. Possibly Imperial. If we go by necromunda scale hives we might be talking something a good 8-10 km long, 10 km wide, and many billions of tonnes in mass.



Page 63-64
Pratus is a desolate, windswept world of dust, ash, and bare stone. It is exceedingly arid, with little in the way of surface water save for some shallow oases filled with alkaline muck. The planet's atmosphere is thin and caustic, barely capable of supporting life, and the terrain largely consists of endless plains cut with staggeringly deep valleys beneath a dun-coloured sky. Pratus' rotation is surprisingly regular, with sixteen hours of daylight and sixteen hours of utter darkness lit only by starlight and the occasional shimmering crackling storm or other atmospheric phenomenon. The weather is capricious, switching quickly from relatively clear and calm to violent storms that batter the flat landscape with howling gales of wind, hail the size of frag grenades, and blinding sheets of caustic rain.
..
Scattered across the planet, the surveyors from Perspicacity discovred a number of heavily eroded ruins of obvious antiquity. What were once powerful, sprawling metropolises were now little more than rough collections of stones, the fading grids of roadways, the worn stumps of elevated dispensorways...
..
Nicomedes Keef accompanied this venture as a spiritual guide to Rogue Trader Kara Kavriss, who undertook the task of purifying this world.
...
..returning to the Rogue Trader's camp with three strange artefacts and a haunted look in his eye. HE urged Rogue Trader Kavriss to leave the forsaken world and she complied with his request; hours later, her fleet executed the purge of Pratus, bombarding the entire surface with countless rounds and reducing the outer crust to cracked glass and blwoing dust. Now the forlorn world hangs quietly in the void, the xenos relics and their dark secrets buried.
Rogue trader fleet/flotilla demolishes world, more or less, apparently with macrocannon fire pulverizing and prehaps glassing the crust. Assuming 1 m metl delpth we're talking e23-e24 joules. If we figure 1 million rounds used total we're talking e17-e18 J per round, although that's just approximations and open to inteprretation, of course.



Page 70
Put simply, a Witch Finder is anyone with the skill and inclination to seek out psykers, and covers those who hunt such dangerous quarry, whatever their individual motives or desires might be.
They basically exist in places where the League of Blackships does not reach, but as we know from various novels the Ecclesiarchy can have its own witch hunters/witch finders, since not everyone agrees on the status of PSykers.





Page 72
The Imperium is a bastion of spiritual devotion with a variety of forms that are often merging, shifting or declaring war upon each other. Whilst all legitimate beliefs (in the eyes of the Ecclesiarchy) at least share the Emperor's divinity in common, they diverge on many points. Holidays, proscribed foods, accepted saints and other holy figures, and even issues such as the proper kinds of fabrics for clothing might be matters of violent contention between individuals from two different worlds.

There are, thankfully, many other shared pieces of doctrine within the greater Imperial Creed that the majority of believers can broadly agree upon. Agreement that certain figures hold spiritual significance(Sebastian Thor and the Primarchs), preferred methods for purging those deemed heretical (fire) and the veneration of relics are all generally accepted practices.
Basically.. certain broad beliefs (major spiritual figures) will see consensus, whilst the majority of minor issues (Stuff at the 'local' level) will be subject to interpretation, dispute, and even conflict because of the sheer variation in doctrine amongst the Imperial Creed. Which can be an advantage and a potential point of destabilization as discussed before.

The text goes on to describe that relics especially are open to dispute, because the sheer diversity and disagreement about tenets of faith can produce a myriad of 'relics' both legit and fake which may be approved/disapproved of by various sects. Like most things in the Imperium, it spawns its own dedicated branch devoted to investigating/cataloguing/handling such matters. It's stuff we've seen in many forms throughout the BL novels, from the Emperor's toenails (in the Inquisition War) to other stuff.




Page 76
Red Consecrators view battle as an expression of faith, and see conflict as the grindstone that hones humans into worthy instruments of the Emperor. Given this philosophy, Red Consecrators frequently hurl themselves headlong into conflicts they happen upon, certain that the violence they inflict is its own justification and that the Emperor will guide them to choose the right side. Of course, many individual members of the cult are more pragmatic in their approach, for each has unique motives for taking up the path of pious battle.
..
In less violent situations, Red Consecrators counsel preparation, training and discipline in most matters.
So theyre a bit like Khornates in their battle-lust and glorification of war, but a more practical approach rather than berserker fury (although Khorne naturally embraces all facets of war) Its an interesting example of how 'racial' faiths like Eldar or Ork gods can coopt the more broader 'concept' based goes (EG sensation and excess, blood and war, death and disease, etc.)




Page 79
...members of this order frequently memorise vast quantities of information as part of their devotional practices, consuming tomes of mundane knowledge at an alarming rate. The most fanatical members of the Order of the Hammer believe that all knowledge - no matter how specialised or seemingly insignificant it might be - is intrinsically sacred and worth of their time. These compulsive researchers devote their lives to inscribing all of it on their minds, uncovering countless facts with passionless obsession. Others are more pragmatic in their choices, believing that Nicodmedes Keefe focused himself on useful knoweldge alon, citing his definitive split from his aristocratic origins as a rejection of certain kinds of learning. As in the case of with the majority of philosohpical divisions, most members of the Order of the Hammer fall somewhere in the middle...
..

..all hold that solutions to the problems they face can be uncovered through application of knowledge.
A knoweldge based religion. Pretty cool.



Page 80
The consecrated promethium and blessed oils of the Ministorum and Holy Ordos are potent weapons against witches, heretics and the unclean, scorching away the impurities of body and soul in an inferno a sacred fire that burns hotter than any natural flame...
..
If Cleansing Fire is added to a weapon with the Flame Quality, the target suffers an addiitonal 1d10 Eneergy Damage... .. each time it fails the Test to extinguish the flames.
Now of course the usual caveats regarding game mechanics/quasi game mechanics apply in terms of reliability, but the interesting thing is that the 'holy' incendiaries are somehow more energetic (if taken literally, which is supported by the game mechanics which is why I quoted it)

this doesnt mean its pulling in more energy than chemical reactions do, it could just mean that it burns alot more efficientyl than normal promethium/oils do (or is just more energetic by nature, say like Hydrogen), although with the warp magical energy additions aren't impossible. What is also interesting is the whole 'energy damage' thing in context of the 'hotter than any natural flame.' might suggest it generates some sort of plasma. It wouldn't be impossible, after all some plasma and melta weapons have crossed over into flamethrower territory, and vice versa, so this would just be another example of that.




Page 80
Poorly manufactured and notoriously unreliable, Clovis Munitorum's FP-14 'Twist' Pistol has nevertheless found a market among Rogue Traders, mercenaries and criminals for one simple reason: it is very small and easily concealed. Fitting neatly inot the palm of the hand..
..
The tiny power pack in the weapon is only sufficient for a single lethal blast, but that one shot can sometimes be the difference between life and death.
Basically a derringer laspistol, although a low, quality, cut down sort. Whether this reflects the poor quality of the technology or the limits of mass production lasweapon miniaturization, we don't know.

Like most 'single shot' lightweight pistols (like digital lasers) the power packis 50 grams, suggesting upwards of 30 kj per shot. However, it wouldn't surprise me if the powerpack is of lower quality and thus far less in terms of energy density. Lead-acid/Carbon-Zinc or NiCad batteries are around 130-150 kj per kg, and it would be 'about' 6-8 kj per shot./



Page 80
Designed for close combat assaults, trench fighting, and urban warfar, the Model 481 'Persuader' Lasgun is a pulsing laser weapon capable of a tremendous rate of fire. Though intended for use by planetary militias and the Imperial Guard, the Persuader has also carved a niche for itself among underworld figures looking for an edge in sheer firepower. The compact size of the Persuader, combined with its high volume of fire, makes it an excellent all-around choice for most combat situations, though its relatively short range can be a liability on an open battlefield. For most, however, its shortcomings are far outweighed by the Persuader's utility, especially when paired with an oversized 'drum' power pack that nearly doubles the weapons' capacity.
Meroveche Model 481 'Persuader' Lasgun. One of those close range, hig ROFJ lasguns like the Minerva-Aegis carbine from Inquisitor's Handbook, or a few of the close combat laspistol types (again Inquisitors handbook, or the stutter laspistol from Hostile Acquisitions.) Merovech assault lasguns are also mentioned in 'Into the Storm' with a single shot and full auto setting only (5 shots instead of 10.) It also has dual powerpack capacity (120 shots) and reduced range as well (somewhat between Minerva Aegis and the Persuader in fact.)

50 round drum is interesting, but we dont know quite how big it is Powerpack based on all previous assumptions made with game stats (600 kj per kg, as per atomic rockets convention) would be 210 kj per pack, 30 shots per pack yields 7 kj per shot. The weapon can thus on full auto pump out upwards of 70 kj worth of explosive goodiness, but only 3 such full auto bursts, unless they use the drum mag (in which case its 5)




Page 81
While some individuals prefer to carry las-weapons when travelling on the fringes for their much larger ammunition capacities, others prefer the flexibility of solid projectile weapons. What they lack in clip size, these weapons can often more than compensate for in deadliness. some solid projectile weapons can even fire rare consecrated rounds designed to destroy the witch and horrors even more dreadful.
Interestingly, this suggests that slugthrowers are not only more lethal than lasguns, but also more versatile, lacking only in ammo capacity and perhaps reliability.





Page 81
Lyndwrym Armoury, one of the largest munitions suppliers in the Calixis Sector, produces one of the most coveted autopistols in the Segmentum, the A-25A "Volcano". Manufactured to an exacting standard rivalling that of the Lathes, the Volcano is renowned for reliably firing every time, its mechanisms so precise and well-calibrated that it almost never jams or misfires. A fire selector allows the user ot quickly switch between semi-automatic and ufll automatic fire.
High end autopistol, possibly as close as they get to lasgun reliability.





Page 81
A catchall term for a wide variety of high-calibre rifles produced by thousands of manufactorums and forge worlds across the Calixis Sector, Grox Guns are so called for their ability to drop a Grox with a single shot. Grox guns come in many shapes and sizes, though they tend to be long-barrelled rifles suitable for hunting. Though generally not finely crafted or particularily reliable, Grox Guns are cheap, functional weapons that are widely available across many worlds of the Koronus Expanse.
I'm guessing this is the 40K version of Elephant guns. I'm also guessing that they literally do not have thousands of Forge worlds in Calixis alone, so its more 'thousands of factorums'





Page 81
Produced on the forge world of Lucius for use by the Death Korps of Krieg, the Mk22c shotgun features an unusual 8-shell cylinder magazine and gas-operated, self loading firing mechanism. Though the action on the revolver mechanism is prone to mechanical failure, the shotgun's large gauge and high rate of fire make it deadly in cloes combat and a favourite among the Krieg Engineer Korps, as well as among Explorers in the Expanse who appreciate the weapon's stopping power.
We saw these in Siege of Vraks part 2, carried by combat engineers.




Page 81 Weapons listed

Lasweapons
clovis twist pistol 20m range increment, single shot clip, .5 kg weight

Persuader Lasgun 40m range increment, Single/Semi(3)/Full(10) ROF. 30 shot clip, 3.5 kg weight. Drum power pack adds 2 kg to the weight and changes clip size to 50.


Solid projectile: Volcano autopistol - 30m range increment, single/semi(2)/Full (6), 18 shot clip, 3 kg weight.

Lucius Shotgun: 30m range increment, single/semi(3), 8 shot clip, 5.5 kg weight.

Grox Gun: 110m range increment, 5 shot clip (single shot), 6 kg weight

Autocannon: 300m range increment, single/semi (3), 20 shot clip, 40 kg weight.



Bolt weapons:

Scourge boltgun: 90m range increment, single/semi(2)/full(4), 24 shot clip, 9 kg weight

Sacristan bolt pistol: 30m range increment, single/semi(2), 6 shot clip, 3.5 kg weight.


Melta weapons- Mining melta Weighs 36 kg, 6 shot clip. Broad fire mode is range 10, focused fire is range 5.





Page 82
Autocannons are large-caliber support guns that fire dense, high-velocity solid shells designed to punch through armour. These heavy weapons see widespread service by the imperial Guard, as well as by many planetary militias and renegade armies. Though unlikely to penetrate the Adamantium and ceramite of power armour, they can devastate light and medium vehilces. Autocannons can also provide effective anti-infantry support, especially the shooter uses high explosive shells to augment their lethality against smaller targets.

The M34 autocannon is an older version of a common Imperial Guard pattern used throughout the Calixis Sector and uses a tripod mount. It can be manned by one person, though ideally employs a crew of two to move, set up, and assist with reloading the weapon.
Seems they took a page from Graham McNeill and that most autocannons fire solid slugs by default rather than explosive shells. AP shells at that. The AP values of these autocannons are inferior to bolters (due to their inability to penetrate power armor) but that doesn't include carapace or light vehicles. Of course we don't know the caliber, and that makes a huge difference with shit like this, as Autocannons can be anything from .50 cal (Ghosts) to virtual tank guns.




Page 82
Melta weapons can be used as both deadly weapons and effective tools for clearing obstructions. Most of the division between a melta weapon and a tool that operates upon the same techno-arcane secrets depends upon its target at a given moment.
Difference between melta weapons and tools. Not much, really.



Page 82
On countless worlds across the galaxy, mining meltas are used to delve into the earth and cut through solid rock in search of the mineral riches that drive commerce. Capable of melting granite, limestone, and shale in seconds, meltas are invaluable tools. A mining melta commonly found throughout the Calixis Sector and Koronus Expanse is the Ketas MTB-7 "Ambull" Multi-nozzle Tunnel Borer, which features four adjustable nozzles that allow the user to blast away a larger area of rock or focus the beams to melt through a particularily tough vein of granite.
..
Though their short range makes them less than ideal on the battlefield, some Explorere in the Expanse have taken to carrying mining meltas as reliable tools for clearing debris and foes alike from corridors.

The nozzles on a mining melta can be adjusted for either Broad or Focused fire...
..
Broad fire disperses the melta beams, spreading the firing arc out and allowing the beams to possibly hit more than one tark, while Focused fire concentrates all of the beams on a single point, increasing the damage poetntial and penetraitng power of the weapon.
Its interesting that the mining melta seems to echo a Rapier laser, or a multi melta (multi-nozzel), and that penetration requires focusing multiple beams on the same spot and wide beam dispersing them (multimeltas were similar, as I recall.) One imagines you coudl do the same with lasers, but it may reflect meltas being more like the old microwave style rather than the 'pyrum petrol' flamethrower type.




Page 83

Stats time

M31 plasma cannon range increment of 150m, 20 shot clip, 45 kg weight. Asandre Plasma gun 90 m range increment, single/semi(2), 40 shot clip, 18 kg weight.

Incinerator flamer rnage increment 20, 6 shot clip, 6 kg weight. Extemely rare

Footfall Hand Flamer: 10m range increment, 2 shot clip,4 kg weight.

Sollex electro-pult Its a heavy weapon. Range increment 500, 1 shot, 38 kg weight.

Dessicator fusil: 40m range increment, 8 shot clip, 6.5 kg weight.

conversion beamer has 150 m range increment, 6 shot clip, and 55 kg weight.

Neural shredder 30m range increment, 4 kg weight. No clip size listed.




Page 83
Last manufactured in the forges of Mars during the era of the Great Crusade, the plans for the M31 Pattern Plasma cannon have been lost to the Imperium since the Scism of Mars and the destruction of Magma city. Yet in spite of this, examples of this venerable plasma cannon have been preserved through the ages, lovingly cared for by those who appreciate their exceptional qualities.
REferencing events form Mechanicum, and the 'older is better' mindset. Ironically in earlier fluff old style plasma cannons were less reliable (the 'gets hot' stuff) back in 2nd edition. :P




Page 83
Following its acceptance of the Imperial Creed, the world of Asandre underwent a period of radical technological advancement as Jollus Marquette brought the planet into the fold of the Imperium of Man. With the help of adepts of the Mechanicus, Asandres already burgeoning industrial capacity was vastly improved and turned to manufacturing arms and military equipment. Amaong the weapons manufactured on Asandre are plasma guns modelled on the venerable Mezoa-pattern. Unfortunately, some defect in the plans and schematics provided by the Tech-Priests resulted in unforseen fluctuations in the weapon's power output, resulting in somewhat irregular blasts. The defect has been noted by the adepts assigned to Asandre, but the manufactorums continue to produce thees plasma guns nevertheless.
We could take this to mean either that plasma tech is not so 'lost' that virutally any new world brought into the Imperium (even in Koronus) can be made to produce them, or we could interpret it as 'plasma guns are so rare they're even willing to accept unreliable substandard ones to pad out the numbers'. Of course that's not necesarily mutually exclusive, and we could even add in 'refusal to adapt due to technological dogma'







Page 84
A heavily modified flamer, the incinerator's fire projectors and containment vessels have been significantly altered to accomodate its unique fuel, psychically charged promethium. Designed and crafted exclusively on the moon of Deimos by the techno-artisans of the adeptus Mechanicus, these weapons were originally meant only for use by the holy warriors of Titan, the Grey Knights. Inevitably, Daemonhunters of the Holy Ordos, witnessing first hand the effectivness of the terrible weapons, sought to obtain their own vairants of the incinerators used by the GRey Knights. Fuelled by consecrated promethium and holy oils impregnated with aetheric energies, the azure flames of incinerators burn hotter than any normal fire ever could.
We don't quite know what 'burn hotter' means, it could mean its shoots some sort of plasma for all we know (some crossover between such weapons, or betwen flamers and meltas is known after all.) Or it could be some psychic mumbo jumbo. It might also reflect higher efficiency fuel (more energy extracted per kilo of fuel, perhaps.)




Page 84
Using a blend of refined promethium and toxic chemicals, this flamer not only burns its target but also fills the air with noxious fumes, leaving any survivors of the flames gasping for breath as the poison fills their lungs.
Repentance hand flamers. Compact, and poisonous as well as incendiary. There seem to be tons of these. At 4 kg the clip is .4 kg, and 2 shots, meaning each burst causes severe burns (presumably like a larger flamethrower) with several times less fuel.





page 85
The Tech-Priests of the Cult of Sollex on Haddrack have turned their keen minds to warfare for centuries, producing weapons of a superb quality. Among the wonders produced in their forges and workshops is the electro-pult, a design pieced together from ancient STC fragments. Using a complicated and esoteric electro-magnetic firing mechanism, the electro-ppult rapidly accelerates its explosive projectile to incredible speeds, allowing for nearly unparalleled range, accuracy, and armour penetration.

The complexity of the device does make the electro-pult somewhat prone to mechanical or electrical failure and overheating, and it cannot use any unusual ammunition not specifically designed for it.
Which I'm guessing is a Imperium railgun or coilgun of some kind. Its a heavy weapon though (38 kg) and single shot, and its not very reliable maintenance or durability wise... but its still a compact rialgun for the Imperium.





Page 85
Incredibly rare artefacts whose true inner-workings are ill-understood by all but the most learned acolytes of the Omnissiah, conversion beam projectors fire high energy beams that induce a contained subatomic reaction in their targets, converting matter into energy. The beams intensify as they pass through air, paradoxically making them far more deadly at longer ranges as the blasts gains energy and penetrating power. The massive capacitors that power these weapons take time to fully charge, resuling in a fairly low rate of fire, but their destructive power is undeniable. However, a conversion beamer's size and bulk make it difficult to transport over long distances without mechanical support.
The 'greater range = more damage' thing seems odd, but it probably reflects converting the atmopshere within the path of the bema (or surrounding area) into energy that gets shot at the target. Either it only converts this matter in the air and shoots it at the target instead of converting the target matter to energy (it used to be more sustained time shots = more damage due to convesion) or it still does this, and/or this reflects a variant application of conversion beam technology.

Also note that in this example it doesn't seem to be special snowflake lost-tech.



Page 85
..the neural shredder uses agonising and little understood technology to inflict incredible harm upon its victims. As its name indicates, the neural shredder is able to disrupt the neural synapses of living brains, resulting in violent seizures, memory loss, unconciousness, and horrific death. Since the weapon fires a wave of energy attuned to human and near-human brains, the weapon does no damage to non-living material or creatures whose physiology is too far removed from that of humans, and passes straight through most forms of armour.
Apparently not just for Callidus anymore, but are also target-nature dependent.




Page 86
A strange weapon likely of xenos design, the dessicator fusil is an enigma even to the adepts of the Mechanicus. AS its name suggests, the dessicator literally sucks the water from its target, evaporating moisture at an alarming rate. The weapon fires a concentrated yellow beam of energy that rapidly vaporises virtually any liquid with which it comes into contact. Those slain by the dessicator are left little more than withered husks, mummified in mere moments.
A human body is 70% water, so at around 70 kg you'd be about 50 kg of water 'evaporated'. If it was somehow thermally evaporated rather than just magicked it would require 100 MJ in a matter of seconds. Although if thermal in nature its remarkably target-selective (it doesn't burn other non-liquid matter)




Page 86
Rad grenades expose those caught in their blast to a shower of crippling radiation. Though the radioactive particles have a half-life of mere milliseconds, allowing the thrower to charg einto close combat without exposing himself to the contamination, those struck by the initial blast quickly feel the debilitating effects of the radiation.
Rad weapons with their 'tiny fraction fo a second' lifespans. Gotta love tailored radiation weapons.



Page 86
Rare and terrible weapons, vortex grenades contain mechanisms capable of creating small rifts between reality and the Warp. A weighty sphere about the size of a man's clenched fist, a vortex grenade is too large and too delicate to be loaded intoa grenade launcher. Anyone or anything caught in the vortex created by the grenade is utterly destroyed, dragged form the universe into the nightmarish Empyrean. The tear in reality voraciously devours all matter and energy that comes into contact with it. Due to its inherently unpredictable nature the vortex might remain in existence for some time or almost immediately collapse and disappear.
Vortex grenades, the Imperium's preferred man portable 'fuck you over bad' device.




Page 86
Cyclonic missiles operate on a principle similar ot their much larger cousins, the cyclonic torpedoes used by inquisitors to deliver the ultimate sanction against a planet: Exterminatus. These munitions are jealously guarded by the Holy Ordos, and it is a capital crime for even a Rogue Trader to possess one. Despite this prohibition, cyclonic missiles occasionally make their way onto the black market, and enterprising Rogue Traders frequently skirt Imperial law to obtain them. Encased in a metallic hydrogen and deuterium shell, the missile's warhead explodes in a massive fireball that burns hotter than the surface of most stars.
AHAHAHAHA. Man we knew Cyclonics were like nukes in most regard with strategic and tactical variants, but this is hilarious. This is like, the Davy Crockett of Cyclonics. The scalability is amusing as hell, and it masses a kilogram.

The blast radius as per the game is 15 metres, which is of coruse game mechanics and probably is an understatement, but this is likely to be within an order of magnitude of the actual radius. If we figure 'hotter than most stars' means hotter than our own but can also include blue and blue giant/supergiants we can get to 10-40 thousand K as per here. If we figure 6000-10000 K as our benchmark for heating air in the stated (ingame) radius (6-10 MJ per kg of air) we'd be at around 90-160 GJ at least for any 'fireball' - figure gigajoule to terajoule outputs for the warhead as an OoM estimate, although the radius could be larger as ingame distances are typically understated - the 'blast' radius for frag grenades is generally 4 m, but given roughly same mass that is alot less than the 5 m kill radius and 15 m casualty radius of modern hand grenades, showing that the ingame radius could be slightly higher, ro several times greater and would produce correspondingly greater fireball volumes (and thus more energetic.) Of course this assumes purely thermal effects as well and whilst no blast effects are mentioned in the description (it sounds incendiary) we couldn't wholly rule them out either.







Page 86
Containing advanced sensoriums and guidance cogitators that lock on their targets and help guide the missile to its target, life-seeker missiles are heavily-modified krak missiles. Condenmned by most orthodox Tech-Priests of the Adeptus Mechanicus as heretical and an affront to the Omnissiah, these missiles are only manufactured in a few places in the Calixis Sector and are consequenctly very difficult to acquire.
Interesting in that 'rarity' may not always reflect lost tech but more political or religious prohibition (in the case of the AdMech.) Likely they are something that conservative Techpriests regard as dangerously 'sentient' - Abominal Inteligence, silica animus, whatever you decide to term it. But in theory they are not neccesarily lost tech.






Page 86
psyk-out grenades are produced using extremely rare and secret components. On detonation, psyk-out grenades spew forth a cloud of psy-reactive particles that disrupt the invisible bonds between reality and the warp.
Psyk-out grenades block the 'soul' connection to the warp, basically, seeming to make the entity temporarily blunt. We know of ocurse the secret materials are a byproduct of the Golden throne, hence their rarity (negative psychic energy.)




Page 87
Forged by the finest artisans of Nazdureyah in furnaces said to be fuelled by the corpses of slain psykers, each blade was anointed and blessed by the missionary herself.
Apparently the Imperium has some fascination with blacksmithing using cremated psyker corpses, between this and the GK short story 'Sacrifice'. Must be some magical ritual type thing baesd on belief or imbuing inanimate matter with a soul/spirit/warp entity.




Page 87
A chainfist is a power fist fitted with a chainblade attachment designed to cut through armour and metal plating. ORiginally intended for use during boarding actions to carve open hulls and bulkheads, the viscious adamantine blades of these weapons are equally useful in close combat, and with enough strength behind them are capable of slicing through even the thickest personal armour.

..
Though only a fraction of the size of the massive chainfists used by the legendary Terminators of the Space Marines...


Chainfists. Adamantine blades (probably also mono edge) and also smaller than Termie powerfists.


Page 88
Although unwieldy and difficult to use, the eviscerator is capable of cutting an armoured man in half or ripping through the hide of the most hideously corrupted mutant with a single bloody stroke.
Cutting ability of Eviscerators and the implied durability of high end mutants to cutting thereof.




Page 88
Often wielded in pairs, these power gloves feature razor-sharp, adamantine blades sheathed in a powerf ield, and are capable of impaling a man or slicing through most armour with contemptuous ease.
Non-Astartes lightning claws :P




Page 89 - Chainfists are 15 kg, Eviscerators are 12 kg. Cognatine hammers (one handed power hammers) are hilariously 14 kg, , lightning claws 12 kg, Witch lances 5 kg, storm shields 10 kg Praesidium Protectiva (described later) 7 kg shields.

Axe of retribution and electro fials are 10 and 6 kg. I have ot wonder if these super huge chain and powerweapons might incorporate suspensors naturally, to offset the weight, because they're freaking huge compared to other 'primitive' melee weapons (which are still heavy, but more than hlaf the weight of the ones above, evne the two handers.)




Page 89
believed to contain within them tiny shards of the armour worn by the Emperor himself, these shields are incredilby rare and deeply revered.
..
Whether any of these marvellous shields actually contain relics of the Emperor and are imbued with some residual aura of His holy light, those who bear a praesidium protectiva seem somehow protected by the divine hand of providence.
I doubt they literally have it, given that Termie armor has that and thats alls pecial snowflake (and we know Emperor relics can be faked.) But given the peculiar nature of belief on the warp, widespread belief could produce the supernatural effect even without the relic. Basically its just a magically created forcefield like a sotrmshield has, through faith instead of technology.




Page 89
Storm shields are large, heavy shields with power generators built into them. When activated, these shields shimmer and crackle with energy, which is disacharged with a clap like thunder when struck, giving the shields their name. The energy field surrounding the shield is capable of absorbing significant damage, and the sheer size of the device also provides considerable protection to anyone with the strength to hold one. In the tight corridors of a starship or the narrow halls of an ancient tomb, a storm shield allows a warrior to hold off swarms of enemies...
..

..storm shields are extremely bulky armaments even for Space MArines, let alone unaugmented humans.
Storm shields. Interestingly the power field discharge implies a similarity to power weapons, suggesting perhaps weapons can have defensive purposes (small surprise since power weapons can deflect even lasfire) and shields can have offensive (shock/disruption effects on contact.. probably one way they stop physical attacks.) It does suggest too that powerfields run on some sort of capacitor to generate their defnesive properties. Whether they literally absorb energy (and reradiate it) or just deflect it is up for debate but the 'absorb punishment' would be the same literally or figuratively.




Page 90
An electro-flail is a set of segmented links, through which a power cell projects a deadly current to render it more lethal in melee combat. An electro-flail allows arcoflagellants to scourge their foes in battle, unleashing their savage and insane fury upon anything that comes within their deadly reach.
Electroflails again.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Part 2


Page 91
A melee weapon can be consecrated, dipped in sacred oils and unguents or inscribed with tiny, immaculate marks of purity. It might even have the tooth of a martyred saint worked into an ornate reliquary on its hilt, or be wrapped in pages of scirpture when not in use.
VArious forms of 'blessing' a weapon, all of which basically represent a variation of imbuing warp power (belief) into a weapon through faith or similar.





Page 91
This small canister can be attached to almost any flamer and contains sacred oils and blessed promethium consecrated by the Ecclesiarchy. A single shot from a flamer with this attachment can unleash a torrent of holy fire, searing not only the flesh but the soul of the target as well.
This interpretatio might suggest that 'hotter than any flame' is psychic in anture, but may not also actually 'burn' the flesh any more intensely through its consecration. More an 'enchanted flame' sort of thing.




Page 92
A relatively simple device that can be affixed to nearly any melee weapon, a discharge pack is little more than a primary cell and electrode. With a flip of a switch, the user can charge the weapon with a potentially lethal surge of electricity.
makes any weapon shockilicious.





Page 92
The psyocculum uses psycho-sensitive crystal lenses to allow the user to track targets with warp signatures. These eyepieces are often linked to weapons, to enable the operator to track psykers even in pitch darkness.
Passive psychic sensors, in other words. Presumably anything with a warp signature of some kind can be tracked. (heck if you could 'paint' the target with warp energy you could track it. Think of it more like some sort of beacon or 'paint' that gives off an emitted signature that can be tracked, rather than psychic radar.)




Page 92
Through prayers and blessings of those with true faith in the Emperor of Mankind, coupled with the ancient lore of Ecclesiastic alchemistry, can turn mere mundane bullets into sacred rounds capable of harming the foul denizens of the Warp. Some rounds are forged from relics of ancient saints, tempered in the spilt blood of martyrs, or worught with prayers to the Emperor to banish his foes.
Apparently the Ecclesiarchy has its own chemistry department and secrets useful for enhancing its stuff, unless thats just a fancy way of saying they bless it with sacred oils or shit. Of course, given that we have repetition of the 'forged in blood of martyrs' stuff we had mentioned in the Ben Counter short story 'sacrifice' for Grey Knights... that could be a thing (do the martyrs give it up voluntarily/involuntarily?)

On a more serious note this does, in a sort of interesting way, reflect the utter variation of faith and ways of sanctifying that the Imperial Cult adopts.




Page 92
Intended to incapacitate rather than kill, capacitor rounds send a high voltage shock through their target. Frequently used by enforcers to put down riots among workers deemed too valuable for lethal measures, capacitor rounds have also found use among bounty hunters who desire to capture rather than kill their targets.
Interesting application of technology. Apparently they can miniaturize capacitors down to a small degree.

Used with shtoguns and bolt weaponry only.




Page 92
Filled with superheated gas that explodes in a gout of flame, cover offers little protection from bolters spewing dragonfire rounds. While they are manufactured on several forge worlds in the segmentum, these bolts are still a rare commodity..
Basically either a differnet kind of incendiary round from the 'Inferno' bolt rounds, or for some reason someone took it into their head to create Dragon's Breath rounds for bolters, which at elast according to the wiki article would not only not work, but may also not be militarily practical and/or mechanically stupid (which is saying something, given this is a bolter we're talking about.)

My best guess would be that what the Dragonfire round is is more of a projectile adaptation of a digital flamer or somethign similar - it ejects a small amount of energetic material out at high speed and a brief duration that can do tremendous thermal damage to a human sized target (like a digital flamer.) but it would sitll have to be more like an incendairy round than 'turning bolter into flamethrower' to have any real range (and they don't give up any range compared to other bolt ammo, either.)

edit: going back to check my sources, it seems that Dragonfire rounds got mentioned int he DW core rulebook and seem to occupy the place Inferno rounds have in other sources, so they may actually just be the same ammo with a different name., In any event DW core describes Dragonfire rounds as exploding on contact and releasing their incendiary payload against the target. So basically a digital flamer you shoot in this case, although the Space Marine versions are more comparable to an actual flamer in effect (probably due to the fact Astartes bolters are much bigger.)




Page 92
Created to combat threats far from the Koronus Expanse, hellfire rounds have proven their deadly effect on countless battlefields across the galaxy. Hellfire rounds are specially modified to replace the standard explosive shell with an extremely potent bio-acid capable of eating through flesh and bone with frightening efficiency.
Which we know was a specially designed anti-tyranid weapon, but the mutagentic something or others can affect all kinds of creatures.





Page 92
Replacing normal solid shot ammunition in autocannons, these shells are filled with high explosives that detonate on impact with a target. While not quite as effective as bolter rounds, high explosive rounds pack a serious punch.
Used only in autocannons, trading penetration for a 1m blast radius and explosive power, which means they are perhaps equivalent to what I recall of 25mm grenades or at least betwene that and 40mm (I've heard bigger radius for those, so that seems a reasonable benchmark.) They are also less powerful than bolter rounds, meaning that bolters are more powerful than an autocannon round of unknown dimension (Better than .50 cal, obviously, but how much better we don't know. Better than a 25mm grenade we could argue if my analysis holds.) This probably is not Astartes bolter either.






Page 93
With improved propellants and solid adamantine cores, kraken rounds are the first choice to crack even the thickest armour or toughest hide. Kraken bolts and penetrator rounds are produced by several foundries in the Calixis Sector, and though their use is outlawed on most 'civilised' worlds, they are in demand beyond the Maw.
Basically Less damaging but higher penetration, which is typical of AP type rounds (less wounding capacity for better penetration.) I'm not sure if this is meant to be just a 'steel core' AP, or a tungsten/Uranium/similarly dense corelike the Raufoss bullets, or something else entirely (Discarding sabot?)

It could be any of those, and hilariously in CAlixis the rounds seem to be rather fucking common compared to most of the other 'alternative' ammo loads. Even more hilarious, they are used with any solid projectile or bolt weapon, not just bolters.

\



Page 93
Bullets with a core created from the powdered bones of a namesless saint and with casings inscribed with words of detestation and abjuration of the witch, pyre rounds are incredibly rare shells created expressly for killing psykers. When a pyre round strikes a Warp-dabbler, it immolates the target, burning it alive in the flames of its own heresy.
Possibly a link to the sacred promethium and its 'hotter than normal flames'. which in turn suggests that the increased temp is not only mystical in nature, but is target dependent. Which would make more sense admittedly than what I speculated, especially given the Ecclesiarchy bent.




Page 93
Originally designed during the Great Scouring for use against traitor Marines, Vengeance Rounds are incredibly rare bolter shells that utilised unstable flux core technology. Inherently dangerous to discharge, they are nonetheless devastatingly effective at punching through armour and delivering a gruesome injury to their target.
Naturally, used only with bolters. weapon has higher chance of overheating for some reason, but gets higher damage and penetration, but is otherwise pretty much unchanged from descriptions elsewhere. Except that these probably are non-Astartes Vengeance rounds. Although still rare as fuck obviously, but useful when you run across those dangerous Traitor Marines as an Inquisitor.




Page 93
Highly polished, lamellar plates form the peculiar skin of this armour...
..
The mirror-like surfaces of the armour glitter like the facets of a diamond in the blazing sun of the Vaporius.
..
..it is particularily valued for its effectiveness against las-weaponry.
..

The reflective surfaces of the armour can even deflect the high-intensity lasers used in lasguns.
Their ability to deflect or degrade lasweapons probably has something more to do with being just 'mirrors' since that isn't really effective anyhow. Given that the rules imply its effective against any energy-class weapon (not just lasers) this might suggest its not 'ha ha mirror' stopping the blast, but some other properties (thermal resilienc, ability to dissipate/radiate away large quantities of energy, etc.) which might also make it 'mirror like' in other ways.



Page 93
Notoriously intolerant of newcomers and the Imperial Creed, the Vaporians rarely trade with outsiders. However, rumours tell of a Rogue Trader hwo managed to trade several million tonnes of water for a cargo of shimmering fabrics woven on Vaporious and suits of their fabled mirror armor.
water carrying capacity of a Rogue trader vessel.




Page 93
Enormous mobile fortress-cities rubmle across the scattered surface of the barren, war-torn world of Zayth, providing the only sanctuary for the planet's human population after millenia of ceaseless war. Bristling with fearsome wepaons of war, these extraordinary vehicle cities are the last remnants of Zayths's ancient, long lost technology...
Lost tech super super heavy cities. What you would get if you build a starship with treads. In siege of Castellax the Orks managed to build something similar.





Page 93
The complicated exoskeletons used by the tenders who guard nad preserve the great generators and engine rooms of Zayth's vehicle cities are marvels of DArk Age technology. While not as advanced as most power armour, Zayth engine armour provides a degree of protection from enviromental hazards and its pistons and servos greatly enhance the user's strength. Since no clan would ever willingly trade away even a single one of its irreplacable suits of Engine Armour, most examples found off world are those salvaged from dead Zaythian cities..
Benefits provided are strength enhancement, reduced agility, provides rebreathers (10 hour supply) and thermal and EM radiation protection . 10 hour powercell duration./ Engine armour weighs 45 kg.

This seems to be roughly the same mass as power armor, just less bulky and agile. I'm guessing the difference between power armor and exoskeletons is the method of locomotion. Ironically terminator armor would seem to be a combination of power armor plus exoskeleton by this interpretation, as they use both :P




Page 94
The finest personal armour available in the galaxy, artificer armour is highly modified power armour. Usually at least several thousand years old, these ancient suits of armour have been altered by craftsmen with superdense materials and cunningly wrought damage control mechanisms that allow the wearer to shrug off even the most devastating attacks. Moreover, artificer armour is often embellished with the finest ornamentation and gilded heraldry, as well as hexagrammic wards and seasl that provide the wearer additional protection from psychic assaults.

Such consecrated and venerable suits of armour are unique works, displaying the pinnacle of the armourer's craft. Incredibly scarce, artificer armour is more valuable than many starships and is a far rarer sight in the Koronus Expanse than an Imperial battleship. Most suits of artificer armour are locked away within the armories of the Space Marines or worn by their most formidable champions. Suits of this preeminent armour have occasionally been fahsioned for use by lesser warriors, notably Inquisitors, crusading Warmasters, or even High Lords of Terra. Only a precious few suits of artificer armour have ever been in private hands..
..

If a suit has also been consecrated for the unending war agianst rogue psykers and the foul entities of the Warp, it also possesses wards and psy-null circuits integrated into the armour that provide the wearer with some measure of protection from psychic assault.
Artifcer armor is basically power armor that isn't mass produce-able (which is saying something. Whether its the cost of the materials or the manufacutring techniques, its rarer and more special than the more 'typical' power armor (itself pretty rare) As I recall many suits aren't so much old as they are made by hand (usually by Tech Marines, but also in other cases.) Apparently the non-Astartes sized artificer armor is rarer still. I wonder if they might be as Terminator-tough as their astartes counterparts? Consecrated stuff is even more special snowflake.

Anyhow, Power cells (not a reactor) offer 24 hours of continuous use, the fully enclosed armor acts as a void suit, it has an auspex, photo-visor, and recoil gloves, and can brace the target against impacts or recoil.

Regular artificer armour weighs 70 kg, consecrated weighs 75 kg.




Page 94
The standard pattern helm used by the Sisters of Battle since the mid-38th Millenium, the helm's advanced systems contain a built-in rebreather and photo-visor, allowing the wearer to function in even the most adverse battlefield conditions. The helm is also crafted of psy-nullifying materials, providing the wearer with some defence against psykers and witches.
When Sisters of Battle are actually allowed helmets, this is what they wear. Nice it has NVG equipment at least. One assumes it also has comms as well. Helm weighs 2.5 kg



Page 95
..whisper boots contain sound dampeners in their soles, which hush the wearer's footprints.
Sneaky boots. I suppose its a better application of stummer tech :P



Page 97
..the auto-ledger can do the job of a hundred clerks. The calculus logi, variable cogitators, and data recorders built into the auto-ledger can greatly assist Rogue Traders and Seneschals in managing cargos and inventories, as well as the accountancy of the myriad business ventures and trade pacts traders in the Koronus Expanse are likely to undertake. Though not completely fool-proof, the auto-ledger can help prevent mistakes and financial calamities from befalling those who have access to one of these devices.
Basically a really big, ffancy calculation device I guess. OF course when you consider the potential scope of a Rogue Trader's operations (Say, TENS OF TRILLIONS OF MEGATONNES annually) you might see the value of such a deivce. And the equivalent of a hundred clerks is a useful benchmark in the same way 'servitors do the work of twenty men' from Ravenor was.
Weighs 90 kg



Page 97
Bypass spikes are machine interfaces intended to circumvent electronic security systems. The complex matrices and algorithms embedded in the spike assail the machine spirit of any cogitator or electronic device it is connected to, seeking a weakness it can exploit. Once it passes throught he electronic defences, the bypass spike provides limited access and control over a machine spirit, allowing the user to disable security systems or access data hidden behind techno-arcane barriers.
Basically a Admech/40K version of a hacking device. Probably something like that spike Robocop used to punch into an interface computer (or into some bad guys). Weighs half a kilo




Page 98
.. Kobras Aquairre was a Rogue Trader with the almost unprecedented distinction of possessing both a Greater Warrant of Trade and the status of an Inquisitor.
Multiclassing for maximum powergaming benefit. I can bet how common THIS is :P




Page 98
Based on STC design principles, the decryption cogitator is intended to assist in cracking enemy ciphers and battle codes. The chugging, hissing cogitator is about the size of a massive ammo crate and is able to run incredibly complex algorithms over which only the red-robed adepts of Mars claim understanding or mastery. While Rogue Traders find these devices useful in reading the secret encoded correspondence of their rivals, Explorators in the Expanese have also found the cogitator invaluable in deciphering the writings and hieroglyphs of long-dead xenos races.
This probably was what was mentioned earlier as being useful to missionaries to figuring out languages of newly discovered human races, as well as its codebreaking and archeological benefits. 200 kg weight




Page 98
..there are times when Rogue Traders find it more practical to resort to legal agreements and contracts to conduct business. While the complex trade laws of the Imperium are a dizzying assortment of edicts, commercial decrees, magisterial precedents, and ancient compacts too voluminous to be contained even within the greatest libraries of the galaxy, the laws and regulations most commonly applied to commerce within the Calixis Sector are compiled in a tome known as the 'Digestia Emporia Calixia.' The Digesta contains several thousand legal rulings and opinions from hundreds of influential jurists, scholars and magisters pertaining to trade in the calixis sector, so ensconced in tradition and precedent that they carry the weight of law.
An interesting and rare insight into how legal and business matters across the Imperium are conducted, at least in very broad terms. As it turns out, its as vast and cumbersome as its legal and military treatises (Tactica Imperium and Book of LAw, in this case.) Possibly less cumbersome than the Administratums' crap, though :P

The digest weighs 1.5 kg. Nearly 3 1/2 lbs of book.




Page 99
..the wise know that the Emperor communicates His divine will through omens, signs and oracles, and in particular the Emperor's Tarot. While many are at least familiar with the paper reproductions of the sacred images on the cards, few have ever held the psychoactive crystal wafers of the genuine item. Fewer still are able to actually read the future using the cards. For those gifted (or cursed) with psychic premonition, the divine auguries of these cards can literally change an Explorer's destiny.
Basically as we know Big E is active, but since he's bound to a corpse he can't communicate normally with people, so he relies on indirect methods, like the Tarot. Primarily the psychoactive crystal Tarot, but its interesting there seem to be other modes too.







Page 99
Using a high-energy arc discharge to create a small amount of plasma, the krytron-plasma detonator is simple to use and exceptionally reliable. Manufactured in the Lathe Worlds of the Calixis Sector by arcane means, these eerily dependable detonators are much sought after beyond the Maw by those whose work requires handling explosives.
In alot of ways this seems to be highly similar to electrothermal/electrothermal chemical technology, even if its only a detonator. We know this technology is probably similar to the laser propulsion used in needlers too. I'd wager they probably have some sort of Elecrtothermal/ETC applications of other forms too. I could see them having ETC thrusters too, for example. Detonator weighs .5 kg in game terms.




Page 100
Including several elegantly wrought lock picks, sound amplification and nullification devices, and specialised drills, such kits are designed to aid the user in opening even the most complicated locks.
Rogue Trader lockpicking stuff.





Page 101
A strange device created by a xenos race on the Eastern Fringe of the galaxy, the crystals of the plasma syphon resonate on frequencies that disrupt plasma weaponry, causing plasma guns to fire wildly off target and making it difficult to achieve any sort of accuracy with them. Few of these devices have made their way into the Koronus Expanse from the distant Ulumeathic League, but those that have are in high demand.
the dreaded/hated Plasma Syphon, bane of so many 40K factions. Interestingly I wonder what sorts of 'frequencies' its supposed to affect - does it affect the containment/acceleration/focusing coiils (Electromagnetic disruption then) or what? I doubt its the same way, for example, Star Trek uses 'frequency.' at least :P They weigh 2.5 kg





Page 101
Void coffers are chests or safes, often elaborately decorated, that are sealed by an internally powered void shield. Thus protected, void coffers are nearly impenetrable and virtually indestructible - tales tell of void coffers surviving the complete destruction of starships and being recovered intact amidst the floating debris.
..
The intricate locks and shields on void coffers are most often keyed to the biometric information of the owner (fingerprints, retinal scans, DNA samples, etc.) through the use of specified, sophisticated keys.
..
Trying to open it using brute force (blasting at it several times with a battle cannon, for instance) might overload the shield but would undoubtably obliterate the coffer and its contents in the process.
Basically a safe with a magic forcefield protecting it, sort of a black box for valuables. Although 'nearly impenetrable and virtually indestructible' seems counter to the notion you can use battle cannon to blast through them (although what kind of battle cannon is, naturally, another story.) I'm not sure 'destruction of starships' is quantifaible either, since it doesnt tell us what destroys it and what perecentage the ship itself migth absorb - debris implies less than total vaporization after all. Void coffers weigh a whopping 1000 kg. Also biometric locks.




Page 102
Born in the fires of this conflict are those blessed by the Emperor himself to shepherd and protect the scattered worlds of the Imperium. These exemplary men and women forego the comforts of a simpler life to follow the path of the missionary. Whether through uncommon valour, outstanding leadership, remarkable resourcefulness, or pure steadfast dedication towards improving the lives of his fellow man, these indiivduals devote themselves to spreading the light of the Imperial Creed into the darkest corners of the Imperium.
Now valour or leadership aside, I think resourcefulness and charity or otherwise improving human conditions are actually quite laudable as missionary goals, and reflect a less xenophobic/belligerant aspect of humanity - towards itself, at least.




Page 103 - Almace's last conquest, a two handed sword, weighs 16 kg. Piety's Charge, a power hammer, is a whopping 20 kg.




Page 104
..this halo provided him the Emperor's protection during his darkest hours, driving away bullets, blades, and even the baleful fire of tainted psykers. In truth, the phenomena thought to be Keef'es halo was another piece of archaeotecnology that he discovered shortly after beginning his investigations into St Cognatius. The device appears to respond to its bearer's distress, and provides its protection only in the most dire of circumstances.
..
..
A simple silver chain worn around the neck, te Halo of the Devoted is an extraordinarily powerful protective force field.
Most defnesive shields only activate whne needed really (conversion fields and rosarius for example) so this isn't anything new, exccept for the psychic protection and activiating according to emotional need rather than physical or incoming fire.




Page 105
An extraordinaryil complicated machine approximately the size of a planetary shuttle, this unwieldy contraption is capable of causing any plant life within a focused area to grow at an extraordinary rate, up to many hundred of times faster than standard growth.
..
..merely fixing the device nearly exhausted his resources, and Keefe never discovered a way to replicate its techno-arcane miracles.
In game its used to provide rapid food production. I expect it might be a application of temporal/stasis fields.





Page 107
Though at first glance it seemed nothing more than a rather dull black gemstone no larger than a button, Marquette discovered through careful study and experimentation an incredibly intricate series of cogitators inside the gem capable of recording, compiling and encrypting vast amounts of information. He ordered it to be set within a signet ring and engraved it with his crest.
Reputed to contain detailed information on scores if not hundreds of worlds, organizations, etc. across Calixis and Koronus. Given that I've already speculated that terabytes or petabytes of information might be involved in a world's information earlier, we might figure that the archeotech's ring might have orders of magnitude more information storage capacity.





Page 119
Ksi Ascendant is located Rimward of the Alenic Depths, not far (in relevant terms, at least) from the Corpse Stars.
..
Few voyages out as far as Ksi Ascendant end well, and the proximity of the Corpse Stars, the Alenic Depths, and the Rifts of Hecaton combine to raise the spectre of mutiny amongst the crew.
...

Starting point - Passage within the Warp

Port Wander - 50-60 days (including passage through the Maw)

Footfall - 30-40 days

SR-651 - 20-30 days

Iniquity - 25-35 days
This gives us rough ideas of travle time to the Rifts of Hecaton region From Port Wander (including maw passage) it would be 200-300 LY. Footfall is a bit closer.. maybe 150-250 LY and roughly the same for Iniquity. Dont know where SR-651 is, but it can't be too close to Port Wnader. For port wnader its at least 1200-1500c not including transit throught he maw (but probably less than half that, givne transit times within the Expanse. From Footfall we might figure between 1350c and 3000c. with Iniquity slightly slower. So call it between 1 and 3 thousand c, roughly. Whihc isn't exactly slow for within the Expanse (beyond the AStronomican, presumably) and allowing for the adverse warp 'weather' conditions and the possibiliy the expanse is far larger than a mere sector (Thoudsands of LY perhaps.)




Page 121
The ship must once have been mighty indeed...
..
Its components all appear ot be present, suggesting to your experienced eyes that the ship came down with its shields on or even beyond maximal output, for else-wise it would have been consumed in the nucleonic fires of its drive section's death throes. What class of vessel the Sacred Heart might have been is not entirely clear. Certainly, she was no warship, though she was far from defenceless judging by the numerous gun turrets still visible along her broken flanks. Rather, she was some manner of transport..
Its not a military starship, and its engines didn't completely explode (at least part of the engine section and its reactors are intact - unless it didn't explode at all and the engines simply outputted themsleves.

This also suggests plasma engines/reactors are 'nucleonic' whatever we refer to that is (it could be anything, since hive cities have nucleonic stacks, and we know cyclonics engage in matter-to-energy converting nucleonic reactions, stars and fusion reactions being described as nucleonic, lasers and meltas emitting nucleonic something or others, and os on and so forth. It does suggest that the void shields could endure (At least on max or greater) the outputs of its own engines, which is hardly surprising given that voids, weapons, and shields are generally within a same magnitude of each otehr in terms of power outputs. It also suggests voids can be 'overcharged' beyond maximal output, whatever that might mean.

The odd thing is... the 'death throes' would be largely internalized, whereas void shields ar projected out some distance from the ship.. so how they could protect against the death throes is an interesting question to begin with.





Page 123
As in almost all vessels, the single most common feature of the Interior of the SAcred HEart is mile after mile of companionway. These passages range from the stately dorsal processional that leads from the fore section all the way aft to the drive section, to cramped conduits barely able to accomodate a single human.
implications about the length of the vessel.




Page 125
Like any vessel transporting tens of thousands of human beings across the vast gulfs of space, the Sacred Heart required enormous stocks of every tpe of supply imaginable.
Scope of the passenger/crew complement of the Sacred Heart




Page 125
The Sacred Heart was not a warship, but it was certainly armed for a war of faith. The vessel carried a great many weapons, mostly prow-mounted turrets bearing macro-cannon batteries of numerous calibres. The majority of these turrets suffered enormous damage during the crash and from the exterior are visible as little more than masses of twisted metal.

..
However, such weapons systems are more than the turrets themselves. Each station was once served by a crew of scores, sometimes hundreds, and the machinery vital to its operation stretches some distance from the turret. Each was connected to a network of conduits ferrying the massive ordnance from the ship's central battery right up to its breach, where it was hoisted aloft by sweating crews and fed into the gun itself before firing. Most of the crew of each gun slept nearby, but the warrant officers that oversaw them had their own quarters further away, some of which remain more or less intact.
Interesting commentary on the armament of starships and how its arranged, but also the dreaded 'loading' mechanisms. which run against that age of sail context (OH NO AUTOLOADERS! HOW THEMATICALLY INAPPROPRIATE.) I would note that having 'machinery' does not neccesarily preclude needing large crews such as with the 16" guns on an Iowa and that would fit 'scores or hundreds' especialyl given the diffrence in scale. The 'feeding' sounds similar to what the Iowa's guns involve in fact, with the 'hauling' probably being involved with manueveirng the shell into the breach like here. which meshes with an image we see in Rogue Trader: Into the Storm here.

The mounting of the macro cannon (Various calibres) in turrets is also interesting, as even with a prow mounting it has various fire arcs that allow it to fire more than just straight forward, which can itsel fbe an advantage also.





Page 125
While the Sacred Heart did not carry any fighter craft, it nonetheless had facilities to serve several dozen shuttles and six large passenger transport barges. These vessels were intended to carry hundreds of the Saint's followers to the surface of those planets the Sacred Heart visited..
Craft complement. They probably could carry at least dozens of smaller fighters (or a warship analogue could, if it gave up its small craft complement.)




Page 126
As with most vessels constructed by the Imperium, the drive section of the Sacred Heart is the single largest component and consists of hundreds, perhaps thousands of miles of corridors, shafts, access ways, service chambers, engineering decks and the like. While not as large as the drive section of a warship, the area is massive enough that Explorers could spend days searching it.
..

While the vessel's plasma containment rites successfully averted a complete reactor meltdown, throughout the centuries since the demise of the Sacred Heart, these barricades have decayed, causing all manner of esoteric energy to leak from the sealed reactor core.
Radiation, in other words. As noted before, the engines seem to be largely intact, as do the reactors despite the mention of 'nucleonic' death throes. So whatever it meant, it wans't the complete detonation of the reactors/engines. Also 'nucleonic' and 'plasma' reactors seem to fall under the same category (although at this point what doesn't? lol)




Page 126
At some point in its descent to the surface, the Sacred Heart's outer hull was pierced with such force that the vessel's damage control doctrines were unable to compensate.

The searing fires of re-entry surged through the entire area before eventually being cut off by sealed bulkheads, but the damage was done and the entire command cadre was burned to ashes. The closer to the outer hull sections the Explorers travel the greater the damage, until eventually they are passing through tunnels burned entirely black by the flames of the vessel's fall to the surface. At the end of this trek lies the bridge, which has been gutted by fire just like the rest of the vessel.
Starship construction, damage control measures, and related stuff. It does imply that the interior of the ships stood up to cremation level temperatures for some unknown period of time too. Of course, it also survived atmospheric reentry more or less intact so that probably shouldn't be surprising.






PAge 127
Ordinarily, access to this portion of the vessel is all but impossible except for those specifically cleared to work there, for not only is its function essential to the survival of every soul onboard, but it is dangerous in the extreme to venture in too deep. At times during its normal operation, the entire deck on which the Warp engine is located would be subjected to energies so hideous the flesh would slough from the bones of any unprotected crew. For ordinary ratings, assignment to duty serving the Warp engine was in effect a death sentence, and even officers dreaded the brief tour they were required to serve before moving on to a more desirable posting. The only crew that appeared willing to tend the Warp engine were the Tech-priests, who ensured that all due appeasements were made to its machine spirits.

Without the Adeptus Mechanicus to tend the Warp engine, it might be expected that the machine would fall silent and in time become as inert as much of the structure of the Sacred Heart This is far from the truth, however. At the heart of the Warp engine lies its infernal core. The contents of the fuel casket have survived, impossibly, deep within the Warp engine. Over the centuries, its effects upon the surrounding fabric of reality have grown ever more drastic and dire.
..
..a large, spherical chamber dominated by a centrla column that pierces the deck and ceiling far above.
..
At the base of the column is what appears to be the Warp fuel insertion valve, an armoured portal approximately a metre wide and tall. Though seemingly innocuous, that portal resonates unreal threat in a way that only those who have travelled the Sea of Souls can possibly understand.
No idea of whats int he Warp casket, except its too horrible to describe or paraphrase, makes you jaded, grants corruption and insanity points (in game terms) and is described as 'staring into the maw of insantiy. Given the feelings of wrongness and horror and insanity ascried to it and the mutation/warping of the surrounding warp engine area, I think we can make a guess at its nature.

This is very reminiscent of the creepy shit that happend in the Arcadius Rogue Trader novels, and there was that similar feeling of 'decay' from the warp procceses in people who had to reload the warp drive, as well as the whole sense of anxiety (since Andy Hoare has had a hand in certain aspects of Rogue Trader's writing and development (and the fact the Arcadius and certain other aspects of the novels have made their way into the RPG in various points) this shouldn't be surprising. And in a way it woudl be kinda cool and creepy and strangely appropriate in a 40K way to think that warp engines might require daemonic entities or warp beasts of some kind chained into their cores in order to function. Or maybe they need human sacrifices. Mortal fuel and all that.




Page 129
The Sacred Heart's cogitation core houses the vast array of data mills, logic engines, mnemonic cell arrays, and the countless other processing devices required to operate a vessel of its size. The core consists of a wide shaft lined with machinery and access galleries that cuts thorugh seventeen decks in the very heart of the ship. Ordinarily, the interior of the cogitation core is crewed by dozens of Tech-Priests and their menials as well as hundreds of mono-tasked processor-servitors.
..
..the cogitation core is silent and dark, silicon carpeting every surface.
..
The vessel's cogitation core is a vast, hollow shaft housing the arcane mechanisms of its logic engines..
..
..its machine-synapses are now cold and dead.
..
..the silicon core of the logic engine's dat looms suffered some tragic fate aeons ago.
Silicon based machine spirit computer core of ship. Again Imperial starships seem to require a high degree of automation even with their large crew complements.





Page 132
In addition to its many banks of defensive weaponry, the Sacred Heart was equipped with one of the most feared means of repelling boarders every created. Had any enemy force ever attmepted to board the vessel, its master would have been able to activate many hundreds of Murder Servitors into the compromised areas.
Internal defenses of a starship, although murder servitors may not be as common on, say, Navy ships.





Page 133
The Imperium's voidships utilise a staggering array of fuels and consumables in their operation, and very little regard is ever given to health of the crew. Even during normal operation, accidents and spills are far from uncommon, but when such a vessel sustains critical damage, the side-effects of these chemicals being released can be horrific.
Including PROMETHIUM. Which I'm guessing is one of the examples, but it could be coolants, lubricants and other stuff.

WE also learn in other sources that, being an Imperium starship, its infested with rats :P
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Re: Rogue Trader RPG analysis/discussion thread

Post by Ahriman238 »

I seem to recall during the Heresy there was a rebel Librarian who subbed for the loyalist Navigator they had to kill.
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

There was an incident of that in the Salamander novels, I think. Might have been in the HH novels though, its been awhile since I read a number of them.
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Re: Rogue Trader RPG analysis/discussion thread

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I remember now, it wasn't the HH books. Maybe in a few years. It was Typhus. He took the place of the Death Guard's Loyalist Navigators. He led them to be becalmed in the Warp, helpless prey to Nurglite demons and plagues. Which was his plan the whole time, but is probably a failing grade in the basic job of any Navigator, i.e. get everyone to their destination safely.
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Re: Rogue Trader RPG analysis/discussion thread

Post by Black Admiral »

That happens quite often. Librarians - some, at least; ones with the right skill sets - can sub in for Astropaths and Navigators both; as I recall, the Blood Ravens' Librarians particularly do that, and in Gav Thorpe's Avenging Sons short stories a Librarian of renegade members of that Chapter does duty as a Navigator.
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Okay I wanted to do an 'update' here. We've got a few adventures and stuff. TEchnically some of the updates are interlocked mini-adventures covering the same event but from different perspectives and game systems, but I'm posting it all here rahter than resurrect individual threads for a small update.

The first update will be simply the four adventures. It is for Black Crusade (binding contracts), Rogue Trader (Shedding Light), Only War (Salvaging Solace) and Deathwatch (Fallign Stars.) Narratively it covers the catastrophe of a lost Imperial ship dropping from the war and crashing into a Hive city, and the events leading up to and after it are covered in these events... its actually quite diverse as there are multiple, competing plots going on in the same event.

First, we'll cover Black Crsuade Binding Contracts:

Page 5
The Imperial forces in the region were so focused upon prosecuting the crusade that minor details—particularly those associated with procurement—were often not properly recorded. However, the amount of raw materials extracted from the planet seems to have been truly extraordinary. Further, many of these materials seem to have been combined into alloys that were ready for manufacturing almost immediately, requiring very little refinement. Some historians have speculated that this was simply evidence that the materials had been illegally obtained from another, undocumented Imperial asset. Other, more radical elements have argued that this could be compelling evidence that the world was once home to a sophisticated xenos species, and that the alloys were all that remained of a long-dead civilisation.
Usual statement of 'not keeping good records' but basically an interesting comment on Imperial mining and materials tech and the sorts they use in construction. Given (as I discuss later in Shedding Light)


Page 5
Solace has a long history of military service thanks to the veterans who settled it originally. All able-bodied men and women of Solace are required to perform a period of service within the planet’s defensive military, known as the Castus Levy. This is typically a five-year term. Often, a large portion of this service is devoted toward maintaining planetary peace within the now tightly crowded Imperial hives. However, roughly once a generation, the Castus Levy are called upon to repel a significant xenos incursion.
...
Solace has also gladly tithed full regiments to the Imperial Guard upon fourteen separate occasions. Most often drawn from the ranks of the Castus Levy, these regiments proved their devotion to the Emperor by their noble acts of sacrifice to carry on the glorious tradition of the Imperial Guard.
Solace's military recruitment and tithing.



Page 6
As the Angevin Crusade wound down, there were few resources to transport the surviving soldiers back to their worlds of origin. Consequently, many were simply delivered to Solace, where they were left. While a minority saw this as a just reward, permitting those who had worked so hard to enjoy the fruits of their labours of war, only a scant few of the newly retired soldiers looked upon their new lot in life as a blessing. While the soldiers now lived without the immanent certainty of a violent death, they also possessed few skills and assets with which to forge their survival. The functionaries of the Adeptus Administratum were no longer willing to provide them with clothing, food, and shelter.
An example where the war is over, they don't transport the soliders home, but they do transport them somewhere. It could have been worse. Also the tradeoff in the military - if you can't fight, they won't support you. We've seen similar mentality when it comes to worlds as well (They support and defend you as long as you are of value to the Imperium, and that value determines your importance.) Some actually (and not without reason) considered working in mines and factories preferrable to the Crusade.


Page 6
Outside of the all-protective enclosures built to house the miners, Solace is little more than a hellish wasteland. Its atmosphere has become even more polluted from the waste that the hives generate. The mines are no longer actively worked by anything more than a skeleton crew. The population centres are capable of producing a significant percentage of their own foodstuffs through fungal farming in long-depleted mineshafts and nutrient reclamation techniques. Still, imported food and other supplies are crucial to the survival of Solace’s people (and, more importantly, to its ongoing productivity). Without the support of other worlds in the subsector, the hives of Solace would be utterly unsustainable.
Hive world with limited abilities to heavily sustain itself via food and similar, albeit not exactly the most tasty fare I imagine, but still needing some food (And other resources) important. One imagines that its the upper classes and maybe the middle ones sustained on imported food and perhaps to a lesser extent the workers ('real' food, basically). They can probably at least produce some stuff they need industrially to some extent (most Hive worlds can) but certain high tech devices need to come from offworld to sustain themselves, the hives, etc. Thus, the 'inter-dependence' of Hive worlds can be said to be variable in degree and nature (what they need to survive, how much they need of it, etc.)



Page 7
In recent years, the Calixis Sector has devoted an ever-increasing portion of its resources toward the ongoing war in the Spinward Front. Solace’s location along a Warp route makes it a prime location for assembling goods from the subsector before they are reloaded onto transports destined for the Periphery. The fact that the hives have some manufacturing capacity only accentuates this, as many of the raw materials can be transformed into goods that are directly useful in the war effort.

As a consequence, the war effort has been a major boon for the planet. Solace’s manufactorums have never been more productive, and the Adeptus Administratum has allocated far more resources than usual to the upkeep and expansion of the infrastructure on Solace as a result. Morale has also significantly improved, as the populace feels that they are acting directly in the service of the Imperium and contributing to the war against the xenos.
Yet again the importance of a world for a given role dictates how much attention the Imperium pays to supporting/defending it, which in turn dictates its prosperity. That importance in turn is dictated by a number of factors such as location (is it located on the right warp route(s)) capabilities (does it have important resources/industry and in what manner), and need (is there a war going on that the Imperium has need of the aformentioned location/capabilities.) Some worlds may be lucky in the first two factors in that they may be 'prosperous' or important with or without significant Imperial attention (they can participate in local sector/subsector commerce and politics, perhaps), but the last one can pretty much make or break any world depending on that need. The Imperium will typically only support or protect things deemed important, and how long that 'importance' lasts is unpredictable, and if there ceases to be a 'need', or if a higher priority exists elsewhere, or if they simply get all they need they'll happily abandon the world. There are countless examples of mining/resource worlds stripped bare than abandoned by the Imperium over decades or centuries, important military or industrial/economic staging grounds that fall into decline because wars end or change, because of luck (warp routes or political/economic geography changing, etc.) and so on and so forth.

We also get mention again of the hive world having some industrial capacilitiy - particularily something turned towards war efforts, which means it can supplement its primary role as a a resource stockpile and allocation node (or nexus) for the Spinward Front. In this case, location and capabilities as WELL as need dictate the prominence of the locale.

Page 7
Enough of the recruits have zealously sustained their service to the extent that the world has already contacted the Adeptus Administratum about raising a regiment, even before their next tithe is due. The wheels have already been set in motion to see that this happens quickly, ostensibly to help with the effort in the Spinward Front.
If morale is high, or population pressures become na issue, or some other factor, worlds may voluntarily offer tithed regiments to the Imperium ahead of their obligations.



Page 7
The only major danger is that this has been disruptive to many of the hives’ integral processes and systems. The increased workload has begun to decrease the time that most citizens have available for worship. The sheer number of the planet’s youth preparing to join the Imperial Guard could even decrease the overcrowding in some of the hives.
Reflecting again the need to balance military vs industrial needs - recruit too many of 'military age' and your industry may suffer, so there are tradeoffs. Also an implied scope of the military tithing - givne that hives tend to be large and densely populated (hundreds of millions if not billions typically per city) this could mean substantial numbers of recruits from Solace (millions, perhaps billions?)


Page 7
With the flow of new materials to the world, Solace’s storage facilities are bursting with resources. With their enthusiasm for the war effort, many of the planet’s inhabitants have put themselves to the metaphoric plough such as to astound the functionaries of the Administratum. As a consequence, raw materials and manufactured goods have been produced even faster than they could be transported to the Spinward Front. With every day, additional spaces not intended for storage have had to be used to house the surplus. At their current pace, some of the living quarters in the hive cities might have to be used to hold materials destined for the soldiers in the Spinward Front.
...

This excess of useful materials has drawn the attention of some less pious and law-abiding parties. Criminal elements have begun to take note of these supplies and speculate on how they might be used for personal gain rather than the good of the Imperium.
...
As word spreads of this manufacturing and storage capacity, it is likely that elements from beyond the Imperium might take an interest. This could include both xenos and heretical threats
...

While enlistment in the Castus Levy is high, Solace’s defensive plans are not designed for a world as desirable as it has suddenly become. If a well-organised attack plan were implemented, Solace’s security and strategic position would be in grave peril. In turn, this would place many extraordinarily useful assets at a level of tremendous risk, and would leave the Calixis Sector without many of the raw materials it relies upon to prosecute the war in the Spinward Front.

Currently, the Calixis Sector can ill afford a loss of this magnitude, but it also lacks the available resources to reallocate for improving the planet’s modest defences.
Sometimes production output will exceed transport capability for the Imperium, especially in times of war. Reflecting again the unpredictable or even poorly coordinated/haphazard nature of Imperial industry and logistics, such as it is. It also highlights how perhaps worlds like Vraks may come about (however sane or stupid) as well as the problems such overstock can create - they become targets for criminals and pirates, leading to greater corruption and degeneracy, which in turn can be exploited by Chaos or Xenos to their own ends.

As discussed, it also reflects the way human nature (and the Imperium/planetary govenrment both) may not always plan things out - despite the growing wealth and military tithing their defences may not be up to standing off substantial threats, meaning that te resources onplanet may become a factor in a world becoming a target (and thus either a warzone or a loss. Again think Vraks.)



Page 8
For transport to the planet, the oracle offers them a drop pod, to be launched from her vessel as soon as it reenters the Materium and disguised suitably to avoid detection.
Non CSM with drop pods.


Page 12
...
The Heretics can certainly know that the disaster is likely to cause millions of deaths, that it is certain to knock out power and basic services to the hive, and that a large portion of Hive Solace is fated to be utterly annihilated in the event.
..
..this catastrophe is certain to take most of the hive’s automated defences offline as well (though servo-skulls and other independently powered devices remain operable) However, door locks keyed to certain individuals are unlikely to operate, as they depend upon the hive’s automated systems.
scope of the devastaiton. It is interesting that what amounts to a hypervelocity impact of a multimegaton starship does *not* totally demolish the hive city, although it does still inflicft catastrophic damage (millions is certainly alot, but hive cities can and often do possess far more) and its still intact more or less. So, in fact, is sthe starship. That is imrpessive in both respects.

In addition the hive had its own automated defences and other 'powered' devices.. apparently it used servo skulls for some purpose (automated surveillance? security?) as well as automated doors.


PAge 12
Hive Solace was just struck by an Imperial cruiser that crashed into the planet. The impact inflicts catastrophic (and likely irreparable) damage to the hive. Much of the facility was vaporised in the impact, as the massive kinetic energy even overpowered the hive’s emergency void shields. The hive is thrown into disarray as power, communications, and basic life support are all shut down.
The collision of the cruiser (which we learn is a kilomtre long cruiser.. a SMALL one) did 'vaporize' (either figuratively or literally) a good chunk of the hive (facility?) and this was after the void shields failed - well the emergency voids . Having emergency (Automated) sheilds against such catastrophes makes sense. Makes you wonder if starships and similar might have or be equipped with emergency voids.

*****

Next: Deathwatch: Falling Stars

Page 6
In what some factions in the Calixis Sector revile as a violation of Imperial regulations, the Planetary Governor of Solace has always been, since the early days of the colonies there, an Ecclesiarchal Cardinal. While this is not strictly in violation of the Decree Passive, the Planetary Governor is the supreme commander of the defence forces of any given world, and the Cardinal who governs Solace has always been eyed with suspicion as a result. The argument has been made, by some, that as neither the Sector Lord nor an Inquisitor has chosen to take action upon this matter, the governance of Solace must be divinely ordained.
I dont remember if I missed this in Binding Contracts, but this seems to be another one of those 'gray' areas the Ecclessiarchy takes advantage of to bend (or sidestep) the Decree Passive. It's not the first time we've seen similar (with the Ecclesarichy in command of PDF forces) but most places seem to tolerate it for reasons of practicality (and probably a source of recruitable manpower in emergencies. I doubt shrine worlds are immune from regimental tithe.)

Page 7
Millennia ago, an Inquisitor stole a powerful Eldar soulstone. The stone in question held the soul of an accomplished Eldar Farseer.
...

...the Inquisitor made the deliberate choice to integrate the soulstone into his psychic hood.
The obvious question is why, and what benefit (if any) it might provide.



Page 7
Several decades ago, a chorus of Astropaths foresaw the arrival of the Ardent Crown in the Solace system. Their visions foretold the arrival as a herald of disaster and a great triumph for the enemies of mankind. The Astropaths recognised that this event could serve as a nexus of various possibilities, many of which could have significant repercussions for the Imperium within the Calixis Sector. Consequently, annotations of the psychic event were passed up to subsector authorities and then on to the sector authorities. As the message travelled through the various bureaucracies, it was intercepted by Agents of the Inquisition.

After initial review, the missive was passed on to the Deathwatch. A tersely worded request asked the Watch-Commander to deal with the situation.
Decades for a choir of astropaths seems pretty good precog to me, especially if they figured out as much as they did (which seems to be broadly comparable to the Eldar, just not as early as they did.) This can actually be quite a useful tool for the local regions, sector and subsector, in anticipating and preparing for disasters ahead of time, thereby compensating for any delays or shortcomings they might otherwise have in deployment and logistics. Assuming they correctly interpret the divination of course.

There is also the inevitable problem of the Imperial bureaucracy, such as in this case, where nothing is really done - the higher ups ignore it, and the Inquisition just tells the Deathwatch to deal with it somehow.



Page 7
Centuries before the Astropaths were exposed to this possible future, the seers of Craftworld Kaelor sought it out and began preparations to address it. While they sought to recover the soulstone that contained the spirit of their long lost Farseer, they also sought to prevent a specific chain of events from occurring—one that could lead to the return of one of their ancient enemies. If such a return were to take place, those unholy foes could someday make war against the Eldar anew.
Eldar naturally, have far better, more precise precog, and thus can better lay plans, although their resources compared to the Imperium in this regard (manpower, etc.) are more limited. I suspect the 'foes' were the Necrons we learn about in 'Shedding Light' although the exact role they played in stoppping that is not ever explained.


Page 8
This artefact was originally the psychic hood used by an Inquisitor millennia ago. When he secretly integrated an Eldar soulstone into its ornamentation, the device became more than just a typical Imperial psychic hood. It also became a sign of the Imperium’s power over the xenos.
That answers my previous question, I suppose, although 'power' in a psychologicla/symbolic way or literal, we don't know. (Of course with the Warp, such distinctions can also become meaningless anyhow.)





Page 8-9
The key element is that a Cobra-class destroyer has been made available to ferry them to the Solace system.
..

Travelling from their Watch Fortress to the Solace system is uneventful.The two-week trip offers the Battle- Brothers ample opportunity to discuss their strategies, review their briefing information, and calmly meditate upon their objectives.
The means of travel. We dont know where the Watch Fortress is, but given they might be going back to Calixis, we could figure at least some tens of light years, perhaps several hundred all told. Possibly through the gate. 20-200 LY (as a example) in 2 weeks is between 520 and 5200c on average.




Page 9
An Eldar Nightshade-class frigate shimmers into existence, as if from nowhere. The xenos have deactivated their blasphemous holofields as they near the Imperial vessel.
Holo-fields evidently used as a cloaking device. Or, at least a visual cloak.




Page 11
Tyranids have been active aboard Ardent Crown since before it originally entered the Warp. During the time it was lost, they struggled to survive, as they quickly exhausted all of the available prey aboard the ship. Even much of the plant life and supplies have been converted into Tyranid biomass over the centuries.
Indication of some forms of plant life aboard Imperial starships. Probably either hydroponics (providing food supplies) if not also part of the life support (providing fresh air, perhaps.)





Page 13
Their armour and weapons are still here, in the lee of the torpedo tubes. It was from this location that the ship’s crewmen would load and fire the torpedoes and macrobatteries. Thousands of tons of abandoned munitions—many unstable—remain in the room and on the ammunition feeds leading to it. As the ship largely lacks power, firing the weapons would be extraordinarily difficult. However, inadvertently detonating any of the munitions is very possible.
Fore weapons bay. It would be interesting to know why the munitions are unstable and how many 'thousands'. This is probably the 'ready' armament, although it specifies primarily torpedoes probably. Note the ammunition feeds.

Assuming at least 20 torpedoes and 2000 tons it would be at least 100 per ton, which is reasonable given that it is one low end for torpedoes given in the Legends of the Space Marines short story by Jonathan Green. If we figure closer to 10,000 tons, it would be 500 ton per torpedo. And that's still not an upper limit.




Page 14
...the Warp Spider Exarch uses his mastery over the Warp Jump Generator technology to bring the Farseer with him for brief jumps.
However hazardous, you can bring along at least one passenger with a Warp Spider's jump generator.




Page 15
A third alternative would be to find one of the cruiser’s life pods and eject that way. This might be the safest option, as those devices are intended to still function even if they have gone millennia without maintenance.
That's a testament to the long-lasting nature of Imperial life-saving technology.

***

Now Rogue Trader: Shedding Light

Page 4
Their recent Warp journey went without incident, and they are carrying a massive cargo of raw materials and war materiel for the planet’s orbiting warehouses. These goods are ultimately destined for the Spinward Front, after they have been properly prepared and sorted by the dutiful labourers of Solace.
Orbital facilities for storing goods. Whilst this is probably not a terribly new thing to point out, I always like to point out the orbital stuff they utilize, given the tendency to assume the Imperium is rather luddite. :P




Page 5
The first was set into motion millions of years ago, when the Necron dynasty established a massive tomb complex on Solace. The raw materials mined and refined to serve in the Angevin Crusade and to feed the hives came from the wreckage of an ancient Necron society.
Implying perhaps that the materials mentioned in the Solace gazette and quoted in Black crusade Bindinc contracts are mined necron materials, hence why they were easily mined/refined. Its not the first time we've heard of this, but its another layer of 'magic materials' that can be incorporated (unknowingly) into Imperial technology. See below.




Page 6
However, the amount of raw materials extracted from the planet seems to have been truly extraordinary. Further, many of these materials seem to have been combined into alloys that were ready for manufacturing almost immediately, requiring very little refinement. Some historians have speculated that this was simply evidence that the materials had been illegally obtained from another, undocumented Imperial asset. Other, more radical elements have argued that this could be compelling evidence that the world was once home to a sophisticated xenos species capable of producing such alloys.
Again this is not really surprising given what was revealed above. Living metal is rather malleable, even adpatable, so converting it even unknowingly into raw materials for fabrication is always interesting.




Page 9
..the Imperial Navy and local authorities that monitor the warehousing systems surrounding the planet. There are more than a dozen transport vessels currently in the system. Several have been entering and exiting the system daily, bearing materials that are eventually destined for the Spinward Front. The sheer volume of traffic is far more than the system’s traffic coordinators are capable of managing.
A commentary on the accessibility and business of the orbital facilities. Not as huge as some sources (EG the RAvneor novels) but its still respectable.




Page 13
Hive Solace was just struck by an Imperial Cruiser that crashed into the planet. In addition to crippling the hive, this disaster has spread a phenomenal amount of ionization across the planet’s atmosphere. Any communications through the atmosphere to voidcraft are impeded ...
Another side effect of the cruiser crash.

****

Lastly, Only War: Salvaging Solace

Page 4
The Guardsmen of the Cadian 99th Mechanised Infantry, Eighth Battalion, are having a profoundly bad day.
Mention of battalions again. They're either between a regiment and company in size, or another name for company. Could go either way.


Page 4
..running a new batch of troopers through a simple training exercise. These recruits, newly raised from the world of Solace and merged into the veteran Cadian 99th by an errant stroke on a Deparmento Munitorum form
Later its mentioned its more of an amalgamated regiment, rather than the Cadians raising recruits directly from the world, although in context it sounds more like the regiment was just raised and THEN amalgamated. It actually makes a kind of sense to fold veterans in with a newly raised regiment, as that can facilitate training as well as bolstering the regiment's size/capabilities.



Page 5
The recruits—former soldiers of the Castus Levy—are drawn off to help evacuate Hive Solace. The cruiser’s engines are rapidly dying, and their final scream will be an explosion that reduces Hive Solace to a vast pool of bubbling slag.
Engine detonation will supposeldy melt/boil the hive and perhaps the surroundings. Assumiung the Necromunda/Armageddon style 'anthill' hives (10 km across, 8 km high) and 99% empty space and assuming silicon (for concrete) it would mass nearly 5 billion tons, and require several gigatons roughly to melt/boil. That is total capacity of the 'engines' and plasma engines (reactors) and the like are not exactly known to be stable as fusion, so it oculd mean the entire fuel supply.




Page 5
The 49th Company of the Cadian 99th Mechanised Infantry were recently recalled from the Spinward Front. The company had suffered serious casualties during particularly brutal fighting against an Ork assault. More than 70 per cent of the soldiers sustained incapacitating or lethal wounds. The Deparmento Munitorum responded to these losses by merging the regiment with the 19th Solace Castus Guard. Unfortunately, due to an errant stroke of an autoquill on the part of a clerk, this regiment did not exist yet. Thus, the Cadian 99th found itself rerouted to Solace to integrate the new recruits into its own forces.
First.. now its a company, which perhaps means that the Battalions are larger formations than comapnies (At least 2 companies per battalion?) It would also suggest that, with the 49th company, the 99th Mechanised might have 49 companies at least to go with its 8 Battlalions. If that was maximums, we'd get roughly 6-7 companies per battalion, which might mean between 600 and 2100 men depending on company size. Given its a mechanized regiment, I'd lean towards the smaller end of the spectrum. With 49 companies tha talso implies between perhaps 5000 and 14,700 men, and again I'd lean towards the lower end of the scale.

Also further mention of a recently tithed regiment being used to fill out the Cadian's ranks, or vice versa. Which as I said makes some sense as the skills and experience of the veterans can bolster the recruits and perhaps improve them, and reinforces that it was intended as an amalgamation.




Page 5
Even as doom approached, the planet’s citizens remained utterly oblivious to its danger. Decades earlier, a choir of Astropaths had prophesied a xenos-spurred disaster for Solace. The sector’s officials largely ignored the warning. That vessel—the Ardent Crown—emerged from the Warp as prophesied and, hours later, its course changed. Unfortunately, that alteration in trajectory was just enough so that the vessel now travels directly toward Solace.
Once again the threat was known well in advance (a useful skill in predicting disasters and preparing) but the bureaucracy did nothing. Hilariously, in the Deathwatch iteration of the story, we learn the catastrophe was caused either by the Deathwatch marines (who were supposed to prevent it) or the Eldar (who didn't forsee a frigging boarding torpedo being in their path.)



Page 9
In spite of that, you’ve been cleared for full auto, and the lasguns you’ve been given for the exercise are fully charged.
Full auto on lasguns, which is sometimes the case, although whether its a variation in design or what we don't know.



Page 9
For this exercise, each PC and each trainee is equipped with a Hesh-pattern “Staccato” light lascarbine...
...

Though the “Staccato” lascarbine’s limited power output makes it less likely to inflict harm upon a target ..
Light lascarbines. Possibly the smallest form of non-pistol lasweapon you can get that isn't packing the 'compact' modification or its equivaelnt.

the light lascarbines have a rnage increment of 40m, are Single/semi(3)/full(6), do 2 points less damage than regular lasguns (1d10+1), have 25 shot clips, and are labeled as 'primitive.' So low grade lasers. I bet its also quite lightweight even though we dont have its weight stats. As noted, it has full auto (twice the semi setting on other weapons) but it does less damage, which sort of compensates. And it also has a far smaller clip than normal.

Interestingly it may just be a training weapon - capable of inflicgint some mild harm but minimizing the odds of killing (its still possible though) - they use the weapons to 'tag' recruits or the veteran CAdians. It might be something like the 'Pain laser' in terms of effect, which would also suggest it might be used as a 'less lethal' weapon, or imply that lasweapons can have a 'less lethal' mode (as the Ghosts have had a similar low power 'training' mode on its weapons or low powered training weapons, like in Guns of Tanith.)



Page 11
Hive Solace was just struck by an Imperial cruiser that crashed into the planet. The impact inflicts catastrophic (and likely irreparable) damage to the hive. Much of the facility was obliterated in the impact as the massive kinetic energy even overpowered the hive’s emergency void shields. The hive is thrown into disarray as power, communications, and basic life support are all shut down. It could take the sages of the Adeptus Mechanicus years if not decades to even assess the scope of the damage to hive, to say nothing of the time that would be required to begin meaningful restoration.
Effects of the Cruiser. Note again the mention of emergency voids, which I repeat the same quote to retierate that, given the calcs. Its a 1 km cruiser, so its probably alot smaller than even FFG stats form rogue Trader, but I'd expect even scaling down from a normal 'escort' it would be a couple million tons at least. ASsuming it falls in at at least meteoric speeds (12 km/s) it would strike with 2.4e13 kg*m/s worth of momentum and at least 34-35 megatons of KE, which is alot even on the low end. If mass/velocity is higher, teh calcs obviosuly ar greater.



Page 13
The Imperial craft that struck Hive Solace had active (if nonresponsive) engines—engines that are now in the process of meltdown. Agents of the Adeptus Mechanicus have concluded that those engines are preparing an unplanned rite of self-immolation. The action must be terminated. If it is not, the engines are likely to detonate in a fashion that would destroy all that remains of Hive Solace—and everything else within a several hundred-kilometre radius.
I'm going to assume 'several hundred kilometre' means t least 200-300 km, but less than 1000 km.Assuming that is the blast effect equivalent to a nuke going off, it would be at least several tens of gigatons to several teratons of explosive power. As noted before the engines are rather volatile and we dont know how much (if any fuel) a plasma engine/reactor would have in this context so its still up for debate, but even then the fact its gigaton range is at least a good lower limit on the engine output. It also provides an upper limit on the strength of the meergency voids against high momentum/velocity impactors given its less than teraton and possibly at most gigaton range (as it destroys the hive, but the impact didn't.) Conversely, the boiling of the hive by said engines is at least a lower limit itself, given that the destruction was to extend greatly behond the hive here. At the very least, assuming a day or so of constant powering, it would be terawatt/petawatt level outputs.



PAge 13
Entering the broken Imperial cruiser is surprisingly easy. Its outer hull was shattered in the collision that devastated Hive Solace. One important caveat is that the kilometre-long vessel is wedged at an angle relative to the Hive. The portions of it that survived the impact are not level. Fortunately, the vessel’s artificial gravity mechanisms are functioning well enough to counter this problem for everyone inside of the ruined ship.
A km long 'cruiser', w hich is more like a moderate-sized escort (ignoring the multi-km escorts in some sources) And amazingly the AG survives intact. Hell the entire ship (and much of the hive) is intact despite a multi megaton/gigaton hypervelocity KE impact. It takes 7.6 MJ per kg to vaporize iron, but the escort would have had at least 60-70 MJ per kg on impact, implying the materials are many times tougher than modern materials, which is hardly surprising.




Page 15
When the 43rd Company of the Cadian 99th was wiped out while protecting an Adeptus Mechanicus research station on Hervara from a subterranean Ork assault, the grateful Tech-Priests sought to repay their saviours. The Magi recovered twelve chainswords, all spattered in gouts of dark Ork blood, and reforged them, creating elaborate scenes of valour against the alien menace in shining filigree across the blades and replacing the snapped and shattered teeth with a mysterious metal wrought through their techno-arcane arts. Now, these heirlooms are carried by the 99th’s most esteemed heroes.
4 kg chainswords, which is a bit lighter than usual. Also they seem to be part of a more general armoury stockpile, indicating that many if not all regiments have their own 'armouries' they may draw special equipment from (or be issued) at need, even if it is not standard issue equipment. This probably can allow for stuff like photovisors, transports, specialized weapons (hotshot packs, carapace armour, etc.) when the situation requires but they either lack the numbers or training to maintain routinely on a 'per soldier' basis. Similar to the way Cain's Valhallans in 'For the Emperor' drew Carapace and hellguns from the regimental stockpiles.



Page 15
Though the members of the squad hotly debated whose shot killed the emissary of Duke Severus, all of their lasguns and pistols were consecrated by the regiment’s Enginseers. Today, several of these rifles are still held by their original wielders, while others have been gifted to regimental heroes, etched with the names of all the past warriors who wielded them.
[/quote][/quote]

Lasguns with 120m range, Single/full (3), 20 shot clips, and have the 'accurate/proven' qualities, but not reliable. Again implies the regimental armoury/stockpile has special stuff, but also implies perhaps consecreation either provides an enhanced performance 'blessing', or its just that the Enginseers may tweak weapon performance to enhance performance in some way.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Next: (and possibly my last on this board) update for 40K and perhaps Rogue Trader is the Twilight Crusade and Tau Character Guide. Obviously, they cetner on the Tau and a cooperativ venture between a Rogue Trader and the Tau Empire (and an Inquisitor) to topple a heretic Rogue Trader. Its pretty much tau centric so you can't expect much but there is interesting stuff.

Just a reminder, that as I noted in the Dark Eldar update I may be moving my anaylsis off board, or at least parts of it, and experimenting over at SB (at least to start.. possibly someting else in the future planned. So if you wonder in the future where I am, look there.

First, the Tau Character guide:

Page 4
Rather than founding itself off ancient tradition, veneration of a god, or some bestial desire for war, the small but growing empire draws its strength from the abstract concept of the “Tau’va,” or “Greater Good.” The ideal of putting the group and society as a whole before any single individual drives every action, and has enabled the rapid growth and rampant success that the Tau have achieved in adding both territories and new races to what they believe is the manifest destiny of the galaxy: all united, serving the Greater Good.
FOR THE GREATER GOOD! Basic Rundown of Tau philosophy in its good/bad respects.


Page 36
The strange result of an attempt to reverse-engineer Ork tractor beam “technology,” the repulsor impact field is a device that projects a shockwave upon nearby foes. Though only a single working prototype exists so far, this machine’s ability to influence the flow of battle at close quarters make it a promising new weapon.
The Tau aren't afraid to learn from their enemies technology, either.


Page 36 Tau battlesuit weapons:

Airbursting fragmentation projector has a range increment of 60m, 12 shot clip, and weighs 20 kg

Burst cannon: 60m range increment, semi(3)/Full(6), 40 shot clip, 15 kg weight

Heavy Burst cannon: 80m range increment, semi(6)/Full(12), 120 shot clip, 35 kg.

Cyclic Ion Blaster: 50m range increment, single/semi(3)/Full(6) 100 shot clip, can overcharge, and weighs 25 kg

Phased Ion Gun: 40m range increment, single/semi(4)/Full(8), 150 shot clip, can Overcharge, 35 kg weight

Ion Accelerator: 200m range increment, single/semi(3)/Full(6), 90 shot clip, Overcharges, weighs 45 kg

Fusion blaster 20m range increment, 8 shot clip, 7.5 kg weight

Fusion Blade (melee weapon) 10 kg weight

High Yield Missile Pod: 200m range increment, Single and full(6), 72 missiles, weighs 40 kg.

Missile Pod: 200m range increment, single/Full(3) ROF, 37 missiles per pod, 25 kg weight

Plasma rifle: 90m range increment, single/Semi(2)/Full(4) 16 shot clip, 15 kg weight.

Heavy Rail Rifle: 300m range increment, 12 shot clip, 60 kg

Onager Gauntlet: 20 kg, has a powerfield and is also shocking.

Smart Missile System: 150m range increment, single/Full(6) OF, 48 missiles per pod, 30 kg weight.



Page 37
Battlesuits are capable of mounting weapons far too large for normal infantry to wield without sacrificing mobility. A skilled pilot in a battlesuit can bring more firepower to bear on his own than almost any other lone warrior, and can use these deadly arms to engage and eradicate foes that no Tau could bring down singlehandedly without heavy vehicle support.
Implying, perhaps, that Batltesuits carry vehicle-grade firepower.



Page 37
Using similar principles to Imperial plasma weapons, a Tau plasma rifle uses a concentrated burst of super-heated gas to destroy its target. Tau plasma weapons are, in general, safer than their Imperial equivalents, sacrificing a modicum of firepower by lowering the overall temperature of the gas. This has led to an elimination of the critical overheat problems that plague little-understood archeotech relics such as plasma weapons, but has also resulted in a weapon with slightly less damage output overall. These weapons are only ever mounted on Tau battlesuits, which can wield such bulky armaments with ease.
Basica Tau weaponry comparison - Tau plasma weapons are less powerful somewhat than Imperial equivalents in order to avoid the overheat problem. They also mount basically what an Imperial Guardsmen would carry on a battlesuit. Whilst leaving the infantry to wield the more dangerous and slightly lighter ion rifles. Go figure.


Page 37
Recently cleared for field use, the airbursting fragmentation projector launches a proximity detonated, exploding projectile. Linked into a battlesuit’s sensor suite, a pilot is capable of determining the exact angle to fire at in order to achieve best results on any target in range. The projectile explodes in the air above the target, filling the area with lethal shards of shrapnel. This weapon has shown great success when deployed against massed infantry regiments and troops dug in behind cover.
Basically like those programmed burst grenade launchers the militaryies use (25-40mm)



Page 37
Based off the same plasma pulse generation technology as the pulse rifle and its associated variants, the burst cannon is a multi-barrel assault weapon capable of very high rates of fire. Usually mounted on the Tau Stealth battlesuit, the relatively short range of this gun is outweighed by its capacity to inflict massive casualties on lighter armoured troops.
Some examples may be man portable however - they were in Fire Warrior, after all.


Page 37
A drastically oversized version of a standard burst cannon, the heavy burst cannon fires plasma bursts in much the same way as Tau pulse weapons. Its six rotating barrels allow it to maintain an unprecedented rate of fire, which it can overcharge even further by drawing upon the XV104’s nova reactor.
The gatling nature makes me think many pulse weapons are projectile guns.



Page 37
An experimental weapon that combines the designs of the burst cannon and the ion rifle, this quad barrelled weapon fires a rapid stream of ion radiation capable of annihilating lightly armoured troops. The design, however, is not perfect. Although the rate of fire is stable, the ion radiation is still quite unpredictable, resulting in an uneven performance when deployed against armour.
Gatling particle beam weapon. Note there is NO danger of radiation for a battlesuit using these...



Page 37
Phased ion guns represent an attempt to downscale the vehicle mounted ion cannon and thus create a mass-production version of the cyclic ion blaster for use on battlesuits. These double barrelled guns are usually underslung from the XV9’s arms, and have proven deadly against armoured infantry and vehicles alike.
so apparently not all the fancy Tau weapons are neccesarily mass production...



PAge 37
Tau ion weapons shoot streams of high-energy particles that blast apart their targets, leaving smouldering holes in their wake. The ion accelerator’s blast, however, is more akin to a torrent, melting its targets entirely. This massive weapon rips through armoured fortifications with ease, and can amplify its killing power even further by drawing extra power from an XV104’s nova reactor. An ion accelerator is massive, and capable of turning entire squads of heavily armoured soldiers into molten slag in mere moments. It would be a fool’s errand to attempt to mount such a weapon on any frame or chassis smaller than an XV104 Riptide.
Sort of like a particle beam flamethrower, or the more thermal type of plasma guns. If we assume normal humans in carapace (at least 2) at around 15 kg for carapace and say, 70 kg human.. figure 60 MJ for the carapace (assuming silicon like as a ceramic) and 245 MJ for the water content in the human bodies (70% water) which is around 300 MJ total at leats. If it were space marines, we might go up to say 500-600 MJ (a couple hundred kilos for Armour) and maybe twice that for the Space Marines (150-200 kilos).



Page 37
Mounted exclusively on Tau battlesuits, the missile pod weapon technology is used by the Tau to engage light vehicles. Although not as powerful as a krak warhead, and lacking the damage radius of frag missile, Tau missiles are nevertheless still very dangerous. Capable of rapid fire, they can shred infantry transports, skimmers, and other light vehicles with ease.
So.. kinda a dual purpose missile launcher. Makes you wonder why they compromised rather than going with specialized variants and stuff, since specialization seems more the Tau way.




Page 38
Even more potent than their smaller counterparts, high-yield missile pods are capable of shattering heavier armoured vehicles and tearing aircraft from the sky.
They get around the krak issue by just making the missiles heavier, I guess.



Page 38
By equipping missiles with simple AIs based on those used in drones, the Earth caste has created a self-guiding weapon. A smart missile system lets a warrior engage foes that he cannot even see, provided he knows their rough location. This gives a pilot an incredible amount of tactical flexibility, helping him force entrenched foes out of cover and obliterating ambushes before the would-be attackers can even spring them. So long as an Explorer wielding a smart missile system knows his opponent’s location, he does not require line of sight to fire this weapon upon it.
Meaning they don't really require markerlights or anything to guide them, the way seeker missiles might.



Page 38
Similar in design and effect to the Imperium’s melta weaponry, the fusion blaster agitates the sub-atomic particles of the target, causing a massive build-up of heat. Living targets are often completely vaporised and non-living targets reduced to molten slag. These weapons are often deployed on Stealthsuits, allowing Tau pilots to strike at the exposed rear armours of enemy vehicles or conduct lightning raids to destroy important fortifications.
assuming a normal human is vaporized (70 kg again) we're talking a couple hundred MJ or so at least, whilst non living targets depends on what we're talking about. Tanks for example could be single or double digit GJ easily assuming Iron. Basically in the same magnitude as melta/multimelta weaponry as the quote says.





Page 38
A rare relic only ever seen in the hands of the warriors of the Farsight Enclaves, a fusion blade allows a warrior to channel the effects of a fusion blaster in close quarters, searing apart an enemy with a deadly edge made of pure energy. Fusion blades have a dramatic effect, but are notoriously unreliable for Tau technology, often sputtering out in the midst of a deadly combat and leaving their wielders unarmed. A fusion blade can also be fired as a fusion blaster so long as it remains functional.
Unreliable, but at least a Farisght Enclave Battlesuit doesn't worry about close combat and 'sacred doctrine!'




Page 38
A modified version of the standard fusion blaster that trades raw power for a vastly improved rate of fire, this weapon was designed for use with the larger XV9 Hazard Suits. A fusion cascade unleashes a blistering torrent of energy that punches holes in armour with ease and transforms everything else in its path to swirling ash.
Cremating at least a single person into ash at least requires hundreds of MJ if not thousands (and that assumes crematorium like conditions which optimize on efficiency.) and can be more easily if its multiple people (whole squads might be hundreds of gigajoules, over however long it acts)




Page 38
[qutoe]The larger and more brutal cousin of the rail rifle, the heavy rail rifle is an anti-armour cannon, used to demolish enemy vehicles from long range or tear massive creatures limb from limb from well outside their effective range. This devastating weapon is often mounted on XV88 Broadsides, for only these modified variants of the XV8 Crisis Suit can effectively fire such colossal weapons [/quote]

These used to be shoulder mouonted in twin mounts prior to 6th, whereupon they became carried weapons by the Broadsides.



Page 38
An experimental technology created by the Earth caste in a moment of great need, the onager gauntlet is a melee weapon—one of only a few ever designed for use with a Crisis Suit. These devices were few in number to begin with, and almost all were lost on the battlefield in the wake of their use.
Its basically a battlesuit-sized power gauntlet. I wonder if power weaponry and similar were just techs the Tau never developed.



PAge 39
An XV25 Stealth suit is only slightly larger than an armoured Fire Warrior, but the strength augmentations allow its wearer to carry larger weapons such as burst cannons and fusion blasters, and its jet pack makes it vastly more mobile than an infantry soldier. The true technological coup behind these smaller battlesuits, however, are the stealth field generators that each one carries, shrouding it from all but the most comprehensive scans and making it extremely difficult to track, especially when in cover.
Stealth suits, despite some of the mockery I level at the tau, actually are pretty sensible and work well with their doctrine. The mobility and ability to carry heavy weapons merged with the stealth capabilities complmeents those stengths nicely, and they arne't so bulky that even without the stealth they present huge targets.

Blacksun Filters, Enhanced motive systems, environmental seal, jetk pack, and multit racker are standard. 2 Hard points for weapons and extras. - recommended are burst cannon or fusion blaster, and a target lock.\


Page 40
- Crisis battlesuits have 3 Hard points, equip blacksun filters, enhanced motive systems, enviornemtal seal, jet pack, and multi tracker.

Recommende weapons are Fusion blaster/plasma rifle/Burst cannon, burst cannon/flamer, and target lock or vectored retros. Basically two wepaons and one support system on the hard points.




Page 40
The XV9 Hazard Close Support Armour—the XV9 Hazard Battlesuit in shorthand—is one result of the Earth caste’s research into large battlesuits. Though each XV9 is a considerable investment to construct, these battlesuits have proven their worth to many Fire caste Commanders time and time again. The XV9 is extremely adept at engaging foes at close range, searing them apart with incredibly potent armaments while using its photon casters and vectored retro-thrusters to stay just out of reach. Its larger size also provides its pilot with a greater degree of protection—an asset that Commanders have often taken advantage of by placing these suits in the way of a superior force while the rest of their warriors move into position for the killing blow. Acting as the bait in the Tau doctrine of war is not an easy task, and typically only extremely hardened veterans who can use the particular abilities of these battlesuits to full effect are given XV9 Hazard Battlesuits.
Tau equivalent of Terminator armour basically... a departure from their 'STAY AWAY FORM CLOSE COMBAT AT ALL COSTS' silliness (what, no fear about deviating from 'sacred doctrine?') it makes sense for the uses they describe. It's also described I believe for Space Hulk usage.

Primary systems are Blacksun Filters, Enhanced motive systems, environmental seal, jetk pack, and multi-tracker. It has 4 hard points: recommended weapons are fusion blaster/plasma rifle/cyclic ion blaster, and burst cannon/flamer, plus a target lock and a shield generator/vectored retro thrusters.



Page 41
Yet another variant of the redoubtable XV8 Crisis Battlesuit, the XV8–05 “Enforcer” Crisis Battlesuit is larger and more imposing than many other versions. It is favoured by numerous Commanders, and its distinctive design allows allies and enemies alike to quickly identify its wearer as a warrior to be feared and respected.
Basically a bigger Crisis suit. The size and distinctiveness also make for easier targets, but meh. 4 Hard points, also the standard systm loadout (blacksun filters, enhanced motive, environmental seal, jet pack, multitracker.) Fusion blaster/plasma rifle/cyclic ion blaster, plus burst cannon/flamer, target lock, and shield generator/vectored thrusters.



Page 41
An incredibly rare variant of the XV8 Crisis Suit, the XV8–02 “Iridium” Crisis Suit is shielded with a prototype iridium alloy that grants it unparalleled protection. These suits are often given to particularly valuable leaders, to prevent attempts at assassination by the enemy.
I still find the 'iridium' armour hilarious even if it probably isn't 'real' iridium. The only difference is that it can carry twin linked fusion/plasma weapons, and recommends a shield generator or stimulant injector.



Page 42
Built to mount massive weapons such as the heavy rail rifle and high-yield missile pods, the bulky XV88 Broadside sacrifices manoeuvrability and speed for raw destructive power. These large battlesuits are frequently positioned far from the front lines, for they can bring their deadly armaments to bear upon almost any target within their line of sight, even at incredible range. To compensate for their lack of mobility, Broadsides are also incredibly durable, and can shrug off all but the most piercing shots with their heavy armour.
The heavy artillery suit, basically. Despite the mention of 'long range' use, its heavily armoured enough that, like the Harzard, it could be used close in. Blacksun filters, environmelta seal, enhanced motive, and multtracker as standard. No jump jets though. And 3 hard points. REcommended is twin linked heavy railgun or high yield missile pod (also twin linked, a twin linked smart missile system or twin linked plasma rifle, plus a target lock or velocitry tracker.



Page 4
The largest and most recently deployed battlesuit in use by the Tau Empire, the XV104 Riptide made its shocking debut at Mu’gulath Bay during the Third Sphere Expansion. There, twelve of these massive prototypes were sent against an Imperial fortress world by Commander Shadowsun, who used their overwhelming power to carry the day against superior numbers and an entrenched position. Thanks to its experimental and sometimes unpredictable Nova reactor, the XV104 is capable of overcharging most of its main systems, from its brutal weapons to its shield generator to its engines. Though using the nova reactor can be dangerous to the pilot, it can often give the warrior within the edge needed to carry the day in the name of the Greater Good.
And.. the Riptide. The Tau 'Knight' suit with its ultra-dangerous reactor (dangerous to pilot FOR THE GREATER GOOD!) Blacksun filters, motive system enhancement, enviornmental seal, multi-tracker.. and despite being bigger than a Broadside, it has a freaking jet pack!

Also has 3 hard points (eh?) and is recommended to carry a heavy burst cannnon or ion accelerator, twin linked smart missile system or twin linked plasma rifle, or twin linked fusion blaster, and a shield generator is recommended.



Page 4
As the Tau spread explosively outward, their expeditions came into contact with a myriad of other species. Whether through diplomacy, duplicity, or violence, the Tau have had little need to slow their expansion, as each new species has fallen to their guns, or been seduced into the Empire’s philosophy of the “Greater Good.”
Note the mention of 'violence' - the Tau aren't always nice guys when it comes to Imperialism, they just tend to be nicer/sneakier than the Imperium.



Page 4
....Water caste members first attempted to diplomatically integrate the aliens into the Tau Empire, promising great boons in technology and a chance to help further the cause of the Greater Good. The diplomats were often successful, and in cases where they were not, the warriors of the Fire caste were always prepared to lend their expertise, honed by endless training, in achieving a satisfactory end to the negotiations.
Either way, you join the Empire.

Page 4
The idea of giving one’s all for the good of the whole, even up to literal self-sacrifice, lies ever at the forefront in the mind of all Tau, and drives and defines their actions. Such behaviour often baffles outsiders, but to the Tau the comfort of the implicit knowledge of what drives their comrades is a luxury few other races in the galaxy can enjoy.
Except the Orks, and Tyranids, and Necrons..... Once again when they say 'others' they actually mean the Imperium and humanity, probably because the Imperium is still at the core of most 40K stories and so defines most of it and most aliens are defined in the context of humans. Anyhow, the Tau still believe in sacrifice 'for the greater good' so its not like they never sacrifice people.. they are just more sensitive to losses than most races apart from the Eldar. Which can be both an asset and a drawback.



Page 4
Their lifespans are typically shorter than a human’s, especially those with access to juvenats and other medical luxuries enjoyed by Rogue Traders and other such Imperial luminaries, although a rare few have found ways to extend their lives well beyond the norm.
Which as I've commented before, is actually an advantage for the Tau in most respects, as the reduction in lifespan comes at the beginning and end of life, when they are least productive and consume the most resources. A few (mostly Ethereals as I recall, or that renegade Earth caste dude in the Farsight enclaves) have life extension tech, although the Imperium as a rule seems to have an edge there, for whatever good or bad we consider that.




Page 5
Unlike, for instance, humanity or the Eldar, they do not feel constrained by the practices of the past, and view their weapons, vehicles, and the like in an entirely ordinary light.

The Tau already enjoy a level of technological sophistication superior to most other races in the galaxy, and furthermore even understand the science behind it. To further this advantage, members of the Earth caste seek always to improve, and new prototypes are constantly being developed and deployed to ensure the Fire and Air castes constantly have a technological edge on the ever-changing battlefields the Tau face.
Whilst its a big question mark where humanity is concerned (like always), I'm pretty sure the Eldar understand their tech at least as well as the Eldar, and probably have a better technology, although 'most' of the races clearly could include the vast number of unknonw, lesser races far smaller than the 'big ones', as well as races like the Orks and Tyranids, whose 'technology' operates in a manner different from what humans, Eldar, or Tau are used to.

It also probably means that, for whatever reason, they don't fear their technology suffering warp corruption or possession or anything silly like that, the way human technology can be. Whether this reflects an innate resilience to corruption or just plain luck, we don't know.


Page 5
Alongside devastating weapons and agile vehicles, the Tau also commonly employ sophisticated artificial intelligences, often in the form of drones. Although regularly used alone or in small groups by a single Tau giving them direct instructions, the level of refinement of the AIs allows groups of drones to be slaved together, and their gestalt intelligence enables them to undertake complex assignments and independent operation.
Tau use of AI and drones. Although they don't seem to make as extensive use of them as they could, given their sensitivity to losses when it comes to their own people or even auxila and their general lack of numbers. Go figure.


Page 5
Such advances do not exist without accompanying perils, since by their nature prototypes do not always work as intended. The Tau view such risks as acceptable. For instance, the initial development of larger-scale battlesuits resulted in numerous injuries and fatalities to test pilots, in particular hazards associated with early miniaturised nova reactors. However, such sacrifices were deemed valuable in light of the final product, the mighty XV104 “Riptide” battlesuit, a development that was able to swing the tides of war on the planet Agrellan and many worlds thereafter.
Reflecting the 'literal sacrifice' bit again. They're leery of excessive losses in battle, but when it comes to better toys, NO LOSS TOO GREAT.. or is that GREATER GOOD? Someone really did seem to decide to resurrect that whole mentality behind the 'mind impulse link' to rail rifles burning out and run with it....


Page 5
Thus began the millennium-long First Sphere Expansion, starting with the neighbouring planet of Tau’n and quickly encompassing all the systems in close proximity of the planet T’au. These eight systems, also known as Septs, were acquired relatively successfully, although this expansion also marked the first contact what would become a perennial enemy in the form of Orks. It also marked, however, first contact with with the Kroot, who would become closely bonded as allies of the Tau and fellow servants of the Greater Good.
Somehow it seems hilarious that the Kroot AND Orks, both warp-capable races who have a rather substantial presence on the galaxy, JUST HAPPEN to be on the Tau's doorstep in galactic terms, and only then stumble across them.



Page 5
The Second Sphere Expansion’s beginning was heralded by extraordinary advances in space travel, with Earth caste engineers developing near-light speed space flight. Led by the luminary Ethereal Aun’wei, this period brought a dozen new Septs into the empire’s boundaries.
Twelve more Septs added, which means a total of twenty by the end of Second Sphere. Also 'near light speed' spaceflight. The implication is perhaps that any race could achieve similiar performance prior to FTL, although its not guaranteed since the tau use Gravitic drives for it, whereas others use reaction drives, so there may be limitations or constraints (fuel, energy, etc.) although other races should be at least roughly capable when they reach teh galactic stage.


Page 5
This age also allowed the now-legendary Commander Puretide to demonstrate his tactical brilliance, delivering numerous remarkable victories for his people. He would go on to train some of the other most famous Fire caste members, such as Commander Shadowsun and the infamous Commander Farsight, and his trainings and strategies would forever influence Fire caste war doctrine.
He didn't succeed in letting them know there are more than two ways of waging war.



Page 5
After crossing the Damocles Gulf, the Tau came into contact with the Imperium of Man for the first time. Their gentle encroachment into Imperial space was met with the fierce and militaristic response typical of humanity, and the Tau experienced warfare on a scale and brutality unlike any they had previously encountered.
Yeah, for some reason people don't LIKE it when you try to conquer their territory, no matter how 'gently' you attempt to do so.



Page 6
Armed with both tactical insight into the Imperium and armed with the latest and greatest in Tau weaponry, Shadowsun rapidly smashed through every defence the Imperium was able to throw at her. With multiple former Imperial worlds now under Tau control, the ponderous machine that is the Imperium has yet to react, but thus far the Tau see little reason to expect anything less than the extraordinary success they have enjoyed in their previous expansions.
It goes without saying that, despite being sluggish, and despite being beset upon by bigger threats at the time of the Third Sphere, the Imperium is still a far bigger foe than the Tau ought to be able to handle. I mean the side of the Imperium they face is literally the galactic backwater (including technologically and militarily, as per Fire Warrior), and the biggest victory to date - taking the 'Hive' World of Agrellan which was rather tiny by Hive World standards (contrasted with say, Armageddon or Necromunda) and was only done by using an orbital doom laser to wipe out half the population in one stroke. At least Shadowsun seems to have grasped there are other ways to win.



Page 6
An individual Tau differs greatly from most members of the Imperium. From birth, Tau are instilled with a sense of purpose, and the nature of Tau society ensures that existential crises and other such psychological issues common in other races never become an problem. A Tau simply knows it is his duty to add to the group as a whole, and do what he can do to the best of his ability.
Probably as much a consequence of their conditioning and culture, if not also Ethereal influence. We've seen exceptions to this (Kais from Fire Warrior, or Farsight nad his bunch) but the majority seem to 'fit in' that way. They certainly are much more unified than humanity.



Page 6
Unlike the Imperium, a Tau finds differences and technology as things to be embraced, rather than feared or shunned. Tau recognise other species as possessing different traits and abilities, but rather than being shameful, these differences are simply ways to contribute to the Greater Good that the Tau themselves cannot.
Probably because they have yet to actually blow themselves up technologically, whereas the Imperium and Eldar both have considerable experiences with technology fucking up their galaxy/cultures (EG Dark Age of Technology) - ESPECIALLY with Chaos involved. Their relative unity in this regard (again ignoring Farsight) seems to give them a considerable edge here, since it means they are tightly (psychologically) controlled in that application of technology (EG 'Commander Shadow' short story where Catachan feels no compunctions about using WMD, which horrifies Tau Commander initially until forced to 'fight like a human.)

Page 6
Technology, for its part, is simply a tool that has its uses, and most Tau possess at least an elementary understanding of its workings. As such, the Tau do not fear or venerate the items they use on a daily basis.
I guess this depends on what you define as 'elementary.' Plenty of people I know in real life who lack even an 'elementary' knowledge of how things work, except maybe in the vaguest of terms, yet it doesn't hold them back or bother them. Besides, given humanity's ties to the wapr, that 'veneration' can have tangible effects, which would not be the same with the Tau. (The Tau clearly do not understand the Warp the way humanity does, after all. Heck, the Necrons understand it better than the tau do, and they have no souls.)

Page 6
Of course, how a Tau expresses all these facets of his or her personality can vary wildly. All serve the Greater Good, but this does not mean that the Tau Empire is utterly homogenous.
Quite true, and I wish this was emphasized more, since the Tau 'character development' is lacking in this regard. Not that its wholly the tau's fault, since SPACE MARINES UBER ALLES plays a big role in that.


Page 6
If these newfound allies manage to acquire the trust and loyalty of their Tau companion, though, they will likely be met with a level of dedication never before experienced, and a willingness to do whatever it takes without hesitation or regret. This comes not without its own cost, though, as the Tau will likely expect a similar level of allegiance in return, and the implicit assumption that the choices the leader makes will be wise ones.
I should note that this Tau vs Imperium mindset is interesting in that it implies the TAu are perhaps more fanatical/dogmatic in certain ways compared to humans. Not neccesarily 'bad' - as dedication, unquestioning obedience, and assuming your superiors know best can have assets. But this is something the Imperium WANTS to instil in its people and generally has mixed results with at best, whereas the Tau manage to create a perfectly content and unified society because of it. Humans will rebel, question, cheat, lie, etc. because human nature is a contrary one, and the Tau's (under the Etherals) is about unity and conviction - a comparison kind of hilarious given how the Imperium is often depicted as 'dogmatic' and the Tau as 'dynamic.' - labels that clearly are very context dependent. (EG the TAu are very technologically 'dynamic' perhaps, but not neccesairly dynamic in terms of culture or psychology.)



Page 6
The Tau are not affected by the presence of the Warp in the same way as humans are, and are far less attuned to the temptations offered by the Ruinous Powers.
They can gain corruption, but not be mutated by that corruption, at least not as easily. It again reflects that they have less 'warp soul' connections, albeit still having a tenuous one, and thus gain a certain measure of resilience to said warp's more subtle influences.



Page 9
At some point in life, this Explorer was blessed by an Ethereal for some worthy feat. In times of great peril, he is able to draw upon this memory to find reserves of strength and determination to soldier on when others would falter and fail.
Interesting to speculate whether this might just be psychological, or if it may have some tangible basis through said Ethereal's influence.



Page 12
Those born into the Fire caste have a single destiny: to become warriors in the name of the Greater Good, and to spend their entire lives engaged in the single goal of honing their martial skills.
Tau Space Marine equivalents, sort of. At least in origins.



Page 12
- Fire Warrior Gear starts with a pulse rifle or carbine (good CRaftsmanship), one Best craftsmanship pulse pistol, 3 photon grenades (Tau make), Tau combat armour with microbead, translator unit, and blacksun filter. Nifty.


Page 12
While individual teams rarely shift their composition, barring losses and casualties, the idea of the Cadre is quite flexible and its make-up varies depending on the needs of the battlefield and the war at large. Teams of Fire Warriors always make up the core of a Cadre, but find support from Pathfinders, Crisis Suit teams, Kroot auxiliaries, drone teams, and a variety of vehicles such as the Hammerhead tank. While ground vehicles typically employ Fire caste pilots, air and space superiority comes from allies in the Air caste.

Fire Warriors core, same way IG infantry is the core of a Guard force, or Tactical Marines the core of a Space Marine force, etc. Everything else is basically add-ons.



Page 12
The Tau war machine strives to not misuse its resources, and seeks to develop its soldiers’ natural talents to the fullest.
Essentially true.



Page 12-13
Tau war doctrine prizes mobility and tactical flexibility over all. Throughout their varied campaigns, the Tau have learned that they possess certain weaknesses in terms of combat, perhaps notably in melee fighting. They have sought to address these deficiencies in various ways, such as the addition of Kroot and Vespid auxiliaries, but their chief weapon lies in never allowing the enemy to close the distance. They achieve this either by overwhelming firepower, or rapid relocation via Devilfish or Barracuda transports. Technically, many tactical philosophies have been developed throughout the years, and innovative ones are written as the Tau encounter new races and fighting styles, but two ancient tactics in particular still influence Fire Warriors.
..
Fire Warriors expect to use many strategies in warfare, always adapting to the current flow of battle, but many commanders prefer certain strategies over others and default to them whenever possible.
A lead in basically to their two 'philosohpies' of Patient Hunter and Kililng Blow, and in fact many of the 'variations' more or less stem from those two ideas. Its actually kind of hilarious as a reinterpretation of Tau combat philosohpy because they turn Puretide into the Combat Buddha (for being balanced in all aspects of war, and none of his students have ever achieved his level of profciency according to the 6th edition Codex.) and they even go so far as to say some of his worship-er Adherents advocate one approach to the exclusion of all others. I mean the two tactics they do use are pretty good compared to IG when it comes to preserving life (which is very much a tau priroity), and mobility and firepower are big too, but to say this makes them super adaptable or dynamic is a bit silly... its like Henry Ford's 'you can have any color, as long as it's black.' comment in that respect.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Drat, tau character guide in two parts:

Page 13
A Fire Warrior who has found himself amongst a Rogue Trader’s party likely will be experiencing a novel sense of freedom away from the constant training and battle that is life as a Fire Warrior. He will seek to tactically analyse a situation rather than charging headlong in, and generally prefer to engage at maximum possible range. Although trained for it, a Fire Warrior realises that combat is not always the first or even preferred option, and will happily stand aside to let the Water caste-equivalents of the party do their work. When engaged in battle, while not afraid to retreat as necessary, the Fire Warrior fights to the absolute last, gladly sacrificing himself if the situation or his commander calls for it. In such a way has the Greater Good always prospered.
I will say that this does, in general, imply the Fire Warriors possess more 'inherent' judgement/initiative in how they fight if they are allowed to use it than some IG forces (Especially Kriegers) but its more a 'consistency' thing rather than an absolute 'one side has it, the other doesn't) because when you get down to it the Tau are simply more consistent in their stuff - technology, military, etc. than the Imperium, and this is a huge source of advantage for them.

Of course, being 'allowed' to use that initiative is a conditional thing, given how they're military is also organized (extensive/complex plans, total obedience to a higher authority especially if its an Ethereal, etc.) In that too they have more 'consistency' than the Imperium, because they are conditioned to that total obedience in a way humans would find abnormal in many respects (imagine trying to get Catachans to do this!)





Page 20
Though the Tau Empire relies on technology for many battlefield tasks, including surveillance and reconnaissance, there are some tasks that even the most advanced drones and sophisticated sensors cannot be trusted to handle alone. To this end, the Fire Caste employs Pathfinders, who act as its eyes on the fields of battle.
Pathfinderrs supplement their technological recon assets.




Page 20
...Pathfinders reconnoitre behind enemy lines, using their marker lights to illuminate high-value targets for heavier ordnance or eliminating sentries with deadly precision weaponry.
..
This can be to gather intelligence, or to place and activate homing beacons, positional relays, or other equipment that helps their force to gain a crucial edge when the battle begins in earnest. Once the shots begin to fly, Pathfinders are frequently tasked with suppressing or identifying specific enemy forces for obliteration by Crisis Teams or Broadsides, or eliminating infantry targets with their pulse carbines.
More pathfinder role stuff


Page 20
Some Pathfinders are entrusted with the newly developed ion rifle instead, a deadly but unstable weapon that gives Pathfinder teams the ability to bring down heavier foes, including armoured infantry and light vehicles.
Capability of ion rifles. Note that they deem their weapons 'safer' than Imperial equivalents (like plasma guns lol) Double standard much?




Page 20
Often, Pathfinders are used as the bait in the Tau philosophy of war, drawing the enemies of the Tau Empire out of position so that others can strike them down. This dangerous role epitomises the philosophy of the Greater Good, risking one life to safeguard many lives. Pathfinder teams have notoriously high attrition rates, for should they be discovered infiltrating into enemy territory, they are usually cut off from the bulk of their cadre.
I suspect the idea is that the Tau are still attritional, just less so than the Imperium. Partly because they can't afford to of course (difference in mindset), but also because of the scale - the Imperium, even though they aren't Orks and Tyranids, can potentially bring to bear more resources (manpower, vehicles etc) than the Tau can, so their losses can correspondingly scale (apart from other factors, of course, like competence.)



Page 22
The Tau way of war hinges upon using technology to its utmost, and it is the many sophisticated machines the Tau Empire wields that have allowed it to spread across the stars so rapidly. Drones are automated combat support units and are an integral part of the Tau Empire’s strategy for conquest.
And yet, they still use Fire Warriors significantly in conflicts, fear losses, etc. You'd think they'd figure out some sort of non-hovering analogue.. something more like a battle robot... you know, like sticking them in a Crisis suit or Broadside suit ro similar.




Page 22
These combat automatons house artificial intelligences capable of independent initiative and problem solving. However, despite the undeniable effectiveness of drones acting alone on the battlefield, a Fire caste warrior skilled in directing them can make drones much, much deadlier. In addition to improving their accuracy, a warrior guiding drones can ensure that they fight both tactically and strategically, making critical judgements on which targets are truly the most important and when to hold steadfast or make tactical retreats.
..
Though drones possess sufficiently complex artificial intelligences to act upon their own initiative, they are designed to be most effective when working in concert with a skilled Fire caste operator
That doesn't quite sound like 'initiative' to me.. or at least not very good initative and probelm solving. It's even implied having A Fire Warrior in the loop improves coordination - doesn't networking them do that too?



Page 22
When fighting alongside a squad of Fire Warriors or Pathfinders, drones act in a supporting role, augmenting the squad’s firepower or performing specialised tasks that a Tau warrior could not undertake alone.
Except.. drones are a pretty big force multiplier when you think about it. A single TAu could control multiple drones, so even if they controlled a handful, they've effectively multiplied their forces by that much... and preserved tau life massively inthe meantime (Especially since some of those drones could be shield drones to protect the operator.)

Like their inability to realize the value of railgun artillery, their bizarre use of drones as 'support' rather than main combatants in any way seems just so half-assed to me.

Or even more comedically? Every Tau is in a battlesuit/stealthsuit, with drones assisting them! I mean if they can blow up stars and create continent-sized space stations, or carve up a crystal world into a giant faceted gemstone, I'm pretty sure they could do any of the shit I described.




Page 24
The greatest heroes of the Fire caste are those who stride to war in mighty, armoured battlesuits. The pride of the Fire caste rests upon its pilots, for battlesuits are among the most important symbols of the Tau Empire.
They're basically Tau Space Marines!




Page 24
A battlesuit pilot ensconced in a one of these machines can weather some of the harshest conditions the elements can muster, glide through the void...

Suggesting Battlesuits can fly in space.





Page 24
Battlesuits range considerably in size and power, and different pilots configure their weapons platforms in radically different ways. While the XV8 Crisis battlesuit is the most widely used battlesuit, there are many different variants in use across the Tau Empire, and thus individual battlesuit pilots often have their own machines retrofitted or modified to the exact needs of their cadre.
...
Battlesuit pilots are typically assigned to the sort of battlesuit with which they can best serve the Greater Good, and then modifications are made to the base chassis to help them perform their tasks. As a pilot grows in prestige and honour, however, he is often granted more advanced wargear to help him achieve even more incredible deeds in the name of the Greater Good.
They also will be highly customized, and the better or more renowned ones get the better toys.




PAge 26
A blacksun filter comprises several unique sensors and lenses, similar in function to the photo visor of the Imperium. These filters are often built into helmets, or the complex sensor suites of Tau battlesuits. Some Tau Pathfinders have been seen to wear the filters independently, often taking the form of elaborate goggles or visors. The blacksun filter boosts ambient light and makes certain frequencies of light visible to the wearer, granting some limited night vision. The filters were also designed to temporarily block out extremely bright lights, preventing Tau Fire Warriors from being blinded by their own photon grenades.
So basically the tau version of night vision goggles. The fact its similar to the Photovisors reflects that the main advatnage the TAu have again is standardization, since Fire Warrios more likely have this upgrade than the Imperial Guardsmen might, although its not unheard of either.



Page 26
The Tau make extensive use of drone technology in many aspects of their life, and often the rudimentary artificial intelligence programs controlling these drones is enough to achieve their aims. However, in many complex situations—particularly in battle—a more direct method of control is required.
Use of drones in non-combat situations. They mention the drones have to stay within 50 m of the controller to stay 'properly attuned' - which may be game mechanics, but is hilarious regardless for that range even though the device isn't particularily heavy.



Page 26
Constructed to assist in repelling enemy assault troops, the gravity wave projector emits a powerful burst of high-powered gravitons. The effects of this wave striking a living being are quite profound. Many of those affected are severely disoriented by the wave, experiencing vertigo and nausea. Others may be physically hurled to the ground, their bodies unable to cope with the sudden and unpredictable shift in gravity.
Probably a bit bulky, but would make a great grenade.



Page 27
Some Kroot Carnivores working within the Tau military have taken to using these highly specialised sniper rounds in their rifles. Designed for increased accuracy and stopping power, they have proven extremely popular with the Kroot fighting style of disruption and disorganisation.
No indication of what they do or why.


Page 27
Resembling a large, thin gunsight, the markerlight is a revolutionary weapon in the fight for the Greater Good. The markerlight projects a beam of light, invisible to the naked eye. This beam is capable of highlighting key strategic targets and relaying their position back to the shooter, his allies, and any other warrior equipped to perceive it. Use of the markerlight is a keystone of the Tau doctrine of war, allowing a skilled user to focus attacks on a single target, deny cover to the enemy, direct supporting fire, and pick out enemy officers and other high value targets.
The markerlight and its uses - basically a laser targeter of sorts, but can be used to silently direct other tau (their armour can be configured to see the Markerlights, as described) so it can also be used not just to launch robotic munitions (or direct them), but also to direct regular troops



Page 27
This device can be attached to any standard Pulse weapon (carbine, pistol, or rifle). It creates a powerful induction field accelerating the pulse charge to extremely high levels. The end result of this is increased range on an already long-ranged weapon. A pulse weapon equipped with a pulse accelerator increases its Range by half.
Basically a barrel extension. Oddly it doesn't increase lethality, suggesting perhaps pulse rounds do damage by something other than kinetic energy.



Page 27
The Tau use these bulky devices to transmit sensitive information to and from warzones. Using a heavily encrypted tight burst radio signal, an operator can relay vital intelligence to reserve forces from deep within a fire zone or other hot spot. The encryption protocols and narrow signal combine to make listening in or tapping the radio signals very difficult. The positional relay acts as a long-range vox, allowing Explorers equipped with them to communicate by voice at a distance of up to 10km.
A Vox, more or less, that is harder to track.



Page 27
This device is designed to allow Tau Fire Warriors and battlesuit pilots to rapidly shift their attention from one target to the next. The target lock provides the user with accurate firing plans and tracks the location of individual targets, allowing for complex patterns of fire to be established by a single gunner. Originally found only on platforms mounting multiple weapons, it quickly made its way into use by Fire Warrior Shas’ui.
Now this sounds like a very useful toy.



PAge 27
The Fire caste uses body armour of a similar design and construction to that of carapace armour. It consists of impact resistant synthetic plates, layered over a loose-fitting but durable bodysuit. Sensors in the helmet allow for simple upgrades to be fitted like blacksun filters or target locks, and the vision slots are pre-configured to see markerlights.
Features and Capabilities of Fire Warrior armour. And its also lighter.



PAge 27
Recon amrour is a lighter version of the combat armour. The reduced weight diminishes the protection it provides, but the increased mobility it allows has proven popular with Tau Pathfinder teams. A comprehensive sensor suite mounted in the helmet allows for similar upgrades to the combat armour, and each helmet is fitted with a micro-bead.
Recon armour. Hilariously it implies micro beads may not be standard for Fire Warriors, even though the Fire Warriors are listed as wearing them.



Page 27
Blacksun Filters and Drone Controllers bough weigh 0.5 kg and are Very Rare. Gravity Wave Projectors are 4 kg and Near Unique. Markerlights are 0.5 KG and extremely rare. Pulse Accelerators are 0.5 KG and Near unique. Positional Relays are 4.5 kg and 'near unique'. Target Locks are 0.5 kg and Extremely Rare.

Kroot Sniper rounds weigh .1 kg and are 'extremely rare' - is that for one round, or a clip?

Tau combat armour covers all locations and has the same protective value as Carapace in game terms, weighs 12 kg and is 'near unique'. REcon armour covers all lcoations, smae protection as IG flak, weighs 3 kg, and is 'Near Unique'.




Page 28
In the field of weapons research and construction, the Tau are extremely advanced, making good use of stable plasma generation and containment technology, as well as magnetic induction coils to propel solid slug munitions at supersonic speeds.
Except for ion rifles. SAfe plasma guns, risky ion rifles! Also the supersonic bit is probably for rail rifles, unless its pulse rifles instead. Could be either way, but if its Rail Rifles its a drastically understated speed,



Page 28
Tau ion weapons are typically found on heavy vehicles and void craft, and this lightweight man-portable variant is still considered highly experimental. The weapon operates by creating a stream of highly ionised particles and using advanced electro-magnetic fields to direct them at a target. Where the particles strike the target they react explosively, causing massive trauma.

Currently, the ion rifle is carried by Pathfinder teams as a variant sniper weapon. In an identical fashion to the cyclic ion blaster, the ion rifle’s safety measures can be temporarily shut off, allowing the ion stream to reach dangerous levels of energy before being released. If done correctly, the resulting damage can be spectacular. However, if left active too long, the ion stream will become unstable and cause severe damage to the wielder.
Glorified particle beam, still massively dangerous.



Page 28
Tau innovation is not limited to weapony they, themselves invented. Recently the mercenary Kroot forces, long associated with the Tau Empire, have begun fielding rifles modified by their Tau allies. The Kroot hunting rifle employs modified ammunition and an improved firing mechanism, resulting in increased range and drastic reduction in noise when fired.
The Tau upgraded not just Kroot ammo, but their weapons themselves it seems. Or at least certain kinds of rifles.



Page 28
Pulse weapons are marvel of Tau technology and the standard arms of the Tau military. Pulse weapons operate by launching an unstable particle, via an induction field, at the target. As the particle leaves the barrel of the weapon it breaks down, generating a plasma pulse of significant size. Each pulse weapon also features a gyro-stabilised aiming system, allowing for greater accuracy at extended ranges.
Bog standard pulse weaponry description, gyro-stabilization seems typical. Note that they mention pulse carbines having an integral grenade launcher.


Page 28
Tau rail weaponry is based on the technology of linear accelerators. The barrel of each weapon is surrounded in super-conductive electrodes. These electrodes create a wave of magnetic acceleration used to hurl projectiles at incredible velocities. Numerous variants on this technology exist, but the two most common are the rail rifle, carried by Tau Pathfinders and sniper drones, and the heavy rail rifle mounted on Broadside Battlesuits. The rail rifle is deployed as a sniper weapon and is capable of killing even large creatures like Ogryns and Tyranid Warriors in a single shot.
They seem to have variations on rail rifles, and they all seem to be more or less anti-armour or sniping weapons.



Page 28
Ion Rifles have a range increment of 110, Single/Semi(2)/Full(4), 24 shot clip, can Overcharge (like plasma guns) and weigh 12 kg.

Kroot hunting rifles have a 150m range increment, single shot, 8 round clip, and 4 kg weight.

Longshot pulse rifles have a 200m range increment, single/semi(2), 12 shot clip, weigh 8 kg.

Pulse Carbine have a 60m range increment, single/full(3), 24 shot clip, are gyro-stabilized, and weigh 6 kg

Pulse pistols have a 40m range increment, single/semi(2), 16 shot clip, gyro-stabilized and weigh 3 kg (hah!)

Pulse Rifles have a 150m range increment, single/semi(2)/full(4), 36 shot clip, gryo-stabilized , and weigh 8 kg.

Rail Rifles have a 150m range increment, single shot, 12 shot clip, weigh 8 kg.



Page 29
The weapon has a small auto-stabilisation unit that is typically built towards the end of the barrel. While not as powerful as a suspensor, the gyro-stabiliser helps keep the weapon levelled at the optimal angle for firing.
Effect of a Gyro-stabilizer. Basically a suspensor lite.



Page 29
The Tau make extensive use of artificial intelligence-controlled machines called drones. These drones are most often seen on the battlefield in squads of gun drones, equipped with twin-linked pulse carbines they operate in squadrons, using their anti-gravitic motors to outmanoeuvre and surprise their prey.

A variant of the gun drone, equipped with a longshot pulse rifle and directed by markerlights, has also become a highly feared presence in the far off Eastern Rim zones of conflict.

Drones are not only equipped to deal death, however; two further models, one equipped with a markerlight and a second carrying a shield generator provide vital support for the forces of the Tau Empire.
...
Drones possess only a simple programmed response system and, although capable of adapting to changing battlefield conditions...
Drones and variants. Also note again their 'initiative' seems rather shitty, by comment. It mentions they can operate beyond the range of a Drone controller, but at greatly diminished capacity.


Page 30
The Tau philosophy of warfare might revolve around ancient, timeless principles, but its practice is firmly rooted in recent innovations.
I'm pretty sure this is true of most 40K armies.. I mean its not like the Imperium didn't adapt when the Tyranids appeared, is it?



Page 30
The Tau might lack the brute force of the Orks, the grace of the Eldar, or humanity’s savage tendency towards the overzealous application of power, but a battlesuit can allow a single warrior to compensate for these disadvantages and overcome physically superior foes through the power of technological innovation.
So humans are (fire)power, Eldar are finesse, Orks are 'brute force', and the TAu are... SCIENCE!



Page 30
The first generations of battlesuits, the T-series, saw use during this period of explosive growth of the Tau Empire.
..
The fossil-fuelled T-series was phased out in favour of the V-series within a relatively short span of time. The major innovation of this generation was replacing the relatively inefficient power source with a fission reactor capable of providing vastly more energy to the Crisis Suit and operating for longer in the field. Though early marks of the V-series inundated their pilots with deadly radiation, later models were able to account for this problem, at which point battlesuits began to be a mainstay of the military forces of the Tau Empire.
I have to grant the Tau credit for diesel-powered battle armour.



Page 30
The development of flight systems was also a critical moment in the history of Tau battlesuits. This vast improvement in mobility came about during the Second Sphere Expansion, by which time battlesuits had already become indispensable to the Tau Empire’s doctrine of war. The tactical and strategic flexibility afforded by the mobility of battlesuits would prove crucial to the Tau Empire’s success against the vast and overwhelming forces of the Imperium of Mankind.
Once again, Battlesuit sare Tau Space Marines pretty much all around, as if we didnt know that.



Page 31
Battlesuits are typically equipped with a sensor array that allows the pilot to pick out crucial details on the battlefield, from far-away enemy troop movements to alien creatures slithering in total darkness. These systems are also designed to shield the pilot from bursts of radiation and light that might impair his sight.
Blacksun filters on Battlesuits.



Page 32
The first letters designate the broad series to which the armour belongs—the so-called “XV-series” is the most common, and thus perhaps the most-widespread pattern amidst their forges, though this is utter conjecture on my part. The next number is an abstract scalar reflection of the size of the armour, with a designation of 2 representing armour roughly the size of a suit of power armour and a 9 standing roughly the size of a Sentinel. When asked if there are entries larger than this, their technicians become extremely taciturn.
classification and scaling of Tau battlesuits. Probable hint of a Riptide.



Page 32
I am certain that their inferior grasp of the workings of machine spirits prevent them from building anything that could compete in size and strength of the Imperium’s mighty Titans, a fact I am sure they find duly distressing.
Quite possibly, given their reactions to Titans (Fire Warrior), and the fact they thought the Riptide was a good idea (but could just barely pull that off.)



Page 32
The secondary numerical designation, such as the “5” within the XV15 and XV25 Stealth Suits reflects the specific functionality of the machine. When I inquired with their forge-masters as to what each of these means, they explained that the “5” means that it is a stealth variant.

Finally, some suits of armour seem to possess a tertiary numerical designation, reflecting that the machine is a particularly purpose-driven variant of a common pattern. For instance, the XV8-05 “Enforcer” Crisis Suit piloted by Sub Commander Nightfire is larger than the standard XV8, likely to denote the Sub-Commander’s rank and status.
More on Battlesuit naming conventions.



Page 33
Battlesuits make a Tau warrior faster, stronger, and more resilient than that individual would otherwise be.
So.., like power armour.



Page 33
Battlesuits are designed with versatility in mind, and can be deployed in many different harsh environments, from blistering heat or wracking cold to the airless vacuum of space. Though the armour itself can be damaged by truly extreme cold or heat, the wearer is protected from toxic or harsh environments until the seal is breached. Battlesuits are fully environmentally sealed, and their internal filtration systems can last for days or longer. So long as the suit’s power source is viable and the seal remains intact, this Primary System provides the wearer with breathable air and full protection from the elements.
Environmental capabilities of Battlesuits.




Page 33
Developed, innovated, and perfected during the period of the Second Sphere Expansion, repulsor jump jets play an incredibly important role in the utility of most battlesuits and the Tau doctrine of war at large. A jet pack allows a skilled warrior to make his battlesuit dance across the battlefield ..
The fact its repulsor (antigrav) explains how it could provide such mobility.




Page 33
One of the Earth caste’s sensory innovations, the multi tracker is designed to help a pilot locate and monitor multiple threats simultaneously. The multi-tracker feeds a wealth of information about potential and identified targets directly to the operator, allowing him a clear and concise picture of what would otherwise be a chaotic battlefield.
Upgraded version of a Target Lock I'm betting.





Page 33
One of the vulnerabilities of the Tau doctrine of war is its reliance on ranged combat. In the early days of the expansion wars, Tau forces saw massive losses due to their troop’s inability to fight at close quarters. Rather than adapt their sacred doctrine, the Earth caste designed this highly advanced sensor to help keep Fire Warriors alive. The system is comprised of a series of highly sophisticated sensors able to track fast moving targets. Although not capable of tracking incoming weapons fire, the system can accurately track and predict incoming troops, alerting the users to the imminent threat.
\

Okay this is like.. beyond comedy. I mean I know the Tau gimmick is tech and ranged combat, but they're also supposed to be like, THE DYNAMIC RACE. They don't *do* 'sacred doctrine' They've even commented on how they innovate elsewhere. 6th edition even gave them archeotch powerfists for crying out loud. So they like, couldn't innovate the idea to train their troops in some sort of close quarters combat? Some sort of close quarters defense weapon like a compact shotgun, or grenades or whateveR? No monomolecular or powered blades with all that high-end fancy ass tech, even though they can supposedly giv etheir warriors bolter-equivalent firearms and 'lighter than cArapace but just as protective' armor?

To me this just reinforces that the Tau are innovaitve and flexible... but within some fairly constrained boundaries. I mean, like the 'any tactic, as long as its based on these two basic ideas and almost nothing else' unless you've attained combat Enlightenment like Puretide.

And I know its real value is an early warning system dedicated towards specitically detecting approaching threats, whcih gives them time to evacuate/move, or otherwise prepare, and that's sensible, but I can't help but think of it as the RUN AWAY SENSOR because they're so unwilling to adapt their doctrine even though this is a so called 'vulnerability' I mean dynamic adaptability is supposed to be their forte UNLIKE THE DOGMATIC IMPERIUM.

Ultimately this reflects yet again what I have grown to hate most about the tau - they're stuck halfway between being a potentially credible threat and a contrived joke, and they can't decide which way to move.



Page 33
A drone controller allows a warrior to more directly interface with the weapon drones assigned to him, making these AI-controlled automatons much more accurate and deadly. These systems can be integrated into a battlesuit, and many commanders favour them to make their mechanical support more useful in battle.
Cue again my complaints about why they are merely support units given this utility.



Page 33
Similar in construction and use to the counterfire defence system, the early warning override tracks fast moving vehicles and relays the positional data to the user. This allows for accurate prediction of flight paths and other movement vectors. The override is also calibrated to detect the electronic disturbance caused by teleporter devices.
More early warning sensors.



PAge 34
This device feeds information back to a Tau force, allowing a Commander to easily and reliably deploy his forces based on the positional data it broadcasts. These systems can be carried by infantry or integrated into a battlesuit.
Which as before, are glorified voxes, peraps harder to track and transmitting more complex data.



Page 34
A stimulant injector allows its user to inject a series of medical and combat stimms without having to stop fighting, or fumble in a medi-kit.
..
The injector can carry up to six doses of one or more drug. If the injector is loaded with more than one type of drug, the character may choose which drug is applied in any order.

The usual drug employed by the Tau Empire is a pain suppressant, to allow a warrior to fight beyond his usual limits.
Provides short term medical aid to keep you in fighting.



Page 34
Often found affixed to battlesuits or drones, a Tau shield generator works something like an Imperial refractor field. The generator projects a wave of energy designed to intercept incoming projectiles and forces, redirecting them away from the projector or robbing them of all kinetic energy.
being able to attach shields to drones or their battlesuits is actually an impressive advantage, I think.




Page 34
Designed to bring down flying vehicles and creatures, velocity trackers allow a battlesuit pilot to compensate for the sheer speed of his target. With one of these arrays, a skilled pilot can easily shred foes moving far too fast to hit by sight alone.
...
Many battlesuits pilots fit their suits with target lock systems, sophisticated sets of sensors and arrays that allow the pilot to instantly identify threats and eliminate them with his battlesuit’s considerable firepower
Alternate targeting-assistance and sensors ystems.



Page 35
Though the daring heroics of lone individuals often dominate military lore, and even the selfless Tau Empire is not immune to the allure of the singular hero, coordination of the many carries the day at least as often as the daring of the few. Some battlesuit pilots employ a command and control node, a set of AI-assisted systems that allow a pilot to coordinate the fire of his teammates with pinpoint precision. The devastation that a coordinated team can wreak upon their foes often vastly exceeds what a single warrior could ever hope to inflict.
Rare for tau tech, but impressive nonethless.



Page 35
The warriors of the Fire caste are often called upon to shed their blood on the battlefield in the name of the Greater Good, but no device better exemplifies their conviction than the failsafe detonator. This device consists of an explosive charge set to obliterate the pilot, his battlesuit, and any foes nearby, thus buying his allies a chance to win the day.
I'm not sure why a suicide device is 'rare', but whatever.



Page 35
Like the command and control node, the multi-spectrum sensor suite is a set of systems that allow a warrior to better coordinate his team, directing their fire. The multi-spectrum sensor suite focuses not on target priority, however, but on exposing hidden foes, using its advanced sensors to unveil enemies no matter where they hide.
I'd say this is what regular sensors are meant to do, but we dont really know what kinds of sensors they employ.



Page 36
To this end, the neuroweb system jammer is a prototype device capable of shorting out enemy weapons and machinery with a complex jamming field, denying enemies a chance to even fire before they are cut down.
[/quote]

Which is useful if you're enemy is using electronic devices, but probably not as useful against a mechanical weapon like a slugthrower.
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Connor MacLeod
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Re: Rogue Trader RPG analysis/discussion thread

Post by Connor MacLeod »

Now, Twilight crusade:

Page 7
As recently as two generations ago, the Modren Dynasty was a successful (if oft-overshadowed) house, with a veritable flotilla to its name and holdings on a hundred worlds. Like many Rogue Trader houses with ties to the Calixis Sector, the Koronus Expanse was the obvious next frontier, ripe for exploitation.
...
However, the Modren Dynasty faced particularly ill fortune in the Koronus Expanse, and as it lost priceless voidships to the depths, its oncemighty fleet shrank to a handful of ships.
Implied scope and resources of a powerful Rogue Trader dynasty.. perhaps more than half a dozen vessels (of uknown type) and terirtory on a hundred worlds. That does not neccesarily mean they OWN those worlds, of course (or at least, not all of them) but they own territory/holdings on parts of those worlds (through business/trade agreements, for example.)



Page 15
Although the Tau Empire seeks to incorporate as many alien races as possible, it long ago gave up on any hopes of peaceful interactions with Orks, adopting a policy of extermination or avoidance. Battles against the Orks have been some of the costliest and longest-running of the Tau Empire’s many wars, and enmity for the greenskins runs deep.
A testament to the naivety of the Tau and the militancy of the Orks, although that isn't to say the Tau don't learn eventually to overcome their idealism :P And despite their preference for conquest (peaceful if at all possible) they will exterminate a threat if they are left with no other option (Eg Tyranids.)



Page 18
Most Rogue Traders are more tolerant of xenos than the average Imperial citizen, as their travels bring them into contact with all manner of strange beings.



Page 20
The ways of Warp travel are strange to the Tau, who can only navigate by the positions of celestial objects in reality. In order to ensure that they are staying on-course, the Tau require the Explorers’ vessel to periodically exit the Warp and remain in reality for some time—generally at least a few hours—while the Tau make observations of the surrounding stars and consult xenos data-slates and other devices. Because time has no meaning in the Warp, this must be done frequently to avoid straying too far off course. The Tau are able to consult with the ship’s Navigator to try and prevent unnecessary stops, but, as a basic rule, they must stop at least every second day, or risk veering vastly off course, and perhaps even lost.
This perhaps reflects either the Tau's means of navigating via Ether drive (sort of a low-tier pseudo-Warp drive) or it may reflect their usage of warp gates/portals to navigate by. Either way, at best it would be akin to a non-piloted, unassisted jump (short distances a few lY and a day or two at most.. implying speeds of a few hundred c tops) Of course it also explains the 4+ month timeframe as well.



Page 20
The journey to Modren’s realm should have a base time of 120 days,..
4 months minimum even within a sector or subsector-sized area


Page 21
The Navigator should get the impression that the Tau’s understanding of the Warp is very unlike his own, and apparently inferior.
Because it is, and they haven't devised a means of making a warp jump yet.



Page 22
The Hippomanes is over two kilometres long, and exploring the vast, broken wreck presents quite a task.
..
The quarters for the Hippomanes’ 18,000+ crew are cramped and utilitarian, consisting primarily of numerous large holds accommodating bunks for hundreds each..
Length and crew complement of a Carrack-class transport.



Page 22
...the environmentally-sealed armour of any Battlesuits provides the pilot with several days worth of oxygen and can also operate in the vacuum, but these massive contraptions are obviously less suited to traversing the twisted and shattered passages of a warship’s corpse.
Suggesting Fire Warrior/Pathfinder armour is not so normally sealed.



Page 23
Once home to dozens of Tech-Adepts serving under the watchful bionic eyes of their Tech-Priest masters, the enginarium is now deserted and lifeless.
AdMech Personnel involved in running a ship's engines. Note the distinction between Tech Priest and Tech Adept (enginseer?)




Page 24
While it is possible to enter the Warp for a brief period in order to clear the debris field, Warp travel is always dangerous, and doing so could be more hazardous than simply traversing the debris field. Additionally, in uncharted regions, even the briefest of time in the Warp could carry the ship vast distances; to do so without a sense of direction could leave the Explorers hopelessly lost.
the closest one typically gets to Warp 'micro-jumps'


Page 25
The Warsphere is an immense and powerful vessel, heavily armoured and bristling with guns. There is a very good chance that the Warsphere outmatches the Explorers’ vessel, if theirs is anything short of a true battleship.
Implying that it is at least possible, however rare, for Rogue Traders to possess battleships of some kind.



PAge 26
While the Kroot are seemingly inseparable from their mercenary ways, there is a single thing that can trump any payment or deal—their loyalty to the Tau. Although the Kroot are spread throughout the galaxy, all feel a deep connection to their home world of Pech. Since Pech swore allegiance to the Tau Empire, all Kroot have respected this arrangement. No Kroot knowingly enter battle against their saviours and benefactors, the Tau...
I always consider the Tau/Kroot relationship to be utterly bizarre. Totally grateful to the Tau for saving their homeworld - enough they won't willingly/knowingly fight them, but also not grateful enough to share technology (despite the fact the tau shared some of their tech with the Kroot) or give up the mercenary stuff. Its even more bizarre/hilarious when you add in the Kroot are a galaxy-spanning culture (or at least they're spread across the galaxy) and yet the Tau are literally stuck on the ass-end of the galaxy due to not having adequate means of long-distance travel (which the Kroot, it seems, do, as they have warp drive.) And the fact the Kroot were just coincidentally located super-close to the Tau Empire to be 'saved' this way despite the Kroot spanning an entire galaxy... again its just another of those silly coincidental fiats that just really work more against the Tau as a credible power than aid it.




Page 27
As well-equipped and trained as the Tau are, the enclosed spaces associated with shipboard combat can also highlight some of their weaknesses...
...
The warriors of the Fire Caste seek to distance themselves from their barbaric ancestors, and one way they do so is to disdain hand-to-hand combat. Generally, the Tau’s advanced weaponry and mobility ensures that they can avoid engaging their foes in melee; however, in the claustrophobic confines of a ship corridor, this is not always possible. Even so, point-blank pulse rifle fire should generally be enough to ensure that few enemies make it into melee, and those that do cannot survive long.
A comment which plays on the well established weakness of the tau in close combat (at least compared to most other races, including humans.) due to their sensitivity to casualties and generally risk-averse nature as well as the advantage of both their technology and logistics. But even then we get this 'weakness' minimized - eg its only a REAL flaw in melee, and only if they get overwhelmed. And not including the fact those freaking pulse rifles are incredibly long (to facilitate long range marksmanship) and thus more unwieldy than a pulse carbine (more compact) in close quarters fighting.




Page 29
Scattered about the perimeter of Modren’s star system are a number of automated sensor buoys, tasked with observing the surrounding void for any approaching voidships. The buoys represent an eclectic mix of patterns, with no two identical, having been variously purchased, salvaged, stolen, or repurposed. Most have undergone extensive modification, with a few being almost built from the ground up by the heretek Magos Forcyz. These autonomous orbitals feature dangerously independent machine spirits, elements of xenos technology, and other components that would horrify any true adherent to the Cult Mechanicus. While it is impossible for the buoys to completely cover the perimeter of the star system, they are situated at all of the most likely points of entry, and the Explorers are unfortunate enough to pass within range of one

...
The buoys are relatively small, most of them being less than 20 metres across.
Gives us rough ideas of sizes and capabilities of automated sensor platforms, albeit a limited one since these aren't exactly 'legit' examples entirely, but its still probably reasonable as an approximation.




Page 33
The Freebooter Kaptin Gargoff ‘Eadbreaka commands the largest ground-based fighting force in Modren’s realm, in the form of the thousands of Boyz that crew his ships and their ramshackle vehicles, built for ground invasions and chaotic boarding actions.
Size of the Freebooter forces. note they're only exceptional for ground troops, not space assets.



Page 34
..Vir Modren has marked it out as the future capital of his domain, despite the fact that its caustic atmosphere renders it uninhabitable to humans. Modren has tasked his techadepts and bio-seers with finding a solution to this problem.

While fully enclosed hab-structures show promise, Modren has eschewed such solutions, demanding that he be able to walk on the world’s surface and inhale the air of his sovereign domain.
Which may or may not mean that the Imperium still has terraforming tech of some kind, given that the Rogue Trader Renegade has shown a proclivity to using heretical technology.



Page 35
The Cingula itself includes objects varying in size from a few metres to well over a kilometre across. Many of the asteroids house valuable minerals, some quite rare. The pure concentrations of such rare materials are truly extraordinary. Many of Modren’s geo-oracles and chymists believe the belt to be, at least in large part, the remains of a fabricated structure of truly monumental size, or perhaps the shattered
remnants of an inhabited planetoid and its infrastructure. To facilitate the harvesting of these (un)natural resources, Modren has established several mining installations that double as observation posts to complement the sensoria network that encircles the system.
..
..Orks subservient to Gargoff ‘Eadbreaka toil away, modifying asteroids with the addition of engines and weapons, converting them into voidborn attack fortresses known as Roks.
Asteroid facilities, which include manufacturing/mining as well as surveillance roles. Also yet another example of 'unnatural' resources which may be mined and used by the Imperium but have potentially artificial means (like the various formerly necron worlds which get 'mined')

Also Ork Roks being constructed from same materials (unnatural!) which can have implications for Rok durability of course, but also reflect Roks a km across or smaller (smaller than other Rogue Trader sources implied, anyhow.)




page 35
Pax is a massive gas giant that holds twenty-six moons of varying sizes in its gravitational pull. While Modren has established colony installations on several of the largest moons, Pax’s most notable feature is an orbiting, artificial construct of ancient and unknown provenance. This structure, over five kilometres across, was found in much better condition than any of the ancient ruins on the planets’ surfaces.
..
In order to use the Pax orbital, Modren’s tech-adepts have expanded considerably on the original architecture,...
...
Beyond these changes, they have installed entire new sections, like muscle laid over the original skeleton of the structure.
Use of artificial orbitla structures, colonizing moons of gas giants as well. In addition to the four or more planets inhabited, other moons, etc.


Page 35
Expansive oceans and forests of petrified wood dominate the surface of the world of Gruss. Gruss’s indigenous life lives only in the planet-spanning oceans, while the much-smaller continents are almost completely barren save for the petrified forests.

...
Modren has placed several floating installations on the oceans of Gruss, which work to harvest plant and animal life as food sources for the other worlds.
Another sort of oceanic agri-world.




Page 52
...the Ork Freebooter Kaptin Gargoff ‘Eadbreaka leads the single largest contingent of warriors in the system, as well as a sizeable fleet of ramshackle Ork ships.
Again size of Ork Forces. Note that while he commands a 'sizble' space force, its not the largest by any means, suggesting the Rogue Trader's fleet is probably at least as large if not larger.



Page 52
Ork Meks in ‘Eadbreaka’s forces have been about the task of converting several of the large asteroids into Roks. A Rok is little more than an asteroid to which the Orks have added engines, thrusters, and weapon systems, hollowing it out to provide room for these systems and for the thousands of Orks to crew the it. Fortunately for the Koronus Expanse, Gargoff ‘Eadbreaka’s Roks are not Warp-capable.
Ork Roks again, and the implication that some may be warp capable.



Page 53
Although the exact numbers and resources of the Orks are impossible to detect from a distance, it is equally impossible to approach the asteroid belt without becoming aware of their presence. Ork vessels crowd the space around and within the belt, with their ramshackle ships coming and going with some frequency. Dozens of greenskin vessels of varying sizes, up to and including the Killkroozers and Terror Ships, make up ‘Eadbreaka’s Freebooter fleet, leaving aside the Roks concealed within the asteroid belt.
SCope of the Ork fleet in and around Mordren's realm. One assumes his personal fleet/alliances are at least as large.



Page 60
Kaison learned of Silberthorne’s liaison with the Tau in the Jericho Reach and was able to follow him through the Warp Gate and, using the abilities of a Navigator in his service, track the Explorers to Modren’s realm.
Navigator tracking a vessel through the warp




Page 72
...‘Eadbreaka’s sizeable Ork fleet is a serious contender for Alsunet’s fleet, and as events come into motion, the Freebooters could make their attack against Modren’s own fleet, catching it off-guard.
Again, indicating that the Ork fleet is comparalbe to the Rogue Trader's fleet, easily.




Page 73
...ever more displays of tech-heresy and the influence of Chaos. These include cogitators fused with disturbingly organic and fleshy components..
Except many computers/machine spirits do incorporate organic components, and are not heretical....




Page 75
...a harsh, rattling sound emanating from vents and grates set into the ceiling, followed by a sound like roaring flames as excess plasma from the reactors heads for the chamber. The effect lasts only for a moment, but that is more than enough time to destroy the chamber and kill anyone inside.


...
..in a forge area, there are a number of adamantine containers built to withstand the ultra-high temperature smelting processes required for certain materials.
...
If in a lab area, the Explorers can conceal themselves in one of the plasteel and armourglass specimen containers.
Adamantine smelting containers, and plasteel/armourglass specimen containers can both resist plasma 'flame.'




Page 77
...Burst Cannon: Based off the same plasma pulse generation technology as the pulse rifle and its associated variants, the burst cannon is a multibarrelled assault weapon capable
Burst cannon technology


Page 77
Whether by coincidence or the truth of its design, the flame-weapons used by the Tau Empire function similarly to the flame-weapons of the Imperium of Man. Essentially a simple mechanism for projecting an ignition fuel, this weapon is mostly used for close-order anti-personnel suppor
Tau flamers.



Page 77
Using similar principles to Imperial plasma weapons, a Tau plasma rifle uses a concentrated burst of superheated plasma to destroy its target. Tau plasma weapons are, in general, safer than their Imperial equivalents, sacrificing a modicum of firepower by lowering the overall temperature of the plasma. This has led to an elimination of the critical overheating problems that plague little-understood Imperial archeotech relics such as plasma weapons, but has also resulted in a weapon with slightly less damage output overall. These weapons are only ever mounted on Tau battlesuits, which can wield such bulky armaments with ease.
Tau plasma weapons trade firepower for reliability, as has been repeated often before. They also trade portability it seems, given that only battlesuits carry them (whereas Imperial guardsmen can carry their own plasma weapons fairly easy.)




Page 79
Aun’Roh’s reactions are subdued, as he is extremely weak from his months of imprisonment and torturous experimentations. He does not display joy or excitement at the prospect of rescue, but neither does he exhibit sorrow or defeat from his circumstances, but only projects an aura of calm and control. Nonetheless, the prospect of rescue does please Aun’Roh greatly, for he desires to return to his service of the Greater Good.
It's an interesting POV assessment of a Tau Ethereal, because despite the implications of some (like Aun'Va) they all aren't self serving manipulative elites (as painted by Imperial propoganda and the latest codex and certain 40K novels.) Indeed, he seems to believe in the Greater Good as much as any other Tau. Thus, if there is any cynical manipulation of the Tau race by the Etherals, its limited only to part (perhaps only a small part) of the Caste.)




Page 82
The vox-shield emitter is housed in a large, sturdy structure approximately six storeys high. It is a functional, solidly built structure, lacking the alien mystique of the palace-fortress. The facility is studded with antennae, grounding spokes, and a number of large vox dishes project from the highest level.
...
The control systems for the vox array are located in the upper levels of the facility. However, the lower levels do house a number of arcane tech-systems, including the plasma generators that power the facility.
Vox-shield network.. blocks communications between ground and orbit.



Page 84
...Vir Modren teleported aboard his flagship, the Ardent Bane, using a teleportarium located in the upper levels of his palacefortress.
Renegade Rogue Trader had a teleporter facility in his fortress.



Page 85
In the case of Heldrakes, these beasts can even reach vessels in low orbit to wreak havoc.
Heldrakes can achieve low orbit.



Page 85
If the Explorers can turn ‘Eadbreaka’s Orks against Modren, this is enough to all-but neutralise Sabina Alsunet’s fleet.
The Ork vessels on their own would be enough to occupy the full attention of Modrennia’s defenders, but the inclusion of the Roks is enough to tip the system into anarchy.
Ork fleet WITH roks (at least 3) can match Rogue Trader fleet.




Page 95
The two struck at each other deadly blows, but Modren alone rose from the blood-soaked steel, his father’s weapon still embedded in his chest—some whisper that it pierced his heart.
Chaos blessings can protect against strikes to the heart (EG fatal wounds.)



Page 97
The Sacrament fared particularly badly, their Navigator locked in seizure that would surely end in his death and two of the ship’s three Astropaths had already taken their own lives.
Navy light cruiser has at least 3 Astropaths aboard.




Page 112
The Tau value the group over the self, and trust their comrades and commanders to always choose the best course of action. This enables every Tau to follow orders without hesitation or doubt.
EG the Tau can be just as 'disciplined' as Imperial Soldiers are supposed to be :P



Page 112
The Tau are an extremely advanced technological species. Many of their weapon and equipment designs far exceed those of the Imperium or a great many other species in the galaxy.
The tau still have the best toys! Better than bolters! :P


Page 112
A blacksun filter comprises several unique sensors and lenses, similar in function to the photo visor of the Imperium. These filters are often built into helmets, or the complex sensor suites of Tau battlesuits. Some Tau Pathfinders have been seen to wear the filters independently, often taking the form of elaborate goggles or visors. The blacksun filter boosts ambient light and makes certain frequencies of light visible to the wearer, granting some limited night vision. The filters were also designed to temporarily block out extremely bright lights, preventing Tau Fire Warriors from being blinded by their own photon grenades.
Blacksun Filters and their similarities to photo-visors again.



Page 113
The Tau doctrine of the Greater Good prescribes that each individual submits their best qualities to the whole. This often means that Tau are exposed to the finest qualities other individuals possess, and sometimes learn from their example.
Synergistic aspect of the Greater Good, I suppose.



Page 113
Although normally weak in close combat, many Tau Warriors find additional strength when fighting alongside their allies.
One might argue that the loss of close allies might be detrimental, which could in turn reflect the Tau sensitivity to losses (compared to the Imperium, Orks, Tyranids, etc.)



Page 114
Pulse weapons operate by launching an unstable particle, via an induction field, at the target. As the particle leaves the barrel of the weapon it breaks down, generating a plasma pulse of significant size.
Tau pulse weaponry,



Page 116
The construction of the Ardent Bane was completed under a pall of secrecy in the Kormisoshi Dockyards after Modren seized his Warrant but before his retreat into the furthest reaches of the Expanse. Investigators from the Tricorn palace suspect Modren eliminated a chartist captain who’d already commissioned an Ambition-class vessel in a convenient accident involving a solar storm. With the original owner dead, he offered to purchase the partially completed hull and pay handsomely for the finishing. What surreptitious deals Modren offered the masters of the shipyards to enact this highly irregular transfer may never be known, but the Ardent Bane was completed five years to the day after being moved to an isolated slip on the edge of the dockyards.
It took no less than 5 years but it probably didn't take much longer than a decade (it wasn't quite half completed if we go by 'partially' or even mostly completed, and we know a Lunar can be built within a decade or so even by a feral world.)



Page 117
Hull: Light Cruiser
Class: Endeavour-class Light Cruiser.
Dimensions: 3.8 km long, 0.5 km abeam at fins approx.
Mass: 22 megatonnes approx.
Crew: 67,500 crew approx.
Accel: 3.9 gravities max sustainable acceleration.
Stats of an endeavour. It trades roughly .4 gees for 2 more megatons (despite being 700 m shorter as well)


Page 117
The Endeavours have mid-strength broadsides of reliable macrocannons and a pair of prow torpedo tubes, and while their armament is no match for a true ship of the line, its versatility makes them quite capable of running off all manner of scum and renegades. In addition, it trades the speed of most light cruisers for heavier armour; meaning that while it may not be able to bring a pirate raider to heel, it can certainly best any reaver foolish enough to stand and fight.

As we know with the Voss Pattern, they were tougher (and generally better armed) than most light cruisers, but also slower, showing again that even within a specific ship type there can be tremendous variation in role/design and capability.



PAge 117
...while light cruisers such as the Dauntless tend to operate in fleet actions as a harrier and flanker, the Endeavour best serves in detached operations, operating alone or with a frigate as their only support. They boast extensive supply lockers, allowing them to remain at void for years at a time without resupply.
This would make them one of the longer-endurance patrol vessels. Its interesting that, context wise, the limitation of deploment is largely supply (implication food) rather than maintenance or fuel, or perhaps even munitions (although that may be included too.) One imagines they may be able to manufacture certain kinds of munitions on deployment (pure fusion warheads maybe?) the same way they can fabricate components to repair the ship and even new attack craft. Maybe they even have some limited capacity ot fabircate plasma fuels.



Page 120
Eldar corsair vessels are as graceful as they are deadly, and the Shadow’s Edge is no exception. The ship follows the typical armament for the Aurora light cruisers; a destructive combination of two pulsar lances and four torpedo tubes. For most vessels, the lack of macrobatteries would be a hindrance, giving the vessel no way to strike down void shields and leave the ship vulnerable to follow-up lance shots. However, pulsar lances can fire a fusillade of brilliant beams in an instant, overpowering void shields and crippling opponents with a single volley.
Capabilities and armament of Aurora Light Cruiser.
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