Epic 40K analysis thread (all versions)

SF: discuss futuristic sci-fi series, ideas, and crossovers.

Moderator: NecronLord

User avatar
TheMuffinKing
Jedi Council Member
Posts: 2368
Joined: 2005-07-04 03:34am
Location: Ultima ratio regum
Contact:

Re: Epic 40K analysis thread (all versions)

Post by TheMuffinKing »

ConnorMacLeod wrote:Of course, the IG *supposedly* has no dedicated skimmers of its own. Land Raiders are Astartes only (supposedly) and the Vulture/Valkyrie are Navy operated (for some bizarre reason - thats like the USAF having to run all the Apaches) Then again since there are some cases of the Guard having their own aircraft, it may be that they have grav vehciles only rarely (difficulties due to maintenance and supply may be a big limiting factor in deployment.) Like jump packs, I'd imagine that grav skimmers would be more common among "drop troop" style regiments. (Hell, the Elysiasn are reputed to have their own dropships, so why not skimmers?)

It may also depend on whether the regiment is actively mobile (moving around from warzone to warzone) or serving in a garrison role (3rd edition codex has a Guard regiment that has an inter-planetary spacecraft and dropships and at least one skimmer seconded to them)
Concerning IG airpower, the novel "Nightbringer" by Graham McNeill portrays examples of PDF and guard grav trucks and (presumably) helicopter gunships. I feel that this reinforces what you've already posted.
Image
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

[quote="andrewgpaul
They do. The old Space Fleet game depicted Imperial battleships using Vortex torpedos as standard (with the Eldar using plasma warheads for exactly the same game effect). In Battlefleet Gothic, vortex warheads are an optional upgrade. See page 29 of the BFG Armada appendix (3MB PDF)[/quote]

CRAP I forgot that! I remember now too that Eldar have vortex warheads as well. Thanks for reminding me. Hell, its implied in BFG (and suggested in the latest IG novel, Cadian Blood) that nova cannon rounds either are black hole munitions or perhaps warp munitions as well (I favor warp - black holes are too fuckin overused.)

Of course I was thinking of something more like macro cannon vortex shells :P or broadside missile batteries. :P Those fuckers would be highyl effective at long range.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last update.. dunno what I'll move ont next. Have to give that some thought

Page 34
The Super Lifta droppa is a powerful Ork weapon which defies the understanding of human tech-priests. It works by latching a traktor beam onto the target and lifting it up into the air. The Ork Mekboys operating the weapon then try to drop the contents of the traktor beam onto some other choice victims nearby.
As noted elsewhere, Orks have some technology they are better at than anyone else. AT least in terms of capabilites. In application that's.. hit or miss. Game balance for you.


Page 34
A Vortex missile is a devastating one-shot weapon. When the missile is fired the warhead explodes into a whirling vortex of energy which consumes anything in contact with it before it implodes. This ravening vortex is in effect a giant warp hole like the one created by a Distortion cannon and is particularily deadly against war engines.
Obligatory Vortex missile dialogue. I always duplicate it because every one is slightly different but the generall results are the same. Note the similiarty to D cannon (missiles being a one shot d cannon, basically.)

Part of me wonders that if they can make more compact vortex weaponry (Titan and Deathstrike missiles, Vortex grenades, etc.) if they would have capital ship vortex munitions? Porbably. Imagine a cruiser firing a broadside of Vortex missiles or vortex shells.

Page 35
On primitive, barbaric worlds in the galaxy cavalry still rule the battlefield and many armies of the 41st millenium still use them for speed and shock value. Cavalry are also useful in long range patrols and scouting missions because they can forage for food as they go. Cavarly might be riding horses, cyboars, giant lizards, daemon steeds, or something even weirder depending on which army they'r efrom.
The first is less emphasized in omdern editions, though in a way (and in later epic terms) Rough Riders seem to represent a sort of "Assault" troops (horses instead of jump packs, but still with Close combat weaponry aplenty) but their value of operating "behind enemy lines" and on extended patrols due to self sufficiency *is* a big advantage.

Page 35
\
Jump pack units are eqipped with powered jets, wings, long legs, or anti-gravitic devices which allow them to travel in a series of very long, very high leaps. Jump Pack infantry are a popular choice for many assault detachments.
The only "modern" source indicating that Imperial forces other than the Space MArine and Sisters of Battle have jump packs is Guns of Tanith, although it follows given the commonality of grav-chutes (the two are related tech.) Given GoT, we might infer that "jump" troops like that are commonly from drop trooper worlds (Harakon or Elysia, for example.) and thus represents a more "specialist" approach.

Page 38
Skimmers are units which are propelled by jet engines, wings, or anti gravitic devices. Normally they hover just above ground level but they are capable of boosting their height sufficiently to clear trees, buildings, or other terrain.
Of course, the IG *supposedly* has no dedicated skimmers of its own. Land Raiders are Astartes only (supposedly) and the Vulture/Valkyrie are Navy operated (for some bizarre reason - thats like the USAF having to run all the Apaches) Then again since there are some cases of the Guard having their own aircraft, it may be that they have grav vehciles only rarely (difficulties due to maintenance and supply may be a big limiting factor in deployment.) Like jump packs, I'd imagine that grav skimmers would be more common among "drop troop" style regiments. (Hell, the Elysiasn are reputed to have their own dropships, so why not skimmers?)

It may also depend on whether the regiment is actively mobile (moving around from warzone to warzone) or serving in a garrison role (3rd edition codex has a Guard regiment that has an inter-planetary spacecraft and dropships and at least one skimmer seconded to them)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next update.. will be just in two parts. epic 40K battles book.. 1997.. should be second edition then.

Page 36
In the 41st millenium the Imperium of Man extends across a million worlds, scattered throughoug the far corners of the galaxy.

..

The galaxy-spanning Imperium of Man is a huge place.

..

From massive gas giants to barren, lifeless planetoids, forest moons to frozen ice worlds, jungle death worlds teeming hive worlds with their polluted ash wastes, industrialized forge worlds and waterless desert worlds.

..

Many worlds do not consist of a single climate or terrain type, they can encompass polar ice caps, temperate zones, equatorial jungles and deserts. Most worlds have a unique character of their own, perhaps a desert climate with thin temperate zones around small seas, or especially dense jungls or endles miles of rolling savannah plains. They might also have unique weather patterns: rainy seasons, tornadoes, amonium dust storms or poisonous volcanic ash clouds.
Scope and scale of the Imperium and the enviroments encompassing it. Funny enough that they imply a break from the SW type "one enviroment only" worlds (EG Tattooine, Hoth, etc.)

Page 37
Dome planets are so inhospitable to life that they are called death worlds. On such worlds the enviroment itself becomes the enemy. The terrain of death worlds can vary wildly. There are voracious jungle Death Worlds like Catachan and Canak, baking desert worlds like McIntyre IX or the barren rocky worlds of teh galactic core. These are grey, lifeless place,s a tortured landsacpe of soaring crags and pinnacles with sheer glass sided crevasses carved by the raging winds and dust storms. There are vast chromium drifts, dust seas and shale deserts where life never survives for long.
Nature and types of Death Worlds. It says something that the Imperium can put people on there at all.

Page 38
At the dark heart of the Eye of Terror lie the daemon worlds, where warp space and the material universe overlap. These hellish planets are where daemons and insanity rule. The laws of physics do not apply here. The surreal landscapes are formed and reformed by the whim of their evil rulers.

Few have seen these terrible places and survive,d but those who have, report such terrors as boiling lakes, rivers of blood nad plains of skulls and bones where the bodies of the dead have lain unburied for centuries. Strange twisted towers of blcak stone scar the horizons. Great monuments to the Chaos Gods, menhirs, stone circles, altars, unholy temples and shrines lie beneath skies burning iwth fire. Daemon worlds are the play grounds of the Gods of Chaos, where their most favoured servants fight endless bloody wars for the amusement of their masters.
Eye of Terror and Daemon worlds.


Page 39
not all deserts are like those on Earth. Many display the same characteristics of rolling sand dunes, outcrops of rock, tlal spires and plunging canyons; but alien worlds have alien terrain. Across the galaxy many more exotic deserts exist, such as the pale blue cobatl and ammonium salt plains of Galen V, the deep red iron oxide deserts of Bassus Prime, or the smooth atomic plains of sand fused into glass on Tarrisus Majoris. Most deserts are barren places with only a few scattered rocks for sheltere, but many are exploited for their abundant natural resources. Mining stations, moisture farms, and oil rigs, with their attendant pieplines, landing strips, roads and colony buildings dot the landscape. There are also oaseses of drinkable water or breathable air, often surrounded by the camps of native tribesmen.
40K deserts in all their glory. Some of them man made (sand fused glass plains from atomics)

Page 40
At the opposite end of the scale to desert worlds are the frozen ice worlds, orbiting a distant sun. The topography of ice worlds is much like that of a desert world, with snow drifts, glaciers, ice shelves, glittering pinnacle,s deep crevasses crossed by ice bridges and frozen lakes or seas.

On some planets the only habitable places are giant icebergs which drift through seas of pack ice. In more temperate areas on ice worlds the blanket of snow gives way to tundra, where scrub bushes and pine forsts grow. Due to the sub-zero temperatures the inhabitants of ice worlds often live below ground, taking refuge in subterranean cities. Surface installations do still exist, like research and exploration stations, or armoured bunkers defending the entrances to the cities below.
Ice world. Note the reference to belowground, subterreanan cities of variou skinds. Valhalla is a notable example.

Page 41
Scarred from many battles, Imperial Guard crews often augment their vehicles with scavenged armour plates, fuel cans, backpacks, picks and shovels, sand bags, and other spoils of war. Command vheicles may have individual upgrades such as heat-dispersing ceramite armour or electro hulls, and their extra high powered comm-net aerials often display individiual banners or torphies of war -
Guard vehicle upgrades. Note the heat dispersing armor.

Page 41
As the forge worlds are to the Imperium's industries so are the agri-worlds are to its food supply. They are lush, green fertile planets, terraformed to provide the temperate climate in which crops grow best. Agri-worlds tend not to be as highly popualted as hive or forge worlds, although they still support many cities and towns.
Agri worlds are "terraformed" to be ideal crop growing enviroment. Its not spcified whether this is "current" practice or this was done ages ago. Also note that Agri worlds are the specialized food producing worlds in the same way that forge worlds produce goods. And that hive and forge worlds are implied to have similar population densities.

Page 41
The forge worlds are the ever grinding heart of the Imperium's industrial might. Each is ruled and maintained by the mysteirous and arcane Adeptus Mechanicus, in the name o ftheir Machine God. They are heavily industrialised, with massive foundries, smelting works, weapons factories, power stations and refineries; all with tall chimnes belching smoke and centered around the Machine Cult's temples. Frm their vast factories and unnumbered workshops roll the Imperium's tolls of war. From las pistols to defence lasers, tanks to Titans, the factories of the forge worlds produce them all.

Foundries are connected by railway lines, canals, and road networks. There are cargo ports for the arrival of imported resources, storage warehouses for the completed weapons and sprawling scrap yards which can cover hundreds of square miles. On many forge worlds thousands of years of scrap metal and machinery havs become so compressed that it creates a metres thick artificial surface of compacted waste.
Forge worlds description. Note the "metres thick" artifical surfaces solely created of waste. thats easily trillions if not quadrillions of tons of waste over the accumulation of thousands of years.

Page 42-43
Many young worlds are still in their violent throes of formation
...

In the area of the galaxy near the Eye of Terror there are many such [primeval] worlds which were seeded by the Eldar to form potential colonies thousands of years before the fall of their civilisation.
Eldar terraformed worlds thousands of years ago. The so called "Maiden" worlds.
User avatar
andrewgpaul
Jedi Council Member
Posts: 2270
Joined: 2002-12-30 08:04pm
Location: Glasgow, Scotland

Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Connor MacLeod wrote:Next update.. will be just in two parts. epic 40K battles book.. 1997.. should be second edition then.
Nitpick; Epic 40,000 was the third edition of the Epic game. not that it matters overly much, I suppose.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Andrew: correction noted. Anyhow, second and last update.


Page 43
Hive Worlds teem with uncounted billions of inhabitants. They live in hives, great mountain-like cities, tower upon tower rising through the layers of poisonous smog to pierce the planet's atmosphere. These man-made mountains are hundreds of miles across their base, rising ever more steeply totheir glittering summit. conditions inside rae crowded beyond belief, insane and insanitary. Hive worlds are vital to the imperium, forming major recruiting grounds for the untold millions of the Imperial Guard and the vast manufacturing base the Imperium needs ot fight its incessant wars.

On most hive worlds the land outside becomes a polluted desert, an area of ash wastes. Thousands of yers of industrialdumping turns the surface into a grey, toxic wasteland of thick ash. Rivers, canals and seas of poisonous sludge flow across the land. The shifting ash, miles deep in places can swallow entire convoys. Acid rain, laden with toxins can killa man and stirp him to the bone in a matter of minutes. Few survive in the ash waste, it is an eerie place of half-buried ruins, weird mutants and renegades and outcasts form the towering hives.
Hive worlds. Note the specified diameter, their value as recruiting grounds and their industrial potential.

Also note the "thousands of years of industry" and the outside conditions.

Page 52
In an instant the Subjugator had the first of the Revenants in its grasp, crushing one pulse laser with cruel ease. Its other claw tore a hole in the psycho-organic body, critically rupturing the Eldar Titan's reactor. The gloom of the swamp was suddenly illuminated by a rapidly expanding circle of pure energy that engulfed the entire area in its vapourising blast.
Detonating Eldar Titan.

Page 54
A field of crops counts as open gorund. They can be very large and might be occupied by massive harvesting machines.
Use of machinery on agri worlds.

Page 55
A complex could be any collection of buildings, such as a desalination plant, hydroponics installation, refinery, mine head derrick or workers' hovel. These are generally constructed of open girder work which impedes the movement of vehicles and provides cover to infantry hiding in them..
definition of a "complex"

Page 57
The inhabitants of ice worlds generally live underground to avoid their planet's sub-zero temperatures and blizzards. The entrances to their cities are surrounded by bunkers.
Ice worlds are presumably place like valhalla and represent just another variant civilised world.


Page 58
A huge open-topped furnace forms part of the landscape in this area, feeding metal to nearby automatic hammers, pile drivers, and mass production lines. The heat from the furnace is almost unbearable.

...

The gantries and walkways of the smelting works criss-cross over a web-like net of channels and pools of molten metal which pour from huge vats into massive moulds. The whole process may be automated, with one end of the production line churning out Rhino hulls, Leman Russ track links or thousands of diffrent items, leading to a pile of material like a scrap heap

..

Roads on a forge world can be like normal roads running along the ground. However, they are just as likely to be supported on massive girders, climbing and dipping across the skyline, linking the factories and furnaces together in a huge aerial labyrinth. At certain intersections the roads spiral down to the ground and link up witih the warehouses and buildings on the planet's surface.

Alternatively the roads could actually be rail tracks, spanning the huge distances between the massive factories.
Forge worlds described. Note the reference to automation and mass production

Page 59
Huge capacitors store up the energy generated by the roaring furnaces, while fusion reactors and plasma chambers generate raw power to be distributed through massive cables and along pylon supported wires to the factories and smelting works of the Adeptus Mechanicus. Perhaps it is a Generator Vulcanis, tapping directly into the white hot mantle beneath the forge world's crust, using the immense potential of geothermal energy ot send gigawatts of power surging through its web of conduits to nearby installations. Power stations can be highly volatile areas and troops who take shelter in such a place must be careful to pay heed to the warning signs and hazard markers lest they melt down a plasma reactor or electrocute themselves on a live wire!
Imperial power generation on planets in their many and varied forms.

Page 59
This part of the forge world is divided in two by a massive river of molten metal. Open girder bridges cross over the bubbling liquid at regulra intervals but the heat emanating from the stream of white hot metal is enough to make unprotected troops faint and melt the wiring in vehicles.
Forge world part deux.

Page 59
The buildings where the Adeptus Mechanicus actually construct their creations from components forded in the smelting works or built in other parts of the factory. Huge, automated, open-topped production lines churn out hundreds of items an hour: whirring cranes lift vehicle chassis onto speeding conveyor belts; semi-intelligent robotic arms labour night and day welding, riveting, painting and coating everything that passes by them.
Again more automated facilities. Note the production of "hundreds of items an hour" - no idea of what "itmes" mean.

Page 76
commissar-general Mordrid van Horcic knew it would take a bloody direct assault to break the deadlock.
Note a commissar-general.

Page 85
An artillery company or Titan can generate a lot of supporting fire with which to pound enemy positions.
Implies a Titan is comparable to an Artillery company.

Page 85
Naffgul's Stompa spat a stream of shells into a bunker before a lascannon beam tore its arm clean off.
Lascannon beam blasts the arm of an ork Stompa off.

Page 91
Massive beasts the size of tanks slithered across the sands to engage the Guardsmen's own Leman Russ tanks, pyro acid sprays and psychic electrical discharges proving equally effective agianst both the Tallarn troopers and their armoured suppot. A brood of Assault Spawn had swept aside a pair of Hellhounds with deadly salvos of venom-coated, missile sized spines. Beyond them the brood-mother of the swarm channelled the awesome psychic powers of the hive mind to her offspring. The garganuant Dominatrix challenged the might of an Ordinatus. The actinic pulses of white hot plasma met the warp field projected by the Tyranid horror in an immovable stalemate.
Tyranid equivalents of batlte tanks - note the use of pyro acid and electrical attacks. Also, Dominatrix vs Ordinatus, and the Dominatrix's own shield.

Page 91
A squadron of Thunderbolt fighters swept out of the sky, strafing the bio-Titan with rattling autocannon fire but making little impact on the horny carapace of the abomination's exoskeleton.

From where Sallin stood, over-looking the mile-long battlelines, it appeared that the alien invaders were winning.
Thunderbolt fighters attacking a bio-titan and the scope of the battlefield.

Page 105
Over the roar of machinery and explosions, the comm-link crackled with a flury of orders.

"Target quadrant, commence firing sequence in 15 seconds. Fifty rounds, dispers minus. Acknowlege."

....

"Commence firing on my mark, 50 rounds, dispers minus, target grid..." he checked the display " ...Alpha-five-Alpha."

..

The gun crew scurried to and fro, and the whirring drone of massive servos vibrated the hull as the multi-barreled cannon tilted downwards, bringing the cathedral into view of the moderati. The loaders slammed shells into the auto-loader mechanism. Behind them the Tech-priest swung his incense burner as he chanted the Litany of Accuracy over the targeting scanners.

..

The Moderati opened fire, sending a torrent of shells impacting against the temple with a blossoming explosion. The loaders sprinted back and forth, shunting immense shells into the auto-loader, ejecting the spent cases into the darkness of the recycling pit.

..

For almost a minute shell after shell pounded into the gloom-shrouded temple, setting it ablaze like the rest of the city. With the 50 rounds fired, the flurry of activity finished. The crew for the Warlord Titan's starboard heavy battery returned to their usual routine of maintenance.
Warlord gatling autocannon type wepaon (Gatling blaster perhaps) 50 rounds in "nearly a minute" - 1 round per second, roughly. Probably why they need the auto loader.
User avatar
andrewgpaul
Jedi Council Member
Posts: 2270
Joined: 2002-12-30 08:04pm
Location: Glasgow, Scotland

Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

The gatling blaster was, IIRC, a laser weapon - like a big multilaser. This thing sounds more like an "autocannon" (I can't remember the names from 2nd edition onwards; back in 1st edition, Titan weapons were simply called lascannon, autocannon, multi-melta, etc, while being explicitly described as superheavy versions of said weapons).
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

This time we go into a epic 40K first edition.. titled Space Marine and circa 1989. This is the core rulebook, in particular. Its dated, and that means details may conflict with more modern interpretations of 40K, but the book is highly interesting in the fluff perspective simply because it is written in a "heresy era" point of view. and alot of details in the current Horus Heresy timeline seem to pop up in here.

Anyhow, on with the show...

Page 3
Give me one hundred Space Marines. Or failing that, give me a thousand other troops.
Oft quoted ratio of Space Marines to normal troops, often attributed to Rogal Dorn. Generally holds true, although varying circumstances and reousrces can raise or lower that figure either way.

Page 3
War rages across the galaxy between the loyalists and the rebels. The Emperor's palace on Terra is besieged. Rebellion and civil war flare up on millions of worlds.
Implied "millions" of worlds in the Heresy-Era Imperium.

Page 4-5
We shall hold this gulch against a full Company of Ultramarines.

...

Three hundred voices echoed the battle-cry as the Ultramarines came into sight.

..

In the steep-sided gulley, the Ultramarines could not press their weight of numbers.
300 IIRC word bearers against 100 Ultramarines, (a company) although the impliation here is that they outnumber the Bearers.

Page 6
Warp space is a parellel dimension, where the laws of time and space are not the same as they are in the 'real' universe. By going through warp space, for instance, it is possible to make a journey of thousands of lightyears in the space of a few weeks. However, there are hazards. An infinitesimal miscalculation can land a ship on the wrong side of the galaxy, in deep space or in the heart of a sun. The eddies and currents in that weird dimension coudl give rise to devastating warp storms, making part sof warp space impassable and cutting off whole areas of the galaxy.
DEscription of warp space. "thousands of light years" in a few weeks implies a minimum velocity of 50,000c, though it could go up to a few hundred thousand c.

Page 6
Literally millions of worlds were colonised during the great Human expansion.
Again "millions of worlds", although here it doesnt enccesarily imply they were in the Imperium.

Page 6
The Standard Template construct was perhaps the greatest gift of the Dark Age: a system of evolved planning programs whihc allow almost anyhting to be constructed out of locally available materials -

..

Buildings, vehicles, and industrial machinery remained more or less identical throughout the colonies.
The good ol' STC and a source of a great deal of the Imperium's standardized technology.

PAge 6
The Emperor is the most powerful psychic the human race has ever known, and he alone was able to counteract the terrible threats from warp space. Through a mixture of his own psychic power and his rigorous - often harsh - rule, he is able to protect Humanity from the worst of the daemonic attacks from warp space.
The Emperor as we know provides significant psychic protection to humanity from the daemons.

Page 6
The Inquisition is the only organisation in the Imperium which lies outside the control of the Adpetus Terra. It is answerable directly to the Emperor. Inquisitors travel freely throughout the Imperium, searching out dissent, corruption, and untrained psykers.

..

The Adpetus Terra has charge of everything else within the Imperium, from long-term military strategy on a galactic scale to the grain quoteas on the smallest agricultural world.

the Space Marines are but one arm of the Adeptus Terra. Besides the military might of the Imperium, the Adeptus Terra oversees the vast civil service of the Administratum, the lawkeeping force of the Adeptus Arbites, the sanctioned psykers of the Adpetus Astra Telepathica, the Adpetus Custodes of the Emperor's personal bodyguard, and the Tech-Priests of the Adeptus Mechanicus.

The Adeptus Mechanicus is the most diverse of the Imperial Agencies. Its Tech-Priests travel the galaxy in search of surviving technology which was lost during the Age of Strife. They also have a number of military arms. The best-known of these are the four branches of the Collegia titanica, which operate and maintain the Titans, and the Legio Cybernetica, which is responsible for the Imperial battle-robots which sometimes fight alongside regular infantry forces.
Brief breakdown of all the factions of the Imperium. Note the AdMech's diversity in military and (other) power.

Page 6
Immense humanoid craft the height of a seven-storey building, they are capalbe of mounting the heaviest and most terrible weaponry. Their void shields - the most powerful energy field known to Human science - make them almost impregnable.
Titan description, ncluding height.

Page 7
The Scouring of Isstvan was a brutal affair. Isstvan III was destroyed by a virus bomb; twelve billion died instantly. It is said the psychic death-scream of the doomed world drowned out the signal of the Astronomican.

During the bombardment, the frigate Eisenstein was seized by a small group of loyal Space Marine officers.
Ah yes, the Virus bombing of Istvaan 3. Note that 12 billion deaths evidently creates neough of a warp disturbance to temporarily blot out the AStronomican.

Page 7
Seven Space Marine Chapters - fully one-third of the Legiones Astartes - were sent against Horus. Four of these - the Word Bearers, Night Lords, Iron Warriors and Alpha Legion - joined the Rebels; the others have been purged from Imperial records.
This implies 21 legions (although they use the term "Chapters"), but its more likely an approximation (20 legions being canon)

Page 8
Yet five Chapters had declared for Horus. On top of the incomprehension came shame and rage; and behind rage, doubt. Horus had perverted four more Chapters, out of the seven sent against him, and fully one third of the Legiones AStartes were now in his power.
now this implies there are over 20 chapters, some 27... although this is early neough fluff that they probably hadn't fleshed it out yet. AFter all they're using the term Chapters in place of Legions.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next Space Marine update..


Page 8
A Chapter's fleet is its home, providing accomodation, training facilities, machine shops, armouries, shuttle silos, chapels, a musoleum and every other facility the Chapter requires. The fleet travels endlessly through the galaxy; task forces split off from it for individual missions or campaigns and rejoin the fleet when their mission is accomplished.
Options and facilities for Astartes fleets. Like most Imperial ships they come with their own onboard facilities

Page 9
Space Marines may be recognised by their distinctive powered armour, which includes air and blood purifiers, drug injectors and communications equipment. Neuro-plastic fibre bundles replicte and amplify the wearer's movements, so that power armour is no more cumbersome to wear than a normal suit of clothes.
Features of Space Marine armour - this may apply to Heresy era armour only. Blood purifiers presumably help recycle oxygen and such and filter out disease. Injectors for booster chemicals and anti-toxins.

Page 10
Their training and biochemical engineering ensure that they are natural masters with any type of weapon...
Space Marines are masters of weaponry, basically.

Page 10
The stnadard Space Marine weapon is the bolt gun. or bolter. This is a light rapid-firing weapon, firing a hail of small-calibre explosive shells. Bolter shells generally use mass-reactive fuses, so that they explode after penetrating the target, rather than upon impact; this makes the bolter a hihgly effective perosnnel weapon.

The main close assault weapon is the bolt pistol, a smaller version of the bolter which works on identical principles. While it lacks the range of the Bolt gun, its handier pistol configuration makes it ideally suited to close fighting.
The eponymous Space Marine weapon.

Page 10
The power glove is a scaled-up metal gauntlet surrounded by an engergy field which gives it the strength to punch through armour and even steel bulkheads. The chainsword is as it sounds- a sword like weapon whose edges are fitted with a loop of moving blades.
I'm sure power gloves are really power fists. Chainswords we already know about.

PAge 10
The heavy bolter is a larger version of the bolt gun, which can lay down a curtain of fire across a wide area. While its firepower against personnel targets is devastating, its shells are too light to harm armoured vehicles.

The Las cannon or laser cannon, is a favourite anti-vehicle weapon, with a long range and sufficient punch to knock out a Land Raider. As well as being a popular infantry weapon, it is often mounted on vehicles.

The missile launcher rivals the las-cannon as the most popular infantry weapon. Its variety of loads make it equally effective agianst vehicles and infantry, and its range is equal to that of a las-cannon.
Heavy weaponry: heavy bolters, lascannon, and the missile launcher. Note that the missile lauhcer is implied to have a range equal to a lascannon, which arguably would imply significant (multi-kilometre) ranges.

Page 11
The Space Marines are not purely an infantry force, they command a wide range of fighting vehicles, ranging from one-man jetcycles to orbital artillery platforms.
Space Marinres are a combined arms force. We knew this. THe "orbital artillery platforms" are interesting, although I would imagine this means starships.

Page 11
It [Whirlwind] is more or less identical to the APC in most respects, but the Rhino's bolter armament is augmented by a turret-mounted multi-launcher, giving the Whirlwind a powerufl support capacity. Like the Rhino, the Whirlwind can carry up ot ten troops.
these editions of whirlwinds can carry troops.

Page 12
..he was more worried about the enemy, now only hundreds of yards away.

..

A sheet of shells arced across the sky, a curtain of death that burst the Word Bearers' ranks in a storm of greasy, black smoke and shrapnel.

The First wave of troops disappeared as the ground melted, the rock becoming molten around their feet. Fifty vehicles vanished in a mist of vapourised metal as they were slowly sucked into the lake of steaming plasma, the dull crump of their power units sending columsn of flame into the air as they exploded.
Word bearers vs Ultramarines. Ground around a large number of troops and vehicles melts and sucks them down, and vehicles partly vaporise. Nature and scope of bombardment (IE how many shots it took and how long) largely unknown, but even assuming an idea disposition we have to be talking a area many tens of meters in diameter, and many meters deep - and was mostly thermal in nature. It would be well into the single or double digit terajoule range to melt that much rock, though.

Page 12
He watched as eighty Land Raiders responded instantaneously..

..

A hundreds square yards of the battlefield burnt with a bright, white light as the Traitors were felled by a glowing mesh of laser bolts.
Eighty Land raiders could create a crossfire of death over a hundred square yards.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next Space Marine installment:

Page 13
The Infinity Circuit is the basis of much Eldar technology. It is a blend of artificial intelligence, burial chamber, and electronic personality construct, containing the psychological and intellectual essence of a dead Eldar. An Infinity Circuit is regarded as a living thing by the Eldar, keeping the name and status of the Eldar on which it is based and treated with great respect.
Description of the Infinity Circuit.

Page 14
Accoridng to the resource base of the planet in question this [materials for construciton] can be stone, brick, wood, coral, volcanic ash, compacted inorganic waste or any of a hundred other materials.
Sample of the sorts of construciton materials used to make Imperial buildings.

Page 14
The complex organization of the Adeptus Minsitratum, or Administratum, is responsible for the administration of the whole of the Imperium, it manages over a million inhabited worlds. Planetary government buildings, records offices, taxation centers and many more are controlled by the Adminsitratum..
Scope and duties of the administratum, particularily at the planetary level. Its also obvious they have at least some sort of presence on every Imperial world.

Page 14
Additionaly, each city or world forms part of a precinct where Imperial laws are enforced by the Judges of the Adeptus Arbites.
Worlds aren't just lumped into Sectors (for Adminstiratum and Naval purposes) or Dioceses (for the Ecclesiarchy) but are also divided into precincts for the purposes of the spacegoing forces of the ARbites.

Page 14
No world is an island within the Imperium; each gains something from the rest of the galaxy, and each must pay its way. The worlds of the Imperium provide foodstuffs, machinery, minerals and many other things according to their resources. Few Imperial cities are without vast warheouse complexes where these goods are collected ready for shipment to other areas and worlds, and where incoming goods are placed ready for distribution.
However tenuously one might argue, the Imperium IS intereconnected to each other, and part of a planet must be devoted to offworld shipping (import and export)

Page 14
Most Imperial cities have at least one auditorium, where the populace assemble at great rallies organised by the Administratum and the Inquisition. A visiting dignitary, such as the Inquisitor or a Space Marine commander, will often be requrested to lead such a rally.
The propoganda values of such are immediately obvious.

Page 14
Countless clerks and officials labour on a million worlds for the Administratum, most of them confined to dark offices in grim towering administrative blocks. These buildings house vast quantities of information on their worlds; population, economy, levels of production and taxation, resources, industrial and agricultural quotas - wthe whole of the world is recorded, filed, indexed and updated by an army of bureaucrats. The valuable data in a Censorium can make it a prime target.
It is implied that they can make use of this data or evaluate it, even though over the course of a planet's history the amount of information they amass must be insane. Were it not for the fact many other sources indicate the more grimdark side of this data storage (so much data but few can usually find what they want) I'd say it would require some impressive referencing capabilities.

Page 15
A city or industrial complex requires vast quantities of energy, and powers upplies are a favourite target for attacking forces. The nature of a generator will vary form world to world. Fertile planets often use organic or fossil fuels, while fusion grids and plasma reactors are commoon on industrialised worlds. Solar generators and geothermal energy are used where local conditions permit. THese power sources, and the secrets of their operation, are jealously guarded by the Adeptus Mechanicus.
Diverstiy and vareity of power generation used on different worlds, but they're all AdMech province - the assholes.

Page 15
Although much technology was lost during the fifteen centuries of the Age of Strife, the Imperium is by no means technically backward. Industrial complexes across the galaxy produce billions of items, from clothing to plasma bombs. All of these installations are closely controlled by the Administratum and the Adeptus Mechanicus, and it is not uncommonf ro the workers in a factory to be completley unaware of the end-product of their labours.
Note the above line about the Imperium being "by no means technically backward" despite what some of the fluff says.

Page 15
Most planets in the Imperium maintain a gene-pool of plant and animal species for terraforming, agriculture, resource management and other purposes. Native species are studied with a view to assessing their usefulness elswhere, and introduced speciees are bio-engineered to adapt them for use in local conditions. The scientists of the Adeptus Mechanicus who run these establishments also monitor the genetic purity of the planet's population, and co-operate with the Inquisition in their task of rooting out mutation and other undesirable traits.
unsurprisingly, the AdMech and Inquisition practice both genetic engineering (on plant/anicmal speices anyhow) as well as practicing a form of eugenics/breeding programs on the population (which likely could involve some degree of genetic manipulation.)

The mention of terraforming is interesting, as its never been decisively indicated how and to what extent the Imperium can terraform (aside from not being able to repair any world hit by exterminatus.)

Page 15
During the terrible wars of the Age of Strige, untold quantities of knowledge were lost and preserving that which remains has beocme a holy task shared by the Administratum and the ADpetus Mechanicus. In many of the larger cities of the more advanced Imperial worlds, an imposing Librarium building will house thousands of books and records, and make them available to those Imperial servants whose rank entitles them to access.
I have to admit when I saw mention of an actual library existing I didn't believe it, although Its not neccesarily open to just anyone either. Still, its something worth noting.

Page 15
For the vast bulk of the citizens of the Imperium, death is not the end of their service ot theImperium.
....

..their bodies are recycled into foodstuffs, fertilisers, and other useful products.
A fact which I have noted before, at least with regards to the food stuffs (ick). Still, I suppose there's no sense in letting a good corpse go to waste if it can serve a purpose. (although the phrase "You are guilty of wasting the Emperor's Cadavers" comes to mind.)

Page 15
The population of the Imperium is vast, and only the administratum has the means to begin to estimate it. The bulk of this population lives in cities, ranging from the huge complexes of the hive worlds to the smaller garden cities of the more advanced agricultural worlds and the grim tenements of the industrial worlds. While worlds and cities may differ, the residential blocks follow a limited number of standard patterns laid down by the Standard Template Construct.

Living space in the cities varies widely, accoridng to wealth and social standing. Most people live in residential blocks of one kind or another, but the living space permitted to an individual can range from a spacious luxury apartment to a cramped and filthy cubby-hole with barely room to turn around. According to the type of world on which it is found and the status of its occupent, a residential block can house a few dozen or several thousand.
STC apparnetly even has a hand in dictating the form and structure of certain kinds of cities. Oh STC, is there nothing you can't do???

On a more serious note, we can observe that the Imperium ha sonly the broadest notion of its own population, and that living space is highly variable according to where you live and your welath/social status - on average a "residentail block" can house a few dozen to several thousand. Assuming a 200 x 200 meter "block" (which is just pulled out of my ass I admit) and a 200 meter tall building for simplicities sake - living space could be up to 800 cubic meters for a single person, up to severa hundred thousand for a single person (a rich fucker, more like). The number is niether an uppre nor a lower limit in any way, but it could give a hint to living conditions one might expect.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last update for Space Marine.. again a big one..

Page 18
A few weeks ago they would have called each other brother; now the differences between them made them mortal enemies.
The Horus Hersy at this time (unspecified) was "a few weeks" old.


Page 19
The air was split by the swelling boom of auto cannon. A traitor Titan reeled backwards from the impact, its splintered carapace showering down onto the Marines below.
Auto cannon of an unknown source makes a Titan of unknown type reel back - although whether from the momentum of the shot, an explosive detonation, or simply a reflexive action (MIUs mind), it isn't clear.


Page 23
He climbed into the back of the Custodes' grav-pod, and it shot across the Square of Pruity into one of the great openings in the wall of the Inner Pallace.

..

Hundreds of feet overhead, the roof continued to display its holographic blue sky, and the sound of birdsong floated over the internal comnet. The grav-pod began to slow as it approached the huge building complex at the centre of the chamber.
An interesting bit of grav tech, and apparently the Imperial Palace on Terra wasn't all gloomy and grimdark all the time way back when.


Page 25
The beam of light hit the missile launcher in its side, detonating the unfired shells. There was a blinding flash and the Marine disappeared, leaving a gaping hole in the ground and a red mist in the air.
Detonation of unfired shells in a missile launcher's magazine leads to the complete pulverization of the armoured Marine carrying it.


Page 25
A well-aimed crack grenade blew the door off its hinges and allowed them entrance into the building.
crack (or krak) grenades used as breaching charges.


Page 25
They had started to file into the darkened hallway when the second floor shutters were thrown open and a handful of grenades was thrown into their ranks. It was a trap.

The street became a storm of shrapnel as the frag grenades exploded, tearing the Imperial Fists apart. within seconds they had lost half their number.
a "handful" of grenades tear (explode?) apart half the number (a company? A squad?) of Fists.


Page 25
A detachment of Land Raiders hurtled around the corner, their las cannon swivelling to face the trapped Marines. The beams of white fire vapourised a dozen men and sent the others diving for cover.
a detachment IIRC vaguely in this game, is something like a couple vehicles, so 2 Marines per gun vaporized - GJ range likely if such is the case. But since Land Raider lascannon can threaten small titans, its unsurprising they owuld be able to obliterate troops (thus regardless of the actual number one derived from this calc - megajoule or gigajoule - its likely a lower limit.)


Page 27
the vehicle [with heavy plasma guns] must remain still while all power is diverted form the drive units to the plasma weapons.
If we knew how much horsepower the vehicle in question had, or could guess at it, we might estimate the output of the plasma weapon


Page 29
The Wars of the Horus Heresy have raged across more than a million worlds.
"more than a million worlds."


Page 29
The conventional starting-point for the Heresy is the Scouring of Isstvan, when Horus destroyed all life on Isstvan III with a virus bombardment. It was now that a few loyal Marines from Horus' command seized the frigate Eisenstein, and carried news of the Heresy to Terra.
Details of which have persisted in 40K canon to this very day.


Page 29
The Palace was walled in with a ring of ceramite and adamantium. On a front over ten thousand miles long, the battle raged; but within days of landing on Terra, Horus was within sight of the Inner Palace.
That's a long battlefront.


Page 29
With their leader dead, the Rebels fell back from the Sol system, and then began the Great Scouring which continues to this day. Across the galaxy, Traitor forces fight desperate rearguard actions against advancing Loyalists. But the Imperium must take care; any weakness in Imperial defences invites attack, and on many of the thousands of battle-fronts the advnatage still lies with the traitors.

Across the galaxy, the Imperium is advancing. But on thousands of individual worlds and in hundreds of individual systems, the Traitors still have the upper hand.
Chornologically, and even factoring in this being VERY very early edition stuff, the timeframe of this epic game would be very shortly after the Heresy. Some of the Primarch must even still be alive. As I recall they fought for like years (decades?) before Horus' forces had been completely scoured away.


Page 35
As a massive Imperial task force advanced upon a complex thought to house the stolen body of Warmaster Horus, the Rebels threw every available resources into its defence. Large-scale battles were fought across a front over fifty miles long, and armoured skirmishes like this one were commonplace.
A huge battle fought over Horus' body. People seemed to give more of a damn about him after he was dead than when he was a live.


Page 41
Then he whipped his bolter up and squeezed the trigger. Gorran caught the fear in the Traitor's eyes as he blew the Marine's skull apart.
A bolter burst (one or more shots?) blows a Marine's skull apart. not known if he was unhelmeted, but its likely if the other marine can see his eyes.


Page 45
Dust plumed upwards as the Pia Poena landed. Here and there, small lakes of plasma cooled to glass on the plain, the last traces of the orbital bombardment which had established the landing zone.
..

..in his mind Leigad could see the thousands abord the Pia Poena moving quietly about their appointed tasks to the measure of the chanting.

The vast ship settled slowly, more than covering the site of the city which had stood theire two days before.

Towers and turrets extended from their landing positions. Weapons and scanners moved smoothly into treadiness.

Two hundred feet below, six Warlord Titans strode three abreast from an open doorway. Two thousand Space Wolves streamed from smaller doorways, and Leigad could almost hear the noise as their dozens of vehicles moved out.

The huge intenral elevators were bringing the main Titan strength down from the flight bays. Another six Warlords and eight Reavers marched out. On the opposite flank of the ship, a thousnad Ultramarines stood ready, and their Dreadnoughts crowded to join them.

The Imperial force took a little over an hour to disembark. Leigad felt himself swelling with pride as he took in the sight of the assembled force.

Titans from the Fire Wasps, Warp Runners and Imperial Hunters, marines from the Space Wolves, Ultarmarines and Iron hands; they covered the plain in parade order.

..

Four thousand voices were raised in prayer. Four thousand voices priased the Emperor, and damned the Traitors. As the last echoes of the chant faded away, a hundred Titans raised their weapons in salute.
A single ship, implied to be larger than "city sized" (Eg likely kilometers long) is able to land, and deploy 4,000 Marines and their attendant vehciles and support, titans from three different Legions, and possibly other forces (Army troops and such?) It took merely an hour to deploy from this vessel, and its implied the vessel was armed neough to turn much of the city-sized area it landed to "glass" (it razed the city, although how long it took isn't specified.)


Page 48
From their bio-engineered genes the Space Marines were cloned, yet even they were a pale reflection of their awesome progenitors, whose genetic material had ot be diluted a thousand times for a single Marine.
This implies that Marines are a thousnad times weaker than the Primarchs that spawned them, in a fashion.


Page 48
Leman Russ faced his friend in combat and took a blade through the heart; the duel was declared a draw, and the nromally fatal wound healed within weeks.
Russ takes a stab to the heart without flinching and recovers in a matter of weeks.


Page 53
Infantry commanders can call upon the support of long range missile and artillery units. THese units are never placed on the table; they are assumed top be several miles behind the front line, and are fed their firing co-ordinates by commanders on the battlefield.
Artillery support Epic scale imperial and Traitor forces could command (presumably both MArine and Guard forces.) and all are stated to have 'miles' of range and are given their targeting data from the commanders (Although the means b ywhich the data is transmitted isn't specified.)


Page 54
Kilger paced silently for a moment, and then abruptly pulled his Imperial tarot from its equipment pouch.

..

He pressed the shuffle icon. "Horus, guide your servant..." Three images appeared on the screen: The Palace; the Missile; the Nova.
A Horus loyalist is able to use the Imperial (Emperor's Tarot) for his own ends, by appealing to Horus.


Page 54
Kilger snapped the comlink open. "This is Kilger. Request supporting fire." He punched in the co-ordinates.
Marine officer inputs targeting coordinates from his artillery support into his commlink.


Page 55
Support missiles are one-shot weapons, mounted on vehicles or spacehsips outside the area of play.
See above. Artillery support can come form orbit or from ground based vheicles.


Page 55
Blind is a sophisitcated form of smoekscreen, combining dense smoke with broad-spectrum electromagnetic interference. No detection or targeting system will operate trhough a cloud of blind.
Good old blind grenades, a type of 40K EW.


Page 55
Haywire missiles produce a massive electromagnetic pulse covering all wavebands, and as their name suggests, they are designed tod isrupt the target's electrical control systems.
40K EMp weapons.


Page 55
Mine dispenser missiles (MDMs) scatter mines over a wide area.
Self explanatory.


Page 55
The Stasis missile carries a Stasis field generator (SFG) as its warhead. The SFG is a highly sophisticated device which creates an area where time literally stands still. Anything caught within the stasis field is frozen in place and unable to do anything. Nothing may enter the field - including the fire of weapons from the outside."
Stasis weapons. More of a delaying tactic or to gain time or an advantage over your enemy than a direct destruction weapon.


Page 55
The lad had never seen a stasis field in operation before.

..

Varrak looked around the waiting marines.

..

"the crew dies, but the command holo and any documents must stay intact. We need those batlte plans.
The stasis field managed to stop a laser shot - the stasis field is used to stop opposing forces in this case to allow the Assault forces to get into position for a close attack in order to capture vital intel from their opposition.


Page55
When a vortex missile explodes, it creates a seething mass of energy known as a vortex field. This area is devastatingly destructive, and will annihilate anything that comes into contact with it.
Good old Vortex weapons.


Page 58
an infantry close assault against a Titan consists of troops scaling the titan's legs in an attempt to wedge bundles of grenades in its vulernable knee joints, or firing any of their heavy weapons from within its void shields. This is by no means an easy task: attackers can be stomped, shot by the Titan's anti-personnel weapons, or killed by the Princeps feeding massive jolts of electricity through the Titan's skin.
[/quote]

Amusing to consider an infantry assault against Titans. One has to wonder how many troops it owuld take to accomplish that given the specified countermeasures.
User avatar
andrewgpaul
Jedi Council Member
Posts: 2270
Joined: 2002-12-30 08:04pm
Location: Glasgow, Scotland

Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Connor MacLeod wrote:Page 19
The air was split by the swelling boom of auto cannon. A traitor Titan reeled backwards from the impact, its splintered carapace showering down onto the Marines below.
Auto cannon of an unknown source makes a Titan of unknown type reel back - although whether from the momentum of the shot, an explosive detonation, or simply a reflexive action (MIUs mind), it isn't clear.
Probably a Titan-mounted autocannon. However, note that in this edition, Titan weapons used the same names as the infantry- or vehicle-mounted weapons, but were much larger and more powerful (and had statlines to match). The titan weapons were renamed in 2nd edition; what used to be a Titan Autocannon is now the Gatling Blaster as seen on the right arm of the current Warlord Titan miniature, for example.
Page 45
Dust plumed upwards as the Pia Poena landed. Here and there, small lakes of plasma cooled to glass on the plain, the last traces of the orbital bombardment which had established the landing zone.
..

..in his mind Leigad could see the thousands aboard the Pia Poena moving quietly about their appointed tasks to the measure of the chanting.

The vast ship settled slowly, more than covering the site of the city which had stood there two days before.

Towers and turrets extended from their landing positions. Weapons and scanners moved smoothly into readiness.

Two hundred feet below, six Warlord Titans strode three abreast from an open doorway. Two thousand Space Wolves streamed from smaller doorways, and Leigad could almost hear the noise as their dozens of vehicles moved out.

The huge internal elevators were bringing the main Titan strength down from the flight bays. Another six Warlords and eight Reavers marched out. On the opposite flank of the ship, a thousand Ultramarines stood ready, and their Dreadnoughts crowded to join them.

The Imperial force took a little over an hour to disembark. Leigad felt himself swelling with pride as he took in the sight of the assembled force.

Titans from the Fire Wasps, Warp Runners and Imperial Hunters, marines from the Space Wolves, Ultramarines and Iron hands; they covered the plain in parade order.

..

Four thousand voices were raised in prayer. Four thousand voices praised the Emperor, and damned the Traitors. As the last echoes of the chant faded away, a hundred Titans raised their weapons in salute.
A single ship, implied to be larger than "city sized" (Eg likely kilometers long) is able to land, and deploy 4,000 Marines and their attendant vehicles and support, titans from three different Legions, and possibly other forces (Army troops and such?) It took merely an hour to deploy from this vessel, and its implied the vessel was armed enough to turn much of the city-sized area it landed to "glass" (it razed the city, although how long it took isn't specified.)
It gives an upper limit; "...the city which had stood there two days before". 48 hours at most to exterminate all traces of a city. If someone would like to hazard a guess at how long it would take the molten ground to resolidify and cool, you could reduce the bombardment time even more.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

As seems appropriate, the next Epic installment is the 2nd edition of Space Marine, circa 1991. Alot of the details here are reproduced elsewhere and tend to duplicate among various sources, so the bulk of the "hard" data comes from earlier bits. There will be some duplication as the sheer amount of data I deal with ensures I cannot always remember what I have or have not covered and I don't always have time to check so bear with me. After this I may swing into doing the other 2nd edition epic stuff like the 'Nids, the Squats and Orks, etc. I'm also reconsidering reposting the "Armies of the Imperium" with some updates, or I may just post the updates here rather than regurgitate all the data. I'm still debating, since I'm in the process of revising and revisiting some of my older stuff (like the 2nd edition Guard Codex.. I left out alot of stuff last time.)

Anyhow, enjoy.

Page 4
The warring forcecs are armed with gigantic war machines and countless weapons of world-shattering power.
Amongst these machines of destrruction are the Titans of the Titan Legions - bipedal warrior robots as tall as sky-scrapers and controlled by human crews.
Pretty much the Obligatory Titan Description. "World shattering" it goes without saying is probably ont literal or quantifiable in this context, save *perhaps* in terms of overall firepower (rather than sustained firepower) but evne that is doubtful.


PAge 5
a
Forty thousands years in the future mankind has spread to the very edges of the known galaxy, colonising millions of habitable planets in the process.
Mankind in general has millions of planets, but this doesnt neccesarily mean the Imperium does. It still does imply the potential however.

Page 5

Human Worlds are scattered over thousands of light years, divided by months or even years of warp space travel.
"Thousands" of light years covered in "months" or "years". In context this isn't terribly specific, although it implies at least thousands/tens of thousands of c. If "thousands" meant "tens of thousands" of light years (say 70-100,000 LY) then the speed values might go up by an order of magnitude or so (similar to other statements made where crossing the Imperium takes months or years) Its well within the range of possibilities either way, given the somewhat random nature of the Warp.


Page 5
The Priesthood is so colossal that its millions of buildings, administrative offices, and departments cover virtually the entire surface of the planet Earth!
Scope and scale of the Administratum on Earth.


Page 5
The Emperor possesses incredible psychic powers. His mind can reach right across the galaxy and guide spacecraft through the daemon-infested dimension of warp space. Although his mind is powerful beyond comprehension, the Emperor's body is so old and battle-worn that it lies in permanant stasis, frozen in time inside a life support machine.

..

Thanks to the Emperor the huge armies of the Imperial Guard are able to travel through warp space, guided by his psychic powers to the part of the Imperium threatened by eneimes of humanity.
implied here that the Emperor can directly guide starships throught he wapr, rathre indirectly via the Astronomican. Of course this may just refer to the use of the Astronomican too, since the two are often synonymous. IT is worth noting, however, that the Collected Visions Horus Heresy book describes the Emperor as being able to guide ships directly independent of the Astronomican as well.


Page 5
From an early age a Spacec Marine's body chemistry is altered by means of genetically tailored drugs. Special bio devices are implanted into the Space Marine's body, gradually mutating him into a towering, superstrong hero seven feet tall and with muscles like knotted iron. Space Marines have a boosted metabolism and vastly superior sight, hearing, and other senses. It is hardly surprising that a Space Marine is capable of taking on and defeating many times his own number of ordinary humans.
Creation of a Space Marine, including many of the obligatory elements (many times better than normal people, taller than nromal, etc.)

It is interesting that they refer to the organ implants of the Astartes as "devices", since by and large this is probably a more accurate way of looking at them (biomechanical or biotech rather than genetic engineering wank)

Page 5
These worlds are scattered through the Imperium so that no matter where the enemies of mankind strike there is alwas a mobile force of Space Marines ready to intercept them.
The impliation here is that the Space Marines, despite not being under direct control of Imperial Authority, were created and assigned in such a way that they are evenly distributed throughout the Imperium, more or less.


Page 6
According to ancient law, each Lord must provide one or more regiments of these troops (PDF) to serve in the Imperial Guard whenever commanded to do so by the aDeptus TErra.
Planetary commanders must provide at least one Regiment on command.


Page 6
In all probability that is the last the troops will ever see of their home world because it is too expensive and difficult to return survivors home once a war is over. The regiment continues to serve as part of the Imperial Guard until they are too old or their numbers too few, at which time they are settled on a nearby world and become colonists.

Many of the wealthiest planets in the Imperium were originally colonies founded by Imperial Guard regiments. Their descendants now form the ruling class of the worlds their forefathers fought to conquer.

..

Once a regiment is retired from fighting, its number, regimental colours and traditions are inherited by the next Imperial Guard regiment recruited from that planet.
One of the several descriptions of the evnetual fates of Imperial Guardsmen. Despite the statement about expense and "never seeing home again" (much like like the "gaining new recruits") we do get examples of that happening, so like alot of things in the Imperium its likely dependent upon the regiment and the sector/segmentum being talked about, as well as how far away the forces are serving.

All that said, the whole "using the guardsment o colonize" bit isn't really a bad idea. It gets them out of the way while contributing positively to the Imperium at the same time (and at least providing a decent starting base for forming a loyal Emperor-fearing planet.) Although here it implies that some regiments may be simply dispatched to an existing colony in addition to founding new ones (perhaps serving as a permanant garrison or supplementing the PDF?)

Page 6
The Imperial Guard's aresnel is provided by the weapon-smiths of the Adpetus Mechanicus, techno-religious evotees of the Cult Mechanicus who run Mars, the great weapon factory of the Imperium. The vast orbital furnaces manufacture millions of battle tanks, spacecraft, arms and munitions which the Imperial Guard absorbs in vast quantities.
The AdMech have orbital facitliies devoted to production as well as on-planet facilities. One wonders at the distinction between the two (as opposed to having everything in orbit or just on planet. Even if its trivial, there is a cost in transporting stuff up to orbit from planet.)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next update for 2nd ed Space Marine core rules...


Page 6
The different Titan legions are part of the Adeptus Mechanicus, devotees of the Cult Mechanicus who rule the planet Mars and provide almost all the spacecraft and much of the wargear used in the Imperium. The Cult Mechanicus is devoted ot the ideals of technology and the entire population of mars is harnessed to the production of huge machines or to the exploration of ever more arcane avenues of science.

There is a Titan Legion based upon mars to defend the planet and the whole Terran system, but the other Titan Legions are based on worlds called the Forge Worlds - manufacturing colonies of the Adpetus Mechanicus, which are ruled over by a Magos of the Cult Mechanicus.

..

They also act as bases from which the Adeptus Mechanicus explores new planetary systems and investigates the sciences of long dead human civilisations in their endless pursuit for knowledge.
Indicates that the AdMech do research in osme form or another, even in more modern times. REferences also to Forge worlds each housing a titan Legion (So there are at least as many Titan Legions as there are Forge Worlds, which means thousands at least.)

This in turn means there are somewher eon the order of tens or hundreds of thousands of Titans.


Page 6-7
Many thousands of years ago when mankind first explored the galaxy, settlers reached a desolate zone along the eastern edge. These settlers were not ordinary explorers but Isolationists, independently minded groups searching for worlds where they could live away from the wars which plagued the galaxy.

..

They built human-shaped walking machines as mobile platforms from which they could chase and direct the vast beasts. They called these machines Knights, and because they were expensive and because the [Dinosaur] herds represented wealth to the settlers, owning and riding a Knight became a mark of social status.

..

Today the Knight worlds are valuable allies of the Imperiuma nd enjoy the protection of the Imperial space fleets in return for service in the Imperial Forces. When the Knights are called upon to fight in the Emperor's wars they put aside their own feuds and march to war beside the Imperial Guard, Space Marines, and Titan Legions.
The Knight Worlds, older fluff mateiral I think I have referenced before that use what basically amount to "mini-titans" - something in between a Titan and a Dreadnought. They are regarded as protectorate sof the ADMech (and thus are technically allies and not under direct Imperial authority) although their status in modern times has always been up in the air (IE dependent upon authors. For example Mechanicum has Knights appearing on Mars. Technically theres nothing against this idea.)


Page 7
The worlds at the centre of the galaitc core orbit gigantic orange stars which were formed when the galaxy was young.

..

When mankind first reached these planets they found an abundant source of minerals. Mining colonies were founded and thousands of settlers were shipped in to man the machinery and explore the newly discovered systems. To protect themselves against the extreme variations in surface temperature the settlers dug underground cities alongside their mines. The extreme gravity and harsh conditions soon began to cause the settlers' descendants to change physically.
The squats. And yes, I know they're gone as an independent entity. But I still honour their memory stubbornly. Its my analysis so I can do so if I want :P


Page 7
When the Squat Homeworlds were re-discovered by the Imperium following thousands of years of isolation, the two groups began to trade and eventually an alliance was formed. The squats remain a valuable source of mineral wealth through human space and their assistance to the Imperial forces is a vital factor in humanity's war against its enemies.
One wonders what happened to all the Squats who weren't eaten (those who were offplanet, the worlds that probably didnt get consumed by the 'Nids, etc.) I imagine what might be leftover was confiscated by the Imperium, though.


Page 7
Every Warlord's ultimate aim is to assemble the biggest army he can, and thrash the most powerful enemy he can find. In this way the Warlord enhances his reputation and glory, perhaps becoming so famous that his name passes into the very legends of Orky achievement.

The ambitions of Ork Warlords are a constnat threat to the Imperium, as they are always trying to buidl up huge armies to attack human worlds.
Motivations of Ork warlords and the dangers they represent to the Imperium. Broadly speaking, these dangers would be on a more "local" scale (sector scale, or maybe multiple sectors) rather than on a larger scale (say the scope of a threat of a Hive fleet), although the potential danger of the WAAAGH cannot be understated (as the Armageddon wars demonstrate) - were the Orks ever to actually unite in a significant scale (possible but unlikely, as of yet) they would be a threat to equal or exceed the 'Nids.


Page 7
The Orks then build gigantic mechanical images called Gargants. It is quite likely that Orks got the idea from human Titans, although Gargants are technically very crude and have none of the scientific sophistication of human machines. In the Ork mind GArgants represent the Ork gods Mork and Gork, the battling gods whose eternal battle is said to rock th euniverse and cause all manner of upheaval.
Titan vs Gargant, and a bit on the Ork Gods.


Page 7
This is to their advantage, because they [Orks] lack the long ranged weaponry of the Imperial troops or Eldar.
Ork (effective?) weapon ranges are typically shorter than Imperial or Eldar weapons. Not really surprising.

Page 8
Many thousands of years ago the Eldar dominated a large part of the galaxy and their teeming worlds were home to a highly developed civilisation.

..

Chaos Daemons from the warp overwhelmed the Eldar worlds and destroyed them overnight...

..

Some fled to new unsettled worlds while others took to the depths of space aboard huge spacecraft - arks in space called Craftworlds.
The Fall of the Eldar in brief.. I merely touched upon the highlights because its been covered elsewhere and I expect most people know the salient details already.

Page 8
The eldar have never recovered from the horrific destruction of their race, and their ancient culture has become increasingly hide-bound and inward looking. They shun other races and their refusal to treat with them often leads to conflict. Eldar will occasionally fight alongside humans against a common foe, such as Orks or Chaos, but such alliances are only temporary and never last for long.
Eldar can be just as snobbish or xenophobic as other races, but they are as pargmatic as the Imperium when it comes to certain threats (like Chaos.)

Page 8
..,because they are all interconnected by spatial warp-tunnels it is easy for troops from one world to help another when neccessary. Since the destruction of their worlds the Eldar have set up new colonies, and the Craftworlds are often drawn into wars to protect them from marauding Orks or human settlers.
Probably one of the reasons why Eldar, despite being so small numerically, still manage to represent a powerful force. They have a phenomenal ability to concentrate their small numbers, which works well with their farseers talents, their high technology, and their highly mobile style of warfare.

It also probably doesnt hurt that the Eldar have been establishing colonies of their own so they have further resources to draw upon.


Page 8
Every Eldar on the Craftworld fights as a Guardian if his home is in danger. Eldar troops can be male or female, so the hwole population can be mobilised into one army.
Something that probably works due to the combination of their technology and long lifespans.


Page 8
On a one to one basis an Eldar is more than a match for most opponents.
Eldar are individually equal to or superior to most opponents, although this probably isn't meant to represent a direct comparison (IE its unlikely they are as strong as Orks, but rather their other qualities tend to compensate for the physical lack.)


Page 8
A few Eldar were wise enough to follow them, and these strange bands of zealots fled to new worlds at the eastern edge of the galaxy. They called themselves the Exodites. The Exodites soon discovered the groups of human colonies and began ot trade with them, eventually adopting many human ways and developing a civilisation far different from that of their now dead worlds. The Eldar soon began to build Knights of their own, and to take part in the constnat feuding that characteristes the Knight Worlds.

Today the Eldar and human Knight Worlds have more in common with each other than with their parent civilisations. Although they are great rivals they share a common attitude to outsiders an value their freedom. New herd planets are eagerly sought out and fought over, although such discoveries are rare and inter-planetary herd rustling is the most common source of feuding. It has been known for spacecraft to teleport away whole herds of giant reptiles and take them to another planets!
An interesting variation on the pragmatism of the Human and eldar races distinct from the Imperium/CRaftworld angle. Basically the Knight Worlds and Exodite worlds seem to form their own alliances and cooperation based on a common mindset that serves them well in times of threat.

It is amusing to note that the Knight Worlds (and Exodite worlds) apparently have their own FTL cpabale starships, if they can pilfer one another.


Page 9
The creatures of the warp are not content with their existence in the universe of Chaos, and they are always trying to find ways into the material universe. They can do this by finding gateways into real space - such as are created whenever a ship enters or leaves the warp. Gateways can also be created unconsciously by psychic humans and other living creatures - for every living creature has a tiny spark of ethereal existence in the warp which is called their astral body. This is why powerful huhman psychics and Eldar Seers are able to enter a trance and enter the warp with their minds - their astral bodies are travelling through the warp, amongst the creatures of Chaos. Needless to say this is very dangerous because a daemon can capture an astral body and destroy it or enslave it, so that the living person becomes a mindless tool of Chaos.
Warp entities can enter realspace via ship created warp gates as well as the usual methods (human psykers, etc.) This is likely another factor dictating why starships as a rule do not emerge close to planets if they can help it - evne if the gravity of local stars or warp turbulence doesn't fuck things up, the possibility of releasing warp entities into realspace is a not-so-minor threat.

This also provides more detail why psykers are such an inherent danger that the Imperium controls them.


Page 9
Some people willingly open their minds to Chaos, pledging to fight on behalf of their daemonic master in return for unearthly power. Such power is mighty indeed, for the Chaos Gods are able to use such a person [one who willingly opens their mind to Chaos] as a channel for their immense energies. The individual becomes a Chaos Champion, and his body becomes twisted into an ever more horrific form.
The Champion often gains incredible power for a period but eventually he will be destroyed by the unnatural forces that course through his mortal body.
Chaos Champions.


Page 9
..the chief threat from Chaos comes from the Daemon Worlds and the Chaos Marines that live there. The Daemon Worlds are planets where Chaos has taken over. Warp space and normal space have become intermixed, breaking down the laws of physics that govern the material universe and introducing a new, insane, order where magic is real and all kinds of improbably mutated creatures exist alongside mortal beings.

The Daemon wrolds are hellish places: some of them are flat, others have skies that burn while others are dreamlike and insubstantial. Daemons and other creatures from the warp can live on these worlds in physical form, although they cannot move beyond them, and living creatures too can survie here

One of hte most serious threats to the Imperium is the flood of mortal armies from the DAemon Worlds, which are commanded by Daemon Princes of Chaos and daemons of the Chaos Gods. Of these forces the most notorious are the Chaos Space Marines.

,,

The remnants of the defeated Chaos Space Marine Chpaters fled to the Daemon Worlds. They aand their descendants still live on theire, nutured by daemons and risen to the status of Champions of Chaos.
Daemon world and Chaos Space Marines described.

Page 9
Fortunately for humanity Chaos is divided amongst itself, the four Great Powers and other lesser creatures war against eahc other constantly, striving for supemacy in the warp. This is just as well because were the Great Powers to unite in one supreme effort there is little doubt that the material galaxy would be overwhelmed by Chaos and turned into a daemon realm.
One imagines if this factors in the Emperor or not, since technically the Chaos Powers HAVE united in the past and this was prior ot him becoming what he currently is, and the worst thing they inflicted was the Heresy (bad enough, but not ultimately fatal. and since then with Abbadon in charge they haven't done remotely close to the same level of harm.)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next 2nd edition SM update... The Astartes and Titans

Page 22
A shot that would blow a Land Raider to pieces might only destroy a weapon on a Titan, leaving the rest of the mighty machine unharmed.
Relative durabilities between an (unshielded?) Titan and a Land Raider.


Page 23
Many Titans are protected by either powerfield or void shield generators. These generate layers of invisible energy around the titan and shield it from harm. The main differencee between the two types is that a power field is permanantly destroyed if it is hit, but a void shield cna be repaired

...

Titans usually have several shields - one under the other rather like the layers of an onion.
Titan scale void shielding (as well as powerfields and their difference from Void shields) described. Logically this would apply to cap ships too. The "layers" bit is interesting. One wonders if they are constantly "on", or its a redundancy thing. I'm inclined to think the latter.

This also again begs the question of how this factors into their use as absorption/retransmission devices, since a shield is supposed to go down and dispose of its energy before going back up. Arguably the "layers" reinforce one another, and a lower shield possibly helps reinforce upper ones and deal with the energy safely, but how do they get rid of the excess energy and in what form? We know the shield goes down and emits energy in a visible flash, but whether this is all the energy or only part of it, isnt known.

It is possible too that some of the "energy" spoken of is simply part of the energy going in to creating/maintaining the shields and a "wear and tear" effect plays a role in teh collapse/recreation bit (the generators overheat and hve to cool off before restarting) Or, it could be a combination of both.

Page 23
The Vortex missile is a one-shot weapon carried by the Warlord titan. The warhead explodes on impact creating a whirling vortex of dark energy. Anything caught in the vortex is reduced ot its component atoms and destroyed. The drawback of their weapon is that it is unpredictable and also very difficult to produce - consequently the Vortex missile is rare and extremely precious.
Vortex missiles.. which have been described many times before.


Page 25
A titan is an awesome weapon of desturction: its gigantic limbs can push armoured vehicles aside, crushing men and equipment as if they were eggshells.
Titan power again, althougn not very quantifiable aside from an obvious ability to physically move multi-ton objects at an unspecified rate.


Page 25
The laser burner is a searing laser beam whose energy is focused at a point just in front of the weapon. The energy is so intense it can vaporised bare metal and overload power systems.
Short range laser beam weapon.


Page 25
A Titan's pwoer shields or void shields do not protect it in close combat as they do against other fire. Once troops are close enough to the Titan to fight hand-to-hand they have already passed through the shields. The shields remain intact, but have no effect on close combat.
It is possible for at least certain kinds of troops or vehciles (armoured?) to pass through void shields without harm. Possibly one reason why Titans bother with close combat weaponry at all, silly as the concept is.


Page 25
It is just about possible to swamp a Titan by surrounding it by hordes of more lowly troops, but this is a desperate gambit rather than a viable tactic!
Funny enough I wondered about this in the previous Space Marine analysis.

Page 30
Most Chapters control an entire planet which forms their home base although some are based on mobile space fortresses. The Chapters are scattered throughout the Imperium so that whereever danger threatens there will always be Space Marines nearby.
Chapter bases in brief, and a reiteration of there almost always being a Space Marine force somewhere nearby to help someone (in theory.)


Page 30
As the highly mobile elite of the Imperium the Space Marines will often find themselves right at the spearhead of the action, whether it is to plug a vulnerable gap while the larger and less mobile formations of the Imperial Guard can be brought into action, to recover captives, or to act as a swift and deadly strike force sent deep into enemy territory ot knock out vital installations.
In t his sense the Space MArines are simply a specialized instrument of the Imperial forces. They are mant to perform tasks and roles no other force can, and often in conjunction with other forces. That is, they operate either as a supporting element in a combined arms forces (an army of one sort or another.), or they act independently in more of a "special operations" sort of role.


Page 30
On eleven occasions in their history the two Chapters have gone to war against each other, the most recent being the Magdelon War in which the Space Wolves finally ousted the Dark Angels from the second moon of Magdelon and its famed gem mines.
The Space Wolvves an the Dark Angels don't like each other, obviously.



Page 31
A typical Space Marine Chapter has ten companies -- although more companies will be created and maintained in times of prolonged war.
A bit of old fluff that has been recycled as of fifth edition as I recall. What this probably means in actuality is that Companies cannot reasonably be expected ot adhere 100% to the "one thousand man" limitation all the time - they simply cannot control or influence all the possible factors affecting the creation or loss of troops. Indeed, the slow creation of Marines and the typical attrition numbers would gneerally dictate that they probably have more than a thousand marines around at any given time simpyl to shore up losses. (or at the very least, having large numbers of scouts)

I imagine if Chapters got too big, they eventually fissioned off troops to form a new Chapter or something. considering something like half the Chapters around today are Ultramarine descended, this likely would work with little problem.


Page 31
A Chapter also has at least one Scout Company, made up of young Spacee MArines who have yet to complete the final stages of their training and bio-chemical enhancement.
Scout companies of course have no fixed size, so likely they tend ot be quite large to provide a potential source of rapid replacement. (In theory at least.)


Page 31
Assault Space Marines are equipped with close quarter weapons such as pistols and swords, and they wear powered jump packs which enable them to leap over terrain and move much faster than ordinary troops.
Assault marines.


Page 32
Thanks to the advanced technology of the Imperium even the badly wounded stand a good chance of survival, while warriors who are lightly wounded have their injuries tended on the battlefield so they can carry on fighting.
An indicator of the efficiency of medical tech in the Imperium (although this can simply mean "augmetic devices)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next Space Marine epic (2nd) update... Ork stuffs and the rest of the AStartes

Page 33
Thick plasteel plating vies the Land Raider...
At least one of the mateirals comprising the armor of a Land raider.


Page 34
The Rhino armoured troop carrier is the most widely used transportt vehicle in the Imperium, in service with the Space Marines, the Imperial Guard, the Ttian Legions, and even supplied to the Squats and Knight Worlds. Though the Adeptus Mechanicus manufacture large numbers of Rhinos, most planetary Lords and Space Marine Chapters prefer to build and equip their own locally. The Rhino's enduring popularity is due to the ready adaptability of the vehicle's basic design, and the fact that it can be built from a wide range of materials, from steel to high-tech thermo-plasteen. It can be modified to suit locale climates or fufill different military roles.
Rhinos, despite nowadays being depicted as "sophisticated, high end" vehicles, had very humble origins and could be produced in varying quality and in varying locales. I imagine this would still hold technically true, and the distinction comes in "quality" - low end Rhinos are not going to be better than Chimeras (likely worse in a number of ways) so probably would not be willingly used as often. While high end Rhinos (stuff with automated systems and such) probably are restricted to higher-echelon forces like the Astartes.

Page 34
The Rhino carries two bolt guns mounted in small flat turrets (called Cupolas) on its upper surface. Because of the cupolas' restricted vision and movement the bolt guns only have a short effective range, but this is enough to enable the Rhino and advance with its infantry and fight alongside them in close combat, blastint gaway at extremely short range. This can make all the difference to the infantry with the Rhinos, especially if you can use the Rhinos to gang up on enemy pieces to outnumber them.
Rhino armament. This probably is good enough for AStartes, but a Chimera is far better support for the Guard.


Page 35
Its Thunderer cannon fires an extremely powerful but very short ranged shot, used to shift enemy troops from cover, especially from buildings. The terrific blast of the Thunderer shell makes a nonsense of any attmept ot take cover behind walls or vegetation, as such cover is soon blown apart.
Thunderer cannon and an indciator of its power.

Page 35
It [Land Speeder] is armed with the shot ranged but deadly multi-melta, which fires a blast of heat cpaable of melting steel or boiling exposed flesh.
indication of the thermal properties of melta weapons - not really surprising.


Page 36
They [Orks] control a significant parrt of known space, but this sprawling territory is divided amongst thousands of individual Warlords. Were Orkdom ever to unite against the Imperium it is unlikely that humanity would survive very long.
"thiousands" can mean anything between two thousand and under a million. Considering there are quadrillions of humans in the 40K Galaxy, this means that each individual empire, on average, has billions of Orks, in all probability. However even if there were "billions" of Empires, thats still many millions/tens of millions of orks per empire on average - a not-insignificant force, and still a lower limit.


page 36
All Orks are slightly psychic so very potent ideas tend to filter from one Ork to another. When a Warlord gets really powerful other Orks sense it and flock to join him, increasing ihs power and encouraging more Boyz to join...

..

As Ork Boyz from nearby worlds gather they form into their ancestral clan groups ready to do battle. Mekboyz, the mechanics and engineers of the Orkish race, also sense that something is brewing, and begin to build huge fighting machines in readiness for war.
The Waaagh effect.

Page 36
Orks respect strength and power..

...

Orks who are really strong and especially good fighters may be adopted by an Ork Nob - the head of an Ork household - and if one of them fights well he may get to take over the household on the death of its master. In other words he fights his way up to become a powerful Nob in his own right. The admiration and loyalty which other Orks feel for Nobz goes beyond mere Clan boundaries. The Boyz will do anything a Nob tells them to - and the Nobz see it as their duty to command and look after the other Orks.
Orkish hierarchy and the importance of strength thereof.


Page 41
They [Blood Axes] have been known to deal with human mercenaries, and even with the Imperium, although such affairs are often conducted through third parties or disguised Imperium officials to maintain a pretence of proper orky behaviour. As a result the Blood Axes have human style equipment which they have traded with humans. Blood Axe Boyz Mobz even have Rhinos to carry them around.
An indication of the overall flexibility of Ork practice, even if they are considered something of outliers (If the situation requires them adopting it, they'd adopt it if they like it or not. Like having kommandos and stormboyz.)


Page 42
Ork Mekboyz have an intuitive grasp of force field technology, and use it more effectively than any other race. They build all sorts of large force fields and tractor beams, which they use in all kinds of ways as weapons and protective shields. The most important use of this technology is in space where an airtight bubble is used to seal spacecraft and make them habitable - Ork spacecraft don't need airtight hulls as such!
uses of Orkish force field tech,a nd an indicator that depsite being a "joke race" they are not uniformly "primitive.


Page 42
The Traktor Kannon is an typically orky weapon, and the most common of the many Ork field-technology weapons. It is sometimes fitted into turrets and carried by tanks or Gargants, but it is more usually fitted onto its own mobile carriage. The Traktor Kannon projects a tight pulse of traktor energy that pushes against the target and immobilisses it, pinning it in place to prevent it moving or shooting and evne squashing it.
Ork tank scale force field weapon. Cannons seem more efficient, but thats just me.

Page 42
A Titan's shields cannot protect it from a Traktor Beam...
It's tempting to say that this quote indicates that gravity beams (or at least orkish force field tech) may penetrate void shields, but this isn't neccesairly true. It is cerrtainly ONE interpretation of the facts, but it ignores basic physics and the described effects of a Traktor beam. To put it simply: we know Void shields can transmit force/momentum to the target (like any sci fi forcefield usually) - this means that a suffiicent level of force (or momentum) could affect the Titan void shields or no (equal and opposite reaction, conservation of momentum and all that.)

Or, in other words, since the shields are anchored ot the Titan, grabbing the shields means that you also grab the titan. And any forces applied to the shield can be transmitted ot the titan as well - unless they're designed to stand up to said forces, they'll cause damage.)


Pgae 43
Many young Orks find that they are still too inexperienced and not quite big enough to make really good fighters. Impatient to get stuck in alongside the older Orks, they become rebellious and sometimes run away from their Nobz' household to join the imfanous Stormboyz Korpz.

Stormboyz deliberately shun conventional Ork society and live together in speical Stormboyz barracks. They wear uniforms and big shiny boots (which they even polish) and march around in step saluting their Stormboy kaptins in a repsectful, militaristic fashion. The older Orks regard all this posturing with a certain amount of amusement. As Stormboyz grow older and bigger they usually get fed up with the Stormboyz and return tot heir households although a few will stay on as Kaptins to lead fresh Stormboyz.
Out of Universe, Stormboyz seem to be another joke aspect of the Orks - basically rather than having "orderly" and discipliend parents who have rebellions, wild teenagers, you have wild unruly Ork "adults" who have rebellious youths becoming orderly and disciplined... har har.

That said, in universe this likely fufills the broad scale idea that the Orks have a force for any potential situation - the same way they have Kommandos or Flash gitz.


Page 43
Gretchin are smaller and weaker than Orks, and so they form a class of underlings, servants, and hangers-on. Every Ork Nobz household includes a number of Gretchin servants who also follow the Orks to wear. They eagerly carry ammunition and supplies. When the get the chance they like to join in the fighting. As the Gretchin can only afford crude weapons like blunderbusses and shotguns they are not very good.
The "Middle" and "lower" class of Orkdom, so to speak. And likely its militia.


Page 44
Ork vehicles are built by craftsmen called Mekboyz (aided by their Gretchin servants) and every Mekboy likes to do things his own way.

..

The Battlewagon is one of these tried and tested types, others include the wartrack and War Buggy. Although Battlewagons may differ from one another, they are still recognisably Battlewagons with broadly comparable speed, armament and general effectiveness.
The fact that most Battlewagons can be treated as (broadly) equal is a useful thing to know as far as analysis goes.


Page 44
Although Battlewagons can be armed with almost any weapon the Ork Meks can fit to it, the most favoured weapon is a large bored cannon mounted in a turret of some kind - often broad and squat but sometimes tall and thin. The cannon fires powerful shells which make a satisfying shrieking noise followed by a huge boom as they land.

..

On the whole the Battlewagon is a lighter and faster vehicle than the Space Marine's Land Raider and Ork players will find it is a mistake to take on better equipped tanks unless they have a vast advantage in numbers. The Battlewagon can carry up to 3 troop stands - Orks don't mind squashing in really tight (or even hanging to the outside.)
BattleWagon armaments and comparisons to Space Marine vehicles.


Page 44
The Lungbursta is a particularily well armoured and sturdy Ork battle tank.

..

The Lungbursta's boxy exterior is well armoured and its block turret conceals a mighty battle cannon which fires explosive shells.
Lungbursta tank variant and its ammo payload.


Page 46
While all Orks behave in a way that would mark them as insane in human society there are some whose eccentricities are extreme even by Ork standards. Other Orks are happy to tolerate their strange behaviour - all the more so because Madboyz stick together and if you antagonise one the chances are his mates will soon come and sort you out. In battle the Mad Boyz' unpredictable antics are impossible to control and they are often downright dangerous to all and sundry.
Mad boyz. I can't really find much to say about them other than they exist.

Page 47
All Orks are psychic to some extent, their minds constantly bubbling with energy that manifests itself as a general awareness of orkyness and occasionally as poltergeist activity of some sort. Some Orks are far more psychic than others, and they pick up psychic activity from other Orks like a sponge. They have no control over this process and even find it raiterh painful and frightening, especially when the build-up of energy become so great that it has to be released as a mighty explosion of force.

..

Weirdboyz don't much enjoy using their powers, it hurts their heads and there is a real danger of psychic overload in which case their brains explode! AS these random explosions are a danger to all and sundry, Weirdboyz are forced to live in special houses built on huge copper stilts which conduct the psychic energy away and disperse it in the ground (hopefully).
Ork psychic capbailities and Weirdboyz in particular. To put it simply - Orks are a very specialized (but powerful) psychic race, very much akin to the Tyranids, and the Weirdboyz act as batteries/lightning rods/foci for those powers (albeit in a crude sort of way). Again, anothre specialized sort Of Ork that gives an army more options, more or less.

The "poltergeist" activity is clearly a reference to Orks performing unconscious psychokinetic (telekinetic) activity due to an excessie buildup of psychic energy. It snot neccesarily the creation of a literal, tangible/sentient ghost.


Page 47
Of course the potential of the Weirdboyz to cause mass destruction on the battlefield was recognised long ago. They are driven to battle in special mobile Weirdboy Battletowers, tall elegant structures which riase them above the battlefield and give them a good line of sight. Putting Weirdboyz in a tall mobile tower also stops them from running away - which Weirdboyz are prone to do as they really don't like using their powers with all the attendant risks of head explosions.
Again, Weirdboyz represent yet another (Destructive) specialization in Orkish forces.


Page 47
Gargants act as a focus of Orkyness and so concentrate psychic power.
Gargants aren't just Titan analogues, they're symbols of faith, more or less. This may have ane ffect of enhancing or imbuing them with greater power than their technological origins would normally suggest (a form of daemonic possession or similar to the Avatar of Khaine perhaps since they ARE viewed as Avatars of Gork and Mork.) - although it needn't be guaranteed that all Gargants would be imbued, or even imbued equally.
User avatar
Serafina
Sith Acolyte
Posts: 5246
Joined: 2009-01-07 05:37pm
Location: Germany

Re: Epic 40K analysis thread (all versions)

Post by Serafina »

I imagine if Chapters got too big, they eventually fissioned off troops to form a new Chapter or something. considering something like half the Chapters around today are Ultramarine descended, this likely would work with little problem.
Well, it would logically work somewhat like this:
Once a chapter passes a limit of troops(most likely determined by the High Lords of Terra, since they are the only ones with any actual authority over them), the excess is split off to form a new chapter.
This new chapter is then supplied with stored geneseed from the original chapter so that they match. The transferred Marines are logically the most senior ones and are propably chosen from the senior staff of the old chapter (since they are now fulfilling command functions).
The new chapter propably needs some time to grow, but it fulfills the function of deterring large mutinies.

Interestingly, that would also dicatate that chapters with smaller loss rates create new chapters more often - which could give a partial explanation for the Ultramarines exponential growth in comparision to other chapters.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last update for 2nd edition space marine... last of the Eldar stuff.. some general titan stuff.. etc.. enjoy


Page 48
As Eldar reach maturity they choose a profesion or way of life which they devote themselves to completely - perfecting their skills until they become totally accomplished. Having reached the pinnacle of achievement in one sphere they begin another, devoting themselves wholly to a new way of life until they gain complete mastery over it. As Eldar live for several hundred years they may pass through many of these cycles or Paths, as they are called.
Eldar lifespan and general cultural pursuits.


PAge 48
In times of war every Eldar on a Craftowrld fights if neccessary, so the Guardian contingent can be very large indeed.
Relatively speaking, of course, since they still have tiny populations (Thousands or tens of thousands per craftworld, perhaps)


Page 48
They [Warlocks] use their special powers of prediction to work out the army's strategy, and to influence the probabilities of success on the battlefield.
Generally more subtle than human or Ork psykers, although they can act directly if need be.


Page 49
Guardians carry lasguns and shuriken catapults- a speical Eldar weapon which fires razor sharp steel discs. A shuriken disc can slice through armour and embed itself in the strongest steel.
Shuriken weapon capabilities.



Page 49
The Falcon is a powerful and remarkably fast armoured tank. Like most Eldar vehicles it uses anti-gravity motors to propel it over the ground surface, skimming over minor irregularities, and sometimes using its motors to rise over the battlefield to see over woods or buildings. It is also armed with a powerful laser cannon. THe Falcon can also carry troops, so it is the ideal vehicle for the Eldar Guardians. The Falcon can carry the Guardians into battle and then support them using its heavy weaponry.
Eldar version of the Stryker or Chimera I suppose.


Page 50
Warlock sare warrior mages who have a deep and subtle understanding of the inner workings of the cosmos. Warlocks are masters of runic prediction. By casting the special Eldar Runes they can work out the strands of fate that spell success and failure on the battlefield. This enables the Warlock to accurately fortell the most successful course of action for his troops, giving them the best chance of winning. Although Warlocks can sense these strands of fate they can only make the best of all possible futures. They cnanot manipulate events wholly in their favour and their efforts do not always succeed. They can also help the Eldar force directly by using their special psychic powers to attack enemy troops.
..

The Warlocks have their own transport in the form of a Falcon Gravtank.
Warlock runic precog abilities.

Page 50
The Warlocks' psychic powers enable the stand to make one special psychic attack...

..

These attacks can be used against Titans or other targets protected by shields, but the effect will be considerably reduced as the shields set up interference patterns which sap psychic energy.
Titans can (somehow) interfere with and fuck up psyker/warp powers. This likely helps explain why Teleporters dont work against them.

Page 50
Mind blast: the Warlocks project a blast of psychic energy which shred the mind of living creatures.

..

Psychic Lock: The Warlocks project a blast of psychic energy which shreds the mind of living creatures.

..

A mind blast can be directed against a vehicle or Titan and has the same effect as a normal hit.

...

Eldirtch Storm. The Warlocks conjure a storm of psychic energy which sends troops flying and creates an impenetrable area of howling psychic wind.
Some of the Warlock psychic powers.


Page 51
Swooping Hawks use anti-gravity motors to glide over the battlefield, and the vanes of these motors are made to look like graceful wings.
Swooping Hawk AG packs described.


Page 51
Fire Dragons are armed with highly effective thermal weapons which can melt away armour and turn flesh to boiling liquid. They have only a short effective range but this is made up for by the devastation they cause.
Fire Dragons and their versions of meltaweapons and their effects. Semi-quantifaible, although somewhat speculative in doing so.

Page 51
Howling Banshees are fanatical close combat fighters whose piercing psychic scream unnerves the enemy as they charge into combat. This makes the Howling Banshees amongst the most deadly of all close quarter fighting troops.
The "psychic" element of the sonic attacks of Howling banshees.


Page 51
STriking Scorpions ar ealso expert hand-to-hand fighters. They were powerufl armour and their helmets are fitted with piercing laser "jaws' called Mandi-blasters.
Mandiblasters are described as a sort of laser weapon, even though they are technically a hybrid laser/projectile weapon.

Page 51
Exarchs tend the shrines of the war god Khaine and wear the ancient wargear of the shrine. Their armour is far tougher than nromal armour an their weapons are ancient artefacts of awesome power. THe Exarch's abilities represent all the powers of the Aspect Warriors rolled into one super-warrior. The Exarch's mind is so enwrapped in the battle-range of Khaine the Bloody-handed god of war that he is virtually uncontrollable in battle.
The stuff that makes Exarchs so badass if highly specialized.


Page 52
Amongst the strangest of all Eldar are the followers of the Great Harlequin: the last living god of the Eldar and eternal opponent of Chaos.

..

The Harleuqins roam from one Craftworld to another to perform the ancient dance portraying the great decimation of the Eldar race by Slaanesh, the fall of Khaine into the mateiral universe, and the endless struggle of the Great Harlequin against Chaos.
Harlequins described in brief. The Great Harlequin (the Laughing God, I think they mean) is the "last living god" of the Eldar. I take this to mean that he may be the last "corporeal" form of a warp entity, and possibly the last Eldar warp entity (apart from Slaanesh) who still had a coherent, tangible form and was free (ISha is supposedly coherent and corporeal but captive to Nurgle, while Khaine is divided up into his component Avatars.)


Page 52
Eldar Jet Bikes are fast and highly maneouvrable vehicles. They are powered by advanced anti-gravity motors which propel them over the ground surface...
Jet Bikes.

Page 53
Like other eldar vehicles it [Tempest] is powered by an anti-gravity motor which enables it to glide or skim over the ground surface and it can make 'pop-up' attacks...

..

The Tempest is armed with an extremely potent double barrelled Tempest laser cannon which is easily capable of destroying the most heavily armoured opponent. A turret-mounted shuriken cannon and several twin mounted shuriken catapults on the hull provide protection against attacking infantry.
Another Eldar grav vehicle.

Page 53
Forces generated inside the mechanism cause solid objects in the front of the cannon to resonate. VEhicles shake and become unstable, troops are flung to the ground quivering uncontrollably, and even the ground itself ripped apart as if by an invisbile plough.
..

Titans which have been hit by a Vibro-cannon work out damage to their legs. The Vibro-cannon transmits its shock wave along the ground so only the bottom part of the Titan's legs can be affected...
Vibro cannons. Not sure whether they qualify as sonic weapons or simply some sort of "shock/wave" weapon.

Page 53
Note that the Vibro-cannon passes straight trhough Titan shields without damaging them in any way.
This likely has more to do with the fact the vibro cannon requires its effects to be transmitted through the ground more than anything - nothing we've seen about Void shields suggests that (at least on Titans) they interact with or are anchored to the ground - such may actually be counter-intuititve to their mobility.


Page 53
However, if the beams of two vibro-cannons should cross the resulting discordance becomes far more severe - shaking the earth apart, tumbling over buildingds, and ripping apart enemy troops.
Vibro cannons have a synergistic effect.


Page 55
The Quake cannon is a large bore cannon which fires an extremely powerful explosive shell. A hit from a Quake Cannon can burst apart even the most resilient armour or building.
A really really powerful gun in other words. Somthing that never lacks in 40K.


Page 55

The Melta cannon fires a blast of heat which literally melts away the target, turning metal, flesh and concrete into molten slag.
More semi-quantifiable depictions of melta weapone ffects.


Page 55
The plasma cannon fires a highly volatile energised matter called plasma, the same material that forms ohn the outer surface of the sun. When ordinary matter is struck by plasma it explodes, as its own strructure is instantly turned to plasma.
Basically here plasma guns are "real" plasma, rather than "magical plasma" in later editions (or the plasma supersoakers/flamethrowers of certain authors). They are described as mostly explosive weapons here - basically locally heating a portion of matter til it turns to plasma (which will in turn expand rapidly at EXTREMELY high speed to occupy a far greater volume, which can have explosive conseuqences.) Thermal effects may be secondary.

Page 55
Plasma Destructor: This is a bigger verison of the plasma cannon and puts even more of a drain on the Titan's power systems.

..

The energy drain is so great that the Titan is unable to activate its normal drive motors and becomes temporarily immobilised.
This implies the power output required to move a Titan is comparable to the energy sucked up to power the Plasma destructor. IF we knew more data we could probably lowball a figure on it, although on the low end given estimated Warlord Masses and top speeds, its likely that the energy here per second owuld be double or triple digit MJ. How "efficient" that is is up for debate, as is the recharge rate of the weapon. And I'm just guessing that moving the Ttian is the only element involved with energy input.

Page 55
Volcanno cannon - this large laser cannon fires a bolt of explosive laser energy which tears through steel and destroys the best armoured enemy.
Self explanatory.


Page 55
The Vortex missile carries a deadly vortex mechanism which creates a small black-hole when the missile explodes.
Vrotex weapons are alternately (depending on source) described as creating black holes, warp rifts, or even more exotic effects. In general nowadays I tend to treat them (like most 40K weapons) as a category of different yet broadly similar weapons rather than a specific type of weapon.

Page 55
The [Laser]Burner is a searing laser beam whose energy is focused a few metres in front of the weapon. This intense energy causes bare metal to vapourise and electrically powered systems to burn out. It is used to attack other Titans.
AGain short range laser weapon. Probably a Titan equivaelnt to a lightsaber.
User avatar
Serafina
Sith Acolyte
Posts: 5246
Joined: 2009-01-07 05:37pm
Location: Germany

Re: Epic 40K analysis thread (all versions)

Post by Serafina »

Eldar version of the Stryker or Chimera I suppose.
Well, close, but not entirely accurate.

Anti-grav vehicles are generally capable of movement similar to helicopters - at least skimming at an altitude of up to a hundred meters in most cases, tough certain vehicles are far more capable.
Eldar gravtanks can easily outrun human tanks, suggesting speeds of several hundred kilomteres per hour.

The best comparision is a modern-day helicopter with greater versatility and capabilties.
Titans can (somehow) interfere with and fuck up psyker/warp powers. This likely helps explain why Teleporters dont work against them.
Actually, certain warp-based technology ignores void shields - certain eldar warp-weapons (used on the Scorpion (?) superheavy tank) and imperial warp-missiles bypass them completely.

It is likely that both teleportation and psionics travel at a direct path trough the warp and are quite delicate - therefore, the interferrence would either destroy the pattern of the psionic ability (thus rendering it less powerfull) or scatter the teleportation (thus interrupting it and having an adverse effect on the transportet personell).
Missiles or beams travelling trough the warp would not suffer from significant negative effects of such an distortion.

To make a somewhat crude comparison, psionics would be like a laser firing trough smoke while warp-missiles and beams would be more comparable to bullets.
This likely has more to do with the fact the vibro cannon requires its effects to be transmitted through the ground more than anything - nothing we've seen about Void shields suggests that (at least on Titans) they interact with or are anchored to the ground - such may actually be counter-intuititve to their mobility.
This is quite likely, since they also do not prevent troops from getting close to the titan.
We do know that there are many shields that prevent such movement (and are also quite lethal), but it makes sense that a Titan simply leaves room between the shield and the ground for the sake of mobility.
SoS:NBA GALE Force
"Destiny and fate are for those too weak to forge their own futures. Where we are 'supposed' to be is irrelevent." - Sir Nitram
"The world owes you nothing but painful lessons" - CaptainChewbacca
"The mark of the immature man is that he wants to die nobly for a cause, while the mark of a mature man is that he wants to live humbly for one." - Wilhelm Stekel
"In 1969 it was easier to send a man to the Moon than to have the public accept a homosexual" - Broomstick

Divine Administration - of Gods and Bureaucracy (Worm/Exalted)
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Edit: Crap. This update is the 2nd edition Codex Titanicus, circa (IIRC) 2nd edition fluff, around 1994. Technically I've already covered Armies of the Imperium in part (part of this stuff) but I dont know if I'll go back over that or not. I'll be covering the other sources though. Note that some of this will be featured in specific codexes (Squats and Orks, REnegades rulebook, etc) so I may not always be repeating stuff for certain entries (they do repeat alot of stuff, and I'm sure I duplicated some of it anyhow.)


Page 4
Human settlement has spread across a million worlds and found treasures and alien horrors undreamed of among the distant spheres.
A million worlds in the Imperium.

Page 4
The Imperium of mankind has succeeded in reuniting many of the scattered remnants of the first expansion and has endured for 10,000 years, but it fights a constant war of attrition against internal rebellion and alien invasion, ,a war fuelled by the flesh and blood of humanity, a war in which the only true victory is survival.

The warring forces are armed with gigantic war machines and countless weapons of world-shattering power. Amongst these machines of destruction are the Titans of the Titan Legions - bipedal warrior robots as tall as skyscrapers, controlled by human crews. The Orks have their Gargants, equally large fighting machines that are crude mechanical representations of their gods, belching flame and devastation. Before such nightmare creations whole cities are pounded into rubble and their populations destroyed within hours.
Weapons of "world shattering power" including Titans. Titans as big as "skyscrapers".

The most relevant and interesting point is that Titans can reduce cities to rubble within "hours". Assuming a 20 km diameter city (like the one from 13th Legion, or the various fortress cities from the Ghosts novels) and a 2 hour timeframe, this means each second several hundred meter diameter areas are affected.

Using the cratering calculator on Mike's page, you get 1.4 kt cratering for granite and 37.8 kt for iron. It would likley be some blend of both. Assuming a 20 hr timeframe (not quite a day) you affect an 80 meter diameter area, and needs between 93 tons for granite and 2.4 kt for iron.

Broadly then we can speculate titans can deliver the equivalent of somewhere between hundreds and thousands of tons of TNT each second, which meshes fairly well with the established abilitiesf rom other examples.

Page 4
Forty thousand years into the future mankind has spread to the very edges of the known galaxy, colonising millions of habitable planets in the process.
Mankind colonized millions of planets throughout the galaxy, Pre-Impeirum.

Page 5
Human worlds are scattered over thousands of light years, divided by months or even years of warp space travel.
"Thousands" of light years is open to interpretation. This could mean thousands literally, but it is more likely it means across almost the entire galaxy. Thus it takes months or (at worst) years to cross the galaxy.

Assuming a straight line course (which is possible but unlikely, few courses over the entire galaxy would be straight line but probably involve making multiple smalle rcourses) in 2 months would come out to 720,000c 2 Years would be 60,000C., Both fit roughly within established norms mentioned elsewhere but I wouldn't treat it as absolute, since there are many factors that can influence it (engine speed, the nature of the route taken, local warp conditions, type of ship and durability, navigator quality, etc.) One factor almost certain is that a jouerny across the galaxy required multiple jumps, and probably was NOT straight line (following the course may lead off in other directions, needing to drop out of warp space to get bearings, etc.) More favourable conditions (or a more straight line approach over a shorter distance, hell) could arguably result in a much faster speed.

PAge 5
The priesthood is so colossal that its millions of buildings, adminsitrative offices, ,and departments cover virtually the entire surface of the planet Earth.

..

The Emperor possesses incredible psychic powers. His mind spans the galaxy and guides human spacecraft safely through the daemon-infested dimension of warp space. Although his mind is powerful beyond comprehension, the Emperor's body is so old and battle-worn that it lies in a permanant stasis, frozen in time inside a life supportt machine.
The Golden throne apparently involves stasis on the body, but his spirit is not so limited. Also the Adeptus Terra covers the entire surface of Earth.

Given the nature of the golden throne evolving as has been mentioned (used as a link to the Eldar Webway, being discovered and perhaps modified by rather than created by the GEoM, etc.) it is probable that the stasis effects or life-prolonging technologies are related (The Webway has demonstrated time dilation technology - even places where time stops or goes backwards- eg Inquisition War. Stick on some life support stuff to stasis tech...)

Page 5
Ork space is divided into thousands of independent empires which frequently fight amongst themselves. This has ensured the survival of the Imperium to date, as a concerted attack by the whole of Orkdom woudl be impossible to resist for long.
"Thousands" of Ork Empires. Likely a gross under-estimate (more like "millions - billions" given average Ork population sizes being smaller than human equivalents and the fact Orks significantly outnumber the humans.)

Page 6
It is quite likely that Orks got the idea for Gargants from human Titans. However, Gargants are technically very crude and have none of the scientific sophistication of the human machines, though their firepower is every bit as formidable as the mightiest Titan.
As we all know, Gargants are Orky, lower tech versions of Titans.

Page6
Their sheer weight of numbers menas that Orks can sometimes overwhelm their enemy just by charging forward in one vast hored. This is to their advantage, because they lack the long ranged weaponry of the Imperial troops or Eldar.
Ork weapons are shorter ranged than the Imperials, obviously. But numbers is an advantage all its own.

Page 6
Eldar will occasionally fight alongside humans against a common foe, such as Orks or Chaos, but such alliances are only temporary and never last for long.
Both races distruct one another, but they hate Orks, Chaos, or the 'Nids more. And they are very pragmatic.

Page 6
since the destruction of their worlds the Eldar have set up new colonies, and the Craftworlds are often drawn into wars to protect them from marauding Orks or human settlers.
The Eldar DO sort of hold teritory.

Page 8
Warp space is not empty - it is a realm of psychic energy inhabited by incorporeal but very powerful creatures. The four most powerful of these creatures are the Chaos Gods Khorne, Slaanesh, Tzeentch, and Nurgle, but there are many more. Some are daemonic servants of these Great Powers, and others are lesser powers in their own right.
the Chaos Gods.

Page 8
They can do this [enter the material universe] by finding gateways into real space, such as are created whenever a ship enters or leaves the warp.

Gateways can also be created unconciously by psychic huhmans and other living creatures, for every liging creature has a tiny spark of ethereal existence in the warp which is called their astral body. This is why powerful human psychics and Eldar seers are able to enter a trance and enter the warp with their minds, their astral bodies are travelling through the warp, amongst the creatures of Chaos. Needless to say this is very dangerous because a daemon can capture the astral body and destroy or enslave it, so that the living person becomes a mindless tool of Chaos.

Some people willingly open their minds to Chaos, pledging to fight on behalf of their daemonic master in return for unearthly power. Such power is mghty indeed, for the Chaos Gods are able to use such a person as a channel for their immense energies. The individual becomes a Chaos Champion, and his body becomes twisted into an ever more horrific form. The Champion often gains incredibel power for a period, but eventually he will be destroyed by the unnatural forces that course through his mortal body.
Daemons can, like a few other sources indicate, acess the material universe by warp portals ship's make. Which may be another reason why they will typically prefer to emerge from realspace some distance away. It's not the ONLY reason of course, but it could be a big one.

Also the usual "psychic beings have a link to the warp which can be used by daemons as a gateway" bit. And Chaos Champions here are defined as focal points for a Chaos God's power. Arguably other warp entities (EG human and Ork gods) have their Champions as well (as speculated in the Thorian sourcebook)

Page 8
The daemon worlds are hellish places: some of them are flat, others have skies that burn, while others are dreamlike and insubstantial. DAemons and other creatures from the warp can live on these worlds in physical form, although they cannot move beyond them, and living creatures too can survive hear. Most of the daemon worlds exist in the Eye of Terror, where the heart of the Eldar civlization once lay.
Examples of Daemon worlds.


Page 8
Fortunately for humanity Chaos is divided amongst itself; the four Great Powers and other lesser creatures war against each other constantly, striving for supremacy in thei warp. This is just as well, because were the Great Powers to unite in one supreme effort there is little doubt that the material galaxy would be overwhelmed by Choas and turned into a daemon realm.
Except that they tried this before and only broke even. Maybe they've gotten stronger, but I kinda doubt it. Then again they that every threat could destory humanity if they united. Probably will say that about the tau eventually.


Page 9
There are no towers as high as the spires of Mars, no cities greater than the hives of Mars, and no men more devoted ot the pursuit of knoweldge than the TEeh-Priests of Mars

Mars is the greatest and most populous world in the entirety of the galaxy-spanning Imperium. Sprawling hives climb miles into the Martian sky and their foundations delve deep into the planet's core. Orbital factories circle its globe, their ceaseless industry forming a glowing halo around the red planet.

Above the equator vast space docks float in geo-stationary orbit, for this is the home of the mightiest fleet in the Imperium, the Battlefleet Solar. Untold billions of human souls live on the ancient world.

...

Throughout the galaxy there are many other worlds that belong ot the Tech-Priests, planets whose people also form part of this huge and powerful organisation. These other planets are called Forge Worlds. and though none are as ancient or as powerful as Mars, each has its hives and its facotries, its industries and its cavernous temples of the Machine God.

Each Forge World is a colony of the Tech Priests, controlled by its own Techno-Magi and responsible for its own affairs. However, the ultimate loyalty of all the cult members is to the Cult Mechanicus itself, and to its masters on the planet Mars.
General AdMech spiel. Its interesting they suggest that Mars has more population that other worlds in the Imperium, suggesting they have hundreds of billions, trillions of people total. More (and greater) than Earth even?

Also note the Martian hives going miles up into the sky and digging deep "into the planet's core" as well (possibly geothermal)

Page 9
The Legio Ignatum is one of the oldest Legions, its Forge World being Mars itself. The Legion fought throughout the Great Crusade and still retains a number of Titans blessed by the Emperor hisemfl at this time.

..

To this day the LEgio Ignatum is the only Titan Legion granted the honour of guarding the Emperor's golden throne room.
Oldest Titan Legion existing, and the only one guarding the Emperor. Its possible the Titans we saw in the first Inquisiton War onvel were from that legion.

Page 9
it was the Legio Mortis who breached the walls of the Emperor's palace, it was the Deaths Heads Scouts who terrorised and systematically destroyed the populations of a dozen hives on PAramar and Tallarn.
They've been busy folk. Note that the Titans managed to wipe out the populations of a "dozen hives" total, presumably wrecking much of the Hives in the process.

Page 10
The Legio Ordo Sinister is an elite special purposes Legion. It comprises only a dozen Emperor class Titans...

..

The purpose of the Legio Ordo Sinster is simple: to inspire terror and obedience in those who are in danger of disobeying the Pax Imperium, to lend the weight of steel to the words of the Adeptus. In this respect the Legio often works in conjunction with the Adeptus Arbites, the Inquisition, and the Ecclesiarchy, providing transport and fire supportt for their ground troops in innumerable short, viscious campaigns.

...

However, this Legion remains an instrument of precision for the Imperium - a well-honed sabre rather than the sledgehammer of planetary bombardment or the scalpel of a Space Marine intercession.
A Titan Terror squad, that is described as a "precision" instrument (relatively speaking.) An Eversor Assasin probably has more precision than a dozen Emperor class Titans, but more precise than a starship.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

More 2nd ed: Codex Titanicus


Page 10
Because of lack of maintenance the planet's atmospheric radiation shields soon disintegrated. Solar raidation poured onto the surface, destroying the fragile ecosystem and wiping out sparse vegetation which had taken millenia to cultivate. Plagues caused by high radiation levels slwe most of the population.
Planetary shields of a sort existed on MArs at one time. Not neccesarily military grade, but interesting nonetheless. Unknown but unlikely they still have it.

Page 10
The destrtuction of the entire planet seemed likely. However, this was not to be, for a new idea began to spread amongst the people, a relgiion of survival - the Cult Mechanicus dedicated to the Machine God.

The devotees of the Machine God soughto ut the now scattered technology needed to rebuild temporary radiation shelters. The cult demanded absolute devotion from its followers, for only by selfless dedication and oftne personal sacrifice could machines be recovered or the planet saved.
The origins of the AdMech "religion". Nothing works better as a religious motivator than the catastrophic thread of all life.

Page 10
They built shelters to protect themselves from the radiation storms, and oxygen generators and food processing machines to enable them to live behind the enclosed shielding.
Note the shielding of a smaller scale, atmsophere generating, food processing.

Page 10
Many of the cultists died defending their shelters and some early shelters were destroyed, ,but the survivors emerged all the stronger and more determined. The people interpreted their survival in the face of tremendous odds as vindication of the Cult Mechanicus. Their resolve and devotion to the cult became unshakable.
More religion. Curiously, as I recall from Mechanicum, it's hinted that the Emperor basically engineered the existence of the Mechanicum, which means he rather dickishly set this up. Then again consideirng how dickish the AdMech has been up to this point I'm not terribly sympathetic.

Page 10
The High Altar within [Mars temples to machine God] took the form of a vast database containing the whole knowledge of the TEch Priests. Even today every new discovery is dedicated to this altar. Every temple on Mars and throughout the Foge Worlds is connected to the High Altar by means of a living Transmat link, a psychic Servitor whose mind co-joins all altars of the Cult Mechanicus into one holy machine entity.
the psychic servitors bit is interesting. I think Tobias Maxilla from Eisenhorn had similar (his ship was basically all servitors as I recall.). That it connects the Forge worlds as a osrt of psychic internet is also amusing - how fast is the transfer rate, one wonders?

I also have to wonder what happens to dead/dying astropaths . Do they get recycled into servitors too, and if so where do they all go?

I know the "High Altar" stuff has been mentioend elsewhere (horus Heresy novels I think) and I'm 90% sure that this sort f thing has ben resurrected in some form by more recentl fluff (the idea of some giant AdMech internet like setup). One presumes the transmission speed for this network is considerably faster and more reliable than usual astropathy, for whatever reason (as usual the AdMech keeps the best toys for themselves).

PAge 10
The Legio Desturctor is one of the Imperium's largest Titan Legions, comprising over a hundred machines of all classes.
This Legion's size is noted to be mainly due to close proximity to the Ork Empire of Charadon and the Wheel of Fire (hinted as being another Ork enclave) - the Legion spends much of its time building its strength to face successive WAAGHs. They're also rumored to be considerably "orkier" than other Titan Legions.

Either way I think we take this as an upper limit on Titan numbers (generally one tita legion per Forge world, thousands of forge worlds and no more than 100 titans per legion) A million or so give or take, tops.

I can't help but think in contrast to how many frigging super heavy tanks the Guard must have.

Page 11
When the Tech-priests built their first temples and restored order to Mars they also laid the basis for the military arm of the Cult Mechanicus, the Titan Legions. They created weapons capable of functioning in the hostile enviroment of their planet.
Titans apparently evolved as not just religious symbols, but also to operate in hostile terrains. I'm guessing its a safe bet tanks would do better.

Page 11
Of all the galaxy's fighting machines none can match the sheer size and power of a Titan. the largest Titans bristle with weaponed turrets and carry potent guns capable of destroying entire formations of enemy troops.


..

A titan is a ponderous battleship of the land. A machine of such a size and complexity that it is accompanied by infantry and tanks so that it can deliver its substantial firepower in the most effective way.
The only reason Titans are so badass is because the AdMech keeps the tech to themselves and uses it on the Titans. Again, I'm sure it could be argued that a big tank with Titan tech on it would be superior. (hell with Leviathans and Capitol Imperialis and other superheavies they're halfway there as it is).

The forces that usually accompany titans as I recall are all Skitarii.

Page 11
The construction of a Titan takes many years. Centuries of endeavour lie behind a single machine.
Yet another argument for Superheavies, I'm betting. I should note that a big reason for why they take so damn long to build is probably because of all the ritual and religious significance behind Titans as living avatars of the Machine God (or the emperor, take your pick.)

As a side point I should note that in the Dark Age of Tech I remember reading that EVERY colony had its own titan legion... so there you go.

Page 12
The spacecraft of the C ult Mechanicus carried an entire TitanLegion onboard as well as thousands of Servitors and Tech-Priests to form teh seeds of a new colony.

Over the next thousand years many Titan Legions were built and launched into the void. Some were lost or destroyed, but others were successful in their mission. Throughout the galaxy new colonies of the Cult Mechanicus were founded, each a replica of Mars with its temples and hives, its factories and its hierarchy of Tech-Priests Each new world was protected by its Titan Legion.
Explorator fleets basically - hints at some measure of similarity in capability.

Page 12
During moments of relative calm [from the Warp Storm that encompassed the galaxy pre Emperor] broken messages were down-loaded into the high Altar in the Temple of Knowledge, fleeting reports from the Forge Worlds, data from recovered machines, confirmations fo new discoveries or desperate pleas for help.
More on the psychic internet the AdMech keeps.

Page 12
When Horus began the heresy by virus-bombing the defenceless world of Istvaan III the Deaths Heads made the landings to scour the corpse-packed hives for the pitifully few survivors. Some say that mutated strains of the virus brought their final corruption, some say the madness inspired by the billions of putrefying corpses turned their faces to Chaos.
Speculation of the corruption of the Titan Legions at Istvaan 3. What really hpapened is that they blindly followed Horus into treason and heresy.

Page 12
Horus granted the Deaths Heads the honour of breaking through the outer walls of the palace and with wreckers, power rams, warp missiles and their own finedish bravery they did so despite suffering the loss of over thirty Titans in one night.
Note the warp missiles and the loss of thirty titans.

Page 12
They [Tech Priests] discovered that the Eldar too were facing social disintegration. Many had taken to the worship of the Dark Gods of Chaos, and everywhere the Eldar worlds were falling into ruin. Some Eldar had already chosen to abandon their home worlds and set up new colonies of Exodites untainted by the evil of Chaos.
The AdMech seem to have uncovered some of the reasons behind the Eldar Fall.


Page 13
The human worlds discovered by the Tech-Priests retained little of their old technology. They had devolved into feudal states ruled by aristocratic nobled who welcomed the Tech-Priests as long-awaited saviours. The Tech-Priests settled amongst these feudal empires, or Knight Worlds, choosing planets that were mineral rich where they could rebuild their industries. They established contacts with the Knights, trading with their worlds and investigating the ancient ruins where surviving technolgoy oculd still sometimes be found. The Knights provided manpower and security against enemies such as marauding Orks and land-hungry Eldar Exodites. In return the Tech-Priests provided technical expertise and help rebuilding their planets.

Over the millenia the Forge Worlds became powerful and the Knight Worlds flourished under their wing. The Tech Priests and Knights became mutually dependent and each Forge World became the hub of ane mpire consisting of a Forge Wolrd and its surrounding Knight Worlds. The Knights learned much from the Tech Priests and their socieites were gradually transformed into technically sophisticated cultures.
The origins of the Knight Worlds and their mini-titans. It's worth noting that Knights have shown up (courtesy of Graham McNeill and his love for past fluff) in the novel Mechanicum so I assume that allows them and by extension the Knight Worlds a quasi-canonical status.

No idea if the Eldar kept their analogues though.

Page 13
Many of the Forge Worlds were successful in maintaining sporadic contact with each other, and the Tech Priests obsession with knowledge ensured that discoveries on one world were down-loaded to altars throughout the galaxy.
Those transmat psychic servitors must be damn effective if they kept even some sporadic contact despite galaxy-wide warp storms. (then again the AdMech keeping good stuff for itself? Big shock)

Page 13
The most improtant innovation that the Tech-Priests brought the Knight Worlds were the fighting machines also called Knights. These machines were one-man version of a Titan, much smaller and less powerful than a real Titan, but far better suited to the mobile style of warfare prevalent amongst the nobility of the Knight Worlds.

Today these Knights fight alongside the Titans and form a reserve of troops which can be called up into the Titan Legions when required. Each machine is piloted by a noble of the Knight Worlds, a Knight warrior within a Knight machine, for these worlds have maintained their feudal socieites over the millenia. Indeed, the acquisition of technology enabled the warrior nobility to strengthen its position of power on their worlds.
More on the Knights.

Page 13
On Mars the Emperor was recognised as the long-awaited Omnissiah of cult legend. A frenzy of popular uprising swept through the entire Cult Mechanicus as word spread of his coming. When the Emperor arrived on Mars he was hailed as the Machine God Incarnate and the Tech Priests and Techno-Magi alike came to acknowledge his leadership and marvel at the technical secrets at his command.

Not all amongst the Cult Mechanicus were happy with this turn of events. MAny of the senior Magi resented the disturbance in the status quo threatening, as it did, their own power base. A few of these malcontents seized the Temple of All Knowledge form where they called the faithful to war against the Emperor.

The conflict that followed was shorrt and bloody, and ended in the defeat of the reactionaries and triumph of the Emperor's followers.
The fluff covering the schism in the AdMech over the status of the Emperor. This would sow the seeds of things in the Horus Heresy.

Page 14
Forge Worlds throughout the galaxy were able to establish secure communications with Mars following the end of the warp storms. Many Forge Worlds were able to contact the High Altar of Knowledge, and many technical advancecs and discoveries were spread as a result. The position of Mars and the Cult Mechanicus as the leader of the Forge Worlds was reaffirmed and spacecraft began to travel between the worlds regularly.
More psychic internet, and a likely explanation why Mars manages to hold onto the tech knowledge of all the other Forge Worlds.

Page 16
The Titan Legions and the TEch-Guard armies of the Adeptus Mechanicus protect and expand the territories of the Machine God. In conjunction with the Space Marines and Imperial Guard, they form the fighting armies of the Imperium, the most potent force in the galaxy.
If the Titan forces are allowed to fight by the AdMech, that is.

Page 16
The Forge Worlds and Knight Worlds remain fierely loyal to their Martian masters. Their industry and their tithes are to the Adeptus Mechanicus and the Techno-Magi of the Cult Mechanicus. Where other human worlds in the Imperium are part of the feudal empire controlled by the Administratum of the ADeptus Terra on Earth, the Adeptus Mechanicus retains direct ownership of its own territories. Thus the Forge Worlds and the Knight Wrolds owe no obligations to the Adepts of Earth. They raise no regiments for the Imperial Guard and they pay no tithes to the treasury. They are not answerable to the Adeptus Terra but to the ADeptus Mechanicus. Only the Inqisition has jurisdiction in their territories, and there are no worlds in the Imperium where those warriors of righteousness may not walk freely.
Reaffirmation that the AdMech holds territory (Knight Worlds, Forge worlds, and probably others) independent of the Imperium. It may include others (like Agri worlds, Mining worlds, perhaps industrial and hive worlds too.) No idea of the scale, aside from "more than the Forge worlds" probably and.

The Inquisition in theory has jurisdiction over them, but like with the Astartes this depends entirely on politics and sometimes military power.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Next Epic update.. still 2nd Ed codex titanicus


Page 17
Battle Titans stand between 10 and 25 meters tall. Their limbs are moved by electrically motivated fibre bundles that bunch and flex like muscles around "bones" of Adamantium and armaplas. They are protected by up to six void shield generators and have heavy armour of ceramite and adamantium comparabel to super heavy tanks. The void shield generators are a Battle titan's first line of defence but they have a ferocious power requirement beyond the capacity of most portable power sources. All Titans overcome this problem by using dangerously volatile plasma reactors with all the attendant risks of meltdown or runaway reaction.
Titans have of course gotten bigger.. and smaller... and bigger again. Durability of titan armour appears roughly comparable to super heavy tanks. Also specifies that plasma reactors are necessitated by the void shields. The "volatile" bit tends to suggest they aren't conventional nuclear reactors, since as we know a Titan reactor going up tends to leave a very large and nasty crater.

Page 17
Mind impulse units read commands directly from the brain waves of the Titan's bridge crew, giving the machine an agility and reaction time otherwise impossible to achieve. To an extent the Ttian and its crew , in particular its commander or Princeps, become meshed togehter by the use of the MIU.

benefits of the MIU ttians employ.

Page 17
The plasma reactors of Battle Titans are designed to generate sufficient energy for the Titans to operate within strict parameters. For example, a Titan can move and fire but its reaction time will be slowed and it will not be able to move at full speed. Alternatively, the same Titan could sacrifice all its movement in order to give it sufficient energy to track and lock targets more quickly or else move at top speed but be unable to fire while it does so.
In other words, Titans can't power everything at once at max power. A reasonable limitation. Starships likely operate under similar limits, to an extent. I'm not sure exactly what sort of quantifiable conclusions we can draw from it, though, given that void shields seem to be the primary (and significant) power draw for Titans hence for some reason suck up the most energy. And I can't really begin to think about how to quantify the energy output of walking, except maybe in the most general and simple terms because there are too many variables and unknowns.

Page 17
Reavers are medium weight Battle Titans which mount up to three weapon systems. They [Reaver Titans] are shielded by four void shield generators and are protected by thick, well sloped armour from all sides.
Reaver Titans. Note the mention of sloped armor

page 18
The Reaver seems to have been designed at approximately the same time as the Warhound. It differs considerably from older desigsn, such as the Warlord Battle Titan, in placing the vulnerable plasma reactor at the rear of the carapace housing. While this makes the Reaver difficult to knock out from the front the more exposed cooling bars of the reactor make it a comparatively easy target from teh side or rear. The greater speed of the Reaver over Warlord Battle Titans minimizes this probelm but it does make REavers unsuitable for extremely heavy fighting in cities or other close terrain.
Design differences of the Reaver from other Titans.


Page 18
The Warlord is a heavy Battle Titan intended for continuous front-line action in major warzones. It is protected by six void shield generators and some of the thickest armour to be seen on a Battle Titan. The Warlord can mount up to four independent main weapon systems and several subsidiary weapon systems to increase its short-range firepower for city fighting.
Warlord Battle Titans.

PAge 18
Fast and agile, they [Warhounds] perform dangerous reconnaissance missions and terror raids behind enemy lines.

warhounds almost invariably operate in pairs so that they can outmanoeuvre or outgun almost any opponent they are liable to meet on such missions. In a major battle Warhounds favour working their way around a flank to pursue 'soft' targets such as infantry and artillery. With weapons like Vulcan mega-bolters and Inferno guns a pair of Warhounds can cause immense damage this way.

Warhounds are shielded by two void shield generators and are lightly armoured, emphasizing speed over strength. They mount two weapons and are limited in their selection to the lighter' Titan weapons.
Warhound Titans

Page 18
The forge world of Vulcanis is Stygies VIII, a large moon in orbit around a massive ringed gas giant on the outer fringes of the system. Because of its close proximity to the Eye of TError and the attendant risks of Chaos attack Stygies VIII was home to two Titan Legions, the first and second legio Vulcanum.


While it is unusual for a single system to support two Legions it is far from unknown - Mars itself supporrts three. The curse of Vulcanis was that both Legions betrayed the Emperor and joined the heresy on the side of Horus.

..

On the 31st day of the siege a group of tall, graceful Titans supported by speeding jetbikes in their hundreds appeared and smashed the scions of Chaos. The Eldar Craftworld of Saim Hann had sent the forces - not to help the loyalists but to deny Chaos a staging post so close to the Eye of Terror. When the heresy ended both the brother-legions fled into exile int he Eye of Terror and Stygies now houses a third legion, Legio Honorum.
some Forge worlds evidently house mulitple Legions.

Page 19
Emperor class titans tower some 25 to 40 metres tall. They mount veritable arsenals of weaponry and are protected by up to twlve void shield generators and armour so thick it would not be out of place on a planetary defence installation.

...

Emperor-class Titans employ the same technologies as Battle Titans but on a massive scale, featuring huge plasma reactors to s upply their colossal power requirements.
Emperor class titans. The bit about armour is interesting, though I wouldn't read too much into the comparison. In general if an enemy wants to take the world they aren't going to be using huge amounts of firepower indiscriminately, which works (to a point) in the Defender's favor. And if they just want to destroy the world then its unlikely that any quantity of armour would save you (even if your base's armor is immune to prolonged attack, they'll either just blow off the atmosphere, or melt the crust and let your base sink into the ground or something equally devious. And there is always conservation of momentum if they decide to drop kinetic impactors.

Page 19
The Imperator uses the 'dynamic' pattern of plasma reactor which forms the heartt of all Emperor class Titans. This allows the Titan's princep to strictly control the amount of energy being channeled to different parts of the Titan to make maximum use of the power available.
Larger vehicles probably also have this ability (eg starships and bigger fighters)

Page 19
In comparison to Battle Titans of all classes Imperators are rare with most Titan Legions able to field three or four Imperators in a campaign. The Grand Masters of Titan Legions often use Imeprator Titans modified to a greater or lesser degree, as mobile headquarters. From here they issue commands to the whole Legion or even lead vital assaults personally if hte situation warrants it.

Imperators spend much of their time employed as vast mobile fortresses to strengthen valuable sectors of the battlefront or to act as a reserve force behind the front-line.
Imperators are relatively rarer than other titans - 3-4 per legion.

Page 19
The defences of the Imperator are impressive to say the least. Twelve void shield generators and metres thick armour ensure that only the most concentrated salvoes have a chanece of damaging it. In addition ot this an assembly of Adeptus Astra Telepathica psykers protects the Imperator from psychic assault and use their powers to assist in targeting its weapon batteries. A complete company of infantry plus support troops can be housed onboard the Imperator to guard it against infantry assault or be transportted to a vital objective.
"Metres" thick armour, its own psykers (who both protect it from psychich assault and assist in targeting) plus its own troops.

Page 19
The stadard Imperator Titan is configured to deliver salvoes of devastation at all ranges, the fire intensifying as the Imperator closes with its targets. However, Imperators are not normally equipped to fight other Titans in close combat.
presumably they dont risk Imperator titans in close combat because of their rarity.

Page 19
The titan Legions are extremely flexible organizations. The number of operational Titans in a single Legion can vary between barely a dozen in the case of the elite Legio Ordo Sinister to over a huhndred in the Legio Destructor.

The bulk of the LEgion's remaining Battle Titans are formed into battle groups of three Titans each, which will usually remain together for the course of the campaign.. Each battle group is an independent unit, frequently including its own supporting troops as well as repair and maintenance facilities. The titans in a battle group are nearly always of the same type, Reavers or Warlords. This ensures that they remain a cohesive group with similar capabilities.

Titan numbers vary, but the lower and upper limits do allow benchmarks to be laid down. Titan Battlegroups seem to have alot of their own organic support structure that goes with them (small wonder perhaps why the Titan transport ships are so effing huge.)


.PAge 20
Instead, Scout Titans operate in pairs and these teams are attached to battle groups or other large formations as required.
Warhound doctrine.

Page 22
The titan's plasma reactor has been destroyed, and the Titan is vapourised in a spectactular meltdown.
for a 2000 or so ton Warlord, assuming iron composition that means at least 15 TJ of energy released.

PAge 27
The Knight Worlds supply the teeming forge worlds of the Adeptus Mechancius with vital food and raw materials.

..

Through these empty wildernesses wander grazing heerds of of huge megasaurs, dinosaur-like creatures that either evolved naturally or were transplanted to the plane tin the Dark Age of Technology.

..

The Servitor-run strip mines in the mountains must be protected against rapacious pirates in search of gold, silver, and uranium.

Year l;ong the Knights battle and patrol until the great ships arrive from the forge world, bringing new Knight suits, weapons, tools, and mining machinery. They leave with their holds packed with ores and megasaur meat.

...

When the Titan Legions amrch to war contingents from the Knight Worlds fight with them. Each noble family sends their own formation of armoured warriors called a Knight household.
More detailed description of the Knight Worlds and their role in the Admech hierarchy... basically combined mining and agri worlds with some military service thrown in.

Page 27
Knights carry a small but potent directional power field generator. This works by creating a power field across a 90 degree arc to the front of the Knight. By skillfully manipulating this field a Knight tries to slow and deflect enemy fire.
Knights are too small to mount Void shields.

Page 28
The shock lance is used by Knights to deliver high-voltage electromagnetic shocks to enemies they are close assaulting. The engines of the Knight suits are fitted with huge dynamos. As the Knight builds up speed and charrges into combat, teh dynamos revolve, storing an electric charge in capacitors mounted in the Knight's suit visor. When the Knight enters close combat the charge in the capacitors is so gret it can do nothing but earth itself, usually via the enemy, delivering a devastating electric shock which can burn infantry to the bone and short out weapon and control systems.
If we knew the mass and speed of Knights we might calc it in some manner. Assuming a Knight massed as much as a Russ and could move at say.. 30 kph tops (8 m/s).. 2 MW power sustained expended. Over a 10-20 second pariod that is of course 20-40 MW potential. of course (in theory enough to "burn" a person - half a MJ to a MJ could do that if applied properly.) It doesn't seem to be the sole destructive mechanism, but more like a secondary one. the KE and momentum of the lance strike would be considerable too.

Page 28
Both of these types of Knight are traditionally equipped with special close combat weapons and are faimed for their skill with them, charging into the enemy and delivering blows left and right with their chainswords and power gauntlets. This close combat capability is tempered iwth powerful ranged weapons to blast enemy vechiles from a distance and bolters to mow down infantry targets.

..


The Knight Paladin is the archetypal Knight suit armed with a large calibre battlecannon and giant chainsword..
other Knight armaments.

Page 29
The Knight Errant carries a fearsome thermal cannon capable of vaporising steel or flesh with equal relish.

In close combat the Knight's power gauntlet and shock lance make it capable of tearing gaping holesin foes.
Melta weapons and power weapons.

Page 29
The Knight Lancer is a faster version of the standard Knight suit. The agile LAncer is used to out flank the enemy, scout out their defences and distract hostile forecs while slower units get into position to attack. The Lancer is armed with a battlecannon so it can duel at long range. It also has a special weapon called a power lance. The power lance is a relatively simple upgrade to the stnadard Knight's shock lane. It works by intensifying the bolt of energy from the shock lance into a searing arc of lightning. Though the power lance has a very short range its nature makes the Lancer perfect for hit and run attacks.
Power lance is a nastier version of the shock lance, although how it is nastier isn't speciffied

Page 30
The heaviest types of Knight made by the forge worlds are the Crusader and the Castellan. Although slower than the other Knights, these two types benefit from substantially increased firepower and much thicker armour. Because of their great bulk the Crusader and Castellan cannot move fast enough to generate the charge needed to operate a shock lance. Instead, they are used in a fire support role, providing heavy weapons cover for the other Knight units to charge in whilst the Crusader and the Castellan pick off the main threats from the rear. The common feature to both types is the huge shoulder mounted Quake cannon, a modified Titan weapon that can destroy Titans and buildings alike. The Crusader supplmenets its Quake cannon with a twin mount lascannon for destroying armoured tarrgets at extreme range. Coupled with the Knight Crusader';s excellent frontal shielding this weapon combination makes a deadly support unit.
The Bigger Knights (like superheavies I presume) carry some significant Titan urting weapons.

Page 30
The Castellan replaces the Crusader's lascannon with a multi-barreled autocannon for increased firepower. Although only shotr ranged, when fired the hail of shells can cut a swathe thorugh most infantry and light vehicle units or strip a Titan of shields in an instant.
Again fairly signficant firepower implied.

Page 30
A Baron is the leader of a contingent of Knights and as Status demands every Baron has a specially constructed Knight suit...

..

The Baron's suit is armed with a power lance and rapid fire battlecannon. Its armor is thick....
[/quote]

Status suits for the leaders of Knight groups.
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

I've decided I'll toss off Codex Titanicus 2nd edition in one massive, double-length reply. I really want to hurry up and finish this.

page 31
The Imperial Guard is organised into regiments between two and six thousand men strong.

..

The standard uniform colour is ashen grey because this is the easiest and cheapest materiel to manufacture, but some worlds can provide coloured or camouflaged plasticloth and this is sometimes specified instead.
A bit on Guard units and their clothing.

PAge 31
The Tech-Guard are recruited on the Forge Worlds of the Adeptus Mechanicus. The Tech-Guard regiments fight in support of the TitanLegions while on campaign. They also protect the Forge Worlds from alien attack and Chaos insurrection and aid the Knight Worlds when necessary.

...

They are commonly part-cyborgised with bionic limb replacements, sensory attachments and so forth.

..

Tech Guard regiments are normally smaller than Imperial Guard regiments and are organised into small erunits at companyn and platoon level. However, because they are supplied directly by their Forge World Tech Guard are extremely well equipped and include more tanks, artillery, and armoured transporters than equivalent Imperial formations, even fielding fully mechanised infantry companies mounted in Chimera troop carriers. This makes Tech-Guard regiments highly mobile and hard-hitting - the perfect adjunct to the Titan Legions.[
Tech guard (skitarii) described in fluff. Obviously they are better than the average Guard unit.

Page 31
The troops in each regiment are divided into a number of companies, teh actaul number varying between ten and forty depending on the size of the regiment. Each company consists of three platoons of 50 men in the case of tactical units...

..

plus a company HQ unit of ten men. Each platoon includes a five-man section HQ unit under the command of a junior officer. EAch tactical company therefore consists of 160 men in total.
A more specific breakdown in Regiments. Actual numbers based on above vary from 160 to 6400 troops per company.

PAge 32
In addition to its main companies the regiment also includes a number of support units which can be placed under the command of a company HQ unit for the duration of a battle, such as robots, artillery batteries, etc.
Early fluff, so the Guard had more access to things other Imperial force had too, including robots and shit.

Page 32
Very unusual tropos such as Ogryns, Rough Riders, and Ratlins are recrited as separate and usually smaller regiments.

..

.. it is usual for commander sto divide up these regiments on the battleffield and attach individual units to other regiments.
Note that Rough Riders are treated as a specialist force, and like Storm Troopers tend to be distributed individually.

Page 32
It often happens that troops assigned to anotehr regiment for a particular battle end up being permanantly attached beacuse the rest of their regiment is destroyed or posted to another battlefield before they can rejoin it. This sort of thing happens all the time, so many Imperial Guard regiments include rough Riders, Ogyrns, Ratlings or infantry from other regiments initially sent to reinforce them.
Obviously this can happen for many reasons - either the old "gather togethre old and whittled down regiments into a new force", or the old regiment the specialists belong to is destroyed, or they may be unofficially appropriated... or someone may just have forgotten they were there.

Page 33
Tactical Imperial Guards make up the bulk of Imperial Guard companies, and are represented by a stand of five Guardsmen models.

..

ASsault companies are somewhat different from tactical Imperial Guard in that they are made up from fast, highly mobile assault troops equipped with jet packs and close combat weapons. They are represented by stands of five assault Imperial Guard models.

...

Heavy company troopers are also known as support companies because individual platoons are usually assigned to other companies as support units. This is not always the case though, and sometimes a whole heavy company will fight together to hold a position against overwhelming enemy attack or to throw their combined firepower behind a determined advancec A heavy company troop stand is represented by four ordinary trooper models plus a model with a lascannon.
Again early fluff had the Guard being more like Astartes in organzation, so you had assault and heavy weapons troops as well. After a fashion this can still be done, but its not called that in quite the same way. Assault guardsmen also had jump packs.

Page 33
The Chimera troop carrier is used by the Imperial Guard to move assault troops forward quickly and safely, even in the face of heavy enemy fire. It is most commonly used by the Mechanicus Tech-Guard who field whole mechanised infantry companies mounted in Chimeras. The Chimera uses a modified version of the Basilisk hull, on which the Earth Shaker cannon has been replaced with extra armour ot provide a compartment to carry assault troops. A turret-mounted multi-laser is fitted to provide covering fire once the troops being transproted have left the vehicles.
HEre its noted the Chimera is a Basilisk variant, rather than the other way around.

Page 34
The stormblade is a massive fire support vhiecle designed around the same hull used by the highly succecsesful Baneblade, Shadow Sword, and Storm Hammer super heavy battle tanks. The Stormblade veritably bristles with weaponry. Its main armamnet is a huge plasma blastgun, a devastating weapon normally mounted on Titans. The plasma blastgun is surmounted by a Titan-killing Hellion missile. In addition to these deadly weapons, the Stormblade mounts a heavy battlecannon in its left sponson and its right sponson is occupied by a rack of sleek Hunter Killer missiles. To complete this awesome arsneal the Stormblade mounts a plethora of close-range bolters to stave off marauding infantry.

The Stormblade's main weapon is the plasma blastgun. In order to utilise the blastgun Stormblades are powered by a small plasma reactor. Small amounts of plasma are siphoned off from the reactor and stored in special cooling chambers until the blastgun is fired.
Back in the days of Epic when superheavies were REALLY badass. Note the fact they even carried a plasma reactor.

Page 34
Each Hunter-Killer missiles has a sophisticated guidance system whch enables them to seek their targets independently. They are designed to be fired all at once to give the STormblade a one-off salvo of instant firepower when confronted by a Titan or a large number of lighter enemy tanks.

Likewise, the Hellion missile is a one-shot weapon, specially desgiend to destroy Titans and other heavily-armored targets. It is armed with a relatively small plasma warhead encased in an adamantium penetrator sleeve. When the missile hits a target the sleeve ensures the plasma warhead is punched deep within it before detonating, releasing white-hot plasma into the heart of the target.
The much loved, Hunter Killer missiles and the larger "Hellion" missile (which probably qualifies as a tactical nuclear weapon of some kind.)

Page 34
The Basilisk is a self-propelled artillery piece mounted with a long-barrelled cannon known to the Imperial troops as the "Earth Shaker" because of its tremendous recoil. The Earth Shaker has a long range and is used to pound enemy positions from a distance prior to a general advance. The advantage of the Basilisk artillery piece over a rocket launcher is that it can be redirected, loaded and fired relatively speedily. The Basilisk is allowed to fire two barrages rather than just one..
Basilisk launchers. The Epic basilisk had the interesting ability of "burst fire" - the ability to fire several barrages in a short period of time, something I believe other howitzers have been knonw to do as well.

Page 35
The Manticore is a lightly armoured support weapon which carries a potent barrage weapon, a rack full of Storm Eagle rockets.

...
The Manticore must be reloaded after each time ti fires. As it takes a complete turn to reload...

..

You can move and reload the Manticore in the same turn however, so it does give you the opportunity to repoistion red yfor your next firing.
This version of the Manticore was different than the modern version, and a better one IMHO.

Page 35
It [Leman Russ] is well armoured and carries a heavy battlecannon asn a lascannon as well as bolters...

..

The battlecannon fires a powerful armour-bursting shell, while the lascannon shoots a burst of laser energy.
Epic Leman Russ. Its implied the battle cannon ammo is probably some sort of CE (chemical energy - eg explosive or HEAT) rather than a KE penetrator. Maybe that is why they typically have short barrels but insanely huge muzzles.

Page 36
As the highly mobile elite of the Imperium the Space Marines will often find themselves right at the spearhead of the action: Whether it is to plug a vulnerable gap while the larger and less mobile formations of the Imperial Guard can be brrought into action, to recover captaives, or to act as a swift and deadly strike force sent deep into enemy terirtory to knock out vital installations.
Standard "Space Marines are more highly mobile and elite troops" spiel.

Page 36
On eleven occasions in their history the two Chapters [Space Wolves and Dark Angels] have gone to war against each other, the most recent being the Magdelon War in which the Space Wovles finally ousted the Dark Angels from the second moon of Magedlon and its famed gem mines.
Space Wolves can and do fight against other Chapters as well as the Inquisition or other groups.

Page 37
A typical Space Marine Chapter has ten companies- although more comapnies will be created and maintained in times of prolonged war.[
A sentiment which, I bleieve has been resurrected in 5th edition.

Page 37
Assault Space MArines may therefore ignore movement penalties- they simply use their jump packs to leap over trees, rocks and buildings.
The leaping abilities of Assault Marines.

Page 37
Veterans (1st Chapter) can fight in normal Space Marine power armour or as Terminators in special Terminator armour.[
Well known and established, and this gives them some versatility.

Page 37
A Chapter has at least one Scout company, made up of young Space Marines who have yet to complete the final stages of their training and bio-chemical enhancement.
note the "at least one" scout company - there can be more in addition to such companies not having a fixed size.

Page 38
Some Land Raiders are built by the Adeptus Mechanicus and supplied direc tto Space Marine Chapters in return for goods, servies, or hard cash. However, most Chapters prefer to build Land Raiders in their own armouries, where they can incorporate their own modifications. The Land Raider is the space Marines' main armoured fighting vehicle, as it combines a great deal of punchi nto a relatively small space.

..

Thick plasteel plating gives the Land Raider an armour.,..
Land Raider construction data. Note that despite being able to build them, the AdMech des not appear to (officially) field them wiht the Skitarii despite what oyu might expect.

Page 39
The Rhino armoured troop carrier is the most widely used transport vehicle in the Imperium, in service with the Space Marines, the Imperial Guard, the Titan Legions, and even supplied to the Squats and Knight Worlds.
again back then eveeryone used Rhinos.

Page 39
Huge Warlords incinerated huundreds with fusion fire.

..

Plasma reactors seething iwth the power of suns gave them strength.


..
Like insects swarming out to defend their hive, Space Marines surged forward.

..


Their comrades fought on round their corpses. Some had no time to scream or pray or plead. They vaniuhsed in expanding clouds of super-heated steam as the plasma bolts of the Titans fell among them.
Titan weapons incinerating and vaporizing marines.. high MJ/low GJ per marine easily.

PAge 40
Space Marines are expert planetary assault troops and employ a variety of special craft ot carry them down through the atmosphere onto the battlefield. The smallest of these craft are drop pods, ,but these can only carry a few troops and are difficult to land precisely. Space Marines therefore prefer to use the larger and more tactically flexible gunships to land troops directly into a battlezone.

Thunderhawk gunships are dropped from spacecraft in low orbit. Once they reach the lower atmosphere their jet engines fire, allowing them to land their troops right in the thick of the action.
Drop pods and Thunderhawks. Note the low orbital insertion capability.

Page 41
THey [Orks] control a significant part of known space, but this sprawling territory is divided amongst thousands of individual warlords. Were Orkdom ever to unite against the Imperium it is unlikely that humanity would survive very long.
Orks control significant territory, scattered over the "thousands" of Warlords. Also, a unified Ork force would overwhelm the Imperium.

Page 46
The Braincrusha is an Ork battle tank mounting a truly gigantic cannon. When the Braincrusha fires it bucks up into the air, the front wheels lifting as its massive cannon hurls monstre shells at the enemy from an exceptionally long range. The sheer size of the shells fired by a Braincrusha means that they can smash armoured tanks like eggs. The weight of the shell is often sufficient to rip off turrets and overturn vehicles even if the armour isn't pierced.
While the whole "tank recoils violently with firing" may imply insanely high momentum, it is possible that a fair bit of that, or even most of it is from propellant (Orks are not known for always designing efficient weapons) However, it has been known for Ork weapons to impart so much momentum they knock Tanks around or over (DoW novel, the Gunheads novel where they pulled an honour guard - eg knocked a tank a number of meters back, etc.)

Even then its hard to compare it to modern weapons, since alot of factors (sub calibre vs full caliber, velocity, etc.) go into such comparisons.

Page 47
The Doom Diver Manga-Kannon is an ingenious devices which has been cunningly crafted by the Orks to destroy enemy flying vehicles and skimmers. The weapon consists of a huge electro-magnet which can be used against targets at considerable distances by utilising Ork teleporter technology to "jump" the magnetic field from just in front of the electromagnet to the target. Once the target is grabbed in this way it is held fast by the magnetic field and can be turned to face any direction that the crew desire. The victim is then released to travel off on the new heading.
A traktor beam weapon with displacement capabilities, IOW. Much like the shokk attack gun, this is quite a brilliant capability, but at the same time ludicrously applied, which limits its ability to be decisive in battles. Were the orks to do something smarter (say lobbing shells through the teleporters, or energy beams) it oculd be something the Imperium would be hard pressed to beat. Still, that potential is there, awaiting the right Orky inspiration.

Page 65
Out of the gloom it came: a giant machine, human-shaped and deadly. Urgluk stared up at the eighty-foot monster in awe.
Eighty foot titan considered inspiring to an Ork.

Page 66
Gork and Mork stirred. Their dreams reached out and touched the dreams of their people. A billion Orks turned in their sleep; suddenly, inexplicably infected by scenes of slaughter and reaving, plundera nd the taking of worlds. When they awoke they looked on their surroundsings and found them dull.
Note teh "billion Orks" picking up on their gods behaviour.. the nucleus of a WAAAGH. (This story incidentally is pretty amusingand highlights Gargant creation.) The POV of the Orks on the WAAAGH motivation is interesting as well.

Page 66
"But DRagnatz and Urgluk been buildin' it for monfs"
GArgant taking months to build, at least, though its still far from complete.


Page 66
Gork struggled towards awareness. After centuries of dormancy it was a long process. He sensed other powers in the warp trying to interfere. He blocked a subtle tendril from Slaanesh, ignored a baleful warning from the Emperor, discounted a triumphant cry of Khorne. He reached out with his millenia old mind and gathered the strength of his people. Soon he would be awake and active. A body of steel had been prepared for him. A time of blood and iron was approaching.
Gork seems to spend most of his time sleeping, only awaking when a WAAAGH develops. A powerful one it seems can instill quite a bit of power, since he's basically shrugging off GEoM (who isn't doing much, really) and can checkmate Slaanesh. Khorne of course is happy with this turn of events - more war for everyone!

Page 66
As Mork gathered strength many a Warboss found himself afflicted with thoughts of power. Ancient ambitions were re-kindled. Long vanished thoughts of conquest stirred in the recesses of slow minds. They planned raids on nearby Humans and toyed with thoughts of alliances with old rivals. Not even great soul-searching could explain why this was so. The Ancient Powers knew what was happening, though. The Waa-ork was coming.
Now Mork gets involved and the WAAAAGH (called back then waa-ork) gains momentum as the orkish god's influence is exerted.

Page 68
Gork and Mork stirred and a wave of fear passed through the warp. Suicide and incidence of violent crime climbed steeply. On Icolbar an Astropath screamed and threw himself from the balcony of a skyscraper apartment, yelling that his people were doomed. On the Craftworld Hope of Other Days, an Eldar philosopher stopped listening to the atonal music of his waterchimes and began composing his death-haiku, feeling his life had been justified. On distant Earth, a living corpse in a golden throne opened eyes that held fear for hte first time in centuries.[
Reactions to a growing and probably significant WAAAGh. Seems enough to wake up the GEoM though. wonder if anyone really noticed.

The suicide bits are interesting - evne the Ork Gods can signficantly influence other race the way Chaos gods can, albeit indirectly.

Page 68
He [Gork][ leaned down from warp space and looked upon it. His breath brought storms in the ash desert. His gaze caused machines to break down. His lightest tread brought earthquakes.Seeing the disruption he was causing among his people he withdrew. HE knew the time was not yet right for his return. He withdrew but he left a message.
A message with a MAdboy, to be precise. Still this qualifies as a religious experience/manifestation, I suppose.

PAge 69
Mork moved on the face of the warp, brushing aside daemons and ignoring ancient barriers set by long dead Gods. He moved from world to world and placed in the hearrt of every Ork the desire to be restless, to move, to follow the siren call of adventure when it came. He sensed other powers subtly striving to oppose him and laughed at their attempts to restrain his crude, irresistable purpose.
Other gods apparently try to block or impede the Ork Gods, but to no avail.

Page 69
The Emperor knew that he must save his people. If Gork and Mork unleashed their hordes then any unprepared worlds would be swept aside by a green tide of death.

The Emperor bent his thoughts to the task. Across Human space, within the range of the Astronomicon, Imperial Tarot began to foretell disaster. Commanders consulting them found all the signs of impending catastrophe on a cosmic scale.

In the Segmentum OBscura, Battlefleets were recalled and prepared for war. On the homeworlds of the Adeptus Astartes, Space Marine reached for their weapons, knowing their time of destiny was near. On the edges of the Eye of Terror, the Titan Legions of the Adeptus Mechanicus roused their ancient war machines. Having surveyed his Empire and seen it was ready the dying immortal within the Golden Throne prepared himself for the conflict to come.
I found this rather interesting as it hints again the Empereor takes a more active role in matters with the Imperium - if he knows of a warning - through observance, precog, whatever - he can take steps through the Tarot and presumably other matters such as dreams and such or astropathic visions - to mobilize his forces. He therefore can act as a unifying purpose and early warning system even entombed in teh throne, limited as he might be.

Page 70
Gork and Mork knew that they were ready. Their people were agitated and prepared for battle. The Emperor, their chosen enemy, had deployed his forces. The first skirmishes had been fought, now war was about to be joined.

Beyond them they sensed the Chaos Powers watching, waiting to see what advantage the God-brothers' actions might bring them. In the darkest pits of creation twisted creatures prepared to follow the Orks' advance. Gork and Mork did not care. They knew they were strong enough to resist Choas.

The time was right. The time was now. It was time for Gork and Mork to have some fun.
Chaos, as always, intends to take advantage of a situation. Note the Ork Gods don't give a damn about Chaos either.

PAge 70
In the warp Gork and Mork waited, well pleased. ACross the face of a million worlds, their children were ont he move, ,a grreen tied that would topple empires and re-shape the universe. The Waa-Ork was on the move.
Orks apparently moving from or on a million worlds. Ork held worlds, perhaps?

Page 78
The Stronghold, a huge underground city/fortress, is the basis of Squat civilisation. A planet might have several Strongholds but rarely more than half a dozen . The warriors from a Stronghold are called Brotherhoods, because of their close blood relationship and ties of vengeance rights. Strongholds sometimes band togehter into temporary alliancecs called Leagues.
Squat strongholds.

Page 78
Some of the human technomagi of the ADeptus MEchanicus believe that the Squats have already learned the secrets of stable warp fission, by which the energy of warp space is flared off to producee limitles supplies of energy. IF this is true then teh Guildmasters guard their secret well, considering it too dangerous to use.
One use of tapping the warp for power generation. The AdMech don't seem to have this (although they might ave grabbed it from the squats. Or maybe this is what resulted in the Contagion of Ganymede.)

Page 79
Warrior units make up the bulk of Squat Brotherhoods...
..
They are formed from standard combat squads armed with lasguns and sidearms, with one Squat in every five-man squad carrying a heavy weapon such as a missile launcher or heavy bolter.[
Squats seem to like heavy weapons more than other forces.

Page 80
Squats build huge vehicles the size of city blocks which operate as mobile mining installations on unexplored worlds. These monstrous crawlers move across the planet's surface until they discover a rich lode of ore, then they halt over the spot and set up a highly efficient automated mining plant before moving on. By using the gigantic body shells of these mobile bases the Squats have developed two super-heavy fighting vehicles. THe first is the Leviathan, which is used as a giant command centre by the Imperial Guard and as a heavy assualt troop transporter by teh Squats. The second is the Colossus: a massive mobile fortress bristling with weapons.
Squat supre heavies (also later to become Guard superheavies).

Page 80
The Colossus is an awesome fighting machine, its firepower only overshadowed by the mightiest Titans. Unlike the Leviathan, which devotes alot of internal space to carrying troops, the Colossus carries no troops but is packed with heavy turrets, fire control centres, magazines and extra void shield genreators.

..

In addition to its armour the colossus is also protected by six void shields.

...

To supply the massive power demand of the void shield generators a Colossus carries a small plasma reactor.
A non-titan analogue more powerful than superheavies. And it carries void shields. Only outdone by Imperators.

Page 80
The recon gyrocopter maintains a constant data-link with the Colossus' fire control centres so when the Colossus fires barrage weapons it can make the attack using the gyrocopter's line of sight if it wishes. This enalbes the Colossus to fire accurately at targets which it can't see but are visible to the 'copter.
Squats had and could use data links between aerial recon to assist in indirect fire with their weapons.. which implies considerably great range (moreso thana modern tank)

Page 80
The Colossus bristles with awesomely destructive weapons. Its main armament is a massive Doomsday cannon backed up by a heavy thunderer cannon on its prow. Its armoured flanks mount heavy battlecannon turrets and racks of plasma missiles as well as numerous anti-infantry bolters.
Colossus weaponry.

Page 82
In an attempt to turn the tide Warlord Harkrund (known to some as Harkrund the Insane) ordered his engineers to mount an experimental weapon, the Hellfury cannon, originally intended as a starship weapon, onto a Colossus chassis.
Squat ordinatus in all intents and purposes. We dont know of course what kind of starship weapon or what kind of starship even, so there's alot of ambiguity here.

Page 82
The Cyclops uses a heavily modified Colossus hullw hich is rebuilt around the gigantic Hellfury cannon. This terrifying weapon is equalled in size only by the enormous Goliath mega-cannon and can level buildings and Titans with equal ease. To supplement this there are two large-bore melta-cannon mounted in the hull that fire huge blasts of pure heat at nearby enemy formations while a rapid-firing, turret-mounted battlecnaon pours shells into opposing batlte tanks. For devastating infantry formations the Cyclops also mounts six Doomstorm missiles whose plasma warheads can wreak havoc on lightly armoured troops.
Aforementioned super cannon. Also more missiles with plasma warheads, this time for antipersonnel work.

Page 82
Squats design with survivability in mind and the Cyclops is no exception. It has metres thick skin of the toughest alloys....

..

Its armour is the same thickness all round...

..

Before its armour is needed the Cyclops has five banks of void shields to intercept incoming fire.

..

To supply its prodigious energy requirements the Cyclops is powered by a large plasma reactor.
Defensive properties of the superheavy.. metres thick armor, a large plasm areactor and void shields.

Page 82
The Cyclops retains the Colossus' sophisticated fire control centres that allow it to relentlessly crawl towards the enemy with all guns blazing.
Sophisticated fire control.

Page 82
The Cyclops has the massive Hellfury cannon as its main armament, a weapon capable of destroying almost any target. The Hellfury launches a stream of phased particles that react with one another as they collide. The particles are transformed into a bolt of pure energy that can pucnh through the thickest armour while the devastating enerrgy flux withint he beam smashes void shields and power fields, overloading them in swift succession.
Technobabble weapon maybe. Maybe just a particle beam.

Page 83
The Thunder Fire cannon is armed with a battery of three very high-velocity battlecannon. The high-velocity of the Thunderfire's attacks is achieved by use of gravitic accelerators built into the weapons' gun barrels, which carry on accelerating the shells that are fired as they travel along the barrel. By the time the shell explodes from the end of the barrel it is travelling so fast that air friction causes it to start to burn up. The shells burn through the air like meteors, and their unique appearance is what gives the Thunder-Fire cannon its name.
An interesting battle cannon variant in that it uses gravitic accelerators - sort of a railgun/coilgunanalogue I suppose. The "friction/burning" bit and "like a meteor" implies significant velocity.. hypervelocity perhaps (anywhere from multiple single digit km/s to several tens of km/s, depending on how literal one wants to be.)

Interesting that recently the Astartes grabbed back thunderfire cannon, but it might not be the same weapon 100%.

Page 83
The terrific recoil generated by the high-velocity battle cannon shells mean that the Thunder-Fire must be firmly fixed in place beofre it is fired, otherwise it will flip over. ThunderFire cannon ar emoved about by large tractors, and then fixed in place with pylons that are driven into the ground by huge pneumatic hammers. This takes some considerable time and so has to be done before the battle starts.[
Thunderfire cannons have tremendous recoil. If we knew the mass of the thing we might figure out the recoil.

Page 83
The gyrocopter achieves its unprecedented manoeuvrability by combining traditional gravitic thrusters with high-powered turbofans which give it extra power and lift. Two aeronauts act as crew, one flying the machine and firing the main battlecannon armament while the other navigates and fires the tail-mounted autocannons.
Gyrocopters are part antigrav and part turbofan. Flyers basically. Must be pretty big to mount a battlecannon tho.

Page 84
As Eldar live for several hundred years they may pass through many of these cycles or paths, as they are called.
Eldar lifespan.

Page 85
Guardians carry lasguns and shuriken catapults, special Eldar weapons that fire razor sharp steel discs. A shuriken disc can slice through armour and embed itself in the strongest steel.
Guardian armament and Shuriken effectiveness.

Page 86
They [Warlocks] are masters of runic prediction, and by casting the special Eldar runes they can work out the strands of fate that spell success and failure on the battlefield. This enalbes the Warlock to accurately fortell the best course of action fo rthe Eldar troops, giving them a better chance of success. Although Warlocks can sense these strands of fate they can only make the best of all possible futures. They cannot manipulate events wholly in their favour and their efforts do not always succeed.
Warlocks have some signfiicant predictive abilities and use their psychic powers very subtly, like Farseers.

Page 86
The Warlocks unleash a bolt of psychic energy which fixes the target and pins it to the ground, holding it completely immobile and preventing it from shooting or fighting.

..

The Warlocks must remain stationary and do nothing else, including using psychic powers, if they wish to maintain the lock after the end of the turn.

..

If the target is a Titan it is allowed to conduct any repairs and regenerate void shields as normal.
More direct example of Warlock psychic powers.

Page 87
The Firestorm fighting vehicle carries a battery of high powered laser weapons and a sophisticated array of tracking mechanisms which allow it to blast even extremely fast-moving targets to smithereens. The firestorm is powered by antigravity motors that enable it to skim over the gorund and make 'pop-up' attacks..
Eldar ground vehicle of some kind. VEry mobile and carries alot of firepower.

Page 88
A Warlock Titan contains the spirits of mighty Eldar Seers and Warlocks within its wraithbone core. As they were powerful psykers in life the combined psychic strength of the dead spirits, focused and amplified by the Titan's wraithbone structure, is phenomenal, far outstirpping the powers of the living.
Eldar titan.

Page 88
Warlock Titans have an insight into the future or possible futures and they act in conjunction with the ebb and flow of the fates, moving with them in perfect synchronisation.

Doom - the Warlock Titan twists together the threads of fate to bring about the destruction of its foes. The cursed foe seems to attract fire like a magnet, cannon shells and laser bolts twist off their path to strike at it.

..

The Warlock Titan looks forward into its own immediate future and foresees potential dangers.
Even their titans have precog.


Page 93
No world is safe from the corruption of Chaos - its energy can leak into any mind that is weak, ,creatin gan opening through which daemons can enter the world.[
[/quote]

usual dangers of Chaos.

Page 94
Although ten thousand years has passed on the outside world, to them it has only been a few years.
This implies a time difference of thousands of years to a year, though this depends on how you want ot define " a few years"

Page 95
The Bloodthirster embodies physical power. Its mighty jaws can crush an armoured tank with one bite, and its huge fists can pound a building to rubble.
..

Greater Daemons are also tremendously strong and are easily capable of crushing or pounding armoured vehicles and troops.
General indications of the power of GReater Daemons. Arguably an Eldar Avatar or even a Primarch should be capable of similar feats.
User avatar
andrewgpaul
Jedi Council Member
Posts: 2270
Joined: 2002-12-30 08:04pm
Location: Glasgow, Scotland

Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

I don't think the Space Marine Thunderfire cannon is related to the old Squat weapon; the Marine cannon is very similar to the Thudd gun light artillery piece, while the Squat weapon is a massive artillery weapon that is bigger than an Earthshaker cannon. It isn't the first time a name has been re-used - Deathstrike is the name for the large-bore centreline cannon that replaces the head on a Warlord titan, as well as the mobile missile system.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
User avatar
Connor MacLeod
Sith Apprentice
Posts: 14065
Joined: 2002-08-01 05:03pm
Contact:

Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Okay We're finishing off Codex Titanicus in one single, huge, super-heavy reply. I really want to finish this up becuase I am accumulating more information than I have time to be covering.. revising, etc.

Next up the sepcific gamebooks. Epci Armageddon will be last.



page 31
The Imperial Guard is organised into regiments between two and six thousand men strong.

..

The standard uniform colour is ashen grey because this is the easiest and cheapest materiel to manufacture, but some worlds can provide coloured or camouflaged plasticloth and this is sometimes specified instead.
A bit on Guard units and their clothing.

PAge 31
The Tech-Guard are recruited on the Forge Worlds of the Adeptus Mechanicus. The Tech-Guard regiments fight in support of the TitanLegions while on campaign. They also protect the Forge Worlds from alien attack and Chaos insurrection and aid the Knight Worlds when necessary.

...

They are commonly part-cyborgised with bionic limb replacements, sensory attachments and so forth.

..

Tech Guard regiments are normally smaller than Imperial Guard regiments and are organised into small erunits at companyn and platoon level. However, because they are supplied directly by their Forge World Tech Guard are extremely well equipped and include more tanks, artillery, and armoured transporters than equivalent Imperial formations, even fielding fully mechanised infantry companies mounted in Chimera troop carriers. This makes Tech-Guard regiments highly mobile and hard-hitting - the perfect adjunct to the Titan Legions.
Tech guard (skitarii) described in fluff. Obviously they are better than the average Guard unit.

Page 31
The troops in each regiment are divided into a number of companies, teh actaul number varying between ten and forty depending on the size of the regiment. Each company consists of three platoons of 50 men in the case of tactical units...

..

plus a company HQ unit of ten men. Each platoon includes a five-man section HQ unit under the command of a junior officer. EAch tactical company therefore consists of 160 men in total.
A more specific breakdown in Regiments. Actual numbers based on above vary from 160 to 6400 troops per company.

PAge 32
In addition to its main companies the regiment also includes a number of support units which can be placed under the command of a company HQ unit for the duration of a battle, such as robots, artillery batteries, etc.
Early fluff, so the Guard had more access to things other Imperial force had too, including robots and shit.

Page 32
Very unusual tropos such as Ogryns, Rough Riders, and Ratlins are recrited as separate and usually smaller regiments.

..

.. it is usual for commander sto divide up these regiments on the battleffield and attach individual units to other regiments.
Note that Rough Riders are treated as a specialist force, and like Storm Troopers tend to be distributed individually.

Page 32
It often happens that troops assigned to anotehr regiment for a particular battle end up being permanantly attached beacuse the rest of their regiment is destroyed or posted to another battlefield before they can rejoin it. This sort of thing happens all the time, so many Imperial Guard regiments include rough Riders, Ogyrns, Ratlings or infantry from other regiments initially sent to reinforce them.
Obviously this can happen for many reasons - either the old "gather togethre old and whittled down regiments into a new force", or the old regiment the specialists belong to is destroyed, or they may be unofficially appropriated... or someone may just have forgotten they were there.

Page 33
Tactical Imperial Guards make up the bulk of Imperial Guard companies, and are represented by a stand of five Guardsmen models.

..

ASsault companies are somewhat different from tactical Imperial Guard in that they are made up from fast, highly mobile assault troops equipped with jet packs and close combat weapons. They are represented by stands of five assault Imperial Guard models.

...

Heavy company troopers are also known as support companies because individual platoons are usually assigned to other companies as support units. This is not always the case though, and sometimes a whole heavy company will fight together to hold a position against overwhelming enemy attack or to throw their combined firepower behind a determined advancec A heavy company troop stand is represented by four ordinary trooper models plus a model with a lascannon.
Again early fluff had the Guard being more like Astartes in organzation, so you had assault and heavy weapons troops as well. After a fashion this can still be done, but its not called that in quite the same way. Assault guardsmen also had jump packs.

Page 33
The Chimera troop carrier is used by the Imperial Guard to move assault troops forward quickly and safely, even in the face of heavy enemy fire. It is most commonly used by the Mechanicus Tech-Guard who field whole mechanised infantry companies mounted in Chimeras. The Chimera uses a modified version of the Basilisk hull, on which the Earth Shaker cannon has been replaced with extra armour ot provide a compartment to carry assault troops. A turret-mounted multi-laser is fitted to provide covering fire once the troops being transproted have left the vehicles.
HEre its noted the Chimera is a Basilisk variant, rather than the other way around.

Page 34
The stormblade is a massive fire support vhiecle designed around the same hull used by the highly succecsesful Baneblade, Shadow Sword, and Storm Hammer super heavy battle tanks. The Stormblade veritably bristles with weaponry. Its main armamnet is a huge plasma blastgun, a devastating weapon normally mounted on Titans. The plasma blastgun is surmounted by a Titan-killing Hellion missile. In addition to these deadly weapons, the Stormblade mounts a heavy battlecannon in its left sponson and its right sponson is occupied by a rack of sleek Hunter Killer missiles. To complete this awesome arsneal the Stormblade mounts a plethora of close-range bolters to stave off marauding infantry.

The Stormblade's main weapon is the plasma blastgun. In order to utilise the blastgun Stormblades are powered by a small plasma reactor. Small amounts of plasma are siphoned off from the reactor and stored in special cooling chambers until the blastgun is fired.
Back in the days of Epic when superheavies were REALLY badass. Note the fact they even carried a plasma reactor.

Page 34
Each Hunter-Killer missiles has a sophisticated guidance system whch enables them to seek their targets independently. They are designed to be fired all at once to give the STormblade a one-off salvo of instant firepower when confronted by a Titan or a large number of lighter enemy tanks.

Likewise, the Hellion missile is a one-shot weapon, specially desgiend to destroy Titans and other heavily-armored targets. It is armed with a relatively small plasma warhead encased in an adamantium penetrator sleeve. When the missile hits a target the sleeve ensures the plasma warhead is punched deep within it before detonating, releasing white-hot plasma into the heart of the target.
The much loved, Hunter Killer missiles and the larger "Hellion" missile (which probably qualifies as a tactical nuclear weapon of some kind.)

Page 34
The Basilisk is a self-propelled artillery piece mounted with a long-barrelled cannon known to the Imperial troops as the "Earth Shaker" because of its tremendous recoil. The Earth Shaker has a long range and is used to pound enemy positions from a distance prior to a general advance. The advantage of the Basilisk artillery piece over a rocket launcher is that it can be redirected, loaded and fired relatively speedily. The Basilisk is allowed to fire two barrages rather than just one..
Basilisk launchers. The Epic basilisk had the interesting ability of "burst fire" - the ability to fire several barrages in a short period of time, something I believe other howitzers have been knonw to do as well.

Page 35
The Manticore is a lightly armoured support weapon which carries a potent barrage weapon, a rack full of Storm Eagle rockets.

...
The Manticore must be reloaded after each time ti fires. As it takes a complete turn to reload...

..

You can move and reload the Manticore in the same turn however, so it does give you the opportunity to repoistion red yfor your next firing.
This version of the Manticore was different than the modern version, and a better one IMHO.

Page 35
It [Leman Russ] is well armoured and carries a heavy battlecannon asn a lascannon as well as bolters...

..

The battlecannon fires a powerful armour-bursting shell, while the lascannon shoots a burst of laser energy.
Epic Leman Russ. Its implied the battle cannon ammo is probably some sort of CE (chemical energy - eg explosive or HEAT) rather than a KE penetrator. Maybe that is why they typically have short barrels but insanely huge muzzles.

Page 36
As the highly mobile elite of the Imperium the Space Marines will often find themselves right at the spearhead of the action: Whether it is to plug a vulnerable gap while the larger and less mobile formations of the Imperial Guard can be brrought into action, to recover captaives, or to act as a swift and deadly strike force sent deep into enemy terirtory to knock out vital installations.
Standard "Space Marines are more highly mobile and elite troops" spiel.

Page 36
On eleven occasions in their history the two Chapters [Space Wolves and Dark Angels] have gone to war against each other, the most recent being the Magdelon War in which the Space Wovles finally ousted the Dark Angels from the second moon of Magedlon and its famed gem mines.
Space Wolves can and do fight against other Chapters as well as the Inquisition or other groups.

Page 37
A typical Space Marine Chapter has ten companies- although more comapnies will be created and maintained in times of prolonged war.[
A sentiment which, I bleieve has been resurrected in 5th edition.

Page 37
Assault Space MArines may therefore ignore movement penalties- they simply use their jump packs to leap over trees, rocks and buildings.
The leaping abilities of Assault Marines.

Page 37
Veterans (1st Chapter) can fight in normal Space Marine power armour or as Terminators in special Terminator armour.
Well known and established, and this gives them some versatility.

Page 37
A Chapter has at least one Scout company, made up of young Space Marines who have yet to complete the final stages of their training and bio-chemical enhancement.
note the "at least one" scout company - there can be more in addition to such companies not having a fixed size.

Page 38
Some Land Raiders are built by the Adeptus Mechanicus and supplied direc tto Space Marine Chapters in return for goods, servies, or hard cash. However, most Chapters prefer to build Land Raiders in their own armouries, where they can incorporate their own modifications. The Land Raider is the space Marines' main armoured fighting vehicle, as it combines a great deal of punchi nto a relatively small space.

..

Thick plasteel plating gives the Land Raider an armour.,..
Land Raider construction data. Note that despite being able to build them, the AdMech des not appear to (officially) field them wiht the Skitarii despite what oyu might expect.

Page 39
The Rhino armoured troop carrier is the most widely used transport vehicle in the Imperium, in service with the Space Marines, the Imperial Guard, the Titan Legions, and even supplied to the Squats and Knight Worlds.
again back then eveeryone used Rhinos.

Page 39
Huge Warlords incinerated huundreds with fusion fire.

..

Plasma reactors seething iwth the power of suns gave them strength.


..
Like insects swarming out to defend their hive, Space Marines surged forward.

..


Their comrades fought on round their corpses. Some had no time to scream or pray or plead. They vaniuhsed in expanding clouds of super-heated steam as the plasma bolts of the Titans fell among them.
Titan weapons incinerating and vaporizing marines.. high MJ/low GJ per marine easily.

PAge 40
Space Marines are expert planetary assault troops and employ a variety of special craft ot carry them down through the atmosphere onto the battlefield. The smallest of these craft are drop pods, ,but these can only carry a few troops and are difficult to land precisely. Space Marines therefore prefer to use the larger and more tactically flexible gunships to land troops directly into a battlezone.

Thunderhawk gunships are dropped from spacecraft in low orbit. Once they reach the lower atmosphere their jet engines fire, allowing them to land their troops right in the thick of the action.
Drop pods and Thunderhawks. Note the low orbital insertion capability.

Page 41
THey [Orks] control a significant part of known space, but this sprawling territory is divided amongst thousands of individual warlords. Were Orkdom ever to unite against the Imperium it is unlikely that humanity would survive very long.
Orks control significant territory, scattered over the "thousands" of Warlords. Also, a unified Ork force would overwhelm the Imperium.

Page 46
The Braincrusha is an Ork battle tank mounting a truly gigantic cannon. When the Braincrusha fires it bucks up into the air, the front wheels lifting as its massive cannon hurls monstre shells at the enemy from an exceptionally long range. The sheer size of the shells fired by a Braincrusha means that they can smash armoured tanks like eggs. The weight of the shell is often sufficient to rip off turrets and overturn vehicles even if the armour isn't pierced.
While the whole "tank recoils violently with firing" may imply insanely high momentum, it is possible that a fair bit of that, or even most of it is from propellant (Orks are not known for always designing efficient weapons) However, it has been known for Ork weapons to impart so much momentum they knock Tanks around or over (DoW novel, the Gunheads novel where they pulled an honour guard - eg knocked a tank a number of meters back, etc.)

Even then its hard to compare it to modern weapons, since alot of factors (sub calibre vs full caliber, velocity, etc.) go into such comparisons.

Page 47
The Doom Diver Manga-Kannon is an ingenious devices which has been cunningly crafted by the Orks to destroy enemy flying vehicles and skimmers. The weapon consists of a huge electro-magnet which can be used against targets at considerable distances by utilising Ork teleporter technology to "jump" the magnetic field from just in front of the electromagnet to the target. Once the target is grabbed in this way it is held fast by the magnetic field and can be turned to face any direction that the crew desire. The victim is then released to travel off on the new heading.
A traktor beam weapon with displacement capabilities, IOW. Much like the shokk attack gun, this is quite a brilliant capability, but at the same time ludicrously applied, which limits its ability to be decisive in battles. Were the orks to do something smarter (say lobbing shells through the teleporters, or energy beams) it oculd be something the Imperium would be hard pressed to beat. Still, that potential is there, awaiting the right Orky inspiration.

Page 65
Out of the gloom it came: a giant machine, human-shaped and deadly. Urgluk stared up at the eighty-foot monster in awe.
Eighty foot titan considered inspiring to an Ork.

Page 66
Gork and Mork stirred. Their dreams reached out and touched the dreams of their people. A billion Orks turned in their sleep; suddenly, inexplicably infected by scenes of slaughter and reaving, plundera nd the taking of worlds. When they awoke they looked on their surroundsings and found them dull.
Note teh "billion Orks" picking up on their gods behaviour.. the nucleus of a WAAAGH. (This story incidentally is pretty amusingand highlights Gargant creation.) The POV of the Orks on the WAAAGH motivation is interesting as well.

Page 66
"But DRagnatz and Urgluk been buildin' it for monfs"
GArgant taking months to build, at least, though its still far from complete.


Page 66
Gork struggled towards awareness. After centuries of dormancy it was a long process. He sensed other powers in the warp trying to interfere. He blocked a subtle tendril from Slaanesh, ignored a baleful warning from the Emperor, discounted a triumphant cry of Khorne. He reached out with his millenia old mind and gathered the strength of his people. Soon he would be awake and active. A body of steel had been prepared for him. A time of blood and iron was approaching.
Gork seems to spend most of his time sleeping, only awaking when a WAAAGH develops. A powerful one it seems can instill quite a bit of power, since he's basically shrugging off GEoM (who isn't doing much, really) and can checkmate Slaanesh. Khorne of course is happy with this turn of events - more war for everyone!

Page 66
As Mork gathered strength many a Warboss found himself afflicted with thoughts of power. Ancient ambitions were re-kindled. Long vanished thoughts of conquest stirred in the recesses of slow minds. They planned raids on nearby Humans and toyed with thoughts of alliances with old rivals. Not even great soul-searching could explain why this was so. The Ancient Powers knew what was happening, though. The Waa-ork was coming.
Now Mork gets involved and the WAAAAGH (called back then waa-ork) gains momentum as the orkish god's influence is exerted.

Page 68
Gork and Mork stirred and a wave of fear passed through the warp. Suicide and incidence of violent crime climbed steeply. On Icolbar an Astropath screamed and threw himself from the balcony of a skyscraper apartment, yelling that his people were doomed. On the Craftworld Hope of Other Days, an Eldar philosopher stopped listening to the atonal music of his waterchimes and began composing his death-haiku, feeling his life had been justified. On distant Earth, a living corpse in a golden throne opened eyes that held fear for hte first time in centuries.[
Reactions to a growing and probably significant WAAAGh. Seems enough to wake up the GEoM though. wonder if anyone really noticed.

The suicide bits are interesting - evne the Ork Gods can signficantly influence other race the way Chaos gods can, albeit indirectly.

Page 68
He [Gork][ leaned down from warp space and looked upon it. His breath brought storms in the ash desert. His gaze caused machines to break down. His lightest tread brought earthquakes.Seeing the disruption he was causing among his people he withdrew. HE knew the time was not yet right for his return. He withdrew but he left a message.
A message with a MAdboy, to be precise. Still this qualifies as a religious experience/manifestation, I suppose.

PAge 69
Mork moved on the face of the warp, brushing aside daemons and ignoring ancient barriers set by long dead Gods. He moved from world to world and placed in the hearrt of every Ork the desire to be restless, to move, to follow the siren call of adventure when it came. He sensed other powers subtly striving to oppose him and laughed at their attempts to restrain his crude, irresistable purpose.
Other gods apparently try to block or impede the Ork Gods, but to no avail.

Page 69
The Emperor knew that he must save his people. If Gork and Mork unleashed their hordes then any unprepared worlds would be swept aside by a green tide of death.

The Emperor bent his thoughts to the task. Across Human space, within the range of the Astronomicon, Imperial Tarot began to foretell disaster. Commanders consulting them found all the signs of impending catastrophe on a cosmic scale.

In the Segmentum OBscura, Battlefleets were recalled and prepared for war. On the homeworlds of the Adeptus Astartes, Space Marine reached for their weapons, knowing their time of destiny was near. On the edges of the Eye of Terror, the Titan Legions of the Adeptus Mechanicus roused their ancient war machines. Having surveyed his Empire and seen it was ready the dying immortal within the Golden Throne prepared himself for the conflict to come.
I found this rather interesting as it hints again the Empereor takes a more active role in matters with the Imperium - if he knows of a warning - through observance, precog, whatever - he can take steps through the Tarot and presumably other matters such as dreams and such or astropathic visions - to mobilize his forces. He therefore can act as a unifying purpose and early warning system even entombed in teh throne, limited as he might be.

Page 70
Gork and Mork knew that they were ready. Their people were agitated and prepared for battle. The Emperor, their chosen enemy, had deployed his forces. The first skirmishes had been fought, now war was about to be joined.

Beyond them they sensed the Chaos Powers watching, waiting to see what advantage the God-brothers' actions might bring them. In the darkest pits of creation twisted creatures prepared to follow the Orks' advance. Gork and Mork did not care. They knew they were strong enough to resist Choas.

The time was right. The time was now. It was time for Gork and Mork to have some fun.
Chaos, as always, intends to take advantage of a situation. Note the Ork Gods don't give a damn about Chaos either.

PAge 70
In the warp Gork and Mork waited, well pleased. ACross the face of a million worlds, their children were ont he move, ,a grreen tied that would topple empires and re-shape the universe. The Waa-Ork was on the move.
Orks apparently moving from or on a million worlds. Ork held worlds, perhaps?

Page 78
The Stronghold, a huge underground city/fortress, is the basis of Squat civilisation. A planet might have several Strongholds but rarely more than half a dozen . The warriors from a Stronghold are called Brotherhoods, because of their close blood relationship and ties of vengeance rights. Strongholds sometimes band togehter into temporary alliancecs called Leagues.
Squat strongholds.

Page 78
Some of the human technomagi of the ADeptus MEchanicus believe that the Squats have already learned the secrets of stable warp fission, by which the energy of warp space is flared off to producee limitles supplies of energy. IF this is true then teh Guildmasters guard their secret well, considering it too dangerous to use.
One use of tapping the warp for power generation. The AdMech don't seem to have this (although they might ave grabbed it from the squats. Or maybe this is what resulted in the Contagion of Ganymede.)

Page 79
Warrior units make up the bulk of Squat Brotherhoods...
..
They are formed from standard combat squads armed with lasguns and sidearms, with one Squat in every five-man squad carrying a heavy weapon such as a missile launcher or heavy bolter.[
Squats seem to like heavy weapons more than other forces.

Page 80
Squats build huge vehicles the size of city blocks which operate as mobile mining installations on unexplored worlds. These monstrous crawlers move across the planet's surface until they discover a rich lode of ore, then they halt over the spot and set up a highly efficient automated mining plant before moving on. By using the gigantic body shells of these mobile bases the Squats have developed two super-heavy fighting vehicles. THe first is the Leviathan, which is used as a giant command centre by the Imperial Guard and as a heavy assualt troop transporter by teh Squats. The second is the Colossus: a massive mobile fortress bristling with weapons.
Squat supre heavies (also later to become Guard superheavies).

Page 80
The Colossus is an awesome fighting machine, its firepower only overshadowed by the mightiest Titans. Unlike the Leviathan, which devotes alot of internal space to carrying troops, the Colossus carries no troops but is packed with heavy turrets, fire control centres, magazines and extra void shield genreators.

..

In addition to its armour the colossus is also protected by six void shields.

...

To supply the massive power demand of the void shield generators a Colossus carries a small plasma reactor.
A non-titan analogue more powerful than superheavies. And it carries void shields. Only outdone by Imperators.

Page 80
The recon gyrocopter maintains a constant data-link with the Colossus' fire control centres so when the Colossus fires barrage weapons it can make the attack using the gyrocopter's line of sight if it wishes. This enalbes the Colossus to fire accurately at targets which it can't see but are visible to the 'copter.
Squats had and could use data links between aerial recon to assist in indirect fire with their weapons.. which implies considerably great range (moreso thana modern tank)

Page 80
The Colossus bristles with awesomely destructive weapons. Its main armament is a massive Doomsday cannon backed up by a heavy thunderer cannon on its prow. Its armoured flanks mount heavy battlecannon turrets and racks of plasma missiles as well as numerous anti-infantry bolters.
Colossus weaponry.

Page 82
In an attempt to turn the tide Warlord Harkrund (known to some as Harkrund the Insane) ordered his engineers to mount an experimental weapon, the Hellfury cannon, originally intended as a starship weapon, onto a Colossus chassis.
Squat ordinatus in all intents and purposes. We dont know of course what kind of starship weapon or what kind of starship even, so there's alot of ambiguity here.

Page 82
The Cyclops uses a heavily modified Colossus hullw hich is rebuilt around the gigantic Hellfury cannon. This terrifying weapon is equalled in size only by the enormous Goliath mega-cannon and can level buildings and Titans with equal ease. To supplement this there are two large-bore melta-cannon mounted in the hull that fire huge blasts of pure heat at nearby enemy formations while a rapid-firing, turret-mounted battlecnaon pours shells into opposing batlte tanks. For devastating infantry formations the Cyclops also mounts six Doomstorm missiles whose plasma warheads can wreak havoc on lightly armoured troops.
Aforementioned super cannon. Also more missiles with plasma warheads, this time for antipersonnel work.

Page 82
Squats design with survivability in mind and the Cyclops is no exception. It has metres thick skin of the toughest alloys....

..

Its armour is the same thickness all round...

..

Before its armour is needed the Cyclops has five banks of void shields to intercept incoming fire.

..

To supply its prodigious energy requirements the Cyclops is powered by a large plasma reactor.
Defensive properties of the superheavy.. metres thick armor, a large plasm areactor and void shields.

Page 82
The Cyclops retains the Colossus' sophisticated fire control centres that allow it to relentlessly crawl towards the enemy with all guns blazing.
Sophisticated fire control.

Page 82
The Cyclops has the massive Hellfury cannon as its main armament, a weapon capable of destroying almost any target. The Hellfury launches a stream of phased particles that react with one another as they collide. The particles are transformed into a bolt of pure energy that can pucnh through the thickest armour while the devastating enerrgy flux withint he beam smashes void shields and power fields, overloading them in swift succession.
Technobabble weapon maybe. Maybe just a particle beam.

Page 83
The Thunder Fire cannon is armed with a battery of three very high-velocity battlecannon. The high-velocity of the Thunderfire's attacks is achieved by use of gravitic accelerators built into the weapons' gun barrels, which carry on accelerating the shells that are fired as they travel along the barrel. By the time the shell explodes from the end of the barrel it is travelling so fast that air friction causes it to start to burn up. The shells burn through the air like meteors, and their unique appearance is what gives the Thunder-Fire cannon its name.
An interesting battle cannon variant in that it uses gravitic accelerators - sort of a railgun/coilgunanalogue I suppose. The "friction/burning" bit and "like a meteor" implies significant velocity.. hypervelocity perhaps (anywhere from multiple single digit km/s to several tens of km/s, depending on how literal one wants to be.)

Interesting that recently the Astartes grabbed back thunderfire cannon, but it might not be the same weapon 100%.

Page 83
The terrific recoil generated by the high-velocity battle cannon shells mean that the Thunder-Fire must be firmly fixed in place beofre it is fired, otherwise it will flip over. ThunderFire cannon ar emoved about by large tractors, and then fixed in place with pylons that are driven into the ground by huge pneumatic hammers. This takes some considerable time and so has to be done before the battle starts.[
Thunderfire cannons have tremendous recoil. If we knew the mass of the thing we might figure out the recoil.

Page 83
The gyrocopter achieves its unprecedented manoeuvrability by combining traditional gravitic thrusters with high-powered turbofans which give it extra power and lift. Two aeronauts act as crew, one flying the machine and firing the main battlecannon armament while the other navigates and fires the tail-mounted autocannons.
Gyrocopters are part antigrav and part turbofan. Flyers basically. Must be pretty big to mount a battlecannon tho.

Page 84
As Eldar live for several hundred years they may pass through many of these cycles or paths, as they are called.
Eldar lifespan.

Page 85
Guardians carry lasguns and shuriken catapults, special Eldar weapons that fire razor sharp steel discs. A shuriken disc can slice through armour and embed itself in the strongest steel.
Guardian armament and Shuriken effectiveness.

Page 86
They [Warlocks] are masters of runic prediction, and by casting the special Eldar runes they can work out the strands of fate that spell success and failure on the battlefield. This enalbes the Warlock to accurately fortell the best course of action fo rthe Eldar troops, giving them a better chance of success. Although Warlocks can sense these strands of fate they can only make the best of all possible futures. They cannot manipulate events wholly in their favour and their efforts do not always succeed.
Warlocks have some signfiicant predictive abilities and use their psychic powers very subtly, like Farseers.

Page 86
The Warlocks unleash a bolt of psychic energy which fixes the target and pins it to the ground, holding it completely immobile and preventing it from shooting or fighting.

..

The Warlocks must remain stationary and do nothing else, including using psychic powers, if they wish to maintain the lock after the end of the turn.

..

If the target is a Titan it is allowed to conduct any repairs and regenerate void shields as normal.
More direct example of Warlock psychic powers.

Page 87
The Firestorm fighting vehicle carries a battery of high powered laser weapons and a sophisticated array of tracking mechanisms which allow it to blast even extremely fast-moving targets to smithereens. The firestorm is powered by antigravity motors that enable it to skim over the gorund and make 'pop-up' attacks..
Eldar ground vehicle of some kind. VEry mobile and carries alot of firepower.

Page 88
A Warlock Titan contains the spirits of mighty Eldar Seers and Warlocks within its wraithbone core. As they were powerful psykers in life the combined psychic strength of the dead spirits, focused and amplified by the Titan's wraithbone structure, is phenomenal, far outstirpping the powers of the living.
Eldar titan.

Page 88
Warlock Titans have an insight into the future or possible futures and they act in conjunction with the ebb and flow of the fates, moving with them in perfect synchronisation.

Doom - the Warlock Titan twists together the threads of fate to bring about the destruction of its foes. The cursed foe seems to attract fire like a magnet, cannon shells and laser bolts twist off their path to strike at it.

..

The Warlock Titan looks forward into its own immediate future and foresees potential dangers.
Even their titans have precog.


Page 93
No world is safe from the corruption of Chaos - its energy can leak into any mind that is weak, ,creatin gan opening through which daemons can enter the world.[
[/quote]

usual dangers of Chaos.

Page 94
Although ten thousand years has passed on the outside world, to them it has only been a few years.
This implies a time difference of thousands of years to a year, though this depends on how you want ot define " a few years"

Page 95
The Bloodthirster embodies physical power. Its mighty jaws can crush an armoured tank with one bite, and its huge fists can pound a building to rubble.
..

Greater Daemons are also tremendously strong and are easily capable of crushing or pounding armoured vehicles and troops.
General indications of the power of GReater Daemons. Arguably an Eldar Avatar or even a Primarch should be capable of similar feats.
Post Reply