Epic 40K analysis thread (all versions)

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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

This time its not so much a whole new sources as an update to one I've already done before - Armies of the Imperium here I've been sorta revising old stuff - at some point I may go back and revisit Armies and add to this, but for now I'm simply going to add in additional material without reposting the old stuff. (For those of you who dislike the blinding search results for the text.. Its the first update on page one :P)

Page 12
Because Space Wolf Great Companies vary in size there is no formal list to choose from. The only limit is that you may choose no more than 12 GReat companies.
There is no "upper limit" to the size of a Great Company, just in the number of Great Companies. This means that Space Wolf forces can be highly variable. IIRC Ragnar was noted as Wolf Lord to have a large host of 200.

Page 15
Psychic attacks may be used against Titans and other comparably large targets with power or void shields, but the effect will be considerably reduced as shields set up interference patterns which sap psychic energy.
Void shields and power fields seem to be able to "absorb" psychic energy which interferes with its ability to interact with anything protected by the shield (a disruptive effect). Since some Teleporters are wrap based, it does indicate that the ability to "block" warp based attacks is due to some technobabble component of the shielding, rather than the existence of shielding in general.

Page 15
The Librarian projects a blast of psychic energy which shreds the mind of living creatures.

..

A mind blast can be directed against a vehicle with a live crew and has the same effect as a normla hit - it is assumed the crew are slain and the vehicle wrecked.

..

If the shields are penetrated the Titan automatically sustains a hit to the head, representing damage to the crew.

..

A Mind Blast has no effect on Robots as they obviously have no mind, nor on daemons or any daemon-like troops which are not flesh and blood living creatures.
one example of a psychic attack by a Librairan (non energetic attack) - can fuck up multiple minds (EG TItan crew or vehicle crew, which could run into single or double digits. Perhaps more for others like a Leviathan?) DAemons are immune, suggesting that the attack physically scrambles the tissues making up the brain (or just tear sthem up)

Page 16
Every Chapter has a medical staff including high-ranking surgeons and doctors, although these specialists don't always fight on the batltefield. Field-medics are relatively junior medical staff, whose role is to attend to the wounded in the heat of action. 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.
a comment on Space Marine medical capabilities and the state of medical tech in theImperium in general.

Page 18
The Grey Knights are daemon-hunters, recruited becuase of their latent psychic talents or extreme psychic resistance..

..

The very existence of daemons and the Chaos piowers is not widely acknowledged outside the Inquisition, as to do so oculd cause universal fear and terror that would serve the purposes of Chaosonly too well. Combat troops are generally kept away from daemonic forces, as few men who encounter these horrors face to face survive with their sanity intact. Ordinary space Marines are too valuable to expose to such horror, although for those unfortunate enough to do so there is the prospect of selective memory removing surgery to ease the pain.
The whole point of the "Chaos must remain secret" dickery of early editions, which is largely superseded in later stuff (sine we have Guardsmen and Space Marines facing Chaos troops, although the vast majority of the Imperium as a whole probably still remain ignorant.)

Page 19
Inquisitors and their followers often have special weapons and armour. They sometimes wear Terminator armour, or they might have experimental force fields or even ancient and incredibly rare alien devices.
Inquisitors can get experimental gear as well as terminator armour.

Page 20
The Land Raider can carry ten Space Marines... .. although its primary role is a batlte tank ratner than a troop carrier. However, in emergencies Land Raiders can pick up an dreposition troops, and they have been known to act as carriers during the intiial stages of a battle. On the whole, though, they are too powerful to use in this way. It is better to take up a position which gives a good view over the battlefield, and to use the Land Raider's long range fierpower to pick off enemy tanks from a distance.
I know I said before that Land Raiders sounded less like battle tanks... well I was wrong in the last armies of the Imperium update. Although technically they are multipuprose vehciels whose abilities largely are due to their size and advanced tech.

Page 21
Terminatorsare at their best fighitng at close quarters where their lack of mobility doesn't hamper their fighting abilities.

...

On the open battlefield they are less useful, because their extra armour is largely counterd by the heavier weapons found there, but they are still powerful close combat adversaries.
Terminators are specialized units, naturally. In cases they are used in an open battlefield they likely either gate longer ranged weapons (like the Cyclone missile launcher or an autocannon) or they are teleported in close, or deployed via Land Raider.

Page 23
Drop pods are pod-shaped landing craft which are launched from orbiting spaceships, fall through the atmosphere, and land on the battlefield. They can carry Space Marines or orbotic weapon systems designed to clear a landing area or support foot troops.

The Space Marines use three kinds of drop pods: The assault pod, which carries tow Space Marine Stands [eg 10 people]; the Deathwind Pod, which carries a multiple bomb launcher [Bolter in modern times] and the Support Pod, which contains a turret-mounted heavy plasma guns. Deathwind and support pods are robotic and have no living crew.
Space marine Drop pods. The Support pod IIRC hasnt been mentioned in anything modern, but the Deathwinds are (using bolters) althought he ability to drop defense guns in that way could make some sense in a defensive role (rationalized as a supply pod of some kind dropping equipment, like the Elysians use.)

Page 23
Deathwind Pod: As soon as the pod opens the missile launcher inside is triggered.

.

The launcher rotates at speed, scattering missiles in every direction.
A possible Deathwind variant.

Page 26
Forge bronze: this is a highly relfective finish designed to rpotect the vehicle against excessive solar radiation or other harmful atmospheric effects. It is a common finish amongst Titan Legion ground forces, hence it is named after the Forge Worlds of the Adeptus Mechanicus.
slightly out of universe, but the point of the bronze colour was an interesting tidbit I thought.

Page 35
super heavy battletanks are organised into smaller companies than most tanks - a company consisting of 3 vehicles rather than 3 squadrons as in a normal company. In effect each vehicle is equivalent to a squadron fo smaller tanks.
organization of superheavies. Note the implication thta a superheavy is equal to a squadron of smaller tanks (EG russes) - a difference arguably lessthan an OoM.

Page 35
The term artillery covers not only large self-propelled guns which fire explosive shells but also missile launchers and other weapons designed to launch barrages against massed enemy troops or buildings. The Imperium employs a great variety of these weapons including the Manticore missile launcher an the basilisk Self-propelled gun...
40K definition of artillery. The Imperium loves artillery.

Page 42
The Thudd gun is a light artillery piece which fires explosive shells. It shoots rapidly, its multipel barrels pumping in and out as each shell fires in succession...

..

The crewmen can fire the weapon and man-handle it over short distances. The Thudd Gun is used by the Imperial guard to provide close range support for infantry.
The good old Thudd gun.

Page 42
The Mole Mortar fires a burrowing subterranean shell called a tunnel torpedo. This travels rapidly underground before burrowing to the surface and exploding underneath its target. This causes the ground to collapse beneath the target engulfing infantry or tanks, and sometimes trapping large heavy tanks or titans.

..

A super-heavy tank or titan cannot move while trapped but is able to shoot normally. It is possible to climb out of the crater...
The implied crater must be pretty big.. 10 meters or more, if it can trap titans or superheavies in any meaningful way. A 10 m diameter crater in silicon would be 200 kg of TNT, using the ADC cratering figure.

Page 44
..the Imperial Guard is constantly active throughout the galaxy defending human worlds, attacking hostile aliens, and battling for possession of newly discovered planets.
Roles of the Imperial Guard.

Page 44
Every world in the Imperium has its own army to defend it agianst raiders, pirates, and rebels. THese local armies are maintained by the planet's own ruler and are known as the planetary defence forces. Even though these forces migth number several million troops this is not sufficient to withstand a full scale enemy attack, although it is plenty for the purposes of defending against localised attacks. In practice, the main role of the Plnaetary defence forces is to serve as the personal troops of the planet's ruler, inw hich capacity they are used to protect hima gainst internal rivals as well as from off-world threats.
Average PDf forces implied to be "several million". Probably civilised worlds in general. Lower population feral, feudal, and agri worlds probably have correspondingly fewer.

Assuming a population of say 10 billion the PDF would reprenset 1 person per 5000 population. At 2 billion it would be 1/1000. The Guard group would correspondingly be 1/10th that

This could give a PDF estimate of 2 trillion (1 million worlds) and 200 billion Guardsmen annually (10% tithe). As such asusming a 100,000 troop transport you would have 2 million transports (in theory.) This might be degraded by a factor if the same transport makes multiple trips in a year (say 1/10th would mean 200,000 trnasports.) Assuming a convoy of 10 transports, or that there are 1 warship per 10 transports, there would be hundreds of thousands of warships dedicated to escorrt duty, or (for 200,000-2 million transports, 20,000-200,000 convoys, each perhaps guarded by at least a single squadrion of craft.)

Page 44
None of the regiments ever return home as the cost of moving such large bodies of men from one side of the galaxy to the other is simply too great.
not quite always true. Some regiments are retired or returned home. Others go in colonization crusades.

Page 45
for example, the grimly violent street fighters and undercity scum of Necromunda are renowned as excellent warriors...
Given how insanely well armed your average Necromundan hiver is thats no surprise.

Page 45
The standard uniform colour is ashen grey becuase this is the easiest and cheapest mateiral to manufacture, but some worlds can provide coloured or camouflaged plasticloth and this is sometimes specified instead.
Uniform standards.

Page 45
The troops in each regiment are divided into a number of companies, the actual number varies between ten and forty depending on the size of the regiment. Each company consists of three platoons of 50 men in the case of tacitcal units, plus a company HQ unit of ten men. Each platoon includes a five man section HQ unit under teh command of a junior officer. Each tacitcal company therefore consists of 160 men in total.
with 160 men per company and between 10 and 40 companeis troop sizes are more preciesly between 1600 and 6400.. or a bit off the 2,000 to 6,000 often cited in 2nd edition.

Page 45
Very unusual troops such as Ogryns, Rough riders and Ratlins are recruited as seperate and usually smaller regiments. Becuase their battlefield roles are specialised and they are ideally used in samlle runits to support the main infantry companies, it is usual for commanders to divide up these regiments on the battlefield and attach individual units to other regiments. It often happens that troops assigned to another regiment for a particular battle end up being permanantly attached because the rest of the regiment is destroyed or posted to another battlefront before they can rejoin it. This sort of thing happens all the time, so many Imperial Guard regiments include Rough Riders, Ogryns, Ratlings, and infantry from other regiments initially sent to reinforce them.
Abhuman regiments are considered specialists, as are Rough Riders and (technically) Storm troopers. Normal troops from other (or decimated) regiments can also be folded into existing regiments, allowing for a sort of diversification, combined arms approach


Page 48
commissars are fantically brave and their loyalty to the Imperium is utterly without doubt. Their gallantry is legendary and there are many tales of stranded or demoralised Imperial Guard units being driven to great feats of valour by the inspirational leadership of a Commissar.
Commissars before they went all executiony.

Page 51
Beastmen are half human mutants who inhabit some Imperial worlds. Although not much liked or trusted by the Imperium they are just about tolerated and provide troops for the Imperial Guard as do other human mutants such as Ogryns and Ratlings. Entire regiments of Beastmen are recruited from a single world but because they are seen as untrustworthy and rather stupid the usual practice is to divide these regiments up once they reach the war front.
Yes, once Beastmen were considered a viable part of the Guard forces. In modern times they'd just be more extreme abhumans or cannon fodder to complement penal legions.

Page 52
These [Rough Rider] regiments are usually divided up into companies before a battle and allocated to other regiments where they provide scouts, patrols, and fast attack troops.

..

The weapons of these troops is the hunting lance with its deadly explosive tip, derived from the similar weapons used on their home worlds to hunt down large carnivorous animals. A properly tuned military hunting lance can crack open a tank..
Rough riders are considered a sort of specialist forces. The lances give them some decent close in firepower depsite being cavalry.

Page 53
Instead of recruiting regiments of Ratlings for the Imperial Guard it is usual to recruit battalions of sharpshooters which are smalle than normal regimants totalling between one and five platoons. In battle they disperse into independently operating sniper squads.

A sniper platoon consists of four stands of five Ratling sniper models....
Sniper battalions rather than regiments for ratlings

Page 54
The Leviathan also has four void shields, which work in the same way as a Titan's.
Leviathans, like many of the much larger command superheavies, have their own void shields. This also argues they have their own plasma reactors.

Page 59
Barrage missile: This contains a multiple plasma warhead capable of vapourising a large target or area of ground. It is particularily useful for depleting the void shields on a Titan.
MIRV plasma warhead."vaporizing a large area" would be useful if we knew how large an area it could effect.

Page 60
The Hellbore is thel argest of the tunnelling torop transporters known as tunnellers or miners. These subterranean machines tunnel their way underground, bypassing enemy troops and fortifications and emerging behind the lines. Tunnellers can move over the ground surface as well as undeground, but as they only move slowly overland it is usual to move them to battlefields on huge transporter vehicles.
Tunneller transports.

Page 60
Although transporters don't have weapons and cannot move, they act as guidance stations for the tunnellers. It is possible for the enemy to force a tunneller off course by destroying its guidance transport vehicle...
Tunneller guidances ystems.

Page 60
A Hellbore can move through woods, trenches, foxholes, rocks and other broken ground without slowing down, but marshes, rivers and other bodies of water are impassable once the tunneller has surface.d Nothing, not even marshes and water, can stop a tunneller that is burrowing underground.

A Hellbore can emerge under a building or plough straight through one if moving overland. This is a bit reckless as the building can collapse as a result and there is a possibility that the tunneller may be crushed by tons of plummetting rubble.

..

..it [Hellbore] can only be pinned by Titans or a super-heavy tank.

..

A Hellbore is availabile... ... complete with three platoons of tacticla guards.
Size and mobility of the Hellbore. The ability to go under woods, trenches marshes and such suggests it can dive pretty deep. Also tons of rubble from a falling building can crush one.

Page 61
The Mole is the intermediate sized tunneller, carrying a single platoon of Imperial Guard tactical troops.
..

All Moles carry special communication equipment which allows them to relay orders to the troops they carry.

..

..it [squads carried by the Mole] can maintain direct communication with its regimental HQ.
Mole transport.. smaller and presumably faster tunneller. Note the comms equipment

Page 61
Termite is the smallest of the tunnellers. It carries 2 stands (1 squad) and is organised into squadronds of three carrying a special Imperial Guard Termite uint of 6 tactical stands.

..

Termite squadrons all use the same tunnel, each following behind the other and breanching to the surface only at the last moment.
..

In a squadron the first Termite carries the section HQ and also special communication equipment which allows it to relay orders to its platoon.
Ermites are rthe smallest and fastest tunnellers. Note comms equipment relay ability.

Page 62
Even compard to the towering Leviathan the Capitol Imperialis is vast vehicle: a mobile base so huge it can carry two full companies of infantry or tanks. On inhospitable planets these lumbering machines act as fortresses and shelter for the Imperial Guard troops inside, protecting them with its thick armoured plating and void shields.
Capitol Imperialis - the Leviathan's biggers brother. Also has void shields.

Page 62
Because of its role as a fortified barrack block, its void shields are vital if the troops inside are not to be destroyd by an unexpected enemy attack. The Capitol Imperialis therefore has 6 void shields to protect it.
More void shields too.

Page 62
The Capitol Imperialis is so large that it can carry two entire Imperial guard companies. THese can be either infantry companies complete with thier vehicles, or companies of tanks, vehicles, or artillery. Infantry stands may be deployed onto the roof of the Capitol Imperialis and count as behind cover in the same way as troops inside buildings.
Capitol imperials can carry 2 companies of a vareity of types.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

We're now into the last few handfuls of Epic sources. This one is 2nd edition, Ork and Squat Warlords. Orks are covered first. Enjoy!

Page 4
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
Again, lots of territory, divided among lots of warlords, Were Orkdom to unite, yadda yadda. covered all this beofre, didnt feel like deleting it. Or finishing th equote. Worth noting simply for repetition sake and the source.

Page 4
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 his power and encouraging more and more Boyz to join him, increasing his power and encouraging more and more Boyz to join...
The Orkish psychic racial bond is able to (in a rather simple way) transmit certain (powerful) ideas or feelings amongst the various members in a given range. The strength of the idea probably affects the actual range, which is why "potent" ideas is notable. Weaker ones could probably do it but don't have as much range and are more likely to get lost in the background. It's also likely that this "bond" is more an instinctive/emotional thing, something that works on the subconscious level, rather than being like a psychic walkie talkie that Astropaths and other powerful psykers can do. The main use seems to be in accumulating forces and preparations for WAAAGH, but it might also dictate certain other "strong" racial factors (avoiding catastrophes, or such.)

The best part seems to be that it continually reinforces itself - the stronger the feeling gets, the more inclined other Orks will join in at the source, which in turn strengthens the signal and draws in more orks. There probably are other limitations (psychic boundaries like what dictate Orkish growth and popultaion density. Perhaps its dependent upon the Warlord as much sa the number of troops) since it doesnt' as a rule grow until it encompasses the galaxy no matter how many troops you amass.

Page 7
Their understanding of the principles behind the technology they use is somewhat vague and crude. In fact, Mekboyz are often as mystfied as the rest of the Orks as to why somethign they've put together actually works (but it usually does). The Meks have an instinctive talent with machines and their unlikely creations often work surprisingly well, though it must be said there are often some spectacular accidents and malfunctions.

Mekboyz have a great affinity for force fields and matter transmission devices - they particularily enjoy the crackling power and deep thrum of power fields, tractor beams and similar devices. In this area they have produced machines whose effects defy explanation even by the Adeptus Mechanicus, giving rise to the theory that the Orkoid race is a degenerat survivor of a much older, more advanced civilisation and that the Meks are recreating half-forgotten achievements of this lost race. Nonetheless, inquisitiveness, experimentation, and above all, a determination to bash the parts until they fit are the keys to the Mekboyz' success. Consequently the Meks construct many ingenious and unlikely devices that defy the principles of science.
The oft-commented on "genetic knowledge and engineering" bit Mekboyz do. n practice its probably as much "magic" (WAAAGH effect) as science, but the actual breakdown probably varies. Basic stuff (or stuff built by slave races) is probably more "science-y" than the stuff Ork Meks kustom-build (or anything "Kustom, Dakka, Red or whatever.) Stuff like Gargants and anything using their forcefield/teleporter tech fall into the latter category. And as always, there's my little theory that the "genetic knowledge" is actually something akin to the akashic reader, which also crosses over into the "magical" category to a certain extent. Although it could be some other thing like say, encoded into some little self replicating machines inside the Ork's bodies or something.

Page 7
Meks build and maintain the bewildering arary of vehicles, weapons, spacecraft and machinery. They are great innovators and inventors but seldom plan their creations before they begin; rather they take an idea from something they've seen or heard about and construct it, kustomisin' it in typically Orky fashion with additional bolts and psiky bits as they go along.

..

Often Meks 'eksperiment' with vehicles or weapons they're repairing, fitting extra armour or kustom force fields.
Sounds a bit like the approach you see in your typical Star Trek episode (random technobbble + sudden ideas + lots of modification) although obviously intended to be absurd. I'm actually thinking that maybe the "Brain Boyz" exist as some sort of spiritual component (still linked to their Gods or absorbed into the larger gestalt) and they simply try to communicate or act through the Meks, Doks and other Oddboyz (with varying degrees of success.) via the racial psychic link. Sort of a weak, low level sort of possession.

PAge 8
They [Blood Axes] wear military pattern camouflage clothes...

..

They 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.
Blood axe "tactics" and the fact they sometimes deal with human mercs and the Imperium (indirectly.) Interesting in the sense that it actually could serve the Orks in a recon function (by working with them, despite how Orks view it, it allows the Ork race as a whole to gain some sort of understanding of how the Imperium works, which in turn can influence their thinking and tactics on some level. sooner or later. If they really need to. As always, the problem is that this is just theoretical and the reality is harder to predict.) It's a bit like the way Meks can be inspired by the tech of other races, (like the Imperium, or the Tau such as with the recent "War of Dakka")

Page 11
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.
Stormboy fluff, including the humor bit about "rebel" Orks craving order rather than anarchy (you see, human youth would favor anarchy over order! HA HA!) but in practice they're the Ork equivalent of Imperium Assault Marines (rocket pack and all.) Again we see that Orksih nature is such that aat least some part of Ork society will specialize in an area that may prove useful against some foe at some point, the same way Kommandos and the like do.

Page 11
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. Worse still, they have little idea of what to do, and latch onto a formation of Orks and copy them. This annoys the Orks so much that they throw rocks and rubbish at the Gretchin, who merely take this as a demonstration of comradely good humour and throw the stuff back!
Gretchin, and their role as the combat support, workers, servants, slaves, cannon fodder, target of anger or whatever is needed. They basically enable Orks to do what Orks do best. Weapons are usually crude smoothbore type weapons that rely more on number of projectiles rather than sphistication to be effective (good in their cannon fodder role.) Otherwise cowardly, but under the WAAAGh influence and in the presence of other Orks this trait seems to be suppressed.

Page 12
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.
Orks are "insane" by human standards (40k human that is, meaning they're even more insane by our standards I'd guess.) but Madboyz basically take the cake. Again the Madboyz represent a facet of Ork society that may prove useful or neccessary in certain cases so may always exist in some form or another for such eventualities. What that purpose is, I'll leave up to personal interpretation.

Page 13
Wildboyz are young Orks, new to the marvels of Ork Kultur. Though they haven't really got the hang of using bolters and stikkbomz, they're willing to have a go at the enemy with swords, axes, and anything else to at hand.

..

Nobz always keep a special eye on the Wildboyz to make sure they don't do anything too impetuous like running through minefields or standing aorund in the open. After the battle Wildboyz who have done well are rewarded with a bolter and join the ranks of hte Boyz Mob.
Initiates or novices I suppose, although it seems they might also be an example of "Feral" Orks as well They're basically Orks who favor melee over all else. Another "specialization" as it were.

Page 13
Freebooterz are Orks who have abandoned their clans to form roving bands of outlaws. A lot of Freebooterz are very treacherous and unpleasant characters indeed and are not even tolerated in Ork society

..

A Band of Freebooterz is led by a tough Freebooter Kaptin whose murderous outbursts and fiery temper keep the Freeebooterz in line (actually, they rather expect this sort of behaviour from their Kaptin and soon replace him if he's not harsh enough).
Ork Pirates, rogue traders, scouts, and probably whatnot. Again another facet of Ork society that while strange and unusual, doubtless serves some ultimate goal for the society as a whole (like Kommandos, or Stormboyz or Meks or the Blood Axes as a whole.)

Page 14
Ork vehicles are built by craftsmen called Mekboyz (aided by their Gretchin servants) and every Mekboy likes to do things his own way. As a result no two Ork vehicles are ever quite the same. Having said that, there are some broadly similar designs which have become traditional.
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.
Ork vehicles and Battlewagons. Note that despite differences in design, they often have broadly comparable capabilities. Useful for analysis.

Page 14
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.)
The cannon armament of Ork battlewagons. Sometimes known to use long barrels, but seem to favor short range ones, and explosive shells. Probably dictated (like most things) by mood and necessity (longer barrels if they need velocity probably, like in an anti-tank role.)

Battlewagons are noted to be lighter and faste rthan Land Raiders.

Page 15
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 preocess and even find it rather painful and frightening, especially when the build-up of energy becomes so great that it has to be released as a mighty explosion of force. These Orks are known as Weirdboyz.

Weirdboyz don't much enjoy using their powers, it hurts their heads and there is a real danager 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 speical houses built on huge copper stilts which conduct the psychic energy away and disperse it into the ground (hopefully).

...

Of course the potential of the Weirdboyz to cause mass destruction on the battlefield was recognized long ago. They are driven to battle in speical mobile Weirdboy Battletowers, tall elegant structures which raise them above the battlefield and give thema good line of sight. Putting Weirdboyz in a tall, mobile tower also stop sthem 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.
Weirdboyz fluff. Note the bit about the poltergeist activity (spontaneous, unconscious telekinetic activity, stuff that looks as if some ghost or invisible being were fucking around with stuff.) Weirdboyz, as has often been noted, act as psychic capacitors for the WAAGGH power orks tend to generate in varying degrees depending on various factors, and will release this power sponatenously (or accidentall) such as the case may be.

Of note here is the new and interesting way Weirdboyz are deployed. Up high on a tower to give them good range and LOS. Rather like the extreme cases in BFG when you got the Weirdboy Lance towers.


Page 16
..Ork engineers known as Mekbyoz go into a frenzy of weapon building an dinvention. Some dedicate thsemlves to building the monstrous Gargants which embody the essential spirit of Orkiness, others construct massive mobile fortresses which are more akin to land battleships than ordinary tanks or battlewagons. On the attack the battle fortresses thunderforward at the head of the Ork charge, hammering the foe with salvoes from their great cannon while enemy fire bounces off their thick armour.
..

Gibletgrindas have a crew of a dozen or so Orks plus innumerable Snotlings and Gretchin which crawl in amongst the thundering cogs and crankshafts to get at the bits the Orks can't reach.

...

Gibletgrindas carry twin turrets backed up with a central gun tower. The actual turret weapons fitted to a Gibletgrinda vary greatly according to the whim of the Mekboy who built it - they could be twin autocannon, quick firing battlecannon, multiple rocket launchers or even bomb-lobbing catapults..
Ork Battle Fortresses described as "land battleships" - the Orkish equivalent of superheavies is my guess. One kind has at least a dozen Orks as crew and a larger (unspecified, but probably at least several times the Ork numbers) of Gretchin and snotlings assisting. Weaponry can vary from cannon to rockets or even catapults.

Page 16
The Lungbursta is a particularily well armoured and sturdy Ork battletanks.

..

The Lungbursta's boxy exterior is well armoured and its block turret conceals a mighty battle cannon which fires explosive shells.
Possibly represents a Battlewagon variant optimized as an actual tank rather than a tank/troop carrier. It's listed amongst the Battle Forts but I'm not sure whether its a tank or a battle fort.

Page 17
..the Skullhamma batlte fortress is covered in massively thick armour plating and has twin turrets bristling with a fearsome array of weapons. Insted of having a gun tower and death roller the Skullhamma has a supercharged triple-overpressure turbo engine which occupies almost half of its hull. In short, Skullhammas are built for speed.

When a Skullhamma i smoving at top speed the turbo supercharger cuts in and sends it hurtling forward at mind-boggling speed, the front wheels lift off the ground and a huge plume of churnd dust rises behind it.

..

Because of the specially supercharged engine on a Skullhamma it can move at triple normal rate...

..

The weapons fitted to the Skullhamma are designed to devastate the enemy with long range salvoes from heavy, armour-bursting weaponry. Often Skullhammas will use their high speed to get round enemy tanks and pick them off from the rear, or else hang back and use their long range guns to great effect.
A high speed Batttle fort optimized for mobility and firepower. "triple its normal rate" is I suspect game mechanics, but it probably can be thought of to move vastly faster than normal battleforts. May indicate a speed comparable to other (Imperial) tanks. In practice its sort of a sniper.

Page 17
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 monster shells at the enemy from exceptionally long range. The sheer size of the shells fired by a Braincrusha means 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. The Braincrusha cannon fills almost the entire body of the tank, so the crew have to squash together in a small tower over the gun's breach, which vibrates with the concussion of the cannon's recoil.
Again I'm not sure if this qualifies as a Battle fort or a normal battletank. The recoil is huge and implies considerable momentum (unless the recoil is like 80% from propellant gasses - something I doubt but which is quite possible for the Orks) Considering that lighter tanks can be as small as 30 tonnes, to 160-200 tonnes for battlewagon or battle forts, the recoil would be truly huge even if to just lift the front wheels up - close to or equalling the mass of tha tank itself, I'd guess. The fact that it can overturn vehicles (presumably including tanks) suggests the momentum alone is fairly significant (a fair portion of the vehicle's own mass).

This sort of performance isn' t unprecedneted (dAwn of War novel or Gunheads) - this may be the sort of tank that inflicts those examples.
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Re: Epic 40K analysis thread (all versions)

Post by Shortie »

Connor MacLeod wrote:We're now into the last few handfuls of Epic sources. This one is 2nd edition, Ork and Squat Warlords. Orks are covered first. Enjoy!
Page 16
The Lungbursta is a particularily well armoured and sturdy Ork battletanks.
..
The Lungbursta's boxy exterior is well armoured and its block turret conceals a mighty battle cannon which fires explosive shells.
Possibly represents a Battlewagon variant optimized as an actual tank rather than a tank/troop carrier. It's listed amongst the Battle Forts but I'm not sure whether its a tank or a battle fort.

Page 17
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 monster shells at the enemy from exceptionally long range. The sheer size of the shells fired by a Braincrusha means 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. The Braincrusha cannon fills almost the entire body of the tank, so the crew have to squash together in a small tower over the gun's breach, which vibrates with the concussion of the cannon's recoil.
Again I'm not sure if this qualifies as a Battle fort or a normal battletank. The recoil is huge and implies considerable momentum (unless the recoil is like 80% from propellant gasses - something I doubt but which is quite possible for the Orks) Considering that lighter tanks can be as small as 30 tonnes, to 160-200 tonnes for battlewagon or battle forts, the recoil would be truly huge even if to just lift the front wheels up - close to or equalling the mass of tha tank itself, I'd guess. The fact that it can overturn vehicles (presumably including tanks) suggests the momentum alone is fairly significant (a fair portion of the vehicle's own mass).

This sort of performance isn' t unprecedneted (dAwn of War novel or Gunheads) - this may be the sort of tank that inflicts those examples.
From memory both these were normal tank-sized, what we'd call gunwagonz nowadays. The only battlefortresses / superheavy equivalents were the Gibletgrinda and Skullhamma. (Man I love the names they used to use. Still, the Epic Armageddon idea of merging them all together is sensible, it's not very orky to have all these homogenous squadrons.)
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Part 2 of Ork and Squat Warlords, part two of the Orks. Next time the third and last part.. dealing with the Squats.



Page 18
The Gutrippa is a heavily armoured Ork battle tank. It is built exclusively by the Goffs who have improved on its sturdy design and heavy battlecannon armament with the addition of a pair of power claws on the front. The combination of the explosive firepower of the battlecannon and the deadly ripping claws for close combat make the Gutrippa a very popular Goff vehicle.
Goffs use tanks. In melee.

Page 18
The Bonecrusha and Bonebreaka are two variant types of Ork attack tanks used by all the Ork clans. The main difference between the two tanks is that they carry different turret guns - twin autocannon on the Bonecrusha and a single heavy battlecannon on the Bonebreaka.
Two more tank gun variants. Note "heavy batltecannon."


Page 19
A Speedsta is always armed with some potent new kustom weaponry the Mekboy has invented. Giant cannon strapped to the sides of the Spedsta are popular but another favourite is a rack of destruktor rokkits armed with experimental warheads.

..

The super-explosive effect of the kustom destruktor rokkits spreads destruction over a wide area so rokkits count as barrage weapon.

..

The kustom kannon fires a hail of armour-piercing explosive shells. The kustom kannon isn't very accurate because the recoil from the wildly firing kannon sends the Speedsta slewing around all over the place.
Again we see an example of a light Ork vehicle (like a speedsta) with a cannon that has insane recoil that knocks the vehicle around. Not sure what the mass is (lighter than a bike perhaps) but if we could guess we migth estimate recoil.


PAge 20
The Bubble Chukka is one of the most innovative of the Mekboyz' many adaptions of torce field technology. From its whirring innards the machine produces a stream of invisible, undetectable force field bubbles - much like a stream of soap bubbles. Most of the fragile bubbles burst immediately but some stick together and amalgamate into larger, stronger spheres. If a bubble hit a suitable surface, such as the hull of a vehicle, more bubbles will adhere to it increasing the size and strength of the bubble until the whole object is surrounded in a giant force field bubble.

Because the force field is invisible the entrapped crew of a vehicle have no idea of their predicament until its too late. When the vehicle next tries to fire its guns the shots rebound off the inside of the force field bubble and hit the vehicle.
I dont really know what to say about this kind of weapon. It's insane, yet also incredibly clever in a certain way.... I am sure though it could have been better designed.


Page 20
Titan shields afford no protection agianst the force field bubbles but you can only affect a single weapon on the Titan...
A peculiar trait about these "bubbles." Perhaps this suggests they are psychic in nature, or it may be some "speed related" variable, perhaps

Page 21
When the Lifta-Droppa hits a target it latches a strong, narrow beam of traktor energy onto its victim. The Lifta-Droppa's boom-mounted projector begins to swing upwards, and the target is lifted into the air high above the battlefield. This experience is very disconcerting for the target but a great laugh for the Orks who chant 'Drop, Drop, Drop, Drop!" as the beam lifts the target higher and higher into the air, slowly at first but gaining height with each moment - until with a sadistic chuckle the Mekaniak switches off the beam and lets his victim plummet to their doom. Particularily adroit Meks favour jiggling the beam so that their victims land on top of their mates and turn them all into splutchy pancakes.
..

Titans and buildings are too big and heavy to be picked up by the Lifta Droppa but can be hit by falling models. Titans will lose a shield if struck by a falling model...
..

A building will only suffer damage if it is hit by something really big like a super heavy tank.
Ork Tracktor beam weapons. It suits their sensibilities, but could be better designed. One curious detial is - how does the traktor beam deal with conservation of momentum? Does the beam also anchor the vehicle to the ground, or what?

The bit about damaging titans and vehicles is interesting. Considering that super heavies of this time were upwards of thousand tons or more, that lifting ability (and the momentum) is tremendous. Losing a shield in this respect isnt surprising either (a million KG even at a few m/s is a huge amount of momentum to deal with, for example.)

Page 22
Most of the Dragster's hull is filled iwth thrumming capacitors and giant force field projectors which erect an invisible dome of force....

..

The idea is that when anything shoots at the Dragster the deflektor field (hopefully) bounces the shot away in a random direction, sometimes even destroying the firer.

Another tribute to Orkish innovation and military doctrine. Still, using forcefields in combat in some manner like this is interesting.

Page 24
The Gobsmasha is an Evil Sunz war buggy characterised by its blocky, armoured hull and four large metal wheels. The Gobsmasha benefits from having thicker, fully enclosed armour and a bigger gun than ordinary war buggies.
War buggy variant.

Page 25
Some Mekboyz beocme fascinated by the intricacies of miniaturisation and robotics after hearing about or seeing Imperial robots in action. After some eksperimentin' they manage to copy and improve them - in a suitably Orky fashion of course! These Ork robots are claled Tinbotz.

Tinbotz are very sturdily built and tend to be armed with a variety of different weapons: autocannon, heavy bolters, plasma guns, power claws and chainsaws are all very common choices.

..

Mekboyz fit radio controls into the Tinbotz instead. In battl ethe Mekboy lurks around near his Tinbotz Mob and transmits commands to them using a speical ocntrol box, giving them simple orders to move forward, turn, fire, and so on.
Ork robots. Rarely seen, may not exist now, but interesting nonetheless

page 26
The Shokk Attack Gun is a marvellous Orky invention. Its exact workings remain a mystery even to the Mekboz who build them, but it works none-the-less and in a particularily effective and spectacular manner. The whirling warp-spheres at the front spin round churning up the bit of space in front of the gun to create a sort of warp tunnel. The exit to the tunnel depends on where the Ork points the Shokk Attakc Gun - it might be in the middle of an enemy unit, inside a tank, deep within a building, or even inside some unfortunate Terminator's armour!.
Good old Shokk attack gun. Not much different from later incarnations.

Page 28
The Pulsa Rokkit is really a special force field generator which is launched inot the midst of the enemy on a giant rokkit packed with a special solid fuel collected from the drops. The gigantic rokkits are usually launched from big tracked carrier vehicles, with each carrier mounting one rokkit. When the rokkit is launched is launched it soars skyward with a great rush of flames and sparks, majestically arcing hundreds of feet up before plummetting earthward to bury its reinforced nose into the ground. Once the rokkit has come to earth the Pulsa force field sends out powerful bursts of energ,y like the ripples made by a stone when it is thrown into a pool.

Anything near the rokkit when it activates will catch the full force fo the expanding field with vehicles being flipped over, men being tossed up into the air, buildings crumbling and trees snapping like matchsticks as the field passes over them. The generator continues to release energy at irregular intervals until the generator burns out or blows up. Because the pulsa generator keeps battering its targets with successive waves of force it is particularily good at smashing down immobile targets like buildings and fortifications, or breaking up slow-moving enemy formations.

Unfortunately, the rokkit itself is a little inaccurate, not to say completely unpredictable. Though at first great efforts were made to teach Gretchin to fly the rokkits very few candidates proved up to the job. Meks tried ot conseve the few plucky fellows that did volunteer by giving them parachutes or rokkit packs so they could jump out, but there were still a lot of casualties. Nowadays Mekboyz point the rokkit in the right direction and hope for the best.
A bit like Seismic charges, except less damaging. The idea of force field "warheads" is interesting. I believe it has ben resurrected by forge world or some more recent iteration of 40K, but is more destructive than it was.


Page 29
buzzer Squigs are voracitous insect-like ccreatures which are capable of stripping the flesh off a man-sized creature in seconds.
Weaponized Squigs! Used in a grenade as I recall.

Page 30
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!
Ork use of force fields. One reason why they can use hulks and other otheriwse "unspaceworthy" craft. May also serve a structural purpose for all we know.

Page 30
The Traktor Kannon projects a tight pulse of traktor energy that pins the target down to the ground, effectively immobilising it. The target cnanot move or shoot, and sometimes the downward pressure of the traktor beam is so great that the victim is actually squashed.
A bit more practical version of traktor beam weapons.

Page 30
A Titan's shield cannot protect it from a traktor beam...
I'd say this is mainly because the thing is going to exert force on the target, and force cannot be "deflected" the way energy can be. For every action there is an equal and opposite reaction, so the forces will be transmitted by said shield to the generators in some manner, which must be dealt with.

Page 30
The Ork Dreadnought is piloted by a Gretchin which has been surgically implanted into the machine by the combined efforts of a Painboy and Mekboy. Ork and Gretchin bodies are fortunately very resilient so the Gretchin usually survives the operation and wakes up to find himself with a huge metal body that's even more Orky than Orks!
This particular version of Ork dreadnoughts use Gretchin as pilots rather than Orks.

PAge 32
Squiggoths don't normally grow much bigger than a bull, but with the right fungus nutrients and tender loving care they cna reach house-sized or even bigger!
Squiggoth "normal" sizes with "exceptional" ones. The big ones aren't uncommon going by various novels (gunheads, the Armageddon novels, etc.)

Page 33
This [Hot Splat gun] shell consists of a rocket attached to a length of chain terminating in a heavy metal ball. Once the rocket shell has been fired the ball and chain becomes a whirling menace to anything in its path. When the shell hits the ground the ball is catapulted in a new direction, pulling the rocket free and sending the shell whirling off again.
Ork R&D strikes again.

Page 45
Each Gargant is a towering war machine with awesome destructive power. It is also a titanic, mechanical, fighting, fire-belching idol made in the image of the Ork gods. Building Gargants is an act of worship for the Orks. Gork and Mork, the Ork gods of war, epitomise the Orkish character on a vast scale. They are big, carefree, boisterous beings that leave a trail of destruction in their wake. War, congquest, migration, endless feuds, the din of weapons and the war cries of countless Orks are but the crude games and raucous laughter of these strong, carefree gods.

Gargants are miracles of mechanical ingenuity, packed with whirring cogs and gears, wheezing pipes and pistons, dials, levers, stopcocks, gauges and no end of other mechanical devices that seem to work purely through the faith of their Mekboy inventors. Gargants carry awesome firepwoer - heavy cannon and giant flamethrowers mounted in turrets on the GArgant's shoulders and often more guns are carried on the head as well. Mounted low down in the Gargant's belly is the Gutbuster mega-cannon, a gigantic weapon of massive destructive power. GArgants are protected by banks of thrumming powre field generators and thick armour. Their armoured hull is made out of all kinds of different metal and bits of armour plate scavenged from wrecked vehicles and welded or hammered into place.
Ork Gargants described.

Page 45
A vast Krew of Orks, Gretchin and Snotlings ride into battle aboard each Gargant. The Orks fire the guns and stoke the boilers under the stern eye of the Gargant Kaptin and his Nobz. Teams of Snotlings and Gretchin 'riggers' armed with spanners and oily rags are sent frantically crawling into the cramped workings to fix bits and fight fires as the Gargant suffers battle damage.
Gargant Krews. notice the bit about boilers. Steam powered Titans!

PAge 45
Though no two Gargants are identical Ork Mekboyz commonly build one of two distinct sorts of Gargant: the short, fast Slasher Gargant and the larger, more heavily-armed Great Gargant.
Melee and super gargants, basically.

Page 46
Gargants are protected by banks of power field generators. These project layers of invisible force around the Gargant which absorb the energy of shots which hit them. The Gargant has lots of power fields arranged one under the other like the layers of an onion. When each power field absorbs a hit it is knocked down but the hit does no further damage.

Unlike void shields power fields can't be repaired because the generators burn out when the field collapses. Gargant power fields are often unstable and flicker on and off unpredictably with accompanying showers of sparks.

It's not unknown for shots to penetrate a Gargant's shields through weak points, particularily if the Gargant is under heavy fire at the time.
Ork Power field defenses described, and difference betwene void shields.

Page 47
Gargants are big and very solidly built so they can take alot of punishment before they're destroyed. It's unlikely that a Gargant will be destroyed by a single hit, rather accumulated damage from the numerous hits will gradually blow pieces off the machine until it is totally crippled. However, unlike Eldar and Imperial Titans, Gargants lack sophisticated auto-repair systems so they can't fix damage until after the battle.
Gargant durability, note the lack of auto repair (something Imperial and Eldar titans have, though.)

Page 48
High Explosive rounds [Gutbuster Mega cannon] are huge cannon shells packed with hundreds of pounds of explosive.

..
High explosive is very effective against infantry and light vehicles, but not against armoured targets...
"hundreds of pounds of explosive" of unknown type used in a antipersonnel/light vehicle round, although its implied to be highly ineffective against armoured targets (like tanks). This carries some implication for durability of Imperial tanks against HE rounds.


Page 49
The observation turret is packed with all sorts of ranging equipment and has speaking tubes connected directly to the gunners.
Orkish Gargant gunnery.

Page 49
The Snapper is a ferocious mechanical jaw powered by a reinforced boiler in the Gargant's belly. When it opens a high-pressure steam pipe sprouts boiling fluid and masses of super heated steam.
Like I said.. steam powered Gargant.

Page 50
The kustom force field is a master piece of tehcnology, forming an impenetrable dome of force over the Mekboy Gargant making it totally invulnrable to incoming fire. Unfortunately the field generator tends to overheat fairly quickly and some even blow up with spectacular results!

..

As long as the kustom force field is operational it will stop all incoming fire which doesn't bypass the field. Hence only things like tremor cannon, warp missiles and psychic attacks can penetrate the field - anything else bounces off without any effect. A Vortex missile will knock down the field as long as it is in contact with it, but the field will spring up again as soon as it's out of the vortex.

The only weakness of the force field is that it tends to flicker on and off occasionally because of fluctuating power levels.
"upgraded" Ork powerfield. Note that Vortex weapons can take out the field in some way, temporarily.
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

The ork robots still exist in the background if not the game - Forgeworld make one as a show-only model. IIRC, of the two types of Ork dreadnought, the smaller version (the Killa Kan) is piloted by gretchin still.
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Last part of Warlods. The Squats. Smaller than the rest of my updates... but oh well.


Page 54
Of course the Squats produce many more conventional machines too, including airships, gyrocopters, and gigantic armoured crawlers. All of these machines reflect the landscape of the Squat Homeworlds, where isolated Strongohlds are separated by many miles of hostile territory. Shale deserts and chromium drifts, soaring rocky pinnacles and sheer glass-sided crevasses are typical topography on the Homeworlds. To cross this tortured landscape the Squats have huge Land Trains - multi-tracked monster vehicels towing powered track-cars of ore, supplies, or living quarters. THese powerful vehicles have heavy tracks which can support these vast machines on the uncertain ground surface.

All of these Land Trains are armoured to survive meteor showers and violent electrical storms. Many carry weapons and are used by Squats as armoured battle stations, mobile versions of their Strongholds, able to survive in isolation in a hostile world. The largest of the vast machines built by the Squats is the Colossus, which is also made for the Imperium in a version called the Leviathan. These are really big machines, with exceptionally thick armour and crammed with powerful weapons.
Ork vehicles and machinery. The basis of which is the Land train, which also forms the core of their military power as well. Many Hive Worlds (like Necromunda, as well as places like the Iron Hands homeworld of MEdusa) seem to use similar machines.

The Squats are also mentioned here as being responsible for the Leviathans, which the IG still have and use (I'm guessing the AdMech builds them.)

Page 54
The Squat Homeworlds also have a number of treaties and agreements with the Imperium to supply forces to fight in the Imperial crusades in exchange for trading and mining rights on conquered worlds. The Imperium reciprocates by supplying Space Marine forces and Imperial Guard regiments to battle in defence of the Homewrolds if they come under threat.

Squat mercenaries are renowned throughout the galaxy for their tenacity and reliability, making them much sought after by Imperial planetary governors.
This sort of setup is probably analogous to what the Astartes and the AdMech have - they are allied with the Imperium, tied up inextricably with it, but not formally *part* of it. A fair number of organizations actually fall into that category, but one has to remember that the Imperium is really just a collection of worlds with a common origin and background who unite for mutual self interest and protection. Things like "government" are mostly after-thoughts.

The Imperium couldn't *force* the Astartes to help - they've always been independent operators, but they probably could bribe or otherwise persuade them through one means or another (assuming they could find a Chapter that would help. The Black Templars probably wouldn't, for example.) The guard would not be a problem of course, since back then the Guard often worked closely with squat forces (and did something of an exchange program, too.)

In modern times with the squats gone, one imagines that the remnants got reduced to the same status of all abhumans (like Ogryns and Ratlings) and they just form a specialist segment of the Guard. I'd also bet its safe to say the AdMech annexed the squat engineers and all their tech.

PAge 55
Warrior units make up the bulk of Squat Brotherhoods, comprising the younger members of the Stronghold's War-brethren. They are formed from standard combat squads armed with lasguns and sidearms, with one Squat in everry five-man squad carrying a heavy weapon such as a missile launcher or heavy bolter.
Onie in five with a heavy weapon is better than the basic Guard.

Page 55
These loyal retainers of the Warlord [Hearthguard] are magnificently equipped in carapace armour reminisecnet of archaic styles and carry a selection of heavy weapons.
Probably reprensets their version of Storm Troopers or Astartes. As I recall they could also use exo-armour, though.

PAge 56
Squats typically live for about 300 years but a small percentage live longer. If a Squat survives to see his four hundredth year his longevity is greatly increased and he can expect to survive to the age of eight hundred or more.

..

As the Living Ancestor grows older he starts to develop potent psychic powers, often of a protective of precognitive nature. Psychic powers are virtually unknown among normal Squats so they are another factor which makes Living Ancestors doubly venerated. These psychic powers come from their spirtual closeness to the dead ancestors of their Strongohld, which they tap as a source of psychic energy.
Squat lifespan and the Living Ancestors, their psyker analogue. I'd guess that the Ancestors formed a sort of proto-"Power" in the Warp of their own (like Genestealers forming a mini hive Mind).

Page 56
The Rhino armoured troop carrier is the most widely used transport vehicle in the Imperium, in service with the Space Marines, the Imperial Guard, and the Titan Legions. Huge numbers of Rhinos are supplied to the Squats as part of the exhcange of materiel between the Imperium and the Squat Home Worlds. In addition the Squats build large numbers of their own Rhinos in the workshops of many Strongholds. 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 local climates or to fufill different military roles.
Even squats used the Rhino back then, although they imported it from the Imperium.

Page 57
The Rapier Laser Destroyer is a slow moving but potent support vehicle. It carries a modified lascannon with four separate barrels. Because the laser blast is diffused through four barrels the weapon is shortened and the blast spread slightly. As a reuslt the Rapier is shorter ranged than a normal lascannon but more liekly to hit dispersed targets such as infantry. It is designed to support advancing infantry and protect them form attack..
Page 58
Squats build huge vehicles the size of city blocks which operate as mobile mining installations on unexplored worlds. These monstrous cralwers 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 assault troop transport by the Squats. The second is the Colossus, a massive mobile fortress bristling with weapons.

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 carres no troops but is packed with heavier turrets, fire contorl centres, magazines and extra void shield generators. Each Colossus also carries a landing pad for a special Iron Eagle recon gyrocopter which ranges ahead to spot targets at long range.
vehicles "the size of city blocks" which could suggest they are indeed huge (hundreds of meters long, perhaps, which is insane.) The squats are also noted for having automated mining tech.

Leviathan was based on one of those land trains, as was the Colossus. Colossus is perhaps the most powerful superheavy ever built, perhaps outdone only by Warlords or Imperator Titans. And they both mount aerial craft for spotting purposes.


Page 58
In addition to its armour the Colossus is also protected by six void shields. These void shields operate in exactly the same way as those on Imperial titans...

..

To supply the massive power demand of the void shield generators a Colossus carries a small plasma reactor.
Squat superheavies had their own plasma reactors and void shields.

Page 58
The recon gyrocopter maintains a constant data-link with teh Colossus' fire control centres sowhen the Colossus fires barrage weapons it can make the attack using the gyrocopter's line of sight if it wishes. This enables the Colossus to fire accurately at targets which it can't see but are visible to the 'copter.
Datalink and indirect fire capability. Implied ranges of tens of km or more if we assume something as tall as say, an AT AT.

Page 58
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.
Armmanet of the Colossus. Lots of cannon and some missile racks.

Page 59
Robots make solid if somewhat limited troops becuase they rely on a program which determines what they do on the battlefield. Despite this they have many advantages over ordinary troops, as they are stronger, better armed, and do not need to check morale. The technical expertise of the Squat Engineers Guild has enabled them to maintain a substnatial force of robots, some of which date back to the Age of Strife.
Squats had robots too.

Page 60
The Leviathan super-heavy assualt transporter uses the same chassis as the Colossus. This awesome vehicle is supplied to the Imperial Gurad as part of the mutual exhcange of materials between the Squat Homeworlds and the Imperium. The imperium uses its Leviathans as gigantic regimental command centres for coordinating the vast numbers of men and vehicles found in Imperial Guard regiments. The Squats employ the Leviathan as a massive troop carrier to transport special 'Ironbreaker' Brotherhoods of Squat warriors into combat protected by its void shields and metres-thick armoured walls.
Leviathans, as I noted, were originally produced by the Squats. Either the Admech builds them now, or the Imperium had a shit-ton of these things held over from before the Squats bit the dust. Used as "regimental command centers" for the "men and vehicles" in Guard regiments.

Note the Leviathan having "metres thick" armor, much like a Titan (although I'm betting bigger titans have much thicker armor still. Nevermind capital ships)

Page 60
Goliath mega-cannon are huge, mobile artillery pieces which fire monster shells weighing several tons. A Goliath can blast apart the strongest fortifications like matchwood or shatter a super-heavy tank. Squats use batteries of goliath to bombard enemy emplacements at long range and pound hostile cities into rubble.

..

Goliath mega-cannon can move slowly form position to position propelled by their heavy track units, but because a Goliath needs time to dig in its massive recoil dampers it can't be moved and fired in the same turn.

The Goliath lobs it shells high into the air to achieve its mammoth range, but it can't depress its barrel t hit a very close target.
Squat artillery platform fired a multi-ton shell, and could shatter a "super heavy" tank. Must be like the macro cannons and railway guns in the Gaunt's Ghosts stories, or a real life battleship gun in performance quite easily. Naturally it cannot fire easily because it has massive recoil problems.

Page 61
The Tarantula weapon system is a robotic point-deence installation which can recognise enemy and eiminate suitable targets using its two lascannons. It is especially useful for defending fixed sights where many Tarantulas cna be controlled remotely from an underground bunker or other command centre away from the battlelines. The Tarantula can move under its own power, using its gravitic-reaction motors to hover. It can therefore be used to support an attack or help defend a battlefield position.

On the battlefield the Tarantula can be controlled from a position behind the front lines or from an orbital ship ...

..

Alternatively, where there is insufficient time or opportunity to install remote control systmes, a crew of one or tow may operate it.

..

The Tarantulas robotically fast reactions an double armament allow it ot fire twice...
Tarantuals techincally survive in modern times, but lost their mobility (much less an anti-grav capability) and are simply static emplacements. They could also be fired remotely instead of being automated.

Page 61
The Mole Mortar was actually developed by the Squats to overcome the problems of fighting on their rocky, barren Home Worlds where most habitations and fortifications are buil tunderground.

The Mole Mortar has a crew of two operates who can also dismantle and move the weapon if needed. THE Mole Mortar fires a burrowing subterranean shell called a tunnel torpedo. This travels rapidly undergruond before burrowing to the surface and exploding underneath its target. This causes the ground to collapse beneath the target engulfing infantry or tanks, and sometimes trappinb large heavy tanks or Titans.

..

..the target falls into the resulting crater...

..

A super-heavy tank or Titan cannot move while trapped but it is able to shoot normally. It is possible to climb out of the crater...
The Death Korps in the latest IA updates is noted as using Mole Mortars. Being able to bury tanks or titans suggests being able to make a sizable crater, which in turn suggests a pretty hefty explosive capability (hundreds or thousands of kilos of TNT, if we assume a 10+ meter diameter crater or so.)

Page 62
The mole is an intermediate-sized tunnelling troop transporter of the type known collectively as tunnellers or miners. These mining machines tunnel their way underground while the battle rages above, bypassing enemy troops and fortifications and emerging behind their lines. Squats appreciate teh value of tunnellers as assualt vehicles for overcoming both surface defences and subterranean strongholds, using them in large numbers.

..

A mole can move through woods, trenches, foxholes rocks and other broken ground without slowing down, but mrashes, rivers and other bodies of water are impassable once the tunneller has surface.d Nothing, not even marshes or water, can stop a tunneller that is burrowing underground.

A mole can emerge under a building or plough straight through one if moving overland. This is a bit reckless as the building can collapse and there is a possibility that the tunneller may be crushed by tons of plummetting rubble.
Again something that has shown up in modern sources (Krieg has them I believe. I know something like this is mentioned in the IG novel "Ice Guard" tooo.)

Page 63
..Land Trains crawled back and forth through devastating electrical storms, earthquakes, and land slides transporting vital equipment, food, and raw materials between the strongholds. After the strongholds had been established the Land Trains still transported bulky loads from one place to another through huge interconnected tunnel complexes below the surface.

..

A Land Train comprises a huge, armoured engine whih tows behind it a number of smaller tracked 'carriages' called Battlecars. The Land Train engine mounts two heavy battlecannon and a monstrously destructive Doomsday cannon as well as numreous bolters.
Land Trains modified for war.

Page 63
When the Land Train engine is linked to its Battlecars the void shields expand to cover the Battlecars as well as the engine itself. The extra energy supplied by the power units in the Battlecars supplements the number of void shields the engine can raise by one extra void shield for.. each battlecar the enigne is towing.

..

Each 'Battlecar' is an indepentdently functioning vehicle with a computer brain controlled from the engine so if one Battlecar is destoryed and breaks the train the Battlears can manoeuvre seprately to link up again.
Land Trains have their own void shields, and that protection can be "expanded" to cover the trains at variable degrees (the cars providing their own power.) so this suggests that in some manner void shielding can be scaled.

Each "car" is also computerized and can be remotely controlled.

Page 63
Mortar Battlecars mount a large barrage weapon called a Siege Mortar. The Siege Mortar fires heavy shells capable of bursting apart heavy tanks or bringing buildings crashing down into rubble. A similar weapon is carreid by the Imperial Bombard, but the Land Train mounted weapon benefits from having a higher rate of fire and greater stocks of shells, allowing it to lay down a heavier barrage.
Siege mortar

Pge 63
Bomb Battlecars carry only a single large missile armed with a high yield rad-bomb. This is a one-shot missile which is particularily useful for clearing ocncentrations of enemy forces in woods or buildins as the powerful radiation pulse genreated by the warhead passes straight through cover. The missiel has effectively unlimited range and can be guided to its target with unerring accuracy by targeting systems mounted in the Land Train engine if the target is in sight of the engine, hitting the target point automatically.
Squats used radiation weapons as well as all the other stuff. Sounds like a Deathstrike missile armed with a neutron bomb, albeit possibly with less range.

Page 64
The missile can also be launched at a point out of sight using the missile's intenral guidance systems...

..

The missile's own guidance system is less reliable, however..
The aformentioned missile can be remotely guided by the targeting system, (laser guidance perhaps) or allowfor indirect firing by using its own guidance (less effective.) Range of maybe tens or hundreds of km.

Page 64
Iron Eagle attack gyrocopters are armoued flying machines used to mount high speed attacks on enemy forces.

...

The gyrocopter achieves its unprecedented manoeuvrability by comining 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 th tail-mounted autocannons.
Gyrocopters are actually basically speeders. Must be pretty heavy to mount battlecannon though, ven if its a small one. Pity the Imperium never adapte them.

Page 64
With its thick rmour and solid internal bracing, the Overloard armoured airship is a formidable sight. The bulk of the hull is made up from several separate gas cells which provide lift. Each cell is self-sealing and all the cells are filled with inert gases to prevent explosions in the case of damage. An armoured gondola hangs underneath the hull, equipped with metla-bomb racks and batlecannon turret.s Gravitic thrusters are positioned at the rear of the hull to supply forward power and extra lift.
So basically is a repulsor platform and an airship. Something that would rival orks for technolgocail redundancy.

Page 52
When humans first began to explore the galaxy some of th earliest colonies were settled on the worlds towards the galactic core.

..

.thousands of specially adapted mining spacecraft set off to harvest the vast wealth of these inner planets.

..

The original settlers were miners, and they dug homes for themselves in the rocky landscape, creating self-contained communities out of exhausted mines. To feed themselves the miners constructed hydroponic tanks to grow nutritious algae which could then be eaten or processed, and the communities quickly became self-supporting.
Origins of the Squats. Implied that the bulk of their territory may have been towards the galactic core and around that area. So, technically, the Squats would have existed within the Ultima Segmentum, closer towards Segmentum Solar. To eat them the 'Nids must have penetrated pretty deeply, either one occuring after Kraken (or one of its larger splinters penetrating deeply) which is possible but hard to believe, or some vanguard from Leviathan coming up from teh galaxy ate them. Either of which tends to suggest the Squats got eaten within the last century or so. The 2nd edition Tyranid codex mentioned contact with a hive fleet in the center of the galaxy too, which would again suggest hive fleet Leviathan (which popped up in 3rd edition, which also marked the end of the Squats)

The problem with the above, however, is that other sources have indicated that the squats were extinct (Inquisitor and Ravenor, the latter hinting they were mythical I believe), and that existed long before the first actual appareance of the Nids. And Inquisition War actually admits they existed. So yeah. Sometimes I just wish I could say "The squats never existed" and be done with it.

Page 52
They grew tougher, more resilient, and they also became shorter and squatter. This process took several thousand years, and during that time the new race began to develop its own cultural identitiy. When the Galactic core was temporarily cut off from the rest of human society by warp storms, the inhabitants banded together into an independent confederacy which they called the Homeworlds.
I'm pretty sure it would take longer than that, and in any event probably would need either warp help or genetic engineering.

Page 53
The Squats need to trade in order to acquire items not readily available on their own worlds, and so they prefer to remain as neutral as possible.

..

The Homeworlds rely on the Imperium for most of their trade, but they also trade with the Eldar and have even traded with Orks in the far distant past.
Back in 2nd edition relations were not exactly the best, but were friendlier than in the grimdarkitude of modern 40K. In any case it suggests that the Squats got items/tech from the Eldar and perhaps the Orks. (We know the Squats benefited from Eldar Agricultural help with their hydroponics technology, for example.)

Page 53
The Stronghold is the basis of Squat civilisation. A planet might have several strongholds but rarely more than half a dozen.
As I recall the number of "strongholds" largeyl suggested thousands of Squat worlds, or thereabouts. Making them far larger (and a bigger threat) than the Tau.

Page 53
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 produce limitless supplies of energy. If this is true then the Guildmasters guard their secret well, considering it too dangerous to use.

..

The Guild has already developed the most advanced form of propulsion for spacecraft: a neoplasma reactor powered by a warp-core held in thrall by a containment field of zero-energy. No other race has ever replicated this drive mechanism, the Adeptus Mechanicus having given up their experiments with warp-core technology ever since the infamous Contagion of Ganymede.
[/quote]

Warp fission and the neoplasma reactor. I'm not sure if the latter is a special power source for a warp drive or what. I also wonder if, assuming the AdMech ever figured it out, it would result in faster warp travel for the Imperium. (they apparently have some models or designs, and I'm sure the Squats let them look at it - they shared most of their tech with the Impeirum.) I'm also uncertain why the reactor would not also be a power source, even if devoted to powering a warp drive.

The former isn't all that odd - a few sources (Index Astartes, Mechanicum, etc.) have mentioned Imperial examples of tapping warp energy as a usable power source in one way or another, so it doesnt seem like they would be unfamiliar with the process.
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Re: Epic 40K analysis thread (all versions)

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Connor MacLeod wrote:Last part of Warlods. The Squats. Smaller than the rest of my updates... but oh well.
Is that a joke? :D
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Bedlam wrote:
Connor MacLeod wrote:Last part of Warlods. The Squats. Smaller than the rest of my updates... but oh well.
Is that a joke? :D
Not intentional but you can take it that way :D
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Renegades Rulebook for Epic.. same era as Squat and Orks, the ARmies of the Imperium, and Hive War (soon to be posted.) Two more Epic sources and then I'm done. Like with others, I'm posting the entire book, but split up into two parts because I've finally reachted the character limit for a post. ~60-65K document size if you're wondering. So here's part one.


Page 6
Long before mankind's first stumbling steps into the space, the Eldar had spread through the galaxy. Their glittering civilisation encompassed tens of thousands of worlds, planets so beautiful and full of wonder that their names alone conjure the paradise that was the Eldar Empire

..

Eldar spacecraft plied the seas of warp space, seeding unliving worlds with life-generating bacteria. World after World blossomed for the Eldar to inhabit.
Eldar society spanned "tens of thousands" of inhabited worlds, including a great many terraformed worlds.


Page 6
The few surviving Eldar are fugitives living aboard lonely city-sized spacecraft drifting through space.
Craftworlds described as "city sized", but then this is common in 40K and them being as big as imperium ships is not surprising.

Page 6
The downfall of this great people was brought about by the great Gods of Chaos - the immortal daemons tha tlive in warp space and feed upon strong emotions of mortal creatures, such as greed, ambition and desire. The Eldar had already encountered these daemons in their travels through warp space, but thought themselves too strong-willed and technically advanced to be endangered.
Implied that the Chaos gods had a hand in destroying the Eldar. Debatable, since it resulted in Slaanesh, and I doubt they'd create another adversary willingly. Might have been an unintended consequence though. As I recall from FArseer though, Slaanesh had daemonic allies of his/her/its own who were manipulating the pre-Fall eldar to bring about his/her/its birth.

Page 6
..for there are daemons which feed upon the souls of the proud and over confident. Bit by bit these daemons grew in strength and number and were drawn into the minds of the Eldar. At first individuals became possesssed, then whole families, cities, and evnetually worlds...

..
At the final hour slaanesh Lord of Pleasure and youngest of the four Great Gods of Chaos, gorged himself upon the fallen souls of the Eldar race. The Eldar were gone, and the daemons nutured by their ambition slipped back into the warp,
Fall of the Eldar. Much like the Age of Strife, seemed to come about with a spate of daemonic possession. Or at least that was one part of it.

Page 6
Certain far-sighted individuals were aware of what was happening and made preparations to escape their dying worlds in huge city-sized spacecraft.
...

Though the Craftworlds have managed to settle a few worlds since that time, they are still to few to rebuild their race.

The survival of the craftworlds. Note the statement of re-settlement.


Page 6
The Craftworlds are connected to each other by warp-space tunnels, so that Eldar can move from one to another instnatly.
The webway. Transit (in realspace) seems to be instantaneous, although its known that time of a sort passes inside the webway (eg Harlequin) - people do not simply pass from one part of the galaxy to another. This likely seems to be some sort of opposite of the time dilation you see sometimes with warp travel (time in realspace passes faster than time in the warp). The Boros Gate from Dark Creed had a similar setup, I suspect.

Page 6
The most mysteirous Eldar vessel of all is the spacecraft known only as the Black Library, the complete repository of information which the Eldar have learned about Chaos.

..

To safeguard its precious contents, the physical location of the Black Library is known to no-one, and access to it can only be gained through triple-guarded secret warp-tunnel access points. Only Eldar Harlequins and certain favoured agents of the Imperial Inquisition are allowed access ot the black Library....
The Black Library here is implied to be some kind of spacecraft (craftworld?) that apparently is linked to the webway in special ways. Not sure if this means its in realspace, in teh warp, or what.

Some Inquisition agents (like Czevak) have been granted willing access. (Jaq Draco of course invaded the place)


Page 7
As Eldar reach maturity they choose a profession or way of life which they devote themselves to absolutely, perfecting their skills until they become totally accomplished. Having reached the pinnacle of acheivement in one sphere they begin another, devoting themselves wholly to a new way of life until they gain complete mastery over it.
..

Craftworld societies are led by Eldar whose current development is the Way of the Warlock, a stage in which the Eldar devotes its life to developing his psychic nature. There are many kinds of Warlock. Some are powerful battle-mages able to mould thunderbolts of pure power and send them hurling against their foes. Others are able to predict the future and manipulate it to some degree by means of the Eldar runes. These Eldar are very important to the Craftworld: They are its leaders and protectors, and they guide the Craftworld through space. In battle the warlocks coordinate the Eldar battleplan, using runic predictions to determine the best tactics.
Eldar Paths, in particular the Warlocks,a nd the whole runic prediction schtick.

Page 7
When an Eldar dies his soul is cast into the warp where it is hunted down by the daemons of Slaanesh and torn apart. To avoid this horrible fate, every Eldar wears a gem around his neck called a Waystone. Should the Eldar die the waystone will catch his soul, preventing it from being drawn into the wapr and consumed by Slaanesh. The waystone can be implanted into the superstructure of the Craftworld itself, where the soul can reside with the souls of all the other Eldar dead. An Eldar Waystone can also be placed inside a Titan, or Wraithguard, so that it can live again in mateiral form. These Wriathguard form a further part of the Craftworld's fighting forces.
As we see, Eldar still maintain a unusual and strong connection to Slaanesh that puts their souls at risk in the Immaterium, even though they do not actually worship him/her/it. To circumvent this they use waystones as a sort of capacitor for their souls until they can be added to the infinity circuit. There the soul contributes a myriad of functions - adds to the power of the Craftworld, forms an "undead" reserve in the form of Wraithguard in emergencies, protects the eldar from detection by Slaanesh and also adds to the number of souls needed for the creation of the eldar Death God.

Page 9
Guardians carry lasguns and shuriken catapults -a special Eldar weapon which fires razor sharp steel discs. A shuriken disc can slice through armour and embed itself in the strongest steel.
I beleive in latter editions the Guardians mainly or exlcusively use shuriken weapons, athough technically there's nothing against Eldar using lasers.

Page 9
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.
I think of it actualyl as being less of a tank and more of a gunship, given its high speed and three-dimensional mobility and needing virtual line of sight to hit. It also doubles as a troop transport, so maybe its more accurate to call it the Eldar Chimera.

Page 10
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 cannot 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.
Warlock capabilities and the limits of battlefield precog and probability manipulation.

Page 10
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.
The ability of shields (which I assume means powerfields and void shields) to sap psychic energy seems unusual, although the mechanism and purpose of "sapping" isn't really specified. We know some real life mateirals (like Lead, I believe) can interfere with psychic power, and some electromagnetic phenoma can screw with psykers (Eisenhorn), although whether either have a relation to this above is unknown. How they "sap" it is also unknown (is it directly absorbed through some peculiar property of the shields, is it a simple absorb/retransmit function that any similar device could do, or does it disrupt it and release it harmlessly into the air in some fashion?)

it is an interesting capability nonetheless.

Page 10
Guardian squads carry few heavy or specialised weapons. Instead these are carried by separate detachments equipped with lascannons mounted on anti-gravity platforms.
Eldar application of heavy weaponry.

Page 11
Amongst the stragenst of all Eldar are the followers of the Great Harlequin: the last living god of the Eldar and eternal opponent of Chaos. The Harlequins have a particular hatred of the Chaos God Slaanesh, Lord of Pleasure and Bane of the Eldar.
..

Harlequins are ferocious hand-to-hand fighters, the more so because the Great Harlequin watches over them and gives them extra power when they most need it.
The Harlequins. They still apparently have access to and connection to their god which lends them power and protection. I'd guess the "running to the webway" bit of the Laughing God (which I assume is what they mean by the Great Harlequin) protected it from Slaanesh.

Page 12
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 version of jump packs.

PAge 12
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 Dragon heavy weapons.

Page 12
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 scream at least is a weapon that benefits in getting them close up.

Page 12
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.
BAsically tougher and heavily more armored melee types wheras the Banshees focus more on mobility.

Page 12
Exarchs tend the shrines of the war god Khaine and wear the ancient wargear of the shrine. Their armour is far tougher than normal 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.
Eldar elites. Better armor, better weapons, and superhuman abilities focused wholly on war.

Page 14
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.
Again I'd call it more of a gunship like Tau vehciles rather than a tank.

Page 14
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...
A rather peculiar/interesting weapon, basically an earthquake device. Notable that it can bypass titan shields by going underground. Titan shields (understandably) do not seem to reach to penetrate the ground the way some SW theatre shielding does. (probably would interfre with movement if it did.) It's not unprecedented - Abbadon and the Black Legion bypassed a Hive's void shields by giong underground as well (in Battlezone Cityfight or City of Death, as I recall.)

Page 15
The Eldar are a highly advanced race whose technology often baffles and astounds human observers, and the Deathstalker with its warp-powered Prism Cannon is a typical example of this.

The Prism Cannon uses a specially shaped crystal to contain a warp energy field. A shot from the cannon unleashes the energy of the warp, creating a pinpoint beam of darkness that can pierce the toughest armour and slice through buildings and troopers with ease. The crystal at the rear of the weapon has the ability to trap and focus th ebeam from another Prism Cannon, increasing its own power considerably. Severla Deathstalkers can exploit this by forming a chain, each Prism Cannon firing at its neighbour, combining their energy into a singel powerful final burst.
Eldar use warp beams in combat the high end of their combat gear. does this have any relation to the Dark Eldar dark lances?

Page 15
The accumluated energy flares into the warp and dissipates...
Prism cannons again are warp powered, like most Eldar tech. "waste" energy seems invariably to return back to the warp. It may be that the damage is not so much thermal as it is mechanical. Sort of conservation of wapr energy.

Page 16
The Wave Serpent's gracefully curved hull contains a gigantic warp energy generator which powers an impenetrable field called a warp wave. This protective field may also be used offensively. A burst of energy can send the warp wave shooting forward, scattering or consuming everything in its path before it disappears into the ether.

..

The warp wave is completely impenetrable by any kind of weapon or psychic attack and is impossible to move through.
A more dedicated troop carrier, with its own directional shielding. Logically, there's no reason other (bigger) vehicles couldn't use this (it probably represents armor in omst cases though.) Implied to be a warp-based defense and can stop psychic attacks as well.

Page 17
Its huge warp cannon [warp hunter] bores a hole through the fabric of reality, creating a whirling black hole into warp space. Anything engulfed by the hole is sucked through into the dark dimension of the warp and destroyed. Those lucky enough to avoid the full power of the warp hole are cast aside and scattered around the battlefield. Due to the fickle nature of the warp the cannon isn't very accurate, so it is impossible to be exactly sure where the warp hole will open.
Another Eldar warp-based energy weapon, a bit more vortex-weapon like than the Prism cannon.

Page 17
Titans, Gargants and any super-heavy tank with either intact void or power fields automatically avoid destruction thanks to their shields. The warp hole is slightly displaced by the presence of active shields so the target is never sucked into the warp but is scattered..
Again power fields and void shields can "protect" even against vortex weaponry in some fashion, although they seem to do so by the shields displacing the "warp hole" - this suggests that void shields and powerfields can (somehow) provide some technobabble protection via displacement. I'm not really sure how other than "magic"./ It does re-affirm that the reason shields sto psychic stuff is more complex than simply being a barrier.

Page 18
The Doomweaver device contains a spool of extremely fine wire. This wire-thread is as fine and flexible as silk, but it is also unbreakably strong. The Doomweaver spins the wire-thread into a jumbled mass and throws it high into the air. The wire is so fine that it doesn't drop to the ground instantly, but floats down in a hazy roughly spherical cloud. The wire-thread coalesces as it falls, forming into a web. When it lands the wire-thread envelops foliage, buildings, troops and vehicles, burying them under a tangled mat several feet thick. The threads are so strong and so thin that they slice through anything that attempts to brush them aside. In some circumstances they can even cut through steel, so any vehicles caught by the falling web are liekyl to be destroyed or helplessly trapped. After a while the wire-thread settles down into a solid mat or blanket that can be walked over, but until it does so the wire acts as an effective barrier to movement.
Eldar version of artillery using monowires like the Warp Spider weapons. Seems custom built for that Aspect Shrine in fact.

PAge 19
Scouts [Rangers] carry a powerful lasgun which is longer, more accurate and more deadly than the standard item.
Scout rifles (like we saw in the tau codex) are las weapons. DH clarfiies this as being a better version of a long las.

Page 19
Scouts wear a long enveloping coat made from cameleoline. This substance reflects light waves in such a way its wearer almost invisible, allowing him to move close to his enemy without being seen.
Eldar Cameleoline. Unsure if it affects all wavelengths of light equally well, or it affects only certain wavelengths (or different wavelengths to varying degrees.)

Page 20
The Avatar is a raging spirit, blind to notions of tactics or objectives, his only objective to wreak as much damage and destruction as possible. The Avatar's body can be physically destroyed and removed form the battlefield, but he cannot be completely eradicated. Should his physical shell be destroyed his spirit will retreat to War God's throne room on the Craftworld where it will draw strength and await its next call to battle.
Avatars are hard ot put down. Destroying the physical vessel simply means the body gets teleported away akin to what happens with Necrons. Spirit retreats away independently and. like a daemon, must regains strength before manifesting (in a sense being "banished.")

Page 21
Every Eldar weaers around his neck a small gem called a waystone, the purpose of which is to absorb its owner's consciousness should he be killed, thereby cheating Slaanesh of his quarry and saving the Eldar from a fate worse than death. Waystones are implanted into the Wraithbone skeleton of the Eldar Craftworlds, releasing the spirit of the dead Eldar into the fabric of the Eldar Craftworld itself. Waystones can also be implanted into machines, and the consciousness they contain becomes the controlling element of the machine, allowing the Eldar to live again in a new form.

The Wraithguard are robotic bodies with Eldar waystones implanted inside them. They can move and act much like living creatures, motivated by consciousness of the dead Eldar they contain. This consciousness is not quite the same as that of a living person, but more like a dream-state, perceiving things aorund aboud in a shadowy and disconnected way.
..
Wraithguard units perceive the world ina shadowy, insubstantial way, absorbing the emotions of living Eldar around them as much as anything else.
Waystones and wraithguard. Wraithguard seem to perceive thigns similar to daemons, but in a less tangible manner (hence needing a living eldar nearby acting as a sort of beacon to guide them.) Absoring "emotions" presumably is part of this.

Page 22
They [Eldar Titans] benefit not only from the experience of their crews (which are brought up with Titans from birth) but from the collective consciousness of a large spirit-stone which contains the souls of numerous dead Eldar. Phantom Titans are built around a Wraithbone core which permits the spirits contained within it to flow freely through the whole construct. This gives the Eldar Titans a consciousness of its own which, combined with its living crew, makes the Phantom such a deadly fighting machine.
Advantages Eldar Titans have other other (say Imperial) Titans. More accumulated experience being one.

Page 22
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. This potent psychic ability, combined with the smooth agility of Eldar Titans and their sophisticated weaponry, places the Warlock Titan at hte pinnacle of Eldar achievement in the realm of psychic engineering.
..
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.
..
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.

..

Because Titan shields disrupt the flow of psychic energy...

...

The Warlock Titan looks forward into its own immediate future and foresees potential dangers. The Warlock Titan twists and ducks, enemy firing fractionally missing it and close combat blows swinging into empty space.
I imagine this is the Eldar version of the imperium psy-Titans, just more powerful and versatile due to Eldar capability.

Page 23
The Warlock Titan unleashes a mighty mental roar, heartening the Eldar and terrifying their foes.
'nuff said.

Page 23
Holo fields are not designed to block, absorb and shunt aside attacks like Imperial Void shields and Ork power fields. Instead the holo field confuses enemy location and targeting systems by diffracting the subject's image. When a unit protected by a Holo-field moves, its image seems to explode into a storm of multi-coloured shards. The faster it moves, the more scattered the image becomes. When it stop sthe cloud appears to coalesce into a solid shape again
Why the Eldar aren't noted to have defensive field.. I have no clue. They just seem to use em on Wave Serpents.

Page 23
It [Heat lancec] operates by setting up an electromagnetic "tube" between the weapon and its target and then launching a high power bolt of fissile energy along it. The effects are akin to the awesome destructiveness of melta and plasma weapons but far more devastating by virtue of being more tightly controlled. At longer ranges the carrier field is unable to contain the shot and the Heat Lance loses some of its power. The wepaon's ability to literlaly punch through the heaviest armour at close range makes it a highly favoured weapon.
Yay 2nd edition technobabble Titan weapons.

Page 24
The Eldar Power Fist is identical in most ways to the Power Fist mounted on Imperial Titans. In close combat the gigantic armoured fist can be used to rip pieces off enemy Titans or crush buildings like paper. The Eldar Power Fist is also enhanced with the addition of a battery of Shuriken Cannon in the fingers and 'knuckles' which give it a potent ranged capability as well.
At least it doesn't have a chainsaw.

Page 24
The Tremor cannon is a much larger version of the weapon mounted on the Vibro Cannon anti-grav platform. The Tremor cannon is so poweful that it does not have to operate in a battery, just one of these weapons can cause enemy troops to be shaken apart! Tremor Cannon operate on a ranged induction field principle, using a fluctuating electromagnetic field to set up a resonant vibration in the target's atomic structure. The tremor cannon is fired into the gruond to produce a 'quake' effect some distance away. As the cannon is kept focussed the tremors in the area beocme more and more intense with attendant secondary explosions and thermal effects eventually culminating in the whole area liquefying as its atomic structure breaks down.

..
Note that the Tremor Cannon's field passes straight through Titan shields and hits the Titan without affecting the shields in any way.

..

Since Tremor cannon transmit shockwaves along the ground, only the bottom part of a Titan ... will be affected.
Titan version of the vibro cannon. It's notable that it actually melts substantial portion of the ground. Assuming a 5 meter wide 1 meter deep area of silicon would be 91 GJ.

Page 25
The Pulsar fires short volleys of extremely powerful laser energy, each pulse of energy in the volley being separated by a few milliseconds from the next one.

The pulsar can be fired in two ways. When fired at a single target the pulsar will be held steady so that as many pulses as possible will hit the target. Against a more numerous foe the pulsar can be moved slightly to spread the pulses over an area in an attempt to hit more than one target.
Machine gun like laser weapon. Pulsed output, will generate some fairly significant explosive effects. Millisecond range pulses tends to suggest normal energy weapons don't quite reach into this range (or at least human ones don't seem to) though this could depend on the design (maybe they don't output that quickly at titan energy levels, but could pulse them to shorter durations with smaller energy outputs)

Page 25
The Powerful Eldar Distortion Cannon bores a hole through the fabric of reality, creating a whirling black hole into warp space. Anything engulfed by the hole is sucked through into the warp and destroyed. Those lucky enough to avoid the full power of the warp hole are cast aside and scattered around the battlefield. Due to the constantly changing lfux of the warp its impossible to be sure precisely where the warp hole will open. Because of this the Distortion Cannon is most effective when used against densely packed enemy formations.
Even Titans have D cannon too.

Page 26
Titans, Gargants, and any super-heavy tanks with either intact void or power fields automatically avoid destruction thanks to their shields. The warp hole is slightly displaced by the presence of active shields and so the target is never sucked into the warp but is scattered... in a random direction instead.
Repeat of effects of D-cannon on shields. I could be wrong but this might suggest void shields would displace other similar phenomenon (spatial distortion portals, gravitiowank weapons, and the such.) although its somewhat conjectural (I'm assuming its the distortion which displaces the warp hole - it could be a mechanism unique to 40K shields and warp/vortex weapons.)

Page 26
Eldar Titans may be armed with the Psychic Lance, a weapon created by the Eldar knight clans which 'fires' a burst of psychic energy directed through a long crystalline rod. The resonances set up in the crystal create a beam of directed psychic energy which will brainwipe anything in the area of effect. The psychic lance is a much feared weapon - it makes a mockery of even the heaviest armour and shields as it passes striaght through such physical obstructions and leaves its victims drooling idiots unable even to control their bodily functions.
..
Daemons which are hit are instantly cast back into the warp without any saving throw as the brain of their host body is destroyed.
Titan scale force weapon, basically.

Page 28
In his mind lethal energies pulsed and surged. HE felt the urge to unleash them creep through him. He was a vessel for transcendant power. All he had to do was focus it through his channelling runes or his witch blade to bring death to his enemies.
Eldar warlock uses either his witch blade or the runes for channeling psychic power.

Page 28
As the ritual continued the pace of the footstamping and handclapping speeded almost imperceptibly until the Banshees moved and tumbled almost too fast for the eye to follow.
Eldar Banshee speed.

Page 28
The incarnation of Khaine stood half-again as tall as those who surrounded him.
..

The Avatar's incandescent gaze seemed to bore into the very heart of the Eldar warriors, kindling the fire of battlelust there. All fear, all hesitation was burned away by unholy joy and murder lust. The killing power within them stirred in answer to the being's call.
[/quote]

Eldar still seem to carry the same sort of connection with Khaine still that they carry with Slaanesh now (when the Avatar of Khaine is kindled it has a strong psychic influence on their emotions.) The fact that Khaine seems to have been "broken up" into individual consciousnesses probably limits the effects of this to only when the Avatar can be active.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Part 2 of the Renegades Rulebook:

Page 30
Once perhaps they had been part of the Planetary Defence Force bfor this world fell to the forces of depravity.

..

A few hastily ocnverted Rhinos lay hull down against the great ridge.

..

A dozen Dreadnoughts lumbered into position on the humans' left flank.
A rather unique exampel in early fluff of PDF forces having Rhinos and Dreadnoughts. I can only imagine that the Dreadnoughts would be Sentinels (some sort of complex mind impulse linked variety perhaps.)

Page 30
He emptied his mind and sifted through the possible futures, searching for a probability line that would give the Eldar victory. As always the future was turbulent, waves of possibility and psychic power and passion clouded the potential course of events. The power of the Avatar itself warped the timelines round it.

..

The blue stone representing the Wraithguard moved off cautiously, and on the battlefield the great war machines strode forward. In his multi-compartmented mind a dozen potential futures blossomed. He saw the machines fall blasted by heavy weapons...

..

In his minds eye he saw the human heavy weapons belch. Flowers of flame bloomed at the feet of the Wriathguard. Kelmon reeled, feeling the pattern of the conflict emerging from the maelstrom of probability. Events were rapidly speeding up, and the dance of the runes reflected this. He struggled to keep track of the pattern as it became ever more complex and intertwined, twisting into impossibly convoluted designs symbolic of the battle's state.

As one group of runes moved, another set responded in turn. Images flickered through his mind.

..

Their rune flicked away from its endangered position and the airborne troops drifted into the sky out of laser range.
..

Kelmon threw his efforts into following the new probability line the Avatar had instigated. The Hawks flew down across the ridge to assault the snipers and the Rhinos.
..
On the right the Wraithguard had bogged down in an exchange of fire with the Dreadnoughts. They seemed to be losing. The Wraithguard rune flipped into a new position, placing itself in conjunction with the defence rune.
Warlock precog in action.

Page 30
Men screamed as the Dragons' meltaguns charred their flesh.
Charring implies some rather severe (greater than third degree) burning. Maybe double or triple digit MJ, at least.

Page 31
His heart skipped a beat as he felt empathetically the terror of the warrior women.
Row upon Row of human warriors waited and when Kelmon recognised the being that led them he realised what had hid them from his vision. A Keeper of Secrets. A Greater Daemon in the servie of Slaanesh towered over the assembled throng.
A new enemy enters the field. Important later.

Page 31
Their masks screamed and Kelmon could hear the high pitched wailing in his head. Men fell clutching bleeding ears, faces liquefying under the impact of high intensity ultra-sound.
Howling Banshee maske ffects. Can cause physical damage.

Page 31
Kelmon sensed that they had reached the crisis point of the battle. Two mighty probability waves were about to clash, one bringing screaming terror and defeat to his people, the other bringing joyous victory. The outcome was unclear. Forces beyond his ability to comprehend had been unleashed here.
I guess even Eldar precog can be fooled.

Page 31
Slowly, painfully, the Avatar forced the Daemon back. The DAemon held its ground, but wsa forced to sway, curving its back away from its foe. The Avatar seemed to grow as it exerted itself more fully. Suddenly with a final desperate surge it lifted the Daemon and broke its back over one armoured knee.
Avatar manages to match and fight the Keeper of Secrets. For some reason people like to break daemons backs like this (EG Sanguinius).

Page 31
The Avatar reached out with its bloody hand. There was a great splintering and rending of bones as the man's heart burst out through his chest and floated into the Avatar's grasp. The cultists fell back demoralised.
This particular Avatar demonstrates some nasty TK abilities.

Page 32
A thousand points of light glittered in the shadows transforming the battlefield into a carpet strewn with tiny stars. Each small fire was a waystone, pulsing with the soul of a slain warrior, a refuge against the ultimate death.
1000 Eldar warriors slain in this battle. Its hard to treat this as catastrophic losses threatening the Eldar, although it is quite likely significant on their terms. It would suggest they have many many times that number of living Eldar (tens of thousands?)

Page 32
Karhedron passed the burned out remains of a fallen Wraithguard. The machine was shattered beyond repair, its extenral carapace pitted with blast craters, its great head fused to motlen slag.
Wish we'd known what weapon did this. Might be calcable.

Pag e32
He placed his hands on his own mask and toyed with the idea of removing it. He did not. He knew that when he did so, the last remnants of his fighting persona would fall away and he would have to confront his own reaction ot the battle. Then he too would weep. At the moment, armoured in the role of Warlock, he could ignore the worst of his sorrow.
One interetsing if a bit disquiting aspect of Eldar minds is their ability to switch between different facets of personality, or "faces" without seeming utterly schizophrenic. Although in the case of warfare i think a fair bit of it depends on their gear and even the Avatar's influence.

Page 32
The Avatar is part of us, he thought. We cannot escape that fact or shift the blame to him. We created him and we summoned him. His destructive potential is part of every Eldar. The Avatar's presence was simply an excuse for unleashing our darker selves. He is only our reflection, an incarnate nightmare of violence and death made real by our desires.
Well more like Khaine is the temporary reflection of that aspect, since he's technically dead (or nearly dead). It does confirm what I said about the Eldar and their unusual connections to different gods. One wonders what the fuck will happen to them if and when they create this dead-god of theirs...

Page 34
Though the Eldar finally repulsed the invaders, the cost was bitter. Their once proud world stood in ruins, and four fifths of the inhabitants lay dead or dying in its shattered halls.

..

Wave upon wave of merciless hive warriors swept over the Craftworld, each eventually beaten by the Eldar, but at the cost of thousands of lives.
Tyranids defeated by Iyanden craftworld . 4/5 of the Craftworld's Eldar killed, and the implication of the loss of thousands of Eldar with every "wave" of the Attack (It could mean "thousands" together, but unless its a large number of "thousands, say 10K+, that would mean that only a few hundred Eldar survived, which I find hard to believe even in Grimdark 40K) In that context implied nubmers would be well into the tens of thousands prior to the Hive Fleet assault, maybe thousands after.

Page 34
The Tyranids' psychic warp blockade disabled the Craftworld's warp tunnels, and preventing the Eldar summoning help from other Craftworlds.
Shadow of the Warp can affect even the webway.

Page 35
Thanks to this large force of permanantly mobilised troops the Craftworld of Ulthwe has endured almost constant warfare for hundreds of years.
Assuming a few dozen to a few hundred losses per year from "constant warfare" again we see numbers of thousands to tens of thousands "lost" in battle, yet this isn't a significant drain on them (they aren't threatened like Iyanden.)

Page 35
Altaioc craftworld lies in the eastern edge of the galaxy, the forntier region which has never been reconquered by the Imperium. Before the Imperium it was colonised by humans, Orks and Eldar, and even now it remains a sprawling zone of border empires and outlaw worlds.

This melting pot of races and cultures lies far away from the immediate threat of Chaos, but even so the threat cannot be ignored. Alaitoc Scouts explore and patrol the thousands of worlds beyond the reach of the Imperium, secretly monitoring the isolated civilisations and strange races that live there. All Eldar Craftworlds have scouts, but on Alaitoc there is a real need for thousands of these lonely travellers.
Scope of the terirtory beyond the AStronomican. Note that Altaioc has thousands of scouts alone. Even if they represented something like 20% of that force, there'd be 10K+ Eldar.

Page 36
In the centre of the [Biel-Tan] Craftworld there is a special Chamber of Heroes where the Spirit Stones of dead Aspect Warriors are placed. When the Runeseers have ot make a particularily difficult deciciosn about the future of their Craftworld they retire to the Chamber of Hereos to consult with the Warrior Dead.
Rune seers, consulting the future with "warrior dead" (some power to see the future?) who were aspect warriors.

Page 38
The Titan's plasma reactor has been destroyed, and the Titan is vapourised in a spectacular meltdown.
Eldar titans of this edition (2nd) seem to use plasma reactors, but I suspect this is game mechanics rather than truth and this just mimics the effects.


Page 49
The exact nature of the alternate dimension of Chaos or warp space remains a mystery, even to such great savants as the Imperial mage-scientists of the Adeptus Mechanicus on Mars. The black Library of the Eldar is said to describe the secrets of its daemonic energy, but the Black Library's portals are barred to all but a select few by the servants of the Eldar Great Harlequin.

..

In some parts of the galaxy the Chaos dimension leaks through, polluting the universe of matter with its daemonic energy. When this happens people may be possessed by daemons, sometimes without their knowledge..
Possession isnt neccesarily knowing or overt, although most of those cases I would say would be possessed psykers.


Page 49
No world is safe from the corruption of Chaos - its energy can leak into any mind that is weak creating an opening through which daemons can enter the world. Some people give themselves freely to the cause of Chaos, trading their soul for a lifetime of power and the fleeting chance that their Chaos God will grant them the rare gift of immortality. These renegades from human society are the Chaos Champions whose followers include pirates and bandits, and even small daemons gifted to the Champions by their masters.
Conditions and situations under which possession or alleigance to Chaos can come about.

Page 49
Daemons are true cratures of the Chaos dimension, and cannot maintain their physical form in the material universe for very long. However, they can live in the Eye of Terror because of the high level of chaos energy that saturates the place.
..

Deep inside the Eye of Terror the most powerful daemons have their own hellish worlds, daemon-kingdoms more disunited and different than any mortal realms. These daemon worlds are totally unlike the planets of the material universe: flat worlds whose seas pour into the voids of space, worlds illuminated by pyres of fire instead of suns, worlds of living flesh, and countless others whose physical laws are dictated by the whim of their rulers.
The Eye of Terror.


Page 50
There are many powerful creatures in the dimension of Chaos. Most are the slaves of still greater and more powerful individuals of their kind, but others are independent free-willed cratures. Some are completely mindless, huge basking creatures pulsating with power but ultimately brainless and without purpose. Others are blessed with great animal cunning and prowl the energy seas of Chaos in pursuit of weaker prey to tear apart and consume.
..
The most powerful of the Chaos Gods' servants are their Greater Daemons. These huge daemons have many daemon servants and mortal followers of their own, and on many chaos-corrupted planets in the galaxy they are worshipped as gods in their own right. In the Eye of Terror each Daemon world is ruled over by a Greater Daemon; the whole world is his kingdom and its inhabitants are his slaves and follower.s

Mortals follow daemon masters in the hope that one day they will be rewarded with immortality, becoming a Greater Daemonw ith their own world to rule over. Such elevated mortals are known as daemon princes.
..
Daemon princes and other GReater Daemons fight amongst each other constantly, regardless of which Chaos God is their master. They find these battels amusing, and are quite prepared to shed millions of mortal lives or expend countless daemon followers on this entertainment. Rival daemons palce wagers on the outcome, and arrange formal battles with agreed restrictions on the forces to make the battle more interesting.
VArious and sundry Chaos entities.

Page 50
The Greater Daemons of the Eye of Terror are constnatly at war - mostly against each other. Mortal Champions of Chaos who live at the edge of the Eye of Terror are sometimes carried ot the daemon worlds to take part in these battles, but otherwise they are left to fight amongst themselves and to raid the Imperium. On occasions the Chaos Gods put aside their personal rivalries and make common cause to mount a bigger invasion beyond the Eye of Terror. When this happens the Imperium is beset by the chaos hordes, daemons run riot through human cities, and Champions of Chaos lead their followers in destruction.

Such invasions are often triggered when a drifting Space Hulk, a vast space wreck hundreds of ships conglomerated together, drifts past a daemon world. These Space Hulks can be used to transport vast armies through the dimension of Chaos, appearing unexpectedly near some mortal world in a distant part of the galaxy. The winds of Chaos are fickle and unpredictable, and not all Space hulks reach a suitable target. Some disappear altogether, lost in time and space, while others are hurled thousands of years into the future or the past.
This is another reason why I tend not to be greatly impressed with the "actual" threat of Chaos, rather than their potential. They waste tons of time fighting amongst themselves, expending precious resources they could use fighting others, much as Orks and sometimes even the 'Nids do. But unlike the Orks and the 'Nids, whose in fighting could ultimately serve a greater purpose (genetic or racial improvement, for example) It's hard to see the ultimate benefit to Chaos other than the amusement and power it gives to the chaos gods themselves. And the Chaos Gods are too busy fighting each toher (as well as the other Gods like the GEoM) to unite in any meaningful way, even were they inclined to think in practical terms.)

Page 51
Thanks to the massive distortion of time which affects this region some of these Space Marines are still alive today, although ten thousand years have passed in the outside world, to them it has only been a few years.
again a "thousands of years to 1 year" time dilation ratio. This would, amusingly enough, suggest the Planet killer took a matter of years (or at most a few decades) to build, and quite possibly less.

Page 51
Although Chaos is most powerful of all in the Eye of Terror it is not helpless elsewhere.
Daemons cannot survive for long outside the warp, but by means of summoning and sacrifice they can exist in the material universe for a short time. One would imagine that only a madman would willingly call upon the Gods of Chaos, yet even on the loyal worlds of the Imperium there are men foolish enough to do so. Some are power-hungry and see the Chaos Gods as a way to achieve personal power and even immortality, otehrs are clinically insane and destructive, others are misguided and inquisitive - scarce imagining the dangers evoked by their curiosity.

Secret worshippers of Chaos lurk on every world in the Imperium. They form hidden cults, meeting an dplotting at night in hidden places, expanding their power base and summoning daemons to receive fresh instructions. THese people may look and behave normally, but little by little they grow in power, subverting the military and government, until the whole planet is rotten to the core. At this moment the Chaos Cultists rises up and take over their world, summoning daemons and chaos raiders to take part in the slaughter.

..

It is based around the Greater Daemons, who are accompanied by their followers - immortal daemons, daemon machines and warbands of mortal Chaos Champions. All kinds of mutated creatures flock to the warbands of Chaos Champions, including humans, Beastmen, Trolls and Minotaurs. In addition a chaos army can be joined by subversive chaos Cultists, often Imperial Guard or local human forces who have turned rebel, or civilian cultists armed and uniformed in Imperial Guard fashion. Chaos armies can also include Chaos Space Marines under the command of Daemon Primarchs.
The minions of Chaos, and the ways Chaos gains power and influence in realspace. Probably one reason they dont think in conservative terms, they think they can always get more.

PAge 53
Greater Daemons radiate power and energy which flow into their followers to strengthen their determination, courage, and energy. It is scarece wonder that the forces ofChaos appear unstoppable, driven as they are by the raw power of Chaos itself.

..

When a Greater Daemon is destroyed this causes consternation and despair amongst its followers as their source of secret energy ebbs away.
Like with the Avatar of Khaine, and Ork Gargants (or Warbosses), Daemonic beings manifesting in realspace can empower and bolster their own follwers. Presumably the Imperium could do this as well, in their own particular ways.

Page 53
The raw energy of Chaos is too much for mortal flesh to stand and the followers of Chaos invariably succumb to its mutating powers. Sometimes the mutations work in their favour, conferring new and potent powers. More often their frames twist and contort: they sprout tentacles, horns, bestial features, grow extra limbs or scales, or a thousand other horrific attributes. These marks of Chaos are regarded as blessings, even though some may lose their forms completely and degenerate into mindless Chaos Spawn. Many of these mutations make their bearers deadly fighters, with razor sharp claws, scorpion tails, goring horns or other less obvious but no less deadly mutations.
The benetifs and (mostly) dangers of Chaos transformations. One too many will lead to becoming a Chaos Spawn.

Page 56
Greater Daemons are fashioned from pure chaos energy rather than flesh and blood. They need the supporting energy of the Chaos dimension or warp space just as mortal creatures need air to breathe. While they are in the material universe daemons subsist off the psychic emanations of their mortal worshippers, without which they would quickly fade back into the chaos dimension. Throughout the Imperium misguided and ambitiuos Chaos Cultists worship the Chaos Gods, providing the psychic energy needed by daemons to live in the material universe. This is exactly what the Greater Daemons want, so they encourage mortal worshippers, offering subtle promises of power to lure them ever deeper into the web of Choas.
They can subsist off of the deaths of others and Warp Storms too, as I recall.

Page 56
The Imperial Inquisition is utterly ruthless in dealing wth Chaos Cultists, even going so far as to destroy planets where Cultists have taken a firm grip. It is a horrifying thing to have to order the destruction of an entire world, or Exterminatus as this final solution is called, but the risks of Chaos taking hold in the mateiral universe are too great to take any chances.
Exterminatus, again, can be called int o deal with Chaos (end the worship, the continued suffering and war and emotional turmoil, etc.) It may provide a brief but powerful boost of energy to the Warp (which could be dangerous in itself) but it also kills the long term "supply" as it were.

Page 56
Normal weapons are almost useless against them [Greater Daemons] as the psychic energy generated by their followers sustains their bodies against physical assault. A Greater Daemon's presence inspires its own followers, so that they become completely unconcerned about the dangers of battle. Greater Daemons are also tremendously strong and easily capable of curshing or pounding armoured vheicles and troops. Some Greater Daemons can even harness the raw power of Chaos to blast their enemies with arcane magic.
Greater Daemon powers. The implication here though is that you can weaken them or make them vulnerable to attack by denying them access to their power sources (such as killing off followers.)

Page 57
The Keeper of Secrets' most dangerous power is the ability ot overwhelm its enemies with a wave of of utter pleasure. THe unadulteratd sensory overload is too much for any mortal to bear, and the victim's body explodes This startling effecit is called the aura of Slaanesh.
..
..power or void shields that disrupt the flow of warp energy will stop the aura working...
.
Void shields again disrupting psychic effects.

Pge 58
The Bloodthirster embodies physical power. Its mighty jaws cna crush an armoured tank with one bite, and its huge fists can pound a building to rubble.
The power of a bloodthirster (an average one). Primarchs like Sanguinius could be argued to be similarily powerful.

Page 58
The Lord of Battle is constructed of black iron and brass, and embodies all the destructive power of mechanized warfare. Khorne is the god of war in all its forms form the most primitive conflicts fought with swords nad arrows to the lightning-fast wars of tanks and Titans.
..
The Lord of Battle is a cross between a Titan and a Greater Daemon.
Here at least we acknolwedge khorne has access to better means of killing people than the ones he's best known for.

Page 59
The death storm fires salvoes of heavy rocket powered shells from its multiple barrels.

..

The Doom burner fires a bolt of super-heated molten metal which bores through its target in a searing flash of flames.
Flamethrower. Megajoule range maybe. The rocket powered shells are interesting.

Page 60
The emperor's intention was to create a whole race of super-humans from the genetic imprint of the Primarchs. By making them loyal and strong he hoped to that they would prove immune to the malign influences of Chaos. Despite the Emperor's complex psychic wards protecting the infant Primarchs the Chaos Gods succeeded in spiriting them away through the warp and scattered them throughout the galaxy.

..

The Primarchs seemed none the worse for their brush with Chaos and the Emperor was satisfied that they were uncorrupted.

...

But Chaos was not so easily bested. The Gods of Chaos whispered to the Primarchs from warp space, disturbing their dreams with promises of power, appealing to their pride, and martial virtue. No single Primarch was wholly resistant to these unspoken temptations. The character of each was sorely tested and in time some fo them started to bend towards Chaos, unaware that their loyalties were changing. AT first the Traitor Primarchs believed themselves to be acting in the best interests of humanity but as they led their Space Marines against the Emperor their good intentions fell away and Chaos started to saturate their souls.
Corruption of the Primarchs. Had they not been scattered, its possible their resistance to the Chaos Gods would have een substantially greater.

Page 64
Nurgle's rot is an unusual disease in that it affects not only the body but the soul of the victim too. Those infected by the Rot gradually turn into Nurgle's Plaguebearers. THese daemons are doomed to the impossible task of keeping account of the innumerable plagues, contagions and infections throughout the universe, counting and recounting in a fruitless attempt to impose order on a meaningless and chaotic existence.
Nurgle is both physical and psiritual "decay" obviously, but only if you have aw arp-soul. STill, his ability to convert potnetially anyone into a willing minion is impressive.

Page 65
Bloodletters are fortified by bloodshed and this gives them the ability to regenerate physical damage.
This would in theory make them rather harder to kill.

Page 66
The Chaos Android is a shining skeleton of hardened plasteel. Its cunning construction is a secret known only to certain tainted Squat fabricators working in league with Chaos Renegades. Each Android contains a tiny bound daemon, an animating spirit imprisoned within its plasteel shell by the conjurations of a Chaos sorcerer.

The contained daemon hates being trapped in this way and will do anything to escape, but it is bound to obey any direct order it is given. The daemon will always try to interpret any command in as perverse a way as possible in order to avoid doing what it is supposed to.
Chaos Squats and Chaos robots. AS we know Chaos can possess Machine Spirits of all kinds.

A bit of a chaos construct like the Inculaba from Ravenor, the Avatar of Khaine, or Wraithguard really. The funny thing is that many of them look ALOT like Necrons... They act more like daemons bound into physical forms or bodies though. The Brass Thief from Ravenor (or the Avatar of Khaine, or Wraithguard) may be something like this

Page 67

Technology and even magical weapons are all tolls to increase the tally of the Fallen. Greatest of Khorne's weapons are the part magical, part technological Daemon engines.
Daemon Engines vary in size and appearance but all are large and bristle with weapons. Covered with heavy armour and black steel and marked with brass skull runes of Khorne, Daemon Engines resmble deadly, hulking monsters.
...

Daemon Engines ar epowered by psychic energy released by bloodshed and violence.
Khorne hates magic, but uses magic weapons even in technolgocail weapons.

Page 67
The Tower of skulls is a wheeled Daemon Engine of Khorne which carries tall gun towers made from piles of skulls and has a massive three-tined pincer on its front. The numerous cannon and bolters mounted in the skull encrusted towers can fire all around and the frontal pincer is capable of crushing armoured vehicles like eggs.

....

Death Dealers are huge mobile siege towers which carry resolute warbands of fanatical Khorne Warriors into battle. At the front of the machine a gigantic mehcanical Chaos Warrior wields fearsome close combat weapons and a gatling cannon. Behind the Chaos Warrior is a tower with a large cannon mounted on top.

....

The veins of daemons flow not with mortal blood but the red-hot lava of daemon blood. A huge, bubbling cauldron of daemon blood is carried on top of the Daemon Engine to supply the great cannon which juts out of its front. Once targets are within range a great gout of blood is fired through the projecting nozzel, raining the foe with molten lava. Like all Daemon Engines the Cauldron of Blood also carries massive combat blades on its prow to slice through the opposition.
Various forms of Daemon engines.

Page 69
Chaos Squats are the armourers and artificers of the armies of Chaos. With devilish cunning they construct weapons and engines of war which defy sanity. Each new creation is magnificiently built to evoke the correct aura of terror and majesty. It is thought that Chaos Squats are responsible for the maintenance and construction of Chaos Titans and the fearsome Daemon Engines of Khorne.
I wonder if technically any chaos Squats survive nowadays. Surely they couldn't have been eaten by the 'Nids too.

PAge 69
Juggernauts of Khorne are massive steeds of groaning Iron and Brass. Their heavy, wide mouthed heads are filled with brazen fangs and their thick powerful legs drive forward a huge body taller than a man and many tons in weight.
Juggernauts of Khorne are multi ton.

Page 69
Most commonly encountered are Trolls and Minotaurs, giant bipedal creatures of fantastic strength and endurance. It has been theorised that these creatures are a form of mutated Ogryn but there is little evidence to support this. Fortunately, Trolls and Minotaurs aren't very intelligent and use little in the way of technological weapons and armour.
..

Additionally, Trolls are renowned for their ability to regenerate hideous wounds in a matter of moments.
"Trolls" - a creature in 40K from when 40K was still blatantly more fnatasy. A form of mutant beastman, possibly a horribly mutated abhuman.

Page 70
Champions of Chaos are mortals who have sold their souls to Chaos in exchange for unearthly power. Only a person who concisously dedicates himself to a Chaos Power can become a Chaos Champion. The Power reqcognises in the individual a useful servant or ally. The individual recognises in the Power a means by which he can gain mortal success, perhaps to overcome some terrible enemy or adversity. A Champion's motives can be many and varied: revenge for past injustices, liberation from oppression, personal ambition, conquest. A Champion of Chaos may even be driven by a apparently incongruous emotion such as the defence of his loved ones or a desire to aid the poor. Any great need or want can drive a person into the arms of Chaos. A factor which drives many into that embrace is fear of their own mortality, for a Chaos Power has the ability to grant immortality as a daemon, although few Champions are granted this boon.
The Creation and abilities of a Chaos Champion and their nature. Rather more complex than you think they would be.

Page 71
Beastmen make up a large part of the population of the daemon worlds. They are always among the first to flock to a renegade force gathering to raid the Imperium. Cultists can also often easily subvert Beastmen within the Imperium itself to fight on behalf of Chaos. Beastmen are armed with swords, axes, and other hand weapons for the main part and rely on closing with their enemy.
Beastmen basically amount to "hideous mutants", but also "hideously stupid" mutants.

Page 71
Chaos Cultists may be rebellious Imperial Guard units, local military forces, police, or just ill-equipped brigands who have thrown in their lot with Chaos. Because Imperial Guard equipment is relatively common, Cultists are often equipped much the same way as Imperial Guard. Their armour and weaponry tends to be battered and neglected, covered iwth hastily applied Chaos runes and symbols marking their alliegance.
The many and varied forms of Chaos cultists. I doubt they are neccesarily as well equipped or trained as Guardsmen, though, save for certain cases (Eg Blood PAct).

Page 72
Huge carriages of blakcened steel ornamented with bronze skulls, the Cannons mount a single heavy tube banded with brass and steel flaring towrds a gigantic gaping muzzle. Cannons of Khorne rumbel into battle driven by great pressure engines which push them forward on creaking wheels. The charge a Cannon of Khorne fires is drawn from the energies of warp space, directed as a shrieking meteor of flame which melts flesh from bone and burns bone to ash. It takes a considerable time for a Cannon of Khorne to build up enough energy to fire.
Chaos artillery, can incinerate bodies, implying multi MJ/GJ firepower.

Page 73
During their long sojourn among the Daemon worlds the renegade Titans have warped and mutated, for the mutable power of Chaos is not limited to creatures of living flesh.
Chaos titans are mutated and semi senstient.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Part one of "Hive War", Epic 40K (2nd edition) involving the Tyranids


Page 6
Primary investigation confirms Valos/23/1 has been denuded of all life forms, nutrients and atmosphere. Bore scans indicate molecular disruption of bedrock by unidentified force.

..

Primary nova or super nova can be ruled out. Absence of new asteorid or cometary impact sites also eliminates these as viable extinction pulses.
Tyranoforming compard to nova-supernova event (doubtful this is a literal comparison to total yield, but rather the portion that strikes the planet), or a powerful asteroid or cometary impact sufficiently powerful to render extinction event (more probable). Interesting in light of the fact Tyranoforming has also been likened to be as destructive as Exterminatus (Warriors of Ultramar)

Also Tyranoforming removes "all life forms, nutrients, and atmosphere.) and "molecular disruption of bedrock."

Page 6
So began the erports of a dozen worlds mysteriously stripped bare...
..

They were all worlds known to harbour native life. In some cases the planets had supported little more than a primordial soup of simple organisms in the earliest stages of evolution, but in other cases entire advanced ecologies had been erased. Over three hundred thousands life forms were consigned to the extinction files of the adeptus Mechanicus in one year alone.
a dozen worlds eliminated by the Tyranids in the space of a year. The ecology and lifeforms are highly variable Assuming 10-20 LY per planet, this is an average velocity of 100-200 (not including tyranoforming) to perhaps a few thousands of c (allowing for an average of 1 month of tyranoforming or so. Warp speed might be a week or so per planet.. average FTL speed ~800c)

Page 6
The Explorators could uncover no common link amidst the reams of data they amassed on these barren worlds. Solar activity and orbital shifts were ruled out, as were impacts by smaller stellar bodies. There seemed no viable explanation for the ravaged worlds.
Again Tyranoforming is compared to natural phenomena extinction events.

Page 6
In a galaxy of a billion worlds mysteries and inexplicable phenomena were more common than the Administratum cared to admit. The planets being investigated were thousands of light years form the nearest human-colonised worlds. No sentient species had been destroyed and no Imperial interests were threatened. So the reports were filed away within the hundreds of miles of databanks on Earth.
"A billion worlds" in the galaxy. Presumably inhabited. The planets were thousands of LY from human colonised planets, and were all investigated in under a year (suggesting thousands/tens of thousands of c warp speed.) Given events surrounding Tyran later on, this suggests planets close to or beyond the edge of the Astronomican (EG where it is weakest.)

Page 6
Further reports of obliterated worlds were filed with the Explorator's office and eventually a large enough body of data built up to attract the attentions of the Inquisition.
This implies some measure of data tracking of mundane reports through some means (astropathy perhaps) by the Inquisition. We've seen similar before (Soul Drinkers in Chapter War, Inquisition War, others.)

Page 7
Inquisitor Kryptman informed the Council of the Inquisition of his findings and was granted dispensation to commandeer a ship for immediate travel to the eastern fringes to gather more information.

..

But even as the Inquisitor's ship churned through the warp events took a giant leap forward.
Implies Kryptman travelled from EArth or thereabouts to the eastern fringe.. a distance of some 60,000 LY.

Page 7
The planet Tyran was an unremarkable world in most respects. The world's ocean covered over 80% of its surface and the few scattered islands that broke the surface were no more than the peaks of mountains rearing up from the sea floormiles below. The great ocean teemed with primitive and voracious life of all kinds - coral beds thousands of leagues in length, a myriad forms of crustaceans and giant squid-like organisms plus elementary forms of fish and simpler creatures.
Tyran described in detail. Again oceans are 80% ove the planet's surface (as in Codex Tyranids) but some of the other surface feactures are interesting.

PAge 7
A large explorator base was sited on Tyran to act as a way-station for expeditions to the eastern fringe of the galaxy and to study the wealth of marine life evolving in the planet's oceans. The Tyran Primus base held just over four hundred personnel, mostly Explorators, Adeptus Adminsitratum scribes and ADeptus Mechanicus Genetors, Engineers and LexMechanics with their entourage of servitors and a single Astropath for communication with Earth, over 60,000 light years away.
Tyran base. Note the 60,000 LY figure, again establishing rough ranges for the Astronomican and Imperial territory (and astropathic range.)

Page 7
The first indication that somethign was amiss was the detection of a cloud composd of a large number of unidentified objects entering the fringes of the Tyran system. Scanning and telemetry revealed little about the mysterious cloud but showed it emitted no energy signatures or signals of its own. The objects were non-metallic and irregular in shape, which ruled out a fleet of starships or pieces of a space hulk cast up by the warp.
Initial detection of the Tyranid forces.

Page 7
The station Astropath had spoken of a disturbance in the warp which had been growing in strength for weeks before the arrival of the cloud. He had suffered nightmares, suffocating dreams of a brooding presence at th eedge of perception and a sibilant whisper in the shadows.
Sice the Shadow of the Warp can extend hundreds or thousands of LY ahead of the target, these effects ocould be propogating at thousands/tens of thousand of c at least (propogating "weeks" before arrival can suggest far faster)

This also tells us something broadly about what happens when a 'Nid force attacks a system or sector but appearing to have little or no effect on surrounding regions of space suggests that the total distance between sectors can cover hundreds or thousands of light years, which fits with interpretations of existing evidnce (planets sometimes separated by hundreds or thousands of light years. In the context of planets or sectors/subsectors this makes more sense.)

Page 7
Once preparations had been completed Magos Varnak piloted the ship towards the cloud, which now lay inside the orbit of the outermost planet.
The 'Nids emerged from the warp far beyond the outermost planet. We dont know the exact distance, save it probably means distances many hundreds of millions if not billions of km distant.

PAge 7
Closer still the sensors picked up vanes of opaque matter which spread from the object and angled towards the sun like sails.
'Nids eitehr can tap solar power or can use solar sail propulsion, or both.

Page 8
Investigation of the ship and its record tapes showed that the vessel had been struck by a variety of complex acids and viruses which ad eaten away over 20% of its hull.
Technobabble organic bioweapon attack eating inorganic hulls.

Page 8
By now, the cloud was approaching at greater speed than before, and the Imperial scientists estimated that its current rate of progress would move it into Tyran's orbit iwthin less than a week.
..

A week later the first attacks began.
The 'Nid fleet seems to take a week to approach the inner system. The AdMech defense ships apparently can cover that distance in much less time (At least half the time - a few days, but this is tempered by the fact they're arriving on converging courses.) Assuming ~3 days and between 200 million and 2 billion km the AdMech ships would rquire a constant burn of anywhere from one or two gees (close to 1 AU distance) and a few tens of gees (billions of km), although that is more of an upper limit since it neglects the 'Nid convergance. The 'Nids, by contrast will have a very slow approach of hundreds to thousands of km/s depending on distance (beyond more than a few days for the above stated distances traveled actual acceleration becomes somewhat irrelevant for constant burns, and tends to suggest travel time is limited by top speed possible rather than acceleration.)


Page 8
The defence lasers carefully watched their sensor scopes until several of the largest sensor contacts, those equivalent in size to Imperial Navy cruisers, approached into near orbit. Three incandescent bolts slashed into one of the larger objects and it turned away, spewing out a dense cloud of vapour. A smaller invader was blasted apart by three further salvos from laser Silo 3. Within half an hour silo 3 had scored hits on another two attackers and they had also withdrawn out of range.

Silo 2 was engaged in a furious duel with three of the smaller contacts. High velocity projectiles from the invaders disabled the silo's communicaton system and damaged the laser chamber...
Some of the 'Nid ships are cruiser-sized, implying a range of 2-5 km or so. Half an hour engagement between a defence laser and one ship.

The 'Nids also use projectile weapons this time.

Page 8
Further analysis of the records from the wrecked system ships showed that the objects were undisputably organic, protected by a dense carapace of stone-like material which could only be compared to silicon-based bone or insect chitin. The creatures appeared to have softer internal components, and contained fluids.
Composition of Tyranid carapace and internals.

Page 9
Just as the skies above Tyran glittered with the reflected lights of the swarm like a thousand new stars, a million minds also glowed up there with terrible and indefatigable purpose.
At least a thousand ships and a million 'nids

Page 9
Magos Varnak had all the information gathered about the invaders downloaded onto a data codex. This was sealed with a transponder and deposited into a deep bore shaft which dropped over 3,000 metres into the planet's crust beneath Tyran Primus base.
Data codex dumpe 3 km below the planet, and the 'Nids didnt touch it.

Page 9
The data codex was retrieved by Inquisitor Kryptman over a year later from the dry, dead planet which at first could not be identified as Tyran at all. The Imperium's last message from the base had been a short and garbled communication fromthe station's astropath, a dire prophesy of doom and a mental image of skies over Tyran turned black with swarming monsters.
This suggests Kryptman spent the better part of a year or so reaching Tyran (~60,000c at least, assuming a straight line course and continuous travel.)

Page 9
By the time Inquisitor Kryptman reached the eastern fringes of the Imperium the final message from Tyran was already months old.

..

Kryptman's vessel crossed and recrossed the calculated course but over the next few months there were no additional reports of contact with the Tyranids. Kryptman eventually backtracked to Tyran to investigate what had happened to the station and indeed to the planet itself.
took fewer than months for the signal to reach the Imperium, Kryptmen spent months scouring the area in or around Tyran. If it crossed 60,000 LY in 1 month it would be around 720,000c at least. It was probably quite a bit less, but given the nature of the warp its not impossible for the signal have been slowed down or otherwise disrupted.

Page 9
On arrival in the Tyran system sensor auguries could pick up no trace of the ocean-bound world that had been home to the Tyran Primus base. A planet certainly occupied the correct orbit but it was considerably smaller than Tyran, in fact little more than a barren and airless planetoid
Tyran had lost a not insignificant degree of mass and was "barren and airless. where once it had been covered almost totally with ocean. Note that we dont really know yet what they do with all these resources, but even a fraction of that for construction purposes is impressive to say the least.

Page 9
Inquisitor Kryptman led a landing party down to the surface and found it to be centered on a dust sea containing a high concentration of metallic particles. Echo location revealed the dust sea to be a thousand metres deep, the transponder signallying from another thousand metres below that. Because there was no tunnelling equipment aboard the ship, Kryptman had one of its heavy laser cannon dismounted and brought down to the surface. By using the laser to vitrify the dust so they could bore through it, the ship's crew began the long, slow process of tunneling down to the transponder.
Using a ship mounted laser cannon (no details beyond that) to vitrify down ~2 km. vitrification isn't quite melting, but the temp for silicon is around 1175C which is ~1450K or thereabouts. At a starting temp of 300K would yield ~ 750 kj per kg. Mass would be 15,000 tons, and the energy input owuld be at least ~11 TJ. No definite figures on duration though and the tunnel is a estimate at best.

Note as well that we don't know what sort of "ship" it is either. It could be something not much more than a gun cutter or it could be an escort or capital ship weapon. Still, dismounting ship weaponry has been suggested as a possible option by Naval landing parties as well. I'd guess that it rafers to lighter weapons of some kind (Anti fighter or anti missile perhaps, since most anti-ship weapons involve multi-ton shells and tend to be larger than any ground vehicle. Hell some of the point defense weapons are as big or bigger than ground vehicles.)

Page 9
..the crew completed the excavation in under two months. At last Inquisitor Kryptman descended into the shaft and retrieved the data codex hidden by Magos Varnak a year earlier.
excavation took two months, Kryptman had spent months searching around Tyran for details,a nd the message from Tyran was "months old." It said its about "a year earlier" that varnka was defeated, so we revise the earlier FTL figure.. it took no more than 8 months, and no fewer than 2. tHat works out roughly to 90,000c to several hundred thousand c (approximate, still assuming straight line travel and continuous course.)


Page 10
The metallic particles in the dust were all that remaind of the Tyran Primus base; the very bedrock of the planet had been lain bare by a power barely imaginable.
The 'Nids seemed to have seperated out and left the metal of the base. They do seem to have taken the rest (including silicate material and such) however. LAter sources however have hinted that Tyranid life forms can and do incorporate SOME metallic elements, and exactly what sort of "metallic" particles were left behind is never specified either (other than it was part of the base. They could have taken iron for exapmle and left something else.)

Page 10
All the ship's memory banks and crystal libraries had been destroyed by the damage inflicted on it. The only clue to the Investigation's attackers was the scarring on its hull. It had not been melted by the fierce energies of lasers or plasma but eaten away by acids like the system ships of Tyran Primus mentione din Magos Varnak's codex.
Again acids damaged the hull.. interesting too that lasers or plasma weapons would "melt" hulls. IS that a typical damage mechanism (as opposed to more explosive mechanical damage from rapidly pulsed beam weapons) or can they operate in multiple modes?

Page 10
Kryptman instructed his personal Astropath to send a priority alpha message to the Council of the Inquisition on Earth warning them of the trheat the Tyranids posed both to planets and to ships. The Astropath reported a distrubance in the warp blocking his powers, something akin to the backwash produced by a fleet of ships moving through the immaterium but a thousand times stronger.

..

Though he strove for hours the Astropath couldn't break through the psychic interference. Even communication with the nearest Telepathica booster matrix at Thandros proved impossible.

Given a fleet probably means tens of ships (like a battlefleet of 50-75 at least, or hundreds of ships) this could mean that Hive Fleet Behemoth amassed tens or hundres of thousands of ships. Although that isnt definite.

We also get confirmation of the Inquisition council lying on Earth (Kryptman's point of Origin) and his astropath trying for "hours" to contact EArth, suggest it would have taken less than hours for ghte signal to reach through 60K LY. Astropathic transmission speed somewhere betwene tens of millions and hundreds of millions of c at least, but is conservative since it took multiple times to do it (and there's othe rthings like encoding/decoding, deciphering, and the like.)

Page 10
The astrotelepathy communications matrix at Thandros was an orbiting station which circled the innermost planet of the system, Thandros I. Home to just under a hundred Telepathica Adepts, the matrix boosted astropathic communications from the Imperium's south-eastern sectors back towards Earth. Though the marbled sphere of Thandros 1 had no inhabitants the ruddy, ore-rich worlds of Thandros II and II both boasted small mining operations and refining plants.
100 telepathica adepts plus a matrix, used to speed messages to Earth. Also mining operations.

Page 10
As Inquisitor Kryptman's ship breached the borders of real-space at the edge of the system communications were immediately beamed to the matrix. The long delay for the singals to reach their destination and return ticked by as the ship powered insystem. No reply. Sensor divinations showed Thandros II and III to be dead and empty. Magnascope scrying of their surface revealed nothing to signify they had ever been inhabited. Both worlds had been stripped of their thin methane atmospheres and drained dry.

A week later Krytpman stepped aboard the Thandros Telepathica matrix.
Another planet "drained dry" and it smethane atmostphere removed. It took Kryptman's ship a week to go in-system. Again, given distances between edge of system (whatever that arbitrary distance is) top "speed" is the factor on time rather than accel (single digit gees would work regardless at this point.) It could be that fuel supply or propellant limit top speed (no resupply?) or that ship performance may be impaired or limited (strength of navigational deflector type devices, strain on engines at a given thrust or given timeframe, etc.)


Page 10
Through herculean efforts the matrix was made operational again and Kryptman's Astropath successfully pierced the roiling currents of warp space to contact Earth. It took days of communication to send the information from Varnak's final codex and additional data on Thandros and the Investigation to the Inquisition headquarters.

Finally, the exhausted Astropath received instructions from Inquisitor Kryptman.
Kryptman's astropath took "days" to transmit all the data Kryptman had accumulated. FTL speed is still millions of c, but far ar faster, given two way communications and the "hours" comment ealrier, we could infer probably transmission speeds at least hundreds of millions c, if not billions times c. Impressive, but it doesnt neccesarily establish a standard. As a number of sources have indicated, lots of factors can influence astropathic transmission speed.

Page 11
..the elongated teardrop formed by the warp drives of the Inquisition ship slipping through the Immaterium like oil through water.
Teardrop shape generated by warp drive assists in warp travel speed. This probably explains why warp drive quality cna affect speed.

Page 11
In the Macragge system a dozen ships already hung in orbit and each day more arrived from the warp. Lumbering Space Marine battle barges hung over Macragge like gigantic azure monoliths etched with the gaping maws of weapon bays, launch tubes and heavy bombardment turrets. These leviathans dwarfed even the sleek strike cruisers arriving from the Ultramarines' furthest outposts. Orbital fortresses and ponderous system defence monitors surrounded Macragge with a ring of firepower.
Orbital defences of Macragge.


Page 11
Even now flotillas of tiny scout ships were entering the warp to search for signs of the Tyranid's progress.
Scout ships deployed to search for the 'Nids.

Page 11
Amazingly a surviving eye witness had been recovered form the wrecked stellar liner, Galactis Luxor. He had been found drifting in a life pod close to the Macragge system at the edge of Ultramar.
Interstellar luxury liner.. Life pod found on edge of Ultramar system. Even on the edge of the Imperium there is some measure of interstellar commerce, tourism, etc.

Page 11
Before the resulting confusion was resolved the Luxor had been hit and damaged three or four times by some kind of kinetic weaponry launched from the Tyranid ships. Where the hits struck, the hull began to melt like wax.
Kinetic energy weapon used on starship, has a "melting" side effect.

Page 11
The Tyranid ship described by the officer looked like a living creature, very different from the dark and forbidding objects shown in Varnak's data codex.

..

Ageptus Mechanicus Genetors had concluded that two separate Tyranid forces had assaulted Tyran and Thandros. Their conclusions were drawn from examining the genetic imprints of material from the two locations. The forces were related but subtly different, genetic cousins certainly, but not the same creature.
AdMech establishes via data that two Tyranid forces existed.

Page 12
Hive fleet Behemoth comrpised at least two separate fleets which leapfrogged over each other alternately. As one fleet halted to strip a star systme the other moved ahead to begin stripping the next.
Hive fleet behemoth at lest two separate fleets.

Page 12
The Emperor had despatched a Segmentum Tempestus battlefleet from the orbital docks at Bakka.
Again Emperor alive, despatching a battleflet, etc This could be an error though, drawn from earlier edition fluff and just accidentally not changed (I vaguely recall seeing this from early editions of Space Hulk, for example.) Or it could simply mean the "Emperor" by probxy or something - "In the Emperor's name" or something like that.

Page 12
A tense month dragged slowly by with no word of contact until Astropaths in the Macragge system began to report disturbed sleep and nightmares. Astro-telepathic communication beyond the confines of the Macragge system became more and more difficult before being blocked altogether.
Shadow from the Warp detected, blocks astropathy as we know.

Page 14
A picket of scout ships was stsung around the peripheries of the system and within a few days they detected a large number of objects exiting the warp far beyond the orbit of Circe, the outermost planet. The scouts darted towards the area and found a cloud or swarm made up of over a thousand individual ships.
Hive fleet Behemoth detected.

Page 12
The scout ships observed the Tyranid bio-ships slowly open orifices and expand opaque vanes to catch the radiation from the sun before accelerating towards the inner planets.

..

Within minutes five Ultramarines strike cruisers jetted towards the flanks of the hive fleet on tails of plasma fire, slashing at it with lasers and torpedoes before pulling away to regroup and attack again.
'Nids deplyo some sort of radiation-catching vanes that provide propulsion in this case they can't be moving very fast though (unless its technobabble like dooku's "solar sailer". Utlramarines strike cruisers take "minutes" to enage from an unkonw distance away. (millions of km perhaps?)

Page 12
In perfect synchronicity the hive fleet deployed hundreds of organisms to keep the strike cruisers at bay. These creatures drifted along passively before exploding with great force when a ship passed close by to them. On the next firing pass three cruisers were hit by these organic mines and further damage was inflicted by the bio-ships firing high-velocity projectiles, charged particle beams and plasma discharges. The strike cruiser Cassius had its drives crippled by corrosive viruses and as it drifted helplessly was overwhellmed by a swarm of small Tyranid drone ships. Whether by accident or design the Cassius was not to be captured: its plasma drive went critical and the cruiser and a dozen of the Tyranid vessels were incinerated om am expanding halo of brilliant white light.
'Nid ships deploy "hundreds" of spore mines, along with using projectile weapons, particle beams, and plasma weapons. And of course the bioweapon stuff.


Page 12
Over the next week the cruisers attacked the hive fleet four more times, each time crippling one large enemy ship and then finishing it off as it drifted away from the protection of its fellows.
Battle (and the 'Nid advance) predictably occur over the course of a week. No mention of resupply, but also no mention of how that time is spent (EG how long manuvering and how long fighting. Its possible but unliekyl it was nonstop.)

Page 12
While this was happening Marneus Calgar had taken the rest of the Ultramar fleet outsystem from Macragge.
The Imperial fleet was still not expected for up to a month so Calgar planned to use the fifty ships of the Ultarmar fleet as a hammer against the planetary defences of Macragge.
I esitmate Bakka is ~20-30,000 LY from Macragge, and it took maybe ~2 months expected to rech the planet.. call it between 100,000-200,000c. Not bad for a sizable fleet considering how turbulent things must be getting with the Tyranids in and aorund Macragge, and the fact they managed to arrive in something resembling a coherent formation at their destination.

Page 13
Each hour Marneus Calgar watched the hologlobe as the web of fiery dots representing the hive fleet stretched across the blue and white ball of Macragge. At times the web would tighten as the Tyranids moved closer ot the planet to test the range and response of its defences; each time the white flicker of defence lasers and missiles drove the fiery dots back out of range.
Tyranid assault on the approach to Macragge../ stopped by orbital defences.

Page 13
The three battle-barges Caesar, Octavius, and Severian spearheaded the attack, at one point vaporising a whole Tyranid ship at close range with devastating combined salvoes from their bombardment cannon...

..

simultaneously, squadrons of Thunderbolt fighters rose from Macragge and attacked the Tyranid ships between Calgar and the planet. All seventy two craft of the leading fighter group peeled off to hit a gigantic bio-ship in their path, crippling it with torpedoes and fusion bombs for the loss of only twenty-three fighters.
Bombardment cannon on a battle barge vapporize a 'nid ship, and Thunderbolt attack on 'Nid ships.

Take note of the use of "fusion bombs", despite the fact atomics are noted to be proscribed weapons. Also note "fusion bombs" are separate from torpedoes.

Page 13
As the monstrous vessel twisted helplessly in the tightening grip of Macragge's graivty well it came within range of the northern polar defence fortress, one of two giant defence citadels buried in thousands of metres of rock and ice at the planet's poles. The polar fortresses were keystones in the planetary defences of Macragge and as such their auxilia garrisons were reinforced with Ultramarines of the veteran First Company, many equipped with Terminator armour, and with Titans of the Legion Praetor.
Macragge defence forts buried kilometers belowground and important defence installations. Also had their own titan legions it seems.

Page 13
Tumbling out of control and trailing fluids, the vessel hit the upper atmosphere and began to burn.
'Nid ship begins to burn up in the atmosphere.. but does seem to land (mostly) intact.

Page 13
The Ultarmar fleet forged on through scattered Tyranid attacks, finall reaching Macragge orbit having lost a total of fourteen vessels, mostly small destroyer snad escorts, though Ocativus and three cruisers were so badly damaged they could not expect to survive another fight. The hive fleet had lost perhaps three hundred from its number, over a quarter of its strength.
300 Nid ships destroyed out of 4x that may.. ~1200. Ultramarines lost 14 vessels and four other vessels seriously damaged.

Page 13
Disturbing reports form the planet below indicated that the Tyranid ships had not sacrificed themselves in vain.
As they charged into fierey oblivion above the glittering skies of Macragge the bio-ships had released thousands of spore like objects horribly reminiscent of drop pods into the atmosphere above the polar fortresses. Furthermore, the charred carcass of the giant bio-ship had crashed inot the ice cap within a hundred miles of the northern fortress which had been its nemesis. Unbelievably, hordes of Tyranid creatures were being disgorged from teh blackened hulk and were closing in on the fortress.
Mycetic spore drop pod assault lands 100 miles away from fortress.

Page 13
From each spore that landeda Tyranid creature emerged..
Thousands of pods = thousands of creatures. Either this is only part of the assuatl deployed (EG only some forces or certain troops deployed via pod) or "thousands" means more like millions.

Page 14
Before they had even docked tiny system ships bearing munitions were flying out t othem. While the fleet rearmed, the Ocatvious and three crippled cruisers took up geostationary orbits over the polar fortresses and rained fire on the Tyranid swarms below.
cruisers and a Battle barge remain in orbit to provide bombardment support in geostationary orbit (30,000 km bombardment range).

Page 14
Shortly afterward the skies over Macragge were lit by the flare of plasma drives as the surviving vessels of the Ultramar fleet roared off in pursuit of the Tyranids, seeking to engage them before they made the safe distance from Macragge to enter warp space.

Hours passed with the Ultramar fleet steadily closing in on the Tyranid swarm. As the fleets approached the oribt of the outermost planet Astropaths aboard the command ship informed Calgar that they could sense a great turbulence in the warp. It could be the Imperial fleet approaching from BAkka or it could signal the immiment arrival of another hive fleet. Minutes crawled past with the range closing all the time.
It seems to take hours (certainly less than a day) for the Macragge fleet to close on the remainin Nid forces and reach close towards the end of the system. Implied hundreds maybe thousands of gees.

Page 14
The crippled Ultramarine ships still in orbit above hurled down bolts of ruby flame and megatons of explosive death at the Tyranids but they still came on.
Tyranid forces assaulting the polar fortresses. Even with Titan and orbital support they aren't being stopped, and megaton range orbital bombardments aren't either. Establishes (once again) use of multi-megaton firepower in an orbital bombardment/support role for major ground attacks.

Page 14
Titans were dragged down and ripped apart by sheer weight of numbers, like lions being swarmed over by soldier ants.
Titans overwhelmed by sheer numbers of normal 'Nids.

Page 14
..ammunition began to run low though the fortress contained stockpiles fro months of siege.
The 'Nid hordes exhuasted "months" worth of ammunition.

Page 14
Over two hundred Imperial eagles emblazoned the hologlobe representing heavy cruisers, missile destroyers, battleships and including a gold eagle representing the huge Emperor class capital ship Dominus Astra.
Bakka support fleet.. 200 ships at least in Battlefleet Bakka. Interesting that they have smaller battleships (multiple) heavy cruisers, missile firing destroyers, etc.)

Page 15
Though they were outnumbered by over three to one the Imperial ships blasted their way trhough the hive fleet and scattered the bio ships into smaller groups. The Tyranids' piecemeal counter-attacks were beaten off by the awesome firepower of the heavily armoured and shielded Imperial ships. Their lances of fusion fire transfixed the organic hulls of the bio-ships and clouds of Imperial Navy fighters darted in to tear apart the crippled vessels. Within an hour the remnants of the hive fleet were dead and drifting, charred hulks spinning slowly throught eh void.
Imperial fleet able to handle 3:1 odds to decimate 'Nid fleet within an hour of combat. Note the reference of fusion lances.

Page 15
Calgar had lost half his remaining ships and several Imperial ships had to be destroyed by the ewapons of their compatriots because they had been boarded and overrun by the Tyranids.
Losses in wiping out the first fleet.

Page 15
With the fate of the beleagured polar garrisons pressing on his mind Calgar swiftly gathered up his fleet and turned back insystem, Lord Admiral Rath's ships swung into triumphant preocession behind him. Though it would be many hours before the fleet could arrive at Macragge Calgar was determined to rturn in time to save his men.

..

The defences of Macragge were hours away, damaged by the ongoing Tyranid assault but still operational. The only other defensive point was the ringed gas-giant Circe, which they could reach within the hour.
Again "hours" from the edge of the system to Macragge, confirming my earlier estimate. This may indicate some sort of "all out" accelerative ability (running the engines/reactors flat out, possibly over maximum safety limits for example) since the situation they are in is rather severe.

Page 15
Amidst the rings of Circe the Imperial fleet turned at bay, their engines holding them at a dead halt above the bands of storm that reached about the giant's circumference.

..

Laser salvoes and plasma beams struck down the bio-ships by tens and then hundreds but the hive fleet ground forward regardless of loss. Vessels of both sides fell towards Circe's hungry pull as they were hit, tumbling down to be smashed apart int he stony rings or to send flares of incandescent gas jetting into space as they burned amidst clouds below.

One by one the Imperial vessels were grappled and overrun or torn apart by a hail of shots from a dozen foes.
Battle around Circe.. weakend Imperial fleet decimated by new Nid fleet.

Page 15
Roaring forward the Dominus Astra ripped through the bio ships with its jagged ram, weapons blasting from every gun port and turret, the enemy so close that the shot and detonation of its fusion cannon were simultaneous. For a brief instnat the Dominus Astra kept the horde back with the blaze of its weapons before the Tyranids swept in like a tide of bone and flesh to cover it with their numbers.
Dominus AStra, an Emperor class, had gun ports (broadsides) as well as weapons turrets. Note the fusion cannon reference, and the fact this fuckoff huge ships is holding back hundreds of 'Nid ships singlehanded even if temporarily. Even allowing for potential qualitative inferiority in 'Nid ships that's damn cool.

Page 15-16
A black globe crackled and flared into existence over the spot. Real space rippled visibly and then shuddered back before the groaning warp drives of the Dominus Astra as it hurled itself into the warp. reality contorted under the strain: mass and warp energy collided in a cataclysmic implosion of black light and impossible sound. All of the closest Tyranid ships were dragged into the Astra's displacement and were lost with it. Those further away were smashed in the swirling storm of dust, rocks and other detritus swept into the ship's wake. Great flares of incandescent gas gouted up from Circe to incinerate the handful of surviving ships that remained in a holocaust of flame.

The Dominus Astra disappeared into the warp never to be seen again. Only a dozen other ships of the proud Tempestus fleet survived the battle of Circe. These limped away towards Macragge, though the battle for the Ultramarines' homeworld would be long over by the time they arrived.
Dominus Astra uses its warp engines like a vortex warhead, decimates the bulk of the Tyranid fleet.

Page 16
The last stand of the Tempestus fleet was visible on magnascope, the light from Circe's orbit taking seconds to catch up with the Ultramar fleet.

..

As the Dominus Astra dragged the heart of the hive fleet to oblivion the bio-ships pursuing Calgar started to split up, the smaller vessels rushing after the Ultramar ships while their lager companions turned and left the Macragge system.


Taking "seconds" to catch up.. implies lightspeed sensors.

Page 16

In the polar fortresses the remnants of the Ultramar garrisons ad been forced back deep underground, fighting amongst the coolant stores and capacitors of the giant defence laser silos.


Macragge defence lasers buried underground.


Page 16

Calgar sent the 3rd and 7th Ultramarines companies ahead in their strike cruisers to recapture the polar fortresses while the remainder of his ships attempted to fight off the hive fleet from within the range of the orbital defence monitors and equatorial fortresses ringing Macragge.


Macragge's defences again and two strike cruiser.


Page 16

Vast steaming craters pocked the snows where Titan plasma reactors had melted down and the stench of death lay everywhere.


Titan plasma reactors detonating.

Page 18

The colours exhibited by Tyranid creatures tend towards the red portion of the spectrum, possibly indicating they were first spawned beneath an older, redder star than Sol and that their visual perception remains mostly in the infrared band.


interesting note about Tyranid coloration and visual abilities.

Page 22

The Trygon is a solitary, snake-like organism the size and weight of a super heavy tank.


This would imply the thing weighs tens or hundreds of tons easily. Sadly, IA4 tends to contradict this (no more than 10 tonnes if I recall.) but given that 'Nid organsisms are living beings (and IA's tendency to fuck up numbers - eg a 50 ton "titan") it could be reasoned that 'nid masses can grow or vary over time (or evolution.)

Page 25

The hive fleets are almost impossible to detect before they appear because of their low energy signature.


Hive fleets are implied to be magically stealthy, since simply being low energy input isnt going to make you invisible in space. Given they use warp magic for 90% of the shit they do, they probably use warp magic to hide themselves as well (Hell everyone else apparently can. Except the Tau.)

Page 33

The obvious facts were that, like the Eldar, the Tyranids used a form of bio-technology to organically form weaponry (though Tyranid weapons were limited to short-ranged projectiles and close combat weaponry.) and that the Tyranids themselves formed an incredibly diverse race, more so than even the Orks, Gretchin and Snotlings that infest the galaxy.


Nid weapons are organic, short ranged, and are more diverse than Orks.

Page 33

The Salamanders Chapter of Space Marines conducted a xenocide campaign to purge the moons of Ymgarl and Inquisitors intensified their scrutiny for Genestealer infestations but nothing more could be done.


Salamanders wiped out the Ymgarl Genestealers via Exterminatus. Useful to know for all those cases (like Denzarg's hammer) where 'Nids had to be purged via orbital bombardment for establishing yields.

Page 33

The second Tyrannic war was triggered two hundreda nd fifty years later..

..

The Tactics of hive fleet Kraken have proved considerably different from those of Hive Fleet Behemoth. Instead of attacking as two great waves of ships, Hive Fleet Kraken appears to comrpise numerous smaller fleets, each of which consists of numerous smaller fleets, ach of which consists of hundreds of individual craft which move to attack worlds across an entire sector simultaneously.


Hive Fleet Kraken and the Second Tyrannic war. note that with succeeding editions, the time between incursions has grown shorter, as has the "construction" cycles the Nids use.

Page 33

When they attack, the Tyranid ships approach in successive waves, each assault building in intensity until resistance is eliminated on the target world or the Tyranids are destroyed. To date, only the Eldar craftworld of Iyanden has fended off the hive fleets successfully, but at a cost too terrible to bear.


Tyranid assault wave tactics.

Page 34

New and even more deadly Tyranid weapons and creatures are being reported all the time: long-range acidic projectiles that melt through steel like wax, creatures which attack with bolts of psychic energy, electrostatic blasts, and gigantic beasts as tall as Titans.


Variation on 'nid weaponry.

Page 34

Several hundred large inhabited worlds have fallen to the Tyranids. Two enitre Space Marine Chapters based on the Eastern Fringe, the Scythes of the Emperor and the Lamenters, have been all but destroyed with little more than a company of space Marines surviving the Tyranid onslaught.


'nids wiped out and probably absorbed some Space Marines. I bet their stuff was useful.

Page 34

In a number of systems Space Marines have boarded Tyranid ships while they were still dormant after exiting the warp. These boarding parties entered the pusling vitals of the immense alien craft, gathering information about the Tyranids and destroying thousands of aliens while they lay in frozen hibernation.


Probably a reference to Space hulk.

Page 34

Hence Tyranids vary in size from teh huge organic spacecraft of the hive fleets to tiny funcionary creatures such as the beetle sized scataphagoids that cleanse and recycle organic waste in the repository vents of the bio-ships.


Variation in 'Nid sizes.

Page 34

The conscious mutability of the Tyranids means they have never needed to develop more conventional technologies like those used by man. For example, much of the Tyranid's weaponry is created from symbiote creatures that have been adapted and combined to fire voracious living shells or generate deadly energies. These artefacts have probably never even been consciously designed by the tyranids, rather they design themselves in response ot the requirements of the hive mind, genetically adapting to their tasks from the moment of inception. As time passes, generations of the weapon symbiotes constantly change and evolve to become lighter, more efficient and deadly against the Tyranids' foes.

the hive mind appears to require a constnat influx of fresh genetic material and DNA to create new creatures and adapt to different enviroments. The Adeptus Mechanicus postulate that the Tyranids exhausted their own galaxy and, perhaps, others of all life before crossing the interstellar void to seek fresh feeding grounds.


'Nid hyper evolutionary capabilites provide them functionally a high degree of customization to any situation they face. The limit here is that they are by nature purely reactive, rather than proactive, and this can be a flaw a prepared and intelligent enemy could exploit. Also while in some cases it could be "magically" fast (EG rapid healing) much of the time it seems to manifest in other ways (EG scrapping and rebuilding their forces incorporating new innovations or variations, although some circumstances allow for spontaneous evolution.)

Page 34

Already over a dozen Imperial planets had been consumed in the Tyranids' advance and, although the Imperium was mounting furious counter-attacks as and when it could, it would be months until a major Imperial task-force could be mobilised to counter the threat.


response time and scale of losses at this point in time. For the scale of the Imperium that's a bit of a drop in the bucket.

Page 34

Each Eldar Craftworld has a great hall, known as the Place of Answering, which is capable of holding every member of the Craftworld. At times of crisis the Eldar meet there, so all may know the peril that faces their Craftworld, and so any Eldar may voice an opinion on the course of action that should be taken. Only once all views have been debated and a consensus of opinion reach will the Craftworld's farseers decide on the course of action to be taken.


This particular branch of the Eldar seemed to be more democratic than others.

Page 35

The more conservative elemtns of the Craftworld argued for a policy of isolation, shielding the Craftworld behind a powerful psychic barrier in an attempt to avoid all contact with the Tyranids...


What kind of psychic barrier we don't know. some sort of stealth or cloaking field, or some sort of impenetrable barrier?
The novel "Fulgrim" has indicated that Eldar do this sort of large scale psychic stealthing over their territories (Eldrad meeting Fulgrim.)

Page 35

All elements of the fleet must be recalled.


Implied long range communication abilities between Eldar ships and their craftworld? Not impossible given the WEbway.

Page 35

When an Eldar dies their spirit is released into a gem known as a spirit stone, which is grafted into the very structure of their Craftworld to preserve the dead Eldar's consciousness. Thus each Craftworld is a living thing which preserves a little of the once great Eldar civilisation. By risking the destruction of the Craftworld's spirit stones, kelmon risked the destruction of Iyanden's culture and racial memory.


The risks and rewards of using Wraithguard.

Page 35

The first Tyranid hive swarms attacked Iyanden just 20 days later. By then the Craftworld had already been isolated for over a week by a Tyranid psychic blockade which made it extremely difficult for the older Eldar craftworlds to send help.


Iyanden had gotten limited aid from toher craftworlds, but Shadow i nthe Warp blocked the Webway.

Page 35

In battle after battle the Eldar spacecraft destroyed the lumbering Tyranid hive ships while only suffering minimal casaulties themselves. For awhile it looked as if the fleet might be able to hold off the Tyranids on its own, as wave after wave of Tyranid hive swarms was wiped out.
..

Already the ability of the Craftworld's forges to replace destroyed Eldar spacecraft was being outstripped by the casualties being suffered in the deep space battles that raged around the craftworld. The Eldar fleet was being ground down in a massive battle of attrition, a batlte that only the Tyranids could hope to win.


The Craftworld has the ability to "rapidly" replace its defensive spacecraft. or at least some kinds. We dont know how big they are, but we know they're big enough to threaten the Hive Fleet. timeframe isnt knwon, but it coudl be hours, days or weeks.. probably not years though. Probably one of the beneifts of psychic engineering, in an emergency at least.


Page 36

Though the Eldar had repulsed the invaders the cost was bitter. Their once proud Craftworld stood in ruins, and four-fifths of the inhabitants lay dead or dying in its shattered halls.

..

All of this could be rebuilt, maybe not for hundreds of generations, but one day in the distant future. What was lost foreever were the souls of the Eldar whose spirit stones had been destroyed in the battle against the Tyranids. THe massive destruction wrought upon the people and Wraithguard of Iyanden had dealt the CRaftworld a blow from which its culture could never fully recover.


4/5 of the craftworld's population lost.


Page 38

The runes on the door flared to life and the door dissolved.

..

He knew then that they were safe in isolation. The secret of the dissolving doors was one of the Inqisitors' most carefully guarded secrets and he was one of the few men privy to it.


Neat Inquisitors trick.


Page 38

"I-it's alive and part of it h-hates. I-it's so fierce. N-no - one of them is so fierce. It lives to bite and chew and spit, it chews up the other part, the little part and makes it into sh-shrapnel. Th-there's three of them. One bites, one guides o-one dies."

..

"The small one is mainy. It lives to die. It is chewed up and turned into projectiels and it i-infects the target."

...

"I-it's a weapon a-and i-it's alive. The bullets are alive. Th efiring mechanism is alive and the gun's alive. I-it's a kind of symbiotic organism l-like the MArtian tree-crab. I-it's alive and we-it-hates you - us."


human psyker psi-scanning a Nid symbiote weapon.

PAge 39

"Try pschometry - find out what happened on the Hammer."

"We are picked up by the sensitive one, the one who speaks at a distance. He senses our hate and he responds. At first he is curious then he grows to know and love us. He is united with us. He senses our bloodlove and we hunt - we hunt the meat things, the enemies of our makers."


Psychometry used to gain data on the gun. IT also turns out to be more dangerous since the 'nid weapon gains control over the psyker. A rather dangerous (for the person doing it) safety measure.

Page 39

Kryptman leapt up and blasted. The bolt flew straight and true into Borshak's chest. His rib cage exploded. What was revealed within reminded Kryptman oddly of the weapon falling form the psyker's dead hands. He fought to control the urge to pump bolter shells into it.


Bolt round to psyker chest.

Page 39

The ship's astropath had melded with the weapon and hunted the unarmed crew. They had fled in the escape pods after decompressing the ship. Rather than let the weapon die, the astorpath had put it in stasis and suffocated himself.


again we see 'Nid weapons dominating human psykers.

Page 41

The Tyranid hive mind is the single co-ordinating will that directs its trillions of constituent members. Each Tyranid invasion force is made up of untold millions of individual consciousnesses in telepathic contact with one another. Some of these minds are capapble of independent thought, while others are little more than animals or automata and require the motivating force of the hive mind to give them purpose and direction.

The more Tyranid forces are present in a batlte th more attention and instruction they will receive from the gestalt consciousness of the hive mind. Certian creatures like the Dominatrix act as vital synapses and help impose the hive mind's mandates on the mass of animal-like beasts that make up the bulk fo the swarms. As forces are destroyed the hive mind will become increasingly out of touch with the battle and many of the creatures tha tmake up the Tyranid bio-war machine will become disorganised and confused.


"trillions" of component parts to the Hive mind. Also the way Tyranid forces and the Hive Mind interact, especially with the synapse beasts. In practical terms this makes the "Hive mind" a sort of warp god, since any Warp deity is created from/bolstered by the thoughts/emotions/souls of its worshippers/racial members/random sentients feeling/thinking things, etc.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

We're in the final stretch with epic. We start first of three installments of Epic Armageddon!

Page 9
(re: unit types) Infantry are represented by between three and seven models mounted on a single base.
Definitino of a unit. Despite being gameplay, may come in useful later.

Page 11
The galaxy is a vast place with millions of different worlds. The terrain covering these worlds can vary from empty plains to sky-scraping hive cities, and from verdant
jungles to arid ash-waste deserts.
Variety of terrain in the 40K galaxy. Can be even more varied (look at Deathworlds and Daemon worlds.)

Page 21
In addition, no line of fire is required for an indirect barrage, as it is assumed that the barrage is fired high in the air so that the shots rain
down on the target and ignore any intervening terrain. Co-ordinates for the barrage are provided by ‘spotters’ that
are either in other friendly formations that do have a line of fire, or from orbiting spy satellites or planes.
Details of indirect fire capability. Note ability to receive targeting data from airborne or orbiting assets as well as spotters. Presumably stationary
sensor platforms could also count as "spotters"

Page 23
’Ere we go, ’ere we go, ’ere we go... Bloody hell, where’d dose beaky wagonz come from? Quick ladz, face dis way. No, no, no! Not dat way, dis way. Oi! Where are yooz boyz running off too? Come back ’ere ya yoosless lot... Bugga! Oh well, I guess I’ll just have to take out dem wagonz meself. ’Ere we go den... WAAAAAARGH!!!
Last words of Warlord Naz-bakk[
I'm only lincluding this because it's amusing and typically Orkish.

Page 24
An assault represents a situation where all hell breaks loose as troops desperately try to seize a vital objective, or fight a tenacious defence
to keep the objective in friendly hands. Assaults are not necessarily face to face or toe to toe, simply close enough that individual infantry are able to engage in the fight and
make use of their small arms, grenades and other short ranged weapons.
Definition of an "assault" by 40K standards.. basically "close quarters combat" and not necesarily melee.

Page 25
The term assault weapons covers all of the diverse close combat weapons of the 41st Millennium, including chainswords, power weapons and Ork choppas.

...

The term ‘small arms’ covers a dizzying array of short-range weapons used by units in the 41st Millennium. Examples include lasguns, bolters and Ork shootas. The effect of these weapons is included in a unit’s
Firefight value and can only be used during an assault.


Assault weapons described, as well as small arms.

Page 25
An assault is the only time that units get to use their ‘small arms’ such as bolters or lasguns, although these weapons have a nominal range of 15cm on the unit
datasheets. This represents the limited amounts of ammo carried for such weapons, and also that in combat most soldiers will keep their heads down and only shoot when
the situation is really desperate!
Interpretation: Close up accruacy matters less and you can use
ammow ith abandon, even using lasguns. At longer range ammo is
typcially conserved.

PAge 36
Units with reinforced armour are protected by armour many times thicker than that found on most armoured vehicles and have extremely
robust internal construction too.

...

The Leman Russ has reinforced armour.
What reinforced armor is.. at least in Epic. "Many times thicker" would be interesting if we had something to compare with.

Page 47
Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter
the odds.


Orkish Morale.

Page 47
Power of the Waaagh!
Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the
thought of a good punch-up!
More on Morale.

Page 48
Most Epic armies are supported by aerial units that either operate in the atmosphere or from orbit in space. These units range from small fixed-wing aircraft with a single crewman, to gigantic spacecraft manned by thousands or even tens of thousands of crew.


Epic definition of aerial support.

Page 48
The unit type includes all ‘fixed wing’ aircraft that can operate in a planet’s atmosphere. Most aircraft are powered by powerful jet engines and are capable fo carrying heavy payloads and of flying at thousands of kilometers an hour. Aircraft can range in size from small single seat fighters to huge transport landers that can carry entire formations of troops.
Epic by default defines aircraft as being able to fly at thousands of km/hr, althouth the exact speeds probably vary with that broad definition. This means minimum airspeed arguably is Mach 1.6.

Page 48
This category includes all of the interstellar spacecraft used by armies to move from one star system to another. These craft can vary in size from small escorts
to huge battleships armed with enough firepower to level a hive city! In Epic they are assumed to be operating from low orbit where they can land drop pods and provide long-range support for ground troops.
battleships can "level a hive city" - considering Hives can be anywhere from 10-20 km in diameter to contiennt sized, this says quite a bit.

all spacecraft it would seem can apparently operate drop pods and provide accurate orbital support from low orbit.

Page 49
Aircraft formations are not set-up with other units. They are kept off table (where it can be imagined they are in orbit or stationed at a nearby airbase)
We know some aircraft are orbit capable.. thunderbolts are a good example.

Page 50
No line of fire is required when firing at aircraft, as it is assumed that they are high enough above any terrain features to be seen by all units.
Aircraft always have LOS it seems and this might figure on range if we knew altitudes.

Page 53
Most armies have access to spacecraft that can be used to land ballistic entry vehicles and unleash potentially devastating orbital attack.

..

Spacecraft can carry out orbital bombardments, pin-point attacks and land units with the planetfall ability when they take an action. They may carry out all three of these things
as part of the same action if they have the ability – their huge crew allows them to carry out a multitude of tasks
Benefits of spacecraft.

Page 53
Orbital bombardments cover an area considerably larger than an artillery bombardment,
Orbital bombardments (collectively) are more powerful as a rule than artillery bombarmdents.

Page 53
Pin-point attacks may be made on enemy war engines (war engines are the only things big enough for a spacecraft to pick out on the battlefield).
commentary on the precision of orbital weapons at low orbit.

Page 54
Some armies are allowed to land ground units from orbiting spacecraft in specially modified vehicles. These vehicles are mainly used to carry troops from orbiting spacecraft to the planet below. Most are more like manned missiles than aircraft, and are designed to be fired at extremely high speeds into the planet's atmosphere. At the last moment, powerful jets slow the descent of the vehicle allowing it and its cargo to land
safely on the planet’s surface. The high speeds that the vehicles travel at makes it almost impossible for weapons to engage them before they have landed. This is known as making a planetfall.
Drop ships and landing craft.

Page 54
If the unit lands on terrain that is impassable or dangerous for it, or on top of any sort of unit (friend or foe), or in an enemy zone of control, then it is assumed that on-board automatic guidance systems will divert it
towards a safe landing point and the unit is moved by the opposing player to the nearest area of clear ground where it can land.
landing craft have onboard guidance.

Page 55
Things started to go wrong when Ork Fighta-Bommers ambushed the Thunderhawk sent to evacuate the Terminators. Only the Thunderhawk’s legendarily sturdy construction and the
timely assistance of some Imperial Navy Thunderbolt fighters allowed it to survive and pick up the Terminators. When the Thunderhawk returned to base only one engine was still functioning, all of its crew had either been wounded or killed, and bullet holes caused by over 250 big shoota shell hits were counted on its hull. All of the Terminators sent on the mission were evacuated safely.
big shootas I think are like heavy stubbers, autocannon, or Heavy bolters at least in type.

Page 58
With over a million worlds and a population running into the countless thousands of billions, it is the largest empire in the galay of the 41st Millenium
Million worlds, population in the countless "trillions"

Page 58
Though the Emperor is a shattered, withered creature, he still watches over and guides humankind from the restorative essences, elixirs and billowing alchemical gases of the Golden Throne of Terra. Through his vast psychic powers, the Emperor directs the Imperium’s warships through the nightmare realm of warp space. He foresees the possible futures of the human race, and steers humanity so that it may overcome the many trials and challenges ahead.

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

Page 58
Millions of soldiers fight over a thousand worlds against every conceivable type of foe.
Millions of soldiers on thousands of worlds. Not a very large scale war. hheehe

Page 58
The Imperium itself is inconceivably vast, spanning many thousands of light years that require months, even years of travel to traverse it. A million worlds with a million different
cultures make up humanity, and the discovery of new star systems and new planets are forever expanding the Emperor’s domains, fuelling Mankind’s eternal hunger for more resources, more space
The Imperium is constantly expanding with moret erritory.. yet still constantly a mililon worlds. This is one of the reasons why I don't take the million world figure as a hard absolute. It would be impossible to stay consistently AT a million worlds even when the Imperium is gaining new worlds, and losing old ones to war and destruction or invasion. On top of that, to stay above a million they would generally have to have more than a million (Its debatable whether they fall under a million worlds.. but possible.)

There's also another FTL calc there. "Thousands of light years" in "months, even years". It depends on how you interpret it . Literally, its "many thousands of light years" in months or years.. for a FTL speed of thousands or tens of thousands of c. Interpreted another way (and in context fits better), it takes months or years to traverse the Imperium. We know the Astronomican is some 60-70K Light years, and that the Imperium occupies the vast majority of the galaxy itself.. so the actual distance might be closer to 100,000-120,000 LY being crossed. "months to years" in that context would be anywhere from 10,000-50,000c to 600,000-700,000c (Tens of thousands to hundreds of thousands.) I'd note some older sources placed the Imperium at being only 50,000-90,000 LY across, which would be somewhat less than the other figures.

Page 58
With every passing year more and more people display powerful psychic talents. If these rogue psykers are not controlled or purged, the erratic and awesome forces they can unwittingly unleash may destroy whole settlements, even worlds. Those with the necessary mental strength and fortitude can be trained by the forces of the Imperium to use their strange powers to benefit Mankind. Those who lack this power of will must be cleansed. Citizens with psychic talents who are left free to roam will often become unwitting pawns of malevolent warp entities, who use the increased mental powers of untrained psykers to bridge
the gap between their realm in warp space and the galaxy of Mankind. From here they spread their dominance, creating slaves of whole planetary populations and destroying the fabric of the Imperium from the inside.


Growth of psychics in the Imperium, and the necessity of controlling or cleansing the population, lest there be a relapse into the Age of Strife. Even then it still probably happens.

Page 58
As powerful as it is, the Imperium does not rule the entire galaxy. Mankind’s worlds are spread thin across the 200,000,000,000 stars that make up the galaxy. Within the Imperium’s vague borders are rebellious enclaves of human worlds, domains ruled over by alien war leaders, colonies of creatures too aloof or basic to disturb Mankind or draw the attention of the war fleets. The Imperium is engulfed in a constant state of war, sometimes simply continuing its wars of expansion, other times fighting against foes who threaten the survival of the entire human race.
Constant war... threat for survival.. yadda yadda... grimdark. Of more importance are the 200 billion stars (contrast iwth 400 billion in other sources, eg Space hulk) and that the Imperium has within its boundaries human and alien worlds that it has not suppressed or purged. Evidently this includes aliens who offer no threat to the Imperium at all (not neccesarily tolerated, but no threat and not worth bothering with until later. The Imperium always has more pressing matters.)

Page 59
The vast size of the Imperium makes a mockery of any true form of governance above that of the Imperial Commanders. These individuals are appointed by the Adeptus Terra to rule over a world or worlds in the Emperor’s name. They are bound to co-operate with other servants of the Emperor and to control mutations and heresy in their domains, but on the whole they are free to implement Imperial Law in any way they
see fit or necessary. Above and beyond these planetary governors, vast organisations attempt to hold back the seething anarchy that constantly threatens to engulf the Imperium. The innumerable
clerks, scribes, logisters and archivists of the Administratum attempt to instil some form of order to this haphazard empire, recording, requesting and analysing a torrent of information
from the furthest corners of the galaxy.
In short.. the Imperium is incredibly decentralized.


Page 59
Imperial Guard regiments, each numbering tens of thousands of soldiers and tanks, are raised and transported to distant war zones every day, their efforts supported by the millions of
quartermasters and logisticians of the Departmento Munitorum.
Guard regiments with tens of thousands of troops, as well as tanks. "millions of quartermasters/logisticians". I wonder if that's a ratio.

Page 59
This seemingly haphazard morass of wars and politics, faith and retirbiution is bound together by loyalty to the Emperor and the common goal of racial survival. complex agreements of trade and protection bring these organizations to common ground, ancient loyalties and debts are exchanged for favours and goods. While the competition for power is strong, no one world or organisation within the Impoerium can truly stand on its own against the horros that threaten humanity. Despite the intrigue and double-dealing, the clamouring for resoures and the endless wars and battles to be fought, Mankind struggles on through history on some pre-destined ocurse towards destruction or greatness.
The Imperium is bound by obligations, mutual self interest, and propoganda.

Page 59
To sustain the Emperor’s shattered body a great device called the Golden Throne was devised and built. Using arcane techniques and machines whose function have long passed from true understanding, the Golden Throne fulfils its grim purpose. The Golden Throne is unique in the way it fuels the Emperor’s needs, for the Emperor cannot eat as a man eats, or drink fluids or breathe air. His life has passed the point where
such mortal things can sustain him. For the Emperor the only viable sustenance is human life force – souls – and he has a great and insatiable appetite. Nor will just any human suffice for this purpose, for the soul-donor must be a very special person in their own right, someone with psychic powers. Sacrificed into the bizarre and archaic machinery of the Golden Throne, their life essence is slowly, agonisingly, leeched from their body to feed the Master of Mankind. Every day, hundreds must be consecrated to the Emperor in this dire manner if he, and therefore the Imperium
and humanity, are to survive.
The Golden Throne. Now we know the Emperor didn't really build it, but rather merely modified it.

Page 62
The hive
world of Armageddon, the principle world in the Armageddon sector, lies roughly 10,000 light years to the galactic north east of Terra. It is a vital node at the center of the Armageddon Sector's navigational channels and its thousands of weapons shops supply arms to Imperial Guard regiments several thousand light years away.
Armageddon is 10K LY from Terra, and is important enough that its industry supplies forces many sectors distant. Presumably the same could be said of other major hive worlds, and probably Forge worlds as wlel.

Page 62
Von Strab ordered Princeps Mannheim to lead his Titans into battle against the Ork armies, unsupported by other forces. Mannheim had little choice but to obey, though he knew that it would lead to the destruction of his forces.
Von Strab, it goes without saying, is an idiot. I find it interesting that an Imperial Commander not only had his own Titan Legion, but could also order it around.

Page 62
When the Orks besieged the massive cities, von Strab unleeashed a secret weapon, a massive stock of virus bombs from his personal arsenals. However, the ancient devices frequently malfunctioned and although they took a heavy toll of the unprotected Orks, many humans were lost too as missiles flew out of control and plunged into Imperium lines or exploded in the refugee camps.
Armageddon had its own tactical virus weapons too, even if they were crap.

Page 63
For weeks, Ghazghkull tried every stratagem taught to him by Gork and Mork: making lightning assaults and feints, attacking in massive waves and trying to reduce the hive by
bombardment.
high end Orkish tactics.

Page 63
When Ghazghkull mustered all of his Kommandos into a huge infiltration force, Yarrick assembled volunteer cadres of men who were once maintenance workers in the labyrinth of the hive’s air and fuel ducts. A deadly battle was fought in the darkness between these drug-crazed psychopaths and the Ork Kommandos, and in the end it is said that not a single
Kommando escaped alive.
Drug crazed humans can take on Orks.

Page 63
With the coming of the Ultramarines, Salamanders and Blood Angels, the tide began to turn on Armageddon. The factories of Acheron and Tartarus churned out weapons and vehicles by their thousands, whilst the Space Marines began to force the Orks to retreat from the south.
Thousands of vehicles churned out in a presumably short period of time (weeks, months?)

Page 63
Though horrendously outnumbered, the Blood Angels set to massacring any Ork unlucky enough to be caught by them.

Fuelled by their righteous hatred, the Blood Angels slew nearly half of the entire Ork army, and it was rumoured that
Ghazghkull himself had been felled, though this later proved to be false
"half the army" could be hundreds of thousands, perhaps millions of Orks. all by a single Chapter.

Page 64
From 945 to 959.M41 the Imperium received numerous reports of small raids and attacks against Imperial bases and outposts that were led by Ghazghkull Thraka
personally.

Then, in 962.M41, an Imperial military base on Buca III was annihilated by missiles fired from an Ork base hidden on an asteroid. The asteroid entered the system from deep space
and bypassed all the Imperial sensors undetected before unleashing its deadly missiles at the unsuspecting outpost.

In 972.M41 the Imperial agri-world of Chigon 17 was overrun by a massive force of Orks allegedly under Ghazghkull’s command. Despite the fact that the Imperial Guard
defenders were well-equipped with tanks and other vehicles, they were defeated by the Orks in a lengthy guerrilla campaign which rendered the Imperial defences utterly
useless. In 986.M41 the Imperial Battlecruiser, the Radiant Way, along with its attending escorts were lost with all hands in a sudden attack by Ork pirates, again led by Ghazghkull.
The Imperium responded in force, but discovered that the Orks had disappeared by the time they arrived.
Ork rok launches long rnge missile attacks, an Agri World had its own combined arms Guard garrison.

Page 64
Meanwhile on Armageddon, a lengthy investigation of the planet’s readiness and defences was begun in 948.M41. In light of the strategic value of Armageddon to the Imperium, extensive works were ordered by the Adepts of Terra to secure the Armageddon system against future attacks. Sector Naval command was transferred to the Armageddon system and the Naval facility of St. Jowen’s Dock was rebuilt and expanded to accommodate all classes of interstellar warship.
Armageddon became sector command for the Armageddon naval forces and the already existing naval facility was augmented.

Page 65[
quote]
In addition, three permanently manned monitor station were established in the outer reaches, named after three great heroes of the second war of Armageddon; Mannheim, Dante and Yarrick. Ground based and orbital defences were rebuilt and heavily reinforced, minefields were seeded throughout the system and a substantial increase in the numbers of system ships and monitors was ordered.[/quote]

Commentary on the expansion of defences.

Page 65
On Armageddon itself, the long process of rebuilding the hives devastated by Ghazghkull’s hordes was begun. A process which, despite massive application of resources and manpower, remained incomplete fifty years later. In part, this was due to the increased number of defence regiments which were raised over this period, despite a lowering of Armageddon’s tithe of regiments destined for the Imperial
Guard.
Armageddon's rebuilding proceeded slowly over fifty years partly due to manpower limits and tithing (even though tithing was reduced to build up the planet's own defences.)

Page 65
A military council was appointed to rule over Armageddon, comprising high ranking representatives from the Imperial Guard, Navy, Departmento Munitorium and
Adeptus Mechanicus, the Ecclesiarchy and the Governor of each of the major hives on Armageddon. The council was headed by General Kurov of the Imperial Guard, a respected
veteran of the Bakkus Crusade.
Armageddon was more under direct Imperial control, ruled in a more democratic manner.

Page 65
Two dozen Imperial worlds came under attack in as many hours and the Astropaths of Armageddon received constant reports of yet
more Ork assaults.
Two dozen worlds within a day over an entire sector. 10-100 LY/hr propogation rate at least for the AStropathic signals. 88,000 to 880,000c or thereabouts.

Page 65
On the Day of the Feast of the Emperor’s Ascension, fifty seven years to the day after the first Ork invasion, augur probes registered a massive disruption in the Immaterium as
an Ork fleet tore its way back into reality and Ghazghkull’s hordes descended on Armageddon once more. An alert from monitor station Dante was cut off in mid-transmission as the
Ork ships swept past in their hundreds.
Ork invasion.

Page 65
The monitor station's final report indicated an Ork fleet moving into the system, comprising 50 Ork cruisers and over 300 escort vessels accompanying at least four space hulks. The Forces of Armageddon were placed on full alertt and seven Imperial cruiser squadrons, led by the Apocalypse class battleships His Will and Triumph, departed St. Jowen's Dock within twenty four hours. The Imperial Fleet, under Admiral Parol, entered battle five days later, catching the lead elements of the Ork fleet in an ambush around the high-G world of Pelucidar
Minimum numbers on Ork forces. Imperial foreces respond within 24 hours (te Orks havent gotten in system by then, probably due to system defences.

There was a display in some source showing the Armageddon system lined up. Pelucidar was 7.1 AU out, and St Jowen's Dock was 2.3 AU out. That would be 4.8 AU in 5 days. 1600 km/s to a couple thousand km/s travel speed to cover that distance at 1.8 gees approximately. This does assume that the two planets were ideally lined up together on the same side of the solar system. If Pelucidar was on the other side of the system as St. Jowen's dock, the distance could be 9.5-10 AU or so, which would be 3 gees.

The Orks took 6 days to reach that distance. ASsuming 14 AU (~2 billion km from Chaos Child) they would cover ~6.9 AU isn't much faster.. 1.5 G constant burn and similar velocities. We don't know though how far out of the system the Orks started though before being detected.

There are other factors relating to mobilization and prepartion (rushed deployment), power allocation and fuel (power allocated to weapons and defenses), limits on top speed (They may not have been constantly accelerating during te burn, but accelerate up to a given speed). I would also point out that Armgeddon warships are typically voss pattern, which are often known to have less powerful engines than other Imperial vechiels. Still, single digit gees isn't exaclty inconsistent.

Page 65
The Imperial ships fought valiantly, their weapons batteries pounding the crude Ork vessels into scrap, ravening lance beams incinerating wave after wave of fighta-bommerz.
Use of lances as point defence against Ork attack craft.

Page 65
Nonetheless, the Ork fleet outnumbered that of Armageddon
by six to one and the Imperial ships were gradually battered
back. The Orks made suicidal rushes against the Imperial
gun-lines with unbounded ferocity, losing a dozen of their
ships in exchange for a single Imperial vessel.
350 Ork vessels means ~58-59 warships, and loss ratios for the orks was 12:1. That's alot of ships to simply keep in dock even for an Important subsector base. Assuming 6-8 subsectors with similar bases throughout the Sector, and that they had half as many vessels, that would be at least 200-250 vessles nad possibly 300 or more. Considering the Gothic sector had seventeen or so naval bases, that is probably an underestimate, and it doesn't consider "active sevice" vessels that would be out patrolling, escroting, or whatever. Numbers could go as high as 600-980 vessels per sector, depending on variables (I doubt thought that Armageddon could be taken as typical, even if it isnt the most heavily defended system ever. I'd say maybe 1/2 to 1/3 that is more typical.)

Many hundreds of vessels per sector (as outlined in the BFG novels) seems reasonable in light of this. One wonders how this meshes with the 50-75 vessels in a "battlefleet".. those may represent the "active" numbers, or a lower limit, or typical operational strength not including ships in drydock/mothballs.

Page 65
At the height of the engagement, Admiral Parol received comm-bursts from the Yarrick and Mannheim monitor stations warning of three more Ork fleets entering the edges of the system. Almost simultaneously, the Triumph was bracketed by five Ork kill kroozers and then crippled by their combined heavy gunfire and massed teleport attacks.

...

The doomed monitor stations were overwhelmed a few hours later. By their last count, the combined Ork fleets numbered in excess of 2,000 ships and at lest twelve Space hulks, the largest number of hulks ever to assail a world of the Imperium in its 10,00 year history.
5 ork Cruisers could cripple an already,damaged Imperial battleship. The 3 detected ork fleets were 2000 ships and a dozen Space hulks, plus the 350 other vessels already seen.

Page 65
Admiral Parol, his command reduced to five squadrons of cruisers and a single operational battleship, could do little more than mount hit
and run attacks against the massive Ork armadas as they moved in-system.
5 Squadrons of cruisers.. maybe 10-15 cruisers, one battleship (out of two) plus however many escorts Presumably at least as many escorts as there are ships, if not twice as many. That could be a good 30-40 ships.

Page 65

[quiote]
To their dismay, the Imperial Navy ships encountered dozens of crude asteroid fortresses, or 'Roks', in the normally vulnerable tail of the Ork fleets.[/quote]

THe above estimates ddin't include Ork Roks.

Page 65
Surprisingly, the Orks did not turn aside to capture St. Jowen’s Dock. Instead they subjected it to a six day long bombardment as the Ork fleets moved past, enlivened by
repeated attacks from assault boat squadrons.
St Jowen's dock bombarded for 6 days by Ork fleet moving at speed while heading insystem, but not totally demolishing the base.

Assuming 3 days approaching and 3 days leaving and an average velocity betwen 100 and 1500 km (to be convservative or accurate take your pick, gives a bombardment range for a stationary platform of between 26 million and 388 million km. Given the orks use warheads and projectiles.. this isn't a great shock. IT would be implied here that the projectiles had to be travelling CONSIDERABLY faster than the Ork fleet - many times fsater.. hundreds if not thousands of km/s (if not even faster, as BFG indicates.)

Page 65
On Armageddon, the final weeks before the Ork fleet's arrival were occupied with frenzied preparations. Titan Legions fired up their ancient plasma reactors and took up defensive
positions around the hives, their scanner-eyes scouring the skies.
The orks took "weeks" to reach Armageddon. I'm guessing Space hulks just don't move all that fast.

Page 65
Imperial Guard regiments were mustered and dug in, Space Marines from over twenty Chapters dispersed into the wastelands and mountains to prepare to face the aliens. Imperial merchant vessels daily ran the tightening gauntlet of Ork ships to rush more reinforcements to the planet. The last transport to touch down carried a legend. Commissar Yarrick, the ‘Old Man’ himself, set foot on Armageddon for
the first time in twenty years to the rapturous cheers of the populace
REinforcements from where.. I dont know, but its implied it only took a matter of days to travel between them delivering the support.

Page 66
Six weeks after entering the Armageddon system, the vast armada of Ghazgkull's forces went into battle with the space stations and weapons platforms in high orbit over the planet.


...

The orbital battle raged for three days and two fiery nights
6 weeks to reach Armageddon, total. Battle with the high orbit defences lasted 3 days (and two nights). Consdiering the thousands of warships (even if Ork ships) that would suggest the defences are considerable.

Page 66
Hades Hive, still a virtual ruin after the last war, was the first to die. In an act of terrible vengeance Ghazghkull chose not to fight again at Hades. Instead, the entire hive and
its inhabitants were smashed asunder by giant asteroids dropped from orbiting space hulks.
Hive city smashed by asteroid bombardment from Space hulks.

Page 66
Ground based defence lasers and missile silos took a terrible toll of the Orks as they landed, but the survivors regrouped and assailed the
defences with such terrible ferocity that soon more and more of the horde was reaching the planet’s surface unscathed.
Defence lasers and missile launchers used as point defense against landing craft.

Page 66
Feral Orks swept down from the Pallidus Mountains and out of the equatorial jungles to join the growing hordes. Where the defences proved too strong to be taken by direct assaults, huge mobs of Orks and their war machines were teleported directly into battle from the hulks above.
Feral orks join the fight, and the Orks employ teleport assault.

Page 66
The sulphur yellow skies over Armageddon became interwoven with twisting con-trails as thousands of Ork fighta-bommerz duelled with Imperial Thunderbolts and Furies. The Imperial craft had the advantage in that they could return to their armoured airbases to refuel and rearm, whereas the Orks had to reserve enough fuel to climb back up to their Terrorships and hulks in orbit. But soon the Orks
secured ground bases and the battle turned against the brave Imperial pilots as the crushing numbers of the Orks was brought fully to bear.
Ork fighter bombers. Assumed to be hundreds of fighters at least (400-500 maybe at least, assuming 5-6:1 ratio). Ork fighters have enough fuel on there reserves to easily achieve orbit and return to starships.

Page 66
The instigator of these foul crimes was soon revealed as none other than the infamous war-criminal Herman von Strab. He took over the hive as its new Overlord, announcing that it was his divine right to rule over Armageddon. Ork brute squads stood ready to silence any dissenters who doubted von Strab’s determination. Despicably, much of the old nobility in Acheron welcomed back von Strab as a long-lost prince, choosing to genteely ignore the fact that he had thrown in his lot with some of the most dangerous aliens the galaxy had ever seen.
Again, Von STrab is an idiot, even moreso for allying with the Orks. and the nobles are idiots for welcoming him.

Page 66
At Volcanus Hive, on the same day that Acheron fell, massed Ork infantry surged over the twenty square miles of defences atop Volcanus Mount just beyond the hive’s outer suburbs. Seventeen garrison regiments of Armageddon Hive militia were routed and the Orks captured many weapons and fortifications intact. Volcanus itself was soon besieged, surrounded by a ring of Orkish steel and relentlessly
pounded by captured macro cannon and barrage bombs.


"twenty square miles" of defences around the Hive, seventeen regiments (tens or hundreds of thousands of troops). Hive pounded by macro cannon and barrage bombs

Page 66
Outside Death Mire, the war went better. The Titans of Legios Tempestor and Victorum with their supporting regiments of Skitarii virtually annihilated the Ork Blackfire tribe in a three day running battle across the Plain of Anthrand.
3 day running battle between Orks and Titans.

Page 66
The Orks kept an iron grip on Armageddon’s skies, orbital bombardments and fighta-bommerz pounded Imperial forces wherever they tried to form a battleline, pinning them in place while further landings were made to
surround them. Where the Orks were outnumbered, they fought a guerrilla war, striking at their foes and withdrawing into the harsh wastelands before retribution could arrive. Ghazghkull had learned the lessons of Chigon 17 well, and deliberately prepared his plans so that the fighting was scattered and chaotic; precisely the conditions in which Ork warbands thrive and Imperial regiments were denied the
support and coordination they needed to fight back effectively. The only force which consistently defeated the Orks was the Adeptus Astartes and the Space Marines tirelessly scoured the hinterlands of Armageddon on search and destroy missions to eliminate the greenskins at any opportunity.
More ork tactics, including orbital bombardment.

Page 66
As the battles raged on the planet, Ghazghkull unleashed another of his carefully prepared surprises. Incredibly, dozens of the great asteroid fortresses encountered by Admiral Parol’s ships began to descend from orbit. Slowed by powerful force fields, rockets and modified traktor kannon, the Ork Roks made landings in the verdant equatorial jungles and across Armageddon Primus and Secundus. Many were lost to ground fire or accidents but each one that survived became a bastion for the Orks, a rallying point and a readymade fortress.

As well as their huge guns and missile batteries, the Roks contained giant teleport arrays like those first used by Ghazghkull in his Piscina campaign. These were employed to teleport down Ork reinforcements, including Gargants and heavy artillery, in an endless stream.
Use of Asteroid fortresss (Roks) as both landing craft and forts. The Roks use tractor beams and force fields. The important bit are the teleport arrays which make them effective bases of deployment for troops (Etiher to teleport downt roops or to teleport ground troops elsewhere.

Page 67
Mysteriously, the Orks also made landings in the Fire Wastes and Dead Lands to the north and south of the main continent of Armageddon. Even Yarrick was surprised; these grim,
forbidding lands had always been believed to be uninhabitable and utterly valueless. Their value to Ghazghkull became apparent when weeks later hundreds of tanker-sized Ork submersibles rose from the polluted waters and made landings at Tempestora and Helsreach. Surprise was total, Tempestora fell within days and the dockyards of Helsreach were soon captured. Only a bitter defence by the Helsreach Hive gang militias, with supporting companies of Stormtroopers and Space Marines which had been rushed to the area, prevented the Orks overrunning the entire hive.
Strom trooper companies, and Ork submarine warfare.

Page 67
Fourteen days after the initial Ork landings, the first major confrontation between Ork and Imperial war engines occurred. A ten day battle raged over the Diabolus factory complex as the Gargant mobs of Warlord Burzuruk and Warlord Skarfang clashed with the Titans of Legio Crucius Six Titans and eight Gargants were utterly destroyed in the fighting and many others needed months of repairs before they could fight again.
Ten day gargant/Titan battle. Months of repair needed. 6 Titans lost.

Page 67
Ork Speed Kults swiftly encircled Infernus Hive, cutting it off from all outside help. Mechanised counter-attacks into the ash wastes met with initial success, but when an entire regiment of Savlar Chem Dogs was surrounded and wiped out by the Speed Freeks, further attempts to break out were abandoned by those inside.
Mechanized assault vs Speed Freeks.

Page 67
As the beleaguered defenders pondered how to lift the siege, reports came in of a vast Ork horde rounding the Pallidus Mountains from the north-east. Soon the horde was visible from the hive spire, a great sea of warriors which seemed to fill the empty expanse of the ash wastes to overflowing. Towering Gargants strode through the tide, like great ships rolling on a green sea. The guttural war chants of the Orks
could be heard from over twenty miles away, the ground shaking with their progress.

As the skies darkened beneath the shadow of Ork hulks high above and the first orbital bombardments crashed down, the citizens of Infernus knew that their doom was upon them. They made what preparations they could with preternatural calm, commending their souls to the Emperor as they built barricades or distributed weapons and ammunition to the troops.
20 miles away as the bombardments started.


Page 67
The Adeptus Arbites soon moved to secure the hive, turning back or executing any who failed in their duty to the
Emperor. As Ghazghkull’s horde came within range, the last great siege guns of Infernus pounded at them, lobbing
thousand-pound shells into the mass of greenskins until return fire from the orbiting hulks smashed them apart.
Thousand pound shells from the siege guns. Bombarding the Orks at range. Range is presumably less than 30 km.

Page 68
The scale of the war on Armageddon is difficult to imagine. Millions lost their lives, mighty war-machines clashed, mile high hivecities were razed to the ground and deeds both heroic and villainous were performed.
Scale of the Armageddon war.

Page 68
The Imperium has committed troops from hundreds of lightyears around the Armageddon sector in response to one of the largest Ork invasions in its ten thousand year history.
Scope of the Imperium's response to defending Armageddon.

Page 68
The war involved millions of Imperial troops. At least twentythree chapters of the Adeptus Astartes were on Armageddon at the height of the war, and most suffered serious losses. The
Celestial Lions were all but obliterated, and the Blood Angels lost one of their mightiest heroes when Captain Tycho fell taking the breach at the siege of Hive Tempestora. Imperial logisticians can only estimate how many Imperial Guard took part in the war. It is known that twenty-four regiments were originally called upon to serve, but the Armageddon Command Guard have long since lost track of
the number of men involved, and the numbers of casualties suffered amongst them.
Millions of troops. at least 2 dozen regiments but many more (no exact numbers though) At least 23 Chapters.

PAge 68
When the Season of Fire comes to Armageddon, fighting is the last thing on the mind of anyone caught in the open; even an Ork must look first to find shelter. The worst of the superheated
ash-storms will kill an unprotected man in minutes, and foul the engines and tracks of any armoured vehicle.
Even Orks apparently need to hide during the Season of fire.

Page 68
As the first searing winds rose across the Fire Wastes and swept down through Tempestora and Death Mire, the Imperial troops stationed along hundred mile long trench lines began to dig in. Vast shelters were constructed along all fronts, fortified with heavy bunkers. The Orks, being of stronger constitution than their human enemy did not need to construct such heavy shelters, but even they were forced to dig in and seek a modicum of protection against the worst of the searing ash-storms.

The troops stationed along the enormous trench lines bore the very worst nature could throw at them. Many spent long months in cramped, poorly filtered shelters, the monotony only relieved during lulls in the storms when they would be ordered to make patrols and sorties across a hellish warscape.
Visibility was seldom greater than three metres and death was as likely to come at the hands of the weather as from enemy infiltrators.
More Season of Fire.

Page 68
The Space Marines were only able to fight outside of their Land Raiders and Rhinos for a few minutes at a time, and the guardsmen could only watch from their fortified shelters as the battle raged in the searing storm outside.
Eventually the Orks were repulsed, and when the storm finally abated three days later some fifty Ork machines were discovered standing motionless in the wastes, the ash having
clogged their engines and joints until they simply ground to a halt.
Space Marines cna fight in the fire wastes during the Season of Fire.

Page 69
The war spilled over the city walls and vicious cityfighting erupted, engulfing every square mile of every contested hive. Amidst this fighting hundreds of provisional companies were
formed, consisting of hive-gangers, house-guards and just ordinary civilians defending their homes.
hundreds of militia troops.

Page 69
Hive Hades was destroyed in the opening phases of the war when Ghazghkull ordered captured asteroids dropped from orbit. The impacts reduced much of the city to an enormous
crater, and the outlying areas to ruins.
Asteroid impacts turn the hive into a crater. Assuming 10-20 asteroids dropped, each asteroid might form a 5-6 km diameter crater. Inputting data here to arrive the approximate diameters.. the asteroids would each have hundreds if not thousands of megatons worth of KE.

Page 69
The Armageddon Command Guard has requested, and been granted the aid of a clan of the infamous Skull Takers of Canak IV. This force is drawn from the natives of a nightshrouded deathworld known for its unstable volcanoes and choking ash clouds.
These folk ar quasi-ogryn feral world Guardsmen, and it was Kanak in the Guard codex.


Page 69
The Imperium has now cast its net wider than ever before in order to import fresh troops. A general call to arms has gone out, and planets as distant as Valhalla and Necromunda have answered. Those worlds closer to the war have been required to raise troops far in excess of their traditional obligations, and there is no end in sight to the largest muster in the region since the Age of Apostasy.

Finally, after months of blinding storms, the Season of Fire is drawing to a close and the cooler Season of Shadows is looming.
Mention of Valhalla and Necromunda. Considering that the former is a Guard Tithe world and pumps out huge number osf troops, and Necromunda typical tithes hundreds of millions ftroops.. this says something about the scale of the battle in Armageddon. By now they're pullin in troops from 20,000-30,000 Light years away, and apparently arriving before the Season of Fire is over (no more than months).



Page 70
FORCE DISPOSITIONS AFTER THE FIRST SEASON OF FIRE

IMPERIAL GUARD
1st Div, ARCADIAN RIFLES ...........................................6 Regiments
ARM. ASH WASTE MILITIA .........................................13 Regiments
ARM. COMMAND GUARD ...........................................5 Companies
ARM HIVE MILITIA ...................................................280 Regiments
ARM. ORK HUNTERS..................................................11 Regiments
ARM. STEEL LEGION..................................................56 Regiments
ARPHISTA PENAL LEGION .......................................1 Demi-Legion
ASGARDIAN RANGERS .................................................2 Regiments
CADIAN SHOCK TROOPS ..........................................19 Regiments
CANAK IV ‘SKULL TAKERS’ ....................................................1 Clan
CATACHAN JUNGLE TROOPS ......................................3 Regiments
CITYFIGHTING PROVISIONAL
COMPANIES......................................................Est. 600 Companies
DEATH KORPS OF KRIEG ............................................5 Regiments
ELYSIAN DROP TROOPS ............................................12 Regiments
JOPALL INDENTURED SQDNS...................................12 Regiments
MINERVAN TANK LEGIONS..............................................3 Legions
MONGLOR OGRYN AUXILIA........................................1 Regiments
MORDIAN IRON GUARD..............................................8 Regiments
8th NECROMUNDAN ‘SPIDERS’ ...................................3 Battalions
NOCTAN STRIKE FORCES............................................5 Regiments
NORDIAN BERZERKERS...............................................4 Regiments
OCANON PHALANX TROOPS ......................................8 Regiments
PYRAN DRAGOONS......................................................8 Regiments
POLAX 41ST ‘SHOCK’....................................................1 Regiment
SAVLAR CHEM-DOGS ...................................................6 Regiments
SAVLAR CHEM-RIDERS.................................................2 Regiments
SEBASTIN DEFENDERS..............................................15 Regiments
SEMTEXIAN BOMBARDIERS...........................................9 Batteries
STORM TROOPERS...................................................18 Companies
TERRAN PRAEFECTS ..................................................10 Regiments
INQUISITORIAL INDUCTED COMPANIES .................3 Companies
VALHALLAN ICE WARRIORS.........................................8 Regiments
ZOUVAN SKIRMISHERS...................................................3 Brigades
VORGARN LIGHT INFANTRY .....................................12 Regiments
XENONIAN FREE COMPANIES ...................................5 Companies
LEGIONES ASTARTES
ANGELS OF FIRE.........................................................2 Companies
ANGELS OF VIGILANCE ................................................1 Company
ANGELS PORPHYR......................................................3 Companies
BLACK DRAGONS .......................................................2 Companies
CELESTIAL LIONS.......................................................>1 Company
EXORCISTS ....................................................................1 Company
FLESH TEARERS..........................................................4 Companies
HOWLING GRIFFONS.................................................2 Companies
IMMORTAL HEARTS.......................................................1 Company
IRON KNIGHTS .............................................................1 Company
MARINES MALEVOLENT .............................................2 Companies
MINOTAURS...................................................................1 Company
MORTIFACTORS..........................................................2 Companies
RAPTORS .....................................................................2 Companies
RED SCORPIONS ...........................................................1 Company
RELICTORS................................................................10 Companies
SALAMANDERS............................................................2 Companies
STORM GIANTS ..........................................................2 Companies
SUBJUGATORS...............................................................1 Company
WHITE SCARS ..........................................................1 Brotherhood
WIDOWMAKERS ............................................................1 Company
ADEPTA SORORITAS
ORDER OF OUR MARTYRED LADY.........................1 Commandery
ORDER OF THE ARGENT SHROUD............................1 Preceptory
ORDER OF THE EBON CHALICE ...........................1 Commandery
ORDER OF THE BLOODY ROSE.............................1 Commandery
LESSER ORDER OF THE WOUNDED HEART.........1 Commandery
ADEPTUS MECHANICUS
CENTURIO ORDINATUS...............................................4 Ordinatus
LEGIO CRUCIUS ............................................................Demi-Legio
LEGIO IGNATUM....................................................>Quartro-Legio
LEGIO INVIGILATA ..................................................................Legio
LEGIO MAGNA...........................................................Quartro-Legio
LEGIO METALICA ..........................................................Demi-Legio
LEGIO TEMPESTOR.................................................................Legio
LEGIO VICTORUM...................................................................Legio
SKITARII......................................................................14 Regiments

DEPARTMENTO MUNITORUM
ENGINEER CORPS..........................................................................5
PIONEER CORPS ............................................................................2
ADEPTUS ARBITES
PRECINCTS...................................................................................16
PUNITIVE BATTALIONS................................................................41
OFFICIO ASSASSINORUM
AGENTS...............................................CLASSIFIED INFORMATION
OFFICIO SABATORUM
AGENTS ........................................................................................21
ORDO XENOS
KILL-TEAMS ....................................................................................3
TEMPLARS PSYKOLOGIS
DISRUPTION SQUADS .................................................................20
IMPERIAL FLEET
GLORIOUS AGE....................................Retribution class battleship
TRIUMPH ..............................................Apocalypse class battleship
INOMINE VERITAS ...................................Emperor class battleship
GREEN LAKE ..............................................Oberon class battleship
FIRST-LINE CRUISER SQUADRONS ..............................................6
SECOND-LINE CRUISER SQUADRONS..........................................9
LIGHT CRUISER SQUADRONS.....................................................17
ESCORT SQUADRONS..................................................................21
BOMBER STRIKE WINGS.............................................................54
INTERCEPTOR STRIKE WINGS....................................................81
SPACE MARINE BATTLEBARGES....................................................8
SPACE MARINE STRIKE CRUISERS ..............................................38
THUNDERHAWK GUNSHIPS.............................numbers unknown
Ground and Space force estimates.

Space based asses,, 4 battlships, 12-18 "first line" cruisers, 18-27 second line
cruisers, 34-51 light cruiser squadrons (assuming 2-3 cruisers.) 3-4 escorts per
squadron would be 63-84 escorts. - CA sum total of 150-200 or so warships

Page 71
FORCES OF THE
GREAT DESPOT OF DREGRUK
DESPOT GAZGRIM’S
WAR HORDE........................Estimated 200 warbands, 15 Gargants
WARLORD THOGFANG’S
GARGANT BIG MOB .................Estimated 3 warbands, 2 Gargants
WARLORD BADFANG’S
BATTLE FORTS ...........Estimated 2 warbands, 12 Battle Fortresses
BLACK SLAYERS TRIBE..........Estimated 30 warbands, 4 Gargants
FIREBELLIES TRIBE...............Estimated 15 warbands, 3 Gargants
VARGA’S DROP LEGION ..............................Estimated 5 warbands
WARLORD GARSHAG’S
BIG GUNZ....................................Estimated 7 ‘artillery’ warbands

..FORCES OF THE ORK WARLORD
GHAZGHKULL MAG URUK THRAKA
GREAT OVERLORD GHAZGHKULL’S WAR HORDE
Remnants joined other warbands after Ghazghkull’s departure.
WARLORD MORFANG’S
GARGANT BIG MOB ..........Estimated 160 warbands, 15 Gargants
WARLORD SKARFANG’S
GARGANT BIG MOB ...............Estimated 6 warbands, 7 Gargants
WARLORD BURZURUK’S
GARGANT BIG MOB .................Estimated 6 warbands, 7 Gargants
WARLORD KROKSNIK’S
DETH TRAKS ..............Estimated 3 warbands, 15 Battle Fortresses
BLACKSKULL TRIBE................Estimated 32 warbands, 5 Gargants
CROOKED MOON TRIBE .......Estimated 19 warbands, 3 Gargants
RED FIN TRIBE .......................Estimated 30 warbands, 5 Gargants
RED WHEELZ
SPEED FREEKS......................Estimated 18 ‘Speed Kult’ warbands
BURNING DEATH
SPEED FREEKS.........................Estimated 2 ‘Speed Kult’ warbands
WARLORD THUGSNIK’S
BIG GUNZ.....................................Estimated 6 ‘artillery’ warbands
WARLORD MORBAD’S
BIG GUNZ...................................Estimated 12 ‘artillery’ warbands
FORCES OF URGOK THE UNSTOPPABLE
GREAT SLAYER GRIMSKUL’S
WAR HORDE............................Estimated 60 warbands, 6 Gargants
WARLORD BLAGROT’S
GARGANT BIG MOB .................Estimated 4 warbands, 3 Gargants
WARLORD SKRAG’S
GARGANT BIG MOB .................Estimated 1 warbands, 1 Gargants
VULTURES TRIBE........................Estimated 8 warbands, 1 Gargant
STOMPERS TRIBE.......................Estimated 4 warbands, 1 Gargant
SLASHERZ SPEED FREEKZ ....Estimated 12 ‘Speed Kult’ warbands
FORCES OF OVER-FIEND OF OCTARIUS
GREAT FIEND GORSNIK MAGASH’S
WAR HORDE .........Estimated 350 warbands, 159 Battle Fortresses
WARLORD SKABSNIK’S
BLITZ BRIGADE............Estimated 6 warbands, 8 Battle Fortresses
BLACK CLOUD
SPEED FREEKZ.......................Estimated 45 ‘Speed Kult’ warbands
WHITE LIGHTNING
SPEED FREEKS.......................Estimated 38 ‘Speed Kult’ warbands

ORBITAL SUPPORT
Ork space hulks...........................................................................4+
Fighta-Bommer squadrons............................................1,500-2,000
Ork attack craft.....................................................................1,800+
Ork roks.....................................................................................30+
Ork Kroozers .......................................................................200-300
Note the Ork space force estimates.

Page 73
Space Marines are entrusted with all sorts of dangerous missions, such as lightning raids behind enemy lines, infiltration attacks to capture vital positions,a nd tunnel fights in enemy-held cities. They also undertake long voyages of planetary exploration and coqnuest on behalf of the Imperium, ear-marking planet swhich are too well defended so that they can be attacked later with the support of the Imperial Guard.
Space Marine roles, including exploration and conquest.


PAge 74
There are approximately a thousand chapters of Space Marines at the current time. The Chapters are distributed fairly evenly throughout the galaxy, some outside the confines of the Imperium, most concentrated around areas occupied by Orks or other dangerous races. At any one time approximately half the Space Marine chapters are engaged on exploratory missions, seeking out new worlds to conquer
and and hounding hostile aliens to extinction.


In general, there is no place in the Imperium that is not within fairly close reach of some kind of Space Marine help. Interesting that some are outside the Imperium deliberately. Areas of danger (like the Eye of Terror) receive special attention (there are 20 Chapters dedicated specifically to the Eye, in fact.)

And more about Space Marine roles.
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andrewgpaul
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Interesting; note the 10 regiments of Terran Praefects. That might be the first mention of troops from Earth outsidethe Horus Heresy.
"So you want to live on a planet?"
"No. I think I'd find it a bit small and wierd."
"Aren't they dangerous? Don't they get hit by stuff?"
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

andrewgpaul wrote:Interesting; note the 10 regiments of Terran Praefects. That might be the first mention of troops from Earth outsidethe Horus Heresy.
Good point. I didnt notice that. Then again Terra is a hive world (probably one of the omst p opulus) and it would probably tithe as well. Where they go or what they do wit hthem is anyone's guess. I'd imagine that since they probalby serve in Segmentum Solar for the omst part we simply don't hear about them (it tends to be a segmentum rarely covered in the fluff.)
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

PArt 2 of Epic Armageddon


Page 73
Most Space Marine Chapters are organised using the rules laid down in a set of guidelines call the Codex Astartes. This book was written many thousands of years ago, and states that a Space Marine Chapter should consist of ten companies each of one hundred Space Marines. A company consists of ten squads each of ten men including a Sergeant. In addition to this basic fighting strength, each company has its own
Captain, Standard Bearer, Chaplain and Apothecary. A Chapter also includes a number of officers and specialists who stand aside from the company organisation. These individuals are known as the headquarters staff and they may be assigned to fight with a company in battle. Included amongst them are psychic Librarians from the Chapter’s Librarius and Techmarines together with their Servitors.
Chapter Organization, some numbers are outside the Chapter.

PAge 73
As some Chapters rule entire planets, a Space Marine Master may act as the head of government as well – effectively as the Imperial Commander of a whole
planet.
Places like Macragge likely.

Page 73
A Space Marine Chapter includes a substantial organisation designed to provide everything needed by the Space Marine fighting units. This includes armouries and weapon shops, space fleet and vehicle construction and maintenance sites, research laboratories, information repositories, communication offices and cult chapels. These organisations employ many more individuals than the fighting units, but only a small proportion are actually Space Marines. The majority are hereditary slaves of the Chapter. These slaves are born to serve the Chapter. They are well treated, receive a fine education, and fulfil a vital role within the Chapter.
Slaves regard themselves as part of the Chapter, and their loyalty is beyond doubt.

Although the Codex describes a number of ranks and responsibilities within the headquarters staff, only a very few of these officers actually accompany the Chapter to war. Many are non-combatants of advanced years whose roles are to find and train recruits or administrate the Chapter. Some ranks described by the Codex include the Chapter’s Ancient (or Standard Bearer), the Master’s Secretarius, the Lord of the
Household, the Chapter’s Armourer, the Commander of the Fleet, Victuallers, the Commander of the Arsenal, Commander of Recruits and Commander of the Watch. There are relatively few of these senior officers as most noncombatant roles within the Chapter are performed by the Chapter’s human serfs. The two largest groups are the Librarians and the Techmarines. Consequently, these two are set aside from the other headquarters staff and considered separately.
Space Marine support and service sections, the Chapter Serfs described..etc.
Page 73
Each of the ten companies that comprises a Chapter is led by a Space Marine Captain and includes supernumeraries such as the Company’s Chaplain and Apothecary. The fighting strength of each company is made up of ten squads each of ten Space Marines led by a Sergeant.
Chapter Companies. The context makes it sound like its 10 marines + sergeant.

Page 74
Of the ten companies comprising a Chapter, the 1st Company consists of veteran troops and is invariably the most powerful. The 1st Company is the only one able to use the
rare and treasured Terminator armour. All of the companies except the Scout company maintain Rhino transports for each of their squads and officers. The 1st Company also has a permanent establishment of Land Raiders for carrying Terminator squads. It is also customary for Dreadnoughts to remain a part of their company and their presence certainly bolsters the company’s fighting strength. The 2nd, 3rd, 4th and 5th are Battle companies, each consisting of six squads of tactical Space Marines, two of assault, and two of Devastators. These four Battle companies form the main battle lines and generally bear the brunt of the
fighting. The Assault squads of the Battle company may be deployed as bike squadrons or land speeder crews. Companies 6 and 7 are Tactical companies, each consisting of ten Tactical squads. These are intended to act as a reserve which may be used to bolster the main line, launch diversionary attacks, or stem enemy flanking moves. Company 6 is also trained to use the Space Marine bike and
the entire company may be deployed as bike squadrons. Similarly, Company 7 squads are trained to fight with land speeders and the company acts as a light vehicle reserve formation. The 8th Company is an Assault company consisting of ten Assault squads. This is the most mobile company and is often equipped with jump packs, bikes and land speeders. The 8th Company is used in the assault role and wherever a strong hand-to-hand fighting force is needed. The 9th Company is a Devastator company, consisting of ten Devastator squads. It is the most powerfully equipped company in the Chapter and is used to bolster defence points and provide long range support. The Chapter’s 10th Company is its Scout company consisting of a number of Scout squads. Scouts are youths who have been recruited and partially transformed into Space Marines. Until their physical transformation and training is complete they fight as Scouts. There is no formal size for a Scout
company as the rate of recruitment is not fixed.
Breakdown of companies.

Page 76
The knowledge of how to produce Tactical Dreadnought or Terminator armour is long lost to the Imperium, its origins a jealously
guarded secret of the Adeptus Mechanicus.
Terminator armour is supposedly lost.

PAge 76
Encased in layered ceramite armour and powerful servo systems, a Terminator Marine can withstand a direct hit from all bar the most powerful of weapons whilst delivering a brutal
attack from the suit’s augmented combat systems.
Terminator capabilites.


Page 79
Space Marine Bike squadrons carry out vital reconnaissance and assault missions, often operating on their own well behind enemy lines
...
Attack Bikes bring much needed firepower to Space Marine bike squadrons and are often deployed in support of these fast moving units where their heavy bolters are used to provide
long-range fire support, in much the same way that Devastators provide support for Tactical and Assault Marine squads. The incorporation of Attack Bikes into a highly mobile fighting force
is particularly favoured by a number of Chapters, not least amongst them the White Scars who use them extensively within their ‘Brotherhoods’. Several Chapters have also used Attack Bike squadrons in their own right as outriders for larger armoured assault forces, as ably demonstrated by the Black Templars at Stygies Bridge where two squadrons of Attack Bikes punched a hole in the Ork
lines allowing elements of the Templars Third Crusade Force to secure the northern highway and briefly stem the Ork advance towards Helsreach.
Bike squads ant attack bikes.

Page 80
The discovery of design templates for anti-gravitic plates by the famed Technoarchaologist Arkhan Land during his expedition of the Librarius
Omnis on Mars is widely attributed to the eventual construction of the Land Speeder.
..

The Land Speeder’s greatest weakness however is in its thin armour. It was originally designed as an unarmed transport vehicle, and so sacrifices had to be made to the vehicle’s
ceramite plating in order to carry weapon systems and crewmembers wearing heavy power armour. Because the vehicle is lightly armoured, Land Speeder crews rely on its high
manoeuverability and terrain hugging abilities to evade enemy fire and survive.
Land Speeder. It's interesting that its origins are a "unarmed transport vehicle". Also note the "Arkhan Land" bit for "Land's Speeder". Meh.

Page 80
In an attempt to capture one of the local leaders, several platoons from the Dragoons 18th battalion found themselves trapped, encircled by Angarian Rebels and cut off from friendly forces.
A mention indicating the use of Battalions i the Guard.

Page 81
Whirlwinds belonging to the Black Consuls Chapter conducted a fourteen hour long bombardment of rebel positions in preparation for the launch of the ground offensive. In total over six thousand missiles were launched by three squadrons of Whirlwinds, resulting in a five mile front being opened up in the rebel lines and the destsruction of several key defensive positions.
14 hour bombardment involving 6000 missiles and opening an 8 km front. Assuming a 10 missile salvo, that's one salvo every 84 seconds, not factoring in stops or delays for maintenance or naything.

Page 81
Until the Hunter Multi-Launcher STC template was unearthed, most Space Marine Chapters lacked any effective anti-air capability. Attempts to retro-fit the Whirlwind for an anti-air role proved to be disastrous, and after several modified Whirlwinds belonging to the Exorcists Chapter failed to engage incoming Ork Bommers most have been withdrawn from active service.
Whirlwind anti-air variant.

Page 81
Using a different set of targetting algorithms, the hunter missile is both faster and more manuverable than those launched by the Whirlwind. The hunter is mounted on a Rhino hull and uses a single launch platform with a side mounted sensor and precognitive targeting array. Missiles are fed onto the launch rail by a cylindrical drum feed located on the opposite side to the targeters. After launch, fins extend from teh body of the missile, allowing it to be guided towards its target. With a longer operation reach compared to the Whirlwind, the Hunter is finding favour with the Tech Adepts of the Adeptus Astartes, some have further modified the
launcher to house paired launch units and a central sensor array in an effort to further improve its capabilities.
The "precognitive targeting array" of the Hunter missile and whirlwind platform is interesting.


Page 82
It [Land RAider] is protected by multiple layers of bonded ceramite and adamantium, making it impervious to all bar the most destructive weaponry. It is capable of operating within virtually any enviroment, even a vaccuum. With transport capacity for a full squad of Space Marines, their field supplies, munitions and medical facilities, the Land Raider is well suited for striking deep behind enemy lines and surviving long periods in the field.

...

Although once produced in great numbers there are now few Forge Worlds still able to manufacture them..
only a few Forge Worlds cna produce Land Raiders.

Page 82
Typically, Rhinos are only lightly armed with a single hatch-mounted storm bolter for close support. However the Rhino is a superbly adaptable vehicle and it is not uncommon for Tech Priests to attach an additional storm bolter onto the spare pintle mount or even retro-fit a single huhnter killer missiel depending upon the cricumstsances of the Chatper's deployment.
Rhinos something get extra armments, including hunter killer missiles.

Page 83
The Space Wolves ingeniously refitted their Predators to carry lascannons normally used by their Long Fang packs. Drawing energy directly from the Predator's thermic power plant, the Annihilator's lascannons were easily a match for the tratior tanks
Predator laser similar to Long Fang lascannon and powered by a "thermic power plant."

Page 83
Although the Space Wolves actions were viewed as blasphemy and desecration by the Adeptus Mechanicus, they grudgingly concluded that the design of the ‘Annihilator’ was successful and
two centuries later proclaimed it had the blessing of the Machine God.
This smells of ass covering to me. Of course the AStartes never get called on this even by the AdMech.

Page 84
During Ghazghkull’s invasion of Armageddon, Battle Barges and Strike Cruisers from over two dozen Adeptus Astartes Chapters were called to the sector to assist in the planet’s defence
..

Under the command of the Black Templars High Marshal Helbrecht, the Space Marine fleet, consisting of over one hundred Spacee Marine craft was pivotal in the destruction of the Ork hulks Rumbledeth and Rokdroppa.
Over a hundred Space Marine Craft, including 2 dozen Battlebarges and Strike cruisers.

Page 84
After the Landign Craft leaves its parent ship, powerful thrusters quickly acceclerate it to speeds of several thousands of kilometers an hour, making it next to impossible for defence batteries to target as it plummet through a planet's atmosphere. Then, seconds before the Landing Craft is about to hit the ground, ballistic charges blow away the disposable heat shields protecting the landing craft an the vehicles transported upon it, and secondary engiens and antigrav devices are employed to rapidly slow down and level out the craft's descent, allowing it to toouch down safely. Within twenty or thirty
seconds of leaving their spacecraft, any troops and vehicles will be on the ground and in action, supported by the gun batteries mounted on the Landing Craft itself


Given "sveral thousand km/hr" speeds and 20-30 seconds it would suggest a deployment height of only 10-15 km, even though orbit suggests hundreds of km high. At Hundreds of km velocity owuld be 10-20 km/s velocity, at least intiially. A 20-30 second deployment time is quite impressive in either way, especially considering vehicles.

"seconds" before landing the antigrav system slow the craft down.. an aceleration of anywhere from 2-3 gees (20 seconds) to 20-30 gees (2-3 seconds). IF we went with the hyper-velcoity speeds it would be hundreds or thousands of gees easily.



Page 85
Close to the equatorial jungles on Armageddon, the critically strategic port of Mire Anchorage came close to being overwhelmed by a force of feral Orks hundreds of thousands strong. Massively outnumbered, the
five regiments of Hive Militia garrisoned there would have been swept away if not for the timely arrival of two companies from the Storm Lords Chapter.
2 Marine companies and 5 Militia regiments can turn away hundreds of thousands of Orks.

Page 85
...Three pairs of Thunderhawk Gunships carrying one hundred and eighty Space Marines descended on Mire Anchorage in one of the boldest aerial
drops of the entire campaign..
30 Marines in 6 Thunderhawks.

Page 85
Drop pods are launched from low orbit by the Chapter's strike cruiserrs and Battle Barges...


The drop pod plummets through the atmsophere before small braking thrusters located underneath teh pod arrest its velocity prior to landing.

....

Although not comfirmed, it is rumored that the elapsed time between touchdown and deployment is under four seconds.
4 second deployment once Drop Pod lands.

Page 85
In reality ,each Space Marine unit in the formation will be carried in a separate drop pod. The drop pods are all fired off together
in a tight pattern so that they land near to each other. Each such pattern of drop pods will be accompanied by one or two Deathwind pods, which
are fired slightly ahead of the transport pods and which use automated weapon-systems to shoot at enemy units in the landing area.
One "unit" per pod.. roughly a 5-10 squad.

Page 86
The Imperial Guard is the largest and most important fighting force of the Imperium. It is divided into innumerable armies and scattered throughout the galaxy across hundreds of war
zones. Its administration and provisioning occupies the entire efforts of the Departmento Munitorium, the munitions and supply department of the Administratum. Even this
colossal organisation has no real idea of exactly how many troops are under arms, as the continuous toll of casualties and influx of recruits may run to millions in a single day.
Standard IG fluff.

Page 86
Every planet in the Imperium has its own independent army, recruited and controlled by its Imperial Commander. These local armies are huge but they are confined to a defensive
role within their home system. Apart from seeing off aliens and human bandits based on nearby worlds, these local defence forces are often involved in internal struggles on
their homeworld.

...

The Adeptus Terra cares little for such petty affairs, and is quite content to let Imperial Commanders fight amongst themselves and with their subjects.
Imperium PDF

Page 86
According to an ancient law, Imperial Commanders must provide a portion of their best troops for Imperial service.

The Departmento Munitorium supervises the recruitment of new Imperial Guard regiments. Each regiment numbers between 2,000 and 6,000 men, and is named after the planet
where it was recruited.
Regiments can actually be larger, of course.

Page 86
Many Imperial Guard regiments are recruited from the savage urban environments of hive worlds, planets where family or corporate-based warfare is more or less endemic. Such
troops are battle-hardened long before they are recruited into the Imperial Guard, and are regarded as the best raw material for a fighting regiment. Other favourite recruiting
grounds are the feral and medieval planets as these tend to have a natural warrior caste. These primitive warriors must be thoroughly trained to use modem weapons, but they are not
discouraged from native practices such as head-hunting and the taking of scalps and other trophies. Similarly, the wearing of warpaint and barbarous battlegear is regarded as perfectly
acceptable because such customs serve to encourage the troops and frighten the enemy.
Hive and Feral regiments.

Page 87
Although it may seem strange that horsemen have a place amongst the arcane technology of the Imperium, there are many worlds where these warriors prove their worth. The Attileans’ ability to move rapidly and subsist from the land makes them ideal for infiltrating enemy lines and scouting ahead of advancing armies.
Uses of Rough Riders.

PAge 87
A regiment can also be posted to a newly conquered or liberated planet to serve as a garrison. Garrison duties are not entirely without excitement, as newly reconquered worlds
will still harbour pockets of resistance. In many instances a garrison must consolidate a planet from little more than an initial beachhead.
Imperial Guard garrisons. It's never made clear whether every planet gets its own garrison or only certain worlds. One probably reason is that it spread the Guard out evenly across the
galaxy and ensure that if troops are needed for a conflict there are at least some forces in close proximity.

Page 87
Imperial Commissars are appointed to Imperial Guard regiments to ensure that the troopers receive the right kind of leadership. Commissars are important leaders in the Imperial Guard
because regiments are often ill-disciplined and barbaric. Many come from savage worlds where warriors respect only strength and fighting prowess. Commissars exemplify both of
these characteristics and are natural commanders.


Commissars. Still no executions at this point.

Page 87
Organisationally, all Guard regiments are similar but not identical. A regiment will be divided into a number of Companies. The number of Companies is highly variable but
ten to twenty is commonplace. If Companies are depleted by combat, it is more normal to reorganise them into a smaller number of full strength Companies than to maintain all of the
original Companies. A Regiment is led by a Colonel, a Company, typically by a Captain. There are several other commissioned ranks however. Where several regiments are
raised on a world they will commonly have a limited number of senior officers, some holding the rank of General. When such regiments join an Imperial Guard army, the senior
officers are welcomed into the Departmento Munitorum’s general staff where their detailed knowledge of the troops is
extremely useful.
Companies and Regiments.

Page 87
A Company consists of a number of Platoons, if it is an infantry regiment. An armoured company will normally consist of a number of Squadrons, artillery companies will
consist of a number of Batteries. Again, the terms vary enormously. To take infantry companies as the example however, a Company will have a Command Platoon, which will include any additional support units such as anti-tank squads or special weapons teams as well as containing the Company commander and his personal guard. There are then up to six platoons each made up of a HQ squad and up
to six squads of ten men.

At full strength therefore a company could number almost four hundred men, though such large unwieldy are the excpetons rathe rthan the rule. Most typically a fulls strength company will number about 150-200 men.
Companies and Platoons. 400 troops potential in a company is considered unwieldy and unusual. 150-200 is more usual. With 400 companies and 10-20 companies per regiment you get up to 8000 troops, unless for some reason they can't go 20 400 man companies (possible, but I doubt they are that exacting.) On the other end, it could go as few as 1500 men.

Page 87-88
Regiments will often ‘pick up’ remnants or detachments from other formations. A temporary field assignment can easily become permanent and it is commonplace for
Reconnaissance, Cavalry, Artillery and Armoured units to have part of their complement detached and assigned to Infantry formations. Similarly, infantry platoons or armoured
fist squads are attached to more specialised formations to provide close support. This practice is inconsistent at best and confined to those regiments that are well-trained enough
to benefit from combined arms tactics. It is the closest the Imperium comes to all-arms battle groups. Normally, these measures will be for the duration of a single campaign only,
although there is a tradition that some highly specialist units such as Ogryns and Rough Riders can become a permanent part of the unit they are seconded to. This is largely because
entire regiments of such specialists can prove unwieldy.


Given some of the problems facing logistics over long ranges that the Imperium deals with, lumping together reduced regiments in this fashion probably is the best solution to the possible
problem. On the other hand, it does offer the potential of increasing the flexibility and capabilities of a regiment which could be useful, especially coupling it with the experience of a veteran regiment.

Page 88
A regiment has a pool of offciers approximately double the number it needs to command each company and each platoon. When it is called up, some will remain to form the cadre for the next regiment to be raised on that world, the others will be adopted into the army staff as part of the Departmento Munitorum.


Officer redundancy in a regiment.

Page 88
Vehicles of the same type that are built of different Forge Worlds often have slightly different weapon combinations, and may also vary slightly in appearance. Ryza is notted for its proficency with
plasma weapons, for example, and because of this the Ryza pattern Demolisher has plasma cannon fitted in its sidesponsons rather than the heavy flamers commonly used in other Demolisher patterns.
Differences between specific patterns of a given vehicle and plasma sponsons.

PAge 91
Most Steel Legion regiments raised on Armageddon are destined for Imperial crusades and task forces elsewhere in the sector, however large contingents are retained as part of a standing planetary defence force. Suppplied with Chimaera armoured transports, the Steel Legion Planetary Defence Regiments are a highly mobile fighting force and were at the centre of virtually all operations during the war
the bulk of Steel Legions remain on Armageddon but others are exported elsewhere.

Page 90
The Imperial Guard is often likened to a sledgehammer – a huge and brutal weapon to use in battle. The Imperial Guard are not
a swift, decisive army like the Space Marines, instead they are used to bludgeon a foe into oblivion in bloody campaigns taking
months or even years. The might of the Imperial Guard can be turned to many specialised tasks, from sieges and siege-breaking
to trench battles over hundreds of miles of battle front and huge armoured thrusts by whole regiments of tanks.
IG roles and usage.

Page 90
Aided by senior staff, advisors and sometimes even members of the Ecclesiarchy, Guard Commanders turn the grand battle plans received from the Regional Commanders and war planners
into detailed orders which are communicated through Junior Officers to the troops. Leading often by example, Imperial Guard Commanders rarely have the luxury of fighting the war
from a secure bunker miles behind the lines, for them and their men the battle is fought at the sharp end behind a
lasgun or the hatch of a Leman Russ command tank.
More on IG officers.

Page 91
Ensuring that officers are held accountable for their soldiers’ actions and don’t waver from their duty are the Commissariat. Schooled in Imperial politics
and law at the Schola Progenium, Commissars are the political voice of the Imperium and are regularly called upon as judge and executioner for those officers and troops found
wanting in the eyes of the Emperor. In any campaign, Commissars will be found at the frontline urging on their comrades and exhorting greater deeds with stories of courage and heroism, their black
greatcoats and gleaming cap an inspiration to those that fear them. Loathed by many Guard regiments for their puritanical fanaticism,
Commissars are nevertheless one of the most effective forms of motivation in the Imperial Guard command hierarchy.
More Commissars.

Page 91
Steel Legion troopers are equipped with standard issue re-breathers and thick tunics as protection against the polluted atmosphere of the ash wastes on their
home planet. Most Steel Legion regiments raised on Armageddon are destined for Imperial crusades and task forces elsewhere in the sector; however large contingents are
retained as part of a standing planetary defence force. Supplied with Chimera armoured transports, the Steel Legion Planetary Defence Regiments
are a highly mobile fighting force and were at the centre of virtually all operations during the war, fighting desperately to ensure that Armageddon would not fall to
Ghazghkull’s hordes.
Steel Legion Guardsmen and PDF.

Page 91
Virtually all Imperial Guard regiments across the galaxy include some form of mobile heavy weapon or close infantry support, especially those with limited access to armoured fighting vehicles. Fire support squads are armed with far more heavy weapons than an ordinary Imperial Guard squad, and as a result can lay down considerably more long range firepower. Often tehse support wepaon teams are distributed within the forcec at squad or platoon level.
Mobile fire support for the IG.

Page 92
With access to the best equipment including Valkyrie Gunships, Stormtrooper squads are used to spearhead assaults on fortified enemy positions and key installations. During the counter-attack at Hive
Tempestora, Stormtrooper elements of the Cadian 271st led the offensive against the Orks, driving them back into the Hive and buying time for Steel Legion and Cadian armoured forces to establish the Morpheon Line

...

Of the five Stormtrooper companies that took part in the assault, two have since remained to conduct raids into the Hive to sabotage ongoing Ork manufacturing.
Storm trooper companies on Armageddon. Sort of an intermediary between Guardsmen and Space Marines.

Page 92
Ogryn units are closely monitored by members of the Commissariat for signs of stigma or mutation, however in the history of the Imperium remarkably few cases of corruption
have been recorded by the Departmento Munitorum.
Ogryn detachments. They seem to be remarkably resistant to chaos influence.

Page 92
Imperial Guard Snipers are armed with highly accurate sniper rifles and trained to eliminate enemy officers and other important targets.
..
During the decade long siege of Ansasus, a single Cadian Sniper by the name of Tuvala Zaban unwittingly became the focus of attention after reaching an unprecedented total of two hundred enemy kills.

..

Given the task of eliminating the rebel leadership on Ansasus, Zaban and his fellow snipers ranged undetected ahead of the main Guard armoured force, clearing rebel watch posts wherever they encountered them.
IG snipers. Cadians have their own snipers, although in this context they sound a bit more like light infantry/skirmishers.

Page 93
Special atmosphere filtration hoods and heavy fibremesh barding was used exnteisvely by the Steel Legion and Krieg Korps to protect the horse's head and flanks from Armageddon's polluted condtions.
Able to penetrate deep into the mountains and forests of the equatorial region, small companies of Imperial Guard Rough Riders worked successfully in keeping the region clear
of Ork camps and the roads open to Imperial supply convoys. Their ability to remain virtually completely self-sufficient in the field for long periods of time have made the Rough Riders an archaic
yet vital part of the Imperial war effort on Armageddon.
Rough Riders on Armageddon. Even the Kriegers needed protection. Steel Legion also has its own Rough riders. I do have to wonder how one stays self sufficient on a hive World though.

Page 93
The Valkyrie is a twin-engine attack skimmer used exclusively by the Imperial Guard for aerial insertions and coert drops. With a crew of five, including two door gunners
and a crew chief, the Valkyrie can carry up to ten fully equipped Strom Troopers with all necessary ancillary supplies and deploy them straight into the thick of the action.
Only ten troopers? I'd expect them to have a larger troop carrying capacity. The Valkyrie and vulture, it should be noted, are explicitly listed as Guard units, separate from the naval units (fighters and starships.)

Page 93
the Vulture is a gunship, replacing the transport compartment in favour of a large weapons load. Vultures usually fly in support of Valkyrie operations, providing heavy firepower as the airbourne
troops go in. A flight of Valkyries will often be supported by a single Vulture, whose task is to engage the enemy with its full firepower at the moment of insertion, when the infantry are at their most vulnerable. The
Vulture can also provide heavy hitting power for lightly equipped drop troop regiments, who lack artillery and tank support. The Vulture’s variable weapons configuation means that it can fulfil any role required, from
providing anti-tank fire with its Hellstrike Missiles, to strafing infantry with its autocannon and heavy bolters.
A single Vulture to several Valkyries seems to be the usual ratio, but given the Valkyries can provide aerial support as well that's not terribly surprising.

Page 94
Capable of fording water up to ten metres deep, the Chimera can easily accomodate ten fully equipped guardsmen and all their neccessary supplies within its ceramite armoured hold.

Although the Chimera's standard pattern includes a small turret mounted multilaser for close support, a number of forge worlds have successfully refitted the mount to take linked heavy bolters, heavy flamers, and even an autocannon. The Chimera’s greatest strength however is in its ultra-reliable powerplant. Originally manufactured for the heavier A-50 Armoured Transport, the heavy duty turbine engine pre-dates the Chimera by several hundred years. Although considered old even by Imperial standards, the Chimera’s A-50 turbine has proven to be so robust that the Adeptus Mechanicus have declared it sacrosanct and forbidden its replacement.
Chimeras can ford water deeper than the vehicle's height, amusingly. Must be incredibly airtight. Note the ceramite armour.

Weapons are variable up to and including autocannon.

The bit about the powerplant is interesting considering that Forgeworld listed them with a different powerplant entirely. I guess the AdMech changed its mind. This particular engine appears to be a turbine engine, which isnt what is listed in the IA books.

Page 94
With its ability to douse a target in gallons of burning fuel, there is very little protection against an attack that incinerates troops and cooks crews inside their vehicless.
Hellhound incinerates troops with "gallons" of gasoline. Assuming several hundred MJ to incinerate several troops (500-1000 KJ/kg roughly and 2-3 troops) would be 20-30 MJ/kg of flame fuel.

Page 94
Refitted with a fully enclosed and sealed cockpit against the polluted conditions prevalent on armageddon.

..

Across the Fire Wastes, Sentinels
were extensively used to scout out pockets of Ork resistance
prior to calling in artillery fire missions.
Armageddon Sentinels are self contained.

Page 95
Standing 3.25 metres tall from ground to the upper track rail, the Leman Russ is instantly recongisable

...

Fitted with a gyrostabilised main gun, the Leman Russ can accurately engage its target both on the move and hull down, making it one of the most advanced armoured fighting vehicles in the Imperial Guard arsenal. With a water-cooled jacket surrounding the main gun and a transverse turbine engine.
Leman Russ tank.. 3.25 meters tall. Not including turret, but it does seem a bit shorter than IA Russes since that one is 4.4 m tall roughly with turret (I doubt the turret itself is over a meter tall. half a meter or so tops.)

The details of a gyrostabilized main gun allowing fire on the move is also interesting since IA doesn't allow that, nor does the cooling jacket on the gun (possibly to explain its thickness) or the turbine engine.

Page 95
With a shorter ranged main gun, the Demolisher uses high explosive concussion shells to smash thorugh enemy infantry lines and shatter fortifications. The Demolisher's sponsons have been refitted to accomodate either plasma cannons or heavy flamers, making it particularily adept at trench clearing..
Its worth noting the plasma cannon are of similar range to the Demolisher.

Page 95
Once manufactured in vast numbers, the ability to produce a Vanquisher is virtually lost to the Imperium bar a handful of factories on Stygies and Gryphonne IV. The long-barrelled main gun was devised as a way of providing more advanced anti-tank capabilities, the Vanquisher cannon being able to fire adamantium core "penetrator" shells in addition to the normal complement of high-explosive rounds.
I kind of doubt this, since we see mention of lots of other Forge worlds making their own Vanquisher variants.

Admantium core "penetrators" sounds like an APCR rounds or something similar, but it might be an APDS round too. That they use Adamantium suggests that the metal is a rather dense material, similar to depleted uranium or tungsten (the metals used in modern rounds) or tungsten carbied (slightly less dense than DU or tungsten)


Page 95
Unfortunately, the complexity involved in manufacturing the multi-layered barrel for the Vanquisher meant that only a small number of Forge Worlds had the materials and expertise to produce them, this number dwindling even further after several key manufacturing sectors were overrun during the Skarath uprising. With parts for the Vanquisher restricted and in very short supply, the once common sight of its trademark long barrel is now often only seen in larger tank companies where a single variant is used as the company’s command tank.
More on the "limited numbers" aspect of Vanquishers.

Page 96
The Griffon is a short-range support vehicle, ,designed to provide Imperial Guard infantry companies with their own organic self-propelled artillery.
This would suggest Girffon mortars are fairly common.

Page 96
"May either shoot normally or fire a barrage. May only use indirect fire ability when firing barrages.
Indirect fire commentary. Most artillery platforms can do this. For Griffons it suggests at least 8 km ranges.. Basilisks should be considerably longer ranged.


Page 96
The Griffon has fallen out of favour with many Imperial Guard regiments in recent years, due to its
comparatively short range when compared to other dedicated motorised artillery units.
...
The Griffon heavy mortar is most often found attached to mechanised infantry companies where its short operational range is an advantage to the highly mobile nature of ‘Armoured Fist’ platoons.
Mortars seem to be faster and more flexible with armoured fists. Basilisks presumably are used in more static formations.


Page 96
In what was reputed to be one of the longest artillery duels during the Third Armageddon War over two hundred Basilisks engaged Ghazghkull’s Gargant construction yards deep in the Blackfire Mountains for three
weeks. Constantly under fire from the Orks’ own heavy batteries, the three battalions of Steel Legion 7th Artillery kept up a persistent exchange of shells day and night for the entire duration of the assault. With Trojan gun carriers and Mag-rail trains maintaining a continuous supply of parts and munitions, the two hundred Basilisks reduced the Gargant construction yards to a complete ruin, whilst sustaining less
than twenty percent casualties.
200 basilisks comrpise 3 battalions (1 regiment?) Deep inside a mountain range suggests a fairly substantial range although without knowing the exact position and size of the range, sadly.

3 weeks of constant bombardment is impressive, but obviously needs continuous supply.

Page 96
The Bombard cannon does not boast the same kind of range as the more common Earthshaker gun, but what it lacks in range it more than makes up for in destructive power. Most bombard shells use high explosive concussion munitions, which rely on the detonation shockwave to breach defence lines, shatter buildings and crush enemy infantry and tanks. In more unusual circumstances, the Bombard cannon can be used to deliver promethium vapour shells which seed the air with promethium just prior to impact. The resutling detonation ignites the fuel, resulting in a catastrophic airburst that can crush bones, shatters rock and sucks the air from the lungs of thsoe who escape teh blast.
Fuel air explosives with bombard shells as well as HE shells.

Page 97
When General Kurov saw an opportunity to counter-attack the Rok sites at Infernus and Hades South, his first request was to the Manticore batteries attached to the 17th Cadian Expeditionary Force. With the Hades Rok site less than thirty kilometres from the port, ,the Manticores were right at the edge of their operational range, howver they did offer one avantage over the Basilisk. Where the Eartthshaker gun could keep up a steady barrage of shells, the Manticore delivered its entire payload in a single devastating missile salvo.
These manticore batteries had an effective range of ~30 km. It is interesting that range is not one of the Manticore's advantage over the Basilisk (although not surprising considering Basiliks can go up to 100 km away.) Presumably Manticores can have longer ranges as well.

Page 97
Deathstrike batteries have become an increasingly rare sight on Imperial battlefields; the size and logistics of their deployment often seeing them overlooked in favour of more mobile units such as the Manticore. The one edge that the Deathstrike has over its smaller brethren is its extreme range and payload size.
Advantages of Deathstrike over Manticore.

Page 97
The Deathstrike missile is a oneshot intercontinental solid fuel vehicle, which has an operational range measured in thousands of kilometres. Due to their size Deathstrike batteries are only deployed when a large strike is required on a key target beyond the range of conventional artillery. Able to carry a range of payloads from plasma and vortex warheads to biologicla pathogens, the Deathstrike has a reach unparalleled by any other Imperial Guard unit. On Armageddon, Deathstrike batteries located at Helsreach Hive were able to provide support for the defendrers of Volcanus Hive, even though Volcanus was on the other side of the planet!
A glorified ICBM designed to carry what amount to WMDs, it also gives the IG a long range strategic nuclear capability, arguably.

"on the other side of the planet" suggests ranges could be up to tens of thousands of km.

The interesting implication here is in the fact that Deathstrikes are similar IIRC to the missiles some Titans mount, suggesting Titans and similar vehicles (including, possibly, the larger kinds of fighters) could achieve similar range and performance (such as the Atlas megaton range bombardment nuke.)

Page 97
Manufactured on hundreds of Forge Worlds, the Hydra is armed with four long-barreld autocannons linked to a predictive sensor array and tracking turret. Capable of firing up to six hundred explosive rounds per minute, the Hydra is the Imperial Guard’s primary defence against enemy ground attack aircraft and is frequently deployed in support of armoured columns and fixed artillery companies. When the threat of attack from the air is not immediate, Hydra crews have also been known to put the quad autocannons to good use against enemy infantry and light vehicles.
Hydras have a 600 rpm fire rate (10 rounds/second, or 2.5 rounds/sec per gun) and a "predictive sensor array'.) Hydras can also be used in an antipersonnel and nati-vehicle role.

Page 98
Although all three Baneblades were eventually overwhelmed and Hyperia itself lost, the final transmissions of Major Drenner were studiously recorded and archived by the orbiting Imperial Navy battlegroup before it was forced to withdraw.
Oribtal forces observed and recorded transmissions from a Baneblade.

Page 98
Powered by the Shadowsword's massive turbine engines, the Volcano Cannon draws so much power from the power plant that they must first de-couple from the main drive train in order ot fire.
Volcano's powerplant can power the Shadwosword's Volcano cannon.

Page 100
All shipping within the Imperium, apart from a few ships belonging to the Space Marines and Adeptus organisations, fall s under the jurisdiction of the Fleet.
Again as usual the excpetions to the "the Navy owns all starships" lies with other groups like the Space Marines and AdMech.


Page 100
In addition, both Imperial Guard and Space Marine formations rely on Imperial Navy Thunderbolt fighters and Marauder bombers to provide their ground
troops with the bulk of their air support.
Thunderbolts and Marauders support both the Guard AD space Marines. I Guess Thunderhawks aren't always enough.

Page 100
Originally part of Battlefleet Obscuras, the Gryphonne Probatii saw action during the Gothic War as part of Operation Fell Hand to retake the Blackstone Fortress at Shindlegeist, but it was crippled during the three day battle against Abaddon’s fleet. Docked for repairs that took close to a decade, the Probatii was returned to Obscuras where it served out under several generations of captain as the flagship for the Iderion Worlds Crusade force, leading the Imperial forces to victory forty years later.
3 day battle between Imperial and Chaos forces. Repairs on a battleship took nearly 10 years.

Page 100
Arriving eighty days after the initial invasion, both the Probatii and the Veritas formed the backbone of Admiral Parol’s defence of the Armageddon sector.
We migth conjecture from maps and assuming it served with te Segemntum capital (Cypra Mundi) It's around 10-15K LY at least.. average FTL speed would be between 45,000-70,000c, assuming zero mobilization time. Should be accurate to within an OoM though given usual circumstances.

Page 100
Of the fifteen squadrons that made up Admiral Parol’s battlegroup, over a third of the ships were of the Lunar
class.

..

Hamma’. Reinforced by Endeavour class Light Cruisers and Falchion class Escorts from the Voss
shipyards, the Lunar class Cruiser has taken the lead in the offensive against the Ork fleets assaulting Armageddon
15 squadrons presumably was Parol's initial "battlegroup" - 30-45 cruisers, 10-15 of which are Lunars. Plus 2-4 battleships and however many escorts. This is only part of the whole of Battlefleet armageddon, again.

Page 101
When Ghazghkull launched his attack on Armageddon, it was the squadrons of the Imperial Navy that bore the initial brunt and suffered ruinous losses. Of the one
hundred and eighteen Thunderbolt squadrons launched by the Navy, less than thirty returned after their initial sorties.
118 initial T-bolt squadrons. Assuming between 6 and 16 fighters per squadron would be between 700 and 1900 fighters. Would not include the bombers, lightnings, and the aforementioned Fury interceptors, but probably represents the bulk of the fighters.

Page 101
Operating mainly without the benefit of fighter support and flying at night, the Marauder squadrons punished the Orks hard for their earlier victories. With a life expectancy measured in weeks at best,
the bombers nevertheless kept flying and at the turn of the war they were finally given the opportunity for revenge.
Life expetency of bomber squads in the early battles of the Armageddon war.

Page 102
A Titan is a gargantuan land-battleship powered by advanced technology. Its armoured carapacec is capable of withstanding heavy damage, whilst its armaments can level whole cities.
Obligatory "titans can level cities" fluff.

Page 104
Whole planets are razed, millions of captives are put to work in crude factories building ever more weapons and vehicles, fuelling the massive Ork thirst for domination.
As mentioned, Orks use slave labor and captured factories.

Page 104
Luckily, the billions of Orks spread throughout the galaxy spend so much time fighting each other that their desire for battle is generally sated unless they find themselves faced with an obvious threat. If all the Orks were ever to band together into a single Waaagh, nothing in the galaxy would ahve the power to stop them.
"billions" of orks is almost certainly an underestimate, since they are supposed to vastly outnumber humanity. Especially if they could conquer the galaxy when united.

Page 104
This ancient Ork race appears to have been divided into three distinct physical castes: the slave caste called Grots, the warrior caste called Orks, and the master or ruling caste known to the Orks as Brain Boyz. The Brain Boyz were the driving force behind the civilisation, developing technology and directing the other castes.

...

Fortunately for the Orks, the Brain Boyz evidently predicted what would happen and took steps to preserve what they could of their knowledge by engineering it into the genetic structure of their slaves. It is as
a result of the Brain Boyz’ efforts that Orks have such a relatively high level of technology today.
Ork Origins.

Page 105
A typical Ork stands about the same height as a man, but would be taller if he stood up straight. They have robust and muscular frames, with strong, long arms that end in clumsy fingers capable of a vice-like grip. Their skulls are thick with heavy protruding brow-ridges shading their savage red eyes
Ork physiology.

Page 105
The Ork mind is curiously specialised: it is devoted wholly to the pursuit of power and war. Orks are brave and tough, and their bodies have a natural resilience which allows them to survive traumatic injuries and the most primitive surgery. They feel very little pain and can keep fighting even if they lose a limb or sustain a major body wound. Their blood carries a symbiotic algae through their veins, digesting and
reconstituting damaged body tissue and even rebuilding major organs. This unusual physique is common to both Orks and their smaller cousins, the Grots. In the case of Orks
the ability to survive damage is more highly developed than amongst Grots.
Ork durability, including the "algae bits digesting and regneerating tissue and rebuilding organs."

Page 105
Though smaller, Grots are more clever and cunning. Orks are lazy and forgetful, and organisation is not their strong point. Only the preparation for war and the excitement of battle really bring out an Ork’s
innate talents. Because of this, most of the day-to-day running of Ork society – finding and preparing food, taking messages, handling information, fetching and carrying things,
organising belongings and so on are left to Grots.


Grot/Gretchin.. the middle class of Ork society.

Page 105
Although it may seem very strange to humans, these Oddboyz all possess an intuitive understanding of complex technical matters. For example, a Mekboy knows how to create engines
and generators even though he has never been taught to do so. If asked where his knowledge comes from he might say that engineering and mechanics were in his blood. If the Imperium’s scientists are correct then this would be almost literally true! If appears that bound up within an Ork’s genetic structure are artificial DNA strands that carry knowledge. Possibly these DNA strands were implanted intothe Ork metabolism by the Brain Boyz to enable the Orks to survive without their masters. As an Ork matures, any latent knowledge inherent in his genetic structure starts to make itself felt, and he assumes a role in society to which he is best suited.
Oddboyz.. Ork specialists, including the genetic knowledge bit.

Page 105
The basic Ork fighting unit is the warband, an organisation roughly equivalent to a company in human military terms A warband can comprise anywhere from between thirty and three hundred Boyz plus their assorted war machiens and is commanded by a large and aggrgessive Ork chieftan aclled the Warboss and his personal retinue of Ork Nobz.

..

Warbands can be independent, but are usually organised into larger groupings called tribes that are led by powerful Orks known as Warlords. A tribe is roughly analogous to an army or the inhabitants of a planet, but because Orks don’t always settle in one place for very long, tribes are more important than planets to Ork society.

...

A tribe can comprise anything from several hundred to tens of thousands of Orks and will usually control an entire continent or world. More commonly, a vaguely habitable world will sustain several Ork tribes in a more or less perpetual state of war with each other until they join in a Waaagh agains tnon ORks.
Ork organization.

Page 106
Shootas: The term shoota covers a wide variety of crude machine guns and cannons which spit out a hail of bullets
with accompanying bone-breaking recoil and loud explosions.
Shootas defined.

Page 106
Orks are a highly successful race; they seem able to survive, expand and prosper almost effortlessly in comparison to struggling humanity. The Ork character, which is strong and virtually invulnerable, has its reflection in the warp in the form of the mighty, belligerent and boisterous Ork gods known as Mork and Gork. Gork and Mork are never defeated, they simply shrug off the blows of the other gods and laugh at them. Gork grins, bears his teeth, and lands a mighty blow on the head of his adversary with his gigantic club. Or Mork, master of low cunning, waits until his foe isn’t
looking and then clobbers him with a low blow.

..

An idea of the appearance of the Ork gods can be gained simply by looking at an Ork Gargant, which are constructed in the image of the Ork gods. The Mekboyz who build them try to create something that represents the essence of Orkishnesss in mechanical form. A Gargant is consequently both the ultimate war machine and a religious idol. great machines behave very much like Ork gods – they
lumber about, leaving a trail of devastation in their wake. They go exactly where they please, striding from planet to
planet, and they never shun a fight.
Ork nature and Ork Gods

Page 107
Orks make all kinds of weapons including types based roughly on those used by Imperial forces and the Eldar. This means the Orks have their own versions of boltguns, flamers,
missile launchers and so on. Although Orks understand laser technology, they don’t really care very much for lasguns and laspistols, which are not nearly noisy enough for Orky tastes
Ork technology

Page 107
Orks are evolved primarily for fighting, and this sometimes leads to rivalry and even outright war between the different tribes. Although this gives the impression that Orks are
disorganised and rebellious, they are actually capable of a high degree of co-operation. The Techno-magi of the Adeptus Mechanicus have identified low levels of background psychic
energy in the minds of Orks and Grots, and this seems to act like a hormonal stimulus, establishing territories and who is who in the hierarchy of Orkdom.

As a particular Ork Warlord grows in power, other Orks are attracted to his armies, and clamour to assume subordinate positions under his command. This means that Ork armies can assemble very quickly, growing into massive hordes, appearing out of nowhere and attacking unsuspecting planets.

This process is controlled in some way by the Ork psyche. When massive Ork armies embark upon wars of conquest, this psychic stimulus gives rise to what the Orks call a
Waaagh! The Waaagh takes hold in the minds of every Ork and Grots, driving them towards fresh conquests upon a wave of bloodthirsty euphoria. A Waaagh will last until the
Orks are defeated or until they run out of enemies, after which the armies will dissipate and the various Ork factions divide into mutually antagonistic tribes once more.
The psychic side of the Orkish race. In practice it serves as both a low level command and control on a large scale and in long term. The Psychic power assembles troops (including reinforcements) dictates the manner in which they fight (if something doesnt work they change it to suit tactics.), R&D and industry, and so forth.

Page 108
Ghazgahkull pulled off the seemingly impossible by uniting over a dozen of the sector's most notorious Warlords with the promise of a grreat and glorious fight in the name of Gork and Mork. With a force numbering into the millions, Ghazghkull's rise to a Warlord of such stature has been nothing short of meteoric,
Ork forces in the "Millions"

Page 109
Their [Ork Nobz] powerful physical frame encased in mega-armour is almost a match for a Space MArine Terminator,
Ork version of Terminator armor.

Page 109
....although lightly armoured in comparison to the largest of their kind, are nevertheless tough enough to withstand all but the most direct killing blow.
..

their [ork] size and strength a match even fro the elite Adeptus Astartes.

...

united under Ghazghkull's personal banner, the number of Ork Boyz on Armageddon numbers in the tens of millions.
Despite lacking the high end gear of the Space Marines, Orks natural capabilities give them many advatnages close to Space Marines.

Now Ork numbers are in "tens of millions"

Page 110
Carved into solid rock two thousand feet up in the Messnier Mountains, the Vox-Relay Station “Eagle’s Reach” was considered to be one of the most secure and impregnable facilities on Armageddon.
Vox relay station 2,000 feet up.

Page 110
Showing a remarkable grasp of discipline and squad level tactics, traits not generally associated with Orks, the Kommandos took the station virtually without a
fight. Under the Orks’ control, Ghazghkull used the station not only to disrupt communications in the southern hemisphere, but also to broadcast directly to the Imperial
forces in the field. Ghazghkull’s grasp of propaganda and the effect on morale was not lost on the Southern Imperial Commander who was forced to make arrangements for the
elimination of the station.


Ork commandos take the aforementioned relay station.

Page 112
Although no match for the Leman Russ, Land Raider or Predator, the sheer number of gunwagons present in Ghazghkull’s invasion force made
them a potent threat and more than capable of breaking the Imperial defences by weight of numbers alone. Each gunwagon is as individual as its crew; some are fitted with
Kannon’s, others with energy weapons such as the Zzap Gun. The greatest threat that these vehicles represent is the ease with which they can be manufactured. Ghazghkull’s
mekaniaks seem to be able to produce an endless line gunwagons. Eliminating the Ork’s production facilities has become one of the Imperial force’s most urgent tasks
Inferior as they are in some ways, Ork vehicles can move fast and are easily built in large numbers.
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andrewgpaul
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Only ten troopers? I'd expect them to have a larger troop carrying capacity. The Valkyrie and vulture, it should be noted, are explicitly listed as Guard units, separate from the naval units (fighters and starships.)
Forge World's Imperial Armour books (specifically volumes 1,2,3 and 8 ) list them as being used by Navy Tactical Wings and as part of Elysian Drop Troop regiments. There's always an exception to the rule. :)
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Serafina
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Re: Epic 40K analysis thread (all versions)

Post by Serafina »

Only ten troopers? I'd expect them to have a larger troop carrying capacity. The Valkyrie and vulture, it should be noted, are explicitly listed as Guard units, separate from the naval units (fighters and starships.)
This is somewhat contradicted by the current IG-codex - Valkyries and Vultures are normally in the possession of the Imperial Navy (which isn't limited to space forces, but also includes air forces) and assigned to IG-units as needed.
However, it often happens (not just with Valkyries, but other units as well) that those temporary assignments become permanent - at least for the duration of a campaign. Some regiments have their own Valkyries, such as the Elysian Drop Troopers.

As for transport capacity - it's about 12 troops per that codex. Note that those troops can be deployed rapidly, while the Valkyrie is moving at full speed. That's pretty impressive - it's essentially as mobile as a helicopter, but due to the way grav-chutes work they can deploy their troops much more rapidly.
They can also deploy some specialized Sentinel-variants that way, and some stationary turrets.

Valkyries (and most likely Vultures as well) are also capable of flying into low orbit. Those that are assigned to IG-units for a longer time are usually equipped with extra armor, which robs them of that capability. Basically, the standard variant is used for initial assaults, and once they are on the ground they prefer the additional survivability.
A single Vulture to several Valkyries seems to be the usual ratio, but given the Valkyries can provide aerial support as well that's not terribly surprising.
The Vulture is more of a "hit&run" attack helicopter/bomber combination and carries about twice the weapon loadout of Vultures, and some ordonance the Vulture can't carry.
The details of a gyrostabilized main gun allowing fire on the move is also interesting since IA doesn't allow that, nor does the cooling jacket on the gun (possibly to explain its thickness) or the turbine engine.
You have that capability in tge current IG-codex as well - an advancing (tough not at top speed) Leman Russ (including variants) can always fire it's main gun in addition to any other weapons. So yes, they can advance and fire.
These manticore batteries had an effective range of ~30 km. It is interesting that range is not one of the Manticore's advantage over the Basilisk (although not surprising considering Basiliks can go up to 100 km away.) Presumably Manticores can have longer ranges as well.
Manticore missile artillery has shorter range according to the current IG-codex. Note that that refers to the standard missile, which carries multiple warheads - other missiles might exist.
Also, they can be modified to fire all their missiles in one salvo - essentially an equivalent to WWII rocket artillery.
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andrewgpaul
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Where does it say that Valkyries have orbit capability? Codex: Imperial Guard says nothing, and Imperial Armour volume 1 - Imperial Guard and Imperial Navy explicitly states they're atmospheric only.

The Valkyrie as statted in Epic has a crew of five. the 40K model has a crew of up to four - the door gunners are optional, and there's no crew chief. Presumably that's how they can squeeze in two extra guardsmen, but they have to work the door controls on their own. :)
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

The last part of Epic Armageddon, and then we bid adieu to the Epic Analysis.. at least until something Epic comes to my attention or they decide to redo this the way they did Space Hulk.... enjoy


PAge 112
What Ork could possibly resist the idea of a four-barreled weapon capable of pumping out hundreds of shells per minute!

With just a single Ork
gunner in charge of the weapons controls, The Flakwagon does not boast the same degree of automated or accurate target tracking systems that the Hydra has. Nevertheless a
particularly skilled or experienced Ork is more then capable of predicting the movements of ground attack aircraft and unleash hundreds of rounds of heavy slugs a minute in their
direction.
Ork antiaircraft is manually controlled, fires hundreds of rounds per minute (3-4 shots a second at least.)

Page 113
The Battlefortress, and its closely related counterpart, the Gunfortress, are huge versions of Ork battlewagons and gunwagons respectively. With additional weaponry and the
benefit of more armour plating, these super heavy vehicles are usually only seen in engagements where one of more Ork Warlords are present or a large proportion of the force is
made up of more influential Nobz. Their increase in firepower turns what were already effective fighting vehicles into a truly formidable ones, putting them close on a par with
the Imperium’s Baneblade.
Ork superheavies. Better quality than their regular vehicles.

Page 114
During the assault on the Helsreach shipyards, three Dreadnought Mobs descended on the Ironside Docks, their thickly armoured hides and heavy shootas easily outshooting the lightly armed
Hive Militia. The predictable result was a massacre of the Imperial defenders, resulting in the Orks holding the shipyards for several weeks until Space Marine and Stormtrooper reinforcements drove them back out.
Ork Dreadnoughts impervious to militia weaponry, and Armageddon had their own naval docks (Water based naval)

Page 115
Supa-Stompas occupy a middle ground between the smaller Stompa and a fully fledged Gargant. With an impressive array of weapons, Supa-Stompas are most often commanded by Boss
Meks who have built one for themselves from the spare scrap left over from a Gargant construction. Supa-Stompas are deadly tank killers and more than capable of taking on an Imperial
Titan far greater in size if they have to.

...Although considerably smaller than the behemoth Gargants, Stompas are still a well armed and armoured walker and a fitting platform for a Warlord to bellow orders at his Boyz from.
Mini titan, basically.

Page 116
Standing the height of a four storey building and bristling with guns and kustom force fields, the Gargant is the most prominent War Engine constructed by the Orks.

..
Although not as technologically advanced as the Titans and other great war machines of the Adeptus Mechanicus, Gargants are nevertheless lumbering bastions of
destruction, more thancapable of obliterating entire companies of infantry and tanks.
Gargants. Note the height (4 storey) and use of force fields.

Page 117
Ork Landas are large transport aircraft that are used to land Orks from orbiting spacecraft and to move them about quickly once they are on a planet’s surface. Landas are a classic example of Ork design, being huge ungainly machines that are brutally efficient at the task for which they are designed.

..

However, while not nimble, the Landa is immensely tough, and it can shrug off damage that would send almost any other aircraft down in flames. In addition, the Landa’s hull is studded with numerous weapon turrets that are capable of laying down a withering hail of fire against any enemy aircraft that get too close, as well as being capable of providing supporting fire for troops as they disembark. Rockets located on the forward hull provide additional firepower for use against armoured targets.
Ork landing craft.

Page 118
With cavernous internal bays holding huge numbers of Orks and their many vehicles, Kroozers form the mainstay of the Ork fleet, hundreds of which assaulted Armageddon as part of Ghazghkull’s invasion force. Easily a match for an Imperial cruiser sized capital ship in firepower, Ork Kroozer Kaptins like nothing better than to use their ship’s massive engines to ram Imperial craft with their reinforced fang–like prow. With
most of the Orks’ gun batteries devastatingly effective at close range, Imperial Captains have learned to maintain a healthy distance form the Kroozers, punishing them at extreme range with Nova Cannon and torpedoes.
Ork cruisers. Carry impressive punch but with shorter range. Also like to ram.

Page 118
When Ghazghkull’s vast fleet was first detected entering the Armageddon sector, augers and long ranged sensors identified a new class of ship hidden amongst the clutter of Roks and Hulks. Classified
as a Battleship class, the new vessels were much larger even than the Kroozers, reconnaissance pictures of the fleet showing them bristling with heavy gun batteries and beam weapons along their flanks and dorsal superstructure. Four of the ships became notorious during the campaign for their involvement in the invasion, most notably the Dethdeala and Gorbag’s Revenge. As invasion flagships, these two vessels
alone landed close to two hundred thousand Orks onto Armageddon via teleporta and landakraft before withdrawing to spearhead the hunt for the withdrawing Imperial Navy
Self explanatory.

Page 120
“Myriad are the ways of war. The lightning strike, the tenacious defence, the cunning ruse; all have their time and
place, oft as not dictated by the lie of the land or balance of forces that you find at your disposal. The art of war
is learning how to bind the tactics, terrain and forces at your command to your advantage.”
Imperium Tactica
Again self explanatory.

Page 126
“Do not throw your forces blindly into battle. Before committing your forces, examine the situation. Review your own strength, and that of your enemy. Remember your own objectives, and try to anticipate those of your
opponent. Then select those of your troops best suited to the task in hand.”
Imperium Tactica
Despite this advice, some Imperial commanders to precisely that.

PAge 128
Space Marines are divided into companies, the exact number of which varies from Chapter to Chapter but is typically ten. A company is led by a Space Marine Captain. There are ten squads to a company, and each squad consists of nine Space Marines plus a Space Marine Sergeant.
number of companies can sometimes very, but squad numbers don't very quite as much.

Page 129
The Tenth Company forms a training company. and is comprised of Scout squads. Its sergeants are older veterans but its fighting Space Marines are the Chapter’s least experienced warriors. After a period in the training company, Space Marines are allotted to other companies to replace battle casualties.
Scout company.

Page 129
The squads that make up a company are organised into ad-hoc formations called detachments when they undertake a mission. Although a detachment can theoretically include any of the units from a chapter, the Codex Astartes details a number of standard detachments which it recommends be used in most circumstances.
detachments are probably the term for forces less than company strength but greater than a squad.

Page 129
The Adeptus Terra has never felt it neccesary to enforce hte Codex absolutely. Indeed, it is doubtful if it could. However, with subsequent foundings they have always favoroued the Ultramarine's gene-seed and created new Codex Chapters from their line.
In other words they don't directly enforce it, but indirectly choose the one Legion/Chapter which is most likely to strictly adhere to it.

Page 132
The Imperial Guard is the largest and most diverse military organisation the galaxy has ever seen. Numbering in the billions and equipped with armoured vehicles, Artillery, antiaircraft and all the other adjuncts of armoured warfare, the Imperial Guard forms both the hammer and the anvil of the Imperium’s military might.
Guard numbers in the billions.

Page 132
The Regiments that make up the Imperial Guard are raised on different planets all across the Imperium, and because of this they do not wear standardised uniforms, follow identical tactical doctrines, or all use exactly the same sort of equipment. Regiments raised on the jungle Death World of Catachan, for example, tend to be lightly equipped assault troops, while those from the Agri-world of Atilla are mainly Rough Riders. Those raised on Armageddon make use of the planet’s vast industrial might to provide plentiful armoured fighting vehicles, and because of this they have become famous across the galaxy as Armageddon’s steel legions.
Armageddon (and presumably other Hives) more commonly have access to ground vehicles due to industrial potential.


Page 132
Armageddon has a massive population and is capable of raising a large number of Imperial Guard regiments in time of war. In the fighting taking place on Armageddon following
Ghazkghul’s invasion, Well over a hundred of the regiments fighting had ben raised on armageddon itself, and they form by far the largest contingent of the Imperial Guard forces fighting on the planet
over a hundred guard regiments laone with the Steel Legion on Armageddon. millions of troops easily.

Page 132
Armageddon is often called upon to raise regiments for major battles and campaigns all over the Armageddon sector. Regiments that fight off world like this are called 'tithed regiments' after the proceess whereby each world in the Imperium is required to offer up at lest 10% of the troops it raises and trains to the Departmento Munitorum for incorporation in the Imperial Guard.
"at least 10%" of the PDF

PAge 132
Tithed regiments are supplemented by troops raised on other worlds that are not found on Armageddon, such as Ratlings or Ogryns, as well as certain types of vehicle that are
not manufactured on the planet. Many of these tithed regiments have been recalled to the planet during the Third Armageddon War, so a good proportion of Steel Legion
regiments include troops not found on Armageddon itself.
Rather interesting that the Armageddon-raised regiments can be detached and returned specifically to re-take the planet. something similiar happened with the Cadians. It may be that such worlds (also like Valhalla, Attila, Krieg or Tallarn) are accorded special priveleges due to their "above average" status.

Page 132
This said, the bulk of the Steel Legion regiments fighting on Armageddon have never left the planet and are part of the Armageddon Planetary Defence Force. These regiments differ slightly from tithed regiments in the mix of units that they use, generally having no off-world auxilia or vehicles.
The main difference between IG and PDF units on armageddon is that the PDF are limited to stuff manufactured wholly onplanet.

Page 132
Regiments raised on Armageddon consist of twelve companies made up of a mix of infantry, artillery, armour and mechanised infantry companies. Although some regiments only include one type of company, the bulk are combined arms forces that include a mix of companies. However, the highly industrialise dnature of Armageddon means that a far higher proportion than normal are mechanised infantry, and its not uncommon for over 90% of a regiment to be made up of such units.
150-200 troops per company and 12 companies: 1800-2400 per regiment. I'm not sure what "combined force" or "kind of company" might mean, unless its referring to having armour and artillery as well. One wonders if perhapst hey might also have Storm Troopers and Valkyries/vultures.

I should note that even though it says Steel Legion companies are highly mechanized, I would note that it seems common for "small" regiments from even other planets (Cadia, as in Cadian Blood, or Valhalla from the Cain novels) to be wholly mechanised like the Steel Legion are.

Page 133
At full strength, infantry and mechanised infantry companies in Steel Legion regiments consist of a command section comprising a captain and his support staff, one fire support platoon with 10 heavy weapons teams, and three infantry platoons each with 50 men including 5 heavy weapon teams. This means that a full-strength company will number 175 men. However the casualties suffered during a campaign will quickly reduce the strength of a company, and it is not uncommon for a company’s fire support platoon to be detached from the company for special duties elsewhere. Because of this most ‘companies’ in a Steel Legion regiment
will be little larger than one of the platoons in a newly raised formation.
Allocation of heavy weapons teams among companies and platoon. At 175 men per company, a Steel Legion Regiment will be 2100 troops. Assuming that all the companies are infantry.

Page 133
Tank and artillery companies in a Steel Legion regiment consist of a command vehicle and three squadrons (in Tank companies) or batteries (in the artillery) with three vehicles
each. Tank and artillery companies are much more likely to operate at their full strength, as they are usually only directly engaged by the enemy in major battles with the result that
they are either operating at full strength or have suffered such heavy casualties that they need to be withdrawn from front-line duty and amalgamated with other similarly battered formations. Artillery, in particular, either survives a battle unscathed or is overrun or wiped out.
generally 9 tanks or artillery vehicles per company (3 squads of 3.. each squad probably is unifrom, but the types of squad in companies can differ.) If we assumed 2 Artillery and 2 tank companies total, that means 8 Infantry companies (1400 men), almost all (probably all, unless the other 10% is to protect vehicles) mechanized.

Page 133
As already noted, the most common type of company found in regiments raised on Armageddon are mechanised infantry companies, sometimes referred to as armoured fist
companies. These are similar in many respects to normal Imperial Guard infantry companies, except that all of the infantry that would normally have to move around on foot are provided with Chimera armoured transport vehicles. Mechanised infantry companies are normally quite rare in the Imperial Guard, as it is difficult for most planetary governors to obtain and maintain the vehicles for such a formation. However, Armageddon is one of the chief manufacturing planets for Chimeras, producing several hundred eevery day for tuse all across the Imperium.
In practice, even the infantry companies in the Guard won't neccesarily move just on foot . THey may comandeer local trucks, halftracks, etc. to move about when needed but the Chimera has the benefit of providing greater protection and added firepower that can be of use in direct combat.

I wouldn't read much into "rarity" as a rule, as there can be other kinds of transport vehicles (low grade rhinos for example) as well as other marks/patterns of other vehicle types. The fact Armageddon is noted for producing Chimeras may point out that other Hive worlds won't produce quite as many, but I'd still suspect that Industrial/Manufactorum worlds, Hive worlds, and the higher tech civilised worlds will be the ones most likely to have extensive armoured fist/mechanized forces.

Page 133
It is important not to overstate the number of mechanised infantry companies in each Steel Legion regiment. While its not uncommon for them to make up 90% of a regiment’s
companies, it is equally likely they account for less than a quarter of the units available, especially in Armageddon Steel Legion regiments that were raised as part of the Armageddon
Planetary Defence Force. Battlefield attrition can also be very high amongst lightly protected vehicles like Chimeras, and there have been numerous cases in the Armageddon campaign where a regiment has lost almost all of its Chimeras in battle, and has been reduced to using what were once mechanised infantry companies as plain old infantry.
Various reasons can dictate the actual number of mechanised forces being much lower.

Page 136
Orks are a tough, brutal and remarkably successful race, and rank amongst the most powerful warriors in the whole galaxy. They [orks] control a significant part of known space, but this sprawling territory is divided amongst thousands of individual Ork warlords. Were Orkdom ever to unite agianst the Imperium it is unlikely that humanity woudl survive very long. It is for this reason that Ghazghkul Thraka represents such a
potent threat to the Imperium, as he seems to be able to unit the warring Ork tribes in a way that no Ork leader has ever been able to achieve before. Two of the most deadly Waaaghs the Imperium have faced were led by Ghazghkull.
Ork distribution throughout the galaxy.

Page 136-137
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 his power and encouraging more and more Boyz to join the growing Waaagh. As Ork Boyz from nearby worlds gather they form into huge armies ready to do battle.
Mekboyz, the engineers and inventors of the Orkish race, also sense that something is brewing, and begin to build huge fighting machines in readiness for the coming war. At the very core of the Waaagh lies the construction of the gigantic war engines known as Gargants. Each Gargant is a towering war machine with awesome destructive powers. It is also a titanic, mechanical, fighting, fire-belching idol made
in the image of the Ork gods, and building Gargants is thus very much an act of worship for the Orks
There is a correlation between the power of an Ork and the threat he represents, largely in part due to the WAAAGH effect (more psychic power from greater concentrations of orks = the greater the range and strength WAAAGH inspired ideas will propogate.)

Gargants are also identified as focuses for Orkish belief, making them potent loci of psychic power (likely enhancing Orkish beliefs in their own capabilities as well as boosting the capabilities of the Gargants themselveves.)

Page 137
Ghazgkhull's War Horde is typical of these larger Ork armies. It includes Orks from several hundred tribes gathered frrom over a hundred planets, and includes members of all of the
major Ork clans, and quite a few minor ones too!
...
If Armgeddon falls, Ghazghkull could unify Orks across the entire sementum into an unstoppable Waaagh that might threaten Earth itself!
AGain, if Armageddon falls Ghazzie gains a ton more power which will likely propogate WAAAGH ideas throughout the Segmentum. Given how close Armageddon is to earth, this could be disastrous.

Page 142
The 10th fought a series of increasingly bloody engagements against the Ork forces, until they finally managed to breakout and rejoin the other defenders of Death Mire after five days of almost continuous conflict.
The long and bloody march cost the regiment over half of its men.
5 days of constant warfare and apparent movment of the 10th Minvervan Tank legion. This would suggest (in theory) that Russes can operate for at least 5 days without much support (similar to the short story Defixio in LEt the Galaxy Burn, and the tank regiments in Gunheads.[/quote]

Page 142
The 10th Minervan Tank Legion was at full strength at the start of the battle, and included companies of armoured infantry, tanks and self-propelled artillery. Although there are some minor differences between the uniforms and vehicle patterns used by the Minervan’s and those used by Armageddon Steel Legion formations, these can safely be ignored and a Minervan army can be represented by Steel Legion ‘stand-ins’. To be strictly accurate, any Minervan force should include a high proportion of Tank Companies, as these formed over half of the regiment’s total strength at the start of the campaign. However, over the course of the five-day breakout, the 10th fought numerous engagements where they fielded few if any tanks. This was especially true towards the end of the break-out, when heavy losses due to enemy action and
mechanical breakdown had reduced the number of Leman Russ tanks in the regiment to less than a quarter of their starting strength.
Minervan Tank Legion regiment. Similar to the Armageddon Steel Legions, in being extremely vehicle heavy, which suggests the idea that "high tech" hive and Industrial worlds (if not most civilised worlds in general) can afford to field such units more commonly than others. Distribution wise, however, the Minervans focus more on tanks (with over half the regiment tanks) and other armoured vehicles rather than mechanized infantry.

Page 145
The Angels of Fire 3rd Company was dropped behind Ork lines early in the campaign, and remained there for over a month.
Astartes forces operating for over a month behind enemy lines and without much support.

Page 160
Death Worlds Some planets are so inhospitable to life that they are called death worlds. On such worlds the environment itself becomes the enemy. The terrain of death worlds can vary widely. There are voracious jungle death worlds like Catachan and Canak, baking desert worlds like McIntyre IX, or the barren rocky worlds of the galactic core. These are grey, lifeless places, a tortured landscape 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.

Daemon Worlds
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 survived, but those who have, report such terrors as boiling lakes, rivers of blood and plains of skulls and bones where the bodies of the dead have lain unburied for centuries. Strange twisted towers of black stone scar the horizons. Great monuments to the Chaos Gods, menhirs, stone
circles, altars, unholy temples and shrines lie beneath skies burning with 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.

Desert Worlds
Not all deserts are like those on Earth. Many display the same characteristics of rolling sand dunes, outcrops of rock, tall spires and plunging canyons; but alien worlds have alien terrain. Across the galaxy many more exotic deserts exist, such as the pale blue cobalt 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 shelter, but many are exploited for their abundant natural resources. Mining stations, moisture farms and oil rigs, with their attendant pipelines, landing strips, roads and colony buildings dot the landscape. There are also oases of drinkable water or breathable air, often surrounded by the camps of native tribesmen.

Ice Worlds
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 pinnacles, 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 forests 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.

Agri-Worlds
As the forge worlds are to the Imperium’s industries so 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 populated as hive or forge worlds, although they still support many cities and towns.
Elaboration on various planet/terrain types.

Page 161
In the 41st Millennium the Imperium of Man extends across a million worlds, scattered throughout the far corners of the galaxy. The age of human expansion lies in the distant past
separated from the present by untold millennia of ignorance and barbarism.
A million worlds across the galaxy, and the usual "myth and superstiion" grimdark.

Page 161
Forge Worlds
The forge worlds are the ever-grinding heart of the Imperium’s industrial might. Each is ruled and maintained by the mysterious and arcane Adeptus Mechanicus, in the name of their Machine God. They are very heavily industrialised, with massive foundries, smelting works, weapons factories, power stations and refineries; all with tall chimneys belching smoke and centred around the Machine Cult’s temples. From their vast factories and unnumbered workshops roll the Imperium’s tools 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 has become so compressed that it has created a metres-thick artificial surface of compacted waste.
forge worlds.... having thousands of years of "metres thick" scrap on the surface is interesting. Assuming iron density and a 10 meter thick "crust", that mass could be equal to anything between the Earth's atmosphera nd the Earth's oceans.

Page 161
Primaeval Worlds
Many young worlds are still in the violent throes of their formation. These planets are dangerous places where massive volcanoes spew forth flames and lava to create a landscape of fire and rock. Strange basalt formations of twisted spires, or crystal forests created by the cooling lava dominate the sky lines. rivers of burning magma cut through the bare rock and there are lakes of boiling mud and geysers. Huge boulders thrown out by volcanic explosions litter the surface and the skies are black with ash clouds. Other primaeval worlds are covered with thick swamps. Steaming jungles of massive trees and ferns, heavily draped with vines, grow out of the primordial soup. Gasses released by decaying plant life bubble to the surface. A carpet of thick vegetation clings to everything.

In the area of the galaxy near the Eye of Terror there are many such worlds which were seeded by the Eldar to form potential colonies thousands of years before the fall of their civilisation. The Eldar call these places Maiden Worlds and view themselves as their guardians. Many wars have been fought between the Eldar and other races over the fate of the Maiden Worlds.

Hive Worlds
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 to their glittering summit. Conditions inside are 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 to fight its incessant wars.

On most Hive Worlds the land outside becomes a polluted desert, an area of ash wastes. Thousands of years of industrial dumping 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 kill a man and strip him to the bone in a matter of minutes. Few survive in the ash waste, it is an eerie place of halfburied ruins, weird mutants and renegades and outcasts from the
towering hives
More terrain. The bit about Eldar terraforming is interesting, as well as the Man made hives being "hundreds of miles" across at their bases (recalling the bit where Battleships can destroy Hive cities.

Page 165
Barrage Missile Launcher Unlimited 2D6BP, single-shot
Battle Claw n/a Assault Weapon, Macro-weapon, Extra Attack (+2), Titan Killer (D3)
Carapace Landing Pad n/a May split fire between two target formations.
Carapace Multi-Lasers 30cm AP5+/AT6+/AA5+
Chain Fist n/a Assault Weapon Macro-weapon, Extra Attack (+3)
Close Combat Head n/a +1 CC value, -1 FF value. May transport four Assault Marine units.
Corvus Assault Pod n/a Transport (May carry eight of the following units: Space Marine Tactical,
Assault, Devastator, Scout, Terminator or Dreadnought units. Terminator
and Dreadnoughts take up two transport spaces per unit).
Deathstrike Cannon 180cm 3BP, Macro-weapon, Slow-firing, halves Titan’s speed
Fire Control Centre n/a Re-roll one to hit dice per turn.
Gatling Blaster 45cm 4 x AP4+/AT4+
Harpoon Missile Unlimited MW4+, Single-shot, War Engines that take any damage join your side!
Inferno Gun 30cm 3BP, Macro-weapon, Ignore Cover
Laser Blaster 45cm 4 x AP5+/AT3+
Laser Burner n/a Assault Weapon, Extra Attack (+6)
Melta-Cannon 30cm MW2+, Titan Killer (D6)
Plasma Blastgun 45cm 2 x MW2+, Slow-firing
Plasma Cannon 75cm 4 x MW4+, Slow-firing
Plasma Destructor 90cm 4 x MW2+, Slow-firing, may not fire any other weapons
Power Fist n/a Assault Weapon, Macro-weapon, Extra Attack (+1) Titan Killer (D6)
Power Ram n/a Assault Weapon, Macro-weapon, Walkers knocked over (destroyed) if damaged
Power Saw n/a Assault Weapon Macro-weapon, Extra Attacks (+4)
Quake Cannon 120cm 3BP, Macro-weapon
Rocket Launcher 60cm 2BP
Trident 30cm MW3+, Titan Killer, ignores shields, always scores critical hit
Turbo-Laser Destructor 45cm 4 x AP5+/AT3+
Volcano Cannon 90cm MW2+, Titan killer (D3)
Vortex Missile unlimited MW2+ , One-shot, Titan Killer (D6), no LOF required
Vulcan Mega-Bolter 45cm 4 x AP3+/AT5+
Warp Missile Unlimited MW2+, Titan Killer (D3), ignores shields , one-shot, no LOF required
Weapon Head na +1 FF value, -1 CC value
Wrecker 15cm Assault Weapon, Macro-weapon, Titan Killer (D3), First Strike
Description of titan weapons, with game stats. Too lazy to remove the stats.

PAge 166
This is mainly because Orks do not have standardised, factory produced, cookie-cutter units like Imperial armies do. Instead, all of the equipment that they use is a ‘kustom job’ hand-made by an
Ork mekaniak.
Orks do not use mass production, standarised construction the way the Imperium does.

Page 167
Unit Counts As
Wildboyz - Ork Boyz
Shoota Boyz - Big Gunz
Weirdboyz - Big Gunz
Madboyz - Ork Boyz
Painboyz - Ork Nobz
Mekboy - Ork Nobz
Runtherd - Ork Nobz
Boarboyz - Ork Warbikes
Tinbotz - Killa Kans
Bonecruncha - Gunwagon

Unit Counts As
Bonebreaka - Gunwagon
Bowelburna - Skorcha
Braincrusha - Gunwagon
Gobsmasha - Gunwagon
Gutrippa - Gunwagon
Lungbursta - Gunwagon
Spleenrippa - Gunwagon
Squigoth - Battlewagon
Weirdboy Battle Tower - Battlewagon
Wartrak - Warbuggy

Unit Counts As
Shokk Attack Gun - Big Gun
Pulsa Rokkit - Big Gun
Hop Splat Gun - Big Gun
Squig Katapult - Big Gun
Traktor Kannon - Big Gun
Magna-Kannon - Soopagun
Gibletgrinda - Battlewagon
(yes, really!)
Skullhamma - Battlewagon
Other units from earlier editions of epic and their equivalencies in "Epic Armageddon"

Page 167
Gargant weapons

Unit Counts As
Battle Kannon Head - Gaze Of Mork
Battle Cannon Turret - Big Gun
Cluster Buster - Soopagun
Gork or Mork Head - Gaze of Mork
Deth Kannon - Supa-Zzap-Gun

Unit Counts As
Gatling Kannon - Soopagun
Gut-Buster Mega-Kannon - Soopagun
Magnum Mega-Kannon - Soopagun
Observation Turret 3 x - Big Shoota
Rippa Fist - Mega-choppa

Unit Counts As
Skorcha Turret - Skorcha
Slasha Attack Gun - Soopagun
Snappa - Soopagun
Supa-Lifta-Droppa - Supa-Zzap-Gun
Epic Armageddon Gargant eqivalenices.

Page 169

Baneblade
(Lucius Pattern)
The Mars Pattern
Baneblade is identical
except for minor
cosmetic differences.

(Counts as) Baneblade

Armament
1x Battle Cannon
1 x Autocannon
1 x Demolisher Cannon
3 x Heavy Bolter
2 x Lascannon

...

Capitol Imperialis: An updated version of this model will be released in 2005. Rules will be published at that time. For the moment, use the Leviathan stats that follow instead.

..


Chimera
with Heavy Bolter
turret

Counts as :Chimera

Armament
1 x Twin Heavy Bolter
1 x Heavy Bolter

Notes:
Transport
(as Chimera)

Chimera
with Plasma Cannon in
hull

Counts as :Chimera

Armament
1 x Multilaser
1 x Plasma Gun

Notes:
Transport
(as Chimera)
...

Chimera
with Heavy Flamer
turret
(Counts as) Chimera

Armament
1 x Heavy Flamer
1 x Heavy Bolter

Note:
Transport (as
Chimera)


Earthshaker Weapon
Platform

counts as: Earthshaker

Armament
1 x Earthshaker

..
Indirect Fire

...

Gorgon

Counts as: Chimera

Armament
1 x Heavy Flamer
1 x Mine Thrower

Notes:
Reinforced Armour.
Transport (4 units).
Ignore Dangerous
Terrain

...
.
Hellbore

Counts as:
Baneblade

Notes:
Tunneller. Reinforced
Armour. Thick Rear
Armour. Transport
(14 units).

..

Hydra Weapon
Platform
Counts as: Hydra

Armament
1 x Hydra Autocannon

..

Imperial Guard
Assault Troops

(Counts as)
Imperial Guard
Rough Riders

Weapons
Chainswords
Laspistols

(treated as)
Assault Weapons
Small Arms

Notes:
Jump Packs

..

Imperial Guard
Beastmen Squads

(count as)
Imperial Guard
Infantry


Armament
Lasguns

...

Imperial Guard
Bike Squad

(Counts as)
Imperial Guard
Rough Riders

Armament:
Chainswords
Bolters

(treated as)
Assault Weapons
Small Arms

Note
Mounted.

...

Imperial Guard Robot

(counts as) Ogryns

Equipped (robot)
1 x Autocannon
1 x Power Fist

(treated as)
Assault Weapon, Macroweapon,

Notes:
Extra Attack (+1)
Walker. Fearless.
More equivalencies.

Page 170
Leman Russ
Conqueror

Counts as:
Leman Russ

armament
1 x Conqueror Cannon
1 x Lascannon

Notes:
Reinforced Armour
..

Leman Russ
Destroyer Tank Hunter

Counts as:
Leman Russ

Armament:
1 x Laser Destroyer

notes:
Reinforced Armour

..

Leman Russ
Executioner

Counts as:
Leman Russ

Armament:
1 x Plasma Destroyer
1 x Lascannon

Nptes:
Reinforced Armour

...

Leman Russ
Thunderer Siege Tank

Counts as:
Leman Russ
Demolisher

Armament
1 x Demolisher Cannon
Notes:
Reinforced Armour

..

Leviathan
Command Centre

Counts as:
Baneblade

Armament:
1 x Battle Cannon
6 x Twin Lascannon
1 x Doomsday Cannon

Notes:
Supreme Commander.
Reinforced Armour.
Thick Rear Armour.
Transport (14 units).

...

Lightning

Counts as:
Thunderbolt

Armament
1 x Lighting Cannon (FxF)
1 x Twin Lascannon (FxF)


Lightning
Strike Fighters

Counts as:
Thunderbolt

Armamment
1 x Autocannon (FxF)
AA Missiles (FxF)
..
4 x AA6+

..


Manticore
Weapon Platform

Counts as:
Manticore

Armament:
1 x Rocket Launcher

...


Marauder Destroyer

Counts as:
Marauder

Armament:
3 x Twin Autocannon (FxF)
Twin Heavy Bolter (Rear)
Twin Assault Cannon (Rear)
2 x Underwing Rockets (FxF)
Bomb Racks (FxF)

....

Medusa

Counts as:
Griffon

Armament:
1 x Medusa Siege Gun
1 x Heavy Bolter

Indirect Fire

...

Mole

Counts as:
Chimera

Notes:
Tunneller. Reinforced
Armour. Transport
(4 units).

...

Mole Mortar

Counts as:
Imperial Guard
Fire Support


Armmament:
1 x Mole Mortar

Indirect Fire

Notes:
Mounted. (on a platform)

Rapier

Counts as:
Imperial Guard
Fire Support


Armamemnt:
1 x Rapier Laser Destroyer

Notes:
Mounted (platform).
Page 171
Salamander
Command

Counts as:
Salamander A

Armament:
1 x Heavy Flamer
1 x Heavy Bolter

Notes:
Leader (command vehicle)

...

Salamander Scout

counts as:
Salamander

Armamemnt:
1 x Autocannon
1 x Heavy Bolter

Notes:
Scout
...

Stormblade
(Mars Pattern)

counts as:
Baneblade

Armament:
1 x Plasma Blastgun
4 x Hellion Missile
4 x Heavy Bolter

Notes:
Reinforced Armour.

...

Stormblade
(Lucius Pattern)

Counts as)
Baneblade

Armament:
1 x Plasma Blastgun
3 x Heavy Bolter
2 x Lascannon

Notes:
Reinforced Armour.

...

Stormhammer

Counts as:
Baneblade

Armamemnt:
2 x Twin Demolisher Cannon
4 x Heavy Bolter

notes:
Reinforced Armour.

...

Stormsword
(Lucius Pattern)

Counts as:
Baneblade

Armamemnt:
1 x Siege Cannon
3 x Heavy Bolter
2 x Lascannon

Notes:
Reinforced Armour.

...

Tarantula

counts as:
Imperial Guard
Fire Support


Armamemnt:
1 x Tarantulas

Notes:
Mounted (on platform)

..
.
Termite

Counts as:
Chimera


Notes:
Tunneller. Transport
(2 units).

...

Thudd Gun

Counts as:
Imperial Guard
Fire Support

Armament:
1 x Thudd Gun

Notes:
Mounted. (on platform)

Trojan

Counts as:
Chimera

Armamemnt:
1 x Heavy Bolter

Notes:
Transport (one
weapon platform)
Still more equivalencies. As a final note on the equivalencies.. I mainly include them as a 'just in case' for completion's sake. We might argue that they indicate variants of the basic design or some such, or specialized modesl, or whatever. They may or may not still exist in that form, or whatever. Basically the equivalency bits are to be taken with a grain of salt.
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Connor MacLeod
Sith Apprentice
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Yeah I thought I was done with Epic. Turns out I've missed something. I ran across the Swordwind suppelment online. I geuss maybe it was an article in WD or something, but it doesn't matter. I got it off the website and it has some interesting tidbits, so I'll add it. Mostly Eldar stuff, but some interesting Pre-IA data on siege regiments (similar in some ways but different in others.) most notable is that we do indeed see that the Krieg regiments were never intended to be soulless emotionless meat droids.

I'll cover it in two parts, then I will (I think) be done at last.

These are the Eldar, a race that is all but extinct, the last remnants of a people whose mere dreams once overturned worlds and quenched suns.
Implied capabilities of ancient Eldar.
It is impossible to say with certainty how many craftworlds there are. They were built many millennia ago in great urgency and in times of unimaginable peril.
...
All higher government had long since ceased to operate, and it was only thanks to the heroic actions of a few far-sighted individuals that the craftworlds were built at all.
Craftworld numbers aren't known. This is one of the things (nevermind populations) that make pinning accurate numbers on the Eldar dififcult. They're a fraction of humanity, but that could mean millions, billions, or trillions. I'd bet on billions at least, given they still suffer losses and can field fairly sizeable armies (thousands/tens of thousands) from individual craftworlds,
Over the centuries the craftworlds’ occupants sought out other surviving Eldar amongst the far flung Exodite
colonies, and even began to settle new worlds of their own.
All this was many thousands of years ago, yet to this day it is doubtful that more than a handful of humans have ever stepped within an Eldar craftworld.
The interesting thing is, we know the Eldar and humans have had embassies and diplomatic relations (such as the case in the 3rd edition Guard Codex with Iyanden Craftworld. There have also been the covenant of Isha in Warrior Coven, and Inquisitors such as Czevak.)
The Eldar craftworlds float in deep space and move at only sub-light speeds.
Some sources I think have implied at least some Craftworlds have some FTL capability.
Eldar spacecraft can travel between the different craftworlds by means of a system of what may
be imagined as tunnels or bridges through Warp space. These tunnels form a network which links the craftworlds and some of the Exodite worlds together, and which supposedly extends to many other worlds throughout the galaxy. The gateways by which these tunnels are entered are not readily visible except for the main spatial gateway on every craftworld. This takes the form of a swirling sphere of light and darkness held in stasis immediately astern the craftworld.
Description of the webway and some of its entry and exit points. Note that stasis fields affect/protect the portals.
The largest and most important tunnels are big enough to carry spacecraft, though most tunnels are much smaller and lead from one craftworld to another, or directly to a planet’s surface. Some of them are only big enough to allow Eldar or very small vehicles to pass. Every craftworld contains some chambers which open directly onto these tunnels. Some lead to places long since abandoned or destroyed, or else inhabited by the daemons of the Warp. These doors are sealed with runes of power, lest unknown horrors gain access to the craftworld or some unwary traveller unwittingly open a doorway and be sucked into Warp space.
As we know now, not only does the webway have portals/paths of varying size (for transferring people, vehicles or ships) but they also can be inhabited by the Eldar. The Dark Eldar, for example, have their cities in the webway as per current fluff as I recall.

If a map of the network were superimposed over the galaxy it wouldn’t resemble a spider’s web, with the pattern radiating from a single nodal point. Instead the map would resemble an almost random pattern, with many separate nodal points centred upon the largest craftworlds.
Having the Webway constantly shifting or moving actually makes sense when you think about it - planets and moons and other locations are never static but are in constant (if predictable) motion. Craftworlds and the like probably are as well. The webway would have to move along with them by almost definition. When you consider that there are at least small scale temporary portals they can set up and create it all makes sense. This is actually a bit cooler than the traditional "jump point" concept because while the number of entrances or exists are finite and routes are still fixed to particular gates, it does imply that the Webway can be "changed" (moving at least some gates to other, more convenient locations) and suchnot.

Were an observer to see such a map he would immediately see that craftworlds are not always directly connected to each other, so a traveller must often trace a route through several different craftworlds or planets in order to reach his destination. Not all routes are sufficiently large to give access to spacecraft, so whilst individuals might be able to travel directly to a specific craftworld or planet, a spacecraft might have to take a different route entirely, or be unable to reach that place at all. Breaks and fluctuating accessibility would make the map far from certain, whilst the loss of worlds in ages past would create dangerous dead ends.

In fact no such map exists, or at least not in the form described. The exact shape and form of the Webway is not fully understood by the Eldar, except perhaps by the strange wanderers known as Harlequins.

Knowledge of the myriad secret ways is considered of such importance that the Eldar are in no hurry to share its secrets with humans. Each craftworld’s place in the Webway is known only to its Seers. It is rumoured that a map was made many thousands of years ago, which is now kept in the Black Library. Although it is now no longer entirely accurate, it shows many secret ways which have since been lost or forgotten. If this is so then the Guardians of the Black Library have chosen to keep their secrets, and one can only imagine that they have good reason to do so.
Nature of the webway again including the limitations of its modes of travel. We do know maps can be made and exist - eg the Atlas Infernal. I'm not sure if the map they are referring to here is that Atlas, however.
This enables the Eldar to move swiftly to places directly connected by the Webway, but makes it extremely difficult for them to reach worlds which have no gate into the network. Eldar spacecraft can travel through the Warp using their warp drives, although this is a slow and dangerous process for them. Unlike humans, the Eldar have no Navigators who can steer through Warp space. Furthermore, the daemons of the Warp are attracted far more strongly to vibrant Eldar spirits than to the dull, shadowy minds of men. As a result of these factors the Eldar travel infrequently to places that lie more than a few light years from their Webway exits.
Here, the Eldar are noted to have warp travel, but note it carries greater risks an faces greater limitations than human use of warp travel does.
The Eldar civilisation was at its height and held domain over a significant portion of the
galaxy.
How big "significant" is we dont know, but its implied they held at least a s imilar magnitude to the Imperium, given exodite worlds. and we know it was at least as big as the Eye of Terror is.

Their lives were long, and when they eventually died their spirits dissolved peacefully back into the Warp to be reborn again. There were no spirit stones to contain their undying spirits in those days, nor had they any need of such things, for the Warp did not then hold the dangers that it does today.
Albeit a legend, this suggests that the turbulence of the warp (and the arising of the Chaos Gods as aware, intelligent entities of significant power, to say nothing of daemons) is a relatively significant phenomenon.

The obvious implication here is that the Eldar had a significant hand in fucking up the Warp initially, although others (Eg humans) have taken over maintaining the turbulent state just as much. Of course this could be Eldar conceit, since Warp disturbances have occured much earlier (as evidenced by the war with the Necrons)

I believe older fluff for humans (about the Emperor being thousands of reincarnated Shamans and such) carried a similar story, prior ot the coming of Chaos and the Chaos gods.
The Eldar had long outgrown the need for labour or simple manual agriculture. Society provided all that was required without individual effort, leaving a long life-time for the Eldar to spend satisfying their least desire.
Which makes the ancient eldar society sound very post-scarcity. Since I've been reading the Gav Thorpe "Path of the Warrior" novel currently, I have to say this has alot of merit.
Yet it was within the warp that the destruction of the Eldar race took shape. It was here amidst the swirling psychic energy that their corruption became manifest. Within the psychic otherrealm of Warp space their departing spirits began to coalesce into a gestalt consciousness. What an unimaginably foul and sickening mind it was that the Eldar raised unknowingly in the Warp. It was a shadow of themselves, of what they had become, of nobility and pride brought low by perversity and shamelessness. What the Eldar could only realise too late was that they had created a god in their own image, a god grown immense and potent upon the rich fodder of the Eldar spirit.

Within the Warp thoughts and emotions swell and grow, fed by fellow feelings until they achieve a consciousness of sorts. They become spirits of greater or lesser potency, and their long gestation is followed by birthing pains which rock the Warp and rupture the fabric of space. No creature of the Warp was ever to be birthed that was as monstrous or as powerful as the Chaos God Slaanesh – the Great Enemy, and the Doom of the Eldar incarnate.
The creation of Slaanesh as a Chaos God. The interesting thing about this is how it emphasizes a point where chaos entities become self aware. This really lends credence to some of the musings I've had about the nature of warp entities and gods (such as explaining how a Chaos God can "exist" long before it births. you can have a "self aware" existence and one that is not self-aware.)
The epicentre of the psychic implosion lay within the heart of the Eldar realms. All Eldar within thousands of light years were destroyed in an instant, their spirits sucked into the Warp to feed the hungry god. Even the Craftworlds were overwhelmed as they fled, and only those furthest away from the epicentre survived. Upon the fringes of the galaxy the shockwave slew millions of Eldar Exodites, leaving only the remotest worlds largely untouched.
Yes we only get "millions" of exodites slaughtered. It amazes me how incredibly vague Eldar numbers are.
Every Eldar chooses for himself a discipline which he then makes it his task to master. It may take years to successfully accomplish this, perhaps more than a single human lifetime. Each discipline is rightly called a path, and each path may necessitate further choices and specialisations.
Eldar are highly regimented by nature as a way to avoid another Fall.. highly focused/motivated/channeled along one path, with that path segregating their mind from other parts. The Warrior Path is a good example of this (focusing on the arts of warfare and fighting to the exclusion of all else, and partaking of the thoughts and emotions which aid that, whilst segregating things that do not contribute to it.)
Other paths include that of the Bonesinger, as the psycho-technicians of the craftworlds are called, who craft wraithbone and other psycho-plastic materials to fashion the material artifacts of the Eldar. Amongst the most arduous of all paths is that of the Seer, for the Seers manipulate psychic forces to foretell the future, and Seers of great accomplishment have fearsome powers. There are innumerable paths, some chosen but rarely, each offering its followers a complete way of life.
In many ways the "Paths" system reminds me alot of the Ork and Tyranid way of doing things.. the same sort of "innate specialization" they seem to go for. And, to a lesser extent, the Tau as well.
An Eldar may travel many different paths in his life, and the skills he learns in each path serve to enrich further accomplishments. A few Eldar may be drawn so deeply along their chosen path that they can never leave it, and instead go on to a final, ultimate dedication of mind and body. This is a frightening fate for the Eldar, for anyone who is trapped in this way can never choose another path, but must live out the rest of their life as a living icon of achievement. Such individuals slowly deny the broad range of experience, concentrating increasingly on their path, until their self identity disappears and they become pure expressions of their path.
The other implication is that other Paths can have their analogues to Exarchs. We know for example Farseers are the Seer version of Exarchs. They serve as both elites for the given Path as well as its teachers. The specialists to the generalists of normal Eldar.
Exactly what draws an Eldar onto the Path of the Warrior is uncertain. Perhaps it is the recognition of an innate destructive impulse which only ritual training and combat can purge, or perhaps it is a sense of duty, knowing that their race’s ultimate doom will only come quicker if the Eldar themselves do not fight to prevent it.
Gav Thorpe's Path of hte Warrior novel suggests the former. They basically train to create a focus that allows them to contain and selectively unleash their anger, tapping it to become superhuman warriors of some kind.
The Eldar are a psychic race, and can all manipulate psychic energy to a greater or lesser degree. Their technology is based upon psychically sensitive materials such as wraithbone, and many devices of an otherwise ordinary nature are operated by means of psychic triggers and controllers. The vast majority of Eldar utilise only the most natural and inborn of their psychic powers. Eldar drawn onto the Path of the Seer are unique in that they explore their psychic potential and learn how to manipulate runes to gain mastery over the psychic universe.


Indication of the sophistication of eldar psychic technology. Contrast this wth the comparatively "crude" need for humans to use MIUs to duplicate this.

It also mentions Eldar training is cautious so taht the psykers can stealthily draw on the Warp and avoid notice. I also suspect the Eldar demonstrate what humanity is heading towards at some inevitable date as far as "psychic races" go, which underscores much of the risks humanity faces with regards to the Warp and the importance of the Emperor's plans.
There are many kinds and degrees of Outcast, such as the wandering Rangers and the roguish Pirates. They leave their craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of men or the Exodites. They are not welcome aboard craftworlds except briefly, for their minds are dangerously unbounded and attract predators from the psychic realms of the Warp. Outcasts are also disruptive in another sense, for their presence can distract the young and inexperienced from the Eldar path by their romantic tales of travel and freedom.
The Outcast Path, while it does include Pirates, does not include Dark Eldar per se, despite the fact Eldar Pirates and Dark Eldar may be treated as synonymous.
Eldar Titans are protected by a holofield that is projected from special wing-like structures on the Titan’s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan.


Since this is Epic the Eldar get titans, although this never got any attention until recent forge World stuff. I'm curious to see how Forge World handles Eldar Titans.
A lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets.
Self explanatory. I doubt though this definition of "lance" applies fully to starship scale.
When the Eldar begin the march to war, the Avatar is awoken by the brave sacrifice of a warrior known as the Young King – an Aspect Warrior chosen annually by the craftworld’s rulers. What happens to the Young King after he enters the Avatar’s throne room to awaken him, none can say for certain. Perhaps he lives on within the Bloody- Handed God for all eternity, his spirit intermingling with the greater spirit that is Kaela Mensha Khaine, but maybe he is destroyed utterly, his spirit a sacrifice to the merciless Bloody-Handed God.


As I've hinted before, this sounds alot to me like the Avatar of Khaine is simply a more highly sophisticated sort of Exarch Armour or Wraithguard/Wraithlord, except that it is more self aware and perhaps contains some sort of warp entity (so it is in fact part Exarch armour, part Wraithguard/Wraithlord, and part Daemonically possessed artifact.)
The most powerful Seers of all are the Farseers of which every craftworld has only a very few. They do not normally wake, but spend their time in a state of trance, their spirits roaming at will through the wraithbone, directing the psycho-energy flow throughout the entire craftworld. Their visionary skills enable the Eldar to avoid the dangers that beset the craftworlds, exploring the possible future paths that lie ahead, and determining how those paths may be altered. To a greater or lesser degree it is the Farseers who rule almost all the craftworlds of the Eldar. They are far from rigorous individuals, and powerful orators and diplomats may well organise the craftworld’s affairs from day to day, but the actions of almost all Eldar are ultimately guided by the intricately scryed counsel of the Farseers.
Farseers are part highly sophisitcated FTL sensor, part answer book, and part statesman. They also turn into crystal trees as a result. Go figure.
Eldar Guardians do not merely fight as infantry, but also provide crews for a variety of heavy weapons and vehicles within the Eldar army (although larger, more specialised vehicles will always be crewed by dedicated artisans, steersmen or followers of another similar path).

To this end, Eldar Guardian squads are frequently accompanied by a floating weapons platform, suspended by anti-grav technology and bearing a powerful heavy weapon or support weapon (typically a scatter laser or D-cannon)...
Unsurprising, considering the mobility emphasis of the Eldar. The curious detail is now non Warrior path, non Guardian eldar might be used to man or use weapons. I suppose it makes sense that they would need maintenance or support in some military capacity though.
Rangers have forsaken Eldar society, and instead walk amongst all others, journeying, unseen or otherwise, to the worlds of the Imperium, the Sept worlds of the Tau, the lost Maiden
worlds of their ancient Empire and beyond.
Scouts, Spies and even assassins.
The War Walker is a giant, bipedal vehicle, piloted by an Eldar Guardian
mounted at the top of the walker who is in turn encased within a powerful force field of unique Eldar design. Their two heavy weapons offer them enough firepower for War Walkers to defend themselves and, combined with the agile walkers ability to navigate dense terrain with ease, allows the War Walker to range ahead of the main army.
Eldar Sentinels, in other words.
It is impossible to say how many individual Aspects there are. Some, such as the weirdly terrifying Slicing Orbs of Zandros, are confined to a single shrine in only one craftworld. Others represent warrior cults common to many craftworlds. The Warrior Aspects common to all the most important craftworlds are the Dire Avengers, Striking Scorpions, Dark Reapers, Fire Dragons, Swooping Hawks and Howling Banshees. The Warp Spiders and Shining Spears are also found on many craftworlds.
The funny thing is while there are other, more obscure Shrines on craftworlds, tehre are also cases where Craftworlds might host multiple iterations of the same shrine. (Again something we see from Path of the Warrior. that's turning out to be a good novel for Eldar fans or eldar source material I'm finding.)
Each shrine preserves the suits of its dead Exarchs, often the very suits worn by the shrine’s founders. Once put on the suit is never removed and becomes a permanent part of the Eldar, its psychoplastic form meshing with his tissues. If slain the warrior’s costume will be found to be empty, the body having long since been consumed within the suit itself. Exarch suits are studded with the spirit stones of all the Eldar who have ever worn the suit. Their spirits continue to circulate through the psycho-supportive environment of the suit, like a miniature version of the infinity circuit of the craftworld. It is the presence of this spirit-pool of raw psychic energy that gives the suit and warrior (for the two are indistinguishable) their special warrior powers.
Implied multiple exarchs per Shrine, although that could be "multiple exarchs from multiple shrines" as well. the "consuming" trait of the Exacrh suit is a bit creepy, and yet another thing that reminds me of the connectionb etween it and the Avatar of Khaine. on a more practical level it makes me wonder where all the extra mass from the consumed warrior goes.
The Autarchs are looked to when a craftworld’s Seers deem that the Eldar’s fate is leading irrevocably to war, and it is these same individuals to whom such wartime leadership is
charged.
...
Autarchs do not permanently maintain their rank. Each is an Exarch, and when not at war will return to their shrine to rule them as an Exarch would. Instead an Autarch will assume power only when he believes his path calls him strongly towards his fate, towards war, and then by an exertion of sheer will the Exarch will assume Autarchy and gather about him all the Warriors he needs to follow his path. To most Eldar, the act of Autarchy is a horrifying and dangerous concept – an act by which an Eldar allows himself to be taken over entirely by the pursuit of war, led by their path, consumed by it, no longer its master.
As if they needed an even higher level above Exarch :) Oh well it does make sense.
In common with most other Aspect Warriors Dire Avengers wear a flexible armoured suit of Aspect armour. This is fashioned from a psycho-sensitive material which reacts to the movements of its wearer, moulding and reshaping itself to fit like a glove as the warrior moves and fights. The material itself is quite rigid when the warrior is still, and its surface is reactive to impact so that it stiffens even further if subjected to a blow. Some suits also include inflexible bone-like plates to protect vulnerable areas.
Qualities of Aspect Warriro armour. In line with the properties of psychoplastic it is highly morphable, even seemingly self-aware, and adapts to the user and the enemy.
Their Aspect armour is more complex than that of a Dire Avenger, and has many spiny rotrusions which help to make it stiffer though less flexible. This is important because the Fire Dragon’s weapons have a relatively short range, so they must close with their enemies in order to deliver a
murderous blast from their fusion guns.
...
Their fusion guns are powerful enough to deal with all but the heaviest of armoured
vehicles or fortifications.
I can't quite decide if they're using flamethrowers, meltaguns, or some exotic combination. The way things go nowadys there may not be much difference between the two.

Also note that Aspect armour not only differs in terms of durability and mobility, but also complexity.
Their Aspect armour is much heavier and more enclosing than the suits of most other Aspects, and so offers the Dark Reapers more protection but also slows down the wearer. This effect is exacerbated by the Dark Reapers’ heavy equipment, which includes a long ranged missile launcher and heavy limb supports which increase the Eldar’s stability when firing. The Dark Reapers’ armour also incorporates sensory and range-finding equipment, which allows them to lock onto a fast moving target, and increase their already deadly accuracy still further.
Dark Reapers and Fire Dragons seem to be in much teh same boat, exxcept the latter provide close-in heavy fire support and the former provide it at long range.
Although not as swift as the Howling Banshees, the other common close quarter fighting Aspect, the Striking Scorpions are more heavily armoured.

The Striking Scorpions’ Aspect armour is reinforced with rigid plates that offer more protection than most other Aspects.
Striking scorpions also favor stealth as well as durability/strength - in addition to differing in their weapons.
The mandiblaster is an extremely short-ranged weapon, useful at a distance of only a few metres or so. It is fired by means of a psychic node within the helmet.
not quite either laser or projectile weapon, but seems to be some sort of explosive device (fires off needles detonated by a laser and cause explosions on or just after penetrating. Always seemed abit overly compleicated to me, but eh.
Their other weapon is the Banshee mask, an enclosing death’s head helmet which contains a psychosonic amplifier. This device intensifies the warrior’s battlecry into a howling shriek of psychic rage. By means of their Banshee masks the warriors focus their enmity, flooding the central nervous system of their adversary with psychic energy and causing temporary paralysis.
A useful ability that allows them to close the range along with their speed, I suspect. Good at skirmishing and disruption tactics.
Their wings are made from vibrating feather plates and incorporate small jet motors and gravitic reaction lifters.
...
Because of their highly mobile role their Aspect armour is not as thick as that of other Aspect Warriors
and offers less protection, but this is more than made up for by their speed and agility.
Which of course makes Swoopinh HAwk packs better than normal jump packs (like those used by Assault Marines). Of course they cannot be as heavy or durable as other aspect warriors because of weight limitations and the need for mobility.
These minute sparkling creatures can move anywhere within the craftworld by means of the wraithbone core, melting their bodies into the infinity circuit and crystallising at a new location. They have evolved from the psycho-plastics of which the craftworld is made, and are therefore able to assimilate with the Eldar’s physical environment, moving through the infinity circuits much like the souls of dead Eldar.

The spiders are aggressive hunters of intrusive psychic forces, and are attracted in vast numbers to the presence of any invasive psychic entities. As the wraithbone core is supportive of psychic consciousness in a similar way to Warp space, it is possible for it to become corrupted by the fragmented consciousnesses of lost human or other non-Eldar souls.

In theory at least, it would also be possible for a daemon of Chaos to find its way into the wraithbone core, although such a thing would be immediately apparent. The tiny warp spiders ensure that this doesn’t happen, hunting and destroying alien psychic fragments much as white blood cells in the human body attack and neutralise foreign bacteria.
They seem to combine the properties of both a security system and an immune system for the Inifnity Circuit, as well as a general self-defense mechanism for the Craftworld itself.
By means of a compact warp-generator within their armoured shell, the warriors are able to make short warp-jumps, disappearing and reappearing some metres away.
Which gives them great mobility as well as being good at disruption and infiltration/sabotage type tactics.
If an Eldar’s spirit is not captured by his spirit stone, it is absorbed into the timeless depths of the Warp, the shadow-realm composed of psychic force. To a human such a fate means nothing (the psychic energy of the human mind being paltry compared to that of an Eldar), but to an Eldar to enter the Realm of Chaos as a conscious spirit represents the ultimate horror. In the Warp there is nowhere an Eldar spirit can hide from the daemons
The fate of any Eldar without a spirit stone, and how it differs from other psychic entities (like humans.) I suspect tha tin practicla terms the spirit stone is a workaround for the fact the Eldar Gods are supposedly dead. Other RAces have their gods which offer the protection (Ork gods protect Orks, the Emperor protects humans who worship him, etc.)
The power that animates these warrior machines is drawn from the wraithbone core of the craftworld. Only in times of great need are the dead called upon in this way, as the wraithbone core is a vital source of energy without which the craftworld could not survive.
Wraithlords and Wraithguard. Note that spirit stones double as a power source as well as some sort of computer/electronics system for the CRaftworld and other vehicles (eg titans and starships.)
Wave Serpents, although heavily armoured and substantial vehicles, are able to traverse all but the smallest arterial routes of the Webway and so almost all Eldar assaults will rely upon Wave Serpents to deliver the bulk of their forces.
Yes we know, the Eldar are highly mobile. Moreso than the Tau even.
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 see over woods or buildings.
Properties of Eldar antigrav vehicles.
The Fire Prism’s sophisticated cannon gathers energy through a massive crystal prism which it focuses and unleashes in a series of devastating blasts that can punch through even the thickest armour and slay squads of enemy infantry. Sophisticated sensors and tracking arrays allow the Fire Prism to blast opposing flyers out of the sky, making it as geat a threat for airborne foes as for ground-based ones.
Capabilities of the Fire Prism's gun.
Their weapons are capable of striking out at fully twice the range of the pulse lasers and scatter lasers found on most other Eldar vehicles, such as the Falcon gravtank. Combined with the Fire Prism’s anti-gravitic locomotion and ability to rise high above intervening cover, this range allows the Fire Prism to strike out at enemies barely visible on the horizon. Many Eldar assaults begin with a sudden and unexpected deluge of Prism fire from an as yet unseen enemy…
Being able to strike at the horizon, given the size of a Fire Prism, (assuming at least man hieght or Leman Russ height) suggests at least 8-10 km effective range, although it could go to 15-20+ km or more if they are at a higher elevation antigrav-wise. This implies other Eldar weaponsa re at least 4-5 km in range and possibly longer than that. Considering their mobility and their capabilities more in line with a aircraft than a ground vehicle this is not suprirsing.

It also means that practical limitations on range probably deal more with focus and penetration/ability to inflict damage on a target rather than accuracy or line of sight.
The Night Spinner is designed to launch monofilament wire, a substance barely an atom thick,
yet each individual volley will contain hundreds, or even thousands, of miles of the deadly stuff. This tangled mass is launched forwards from the Night Spinner at incredible speed, coalescing into a mesh or web which will descend over the target and utterly envelop it in the wire...
...
So strong, and yet so thin, is this wire, that no surface can stop its inexorable fall earthwards. Anyone or anything unfortunate enough to lie under this cloud of night will be shredded by the simple action of gravity drawing the virtually weightless cords downwards.
The Warp Spider's weapon writ large.. and rather a nasty psychological bit of warfare as well as artillery. It also is implied to be able to cover a pretty effing large area, as well as giveing yet another interesting indicator of Eldar mateirals science.

In almost all their wars, the Eldar can claim supremacy of the skies. Their aircraft are unmatched in speed and agility, with an accuracy of fire that almost no enemy can evade. Such supremacy is vital to the Eldar, for their delicate vehicles and frailer bodies are perhaps the most susceptible to sustained aerial bombardment by the enemy.
Unsurprising. Their starships are much the same.
Based upon the Falcon grav-tank hull, the Firestorm mounts a Firestorm battery, a highly accurate array of lasers capable of quickly locking on to a target and so ideal for providing
defence against enemy aircraft.
Eldar version of a hydra.
The Scorpion is so-called since it mimics the ranging sting attack of the Scorpion of Eldar myth, lashing out at its enemies with a pair of pulsar lasers before most enemy can even get within range of the tank itself.
Given the aforementioned range of the prism earlier, this probably sets upper limits on other vehicles weapons (like IG tanks and such.)
The super-heavy grav-tank mimics the cobra of myth, mounting a massive Cobra D-cannon as its primary weapon, capable of punching through even the most heavily armoured of targets with a single shot. The Cobra, however, lacks the range of its counterpart Scorpion though is comparatively better protected when approaching the enemy, mounting an Eldar missile launcher as well as its shuriken cannon.
A super-heavy D cannon is, unsurprisingly, brutally powerful.
The Storm Serpent, in fact, is not truly a transport. Instead, its sleek hull mounts a portable portal generator, utilising the vast amounts of energy which most Eldar super-heavy grav-tanks channel into weapons to instead create a shimmering wraithgate amidst the Storm Serpent’s carefully attuned promontories. The Eldar can access this gate from almost anywhere within the Webway, though most often use the Storm Serpents to deploy troops from an orbiting fleet or even from the craftworld itself. The one limitation of the Storm Serpent is its size, meaning that nothing much larger than a Vyper can be deployed by such means.
Mobile, vehicle mounted wraithgates. Rather useful I'd say.
The Void Spinner is armed principally with the same kind of monofilament weaponry as the maller Night Spinner, but within these barrages the Void Spinner unleashes the same bacteria and wraithbone parasites that the Eldar of old used in their seeding and nurturing of the Maiden worlds. The effect is to utterly scour all life from the target, not merely slaying them with the constricting and slicing threads of monofilament, but by breaking down the molecules of everything – flesh, bone, rock, metal – under the affected area.

To the minds of most Eldar, such methods were meant to create life – to shape worlds anew fit for the Eldar – not destroy it, and to such Eldar the Void Spinners are a thing of revulsion. To the Eldar of Biel-Tan, however, the destruction of their enemies is just the start, and after a successful campaign scores of Void Spinners are employed in scouring clean all the dirty remnants of Men, Orks or whatever other filthy race has tainted the world in the years since the Eldar’s Fall. With such cleansing complete, the Eldar continue to restore the world, seeding new Exodite worlds as they continue their ultimately futile struggle to restore the lost Eldar Empire.
Eldar version of Virus weaponry I imagine, coupled with the nasty effects of monofilament weapons. even worse for psychological warfare methinks. It also hints at how brutal eldar WMDs might be if they do get pissed off.
Their flyers exhibit a speed which would tear apart the aircraft of other races, were their engines capable of achieving them. The agility with which Eldar aircraft jink, roll, twist and dodge would send all other flyers spiralling earthward in an uncontrollable plummet, and yet the Eldar pilots effortlessly escape from these hazardous, barrelling rolls time and time again...
Again Eldar have badass aircraft. We aren't surprised.
All Eldar aircraft are capable of deploying directly from space, though the fragile Nightwings and the more ponderous (though still remarkably sleek) Phoenix bombers tend to rely upon some of the larger wraithgates when travelling to battle. Vampire raiders, however, typically descend directly from orbit at many times the speed of sound, cleaving through the skies with the ease of a bird of prey.
Methods of deployment ofr Eldar aircraft/spacecraft.
The Revenant also mounts a number of powerful jump jets on its leggy frame, turning its movement into a series of drifting leaps, or even gentle floating sweeps over the battlefield.
...
Revenant Titan crews are small, guided partially by the spirits contained within their wraithbone core, as is the case with all Eldar Titans. Where the larger Eldar Titans are sometimes crewed by twins or triplets, the smaller Revenants are often manned by just one of a pair of siblings, the second of whom will pilot a further Revenant, leading to the Titans hunting in packs, psychically linked to one another by the inherent bloodties of their twin pilots.
Eldar tech is badass even their Titans can mount jump packs. And the MIU links of humans are a joke compared to this.
Eldar Titans are very different from the machine-constructs of other races. They benefit not only from the experience of their crew (who are raised with Titans from birth), but from the collective consciousness of spirit stones contained within the Titan, housing the souls of numerous dead Eldar. Phantom Titans are built around a wraithbone core which permits the spirits contained within it to flow freely through the whole construct. This gives the Eldar Titan a consciousness of its own which, combined with its living crew, makes the Phantom such a deadly fighting machine
A really really LARGE Wraithguard/Wraithlord.
Eldar births are rare, and new generations emerge only ever few hundred years, so every child is cherished in a manner other, younger races find hard to understand.

Most revered of all are the rare occurrences of twin, or even triple births.
Eldar "generations" seem to encompass centuries rather than decades. Considering their lifespans are at least an Order of magnitude greater, this isn't really a shock. Although it makes them (naturally) less albe to endure casutalities compared to Orks and humans.
A Warlock Titan contains within its wraithbone core, the spirits of mighty Eldar Seers and Warlocks. As they were powerful psykers in life, so too are they in death. The psychic strength of these dead spirits, focused and amplified by the titan’s wraithbone structure is phenomenal, far outstripping the powers of the living.

This potent psychic ability combined with the smooth agility of the Eldar Titans and their sophisticated weaponry, places the Warlock Titan at the very pinnacle of Eldar achievement in the realm of psychic engineering.

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.
Eldar have badass psychic wizard Titans too.
Wraithships are made from wraithbone, a material drawn as raw energy from the Warp and shaped into matter by psychic craftsmen known as Bonesingers. The Wraithbone forms the living skeletal core of the spaceship around which its other structures are arranged. The wraithbone also provides channels for psychic energy. This facilitates internal communication, transmits power and enables the spaceship to act as an organically integrated whole. The wraithbone core of a spaceship is surrounded by a structure which is literally grown into the required shape by Bonesingers. These Eldar use their psycho-morphic talents to shape bulkheads, walls, floors and conduits into a shell that completely surrounds the wraithbone core and forms the hull and major internal divisions of the spaceship. Most of a spaceship’s operating systems are connected directly to the wraithbone core. The many thousands of systems draw power through the wraithbone and are constantly monitored and controlled through it. Because of the unique practices of Eldar psychic engineering, Eldar spaceships resonate with sympathetic psychic
energy. The wraithbone core provides a psychic channel through which an Eldar can control mechanical functions. In this way, Eldar attuned to the very essence of their spaceship guide it, making countless minute adjustments to the trim of the great solar sails to draw every fraction of energy from the solar winds. This is also the key to the legendary elegance and almost bird-like agility of the Eldar wraithships. Their pilots literally feel the solar wind on the ship’s sails, they sense the flex of the ship’s structure, the tension and movement of its wraithbone skeleton. Like a hawk soaring on a thermal or diving to clutch at its prey, a wraithship can turn in the wind, circling and swooping to hunt its own prey – the spaceships of its enemy.
Eldar spacecraft construction and design.Like we've noted the wraithbone acts as sturcture as well as comms, power transfer systems, and even something of a capacitor/generator/power source.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Second part of Swordwind: I'll finish this off then I can focus more on other things (like: Eisenhorn and Dawn of War and Imperial Armour.)

Those dragonships which are piloted in large part, or even exclusively, by spirit stones,
for example, are referred to as Ghostdragons, while larger vessels which have been designed to operate away from the craftworld for great lengths of time are often referred to as Void Dragons. Different styles of dragonship can vary greatly, with different numbers of sails, different armaments and even variations in size.
Spaceship versions of Wraithlords/Wraithguard. Encompass a category of vessels rather than a single, specific class.
The Imperial Guard is the Imperium’s sledgehammer, but sometimes it runs into a nut that is just too tough to crack with a single blow. When this happens the campaign will devolve into a battle of attrition, with neither side being able to make the break-through needed to achieve a decisive victory. Under these circumstances the armies will start to dig in, in order to ensure they can hold the ground they have captured, and this quickly leads to the building of trench systems and fortified positions that can span entire continents from one end to the other. At other times a defeated enemy will retreat back to an all-but impregnable bastion or fortress that cannot be taken quickly, and which must be besieged for a prolonged period of time.

It is as such times that the Siege regiments of the Imperial Guard are employed to grind down the enemy. Siege regiments are not expected to take part in wars of manoeuvre. It is their task to hold defensive positions against any enemy attack, fighting to the last man if required in order to allow other more mobile and wellequipped reserve formations the time needed to mount a counter-attack. When the time is right to launch a major offensive, it will be the troops of the Siege Regiments that will be in the forefront. They will be set the task of smashing through the enemy defences, opening a path for other regiments to move through and exploit. It is common for Siege regiments to suffer casualty rates of over 90% on the first day of such an offensive.
Part of me wonders if the fluff on Siege Regiments worked up in Imperial Armour was based in part on this, although they seem to run with the conept in their own, more grimdark way (at least with the Krieg.)

The really important point to note is how siege regiments are regarded. They are not really the "default" or standard sort of regiment for the IG (although normal IG regiments can and have been used this way) nor is it the default way of making war (which has also been alluded to in the past.) Siege regiments are specialists the same way drop troops or mechanised force are.
As Siege regiments often sustain such terrible casualties they are equipped with weapons and equipment that are as simple to maintain and produce as possible. This ensures that shattered regiments can be pulled out of the line and replaced quickly with fresh formations that can carry on the battle. Because of this Siege regiments often use locally produced equipment which, while cruder and less reliable than the standard equipment used by other Imperial Guard regiments, is both more easily and more cheaply obtained. If a Siege regiment is moved from one front to another, this policy can quickly lead to the troops having a slightly rag tag appearance, with different units being equipped with different types of weapon, and even different uniforms.
Unsurprisingly, siege regiments focus more on quantity over quality given their essentially attrition/cannon fodder nature. One possible consequence of this is that siege regiments may be raised or represent also "emergency" foundings, which are quickly amassed and thrown at the enemy to crush them during protracted battles. This probably fits in with the use of conscript regiments and penal legions and similar "expendable" assets. Not the best way to run an army of course, but it suits the grimdark and it probably is the best the IG can manage for any particular conflict - they hardly are in a position to go for ideals most of the time.

Siege regiments are not expected to take part in mobile warfare, and so are not equipped with either transport vehicles, or the sophisticated man-portable heavy weapons used by Infantry and Armoured Fist regiments. Instead Siege regiment infantry have to make do with crude machine guns that are commonly known as heavy stubbers. These are supplemented by large heavy weapon platforms which, while powerful, are by no means easy to move or deploy quickly. Fortunately ease of movement and deployment are not major concerns for Siege regiments. The most common such weapons used by Siege regiments are Rapier laser-destroyers and Thudd guns, but many other similar weapons are also used on occasion, such as the Tarantula weapon Platform and the Mole mortar.
Unsurprisingly, siege regiments aren't highly mobile. This odes not suggest by itself that siege regiments are more or less common than mechanised forcesm but it reinforces their specialist nature. It also notes that the IG has at least some knowledge and understanding of mobile warfare, even if they don't always employ it (for whatever reason)
While other Imperial Guard regiments are lavishly equipped with selfpropelled artillery and anti-aircraft weapons, this is very rarely the case with Siege Regiments. Instead they have to make do with immobile weapon support platforms that are pulled slowly into position by tractors or transporters. Common examples of these are the Basilisk and Manticore weapon platforms, which consist of the weapon systems from the vehicles of the same name mounted on an immobile weapon platform. It is not uncommon for Siege regiments to simply use their infantry to drag artillery into new positions, or use local draft animals to pull the equipment where needed.
This implies that Artillery and the like aren't uncommon in the IG. The fact they have self-propelled guns also implies that some means of transporting troops is common as well. It doesnt have to be APCS like Chimeras or suhc, but that the means nonetheless exists. Siege regiments make use of towed and static positions more often, although surprisingly it does seem to include missile launchers of some kind.
There is one area, however, where Siege regiments are considerably better equipped than other Imperial Guard regiments, and that is their engineers. All Siege Regiments include a corps of sappers and miners, who are equipped to quickly build and maintain trenches and fortified positions. These troops are also trained in the art of siege warfare, and in time can defeat even the most well built fortifications. Sappers are also called upon to fight, and will often be used to spearhead assaults against enemy fortified positions using special assault equipment such as flame-throwers and meltabombs.
IG sappers and engineers.
The troops that make up the Siege regiments take a grim, fatalistic pride in their task. Amongst themselves they will often grumble about their lack of decent equipment and the terrible conditions that they must endure. More than one newly appointed Commissar has been driven to distraction by the lack of respect for authority, especially the ‘Big Hats’ who send them into battle from their lavish command bunkers far behind the front line.
Whilst the Krieg are a fanaitc/extreme version of this type of trooper, perhaps representing the "elite" of siege regiments, it seems their mentality is not uncommon amongst other siege regimens either.

Oddly they also seem to have problems with "lack of respect" for authority the way the Krieg do, albeit for different reasons (making them more akin to say, the Catachans.)
Infantry make up the bulk of all Imperial Guard Siege regiments. In appearance they are very similar to the Guardsmen that make up Infantry and Armoured Fist companies, the main difference being that they are equipped with heavy stubbers instead of the more sophisticated heavy weapons used by their Imperial Guard infantry regiments.
Unsurprising that siege rgeiments are mostly men rather than vehicles.
Heavy stubbers (sometimes referred to as sluggers after the projectiles they fire) are a fairly primitive form of automatic weapon that fire a hail of solid bullets. Although not as effective as an autocannon or heavy bolter, they are cheap and easy to produce, allowing Siege infantry to be lavishly equipped with them. As well as their heavy stubbers, sometimes Siege infantry are equipped with locally produced small arms instead of the standard issue lasguns usually used by Guard infantry.
Another feature of the Siege regiments vs regular guard regiments, they use "locally produced smallarms" rather than lasguns exclusively, it would seem.
The Rapier laser destroyer is a slow moving but potent support weapon. The Rapier is bulky and heavy, and is usually mounted on a set of caterpillar tracks rather than being carried by hand. It consists of a modified lascannon with four separate barrels. Because the laser blast is diffused through four barrels the range is shortened and the blast spread slightly. As a result the Rapier is capable of hitting dispersed targets such as infantry. This said, the Rapier is primarily an anti-tank weapon, and is usually used to provide an integral anti-tank capability for Siege infantry companies.
A hybrid of a lascannon and multilaser I'd guess, but with anti-tank capabilities.
The Thudd gun is a light artillery piece that fires explosive shells. It is used by the Siege regiments to provide close range supporting fire. The Thudd gun shoots rapidly, its multiple barrels pumping in and out as each shell fires in succession.

...
Most Siege infantry companies include a battery of Thudd Guns, which are used to lay down a curtain of high explosive fire that is especially effective against enemy infantry and light vehicles. The Thudd gun’s high explosive shells are of limited use against armoured targets, but sometimes shots may be lucky enough to strike a vulnerable location.
Self explanatory.
Regiments raised on Krieg to crush this rebellion acted with commendable haste and righteous fury and the Götterdämmerung was developed to provide artillery support during the five-hundred year long civil war that followed. The war was largely static, with success being measured in gains of yards or even feet rather then miles, and this, combined with the need to man continent-wide trench systems and defence lines, led to the formation of large numbers of Siege regiments (though at the time most were known by a variety of other names) since most formal regimental distinctions broke down in the anarchy of the civil war. These soldiers would often man sections of the line for decades, and the Götterdämmerung Howitzer was developed to provide them with cheap and plentiful artillery support. The Götterdämmerung fires the same shells as the more common Earthshaker cannon used on the Basilisk, making it easy to supply it with ammunition. The howitzer is much easier to construct than Basilisk which allows the
Gotterdammerung to be used in prodigious numbers.
Further indication of the IG's gift for adaptation.
The Blitzen anti-aircraft gun was developed from the Götterdämmerung howitzer, utilising the same chassis, cheaper to produce, and easy to build and maintain.
...
The Blitzen was developed to ease some of the pressure on the hard-pressed defending fighters, and soon large numbers of them were being used to defend important targets against aerial attack.

...
Although the Blitzen cannon lacks the sheer firepower of the Hydra autocannon, it is longer ranged, and is can be pressed into service as a perfectly capable anti-tank weapon.
In other words, the poor man's LR Exterminator.
The Bruennhilde is one of several dozen variants of the common Land Crawler. The Land Crawler is another of the STC constructs re-discovered by Arkhan Land at the birth of the Imperium. Unlike the more famous Land Raider and Land Speeder, the Land Crawler is not a military vehicle but an agricultural one. Countless billions of Land Crawlers are used on agriworlds across the Imperium, where its' versatility, ease of maintenance, and forgiving driving characteristics make it hugely popular. It has been argued by more than one Imperial historian that the humble Land Crawler is by far the single most important STC Construct discovered by Arkhan Land; after all, even Space Marines need to eat. The Land Crawler has been pressed
into military service countless times, either as a engineering vehicle, or, as in the case of the Bruennhilde, as a gun transporter. Unlike the Götterdämmerung and Blitzen, the Bruennhilde predates the Krieg civil war, and has been used as a lightly armoured transporter by PDF units of Krieg for several millennia. Although it is armed with a single heavy stubber, the Bruennhilde is not really designed for front-line duty, though at times it is pressed into service.
ARGh. If Land raider werne't bad enough. :) Part of me really wonders if this is where that "IG uses tanks based on tractors and such" claim has originated. I've heard it often stated of the IG and the Imperium in general, but this is the first (and to my knowledge) only indication of such a thing. Except (perhaps) the Rhino. If so the context o fthe quote is not really surprising, given the role it is meant ot fufill and the circumstances it was created in. It's not exactly as if this thing is widely fielded or in common production.
The Siegfried is another variant of the famous Land Crawler. It is produced in the huge underground factory complexes of Krieg, and was developed during the Krieg Rebellion as a replacement for the Sentinel, whose complex gyro-stabilised locomotive system and light armour were considered unsuitable for the conditions that prevailed at the time. Although no longer used by Death Korps regiments, who prefer to use the more versatile Sentinel, the Siegfried is still utilised in large numbers by Siege regiments. The Siegfried replaces the simple and sturdy catalytic engine of the Land Crawler and Bruennhilde with a considerably more powerful gas turbine engine. The improved power-weight ratio gives the Siegfried almost double the top speed of the Land Crawler, even though it is fitted with considerably more armour. Siegfried
tanks are used as a mobile reserve by the Baran Siegemasters, and are also used to exploit breaches in an enemy line.
A "light" tank (light compared to the Russ, I'm imagining.) The main thing of interest is the "double top speed" of a land crawler (being also a Land Crawler variant and thus presumably of similar size/mass.) but also the difference in engine (this case a gas turbine.) This may suggest that the Russ and other similar vehicles deliberately have a less powerful engine (favoring versatility and durability over performance.) but it does suggest that if you stick a gas turbine in a Russ it migth be able to achieve higher speeds (at the gost of greater logistics and maintenance.)
As the war turned into a battle of attrition it was clear that victory would go to the side that fielded the largest number of troops and guns. It was under these circumstances that the Ragnarok was developed. It was conceived as an alternative to the famous Leman Russ battle tank, but one designed for the specific circumstances that prevailed in the campaign (not least, circumstances where the Leman Russ was unavailable to the increasingly under-equipped militias which contested the civil war). It was decided that the Ragnarok did not need to be fast, but did need to be capable of dealing with the treacherous terrain of no man’s land. Likewise it did not require very long range, as visibility was limited under the pollution-clouded skies of Krieg. But most of all, it needed to be as simple as possible to construct and use, as then it could crush the opposition through sheer weight of numbers. The result was an ugly, slab-sided vehicle, but one that admirably fulfilled the needs of the time. It is testament to its solid design that the Ragnarok was so gloriously restored to service by the Baran Siegemasters, who use it to this day and know it affectionately as the ‘Mk 1 Mobile Bunker’.
Interetsing vehilce, but I can't really find much to say for it, other than its apparnetly a fill in for Leman Russes used in Siege roles.
Imperial Guard regiments often include a corps of sappers. It is their job to construct and maintain the fortified positions occupied by the regiment, but they are also trained in the art of siege warfare. When confronted by a strong defensive position, sappers will work to literally undermine it, digging tunnels under the enemy position from which surprise attacks can be launched or explosive charges detonated.
...
Sappers are also expected to spearhead direct attacks on fortified positions, and are trained in the use of special assault weapons such as flame-throwers and meltabombs that they use to breach the enemy position. Considering the dangerous nature of the tasks they are called upon to perform it will be no surprise to hear that sappers often fashion crude homemade carapace armour to protect themselves.
More on sappers/engineers. he main interesting thing is the "home made" carapace. One wonders how they make that, and if so why don't other people?
All Orks give off spores which are dispersed on the wind. A few of these spores may fall into remote zones on a planet’s surface, the dense jungles or dry arid plains, places where most civilisation finds it difficult to survive. The spores rapidly infest the area and grow without the
threat of discovery.

Over a relatively short period of time, these spores will mature into full-grown Orks and band together in loose tribes.
Ork reproduction, which is pretty much fact by now.
Although all Orks are innately psychic, a rare few have the ability to channel this power. Most of these shaman, or Wyrdboyz as they are more commonly known, are reluctant psykers who live in dread of their heads exploding when they become suffused with psychic energy. They draw their power from the Waaagh! energy subconsciously released by other Orks’ excited minds as they go into battle. This energy sometimes grows to such an intensity within the Wyrdboyz mind that he is unable to control it, resulting in his brain bursting from his skull in an almighty blast. Although such accidents are rare, they mean that Wyrdboyz are understandably reluctant to take part in battles.
I've covered Wyrdboyz so often now I shoudlnt have to do more than take note of it.
This attack is known as the Fist of Gork, and is perfectly capable of destroying the most heavily armoured tank, and can even swat aircraft out of the sky.
WyrdBoy attack, implied to be quite powerful. Part of me wonders if they literally expect it to manifest as a giant Ork fist, since we know some Wyrdboy attacks have manifested as a giant divine Ork foot too.
Amongst the more advanced tribes, the Nobz will take their best boarz to the tribe’s Meks and Painboyz to have them turned into a strange amalgam of animal and machine known as a cyboar. Basic improvements to the boar involve its tusks being replaced with steel ones, the addition of an armoured carapace, and the fitting of wheels or chemical injectors to increase the boar’s speed and ferocity.
It never ceases to amaze me how a "Feral" tribe of orks manages to acquire cybernetics.
Buzzer squigs are voracious insect-like creatures that are capable of stripping the flesh off a man-sized creature in seconds
Pots of which are lobbed by Squig Catapults. Makeshift and Orky artillery for when you dont have explosives, I guess.
Boilerboyz are masters of primitive steam-powered technology, and can usually convert a aptured vehicle to run on steam-power by the addition of a simple steampowered engine. Pigdoks look after the tribe’s squigs, boars and cyboars, and by the simple expedient of harnessing two or more of their charges to the front of the captured vehicle they can create a crude yet surprisingly effective combat vehicle.
From stolen vehicles no less. on steam power. Mighty is the Power of the WAAAAGH, but this isn't the best bit yet.
Squiggoths don’t normally grow much bigger than a bull, but with the right fungus nutrients and tender loving care they can reach house-sized or even bigger! Really large Squiggoths are called Orkeosauruses by their proud owners, and are highly valued not just for the carnage they can cause in battle but also for the prestige that they bring their tribe.
...
They are hard to kill, as their thick hide, awesome constitution and dull nervous system shields them from all but the most hideous wounds.
...
This is especially true of the enormous Orkeosauruses, who are capable of rampaging around for almost ten minutes even after having suffered a mortal wound...
Squiggoths. May be useful in the future as Squiggoths have been mentioned in other sources in terms of being destroyed, like in Cadian Blood.
For the Pigdoks the pinnacle of their art are the mighty Orkeosaurus that they breed, while for the Boilerboyz it is the huge steam-powered Gargants that they create.

The Steam Gargants used by Feral Ork tribes are, if anything, even more varied in appearance than the more traditional Gargants used by other tribes.
Yes. You read that right. Steam powered gargants. Now all we need are steam powered Roks or starshipa dn the circle is complete!

In the Zypher sub-sector, Arbuttz and his Waaagh! swept across several ancient worlds of the Eldar.
...
But for all this, Waaagh! Arbuttz was vast, and in its size unassailable, and the ancient Eldar were swept away in the few short months it took the Orks to cross the system.
Orks crossed a system distance in a few months of warfare. This system apparently held multiple Eldar worlds.
Arbuttz and his boys marched on, and here, on the most distant boundary of the Imperium, the Orks crashed into a dozen worlds of man as violently as the largest and most unstoppable of waves might smash asunder the shore.
...
By the end of the fighting the entire Zypher sub-sector had be overrun and conquered by the Orks.
At least a dozen worlds in a subsector.
a campaign of re-conquest was finally begun in M41.204. The re-conquest was led by troops of the Marauders, Eagle Warriors, Raven Guard and Revilers Space Marine Chapters, supported by over two-dozen Imperial Guard regiments. In a long, hard fought campaign these troops battled to reclaim the planets lost to Warlord Arbuttz, until finally in M41.224 the Zypher sub-sector was declared free of the taint of alien infection.
A sub-sector crusae of sorts, and a rather small one at that.
Not content merely with reclaiming those worlds lost to Arbuttz three centuries prior, the Imperial war machine raged across the dozens of other worlds which the Ork Waaagh! had claimed, conquering worlds never before touched by the boot of man. An Imperial Guard regiment was assigned to each of these planets and ordered to cleanse the planet of Ork infestation. Troops from the 127th Death Korps of Krieg regiment, commanded by General Himmel von Paulus, were assigned to cleanse a backwater planet named simply Baran. In return the Death Korps veterans were granted rights of settlement
on the planet.
At least two dozen or so worlds in the subsector, possibly not including the dozen or so Imperial ones that had already existed.

The other interesting thing about this are the non-meatdroid Krieg lead by a named Leader. This was of course long before IA5 came out and ruined the Krieg, but it is interesting as it meshes more with the "Warriors of Ultramar" depiction thant heir current iteration. Reconciling this likely means suggesting that not ALL KRieg regiments are soulless fearless meat droid cannon fodder.
Lacking the huge numbers of troops needed to destroy the Orks by weight of numbers, von aulus decided to contain the Ork threat instead, building a series of interconnected fortified positions to hem the Orks into their wilderness retreats. These fortified positions quickly grew into the first major Imperial settlements and cities on the planet.
..
New cities were built as a curious amalgam of military and civilian structures, where the Imperial
Guard’s trenches, bunkers and other defences were slowly pushed out to incredible distances so that whole cities could be built amidst them, civilian buildings replacing the old fortifications as these cities snaked outwards.
Unsurprising really, that a planet conquered and colonized by the Krieg might construct cities that represent fortresses from a siege world or some such. Of course considering the planet is still full of Orks, I can't say I really blame them either.
Once the colonies were large enough new Imperial Guard regiments were raised to replace the Death Korps veterans who had long since aged and died. These new recruits were to become the first and foremost of Baran’s defenders – the Baran Siegemasters.
The Baran Siegemasters are a "spinoff" regiment based on the original Krieg colonists. This really makes you wonder how many IG regiments in teh galaxy might have originated from Cadian, Tallarn, Vostryoan, Catachan, and other "high profile" regiments like that. This isn't the only example I think either. The Minervan tank Legions of the Armageddon war arose from the Armageddon Steel Legion forces, IIRC.
Alongside them, the Raven Guard remained, though in precious few numbers, and concerned themselves mostly with hunting down those cunning Ork warlords believed to be in possession of Imperial technology stolen during the initial Waaagh! On one of Baran’s moons, the black rock known as Coron, the Raven Guard established a fortress monastery from where little more than a hundred of their brethren could continue the struggle against remaining Ork elements.

The men of Baran and the aloof Raven Guard shared little contact, though the Raven Guard watched their human charges closely, for they realised that such a harsh world as Baran would breed hardy stock – stock from which the Raven Guard might one day draw initiates fit for their own superhuman ranks.
I find it interesting that the Raven guard established a whole company here for the sole puproses of watching over a potential recruiting rounds. Unless they also use it as some sort of base of operations which they act out of.
These Eldar are known as the Exodites. Of all the Eldar race they were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour fanatics obsessed with misery and self-denial.

In an assortment of spacecraft the Exodites abandoned the Eldar homeworlds and upon the fringes of the galaxy the Exodites made new homes. The worlds they settled were savage and life was often hard for a people unused to physical work and self-denial.

When the final cataclysm erupted most of the Exodite worlds were far from the psychic epicentre and survived. The resultant psychic implosion wiped out the rest of the Eldar, but out on the fringes of the galaxy the Exodites were safe.
The exodites represent the "planet based" aspects of Eldar society still in existence. I wonder if they are the "colonies" of Craftworlds you sometimes speak of.
Biel-tan is guardian and conqueror to its people, ceaselessly patrolling all those worlds that lie within the bounds of its ancient route, the same route it has ploughed ever since the Fall of the Eldar ten thousand years ago. This is the Kingdom of Biel-tan, or so they would have it
known. Not an empire unto itself, but a great and powerful bastion of the larger Eldar Empire as the proud and warlike ruling Court of Biel-tan see it.
Craftworld Biel-tan.
Mauryon ordered that Elasthith, a seer, a steersman, be brought up and unfasten the magics which bound the gate shut. As he did so, he found many of the roads from the gate
crumbled and impassable, so that there was still no direct way to Biel-tan.
Unsurprisingly it seems Eldars use seers as navigators/pilots for starships. I dont think anyone else could navigate the warp either.
Finding himself without the means to transport anything larger than a man via the single wraithgate open to him, and not yet willing to reveal himself in an all-out assault from space, Mauryon was left with no choice but to begin his war with his Aspect Warriors alone. His entire army on foot, Mauryon and several dozen Aspect Warriors journeyed to Baran and the
Swordwind was begun.
A few dozen aspect warriors is a small force.
Bogga-bogga’s Wyrdboy, Zoombanga, began his own invocation to the spirits, casting his head
upwards, shaking his primitive fetishes and totems in a savage dance before a single, barking howl from the dead shattered the Waaagh! energy building up around him and dropped the Shaman lifeless to the floor.
Eldar psychic stuff vs Ork psychic stuff. IIRC these were caused by dead Eldar or Eldar world spirits or some such.
Mauryon called forth the Spiritseers and Bonesingers which he had ordered accompany him from the craftworld. With them they carried the humble beginnings of wraithbone, a few component psycho-plastics, nothing in and of themselves, but it was all that the powerful Seers would
need to begin fashioning their intricate constructs.
...
Alongside them, the Singers’ voices boomed out as the wraithbone shells of great walking machines sprung upwards and were one by one assembled into silent, motionless ranks in front of the gloating Mauryon.

Here and there the line was broken by the outline of a true giant, twice the size of a man, towering over the rest of these automatons.

Into these same husks were placed the spirit stones taken from the barrows...
Wraithguard and Wraithlords, 'recruited' from the dead spirit stones of Eldar laid to rest
on an exodite world. They must be Craftworld Eldar, however, since they have spirit stones and I dont remember Craftworld Eldar having them.

It's worth noting that while this is pretty impressive as a short term army, it does have drawbacks (it needs active Eldar to guide the spirits) and it is considered by many Eldar to be a sacrilege.

The othere interesting things about this is how man portable this means of construction is. As long as you have at least a lil wraithbone to start on. Although it doesnt seem to allow you to build anything larger than an Eldar Dreadnought.
The wraithbone core of each Craftworld acts as a repository and conductor of psychic power. It is also the ultimate refuge for the spirits of its people in death. Every Exodite world has its own equivalent to the infinity circuit which is called the world spirit. This is an immense store of psychic energy where the minds of dead Eldar are preserved forever. Exodites too wear a spirit stone and when they die they are taken beneath the earth into one of the great tribal barrows. They are laid to rest there and their spirit stones are broken upon the altars of the worlds spirit.

The world spirit extends over the entire planet, stretching between the tribal barrows, stone circles
and standing stones. These important places are where the spirit world and the material world can
interact, where they spirits of the dead can flow together and where the living can talk
to the dead if they have the power.
World spirits - Exodite version of an infinity Circuit. I wonder if this is perhaps one reason why so many eldar Maiden Worlds seem self aware in the books.
Many wraithgates surrounded the barrows – avenues leading to dozens of ancient Exodite olonies across the planet. Mauryon’s seers unbarred these gates and dispatched forces through each of them.
"dozens" of Exodite colonies.
Three colonies were overwhelmed completely and Commander Asaberra, Governor of Baran, faced the greatest test of his time. From his capital at Enderra, Asaberra dispatched extra regiments of Siegemasters, including the few Baran Cavalry regiments available to him to reinforce the most distant and beleaguered cities.
...
All across Baran, in a dozen fortress cities, the Siegemasters were as prisoners, trapped in defence, able only to hold tight and attempt to repel each new wave of Orks with no hope of surging forwards and striking out for themselves.
Siegemaster regiments seem to either be newly raised or form the garrison of the same planet, which would be atypical by Guard doctrine. Also a dozen fortress cities on the planet.. at least one or two dozen siege master regiments on planet?
A running battle raged for hours as the Raven Guard, now heavily outnumbering the Eldar harried them from all sides.
There are more Raven guard (100 or so) than Eldar Aspect Warriors.
Where the Raven Guard had thought they might surround and annihilate the Eldar, they now found themselves surrounded by a foe many times their own number.
Convering via wraithgate, the Eldar manage to receive reinforcement.
Hundreds of thousands of Orks rushed to battle as the Eldar sprung their surprise assault. Falcons and Wave Serpents scythed down wave after wave of Orks with their opening pop-up attacks, but nothing could halt such a mass of Orks. The Greenskins smashed into the Eldar army and slaughtered hundreds – a bitter loss Mauryon could little afford.
Orks vs Eldar. the loss of hundreds of troops (aspect warriors?) was a severe blow to the Eldar force. This suggets it probably wasn' tlarger than thousands.
Wurzbag was a traditional boilerboy, a proven master of steam technology, while Durrboz was
once a pigdok, and so sought fame for his legenday ‘grot-engine’ with which he claimed to have once powered a gargant by the medium of dozens of unfortunate Grots frantically leggin’ it inside great caged wheels whose motion powered the Gargant.
And you thought steam power was bad! I bet they painted the Grots red, too.
...the Autarch’s victories were great, but he nonetheless remained powerless to tackle
the human colonists in their heavily fortified cities. Without his vehicles and Titans, which had so far been unable to traverse any of the wraithgates opened by Mauryon’s forward forces, his efforts would all be in vain.
the Eldar need vehicles and Titans to attack human cities.
...Vaul’s Gate, some several leagues away over the great plain which formed the centre of Baran’s primary continent. Mauryon led his army on a swift overland march, the Eldar’s swift feet covering the distance in mere hours....
Eldar host covers 11-16 km or so in "hours" Tha timplies they are at least as fast or faster than fast human armies on foot.
Upon the highest of these bluffs stood Vaul’s Gate itself, a towering Eldar monolith, fully twenty times the height of a man.
That puts some limits on Eldar Titan height (or at least some titans.)
At the last possible moment the Hawks turned and soared away as one, and Mauryon unleashed his only gambit. Nightwing fighters and Phoenix bombers burst from the clouds and streaked around the Ork army, homing in on the now isolated gargants.
Curious that Mauryon had figthers, yet he needed Titans and other vehicles to assault the city. Go figure.
With the Orks’ attention drawn to the centre of the field, Mauryon saw his chance to attack the Gate directly. The Autarch, the Phoenix Lord Karandras and hundreds of Aspect Warriors surged forwards over the shallow bluff betweem them and Vaul’s Gate.
"Hundreds of aspect warriors" again.
Raising his head skyward to look back towards it, Mauryon watched the shimmering portal roll and break apart as the figures of three great Phantom Titans stepped forth onto the field of battle…
Eldar Titans appear.. the portal is wide enough for 3 to appear simultaneously.
To this end, there have been countless conflicts between Imperial forces and the Biel-Tan Craftworld. Often the Explorators of the Adeptus Mechanicus colonise worlds near to Biel-Tan’s course, only for the Eldar to launch an attack and wipe out the settlers. This forces the Imperium to provide heavy garrisons for newly settled worlds on the southern rim to protect colonists from these sorties by the Eldar, draining valuable resources for battles elsewhere.
Biel-Tan vs Imperium.
The following army list allows you to field an Imperial Guard army that is based on a Siege regiment of the type typified by the Baran Siegemasters. It can also be used as a ‘stand in’ army list for other Imperial Guard Siege regiments, other kinds of static defence regiment, as well as being an excellent army list to use to represent the planetary defence forces fielded by Imperial Governors all across the Imperium.
The other sorts of forces Siege Regiments (in game, at least, so this may be game mechanics) can supposedly stand in for.
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Connor MacLeod
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Re: Epic 40K analysis thread (all versions)

Post by Connor MacLeod »

Okay I just figured out.. I only posted half of Hive War! Fuuuck. So we resurrect this thread so I can post the OTHER half. bleh. Better late than never.


Page 46
All Tyranids are hard to kill buy some Tyranid creatures exhibit an almost supernatural ability to survive damage. Reports abound of creatures climbing out of steaming craters after direct hits from aritllery, charging on after suffering crippling damage or even being crushed by falling buildings and digging their way out again minutes later.

This unearthly vitality is characteristic of all Tyranids but is particularily prevalent in certain creatures. Some creatures are impervious to pain or certain kinds of energy, others have incredibly tough internal organs reinforced with thick bone plates and sinews like wire. Some are able to regrow lost body parts and heal their wounds by tapping the hive mind's vast reservoir of psychic power. Particularily dangerous Tyranid creatures can exhibit all of these characteristics.
Tyranid toughness and the origins of said toughness. Reminds me a bit of 3rd edition and the discussion of Tyranid internal designs and the tyrgel and all that stuff - internal and external reinforcement, healing, etc.



Page 47
In space combat the Tyranid hive fleets make extensive use of thousands of huge, floating pod-like spores to protect the mother ships of the swarm or seed planetary systems before their approach. These drifting pods are deadly mines which move in an apparently random fashion until their detonation, triggered by the proximity of a non-Tyranid object. Their explosive power is extraordinary, prompting speculation that they utilise a thermonuclear reaction, and they inflict considerable damage not only from the resultant shockwave but also from the impact of shell fragments hundreds of feet across. These 'spore mines' also dischrage an accompanying shower of virulent viruses, acides, algae and infectious parasites when they detonate, causing extensive secondary damage to their target.

Tyranid forces fighting on planetary surfaces utilise a smaller version of the space-going spore mine. These are vomited from the maw of an adapted war-beast referred to by the Magos Biologis as the Biovore.
Spore mines described as potentially being thermonuclear. That would make some sense except.. thats some strong acid/viruses/algae and parasites if they endure a nuclear detonation (unless they're shielded in some way, like the shrapnel. Heck maybe they're inside the shrapnel.) The shockwave is odd too, so there are problems with the thermonuclear idea.

That said the idea that they might use smaller versions in ground combat (nuclear Tyranid artillery balloons) is kind of amusing. lol./




Page 47
The Biovore nutures a clutch of spore mines inside its body until they are required, at which point they are launched by muscle spasm form a dorsal aperture. The spore mines are flung high through the air before they float down towards ground level, eventually hanging at a height of around five metres and starting to drift.
Tyranid artillery. At least the indirect-fire kind.




Page 48
Its massive, rounded body is extremely tough having a chitinous hide which protects it from damage and a shape tha tallows it to withstand tremendous pressures. A Carnifex is a living engine of destruction evolved for use in shock assaults, spaceship boarding actions and massed battles where it can smash thorugh any obstacle, whether it is a defensive line, enemy tanks or a fortified position.
..
CArnifexes are armed with four great sickle-shaped claws of diamond-hard chitin, bone and cartilage. The combined assualt of these mighty scythes is powerful enough to rip through even armourplas and ceramite with ease. CArnnifexes also have the capacity to energise a form of bio-plasma in their gut via the rasping plates in their oesophagus, the source of their high-pitched scream. An electrical field around the flaws holds the incandescent plasma ball until it is laucnhed at its target.
The Carnifex in all its glory, including the magic plasma that actually seems like plasma, but is literally regurgitated by the Carnifex. That's some strong throat muscles. Hilariously the rules list it as Regenerating, which probably onyl makes them even worse durability wise.




Page 49
The forelimbs of the Dactylis rise from its bony prow and curve back in a state of tension. The limbs themselves are long and multiple-jointed, covered in thick ropes of tendon and muscle which make a distinctive cracking sound when released. A Dactylis can grasp an object with these limbs and whip it forward with eye-blurring speed to release it with startling velocity and accuracy towards a target.
The Dactylis's ammunition is a parasite pod-like crature that feeds off glands at the rear of the Dactylis' cranium. These creatures have a hard shell and are almost entirely made up of a central sac containing highly corrosive bile. Using its forelimbs, the Dactylis detaches these creatures and hurls them at its target. On impact the bile pods shatter into chitinous shrapnel, spraying the corrosive bile across a wide area. The bile is deadly and able to permeate and destroy armour at a ferocious rate.
More Tyranid artilley, patterned after a slingshot. That fires acid bombs. Well it is distinctly biotech at least. lol.




Page 49
The Dominatrix is a gargantuan composite-creature of nightmarish dimensions. Those unfortunate enough to have seen a Dominatrix report an overwhelming sense of hororr and revulsion at the sight, brought about by the blasphemous implications of its form. The bulk fo the Dominatrix is a gigantic and bestial creature equipped with ripping claws and fangs, symbiote weaponry and poison spines in dizzying and deadly profusion.

Straddling the beasts back and sunk partway into its flesh by hooks and spines, snaking loops of intestine and pulsing arteries is a second creature. This rider is a form of Tyranid as far advanced beyond ordinary Tyranid Warriors as Tyranid Warriors are beyond the genetically-constructed sphincter portals of the bio-ships. Neither creature in itself is the Dominatrix; both are combined to give the bestial strength of the most savage Tyranid creatures hybridized with awesome psychic powers and a direct coduit to the hive mind.
Tyranid equivalent of a Leviathan/Capitol Imperialis, I think. It creates Tyranid creatures (or can at least) and also is the command and control, as well as being a superheavy/Titan like design for the 'Nids. And if that weren't enough, its also highly psychic.




Page 49
Divination and intensive investigation have revealed that the Dominatrix is the brood-mother of the swarm she leads. The Dominatrix absorbs genetic material and changes its DNA strands within herself in a manner not fully understood. AFter a period of gestaiton she lays eggs that quickly hatch out into more of the monsters that make up her swarm.
As the swarm grows in size the power the hive mind manifests in the Dominatrix becomes greater. Hence the oldest Dominatrix, with the greatest swarms, are the most powerful elements of the hive mind identified thus far.
Roles of the Dominatrix in 'Nid Swarms.



Page 49
Dominatrix are so huge they can survive multiple wounds...
..
..and can regenerate damage.
..
The Dominatrix is armed with a heavy bio-cannon that juts forward from its spine. This deadly weapon spits chitin spines or shells at fantastic velocity, but does not use the lethal slime-fungus common to Exocrine bio-cannon.
Armaments and toughness of Dominatrix.




Page 50
Dominatrix are protected by a heavy, stony carapace several feet thick, and they employ their massive psychic powers to protect themselves from attacks and to heal damage.
..
Warp field: This power projects an aura of warp energy around the Dominatrix which can fling the energy of incoming attacks into the warp.
Unsurprisingly they regenerate lol. Its kind of interesting that some Tyranid forms (bio titans as of 6th edition, and Dominatries since 2nd, as well as Zoanthropes) can generate psychic warp shields as a defense (or telekinetic shields, as that evolved super Hormagaunt did in that one Snowdog short story) but their starships almost never seem to (relying instead on magic spores.)



Page 50
Energy Pulse: The Dominatrix can use this power to unleaseh an ultra-powerful pulse of warp energy at the foe. The energy pulse is a white-hot blast of light and deadly harmonics more direct and focussed than a laser beam. Its duration is less than a second but in that time it can burn through buildings, Titans and troops ot leave great ragged scars across the landscape.
Tyranid version of LAZORS, I suppose, although the 'harmonics' bit suggests its more than just energy.





Page 51
The highly developed forelimbs of other Tyranid creatures appear to be absent from the Exocrine body form, but the distinctive bony head frill and long tubular bio-cannon were originally the creature's forelimbs. THes have fused together and expanded considerably to acheive their new purpose.
The Exocrine fires high velocity chitin shells, which with the aid of their silicon-based penetrator core can punch through even Titan armour with shocking ease. THe tremendous velocity of these projectiles is achieved by a surge of isometric muscle contractions which starts in ropes of muscle tissue that cover the head frill as it is raised and is unleashed when the frill depresses again.
Metallic residue found in the chitin shells suggests an electromagnetic impetus gives the shot its final burst of acceleration, probably achieved with adapted nerve bundles lining the bio-cannon. The shells are simple but deadly, the velocity of their arrival at the target shattering them into a cloud of lethal shrapnel as they strike. The shells also contain an acidic slime-fungus which replicates rapidly and cuases severe damage to complex systems.
Meaning that bio-cannons are ORGANIC RAILGUNS. Well some sort of EM gun. Its not unheard of either - Venom cannon used an electrostatic charge for (at least) supersonic speed, for example, although others that use 'electro chemical' are not, as those are all muscle contractions (The electrochemical bit is just an impetus, sort of like a primer lol)
In some ways too it vaguely reminds me of the Impaler cannon, minus the 'shard beast' guidance and indirect ifre capability I vaguely recall.



Page 51
Malefactors are lumbering bio-engineered organisms the size of a large vehicle. They are commonly called Line-Breakers by Imperial tropos in reference to their terrifying sledgehammer attacks on defensive lines. Their clawed forelimbs are exaggerated and powerful and are used to drag the Malefactor forward over difficult ground. However, the forelimbs are primarily used for lashing out in close combat and mount a variety of deadly symbiote bio-weapons.
The Malefactor has a number of adapted spines implanted into its forelimbs and carapace. These spines are fired by a muscular contraction and use explosive cellular expansion to detonate on impact and spray razor sharp chitin plates over the target area. More short-ranged destruction is supplied by outgrowths of virulent spores on the creature's carapace. An autonnomic nerve function fires off these spores with the speed and hitting power of bolters in the presence of non-Tyranid bio-forms.
Tyranid version of an IFV (well one of them) with close in support elements to assist in assaults and such. Note the 'bolter power' spores :P as well as the exploding spines (explosive cellular expansion, means they probably store enegy in the 'cells' which then release it/expand violently on impact.)





Page 51
The primary use of the Malefactors is to carry broods of Tyranid creatures under the protection of their chitinous carapaces, nestling between the bony plates of the creatures flanks. As they get iwthin close range of their foe the Malefactors unleash their progeny and use their symbiote armament to blast a gap in the enemy line for them to exploit. If Genestealers or similar shock troops are being unleashed the enemy position is quickly doomed.
As I said, troop carrier. Probably makes high speed close combat troops like 'stealers more effective against ranged attacks (small arms at least.)





Page 52
Gargoyles physically resemble Termagants in many aspects such as body mass, cranial capacity and the configuration of their medial armour plates. This makes it likely that either both are evolved from a single creature or the Gargoyles were derived from the Termagant's DNA template. GArgoyles have wide leathery wings, raking claws and barbed tails. Though they have six limbs, the lower pair have atrophied to little more than stumps. Their jaws have been adapted by a symbiotic creature so that they can squirt flaming bile at a considerable distance. This flame spurt is used to set fires and burn the enemy out of defensive positions.
Meaning that Gargoyle stats apply to Termagants largely, and vice versa. Otherwise they're flying flamethrowers.




Page 53
Genestealers possess the six-limbed body form of all Tyranid creatures with powerful ripping claws and taloned hands. They are incredibly fast and dangerous opponents in hand-to-hand combat but never use ranged weaponry or other devices, despite their obvious intelligence. Genestealers can operate independently of the hive mind, having a gestalt brood intelligence of their own.
'Stealers.




Page 53
Being such a busy factory world, ships of all kinds would have been constantly docking there, unloading ore and myco-protein, and loading processed metals for shipment to the hive worlds. Hundreds of ships passed through those spaceports every week. Most of them would be Imperial-controlled freighters, but who knows what manner of smaller, inter-system craft slipped throught he security net.
Graia, which we know from other sources is actually a supposed forge world, and was not infested by genestealers (but it was by Orks.) Mind you there's some discrepancy about this, both in terms of where its located (Tempestus or Ultima) as well as what it is (in 2nd it was just a factory world lol.)
We could have multiple 'kinds' of Graia though. This discrepancy happens with a number of novels actually (Mortifactors homeworld for example.)
Note the mycoprotein food source (mentioned also in the Rogue Trader trilogy) and that hundreds of ships a week (implying tens of thousands annually.)




Pgae 54
The Harridan itself carries a fearsome armament of bio-cannon and poison spores. The bio-cannon are melded into the Harridan's wings and utilise the tremendous musculature of its great pinions ot hurl chitin missiles like those fired by the deadly Exocrine. However, the chitin shells launched by Harridans do not use the corrosive slime-fungus which makes Exocrine hits so devastating against Titans and other great war machines.

The poison spores are released in noxious clouds by the Harridan as it passes over enemy troops or settlements.
..
The Harridan's hide is exceptionally tough and its vital organs are heavily protected by thick chitinous armour plates.
..
..the Harridan is equally well armoured from all quarters.
..
Like Tyranid warriors, Harridans act as psychic resonators. They intensify the psychic bond of the hive mind with lesser creatures and amplify its power.
Pre-Forgeworld Harridan. Sort of a Drop ship for Gargoyles, so not really changed (much) since Forge World stole em, except I think of epic as cooler in general lol.




Page 55
HAruspex are well protected by a thick carapace and have a simple nervous system which makes them notoriously hard to kill. The creature advnaces at a startling speed with rippling contractions of its body, seeking to close with the enemy as quickly as possible.
The Haruspex's symbiote weaponry is short ranged but deadly, comprising conical muscular organs attached to each upper arm. These simple creatures secrete and store molecular acid which they can spurt over short distances, melting through even armourplas and ceramite with little difficulty. In addition to its acid sprays the HAruspex carries frag spines (similar to those implanted on the Malefactor) to shred lightly armoured foes that are out of reach.
The Haruspex's primary attack mode utilises its massive frontal mandibles and piercing upper limbs to attack foes in close assault.
Another close assault 'Nid not unlike a Carnifex and related, although the 'durability' reminds me of Hive Guards.



Page 55
Hormagaunts appear to be another genetic manipulation of the Termagant genus. This bio-form is more upright with the two sets of upper limbs equipped with well-developed claws for ripping and piercing. The lower legs are long and powerful, tucking up beneath the body when the creature is at rest but flicking out to drive it forward in a series of bounding leaps as it attacks. The Hormagaunt has a simple digestive tract and sustains itself by draining body fluids from its victims. However, the Hormagaunt's highly active metabolism constrains it to constantly seek out and attack fresh prey.
Hormagaunts have been reported being dropped down to the planet surface in mycetic spores, similar to the way Space Marines use drop pods. Once they have landed the Hormagaunts act as instinctive terorrists, constantly searching for and attacking native life forms. Hormagaunts are also unusual because they appear to reproduce independently of the Dominatrix. They lay hundreds of eggs just below the surface of a planet before their short lifespan is over...
Hormagaunts - cannon fodder close assault troops, but also effective shock/infiltration sort of like a lesser Genestealer. Note the simplified digestive system, which were outlined in 3rd but implies Gaunts at least can feed off other so urces even if other Nids can't (or presumably can't. For all we know the 'Nid-provided' diet to that specialized digestive system is also liquid based.



Page 56
The Hive Tyrant is a large and massively powerful creature, rivalling even the hulking Carnifexes in size and weight. Hive Tyrants strongly resemble Tyranid Warriors in many respects, although whether they are a divergent strain or are actual warriors evolved to a higher level is unknown. Like all Tyranids, Hive Tyrants seem to mutate rapidly and several different physical characteirstics have been reported.
Hive Tyrants are highly psychic and their relationship to the hive mind is even closer than that of the Tyranid Warriors. Hive Tyrants form vital synapses which allow the Dominatrix to extend her influence over the teeming hordes of the hive swarm. Hive Tyrants are highly intelligent and are sometimes despatched alone to command msall Tyranid swarms on raid/infection missions. Hive Tyrands also manifest potent psychic powers in battle, venting tiny portions of the massive psychic potential of the hive mind to impel the broods forward or terrify and crush the enemy.
...
Hive Tyrants are protected by a thick chitinous carapace covered in polymer bonded silicon and carbon platelets, additionally they employ their own considerable psychic powers to defend themselves. This means Hive Tyrants can survive multiple wounds..
..
...and can regenerate damage.
..
Hive Tyrants are powerful and agile creatures that are far more mobile than machines of equivalent size.
Hive Tyrants - Warrior and then some, with psychic abilities. The armor nature is interesting, as is the implied psychic shielding. Oh and quite fast despite being Carnifex sized.





Page 57
They are intelligent and possess highly developed sensory organs so they can see, smell, hear and taste their prey long before it becomes aware of their presence.
Lictors appear to be a specialist mutation of Tyranid Warriors and are highly adapted to survival in hostile enviroments and a stalker/predator role. Stalking Lictors exude a pheremone trail which draws other Tyranid creatures in their wake; a larger concentration of prey stimulates a stronger pheremone response and brings a larger group of Tyranids.
Lictors are well equipped for dealing death with a whole arsenal of bio-weaponry which includes mantis-like upper claws, venomed talons, feeder tentacles and barbed flesh hooks. The Lictor's feeder tentacles are tipped with sharpened bony plates and are used to lobotomize victims so the Lictor can absorb their genetic data. The powerful upper claws are edged with fractal chitin and the lower talons have venom cahnnels containing a deadly haematoxin.
The flesh hooks are the most unusual of the Lictor's weapons. They are formed out of carbon-based chitin with a monomolecular edge and are attached to lengths of exceptionally tough muscle fibre situated between the ribs. The hooks are fired by sharp intercostal muscle spasms and allow Lictors to snare their victims from a distance. The flesh hooks are also sometimes used as grapnels, which allow Lictors to scale vertical surfaces with great speed.
Lictors. Note the mono-edged fleshhooks and 'fractal chitin' claws.




Page 57
Lictors are protected by a thick, chitinous exosekelton. Combined with their size and tough constitution...
..
Lictors are also covered with tiny chameleod scales which shift their colour and texture to match the creature's surroundings.
In Epic they seem to 'merely' camouflage, but later they gain thermal/IR masking too, IIRC.




Page 58
During planetary invasions Tyranids tend to only commit the bulk of their forces from the bio-ships once they have located opposition which needs to be eliminated. To facilitate this they make use of bio-constructed ablative spores disgorged from bio-ships in orbit. These carry shock troops such as Genestealers, Hormagaunts and other creatures straight into battle in a similar fashion to Space Marine drop pods. These spores are often inaccurately reported as meteor showers by civilian observers but experienced troops soon learn to spot the telltale fiery streaks of the spores dropping through the upper atmosphere.
Tyranid attack tactics - basically from orbit Space Marine style, onyl with far greater quantities of more expendable troops.


you


PAge 59
They are commonly referred to as Hutner-Slayers by Imperial Guard troops. On board the bio-ships their role is to protect the vessel by moving quickly through the narrow arterial passages of the ship to attack intruders. In planetary invasions packs of Termagants accompany Tyranid Warriors, hunting down enemy defneders and tearing them apart.
..
Termagants are generally one to two metres tall and run on four legs clutching a symbiote weapon-creature (known as a fleshborer by Imperail troops) in their forelimbs.
Termagants, again note implied size (some variation) and their role as ranged infantry cannon fodder in 'nid armies.




Page 59
Though they are considerably larger than Tyranid Warriors, their bodies are fragile and have feeble, atrophied limbs, and their heads are so huge and bloated they look too large for their frail bodies to support. Zoanthropes appear to have been engineered to exploit the maximum psychic potential of Tyranid Warriors and even seem to use psychic energy to motivate their wasted bodies.
..
They use their psychic powers both to defend themselves and to attack their opponents with ravening bolts of warp energy.
Zoanthropes. Psychic artillery.





Page 60
The Trygon is a massive, snake-like organism the size and weight of a super-heavy tank. Trygons are commonly referred to as Shockers or Rattlers by Imperial Guard troops because of their distinctive attacks using a bolt of flaring electrical energy. The Trygon is a living weapon that generates an electrical field from the thousands of scales which cover its body. As the Trygon moves the scales are agitated and each one generates a bio-static charge, thus creating the Trygon's sinister rattling. Energy from the scales is conducted along hardened nerve synapses to blade-shaped forelimbs on its upper body.
The Trygon builds up its charge as a crackling corona of lightning which wreathes its forelimbs until unleashed. AT the point of release modified gill structures are used to spray an ionizing exhalation which conducts the shock discharge. The result is a rolling blast of high voltage power which can burn out electrical systems and electorcute troops with frightning efficiency.
Trygons - giant lightning throwers. Although this early it didn't provide any shielding benefits.





Page 61
Tyranid Warriors are the elite fighters of the Hive Mind. They have six limbs and stand over twice the height of a man. Their lower limbs end in sharp hooves and are used for locomotion, leaving the middle and upper pairs to use various deadly bio-weapons like Boneswords or Deathspitters. The ships of the hive fleet carry untold millions of Tyranid Warriors in frozen hibernation.
..
They act as psychic resonators, amplifying the psychic bond of the hive mind and transmitting its power to the less receptive organisms around them. When the Tyranids swarm out of the bioships to do battle the Tyranid Warriors lead the lesser creatures into combat, giving their troops the ferocious resolve and unshakable purpose so characteristic of the swarm.
Tyranid Warriors are protected by thick, bony carapace and scaly cartilege.
..
Tyranid Warriors can plan and make decisions independently of the hive mind..
Tyranid Warriors, pretty standard really.




Page 61
As you are aware, the regiment was deployed ot the Moloch system to protect Forge World Triplex Phall from the western edge of the Tyranid Sweep. The entire regiment, reduced to three and a half thousands men, following the containment of the uprising on Graia IX, was committed. Despite heavy losses, the men were confident.
...
We ported to Moloch on the transport Kramer, and the three week trip gave the men a chance to recuperate, both physically and mentally.
Bit of a conflict here. Graia in originally was in the same region as as Moloch and Triplex Phall (Ultima segmentum) and was maybe a couple thousand LY away or so (rough guess)
but Forge World puts Triplex Phall way out on the western side of Tempestus, close to Terra, which is a good 60-70 thousand LY :P. So depending on your source it could turn out to be a few tens of thousands of c tops... or over a million c, depending on your source.
Also regiment of 3.5 thousand.




Pgae 61
The other two planets in the system had been ocerrun, the automatic satellite defences destroyed. All remaining troops, equipment, and civilians had been moved to the mountain fortress of Zharr.
Automatic defence sats to protect a system against Tyranid attack.




Page 61
The chambers and tunnels of the fort stretched up to the mountain's peak, across its girth, and plunged for miles down into the bedrock of the planet itself. The thick rock walls were reinforced with an adamanitum lattice, and all above ground acess points protected by three sets of armoursteel shutters.
Fortress defenses. interesting how deeply it extends into the planet.





Page 62
Tyranid bio-Titans are the most gigantic of all the monstrosities unleashed by the hive fleets during a planetary assault and are borught into action only against the most determined defences. Though they are identified as bio-Titans by Imperial forces, these creatures bear little resemblance to the humanoid-shaped fighting machiens built by the Imperium and the Eldar, or even the idol-like Gargants of the Orks, except in terms of size and lethality.

Bio-Titans are giant multi-legged creatures more reminiscient of spiders or scorpions than anything else. In general they have four long legs for locomotion and two arms, specially adapted for carrying a range of giant symbiote weapons. THeir heads or mouth parts are also substantially modified to carry further weapons such as acid spitters, spine firers, poison sprayers and the like.

As with all Tyranid beasts, rapid mutation and adaptability is common to bio-Titans. They appear to be a composite of several creatures so closely meshed together that they have become an indistinguishable whole. For example, the exoskeleton for the legs and much of the carapace is formed by a single creature, but the musculature to move the bio-Titan's vast body is supplied by a series of creatures rooted in cavities inside the exo-skeleton.

Bio-Titans are notoriously difficult to kill, evne with the heaviest weaponry. They are protected by ridged plates of chitin that are angled to deflect incoming shots. Even if their armour is penetrated their composite nature means that parts of the Titan will continue to function and fight long after critical injuries have been inflicted on other parts of the whole.
No shields, but they can regenerate in epic. Otherwise they're not much different from their latter iterations all told. Except the Anphelion chibi-titans, for obvious reasons. :P




PAge 64
Cluster spines are similar to frag spines implanted onto Haruspex and Malefactors for close range anti-personnel work. They are fired by muscular contraction and use explosive cellular expansion to detonate on impact and spray razor-sharp chitin plates over the target area. The cluster spines implanted onto bio-Titans are larger, more densely packed and fire in groups to achieve maximum saturation of the target.
uprated explosive antipersonnel weapons.



Page 64
The Pyro acid spray is undoubtably one of the most fearsome symbiote weapons in the bio-Titan's arsenal. The spray fires a triple jet of highly corrosive acids which melt through plascrete and steel like wax. The interaction of the acids also produces a great release of heat, such that the jets ignite as they leave the nozzles of the spray and the target area is covered in licking flames and explosions where the burning acid has swept over it.
As we know from BFG, they're also used as the tyranid analogue to weapon batteries.



PPage 64
Stinger Salvos are used against troops and lightly armoured vehicles at close range. The stingers themselves are fans of long needle-like protruberances which contain a vein of lethal corrosive venom. The stings are segmented and when the bio-Titan directs a pulse of venom into them the tips are launched with tremendous velocity. This reveals the sharp tip of the next segment of the needle and makes it ready for firing. Salvos of high velocity stingers are short ranged but devastating, riddling the target s with slivers of bone and corrosive poisons.
Poisonous AND stabby.




Page 65
Bio-Titans commonly carry large triple-orificed symbiote weapons which appear to function in a similar manner to the bio-cannon mounted on the Exocrine. The heavy cords of muscle that ridge the barrels of the cannon accelerate its ammunition of chitin shells to a speed at which they punch through armour as if it were cardboard. A hardened penetrator core at the centre of the shell penetrates the target in a small explosion of shrapnel and carries the spores of a pernicious slime fungus into it. LArge targets that sustain bio-cannon hit are often rotted from the inside out within minutes.
Bio cannons yet again, although this time its implied via muscle contraction.




Page 65
Bile Launchers work by belching a jellied lump of cankerous slime which is corrosive enough to burn through flesh and bone in seconds. Armoured targets may last a little longer than others but even they will collapse into piles of pitted and reusted metal within a few minutes. Worse still, the bile launcher can have a considerable splatter radius if it stirkes its target. These smaller droplets of acidic slime are unlikely to damage battle tanks but they can still kill foot troops who fail to take cover.
Yet more chemical/acidic weaponry. As if the Tyranids didn't have enough versions.



Page 65
Many bio-Titans carry swollen pods of virulent spores implanted into their chitinous limbs. When they explode, the air around the bio-Titan is filled iwth deadly spores which will pierce the surface of anything warm that they touch and send burning threadlike growths shooting into it. Bio-titans use nerve impulses to detonate the pods, either as an intensive cloud in a small area or a broad bank of spores to sweep a larger area. Though each spore pod is emptied when it is used a single bio-Titan carries enough spore pods to last for the whole battle.
The bio-Titan basically creates its own toxic miasma around itself, lethal to other living beings.




Page 65
Razor claws resemble gigantic crab claws, but their basic evolutionary design has been made more lethla by bonding a mono-molecular edge to them so that they can slice through armourplas and ceramite. Razor claws are also implanted with frag spines like those mounted on Haruspex and Malefactors, and these increase the bio-Titan's short range firepower against infantry and light vehicles.
Monomolecular crab claws. EVen biotitans (heck starships do) can do melee.



Page 66
Ripper tentacles are thick ropes of tendon and muscle tipped with diamond-hard talons that can slice through armour with frightening ease. The talons themselves are hollow and inject a highly corrosive fluid into their prey when they strike. Each tentacle is controlled by a seperate nerve bundle so they writhe and strike as if they have a mind of their own. This makes a bio-Titan equipped with ripper tentacles incredibly hard to close assault with troops or tanks because the tentacles will lash out at individual suqads and vehicles as they come within range.
It wouldn't be a tyranid if it didn't have razor shapr tentacles in some kind.



Page 67
The hive mind stimulates the creatures of the brood to alter the chemical balance of their blood, turning it into a potent acid on contact with air.
One sort of hive mind inspired mutation.



Page 68
... a combination of a physical shift in surface colour or texture and psychic shielding to disguise a Tyranid infantry brood as part of its background.
Yet another mutation.


Page 68
..powerful blasts of [psychic] energy being directed agianst the planet's surface by orbiting bio-ships of the hive fleet.
Psychic barrage. This might reflect the particle beams sometimes mentioned with hive fleet behemoth's battle at Macragge in 2nd edition fluff.


PAge 68
Pathogenic slime is a self-replicating corruptive agent that breaks down metal and flesh almost instantly.
..
..the hive mind causing this substance to be excreted by Tyranid creatures or their symbiote weaponry.
More poison/toxin weapons this time as an offensive adaptation.



PAge 68
The hive mind influences a synapse creature to release a cocktail of airborne neurotoxins and pheremones combined with subsonics and empathic interference to disorientate and confuse the enemy.
Psychological nid warfare.



Page 68
Energy immunity represents Tyranid creatures temporarily reforming their bodies to dissipate or absorb the energy of attacks.
Energy 'adaptation'. This might be what we saw Gorgon do against the Tau in the 5th 'Nid codex, since you could argue 'growing new, energy-weapon resistant armor' is an upgrade of sorts, although to be fair I doubt you could do it spontaneously lol. so maybe its just another vairation countermeasure they can potentially employ, rather than the same thing. works either way I suppose.
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Cykeisme
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Re: Epic 40K analysis thread (all versions)

Post by Cykeisme »

Wow, how many different times do they have to tell us how corrosive those Tyranid biotoxins are?
That was quite a few different ways to say that they dissolve armor and flesh, we kinda got it the first couple of times :D

Btw, where do you get Hive War?
The Specialist Games section on GW's site has some Epic books in PDF form there, I grabbed them all but I think they only cover Imperium (Guard, Astartes and Titan Legios); I can't find the Tyranid stuff.
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Re: Epic 40K analysis thread (all versions)

Post by PainRack »

I can't remember whether it was Captain Hat or Ixjac who once pointed out that the Orks Steam Gargant might not be so bad. Afterall, nuclear reactors now generate power via a nuclear reaction releasing heat which causes water to boil and turn a generator.


Perhaps a 'higher' efficiency model might be a MHD model, one that also uses solar panels to soak up radiation.
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andrewgpaul
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Re: Epic 40K analysis thread (all versions)

Post by andrewgpaul »

Cykeisme wrote:Wow, how many different times do they have to tell us how corrosive those Tyranid biotoxins are?
That was quite a few different ways to say that they dissolve armor and flesh, we kinda got it the first couple of times :D

Btw, where do you get Hive War?
The Specialist Games section on GW's site has some Epic books in PDF form there, I grabbed them all but I think they only cover Imperium (Guard, Astartes and Titan Legios); I can't find the Tyranid stuff.
Hive war was the Tyranid expansion for 2nd edition Space Marine/Titan legions. There was a Tyranid army list in Epic 40,000 (the 3rd edition of the game), but I doubt it had any new units or information. There was never an official Tyranid army list for Epic Armageddon (the edition on GW's website at the moment), which is why you can't find anything. Same goes for Chaos, Tau, Necrons and Dark Eldar.
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